Difference between revisions of "Masquerade V5 Character Creation Guide"
KeirSkunky (talk | contribs) |
KeirSkunky (talk | contribs) (→Ghouls) |
||
Line 235: | Line 235: | ||
While using the above rule set, apply the following: | While using the above rule set, apply the following: | ||
− | * Add 1 | + | * Add 1 Level 1 power of one of the Regnant's Disciplines to the Ghoul |
+ | * At (••) Retainer, the Ghoul can have a total of 2 Level 1 Discipline power | ||
+ | * At (•••) Retainer, the Ghoul can have a total of 3 Level 1 Discipline powers | ||
* If the Regnant has Draught of Elegance, Temporarily Give the Ghoul 2 dots of Celerity | * If the Regnant has Draught of Elegance, Temporarily Give the Ghoul 2 dots of Celerity | ||
* If the Regnant has Draught of Endurance, Temporarily Give the Ghoul 2 dots of Fortitude | * If the Regnant has Draught of Endurance, Temporarily Give the Ghoul 2 dots of Fortitude |
Revision as of 19:56, 23 December 2020
Character Creation Summary
While these rules can be found on page 136 of the Masquerade V5 core book this will be a simple guide for character creation. It is suggested to use the full creation rules based on pages 138 - 151
Core Concept
- What was your characters name in life?
- What did they do? Where and when were they Embraced?
- What is their name now?
- Where are they now?
- How old are they?
- What did they do when they were alive?
- What did they want to be?
Clan and Sire
- Pick your Clan and complete any necessary approvals if needed
- Make Character Ties for your Sire or create an NPC Sire with your Storyteller
Attributes
- - One Attibute
- - Three Attibutes
- - Four Attributes
- - One Attribute
- Health = Stamina + 3
- Willpower = Composure + Resolve
Skills
Pick one Skill distribution
Jack of all Trades
Balanced / Generalist
Specialist
Specialties
Give a Free Specialty to the following Skills, provided you have a single dot in that skill
- Academics
- Craft
- Performance
- Science
- One More of your choosing
If you have not taken a dot in these skills at creation, you will still gain a free specialty upon purchase of your first dot.
Disciplines
- Choose 2 of your In Clan Disciplines. Put in one and in the other.
- For the first dot of each discipline, pick a level 1 power
- For the second dot of the main discipline, you can choose either a level 2 power or another level 1 power for this slot.
- If you have chosen to play a Caitiff, You can pick any 2 disciplines to do the above, please speak with your storyteller about these disciplines before choosing them.
- If you have chosen to play a Thin-Blood, do not pick any disciplines.
Predator
Unless freshly embraced or unfortunate enough to be a Thin-Blood, Vampires have a Predator type. These are the main ways your Kindred will feed. Given a situation they will usually default to this way of feeding. For predator types go to page 175 of the V5 core book.
- Add one of the listed specialties to your sheet, If you do not have the associated skill for the specialty. Add a single dot in that Skill instead.
- Add one dot to a listed Discipline, then pick an associated power.
- Apply any associated Advantages or Flaws.
Advantages
Vampires
- Spend 7 points on Advantages in addition to those gained by your predator type.
- Take 2 points of Flaws in addition to those gained by your predator type.
Thin-Bloods
- Spend 7 points on Advantages
- Take 2 points of Flaws
- Take 1 - 3 Thin-Blood Merits
- Take the same amount of Thin-Blood Flaws.
Convictions and Touchstones
- Select one to three Convictions, examples can be found on page 172 of the V5 core book
- Create an equal amount of Touchstones. Touchstones must be living Mortals.
- Set your Humanity to 7, then add or remove Humanity based on your Predator Type.
Additional Experience
- Additional Experience is not given to a single Character during Creation. Instead 2 Advantage Dots are gifted to the Character's Coterie upon its creation.
Trait Costs: Experience
Trait | Experience Cost |
---|---|
Increase Attribute | New Level x5 |
Increase Skill | New Level x3 |
New Specialty | 3 |
Clan Discipline | New Level x5 |
Out Of Clan Discipline | New Level x7 |
Caitiff Discipline | New Level x6 |
Blood Sorcery Ritual | Ritual Level x3 |
Thin-Blood Alchemy | Formula Level x3 |
Advantage | 3 per dot |
Blood Potency | New Level x10 |
*Humanity | New Level x10 |
* Pending Addendum, Humanity Experience cost is an optional rule.
Trait Summary
Attributes
Trait | Examples | Type |
---|---|---|
Charisma | Charm, Magnetism, Strength of personality | Social |
Manipulation | Getting others to do what you want | Social |
Composure | Self-control, cool, calm head | Social |
Strength | Exertion of force by the muscles | Physical |
Dexterity | Agility, Grace, Eye-hand coordination | Physical |
Stamina | Toughness, Resilience, Endurance | Physical |
Intelligence | Memory, reasoning, intellect | Mental |
Wits | Cleverness, intuition, spur-of-the-moment-decision-making | Mental |
Resolve | Focus, Concentration, Attention | Mental |
Skills
Trait | Examples | Type |
---|---|---|
Academics | Humanities and liberal arts, booklearning | Mental |
Animal Ken | Animal handling and communication | Social |
Athletics | Running, jumping, climbing | Physical |
Awareness | Senses, being aware of your surroundings, spotting threats | Mental |
Brawl | Unarmed combat of all types | Physical |
Craft | Crafting, building, shaping | Physical |
Drive | Operating vehicles | Physical |
Etiquette | Politeness in social settings | Social |
Finance | Handling, moving, and making money | Mental |
Firearms | Using ranged weapons, such as guns and bows | Physical |
Insight | Determining states of mind and motives | Social |
Intimidation | Getting another person to back down | Social |
Investigation | Following clues, solving mysteries | Mental |
Larceny | Breaking and entering, guarding against that | Physical |
Leadership | Directing and inspiring others | Social |
Medicine | Healing injuries, diagnosing disease | Mental |
Melee | Armed hand-to-hand combat | Physical |
Occult | Secret lore, both real and unreal | Mental |
Performance | Expressing art in person to an audience | Social |
Persuasion | Convincing others | Social |
Politics | Handling, moving, and making government | Mental |
Science | Knowledge and theory of the physical world | Mental |
Stealth | Not being seen, heard, or recognised | Physical |
Streetwise | Understanding the ins and outs of criminal and urban society | Social |
Subterfuge | Tricking others into doing your will | Social |
Survival | Remaining alive in adverse surroundings | Physical |
Technology | Understanding and using modern technology, computers, and online activity | Mental |
Mortal Templates
Use these templates to build SPCs when even Quick Character Generation takes too much time. If desired, use Advantage points to buy more Skills.
Weak Mortal
Average Mortal
- Attributes: Two at , Three at , Remaining at
- Skills: Three at , Four at , Five at
- Advantages: Up to 3 points (2 points maximum Flaws)
- Disciplines: 2 Level 1 Disciplines for Ghouls
Gifted Mortal
- Attributes: One at , Two at , Two at , remaining at
- Skills: Two at (One with a Specialty), Four at , Four at , Four at
- Advantages: up to 10 points (4 points maximum Flaws)
- Disciplines: 3 Level 1 Disciplines for Ghouls
Deadly Mortal
- Attributes: Two at , Two at , Two at , Remaining at
- Skills: One at , Three at , Five at , Six at , and Three Specialties on any Skill with a Dot.
- Advantages: up to 15 points (no Flaws)
Ghouls
While using the above rule set, apply the following:
- Add 1 Level 1 power of one of the Regnant's Disciplines to the Ghoul
- At (••) Retainer, the Ghoul can have a total of 2 Level 1 Discipline power
- At (•••) Retainer, the Ghoul can have a total of 3 Level 1 Discipline powers
- If the Regnant has Draught of Elegance, Temporarily Give the Ghoul 2 dots of Celerity
- If the Regnant has Draught of Endurance, Temporarily Give the Ghoul 2 dots of Fortitude
- If the Regnant has Draught of Might, Temporarily Give the Ghoul 2 dots of Potence
Should a Ghoul need to make a Rouse Check for any Disciplines, they take 1 Aggravated wound instead