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Character Creation

Legal concepts

Playing a released vampire you are minimum 100 years old.

Step One:

Choose Concept.

  • Just what your concept is (ex. "Drug dealer", "Art Critic", or "Master of the Occult")
  • Name your character
 

Choose Nature.

This who your character's truly is Nature and can be found under Natures and Demeanors.

 

Choose Demeanor.

This is what your character shows the world...there face. Both Nature and demeanor are the way your character acts.

Choose Road of Enlightenment

By default everyone starts on the of Road Humanity.

 

Step Two:

Select Attributes

Select your primary, secondary and tertiary attributes from physical, social and mental. In your primary attribute development choose seven traits. In your secondary, choose five traits. In your tertiary, select three Traits.

Physical Traits

  • Strength-related: Brawny, Ferocious, Stalwart, Tough, Wiry
  • Dexterity-related: Dexterous, Graceful, Lithe, Nimble, Quick
  • Stamina-related: Enduring, Resilient, Robust, Rugged, Tireless
  • Miscellaneous Physical: Agile, Brutal, Energetic, Steady, Tenacious, Vigorous

Social Traits

  • Charisma-related: Charismatic, charming, Dignified, Eloquent, Expressive, Genial
  • Manipulation-related: Beguiling, Commanding, Ingratiating, Persuasive
  • Appearance-related: Alluring, Elegant, Gorgeous, Magnetic, Seductive
  • Miscellaneous Social: Diplomatic, Empathetic, Intimidating, Friendly, Witty

Mental Traits

  • Perception-related: Attentive, Discerning, Insightful, Observant, Vigilant
  • Intelligence-related: Cunning, Disciplined, Knowledgeable, Rational, Reflective
  • Wits-related: Alert, Clever, Intuitive, Shrewd, Wily
  • Miscellaneous Mental: Creative, Dedicated, Determined, Patient, Wise

 

Step Three:

Select Abilities

Select 5 abilities. You can take the same trait up to 5 times.

Academics, Alertness, Animal Ken, Archery, Athletics, Brawl, Com-merce, Crafts, Dodge, Empathy, Etiquette, Expression, Hearth Wisdom, Hobby Professional/ Expert, intimidation, Investigation, Law, Leadership, Legerde-main, Linguistics, Medicine, Melee , Occult, Performance, Politics, Repair, Ride, Scrounge, Seneschal, Stealth, Subterfuge, Survival, Theology

Choose Backgrounds

Starting generation is 10

Starting characters receive 5 points to spend on Backgrounds.

Allies, Contacts, Domain, Generation, Haven, Herd, Influence, Mentor, Resources, Retainers

Ghouls may not take Domain, Haven, Herd, Retainers or Generation. If a ghoul has an NPC domitor, it's generation is determined by the mentor background.

Choose Disciplines.

Choose any three disciplines from the Disciplines lists, selecting which will be bloodline or lineage disciplines based on your generation from Backgrounds. Then start with any 4 basic disciplines from your chosen disciplines. As teaching disciplines in completely outside the norm, you may not start with my disciplines that are not part of your lineage or bloodline. You may learn Blood Magic with out a teacher.

Ghouls begin play with only one Discipline, the first power of Celerity, Fortitude, or Potence (usually whichever the domitor has, but not necessarily).

Step Four:

Assign blood traits

Determined by Generation.

  • Ten: 13 pool - Can spend 1 per round
  • Nine: 14 pool - Can spend 2 per round
  • Eight: 15 pool - Can spend 3 per round
  • Seven: 20 pool - Can spend 5 per round
  • Six: 30 pool - Can spend 6 per round
  • Five: 40 pool - Can spend 8 per round

Ghouls have safe, “usable” access to six of their ten Blood Traits, and suffer a level of lethal damage for each Blood Trait they lose (or use) beyond that. Ghouls may only spend one Blood Trait per turn, to increase Physical Traits, power Disciplines, or heal wounds as vampires do.

Assign Willpower

Determined by Generation.

  • Ten: Start: 4 - Max 10
  • Nine: Start: 6 - Max 10
  • Eight: Start: 6 - Max 12
  • Seven: Start: 7 - Max 14
  • Six: Start: 8 - Max 16
  • Five: Start: 9 - Max 18

A ghouls willpower starts at 2 and has a max of 10

Assign Virtue Traits

Starting Vampire characters receive 7 points to spend on Virtues (Conscience, Self-Control, and Courage). Characters get +1 to both Conscience and Self-Control

Ghouls start with 10 Virtue traits.

Assign Morality rating

Conscience/Conviction + Self-Control/Instinct divided by 2 round up.

Choose Derrangements

Choose Negative Traits and flaws

Spend 5 Free Traits

Choose Merits

Free Trait Cost

  • One Free Trait buys an additional Attribute Trait.
  • One Free Trait buys an additional Ability Trait.
  • One Free Trait converts to an additional Background Trait
  • One Free Trait, you may take a specialization in an Ability that you already have. Remember that each Ability may have only one specialization.
  • Three Free Traits convert to an extra Willpower Trait, to a maximum determined by your generation.
  • Three Free Traits allows you access to a lineage Basic Discipline
  • Six Free Traits allows you access to a lineage Intermediate Discipline
  • Nine Free Traits allows you access to a lineage Advanced Discipline
  • Four Free Traits allows you access to a bloodline Basic Discipline
  • Seven Free Traits allows you access to a bloodline Intermediate Discipline
  • Ten Free Traits allows you access to a bloodline Advanced Discipline
  • Four Free Traits allows you access to a primary Path Blood Magic Basic Discipline
  • Eight Free Traits allows you access to a primary Path Blood Magic Intermediate Discipline
  • Twelve Free Traits allows you access to a primary Path Blood Magic Advanced Discipline
  • Two Free Traits can be used for an extra Virtue Trait. Raising Virtues in this way does not affect your Road
  • Three Free Traits can be spent for a Road Trait.
  • Merits have a variable Free Trait cost, dependent on the individual Merit.

Step Five:

After all steps in character creation. Gain a further extra 20xp for further customization. Plus chronicle xp (1 xp for every month of gameplay), currently 14.

Costs are the same as Free traits expect for the following:

  • Merits cost double listed amount
  • Virtues cost 3 XP per trait
  • buying off flaws, negative traits and derangements cost double the amount of free traits they give

Combination Disciplines have variable xp costs.

Characters from the previous game gain 1/10 of their previously earned xp for their first character.

 

Ghouls who are also Dauntain, Mediums, Psychics, Sorcerers, or Theurgists may not learn blood magic.

 

Ghouls may learn a school of blood magic if their domitor is willing to teach it with the same restrictions as a vampire learning a second school.

 

Past Characters

  • Carmichael Irving 19xp
  • Caleb Johles 13xp
  • Frank 28xp
  • James Poe 14xp
  • Solomon 13xp
  • Adam Thompson 4xp
  • Teyrn Gwythyr 4xp

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