Friday, 2025-06-13, 4:03 PM
Welcome Guest | RSS
Main | Character Creation Guide | Registration | Login
Getting Started
IC Resources
OOC Resources
Other Resources
Statistics

Total online: 1
Guests: 1
Users: 0
Login form

CHARACTER CREATION GUIDE


Without exception, all players will be required to submit a background for their character as well as a completely legal character sheet to accompany it. It benefits you as a player to read the few House Rules that we have, and seek clarification for topics you do not understand prior to submitting your character sheet. The Storyteller Staff will not reject a legally created character that will add to the environment of the game. Difficulties during character approval are just as frustrating for you as they are for the Staff. Please keep in mind we don't hate you, and want your character to get approved as painlessly as possible.

Now, before we go further... each player will be allowed only three characters total, WITHOUT EXCEPTION!

All character will initially begin creation at 0 experience. Your three characters (if you choose to create them) will be eligible to receive higher experience based on the background that accompanies them, and other criteria if applicable. See below for variable experience listing...
  • 25 XP: Submit a sufficient background for a 50 year old vampire
  • 50 XP: Submit a sufficient background for a 100 year old vampire
  • 75 XP: Submit a sufficient background for a 150 year old vampire AND purchase Background - Age 1 with initial freebie points
FOR VETERAN PLAYERS: You may have one cross-over character from another game. However, you may not keep the experience spent on the character, you must use the creation guidelines and the xp guidelines above, and any "House-Ruled" devices your character may possess will not be considered for our game.

Frequently Asked Questions
What if I want to retire a character?
  • Please speak with a Staff member in #Gamehelp to discuss retiring your character. Most often retiring a character simply means freeing up whichever "experience" slot the character was originally created in and following the creation process from scratch.
What if I have a ton of experience on the character I'm retiring?
  • You will not be allowed to keep unused experience. You will be allowed to follow the creation process to fill the "experience" slot your retired character has freed.
What if my character dies and I didn't retire them?
  • You may be awarded half of the unused experience your dead character has on them, at Staff discretion. If your character was an extremely active character in both storyline play AND social play overall you will be awarded your experience. If your character is stupid and picks a fight with a bigger, badder opponent; the harsh lesson of final death with be your only reward.
What if I want more than three characters?
  • Without exception, all players are allowed a maximum of three characters.

Character Name
This is a relatively simple selection in which you can be as creative as you like. However, names like Dracula, Lestat, Bill Compton and any other annoyingly commercial Kindred names will be rejected by the Staff. Also, be unique with your names, but also be ethnically accurate. Although it's not impossible to meet a Mexican with the last name O'Brien, it's highly unlikely.

Character Concept
Character Concept is often an overlooked and underdeveloped part of all characters. A Character Concept should be one or two words that identify exactly what and who your character is. Before you even read the character background, the Character Concept should prepare you for the type of person you are about to meet.

Character Type
At present, Dark Realms RPG allows only Kindred and Ghoul characters to be played. Ghoul characters must have an in-game, player-character domitor as well.

Clans
Below is the list of clans approved in Dark Realms RPG:
  • Caitiff
    • Caitiff, also called Clanless, are vampires who do not belong to any clan. The term is traditionally used by the Camarilla.
    • While Caitiff are Embraced normally by existing clans and bloodlines across the gamut of Kindred existence, something seems to happen between sire and childe. Either certain defining traits are not passed along in the Embrace, or some manner of imprinting is missing. As a result, the childe inherits none of their sire's clan's Disciplines or weaknesses. They often only inherit the more common Disciplines. The lack of clan weakness is something which particularly galls the Nosferatu.
    • Caitiff can purchase any Discipline at character creation, but thereafter have to pay six times current rating for any and all powers purchased with experience points. On a more basic level Caitiff suffer a social stigma from not being a part of an accepted clan. As a result, more established Kindred feel free to snub or denigrate Caitiff freely.
    • For more information see The Unofficial White Wolf Wiki

  • Brujah
    • The Brujah are one of the thirteen vampire clans of the Classic World of Darkness. Quick to anger and always passionate in the Modern Nights, they have fallen from their former position as a clan of lofty philosophers and activists and are often painted as merely a rabble of "angry young Kindred" and revolutionaries. Despite their rebellious nature, the Brujah were one of the founding clans of the Camarilla, and they have remained a pillar of that sect throughout its history.
    • Due to their inherent clan weakness, all difficulties to resist frenzy increases by two for Brujah characters, to a maximum of 10.
    • Clan Disciplines: Potence, Celerity, Presence
    • For more information see our Clan Brujah page.

  • Gangrel
    • The Gangrel are one of the thirteen vampire clans found in the Classic World of Darkness. Nomads who hold closer ties to the wild places than most of their city-bound cousins, they are also closer to the animal aspect of the Beast, and are masters of the Protean Discipline. They were one of the seven founding clans of the Camarilla, but became disillusioned with the sect in the Final Nights, its elders eventually deciding to sever its ties and become an independent clan.
    • Due to their inherent clan weakness, Gangrel are very close to the Beast within; as they succumb to it, it leaves its mark on their bodies. Every time a Gangrel frenzies, they gain an animalistic feature. This feature is determined by the player and Storyteller; it might be tufted ears, a pelt, a tail, catlike eyes, a snarling voice, tusks, even scales or feathers. Every five such features acquired permanently reduce one of the Gangrel's Social Attributes by one.
    • Clan Disciplines: Animalism, Fortitude, Protean
    • For more information see our Clan Gangrel page.

  • Malkavian
    • The Malkavians are a clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.
    • Due to their inherent clan weakness, every last vampire of Malkav's blood is irredeemably insane in some form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight. When a Malkavian character is created, the player must choose at least one derangement for that character at the time of the Embrace; this derangement can be temporarily fought with Willpower, but can never be permanently overcome. They are also pranksters, with their "jokes" ranging from benign to sadistic.
    • Clan Disciplines: Auspex, Dementation, Obfuscate
    • For more information see our Clan Malkavian page.

  • Nosferatu
    • The most visibly cursed of all Kindred, the Embrace warps each Nosferatu into a hideously deformed creature; the archetypal Nosferatu resembles Max Shreck's Count Orlok, though the curse has any number of variations. The Nosferatu are the spymasters of the dead, collecting information and selling it for a dear price. They are also the masters of the underground, living in the sewers for protection.
    • Due to their inherent clan weakness, all Nosferatu have Appearance ratings of zero. They may not improve Appearance with experience points. Most Social actions based on first impressions, except intimidation and the like, fail automatically.
    • Clan Disciplines: Animalism, Auspex, Obfuscate
    • For more information see our Clan Nosferatu page.

  • Toreador
    • The Toreador are some of the most beautiful and glamorous of the Kindred. Famous (and infamous) as a clan of artists and innovators they are one of the bastions of the Camarilla, as their very survival depends on the facades of civility and grace on which the sect prides itself.
    • Due to their inherent clan weakness, although lovely and seductive, the members of this clan are as much prisoners of their artistic vision and sensitivity as they are its beneficiaries. They are often overcome by the beauty they see around them, and become immobilized with fascination. Such things as paintings, neon signs, or even sunrises can captivate them. It requires a successful Willpower roll to break the fascination quickly; otherwise, the Toreador will stand, awed and helpless, for minutes or even hours. This trait explains why Toreador so often fall in love with mortals.
    • Clan Disciplines: Auspex, Celerity, Presence
    • For more information see our Clan Toreador page.

  • Tremere
    • Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow the more their enemies gather.
    • The Tremere clan weakness consists of an initiation, which requires neonates must all drink from the blood of the seven elders of the clan when they are created. This means that all Tremere are at least one step toward being Blood-Bound to the clan, and therefore must watch their step very carefully when around their leaders.
    • Clan Disciplines: Auspex, Dominate, Thaumaturgy
    • For more information see our Clan Tremere page.

  • Ventrue
    • Clan Ventrue has long been one of the proudest lines of vampires. Its members work hard to maintain a reputation for honor, genteel behavior, and leadership. A sense of noblesse oblige has long pervaded the clan, accompanied by the genuine belief that the Ventrue know what's best for everyone. They not only consider themselves the oldest clan, but see themselves as the enforcers of tradition and the rightful leaders of vampire society. Unsurprisingly, they have long been chosen from the ranks of nobility and privilege, whether kings or merchant princes, but they have also been known as knights and warlords who sought to live by the laws of chivalry and duty. If anything, the Ventrue have adopted to fill the roles of leadership over the ages, and in the modern nights are more politician than noble warrior, more CEO than baron lord. They remain the largest supporters of the Camarilla and the Masquerade, believing both institutions to be the surest means of protecting vampires from the growing mortals masses, and of guarding their own power.
    • Due to their inherent clan weakness, Ventrue have exacting and rarefied tastes, even when it comes to blood. The player must pick a restriction on the type of blood their character can feed upon, e.g. only young men, no animals, only virgins, etc. A Ventrue will feed on no other type of blood, not even if she is starving or under duress.
    • Clan Disciplines: Dominate, Fortitude, Presence
    • For more information see our Clan Ventrue page.

Nature & Demeanor
Nature: What you are inside
Demeanor: What you present to everyone around you.

A list of all Nature & Demeanor selections can be located in the Core Vampire the Masquerade Rulebook or see our Archetypes page. Select carefully, some Natures and Demeanors fit very well together and others are nearly impossible to play.

Attributes
Attributes are traits which measure a character's innate capabilities in both the Storyteller and Storytelling systems. They are separated into one of three main categories (Physical, Social, and Mental) and alongside Abilities are often combined to form dice pools.

A character must select which group of Attributes the character is strong (Primary). The player then selects the group which they are average (Secondary). Finally, the remaining group is designated as the character's weak point (Tertiary). All characters begin with one dot in each category of Attributes. They then distribute seven additional dots to their primary group, five additional dots to the secondary group, and three dots to the tertiary group.

For additional information, and Attribute Specialties which are selected at an Attribute score of four or higher see our Attributes page.

Abilities
Abilities are traits that represent a character's acquired capabilities. Typically an ability rating would be combined with an Attribute rating, representing the character's natural prowess and learned skill coming together to perform an action. Like Attributes, Abilities are rated from 0 to 5. Attempting to perform an action that requires an Ability one does not have imposes an additional penalty on that action, as a rating of zero indicates no familiarity with the given Ability.
  • Talents - things for which the character has discovered an intuitive knack (like performance or subterfuge)
  • Skills - things the character has learned to do (like drive a car or fire a gun)
  • Knowledges - areas of scholastic or mental expertise (like science or law)
A character must select which group of Abilities the character is strong (Primary). The player then selects the group which they are average (Secondary). Finally, the remaining group is designated as the character's weak point (Tertiary). They then distribute thirteen dots to their primary group, nine dots to the secondary group, and five dots to the tertiary group.

For additional information, and Ability Specialties see our Abilities page.

No ability higher than 3 at this stage. Although the creation sheets are hard coded to force this, it is often a creation rule that is overlooked.

Secondary Abilities
Please speak to a Staff member in #Gamehelp to discuss Secondary Abilities prior to submitting your character. Often a Primary Ability will suffice in our setting and Secondary Abilities will not be utilized to their fullest intended capacity.

Disciplines
Choose 3 Disciplines.

A Discipline is the term used for one of the supernatural powers of Cainites. The origin of the Disciplines is unknown, but many believe they are gifts from Caine or Lilith, and a few Antediluvians are thought to have invented unique Disciplines that have been passed down through their childer. There are seventeen "main" Disciplines that are well known and relatively common, but there are also a variety of much rarer Disciplines practiced by bloodlines and Thin-Blooded vampires.

Aside from their immortality, ability to heal, and ability to improve their physical capabilities through expenditure of vitae, the Disciplines are what grant Cainites their supernatural power and enable them to participate in the Jyhad. Training in each Discipline provides several related powers such as superhuman senses, shapeshifting abilities or influence over the minds of others.

For comprehensive Discipline information please see our Disciplines page.

House Rule: No more than 25 experience may be spent on disciplines during creation. This includes all disciplines, their levels, thaumaturgy path, and thaumaturgy rituals.

Backgrounds
Choose 5 Backgrounds.

A Background is a special trait used in the Storyteller System used to represent elements of a character's history or backstory. They establish a character's social status, history, or special tools that don't fall under the sway of supernatural powers such as Disciplines, Gifts, Arcanoi, etc.

Like other traits, characters can purchase Backgrounds with experience points in the course of a chronicle, though some were restricted, either available only at character creation or through in-character actions.

Several House Rules have been established for Backgrounds. Please see Backgrounds for further details.

Please keep in mind...

Your Equipment and Monthly Income are directly correlated to your Resources and Businesses.

Status is not to be taken at creation, but is assigned through role-playing.

Influences are strictly house-ruled.

Age 1 offers an extra 30 freebie points, but it also automatically lowers your Humanity by 1. Don't be surprised by this.

Virtues
Rate your Virtues by adding a total of 7 points across the three Virtues..

Your character automatically has one dot in each Virtue.

Finishing Calculation
It is not necessary to record the Humanity, Willpower, and Blood Pool calculations but please be aware of them.

Humanity = Conscience + Self-Control (- 1 if Age 1 was taken as a Background)
Willpower = Courage
Blood Pool is correlated to your generation.

Freebie Points
Spend 15 Freebie Points.

Merits and Flaws may also be listed under this section. Only seven points worth of flaws return Freebie Points. Please list spends in the appropriate text-box using examples below...

Merit: Common Sense 1, -1 Freebie
Flaw: Absent Minded 3, +3 Freebie
Ability: Drive 2, -4 Freebie

Discipline/Path
Attributes
Abilities
Virtues
Willpower
Humanity/Path
Backgrounds
10 per dot
5 per dot
2 per dot
2 per dot
1 per dot
1 per dot
1 per dot

Experience Points
Spend applicable Experience Points.

Your experience is determined by the quality and depth of your background and the character slot you've chosen for this particular character. If you are unsure that your background fulfills the necessary requirements for the experience slot, please join #Gamehelp and speak with a member of the Staff. Please list spends in the appropriate text-box using examples below...

Attribute: Strength 3, -12 Experience
Ability: Drive 2, -4 Experience
Humanity 6, -12 Experience

Increasing a virtue with experience does not increase the traits based on it (i.e. Willpower and Humanity).

New Infleunce
Influence
New Ability
New Secondary Ability
New Background
New Path (Thaumaturgy)
New Discipline
Attribute
Ability
Secondary Ability
Background
Clan Discipline
Other Discipline
Thaumaturgy (Ritual)
Secondary Path (Thaumaturgy)
Virtue
Humanity
Willpower
3 points
level x2
3 points
3 points
5 points
7 points
10 points
level x4
level x2
level x2
level x3
level x5
level x7
level x1
level x4
level x2
level x2
Current Level

Equipment & Expenses
Equipment is purchased at creation with Expense Dots. Expenses Dots represent the amount of income (cash) that your character has access to. Base Expenses are calculated using your Resources.

Characters with Resources 0 receive 3 Expense Dots to purchase items.
All other characters receive Expense Dots equal to Resource Level x 3.
Ventrue receive Expense Dots equal to Resource Level x 4.

While common household items and nightly expenditures are not associated with the Expense mechanism, there are many items that characters may/must purchase with their expenses. A list of purchasable Equipment may be found here. In addition, all characters may take a Haven Size equal to their Resource Level at creation.


Character History/Background
Your character's background should be the single most important detail of the creation process. Your experience points, validity of the character sheet, and entire concept are based solely on the background you submit to the Staff. The Staff reserves the right to request any and all changes to character backgrounds that either violate oWoD cannon, to not make sense, or fail to justify the character sheet.

Character Bio and Pictures
A character bio is a short paragraph or two that describes your character. This information should be easily discernible during play and therefore could be considered common knowledge in regards to what other characters know about your character. Please see here for an example of the type of information should be known about your character.

Please submit at least two pictures of your character to darkrealmsrpg@gmail.com. These pictures should be tasteful and all pictures should be of the same person. Avoid these mishaps...
  • Do not use pictures of an extremely well known actor or actress, especially if they've played a vampire at some point in their career.
  • We do not allow Anime or Nudity in any of the character pictures we use for the site.
  • All characters MUST be over the age of 18 and therefore all character pictures should be of persons older than 18 years of age.
  • One picture will be used for the Hierarchy page so it's a good idea to have an easily manipulable "shoulder-up" picture.

Your Resources
Search
Calendar
«  June 2025  »
SuMoTuWeThFrSa
1234567
891011121314
15161718192021
22232425262728
2930

Copyright Dark Realms RPG © 2025

Website builderuCoz