The Book of Knoll
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Character Creation

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Character Creation Empty Character Creation

Post by Admin Tue Aug 26, 2014 12:55 pm

How to create a character

Most players, and all players for their first character will start as a human and role play their embrace.

Try to be creative in the making of your human character, for it is your attributes as a human which will define your attributes as a vampire. You will have to choose a name, and think about where your character comes from with a backstory, and you will have to decide what skills and attributes your character has. You could also think about how your backstory explains your attributes.

You should be familiar with the Lore of Knoll, the concept and the clans of masquerade and it is strongly encouraged that you read at least the table top playing guide and the clan book of your chosen clan alongside some of the previous posts here before creating a character.

Page 103 and 104 in Vampire: the Masquerade core book cover the character creation process. This site deviates slightly from the Canon and in the way you create your character as explained below. The first difference is Players should start their first character as human.

Once you register you will find a character sheet attached to your profile. Just click on your name, then on the character sheet tab. Scroll down to <modify> to modify the sheet.

You can also use the blank character sheet here, or use your own style, as long as it has the relevant information. http://mrgone.rocksolidshells.com/vtm.html has a good selection of character sheet styles, there is also a VtM character generator which storytellers and serious players may find useful.

A Human Character sheet is far simpler than the vampire character sheet and contains less attributes and no information on blood pool. It is however important you consider your human character carefully as your human character  will form the basis of your vampire character.


The Character Sheet:

The elements of both the human and vampire character sheet are explained here.  The human character can just use a vampire character sheet but some of the fields will not be completed until an embrace.

Photograph and artwork: Not necessary but strongly encouraged. Be as creative as you can!

Name: Self explanatory, what is your name for the character; for first time players remember your character is human so no daft names, no silly names or rip off names e.g Dracula etc)

Date of Embrace In Vampire usually Nature would go here, but for Play by post, the true nature of the character may be hidden from other players, I have found in my games for it not to be important. Far more useful for keeping track on the forum is a date of embrace. As you will likely be starting out human just put your characters date of birth in here for now.

Generation Human characters do not have a generation. For Vampires in the Book of Knoll generation will depend upon who your sire is.  For human characters you can skip to the next section or have a think a little more about which generation vampire you will play.


Most Vampire characters will start as 13th,14th, or 15th Generation vampires depending upon the players wishes.

13th Generation Vampires are more powerful than 14th or 15th generation vampires but they are affected more by the beast, and have no tolerance to sunlight. 13th generation vampires only start with 4 humanity points, and only one point in conscience and control.

14th Generation Vampires can tolerate sunlight for short periods. They are less powerful than 13th generation vampires but are usually more disconnected from the beast. They have 6 humanity points and 3 points in both conscience and control.

15th Generation Vampires whilst not as strong as 13th and 14th generation have a number of advantages, they are able to stand sunlight just like a human, and are more easily able to pass as human. They are extremely disconnected from the beast and as such start with 9 humanity, 4 conscience and 5 control.

Master (12th,11th,10th) generation vampires are obtainable but not available for first embraces, AST's may play Master Vampires.

8th and 9th Generation (Grand Master Vampires) may only be played by ST's.

Elder vampires (5th,6th,7th) as only playable by Master Storytellers with agreement with other ST's where appropriate.

Definition of Generation in Book of Knoll

Generation is how closely you are related to Kane, the first vampire who existed by some estimates about 6-8000 years BCE. Kane therefore was the only Generation 1 Vampire. Generation 2 Vampires consisted of Kane's three childer whilst the founding Fathers of the original 13 clans were the Generation 2's offsprings. Generation 4 vampires were the offspring of these 13 founding Fathers. Generation 3 and 4 Vampires are referred to as Antidiluvians. Most are believed to be in Torpor or to have died. There are currently no Antidiluvians in The Book of Knoll.

Childer of the 4th Generation, the 5th Generation are extremely rare, and exceptionally powerful. Most of the 5th generation have died or are in Torpor. It is understood the kindred whole of America and the whole of Asia are run by two 5th Generation vampires though they're activities are kept highly secret even amongst kindred. 5th, 6th and 7th Generation vampires are called Elders.

When a vampire creates offspring the vampire will be a generation higher than the sire. Elder vampires are powerful and there have been numerous cases throughout history of vampires killing their sires to take control. For this reason Elder vampires rarely create offspring themselves. Usually the embracing of kindred is done by 13th and 14th vampires. It is far more usual to see a Vampire become a lower generation through blood magic than by a direct embrace.


Sire Not completed for human characters. Who your sire is will depend very much on which clan you wish to play.

Clan: Human characters do not have a clan. For Vampire Characters You can choose to play any clan here, some clans may be preferred over others depending on the story arc but ultimately it is up to you. You should refer to the section on "Clans" for more information. Clan is perhaps the most important factor in defining your undead character.

Attributes: The attributes as detailed in the core book are  Strength, Dexterity, Stamina, Charisma, Manipulation, Appearance, Perception, Intelligence, and Wits. (This site also uses Agility in some situations). Though Book of Knoll is based predominantly on a story tellers system and combat is not as common as in some other systems it does happen and your attributes will effect not only dice rolls in combat but fundamentally how your character will be able to deal with situations.

You can allocate 4 additional points to your chosen attribute (either physical, social or mental) and two additional points to either one of the remaining attributes. This is explained in more details at the end of this thread.

Abilities: Your characters abilities. Abilities are divided into Talents, Skills and Knowledges. You should place 13 points in either Talents, Skills or Knowledges, then allocate 7 points across either one of the remaining abilities finally allocating five points across the remaining ability. You should try and make your abilities reflect your character and your character's back story. It might seem a little daft to have a Surgeon with no medical knowledge for instance.

Possessions: What your character is carrying

Concept: A brief summary  overview of your character in a sentence.

Back Story: A back story which tells us more about your character as a human. This can be as short or as long as you like as long as it has enough information for readers to get a good idea of your human character. Essentially this is your first post of the game.

Attributes:

The attribute section is smaller than the vampire attribute sheet but consideration at this point is necessary as your vampiric traits will reflect your human traits upon embrace.

A Note on Vampire Genetics. - in Knoll a Vampire will be made either through the embrace of another vampire who is able to procreate. The newly embraced vampire will find the characteristics he or she had before amplified. For instance an intelligent human will make an exceptionally intelligent vampire, or a strong human will make a very strong vampire.

You do not need to worry about the other sections for now if you are playing a human character and can skip ahead to look at how you choose your attributes.

Blood Pool

For Vampiric characters, Blood pool is a measure of your hunger and access to blood. If your blood pool drops to 0 you will frenzy, if you still cannot raise your blood pool you can go into torpor or reach final death.

Your blood pool can be raised by feeding or acquiring blood packs.

Humanity

How close to humanity or the beast you are. Vampire humanity points can never go over 9. If your humanity points drop to 0 you will become a beast, a foul thing ravaged only by the hunger inside. You will no longer be able to make decisions.

Disciplines

An important part of the masquerade, your disciplines will be defined by your clan. You should refer to the player handbook and your clan handbook for the disciplines of your clan. You can also look in the Disciplines or clan section of the forum to decide you disciplines.

New vampires start with level one disciplines.

Willpower

Either one or zero. Kindred will have one willpower to spend per night.



Physical Attributes

Physical                      |Social                      |Mental                           |
Strength  XOOOOCharisma XOOOOPerception XOOOO
DexterityXOOOOManipulation      XOOOOIntelligence     XOOOO
StaminaXOOOOAppearance XOOOOWitsXOOOO
One point means that individual is poor in a particular area, for instance a player with 1 strength would be a weakling, two  average, three good, four excellent and five is practically superhuman.

All characters get a freebie point in each of the nine attribute categories. In addition a new human player has four bonus points to spend in their favourite category (either physical, social or mental)and two points to spend in their second favourite category. No starting human character can have over three points in anyone category.

Abilities

TalentsSkills Knowledges
------------------------------------------------------------------------------
AlertnessAnimal KenAcademics
AthleticsCrafts

Computer
AwarenessDrive

Finance
BrawlEtiquette
Investigation

Emapthy
Firearms
Law
Expression
Larceny
Medicine
Intimidation
Melee
Occult
Leadership
Performance
Politics
Streetwise
Stealth
Science
Subterfuge
Survival
Technology
(Other Talent)(Other Skill)(Other Knowledge)
Choosing Attributes

You initially get 27 points to allocate to attributes. You can choose 13 points to place in your first choice of either Talents, Skills or Knowledges, depending whehter your character is predominantly Talent, Skill or Knowledge orientated. You can then place 9 points in the second and 5 points in the third either the Talents, Skills or Knowledges section. 1 point would be considered to be somewhat knowledgeable with five points being an expert.  You should consult with an ST if you wish to add an other talent, knowledge or skill which is not listed.


Creating a Human Character

Following the guide above, once you have created your human character you are almost ready to play. You can craft your character in this forum. Once they are ready you can paste them into the "book of knoll" human character library

Creating a Vampire Character

New players should play a human character initially to the point of the embrace. Once the character has been turned to a vampire, the human character sheet should be updated to a vampire character.  The player should can send a message introducing themselves in the OOC thread indicating which clan they would like to belong and any specifics. The ST team can then assist roleplaying an embrace into the story arc.

Vampire character sheets can be found in the vampire character sheet section, I have found the character sheets contained at Mr Gone's http://mrgone.rocksolidshells.com/ to be very useful and it is recommended story tellers should use these for NPC's and keeping track of players characters throughout a roleplay session.

Following an embrace character sheets are updated to include disciplines, backgrounds, willpower, blood pool and virtues alongside other information, artifacts or possessions which the player acquires through quests.

Storytellers can award points following successful completion of a quest.

Admin
Admin

Posts : 10
Join date : 2014-08-20

Character sheet
Name: The Administrator
Clan:: Human
Location: UK

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