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EDCASTER BY NIGHT

Character Creation Quickstart


David Cockcroft & Richard Thomas

This guide summarises character creation in Laws of the Night Revised and should be used with that book, in
particular Chapters Three and Four.

Table of Contents
Concept ..................................................................................................................................................................... 2
Clan ........................................................................................................................................................................... 3
Brujah .................................................................................................................................................................... 3
Gangrel .................................................................................................................................................................. 3
Malkavian ..............................................................................................................................................................4
Nosferatu ...............................................................................................................................................................4
Toreador ................................................................................................................................................................4
Tremere ................................................................................................................................................................. 5
Ventrue .................................................................................................................................................................. 5
Nature and Demeanour ............................................................................................................................................ 5
Attributes ................................................................................................................................................................. 6
Abilities ..................................................................................................................................................................... 7
Disciplines ................................................................................................................................................................. 7
Animalism .............................................................................................................................................................8
Auspex ...................................................................................................................................................................8
Celerity ..................................................................................................................................................................8
Dominate...............................................................................................................................................................8
Fortitude ................................................................................................................................................................8
Obsfucate ............................................................................................................................................................. 9
Potence ................................................................................................................................................................. 9
Presence ............................................................................................................................................................... 9
Protean ................................................................................................................................................................. 9
Thaumaturgy ........................................................................................................................................................ 9
Backgrounds............................................................................................................................................................ 10
Allies .................................................................................................................................................................... 10
Contacts............................................................................................................................................................... 10
Domain ................................................................................................................................................................ 10
Fame .................................................................................................................................................................... 10
Herd ..................................................................................................................................................................... 10
Influence.............................................................................................................................................................. 10
Mentor .................................................................................................................................................................. 11
Resources.............................................................................................................................................................. 11
Retainer ................................................................................................................................................................ 11
Virtues and Humanity ............................................................................................................................................. 11
Free Traits ................................................................................................................................................................12
Experience Points ....................................................................................................................................................13
Appendix: Tables for Reference ............................................................................................................................. 14
Appendix: Character Creation Questions ...............................................................................................................15

Concept
Jot down a few words or phrases that might describe the type of character you want to play. Brainstorming a
few ideas might also help you give nuance to an otherwise two-dimensional character. Dont worry, the
Appendix has some questions to help develop a character.

Clan
Vampires are divided into thirteen lineages, or clans. Seven of them comprise the Camarilla, a global
conspiracy that polices the Masquerade, an ancient tradition of undead secrecy. They are listed below:

Brujah
The Brujah are known as Rabble by the other clans. They all share a passion for causes and ideals but
frequently suffer unfortunate losses of control. Nonetheless, they are staunch supporters of the Camarilla
even if they frequently disagree on policy and philosophy.
Advantage
Brujah gain one trait of either: University or Street Influence for free at character creation. Furthermore, they
also gain one free trait of: Politics, Academics or Streetwise Ability.
Disadvantage
When taking a Self-Control Test to resist anger frenzy, a Brujah character is one trait down.
Disciplines
Celerity, Potence, Presence.

Gangrel
Commonly referred to as Animals by the other clans, the Gangrel are primal, solitary predators that spend
their time in the wilds on the hunt for fresh blood.
Advantage
Gangrel gain an Animal Ken and a Survival Ability trait for free at character creation.
Disadvantage
Every time a Gangrel frenzies, they gain one of the Bestial, Feral or Repugnant Negative Traits. No character
can earn more than five Negative Social Attributes through this weakness. This must be shown either by
wearing a badge with the traits written on it or via phys-rep.
Disciplines
Animalism, Fortitude, Protean.

Malkavian
As Lunatics, the Malkavians have a heavy burden to bear, while respected for their insights and wisdom,
every member of the clan is irredeemably insane. Although, members of the clan with mild problems are
considered acceptable to Camarilla society at large; those with more severe problems are not.
Advantage
Malkavians begin play with a free trait in the Awareness Ability.
Disadvantage
All Malkavians begin play with a Derangement, which should be discussed and approved with the Storyteller
beforehand. A Derangement has a roleplaying and mechanical effect on your character and unlike any flaws
gained through play cannot be removed (although it can be suppressed for an hour by spending a Will Trait).
Disciplines
Auspex, Dominate, Obsfucate.

Nosferatu
The Sewer Rats are one of the more unfortunate clans of the Camarilla. Forced to be apart from the rest of
humankind by their appearance, all the Nosferatu are hideous and deformed. However, they are superior
information-brokers and tend to find things that might have been flushed away accidentally.
Advantage
Nosferatu gain a Stealth and a Survival Ability trait for free at character creation.
Disadvantage
Each member of the clan gains three Repugnant Negative Traits at character creation, and can never acquire
the Alluring, Gorgeous or Seductive Social Attributes at any time. Finally, a Nosferatu cannot initiate a Social
Challenge, without some form of disguise, except to intimidate others.
Disciplines
Animalism, Obsfucate, Potence.

Toreador
The Toreador mingle with artists, socialites and various creative types. Their interest in the finer things in
unlife has led other clans to label them as the Degenerates, a slur rarely heard in the clans presence given
their influence in mortal circles.
Advantage
Toreador gain two traits of either: Academics, Crafts, Performance or Subterfuge Abilities for free at character
creation. Furthermore, Toreador can bid these traits to use them like the Herd Background.
Disadvantage
Toreador are hypnotised by beauty and must spend a Mental Attribute to resist this trance. This can be
broken by a distraction as simple as a nudge or as violent as an assault. Artworks or performances that have
had more than three traits of the relevant Abilities invested in them count as entrancing.
Disciplines
Auspex, Celerity, Presence.

Tremere
Witches first, vampires second, the Tremere clan seek temporal and occult power. Of course, each member of
a clan of scheming wizards is ambitious and cut-throat. However, they can be extremely effective in concert
too.
Advantage
Tremere gain an Occult Ability trait and an Occult Influence trait for free at character creation.
Disadvantage
All Tremere are on the first step towards a full blood bond to the clans ruling elders. While this has no
mechanical effects; Tremere who stray will find themselves on the second step.
Disciplines
Auspex, Dominate, Thaumaturgy.

Ventrue
The Nobles see themselves as the rulers and leaders of the Camarilla. The clan has rarefied tastes and
gravitate to the top of mortal institutions. Unsurprisingly, a number of Camarilla officers are Ventrue.
Advantage
Ventrue gain a trait of the Resources Background, and one trait of either: Finance or High Society Influence
for free at character creation.
Disadvantage
Every Ventrue has a preference for feeding on a particular type of mortal. Therefore, finding sufficient blood
is frequently a problem and Ventrue time-in with one less Blood Trait.
Disciplines
Dominate, Fortitude, Presence.

Nature and Demeanour


This describes your characters personality and the way they interact with others. Frequently its easier to
assign them after a session when you have found the characters voice and manner somewhat. Acting
according to your characters Nature allows them to recover a lost Will Trait. However, other characters can
use your characters Nature against them in order to manipulate them into doing things. They are drawn
from a list of archetypes listed below:

Archetypes
Architect You hope to leave a lasting legacy, to build something for the future.
Autocrat You want to take charge since nobody else can do the job right.
Bon Vivant Only a good time assuages your empty existence.
Bravo Other people only get in your way of doing things.
Caregiver You protect and comfort others.
Celebrant You find that joy springs from your overriding passion.
Child - You need others to nuture and help you.
Competitor Everything is a contest; you plan to win.
Conformist - You take the lead and cues from someone else, letting others handle the responsibility.
Conniver Theres no point doing it yourself when you can get someone else to put in the effort.
Curmudgeon Nothings perfect, everything sucks and you make sure everyone knows it.
Deviant Normal? You have no use for social norms and mores.

Director - You feel an overriding need to impose order.


Fanatic You hold to your ideals with zeal unmatched by others.
Gallant Everything you do is geared towards flamboyance and excess as you need the attention.
Judge You have a deep sense of right and wrong, and you seek justice guided by your principles.
Loner You dont belong, either through choice or by design.
Martyr Everyone benefits when you shoulder the burdens of your ideals.
Masochist You test yourself through suffering and find meaning in enduring hardship.
Monster You serve a purpose, as a bad example.
Pedagogue Everyone can learn from your example and experience; you were born to teach others.
Penitent You must atone for your sins.
Perfectionist Everything you do must be flawless.
Rebel You must bring down the system.
Rogue First and foremost, look out for number one.
Survivor Nothing stops you; your drive to pull through is indomitable.
Thrill-Seeker Youre always after the next high, by pushing danger to the edge.
Traditionalist The old ways are the best ways so you preserve and protect them.
Trickster Existence is absurd, fill it with laughter to dull the pain.
Visionary A goal fills your mind and your dreams bring faith to others.

Attributes
Attributes are divided into three categories: Physical, Social and Mental, which, you assign in order of
preference: primary, secondary and tertiary. The number of traits you can take is limited: you can select seven
traits from your primary category, five from your secondary category and three in your tertiary. You can also
choose to spend traits to take an Attribute multiple times to represent a particular aspect of the character.
Physical
Agile
Brawny
Brutal
Dextrous
Enduring
Energetic
Ferocious
Graceful
Lithe
Nimble
Quick
Resilient
Robust
Rugged
Stalwart
Steady
Tenacious
Tireless
Tough
Vigorous
Wiry

Social

Mental

Alluring
Beguiling
Charismatic
Charming
Commanding
Dignified
Diplomatic
Elegant
Eloquent
Empathetic
Expressive
Friendly
Genial
Gorgeous
Ingratiating
Magnetic
Persuasive
Seductive
Witty

Astute
Attentive
Clever
Creative
Cunning
Dedicated
Determined
Discerning
Disciplined
Insightful
Intuitive
Knowledgeable
Observant
Patient
Rational
Reflective
Shrewd
Vigilant
Wily
Wise

Abilities
These are skills and talents at which your vampire particularly excels. At character creation, you can select up
to five Abilities, in addition to any free traits gained by clan and you can choose to take an Ability more than
once to represent a degree of skill and specialisation in an area. Abilities are listed below:

Ability
Academics
Animal Ken
Athletics
Awareness
Brawl
Crafts
Dodge
Empathy
Etiquette
Expression
Finance
Firearms
Intimidation
Investigation
Law
Leadership
Linguistics
Medicine
Melee
Occult
Performance
Politics
Science
Security
Stealth
Streetwise
Subterfuge
Survival

Description
You have a knowledge of the Humanities: History, Philosophy etc.
You understand animal behaviour.
You are capable in a variety of sports or other physical activities.
You are able to sense the uncanny.
You fight unarmed effectively.
You are capable of artistic expression through a physical medium.
You avoid blows in combat.
You understand the feelings and motivations of others.
You know how to act in a polite society.
You have a way with words.
You understand how to manage money and make a profit.
You use guns with a degree of competence.
You threaten people into doing what you want.
You can look for clues in an area and form coherent hypotheses.
You know the laws and legal system of one particular area or field.
You inspire and manage others through skill or sheer charisma.
You speak an additional language.
You understand anatomy and healing others.
You fight with hand-held weapons in combat.
You know something of the supernatural.
You are talented in an ephemeral artistic medium.
You understand the workings of the political machine.
You have knowledge of the Sciences: Mathematics, Physics, Chemistry and Biology.
You understand locks and circumventing them.
You pass undetected by others.
You know how to act in less-polite society.
You are an accomplished liar.
You can live for an extended period in the wilderness.

Certain Abilities, such as Crafts, Firearms, Linguistics, Melee and Performance, must be bought with a
Speciality; for example, Firearms (Revolvers), Linguistics (Dutch), or Crafts (Sculpture). Consult your
Storyteller for advice.

Disciplines
At character creation, you select three Basic Disciplines, which must be from your in-clan (see the section on
Clans above). Disciplines are divided into three tiers: Basic, Intermediate and Advanced. In addition,
Disciplines must be bought in order. For example, you must purchase Heightened Senses in order to buy
Aura Perception (both Auspex Basic Disciplines), and then your character may purchase The Spirits
Touch (the first Intermediate Auspex power), when they have sufficient Experience points. Disciplines are

detailed in Chapter Four of Laws of the Night Revised, however, the Basic powers are summarised below in
order of purchase:

Animalism
The ability to communicate with and control beasts.

Feral Whispers
By looking into the eyes of an animal and speaking (i.e. hissing or growling), you can communicate with it.
Beckoning
By making an appropriate animal noise (i.e. a howl or a cawing), you can summon a desired animal to you.

Auspex
Superhuman senses.

Heightened Senses
You can sharpen any of your five senses to detect tiny details.
Aura Perception
Concentrating, you can perceive the nimbus that surrounds people to read their moods or states of being.

Celerity
Supernatural speed.

Alacrity
Through the power of the Blood, you acquire superhuman reflexes.
Swiftness
The Blood enables you to act twice as quickly as you might have before.

Dominate
Inhuman power over the wills of others.

Command
Meeting the gaze of another, you issue a one-word order that they must obey.
Mesmerism
After making eye-contact and exerting your will, you can issue complex commands.

Fortitude
Supernatural toughness.

Endurance
You remain unaffected by the effects of blows that might cripple a lesser person.
Mettle
Your bodys capacity to take damage is increased.

Obsfucate
The ability to hide yourself from others.

Cloak of Shadows
Standing in shade, you are nigh-undetectable.
Unseen Presence
Once out of sight, you can wander undetected relatively freely.

Potence
Supernatural strength.

Prowess
Inflicting a blow with a stick or fist as deadly as a sword or other edged-weapon.
Might
Your strength means you can attempt challenges beyond most people first-time.

Presence
Inhuman power over the emotions of others.

Awe
Your charisma enables you to win over most people.
Dread Gaze
You terrify your target with your predatory nature.

Protean
Shape changing power.

Eyes of the Beast


By the power of the Blood, your eyes glow with an unnatural light enabling you to see in the dark.
Feral Claws
Using the Blood, your hands transform into vicious, shredding talons.

Thaumaturgy
Vampiric blood magic

Unlike other Disciplines, Thaumaturgy is taught as Paths and Rituals. For spaces sake, the first two levels of
the Path of Blood are described here:
A Taste for Blood
Ingesting a sample of vitae and through the power of the Blood, the vampire can learn about the donor.
Blood Rage
Touching an individual via the power of the Blood forces them to spend the blood in their system.

Backgrounds
Many vampires retain connections to the mortal world represented by Backgrounds; you have five traits to
spend at character creation, in addition to any free traits gained by clan. These are listed below:Allies
These are friends and acquaintances that might help your character out from time to time. Mostly they are
not used outside of Downtime and require a favour in return. Allies can be purchased with traits as
individuals or you can expend traits to make an Ally more effective.

Contacts
These represent a pool of individuals who your character can use to find out about a particular area. Contacts
can pass gossip or information back to your character but are less reliable than Allies or Retainers. However,
they are more flexible and can be directed into different areas in Downtime.

Domain
This represents an individual vampires residence and feeding ground. Traits are allocated to a particular area
that a character has physical control over such as a rookery or slum, palatial manor house with a number of
tenants or even just a modest townhouse in the burgeoning suburbs.

Fame
This Background represents celebrity. A character with one trait of Fame might be well-known to a small
section of society, while a character with two traits might be a well-known music hall performer or local
worthy, and so on. Vampires as a general rule tend to avoid the limelight but many were chosen to be turned
for their fleeting influence.

Herd
Many vampires maintain a stable of mortals from whom they feed regularly. Taking this Background means
you have accrued a circle around you to draw blood from without having to hunt and risk the Masquerade.
Every trait invested gains your character an additional Blood Trait at time-in, or should they may time-out for
15 minutes per trait to receive the equivalent number of Blood.

Influence
This Background represents sway in a mortal institution. Vampires compete heavily to control various areas
for a number of reasons, however, maintaining power is a balancing act of the Masquerade and therefore
their power is limited. Your total number of Influence traits is capped at the total of the lowest of your
Mental or Social Attributes.
There are number of Influences available listed below:
Bureaucracy
Church
Docklands
Finance
Health

You have sway over some aspects of local government such as the Registrar of
Births, Deaths and Marriages or the Land Office.
You have connections and authority in a religious group such as the Church of
England or one of the many Dissenter churches or synagogues.
You have knowledge of the comings and goings at the warehouses, shipyards
and trading houses near to the docks.
You can manipulate financial institutions such as banks or adjust stocks and
shares through said bodies.
You have some control over the various medical practitioners and the charity
hospitals in the city.

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High Society
Industry
Legal
Media
Occult
Police
Railway
Street
Underworld
University

You are familiar with the trends and fashions of the aristocracy and can make
your way into the most private and intimate salons.
You know whos making what and have some say and control in the nascent
unions and cooperative societies.
You can get your way in legal proceedings and can sometimes manipulate the
outcome of a case.
You are familiar with the local journalists and correspondents of newspapers in
your area.
You hold some levy over a secret society such as the Freemasons and wrest
some knowledge or power from them.
You have the ear of the local constabulary and can evade minor charges, keep
track of ongoing investigations or guide them to a suspect.
You have some sway over a local railway company: you can get timetables, free
travel and smuggle items through the goods yard.
You know whats going on the street, and make contacts with various street
folk.
You have connections with organised crime in the city and you can get what
you want through the Black Market.
You know whos who on campus, whats going on behind the scenes and can
adjust degrees and secure funding.

Mentor
These characters may take an interest in your character: teaching them, lending them status or other
temporary benefits. Mentors keep an eye out for your character offering them help in some situations,
however, they also expect favours in return similar to Allies.

Resources
Assets, cash or money, Resources represent the financial strength of your character. It will allow you to
purchase equipment in Downtime or during play, and generally represents spending money that might be
necessary for a luxurious lifestyle that vampires frequently enjoy.

Retainer
Servants and handymen are useful and this Background represents someone in the characters employ who
can be used to carry out tasks during Downtime and can be used to manage other assets such as Influence or
Contacts.

Virtues and Humanity


Vampires struggle to maintain their self-identity in the face of their need for blood and the Beast Within;
inhumane acts degrade the human identity and sense of self that a vampire retains from their own life. Faced
with hunger, fire or anger, the Beast may take over and cause the individual to frenzy and lose control.
However, it can also take control permanently should the human identity ebb away through a lack of
empathy and understanding of others.
At character creation, you receive one free trait each in Courage, Self-Control and Conscience. Then you must
spend seven traits across those three. Finally, your Humanity score is the average of your Conscience and
Self-Control ratings and rounding up.

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Free Traits
Finally, you receive 5 Free Traits. Your free traits can be used to buy any Basic Discipline with Storyteller
permission, increase your characters Generation or Willpower (Victorian vampires default at 12th: see the
table in the Appendix).

Free Trait Costs:


Attributes
Abilities
Basic Disciplines
Backgrounds
Generation
Willpower
Virtues
Humanity

One Free Trait


One Free Trait
Three Free Traits
One Free Trait
Three Free Traits
Three Free Traits
Two Free Traits
Three Free Traits

Negative Traits
These are characters blind spots or intrinsic flaws. Indeed, some
clans such as the Nosferatu gain these at character creation or
through play like the Gangrel but gain no Free Traits for them.
Like standard Attributes, these are divided into Physical, Social
and Mental categories and are taken at a one-for-one value in
return for Free Traits. See below:

Humanity

Physical

Social

Mental

It is also possible to sacrifice a Humanity


Trait for two Free Traits. This can only be
done once.

Clumsy
Cowardly
Decrepit
Delicate
Docile
Flabby
Lame
Lethargic
Puny
Sickly

Bestial
Callous
Condescending
Dull
Feral
Naive
Obnoxious
Repugnant
Shy
Tactless
Untrustworthy

Forgetful
Gullible
Ignorant
Impatient
Oblivious
Predictable
Shortsighted
Submissive
Violent
Witless

Flaws
It is worth discussing these with
Storyteller before taking them as you will
be expected to roleplay them
appropriately and convincingly.

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Experience Points
There are ways to earn Experience Points before play: submitting a character background or a downtime can
net anything from one to three Experience traits, creating a colourful and appropriate locale to be added to
the setting will likely net an Experience trait, as will taking up any additional responsibilities such as
Narration, set-dressing or assisting with the running of the game. You could also acquire Experience Points at
character creation through recruiting player characters into a Prestation Chain: by adopting a vassal before
they time-in, your character gains 15 XP. If your vassal in turn has a vassal, then you can add an additional 15
XP. Ultimately, you can only earn the reward once per character to a maximum of 30XP.

Experience Trait Costs


Attributes

One Experience Trait

Abilities

One Experience Trait


Basic Power: Three Experience Traits
Int. Power: Six Experience Traits
Adv. Power: Nine Experience Traits
Basic Power: Four Experience
Traits
Int. Power: Seven Experience
Traits
Adv. Power: Ten Experience
With ST
Traits
approval
Basic Ritual: Two Experience
Traits
Int. Ritual: Four Experience
Traits
Adv. Ritual: Six Experience Traits
One Experience Trait
Three Experience Traits
Three Experience Traits
With ST
Three Experience Traits
approval
With ST
Two Experience Traits
approval

In-Clan Discipline

Out-of-Clan
Discipline

Thaumaturgy Ritual

Backgrounds
Generation
Willpower
Virtues
Humanity

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Appendix: Tables for Reference


Generation
For this game, the cost of the Generation Background has been increased to three traits for reasons of game
balance. Generation has a massive impact: it limits the maximum number of traits in your Primary Attribute,
the maximum ranks you may have in an Ability or Discipline, the Blood in your characters body and how
much they spend per turn. However, buying Generation also includes the minimum Willpower. The table
below outlines the effect of each Generation:
Generation
12
11
10
9
8
7
6
5

Max.
Attributes
10
11
12
13
14
16
18
20

Max.
Abilities/Discipline
5
5
5
5
5
6
7
8

Blood
Pool/Turn
11/1
12/1
13/1
14/2
15/3
20/5
30/6
40/8

Willpower
Min./Max.
2/8
4/8
4/10
6/10
6/12
7/14
8/16
9/18

Humanity and Virtues


The essence of Vampire: The Masquerade is the Humanity system. It affects your interaction with mortals,
time-in, the length of torpor and acts as a countdown to losing your character. Humanity is lost when your
character acts in callous or depraved ways: theft, murder and torture all serve to strengthen the Beast.
Humanity Table
Rating Violations
5
4
3
2
1

Selfish thoughts/actions
Theft/causing injury
Manslaughter/Vandalism
Murder
Casual murder/heinous perversion

Torpor Length

Mortal Social
Penalty

Blush Cost

1 session
2 sessions
3 sessions
4 sessions
5 sessions

0 traits
0 traits
1 trait
2 traits
3 traits

1 Blood
2 Blood
3 Blood
4 Blood
5 Blood

In addition, Self-Control and Courage are used resist frenzy, when the Beast takes control. Self-Control traits
prevent rage and hunger frenzies, while Courage steels you against Rtschreck, the Red Fear of fire. These
two tables list the difficulties of various triggers for frenzy for ease of reference:
Self-Control Table
Traits
1
2
3
4
5

Courage Table

Stimulae
Smell of blood when hungry
Sight of blood when hungry/harassment
Taste of blood when hungry/provocation
Humiliation/
Outright humiliation/dire insults

Traits
1
2
3
4
5

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Stimulae
Match/being bullied/sight of sunrise
Flaming torch/Obscured sunlight
Bonfire/patch of daylight
House fire/being burnt
Burning building/direct sunlight

Appendix: Character Creation Questions


These questions will help you flesh out a character before time-in and us to incorporate them into the wider
chronicle. In addition, filling this in could net you some background Experience Points.
Character Name:
Clan:

Beginnings
Where, and when, were you born?

How were you raised?


(Who by? Did you have any siblings or other close family?)

How were you educated?


(Home-schooled? Public school? Charity or state-schools? Did you attend university?)

What did you do before your Embrace?


(Did you have a job, or were you independently wealthy? How did you spend your days?)

Undeath
Who was your sire and how would you describe your relationship?
(How did they Embrace you; were you willing? Do you still communicate with each other?

What is your relationship with the Camarilla?


(Have you been presented to the Prince? Do you know others of your clan? Do you hold a Court position)

If you are in a Prestation Chain, how do you feel about the other member(s)?

Fleshing out your Backgrounds


If you have Allies, Contacts, Herd, Mentor or Retainers, who are they, how did they meet them and
why do they work with you?

If you have Influences, how did you get them and how do you maintain them?

(i.e. through other Backgrounds such as Allies or Retainers, or do you control them directly?)

If you have Resources, what form does it take?


(i.e. stocks and bonds, rents and compound interest)

If you have Fame, what are you famous for and how do you maintain your popularity?

Night to Night
Where do you rest during the day?
(What is it? Whereabouts is it? What does it look like?)

Where and how do you hunt for food? What kind of vessel do you prefer?

Describe a typical week in your unlife.

What are your characters goals and motivations now that you are immortal?

Storytellers Questions
What kind of themes or arcs would you like to see in Masquerade Victoriana?

Do you have any plots or ideas for your character to be integrated into the wider chronicle?

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