Post by Badgerman on Jan 31, 2015 21:58:54 GMT
Character sheets seem to be the biggest problem for a lot of new players, so I've put this little threadnought together to explain them. I'll use simple terms, I'll try to use as few words as possible and then i'll go through the process of making one.
So shall we start with the top of a Character sheet. I'm going to use a brand new Straight out of the book character, so what most systems would call a noob character or a starter character. This is purely an example, this is not a "copy me and paste me so i know it'll get accepted" sheet.
Right here we go.
First things first. Who or what is your character? Is it a Tremere apprentice, lots of book learning and now finding his/her way in the world of Darkness? Is it a thuggish doorman who's been embraced into the sabbat? Is it a clever conman? Is it a politician? Is it a sadistic little fucked up medical student? We call this concept.
This is the very basis of a character, this is what i think of as the core of the character. I can't emphasise this enough, this needs to be set in your mind before you even think about numbers and character sheets. for this example, I'm going to do a character who we'll call Bob. In my head, Bob the new vampire was a doctor, but he was an insane "kill people slowly whilst they thank you for their medicine/poisons". I think maybe he's been embraced (made into a vampire) by the Sabbat. Now how old is Dr Bob? Well i think he might be in his mid to late fifties, and he might have a small goatee etc. I imagine him walking with a stick, so maybe he has a limp. Maybe an old sports injury that never really healed. So here we go. Let's make Dr Bob.
First part of the Character sheet is simple enough and it contains no numbers. Lets have a look.
Name :
Player:
Chronicle :
Nature :
Demeanor :
Clan:
Sire:
Generation :
Haven :
Concept :
Right, for the newer people you probably have no idea what some of these mean. So I'll do the helpful thing and explain them.
First the really easy bit.
Name: Well this is simple. It's the characters name. So in our example. It's Dr Bob.
Player: This is YOU. On mine i just put Badger. Makes most sense to use whatever name you go by in room OOC'ly.
Chronicle: This represents which story you're in. For us, it's Birmingham by Night.
Now for the bit that takes a little thought. you'll also need this link for reference: List of Natures and Demeanors.
Nature : A characters nature is who they are when alone. Who they REALLY are. So for Dr Bob we know he's a messed up little cookie. We know he's uncaring and delights in watching his victims die slowly and of their free will. However he does it without being caught in a methodical and slow process, always making sure his results are right. He'd hate for them to die to obviously or too quickly. So having checked the list I've just mentioned, i think i'll settle on Scientist. It seems to fit the best.
Demeanor : The characters demeanor is the opposite, this is who the character seems to be to the outside world. When you meet them, this is the first impression you get. I see Dr Bob being a grumpy unapproachable kind of character, so i went through the list and found the one i thought fit the best. Curmudgeon
Clan: This isn't a major deal UNLESS you REALLY want to play a certain clan. After all Clans don't turn people into vampires, Vampires turn people into vampires. I've had a look through the Sabbat clans allowed in the room, and thought, the doctor is a nasty kind of insane, so my first thought was Malkavian antitribu (because well they're all mad) but then i thought, no. He's more Dr than he he is insane. having read up on the clans, i thought maybe Tzimisce. I couldn't decide. So in the age old tradition of "I can't choose as either would work" i flipped a coin. I called heads for Malkavian and tails for Tzimisce. Came up heads. so i'm going with Malkavian antitribu. This will make a difference to the characters disciplines (vampiric powers and his clan weakness).
That last bit requires the most thought on the whole sheet. After that the rest is simples. So let's move on.
Sire: your Sire is the Vampire who made you. Are they a big part of your new life? Are they dead? Do you even know who they are? I'm going to call mine Dave the Malkavian Antitribu with a Dr Fetish
Generation : All vampire character sheets assume you are 13th generation. The first vampire was 1st generation, his childer were 2nd generation theirs were 3rd and so on. Generation is a measure of how powerful your characters blood is. The closer you are to the first generation, the more blood you can use. Don't worry i'll explain this later in more detail. for now, the character is assumed to be 13th Generation.
Haven : This is where the character lives. Does he have a house? Does he live in a sewer or an abandoned building somewhere? I think Dr Bob might live in his private practice in the city. So I'll put it down as "In his Surgery"
Concept : Remember that image you had of your character? This is where we sum it up in a few words. I'm gunna call mine. Dr Death. Sounds about right to me.
So this is what I have so far.
Name : Dr Bob
Player:Badgerman
Chronicle :Birmingham by Night
Nature : Scientist
Demeanor : Curmudgeon
Clan: Malkavian Antitribu
Sire: Dave
Generation : 13th
Haven : In his surgery
Concept : Dr Death.
By now you should have an image of the character but what are they like physically? Are they hench? Are they a little on the fat side? Are they a bag of bones held together with the barest hint of muscle? Then how clever are they? Einstein or cartman? This next section deals with all that. Again you have to think about your character concept, your idea of them and use a little common sense. This system works on a number system, 0 - 5 specifically. With 0 being the poor end and 5 being the high end of it. So should someone have a 4 or a 5 in something they are REALLY good at it. So lets go try this then.
This is where we start.
Attributes
Physical
Strength : 1
Dexterity: 1
Stamina : 1
Social
Charisma: 1
Manipulation : 1
Appearance: 1
Mental
Perception : 1
Intelligence : 1
Wits : 1
Everything starts at one. Why? Well with intelligence 0 you're to stupid to even breathe or with strength 0 you're to weedy to even lift your own head. So one is effectively minimum in this section. There is of course an exception. what rule is worth it's salt without an exception? The nosferatu flaw, is that they are all hideously Ugly so nosferatu have to have appearence 0. That is however the only exception to the rule.
Right let's build Dr Bob.
In this section the Character sheet tells us we have 7/ 5/ 3 now what does this mean? It means we have seven points to spend in one section, 5 to spend in another and 3 in the last. So we get to distribute these in any order we like. So lets think of limping middle aged Dr Bob. Is he likely to be a strong athletic man? Nope. As a grumpy old curmudgeon he's unlikely to be a social man. He is however an intelligent and educated one. So i think i'll spend the 7 in the Mental section. Maybe the 5 in the Physical section, after all he used to play a lot of sports before his injuries. Then finally i'll spend the 3 in the social section.
Attributes
Physical
Strength : 2
Dexterity: 3
Stamina : 3
Social
Charisma: 1
Manipulation : 3
Appearance: 2
Mental
Perception : 3
Intelligence : 4
Wits : 3
Ok so i've distributed my points on top of the base 1 in each category. I'll explain my reasoning behind them. Please bare in mind that 2 is the human average.
Physical
Strength : 2- Not a physically strong man but in a decent shape.
Dexterity: 3- His dexterity is a little higher due to his job as a surgeon. After all "surgeons hands".
Stamina : 3- Again i feel his stamina would be higher due to his familiarity with long 12/14 hour working shifts in hospital.
Social
Charisma: 1- He's unapproachable and doesn't see the need for "small talk and being nice" hence the low charisma.
Manipulation : 3- Just because he's short and sharp doesn't mean he doesn't know how to play people. Hence his higher manipulation skill.
Appearance: 2- He's not bad looking, he's not a stunner either.
Mental
Perception : 3- He's a surgeon, serial killer. He's not been caught. He reads people and places very well. Hence the higher Perception score.
Intelligence : 4- He's very smart. He's nuts but he's smart. He's probably the guy who graduated at the top of his class or at least top 5.
Wits : 3 - The Wits Trait measures the character’s ability to think on their feet and react quickly to a certain situations. Now for a surgeon, i figured this might be above the average, he'd need it should he nick an artery or in his case have to hide a body.
Ok, so we have him as a physically average man with a razor sharp mind and very little in social airs and graces. Sounds about right to me. Next we move onto the section called Abilities this section, well this is the bit that shows us what the character knows. All his training, his skills his general knowledges etc. Much like the last section there are three sections, and three different amounts of points we can spend. In this section those points are 13/9/5 so here goes.
Talents
Alertness :
Athletics :
Brawl :
Dodge:
Empathy:
Expression :
Intimidation:
Leadership:
Streetwise:
Subterfuge:
Skills
Animal Ken:
Crafts:
Drive :
Etiquette:
Firearms :
Melee:
Performance:
Security:
Stealth:
Survival:
Knowledges
Academics:
Computer:
Finance:
Investigation:
Law:
Linguistics:
Medicine :
Occult:
Politics:
Science :
Unlike the last section, these all start at zero. There are no helpful little extras in this section. So I'm thinking about Dr Bob. I feel he'd have a lot of Knowledges he is after all a well educated man so i'll spend my 13 in there. My 9 is going to go into Talents and my 5 into skills. So lets see what i've chosen and why.
Talents
Alertness :2 - This is your basic knack for noticing things that goon around you, he's been someones boss. It's an essential skill in his business.
Athletics :
Brawl :
Dodge:
Empathy:2 - This I feel fits for a doctor of any type, although this might primarily reflect his "Bedside manner" it might also represent his contact with hundreds of patients.
Expression :
Intimidation: 1 - Not very intimidating but certainly a little unsettling which i feel fits for him
Leadership: 3 - He was a surgeon leading a team, now he runs a small practice of his own. Management skills and leadership is a role he fit into well.
Streetwise: 1 - He has a few street smarts, he knows his neighbourhood. It might also represent the little bits he's picked up from younger patients.
Subterfuge:
Skills
Animal Ken:
Crafts: 2 - this represents his creative abilities, I imagine him being an avid model maker. Maybe model ships or tanks.
Drive : 2 - He can drive what the americans call a stick shift car. Or as us brits call it. A car.
Etiquette:
Firearms :
Melee:
Performance:
Security:
Stealth: 1 - Sneaking up on new employees and trainee Doctors is alway useful. So is sneaking out of a patient's house with their body. I feel a little basic skill at stealth would be useful and more importantly, fitting.
Survival:
Knowledges
Academics: 4 - This represents his university education and his further education as a Surgeon and general practitioner
Computer: 1 - He can turn one on, install new programmes and maybe clear the cache but much more than that, he'd ask google or an expert.
Finance:
Investigation: 1 - What doctor wouldn't have this? Isn't it half of the job?
Law:
Linguistics:
Medicine : 4 - this one should be blatantly obvious as to why he has it this high? He is after all Dr Bob.
Occult:
Politics:
Science : 3 - I feel this would represent his interest in biology, and possibly into the chemical reactions of his poisons of choice.
Technology:
So there we go. Dr bob now has a mind, a body and with the most recent section a skill set. What's next? Well the next section is called Advantages. This section is the "Vampire" bit of his character sheet. This section contains his Vampire powers and his "Backgrounds". Let's start with his Disciplines, the supernatural powers of the vampires.
Each clan has it's own group of disciplines these we call "clan disciplines". They are the powers that come easily to those of that clan. For the Malkavians those disciplines are Auspex Dementation and Obfuscate. I will limit Bob to those for now. As a Malkavian Dr Bob could learn these more easily than any other discipline. He could learn other powers but those would require a teacher and more experience points than his "natural clan disciplines".
For a beginner character like Dr Bob you get 3 points to spend in disciplines. I've chosen to give him one in each. If i had chosen to I could have given him all three in one discipline and none in the others.
Disciplines
Auspex: 1
Dementation: 1
Obfuscate: 1
The next section is called Backgrounds.
Backgrounds describe advantages of relationship, circumstance, and opportunity: Material possessions, social networks, and the like. Backgrounds are external, not internal, Traits, and you should always rationalize how you came to possess them, as well as what they represent. Who are your contacts? Why do your allies support you? Where did you meet your retainers? What investments do you possess that yield your four dots in Resources? If you've put enough detail into your character concept, selecting appropriate Backgrounds should be easy. you get 5 points to allocate through the backgrounds. Just like before in the other sections, you can spend them in any combination you feel fits. So i'll have a look and see which ones i feel fit Dr Bob. This is the list of them.
Backgrounds
Generation: 1 - This will make him now 12th Generation instead of 13th.
Resources : 3 - This represents his savings, and the money his medical practice makes. He takes a decent cut from the profits every month.
Contacts: 1 - I feel his contacts might be friends or associates from his breathing days in the medical profession.
The Last part is called Virtues and it is the part that represents the characters instincts. Their convictions if you will.
Just like the previous sections you get an amount of points to spend, in this case 7. So lets do Dr Bob's Virtues.
Virtues
Conscience : 1 The man has next to no qualms about murdering people. His conscience is almost none existent.
Self- control : 4 However he keeps a very tight reign on himself. He can't afford to snap and go on killing spree. It'd end the game of it. I feel this would also reflect his scientific personality.
Courage : 2 He is not particularly brave, nor is he a coward. He just isn't the bravest of people.
The next bit is automatically generated. Humanity is worked out by adding your Conscience and self control together. So in the Case of Dr Bob it would be 4 + 1. His willpower is equal to his courage. Bloodpool varies depending on a characters generation. The simplest way to remember what it is is this. Take however many points you have in generation and add ten. This gives me a blood pool (how much blood a vampire can hold inside them and use) of 11.
Humanity : 5
Willpower: 2
Blood pool: 11
So shall we start with the top of a Character sheet. I'm going to use a brand new Straight out of the book character, so what most systems would call a noob character or a starter character. This is purely an example, this is not a "copy me and paste me so i know it'll get accepted" sheet.
Right here we go.
First things first. Who or what is your character? Is it a Tremere apprentice, lots of book learning and now finding his/her way in the world of Darkness? Is it a thuggish doorman who's been embraced into the sabbat? Is it a clever conman? Is it a politician? Is it a sadistic little fucked up medical student? We call this concept.
This is the very basis of a character, this is what i think of as the core of the character. I can't emphasise this enough, this needs to be set in your mind before you even think about numbers and character sheets. for this example, I'm going to do a character who we'll call Bob. In my head, Bob the new vampire was a doctor, but he was an insane "kill people slowly whilst they thank you for their medicine/poisons". I think maybe he's been embraced (made into a vampire) by the Sabbat. Now how old is Dr Bob? Well i think he might be in his mid to late fifties, and he might have a small goatee etc. I imagine him walking with a stick, so maybe he has a limp. Maybe an old sports injury that never really healed. So here we go. Let's make Dr Bob.
First part of the Character sheet is simple enough and it contains no numbers. Lets have a look.
Name :
Player:
Chronicle :
Nature :
Demeanor :
Clan:
Sire:
Generation :
Haven :
Concept :
Right, for the newer people you probably have no idea what some of these mean. So I'll do the helpful thing and explain them.
First the really easy bit.
Name: Well this is simple. It's the characters name. So in our example. It's Dr Bob.
Player: This is YOU. On mine i just put Badger. Makes most sense to use whatever name you go by in room OOC'ly.
Chronicle: This represents which story you're in. For us, it's Birmingham by Night.
Now for the bit that takes a little thought. you'll also need this link for reference: List of Natures and Demeanors.
Nature : A characters nature is who they are when alone. Who they REALLY are. So for Dr Bob we know he's a messed up little cookie. We know he's uncaring and delights in watching his victims die slowly and of their free will. However he does it without being caught in a methodical and slow process, always making sure his results are right. He'd hate for them to die to obviously or too quickly. So having checked the list I've just mentioned, i think i'll settle on Scientist. It seems to fit the best.
Demeanor : The characters demeanor is the opposite, this is who the character seems to be to the outside world. When you meet them, this is the first impression you get. I see Dr Bob being a grumpy unapproachable kind of character, so i went through the list and found the one i thought fit the best. Curmudgeon
Clan: This isn't a major deal UNLESS you REALLY want to play a certain clan. After all Clans don't turn people into vampires, Vampires turn people into vampires. I've had a look through the Sabbat clans allowed in the room, and thought, the doctor is a nasty kind of insane, so my first thought was Malkavian antitribu (because well they're all mad) but then i thought, no. He's more Dr than he he is insane. having read up on the clans, i thought maybe Tzimisce. I couldn't decide. So in the age old tradition of "I can't choose as either would work" i flipped a coin. I called heads for Malkavian and tails for Tzimisce. Came up heads. so i'm going with Malkavian antitribu. This will make a difference to the characters disciplines (vampiric powers and his clan weakness).
That last bit requires the most thought on the whole sheet. After that the rest is simples. So let's move on.
Sire: your Sire is the Vampire who made you. Are they a big part of your new life? Are they dead? Do you even know who they are? I'm going to call mine Dave the Malkavian Antitribu with a Dr Fetish
Generation : All vampire character sheets assume you are 13th generation. The first vampire was 1st generation, his childer were 2nd generation theirs were 3rd and so on. Generation is a measure of how powerful your characters blood is. The closer you are to the first generation, the more blood you can use. Don't worry i'll explain this later in more detail. for now, the character is assumed to be 13th Generation.
Haven : This is where the character lives. Does he have a house? Does he live in a sewer or an abandoned building somewhere? I think Dr Bob might live in his private practice in the city. So I'll put it down as "In his Surgery"
Concept : Remember that image you had of your character? This is where we sum it up in a few words. I'm gunna call mine. Dr Death. Sounds about right to me.
So this is what I have so far.
Name : Dr Bob
Player:Badgerman
Chronicle :Birmingham by Night
Nature : Scientist
Demeanor : Curmudgeon
Clan: Malkavian Antitribu
Sire: Dave
Generation : 13th
Haven : In his surgery
Concept : Dr Death.
By now you should have an image of the character but what are they like physically? Are they hench? Are they a little on the fat side? Are they a bag of bones held together with the barest hint of muscle? Then how clever are they? Einstein or cartman? This next section deals with all that. Again you have to think about your character concept, your idea of them and use a little common sense. This system works on a number system, 0 - 5 specifically. With 0 being the poor end and 5 being the high end of it. So should someone have a 4 or a 5 in something they are REALLY good at it. So lets go try this then.
This is where we start.
Attributes
Physical
Strength : 1
Dexterity: 1
Stamina : 1
Social
Charisma: 1
Manipulation : 1
Appearance: 1
Mental
Perception : 1
Intelligence : 1
Wits : 1
Everything starts at one. Why? Well with intelligence 0 you're to stupid to even breathe or with strength 0 you're to weedy to even lift your own head. So one is effectively minimum in this section. There is of course an exception. what rule is worth it's salt without an exception? The nosferatu flaw, is that they are all hideously Ugly so nosferatu have to have appearence 0. That is however the only exception to the rule.
Right let's build Dr Bob.
In this section the Character sheet tells us we have 7/ 5/ 3 now what does this mean? It means we have seven points to spend in one section, 5 to spend in another and 3 in the last. So we get to distribute these in any order we like. So lets think of limping middle aged Dr Bob. Is he likely to be a strong athletic man? Nope. As a grumpy old curmudgeon he's unlikely to be a social man. He is however an intelligent and educated one. So i think i'll spend the 7 in the Mental section. Maybe the 5 in the Physical section, after all he used to play a lot of sports before his injuries. Then finally i'll spend the 3 in the social section.
Attributes
Physical
Strength : 2
Dexterity: 3
Stamina : 3
Social
Charisma: 1
Manipulation : 3
Appearance: 2
Mental
Perception : 3
Intelligence : 4
Wits : 3
Ok so i've distributed my points on top of the base 1 in each category. I'll explain my reasoning behind them. Please bare in mind that 2 is the human average.
Physical
Strength : 2- Not a physically strong man but in a decent shape.
Dexterity: 3- His dexterity is a little higher due to his job as a surgeon. After all "surgeons hands".
Stamina : 3- Again i feel his stamina would be higher due to his familiarity with long 12/14 hour working shifts in hospital.
Social
Charisma: 1- He's unapproachable and doesn't see the need for "small talk and being nice" hence the low charisma.
Manipulation : 3- Just because he's short and sharp doesn't mean he doesn't know how to play people. Hence his higher manipulation skill.
Appearance: 2- He's not bad looking, he's not a stunner either.
Mental
Perception : 3- He's a surgeon, serial killer. He's not been caught. He reads people and places very well. Hence the higher Perception score.
Intelligence : 4- He's very smart. He's nuts but he's smart. He's probably the guy who graduated at the top of his class or at least top 5.
Wits : 3 - The Wits Trait measures the character’s ability to think on their feet and react quickly to a certain situations. Now for a surgeon, i figured this might be above the average, he'd need it should he nick an artery or in his case have to hide a body.
Ok, so we have him as a physically average man with a razor sharp mind and very little in social airs and graces. Sounds about right to me. Next we move onto the section called Abilities this section, well this is the bit that shows us what the character knows. All his training, his skills his general knowledges etc. Much like the last section there are three sections, and three different amounts of points we can spend. In this section those points are 13/9/5 so here goes.
Talents
Alertness :
Athletics :
Brawl :
Dodge:
Empathy:
Expression :
Intimidation:
Leadership:
Streetwise:
Subterfuge:
Skills
Animal Ken:
Crafts:
Drive :
Etiquette:
Firearms :
Melee:
Performance:
Security:
Stealth:
Survival:
Knowledges
Academics:
Computer:
Finance:
Investigation:
Law:
Linguistics:
Medicine :
Occult:
Politics:
Science :
Unlike the last section, these all start at zero. There are no helpful little extras in this section. So I'm thinking about Dr Bob. I feel he'd have a lot of Knowledges he is after all a well educated man so i'll spend my 13 in there. My 9 is going to go into Talents and my 5 into skills. So lets see what i've chosen and why.
Talents
Alertness :2 - This is your basic knack for noticing things that goon around you, he's been someones boss. It's an essential skill in his business.
Athletics :
Brawl :
Dodge:
Empathy:2 - This I feel fits for a doctor of any type, although this might primarily reflect his "Bedside manner" it might also represent his contact with hundreds of patients.
Expression :
Intimidation: 1 - Not very intimidating but certainly a little unsettling which i feel fits for him
Leadership: 3 - He was a surgeon leading a team, now he runs a small practice of his own. Management skills and leadership is a role he fit into well.
Streetwise: 1 - He has a few street smarts, he knows his neighbourhood. It might also represent the little bits he's picked up from younger patients.
Subterfuge:
Skills
Animal Ken:
Crafts: 2 - this represents his creative abilities, I imagine him being an avid model maker. Maybe model ships or tanks.
Drive : 2 - He can drive what the americans call a stick shift car. Or as us brits call it. A car.
Etiquette:
Firearms :
Melee:
Performance:
Security:
Stealth: 1 - Sneaking up on new employees and trainee Doctors is alway useful. So is sneaking out of a patient's house with their body. I feel a little basic skill at stealth would be useful and more importantly, fitting.
Survival:
Knowledges
Academics: 4 - This represents his university education and his further education as a Surgeon and general practitioner
Computer: 1 - He can turn one on, install new programmes and maybe clear the cache but much more than that, he'd ask google or an expert.
Finance:
Investigation: 1 - What doctor wouldn't have this? Isn't it half of the job?
Law:
Linguistics:
Medicine : 4 - this one should be blatantly obvious as to why he has it this high? He is after all Dr Bob.
Occult:
Politics:
Science : 3 - I feel this would represent his interest in biology, and possibly into the chemical reactions of his poisons of choice.
Technology:
So there we go. Dr bob now has a mind, a body and with the most recent section a skill set. What's next? Well the next section is called Advantages. This section is the "Vampire" bit of his character sheet. This section contains his Vampire powers and his "Backgrounds". Let's start with his Disciplines, the supernatural powers of the vampires.
Each clan has it's own group of disciplines these we call "clan disciplines". They are the powers that come easily to those of that clan. For the Malkavians those disciplines are Auspex Dementation and Obfuscate. I will limit Bob to those for now. As a Malkavian Dr Bob could learn these more easily than any other discipline. He could learn other powers but those would require a teacher and more experience points than his "natural clan disciplines".
For a beginner character like Dr Bob you get 3 points to spend in disciplines. I've chosen to give him one in each. If i had chosen to I could have given him all three in one discipline and none in the others.
Disciplines
Auspex: 1
Dementation: 1
Obfuscate: 1
The next section is called Backgrounds.
Backgrounds describe advantages of relationship, circumstance, and opportunity: Material possessions, social networks, and the like. Backgrounds are external, not internal, Traits, and you should always rationalize how you came to possess them, as well as what they represent. Who are your contacts? Why do your allies support you? Where did you meet your retainers? What investments do you possess that yield your four dots in Resources? If you've put enough detail into your character concept, selecting appropriate Backgrounds should be easy. you get 5 points to allocate through the backgrounds. Just like before in the other sections, you can spend them in any combination you feel fits. So i'll have a look and see which ones i feel fit Dr Bob. This is the list of them.
Backgrounds
Generation: 1 - This will make him now 12th Generation instead of 13th.
Resources : 3 - This represents his savings, and the money his medical practice makes. He takes a decent cut from the profits every month.
Contacts: 1 - I feel his contacts might be friends or associates from his breathing days in the medical profession.
The Last part is called Virtues and it is the part that represents the characters instincts. Their convictions if you will.
Just like the previous sections you get an amount of points to spend, in this case 7. So lets do Dr Bob's Virtues.
Virtues
Conscience : 1 The man has next to no qualms about murdering people. His conscience is almost none existent.
Self- control : 4 However he keeps a very tight reign on himself. He can't afford to snap and go on killing spree. It'd end the game of it. I feel this would also reflect his scientific personality.
Courage : 2 He is not particularly brave, nor is he a coward. He just isn't the bravest of people.
The next bit is automatically generated. Humanity is worked out by adding your Conscience and self control together. So in the Case of Dr Bob it would be 4 + 1. His willpower is equal to his courage. Bloodpool varies depending on a characters generation. The simplest way to remember what it is is this. Take however many points you have in generation and add ten. This gives me a blood pool (how much blood a vampire can hold inside them and use) of 11.
Humanity : 5
Willpower: 2
Blood pool: 11