Mortal? You're not serious right? You think I want to play a Lickstick? A blood bag? Some play toy for all the supernaturals that are lurking around every corner just waiting to take me ::James Earl Jones voice:: To the dark side?

There are a lot of reasons to play mortals in a chronicle, some of which are obvious, some which are obscure, but the way I see it ... it's a bigger challenge than any other of the intricate supernaturals. You could be a friend or foe of the "empowered" ones or just oblivious to their existence all together. In fact, the mortal population of Mortality Mocked is infact the backbone of intrical play.. Police, FBI, Mayors, givernment officails.. The lidt goes on and on..

Could it be your boyfriend/girlfriend has changed recently? Your Uncle has passed away, but you keep seeing him? You could be one of the many business owners that make a living here or just one of the waitress's at the local pub. Which ever way you go, Mortal's are a necessary component to any and all of the story lines that you as players, will be in.

I really couldn't begin listing all the different things you could chose to go with from this point, just remember, by the book. I have added some other backgrounds below (and each book they came from) so you could see examples of what is out there other than the "norm" to choose from.

Arcane - Master of the mystic arts can hide in plain sight. (WoD:Sorcerer)

Arsenal - Gun/Weapon Collector (Hunter:the Reckoning)

Destiny - You're fated to make an impact.  (Hunter:the Reckoning)

Domitor - You're bound to a vampire (Ghouls Fatal Addiction)

Equipment - Like Arsenal, but this background is a bit more specified in what it entails. (Kinfolk: Unsung Hero)

Familiar - A special helpmate, that aids you in many ways. (WoD:Sorcerer)

Favors - A Supernatural owes you a big indulgence. (Kinfolk:Unsung Hero)

Home Base - You have a regular meeting place or base of operations in which to carry out the duties or goals of your organization.  (Quick and the Dead)

Talismans - You possess one or more magical talismans (WoD:Gypsies & Quick and the Dead).

Personal library - An extensive library of supernatural topics that can greatly aid a character's research.   (Quick and the Dead & WoD:Sorcerer)

Remember that the character is an extension of yourself, in your head, it lives, breathes, has a job, life and things going on around them. So get their history implanted in your head and play on!


Basic Starting Stats
Attributes: 6/4/3
Abilities: 11/7/4
Backgrounds: 5
Virtues: 7
Freebies: 21
(other things may apply per genre of mortal)



Numinae / Psychic Powers
Vampires Players Guide Second Edition page 30.

As with other Traits, a power, once selected, may be improved over the course of time. Psychic powers cost seven freebie points per level during character creation. It costs twice as much (14 points) to purchase a second psychic power. It costs a powers rating wanted x 3 to raise its level through experience.

Please indicate on your character sheet which Numina power is your primary and secondary. If the one you want isn't on the "Numinae" page, it
won't be accepted unless you have the complete write up of that psychic ability like below. The name of the ability, what it does, and what each level does.

Merits and Flaws

Merits and Flaws. By the book on this, too. You can take all the flaws you want, but only 7 points of them can be added to freebies. Merits can only be bought with freebies. The following merits are not allowed:

Luck
True Faith
(must be ST given)
Iron Will
Magic Resistance
Unbondable
Charmed Exsistance
Guardian Angel
Nine Lives
True Love
(must be ST given)



We will only be permitting the use of each Merit or Flaw once. Example: the flaw Enemy. Could only be used one time no matter how many enemies you have. But may be raised by how many points you purchase it for.

As for the rest of Character Creation, it's by the book. You get a total of 15 freebies, plus what ever (up to 7) points in flaws you take. Remember, if you get something like Dark Fate, expect your character to be dying by some incredible occurance. Hunted.. expect it to happen. Also remember that mortals won't need certain flaws or merits.

Example: A Mortal would have no need of the Eat Food Merit from the VtM 3rd edition.

Just keep in mind that Character Creation is by the book with the exception of freebies. Here in MM we like to award those that take the challenge of playing a Mortal and give them a slight bonus. You start off with the normal 21 freebies (plus any from Flaws that you may get, not exceeding 7), but after 30 days, if you haven't gotten sired, ghouled, or killed, you get an bonus 45 experience points. And for every 30 days thereafter, you will receive a bonus of 15 exps for remaining mortal. Just remember to do it by the book, along with any modifications you will find here on this page. If anything that is where we are real sticklers, because if you start off wrong, it makes it hard to recover.