Camarilla
Step One:
Character Concept
Concept is the birthing chamber for who a character will become. It need only
be a general idea - brute; slick mobster; manic Malkavian kidnapper - but
it should be enough to ignite your imagination. If you choose, a concept may
be quite complex - "My character is a streetwise Tremere, Embraced as
a child but with a precocious level of maturity. Being a Kindred scares him,
but he knows that the alternative is Final Death and he's not ready for that
yet." This stage involves the selection of the character's concept, clan,
Nature and Demeanor.
Concept
A character's concept refers to who the character was before becoming a vampire.
Many Kindred cling desperately to any salvageable aspects of their former
selves - their self-image, their occupation, how they lived, what was unique
about them. In their new nocturnal world, echoes of their mortal lives are
all that stand between many Kindred and madness. Concept is important because
it helps a vampire relate to the world. It's not a numerical Trait, and it
has very little mechanical effect on the game. Its benefit is that it allows
you to formulate a personality for your character, and it provides an anchor
for a vampire who wishes to preserve her dwindling Humanity - or to rail against
it.
Some sample concepts are presented on p. 103. If you don't see a concept you
like, make one up! Who are we to tell you who you can or can't be?
Clan
A character's clan is her vampire "family," the undead legacy into
which she was Embraced. Vampires are always of the same clan as their sires,
the vampires who Embrace them. Look at the templates below, and decide which
clan you'd like your character to be. As previously mentioned, the Storyteller
may disallow members of certain clans based on the sect the chronicle involves.
Many beginning chronicles, for example, allow only vampires from the Camarilla
clans. If a player wishes, she need not choose a clan at all. Many vampires
in these modern nights have blood so diluted that they can truly claim no
clan. Unwanted and scorned, these clanless "Caitiff" are increasingly
common. If you wish to play such a character, simply write "Caitiff under
the Clan heading on the character sheet.
Brujah
Malkavian
Nosferatu
Toreador
Tremere
Ventrue
Nature and Demeanor (Archetypes)
After choosing concept and clan, a player should choose her character's Nature
and Demeanor. These behavioral Traits, known as Archetypes, help players understand
what kind of people their characters are. Nature and Demeanor are not required
to play Vampire: The Masquerade, but they sometimes help players pin down
their characters in their minds. Demeanor is the way a character presents
herself to the outside world. It is the "mask" she wears to protect
her inner self. A character's Demeanor often differs from her Nature, though
it might not. Also, Demeanor refers to the attitude a character adopts most
often - people change Demeanors as often as they change their minds. Demeanor
has no effect on any rules.
Nature is the character's "real" self, the person she truly is.
The Archetype a player chooses reflects that character's deep-rooted feelings
about herself, others and the world. Nature need not be the only aspect of
a character's true personality, merely the most dominant. Nature is also used
to determine a character's ability to regain Willpower points (see p. 136).
For a complete list of Archetypes from which to select Nature and Demeanor,
see here.
Step Two:
Select Attributes - Physical,
Social and Mental
Players must now assign numbers. The first step in determining a character's
numeric Traits is to prioritize his Attributes. Attributes are the natural
abilities and raw "stuff" a character is made of. How strong is
a character? How attractive? How quick? How smart? Attributes take all these
questions and more into account. All Vampire characters have nine Attributes,
which are divided into three categories: Physical (Strength, Dexterity, Stamina),
Social (Charisma, Manipulation, Appearance) and Mental (Perception, Intelligence,
Wits).
First, the player must select which group of Attributes is his character's
strong suit (primary). The player then selects the group in which the character
is average (secondary). Finally, the remaining group is designated as the
character's weak point (tertiary). Is your character tough but antisocial,
or gorgeous but a complete airhead? Character concept and clan may suggest
certain ranks for these priorities, but feel free to decide upon any scheme
you please. Nothing's worse than playing a boring stereotype. Playing an interesting
stereotype, though...
All Vampire characters start with one dot in each Attribute, reflecting the
basic capabilities of the mortals from which they're drawn. (The exception
is the Nosferatu, who have zero dots in their Appearance Attribute.) A character's
priorities determine how many dots the player may allocate to that cluster
of Attributes. A player may distribute seven additional dots to his character's
primary group, five additional dots to the second- ary group and three dots
to the tertiary group. For example, a tough, athletic character will likely
allocate seven dots to his Physical category, while a clever, wise character
will place seven dots in her Mental category.
Step Three:
Select Abilities - Talents,
Skills
and Knowledges
Abilities are also divided into three categories: Talents, Skills and Knowledges.
Talents are intuitive Abilities that are inherent or learned "in the
field." Skills are Abilities learned through rigorous training or determination.
They may be learned with careful practice, but can also be studied or learned
through training. Knowledges are just that - "book learning" and
the like. Knowledges are typically mental pursuits or studies learned through
schooling or books.
Like Attributes, Ability groups are also prioritised during character creation.
Players should select primary, secondary and tertiary groups for their Abilities.
The primary group receives 13 dots, the secondary group gets nine and the
tertiary group receives five. Note that, unlike Attributes, characters do
not begin the game with automatic dots in any Ability. Note further that no
Ability may be purchased above three dots during this stage of character creation
- even among the undead, experts in a field don't grow on trees. You may raise
Abilities higher with freebie points, but that comes later.
Step Four:
Select Advantages
Now comes the part of character generation during which the vampire truly
becomes unique. Advantages are Traits that make the vampire a contender in
the hierarchy of the night. Advantages are not prioritized; a set number of
dots may be allocated to each category. Though this number is fixed, additional
Advantage dots may be purchased with freebie points.
Disciplines -
When vampires are Embraced, their sires teach them certain blood-based mystical
powers, known as Disciplines. Each character begins with three dots of Disciplines,
which may be allocated as the player chooses. For example, she may spend all
three dots on one Discipline or spend a dot each on three Disciplines. Disciplines
purchased with Advantage dots must be from the three clan Disciplines all
clans possess. Each clan description above lists the Disciplines practiced
by that clan, along with bloodline variations, if any. If the character is
a clanless Caitiff, she may purchase whatever Disciplines she wants, subject
to Storyteller approval. (Note: Disciplines purchased with freebie points
need not be clan Disciplines.)
| Brujah | Celerity | Potence | Presence |
| Malkavian | Auspex | Dementation | Obfuscate |
| Nosferatu | Animalism | Obfuscate | Potence |
| Toreador | Auspex | Celerity | Presence |
| Tremere | Auspex | Dominate | Thaumaturgy |
| Ventrue | Dominate | Fortitude | Presence |
| Age | Can't be taken. |
| Allies | No limit, but, every ally must be listed, named and titled. |
| Arcane | No Arcane over one, and must come with a reason as to why your character has it. |
| Contacts | No limit, but, every contact must be listed, named and titled. |
| Fame | No fame above two, without detailed reason as to why it fits your character concept. |
| Generation | No limit to generation. |
| Herd | Limit of three, must come with reason as to why they're your herd. |
| Influence | Limit of two, also must come with a reason as to why your character has that level of influence. |
| Mentor | Can only be taken if mentor is a Player Character, within London. |
| Military Force | Can't be taken. |
| Resources | Can't be taken over three, without reason as to why it fits your concept. |
| Retainers | No limit, but, each retainer must be given a fully detailed sheet. |
| Status | No status over 2, without detailed reason as to why your character has it. |
Virtues - Overview
Virtues are very important to Vampire characters, for they provide the moral
backbone for the characters and determine how readily they resist the temptations
of the Beast. A character's emotional responses are very closely tied to
her Virtues; these Traits define how well the character resists frenzy and
how keenly she feels remorse. Virtues are essential in resisting the urges
of the Beast and the Hunger, and most vampires lose points in their Virtues
as they grow older and more callous.
A Vampire character has three Virtues. Conscience governs a character's
sense of right and wrong, while Self-Control determines how readily she
maintains her composure and contains her Hunger. Courage measures the character's
gumption and ability to withstand the proximity of fire, sunlight and other
things that vampires dread. Every character starts out with one dot in each
Virtue, and the player may then distribute seven additional dots among the
Virtues as she sees fit. These Virtues play instrumental roles in determining
a character's starting Humanity and Willpower levels, so be careful how
you spend the points.
Step Five:
Last Touches
At this stage, the player may spend 15 freebie points to personalize his
character. First, however, a bit of bookkeeping needs to be done.
Humanity - Overview
A character's starting Humanity score equals the sum other Conscience +
Self-Control Traits, yielding a score between 5 and 10. Players are also
encouraged to increase their Humanity scores with freebie points, as too
low a score indicates that the Beast lies in close proximity.
Note: Characters on Paths other than Humanity may use different Virtues
to determine their initial Path scores. Consult the Appendix (p. 286) to
determine which Paths use which Virtues.
Willpower - Overview
A character's beginning Willpower score equals her Courage rating, and thus
ranges from 1 to 5. Players are encouraged to raise their starting Willpower
scores with freebie points, as the Trait is critical to dealing with a Kindred's
dangerous emotional situations. Willpower is also used to resist frenzy
(p. 228), undertake especially daunting tasks and power certain Discipline
effects.
Bloodpool - Overview
- Generation Chart
The crowning touch to character creation is determining the vampire's starting
blood pool. This part is simple - roll a 10- sided die. The number is the
number of blood points a character has in his system at the beginning of
the game. This is the only die roll that is made during character creation.
Freebie Points
The player may now spend 15 freebie points to purchase additional dots in
Traits. These points may be spent however the player chooses - thus the
term "freebie." Each dot has a variable freebie-point cost based
on which type of Trait it is - consult the chart below for freebie-point
costs of Traits. Remember that Disciplines purchased with freebie points
need not come from the character's clan Disciplines (although purchase of
some Disciplines may require explanation about how she acquired them).
| Trait | Cost |
| Attribute | 5 per-dot |
| Ability | 2 per-dot |
| Discipline | 7 per-dot |
| Background | 1 per-dot |
| Virtue | 2 per-dot |
| Humanity | 1 per-dot |
| Willpower | 1 per-dot |
| Merits/Flaws |
List of Merits
and Flaws.
Spark of Life
If you go through the motions above, you will have a character - at least
in the purely technical sense. All the dots are on the paper; you can interact
your piece of paper with the mechanics of the game, and roll all the right
combinations of dice at the appropriate times.