Sample Characters

76 ready-to-play 5th Edition Kindred: 20 solo vampires and 16 coteries of two to six.

Using These Characters

Every vampire on this page is an original, built with the rules from Character Creation. Use them as pre-made characters for a one-shot, as rivals and allies for the Storyteller, or as worked examples while you build your own. None of them is a named character from the published books; the cities are real, the Kindred in them are new.

Each one is shown at the moment of creation, before any starting experience: a freshly Embraced childe, 12th or 13th Generation. If your chronicle starts everyone as neonates, spend the 15 XP from Character Creation on top. To use one, pick a vampire whose concept and Predator type appeal to you, rename them freely, then adjust to taste. Keep the budgets intact: Attributes are one 4, three 3s, four 2s and one 1; Skills follow one of the three packages; Disciplines are 2 dots in one clan Discipline, 1 in another, plus the Predator type's dot; Advantages are 7 dots and Flaws 2.

Load them into your sheets. All 76 Kindred on this page can go straight into the Character Sheets: press Load sample characters there, or download the sample sheet file and use Import. Each sheet has the clan, Predator type, Generation, Ambition and Desire, all nine Attributes, every Skill with its specialties (the Predator type's included), each Discipline with its dots and powers, the Advantages and Flaws with their details (those from the Predator type, or the Caitiff's Suspect Flaw, are marked in the notes), Convictions and Touchstones, the clan Bane and Compulsion, Humanity and Blood Potency. Health and Willpower start undamaged and Hunger starts at 1. Coterie members get the coterie's name and domain as their Chronicle, its premise as History and the full roster under Notes.

Each card shows:

Humanity and Blood Potency: everyone starts at Humanity 7 and Blood Potency 1, except where the Predator type changes it: Alleycats and Blood Leeches drop to Humanity 6, Consensualists and Farmers rise to 8, and a Blood Leech's Blood Potency is 2. Nobody here is a Ventrue Bagger or Farmer, which the rules forbid, and every Ventrue's Bane names the one kind of mortal they can feed on.

Powers and clans: Clans & Disciplines names only a few powers, so the rest of the power names here are the core rulebook's level 1 and level 2 powers; see it for dice pools, costs and exactly what each does. Every power's level is at or below the character's dots in that Discipline. Banu Haqim, Ministry, Lasombra, Hecata, Tzimisce, Ravnos and Salubri vampires come from later books, so check with your Storyteller before bringing one; none of them here takes Oblivion. Thin-bloods use Thin-Blood Alchemy instead of clan Disciplines, so they aren't included; the core rulebook has their rules.

Solo Kindred

Twenty vampires who stand alone: for a one-player chronicle, a newcomer arriving in the coterie's city, or a Storyteller who needs a rival in a hurry.

Coteries of Two

Five pairs: the smallest coterie, two Kindred who need each other more than either will admit.

Coteries of Three

Four coteries of three: the classic size for a first chronicle, with room for one person to be outvoted.

Coteries of Four

Three coteries of four: enough Kindred to split up, which in a city full of hunters is always a gamble.

Coteries of Five

Two coteries of five: a full table, and enough rival agendas to fill a chronicle.

Coteries of Six

Two full coteries of six for big tables: a court network and a riverbank compact.