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* Not all Storytellers name their chronicles right away or even at all, however.
* A concept is usually a two-word phrase to describe what your character is. Examples: Gullible Clubgo
* This is the name of the one that made your character a vampire (if you know it).
* The Generation Background must be taken in order to have a Generation lower than 13.
2. Attribute Assignment
A. You must select ATTRIBUTES, which represent your character's innate capabilities. Start by prioritizing the three ca
B. Prioritize the three Attribute categories (primary, secondary, and tertiary). There are three categorie
* The order you place these in determines how many dots you get to spend in each category; the highe
* You begin with one free dot in each Attribute automatically, which are already filled in on the charact
* The free dots do not count toward the number of additional dots you have to allocate.
* Place 7 additional dots into the three Attributes of your primary category.
* Place 5 additional dots into the three Attributes of your secondary category.
* Place 3 additional dots into the three Attributes of your tertiary category.
* No single Attribute may go above a total of five dots unless the chosen Generation allows it (see the
3. Ability Assignment
A. You must select ABILITIES, which represent your character's learned capabilities.
B. Start by prioritizing the three categories. of Abilities: TALENTS, SKILLS, and KNOWLEDGES.
* The Talents available are: Alertness, Academics, Awareness, Brawl, Empathy, Expression, Intimidatio
* The Skills available are: Animal Ken, Crafts, Drive, Etiquette, Firearms, Larceny, Melee, Performance,
* The Knowledges available are: Academics, Computer, Finance, Investigation, Law, Medicine, Occult, P
* Your character does not gain any free Ability dots to start out with.
* Place 13 dots in any configuration into the ten Abilities of your primary category.
* Place 9 dots in any configuration into the ten Abilities of your secondary category.
* Place 5 dots in any configuration into the ten Abilities of your tertiary category.
* No single Ability may go above three dots at this time. Abilities may be raised up to the Generation m
4. Advantages
A. Record your three Clan DISCIPLINES and mark them for when you start spending Experience Points on in-clan and
* Allocate three total dots among your chosen disciplines, in an order. You do have the option to place
* You have 5 dots to allocate among these and do not have any free dots.
* You must purchase the Generation Background if you wish to be older than 13th Generation.
* You cannot purchase backgrounds with Experience Points but can purchase them with Freebie Points.
* Conscience, Self-Control, and Courage Virtues begin with one free dot.
* No Virtue score ever goes above a total of five dots (including the free dot).
5. Final Touches
A. Record your permanent HUMANITY or PATH score.
* Characters on a Path other than Humanity might have Conviction instead of Conscience or Instinct instead of Self-C
B. Record your permanent WILLPOWER score. This is equal to your Courage score before spending Freebie Points.
C. Record your permanent BLOOD POOL score. This is equal to your Generation maximums.
* MERITS may be purchased with Freebie Points. You are not restricted in how many points you may sp
* FLAWS may be taken to receive more Freebie Points. You are not allowed to take more than 7 points
oints in Humanity.
2 per dot
5 per dot
1 per dot
7 per dot
2 per dot
2 per dot
1 per dot