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The following are the game guidelines for character creation, point charts for making a character and general what you need to know. The first and foremost thing you need to know is that we use a variation of the Mind's Eye Theatre rules. The method of challenges is handled by a chip system, based upon the system found in White Wolfs Mind's Eye Theatre book.
Overview Players who have played the table-top version of Vampire will find many of the conventions of the LARP familiar. The list of appropriate Traits, Abilities, Disciplines, etc. along with their explanations can be found in other sections of this packet. Before you even think about filling out a character sheet, you should already have decided upon a good deal of character information. This includes the character's personality, background, Clan, and other personal information. These details will define and determine your character much more than any powers or skills you list on your sheet. Make sure all of this essential information is accepted by the Storytellers before you move on to the more mechanical parts of character creation. After determining the basic concept of the character, the next step is the determination of the character's Traits. These Traits define your character's basic capabilities in terms of a number of individual adjectives, such as Brawny, Cunning, or Eloquent, and are used to bid with during challenges. See the rules on challenges in this packet for more information on the use of Traits. Traits are divided into three broad categories: Physical, Mental, and Social. The number of traits you receive in each category is based upon whether that category is your character's Primary, Secondary, or Tertiary concern. You may take an individual trait more than once to represent a greater degree of proficiency in any single area. (see Trait Information sheets) The next consideration in your character's creation are her/his Abilities. Abilities represent your character's skills or acquired areas of expertise, such as Computers, Firearms, Occult, and Subterfuge. As well as giving you the know-how to perform actions an unskilled character could not, Abilities may be used after a lost challenge to redo that challenge. (see rules on Challenges for more information) Like Traits, Abilities may be taken more than once to represent greater levels of proficiency (see Ability page for more information). Choosing your character's disciplines is the next step. The initial disciplines your character has to choose from are determined by your character's Clan. Older Kindred, however, may choose from almost any of the disciplines provided (non-Tremere Thaumaturgists will have a lot of explaining to do, however). Each Discipline has three levels of aptitude: Basic, Intermediate, and Advanced. Before a character can move on to a higher level of a Discipline, s/he must have learned all of the earlier levels. For example, before a character can learn the Auspex power of Telepathy, s/he must first have mastered the basic disciplines of Heightened Senses and Aura Perception (see Discipline page for more information). At this point, the character should choose her/his initial Negative Traits as well as their initial Beast Trait. The Negative Traits represent weaknesses the character may have, such as being Clumsy, Oblivious, or Repugnant. Characters may use these Traits against you in challenges (see Challenge sheets for the use of Negative Traits in challenges). Beast Traits represent the darker side of all Kindred, the ravenous, irrational monster within. The Beast Trait determines how and under what circumstances a character will frenzy (see system sheets for rules on entering frenzies) A player may choose to take additional Negative Traits or Beast Traits in order to receive additional Traits, Abilities, etc. Finally, the player must take care of the character's finishing touches. The player must record his/her character's Generation, Willpower Traits and Blood Traits. Clan advantages, disadvantages, and other information should be researched and recorded. The player should also give some thought to the character's idiosyncrasies, appearance, and mannerisms (since all of these will be important to actually playing the character). At these point, the character should be double-checked and then submitted to the Storytellers for approval. The player should be prepared to defend any information on the sheet if questioned by the Storyteller. In addition, the player should be willing to alter his character for the benefit of the story if asked to do so by the Storyteller. After the character has been approved by the Storyteller, s/he is officially accepted into the game. Any further changes must be handled as illustrated by the Basic Rules listed above.
Character Restrictions and Bans NOTE: These rules are not necessarily set in stone. If your character concept is good enough, some exceptions will be made. However, your concept must reflect the reason for these stats. Crossroads is a Camarilla and Anarch based Live Action Game. With that said, all of the seven Camarilla Clans are open for application, as well as many of the Independant Clans. The following character types are restricted: Giovanni, Salubri, Samedi, Baali, Sabbat Characters and other Obscure Bloodline Offshoots. A maximum of 7 points in Merits and 7 points in Flaws is allowed. These points are to be used to define your character and not to be used to buy other points on your sheet. The following Merits and Flaws are banned: Iron Will, Blase, Nine Lives, Danger Sense, Dark Fate, Destiny, Faerie Affinity, Unbondable, and Medium.
Character Creation Charts Before going ahead and making a stat sheet, please submit a character concept to the storytellers. The stats listed below are the template for all characters in the game.
In addition to these base stats, players are given 5 freebie points to spend as they chose in the following areas:
The cost for each of these items is one point per level.
Willpower Willpower in this game will be used in
the following manner: Before a chip is pulled during a challenge, either
player may expend a willpower point - or points. The player(s) then
pull(s) their chip(s) and add 3 to their chip score and attribute tally.
The winner of the challenge will be the player with the higher score.
Willpower will be replenished every three sessions. It can be gotten
back sooner by role-playing your characters nature. Such recommendations
can come either from other players or any of the Storytellers. |