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8 Character Creation

This section deals with all the things you need to be aware of when creating a new character. The various sections have bits of information on how to create a character with no points and with points transferred from another character.

8.1 Character Submission

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 it is not, then the character will not be approved for the game. Character submissions require filling out a character submission form and submitting a short paragraph on the character. The paragraph will indicate where the character will fit into the chronicle.

The following are not generally approved without special consideration: merits and aws; generation lower than 8th; vampires other than those from the seven Camarilla clans and Caitiff along with their antitribu counterparts; non-vampire characters other than ghouls or normal humans. In-game embraces are subject to the same approval process as submitted characters.

8.2 Creating Vampires

Vampires start with the following:

  • 13th generation
  • 7/ 5/ 3 attributes
  • 3 disciplines (basic and in-clan)
  • 3 influences
  • 5 abilities
  • 2 willpower
  • 10 freebie points
  • Each derangement taken will give an additional one point to spend on the character with the maximum number of points possible through this method being two.

You must decide to which clan this vampire will be a member. Certain clans are restricted and require prior Storyteller approval (See section on Character Submission). Once you have decided on a clan, you may choose three basic discipline levels from among the in-clan disciplines. You must decide which of the three different attribute types (Mental, Social, Physical) is your primary (7 attributes), secondary (5 attributes), or your tertiary (3 attributes). You may use the freebie points (or transferred experience points) to purchase additional attributes, abilities, influences, Herd, willpower, generation, and disciplines. Each reduced generation of the character will cost two points (three points for Caitiff). The lowest generation that is accepted is 8th generation. For each generation that is purchased, three additional attributes will need to be purchased in order to satisfy the attribute minimums for that generation (See section on Maximums and Minimums, pg. 108).

Buying such additional items is the same as for established characters. See the sections "Learning and Buying Disciplines" on pg. 112, and "Buying Attributes, Abilities, and Willpower" on pg. 113. It is also possible to buy certain out-of-clan discipline paths at the time of character creation (See the section on "Starting with Out-of-Clan Disciplines" on pg.109).

8.3 Creating Ghouls

Ghouls start with the following:

  • 7/ 5/ 3 attributes
  • Strength (Potence 1A)
  • 3 influences
  • 5 abilities
  • 2 willpower
  • 10 freebie points
  • Each derangement taken will give an additional one point to spend on the character with the maximum number of points possible through this method being two.

You must decide which of the three different attribute types (Mental, Social, Physical) is your primary (7 attributes), secondary (5 attributes), or your tertiary (3 attributes). The "in-clan" disciplines for ghouls are Potence, Celerity, and Fortitude. As a ghoul, you must have Strength (Potence 1A). Beyond Strength, you are able to buy other in-clan disciplines with freebie points or experience points.

You may use the freebie points (or transferred experience points) to purchase additional attributes, abilities, influences, willpower, and disciplines. Buying such additional items is the same as for established characters. See the sections "Learning and Buying Disciplines" on pg. 112, and "Buying Attributes, Abilities, and Willpower" on pg. 113. It is also possible to buy certain out-of-clan discipline paths at the time of character creation (See the section on "Starting with Out-of-Clan Disciplines" on pg. 109).

8.4 Creating Humans

Humans start with the following:

  • 7/ 5/ 3 attributes
  • no disciplines
  • 3 influences
  • 5 abilities
  • 2 willpower
  • 10 freebie points
  • Each derangement taken will give an additional one point to spend on the character with the maximum number of points possible through this method being two.

You must decide which of the three different attribute types (Mental, Social, Physical) is your primary (7 attributes), secondary (5 attributes), or your tertiary (3 attributes). You may use the freebie points (or transferred experience points) to purchase additional attributes, abilities, influences, and willpower. Humans cannot buy disciplines. Buying such additional items is the same as for established characters. See the section "Buying Attributes, Abilities, and Willpower" on pg. 113.

8.5 Creating Host Bodies

If your character has the discipline Possession, you may create host bodies on which you may use your discipline. Such host bodies start with the following:

  • 7/ 0/ 0 attributes
  • no disciplines
  • no rituals
  • no influences
  • no abilities
  • no willpower
  • no derangements
  • 0 freebie points

You may choose for the host body to be either a human or a ghoul. In either case, it is a mindless shell, specially prepared to receive your awareness.

Host bodies may only be created during downtime. However, you may have as many vessels as you wish stored at your haven, awaiting use.

8.6 Maximums and Minimums A character is always limited in the number of attributes, willpower, blood, etc. that a character may have. These limitations are in effect both when the character is created, and later when the character purchases additional such resources with experience points. The following table specifies the maximums and minimums for these various attributes based on character type and generation.

Max/ Mins due to Character Type or Generation

Generation

Max Blood

Max Willpower

Max Attributes

Min Attributes

Max Abilities

Human

4

4

12

15

6

Ghoul

4

4

12

15

6

13

5

5

12

15

6

12

6

6

12

18

6

11

7

7

13

21

7

10

9

9

14

24

7

9

11

11

15

27

8

8

13

13

17

30

9

7

15

15

20

33

10

6

17

17

23

36

12

5

20

20

27

39

14

8.7 Bank Account

A character begins with a bank account equal to $100 per starting Influence + $200 per level of Finance Ability.

8.8 Derangements

You may give your character derangements. Each derangement is worth one additional freebie point each, with a maximum of two points possible. However, characters can have any number of additional derangements

simply by role-playing them. Players are not limited to a specific list of derangements, but can instead choose as a derangement any kind of neurosis, psychosis, abnormality, or aberration they can describe.

8.9 Transfer of Experience Points

Experience points are transferred to a new character from an old character with 3/ 4 of the spent experience plus all of the unspent experience. This formula is used each time a character is retired, killed, or removed

from the game.

8.10 Starting with Out-of-Clan Disciplines

To create a character that begins play with out-of-clan disciplines costs an additional three 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 discipline level when buying out-of-clan disciplines. The three points per path cost only applies to characters who begin with out-of-clan disciplines, not those who learn them during the course of play.

Regardless, only Gangrel characters can begin with Protean, only Malkavian characters can begin with Dementation, only Tremere characters can begin with Blood Thaumaturgy, 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 Assamites can begin with Quietus, and only Tzimisce can begin with Vicissitude.

8.11 Caitiff Clan Disciplines

When creating a Caitiff character, you must choose three discipline paths which are to be considered your "in-clan" disciplines. Once these three are chosen, the other disciplines paths are considered out-of-clan. In

particular, to start at the time of character creation with any discipline paths other than the three that were chosen, will require spending three additional experience points per additional discipline path.

A Caitiff may not choose Dementation, Protean, Blood Thaumaturgy, Necromancy, Quietus, Serpentis, Visceratika, Obtenebration, or Vicissitude as one of her clan disciplines. Nor may she buy these disciplines paths at the time of character creation. A Caitiff may not choose Lure of Flame or Movement of the Mind as clan disciplines, but she may start with these paths at the time of character creation with the expenditure of three additional experience points (for

each Path).

8.12 Tremere Clan Disciplines

The clan disciplines for Tremere are Auspex, Dominate, and one Path of Thaumaturgy. When creating a Tremere character, you must choose which of the Thaumaturgical paths will be "in-clan" for this character. You may not select Necromancy: Path of the Dead as your "in-clan" path. Once this

is chosen, the other paths are considered out-of-clan. This includes both for the purpose of cost (costs an additional experience point per level) as well as for the purpose of learning (you must find a teacher). To start with these additional Thaumaturgical paths at the time of character creation, will require spending three additional experience points per path, as detailed above.

If a Tremere does not choose Path of Blood as her in-clan Thaumaturgical path, then she may not start with this path at the time of character creation.

8.13 Starting with Rituals

To create a character that will start with rituals, the character must spend one additional point per starting ritual. This extra point is in addition to the cost of the ritual itself.

Subject to this additional cost, a character may begin with any commonly known ritual (all rituals in this ruleset are considered commonly known). For example, for a character to start with the basic ritual Deflection of the Wooden Doom, the character must spend two points to learn the ritual during character creation. In order to start with rituals, the character must also start with the necessary amount of Casting ability (See section on Learning and Buying Rituals).

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