Post by Admin on Oct 1, 2019 17:35:51 GMT
Use the base creation rules and add the following template to Kindred characters during Step Five.
1. Choose a Clan (no restrictions).
A character’s clan serves as a sort of extended family of the night, bound by lineage and responsible for certain similarities among its members. Vampires are always of the same clan as the sires that Embrace them, though it is possible to later start a new bloodline that deviates slightly from other close blood relations.
When choosing a clan, you might wish to choose a specific bloodline that deviates slightly from the norm, a subset of your vampiric family that holds to different ideals and behavioral standards. Be sure to confer with the Storyteller before making such a decision, as certain bloodlines might not be allowed might not exist at all. All Bloodline are considered high approval
2. Choose a Covenant
• The Carthians: Members of the Carthians may purchase the Allies, Contacts, Haven and Herd Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.
• The Circle of the Crone: Members of the Circle of the Crone may learn the Discipline of Crúac.
• The Invictus: Members of the Invictus may purchase the Herd, Mentor, Resources and Retainer Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.
• The Ordo Dracul: Members of the Ordo Dracul may learn the Coils of the Dragon.
• The Lancea Sanctum: Members of the Lancea Sanctum may learn the Discipline of Theban Sorcery. This covenant is Restricted
3. Pick Your favored Attribute
Each clan has a pair of favored Attributes, enjoying a more acute development of certain natural aspects of the body. Once a clan is chosen, choose one Attribute from a clan’s favored pair and add one dot to it.
Clan Favored Attributes (choose one)
Daeva Dexterity or Manipulation
Gangrel Composure or Stamina
Mekhet Intelligence or Wits
Nosferatu Composure or Strength
Ventrue Presence or Resolve
4. Choose Starting Disciplines
Each character begins with three dots of Disciplines, which can be allocated as the player chooses. At least two dots must be devoted to a character’s clan Disciplines, however, before any thought is given to an out-of-clan or bloodline Discipline.
5. Determine Blood Potency
All vampire characters receive the Blood Potency advantage at one dot for free. Blood Potency can be increased with Merit-point expenditure at a rate of three to one at character creation. That is, a player may spend three of his character’s seven Merit points for Blood Potency 2, or spend six of his character’s seven Merit points for Blood Potency 3. Blood Potency is described on p. 99.
6. Merits
A beginning character has seven dots worth of Merits, which may be distributed at the player’s discretion. Vampires can have additional Merits from a special list (see p. 100). Please keep in mind that some merits are not appropriate to the setting (resources, locations) and may not be allowed
7. Determine advantages
Defense = the lowest of Dexterity or Wits
Health (Stamina + Size)
Initiative (Dexterity + Composure)
Humanity (7 for starting characters, you may choose to drop this)
Size (5 for most humans)
Speed (Strength + Dexterity +5)
Willpower (Resolve + Composure)
and Virtue/Vice
1. Choose a Clan (no restrictions).
A character’s clan serves as a sort of extended family of the night, bound by lineage and responsible for certain similarities among its members. Vampires are always of the same clan as the sires that Embrace them, though it is possible to later start a new bloodline that deviates slightly from other close blood relations.
When choosing a clan, you might wish to choose a specific bloodline that deviates slightly from the norm, a subset of your vampiric family that holds to different ideals and behavioral standards. Be sure to confer with the Storyteller before making such a decision, as certain bloodlines might not be allowed might not exist at all. All Bloodline are considered high approval
2. Choose a Covenant
• The Carthians: Members of the Carthians may purchase the Allies, Contacts, Haven and Herd Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.
• The Circle of the Crone: Members of the Circle of the Crone may learn the Discipline of Crúac.
• The Invictus: Members of the Invictus may purchase the Herd, Mentor, Resources and Retainer Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.
• The Ordo Dracul: Members of the Ordo Dracul may learn the Coils of the Dragon.
• The Lancea Sanctum: Members of the Lancea Sanctum may learn the Discipline of Theban Sorcery. This covenant is Restricted
3. Pick Your favored Attribute
Each clan has a pair of favored Attributes, enjoying a more acute development of certain natural aspects of the body. Once a clan is chosen, choose one Attribute from a clan’s favored pair and add one dot to it.
Clan Favored Attributes (choose one)
Daeva Dexterity or Manipulation
Gangrel Composure or Stamina
Mekhet Intelligence or Wits
Nosferatu Composure or Strength
Ventrue Presence or Resolve
4. Choose Starting Disciplines
Each character begins with three dots of Disciplines, which can be allocated as the player chooses. At least two dots must be devoted to a character’s clan Disciplines, however, before any thought is given to an out-of-clan or bloodline Discipline.
5. Determine Blood Potency
All vampire characters receive the Blood Potency advantage at one dot for free. Blood Potency can be increased with Merit-point expenditure at a rate of three to one at character creation. That is, a player may spend three of his character’s seven Merit points for Blood Potency 2, or spend six of his character’s seven Merit points for Blood Potency 3. Blood Potency is described on p. 99.
6. Merits
A beginning character has seven dots worth of Merits, which may be distributed at the player’s discretion. Vampires can have additional Merits from a special list (see p. 100). Please keep in mind that some merits are not appropriate to the setting (resources, locations) and may not be allowed
7. Determine advantages
Defense = the lowest of Dexterity or Wits
Health (Stamina + Size)
Initiative (Dexterity + Composure)
Humanity (7 for starting characters, you may choose to drop this)
Size (5 for most humans)
Speed (Strength + Dexterity +5)
Willpower (Resolve + Composure)
and Virtue/Vice