The best way to create any character is to come up with a solid idea of the personality, motivations and concept
of the character you would like to play. Will your character be a sly riverboat gambler from the Victorian era? Or
perhaps a foul tempered viking warrior? Or maybe a tortured musician from Renaissance Italy? Your character's
Concept is determined by what he is (eg, warrior, gambler, musician). Your character's
Nature defines his personality.
Once you have settled on a Concept and Nature, then you can begin working on the specifics.
This section deals with all the details you need to be aware of when creating a new character. Remember that if you
need help, please contact the Storytellers for assistance.
Character Submission
New characters must be submitted to and approved by the Storytellers two
Tuesdays before being brought into play. This means the character must be turned into the Storytellers two
Tuesdays before the game. If a new character submission is not made on time, then new players will be allowed
to play pregenerated characters or humans.
In addition to the attributes and stats, character submissions require a short paragraph describing the character
and how the character will fit into the chronicle.
The following are generally not approved without special consideration from the Storytellers: merits and flaws;
generation lower than 8th; vampires other than those of the seven Camarilla clans and Caitiff, along with their
antitribu counterparts; non-vampire characters other than ghouls or normal humans.
General Information
There are four basic statistics that affect all characters: attributes, abilities, influences and willpower.
Vampires also have generation, disciplines, blood and control. Ghouls have disciplines and blood.
Attributes
Attributes describe three general areas of a character the Physical, the Social and the Mental. The greater the
attribute score a character has in an attribute, the better the character is in that area. Physical represents such
qualities as strength, agility, dexterity, constitution and stamina. The Social attribute represents concepts such as
a character's charm, grace, wit, charisma, beauty and communication skills. The Mental attribute represents concepts
such as a character's common sense, logic, intelligence, perception, creativity and cunning.
Abilities
Each character will possess certain non-supernatural talents or skills, called Abilities. These abilities allow your
character to take certain actions. They will also enhance your character's use of various supernatural powers or
increase his resistance to their effects. There are 31 abilities in AIT.
Descriptions of each ability can be found here.
Influences
Influences describe what kind of contacts your character has in the mortal world. The number of these influences
determine how much sway you have in that particular field. You are able to derive money, equipment, information and
favors from these contacts. Influences fall into broad categories such as Church, Legal, Police, Street and
Transportation. A complete list of Influences can be found here.
Willpower
Willpower represents your characters determination, psychological resilience and force of will. Willpower may
be used in many different ways in the game, from temporarily doubling your skill in a certain area to ignoring
the effects of some powers completely. Please see the rules for full details of the uses of Willpower.
Creating Vampires
To create a Vampire character, first read the section on vampires. You might
then want to read through the different vampiric clans to determine one that sounds
interesting to roleplay. Once you have that information ready, you can start playing with the numbers.
Vampires start with the following:
- 13th generation
- 7/5/3 attributes (Physical, Social, Mental)
- 3 disciplines (basic and in-clan)
- 3 influences
- 5 abilities
- 2 willpower
- 10 freebie points
Each derangement taken will give an additional one freebie point to spend on the character, with the maximum number
of points given for derangements being two.
You must decide to which Clan this vampire will belong. Certain Clans are restricted
and require prior Storyteller approval. The restricted Clans are Gargoyle, Giovanni, Lasombra, Setite and Tzimisce.
Once you have decided on a Clan, you may choose three basic Disciplines from
among the in-clan disciplines.
You must decide which of the three attributes is primary (7 attributes), secondary (5 attributes) and tertiary (3
attributes).
You may use the freebie points to purchase additional attributes, abilities, influences, willpower, generation and
disciplines. The costs for these additional items are listed below. For each level of generation that you buy, you
must also buy three additional attributes, making the lowest possible starting generation for new players 11th generation.
It is also possible to buy certain out-of-clan disciplines at the time of character creation. See the section on
starting with Out-of-Clan Disciplines.
Creating Ghouls
Ghouls start with the following:
- 7/5/3 attributes (Physical, Social, Mental)
- Strength (Potence 1A)
- 3 influences
- 5 abilities
- 2 willpower
- 10 freebie points
Each derangement taken will give an additional one freebie point to spend on the character, with the maximum number
of points given for derangements being two.
You must decide which of the three attributes is primary (7 attributes), secondary (5 attributes) and tertiary (3
attributes).
You may use the freebie points to purchase additional attributes, abilities, influences, willpower and
disciplines. The costs for these additional items are the same as for vampires, listed above. The "in-clan"
disciplines for ghouls are Celerity, Fortitude and Potence.
As with Vampires, it is also possible to buy certain out-of-clan disciplines at the time of character creation. See
the section on starting with Out-of-Clan Disciplines.
Creating Humans
Humans start with the following:
- 7/5/3 attributes (Physical, Social, Mental)
- no disciplines
- 3 influences
- 5 abilities
- 2 willpower
- 10 freebie points
Each derangement taken will give an additional one freebie point to spend on the character, with the maximum number
of points given for derangements being two.
You must decide which of the three attributes is primary (7 attributes), secondary (5 attributes) and tertiary (3
attributes).
You may use the freebie points to purchase additional attributes, abilities, influences and willpower. Humans cannot
buy disciplines. Costs for these additional items are the same as listed for vampires above.
Out-of-Clan Disciplines
To create a character that begins play with out-of-clan disciplines costs an additional three freebie points per out-of-clan
discipline path. This cost is in addition to the actual cost of the discipline levels and in addition to the extra
point per descipline level when buying out-of-clan disciplines.
Only Gangrel characters may begin with Protean, only Tremere may begin with Thaumaturgy: Path of Blood, only Setites
can begin with Serpentis, only Giovanni can begin with Necromancy, only Gargoyles can begin with Visceratika, only
Lasombra can begin with Obtenebration, only Tzimisce can begin with Vicissitude and only Malkavians can begin with
Dementation.
New Player Advice
Now that you have created your character and are ready to go, you might be interested in reading some new player advice as written by one of our Storytellers, Mark Zohn.