
Copyright 2003
White Wolf
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CHARACTER CREATION
There are innumerable ends to character creation that allow a player to generate the concept desired. Throughout this manual are listed the many abilities, merits, flaws, etc. that may be applied to any character you wish to play. This section sets the guidelines defining what you may or may not begin with at the time of character creation. If you have created an unusual concept that would require guidelines not within this rulebook, consult an ST on potential acceptance. Please note that in the case of anything unusual, ST approval must be given. This includes instances in these rules in which something is strongly discouraged or recommended against. This terminology is used to indicate places where the standard character creation rules may be bent, but in all of these cases, ST approval is mandatory.
The rules for Character Creation are held true with the rules in Laws of the Night: Revised Edition (LotN:R) with any and all exceptions noted below.
This chronicle strongly encourages characters to hold to the fifty years awake recommendation, meaning they should not have been active for more than fifty years, since this is increasingly difficult to play effectively. Also, at this time, characters more than 200 years old are strongly discouraged.
These are the clans that you are able to choose from without prior ST permission: Brujah, Caitiff, Gangrel, Malkavian, Nosferatu, Toreador, and Ventrue. All other clans and bloodlines must be approved by an ST. It is not necessarily that we don't want people playing them. It is merely a matter of being sure that any clans are played with certain concepts in mind that the ST will discuss with you. It is true that some clans and bloodlines are restricted in number to continue the idea of a rare/unusual clan.
All characters start on the morality path of Humanity unless otherwise allowed by an ST.
Backgrounds are limited to level three in any category without good reason, Generation is also capped at 12th, without Storyteller approval. All influence must be registered with the Influence ST. All actions with that influence should be written on a card and submitted or sent via email. At character creation, influence may be purchased up to level three in any category. The special rule for Sabbat listed in LotN:R is enforced.
Within the Abilities section of this manual are listed any restrictions on whether or not a character may acquire them. As per LotN:R, all characters start with five pips for the acquisition of abilities prior to use of any negative points.
Up to five points may be gained from taking negative traits in any of the three categories. No more than three may be selected in a single category. As many as seven points of flaws may be used to acquire negative points. A derangement may be taken to gain two points toward the negative points total. In addition, there are five freebie points allowed. Characters may apply up to 19 points worth of negative points (if you max all sources) to increase traits, abilities, disciplines, influence and merits, though you may choose to take more than 19 points of negatives for role-playing purposes. Unlike in LotN:R, a character cannot take 2 freebie points in exchange for a morality trait. You may purchase more than the seven points of merits recommended in the LotN:R with special ST permission.
The three free pips for disciplines and negative points may be spent only up to the second Basic level. The first Intermediate or higher level disciplines may not be purchased using negative points. This rule is only lifted for Nosferatu, so that they may purchase Mask of 1000 Faces.
For Tremere, only the primary path of Thaumaturgy is considered to be in-clan. Secondary paths may be purchased using negative points up to first basic. Further rules regarding Tremere and Thaumaturgy may be found in the Thaumaturgy section.
Milledgeville allows the transfer of up to ten points of saved experience from one character to the next. This is not open to discussion, so please don't come to us with your wonderfully creative ideas of why you're so much cooler than anyone else. The special rule for Sabbat listed in LotN:R is enforced. No characters may enter the game with out-of-clan disciplines if they are Camarilla loyal. This is a special advantage for Sabbat characters. The additional Discipline level granted to Sabbat PCs may be used to purchase a Basic level of an out-of-clan discipline that is one of the eight common disciplines.
Any shelved character may be recalled as a PC with ST approval. Retired characters can be recalled as PCs with approval from both the Character ST and the Narrator's Council.
Milledgeville is currently awarding experience for a background write up and for a haven description. There must be at least two pages of background and a map is required for the haven write up.
Character Creation Quick Guide
Create a Concept
-Who are you?
-What do you do?
-When were you Embraced?
-Where are you From?
-Why are you the way you are?
-How do you operate?
Choose a Clan
Brujah,
Caitiff,
Gangrel,
Malkavian,
Nosferatu,
Toreador,
Ventrue.
Tremere, and
Assamites require ST approval
Choose a Nature and Demeanor
Distribute Attributes
(3, 5, 7) and choose Traits
Choose five Abilities . Every character is able to start with the first level in their Clan specific, Kindred, and Camarilla lore at free of cost.
Choose three Basic in clan Disciplines
May not exceed 2nd Basic at creation, with special exception for Nosferatu to take 1st Intermediate in Obfuscate. No out of clan disciplines may be taken at creation. Tremere can only purchase the 1st Basic level of one secondary path of Thaumaturgy using neg. points, at out of clan costs, and only with ST permission.
Choose five Backgrounds or Influences
May not exceed level three in any Background or Influence at creation.
Choose a Morality Path and Assign Virtue Traits
All characters begin on Humanity unless permitted by ST
Choose Negative Traits and Flaws
Up to 5 points for taking neg. traits in any of the 3 categories, with max of 3 in a single category. As many as 7 points of flaws may be used to acquire neg. points. A derangement may be taken for max of 2 points toward the neg. points total.
Choose a Derangement (if desired)
Note Malkavian clan disadvantage
Spend 5 Free Traits and any Negative Points and choose Merits (if desired)
May apply up to 19 points in neg. points (if all sources maxed) to increase Attributes, Abilities, Disciplines, Backgrounds and Merits. ST permission required for more than 7 pts. in Merits.
Assign Blood and Willpower
according to Generation LotN:R pg. 95
| Generation |
Max. Traits |
Max. Abilities |
Blood |
Willpower |
| Thirteen |
10 |
5 |
10/1 |
2/6 |
| Twelve |
10 |
5 |
11/1 |
2/8 |
| Eleven |
11 |
5 |
12/1 |
4/8 |
| Ten |
12 |
5 |
13/1 |
4/10 |
| Nine |
13 |
5 |
14/2 |
6/10 |
| Eight |
14 |
5 |
15/3 |
6/12 |
Maximum Abilities is the maximum levels you can take in any one Ability. You may choose to exceed this limit by one in an Ability in which you Specialize.
Blood is your maximum number of Blood Traits. The number after the slash is how many Blood Traits you can spend in any given turn. Willpower lists your starting Willpower Traits before the slash, and your maximum Willpower Traits after the slash.
Maximum Abilities is the maximum levels you can take in any one Ability. You may choose to exceed this limit by one in an Ability in which you Specialize.
Blood is your maximum number of Blood Traits. Ghouls may spend one blood per round.
Willpower lists your starting Willpower Traits before the slash, and your maximum Willpower Traits after the slash.
The Milledgeville game is not distinguishing between Sabbat and Camarilla Natures as such that only those within a certain sect may take a certain Nature. Any character may take any of the Natures listed below. A player may petition for a Nature or Demeanor not listed below but final approval is at the discretion of the Character ST. When choosing a Nature you should be aware of the potentially destructive guidelines concerning the morality path your character may be on. For example, Characters on the Path of Humanity are recommended to not take Torturer as a Nature. Characters that disregard their Nature, will likely be required to make a Morality test, or they may even have Morality stripped without a test, by an ST. Your Nature is the foundation of your own strength, which is used to overcome many struggles, including The Beast. If you violate your nature, you will be subjected to a Morality test
Accepted Nature and Demeanor List:
• Alpha - you were born to lead, and you prove it repeatedly
• Architect - you seek to create something of lasting value
• Autist - you must hide your secrets from others and make then unable to understand you
• Autocrat - you want to be in charge and in control
• Avant-Garde - you live for new things, cutting edge is all that will do
• Barbarian - order is nothing, honor is what matters
• Bon Vivant - Only a good time can assuage your otherwise empty existence
• Bravo - you are something of a bully
• Bureaucrat - you organize everything including the paperwork, and you've got the paperwork to prove it
• Caregiver - you seek to comfort and nurture others
• Celebrant - you have a passion that you are driven by
• Child - you never really grew up and need someone to take care of you
• Competitor - you take great excitement in the pursuit of victory. Every challenge is a contest to be won
• Confidant - you enjoy listening, and work hard to see that others trust you
• Conformist - you are a follower at heart and find it easy to adapt, adjust and comply Conniver - there's always an easier way and it usually involves someone else doing your work
• Critic - nothing's perfect, and you make sure everyone knows that
• Curmudgeon - bitter and cynical. You always see the glass as half empty and know that everyone will do the stupid thing
• Dabbler - You want to sample all of the new things in the world.
• Daredevil - you love taking risks and will seize any opportunity to do so. Unlike Thrill-Seeker, you are less concerned with the potential danger of any situation.
• Dark Pioneer - you can't change the traditions of the past but you will do anything to create the traditions of the future.
• Dark Poet - you want to share the beauty of darkness with the rest of the world.
• Defender - the shepherd from Ezekial 25:17
• Deviant - you exist for no one's pleasure then your own
• Director - you don't have to be in control as long as they are doing it your way
• Drunk Uncle - When things are going well you are everyone's best friend, when things are going poorly you're their worst nightmare.
• Explorer - nothing excites you like exploring
• Fanatic - your purpose consumes your existence and gives your life meaning.
• Follower - If a person is a leader, it’s for a reason. Best to listen to them.
• Gallant - you are flamboyant, always seeking attention and the chance to be the brightest star
• Gambler - its all about beating the odds, and you’ve got nothing to lose
• Hedonist - life is meaningless so enjoy it as long as it lasts
• Honest-Abe - you are always honest and refrain from telling lies or stealing from others at all costs
• Idealist - You are committed to a cause greater than yourself
• Interrogator - It's not the answers that matter, it's the pleasure you get asking the questions.
• Innovator - if there's a better way, you're trying to figure it out
• Jester - Always the clown and can't take life or death seriously
• Jobsworth - you are dedicated to the inbroken routine of your existence and will not compromise your routine
• Judge - you seek justice and reconciliation
• Leader - Good thing you're around, no one else has a clue
• Loner - you are forever alone, even in a crowd
• Loyalist - you're the yes-man
• Martyr - you need to be needed, suffer for your cause and enjoy being morally superior
• Masochist - you exist to test you limit and see how much you can tolerate before you collapse
• Mediator - your words can calm anyone down
• Monster - you know you are a creature of darkness and act like it
• Optimist - you believe that everything will always turn out for the best. Don't worry, be happy.
• Pedagogue - you know it all and need to enlighten others...at length if necessary.
• Penitent - you exist to atone for the grave sin you have committed for simply being who you are.
• Perfectionist - You simply demand the best from others as well as yourself
• Poltroon - you never meet trouble head-on and you always evade rather than confront
• Praise-Seeker - you get your self-worth entirely from others
• Rebel - no need for a cause you rebel out of habit and passion
• Recruiter - It makes sense to build your side up before tearing theirs down
• Rogue - you believe it is all for the better of your own survival. No need to fret about others when you have you to worry about.
• Scientist - Diligent, rational examination can reveal all the secrets of the world.
• Shamanist - you see your killer's role as part of the supernatural order.
• Simpleton - you are naive, unsophisticated thinker, and lack the ability for subtlety, deceit or duplicity
• Slob - it's not that you're lazy, but effort is a precious thing and not to be wasted
• Stalker - The chase is all; the capture and feeding almost anticlimactic
• Soldier - You are pleased to carry out orders expeditiously and to the letter.
• Sorority Sister - you do what ever the in-crowd does and do it better.
• Survivor - you struggle to survive no matter what the odds.
• Sycophant - in the grand scheme of things, you are small and weak and not fit for survival
• Thrill Seeker - Live for the rush brought on by danger
• Torturer - pain isn't a profession for you; it is a calling.
• Traditionalist - you prefer the orthodox and conservative ways. You prefer to accomplish your goals through time tested methods.
• Trickster - you find absurdity in everything and choose to enlighten the spirits of those around you.
• Visionary - You look beyond the mundane and see the truly wondrous; wisdom is your quest - insight your key.
• Artiste - You thrive on the creation of your art and try to better reach your audience through your chosen expression.
• Coward - The best way to avoid pain and rejection is to hide, but you can still reveal parts of yourself and hope for the best.
• Fatalist - There's no fighting what will be.
• Futurist - You love experiencing the newest, most cutting-edge in everything.
• Outsider - You define yourself by what you do not participate in, and understand that you are revealed fully by the decisions of others.
• Questor - You try to unlock the secrets of the world and boil all of existence down into concise rules you can follow.
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