Character Creation

The time has come to create your character, based upon your concept.

A Few Quick Guidelines Before We Begin

This phase of the game is meant to be collaborative, and all players are expected to work together to generate their character’s in order to form a strong, cohesive Coterie.

In general, it is expected that you adhere to the character concept that was accepted. However, please keep in mind that you should remain flexible in all things, and strict adherence is neither expected nor encouraged. Also, please feel free to expand and tweak your concept as you learn more about your fellow coterie members. I typically find it useful to include a small ‘Relationships’ section of my concepts where I spell out for future reference generally how my character interacts with specific other characters.

Also, while generating your character, it may be helpful to use a quick reference builder, like the one here. Keep in mind that you will need to still fill out your character sheet as outlined below.

Finally, you should probably get your hands on the VtR core book if you haven’t already. While I have done my best to make the selection process as easy to do without it, I am human, and may leave things out that you may want to know. That being said, you are always more then welcome to ask me or your fellow players for help and advice!

Step 1: An Introduction to Your Sheet

For the purposes of this game, we will be using a custom character sheet built into Obsidian Portal. Links to the sheets are posted below. Please open yours in a new tab.

Unless you have previously worked on your sheet, you will see it to be mostly blank, with a lot of question marks. Don’t be scared of it’s imposing beauty. It’ll all be filled in soon enough ;).

Also, you’re going to want to fill in most of the ‘crunch’ section now. The Bio section can contain general information about your character that your other Coterie members would know about you. In the ‘GM Only’ section you can put secrets and goals.

Keep in mind that for some of the traits like “health” and “willpower”, I only want your max in that trait. Don’t worry about varying stats for right now, they’ll be explained later.

Step 2: Attributing Attributes

We will be following the standard 3/4/5 distribution when allocating dots in attributes. How this works is you pick a primary, secondary, and tertiary focus for your character; choosing from mental, physical, and social. You should have already come up with your primary focus in concept generation.

You may allocate five points to your primary, four to your secondary, and three to your tertiary. Keep in mind that you are granted 1 point in each attribute to start off with that doesn’t cost you anything.

Also, please keep in mind that 2 is the generally accepted statistic for most ‘normal’ people. A 1 in any attribute usually signifies some sort of disability or drastic shortcoming you should be prepared to explain in your character. In general though, min/maxing is a bad idea.

Last but not least, you may add an extra point to your character’s clan’s favored attribute. A quick reference can be found here.

Step 3: Mad Skillz

Similar to Attributes, you may allocate 11/7/4 points in much the same way as you did with your attributes. Please keep in mind that you do not get a free dot, and a -1 penalty applies to using any untrained social and physical skill, and a -3 penalty to using an untrained mental skill.

Also, your character can choose three skill ‘specialties’. These specialties can be practically anything, but I reserve the right to veto any that I see as being too vague or powerful. For a practical list, see here.

Step 4: Meritorious Merits

As mentioned in House Rules, your character gets 2 ‘granted’ merits, free of charge. They can only be upgraded, however, by exp, which we’ll talk about later. Your granted merits should already be on your sheet.

In addition to your granted merits, you may use 7 points to buy any merits you choose. It is literally impossible to list all the various merits, so I suggest you get your hands on the core book or ask for advice.

Step 5: You Must Have Discipline!

Disciplines are vampiric powers. Your player is allowed to allocate 3 points to any they choose, but at least one of those three must be in a ‘core’ clan discipline. See here a reference on core disciplines, and here for a quick guide on how disciplines work / what they do.

Step 6: Spend that EXP

Trait Cost
Attribute x5
Skills x3
Skill Specialty 3
Willpower 8
Humanity x3
Merits x2
In-Clan Discipline x5
Out-Clan Discipline x7
Theban Sorcery or CrĂșac Ritual x2
Dragon Coils x7
Blood Potency x8

How this table works is like this. In order to spend exp, you must first calculate the ‘dot cost’ by multiplying the dot number you want to buy by the cost multiplier. For instance, if Tom wanted to raise his Firearms skill from 2 to 3, he would need to spend 9 exp, because 3×3 = 9.

Likewise, exp costs stack. So, if Tom wanted his firearm skill to go from 2 to 4, he would need to spend 21 exp, because: 3×3 = 9 for the third dot 3×4 = 12 for the fourth dot total: 9+12 = 21 exp.

Noticeable exceptions to this are “Willpower” and “Skill Specialties,” both of which have a flat exp cost per point. Note that skill specialties cannot be upgraded, but more can be added.

Last but not least, on your character sheet, please account for your exp expenditure. Below is an example.

Merits (x2)

Meditative Mind (1) = 2 exp

TOTAL 2 exp

Clan Disciplines (x5)

Dominate (1) = 5 exp

Dominate (2) = 10 exp

TOTAL 15 exp

Attribute (x5)

Dexterity (4) = 20 exp

TOTAL = 20 exp

Skills (x3)

Firearms (5) = 15 exp

Larceny (4) = 12 exp

TOTAL 27 exp

Total Spent: 64

Some Final Advice

Generally, I tend to discourage meta-gaming, but just so everyone’s on the same footing, I’ll give some advice on character generation.

First, it’s usually good to Create High, Buy Low. When creating your character, focus on getting a lot of dots in a few skills, merits, and disciplines, then use your exp to buy the relatively inexpensive first dots you’ll need in various other traits. The notable exception to this is attributes. All attributes should at least have a level of 2.

Second, it’s a good idea to think about how the different elements of your character interact mechanic’s wise. For instance, if you’re building a Ventrue with at least two points in dominate, you’re gonna want to invest in the Expression skill, as it adds to the dice pool of ‘Mesmerize’ rolls. for a list of some common dice rolls, see here. Also, the official dice rolls of most disciplines can be found here.

Finally, it’s a good idea to try and specialize within your coterie. While Max may try to influence others through Persuasion, Tom focuses on Intimidation. While Sarah hones her investigative skills, Molly builds up her academics. This way, if one approach to a problem fails, someone else can try a different methodology.

Character Creation

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