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MLS characters begin as 13th generation vampires with 10 points of experience. These directions assume that your character has been a vampire for at least 30 years. Players are encouraged to make their characters no more than 100 to 150 years old, as this accurately reflects the power that starting characters have. For the most part, new characters to the game will be new to College Park, as well.

In addition to the rather utilitarian, methodical resource for the creations of character stats, we also have a lot of resources for writing a complete character, along with roleplaying tips. In many, many ways, it is far more useful than this packet. Please read our tips for new characters.

Please direct all questions and comments to storyteller@peril.org

Persona

The most fundamental aspects of your character (at least in terms of what goes on the sheet) are clan, generation, and nature/demeanor. These attributes define the family, blood potency and essential spirit of your character.

Clan

Each of the clans has certain advantages and disadvantages. Each also has three Disciplines which come more naturally to that clan. If you have not played in our larp before, you should play a vampire from a Camarilla Clan. Experienced players can talk to us about other clans and sects, which are available in other packets.

Brujah
(Celerity, Potence, Presence)
Advantage: 1 political, university or street influence trait; 1 politics, streetwise or academic ability; the Brujah Call.
Disadvantage: You automatically have the Negative Mental Trait of Violent.
Nosferatu
(Animalism, Obfuscate, Potence)
Advantage: 1 Survival ability and "Fair Escape" if sewers are nearby.
Disadvantage: When true form visible, gain Repugnantx3 and cannot initiate social challenge.
Gangrel
(Animalism, Fortitude, Protean)
Advantage: 1 animal ken and 1 survival ability.
Disadvantage: When you frenzy, you acquire animal features. For every 3 features earned, you gain a Negative Social Trait of Feral, Bestial or Repugnant (max 5).
Toreador
(Auspex, Celerity, Presence)
Advantage: 2 points to spend on crafts, performance, academics or subterfuge; gets 1 blood point per level of listed ability.
Disadvantage: When confronted with anything especially fascinating, you must win a Static Mental Challenge or fall into a contemplative trance for half an hour (can be broken by spending a mental trait).
Malkavian
(Auspex, Dominate, Obfuscate)
Advantage: 1 subterfuge ability. Also, Malkavian Madness Network.
Disadvantage: You have one Derangement which you can never lose.
Tremere
(Auspex, Dominate, Thaumaturgy)
Advantage: You receive one free point of the Mentor merit. You may buy more points in Mentor (up to a max of 5) with freebies. 1 occult ability.
Disadvantage: Your Elders have a point of your blood. You have been made to drink a point from each of them. You are expendable.
Ventrue
(Dominate, Fortitude, Presence)
Advantage: 1 point in the resources merit; 1 political, high society or finance influence trait.
Disadvantage: You have the Flaw of Selective Digestion

Other clans, and Caitiff (the Clanless) do exist. If you believe you have a good concept for a non-Camarilla vampire, contact a storyteller. Players starting with us should only play Camarilla characters.

Generation

A vampire's Generation represents his distance from Caine (the first vampire). Caine is considered the first generation, his childer the second, their childer the third and so on. All characters begin at 13th generation (13 times removed from Caine). Generation may be purchased with starting experience, up to a value of 9 as described in the experience section. A vampire's capacity to hold and use blood, as well as his potential in traits and willpower are determined by generation as follows:
Generation Max. Traits
8 14, 13, 12
9 13, 12, 11
10 12, 11, 10
11 - 13 11, 10, 9
Human 10, 9, 8
Generation Blood Traits
8 9
9 8
10 7
11 6
12 5
13 4
Human 4
Generation Max. Will
8 6
9 5
10-13, Human 4

Nature and Demeanor

Your Nature is your essential inner character. Your Demeanor is the personality you display to others. Sample Natures or Demeanors:

Architect: You seek to create a legacy. Gallant: You are flamboyant and amoral.
Bravo: You are a bully. You like to be feared. Hedonist: Life is meaningless, so enjoy it while it lasts.
Caregiver: You seek to nurture others. Jester: You can't take anything seriously.
Child: You want someone to take care of you. Judge: You seek justice and reconcilliation.
Conformist: You are a follower. Loner: You are forever alone, even in a crowd.
Conniver: You always seek an easier way. Martyr: You need to be needed.
Deviant: You're just not like everyone else. Rebel: You rebel out of habit and passion.
Director: You take charge of situations. Survivor: You struggle to survive, no matter what.
Fanatic: You have a cause that gives your life meaning. Traditionalist: You prefer orthodox ways.

Character

It's not enough to know just the fundamentals of your character, however. You need to know what he can do. So, we use traits, abilities, influences, and disciplines to further define the capabilities of your character.

Traits

Select Primary, Secondary, and Tertiary Trait categories. Choose 8 positive Traits for your Primary, 6 for your secondary, and 4 for your Tertiary. If you take negative Traits, you get positive credits elsewhere on your character sheet. You can buy more Traits up to a maximum based on your gen. (see "Generation").

Sample Physical Traits

Good things:
Athletic, Brawny, Dexterous, Enduring, Energetic, Ferocious, Graceful, Lithe, Nimble, Quick, Resilient, Robust, Rugged, Steady, Tenacious, Tireless, Tough, Vigorous, Wiry
Bad things:
Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Lame, Lethargic, Puny, Sickly

Sample Mental Traits

Good things:
Alert, Attentive, Calm, Clever, Creative, Cunning, Dedicated, Determined, Discerning, Disciplined, Insightful, Intuitive, Knowledgeable, Observant, Patient, Rational, Reflective, Shrewd, Vigilant, Wily
Bad things:
Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted, Submissive, Violent, Witless 

Sample Social Traits

Good things:
Alluring, Beguiling, Charismatic, Charming, Commanding, Dignified, Diplomatic, Elegant, Eloquent, Expressive, Friendly, Gorgeous, Ingratiating, Intimidating, Magnetic, Persuasive, Seductive, Witty
Bad things:
Bestial, Callous, Naive, Obnoxious, Paranoid, Petulant, Repugnant, Sarcastic, Shy, Smarmy, Tactless, Untrustworthy 

Abilities

You start with 7 Abilities. Investing one Ability in a field signifies that you are competent. If you have 3 levels of Ability, you are skilled. 5 levels makes you an expert. If you lose a challenge but have an appropriate Ability, You can spend one level of the Ability and call a retest. You may do this only once per challenge.

Starting with level 5, abilities cost 2 points per level. However, for every advanced level of an ability you have, you may add that number to appropriate challenges in the event of a tie. Abilities are still spent in the normal manner, but you will always have at least a 1 point bonus. For example; If you have Firearms 6 you may add 2 points to your total in shooting related challenges. If you lose a couple tests and are doen to Firearms 4, you will still be able to add 1 point to your total in a tie.

Advanced abilites are just that though, advanced. It takes longer to learn and you may have to do some searching to find those people that can teach you. Also, certain abilities like finance will have an alternative affect, and languages do not change at all.

If you are out of points in an ability, or do not have an ability you need immediately, you may spend a Willpower point to mimic that ability. Thusly, if you just lost your last challenge to defeat your arch-rival, you can spend a Willpower point and have it act as a point of Brawl to give you one last chance. (This does not extend to knowledge-based abilities, such as Linguistics, Occult, or any Lores.)

Sample Abilities:

Animal Ken - You can understand and train animals
Brawl - You are skilled in unarmed combat
Bureaucracy - You understand organization and government
Computer - You can operate a computer
Dodge - You're good at getting out of the way
Finance - You can manage money
Firearms - You can handle guns and ranged weapons
Investigation - You are a skilled detective
Law - You understand the legal system
Leadership - You understand the principles of command
Linguistics - You are fluent in another language
Medicine - You can heal people
Melee - You can use hand-to-hand weapons
Occult - You know many of the ancient mysteries
Performance - You can act, dance, sing. or play instruments
Repair - You can fix things
Science - You understand science and technology
Scrounge - You can drum up just about anything
Security - You can disarm alarm systems and pick locks
Streetwise - You understand street and gang culture
Subterfuge - You can manipulate people
Survival - You can survive in the wilderness

Influences

Influences represent your ability to affect the institutions, organizations and groups of the mortal world. There are any number of ways in which a vampire might gain and exert that influence - whether it be through seduction, threats, blackmail, extortion or more metaphysical means.

Influence is bought in the form of appropriately named traits which fall under broader categories. The categories are as follows:
Bureacracy: This is a subset of other influences. I.E. DMV would be Transportation-Bureacracy, etc.
Sample Traits: DMV, City Records, Clerks, Zoning, HUD, Parks&Recreation, INS, IRS
Occult: Cults and other mystical practitioners
Sample Traits: Golden Dawn, Madam Zorha, Fortune Tellers, Paranormal Investigators, Quacks, Freaks, Cultists
Church: The religious establishment
Sample Traits: [Various religious denominations - ie. Mormon, Lutheran, Buddhist, Sikh, Suni, Jain, Catholic, etc.], Benedictines, Jesuits, Hari Krishnas, Missionaries, B'nai Brith, Zealous Followers
Police: The cops
Sample Traits: Homicide, Vice, Narcotics, Comissioner's Office, Police Fund-Raisers, Police Snitches, Internal Affairs, FBI, US Marshalls
Finance: Big business, banks and corporations
Sample Traits: [Specific corporations], SEC, Stock Market, Currency Exchange, Commodities, Brokers, Real Estate, Laywers
Political: Local and national politicians
Sample Traits: Mayor's Office, Campaign Supporters, Boosters, [Various special interest groups], House of Representatives, Senate, Congressional Pages, Research Staff, Library of Congress
Health: The medical system, clinics, research labs
Sample Traits: HMOs (overlap with Finance), CDC, Psych Wards, Morgues, Hospital Administration, AMA, Bioethics Lawyers, Hospital Janitors, Pharmacies, [Specific research labs]
Street: Gangs, the homeless, small-time dealers
Sample Traits: Homeless Shelters, [Various Snitches, Rats and Narcs], Prostitutes, Small-time Gangs, Neighborhood Watches, Small-time Hustlers, 'That Craps Game on the Corner'
High Society: Aristocracy and the art community Sample Traits: Country Clubs, Museum Patrons, Art Boosters, Daughters of the American Revolution, Dining Clubs Transportation: Trains, ships, trucks, planes
Sample Traits: Travel Agents, Teamsters (also could be Underworld or Industrial), Cab Drivers, Metro (also Bureacracy), Charter Airlines, Shipping
Industry & Business: Factories and unions
Sample Traits: [Various factories], Warehouses, [Various unions], AFL-CIO, Knights of Columbus (also Occult?)
Underworld: Organized crime, gambling and drugs
Sample Traits: Hit-Men, The Mob, Drug-Dealers, Smugglers, Bookies, Snitches, Pimps, Shady Lawyers, Fences
Legal: Lawyers, judges, and the legal system
Sample Traits: Maryland Bar Association, District Courts, High Court, Supreme Court, District Attorney's Office, Immigrations Lawyers, Paralegals
University: The educators & scientists
Sample Traits: [Administrative Offices for various Universities], University Libraries, Department Heads, Deans' Offices, Research Departments
Media: Newspapers, radio, TV
Sample Traits: Screen Actor's Guild, News Services, Tabloids, Reporters, Photo-Journalists, Studios, Talent Agents, Talent Scouts, Modelling Agencies

For more information on how Influences are used in play, please see the Influence rules packet.

Disciplines

You begin with 5 free Disciplines, which must be from your Clan categories and no higher than level 3. Learning a new Discipline takes 1 week for each point it costs (game time, coincidentally, real time), and except for Celerity, Potence, and Fortitude, someone must teach it to you. Even for Celerity, Potence, and Fortitude, you need a teacher to learn the fifth level. Learning Disciplines also costs experience points: a Basic Discipline (levels one and two) costs 3 points, an Intermediate (levels 3 and 4) 6, an Advanced (level 5) 9, and an Expert (greater than 5) costs 12. If a Discipline is not one familiar to your clan, the experience cost increases by 2. Also, if your teacher does not have the level above the one being taught, the cost increases by 1. And, finally, if the discipline is out of clan for your teacher, the cost increases by 1. Please note that these modifiers are cumulative. A Brujah learning Heightened Senses from a Gangrel who has no higher level of Auspex will pay 7xp and take 7 weeks to learn the discipline. Caitiff pay only +1xp for out of clan disciplines, but consider all disciplines to be out of clan. You cannot take an Expert Discipline at character creation; only the most powerful elders will have them.

Below, we have a very brief, very vague summary of the disciplines. This is to help you pick them out, but when you need the rules for employing them into game play, see The Disciplines Packet

Animalism (Social)
1 Sweet Whispers: Basic communication with animals
2 The Beckoning: Call animals to you
3 Song of Serenity: Calm people from frenzy, or make them submissive
4 Beast Within: Activate someone's derangement
5 Embrace the Beast: Go into a big frenzy
6 Species Speech: As Sweet Whispers, except with all of one species that's nearby
7 Master's Voice: As Sweet Whispers, but with all animals nearby
Auspex (Mental)
1 Heightened Senses: Enhances one sense
2 Aura Perception: See emotional state, species and diablerie in aura
3 Spirit's Touch: See what has happened recently by reading spiritual "residue"
4 Telepathy: Speak to others, read surface thoughts, detect lies
5 Psychic Projection: Out of body experience
6 Clairvoyance: See what's going on near someone or some place you know
7 Soul Scan: Find out where someone is, wherever they are
Celerity (Physical)
1 Alacrity: Move faster than other people
2 Speed: Restore speed based traits
3 Swiftness: Two actions per combat round
4 Rapidity: Three actions per combat round
5 Fleetness: Three faster actions; you move too fast to be attacked
6 Quickness: Four actions per round; travel 16 times as fast as normal
Dominate (Mental) (requires eye contact)
1 Command: One word command; they will do it
2 Forgetful Mind: Can change 15 minutes of someone's memories
3 Mesmerism: Plant a suggestion in someone's mind for later
4 Conditioning: You can reprogram someone
5 Possession: You can possess a victim's body
6 Obedience: Dominate without eye contact
7 Far Mastery: Dominate anyone, anywhere
Fortitude (Physical)
1 Endurance: Ignore wound penalties
2 Toughness: Less vulnerable to damage (retest)
3 Mettle: Gain two health levels
4 Resilience: Aggravated wounds can become normal
5 Aegis: Cancel some damage, no matter how terrible
6 Mantle of the Sun: Survive for hours in sunlight
Obfuscate (Mental)
1 Cloak of Shadows: Become invisible while standing still
2 Unseen Presence: Move while invisible
3 Mask of 1000 Faces: Look like someone else
4 Vanish from the Mind's Eye: Disappear in front of people
5 Cloak the Gathering: Use any Obfuscate power you know on a group
6 Conceal: Hide nearby objects (possibly as big as houses)
7 Cache: Hide things when you're not around
Potence (Physical)
1 Prowess: Stronger than more people; restore strength-based traits
2 Might: Stronger and more likely to succeed at feats of strength (retest)
3 Vigor: Even more likely to succeed (new hand signal)
4 Force: Do aggravated damage
5 Puissance: Break metal/stone, do 2 health levels with hands; win ties
6 Death Blow: 4 health levels, kill mortals with one hit
Presence (Social)
1 Dread Gaze: Scare people away (no, without flailing around)
2 Awe: Make someone be nice for a while
3 Entrancement: Make several people be nice; harder to resist than awe
4 Summon: Make someone you know come to you
5 Majesty: Everyone is nice to you, always
6 Invoke Frenzy: Make someone frenzy
7 Hearty of the City: Cry, spend social traits, and the world cries with you
Protean (Physical)
1 Gleam of Red Eyes: See in darkness (and look cool)
2 Wolf Claws: Aggravated damage with claws
3 Earth Meld: Hide in the ground
4 Shadow of the Beast: Turn into bat or wolf
5 Form of Mist: Turn into mist
6 Earth Control: Swim through dirt
7 Form of the Ghost: Like mist, only better.
Thaumaturgy (Mental)
1 Blood Mastery: If you have someone's blood, you win
2 Inquisition of Captive Vitae: Find out stuff from blood
3 Theft of Vitae: Steal Blood (suck it right out, from across a room)
4 Potency of Blood: Temporarily improve your Generation
5 Cauldron of Blood: Boil someone's blood
Thaumaturgy has a vast, vast array of paths. They are wicked, son.

Secondary Traits

In addition to the things they can do, characters have pools upon which they can draw, and barometers for their moral and physical status. Those aspects of the character are represented by blood traits, willpower, humanity, and health levels.

Blood Traits

Blood Traits measure the amount of blood you can hold. You can use them to heal yourself, renew your physical power (expending a Blood Trait in a Physical Challenge allows you an extra Physical Trait), or fuel certain disciplines. In addition, during the bidding process of a physical challenge, you may opt to spend one blood trait and then, in the event of a tie, you will be allowed to compare your total number of physical traits, not just the ones you have remaining. Even if you win, the blood trait has been spent and is only effective for the one challenge. A human body contains 4 Blood Traits.

Willpower

Willpower Traits are used to renew your power (expending a Willpower Trait restores all Traits you have lost that night in any one category,) overcome fear or desire, or resist frenzy or mind control (spend a Willpower point to get a free retest in any challenge involving Dominate or mind control.) You can also spend a Willpower point to mimic any ability (more on this later.) You can buy Willpower with experience; Three points for one Willpower Trait.

Capacity for Blood and Willpower is determined by generation; see the Generation Table.

Humanity

Humanity is rated on a scale of 1 to 10. Vampires begin with Humanity 6; ghouls 7; humans 8. If you commit acts of evil, your Humanity may decrease. Accepting a lower Humanity score allows you extra points (see "Extra Negative Qualities"). Among other things, Humanity indicates how prone you are to frenzy.

When you are put in a situation that might cause you to lose Humanity, a Storyteller will determine a number of Traits that expresses how strong the effect is in that case. You must bid your Humanity level against that number of Traits in a Static Challenge to avoid frenzy. If you fail the test, you feel no guilt (that's really what makes you less human). If you pass the test, you feel guilt. If you are absolved from making a test because your Humanity is too low, obviously you feel no guilt.

At zero Humanity, you are in permanent frenzy. The character is no longer under your control and will probably be hunted down and destroyed.

Health

You have 5 levels of Health: Healthy, Bruised, Wounded, Incapacitated, and Torpor. When you are harmed, a Storyteller will tell you how many levels of Health you lost.

In addition to these Health levels (unlike the rules of many other LARP's) additional damage must be done before a Kindred enters Torpor. After a Cainite is rendered Incapacitated, an attacker attempting to invoke Torpor must "beat the blood out of 'em." i.e. Each Blood Trait works as a Health Level. If the victim is able to ignore wound penalties (frenzy, fortitude, etc.), he will still suffer the wound penalties for incapacitation after the first blood trait is beaten out of him.

You can instantly repair one level of damage by spending a Blood Trait, except in the case of "Aggravated Damage," which costs 3 Blood Traits and a Willpower Trait to repair, and which can only be healed at a rate of one wound level per night.

Special Consideration is made for special cases of damage. If a character is wounded in a peculiar fashion, consult a storyteller. (More effective than your average aggravated wound, like through the neck, or final death wounds that are half done, heart hanging out of chest but not detatched, broken ankles, what-have-you)

Finishing Touches

Your character can now be further fleshed out with a few finishing touches like derangements, status, boons, negative traits, and merits and flaws.

Derangements

Derangements are psychological problems. You don't have to take any, unless you are Malkavian, but they allow extra points (see "Extra Negative Qualities"), and may fit your character.

Some common Derangements are (but not limited to):

Obsession - You have a fixation on something. You can't stop thinking about it; it is always at the back of your mind.
Phobia - Some common thing inspires irrational fright in you. You can't help shuddering and recoiling when you encounter it.
Delusion - There is a belief in your mind that you cling to unshakably. You think you are more important than you really are (delusions of grandeur) or that everyone is out to get you (delusions of persecution) or you see things that aren't there (sensory delusions).

These are just suggestions though. Anything you can convince a storyteller to approve is good.

Status

Status represents your social prestige. Status Traits can be bid just like Social Traits in a challenge. When you are presented to the Prince, you will receive the status trait "Acknowledged."

More Status can be awarded by certain other kindred, or earned by doing something which improves your reputation. You lose Status by breaking the vampire traditions or embarrassing yourself in public. These status adjustments are declared by Harpies, who spread the word of your achievement, or likewise, your embarrassment.

More information on status is available on the Boons & Status page.

Boons

Boons come in five degrees: Trivial ( 1 point), Minor (2 point), Major (3 point), Blood (4 point), and Life (5 point). If a vampire owes you a boon, you can bid that many extra points in any Social Challenge against that vampire. You can demand the return of the favor at any time, but after the boon is repaid, the extra Social bids are lost.

Before the chronicle begins, you get a chance to start with some boons. If you have a good idea, talk to the storytellers.

More information is available on the Boons & Status page.

Extra Negative Qualities

You may trade points from any area of the character sheet to any other area, provided you do not go below the minimum in any one area; you must keep at least 3 points in each Trait category and whatever special requirements fit your clan, such as one Derangement for a Malkavian. You may also earn points by accepting extra bad qualities.

Negative physical, social, or mental Traits are worth one point each, up to a maximum of 5 Traits. The Storytellers prefer if you only have one negative trait in each area. Extra Flaws are worth one to five points, depending on the severity of the Flaw, up to maximum of 5 points total. Extra Derangements are worth 2 points each. Giving up an extra point of Humanity is worth 2 points.

Merits and Flaws

You may purchase up to 10 points of merits with experience or negative points (ie. negative traits, humanity loss, flaws, etc.). Merits must be approved by a Storyteller. You cannot, and should not take a Merit just because it would be useful; there must be a sensible reason for it, consistent with the character concept.

Sample Merits (number of points the Merit is worth is given in parentheses):

Code of Honor ( 1 ) You have a personal code of ethics. You can automatically resist most temptations and gain two free bids to resist any supernatural powers that would cause you violate your code. Write out your Code of Honor in as much detail as possible.
Higher Purpose ( 1 ) You have a purpose that directs you and gives you great personal strength. You gain two extra bids on anything having to do with pursuing your Higher Purpose. You cannot take both this Merit and the Flaw Driving Goal.
Acute Sense ( 1 ) One of your five senses is very acute. You are two bids up on all tests relating to perception in this sense. In the case of Acute Vision, you're one bid up.
Computer Aptitude ( 1 ) You are two bids up on all tests to repair, operate, or construct computers.
Pitiable ( 1 ) There is something about you that others pity; it is difficult to harm you (Some Natures, such as Deviant or Fanatic, as well as frenzying Kindred, may not be affected). Decide exactly what gives you this quality. When someone tries to harm you, you have one extra bid in your defense, which can never be lost and is usable in every challenge of this nature.
Inoffensive to Animals ( 1 ) Animals do not distrust you as they do most Kindred. They react as if you were a normal human. You do not need this merit if you have the Animalism discipline.
True Love ( 1 ) You have a true love. You are two bids up in any challenge when you are striving to protect or come closer to your true love.
Boon ( 1-3) An elder owes you a favor. The degree of the boon depends on how many Traits you put into this Merit.
Prestigious Sire ( 1 ) Your sire had great status. This prestige carries over to you somewhat, and helps you in dealings with elders.
Special Gift ( 1-3 ) Your sire gave you a valuable gift, possibly a magic item. Consult a Storyteller to decide the exact nature of the gift.
Baby Face ( 1 ) You look more human than most vampires. Your skin is pink and warm. You still have a habit of breathing, and you can make your heart beat as long as you have at least one Blood Trait. Nosferatu cannot take this Merit.
Berserker (2) You have the power to frenzy at will, although you do not gain any special ability to resist an unwilling frenzy.
Enlightened Teacher (2) Your student does not have to pay the +1xp for out-of-clan teacher if he studies a discipline from you.
Light Sleeper (2) You can awaken instantly at the first sign of danger, with no initial grogginess or hesitation.
Medium (2) You can sense and speak to wraiths. They may give you aid or advice, as long as you do something for them in return.
Danger Sense (2) A sixth sense warns you of danger. In a surprise situation, you are allowed twice the usual time to react.
Magic Resistance (2) Spells and Thaumaturgy powers (harmful or helpful) are 2 bids down when directed against you.
Occult Library (2) You own a library of rare occult books. They are a great aid in research.
Reputation (2) You have a good reputation in the city. You can interact with other Kindred as if you had one more Status Trait than you really do. You do not really have an extra Status Trait to bid or spend; you are merely perceived as having it.
Calm Heart (3) You are n(aturally calm. You are always two bids up to resist frenzy.
Daredevil (3) You are good at taking risks and surviving them. You are one bid up on any challenge in which you try something very dangerous. This does not always apply to combat, only when you are obviously outmatched.
Spirit Mentor (3) You have a ghostly companion and guide. It sometimes gives you advice and may even have slight supernatural powers. Your Storyteller will create the ghost character; you will not know the full extent of its power or knowledge.
Clan Friendship (3) Something about you appeals to members of a clan other than your own. You are one bid up on all Social Challenges with members of this clan.
Pawn (3) You have some hold over another vampire of weaker generation than yourself; Blood Bond, blackmail, etc.
Efficient Digestion (3) You can draw more than the usual amount of nourishment from blood. Every two Blood Traits you drink increases your Blood Pool by three.
Resources (1-5) As per the old Resources Influence (how much money you can make available per month, and your total assets).
Mentor (1-5) A more experienced Kindred has become your mentor and can teach you various things.  Higher levels of Mentor will give your teacher more esoteric or thorough knowledge.

The following Merits are special cases. If you want to take one of these merits, you must consult a Storyteller first. They must be justified with a legitimate purpose, not just a cheesy explanation.

Misplaced Heart (2) Your heart has moved within your body. (not more than two feet from its original position in your chest)
Gift of Proteus (2) Gangrel may pick this merit to allow them to pick one different form other than wolf or bat when they use Shadow of the Beast. This merit is taken at character creation, even if you don't have a high enough level to use it yet. it should be some appropriate animal, like an owl, cat, toad, raven, black dog, snake, toad, rat, something vaguely associated with vampiric legends (or something Gothic or cool.)
Iron Will (3) You have an indomitable strength of mind. You get a free retest vs. any attempt to Dominate you (also against any other form of mind control. Not Presence.)
Unbondable (3) No matter how much blood you drink from vampires, you can never be Blood Bound.
Luck (4) You are naturally lucky. If you fail a test, you can make a single immediate retest three times per night.
Destiny (4) You have a destiny. You may have setbacks, but until your destiny is fulfilled, nothing will thwart you permanently. How this plays out is up to the Storyteller.
Huge Size (4) You are abnormally large, over 7 feet tall and 400 pounds in weight. You have an extra Health Level.
Apt Pupil (5) You learn out-of-clan disciplines at a discount of 1xp.
Jack-of-all-trades (5) You have a great store of miscellaneous skills and knowledge. You may attempt any action requiring an Ability, even if you do not possess the Ability. You must bid Traits, and if you lose the challenge the Traits are lost.
Guardian Angel (6) Someone or something watches over you and protects you. The Storyteller will decide who your Guardian Angel is and why it watches over you.
True Faith (7) You begin the performance with one Trait of Faith, which is used like a Willpower Trait. It also has a subtle supernatural effect, which the Storyteller will decide on. True Faith usually repels Kindred, and may let you work miracles that are consistent with your Nature. You cannot have Derangements if you have True Faith; if you gain any Derangements, you lose your Faith, and can only get it back by penitence and hard work. More Faith Traits may be awarded at the Storyteller's discretion, and you better have a high Humanity also.

Flaws

You may take up to 5 points of flaws, which count as negative qualities and thus give you points to spend on other things (including merits).

Sample Flaws (number of negative points the Flaw is worth is given in parentheses):

Compulsion ( 1 ) You have an inner compulsion. You can avoid it by spending a Willpower Trait, but it is in effect at all other times.
Dark Secret ( 1 ) You have a secret that. if revealed, would make you an outcast in the Kindred community.
Intolerance ( l ) You have an unreasoning dislike of a certain thing.
Nightmares ( 1 ) You have terrible dreams. Sometimes they are so bad that the haunting images cause you to be one bid down on all challenges the following night.
Phobia ( 1 ) You are afraid of something. You must spend a Mental Trait to remain in the presence of that thing.
Prey Exclusion ( 1 ) You refuse to hunt a certain class of prey. You are disturbed when others hunt this type of prey, and could enter a frenzy. If you accidentally feed from this prey yourself. you automatically frenzy and risk gaining Derangements. Ventrue cannot take this Flaw.
Overconfident ( 1 ) You always trust your own abilities, even in the most dangerous situations. If you fail in anything, you rationalize it and blame someone else.
Shy ( 1 ) You are 1 bid down on all challenges involving social dealings. You are 2 bids down in any challenge in which you are the center of attention of a large group.
Soft-Hearted ( 1 ) You hate to see others suffer. When you witness pain, you are one bid down on all challenges for the next hour.
Speech Impediment ( 1 ) You have a stammer or other speech impedimen$ which you must role-play at all times.
Deep Sleeper ( 1 ) You are 2 bids down on all challenges for the first hour after you awaken. You are often late for appointments early in the evening.
Hard of Hearing ( 1 ) You are two bids down on all hearing perception challenges.
Illiterate ( 1 ) You cannot read or write.
Cursed ( 1-5) You are under a curse . Examples of curses might be: If you pass on a secret, it will return to harm you in some way ( 1 Trait); Tools often break or malfunction when you use them (3 Traits); Everything you do or achieve will eventually become tainted and fail in some way (5 Traits)
Can't Cross Running Water ( 1 ) You can't cross any moving body of water more than 2 feet wide, unless you are more than 50 feet above it.
Repelled by Garlic ( 1 ) A whiff of garlic drives you from the room. Strong garlic odor makes you weep bloody tears. Touching garlic gives you boils or open wounds. You are one bid down in all challenges when the smell of garlic is in the air.
Enemy ( 1-5) There is an individual that seeks to harm you. A one-Trait Enemy would be equal to you in power and status; a five-Trait Enemy might be an ancient Elder.
Infamous Sire ( 1 ) Your sire is or was disliked by the Kindred of the city. Some of this bad reputation clings to you.
Insane Sire ( 1 ) Your sire is completely insane. Any wrongs your sire commits may affect your standing. Malkavians cannot take this Flaw.
Mistaken Identity ( 1 ) You resemble another Kindred. This other's friends come to you and expect your help, and enemies of your double try to destroy you.
Sire's Resentment ( 1 ) Your sire and his friends hate you, try to work against you, and may even attack you if provoked.
Twisted Upbringing ( 1 ) Your sire taught you all the wrong things about Kindred society. You have many wrong beliefs about vampires which get you into trouble.
Allergic ( 1-3) You are allergic to some substance. If you touch it, you are one bid down on all challenges for 20 minutes. If the substance is in the blood you drink, you are 3 bids down. The seventy of the Flaw is determined by the commonness of the substance.
Confused (2) Sometimes you can't make sense out of the world. It's especially bad when you are surrounded by stimuli; many people talking or bright moving lights.
Low Self-Image (2) You are two bids down in all situations where you don't expect to succeed (Storyteller's discretion).
Poor Instructor (2) Anyone who learns an out-of-clan discipline from you must pay an additional +1xp.
Short Fuse (2) You are easily angered; you are two bids down to resist frenzy.
Vengeance (2) You are obsessed with revenge on a person or group. It is your first priority, unless you spend Willpower to temporarily ignore it.
Bad Sight (2) You are two bids down on all challenges involving sight perception.
One Eye (2) You have no peripheral vision on your blind side, and are 2 bids down on all tests involving depth perception, including missile combat.
Magic Susceptibility (2) You are 2 bids down in resisting spells or Thaumaturgy/Necromancy; they have twice the normal effect on you.
Clan Enmity (2) You inspire contempt or hatred in a clan other than your own. You are 2 bids down in Social tests involving this clan.
Diabolic Sire (2) Your sire is engaged in acts that could cause a great uproar in the Camarilla.
Disfigured (2) There is something hideous about you. You cannot take any Social Traits that complement your appearance, and are two bids down on all Social Challenges other than Intimidation when your true appearance is visible. Nosferatu cannot take this Flaw.
Selective Digestion (2) You can digest only a certain kind of blood. Discuss the nature of this Flaw with a Storyteller. Ventrue cannot take this Flaw; they already have it.
Driving Goal (3) This personal goal is limitless in depth and you can never fully achieve it, but you must always work toward it.
Hatred (3) You have an unreasoning hatred of something. You are always trying to destroy this thing or gain power over it.
Weak-Willed (3) You are 2 bids down to resist Domination or intimidation. You can only use Willpower when your survival is at stake or it is appropriate to your Nature.
Absent-Minded ( 3 ) In order to remember any specific information besides your name and location of your haven, you must spend a willpower Trait.
Deaf (3) You cannot hear sound.
Repelled by Crosses (3) The sight of ordinary crosses repels you just as if they were holy.
Haunted (3) A wraith hates you. Only you (and Mediums) can see or hear it. It may have minor powers that it can use against you, or it may distract you when you need to concentrate or keep your cool. A non-player character will usually personify the wraith.
Notoriety (3) You have a bad reputation among the Kindred. You are treated as if you were one Status Trait lower than you actually are. You do have the Status Trait to bid or spend, but others will not usually recognize it unless they are forced to.
Child (3) You were a child at the time of your Embrace. Your body will never grow up. Others do not often take you seriously; you are two bids down on all relevant tests.
Deformity (3) You have a major deformity. You are 2 bids down on all challenges related to physical appearance, and one bid down on all physical tests.
Lame (3) You are three bids down in all tests related to movement, walking, or running.
One Arm (3) You lost an arm before your Embrace, so it can never re-grow. You suffer a two-bid penalty to all actions that would normally require two hands. Because you are accustomed to using your single hand. you suffer no off-hand penalty.
Permanent Wound (3) You were injured during the Embrace. Start each night with Health at Wounded. You can heal yourself, but the wound returns each night.
Mute (4) You cannot speak.
Slow Learner (4) You pay +1xp for every level of an out-of-clan discipline you learn.
Thin Blood (4) Your blood is too weak to do more than sustain you and heal wounds; you can't add to your Physical Traits, fuel Blood Disciplines, or create Blood Bonds. If you try to Embrace a childe, the Embrace is only 50% likely to succeed.
Dark Fate (5) You re doomed to suffer a horrible demise. You have occasional visions of your doom, and it requires Willpower to recover from the malaise this inspires. At some point during the chronicle, your character will be destroyed.
Light-Sensitive (5) Sunlight causes double damage to you. Moonlight is as harmful to you as sunlight is to other Kindred, although the wounds are not Aggravated.

Experience Points

To buy new Disciplines, Willpower, Traits, Abilities, or Influences, you earn experience points. All beginning characters start with 10 free experience points (freebies). You of course get nothing at all if you don't give the Storytellers a copy of your Character Sheet, and as much detail of your character's history as you can muster. Furthermore, if you do not have a character sheet on you during game, you automatically lose any challenge you are engaged in.

Every evening you participate you earn 1 point, which you receive as soon as you give your Storyteller a written log of what you did that night (a "Post Mortem.") Periodically, the Storytellers will decide to give various players bonus experience points This is based on good role playing, or other good things. However, all experience expenditures are subject to approval of the Storytellers.

Experience (both starting points and those gained through play) can be spent as follows:

Costs of various traits, etc.
Cost Startup Quantity Buyable Sellable
Generation 2^(13 - gen)
i.e. 11th =4
13th yes no
Blood Capacity n/a based on
generation
no no
Willpower 3 1 yes no
Disciplines basic 3 5 levels from
clan disciplines,
no higher than
intermediate
yes no
intermediate 6 yes no
advanced 9 ask no
expert 12 ask no
Derangement -2 1 if malkavian
0 otherwise
yes no
Abilities 1 7 yes no
Abilities-Advanced 2 None yes no
Influences 1 5 yes no
Humanity 2 6 yes yes
Traits
(Physical,
Social,
Mental)
1 8, 6, 4 yes buy negative

Character Creation Manual
Printable version
The Maryland Larp Society
storyteller@peril.org
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