Build order
Start with the choices that make the character legible in a story. Let the numbers support that person.
- Concept, Nature, Demeanor, and ClanChoose a concept, Nature, and Demeanor, then select a clan. Give the character a want, a fear, and a reason their story begins here.
- Attributes: 7 / 5 / 3Prioritize Physical, Social, and Mental. Every Attribute starts at one dot; distribute 7 dots to the primary category, 5 to secondary, and 3 to tertiary. No Attribute can exceed five dots. See Saligia’s Attributes reference.
- Abilities: 13 / 9 / 5Prioritize Talents, Skills, and Knowledges, then distribute 13, 9, and 5 dots across those categories. No Ability can exceed three dots during this step. See Saligia’s Abilities reference.
- Advantages: 3 / 5 / 7Distribute 3 dots among Disciplines, 5 among Backgrounds, and 7 among Virtues. Virtues begin at one dot each; use Conscience or Conviction, Self-Control or Instinct, and Courage as appropriate to the character.
- Finishing touchesSet Humanity to Conscience + Self-Control, or an approved Path rating to Conviction + Instinct. Willpower begins equal to Courage. Record blood and Health traits using the V20 rules and the character’s Generation.
- Spend 15 freebie pointsUse the costs below to refine the character, including eligible Merits and Flaws. Then connect the sheet to the backstory and make sure the character has reasons to cooperate with others.
V20 freebie costs
Attributes: 5 per dot. Abilities: 2 per dot. Disciplines: 7 per dot. Backgrounds: 1 per dot. Virtues: 2 per dot. Humanity or Path: 1 per dot. Willpower: 1 per dot. Merits cost their listed value; Flaws can grant extra freebie points, up to 7 points from Flaws.
Common sheet fields
Sheet layouts differ, but these terms commonly appear in V20-based character creation.
- Concept
- A short description of the character’s role, history, or central tension.
- Nature and Demeanor
- Prompts for a deeper outlook and the face shown to others. They suggest roleplay, not a fixed script.
- Attributes
- Broad capabilities grouped as Physical, Social, and Mental.
- Abilities
- Learned or practiced capabilities, commonly grouped as Talents, Skills, and Knowledges.
- Backgrounds
- Connections, standing, resources, and other advantages a character has in the world.
- Virtues
- Traits used by many V20 sheets to represent a character’s moral and emotional foundations.
- Humanity or Path
- A moral framework for the character. Some vampires follow Humanity; others follow a distinct Path, if the chronicle allows it.
- Willpower
- A measure of resolve, often spent to push through pressure or resist influence under the game’s rules.
- Blood and Generation
- Vampire traits connected to lineage, hunger, and supernatural potential. Use the server’s definitions and calculations.
- Health
- A record of injury and condition. How it maps to roleplay or game effects is server-specific.
Merits
Merits represent optional advantages. Use only items approved by Chronicle staff, whether drawn from V20 or written for this setting; confirm the point value and any limits before adding one to a sheet. For wider V20 background, see Saligia’s Merit reference.
Flaws
Flaws add complications and vulnerabilities. Use only items approved by Chronicle staff, whether drawn from V20 or written for this setting; confirm the point value, limits, and portrayal with staff before adding one to a sheet. For wider V20 background, see Saligia’s Flaw reference.
Disciplines
Disciplines are a vampire’s supernatural abilities. These are brief, story-level summaries rather than power rules. See the clan guide for traditional clan associations and Saligia’s V20 Discipline reference for wider context.
- Animalism
- Instinct, animal influence, and communication.
- Auspex
- Heightened perception and psychic awareness.
- Celerity
- Supernatural speed and rapid action.
- Chimerstry
- Sensory illusions and deception.
- Dementation
- Disruption and intensification of mental or emotional states.
- Dominate
- Supernatural commands and influence over another’s will.
- Fortitude
- Endurance against injury and harm.
- Necromancy
- Perception and influence involving the dead and their spirits.
- Obfuscate
- Concealment, disguise, and evasion of notice.
- Obtenebration
- Supernatural darkness and shadow.
- Potence
- Exceptional physical strength.
- Presence
- Supernatural charisma that draws, moves, or intimidates.
- Protean
- Physical transformation and affinity with the natural world.
- Quietus
- Blood sorcery associated with silence, poison, and lethal precision.
- Serpentis
- Serpent-linked transformation and powers of temptation.
- Thaumaturgy
- Structured blood magic organized into distinct paths.
- Vicissitude
- Supernatural alteration of flesh and bone.
Before you submit
- Use the current server character sheet and approved creation rules.
- Confirm clan, lineage, generation, sect, and supernatural options with staff.
- Check all allocations, derived traits, Merits, and Flaws against the approved limits.
- Make the sheet, backstory, and intended portrayal agree with one another.
- Give the character a reason to cooperate, a meaningful limitation, and room to change.
- Discuss boundaries and uncertain powers before they become a scene.