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Post by Tami on Feb 12, 2007 8:54:50 GMT -5
As a player of Vampire: The Masquerade, you must create a character – an alter ego through which you interact with the game world and take your part in the story. Like a character in a novel or movie, this character becomes a protagonist in the stories you tell. Rather than making up a new character for each session, you create a single richly detailed character, then assume the role of that character every time you play. As your troupe tells its stories, you watch your character grow and develop. Ultimately, the character you create becomes as real and as timeless as a great hero (or villain) in a literary work.
This chapter describes how to create a vampire character, beginning with a general concept and translating that concept into the Traits and statistics that are used in the game. Though the process is relatively simple, and players can undertake it on their own, it is best to create characters under the Storyteller’s supervision, so that she can answer questions and guide the creation process.
Traits
Below is a brief explanation of some common traits. For those that require additional clarification, links are provided.
Common Traits and Terms: Vampire characters comprise the following Traits:
Name: The characters name – this may be anything from the character’s birth name to a pseudonym. Some ancient vampires are known by many names, while others are no longer known by names at all.
Player: This is the name of the player portraying the character in question
Chronicle: This is the series of linked stories in which the characters participates. Your Storyteller will provide you with the name of the chronicle (though he may need your help in deciding!).
Attributes: Attributes define your character's inborn aptitudes and potential.
Abilities: Abilities are those proficiencies your character possesses intuitively or has learned.
Advantages: A catchall term for the numerous benefits a vampire has over “normal” folk. Advantages refers to a collection of three other Traits. Disciplines refer to the vampiric powers a character possesses as a result of her Embrace. Backgrounds define the character's material assets and social network. Virtues show the character’s spiritual and moral fiber – or lack thereof.
Willpower: This Trait reflects your character's inner drive and desire to succeed at tasks she undertakes.
Blood Pool: Your character's blood pool dictates how well-fed she is, or, conversely, how hungry.
Experience: Your character's Experience Trait represents how much she has learned since her Embrace. All characters begin the game with an Experience Trait of zero. Experience is spent to purchase new Traits.
Nature: This is the "true" personality of your character -- who she is deep down.
Demeanor: This is the personality your character presents to the world. More often than not, Nature and Demeanor are different, especially given the deviousness of the vampire mind.
Clan: Your character's clan defines her lineage and her relationship to Caine, the progenitor vampire. Clan dictates your character's vampiric powers and weakness.
Generation: Closely related to clan, your character's generation defines the potency of her blood and how many steps removed she is from Caine.
Concept: Your character's concept is a one- or two-word "sketch" of who your character was prior to the Embrace -- anything from Crazed Vigilante to Porn Star.
Humanity/Path: These Traits define your character's outlook on unlife. A character has either a Humanity rating or a rating in a specific Path, never both (though a character may pretend...). Humanity is the "default" Trait, but Paths are presented in the Appendix.
Health: Although a vampire is no longer "alive," her corpse-body may still suffer sufficient trauma to incapacitate her, and a sufficient quantity of damage can even "kill" the vampire anew (forcing you to create a new character). The Health Trait measures how much injury the character has suffered.
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Post by Tami on Feb 12, 2007 8:55:29 GMT -5
Getting Started
The Vampire: The Masquerade character-creation system is designed around five basic precepts. Keep these in mind while generating the persona you will assume in the World of Darkness.
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You may create a character of any age, from any culture and from any nation, subject to the Storyteller's approval. However, all characters begin the game as neonate vampires who have only recently left the safety of their sires' protection. All players' characters are assumed to have no more than 25 years of experience as Kindred. They know relatively little of Kindred society, other than what their sires have told them. This allows characters to experience the World of Darkness as it unfolds before them in all its malignancy and mystery, rather than having the lore of ages already under their belts. A character's apparent age is the age at which she was Embraced and became one of the Kindred. *
The character-creation system is intended more as a persona development device than as a strict system of mechanical codification. Who wants more rules at the expense of an interesting character or a good story? The character cannot exist as mere dots on a page -- roleplaying is always more important than numbers. *
Players have a certain number of points to spend on Traits they would like their character to have. Players also get "freebie points" at the end of character creation; they may spend these to round out their characters, add personality and further differentiate their characters from those of other players. *
A Trait score of 1 is poor, while a score of 5 is excellent. Thus, a character with a single dot in a Trait is either not very good with that Trait or is a beginner. Don't think that your character sucks because she's only go one dot in Manipulation. The experience system presented on p. 141 allows characters to grow and improve their Traits. Traits are rated according to a human scale (except vampiric Traits like Advantages and blood pool, which are rated on a Kindred standard). *
It is your responsibility to take on a role not endemically detrimental to the coterie. Vampires are solitary creatures, so there has to be some reason you've joined up with your Kindred companions (the other players' characters). Despite the fact that the hostile World of Darkness forces coteries together, Kindred don't just hang out for the hell of it.
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Post by Tami on Feb 12, 2007 8:56:07 GMT -5
The Storyteller and Character Creation
The Storyteller must guide the players through character generation, not only to ensure their understanding of the process, but also to get a feel for the characters they're creating. Character creation can provide Storytellers with some wonderful plot ideas -- ones they would likely never have considered on their own. Likewise, if the players are unfamiliar with the rules, the Storyteller should use character generation as an introduction to the game as a whole, informing the troupe how the rules work and giving them examples based on the persona they're creating.
As the Storyteller, start by photocopying and handing out the character sheet from the back of the book. Take the players on a "tour" of the sheet, explaining what each section is for. Let players as questions along the way, and help them through the process rather than letting them fend for themselves.
After the players are familiar with the character sheet, give them a few guidelines as to what types of characters will be appropriate for the chronicle. For example, Storytellers running games in Camarilla-held cities might forbid Sabbat or independent vampires outright. Sometimes a player will attempt to portray a character wholly unacceptable to your plotline, and you should feel free to disallow this in favor of a character who won't disrupt the game.
Storytellers are advised to spend an entire session simply creating characters and running preludes (see p. 108) with the players. Exceptionally complex characters or secretive chronicles might even warrant an entire session for each individual player. Spending an adequate amount of time on character generation ensures that the players create realistic characters and not vapid, colorless laundry lists of Traits. After the mechanics of creation are done, take each player aside and lead him through a prelude. This one-on-one storytelling is the player's introduction to the chronicle as well as the means by which the player adds final details to her character, so use it to its greatest effect. Go to Top of the Page
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Post by Tami on Feb 12, 2007 9:08:57 GMT -5
Character Creation Process
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Step One: Character Concept Choose concept, clan, Nature and Demeanor *
Step Two: Select Attributes Prioritize the three categories: Physical, Social, Mental (7/5/3). Your character automatically has one dot in each Attribute.
Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation, Appearance.
Rate Mental Traits: Perception, Intelligence, Wits. *
Step Three: Select Abilities Prioritize the three categories: Talents, Skills, Knowledges (13/9/5). Choose Talents, Skills, Knowledges.
No Ability higher than 3 at this stage *
Step Four: Select Advantages Choose Disciplines (3), Backgrounds (5) and rate Virtues (7). Your character automatically has one dot in each Virtue. *
Step Five: Finishing Touches Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage) and Blood Pool.
Spend freebie points (15).
Sample Concepts
Criminal -- jailbird, Mafioso, drug dealer, pimp, carjacker, thug, thief, fence Drifter -- bum, smuggler, prostitute, junkie, pilgrim, biker, gambler Entertainer -- musician, film star, artist, club kid, model Intellectual -- writer, student, scientist, philosopher, social critic Investigator -- detective, beat cop, government agent, private eye, witch-hunter Kid -- child, runaway, outcast, urchin, gangbanger Nightlifer -- clubgoer, skinhead, punk, barfly, raver, substance abuser Outsider -- urban primitive, refugee, minority, conspiracy theorist Politician -- judge, public official, councilor, aide, speechwriter Professional -- engineer, doctor, computer programmer, lawyer, industrialist Reporter -- journalist, news reporter, paparazzo, talk-show host, 'zine editor Socialite -- dilettante, host, playboy, sycophant, prominent spouse Soldier -- bodyguard, enforcer, mercenary, soldier of fortune, Green Beret Worker -- trucker, farmer, wage earner, manservant, construction laborer
Clans
Assamite -- (Independent) Dreaded killers and diablerists on a terrible quest for Kindred vitae, the Assassins have perfected the art of the silent kill. Brujah -- (Camarilla) The Rabble are rebels and insurgents, fighting passionately for their disparate causes. The Brujah dream of a perfect society -- for vampires. Followers of Set -- (Independent) Corrupting and deadly, the Serpents are feared for their evil, yet sought out for their arcane knowledge and sinister gifts. Gangrel -- (Camarilla) The nomadic Outlanders are feral and wild. These solitary wanderers are the source of much of the lore that likens vampires to dark beasts. (This clan later leaves the Camarilla to become independent) Giovanni -- (Independent) Insular and incestuous, the Necromancers ply their trade in blood, money and the souls of the dead. Lasombra -- (Sabbat) The shadowy, wicked Keepers nominally lead the Sabbat. Clan Lasombra serves itself first and its inner darkness second. Malkavians -- (Camarilla) Dangerously deranged and psychotic to a member, the Lunatics nonetheless possess uncanny insight. Nosferatu -- (Camarilla) Disfigured and skulksome, the hideous Sewer Rats are forever barred from human society, but gather secrets from the darkness that hides them. Ravnos -- (Independent) The nomadic Deceivers are masters of illusion and guile, malevolently working their tricks as they travel from city to city. Toreador -- (Camarilla) Lovers of art and the aesthetic, the Degenerates are trapped in the stagnancy of undeath. The Toreador are passionate and decadent, surrounding themselves in excess to stave off their encroaching malaise. Tremere -- (Camarilla) A clan of sorcerous blood magicians, the Warlocks are widely distrusted...and just as widely feared. Tzimisce -- (Sabbat) A clan of fallen nobles from the Old Country, the brilliant but monstrous Fiends now serve the Sabbat. They wield the fearsome Discipline of fleshcrafting. Ventrue -- (Camarilla) The reluctant aristocracy of the Kindred, the Blue Bloods atone for their damnation by enforcing the Traditions and the Masquerade.
Archetypes (Nature and Demeanor)
Architect -- You build a better future Autocrat -- You need control. Bon Vivant -- Unlife is for pleasure. Bravo -- Strength is all that matters. Caregiver -- Everyone needs nurturing. Celebrant -- You exist for your passion. Child -- Won't somebody be there for you? Competitor -- You must be the best. Conformist -- You follow and assist. Conniver -- Others exist for your benefit. Curmudgeon -- Nothing is worthwhile. Deviant -- You exist for no one's pleasure but your own. Director -- You oversee what must be done. Fanatic -- The cause is all that matters. Gallant -- You're not the showstopper, you're the show! Judge -- The truth is out there. Loner -- You make your own way. Martyr -- You suffer for the greater good. Masochist -- You test your limits every night. Monster -- You're Damned, so act like it! Pedagogue -- You save others through knowledge. Penitent -- Unlife is a curse to atone for. Perfectionist -- Nothing is good enough. Rebel -- You follow no one's rules. Rogue -- Those who can, win. Those who can't, lose. You can. Survivor -- Nothing can keep you down. Thrill-Seeker -- The rush is all that matters. Traditionalist -- As it has always been, so it shall be. Trickster -- Laughter dims the pain. Visionary -- There is something beyond all this.
Disciplines
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Animalism -- Supernatural affinity with and control of animals. *
Auspex -- Extrasensory perception, awareness and premonitions. *
Celerity -- Supernatural quickness and reflexes. *
Chimerstry -- The Ravnos ability to create illusions and hallucinations. *
Dementation -- The ability to pass madness on to a victim. *
Dominate -- Mind control practiced through the piercing gaze. *
Fortitude -- Unearthly toughness, even to the point of resisting fire and sunlight. *
Necromancy -- The supernatural power to summon and control the dead. *
Obfuscate -- The ability to remain obscure and unseen, even in crowds. *
Obtenebration -- Unearthly control over shadows. *
Potence -- The Discipline of physical vigor and strength. *
Presence -- The ability to attract, sway and control over crowds. *
Protean -- Shapechanging, from growing claws to melding with the earth. *
Quietus -- The Assamites' arts of assassination. *
Serpentis -- The reptilian Discipline of the Followers of Set. *
Thaumaturgy -- The study and practice of blood-sorcery. *
Vicissitude -- The Tzimisce art of flesh-shaping.
Backgrounds
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Allies -- Human confederates, usually family or friends. *
Contacts -- The number of information sources the character possesses. *
Fame -- How well-known the character is among mortals. *
Generation -- How far removed from Caine the character is. *
Herd -- The vessels to which the character has free and safe access. *
Influence -- The character's political power within mortal society. *
Mentor -- The Kindred patron who advises and supports the character. *
Resources -- Wealth, belongings and monthly income. *
Retainers -- Followers, guards and servants. *
Status -- The character's standing in undead society.
Freebie Points
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
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