Advantages

This section is actually three part.  Disciplines, Backgrounds, and Virtues.  All three are listed in here, but separated to make the page easier to view.

NOTE: I do not believe in the rules used in 3rd Edition.  I do not like the storyline either, but I do not use ANYTHING 3rd Edition on this page.  So, if you need that information, I apologize, but I cannot help you.

If anyone sees anything that I have missed, or made a mistake on, please E-mail me immediately so that I can correct the mistakes immediately.  Thank you, and enjoy.

This is a rather long section, but it is one of the last tough parts of the character creation.  So, if you've made it here, then relax.. you're nearly done.  Just follow these three sections by clicking on the intrapage links below. 

Disciplines Backgrounds Virtues

Have fun!

Disciplines

Disciplines are the true power of a Kindred's blood.  They are what allows a Kindred to punch harder, be tougher, control one's mind, become invisible to anyone around them, control the animals, or even to change shapes into that of a wolf or bat.  Each Clan has a specific set of three Disciplines that they start out with (see "Clans" for which Clan has what), though, as long as they can find someone to teach them, any Kindred of any Clan can learn any Discipline... which, in many cases, is next to impossible (Assamites, Gangrel, and many others with special Clan Disciplines tend not share their secrets with ANYone).

In the character creation phase, each character gets three points to start out with in their Disciplines.  They can place one into all three, two in one, one in another, or all three into one Discipline if they want to power that one up.  And remember, Freebie Points can be used to add to Disciplines during creation, so you CAN do more with them than just the three.  See the section labeled "Point Score" for more information on how that works.

This is a complete listing of the Disciplines below.  For a more detailed description, click on the specific Discipline.

Discipline

Clan Specific (if applicable)

Description

Animalism - The ability to control animals.
Auspex - The powers of the mind.
Celerity - The ability to move supernaturally fast.
Chimestry Ravnos The ability to create illusions.
Dominate - The ability to control another's mind.
Fortitude - The ability to toughen one's self.
Melpominee Daughters of Cacophony The ability to use one's voice as a weapon.
Necromancy Giovonni, Samedi The ability to summon spirits.
Obeah Salubri The ability to heal and protect.
Obfuscate - The ability to hide one's self.
Obtenebration Lasombra The ability to control the shadows.
Potence - The ability to make one's self stronger.
Presence - The ability to affect how others perceive you.
Protean Gangrel The ability to modify one's shape.
Quietus Assamite The ability to assassinate quietly and quickly.
Serpentis Settite The power to control and corrupt.
Thanatosis Samedi The ability to decay another's body.
Thaumaturgy Tremere The ability to use blood magick.
Vicisitude Tzimisce The ability to craft and shape flesh.

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Backgrounds

Every character has a history, and a life before the campaign that they are now involved in.  They describe the special advantages your character may have.  For instance, if they are below 13th Generation, if they are over 100 years old, if they have a lot of money (or any money, for that matter), any Contacts they might have... the list goes on.

In character creation, characters are given five points for their Backgrounds.  These can be increased by Freebie Points later on.

Below is a list of the standard Backgrounds.  Click on the specific Background to learn more information

Background

Description

Allies Mortals who help and support the character.
Contacts People the character knows, from various walks of life, who comprise a system of information which could come in very handy.
Fame The character is widely known among the mortals, perhaps as a movie star or writer, but definitely someone who is known.
Generation This determines the full potential of the Kindred in question.  Without this, he starts out as 13th Generation, lowest of the low in power.
Herd You have build a group of mortals from whom the character can feed from without fear.
Influence This reflects a character's ability to produce results when attempting to sway or control the political or social process of the mortal community.
Mentor This Trait describes one or more elders, possibly the character's sire, who look after him.
Resources This is the character's financial resources, or access to such resources.
Retainers The character has one or more servants and/or assistance who are loyal and steadfast to him.
Status The character has something of a reputation and a standing within the community of the Kindred.

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Virtues

Virtues are twofold, depending on which Sept you are playing (see "Sept" for more information).  If you are playing Camarilla, they represent the aspects of a character which describe his orientation on life and his essential integrity and moral strength.  If you are playing Sabbat, they represent the aspects which describe his lack of humanity, his callous attitude, and his ability to overcome mental, physical, and emotional hardships.  

These Traits are intended to help you understand and direct your characters, not force a certain action upon them.  However, a vampire is a creature of great passion, and sometimes Virtue rolls are required, with failure indicating that the character is not restrained enough to avoid going into frenzy, or worse.

In character creation, each character is given seven points to start out with.  Each Virtue starts out with one point in each already given, just like in Attributes (see the section labeled "Attributes").  No Virtue can go over five points.

Below are the lists of the different Virtues, separated by Camarilla and Sabbat.  Click on the specific Virtue to learn more about it.

Virtue

Sept

Description

Callousness Sabbat ?
Conscience Camarilla Conscience is a Trait of self-awareness, which enables the character to evaluate your own conduct.
Courage Camarilla Courage is a quality of the mind that enables the character to stand up in the face of opposition, hardship, or danger.
Instincts Sabbat ?
Morale Sabbat ?
Self-Control Camarilla Self-Control indicates the amount of control the character has over his feelings, emotions, and most importantly, actions.

 

Disciplines Backgrounds Virtues
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