"Drink" you ask me, do you have any idea of the thing you will become?
Here is how to generate characters:
[sblock=Step 1:Select Attributes] Select Attributes, your character’s innate capabilities: Prioritize the three categories (5/4/3). Your character begins with one dot in each Attribute automatically. Dots spent now are in addition to these starting ones. The fifth dot in any Attribute costs two dots to purchase. The categories and their Attributes are:
Mental
Intelligence
Wits
Resolves
Physical
Strength
Dexterity
Stamina
Social
Presence
Manipulation
Composure[/sblock]
[sblock=Step 2: Select Skills]Select Skills, your character’s learned capabilities. You have 22 points to spend, and you must spend at least two dots in every category, and only one skill may have a fifth dot, remember that the fifth dot in a Skill costs two dots to purchase. The categories and their skills are:
Mental
Academics
Computer
Engineering
Investigation
Medicine
Occult
Politics
Science
Physical
Athletics
Brawl
Drive/Pilot
Firearms
Larceny
Stealth
Survival
Weaponry
Social
Animal Ken
Empathy
Expression
Intimidate
Persuasion
Socialize
Streetwise
Subterfuge[/sblock]
[sblock=Step 4:Select you Specialties]Select Skill Specialties, your character’s focused areas of expertise: Take 4 Skill Specialties of your choice. You can assign each how you like, whether each to a separate Skill or all three to a single Skill. There is no limit to how many Specialties can be assigned to a single Skill. You can also stack these on top of each other up to three times, giving you more dots in the specialty.[/sblock]
[sblock=Step 5:Select your clan] A character’s clan serves as a sort of extended family of the night, bound by lineage and responsible for certain similarities among its members. Vampires are always of the same clan as the sires that Embrace them.
Brujah-Passionate, outspoken, and individualistic.
Nicknames: The Rabble, Warrior-Poets
Disciplines: Vigor, Majesty and Celerity
Favored Attributes: Presence and Strength.
Weakness: The same passions that inspire Brujah to greatness or depravity, left unchecked, can send them into incandescent rages: Brujah are prone to frenzy. Any attempt resist frenzy suffers a -2 penalty. This applies to anger frenzy and hunger frenzy, but not to Rötschreck. It does apply to attempts to ride the wave, however. Additionally, If you have willpower, you must spend it to resist Sway, and can never willingly go along with it in order to gain the bonus experience. However, as a Bruja, you also double your Guile score when resisting any sort of Sway damage.
Daeva-Emotional, sensual and desirable.
Nicknames: Succubi, Addicts
Disciplines: Celerity, Majesty, Vigor
Favored Attributes: Dexterity or Manipulation
Weakness: Perhaps out of some deep longing for the true passions they lost after the Embrace, the Daeva have difficulty steeling them-selves against the hedonism they allow themselves as members of the Damned. Any time a Daeva has an opportunity to indulge her Vice but does not do so, she loses two points of Willpower (as opposed to gaining one by partaking in its pleasures).
Gangrel-Primal, hardy and savage.
Nicknames: Savages, Outlanders
Disciplines: Animalism, Protean, Resilience
Favored Attributes: Composure or Stamina
Weakness: As befits their sobriquet, the Gangrel are more closely tied to their Beasts than are other Kindred. The more they feel the call of the Beast, the more bestial they become, and the more their minds become those of less principled animals. With regard to dice pools based on Intelligence and Wits Attributes, the 10-again rule does not apply. Additionally, any 1’s that come up on a roll subtract from successes. (The latter part of the
Weakness does not affect dramatic-failure rules.) This
Weakness does not apply to dice pools involving perception or reaction to surprise or to the Resolve Attribute.
Giovanni-Respectable, genteel, and necromancers.
Nicknames: Necromancers, The Family
Disciplines: Dominate, Vigor and Auspex
Favored Attributes: Resolve and Strength
Weakness: When a Giovanni feeds, their bite is extremely painful to those who receive it; those they feed off of are not subject to ‘the kiss’. Additionally, they cannot lick the wound closed, meaning they leave their marks upon their prey.
Necromancy: In addition to their normal abilities, Giovanni are also skilled with the Blood Magic of Necromancy. They can only begin earning Necromancy abilities if they have a dot in Status: Giovanni Clan.
Malkavian-Prophetic, psychotic, and adaptable.
Nicknames: Lunatics, Oracles
Disciplines: Obfuscate, Auspex and Dementation
Favored Attributes: Manipulation or Intelligence
Weakness: All Malkavians must take a “core” derangement that is theirs for eternity. This derangement may not be cured, reduced in severity or bought off no matter how high the character’s Humanity soars. It could certainly become more severe, however. This core derangement is also susceptible to being “set off” or aggravated whenever the character uses Dementation. If a Discipline roll is anything other than an ordinary success, the character experiences a bout of his core derangement at some point that night (or first thing the next night if the roll in question occurs too close to dawn). In other words, failures, dramatic failures and exceptional successes all cause this effect. Furthermore, in the case of a dramatic failure, a mild derangement is upgraded to its more severe version for the remainder of the night. (Storytellers, be sensible about this. The middle of a combat in which four goons attack a Malkovian with napalm is not a good time to decree that he curls up into a fetal ball on the floor. The middle of the Prince’s salon later that night is a different story.)
The Lunatic’s Vision: The Malkavian’s are ‘blessed’ with visions of the future. By spending a point of Willpower. This automatically triggers the character’s derangement, but in the midst of mad ravings, catatonia, violence or whatever the outward effect of the derangement is, the character receives a vision relevant to the current situation. This vision is essentially a waking dream, which means any information it contains will be couched in opaque symbolism. A character hearing the Malkavian’s descriptions of the dreams might be able to interpret it; this requires a successful Intelligence + Academics roll from the interpreter’s player (Malkavians can attempt interpreting their own visions once they are lucid). Success on this roll means that the Storyteller should give the players hints about the correct interpretation of the vision, and an exceptional success should result in full or nearly full disclosure. The Storyteller can and should trigger this facet of the Malkavians’ madness as a way to further the chronicle’s plot.
Mehket-Quick, discreet and wise.
Nicknames: Shadows, Rogues
Disciplines: Auspex, Celerity, Obfuscate
Favored Attributes: Intelligence or Wits
Weakness: As creatures of darkness even more sensitive to light than most of the Damned, the Mekhet suffer certain banes of vampiric existence more acutely than do their fellow Kindred. Whenever Mekhet suffer damage from sunlight or fire, they take an additional point of aggravated damage from that source. Just as shadow cannot exist without light, so too does light banish shadow.
Nosferatu-Quick, discreet and wise.
Nicknames: Haunts, Sewer Rats
Disciplines: Nightmare, Obfuscate, Vigor
Favored Attributes: Composure or Strength
Weakness: All Nosferatu are repulsive or at the very least uncomfortable to be around. The cause need not be a physical deformity. A palpable aura of menace, a charnel odor or the undeniable manner of a predator is just as compelling as a twisted body. With regard to dice pools based on Presence or Manipulation Attributes in social situations, the 10-again rule does not apply. Additionally, any 1’s that come up on a roll are subtracted from successes. (This latter part of the
Weakness does not affect dramatic-failure rules.) This
Weakness does not apply to dice pools that involve the Intimidation Skill, or to the Composure Attribute.
Pastularii- Wannabe, glamorous, and unbearable.
Nicknames: Posers, Admirers
Disciplines: Celerity, Majesty, Obfuscate
Favored Attributes: Resolve or Presence
Weakness: Pastularii suffer a more peculiar and frustrating
Weakness: a Wannabe’s victim eventually becomes immune to the Wannabe’s supernatural influence. This special
Weakness applies equally to Kindred and kine targets. Whenever a Pastularii tries to affect a target’s mind with a Discipline, count the number of 1’s rolled. If more 1’s are rolled than successes, treat the roll as a dramatic failure. What’s more, if the character ever suffers a dramatic failure for Discipline usage (for whatever reason), the character’s target becomes immune to the character’s mental manipulation permanently, not just until the next sunset. (Of course, the target does not become immune to
Disciplines used by other vampires ; just that one character.) Among the standard
Disciplines, Animalism, Auspex, Dementation, Dominate, Majesty, Nightmare and Obfuscate are all considered “mind-affecting.” A Pastularii can regain the power to affect a target’s mind by placing that mortal or vampire under a Vinculum. This, too, however, is temporary. A Vinculum to a Poser lasts one month, plus one month per point of Blood Potency the character possesses. When the Vinculum wears off, the former thrall becomes immune to further blood bonding or mental
Disciplines from the character. A Pastularii can regain influence over a mortal target one last time by Embracing the target. Then the childe can be enthralled through
Disciplines or Vitae again ; for a while, until the childe regains his immunity once more.
Toreador-Artistic, hedonistic, and visionaries.
Nicknames: Patrons, Degenerates
Disciplines: Auspex, Majesty, Celerity.
Favored Attributes: Presence and Wits
Weakness: When a Toreador experiences some-thing truly remarkable ; a person, an objet d’art, a lovely sunrise ; the player must make a roll Resolve or spend 1 Willpower. Failure means that the Kindred finds herself enthralled by the experience. The dazzled Toreador cannot act for the duration of the scene aside from commenting on or continuing their involvement with whatever has captured their attention. If the experience no longer affects her (whether by moving, being destroyed, or whatever is appropriate to the situation), the captivation ends. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another roll Resolve or spend 1 Willpower.
Tzimisce-Rational, scientific, and inquisitive.
Nicknames: Fiends, Modders
Disciplines: Animalism, Auspex, Vicissitude
Favored Attributes: Resolve and Dexterity.
Weakness: The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of “native soil” ; earth from a place important to her as a mortal, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each night spent without this physical connection to her land, Tzimisce loses one die from all pools for every day that the character fails to sleep in her special earth. This modifier cannot grow larger than -5, but once it reaches this point it persists until the character has spent a full night in at least two handfuls of appropriate soil.
Ventrue-Regal, commanding and aristocratic.
Nicknames: Lords, Blue Bloods
Disciplines: Dominate, Majesty, Resilience.
Favored Attributes: Presence or Resolve
Weakness: Power corrupts, and among the Ventrue, even the thirst for power can corrode an ambitious Kindred’s moral bearings. Over time, some Ventrue grow paranoid, ever more wary of rivals’ desires (real or imagined) for their own holdings. Others become willing to do whatever it takes to acquire the smallest iota of additional power. Still others turn inward, delude themselves as to their ability and importance, or trouble their minds with other maladies. Ventrue Kindred suffer a -2 penalty to Humanity rolls to avoid acquiring derangements after a failed degeneration roll.
Zelani-Lucky, impulsive, and ambitious.
Nicknames: Lucky Stiffs, Blessed
Disciplines: Celerity, Majesty, Serendipity
Favored Attributes: Manipulation or Presence
Weakness: Zelani are unable to enter a residence of any kind (apartment buildings, houses, even hotels) without an invitation from someone who dwells there. The invitation doesn’t have to come from the rightful owner, but must be issued by a resident rather than a visitor. Until such an invitation is issued, the Zelani cannot cross the threshold into the building. The vampire cannot directly force an invitation (with Dominate, for instance), but can use Majesty to entice one or Serendipity to arrive at the right moment to be invited. If the Zelani enters a building without an invitation or is forced to do so, roll the character’s Resolve + Strength. Each success inflicts one level of aggravated damage upon the character (so it is possible for a Zelani to crumble to dust if she violates this taboo).[/sblock]
[sblock=Step 6: Select you covenant] A covenant is more social than familial, concerned with a character’s worldview and relationship to other Kindred rather than the advantages and bonds of the Blood. Each of these societies seeks different goals using (sometimes dramatically) diverse methods, all sure in the knowledge that their way is “right,” or at least more right than all the others. Covenant is not governed by clan or sire, though childer often begin their Requiems in the covenants of their sires, either out of familiarity or promise of status.
If a covenant is chosen during character creation, there is no reason why it can’t be changed as a character comes to more fully understand her place in the world. While a character’s covenant is not set in stone, those who change allegiances are often viewed with suspicion and might have difficulty gaining trust or status within the new social hierarchy. Your character’s covenant need not be decided upon at character creation, though your concept should give some clue as to which covenants are most or least comfortable. Story-tellers may disallow this choice at the start of a chronicle, intending characters to handle this decision during play.
Covenants grant certain benefits to their members.
A character must have at least a single dot worth of the Status Merit in a covenant to avail himself of its benefits. Covenants and their advantages are as follows.
The Circle of the Crone venerates a variety of female figures as an amalgamated creator of vampires, the Mother of all Monsters.
Nickname: The Acolytes
Advantage: Members of the Circle of the Crone may learn the Discipline of Crúac
The Camarilla are concerned with maintaining the Masquerade and keeping Kindred society as a whole safe.
Nickname: The Inquisitors
Advantage: Members of the Camarilla can purchase the Herd and Contacts Merits at half price. This cost break does not apply to purchases of these Merits during character creation. In addition, if the player spends a Willpower dot in order to preserve his image on a photograph or other medium, the player need only pay two experience points to recover that particular dot, not the usual eight.
The Carthians seek to reconcile Kindred society with modern governmental structures and social systems, and keep old systems hidden and away.
Nickname: The Young Turks
Advantage: Members of the Carthians may purchase the Allies, Contacts, Haven and Herd Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.
The Children of the thorns believe that all vampires came from a powerful Fae known to them as Bloody Mary, a spirit who never was truly alive, and never truly died. They travel to her realm through the use of mirrors.
Nickname: The Cryptwalkers
Advantage: The Children of the Thorn get three highly complex advantages:
*The Bloody Divide: All Kindred suffer from the Predator’s Taint, but for those who pledge themselves to Bloody Mary, it changes. When seeing another Child of the Thorns, the Beast still snaps or cringes, but there’s a sullen listlessness to it. But with an outsider, alien to the Crypt, the reaction’s bitterness intensifies. When first confronting a fellow Child, every Child gets a +2 modifier on their frenzy or Rötschreck check, and can immediately recognize that the other has been to the Crypt. But when making such checks against outsiders, the modifier is -1.
*Mary’s Compassion: It’s not verbalized, it’s not the result of brainwashing, it’s not even something like Dominate or Majesty that can be resisted through mighty blood. But when one Child asks another for help, there is an urgency that seems to galvanize every word. The Children still refuse one another, they still quarrel, but two strangers who’ve been to the Crypt have a connection that charges their discussions, an intensity absent even in the arguments of friends, lovers and coterie-mates. When one Child of the Thorns attempts any ordinary Empathy, Persuade or Socialize roll with another Child of the Thorns, the roll gets a +1 modifier. This does not apply to Disciplines based on those rolls.
Mirror Travel: The primary advantage of being one of the Children is also a risk. Any vampire who has made the Pilgrimage can return to Mary’s Crypt with a simple ritual. To perform it, she must (1) be in utter darkness, (2) be facing a mirror through which her body could fit, if it was a door, (3) spend a point of Vitae, smearing it on the mirror and (4) recite the name “Bloody Mary” three times. If she’s interrupted before she can say the third, or the darkness is incomplete, or the mirror is too small, nothing happens. But if all the factors align, she vanishes to the thorn-shrouded Crypt. Note that if the mirror is slightly cracked, the traveler takes a point of lethal damage. If the mirror is mostly broken, the traveler takes a point of aggravated damage. The Child who activates the Mirror can bring, at most, two others with her. This is the only way to get to the Crypt, unless one makes it through the thorn maze.
The Invictus is the aristocracy of the night, helping Elders keep their power, and helping new initiates gain it.
Nickname: The First Estate
Advantage: Members of the Invictus may purchase the Herd, Mentor, Resources and Retainer Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.
The Lancea Sanctum seeks to influence Kindred society with the strictures of Longinus, who believe to have been turned into one of the Damned by the very blood of Christ.
Nickname: The Sanctified
Advantage: Members of the Lancea Sanctum may learn the Discipline of Theban Sorcery.
The Lasombra, like the Sabbat, believe that all vampires are descended from Cain. The difference is that they do not give into the beast, nor do they reject it. They believe that vampires are destined to rule the night, and all of humanity, and that the embrace is Caine’s blessing.
Nickname: The Keepers
Advantage: Members of the Lasombra may learn the Discipline of Obtenebration as a clan discipline, at the price of their reflection, even the blurry ones that most Kindred have, and cannot alter this condition with Willpower. They gain this once they have placed even one dot into Obtenebration. Additionally, Members of the Lasombra may purchase the Herd and Resources Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.
The Ordo Dracul commands rituals and mystical knowledge that allows the Kindred to transcend their vampiric states.
Nickname: The Dragons
Advantage: Members of the Ordo Dracul may learn the Coils of the Dragon.
The Tremere believe that all vampires are descended from mages, who were cursed for their excessive and irresponsible use of magic, and that they know how to tap into this ancient power.
Nickname: The Warlocks
Advantage: Members of the Tremere may learn the Discipline of Thaumaturgy[/sblock]
[sblock=Step 7:Select your Masquerade and Requiem] The newly-made monster shapes a mask for itself from the face of its dead human self. It might not seem that way now (though, the Embrace takes everyone differently; the Daeva will leave you feeling like you just got your brains




ed out, the Nosferatu like they were beaten out instead), but that’s what’s happening. You’re dead, bucko, and the thing you’ve become will wear your old human skin like a costume, and traipse through your life making all the right sounds, and you’ll think it’s you doing it. A vampire must be two things; in the human world, they must maintain their Masquerade, but among their Kindred, it’s their Requiem they play to.
The Masquerade isn’t just disposing of the bodies, and not turning into a bat while a hundred school kids with camera phones stand by gawping; the fiction of life you present must run deeper than the bare-minimum caution needed to keep the mobs from remembering the torch and pitchfork routine.
Requiem is different. It’s a role you choose for yourself, inherit from a sire, or have thrust upon you by arcane tradition or a whim of the powerful. This is how you behave in Kindred society. Requiem isn’t impossible to change, but vampires are creatures of habit, and if your fellows are used to seeing you act as the Martyr, they may be slow to accept you if you assume the role of Enforcer. Requiem shapes the arenas of Kindred society and politics in which you frequently find yourself tested, and how other Kindred treat you.
What does this mean in terms of gameplay? At character creation, you must choose a Masquerade role and a Requiem role. Masquerade is your human mask. Requiem is the vampire face beneath that mask.
Masquerade gives you two Asset Skills. You may choose one free Specialty in one of these Skills. Further, it’s now cheaper to increase all aspects of those Asset Skills; new Specialty dots cost new dots x 1 rather than new dots x 2, and new Skill dots cost new dots x 2 rather than new dots x 3.
Requiem gives you a choice of two Key Disciplines which closely aligns with your Requiem’s role in Kindred society. After selecting your requiem, you choose one of these disciplines; the choice is permanent. Improving this Discipline is easier and cheaper: if it’s a clan Discipline, then the purchase now costs new dots x 4; if it’s out-of-clan, then the cost is new dots x 6, instead.
Additionally, you can put ranks into your Masquerade and Requiem when you purchase merits or through spending experince points.
MASQUERADES: (and examples)
Artist (An Artist)
Asset Skills: Engineering, Expression
Criminal (A Criminal)
Asset Skills: Larceny, Streetwise
Executive (A white collar worker)
Asset Skills: Politics, Persuasion
Guard (A bouncer, a security guard)
Asset Skills: Intimidation, Politics
Guru (A therapist, A motivational speaker, An occultist, A Fortune Teller)
Asset Skills: Academics, Persuasion
Healer (A doctor, an EMT, a nurse, a cyber-surgeon)
Asset Skills: Empathy, Medicine
Homebody (Slacker, Homemaker)
Asset Skills: Engineering, Subterfuge
Junkie (A Junkie, an Alcoholic)
Asset Skills: Streetwise, Survival
Investigator (An Investigator)
Asset Skills: Investigate, Persuasion
Recreationalist (A hunter, a skier, a skater, a hiker)
Asset Skills: Athletics, Survival
Scholar (A Student, a teacher, a librarian)
Asset Skills: Academics, Science
Socialite (A party animal, a celebrity agent, a clubber)
Asset Skills: Persuasion, Socialize
Solider (A solider, A gangster torpedo, A hit man)
Asset Skills: Firearms, Brawl
Tech Spec (A gamer, a hacker, an engineer, a technical designer)
Asset Skills: Computers, Engineering
Worker (A blue collar worker, a plumber, a mechanic, a salesclerk, a construction worker)
Asset Skills: Drive, Socialize
REQUIEMS: (And an explanation. If unsure about choice, choose either Manipulator or Thriller)
Courtesan (A vampire who knows everyone, and keeps heads cool)
Key Discipline: Majesty or Auspex
Creeper (A Kindred spy and/or thief)
Key Discipline: Obfuscate or Obtenebration
Enforcer (A kindred brute, who acts as a bodyguard and/or thug)
Key Discipline: Protean or Vigor
Fixer (A vampire who cleans up other Kindred's messes; an Enforcer of the Masquerade)
Key Discipline: Dominate or Dementation
Horror (The monster that lurks in the night)
Key Discipline: Nightmare or Serpentis
Manipulator (A politically minded vampire who controls others)
Key Discipline: Dominate or Auspex
Martyr (A vampire who is horrified at their own beast, and works to help the kine)
Key Discipline: Obfuscate or Resilience
Magus (A vampire who studies the vampiric condition for knowledge and/or power)
Key Discipline: Chimestry or Vicissitude
Thriller (A vampire who loves being a vampire)
Key Discipline: Majesty or Vigor[/sblock]
[sblock=Step 8: Purchase your Disciplines] Each character begins with three dots of Disciplines, which can be allocated as the player chooses. At least two dots must be devoted to a character’s clan Disciplines, however, before any thought is given to an out-of-clan Discipline. What follows is a list of all the game’s disciplines. Disciplines marked with a * means that the discipline is available to covenant members only; to be a member of a covenant requires at least one rank in Status within the Covenant.
Animalism: Power over animals and even the Beast of Kindred.
Auspex: Preternatural senses and perception.
Celerity: Superhuman speed.
Chimerstry: The ability to create illusions and hallucinations.
Coils of the Dragon*: The Ordo Dracul’s secrets of transcendence.
Crúac*: Blood magic practiced by the witches of the Circle of the Crone.
Dementation: The ability to inflict madness upon a victim.
Dominate: The ability to overwhelm the mind.
Majesty: Tremendous force of personality.
Necromancy: Blood magic used to summon and control the dead, learnable on from a Giovanni.
Nightmare: Manipulating fear itself.
Obtenebration*: Unearthly control over shadows, as skill learned by the Lasombra
Obfuscate: Hiding aspects of one’s self, even one’s body.
Protean: Shapechanging and adjustments of the vampiric form.
Resilience: Legendary toughness.
Serendipity: Luck powers.
Serpentis: Snake powers and attributes.
Thaumaturgy*: Blood magic used by the Tremere to mix mortal magic with Vitae.
Theban Sorcery*: The Biblical “dark miracles” of the Lancea Sanctum.
Vicissitude: The art of flesh-shaping.
Vigor: The epic strength of many men.[/sblock]
[sblock=Step 9: Purchase your merits] Select Merits, representing character enhancements and background elements: Spend 11 dots on Merits. The fifth dot in any Merit costs two dots to purchase. Note that many Merits have prerequisites. At character creation, you can spend merit points to raise health and willpower as well, at the cost of 5 dots each time you do so.[/sblock]
[sblock=Step 10: Determine your advantages] Determine advantages, traits derived from your character’s Attributes: Guile (the lowest of Wits or Manipulation), Nerve (Composure + Highest Social Skill), Dominance (Presence + Manipulation), Defense (the lowest of Dexterity or Wits), Health (Stamina + Size+Blood Potency), Initiative (Dexterity + Composure), Humanity (7 for starting characters), Size (5 for most humans), Speed (Strength + Dexterity +5), Willpower (Resolve + Composure), Virtue/Vice, two motivations and any flaws you'd like (up to three).
Note: Most advantages cannot be raised directly through experience points. You must instead raise the traits from which they are derived. (Humanity is the exception.)
Virtues and Vices
Choose one of each.
Virtues: Charity, Faith, Fortitude, Hope, Justice, Prudence, Temperance
Vices: Envy, Gluttony, Greed, Lust, Pride, Sloth, Wrath
Motivation
During character creation, each character chooses two Motivations. The nature of a Motivation should be intensely personal to the character, rather than a catchall. Quality Motivations should be building blocks of characters that serve as insight to his story. Be prepared to defend your Motivations to the Storyteller! Possible Motivations and the questions posed by them include:
• Avarice: What is the focus of your greed? What are the reasons behind it? How far are you willing to go to get what you want? Are you a hoarder or a waster?
• Chivalry: So it ain’t dead after all! What aspect of chivalry defines your character? Is it more than just a devotion to your preferred sex? What sort of actions do you consider to be chivalrous?
• Duty: Who is the duty to? Your job? Your family? An organization like the police or the mafia? Are there limits to what you’ll do for duty?
• Faith: Who or what do you believe in? What are you willing to sacrifice for your beliefs? How strong is your belief? Has it been tested? Has your belief ever failed?
• Glory: How do you define your achievements? Are you willing to trod on others to claim your due? How much are you willing to risk for adulation?
• Honor: Is it personal honor? Family honor? Do you have a “code?” What sorts of acts are dishonorable to you? Do others perceive you as honorable?
• Love: Who is it that you love? Is your love returned or unrequited? Is it independent or codependent? How would you respond to a betrayal of your love?
• Patriotism: Are you a mindless fanatic or an intelligent participant? Is your patriotism dependent upon those that lead you? Does your zeal come before your family? Yourself?
• Revenge: Who has wronged you? How? What will it take to satisfy your sense of justice? Are you willing and able to kill for it? Is death too good for your enemies?
• Survival: Do you place your personal safety above the needs of others? Are you willing to fight to survive? Lie? Cheat? Steal? What sacrifices are you willing to make in order to survive?
The above list is in no way meant to be comprehensive. You should (and will) come up with your own Motivations, basing the questions posed by them on the examples provided. Try to keep your motivation’s name to one a word noun, if at all possible.[/sblock]
[sblock=Final Touches]
Finally, give me a
paragraph on your character’s description; this isn’t just what they look like and how they dress, but it is also how they carry themselves. Also, give me a
paragraph on your character’s background. Please, no more than a paragraph; I don’t want to read a novel, and you'll want to leave yourself a bit of breathing room to change your character if the concept doesn’t work. As the game progresses, we can add to your character's background.[/sblock]