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I have modified many aspects of character creation. Below are the house rules and modifications, if it is not discussed below then it is the same as written in "Laws of the Night, 3rd Edition".
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Players may only choose from one of the seven standard Camarilla clans (Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere or Ventrue) or play a Caitiff. No other clans or bloodlines (Sabbat or Independent) will be allowed and odds are the majority of the players will have little or no knowledge of the other clans and/or bloodlines beyond the seven Camarilla clans (unless they have the ability Kindred Lore). See the various clan descriptions in the "Laws of the Night, 3rd Edition" for advantages, disadvantages, disciplines, etc.
The following positions will be open for characters to fill at character creation.
Anyone can try for any of these positions and all players are encouraged to do so. The final decisions will be made by the storytellers based on character concept and background.
Archetypes (aka Nature and Demeanor):
All those listed in "Laws of the Night, 3rd Edition" are allowable (Page 73) as well as the four new ones listed in the "Camarilla Guide" (Page 23). Those listed in the "Sabbat Guide" (Page 60) may also be possible, but you should have a good reason in your character background since these are more Sabbat-oriented.
All vampires of 9th generation or higher automatically default to the Path of Humanity. Elders (8th generation or lower) have the possibility to be on another Path if they have a good reason for it in their background. Of course exceptions can be made with storyteller approval. The ten point Path scale will be used in this game (instead of the five point scale). To determine your starting Path Rating, add your Conscience/Conviction virtue and Self-Control/Instinct virtue together. You can also choose to loose up to two Path Traits at character creation in exchange for one Free Point per trait lost.
This will be handled differently then in past games. Characters who hold positions in the city (i.e. Primogen, Sheriff, etc.) at the beginning of the game will start off at either 8th, 9th or 10th generation at no cost (the storyteller will perform a test with the player to determine exactly which they are - win 8th, tie 9th, lose 10th). See the section titled "Positions" above for more on this.
For the average Kindred of the city (and those that hold assisting positions such as whip, deputy, etc), they will have three different methods to choose from to determine their generation.
Players who choose to play Caitiff will start at 13th generation and receive an additional 2 bonus Free Points.
There will also be Elder characters in the game , 3 will be Player Characters and any others encountered will be Storyteller Characters. These players will have Narrator status (so they will have the ability to oversee combat mainly) but will not be privy to any special "inside" information concerning plot lines (unless it is something they dig up "in character"). Their main purpose is to advance the agendas of their individual clans as well as to guide, advise, and assist their fellow clan members (not abuse them). While they do start off the game more powerful, they will be hindered in other ways that will not be visible to most in the game (for one, they cannot hold ANY positions within the city... after all they are Elders). Certain individuals will be offered the chance to play these characters. But be forewarned that if you are playing one of these individuals, abusing it will be dealt with harshly by the storytellers.
The starting number of Primary, Secondary and Tertiary Traits each character will begin with to allocate to their Physical, Social and Mental Attributes depends directly upon their generation.
All allowable Traits are listed below. You will notice that each Attribute has three sub-categories, this is for certain discipline powers that call for specific types of Traits.
The starting number of points that a character may allocate to abilities depends directly upon their generation.
Abilities (and Ability Specializations) are explained in detail in "Laws of the Night, 3rd Edition" (Page 85). If you choose some of the more obscure and/or highly specialized abilities you should explain why you have them in your background.
The new abilities Hunting and Psychology from the "Camarilla Guide" (Page 24) as well as the abilities of Blindfighting, Fortune-Telling and Torture from the "Sabbat Guide" (Page 69) are also available for player characters to learn.
Two abilities that did not seem to make the transition into the new edition of the rules are Archery and Throwing. Treat these just like the Firearms ability when using bows and crossbows (for Archery) or when throwing knives and the like (for Throwing).
As far as Lore abilities are concerned, I do not like the way they are handled in past editions of the rules. Lore abilities are highly specialized knowledge, so if you decide that you want to have a Lore ability remember that it is subject to storyteller approval and that they are typically only known by Kindred who have been around for quite a while or are scholars in a specific area. There are 7 Lore abilities (Kindred, Camarilla, Hunter, Lupine, Wraith, Spirit, and Changeling). See the Lore Abilities section for more on this.
(Errata/Clarification - For non-combat related challenges (including Discipline use) the defender may expend one level of the same ability (in most cases) to negate a retest by the person initiating the challenge. The challenge must be effecting them directly. So if Dean Oddly tries to "Entrance" Hector and fails the intial challenge and then tries to retest by expending the Leadership ability, Hector can negate the retest if he has a level of Leadership himself and decides to expend it.)
(Errata/Clarification - The ability "Vamp" on page 69 of "Laws of the Night: Sabbat Guide" will be allowed as a player character ability.)
(Errata/Clarification - The number of languages known depends on how many levels of "Linguistics" are taken. One level [Total Languages = 1], two levels [Total Languages = 2], three levels [Total Languages = 4], four levels [Total Languages = 8] and five levels [Total Languages = 16].)
(Errata/Clarification: 4/8/01 - You must have the "Medicine" ability in order to properly collect [without injuring the target] and/or store blood [or an appropriate level of Health Influence or Occult Ability].)
(Errata/Clarification: 4/8/01 - You can expend the "Awareness" ability to perform a static mental test against unseen observers [using Obfuscate, the Stealth Ability or Psychically Projected] or potential dangers [walking into an ambush or about to trigger a trap]. If you win you get a "gut feeling" that something isn't right and can then act accordingly [such as activating Heightened Senses to detect hidden observers]. The Occult ability CAN NOT be used to retest this ability [you get one chance and one chance only to sense if something is amiss])
The starting number of levels that a character may allocate to disciplines depends directly upon their generation.
Use the following guidelines for purchasing disciplines at the time of character creation, these are dependent upon the characters generation. These are just guidelines and exceptions can be made with storyteller approval. See the Disciplines section for modifications on how they will be played.
The starting number of points that a character may allocate to backgrounds depends directly upon their generation.
Below are the modifications to the various backgrounds, if any. All references to specific pages, unless stated otherwise, are from "Laws of the Night, 3rd Edition". Players should give reasons why they would have these various backgrounds and should give as much detail about them as possible. Of course final approval is at the storytellers discretion.
The starting number of free points that a character will have available is directly dependent upon their generation.
Additional Free Points can be gained by taking Negative Traits, Derangements, Flaws (see "Laws of the Night, 3rd Edition" starting on Page 70 for restrictions and how many points you may gain through each of these three methods) or lowering your Path Rating (See Morality Path near the top of this Page). The combined total amount of Free Points you may gain through these four methods depends on the generation of the character.
You can spend your Free Points in a multitude of ways. Below is a list everything (and it's cost) you can spend Free Points on during character creation (unspent Free Points are lost once you begin playing your character).
Any Merits and Flaws listed in "Laws of the Night, 3rd Edition" (Pages 112-122), "Camarilla Guide" (Pages 24-26) and "Laws of Elysium" (Pages 31-34) are available at character creation. The only exceptions to this are the Merits "Iron Will" and "Lucky", neither of which can be taken by player characters. All others will have to be approved by the storytellers and you should explain the reasons why you have various Flaws and Merits in your character background. You are expected to role play any Flaws you take to the best of your ability. Those that do not will be handled on a case by case basis.
(Errata/Clarification - The following merits/flaws WILL NOT be allowed in the game;
The only way you may be able to have one of these is if a storyteller likes your background and offers you the chance to take one of these [DO NOT ask to have them or the answer WILL BE NO]).