Mortal Character Creation

Automatic Restrictions

  • All characters must be above the age of 18, meaning the child flaw is restricted and cannot be taken.

Step 1: Choose a Concept, Nature, and Demeanor

This is the first step of creating your character, and one of the most important steps. Here you are creating the core of who they are, what they are, and how they present themselves to others.

A concept is a short, normally one or two word, description of an idea behind a character. Some examples are: inspired writer, crazed scientist, obsessed playboy, struggling bartender, ex-con, and so on.

Next you have nature and demeanor. Nature is how the character acts at their core. Demeanor is how they present themselves around everyone else and in public. These should be different unless you have some damn good justification otherwise. Below is the list of available archetypes:

  • Architect — You build something of lasting value.
  • Autocrat — You need control.
  • Bon Vivant — Unlife is for pleasure.
  • Bravo — Might makes right.
  • Capitalist — Why give it away for free when you can sell it?
  • Caregiver — Everyone needs nurturing.
  • Celebrant — Your cause brings you joy.
  • Chameleon — You manage to blend into any situation.
  • Child — Won’t somebody be there for you?
  • Competitor — You must be the best.
  • Conformist — You follow and assist.
  • Conniver — Others exist for your benefit.
  • Creep Show — Disgusting the straights makes you smile.
  • Curmudgeon — Everything has its flaws.
  • Dabbler — It’s always about the next big thing.
  • Deviant — The status quo is for sheep.
  • Director — You oversee what must be done.
  • Enigma — Just when people think they’ve figured you out, you change the game.
  • Eye of the Storm — Chaos and havoc follow you, but it never gets to you.
  • Fanatic — The cause is all that matters.
  • Gallant — You’re not the showstopper: you’re the show!
  • Guru — People find you spiritually compelling.
  • Idealist — You believe in something greater.
  • Judge — Your judgment will improve things.
  • Loner — You make your own way.
  • Martyr — You suffer for the greater good.
  • Masochist — Pain reminds you that you still exist.
  • Monster — You’re Damned, so act like it!
  • Pedagogue — You save others through knowledge.
  • Penitent — Unlife is a curse, and you must atone for it.
  • Perfectionist — You strive for an unattainable goal.
  • Rebel — You follow no one’s rules.
  • Rogue — It’s all about you.
  • Sadist — You live to cause pain.
  • Scientist — Everything is a puzzle to solve.
  • Sociopath — The inferior must be destroyed.
  • Soldier — You follow orders, but in your own way.
  • Survivor — Nothing can keep you down.
  • Thrill-Seeker — The rush is all that matters.
  • Traditionalist — As it has always been, so it must be.
  • Trickster — Laughter dims the pain.
  • Visionary — Something exists beyond all this

Step 2: Select Attributes

Prioritize the three categories: Physical, Social, Mental (6/4/3). Your character automatically has one dot in each Attribute.

Within each category, you are free to spread the dots around however you like. Meaning, if you choose to put 6 dots in physical, you can put them in any combination between strength, dexterity, and stamina.

Step 3: Select Abilities

Prioritize the three categories Talents, Skills, and Knowledges (11/7/4). No skill may be higher than 3 dots at this stage and each start with 0 dots.(edited)

Step 4: Finishing Touches

Record Humanity (equal to Conscience + Self-Control) and Willpower (equal to Courage).

Finally spend 21 freebie points. These can be spent via the experience and freebie points table found below as well as on merits. To gain more freebies, feel free to take up to 7 points in flaws, but make sure you are aware of how to correctly roleplay a flaw. If you aren’t sure, don’t take it!

When your sheet is finished please submit your sheet to #character-submission to be reviewed! If you have any questions feel free to ask in #general-lounge.


Trait Cost
Attribute 5 per dot
Ability 2 per dot
Discipline 7 per dot
Background 1 per dot
Virtue 2 per dot
Humanity/Path 2 per dot
Willpower 1 per dot
Path 3 points

Experience Costs

Trait Cost
New Ability 3
New Discipline 10
New Path (Necromancy or Thaumaturgy) 7
Attribute current rating x 4
Ability current rating x 2
Clan Discipline current rating x 5*
Other Discipline current rating x 7*
Secondary Path (Necromancy or Thaumaturgy current rating x 4
Virtue current rating x 2**
Humanity or Path of Enlightenment current rating x 2
Willpower current rating
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License