


Abilities cost one point per level for the first three levels, after that they increase one point per level. This means that it will cost 3 points for the fifth level in any particular ability. This is because after a certain level, it becomes harder to find things that you do not know. Characters begin with 8 points to spend on abilities.
Abilities are skills, talents, and knowledge that the character possesses. They include Finance, Firearms, Brawl, Security, Investigation.

In-clan disciplines cost 2 points for first level disciplines, 3 points for second level disciplines, and 4 points for third level disciplines, 5 points for fourth level disciplines and 6 points for fifth level disciplines. Out-of-clan disciplines cost 1 point more for all levels. So that to learn a first level out of clan discipline, it will cost 3 points. Characters begin with 10 points to spend on disciplines.
Each clan has three disciplines associated with it; these are in-clan disciplines. This does not mean that a character is limited to these three in-clan disciplines. They are able to learn other disciplines (called out-of-clan disciplines) with the help and blood of someone from the clan that possess that discipline.
Background traits describe the special advantages that your character has acquired. Characters begin with 5 points to spend on backgrounds.
These include things like generation, status, herds and retainers.
Influences determine the amount of control a character has over the mortal world. The effectiveness of influences is limited by area, (since the govenment has been closing the military bases in Denver, there isn't much Military Influence available, however, some of the high-tech corporations have been moving to the area so there is more High-Tech Influence available) and the amount of influence is limited by the number of contacts available (there are only so many people that are available to get information from, since the military is leaving, there aren't many contacts available, however, there are several contacts in the High-Tech Industry).

All players who have Malkavian characters must take at least one derangement, all other players may take one or more if they wish. There is no point cost, rather there is a return of two points per derangement taken. These points may be used to buy other traits, disciplines or to lower a character's generation.
All vampires are a bit psychotic in one way or another. Derangements define how far around the bend a character is. Derangements cover obsessions, compulsions, psychosis and neurosis. The only characters that have to have a derangement are the Malkavians; as they are already twisted. They also receive no points for the first derangement taken.

The cost of merits and flaws is in Laws of the Night. The total points gained from flaws are balanced against the points spent on merits. If there are more points in flaws than merits, these points can be used to lower a character's generation, or buy extra traits or disciplines. If there are more merits than flaws, these points are taken away from character's freebie points.
Merits and flaws are used to give a character depth. Some merits can aid in challenges, while flaws can hinder the character. A player that plays the merits and flaws of his clan well, however, can make a game more enjoyable for everyone involved.

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