Styx Papers: the Gentle Race

Character Creation

Who are you going to be today?

Introduction

News

1: Who

2: What

3: Where

4: When

Links

The Styx Papers has been running for a long time now, and our protagonists are more than Dots on a page.  To that end, Charater Creation has been changed in a number of ways.  First of all, all new characters are created first as MORTALS.  If they become something else, before or durring play, then see the relivant section.

STAGE ONE: NATURAL
Use the Storytelling character creation rules from  WoD, possibly suplimented by such books such as Armory, Tales from the 13th Precinct and Second Sight. All Characters also have a new Trait: SANITY.
  • SANITY starts at 7 dots, just like Morality, and in most ways acts just like it. Instead of acting as your moral compas however, it tracks your general mental balance.    
STAGE TWO: SUPERNATURAL
Pick your poison (see below). You may chose to NOT be supernatural, at which point skip this step.
  • Psychics - see Second Sight
  • Thamuaturges - see Second Sight
  • Vampires - see Vampire: the Requiem
  • Ghouls - see Ghouls
  • Werewolves - see Werewolf: the Forsaken.
  • Wolf-Blooded - see Blood of the Wolf
  • Mages - see Mage: the Awakening.
  • Promethians - see Promethian: the Created.
STAGE THREE:  BACKGROUND
Play through a prelude and/or write up a Bio for the character (if you have not done so already).  I will grant bonus exp for a well developed backstory and other contributions. The more work you put into it, the more bonus xp I'll give you (roughly 1xp per hundred words, but content counts more than verbage). It should include a brief timeline of the character's life, where they were born/grew up, relationship to family/friends, work, etc. Make 'em breath.
  • 0xp = Normal beginning characters (Rank Neoates/Freshly Changed/Amateur Mages)
  • 35xp = Seasoned Characters (Up-and-comers/Established pack/Established Mage) a brief synopsis (3,500 words)
  • 75xp = Expert Characters (Established Kindred/Scared Veterans/Veteran Mage) a short essay (7,500 words)
  • 100xp = Heroic Characters (10,000 or so words) a sutably inspiring saga of your exploits
  • 120xp+ = Movers and Shakers/Lords of all they survey (12,000 + words) a sutably long biography covering several decades of events; such characters are no spring chickens.
  • 180-300xp + = Elders and other linchpins of society (18,000 + words) something on the scale of a shortstory or novella, covering the character's experiences over several hundred years.
  • +1 xp for other suitable contributions (miniatures, character portraits, character timelines, etc)

The Osiris Society

A good "in" to joining with the group at this point is as a member of the Osiris Society. Founded in the late 1800s in London, the Society publicly falls somewheres between the Masons and the Golden Dawn in tradition and style, Immortality and mystical truth its' proclaimed goal for its' members. It has had its' share of scandals, but for the most part is in good standing with society at large.
Regular membership in the Osiris Society is similar to acruing Status in a Rotary Club (see WoD core book), with a few extra "perks". The ranks (dots in Status) and corresponding extra benifits are:
  1. Neophyte - Nephytes may use their Status as an Equipment bonus to Science rolls.
  2. Initiate - Initiates may use their Status as an Equipment bonus to Academic rolls.
  3. Master - Masters may use their Status as an Equipment bonus to Occult rolls.
  4. Adept - Officers in the Society; partial access to Lodge assets and limited authority over members.
  5. Chief Adept - only one Chief per Lodge; full access to Lodge assets and authority over members.
Benifits are cumulative.

Members in good standing (3+) or of supernatural origin are usualy invited to join in a secret mystery cult:
  • Mortals so accepted recieve training as Thaumaturgists (Acolytes of the Dark One or Ceremonial Magicians). Psychics and members of other Thaumaturgical traditions may be able to recieve limited guidance as well, but only if they were already on those paths.
  • The Cult has an alliance with the Black Mountain Pack, who claim the San Fransisco hills (and the Twin Peaks area specificaly) as their territory.
  • The Ordo Dracul have limited ties to the Society, sometimes using it as a recruiting ground for their Covenant..
  • Members who die may find themselves resurected within the Osiris lineage.
The Cult tracks status through ranks in the merit of "Cult of Things Not Ment To Be" (from Second Sight). Ranks for each is a prerequisit to learning Rites or other benifits:
  1. Keeper of ...
  2. Knight of ...
  3. Child of ...
  4. Wizard
  5. Lord
All members are sworn to dire oaths of secrecy in reguards to the existance of the mystery cults, enforced by the powers available to them.

Princes of the Night

With storyteller permission some Vampire characters may start out with some bonuses comesurate with their Age: for every 50 years they've been around they gain +1 Blood Potency, +2 Discipline dots (half of which must go towards Clan/Bloodline Disciplines), +3 Attributes, +3 Skills, +1 Specialties, and +4 Merits (as restricted by storyteller). They loose 1 Humanity and gain 1 derangement for each out-of-clan discipline they take, and an additional 1 Humanity/Derangement for each hundred years they've been up. They may sacrifice Humanity for bonus Experience (sacrificing 1 for 5xp), reducing it as far down as 3.

Echoes of the Eternal Champion...

There are a handful of people out there who have played in previous incarnations of the Styx Papers (the so-called Memory Club members, for example). If they decide to reprise their roles, though their characters may have to be rewriten from scratch (or almost from scratch, if old copies of their characters still exist), the new incarnation of their character may recieve a one-time "bonus" of xp comparable to roughly 50% of their old xp (or otherwise comparable to the "seasoning" bonus xp noted above under Stage 3: Background).
 
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