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Introduction
News
1: Who
2:
What
3: Where
4: When
Links
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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:
- Neophyte - Nephytes may use their Status as an
Equipment bonus to
Science rolls.
- Initiate - Initiates may use their Status as an
Equipment bonus to
Academic rolls.
- Master - Masters may use their Status as an Equipment
bonus to
Occult rolls.
- Adept - Officers in the Society; partial access to
Lodge assets and limited authority over members.
- 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:
- Keeper of ...
- Knight of ...
- Child of ...
- Wizard
- 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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