Character Ideas

I have noticed that sometimes players have difficulty in coming up with a character concept that they want to play. Thus, I've created this list to further assist when creating a new PC. Note that some of these were lifted from the various Clan books.

Concept: The Beast
Clans: Nosferatu or Gangrel
Description:
You are a hideous creature, both by your appearance and your actions. Something changed in you when you were embraced, and you turned from an unremarkable person into a creature of nightmare. Your story is one of continued tragedy, as your very appearance keeps you from being accepted by mortal society, and Kindred are little better.
Note:
For the Nosferatu, your appearance readily marks you, however, as a Gangrel, you should take some appropriate flaws to represent your twisted mask.

Concept: Middleman
Clans: Ventrue or Brujah
Description:
Business is all the time. You're always looking to coordinate between people, and take a 'finder's fee'. Sometimes that might be cash, but since you've been embraced, you have learned that Boons are much more valuable. You make it your job to know what people need, and where you can find it. Learn what people specialize in, so that you can bring prospective clients together.
Note:
Your character should be focused mostly on the Influence Background, with a few dots in Allies and Contacts. Your goal should be to have a few dots in as many Influences as possible, and continuously be growing them when you aren't loaning them out.

Concept: Street Kid
Clans: Brujah, Gangrel, Malkavian and Caitiff
Description:
Your sire didn't stick around long after your embrace, and you're pretty sure they didn't have permission, that's why you fled your former city and ended up where you are now. You're always just barely scraping by, and you know that nobody is going to stick up for you, or if they do, they are wanting something from you. It's you against the world.
Note:
This concept works best with low to no Resources. It's also an exercise in thinking, because you constantly have to be figuring out how your character is going to find a cheap or free place to hide from the morning sun.

Concept: Demon Hunter
Clans: Brujah, Gangrel or Ventrue
Description:
There are things in this world that should not be. As a vampire, you have come to accept your fate a long time ago, and you have learned to use your damnation to purge the world of evils that prey upon humanity. While you don't outright attack other vampires, you have no love for the Sabbat, and if given the opportunity, you will happily dispose of other vampires. The Sheriff always has need of capable Deputies, and it is in such a position that you would find the best use of your skills.
Note:
This concept leans heavily toward combat, and as such, you should probably have several Skills to reflect such (Brawl, Dodge, Firearms and Melee).

Concept: Cleaner
Clans: Malkavian or Ventrue
Description:
The Masquerade is the most important Tradition, and without it, humans would hunt down Kindred where they slept, and there would be another bloody purge not seen since the Inquisition. Thus, you have found it in your own best interest to work towards making sure that it is kept, even if that means disposing of bodies, erasing evidence, and worse. Of course, you have also found that you can make a little something on the side, by offering your services to other vampires.
Note:
Several Backgrounds work well with this concept, allowing you to cover up minor breaches of the Masquerade, especially Influences, Contacts, and Allies. You should also seek to learn Dominate: Forgetful Mind as soon as possible so that you can erase memories which threaten the Masquerade.

Concept: The Ringleader
Clans: Brujah or Ventrue
Description:
Underground boxing and street fighting has always been popular, and you can make some quick cash off of the gambling that happens around it. You're not dumb enough to enter the ring yourself, because that just leads to some pointed questions that endanger the Masquerade. Instead, you find some promising rising star, teach them a few tricks, and then ghoul them. With vitae chugging through their veins, few ordinary mortals stand a chance against them. Your real goal, however, is to have an underground circuit, where you're taking a cut of all the matches and gambling going on...
Note:
The Retainer Background easily represents the ghoul(s) you have fighting for you. Of course, you'll also need some Influence in the local underground criminal circles...

Concept: Investigator
Clans: Malkavian, Toreador or Tremere
Description:
During your breathing days, you were a detective, a good one, however your inability to follow protocol and deal with office politics meant that you would never rise above it. Your spouse left you because of your obsession with work, and you turned to alcohol. Eventually, you left the police force, but even broken and alone, you were embraced for your talents. Now, you have found a refreshing new take on existence, and some of those old cases suddenly make sense.
Notes:
This character excels with the Auspex Discipline, a few levels of Influence with police agencies, and a few Contacts for old confidential informants, and maybe an Ally or two that still owes some major favors to the character.

Concept: The Rich Degenerate
Clans: Malkavian, Toreador or Ventrue
Description:
Money may not buy you love, but it buys everything else. Ever since your embrace, you've spent your existence in the accumulation of wealth, even though you had a decent fortune when you were a mortal, because money equals power. Rich people aren't expected to conform to the same laws as the poor, and no one is ever going to raid your penthouse suite or mansion looking for prostitutes that have gone missing, or the kilogram of narcotics sitting in your kitchen. You buy and sell people as readily as a new wardrobe. Your existence is about indulgence in pleasures, some which are forbidden to people who don't have money and power.
Notes:
Obviously, the Resources Background is needed at high levels, in addition to a few levels of Influences in both legal and illegal circles.

Concept: The Pirate
Clans: Brujah, Gangrel or Caitiff
Description:
You don't sail the seas looking for buried treasure. Instead, you prowl the shipping lanes of the interstates and highways, waiting for shipments of expensive electronics, and you hijack trucks. Of course, if you have a tip about some narcotics being smuggled, you have no problem with hijacking them too. Those people that don't want their goods hijacked cough up some protection money, and sometimes they pay you to guard their merchandise.
Notes:
Underworld Influence or Contacts within the transportation and shipping industry are a necessity, to know what is being shipped, as well as an Ally or two to help offload the goods are a necessity. A few levels of Resources are needed to keep your vehicles running, and obviously you need a high Drive skill.

Concept: Student of Darkness
Clans: Malkavian or Tremere
Description:
There are things lurking in the dark that make the hideousness of the Sabbat look appealing, and age old mysteries and conspiracies that guide the world. You have found your calling, to follow these clues, and unravel the stories, to find the truth of the matter. Of course, other vampires don't always tell the truth, and some of them are opposed to you learning of their true motivations and machinations... and who knows what goes on in the alien minds of the creatures lurking in the dark.
Notes:
Several Lores and the Linguistics skills will help this character on their path.

Concept: The Vintner
Clans: Toreador or Ventrue
Description:
All vampires need one commodity to sustain themselves, and that is blood. You have found that dealing in blood is highly lucrative, and thus you maintain a well cared for group of blood dolls, which you allow others to feed on, for a price. When you cannot satisfy their cravings with what you have on hand, you know people that can get what is needed.
Notes:
To make the most of this concept, the Herd Background works well. In addition, the Retainer Background to represent a group of ghouled thugs to ensure that your vintage is protected from possible poachers.

Concept: Corporate Raider
Clans: Brujah, Malkavian, Toreador or Ventrue
Description:
Vampires are parasites, and you're quite well aware of the fact. Your shell corporations take businesses that have fallen on tough times, take out various loans and grants, and then fold the business or parcel them off, letting all the financial obligations default, and pocketing a hefty chunk of capital. On the side, you offer financial backing to the endeavors of other vampires, and let them build an empire. Once they've become successful, you perform a hostile takeover, and sell the business out from under them, leaving them with nothing. Of course, you have to be careful, or else you'll end up infuriating the wrong person...
Notes:
The Resources Background, Influences in both financial and industrial areas are all key ingredients to this concept.

Concept: Servant of the Elders
Clans: Malkavian, Toreador or Ventrue
Description:
In the grand scheme of things, you know that you're not the biggest fish in the sea, and quite frankly, you're quite comfortable with where you are. You were fortunate to have been born within the past century, so you are quite comfortable with modern technology, something that the Elders seem unaware or afraid of (even if they won't admit it). Your youth and humanity allows you to speak with mortals without frightening them away. Thus, you have made yourself very useful in arranging things for various Elders, and collecting Boons from them. After all, you don't have anything to fear from an Elder if they find you indispensable.
Note:
This concept works well with a wide variety of Influences, as well as enough Social Attribute to sway mortals, and enough Mental Attributes to find solutions for problems which other vampires may face. Of course, a little Presence or Dominate never hurts...

Concept: The Stalker
Clans: Malkavian, Nosferatu or Ventrue
Description:
The first taste of fear caused you to be instantly addicted. They struggled a little, and then your fangs sunk in. The taste of blood mixed with fear was exhilarating, and ever since, you had to have more. Since then you have gone to great lengths to ensure that your prey is utterly terrified before you feed from them, unfortunately, this has led to a few instances where the Masquerade was almost broken, and you had to take drastic measures. Of course, there's always been the nagging question of what Kindred vitae would taste like when they're frightened...
Note:
To make this concept work well, the Obfuscate power of Unseen Presence is needed.

Concept: Sanguine Philosopher
Clans: Malkavian, Nosferatu or Tremere
Description:
There is power in the blood, that much is evident as it fuels Disciplines and allows you to rise from deathless sleep every night. However, most Kindred are completely ignorant of how the blood's mystical properties operate. You seek to classify and understand everything about the Kindred condition, thus, you perform small surgeries on your own body, to understand how your undead nerves work and to gauge how quickly the blood heals. Of course, eventually you will reach the limits of understanding your own body and you will need to experiment on someone else...
Note:
Several levels of Kindred Lore are necessary to accurately portray the character's knowledge of undead anatomy. In addition the skills of Medicine and Occult would assist, as well as the Influence in the medical field.

Concept: Mercenary
Clans: Brujah, Gangrel or Caitiff
Description:
In life you were always a scrapper, from taking on jobs as a bouncer, working as an enforcer for some criminal syndicate, or fighting in a war simply for the money, it was your calling. It was also the reason you were embraced, to serve as muscle for your sire for a time. After a decade of servitude, you finally found yourself free, so you do what you've always done, and you hire yourself out as muscle.
Note:
This concept leans heavily toward combat, and as such, you should probably have several Skills to reflect such (Brawl, Dodge, Firearms and Melee). You also want some Underworld Influence to get your hands on illegal and untraceable firearms.

Concept: The Mendicant
Clans: Malkavian, Nosferatu or Caitiff
Description:
Even though you know you're damned by the ichor that flows in your veins, and by the life you steal, you still seek to learn the reason why the Almighty has placed you upon this path. You seek out ancient tales of how vampires have been touched by the divine, so that you might discern the puzzle pieces, and figure out your role in the grand tapestry.
Note:
Several dead languages, represented by the Linguistics skill, will aid your character in their quest, as will the Occult skill.

Concept: Patron of the Arts
Clans: Brujah, Toreador or Ventrue
Description:
How many masterpieces perished in the fires of the World Wars? How many books have been burned at the hands of barbarian invaders? You have made it your goal to acquire and secure the great works of an age, so that only the worthy may gaze upon them. Of course, some people aren't so willing to turn over their prizes, so you have to convince them... or hire someone to steal it for you. In addition, you can often spot a worthy
Note:
The Contacts Background as well as the Elite Influence in the upper echelon of society will help you learn of up-and-coming artists or rare works passing through the area. Of course, the Resources Background will assist you in acquiring them.