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Vampire Creation Quick Reference

Here are the very basics for creating a Vampire character.

Step One: Concept


Choose a concept. Come up with three Aspirations.

Step Two: Attributes


Prioritize categories. They receive 5/4/3 dots, distributed in any combination.

Step Three: Skills


Prioritize categories. They receive 11/7/4 dots, distributed however.

Step Four: Skill Specialties


Choose three Skill Specialties.

Step Five: Add Kindred Traits


Choose clan, covenant, Dirge, Mask, Touchstone, Blood Potency, and Disciplines.

Step Six: Add Merits


Select ten dots of Merits.

Step Seven: Advantages


Willpower is equal to Resolve + Composure. Humanity is 7. Size is 5. Health is Size + Stamina + Resilience.
Speed is Size + Strength + Dexterity + Vigor. Defense is the lower of Dexterity and Wits, plus Athletics.
Initiative Modifier is Dexterity + Composure.
Experienced Kindred Daeva Disciplines: Celerity, Majesty, Vigor
Storytellers may choose to allow players to make Gangrel: Primal, hardy, feral.
more experienced characters to start play. These bonus Gangrel Disciplines: Animalism, Protean, Resilience
Experiences allow characters to start beyond that level. Mekhet: Quiet, cunning, knowing.
Rank Bonus Experiences Mekhet Disciplines: Auspex, Celerity, Obfuscate
Around the block 5 Nosferatu: Unsettling, mysterious, fearsome.
Nosferatu Disciplines: Nightmare, Obfuscate, Vigor
Rising star 10
Ventrue: Unflappable, domineering, confident.
Ancilla 15
Ventrue Disciplines: Animalism, Dominate, Resilience
Rank elder 25
Mover and shaker 35 Covenant
Urban Legend 50 Choose a covenant to which your character claims
Methuselah 100 membership.
The Carthian Movement applies mortal solutions
Kindred Template to immortal problems with modern and experimental
government.
The Circle of the Crone venerates female divinity, painful
Clan change, and the old ways remixed for the modern world.
Choose the clan to which your vampire belongs. The Invictus safeguards the Masquerade with hierarchy
Daeva: Hungry, passionate, seductive. and tradition.

82 Vampire: the Requiem


Vampire Creation Quick Reference (continued)
The Lancea et Sanctum preaches a dark faith; they are Resilience: Immense toughness.
both wolves and shepherds. Theban Sorcery: The dark miracles of the Lancea et
The Ordo Dracul struggles to transcend the Curses Sanctum.
through eldritch alchemies and rites. Vigor: Inhuman strength.

Blood Potency Experience Costs


Blood Potency starts at 1 dot. Additional dots may be Attribute: 4 Experiences per dot
purchased with five Merit points each. A maximum of Merit: 1 Experience per dot
two dots may be purchased in this way.
Skill Specialty: 1 Experience
Skill: 2 Experiences per dot
Disciplines Clan Discipline: 3 Experiences per dot
Animalism: The ability to communicate with and Out-of-Clan Discipline: 4 Experiences per dot
command animals. Each character starts with three dots
Coil of the Dragon, within chosen Myster y: 3
of Disciplines, at least two of which must be in clan.
Experiences per dot
Auspex: Forbidden understanding and senses.
Coil of the Dragon, outside chosen Mystery: 4
Celerity: Impossible speed. Experiences per dot
Coils of the Dragon: Secrets that transcend the Curse. Crúac: 4 Experiences per dot
Crúac: The terrifying rituals of the Circle of the Crone. Theban Sorcery: 4 Experiences per dot
Dominate: The ability to control the mind. Blood Sorcery Ritual: 2 Experiences
Majesty: The power to command trust and adoration. Scale of the Dragon: 2 Experiences
Nightmare: The power to harness terror. Humanity: 2 Experiences per dot
Obfuscate: Powers of stealth and distraction. Blood Potency: 5 Experiences per dot
Protean: The power to change shape. Lost Willpower dot: 1 Experience

Experience
A player earns Beats for his character in many ways (listed • If your character takes lethal damage in one of her rightmost
below). When your character has gained five Beats, they Health boxes, take a Beat. Vampires do not gain Beats from
convert to one Experience, which can be used to develop your bashing damage.
character’s abilities.
• At the end of any game session, take a Beat.
• Any time your character risks detachment (see p. 107), take
Beats a Beat.
You gain Beats when your character fulfills one of the criteria
below. Disciplines
• If your character fulfills an Aspiration, take a Beat. At the Learning a Discipline takes Experiences. An in-clan
end of the game session, replace the Aspiration. Discipline dot costs three Experiences. Any other Discipline
• Each Condition has criteria for resolution. When resolving or blood sorcery costs four. As well, Disciplines sometimes
a Condition, take a Beat. require teachers. Kindred may develop their clan Disciplines
without a teacher. Also, any Kindred may develop Animalism,
• Some Conditions provide Beats for actions other than Celerity, Obfuscate, Resilience, and Vigor independently. When
resolution. learned out-of-clan, Auspex, Dominate, Majesty, Nightmare,
• Any time you fail a roll, you may opt to make it a dramatic and Protean require teachers, as they are tied deeply to the
failure and take a Beat. blood of the clans. Not only do they require teachers, but they
require blood from a vampire with the Discipline in question.

Chapter Three: Laws of the Dead 83

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