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CHARACTER CREATION GUIDE


The following guide is an informal script of "how to" create a character within the Vampire the Masquerade game with specific considerations for House Rules associated with THE EMBRACED RPG. You do not have to use this guide, but using this guide will ensure that your character is approved quickly and without frustration. Before you continue we suggest you read the Setting and House Rules to familiarize yourself with the game. Feel free to drop into #OOC and speak with some of the players, they can provide some "tips" and "tricks" on how to navigate our game.

Lets get started.

First: the very first thing you might want to consider doing is using the Contact Us page to send an email to the Storytelling Staff outlining your Character Concept. This general overview of your character will give the Staff insight into what you intend to make so we can immediately approve the idea or suggest modifications before you build something that might have trouble being approved.

Second: without exception, all players will be required to submit a background for their character that accompanies and explains your character sheet and concept. Some people prefer to create their character sheet and then write a background to match it. Some people prefer to create a background and "imagine" their character and then create their sheet. We cannot advise to either method. Regardless of what you choose, your character background must fully explain who your character is. It should be historically and culturally accurate. We don't expect you to become a historian over this game or your character, but don't see yourself short by being sloppy in this area. If you don't know who your character is how can you expect to play them correctly.

Lastly: all players will be allowed only two characters total. We do not negotiate this House Rule. All characters will be created with 0 experience and 15 freebie points which is standard for Vampire the Masquerade. However, one of your two characters can be "enhanced" in one of three ways:
  • If you submit a background to sufficiently explain at least 50 years of active (un-torpored) Requiem you will be allowed to create a character with 25 experience and 15 freebie points.
  • If you submit a background to sufficiently explain at least 125 years of active (un-torpored) Requiem AND you purchase Background: Age 1 you will be allowed to create a character with 35 experience and 45 freebie points.
  • If you submit a background to sufficiently explain at least 300 years of active (un-torpored) Requiem AND you purchase Background: Age 2 you will be allowed to create a character with 45 experience and 70 freebie points.
Additional Notes: If you create a legal character we will rarely reject is as long as we feel your character will contribute to our game as a whole. We don't discourage combat monkeys or "ancient" characters, but you must be able to contribute to the political and social nature of our game. Due to the very nature of the game we do discourage the creation of reclusive or "wallflower" type characters.

Frequently Asked Questions
What if I want more than TWO characters?
  • Without exception, all players are allowed a maximum of TWO characters.
What if I want to retire a character?
  • Please speak with a Staff member in #Gamehelp to discuss retiring your character. Most often retiring a character simply means freeing up whichever "experience" slot the character was originally created in and following the creation process from scratch.
What if I have a ton of experience on the character I'm retiring?
  • You will not be allowed to keep unused experience. You will be allowed to follow the creation process to fill the "experience" slot your retired character has freed.
What if my character dies and I didn't retire them?
  • You may be awarded half of the unused experience your dead character has on them, at Staff discretion. If your character was an extremely active character in both storyline play AND social play overall you will be awarded your experience. If your character is stupid and picks a fight with a bigger, badder opponent; the harsh lesson of final death with be your only reward.

Character Name
This is a relatively simple selection in which you can be as creative as you like. However, names like Dracula, Lestat, Bill Compton and any other annoyingly commercial Kindred name will be rejected by the Staff. Also, be unique with your names, but also be ethnically accurate. Although it's not impossible to meet a Mexican with the last name O'Brien, it's highly unlikely.

Character Concept
Character Concept is often an overlooked and underdeveloped part of all characters. A Character Concept should be one or two words that identify exactly what and who your character is. Before you even read the character background, the Character Concept should prepare you for the type of person you are about to meet. If you had previously submitted your Character Concept for approval this will be a very easy field to complete.

Character Type
At this time THE EMBRACED consists of only player character Kindred. Please use the Retainer background for ghouls that you can control.

Clans
Below is the list of clans approved in THE EMBRACED:
  • Caitiff
    • Caitiff, also called Clanless, are vampires who do not belong to any clan. The term is traditionally used by the Camarilla.
    • While Caitiff are Embraced normally by existing clans and bloodlines across the gamut of Kindred existence, something seems to happen between sire and childe. Either certain defining traits are not passed along in the Embrace, or some manner of imprinting is missing. As a result, the childe inherits none of their sire's clan's Disciplines or weaknesses. They often only inherit the more common Disciplines. The lack of clan weakness is something which particularly galls the Nosferatu.
    • Caitiff can purchase any Discipline at character creation, but thereafter have to pay six times current rating for any and all powers purchased with experience points. On a more basic level Caitiff suffer a social stigma from not being a part of an accepted clan. As a result, more established Kindred feel free to snub or denigrate Caitiff freely.
    • For more information see The Unofficial White Wolf Wiki

  • Brujah
    • The Brujah are one of the thirteen vampire clans of the Classic World of Darkness. Quick to anger and always passionate in the Modern Nights, they have fallen from their former position as a clan of lofty philosophers and activists and are often painted as merely a rabble of "angry young Kindred" and revolutionaries. Despite their rebellious nature, the Brujah were one of the founding clans of the Camarilla, and they have remained a pillar of that sect throughout its history.
    • Due to their inherent clan weakness, all difficulties to resist frenzy increases by two for Brujah characters, to a maximum of 10.
    • Clan Disciplines: Potence, Celerity, Presence
    • For more information see our Clan Brujah page.

  • Gangrel
    • The Gangrel are one of the thirteen vampire clans found in the Classic World of Darkness. Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla, but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan.
    • Due to their inherent clan weakness, Gangrel are very close to the Beast within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, they gain an animalistic feature. This feature is determined by the player and Storyteller; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers. Every five such features acquired permanently reduce one of the Gangrel's Social Attributes by one.
    • Clan Disciplines: Animalism, Fortitude, Protean
    • For more information see our Clan Gangrel page.

  • Malkavian
    • The Malkavians are a clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.
    • Due to their inherent clan weakness, every last vampire of Malkav's blood is irredeemably insane in some form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight. When a Malkavian character is created, the player must choose at least one derangement for that character at the time of the Embrace; this derangement can be temporarily fought with Willpower, but can never be permanently overcome. They are also pranksters, with their "jokes" ranging from benign to sadistic.
    • Clan Disciplines: Auspex, Dementation, Obfuscate
    • For more information see our Clan Malkavian page.

  • Nosferatu
    • The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature; the archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection.
    • Due to their inherent clan weakness, all Nosferatu have Appearance ratings of zero. They may not improve Appearance with experience points. Most Social actions based on first impressions, except intimidation and the like, fail automatically.
    • Clan Disciplines: Animalism, Auspex, Obfuscate
    • For more information see our Clan Nosferatu page.

  • Toreador
    • The Toreador are some of the most beautiful and glamorous of the Kindred. Famous (and infamous) as a clan of artists and innovators they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself.
    • Due to their inherent clan weakness, although lovely and seductive, the members of this clan are as much prisoners of their artistic vision and sensitivity as they are its beneficiaries. They are often overcome by the beauty they see around them, and become immobilized with fascination. Such things as paintings, neon signs, or even sunrises can captivate them. It requires a successful Willpower roll to break the fascination quickly; otherwise, the Toreador will stand, awed and helpless, for minutes or even hours. This trait explains why Toreador so often fall in love with mortals.
    • Clan Disciplines: Auspex, Celerity, Presence
    • For more information see our Clan Toreador page.

  • Tremere
    • Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow the more their enemies gather.
    • The Tremere clan weakness consists of an initiation, which requires neonates must all drink from the blood of the seven elders of the clan when they are created. This means that all Tremere are at least one step toward being Blood-Bound to the clan, and therefore must watch their step very carefully when around their leaders.
    • Clan Disciplines: Auspex, Dominate, Thaumaturgy
    • For more information see our Clan Tremere page.

  • Ventrue
    • Clan Ventrue has long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they have long been chosen from the ranks of nobility and privilege, whether kings or merchant princes, but they have also been known as knights and warlords who sought to live by the laws of chivalry and duty. If anything, the Ventrue have adopted to fill the roles of leadership over the ages, and in the modern nights are more politician than noble warrior, more CEO than baron lord. They remain the largest supporters of the Camarilla and the Masquerade, believing both institutions to be the surest means of protecting vampires from the growing mortals masses, and of guarding their own power.
    • Due to their inherent clan weakness, Ventrue have exacting and rarefied tastes, even when it comes to blood. The player must pick a restriction on the type of blood their character can feed upon, e.g. only young men, no animals, only virgins, etc. A Ventrue will feed on no other type of blood, not even if she is starving or under duress.
    • Clan Disciplines: Dominate, Fortitude, Presence
    • For more information see our Clan Ventrue page.

Nature & Demeanor
Nature: What you are inside
Demeanor: What you present to everyone around you.

A list of all Nature & Demeanor selections can be located in the Core Vampire the Masquerade Rulebook or see our Archetypes page. Select carefully, some Natures and Demeanors fit very well together and others are nearly impossible to play.

Until this point you haven't had to track points or give consideration to the "stats" behind your character. The "general information" of your character is arguably more important than the following stats, but the following stats are responsible for character rejection far more than your Name or Nature.

Attributes
Attributes are traits which measure a character's innate capabilities in both the Storyteller and Storytelling systems. They are separated into one of three main categories (Physical, Social, and Mental) and alongside Abilities are often combined to form dice pools.

A character must select which group of Attributes the character is strong (Primary). The player then selects the group which they are average (Secondary). Finally, the remaining group is designated as the character's weak point (Tertiary). All characters begin with one dot in each category of Attributes. They then distribute seven additional dots to their primary group, five additional dots to the secondary group, and three dots to the tertiary group.

Primary 7, Secondary 5, Tertiary 3

If you select an Attribute at a score of four or higher you must also select a "specialty" for that particular trait. If you do not select these specialties for yourself the "default" specialty will be applied. For additional information see our Attributes page. The following list are the "generic" specialties found within the Vampire the Masquerade rulebook:
  • Strength: Iron Grip, Powerful Arms, Reserves of Strength, Fists Like Anvils
  • Dexterity: Lithe, Swift, Feline Grace, Lightning Reflexes
  • Stamina: Tireless, Determined, Tough as Nails, Resolute
  • Charisma: Smooth Talker, Genteel, Urbane, Witty, Eloquent Speaker, Graceful
  • Manipulation: Persuasive, "Damn I'm Smooth," Seductive, Well-Reasoned
  • Appearance: Sexy, Regal, Tough
  • Perception: Attentive, Insightful, Careful, Discerning, Experienced
  • Intelligence: Book Knowledge, Creative, Analytical, Problem Solver
  • Wits: Getting the Jump on Others, Changes in Strategy, Ambushes

Abilities
Abilities are traits that represent a character's acquired capabilities. Typically an ability rating would be combined with an Attribute rating, representing the character's natural prowess and learned skill coming together to perform an action. Like Attributes, Abilities are rated from 0 to 5. Attempting to perform an action that requires an Ability one does not have imposes an additional penalty on that action, as a rating of zero indicates no familiarity with the given Ability.
  • Talents - things for which the character has discovered an intuitive knack (like performance or subterfuge)
  • Skills - things the character has learned to do (like drive a car or fire a gun)
  • Knowledges - areas of scholastic or mental expertise (like science or law)
A character must select which group of Abilities the character is strong (Primary). The player then selects the group which they are average (Secondary). Finally, the remaining group is designated as the character's weak point (Tertiary). They then distribute thirteen dots to their primary group, nine dots to the secondary group, and five dots to the tertiary group.

For additional information, and Ability Specialties see our Abilities page.

Primary 13, Secondary 9, Tertiary 5

No ability higher than 3 at this stage. Although the creation sheets are hard coded to force this, it is often a creation rule that is overlooked.

Secondary Abilities
Please speak to a Staff member in #Gamehelp to discuss Secondary Abilities prior to submitting your character. Often a Primary Ability will suffice in our setting and Secondary Abilities will not be utilized to their fullest intended capacity.

Lores & Legends
Lores & Legends are knowledge associated with the different sects and the very nature of yourself as the character (and your clan). These "Secondary Abilities" are freely assigned at the first level for all Kindred. You will automatically be given Kindred Lore 1, Sect Lore 1, and Clan Lore 1. If you have justified within your background an expanded knowledge in these areas you may purchase these abilities to a higher level. Please speak to a Staff member in #Gamehelp prior to submission if you attempt to increase these abilities beyond level three. Please see Lores & Legends for further details..

Disciplines
Spend 3 Discipline Dots across the Disciplines available to your character. No "out of clan" Disciplines may be purchased with these initial dots.

A Discipline is the term used for one of the supernatural powers of Cainites. The origin of the Disciplines is unknown, but many believe they are gifts from Caine or Lilith, and a few Antediluvians are thought to have invented unique Disciplines that have been passed down through their childer. There are seventeen "main" Disciplines that are well known and relatively common, but there are also a variety of much rarer Disciplines practiced by bloodlines and Thin-Blooded vampires.

Aside from their immortality, ability to heal, and ability to improve their physical capabilities through expenditure of vitae, the Disciplines are what grant Cainites their supernatural power and enable them to participate in the Jyhad. Training in each Discipline provides several related powers such as superhuman senses, shapeshifting abilities or influence over the minds of others.

For comprehensive Discipline information please see our Disciplines page.

House Rule: No more than 25 experience may be spent on disciplines during creation. This includes all disciplines, their levels, thaumaturgy path, and thaumaturgy rituals.

Backgrounds
Choose 5 Backgrounds.

A Background is a special trait used in the Storyteller System used to represent elements of a character's history or backstory. They establish a character's social status, history, or special tools that don't fall under the sway of supernatural powers such as Disciplines, Gifts, Arcanoi, etc.

Like other traits, characters can purchase Backgrounds with experience points in the course of a chronicle, though some were restricted, either available only at character creation or through in-character actions.

House Rules have been established for nearly every Background. Please see Backgrounds for further details but keep in mind:
  • Generation & Age must be purchased with the 5 INITIAL background points. Generation is limited to 4 points total.
  • Status is not to be taken at creation, but is assigned through role-playing.
  • Age 1 automatically lowers your Humanity by 1. Don't be surprised by this.
  • Age 2 automatically lowers your Humanity by 2. Don't be surprised by this.
  • Resources is a particularly important Background within our game. Later in creation you will need to purchase equipment and consider the assets of your character. Your resources will be taken into account to calculate:
    • Your Creation Equipment: you will receive "virtual money" to purchase equipment based on your Resources.
    • Your Monthly Income: you will receive "virtual money" each month based on your Resources.
    • Your "Free" Haven: you will receive a free haven at Creation equal in size to the level of your Resources.
    • The Background: Business is tied with your Resources and can boost your Monthly Income but does not affect your Creation Equipment.

Virtues
Rate your Virtues by adding a total of 7 points across the three Virtues..

Your character automatically has one dot in each Virtue.

Finishing Calculation
It is not necessary to record the Humanity, Willpower, and Blood Pool calculations but please be aware of them.

Humanity = Conscience + Self-Control (- 1 if Age 1 was taken as a Background)
Willpower = Courage
Blood Pool is correlated to your generation.
  • 13th generation: 10 blood pool, can spend 1 blood point per turn.
  • 12th generation: 11 blood pool, can spend 1 blood point per turn.
  • 11th generation: 12 blood pool, can spend 1 blood point per turn.
  • 10th generation: 13 blood pool, can spend 1 blood point per turn.
  • Ninth generation: 14 blood pool, can spend 2 blood points per turn.

Freebie Points
DO NOT PLACE YOUR FREEBIE SPENDS INTO THE SHEET. PLACED THEM IN THE DESIGNATED AREA.

Spend your Freebie Points. You will have either 15, 45 or 70 Freebie Points.

First purchase your Merits and Flaws. Your background must explain your Merits & Flaws but you may purchase as many Merits & Flaws that you desire. Flaws grant you "extra" Freebie Points based on the level of the Flaw but only seven additional Freebie Points may be acquired from Flaws. Additional Flaws are for creative purposes only.

Please list spends in the appropriate text-box using examples below...

Merit: Common Sense 1, -1 Freebie (14 Total)
Flaw: Absent Minded 3, +3 Freebie (17 Total)
Ability: Drive 1, -2 Freebie (15 Total)
Ability: Politics 1 & 2, - 4 Freebie (11 Total)

Discipline/Path
Attributes
Abilities
Virtues
Willpower
Humanity/Path
Backgrounds
10 per dot
5 per dot
2 per dot
2 per dot
1 per dot
1 per dot
1 per dot

Experience Points
DO NOT PLACE YOUR EXPERIENCE SPENDS INTO THE SHEET. PLACED THEM IN THE DESIGNATED AREA.

Spend applicable Experience Points. You will have either 0, 25, 35, or 45 Experience.

Your experience is determined by the age and background of your character as well as the available "enhancement" if you've chosen to use that for this character. Please list spends in the appropriate text-box using examples below...

Attribute: Strength 3, -12 Experience (23 Total)
Ability: Drive 2, -4 Experience (19 Total)
Humanity 6, -12 Experience (7 Total)

Increasing a virtue with experience does not increase the traits based on it (i.e. Willpower and Humanity).

New Infleunce
Influence
New Ability
New Secondary Ability
New Background
New Path (Thaumaturgy)
New Discipline
Attribute
Ability
Secondary Ability
Background
Clan Discipline
Other Discipline
Thaumaturgy (Ritual)
Secondary Path (Thaumaturgy)
Virtue
Humanity
Willpower
3 points
level x2
3 points
3 points
5 points
7 points
10 points
level x4
level x2
level x2
level x3
level x5
level x7
level x1
level x4
level x2
level x2
Current Level

Equipment & Expenses
Equipment is purchased at creation with Expense Dots or "virtual money". You can calculate your "virtual money" for creation purposes using the following rules:
  • Characters with Resources 0 receive 3 Expense Dots to purchase items.
  • All other characters receive Expense Dots equal to (Resource Level x 3) + 1.
  • Ventrue receive Expense Dots equal to (Resource Level x 4) + 1.
  • You also receive a "free" haven equal in size to the level of your Resources. Characters with Resources 0 will receive a Haven Size 1 in North City and will have two months from their approval date before the "Haven" is condemned and destroyed by the municipality construction crew.
Common household items and nightly expenditures are not associated with the Expense mechanism, we assume that your character can financially operate within their means. We may, at times, intervene if we believe you're displaying wealth beyond your means. If you have Resources 1 please don't post Armani suits or Versace dresses for your outfits. There are many items that characters may/must purchase with their expenses. A list of purchasable Equipment may be found here.

Additionally, after Creation your Monthly Expenses (Income) will be calculated by the following rules:
  • Monthly Expenses = Level of Resources + 1.
  • Ventrue Monthly Expenses = Level of Resources +3.
  • Businesses are a House Ruled Background that can give you additional Monthly Income. For more information see Businesses.
  • Keep in mind, your Monthly Expenses (Income) refreshes the first of every month but you may not save or carry over Monthly Expenses with you. If they are left unused they expire and disappear. You can borrow, steal, or lend your Monthly Expenses to another character.

Character History/Background
Your character's background should be the single most important detail of the creation process. Your experience points, validity of the character sheet, and entire concept are based solely on the background you submit to the Staff. The Staff reserves the right to request any and all changes to character backgrounds that either violate oWoD cannon, to not make sense, or fail to justify the character sheet.

Character Bio and Pictures
A character bio is a short paragraph or two that describes your character. This information should be easily discernible during play and therefore could be considered common knowledge in regards to what other characters know about your character. Please see here for an example of the type of information should be known about your character.

Please submit at least two pictures of your character to theembracedrpg@gmail.com. These pictures should be tasteful and all pictures should be of the same person. Avoid these mishaps...
  • Do not use pictures of an extremely well known actor or actress, especially if they've played a vampire at some point in their career.
  • We do not allow Anime or Nudity in any of the character pictures we use for the site.
  • All characters MUST be over the age of 18 and therefore all character pictures should be of persons older than 18 years of age.
  • One picture will be used for the Hierarchy page so it's a good idea to have an easily manipulable "shoulder-up" picture.

After Submission
After you submit your character sheet; please be patient for the STs. They are looked at as they come in, and they are handled in the order they come in. However, sometimes it takes a little bit to get the character sheet up on the site. Once you're approved, you can begin play.

If you receive an email back from the STs please be prompt in replying, as we are trying to be prompt in getting your sheet finished

Your Resources
Please log in to access your character sheets.
Creation Restrictions
  • Brujah... Open
  • Gangrel... Open
  • Lasombra AT... Closed
  • Malkavian... Open
  • Nosferatu... Open
  • Toreador... Open
  • Tremere... Open
  • Ventrue... Open
  • Age 1... Closed
  • Age 2... Closed
  • Generation 4... Restricted
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