Character Creation

Personal Data

Determined by group generation:

Step 1: Clan

Choose a Clan for your character and name a Theme.

  • Available Clans: Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue
  • Themes: This is a one-word idea noun (e.g., Power, Loyalty, Fear, Loss, Immortality, etc.)

Step 2: Identity

The GM will consolidate Themes into 14 (or 7 if there are less than 20 players). Final themes may combine multiple ideas. The GM will send you a list of other players in your Clan and a list of the final Themes.

  • Communicate with the other players in your clan. Decide which of you will share a Sire. There should be no more than three players to a Sire. Coordinate with your siblings to name your Sire.
  • Choose one of the Themes from the list, and write a High-Concept Distinction that is based on it.
    • Your Concept should be something you see motivating you constantly and coming up often.
    • The Distinction is written as a short phrase or quote. It does not have to include the Theme precisely, but should be obviously derived from it.
    • “Power” might be “Occult Aspirant,” “Political Mastermind,” etc.
    • “Immortality” might be “Playing a long game,” “No Death means No Fear,” etc.
  • Name your character.

Step 3: Difficulties

The GM will send out a list of all Sires listed with their Childer (PC name and player name).

  • Do ONE of the following:
    • Assign a Theme to one Sire (it doesn’t have to be your own) and invent a High Concept distinction for that Sire. Each Sire can only be attached to one Theme at this stage.
    • Invent a Location (a large building or small contained area of a few blocks within the city), assign it to one Sire (it doesn’t have to be your own), and describe the relationship. A single Sire could have multiple locations.
  • Choose one of the Themes from the list, and write a Trouble Distinction that is based on it.
    • Your Trouble should be something that is your biggest flaw, and which usually works against you; suffering for this failing and yet succeeding anyway will be a major source of Willpower.
    • It is written in a similar fashion to the Concept Distinction.
    • “Power” might be “Too easily tempted,” “Intimidated by others,” etc.
    • “Immortality” might be “Afraid to lose eternity,” “Already becoming anachronistic,” etc.
  • Write five adjectives or short adjective phrases that someone who just met your character might use to describe her appearance.

Step 4: Dangers

The GM will list each Sire’s Concept Distinction (and add Themes and distinctions to any Sires missing one), list each Sire’s relationship to the assigned locations, and assign the Sires roles within the city power structure and add new NPC names to fill vacancies. Once you have received this information:

  • Do any TWO of the following:
    • Assign a Theme to any of the NPCs (Sires or new ones) that has two or fewer connected Themes. If it’s the first Theme attached to that NPC, assign a high concept Distinction. If it’s the second, assign a Trouble Distinction.
    • Connect yourself to one of the Locations and explain why it’s important to you.
    • Name an Antagonist. An Antagonist is an individual or group that is hostile to most of the Kindred of the city.
    • Name a Macguffin. A Macguffin is something mysterious or otherwise important to the supernaturals of the city, that they might hunt for and fight over. It could be a person, place, thing, or idea.
  • Do ALL of the following:
    • Write a short phrase that explains what you think of/how you feel about your Sire.
    • Write a short phrase that explains what you think of/how you feel about one other PC (this can imply a longer term/mutual relationship if you coordinate with the player of that PC).
    • Describe (in three sentences or less) what your character’s life and career was like before the Embrace.

Step 5: Ambitions

The GM will send out all updated information.

  • Do ONE of the following:
    • Connect a Theme, Location, or NPC to an Antagonist or Macguffin (it doesn’t have to be the one you named) and define the connection. A Theme turns into a Distinction, while a Location or NPC becomes a short description of the relationship.
    • Write a short phrase that explains how one NPC feels about another NPC.
  • Choose one of the Themes from the list, and write a Nature Distinction that is based on it.
    • Your Nature should be some additional facet of your character that is your biggest strength or weakness outside of your Concept and Trouble. It might be specifically tailored to help with something you expect to be your core competency.
    • It is written in a similar fashion to the Concept Distinction.
    • “Power” might be “Comfortable among the powerful,” “Discipline Prodigy,” etc.
    • “Immortality” might be “Eternally youthful beauty,” “Endlessly patient,” etc.
  • In one sentence, describe a goal your character wants to accomplish in the short term.

Step 6: Realities

The GM will send out updated information.

  • Do ONE of the following:
    • Connect a Theme, Location, or NPC to an Antagonist, Macguffin, or NPC (that do not already have a connection) and define the connection.
    • Connect your PC to a Location, NPC, Antagonist, or Macguffin (to which you do not already have a connection) and define the connection.
  • In one sentence, describe how you think your character fits into the local Camarilla society.

Step 7: Conclusion

The GM will:

  • Determine the Generation (from 7th to 12th) of each NPC based on number of connections (more interesting NPCs get lower generation). This will define the generations of each PC based on Sire.
  • Establish a final city hierarchy and titles (for both NPCs and PCs).
  • Choose the top four most-connected Themes and use them to write two city-wide Distinctions. These will effectively be truths about the city that anyone can use when appropriate, and serve as broad direction for the setting.
  • Assign two Themes (or one if there were only seven) to each Clan based on how many members of the Clan linked to that Theme, and then write a Clan Distinction based on those Themes. This Distinction will be available to all members of that Clan when appropriate, and will explain the high-level goal of that Clan within the city.
  • Use all that information to finish plotting the Chronicle.
    The players will finish character creation normally based on the information decided in these steps.

Attributes

  • All attributes start at one dot.
  • Spend three additional dots in each category (Physical, Social, and Mental).
  • Spend six additional dots across all three categories:
    • If you raise an attribute to 4, the two other attributes in the same category must be at least 2.
    • If you raise an attribute to 5, the two other attributes in the same category must be at least 3.

Skills

  • Choose 14 skills and raise them all to one dot.
  • Choose 10 skills (at one or zero dots) and add one dot.
  • Choose 3 skills (at two, one, or zero dots) and add one dot.
  • At the most focused selection of skills, you should have a three at 3, seven at 2, and four at 1.
  • At the broadest selection of skills, you should have six at 2 and fifteen at 1.
  • Add one dot to each of your Clan skills.

Backgrounds

  • Spend five dots in any combination of Backgrounds.
  • You cannot buy Status: Camarilla, but gain a free dot automatically.

Disciplines

  • Spend three dots in any combination of Disciplines.
  • You can only buy your Clan disciplines.

Bonus Points

  • You can spend 20 Bonus Points to raise Attributes, Abilities, Disciplines, or Backgrounds.
  • Each dot costs the following amount of Bonus Points:
    • Attribute: 9
    • Ability: 5
    • Clan Discipline: 12
    • Background: 2
  • Unspent Bonus Points are kept as Experience.

Tempers

  • Willpower is equal to Composure + Courage.
  • Humanity starts at one Beast Trait: choose Rage, Hunger, or Fear.
  • Available Blood Pool starts at 3 + Herd.

Character Creation

Children of the 80s samhaine