Harry, I totally get your reservations.
Vampire is way less crunchy than D&D though, so should be smoother to run in this. Also, if I'm in then you'll know there'll be at least one other active player. I'll run you through character creation. There's also an easy to follow list
here.BasicsIf you really like, you can read the core World of Darkness book but it's completely unnecessary. A glance through the
Vampire core book wouldn't hurt though. To save you and anyone else who wants to play some hassle, I'll run through everything you need to know, so you won't need to read anything else (though if you do, you'll find more options).
First, take a look at
the character sheet and notice there are three areas: attributes, skills, and other traits. We'll quickly run through them. But before all that, you'll need a name and character concept. Because we're newly turned, focus on the human being that you were until this evening.
I'll go for Alice Drinkwater: an impressionable college student who got wrapped up in this satanist cult because she thought it looked fun and edgy. She majors in Political Science, has wealthy parents and played baseball during highschool.AttributesYou start with one dot in every attribute. This represents poor ability in that area. You'll note the attributes are split up into Mental, Physical and Social. Decide which area will be your primary, secondary and tertiary area and put 5, 4 and 3 points in the areas respectively. 5th dot of anything costs two points.
Alice is weak-willed, with poor resolve, so Mental is her tertiary. She's quite fit and ingratiating sociable, so social is her primary and physical secondary. She ends up with average scores in all areas (two dots) with below average resolve and composure (one dot) and above average intelligence, dexterity, and manipulation. She's quite stunning and, though impressionable, she's quite striking, so has very good presence of 4.SkillsSkills are also arranged mental, physical and social and you prioritise them as well, but they don't have to prioritised in the same order. Untrained skills have a -1 penalty (-3 for mental skills). Put 11 dots in your primary, 7 in your secondary and 4 in your tertiary. 5th dot of anything costs two points. Then, give yourself three specialties in three different skills, which give you a +1 bonus when you use that skill.
Alice is a student and knows a lot of stuff, so mental is her primary skill set, followed by social (she'll have had lots of friends back in high school). Physical is her tertiary: while she's fit and healthy she hasn't done much other than a few sports. She takes here specialties in Computer: Social Media; Weaponry: baseball bat; and Socialise: gossiping.MeritsMerits are small benefits that make your character more unique. There's all the merits
here. It'll be easier if you look at mental, then physical then social rather than all in a big list. You've got seven dots to spend in merits, and the merits vary in cost. Resources and Contacts are always useful things to take.
Alice takes Contacts 2 (Students, Professors) to represent that she knows people at college she can ask for information (two dots). She's pretty and she knows it, with Striking Looks (two dots). Her parents keep her in money, with Resources 2 (two dots) and she's quite quick on her feet with Fleet of Foot (one dot), which gives her +1 speed.Vampire StuffAre we doing this in game.
Allee or should we decide our starting clan and disciplines?
Virtue/ViceYou regain willpower by acting towards your vices and virtues. The vices are Pride, Wrath, Envy, Gluttony, Lust, Sloth and Greed. The virtues are Charity, Faith, Hope, Prudence, Justice, Fortitude and Temperance. Pick one of each.
Alice always thinks everyone else seems to have their life sorted out, it's so unfair! Her vice is Envy. She fundamentally believes everything is going to work out and so has Hope as her virtue.Finishing upThere's just a couple of derived stats left which you calculate like this:
Size = 5 for adult human-sized Kindred, 4 if you're a child, 6 if you take the Giant merit
Health= Stamina + Size
Willpower = Resolve + Composure
Defense = Lowest of Dexterity or Wits
Initiative Mod = Dexterity + Composure
Speed = Strength + Dexterity +5
Starting Humanity = 7
Blood Potency = 1 (You can increase BP by 1 for three merit dots. This represents the supernatural potency of your blood. It's usually 1 for new vampires and can be raised in play.)
Vitae = d10 roll (This is the 'Advantage' on the mythweavers page. It starts out with a max of 10 unless you take the Blood Potency merit.)
Equipment: this isn't really that important, but list a few things that you're character would have based on the concept and their skills.
Alice so far
If you like Masquerade Allee, you might like the crypto-reboot of Requiem called
Blood and Smoke: it's a more streamlined version of Requiem that brings back many of the elements of Masquerade.