Notes on My Games
Some Things to Remember
- DISCLAIMER: My games will deal with mature subjects on occasion.
If you will be disturbed by scenes involving violence, gore, sexuality, homosexuality,
or anything else of that nature, this is not the game for you. Alternatively,
if you think it would be cool to play a game where you can explore your own
sick fantasies and moral deficiencies regardless of what the GM wants or how
that disgusts, bores or annoys your fellow players, this is not the game for
you, either.
- It should go without saying that the GM's ruling is final. If I make a judgement
call, that is the final decision. Rules Lawyers should keep something in mind
— it's my game. I can change things, and I will. That's one of the
privileges of being the GM.
- Remember, it's just a game! Real Life takes precedence (or should). If you
know you'll need to miss a session or three due to work, school, family obligations,
etc., just tell me so — the game will survive, and so will the rest of us.
If you know you won't be able to make it to the game, and want your character
to be doing something in particular during your absence (studying for an exam,
visiting a sick friend, going on vacation, what have you), let me know; if
you don't, I reserve the right to come up with something myself.
- Try to keep IC (In-Character) and OOC (Out-of-Character) knowledge separate.
Just because you've read every supplement in existence doesn't mean that your
character automatically knows how to defeat that nasty antagonist making life
miserable for the troupe.
- All characters in the game should be able to make a reasonable effort to
"play well with others." Characters don't have to be best buddies, but they
should be able to work toward common goals with a minimum of strife. That
means thinking twice about playing a character who spends all (or even most
of) his time actively opposing the rest of the group.
- If something unpleasant happens to your character, it doesn't mean that
anyone is deliberately trying to make your life miserable. The game world
can be a very dangerous place, and your character is not immune to those dangers
just because she or he happens to be a Player Character.
- Be polite to your fellow players (and that includes the GM). Try not to
hog the spotlight — if you let other people have their turn, chances are they'll
be willing to extend the same courtesy to you. This also means that you shouldn't
interrupt when another player has my attention. Just raise your hand or pass
me a note, and I'll get to you as soon as I can.
- You are expected to respect your fellow players' race, ethnicity, gender,
religion, sexual orientation, and disabilities. This game involves people
from many different walks of life, but we all come here to enjoy ourselves.
Players who go out of their way to make the game unpleasant for other people
may be asked to leave. By the same token, if something in the game makes you
uncomfortable, it is perfectly acceptable — indeed, encouraged — to tell people
how you feel (if you're not comfortable doing this in public, you can do it
privately after the game). The game should be an enjoyable experience for
everyone, and communication is the key to that happening.
- For the creative types among you, or those players willing to contribute
a little something extra if you would like to create something related
to the game (e.g., a diary for your character detailing the events in the
game from her perspective, a chronicle log, a story about your character,
a character portrait, etc.), I am willing to award a number of extra Experience
Points for your efforts (the precise amount of XP will be determined by the
time and effort involved). Should you choose to go this route, all I ask is
to be allowed to keep a copy of the work (they make great examples to show
to other players, and bring back wonderful memories, besides!).
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Character Creation in my World of Darkness
Games
- My method of character creation is as follows:
- Come up with a character concept this is basically a word or phrase
that describes who your character is (some examples include: Rich Socialite,
Street Person, Starving Artist...you get the idea) for the type of character
that you would like to play.
- Tell me about your character, and I'll let you know whether or not he
or she will fit into the game.
- Once I have approved your character concept, build the character with
that concept in mind, using the character creation rules from the appropriate
rulebook (Vampire: The Masquerade for Cainites, Werewolf: The
Apocalypse for Garou and Fera, Changeling: The Dreaming for Kithain
and other fae, etc.).
- After you create your character, I will look over your sheet and ask you
a number of questions in order to determine how your character got to where
she or he is today, as well as discuss any changes that may need to be made.
After this discussion is over, your character will be introduced to the
rest of the PCs and can begin play.
- My games focus on both character interaction and combat. Thus, a character
created solely for one or the other may be at a disadvantage.
- Contrary to White Wolf's rules, Mortal (including Kinfolk and Kinain) characters
in my games are created with the same point spread as the supernatural characters
(7/5/3 for Attributes, 13/9/5 for Abilities, 5 points for Backgrounds, and
15 Freebies). This puts them on a more equal footing, and makes for less bookkeeping
for me, besides.
- Try to the avoid the "Bag o' Ultimate Powers" character concept if possible.
I would much rather see a less powerful character with an interesting personality
than a paper-thin collection of astronomically-high ability scores. Besides,
if the character is already the best there is at everything, what's the point
of playing him in the first place?
- Character histories (either written or oral), though certainly not required,
are always appreciated. Should you choose to give me a character history,
the amount of detail you provide is negotiable, but I'd at least like enough
to know something about your character's history and personality. I also would
like to see some justification for your character's statistics in the history
– I'm more likely to allow high traits if there is a believable justification
for them in your character's background (e.g., "She's been a competitive fencer
for the past ten years," for a character with a high Melee score) than
if they just seem to have been assigned out of the blue. Also note that the
history should reflect the character's statistics – e.g., under White Wolf's
rules, a character with no dots in Resources is simply not going to
be able to afford a lavishly-appointed mansion with a full staff of servants
and a large fleet of luxury vehicles. Use some common sense, okay?
- I would like to have a copy of your character sheet to keep on file for
future reference and updating when the need arises. This procedure also serves
as a safeguard in the case of lost or forgotten character sheets (and has
aided more than one of my players when that happened).
- When raising Attributes, Abilities, et. al. with Experience Points, I would
like you to give me some sort of in-character reason for the increase. This
can be as simple as telling me, "Since my character has been taking karate
classes at the YMCA, I'm going to buy a level of Brawl," or, "Since
my character has been doing a lot of research, I'm increasing her Lore."
Also, please do not spend XP in the middle of an adventure. My games normally
have some "down-time" between adventures, and you will be able to spend your
XP then. Just let me know what you want to spend it on, though, so I can make
the changes to my copy of your character sheet.
- Anything and everything on your character sheet (and in your character history,
should you choose to submit one) must meet with my approval before your character
can use it. This includes any "magical items" (Garou Fetishes, changeling
Treasures, etc.). I would like to be given some sort of background for any
"magical items" (what the item looks like, what powers it has, and how your
character got it in the first place) that your character has (e.g., "Aisha's
Treasure is a pair of red leather boots, a gift from her mentor, that allows
her to use Quicksilver [Wayfare level 2] once a day.")..
- I would prefer that you keep playing the same character for the duration
of the game. If you decide at some point during the game that you want a new
character, please come and discuss it with me before you fall in love with
the idea. I'll let you know if your new PC will work out in this game, and,
if so, I'll generally ask you to wait until a convenient point in the Chronicle
to begin playing him or her (generally, at the beginning of a new storyline).
Keep in mind that to lessen the amount of work I have to do, I may ask you
to help come up with a graceful exit for your previous PC.
- New players joining the game after it has begun will generally be given
a number of extra Freebie Points at character creation (the exact number determined
by the average power level of the established PCs) in order to reduce the
disparity between power levels.
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Rules Modifications
- To raise the Linguistics score with Experience Points, a character
must first spend a minimum of one full month (IC time) intensively studying
the new language.
- The True Faith Merit is available only to mundane mortal characters.
Yes, this means non-mortal (vampire, werewolf, mage, changeling, whatever)
characters cannot have True Faith in any of my games. Non-mundanes get enough
"kewl powerz" (Disciplines, Gifts, Sphere Magick, etc.) without adding Faith
powers on top of them (and, before you ask — as far as I'm concerned, ghouls,
Kinfolk, etc. do not count as mundane mortals for the purpose of possessing
True Faith).
- A note on the Addiction Flaw — unless the addiction has nasty side
effects, or is to something taboo, or in limited or restricted supply, I do
not consider it a Flaw. In other words, you don't get Flaw points for "Addiction:
Chocolate."
- In my games, fae-created weapons (chimerical and Treasures) are assumed
to be made of chimerical silver unless otherwise specified; thus, they inflict
unsoakable Aggravated damage on Garou (and other Fera affected by silver).
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System-Specific Changes
Changeling: The Dreaming
-
All sidhe characters must be a member of one of the Noble
Houses detailed in the Changeling rulebook (pp. 106-111), and are
encouraged to take at least one dot in the Title Background. Sidhe
characters may have up to four dots of Title (Count or Countess).
- Any non-sidhe character taking the Title Background must be affiliated with
one of the sidhe Noble Houses. Non-sidhe characters may have up to two
dots of Title (Knight or Lady). Note that in my games, affiliated commoner
fae do not gain the House Boon, nor are they affected by the House Flaw.
- I generally do not allow beginning characters to take the Holdings Background.
There are exceptions, but they must be cleared with me first (and will only
be allowed if they fit in with your character's background and the overall
mileau of the Chronicle).
- Characters receive a number of "phantom" dots in certain Lores free of charge
at character creation, as determined by the character's history. These are
a way to simulate the character's general knowledge of changeling existence,
as well as things s/he would know as a member of hir kith, House, etc. They
do not count against a character's point totals, nor do they count as actual
levels when making rolls. The breakdown is as follows:
|
Circumstance
|
"Phantom" Dots of Lore
|
| Character had a normal fosterage |
3 dots in Changeling Lore |
| Fosterage was among the same kith |
3 dots in (Kith) Lore |
| Fosterage was in the same House (sidhe only) |
3 dots in (House) Lore |
| Character is a non-sidhe affiliated with a House |
1 dot in (House) Lore |
-
The following Merits and Flaws are disallowed in my
Changeling
games:
- Call to Friends (from Kithbook: Pooka)
- Charmed Existence
- Faerie Eternity (from Changeling 2nd Edition)
- Increased Pain Threshold (from Kithbook: Trolls)
- Iron Resistance (from Changeling 2nd Edition)
- Jack-of-all-Trades (from Changeling 2nd Edition)
- Regeneration (from Changeling 2nd Edition)
- Sadism/Masochism (from Changeling 2nd Edition)
- Seeming's Blessing (from Changeling 2nd Edition; see Rules
Modifications, below)
- Slipped Seeming (from Changeling 2nd Edition; see Rules
Modifications, below)
- Stone Skin (from Kithbook: Trolls)
- Venomous Attack (from Kithbook: Pooka)
- Werewolf/Vampire Companion (from Changeling 2nd Edition)
- Work with Iron (from Kithbook: Nockers)
Rules Modifications for Changelings
- In my game world, the fae are not the products of human dreams (though those
dreams did influence their current forms), but the descendants of the Tuatha
de Danaan, the Olympians, et. al. They do not come from "The Dreaming," but
from another dimension called Faerie (a/k/a Underhill, Alfheim, Avalon, Tir
Na Nog, etc.). Thus, the "human seeming" in the Changeling rules is
a form of protective camouflage – "hiding in plain sight," if you will – not
a defense against Banality (which is lower in my game world anyway), and it
can be "dropped" at will, to show someone your fae form, without the need
for Enchanting a viewer (as in Changeling: Second Edition).
- In my games, the Realm Fae 4 (Elusive Gallain) allows a changeling character
to affect other supernatural beings (Vampires, Werewolves, etc.).
- In my game world, the Resurgence and the Accordance War happened during
the American Revolution (the 1770s), not the 1970s. Thus, the sidhe
have been on earth for about 200 years longer than in White Wolf's cosmology.
- A note on Realm levels: Your character's level with a given Realm will decide
what s/he can affect with cantrips, but instead of not being able to affect
anything above your level of Realm, I have adopted the following rule — if
you have a Realm at x, and the needed Realm is higher, you can still
attempt the cantrip with a +1 difficulty added to it for every level of Realm
between what you have and what you need. For example: If you were hoping to
affect a Gallain (Fae 4), but only have Fae 2, you could attempt the cantrip
anyway, but with +2 to the difficulty.
- Contrary to the Botching rules cited in Changeling: Second Edition,
a Botch only happens if you have ones and no dice displaying the target
number ("Difficulty") or greater. If you have at least one success (i.e.,
one die displaying the Difficulty level or higher) before subtracting successes
due to ones, the roll is a failure, but not a Botch (as in White Wolf's Revised
Edition games).
- Contrary to the initiative rules in Changeling: Second Edition (a
dice pool of Wits + Alertness, Difficulty of 4), initiative is derived from
the sum of a character's Wits + Dexterity for a simple score. The result of
a single 10-sided die roll is added to this score to determine a character's
initiative (thus making things compatible with Revised Edition games).
- In my games, the age ranges for the various Seemings is replaced by the
following:
|
Seeming
|
Physical Age Range (in years)
|
| Childling |
3-12 |
| Wilder |
13-39 |
| Grump |
40+ |
- In my games, the number of Freebie points available to characters is replaced
by the following:
|
Seeming
|
Freebie Points (prior to Flaws)
|
| Childling |
10 |
| Wilder |
15 |
| Grump |
20 |
- Contrary to the combat rules in Changeling: Second Edition, any successes
on a to-hit roll beyond the first are added to the Damage pool for all attacks,
not just those using firearms (again, making things compatible with Revised
Edition games).
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Vampire: The Masquerade
- Unless otherwise specified, the lowest Generation a PC may start at is Eighth
(i.e., five dots in Generation).
- I generally do not allow beginning characters to take the Status
Background. There are exceptions, but they must be cleared with me first (and
generally will only be allowed if it fits in with both your character's background
and the Chronicle).
- If you consent to have your character Sired by one of my Kindred NPCs, you
are allowed to gain the appropriate rating in the Generation Background
free of charge. If you are Sired outside my Chronicle's location, Generation
is purchased normally.
- Caitiff characters receive three dots in Disciplines at character creation
(just like any other Kindred character). The Discipline(s) (up to three of
them) that your character begins play with are considered his or her "Clan
Disciplines" and can therefore be increased at the Clan Discipline cost with
Experience points. Any other Disciplines are increased at the standard Experience
point cost for Caitiff characters.
- Contrary to the rules for Celerity in Vampire: Second Edition, in
my games your character must spend one Blood Point for each extra action
taken.
- In order to learn a new Discipline, you must be taught it by another Kindred
who knows that Discipline. To learn a Discipline unique to another Clan (i.e.,
Protean, Thaumaturgy, Obtenebration, etc.), you must imbibe the Blood of a
member of the Clan whose Discipline you wish to learn.
- The following Merits and Flaws are disallowed for Player Characters in my
Vampire games:
- Charmed Existence
- Jack-of-all-Trades
- Sadism/Masochism
- Supernatural (Werewolf/Mage/Fae, etc.) Companion
- Unbondable
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Werewolf: The Apocalypse
- When creating your character, take some time to think about his or her early
life, family, First Change (remember that in a First Change, the character
loses control and is in a Frenzy this often results in tragic deaths
for anyone nearby), and Rite of Passage (Rites of Passage are group events,
where a pack of young cubs goes through their trials together. They are then
given their Garou names and Rank and taught their Gifts). These are important
events, so take the time to think them out.
- Garou characters are strongly encouraged to purchase the Totem Background,
and must join or create a pack within five sessions of beginning play (or
be prepared to explain to me why they haven't). If your character is not in
a pack, I reserve the right to deduct points from Renown awards until s/he
does join one.
- Characters receive a number of "phantom" dots in certain Lores free of charge
at character creation (assuming the character has been through the Rite of
Passage), as determined by the character's auspice and tribe. These are a
way to simulate the character's general knowledge of Garou existence, as well
as things s/he would know as a member of hir tribe and auspice. These "phantom
dots" do not count against a character's point totals, nor do they count
as actual levels when making rolls. The breakdown is as follows:
|
Circumstance
|
"Phantom" Dots of Lore
|
| All characters |
3 dots in Garou Lore, 3 dots in (tribe) Lore |
| Theurge characters |
3 dots in Umbral Lore |
| Galliard characters |
3 dots in Silver Record Lore |
- Other Fera (Bastet, Corax, Mokole, etc.) Player Characters are only allowed
in my Werewolf games with special permission from the GM. The name
of the game is WereWOLF, after all, and the presence of too many other
Fera tends to divert attention away from the Garou, the true stars of the
show. Besides, too much bad blood generally exists between the Garou and the
other Fera to allow them to work together (something about the "War of Rage...").
- Rolls for Frenzies and entering the Thrall of the Wyrm are calculated in
the following manner:
- If permanent Rage is greater than or equal to 4: As per the Werewolf
rules
- If permanent Rage is less than 4:
- Roll Rage
- If all the dice come up successes, roll another die.
- If that roll is also a success, roll again. Repeat until you accumulate
4 (or more) successes, or a die comes up a failure.
- If you have four or more successes, you enter a Frenzy; if you have
six or more successes, you enter the Thrall of the Wyrm (as per the
Werewolf rules).
- The following Merits and Flaws are disallowed (all are from the Player's
Guide to Garou, unless otherwise indicated):
- Berserker
- Caern Child (from Tribebook: Black Furies Revised)
- Charmed Existence (from Werewolf Player's Guide Second Edition)
- Corporation CEO (from Werewolf Player's Guide Second Edition)
- Danger Sense (from Werewolf Player's Guide Second Edition)
- Deranged (from Werewolf Player's Guide Second Edition)
- Gift of Wepauwet (from Tribebook: Silent Striders Revised)
- Immune to Wyrm Emanations
- Iron Will
- Metamorph
- Natural Channel
- Pierced Veil
- Second Sight (from Tribebook: Fianna Revised)
- Silver Tolerance (from Werewolf Player's Guide Second Edition)
- Slip Sideways
- Supernatural Companion (from Werewolf Player's Guide Second Edition)
- Taint of Corruption
- Thunder's Child (from Tribebook: Shadow Lords Revised)
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The "No" List
Or, a list of things I don't allow people to play in my World of Darkness
games. So don't even bother asking to play one of these, because the answer
will be "No."
General "Nos"
- Characters with statistics that are noticeably too high for a beginning
character (this is usually 5, though there are exceptions)
- Imbued Hunters (a'la Hunter: The Reckoning)
- Mummies
- Sabbat, Black Spiral Dancer, Nephandi, Shadow Court, or other "enemy" characters
(unless it happens to be an all-"enemy" game)
- WoD: Gypsy characters
- Tough, rebellious characters with no regard for authority (these get overdone,
especially in WoD games, and to survive in any of the supernatural societies,
a character would have to exercise some regard for authority, even
if it's faked)
- Characters who are the last survivors of their caern, freehold, etc. (another
one that gets overused)
- Year of the Lotus character types (only allowed with GM's permission)
- Characters from other games (there is a small chance these may be
allowed if they are rebuilt as legal beginning characters)
- Unofficial (i.e., home-grown, fan-created, etc.) character races, affiliations,
etc.
- Cross-sphere characters (characters from one game with powers from another
Embraced Unseelie Mokolé Masters of Do, Samuel Haight, etc.)
- Hate-mongering (racism, sexism, homophobia, etc.)
Changeling: The Dreaming "Nos"
- Adhene
- Hsien
- Dauntain
- Mer (only allowed with GM's permission)
- Siochain
- Sidhe from the "Lost Houses" (including "Arcadian Scathach")
- Thallain
- "True fae"
Vampire: The Masquerade "Nos"
- Ahrimanes
- Blood Brothers
- Cappadocian or other Dark Ages clans (allowed only in a Vampire: The
Dark Ages game)
- Daughters of Cacophony
- Elder vampires (unless it happens to be an all-elder Vampire: The Masquerade
game)
- Harbingers of Skulls
- Kiasid
- Methuselah vampires
- Revenants
- Salubri
Werewolf: The Apocalypse "Nos"
- Abominations
- Bunyip
- Croatan
- Drones
- Fomori
- Gorgons
- Hengeyokai (only allowed with GM's permission)
- Kami
- Non-Garou Fera (Bastet, Corax, etc. - only allowed with GM's permission)
- White Howlers
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This web page is copyright 2005 by Midori Hirtzel-Church. World
of Darkness, Vampire: The Masquerade, Werewolf: The Apocalypse, Changeling:
The Dreaming and The StoryTeller System are all trademarks of White
Wolf Game Studios. No copyright infringement is intended.
This page first posted - May 8, 2005
This page last revised - January 2, 2007