|
Elder Character Creation
How do vampires come to be? How many dots should a Sabbat priscus
have? How strong is the prince? White Wolf has established a system
for creating setting-specific Vampire Storyteller characters, and we'll
let you in on the secret.
The formula, such as it is, for creating a vampire of a given age is
quite simple. For Abilities, start with the standard battery of 7/5/3
dots, and allocate two more dots for each century of age the vampire has
achieved (between all Attributes, not each section). Vampires older
than a few hundred years should receive only one additional dot per
century after the first five or so - when you're that old, it's very
hard to improve your timeless body.
Abilities should accumulate in like manner - start with the basic
13/9/5 dots and add five dots for each century of unlife the Kindred
manages to survive. With Disciplines, take the square root of the time
the vampire has spent undead (which again reflects the difficulty of
learning new things when one has been dead for more than a millennium)
and distribute that many dots wisely among the character's powers.
Concerning Backgrounds, Virtues, Humanity (or Path) scores and
Willpower, consider the character's role in the story. Is the character
a powerful prince? Stock up on Backgrounds. Is the character and
ancient wanderer? Set her Humanity very high or very low and add a
significant Willpower trait. Is the character centuries old and weary
with the sins of unlife? Keep all of the aforementioned Traits low.
Elder character who might be expected to have strings of derangements
may instead have none, as part of their back stories involve overcoming
those dangerous mental states. (It's also worth a mention that the act
of adopting a Path of Enlightenment may sometimes have the same effect
as a Derangement, as any Path's precepts are so radically different from
the cultural norm. Who's in a more precarious mental state: the
Malkavian with blackouts or the Lasombra who believes it acceptable to
flay his ghouls and make them fight for their skins? This is not an
encouragement to players to seek Paths instead of derangement; rather it
is an indication that characters' psyches have far greater depth than
simple lists of Traits.
Naturally, there are exceptions to these rules of thumb. Some
archons have spent almost all of their unlives in vigorous training,
whereas a given priscus may have devoted centuries toward cultivating a
strong network of Backgrounds. Certain paragons of vampiric terror may
have developed a fearsome array of Disciplines. That's just how it is.
How does this formula reconcile with the players' characters' power
levels? Quite easily, given a bit of consideration.
First, the frenzied activities of the modern nights as Gehenna
approaches is a recent development. Whereas it might be common now for
a vampire to engage in a firefight, or other unlife-threatening activity
almost weekly, most elder vampires have led (by comparison) relatively
inactive existences. Vampires who brawl nightly in the streets and set
each other's havens on fire don't make it to elder status - they die
amid the flames or with looks of horror on their faces as the sunlight
greets them in their prison cells (explain that to the prince, arrogant
anarchs). The wise - and old - vampire chooses his fights carefully.
The static unlives that most elder vampires lead involve fairly little
commotion, which means they garner experience slowly in game terms.
Second, elder vampires spend a good deal of time in torpor. Whereas
a young (say, 120 years old) vampire might have learned 10 dots worth of
Disciplines in a century, a slumbering Methuselah might have learned
only one. This comparison is slightly misleading, however - the
Methuselah may have learned his eighth level of Dominate in that
century, so don't take him lightly.
Third (and finally), experience becomes harder to gain and expend
the older a vampire gets. A veteran of a hundred sword duels (assuming
he survives them all) isn't going to learn much from those
confrontations unless he continues to fight people better than
him. Little insight can be gained from trouncing yet another upstart, as
the vampire will have little call to test himself to his limits, which
is a requisite for improvement.
As a side note, consider the function of the Storyteller "dot"
system. Dots are geometric increases in the character's prowess, not
arithmetic increases. Five dots is a maximum human capacity for most
Traits - a character with Computer 5 is literally one of the most
capable computer programmers or power users in the world. Think about
that next time someone tries to justify another character with Firearms
5 who "spent time in 'Nam as a sniper." Characters with scores of 4 in
given Traits are rare enough, and the character with a 5 in the same
Trait is far and away their superior. Strength 5 is an Olympic
weightlifter; Dexterity 5 is a professional ballet dancer. Traits of
this magnitude are hardly appropriate for Anonymous Shotgun-Wielding
Brujah Thug Number 312. Vampires are rare. Traits above 4 are rare.
Vampires with Traits above 4 are exceedingly rare - or they've had the
time to cultivate them, which doesn't bode well for their lessers.
That said, there's nothing wrong with the players' characters having
some significant Traits of their own - your troupe's stories should
focus on those characters, so they should have some interesting and
noteworthy characteristics. Just beware letting the Traits define the
character. It's fine for a character to be among the strongest
(smartest, most gorgeous, etc.) people in the world, but there's far
more to a true character than a handful of penciled-in dots on a
character sheet. Roleplaying and storytelling involve far more than
enormous dice pools and godlike powers. Find the balance that fits your
game and run with it. Keeping things fresh and surprising for the
characters demands that a Storyteller make each new piece of information
her own - who cares what we say; we don't run your game!
From Children of the Night
Typed out by Patrick, whom I thank greatly.

|