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If
you follow step by step then you shouldn't get lost... and if you do then
you're screwed. *kidding* One of us should be around if help is
needed. |
Step One: Character Concept Choose concept, clan, Nature and Demeanor This is what your character is all about. Who they are Some concepts are as follows: · Criminal- jailbird, mafioso, drug dealer, pimp, carjacker, thug, thief · Drifter- bum, smuggler, prostitute, junkie, pilgrim, biker, gambler · Entertainer- musician, filmstar, artist, club kid, model · Intellectual- writer, student, scientist, philosopher, social critic · Investigator- detective, beat cop, government agent, private eye · Kid- child, runaway, outcast, gangbanger · Night lifter- clubgoer, skinhead, punk, barfly, raver, substance abuser · Outsider- refugee, conspiracy theorist · Politician- judge, public official, aide · Professional- engineer, doctor, computer programmer, lawyer · Reporter- journalist, news reporter, paparazzo, talk show host · Socialite- dilettante, host, playboy, sycophant, prominent spouse · Soldier- bodyguard, enforcer, soldier, green beret · Worker- trucker, farmer, wage earner |
Clans are listed below: You may ONLY choose from these clans. |
· Assamite (Independent) Assassins
from the Middle East that hunt other Cainites for vitae and study powers
of silent death. Disciplines: Celerity, Obfuscate, Quietus · Assamite Anti · Brujah (Camarilla) These Rabbles are ideological rebels and revolutionaries. Disciplines: Celerity, Potence, Presence · Brujah Anti (Sabbat) Devoted to chaos and destruction, they seem to be slightly less intelligent then their Camarilla siblings and need new havoc to wreak. · Followers of Set (Independent) Serpents in their quest for forbidden knowledge and service to a sleeping god. Disciplines: Obfuscate, Presence, Serpentis · Serpents of the light (Sabbat) Similar to their Camarilla counterparts. · Gangrel (Independent) These Outlanders roam the wild and survive as vampiric predators among animals. Disciplines: Animalism, Fortitude, Protean · City Gangrel (Sabbat) Similar to their Camarilla siblings but roam among city walls. Disciplines: Celerity, Obfuscate, Protean · Giovanni (Independent) Necromancers that keep a veneer of businesslike respectability over the family's dark practices. Disciplines: Dominate, Necromancy, Potence · Lasombra (Sabbat) The majestic and terrible Keepers control spiritual darkness in seeking to manipulate mortal and undead societies. Disciplines: Dominate, Obtenebration, Potence · Malkavian (Camarilla) Deranged Lunatics claim a fractured insight into the workings of reality. Disciplines: Auspex, Dementation, Obfuscate · Malkavian Anti · Nosferatu (Camarilla) The curse of blood warps the visage of the Sewer Rats, but they are respected and feared for their mastery of secret byways and secret gatherings. Disciplines: Animalism, Obfuscate, Potence · Nosferatu Anti Do not differ much from those of the Camarilla but may bear a "signature" deformity of their sire. · Ravnos (Independent) Claiming kinship to Gypsies, the wandering Deceivers hail from India with powers over illusions. Disciplines: Animalism, Chimerstry, Fortitude · Toreador (Camarilla) Protectors of culture and promoters of art make up the Degenerates, as well as sycophants and pleasure-seekers. Disciplines: Auspex, Celerity, Presence · Toreador Anti They seem to take equal aesthetic pleasure in great beauty or great ugliness. · Tremere (Camarilla) Ruthless and insular, the Warlocks and their potent blood magic are untrusted, but respected. Disciplines: Auspex, Dominate, Thaumaturgy · Tzimisce (Sabbat) From Easter Europe, the inhuman Fiends study mortal and vampire with clinical coldness and ruthlessness. Disciplines: Animalism, Auspex, Vicissitude · Old Clan Tzimisce Disciplines: Animalism, Auspex, Koldun · Ventrue (Camarilla) Rulers of board room and battlefield, the Blue Bloods lead other Kindred as their right and responsibility. Disciplines: Dominate, Fortitude, Presence · Ventrue Anti Like dark knights, they swear themselves to atoning for their line's failings by upholding the tenets of the Sabbat. · Caitiff Clanless kindred with no true structure. · Shape Shifters are on approval of Ops · Mages are on approval of Ops |
Here is some examples of Archetypes, Nature, and Demeanor |
·
Architect- You build a better future. · Autocrat- You need control. · Bon Vivant- Unlife is for pleasure. · Bravo- Strength is all that matters · Capitalist- Why give it away for free when you can sell it? · Caregiver- Everyone needs nurturing · Celebrant- you exist for your passion · Chameleon- Independent and self-reliant you manage to blend into any situation. · Child- Won’t somebody be there for YOU? · Competitor- You must be the best. · Conformist- You follow and assist. · Conniver- Others exist for your benefit · Curmudgeon- Nothing is worthwhile · Creepshow- You strive to shock and disgust those around you with gratuitous acts. · Deviant- you exist for no one’s pleasure but your own · Director- You oversee what must be done · Enigma- Your actions are bizarre, puzzling and inexplicable to everyone except yourself · Eye of the Storm- Despite your calmness, chaos and havoc seem to follow you · Fanatic- The cause is all that matters. · Gallant- you’re not the showstopper. You’re the show! · Guru- Your enlightenment draws others to you. · Judge- The truth is out there · Loner- You make your own way. · Martyr- you suffer for the greater good · Masochist- you test your limits each night. · Monster- You’re damned, so act like it! · Pedagogue- You save others through knowledge · Penitent- Unlife is a curse to atone for · Perfectionist- Nothing is good enough · Rebel- You follow no one’s rules · Rogue- Those who can, win. Those who can’t, lose. You Can! · Sadist- you exist to inflict pain and suffering upon others. · Sociopath- All inferior beings both dead and living and undead should be exterminated. · Survivor- Nothing can keep you down · Thrill-Seeker- The rush is all that matters. · Traditionalist- As it has always been, so it shall be. · Trickster- Laughter dims the pain · Visionary- There is something beyond all this. |
Thats the first part done...Imagine that..and see how easy it is..on to step 2 |
Selecting Attributes |
These are Physical, Social, and
Mental Physical- Strength, Dexterity, And Stamina Social- Charisma, Manipulation and Appearance Mental- Perception, Intelligence, Wits Initial stage for this is 7/5/3 Allocate points to where your character is most strongest <i.e> If you character is a bully then the 7 points would go into physical, but if your character is more book smart your main attribute would be mental. |
Woo!!! Again all done..Now..Step 3 |
Selecting Abilities |
Abilities are also divided into three
categories: Talents- Are intuitive abilities that are inherent or learned “in a field” Skills- Are abilities learned through rigorous training or determination Knowledges- Are just that- “book learning” and the like. Knowledges are typically mental pursuits or studies learned through schooling or books. |
Almost Done..Step 4 Now... |
Selecting Advantagages |
Disciplines |
When vampires are embraced, their sires teach them
certain blood based mystical powers known as Disciplines. Each character begins
with 3 dots of Disciplines. Except for Sabbat who start
off with 4 dots in Disciplines. You MUST start with at least one in all your in clan Disciplines before buying out of clan. <Example> Johnny is a Brujah, the disciplines for Brujah are Celerity, Potence and Presence. Johnny has a Ventrue as an allie who is willing to teach him Dominate. Unless Johnny has at least one dot in all of his own in clan disciplines the Ops will not allow Johnny to buy Dominate. <House Rule> Disciplines are as follows: Animalism- Communion and control over natural animals through the Beast. Auspex- Incredible sensory acuity, even to psychic sensitivity. Celerity- Superhuman speed granted by the power of blood. Chimerstry- The Ravnos gift of crafting illusions and hallucinations. Dementation- The Malkavian ability to catalyze madness and spread insanity. Dominate- Control of minds by piercing gaze and strong will. Fortitude- Resilience against the even the forces that normally injure Vampires. Koldun- Tziscme's spiritual magic that manipulates the elements in nature. Necromancy- Commerce with and powers over the dead. Obeah- The power of the Salubri allows them to shelter and heal the injured in body or mind. Obfuscate- Concealment through tricking the minds of onlookers. Obtenebration- The Lasombra ability to manipulate the tangible darkness. Potence- Incredible strength. Presence- Unnatural charisma and ability to sway emotions. Protean- Ability of Gangrel to shapeshift and survive in the wildnerness in primal forms. Quietus- The Assamite's power to manipulate blood causing a silent and poisonous death. Serpentis- The Setite's ability to transform into a reptilian form. Thanatosis- The Samedi's control over the processes of death and decay. Thaumaturgy- Tremere's blood magic exercised over the will of vitae. Vicissitude- The art and craft of Tzimisce to shape flesh and bone like clay. |
Backgrounds |
Down to last step...Dance with me People :) |
A beginning character has 5 dots worth of
Backgrounds, Except Sabbat who starts off with NONE. But may buy up with freebie
points. Background traits should fit with the character concept i.e A destitute Gangrel street preacher isn’t likely to have Resources Some examples of backgrounds are as follows: · Allies- Human confederates, usually family or friends. · Contacts- The number of information sources the character possesses. · Fame- How well known the character is among mortals. · Generation- How far removed the vampire is from Caine You MUST buy down your generation, if your character is 10th generation then that is 3 dots in Generation background; lowest Generation allowed in VampireLust is 8th · Herd- The vessels to which the character has free and safe access to feed. · Influence- The character’s political power within mortal society · Mentor- The Kindred patron who advises and supports the character. · Resources- Wealth, belongings and a monthly income. · Status- The character’s standing in undead society |
Humanity Ok folks..this is simple..Lets get a few things clear when it comes to Mortality paths The higher your humanity the less chance of you doing anything “nasty” Humanity works from 10 being the highest <which is merely impossible> to 1 which is very inhumane. A character’s starting humanity score equals the sum of her Conscience+Self Control Traits, yielding a score between 5-10. Players are also encouraged to increase that the Beast lies in close proximity. |
Paths of Enlightenment Depending on your character concept and sect <Camarilla, Sabbat or Independent> your character may be on a path. Each path follows their own “Ethics”. If your character follows under a clan that follows a path please talk to an OP. |
Willpower A Character’s beginning willpower score equals her courage rating in virtues thus ranging from 1-5. You can also raise your willpower with your freebie points. |
Blood Pool For this I am using the larp method. Your blood pool will depend on your generation ·13th generation 10 blood pool ·12th generation 11 blood pool ·11th generation 12 blood pool ·10th generation 13 blood pool ·9th generation 14 blood pool ·8th generation 15 blood pool |
Thats it!!! We are done of initial stage..Easy Shemeezy! |
Freebie Stage |
Now once you are in freebie stage depending on if
you are playing mortal/ghoul or Kindred will depend on how much Freebies
you are allowed in VampireLust Mortal get 21 freebies plus any flaws you take to a max of 7 points. Ghouls get 21 freebies plus any flaws you take to a max of 7 points. <Ghoul disciplines work as follows: one dot in each in clan discipline. NO out of clan for Ghouls> Vampires get 50 Freebies |
Experience Stage |
Experience will be given out by the Ops to all players in VampireLust. |
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