Tremere Creation

CONCEPT

Tremere concepts can be wide and varied. Although most Tremere come from academic background this is by no means an absolute necessity. Indeed, Tremere can be selected from many walks of life. Staying away from the easy concepts is far more likely to provide an enjoyable play experience. Things like "Professor, Teacher, Occult Master, Cult Leader" are extremely typical and tiresome. Try and find a concept that fits what you're trying to do but that sits outside of the norm. Things like "Archaeologist, Diplomat, Financier, Geologist, Lab Technician, Doctor, Chemist" and so forth can all be excellent concept for your character and can be easily augmented with a touch of the occult.

HIERARCHY

The Tremere Hierarchy can be confusing at first and extremely limiting in the first few levels. Because of this it is recommended that you fulfill the criteria for at least the Third Circle. Unless you seek a restricting challenge, this is recommended to all players -- a single Circle lower is the difference between playing in the Chantry 95% of the time and being allowed to leave and actually interact with other players.

MAGICK

Yes. It's important. But it also shouldn't be the end all and be all of your character sheet. To often we see players come in with an extreme amount of Intel, Occult, Willpower, Thaumaturgy and nearly nothing else. Remember Tremere have rigid training and it's unlikely you're character would have received nothing but thaumaturgical training for years and years. In this I recommend a balance.

Intelligence

Tremere are typically of above average intelligence, however this does not mean that you require/need to have an intelligence of 5. Smart is as much a way of playing as a number on your sheet. Remember that.

Occult

Tremere are typically well versed in the occult. But this does not mean that this needs to be a 4 or 5 either. You want to ensure that you're character has room to grow and progress within the Tremere. Maxing this out early just makes your gains appear slower.

Willpower

Tremere typically have greater than average willpower. They require it to work their magic and it is an important factor and not to be overlooked. That said, extremely high willpower ratings are rare in this game. We strive for a balance among players. So while it is not uncommon to see Tremere with anywhere between 7-8 in WP again don't make this mistake that this is an absolute necessity.

Thaumaturgy

This is the big one. I know. We all want our thaumaturgy at 5 and want to be lobbing fireballs into crowds of enemies. Sadly, it just doesn't work this way. Thaumaturgy is a slow progress to learn. It takes decades to become worthwhile at it and should even take centuries to master. However because of the way the we handle experience on this server you'll find you progress in a fraction of that time. But do not make the assumption you will be upping it every month. Thaumaturgy is a slow climber and in this game you could be playing for more than a year and a half before you see that elusive 5. No matter how high you take it right away. Do yourself and your character a favor. Don't take Thaumaturgy higher than 3 to start or you will feel remarkably stagnant in your progression and grow bored. You don't need to have a 5 to make your character playable and enjoyable. Remember it's the journey that provides the enjoyment.

Comments

Please Login in order to comment!