Masquerade V5 Character Creation Guide

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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 within Riot in the Blood page 24-27

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

  • BlackDot.pngBlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.png - One Attibute
  • BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png - Three Attibutes
  • BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png - Four Attributes
  • BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png - One Attribute
  • Health = Stamina + 3
  • Willpower = Composure + Resolve

Skills

Pick one Skill distribution

Jack of all Trades

  • BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png - One Skill
  • BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png - Eight Skills
  • BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png - Ten Skills

Balanced / Generalist

  • BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png - Three Skills
  • BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png - Five Skills
  • BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png - Seven Skills

Specialist

  • BlackDot.pngBlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.png - One Skill
  • BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png - Three Skills
  • BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png - Three Skills
  • BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png - Three Skills

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 BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png in one and BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png 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

  • Attributes: two at BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png, Remaining at BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png
  • Skills: Three at BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png, Five at BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png
  • Advantages: None

Average Mortal

  • Attributes: Two at BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png, Three at BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png, Remaining at BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png
  • Skills: Three at BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png, Four at BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png, Five at BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png
  • Advantages: Up to 3 points (2 points maximum Flaws)

Gifted Mortal

  • Attributes: One at BlackDot.pngBlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.png, Two at BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png, Two at BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png, remaining at BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png
  • Skills: Two at BlackDot.pngBlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.png (One with a Specialty), Four at BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png, Four at BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png, Four at BlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png
  • Advantages: up to 10 points (4 points maximum Flaws)

Deadly Mortal

  • Attributes: Two at BlackDot.pngBlackDot.pngBlackDot.pngBlackDot.pngBlackDot.png, Two at BlackDot.pngBlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.png, Two at BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png, Remaining at BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png
  • Skills: One at BlackDot.pngBlackDot.pngBlackDot.pngBlackDot.pngBlackDot.png, Three at BlackDot.pngBlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.png, Five at BlackDot.pngBlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.png, Six at BlackDot.pngBlackDot.pngEmptyDot.pngEmptyDot.pngEmptyDot.png, 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 worth of Celerity powers
  • If the Regnant has Draught of Endurance, Temporarily Give the Ghoul 2 dots worth of Fortitude powers
  • If the Regnant has Draught of Might, Temporarily Give the Ghoul 2 dots worth of Potence powers

Should a Ghoul need to make a Rouse Check for any Disciplines, they take 1 Aggravated wound instead