Character Creation

Starting Character

A starting character begins with 30 in all ten Characteristics. The breakdown of these is below:

Weapon Skill Determines your skill at hitting with melee weaponry, as well as parrying.
Ballistic Skill Determined your skill with ranged weaponry.
Strength Determines your physical strength, carrying capacity, and adds Strength Bonus to melee damage.
Toughness Determines your resilience, carrying capacity, and Toughness Bonus reduces damage.
Agility Determines your speed and grace, your initiative, and is used for many skills related to movement, carefulness and stealth.
Intelligence Determines your character's intellect and memory abilities, and is used for many skills related to knowledge and problem-solving.
Perception Determines your character's awareness and their sensory acuity, and is used for many skills related to extracting information from the environment.
Willpower Determines your character's ability to control their own actions and resist fear and compulsion.
Fellowship Determines your character's ability to interact with others, either as a leader or as an equal, and is used for many social skills.
Influence Represents a mix of your character's wealth, political pull, fame, reputation and favours owed. It can be used to gain items, but also to bribe others, drop names and generally impress your importance on others. A unique characteristic, it may not be increased via experience advancements, it may only be rewarded.

From here, a Character then chooses a Race, Bloodline and Career. This determines a character's starting skills, talents, equipment, abilities and also provides characteristic modifiers. After that, a character then generates their characteristics, purchases assets and drawbacks, then makes Experience purchases.

Origin and Bloodline

Choosing your Origin and Bloodline is the most important and defining element of character generation, as it forms the meat of a character's skill set and determines how that character grows.

Note: If a Character gains the same Aptitude twice for any reason during this stage, they may replace the second Aptitude with any one of the nine Characteristic Aptitudes.
Note: If a Character gains the same skill twice for any reason during this stage, they gain an extra rank in that skill.
Note: If a Character gains the same talent twice for any reason during this stage, they gain an extra rank in that talent, if it is a talent with multiple ranks; otherwise, they exchange it in for 200 XP.

Origins

Background Characteristic Modifiers: +5 Strength, +5 Toughness, -5 Influence
Fate Points: 2
Starting Wounds: 12+TB
Background Aptitudes: Toughness or Strength
Background Skills: Operate (Sea) or Trade (Agrarian) or Trade (Prospector) or Survival, Linguist (Reikspiel, one other), Literacy
Background Talents: Exertion or Hardy
Background Traits: Peer (Agrarians, 1)
Unique Background Assets
Name Subname Effect
Tireless - You count your Toughness Bonus as being two higher for the purposes of Fatigue.

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Bloodlines

Bloodline Characteristic Modifiers: Two of the following: +5 to Intelligence, Perception, Willpower, Fellowship
Bloodline Wound Bonus: Add +4 wounds
Bloodline Aptitudes: Six of the following: Toughness, Intelligence, Perception, Willpower, Fellowship, Fieldcraft
Bloodline Skills: Command, Deceive, Survival
Bloodline Talents: Beastmaster, Dark Adept (Necromancy), Arcane Adept (Death or Shadow)
Bloodline Traits: Vampire (2), Blood Kiss, Blood Thirst, Curse of Nagash, Mage Rating (1), Peer (Von Carsteins, 1), Undying, Unnatural Strength (2), Unnatural Agility (2)
Bloodline Equipment: -
Unique Bloodline Assets
Name Subname Effect
Midnight Aristocrat - You gain a +10 bonus to all tests so long as you are within a territory significantly influenced by the von Carstein bloodline. If the area has been totally subjugated by the bloodline, you gain +20 and all of your Bloodline Advances cost one less half action to activate and sustain.
Von Carstein Blood - You may use weapons, armour, magical items and other equipment that may only be used by von Carstein vampires.
Bloodline Powers
Name XP Cost Action Effect
Bat Form 200 XP Full Action You shapeshift into a Vampire Bat form, gaining a Vampire Bat's traits and skills, but retaining your own talents, traits and skills. You replace your Strength, Toughness and Agility with that of the Vampire Bat's form. However, you may not use any Magic and any items you possess vanish into the transformation, and so may not be used until you retake normal form as a Full Action. You may not use any other Bloodline Powers whilst in this form.
Call Winds 200 XP Full Action Make a Fellowship or Survival test. On a success, you create a swirling wind around yourself with a radius equal to 5m per DoS, which costs a Half Action to sustain. Attempts to shoot into or through the swirling wind take a -20 penalty, and flying creatures entering the storm must make an Agility-20 or Acrobatics-20 or be instantly dashed to the ground. The storm also counts as Difficult Terrain with a DTV of 4.
Summon Bats 200 XP Full Action Make a Fellowship or a Survival test, using the Wrangling special use. On a success, a Squad of Bats appears 50 metres away, with a Vampire Bat as its Overseer and a Unit Strength equal to 1+DoS. You may use this ability to add more Bats to the Squad (to a max of 20 Unit Strength) but may not summon a new Squad until the first has been destroyed or dismantled.
Summon Wolves 200 XP Full Action Make a Fellowship or a Survival test, using the Wrangling special use. On a success, a Squad of Dire Wolves appears 50 metres away, with a Doom Wolf as its Overseer and a Unit Strength equal to 1+(DoS/2). You may use this ability to add more Wolves to the Squad (to a max of 10 Unit Strength) but may not summon a new Squad until the first has been destroyed or dismantled.
Transfix 200 XP Half Action Once per round you may use Transfix on a target within 5m. Make a Charm test opposed by their Willpower; on a success, the target is stunned for one round.
Vampire Lord 300 XP Passive All Squads under your direct control gain +2 Morale; if you lose control over them for whatever reason they immediately lose 2 morale (which is added back if you take control again).
Wolf Form 200 XP Full Action You shapeshift into a Doom Wolf form, gaining a Doom Wolf's traits and skills, but retaining your own talents, traits and skills. You replace your Strength, Toughness and Agility with that of the Doom Wolf's form. However, you may not use any Magic and any items you possess vanish into the transformation, and so may not be used until you retake normal form as a Full Action. You may not use any other Bloodline Powers whilst in this form.

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