Character Creation FAQ

As this is for Live Action Role play, you portray your character. How you choose to dress. How you choose to speak. How you choose to move. Knowing these are your go to and will distinguish your character.

This page is designed to help you put these ideas down onto paper. If your familiar with the table top some of this is obvious, if you are familiar with LARP some other parts may appear familiar too. The paper is a guide to your limits, abilities, and help you demonstrate how you answered the above questions(The Hows), as well as How did you get to Reno and How you became one of the 5 species.

For the purpose of our LARP, the following is a great place to start. We are operating in White Wolf’s, Old World of Darkness, if you are looking for the books, the links to them are purchasable from drivethoughrpg. There are a number of books for some species such as the shifters, werewolves, Hengeyokai, changing breeds are all different types of the same species. Most of the book titles for LARP start with “Laws of the,” but not all. We are facilitating games specific to and inclusive to 5 of the species(Kindred, Changeling, Changing Breeds{wolf, coyote, bear, crow, lizard, etc.}, Risen{mummy, purified, etc.} and Mage). Then within each of these species they have their own factions, such as tribes, clans, houses, etc. Each species shares some common traits such as your nature, demeanor, mental traits, social traits, physical traits, some influences, some backgrounds, willpower and abilities. These common traits are described and explained in each of the books in detail for role playing. Then each species will have species specific traits and abilities. These species specific traits are covered in their specific books. If you are unsure how to answer the “hows” to help in your character creation, you can read a background story on the main page for each of the 5 species. Below is a breakdown of species and suggested books. If you wish to play something outside of the 5, please ask a Narrator or the Storyteller.

Kindred

These are vampires, blood sucking children of Caine.

Nature, demeanor, mental traits, social traits, physical traits, influences and most backgrounds are universal and found in Laws of the Night. A kindred is defined by who’s blood is in them or embraced them, this determines their clan. You will find most common clans in Laws of the Night or in Laws of the Sabbat. Your clan will determine your disciplines(blood gifts, blood fueled powers). The person who embraced you is called your sire, while the people you embrace are called your childer. How many sire to childer have been made between Caine and the kindred is that kindreds’ generation. Please stick to the rules of 7, 5 and 3 traits of your choosing between mental, social and physical traits, 5 abilities, 5 backgrounds as these are mostly not specific to just Kindred. Character creation starts on page 63 in chapter 3 of Laws of the Night. There are other types of Clans you can choose them from the books such as Laws of the Sabbat, Kindred of the East, etc.

Changing Breeds

These are most commonly your werewolves, but could be one of the extremely less common other types of shifters.

Nature, demeanor, mental traits, social traits, physical traits, influences and few backgrounds are universal outside of the Changing Breeds Species and found in Laws of the Wild. You will find most breeds which refers most commonly to the type of werewolf you are, but in the greater world of darkness may mean another type of animal you shift into. Your breed type will determine what animal gifts you have based on your connection to creation(Gia) or taint/destruction(wyrm). You can choose from the common tribes on page 70 in Laws of the Wild. Please stick to the rules of 7, 5 and 3 traits of your choosing between mental, social and physical traits, 5 abilities, 5 backgrounds as these are mostly specific to Garou/Werewolf/ and the other shifter breeds. Character creation starts on page 64 in Chapter 3 in Laws of the Wild. There are many other types of shifters you can choose from and you can find them in books such as The apocalypse, The Wyrm, Changing Breeds 1, Changing Breeds 2, Changing Breeds 3, Changing Breeds 4 and The Hengeyokai.

Risen

These are your mummies, most commonly Egyption, but not exclusively.

Nature, demeanor, mental traits, social traits, physical traits, influences and some backgrounds are not universal outside of the the Risen. Laws of the Resurrection is the recommended book for playing a Mummy or Risen from Egypt. As a mummy over countless lives you’ve learn a bit of magic, such as spells, rituals, alchemy, necromancy, etc an Egyptian mummy calls these gifts Hekau. These Risen fueled types of magic use Sekhem, a mummy’s life force. There are other terms and concepts when playing an Egyptian mummy, such as Ka, Ba, Amenti and Sekhem, but they can be confusing when converting them over to a Risen from Rome, Egypt, Southern Africa, Mayan, Chin, Tao, etc. Your Amenti is a way to refer to your previous life, and can determine specific traits that shape your present life. The Ka is part of your soul or life force that stays with your body when your not within, while your Ba is the part of your soul that can travel without your body. It is recommended you use the concepts from the book The Immortals, that starts on page 96 if your looking to play a mummy not from Egypt. These rules are tailored to table top, and so please stick with 7, 5 and 3 traits of your choosing between mental, social and physical traits, 5 abilities, 5 backgrounds. Essence is Sekhem as per the rules of Laws of the Resurrection.

Mage

These are your technomancers, wizards, witches and sorcerers.

A mages tradition is the group that is teaching you a specific sphere of magic, with specific role playable foci(chanting, prayer, meditation, etc.). A mages inner soul has a will of its own and it’s called essence. A mages resonance is the dynamic, entropic and static effect that colors the spell performed. Quintessence is the energy of magic, while paradox is reality’s defense against magic. Nature, demeanor, mental traits, social traits, physical traits, influences and some backgrounds are not universal outside of the Laws of the Ascension. Please stick with 7, 5 and 3 traits of your choosing between mental, social and physical traits, 5 abilities, 5 backgrounds. Please follow the outlines in Chapter 3 page 76 from Law of the Ascension.

Changeling

These are your faeries, goblins, gnomes, nymph, mogwai, alux, pixies and elves.

Each changeling belongs to a species of fae called a kith. A fae’s seeming is how they appear to non magical folk. There are just two courts, the seelie and unseelie. These courts are linked to seasons, and determine many characteristics of the fae as do it’s kith. The unique birthright abilities and arts of a fae are fueled by its glamour. A fae’s banality is both what and how a mortal’s disbelief effect the fae. Your kith and court affect what birthright gifts the fae possesses. Nature, demeanor, mental traits, social traits, physical traits, influences and most changeling backgrounds are universal outside of the The Shining Host. Please stick with 7, 5 and 3 traits of your choosing between mental, social and physical traits, 5 abilities, 5 backgrounds. Please follow the guidelines that start on page 11 in Chapter one in The Shining Host.

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