Roleplaying Hints


Magic Advantages


The Advantages that White Wolf does little to explain as far as how they affect personality were the various magical traits and powers at characters’ disposal. In some cases, the magics a character has are a result and direct extensions of his personality and motivations. Other times, the character gravitates towards these powers because of his behavior and goals. Usually, it’s a little of both. This section is in regards to both Background Traits (of a supernatural nature) and magical powers such as Disciplines or Spheres.

Vampire
There are no Backgrounds that really have a direct effect on a character’s personality in Vampire. Traits such as Generation or Horoscope leave an indelible mark on the character’s essence, but how she behaves as a result of these Traits is entirely up to her natural dictates. After all, both the meek and bold can be Embraced at low Generation, and the gods favor a little of both when it comes to Destiny.

Disciplines, on the other hand, are essentially greater expressions of the character’s personality, mind, and goals. With Cainites, it’s more due to Clan blood than anything else, but then most Clans Embrace persons due to their natural personalities. Thus, learning Dominate and Presence isn’t likely to make a Ventrue more domineering or charming -- chances are he already was before the Embrace. But they may deepen such behaviors! With Kuei-jin, it is based more on natural proclivity. However, that gravitation is based more on Dharmic standing; most Kuei-jin learn the Disciplines their mentors feed them (at least at first). And thereafter, they will tend to seek mastery of Disciplines most suited to their Dharmic purposes. Thus, even a Bodhittsava of the Dance of the Thrashing Dragon isn’t likely to know much about Yin Prana or Bone Shintai. In any case, the Disciplines a Kuei-jin knows will usually punctuate the metaphysical or spiritual beliefs he understands and promotes the most.

Werewolf
The Backgrounds of Pure Breed and Past Life (or Mnesis) have the most direct effect on a character’s behavior. Having a Past Life score tends to make the character at least a tad more introspective. Pure Breed isn’t just a social symbol, it’s a measure of the character’s natural bearing and attitude. A character with Pure Breed 5 isn’t likely to be meek or possess a low self-image. Indeed, he may be very proud (or snobbish) even before the First Change (though he wouldn’t really know the reason why).

Gifts actually have little bearing on a shapeshifter’s personality. Bound by nature and Auspice, their use are more a matter of duty than personal whim. Indeed, it is not unheard of for spirit Totems to strip shapechangers who abuse their magics. However, “abuse” is subject to opinion. Shadow Lords have no qualm using their Gifts of domination on others at any time it’s required and sensible; their Totem actually encourages prudent use of such domination. Wolves are creatures of domination, in fact. But a Mokolé who rampantly orders clutchmates around with such a Gift might suffer Helios’ retribution.

Mage
Mages have a few supernatural Background Traits worth discussing. Arcane, Avatar, Destiny all have a direct bearing on a character’s personality. A character with Arcane should require no explanation -- they embody all that is mysterious and shadowy about the Awakened. Destiny is something of a social status in mage society. However, few mages with Destiny throw that social weight around. Mostly, in fact, the Destiny is a sense of an event or events that the mage feels compelled to work for or towards -- or perhaps even work to avoid. Some can’t help but use their Destiny’s social implications as a martyr’s (or general’s) cry for aid. And finally, the Avatar Trait reflects how “powerful” a mage’s own Avatar is. This accordingly affects how willful the Avatar is when it comes to pressing its own agenda (as vague as that might be). Thus, characters with high Avatar scores will often be driven to accomplish some tasks; that, or they are likely to suffer great difficulty in working their magick as their demanding Avatars impede their efforts.

For mages, learning Spheres is similar to how and why Kuei-jin learn their Disciplines. However, there is even less restriction, as Traditions aren’t as nearly dogmatic as Kuei-jin Dharmas. Ultimately, it depends wholly on the mage’s paradigm and style. The mage’s Tradition will have some say in what that paradigm might be, but every mage believes and practices differently. For some mages, that may outright exclude certain Spheres. Or perhaps it means that the mage focuses on only a few so intently that the rest are ignored.

Wraith
The Backgrounds that need the most discussion here are Legacy and Memory. Both are similar and come from the same source -- the living still remember the character. It’s important to determine all relevant reasons. Not only because these Traits can offer fuel to the wraith’s being, but because they are no doubt vital to the wraith’s own sense of self-worth and importance. Losing either Background for whatever reason (e.g., losing Memory because the few people who remembered the wraith die) can be a shattering experience -- and may be call for a Harrowing. Avoiding this Angst-feeding trauma can cause many wraiths to do whatever they can to maintain these Traits (sometimes to the point of obsession!).

Arcanoi are examples of Traits that are not usually dependent on a wraith’s personality, but come to affect it. For example, a wraith that masters Outrage will often be brusque and prone to fits of fury. A wraith that specializes in Argos will often spend time alone, coming to prefer the “solitude of the road” (or Byway) to the company of other Restless. In many cases, however, the Arcanoi a wraith begins with (and often ends up specializing in) will reflect his Passions in some way. As an obvious example, an angry spirit will usually possess Pandemonium or Outrage.

Changeling
For all sorts of changelings, there are almost no Backgrounds that have a direct, supernatural effect on the character’s personality. Only Remembrance will commonly affect a changeling's personality. It will generally make the character at least a tad more thoughtful and introspective.

The Arts and Realms a faerie knows will be partially determined by Kith, social status, and personal tendencies. A Sidhe knight will almost never know Chicanery, and it isn’t likely that a Redcap gangbanger will know the first thing about Sovereign. The sorceries a changeling specializes in will often dictate his motivations and personality -- by utility if for no other reason. But the fae live by flair, not utility. Thus, a Sidhe knight will probably know a bit about Wayfare, because it would improve his physical capacity to supernatural extremes. And if he specializes in Wayfare, he is likely to be a swashbuckler’s protégé, leaping over tall buildings, and appearing when he’s the most needed (or least wanted) -- just because he can (not that this means he'll imprudently violate the Escheat's Right of Ignorance).

Hsien are a bit different. Wu Tan -- their Alchemies -- have a more scientifically occultish approach to their development. The hsien develop their magic and utilize their magic through their own special paradigm. Not fueled by whimsical Glamour, the hsien have set standards to empower their magics. Though creativity is certainly a must through this forum, the forum itself is much more limited. In short, hsien tend to be very rational when it comes to their magic, and even utilitarian. This doesn’t mean the end result doesn’t have a flashy pizazz (this is Changeling, after all). It just means that if a hsien is going to leap across the room with a wild flying side kick, he’s doing it because he has to, not just because he can. Ultimately, Wu Tan has little impact on a character’s personality, excepting in how what he can do dictates.