Gainesville By Night:
Precipice of Greatness
Rules/Clarifications

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Below you will most of what you need to create a basic character
If you need more information, please come to the game or email the Storyteller.
You can print out the Laws of the Night character sheet from the official White Wolf website here.


OVERVIEW OF CHARACTER CREATION

Step 1: Inspiration
Choose a Clan.
Choose a Nature and a Demeanor.
Choose a Morality Path.

Step 2: Attributes
Choose Attribute Traits. You must prioritize them, placing 7 Traits in your primary, 5 Traits in your secondary, and 3 Traits in your tertiary. You may also choose up to 5 negative traits.

Step 3: Advantages
Choose Ability traits. You have 5 points to spend on Abilities.
Choose Disciplines, selecting them from the Disciplines listed for your clan. Vampires begin with 3 Basic Disciplines.
Choose Backgrounds. You have 5 points to spend on Backgrounds.

Step 4: Last Touches
Assign Blood Traits.
Assign Willpower Traits.
Assign Virtue Traits.
Assign Morality Traits.
(Optional) Choose Negative Traits and Flaws.
(Optional) Choose a Derangement.
Spend Free Traits.
 



CLANS

Brujah: Ideological revolutionaries and rebels, the Rabble serve their causes with passion.
Disciplines: Celerity, Potence, Presence
Advantage: One free trait in Political, University, or Street influence, as well as the associated ability trait (Politics, Academics, or Streetwise).
Disadvantage: Easily prone to violence and frenzy.

Gangrel: No city holds sway over the Outlanders, who wander the wilderness and survive as vampiric predators among animals.
Disciplines: Animalism, Fortitude, Protean
Advantage: Free level of ability in Animal Ken or Survival.
Disadvantage: Gain an animalistic feature whenever you frenzy.

Malkavian: The deranged Lunatics claim a fractured insight into the workings of reality.
Disciplines: Auspex, Dementation, Obfuscate
Advantage: One free ability level of Awareness.
Disadvantage: Start with a Derangement, which you can never cure.

Nosferatu: The hideous curse of blood warps the physical visage of each of the Sewer Rats, but others respect and fear their mastery of hidden byways and secret-gathering. 
Disciplines: Animalism, Obfuscate, Potence
Advantage: One free ability level of Stealth and another free ability level of Survival.
Disadvantage: You're ugly. You can't buy the Alluring, Gorgeous, or Seductive Attribute traits, and you start out with the negative Social Traits Repugnant x3.

Toreador: Protectors of culture and promoters of art make up the Degenerates, but they also include sycophants and pleasure-seekers in their ranks. 
Disciplines: Auspex, Celerity, Presence
Advantage: Free Academics, Crafts, Performance, or Subterfuge abilities (one trait each of any two, or two traits of one).
Disadvantage: Easily mesmerized by beauty.

Tremere: Ruthless and insular, the warlocks and their potent blood magic are untrusted, but grudgingly respected. 
Disciplines: Auspex, Dominate, Thaumaturgy (Path of Blood)
Advantage: One free Occult ability and one free Occult influence.
Disadvantage: One step Blood-Bound to the rest of the Clan.

Ventrue: Rulers of board room and battlefield, the Blue Bloods lead other Kindred as their right and responsibility. 
Disciplines: Dominate, Fortitude, Presence
Advantage: A free trait of the Resources Background, and one free trait of Finance, High Society, or Political influence.
Disadvantage: Must choose a feeding restriction: a type of victim you can only feed from (such as virgins, the elderly, or animals).

Caitiff: Those with no clan: the outcasts and the dishonored. 
Disciplines: Any (Except Thaumaturgy and restricted Clan disciplines)



NATURES AND DEMEANORS


Architect
Autocrat
Bon Vivant
Bravo
Caregiver
Celebrant
Child
Competitor
Conformist
Conniver

Curmudgeon
Deviant
Director
Fanatic
Gallant
Judge
Loner
Martyr
Masochist
Monster

Pedagogue
Penitent
Perfectionist
Rebel
Rogue
Survivor
Thrill-Seeker
Traditionalist
Trickster
Visionary



MORALITY PATH

Humanity: (Any Clan)Conscience, Self-Control




ATTRIBUTES

Prioritize Attributes (7/5/3) 
You may purchase a particular trait more than once.
Traits are color coded by Type,
i.e., one should use Brawny, a Strength-based Trait to kick down a door
rather than Agile, a Dexterity-based Trait.
Some Traits also relate to specific Disciplines. See the book or a Narrator for details.
A maximum of 5 negative traits may be chosen. We expect negative traits to be roleplayed.

Physical Traits
Agile
Brawny
Brutal
Dexterous
Enduring
Energetic
Ferocious
Graceful
Lithe
Nimble
Quick
Resilient
Robust
Rugged
Stalwart
Steady
Tenacious
Tireless
Tough
Vigorous
Wiry

Strength, Dexterity, Stamina, Miscellaneous

Social Traits
Alluring
Beguiling
Charismatic
Charming
Commanding
Dignified
Diplomatic
Elegant
Eloquent
Empathetic
Expressive
Friendly
Genial
Gorgeous
Ingratiating
Intimidating
Magnetic
Persuasive
Seductive
Witty


Charisma, Manipulation, Appearance, Miscellaneous
Mental Traits
Alert
Attentive
Clever
Creative
Cunning
Dedicated
Determined
Discerning
Disciplined
Insightful
Intuitive
Knowledgeable
Observant
Patient
Rational
Reflective
Shrewd
Vigilant
Wily
Wise


Perception, Intelligence, Wits, Miscellaneous
Negative Physical Traits
Clumsy
Cowardly
Decrepit
Delicate
Docile
Flabby
Lame
Lethargic
Puny
Sickly

Negative Social Traits
Bestial
Callous
Condescending
Dull
Feral
Naive
Obnoxious
Repugnant
Shy
Tactless
Untrustworthy
Negative Mental Traits
Forgetful
Gullible
Ignorant
Impatient
Oblivious
Predictable
Shortsighted
Submissive
Violent
Witless



ABILITIES

You have 5 points to spend on abilities.
You may purchase a particular ability more than once.


Academics
Animal Ken
Athletics
Awareness
Brawl
Computer
Crafts*
Dodge
Drive
Empathy
Etiquette
Expression
Finance
Firearms
Hobby/Professional/Expert Ability*
Intimidation
Investigation
Law
Leadership
Linguistics
Medicine
Melee
Occult
Performance*
Politics
Repair
Science*
Security
Scrounge
Stealth
Streetwise
Subterfuge
Survival

Abilities marked with an * require chosing a focus, i.e., Chemistry for Science, Weaving for Craft.
The Hobby/Professional/Expert Ability requires Storyteller approval.

Note that Performance is generally anything done before an audience, while Expression focuses on literary works, and Crafts concentrates on the creation of physical objects (such as paintings or sculptures).


DISCIPLINES

Disciplines are indicated as being either Basic (B), Intermediate (I), or Advanced (A).
Choose 3 Basic disciplines from those listed for your Clan.
You must learn Disciplines in the order listed, from top to bottom, beginning with the most basic.


Animalism
Feral Whispers (B)
Beckoning (B)
Quell the Beast (I)
Auspex
Heightened Senses (B)
Aura Perception (B)
Spirit’s Touch (I)
Celerity
Alacrity (B)
Swiftness (B)
Rapidity (I)
Dominate
Command (B)
Mesmerism (B)
Forgetful Mind (I)
Fortitude
Endurance (B)
Mettle (B)
Resilience (I)
Obfuscate
Cloak of Shadows (B)
Unseen Presence (B)
Mask of a Thousand Faces (I)
Potence
Prowess (B)
Might (B)
Vigor (I)
Presence
Awe (B)
Dread Gaze (B)
Entrancement (I)
Restricted Disciplines
See Storyteller for details
Dementation
Passion (B)
The Haunting (B)
Eyes of Chaos (I)
Protean
Eyes of the Beast (B)
Feral Claws (B)
Earth Meld (I)
Thaumaturgy
The Path of Blood
A Taste for Blood (B)
Blood Rage (B)
Blood of Potency (I)
The Lure of Flames
Hand of Flame (B)
Flame Bolt (B)
Wall of Fire (I)
Movement of the Mind
Force Bolt (B)
Manipulate (B)
Flight (I)
Thaumaturgical Rituals
The true power of Thaumaturgy lies in its Rituals.
Characters start with one Ritual for each level of Thaumaturgy they take. See the book for details.



BACKGROUNDS

You have 5 points to spend on Backgrounds.


Allies
Contacts
Fame
Generation
Herd
Influence: Bureaucracy, Church, Finance, Health, High Society, Industry, Legal, Media, Occult, Police, Political, Street, Transportation, Underworld, and University
Mentor
Resources
Retainers



BLOOD TRAITS
Maximum allowed Blood is determined by your Generation, as per the chart below.
WILLPOWER
Temporary Willpower/Permanent Willpower is determined by your Generation, as per the chart below.

Generation
13th
12th
11th
10th
Max. Traits
10
10
11
12
Max. Abilities
5
5
5
5
Blood
10
11
12
13
Willpower
2/6
2/8
4/8
4/10



VIRTUES

You have seven traits to split among the three Virtues.
Each trait can have no fewer than one dot and no more than five dots.

Conscience
Self-Control
Courage



MORALITY

Your starting Morality Trait total equals the average of your Conscience and Self-Control Traits, rounded up.
You may forfeit 1 Morality Trait if you wish but you may have no fewer than 1 Morality Trait.



MERITS AND FLAWS

A character may only have up to 5 points each in Flaws and Merits, subject to Storyteller approval. 
With Storyteller approval, a character may spend an additional 2 freebie points to buy a 7 point merit.


DERANGEMENTS

Bulimia | Crimson Rage | Fugue | Hysteria | Immortal Terror | Manic-Depression | Megalomania | Multiple Personalities | Obsessive/Compulsive | Paranoia | Regression | Sanguinary Animism | Schizophrenia


FREE TRAITS

You start out with 5 Free Traits to spend.
You receive one bonus Free Trait for each Negative Trait taken.
You receive bonus Free Traits for each Flaw you have taken, depending on the value of the Flaw.
You receive 2 bonus Free Traits for each Derangement taken or Morality Trait forfeited.


Trait Costs
Attribute Trait:
Ability Trait:
Background Trait:
Virtue Trait:
Morality Trait:
Willpower Trait:
Basic level of any Discipline:
Merits:
1 Free Trait
1 Free Trait
1 Free Trait
2 Free Traits
3 Free Traits
3 Free Traits
3 Free Traits
Dependent on the value of the Merit


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Updated and clumsily modified by FrayedEdge and again on 19May2000by Marj.