Masquerade V5 Character Creation Guide
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
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
All Kindred 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 in addition to those gained by your predator type.
- Take 2 points of Flaws in addition to those gained by your predator type.
- 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
- TBA Depending on Addendum, Players may be granted extra experience at character 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.