Vampire Character Creation

If you are completely new to Vampire, please refer to this guide that is aimed at new players instead.

† Please review the General Creation Rules first.

Step 1: Chose a Concept, Clan, Nature, and Demeanor

Please follow these steps in order.

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. As your first character, you may choose one of the 13 core clans listed below or their unrestricted Antitribu.
In order to play a Bloodline, please review the limitations outlined in our General Character Creation Rules.

  • Assamite - Silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor.
  • Brujah - Once philosopher-kings of an ancient civilization, but are now rebels and rogues with a fearsome inclination toward frenzy.
  • Followers of Set - Venerate a chthonic god while seeking out the world’s secret places and protecting ancient artifacts.
  • Gangrel - Bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.
  • Giovanni - An insular family of vampires who practice the art of commanding the dead while commanding global finances, as they have since the Renaissance.
  • Lasombra - Proud nobles who command the very essence of darkness and shadow — to the point of worshiping it, some say.
  • Malkavian - A clan fractured by madness, each member irrevocably suffering under the yoke of insanity.
  • Nosferatu - Hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.
  • 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.
  • Toreador - Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
  • Tremere - Vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
  • Tzimisce - Eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.
  • Ventrue - Observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.
  • Caitiff - The Caitiff have no inherent Clan society, support, or even characteristics; they are like orphans among the great families of vampires.

Now you must pick a 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.
A full list of Natures and Demeanors can be found in our Resources.

Select which Sect the character belongs to, the Camarilla, Sabbat (not recommended for new players!), or Anarchs. Independency is also an option, but while you may choose to not participate in faction politics, you will still be bound by the rules they enforce.

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.
All characters start with the first dot of Drive and Computers at no cost to them. You may remove this dot if you feel it is inappropriate for your character.

Step 4: Disciplines, Backgrounds 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.

For Thaumaturgy or Necromancy: If you are taking a casting base Discipline and get Rituals, you can take any combination of Rituals with levels equal to those dots. (ie: If you have 5 dots in Thaumaturgy, you can either start with one level 5 Ritual, 5 level 1 Rituals, or any combination thereof.) You may learn more Rituals later on by following the process outlined in our House Rules.

For Caitiff: It needs to be specified what clan spawned them (what clan their sire was) and then take 1-2 disciplines from that clan and then the rest common disciplines (Animalism, Auspex, Celerity, Dominate, Presence, Potence, Fortitude, and Obfuscate.) Caitiff cannot take any type of blood sorcery, and any caitiff spawned by a caitiff must have all common disciplines.

You get 5 Background dots. Remember to review Background limitations in the General Creation Rules.

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, you may spend 15 Freebie points in order to round out your character. You may gain an additional 7 Freebies by taking Flaws, but these must be roleplayed properly.
Check out our massive list of over 400 merits and flaws to see what's banned, restricted, or in-play here.

On character creation, you will earn 1 Experience Point for every active year (not in torpor) spent as a vampire, up to a maximum of 100 XP. This bonus is granted solely to help your character feel like someone who has been around for 100+ years, accounting for all the Skills, Knowledges, and Talents they may have acquired.

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 #roleplay-discussion.


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 Freebies
Bloodline 3-5 Freebies

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 have 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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