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COASTAL NIGHTS Character creation cribsheet

Step 1 Basic character concept (1-6 paragraphs, can use back of sheet if necessary)

Step 2 - Choose clan, nature and demeanour


Clan should already have been discussed with STs; if not, speak to one of us.
Nature/demeanours: Architect, Bravo, Caregiver, Child, Conformist, Conniver, Deviant,
Director, Fanatic, Gallant, Hedonist, Jester, Judge, Loner, Martyr, Revel, Survivor,
Traditionalist, Visionary

Step 3 - Choose Attribute traits in Physical, Social and Mental categories


Seven primary, five secondary, three tertiary
Physical traits: Athletic, Brawny, Brutal, Dexterous, Enduring, Energetic, Ferocious, Graceful,
Lithe, Nimble, Quick, Resilient, Robust, Rugged, Stalwart, Steady, Tenacious, Tireless, Tough,
Vigorous, Wiry.
Negative: Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Lame, Lethargic, Puny,
Sickly
Social traits: Alluring, Beguiling, Charismatic, Charming, Commanding, Compassionate,
Dignified, Diplomatic, Elegant, Eloquent, Empathetic, Expressive, Friendly, Genial, Gorgeous,
Ingratiating, Intimidating, Magnetic, Persuasive, Seductive, Witty
Negative: Bestial, Callous, Condescending, Dull, Naive, Obnoxious, Repugnant, Shy,
Tactless, Untrustworthy
Mental traits: Alert, Attentive, Calm, Clever, Creative, Cunning, Dedicated, Determined,
Discerning, Disciplined, Insightful, Intuitive, Knowledgeable, Observant, Patient, Rational,
Reflective, Shrewd, Vigilant, Wily, Wise
Negative: Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted,
Submissive, Violent, Witless

Step 4 - Choose Abilities (5)


Academics, Alertness, Animal Ken, Athletics (includes dodging), Brawl, Bureaucracy,
Computer, Craft, Drive, Empathy, Etiquette, Finance, Firearms, Intimidation, Investigation,
Law, Leadership, Linguistics, Medicine, Melee, Occult, Performance, Politics, Repair, Science,
Scrounge, Security, Stealth,Streetwise, Subterfuge, Survival

Step 5 - Choose Disciplines (by clan, Basic Disciplines only)


Brujah: Celerity, Potence, Presence
Caitiff: As determined by player and STs
Gangrel: Animalism, Fortitude, Protean
Malkavian; Auspex, Obfuscate, Dominate/Dementation (choose one)
Nosferatu: Animalism, Obfuscate, Potence
Toreador: Auspex, Celerity, Presence
Ventrue: Dominate, Fortitude, Presence

Step 6 Choose Backgrounds (5)


Allies, Contacts, Generation, Fame, Herd, Mentor, Resources, Retainers (keeping in mind that
possessing retainers is badly looked upon by the Anarch movement choose at your own risk).
Step 7 Choose Influences (3)
Given the relatively short time frame of this LARP, Influences cannot be purchased with XP
past character creation.
Max of up to 4 Influence in any one category/
Bureaucracy, Church, Finance, Health, High Society, Industry, Legal, Media, Occult, Police,
Politics, Street, Transportation, Underworld, University

Step 8 Choose Virtues (Conscience, Self-Control, Courage)


Start with 1 trait in each, then add seven traits as you see fit (for a maximum of 5 in any single
Virtue).

Step 9 Apply 25 XP

New Attribute TraitOne experience point per Trait.


New AbilityOne experience point per Ability Trait.
New DisciplineThree experience points for Basic Disciplines, six for Intermediate
Disciplines and nine for Advanced Disciplines. You can also buy a single point of an out-of-clan
discipline for 4 XP
New WillpowerThree experience per Trait.
New InfluenceOne experience per Influence Trait, with Storyteller approval.
New MeritThe cost of the Merit.

Step 10 Assign Negative Traits (if any), Derangement (if any) and Flaws (if any)
Negative Traits are worth 1 XP each, a Derangement is worth 2 XP. Malkavians cannot buy
derangements beyond their clan flaw.

Step 11 Assign Blood Traits, Willpower and Humanity


Assign Blood Traits according to Generation (assume full blood for first game)
Start with Humanity equal to Conscience + Self-Control
Start with Willpower equal to Courage

Step 12 Get ST approval and you are good to go.

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