The concept of "freebies" in tabletop role-playing games, particularly within the World of Darkness universe, refers to a specific character creation resource. These freebie points allow players to enhance their character's attributes, abilities, and supernatural powers beyond the standard allocation. While the provided source material focuses exclusively on the mechanics of tabletop role-playing games, specifically Vampire: The Masquerade and related titles, it does not contain information regarding consumer free samples, promotional offers, or retail brand freebies. This article will explore the rules and costs associated with freebie points and disciplines based solely on the provided documentation.
Defining Freebie Points in Character Creation
Freebie points are a currency used during the character creation phase to customize a character's traits. According to the source material, players are given a set amount of freebie points to spend on various stats. For example, in Vampire: The Masquerade, a player is typically given 15 freebie points. These points can be used to raise attributes, abilities, backgrounds, virtues, willpower, and, most notably, supernatural disciplines.
The rules specify that freebie points are used to enhance traits that the character already possesses. A player cannot use freebie points to purchase a new discipline or ability if they have not allocated any initial points to it. The cost structure varies by trait type. For instance, raising an Attribute costs 5 freebie points per dot, while raising an Ability costs 2 per dot. Willpower costs 1 per dot, and Virtues cost 2 per dot.
Costs and Limitations of Disciplines
Disciplines represent the supernatural powers available to vampires and other supernatural beings. The cost to raise a discipline dot using freebie points is generally 7 points per dot. However, there is a specific exception for ghouls and revenants, who must pay 10 freebie points for a discipline dot.
During character creation, a player typically starts with a base number of discipline dots. In the standard rules mentioned, a character starts with 3 dots worth of Disciplines. If a player allocates all three starting dots into a single discipline and then spends 14 of their 15 freebie points on that same discipline, they could theoretically achieve a rating of 5 dots in that discipline at character creation. While the rules do not explicitly forbid this, the text notes that the Storyteller (game master) is the final arbiter of what is allowed in the chronicle.
There is a trade-off to consider. Advancing a discipline during the game requires experience points (XP). The cost to buy an additional dot in a discipline a character already possesses is equal to the current rank of that discipline multiplied by 5 (or 7 for non-clan disciplines). The first dot in a new discipline costs 10 XP. Therefore, spending freebie points to start with a high discipline rating is efficient compared to saving up XP during the game.
Specific Rules for Supernatural Types
Different supernatural types have unique rules regarding freebie points and starting traits.
Vampires
Vampires select a clan during character creation, which determines their starting disciplines and clan weaknesses. The source material lists common disciplines such as Animalism, Auspex, Celerity, Chimerstry, Dementation, Dominate, Fortitude, Necromancy, Obfuscate, Obtenebration, Potence, Presence, Protean, Quietus, Serpentis, Thaumaturgy, and Vicissitude. Some of these are restricted to specific clans or bloodlines.
Garou (Werewolves)
Garou characters undergo additional steps during the concept phase. They must select their Auspice (phase of the moon), which determines their starting Rage. They must also select their Breed (original form before becoming a shapeshifter), which determines starting Gnosis, and their Tribe. Freebie points can be spent to increase Rage, Gnosis, and other traits.
Mages
Mages possess a score called Arete, which represents their aptitude for using magick. They start with one dot in Arete and can purchase more dots with freebie points, though it is advised not to exceed three dots at creation. Mages also use Spheres to alter reality. They start with one dot in the sphere of their tradition (or wherever they wish, for Hollow Ones) and can increase their Sphere score up to 3 by spending freebie points.
Ghouls and Revenants
Ghouls and Revenants follow a creation process similar to vampires but with fewer Attribute, Ability, and Discipline dots. They start with 5 virtue dots instead of 7. They begin with 1 dot in Potence and 1 dot in one of their regnant's or family's clan Disciplines. The Storyteller may allow them to give up their dot in Potence to get a second dot in their other discipline.
Discipline Categories and Restrictions
The source material categorizes disciplines into Common, Proprietary, and Restricted types.
- Common: These disciplines can generally be purchased with freebies during character generation.
- Proprietary: These are specific to certain clans. Examples include Chimerstry (Ravnos, Kinyonyi), Obtenebration (Lasombra, Kiasyd, Xi Dundu), Protean (Gangrel), Quietus (Assamite), Serpentis (Followers of Set), and Vicissitude (Tzimisce, Naglopers). For other clans, the first dot in a proprietary discipline usually has a higher XP cost unless a PC teacher is available.
- Restricted: These are not available to other clans, even via merit, unless explicitly allowed. Examples include Daimoinon (Baali), Flight (Gargoyle), Visceratika (Gargoyle), Mytherceria (Kiasyd), Thanatosis (Samedi), Obeah (Salubri), Melpominee (Daughters of Cacophony), and Valeren (Salubri Antitribu).
Additionally, the source mentions Blood Magic and Combination disciplines as restricted categories, and there are specific rules for Kuei-jin Disciplines.
Conclusion
The provided source material offers a detailed look into the character creation mechanics of specific tabletop role-playing games. It defines "freebie points" as a resource for enhancing existing traits and outlines the specific costs associated with attributes, abilities, and supernatural powers like disciplines. While the information is comprehensive regarding game rules, it does not pertain to real-world consumer freebies, samples, or promotional offers. The rules emphasize the importance of the Storyteller's approval and highlight the strategic value of using freebie points to gain powerful abilities early in the game.
