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Step 1: Clan

Choose a Clan for your character and name a Theme.


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?

Available Clans:
Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue
Themes: This is a -word
one idea noun (e.g., Power, Loyalty, Fear, Loss, Immortality, etc.)

Step 2: Identity

The GM will consolidate Themes into 14 (or 7 if there are less than 20 players). Final themes may
The GM will send you a list of other players in your Clan and a list of the final Themes.
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o
o
o
o
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Communicate with the other playerslan.


in your
Decide
c which of you will share a Sire. There should be no
three players to a Sire. Coordinate with your siblings to name your Sire.
Choose one of the Themes from the list, and-Concept
write aDistinction
High
that is based on it.
Your Concep
t should be something you see motivating you constantly and coming up often.
The Distinction is written as a short phrase or quote. It does not have to include the Theme p
obviously derived from it.
Power might be Occult Aspirant,
Political Mastermind, etc.
Immortality might be Playing a long game, No Death means No Fear, etc.
Name your character.

Step 3: Difficulties
The GM will send out a list of all Sires listed with their Childer (PC name and player name).
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Assign Theme
a
to one Sire (it doesnt have to be your own).
Invent a Location (a large building or small contained area of a few blocks within the city) an
doesnt have to be your own).
? Choose one of the Themes from the list,Trouble
and write
Distinction
a
that is based on it.
o Your Trouble should be something that is your biggest flaw, and which usually works against yo
failing and yet succeeding anyway will be a major source of Willpower.

It is written in fashion
a similar
to the Concept Distinction.
o
o
?

Power might be Too easily tempted, Intimidated by others, etc.


Immortality might be Afraid to lose eternity, Already becoming anachronistic, etc.
Write five adjectives or short adjective phrases
who that
just someone
met your character might use to describe
appearance.

Step 4: Dangers

The GM will define each Sires Concept Distinction out of the assigned Themes, define each Sires r
assigned locations, and assign the Sires
the
roles
citywithin
power structure and add new NPC names to fill vac
Once you have received this information:
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Assign a Theme to any of the NPCs (Sires or new ones).


Write a short phrase that explains what you think of/how you feel about your Sire.
Write a sho
rt phrase that explains what you think of/how you feel about one other PC (you may want
the player of that PC).
? Connect yourself to one of the Locations and explain why its important to you.
? Name an Antagonist or Macguffin:
o An Antagonis
t is an individual or group that is hostile to most of the Kindred of the city.
o A Macguffin is something mysterious or otherwise important to the supernaturals of the city, t
and fight over. It could be a person, place,
a.
thing, or ide

o
?

At this point, just try to give the thing a descriptive name that inspires the creativity
be
of o
further defined later.
Describe (in three sentences or less) what your characters life and career ce.
was like before the

Step 5: Ambitions

The GM will turn the assigned Themes into the NPCs Trouble or High Concept Distinction (depending
already had one) and send out all updated information.
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Connect a Theme, Location, or NPC to an Antagonist tordoesnt


Macguffin
have (i
to be the one you named) and de
the connection.
Write a short phrase that explains how one NPC feels about another NPC.
Choose one of the Themes from the list, and write a Nature Distinction that is based on it.

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o

Your Nature shouldsome


be additional facet of your character that is your biggest strength or weak
your Concept and Trouble. It might be specifically tailored to help with something you expect
competency.
o It is written in a similar fashion
Concept to
Distinction.
the
o Power might be Comfortable among the powerful, Discipline Prodigy, etc.
o Immortality might be Eternally youthful beauty, Endlessly patient, etc.
? In one sentence, describe a goal your character wants to accomplish
rt term. in the sho

Step 6: Realities
The GM will send out updated information.
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Connect a Theme, Location, or NPC to an Antagonist, Macguffin, or NPC (that do not already have
define the connection.
Connect your PC to a Location, NPC, Antagonist, or Macguffin (to which you do not already have
define the connection.
In one sentence, describe how you think your character fits into the local Camarilla society.

Step 7: Conclusion
The GM will:
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th
Determine the Generation th
(from
to 12)
7 of each NPC based on number of connections (more interesting N
lower generation). This will define the generations of each PC based on Sire.
Establish a final city hierarchy and titles
and(for
PCs),
both
possibly
NPCs adding additional NPCs not tied dir
the hierarchy to round out the city numbers.
Choose the top four-connected
most
Themes and use them to write
-wide
two Distinctions.
city
These will effective
truths about the city
anyone
thatcan use when appropriate, and serve as broad direction for the setting
Assign two Themes (or one if there were only seven) to each Clan based on how many members of t
that Theme, and then write a Clan Distinction based
mes.onThis
those
Distinction
The
will be available to all
of that Clan when appropriate, and will explain
-level goal
the high
of that Clan within the city.
Use all that information to finish plotting the Chronicle.

Major Changes

Values (Sins)

The biggest change to the system is that the Smallville values (Duty, Glory, Justice, Love, Power
the seven deadly sins. Player characters can be expected to have much more laudable interpretatio

but, in the, end


youre a parasite feeding on the neck of humanity, perpetually hiding and manipulatin
existence reliant on the blood of others. No matter how you dress it up, your baser urges have a
what youre doing.
?

RollEnvy when your motivation in the conflict is to live up to the ideals of someone you feel is
spite someone who has something you dont have. If no other value seems appropriate, Envy can al
stealth
-related challenges (becaus
e Nosferatu are sneaky).
RollGluttonywhen your motivation in the conflict is to sate your physical needs: generally this i
also covers anything that makes you feel good physically (including getting into
e angry,
a fight
but not
justbe
because you enjoy the thrill). If no other value seems appropriate, Gluttony can
-related
also be used f
challenges (because Gangrel keep active).
RollGreed when your motivation in the conflict is to gain something
f (typically
for yoursel
of permanent value): thi
generally something that you feel will be useful to your in the long term (if its justlyuseful i
Gluttony or Lust or Envy if youre just taking it so someone else
no other
cant value
have it).
seemsIfappropriate,
Greed can also be used for academics
-related challenges (because Tremere are educated).
RollLustwhen your motivation in the conflict is to sate your psychological needs: generally this
otherwise
appreciated, but it may involve going after something that will make you feel good emoti
term. If no other value seems appropriate, Lust can also be
-and
used
impression
for seduction
-related challenges
(because Toreador are alluring).
RollPridewhen your motivation in the conflict is to prove your superiority over someone else and
better person (or monster); since this could theoretically apply to almost anything for pridefu
appropriate valu
e should be considered as motivation first before pure pride is the dominant value.
seems appropriate, Pride can also be used for
-anddiplomacy
leadership
-related challenges (because Ventrue are
manipulative).
RollSlothwhen your motiva
tion in the conflict is to not be involved in the conflict: you have no ot
submitting to the opponents agenda or not being bothered in the first place. If no other value
can also be used for perception
-related
challenges (because Malkavians are aware).
RollWrath when your motivation in the conflict is anger: you are pissed off in general and thats
you specifically hate the opponent. If no other value seems appropriate,
be used for
Wrath
violence
can
-related
also
challenges (because Brujah are dangerous).

New Stress (Hunger)


All Vampire player characters have a new stress track: Hunger.
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Hunger cannot drop below d4.


Step up Hunger each night when the character rises.
Step up Hunger every
time the player uses Regeneration (as described below).
Step up Hunger if a discipline Ability was used in a contest and the die with the highest resul
Hunger (e.g., if a discipline was used and the highest roll
would
wasstep
6 onupa Hunger
d8, youd4 or d6 but not d
d10, or d12).
Hunger cannot generally be increased by other characters.

A player may choose to Give In on any conflict to go feed, stepping down Hunger (and this will pr
consequences unless
the player is in an area where its difficult to find prey). If a scene involves
screen, the player may recover Hunger down to d4 at GM discretion (but this may have in story con
on who the victim was and who
he saw
feeding).
t
If a character Stresses Out due to Hunger, this generall
completely losing control and feeding in a way that will have severe in story consequences.

Note: Stressing Out in any way can often mean the character loses
st within
controland
to does
the bea
something reall
terrible.

Abilities (Disciplines)

All Vampire player characters gain the Regeneration ability at d4. As noted above, using it incre
the plot point cost.

In addition, players may develop one or more of the following disciplines. It comes with a basic
that generally does not require any kind of roll and an Ability. Some disciplines may allow you t
Abilitieswell.
as
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o
o

Animalism:
You do not cause animals nearby to freak out (most vampires get an unpleasant response from an
Gain Ability: Animal Control at a rating equal to this discipline.
Once this is at d8 or better, you may purchase Insect
ditional
Controlability
as an ad
(starting at d4).
Once Insect Control is at d8 or better, you may purchase Wall Walking as an additional ability
?
Auspex:
o You can read auras or otherwise get a general empathic sense of the emotions of other
they are supernatural.
o Gain Ability: -Super
Senses at a rating equal to this discipline.
o Once this is at d8 or better, you may purchase Telepathy as an additional ability (st
o Once Telepathy is at d8 or better, you may purchasen Astral
as an additional
Projectio ability (starti
d4).
? Celerity:
o If the order of events in a scene is important, the character with the highest Celeri
first.
o Gain Ability: -Super
Speed at a rating equal to this discipline.
o Once this is atyou
d12,
may purchase Time Control as an additional ability (starting at d4
? Dominate:
o If you defeat a target in a social conflict and deal stress, you may have them forget
dealing the stress.
o Gain Ability: Paralysis at a rating
o this equal
discipline.
t
o Once this is at d12, you may purchase Possession as an additional ability (starting a
? Fortitude:
o You may endure sunlight for a few seconds (long enough to run from cover to cover) be
accumulating stress.
o Gain Ability:
Invulnerability at a rating equal to this discipline.
? Obfuscate:
o Most mortals dont notice or consciously remember your features: they wont notice if y
a Nosferatu) or be able to describe you later, but will recognize
meetings.
you on subsequent
o Gain Ability: Invisibility at a rating equal to this discipline.
?
Potence:
o You may perform feats of strength to the maximum of human capability (without increas
o Gain Ability: Super Strength at a rating equal to this discipline.
? Presence:
o A character must have Wrath equal to or greater than your Presence or spend a Plot Po
physical conflict with you.
o Gain Ability: Mind Control at a rating equal to this discipline.
o Once this is at d10, you may purchase Dream
l as Contro
an additional ability (starting at d4).
? Protean:
o You can see in the dark and track by scent.
o Gain Ability: Claws at a rating equal to this discipline.
o Once this is at d8, you may purchase Shapeshifting (animals only) as an additional
at d4).
ab
o Once Shapeshifting is at d8 or better, you may purchase Body Transformation (gaseous
additional ability (starting at d4).
? Thaumaturgy:
o You can understand most magical writings. If you taste blood, you can get
character
a general i
or creature it came from.
o Gain Ability: One *kinesis ability of your choice.
o Once Thaumaturgy is at d8 or better, you may purchase an additional, different *kines
choice (starting at d4).
o Once Thaumaturgy is at d12, youchase
may pur
another additional, different *kinesis ability o
choice (starting at d4).

Clan Flaws

Each clan has a flaw. This is generally a situation in which the GM can automatically generate co
paying the player a Plot Point (or
withcome
a non
-system
up
story problem when it comes up outside of a dice r
?

Brujahare uncontrolled. They always generate complications when their Anger Stress is being used
also generate free complications when in a situation
nce iswhere
a virtue.
patie
Gangrelare animalistic. They always generate complications when rolling Wrath (generally revolvi
something obviously bestial). Being Stressed Out from Anger leaves the character with a permane
Malkaviansare insane. They always generate complications when trying to persuade others (as thei
off putting and unpersuasive). Being Stressed Out generally results in a surge of the character
Nosferatuare monstrous. They alway
s generate complications when mortals are in the scene (Obfuscate p
against the worst of their hideousness, but something in the back of the mortals mind recognize
iswrong).
Toreadorare aware. They always generate complication
s when rolling Sloth or Greed (generally involving be
fixated on something interesting).
Tremere are cloistered. They always generate complications in any Location not connected to them
theyre out of their comfort zone).
Ventrueare bvious.
o
They always generate complications whenever their Hunger Stress is at d8 or h
involving becoming distracted by hunger or fixated on a preferred type of prey).

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Pathway Descriptions

Note: Just like in normal ,Smallville


player characters should typically step directly down to the next lev
(wrapping at the edges), unless the GM agrees that your backstory makes sense to jump. For exampl
may lead to a Bullys youth and an Executive
ulthood before
ad
finally receiving a Toreador embrace. Converse
child is unlikely to become a Creative youth, a Creative youth likely wont become a White Collar
adult isnt often the kind to receive a Brujahs embrace.

Ch ildhood

Childhood represents the characters origin and early years, ending at some point in school that m
characters personality.
?
o
o
?
o
o
?
o
o
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o

Rich:
Your character was born comfortably upper class very
(possibly
wealthyeven
and connected)you
andwanted for
nothing. You might not have had the most attentive parents or enduring friendships, however.
Suggested Distinction: Connected, Cosmopolitan, Family Reputation, Manipulative, Wealthy
Cherished:
Your family was reasonably well off,
lyand
wealthy,
possiband doted on you. Likely you were attractive, s
early skill at athletics, or were simply an only child. You never felt unloved but were perhap
Suggested Distinction: Athletic, Attractive, Cosmopolitan,
nipulative
Likeable, Ma
Gifted:
You showed an early talent for the arts that defined your childhood. Your family was likely mi
the resources necessary to try to improve your gift (whether or not you were as excited as you
Suggested istinction:
D
Agile, Attractive, Clever, Connected, Daring, Military Brat, Observant
Bright:
You were always very intelligent, and/or had a family that encouraged your intellectual growth
were very likely branded a nerd soon
ting
after
school.
star
o
Suggested Distinction: Backhanded, Clever, Genius, Mastermind, Military Brat, Not Bor
Occult Knowledge (replaces Extraterrestrial Knowledge)
? Orphan:
o You lost or were abandoned by your parents at an early age, and either entered the sy
pawned off on relatives that couldnt bring themselves to care for you as real parents
o Suggested Distinction: Backhanded, Fast Talker, Guilty,
ervant,
Impulsive,
Savage,Obs
Sneaky, Willful
? Poor:

Your family was decidedly working class and often had trouble making ends meet or get
education.
o Suggested Distinction: Athletic,
-Hearted,
BigDaring, Fixer, Military Brat, On a Mission, Savag
Abused:
o Your parents or guardians were jerks who physically and/or emotionally abused you. Pe
trying to force you to fulfill their own dreams, or maybe they just were bad people u
child.
o Suggested Distinction: Agile,
etic, Athl
Attractive, Family Reputation, Guilty, Military Brat,
Savage, Sneaky, Vicious

Youth

Youth represents much of the characters school age, outlining the process of becoming defined mor
ones background.
?
o

o
?
o
o
?
o
o
?
o
o
?
o

Wealthy:
Withaccess to resources beyond those available to other children, you became known for dressin
parties. As time passed, you may have begun to wonder whether you had any friends that liked y
money.
Suggested Distinction:
Connected, Cosmopolitan, Family Reputation, Manipulative, Mastermind, Smartas
Popular:
Due to some combination of good looks, athletic skills, family background, and winning persona
float to the top of the school en
hierarchy.
years later
Ev there may still be peers that remember you fondl
Suggested Distinction: Agile, Athletic, Attractive,
-Hearted,
Backhanded,
Connected,
Big Cosmopolitan, Likeable,
Manipulative, Right Place/Right Time, Shameless Flirt, Wealthy, Vicious
Creati
ve:
The life of an arty kid is one forever in the middle of the social hierarchy. You likely spent
hoping that your talent would be one of the ones considered cool this year.
Suggested Distinction: Agile, Attractive,
lever,
Big Connected,
Sister, C Daring, Gearhead, Hacker, Martial Art
Observant
Smart:
There are very few schools where being a nerd or a geek isnt a social death sentence. You were
whose genius destined her for great things after enduring
peer rejection.
years of
Suggested Distinction: Backhanded, Big Sister, Clever, Genius, Hacker, Investigator, Mastermin
Yesterday, Observant, Occult Knowledge (replaces Extraterrestrial Knowledge), Smartass
Outcast:
You found your role in school
ighly
to be
indistinct:
h
not wealthy or sociable enough to be popular and
proclivities to fit into one of the other cliques. You spent a lot of time as a loner.

?
o
o
?
o
o

Suggested Distinction: Backhanded, Fast Talker, Guilty, Gearhead, Hacker,


stigator,
Impulsive,
Not BornInve
Yesterday, Observant, Savage, Smartass, Sneaky, Willful
Tough:
You were one of the kids that was tough enough not to be messed with and possibly good at spor
popularity for some reason. You were a prime candidate
op class or
forJROTC.
sh
Suggested Distinction: Athletic, Daring, Fixer, Gearhead, Guilty, Impulsive, Marksman, Martial
Smartass, Soldier
Bully:
You were one of the kids that maintained your own position by keeping others down. Its a hard,
road, but you wouldnt have had it any other way.
Suggested Distinction: Athletic, Backhanded, Daring, Fixer, Guilty,
ve, Impulsive,
Martial Artist,
Manipulati
Right
Place/Right Time, Savage, Sneaky, Vicious

Adulthood

Adulthood represents the time between school and the Embrace (and can, obviously, be a largely va
on whether you were taken right out of college
our career).
or late in
If yyou were quite young when Embraced, th
represent the career you had been planning for and now may never have.

?
?
?
?
?

Executive:
Your career is one where you were on the fast track to money and connections: banking,
politics,
upper management, etc.
Artist:
You found yourself in a career where you actually make money doing something creative; eit
making money as an independent artist or are a skilled collaborator at a bigger company.
Academic:You very likely
never left college once you graduated, but simply started accumulating more
finding yourself in a classroom. If you arent a professor, you do something closely related to
Scientist:
The counterpart to the academic,
u may actually
yo
be a research scientist or may, instead, be in
technical field such as medicine, engineering, or computer science.
White Collar:
Your life is one of cubicles and office chairs: middle management, clerical,
ng support,
else that requires a bit of an education and a deep desire for a steady paycheck and benefits.
?
Blue Collar:
Your life is one of labor and service: to the line, to the site, or to your city
have a leather chair or private
e, but offic
neither do you have the spreading rear end and stress leve
? Criminal:
Youve decided that the whole system is designed to keep you from your goals, and yo
around it. Maybe you run with a gang, maybe you have aand
racket
a partner,
just you
or maybe you quietly s
money off of a white collar bank account.

Embrace

At some point a Camarilla vampire with permission to sire decided that you deserved immortality (
to own you forever). Perhaps she was
family
an old
friend that had been watching you for years. Perhaps sh
your talent and couldnt bear to see it fade with age. Or maybe you were just chanced into the rig
impulsively decided that you should live forever.

Its assumed
that the player characters will be embraced around the same time, but there may be some
necessary for certain backstories. Regardless, make sure that all relationships to other PCs are
all characters ickly
will qu
meet one another in the insular Kindred society. Whether they like one anoth
become a coterie is far less certain than in a traditional Vampire game

Make sure to generate an interesting extra for your characters Sire,


ck toand
other
connect
PCs or
herelements
ba
if a
all possible: this relationship is likely to drive your early play in Camarillaville asher
you uncov
to make you immortal and what that means for your role in the city as a whole.

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