• How Do I Create a Vampire Character?

      MEMBERS WHO ARE NERVOUS/UNCERTAIN ABOUT MAKING THEIR FIRST CHARACTER...

      are welcome to use our Quick Creation Form which will walk them through some questions needed to make a character, instead of following the instructions below.

      A staff member will, within 36 hours, create your character for you based on your answers and send you log-in information from puppetprince.com as well as additional instructions for entering play and customizing your character sheet.

      Please use the Laws of the Night (Revised) book for reference pages. We create and store our Character Sheets (a listing of what your vampire knows and is capable of doing) on PuppetPrince.com. Please see our Step-by-Step Instructions on how to set up your account and create your sheet using the information below.

      CHOOSE A CLAN (pages 30-51)
      Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue (Other clans than those listed must be purchased in our Player Point Mall.)

      PICK A NATURE & DEMEANOR (pages 73-74)
      A character's nature is the type of person she is at her very heart... while her demeanor is who she pretends to be for the world to see. These things can be the same but this is rare as people are seldom so transparent. Choose one nature and one demeanor to start the game with. These may change with ST permission.

      Natures & Demeanors
      Architect, Autocrat, Bon Vivant, Bravo, Capitalist, Caregiver, Celebrant, Chameleon, Child, Competitor, Conniver, Curmudgeon, Dare Devil, Deviant, Director, Fanatic, Gallant, Idealist, Judge, Lone, Martyr, Survivor, Traditionalist, Trickster, Visionary


      CHOOSE YOUR TRAITS (pages 80-85)
      Decide if your character is more physically capable, socially adept or mentally superior.

      Then allocate 7 points to the category your character is strongest in, 5 points to the next best and 3 points to what you're weakest at.

      Physical Traits (no more than x3 per trait)

      Agile, Brawny, Brutal, Dexterous, Enduring, Energetic, Ferocious, Graceful, Lithe, Nimble, Quick, Resilient, Robust, Rugged, Stalwart, Steady, Tenacious, Tireless, Tough, Vigorous, Wiry

      Social Traits (no more than x3 per trait)

      Alluring, Beguiling, Charismatic, Charming, Commanding, Dignified, Diplomatic, Elegant, Eloquent, Empathic, Expressive, Friendly, Genial, Gorgeous, Ingratiating, Intimidating, Magnetic, Persuasive, Seductive, And Witty

      Mental Traits (no more than x3 per trait)

      Alert, Attentive, Clever, Creative, Cunning, Dedicated, Determined, Discerning, Disciplined, Insightful, Intuitive, Knowledgeable, Observant, Patient, Rational, Reflective, Shrewd, Vigilant, Wily, Wise

      ADD YOUR CLAN ADVANTAGES

      Each clan has not only a disadvantage but also an advantage which is added to their character sheet. Find your clan below and add your advantage to your character sheet
      .
      Brujah: 1 free influence in Political, University, or Street as well as the associated ability in Politics, Academics or Streetwise. Brujah can not take the Short Fuse flaw, and are at a higher risk for Frenzy (one-trait penalty).

      Gangrel: Free abilities: Animal Ken and Survival. Gain a Negative Trait: Bestial, Repugnant or Feral from gaining an animalistic feature each time they frenzy.

      Malkavian: Free ability of Awareness. All Malkavians must take a derangement for no free traits at character creation. Can recognize other Malkavians on sight.

      Nosferatu: Free abilities: Stealth and Survival. All Nosferatu gain the Negative Social Traits: Repugnant x3 which doesn't count against the total Negative traits that can be taken nor do they provide any Free Traits. Cannot take any Appearance related Social Traits and when his repugnant visage is present, he can't initiate Social Challenges except for Intimidation challenges, although he may defend normally.

      Toreador: They get 2 free abilities from any 1 or 2 of the following: Academics, Crafts, Performance or Subterfuge. Can also spend any of the previous Abilities as Herd traits. Toreador can be entranced by anyone with 3 appearance related social traits or works of art, this can be broken out of for a Mental Trait, of if an appropriate distraction occurs (an attack, a neighbor elbowing her)

      Tremere: They receive 1 free dot in the ability Occult, and 1 free dot of Occult Influence. Upon embrace all Tremere receive a drink of the combined vitae of the Inner Council and gaining a 1 step blood bond to the clan as a whole.

      Ventrue: They receive one free background level in resources that can never be lost, one free influence in High Society, Finance, or Politics. The Ventrue have rarefied tastes and can only feed from their chosen blood preference. As a result Ventrue come into play 1 Blood Trait down, which can be ameliorated with Herd background or other arrangements.

      PICK FIVE ABILITIES (pages 85-93) (Max based on Character Generation)

      You can put all five points into one of these skills or spread them out between several.

      Academics, Animal Ken, Athletics, Awareness, Brawl, Computer, Crafts, Dodge, Drive, Empathy, Etiquette, Expression, Finance, Firearms, Intimidation, Investigation, Law, Leadership, Linguistics, Medicine, Melee, Occult, Performance, Politics, Repair, Science, Security, Scrounge, Stealth, Streetwise, Subterfuge, Survival

      CHOOSE 5 BACKGROUNDS (pages 93-105)

      You can put all five points into one background or spread them out between several.

      Allies, Contacts, Herd, Influence, Mentor, Resources, Retainers,
      ***Generation - is not available, but is a benefit of being a Subscriber or of Player Points Purchases.

      PICK 3 *BASIC* LEVEL DISCIPLINES (pages 134-189)

      (max of level 2 in any In-Clan disciplines during creation only)

      Brujah Clan Disciplines: Celerity, Potence, Presence
      Gangrel Clan Disciplines: Animalism, Fortitude, Protean
      Malkavian Clan Disciplines: Auspex, Dementation, Obfuscate
      Nosferatu Clan Disciplines: Animalism, Obfuscate, Potence
      Toreador Clan Disciplines: Auspex, Celerity, Presence
      Tremere Clan Disciplines: Auspex, Dominate, Thaumaturgy**
      Ventrue Clan Disciplines: Dominate, Fortitude, Presence

      ** Thaumaturgy Note: Tremere that choose to take Thaumaturgy, must start with Path of Blood. Also if you take Thaumaturgy (Path of Blood), you gain rituals per rank obtained.

      Level One: "Rite of Introduction" (Basic Ritual) & "Deflection of Wooden Doom" (Basic Ritual)
      Level Two: "Principal Focus of Vitae Infusion" (Basic Ritual)

      VIRTUES & PATH

      You have a total of 7 points to break up (max 5 total points in each) in the following categories, all starting out with one dot free in each. (Pages 108-112) Conscience, Self Control, Courage. Humanity rating is calculated by taking your Conscience + Self Control & divide that by 2 and rounded up.

      Example:
      Humanity: 3
      Conscience: 3
      Self Control: 4
      Courage: 3

      ADD YOUR FREE LORES
      All characters gain one free level of Lore: Kindred, Lore: Camarilla, and Lore: Clan. and Independant clans (Setites, Giovanni, Ravnos, and Assamites) gain no Lore: Camarilla (unless they are somehow offically members of one of those sects) and instead gain Lore: Clan x2

      DERANGEMENTS (pages 212-214)

      If you are playing a Malkavian, you must pick 1 Derangement for no points as this is your clan flaw.
      You may select a single derangement for your character for 2 Negative Traits, but be warned: DERANGEMENTS ARE NOT FOR NOVICE PLAYERS!

      Bulimia, Crimson Rage, Fugue, Hysteria, Immortal Terror, Manic Depression, Megalomania, Multiple Personalities, Obsessive/Compulsive, Paranoia, Regression, Sanguinary Animism, Schizophrenia

      NEGATIVE TRAITS

      You may select a total of 5 points total of negative traits (remember a Derangement counts as 2 Negative Traits) with no more than 3 in a single attributE category, to earn extra points. Negative traits give you one customization point for each.

      Negative Physical Traits (pages 81-82): Clumsy, Decrepit, Delicate, Docile, Flabby, Frail, Lame, Lethargic, Puny, And Sickly

      Negative Social Traits (page 83): Bestial, Callous, Condescending, Dull, Feral, Naive, Obnoxious, Repugnant, Shy, Tactless, And Untrustworthy

      Negative Mental Traits (page 83): Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted, Submissive, Violent, And Witless

      FLAWS (pages 112-122)
      Each flaw gives you as many customization points as listed next to them below. Remember you may only earn 7 points from your flaws. Note: The flaws Phobia and Amnesia are considered to be Derangements and are treated as such.

      Physical Flaws: Bad Sight (1-3 pt), Flesh of the Corpse (1pt), Hard of Hearing (1pt), Short (1pt), Smell of the Grave (1pt), 14th Generation ( 2pts), Permanent Wound (3 pt), Disfigured (2pts), Dulled Bite (2pts), Glowing Eyes (2pts), One eye (2pts), Thirst for Innocence (2pt), Permanent Fangs (2pts), Vulnerability to Silver (2pts), Glowing Eyes (3pt), Addiction (3pts), Deformity (3pts), Infectious Bite (3pts), Lame (3pts), Monstrous (3pt), Slow Healing (3pts), Deaf (4pts.), Disease Carrier (4pts), Blind (6pts), Thin Blood (4pts.), Mute (4pt), Flesh of the Corpse (5pt)

      Social Flaws: Dark Secret (1pt), Infamous Sire (1pt), Enemy (1- 5pts), Mistaken Identity (1pts), Sires Resentment (1pt), Hunted (4pts)

      Mental Flaws: Deep Sleeper (1pt), Nightmares (1pt), Prey Exclusion (children not allowed) (1pt),Shy (1pt), Soft Hearted (1pt), Speech impediment (1pt), Lunacy (no points in our game), Short Fuse (2pts), Territorial (2pts), Thirst for Innocence (2pts), Vengeful (2pts), Weak-Willed (3pts), Conspicuous Consumption (4pts), Guilt Wracked (4pt)

      Supernatural Flaws: Cursed (1-5 pt), Repulsed by Garlic (1pt), Touch of Frost (1pt), Cold Breeze (1pt), Eerie Presence (2pt), Death sight (2pt), Can’t Cross Running Water (3pt), Repelled by Crosses (3pt), Haunted (3pt), Grip of the Damned (4pt)

      MERITS (pages 112-122)
      Merits cost the amount of customization points as listed beside their name. You may only have up to 7 points of merits at character creation.

      Physical Merits: Acute Sense (Sight, Smell, Taste, Hearing, Touch)(1 pt), Ambidextrous (1pt), Eat Food (1pt), Early Riser (1pt), Bruiser (1pt), Friendly Face (1pt), Enchanting Voice (2pt), Catlike Balance (1pt), Blush of Health (2pt), Efficient Digestion (3pt), Daredevil (3pt), Huge Size (4pt)

      Social Merits: Natural Leader (1pt), Prestigious Sire (1pt), Sanctity (2 pt), Debt of Gratitude (1-3pt), Holdings (1-5pt)

      Mental Merits: Light Sleeper (1 pt), Code of Honor (2pt), Coldly Logical (1pt), Common Sense (1pt), Concentration (1pt), Time Sense (1pt), Introspection (1pt), Natural Linguist (2pt), Eidetic Memory (3pt), Calm Heart (3pt), Iron Will (3pt)

      Supernatural Merits: Bright Aura (1pt), Deceptive Aura (1pt), Healing Touch (1pt), Inoffensive to Animals (1pt), Magic Resistance (2pt), Medium (2pt), Lucky (3pt), Spirit Mentor (3pt), True Love (4pt), Nine Lives (6pt), Oracular Ability (3pt), Unbondable (3pt)

      Note: There are clan specific merits and flaws that are not listed above. If you wish to use that merit/flaw please contact a Storyteller for approval.

      Customization Points

      Everyone gets five points at character creation along with the points you acquired by taking negative traits and flaws to round out your character. However, in addition to that, if this is your first character here you get 10 additional points and if it's not... you get 5 points to add to your sheet to customize your character a bit more.

      The more dots you have in an attribute or ability shows the level of mastery you have in a given area. 1 being a someone who dabbles as a hobby and 5 being someone who has made a life's work out of something. Use the chart below to determine how many points things cost.


      Traits: 1 point each
      Ability: 1 point each
      Background: 1 point each
      Virtues: 1 point each
      Humanity/Path Trait: 3 points each
      Willpower: 3 points each
      Take an additional basic in-clan discipline: 3 points each
      Take an additional basic out-of-clan discipline: 4 points each (plus Player Points)
      Basic Level Ritual: 2 points each.

      ADDITIONAL RULES/ASSUMPTIONS:

      Characters may not be awake more than 250 years in age (in addition to generation limits) without an expenditure of player points. This means that you CAN be older than 250 years but, you must have spent only 250 years of your lifetime awake and out of torpor.

      Baali, Blood Brothers, Children of Osiris, Nagaraja, Old Clan Tzimisce, Salubri (either variety), True Brujah, Gargoyles, Harbingers of Skulls, Kiasyd, Lasombra, Tzimisce and other clans and bloodlines not found in Laws of the Night: Revised will require ST approval as PC characters as well as an expenditure of player points. Please see "Player Points" for more information. If this is your first character, be assured you won't be able to play any of the aforementioned.

      No out-of-clan Disciplines may be purchased at character creation without an expenditure of player points; please see the Player Points section of our website.

      The following Flaws are worth no points: Cast No Reflection, Infertile Vitae, Lunacy and Prey Exclusion (Children).

      Amnesia and Phobia will serve as Derangements and not as Flaws. Players choosing to be Amnesiacs thusly must write their own histories and are responsible to reveal the details of their past as it becomes relavent or the derangment is taking away

      Flaw - Child - 3pt Flaw

      This is a very dangerous flaw to take. It is a dangerous world and it is not easy to survive in modern nights as a child. Protective Services, Child Endangerment, any spotting of a Child alone is a dangerous thing and a risk to the Masquerade that keeps the Kindred alive.

      Taking this flaw - you are a child - physically you are no more then 13 years of age and you look that age as well. Please note it is not well accepted in the community to play this story out you will need to get Obfuscate of sufficient level to hide your appearance in order to be out in public.
      Please take this carefully - it is a viable story - but it must be approached with great care by the player and please know the other players may not tolerate your walking risk to their characters.

      Merits not found in Laws of the Night: Revised, Laws of the Night: Camarilla Guide, or Laws of the Night: Sabbat Guide require ST approval and possible expenditure of Player Points.

      Paths of Enlightenment require a Player Point Expenditure to enter play with.

      All starting characters begin the game with four Willpower traits, independent of generation.

      After submitting a character sheet, players have a "grace period" of 30 Days to petition the Storytellers to be allowed to make minor changes to them. After this span, the character sheet is fixed & locked.

      Characters not of the vampire venue (mage, werewolf, changeling, mortal) must enter play as either a loner character with no ties to his venue of origin or as an outcast of that society (ronan, orphan, etc) This rule is in place so there is no misunderstanding that your pack/motley etc will come running to save you from any foolish actions you take while hanging out with vampires. While it's clear that most every other member of the world of darkness is combatively superior to the vampire, in this game we follow the idea that within the city areas which vampires live in, they are the superior/dominate power.

      Influence above 5 can be puchased at character creation with PP. See the influences section of our website.

      No character may enter play with more than one level of status in their clan (any) or sect (obviously this one should be Acknowledged) if they are members of the Camarilla and if they are independent they may have no more than two status in their clan (any) - unless they have purchased age with player points and then may only have one additional.

      No player character will be a major historical figure and player characters may only know a major historical figures with an approved background detailing the complete nature of that relationship. (added on 8/12/2009)

      If you wish to have a character tied to any past or present npc or pc in our game you must first get permission from the player and then the storytellers. (added: 1/2010)

      No Tremere character may enter play with a rank higher than apprentice of the 3rd circle of mysteries. (added: 11/2010)

      Tremere characters know "Rite of Introduction" free of cost. (added: 1/2010)

      All Giovanni entering play are "legal" embraces as described in the giovanni handbook. (added: 1/2010)

      Any player point to exp expenditures on your character must still make sense and have story behind them. (added: 1/2010)

      To create Ghouls, use Laws of the Hunt: Revised WW5032. They have max traits of 9 as per mortals. If they are ghouls becuase of a PC vampire using the Retainer Background, then the Ghoul merit doesn't need to be purchased. Otherwise, the merit needs to be purchased (someone has to pay for the Ghouldom, Vampire or Ghoul).

      Unless you as a player otherwise indicate, the STs will assume the following about your PC:

      The name that you use is your given name.
      You have a haven that protects you from sunlight.
      You speak English as a native language. (If English is not your native Language, you must purchase Linguistics (English) to speak English.)
      You have a traceable real-life mailing address that is not a PO box.
      All of your money is in one non-interest bearing checking account.
      You have an accurate ID that has your real birth date OR you have a fake ID that can be traced with Bureaucracy x1. (note: If your backstory/influence would allow different set ups, submit an action accordingly, separate from backstory.)
      Any car you own is liscensed under your name with your information.
      Your car is stored in a publically accessible location.
      You do not have a criminal record.
      Your character can be assumed to have a high school education.
      Your character can be assumed to know how to drive an automatic transmission.
      If you have Resources x1 or Finance Influence x1 or the Finance ability, you have credit cards in your name.
      Your credit history starts out good.
      You are currently up to date on your income taxes here in the USA.
      If you are a Tremere, you submit a blood sample to your Regent and you are not now (or ever have been before) a rogue.
      If you are a Giovanni that you are in good standing with the family.

      Note: After you create your first Vampire character, you must purchase a character slot to play any additional Vampire characters unless your primary character is taken out of play (whether it be voluntary, or through character death).