Vampire Character Creation

For those of you who are new to Vampire, this is a brief walk-through of character creation for a vampire character.

Automatic Restrictions

  • All characters MUST be above the age of 18, meaning the child flaw is restricted and cannot be taken.
  • The first characters of all players must be one of the 13 main clans to prove they can handle something rarer.

Step 1: Chose a Concept, Clan, 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 an inspired writer, a crazed scientist, obsessed playboy, struggling bartender, ex-con, and so on.

Clan is another important aspect in the shaping a character. You have the following options within LA in Anarchy:

  • Assamite - Silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor. (Dependent)
  • Brujah - Once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy. (Celerity, Potence, Presence)
  • Followers of Set - Venerate a chthonic god while seeking out the world’s secret places and protecting ancient artifacts. (Obfuscate, Presence, Serpentis)
  • Gangrel - Bestial and untamed, often coming to resemble the animals over which they demonstrate mastery. (Animalism, Fortitude, Protean)
  • Giovanni - An insular family of vampires who practice the art of commanding the dead while commanding global finances, as they have since the Renaissance. (Potence, Dominate, Necromancy)
  • Lasombra - Proud nobles who command the very essence of darkness and shadow — to the point of worshiping it, some say. (Obtenebration, Dominate, Potence)(edited)
  • Malkavian - A clan fractured by madness, each member irrevocably suffering under the yoke of insanity. (Auspex, Dementation, and Obfuscate)
  • Nosferatu - Hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect. (Animalism, Obfuscate, and Potence)
  • Ravnos - Nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in. (Animalism, Fortitude, Chimerstry)
  • Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls. (Auspex, Celerity, Presence)
  • Tremere - Vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice. (Auspex, Dominate, and Thaumaturgy)
  • Tzimisce - Eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim. (Vicissitude, Animalism, Auspex)
  • Ventrue - Observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others. (Dominate, Fortitude, and Presence)

Now you have nature and demeanor. Nature is how the character acts at their core and around other vampires behind closed doors. 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

At this stage, I would also select which sect the character belongs to, the Camarilla, Sabbat (not recommended for new players!), or Anarchs. Independency is also an option but keep in mind that while you aren't bound to the others' rules, you have no protection under them either. (Note that within setting it is an anarch free state, but that hardly means it can’t change throughout play!)

Step 2: Select Attributes

Prioritize the three categories: Physical, Social, Mental (7/5/3). 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 7 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 (13/9/5). No skill may be higher than 3 dots at this stage and each start with 0 dots.

Step 4: Disciplines and Virtues

First, Disciplines. You get 3 dots to spread across the three disciplines your character’s clan starts with. You could put one in each, all three in one, or any other combination that suits them as a character. Keep in mind that if any are left at 0 dots, it will cost 10 XP to get the first dot in-clan or not.

You get 5 background dots. If you are going to play anything lower than a 13th generation vampire, you need to place the according number of dots in the ‘generation’ background. The lowest you can start out is 8th generation.

For casters: If you are taking a casting base discipline and get rituals, you can take any combination of rituals with levels equal to those dots. (Example, if you have 5 dots in thaumaturgy, you can either start with one 5th level ritual, 5 1st level rituals, or any combination thereof.)

For virtues, you get 7 dots to distribute among the three stats not including the one dot in each already. Make sure to keep these in line with your character’s personality!

Step 5: Finishing Touches

Record Humanity (equal to Conscience + Self-Control) and Willpower (equal to Courage). To get the total number of blood in your character’s pool currently, roll a 1d10. This is the only dice roll made during character creation.

Finally spend the 15 freebie points earned as well as any extra experience for how long they have lived as undead (years not spent in torpor. The maximum extra experienced gained this way without asking a Storyteller would be 100, being a 100 year old neonate.) 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 it and any other relevant information to #character-submission! If you have any questions feel free to ask in #general-lounge.

What about Bloodlines?

After you have proven to the Storyteller team that you are able to handle a more exotic character through adequate roleplaying, writing, and general positive activity on the server, you will be allowed to create a character of one of the bloodlines listed below. Each player may only have one of these characters active at a time. Remember this is a privilege, not a right, and we as Storytellers have the authority to revoke use of these characters at any time or refuse them from play outright.

To play a rare bloodline, a player must spend a portion of their 15 freebies they have on a 'rare bloodline' merit and document it onto their sheet. These may not be spent on anything else or refunded by any means.

3 Freebies

  • Daughters of Cacophony
  • Old Clan Tzimisce
  • Harbingers of Skulls
  • Samedi

5 Freebies

  • Cappadocians
  • Children of Osiris
  • Gargoyles
  • Kiasyd
  • Nagaraja
  • Salubri
  • Wu Zao

Freebies

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

*Caitiff have no Clan-based Disciplines, just as they hae no Clan. For them, the cost of raising all Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless.
**Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).

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