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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.
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.
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)
Humanity: (Any Clan)Conscience, Self-Control
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.
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 |
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 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.
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 |
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
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.
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.
Bulimia | Crimson Rage | Fugue | Hysteria | Immortal Terror | Manic-Depression | Megalomania | Multiple Personalities | Obsessive/Compulsive | Paranoia | Regression | Sanguinary Animism | Schizophrenia
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 |