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Creating Your Character

Character creation in Coterie is a conversation between you, the other players, and the Storyteller. You're not just building a cool vampire, you're custom-tailoring a member of a Coterie with shared history, conflicting loyalties, and tangled relationships. It's good to have an idea of what kind of character you want to play before Session Zero, but pre-building them completely is not recommended because collaboration in this will improve everyone's experience. Make choices that create interesting problems and messy drama. That's what we're all here for, isn't it?

Step-by-Step Guide

1. Choose Your Age

Your age determines how long you've been undead and how much power you've accumulated. Younger vampires advance faster and cling to their Humanity more easily. Older ones have terrifying strength but struggle to remember why mortals even matter besides providing blood.

Age Brackets:

  1. Thin-Blood
  2. Fledgling
  3. Neonate
  4. Ancilla
  5. Elder

What This Affects:

  • Starting Blood Potency (maximum level of Discipline Powers you can access)
  • Starting Humanity (how close you still are to mortal concerns)
  • Advancement speed (younger vampires grow faster)
  • How intense your Beast rampages are at maximum Hunger

Guidance

Most first-time players should start as Fledglings or Neonates. Thin-Bloods are interesting but mechanically fragile. Elders are powerful but require careful roleplay of profound alienation from the modern world. Age diversity within a Coterie is not uncommon.

2. Choose (or Eschew) Your Clan

Your Clan is your vampiric lineage — the curse passed down through your sire's blood. It shapes your Disciplines, your Bane, your Compulsion, and how other Kindred see you. Some Clans are respected. Others are reviled. All carry baggage. Select whichever Playbook seems the most fun!

What This Gives You:

  • Access to 3 in-Clan Disciplines (choose 2 to start with)
  • A unique Bane (your Playbook's specific curse)
  • A Compulsion (urges that arise from your bloodline)
  • 2 Perks (special abilities only your Playbook gets)
  • XP triggers tied to your Playbook's themes

Available Clan Playbooks: Banu Haqim, Brujah, Gangrel, Hecata, Lasombra, Malkavian, The Ministry, Nosferatu, Ravnos, Salubri, Toreador, Tremere, Tzimisce, Ventrue

Available Clanless Playbooks: Caitiff, Daughter of Cacophony, Devorari, Gargoyle, Ghoul, Osirian, Thin-Blood

Guidance

Pick a Playbook that creates interesting friction with the Coterie or the world around you. A Nosferatu who wants to be loved. A Ventrue who refuses to lead. A Malkavian who desperately wants to be taken seriously. A Toreador who only paints sunrises (hopefully from memory).

3. Choose Your Predator Type

Your Predator Type is how you hunt. It's the method you've developed to feed without getting caught, killed, or losing yourself entirely. It affects your Disciplines, gives you a Merit and a Flaw, and may saddle you with starting Debts.

What This Gives You:

  • Which stat you roll when you Hunt (+Blood, +Shadow, +Wits, etc.)
  • 1 bonus Discipline (sometimes outside your Clan's usual access)
  • A Merit (mechanical/narrative advantage)
  • A Flaw (complication or restriction)
  • Sometimes starting Debts (obligations to NPCs or factions)

Available Types: Alleycat, Bagger, Blood Leech, Cleaver, Consensualist, Extortionist, Farmer, Graverobber, Grim Reaper, Montero, Organovore, Osiris, Roadside Killer, Pursuer, Sandman, Scene Queen, Siren, Tithe Collector, Tourist Hunter, Trapdoor

Guidance

Your Predator Type should feel sustainable but flawed. If it seems too easy or too safe, you're probably going to get bored. Complications make better stories than clean solutions. Note that some Clanless Playbooks do not select a Predator Type — they will say so.

4. Establish Convictions

Convictions are your moral anchors, the rules you set for yourself to stay human. They're phrased as Always or Never statements: "Always protect children," "Never kill without cause," "Always keep my word." When you violate a Conviction, you mark a Stain and risk losing Humanity.

What You Need:

  • 1–3 Convictions (more Convictions = more Touchstones but also more ways to fail)
  • Each phrased as a clear, actionable principle
  • Each one should be something you could violate under pressure

Guidance

Convictions aren't about being a saint. They're about drawing lines in the sand and seeing how long you can hold them. Pick Convictions that will be tested, not ones you'll never struggle with.

  • Too broad: "Always be good" (what does that mean?)
  • Too specific: "Never feed on Tuesdays" (not really a moral stance)
  • Just right: "Never feed from someone who can't consent" (clear, testable, creates dilemmas)

5. Identify Touchstones

Each Conviction needs a Touchstone; a specific mortal who embodies that principle and keeps you tethered to it. Touchstones are your connection to humanity, but they're also vulnerable. Lose them and your Conviction crumbles.

What You Need:

  • 1 Touchstone per Conviction
  • A name, relationship, and reason they matter to you
  • Concrete details about their life (job, family, habits)

Guidance

Touchstones work best when they're present in your unlife, not distant abstractions. They should show up in scenes, call you for help, get into trouble. The Storyteller will use them as levers; protect them, and you keep your Humanity. Fail them, and you spiral.

  • Good Touchstone: Your nephew who you helped raise, who still thinks you're just "working nights."
  • Bad Touchstone: A random priest you met only once who helped you out when you were in a bind.

6. Determine Debts

Debts are favors owed and favors held. Some Predator Types give you starting Debts; obligations to NPCs who helped you survive, or leverage over people you've manipulated. Beyond that, you and the other players should establish Debts between your characters during Coterie creation.

What You Need:

  • Any Debts from your Predator Type (if applicable)
  • 1–2 Debts with other player characters (mix of owed and held)
  • Clear fictional justification for each Debt

Guidance

Debts are story hooks just as much as they are mechanics. "You owe me" should come with a reason: I covered up your feeding Frenzy, I introduced you to my sire, I lied to the Sheriff for you. Make them specific and make them hurt.

7. Decide on Disciplines

Disciplines are vampiric magic and abilities. Your Clan gives you access to 3 in-Clan Disciplines; you start with 2 of them at level 1. Your Predator Type gives you 1 additional Discipline (sometimes out-of-Clan). Each Discipline comes with a Discipline Perk that you get for free. Check out the table at the end of this section for further clarification. Clanless Playbooks start with slightly different Discipline access.

What You Get:

  • Access to 2 of your 3 Clan Disciplines and their associated Discipline Perks
  • Select a single level 1 Power from each Discipline you start with for free

What You Can't Do Yet:

  • Access Discipline Powers of levels above your Blood Potency
  • Learn Disciplines not listed on your Playbook (that costs extra XP later)

Guidance

Pick Disciplines that support your concept and Predator Type. A Sandman (feeds on sleeping victims) benefits from Obfuscate. A Siren (feeds during sex) wants Presence. Don't try to min-max — lean into what makes your character interesting, not optimal.

8. Starting XP

In Session Zero, every player character begins with a budget of Experience Points to spend on whatever they want before beginning play. Older Kindred are more experienced, younger ones less so. Think carefully about what you want to specialize in, because once XP is spent, it's gone until you earn more. Calculating your starting XP is straightforward. The formula is:

Your Blood Potency (minimum of 1, even for BP 0 characters) × 2 + any XP from taking on optional Folkloric Banes or Flaws

This means that players will have an average of 2–8 XP to spend before the Storyteller dims the lights and turns on the spooky tunes. Remember, you can only have a maximum of 10 XP at a time and Bane-stacking is an easy path to a swift Final Death. Choose wisely, Kindred. Or unwisely, if you prefer, but at least try to make other people think you know what you're doing. Starting XP does roll over if you don't/can't spend it all, so having some XP at the start of session 1 is okay. See the Advancement section for a catalog of what you can spend your XP on.

9. Finishing Touches

Now make your character real. Give them a name, an apparent age (how old they look, not how long they've been undead), a gender presentation or lack thereof, notable features, clothing style, mannerisms, and any other quirks you think would be interesting to play with. Describe what the Embrace cost them; who they left behind, what they lost, what they can never get back.

Final Details:

  • Name: What do people call you? Did you used to be called something different?
  • Apparent Age: How old do you look? You were frozen at the age you were Embraced.
  • Presentation: Gender, pronouns, style, physical description.
  • The Embrace: Who was your sire? Why were you chosen (or cursed)? What did you lose?

Guidance

Try not to overthink this. You'll discover who your character is by playing them. Start with a strong visual hook and a handful of personality traits, then let the rest emerge through play. It's just helpful to know who you were before the Embrace, if you can even recall.

10. Create Your Coterie

Now comes the hard part: unliving with other vampires. You'll need to work as a group to get through this part. All the guidance you could need is in Coterie Creation in Part 4. Have fun out there, creature of the night!

Discipline Overview

DISCIPLINE DESCRIPTION PLAYBOOKS
Animalism Utilized by those who desire a close and supernatural bond with the animal world as well as a vampire's own Beast. Gangrel, Nosferatu, Ravnos, Tzimisce
Auspex Enables users to hone their senses both physical and psychic in order to bolster their awareness, perceptions, or even see visions of the future. Devorari, Hecata, Malkavian, Salubri, Toreador, Tremere
Bardo An ancient meditative art that draws power from the practitioner's Humanity rather than Blood, working to suppress the Beast, ward off supernatural corruption, and sustain the body without harm to mortals. Osirians
Blood Sorcery A type of blood magic that allows the practitioners to manipulate the blood, mortal or vampiric. (Rituals are an extension of this that only Tremere may access.) Banu Haqim, Tremere
Celerity Powers up the movement of the user, enabling them to have unnatural quickness in their movement and tremendous reflexes. If you want to Matrix dodge, this is the Discipline for you. Banu Haqim, Brujah, Toreador
Dominate Allows the user to use mind control through eye contact and spoken word as well as manipulate memories of their victims. Lasombra, Malkavian, Salubri, Tremere, Tzimisce, Ventrue
Fortitude Strengthens the user's physical and mental resistance, and grants extra HP. Daughters of Cacophony, Gangrel, Hecata, Salubri, Ventrue
Melpominee The art of the supernatural voice, allowing practitioners to weaponize speech, song, and sound itself; from throwing phantom whispers across a city to shattering glass and minds alike with a firm note. Daughters of Cacophony
Obfuscate The art of invisibility, even in crowds, either through being wholly unseen or by blending in. Banu Haqim, Malkavian, The Ministry, Nosferatu, Ravnos
Oblivion Has two branches: one allows the user to manipulate shadows at will and the other enables necromancy or usage of spirits, though both tap into the Abyss. (Ceremonies are an extension of this.) Hecata, Lasombra
Potence Strengthens the user's physical prowess. By, like, a LOT. You're goin' down, bucko. Brujah, Gargoyles, Nosferatu, Lasombra
Presence Enables the user to use subtle manipulation, control, and swaying of emotions to guide others towards a goal. Probably the most commonly-used Discipline, but don't dismiss it — it's quite strong. Brujah, Daughters of Cacophony, Devorari, Ravnos, Toreador, The Ministry, Ventrue
Protean Grants the ability to change one's shape, grow vicious claws, meld into the earth, or become fog. Gangrel, Gargoyles, The Ministry, Tzimisce
Psychotrophia The ill-studied and frighteningly powerful psionic magic available only to vampires that consume ephemera. It seems able to touch all things except for Kindred, so most don't concern themselves. Devorari
Thin-Blood Alchemy The creation of mixtures of blood, emotions, and other varied ingredients to activate unique effects or even copy other Disciplines. Thin-Bloods
Visceratika An extension of the Gargoyles' unnatural bond with stone, granting mastery over rock, earth, and architectural spaces, from chameleon-like camouflage to flowing through solid walls. Oh, and flight. Gargoyles