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Preamble
The Character Creation system for
participation in the Chronicle is based entirely on a
free-form age system. Each player chooses the age of
their character and, from that age, calculates the
minimum and maximum traits to distribute on the
sheet. All sheets are reviewed by the
admin/moderation team.
From the outset, characters thousands of years old are
not accepted. This is mainly to preserve chronicle
balance, and also because portraying a millennia-old
vampire is both extremely difficult and rarely
viable.
We strongly recommend starting with vampire characters up
to a maximum undead age of
250
years.
If a character exceeds this limit, the team will
request clear narrative reasons. If those reasons are
not viable, that sheet will be rejected and a new one
requested.
At this point, a common question appears:
"Why play a neonate if I can choose any
age? And if older means stronger?".
Fair question, already accounted for. To keep balance
and avoid concentration of overpowered PCs, all PCs
with more than 100 years of unlife cannot belong to
Sabbat Packs, Camarilla Coteries, or Anarch Bands.
The older a vampire is, the more independent and
solitary their actions become. Younger characters,
instead, tend to rely on group action to face those
ancients.
Without further preamble, below is the character-sheet
creation system. For doubts, questions, or
suggestions, click here.
Character Creation
Prelude
Start by choosing a Character Concept, Nature and
Demeanor, Clan, Sire, Faction, Embrace Date, and
Position (if any), following the schema below.
Example:
The player chooses Hans: a Ventrue Embraced around
age twenty in 1792. His sire is unknown (or narratively
unimportant). For Demeanor, the player chooses a
concept fitting a Scourge: serious and solitary,
using the Sullen archetype. Beneath that isolation,
however, Hans is upright and loyal, so the player
chooses the Just archetype for Nature.
Attributes
The PC starts with the standard point distribution:
7/5/3 in primary,
secondary, and tertiary Attributes. Choose the
priority category (Physical, Social, or Mental)
according to concept. Add two dice per century the
character has been active as undead, then distribute
them among all Attributes.
Example:
Hans is currently 212 years old. He receives the base
7/5/3 Attribute spread plus 4 additional Attribute
dots to distribute freely among the three
categories.
Skills
Start with the base point spread:
13/9/5. Determine
category priority according to concept. Add five
additional points per century of unlife and distribute
them among all Skills, remembering that the maximum
starting Skill level is 3.
Example:
Hans, Scourge of Prague, has 212 years of unlife.
After base distribution among the three categories,
he receives 10 additional points to distribute freely
among Skills, without exceeding starting level 3 in
any Skill.
Disciplines
Take the square root of the character's years of
unlife and distribute those points among Disciplines,
taking into account concept, Nature, Demeanor, and
role in the story.
Anarch, Camarilla, and Independent characters round
the result down. Sabbat characters round up. If there
is no decimal to round (exact integer result), Sabbat
characters add +1 to the final result.
You must allocate at least 3 points per century of
unlife among the three in-clan Disciplines.
Finally, a character may have one out-of-clan
Discipline per century of unlife, as long as it is
neither exclusive nor rare. Only common Disciplines
are allowed (Ex: Animalism, Auspex, Dominate, Celerity, Fortitude,
Obfuscate, Potence, and Presence), and those
Discipline ratings cost double. Exclusive or very rare
Disciplines are extremely unlikely to be approved.
Example:
Hans's player calculates the result for 212 years of
unlife: 14 Discipline points (rounded down because he
belongs to the Camarilla; a Sabbat character would
have 15). Of those 14 points, with two centuries of
unlife, 6 points must be placed among in-clan
Disciplines. The remaining points can improve in-clan
Disciplines at normal cost or buy common out-of-clan
Disciplines at double cost.
Hans distributes the mandatory 6 points among his
three clan Disciplines: Dominate 2, Fortitude 2,
Presence 2.
As a Scourge, he also needs investigative force, so he
buys two out-of-clan Disciplines: Auspex 2 and
Potence 2. At double cost, this consumes 8 points
instead of 4. Final Discipline spread: Auspex 2,
Dominate 2, Fortitude 2, Presence 2, Potence 2.
Backgrounds
Anarch, Camarilla, and Independent characters receive 5
Background points. Sabbat characters receive none and
must spend Free Points to acquire Backgrounds.
Example:
Hans spends 3 of his 5 Background points on
Generation (10th). With the two remaining points,
and considering his role as Scourge, he buys Position
1 and Resources 1.
Virtues
Characters normally distribute 7 points among the
three Virtues. Sabbat characters distribute only 5.
Characters following Paths of Enlightenment must also
apply these additional rules:
-Alternative Virtues start at zero: a
character with Conscience, Self-Control, and Courage
receives one free dot in each; one with Conscience,
Instinct, and Courage starts with two (Conscience and
Courage). One with Conviction, Instinct, and Courage
receives only one free dot (Courage). Sabbat
characters must raise at least one inhuman
Virtue to 1.
-A vampire following a Path of Enlightenment must start
with Willpower 5 or higher, reaching that minimum by
spending Courage points or increasing Willpower.
-Starting characters cannot have a Path rating above 5.
If Virtues produce a result above 5, it is capped at
5. Free Points cannot raise it above that limit.
Example:
Hans, as Camarilla Scourge, follows Humanity and
Masquerade precepts. With Conscience and
Self-Control as key Virtues, his spread becomes:
Conscience 2, Self-Control 5, Courage 3.
If Hans were a Ventrue antitribu following the Path of
Power and the Inner Voice, he would have 5 points to
distribute among Conviction, Instinct, and Courage,
and only the initial free Courage dot.
Willpower
Willpower is acquired in the standard way.
Example:
Hans checks his starting Courage and gets initial
Willpower 3, which can later be increased with Free
Points.
Morality
Initial Humanity or Path rating equals Conscience +
Self-Control (value 5 to 10). Players are encouraged
to improve this trait with Free Points, since low
ratings place the Beast closer to the surface.
Characters on Paths instead of Humanity may use
different Virtues to determine initial score. See the
Appendix (page 286 of the V:TM core rulebook) for the
Virtues and point distribution used by each Path.
Finally, subtract one point from the total per century
of the character's unlife. Alternatively, the player
may avoid that loss by taking a Permanent Mental
Disorder. This choice is up to each player.
Example:
Hans adds Conscience + Self-Control for initial
Humanity 7. With more than two centuries of unlife, he
loses 2 points and starts at Humanity 5. His mind
remains stable compared with many Kindred, at the
price of becoming more taciturn and reserved.
Free Points
The player can now spend 15 Free Points to buy
additional dots in Traits. Free Points are required to
raise Skills above level 3, buy Merits/Flaws, acquire
Backgrounds, and improve Willpower, Morality, Virtues,
and related traits.
Example:
At the end of the sheet, Hans avoids disruptive Flaws
and invests all 15 points in improvements: 4 to raise
Willpower from 3 to 7, 2 to increase Investigation
from 2 to 3, 3 to raise Resources to 4, 4 split
between Contacts and Allies, and the final 2 in two
Retainers to assist his investigations and guard his
haven by day.
Hans, Blue-Blood Scourge, is now ready for play.
End
To speed up review and publication on the website,
submit sheets following this simple schema. Sheets not
presented with this structure may be returned without
correction.
Background:
at least a few brief lines about the
character, in your preferred format (1st or 3rd
person), ideally between 20 and 40 lines
maximum.
Name:
*Clan:
Faction:
*Sire:
Nature:
Demeanor:
Generation:
*Embrace Date:
Apparent Age:
Physical:
Strength, Dexterity, Stamina
Social: Charisma, Manipulation, Appearance
Mental: Perception, Intelligence, Cunning
Talents:
Techniques:
Knowledge:
Disciplines:
Backgrounds:
Virtues:
Morality:
Willpower:
Merits/Defects:
Mental Disorders:
*Quote: "..."
Note:
Sections marked with * are optional for
public publication in the Cainites section, but
mandatory in the private sheet.
Notes
Clans allowed for Camarilla PCs
are
-Major Clans of the Camarilla:
Brujah, Malkavian, Nosferatu, Toreador, Tremere and
Ventrue.
-Minor Clans of the Camarilla:
Caitiff, Gargoyles (slaves), Lasombra Antitribu and
any clan that swears allegiance to the Camarilla.
-Common Bloodlines in the Camarilla:
Daughters of Cacophony and Samedi.
Clans allowed for Sabbat PCs
are
-Major Sabbat Clans:
Lasombra and Tzimisce.
-Antitribu of the Sabbat:
Assamites Antitribu, Brujah Antitribu, Gangrel
Antitribu (Rural, Urban or Aquatic), Malkavian
Antitribu, Nosferatu Antitribu, Ravnos Antitribu
(consult the masters due to changes in their
background), Toreador Antitribu, Salubris Antitribu,
Serpents of Light, Ventrue Antitribu.
-Sabbat Bloodlines:
Blood Brothers, Kiasyd, Heralds of the Skulls.
PCs from the Heralds must be at least 8th Generation
and therefore must spend the corresponding Free Points
to meet that requirement, in addition to having at
least around 200 years of unlife.
Clans allowed for Anarch PCs
are
-Anarch Clans:
Assamites, Brujah, Caitiff, Gangrel, Lasombra,
Malkavian, Nosferatu, Ravnos, Toreador, Tremere and
Ventrue.
Clans allowed for Independent PCs
are
-Independent Clans:
Assamites, Gangrel, Giovanni, Ravnos (consult the
moderators of the corresponding section due to
changes in their background) and Followers of Set.
Bloodlines allowed for PCs
are
-Bloodlines:
Daughters of Cacophony, Laibon, Salubri (healer line)
and Samedi.
Rare Clans allowed for PCs
are
-Exclusive Clans:
Baali, Nagaraja and True Brujah (these clans are
difficult to justify, so consult the moderators of the
corresponding section before submitting a sheet).
Only one PC may be created to participate in the
chronicle. If that PC is destroyed or leaves play by
roleplay choice or player decision, a new PC may be
created; however, each player may participate in the
plot with only one PC at a time. Note as well that
some exclusive clans and bloodlines may have player
caps to represent their rarity even among Kindred, so
consult the administrators before creating a member of
those categories.
Skills
Only Skills actually present on the sheet, after
category-based point distribution, are those the PC
can competently interpret. During character creation,
PCs may acquire Skills up to level 3; higher levels
must be purchased later with Free Points.
Not buying dots in Dodge at creation does not mean the
PC cannot shout "Get down!". But not buying dots in
Medicine does mean the PC has little or no chance to
treat or even identify an illness, its symptoms, how
it spreads, or even its practical name.
Missing Skills make the difference between Talents,
Techniques, and Knowledge clear. Talents are
relatively easy to use instinctively, Techniques are
harder, and Knowledge is categorically impossible
without training. When an Attribute + Skill roll is
required and you lack the Skill, you roll Attribute
only. The modifier depends on the category of the
missing Skill. For Knowledge, if you do not have the
proper Skill, no roll is possible and it fails
automatically; the PC acts from total ignorance of the
subject.
-Missing Talent: No additional penalty.
-Missing Technique: +1 to the Attribute roll Difficulty.
-Missing Knowledge: No roll possible (automatic
failure and ignorance of the subject).
Disciplines
Character creation starts with the three
corresponding clan Disciplines and the base points as
indicated above in Character Creation.
Additional or out-of-clan Disciplines may only be
acquired by spending Free Points, purchased at 2
points per dot during Character Creation (see above).
Discipline Combos can be purchased only if the
prerequisite Discipline levels are met. Combo powers
cost 2 Free Points per 3 experience points required to
learn that combo (rounded up). Thus, a Brujah who
wants "Pulse of Undeath" must first have Auspex 1 and
Potence 1, then spend 5 Free Points to acquire it.
Only Pander/Caitiff can access such a wide Discipline
spread, with the following limits:
They may acquire common vampire Disciplines such as
Potence, Celerity, Fortitude, and powers such as
Auspex, Animalism, Dominate, Presence, or Obfuscate.
They may not acquire exclusive Disciplines such as
Dementation, Vicissitude, Thaumaturgy, Quietus,
Serpentis, Valeren, Deimos, Chimerstry, Temporis,
Koldunic Sorcery, Necromancy, Daimoinon, or
Obtenebration (if embraced/created by non-Sabbat),
nor similarly rare options such as Protean,
Visceratika, Bardo, Sanguinus, or Mytherceria.
Pander are the only ones with explicit access to choose
between Vicissitude and Obtenebration, since both are
common in the Sabbat.
Remember that by default, Caitiff/Pander may start with
Potence, Presence, and Fortitude as traditional
baseline vampire Disciplines.
Ghoul characters receive 1 starting point in Potence,
though it may be another common vampire Discipline
fitting concept (for example Celerity, Fortitude,
Auspex, Animalism, Dementation, Presence, Obfuscate,
or Dominate). Exclusive Disciplines remain unavailable
at this stage.
Apparition characters begin, as expected, with their
three familiar Disciplines, according to their own
rules.
Finally, administrators reserve the right to correct or
warn players about Discipline choices that do not fit
the character or are implausible within the
chronicle.
Backgrounds
The following Backgrounds are allowed at the indicated
cost.
-Allies 1 point per dot.
-Contacts 1 point per dot.
-Herd 1 point per dot.
-Resources 1 point per dot.
-Retainers 1 point per dot.
-Influence 1 point per dot.
-Domain 1 point per dot.
-Fame 1 point per dot.
-Clan Prestige (all clans except Antitribu,
Bloodlines, and Caitiff) 1 point per dot.
-Position 1 point per dot.
-Arcane 1 point per dot.
-Generation 1 point per dot up to 8th Generation, and
5 points per dot up to 5th Generation.
-Black Hand Membership 1 point per dot (membership in
the Hand does not grant Position outside it). -Military Forces can only be acquired under
the following minimum requirements:
·An Influence rating higher than Military
Forces.
·At least 1 dot in Allies.
·A Resources rating equal to Military Forces.
·And (optional) having some Contacts is strongly
recommended.
Willpower, Virtues and Morality
Increasing Virtues with Free Points does not
automatically increase either Willpower or Morality
(Humanity or Paths).
Merits and Defects
Remember: taking 7 points of Defects is not mandatory,
but 7 is the maximum that grants additional Free
Points. If a character exceeds 7 points in Defects,
extra points grant no further benefit. Players may
still choose more Defects for roleplay reasons.
Specific Clan Merits/Defects
Merits listed in clan books are exclusive to that
specific clan. No PC from another clan may take them.
For example, a Ventrue cannot take Addictive Blood
(Setite), and a Brujah cannot take Dulled Senses
(Malkavian), etc.
Others
Also not allowed:
-Non-official Bloodlines/Clans.
-At present, other World of Darkness creature types
are not contemplated. This may change later if the
chronicle reaches a stable minimum number of vampire
characters.
ALL THESE RULES FALL UNDER "THE DREADED ERASER LAW
(by True)" and, of course, its cousin "THE LENTIL LAW
(if you like them, great; if not, leave them)", so
THEY MAY BE MODIFIED IN THE FUTURE FOR IMPROVEMENT OR
ADJUSTMENT.
Finally, remember that these rules are based
on
Vampire: The Masquerade THIRD EDITION. Therefore, any rule, discipline,
ability, merit, etc. from a 2nd Edition source must
be consulted with the corresponding moderators before
it is acquired.
Thank you and we look forward to your characters, which you must
send to:
PragueByNight@rolemaniacs.com
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