MUNCHKIN
By Jason Darrah (happyman000@hotmail.com)
Description
The founders of this bloodline seemed to first surface in the mid-1970s, when a certain game (which shall remain nameless...) appeared. Armed with shot guns and semi-automatic firearms, they rushed into this realm of hack-n'-slash fantasy and quickly slew unknown billions of Orcs, Elves, and oh yes . . . we can't forget the dragons (who were NO match for a little napalm and a rocket launcher, or their Nifty-Ultimate-Infinite bonus-All Powerful-Magic-Swords/Axes/Spears/whateverthehellitwas) They singlehandedly laid waste to this land and became bored with it.Things went on like this for the span of almost 20 years, when another world opened up. This world was darker, and almost surprised the munchkins. The shotguns and other firearms that they had used against the other worlds were commonplace weaponry to these people. Soon, however (after learning to roll d10's), they found ways to gain the upper hand of this world, and so the bloodline was formed after the founder diablerized Caine....
Nickname
Appearance
The Munchkins of the early days could usually be recognised by their Ultra-powerful-Enchanted-Dragon Armour -- or anything else that was all powerful. They usually rode horses that were in full Ultra-blah blah blah Armour too. However, the modern-day Munchkins can usually be found wearing a trench coat, which can conceal all of their weapons. Yep, that's right all of them. And they most likely have some form of fully-automatic gun with several different sights on them, and armor-piercing, incendiary, hollow-cased, ammunition in them.
Haven
Background
Typically, these people come from histories of never winning anything, and rather than become some bored, jaded, teenager on anti-depressants, they chose to get into the hobby of gaming. Sometimes they will embrace people who play fair, just to see them dragged down to the "dark side."
Character Creation
Munchkins tend to have similar concepts, the more overblown and self-flattering, the better. Physical attributes are usually primary, as are Skills. Disciplines only cost one freebie point to buy and so does everything else (Abilities, attributes, etc.). They can take more that 7 points of flaws and start with 30 freebie points. They automatically get a 10 in humanity 'cause . . . uh . . . 'cause they . . . automatically attain Golconda during the embrace . . . uh . . YEAH! That's it! During the embrace. And they . . . um . . . recover all of their Willpower each scene . . . yeah, and . . . uh . . . um . . . they don't have to spend a blood point each night or something.... Uh, what else . . . oh yeah, they all start out as Antediluvians, see 'cause they automatically get 10 points of Generation when they start. :)
Clan Disciplines
Munchkins have all known Disciplines, as well as Blikus
Clan Weaknesses
Munchkins don't have weaknesses, 'cause . . . uh . . . shaddayp! They just don't! They do, however, have trouble trying to find people that will role-play with them.
Organization
Munchkins have no organization at all. They all claim to be the one on top, and as long as there isn't another munchkin to argue with them, they act the part.
Quote
"Ok, see, I'm gonna use my level 12 Dominate on you, and , um, you have to kill yourself.""WHAT??? No! You can't do that!!"
"Ok then, I'm gonna shoot you with my wooden tipped bullets, and I hit you in the heart because, um, I have a laser sight on my gun and I targeted you and now that acts like a stake."
"Hey, I used my Celerity to dodge"
"Well, I used my Celerity to hit you anyways!"
"No you didn't!"
"Ok then, I'll...."