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Masquerade Victoriana Character Creation Quickstart
Masquerade Victoriana Character Creation Quickstart
This guide summarises character creation in Laws of the Night Revised and should be used with that book, in
particular Chapters Three and Four.
Table of Contents
Concept ..................................................................................................................................................................... 2
Clan ........................................................................................................................................................................... 3
Brujah .................................................................................................................................................................... 3
Gangrel .................................................................................................................................................................. 3
Malkavian ..............................................................................................................................................................4
Nosferatu ...............................................................................................................................................................4
Toreador ................................................................................................................................................................4
Tremere ................................................................................................................................................................. 5
Ventrue .................................................................................................................................................................. 5
Nature and Demeanour ............................................................................................................................................ 5
Attributes ................................................................................................................................................................. 6
Abilities ..................................................................................................................................................................... 7
Disciplines ................................................................................................................................................................. 7
Animalism .............................................................................................................................................................8
Auspex ...................................................................................................................................................................8
Celerity ..................................................................................................................................................................8
Dominate...............................................................................................................................................................8
Fortitude ................................................................................................................................................................8
Obsfucate ............................................................................................................................................................. 9
Potence ................................................................................................................................................................. 9
Presence ............................................................................................................................................................... 9
Protean ................................................................................................................................................................. 9
Thaumaturgy ........................................................................................................................................................ 9
Backgrounds............................................................................................................................................................ 10
Allies .................................................................................................................................................................... 10
Contacts............................................................................................................................................................... 10
Domain ................................................................................................................................................................ 10
Fame .................................................................................................................................................................... 10
Herd ..................................................................................................................................................................... 10
Influence.............................................................................................................................................................. 10
Mentor .................................................................................................................................................................. 11
Resources.............................................................................................................................................................. 11
Retainer ................................................................................................................................................................ 11
Virtues and Humanity ............................................................................................................................................. 11
Free Traits ................................................................................................................................................................12
Experience Points ....................................................................................................................................................13
Appendix: Tables for Reference ............................................................................................................................. 14
Appendix: Character Creation Questions ...............................................................................................................15
Concept
Jot down a few words or phrases that might describe the type of character you want to play. Brainstorming a
few ideas might also help you give nuance to an otherwise two-dimensional character. Dont worry, the
Appendix has some questions to help develop a character.
Clan
Vampires are divided into thirteen lineages, or clans. Seven of them comprise the Camarilla, a global
conspiracy that polices the Masquerade, an ancient tradition of undead secrecy. They are listed below:
Brujah
The Brujah are known as Rabble by the other clans. They all share a passion for causes and ideals but
frequently suffer unfortunate losses of control. Nonetheless, they are staunch supporters of the Camarilla
even if they frequently disagree on policy and philosophy.
Advantage
Brujah gain one trait of either: University or Street Influence for free at character creation. Furthermore, they
also gain one free trait of: Politics, Academics or Streetwise Ability.
Disadvantage
When taking a Self-Control Test to resist anger frenzy, a Brujah character is one trait down.
Disciplines
Celerity, Potence, Presence.
Gangrel
Commonly referred to as Animals by the other clans, the Gangrel are primal, solitary predators that spend
their time in the wilds on the hunt for fresh blood.
Advantage
Gangrel gain an Animal Ken and a Survival Ability trait for free at character creation.
Disadvantage
Every time a Gangrel frenzies, they gain one of the Bestial, Feral or Repugnant Negative Traits. No character
can earn more than five Negative Social Attributes through this weakness. This must be shown either by
wearing a badge with the traits written on it or via phys-rep.
Disciplines
Animalism, Fortitude, Protean.
Malkavian
As Lunatics, the Malkavians have a heavy burden to bear, while respected for their insights and wisdom,
every member of the clan is irredeemably insane. Although, members of the clan with mild problems are
considered acceptable to Camarilla society at large; those with more severe problems are not.
Advantage
Malkavians begin play with a free trait in the Awareness Ability.
Disadvantage
All Malkavians begin play with a Derangement, which should be discussed and approved with the Storyteller
beforehand. A Derangement has a roleplaying and mechanical effect on your character and unlike any flaws
gained through play cannot be removed (although it can be suppressed for an hour by spending a Will Trait).
Disciplines
Auspex, Dominate, Obsfucate.
Nosferatu
The Sewer Rats are one of the more unfortunate clans of the Camarilla. Forced to be apart from the rest of
humankind by their appearance, all the Nosferatu are hideous and deformed. However, they are superior
information-brokers and tend to find things that might have been flushed away accidentally.
Advantage
Nosferatu gain a Stealth and a Survival Ability trait for free at character creation.
Disadvantage
Each member of the clan gains three Repugnant Negative Traits at character creation, and can never acquire
the Alluring, Gorgeous or Seductive Social Attributes at any time. Finally, a Nosferatu cannot initiate a Social
Challenge, without some form of disguise, except to intimidate others.
Disciplines
Animalism, Obsfucate, Potence.
Toreador
The Toreador mingle with artists, socialites and various creative types. Their interest in the finer things in
unlife has led other clans to label them as the Degenerates, a slur rarely heard in the clans presence given
their influence in mortal circles.
Advantage
Toreador gain two traits of either: Academics, Crafts, Performance or Subterfuge Abilities for free at character
creation. Furthermore, Toreador can bid these traits to use them like the Herd Background.
Disadvantage
Toreador are hypnotised by beauty and must spend a Mental Attribute to resist this trance. This can be
broken by a distraction as simple as a nudge or as violent as an assault. Artworks or performances that have
had more than three traits of the relevant Abilities invested in them count as entrancing.
Disciplines
Auspex, Celerity, Presence.
Tremere
Witches first, vampires second, the Tremere clan seek temporal and occult power. Of course, each member of
a clan of scheming wizards is ambitious and cut-throat. However, they can be extremely effective in concert
too.
Advantage
Tremere gain an Occult Ability trait and an Occult Influence trait for free at character creation.
Disadvantage
All Tremere are on the first step towards a full blood bond to the clans ruling elders. While this has no
mechanical effects; Tremere who stray will find themselves on the second step.
Disciplines
Auspex, Dominate, Thaumaturgy.
Ventrue
The Nobles see themselves as the rulers and leaders of the Camarilla. The clan has rarefied tastes and
gravitate to the top of mortal institutions. Unsurprisingly, a number of Camarilla officers are Ventrue.
Advantage
Ventrue gain a trait of the Resources Background, and one trait of either: Finance or High Society Influence
for free at character creation.
Disadvantage
Every Ventrue has a preference for feeding on a particular type of mortal. Therefore, finding sufficient blood
is frequently a problem and Ventrue time-in with one less Blood Trait.
Disciplines
Dominate, Fortitude, Presence.
Archetypes
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 Only a good time assuages your empty existence.
Bravo Other people only get in your way of doing things.
Caregiver You protect and comfort others.
Celebrant You find that joy springs from your overriding passion.
Child - You need others to nuture and help you.
Competitor Everything is a contest; you plan to win.
Conformist - You take the lead and cues from someone else, letting others handle the responsibility.
Conniver Theres no point doing it yourself when you can get someone else to put in the effort.
Curmudgeon Nothings perfect, everything sucks and you make sure everyone knows it.
Deviant Normal? You have no use for social norms and mores.
Attributes
Attributes are divided into three categories: Physical, Social and Mental, which, you assign in order of
preference: primary, secondary and tertiary. The number of traits you can take is limited: you can select seven
traits from your primary category, five from your secondary category and three in your tertiary. You can also
choose to spend traits to take an Attribute multiple times to represent a particular aspect of the character.
Physical
Agile
Brawny
Brutal
Dextrous
Enduring
Energetic
Ferocious
Graceful
Lithe
Nimble
Quick
Resilient
Robust
Rugged
Stalwart
Steady
Tenacious
Tireless
Tough
Vigorous
Wiry
Social
Mental
Alluring
Beguiling
Charismatic
Charming
Commanding
Dignified
Diplomatic
Elegant
Eloquent
Empathetic
Expressive
Friendly
Genial
Gorgeous
Ingratiating
Magnetic
Persuasive
Seductive
Witty
Astute
Attentive
Clever
Creative
Cunning
Dedicated
Determined
Discerning
Disciplined
Insightful
Intuitive
Knowledgeable
Observant
Patient
Rational
Reflective
Shrewd
Vigilant
Wily
Wise
Abilities
These are skills and talents at which your vampire particularly excels. At character creation, you can select up
to five Abilities, in addition to any free traits gained by clan and you can choose to take an Ability more than
once to represent a degree of skill and specialisation in an area. Abilities are listed below:
Ability
Academics
Animal Ken
Athletics
Awareness
Brawl
Crafts
Dodge
Empathy
Etiquette
Expression
Finance
Firearms
Intimidation
Investigation
Law
Leadership
Linguistics
Medicine
Melee
Occult
Performance
Politics
Science
Security
Stealth
Streetwise
Subterfuge
Survival
Description
You have a knowledge of the Humanities: History, Philosophy etc.
You understand animal behaviour.
You are capable in a variety of sports or other physical activities.
You are able to sense the uncanny.
You fight unarmed effectively.
You are capable of artistic expression through a physical medium.
You avoid blows in combat.
You understand the feelings and motivations of others.
You know how to act in a polite society.
You have a way with words.
You understand how to manage money and make a profit.
You use guns with a degree of competence.
You threaten people into doing what you want.
You can look for clues in an area and form coherent hypotheses.
You know the laws and legal system of one particular area or field.
You inspire and manage others through skill or sheer charisma.
You speak an additional language.
You understand anatomy and healing others.
You fight with hand-held weapons in combat.
You know something of the supernatural.
You are talented in an ephemeral artistic medium.
You understand the workings of the political machine.
You have knowledge of the Sciences: Mathematics, Physics, Chemistry and Biology.
You understand locks and circumventing them.
You pass undetected by others.
You know how to act in less-polite society.
You are an accomplished liar.
You can live for an extended period in the wilderness.
Certain Abilities, such as Crafts, Firearms, Linguistics, Melee and Performance, must be bought with a
Speciality; for example, Firearms (Revolvers), Linguistics (Dutch), or Crafts (Sculpture). Consult your
Storyteller for advice.
Disciplines
At character creation, you select three Basic Disciplines, which must be from your in-clan (see the section on
Clans above). Disciplines are divided into three tiers: Basic, Intermediate and Advanced. In addition,
Disciplines must be bought in order. For example, you must purchase Heightened Senses in order to buy
Aura Perception (both Auspex Basic Disciplines), and then your character may purchase The Spirits
Touch (the first Intermediate Auspex power), when they have sufficient Experience points. Disciplines are
detailed in Chapter Four of Laws of the Night Revised, however, the Basic powers are summarised below in
order of purchase:
Animalism
The ability to communicate with and control beasts.
Feral Whispers
By looking into the eyes of an animal and speaking (i.e. hissing or growling), you can communicate with it.
Beckoning
By making an appropriate animal noise (i.e. a howl or a cawing), you can summon a desired animal to you.
Auspex
Superhuman senses.
Heightened Senses
You can sharpen any of your five senses to detect tiny details.
Aura Perception
Concentrating, you can perceive the nimbus that surrounds people to read their moods or states of being.
Celerity
Supernatural speed.
Alacrity
Through the power of the Blood, you acquire superhuman reflexes.
Swiftness
The Blood enables you to act twice as quickly as you might have before.
Dominate
Inhuman power over the wills of others.
Command
Meeting the gaze of another, you issue a one-word order that they must obey.
Mesmerism
After making eye-contact and exerting your will, you can issue complex commands.
Fortitude
Supernatural toughness.
Endurance
You remain unaffected by the effects of blows that might cripple a lesser person.
Mettle
Your bodys capacity to take damage is increased.
Obsfucate
The ability to hide yourself from others.
Cloak of Shadows
Standing in shade, you are nigh-undetectable.
Unseen Presence
Once out of sight, you can wander undetected relatively freely.
Potence
Supernatural strength.
Prowess
Inflicting a blow with a stick or fist as deadly as a sword or other edged-weapon.
Might
Your strength means you can attempt challenges beyond most people first-time.
Presence
Inhuman power over the emotions of others.
Awe
Your charisma enables you to win over most people.
Dread Gaze
You terrify your target with your predatory nature.
Protean
Shape changing power.
Thaumaturgy
Vampiric blood magic
Unlike other Disciplines, Thaumaturgy is taught as Paths and Rituals. For spaces sake, the first two levels of
the Path of Blood are described here:
A Taste for Blood
Ingesting a sample of vitae and through the power of the Blood, the vampire can learn about the donor.
Blood Rage
Touching an individual via the power of the Blood forces them to spend the blood in their system.
Backgrounds
Many vampires retain connections to the mortal world represented by Backgrounds; you have five traits to
spend at character creation, in addition to any free traits gained by clan. These are listed below:Allies
These are friends and acquaintances that might help your character out from time to time. Mostly they are
not used outside of Downtime and require a favour in return. Allies can be purchased with traits as
individuals or you can expend traits to make an Ally more effective.
Contacts
These represent a pool of individuals who your character can use to find out about a particular area. Contacts
can pass gossip or information back to your character but are less reliable than Allies or Retainers. However,
they are more flexible and can be directed into different areas in Downtime.
Domain
This represents an individual vampires residence and feeding ground. Traits are allocated to a particular area
that a character has physical control over such as a rookery or slum, palatial manor house with a number of
tenants or even just a modest townhouse in the burgeoning suburbs.
Fame
This Background represents celebrity. A character with one trait of Fame might be well-known to a small
section of society, while a character with two traits might be a well-known music hall performer or local
worthy, and so on. Vampires as a general rule tend to avoid the limelight but many were chosen to be turned
for their fleeting influence.
Herd
Many vampires maintain a stable of mortals from whom they feed regularly. Taking this Background means
you have accrued a circle around you to draw blood from without having to hunt and risk the Masquerade.
Every trait invested gains your character an additional Blood Trait at time-in, or should they may time-out for
15 minutes per trait to receive the equivalent number of Blood.
Influence
This Background represents sway in a mortal institution. Vampires compete heavily to control various areas
for a number of reasons, however, maintaining power is a balancing act of the Masquerade and therefore
their power is limited. Your total number of Influence traits is capped at the total of the lowest of your
Mental or Social Attributes.
There are number of Influences available listed below:
Bureaucracy
Church
Docklands
Finance
Health
You have sway over some aspects of local government such as the Registrar of
Births, Deaths and Marriages or the Land Office.
You have connections and authority in a religious group such as the Church of
England or one of the many Dissenter churches or synagogues.
You have knowledge of the comings and goings at the warehouses, shipyards
and trading houses near to the docks.
You can manipulate financial institutions such as banks or adjust stocks and
shares through said bodies.
You have some control over the various medical practitioners and the charity
hospitals in the city.
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High Society
Industry
Legal
Media
Occult
Police
Railway
Street
Underworld
University
You are familiar with the trends and fashions of the aristocracy and can make
your way into the most private and intimate salons.
You know whos making what and have some say and control in the nascent
unions and cooperative societies.
You can get your way in legal proceedings and can sometimes manipulate the
outcome of a case.
You are familiar with the local journalists and correspondents of newspapers in
your area.
You hold some levy over a secret society such as the Freemasons and wrest
some knowledge or power from them.
You have the ear of the local constabulary and can evade minor charges, keep
track of ongoing investigations or guide them to a suspect.
You have some sway over a local railway company: you can get timetables, free
travel and smuggle items through the goods yard.
You know whats going on the street, and make contacts with various street
folk.
You have connections with organised crime in the city and you can get what
you want through the Black Market.
You know whos who on campus, whats going on behind the scenes and can
adjust degrees and secure funding.
Mentor
These characters may take an interest in your character: teaching them, lending them status or other
temporary benefits. Mentors keep an eye out for your character offering them help in some situations,
however, they also expect favours in return similar to Allies.
Resources
Assets, cash or money, Resources represent the financial strength of your character. It will allow you to
purchase equipment in Downtime or during play, and generally represents spending money that might be
necessary for a luxurious lifestyle that vampires frequently enjoy.
Retainer
Servants and handymen are useful and this Background represents someone in the characters employ who
can be used to carry out tasks during Downtime and can be used to manage other assets such as Influence or
Contacts.
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Free Traits
Finally, you receive 5 Free Traits. Your free traits can be used to buy any Basic Discipline with Storyteller
permission, increase your characters Generation or Willpower (Victorian vampires default at 12th: see the
table in the Appendix).
Negative Traits
These are characters blind spots or intrinsic flaws. Indeed, some
clans such as the Nosferatu gain these at character creation or
through play like the Gangrel but gain no Free Traits for them.
Like standard Attributes, these are divided into Physical, Social
and Mental categories and are taken at a one-for-one value in
return for Free Traits. See below:
Humanity
Physical
Social
Mental
Clumsy
Cowardly
Decrepit
Delicate
Docile
Flabby
Lame
Lethargic
Puny
Sickly
Bestial
Callous
Condescending
Dull
Feral
Naive
Obnoxious
Repugnant
Shy
Tactless
Untrustworthy
Forgetful
Gullible
Ignorant
Impatient
Oblivious
Predictable
Shortsighted
Submissive
Violent
Witless
Flaws
It is worth discussing these with
Storyteller before taking them as you will
be expected to roleplay them
appropriately and convincingly.
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Experience Points
There are ways to earn Experience Points before play: submitting a character background or a downtime can
net anything from one to three Experience traits, creating a colourful and appropriate locale to be added to
the setting will likely net an Experience trait, as will taking up any additional responsibilities such as
Narration, set-dressing or assisting with the running of the game. You could also acquire Experience Points at
character creation through recruiting player characters into a Prestation Chain: by adopting a vassal before
they time-in, your character gains 15 XP. If your vassal in turn has a vassal, then you can add an additional 15
XP. Ultimately, you can only earn the reward once per character to a maximum of 30XP.
Abilities
In-Clan Discipline
Out-of-Clan
Discipline
Thaumaturgy Ritual
Backgrounds
Generation
Willpower
Virtues
Humanity
13
Max.
Attributes
10
11
12
13
14
16
18
20
Max.
Abilities/Discipline
5
5
5
5
5
6
7
8
Blood
Pool/Turn
11/1
12/1
13/1
14/2
15/3
20/5
30/6
40/8
Willpower
Min./Max.
2/8
4/8
4/10
6/10
6/12
7/14
8/16
9/18
Selfish thoughts/actions
Theft/causing injury
Manslaughter/Vandalism
Murder
Casual murder/heinous perversion
Torpor Length
Mortal Social
Penalty
Blush Cost
1 session
2 sessions
3 sessions
4 sessions
5 sessions
0 traits
0 traits
1 trait
2 traits
3 traits
1 Blood
2 Blood
3 Blood
4 Blood
5 Blood
In addition, Self-Control and Courage are used resist frenzy, when the Beast takes control. Self-Control traits
prevent rage and hunger frenzies, while Courage steels you against Rtschreck, the Red Fear of fire. These
two tables list the difficulties of various triggers for frenzy for ease of reference:
Self-Control Table
Traits
1
2
3
4
5
Courage Table
Stimulae
Smell of blood when hungry
Sight of blood when hungry/harassment
Taste of blood when hungry/provocation
Humiliation/
Outright humiliation/dire insults
Traits
1
2
3
4
5
14
Stimulae
Match/being bullied/sight of sunrise
Flaming torch/Obscured sunlight
Bonfire/patch of daylight
House fire/being burnt
Burning building/direct sunlight
Beginnings
Where, and when, were you born?
Undeath
Who was your sire and how would you describe your relationship?
(How did they Embrace you; were you willing? Do you still communicate with each other?
If you are in a Prestation Chain, how do you feel about the other member(s)?
If you have Influences, how did you get them and how do you maintain them?
(i.e. through other Backgrounds such as Allies or Retainers, or do you control them directly?)
If you have Fame, what are you famous for and how do you maintain your popularity?
Night to Night
Where do you rest during the day?
(What is it? Whereabouts is it? What does it look like?)
Where and how do you hunt for food? What kind of vessel do you prefer?
What are your characters goals and motivations now that you are immortal?
Storytellers Questions
What kind of themes or arcs would you like to see in Masquerade Victoriana?
Do you have any plots or ideas for your character to be integrated into the wider chronicle?
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