The first step in creating your character is to come up with a few basics about your character. This is called your character concept. At this point all you need is a basic idea of what your character is like.
At this step, you will supply your name, and your character's name, concept, nature, demeanor, and clan. Concept is what your character was before they were Embraced. Nature and demeanor describe your character's personality -- nature is what your character is like deep down; demeanor is the face your character shows to the world. These can be the same, but usually are not. Finally, clan refers to which group of Kindred you are a member of. This is more a choice that fits your character's personality rather than vice versa. Your choice of clan will also determine your starting disciplines and your particular weakness. If you're a little overwhelmed by this, don't worry; the following sections will take you through these step by step.
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When I was just a little girl
I asked my mother, "What will I be?" -- Que Sera Sera, Doris Day Put simply, a character's concept is what the character was before he or she became a vampire. This is essential to determining your character's personality. Obviously, a biker's reaction to events will be very different from an artist's. A character's concept gives them a hook into the mortal life they left behind -- sometimes this is all that keeps the Beast at bay. It is important to develop a well-rounded concept, as this will have a hand in determining everything about your character, from what clan he or she is to where his or her skills and talents lie. A well-formed concept can mean the difference between a mediocre character and an exceptional one. Saying your concept is "artist" is all well and good, but saying your concept is "adversarial burned-out artist" really gives your character some depth. Bear in mind, that this character does not have to be anything like you! As a matter of fact, it's often more fun to play someone completely unlike you. Your character can be anyone you want them to be: any age, any race, any gender -- even if they are different from yours. Use your imagination and use this character as a chance to step outside yourself, and your enjoyment of the game will be greatly enhanced. The table to the right contains some sample basic concepts. You are free to take one of these and develop it into your own; or create one entirely of your own that may have nothing to do with any listed here. The samples are merely provided to help get your creative juices flowing. |
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Archetypes (Nature and Demeanor) provide further depth into your character's personality. Unlike Concept, which gives a generalized idea of your character, your character's Archetypes are more specific to your character alone. To clarify, think of how many, say, lawyers there are in the world. How many of them act the same way or respond the same way to the same events? While "lawyer" is a generalized Concept, what sets them apart from each other is what we call their Archetypes. There are two Archetypes: Nature and Demeanor. Demeanor refers to how your character presents himself or herself to the world. It is the attitude you respond with most often to events that happen around you. It is not the only way you can react, just the most common attitude you adopt. Nature, on the other hand, is your character's true self. Deep down, behind all the masks, this is your character. This can be the same as your demeanor, but it usually isn't. Kindred in particular become very vulnerable if they show too much of their true selves. Archetypes are not only useful in fleshing out your character at creation time, but also allow your character to regain Willpower points after they are spent (see Spending Willpower). By accomplishing feats appropriate to your nature or demeanor, the Storyteller may award Willpower points for good gameplay. |
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To a Kindred, a Clan is who you are. It is less a part of your personality as it is a result of it. At some point in your character's mortal existence, some part of his or her personality drew a Kindred of a particular Clan to your character. For instance, a Clan like Brujah would prize physical prowess and leadership skills, while Clan Toreador Embrace those with artistic talent or beauty. This is not to say that all Kindred of a clan are of a standard type. As with Archetypes, that would be boring. Rather, the stereotypes at left are typical of the majority of the Clan, not all of it. Sometimes, a player can have lots of fun playing characters like a down-on-his-luck Ventrue who lost everything in the Crash of '29 and has been trying to rebuild his wealth, or a highly politically oriented Gangrel who hunts not in the wilderness, but in the halls of Elysium. Each Clan has its own Clan-specific disciplines and its own weakness. Both are a part of the Clan's identity; partly as a result of the Kindred making up the Clan, and partly as a shaping factor in making them who they are. Don't choose your Clan because you want the best disciplines or the least debilitating weakness -- make these aspects unique to you and integrate them into your character. No one likes a "perfect" character who can't make mistakes and has no flaws. |
Now it's your turn to create. Simply fill in the boxes below and click 'Continue' to go to the next step.