there are two worlds the one that everyone sees and then the one that is hidden and things go bump in the night. The world is full of werewolves, vampires, Faeries, Frankenstiens monsters and more are all running around the world. Those in the world of darkness know about those but there are things that even they believe are myths. But in a third world those creatures exist. Cthullu has a cult following on earth and there are those who have realized. Those who have realized that they actually can succeed formed an organization called the accord. You will be playing people who just witnessed a break in the lie and know the secrets.
In malibu a man shows up out of no where and starts putting up flyers with messages about "becoming human, Helping those who are lost.", "Spirits telling ancient secrets of truth", and "How creatures stalk the night." All of them give a location and a list of times when there will be rallies to recruit people into the TRUTH. The accord were tracking the man and began trying to recruit members from these drives as well. They did so by inviting them to a "Special rally" they brought them to an area permanently scarred by the evil of the truth.
You will be playing as members of the accord in malibu. Some brand new some having been around for a while.
This will be a mixed NWOD game. You are free to play anything except a promethean or a demon (From possessed not Descent.) I can give you access to most of the books. Just send me a PM for books.
Name:
Appearance
Age:
Appearance age: (Only needed by Vampires and changelings, Ghouls, and mortal psychics that have the immortality Ritual)
Concept:
Virtue:
Vice:
Mental Attributes
Intelligence:
Wits:
Resolve:
Physical Attributes
Strength:
Dexterity:
Stamina:
Social Attributes
Presence:
Manipulation:
Composure:
Mental Skills
Academics:
Computer:
Craft:
Investigation:
Medicine:
Occult:
Politics:
Science:
Physical Skills
Athletics:
Brawl (This is a specialization) :
Drive:
Firearms:
Larceny:
Stealth :
Survival:
Weaponry:
Social Skills
Animal Ken:
Empathy:
Expression :
Intimidation :
Persuasion:
Socialize:
Streetwise:
Subterfuge:
Merits
Size:
Speed:
Initiative Mod:
Defense:
Armor:
Health:
Willpower:
Morality: (This is different for supernaturals)
Derangements:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human 4 for 12 year old 6 if you are giant (Merit)• Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Morality = 7
Age Taken
Age Escaped
Seeming:
Kith:
Court:
Contracts:
Wyrd:
Glamour:
Clarity:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at 1/2 maximum (determined by Wyrd).
Archtype:
Threshold:
Keystone Memento:
Keys:
Manifestations:
Psyche:
Plasm:
Synergy: (Replaces Morality)
Attributes: 5/4/3 • Skills 11/7/4 (+3 Specialties) • Record Archetype and Threshold • Manifestations: 3 dots • Select 1 Key from Threshold and 1 to represent Keystone
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Synergy = 7 • Psyche starts at 1 dot • Plasm starts at 1/2 max pool
Path:
ORder:
Arcana:
Rotes:
Mana:
Gnosis:
Wisdom:(Replaces morality)
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Favored Resistance Attribute — Acanthus, Moros, Thyrsus: +1 Composure; Mastigos, Obrimos: +1 Resolve • Arcana — 2 dots in 1st Arcanum, 2 dots in 2nd, 1 dot in 3rd, (two of these must be the Path’s Ruling Arcana) +1 dot in any Arcanum • Rotes 6 • Merits 7 • (Buying the 5th dot in Attributes, Skills or Merits costs 2 points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Wisdom = 7 • Starting Gnosis = 1 • Starting Mana = Wisdom
Clan
Covenant
Bloodline
Disciplines:
Humanity:(replaces morality)
Blood potency:
Vitae
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines 3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve + Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Humanity = 7•Vitae = d10 roll
Health
(+2 Dalu Form, +4 Gaura Form, +3 Urshul Form)
Renown
Gifts:
Primal urge
Essence
Harmony:(replaces Humanity)
Attributes 5/4/3 • Skills 11/7/4 (+3 Specialties) • Auspice: choose 1 free Skill Specialty • Tribe • Renown and Gifts: 1 for auspice, 1 for tribe, 1 of your choice • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized werewolf • Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity +5 • Starting Harmony = 7 • Primal Urge starts at 1 dot • Essence=Harmony