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I will provide a brief description of the Sects below, but know that each sect is its own entire book of information.

Human - Pick this if you are Human

Camarilla - The standard vampire sect with a Prince ruling the city, the Masquerade to uphold, and Humanity to retain.

Sabbat - The immortal enemies of the Camarilla. The Sabbat embrace their vampiric nature and often appear as monsters to outsiders.

Anarch - A sect that formed in rebellion of the strict Camarilla laws. Often they live under the "protection" of the Camarilla who allow them some freedoms.

Independent (Clan) - You do not belong the Cammies, Sabbat, or Anarchs, but swear loyalty to your clan who has its own organization.

No Sect - You do not swear loyalty to any sect. Vampires do not last long without the protection of a Sect.

 

For a brief description of the clans, go here:

http://kindred-knights.webs.com/

And check "The Clans" and "Lore Clans".

Describe your character in three parts, personality, appearance, and history. You can be as brief or as in-depth as you wish.




You will be rating Attributes on a scale from one to five. Below is a chart to help you.

O - Poor: Many individuals, but below average.

OO - Average: Most people, normal.

OOO - Good: Above average, better than most.

OOOO - Excellent: Very few people, top 100 in your country.

OOOOO - Outstanding: One of the best on the planet, peak of human ability.

Attributes

Pick your primary, secondary, and tertiary attributes. Then distribute the appropriate amount of points in each. The normal amount for Neonate Vampires is 7/5/3. Meaning you have 7 points to spend on whichever attribute you pick to be your primary, 5 for your secondary, and 3 for your tertiary. Below is a list of the different starting points:

The format is 1st/2nd/3rd, or Primary/Secondary/Tertiary, where the number is how many points you have to spend based on how you prioritized.

Note: Each attribute starts with 1 point in it already!

7/5/3 - Neonate Vampire (Default)

7/5/3 - Ancillae Vampire

9/6/3 - Elder Vampire

6/4/3 - Ghoul

6/4/3 - Human (Mortal)

Physical
The brute force muscle power of the character, allowing them to lift more and hit harder.

The character's agility, quickness, reflexes, and flexibility. General hand-eye coordination.

Your character's hardiness and resistance to pain.

Mental
The aptitude of your character to notice things around him/her.

Problem solving, IQ, and "smarts" are all governed by Intelligence.

Your character's reaction speed, cleverness, quick-thinking and adaptability.

Social
How charming your character is, the strength of their personality.

This measure your character's ability to convince others to do what he/she wants.

Your character's visual attractiveness.

You will be rating Abilities on a scale from one to five. Below is a chart to help you.

O - Novice: Basic understanding.

OO - Practiced: Strong understanding.

OOO - Competent: Professional.

OOOO - Expert: One of the best.

OOOOO - Master: Nearly super-human in ability, world reknown.

Abilities

As you did before in Attributes, you must again prioritize primary, secondary, and tertiary. This time with Talents, Skills, and Knowledges. None start with any points in them. Below is a chart listing the number of points you have to spend in each.

The format is 1st/2nd/3rd, or Primary/Secondary/Tertiary, where the number is how many points you have to spend based on how you prioritized.

Note: No ability may be over 3 at this point, you can increase it later with "freebies" (explained later).

13/9/5 - Neonate Vampire (Default)

13/9/5 - Ancillae Vampire

13/9/5 - Elder Vampire

11/7/4 - Ghoul

11/7/4 - Human (Mortal)

Talents
Your ability to notice things, hear footsteps behind you, seeing someone sneaking in an alley, etc.

Sports, running, swimming, throwing... basically anything in the Olympics.

Skill, training, and/or experience in unarmed combat.

Avoiding being hit, dodging, ducking, etc.

Seeing into the emotions of others.

Giving speeches, debating, proving your point, etc.

Threatening others either physically or verbally.

Your ability to naturally inspire those around you to follow you.

Knowledge of the local underground culture and streets. Buying drugs, hearing gossip, informants, etc.

Lying, tricking others, concealing your emotions and bias, keeping secrets, etc.

Skills
Understanding of animals, allowing you to tame them, cool their aggression, etc.

Fixing and making things. You must choose a specialization for this skill below.

Cars, carpentry, glass, fleshcraft, tattoos, etc.

One point you can drive, but not a stick shift, two points you can drive a stick shift.

Knowing how to show proper behavior, not necessarily displaying it all the time. Being "proper" at an expensive dinner.

Skill with guns. This includes fixing/unjamming them.

Swords, clubs, martial arts weaponry, wooden stakes, broken bottles, switchblades, etc.

Your skill in artistic performances like singing, acting, dancing, playing an instrument, etc.

Guitar, piano, singing, violin, theatre acting, opera singing, etc.

Picking locks, avoiding security cameras, hot-wiring cars, disabling alarms, etc.

Sneaking, stalking, following someone and just not being noticed.

Navigating wilderness, surviving in the wild, etc

Knowledges

Knowledges have their own description of each level:

O - Student: Very basic knowledge.

OO - College: Solid understanding.

OOO - Masters: You could teach others you are so knowledgable.

OOOO - Doctorate: Professional, very thorough understanding.

OOOOO - Scholar: World-reknown, top of your field.

Knowledge in literature, art, history, philosophy, and other liberal studies.

One point is a very basic knowledge of computers, while three points is a software designer.

Economy, commerce, evaluating value, stock market, etc.

Noticing obscure details about a situation. Detectives, cops, and private eyes have this skill.

Knowledge of the law. Lawyers, politicians, and judges have this.

You begin with your naturally spoken language. One point is 1 extra language spoken. Two points is 2 extra languages. Three points is 4 extra languages. Four points is 8 extra languages, and five points is 16 extra languages. Pick your languages below.

English, German, French, Russian, Gaelic, etc.

Level 1 means you have taken a CPR course, while level 4 you can perform organ transplants.

Obscure knowledge like black magic, ancient secrets, voodoo, mysticism, vampire lore, etc.

Level 2 would be a political science major in college, and level 4 would be a Senator.

Understanding of most sciences such as chemistry, physics, biology, etc. Use the "Knowledges" guide at the top to determine what level of degree you possess.

Advantages
Virtues

First, pick whether you will have Humanity (default) or follow a Path of Enlightenment (advanced). This will unlock your virtues.

Note: Humans may only take Humanity.

Below is a chart listing the number of points you have to spend on virtues.

Note: All virtues start with one point in them!

7 - Neonate Vampire (Default)

6 - Ancillae Vampire

5 - Elder Vampire

5 - Sabbat Vampire

7 - Human (Mortal)

Humanity is default for vampires, and mandatory for humans. Certain vampires follow a Path of Enlightenment.

Your determination to stick to your Path of Enlightenment.

Your morals, determining whats right and wrong.

Your ability to "ride the wave" of frenzy. You always frenzy, but rolling this allows you to direct it.

Your ability to control your urges.

i.e. Your character is confronted by a 20 ft. tall Tzimisce war ghoul, he would have to roll courage to not flee.

Your Humanity rating is equal to your Conscience added to your Self-Control. i.e. 2 self-control and 3 conscience means your humanity would be 5.

 Your Willpower rating is equal to your Courage. i.e. 4 courage means your willpower rating is 4.

How close you are to your humanity. Kindness, caring, and emotion. A low humanity score means you are a monster and people notice.

The level of dedication you have to your Path of Enlightenment. A high path rating means you have to roll conviction if faced with the slightest threats to your path.

1 willpower means you are completely spineless, 2-5 is average.

Disciplines

Below is a list of Disciplines (vampiric blood powers) that your selected clan starts with, along with three slots for out-of-clan disciplines. If you are a Caitiff or Pander, you will only have "Other Disciplines" available.

Out of clan disciplines are no different from "in-clan" disciplines when you first make your character, but when spending experience points later on the out of clan disciplines are much more expensive to increase.

Below is a chart of how many points you may spend on Disciplines.

Note: Humans do not have Disciplines.

Ghouls may start with 1 dot in potence, and 1 dot of one of their Domitor's in-clan disciplines.

3 - Neonate Vampire (Default)

4 - Ancillae Vampire

6 - Elder Vampire

4 - Sabbat Vampire




























Backgrounds

Backgrounds do not start with any points in them.

Note: For every point you spend in this Generation background, your vampire's generation is reduced by 1, starting at 13.

Generation is subject to Storyteller approval.

You may spend points according to the chart below.

5 - Neonate Vampire (Default)

7 - Ancillae Vampire

8 - Elder Vampire

0 - Sabbat Vampire

5 - Ghoul

7 - Human (Mortal)











Almost done!

The last thing you have to do is spend your "freebie" points.

Depending on the type of character you made, you get a varying number of freebies. Below is a list.

15 - Neonate Vampire (Default)

18 - Ancillae Vampire

21 - Elder Vampire

21 - Ghoul

21 - Mortal

You may spend your freebie points on anything! Below is a chart of the costs.

7 - Disciplines

5 - Attributes

2 - Abilities

2 - Virtues

1 - Backgrounds

1 - Willpower

1 - Humanity

 

(For example, a neonate vampire could raise his disciplines by two levels, and then his willpower by one. 14 freebies spent on disciplines, and 1 spent on willpower)

Below you may add whatever equipment you want your character to start with. Keep it reasonable. If your resources is only 1 don't start with a gold-plated Porche.

All of your equipment is subject to the Storyteller's approval, so be reasonable.


Merits & Flaws

Merits and Flaws are entirely optional. In fact, its usually best to have no merits/flaws, or very few.

Merits/flaws allow extra little quirks to your character and help convert roleplayed-aspects into "points".

Merits cost freebies, and flaws grant freebies.

Below is a link to a list of merits and flaws.

http://home.insightbb.com/~dungeon/Merits.htm

When it says (Camarilla) or (Sabbat) next to the merit/flaw, that means it is restricted to that sect. Don't use any LotN (Laws of the Night) as they are not compatible with our game.

Please ask me first before picking supernatural merits/flaws, especially if they require storyteller assistance.

Don't get crazy with these.

Note: Your flaws can add up to no more than 7 points, regardless of merits you take.


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