Diablarizing Antediluvians, punching ancient demons in the face, and witnessing the exaltation of horrifying multi-souled abominations.
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Ivanovich
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Dudes of Legend (Timeline, Creation Rules, Templates)

Post by Ivanovich »

Character Creation:

1. Pick a critter type from the Classic World of Darkness
2. Pick two of the "Legendary" templates listed below
3. Build your character using your chosen type's rules, adding any benefits from the chosen templates, and being sure to stack things in the most beneficial ways you can while still minimally following the rules
4. Spend 35xp
5. Be awesome

Things of note:
-Everyone has a defense stat (lower of wits and dexterity + 1/2 chosen defense skill [e.g. athletics for dodge, do/brawl/martial arts for parry, etc.]); refer to NWoD rules for special options such as full defense, and note that if you get extra actions you can sacrifice those to defend against individual attacks on a 1-for-1 basis in place of using your defense score.
-Age is a restricted background, you don't get to take it
-For the purpose of streamlining and simplification, characters may combine power stats and/or morality traits from various templates, as appropriate and at GM discretion. This costs 5 background points and is decided on a case by case basis. Examples include: combining Dharma (KOE) and Balance (Mummy), P'o (KOE) and Rage (Werewolf), Arete (Mage) and Gnosis (NWoD Mage, Werewolf), etc. Cost for the new merged trait is either equal to the more beneficial rate, or an average of the two traits, as deemed appropriate by the GM.
-While new templates or types may be acquired in game, at the start of game only OWoD types are allowed. EDIT: Pretty much anything that isn't an Exalt, Scion, or Nova is fair game at start of play, though it is usually easiest to start with one of the major OWoD types as a base template.
-Shifters can buy renown with freebies (1bp/2 renown) or xp (3/renown) at character creation, to a maximum of rank 3 (numbers here subject to change)
-Hunters (OWoD) use the "xp" option for advancing their powers; no one has time to track the advancement of a lesser archetype using super-special non-numeric rules... Apply this concept to other stuff where appropriate.
-Fighting styles from NWoD are allowed, they count as backgrounds (because what Dude of Legend needs money or a home?), and conflicting rules are dealt with on a case-by-case basis
-1's do not subtract from rolls (plan accordingly)
-NWoD to WoD conversions and other weird rules issues: 1) refer to the HOUSE RULES OF LEGEND viewtopic.php?f=82&t=1466; 2) if a power or skill does nothing in the new system, consider it a tax or don't take it; 3) other issues will be dealt with on a case by case basis.
-other stuff, that we'll note later

Legendary Templates
Adopted Enemy
You were taken in by a people that would normally hate your kind. You learned their ways, your desire to be an exemplar of your adopted people compelling you to quickly learn even the most complex facets of their practices.
• Mentor 3
• Military Force 3
• +2 on all roles involving your adopted culture
• 3 dots worth of powers from your adopted people
• 3 dot artifact from your people
• 1 dots in two skills appropriate to your people, applied after freebies (may exceed maximums)
• Gain 1 point of Rage (even if you don't have rage naturally, spend as werewolf) for each of your adopted people that you see unjustly killed this scene; points lost after use
• +1xp per scene when you show up someone of your adopted culture by being better at their cultural skills than they are

Ancient
At least several hundred years old, you have seen many mortal lifetimes fly by in your endless existence. You have a long and complex history full of compelling exploits that could easily form the basis of countless flashbacks in an ongoing syndicated television series, but you find it dreadfully hard to find new challenges or learn new things.
• Elder Stats (defined as: +3/+2/+2 attributes; +7/+3/+3 abilities; +7 powers; +3 power stat [freebies spent to go higher, max 6, or 5th generation for vampires]; +10 background points; +5 freebies)
• Mysterious past: can buy anything with xp, as long as it is accompanied by a story
• Reduce all xp awards by 1/2

Avenging
You were deeply wronged by a group or class of creatures, and you intend to right the wrongs done to you and yours, or at least to find vengeance for your past grievances.
• Add the OWoD Hunter template, but Zeal must be a primary virtue
• 3 points in "trophies" (magic shit)
• May take 1 action after being killed
• Pick a supernatural creature type or category of characters (Pentex personnel, lawyers, etc.): attack & defense against this type are at a +2 bonus
• Killing "evil" creatures only results in degeneration in situations of extremely egregious depravity

Bruiser
You are big and tough. Who needs finesse when nothing can stand in your way and nothing can knock you down?
• 1 extra Bruised health level, 2 extra Hurt, 3 extra Wounded, 4 extra Crippled health levels
• Add +1 Str and +1 Sta
• Huge Size merit for free
• Gain the Resistant Pattern Merit (Guide to the Traditions)
• -1 to Dex or Wits

Chosen One
You were Chosen by greater powers, or perhaps just the fickle hand of fate, to bear a glorious purpose. Your mystical power comes naturally to you, and you master in days what takes others years, preferably in a montage.
• Increase Power Stat(s) by 1 and reduce experience cost multiplier to purchase power stat(s) by x1
• Reduce cost of supernatural powers (disciplines, gifts, etc.) by x1 multiplier
• 5 dots in Destiny background or another background that displays "Chosen-ness"
• 7pts in merits that increase supernatural power (shattered avatar, unique merits, whatever)

Crazy
You are fucking nuts. Maybe you were wronged, maybe you understand the world differently, maybe it's genetic, but any way you shake it you just don't experience reality the way others do. This has its downsides, but your trainwreck of a mind comes with a few upsides as well.
• Ignore wound penalties
• Use "Eyes of Chaos" Dementation power once per scene for free
• Add a Ripper template from Slasher
• Morbid Fascination merit
• +2 to 2 of the following: Awareness, Crafts, Enigmas, Expression, Performance, or Technology
• +1 difficulty to resist extreme emotional states and powers that effect emotions, but those attempting to read your mind or discern your intent using supernatural powers or mundane skills are at a +2 difficulty
• 1 free derangement

Creepy Child
"That boy just ain't right." Smarter, more insightful, talented in ways no child should ever be, you unnerve those you meet and puzzle out the problems that confound others.
• Combat skills capped at 3 at character creation, but +3 to one combat skill
• 5 in any one Knowledge, and 5 in any 1 skill
• Add 5 dots of numina from wherever, and 5 dots in psychic merits from Second Sight
• Iron Will or Blasé merit, but must buy Willpower to at least 8
• +1 to two mental and/or social stats other than Cha, -1 to Cha

Daredevil
Born to take risks, you live through stunts that would leave most people bleeding and broken. You can never get enough excitement, and after each daring exploit you invariably come up with a new and even more deadly way to risk your life.
• You are a Daredevil; apply the Daredevil template from Adventure! using 10tp
• Death Defiance (A! 156)
• Daredevil Merit
• 3 dots in Drive or Athletics
• Gain an additional 1xp whenever you take a blindingly stupid, soul scarringly risky action to achieve your goals

Dangerous Schoolgirl
School girls are the bane of everyone. Smart and deadly, no challenge is too great, except perhaps dating. It is known.
• Replace Str with Dex for all purposes except lifting
• Reduce XP costs for Abilities and Fighting Styles to x1
• XP purchases may be made at any time
• 1 additional dot of Appearance and (Charisma or Intelligence)
• 5 Dots in Fighting Styles (may be selected even after play starts)

Detective
Detectives are just better than other people. That's why 50% of fictional characters are detectives, and that's how they manage to stay alive despite the entire universe trying to kill them.
• +1 to any 4 mental or social attributes
• Investigation 5 and an Investigation Skill Trick [Mirrors]; +1 to Stealth, Streetwise, Subterfuge, Alertness, Awareness
• Contacts 5
• 7 pts in merits that make you a better detective (but make them clever merits, you can spend your other freebies on Iron Will and Unbondable)
• Lie Detector daredevil knack
• Gain +1 xp whenever you solve a mystery or uncover something others would have missed

Eternal Warrior
You have lifetimes of combat experience, whether through a series of bloody past lives or an endless embattled existence. Your fighting skills are honed to an impossibly fine edge (thus, the katana).
• Armor Piercing Katana
• Mad Ninja Skillz (any but water walking and wire fu) and Two-Gun Mojo OR
• Universally Deadly and One-Man Army Knacks (A!160-162)
• One Brawl Style at 5, and One Ranged Style at 5, and One Melee Style at 5
• Weapons to Empty Hands? Merit
• 4 free dots in combat skills, spent during freebies, but must end with at least 4 dots in each of the three following categories: firearms/archery, brawl/do/martial arts, and melee/weaponry

Everyman Monster
You're just a happy-go-lucky monster trying to make it in a big dark world. You've been around, seen stuff, done extraordinary things, but at the end of the day you're just a normal person trying to find a little piece of happiness.
• Contacts 3, Allies 3, Influence 3
• Lucky Merit
• +1 dot in Crafts, Drive, Brawl, Firearms, Leadership, Streetwise, Animal Ken; 1 Skill Trick in two of the listed Abilities
• +1 dot in Charisma or Appearance AND Stamina or Strength AND Wits or Perception
• Instant Expert Knack (A! 159)
• +1 xp whenever it is awarded, and whenever your "common man" roots help to advance the plot
• A menial labor job (Max resources becomes 2)

Evolved
Through some unknown catalyst, the power inside you has evolved into something entirely new. You are the next step in supernatural evolution, and possess strange new abilities foreign to your kind.
• Add a NWoD template with the same name as one of your other templates. You gain all aspects of the new template. All energy pools are additive.
• +1 to the power stat of your NWoD template
• You may access special options available to your new template (bloodlines, legacies, etc.)
• Where two traits or rules conflict, use the better option
• 7 NWOD merit pts to spend on supernatural traits appropriate to your evolution

Experiment
You are more than man or monster, you were engineered to be better, faster, stronger, than your peers. You were created for a purpose though, and the legacy of that purpose is likely to haunt you for the rest of your existence.
• Modifications add up to 5 dots to any combination of Attributes, max 8 in any single attribute
• Gain 3 dots worth of supernatural powers from a creature type other than your own (other rules apply), and 3 dots in Thaumatechnology or Advanced Armory
• Gain 2 dots of implants (talisman, fetish, artifact, tech, whatever)
• Subtract 2 from Permanent Willpower

Heritage of Power
You are the bearer of a powerful heritage, a legacy of blood or inheritance of obscure secrets, that grants you supernatural abilities.
• Add any 1 lesser, bloodline or training based template (Revenant, Gypsy, Sorcerer, Dhamphyr, Dhampir, whatever), take 1 extra dot of supernatural powers appropriate to the template, and reduce xp multiplier cost to purchase those powers by x2
• 5 pts of merts, and 5 pts of flaws exclusively for creating your heritage
• 10pts in backgrounds used exclusively to create your Heritage (a 5 dot trinket such as a book of spells or magic transforming gauntlet, a secret cult of allies, a special manservant, a familiar, etc.)

Hero
You are a hero of old, a bastion of prowess and willpower. Your large-than-life exploits are matched only by your grandiose character and the depth of your personal flaws.
• You gain the Heroic template [Mirrors, p.188]
• You gain the Atlantean template [Mirrors, p.182]

Hybrid
You are an unholy abomination, a blend of two supernatural heritages that were never meant to exist within the same entity. The power wars inside you and comes to an uneasy homeostasis, creating something entirely new.
• May take two supernatural templates, gaining full powers and special traits of each
• 5 extra points of Backgrounds for purchasing supernatural traits for Templates
• Unique trait to streamline templates where appropriate (combine a power stat, etc.) or 5 extra points of Backgrounds for purchasing supernatural traits for Templates

Martial Artist
You know kung fu. And you're damned good at it.
• Brawl 5, Do 5 (remember to get techniques...)
• One Brawl fighting style at 5
• All Brawl Skill Tricks
• +1 dot in two skills related to your martial art (caligraphy, medicine, etc.)
• 3 dots of Qiao from Demon Hunter X (DHX), and 6 points to divide between yin and yang chi (increases purchased as per DHX)
• Mentor 5

Monster
Unburdened by morality or conscience, you don't play at humanity like so many other creatures that stalk the hidden world. You are a monster through and through. You know what you are, and you revel in it.
• Add a Scourge template from Slasher
• Fighting Style: Frenzied Assault 5
• Murder Expert or Weaponry Monomaniac merit

Mystic
You have mastered arcane arts and secret rituals that give you power. You know hidden truths that man was never meant to know, and fortunately for man, you're completely incomprehensible when you try and explain those truths to others.
• Add the Sorcerer Template
• Reduce the cost of ALL rituals, rotes, and crap like that to 1/3 normal cost (track decimals, it's the cost of hidden knowledge)
• Reduce the time required to enact rituals by one threshold, or by 43%, whichever is greater
• Gain 5 dots worth of any combination of Trinkets, familiars, or retainers
• +2 to Occult, Cosmology, and Enigmas
• If you are cryptic and incomprehensibly mystical in your dialogue at an inopportune time, take +1 xp the next time it's handed out.

Minority Exemplar
You represent some downtrodden but noble group, carrying their skills and their teachings into the world. Defending your people and forwarding their goals is your sacred calling, though sadly you are unlikely to ever see your goals come to fruition.
• Allies 5
• Contacts 5
• 3 dots of supernatural powers appropriate to your chosen people or creature type
• 3 dots in 3 skills appropriate to your people, and 1 Skill Trick in each of those skills
• 1 dot of willpower
• When you die, add +2 to your allies' rolls for the rest of the story
• You often encounter prejudice and find yourself shoehorned into stereotyped roles or situations, but you gain +1 experience every time this occurs, +2 if you can show up your oppressors or turn the stereotype around

Perfected
Unlike others of your kind, you do not bear any curse or bane. Whether a gift of fate or the result of a strange ritual or experiment, you are a perfect and flawless example of your kind.
• You do not suffer the disadvantages of your kind as deeply as others. Banes deal only lethal damage, frenzies are optional, taint or limit are accrued at 1/2 the normal rate, etc.
• If you require supernatural "fuel", you still require it to activate powers, but you can survive without it and any expenditure is at half cost (or double result)
• +3 Dots in powers appropriate to your kind (either "generic" powers or "in-clan" powers only)
• +1 to a power stat, and the Legendary Attribute merit

Psychic
Gifted with uncanny mental abilities, you warp the world around you with sheer willpower.
• You are a psion or psiad - aren't there some eruption rules in the trinity storyteller's guide? (Ha! found them! https://rpgbooks.fandom.com/wiki/Trinit ... r_Creation though these will need to be adjudicated in cooperation with the gm... probably should spend at least 15 of your points on powers and psi)

Repentant Monster
You were evil, and you regret it. But now you're a good monster, with happy feelings, all of the time. You make amends for your past, and struggle against your nature; in so doing you conquer the banes of your condition and annoy others with your vacillation between whining about your past deeds and preaching about doing the right thing.
• Reduced Vulnerability to banes of your chosen supernatural types (varies by type) (a full Coil path from V:tR, Silver Tolerance and Calm Heart merits, whatever)
• Really Good Monster (DoL 13)
• Iron Will Merit
• Add 1 to starting Morality
• 3 dots in abilities (e.g. meditation) and 3 dots in backgrounds (e.g. eidolon or an ally) that help you maintain your "enlightened" state
• 5 points in merits that improve resistance to banes or influence
• You gain +1 xp whenever your irritating encouragement to "do the right thing" makes the party change direction, or when your incessant whining about your cursed state actually wins you sympathy

Rogue
You do as you please, the world be damned. Laws are irrelevant to you, and your life is a series of daring misadventures. Spy, assassin, simple thief, whatever you are you exist outside the normal scope and rules of society.
• You gain a Conviction track [Mirrors]
• You gain three skill tricks [Mirrors], only 1 of which may be for a combat skill
• Faux Obfuscate or Presence 3 (may not be raised past 3, but the other power may be raised to 3 with xp as if it were an in-clan discipline)
• Stealth or Larceny 5, and a Skill trick in the chosen skill
• Willpower Permutation: All or Nothing, or Achilles' Heel [Mirrors]
• 7 dots divided between the Dirty Fighting combat style and movement styles of the Rogue's choice

Servant of Faith
You know there is a higher power, and you serve it loyally to the best of your ability and understanding.
• True Faith +2
• 3 dots in Benedictions from Hunter: the Vigil
• +2 Willpower
• Add 2 to starting Morality
• +1 Academics, Awareness, and Occult
• 5 points in merits that make you more holy, whatever those are
• You gain +10 xp whenever you successfully convert a pc to your religion

Sexy
You're hot, and you aren't afraid to show it. Your attractive physique and overwhelming personality ensure you will come out on top in almost any situation.
• Any three of the following from Dudes of Legend: Bare thy Chest..., Strippers are..., Tight Pants, Sacred Vagina, Homoeroticism Equals..., Trenchcoat of Hotness
• 3 dots worth of fairie powers from... wherever. But make them sexy powers.
• +2 App and Cha, but you have to end up with at least 4 in each
• Animal Magnetism merit
• +1 to 3 of the following: Subterfuge, Etiquette, Expression, Leadership, Performance, Intimidation, or Drive (cars are sexy apparently)
• either +5 xp for every pc you lure into sex and then fail to have any sort of romantic relationship with after the fact, or +1 xp every time you string someone along and benefit from it without actually providing any sort of physical intimacy (chosen at character creation)

Special Forces
Whether you were a member of a crack team of commandos, part of a secret order of monster hunters, or the elite bodyguards and tomb wardens, you were specially trained to carry out your duties and survived countless violent missions in service to your group. No longer an active part of your group, you nonetheless carry the deadly skills and knowledge imparted by your years of service, and the burdens of your past actions.
• +2 to any two combat Abilities, +1 to any two other appropriate Abilities; 1 Skill Trick in a combat Ability and 1 in a non-combat Ability
• 5 dots in an appropriate Fighting style
• Lightning Reflexes Knack, one other Daredevil Knack
• 7 Backgrounds spread between Allies, Contacts, and Armory
• 5 pts in appropriate merits and 3 pts in appropriate flaws
• +1 stamina, +1 Wits

Stranger
Dressed in black, riding a pale horse, lacking a name but with a reputation that approaches myth, you roll into town and all hell breaks loose. You don't start the fights, but you damned well finish them.
• +1 to any Attribute, +2 to any skill, +3 to any background involving social contacts/rank or material possessions
• Trenchcoat of Hotness and Holding
• You gain a Conviction track and a single Skill Trick [Mirrors]
• Occultation/Arcane = 5
• Stealy Gaze Knack (A! 161)
• Always where you need to be (dramatic editing effect powered by Willpower)
• Once per session, manifest a "hidden" power or ability, trading out an existing trait of equal level for the scene
• Gain +1xp when you manifest your "Hidden Powers" or show up mysteriously just in time to help someone

Survivor
You survive. In your chosen terrain, no one is more adept at navigating hazards and turning the land against an opponent. Your endurance is legendary, as is your skill, and you use both to bring your enemies low.
• +1 stamina, +1 wits, +1 perception
• +2 Bruised health levels
• +2 Will (can take you over 10)
• +3 each to [Survival and Stealth] or [Streetwise and Subterfuge], and an appropriate Skill Trick [Mirrors] in each
• -1 diff to non-combat rolls in your chose terrain, and +2 dice to combat rolls that use the terrain against your opponents

Tainted
You are the bearer of a deep and abiding corruption. This taint, whether an unwanted genetic legacy or a mystic curse, gives you power beyond other creatures, but it is a dangerous power fraught with peril and tragedy.
• Dhampir or Wargaz template [Mirrors]
• 3 dots of Castigation [Hunter:tV]
• +2 to Occult
• You can buy demonic investments without losing your soul; instead, reduce a trait by 1 dot every time you buy one.
• 5 free pts of investments

Techie
While others are out throwing themselves into the line of fire and attempting o muscle through challenges, you apply your daunting intellect to overcome problems. Whether by crafting a perfect weapon, or by improvising with the elements at hand, you can solve almost any problem with an application of mental muscle.
• +1 to Int, +1 to Dex or Wits
• Ability Mastery [Adventure], 5 dots, and a Skill Trick in one of the following: Computer, Craft, Science, Technology; +1 two others
• Gadgeteer knack; ability to make masterwork items [New Flesh] and Innovations.
• 4 dots in Thaumatechnology, or Devices, or Advanced Armaments
• 5 dots in Backgrounds useful for making stuff (Resources, Sanctum, etc.)
• An Aptitude merit (Mage) appropriate to area of specialty (Mechanical, Computers, etc.)
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rydi
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Post by rydi »

Continuity/Timeline
Dudes of Legend shares a continuity with other popular Lost Knights games, including: Knights (first summer game), OKC Nights (and spinnoffs), Final Knights (Gehenna campaign), Panoptic Task Force America 4, and Werewolf Nights (summer werewolf game).

The Dudes of Legend continuity, even outside the larger-than-life exploits of its eponymous legendary heroes, is one of over-the-top exploits, world shaking plots, and deep metaplot involvement that takes the world ever closer to the GehennApocalypse.

The timeline roughly follows the OWoD timeline, with only minor changes, up until the mid 2000's. Divergences begin after the start of the new millennium, and include the deaths of multiple antedilluvians and a key earthbound demon. Some important points in the timeline include:

Dawn of Creation: In no particular order, a dragon king that will one day call back the Unconquered Sun to creation hatches, the angel and Dude of Legend later known as Boxcariel falls from grace, exaltations are safely boxed away, the Machine comes online, and a war that destroys much of creation occurs.
Pre-history: Mages from a pre-historic advanced civilization close a nexus to the outer realms and guard it against all intrusion in a place that will later become a bustling City on the Northwest coast of North America. Other similar sites are simultaneously guarded and used as a power source by this "Atlantean" civilization, even as they combat Cainite, Egyptian, and Earthbound empires.
Early-C.E.: Samiel, founder of the Salubri Warrior bloodline, goes on a quest to destroy Baali, gets locked in the lair of Tiamat, an ancient Babylonian fey deity.
950 C.E.: A great mage of godlike power dies and is reborn as the Hermetic mage Frederick Foster Wall, with programming written into his very avatar to avoid the pitfalls of power and seek ascension. In1023, he is embraced as a Tremere instead, but gets to keep his awakened magic as a consolation prize. He is considered a dangerous "success" by his clan, and is under close supervision for the following 800 years until larger concerns distract the Tremere.
c. 1100 C.E.: The Doctor, embraced by clan Assamite, begins experimenting in secret on the creation of new bloodlines over the course of centuries.
c. 1480 C.E.: Patriana, Dude of Legend, Ventrue warrior, fearless daredevil, and (eventually) goddess by her own hand, gains her freedom when she betrays and consumes her abusive sire.
1991 C.E.: Packs of young werewolves fight to reclaim a small town in Southern Texas that was lost to the garou decades earlier. Reclaiming the territory is difficult, as they fight elusive opponents and secret powers buried under the city. Their conflict culminates in combat with a hidden cabal which activates an unorthodox ritual, triggering elimination protocols of the God Machine. The town is flushed out of reality as refuse, leaving the city and its entire population stuck in a place between reality and ultimate dissolution. The inhabitants of the city are thrown into anarchy, and supernatural factions quickly claimed portions of the city, even as human and supernatural alike began to suffer from a spiritual wasting disease. Battling their own obtuse natures and realizing that reality is crumbling around them, the werewolves work to form an alliance between tradition mages, the local technocratic officials, and vampire clans. With the entire city working together, the werewolves are able to spearhead an effort to manually re-anchor the city within reality, and in the process witness the terror of the God machine itself as they transition back to their previous existence. The human denizens of the city lose many of their memories of their time outside reality, but retain an understanding that the supernatural stalks the night. The supernatural communities of the city maintain an awkward truce, enforcing a code of silence regarding their experiences to prevent unwanted attention from elders in their various sects. All events were accompanied by anachronistic music from the film Rent, the comic book guy was secretly a 27th level wizard, and the lead technocrat (strikingly similar to a young Taye Diggs) was the actual hero of this story. The glorious pack of the Stoat pointlessly destroyed numerous signs, the pack of the Monkey King evidenced the ability to open doors and use other tools competently, and Fuck Off pack never returned home.
c. 1995 C.E.: A motley collection of nefarious figures is gathered and conducts a series of operations together. They include a Marauder who mixes up good and bad, a technocratic demonic thrall, a demon reborn in an artificial body, and a thin-blooded vampire who aspired to be more like Caine. They visit the dead city of Enoch and ancient temples deep in the Persian desert. The entire supernatural population of a small city on the Eastern seaboard goes missing in their wake. They eventually are forced into servitude by an unidentified earthbound demon lord and set into motion a series of events to both free themselves and to take their excessive revenge upon those who had the gall to attempt to enslave them. The dhampir Ruth Deckard escapes from her father and goes into hiding after consuming a massive quantity of Caine's blood.
1995 C.E.: Temperence, Gaia's Assassin, Chosen of Coyote, One Who Would Be Awesome, Green Sun Princess and Dude of Legend is born to a shitty family in Los Angeles
1998 C.E.: The methuselah Tertius and his rival fight one another in a shadow war for Oklahoma City, and in the process empower a coterie of morally questionable, highly skilled vampires from Guthrie. Also, Shannon Miller is inexplicably and brutally attacked for no apparent reason; she can never do gymnastics again.
2004 C.E.: Aiden Ramirez a.k.a Spills Guts, cyborg Get of Fenris (later Child of Gaia) Garou, Luna's Chosen Moonsilver Caste, guardian of the Sept of the Stars, and legendary truth speaker, betrays his tribe and kills his whole pack over what he feels was an unjust act.
2005 C.E.: Vampires in The City fight to keep the barriers against the outer realms intact.
2009 C.E.: Dances-with-Werewolves, Harmonious One, Blessed of Gaia, Honorary Child of Gaia and formerly of clan Tremere, gets a job at a Los Angeles Walmart.
2009 C.E.: Azoth ignites inside a dead cat on a rope, a hideous doll stitched from the skins of several different breeds of Bastet. The creature, part man, part cat, seeks meaning and purpose. Finds none, chases darting objects for three years instead.
2010 C.E.: Ashley "Ash" Torrance, Thrice Dead, Dude of Legend, rises like a phoenix from the hell of the perpetually shitty person to walk the world again and right the wrongs of her past lifetimes. Starts writing a blog instead.
2010 C.E.: Michael, the Three-Eyed Wolf of the White Howler Tribe, Caitiff Methuselah of the Howl of the Devil-Tiger, member of the Silver Pack and the Morally Questionable Pack of the Badger, Dusk Caste Chosen of the Abyss, and Dude of Legend, formerly Ian Nairn, is embraced by an ancient Salubri on New Year's Eve, and is then forced to diablerize her.
2011 C.E.: Tremere in Oklahoma City use the body of Troile to empower a ritual to control an a being from the outer realms; the ritual rips the souls from all mortals in the area, and only the actions of the Guthrie Coterie and their new childer stop the ritual from claiming the world. Troile's power is broken and distributed amongst the Guthrie Coterie via the ritual of the Bitter Rose.
2011 C.E.: The Technocracy sends Panoptic Task Force Americas 4, a specialized strike team, to investigate and deal with the catastrophic supernatural occurrence in OKC; the strike force constructs a device that creates a feedback loop which erases OKC from existence. Tulsa is now the capital of Oklahoma, and the middle of the state is a national park.
Christmas Eve, 2011 C.E.: The Pack of the Badger take a magical train ride to the fey realm of the True Fey Santa Claus who stole the mantle of Saint Nicholas. They foil the fey's efforts to claim more children as his slaves and free the imprisoned wraith of St. Nick, but fail to end the evil fey.
2011-13 C.E.: Multiple Dudes of Legend combat a rising tide of chaos in Los Angeles, culminating in the diablarie of Gratiano-Lasombra at the hands of the Three-Eyed Wolf and the utter destruction of the earthbound demon Baal. Massive riots and widespread supernatural phenomena change the landscape of L.A. and tax the worldwide supernatural community's ability to remain hidden.
2013 C.E.: Captain Becket, Void Engineer genius, continues leaping from life to life after an experiment catapults him through time, righting what once went wrong and hoping that the next leap will be the leap home. Finding himself in the body of an unsuccessful detective summoned to converse with a motley crew of supernaturals on the fate of the world, the captain takes a a deep breath... Ooh boy...
2013-2014 C.E.: Prophecied warriors enter into a complex chain of events that brings the seeds of the storied Tree of Knowledge together. The tree bears meaningless fruit, but the series of events set in motion by the quest culminate in the correction of the flaws in the PTA4 reality bomb, the detonation of a second reality bomb in the heart of Manhattan, the destruction of Tremere, the escape of Saulot's soul, the destruction of Augustus Giovanni, the reformation of Cappadocius's psyche, the return of the unconquered sun, the uncertain off-screen death of Set, and a bitchin' blog.
2014 C.E.: Before leaping out once more, Captain Becket saves a young schoolgirl fated to become the Prime. Captain Becket never returns home.
2015 C.E.: A terrorist attack in a Tokyo mall during idol-group auditions brings together a team of magical girls and their various animal companions along with a pair of dashing young heart-throbs. They discover a plot to weaken the magical protections of the city and work to thwart the machinations of creatures from the Yomi Realm called the Wicked City. They hire a reality television crew composed of Ash and Ruth to film their exploits and explain away any supernatural stunts as special effects - their "highly scripted" show even includes a cartoon character added in in post-production to help dispel any thoughts that what they're doing is in any way real.
Last edited by rydi on Wed Jun 11, 2014 9:28 pm, edited 10 times in total.
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rydi
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Post by rydi »

Compilation of templates that need work still:
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Amseriah
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Post by Amseriah »

Is there room for Killer as an archetype, or is that better denoted with the Eternal Warrior?
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rydi
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Post by rydi »

probably? Something like "assassin" might be a good addition.

be nice if people could start making suggestions though. I compiled all the proposed new ones and the old ones that still need work. They're in post 3
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