The following information on the reation of Vampire characters for the Camarilla/ Anarch venue is current with the Laws of the Night manual and the 5.1 rules suppliment for creation currnetly offered by the Camarilla. These rules will be subject to change as future supplimets are created.
Step 1 ~ Inspiration
~ Choosing a Concept ~
This is basically a short description, ususlly of a few words, of who your character is.
~ Choosing a Clan ~
(Clans of Low Level Approval)
Brujah, Caitiff, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue and Mortals.
(Clans of Mid Level Approval)
Giovanni, Ravnos, Followers of Set, and Mortals with Psychic Numina
(Clans of High Level Approval)
Assamite, Daughters of Cacophony, Gargoyles, Lasombra antitribu, Salubri, Samedi, variant Bloodlines, such as Serpent Warriors and Assamite Viziers, Revenants and Mortals with Sorcery Numina
It is best that all players contact their stoy teller before choosing a clan in order to be informed of which clans are currently capped in the region because of increasing numbers.
~ Choosing starting Generation based upon Membership Class ~
Member Class | Starting Generation |
---|---|
1 to 3 |
11th to 13th |
4 to 5 |
10th to 13th |
6 to 8 |
9th to 13th |
9 to 11 |
8th to 13th |
12 to 13 |
7th to 13th |
14 to 15 |
6th to 13th |
A character's Nature is the true motivation of said character and is usually hidden from those who interact with it.
A character's Demeanor is the side that is projected to those who interact with it.
For a more detailed description of these terms please consult Laws of the Night manual.
~ Choosing a Morality Path ~
It is best that all beginning players choose the Path of Humanity. Any other path choice must be approved by the current story teller.
Step 2 ~ Starting Attributes 7/5/3
~ Choose Traits ~
Attributes are divided into Physical, Social, and Mental Traits. Each player is must choose his/her characters Primay (which is given 7 traits), Secondary (which is given 5 traits), and Tertiary Attribute (which is given 3 traits)
A complete listing of traits can be found in the Laws of the Night manual.
Step 3 ~ Advantages
~ Choosing five Abilities ~
A complete listing of Abilites can be found in the Laws of the Night manual.
~ Choosing three Basic Disciplines ~
Each character is given 3 basic levels to be spread among the 3 in clan disciplines of its clan. These must be on in clan disciplines, there is no exception.
~ Choosing five Backgrounds / Influences ~
A complete listing of Backgrounds and Influences can be found in the Laws of The Night.
Step 4 ~ Final Touches
~ Assigning Blood Traits ~
The majority of beginnng characters will be 11th generation, which allows said character to have a beginning maximum blood pool of 12. Characters of lower generation should consult Laws of the Night manual for further Information.
~ Assigning Willpower Traits ~
The majority of beginnng characters will be 11th generation, which allows said character to have a beginning willpower of 4 and a maximum willpower of 7. Characters of lower generation should consult Laws of the Night manual for further Information.
~ Assigning Clan Advantages / Disadvantages ~
All Cam/Anarch venue can be found in the Laws of the Night Manual.
~ Assigning Virtue Traits ~
The Path of Humanity follows the Virtues of Conscience, Self-Control and Courage. Each Character begins with seven traits to be spent among these virtues, but may not raise any over five. After distributing these traits, your character's starting Path of Humanity rating may be found by adding Conscience and Self-Control together and dividing by two, rounding up.
~ Choosing Merits ~
A character may take no more than than seven points in Merits. The cost per merit varies.
~ Choosing Negative Traits and Flaws ~
A character may take no more than five Negative Traits and no more than seven points in Flaws. Each Negative Trait adds one to the number of Free Traits you have to spend. Flaws add to the number of Free Traits their point cost.
It is suggested that if merits and flaws are being choosen during character creation for characters being played in the New River Valley venue, each player should first review the current list of capped merits and flaws for this area.
~ Choosing a Derangement ~
A Player should only choose a Derangement if it will serve to round out the character. Each taken Derangement adds two points to the number of Free Traits to spend.
~ Spending Free Traits and Choosing Merits and Flaws ~
Each character starts with five Free Traits plus any traits gained through the purchase of Negative Traits, Flaws and Derangements. Point costs go as follows:
An Attribute Trait |
1 Free Trait |
An Ability Trait |
1 Free Trait |
A Background Trait |
1 Free Trait |
A Virtue Trait |
2 Free Traits. (Does not affect Path Rating) |
A Path Trait |
3 Free Traits |
A Willpower Trait |
3 Free Traits, to the maximum of 10 Traits |
Any Basic Level Discipline |
3 Free Traits, must be in clan |
A Merit |
Point cost varies per Merit |
~ Experience Points by Virtue of Membership Class ~
All new players, with a Membership Class (Prestige Level) of 1. For each Membership Class earned, five additional experience are gained. these points can either be spent at character creation or saved. Experience point costs go as follows:
New Attribute Trait |
1 Experience Point |
New Ability Trait |
1 point for any level from 1-5 |
|
2 points for any level from 6-10 |
New Background Trait |
1 Experience Point |
New Discipline |
3 points for each in clan Basic Level |
6 for each Intermediate level |
|
9 for each Advanced Level |
|
Out of clan disciplinesis cost 4/7/10 |
|
New Virtue Trait |
3 Experience points per trait(Does not affect Path Rating) |
New Path Trait |
2 points per Trait, with Story Teller's approval |
New Necromancy or Thaumaturgy Ritual |
2 points for a Basic ritual |
4 points for an Intermediate ritual |
|
6 points for and Advanced ritual |
|
New Merit |
Double the cost, with Story Teller's approval |
New Specialization |
1 Experience point in an Ability |
already known |
|
New Willpower Trait |
3 Experience Points, to the maximum of 10 Traits |
Buying off a Negative Trait |
2 Experience Points per Trait |
Buying off a Flaw |
Double the cost, with Story Teller's approval |
Step 5 ~ Spark of Life
~ Writing a Background ~
This is not required for the character's first larp, but the player should have a basic idea as to the characters background. When written, it should reflect the everything represented on the character sheet, especially things that are out of the ordinary.
This site created on
Oct. 14 2001