Player's Handbook · Chapter 2

Making a Character

Every story needs someone to tell it through, and that someone is you. Building a character takes nine steps — concept, Attributes, Skills, Specialties, driving goals, Convictions, Advantages, health, and the supernatural layer if you're not mortal. Work through them in order; each step feeds the next, and by the end you'll have a sheet that tells a whole life story in a few numbers.

Step 1 — Concept

Before any dot lands on any sheet, decide who you are. A concept is two or three sentences, not a paragraph: "A night-shift paramedic whose partner vanished, and who keeps finding the same morgue tag in her jacket." Choose a name, an age, a face, and the detail that makes you you — the thing that gets you out of bed and into trouble.

Your concept also settles the biggest question: are you mortal, or something more? A mortal plays by the rules in this chapter and stops there. A supernatural character walks the same nine steps and then layers on a splat (Step 9). Decide now so the steps below fit; a vampire and a mortal medic never have quite the same priorities.

Step 2 — Attributes

Attributes are your raw capacities, rated 1 to 5 (1 is barely there, 5 is the peak of human potential). There are nine, in three categories:

CategoryAttributes
PhysicalStrength, Dexterity, Stamina
SocialCharisma, Manipulation, Composure
MentalIntelligence, Wits, Resolve

Assign a 4 to one category, a 3 to each of the other two — and here's the trick: every Attribute in a category shares that rating. Set Physical to 4 and you have Strength 4, Dexterity 4, and Stamina 4 all at once. A strength 3 night isn't possible; your body is one package.

Whatever you choose shapes how you do everything. Every roll pairs an Attribute with a Skill (or a power rating), so your 4 is the backbone of a whole family of dice pools. A 4 in Physical gives you terrifying punch in a fight; a 4 in Social makes conversation your native language; a 4 in Mental makes you the one who reads the room and the dossier both.

Step 3 — Skills

Skills are what you've learned to do, rated 0 to 5 — and 0 means untrained, rolling on raw Attribute alone. There are twenty-six, and they fill out the same three categories:

CategorySkills
PhysicalAthletics, Brawl, Craft, Drive, Firearms, Larceny, Melee, Stealth
SocialAnimal Ken, Etiquette, Insight, Intimidation, Leadership, Performance, Persuasion, Streetwise, Subterfuge
MentalAcademics, Awareness, Finance, Investigation, Medicine, Occult, Politics, Science, Technology

Pick one category and set three of its Skills to 3. Pick a second category and set three of its Skills to 2. In the last category, set three Skills to 1. Everything else stays 0. That's a deliberately uneven shape: your character is genuinely good at three things, competent at three more, and has a passing familiarity with a final three — which is exactly how real people are.

For the paramedic: Mental 4, so Investigation 3, Medicine 3, Awareness 3; Social 3, so Insight 2, Persuasion 2, Streetwise 2; Physical 3, so Athletics 1, Drive 1, Stealth 1. She can stabilize a gunshot wound and read a liar, but she benches nothing.

Step 4 — Specialties

Now sharpen three of those Skills. A Specialty is a narrow context, and when it applies it adds +1 die to your pool. Choose three, each tied to a Skill you already have: Firearms (revolvers), Medicine (trauma), Insight (lies). "Medicine 3 + trauma" isn't a flavor line — when the gurney rolls in, that's 3 Skill plus the extra die, and an extra die is a real edge in this game. The rest of the time, plain Medicine 3.

Step 5 — Ambition & Desire

Every character wants two things. Your Ambition is the long game — the goal that might take a whole chronicle: find out what happened to my partner. Your Desire is the short-term itch, the thing that gets you moving this very session: bring the kid from the ER back alive. Write both as plain sentences. They aren't decoration: taking a real step toward your Ambition restores all your Willpower, and Desire is your compass when the plot splits into a dozen tempting doors. When in doubt, your character does the thing that serves the Desire.

Step 6 — Convictions & Touchstones

Up to three Convictions — lines you refuse to cross or causes you can't abandon: no one dies alone, the truth, even when it hurts. Each Conviction is anchored by a Touchstone: a mortal person who keeps you human. Not an ally, not a tool — someone you genuinely care about, and whose safety is a lever the Storyteller can pull.

Mechanically they feed your Willpower: acting on a Conviction at real cost restores 1 Willpower, and a meaningful moment with your Touchstone restores another. Play the code, protect the person, and you stay in the fight longer.

Step 7 — Advantages, Backgrounds & Flaws

You have 7 points to spend on Advantages and Backgrounds — the resources, connections, and edges money and training can't buy. Each dot you buy deepens the trait:

AdvantageWhat it gives you
AlliesTrusted people who'll help when you call
ContactsInformants and voices in useful places
ResourcesMoney and the doors it opens
HavenA safe place to sleep, heal, hide
HerdPeople you draw strength from
RetainerA loyal servant or assistant
LanguagesTongues you speak fluently
LooksBeauty that opens conversations and hearts
StatusStanding in a community or organization
MaskA cover identity that protects the real you
SafehouseA bolthole for exactly one bad night

Spend what you like; a single dot in Allies might be a friend who owes you, three dots a network across the city. The Storyteller helps you fit your picks to your concept.

Flaws are the mirror: permanent weaknesses — an enemy, an addiction, a dark secret, a bad leg — that cost you in play. Each Flaw refunds 1 point back into your Advantage pool, up to 2 extra points: take two serious Flaws and you have 9 points to spend. It's a straight trade of present pain for present power; make it count.

Step 8 — Health & Willpower

Two numbers, both computed:

  • Health = Stamina + 3. Stamina 3 gives you 6 Health. When damage comes in, each success on a damage pool costs you 1 point.
  • Willpower = Composure + Resolve, and it starts full. Resolve 2 plus Composure 3 means 5 points. You can spend 1 point to add +3 dice to any single pool — the clutch move when the roll has to land.

Step 9 — The Supernatural

If your character is mortal, you're done — mortals have no power meter and no powers; their Advantages, Skills, and nerve are all they carry. If you chose something more, now you apply your splat: the module for your character type. A splat brings a power meter (Hunger, Rage, Mana, Faith, or the like) and how it rises, your starting powers, the way flawed power rolls escalate into signature consequences, and a bane that defines what can hurt you. The framework for splats — and the powers they unlock — is laid out in the Supernatural Powers chapter; head there next to finish your sheet.

Manual updated Nov 3, 2026.