Page 55 - Hunter - The Vigil
P. 55

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        C CHAPTER TWO: CHARACTER CREATION
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            but also the style of group and overall theme and atmosphere  the Storyteller intends for your character to begin play as part
            of the game you enjoy will help ensure the game is as enjoy-  of a second- or third-tier group, you may want to keep compact
            able as possible for everyone involved.           and conspiracy concepts in mind when building your hunter.
                                                              Certain background qualities (religious views, especially) may
                                        Step One:             work better with some groups than others, for example.
                            Choose Concept                                                Step Two:


               Choosing a concept for your character is the first and most
            vital step in creating him. Whether it’s a two- or three-word   Select Attributes
            blurb (“revenge-seeking widow,” “former vampire-slave,” “fa-  Once you have decided upon a character concept and given
            natic clergyman”) or a bit more expansive (“bookworm who  a bit of thought toward the things that make your character who
            discovered one secret too many about werewolves and is now  he is, it’s time to build the game-mechanic aspects of the char-
            trying to learn enough to keep himself and his loved ones  acter. The building blocks we use to quantify how smart, fast,
            alive”), the concept is the framework upon which the rest of  strong, quick-witted or charming a character is are called Attri-
            the character will be built.                      butes. Attributes are divided into three categories: Mental (In-
               While it isn’t necessary to choose what type of hunter your  telligence, Wits and Resolve), Physical (Strength, Dexterity and
            character will be at this stage in the character creation process,  Stamina) and Social (Presence, Manipulation and Composure).
            it doesn’t hurt to give a little thought to the types of Profes-  The more dots a character has in an Attribute, the stronger
            sions you are most interested in playing, as it is very possible the  his capability in that area. Thus a character with four dots in In-
            character’s background will contribute signifi cantly toward the  telligence is innately smarter than one with one dot, and so on.
            Profession he ends up pursuing as a hunter (or vice versa).  Every character begins with one dot in each Attribute in each
               As well, it may be advantageous to discuss with your Sto-  category, representing the base levels of human capability to
            ryteller whether the game in which your characters will be  function. These initial dots do not cost points. During character

            involved will be a first-, second- or third-tier chronicle. It is  creation, additional dots in any Attribute cost one point per dot,
            perfectly acceptable for a game to progress from one tier level  except for the fi fth dot in any category, which costs two points.
            to another, with the characters starting as an isolated cell, for  Thus, it costs fi ve points to raise any Attribute to fi ve dots: the
            example, and eventually coming to the attention of (or com-  first dot is free, the second through fourth cost one point each


            ing into conflict with) compacts or conspiracies. If, however,  and the fi fth costs two points, for a total of fi ve.
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