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The Player Character/The Fledgling

The male and female protagonists at character creation, for each clan. On the left, from top to bottom: Brujah, Gangrel, Malkavian and Nosferatu; and on the right: Toreador, Tremere, and Ventrue.

Nobody tells me what to do... Actually, a lot do, but here's where I get even!

The main protagonist of the game. Originally a random resident of Los Angeles, the Fledgling was embraced by a vampire they were having a date with. Since this was done without permission from the Camarilla, their Sire is executed by Prince LaCroix, and only the intervention of Anarch leader Nines Rodriguez saves them from a similar fate. They then have to adapt to their new vampire existence, all while serving as an errand boy to LaCroix, who keeps sending them on suicide missions. The Fledgling's name, gender and clan are all customizable by the player, though the last one can only be one of the seven Camarilla-affiliated ones (Ventrue, Brujah, Tremere, Gangrel, Nosferatu, Toreador, Malkavian).

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    Tropes A to H 
  • Action Girl: If female. By the end of the game, she can cut her way through high-ranked members of almost all of Los Angeles' supernatural factions.
  • Animorphism: A Gangrel PC who's fully trained in the Protean discipline can transform into a clawed, werebat-like War Form.note 
  • Anti-Hero: Can definitely be played this way. Especially if played as a Friendly Neighborhood Vampire who never kills innocents but brutally dispatches their enemies.
  • Arson, Murder, and Jaywalking: A non-Nosferatu, non-Malkavian character can pull one of these when talking to Venus for the first time. When she asks them to "confess", they have the option of admitting they're a vampire, that they have to drink blood to survive or... admit that they voted Republican once. Venus reacts appropriately.
  • Ax-Crazy: An option if you play a Malkavian or character with low Humanity; the latter can actually make non-Ax-Crazy dialogue options unavailable.
  • Badass Bookworm: If willing to put the Experience Points into it, to the extent that your knowledge can impress Beckett, a Badass Bookworm with centuries of seniority.
  • Badass in a Nice Suit: Depending on the Clan. Toreador, Tremere, and Ventrue have more upper-class clothing than the other four clans. Toreador and Tremere go for more casual suits, while Ventrue are white-collars personified.
  • Badass Longcoat: The male Malkavian's white pimp coat. Female Toreador, Tremere, and Ventrue have some sort of elegant coat. The male Ventrue's heaviest armor is a suit with a Waistcoat of Style and a leather ankle-length trench coat.
  • Badasses Wear Bandanas: As a Brujah, you start the game with a bandana and have access to some potent combat Disciplines.
  • Bad Powers, Good People: All PCs count as this by virtue of being vampires if you chose to play them as good guys, but the Tremere especially stand out, since their signature ability, Thaumaturgy, involves disturbing Blood Magic like ripping people's blood out or making it explode.
  • BFS: An option via Console Commands. The player character can wield the Buster Sword-esque Sheriff's sword.
  • Bi the Way: The female PC can have the Kindred version of sex with Jeanette Voerman, while the male PC can seduce a restaurant critic and a few male blood dolls.
  • Blessed with Suck: They're stuck in a perpetual bloodthirsty nocturnal existence at the bottom of the undead totem pole with countless enemies; and have to sever all ties with their old life for the sake of the Masquerade. On the other hand, see Cursed with Awesome.
  • Bunny-Ears Lawyer: As a Malkavian, you're a babbling lunatic in weird clothes, yet disconcertingly competent. If you can decipher the babble, you can even pick out major plot points well in advance. A big one is that the Cab Driver is possibly Biblical Caine himself, so your character is fearful.
  • But Thou Must!: Justified:
    • The game does give you the option to turn down LaCroix's orders and even flat-out insult him in the process, but should you do that, he will just use Dominate to force you into executing them anyway.
    • Ditto for Therese Voerman, who shrugs off your attempt at Dominate if you're playing Ventrue or Tremere, forcing you to agree to her side-quest.
    • You can declare for the Anarchs as soon as you meet them after Santa Monica. Your first instructions are to pretend you haven't, since a spy the Prince thinks is his personal pawn is invaluable.
    • When the Mandarin asks you to enter the room in what is obviously a trap, you actually get multiple dialogue options to refuse, but he merely analyzes your distrust as part of his studies and makes it abundantly clear that you don't have a choice.
    • Some builds force the player into actions they have no agency in. For instance, a Toreador will always react to Gary Golden by calling him the ugliest thing they've ever seen.
  • Celibate Hero: Sort of. The PC is a vampire and can't have sex like a normal person, but can seduce anyone they like with enough points in Seduction (for blood rather than sex, with the seductee left with the impression that something sexy took place, which, in a way, it did).
  • Cloud Cuckoolander: What happens if you play a Malkavian; all your dialogues options are modified to speak entirely in apparently nonsensical metaphors.
  • Chick Magnet: With the right choices and/or a high enough seduction stat, the Fledgling can get the attention of Jeanette, Velvet Velour, Romero, Heather (though in her case this is due to her link as a ghoul), Nadia Milliner and multiple unnamed NPCs. The Clan Quest Mod even gives the opportunity to date a Kuei-Jin lady.
  • Combat Stilettos: Female Toreador and Ventrue wear these, and don't break a sweat swinging swords and axes in heels.
  • The Cuckoolander Was Right: Most of the Malkavian's silliness is actually them subconsciously knowing exactly what's going on and being unable to communicate it. Or alternatively having no idea what's going on and still rattling off truths.
  • Cultured Badass: The Toreador and Ventrue characters both present this image, and any character can be played this way with the right investment of experience points.
  • Dark and Troubled Past: No matter how you build your character, they will know something about lockpicking (Jack even lampshades this in the tutorial after the lockpicking segment, "Not exactly an angel in life, were you?" and you don't really have an option to deny it). It's also probably a bad sign that when Sam finds you and wonders where you've been she automatically assumes it has something to do with drugs.
  • Deadpan Snarker: The player gets a lot of options to snark in conversation. This goes double for the Nosferatu PC, whose coping mechanism for dealing with their hideous appearance seems to reside mostly in self-deprecating jokes any time a mortal reacts with disgust upon seeing them.
  • Death by Origin Story: Your sire gets one line of dialogue before the Sheriff decapitates them. And in a technical sense, you, since your character appears once and has one spoken "line" (a scream) before being turned into an undead vampire.
  • Defector from Decadence: You start out press-ganged into the Ancient Conspiracy of the Camarilla and LaCroix eventually shows you the rewards of toeing the party line, especially if you're not Tremere or Nosferatu.note  You can just as easily tell him where to shove his petty favours.
  • The Dog Bites Back: Unless you choose to side with either of them, both LaCroix and Ming Xiao will be on the receiving end of this after having treated you as a disposable pawn for the entire game.
  • Doom Magnet: Where you go, people die, even if that wasn't what you intended. An example of this you might miss is the Skyline Apartments building, where most PCs establish their second haven. If you bother to complete all the relevant side quests, with the exception of the security guard (whom you can kill) and one of your neighbors (who is The Ghost) you are involved in the untimely demise of every single one of them, leaving you the sole occupant of the entire building.
  • The Dragon: The PC has the option of becoming this to Maximilian Strauss, LaCroix (though that doesn't turn out so well) or potentially Nines if you choose to throw in your lot with him and his cause. Andrei as well in the patch.
  • Dreadlock Warrior: The male Gangrel protagonist pairs dreadlocks with some potent combat Disciplines.
  • Dude, Where's My Respect?: The attitude of most of the vampires you meet ranges from polite condescension to outright insults, even as your legend grows. Justified: your age puts you at the bottom of the social ladder, you serve the blatantly unpopular LaCroix, and being the unsanctioned offspring of an executed sire functionally excludes you from polite society.
  • Eerie Pale-Skinned Brunette: Half of the PC models fit this trope. And Undeathly Pallor affects all of them, even the male Brujah, who's black-turned-ashy-grey.
  • Embarrassing Nickname: Using cheats to raise your stats at character creation will later result in your ID on your personal computer being replaced by "suckhead".
  • Everyone Calls Him "Barkeep": There are some variant, such as "Neonate", and some character have specific nicknames for you ("Boss" from Gary, "Demon" from Yukie, "Kid" from Nines, "Cupcake" from Bertram if you are female), but you usually are just referred to as "the Fledgling".
  • Eye Scream: One of the histories that could be chosen is "Glass Eye". To summarize, the player character lost an eyeball and now wears a glass eye, resulting in a decreased cap for the Perception attribute and a free point in the Intimidate skill thanks to the slight creep factor.
  • Fate Worse than Death: If you betray everyone by siding with Ming-Xiao, she rewards you by sparing your life when she runs the rest of the Kindred out of the city... by chaining you to the Sarcophagus and dumping it into the ocean. She doesn't kill you, but you'll sure wish she had.
  • Freaky Fashion, Mild Mind: While many of the protagonists have lots of piercings and dress, at best, like very fashionable grunge-rock fans or goths, and at worst, in straight-up Rainbow Pimp Gear, it is quite possible to roleplay them however you like.
  • Friendly Neighbourhood Vampire: While the PC is frequently put into very unsavory situations, it's quite possible to come off as a decent, reasonable person with a troublesome condition in a harsh, unreasonable world.
  • Funny Schizophrenia: The Malkavian PC is one, arguing with stop signs and being a Deadpan Snarker. The darker aspects of the condition are explored with the Voermans and the Malkavian Primogen... which is how a Malkavian PC could end up in a hundred years or so.
  • Gameplay and Story Segregation: The Fledgling's abilities and skills progression do not reflect that of the tabletop game, thanks to simplified character creation, accelerated Experience Points rewards, and being at a lower Generation than is standard for the tabletop game. Lampshaded by several characters remarking how unexpectedly resourceful and potent the Fledgling appears to be.
  • Gay Option: A female PC can have some kind of sexual encounter with Jeanette Voerman, while the patch allows a male PC to do the same with Romero.
  • Good Old Fisticuffs: You can train up your hand-to-hand combat. Some clans can augment this with Super Speed, Super Strength, or Absurdly Sharp Claws.
  • The Grotesque: Nosferatu protagonists, to the point where ordinary humans flee at your sight. Though plot-important ones will just make shocked (or sometimes oddly appreciative) comments upon meeting you, speculating that you're into extreme body modifications, a burn victim, etc...
  • Guile Hero: If the player character is good at conversational skills, a lot of quests can be completed just by wits alone. Zig-zagged when the last two or three missions of the game are straight combat with limited potential for even stealth in the dungeon crawl and none at all during the boss fights.
  • Heroic Seductress: Any PC with a high enough Seduction score can get his/her way through situations using his/her charms, especially if you are playing a Toreador. Female PCs can also complete a quest by sleeping with Romero. Depending on their morality, they might be closer to The Vamp.
  • Hidden in Plain Sight: If you play with the mods The Final Nights or Camarilla Edition, there will be a squad of hunters on the Skyline Apartments third floor. The player character's haven is just one level above.
  • Horrifying Hero: Even if you play as the nicest, most kind-hearted vampire ever, the fact remains you are a blood-drinking undead abomination. Especially true for the Nosferatu, Gangrel and Tremere PCs.

    Tropes I to Z 
  • Instant Expert: Shows a gradual increase in their skills and Discipline abilities fitting of a video game Player Character, but way too fast for a newly-embraced Fledgling, due to Gameplay and Story Segregation. Wild Mass Guessing includes Gehenna shenanigans or Caine artificially lowering your generation.
  • In the Hood: The male Gangrel's heaviest armor has one, and it's always up.
  • I Know Your True Name: A Malkavian PC will call Velvet by her real name. She's less than pleased.
  • I Was Quite the Looker: What little you can see of the Nosferatu PC before his/her Embrace, male or female, suggests that s/he was quite attractive in life. Seeking out an attractive or vain individual is pretty standard behavior for Nosferatu looking to sire.
  • Interface Spoiler: A Malkavian and Rosa — a thin-blood Malkavian — interacting will spell out the entire game. For example, when Rosa frets about the sarcophagus, the Malk crows about it lighting up the night sky, which is what happens at the end of the game — it explodes because it's packed full of C4.
  • Jerk with a Heart of Gold: Can be played like this. At one point you need an Intimidation score of 6 to be able to save a human's life without harming the Masquerade. A high Persuasion will only help you send him to his death and cost you Humanity.
  • Kleptomaniac Hero: A standard of RPGs everywhere. Also, a Justified Trope in universe, as vampires are not intrinsically bound by human moral norms aside from Thou Shalt Not Kill (innocents, anyway), so whatever you have to do to survive is considered fair play.
  • Lightning Bruiser: Super Speed lets Toreador and Brujah pull this off; Brujah also get Super Strength for extra Bruiser with their Lightning.
  • Living Legend: The "Lone Wolf" ending. According to the cabbie who may be Caine himself, that path is the path of the legendary hero who walks the land alone.
  • Looks Like Orlok: The Nosferatu PC, obviously.
  • Made of Iron: The PC has this quality, apparently - they just will not die no matter how many suicide missions of decreasing subtlety they're sent on. Every vampire in the city starts to get really scared of you by the end.
  • The Mad Hatter: Malkavians are well aware of how insane they are.
  • Mad Oracle: Most of the Malkavian PC's bizarre non-sequiturs and quirks of language seem to be them knowing more than they should through supernatural means, often to the point of Leaning on the Fourth Wall. Some vampires will warn you to hide that fact, unless you want to be a victim of He Knows Too Much.
  • Mr. Fanservice: The male Malkavian is Walking Shirtless Scene and the male Toreador an outright Pretty Boy.
  • Ms. Fanservice: The female Malkavian and Toreador both start out with rather Stripperiffic outfits. The female Malkavian, in particular, wears a Dangerously Short Skirt with exposed underwear, and can upgrade her armor to a stripperific cop outfit.
  • My Species Doth Protest Too Much: You can chose a specific Clan and then have your PC act in a completely opposite way to how his Clan usually does; for example, play as a Tremere and then be a Friendly Neighbourhood Vampire, join the Anarch with a Ventrue or the Camarilla with a Brujah, and so on. It is, however, impossible to play a Malkavian as non-insane due to the changed dialogues options. At least not in the regular sense...
  • Never Bareheaded: Female Brujah is guilty of this one.
  • Nice Guy: A perfectly viable roleplaying choice for a high-humanity character. Forgetting for a moment you're a vampire, it's quite possible to be nicer than a lot of the humans you meet. In the tabletop game, the average human has a humanity stat of seven, whereas the player character is quite capable of having a humanity of ten. Your dialogue options become correspondingly more empathetic and understanding.
  • The Nicknamer: The Malkavian PC, who only calls people by their real names when it would mess with them even more. They'll often give characters precise nicknames before learning their names. For example, they will call Alexander Knox "golden boy" before he reveals his identity, or Therese and Jeanette Voerman the Light and Dark Faces of Janus.
  • Ninja: One of the Malkavian background options. The only drawback is that it prevents you from using firearms. And ducks. Fortunately, the game hasn't got any ducks.
  • Noble Demon: A roleplaying choice, particularly if the player does anything to uphold the Masquerade. The Hunter of Monsters Yukie might even acknowledge that you're a good "Demon" and encourage you to stay on the moral high ground.
  • No Shirt, Long Jacket: The male Malkavian PC wears his pimp coat without a shirt.
  • Odd Friendship: You are able to cultivate quite a few of these, gaining the confidence of several high-ranking vampires and Hunter of Monsters Yukie.
  • Only Sane Man: Amusingly, even if you play a Malkavian, you can be this. A lot of your dialogue options highlight what a messed up place the Kindred world is, and the Malkavian's special awareness only makes it more obvious (to you, at least; nobody else has any idea what the hell you're babbling about).
  • Player Headquarters: Like most Kindred, your character is provided with a Haven where to hang out during missions. The initial one is provided to you by LaCroix, and is a crappy one-piece appartment in Santa Monica with only the bare necessary, but being sufficiently polite to him will eventually result in the Prince getting you a much more comfortable one in Skyline. Two special ones can be acquired for a Tremere and Nosferatu Fledgling, respectively from Strauss and Gary Golden.
  • Precision F-Strike: A couple dialogue options for the final conversation with LaCroix in the Camarilla, Anarch, and No Allegiance endings.
  • Primal Stance: The Gangrel PC, during their idle animation, and when using Protean.
  • Rainbow Pimp Gear: Every clan's armor include actual armor, except the Malks. The male Malkavian's armor starts at shirtless, moves through hazmat suits, and ends in a white fur coat and a Cat in the Hat hat, which also has no shirt. The female Malkavian armor is straight-up fetish gear. All of the Nosferatu outfits are bondage gear; higher levels just add more straps and eventually a gimp mask.
  • Really Gets Around: With a few points in Seduction, they can dole out the Kiss of the Vampire to any number of enthusiastic partners.
  • Rewarded as a Traitor Deserves: Happens in one of the endings. If you betray the Kindred and side with the Kuei-Jin, Ming-Xiao will reward you by chaining you to the Ankaran Sarcophagus and throwing it into the ocean.
  • Refuge in Audacity: Nosferatu and Malkavian take solace in this with the former's BDSM outfits and the latter's rather colorful cloth options. It's not like a mortal would believe someone telling tales about a monstrous looking creature with a BDSM outfit appearing out of blue and sucking someone's blood dry, or a shirtless man in a white fur coat and a stupid looking hat charging at someone with a fire-axe.
  • Roaring Rampage of Revenge:
    • Almost certainly what the final battle against LaCroix will be by the time you get to it.
    • Similarly, the latter half of the mission in the Hallowbrook Hotel, assuming you witnessed the Sabbat killing Heather.
  • Sanity Slippage: A PC who gradually loses his humanity and doesn't get it back will get more and more aggressive and Axe-Crazy.
  • Scary Black Man: If Brujah and male.
  • Self-Deprecation: If the player is a Nosferatu, they'll get a lot of opportunities to wisecrack at their hideous new form.
  • Sesquipedalian Loquaciousness: Most of the vampire NPCs in the game will quickly recognize the Malkavian player's clan by their apparent inability to speak in anything but convoluted, nigh-unintelligible prose.
  • Slowly Slipping Into Evil: As you lose Humanity, some of the dialogue options that would allow you to raise it again become unavailable.
  • Sociopathic Hero: Most of the dialogues have this as an option, but playing it straight is up to the player. Unless you let your Humanity drop too much, in which case you'll have difficulties coming off as anything but this trope.
  • Spanner in the Works: You choose which factions to back and/or destabilize... of course, to survive in the World of Darkness, it's in your best interests to make every faction think you are working for them, which makes you ideally placed to destroy other people's gambits.
  • Sunglasses at Night: The male Malkavian and female Tremere each wear a pair of shades that they never take off.
  • Surprisingly Elite Cannon Fodder: For LaCroix, as you continue to survive his Uriah Gambits against all odds while pulling off ever-more amazing feats.
  • Unwitting Pawn: Those creepy e-mails you keep getting who refer to a "pawn"? They're talking about you. The amount of people who manipulate or "move" you in this game is staggering. You can count on one hand the major characters who don't, though by the end you get the option to bite back at quite a few of those manipulators. It is also worth remembering what happens if a pawn reaches the end of the board...
  • Vegetarian Vampire: Every clan but the Ventrue can live off of rats alone if they prefer, with the Nosferatu getting as much nourishment from them as from lower-class humans. Even a Ventrue can restrict themselves to blood packs.
  • Yes-Man: If you choose to stick with LaCroix the entire way through. Getting the option to side with the prince during the ending requires you to have acted politely towards him in the past, followed his orders to a T, and either overlooked or rationalised how he's sent you to your death multiple times and set you up for a fall. Through dialogue, you can play it in a number of ways, such as professing genuine loyalty to the man, believing him to be an ultimately good leader whose rule the city will benefit from, or simply sticking with LaCroix because he begins the endgame in the strongest position.
  • You Kill It, You Bought It: The PC gets to be Sheriff of the City in the Camarilla ending. If they side with the Anarchs, it's very likely they will be second in command to Nines Rodriguez in his new order.
  • Villain Protagonist: As with most open-ended RPGs, this is definitely an option. As long as you make a reasonable effort to keep up The Masquerade you can be as depraved as you like. And let's face it, sometimes upholding the Masquerade involves having to Leave No Witnesses.
  • What Do You Mean, It Wasn't Made on Drugs?: In-Universe, some NPCs will sometimes view the speech of a Malkavian PC as if it was some stoner rambling.


Example of: