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The Detailed Character Creation Rules; Page One

Important Caveat: By way of explanation, let me state what this page is and isn't. This page is not meant to substitute for owning a copy of Laws of the Night - Revised. Nothing can really replace owning a copy of the rule book. (Of course, it's my opinion that nothing can really replace any book, but that's another story.) What this page is going to do, hopefully, is help you with questions you might have, explain a few things, and assist you in making the character. I should also warn you - because I'm going to explain as much as I can, this page is going to be very long. Sorry!

Additionally, I have to walk a fine line here. Copyright laws and "acceptable usage" only goes so far. In order for me to explain everything to all of you out there in cyberspace, in words that cause no confusion, would really require me to quote and paraphrase around 100+ pages of text from Laws of the Night - Revised. Now, I obviously can't do that. I'll do my best, but realize that I cannot answer each and every question on this page. So, read this page and the main Character Creation Rules page, and hopefully you'll be able to make a character with as few problems as possible. If you still have questions after reading everything, please feel free to contact us. Now, with that out of the way, let's move on, shall we?



Step One: Identity

  • Concept.

In many ways, this is the most important part of a person's character. In the simplest of terms, "concept" refers to how you view your character. It defines the character's personality, some of their background and so on. Concept can usually be summed up in a sentence or two (or even less). Think of it as a quick description and summation of your character (emphasis on quick). Some examples of concepts include "Tortured and Burned-out Sculptor," "Occult Researcher," "Indiana Jones wanna-be," "Violent Protestor" and so on. There are, obviously, many more concepts. These were just a few that came into my head while writing this section.

Another thing you should think about as part of your character's concept is background. Where does your character come from? How old is he? How long has he been a Kindred? Things like that. Just so you know, we do not want characters that are older than one hundred and fifty (150) years. We are looking for characters that are, for the most part, modern people. If you're having trouble thinking of "a good concept," you might want to check out the Miscellany page, particularly the "Stupid" LARP Tricks for some ideas....


  • Clan.

We are accepting characters that belong to the seven basic Clans of the Camarilla and Acknowledged Caitiff. (Just so you know, we are ignoring the White Wolf metaplot that has the Gangrel Clan leaving the Camarilla. The Gangrel, in our game universe, are a integral part of the Camarilla.) Here is a quick listing of the acceptable Clans (including a quick summation, their Clan Disciplines and their Advantages and Disadvantages):

Clan Brujah. The Brujah are, for the most part, "malcontents, punks, rebels and revolutionaries." They are philosophical, to some extent, and back their ideals with a "fiery passion matched by few other" Kindred.

Disciplines: Celerity, Potence, Presence.

Clan Advantage: All Brujah start the game with one free Background Influence of Political, Street, or University. They also start the game with one free Ability of Academics, Politics or Streetwise, as appropriate to the Influence they chose. Finally, although this is not considered a "true" advantage, all Brujah are expected to help others within the Clan. Failure to assist your fellow Brujah usually leads to loss of standing within the Clan.

Clan Disadvantage: All Brujah are prone to Frenzy. Accordingly, they suffer a one-Trait penalty on all Virtue Tests of Self-Control.

Clan Gangrel. The Gangrel are "the undisputed masters of the wild," possessing "unmatched prowess in survival." The Gangrel are "survivors, woods-men and animal lovers," who often wander the world, shunning most of the political infighting of the Camarilla.

Disciplines: Animalism, Fortitude, Protean.

Clan Advantage: All Gangrel start the game with one free Ability of Animal Ken and Survival.

Clan Disadvantage: Whenever a Gangrel frenzies, they gain an animalistic feature. Further frenzies cause these animalistic features to become more pronounced, or add more features. Each time a Gangrel frenzies, they gain a new Negative Social Trait of either Bestial, Feral or Repugnant. These Negative Traits cannot be both off or removed without "magical assistance." Only five Negative Traits can be gained in this manner.

Clan Malkavian. The Malkavians are insane, their sanity shattered in horrible ways because of the Embrace. No two Malkavians are the same - the Malkavians are "unpredictable, potentially dangerous and absolutely free from the confines and expectations of normalcy."

Disciplines: Auspex, Dementation or Dominate, Obfuscate. Malkavians are allowed to choose whether they wish to have Dementation or Dominate as a Clan Discipline, but they must make that choice during character creation.

Clan Advantage: All Malkavians start the game with one free Ability of Awarenessdue to their unique insights. Additionally, all Malkavians have are linked to others of their clan - a sort of "madness network" that sometimes allows them to share knowledge without really talking.... It's hard to explain, okay?

Clan Disadvantage: All Malkavians are insane, and therefore start the game with one Derangement (which does not give you any additional free traits for character creation). Allow me to quote from Laws of the Night - Revised here, okay? "A Malkavian is unlikely to regress to a childlike or clownish state, collecting teddy bears and silly clothing. A Malkavian who wears blood-stained pajamas and babbles in a room full of teddy bears covered in entrails, seeking wisdow from the charnel pit - that's the sort of insanity that infects the [Malkavians.]" (Page 33.)

Clan Nosferatu. The Nosferatu are horribly deformed and hideous beasts, their bodies being twisted beyond belief due to the Blood within them. Because of their deformities, the Nosferatu usually end up hiding and skulking, interacting on the fringes of society, becoming "spies and rumormongers of the first order," selling the secrets they learn to survive.

Disciplines: Animalism, Obfuscate, Potence.

Clan Advantage: All Nosferatu start the game with one free Ability of Stealth and Survival.

Clan Disadvantage: All Nosferatu are hideously ugly. According, no Nosferatu may possess the Social Traits Alluring, Gorgeous or Seductive without using "special powers" (like Obfuscate). Furthermore, all Nosferatu gain the Negative Social Traits of Repugnant x3 when a Nosferatu's true form is apparent - these Negative Social Traits cannot be removed with Free Traits (or Experience). Finally, when a Nosferatu is in their "normal" visage, they cannot initate any Social Challenges except for purposes of intimidation.

Clan Toreador. The Toreador are artists, one way or another. Some Toreador patronize the arts, some create the artistic works, others work on making artforms out of things that most people wouldn't think of as art, and others are art. They are passionate, sensual and sometimes viewed as the "guardians of culture."

Disciplines: Auspex, Celerity, Presence.

Clan Advantage: All Toreador start off with Academics, Crafts, Performance or Subterfuge Abilities (one Trait each of any two, or two Traits of any one). Also, a Toreador can use their artistic abilities to hunt and feed (in addition to having a Herd Background). A Toreador can gain one Blood Trait for each level of Academics, Crafts, Performance or Subterfuge Abilities they possess. However, it should be noted that gaining Blood Traits in in this method does use up those Abilities.

Clan Disadvantage: All Toreador are easily entranced by beauty. When presented with a great work of art (generally viewed as one executed with three levels of Crafts, Performance or other applicable Ability), they become asborbed in examining the work and enter a fugue-like state. A Toreador can only break out of this trance by expending a Mental Trait, although injury or other distractions (such as being elbowed by a neighbor or attacked) can break this entrancement.

Clan Tremere. The Tremere are magicians and wizards, capable of using powerful magic to achieve their goals. Among their ranks are "Freemasons, mystics, witches, New Agers and antiquarians." The Clan does not draw from occultists only; "politicians, financiers, scientists and soldiers" can also be found within the Tremere. They loyal to their Clan first, and the Camarilla second. Others within the Camarilla distrust them due to their insular nature, but they can be powerful enough to command respect.

Disciplines: Auspex, Dominate, Thamaturgy.

Clan Advantage: All Tremere start off with an Occult Ability and an Occult Influence automatically. Additionally, due to the tightly-knit nature of the Clan, all Tremere can expect assistance and instruction from higher-ranking members of the Clan. Any Mentor that a Tremere has will always attempt to offer assistance, but the Tremere will have to perform a task for the Mentor later.

Clan Disadvantage: All Tremere are made to drink from a chalice containing the blood of the Clan Elders at Embrace. All Tremere are, therefore, one-step Blood Bound to the Elders of the Clan (and technically, the whole clan). Tremere who fail in their duties or are disobedient may be forced to drink this mixture again, become more and more bound to the Clan Elders.

Clan Ventrue. The Ventrue are, effectively, the leaders of the Camarilla. Members of this clan feel that they have a duty and obligation to lead and protect the other Kindred, working to gain "prestige, influence and wealth" in order to form allegiances that they can call upon to defend the Camarilla.

Disciplines: Dominate, Fortitude, Presence.

Clan Advantage: All Ventrue start the game with one free Background of Resources that can never be permanently lost. Additionally, all Ventrue gain a single Finance, High Society or Political Influence due to their connections to society and their social manipulation skills.

Clan Disadvantage: All Ventrue have "rarefied tastes," to the point of excluding all other prey except one. Ventrue may only feed from mortal blood meeting with their particular restrictions. For example, a Ventrue might only be able to feed from young women or businessmen or their cousins or people who are drunk. A Ventrue reflexively regurgitates any blood that does not meet their restrictions. This does not apply to Vampiric blood, and it may be suppressed long enough to Embrace new childer.

Caitiff. The Caitiff are those poor Kindred who technically do not belong to a Clan. They are outcasts, usually outside of the Camarilla, unprotected and forlorn. However, in this game, we are requiring that all Caitiff characters be members of the Camarilla.

Disciplines: Technically, Caitiff do not have any Clan Disciplines. However, each Caitiff may choose three of the eight "common" Disciplines (Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence or Presence) to serve as their Clan Disciplines. These Disciplines must be chosen during character creation.

Clan Advantage: The Caitiff, having no Clan, have no Clan Advantages.

Clan Disadvantage: Normally, the Caitiff would have no Clan Disadvantages as well. However, for this game, we are requiring that Caitiff must be members of the Camarilla. That means that all Caitiff must purchase at least one Status Trait (the trait of Acknowledged) with their Background Traits. They do not get this Trait for free, unlike other members of the Camarilla.


  • Nature and Demeanor.

Nature and Demeanor are sort of like Jungian Archetypes. Each describes an essential form of your character's personality. A character's Nature shows the underlying element making up a persona (i.e., the "true" self), while the Demeanor is the "face" that the character shows to others around them. What follows is a list of Natures and Demeanors we are allowing, along with a (very) brief description of each.

  • Architect - You hope to leave a lasting legacy, to build something for the future.
  • Autocrat - You want to take charge, since nobody else can do the job right.
  • Bon Vivant - You want to have a good time; that's the only thing that makes life worth living.
  • Bravo - Other people can only get in your way; don't hesitate to bully them to make them get in line.
  • Caregiver - You want to protect and comfort others.
  • Celebrant - Happiness springs from your overriding passions, and you want to share that joy with others.
  • Child - You need someone to nurture and take care of you.
  • Competitor - Everything is a contest, and you will be the winner.
  • Conformist - You want to take the lead and cues from someone else; let them handle to responsibility, you'll just go with the flow.
  • Conniver - Why should you do anything? There's bound to be a way to get someone else to do it....
  • Curmudgeon - Nothing is perfect, everything sucks, and you want to make sure everyone knows it.
  • Dabbler - The world is filled with new things to learn, and you want to sample them all.
  • Deviant - Normality? Ha! You have no need for social norms and mores.
  • Director - You want to take control and impose order onto things.
  • Fanatic - You have found the one real truth/cause/purpose; you serve it and spread the word with zeal.
  • Gallant - You are flamboyant and excessive, drawing the attentions of those around you.
  • Idealist - You are utterly committed to some purpose greater than your own wants and needs.
  • Judge - You know what is right and what wrong, and you will make sure others know, too.
  • Loner - You just don't belong, either by choice or by nature.
  • Martyr - Everyone else benefits when you take on the burdens of the world....
  • Masochist - You test yourself with suffering, and find meaning through enduring pain.
  • Monster - You purpose comes from a malignant drive to show off evil....
  • Pedagogue - Everyone can learn from your example and experiences; you just have to teach them.
  • Penitent - You are a sinner, and you cannot rest until you have atoned for your sins.
  • Perfectionist - Everything must be done immaculately. There is no excuse for flawed efforts.
  • Rebel - You lash out at "The System" and break it down, one way or another.
  • Rogue - You look out for number one, first, foremost and always.
  • Scientist - Diligent, rational examination of the universe can reveal all of its secrets.
  • Solider - You take pride in following your orders fully.
  • Survivor - You will to pull through at all costs is unstoppable.
  • Thrill-Seeker - You're always after the next high, pushing danger to the edge.
  • Traditionalist - The old ways are the best ways, so you do you best to preserve and follow them.
  • Trickster - You fill the absurd and pain-filled thing called "existence" with humor and irreverence to survive....
  • Visionary - A goal fills your mind, and you do what you can to fulfill it....

Step Two: Attributes

  • Trait Priorities.

Each character has areas of skill and other areas of excellence. You can determine your character's innate qualities, choosing, in effect, whether or not your character is physically skilled, socially adept or mentally agile. There are three attributes of development:

  • Physical Attributes measure your character's general heatlh, stamina, agility and power. A character which chooses Physical Attributes as their primary area of focus is exceptionally strong, dexterous or tough, while a character with modest Physical Attributes is probably not very athletic....
  • Social Attributes determine the force of a character's personality and ability to "play well with others." A character with Social Attributes as their main area of focus is attractive, smooth, compelling and capable of bending others to their will through grace and charm, while a character with low Social Attributes may be awkward, shy or plain-looking.
  • Mental Attributes are a measure of your character's problem-solving skills, learning, deductive abilities and general alertness (to name a few). A character who focuses on Mentral Attributes is most likely attentive, logical or intuitive, while a less Mental character is probably not well-educated, quick-thinking or perceptive.

Choose the priority of your character's Attributes. Each character is stronger in some areas than in others (at first, at least). Concept and Clan will help shape these attributes to some degree, but a broad outline is what's needed here.


  • Trait Selection.

Now that you have prioritized the three Attribute areas, you can select Traits. These Traits describe the exact characteristics your character possesses. In your primary Attribute, you select seven traits; in your secondary, choose five; in your tertiary area, select three Traits. Traits are really just adjectives describing your character, like you describe a real person to a friend. For example, a character with a primary Mental Attribute might more Intuitive than Rational, and a strong Physical character might be Brawny and Tough but not very Agile or Quick. Traits are used in Challenges; check out the House Rules for more details.

To help you determine what Traits are appropriate for specific challenges (again, check out the House Rules to see what we mean), the Trait listings are broken down into categories. Each category indicates what table-top Attribute these Traits are similar to. Those traits that aren't specific to any particular category are miscellaneous Traits; they can be used in a wide variety of situations. A good thesaurus or dictionary will help you figure out what each Trait is good for.

  • Physical Traits:
    • Strength-related Traits: Brawny, Ferocious, Stalwart, Tough, Wiry
    • Dexterity-related Traits: Dexterous, Graceful, Lithe, Nimble, Quick
    • Stamina-related Traits: Enduring, Resilient, Robust, Rugged, Tireless
    • Miscellaneous Physical Traits: Agile, Brutal, Energetic, Steady, Tenacious, Vigorous

  • Social Traits:
    • Charisma-related Traits: Charismatic, Charming, Dignified, Eloquent, Expressive, Genial
    • Manipulation-related Traits: Beguiling, Commanding, Ingratiating, Persuasive
    • Appearance-related Traits: Alluring, Elegant, Gorgeous, Magnetic, Seductive
    • Miscellaneous Social Traits: Diplomatic, Empathetic, Friendly, Intimidating, Witty

  • Mental Traits:
    • Perception-related Traits: Attentive, Discerning, Insightful, Observant, Vigilant
    • Intelligence-related Traits: Cunning, Disciplined, Knowledgeable, Rational, Reflective
    • its-related Traits: Alert, Clever, Intuitive, Shrewd, Wily
    • Miscellaneous Mental Traits: Creative, Dedicated, Determined, Patient, Wise

Just so you know, there are optional/additional Traits listed in Laws of the Night: Sabbat Guide. We are not allowing those Traits to be selected; select Traits only from the list above. Again, as a reminder, in your primary Attribute, you select seven traits; in your secondary, choose five; in your tertiary area, select three Traits.


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