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08:43, 4th May 2024 (GMT+0)

[OOC-Rules] RTJ, Character Creation & House Rules.

Posted by StorytellerFor group 0
Storyteller
GM, 2 posts
Mon 19 Dec 2022
at 18:47
  • msg #1

[OOC] RTJ and Character Creation

The Transylvania Chronicles will use the Vampire the Dark Ages, 20th Anniversary Edition rules.

Request to Join (RTJ)
Please do not send me a character sheet first thing.  Instead, please complete the Transylvania Chronicles Application Google Form. If you like, you may also send me a standard RTJ, but all players must complete the Application. Please remember that the game rating is Mature.

This is not a first come, first served game, so please don't feel rushed.

Character Creation
When writing a complete background, I would like to understand what type of person your character is, before her embrace and now. As well, please consider why your sire embraced you. Likewise, what is your relationship with your sire like? Your background is your chance to detail your character and create interesting NPCs for use in The Transylvania Chronicles. In addition, please remember to indicate how you formed your (capital-B) Backgrounds - how did you meet and make your Herd? Why did you develop that Alternate Identity? And so on.

Please use the character sheet that I have provided. Characters may have a maximum of 7 points in Flaws.

Feedback is always welcome. You can either send me a PM directly or, if you wish to remain anonymous, complete the Google Feedback Form.
This message was last edited by the GM at 16:32, Tue 20 Dec 2022.
Storyteller
GM, 6 posts
Tue 20 Dec 2022
at 08:59
  • msg #2

[OOC] Character Creation

Welcome to The Transylvania Chronicles Character Creation Guide! For the most part we will be using the character creation rules outlined in Dark Ages Vampire, 20th Anniversary Edition (the Character Creation Quick Reference is on pages 156-158 of that book).

An important note: I have access to (or at least can gain access to) all books thus far printed for the World of Darkness. As a result, I am more than happy to discuss the inclusion of any statistics from other books, regardless of the edition (except V5). That’s not to say I will guarantee acceptance - merely that I am open to discussion.

Campaign Information
The Transylvania Chronicles begins in the Spring of 1198. It is designed to be a “Chronicle of Ages” and as such your characters will need to have some reason to remain together despite the trials and tribulations of said ages. That is not to say you can’t have inter-party conflict - to the contrary, vampires working against one another is the very spice of unlife and serves to keep ennui at bay. However, to make the chronicle work you, as players, should work to ensure you can at least work together when the need arises. Remember: we are here to tell a story together.

Although the chronicle begins in Transylvania, I am more than happy to accept foreign characters. The medieval period was one of travel, just as today - more difficult, perhaps, but not uncommon by any stretch of the imagination. (Admittedly, most people weren’t exactly going on pilgrimage to the Land Beyond the Forest, but that’s neither here nor there. You’re vampires, dammit! You’re not limited to doing things that make sense. ;)

Character Creation
Clans & Bloodlines
Most any clan or bloodline is available in theory. In practice, be reasonable. A group with a Baali, a True Brujah and an Impundulu sounds like the beginning of a joke, not a chronicle. (Not to say that it couldn’t work - just that it’s unlikely). That in mind, some notes follow.

Some bloodlines will be significantly more difficult to sell me on than others. I will note those below.

  • Ahrimanes: This bloodline is rare in the area, but not unheard of.
  • Anda: This bloodline is exceedingly rare in the area (at present…).
  • Assamites: Rare, but not unheard of. They will universally be viewed (accurately) as servants of Alamut and (possibly less accurately) as Saracens.
  • Baali: Sadly common, but largely unplayable as PCs. You’re really going to have to sell me on a story if you want to play a Devil. (That said, I am not inherently against them - just that I believe playing them is going to be very, very difficult.)
  • Brujah: Brujah in the area have to deal with the fact that the Ventrue hold significant power in the area. The clans are frequently at one another’s throats (or at least doing their best to undermine one another).
  • Cappadocian: Beware that there may be a dark future in store for the clan. Will you survive…?
  • Danava: You’ll be the only one. How did you get here, and why?
  • Followers of Set: No doubt Set would be happy to have a tighter hold on Transylvania.
  • Gangrel: If there is a common Low Clan in the area, it’s this one. Beware Tremere bearing gifts…
  • Giovani: During this era most Giovani are in the “employ” (for lack of a better word) of Cappadocians. Native-born Giovani do not exist.
  • Impundulu: I’m not opposed to having the random Impundulu in the campaign, though you’re going to stand out like a sore thumb. As is true in the case of the Danava: how did you get here, and why?
  • Kiasyd: I admit to a certain weakness for the Kiasyd. I’m open to seeing one in the campaign.
  • Lamiae: Rare, but not unheard of.
  • Lasombra: Rare, but not unheard of.
  • Lhiannan: Rare, but not unheard of. Could be interesting.
  • Malkavian: I will be keeping a tight rein on Malkavian characters. I find that relatively few people are capable of dealing with mental illness in a serious manner, and I am not interested in making light of an objectively terrible thing.
  • Nagarajah: As is true of the Danava - how and why are you here? You’re not likely to find any companions in the Lands Beyond the Forest.
  • Nosferatu: Another common Transylvanian clan. Again, beware Tremere bearing gifts…
  • Ramanga: As is true of the Impundulu, I am not averse to having a random Ramanga in the campaign, though you’re going to be a real outsider.
  • Ravnos: Rare, but not unheard of.
  • Salubri: All three castes are welcome, though do remember you are in the heart of Tremere strength…
  • Toreador: Transylvania isn’t a Toreador stronghold, but they’re not exactly uncommon, either.
  • Tremere: Transylvania is literally the dark heart of the clan at present; beware that your average Tzimisce wants to consume you, and most other vampires would just as soon see you ashed as look at you. There is something of an almost-alliance slowly building between the Tremere and the German Ventrue.
  • True Brujah: Exceedingly rare. Sell me your story.
  • Tzimisce: The Land Beyond the Forest is the home of the Fiends.
  • Ventrue: The Germans, so-called Eastern Lords, are attempting to drive the Tzimisce out of their homelands.

Bonsam, Children of Osiris, Gargoyles, Niktuku: Good luck selling me on these bloodlines.

Those interested in additional background, or known NPCs in the area, are free to ask me for additional details.

Attributes and Abilities
While I do not have limitations on Attributes and Abilities per se, any stat (particularly Ability) above 4 will get a raised eyebrow and invoke questions. I’m not saying you can’t have Archery skills that make Robin Hood look like a first-time Renaissance festival goer, but I’d like some idea of how you got those mad skilz, yo.

Do note that some Abilities with 4 or 5 dots should probably come with the Fame background - if you’ve written numerous books about Canon Law (Theology 5, perhaps?), there’s a high likelihood the literati have heard of you. Likewise - there’s a reason we tell stories about people like Robin Hood (Archery 5), Brother Cadfael (Investigation 5), and Chaucer (Expression 4-5). That said, a high Ability level doesn't automatically mean levels in Fame - but then, why aren’t you well known for your skills?

  • Academics & Language: Characters with Academics 1+ must take both the Literacy Merit (DAV20, p422). You will most likely also take the Multi-Lingual Merit (DAV20, p422) representing knowledge of Arabic, Greek, or Latin (choose one).

At character creation, all players will be expected to have at least one language in common (see House Rules for more information on languages).

Backgrounds
Due to the nature of the campaign, I am putting some limitations on Backgrounds. This will give you something to reach for over the course of the campaign. The list below is not complete; it includes only those in the core book, and it doesn’t even include all of those. If you do not see a core book background listed below, assume I have no problem maxing it out. We can discuss non-core backgrounds on a case-by-case basis.

  • Allies: I would avoid taking this background at game start.
  • Contacts: I’m not suggesting you avoid this, but keep in mind that your Contacts should probably not be natives of the Siebenburgen. If they are natives of the Siebenburgen - why? It’s entirely possible that an exceptionally knowledgeable priest just happens to live in Cluj. I just want an explanation. (Keep in mind, too, that Contacts don’t necessarily need to be immediately available - a courier to Paris could conceivably return with news within two weeks, give or take, depending on the weather.)
  • Domain: This background is disallowed at game start.
  • Herd: Keep it reasonable. Traveling across the length and breadth of Europe with three mortals is difficult enough; how are you going to afford those 60 vessels?
  • Influence: This background is disallowed at game start.
  • Mentor: Any level is acceptable - in fact, I encourage it - but your Mentor is unlikely to be immediately available (at least, at the start of the game).
  • Resources: I strongly prefer limiting this to 2 dots, though I may accept three dots on a case-by-case basis. You may pool this background for a higher rating. Regardless of rating, it will not include “land and an owned dwelling” or anything akin to it; your resources will be limited to coins, tangible items, items of trade, etc.
  • Retainers: As is true of Herd, keep it reasonable: how are you paying for your five retainers?
  • Status: This background is limited to no more than one dot at character creation.

Regardless of Backgrounds, you are free to pool them should you so desire. The limits above remain in place, however (except Resources, as noted).

Roads
Followers of most Roads are welcome in the game. The exception to this is the Via Hyron, the Road of the Hive. I do not believe this Path is suitable for player characters.

However, do keep in mind that you should be able to work with other players’ characters. For example, “failing to indulge your desires” doesn’t necessarily mean you must go out and butcher another player’s herd “just because.” There’s a difference between being a damned soul and being a jerk. Be the former, not the latter.

Disciplines
In theory, all Disciplines are available for character creation. In practice, there are several limitations:

  • Rating: Characters may start with a maximum of 4 dots in a single Discipline.
  • Numbers: Characters with 3+ dots in a single Discipline must have at least one dot in a second Discipline.
  • Proprietary Disciplines and Blood Sorcery: Some Disciplines are … highly proprietary, let’s say. (See House Rules.) Characters may have any in-clan Discipline at character creation, as well as any common Discipline; however, characters may not take out of clan proprietary Disciplines or Blood Sorcery for any reason. (If you want your Gangrel to learn Vicissitude you’re going to have to do it the old-fashioned way, in the game.) Note that there are certain Merits that can make otherwise out of clan Disciplines into in-clan Disciplines…

Derangements
Derangements are a part of unlife - something about surviving for an eternity results in a slow descent into madness. Although Derangements are  available at character creation, I urge caution when taking and playing them for the same reason that I am hesitant to accept Malkavian characters.

Merits & Flaws
Most Merits and Flaws are permitted. Certain Flaws may be particularly difficult to play, and thus you may wish to avoid them - however, you are your own master. The following Merits and Flaws are banned: Common Sense (DAV20, p422), Unbondable (DAV20, p426), Dark Fate (DAV20, p428), Harbinger of the Abyss (DAV20, p428).
This message was last edited by the GM at 11:59, Tue 20 Dec 2022.
Storyteller
GM, 7 posts
Tue 20 Dec 2022
at 11:24
  • msg #3

[OOC] Game Rules

Game Rules
  • Don't Be A Dick. Wheaton's Law is always in effect.
  • Narrative first, rules second. We're all here to tell interesting and engaging stories. That's infinitely more important than the rules. The rules are important, but they are just a guideline to facilitate telling interesting stories. Don't worry about optimizing the mechanics, focus on telling an interesting story.
  • Respect. Always be respectful. Say "please" and "thank you."  IC, play your character's personality, but be respectful to your fellow players (and ST!) OOC. Characters can be disrespectful - that's roleplaying (and is sure to have consequences) but there's no reason we can't have respect for one another as people.
  • Problems. If you have problems with another player, remember we're all adults and bring it up with that player privately. If you can't resolve the issue, bring it to me privately.
  • Rating. This game is mature, not general or adult. Keep gore to a minimum and any sex will fade to black.

Posting Guidelines
  • Frequency. My goal is to keep ST posting frequency to at least once per day, but I this is subject to my work schedule. Please note that I am adulting, and with said adulting come days that I can't post. I'll get to it, I promise.
    If a PC has not posted between ST posts, I will assume that no actions were taken and skip that character. If a PC does not respond for a significant amount of time, I will write the said character out of the game. (Remember: if all else fails, sometimes rocks fall. ;)
  • Real Life First, Always. Real life will get in the way. In this crazy world, people are dealing with a great amount of stuff. All I ask is that you drop me a message to let me know something's up.
  • Description. Always use standard prose formatting for in-character posts. Keep your posts interesting and entertaining. Please use past tense (i.e., “shot” “ran” “kicked”) rather than past tense (i.e. “shoot” “run” “kick”).
    Push for evocative descriptions as they add to the tone, drama, and everyone's enjoyment of the game.
    Pick a color for your character's dialogue. It helps avoid confusion when writing out conversations. Note: Please do not use orange; it's a PITA to distinguish from private messages.
  • IC vs OOC Text. Unless you have to invoke game mechanics your post should be free of OOC text. Any OOC conversation should be in the OOC thread, not the IC threads.
    Please write any out-of-character text at the bottom of your post, and in orange. Better yet, put it in the Private Line to your intended audience.
  • Rolls. When posting an action or reaction, please list what you are rolling as OOC text in orange (or in a private line) at the bottom of your posts. For example:

    OOC: 17:35, Today: Storyteller rolled 2 successes using 5d10 with the World of Darkness 2nd ed system with a target of 6 with rolls of 4,8,1,6,10.  Leap across the gap between buildings.

    Please note that I have set the Dice Roller; however, if you are rolling a Specialization, you will need to change the Dice Roller to World of Darkness 2nd ed, Specialised.
  • Presumptive Rolls. Describe what your character's goal is and how they're trying to achieve it. Assume I'll ask for a roll and include it at the bottom of your post. I ask players to do this just in case it's needed and to cut down the handling time of the system. If I think the roll is unnecessary or the action was impossible, I'll ignore the roll.
    In the case of a presumptive roll that would fail, I will let you know, and we can go from there. (In the event of attack rolls with 1+ successes, please be sure to include a damage roll; don't forget to add your extra attack successes to the total you roll for damage for each success beyond the first.)
    Likewise, please add a defense roll and a soak roll when in combat, just in case. If additional rolls are necessary, the ST will make them.
  • Rounds. To speed up combat and dramatic scenes with rolls, do not wait to post, just go for it. But only post once. After everyone's posted once I will make a single group response. After I've posted, everyone is free to post again.
    There is no initiative order for posting—just post. I will adjudicate the round using initiative and make my best guess for resolving any issues that might arise.
    If you're just role-playing without engaging the mechanics or moving around the room, feel free to role-play. Once you start using the mechanics or wandering around, be sure to fall back to the round structure.
    Note: This only applies to in-game / in-character posts. Post your brains out in the OOC thread.
  • Investigation & Searching. This game may include some investigation. I want you to be specific rather than general with what you're searching for and what area you are searching because where you are searching and what you are searching for will affect your search time.
    Be as specific as you can for the thing or type of thing you're searching for. Also, be as specific as you can about the space you're searching. "I search the room." Not specific at all, that's bad. "I search the top of the desk for anything with a name or address that's already come up in the investigation so far." Specific about both item and area, that's good.
    I'm more lenient with places than things. If you're looking for X on or in a desk, and there's something else worth finding, you'll still likely find it. If you're looking for X near where it actually is, you'll still likely find it. If you're looking for X on the wrong side of the room, you'll not find it. Better rolls get you more leeway.
    If you're planning on searching for 2-3 specific things, in 2-3 specific places, post them. Stick with things covered by one skill and make one roll for the lot. We might negotiate how long it'll take or how much noise you'll make, etc. The more things you're searching for and places you're searching the longer it'll take.

Please keep in mind that this is a narrative game. While not a "rule," per se, I strongly encourage you to narrate everything as much as possible, including combat. There are several reasons for this. First, it's more interesting to read. Second, the more you write, the less I have to assume about your actions. And third - and most importantly to you, the player - it's a great way to earn minor bonuses, whether XP, an ST-fudged die roll, or something else.
This message was last edited by the GM at 11:55, Tue 20 Dec 2022.
Storyteller
GM, 8 posts
Tue 20 Dec 2022
at 11:55
  • msg #4

[OOC] House Rules

Willpower
Any WP expenditure points for auto success in a dice roll must be placed in the comments section of the dice roller before you roll them.  No post-adding willpower rolls.

Injury
ST will not enforce wound penalties as it is too hard to keep up with in a forum-based game.

Abilities
Knowledges
As written, characters cannot attempt a Knowledge roll if they do not have any dots in that particular Knowledge. I believe that there is always a chance you know something - after all, even a peasant who doesn’t know the first thing about astronomy may have overheard a conversation with relevant information. To simulate this, characters without an appropriate Knowledge Ability may roll 1d10 to determine whether they know relevant information.

Example: Gerhardt needs to prove to his sire that he can be trusted to run the elder vampire's business in his absence. Unfortunately, he lacks the Seneschal Ability, having been embraced for his strong arm rather than his mind. Sifting through his memory, he rolls 1D10 and receives a result of 1. A botch. Unfortunately, what little he remembers proves disastrously inaccurate, which does not bode well for Gerhardt's future.

Languages
Language Families
There are a huge number of languages spoken in the Dark Medieval, few of them mutually intelligible. To make life easier, The Transylvania Chronicles will handle languages using a “language group” philosophy - that is, if you know, for example, High German, you’re at least familiar enough with Low German to get by because they are both part of the German language family.  Languages may require, an Intelligence + Linguistics (see Linguistics Knowledge, below) roll to understand.

The relevant language families at present are:

  • Slavonic: A variety of languages stretching from Poland in the north to Macedonia in the south, and from Kievan Rus in the east to Bohemia in the west. It defaults to Romanian at difficulty 8.
  • Hungarian: The language of Hungary, spoken by the Magyar people. It does not default to any other local language.
  • Romanian: The language is spoken in eastern Hungary. It defaults to Latin at difficulty 7. It also defaults to Vlach, an archaic form of the language spoken by many Tzimisce, at difficulty 7. It defaults to Slavonic at difficulty 8.
  • Baltic: The overarching term for the languages of Lithuania and the southeast Baltic Sea coast. These languages do not default to any other local language.
  • German: The language spoken in Germany, as well as by an increasing number of settlers from the Holy Roman Empire. This language is an excellent lingua franca.
  • Arabic: The language of the Saracens. It defaults to Turk, Finn, Kurdish, Armenian, and Persian at difficulty 7.
  • Greek: The language of Greece. It defaults to Latin at difficulty 7.
  • Latin: The language of the Church. It defaults to Greek, Romanian, Spanish, French, and Italian at difficulty 7.

Yes, I am aware these are gross oversimplifications. I am also aware that it does not include all potential languages. I apologize.

Example: Giancarlo Giovani is doing his best to eavesdrop on a conversation on the opposite side of the church. Unfortunately, he only speaks Italian, and the priests are conversing in Latin. He rolls Intelligence (3) + Linguistics (1) with a target number of 7 and gets 2, 9, 4, and 3. One success. While he doesn't understand everything, he gets the gist of the conversation and quickly sneaks out to report to his master.

Linguistics Knowledge
This is a Knowledge Ability I am summoning forth from the dustbin of history. Unlike in earlier editions of the game where it determined how many languages a character spoke (that is now covered by the Multi-Lingual merit (DAV20, p422), it is now limited to determining how well you understand the structure of languages. Characters may roll Intelligence + Linguistics to determine their ability to understand a language that they do not ordinarily speak; the difficulty varies based on how similar the language is to one the character speaks already (see Language Families, above).

Disciplines
Proprietary Disciplines
I believe there are three levels of Disciplines in the World of Darkness: common Disciplines, proprietary Disciplines, and blood sorcery.

Common Disciplines
Common Disciplines come almost naturally to vampires. They can be learned by any Cainite (albeit often as an out of clan Discipline).

Common Disciplines include the following: Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence,  and Presence.

Proprietary Disciplines
Proprietary Disciplines are those Disciplines that are dominated by a specific bloodline. Typically, only those who are members of the bloodline have knowledge of the Discipline, though if a vampire is willing to accept the blood of a user, she may be taught how to use proprietary Disciplines. Cainites learning out of clan proprietary Disciplines must always be taught the fundamentals of the Discipline in question - blood alone is not sufficient. This education may be little more than studying another vampire using the power over a period of time, but more commonly, it involves a period of tutelage.

In-clan proprietary Disciplines can always be learned immediately by any member of the bloodline (so long as the added limitations are met - i.e., only those with a Derangement can learn Dementation). Such is the power of the Blood.

Rarely, a proprietary Discipline may have other, more esoteric requirements, in addition to the consumption of blood and education. These requirements are listed below as appropriate.

Proprietary Disciplines include: Abombwe, Animalism, Bardo (can only be learned by those on the Road of Humanity), Chimerstry, Daimonion, Dementation (can only be learned by those with a Derangement), Mytherceria, Obtenebration, Ogham (can only be learned by Lhiannan), Protean, Quietus, Serpentis, Spiritus, Temporis, Valeren, and Vicissitude.

Blood Sorcery
Also referred to as blood magic, path magic, and a variety of other terms, blood sorcery generally requires a teacher. While not always “book learned” necessarily, it takes a special type of education to learn. In contrast to proprietary Disciplines, blood sorcery does not require the consumption of a user’s vitae; rather, a student must spend extensive amounts of time studying, typically either texts or under a mentor, although a practitioner could also eventually develop knowledge through trial and error.

Blood sorcery includes: Abyss Mysticism, Koldunic Sorcery, Necromancy, and Thaumaturgy.

Flight
Although technically qualifying as a common Discipline (see Proprietary Disciplines, above) few Cainites are able to master even its simplest aspects. At present I am only allowing Gargoyles to learn this Discipline.

Blood Bonds
I believe that the blood bond in the Dark Ages setting is a tool to enforce loyalty. It is very common in my medieval settings for this reason. I believe that this is one of the (many) motivating factors behind the Anarch Revolt. Prior to the Anarch Revolt, therefore, you will frequently be expected to consume the blood of other vampires - for example, if an elder vampire offers to grant you land in her service, you will be expected to consume some of her blood, the better to ensure you have her best interests in mind.

Note that this does not mean this connection will last forever. It does not. As a general rule, the effects of one drink will last for one decade less a number of years equal to your permanent Willpower. The effects of two drinks will last for a century less a number of decades equal to your permanent Willpower. The effects of a full blood bond are eternal, at least theoretically. All of these numbers are highly dependent on a number of factors, including your Road and the frequency and type of interaction with your (potential) domitor - a vampire with a particularly cruel domitor could conceivable break free of a full bond within a decade, while a vampire that has only consumed a single point of her kindly sire’s vitae might be stuck with a partial bond for decades.

Regardless, you can expect to be required to consume the blood of other vampires prior to the Anarch Revolt. Yes, that means your character on the Road of Sin might have to take a hit to his Road rating - or figure out a way to get out of avoiding the oath…

Developing Character
Failure is the best teacher, but success has its own rewards. While a character may develop freely during downtime, during active periods of the Chronicle characters must at least attempt a roll with a given Attribute or Ability to justify an increase in it. Virtues and Road Ratings must be tested to see an increase as well, per the rules in DAV20. Common and proprietary Disciplines (see Proprietary Disciplines, above) can be increased immediately, without practice, but blood sorcery requires practice to use successfully.

Blue Booking
I am open to anything that helps the game feel more “alive” (or at least undead). To that end, I will happily grant experience for art that you do for the game. Do you feel like writing a story during your downtime? That’s worth XP. Are you a song writer and want to compose music that your character might sing? Love it! That’s definitely worth XP. If you’re an artist, a web designer, a computer game programmer - it’s all worth XP! That’s not to say it’ll be worth a ton of experience, but it will definitely be worth experience. Take advantage of it!

More rules will be added as situations arise.
This message was last edited by the GM at 11:56, Tue 20 Dec 2022.
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