Character Creation
Seraphim are born that way, period. There is not a force in this universe (save the Presence itself) that can change an angels state. This has a definite effect on our Seraph during childhood. She may have sensed something was not right with the religion that was offered by her family, or may have asked difficult questions during Sunday school. Theres always something that marks out a pre-Seraph, although the Nephandi cannot detect them before their Becoming.
Seraphim are a very unique character class, due to their humanity: despite the world around them, they are still human... along amongst mortals; hidden; but still human in mind and soul unlike most of the other supernatural creatures. This humanity makes them unique and interesting characters to explore and role-play. As in Vampire, we recommend that players new to Storytelling or Angel play a 'new angel' character - i.e. one who only discovered his true nature quite recently, in game terms. However, playing older seraphim has its problems but we have included guidelines in the appendix for character creation. Twinkie players may discover these and play merry hell, but theyd better have a very good reason for still being alive and for hooking up with a company of other Seraphim. Although we discourage this behaviour, experienced role-players may, with storyteller permission, play more experienced characters, but this kind of destroys part of the atmosphere of the game.
Concept
To begin the creation process, settle on the concept for the seraph. When and where was he born? What was his life up until his Becoming like? What was his profession? How did he experience his Becoming, and what was the reaction to his miraculous revival? Did he have a nearby company to help and mentor him, or did he have to learn for themselves what it means to be an angel? How did he leave his home and family? Where has he been in the years since his Becoming? What has he been doing? How much does he know about the other supernatural creatures, like the Kindred and Garou? Does he even know that they exist? Where has he settled to live today, or is he a wanderer, travelling from one place to another, never staying in one place for long? What does he do and how does he conceal his true nature from those around him? Pick a strong nature, something that drives him and makes him cling to life, rather than just let go.
All of these questions can be started to be answered at this point. You need to choose Nature, Demeanour and Host. The better that these three interrelate, the more complex a character you can create.
Nature: Your nature is your inner self, an archetype that defines your innermost thoughts and feelings. It is, in a way, what makes you tick. Most people find it is easier to manipulate a person if their Nature is known as their actual goals can be divined much easier.
Demeanour: Your demeanour is the face you put on for the world. Most people have a demeanour that at least vaguely ties in with their Nature, but that does not have to be the case. Extremely simple-minded or uncomplicated may have similar natures and demeanours, or even the same for both.
Host: A characters host is the group of angels to whom she owes allegiance. In the beginning o these times, many companies formed of Seraph from the same host but different host companies are seeing the light of day.
A characters host will describe the angelic side of that character, and also define the powers to which the character has access. There are four hosts, and a short description is given herein, more information can be found later.
Attributes
All angels are relatively inexperienced in life the Becoming occurs on the eighteenth birthday but this does not mean that there are not areas where they are good and things which they are not so good at. Because of this, new Seraphim start assigning points to their attributes by prioritising them. Is your character strong, smart or charming? This is shown by the prioritisation of the three sections: Physical, Social and Mental. You have seven points to spend in your primary choice, five in your secondary choice and three in your tertiary choice. Dont be disheartened, as you start off with one dot automatically in each trait.
Abilities
Abilities rate what you know rather than what you are. All talents, Skills and Knowledges are Abilities. Abilities are rated from one to five, like attributes, but you do not start off with any points in any Abilities.
Like Attributes, Abilities are divided into three categories: Talents, Skills and Knowledges. Each type of Ability has different characteristics.
Talents describe intuitive abilities. Talents do not need to be practised per se, and cannot be studied or learned from a book; they are most often gained by direct experience. Does your character possess a lot of common sense?
Skills are the abilities learned through rigorous training. This category includes any Ability that must be learned step by step from actual practise, but that can be taught and studied. Is your character good at learning through practice?
Knowledges include all Abilities requiring rigorous application of the mind. These are generally learned through school, books and teachers. Does your character have a good memory?
These are prioritised into primary, secondary and tertiary like the Attributes. Primary have thirteen [points to spend, secondary has nine and tertiary has only five. You cannot yet assign a character a score over three in any Ability, but that will change.
Advantages
"You cannot die, MacLeod... Accept it!"
- Ramirez, Highlander
Arts
Each character gets four points to spend in Arts, the angelic powers that he has access to. These range from the old-school of fire and brimstone to new illusory powers and others. Each art has a rating from one to five, and each dot in an art has a related power (kind of like the vampiric Disciplines). Each Host has its chosen Art, and at least one point must be spent in this. Other points may be freely assigned, but no starting score in an art may be larger than three. More and greater arts may be purchased with Freebie points and experience.
Backgrounds
All Seraphim start he game with seven points to spend in the Backgrounds category, chosen from the list below
The following backgrounds are possibilities for angelic characters. See Vampire for explanations of most of these backgrounds (except for Arcane, which comes from Mage).
Allies: Friends who can be counted on to help the character out. They probably know of his immortality.
Arcane: A divine ability to remain hidden from all detection, even Infernal powers.
Artifice: A magical object with powers gained from Divine sources. (Akin to Fetish and Talisman)
Contacts: The number of information sources the character possesses.
Haven: A place you can go to for safety from others and to meet the rest of your Company. You may live at the Haven or nearby
Influence: Your status in mundane society and your ability to manipulate your niche to suit higher ends.
Past Life: Your remembrance of your times in Heaven before your mission on the physical plane.
Resources: Wealth, belongings, and monthly income.
Status: Your standing in the Host and in angelic society in general
Virtues
Your virtues rate how you react to certain situations. There are three virtues and you have seven points to spend in them You also start out with one point in each. These are straight from Vampire: The Masquerade, so see that book for a more in-depth description of the dots.
Finishing Touches
In this step you may spend your fifteen freebie points, but first you must record your Humanity, Willpower and Divinity.
Humanity
The Humanity trait measures how in touch with basic human values the Seraph is. The trait first appeared in Vampire: the Masquerade, and is also used in this game. Your characters humanity is worked out by adding Conscience and Self-Control.
Willpower
The Willpower trait measures the he mental strength and never-say-die attitude (or lack thereof... ) that a Seraph possesses. A characters base Willpower is equal to the characters base Courage virtue.
Freebie Points
Angels get 15 freebie points to spend. Unfortunately, nothings that simple. Each rating on the character sheet costs a variable amount of freebies to be raised by one. Your freebie total may also be spent on Merits and raised by Flaws. The costs for raising various dots are shown below.
Point Costs:
Arts 7 points per dot
Attributes 5 points per dot
Divinity 4 points per dot
Abilities 2 points per dot
Virtues 2 points per dot
Humanity 1 point per dot
Willpower 1 point per dot
Backgrounds 1 point per dot
Spark of Life
This is a very important part of character creation, and, unfortunately, one that is skipped over far too often. This is a role-playing game, and the Storyteller system is designed so that players can immerse themselves in their character. However, you cannot do this if you don't know your character.
Appearance
"Was this the army that invaded your country madam? No, they were taller than that"
Terry Pratchett, Jingo
What does your angel look like? How does he dress? Your characters appearance should make the traits visible to the members of the Company. A high intelligence could manifest as a piercing gaze, and an explorer concept could mean khaki gear and a weather-beaten look. Make yourself individual without being easy to spot.
Outlook
What kind of personality does your angel have? Is he dark, moody and bitter, or bright and extrovert? What drives them, keeps them going? Even though in many ways the world is against you do you stay bright and ever vigilant or do you try and convince the mundanes of their wrongs. Your outlook can shape a character as much as a set of dots on a sheet, and often more.
Merits and Flaws
Vampire introduced the Merits and Flaws system, which is a method of really making your character seem alive and individual. Merits and Flaws are purchased just before you spend your freebie points. They cost or give between one and five freebie points - i.e. purchasing a five point merit would mean you had five less freebie points to spend, while taking a five point flaw would mean that you had an extra five freebie points to spend.
The full rules for Merits and Flaws can be found in the Vampire, Werewolf and Mage Players Guides but here are some Merits and Flaws from various of these which adapt well to the angelic concept and style.
Paranoia (2 pt Merit)
You are slightly paranoid about concealing your true nature, and you are always on the lookout. You are at -1 difficulty to spotting ambushes, etc.
Code of Honour (1 pt Merit)
Against supernatural persuasion to violate code - +3 dice/+2 diff. to opponent (ST choice).
Curiosity (2 pt Flaw)
You find all forms of mysteries irresistible. To resist temptation, make a Wits roll vs. diff. 5 for simple, non-dangerous things, up to diff. 9 for dangerous things.
Lifesaver (3 pt Flaw)
Human life is sacred, won't take a person's life. Never willingly endanger the lives of innocents, but will kill evil or inhuman creatures. Senseless death repulses you.
Example of character creation
Stewart decides to create a Seraph for his groups chronicle. With a copy of the creation chapter in front of him, he gets to work.
Step One: Concept
Stewart must decide on a concept for his character. He decides to make his angel an outcast, and almost instantly refines this into a rock musician whose family is lost to him. He checks his choices and turns to the sheet
He must first choose Nature and Demeanour. For a Nature, he chooses Autist, as he thinks that it shows his characters murky past and unknown family. As a Demeanour, he chooses Rebel as it seems to fit with the rocker concept. Finally, he looks through his choices for a Host and selects Eagle Host, as it seems to be the most fitting choice. What about a name? He settles with John Tremayne, alias Zauriel. He looks to be more of a musician with a heroic night life that means that he keeps moving.
Step Two: Attributes.
Stewart must prioritise his attributes. He decides on Mental primary, Social secondary, leaving Physical tertiary.
John appears to be a very perceptive kind of guy, not the kind of person to miss the detail of the crowd, thus he places three points into Perception. Next, he places two points into Wits, reasoning that he needs quick reactions when he is being chased, and two points into Intelligence, adding a college education into the mix of Johns past.
Next, Stewart tackles the secondary Attribute. He places three points of his five into Charisma, making John incredibly likeable. A life on the road necessitates some white lies and an anonymous face, so Stewart places his last two points one apiece into Manipulation and Appearance.
Finally, the Tertiary category. Stewart finds this easy to settle, reasoning hat he is a pretty average guy, placing one point in each Attribute. Hes not very good at anything but can handle himself. Stewart makes a mental note about Johns Dexterity rating and continues.
Step Three: Abilities
Stewart must now prioritise Johns Abilities. He decides to make Skills primary, Knowledges secondary and Talents tertiary. Stewart now checks off the Abilities hat he wants, and continues with the points allocation.
John has 13 points in his Skills. Three are gone almost immediately into the Performance skill, reasoning that it represents his skill with a guitar. Two points go into Technology, representing johns grasp of sound and lighting. Two points go into Stealth and one each into Security and Survival, representing skills he has picked up on the run. Two points go into Drive, Stewart at least figuring that John passes his driving test. The last two go into melee, as Stewart fleshes out Johns past with a chance encounter with another Seraph who taught him to sword fight. The points have worn out.
Johns Knowledges are the next to be assigned. Stewart puts three points into Science, figuring that John was a science major before his Becoming. His also gives more of a twist to his history: A straight scientist who discovers a terrible truth and starts running from those who would have him killed. Two points go into Enigmas and Occult, Stewart reckoning that John will have picked up some scraps of knowledge, and has been able to use his analytical mind to uncover he truths. One point goes into Lore, representing the terrible secret that John carries with him, and the final point goes into Computer, as John would have learned the rudiments of computer use from his college.
With only five points to spend in Talents, Stewart has to be careful. One point in Subterfuge, to represent his little white lies, one point in Athletics as he does most of his own backstage work, and a point in Awareness to represent Johns innate senses. Finally two points go into Dodge. As John himself would later say "If you dont get hit, you dont get hurt."
Step Four: Advantages
These traits define what Zauriel can do as an angel. First, Stewart has four points to spend in Arts. As Zauriel is of Eagle Host, at least one of these points must go into Kenning, an Art which allows supernatural perceptions and other tricks. Another point follows it, then a point goes into Accelerometry, an Art which allows control of speed and motion. The final point goes into Immolation, the only direct combat Art available to the Eagle Host.
Next, Stewart must purchase Johns Backgrounds. This will play a large part in his characters history. Stewart places three points into Contacts, two into Artifice to represent a gift that his mentor gave him before he left, and two into Arcane, to affirm why he has not yet been caught.
Stewart must now prioritise Johns Virtues. He places two dots into Conscience, two into Self Control and three into Courage. He thinks that Johns new cavalier lifestyle has lead to him becoming rather upstanding, especially when it comes to matters of honour and ladies.
Step Five: Finishing Touches
Stewart records Johns Humanity of six, and his Willpower of four. He then turns to his freebies. Five are blown into another point of Dexterity, and eight more raise his divinity to three. The last two are spent raising Willpower to six. Finally, Stewart notes Johns Host advantages Keen Vision and Aerial Aptitude; and limitation Light Bones.
Stewart makes notes and develops a timeline of Johns history, starting with birth and ending just before the start of the Chronicle. He also decides that the Flaw: Dark Secret seems suitable for Johns background. This gives him one more freebie point which he places into his Arcane background. Johns Artifice will be determined by the Storyteller, but a flaming sword would be appropriate, so Stewart suggests it.