Character Sheets
Books
- Core Rulebook
- V20 Companion
- Lore of the Clans
- Lore of the Bloodlines
- Ghouls and Revenants
- Anarchs Unbound
- Rites of the Blood
Important
There’s a colored key above the title on each of the sheets. This should be used when applying dots so it’s easier to tell at a glance how they got what.
- Base dots should remain black. They’re the dots you distribute though character creation (such as the 7/5/3 Attribute dots).
- Free should only be used for the first dot in Drive and Computer.
- Freebies mean any dots bought with freebie points
- Experience are any dots bought with experience
- Earned are any dots earned in character. Normally, this will only apply to Backgrounds, as they can’t be purchased with experience directly.
This is an example of a sheet that’s been filled out properly.
Please follow this key. We won’t review a sheet until it’s been marked properly.
Other notes include:
- All characters must be at least 18 years old. For vampires, this means they must have been at least 18 at the time of their embrace.
- Revenants are not available for play.
- Characters cannot be loyal to the Sabbat. They don’t have to be humane, but active loyalty to the sect is not permitted.
- Any 5 dot trait must be purchased with experience, with the exception of Appearance 5.
- Characters must be submitted two weeks apart from approval. For every five characters submitted, this wait period increases by another two weeks. New submissions will only be reviewed if the previously submitted character has been in at least five scenes, only two of which can be solos.
No one starts undead. Consider the follow questions to form this character when they were human:
- Place of birth, where do they live today, where have they lived and why?
- Do they have living family? Are they close to them? Why?
- Are they religious? What religion? How religious? (mass on Sundays, pray every meal, tithe regularly and donate time, etc.)
- What is their place in the world from your character’s point of view? Where would you like it to be?
- What little things are important to them?
- What weighs heavy on their soul? What sins have they committed, or if they don’t believe in such things, why?
- What habits do they have? Not just smoking, drinking, but also do they read the paper every morning, have a routine, etc.?
- What matters to them?
These don’t need to be filled out anywhere! It’s just helpful to flesh a character out before reaching the mechanical side of things.
The other side to this is how the character acts behind closed doors, with those close to them, and when they believe no one is watching. This is your character’s Nature. When a character acts towards their nature during play (such as a caregiver successfully nurturing someone else), they will have the option of spending a free point of Wilpower on the roll associated with the action.
Your Nature and your Demeanor cannot be the same.
A full list of available archetypes can be found on the Archetypes page.
- Generation: 8th-15th generations
- Age: Freshly Embraced to 800 years
- Sect: Anarch, Camarilla, Independent
Want to play something else? Check out our Advanced Character Creation guide for how you can qualify!
So you want to play Camarilla…
For those that have read the Setting page, you’ll recall that the Camarilla is a bit different in LA in Anarchy than in canon V20. They’re small in number, and still struggling to regain the standing they once held before the Third Revolt.
If you still want to play Camarilla in this setting, understand that this isn’t an underdog story. While the sects can grow to be amicable towards one another, and the Camarilla’s presence can be fostered into something notable, the Tower’s ultimate purpose is to be a subtle antagonistic force to an Anarch dominated landscape.
In other words, while it can be a vehicle to tell some rather compelling stories, but don’t expect the Camarilla to be claiming the city for themselves.
- Revised Discipline Limits: We use the revised limits for domitors, as seen in the chart below
Sponsor’s Generation | Max. Discipline Level |
---|---|
Thirteenth to Eleventh | 1 |
Tenth or Ninth | 2 |
Eighth or Seventh | 3 |
Sixth or Fifth | 4 |
Fourth | 5 |
Business is booming for the assassins with tensions between sects remaining taught. Of course, those not looking to get caught in the crossfire are having a particularly difficult time keeping their heads down.
- Sect: Independent
- Disciplines: Celerity, Obfuscate, Quietus
- Weakness: One automatic level of unsoakable lethal damage per blood point imbibed from other kindred. Diablerie attempts result in automatic aggravated damage, one health level per point of permanent Willpower the victim possesses; the would-be diablerist gains no benefits (including Generation reduction) if they survive the process. In addition, Assamites must tithe some of the profits from their contracts to their sires or superiors (generally around 10 percent of all such earnings).
- Ghoul Weakness: The blood of Assamite ghouls carries the taint of the Clan’s many curses. Over a period of seven to ten years, their mortal blood begins to darken and eventually turns pitch black.
- Disciplines: Auspex, Obfuscate, Quietus
- Weakness: The viziers are mad. Every vizier finds himself caught up in the continuance of his chosen pursuits to the exclusion of trivial concerns such as daily shelter or nightly nourishment. Each vizier has an Obsessive-Compulsive derangement associated with his highest-rated intellectual or creative Ability. If the character’s focus of effort shifts, so does the focus of the derangement.
- Disciplines: Auspex, Obfuscate, Quietus
- Weakness: Assamite antitribu have the post-curse weakness mentioned in the sidebar on the previous page. In fact, their weakness never changed, while the rest of the Clan shackled with the blood curse of the Tremere. Whenever an Assamite antitribu drinks vampire blood, the player must roll Self-Control or Instinct (difficulty 3 + the number of blood points consumed). If this roll fails, the character is addicted. Once addicted, the character will indulge in drinking Kindred blood whenever possible. When she is given the opportunity to do so, the player must roll Self-Control or Instinct (difficulty 6). If this roll fails, the character frenzies, attacks the target and drinks as much blood as she can.
It is no secret the Brujah have always strained against authority out of desire for a better vision of tomorrow. The clan is always moving forward, enacting change in the static world of the kindred as best they can. The divide in the Tower was the last push needed for the clan to fully remove themselves from the Camarilla. In a twist of irony, the majority of Camarilla Brujah returned to the fold of their Anarch brethren instead of the other way around. On the part of the Anarch Brujah, the reception of their estranged clanmates have been mixed, some welcoming them with open arms while others are slow to trust these new additions.
- Sect: Anarch
- Disciplines: Celerity, Potence, Presence
- Weakness: The difficulties of rolls to resist or guide frenzy are two higher than normal. Additionally, a Brujah may never spend Willpower to avoid frenzy, though they may spend a point of Willpower to end a frenzy that has already begun.
- Ghoul Weakness: Brujah ghouls are easily angered. Difficulties to avoid frenzy are two greater.
The Followers of Set fractured after the Regression and aftermath. It caused the Setites to split into distinct groupings: The mainline clan, who has become dominated by the Cohort of Wepwawet - with Ancients awakening to reclaim their mantle as stewards of the clan until the return of their Antediluvian, and those who’ve became somewhat disillusioned from the Reversion.
Two branches have formed among the Setites who had fled to the Camarilla previously under the guise of Caitiffs. Many of the Clan’s youth flocked to the Caribbean to join the Serpents of the Light, while others such as the Mesu Bedshet have thrown their lot in with the rebels, due to their hatred of the Ventrue Clan, offering their services in exchange for a place within this Anarch revolution.
- Sect: Independent
- Disciplines: Obfuscate, Presence, Serpentis
- Weakness: Add two health levels to damage caused by exposure to sunlight. Setites also lose one die from dice pools for actions taken in bright light (police spotlights, stage lights, flares, etc.).
- Ghoul Weakness: Ghouls who subsist primarily on Setite vitae gradually develop an aversion to daylight. During daylight hours, she might require strong, prescription sunglasses, and bright flashes such as a camera flash or lightning may require a Frenzy check. Among ghouls of certain Clans and bloodlines, like the Followers of Set, this Flaw can worsen over long periods of time at the Storyteller’s discretion.
Warrior Setites generally embrace passionate ideologues. The ideology that they espouse isn’t important. A fanatical Christian’s fervor can be turned to Set as easily as the zeal of a pro-union rabble rouser, given the right amount of Kindred vitae and religious revelations from Set.
- Disciplines: Potence, Presence, Serpentis
The Gangrel’s time as one of the six pillars of the Camarilla ended as the edict spread out. The oldest amongst the clan within the Tower, frustrated with what they saw as another bid for greater power and control by Tremere, decided that their time in the Ivory Tower was over. They had been complacent when the Tower had silenced their skalds and lorekeepers, but this was the nail in the proverbial coffin. Those that held the respect of the clan left and took with them a large portion of their clanmates.
- Sect: Anarch
- Disciplines: Animalism, Fortitude, Protean
- Weakness: Every time a Gangrel frenzies, they acquire a temporary animal characteristic (which may replace an existing temporary one). Players should work with the Storyteller to determine what new animal trait is acquired (whether the frenzy involved the fight-or-flight impulse may be relevant). Over time, or in an exceptional situation, a particular animal feature may become permanent, with the next frenzy adding a new feature. A good guideline is to require each frenzy-gained trait to have some effect grounded in system terms (such as the temporary reduction of Social Attribute dots or a permanent loss of Humanity), though Storytellers may allow narrative-only traits that can shape the story.
- Ghoul Weakness: Gangrel ghouls, regardless of bloodline, are affected by the phases of the moon. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two.
Unlike Country Gangrel, who can afford to let their animalistic ways take over and their appearances grow truly bestial, the City Gangrel must either adopt a more Nosferatu-like approach to unlife or blend in with their prey. To outward appearance, then, these latter Kindred seem human, dress as appropriate to their area and the social class that they mimic.
City Gangrel began as Gangrel antitribu, but have seen a much wider range thanks to the Third Revolt.
- Sect: Variable
- Disciplines: Celerity, Obfuscate, Protean
- Weakness: City Gangrel suffer the same weakness as the main line of the Clan. Whenever a City Gangrel frenzies, he gains a temporary animalistic feature of some kind (which may replace an existing temporary one). The mechanical impact of such a feature is up to Storyteller discretion. City Gangrel tend to develop features reminiscent of the animals commonly found in urban environments — rats, dogs, cats, pigeons, and even insects.
Mariners sometimes act in defense of the oceans, sneaking aboard polluting vessels and killing everyone aboard. On some level this makes sense — if their prey dies off, they’ll have to return to the land (or quest ever further into the Deeps).
The Camarilla and the Sabbat have, on the rare occasions they find them, offered Mariners membership. The Mariners decline. They have no sectarian interests, and escaping the Jyhad might have been why the first Mariner left the land to begin with. No one knows how long ago that was, but most of the Mariners are of low Generation, and some of them date to the Age of Exploration.
- Sect: Independent
- Disciplines: Animalism, Fortitude, Protean*
- Weakness: As with most Gangrel, the Mariners gain an animalistic feature each time they frenzy. These features, though, resemble fish, aquatic worms, cephalopods, and other sea creatures (the rare Gangrel develops a cetacean or seal-like feature). The alien nature of these features should be taken into consideration by Storytellers determining the mechanical impact of such features.
The Giovanni were untouched by the news of the revolt, consolidated in their territories and respected in Venice, few would dare say that the Giovanni could be threatened. They continued to respect the treaty with the Camarilla and handled their internal affairs, but, troubling to many - the ruling Anziani council of Venice had called together the Dons of all the families for unknown purposes. Supposedly on the orders of Augustus Giovanni himself.
- Sect: Independent
- Disciplines: Dominate, Necromancy, Potence
- Weakness: The Kiss of a Giovanni vampire causes excruciating pain in mortal vessels who receive it. If the Giovanni isn’t careful, her vessel may die of shock and agony before being wholly exsanguinated. As a result, they tend to use blood banks and other means of feeding that don’t fight as much.
- Ghoul Weakness: All Giovanni ghouls suffer from the Vengeance Flaw. This Flaw manifests whenever the player character discovers that a member of the extended Giovanni family, either herself or another mortal, ghoul, revenant, or vampire, has been wronged. The player will take on other vows of vengeance as if she herself had been hurt. This Flaw may be resisted for a day by spending a Willpower point.
While there was no love lost for them during the Reversion, the Lasombra Antitribu local to Los Angeles have made major strides in making their departure from the Sabbat more socially acceptable. The Clan has not been nearly as successful in other domains, however, making the Free State a draw amongst those who seek to live without excessive prejudice.
Stubbornly, the Sword still officially claims their numbers do not exist, perhaps in a vain effort to discredit those that escaped their wrath.
- Sect: Variable
- Disciplines: Dominate, Potence, Obtenebration
- Weakness: Lasombra vampires cast no reflections. Additionally, Lasombra Antitribu tend to face far more public scrutiny than other clans; outside of Los Angeles, they still struggle to exist when publicly discovered, from local shunning to outright blood hunts.
- Ghoul Weakness: Lasombra ghouls walk a fine line between their mortality and their damnation. Due to their masters’ connection to the Abyss, shadows will subtly lean toward them. This effect is more noticeable when a ghoul is standing still beneath direct light, but it is still dangerous as the behavior of the shadows may also draw the attention of hunters and other vampires who know what to look for.
The Seers found themselves divided as the Camarilla waned and crumbled around them despite being one of the lesser pillar clans. A majority of the Elders either remained with the Camarilla, or retreated to their havens to weather the incoming storm. The younger amongst the clan were bolstering the ranks of the Third Anarch Revolt.
- Sect: Anarch (Younger), Camarilla (Older)
- Disciplines: Auspex, Dementation, Obfuscate
- Weakness: All members of Clan Malkavian suffer from a permanent, incurable derangement. They may acquire and recover from other derangements, and may spend Willpower to ameliorate the effects of the derangement for a scene, but they can never recover from their original derangement.
- Ghoul Weakness: All malkavian ghouls acquire either the Nightmares or Phobia Flaw. The player chooses whichever Flaw most fits their character’s background. Eventually, should a Malkavian ghoul survive for at least a year, their Flaw changes into an incurable Derangement.
For some reason, the Clan felt it was important for the Camarilla to know that some of their number retained skill with the Dominate Discipline. Likewise, their nickname — Carriers — is self-applied. The implication is clear: These Malkavians are immune to Dementation (at least as far as “contracting” it the way the rest of the Clan did), but they are capable of spreading it. Rumors fly that these Malkavians are capable of spreading Dementation — and the accompanying madness — even to non-Malkavian Kindred.
Whether or not that’s true hasn’t been established, but it is true that Dominate Malkavians tend to be more outwardly stable than other members of their Clan. That isn’t to say they aren’t mad — they are. Their derangements, though, tend more toward cold sociopathy or quiet hallucinations than the screaming, full-blown madness that afflicts much of the rest of the Clan. Likewise, Dominate Malkavians show no particular propensity for prophetic wisdom, and often seem somewhat contemptuous of the ones that do.
- Sect: Anarch (Younger), Camarilla (Older)
- Disciplines: Auspex, Dominate, Obfuscate
- Weakness: Like all Malkavians, the Carriers are irretrievably insane. As a rule, their insanity tends to be “quieter” than the average Lunatic’s, but the Dominate Malkavians still have at least one derangement that cannot be cured.
The Nosferatu spend much of their time hidden from the eyes of most, keeping to the sewers and other such dark, forgotten places where few dare venture. With the Great Division within the Tower, the Nosferatu have, for the majority, pulled away as that edict had threatened many of the Sewer Rats. The bonds of Clan outweigh the ties of sect - as they say, blood is thicker than water. Those who haven’t turned their backs on sects entirely have found the drama unfolding to be rather profitable, to say the least.
- Sect: Anarch
- Disciplines: Animalism, Obfuscate, Potence
- Weakness: All Nosferatu have an Appearance score of zero, and they may never improve it. Cross it off the character sheet. Dice pools that use the Appearance Trait are inherently difficult for these hideous Kindred.
- Ghoul Weakness: Nosferatu ghouls are often shocked to discover their appearance degrades over time, much like their domitors. Mechanically, the ghoul loses one to two points of Appearance over time, although their total Appearance may not drop below 1.
For the already scattered remnants of the clan, not much as changed for the Ravnos. They tend to stick to Anarch territories when need-be with how strict the Camarilla is now operating, if they weren’t already a Rogue among a nomadic Sabbat pack.
- Sect: Independent
- Disciplines: Animalism, Chimerstry, Fortitude
- Weakness: While the Ravnos are masters of changing the reality around them, they have a harder time changing their own fundamental reality. All Ravnos have a key personality trait, chosen at character creation, which they are incapable of resisting if the opportunity to express it presents itself. This can be some kind of virtuous act, such as defending the weak, or something more sinister, such as taking advantage of someone in a lesser position. When presented with the opportunity to indulge in her virtue or vice, she does so unless the player succeeds on a Self-Control or Instinct roll (difficulty 6).
- Ghoul Weakness: Ravnos ghouls suffer from a lesser form of the Clan weakness. The Blood ignites a ghoul’s inclination to indulge in their passions (crafting artwork, aiding others, hard drugs), whether for better or worse. After a year of subsequent feedings, the Ravnos ghoul will feel compelled to indulge in that passion whenever the opportunity presents itself. To resist, the ghoul must make a Self-Control or Instinct roll (difficulty 5). The difficulty for this roll may increase or decrease depending upon the circumstances, at the Storyteller’s discretion.
The Roses have thrived in the wake of the Third Revolt, with the younger of the Clan more than happy to be free of their obligations to the Tower, free to pursue their passions without restriction (or the social baggage brought about by Elysium and harpies). Of course, their jaded elders are far less attached to petty human emotions, and clutch tightly onto their hard-earned status within the Tower.
There is a group of Toreador who seek to bypass the labor of creativity and instead seek the patronage of a local Methuselah. Dubbed the Rose Garden, this cult of personality spends more time vying for her attention than doing anything meaningful with their unlives.
- Sect: Anarch (younger), Camarilla (older)
- Disciplines: Auspex, Celerity, Presence
- Weakness: When a Toreador experiences something truly remarkable — a person, an objet d’art, a lovely sunrise — the player must make a Self-Control or Instincts roll (difficulty 6). Failure means that the Kindred finds herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention. If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Self-Control or Instincts roll.
- Ghoul Weakness: Toreador ghouls suffer from a tendency to overprotect their masters. Often, Toreador ghouls might perceive a threat where there is none, and lash out believing that the safety of their domitors is at risk. At the Storyteller’s discretion, when a Toreador ghoul leaps to the conclusion that her domitor may be harmed, she must make a Self-Control or Instinct roll. The difficulty is 6.
- Weakness: Over time, the propensity for the Toreador to become fascinated by beauty has twisted itself into a perverse need for cruelty. When faced with an opportunity to inflict emotional or physical pain — a captive that might be tortured, or a protégé whose ambitions might be squashed — the Toreador antitribu’s player must make a Self-Control or Instinct roll (difficulty 6), or spend a Willpower point. If the roll fails, the character must indulge in her savage desires.
Noble House Tremere is one of the four remaining Pillars of the Camarilla. The blood sorcerers sought to harbor the pregnant kindred within the walls of the chantries in a desire to research the new phenomenon. The Pyramid cracked when the Inner Circle sent out the edict, with clan elder Carna taking it upon herself to forge the Tremere anew beneath the Anarch’s banner.
Tremere who have defected to House Carna have their previous bond to the clan broken. Through a special ritual created by the elder (which bears rather suspicious resemblance to the Valuderie preformed by the Sabbat), all are to mix their vitae in a chalice with her own and any others present. Drinking of it removes any ties to the Pyramid and destroys any other blood bonds. This ritual hasn’t seem to have any adverse effects on those who’ve partaken, though some Warlocks speculate Carna is merely preparing to use them towards her own selfish ends.
Anarcho-Warlock
All Tremere are assumed to be Anarchs unbound from the Pyramid unless otherwise stated on their character sheet.
- Sect: Camarilla
- Disciplines: Auspex, Dominate, Thaumaturgy
- Weakness: Tremere dependency on blood is even more pronounced than that of other Kindred. It takes only two draughts of another vampire’s blood for a Tremere to become blood bound instead of the normal three — the first drink counts as if the Tremere had taken two drinks.
- Ghoul Weakness: Tremere ghouls are extremely susceptible to the blood bond. Their difficulty to break the blood bond is twice that of other ghouls.
While many Fiends are ever more committed to the Sword’s cause since the Regression, there was still some turmoil amongst them. Metamorphosis requires change, and the Regression caused one previously thought impossible: making Cainites into Kine once more. This sentiments were only reinforced once the static undead began to birth mortal life. Not long after, many of the clan, young and old, went to seek refuge elsewhere.
- Sect: Anarch (younger), Independent (older)
- Disciplines: Animalism, Auspex, Vicissitude
- Weakness: The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of “native soil” — earth from a place important to her as a mortal, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each night spent without this physical connection to her land limits all of the Tzimisce’s dice pools to one-half, cumulatively, until she has only a single die in her pool. The penalty remains until she rests for a full day amid her earth once more.
- Ghoul Weakness: While Tzimisce ghouls are not undead, the vitae that flows through their veins causes mortals to be wary and uneasy around them. Because of this, difficulties of all rolls related to social interaction with mortals untainted by vitae are increased by two.
As one of the remaining pillar clans of the Camarilla, the Blue Blooded Kings would seek to maintain their creation, no matter the cost. With a majority of Camarilla Princedoms dominated by Ventrue Princes, many would quickly discover themselves without domains, or embattled on the streets. This menace to their clan caused Hardstadt to return to the fray, taking back the reins of clan leadership.
- Sect: Camarilla
- Disciplines: Dominate, Fortitude, Presence
- Weakness: The Ventrue have rarified tastes, and they find only one specific type of mortal blood palatable and vital for them. When a player creates a Ventrue character, he should decide with the Storyteller what specific type of blood suits the character, and this choice is permanent. Blood of other types (even animals) simply offers the vampire no blood pool increase, no matter how much he consumes — he simply vomits it back up. This refined palate may be very narrow or very broad — say, the blood of younger sisters, or the blood of war veterans. Vampiric blood is exempt from this restriction.
- Ghoul Weakness: Ventrue ghouls are more susceptible to the commands of their masters. As such, when attempting to resist an order from any Ventrue, their difficulty to resist the use of the Dominate Discipline, or the Intimidation and Leadership Skills, is increased by two.
For the Unbound, things couldn’t be better in these modern nights. The Third Revolt opened up a lot of doors, whether newly minted Anarch domains they could crash in, or infighting so severe no one bothered to noticed the tumbleweed coasting through their Elysiums. Some Camarilla domains are so desperate that Princes are even willing to entertain Caitiff membership—not that many take up the offer.
- Sect: Anarch
- Disciplines: Any three Disciplines, only one of which may be rare (Chimestry, Dementation, Obtenebration, Protean, Quietus, Serpentis, or Vicissitude)
- Weakness: The Clanless are cursed with no connection to a greater whole. They bear no weakness, but purchase all Disciplines for 6 x their current rating.
- Ghoul Weakness: Much like the Caitiff themselves, the ghouls of caitiff don't inherit any particular weakness.
Vampires: distribute 7/5/3
Ghouls & Humans: distribute 6/4/3
Important
- All Attributes start with a single dot which aren't counted. The only exception to this are Nosferatu, as their appearance would be 0.
- For any Attributes that are at 4 dots or more, make sure to apply a specialty.
For ease of reference, this is roughly what each of the dot levels mean for attributes. For specific levels at each stage, please see the Attributes page.
Poor: Unexercised, unpracticed, or inept.
Average: The result of occasional effort or application.
Good: Regular practice or effort, or naturally talented.
Exceptional: Frequently applied, tested, and honed.
Outstanding: The peak of normal human capacity, continually exercised.
Vampires: distribute 13/9/5
Ghouls & Humans: distribute 11/7/4
From A Darker Age
Older characters, or those with specific interests, can replace Drive with Ride and/or Firearms with Archery. Those that do will need to buy the replaced Abilities at a later time if they wish to learn how to drive a vehicle or shoot a gun.
For ease of reference, this is roughly what each of the dot levels mean for abilities. For specific levels at each stage, please see the Abilities page.
Novice: Basic knowledge and/or techniques.
Practitioner: Solid working knowledge and/or techniques.
Professional: Broad, detailed knowledge and/or techniques.
Expert: Exceptional depth of knowledge and/or techniques.
Master: Unsurpassed depth of knowledge and/or techniques. A leader in the field.
If one of the following Abilities is selected, try to have a specialty for it chosen even if it’s less than 4 dots:
- Academics
- Crafts
- Expression
- Law
- Occult
- Performance
- Science
- Technology
- Blood Magic: Anyone starting with Thaumaturgy, Necromancy, Dur-An-Ki/Assamite Sorcery, or Setite Sorcery can take any combination of rituals with levels equal to those dots. (i.e. if you have 5 dots in Thaumaturgy, you can either start with one level 5 Ritual, 5 level 1 Rituals, or any combination thereof.) You may learn more Rituals later on by following the process outlined on the System Reference page.
- Caitiff: Caitiff can select any three Disciplines, though only one of these may be a rare Discipline (Chimestry, Dementation, Obtenebration, Protean, Quietus, Serpentis, or Vicissitude).
- Blood Magic: Ghouls cannot take blood magic disciplines.
- Caitiff: Take one of the Disciplines their domitor started with.
Read on the available backgrounds on the Backgrounds page.
Inhuman Aptitude
Some vampires focus more on their inhuman nature than what happens around them. Such characters can start with four dots in Discipline instead of taking any starting Background dots.
Optionally, you can assign one Principle for every dot in Conscience. See Morality for more on Principles.
Important
Each virtue starts with one dot. Those aren’t counted when distributing them.
Want to play a Path? See our Advanced Character Creation guide to see how you can qualify.
Important
We use a modified Humanity system in LAiA. This is detailed on the morality page.
Willpower Maximums
Vampires and ghouls can have 8 Willpower in total, while humans are unable to have more than 4.
- Additional flaws may be taken past the 7 points for flavor only, they do not award further freebie points. While it might be tempting to load up on flaws that are fitting, it’s not recommended.
- Merits and Flaws not listed in the directory are not available for play unless otherwise explicitly stated by a Storyteller.
- Restricted Merits and Flaws require pre-approval before being applied to a sheet, please inquire with an ST about them.
- Banned Merits and Flaws are not going to be approved and will need to be removed from a character sheet before it will be approved.
Important
Virtues increased with freebie points or experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).
- 15 Freebies
- Any freebies not used at character creation will be forfeited unless reworked at a later time.
Trait | Cost |
---|---|
Attribute | 5 per dot |
Ability | 2 per dot |
Discipline | 7 per dot |
Blood Sorcery Path | 4 per dot |
Blood Sorcery Ritual | Ritual level |
Backgrounds | 1 per dot |
Virtue | 2 per dot |
Humanity/Path Rating | 2 per dot |
Willpower | 1 per dot |
- 21 Freebies
- Freebies can be saved until embrace. If the freebies aren’t marked down to be saved, they’ll be forfeited unless reworked.
Important
“In-Clan” Disciplines for ghouls are those of the clan of their first domitor, regardless of the domitor’s actual Disciplines. Independent ghouls consider the physical Disciplines (Celerity, Fortitude, Potence) in-clan. Ghouls not currently in a vampire’s service are considered Independent.
Trait | Cost |
---|---|
Attribute | 5 per dot |
Ability | 2 per dot |
Discipline* | 10 per dot |
Backgrounds | 1 per dot |
Virtue | 2 per dot |
Humanity/Path Rating | 2 per dot |
Willpower | 1 per dot |
Willpower | 1 per dot |
Can take 1 Experience Point for every active year (not in torpor) as a Vampire. This can go to a 150 point maximum, regardless if the character is older or not.
Trait | Cost |
---|---|
New Ability | 3 |
New Discipline | 10 |
New Thaumaturgy/Necromancy Path | 7 |
Attribute | Current rating x 4 |
Ability | Current rating x 2 |
Clan Discipline* | Current rating x 5 |
Other Discipline | Current rating x 7 |
Thaumaturgy/Necromancy Path | Current rating x 4 |
Virtue** | Current rating x 2 |
Humanity or Path of Enlightenment | Current rating x 2 |
Willpower | Current rating |
*Caitiff have no Clan-based Disciplines, just as they have no Clan. For them, the cost of raising all Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless. ** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).
Can take 1 Experience per every consecutive year of being a ghoul. This can go to a 75 point maximum.
Trait | Cost |
---|---|
New Ability | 3 |
New Discipline | 20 |
Attribute | Current rating x 4 |
Ability | Current rating x 2 |
Clan Discipline* | Current rating x 15 |
Other Discipline** | Current rating x 25 |
Virtue*** | Current rating x 2 |
Humanity or Path of Enlightenment | Current rating x 2 |
Willpower | Current rating |
* As a general rule, a ghoul attains a cost break to learn the Disciplines of their sponsor’s Clan. *It is much more difficult for independent Ghouls to learn Disciplines than any other Ghoul, and this is reflected in the cost required. ** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Path, Willpower).
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