Application and Character Creation Guide

ThIS PAGE IS A WORK IN PROGRESS! DO NOT USE! 
== Getting Started ==
=== New Player's Guide ===
Step 1 – Is the setting right for you? 
The first step will be the most simplistic, but it may have its effect on you. Take a moment at this
point and consider whether you can handle the setting. Vampire the
Masquerade is not an escape into a better life, its the opposite in
all forms, hence the name World of Darkness. It is not a heroic hack
and slash table top, roleplaying game or videogame. We want to keep
true to the World of Darkness, this means that the game is about
personal horror, about struggling with your own humanity, and the
constant fight between vampire and the beast. The World in this
setting is a brutal, dark place, there will be blood, gore, violence,
sex, and slaughtering of innocence. Your character will most
definitely find his/her world of darkness, and may even be the one
who is being tormented, or perhaps, slaughtered. Can you handle the
risk that comes with living in the World of Darkness? 
If you said “yes” then continue on
to the next step. Get ready for fun, excitement, and thrills, but
remember you have been warned.
Step 2 – Research
What you'll need:
	* Vampire the Masquerade: 20th
	Anniversary Edition 
	
The book can be obtained through DriveThru RPG or by other means, talk to our staff for more information about this. It will come in a pdf format so please
have a reader of pdf's, such as adobe reader. Unless the book is bought in hard copy. The book will be the
base of almost everything we do in Saligia. There is no better way to
become accustomed to the lore, rolls, and mechanics, than simply
reading the book. 
Saligia will always use the 20th
Anniversary rules and story (with few exceptions). It's important for
our ease of storytelling and our ease of play, that you're at least
somewhat familiar with the dice, disciplines and combat systems as
well as the setting we play in. We don't expect anyone to be a
master, but we do expect players to do their part to participate with
us and others in the game. The book will always be a recommendation,
and by the end of the guide you should be fluent enough on how the
game is played to actually play and be effective.
	* Anarchs Unbound 
	The book can also be obtained in a
similar fashion as stated previously. This
book makes understanding the Anarch's a breeze, and everyone should
at least scan a few pages to get a feel for how the faction works
within the Camarilla, and how your clan functions within the Anarchs as a whole. 
	* New York By Night 
	If you want a grasp of the setting and
your character's been in New York for a lengthy amount of time, some
understanding of the lore here is necessary. It goes into great depth
about the Sabbat occupation of New York and the Camarilla take over,
which is still in effect in modern nights and our campaign. It also
goes over the Anarch domain of Staten Island, which should be
understood thoroughly. 
Step 3 – Get your application
approved and create your character. '''
The application process is not only the
most efficient way for members of Saligia to get a general overview
of you the player, but it will also help with the initial thought
process of your character. Below “Application” you will see
“Character Creation”. Follow the extensive guide there and use
the character sheet provided, along with the guidelines and help from
the 20th Anniversary Edition book, to create your character. Keep
your character balanced, to ensure approval and experience in game,
but feel free to add things to make your character unique.
Don't know something? 
The game is more in depth than some may
think, and for new players we don't expect them to know everything.
But we have plenty of resources to go by. You can find all the basic
information here in the guides or just asking your fellow members or
staff. You will find fleshed out information about the clans, packs,
characters, settings and more, can be found by simply looking through
the guide system in place now. Also don't be afraid to ask the staff
or storytellers questions, you can find the appropriate officers
here.
== Application ==
The application is the first step to joining the community as a full member. Registering for the site will simply make one an applicant, The application will only take a short time, and will require a few questions be answered to ensure we know what requirements are needed before the applicant can delve into Vampire the Masquerade; such as required help with character sheets, general help with forum roleplay, or simply nothing at all.
Step 1: Follow the instructions here on the link below.
 Follow the instructions on this page: http://saligiaroleplay.com/forum/index.php?/topic/929-read-and-fill-this-out-community-admission-application/
Step 2: Wait for approval.
 The application period should only last within a 24 hour span. If it's any longer than that, the applicant is free to contact a staff member to review his application. 
== Character Creation ==
Once an application has been accepted, the applicant is now a full member. However this doesn't mean they have a character. Below you will find an extensive guide on how to make a character and where to post it once finished. 
Step 1: Think about a character you want to make
Character Concepts
A good concept is the key to both getting a character approved and
enjoying yourself. Here are a few guidelines as to what we expect and
what we will approve as far as concepts. 
Character Age
Age is a commodity in Kindred society. The older the Kindred, the
more reputation, influence, and power they generally wield.
Unsurprising, really, given that older tends to indicate wiser, or at
least more experienced in the art of survival and manipulation. 
Accepted ages = 18-200 years old. 
Note that simply being in the common age bracket doesn’t
necessarily assure the accompanying status. Also, being older without the appropriate status, may offer a negative reputation. 
 Ethnic Backgrounds 
The ethnic backgrounds of characters should reflect their ages.
The majority of neonates will be American. However clan also plays a big role, and with New York being the cultural melting pot that it is, anything is possible. 
Reasons 
Why do we do this? Well, we are trying to keep a particular tone
for our game, and roleplayers left to their own devices will quickly
fill our American cities with a cavalcade of Vikings, Japanese
samurai, Nazi officers and a dozen other clever little backgrounds,
mainly played by people who neither understand nor respect the
ethnicities and histories they are trying to portray. And it turns
rather ridiculous rather quickly. Ultimately, unless accompanied by
research, insight and some in-depth characterization, most ethnically
unique characters turn into stereotypes and are used as cheap
gimmicks, with a load of crypto-racism on top, because it's all about
how different those people who talk and look funny are. It irritates
us, so for the most part, we say no to them. 
Step 2: Understand the Character Sheet 
The Vampire character-creation system is designed around five
basic precepts. Keep these in mind while generating the persona you
will assume in the World of Darkness: 
* 	You may create a character within the age of 18-200, from any culture and from any nation, subject to theStoryteller’s approval. However, all characters are assumed to begin the game as neonate vampires who have only recently left the
	safety of their sires’ protection with no more than 25 years of
	experience as Kindred. They know relatively little of Kindred
	society, other than what their sires have told them. This allows
	characters to experience the World of Darkness as it unfolds before
	them in all its mystery, rather than having the lore of ages already
	under their belts. A character’s apparent age is the age at which
	she was Embraced and became one of the Kindred.
* 	The character-creation system is intended more as a persona development device than as a strict mechanical system. Who wants more rules at
	the expense of an interesting character or a good story? The
	character cannot exist as mere dots on a page — roleplaying is
	always more important than numbers.
* 	Players have a certain number of points to spend on Traits they would like their characters to have. Players also get “freebie points” at the end of character
	creation; they may spend these to round out their characters, add
	personality and further differentiate their characters from those of
	other players.
* 	A Trait rating of 1 is poor, while a rating of 5 is excellent. Thus, a character with a single dot in a Trait is either not very good with that Trait or is a beginner. Don’t think that
	your character sucks because she’s only got one dot in
	Manipulation. The experience system presented HERE allows characters
	to grow and improve their Traits. Traits are rated according to a
	human scale (except vampiric Traits like Advantages and blood pool,
	which are rated on a Kindred standard).
* 	It is your responsibility to take on a role that’s not detrimental to Saligia. Vampires are solitary creatures, so there has to be some reason you’ve joined
	up with your Kindred companions (the other players’ characters).
	Despite the fact that the hostile World of Darkness forces groups
	together, Kindred don’t just hang out for the hell of it.
Open up this interactive character sheet if you plan to play a
Vampire
(link).Open this sheet if you play a ghoul (link). Once opened you will be
brought to a sheet with a bunch of traits and terms, that you might
not understand. Here is a brief overview of the words you see on the
sheet itself: 
Name: The character’s name — this may be anything from the
character’s birth name to a pseudonym. Some ancient vampires are
known by many names, while others are no longer known by names at
all. 
Player: This is the name of the player
portraying the character in question. 
Chronicle: This is the series of linked
stories in which the character participates. Your Storyteller will
provide you with the name of the chronicle (though he may need your
help in deciding!). 
Attributes: Attributes define your
character’s inborn aptitudes and potential. See Attributes. 
Abilities: Abilities are those
proficiencies your character possesses intuitively or has learned.
See Abilities. 
Advantages: A catchall term for the
numerous benefits a vampire has over normal folk, Advantages refers
to a collection of three other Traits: 
Disciplines: refers to the vampiric
powers a character possesses as a result of her Embrace. See
Disciplines. 
Backgrounds: defines the character’s
material assets and social network. See Backgrounds. 
Virtues: shows the character’s
spiritual and moral fiber — or lack thereof. See Virtues. 
Humanity/Path: These Traits define your
character’s outlook on unlife. A character has either a Humanity
rating or a rating in a specific Path, never both (though a character
may pretend). Humanity is the default Trait. See Humanity. 
Nature: This is the “true”
personality of your character who she is deep down. See Archetypes. 
Demeanor: This is the personality your
character presents to the world. More often than not, Nature and
Demeanor are different, especially given the deviousness of the
vampire mind. See Archetypes. 
Concept: Your character’s concept is
a brief “sketch” of who your character was prior to the Embrace —
anything from Crazed Vigilante to Aging Porn Star. 
Clan: Your character’s Clan defines
her lineage and her relationship to Caine, the progenitor vampire.
Clan dictates your character’s vampiric powers and weakness. See
Clans. 
Generation: Closely related to Clan,
your character’s Generation defines the potency of her blood and
how many steps removed she is from Caine. See Generation. 
Health: Although a vampire is no longer
“alive,” her corpse-body may still suffer sufficient trauma to
incapacitate her, and a sufficient quantity of damage can even “kill”
the vampire anew (forcing you to create a new character). The Health
Trait measures how much injury the character has suffered. See Combat
and Health. 
Experience: Your character’s
Experience Trait represents how much she has learned since her
Embrace. All characters begin the game with an Experience Trait of
zero. Experience is spent to purchase new Traits. See Experience. 
Willpower: This Trait reflects your
character’s inner drive and desire to succeed at tasks she
undertakes. See Willpower. 
Blood Pool: Your character’s blood
pool dictates how well fed she is, or, conversely, how hungry. See
Blood Pool. 
Step 3: Character Concept 
Choose concept, Clan, Nature, and
Demeanor: 
Sample Concepts: 
Criminal — jailbird, Mafioso, drug
dealer, pimp, carjacker, thug, thief, fence 
Drifter — bum, smuggler, prostitute,
junkie, pilgrim, biker, gambler 
Entertainer — musician, film star,
artist, club kid, model, web celebrity 
Intellectual — writer, student,
scientist, philosopher, social critic 
Investigator — detective, beat cop,
government agent, private eye, witch-hunter 
Kid — child, runaway, outcast,
urchin, gangbanger 
Outsider — urban primitive, refugee,
minority, conspiracy theorist, junkie 
Politician — judge, public official,
councilor, aide, speechwriter 
Professional — engineer, doctor,
programmer, lawyer, industrialist 
Reporter — journalist, blogger,
paparazzo, talkshow host, media expert 
Scenester — clubgoer, goth, skinhead,
punk, barfly, hipster, substance abuser 
Socialite — dilettante, host,
playboy, sycophant, trophy wife 
Soldier — bodyguard, enforcer,
soldier of fortune, killer-for-hire 
Worker — trucker, farmer, wage
earner, manservant, construction laborer 
Clans: All accepted Clans and
information can be found here (link). 
Common Clans(Easily Approved)- Ventrue,
Toreador, Malkavian, Nosferatu, Brujah, Gangrel 
Uncommon Clans(Hard
Approval) - Tremere, Caitiff, Lasombra, 
Tzimisce. 
Rare Clans(Near Impossible Approval) - Assamite, Giovanni, Ravnos, Followers of Set 
Step 4: Select Attributes 
Information and guidelines on each
Attribute can be found here (Attributes) 
Players now assign dots to their
sheets. The first step in determining a character’s numeric Traits
is to prioritize his Attributes. Attributes are the natural abilities
and raw capabilities a character is made of. How strong is a
character? How attractive? How quick? How smart? Attributes take all
these questions and more into account. All Vampires/ Ghouls
characters have nine Attributes, which are divided into three
categories: Physical (Strength, Dexterity, Stamina), Social
(Charisma, Manipulation, Appearance), and Mental (Perception,
Intelligence, Wits). 
First, the player must select which group of
Attributes is his character’s strong suit (primary). The player
then selects the group in which the character is average (secondary).
Finally, the remaining group is designated as the character’s weak
point (tertiary). Is your character tough but antisocial, or gorgeous
but a complete airhead? Character concept and Clan may suggest
certain ranks for these priorities or obvious ways to play against
type, but feel free to decide upon any scheme you please. Your
character is a person first and a vampire second. 
All Vampire/ Ghoul
characters start with one dot in each Attribute, reflecting the basic
capabilities of the mortals from which they’re drawn. (There are
exceptions, such as the Nosferatu and the Samedi, who have zero dots
in their Appearance Attribute.) 
A character’s priorities determine
how many dots the player may allocate to that cluster of Attributes.
A Vampire may distribute seven additional dots to his character’s
primary group, five additional dots to the secondary group, and three
dots to the tertiary group. For example, a tough, athletic character will likely allocate seven
dots to his Physical category, while a clever, wise character will
place seven dots in her Mental category. 
A Ghoul may distribute six dots to his character’s primary group, four additional
dots to the secondary group, and three dots to the tertiary group. 
Step 5: Select Abilities 
Information and guidelines on each
Ability can be found here (Abilities) 
Abilities are also divided into three
categories: Talents, Skills, and Knowledges. Talents are intuitive
Abilities that are inherent or learned by honing raw aptitude. Skills
are Abilities learned through rigorous training or determination.
They may be improved with careful practice, but can also be studied
or learned through training. 
Knowledges are just that — book
learning and the like. Knowledges are typically mental pursuits or
studies learned through schooling or research. Like Attributes,
Ability groups are also prioritized during character creation.
Players should select primary, secondary, and tertiary groups for
their Abilities. 
The primary group for Vampires, receives 13 dots,
the secondary group gets nine, and the tertiary group receives five. 
The primary group for Ghouls, receives eleven dots, the
secondary group gets seven, and the tertiary group receives four. 
Note that, unlike Attributes, characters do not begin the game with
automatic dots in any Ability. Further, no Ability may be purchased
above three dots unless your biography/ History specificity states
training of that specific ability, and it can only be raised through the use of Freebie Points(which will be explained later). Like real life, to become an
expert in something, you must dedicate most of your life to that
area, same goes for the World of Darkness. Anything above three is
considered a Specialization, so be conservative when raising anything
above three. 
House Rule: We have a hard cap on Abilities at Rank 4. Going higher than four, even with freebies is off limits. 
(Step 6-8: Select Advantages) 
Select Disciplines, Backgrounds, Virtues 
Now comes the part of character
generation during which the vampire truly becomes unique. Advantages
are Traits that make the vampire/ mortal a contender in the hierarchy
of the night. Advantages are not prioritized; a set number of dots
are allocated to each category. Although this number is fixed,
additional Advantage dots may be purchased with freebie points. 
 
Step 6 – Disciplines 
Information and guidelines on each
Discipline can be found here (Disciplines) 
When vampires are Embraced, their sires
pass on to them certain blood-based mystical powers, known as
Disciplines. Each character begins with three dots of Disciplines,
which may be allocated as the player chooses. For example, she may
spend all three dots on one Discipline or spend a dot each on three
Disciplines. Disciplines purchased with Advantage dots must be from
the three Clan Disciplines all Clans possess. 
Each Clan description
can be found here(link), which lists the Disciplines practiced by
that Clan (bloodline variations to the Clans). 
If the character is a
Clanless Caitiff, she may purchase whatever Disciplines she wants,
subject to Storyteller approval. The approved Caitiff disciplines can
also be found here(link) 
(Note: Disciplines purchased with freebie
points need not be Clan Disciplines.) 
 
 Step 7: Backgrounds 
Information and guidelines on each
Background can be found here (Backgrounds) 
A starting character has five dots
worth of Backgrounds, which may be distributed at the player’s
discretion. Background Traits should fit the character concept — a
destitute Gangrel street preacher isn’t likely to have Resources,
for example — though the Storyteller may disallow or encourage
players to take certain Backgrounds for their characters. 
Step 8: Virtues 
Information and guidelines on each
Virtue can be found here (Virtues) 
Which Virtues are available for a character are dependent upon the path they choose. The general and encouraged path is Humanity, which uses Conscience, Self-Control and Courage. Anything other than that will hinder the creation process and make it harder for acceptance. 
Virtues are very important to Vampire/ Choul characters. They provide the moral backbone for
characters and determine how readily they resist the temptations of
the Beast and emotions. A character’s emotional responses are very
closely tied to her Virtues; these Traits define how well the
character resists frenzy and how keenly she feels remorse. Virtues
are essential in resisting the urges of the Beast and the Hunger, and
most vampires lose points in their Virtues as they grow older and
more callous.
Step 9: Humanity
Information and guidelines on Humanity can be found here(Morality)
A character’s starting Humanity rating equals the sum of her Conscience + Self-Control Traits, yielding a score between 5 and 9. Players can also increase their Humanity with freebie points, as too low a rating indicates that the Beast lies in close proximity.
Step 10: Willpower
A character’s beginning Willpower rating equals her Courage dots, and thus ranges from 1 to 5. Players often raise their starting Willpower with freebie points, as the Trait is critical to dealing with a Kindred’s dangerous emotional situations. Willpower is also used to resist frenzy, undertake especially daunting tasks, and power certain Discipline effects.
Step 11: Blood Pool
The next step in character creation is determining the vampire’s starting blood pool. This part is simple — roll a 10-sided die(via our dice roller). The number is the number of blood points a character has in his system at the beginning of the game. This is the only die roll that is made during character creation.
Keep in mind the maximum number of blood a character can have is determined by their generation background.
Step 12: Freebie Points
Category:Character Creation
Category:Starter's Guide