Fate Conversion - work in progress

Character Creation Rules for Original Sin

These are the rules for creating the various characters that are allowed on Original Sin. These rules take into account any Hacks or house rules that exist, so please check those pages as well.

It is advised that you create a first draft on paper or a text file before using the online sheet creation page, as there is no "save draft" feature unless you hit the submit button at the bottom, so any work done, especially in the longer text fields like the character background, will be lost if there is any trouble in submitting (even just a power failure will probably lose your work progress if your browser closes or crashes). Browser crashes are real and more than a few people have lost hours of work in seconds.

Your first character as a new player to Original Sin is required to be a plain mortal, and you must play that for the first two active weeks. This character is considered your application for play at our game. You are learning the quirks of how we play and interact both in character and out of character. We also request that you make this a character that can stand on its own: do not make something that is a pre-change werewolf or a mortal about to be embraced. We can discuss changes after the first two weeks are completed, not before.

Step Zero: Sheetless Mortals

We do allow play of "sheetless mortals" meaning you do not have a fully fleshed out sheet, and doesn't require going through the full approval process. Please make sure not to use the IRC Nick of another character when doing so, however. If you do not already have a fully approved character, please discuss playing sheetless mortals with the STs before doing so, just so they're aware of your intentions.

Sheetless Mortals only require Step One, and do not need a formal sheet or approval. High Concept can be as simple as "College co-ed" or "John's Best Friend" but should not be supernatural or supernatural-related. If you can't think of a Trouble/Drama, it's ok to skip that. Sheetless mortals do not have Skill Ratings but can roll dice if needed in a scene.

Your First Character cannot be completely sheetless, but we do allow for partial sheets. A First Character must at least have Step One completely done and preferably at least 1 Aspect, but you do not need to do the full Aspects or Skills. A First Character can absolutely start with 1 Aspect and only 3-4 Skills at whatever ranks, if you're not sure what you want to take with the character yet. Just make sure to notify the STs when submitting that you understand it's a partial sheet and intend to continue filling out Aspects and Skills as they come up organically in play.

Organic Sheets - Sheetless or Partial Sheets that you intend to continue playing and fill out as things go on must always start as mundane. A Supernatural template character requires a full sheet and full ST approval process.

Step One: High Concept and Trouble/Drama

Character name is part of the concept section. Most people have a given and family name. They might also have a nickname. Jenny "Knives" Malone, for example. Since we play on IRC, we request that you specify the name on IRC you'll be using. Please try to use the name they actually identify or introduce themselves as (for example, don't request the IRC nick of Nancy if you plan on telling everyone your name is Mike and expect to be called Mike. Talk to an ST if there are any questions. You can also review the Wiki page on names.

Restricted names: Names that begin with A (we have a whole lot), names that begin with El-, names that are too similar to the STs IRC names, Religious or Famous names (no Jesus or Abraham Lincoln).

High Concept is the "elevator pitch" of who and what your character is. This should give a rough sketch of who the character is, how they describe themselves to others, and make enough sense that it can be Invoked. For example, "High Plains Drifter", "Getaway Driver with a checkered Past", or "Veteran of the Blood Space War" are High Concepts that give you a broad overview of who the character is and some elements that can be brought into play.

Some Concepts might be problematic or more difficult to run in an online game. These might need to be altered or entirely changed as part of the approval process. Overly young characters or highly anti-social ones, for example, might need alterations in order to be acceptable.

Supernatural characters (from Wolf-Blooded and Ghouls up through Vampires and Werewolves) get an additional "Supernatural Aspect" where you'll describe Auspice, Clan, Covenant, Tribe, etc. for them, so it doesn't need to be part of the High Concept.

Trouble/Drama is the "Vice" that drives and hinders the character. These are also things that complicate their life, which drives story. These are often personal struggles or problematic relationships. Some examples are "Anger Management Issues", "I offended the Don and he has it out for me", or "Gentlemen prefer Blondes". If the character is supernatural, the trouble can be as well. "My friends hate my sire", "Spirits won't stop asking for favors", or "blood feud with the Prince of New York" are examples.

Step Two: Aspects

You get 3 Free Aspects that can be nearly anything that helps build up your character. They can be personal relationships, aspirations, past encounters, or other details about the character that can come into play during a scene. Some examples include "Life of the Party", "Adrenaline Junkie", "Psychic with a Cassandra Complex", "Cowboy on a Steel Horse", and "Have Gun Will Travel".

You are not limited to this as a maximum amount, but it becomes increasingly more difficult to use Aspects during gameplay if you have a bunch. The purpose of Aspects are to define your character but also to give you moments to shine in a scene. You don't have to take an Aspect of "shy nerd" for you to play the character as a shy nerd, unless you really think you can pull that off in a scene in some way that gives a mechanical benefit to a roll!

Step Three: Skills

We use the skill list from FATE Condensed, but do not use Contacts, Resources, or Drive as they don't often come up. You can use other Skills in place if needed, and can use suggested Stunts from those Skills under other appropriate Skills. They are listed below. The Skill Pyramid is required, and at minimum a "Skill Column" (if you have questions please ask!). Those with a supernatural template use Scale for their maximum Skill rating (Mundane 4, Supernatural 5, etc). All Starting Characters regardless of template are max at 4.

  • One at Great (+4)
  • Two at Good (+3)
  • Three at Fair (+2)
  • Four at Average (+1)
  • Skill List

  • Academics
  • Athletics
  • Burglary
  • Crafts
  • Fight
  • Deceive
  • Investigate
  • Lore
  • Empathy
  • Notice
  • Physique
  • Shoot
  • Provoke
  • Stealth
  • Rapport
  • Will
  • Academics: Mundane, everyday human knowledge and education, including history, sciences, and medicine. Academics stunts often refer to specialized areas of knowledge and medical skills.

    Athletics: A measurement of physical potential. Athletics stunts focus on movement—running, jumping, parkour—and dodging attacks.

    Burglary: Knowledge of and ability to bypass security systems, pick pockets, and generally commit crimes. Burglary stunts give bonuses to the various stages of committing a crime, from the planning to the execution and escape.

    Crafts: Ability to make or break machinery, build contraptions, and pull off MacGyver-esque feats of ingenuity. Crafts stunts let you have the gizmo on hand, give bonuses to building and breaking things, and provide justification for using Crafts in place of skills like Burglary or Academics under certain circumstances.

    Deceive: Ability to lie and cheat convincingly and with aplomb. Deceive stunts might improve your ability to tell a particular breed of lie or help invent false identities.

    Empathy: Ability to accurately judge someone’s mood and intentions. Empathy stunts can be about judging a crowd, picking up on lies, or helping others recover from mental consequences.

    Fight: Ability to excel at hand-to-hand combat, whether with weapons or fists. Fight stunts include signature weapons and special techniques.

    Investigate: Deliberate, careful study and puzzling out mysteries. Use this to piece together clues or reconstruct a crime scene. Investigate stunts help you form brilliant deductions or piece together information more quickly.

    Lore: Specialized, arcane knowledge that falls outside of the scope of Academics, including supernatural topics of one sort or another. This is where the weird stuff happens. Lore stunts often support practical applications of your arcane knowledge, such as casting spells. Some settings may remove Lore, replace it with a different skill, or combine it with Academics.

    Notice: Ability to pick up details in the moment, spot trouble before it happens, and generally be perceptive. It contrasts Investigate, which is for slow, deliberate observation. Notice stunts sharpen your senses, improve your reaction time, or make you harder to sneak up on.

    Physique: Raw power and durability. Physique stunts let you perform super- human feats of strength, throw your weight around while wrestling, and shrug off physical consequences. In addition, a high Physique rating gives you more physical stress or consequence slots.

    Provoke: Ability to push people to act the way you want them to. It’s coarse and manipulative, not a positive interaction. Provoke stunts let you push opponents into foolhardy action, draw aggression toward you, or scare enemies (assuming they can feel fear).

    Rapport: Building connections with others and working together. Where Provoke is manipulation, Rapport is sincerity, trust, and goodwill. Rapport stunts let you sway the crowd, improve relationships, or build contacts.

    Shoot: All forms of ranged combat, whether guns, throwing knives, or bow and arrow. Shoot stunts let you make called shots, quick-draw, or always have a gun handy.

    Stealth: Staying unseen or unheard and escaping when you need to hide. Stealth stunts let you vanish in plain sight, blend into crowds, or advance through shadows unseen.

    Will: Mental fortitude, the ability to overcome temptation and to withstand trauma. Will stunts let you ignore mental consequences, withstand the mental agony of strange powers, and hold steady against enemies who provoke you. In addition, a high Will rating gives you more mental stress or consequence slots.

     

    Step Four:Refresh and Stunts

    Refresh

    All characters start with 5 Refresh. This provides your default number of Fate Points. Points are restored each week if you fall below your Refresh. If you manage to go above your Refresh, you keep the excess Fate Points until they are spent.

    You may trade permanent Refresh Points for additional Stunts (or additional powers for Supernatural templates).

    Stunts

    Stunts are the cool techniques, tricks, or bits of equipment that make your character unique and interesting. Where skills are about a character’s broad competencies, stunts are about specific areas of excellence; most of them give you a bonus in particular circumstances or let you do something that other characters simply can’t.

    Your character begins with three free stunt slots. You don’t have to define them all right away, and may fill them in as you play. You may purchase more stunts by spending 1 refresh each, to a minimum of 1 refresh.

    Note: Some online Stunt lists combine Academics and Lore from older versions of FATE. If you take a stunt, make sure to separate appropriately (anything mundane, such as general knowledge, medicine, law, science, etc should be changed to Academics, and only things dealing with the Occult and Supernatural should stay under Lore).

    Step Five: Stress, Consequences, and Recovery

    Stress represents the ephemeral toll of participating in a conflict, whereas consequences are the lingering effects, and sometimes quite traumatic ones, of taking harm.

    Every character has two different stress tracks. The physical stress track deals with physical harm, and the mental stress track mitigates mental harm.

    Every character has a Base level of 3 in Physical and 3 in Mental Stress tracks.

    Every character also has three Consequence slots. One is Mild, one is Moderate, and the last one is Severe. Unlike stress, these aren’t classified as either physical or mental -- any of them can apply to any type of harm. As mentioned above, consequences are the injuries and traumas you can’t just shake off after the dust settles.

  • Physique adds to Physical Stress, Will adds to Mental Stress
  • Average (+1) or Fair (+2) -- adds +1 total Stress
  • Good (+3) or Great (+4) -- adds +3 total Stress
  • Superb (+5) and higher -- adds +3 total Stress and a second Mild Consequence Slot specific to physical or mental hits
  • Recovery represents healing from harm that caused Consequences. To begin Recovery, proper treatment must be sought out first, medical or emotional/mental. Physical inuries are addressed using medical knowledge via Academics, and mental consequences are addressed using emotional knowledge via Empathy. If a character does not seek treatment, it will not recover. If the Consequence are dire enough, the Storyteller might need to address further.

    The Overcome roll is made against a static difficulty equal to the severity of the Consequence: Fair (2) for a Milk Consequence, Great (4) for a Moderate Consequence, and Fantastic (6) for a Severe Consequence, and is an additional +2 if trying to treat your own Consequences. Extreme Consequences cann't be healed in this method.

    If the roll is successful, rewrite the Consequence to indicate that it is healing. After that, it requires time to remove the Recovery condition. A Mild Consequence takes a day, a Moderate Consequence takes a week, and a Severe Consequence takes 2 weeks.

    Some things such as lost limbs, etc, do not return even if healed, and would need discussion with an ST on how to proceed.

    The marks from wounds, bites, scars, etc., often take longer to heal, if ever. This process represents the body's capacity to take harm and continue operating, cosmetics can last longer as desired by the player.

    Step Six: Apply Supernatural Template

    Mortals and Mortal+

    Mortals use the standard Fate character creation rules as outlined above and have no supernatural template to apply. Your First Charater at Original Sin will fall into this category.

    Mortals cannot be subjected to a template change of any sort for the first two-week period, regardless if it's a first character or not. This includes being turned into a Ghoul, Wolf-Blooded, or being blood-bound or Embraced by a vampire.

    •Psychics use the rules from the "Psychic Powers" Fate Supplement, but do not have to sacrifice Refresh or an Aspect. They do have to utilize space in the Skill ladder for the desired Forms. Psychics are considered Supernatural and gain that additional Aspect that should explain their psychic phenomena, as well as Scale.

    •Ghouls are created by drinking a vampire's blood without dying first. They gain the following:

  • A Supernatural Aspect that incorporates their regnant's clan
  • 2 Disciplines from the vampire that created them (Ghoul player's choice). Ghouls can attempt to use Disciplines on Vampires, but receive a -2 penalty to the roll and the Vampire can add Scale to resist as if the Ghoul was at the Mundane level regardless of the Ghoul's actual Scale level. Ghouls cannot use Disciplines against their Regnant/Donor unless they Concede and allow it.
  • Become unaging from the time they take their first drink. If they lose their status as a Ghoul, they begin aging again as a normal human.
  • Must drink blood from a vampire once a month to maintain their status as a Ghoul; if they miss they switch their Supernatural Aspect for an appropriate one ("Desperate for vitae" or "Jonsing for a fix", for example) for the next month. If they obtain the blood, they return to being a ghoul. If they do not, they return to being a mortal and lose the supernatural advantages.
  • Ghoul Families require working with a Storyteller to create. They never lose their status as a ghoul family or access to their special benefits, typically age at 2/3 to 1/2 the rate of mundane humans from birth (including emotional but not intellectual development), and have other quirks specific to their family line.
  • •Wolf-Blooded and shifter-Blooded are often related to shifters in some way, or become one after a traumatic interaction with a shifter.

    The Blooded gain the following:

  • A Supernatural Aspect that provides a Tell, a minor shifter-like aspect that sometimes also has an associated drawback. The Tell is never as powerful as the full ability a Uratha might have: for example, if they can shapeshift it would only be to a single set form and likely take longer or have less benefits; if they can regenerate it is faster than mundane humans but slower than Uratha; etc.
  • They can sense werewolves and other shapeshifters automatically within the same area and identify them (individually and what type of shifter they are)
  • They can be in a Pack and have a connection to the Totem
  • Werewolves/shifters can identify a Blooded, including type, if they are actively using heightened senses or specifically trying to identify someone as Blooded
  •  

    Vampires

    Vampires gain the following:

  • A Supernatual Aspect that includes Clan and Covenant.
  • Ageless immortality
  • Inhuman senses: Can see in total darkness, can track blood by scent like a shark, can hear in other frequencies and at longer distances than humans.
  • Disciplines: Each clan has 3 Disciplines associated with it. Additionally start with 1 Discipline Stunt from a clan discipline.
  • 5 boxes of a Hunger Track, similar to Stress, that can be used for powering vampiric gifts.
  • Vampiric Physique: When brute strength or sheer speed is requisite, call upon your vampiric nature to gain a bonus of +2 to an appropriate roll for 1 box of Hunger.
  • The Blood Bond: Vampiric blood is addictive. When a person takes in a drop or more, they start to fall into a corrupted "love" with the vampire. A drop a night over 3 nights causes them to be fully bound to the vampire and willing to do nearly anything for them.
  • Vampiric Toughness: Mark one box of Hungry to soak two points of stress.
  • Vampiric Recovery: Stress clears immediately after a Conflict. Mark one box of Hungry to clear a Mild Consequence entirely, or change a Moderate or Severe Consequence to a Recovery Consequence. Once in Recovery, another box of Hungry can be spent to reduce the Recovery from Moderate to Mild (if that slot is open), or from Severe to Moderate (if that slot is open). Once reduced to Mild, a box of Hungry can be marked off to clear the Mild Recovery. Vampires do not Recover based on time, using Hunger is the only way they can heal damage (unless they receive magical treatment from some other source, mundane medical treatment will not work). This is considered supernatural healing and will heal things like lost limbs, extreme damage, etc, and will heal scars and marks back to how the vampire looked at the time of Embrace unless the player desires otherwise
  • Immunity: Vampires are immune to Toxins and Diseases of a lower Scale than they are. Supernatural are immune to Mundane, while Supernal are immune to those caused by Mundane and Supernatual sources. Vampires can feel the effects of these things by drinking the blood of those affected (Drunk, Drugged, Infected, etc) and are potential carriers to others they feed from until the vitae drank is used or removed from their system. Vampires are also immune to extreme temperatures, although will combust at a high enough temperature.
  • Immortality: once Embraced, vampires no longer age or physically change. Each Daysleep their body slowly reverts to their appearance at Embrace, unless something has happened to change or prevent that. Vampires do not need to eat or breath, and cannot be Choked Out or similar. They will never die of old age, only by violent means.
  • Weakness to Sunlight: Direct sunlight will eventually kill a vampire of any age or Scale. Younger and less powerful vampires can last longer in indirect sunlight, or by covering up in various ways. Some Clans and some Disciplines might alter how this impacts specific vampires. Generally a vampire can feel the dawn approaching and the need to Daysleep, but can resist if needed. The average vampire can last around an hour in indirect sunlight, 15 minutes in direct sunlight. Older and/or more powerful/Higher Scale vampires last considerably less. Exact time and Consequences should be dictated by story elements and a discussion with an ST.
  • Disciplines

    Disciplines work similar to Skills: one can use them to Overcome and Create Advantages, and some can be used to Attack and/or Defend. Choose a relevant Skill to roll to determine succeess.

    It cost a box of Hunger to use a Discipline to Overcome, Create Advantage, Attack, or Defend. A Discipline Stunt generally does not have a cost unless it's needed to balance the power level.

    Discipline Stunts can be anything within the purview of the discipline: "Aura Sight" under Auspex, or "Mesmerize" under Dominate, or "Alacrity" under Celeirty. They work the same way every time, and are powers that the vampire has mastered and utilize easily and often.

    Disciplines are the various supernatural powers vampires have. All Disciplines have a given "innate" power, and a vampire can then develop further powers that fit within the theme of the Discipline. All powers must be activated. Some powers might be balanced with a dice roll or cost to activate.

    Majesty , Celerity, Vigor Protean , Animalism, Resilience Auspex , Celerity, Obfuscate Nightmare , Obfuscate, Vigor Dominate , Animalism, Resilience

    Others

    Obtenebration , Dominate, Vigor Necromancy , Dominate, Vigor Quietus , Celerity, Obfuscate Thaumaturgy , Auspex, Dominate Vicissitude , Animalism, Auspex

    Hunger

    Hunger tracks how much blood a vampire has drank and used to power their vampiric abilities. To regain boxes, one must drink from those who have blood. Some vampires feed by seduction, others by force. However accomplished, a vampire gains Hunger boxes back based on the level of Consequence inflicted: 2 for Mild, 4 for Moderate, and 6 for Severe. In Combat, usually a Grapple/Physique attack is required, and if successful inflicts a Consequence instead of Stress. This is a special rule for vampiric bites when attempting to feed.

    Clans and Covenants

    The primary clans:

  • Daeva - Majesty, Celerity, Vigor
  • Gangrel - Protean, Animalism, Resilience
  • Mekhet - Auspex, Celerity, Obfuscate
  • Nosferatu - Nightmare, Obfuscate, Vigor
  • Ventrue - Dominate, Animalism, Resilience
  • Others

  • Lasombra - Obtenebration, Dominate, Vigor
  • Giovani - Necromancy, Dominate, Vigor
  • Assamite - Quietus, Celerity, Obfuscate
  • Tremere - Thaumaturgy, Auspex, Dominate
  • Tzimisce - Vicissitude, Animalism, Auspex
  • The Covenants

  • Invictus
  • Circle of the Crone
  • Sabbat
  • Carthians
  • Anarchs
  • Psychic Vampires

    Psychic Vampires are not undead, but immortal beings that extend their lives by feasting on energy around them. This energy can be mental, emotional, breath or life-force, or something more individual to the vampire. Most require touch to steal energy, but some can do it from a short distance away.

    They have all the above vampire benefits with the following differences:

  • A Supernatural Aspect that describes the type of Psychic Vampire they are, and the type of energy they feed from. Psychic vampires do not have clans but might join a Covenant.
  • Hunger is regained by inflicting Mental Consequences at the same rate. They feed by Touch (some can feed at further distances). This requires a Grapple/Physique roll in combat, and the successes become Consequences instead of Stress, similar to blood vampire feeding. A Psychic Vampire can regain 1 box of Hunger a week by finding a regular source of their preferred energy source to passively siphon from without causing a Consequence, and this always requires Touch with the target.
  • Immortality: Psychic Vampires do not age as long as they feed once a week. If they miss a feeding, they begin aging at the normal human rate.
  • Psychic Vampires can spend Hunger to automatically induce Recovery the same as blood vampires, but can also use the normal time-based and mundane medical treatments for Recovery if they desire. Recovery of lost limbs, extreme damage, etc, requires using supernatural powers.
  •  

    Werewolf/Shifters

    Werewolf/Shifters gain the following:

  • A Supernatual Aspect that includes Auspice and Tribe.
  • Heightened Senses: Shifters senses are stronger than humans. They can identify people by smell, hear higher and lower frequencies, and see further.
  • Influences and Gifts: Chose 3 from the lists available to Auspice and Tribe in any combination (3 Influence, 2 Influence and a themed Gift, 3 themed Gifts, etc).
  • 5 boxes of Essence track for powering Influence, Shapeshifting, Healing, etc.
  • Shapeshifting: Shifters can take different forms based on their animal nature: Human, a massive War Form, and the animal form. Some Shifters have 2 additional forms, 1 in between human and war (similar to movie-grade were-monsters), and 1 in between war and animal (a prehistoric throwback in many ways).
  • Regeneration: Shifters have extremely fast healing, and it works in a few different ways, see below.
  • Immunity: Shifters are immune to Diseases of a lower Scale than they are. Supernatural are immune to Mundane, while Supernal are immune to those caused by Mundane and Supernatual sources. Shifters use their Scale as an automatic bonus to any Toxin resistance (including drugs and alcohol). This is typically seen as an extremely high tolerance for recreational drugs and alcohol usage.
  • Slowed Aging: Shifters start to age slower due to their regeneration. It is typically not noticeable at first, but becomes more visible over time as they stay healthier and younger, in their prime hunting range. It is theoretically possible for those who become Supernal or higher to stop aging entirely.
  • Weakness: Silver weapons cause grievous wounds that can't be healed with Regeneration. Any Consequences inflicted by Silver can only heal over time and often leave long-lasting scars.
  • Auspice

    Auspice is the moon phase that the shifter had the First Change under when chosen by Luna. Each represents a different phase and grants different abilities:

  • Rahu (Full Moon): Warrior, General. (Dominance, Strength)
  • Cahalith (Gibbous Moon): Visionary, Lorekeepeer. (Inspiration, Knowledge)
  • Elodoth (Half Moon): Diplomat, Judge. (Insight, Warding)
  • Ithaeur (Crescent Moon): Occultist, Spirit Master. (Elemental, Shaping)
  • Irraka (New Moon): Scout, Spy. (Evasion, Stealth)
    Tribe

    Tribes are more like secret societies than governmental bodies. It will align and direct a werewolf's goals and philosophies, but there are not enough to consider taking control of an entire city. Tribes tend to have a specific prey they hunt and can grant benefits towards that end. All Tribes follow one of the Firstborn and has a Tribal Oath. The Pure (Fire-Touched, Ivory Claws, Predator Kings) do not have an Auspice and have 4 gift/influences to balance that difference.

    "The Forsaken" or Urdaga in First Tongue

  • Blood Talons: Other Uratha. "Offer No Surrender You Would Not Accept" (Rage, Strength, Inspiration)
  • Bone Shadows: Spirits. "Pay Each Spirit In Kind" (Death, Insight, Elemental)
  • Hunters in Darkness: The Hosts. "Let No Sacred Place in Your Territory Be Violated." (Nature, Stealth, Warding)
  • Iron Masters: Humanity. "Honor Your Territory in All Things." (Knowledge, Technology, Shaping)
  • Storm Lords: Claimed and Ridden. "Allow No One to Witness or to Tend Your Weakness." (Evasion, Dominance, Weather)
  • Ghost Wolves: None/adaptable (any)

    The Pure or Anshega in First Tongue

  • Fire-Touched: Those who disrespect the Shadow. "Let no falsehood lay unchallenged." (Insight, Inspiration, Fervor, Disease)
  • Ivory Claws: Those who disrespect their lineage. “Call no whelp of lesser blood your sibling.” (Agony, Scourging, Warding, Dominance)
  • Predator Kings: Those who disrespect the Sacred Hunt. "Honor Nothing Of Human Craft." (Savagery, Rage, Strength, Nature)
    Renown

    Uratha become marked by Renown when they gain their Auspice at First Change. The Pure have their own rituals to mark their own, or rip off the Auspice brands from converts. For Forsaken, the marks are spritiual silver rings around their upper arms marking them in service to Luna. Pure Renown look like someone ripped the silver out and left glowing red wounds. Tribes also mark Renown. Some Auspices and Tribes have the same base Renown; Uratha can tell the difference in Auspice Glory or Tribal Glory, but others who do not have as much experience might have difficulty with the subtle differences. A Uratha who's Auspice Renown and Tribal Renown match are often though of as Exmplars. The Pure have a Primary Renown for their Tribe, then the player choices a Secondary Renown from the choices available.

  • Irraka: Cunning
  • Ithaeur: Wisdom
  • Elodoth: Honor
  • Cahalith: Glory
  • Rahu: Purity
  • Blood Talons: Glory
  • Bone Shadows: Wisdom
  • Hunters in Darkness: Purity
  • Iron Masters: Cunning
  • Storm Lords: Honor
  • Ghost Wolves: None
  • Fire-Touched: Primary - Wisdom, Secondary - Cunning or Glory
  • Ivory Claws: Primary - Purity, Secondary - Honor or Glory
  • Predator Kings: Primary - Glory, Secondary - Purity or Wisdom
    Influence and Gifts

    Influences work similar to Skills: one can use them to Overcome and Create Advantages, and some can be used to Attack and/or Defend. Choose a relevant Skill to roll to determine success.

    Using Influences against another PC requires either that player to Concede and allow the effect, or will require an appropriate Skill roll against their Resistance, like any other Attack roll.

    Influences are a broad theme, such as Death, Elements, Weather, etc.

    Influences are only active long enough to either Create the Advantage, Overcome, Attack or Defend. The Advantage can be made to be longer lasting, such as "Shadow Control" as long as it's more for general effect and not Scene Aspect or Attack/Defend action.

    Gifts are specific benefits gained by various means that permanently alter the Shifter. Some need activation, while others might be always active. Some examples include 'Rending Claws', 'Beast Talker', or 'Running Silent'.

    It cost a box of Essence to use an Influence. It generally does not cost to use a Gift, unless there is a cost to balance the power level of the Gift in question.

    Shapeshifting

    Shifters generally have 3 or 5 forms, ranging from human to war form to animal form. Below are the forms and any benefit or Aspect changes, as well as the werewolf "First Tongue" name for the form, but other animal shifters would use different names for them:

    Human (Hishu): the base character. A Shifter can return to this form instantly without taking an action or needing to spend Essence. They almost always return to this form when killed as well.

    Mid Human (Dalu): Bigger, stronger, tougher; this form can sometimes be mistaken for human, but sometimes looks like a classic movie Wolfman, gaining muscle and some height. They gain the Aspect "Badass" or "Wolfman" with 1 Free Invoke and can use it just as any other Aspect.

    War Form (Gauru): The War Form is massive half man, half animal, all death and destruction. It gains Weapon 2, Armor 2, 2 Mild Physical Consequences, and the Aspect "Terrifying Killing Machine" with 1 Free Invoke. After a number of turns/actions equal to the character's Will while in this form, staying in this form also gain the negative aspect "Death Rage" which requires the character to begin attacking the closest target until all possible targets are downed or a Will check is successful and then the character can shift to another form.

    Dire animal (Urshul): This form is a primal, dire, throwback animal form, often twice or more the normal size. It gains Weapon 1, Armor 1, 1 Mild Consequence, and the Stunt "Weaken the Prey" which can be used to inflict negative Aspects on the prey with 1 Free Invoke such as "Stunned", "Unbalanced", or "Knockdown".

    Animal (Urhan): This is the animal form, meant for hunting and speed. It gains Weapon 1 for bite attacks, and the Aspect "Chase Down" with 1 Free Invoke which allows them to pre-empt another character's action and take the first action in a chase, and move between multiple Zones and still take an action.

    Regeneration

    Stress clears immediately after a Conflict. Shifters begin Recovery immediately due to Regeneration and does not require any conscious effort or direct medical attention or roll.

  • Mild Consequences become a Mild Recovery after the scene has ended. They are removed entirely after the next scene
  • Moderate Consequences become Moderate Recovery after the scene has ended. Moderate Recovery are removed entirely after the next day
  • Severe Consequences become Severe Recovery after the scene has ended. Severe Recovery are removed entirely after the next week
  • Regeneration doesn’t affect Extreme Consequences and those follow the core rules
  • Damage from Silver is not affected by Regeneration. It requires medical or outside magical attention to become a Recovery Condition, and follows the Recovery times for Mundane mortals unless otherwise impacted by gifts/magic/supernatural powers
  • In Gauru/War Form, a Shifter clears all Stress each time it gets an action.

    A Shifter can force immediate healing during the scene the Consequence was taken by spending Essence. They remove the Consequence and skip Recovery by spending half the point cost of the Consequence in Essence, minimum of 1.

  • 1 Essence to clear a Mild Consequence/Recovery
  • 2 Essence to clear a Moderate Consequence/Recovery
  • 3 Essence to clear a Severe Consequence/Recovery
  • This does not affect Extreme Consequences.
  • Crossover Commonalities and Interactions

    Vampires

    Each clan is actually a different type of monster, they just are similar enough to use the same mechanics. Vampires can sense another vampire and their clan when in sensory range (sight, smell, hearing, etc). Psychic vampires are considered their own clan for this purpose. Each might have a different sensation or "flavor" to an individual.

    Other supernatural monsters can sense vampires and understands they are vampires, but cannot sense the specific clans. They can tell a difference between blood-drinking vampires and psychic vampires. They might be able to use other supernatural powers to get a more specific reading. If the vampire is using a supernatural power to obscure their presence or identity, then this is also obscured during that time.

    Ghouls can sense all vampires and can tell clan as well. Ghouls can sense Werewolves/shifters, and other monsters like vampires can. Ghouls cannot be sensed automatically by other monsters but might be able to be detected by heightened senses or special powers.

    Werewolves/Shifters:

    Werewolves/Shifters can sense each other once in sensory range (primarily scent range, with other senses being secondary if scent is blocked for some reason). They can tell if one is a wolf, bear, cat, or other type of shifter as well. They can use this sensory information to identify each other later if their senses are damaged (blinded and can identify by scent, the other in a mundane disguise, or when shapeshifted to another form).

    Shifters can use "spirit senses" to see into the Hisil/Shadow Realm and see spirits and also see the Renown Brands on each other to further identify Auspice/Tribe/Pure/etc. They cannot see in Twilight without specific gifts.

    Wolf-Blooded and other Blooded can sense Werewolves/Shifters and can tell type in the same way. All Shifters can sense Blooded only if they actively attempt to do so by Scent, but not automatically just being around them. Blooded cannot sense other Blooded. Blooded can sense vampires and other monsters like Shifters can. Blooded cannot be sensed automatically by other monsters but might be able to be detected by heightened senses or special powers.

    Mages

    Changelings

    Twilight (spirits, ghosts, etc)

    Demons

    Celestials

    Step Seven: Scale

    Scale is an subsystem used to represent supernatural beings which operate on a level beyond the general range of capabilities of most characters in your game. Usually you don’t need to worry about the impact of scale within your game. There may be times, however, where it’s desirable to present the characters with a threat bigger than they typically face—or an opportunity for the characters to punch outside their usual weight class.

    The use of Scale as a bonus is appropriate in many situations, but can also be scene-negotiable like some Aspect uses. For example, a vampire could use Scale for "Feats of Strength" as they are magically stronger than mundane humans, but a Shifter might not in human form, as the point of that form is to blend in to Mundane Reality rather than overpower it. But they might when using their heightened senses in human form as that's appropriate for their supernatural tracking skills.

  • 0. Mundane represents normal mortal characters. Skill Maximum is 4.
  • 1. Supernatural represents those who are touched by the supernatural in some way, including psychics, ghouls and wolf-blooded, newly embraced vampires or shifters. Skill Maximum is 5.
  • 2. Supernal represents much older or more powerful supernatural creatures, including Elder Vampires and long-lived shifters. Skill Maximum is 6.
  • 3. Demi-God represents powerful spirits, entities, or truly ancient vampires, or those of god-like qualities or scions. Skill Maximum is 7.
  • 4. God represents the universe’s mightiest forces: archangels, gods, faerie queens, living planets, and so on. Skill Maximum is 8.
  • When applying scale to two opposing forces or individuals, compare the sides’ levels and determine who is higher, and by how many levels. They get one of the following benefits on any rolled action against their lesser:

  • +1 per level of difference to their action before the roll
  • +2 per level of difference to the result after the roll, if the roll succeeds
  • 1 additional free invoke per level of difference to the results of a successful Create Advantage action
  • Step Eight: Age and Experience

    Need to review how or if to handle age/character progression

    Step Nine: Background

    Please write all backgrounds in third-person past tense. This is not a suggestion: backgrounds written any other way (first person, lists of accomplishments, etc.) will be told to rewrite in the proper format.

    A background needs to give the ST an idea of the character, and should include major events in their lives.

    Supernatural characters (minor and major templates) need to include when and how they became that, how it affects them, and any group affiliations specific to that template (vampires joining Covenants or Bloodlines, werewolves joining Tribes or Lodges, Changelings and their Durance, Fetch, etc.) and anything else that is important to the character.

    Backgrounds generally should end with how or why the character came to New York City for their entrance into the game.

     


    Further Information

    How do I get a restricted item?

    Is this needed.

    As stated above, the only thing required to get a restricted item is a good reason in a good character background. We want to see that not only you understand what that item is, but also you have a decent reason why your character needs to have it. If it is restricted it will be based on a "need to have" basis only. Keep in mind, at creation, only one restricted item will be approved on a sheet. Other restricted items may be added on later in character, with good reason.

     

    What kind of equipment can I take?

    Needs to be rewritten to address Equipment as Aspects.

    Equipment is generally governed by the dots you take in the Resources merit. However, some excpetions are allowed at creation. If you want a lot of equipment but low Resources for story purposes, please talk to an ST before doing this.

    Businesses, Houses, apartments, mansions, living quarters, etc are required to be listed in the items section of the character sheet. If you plan on other PCs visiting this location, then a layout map is required and must be approved before play there is allowed. If this is not your initial idea, but decide later you want players to access the location a map can be added then.

    Please note the following equipment has restrictions:

  • Firearms require a permit to be considered legal.
  •  

    How many Characters Can I play?

    Initially, we require new players to start with a single mortal character for their first two weeks of game play. While we don't expect you to play every single day, we do expect you to play at least a few days each week. Playing once or twice and returning two weeks later will not meet the requirement. We have this requirement to ensure that new players are able to integrate into the game and learn how this specific game works. Please read this article on first characters for more information.

    Once you have played your initial mortal character you can choose to retire it or keep it and make additional character(s). Please keep in mind, you may only submit one character at a time for approval. We ask you play each character for at least a week before writing another character.

    In general we would like it if you keep your multiple characters somewhat separate. For example, you may play a ghoul for another PC, but you may not play your own regnant nor embrace your secondary characters. We will not allow you to teach your secondary characters anything or in general do anything to benefit your own character beyond a casual role-play degree. This means you can play multiple characters in the same scene and have them interact, even argue or fight, but you couldn't have a rich character give money to a poor one, or have one teach skills/Disciplines/favors to another. If you cannot handle this rule, your secondary character(s) will be removed.

     

    Inactivity: Erase Dates

    If for any reason you are gone from the server for more than 30 days, you will be considered an inactive player. At that point, all characters will be erased for inactivity. If you give us advanced notice of an absence, you may set your characters on Vacation and they will not be erased for 1 year. Extenuating circumstances might be allowed afterwards and characters returned, but this is rare. Please contact an ST as soon as you realize you are going to be absent for an extended period of time.

    Character Status

    More information about Vacation Mode, Retiring characters, and what happens to Experience can be found on the Character Status wiki page.