V5 Character Creation
Create a standard V5 vampire by following these steps in order. The structured records in this CDF are the mechanical source of truth. When a Clan, Predator Type, Advantage, Discipline Power, Blood Potency, or other structured record supplies a specific rule, use that record rather than inventing a substitute.
1. Concept and chronicle
Start with a concise concept, mortal occupation/history, and the character's role in the Chronicle. Choose a Clan, Sire, Predator Type, Ambition, Desire, and Chronicle context. Record the character's Humanity, Hunger, Convictions, and Touchstones as the final steps below.
2. Attributes
All Attributes begin at 1. Distribute the Attribute dots using the V5 creation spread:
- One Attribute at 4
- Three Attributes at 3
- Four Attributes at 2
- One Attribute remains at 1
No Attribute may exceed 5 at character creation.
3. Skills
Choose one of the V5 Skill allocation profiles:
- Jack of All Trades: 3/2/1 across 1/8/10 Skills
- Balanced: 3/2/1 across 3/5/7 Skills
- Specialist: 4/3/2/1 across 1/3/3/3 Skills
Assign the dots to individual Skills within the chosen profile. No Skill may exceed 5 at character creation.
Academics, Craft, Performance, and Science grant their free Specialty when first acquired. Character creation also grants one additional free Specialty, plus the Specialty supplied by the chosen Predator Type. A Specialty adds one die when it clearly applies.
Do not use the V20-style 11/7/4, 13/9/2, or 15/5/0 Skill construction.
4. Clan and Disciplines
Choose a Clan and apply its listed Disciplines, Bane, and Compulsion. A standard vampire chooses two Clan Disciplines and starts with 2 dots in one and 1 dot in the other. Choose the specific Discipline Power corresponding to each starting dot, following the structured Discipline Power record and all prerequisites.
Caitiff choose any two Disciplines and use the same 2+1 starting spread. Thin-Bloods have no intrinsic Disciplines and instead use the Thin-Blood rules and Advantages that explicitly grant supernatural capabilities.
Do not replace named Discipline Powers with a generic spellcasting or "Discipline dots + Attribute" system.
5. Predator Type
Choose one Predator Type from the current Predator Type collection. Apply its exact listed Specialty, Discipline dot, Advantages, Flaws, and any other listed creation effect. Predator Types do not receive invented generic Hunger reductions or bonuses.
If a Predator Type grants a Discipline dot, resolve the resulting Discipline Power using the same structured Power records and prerequisite rules used for normal starting Disciplines.
6. Advantages, Backgrounds, and Flaws
Spend 7 points on Advantages and take 2 points of Flaws, in addition to any Advantage or Flaw adjustments explicitly granted by the chosen Predator Type.
Use the structured Advantage records for the actual mechanical effect and prerequisites. Do not treat Advantages as a free-form point-buy system when a structured record supplies a restriction.
Backgrounds are represented through their own structured records. Apply their listed dot limits and effects rather than inventing universal bonuses.
Thin-Bloods must take 1–3 Thin-Blood Merits and the same number of Thin-Blood Flaws, following the Thin-Blood restrictions. Ghouls and other special character types use their dedicated creation rules rather than ordinary vampire creation.
7. Convictions and Touchstones
Select 1–3 Convictions and an equal number of Touchstones unless a specific source rule explicitly permits a different amount. Each Touchstone should be tied to a Conviction and should matter to the character's mortal connections and Humanity.
8. Humanity, Hunger, and Blood Potency
Start a standard vampire at Humanity 7. Apply any explicit Predator Type, chronicle, or advanced-history modification afterward.
Hunger is tracked from 0 to 5 and is resolved using the V5 Hunger and Rouse Check rules. Do not assign a generic Hunger value merely because a Predator Type sounds appropriate.
Read the structured Blood Potency record before resolving Blood Surge, Mending, Discipline pool bonuses, Discipline Rouse rerolls, feeding penalties, or Bane Severity. Apply the supplied errata/update represented by the Blood Potency records.
9. Derived traits
Calculate:
- Health: Stamina + 3
- Willpower: Composure + Resolve
Do not substitute a universal initiative statistic for the V5 conflict procedure. When initiative or action order matters, follow the relevant V5 conflict rule or structured effect.
10. Starting equipment and resources
Record the equipment, weapons, armor, haven, feeding arrangements, and other resources supplied by the character's structured Backgrounds, Predator Type, and Chronicle. Apply the listed mechanical values exactly.
11. Final validation
Before play, verify all of the following:
- Attributes match the 4/3/2/1 spread.
- Skills match one valid 3/2/1 or 4/3/2/1 profile and no Skill exceeds 5.
- All free Specialties are recorded, including the Predator Type Specialty.
- Clan and starting Discipline choices are legal.
- Every starting Discipline dot points to a valid Discipline Power at the appropriate level.
- Every chosen Discipline Power satisfies its prerequisite and any Amalgam requirement.
- Predator Type adjustments have been applied exactly once.
- Advantage and Flaw totals are legal after Predator Type adjustments.
- Convictions and Touchstones are paired correctly.
- Humanity and Hunger are set from the applicable starting rules.
- Health and Willpower are calculated from the final Attributes.
- No rule from another edition has been substituted for a V5 rule.
When a source conflict appears, use the most recent supplied V5 errata/update first, then the later supplied V5 sourcebook that explicitly changes or consolidates the rule. If the supplied sources do not resolve an edge case, flag it as an unresolved ruling instead of fabricating a canonical mechanic.