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Creating a Character

This section describes how to generate a character with our system.

Step 1: Concept and Clan

The first step in the process is to decide upon the style of character you wish to play. Choose a concept and a Clan. Perhaps you want to play a drug-dealing Brujah or a Malkavian with a split personality?

We recommend that you keep a copy of the 2nd Edition Vampire: the Masquerade sourcebook handy as a reference.

New players to the game should choose one of the standard Camarilla Clans: Brujah, Caitiff, Gangrel, Toreador, Tremere, Malkavian, Nosferatu or Ventrue. (See V:tM Page 126 for a full description of these clans)

Step 2: Statistics

You have 50 points to spend on Generation, Stats and skills.

Generation

Your character is 13th generation by default. You can spend points out of the 50 to decrease your Generation. The lowest level you can buy is 8th generation. However, there are Random Picks (see Step 7: Random Pick) that could lower your generation even more. Further decreases can only be obtained by committing diablerie during game-play.

Generation Table
GenerationCostMax DisciplineMax StatBlood PoolBlood per roundMax Skill level
15th 0 5 20 8 0.5 Advanced
14th 0 5 20 9 1 Advanced
13th 0 5 20 10 1 Advanced
12th 2 5 21 11 1 Advanced
11th 3 5 22 12 1 Advanced
10th 5 5 23 13 1 Advanced
9th 8 5 24 14 2 Advanced
8th 12 5 25 15 3 Advanced
 
You cannot buy any of the generations below here. The only way to obtain them is to get a pick from the random pick during character generation that reduces your generation.
Restricted Generations
GenerationCostMax DisciplineMax StatBlood PoolBlood per roundMax Skill level
7th N/A 6 30 20 4 Master
6th N/A 7 40 30 6 Master
5th N/A 8 50 40 8 Master

See V:tM pages 52 and 53 for a description of generation.

Statistics

Statistics define the basic aptitudes of your character. The maximum you can have in a stat is 20 during character generation. However, these can be increased later during game-play by spending experience.

Physique

This is the measure of your character’s physical characteristics. How dexterous they are, how strong, etc. This Stat is also used for your Wound Points.

Grit

This is how strong a person you are mentally. It defines your willpower and how able you are to resist effects on your mind. You can spend temporary Grit when playing your character to show that you are making additional effort. You should ask the storytellers at the end of the night or in your Orders how many Grit points you will have regained by the next event.

Education

This Stat defines how well your character has been educated. It is not a measure of intelligence but how much academic training they have had.

In addition, every point you take in Education gives you an extra point to spend on skills. For example, if you spent your entire 50 points buying 15 in Physique, 15 in Grit and 20 in Education, you would get an additional 20 points to spend on your skills. This is to show that educated people really do know more!

Example Statistic Levels

The table below should give you an idea about the Stat levels actually mean.
Level Description Physique (PHYS) Grit Education (EDU
1-8 Poor You are weak and frail You buy everything you see advertised You never went to school
9-12 Average Unfit but fairly healthy You can generally resist chocolate You left after high school
13-15 Good You exercise regularly You are self-confident You entered Further Education
16-20 Exceptional You could be a professional Athlete You are strong willed and stubborn You have multiple degrees at a high level
21+ Super-human Super-hero or Super-villain Your will is unshakable You know everything there is to know

Step 3: Skills

There are 3 levels to each skill: Basic, Advanced and Master. Master level is only available to characters with a generation of 7th or lower.

Have a look at the Skills list to find out what the skills are. The listed skill cost will give you the skill at Basic. Buying the skill again gives you it at Advanced. For example, the Dodge skill costs 2 points. It will cost 2 to get Basic Dodge and 4 in total (with the skill bought twice) to have Advanced Dodge.

Step 3: Backgrounds

You now have 5 points to assign between your backgrounds. This is separate from the 50 points you spent previously. Background levels go from 0 to 5. You can have one background at 5, five backgrounds at 1 or anything in-between.

Backgrounds List
BackgroundCost
per dot
Approval
Required
Description
Allies 1 No What mortal allies you have 
Anarch Status 1 No Your standing in the Anarch Sect 
Clan Prestige 1 No Your standing within your own clan only. 
Contacts 1 No What contacts you have 
Domitor 1 Yes Generally used for ghouls, this background determines the power (i.e. generation) of the kindred who holds your bloodbond 
Elder Camarilla Status 1 Yes Your standing amongst the Elders of the Camarilla 
Fame 1 No How famous your character is amongst the mortals 
Herd 1 No You have a supply of people you regularly feed from 
Humanitas 1 No Each point of this background increases your humanity by ten points upto the maximum of 100. 
Influence 1 No How much influence you have over the mortals. For example:

Level 1: affects the city of Glasgow
Level 2: affects the Glasgow area as a whole
Level 3: affects strathclyde region
Level 4: affects scotland
Level 5: affects the UK 
Mentor 1 No The higher your rating in this the more powerful your mentor is and the more willing they are to help you. 
Resources 1 No This indicates the value of your characters assets.. 
Retainers 1 No Each level purchased gives you one loyal retainer. 
Sabbat Status 1 Yes You are known and respected within the Sabbat 
Status 1 No Your standing among the kindred community. 

See V:tM page 171 for full descriptions of the backgrounds.

Step 4: Clan Disciplines

There are 3 disciplines associated with each clan, as described by the table below. You automatically have 3 levels to assign between your clan disciplines. (See V:tM page 156 for a description of these disciplines)

Available Clans
Clan Clan Disciplines Clan Flaw Description
Brujah Celerity
Potence
Presence
 
The weakness of the Brujah is their emotions. They are far more likely to Frenzy than the other clans.   A fanatical and rebellious group of individuals
[2nd Ed. Vampire: the Masquerade]  
Caitiff   You have no clan.   Sometimes kindred have no knowledge of their sire. Other times their blood is too weak to identify them with a clan.
[2nd Ed. Vampire: the Masquerade]  
Gangrel Animalism
Fortitude
Protean
 
Each time your enter a frenzy you gain a new animal feature.   Shapeshifters and wanderers. Gangrel are most in touch with Mother Earth. [2nd Ed. Vampire: the Masquerade]  
Malkavian Auspex
Dominate
Obfuscate
 
Malkavians are insane. They all have some kind of dergangement.   With madness comes wisdom and insight.
[2nd Ed. Vampire: the Masquerade]  
Nosferatu Animalism
Obfuscate
Potence
 
Nosferatu are hideously ugly   While solitary and shunned, the Nosferatu are surprising informed about kindred events and gossip
[2nd Ed. Vampire: the Masquerade]  
Toreador Auspex
Celerity
Presence
 
Toreador are easily entranced by beauty   Sophisticated and impassioned about art and beauty. The Toreador are known as either artists or poseurs.
[2nd Ed. Vampire: the Masquerade]  
Tremere Auspex
Dominate
Thaumaturgy
 
All Tremere are bonded to the rest of the clan at their embrace.   The Tremere as a clan have only been in existance for about a thousand years but they have done alot in that time. They are a clan of magicians and are the kindred masters of magic.
[2nd Ed. Vampire: the Masquerade]  
Ventrue Dominate
Fortitude
Presence
 
They have particular tastes and can only drink from a particular type of person.   The upper crust of Camarilla society. Ventrue have a noble heritage and are most often found with great political power
[2nd Ed. Vampire: the Masquerade]  
To take any of the clans below here you MUST get permission from the storyteller. Do not ask for one of these clans for your first character at the game.
Restricted Clan List
ClanClan DisciplinesClan FlawDescription
Assamites Celerity
Obfuscate
Quietus
 
Assamites cannot imbibe the blood of other kindred and must give 10% of all the blood they recieve to their sires   Kindred assassins from the Middle East
[2nd Ed. Player's Guide]  
Daughters of Cacophony Fortitude
Melpominee
Presence
 
Daughters of Cacophony hear music constantly and have to fight against being distracted by it   Singers without peer. This is a bloodline.
[2nd Ed. Players Guide]  
Dunsirn      
Followers of Set Obfuscate
Presence
Serpentis
 
Settites are extremely susceptible to light and take more damage from it.   Masters of corruption originating from Ancient Egypt
[2nd Ed. Players Guide]  
Gargoyle Fortitude
Potence
Visceratika
 
Susceptible to Dominate   See Storytellers  
Ghoul Celerity
Potence
 
Not a vampire and most likely bloodbonded to one    
Giovanni Dominate
Necromancy
Potence
 
Mortals take double damage from being fed on by Giovianni   Mafia necromancers
[2nd Ed. Players Guide]  
Lasombra Anti-Tribu Dominate
Obtenebration
Potence
 
Members of this clan cannot be seen in mirrors.   Lasombra are the ultimate in manipulators and power-mongers
[2nd Ed. Vampire: Dark Ages]  
Ravnos Animalism
Chimestry
Fortitude
 
It takes willpower to resist performing the Ravnos's crime of choice   Nomadic Gypsies with a predilection for petty crime
[2nd Ed. Players Guide]  
Salubri Auspex
Fortitude
Obeah
 
The Salubri take damage when someone resists being fed from   The closest Kindred come to holy. This is a bloodline.
[2nd Ed. Players Guide]  
Samedi Necromancy
Obfuscate
Thanatosis
 
Samedi, like the Nosferatu, are incredibly ugly. Their flesh rots and they look and smell, like corpses.   Utterly disgusting and obsessed with death. This is a bloodline.
[2nd Ed. Players Guide]  
Tzimisce Animalism
Auspex
Vicissitude
 
The Tzimisce must sleep surrounded by at least 2 handfuls of soil from the land of their birth   Scholarly and cruel. The Tzimisce are the least human but arguably the most brilliant. [2nd Ed. Vampire: Dark Ages]  
Unknown     Either you or everyone else don't know what your clan is. Effectively you'll be treated as Caitiff.  

In addition to the discipline of Thaumaturgy, Tremere also gain a free level 1 Ritual (see the V:tM page 169 for a list). Further rituals can only be obtained with permission from the storytellers.

Step 5: Freebie Points

You now have an additional 15 points to spend on any part of your character to customise it even more. You have the option of taking Merits and Flaws to make your character more interesting. You cannot buy generation with freebie points.

The table below lists the costs of the different things that you can spend freebie points on. Note that you cannot gain more that 7 points from Flaws.

Section Cost
Statistics 2 per additional level
Skills See the skill list for costs
Backgrounds 1 per level
Clan Disciplines 5 per level
Non-Clan Disciplines 7 per level
Caitiff Disciplines 6 per level
Merits See the Merits List
Flaws See the Flaws List

Step 6: Humanity, Wound Points and Blood Pool

Unlike the standard Whitewolf rules, humanity goes on a 1-100 scale. By default, your humanity starts at 50. As you role-play your character, the storytellers will update your humanity based on what your character does. (See V:tM page 200 for the Humanity Hierarchy of Sins)

Your Wound Points are equal to how many points you have in the Physique Stat. You take one wound for every point of damage.

Your maximum Blood Pool is determined by your Generation. Look at the table in the Generation section to get this value.

Step 7: Random Pick

To make character generation more interesting, you can gain additional skills, points, merits or perhaps flaws by making a random selection. See a storyteller when you want to do this step of character generation.

Step 8: Storyteller Inspection

You should now have a finished character. Please give us a copy of your character to review. It can be in electronic format or handed to us on the night.

Step 9: Character History

Please supply us with a background for your character. A good background will tell us where your character learned their skills, how they make their money, who their contacts and allies are, etc. It should also describe your characters history and why they were embraced as a vampire.