Camarilla Creation Rules



The Clans
The Accepted Clans of the Camarilla are: Brujah, Caitiff, Malkavian, Nosferatu, Torreador, Tremere, and Ventrue.

The Restricted Clans are: Assamite, Gargoyles, Gangrel, Lasombra Antitribu, and Samedi.

Character Submission
The first level of character in this list is the quick play class.



Quick Play

The Quick Play character is young in the world of the undead. No more than 10 years into the world of the kindred, they are the pawns not yet aware of how deep in the world they truly are thanks to the careful manipulations of their Elders.

Attributes: (7/5/3) Only 1 "4" at this stage.
Abilities: (13/9/5) No more than three "4s" at this stage. Only 2 can be in combat abilities.
Disciplines: (3) All must be In Clan.
Backgrounds: (5) No Resources above 3 and no Generation lower than 11 at this level.
Virtues: (7) Begin with one dot in all virtues in the beginning.
Humanity: Conscious + Self Control = Humanity. Must be between 5-7.
Willpower: Base of your courage.
Merits & Flaws: Cannot exceed 7 either way. May not exceed 5.
Freebies: (15)

 


Walking in the Halls of Power

This level of character creation is for the players that want a more seasoned character. The Camarilla at this stage range from a little stronger to immensely powerful, they are becoming known amongst their sect finally. Those that make it past the first decade are much stronger than most other neonates out there. Thus the rules are different from here on in are much different. Also, it is worth mentioning that these level of characters are accepted by approval only. Making one of these characters without first consulting the Admin will result in a denial. Take the time to ask the Admin.


The Young Neonate
The Camarilla has now welcomed you into the sect and is marginally tolerant of your existence and will allow you to entertain notions of power. This level of character is still young but is no longer a fresh faced naïve childe. They have now grown a bit jaded and a bit wiser.

10-50
Attributes: (7/5/3) No more than 2, "4s" total.
Abilities: (15/11/7) No ability my exceed 4 in this stage of creation
Disciplines: (4)
Backgrounds: (5) You are beginning to see the virtue in having others do your work for you.
Virtues: (7)
Humanity: (Conscience + Self-Control) Must be between 5-7.
Willpower: (Courage) May not exceed 6.
Freebies: (30)



The Veteran Neonate.
Now the time in the Camarilla has really made you aware of just how maniacal these Elders are. You have been used and manipulated and have learned a few tricks of the trade. You have begun using those lessons on other weaker and younger Kindred and have found just how fun it can be.


50-150
Attributes: (7/5/3) No more than 2, "4s" total.
Abilities: (17/13/9) Only one 5 is allowed at this stage.
Disciplines: (5)
Backgrounds: (7) You are beginning to see the virtue in having others do your work for you.
Virtues: (7)
Humanity/Path: (Conscience + Self-Control) Average is between 5-7 still.
Willpower: (Courage) May not exceed 6.
Freebies: (30)



The Ancilla
The Ancilla of the Camarilla are strong in body and mind. They have survived close calls in their night and have learned many methods of avoiding death whether it is by combat or simply knowing the right people to make sure they are never in harm's way.


150-250
Attributes: (7/5/3) No more than 3, "4s" total. (+1 Attribute wherever you choose)
Abilities: (19/15/11) Still only one 5, however you gain 4 extra abilities to place where you choose.
Disciplines: (6)
Backgrounds: (10) The Camarilla members at this stage are fully aware of how important it is to network and manipulate and have grown comfortable in a less than upfront presence. Generation 11-9
Virtues: (7)
Humanity: (Conscience + Self-Control) Average is between 5-7.
Willpower: (Courage) May not exceed 7.
Freebies: (30)

At this stage the Vampire has earned place amongst their clan and sect and warrant recognition and have learned a few talents their clan has become notorious for. The Lores and Status come free and you may chose 1 of the abilities/backgrounds below.
+1 Clan Status
+1 Camarilla Status
+1 Clan Lore
+1 Camarilla Lore
+1 Kindred Lore


Assamite: +1 Melee, +1 Dodge, +1 Brawl
Brujah: +1 Contacts, + 1 University, +1 Street
Caitiff: +1 Survival, +1 Dodge, +1 Allies
Gangrel: +1 Survival, +1 Animal Ken, +1 Retainer
Gargoyle: +1 Brawl, +1 Survival, +1 Athletics
Lasombra Antitribu: +1 Intimidation, +1 Church, +1 Underworld
Malkavian: +1 Malk Time, +1Empathy, +1Stealth
Nosferatu: +1 Stealth, +1 Survival, +1 any lore you can justify
Samedi: +1 Occult, +1 Thanatology, +1 Stealth
Torreador: +1 Etiquette, +1 Herd, +1 Performance
Tremere: +1 Occult, +1 Intimidation, +1 any lore you can justify
Ventrue: +1 Leadership, +1 Political, +1 Intimidation



The Young Elder
The Camarilla at this age has grown powerful in his age and setting and can now command the forces of the Camarilla with little discretion. The Kindred know of this individual and whether they love or hate it, it is now respected. This level of Kindred may lead clans and sway the mortal society with effortless ease
.

250-350
Attributes: (7/5/3) No more than 3, "4s" total. (+3 additional)
Abilities: (19/15/11) "4s" and "5s" are subject approval and denial.
Disciplines: (7)
Backgrounds: (12) Te Camarilla at this age now controls it's surroundings like puppets on a string. Generation 11-8
Virtues: (7)
Humanity: (Conscience + Self-Control) Average is between 5-7.
Willpower: (Courage) May not exceed 8.
Freebies: (40)


Same free traits apply here
+2 Camarilla Status
+2 Clan Status
+2 Kindred Lore
+2 Clan Lore
+2 Camarilla Lore



The Veteran Elder
The Kindred of this level have achieved dominance in both clan and sect. Feared by the lesser kindred, they walk the halls of power while others come to appease their whims. They stand as testaments of time and success as they have survived countless attempts on their existence and walked away from them all a little wiser and a little stronger.


350-500
Attributes: (7/5/3) No more than 3, "4s" total 1 "5" (+4 additional)
Abilities: (21/17/13) "4s" and "5s" are subject to both approval and denial.
Disciplines: (9)
Backgrounds: (15) These Kindred are the Masters of their Domain and control all in their vicinity with an iron grip. Generation 10-7
Virtues: (7)
Humanity: (Conscience + Self-Control) Average is between 5-7.
Willpower: (Courage) May not exceed 9.
Freebies: (40)


+3 Camarilla Lore
+3 Clan Lore
+3 Kindred Lore
+2 Sabbat Lore
All traits listed above are for free
.

 

Disclosure:

As always we reserve the right to deny any merit or flaw or concept if we see it as an attempt to disrupt or otherwise damage the game. The same rules that apply to Sabbat title and position apply here. Any positions handed out will be done in play and without proper background or character detail, calling in favors or claiming personal affiliation with other more powerful Kindred whether in play or in Cannon will be denied and you will be asked to leave and your character will enter the realm of Storyteller Hand of God.