This is to help gain character conceptions for those who do not have the rule book for Vampire (yet).The most important choice is that of clan. There are 7 of these clans that make up the organized Kindred (Vampires). 1) Brujah are all rebels of some sort. They tend to have high physical attributes and skills. They will typically have contacts and allies among the breathing as well as a herd. (Safe food supply) They are more prone to frenzy than other Kindred. Their special disciplines are Celerity, Potence, and Presence. 2) Gangrels are the wanderers and loners6 of the Kindred. They are friends of the Gypsies (whom no Kindred in his right mind will attack). Physical attributes and Talents are high among Gangrel, who typically have allies among the Gypsies and a prominent sire. Their special disciplines are Protean (Shape Change), Animality (Animal Friendship after a fashion), and Fortitude. 3) Nosferatu are the twisted of the Kindred. They appear like the creature from the movie of the same name. Their physical attributes and talent are primary, but their appearance is always 0. Their special disciplines are Obfuscate (concealment), Animality, and Potence. 4) Toreadors are the artistically minded of the Kindred. They tend to have high Social Attributes and Skills. They normally possess Fame, Resources, and Retainers. Their special disciplines are Presence, Celerity, and Auspex. 5) Tremere are the vampiric mages. Side Note: These are the Tremere of Ars Magica (after a fashion). Obviously their foci are Mental Attributes and Knowledge. They will typically have a mentor. Their special disciplines are Thaumaturgy (obviously), Presence, and Auspex. GM Note: If you have the manual, I will allow you to play a member of the Tremere. 6) Ventrue are the sophoisticates of the Kindred. They tend to mingle with the upper crust of mortal society. Mental Attributes and Knowledges are primary among the Ventrue. Their backgrounds often include resources and influence. Their clan disciplines are Dominate, Fortitude, and Presence. 7) Malkavians are insane. The clan makes little sense. A Derangement (that cannot be cured) is required of all Malkavians. Other than that they tend to have high mental attributes and talents. Thir special disciplines are Auspex, Obfuscate, and Dominate. This is the first in a series of character creation posts. Beginning vampires have ratings from 1 to 5 in attributes, abilities, and backgrounds. First you decide on your background, pick a clan, and a Nature (your actual personali ty) and Demeanor (your perceived personality).Your nature determines how you recover Willpower. Attributes: Attributes fall into three categories: Physical (Strength, Stamina, and Dexterity), Social (Charisma, Manipulation, and Appearance), and Mental (Perception , Intelligence, and Wits). One of these categories will be your primary (7 points to add), one your secondary (5 points to add), and the other your tertiary (3 points to add). You start (except Nosferatu Appearance) with a 1 in all Attributes. Abilities: Abilities fall into three categories as well. Talents, Skills, and Knowledges. Your primary category here will have a total of 13, your secondary 9, and your tertiary 5. Once again the limit is 3 at this time. Advantages: You have 3 points to spread among your clan disciplines, 5 among your backgrounds, and 7 among the virtues of Conscience, Self-Control, and Courage. my martial arts can take care of any of the le Starting Willpower = Courage. Starting Humanity = Conscience + Self-Control. Blood Pool is determined by rolling 1d10 You also have 15 freebie points to divide according to the following chart To add 1 to a Cost in Freebie Points ------------- ----------------------- Discipline 7 Attribute 5 Ability 2 Virtue 2 Background 1 Willpower 1 Humanity 1 Their are three groups of abilities: Talents, Skills, and Knowledges. The following is a list of available abilities by group: TALENTS: Acting Alertness Athletics Brawl Dodge Empathy Intimidation Leadership Streetwise Subterfuge SKILLS Animal Ken Drive Etiquette Firearms Melee Music Repair Security Stealth Survival KNOWLEDGE Bureacracy Computer Finance Investigation Law Linguisics Medicine Occult Politics Science All abilities are rated from 1 (Student) to 5 (Master)>. This is a brief list and description of each discipline Animalism - Animal Friendship and Empathy Auspex - Awareness, Sensitivity, Empathy, and ESP Celerity - Enhanced Quickness and Dexterity Dominate - Command Fortitude - Enhanced Stamina Obfuscate - Hiding Potence - Enhanced Strength Presence - Enhanced Charisma Protean - Transform Thaumaturgy - Magic Backgrounds: Allies Contacts Fame (Mortal world) Generation (5 = 8th, 1 = 12th) Herd Influence (Mortal world) Mentor Resources Reatainers Status (among Kindred) These posts should help people without a rule book get started. Also important will be the writing and posting of a background for your characters from the time before (s)he became a vampire, the story of his/her becoming, and a brief story from after the time (s)he was presented by his sire (the one responsible for the change). Ideas for the last story could have to do with one or more of your backgrounds.