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CHARACTER CREATION
G E N E R A L  G U I D E L I N E S
I. The Necropolis by Night Chronicles have adopted and endorsed the 3rd Edition (or "Revised Edition") Vampire: the Masquerade rules as the standard. Secondary Abilities, Merits, and Flaws taken from 2nd Edition sources are generally allowed unless they are hideously off the wall. …and don't worry, we'll let you know. *eg*
II. We are only accepting character submissions for 8th through 14th Generation Neonates with less than 100 years of active (i.e. not in Torpor) existence. Characters may be created that were embraced before 1903, but the balance of their existence must then have been spent in Torpor. For example: a character embraced in 1853 must have spent 50 years in Torpor, and so forth. 15th Generation characters are, as defined in The Time of Thin Blood: Caitiff.
The Gangrel game is currently allowing the following EXTRA at creation freebies: One for 12th Gen; 2 for 13th Gen; 3 for 14th Gen. [See Thin Bloods below for more point allontment differences.]
III. Character submissions require a character history. Any history that involves enemies of the Camarilla is to be VERY detailed. Please be aware that the older a character is (especially those embraced before 1903) the more detailed and complete his or her history must be – and that history will be held to a higher standard. This is done in the interest of making the game as realistic as possible for everyone involved. Characters who predate the modern era come from a different world, one with different cultural beliefs and worldviews, different mannerisms, different speech patterns, etc. Older vampires have a way of letting these things show in some fashion, no matter how hard they try to "act modern". If you're willing to do the homework, we'd love to see it.
IV. Regarding character names: Please include your character's birth name if it differs from the name that they go by IC. This applies in cases where a character has changed their names for personal or cultural reasons (e.g. the fourth century elder originally named "Coel Hen Godesbog of Rheged Gwryr-y-Gogledd", who now goes by "Tim") or if they simply have a stage name or a nickname that they always go by. "Prince", "LL Cool J", and "Sting" were not born with those names, and most likely "Azazel Bloodtear-Nightwolf" wasn't either.
V. Even if approved by the administration of said character's "native" clan, infiltration characters must be reviewed by the Gangrel Board before being played. This applies to all cases, from spies to refugees, regardless of their intent. As with all "normal" Gangrel characters, submitting a sheet does not automatically guarantee approval. Furthermore, it cannot be stressed enough that OOC lying or deceit to the Gangrel Board will result in your being permanently disqualified from the Gangrel game.
VI. Ex -- Primogen, Archons, Justicars, and office-holders from other cities are NOT recognized or allowed. The idea that a "Primogen" from Chicago, Boston, or Des Moines would actually have the time to go gallivanting around Necropolis is ludicrous. Former office holders, possibly, but such characters will not have any recognized status in Necropolis, nor do they get any additional experience points. And since they get no more experience than any other starting Neonate, it is unlikely that they would have held an office. And with the Gangrel out side the Camarilla, no one cares what you "once were" anyway.
VII. Copyrighted characters are not allowed, nor are characters that are determined to be heavily based upon specific characters taken from literature, movies, or TV. Please be original.
VIII. Although we shouldn't have to even say it, Abominations are NOT allowed. NO EXCEPTIONS.
IX. It is a chronicle-wide rule that characters may not be brought into the Moderated chats until they are approved. When character sheets are received, they will be given an initial review, and granted a probationary approval. During this probationary period, we request that you do not mention IC your character's stats, generation, or age, nor get heavily involved in plots. This will enable you to get a feel for the character, and to make certain that elements such as Merits & Flaws, Nature & Demeanor, and so on are indeed the final ones that you want to settle with – without effecting the continuity of the game should significant changes be made. After we have had a chance to more closely evaluate the submission, we will contact you again with more detailed comments on the character sheet. Once all of the wrinkles are ironed out, then your character will be considered for final approval.
A T T R I B U T E S
I. All starting characters begin with the standard spread of points as outlined in Revised (3rd) Edition of Vampire: the Masquerade.
Prioritize the three categories: Physical, Social, Mental (7/5/3). Your character automatically has one free dot in each Attribute.
Rate Physical Traits: Strength, Dexterity, Stamina. 
Rate Social Traits: Charisma, Manipulation, Appearance
Rate Mental Traits: Perception, Intelligence, Wits. 
II. During character creation, it costs 5 freebie points per dot to raise Attributes above this base allotment.
III. Once the character is in play, the cost for increasing Attributes is as follows: [(current rating) x 4 Experience Points (XP)] per dot.
A B I L I T I E S
I. All starting characters begin with the standard spread of points as outlined in Revised (3rd) Edition of Vampire: the Masquerade.
Prioritize the three categories: Talents, Skills, Knowledges (13/9/5).
Choose Talents, Skills, Knowledges.
Any rating over 3 must be purchased with freebie points or experience.
II. During character creation, it costs 2 freebie points per dot to raise Abilities above the base allotment.
III. Once the character is in play, it costs 3 Experience Points (XP) to purchase the first dot of an ability that you do not already have a rating in, and [(current rating) x 2 XP] per dot for every dot thereafter.
IV. For the sake of keeping some realism in the game, please keep the following thoughts in mind when assigning the dots on your character sheet. 
· An introductory level of skill. You can do it, but not do it very well. 
·· This level brings with it a certain basic familiarity, akin to a hobbyist. 
··· This level represents a skilled professional in a given field. 
···· This level is reserved for acknowledged experts in a given field. 
····· The rarefied level of the best that are, and the best that have ever been.
V. Special Note: "Faking it" -- Due the peculiar nature of online role-playing, it is advised that you choose traits for your character that you have some reasonable skill in carrying off. Nobody is asking that you run out and enroll in art school just so that you can learn to paint like your character does, but it might not hurt to look up a couple of "Painting for Dummies" websites so that you know which end of a brush the paint goes on, and other such trivia that will enable you to portray your character much more convincingly. This only takes a few minutes, and will greatly reduce the risk of embarrassing yourself. People will notice when your world-class violinist doesn't know what "that funny stick with hair on it" is actually called. On a more basic level, the same thing applies to social and mental characteristics as well. In tabletop role-playing, you can hide behind the dice, and roll yourself a witty seduction – not here. Keep this in mind when writing a character that is far more charming / intelligent / witty / perceptive / whatever than you are. 
VI. Special Note: Academics -- Don't forget to pay attention to your education. If you don't spend any points on Academics, your character doesn't even have the equivalent of a high school diploma -- thereby making that research grant a bit hard to come by...
VIII. Special Note: Drive -- The car has been part of American life for over a hundred years now.  You should give a good reason why your "baby boom" (1945 and on) character did NOT learn this skill at even a base level if you choose not to spend any points for it.
IX. Special Note: Linguistics -- Buy as many languages as you like, so long as you provide a reasonable explanation for knowing them. In Real Life, there are many people that can speak several languages; many Europeans speak a minimum of two or three, and I've heard of people who can speak 15. Just have a legitimate reason for knowing it. Saying your 80-year-old learned Ancient Sumerian as a hobby in college is NOT a realistic reason. Try to avoid obscure ancient languages (Greek and Latin are about the only ancient languages that are taught in American universities with any regularity), as well as languages that are very uncommon to your upbringing; how likely would it be for a Puerto Rican to know Aboriginal Australian? 
IX. Special Note: Lores -- If you wish your character to possess specific knowledge of the other supernatural groups in the World of Darkness, they must possess the appropriate "Lore" representative of that knowledge. A character with a high Occult rating might know half a dozen rituals to win the favor of some ancient Chaldean deity, but they wouldn't know an Euthanatos from a hole in the wall with out the Lore that covers it..
· Largely unfamiliar with the subject. Appropriate for an inexperienced member of the group in question, or an outsider that has taken the time to research the subject.
·· Broadly familiar with the subject. Not terribly in depth. Appropriate for a well-studied outsider, or an average member of the group represented.
··· A thorough working knowledge of the subject. Appropriate for a well-versed member of the group in question, or an outsider that is very dedicated to the subject.
···· The realm of secrets. Generally only appropriate for a member of the group who has themselves undertaken significant research. Outsiders, if they've somehow managed to garner this level, are in serious danger.
····· The realm of forbidden knowledge and lots of secrets. Tremendously rare even for insiders. Those that possess it have dedicated years of study to the subject, and been blessed with exceptionally good luck. They're also looking over their shoulders on a regular basis now…
XI. Secondary Abilities -- Located in the 3rd edition Guide to the Camarilla, as well as scattered throughout the various books that White Wolf publishes. There are three possible systems in the book for how to purchase these, the most popular of which is to buy them at half cost; to avoid abuse we are requiring that these be purchased at full cost, and instead may be used in place of the more general Ability on rolls, when appropriate. 
Example: Jon wishes to compose a letter to his notoriously stingy Sire asking for a loan. To see how effective the letter's prose is, the standard roll would be Manipulation + Expression. However, Jon's Expression is 2, but his Poetic Expression is 3. Jon's player may roll Poetic Expression instead of Expression, since writing a letter fits the scope of the Secondary Ability.
There are some other Secondary Abilities scattered throughout the other books in the White Wolf catalog. These will be judged and approved on an individual basis.
XII. Please note that Abilities found in the Guide to the Sabbat are NOT allowed to the average Gangrel characters.
D I S C I P L I N E S
I. A starting character's Disciplines should be restricted to Clan Disciplines, in this case: Animalism, Fortitude, & Protean. (The Independent Gangrel game does not recognize the "City Gangrel" concept) Starting characters are automatically granted three dots in the disciplines of their choice (please see the restrictions described below).
II. Disciplines cost 7 freebie points per dot during character creation. 
III. Once the character has entered into play, disciplines cost 10 points for the first dot. Beyond that first dot, the formula is as follows: [(current rating) x 5 XP] per dot for in-clan disciplines or [(current rating) x 7 XP] for out-of-clan disciplines.
IV. A starting character's Disciplines should be restricted to Clan Disciplines. However, with the purchase of the 5-point "Additional Discipline" Merit, a character may possess ONE dot [at the time of character creation] of ONE out-of-clan Discipline. If the out-of-clan Discipline is a Clan-specific Discipline, then the PA of that clan will be notified OOC. 
V. Former Ghouls: Characters that are being created as former ghouls may purchase one dot of Potence at the time of creation. This requires the purchase of the "Former Ghoul" merit or significant time spent as a registered Gangrel ghoul.
VI. Clan-specific disciplines must be taught by an approved character if purchased post-creation and the PA of that clan must be notified. If purchased during creation, a reasonable explanation must be provided. Explanations not allowed are: learned from a friend/lover/spouse, learned while serving or ghouled to a clan member, or learned from a book. If learned from one's Sire, then a reasonable explanation of how the sire came to possess an out of clan Discipline. Should the other clan learn of the character's knowledge of their Discipline, then your character may be punished as per the rules of that clan, and the rules of Consensual RP and Accountability. 
Disciplines may not be learned from another character, regardless of clan, that you yourself play.
VII. The level on any Out of Clan Discipline(s) may not be higher than the lowest level of In Clan Disciplines. This is to keep the concentration of learning on In Clan or "natural" abilities.
V I R T U E S   &   M O R A L I T Y
I. Virtues: Each character begins with one dot in each of the three virtues: Conscience, Self-Control, and Courage, and is allotted seven dots to spend amongst them during creation. Each additional dot purchased at the time of character creation costs two freebie points.
II. Humanity: Initial Humanity – equal to Conscience + Self-Control. Each additional dot of Humanity purchased at the time of character creation costs one freebie point.
III. Willpower: Initial Willpower – equal to Courage. Each additional dot of Willpower purchased at the time of character creation costs one freebie point.
M E R I T S   &   F L A W S
I. These may be taken from Vampire: the Masquerade (3rd Edition), Guide to the Camarilla, and Clanbook: Gangrel. Merits and Flaws from Vampire: the Masquerade (2nd Edition) and other White Wolf source books will be reviewed on a case-by-case basis. Certain merits & flaws are self-explanatory, and represent random quirks of fate – "Ambidextrous", "Color Blind" etc. However, if your character has "Nightmares", explain why. If they have a "True Love", mention it in the history, and so forth...
II. Special Note: Eat Food – Please remember that Kindred as a whole consider this rather disgusting, and this merit would be primarily a tool for camouflaging oneself amongst mortals and maintaining the Masquerade. Vampire: the Masquerade (3rd Edition) says it best (p.296), "Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up." Bon appetit!
III. Special Note: Inoffensive to Animals – For a Kindred with even one level Animalism this is redundant. The Animalism Discipline is capable of relaxing and calming animals that kindred come in contact with on a higher scale that the merit.
IV. Special Note: Gift of Proteus (2nd ed)– This Merit was removed in 3rd because of the new rule for Protean 4: Shape of the Beast. [Refer to Gangrel 101 page for more information.]
V. The following Merits and Flaws are generally considered unsuitable for online play or have been repeatedly abused, and will be reviewed on a case-by-case basis: 
Merits: Gifted, Boon, Clan Friendship, Debt of Gratitude, Deceptive Aura, Lucky, Mole, Nine Lives, Oracular Ability, Powerful Ghoul, Primogen Friendship, True Faith, Iron Will, Unbondable
Flaws: Beacon of the Unholy, Bloodhunted, Child, Clan Enmity, Dark Fate, Disgrace to the Blood, Flesh of the Corpse, Former Prince, Incomplete Understanding, Lord of the Flies, Masquerade Breaker, Narc, Open Wound, Permanent Wound, Probationary Sect Member, Recruitment Target, Red List, Sleeping With the Enemy, Sympathizer, Unconvinced, Victim of Masquerade.
Inoffensive to Animals is legal but often over used by Gangrel characters. Make this logical if taken, please.
B A C K G R O U N D S
I. Characters begin the game with the standard allotment of five Background dots. Each additional dot purchased at the time of character creation costs one freebie point. – Please contact the Gangrel Storytellers when, after initial creation, you want to increase your rating in a given Background.
II. Special Note: Generation -- Unless you buy this Background, your character is 13th Generation. Period. If you want a lower generation, you HAVE to buy this Background. If you wish to be a 14th generation, you will have to purchase the appropriate Flaw, and make your character as per the guidelines listed in The Time of Thin Blood. 
III. Special Note: Herd -- A young neonate hasn't had the time to cultivate a Herd, and an older Neonate just now moving to Necropolis has left his Herd in their previous city. Therefore, except under VERY special circumstances, this is one you will have to buy during the course of the game.
IV.Special Note: Influence -- This pertains to dealings with Mortals. Again, tricky stuff in terms of Masquerade. Also, claiming to have dominion over another city's politics has no bearing on Necropolis. Likewise, buying Influence in Necropolis is extremely difficult, since the various Clans of the Camarilla control nearly every facet of Mortal politics. The storytellers of the Camarilla have compiled a Puppetmaster list of which Clan and individuals control what. If you wish to purchase this Background, you will have to contact the Puppetmaster of that particular Influence. The list of Puppetmasters can be found on the Necropolis by Night website. 
V. Special Note: Mentor -- If your character's sire is an actual character in Necropolis, contact them and the PA to determine how they would be rated. If your Sire is an NPC, try to come up with a history of your sire. Carefully consider the rating based on the character mentoring yours. Mentor 4 is the equivalent of a Prince, Mentor 5 the equivalent of a Justicar. High ratings will need a VERY detailed explanation. 
VI. Special Note: Resources -- This is one very over-done Background. Try to keep it realistic, and bear in mind... just because you were rich in your Mortal life, doesn't necessarily mean you have access to your funds now. Be ready give some details when taking this Background.
VII. Special Note: Status -- According to the books, Status is how well known and respected you are in the city. Since you are just now coming to the city, no one knows you; therefore, you are not allowed to take this Background yet. Once your character has been introduced/approved, you will be awarded one dot of Status. This denotes that you are a neonate recognized in Necropolis.
C H A R A C T E R   D E V E L O P M E N T
Freebie Points: Freebie points for starting characters are 15. (Or 16, 17, 18 for the higher generations) Freebies cannot be converted to experience points. 
T H I N   B L O O D S   [ 1 4 T H    G E N E R A T I O N ]
Thin-blooded characters receive different numbers of dots to assign to their various Traits, as opposed to a standard neonate writeup from the revised edition of Vampire: the Masquerade. The following is taken from Time of Thin Blood, page 72.
 Attributes (6/5/3)
 Abilities (12/8/5)
 Disciplines (2)
 Backgrounds (5)
 Virtues (7)
In all aspects of character creation, thin-blooded characters are generated in the same manner as a 'standard' neonate as described in Vampire: the Masquerade. However, thin-blooded characters handle their Generation in a different way, and they do receive extra freebie points to make up in 
part for the obvious shortcomings.
 "As a partial compensation, 14th- and 15th-generation starting characters receive 18 freebie points. Except for Disciplines, all Traits cost the same as for normal vampires: Additional dots of Disciplines cost more because of the thin-blooded's lack of training." -- Time of Thin Blood, page 73.
Time of Thin Blood, page 74 notes that Discipline dots cost 10 freebie points instead of the usual 7. Page 76 details the Flaws that are given to thin-blooded characters in compensation for their Generation. 14th Generation is considered a 2 point Flaw, and the common but optional Flaw of Thin Blood is a 4 point Flaw.
L A S T    W O R D   O N    H I S T O R Y
Gangrel frequently Embrace on a whim, and it is entirely possible for a neonate to have no clue as to the identity of their Sire. It is not necessary to have been Embraced by the Sabbat for this to happen. However, an "unknown Sire" is no excuse for neglecting your character's past. As noted above, the Amnesia Flaw is not permitted, so a character history of some sort is a necessity. Even if your character does not know their Sire, detail the Sire anyway. You the player need to know. What if said Sire comes to claim its childe?
S U B M I S S I O N
In accordance with the Fifth Tradition (the Independent Gangrel still observe the traditions) - please make sure to present yourself IC to Michael Darius, the clan Jarl (Primogen). darthor45@hotmail.com
Click here to submit your sheet