Click the links below to get help with individual characters.

Below are directions on how to make a character sheet 

 Name: The character's Name -- PLEASE list a FULL name for your character. First, middle, Last! Even if your character does not know it, it should be on your sheet!!! Nick names, pseudonyms and aliases can be listed in the history or background.

Player: This means YOUR name or the nick name you go by. NOT a character name!! 

Chronicle: Simply Put 'OC' here.

Nature: This is the "true" personality of your character -- who he/she is deep down. 

Demeanor: This is the personality your character seems to be to everyone else.

Clan: What kind of vampire are you? If you are making a ghoul, Clan would be the clan of the character whom ghouled the character (e.g., "Brujah ghoul" or "Ventrue ghoul").

Tribe: What kind of shifter are you? If you are making a kin, Tribe would be the tribe of the character whom bore the character (e.g., "Silent Strider Kin" or "Khan Kin").

Breed: This is the form your character was born in. (e.g. Homid, Lupis, Metis)

Auspice: What moon your character was born during. (may vary between other Fera)

Generation: Mortal characters and ghoul characters do not have to worry about Generation. **8th-12th accepted**

Haven: This is usually the most common place that your character sleeps each day or night (e.g., an apartment, house, cardboard box, hotel, etc.). 

Concept: Your character's Concept is a JOB. What your character does to earn a living (e.g., Conman, CEO, thief, student, inheritor, etc).

Attributes: Attributes define your character's inborn aptitudes and potential.

Abilities: Abilities are those proficiencies your character possesses intuitively or has learned. 

Backgrounds: Background define the character's material assets and social network. 

Disciplines: Each clan starts with their 3 primary disciplines. Ghouls automatically receive one dot in Potence as well as can receive training up to two or three dots in any Clan Discipline the Domitor knows. Mortals do not use Disciplines.

Virtues: Virtues show the character's spiritual and moral fiber -- or lack thereof.

Merits / Flaws: Merits and Flaws give more in-depth definition to a character. And ways the Storyteller can play with your character.

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. (no vampire should have a humanity over 8)

Willpower: This Trait reflects your character's inner drive and desire to succeed at tasks she undertakes. (Willpower 10 and Iron Will are prohibited)

Blood Pool: Your character's Blood Pool dictates how well fed she is, or, conversely, how hungry.

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.

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.