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Character Creation

56 min read

“My crime was not spying on the Primogen council like they accuse me. No, my crime was getting caught.”

Eric Frost of Clan Lasombra

The persona through which a player interacts with the game world is called their character, a role created by the player in collaboration with their Storyteller. As the game’s story progresses, your character will influence that story and change and grow based on their experiences. Perhaps your character will rise to power or lay their enemy low. Perhaps they will fall in love, or be betrayed by the person they trusted the most. Their experiences, combined with the experiences of the other characters in the game, form a rich tapestry that becomes your collective Mind’s Eye Theatre story.

This chapter describes how to create vampire and ghoul characters, as well as how to develop them through spending Experience Points (XP) earned in play.

Experienced players can refer to the Character Creation Cheat Sheet on page XX for a quick reference guide to this process.

Step One: Who Are They?

Character creation is about building a person. That person may be good, evil, confident, anxious, morose, joyous, or any number of other things, but, at their core, they are a person with dreams, fears, and motivations. To make matters more complex, they are also a vampire. They are a monster living in a world that would destroy them if the mortal world at large understood their dangerous nature. What makes a character great are the complexities, imperfections, and motivations that drive them through the night. A character may persist through an entire chronicle or burn out and perish early, but the greatest stories come from how characters interact and influence  one another.

Creating a vampire that fits in your game should be done in collaboration with your Storyteller, who can provide information about what is appropriate for their game setting. It is important for your character to fit in the game world your Storyteller has built. Building a strong foundation within the setting is important to grounding a character and giving it a good base on which to grow.

Once you know what your Storyteller’s game world is about, you can brainstorm your concept. Many players find success by starting with who their vampire was as a mortal.

  • What were their passions?
  • Who did they care about before their death?
  • How did they catch the eye of an undying monster for the Embrace?
  • Was their humanity important to them?
  • What life did they leave behind?
  • What were they willing to die for?
  • Once they were Embraced, how did they adapt to their new existence?

By working out the details of their worldview, you will develop a character’s personality. A character’s core beliefs are essential to their story. Intrinsically tied to these beliefs are the beliefs of their culture and connections, the things that they care about enough to challenge themselves to protect. In Vampire: The Masquerade, these important items are represented by Chronicle Tenets, Convictions, and Touchstones.

Chronicle Tenets

Character development starts with the setting in which that character exists. A character in a violent, splatterpunk-style war setting, where life is cheap and survival depends on  one choice, should look different than the same character in a high-etiquette political thriller. Whatever style of game your troupe is seeking, the Chronicle Tenets should be designed to reflect the themes that your story is about. These Tenets provide moral boundaries to characters. When they are violated, a character faces degeneration in Humanity by gaining one or more Stains.

Chronicle Tenets are societal, not individual. Every player character in the chronicle is subject to them, even if the character has different beliefs. They provide a moral minimum to which all characters are subject. Occasionally, making decisions that violate the Chronicle Tenets are part of the struggle of being a vampire in the World of Darkness. The battle against the endless Hunger of the vampiric Beast is measured by the Humanity system is an essential part of a V:TM story as your character strives to balance the person they once were with the inhuman parasite they are now.

Each vampire character begins creation with seven dots in Humanity. Other steps in the creation process may adjust the total dots you have at the start of play.

Storytellers should explain the chosen Chronicle Tenets to their group so that every player understands what they mean and what sorts of actions would violate the Tenets. Storytellers are not required to make an exhaustive list. Rather, they should provide the principles underpinning the Tenets so that players understand the themes guiding the setting.

Some sample Chronicle Tenets follow:

Humane

  • Do not kill except in self-defense.
  • Do not harm the innocent.
  • Act like a person, not a monster.

Cosmic Horror

  • Do not trade in knowledge that you do not understand.
  • Deny knowledge to those who are not prepared for it.
  • Protect those who know the truth from those who do not.

Chivalric

  • Respect and defend the vulnerable.
  • Defend your superiors.
  • Those who besmirch your honor must be punished.

Convictions

Society has its core beliefs and so do characters. Each character begins with up to three Convictions of the player’s choice, which are mortal values that they continue to try to uphold after the Embrace. The player selects their Convictions in collaboration with the Storyteller.

The Convictions should reflect core beliefs that the character has. They are never vague, passive or situational. In most cases the sentence describing the Conviction should include the words “always” or “never.” These things are central to their ethics, actions, and emotions. Convictions will help inform the Storyteller of scenarios that would make a character have an intense emotional reaction or a strong opinion.

Convictions represent a shield of moral weight against the darkness.  As a benefit, a character who suffers Stains against their Humanity while pursuing their Convictions receives one less Stain (page XXX). However, violating a conviction may, at the Storyteller’s discretion, incur one or more Stains.

Some example Convictions might include rules like these:

  • Always protect the innocent.
  • Monsters must always be punished.
  • Never act against another member of your crew.
  • Always obey the moral laws of your faith.
  • Always show courage.
  • Retreat is never  an option.
  • Kill only in honorable combat.
  • Always respect your elders.
  • Always honor your family.
Convictions That Do Not Work for Your Chronicle   The Storyteller should feel free to reject suggested Convictions if they are unsuitable for the story being told in the Chronicle, if they are in bad taste, or simply exist to permit everything.   Players should design their Convictions with the Chronicle Tenets and setting in mind. Feel free to ask your Storyteller questions to ensure that your Convictions will actually help make a more enjoyable game for the troupe.

Touchstones

Once you have chosen Convictions for your character, you will need to choose a Touchstone. These are living, breathing mortals, who personify the Conviction for which they are attached. Touchstones help to anchor your character to Humanity and provide them with reasons to resist the descent into being a true monster.

For each starting Conviction your character has, select a Touchstone. Clearly identify which Conviction these Touchstones are meant to represent, as they can only be linked to a single Conviction. These people are important: if they are lost through any means, the Conviction they were associated with is lost as well. Mechanically, Touchstones help support your Humanity (see pages XXX).

Some example Touchstones and their corresponding Convictions include the following:

  • A member of your old gang, who is a prime example of loyalty to the crew. (Never act against a member of your crew.)
  • Your mortal child, who represents your wish to protect children. (Protect the Innocent.)
  • An advocate campaigning for stronger sentences against violent offenders. (Monsters must be punished.)
  • The grieving spouse of someone you killed early in your unlife that cemented in your mind that killing was wrong. (Kill only in honorable combat or Respect your elders.)
  • The security guard who protects the building you grew up in. (Honor your family.)
  • The priest who represents the mortal faith you still cling to. (Obey the moral laws of your faith.)

Step Two: Choose a Clan

Once you have developed your character’s concept with your Storyteller, you will choose a clan. Select a clan that matches your overall concept and consider why a member of that clan would Embrace your character. Mechanically, your clan determines your character’s innate Disciplines and weaknesses, but, more importantly, clans have stereotypes and expectations placed upon them in the setting. Your character may not reflect those stereotypes based on who they are as a person, but being aware of what other characters will expect is important information.

Ghoul characters do not choose a clan. Instead, they have access to the level one powers of the in-clan disciplines of their vampiric master. For more information, see Assign Initial Disciplines, pages XX.

A Brief Description of the Clans

Banu Haqim: The Judges are torn between their hereditary thirst for vampiric Blood and their passion for justice. (Blood Sorcery, Celerity, Obfuscate)

Brujah: The Rebels are a clan of radicals and troublemakers, Embracing those willing to put someone in their place if the situation calls for it. (Celerity, Potence, Presence)

Gangrel: The Ferals prowl the wilds as easily as the urban jungle, and no clan of vampires can match their ability to endure, survive, and thrive in any environment. (Animalism, Fortitude, Protean)

Hecata: A motley collection of necromantic vampire bloodlines, the Scions of Death are students of the afterlife and resurrectionists of the dead — or worse. (Auspex, Fortitude, Oblivion)

Lasombra: Creatures subtly at odds with mundane reality, the Shadows are expected to triumph at any cost. (Dominate, Oblivion, Potence)

Malkavian: Described as Oracles by other vampires, the Blood of the Malkavians lets them perceive and foretell truths hidden from others. (Auspex, Dominate, Obfuscate)

Ministry: This often cult-like clan recruits those able to employ temptation as a weapon. They Embrace those with the will and means to sway, entrap, and seduce. (Obfuscate, Presence, Protean)

Nosferatu: Their bodies horribly twisted and deformed through the Embrace, the Sewer Rats  lurk on the fringes of most cities, acting as spies and brokers of information. (Animalism, Obfuscate, Potence)

Ravnos: Masters of misdirection, the Ravens can charm and vanish within the same mortal breath, and those fooled quickly learn to question their very senses. (Animalism, Obfuscate, Presence)

Salubri: Most of their kind lost to undead usurpers, the Cyclops possess highly-desirable Blood,  hunted like a prize by other vampires.  (Auspex, Dominate, Fortitude)

Toreador:  Supernaturally graceful and charming, the Divas are always looking for the next thrill, leaving discarded lovers and victims in their wake.  (Auspex, Celerity, Presence)

Tremere: The Warlocks were once a house of mortal mages who sought immortality but found only undeath. As vampires, they’ve perfected ways to bend vampiric Blood to their will. (Auspex, Blood Sorcery, Dominate )

Tzimisce: To the Dragons, possession is all. They aim to dominate and own the subject of their desires, jealously guarding it like their namesake’s hoard. (Animalism, Dominate, Protean)

Ventrue: The Blue Bloods style themselves the aristocrats of the vampire world, and the clan’s members are expected to assume command wherever possible.  (Dominate, Fortitude, Presence)

Caitiff: The Outcasts are vampires without a clan. Distrusted by their peers, they are both scorned and feared because of their lack of lineage. (Choose any 3 Disciplines.)

Thin-blooded: Neither entirely vampire nor mortal, the ever-changing nature of the Duskborn evokes pity, jealousy, and fear in equal measure. (Thin-Blood Alchemy)

For more details on the vampire clans, please see Chapter 2.

Step Three: Assign Generation and Blood Potency

A Vampire’s Generation reflects how close in vampiric lineage they are to the first vampire, Caine. Characters in this system have a Generation one greater than their Sire. Player characters may have a Generation from 9th to 16th. Characters who are 14th through 16th Generation are always thin-blooded.

Generation governs minimum and maximum Blood Potency:

GenerationMinimum Blood PotencyMaximum Blood Potency
9th25
10th – 11th14
12th – 13th13
14th – 16th00

Blood Potency measures how supernaturally strong a vampire’s Blood is. Characters with high Blood Potency can use it to gain bonuses on tests, mend damage more quickly, and occasionally ignore the Hunger cost of using certain powers.

However, there are drawbacks to high Blood Potency. Potent vampires have increased minimum Hunger scores, more severe Banes, and eventually lose the ability to feed from animals. Eventually, a vampire gains so much Blood Potency that they will even struggle to reduce their Hunger by drinking mortal blood.

The following rules apply to starting characters:

  • All true vampires (9th-13th Generation) receive their first dot in Blood Potency at no cost. Most characters will begin their story at this level.
  • 9th Generation characters must begin play with two dots of Blood Potency. If your character is 9th Generation, you must spend your 20 starting XP to purchase your second dot of Blood Potency.
  • Thin-bloods have zero dots of Blood Potency and may never buy dots of Blood Potency. However, they still gain some benefits from having zero dots of Blood Potency.
  • Ghoul characters do not have Blood Potency and may not benefit from Blood Potency rules.

For more information on Generation see page XXX and for Blood Potency see page XXX.

Step Four: Assign Initial Attributes

Beauty. Brilliance. Cunning. Strength. Focus.

All of these things are innate characteristics of a character. All characters havetalents. All characters have weaknesses. Strengths and vulnerabilities help make them realistic, giving characters fodder for spectacular victories and personal challenges to overcome. By allocating your starting dots in Attributes, you determine what your character’s innate gifts and weaknesses are.

Attributes and Skills are rated from 1 to 5, although ratings of zero are possible at certain times. In an Attribute, zero is a serious flaw; in a Skill, it represents no special training. Attributes and Skills factor into challenges and Discipline uses.

Attribute levels range from poor to peak ability, as follows:

  • Poor (1): You are below average or flawed in some way in this area.
  • Average (2): You have average capabilities in this attribute.
  • Above Average (3): You are notably capable in this area.
  • Excellent (4): You are remarkably talented.
  • Peak Ability (5): You are a specimen of strength, a brilliant mind, or a master manipulator.

Every character begins with the following Attribute dots to select:

  • One Attribute is set at four dots, representing something exceptional.
  • Three Attributes are set at three dots, representing above-average talent.
  • Four Attributes are set at two dots, representing an average ability.
  • One Attribute is set at one dot, representing a weakness.

You should select your Attributes based on who your character is. Are they a brilliant but easily startled scientist with a manipulative streak? You might set your Intelligence to 4, your Composure to 1 and your Manipulation to 3. Are they a quick-witted street tough with no guile whatsoever? Perhaps they have Wits 3, Strength 4 and Manipulation 1. Remember that Attributes can be raised later by spending XP.

Physical Attributes

Physical attributes measure a character’s Strength, Dexterity, and Stamina. While mortal characters with high ratings in these Attributes would look muscular and fit, vampire characters need not appear physically powerful. The Blood allows for strange capabilities. Some characters who appear delicate and fragile  may have robust Strength or Stamina.

Strength

How much you can lift, how far you can jump, how much force you can bring to bear. . . These matters of physical power are measured by Strength. The rough amount you can deadlift without an Attribute test appears in parentheses below. Characters who frequently use Brawl, Melee, Potence, and Protean will find Strength useful.

• You can easily lift a child. (20 kg/44 lbs)

•• You are physically average. (45 kg/99 lbs)

••• You can lift a large person or similar-sized objects without difficulty. (115 kg/253 lbs)

•••• You are remarkably strong, able to move things solo that would usually require a team. (180 kg/396 lbs)

••••• Your strength is incredible, like the greatest of mortal bodybuilders. (250 kg/550 lbs)

Dexterity

Your grace, agility, and speed are governed by Dexterity. Dodging a punch, picking a lock or doing brain surgery without slicing the cerebellum are all examples of things governed by this Attribute. Characters who want to avoid hits, engage in ranged combat, or use the Celerity Discipline should consider having high Dexterity.

• You have poor balance and agility.

•• You can be fast on occasion.

••• You are coordinated and quick.

•••• You are naturally acrobatic and can move with incredible grace.

••••• You are more graceful than the best of dancers and more agile than an Olympic gymnast.

Stamina

Toughness, resilience and resistance to harm are the province of Stamina. The number of Health levels your character has is equal to your Stamina + 3.

• You are easily winded and have little tolerance for pain.

•• You can take a few hits and go for a long hike.

••• You are fit and hearty.

•••• Your personal resilience is impressive, like the finest of Special Forces soldiers or marathon runners.

••••• You are incredibly difficult to hurt, with nearly supernatural levels of tolerance for injury.

Social Attributes

Like mortals, vampires manipulate, charm, lie, and influence the world with words. Social Attributes determine how naturally effective a character is at influencing others.

Charisma

Allure, social graces, and personal presence are governed by Charisma. Those who have it find their lives–and feeding–easier; those who do not have it find that people are not drawn to them. Note that Charisma does not depend solely (or at all) on appearance. A character who is stunning might lack any sort of charm, while an average-looking character might have incredible magnetism. Characters who wish to use the Dominate, Presence and Animalism Disciplines may find Charisma helpful.

• You are unremarkable and struggle to connect.

•• You are generally likable, though you are not someone who would draw  people in a crowd.

••• You are easily trusted and make friends without difficulty.

•••• You are magnetic and alluring.

••••• You are a paragon of social magnetism. People want to know you.

Manipulation

Manipulation is the ability to change another’s perspective, lie convincingly, or otherwise socially maneuver another person in the direction you wish. Manipulation is useful for characters who wish to use the Dominate, Presence, and Animalism Disciplines.

• You can convince people if you remain honest.

•• You can deceive people sometimes, if they are not particularly astute.

••• You are a capable negotiator.

•••• You could be a politician or argue in front of a jury.

••••• You are incredibly adept at getting what you want.

Composure

Composure governs keeping calm, cool and collected, whether in the face of danger, during a tense negotiation, or in the face of great terror. Your Composure + Resolve equals your Willpower. Composure comes up often in tests to resist supernatural disciplines.

• You are easily angered by minor frustrations.

•• You can keep it cool in most situations, but unexpected occurrences raise your hackles.

••• When chaos breaks out, people look to you to guide them.

•••• You have a remarkable poker face and a good handle on your Beast.

••••• You are a rock in stormy seas, a paragon of keeping it together.

Mental Attributes

Analysis and critical thinking, discerning an important detail at a key moment, knowing the right thing to do in a crisis, and the ability to stay focused and on mission are represented by Mental Attributes.

Intelligence

Intelligence governs your capacity to learn, analyze, and assess information. A character with high Intelligence might be educated or a natural genius. Characters who use the Auspex, Obfuscate and Blood Sorcery Disciplines will find Intelligence helpful.

• You can read and write, but you struggle with deep analysis.

•• You are of average intelligence, but rarely have anything groundbreaking to say.

••• You have a keen mind, with the ability to connect difficult concepts and clues.

•••• You have a brilliant mind. Others may seek your thoughts on all manner of subjects.

••••• Genius like yours comes about only rarely.

Wits

Quick thinking, working on the fly, and instincts are governed by Wits. A character who has high Wits is perceptive and intuitive, with the ability to pick up on subtleties. High Wits is useful for augmenting various Auspex, Obfuscate and Blood Sorcery powers.

• It takes you time and explanation to grasp subtleties, but you can do it with effort.

•• You have a reasonable reaction time and can rely on your gut more often than not.

••• You have strong intuition and can quickly devise solutions, even under pressure.

•••• You catch subtleties easily and are very difficult to ambush.

••••• You have exceptional instincts, and you react incredibly fast to danger.

Resolve

A character’s force of will, mental fortitude and drive is measured by their Resolve. Remaining on task for a long period of time and shutting out distractions rely on this Attribute. Resolve can also help resist supernatural Disciplines.

• You are easily distracted, though you can focus on important things.

•• You can pull an all-nighter on a task once in a while, but you would not make a habit of it.

••• You are focused. People would say you have a good work ethic.

•••• Knocking you off the course you set for yourself is very difficult.

•••••  Very few people can match your focus, drive, and ambition.

Step Five: Assign Initial Skills

Attributes represent the innate traits and talents a character possesses. However, real people are more than their innate capabilities. People learn, study, and practice various things that go beyond the intrinsic. These acquired Skills represent these personal experiences. A character’s performance in a task is usually tested by combining an innate characteristic (an Attribute) with their training in the relevant activity (a Skill). You can purchase up to five dots in each Skill.

You should select your character’s Skills based on their background. Their best Skills should receive high ratings, while Skills they enjoy in a more leisurely way should receive low ratings. Skills they have no training in should be set at zero.

Skill levels range from novice to master, as follows:

  • Novice (1): You have some knowledge of the fundamentals of this field.
  • Practiced (2): You have mastered the basics of this subject.
  • Professional (3): You are skilled enough to make a living in this field.
  • Expert (4): You are very knowledgeable and capable in this area.
  • Master (5): You are world-class at this activity.

Choosing Skills

Choose the Skills that best reflect your character’s education and experiences, and assign starting dots to those skills as follows:

  • Choose three Skills and fill in the first 3 dots of that Skill.
  • Choose five Skills and fill in the first 2 dots of that Skill.
  • Choose seven Skills and fill in the first 1 dot of that Skill.

Physical Skills

Physical Skills chiefly represent competence in activities and efforts using the body.

Athletics

Athletics lets you attempt things such as outrun a police officer, dodge a punch from an angry mobster, swim a raging river, or scale the side of a building.

Example Uses: Getting out of the way of a gunshot requires a Dexterity + Athletics challenge contested by Dexterity + Marksmanship. Running a foot chase requires a contested Stamina + Athletics test. Climbing a building requires a Strength + Athletics test.

Brawl

Brawl is the Skill that relates to unarmed combat. Any attack that does not have a weapon in hand uses Brawl; this Skill covers all unarmed combat from grappling to Taekwondo. For information on combat options, see Types of Attacks, pages XXX.

Craft

The Craft Skill covers any form of artistry that involves creating objects. Beautiful penmanship, crafting a fine sword, restoring a car, or putting together a bear trap to protect your Haven are all Crafts checks. For each dot of Crafts you possess, you may choose a particular specialty that represents a type of crafting you create with particular expertise. When using the Crafts Skill to create something with your specialty, you gain +1 to your pool.

For example, if you have 2 dots in Crafts with the specialties “painting” and “tailoring,” and you are sewing a new shirt, your pool would be your Dexterity + 2 for your two dots in Crafts +1 for your specialty in tailoring. You may only gain a single +1 bonus to your Crafts pool, regardless of the number of specialties that may apply to the challenge.

Example Uses: Restoring a car in a downtime action requires  a Dexterity + Crafts static challenge.Forging a sword on an anvil requires a Strength + Crafts static challenge. Creating a hidden bear trap to catch your opponent requires an Intelligence + Crafts vs. your opponent’s Wits + Larceny.

Driving

Except, possibly, for the oldest of vampires, almost anyone can drive a car if they learn to do so. The Driving Skill governs the ability to do so safely in dangerous or difficult conditions. Driving in regular traffic does not require a Driving test, but steering successfully away from an ambush or winning a race would.

Example Uses: Subtly tailing another vehicle requires an opposed Wits + Driving test. Losing a pursuing vehicle requires opposed Dexterity + Driving tests. Ramming another vampire with a vehicle requires a Dexterity + Driving test vs. their Dexterity + Athletics.

Marksmanship

Swords and supernaturally-empowered punches are not common in today’s world. Shooting a gun, on the other hand, is often dismissed as unremarkable, a sad bit of all-too-common violence in the World of Darkness. This Skill is used for any form of ranged combat involving a weapon, from thrown weapons such as a dart, to pistols and assault rifles, to crossbows and longbows. For information on ranged combat options, see Types of Attacks pages XX.

Larceny

Also called “Security” by vampires who prefer to cast a more positive light on their activities, this Skill represents the physical tricks of the trade of criminals and the people who counter them. Whether you want to crack a safe, forge a passport, hot-wire a car, pick a lock, or turn off a burglar alarm, Larceny is used. Characters also use it to set up security systems or figure out how a break-in happened. High-end security systems that feature computer controls, video surveillance, or electronic alarms might also require the Technology skill to overcome.

Example Uses: Hot-wiring a car requires a Dexterity + Larceny static test. Finding security measures without setting them off requires a Wits + Larceny static test. Setting up a good security system requires an Intelligence + Larceny static test. Hence, bypassing a security system requires a static challenge using the “criminals’” Wits + Larceny vs. a difficulty equal to the security creator’s Intelligence + Larceny.

Melee

This is the skill used to hit others with objects, stake another vampire, or grapple another with a rope or chain. For information on combat options, see Types of Attacks,  pages XX.

Stealth

Stealth advances actions such as going unseen in a crowd, hiding successfully in shadows, or sneaking around undetected. Stealth is often opposed by Awareness in a game of cat and mouse between spy and spycatcher.

Example Uses: Subtly tailing another person in a crowd requires an opposed Wits + Stealth test. Evading pursuit requires a Dexterity + Stealth test opposed by a pursuer’s Wits + Awareness. Lying hidden in wait for hours on end requires a Resolve + Stealth test opposed by the target’s Wits + Awareness.

Survival

Survival governs the ability to endure difficult conditions outside of civilization and make it back safely. Skills such as making a safe shelter against the sun in the woods, noticing werewolf signs, and navigating by the stars are all governed by Survival.

Example Uses: Ensuring a Haven is safe against the sun requires a Wits + Survival static test. Noticing signs of interlopers in an area requires a Wits + Survival test against the opponent’s Wits + Stealth. Using a map to determine the safest routes through a rural area requires a static Intelligence + Survival test.

Social Skills

Social Skills are important for interacting with other characters and Kindred. Though natural capability matters, practice, and training can often make the difference between getting what you want and finding yourself on the business end of “no,” or, worse, at gunpoint.

Animal Ken

Animal Ken represents the ability to connect with animals, keep them calm, assess what might be upsetting them, and, in the case of domesticated animals, provide training. Without any dots in this Skill, most animals avoid you or are aggressive toward you.

Example Uses: Commanding an animal requires a Charisma + Animal Ken static challenge. Calming an aggressive animal requires a  Manipulation + Animal Ken static challenge. Training an animal to perform mundane tasks without supervision requires a Composure + Animal Ken static challenge, while trying to overcome an animal’s training requires an opposed Composure + Animal Ken vs. the trainer.

Etiquette

The Etiquette Skill allows you to follow the social conventions of a scene, change protocols, and be a pleasing presence to the people around you. This Skill is important in high society and the Camarilla.

Example Uses: Having an understanding of Sect’s basic social protocols requires an Intelligence + Etiquette static challenge. Knowing which utensil to use when to make a positive first impression at a business dinner party requires a Charisma + Etiquette static challenge.

Insight

Insight grants you the ability to interpret subtle cues, body language, and other forms of social interactions. Empathic characters tend to have high Insight.

Example Uses: Detecting a mortal’s level of suspicion about the vampire attempting to feed on them requires a Wits + Insight test opposed by Composure + Subterfuge. Trying to calm down a crying child requires a Charisma + Insight static test.

Intimidation

The power to browbeat, bully, and scare in a social situation, Intimidation represents overpowering the will of another through social force.

Example Uses: Staring down an attacking gangster requires an opposed Composure + Intimidation test against their Resolve + Composure. Making a veiled threat to scare a politician into compliance requires an opposed Manipulation + Intimidation test against their Wits + Resolve. Using your physical might to intimidate someone requires an opposed Strength + Intimidation test against their Wits + Resolve.

Leadership

Leadership training helps you successfully influence groups. Managing a group of Kindred on a research project, driving a riot in a particular direction, or rallying support in followers are all examples of Leadership Skills in action.

Example Uses: Encouraging the human masses of a city to vote for a particular proposition requires a Manipulation + Leadership test against the Charisma + Leadership score of the opponent with the highest Leadership score. Leading an angry mob down a side street requires a Charisma + Leadership static test.

Performance

The Performance Skill represents your overall ability to artistically perform, such as doing comedy standup, dancing, public speaking, or executing any type of arts that do not involve crafting an object (which would utilize the Crafts Skill). You might be a hilarious comedian, a fine dancer, or an astute critic of film. For each dot of Performance you possess, you may choose a particular specialty of performance artistry in which you are more accomplished. When using the Performance Skill in your specialty area, you gain +1 to your pool.

For example, if you have 2 dots in Performance with the specialties dancing and singing,  and you are dancing with the Prince, your pool would be Dexterity + 2 for your two dots in Performance +1 for your specialty in dancing. You may only gain a single +1 bonus to your Performance pool, regardless of the number of specialties that may apply to the challenge.

Example Uses: Conducting the local symphony orchestra in a beautiful performance of the 1812 Overture requires an Intelligence + Performance static test. Dancing an exquisite tango requires a Dexterity + Performance static test. Performing the lead soprano’s role in Phantom of the Opera requires a Charisma + Performance test.

Persuasion

Persuasion is used to convince someone that your point of view is correct and should be followed. From making a big sale to convincing a police officer to let you off with a warning for speeding, Persuasion applies in a wide variety of situations when you need someone to change their perspective.

Example Uses: Convincing a police officer to let you off with a warning requires an opposed  Manipulation + Persuasion test against their Wits + Resolve. Working on a legal negotiation against an opposing party over the course of a night requires an opposed Resolve + Persuasion test.

Streetwise

Streetwise represents a character’s understanding of the workings of the street, from knowing the gangs that populate an urban area to finding illicit drugs, knowing street lingo to  understanding how to spot a narc.

Example Uses: Determining if a person is an undercover police officer requires an opposed Wits + Streetwise test against their Composure + Subterfuge. Being able to find a gun with the serial numbers filed off requires an Intelligence + Streetwise static test. Having a tense negotiation with a rival gang requires an opposed Manipulation + Streetwise test.

Subterfuge

Subterfuge is the art of the con. Whether your character is lying, telling a tall tale, or pretending to be someone they are not, this Skill represents your talent for deception and pretending to be someone or something else – including a mortal.

Example Uses: Coming up with a believable cover story when you are caught somewhere you should not be requires a Manipulation + Subterfuge test against your opponent’s Wits + Insight. Faking illness requires a Charisma + Subterfuge test against your opponent’s Wits + Insight.

Mental Skills

Mental Skills represent knowledge of different spheres of information, proficiency in making logical and creative connections, and understanding complex situations.

Academics

Academics measures your overall training and knowledge of humanities and the liberal arts. For each dot of Academics you possess, you may choose a particular specialty that represents your strongest areas of study. When using the Academics Skill in an area of study with your specialty, you gain +1 to your pool.

For example, if you have 2 dots in Academics with the specialties of architecture and urban planning, and you are working on developing an area of the city to serve as new feeding grounds, your pool would be your Intelligence + 2 for two dots in Academics +1 for your specialty in urban planning. You may only gain a single +1 bonus to your Academics pool, regardless of the number of specialties that may apply to the challenge.

For learning foreign languages, use the Linguistics Background (see pages XX). Knowledge of supernatural creatures, events, and phenomenon requires an Intelligence + Occult challenge (see pages XX).

Example Uses: Researching in a library for the schematics for an old building in town requires an Intelligence + Academics static test. Recalling on the fly a key detail about medieval history requires a Wits + Academics static test. Winning an academic debate requires an opposed Charisma + Academics test.

Awareness

Awareness measures how perceptive a character is. They may be able to see a hidden item, spot an improvised trap hidden in a wall, smell a faint hint of gasoline, or detect someone sneaking up on them. A character’s Initiative score is measured by Composure + Awareness.

Example Uses: Spotting a trap hidden in a wall requires an opposed Wits + Awareness against the trap-layer’s Dexterity + Crafts. Detecting a car following you requires an opposed Wits + Awareness against the driver’s Wits + Drive. Staying focused on a long stake-out to spot someone trying to sneak out of a room requires an opposed Resolve + Awareness against your opponent’s Dexterity + Stealth.

Finance

The Finance Skill represents the ability to root through financial documents and receipts for clues, appraise rare items, invest money effectively, and plan for stock market shifts to your advantage (or disadvantage, if you wish to feed someone bad information).

Example Uses: Auditing a business’s cooked books for the tiny revealing discrepancies requires an opposed Resolve + Finance vs. the opponent’s Intelligence + Finance. Understanding subtle hints suggesting an impending fall in the stock market and how to manipulate that to your advantage requires a Wits + Finance static test. Cooking the books convincingly requires an Intelligence + Finance test.

Investigation

Investigation allows you to find clues and uncover truths behind mysteries. From tracing a hiding mortal who witnessed a Masquerade breach to finding subtle hints at a murder scene, Investigation is a very useful Skill for vampires.

Example Uses: Investigating a murder scene for clues requires a Wits + Investigation test. Rooting for hours through a warehouse to find a missing document requires a Resolve + Investigation test. Investigation tests may be static if clues are not concealed by an opponent; if actively concealed, test against the opponent’s Intelligence + Larceny, at the Storyteller’s discretion.

Medicine

Medicine allows you to identify illnesses and disease, understand the cause of sickness or death, and determine clues from examining mortal bodies. Medicine also allows you to know what drugs to use for ailments, how to use medical equipment correctly, and how to perform first aid. Characters can use Medicine to accelerate healing in mortals (see Healing  XX).

Example Uses: Doing first aid on a mortal who is bleeding out requires a Wits + Medicine static test. Performing an exhaustive autopsy to find a key clue requires a Resolve + Medicine test, which may be static or opposed by someone who attempted to hide the evidence. Doing medical research to determine an obscure cause of death requires an Intelligence + Medicine static test.

Occult

Occult represents an understanding of the esoteric, from the beliefs of obscure cults to the practices of secret societies. You can recognize mystical sigils, do paranormal research, and understand the legends of vampiric society.

Example Uses: Researching the meaning of occult symbology used by a cult to understand their belief system requires an Intelligence + Occult static test. Remembering a key detail about your clan’s history requires a Wits + Occult static test.

Lore After a very short time a vampire has learned the “ins and outs” of her vampiric nature. Assuming she makes herself part of the local vampiric population, rather than becoming a recluse, she also learns the basic understanding of the vampiric society she joins, whether that sect is the Camarilla or the Anarch Movement. In order to learn more about the supernatural world beyond her innate knowledge, she must make a static challenge using her Intelligence + Occult vs. a difficulty set by the Storyteller.  The Storyteller also determines how often the test can be made. By default, this test can be made once per scene. Lore tests do not give access to information that is secret. The Storyteller may determine that certain information must be researched or is otherwise not available without being discovered in play. The difficulty of the challenge is determined by the Storyteller based on the obscurity of  the information the character is trying to discover. Storytellers can use the following guidelines to set a difficulty: Widely known information should be difficulty 2. Information that pertains to the sect or clan a character is part of might be difficulty 4.Information that pertains to a sect or clan the character is not part of might be difficulty 6.Rare information that pertains to old, obscure, esoteric, or niche topics could be difficulty 8.Something only a handful of vampires would know would be difficulty 10.

Politics

The Politics Skill helps you navigate bureaucracy and understand how things get done in organizations. Whether you want to understand the basics of vampiric politics, remember which Sect runs which city, put pressure on a politician, or be able to cut through a mortal government’s red tape, the Politics Skill is useful.

Example Uses: Knowing a character’s Status Monikers requires an Intelligence + Politics static test (see Monikers, page XX). Researching the political connections of a mayoral candidate you want to undermine requires a Resolve + Politics static test. Remembering under pressure who is publicly in conflict with whom in your Domain requires a Wits + Politics static test. Maneuvering through political red tape at city hall requires a Manipulation + Politics test against your opponent’s Wits + Politics.

Science

This Skill represents understanding the many areas of mortal scientific knowledge. Smart vampires know that much can be learned from studying the building blocks of life.  For each dot of Science you possess, you may choose a particular specialty that represents your strongest areas of study. When using the Science Skill in an area of study with your specialty, you gain +1 to your pool.

For example, if you have 2 dots in Science with the specialties of chemistry and math,  and you are trying to solve a complex math problem, your pool would be your Intelligence + 2 for two dots in Science +1 for your specialty in mathematics. You may only gain a single +1 bonus to your Science pool, regardless of the number of specialties that may apply to the challenge.

This Skill also governs your skill with laboratory equipment.

Example Uses: Using a laboratory to assess a strange compound found at a crime scene requires an Intelligence + Science static test. Remembering the specific smell of nitroglycerine about to explode requires a Wits + Science static test. Creating a plan for a new building requires an Intelligence + Science test.

Technology

The Technology Skill is utilized to understand how to use the technical developments that most vampires would find difficult to comprehend. In modern nights, Technology provides an understanding of things such as computer systems, advanced electronic security, drones, and FIRSTLIGHT thermal scanners.

Example Uses: Piloting a drone through an underground tunnel requires a Dexterity + Technology static test. Hacking into a defended computer system requires an opposed Intelligence + Technology against the opponent’s Intelligence + Technology. Disarming a bomb requires a Composure + Technology test against the creator’s Intelligence + Crafts.

Step Six: Choose a Predator Type

Every predator has a habitual hunting routine, a set of behaviors honed to deadly precision. You can adapt to non-ideal circumstances and temporary obstacles to your feeding efforts, but, when given the option, you prefer to hunt by habit and reflex.

Outside of extenuating circumstances imposed by the Storyteller, or if you are hunting as part of a group of characters with dissimilar feeding habits, whenever you wish to feed during game your Hunting Pool is dictated by your Predator Type.

Select your Predator Type and record any free Backgrounds, Advantages, Merits, Flaws, and Disadvantages dots associated with that Predator Type to your character sheet. These  items do not count against your maximum allowed (in the case of Flaws and Disadvantages) and do not cost XP nor discount future purchases (in the case of Flaws and Disadvantages). Flaws received from your Predator Type can be resolved and removed with Storyteller permission and the expenditure of XP (see Removing Merits and Flaws, page XX).

Your Predator Type cannot change without extensive effort and Storyteller permission. If you choose to change your Predator Type, you lose access to all of the benefits and drawbacks you received from that Predator Type. You then gain the benefits and drawbacks of your new Predator type at a rate determined by your Storyteller. This time period should be no longer than 3 months or 3 game sessions, whichever is shorter.

Ghoul and mortal characters do not select a Predator Type.

Alleycat #

An opportunistic feeder, you ambush and exploit the weak and unsuspecting. You stalk, threaten, overpower, and leave your victims dazed or dead. A subtle beating or stealing their wallet leaves them thinking the encounter was a robbery or a mugging.

  • Lose one dot of Humanity.
  • Gain two dots of the Contacts Background, whichrepresent other criminals operating in your feeding territory. These Contacts must be assigned to the Underworld or Street Sphere of Influence.
  • Gain one dot of the Resources Background and one dot of the Cash Money Advantage.
  • Hunting Pool: Wits + Streetwise.Knowing how and when to threaten, stalk and overpower a particular prey is far more important than physical strength or a commanding personality.

Bagger #

You prefer your blood cold, bland, and without much taste, probably how you enjoyed your coffee when you could still drink it. You procure bags of blood off the black market, such as entrepreneurial ambulance drivers, and, if you cannot buy it, you will steal it from the hospital if your key card to the hospital still functions.

Special: You may only choose this Predator Type if your Blood Potency is 2 or lower. If your Blood Potency increases above 2 you must choose a new Predator Type.

  • Gain the Feeding Merit: Iron Gullet (Menu hover bullet.pngMenu hover bullet.pngMenu hover bullet.png).
  • Gain two dots of the Contacts Background that represent your black-market sellers of bagged blood. These Background points must be in the Underworld Sphere of Influence.
  • Gain the Enemy (Menu hover bullet.pngMenu hover bullet.png) Flaw: You have stolen from the wrong blood supply or crossed into the wrong turf. Even if you rid yourself of this enemy, a new one will emerge within one month or two games, whichever is shorter, unless you remove this Flaw with XP. Your Storyteller will provide the details of this enemy.
  • Hunting Pool: Intelligence + Larceny. When your stash runs out and no one’s selling, the only thing you can do is steal your blood. Generally you know who’s holding out on you; it’s just a matter of whether you can break in and get what you need before they catch you.

Cleaver #

You feed from a family (perhaps even your own relatives) and their closest friends. These may be mortals you knew before you were Embraced, or you may have developed these relationships after your Embrace. You go to great lengths to keep your undead condition from these mortals, maintaining a friendly and ethical relationship with them. Many other vampires frown on this behavior, considering it an unnecessary risk to the Masquerade.

  • Gain the Dark Secret: Cleaver(Menu hover bullet.png) Flaw.
  • Gain two dots of the Herd Background.
  • Gain a two-dot Mask.
  • Hunting Pool: Manipulation + Subterfuge. Your family and their friends know you have a rough work schedule that makes you unavailable during the day. When possible, you attend night time parties or make it home in time to kiss your loved ones goodnight, only to disappear before dawn.

Consensualist #

You have chosen to always feed from those who consent to share their blood with you. This requires you to walk a fine line when it comes to upholding the Masquerade. Lying about why you only collect for your charity blood drive at night will not work forever. If you find the right people, they might believe you are some “gothic type” who takes things too far and is a wannabe vampire. Maybe you have said “fuck it” and just told your sources you need to drink blood to survive.

  • Gain one dot of Humanity.
  • Gain three dots of the Herd Background and one dot in any Herd Advantage.
  • Gain the Dark Secret: Masquerade Breacher  (Menu hover bullet.png) Flaw.
  • Gain the Prey Exclusion (non-consenting) (Menu hover bullet.png) Feeding Flaw.
  • Hunting Pool: Manipulation + Persuasion. You have a few go-to friends who keep your secret or don’t ask too many questions about the lies you are obviously telling them. When you cannot rely on these friends, you must rely on your charm and persuasion.

Extortionist #

Everyone has something they want, and everyone has a price they are willing to pay for it. You want blood, and you do not really care whom you get it from. You insert yourself into other people’s lives by promising them a deal they cannot refuse. You know a guy, you have a way to get your hands on things. . . Whatever lies they need to hear.  Once you have them on the hook, you can turn that “front of house deal” into a “back alley bargain.” And that is when you get what you want: your payment in blood.

  • Gain one dot of the Resources Background and  1 dot in any Resources Advantage.
  • Gain three dots to spend on the  Contacts Background or the Allies Background. You may choose any Spheres of Influence for these dots.
  • Gain the Enemy (Menu hover bullet.pngMenu hover bullet.png) Flaw:You may choose any Sphere of Influence for this enemy, which represents a victim who escaped you and now wants revenge.
  • Hunting Pool: Manipulation + Intimidation. First you set the trap by giving them a good deal, usually on something illegal. Then you provide it, but you jack up your price. They cannot turn you down because you could turn them in to the cops. Now you have someone you can lean on whenever you need to feed.

Farmer #

You never feed from mortals, or at least you will never admit to it. You cannot stand the idea of drinking another mortal’s blood. This is doubly confusing if you refused to eat meat as a mortal and now you are forced to consume the blood of animals. Whatever the reason, your survival as a vampire is not more important than your lofty morality. That is why you have made painstaking efforts to cultivate a literal herd of animals to feed from. Maybe you own a cattle ranch, a chain of pet stores, or work at a zoo. You have easy access to animals, large and small.

Special: You may only choose this Predator Type if your Blood Potency is 2 or lower. If your Blood Potency increases above 2, you must choose a new Predator Type.

  • Gain two dots in the Haven Background and two dots of the Haven Advantage: Zoo.
  • Gain one dot of Humanity.
  • Gain the Farmer (Menu hover bullet.pngMenu hover bullet.png) Feeding Flaw.
  • Hunting Pool: Composure + Animal Ken. Hunting for you can be tedious. You cannot drain your entire stock dry and leave a bunch of dead animals lying around. Instead you feed in small amounts from many animals. The big animals (if you have access to them) still get a little skittish, so you try not to overstress them if you can.

Ferryman #

You live in a dark and scary world. FIRSTLIGHT is everywhere. The Sheriff of the city is more than a bit unhinged. It is probably better if you send someone else out to get your food. Depending on your preferences, that might mean a lot of work for your delivery guy. If you can drink bagged blood, the task is pretty simple. Bringing home an unsuspecting meal, then getting them back out again before the Kiss wears off…That’s more difficult. Good thing you trained your ghoul well. Better than the previous one at least.

  • Gain a two-dot Ally and attach the ●● Retainer Advantage to this Ally.
  • Gain two dots in the Haven Background.
  • Gain three dots worth of Mythical Flaws.
  • Hunting Pool: Special.  Your ghoul finds you blood in the best way possible, according to her own skills and taking into account any feeding limitations. Your Storyteller handles your feeding challenges in secret. If you lose your retainer, you are forced to hunt on your own or quickly train a new delivery driver.

Graverobber #

You have likely always had a thing for death, which may have had something to do with your grandfather owning a mortuary. Maybe you were surrounded by death because of your own profession as a doctor or gravedigger. You prefer to feed on fresh blood, usually that of mourners at a gravesite or sad visitors identifying the corpse of a loved one at the coroner’s.  You would love to be able to taste fresh blood on a regular basis, but it is just too easy for you to get aftermarket vitae. When you can’t feed on the living, you’ve  got a place back home where you can preserve fresh bodies.

  • Gain the Feeding Merit: Iron Gullet (Menu hover bullet.pngMenu hover bullet.pngMenu hover bullet.png) .
  • Gain 1 dot of the Haven Background and the Haven Advantage: Walk In Freezer.
  • Gain the Obvious Predator (Menu hover bullet.pngMenu hover bullet.png) Feeding Flaw.
  • Hunting Pool: Wits + Medicine. With the number of people dying these days, bodies going missing is a regular occurrence. You have a haven on Dead Body Boulevard right near the morgue, hospital, etc. This gives you access to mourners and visitors. When necessary you can appropriate a body, using fake credentials, misfile some paperwork, and wheel the body right into your own freezer . . . All before the blood spoils.

Hitcher #

Almost a billion and a half people traveled at some point last year. That is basically 1 out of every 5 people in the world.  Almost 70 million vehicles break down every year. That is 1 in every 3 drivers. While everyone else in the city is trying to find their feeding niche, the world is your oyster. You almost never have to worry about being recognized because you try not to feed from locals. You stick to rest stops, late night roadside diners, and solo travelers, the travelers most likely never to be found if they go missing.

  • Gain one dot of the Haven Background and attach 1 dot of the Haven Background: Garage to this Haven.
  • Gain one dot of the Resources Background and  the Resources Advantage: Liquidity.
  • Gain a  Prey Exclusion: (Menu hover bullet.png) Feeding Flaw of your choice.
  • Hunting Pool: Wits + Etiquette.You are just another smiling face on the dark road. You are always happy to help a traveler who needs assistance. “Flat tire needs fixing?  I think I know a 24-hour garage further up the highway.” “Directions to the nearest diner? I was headed there myself.” Once you make sure the two of you are alone, you can feed quietly…Or, if you fancy yourself a killer, you can always dispose of their car back at your garage.

Osiris #

You have developed a group of fans who worship the ground you walk on. This fanbase can either be the followers of your Mask’s profession or a flock of worshipers you have cultivated. While they do not know of your true supernatural nature, they still treat you like the proverbial “god amongst men.” They will provide for you, lest you forget about them.

●     Gain a two-dot Mask Background.

●     Gain three dots to spend on any combination of the Herd Background or Fame Background.

●     Gain the Enemy (Menu hover bullet.pngMenu hover bullet.png) Flaw: You may choose any Sphere of Influence for this enemy which represents someone who doesn’t worship the ground you walk on.

●     Hunting Pool: Manipulation + Subterfuge. Your reputation is everything.  Your followers flock to you when asked, heeding your call at all hours and all locations. Motivated by obligatory adoration, they fear the loss of your attention. Every time you feed, you leave them ecstatic and relieved that you still value them.

Sandman #

You prefer to feed from those that are asleep, perhaps  out of shame, caution, or some other reason. You have gone to great lengths to be able to access sleeping mortals. You have a number of Masks that allow you to move among mortals unnoticed, despite the late hour: late night security guard, hotel attendant, even one as the graveyard shift nurse.

  • Gain four points in the Mask Background. You may create multiple different Masks with these free points.
  • Gain the Prey Exclusion: Conscious Mortals (Menu hover bullet.png) Feeding Flaw
  • Hunting Pool: Dexterity + Stealth. Sneak in, act like you belong there, feed, and get out, easy as that… You hope.

Scene Queen #

You belong to a subculture or close-knit community. Likely you were part of this group before your Embrace and are well-established, adored and respected with your peers. Some of them might have figured out what you are now, but your reputation is unassailable at this point. Access to your fandom allows you easy feeding opportunities.

  • Gain a two-dot Mask Background.
  • Gain one dot of the Fame Background that applies to the above Mask Background.
  • Gain two dots of the Herd Background.
  • Gain two dots of the Enemy Flaw or two dots of any  Mythical Flaws.
  • Hunting Pool: Charisma + Etiquette. As long as you maintain your well-crafted persona your reputation allows you access to dozens of adoring fans happy to have your attention. The more they experience the Kiss, the more fantastic you become.

Siren

Either through the use of supernatural charisma or personal qualities alone, you charm, beguile, and ultimately seduce your victims. Once you have privacy you feed on them, the Kiss masked as part of the intimate encounter. And while you rarely cause outright physical harm to your prey, you do have a tendency to leave a string of broken hearts in your wake.

  • Gain five dots to spend on Herd or Fame Backgrounds and/or Advantages.
  • Gain two dots of the Enemy Flaw. You may choose any Sphere of Influence for this enemy that represents a spurned lover or jealous stalker.
  • Hunting Pool: Charisma + Subterfuge. With very little effort, you attract others through your physical appearance and by seduction. You say what you need to say to isolate your prey, making them feel desired, and often leave them as fulfilled as you feel when you finish feeding.

Step Seven: Starting Backgrounds and Loresheets

Backgrounds (Mortal Connections, Advantages, and Disadvantages) represent connections, assets, or difficulties that your character possesses when connecting to the real world. In addition to the base Mortal Connections, Backgrounds also have Advantages and Disadvantages that you purchase and “attach” to your Mortal Connection to make them unique.

During character creation, the player first chooses 7 starting free dots of Mortal Connections or associated Advantages, in addition to those provided by their Predator Type. You may purchase as many additional dots of Disadvantages as you wish. For each additional dot of Disadvantages you take, you may purchase a free dot of Advantages. You may gain up to five additional free dots of Advantages in this way. You may also purchase Mortal Connections and Advantages with 3 XP per dot.

If the player wishes, they may choose a Loresheet Background and purchase dots in it using some of their seven starting free dots. The levels within a Loresheet are not cumulative and are purchased separately.  For example, purchasing the two-dot and three-dot benefit of a Loresheet costs a total of five dots. In addition, you are not required to buy the first dot before the second dot, nor the second dot before buying the third. Characters can only ever purchase levels in a single Loresheet, but they may choose a Loresheet and purchase levels in it later if they do not do so now. (See Loresheets, pages XX.)

Step Eight: Merits and Flaws

Merits and Flaws reflect additional perks and drawbacks that affect your character’s experience of vampirism. Perhaps they are easier to Blood Bond, for example, or have fine-tuned common sense. You are not required to take Merits or Flaws except for those provided by your Predator Type.  You may purchase as many additional dots of Flaws as you wish. For each additional dot of Flaws you take, you may purchase a free dot of Merits. You may gain up to 10 free dots of Merits in this way. You may also purchase Merits for 3 XP per dot.

Thin-blood characters must choose between 1 to 3 Thin-Blood Merits and an equal number of Thin-Blood Flaws (see pages XX).

Step Nine: Assign Initial Disciplines

Disciplines are your character’s supernatural powers. Your character may be supernaturally strong or perceptive. They may be incredibly seductive or be able to transform into an animal. Vampires have many choices for disciplines they may manifest.

Each Clan has a set of disciplines that are innate to their Blood (“in-clan”). If a vampire seeks to learn a Discipline dot that’s not in-clan, she must drink one Rouse check worth of blood from a vampire who possesses that Discipline (in- or out-of-clan) at any level. She must then spend a downtime action feeding upon a mortal with the correct Blood Resonance for that Discipline. This process must be repeated each time she wishes to learn a dot of an out-of-clan Discipline.

Learning Oblivion or Blood Sorcery as an out-of-clan Discipline is the exception to the above rule. In addition to the above requirements, the learning vampire must be willingly taught by a vampire who already possesses Oblivion or Blood Sorcery as a Discipline. This requires a downtime action to be spent by both the learner and the instructor.

During character creation, a vampire’s player assigns the following dots to Disciplines:

  • Two dots to a single in-clan Discipline.
  • One dot to another in-clan Discipline.
  • One dot to either your third in-clan Discipline or an out-of-clan Discipline.
  • For Caitiff characters, choose any two of your initial Disciplines. Put two dots in one and one dot in the other. Caitiff characters may then choose to put a dot in their third initial Discipline or a dot in any other Discipline.
  • Thin-blooded characters do not learn Disciplines in the usual way. Whenever a thin-blood feeds, they gain one dot in one Discipline associated with the Resonance of the blood consumed, together with one level-one power in that Discipline. No additional powers can be gained in this way nor can the rating increase with XP. This Discipline choice lasts until the thin-blood’s Hunger reaches 5 or the next time the thin-blood feeds. Thin-bloods can also learn Thin-Blood Alchemy by purchasing a merit and then spending XP. See Thin-Blood Merits, pages XX for more information.

During character creation, you may choose to purchase additional dots of Disciplines, both in-clan and out-of-clan. Unless your Storyteller decides otherwise, your character does not need a teacher for these purchases.

Ghoul characters start with two level 1 Discipline powers from the in-clan discipline of their domitor (or initial Disciplines in the case of Caitiff ghouls)[1] , and may purchase more of their domitor’s level 1 in-clan disciplines for 10 XP each. If a ghoul changes domitors, she loses access to any Discipline powers from Disciplines that her new domitor would consider out-of-clan. Any XP spent on powers is refunded and may be re-spent.  Ghouls may only learn 1 new Discipline power a month. Ghouls always count as having a single dot for the purpose of using Discipline powers but may not purchase or have actual dots of Disciplines. Ghouls cannot possess Rituals or Ceremonies.[2] [3] 

For more information about Disciplines, see Chapter 8: Powers of the Blood, page XX.

Step Ten: Spending Initial XP
Your character begins with a minimum of 20 XP. As an optional rule, the Storyteller may award more if they want their chronicle to include more experienced characters.

With your initial XP, you may purchase more Attributes, Skills, Backgrounds, Loresheets, Humanity, Blood Potency, or Disciplines (including Rituals, Ceremonies and Alchemy formulas, if eligible). You may bank any XP you do not spend during character creation.

Characters who are 9th Generation must spend their 20 initial XP to buy Blood Potency 2 to meet the minimum Blood Potency requirement for that Generation. This XP must be spent at character generation for a character to be 9th Generation.

XP Costs

Most traits have an XP cost that is “new dots times an amount.” This means that the cost of the power is whatever the new level you are purchasing multiplied by the number. For example, raising your Strength from three to four is “new dots x 5” – that is, 4 (the new level) x 5 = 20 XP.

However, Backgrounds, Advantages and Merits cost a flat amount: 3 XP per dot. If you wish to buy a three-dot Ally, that costs 9 XP as you pay 3 XP for each of the three dots. For example, if you want to upgrade a one-dot Contact to a three-dot  Contact, that costs 6 XP for the two extra dots added.

The costs for improving traits are as follows: Increase Attribute: New Level x 5 Increase Skill: New Level x 3 New Background, Advantage or Merit: 3 per dot New Dot in Loresheets: 3 per dot In-Clan Discipline: New Level x 5 Out-of-Clan Discipline: New Level x 7 Caitiff Discipline: New Level x 6 Blood Sorcery Ritual: Ritual Level x 3 Oblivion Ceremony: Ceremony Level x 3 Thin-Blood Formula: Formula Level x 4 Blood Potency: New Level x 10 Humanity: New Level x 3 Level 1 Discipline Power (for Ghoul characters only): 10 xp

Step Eleven: Finishing Touches

Once you have spent your initial XP, your character is almost complete. Write down the last items to complete your character:

  • All characters start with 3 + Stamina health levels. The last three health levels represent your Injured health levels.
  • All characters start with Willpower equal to their Resolve + Composure.
  • All characters have an Initiative score equal to their Composure + Awareness.

XP for Playing

This edition of Mind’s Eye Theatre: Laws of the Night is designed to progress as follows:

  • For a low-XP game, characters earn 4 XP per month.
  • For a medium-XP game, characters earn 5 XP per month.
  • For a high-XP game, characters earn 6 XP per month.

While games may be designed to progress at a slower or faster pace, the paces set out here are the intended use of the system.

Character Creation Cheat Sheet Core Concept: What was your character’s name in life? What did they do? Where and when were they Embraced? What is their name now? Where are they now? Consult your Chronicle Tenets, then choose Convictions and Touchstones. Humanity: Start with 7 dots. This may be adjusted later, based on your Predator Type. Clan and Sire: Pick your clan. If known, write your character’s sire’s name on your character sheet. Generation and Blood Potency: Your character’s Generation is one higher than their sire’s. Most characters start at Blood Potency 1. The first dot is free for characters of 9th-13th Generation. Characters of 9th Generation must use their starting 20 XP to purchase Blood Potency 2. Characters of 14th-16th Generation are always thin-blooded and have a Blood Potency of zero that cannot be raised. Ghoul characters do not have Blood Potency. Attributes: Take one Attribute at 4; three Attributes at 3; four Attributes at 2; one Attribute at 1. Your Health equals your Stamina +3; your Willpower equals your  Resolve + Composure. Skills: Take three Skills at 3; five Skills at 2; and seven Skills at 1. Predator Type: Select your Predator Type. Add any Advantages and Flaws that it provides to your character sheet. Backgrounds: Select 7 free dots of Mortal Connections and Advantages. Choose any Disadvantages you wish. For each dot of Disadvantages you choose, you may select a free dot of an Advantage. Disadvantages from your Predator Type do not give you free Advantages. Merits and Flaws: Select additional Flaws (maximum of 10 dots). For each dot of Flaws you choose, you may select a free dot of Merits. Flaws from your Predator Type do not give you free Merits. Disciplines: Most vampires take one in-clan Discipline at 2, one in-clan Discipline at 1, and one in-clan or out-of-clan Discipline at 1. Caitiffs can assign these dots to any Discipline. Thin-bloods do not learn Disciplines in this way (see Assign Initial Disciplines, pages XX). A ghoul character may choose two level 1 Discipline powers from the In-Clan Disciplines of their domitor. Starting XP: Spend starting XP. You may bank any XP you do not spend during character creation.

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