Simple Character Creation

You first start out with six basic things. Name, Player, Chronical, Nature, Demeanor, Concept, Primary Virtue, Creed, and Starting Conviction. It has this type of Layout.
 
Name: Nature: Prime. Virtue:
Player Demeanor: Creed:
Chronical: Millenium Saga Concept: Starting Con.:
Name is the name of your character, also put a call sign. The call sign is used in public. You never know where a Walking dead, or vampire is.

Player is your name.

Chronical has already been assigned. This is what all the sessions will be called. Same concept as "Campains" (SW RPG).

Nature is the way your character is deep down inside him/herself, whereas, Demeanor is the way your character acts towards other, or shows to everyone. A list is provided:
Addict- You're hooked on something or someone
Architect- You build a better future.
Autocrat- You need control
Bon Vivant- Life is for pleasure
Bravo- Strength is all that matters
Caregiver- Everyone needs nuturing.
Celebrant- You exist for your passion
Child- Won't somebody be there for you?
Conformist- You follow and assist
Conniver- Others exist for your benifit.
Curmudgeon- Nothing is worthwild
Director- You oversee what must be done.
Dreamer- You aspire lofty heights
Fanatic- The cause is all that matters.
Gallent- You're not the showstopper, you're the show!
Gambler- You play the odds in all things
Pedagogue- You save other's through knowledge.
Penitent- Past acts must be atoned for.
Perfectionist- Nothing is good enough.
Rebel- You follow no one's rules.
Rogue- Those who can, win. Those who can't, lose. You can.
Survivor- Nothing can keep you down.
Traditionalist- As it has always been, so it shall be.
Trickster- Laughter eases the pain
These are just suggestions as what you could use. You decide what your person is, really.

Concept is what your character did before he was "Imbued", this can range from Buisness man to pimp. (Mercenaries, bounty hunters, and that sort are banned)

Primary Virtue is the virtue your character has. There are three, which all creeds fall on.
Zeal Virtue: Avangers, Judges, and Defenders
Mercy Virtue: Redeemers, Innocent, and Martyrs
Vision Virtue: Visionaries.

Creed is the path at which your characters take against the monsters they now see. Basicly meaning that they follows different rules.

Avangers are the fighting force. They only have one solution to the war, against monsters and humans, and that is to destroy every last monster untill humans are free from their grip.

Defenders are the ones who defend people, places or things. They have a connection with that place, and do everything they can to protect them/there/it.

Redeemers are the the people who believe that the monsters (minus a few) may be redeemable, and brought back to humanity. Most redeemers have a sort of religion.

The Innocent are those who want to co-exist with the monsters, or study them. They are usually not very noticble to the monsters, and are usually thought to be normal.

Judges are the creed that makes the short term desisions of the group. They decide what they should do when they are out on the field.

Martrs throw themselves to the wolves to protect humanity. They are compasionate and loving towards humanity, and will die for humanity.

Visionaries are leaders and studiers of the hunters. They watch and learn, and make long term desitions. They are hunter insighters, and visionary aids.

Starting Conviction are the number of points your characters start out with. This is determined by what creed you are.

Avangers- 4 points
Defenders- 3 points
Innocent- 3 points
Judges- 3 points
Martyrs- 4 points
Redeemers- 3 points
Visionaries- 3 points

The next section is your abilities list. These are your physical, mental, and social stuff. here is an example of what the Abilities look like.
 
 

Physical 

Social

Mental

Strength * Charisma * Perception *
Dexterity * Manipulation * Intelligance *
Stamina * Apperance * Wits *
You automaticly get one dot for each Atribute. Now, you can add 13 extra dots to your Atributes.
 

Physical

Social

Mental

Strength **** Charisma ** Perception ****
Dexterity ** Manipulation * Intelligence ***
Stamina ** Apperance *** Wits *
In total, that is thirteen dots added to the original nine. You will be able to add more dots to your Atributes later on.

Next is the abilties. These are telents, skills and knowledges your characters have. You may only put three dots on each for now, but later you may put on extras.
 
 

Talents

(mad)Skills

Knowledge

Alertness Animal Ken Academics
Athletics Crafts Bureaucracy
Awareness Demolitions Computer
Brawl Drive Finance
Dodge Etiquette Investigation
Empathy Firearms Law
Expression Melee Linguistics
Intimidation Performance Medicine
Intuition Security Occult
Leadership Stealth Politics
Streetwise Survival Research
Subterfuge Technology Science
Now, add 22 dots to your abilities. Please, do not go over three each. You will be able to do that later with your extra points.

Next, we will disscuse the Advantages part of the profile. Which covers backgrounds, edges, and Virtue points.

Backgrounds are contacts and friends your character has before being Imbued. You have 5 points to distribute amoung any backgrounds listed and that you want. Please, try and be relistic. Not everyone has connections to firearms:
Allies- Nonimbued confederates, usually family or friends
Arsenal- Weapons and Equipment on-hand
Bystanders- Allies who witness the unknown but do not become Imbued
Contacts- Sources of information or limited influence
Destiny- Your character has fate apointed by higher powers
Exposure- Previous contacts with the supernatural and now usefull as a weapon
Fame- How well known your character is known amoung other people
Influence- Your character's political power within normal society
Mentor- An aware person or group that advises and supports your character
Patron- Ongoing contact with the heralds or other unknown forces
Resources- Wealth, belongings and monthly income

Next are "Edges" or powers that your character has. These will be given to you by the Storyteller (DaveMarts or DabeMaatsu) Edges have four different parts. Name, Creed, Level, and trigger. You can get other creed powers by having Virtue points in different areas. Example: Your main is Zeal, if you have Virtue points on Mercy, you may get a power that falls under the Mercy catagory.

The last thing on the Advantage catagory, are Virtues. Virtues determine what edges you get, and at what levels. You can spend Virtue points to gain edges, by checking it off. it ould take two Virtue points, to buy a level two edge. Virtue points are awarded for how well you play that catagory, and throw yourself into the hunt mission. EX: If your a Avanger, and you see a monster, you wouldn't hesistate to get rid of it, and try to kill it, not bothering what the others want, only wanting it gone so humanity may prosper.  You have three points to distribute amoung the three Virtues. Rule of thumb: None of your virtues can exceed over your primary. Meaning you cannot have two on mercy, and one on Zeal, if your Primary Virtue is Zeal.
 
 

Mercy Vision Zeal
1. *  1. * 1. *      X
2. 2. 2.
3. 3. 3.
4. 4. 4.
5. 5. 5.
6. 6. 6.
7. 7. 7.
8. 8. 8.
9. 9. 9.
10. 10. 10.
(The X shows that it used for an Edge)

Then next is the MISCALLANIOUS lists. You have five catagories- Derangments, Conviction, Willpower, Health, and Experiance.

Derangments are the fears, phobias, personal disabvantagments, and mental status of your character. You may decide what they are.

Conviction points are your characters endurance for the hunt, and his energy reserve for using edges. Points for this depends on what creed you have. (List of points are located here) Also, when spending freebie points, you may only use them to a max of 8 dots total (Including preset dots).

Conviction
****

Your willpower is your character's inner drive and desire to succeed at the tasks he undertakes. You automaticly start with three.
 
 

Willpower
***

Health is your characters health. Your character *IS* mortal, and can fall prone to any harm.

Health
Bruised
Hurt -1
Injured -1
Wounded -2
Mauled -2
Crippled -5
Incapitated

As a finishing statement, you now have 21 points to distribute amoung your Attributes, Abilities, Backgrounds, Conviction, and willpower. Here is a list on how you spend these points towards your abilities.

FREEBIE POINT COSTS
Attributes- 5 points per dot
Abilities- 2 points per dot
Backgrounds- 1 point per dot
Willpower- 1 point per dot
Conviction- 1 point per dot (max starting score of 8)

Thank you for your time, and efforts to put together a character. If you need any help, please contact me at my e-mail address.