top of page

Character

 

 

Summary:

 

Step One:  Character Concept Choose concept, clan, Nature and Demeanor.

 

Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (7/5/3). Your character automatically has one dot in each Attribute. Rate Physical Traits: Strength, Dexterity, Stamina. Rate Social Traits: Charisma, Manipulation, Appearance. Rate Mental Traits: Perception, Intelligence, Wits.

 

Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges (13/9/5). Choose Talents, Skills, Knowledges. No Ability higher than 3 at this stage

 

Step Four: Select Advantages Choose Disciplines (3), Backgrounds (5) and rate Virtues (7). Your character automatically has one dot in each Virtue.

 

Step Five: Finishing Touches Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage) and Blood Pool. Spend freebie points (15).

 

 

 

 

 

Walk-through: 

 

Getting Started

 

The Vampire: The Masquerade character-creation system is designed around five basic precepts. Keep these in mind while generating the persona you will assume in the World of Darkness.

 

- You may create a character of any age, from any culture and from any nation, subject to the Storyteller's approval. However, all characters begin the game as neonate vampires who have only recently left the safety of their sires' protection. All players' characters are assumed to have no more than 25 years of experience as Kindred. They know relatively little of Kindred society, other than what their sires have told them. This allows characters to experience the World of Darkness as it unfolds before them in all its malignancy and mystery, rather than having the lore of ages already under their belts. A character's apparent age is the age at which she was Embraced and became one of the Kindred.

 

- The character-creation system is intended more as a persona development device than as a strict system of mechanical codification. Who wants more rules at the expense of an interesting character or a good story? The character cannot exist as mere dots on a page - roleplaying is always more important than numbers.

 

- Players have a certain number of points to spend on Traits they would like their characters to have. Players also get "freebie points" at the end of character creation; they may spend these to round out their characters, add personality and further differentiate their characters from those of other players.

 

- A Trait score of 1 is poor, while a score of 5 is excellent. Thus, a character with a single dot in a Trait is either not very good with that Trait or is a beginner. Don't think that your character sucks because she's only got one dot in Manipulation. The experience system presented on p. 141 allows characters to grow and improve their Traits. Traits are rated according to a human scale (except vampiric Traits like Advantages and blood pool, which are rated on a Kindred standard).

 

- It is your responsibility to take on a role not endemically detrimental to the coterie. Vampires are solitary creatures, so there has to be some reason you've joined up with your Kindred companions (the other players' characters). Despite the fact that the hostile World of Darkness forces coteries together, Kindred don't just hang out for the hell of it.

 

 

The Storyteller and Character Creation

 

The Storyteller must guide the players through character generation, not only to ensure their understanding of the process, but also to get a feel for the characters they're creating. Character creation can provide Storytellers with some wonderful plot ideas - ones they would likely never have considered on their own. Likewise, if the players are unfamiliar with the rules, the Storyteller should use character generation as an introduction to the game as a whole, informing the troupe how the rules work and giving them examples based on the personas they're creating.

 

As the Storyteller, start by photocopying and handing out the character sheet from the back of the book. Take the players on a "tour" of the sheet, explaining what each section is for. Let players ask questions along the way, and help them through the process rather than letting them fend for themselves.

 

After the players are familiar with the character sheet, give them a few guidelines as to what types of characters will be appropriate for the chronicle. For example, Storytellers running games in Camarilla-held cities might forbid Sabbat or independent vampires outright. Sometimes a player will attempt to portray a character wholly unacceptable to your plotline, and you should feel free to disallow this in favor of a character who won't disrupt the game.

 

Storytellers are advised to spend an entire session simply creating characters and running preludes (see p. 108) with the players. Exceptionally complex characters or secretive chronicles might even warrant an entire session for each individual player. Spending an adequate amount of time on character generation ensures that the players create realistic characters and not vapid, colorless laundry lists of Traits. After the mechanics of creation are done, take each player aside and lead him through a prelude. This one-on-one storytelling is the player's introduction to the chronicle as well as the means by which the player adds final details to her character, so use it to its greatest effect.

 

 

Step One:
Character Concept

 

Concept is the birthing chamber for who a character will become. It need only be a general idea - brute; slick mobster; manic Malkavian kidnapper - but it should be enough to ignite your imagination. If you choose, a concept may be quite complex - "My character is a streetwise Tremere, Embraced as a child but with a precocious level of maturity. Being a Kindred scares him, but he knows that the alternative is Final Death and he's not ready for that yet." This stage involves the selection of the character's concept, clan, Nature and Demeanor.

 

Concept

 

A character's concept refers to who the character was before becoming a vampire. Many Kindred cling desperately to any salvageable aspects of their former selves - their self-image, their occupation, how they lived, what was unique about them. In their new nocturnal world, echoes of their mortal lives are all that stand between many Kindred and madness.

 

Concept is important because it helps a vampire relate to the world. It's not a numerical Trait, and it has very little mechanical effect on the game. Its benefit is that it allows you to formulate a personality for your character, and it provides an anchor for a vampire who wishes to preserve her dwindling Humanity - or to rail against it.

 

Clan

 

A character's clan is her vampire "family," the undead legacy into which she was Embraced. Vampires are always of the same clan as their sires, the vampires who Embrace them.  As previously mentioned, the Storyteller may disallow members of certain clans based on the sect the chronicle involves. Many beginning chronicles, for example, allow only vampires from the seven Camarilla clans.

 

If a player wishes, she need not choose a clan at all. Many vampires in these modern nights have blood so diluted that they can truly claim no clan. Unwanted and scorned, these clanless "Caitiff' are increasingly common. If you wish to play such a character, simply write "Caitiff under the Clan heading on the character sheet. Make sure however that you discuss this with your Storyteller, prior to submitting your character sheet. 

 

Nature and Demeanor (Archetypes)

 

After choosing concept and clan, a player should choose her character's Nature and Demeanor. These behavioral Traits, known as Archetypes, help players understand what kind of people their characters are. Nature and Demeanor are not required to play Vampire: The Masquerade, but they sometimes help players pin down their characters in their minds.

 

Demeanor is the way a character presents herself to the outside world. It is the "mask" she wears to protect her inner self. A character's Demeanor often differs from her Nature, though it might not. Also, Demeanor refers to the attitude a character adopts most often - people change Demeanors as often as they change their minds. Demeanor has no effect on any rules.

 

Nature is the character's "real" self, the person she truly is. The Archetype a player chooses reflects that character's deeprooted feelings about herself, others and the world. Nature need not be the only aspect of a character's true personality, merely the most dominant. Nature is also used to determine a character's ability to regain Willpower points

 

Creation

Step Two:
Select Attributes

 

Players must now assign numbers. The first step in determining a character's numeric Traits is to prioritize his Attributes. Attributes are the natural abilities and raw "stuff" a character is made of. How strong is a character? How attractive? How quick? How smart? Attributes take all these questions and more into account. All Vampire characters have nine Attributes, which are divided into three categories: Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance) and Mental (Perception, Intelligence, Wits).

 

First, the player must select which group of Attributes is his character's strong suit (primary). The player then selects the group in which the character is average (secondary). Finally, the remaining group is designated as the character's weak point (tertiary). Is your character tough but antisocial, or gorgeous but a complete airhead? Character concept and clan may suggest certain ranks for these priorities, but feel free to decide upon any scheme you please. Nothing's worse than playing a boring stereotype. Playing an interesting stereotype, though...

 

All Vampire characters start with one dot in each Attribute, reflecting the basic capabilities of the mortals from which they're drawn. (The exception is the Nosferatu, who have zero dots in their Appearance Attribute.) A character's priorities determine how many dots the player may allocate to that cluster of Attributes. A player may distribute seven additional dots to his character's primary group, five additional dots to the second- ary group and three dots to the tertiary group. For example, a tough, athletic character will likely allocate seven dots to his Physical category, while a clever, wise character will place seven dots in her Mental category.

 

 

Step Three:
Select Abilities

 

Abilities are also divided into three categories: Talents, Skills and Knowledges. Talents are intuitive Abilities that are inherent or learned "in the field." Skills are Abilities learned through rigorous training or determination. They may be learned with careful practice, but can also be studied or learned through training. Knowledges are just that - "book learning" and the like.

 

Knowledges are typically mental pursuits or studies learned through schooling or books. Like Attributes, Ability groups are also prioritized during character creation. Players should select primary, secondary and tertiary groups for their Abilities. The primary group receives 13 dots, the secondary group gets nine and the tertiary group receives five. Note that, unlike Attributes, characters do not begin the game with automatic dots in any Ability. Note further that no Ability may be purchased above three dots during this stage of character creation - even among the undead, experts in a field don't grow on trees. You may raise Abilities higher with freebie points, but that comes later.

 

 

Step Four:
Select Advantages

 

Now comes the part of character generation during which the vampire truly becomes unique. Advantages are Traits that make the vampire a contender in the hierarchy of the night. Advantages are not prioritized; a set number of dots may be allocated to each category. Though this number is fixed, additional Advantage dots may be purchased with freebie points.

 

Disciplines

 

When vampires are Embraced, their sires teach them certain blood-based mystical powers, known as Disciplines. Each character begins with three dots of Disciplines, which may be allocated as the player chooses. For example, she may spend all three dots on one Discipline or spend a dot each on three Disciplines. Disciplines purchased with Advantage dots must be from the three clan Disciplines all clans possess. Each clan description in the links below this walkthrough lists the Disciplines practiced by that clan, along with bloodline variations, if any. If the character is a clanless Caitiff, she may purchase whatever Disciplines she wants, subject to Storyteller approval. (Note: Disciplines purchased with freebie points need not be clan Disciplines.)

 

Backgrounds

 

A beginning character has five dots worth of Backgrounds, which may be distributed at the player's discretion. Background Traits should fit the character concept - a destitute Gangrel street preacher isn't likely to have Resources, for example - though the Storyteller may disallow, or encourage players to take, certain Backgrounds for their characters.

 

Virtues

 

Virtues are very important to Vampire characters, for they provide the moral backbone for the characters and determine how readily they resist the temptations of the Beast. A character's emotional responses are very closely tied to her Virtues; these Traits define how well the character resists frenzy and how keenly she feels remorse. Virtues are essential in resisting the urges of the Beast and the Hunger, and most vampires lose points in their Virtues as they grow older and more callous.

 

A Vampire character has three Virtues. Conscience governs a character's sense of right and wrong, while Self-Control determines how readily she maintains her composure and contains her Hunger. Courage measures the character's gumption and ability to withstand the proximity of fire, sunlight and other things that vampires dread.

 

Every character starts out with one dot in each Virtue, and the player may then distribute seven additional dots among the Virtues as she sees fit. These Virtues play instrumental roles in determining a character's starting Humanity and Willpower levels, so be careful how you spend the points.

 

 

Step Five:
Last Touches

 

At this stage, the player may spend 15 freebie points to personalize his character. First, however, a bit of bookkeeping needs to be done.

 

Humanity

 

A character's starting Humanity score equals the sum other Conscience + Self-Control Traits, yielding a score between 5 and 10. Players are also encouraged to increase their Humanity scores with freebie points, as too low a score indicates that the Beast lies in close proximity.  

 

Willpower

 

A character's beginning Willpower score equals her Courage rating, and thus ranges from 1 to 5. Players are encouraged to raise their starting Willpower scores with freebie points, as the Trait is critical to dealing with a Kindred's dangerous emotional situations. Willpower is also used to resist frenzy, undertake especially daunting tasks and power certain Discipline effects.

 

Bloodpool

 

The crowning touch to character creation is determining the vampire's starting blood pool. This part is simple - roll a 10- sided die. The number is the number of blood points a character has in his system at the beginning of the game. This is the only die roll that is made during character creation. Freebie Points The player may now spend 15 freebie points to purchase additional dots in Traits. These points may be spent however the player chooses - thus the term "freebie." Each dot has a variable freebie-point cost based on which type of Trait it is. Remember that Disciplines purchased with freebie points need not come from the character's clan Disciplines (although purchase of some Disciplines may require explanation about how she acquired them).

 

Spark of Life

 

If you go through the motions above, you will have a character - at least in the purely technical sense. All the dots are on the paper; you can interact your piece of paper with the mechanics of the game, and roll all the right combinations of dice at the appropriate times. 

 

Frankly, though, for your trouble, you might as well play checkers, because at this point your character's not much more detailed than a featureless piece on a gameboard. Now's the time to take the skeleton you've mechanically built with the rules and flesh it out into a living, breathing (well, formerly living and breathing) person. Take a good long look at your Traits and numbers. Why are they there? How will they come across in the story? What parts of the character don't you know yet? Like a novelist building a literary figure, decide on all the physical, psychological and background details that make your character one of a kind, even among the undead.

 

Sure, your character has an Appearance of 3 - but what does that mean? Does she have a smile that could launch a thousand ships, or does she simply exude a challenging self-confidence? What color are her eyes and hair? If she's skilled in Performance, or Etiquette, or Firearms, how did she acquire her skill? Did she always want to be a movie star? Is her polished veneer a reaction against growing up in a trailer park? Did she just, for whatever bizarre reason, walk onto a firing range and discover a natural aptitude for plugging holes in targets? Is her Ally actually her ex-lover, who works for the FBI and with whom she maintains an uneasy, tension-laced friendship? Does he suspect what she's become, but help her out for now in an effort to observe her more closely?

 

This last phase of character creation, while the least "necessary," is the most important. Otherwise, your Brujah with the Strength 4, Dexterity 3, Stamina 3 will be just like all the other Brujah with Strength 4, Dexterity 3, Stamina 3 - and believe us, there are a lot of such cardboard "characters" out there. And that's a shame, because characters - especially vampires - should be unique, fascinating, passionate and memorable.

 

 

Follow the links below for Creation Resources.

A Vampire the Masquerade Chronicle

© 2023 by Mortis Nocturne.

bottom of page