
Live Action Roleplay Character Creation Manual Introduction his packet has been assembled to help storyteller’s get their players ready for an exciting game of Wraith Live Action Role-play. Many times in my Storytelling experience, I have had to help players create their characters for Wraith. I don’t mind and in fact, rather enjoy this process but there always seems to be the problem of there either being only one copy of Oblivion or if there were multiple copies, someone was using it at the time. This caused a lot of problems and extended the character creation process well beyond the time that it should have taken. I also have had the problem of new players that have shown up late to a game or at the last minute before the game was set to start and want to play. I never mind when a friend brings someone new to play but I would have to delay or stop my game and help him or her create their character. This would either cause my players to have to stop play or one of my narrators would have to fill in for me while I helped the novice player create their character. This inevitably caused difficulty because most of the time when I was helping the novice I would constantly get stopped and asked storyteller questions by other players who were already in play which again extended the character creation process well beyond what it should have taken. I decided that to help ease the troubles of this fiasco that was proving detrimental to my games that I would create a character creation packet that would allow even the novice player to read along with their character sheet and basically just fill in where the sheet asked them too; all the while providing detailed explanations for any and all questions they may have during the process. I’m sure that this packet can’t answer ALL questions a new player may have but, it will most certainly help cut the amount of time that a storyteller or narrator will have to spend with the novice answering routine Wraith questions. I have endeavored to make this packet compliant with the latest Camarilla supplement: Wraith 6.0 as of this writing. The packet also includes all the information from the Prime supplement that all venues are allowed to pull from during conversion and character creation. Storytellers should still check over player’s character sheets to make sure that all the rules of character creation have been followed. I hope this packet proves useful and I wish everyone a great time playing Wraith Live Action Role-play. There have been some adjustments to the character creation process in that it is designed for players to create Hierarchy Wraiths. Should storytellers be running a game from any of the other factions: Heretic, Renegade or Spectre, simply have the player skip the section on the Legions. Have fun all and hope to see you at a game!!! Character Creation Step 1: Inspiration – Who and what are you, how did you die, and what is your regret? Choose a Nature and a Demeanor. Who and what are you? In order to create a background that makes sense for your character, you need to figure out specifically how he or she lived and who and what they were. Remember, all wraiths started out as normal human beings. Your character might have been a doctor, lawyer, street worker, burglar, drug lord, waitress, husband, wife, a child, a father, or a mother. It’s whatever you decide. The point is that the character was an ordinary person but for whatever reason is now one of the restless dead. So you don’t have to create a rock star, actress or anything prestigious… you can if you want, but don’t feel compelled to create this awesome person. Remember, the game is wraith; now that you’re dead you have your chance to become awesome. How did you die? In wraith, how you died is very important in your character creation. When a person dies violently, prematurely or with unfinished business, their soul crosses the shroud (the barrier between the living and the dead) and appears in a cocoon like mass called the Caul. Certain Wraiths, called Reapers, wait on the other side of the shroud to cut people out of their caul and induct them into a particular legion. The legions are distinguished by the manner of death a person experienced. For those people who are familiar with Vampire: The Masquerade, the legions in wraith work very similar to the clans of Kindred for purposes of separation, except powers are not determined by legion as clans determine them in Kindred; the player decides what powers his or her character will have. The legions politics vary from legion to legion and a player should give them a quick look over to make sure that a particular legions politics do not conflict with your character concept. The choices are: 1. The Grim Legion – died by violence. 2. The Silent Legion – died by suicide. 3. The Emerald Legion – died by happenstance (accident). 4. The Skeletal Legion – died by sickness, famine, or disease. 5. The Legion of Paupers – how they died is a mystery. 6. The Legion of Fate – destined to die (felt there demise was imminent or predestined) 7. The Penitent Legion – died by insanity. 8. The Iron Legion – died of old age. Details on the legions are included in the back of this booklet. It is important that you read these legion overviews before choosing your death!!!! Once you have read the legion overviews, pick the legion that bests conforms to your character concept. Then come up with your death tale. What is your regret? Every person who becomes a wraith regrets something in their life otherwise, they would transcend (go to heaven or hell). The very fact that your character is one of the restless dead means he or she has unfinished business from their life that needs closure. Maybe it’s a mother or father who is worried about who will watch his or her kids? Maybe they want revenge for their murder? Maybe they lived to a ripe old age but wanted to keep living? It doesn’t matter. It can be whatever you as the player wishes. The important thing is to make it interesting and fun. Nature & Demeanor: Nature is your inner personality, what the character doesn’t usually reveal to others. Most people dare not reveal their true, inner selves, and will therefore create a Demeanor – a false front – behind which their true self can be hidden. A demeanor may be as consistent during play as the character’s eye color is, or it may change from minute to minute. Some extraordinarily open, honest or simple-minded individuals have the same Demeanor and Nature, there is no rule saying that Nature and Demeanor must – or can’t – be the same. The character’s nature and demeanor are described by archetypes. They have a practical impact on the game, for characters can be manipulated according to these archetypes or personalities as some might call them. The personality of a character can protect the player or make he or she vulnerable. Archetypes must be chosen with care for this reason. The different archetype choices are: Architect – You believe in creating something of lasting value. You seek to leave a legacy of some kind for those who will come after you. You are the type of person who would have built a town, created a company, or founded an institution. Avant-Garde – You are only interested in what is new or on the cutting edge. You must be the first to discover or create something that people have never seen before. The thrill of experimentation is a major lure to the Avant-Garde, and you aren’t afraid to take a few risks if they’re necessary. Bon Vivant – You escape the dread of the Void by deadening your senses with pleasure. Your hedonism might or might not be immoral in the eyes of some, but either way, your pursuit of new pleasures is your main concern. Bravo – You reinforce your own self-worth by pumping yourself up and denigrating others. Fear equals respect in your mind, and you will take every opportunity to make others “respect” you. Bureaucrat – You enjoy the solace and comfort that the System provides for you. You understand that chaos might come at any moment. However, if the proper procedures are in place and are followed, chaos can be averted, and everyone will be much happier (especially you). Caregiver – You are highly concerned about other wraith, helping them fight the constant pull of Oblivion. Those who deserve help shall receive whatever aid you can render. Child – You are at times naïve and have an air of innocence about you, but at the same time, you know that you can get what you want if you pout and grump enough. Conniver – You try to get ahead in the world by taking advantage of others. As far as you’re concerned, the rest of the population consists of suckers for you to exploit, authorities to circumvent and rivals to be avoided. Critic – You find purpose in death by revealing weakness and faults in others, whether in artwork, an organization or in a person’s habits. You strive to perfect others by pointing out their flaws so that those flaws might be corrected. Of course, some wraiths see you as merely self-aggrandizing, but what you do is done for their good.
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