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Each character archetype has advantages and drawbacks.
- The ghoul is a sycophantic blood slave, but retains his mortal vibrancy.
- The neonate is new to the world of the undead, but remains flexible and in touch with the modern era.
- Ancillae bridge the gap between neonate and elder, struggling to prove themselves worthy of participating in The Jihad, but this ambition sustains them.
- Elders are ancient and powerful, but require huge amounts of blood and are often out of touch with the modern era.
Ghoul Characters Edit
Ghouls are humans that are regularly fed vampire blood, so that they gain a measure of vampiric power while retaining their mortality. Ghouls are unfailingly loyal to the vampire whose blood they drink.
Ghouls cannot learn more than the first two levels of a discipline, and have a normal mortal blood pool of five, plus but also a second blood pool of five vampire blood that may be used to fuel their disciplines. In this chronicle, ghouls must be played by players bound to vampires, preferably other players. When a Ghoul is embraced, he retains any disciplines that he has but loses any Ghoul merits and flaws --he will receive compensatory experience points, however. He is thenceforth considered a neonate. Ghouls lose one blood per week in maintaining their enhanced status, but maintaining a ghoul costs -1 to their master's blood pool. This is in part due to their occasional need to spend blood or heal damage, but also in part due to their presenting a distraction to their masters who otherwise might be hunting. A ghoul who has an empty blood pool cannot make use of any of his disciplines and may eventually lose some of his merits and flaws.
(make several ghoul merits ghoul-specific but really cool for their cost)
Ghoul Merits Edit
Fast Learner (2 pts): +1 experience per session. Only ghouls may take this version of this merit.
Ghoul Flaws Edit
Thirsty (+3 pts): You spend a blood each night, maintaining your ghoul status. You lower your master's blood pool by -3.
Neonate Vampire Characters Edit
Neonates are vampires that have not been active (not in torpor) for over fifty years. They are the children of the vampire world, and are considered to be both foolish and expendable.
Neonate Merits Edit
Beginner's Luck (-2 pts): Any time you would enter torpor or suffer the final death, you may expend this merit to have a 50% chance of surviving, at one health level, and instantly escaping the scene if such is logical within the confines of the story. A coin toss may determine if this merit succeeds or not.
Bruiser's Blood (-3 pts): Out of clan physical disciplines cost -1 less to learn, apiece.
Student's Blood (-3 pts): Out of clan physical disciplines cost -1 less to learn, apiece.
Fast Learner (-4 pts): +1 experience per session. Only neonates may take this version of this merit.
13th Generation (-1 pts): You are 13th generation.
12th Generation (-3 pts): You are 12th generation.
11th Generation (-5 pts): You are 11th generation.
10th Generation (-7 pts): You are 10th generation.
Neonate Flaws Edit
Thin Blood (+3 pts): Learning a discipline ability of level four or higher requires that you spend an additional 3 experience per ability.
Weak Blood (+3 pts): Healing lethal damage requires an additional 1 blood per health level, and aggravated damage requires the expenditure of 3 extra blood per level.
Eternal Insomniac (+1 pts): You may spend a Willpower to retest a failed survival check whose goal was to awaken from torpor.
Undisciplined (+4 pts): Learning an in-clan discipline costs an additional +2 experience per level, and learning an out of clan discipline costs an additional +4 experience per level.
Predictable Blood (+1 pts): During character creation and thereafter, you may not have any discipline be more than one level higher than any other discipline that you possess at least one level of. If you learn a new discipline, you cannot improve any other discipline until that discipline is improved to at least the level of your other disciplines.
Mongrel Blood (+3 pts): You have one less clan discipline. Pick which discipline is lost.
Caitiff (+3 pts): Your maximum discipline level is one lower than it would be otherwise.
Generation Gap (+2 pts): You suffer a -2 penalty to checks made against elders.
Ancillae Vampire Characters Edit
Ancillae are vampires that have been active (not in torpor) for at least fifty years. They are the young adults of the vampire world, and are constantly scrutinized by the elders for potential and potential threat.
Ancillae Merits Edit
Charmer's Blood (-3 pts): Out of clan social disciplines cost -1 less to learn, apiece.
Fast Learner (-5 pts): +1 experience per session. Only ancillae may take this version of this merit.
Extra Clan Discipline (-6 pts): An additional discipline is considered to be in-clan for you. There may be some completely unreasonable Storyteller limitations on what discipline you may choose for this merit, but Celerity, Fortitude, and Potence are always available options.
Undying Ambition (-3 pts): When you would normally suffer the final death as the result of a lost challenge, you may expend this merit to gain a single retest. The merit is permanently removed from your character sheet, though you may purchase it again with experience.
Dark Taste (-2 pts): When you commit diablerie, you gain an extra +1 bonus experience points.
Ancillae Flaws Edit
Glass Ceiling (? pts): You cannot become primogen or hold any positive status position. Even if you find yourself in that position in name and form due to roleplaying considerations, your primogen vote is not counted, and you enjoy none of the bonuses granted by that or any status position.
Thirst for Power (-1 pts): You must spend a Willpower if you are alone in the presence of an injured vampire, in order to prevent yourself from attempting to diablerize him.
Elder Vampire Characters Edit
The ancients of the vampire world, Elders are completely out of touch with the modern era and often while away their nights in deep fits of nostalgia. Some manage to shake off the weight of the ages by throwing themselves headlong into the Jihad, the eternal war of manipulation amongst vampires. They control other vampires like chess pieces, but are themselves manipulated by ancient vampires even more inscrutable than they.
Elder Merits Edit
11th Generation (-1 pts): You are 11th generation.
Dismissive (-2 pts) : You enjoy a +1 to challenges vs neonates.
Otherworldly Cosmopolitan (-2 pts) : You enjoy a +4 bonus to challenges vs non-vampire supernatural creatures, including ghouls and even some hunters.
10th Generation (-3 pts): You are 10th generation.
Accustomed (-3 pts): Your max skill level is 6.
Ancient (-4 pts): Your max skill attribute level is 11.
Might of the Ages (-4 pts): Learning discipline abilities of level five or higher costs 2 less xp for you, per level.
9th Generation (-5 pts): You are 9th generation.
Ancient Talent: (-5 pts): Your max skill level is 7.
Medieval (-6 pts): Your max skill attribute level is 12.
8th Generation (-7 pts): You are 8th generation.
Renaissance Man: (-7 pts): Your max skill level is 8.
Truly Ancient (-9 pts): Your max skill attribute level is 13.
Elder Flaws Edit
get more points for flaws than maybe ought to, to encourage to take them
Technically Inept (-4 pts): You cannot use most devices invented after 1900, including automobiles, computers, telephones, et ceteras. The nature of your inability may be psychological or magical, at your discretion.
Rotshreck (+6 pts): You suffer an additional level of aggravated damage from fire and sunlight. You cannot use the Child of the Inferno discipline ability.
Vulnerable to Bullet (+6 pts): Any time you suffer lethal damage from a firearm, you suffer an additional two levels of lethal damage.
Venerable (+5 pts): You may only heal 1 aggravated damage between sessions, no matter the interim between them.
Thrall of the Beast (+7 pts): You suffer a -5 penalty to all social challenges.
Partially Mummified (+7 pts): You suffer a -5 penalty to all physical challenges.
Overwhelming Nostalgia (+7 pts): You suffer a -5 penalty to all mental challenges.