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Vampire Character Creation

Rules for Vampire Creation

Allowed Books

  • Vampire the Requiem 2nd Edition/The Strix Chronicle and any other 2.0 supplement.
  • Damnation City.
  • Blood Sorcery: Rites of Damnation.
  • Clan books.
  • Other at ST discretion.

Step One: Concept

Who are you? A single word or a short sentence to define the 'meat' of your character. Come up with three Aspirations for your character; recommended is two short terms ones and one long term. Feel free to discuss this with the ST.

Step Two: Attributes

Prioritize Mental, Physical, and Social Attributes and distribute 5/4/3 dots as desired. Each trait starts at 1 for free.

Step Three: Skills

Prioritize Mental, Physical, and Social Attributes and distribute 11/7/4 dots as desired. Remember, you don't need to be excellent at everything in the beginning. A pool of 3-4 dice for a task represents competence at that task.

Step Four: Skill Specialties

Pick three.

Step Five: Vampire Template

Choose your Clan

Add +1 dot to both of your Clan's favored Attributes.

  • Daeva: +1 Dexterity and +1 Manipulation
  • Gangrel: +1 Composure and +1 Stamina
  • Mekhet: +1 Intelligence and +1 Wits
  • Nosferatu: +1 Strength and +1 Composure
  • Ventrue: +1 Presence and +1 Resolve

Choose your Covenant

Note each one comes with access to unique powers and/or merits. Alternately, your character can be unaffiliated with any of the Covenants.

  • Carthian Movement: Access to Carthian Law merits.
  • Circle of the Crone: Access to Cruac (Blood Sorcery).
  • Invictus: Access to Oaths.
  • Lancea et Sanctum: Access to Theban Sorcery (Blood Sorcery)
  • Ordo Dracul: Access to Coils and Scales of the Dragon.

Pick your Mask and Dirge

  • Mask: Kindred wear Masks in public. A Mask is the persona she shows the prey. The Mask is the pretty lie, the identity that keeps her walking among the flock as an insider, even though she’s nothing of the sort. It reflects how she deals with human society.
  • Dirge: The Dirge is who she is behind closed doors, and when dealing with other Kindred. A Dirge is the harsh truth to which she clings. It’s the grounding point to which she always returns. When she walks the halls of Elysium, and works within her covenant, she presents her Dirge.

Touchstone

Your character’s Touchstone is a person, place, or thing that reminds her of her humanity, and helps keep her grounded. You’ll need to name a Touchstone, and write it next to your sixth Humanity dot (or seventh for a Ventrue).

Describe the Touchstone and why it's important to your character. A few sentences is fine but give me an idea what your characters relationship with the Touchstone(s) is like.

Note that Touchstones are not Allies/Contacts/Mentors/Etc. While they can be, with the appropriate Merit dots, the Touchstone is a separate relationship whose base purpose is to tie the vampire to the world of the living.

Record Blood Potency

This trait starts at 1 for Vampires.

Choose Disciplines

You begin with 3 dots, 2 of which must be spent on in-Clan Disciplines. The third dot can be whatever you wish subject to Covenant restrictions. Note that clan-specific Disciplines (Auspex, Dominate, Majesty, Nightmare, Protean) require your character to have consumed at least 1 Vitae (and thus have a 1-step bond to) another vampire who knew it. Other Disciplines are "general" ones and can be developed/learned independently (Animalism, Celerity, Resilience, etc).

This third dot can also be used to purchase a dot in Cruac, Theban Sorcery, or Coils of the Dragon. Note that Paradi City uses the Blood Sorcery: Rites of Damnation rules.

Blood Sorcery is comprised of five themes; Creation, Destruction, Divination, Protection, and Transmutation. Cruac and Theban Sorcery have linked themes;

  • Cruac: Creation and Protection
  • Theban Sorcery: Divination and Transmutation

The first dot in Cruac or Theban Sorcery gives the vampire a dot in each of its linked themes and a third dot that can be applied to any one of the other three.

Theme dots may be purchased independently of the Cruac or Theban Sorcery Discipline for 2 XP each. Theme dots cannot exceed the character's Cruac or Theban Sorcery rating, meaning a vampire with Cruac 2 cannot have any theme higher than 2.

Any time the character increases their Cruac or Theban Sorcery rating, they add +1 dot in any Theme the character already knows.

Step Six: Merits

Select 10 dots of Merits.

All characters gain Haven 1 and Safe Place 1 for free.

Feeding Grounds is a restricted merit; unless your character swears fealty as a tenant to another vampire, your Feeding Grounds merit is capped at 1 dot.

Step Seven: Advantages

  • Record Willpower (Resolve + Composure)
  • Humanity begins at 7 dots
  • Size is 5
  • Health is equal to Size + Stamina + Resilience (if applicable); add the appropriate health boxes to your character sheet
  • Defense is the lower of Dexterity or Wits + Athletics + Celerity (if applicable)
  • Vampires have additional base abilities including Frenzy, Predatory Auras, and other Tricks.

Step Eight: Final Touch

You may spend 5 XP to add finishing touches to your character.


Vampire XP Costs

  • Attributes: 4 XP per dot
  • Merit: 1 XP per dot
  • Skill Specialty: 1 XP per dot
  • Skill: 2 XP per dot
  • Clan Discipline: 3 XP per dot
  • Out-of-Clan Discipline: 4 XP per dot
  • Blood Sorcery: 4 XP per dot
  • Blood Sorcery Theme: 2 XP per dot
  • Coil of the Dragon within Chosen Mystery: 3 XP per dot
  • Coil of the Dragon outside Chosen Mystery: 4 XP per dot
  • Scale of the Dragon: 2 XP
  • Humanity: 2 XP per dot
  • Blood Potency: 5 XP per dot
  • Devotions: Varies; minimum 1 XP

Gaining XP

  • If your character fulfills an Aspiration, take a Beat. Replace the Aspiration with a new one.
  • Each Condition has a criteria for Resolution. Take a Beat upon resolving said Condition.
  • Some Conditions provide a Beat for actions other than Resolution.
  • Any time you fail a roll, you may opt to make it a Dramatic Failure and take a Beat. This must be an action where it's dramatically appropriate and there's a consequence to failure.
  • If your character takes lethal or aggravated damage in one of her rightmost health boxes, take a Beat. Vampires do not gain Beats from bashing damage.
  • At the end of an ST-run session, take a Beat.
  • Any time your character risks detachment, take a Beat.
  • The ST may award a Beat for particularly inspired role-play or appropriately dramatic, heroic, or heinous actions.

For every 5 Beats a character attains they gain 1 XP.