Step One: Inspiration
• Decide your character’s concept.
• Choose an Archetype.
According to Greek mythology, the goddess Athena sprang forth from Zeus' head, whole and fully formed. While we hope you will find character creation equally simple, you may discover that creating a compelling character requires some back-and-forth with the Storyteller. It’s important that your character is appropriate for the setting, and will complement the other stories in the troupe. Be sure to consider how your character reflects the themes of your Storyteller’s setting, and how she will interact with other characters in your game. A character should be more than a pile of attributes, weapon statistics, and supernatural powers. The best stories come from a character’s dreams, fears, and motivations, things that are greater than mechanical maximization or humorous quips. Playing a vampire should be akin to starring in a Shakespearean tragedy; the character knows that the world is unfair. She realizes that the odds are stacked against her. Although the character might die in the end, it’s how she interacts with others, and how she faces her ultimate doom, that truly makes the character a legend.
It is often best to begin thinking of a character concept by defining who that character was as a mortal. Once you know that, you can move through the character’s life history. Did they reject their mortal life when they were Embraced? Did they cling to it, wishing they could return to mortality? Did the character feel that the Embrace was a gift, or did they feel it stole their life away?
This foundation is important, because it helps a vampire relate to others, and gives them a perspective on both the vampire world and the mortal one. It helps you formulate a base personality for your character, and provides an anchor for the vampire’s attitude and personality.
Each Archetype summarizes a type of character or personality, offering a basic impression of the character.
Is your character a Con Artist, or is she more of a Loner? By choosing an Archetype, you tell the Storyteller (and other players) what they should expect to see in this character’s roleplay. It doesn’t mean that your Con Artist can’t occasionally tell the truth; the Archetype only implies the character’s most important, and most prevalent, qualities.
Once per hour, when you are performing an action (or resisting an action) that exemplifies your Archetype, you receive a free Willpower retest. This retest doesn’t cost you a Willpower point, but it takes the place of your normal Willpower retest. You cannot use both Archetype and Willpower to retest on the same test.
Sample Archetypes
Architect
You love physical and social structures, and abhor anyone who works outside the system.
Artist
You focus on inspiration, emotion, and the creative drive. You exist for your art.
Bully
You’re proud of your superiority, and everyone knows it. They’d best let you have your way.
Caregiver
You shelter the weak, tutor the ignorant, and go out of your way for others.
Child
Your understanding of human nature is naïve and unsophisticated. You have much to learn.
Competitor
You love a challenge. Victory’s only worthwhile if there is a risk involved.
Con Artist
You’re a swindler, a liar, and a cheat. Sometimes, it’s a living — and sometimes, it’s an art.
Conformist
You keep a careful eye on society and work to fit in. Whatever the group wants, you want.
Curious
You’re inquisitive, even to your own detriment, and can’t walk away from an unsolved puzzle.
Curmudgeon
Doubt, criticism, and scorn are your weapons. Nothing annoys you so much as trust.
Cultured
You are refined and accept only the finest. You belong with the elite.
Enigma
You’re quirky, strange, and often misunderstood. You just don’t relate well to others.
Fanatic
You have a cause that inspires you. Nothing is more important.
Fighter
You’re used to difficulty, and you like to face it head-on. Combat is always an option.
Freak
You like to shock and disgust others, breaking down their comfortable assumptions.
Free Spirit
You’re uncontrollable and unpredictable, and that’s how you like it. You hate rules.
Judge
You uphold a standard of behavior; those who don’t conform are punished or cast out.
Know-It-All
You’re a scholar, a brain, and you like to show it. Others should admire your smarts.
Introvert
You’re inwardly focused. Thoughtful, shy, and reserved, you prefer to stay quiet.
Leader
You have drive, energy, and ideas. You want to be in command.
Loner
You can’t work within the system. You expect rejection and prefer to work alone.
Loose Cannon
Energetic and over-eager, you’re prone to go off half-cocked.
Martyr
You prove your worth by suffering and work to gain sympathy of others.
Mediator
With a natural talent for solving disputes, you’re at your best when negotiating.
Mercenary
Your loyalty can be bought and sold; you’ll do anything, for the right price.
Monster
Causing horror through wickedness, cruelty, or vicious acts brings you delight.
Penitent
You must atone for a wrongdoing in your past; you constantly seek forgiveness.
Protector
Defending the things you love is the core of your existence; you hold the line.
Rationalist
Reason and logic guide you. You reject decisions based on emotion.
Royalty
You are a noble, inherently better than others, and you feel the responsibilities of your station.
Survivor
You’ll do anything, no matter how debased or who you must betray, to stay alive.
Type-A Personality
Capable, but self-critical, you demand perfection from yourself and others.
Teacher
You delight in educating others and expect to be seen as an authority in your field.
Traditionalist
You adhere to rote and routine, preferring the predictable over anything new.
Troublemaker
You love to fight authority, inciting rebellion and encouraging defiance.
Toady
You attach yourself to powerful personalities and siphon advantage from their victories.
Trickster
You’re a deceiver, a mischievous figure, and you prefer to win through cunning.
Unflappable
You’re always calm and cool whether facing difficulties or experiencing victory. When you actually feel excitement, you obsess — until that, too, fades away.
Untrustworthy
Everyone’s out for themselves in the end. Why hide it?
Step Two: Record Initial Experience Points (XP)
Your character begins with 40 initial XP. You may spend this XP during the character creation process.
›› You may gain more initial XP by choosing flaws during the creation process (step eight).
›› For every point spent on the background “Generation,” (not including your first dot to be a vampire) the character has access to an additional 5 xp. This additional xp cannot be spent on further Generation points, as it represents the knowledge and experience that the vampire has gained through long life and/or great power.
Neonates have 40 XP
Ancillae have 45 XP
Pretender Elders have 50 XP
Master Elders have 55 XP
Luminary Elders have 60 XP
The additional "free" XP can only be spent on Backgrounds and Disciplines.
Keep track of your initial XP and use it to purchase attributes, skills, backgrounds, merits, and disciplines later in the creation process. If you do not spend all of your initial XP during character creation, you may bank up to 5 points for use later in the game. (Newly embraced characters are able to bank more XP and spend it over a long period at ST discretion; this reflects their lack of experience.)
An XP Chart can be found here (link opens in new window).
Step Three: Choose a Clan
Your character’s clan determines her role in vampire society, the stereotype other characters will apply to her, and the expectations to which the character will be held. Clan also determines a character’s innate disciplines, as well as certain strengths and weaknesses. Going against a clan’s stereotype is perfectly acceptable, so long as it is done on purpose and reflects the character’s personal story.
Bloodlines
Bloodlines represent only a small portion of their original clan. They are a lineage within the clan whose blood has been altered – perhaps on purpose, or perhaps without their intent – and now differs from the rest. Usually, members of a bloodline consider themselves to be part of their parent clan. However, some bloodlines hold a grudge against the original clan, or may even have seceded wholly from their founder’s line. Two rare bloodlines, the Daughters of Cacophony and the Gargoyles, are not attached to a parent clan. Your Storyteller can explain more about the bloodlines represented in your chronicle’s setting.
Remember that bloodlines do not spontaneously appear or disappear. If you are a member of the Crusader bloodline, you were Embraced into the bloodline by your sire (who must also be a member). If you Embrace a childe, she will also be a member of the Crusader bloodline (unless her blood is so thin that she becomes a Caitiff).
›› Remember that clan will determine your character’s initial (in-clan) disciplines (step seven).
›› All the Camarilla clans available to play are common clans in this chronicle and as such, incur no further merit cost.
›› If you want your character to be a member of a bloodline, you must use some of your initial XP to purchase a bloodline merit. Each clan has its own page with its bloodlines and merits at the end. These can be accessed through the main Clan Hub ("1880s Clans" see link above).
Step Four: Assign Initial Attributes
• Rank the character’s attributes as primary, secondary, and tertiary.
›› Assign 7 dots to the character’s primary attribute.
›› Assign 5 to the character’s secondary attribute.
›› Assign 3 to the character’s tertiary attribute.
• Select one focus for each attribute type (Physical, Social, and Mental).
›› Physical focuses: Strength, Dexterity, or Stamina.
›› Social focuses: Charisma, Manipulation, or Appearance.
›› Mental focuses: Perception, Intelligence, or Wits.
Attributes quantify a character’s innate strengths and weaknesses. Depending upon how a player allocates her starting dots, the character might be strong and perceptive, quick and intelligent, or witty and beautiful, based on whether the character has high Physical, Social, or Mental attributes.
A character should also be weak in some attributes. Creating a character who is an imperfect individual makes her more realistic, and gives the character weaknesses that she can overcome during the course of the chronicle. Moments of growth are good for a protagonist, and raising an attribute can be a wonderful reward after a tense moment in the story. It could indicate that the character learned from her experiences, growing wiser, stronger, or more capable of surviving in a dangerous social setting.
Most characters have attribute ratings between 3 (poor) and 5 (average), though exceptionally gifted individuals may have ratings of 7 (excellent) or even 10 (peak human capacity). As vampires are supernatural creatures, their players receive bonus points that they can add to their potential attribute maximums. The number of points a vampire character receives in this manner varies according to her Generation, reflecting the potency of the vampire’s blood.
Attribute Focuses
Once you have assigned your initial attribute dots, you must then select one focus for each attribute. Each attribute has three focus options. These focuses will help you further define your character and provide benefits when the character utilizes her area of expertise. For example, a boxer might choose to take the Physical attribute focus for Strength, and an artist might choose the Social attribute focus for Charisma.
An attribute focus provides a bonus during challenges involving that attribute, so long as the character’s action falls within the focus’s description. Carefully consider which focus you will choose for each attribute. Once you are finished with character creation, changing your focus requires you to spend 10 XP.
Physical Focuses
The three Physical focuses are Strength, Dexterity, and Stamina.
• A Strength-focused character is vigorous and muscular. Once per combat, such characters may use one Strength-based combat maneuver without cost (Disarm, Grapple, Knock Down, or Pierce the Heart).
• A Dexterity-focused character is quick and nimble. Once per combat, such characters may use one Dexterity-based combat maneuver without cost (Burst of Speed, Disarm, Fighting Blind, or Quick Draw).
• A Stamina-focused character is tough and robust. Such characters do not suffer wound penalties. In addition, such characters cannot be Knocked Out or Knocked Down by a combat maneuver unless the attacker has a higher Physical attribute than your character.
For more information on combat maneuvers, see the "System" page on the website (under Rules) or read Chapter Six: Core Systems, page 280.
Social Focuses
The three Social focuses are Charisma, Manipulation, and Appearance.
Social powers often give special benefits for a character with
a specific focus. For more information, see the Gaze and Focus bit on the Disiciplines page ( --> Click Here <-- and scroll down).
When making a non-power-based challenge that relates to your character’s Social focus, the Storyteller may choose to award you a +3 bonus to that challenge. Alternately, when your character is attempting a non-power-based focus-related action that requires a significant investment of time, such as sweet-talking all the lawyers in town, your Storyteller may halve the time needed for your character to perform the action.
Mental Focuses
The three Mental focuses are Perception, Intelligence, and Wits. Mental powers often give special benefits for a character with a specific focus.
When making a non-power-based challenge that relates to your character’s Mental focus, the Storyteller may choose to award you a +3 bonus to that challenge. Alternately, when your character is attempting a non-power-based focus-related action that requires a significant investment of time, such as translating an ancient text into English, your Storyteller may halve the time needed for your character to perform the action.
Step Five: Assign Initial Skills
• Choose one skill and fill in the first 4 dots of that skill.
• Choose two skills and fill in the first 3 dots of those skills.
• Choose three skills and fill in the first 2 dots of those skills.
• Choose four skills and fill in the first dot of those skills.
Step Six: Assign Initial Backgrounds
• Assign 3 dots to a single background of your choice.
• Assign 2 dots to a second background.
• Assign 1 dot to a third background.
If you have not already assigned dots to the Generation background, you should assign this point to Generation.
Step Seven: Assign Initial Disciplines
Disciplines at Creation
During character creation, a player assigns 4 dots of disciplines in the following manner:
• Assign 2 dots to a single in-clan discipline.
• Assign 1 dot in each of your character’s remaining two in-clan disciplines.
Your in-clan Disciplines will be listed on the relevant clan's page. ( --> Click for the main 1880s Clan Hub <-- )
Step Eight: Choose Merits and Flaws
--> Click for the Merits page <--
--> Click for the Flaws page <--
You have a cap of 7 XP which can be spent in Merits.
You have a cap of 7 XP which can be regained through Flaws.
These are not meant to "cancel out" one another, but instead represent the unique strengths and handicaps of your character's personality and physique. Take time to consider which are necessary to your concept.
With the Storyteller’s permission, a player may choose more flaws, totaling more than 7 points, but the character cannot earn more than 7 XP from flaws.
Step Nine: Spend Initial XP
After purchasing merits and adding XP from flaws you may use your remaining initial XP to:
›› Purchase more attributes, skills, or backgrounds.
›› Purchase additional dots of Generation.
You must purchase the Generation background at the XP cost of the new Generation. For example, if you assigned one of your starting background dots to Generation, and would thus be a Neonate, and you wish to play a Pretender Elder, you would need to spend XP as follows: Neonate to Ancilla (new level x2) costs 4 XP; Ancilla to Pretender Elder (new level x2) costs 6 XP. Therefore, you must spend 10 XP to go from Neonate to Pretender Elder.
›› Purchase additional dots of your in-clan.
›› Purchase up to 3 dots in common out-of-clan disciplines
You cannot purchase more than the 3rd dot of an out-ofclan discipline with initial XP. When purchasing out-of-clan disciplines with initial XP, you can only purchase common disciplines: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence. You do not require a teacher to learn out-of-clan disciplines at character creation, as long as you can justify being taught in your character’s backstory. (Your Storyteller has final say over whether or not you can justify discipline instruction
›› Purchase Techniques or Elder Powers (if your Generation allows them, and you meet the prerequisites).
See the "Advanced" section of the main menu.
›› Purchase another dot of Morality.
Step Ten: Finishing Touches
Once you have spent your initial XP, your character is complete. It is now time to write down your character’s derived qualities. These are items that come from other statistics on your sheet. Your excel character sheet (in your 1880 Google Drive folder) does this for you in our game.
• Your character’s Generation determines her Blood pool and Blood per round.
• All characters start with nine health levels, in three tracks. You have three Healthy, three Injured, and three Incapacitated health levels.
• All characters begin with 6 permanent Willpower.
Merits may alter your character’s Willpower, depending upon the situation. Be sure to make note of this and any other alterations to your character sheet based on merits and flaws.
Before the Game
• Take your character’s background and completed character sheet to your Storyteller for approval. Remember to answer the questions listed on the Game Statement.
• Prepare your costume and go to the game!