Based on Laws of the Night Revised (tm)
Attributes: 7, 5, 3
Negative traits: Maximum of 4 on a 1 to 1
ratio
Abilities: 5
Possible Abilities: Academics, Animal Ken,
Athletics, Awareness, Brawl,, Crafts (Specialization: Body Crafts), Dodge,
Drive, Empathy, Etiquette, Expression, Finance, Firearms, Intimidation,
Investigation, Law, Leadership, Linguistics, Medicine, Melee, Occult, Performance,
Politics, Repair, Science, Security, Scrounge, Stealth, Streetwise, Subterfuge,
and Survival.
Backgrounds: 5 for Camarilla. 2 for Sabbat.
Available Backgrounds: Allies, Contacts,
Mortal Fame, Generation( 2 points for every one Generation trait starting
at 12 up to 8), Herd, Influences, Mentor, Resources, Retainers
Clans: All Standard Sabbat, Camarilla, and
Independent Clans. Anything else please email
me.
Disciplines: 3 basic for Camarilla, 4 basic
for Sabbat
Paths/Humanity: Since I can't come up with
a decent conversion for the Paths into the new Revised system, I'm falling
back to the Roads system from The Long Night (tm). The Paths
and Humanity are detailed here: Explanation
of Humanity & Path Traits . Everyone starts with a seven trait
rating. It costs 2 to buy up and -2 to "buy" down. You can buy down to
a minimum of 5.
Derangments: Maximum of two, and that includes
any Malkavian required derangements. 2 traits for each derangement, excepting
those Malkavians again.
Merits and Flaws: Maximum point limit of
7 for each.
Freebie traits: 6
Willpower: As per generation
History: Please tell me who this character
is
Freebies are spent as experience.
Animalism: Feral Whispers, Beckoning
Auspex: Heightened Senses, Beckoning
Celerity: Alacrity, Swiftness
Chimerstry: Ignis Fatuus, Fata Morgana
Dementation: Passion, The Haunting
Dominate: Command, Mesmerism
Fortitude: Endurance, Mettle
Necromancy: Sepulchre Path: Insight, Summon
Soul
Ash Path: Shroudsight, Lifeless Tongues
Bone Path: Tremens, Apprentices Brooms
Obfuscate: Cloak of Shadows, Unseen Presence
Obtenebration: Shadowplay, Shroud of Night
Potence: Prowess, Might
Presence: Awe, Dread Gaze
Protean: Eyes of the Beast, Feral Claws
Quietus: Silence of Death, Scorpion's Touch
Serpentis: The Eyes of the Serpent, The Tongue
of the Asp
Thaumaturgy: Rego Vitea: A Taste for Blood,
Blood Rage
Creo Ignem: Hand of Flame, Flame Bolt
Rego Motus: Force Bolt, Manipulate
Creo Materia: Summon Simple Form, Permanecy
Perdo Materia (Sabbat Tremere only): Decay, Gnarl Wood
Vicissitude: Malleable Visage, Fleshcraft
Two intermediate Disciplines can be bought
with freebie/negative traits . If you have questions on the new intermediate
Disciplines please email me
.
Thaumaturgy and Necromancy must be either researched or taught. This is simulated in either an expenditure of Occult influence, finding a willing PC or NPC teacher, or through one of the other background traits. This rule applies to everybody who tries to learn either discipline, be they in clan or out.
Out of clan disciplines need a teacher. The
three physical disciplines (Potence, Fortitude, and Celerity) only need
to be taught at the first basic level, and after that the vampire can manifest
them on her own. Dominate, Presence, Auspex, and Obfuscate need to be taught
the first two basic levels before they can manifest on their own. Clan
specific disciplines such as Protean, Obtenebration, Dementation, Vicissitude,
etc. must have a teacher for all levels. Caitiff cannot start out with
any clan specific Disciplines. Experience expenditure is 4 for basic,
7 for intermediate, 10 for advanced.
Any questions, comments, character submissions send to [email protected]
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