San Francisco by Night
Vampire Creation & Development Rules
Vampire Character
Types
General Vampire Rules
Vampire Character Genealogy
Vampire Domains
All new Vampires must begin the game as mortals (See Mortal & Hunter Creation page) and find someone willing to embrace them. If no one is willing or able to embrace him, then he will be assigned as a chylde of a previously played character who is no longer active in the game.
Please review our Vampire Character Genealogy page and contact appropriate people through email and instant messages. If you have difficulty arranging an embrace in a reasonable time period, contact the Master Storyteller. It is between you and your prospective sire whether you will undergo a period of tutoring before you are "released" into Vampire society. Unless agreed otherwise, all Vampires are assumed to be released upon embrace. If you and your prospective sire agree, you can bypass the mortal character sheet creation and role-play your embrace as your character's first scene. Then, after this first scene, submit a newly created Vampire character sheet.
Sired In-Chronicle Starting Stats
The newly embraced Vampire updates his mortal character sheet to reflect being a Vampire, using the following stats as a starting base:
Attributes: 7/5/3
Abilities 13/9/5
Disciplines: 3
Background: 5
Virtues: 7
Freebies: 15
Frebbie Points Costs
Attributes: 5 per dot
Abilities 2 per dot
Disciplines: 7 per dot
Background: 1 per dot
Virtues: 2 per dot
Humanity: 1 per dot
Willpower: 1 per dot
Then, he or she adds accumulated experience. He or she is only allowed to buy disciplines which his or her sire is willing to teach (except Celerity, Potence, Fortitude which never need a tutor) All dot placement should be consistent with the mortal sheet.
Remember, being a Sired character does not mean you have to like or get along with your Sire. He or she might even be your greatest foe. This is required for two reasons (1) To facilitate role-playing and connections with other characters. For example (a) new characters have an existing connection to the game, and (b) When all characters are connected, there is a ripple effect with Storylines. Every action in the game tends to affect more characters, thus creating more Storylines and role-playing opportunities for everyone. (2) Since all new characters are required to be sired, an automatic generation control is added to the game.
We prefer new characters to be sired in the game. Obviously, the first character in every clan could not receive an in-game siring. Therefore, to seed the game, we allowed some of the initial players to create Elders using the Elysium rules. All new characters will be assigned as a chylde of a previously played character. Those original players playing Elysium Elders have higher experience point costs, as follows:
Dots of Age | * | ** | *** | **** | ***** |
Trait | Experience Cost | ||||
New Ability | 3 | 4 | 5 | 6 | 7 |
New Thaumaturgy Path | 7 | 8 | 9 | 10 | 11 |
New Discipline | 10 | 11 | 12 | 13 | 14 |
Humanity | CRx2 | CRx3 | CRx3 | CRx4 | CRx4 |
Virtue | CRx2 | CRx2 | CRx3 | CRx3 | CRx4 |
Ability | CRx2 | CRx2 | CRx2 | CRx3 | CRx3 |
Attribute | CRx4 | CRx4 | CRx4 | CRx5 | CRx5 |
Thaumaturgy Path | CRx4 | CRx4 | CRx4 | CRx4 | CRx5 |
Clan Discipline | CRx5 | CRx5 | CRx6 | CRx6 | CRx7 |
Other Discipline | CRx7 | CRx8 | CRx8 | CRx9 | CRx10 |
Secondary Ability | CR | CR | CR | CR | CR |
CR = Current Rating
As one can quickly see, while Aged elders start with more power, they are severely handicapped in the long-run.
Released Chylder
Allowed Clans
and Bloodlines
Derangements
Backgrounds
Elder Characters
Diablerie
Disciplines
Rituals
Hedge Magic and Thaumaturgy
Merits and Flaws
Linkages
1. Released Chylder. When a character is introduced into the game he is considered released, unless both players agree otherwise. A Sire is not responsible for the foolish acts of his released chylder unless he refuses to help correct his behavior. For example, a blood hunt is called upon the chylde, after he or she attacks the Prince. The Sire normally bears no responsibility. However, in this case, the Sire hides and protects the chylde, and therefore may face in-character repercussions for the behavior. The intent of this rule is to make in-character sirings easier and more desirable.
2. Allowed Clans and Bloodlines. All official Clans and bloodlines are allowed in the game, but may not be available for a new character at a specific time. For example, Lasombra AT are exceedingly rare and only 1-2 will be allowed at a time. Check with the ST for present availability of rare clans and bloodlines.
3. Derangements. To ensure that Elders characters have the appropriate feel and also to protect play balance, Vampire characters are required to maintain a separate derangement for each and every trait above 5. In other words, if you have an attribute, ability, discipline, and/or background above 5, you need a separate derangement for each trait. Please try to pick derangements that fit the character and also the role-playing history. For example, one character had a person invade his haven via a mirror walk ritual. When he raised a trait to 6, he added "Fear of Mirrors." (See Derangements for possible derangements for your character)
4. Backgrounds.
A) Enemies. Elders created using Elysium rules are assigned Non-Player Character (NPC) Elders as enemies. This game-balancing rule helps offsets some of the advantages of being an Elder (e.g., higher stats, more powers). The NPC's will be played by either an ST or a player who has volunteered to help implement this aspect of the game. You should maintain 1 dot per Enemy on your sheet. Unless you want the enemies assigned randomly, you should propose a few that make particular sense for your character from WoD source books. You may choose non-Vampire WoD denizens of power levels equivalent to Vampire Elders as well.
B) Retainers. If a player chooses this background option, he may create special servant ghouls as described in the Ghouls: Fatal Addiction source book. These retainers should have separate character sheets and may accumulate experience, the same as other characters (1/day). They must be normal mortals (e.g., no Mages, hedge wizards, etc.). There are two exceptions to this provision:
1) Tremere characters may substitute gargoyles for ghouls, if they have the ability to create them themselves, or have permission from the Tremere Elder character to maintain gargoyles created by someone else.
2) Characters with the appropriate levels Necromancy (or equivalent powers) may substitute Wraiths for ghouls.
You do not need a separate screen name for these ghouls. If you desire, one or more may accompany you as you play your character. If you choose this option, please let other people know this is the case. If your character is killed, it is assumed the ghouls leave town and no longer are active in the game. NPC Ghouls may also post for experience.
C) Resources (Havens). Each character may define one haven per dot of resources (e.g., Resources 5 = 5 Havens). The Havens should reflect the resource description in VtM Revised. For example, with one dot of resources, you have a small apartment as a haven (not a Manor House in the country). The only NPC's that may guard your haven are Retainers. If you did not take the retainers background, then you do not have any guards. You may have other security systems in connection with your level of resources (e.g., alarms). Havens should be described on your character sheets, including security precautions and where you sleep. Email the ST if you want one of your havens listed on the Web Page under Private Rooms (i.e., You maintain the link, but a picture and description are posted on the web page.)
D) Allies. Allies are acquired in character. There are no NPC allies available. Include 1 dot for each person whom you believe qualifies for an ally on your sheet. You do not have to pay for this background as it is reflective of your role-play only.
E) Status. Characters may not buy status. Characters will accrue Status based on their in-character actions during role-play. For example, if you become Prince, you automatically achieve status 5. If you lose your job, you lose your status. We are specifically preventing new characters coming into the chronicle claiming more status than older characters. Should you achieve status in the game, you should add the dots to your character sheet and remove them if you lose the status. In this case, the dots would be free, not purchased.
F) Contacts/Influence. It is impossible to manage multiple independent NPC contacts for a hundred characters. Therefore, there are two types of contacts in this game: 1) IC contacts. With 100 characters, there are many types of IC contacts that can be developed. 2) NPC contacts will be handled strictly by a rumors list. The level of rumors you will receive will be based on your level.
5. Elder Characters. We are allowing a few non-sired Elder Vampires (5th to 7th Generation) into the game. However, for characters not sired in the game, we are presently limiting this to no more than one per clan or bloodline. This means that if a clan or bloodline is already represented in the game, the only way you can reach Elder generation is to be sired by another Elder character or commit Diablerie. We may make exceptions to this rule for characters imported from other chronicles. However, the players and ST from your other chronicle should unanimously attest to your superior role-playing ability.
6. Diablerie. A) Superior players will be offered the opportunity of lowering their generation during role-play to ensure they suffer no permanent generation disadvantage. In other words, don't worry that you start the game at 13th generation. If you are good, opportunities will come your way via role-playing. It should be noted that while unsanctioned Diablerie is a gross crime within the Camarilla, the Guide to the Camarilla states that Diablerie is sometimes permitted against violators of the traditions. If you are an asset to the game, opportunities will come your way. B) If you Diablerize somoene, you may learn any of thier disciplines without the need for a tutor. You still pay normal experience for them.
7. Disciplines. Physical Disciplines (e.g., Celerity, Potence, Fortitude) don't have to be tutored as they are somewhat instinctive per White Wolf. New characters must pick from their Clan disciplines or Physical disciplines to begin the game. You may buy non-clan disciplines with experience points, but you must find another character to teach you the discipline (save the log). Certain non-Clan disciplines may have IC negative consequences (e.g., yes, you may have found a Setite to teach you --a Malkavian -- Serpentis legitimately, but that doesn't mean the rest of the Setite Clan won't mark you for death).
8. Rituals. Characters gain one free ritual for each level of Thaumaturgy or Necromancy. Additional rituals may be purchased for experience points equal to their level (e.g, a level 3 ritual costs 3 experience points). A character should have a tutor to learn rituals the same as disciplines. (See Blood Magic p. 88).
9. Hedge Magic and Thaumaturgy. In some cases, Vampires may be allowed to develop existing Hedge Magic paths as a new Thaumaturgy paths for themselves. This is consistent with the rules in the Time of Thin Blood source book.
10. Merits and Flaws.
A) Dark Fate. Since the ST can't guarantee that your character will survive until you realize its conditions, the Dark Fate flaw is disallowed.
B) Luck. The character may repeat three failed rolls per month.
11. Dark Ages. While this is primarily a Vampire: The Masquerade (V:tM) chronicle (as far as Vampire), some Vampire: The Dark Ages (V:DA) material will be integrated into game. Where V:DA and V:tM Revised conflict, VtM Revised will take precedence.