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Character Creation
Character Creation

 

Let's talk about character creation. It's simple. Really simple. All you need for character creation is a copy of Laws of the Night revised. Character creation is directly out of the book. For our game you'll need to create an account on Puppet Prince because that's where we keep our sheets and how you get XP. Trust me, you'll thank us when you aren't having to dink around with sending us sheets every month with XP and stuff.

I'll give you the short form of creation, but really, that book is your god.  Also, please look at the House Rules.
 

Step 1: Concept

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Get one. Get a good one. Get a well rounded character. This game will have combat, but this game will have forms of combat that aren't going to use tooth and claw. Having a character that isn't well rounded is likely to  make your life incredibly difficult. Keep that in mind.

Concept is as much what drives your character as it is who they show themselves to be and who they are underneath.  These are called archetypes.  Your nature and demeanor.  Nature is who you are deep down, whereas demeanor is who you show the world.

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Step 2: Creation

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This is out of book, it's really, really easy.

Start with your tempers and virtues. Your starting Willpower is two (altered by generation). You have seven points to distribute between conscience, self-control and courage.  Humanity is determined by the sum of conscience plus self control divided by two rounded up.  Mark those down.

 

Blood Pool: Starts at 10 and is altered by generation.

Attributes: Physical, Social, Mental. They operate on 7/5/3 at creation. You choose a category to be your primary, secondary, and tertiary. You have seven points to put into your primary, five points to put into your secondary, and three points to put into your tertiary.

Abilities: You have five points to put into this category.

Backgrounds: Five points to put into this category. Please note: Some tribes have restrictions on backgrounds.

Disciplines: You have three points to spend in In Clan disciplines.

Merits, Flaws, and Negatives: At character creation you can have up to seven points in flaws, seven points in merits, and five points in negatives. Negative traits give you one point,  unless it is a derangement—that is worth two points. You must role play all negatives and your derangement, and while having the extra points is nice coming out the gate, please keep in mind that we will read your character sheet and we will use those against you. Flaws and Negs enhance a role playing game and   give a character depth. It also allowed for plot and a richer role playing experience. They are meant for so much more than munchkin builds.  Also, those things MUST be explained in background. If you are not role playing those negatives on your sheet, they will be removed. So think before you twink.
 

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You cannot start with out of clan disciplines.  They may become available with role play.

Freebies: You get five freebies at creation. Please note that negative traits are also considered freebies. This is important because freebies spend differently than XP.

 

 

 

 

 

 

 

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VOILA! You have a basic sheet. NOW! Write a background! Backgrounds make the Storytellers job easier and let you start the game with a decent handle on the character. Everyone wins. Aaaaaaaaaaaaaand because we like to reward hard work, a background is worth XP to put into your character. Anywhere from twenty to thirty points. Please, do not go overboard on this. A novel isn't necessary.

Addict ~ Adherent ~ Adjudicator ~ Advisor ~ Analyst ~ Architect ~ Artist ~ Autocrat ~ Autist ~ Avant-Garde ~ Barbarian ~ Believer ~ Bon Vivant ~ Bravo ~ Caregiver ~ Cavalier ~ Child ~ Celebrant ~ Competitor ~ Confidant ~ Conformist ~ Conniver ~ Critic ~ Crusader ~ Curmudgeon ~ Defender ~ Demagogue ~ Deviant ~ Director ~ Dreamer ~ Eccentric ~ Engine ~ Explorer ~ Evangelist ~ Fanatic ~ Gallant ~ Healer ~ Honest-Abe ~ Jester ~ Jobsworth ~ Judge ~ Loner ~ Manipulator ~ Martyr ~ Masochist ~ Meddler ~ Mediator ~ Monger ~ Monster ~ Non-Partisan ~ Optimist ~ Paragon ~ Pedagogue ~ Penitent ~ Perfectionist ~ Plotter ~ Poltroon ~ Praise-Seeker ~ Provider ~ Rebel ~ Rogue ~ Soldier ~ Stoic ~ Survivor ~ Sycophant ~ Traditionalist ~ Thrill-Seeker ~ Trickster ~ Vigilante ~ Visionary

Physical Tait Synonyms    

    Quick: Acrobatic ~ Agile ~ Athletic ~ Dexterous ~ Graceful ~ Lithe ~ Nimble ~ Swift

    Strong: Brawny ~ Brutal ~ Energetic ~ Ferocious ~ Muscular ~ Powerful ~ Stalwart ~ Vigorous ~ Wiry
    Tough: Enduring ~ Resilient ~ Relentless ~ Robust ~ Rugged ~ Steady ~ Tenacious ~ Tireless

Social Trait Synonyms
    Charismatic: Charming ~ Eloquent ~ Empathetic ~ Engaging ~ Expressive ~ Friendly ~ Genial ~ Nice ~ Warm ~ Witty
    Impressive: Alluring ~ Composed ~ Dignified ~ Elegant ~ Intimidating ~ Gorgeous ~ Magnetic ~ Seductive ~ Sexy ~ Scary
    Manipulative: Beguiling ~ Commanding ~ Convincing ~ Diplomatic ~ Ingratiating ~ Persuasive ~ Slick ~ Subtle

Mental Trait Synonyms
    Intelligent: Dedicated ~ Determined ~ Wise ~ Disciplined ~ Knowledgeable ~ Rational ~ Reflective ~ Smart
    Perceptive: Alert ~ Attentive ~ Aware ~ Discerning ~ Insightful ~ Observant ~ Vigilant ~ Watchful
    Wily: Clever ~ Creative ~ Cunning ~ Intuitive ~ Inventive ~ Patient ~ Quick-Thinking ~ Shrewd

Abilities
Academics ~ Archery ~ Athletics ~ Awareness ~ Brawl ~ Blindfighting ~ Computer ~ Crafts ~ Demolitions ~ Dodge ~ Drive ~ Empathy ~ Enigmas ~ Etiquette ~ Expression ~ Finance ~ Firearms ~ Intimidation ~ Investigation ~ Law ~ Leadership ~ Linguistics ~ Lore ~ Medicine ~ Meditation ~ Melee ~ Occult ~ Performance ~ Politics ~ Primal-Urge ~ Profession ~ Repair ~ Rituals ~ Science ~ Security ~ Scrounge ~ Stealth ~ Streetwise ~ Subterfuge ~ Survival ~ Throwing

Backgrounds
Allies ~ Contacts ~ Fame ~ Generation ~ Herd ~ Influence (capped at three at creation) ~ Mentor ~ Resources ~ Retainers

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Starting In Clan Disciplines

    Brujah: Celerity ~ Potence ~ Presence

    Gangrel: Animalism ~ Fortitude ~ Protean

    Malkavian: Auspex ~ Dementation or Dominate ~ Obfuscate

Malkavians are allowed to choose whether they wish to have Dementation or Dominate as a Clan Discipline, but they must make that choice during character creation.

    Nosferatu: Animalism ~ Obfuscate ~ Potence

    Toreador: Auspex ~ Celerity ~ Presence

    Tremere: Auspex ~ Dominate ~ Thamaturgy (Path of Blood or Lure of Flames)

    Ventrue: Dominate ~ Fortitude ~ Presence

    Caitiff: Animalism ~ Auspex ~ Celerity ~ Dominate ~ Fortitude ~ Obfuscate ~ Potence ~ Presence

Your in clan disciplines are not set. At creation you pick and choose THREE Disciplines from the common list. 

Freebies:

Willpower 2:1 ~ Attributes 1:1 ~ Abilities 1:1 ~ Backgrounds 1:1
Disciplines and Tremere Rites Basic 3:1 - Intermediate 6:1 - Advanced 9:1 ~ Merits and Flaws 1:1  

XP:
Willpower 3:1 ~ Attributes 1:1 ~ Abilities 1:1 ~ Backgrounds 1:1 ~ Merits & Flaws 2:1 

Disciplines and Tremere Rites Basic 3:1 - Intermediate 6:1 - Advanced 9:1

Influences: 

Bureaucracy ~ Church ~ Finance ~ Health ~ High Society ~ Industry ~ Legal Media ~ Occult ~ Police ~ Political ~ Street ~Transportation ~ Underworld 

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Generation:

13th: Max Trait 10 ~ Max Ability 5 ~ Blood Pool 10/1 ~ Max Willpower

12th: Max Trait 10 ~ Max Ability 5 ~ Blood Pool 11/1 ~ Max Willpower 8

11th: Max Trait 11 ~ Max Ability 5 ~ Blood Pool 12/1 ~ Max Willpower 8

10th: Max Trait 12 ~ Max Ability 5 ~ Blood Pool 13/1 ~ Max Willpower 10

9th: Max Trait 13 ~ Max Ability 5 ~ Blood Pool 14/2 ~ Max Willpower 10

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