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The character sheet

The Dark Ages sheet

  • OzzAuthor and editor

A Dark Ages sheet runs on the same rules as a V20 sheet. Health levels, the blood pool, Willpower and the Virtues all work the way The V20 sheet describes. This guide covers what's different.

Roads

Dark Ages characters follow a Road. The morality card carries the name of the character's Road. Until one is chosen it reads Humanity. With Spend XP or Free Edit on press Choose Road (or Change Road) to pick one. Changing the Road never changes the rating or any dots.

The Roads are Humanity, the Beast, Kings, Bones, Yasa, Lilith, Metamorphosis, Sin, Blood, Paradox, the Abyss, Set and Heaven. Several have paths within them, like the Path of Chivalry under Kings or the Path of the Hunter under the Beast. If your table plays a Road the list doesn't have, Add Custom makes your own and it carries a Homebrew tag.

Most Roads have a bearing that shows as Bearing: on the card. Hover over the footer to read the Road's Hierarchy of Sins. Where the Road has a symbol it's drawn on the card.

A ghoul or a mortal can't choose a Road.

Virtues on a Road

Courage stays on every Road. The other two depend on it:

  • Conviction takes the place of Conscience on most Roads.
  • Instinct takes the place of Self-Control on the Roads of the Beast, Lilith, Metamorphosis and Sin.
  • The Roads of Humanity and Heaven keep Conscience and Self-Control.

Who the character is

Sect is called Standing and offers High Clan and Low Clan. Mortals and ghouls don't have it. Nature and Demeanor come from the Dark Ages list of archetypes, which has a few the V20 list doesn't, like Beast, Defender, Jester, Mercenary and Philosopher.

Generation counts from 12th in Dark Ages, so each dot of the Generation Background takes the character one step below 12th. The Generation list still starts at 15th as in V20, but 15th to 13th all count as 12th. With Dynamic elder dots off the list stops at 7th, one step further than V20. With it on it runs to 4th. It's on for new characters and it turns on when you change the Generation on the sheet unless you switched it off. Free Edit also opens the list to 4th. In the Dark Ages creator an elder build starts at 6th Generation.

Abilities

The Abilities follow Dark Ages:

  • Talents: Alertness, Athletics, Awareness, Brawl, Empathy, Expression, Intimidation, Leadership, Legerdemain and Subterfuge.
  • Skills: Animal Ken, Archery, Commerce, Crafts, Etiquette, Melee, Performance, Ride, Stealth and Survival.
  • Knowledges: Academics, Enigmas, Hearth Wisdom, Investigation, Law, Medicine, Occult, Politics, Seneschal and Theology.

These names stay in English whatever language the app is set to.

Backgrounds, merits and flaws

Backgrounds include Domain in place of Haven. Domain shows its Size and Security in its row and on the Haven page. Dark Ages adds Oubliette, Servants and Martial Training in Archery, Brawl, Melee and Ride. The Merits and Flaws come from the Dark Ages list.

Raising a Background you already have costs its current rating times 2 XP. The book leaves that to the storyteller, so check with yours. A new Background comes from the story and isn't bought with XP.

Willpower and Health

  • True Faith adds its rating in extra Willpower boxes while the character's Road is at 7 or higher.
  • The Sturdy merit adds a Bruised box to Health.

Equipment

On the Possessions page press Add From Catalogue to pick period equipment. You can search it and filter it to Weapons, Shields or Armor. Each item you add becomes an ordinary possession with its range, concealment and strength in the description so you can change it like any other.

How it looks

A Dark Ages sheet opens with its own look: the Gilded theme, Dark Ages fonts, a centred identity block and the portrait held with nails. You can change all of it under Display (Layouts, themes and looks). Dark Ages also has a Clan crest choice there, Colored or Monochrome.