Character Creation
1. Concept

Obviously this is fairly important.  Think about a number of things before starting on the numbers and attributes.  I will be wanting to know the answers to these questions (and possibly more):

- What does your character do? For a job? How do they get their Resources? What do they do on your average night to fill in time?
- Where do they live? What's their haven like? (Will you need to spend background points on 'Haven' to get this?)
- Who do you interact with on a regular basis?  Do you keep in touch with your clan? Do you have any servants, retainers, or (and I know this is a bit abnormal) friends with whom you deal?
- What is it about your character that you (in real life) would like the least if you met them? What are their personality flaws?
- What is your character's most redeeming feature?
- How long have you been here?  In the city?  How long have you been alive?  And then not alive?
   
Also pick a Virtue and a Vice for your character.
Starting Willpower 2
Determine your Humanity. (1-10)
 

2. Clan

Pick a clan.  There will be some restrictions or incentives on this.  The most populous clans should be Brujah, Toreador, Nosferatu and Ventrue.  Next there will probably be a few Gangrel, Tremere, Malkavians and Caitiff.  These clans will have some “Extra Bonus Clan Freebie Points” which will be assigned later.

 
Other clans may be playable but they will require some negotiation with me on your part and may not be eligible for “Extra Bonus Clan Freebie Points”
   

3. Attributes

The standard 7/5/3 between Physical, Social, Mental


4. Abilities

Pick 5 from the list.
Your clan and/or Birth sign will grant you some additional abilities. (See below).


5. Backgrounds

Pick 5

NB: Generation will be altered:

-
I will assign (with input from you) Generation rather than having it as a background.  Those of less potent generation will be compensated in other areas.
- It will not affect Maximum Attributes, Maximum Abilities or Willpower.
- It will still stop younger vampires using Dominate on you.
- It will still affect your Maximum Blood Pool and your Bloodpoints spent/round.
- Most people will not know their precise generation (unless you want to give the Tremere your blood...)
- I have altered the Generation table in small ways.  I am not going to tell you precisely how.
   

6. Influences

Pick 3.  Your clan may grant you a bonus Influence.


7. Disciplines

You have 4 dots to spend on in-clan disciplines.  Purchasing an Intermediate discipline costs 2 dots.


8. Merits, Flaws and Negative Attributes

Assign Merits and Flaws.
Merits cost you Freebie points, Flaws give them to you (Up to a Maximum of 7 Extra).
Negative Attributes give you 1 freebie point (and count against your Maximum flaws).


9. Freebie Points

Spend 5 Freebie points (plus any extras from flaws)

Freebie points are spent like experience with the following additions:
Backgrounds - 1 Freebie Each
Influences - 1 Freebie Each


10. Storyteller Extras

Most characters will be gaining some bonus Freebies which I will assign before the first session of the game.  The number of these assigned is purposefully undisclosed.
Bonus points will come from:

-
Clan
  - the more normal your clan the more extra freebies you will be eligible for. (Remember the "Extra Bonus Clan Freebies" - this is them)
- Generation will come out of your extra freebies
  - Weaker generation vampires will have more extra freebies to spend elsewhere.
-
Relationships
  -
There will be extra bonus points if you have another player being your sire, childe or sibling.
   

Clan Abilities

At character creation each character will gain 2 abilities or Influences chosen from their clan list below:

Brujah: Brawl, Street Influence 1, Intimidation, Streetwise
Gangrel: Animal Ken, Survival, Brawl, Athletics
Malkavian: Awareness, Empathy, Investigation, Academics,
Nosferatu: Streetwise, Stealth, Security, Larceny,
Toreador: Expression, High Society Influence 1, Empathy, Persuasion
Tremere: Occult, Academics, Science, Occult Influence 1
Ventrue: Politics, Finance, Leadership, Political Influence 1
   

Birthsign Abilities

At character creation each character will be able to pick one of two abilities granted by their Birthsign:

Aries Brawl or Streetwise
Taurus Security or Finance
Gemini  Persuasion or Subterfuge
Cancer Empathy or Animal Ken
Leo Leadership or Performance
Virgo Awareness or Dodge
Libra Law or Investigation
Scorpio Seduction or Athletics
Sagittarius Etiquette or Firearms
Capricorn Intimidation or Politics
Aquarius Academics or Crafts
Pisces Occult or Stealth
   

Rule Changes of Note

Setting Rule changes:

-

Ghouls and Childer now cost 1 Willpower to create. (Waived for creating a new PC)
- To learn an out of clan discipline, in addition to needing a teacher, you must have consumed a point of blood from a member of a clan with that discipline at some point in the past.
- Downtime:  Downtime will work much the same but instead of Major/Minor Actions you can just list your actions in order of importance to your character if you want.  Each character will have a number of hours available, dependant on various factors, and your downtime actions will each use up some of your free time, depending on what they are.

Merits:
- Blase and Iron will now give a free re-test and one free 'willpower' point, which can only be used for the purposes of resisting
   
Presence and Dominate (respectively).  They provide substantial protection from these disciplines but not total immunity.  Blase will not counter the passive discipline Presence 1 (Awe) which may be used as normal.
Flaws:
-
Prejudice gives -2 social traits when dealing with the victims of your prejudice.
 
Specific Disciplines:

-

Fortitude 3 & 4 (Resilience and Resistance) now only cost a physical attribute or willpower on a successful soak.
- Necromancy rituals cost a minimum of 1 blood point per level to perform
- Thaumaturgy rituals cost a minimum of 1 blood per level to perform
- Pavis of Foul Presence (Thaumaturgy Ritual) now simply gives a retest against Presence and Dementate.  Each retest costs a blood. (1 retest per attempt).  Pavis has no effect on the passive discipline, Presence 1 (Awe)
- Obtenebration 4 (Black Metamorphosis). Tentacles now do not get Swiftness for free but instead share your levels of Celerity, as well as Potence.

In addition a number of Disciplines/Rituals can now be resisted with Humanity as well as their usual attribute.  The Defender compares Humanity or the usual stat, whichever is higher, against the attacker's trait.  These are as follows:
Animalism 5 (Drawing out the Beast), Dementation 5 (Total Insanity), Presence 2 (Dread Gaze), Devil's Touch (Lvl 1 Tha Ritual), The Path of the Dry Nile  2 & 3 (Beauty Fades & Trust Withers).