What is Not Allowed?


Card-carrying members of the Technocratic Union or its conventions are reserved for NPC’s. Unless your character has had a genuine change-of-heart conversion experience and has for all times forsaken and foresworn being part of the Technocratic Union, so-called "reality deviants" and the Technocracy mix like lithium and water. (And be forewarned that turn-coat Technocrats tend to have LOTS of problems, lots of complications, and LOTS of enemies, most of which will be entirely unknown to the player until its too late….) Characters “recruited” and "indoctrinated" by the Technocracy tend to become NPC’s under control of the gaming staff; we thank you in advance for rolling up one NPC in our "cast of thousands".

What about Marauders? Trust me, you really don't want to go there, not deliberately. Marauders are reserved for use as NPC's. Characters who go too far to the Wyld side become NPC's under control of the gaming staff. Again, thank you in advance for rolling up an NPC.

How about a Nephandi convert? Unless looking for a quick way to become an unsavory NPC with a bad aftertaste, I highly discourage knowingly going to bed with the Wyrm. There's a reason that rotten apples are not routinely packed into the basket, and there's already a great plenty that's rotten and corrupt in the World of Darkness. Thanks so much for the NPC; there's a fair chance that you might even be able to recognize the face after the conversion. 

For purposes of game balance and the enjoyment of all, please, one class per character at a time. Reality in the World of Darkness has gotten so old and tired and static that the weight of disbelief in this world does not allow for the possibility of your favorite Sidhe/werecat vampire mage. Not even for a quick visit.

Please, no mix-and-match character classes. Mages, sorcerers, psychics, hunters, kindred, mummies, shape-shifters, changelings, and ghosts are all different and distinct and generally non-compatible critters. It is possible for almost any character to have a life-altering experience in the course of game-play; under the right circumstances (and approval of the gaming staff), it's not entirely outside the realm of possibility for the Avatar of a sorcerer, psychic, or hunter to Awaken, thus making the character a mage. Through unfortunate choices or very poor planning, the avatar of a mage may be tragically destroyed, making the mage a mere mortal... and probably clinically insane. A mage may become a vampire, mummy, ghost, or Kuei-jin in the course of game play, at which point he or she ceases to be a Mage and becomes something else!

If you don't want to put together a background for the character, don't take merits or flaws. Most flaws or merits are allowed within the scope of the character concept with sufficient justification, within limits, but certain flaws or merits may be restricted or disallowed without a compelling justification in order to preserve the balance of the game. Don't pick flaws or merits you're not willing to have your character live with. If you take it, your character will be stuck with it until he or she figures out a way within the game to permanently "buy off" the flaw... and typically, it's not a cheap fix.

If you're not an Akashic Brother, you will not learn Do rotes. Anyone may learn Do from an Akashic brother as a skill, but do rotes are the jealously guarded secrets NEVER to be taught to anyone outside the Akashic Brotherhood. ONLY an Akashic may teach Do, only an Akashic Master may teach Do rotes, and no Akashic Master would ever teach or allow a Do rote to be taught to anyone but an Akashic Brother in good standing.

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