Character Creation
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Character Creation
See the Benny Point post for information on using BP to assist with character creation.
XP LOG
Due to the large amount of XP being applied to sheets at creation, an XP log of how all creation points and XP have been spent is required. This is the only time a log will be requested of a player as the STs must create the character database from scratch. After creation, XP logs will not be requested/required as spends will be tracked directly with player/ST from that point forward.
All characters regardless of Rarity are subject to ST approval
Restricted items, and clans can require a vote of the ST staff to allow for approval.
Restricted items (clans/merits/bloodlines, etc) are limited to one per character. The only exemption from this rule is the first character a player creates in the chronicle. If a character that has a restricted merit, clan, power etc is removed from play, the next character of that PC must be uncommon or better and not have any restricted items. That character must be active for 12 sessions before restricted items are opened back up to the PCs.
Starting XP
FIRST CHARACTER ONLY:
In addition to all things gained by the subsequent character creation rules, first characters receive the following bonus:
A player’s first character may remove the rarity cost of any clan they wish to play (subject to ST approval). This does NOT include the rarity costs for any bloodline merits.
Player XP starts at 80, not the 30 as the book says.
To balance the ability to play rarer clans, the following XP shall be granted above the starting XP.
Common clans gain an additional 60 XP (Total Starting XP of 140)
Uncommon clans gain an additional 30 XP (Total Starting XP of 110)
Rare clans gain an additional 15 XP (Total Starting XP of 95)
Restricted clans gain 0XP (Total Starting XP of 80)
Clan Rarity
Rarity can change as the story progresses based on character and plot development. Changes in rarity do not allow for refunds or deficits in xp or merit points.
Common Clans (0 Merit points): Assamite, Brujah, Cappadocian, Followers of Set, Gangrel, Lasombra, Malkavian, Nosferatu, Toreador, Tzimisce, Ventrue
Uncommon Clans(2 Merit points): Tremere, Salubri, Ravnos
Rare Clans (4 Merit points): Baali, Giovanni, Caitiff
Restricted (6 Merit points and only with approval of the ST): Lhiannan, Nagaraja, Gargoyle,
Not Allowed: Tlacique Follower of Set, Coyote Gangrel, Knights of the Moon Malkavian, Volgirre Toreador, Daughter of Cacophony, Samedi Cappadocian
Info for Lhiannan and Nagaraja are on pg 505-507
Skills
Computer, Firearms, Drive, and Security have been replaced
Seneschal: Seneschal is the ability to administer holdings, from households to kingdoms. It covers the knowledge of physical assets and their needs, from harvesting crops to the maintenance of buildings, management of various taxes and the social skills to coordinate others’ labor and resolve disputes. A skilled seneschal can evaluate the state of others’ holdings based on personal experience and knowledge, too.
System: A character with Seneschal receives 1 additional downtime action between games. This may be utilized like a normal downtime action or it may be used to cancel or observe 1 downtime action spent by another character. This reflects your character’s ability to manage holdings efficiently, observe events in other holdings and even intercept them from time to time.
Archery: You can clean, repair, recognize, and accurately fire most forms of bows, from shortbows to crossbow.
System: Characters with the Archery ability may use appropriate combat maneuvers when engaging in ranged combat.
Larceny: You may have been a locksmith or an incorrigible thief. No matter which side of the law you operated on, you learned a great deal about security techniques. You understand both the ins and outs of locks and defenses, and know how best to circumnavigate both. With a little time
and effort, you can design comprehensive traps/defenses for a location or, conversely, defeat such measures.
System: You may pick a lock or palm a small item as a simple action instead of a standard action. Characters with the Larceny skill receive the Security advantage for their Haven
background for free. This character can also use a downtime action to apply this advantage to another character’s Haven; this effect lasts for one calendar year.
Ride: Ride is the ability to travel astride a horse or other riding animal, keeping it under control in varying circumstances. Experienced riders can even fight from horseback, tend horses, and evaluate the quality of their mounts and related gear.
Additional dots can be taken to represent chariots, carts/carriages, sail/small boats, large ships, etc.
System: Without the Ride skill, your character must use her full attention to operate . their chosen mode of transport. With the appropriate Ride skill, you may operate using a simple action instead of a standard action.
Backgrounds
Allies, Contacts, Fame and Influences may not start higher than 3, these may not be raised higher except after the first month of that specific characters play time.
Paths/Roads
As there are currently no conversions available for Dark Ages Roads of Enlightenment, we will be using the modern paths as in the book.
All roads/paths are 1 point merits except humanity which is free. Roads that are considered 1 fewer merit point cost for specific clans are also free for those specific clans.
Banned Paths:
Scorched Heart
Restricted Merits and Flaws
(Only purchased with ST Permission)
GENERAL:
Additional Uncommon Discipline
Necromantic Training
Thaumaturgical Training
Infernal Power
CAMARILLA:
Social Nobility
SABBAT:
Fanatic
Keeper of a Sacred Text
ANARCH:
Dauntless
Sorcerous Dabbler
Merits and Flaws Not Appropriate for Setting
GENERAL:
Archaic
Gehenna Prophet
Thin Blooded
CAMARILLA:
Architect of the Tower
Emissary to the Camarilla
Sectarian
Tainted Embrace
SABBAT:
Black Hand Membership
Inquisition Membership
Pack Player
Revelator
Sanctified
Scholar of the Sword
Zealot
Crisis of Faith
Mistrusted
Tenuous Loyalty
ANARCH:
Dhampir
Elder of the Revolution
Lion of the Cause
Moniker
Old Dog
Tech Junkie
Wild One
Bastard Childe
Black Sheep
Dubious Loyalties
Escaped Shovelhead
XP LOG
Due to the large amount of XP being applied to sheets at creation, an XP log of how all creation points and XP have been spent is required. This is the only time a log will be requested of a player as the STs must create the character database from scratch. After creation, XP logs will not be requested/required as spends will be tracked directly with player/ST from that point forward.
All characters regardless of Rarity are subject to ST approval
Restricted items, and clans can require a vote of the ST staff to allow for approval.
Restricted items (clans/merits/bloodlines, etc) are limited to one per character. The only exemption from this rule is the first character a player creates in the chronicle. If a character that has a restricted merit, clan, power etc is removed from play, the next character of that PC must be uncommon or better and not have any restricted items. That character must be active for 12 sessions before restricted items are opened back up to the PCs.
Starting XP
FIRST CHARACTER ONLY:
In addition to all things gained by the subsequent character creation rules, first characters receive the following bonus:
A player’s first character may remove the rarity cost of any clan they wish to play (subject to ST approval). This does NOT include the rarity costs for any bloodline merits.
Player XP starts at 80, not the 30 as the book says.
To balance the ability to play rarer clans, the following XP shall be granted above the starting XP.
Common clans gain an additional 60 XP (Total Starting XP of 140)
Uncommon clans gain an additional 30 XP (Total Starting XP of 110)
Rare clans gain an additional 15 XP (Total Starting XP of 95)
Restricted clans gain 0XP (Total Starting XP of 80)
Clan Rarity
Rarity can change as the story progresses based on character and plot development. Changes in rarity do not allow for refunds or deficits in xp or merit points.
Common Clans (0 Merit points): Assamite, Brujah, Cappadocian, Followers of Set, Gangrel, Lasombra, Malkavian, Nosferatu, Toreador, Tzimisce, Ventrue
Uncommon Clans(2 Merit points): Tremere, Salubri, Ravnos
Rare Clans (4 Merit points): Baali, Giovanni, Caitiff
Restricted (6 Merit points and only with approval of the ST): Lhiannan, Nagaraja, Gargoyle,
Not Allowed: Tlacique Follower of Set, Coyote Gangrel, Knights of the Moon Malkavian, Volgirre Toreador, Daughter of Cacophony, Samedi Cappadocian
Info for Lhiannan and Nagaraja are on pg 505-507
Skills
Computer, Firearms, Drive, and Security have been replaced
Seneschal: Seneschal is the ability to administer holdings, from households to kingdoms. It covers the knowledge of physical assets and their needs, from harvesting crops to the maintenance of buildings, management of various taxes and the social skills to coordinate others’ labor and resolve disputes. A skilled seneschal can evaluate the state of others’ holdings based on personal experience and knowledge, too.
System: A character with Seneschal receives 1 additional downtime action between games. This may be utilized like a normal downtime action or it may be used to cancel or observe 1 downtime action spent by another character. This reflects your character’s ability to manage holdings efficiently, observe events in other holdings and even intercept them from time to time.
Archery: You can clean, repair, recognize, and accurately fire most forms of bows, from shortbows to crossbow.
System: Characters with the Archery ability may use appropriate combat maneuvers when engaging in ranged combat.
Larceny: You may have been a locksmith or an incorrigible thief. No matter which side of the law you operated on, you learned a great deal about security techniques. You understand both the ins and outs of locks and defenses, and know how best to circumnavigate both. With a little time
and effort, you can design comprehensive traps/defenses for a location or, conversely, defeat such measures.
System: You may pick a lock or palm a small item as a simple action instead of a standard action. Characters with the Larceny skill receive the Security advantage for their Haven
background for free. This character can also use a downtime action to apply this advantage to another character’s Haven; this effect lasts for one calendar year.
Ride: Ride is the ability to travel astride a horse or other riding animal, keeping it under control in varying circumstances. Experienced riders can even fight from horseback, tend horses, and evaluate the quality of their mounts and related gear.
Additional dots can be taken to represent chariots, carts/carriages, sail/small boats, large ships, etc.
System: Without the Ride skill, your character must use her full attention to operate . their chosen mode of transport. With the appropriate Ride skill, you may operate using a simple action instead of a standard action.
Backgrounds
Allies, Contacts, Fame and Influences may not start higher than 3, these may not be raised higher except after the first month of that specific characters play time.
Paths/Roads
As there are currently no conversions available for Dark Ages Roads of Enlightenment, we will be using the modern paths as in the book.
All roads/paths are 1 point merits except humanity which is free. Roads that are considered 1 fewer merit point cost for specific clans are also free for those specific clans.
Banned Paths:
Scorched Heart
Restricted Merits and Flaws
(Only purchased with ST Permission)
GENERAL:
Additional Uncommon Discipline
Necromantic Training
Thaumaturgical Training
Infernal Power
CAMARILLA:
Social Nobility
SABBAT:
Fanatic
Keeper of a Sacred Text
ANARCH:
Dauntless
Sorcerous Dabbler
Merits and Flaws Not Appropriate for Setting
GENERAL:
Archaic
Gehenna Prophet
Thin Blooded
CAMARILLA:
Architect of the Tower
Emissary to the Camarilla
Sectarian
Tainted Embrace
SABBAT:
Black Hand Membership
Inquisition Membership
Pack Player
Revelator
Sanctified
Scholar of the Sword
Zealot
Crisis of Faith
Mistrusted
Tenuous Loyalty
ANARCH:
Dhampir
Elder of the Revolution
Lion of the Cause
Moniker
Old Dog
Tech Junkie
Wild One
Bastard Childe
Black Sheep
Dubious Loyalties
Escaped Shovelhead
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