Character Generation

Primary Sourcebook: ’Mind’s Eye Theatre – Vampire The Masquerade’ , By Night Studios (2013)

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Theme: False Gehenna
Mood: Aftermath
Scope: San Diego/Tijuana
Setting: Independent, All Clans

The Clans of Kindred and Cainites

Brujah: The Brujah are a passionate clan, prone to aggression and anger. They are philosophers, warriors, rambunctious friends, and dangerous enemies. They often advocate causes, fighting against oppression and tyranny in hope of a better world.
Disciplines: Celerity, Potence, Presence

Toreador: The Toreador are sensuous, gregarious hedonists, known for their beauty as well as their cunning. Of all the clans, they are the most refined, always found at the cutting edge of mortal art and culture.
Disciplines: Auspex, Celerity, Presence

Nosferatu: Members of Clan Nosferatu are hideous to behold, their bodies horribly warped and twisted by the Embrace. Clandestine spies and wily secret-stealers, they control the flow of information in vampire society.
DIsciplines: Animalism, Obfuscate, Potence

Malkavian: Although gifted with adept insight, all members of the Malkavian clan suffer from some form of macabre insanity. Alternately terrifying and serene, these vampires often seek to enlighten others… whether they like it or not.
DIsciplines: Auspex, Dementation, Obfuscate

Clan Gangrel, the Pack
Gangrel – The nomadic Gangrel are savage predators and feral loners, preferring wilderness and freedom to the confinement of urban sprawl. They are masterful shape-changers and stalwart allies.
Disciplines: Animalism, Fortitude, Protean

Camarilla, the Ivory Tower
Tremere: Long ago, this sorcerous clan of vampires seized immortality and shaped their own fate. In modern nights, they are feared and mistrusted for their occult secrets, although none can deny the power they wield.
Disciplines: Auspex, Dominate, Thaumaturgy
(Path of Blood, Technomancy, Movement of the Mind, Conjuration, The Lure of the Flames)

Camarilla, the Ivory Tower
Ventrue: Stoic and composed, the ventrue are the pinnacle of vampiric aristocracy. They are monarchs and CEOs, wealthy benefactors and commanding military leaders, ruling the night with an iron fist. Known commanders of the Ivory Tower, Camarilla.
Disciplines: Dominate, Fortitude, Presence

Sabbat, the Sword of Caine:
Lasombra: Elegant and inhuman, the Lasombra relish their vampiric existence. With regal grace, they command the shadows and delight in both kinds of darkness – of the night, and of the soul.
Disciplines: Dominate, Potence, Obtenebration

Sabbat, the Sword of Caine:
Tzimisce: A clan of fallen nobles from Eastern Europe, the reclusive Tzimisce clan are jealous, possessive cratures. With the power to shape flesh and bone, the masters of metamorphosis seek to evolve beyond mortal understanding.
Disciplines: Animalism, Auspex, Vicissitude

Alliance of Ash & Sand:
The Giovanni are incestuous and insular masters of necromantic magic. With the ruthlessness of a mafia dynasty and the ambition of a modern corporation, these Venetian merchants seek power at any cost.
Disciplines: Dominate, Potence, Necromancy
(The Sepulchre Path, Bone Path, The Ash Path)

Alliance of Ash y Sand:
Followers of Set: Decadent, seductive, and corrupt, the Setites worship their God in golden temples and seedy opium dens, seamlessly merging ancient Egypt and modern crime.
Disciplines: Obfuscate, Presence, Serpentis

Banu Haqim, Children of Haqim, Clan Assamite, Assamite Antitribu
(History & Profile Required)
Assamite: Based in the Middle East, these deadly assassins see themselves as judges, bringing death to the “lesser” vampire clans. They revere their founder, Haqim, and avoid all entanglements of alliance or sect.
Disciplines: Celerity, Obfuscate, Quietus

The Clanless
Caitiff: With blood too thin to claim a clan or lineage, Caitiff exhibit few common characteristics. These unfortunate vampires are usually abandoned and disregarded after their misbegotten Embrace, and must rely on themselves in order to survive.
Disciplines: 3 of the ‘Common Disciplines’

Quick-Start Character Creation

Step 1. Inspiration:
Decide your character’s concept,
Choose an Archtype.

Step 2. Record Initial Experience Points (XP)
Your character begins with 50 initial XP.

Step 3. Choose a Clan
Uncommon Clans require a Portrait History
Rare and Restricted require Storyteller Approval
All bloodlines require Storyteller Approval.

Step 4. Assign Generation
Two (2) Rock-Paper-Scissors tests determine your Generation
Only Two-Wins or Two-Losses will have a Third Test.

Step 5. Assign Initial Attributes
Rank the character’s attributes as primary, secondary, and tertiary
Assign 7 dots to the character’s primary attribute
Assign 5 dots to the character’s secondary attribute
Assign 4 dots to the character’s tertiary attribute
Select one focuse per attribute type (Physical, Social, Mental)
Physical focuses: Strength, Dexterity, Stamina
Social focuses: Charisma, Manipulation, Appearance
Mental focuses: Perception, Intelligence, Wits

Step 6. Assign Initial Skills
Choose one skill and fill in the first 4 dots of that skill
Choose two skills and fill in the first 3 dots of those skill
Choose three skills and fill in the first 2 dots of those skills
Choose four skills and fill in the first dot of those skills.

Step 7. Assign Initial Backgrounds
Assign 3 dots to a single background of your choice
Assign 2 dots to a second background
Assign 1 dot to a third background.
(Generation is assigned during Step 4)

Step 8. Assign Initial Disciplines
Assign 2 dots to a single in-clan discipline
Assign 1 dot in each of your character’s remaining two in-clan disciplines

Step 9. Choose Merits and Flaws
Characters may earn up to 7 points from Flaws
Characters may purchase more than 7 points of Merits.
The first 7 points of Merits must be purchased with points earned from Flaws.
Merits over 7 points cost Two Times their value of Initial XP

Step 10. Spend Initial XP
After purchasing merits and adding XP from flaws you may use your initial XP to:
Purchase more attributes, skills, or backgrounds
Purchase additional dots of your in-clan disciplines
Purchase up to 3 dots of common out-of-clan disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Presence, or Potence)
Purchase another dot of Morality

Step 11. Finishing Touches
Take your character’s background and completed character sheet to your Storyteller for approval
Note the character’s total Blood points
Note the character’s total dots of Willpower
Note the character’s total health levels.
Prepare your costume, print out your sheet for easy reference, and go to game!

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Merits and Flaws, a list

Use the Setting rules for Crimson Citadel: San Diego by Night

History & Profile : Modus Operandi – worth 10 ‘Starting’ XP
Year of Embrace, and Sire.
Events in Life leading up to the Embrace.
Nature and Purposes.
(Kindred Ties, Sects and The Masquerade)
How they operate night-to-night as a vampyr?
How do you manage your Beast’s Hunger for Blood?
How do you manage your Background & Influences in the Mortal World?

Starting Vampyre XP: 50
History, Profile, Modus Operandi: 10

Mind’s Eye Theatre
Vampire The Masquerade, 2013 publisher By Night Studios.
Dropbox or GoggleDrive
Anarchs Unbound (PREVIEW)Google Doc

Advanced Character Creation

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Game Rewards:
Sign-In: 2 XP
Costume: 1 XP
Action/Acting: 1 XP
Masquerading: 1 XP

Please send your completed Character, Histories and Profile to the Game Storyteller Email:
crimsoncitadel@aol.com

Character Generation

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