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Dark Ages: Vampire

Ancilla NPC Character Creation Record


Step One: Concept and Roleplaying Purpose:
Should also include good reasons for creating this NPC, so as not to fall into the trap of
using them to show off cool Disciplines.

Step Two: Choose Nature, Demeanor, Clan, and Road:


Nature: _____________________ (Appropriate to Concept)
Demeanor: _____________________ (Keeping in mind, vampires are deceptive)
Clan: _____________________ (Is it High or Low?)
Generation: _____________________ (Base is 9th Generation)
Road: __________________ (Choices include Humanity, Heaven, Beast, Kings, and Sin)

Step Three: Assign Attributes


All Attributes start at a rating of 1, and Ancilla characters receive 10 dots in their
primary Attributes, 7 dots in their secondary Attributes, and 5 in their tertiary
Attributes.

Strength: _____ Charisma: _____ Perception: _____


Dexterity: _____ Manipulation: _____ Intelligence: _____
Stamina: _____ Appearance: _____ Wits: _____

Step Four: Choose Abilities


All Abilities start with a rating of 0, and Ancilla get 20 points in their primary category,
12 in their secondary, and 8 in their tertiary. No Ability will rise above 3 at this point.

Alertness: _____ Animal Ken: _____ Academics: _____


Athletics: _____ Archery: _____ Hearth Wisdom: _____
Brawl: _____ Commerce: _____ Investigation: _____
Dodge: _____ Crafts: _____ Law: _____
Empathy: _____ Etiquette: _____ Linguistics: _____
Expression: _____ Melee: _____ Medicine: _____
Intimidation: _____ Performance: _____ Occult: _____
Leadership: _____ Ride: _____ Politics: _____
Legerdemain: _____ Stealth: _____ Seneschal: _____
Subterfuge: _____ Survival: _____ Theology: _____

For personal use only. Guide © 2010 James Deeley


Step Five: Gain Backgrounds
All Ancilla gain 15 points of Backgrounds, to reflect the time that they have survived as
undead. The starting Generation for Ancilla is 9th.

Allies: _____ Influence: _____


Contacts: _____ Mentor: _____
Domain: _____ Resources: _____
Generation: _____ Retainers: _____
Herd: _____ Status: _____

Step Six: Empower Disciplines


Ancilla get 10 dots of Disciplines, 5 of which must go into their Clan Disciplines. Without
good reason, Out-of-Clan Disciplines should be limited to the eight basic Disciplines
(Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence).

Clan Discipline - _______________ _____


Clan Discipline - _______________ _____
Clan Discipline - _______________ _____
Out-of-Clan Discipline - _______________ _____
Out-of-Clan Discipline - _______________ _____
Out-of-Clan Discipline - _______________ _____

Step Seven: Acquire Virtues


Ancilla get 7 dots for their Virtues, just like Neonates, and 1 free dot in each. Most of
these creatures have had plenty of time to march a long way down their roads . . . and
lose ground to their Beast.

Conscience/Conviction: _____
Self - Control/Instinct: _____
Courage: _____

Step Eight: Finishing Touches


Determine Road score (sum of Conscience/Conviction and Self-Control/Instinct),
remembering to subtract 1 for every 150 years undead (starts at -2). Willpower still
equals Courage.

Road Score: _____

Willpower: _____

For personal use only. Guide © 2010 James Deeley


Step Nine: Merits & Flaws (Optional)
Though these should be encouraged in PCs, in NPCs the important point to remember
is that they are optional.

Step Ten: Bonus Points


Ancilla characters get 30 Bonus Points, unless you determine they need more.

Point Costs:

Attributes - 5 points/dot
Abilities - 2 points/dot
Ability Specialties - 1 point/dot (max 3 per Ability)
Disciplines - 7 points/dot
Backgrounds - 1 point/dot
Virtues - 2 points/dot
Road Rating - 1 point/dot
Willpower - 1 point/dot

Spent On: ________________________________________________________________

Total Spent: _____ (Should be 30)

Step Eleven: Apply Experience Points (if Desired)


This character creation represents an "Elder," but if you think it's only tough enough for
an Ancilla, extra Experience may be needed to create a sufficiently powerful vampire.
Remember that less Experience is gained with each year the vampire remains undead,
according to the following scale:

1 Exp /Year for the first 50 years - (Max 50)


1 Exp/2 Years for the next 100 Years (Max 50)
1 Exp/4 Years for the next 200 Years (Max 50)
1 Exp/5 Years for the next 250 Years (Max 50)
1 Exp/10 Years for the remaining Years (Unlimited)

Remember to -1 from Road per every 150 years past 300, because the base creation
already subtracted the first -2 Road adjustments.

Total Experience Points: _____

For well-rounded, realistic aging, take the total Experience for the vampire's age and
distribute according to the following breakdown:

For personal use only. Guide © 2010 James Deeley


Disciplines (40%) - _____
Abilities (30%) - _____
Attributes (20%) - _____
Virtues (10%) - _____

Record Experience Spent:

Disciplines (40%) - _____ Points

New Discipline - 10 points


New Secondary Thaumaturgy/Mortis Path - 7 points

In-Clan Discipline - Current Rating x5


Out-of-Clan Disciplines - Current Rating x7
Secondary Thaumaturgy/Mortis Paths - Current x4

Total Spent: (_____ Remaining)

Abilities (30%) - _____Points

New Abilities - 3 points


Raise Current Ability - Current Rating x2
Gain Ability Specialty - 1 point per Specialty

Total Spent: (_____Remaining)

Attributes (20%) - _____ Points

Attributes - Current Rating x 4

Total Spent: (_____ Remaining)

Virtues (10%) - _____ Points

Virtues - Current Rating x2 (does not raise Road/Willpower)


Road - Current Rating x2
Willpower - Current Rating

Total Spent: (_____ Remaining)

Spend Remaining Experience:

Total Remaining: _____

Total Spent: _____

Step Twelve: Arms & Armor and other Equipment


________________________________________________________________________

For personal use only. Guide © 2010 James Deeley


Step Thirteen: Record Final Character Sheet
Name: ____________________________ Clan: ______________________________
Nature: ___________________________ Generation: ________________________
Demeanor: _________________________ Road: ______________________________

Attributes

Strength: _____ Charisma: _____ Perception: _____


Dexterity: _____ Manipulation: _____ Intelligence: _____
Stamina: _____ Appearance: _____ Wits: _____

Abilities

Alertness: _____ Animal Ken: _____ Academics: _____


Athletics: _____ Archery: _____ Hearth Wisdom: _____
Brawl: _____ Commerce: _____ Investigation: _____
Dodge: _____ Crafts: _____ Law: _____
Empathy: _____ Etiquette: _____ Linguistics: _____
Expression: _____ Melee: _____ Medicine: _____
Intimidation: _____ Performance: _____ Occult: _____
Leadership: _____ Ride: _____ Politics: _____
Legerdemain: _____ Stealth: _____ Seneschal: _____
Subterfuge: _____ Survival: _____ Theology: _____

Backgrounds:

Allies: _____ Influence: _____


Contacts: _____ Mentor: _____
Domain: _____ Resources: _____
Generation: _____ Retainers: _____
Herd: _____ Status: _____

Disciplines:

Clan Discipline - _______________ _____ Out-of-Clan Discipline - _____________ ___


Clan Discipline - _______________ _____ Out-of-Clan Discipline - _____________ ___
Clan Discipline - _______________ _____ Out-of-Clan Discipline - _____________ ___

Virtues: Road: _____

Conscience/Conviction: _____ Willpower: _____


Self - Control/Instinct: _____
Courage: _____

Weapons, Armor, and other Equipment:


_________________________________________________________________________

For personal use only. Guide © 2010 James Deeley

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