Vampire Character Creation
From WoD GothamVampire New Player Quick Start as a supplemental guide to these rules.
Now, before you continue to reading on the particulars of character creation take this rule of thumb and apply it to the entire process: Traits are not the core of the character. They are a way to express your character's concept and motivation. You tailor your character's traits to express what you envisioned your character to be and not vice versa.
Step 1. Character Concept
Name, Age, Sex
Ok. Self-explanatory. Please fill it in. Minimum is Apparent Age is 18. Recommended Apparent Age is 21 and over.
Note: At 18 in the United States, the character is still a minor in some respects. He can go to jail as an adult. He can vote. He can go to war. He can buy tobacco. He is just old enough to have consensual sex. He can purchase a firearm. He cannot gamble, loiter on a casino floor, drink, purchase alcohol, or get into a nightclub. He will be still seen as a child in society as few people tend to think that 18 year olds are more than children. This means that he will have negative adjustments to his social dealings and be excluded from settings. Flinging Disciplines around constantly to avoid these sort of annoyances can draw unwanted attention. So while we understand that some people have a fetish for playing barely-legal characters, we don’t recommend it.
Vampires should not be more than 25 years of age and no younger than 10 years as a vampire give or take 5 years. This is a neonate focused Chronicle and you're creating a starting character, not an established character or a fledgling character. It's the standard age for neonate characters recommended in the book and that's what we've chosen to put our focus.
NOTE: All character concepts will be neonate characters. There will be no fledgling concepts accepted nor Embraces run by STs. Those are stories for your character history. All player characters will start out knowing who and what they are and the basics of Camarilla Society and the basics of their chosen clan's cultural practices.
If you still have questions after reading the Character Creation Rules, place a post in the Poke a ST forum and the ST team will have a look. Please do not send private messages in the forums.
Character concept is the core of what your character is in a brief declarative statement or descriptor. It can be occupation, but usually that’s just part of it. Who you are isn’t just what you do. Most of us hate our jobs we don’t like to think of ourselves as the job title. It functions as the skeleton framework on which all other aspects of your character is built and is the core theme of your character, so take a moment as this definition will guide the entire rest of the character creation process.
You may want to take a look at the PC Census early on to see what is over or under represented in the chronicle already. All concepts and related characters to that concept must be your original creations. You can't take Lodin as your character's sire for instance.
Concepts that do well are concepts that don't require a lot of ST maintenance. Uncompromising and loner concepts tend to do poorly because players end up writing themselves into a corner and leave little room for other players to hook into your character and develop a connection. If your character has little motivation to connect with other characters, the other characters are not likely to chase yours for RP. They will just seek a connection elsewhere and you'll be left with little to RP.
This doesn't mean that stealthy concepts or spy concepts don't do well, we have unique tools to accommodate characters with Obfuscate. However, these concepts still require more creativity and patience than other more socialized concepts.
Sample concepts include:
There will be no character concepts allowed that involve the player character starting with any lore in the other sects and supernatural types. Characters will not have more than the basic understanding of what those groups are. Here are some broad generalizations:
- Sabbat: A monstrous, barbaric, and bestial anathema to all Kindred that would have us all foaming at the mouth like rabid dogs and have the Kine in a frenzy with pitchforks and torches at our havens’ doors.
- Anarchs: An impetuous and impertinent group of spoiled Childer in need of a spanking and a few licks of the whip.
- Lupines: Rabid and unreasonable monsters that roam the few wild areas left. Silver is their bane. Put them down quickly if you value your unlife.
- Mages: Nothing more than New Age frauds and charlatans. Isn’t that right clan Tremere?
- Hunters: A minor irritation, unless stirred to zealotry and into mobs. There are reasons why we keep to the Masquerade. They are one of them.
Your character concepts and histories can involve a goal to study one or all of these groups, but you certainly cannot have your beginning character begin with the knowledge. That is born of careful study or experience. You will have to work for it ICly.
- There will be no character concepts or histories involving any other supernatural type. This means no backgrounds like: "my sire was killed by a diabolist Sabbat Goat Herder and his kickin' mage sidekick Flopsy. Now I must find them and avenge my sire."
- Any mental disability or any trait which would hamper a vampire's ability to feel the effects of Degeneration are not allowed. Examples of this might include a dissociative disorder which impairs empathy like autism or schizophrenia. This would include Malkavian concepts where the character has a trait that might make it impossible to understand Degeneration.
- No concepts that involve a vampire character working in occupations directly in the public sector or in an industry that operates during business hours or that requires ongoing training, participation in conferences, and special licensing. Law enforcement, medical, legal, judicial, bureaucratic, government, and journalism positions are really not appropriate. The risks to the Masquerade make such occupations too risky to be worthwhile and Camarilla Kindred generally keep Retainers to influence and infiltrate such sectors.
Your character will be from one of the major clans first presented as part of the Camarilla. That means that the CLANLESS (Caitiff) are not allowed, nor are Bloodlines and Independents.
If a clan is over-represented for conditions in the setting at any time we will note it in the PC Census as a clan that is not available and you may be placed on a waiting list, or you may pick from one of the other fine clans available. Note that some clans should be more prevalent than others.
Accepted Clans are: Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue
Malkavians can choose between Dominate or Dementation as their third clan discipline. However, it must be one or the other - not both.
Tremere are rare in WoDG and therefore are a restricted character type. Restricted character types are not suitable for players brand new to the WoDG community. Players who wish to play them, must be players with a proven activity level in WoDG and experienced with the clan. Anyone playing a Tremere is subject to our Inactivity Policy (Item #6). Novices with Tremere are allowed to seek a Tremere slot, but they are responsible for knowing the rigid structure of the clan and how it works PRIOR TO sanctioning. Those who do not make an effort to educate themselves and to their research, will not be given one of these coveted slots. Please refer to the links below.
Required Reading: WoDG's Thaumaturgical Companion
Suggested Reading: Clanbook Tremere: Revised Edition and Second Edition, Blood Magic: Secrets of Thaumaturgy.
Nature and DemeanorThese are personality archetypes that function a lot like a general psychological guide for your character. They are another measuring stick and descriptor of your character’s personality, behavior, goals, motivations, and general direction. A list of them can be found in all core books for cWoD venues. Alternatively, players can create their own.
Did you know that you can save your progress by hitting submit on your character sheet form at any time? We understand that the process is lengthy and you might not have the time to get through it all in one sitting, so for your convenience you can save your character sheet and then return to the Character Dossier at any time to continue working on your character sheet.
Once your concept has been determined you are ready to start on your character's meat and potatoes.
Your character history should be in line with your concept. When fleshing out the history, please be mindful of your character's motivations.
A good rule of thumb is to include a bit about your character's mortal life, Embrace (which may include a bit about the sire's choice to Embrace your character), unlife while a childe, and unlife after release. Details on key figures in your character's life should also be explained (Retainers, Allies, etc).
We do require that any unusual Traits like Merits and Flaws be explained.
All characters should be new to the city and therefore the history should also include how your character came to decide on New York City as a new home. It should end with the character making that decision. See: Entering NYC and Getting Accepted into the Domain
Many people are not writers by trade and find writing a history to be a grueling process, they simply have their own way of working a history out, or perhaps they flesh things out as they go. So to streamline the process, we require one small paragraph or a bulleted list similar to a timeline for a character history at a bare minimum. The most important thing about your character's history is that it functions as a means to communicate to the STs and to yourself who and what your character is and why is he driven to do the things he does. For some people all it takes to do that is a well constructed and thoughtful paragraph or timeline. For others it may take several paragraphs.
Don't be intimidated by the process if writing histories isn't your thing, just get your point across well and that should be enough.
Entering NYC and Getting Accepted into the Domain
As stated above, the character should be new to the City and waiting to present himself to the Prince as that is the easiest way to explain a new face among the Kindred community. This is assuming he has not been Embraced IC (in which case we’d already have a character history on file and he’d be known in game). Therefore, you should spend some time detailing the circumstances of your character's relocation to New York City and there are a couple of key things that you need to spend some time thinking about before you wrap your history up.
New York City is the MOST INFLUENTIAL CITY ON THE FACE OF PLANET EARTH (global city index). This means that many Kindred would love to live there and have a shot at a slice of that much global influence, but not all can as the Domain only supports so many Kindred. Therefore, the Kindred already in the city are in the position of being able to pick and choose who they will let in and who they will tell to piss off. Your character therefore needs a pitch, a hook, a quality that makes him stand out as a candidate that the Kindred of their clan would want in the city. In short, your character needs to be able to demonstrate that he has qualities that are promising. Your character's presence within the Domain of New York City needs to seem like it will add to the clan's prestige and not detract from it.
Since your character is a neonate, this poses a challenge. What can a neonate offer the most influential Kindred on earth? Many don't have much. So here are a few ideas:
- Your character could have scrounged, saved, and traded boons for several years until finally they had enough to trade with a clanmate in New York in exchange for a good word that would get them into the city.
- Your character could agree to go into debt and owe a boon to a clanmate in New York in exchange for a good word and entrance into the city. (This would justify the Prestation Debt Flaw)
- Your character could go into debt to his sire and owe a boon to his sire in exchange his sire might use his influence to try to get your character into the city. (This would justify the Prestation Debt Flaw)
Histories where your character has come to NYC to follow up a lead on a person from their past that has gone missing, done them wrong, been murdered, etc. is not appreciated by staff nor are they appropriate agendas to maintain. It requires staff to create a special SL for your character alone and that's not a good use of ST time. Also, when your character finally achieves that objective it leaves little room for his story to continue.
Along a similar vein, STs do not run Embraces for incoming characters. As stated in the Age area, player characters are expected to have been vampires long enough to have been released by their sires. Your histories should reflect that requirement.
We Are The Champions!
Recognize that you are creating a starting character. Characters that are at the peak of success are not appropriate. Leave room for growth.
Other Thoughts When Writing a Character History
We've had players ignore the rule of not being from the city or try to find workarounds by stating their character was originally from the city but left while a mortal and then Embraced elsewhere only to return to NYC after they have been released from their sire or they aren't from the city perse, but one of its suburbs. So to be clear, your character should be completely new to the greater New York Metropolitan area and the Tri-State area in general (NY, NJ, CT). The entire region is already greatly detailed by the team and creating characters from the area makes for inconsistencies and other issues.
When you are creating your character history remember your audience. You are creating a history and that audience is comprised of the ST and you. These histories should convey your character's main idea and motivation. If you are playing a vampire then draw us a picture with words about a vampire. That means not spending a bunch of paragraphs on his life as a mortal and a short epilogue of being a vampire. All that tells me is that you have no idea what you're doing or how to create and role-play a vampire.
This is a breakdown of your character's personality and what influences and shapes that personality. It's a more in depth study than what Nature and Demeanor provide. Please use this as an opportunity to flesh out your character and pay particular attention to how your character's Humanity, Beast, Clan, and vampiric nature has shaped his personality.
Also be wary of creating a psychological profile that is more mortal than vampiric. In WoDG, all Camarilla Kindred follow the Path of Humanity, but make sure that you understand the distinction of following the path and actually being human. You are creating a vampire. The psychology of the character should be one for a vampire.
STs consider this section to be one of the three most important areas of the sheet so make certain to spend some time on it without getting too clinical. We're not looking for clinical, we're looking for what he's like and why - with the why keeping in mind his vampiric nature.
So some things that you may want to spend some time thinking about could include:
- What was the Embrace like and what kind of impression did it make on the character?
- What sort of impact does his sire have on him?
- Does he cling to his Humanity fiercely or is he resigned to his fate of being a monster? Why?
- How does he feel about being a vampire? Does he revel in it or is he more tormented by it?
- How well does he manage his Beast? Does he have a lot of self-control? How does he feel when he loses control?
- Does he have a tight relationship with his clan? How does he feel about them? Is he an insider or is he more of an outsider? Why?
‘Cuz I Wanna Beeeeeee An-ar-KEEE!
Yes this is a Camarilla game set in one of the most prestigious cities in the world. Inhabited by some of the most influential, prestigious, and powerful Kindred in the world. But you can play an Anarch concept within the limitations of the Camarilla if you really want.
However please understand that while there are some Anarchs around, they are very small time. When we say Anarchs, we mean a handful of uppity Childer that gather occasionally in abandoned warehouses and the like to brood in secret about their big ol’ meanie-head Sires. They are not organized. They are not a quasi-princedom. They are made up of hodgepodges of underground pitiful coteries made up of loosely tied individuals with some of the same ideas and no platform.
Typically these little tizzy fit salons don’t last very long before they are stomped out by elders or even ancilla and some neonates. The movement never gains much traction because those who would normally side with Anarchs or make up the bulk of them don’t have it so bad.
You see the Anarchs of New York find themselves in a rather awkward position. A Brujah is Prince.
If your character is starting with a Derangement you can list it here. If not, leave it blank.
Mortal Kin and Descendants
Even an undead creature such as a Kindred has ties to the mortal world - no matter how distant. You are creating a neonate and so your character hasn't been a vampire for so long that a family line has perished completely. It's likely that one or two relatives exist at least. If so please list them. Include information such as their names, relation to your character, occupations, ages, and locations.
This is an area that will be available for editing post sanctioning and it's viewable to all players in the chat. Therefore, you should limit the description to what one would gather from a first impression or meeting. Some players use it to describe what their character is currently wearing or their general appearance within a scene.
This form field is easily the most important part of your character's sheet and you will not be sanctioned without having it fully developed.
A character motivation tells you and the ST what makes your character tick and why. It's the engine of your character. The reason he gets up each night and does what he does. Each night he wakes and you wonder what you should be RPing, you can look back to your motivation and use that to help you get into character and know what he would do in a scene. Actors and writers use motivation to connect with their characters, explore them, and inhabit their skins - so will you.
We've found that players who don't have a thoughtful motivation on their sheet end up not knowing what to do with their character once in game. They are unconnected to their character because of it and the quality of their RP suffers. Essentially they are like ships without a rudder.
Players with strong, well thought out motivations tend to hit the ground running after sanctioning and have no shortage of ideas to bring to the game which in turn tends to help them work off other player characters much better than those with bland motivations. They find it easier to become their characters while in game and they are better actors and writers for it.
Since you are playing a vampire, you will want to revisit what you wrote in the history and the psychological profile and see how those tie into his motivations. If your concept, history, and psychological profile were solid, writing a character motivation should be pretty intuitive. Just as in the psychological profile, you will want to pay attention to the Beast, Hunger, and Humanity as those are drivers for any Camarilla Kindred.
In other words, ask yourself what motivates your vampire and make sure that the motivation isn't something that could be interchangeable to a mortal character. After all, you are choosing to explore a vampire character and not a human.
This motivation will serve as a guide to your character's development and his activities both in scene and in downtime. It will also change as your character grows and will need to be updated periodically as events in the game will affect him.
Goals: Short and Long Term
Both goal form fields are milestones that your character has and is very much guided by his motivation. It's his strategy to fulfill his motivation.
If say your character is motivated to be in control and that means not being left to someone else's whim so he must become powerful and influential, then it's then pretty important to ask what he think he needs to do to get that power and influence? What is a measure of power and influence in his mind? At what point is he sated? Will he ever be sated?
These goal form fields are a way to express things he wants to achieve to feel fulfilled and in control - to have that power and influence. Maybe his measure of power is to become a gangland figure with a vast network of thugs at his command. Maybe he feels that collecting boons and holding a vast amount of favors over others is a measure of influence and power. Maybe he has a combination of goals that need to be met in order to gain power and influence. So in the form fields you'd want to sketch out some ideas of how he's going to get that power and influence to feel in control.
Like motivation, goals change as your character grows and is changed by his experiences and the effects of events around him. So you should spend time updating them periodically as you develop your character over the course of RP.
Step 2. Select Attributes
|Vampire Starting Stats|
|Attributes 7/5/3||Abilities 13/9/5|
|Backgrounds 5||Disciplines 3|
|Virtues 7. None over 4.||Willpower = Courage. Never over 7.|
|Blood Pool - See Gen Chart in Core Books||Humanity = Conscience + Self-Control|
|Freebies 15|| |
|All Virtues and Attributes start with a rating of 1. Players then add their expenditures to that rating. So if you spend 2 dots in Dexterity, you would end up with a rating of 3. 2+1=3. Nosferatu have 0 Appearance and may not spend any points to raise it.|
Attributes have not been modified in WoDG. However as with any other Trait on your character sheet, the dots must be supported by the character concept and history. If it doesn’t jive, it’s going to get sent back.
The starting specialty your character will have needs to make sense given your character concept. For example, we can accept that a scientist concept would have Intelligence 4. However, if that same scientist also has stacked himself with Dexterity 4 and Wits 4, we’re going to send the sheet back for revision.
You will note that there is a corresponding Attribute explanation form field supplied on the character sheet. This field can be left blank if there are no questionable Attribute ratings that need to be explained. If you think you chose something that might cause the STs to raise their eyebrows, then go ahead and detail why you feel the rating supports the overall character concept.
Step 3. Abilities
Abilities should never go above 3 for starting characters unless there’s a character concept that supports an expertise of some sort. For instance, if you are playing a medical doctor it’s perfectly logical to have Medicine at 4.
No specialties at all for starting characters in Combat Abilities. If you’re concept denotes an ex-military type or a mercenary or a veteran, we’ll allow you to specialize in a non-combative support function. For instance, a sniper might specialize in Stealth. A former Army Ranger might have Survival at 4. A former spy might have Subterfuge at 4.
You will note that there is a corresponding Ability explanation form field supplied on the character sheet. This field can be left blank if there are no questionable Abilities or Ability ratings that need to be explained. If you think you chose something that might cause the STs to raise their eyebrows, then go ahead and detail why you feel the trait supports the overall character concept.
Every player character gets Camarilla Lore 2 and 2 dots in their character’s own Clan Lore to start for free. Yay!
One thing that I should point out is that think carefully where to spend your points. Your abilities need to support your concept and so you need to ask yourself what abilities your character would have in order to pull off his concept.
Remember you can't roll any pools using Knowledges in which your rating is 0. Pools with Skills at 0 will always have a +1 Difficulty to them before any other adjustments required by the scene.Note: We've depreciated Dodge and Linguistics though both abilities are still present on the character sheet forms. We will not be updating those forms until 4th Edition is published. Dodge is expressed by Athletics and can be a specialty of Athletics or it can be taken as a Secondary Combat Talent. Linguistics is now a specialty of Academics or can be taken as a Secondary Ability on its own. Linguistics applies to scholars of languages. If your character is not a scholar and only fluent in one or more languages, then use the Language Merit. This merit does not count towards your 7 point maximum in merits.
Step 4. Advantages
Starting characters will have no more than 2 dots in a Discipline. You may not take any dots in out-of-clan Disciplines during Character Creation. The only exception would be Potence when the Former Ghoul Merit is taken. Any other out-of-clan Disciplines will be left up to RP and sneaky vampire evilness.
Thaumaturgical Rituals: Tremere can take one ritual per their level in Thaumaturgy and one in the subsequent level to start. So a Tremere character beginning with Thaumaturgy 2 will be allowed to take 2 Level One Rituals and 1 Level Two Ritual while a Tremere beginning with Thaumaturgy 1 will be allowed to take 1 Level One Ritual. In addition, all Tremere start with the Rite of Introduction for free. For more on Rituals please see Thaumaturgical Rituals.
Thaumaturgy Note: Tremere are always set to take Path of Blood as their Primary Path. There will never be any Thaumaturges outside of the Tremere Clan. This Discipline will not be taught or shared outside of Clan Tremere (this even includes Retainers of Clan members). Thaumaturgic Paths and styles developed by other clans and bloodlines will not be allowed. Tremere that break this rule will have their character de-sanctioned permanently.
You have 5 dots in Backgrounds to spend. All of these points must make sense with your character concept and history.
There are some Backgrounds which we limit at the start and some we disallow completely in the VtM venue.
- Resources: may not be above 4 to start. 2 if the only source of income is from a settlement, award, investment, trust fund, etc.
- Contacts: Specify the name, ages, occupations (Include company name), marital status, and locations of each Major Contact. Include Minor Contact types.
- Allies: Specify the name, ages, occupations (Include company name), marital status, and locations of each Ally.
- Arcane: Banned.
- Age: Banned.
- Military Force: Banned.
- Occult Library: Tremere only. No more than 2 to start.
- Retainers: No more than 3 to start. Limits on the Retainers for Kindred are 5 total. No more than 2 PC Ghouls at any time.
- Followers and Herd: Not to be over 3 to start.
- Influence: No influence to start.
- Generation: See below.
There is an explanation form field just as with Attributes and Abilities for Backgrounds. Here you would specify Backgrounds not specified elsewhere. For instance, you would use the field to specify your character's Contacts and Allies, but not his Resources as that's covered elsewhere in the Character Sheet.
Generation is chosen at random. This means if you want to take the background, you should let the ST know by sending them a heads up in the Poke a ST forum. The ST will then get with you and have you roll for your character’s Generation limit. You won’t know your target numbers, you’ll just be told what your limit is in Generation for that character. You then can spend up to that limit in the Generation background.
By doing it this way, no player will know OOC what the Generation Limit in the Chronicle is and their character won’t know IC what Generation another character is. If you end up with a low Generation and you are playing a neonate, you are a tempting treat as your blood is strong but the actual experience and personal power is low. It’s like taking elder vitae from a baby! Yummy!
By contrast, those with high Generation looking to become more potent, will have to figure out where the rich vitae is. It’s like a scavenger hunt!
This way we hope to encourage player vs. player stories as the temptation to diablerize is always a threat. It drives the themes of paranoia and tragic isolation of the vampire and serves to stoke the fires of literary conflict which is the bread and butter of any good story.
To roll Generation, let the ST know that you would like to do so in the Poke a ST forum.
Note: You may not simply discard a character concept and create another to get around a less than stellar Generation roll. The roll will stand and follow any initial character concept you submit to WoDG. Once you have played through a character and developed them fully (6 months or so unless otherwise killed off in the course of play) and it meets its demise somehow, then you will get an opportunity to roll again. Killing off characters early on purpose will only make the STs disallow the Generation roll for the new character and make you follow the initial one yet again. Deleting a forum account and then creating a new one to submit another character and get a shot at another Generation roll will also cause your character to follow the original roll. Bottom line: THE FIRST ROLL WILL STAND!
On Backgrounds and Adversarial Backgrounds that give your character access to NPCs, you will need to make a Character Sheet for them if you intend to use these NPCs for any reason in a scene or in downtime. NPCs with no character sheets creates awkward situations when there is no opposing dice pool or traits that set difficulties.
NPC creation is easy and done in our Character Creation System. Mortal Retainers, Followers, and Herd all follow standard Mortal Character Creation Rules. Both PC and NPC Ghouls follow Ghoul Character Creation. See: NPC Creation
These supporting Character Sheets do not require lengthy histories. Their associations to your player character will be dealt with in your player character’s history.
7 points in Virtues. You get 1 dot free in each Virtue. No virtue should exceed a rating of 4.
Humanity or bust, folks. No other Paths will be allowed.
WillpowerNo Willpower above 7 to start.
Step 5. Last Touches
Merits and Flaws
Merits and Flaws should not exceed 7 points each. Kindred characters can use Merits and Flaws from any venue so long as it is not specific to that venue. For instance, a Kindred could not take Pushy Avatar!
The Language Merit is the only merit that will not count towards your 7 point maximum.
Also if you have not already, it might be worth it for you to take a look at Backgrounds again and look at Adversarial Backgrounds. These special backgrounds function like Flaws and may be appropriate for your character concept.
There is a corresponding form field for Merit and Flaw explanations.
Your character's Merits and Flaws should be pretty easy to pick out. Often times when players write their character histories, the Merits and Flaws just jump out and players then write them on the sheet. Regardless, they need to be fully documented and grounded in your character's history. There is a corresponding form field for Merit and Flaws explanations where you can summarize what you had fully explained in the character history. This helps STs quickly look up the Merits and Flaws without having to hunt and peck through the history while trying to work with you.
Warning: Players must be prepared to play out all their stats in this Chronicle. With respect to Flaws, we will enforce them regularly. Don't take them if you're not willing to RP them.
All player characters are technically new arrivals. However, those with the New Arrival Flaw may not take Contacts, Allies, or Mentor that reside within the metropolitan area. They may not start wtih Herd or Followers at all.
Equipment Owned, Carried, Created
The equipment form fields are used for listing equipment that your character owns and carries. These are possessions of relatively low worth or that would come standard based on your character's Resource Rating and the lifestyle that that Resource Rating can afford. Valuables like jewels, collectibles, etc are described further down the sheet in the Domain Information area.
We don't require a complete inventory of every item a character possesses right down to the amount of hair ties and perfumes. However, items that can be relevant to a scene need to be listed. Carried items should be a more complete list.
The rule of thumb is that if you may use it in a scene, it must be on the list. Mobile phones, identification, business cards, etc should be listed. We don't really care to know about your character's personal grooming arsenal, but if you ever think you are going to McGuyver something out of a tube of lipstick, dental floss, and hair spray, you are better off listing everything.
Created equipment are articles your character has made and should be left blank at Character Creation.
Weapons and Armor
Fill in the form fields for any weapons or armor your character possesses. Make sure that you have indicated if it is owned or carried in either the item's name field. For melee weapons just put the base damage modifier of the weapon. This is usually a number between 1 and 3.
Note on Firearms: To have a Carry and Conceal permit in WoDG, your character must either purchase the Firearms License Merit (2 pts. HtR PG pg. 112) or you may buy 2 dots in the Background Certification. The presence of neither on a character sheet will indicate that any firearms carried are carried illegally. Premises permits will cost 1 point in Certification.
Furthermore, all firearms licenses will require that your character owe a boon to a NPC which will be expressed in the Prestation Debt Flaw at 3pts for a Carry and Conceal and 2 pts for a Premises permit. This is because your character is a Kindred and therefore has no occupation that would meet the standards for a Carry and Conceal permit for NYC and being Kindred and new to the city, he is not in a position to go to city hall which only operates during the day to engage in the application process. NPCs in the game have been in NYC long enough to have the juice to facilitate workarounds...for a price.
Domain information is comprised of your character's assets. Your character can possess a number of assets according to his Resources Rating. The exception would be investments in human capital, pawns, proxies, thralls and of course havens which are squats like Nosferatu in their Warrens. When detailing assets, please list the estimated value of the individual asset and who is the owner of record of that asset. The owner of record will usually be your character's name unless you have the Alt ID background at rating 3 or more and for some reason have it set up where your character's assets are held under an alias.
Leave this blank as you're creating your character. When you are in the sanctioning process with the ST, this field will be addressed.
Agents and Proxies
This area is used to detail out your character's web of minions and pawns. Sometimes players may describe their starting Retainers, Herd, Followers, etc. However, the field can be left blank and is more commonly used to describe those individuals that your character gains influence over like Thralls, those in his debt, servants, etc. over the course of RP.
This is fairly straightforward. However, it's worth noting that keeping some vehicles within the city can be quite costly and therefore require an appropriate Resources rating. The level of Resources required varies from borough to borough and vehicle type. For example, keeping a car in Staten Island is no more expensive than in your average American suburb and is required due to sprawl and less robust public transportation coverage whilst keeping a car in Manhattan is extremely costly and impractical.
This area is for players to describe other valuable property their character's own. This might be income property, jewelry, a collection of rare stamps, a collection of antiques, paintings, etc. When describing the property, please include estimated value.
These are usually liquid assets like bank accounts, stocks, funds, bonds, etc. Please include the value of the account, the name of the account holder, and which financial institution or brokerage manages the account.
Insurance doesn't typically count against your character's Resources rating's total asset amount unless you have purchased certain life insurance products (which would be odd for a vampire, but you never know...stranger things have happened). However, some may carry insurance on vehicles, havens, and personal property.
Please include the policy type, name of the insurance company, and the name on the policy.
Step 6. Sanctioning, Prelude, and Getting in Game!
Leave Prelude at no as we have phased Preludes out of the process. Then hit submit.
You can go to your Character Dossier to review your sheet and correct any boo boos. When you are satisfied, you can CREATE A SANCTIONING TICKET which will notify STs that your sheet is ready for review.
At this point you and the ST will begin a dialogue in the ticket if you've not Poked a ST before. The ST will give feedback and request any changes if applicable. You can expect some collaboration with the ST. This is entirely normal.
Once everything is settled, the ST will let you know that you are sanctioned in the ticket and provide you with some starting information and give you access to IC forums and handouts for your venue. It's at this point that haven will be discussed as a finishing touch and you'll be asked to create a character wiki page like the Character Profiles located in the Player's Portal. The ticket then will be closed out and you'll be ready to RP and GAME ON!