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Vampire: Dark Ages 20th Anniversary

Detailed Description

Some say that the Carthage taught Rome how to be an Empire…

It is 413 BC.

The power and control the Carthaginians wield in the Mediterranean is immenseβ€” they are the masters of sea and trade. Coin flows steadily into the empire, and its main city is considered one of the largest in the world. Brujah and Assamites have made it their home. Their hand helped foster the empire and make from the city Carthage a place where Cainites rule openly and mortals give their veins willingly.

Yet dark clouds loom over the horizon. Will the mortals forever bow down to these Cainites? Will every Cainite treat the humans fairly and well, as is promised? Is Carthage an Empire that can stand the test of time? Can it defend itself from the increasing rivalry and hostility from its neighbours, both mortal and immortal? The Carthaginians have recovered from the First Sicilian War, a blow to the pride for sure but not one that had crippled them. Though the Greeks still have influence over the majority of Sicily… A fact that is not forgotten.


This is aΒ Vampire 20th Anniversary Edition: The Dark AgesΒ game set in the Punic Empire of Carthage. We begin before the Second Sicilian War (410BC), perhaps some of your actions will determine how that will progress for the Empire. Or perhaps, you will busy yourself with something else entirely that threatens the empire, your clan, or just…you.

  1. What's new in this game
  2. March: 3 exp (Retainers 2 exp)
  3. Last rewards in OGMW: December + Holidays: 6 exp (Retainers 3 exp) January: 3 exp (Retainers 2 exp) February 3 exp (Retainers 2 exp)
  4. Kroisos Social Circle as it looks now. Helena As you are keen to make your Toreador ruse be as believable as possible, you had to meet this ancient as quickly as possible. You built your reputation first and mingled with the lesser toreador until the Adirim summoned you to her mansion. That night was one of those where you worked with the utmost care. While you had not the greatest knowledge of all the arts, it seemed that she was still most receptive to compliments and the stroking of her pride. She is very proud of her appearance that was very obvious. That tactic may not work with each encounter, might even bore her eventually if that is all that you are good for. You got her acceptance, for now, and a few invitations to her formal gatherings but nothing very close and personal. However, you succeeded in what you initially set out to do. To gain her favour and lasting interest would be another task. One you would need to carefully think through because you believe you had caught a glimpse of how she treats her favourite leashed toys. Gods save you if you accidentally become very interesting to her. Crysanthe You treat each other politely. The former Patron of Arts is difficult to read. At least she has not made it know if find you very offensive. Gideon You see the beginnings of a friendship or perhaps you are sort of friends already. Primarily a quiet and thoughtful man, he takes great care and focus on his art. Often times when you visit him he is always working on a new pieceβ€” tends to keep working even if you sit down and talk. Yet he still listens with a keen and sharp ear. He doesn’t present himself like it but he knows a thing or two that may be worth hearing. It takes some prodding for him to talk about it, politics is not his favourite. It’s quite obvious with him when someone bores him with the subject. He is very famous you know, his art is seen in nearly every temple and there are mortals that wish to become his apprentice. He has a clear pull in that way. You have seen his work, it brings awe and speaks to the soul. Maybe if you get your own big temple and you become much closer with Gideon, you might get a discount. Eliana She, like you, is also kind of a new face. Which was a good thread to bond over. Though the circumstances of her coming are much different than your own, you heard. There is this fearfulness about her that comes and goes some nights, sometimes she succeeds in hiding it, sometimes she fails. Perhaps if you grow even closer she would open up more towards you; while some of her emotions are easily displayed she knows how to keep her mouth shut. Of all the Toreador women in this city, she is the most approachable. Less ego and more kindness, though perhaps that has something to do with her age. She means no harm, even if there are some that think she does just because she is a Roman. Anastasios One of those β€˜Old Brujah’ you heard about. They seem to suffer from a β€˜curious affliction’, as the other Brujah would call it. You only know that they are much colder and detached in attitude than the average Brujah. Anastasios is a sort of colleague in medicine and you have managed to win something of an amicable relationship. Sometimes you come to him for a medical opinion, sometimes he comes you. Sometimes you two compete for a case. He doesn’t seem to take it badly if you managed to steal one away, at least doesn’t show he does. What he had shown is his preference for Greek Carthaginians. He would say things to you he would never to someone of non-Greek blood and mind. You have expertly played into that bias. Because you get along very fine with him, sometimes you get the sense that Anastasios is more than he makes himself modestly appear. Or maybe that’s the Cainite mind not trusting someone that pretty straight forward. Baalhanno Baalhanno is the one you sometimes have to report to. His title is that of Caretaker of Mortals, so he oversees much of the healing side of Carthage. He also makes sure that mortals are treated right by their Cainite neighbours. As a recent arrival, it was he who educated you on what is and is not allowed in regards to anything related to mortals, particularly feeding. He greatly appreciates your desire to heal and your skills in it. He trusts those skills enough that he would sometimes send cases your way, which greatly helped you build up a reputation. He views you positively and does not mind to give advice if you would come to seek it. Two times he had even granted you the privilege to work in the Green Sick House for a night. It is where you could see him work and learn. Like many of the Adhirim, he is a master and authority of his craft. It is quite fortunate that he sees you so positively. He is after all the direct servant of the Second High Judge. Perhaps if you grow closer to hi, he might put you in contact with her if you would ever greatly need it. Levana bat Nadav You had only met Moloch personally once. He took a mostly silent look at you that day. You must have passed some sort of test, as he sent this woman your way. Levana is his right hand. You were allowed to stay in the city. So long your thoughts are in line with the religion Moloch leads, you may proselytise. But would you ever stand in his way and the good work of this Nest…. The warning was clear. You are still in the process of proving your loyalty and good intent. Sometimes Levana visits and looks at the sick mortals in your care. Sometimes she asks which one still has a family. Sometimes she tells you to direct the family to her for good burial or material support for their loss. Sometimes she tells you to outright fail a treatment, so the patient dies. Thankfully this request has only happened twice. Those bodies are removed with extreme quiet efficiency. Your failure to treat them never looks bad on your reputation. Regardless, even if you had wanted to you never found yourself able to deny her questions or requests. Tunaruz roll result: You have seen her once at general court. Tunaruz is a young brujah from nomadic berber stock. Though she herself has moved away from the sands to join civilization. You know that she protects mortals from abuse and mistreatment.
  5. Name: Hesperos Nature: Idealist Demeanor: Idealist Path/Road: Humanity Attributes Physical - StrengthReserves of Strength ●●●●, DexterityPrecise ●●●●, Stamina ●●● Social - Charisma ●●, Manipulation ●●, Appearance ●●● Mental - Perception ●●, Intelligence ●●, Wits ●● Abilities Talents - Alertness ●●, Athletics ●●●, Awareness ●, Brawl ●●, Empathy ●●, Expression , Intimidation , Leadership , Subterfuge ● Skills - Animal Ken , Archery , Commerce , Crafts , Etiquette ●, Melee ●●, PerformanceField of Expertise - Acting ●, Ride ●, Stealth ●, Survival ● Knowledges - Academics ●, Enigmas , Hearth Wisdom ●, Investigation , Law , Medicine ●●, Occult ●, Politics , Seneschal , Theology ●● Advantages Disciplines - Potence ●, Daimonion(IC) , Obfuscate(IC) , Presence(IC) ● Backgrounds - Contacts ●●●, Resources ●● Virtues - Conscience ●●●, Self-Control ●●●, Courage ●●●● Everything Else Merits - Literacy (1pt), Lingua Franca (1pt), Ambidextrous (1pt) Flaws - Road - Humanity ●●●●● ● Willpower - ●●●●● Languages - Phoenician, Lingua Franca Color Legend ● = Starting Dots ● = Freebies ● = XP Freebie Log Cost/Total Spent - Strength +1 (5/5) - Dexterity +1 (5/10) - Melee +2 (4/14) - Willpower +1 (1/15) - Merit Literacy (1/16) - Merit Lingua Franca (1/18) - Merit Ambidextrous (1/19) - Performance +2 (2/21) XP Earned - January XP (3/3) - Bonus xp from healing all men under/in 1 hour (2/5) - April XP (2/7) - February XP (2/9) - March XP (2/11) - Easter XP (3/14) - Ascension Thursday (3/17) - May XP (2/19) - June XP (2/21) - July XP (2/23) - August XP (2/25) - September XP 2 (27) - Oktober XP 2 (2/29) - November XP 2 (2/31) - December Holidays Bonus XP 6 (6/37) - January XP 2 (2/39) - February XP 2 (2/41) - March XP 2 (2/43) - Easter Bonus XP 3 (3/46) - April XP 2 (2/48) - May June XP 4 (4/52) - Juli XP 2 (2/54) - August XP 2 (2/56) - September XP 2 (2/58) - October XP 2 (2/60) - November XP 2 (2/62) - December XP 6 (6/68) - January + February XP (4/72) - March XP (2/74) - Easter Bonus XP (3/77) - April + May XP (4/81) - June XP (2/83) - July XP (2/85) - August XP (2/87) XP Expenditures Cost/Total Spent
  6. Name: Thais Nature: Conniver Demeanor: Caregiver Path/Road: Humanity Attributes Physical - Strength ●, Dexterity ●●●, Stamina ●● Social - Charisma ●●●, Manipulation ●●●, AppearanceRegal ●●●● Mental - Perception ●●●, Intelligence ●●, Wits ●● Abilities Talents - Alertness ●, Athletics , Awareness ●, Brawl , Empathy ●●, Expression ●, Intimidation , Leadership ●, Legerdemain , Subterfuge ●● Skills - Animal Ken , Archery , Commerce ●, Crafts , Etiquette ●●, Melee ●, PerformanceField of Expertise - Acting ●●●, Ride , Stealth , Survival Knowledges - Academics ●, Enigmas , Hearth Wisdom ●●, Investigation , Law ●, Medicine ●●, Occult ●, Politics ●, Seneschal ●●●, Theology Advantages Disciplines - Potence ●, Daimonion(IC) , Obfuscate(IC) , Presence(IC) ● Backgrounds - Allies ●, Contacts ●●, Resources ●●, Alternate Identity ● Virtues - Conscience ●●, Self-Control ●●●●, Courage ●●●● Everything Else Merits - Literate (1pt), Multi-Lingual (2pt) Flaws - Road - Humanity ●●●●● ● Willpower - ●●●●● ● Languages - Phoenician, Ancient Greek, Mauri Color Legend ● = Starting Dots ● = Freebies ● = XP Freebie Log Cost/Total Spent - Manipulation +1 (5/5) - Expression +1 (2/7) - Melee +1 (2/9) - Performance +2 (4/13) - Willpower +2 (2/15) - Merit Literate (1/16) - Merit Multi-Lingual (2/18) - Stealth +1 (2/20) - Alternate Identity +1 (1/21) XP Earned Reward/Total Earned - January XP (3/3) - Bonus xp from healing all men under/in 1 hour (2/5) - April XP (2/7) - February XP (2/9) - March XP (2/11) - Easter XP (3/14) - Ascension Thursday (3/17) - May XP (2/19) - June XP (2/21) - July XP (2/23) - August XP (2/25) - September XP 2 (2/27) - Oktober XP 2 (2/29) - November XP 2 (2/31) - December Holidays Bonus XP 6 (6/37) - January XP 2 (2/39) - February XP 2 (2/41) - March XP 2 (2/43) - Easter Bonus XP 3 (3/46) - April XP 2 (2/48) - May June XP 4 (4/52) - Juli XP 2 (2/54) - August XP 2 (2/56) - September XP 2 (2/58) - October XP 2 (2/60) - November XP 2 (2/62) - December XP 6 (6/68) - January + February XP (4/72) - March XP (2/74) - Easter Bonus XP (3/77) - April + May XP (4/81) - June XP (2/83) - July XP (2/85) - August XP (2/87) XP Expenditures Cost/Total Spent
  7. Current Study Times Daimonion 5-6 - 12 hours remaining
  8. History Born as the fourth son of a farmer Kroisos' childhood was uneventful. At least as far as others were concerned. The truth is he always had a knack for getting away with whatever mischief he might pull. Either he could pawn blame off on one of his brothers (though often enough he was able to get them involved as well) or the adults simply couldn't believe he was responsible. He also became skilled at patching up his brothers when their adventures or fights left nicks, bruises, and other minor injuries and his mother was more than happy to not have to be bothered with it. As he matured it became clear that he would inherit little, if anything, as his brothers were all healthy and hale. Impeccable as his reputation was and blessed of soft words and features he was soon drawn to the priesthood. As their island had been exposed to both Phoenician and Greek influence there were any number of gods to worship. Despite his lack of proper training his knack for healing had stuck with him and he eventually fell in with Apollo's followers as a popular god of healing (that he was popular played an unconscious part in the choice as well). He learned much from the more experienced priests of Apollo. The speed at which his skill grew started to spread among some of the locals who believed he had been blessed by the gods which often made him the center of attention, something he grew to love. It also gave him a roundabout sort of authority. Few people are willing to question a healer when they're at work, and once their ward is healed there is plenty of goodwill and favor that follows. However it wasn't just the body that a priest would heal but also the soul. He was as much an exorcist as a doctor, expelling the foul spirits that would trouble some and bring about misfortune and illness. It was this proficiency that attracted the attention of his sire, a Molochim Baali who had followed the initial Phoenician founders to the island. Apparently Kroisos' ability wasn't merely a skill at theater and luck, but something else as well. Such a gift could be well used in the battle against the infernal and following some time of observing the Molochim embraced the priest. It was simple enough to cover for his new state. Clearly one such as he who fought foul spirits would eventually draw their ire. So it was that they cursed him to never see the gaze of Apollo. Rather than worry about himself Kroisos would remain devoted to the people he tended to. It was a story that well suited his nocturnal state and was easily bolstered by the gifts of the blood. For a brief period it made him all the more popular. It was a double edged sword; on one hand few would question his word or devotion but on the other the infernal things would know to be wary of him. More than anything he enjoyed the attention and adulation it brought him. However it could not last. He never developed a proficiency for the arts of mystical stealth like others of his kin. His unaging features would eventually draw more question than his sire would allow. So he faked his death, appearing to sacrifice his own life to exorcise a spirit from a minor noble (in truth a ghoul of his sire in on the trick). Eventually his tale would fade and he'd be a local hero. More importantly to his sire it freed him to study the deeper, and more dark, parts of the duties of their line. For decades he was a pupil, servant, and protege of his sire. However in the back of his mind he still craved the praise and influence that his deeds once brought him. When his service was done he bid his sire farewell, wanting to establish himself elsewhere. His sire had mentioned Carthage at one point and the center of power intrigued him. With those who once knew him since dead he was able to return to the mortals of Oea. He claimed to be a wandering mystic who came to the island after hearing a tale of healer they once boasted. Of course as he had firsthand knowledge of the events it was easy to claim to have received vision and blessing of this healer. Thus did he rebuild some of the fame and he had hoped some word would proceed him to Carthage and thus make ingratiating himself among the priests of the city easier. Whether he was lucky or his sire had secretly aided in the spread of the tale his name was not entirely unknown in the city when he arrived. He spend the next couple of years establishing himself in the city and working to curry favor among the priests. The latter he knew would be slow going but he had little problem with that, time was on his side after all. Specialties Charisma (Graceful) - Kroisos has a way of avoiding embarrassing himself or who he speaks with regardless of the topic. This allows him to more easily discuss things that might otherwise give listeners pause. Subterfuge (Finding Weaknesses) - Helping and converting people as well as rooting out demons requires understanding what they might want or need. Finding that often requires rooting out things people might not want others to know. Being able to determine these weaknesses, and thus utilize them, is a valuable tool. Performance (Reading a Crowd) - As someone who seeks to convert people it pays to be able to tell who in a crowd is receptive. It is equally important to be able to tell who might be a problem or a threat. Medicine (Pain Relief) - Demons rely on pain as a motivator and in some cases thrive on it themselves. Being able to alleviate such pain removes one of the key tools at a demons disposal. Theology (Proselytization) - Kroisos wants to spread his faith (with himself as the key leader of course). Being able to speak about such things to a crowd in a way that gets them excited and interested is key. Whether it is telling a rousing tale or determining which god might best appeal to the needs of those he's addressing is a vital skill. Backgrounds Generation ●●●● - Kroisos' sire is one of those embraced in the more recent centuries. Not as antiquated as some he still moves about mortal society with ease. At the cusp between Ancillae and Elder his sire is one of those poised to rise to prominence if Moloch's efforts in Carthage bear fruit for their line. Resources ●● - As a healer he's earned some coin from those nobles who are willing to pay for their loved ones to be seen to quicker than what the gods might otherwise plan. Fame ● - Stories of the pure healer have started to spread from his home city. Though currently limited to those attentive to priestly matters, Kroisos hopes to grow this legend sooner rather than later. Herd ●●● - A group of folk who he has either healed personally or has saved a loved one of theirs from immediate peril. It's not hard to convince them of the sparks of divinity when the euphoria of the kiss is used. Contacts ●● - Ariston, a Greek born merchant who sells herbs, spices, and other sorts of wares that an apothecary might find of use. Batnoam, a Punic brewer whose easy demeanor and libations make for a steady flow of rumor, though given the level of inebriation sometimes subject to exaggeration. Retainers ●● - Kroisos has a pair of devoted (that they are blood bound is clearly secondary to the devotion he engendered in the beginning) acolytes that have come into his service. Thais, an attractive woman in her mid twenties who masquerades as Kroisos' wife. She tends to deal with most of the daytime activities that are required. Hesperos, a man just barely out of his teens who serves as Kroisos aid and assistant for his work. Though not nearly as skilled as his mentor he has an idealistic perseverance that's endearing if sometimes annoying. Domain ●● (Size ● Security ●) - Kroisos has a small home that also serves as his 'doctor's office'. He has a hidden chamber beneath the building that serves as both a shrine and sleeping chamber. Allies ● - Itthobaal, a Carthaginian noble whose only son Kroisos managed to save shortly after arriving in the city. Alternate Identity ●● - He masquerades as a Toreador. His knowledge of feigning the subtleties of humanity combined with the blessed like quality he posses makes an easy fit among the mortal inclined clan. As well their weakness is somewhat easy to feign. Merits Literate (Free) - It would be unbecoming for a proper Greek to not know how to read. Sanctity (2pt) - Even from a young age Kroisos always had a sort of charm/halo about him. Any mischief he might commit would either be downplayed, redirected, or ignored. His seeming desire to help those who need it has certainly added to this saintly quality he holds. Celestial Attunement (1pt) - Many sacred rites involve specific times of the day and night. Learning how to use the position of the stars, moon, the light and color of the sky, even the sounds of the particular sorts of insects and creatures are all incredibly useful. That it might save him from destruction has only added to the habit of keeping careful track of time. Blush of Health (2pt) - Having studied the human body, and looked for signs of illness, he's learned how to mimic the minutia of appearing alive with ease. Multi-lingual (2pt) - A combination of growing up in a city that's known Carthage and Greek rule as well as a desire to study various medical techniques have led Kroisos to develop an odd array of tongues. Flaws Dark Secret (1pt) - Baali Restricted Diet (2pt) - During his medical efforts he has spent far to much time around quantities of the blood of mortals. As such the blood of animals is no longer palatable to him.
  9. "Come and let me see what ails you." Theme Songs Name: Kroisos Clan: Baali (Molochim) Gender: Male Race: Greek/Phoenician Height: 5' 10" Weight: 135 lbs Apparent Age: Mid 20s Actual Age: 130 Date of Birth: 543 Place of Birth: Oea Date of Death: 518 Place of Death: Oea Personality Outwardly he is pleasant with an easy smile. Purposeful but not to the point of appearing driven, he might almost be seen as laid back were it not for gaze which seems to hold an intensity that his manner belies. Ever helpful he's more than willing to listen to someone's troubles and offer advice to them. Inwardly he enjoys the adulation he receives from his throng. To him Dominate is the tool of thugs, for those without the finesse to sway people without blunt force. He's convinced that he has their best interests in mind so of course they would be best served listening to him. Despite his outward softness he has a steadfast core born of seeing people at their worst as well as the other things which the Molochim seek to remove. Appearance Thin and soft with pleasing features. He keeps some his shoulder length wavy blonde hair tied back but leaves enough loose to avoid appearing overly harsh. Standing out in contrast to his light tan skin are bright blue eyes. He favors light colors with many accents of jewelry. Overall he has a non-threatening appearance that yet remains compelling, with an approachability that some with more severe beauty lack. Goals Grow his group of followers Gain power among the priests of the city DARK AGES: VAMPIRE Name: Kroisis Nature: Autocrat Clan: Baali (Molochim) Affiliation: Affiliation Demeanor: Gallant Generation: 7th Concept: "John Constantine" Road: Road of the Hive Sire: Aderbaal ATTRIBUTES PHYSICAL SOCIAL MENTAL Strength ●●○○○ β—‹β—‹ CharismaGraceful ●●●●● β—‹β—‹ Perception ●●●○○ β—‹β—‹ Dexterity ●●○○○ β—‹β—‹ Manipulation ●●●○○ β—‹β—‹ Intelligence ●●●○○ β—‹β—‹ Stamina ●●●○○ β—‹β—‹ Appearance ●●●○○ β—‹β—‹ Wits ●●●○○ β—‹β—‹ ABILITIES TALENTS SKILLS KNOWLEDGES Alertness ●○○○○ β—‹β—‹ Animal Ken β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Academics ●●●○○ β—‹β—‹ Athletics β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Archery β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Enigmas ●○○○○ β—‹β—‹ Awareness ●●○○○ β—‹β—‹ Commerce β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Hearth Wisdom ●●○○○ β—‹β—‹ Brawl ●○○○○ β—‹β—‹ Crafts β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Investigation β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Empathy ●●●○○ β—‹β—‹ Etiquette ●●○○○ β—‹β—‹ Law β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Expression ●○○○○ β—‹β—‹ Melee β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ MedicinePain relief ●●●●● β—‹β—‹ Intimidation ●○○○○ β—‹β—‹ PerformanceField of Expertise - Acting Specialty - Reading a crowd ●●●●○ β—‹β—‹ Occult ●●○○○ β—‹β—‹ Leadership ●●●○○ β—‹β—‹ Ride β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Politics ●○○○○ β—‹β—‹ Legerdemain ●○○○○ β—‹β—‹ Stealth β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Seneschal β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ SubterfugeFinding Weaknesses ●●●●○ β—‹β—‹ Survival β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Theology ●●●●○ β—‹β—‹ ADVANTAGES DISCIPLINES BACKGROUNDS VIRTUES Daimonion (IC) ●●●●● β—‹β—‹ Generation ●●●●○ β—‹β—‹ Conscience/Conviction ●●●○○ Obfuscate (IC) β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Resources ●●○○○ β—‹β—‹ Self-Control/Instinct ●●●○○ Presence (IC) ●●●○○ β—‹β—‹ Fame ●○○○○ β—‹β—‹ Courage ●●●●○ Auspex ●●○○○ β—‹β—‹ Herd ●●●○○ β—‹β—‹ Contacts ●●○○○ β—‹β—‹ Retainers ●●○○○ β—‹β—‹ DomainSize ● Security ● ●●○○○ β—‹β—‹ Allies ●○○○○ β—‹β—‹ Alternate Identity ●●○○○ β—‹β—‹ AND EVERYTHING ELSE COMBO DISCIPLINES MERITS RITUALS ComboText Literate (Free)DAV20 pg 422 Ritual 1text Sanctity (2pt)V20 pg 488 This Merit is sometimes called the halo effect; everyone considers you pure and innocent, though not necessarily naΓ―ve. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At the Storyteller’s discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most. Ritual 2text Celestial Attunement (1pt)DAV20 pg 422 You innately know what time of day it is and are able to accurately guess the hour of sunrise and sunset within a few minutes. With a moment’s concentration, you may also estimate the position of the stars, even without the aid of a star chart. Blush of Health (2pt)DAV20 pg 420 The Embrace that claimed you did not entirely leach away the tells of your former life. Your skin is cool to the touch rather than cold, retaining a healthy fullness as if blood skill coursed through your veins. You easily pass as a mortal against all but the most thorough examination and the Storyteller may choose to lower the difficulty or reduce penalties to rolls to convince others of your mortality. Cappadocians and Nosferatu may not take this Merit. Multi-Lingual (2pt)Phoenician, Ancient Egyptian, Hebrew DAV20 pg 422 Through patience, study, and/or immersion, you are able to speak another language or languages with native fluency. This represents a full command over the language. For each dot of Intelligence your character possesses, you may know one other language. You may also use this Merit to reflect secret codes, cants, jargon, or sign language as well. Additional languages increase the cost of this Merit by one point per language. FLAWS Dark Secret (1pt)DAV20 pg 423 Baali Something from your past haunts you. If found out, it could destroy your reputation with your clan and coterie. When the truth rears its ugly head, you must quash it or suffer the consequences of your secret getting out. You live every day knowing that at some point, word will get out and you will be unable to stop it. Restricted Diet (2pt)Players Guide to the Low Clans pg 190 Unlike other Cainites, you derive no nourishment from the stale blood of animals. Only the blood of mortals and other vampires can sustain your unlife. This Flaw eventually manifests in most vampires as they age, a prelude to the cannibalistic Thirst of Caine. Flaw 3text Clan Weakness: ???? The Torment in the blood of Caine recoils from religious symbols, and the Baali are particularly vulnerable. Unless those religious symbols have lain abandoned for half a century, any individual brandishing a religious symbol at a Devil is considered to have a True Faith rating one higher than their actual rating. ROAD OF THE HIVE ●●●●● ●○○○○ Aura: Justice (No Modifier) WILLPOWER ●●●●● ●●●○○ β– β– β– β– β–  β– β– β– β– β–  BLOOD POOL β– β– β– β– β–  β– β– β– β– β–  β– β– β– β– β–  β– β– β– β– β–  β– β– β– β– β–  β– β– β– β– β–  Blood Per Turn: β– β– β– β– β–  β–  LANGUAGES Ancient GreekNative Language, Phoenician, Ancient Egyptian, Hebrew Freebie Expenditures - Empathy +1 (2/2) - Enigmas +1 (2/4) - Hearth Wisdom +2 (4/8) - Medicine +2 (4/12) - Politics +1 (2/14) - Theology +2 (4/18) - Willpower +4 (4/22) - Auspex +2 (14/36) - Contacts +2 (2/38) - Retainers +2 (2/40) - Domain +2 (2/42) - Merit Sanctity (2/44) - Merit Blush of Health (2/46) - Merit Multi-Lingual (2/48) - Merit Blush of Life (2/50) - Flaw Dark Secret (-1/49) - Allies +1 (1/50) - Flaw Restricted Diet (-2/48) - Alternate Identity +2 (2/50) XP Earned Award/Total Earned - XP for game start (5/5) - January XP (5/10) - Bonus xp from healing all men under/in 1 hour (4/14) - Festival Creation XP (14/28) - April XP (4/32) - February XP (4/36) - March XP (4/40) - Easter XP (5/45) - Ascension Thursday XP (5/50) - May XP 4 (4/54) - June XP 4 (4/58) - July XP 4 (4/62) - August XP (4/66) - September XP 4 (4/70) - Oktober XP 4 (4/74) - November XP 4 (4/78) - December Holidays Bonus XP 6 (6/84) - January XP 2 (3/87) - February XP 3 (3/90) - March XP 3 (3/93) - Easter Bonus XP 5 (5/98) - April XP 3 (3/101) - May June XP 6 (6/107) - Juli XP 3 (3/110) - August XP 3 (3/113) - September XP 3 (3/116) - October XP 3 (3/119) - November XP 3 (3/122) - December Holidays XP (6/128) - January + February XP (6/134) - March XP (3/137) - Easter Bonus XP (5/142) - April + May XP (6/148) - June XP 3 (3/151) - July XP 3 (3/154) - August XP 3 (3/157) XP Expenditures Hide this Color Legend ● = Starting Dots ● = Freebies ● = XP
  10. Rishon, 26th of Cheshvan , AM 3349 Kroisos smiles sheepishly , the edge of an apology on his expression. (Phoenician)β€œI understand, boss. It won’t happen again.”(/Phoenician) As you rose, he understands that the reprimand is mostly over. So he takes another bite and sip. You think on the two places and what you know of them. The temple of Yam, the great lighthouse of Carthage . A place necessary for the seafaring focus of city, though some would rather not have the terrifying Yam as a god openly worshiped. Yam, also know by his epithet Judge Nahar, holds iron dominion over the sea, the many waterways and is in frequent conflict with his rival; Baal, the weather god and now king of gods. Yam was once considered the favoured candidate for that position by the father of gods, El. The story of how he did not come to be such is long and difficult, but safe to say the bad blood remained between the two gods. With the mortals and your kind falling in the middle. So naturally this become a problem for those traveling over the waters. The priesthood of Yam is elusive, keeping to their duties and interests near the waters. But even so, they are not to be trifled with or insecure about their position. After all, Carthage needs the sea no matter what those of Baal say. Many of the other priesthoods begrudgingly understand this. You know there are five primary priests that tend to this temple, within their number the current head priest named Mashash. An older firm manβ€” likely once a seafarer himselfβ€” you only glimpsed briefly at one of the festivals but hasn’t been seen publicly in a while. You would not be surprised if there are more of Yam’s clergy scattered around the city tending to minor shrines. On that note, you don’t yet know every vampire by name that reside and work in the city, nor if any of them claim this temple of Yam. However, by the god’s nature and his dominion of the dark abyss of the sea, you feel that Lasombra would be drawn to him. Either for small prayer or outright worship. The bar itself is not associated with the temple. However, it is frequented by those that feel they need to pay respect to Yam. Sailors, ship captains, mercenaries, merchants and anyone else that need traverse the deep waters. Like any tavern popular with seamen; the crowd can be rowdy, the waitresses can be loose or harassed and part of the clientele is foreign. The last can make it a useful place to visit if you want try your hand at gaining information regarding the happenings outside of Carthage. However this group also makes it more likely a fight breaks out between them and the locals or each other. Beyond this you don’t know if the bar actually engages in illegal to dark activities. But you are sure people gamble in there. There is some sense why Kroisos decided to visit this place, still, it’s a place he should have visited with some backup. A scrawny boy like him can get easily targeted for one reason or another.
  11. The young sailor half drenched in salty water frantically holds onto the rope. The fibers burn harshly into his hands as the wind tries to forcibly pull the rope out of them. A great dark storm thunders around the ship. Three other men are with him to keep this side secure, hopefully saving the sail. The only thing they have left that could bring them to shore. The waves are smashing against the hull of their ship, making it sway dangerously. The cargo does not matter right now, not if the men won’t survive to see land. β€œHOLD ON LADS!” The captain yells. A horrible wooden release is heard. The mast may not hold for long. β€œLIGHTHOUSE AHEAD!” There in the distance! The light! A rope snaps! The other side! Two men who still held on are lifted and thrown about into the sea, another is violently whipped across the face. Dead in an instant. That side of the sail starts to flap with the terrible winds. Causing great instability on those that still try to hold on. The young sailor is getting tired, his arms may give. Another snap! Not a whole rope but it is becoming more difficult to hold. β€œCaptain! We can’t hold on!” A mate cries. β€œIt will give!” another. β€œWe need toβ€”!” Waves suddenly smash into the ship. Causing the mast to crack and snap off. Those that still held onto the ropes are lifted with the winds. The young sailor had let go, instead now clutching the remains of a fence attached to the body of the ship. Bracing himself for another impact. A new wave crashes, taking with it another man. A great low unrecognisable bellow is heard coming from the sea and sky, causing terror in the men. The young sailor looks up and sees a giant dark silhouette between the lighting. β€œYAM FORGIVE US!” The men cry. β€œCLIFFS!” one suddenly calls out. There were no cliffs before! Where they closer to land?! β€œBRACE YOURSELF!” ~~~~~~~ At the lighthouse, the alarm bell has been rung. One man had witnessed this all. A servant appears by his side. β€œSend watchers to the beaches!” He runs down the stairs, β€œAlert all the docks!” More servants appear listening to his orders as he exits the lighthouse. β€œOne ship just crashed underneath us! Two are still in troubled waters west side!” Waves slam against the Carthaginian wall in a way that startles them all. β€œWe need help here,” the man continues his eyes scanning the seas. β€œPossible wounded and dead—” His gaze suddenly goes to the top of the lighthouse. A hazy silhouette stands by the fire. Causing the hairs on his neck to stand. A Storm is Brewing OOC Original Thread = Continuing where we left off
  12. Name: Prias Domitor: Helena, Toreador Helena's oldest ghoul, guardian, and lover. People suspect that even without the Blood Oath he would still be loyal to her. He seems to enjoy being a ghoul. Sometimes he aids in convincing certain mortals not to desire the 'reward' of vampirism.
  13. Name: Levana bat Nadav Clan: Baali (Cappadocian) Generation: 5th The right-hand woman of Moloch in Carthage and his direct attendant, also his Childe but best not to speak of that here. There is an eerie quiet surrounding her and she is doing quite well in pretending to be a Cappadocian. She had earned the trust of Hadassah and influences the Chief Embalmer when it serves the goals of her sire. If she is not tending to the dead, she tends to the livingβ€” manoeuvring them away from others and into Moloch's embrace. She takes particular advantage of those that have recently lost a loved one. Name: Tanitbaal-Sahar Clan: Baali (Brujah) Generation: 6th Childe of Tanit. He has not come here on her order but he has been welcomed by his grandsire none the less. For centuries he has wandered, seeking the answers to life and humanity. He was the guest within several clan strongholds, including that of the Tzimisce, Assamites, Setites and Brujah, no matter what kind of pain would be in store for him to state his thirst for knowledge. Now he had settled in Carthage, and is busy compiling what he knows into a new set of philosophies. More often he is in peaceful seclusion than in the public, and besides a polite appearance here and there, he does not involve himself in the politics of the city. Name: Akachi Clan: Baali (Assamite Warrior) Generation: 6th An orphan in mortal life and orphan in death, until Moloch took him and raised him to become a perfect hunter. Akachi hunts demons, to capture or banish, kills the hosts too. Sometimes you have to let these creatures and their servants shine like a beacon, other times you show that you care and destroy them. This helps to push some suspicions away, particularly from the Assamites, they know Akachi servers Moloch and the younger Baali has perfect his ruse of the Assamite Warrior. A stoic demeanour and efficient with his tools. Name: Eirene Clan: Baali (Brujah or Follower of Set) Generation: 7th Eirene is an old member of Moloch's coven and has mastered the art of deception and disguise. She has a multitude of identities, her most useful ones here are that of a Brujah artist and Setite cultist. These identities are exceedingly useful to push targets into doing things they don't want to. Her main task is to keep an eye out for the Serpents of Egypt. Their meddling would be quite disruptive and there can only be one cult in town. Name: Daleninar Clan: Baali (Assamite Vizier) Generation: 8th A recent but promising addition the Moloch's cult. She needs to keep and extra eye out for the Assamites, and she has the bravery to get very close to them. In her unlife, she had already encountered many Assamites and managed to destroy them, taking bits of knowledge and identity in the processβ€” and desiring more. She is so brash in her act that she does not fear to be in Muttunbaal's presence, who as an elder vizier would be able to pick up on the clues that Daleninar is not who she is. But by getting so close, the reward of information is great. Name: Ialu Clan: Follower of Set Generation: 6th A Setite Emissary of Egypt to Carthage. Many forbid him from walking too freely in the city, so he is more of a bird caged in his own accommodations. Never the less, he remains a calm and polite man that does not lack diplomatic grace and friendliness. It is what convinced the High Judges to give him permission to reside in Carthage to establish a communication channel with the Setites of Egypt. On the condition that he does not start preaching. He also advises in regards to his clan and their desires. If there are troubles or misunderstandings between the Setites and the Carthaginian, he would gladly help resolve it. Name: Vidarna of House Achaemenid Clan: Lasombra Generation: 8th This Persian noble has attached himself to the Carthaginian diplomat Khosrau when he was last visiting the Persian Empire. Vidarna wanted to see this great seafaring empire and the famed city of Carthage itself. He is quite curious about how this 'Cainite and Mortals living side by side' works in practice. He happily observes all that will be presented and displayed. Maybe make a new ally here and there. Name: Mendas Clan: Lasombra Generation: 9th A southern Berber that has left his tribe the be a pirate and later become a captain of a band of Berber mercenaries called the Sand Sailors. Somewhere between that, he was embraced. He is captains the Silver Siren, he claims it's the fastest ship in the Mediterranean. Also claims that he has travelled all the sevens seas and found Atlantis and fought sea monsters. Regardless of what you believe he has quite a successful career and for that reason, Botikos has invited him to Carthage with intent to hire him for the Empire. Name: Ausa Clan: Nosferatu Generation: 8th Ausa is a Celt from Iberia. Certainly, she has travelled from far, certainly, she has travelled long. She was curious to see if the mortals of the city Carthage would treat her better. To her disappointment, they didn't. Even worse, she is the first Nosferatu resident of the city so it's up to her to make the mortals used to her clan. The benefits make up for having to do that. To keep earning her place she keeps her ear to the ground and knows quite a lot, perhaps too much, it does make her quite valuable. However, recently she has discovered something...frightening. It keeps her awake during the day and she is actually considering giving up everything to return back to her old tribe. But...how do you say...she is too afraid to travel. So she hides most nights of the week, being hard to contact by anyone. Name: Crysanthe Clan: Toreador Generation: 6th A Muse and one of the fairest women of the city. Of course, she pales in comparison to Helena. Crysanthe was here way before that broad stepped into the city with her love slave. Now she lost her position as Patron of Arts and a great deal of attention. The amount of gifts and adoration seems to lessen each year. How annoying. But for now, she plays Helena's ally and supporter. When the time is right and opportune Crysanthe will strike and Helena will fall. Name: Gideon the Fair Clan: Toreador Generation: 7th Gideon of Sidon clearly stands out with his pale blond hair and blues eyes. But that is only one part of his appeal, his sculpture is what brings true awe. He is not the type to involve himself deeply with politics and petty squabbles, no, his art is what matters. His art displayed all over fair Carthage is what gives him pride and joy and had made him quite famous all over the Empire. Many temple sculptures have been made by his hand and by his apprentices. Both mortal and immortal. He gladly teaches and shares his passion. Let Cainites and mortal work together to create something beautiful. Name: Eliana Clan: Toreador Generation: 7th A young Roman Toreador noble lady that had escaped an arranged marriage to seek refuge in Carthage. She has an innocent and sweet demeanour to her, and clearly enjoys the company of mortals more than her fellow Cainite. Though she does seek out the more approachable elders for advice about her nature, which is a sure sign that she is quite young. She keeps her lips tightly sealed in fear around the questions of who embraced her and who she is fleeing from. Though even if she is kind and harmless, some mistrust her because of her Roman heritage. For this reason, Menelaus has announced his protection of her, to dissuade those that wish her ill.
  14. Name: Zimrida Clan: Assamite Warrior Generation: 6th Muttunbaal's personal killer. When Carthage wants someone dead, he is up for the task. When Muttunbaal's wishes someone dead, he will not hesitate to serve. When he does not have a particular mark, he hunts the city for taint that needs to be removed. Not a pleasant man. Name: Nanaia Clan: Assamite Sorcerer Generation: 7th Priestess of Eshmun and favoured by Muttunbaal. She has her own following, one that does not listen to the High Priest. There are rumours that she dislikes Moloch and thus she ignores him whenever she can get away with it. Name: Critias Clan: Brujah Generation: 5th The young childe of Meneleus. A philosopher and once a citizen of Athens. He had recently made his home in Carthage after being separated from him for a while. A city where Cainites and mortal can live side by side fascinates him, and he uses his talents in debating to attract new allies for the Empire. Name: Himilcar the Pale Clan: Brujah Generation: 7th He claims that he was one of the first Cainites in Carthage, helping fight through the Libyans and Spartans that claimed the lands. He has moderate influence, especially within the military. While he claims that his nickname is meant to strike fear β€”for the enemy sees pale death when they face himβ€” those that actually fought with him side by side claim a different story. One where he is pale with fear. Name: Zeihar Clan: Brujah Generation: 8th An Iberian Brujah that desired to taste the culture of philosophy within the city of Carthage itself. He seems to be quite attracted to the more cool scholarly blood of his clan, the Old Brujah, and he is very curious about their origin. To their dismay. Name: Tunaruz Clan: Brujah Generation: 9th A berber girl who traded the sands for the city. A typical young idealistic Brujah who is completely enamored by the concept of this city. She takes great care of the mortals here and despises those that mistreat them just because they can. Name: Despina of Halicarnassus Clan: Old Brujah Generation: 7th Chide of Patroclus. She oversees the archives of Great Library of Bysra. Protects the valuable documents and scrolls, as well as maintains the Book of Citizens. Noting down every birth, every death, every foreign visit, and every Cainite coming to settle within the city. Some suspect he knows quite a lot of who comes and goes and does what. Name: Anastasios Clan: Old Brujah Generation: 7th Simply a doctor. Human or Cainite ailment, he will examine and find a potential cure. Some suspect he has not cut all of his Greek ties, he certainly prefers the company of Greek Carthaginians over the others.
  15. Name: Tanit Clan: Baali Generation: 5th Childe of Moloch. The Phoenician goddess Tanit and chief deity of Carthage. Shadow Ruler of Tyre. Name: Altamira Clan: Brujah Generation: 5th Judge of Gadir. Oldest Phoenician settlement in Iberia. Name: Ningal Clan: Old Brujah Generation: 5th Judge of Utica. Leader of Carthaginian Old Brujah. Name: Korbis the Lacetani Clan: Gangrel Generation: 6th 'Chieftain' of Iberia. Korbis has power over multiple Iberian Tribes independent from Carthage. Name: Izemrasen Clan: Lasombra Generation: 5th 'King of Numidia'. He somehow controls both the Massylii tribe in eastern Numidia, and the Masaesyli tribe in western Numidia. Name: Nakhthorheb Clan: Follower of Set Generation: 4th Leader of the Setite Hierophants in absence of Set. Rules over Egypt which is now part of the Achaemenid Persian Empire. Name: Tinia Clan: Ventrue Generation: 4th Controls the Etruscan civilisation and is also their Goddess. Name: Collat Clan: Ventrue Generation: 5th Prince of Rome. Just established the Eternal Senate.
  16. Name: Helena Clan: Toreador Generation: 4th Patron of Arts and Muse. Name: Hadassah Clan: Cappadocian Generation: 6th Mistress of the Necropolis and Chief Embalmer. Name:Patroclus the Grey Clan: Old Brujah Generation: 6th Master of Academics and Teacher of Entelechy. Name: Baalhanno Clan: Assamite Vizier Generation: 6th Caretaker of mortals and servant of the Second High Judge. Name: Bodeshmun Clan: Brujah Generation: 7th Master Builder of Carthage. Name: Hasdrubal Clan: Brujah Generation: 8th Speaker for the mortal Nobles. Name: Hanno the Navigator Clan: Assamite Sorceror Generation: 8th Master of Explorers, both land and sea. Name: Khosrhau of Pasargadae Clan: Assamite Vizier Generation: 9th Diplomat of the Persian Empire. Name: Hyrum Clan: Assamite Warrior Generation: 7th Captain and Trainer of the Elite Guard.
  17. Name: Moloch Clan: Baali (Brujah) Generation: 4th The High Priest of Carthage. When Tanit's statues were erected, Moloch appeared with his companions. Since then he has quickly worked himself up to his current position and even became a confidant to Troile. A fact some are not too pleased about. He does share a trait with Troile that he prefers to be out of the light, because of this not many are certain what he looks like or what his clan may even be. Some suspect Brujah, others Cappadocian, but Moloch is not specifically masquerading as one though he is not open about his true blood. As High Priest, he oversees anything relating to religion over the whole empire and divines omens if needed. He has shown himself to be quite respectable and reliable with those he works with and has demonstrated that he desires what is best for the people. However, the mystery surrounding him and the closeness to Troile brings some suspicion. Name: Meneleus Clan: Brujah Generation: 4th The Keeper. Meneleus is a childe of Troile. During her long travels, she had embraced this Spartan king and he accepted his gift of immortality with grace. After some time she left to continue her travels while he explored his new existence with freedom. When another Brujah by the name of Altamira told him about Carthage and his sire ruling there, the two set out to join the new Empire. Troile and Meneleus have been reunited; his talents and good nature have earned him the position of The Keeper. With his strength in oration and diplomacy, he keeps the peace between Cainites and between mortals. Often he goes outside the city to speak with the tributaries of Carthage and their Cainite Lords. He used to speak with the Greeks, but after Sicily, those talks have grown cold. Name: Balthazar Clan: Assamite Vizier Generation: 6th Golden Steward. A Hebrew merchant who has used his immortality to skillfully take control of multiple families and clans in the region. Making their goods, their trade, their coin, his. Land and Sea trade he has mastered, and he always knows where to find more coin, somehow. He makes sure that this lifeblood the empire keeps flowing and that the granaries are consistently full. Being more open about his vampiric nature has severed him well in trade, but he has also learned trade spreads word fast and far. That is not necessarily a good thing and The Matron agrees. While Troile would prefer that all come to know the Cainite utopia that is Carthage, there is danger in that. So he makes sure the wrong people don't talk and most keep quiet about the truth of Carthage outside of its borders. Name: Hiempsal the Libyan Clan: Old Brujah Generation: 7th Master of the Sea. Not as old and powerful as some others on this council, Hiempsal has proven himself of keen intellect and a prodigy regarding anything maritime related. He is of Libyan blood and a son of a tribe located outside of the great city itself. Hearing about its splendour and the potential opportunities there, he set out before he even reached thirteen summers. He managed to become the apprentice of a shipwright and from there, his knowledge, skill, and desire for innovating just flourished. Which eventually caught the eye of one from the Old Brujah line, the rest is history and some change. Hiempsal is courteous, but it is clear he cares about seafaring related inventions more than anything or anyone else. He is very competent as master of the harbour and when working with the Golden Steward or the General on issues of sea trade and war. However, he is exceptionally cold towards humans and some believe he actually regards them as lesser. There have been incidents where he has gone overboard regarding punishment when a project of his failed. Which has resulted in him being somewhat disliked and more clearly feared by the mortals. Name: Botikos Clan: Brujah Generation: 6th General of Carthage. A warrior from Iberia, and now a warrior for Carthage. The story of his past always changes from one dramatic origin to another. But Altamira had gifted her childe to the city when the last General has perished during the Sicilian War. He is a fine fighter and has had much experience in the field of battle. Don't be deceived by his relaxed and even casual attitude, Botikos is cunning and this not let himself get caught off-guard. The rumour is that he has never lost a fight. He serves the Empire well and has a way of finding the right mercenaries. Ever since he has been in his position, there have been a lot more Iberians in the city. He promotes the idea of expanding even more in Iberia, but he is also itching for revenge against the Greeks and their theft of Sicily. Under his command, the mortals will succeed and not break.
  18. Name: Troile, The Brujah Antediluvian Clan: Brujah Generation: 3rd Road: Via Humanitas First High Judge of Carthage. Antediluvian of clan Brujah. The androgynous Troile has ruled over Carthage together with Muttunbaal since its inception. With Carthage she created a community where Cainite need not hide in the shadow and mortal need not fear Cainite. Though in practice some will still fear and some will still hide. Still, she continues with idealism and passionate visionary plans. However, the founding of Carthage was not entirely a Cainite affair. The mortal queen Dido was the one that took the risk and she is still revered by the mortals. It is said the Troile herself holds the mortal queen in admiration. Troile cares deeply for humanity but does not often appear in front of them. Or even her fellow Cainites outside of when it is necessary for her to do so. Only the highest or closest few consistently see her. When she does appear in public, she dons the gleaming armour of a warrior, the role of a man. Combined with her looks and the rarity of her appearances, this has caused some to mistake her for male. Name: Muttunbaal 'The Matron' Clan: Assamite Vizier Generation: 5rd Road: Via Regalis Second High Judge of Carthage. Like Troile she was there since the inception of Carthage and acts as its co-ruler. Rumour has it that Queen Dido may have been a descendant of hers. While Troile is the one with the wonderful ideas, it is actually Muttunbaal that makes them practical. Often she needs to reign some of these experimental ideas in, thus she acts as a force to counter Troile to create a healthy balance. Besides her duties as a High Judge of Carthage, she is also the Carthaginian diplomat for the other Phoenician cities. Tyre is a place she often visits. When she is away for these duties her Childe, Baalhanno, takes over as regent until her return. He cannot influence Troile as well as his Sire, and other more powerful vampires see this as an opportunity for their own ambitions. Unlike Troile, Muttunbaal is a lot more visible to the mortals and Cainite population of Carthage. She is referred to as The Matron by most. She does have a sharper and less pleasant edge compared to Troile, it is clear from her that she styles herself as a ruler and a mother of Carthage.
  19. Sanchuniathon’s School Named after Sanchoniatho the Berytian, a Phoenician author who claimed to have written the truest of histories and was able to gain sacred lore from the gods. Known for meticulously writing down events and analysing them from different academic disciplines and philosophical viewpoints While some doubt his more mystic writings, mostly mortal, he has influenced many generations of philosophers, scholars, and chroniclers. Here the greatest minds of Carthage are created, or so the curriculum promises. Cainites can find education and teachers here as well. They may learn how to write and read to finding new Roads that appeal more to their existence. There is no shame here, only learning and knowledge. The Great Library of Byrsa The greatest Library of Carthage located in the Byrsa and only accessible by appointment or if one is a student at Sanchuniathon’s School. This library holds originals and replicas of many Phoenician works of literature, poetry, philosophy, historical account, secret manuscripts whatever ever it may beβ€” this library preserves that knowledge. And it is not only Phoenician work but also works from Greeks, Persians, Etruscans, Egyptians, Libyans, Hebrews, and gods know what else that is on the shelve of this library. Some of it β€˜common’, others very rare to a point that even the Greeks may not have an original copy of that piece of writing anymore that they once called their own. Dockside Archives While the name may not be grand, this is a very important place for the city. It lists the name of every ship, captain, and crewmember in the service of Carthage. It keeps track of ships built, destroyed, repaired, or in production. It also keeps records of every ship going out and coming into Carthage, including the cargo. Notes are made about the state of the ship, crew, and cargo by the captain and for Carthaginians captain, a report is created of their journey. Of course, a place like this also reports on the weather conditions of the day and night. The Circus of Marqod Named in honour of the god of dance and healing. The largest place for public games and entertainment in Carthage. It can accommodate over 100.000 spectators. Not only is this a place for entertainment but also a place to hold religious ceremonies and public feasts. One can expect Horse and chariot racing, athletics, plays and recitals, beast-hunts, and gladiator contests to ben organised here. If no games or official event is held this place serves as ad an open space for shops and booths set up by travelers and low-class performing artists. The circus is not the only open-air venue of Carthage and the city boasts many amphitheaters that are used for performances and sports, though these are much smaller and the greatest of athletes and artists would find more prestige performing in the Circus. The Green House A Sick House somewhat at the southern edge of the city, near an Olive Orchard. The area is very quiet and peaceful compared to the rest of the city. This place is personally owned and led by the Cainite Baalhanno who does his research here about mortal and immortal illnesses. Often also curing said sicknesses. Mortals that have been abused by Cainites come here so they can be healed and taught not top blame all Cainites. Only if their fear is removed can they go free. The Temple of Offering Actually not a temple but still a very important place for Carthage, or rather, the Cainites of Carthage. Here mortals may come to donate their blood to be stored for a limited amount of time, offer their necks as temple blood dolls or announce that they wish to become part of vampire’s herd thus offering their long-term service. Cainites will find at this temple a willing supply of vitae. Indeed, some humans may prostitute themselves here for Cainites. β€˜Professional Blood dolls’ receive compensation and frequent health check-ups. Children are forbidden to enter this place or to be fed from. The law dictates that Cainites must either form a willing herd of mortals to drink from, all the herd members must notify the proper authority that they belong to a particular Cainite, or the Cainite must come here to get their blood. For the sake of trust and safety hunting in the streets is forbidden. If a mortal does not consent to give blood than those wishes must be respected. Forcing them is looked down upon. Overfeeding from a mortal to the point of their death is considered a heavy crime. A Cainite cannot be hungry in Carthage so such a situation should not exist. However, these laws only apply to mortal civilians of Carthage. Slaves do not have the same rights, though some humans and Cainites would not approve of the slave abuse. Residential Areas Residential distract warp around the Byrsa from south to northeast. Most homes are whitewashed and blank to the streets but they can hold courtyards open to the sky. Multi-story construction has become increasingly common in recent years, as such some homes are over 6 stories high. The streets are often used as a storefront/shopfront; cisterns were in the basement to collect water for domestic use. A long corridor on the right of each residence led to a courtyard containing a sump. In some places, the ground and streets are covered with mosaics called Punica pavement, sometimes using a characteristic red mortar. Stone stairs were set in the streets and drainage was installed in the form of soakaways that leached into the sandy soil. Carthage has 5 residential districts: Northern District: The newest district and still very much growing. The people here are from all walks of life, from prostitute to a high-ranked merchant. It is still too early to attach a common characteristic to the people of this district. Well, many are newcomers either from another Carthaginian city or from outside the Empire trying to improve their fortunes. Many Romans and Greeks live here. The latter has been dealing with increased xenophobia since the Sicilian War. This district is farthest from the busy harbours and industrial areas making quite a peaceful and quiet place. Seaside District: The east district, north of the Byrsa. Home of sailors, fishers, shipwrights, minor merchant families. Truly the streets of this district are the busiest, and the sound coming for Seaside is truly loud during the day, sometimes even night when many traders enter port. The people here smell of sweat and the sea, and all share respect and hidden fear for the god Yam. A quaint characteristic of this district is the increased levels of crime. Carthaginians blame outsider visitors causing trouble, but perhaps some Punic sailors should stop playing dice games and resorting to violence when losing said game. South District: South of the Byrsa and is often nicknamed the Old Town. Here you will find the homes of Artisans, Artists, entertainers, and scholars. This place is not so bad, this district cannot decide if it wants to be the loudest or the quietest. Artisans are hard at work but the scholars and the Tophet desire peace and quiet. The people of this district tend to share one particular characteristic and that is that they think they know better, either because of their education or their skill in a craft or art. High Byrsa: The most Luxurious homes in the city, only outdone by personal villas of those with money and status that did not wish to live at the Byrsa. Usually the High Byrsa is home to the highest members of society with powerful positions or families. The expectations for children from this district are very high and (open) failure or debauchery is not tolerated. High Byrsites strive to be the ideal of a Carthaginian citizen. Though that is not always the case. Lower Byrsa: The district built on the slope of the Byrsa. Some of the Houses here are not within the safety of all the citadel walls. Actually, many houses here could be considered part of the South district though the inhabitants would not wish to admit that. Those living in this district have luxury homes and decorated to display their status and wealth. Because they don’t live within the walled citadel itself they hire their own security so the β€˜rabble’ of the south district or another close by won’t bother them. Many city-dwellers consider those coming from Lower Byrsa more insufferable than those coming from High Byrsa who are more subdued in their arrogance and don’t act like they have something to prove.
  20. Notable Locations and the City Carthage Carthage is one of the largest cities in the known world , with well over half a million inhabitants. Besides Phoenicians, Carthage also has communities of Jews, Greeks, Romans, and Libyans. The Byrsa Is a walled citadel resting on a hill located north of the Cothon. This is the most important centre of the city, where the Cainite High Judges gather the assembly in the Byrsa Senate Chamber in order to discuss Carthage and its future. The Agora is the centre for mortal politicians, the Byrsa is one for the Cainites. When things of great import or emergency need to be discussed, the mortal leaders are welcomed into the Byrsa assembly. The Byrsa does not only house the Cainite Senate Chamber. Here is also the main treasury of the city and many luxury homes. The Temple of Eshmun is also within the Byrsa and sits on top of a stairway of sixty steps. A temple of Tanit is located on an eastern slope of the hill, the slope itself is called the called the Lesser Byrsa. Temples are among the wealthiest and most powerful institutions in Carthage, and were deeply integrated into public and political life. Religious rituals served as a source of political unity and legitimacy and were typically performed in public or in relation to state functions. Many families would wish for their children to join the priesthood. All this power and richness requires tight security compared to other parts of the city. Day and Night the elite guard here will check every visitor by the gates. Those that live in the Byrsa have special tokens, which allows them to pass with no problem. Those wishing to enjoy a religious service that day are welcomed through but need to walk a specific path and not stray from that. Those that have other business must state that business and would only be allowed through if there is an actual appointment or summons. The punishment for Trespassing here is between a heavy fine to few months in a cell, depending on where to you trespassed. These rules apply to both Cainites and mortals. The Judge’s Agora The main market square of the city, located between the Cothon and Byrsa hill. Not only is this place for business and commerce, but this agora is also an area of public squares and where the people might formally assemble, or gather for festivals. Just like with any agora, there are shires of all the gods of Carthage here for convenience. But just as important there are major municipal buildings located here. This is the heart of mortal civic life. The ruling mortals suffets presided over the own assemblies here, gathering elders and the tribunal of the 104. Either within the senate building or out in the open air. Trials involving mortals are held here. If Mortals have a complaint regarding a particular Cainite or a Cainite has done them wrong and they seek justice, they must come here and approach the Caretaker or the Speaker. Tophet The most special and oldest cemetery of Carthage. Once outside the city boundaries, it is now fully a part of the city. Located west of the Cothon, it houses the grand necropolis of the city as well as the SalammbΓ΄, the Sanctuary of Tanitβ€” not a temple but an enclosure for placing stone stelae. These were mostly short and upright, carved for funeral purposes. This is not the only place of burial and tombs for the city, but it is the only one that houses the ashes of fallen Cainites. The Three Town Walls Surrounding Carthage are walls "of great strength" said in places to rise above 13 m, being nearly 10 m thick. To the west, three parallel walls were built. The walls altogether ran for about 33 kilometres (21 miles) to encircle the city. These walls have 3 main gates, which gave them the name The Three Town Walls. The gates are called the Utica Gate, Theveste Gate, and the Thapsus Gate. The road from a particular gate leads directly to the city the gate is named after. Utica Utica is actually a privileged allied city rather than being completely under Punic control. The city is older compared to Carthage itself, but it does serve the Empire even if there is a strong commercial rivalry between the two cities. Unlike in the city Carthage, the Cainites of Utica are not as open to mortals and they keep their nature to themselves. The Old Brujah rule this city. The Barracks and Training Grounds Located at the most northern point of the city are the primary military barracks and training grounds of Carthage. Some of the Barracks are filled with Mercenaries; (permanently) hired by the Empire. They used to have much more empty space for themselves, but the increasing housing development of the northern residential district has caused the two to become closer neighbours, for good or worse. Brothels have appeared at the border of the two. General’s Nest and the Watch Towers Along the Three Town Walls and the seaside wall are watchtowers, outside of Carthage are also watchtowers totted over the landscape. What these towers have in common is that they have a pyre ready to be lit during an emergency or when an enemy force is spotted in the distance. There is one distinct and grander tower that is overlooking the sea. This is called the General’s Nest and is the home of the General of Carthage. Not only a private residence but also the main communication point between the army, the navy, and the politicians of the city. This is considered the military headquarters of Carthage. The Cothon Located southeast, the two inner and main harbours of Carthage; the rectangular harbour was for the merchants, which is followed by an inner protected harbour reserved for military use only. This inner harbour is circular and surrounded by an outer ring of structures divided into a series of docking bays for ship maintenance, along with an island structure at its centre that also housed navy ships. Each individual docking bay featured a raised slipway. Above the raised docking bays was a second level consisting of warehouses where oars and rigging were kept along with supplies such as wood and canvas. On the island structure there existed a raised 'cabin' where the admiral in command could observe the whole harbour along with the surrounding sea. Altogether the inner docking complex could house up to 220 ships. The entire harbour was protected by an outer wall and the main entrance could be closed off with iron chains. Besides the main Cothon there exist a few smaller harbours and docks in Carthage as well as larger anchorages to the north and south of the city. Mainly used for the local fishing industry, small-time trade, and visitors to the city to either rest or do business in Carthage. The Fishing industry is going strong in Carthage, helped greatly by its maritime focus. Salted Atlantic fish and fish sauce (Garum) are big exports. The Lighthouse of Yam Built close to the Cothon. This is the largest Lighthouse of Carthage and a temple to Yam. Those that need to raise their sails and travel through the sea best come down into the subterranean chamber of the lighthouse to pay their respect to β€˜Judge Nahar’ lest he turns into a great sea serpent to destroy your ship and drag you into the abyss. The Industrial Area and Carthage’s production Carthage is a booming city with not only good trade but also its own healthy lines of production. There are artisan workshops located north and west of the Cothon. There are three large metal workshops in the city, one near the Cothon, two near the Byrsa. Active pottery kilns cab be found between the Cothon and the Agora further north. Fuller’s shops further west and south at the edge of the city are preparing woolen cloth. And so on… Decorated Sarcophagi are renowned works of art coming from Carthage. They have mastered Bronze engraving and stone-carving. Carthage diversified and advanced manufacturing sector produced finely embroidered silks, dyed textiles of cotton, linen, and wool, artistic and functional pottery, faience, incense, and perfumes. Its artisans worked expertly with ivory, glassware, and wood, as well as with alabaster, bronze, brass, lead, gold, silver, and precious stones to create a wide array of goods, including mirrors, furniture and cabinetry, beds, bedding, and pillows, jewellery, arms, implements, and household items. Chora Outside the city walls of Carthage are the Chora or the β€˜farmlands’. This is a limited area of the north coastal area, the lower Bagradas river valley (inland from Utica), Cape Bon, and the adjacent sahel on the east coast. Farms, Orchards, and Pastures dot the Chora. The Carthaginians primarily produce olives, pomegranates, grapes, almonds, figs and dates. There are beekeepers, herds of cattle, sheep, and poultry. Even if the Carthaginians do not rely as much on agriculture, there is a push on developing and innovating within the field to increase production. The gods related to this field are certainly not ignored and are popular deities of the city.However, Carthaginians have mastered viniculture and the art of wine-making. The sherry that is produced is very much sought after outside of the Empire. The vineyard and winery owned by lady Sophonisba of the Magonid are currently lauded as being the best in Carthage; creating product of the highest quality. Which in turn has increased the lady’s fortunes and allowed her to expand her operations greatly. Because of her fame and skill, she has begun developing a special wine that Cainites can consume. Right now only the most influential of Cainites had the privilege to sample this.
  21. Languages in the Game Somewhat more simplified to what it was in reality but this should suffice I think. Canaanite languages These are spoken by the Phoenicians and their city states, Israelites, Philistines, etc. No need for all of them in this game. Phoenician Once the lingua franca of maritime Mediterranean during the Iron Age, now not so much mainly because of the expanding Greek power. We have two dialects here, the 'main-land' Phoenician spoken in Tyre, Sidon, Byblos and then the Carthaginian Punic which was influenced by the languages around it. Phoenician Punic Hebrew Berber(Amazigh) Languages There are a ton of separate 'Berber' languages (and tribes), information about these tribes/ancestor tribes in this ancient time period is scarce. But considering the proximity of these peoples to Carthage and their role with the Empire, it would be right to try and throw them a bone rather than mashing it all into one simple language. Numidian (Simplified choice for the Ancient Numidia area) Mauri (Spoken by the Berbers in Mauharim, the most western edge of the 'world'.) Gaetulian ( Assumed they had their own language, but belongs to the large southern/Saharan desert tribe(Gaetuli) that were hardened by the conditions there.) Garamantian ('Spoken' by the eastern tribes in the Libyan area. The Garamantes themselves would have a large kingdom later on(400 BC to 600 AD). Languages in Iberia These are the languages spoken in the lands of Iberia, some are much more complex than shown here but these three are not related to each other beside some influence here and there and illustrate the three groups of very different people in the area. We have our western Celts, the east coast living Iberians and a very civilised people called the Turdetani living around the south of the region. Hispano Celtic Iberian Turdetanian Other Languages Doubtful that we will be going deep into the native territories of these languages so simplification will serve here. Ancient Greek Ancient Egyptian Old Persian Old Latin Etruscan
  22. Holidays/Festivals Nisan (Mar/April), 30 days, Presiding deity: Baal Saphon - Barley Harvest Festival of Unleavened BreadBefore the festival people clean their homes of all sour dough leavening, potential leavening, and leavened foods, these foods are prohibited for 7 days to prevent cursing the harvest and to give people time to start a fresh batch of leavening. Then the first barley sheaf/omer is offered to the temple and the gods. A joyful procession starts where all are dressed in white bears the omer to bomah. The priest waves omer over altar, chanting prayers and blessings to safeguard against crop failure. At the peoples homes families eat bitter herbs, fresh greens dipped in salted water, unleavened barley flat bread, salad of fruits with nuts and spices, and drink four cups of wine. Because this occurs when there is a full moon, they sing holy songs, dance sacred dances. A piece of broken matzoh is hidden at the beginning of the ritual, which the children have to find at the end. Iyar (April/May), 29 days, Presiding deity: Kothar-wa-Kasis - Fertility FestivaA festival pertaining to animal husbandry involving cleansing of herds. Sacrifices were offered for both the health of the herds and to steer away evil spirits from the crops. Sivan(May/June), 30 days, Presiding deity: Aglibol - Feast of Wheat Harvest (49 days after Barley Harvest)Which is the offering of loaves which occurs 49 days after beginning barley harvest. The final grain harvest is in and the Temple activities start including the desacralization of the grain. A symbolic portion was winnowed, beaten and parched. From a portion of this newly harvested grain, every family makes 2 loaves of new wheat bread to offer at the temples and to the deities. The family decks the house with fragrant plants. Then they share a vegetarian meal featuring dairy products the family also eats wheat, barley, wine, honey, pomegranates, figs, olives. After eating, everyone goes out promenading in their fine clothes and pours water on each other, especially in the late afternoon, as group magic for summer dew. Tammuz(June/July), 29 days, Presiding deity: Dagon - Feast of the Gracious GodsWhich is a celebration of Shaharu and Shalemu. They are the patrons of viticulture, and during this time the grape vines are pruned and pampered. Ab(July/Aug), 30 days, Presiding deity: Eshmun - Sea FestivalA day to honor the god of the sea and the bounty which the waters bring. Elul(Aug/Sep), 29/30 days, Presiding deity: Astarte - Forge/Fire FestivalA day to honor the gods of fire and forge, and to seek protection from the threat of flame. Tishrei(Sep/Oct), 30 days, Presiding deity: Tanit - Feast of Harvest In-GatheringA long festival marks the end of the grape harvest and the final Harvest Home. The Canaanites ate, drank, and reveled, marking the end of agricultural year and the beginning of the rainy season. Dance processions wound their way through the fields under the full moon's light almost until dawn. Celebrants would carry palm leaves, and olive, myrtle and willow branches bound together and hanging with fruit. Major animal sacrifices were performed at the temple, but the poor could offer a jar of flour or oil or a jug of wine instead. During the festival, prayers and magic are made for rain. Normally, after the burning of the daily sacrifice, libations of wine are poured on the altar. Grape Harvest Festival Begins with the lighting of bonfires and dance in vineyards at night, women ask men to dance and to marry them. Cheshvan(Oct/Nov), 29/30 days, Presiding deity: Baal Hammon - Military FestivalA day to honor soldiers as well as bless, upkeep, and store weapons. Kislev(Nov/Dec), 29/30 days, Presiding deity: Yam - Markets and FairsA larger set of days where merchants come with goods from all over the empire. Tebeth(Dec/Jan), 30 days, Presiding deity: Melqart - Home festivalA day for giving gifts and offering sacrifice for the prosperity of one's home. Shevat(Jan/Feb), 30 days, Presiding deity: Baal Shamem/ Ba’al Hadad - Sowing FestivalDay when seeds are sown and prayers are offered for a good harvest. Adar(II)(Feb/Mar), 29 days, Presiding deity: Reshep - Remembrance of the DeadA commemoration of ancestors and the dead among families.
  23. Calendar of Carthage/Phoenicia The Hebrew calendar was likely derived/greatly influences by it. The Babylonian Calendar most likely influenced the Phoenician one. Knowing that allows me to establish something that could be appropriate, much more than a Georgian calendar or Julian calendar. Figuring out appropriate presiding deities was the more time-consuming part, not every Sumerian deity has a fitting Canaanite counterpart, also the Phoenicians valued certain gods more than others. Add to that the fact Carthage also has their own preferences. I'll come up with some feast days, ceremony days, festivals, and the like later. Wanted to have this out at least before the first post. Disclaimer; this is more for flavour than me triangulating the exact amount of Saturdays a certain year must have to follow religious numerology. The year is 413 BC (ooc). 3348 – 3349 in Hebrew calendar years, which we shall use in-game. (Note; for Hebrews, the first year is the year before the creation of the world. Phoenicians may not see it as such. ) There are only 3 seasons; simply 'Beginning', 'Middle' and 'End'. That's how it is in the Babylonian calendar. If you have an appropriate poetic suggestion that fits with a middle east climate and an all-year agricultural system, I would gladly hear it. Beginning (Mar – Jul) Months: Nisan (Mar/April), 30 days, Presiding deity: Baal Saphon Iyar (April/May), 29 days, Presiding deity: Kothar-wa-Kasis Sivan(May/June), 30 days, Presiding deity: Aglibol Tammuz(June/July), 29 days, Presiding deity: Dagon Middle (Jul-Nov) Months: Ab(July/Aug), 30 days, Presiding deity: Eshmun Elul(Aug/Sep), 29/30 days, Presiding deity: Astarte Tishrei(Sep/Oct), 30 days, Presiding deity: Tanit Cheshvan(Oct/Nov), 29/30 days, Presiding deity: Baal Hammon End of the Year (Nov-Mar) Months: Kislev(Nov/Dec), 29/30 days, Presiding deity: Yam Tebeth(Dec/Jan), 30 days, Presiding deity: Melqart Shevat(Jan/Feb), 30 days, Presiding deity: Baal Shamem/ Ba’al Hadad Adar(II)(Feb/Mar), 29 days, Presiding deity: Reshep Leap Month: Adar I , 30 days, Presiding Deity: Shapash In leap years an additional month, Adar I (30 days) is added after Shevat, while regular Adar is referred to Adar II.
  24. "Quote." Theme Songs Name: Clan: Gender: Race: Height: Weight: Apparent Age: Actual Age: Date of Birth: Place of Birth: Date of Death: Place of Death: Personality Appearance Goals DARK AGES: VAMPIRE Name: Name Nature: Nature Clan: Clan Patron: Patron Demeanor: Demeanor Generation: ? Concept: Concept Road: Road Sire: Sire ATTRIBUTES PHYSICAL SOCIAL MENTAL Strength ●○○○○ β—‹β—‹ Charisma ●○○○○ β—‹β—‹ Perception ●○○○○ β—‹β—‹ Dexterity ●○○○○ β—‹β—‹ Manipulation ●○○○○ β—‹β—‹ Intelligence ●○○○○ β—‹β—‹ Stamina ●○○○○ β—‹β—‹ Appearance ●○○○○ β—‹β—‹ Wits ○●○○○○ β—‹β—‹ ABILITIES TALENTS SKILLS KNOWLEDGES Alertness β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Animal Ken β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Academics β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Athletics β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Archery β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Enigmas β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Awareness β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Crafts β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Hearth Wisdom β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Brawl β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Commerce β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Investigation β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Empathy β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Etiquette β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Law β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Expression β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Melee β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Medicine β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Intimidation β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Performance β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Occult β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Leadership β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Ride β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Politics β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Legerdemain β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Stealth β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Seneschal β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Subterfuge β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Survival β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Theology β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ ADVANTAGES DISCIPLINES BACKGROUNDS VIRTUES In-Clan Discipline 1 β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Background 1 β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Conscience/Conviction ●○○○○ In-Clan Discipline 2 β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Background 2 β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Self-Control/Instinct ●○○○○ In-Clan Discipline 3 β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Background 3 β—‹β—‹β—‹β—‹β—‹ β—‹β—‹ Courage ●○○○○ AND EVERYTHING ELSE COMBO DISCIPLINES MERITS RITUALS ComboText MeritText Ritual 1text Merit 2Text Ritual 2text Merit 3Through patience, study, and/or immersion, you are able to speak another language or languages with native fluency. This represents a full command over the language. For each dot of Intelligence your character possesses, you may know one other language. You may also use this Merit to reflect secret codes, cants, jargon, or sign language as well. Additional languages increase the cost of this Merit by one point per language. FLAWS Flaw text Flaw 2Text Flaw 3text Clan Weakness: ???? add ROAD ●●●●● β—‹β—‹β—‹β—‹β—‹ Aura: ? (No Modifier) WILLPOWER ●●●○○○○○○○ β– β– β– β– β–  β– β– β– β– β–  BLOOD POOL β– β– β– β– β–  β– β– β– β– β–  β– β– β– β– β–  β– β– β– β– β–  β– β– β– β– β–  β– β– β– β– β–  Blood Per Turn: β– β– β– β– β–  β–  LANGUAGES Native Language
  25. Character Creation Rules The assumption is that you wish to make an ancilla Molochim Baali, so with that in mind, I am going to give you these rules. The Character I say your character can be between 100 - 200 years old, a soft rule really as I can accept Torpor concepts. I think we can drop Age as a Background, but Generation is still around as that is not set in this game. You asked about concepts; I think I would prefer Molochim concepts as that would be more fitting for the city and would probably be easier to integrate the character. That said you can go a darker if you want, just keep site rules in mind and I still would need to see such a concept to determine if it is something that can be comfortably run. Give me a few short and sweet pitches. When we start fleshing out the character I want: A brief Biographyβ€” history of the character. Detailing their embrace, keypoints of their unlife, who they serve and why etc. A physical Description, Personality and maybe a small set of Goals. Detail your backgrounds; What do they mean, represent and how are they connected to the character. Give a small description of any specialisations that your character may have, what do they express and how are the expressed. (Can help me determine what rolls should get that bonus) Detail your Merits and Flaws, from how they were gained and what/who they represent. If you character has any combination Disciplines, tell me how, from whom and where they learned it. The same thing is applied for exotic disciplines like Obtenebration for a non-Lasombra Baali. If your character is not newly arrived in Carthage, describe to me their Haven if they have one. If you are newly arrived, who is helping them with accommodations (and why). If non of these apply, explain what your character does to sleep through the day safely. What is your character's relationship with their sire? Are they on good or bad terms, do they converse/send missive regularly, are they strangers to each other etc. Creation Points Attributes: 8/6/4 (no more than one at 6+) Abilities: 16/10/7 (you can go over 3 dots) (no more than one at 6+) Advantages: Disciplines 8 dots (half must be clan Disciplines) (no more than one at 6+), Backgrounds 10 dots, Virtues (start with one dot regardless of inhuman virtue or not) 7 dots Finishing Touches: Calculate Road (Conscience/Conviction + Self-Control/Instincts), Willpower equal to Courage Freebie Points: 50 (you can go over the 6+ limits above with freebies) With 3 dots in Academics you gain Literate for free. Merits and flaws are at the standard max 7 pts. each Ancillae Generation Starting generation for Ancillae is 11th. β€’ 10th generation: 13 Blood Pool, can spend 1 Blood Point a turn. β€’β€’ 9th Generation: 14 Blood Pool, can spend 2 Blood Point a turn. β€’β€’β€’ 8th Generation: 15 Blood Pool, can spend 3 Blood Points a turn. β€’β€’β€’β€’ 7th Generation: 20 Blood Pool, can spend 4 Blood Points a turn, max trait level 6. β€’β€’β€’β€’β€’ 6th Generation: 30 Blood Pool, can spend 6 Blood Points a turn, max trait level 7. Banned Merits and Flaws These are the ones that spring to mind with thoughts to ban them. There may be more so just ask me about a particular merit you find. Anything regarding the Sects (Camarilla, Sabbat, Anarchs), Anything alluding to a modern age ( example: Computer Aptitude) Anything regarding generation ( example: Thirteenth Generation) Dark Fate and Marked for Death Enchanting Voice and Powerful Gaze Unbondable
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