Creation Rules

1. The Basics

A. Record the character NAME.

B. Record the PLAYER's name.

  • That's you!

C. Record the EMBRACE DATE.

  • This is the date your character was embraced, not born.

D. Record the character's NATURE archetype.

  • This is who your character really is on the inside.

E. Record the character's DEMEANOR archetype.

  • This is how your character presents herself to others.

F. Record the character's CLAN.

Camarilla Clans:

  • Brujah
  • Gangrel
  • Malkavian
  • Nosferatu
  • Toreador
  • Tremere
  • Ventrue
  • Caitiff

G. Record the character's GENERATION.

  • Generation begins at 13th. You must take the Generation Background if you wish to be lower than this.

H. Record the character's SIRE

  • This is the vampire that created you.

I. Record the character's CONCEPT.

  • A concept is usually a two-word phrase to describe what your character is. Examples: Gullible Clubgoer, Serial Killer, Strung-Out Journalist.

2. Attribute Assignment

A. You must select ATTRIBUTES, which represent your character's innate capabilities. Start by prioritizing the three categories.

  • The order you place these in determines how many dots you get to spend in each category; the higher the priority, the more dots for that category.
  • Physical Attributes are Strength, Dexterity, and Stamina.
  • Social Attributes are Charisma, Manipulation, and Appearance.
  • Mental Attributes are Perception, Intelligence, and Wits.

B. Your character begins with one free dot in each Attribute automatically, which are already filled in on the character sheet.

  • This free dot does not count toward the number of dots you have to allocate.

C. Assign your other dots.

  • Place 7 additional dots in any configuration into the three Attributes of your primary category.
  • Place 5 additional dots in any configuration into the three Attributes of your secondary category.
  • Place 3 additional dots in any configuration into the three Attributes of your tertiary category.
  • Nosferatu start with zero dots in Appearance. This is not optional.

D. No single Attribute may go above 3 dots at this time(though you may possibly have a single one at 4), and may not be raised above your Generational maximum (see Generation) with Freebie Points.

3. Ability Assignment

A. You must select ABILITIES, which represent your character's learned capabilities.

B. Start by prioritizing the three categories: TALENTS, SKILLS, and KNOWLEDGES.

  • The Talents are composed of: Alertness, Athletics, Brawl, Dodge, Empathy, Expression, Intimidation, Leadership, Streetwise, and Subterfuge.
  • The Skills are composed of: Animal Ken, Crafts, Drive, Etiquette, Firearms, Melee, Performance, Security, Stealth, and Survival.
  • The Knowledges are composed of: Academics, Computer, Finance, Investigation, Law, Linguistics, Medicine, Occult, Politics, and Science.
  • You may also take ALTERNATE TALENTS, ALTERNATE SKILLS, and ALTERNATE KNOWLEDGES.

C. Your character does not start with any free Ability dots.

D. Assign your dots.

  • Place 13 additional dots in any configuration into the ten Abilities of your primary category.
  • Place 9 additional dots in any configuration into the ten Abilities of your secondary category.
  • Place 5 additional dots in any configuration into the ten Abilities of your tertiary category.

E. No single Ability may go above 3 dots at this time, and may not be raised above your Generational maximum (see Generation) with Freebie Points.

4. Advantages

A. Record your three Clan DISCIPLINES.

  • Make a note of your in-clan Disciplines for when you start spending Experience Points on in-clan and out-of-clan disciplines.
  • Allocate three total dots among your chosen disciplines, in any order. You do have the option to place all three dots into one discipline.
  • Caitiff and Panders do not have clan disciplines. The ST Staff will roll a single die at a diff of 8 to assign your 3 disiciplines as follows:
  1. Animalism
  2. Auspex
  3. Celerity
  4. Dominate
  5. Fortitude
  6. Potence
  7. Presence
  8. Obfuscate

If two or more of your disciplines come up the same, you will receive 3 dots in that discipline but the ST will roll two more times to ensure you have a total of 3 disciplines that you can purchase up later.

  • Malkavians have Dementation rather than Dominate.

B. Record your BACKGROUNDS.

  • You have 5 dots to allocate among these and do not have any free dots.
  • You must purchase the Generation Background if you wish to be lower than 13th Generation.
  • You cannot purchase backgrounds with Experience Points but can purchase them with Freebie Points.
  • Backgrounds must be earned in-game after character creation.

C. Record your VIRTUE scores.

  • Record the Virtues set down by your Path of Enlightenment. The default path is Humanity, which gives Conscience, Self-Control, and Courage.
  • Characters on a Path other than Humanity might have Conviction instead of Conscience or Instinct instead of Self-Control.
  • Conscience, Self-Control, and Courage Virtues begin with 1 free dot each.
  • Conviction and Instinct Virtues begin with 0 (zero) free dots.
  • You must allocate 7 additional dots among your Virtues in any fashion.
  • No Virtue score ever goes above a total of 5 dots (including with the free dot).

5. Final Touches

A. Record your permanent HUMANITYor PATH OF ENLIGHTENMENT score.

  • This is equal to Conscience/Conviction + Self-Control/Instinct before spending Freebie Points.
  • Characters on a Path other than Humanity might have Conviction instead of Conscience or Instinct instead of Self-Control.
  • You must begin the game with a Willpower of 5 minimum to have a Path other than Humanity.
  • No Path other than Humanity may start above 5 dots. No exceptions.

B. Record your permanent WILLPOWER score.

  • This is equal to your Courage score before spending Freebie Points.

C. Record your permanent BLOOD POOL score.

  • This is equal to your Generation maximum (See the Generation chart).
Generation Max. Trait Rating Blood Pool Max. Blood Points/Turn
9th 5 14 2
10th 5 13 1
11th 5 12 1
12th 5 11 1
13th + 5 10 1

D. Spend 15 FREEBIE POINTS using the Freebie Point chart (below).

  • MERITS may be purchased with Freebie Points. You are not restricted in how many points you may spend in Merits and there are four categories: Mental, Social, Physical, and Supernatural. The list of Merits can be found here: Masquerade Embraced Merits The list provided is the ONLY list you may choose from. Merits from other sources MAY be accepted by the ST's though it's not likely.
  • FLAWS may be taken to receive more Freebie Points. You may take more than 7 points worth of Flaws, but you will only receive up to 7 additional Freebie Points. There are four categories: MENTAL, PHYSICAL, SOCIAL, and SUPERNATURAL. The list of Flaws can be found here: Masquerade Embraced Flaws The list provided is the ONLY list you may choose from. Flaws from other sources MAY be accepted by the ST's though it's not likely.
  • You will never receive more than a total of 22 Freebie Points.
FREEBIE POINTS CHART
Ability 2 per dot
Attribute 5 per dot
Background 1 per dot
Discipline 7 per dot
Humanity / Path 1 per dot
Virtue 2 per dot
Willpower 1 per dot

E. Spend bonus XP.

  • Creation XP will be awarded based on the biography submitted. This could be a minimum of 10 to a maximum of 30. The amount given is at the ST's discretion and can/will be different for each character.

6. Skill Specialties

Some characters are especially good at particular applications of their Traits. For example, a mechanic might be particularly good with muscle cars, a thief might excel at breaking and entering, or a brawler might be infamous as a dirty fighter. To represent this, characters with ratings of 4 or higher in Attributes or Abilities may choose specialties for those Traits.

A specialty is a particular sub-category of an Attribute or Ability — thus, a character with a Strength 5 might choose to be especially adept in deadlifting, while a character with Performance 4 might be renowned for her singing. Whenever a player makes a die roll involving an activity in which her character has specialized, she may count any die that comes up "10" as two successes instead of just one.

You can find a pretty comprehensive list here.

7. Your Character Bio

This is important. This is what we read to get to know your character. In the bio you need to remember to explain your entire sheet, all merits and flaws, Backgrounds as well. Below is a link to a page of questions you can use to to help get that creative juice flowing.

Character Questionnaire

8. Currently Capped & Restricted

Let's face it, as a game grows, sometimes things will reach a point where having too much more in a game is not really feasible to the continued story. This is where you will find a list of things that are currently Capped for new characters.

  • Appearance: 5 is RESTRICTED. Do not even ask for this at this time.
  • Merits: Graceful, Unbondable, Additional Discipline, Medium, Enchanting Voice
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