Character Creation Rules/Guidelines
Vampire: The Masquerade
All of the following information can be found in greater detail in Laws of
the Night Revised.
Background/Inspiration
Why is Background first? Because it's
the most important part of your character. Just like a real person, your
character has a past. What he or she has done in the past reflects what he or
she is doing now and what he or she will be doing in the future. Characters who
have well developed backgrounds really are easier to play. You will be able to
use parts of your background to help you react to situations, to explain odd
quirks of your character and to more fully “get into character”.
- All characters will be neonates. All characters will be starting
characters built as per instructions presented in Laws of the Night Revised.
- Your character may have been a vampire for any length of time, but has
only been active for 50 years, plus 5 years per Generation below 13th.
Therefore, a Kindred of the 8th Generation may have been active for up to 75
years.
- Your character may have arrived in the city anytime after June 2000. See
the history of the city for reasons why your character would have picked up
stakes and moved, or invent your own. This can be a crucial part of your
character's background, as vampires rarely move on a whim, unless of course
your playing a Gangrel or a Ravnos. Your former location is very important
too, if others are from the same city.
- Your background should also include other things that motivate you,
whether they be goals, ambitions or simply personality quirks.
Clan
- Brujah & Brujah Antitribu: 5 total
- Toreador
& Toreador Antitribu: 5 total
- Ventrue & Ventrue Antitribu: 5 total
- Nosferatu & Nosferatu Antitribu: 5 total
- Malkavian &
Malkavian Antitribu: 4 total
- Tremere: 3
- Giovanni: 3
- Assamite
& Assamite Antitribu: 1 total
- Followers of Set: 1
- Gangrel &
Gangrel Antitribu: 4 total
- Ravnos & Ravnos Antitribu: 2 total
-
Tzimisce: 3
- Lasombra: 3
- Samedi: 1
- Salubri Antitribu: 1 total
- Daughters of Cacophony: 1
- Caitiff & Panders: 8 total
- The following Clans may NOT be chosen to play: Lasombra Antitribu,
Gargoyles, Harbingers of Skulls, Blood Brothers, Kiasyd, True Brujah, Old Clan
Tzimisce, Baali, Nagaraja, Serpents of the Light, Salubri or any rare, obscure
or invented bloodlines.
Attributes & Abilities
- Standard prioritize Physical/Social/Mental (7/5/3). Assign 5 Abilities.
- You may take an Attribute Trait or an Ability Trait at x2, but no higher
than x2 at any stage of character creation.
- With Freebie Points, you may raise your Attribute Categories by 2 and
raise your Ability Traits to the maximum of 10 Abilities, keeping in mind the
x2 limitation.
Disciplines
- Assign 3 Disciplines, Sabbat assign 4.
- Characters may only start with in-clan Disciplines. NO
EXCEPTIONS!!! Caitiff and Panders may choose their Disciplines, but only from
the 8 cardinal Disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude,
Obfuscate, Potence and Presence) to count as “in-clan”. If Caitiff/Panders
players are undecided, default Disciplines are Fortitude, Potence and
Presence.
- Players may purchase one (and only one) Intermediate Level of a Discipline
during Character Creation, but this must be done with Free Traits.
Clan-Specific Disciplines (Protean, Thaumaturgy, Obtenebration, etc...) may
not be taken past the Basic Levels during Character Creation.
- Tremere may actually choose which Path of Thaumaturgy they wish to learn
as their primary Path. Tremere players must begin with Blood Mastery, but if
you wish for a second option, you may give the Storytellers a brief character
concept and the Storytellers will give you another possible primary Path. This
decision is open to minor negotiation, but if you choose not to take this
second option, or if you choose not to cooperate, you must begin with Blood
Mastery.
- Giovanni must begin with Necromancy: Sepulcher Path as their primary Path,
and further Paths may not be purchased during character creation.
- For each level of Thaumaturgy/Necromancy purchased you may select one
Basic Ritual.
- No Tremere may learn Dark Thaumaturgy and no Giovanni may learn either
Mortuus or Vitreous Necromancy.
- Malkavian Antitribu may begin with Dementation. Camarilla
Malkavians get Dominate instead. Each level of Dementation a character
possesses bestows an additional Derangement, above and beyond any beginning
Derangments, upon the practitioner. Derangements bestowed in this manner will
be chosen by the Storytellers.
- Storytellers reserve the right to deny advancement in certain Disciplines
for various reasons.
Backgrounds
- Assign 5 Backgrounds, Sabbat assign none. No Background may be bought
higher than x5.
- Players may start with no more than 3 Retainers. Ghouls (or revenants for
Tzimisce and wraiths for Giovanni) may be created by the player, or by the
Storytellers if you prefer. If you wish to have a ghoul that will be with you,
you need to find someone to play him or her. This is not the responsibility of
the Storytellers. Players may, if they wish, choose not to play a vampire, and
instead play a ghoul (but more than likely not a revenant or a wraith). In
this case, you will need to find someone who has taken the Retainers
Background.
- No player may start with Influence in any field higher than x3, even after
free Influence given to you by your Clan. No more than 8 total levels of
Influence may be taken during Character Creation, and no more than two areas
of Influence may be taken x3.
- Fame may not be purchased higher than x2.
- Storytellers will create your Mentor, in the event that you buy this
Background. Certain exceptions can be made to this rule.
- Only a few people will be allowed to play 8th Generation. This limit will
be kept secret.
- Characters may begin the game as 8th Generation, but realize the drawbacks
to being such a low Generation (such as being Diablrie-fodder), and remember
that more goes into being an elder than simply Generation. Just because your
8th Generation doesn't meant that you're an elder. The minimum age
“requirement” for an elder vampire is around 250 years. Such a combination of
age, Generation and Status is what makes a vampire an elder. Simply bear in
mind that the benefits of being 8th Generation have lost a lot of glamour
since the conversion from second edition to
revised. Click Here for
elaboration.
- A ghoul must purchase the Domitor Background once per Generation of his or
her Regnent below 13th.
- Only Malkavians and Caitiff and Panders of the 14th and 15th Generation
may take the Insight Background.
- Certain Backgrounds may not be purchased: Age, Arcane and Military Force
are good examples of these.
Virtues and Morality
- Assign 7 Virtues, Sabbat assign 5.
- Camarilla and minor Bloodline characters must follow the Path of Humanity.
- Sabbat and Independent characters follow their default Clan Path of
Enlightenment (Assamite: Path of Blood, Giovanni: Path of the Bones, Followers
of Set: Path of Typhon, Gangrel: Path of Humanity, Ravnos: Path of Paradox,
Lasombra: Path of Night and Tzimisce: Path of Metamorphosis).
- Antitribu may choose their Path of Enlightenment, but may not choose a
Clan default Path (except Assamite Antitribu may follow the Path of Blood and
Ravnos Antitribu may follow the Path of Paradox).
- Independent Clans and minor Bloodlines may chose to follow a different
Path, but not Clan default Paths (except Samedi may follow the Path of the
Bones), but must assign 5 Virtues instead of 7. Lasombra and Tzimisce may do
this for free.
- No character may follow the Path of Evil Revelations. Period.
- No character may follow any Path that someone has invented. If you want to
follow a Path that is not in the book, then find it, show it to a Storyteller
and we'll think about it.
Status
- Status may not be bought during character creation.
- Camarilla characters begin the game with the status of Acknowledged.
Sabbat characters begin the game with the status of Initiated. Independent
clans, minor Bloodlines and Caitiff do not begin with any status.
- Characters beginning the game after the first session will not begin with
any status at all.
Negative Traits, Freebie Points and Derangements
- Players may take as many Negative Attribute Traits as he or she wants, but
will get points for only 5. Any traits after 5 will be taken for the sake of
role-playing. Negative traits awarded by Clan (such as Nosferatu’s Repugnant
x3) do not count toward this limit.
- No player may take a Derangement for free traits. If you would like to
take a Derangement for the sake of role-playing, then you must consult a
Storyteller. This will be permitted only to those whom the Storytellers feel
are responsible role-players (playing them out). This is completely at the
discretion of the Storytellers, and can be revoked at any time.
- Allocate 5 Freebie Points at the end of character creation.
Merits and Flaws
- You may take as many Flaws as you would like, but you will only get the
maximum 5 traits out of them. Any further Flaws will be taken for the sake of
role-playing.
- Merits and Flaws are strongly suggested by the Storytellers.
- Merits and Flaws should ALWAYS be cleared with the Storytellers before
taking them. Many of the Merits and Flaws are banned (meaning no one may take
them) or restricted (meaning only a few certain people can take them), but the
list is far to long list here. Always consult the STs before purchasing any
Merits or Flaws.
- No character, after free points, negative traits and flaws, may have more
than 15 Freebie Points to spend.
Character Points
- Character Points may be used to gain 3 Free Traits. Multiple Character
Points may be spent, but each Character Point beyond the first is worth only 2
Free Traits.
- Free Traits gained through Character Points do not count towards the max.
(15) Free Trait limit.
- Character points are granted twice per year, once at the beginning of the
second university semester and again at the end of the game. They will only be
awarded to players who have maintained perfect attendance AND played the same
character for the entire semester.
Freebie Point Costs
Gaining Freebie Points:
- Freebie Traits – 5
- Negative Attribute
Traits – 1 per Trait
- Flaws – level of Flaw
- Lower Morality Rating by
one (this can be done only once) – 2
- Character Points - 3 (2 for each CP
after the first)
Spending Free Traits:
- Attribute Traits – 1
- Abilities – 1
-
Basic Disciplines – 3 (in-clan only)
- Intermediate Disciplines – 4 (in-clan
only)
- Backgrounds – 1
- Virtues – 2
- Willpower – 3
- Morality
Trait – 3
- Merits – cost of Merit
Character Creation Quick Start Rules
Camarilla and
Independent Characters
- Attributes: Prioritize Physical, Social and Mental
(Primary/Secondary/Tertiary; 7/5/3)
- Abilities: 5
- Disciplines: 3
(in-clan only)
- Backgrounds: 5
- Virtues: 7
- Willpower/Blood: by
Generation
- Morality Traits: average of Consciance/Conviction and
Self-Control/Instinct (rounded up)
- Free Traits: 5
Sabbat
Characters
- Attributes: Prioritize Physical, Social and Mental
(Primary/Secondary/Tertiary; 7/5/3)
- Abilities: 5
- Disciplines: 4
(in-clan only)
- Backgrounds: 0
- Virtues: 5
- Willpower/Blood: by
Generation
- Morality Traits: average of Consciance/Conviction and
Self-Control/Instinct (rounded up)
- Free Traits: 5
Ghouls
-
Attributes: Prioritize Physical, Social and Mental (Primary/Secondary/Tertiary;
6/4/3)
- Abilities: 4
- Disciplines: 1 (see Ghouls)
- Backgrounds: 5 (must buy a number of levels of the Domitor Background
equal to the number of levels of the Generation Background Regnent posesses)
- Virtues: 7
- Willpower/Blood: 2/10 (only 5 Blood usable)
-
Morality Traits: average of Consciance/Conviction and Self-Control/Instinct
(rounded up). Must play Humanity.
- Free Traits: 5
Revenants,
Familiars and other weird-ass Retainers
Talk to Reg
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