PLAYING THE ACADEMIC
The academic concepts vary greatly, and provide a great opportunity to talk about that subject you know far too much about to be conversationally useful.
For example, I happen to have been a nuclear physics major as an undergrad for three years before a major change. Hence, playing a physicist provides an outlet for all those theoretical conversations I wanted but never had.
Tremere academics are typically hyper-competent in a particular area, though the actual area may vary greatly. This may entail taking mental traits as a high priority, or taking a skill twice if you think you'll be using it a lot.
No, taking a skill twice may not make you better in it here in Tucson, but it will allow you to burn that skill without losing your cool academic usefulness.
Good examples of Tremere academic concepts follow:
- PSYCHOLOGIST: Fun, but can make Malkavian dealings easier, or more frequent. Remember how many Asylum inmates like the Dr's. Remember how many Malkavians are institutionalized for a couple of hundred years. 'Nuff said.
- PROFESSOR: Any subject will typically do. God only knows what purpose the Tremere have for a walking sculpture library, but who am I to judge, right? University influences are also a good bet to have.
- MEDICAL DOCTOR: maybe studies Kindred anatomy. Sound pretty useless to the Undead? You haven't been around long, have you? Think about taking the obvious Health influence, and the not-so-obvious Street.
- ARCHAEOLOGIST: Vampires who survive on musty old things as much a blood soon find it easier to just bring the artifact hunters in-house. This can be loads of fun to play, particularly because you can dress casual and whip out musty old things at will. Make sure they're dusty!
- LAWYER: The Clan has it's own laws and God there's a lot of 'em. Lawyers in Tremere are feared more than any other group save the Freaky Supernaturals. Be prepared to have people whisper, "The Eagle!" behind your back, and think about some political influences in addition to the obvious police ones.
- GHOSTBUSTER: If you can technobabble with the best of them, at least think this one over. Carry lots of cool gadgets, and know enough magic to make them work. The ability to manipulate spirits is often a boon making machine that whirrs away in the corner with little tending.
- BASICALLY ANY *-OLOGIST: Save perhaps a proctologist, there are few types of study the Clan will not respect and encourage. When ignorance is a policy, knowledge of any sort, "may come in handy some day."
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