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Character Creation
This is a guide to help you, the player, create a
quick-sheet for a character and nothing more. This guide does not
deal in the in-depth character creation that can (and should) be
found within the books. There are only a few guidelines:
- You start with 150xp if you are a new player and 160xp if you are a returning player.
- You start with Resources 2, Haven Location 1, Haven Security 1, and Haven Size 1.
- You can purchase Clan and Covenant Status up to 2 with back story for why you have some standing in the group
- You cannot purchase Corporation Status, but you will receive 1 dot of Corporation Status for free once you have been acknowledged by the Division Head.
- Please check the House Rules page for additional rulings.
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Form Character Sheet
Step 1: Concept &
Name Step 2: Background
Information Step 3: Virtue
& Vice Step 4: Covenant
& Clan Step 5: Attributes
& Skills Step 6:
Disciplines Step 7: Merits
& Flaws Step 8: Size,
Defense, Initiative,
Speed, Health &
Willpower
Concept Forget
your stats, forget your name, forget your clan and covenant. You
need a concept to be able to start fleshing out your character.
What are you wanting to make? What should your character be?
A few good examples of this would be:
Cocaine-Pusher, Bored Socialite, Jaded Fledgeling, Rogue Ghoul,
etc.
Name What’s
in a name? Well, a lot of things if you ask me. A name should be
something believable for your character as well as for the World
of Darkness. While Gandalf Stormcrow is a great name and all, it’s
not really something you should name your Gangrel asskicker.
With that being said, I’ve put together a few
rather lengthy lists of names for some of you to glance over if
you feel so inclined. Each will open in a separate window.
4,955
Female Names 3,902
Male Names 37,036
Surnames
Background
Information Generally, it is a good idea to start with
a concept and a background before you start throwing on points. I
assist with a background creation, I recommend you answer the
Character
Questions. You get a bonus for sending them to me anyway.
Virtue &
Vice You happen to have to pick one of the seven vices
and virtues for your character. This is an aspect of character
creation that some find surprisingly difficult.
Virtues
Virtues are the strength of your character. Everyone
has his or her personal strength of character, and this is it.
When you are choosing one of the seven Virtues (Charity,
Faith, Fortitude, Hope, Justice, Prudence and Temperance) try
to think of what would fit your character’s thought process
the best.
Is your character a thinker who likes to mull over
things before he decides on them? Prudence would definitely fit
that bill. Does your character have a constructed belief system
which, even under the worst conditions, he still stays the course?
Fortitude will be your bet there.
Vices Let’s be honest,
vices are fun. This is what gives the flavor to the forbidden
fruit, the scent to the enticer’s perfume and the raw
animalistic impulses to the predator. Everyone has at least one
vice, and coupled with the nature of the opposing virtue, it can
make for an interesting play-time. Choose one of the seven vices
that best suits your character (Envy, Gluttony, Greed, Lust,
Pride, Sloth and Wrath).
When confronted with someone who is just being a
stubborn prat, would your character rather just slug them in the
head than bother with trying to talk it out? Wrath is a good one
for you, buddy. Does your character find himself always looking at
other’s accomplishments, regardless of her own, and wanting
them for herself? Envy would probably be your best choice.
While this guide seems to simplify the process of
selecting Vices and Virtues, it is anything but. Remember, your
character is not a two-dimensional figure with two modes; it is a
cosmopolitan mix of emotions, reactions and history. Choose your
virtues and vices carefully, but remember, they are only the main
strengths and weaknesses of your character, not all of them.
Covenant There
are five player-character covenants and the unaligned for you to
choose from for your vampire character. Naturally, there are other
covenants, but they are primarily non-playing-character covenants
and won’t be detailed here. You may find more detailed
information on covenants in the respective covenant section of
ordodracul.com.
Carthian
Movement The freelance
thinkers of the Kindred. They are your modern anarchs,
libertarians, wall-busters and politically motivated status-quo
questioners all meshed together in one covenant. If there's
anything in common about all of them, it's their desire for
change. Covenant Bonus: Half-cost XP
for Allies, Contacts, Haven and Herd
Circle
of the Crone A covenant
of Kindred who highly prize the ability to overcome obstacles by
testing themselves physically, mentally and most importantly
spiritually. Sometimes Crones are persecuted by other Kindred due
to some of their rituals and practices being considered by others
as ‘barbaric’. Covenant Bonus:
Cruác
The
Invictus The aristocracy
of the damned. A hodgepodge of new money, old money, socialites,
dukes, gangland hotshots and elitists. You can count on the
Invictus to uphold the laws of the Kindred to the fullest extent –
after all, someone has to make sure that the system of checks and
balances for the Danse Macabre isn’t offset by a juvenile
Kindred. Covenant Bonus: Half-cost XP
for Herd, Mentor, Resources and Retainer.
Lancea
Sanctum The religious and moral backbone of the
Kindred. They are your self-appointed priests and deacons, but
also your inquisitors and heretic hunters. This covenant expects
respect and punishes heresy. They are often confused for zealots
because they have no qualms (though it is not usually their first
choice) with bloodshed as an acceptable means of
conversion. Covenant Bonus: Theban
Sorcery
Ordo
Dracul
Perhaps the youngest, most misunderstood, untrusted
and secretive covenant of the five. In truth, the covenant is
simply devoted to it’s principal belief that nothing is
permanent and anything, even the vampiric existence, can be
overcome given time and study. Of any covenant, the Ordo Dracul is
rumored to punish those who attempt to leave the worst. It’s
secrets are not to be shared with others, and it makes sure of
that. Covenant Bonus: Coils of the
Dragon
Clan There
are five clans which your vampire could have been sired from. Each
clan has the ability to mesh with any of the covenants, though
naturally, some are more inclined to join one type of covenant
than the other. You may find more detailed information on clans in
the respective clans section of ordodracul.com
Daeva The
Daeva are your sensuous political force, your charismatic
self-centered assclowns, but they are nothing if not predators.
Not to be confused with being simply lustful sex-driven maniacs, a
goodly portion of the Daeva are too dead inside to really care for
passion. Sadly the masks they portray are just that, masks for the
missing soul-food that these creatures are cursed with. Their
signature discipline is not to be trifled with, even wary Kindred
have been sucked in by a Daeva who wields the emotional control of
the discipline like a scalpel. Clan Favored
Attributes: Dexterity or Manipulation Clan
Nickname: Succubi Clan Disciplines:
Celerity, Majesty, Vigor
Gangrel Savages
amongst savages, predators amongst predators. If there is a feral
clan in the Requiem, the Gangrel fit it to the tee. No other clan
is so intimately familiar with their inner beast, and many Gangrel
seem to have a peculiar insight into the Kindred condition. While
it would seem that the Gangrel would just be populated by
blood-crazed vampires, this isn’t true, and a surprising
number of Gangrel are scholars or philosophers, giving a strange
nickname to them at times in ‘Noble Savages’. While
the Daeva are feared for their cunning and speed in combat, the
Gangrel are feared for something else: their ability to grow claws
and take punishment like a masochist. Clan Favored
Attributes: Composure or Stamina Clan
Nickname: Savages Clan Disciplines:
Animalism, Protean, Resilience
Mekhet If
there is one fear of mortals that is predominant at any age, any
sex and any creed, it is the fear of darkness. This clan embodies
it moreso than any other. It embraces it. The Mekhet are known for
their abilities as knowledge collectors and spies, but this is not
the case. The Mekhet are composed from more backgrounds than any
other clan, arguably. So while you may see the typical skulking
information-seller, you may also just as well come across as a
philosopher-aristocrat or a Prince’s sheriff who relies not
on brute force but finesse and the application thereof. Clan
Favored Attributes: Intelligence or Wits Clan
Nickname: Shadows Clan Disciplines:
Auspex, Celerity, Obfuscate
Nosferatu The
spine tingling sensation, the cold chill or the quickening of your
breath are all products of fear... or coming across a Nosferatu.
All Nosferatu are uncomfortable to be around, and generally
outcast and shunned by mortal society (and Kindred too, just not
to their faces). The Nosferatu have many strengths, outside of
this, and one of them is their terrible physical strength and
another is their extremely tuned abilities of stealth. Clan
Favored Attributes: Composure or Strength Clan
Nickname: Haunts Clan Disciplines:
Nightmare, Obfuscate, Vigor
Ventrue The
aristocracy of the aristocracy. These are your leaders who boast
just as much. They were born, bred and made to lead - and who is
anyone to tell them otherwise? This clan is of a feudalistic
nature and it’s efforts go into winning. There is no defeats
for them, nor will they acknowledge them. It’s not
surprising, then, that you will undoubtedly find Ventrue within
the upper echelons of a city, nor is it surprising that the
special task you were sent in to do was owned and operated by a
Ventrue after all. The thirst for power is on the tip of every
Ventrue’s tongue, and all too late do some Ventrue realize
the downside of it... Clan Favored Attributes:
Presence or Resolve Clan Nickname:
Lords Clan Disciplines: Animalism,
Dominate, Resilience
Attributes The
basic capabilities that every human or vampire has are represented
in his Attributes. They are the foundation of everything this
character can accomplish or do. Mental attributes describe how
intelligent, sharp or stalwart your character is. Social describe
how well your character can interact with others; how noticeable
they are, how well the character can convince others or how well
your character can remain poised.
It is highly warned to overpower yourself in one
stat, as you may find quickly that your character will be
severely, and potentially devastatingly, lacking in another. When
creating a character, you get 5 points to spend in your primary
Attribute group, 4 points in your secondary and 3 points in your
tertiary. All Attributes start at level 1.
Mental Attributes: Intelligence, Wits,
Resolve Physical Attributes: Strength, Dexterity,
Stamina Social Attributes: Presence, Manipulation,
Composure
Skills While
attributes may describe the base abilities of your character,
skills define what traits your character would have ‘picked-up’,
learned or has been trained in over the course of her life. They
reflect his origins and interests.
Naturally, not everyone is as good at one thing as
someone else, nor is anyone good at everything. The dot spread
from 1-5 is fairly important with skills, as it’s highly
unlikely you’d be able to find a gangbanger with the
Firearms 5 ability, but it’s very possible that you would
find a military firearms specialist with that rating. The
difference is, the gangbanger knows the ins and outs of street
survival, while the military firearms specialist would be forced
to rely on basic training.
1 - Novice, 2 - Practitioner, 3 - Professional,
4 - Expert, 5 - Master
When creating a character, you get 11 points to put
into your primary Skill set, 7 for your secondary and 4 for your
tertiary.
Specialties. Specialties
in Skills are available. You do not need a high target number
in a skill to select a specialty, you only need a minimum of 1. A
character who is well versed in academia could have a
specialization, perhaps as a historian. A professional driver may
be licensed to drive most vehicles, but is more comfortable with a
sharp-handling sports car. Your character starts the game with
three skill specialties.
Disciplines Disciplines
are the signature powers of the damned. Each discipline has it’s
pros and cons, but no one denies their inherent usefulness at any
level.
There are some disciplines that only one clan in
particular wields (referred to as Clan Specific) and there are
others that are shared amongst clans (referred to as Common).
Clan Specific Disciplines: Auspex (Mekhet),
Dominate (Ventrue), Majesty (Daeva), Nightmare (Nosferatu),
Protean (Gangrel) Common Disciplines: Animalism,
Celerity, Obfuscate, Resilience, Vigor
Merits Merits
are special capabilities or knacks that add individuality to your
character. They?e purchased during character creation or with
experience points over the course of your chronicle.
The Merits in this chapter are organized alphabetically into
three broad categories: Physical, Mental and Social. Some apply to
your character? basic traits to enhance them in particular
situations. Some have prerequisites that must be met before they
can be purchased. For example, a character with the Gunslinger
Merit must have a Dexterity of 3 and Firearms of 3 or higher to be
able to accurately fire two weapons at the same time. By the same
token, some Merits apply drawbacks that balance out their inherent
advantages. A character with the Fame Merit, for example, is
treated like a star wherever he goes ? but has a hard time
blending into the crowd when he wants to.
Each Merit has a number of dots (? associated with it. These
dots represent the number of points that must be spent to purchase
the Merit. Some Merits allow for a range of dots (say, to ??.
These allow you to purchase a low rating if it? appropriate to
your character concept, or you can start with a low level and
increase it over time with experience points.
A character is born with some Merits or develops them early in
life, while others can be acquired through trail and error,
training and effort later in life. The first kind can be acquired
at character creation only and are labeled as such (in the list
below, they are marked with an *). The second kind can be acquired
during play with experience points. Merit dots must be purchased
sequentially with experience points. You have to buy and then ?
before your character can have ? or more.
Remember, all employees of Venture receive 2 free points of
Resources to reflect their salaries. You can also purchase the
Staff merit, which gives you 10 normal employees per dot spent.
They can perform simple actions (basic research, driving,
construction, etc.) Additionally, you can purchase a 2 point merit
to have your sire be a member of a bloodline. If you purchase this
and spend 3 points to up your blood potency to 2, you can start as
a bloodline clan.
When creating a character, you get 7 points of
Merits for free.
Flaws Flaws
in the World of Darkness and Vampire the Requiem are optional.
Once a session, if the flaw hinders a character adversely, the
Storyteller can choose to award one extra experience point for
that session.
Size Size
is how big your character is. Generally, all starting characters
have a size rating of 5. Merits and Flaws can alter this.
Defense Defense
is an integral part of your character. After all, you can’t
die if you don’t get hit, right? Figuring out your base
Defense is simple: it is the lowest of Dexterity or Wits.
Initiative Initiative
(or usually referred to as Inits) is how quick your character is
able to react to a situation, generally in combat. To find your
Inits rating, add your Dexterity + Composure dots. Some
merits alter this score.
Speed Speed
is how quick your character can move. To determine your Speed, add
your Strength + Dexterity then add 5. Some merits alter
this score.
Health Health
is how many levels of damage your character can take before they
are killed or torpored. To find your Health rating add your
Stamina + Size. Some merits alter your size rating, and
by proxy, alter your Health rating as well.
Willpower Willpower
is integral to a character. It is the measure of how much spine or
backbone a character has. Willpower is determined by Resolve +
Composure.
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