Vampire the Masquerade

Okay, first thing to state- most of this stuff I stole from other people's sites. See San Diego By Night


Character Creation

To begin playing, you will need to create a character. Whether it is Kindred of the Camarilla, a Caitiff, or a mortal. The creation process is easy and helps give you a model of who you will be.



The Character Sheet (html / txt)

Attributes, Abilities & Tempers

Merits & Flaws

Disciplines

Weapons list (Firearms / Melee)




First Step - choose your Concept, Clan, Nature & Demeanor

Concept :
The overall image of your character; what they were in the mortal world. This is most important step in creating a character.

Criminal - Jailbird, Mafioso, cat burglar, drug dealer, bandit.
Dilettante - Artist, writer, intellectual, gambler, student.
Drifter - Hobo, cowboy, prostitute, hermit, pilgrim.
Entertainer - Comic, musician, movie star, clown.
Investigator - Detective, cop, government agent, inquisitor.
Kid - Child, runaway, nerd, gang member, street urchin.
Outsider - Aborigine, Third World Resident.
Politician - Judge, mayor, senator, public official, governor.
Professional - Engineer, Doctor, Mortician, scholar.
Punk - Club crawler, mosher, skinhead, classic 70's punk.
Reporter - Anchorperson, newspaper, paparazzo, town crier.
Soldier - Bodyguard, mercenary, green beret, knight.
Worker - Trucker, farmer, wage slave, servant, serf.


Clans

The Camarilla has seven clans.
The Camerilla
For uncountable centuries,
the clans ruled the nights.
The greatest human kingdoms
were but playthings to these so-called Kindred.
Their power was matched only
by their arrogance --
until
the coming of the
fires of the Inquisition.
Vulnerable for the first time,
seven of these clans united to govern the rest.
They called themselves the Camarilla

Brujah
------
Clan Brujah is largely composed of rebels, both with and without causes. Individualistic, outspoken and turbulent, Brujah hold social change near to their undead hearts, and the clan's ranks contain some of the most violent of the Camarilla Kindred. Most other vampires perceive the Brujah as nothing more than punks and miscreants, but the truth of the matter is that genuine passion lies behind their polemics.

Gangrel
-------
Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vampire changing into a wolf or a bat, she is probably speaking of a Gangrel.

Malkavians
----------
Even other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that every last Malkavian across the world is incurably insane. What's worse, a Malkavian's madness can take nearly any form, from overpowering homicidal tendencies to near-catatonia. In many cases, there's no way to tell a Malkavian apart from the "sane" members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying vampires to stalk the streets.

Nosferatu
---------
Caine's childer are called "The Damned," and no vampires embody this more fully than the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. Other Kindred speak shudderingly of Caine placing a mark upon the entire clan for the monstrous deeds of its Antediluvian founder. As such, Nosferatu find themselves loathed and ostracized by the other Children of Caine, who consider them disgusting and interact with them only when they must.

Toreador
--------
The Toreador are called many things - "degenerates," "artistes," "poseurs" and "hedonists" being but a few. But any such lumpen categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members' aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.

Tremere
-------
Whether dreaded, mistrusted, feared or reviled, the insular vampires of Clan Tremere are anything but ignored. Those who have heard of the clan's doings are typically suspicious of the Tremere, and with good reason - for the Warlocks are aptly named. Through their own artifice, they have mastered a form of vampiric sorcery, complete with rituals and spells, that is as potent - if not more so - than any other power of the Blood. Paired with the clan's rigid hierarchy and the smoldering ambition so common among Warlocks, this power is an unsettling thing indeed to those who know what the Tremere are capable of doing.

Ventrue
-------
The Kindred of Clan Ventrue have a reputation for being honorable, genteel and of impeccable taste. From time out of mind, Ventrue has been the clan of leadership, enforcing the ancient traditions and seeking to shape the destiny of the Kindred. In nights of old, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy "old money" families, ruthless corporate climbers, and politicians. Whatever their origin, Ventrue vampires preserve stability and maintain order for the Camarilla. Other Kindred often mistake this for arrogance or avarice, but to the Ventrue, their shepherd's role is more burden than honor.


-------------------------------

The Sabbat
Two clans stand in open rebellion to the Masquerade. Supported by renegade antitribu from the Camarilla clans, they are collectively known as the Sabbat. They seek freedom from the rules of the Camarilla, and they strive to reduce mankind to the status of cattle. The centuries long-war between these two sects has escalated -- perhaps beyond control.

The anthem of the Sabbat is total Kindred freedom. It is this philosophy that makes them deadly guerrilla warriors and a shockingly disorganized sect. One Sabbat pack is seldom aware of the agenda of another.

Lasombra
--------
The Lasombra clan has fallen from grace - and its members enjoy it. Simultaneously graceful and predatory, the Lasombra guide - and, when necessary, whip - the Sabbat into an implacable force. Turning their backs upon the humans they once were, Lasombra give themselves wholly over to the dark majesty of the Embrace. Murder, frenzy, predation: Why fear these things, many Lasombra ask, if one is meant to be a vampire? In contrast to the Tzimisce, though, Lasombra generally seek not to reject all things mortal, but to shape them for their own pleasure.

Trimisce
--------
If Clan Lasombra is the heart of the Sabbat, Clan Tzimisce is the soul. Even other vampires grow uneasy around these flesh-crafting Kindred, and the clan's nickname of "Fiends" was given to it in nights past by horrified Kindred of other lines. The Tzimisce's signature Discipline of Vicissitude is the subject of particular dread; tales speak of crippling disfigurements inflicted on a whim, of ghastly "experiments" and tortures refined beyond human - or vampiric - comprehension or endurance.

----------------------------------------------------------------------

Independents
The Independent Clans serve none but their own ends. While not part of a common agenda, each of the independents has unique and devastating abilities that make them respected --or feared -- by the other clans.

Assasimite
----------
From the desert wastes of the East come the Assamites, and they bring with them a miasma of terror. The Assamites are known throughout vampire society as a clan of murderous assassins, working for whoever can pay their price. The price they charge for their work is the vitae of other Kindred; for the Assamites, diablerie is the greatest sacrament

Followers of Set
----------------
The Followers of Set, more commonly referred to as "Setites," are mistrusted perhaps more than any other clan. Their ties with the archetypal Serpent of myth are well-known, and bolstered by their disturbing powers. They are custodians of knowledge that, according to their claims, predates even the First City. When they enter a city, the Cainite power structure almost inevitably erodes. But most unnerving of all, they share a dark and powerful faith as a clan - a faith that the blood of gods pulses in their cold veins.

Giovanni
--------
The Giovanni are respectful, genteel and well-mannered. Affluent beyond imagination, Clan Giovanni traces its roots back to before the Renaissance, to a family of merchant princes. The clan still maintains its original home in Venice, in a thousand-year-old loggia just outside the heart of the city. No other clan makes such a spectacle of humility and propriety as does the Giovanni. And no other clan hides its blasphemous secrets as well.

Ravnos
------
If ever a clan was renowned for a wickedly black sense of humor, the Ravnos would be that clan. These Cainites are deceivers of the first order, weaving illusion and lies into elaborate schemes to part the foolish from whatever it is the Ravnos might fancy - be it wealth, blood or even their victims' freedom. Like Mephistopheles or Old Scratch, the Ravnos ply their devil's deals with whomever they choose, be it human or Kindred, and woe to those who wind up unable to pay the hidden costs.



NOTE : Nature and Demeanor can come out in role-play. Demeanor can change from encounter to encounter, Nature tends to stay more true. Most characters have two different Archetypes for nature and demeanor, but those with exceptionally strong beliefs or a very open and honest personality can occasionally possess the same archetype for both nature and demeanor.

Nature
The true personality of the character.

Demeanor
The Personality the character shows to the world.


Archetypes- choose one for nature and demeanor
Architect
Your sense of purpose goes beyond your own needs; you try to create something of lasting value for those who will come after you. People need many things, and you gain satisfaction by providing whatever you can. You are the type of person who makes an effort to build something of value: to found a town, create a company or in some way leave a lasting legacy. Many American pioneers were Architects by Nature.
-Regain Willpower whenever you create or establish something of importance or lasting value.

Autocrat
You must have complete control of the situation, complete control over those around you and as much control over fate as you possible can. Control is the only thing you understand; it is what you worship. Authority is what you desire, and it is what you gain when you have control. The more authority you have, the more control you gain. One hand feeds the other. Others may consider you domineering, but they just aren't up for the job - you are the only one who can do it.
-Regain one point of Willpower whenever you achieve complete control over a situation involving other individuals.

Autist
You hide your secrets from others. Even more importantly, you hide your true self. Anyone who understands you can hurt you, so no one must ever see the real you, or even come close. Give away as little of yourself as possible - adopt a false personality if you like - but just make sure no one discovers the truth about you. Knowledge is power, and those who know you can do anything they like to you.
-Regain one Willpower point whenever another character confesses he is unable to understand you, or whenever someone makes a false assumption about you that gives you an advantage.

Avant-Garde
You must always be in the forefront - always the first with a piece of news, a dance or fashion trend, or a discovery in the arts. Nothing pains you more than hearing news secondhand, or someone else telling you about a hot new band. New discoveries are your life, and you devote a great deal of time and effort to keeping up with things. After all, if you're not in the forefront, you're nowhere.
-Regain one Willpower point whenever you are first with a piece of news or some other significant discovery.

Bon Vivant
Life is pointless, shallow and meaningless - so have as good a time as possible. Rome may burn, but you shall drink wine and sing songs. A hedonist, sensualist, sybarite and party animal, the words austere, self-denial and self-discipline have no place in your life. You much prefer the concept of instant gratification. Still, you don't mind a little hard work as long as a good time awaits you upon completion. Most Bon Vivants have low Self-Control, for they so dearly love excess.
-Regain Willpower whenever you have a truly good time and can fully express your exultation (or perhaps even more points if you enjoy an especially fun night).

Bravo
You are known as a bully, a ruffian and a tough, and delight in tormenting the weak. Things must always go your way, and you do not tolerate those who cross you. Power and might are all you respect; indeed, you heed only those who can prove their power to you. You see nothing wrong with forcing your will upon others. There is nothing you like better than to persecute, antagonize, heckle and intimidate those for whom you have contempt and of them there are many. The emotions of kindness and pity are not completely foreign to you, but you hide from your own sense of weakness through cruelty to others. While most Bravos despise the weak, a few become their protectors.
-Regain Willpower whenever you intimidate or physically force another person to do what you wish.

Caregiver
You always try to help those around you, struggling to make a difference in the needs and sorrows of the unfortunate. People around you depend on your stability and strength to keep them steady and centered. You are the one people turn to when they have a problem.
-Regain Willpower whenever you successfully protect or nurture someone else. It can be as small as a smile of support or a shoulder to lean on at an appropriate moment. You must help the other person in some way, though he need not acknowledge it openly.

Cavalier
You are as bold, intrepid, valiant and fearless as you need to be to complete your duty. You are the hero who tries to live up to glorious ideals and codes of justice. By protecting that which is good, you seek to preserve the society that made you what you are. If your Nature is Cavalier, and your Humanity ever falls below four, you have to choose a new Nature. You probably hate Deviants, though you may not always recognize them.
-Regain three Willpower points when you manage to accomplish a significant task that positively affects the group to which you belong.

Child
You are still immature in personality and temperament: a kid who never grew up. Though you can (hopefully) care for yourself, you prefer the security of being watched over by others. Often you seek out someone to look out for you - a caretaker of sorts. Some see you as a spoiled brat, while others see you as an innocent cherub unaffected by the evils of the world. This is a very common archetype for Kindred who were created when they were young and subsequently matured mentally, but not emotionally.
-Regain Willpower whenever someone does something to help you with no apparent gain for herself.

Competitor
You are driven by the need to win at all costs. The thrill of victory is the only thrill you recognize; it is the thing that drives you. You see life as a contest and society as a dichotomy of winners and losers. You believe all the macho business proverbs - "if you're not lead dog, the view never changes"; "there are no prizes for second place"; "eat or be eaten." You try to turn every situation into a contest of some kind, and it is the only way you can relate to anything. You are capable of cooperating with others, but only by turning the group interactions into another contest: you must be the leader, or the most productive, or the most indispensable, or the best liked - anything, as long as it means you win in some way or another.
-Regain one Willpower point whenever you win a contest of any sort, formal or informal. For truly impressive victories, the Storyteller may award more points.

Confidant
You understand people and, more importantly, you like them. You are a facilitator who listens and advises. People confess to you and in return you give them advice, most of which is good (though sometimes your advice is more for your own benefit than for that of the recipient). You are very interested in other people, and who and what they are. Personalities fascinate you, as do the sickness and beauty of human nature.
-You regain a point of Willpower whenever someone confides in you on a personal and intimate level.

Conformist
You are a follower. Taking charge is just not your style. It is easy for you to adapt, attune, adjust, comply and reconcile yourself to whatever new situation you find yourself in. You flit to the brightest star, the person whom you feel to be the best, throwing your lot in with her. It is both difficult and distasteful for you to go against the flow or rebel. You hate inconsistency and instability, and know that by supporting a strong leader, you help prevent chaos from occurring. All stable groups need some kind of Conformist.
-Regain Willpower whenever your group (the brood) accomplishes something because of your support and aid.

Conniver
What's the sense of working hard when you can get something for nothing? Why drudge when, just by talking, you can get what you want? You always try to find the easy way out, the fast track to success and wealth. Some people might call what you do swindling or even outright theft, but you know that you only do what everyone else does; you just do it better. Additionally, it's a game, and you get great pleasure out of outwitting someone. Connivers play many roles, so you may be a thief, a swindler, a street waif, an entrepreneur, a con man or just a finagler.
-Regain Willpower whenever you are able to get your way by tricking another person into doing as you wish.

Critic
Nothing in the world should be accepted without thorough scrutiny and examination. Nothing is ever perfect, and the blemishes must be pointed out in order for the good to be truly known. Your standards are high for everything, and you insist on their being met. You encourage the same ideals in others, because laxity and low standards reduce the quality of life for everyone. Others will thank you later, once they discover the purity of your perspective. You seek out and expose the imperfections in every person or thing you encounter. You are never satisfied with anything that is less than perfect, unless it is within yourself after all, you're not a perfectionist.
-Regain one Willpower point whenever you are able to discover a significant imperfection that has escaped the attention of others.

Curmudgeon
You are an irascible, churlish person at heart, taking everything seriously and finding little humor in life (though you may have a wickedly barbed wit). Cynicism is your middle name; it is the tool with which you judge everything in life. You have a very well-defined understanding of how things really work, especially when they involve the circus of human endeavor. Long ago the foolish actions of others ceased to surprise you.
-Regain Willpower whenever someone does something stupid, just like you predicted. You must predict it either out loud to the other characters or in private to the Storyteller.

Director
You despise chaos and disorder, and tend to take control and organize things in order to suppress anarchy. You like to be in charge, live to organize and habitually strive to make things work smoothly. You trust your own judgment implicitly and tend to think of things in black-and-white terms: "This won't work," "You're either for me or against me," "There are two ways to do this - my way and the wrong way."
-Regain Willpower when you are allowed to lead a group and accomplish some significant task.

Deviant
There are always people who don't fit in, and you are such a miscreant. Your beliefs, motivations and sense of propriety are the complete antithesis of the status quo. You are not so much an aimless rebel as an independent thinker who does not belong in the society in which you were raised. You don't give a damn about other people's morality, but you do adhere to your own strange code of conduct. Deviants are typically irreverent, and some have truly bizarre tastes and desires.
-Regain Willpower whenever you are able to thumb your nose at society and its precepts without retaliation (most often vampiric society rather than mortal).

Fanatic
You are consumed by a cause; it is the primary force in your life, for good or ill. Every ounce of blood and passion you possess is directed toward it; in fact, you may feel very guilty about spending time on anything else. You will let nothing stand in your way - nothing that you cannot overcome, in any case. You and those around you may suffer, but your cause is everything - the end justifies the means. Before the game begins, make sure you describe your cause, and define how it may affect your behavior.
-You regain Willpower whenever you accomplish an act which furthers your cause.

Gallant
You are as flamboyant as you are amoral; some see you as a rogue, a Don Juan, a rake, a paramour or just a lounge lizard - but you see yourself as all of the above. A consummate actor who loves to make as big a show of things as possible, nothing attracts your attention more than an appreciative audience. You love people and you love to impress them even more. Though you may indeed be a superior lover, you enjoy the chase almost as much as you enjoy the act. Gallants vary widely in temperament and ambition, holding in common little more than their love of attention.
-Regain Willpower whenever you manage to dazzle or impress another person. The Storyteller is always the judge, even when characters are involved.

Honest-Abe
You have a moderate temperament, and refrain at all cost from telling lies and stealing from others. You were brought up to live honestly and openly, and to be good to others - you have lived your life (and unlife) by these simple truths ever since. You are not a dogmatist and do not insist that others live as you do, nor have you constructed a complicated set of rules for yourself. You are flexible in your behavior, but always carefully evaluate your actions against your beliefs.
-You regain five points of Willpower if your honesty harms you or your friends in some way, but later turns out to help you. In other words, your honesty turns out to have been the proper way to do things, even from a pragmatic point of view.

Jester
You are the fool, idiot, quipster, clown or comic, forever making fun of both yourself and others. You constantly seek the humor in any situation, and strive always to battle the tides of depression inside yourself. You hate sorrow and pain, and constantly try to take others' minds off the dark side of life. Sometimes you'll do nearly anything to forget pain exists. Your particular brand of humor might not always impress your friends, but it makes you feel better. Some Jesters manage to escape pain and are truly happy, but most never find release.
-Regain Willpower when you raise the spirits of those around you through the device of humor, especially when you are able to escape your own pain in the process.

Jobsworth
You are dedicated to the unbroken routine of your existence, and refuse to do anything that compromises your routine and established practices. No matter how urgent or deserving an individual case may be, the preservation of established practices and routines is more important. Individual decisions and considerations are fallible, whereas routines and established procedures are the distilled wisdom of years or decades of decision-making. Routines are what separate order from chaos. Make an exception once, and it sets a dangerous precedent; make an exception twice, and the door to anarchy is opened.
-Regain a Willpower point each time you are able to preserve your routine, and each time you avoid reevaluating anything or making a decision about a situation based on its individual merits. At the Storyteller's option, more points may be awarded for truly impressive feats of generalization.

Judge
As a facilitator, moderator, arbitrator, conciliator and peacemaker, you always seek to make things better. You pride yourself on your rationality, your judgment and your ability to deduce a reasonable explanation when given the facts. You struggle to promote truth, but you understand how difficult it is to ascertain. You respect justice, for that is the way in which truth can reign. In your view, people are resources, albeit ones that are most difficult to manage and employ. You hate dissension and arguments, and shy away from dogmatism. Sometimes Judges make good leaders, though a lack of vision can sometimes cause them to maintain the status quo instead of searching for a better way.
-Regain Willpower when you are able to successfully separate the truth from a web of lies or can convince disputing individuals to agree with your judgments.

Loner
You are the type of person who is always alone, even in the midst of a crowd. You are the wanderer, hunter and lone wolf. Though others might think of you as lonely, forsaken, isolated or remote, in truth you prefer your own company to that of others. There are many different reasons why this might be so: you don't understand people, you understand people too well, people dislike you, people like you too much, or you are simply lost in your own thoughts. Your reasons are your own.
-When you manage to accomplish some significant task on your own, without the aid of others, yet which still aids the group in some way, you regain Willpower based on the significance of the achievement.

Manipulator
You have always been fascinated by others. Why do people behave as they do? What thoughts and emotions affect their actions? The cognitive processes that influence the choices people make intrigue you. Sometimes just asking people questions about their actions can yield important information, but often people do not truly understand their own motivations and concerns. In these cases, it is far easier to set up situations - experiments, if you will - to see how people behave. You attempt to manipulate these situations for your personal advantage, in order to discover more information about your chosen subjects. Some might call these experiments cruel, but to you it is mere scientific necessity.
-Regain Willpower whenever you manage to set up an incident or situation that allows you to gain new insight into your subject's psyche.

Martyr
All possess the martyr instinct, but few act upon it. Even fewer live the life of a Martyr, but you are such a one. Your desire for self-sacrifice stems either from a low self-esteem, a feeling of a lack of control, or a profoundly developed sense of love. You are able to endure long-lasting and severe suffering because of your beliefs and ideals. At worst, a Martyr expects sympathy and attention because of his or her suffering, and may even feign or exaggerate pain or deprivation. At best, a Martyr will choose to suffer injury or even the Final Death rather than renounce his religion, beliefs, principles, cause or friends.
-Regain Willpower when you sacrifice yourself in a real and immediate way for your beliefs or another individual.

Masochist
You like to push the boundaries and try to see how much you can take - how much pain you can tolerate before you collapse. You gain a certain satisfaction from suffering humiliation, depravation and even mutilation, especially when you are the cause of your pain and have some control over it. You know that your need is somewhat perverse, but you know you aren't crazy. This is just the way you are.
-Regain two points of Willpower whenever you suffer in a new way.

Mediator
The world is full of people who want things; sometimes people want the exact same thing. Some people have what other people want and would be willing to talk about working out a deal, but just don't know how to start. These people often have immense trouble finding and communicating with each other. That is where you come in. You are dedicated to mediating between people - fulfilling needs, smoothing over disputes, and generally helping people talk to one another. You are the diplomat, the middle child, the perpetual person in the middle.
-Regain one point of Willpower whenever you are able to act as a go-between between two individuals or groups, and regain another point if you bring things to a satisfactory conclusion. The Storyteller may award more points for particularly outstanding mediation.

Optimist
"Everything always turns out for the best." That is the motto of your life, and you know if you can just stay cheerful and stop worrying, your problems will never be with you forever. Some call you a fool, but even they have to admit you're happier than they are. Certainly you'll encounter difficulties from time to time, but there's no sense in worrying yourself to death in advance. Don't worry, be happy, and have a nice day.
-Regain a Willpower point whenever things turn out for the best, just like you said they would. You must predict such an outcome, either out loud to the other characters or to yourself (tell the Storyteller).

Pedagogue
You've been a few places, seen a few things, and picked up a thing or two along the way - and you like to tell everyone about what you've learned. Teaching is your avocation, if not necessarily your profession. In your time you've seen inexperience and ignorance lead to all kinds of misery and misfortune, and it pains you too much to stand by and watch this occur. You are dedicated to passing on what you have learned for the benefit of others - not only skills and knowledge, but also the less tangible assets of wisdom and experience. If given the chance you can lecture others for hours.
-Regain one Willpower point whenever you see (or discover) that someone has benefited by something you taught or showed her.

Penitent
You are unworthy. You are sinful. You are base, vile and lacking in virtue. You have no right to exist and are utterly beyond redemption. Either because of a low self-image or because of a spectacular trauma in your past, you feel compelled to spend your life making up for what you are, what you lack or what you have done. You owe it to Creation at large to offer repentance for the crime of your existence. You struggle nightly to make amends for your weakness, and your nightly dream is to be able, at last, to overcome it. But you know you are weak and beyond hope.
-Regain one Willpower point whenever you are able to do a good deed for someone to whom ( in reality or in your imagination) you have been an inconvenience, annoyance or danger. For particularly outstanding acts of penitence or recompense, the Storyteller may award two or even three points.

Perfectionist
You can't stand imperfection, not in others and certainly not in yourself. Neither can you tolerate those who do not do everything they can to do their best, to make everything neat and proper and right in their lives. Though you may be strict with others, it is with yourself that you are most critical - everything must always be in its place, and you must always do the best and be the best.
-Regain a point of Willpower whenever you accomplish something flawlessly, without a single mistake, falter, wound, hesitation, confusion, hindrance or obstruction.

Plotter
Everything you do is planned. Very little springs from you spontaneously. Your plans are often long and involved, sometimes extending beyond the lives of the mortals involved in them. Details must be exact, for you believe any deviation could bring ruin. You try to plan everything in your life; each thing you do must accomplish something in the greater scheme. Deviation from routine, however, is bothersome, not traumatic. You are organized, not deranged. You tend to be neat and precise in everything you do.
-You regain three points of Willpower when one of your plots comes to fruition in the exact manner you planned.

Poltroon
Meeting trouble(or anything else) head-on is the tactic of fools and optimists. The sensible way to deal with trouble is to deny it a target. While some people might accuse you of sticking your head in the sand, they do have to admit that it has remained on your shoulders for quite some time, and looks like it will continue to do so indefinitely. You never confront what you can evade, and never face anything unless there is no other option. Courage is not high on your list of virtues, but then the line between courage and folly is virtually nonexistent to your eyes.
-Regain one point of Willpower whenever you are able to avoid a problem or situation without dealing with it.

Praise-Seeker
You self-worth is based entirely on the opinions of others. You crave approval and praise, and will go to extreme lengths to get such - even risking yourself and things you love. Unlike the Sycophant, you do not think of protection, and you have no thought of using others' good opinions to your own advantage - you simply crave praise and approval for their own sake, so you can feel good about yourself.
-Regain one Willpower point whenever another character offers unprompted praise, admiration or appreciation. If the appreciation is truly great, and / or the other character is powerful or particularly admired, the Storyteller may award extra points.

Rebel
You are a malcontent, iconoclast and free-thinking recalcitrant. You are so independent-minded and free-willed that you are unwilling to join any particular cause or movement. You are just yourself and only desire the freedom to be yourself. You do not make a good follower and aren't usually a very good leader either (unless your followers are willing to go wherever you lead). You tend to be insubordinate to authority to the point of stupidity.
-Regain Willpower whenever your rebellion against the status quo turns out to be for the best.

Survivor
No matter what, you always manage to survive. You can endure, pull through, recover from, outlast and outlive nearly any circumstance. When the going gets tough, you get going. You never say die, and never give up - never. Nothing angers you as much as a person who doesn't struggle to make things better, or who surrenders to the nameless forces of the universe.
-Regain Willpower whenever you survive a difficult situation through your own cunning and perseverance.

Sycophant
In the grand scheme of things, you are small and weak and unfit for survival. Your best hope is to find someone who is more powerful than you are and persuade her to take care of you. In return you will serve, admire and follow her. You will do anything she says, unless it puts you in great risk. In any type of uncertain situation, you will attach yourself to the strongest-seeming person, siding with her, performing various barely necessary services and generally trying to ingratiate yourself. Thereby you hope to earn some kind of protection. There is no limit to the depths to which you will lower yourself in order to be accepted, and you have no pride.
-Regain one Willpower point whenever a stronger character to whom you have attached yourself acts in your defense, be it siding with you in an argument or protecting you from physical harm.

Thrill-Seeker
You live for that moment of danger when the adrenalin kicks in and you feel truly alive. Skydiving, bungee jumping and leaping across roofs on a dare are all just par for the course. As a junkie is addicted to his particular brand of poison, you are addicted to danger. Unlike most, you go out of your way to place yourself in dangerous situations that test the limits of your abilities. You train and work to be as ready as you can for these situations, and then you seek them out. This is what sets you apart from the teeming masses of paranoid dullards who shuffle around, hiding from their own shadows.
-Regain a point of Willpower whenever you accomplish a particularly daring feat or overcome a nearly impossible situation in which you deliberately placed yourself.

Traditionalist
You are an orthodox, conservative and extremely traditional individual. What was good enough for you when you were young is good enough for you now. You almost never change. In general you are opposed to change for the sake of change - what point is there in that? You may be seen by some as a miser, a reactionary or simply an old fogy. You strive to always preserve the status quo.
-Regain Willpower whenever you are able to protect the status quo and prevent change.

Visionary
There are very few who are brave or strong or imaginative enough to look beyond the suffocating embrace of society and mundane thought and see something more. Society treats such people with both respect and contempt - for it is the Visionary who perverts as well guides society into the future. You may be a spiritualist, shaman, New Ager, mystic, philosopher or inventor, but whatever you are, you are always looking for something more. You see beyond the bounds of conventional imagination and create new possibilities. Though you might have your head in the clouds and are often of an impractical bent, you are filled with new ideas and perceptions.
-Regain Willpower whenever you are able to convince others to believe in your dreams and follow the course of action outlined by your vision of the future.

Second Step - Choose your Attributes

Physical - Everything that requires a physical effort, how strong, nimble or dexterous a character is. For those action based characters.
Strength, Dexterity, & Stamina

Social - How well you character deals with others, How well spoken, good looking or charming your character is.
Charisma, Manipulation & Appearance

Mental - Your characters ability to learn, remember or preserve things.
Perception, Intelligence, & Wits

NOTE: Each Character decides what will be the most important Attribute for there character. The most important is your character is called your Primary (7 Dots), Secondary (5 Dots), then Tertiary (3 Dots). Divide the dots as you see best for your character.

Third Step- Choose your Abilities

Abilities are what your character knows things that s/he has leaned in their lifetime.

Talents - Intuitive abilities that your character did not learn from a book. These skills came from a natural talent or thought direct experience. They can not be taught to a player they are just something she knows.

Skills - Abilities that come from practice and training. Skills can be taught in a step by step manor and they take daily/nightly practice.

Knowledge - These abilities are learned, from books or education.

NOTE: Each Character decides what will be the most important Abilities for there character. The most important is your character is called your Primary (13 Dots), Secondary (9 Dots), then Tertiary (5 Dots). Divide the dots as you see best for your character... and remember not to put more than three dots in any starting abilities.

Fourth Step - Advantages

Advantages are just that, extras that will help your character. Disciplines, Background & Virtues.

Disciplines :
When you first become a vampire you gain the first of your mystic vampire powers. Each Clan has their own special Disciplines that they teach their childes. Caitiff may place their three dots into any discipline they choose.

Disciplines : 3 dots

Background
These are aids that help your character.

Allies







-







Human confidants, usually family or friends. They have their own lives and are not at your beck and call.

� One ally of moderate influence and power
� � Two allies, both of moderate power
� � � Three allies, one of whom is quite influential
� � � � Four allies, one of whom is very influential
� � � � � Five allies, one of whom is extremely influential.
Contacts






-







You know people from all walks of life, they help you network to gather information. You do have lesser minor contacts that are of aid to you.

� One major contact
� � Two major contacts
� � � Three major contacts
� � � � Four major contacts
� � � � � Five major contacts
Fame






-







You are widely know in the mortal world. It is both an advantage and a disadvantage you can not just disappear or hide.

� Known to a select sub-culture of the city, i.e. club-goers
� � A majority of the populace recognizes your face, i.e. news anchor
� � � You have statewide renown, i.e. a state senator
� � � � Nationally famous
� � � � � Internationally famous
Generation







-








This tells you what Generation your character starts as. They lower the Generation the more powerful your character is. All characters start as 13th level unless they buy this background.

� 12th generation
� � 11th generation
� � � 10th generation
� � � � 9th generation
� � � � � 8th generation
Herd





-






You have a group of Humans that you can feed off of with out fear.

� 3 vessels
� � 7 vessels
� � � 15 vessels
� � � � 30 vessels
� � � � � 60 vessels
Influence






-







This reflects your ability to manipulate and get things done in the mortal world. How much politic power your character has.

� Moderately influential; a factor in city politics
� � Well-connected; a force in state politics.
� � � Position of influence; a factor in regional politics
� � � � Broad personal power; a force in national politics
� � � � � Vastly influential; a factor in global politics
Mentor






-







You have one or more Elders that look out for you. Perhaps it's your sire. Each point in Mentor denotes how powerful you Mentor is in Kindred Society.

� Mentor is an ancilla of little influence
� � Mentor is respected; a elder, for instance
� � � Mentor is heavily influential, i.e., primogen
� � � � Mentor has a great deal of power, i.e., a prince
� � � � � Mentor is extraordinarily powerful, i.e., a justicar or Inconnu
Resources





-






Wealth, belongings, and monthly income.

� Small savings. $1000 in belongings, $500 allowance a month
� � Middle class. $8000 in belongings, $1200 monthly allowance
� � � Large savings. $50,000 in belongings, $3000 per month
� � � � Well-off. $500,000 in belongings, $9000 per month.
� � � � � Affluent. $5,000,000 in belongings, $30,000 per month.
Retainers







-








These are servant or assistant who are loyal to you. They may be ghouls who are blood bound to you or someone you have dominated. They are at your beck and call, BUT they are free-thinking and have a will of their own.

� One retainer
� � Two retainers
� � � Three retainers
� � � � Four retainers
� � � � � Five retainers
Status







-








You are someone with a reputation or standing with in Kindred Society. The more Status the less ill-treated you will be by your Elders.

� Known : a neonate
� � Respected : an ancilla
� � � Influential : an elder
� � � � Powerful : primogen
� � � � � Luminary : a prince

Background : 5 dots

NOTE: Questions about more than two dots in a Background should be directed to the GM. Be sure to keep Background dots within your characters history and what would be reasonable for your character.

Virtues - These are key to playing a vampire, they define a characters moral standing and beliefs along with their weaknesses.

Conscience - Tolerance and Mercy. Do you hold a grudge or are you able to forgive. How aware are you of your own actions. Conscious determines if you can feel remorse for an immoral act.
1 dot Chaste
2 dots Moral
3 dots Just
4 dots Charitable
5 dots Remorseful

Self Control - How well have you mastered your own emotions, feeling or actions. How well can you control your own beast and stop yourself from Frenzy.
1 dot Calm
2 dots Temperate
3 dots Disciplined
4 dots Hardened
5 dots Total self-mastery

Courage - Are you able to face adversity and your fears or do you run away.
1 dot Bold
2 dots Dauntless
3 dots Steadfast
4 dots Gallant
5 dots Valorous

Virtues 7 dots

Fifth Step- Final Touches

Willpower :
Equal to your Courage. It can be raised by freebie points. Willpower is essential to resisting Domination and using the Discipline of Thaumaturgy.

Humanity :
Equal to your Conscience + Self Control. Humanity helps to determine how far your character is from succumbing to the Beast (Hunger). They higher your Humanity the better.

Blood Pool : How much energy your character has. Blood is the force of life. Starting blood pool is random- I'll let you know.

Freebie Points :
All characters have 15 points to spend wherever you wish. Points are spent off the following chart.

Disciplines (any) : 7 points per Dot
Attributes : 5 points per Dot
Abilities : 2 points per Dot
Virtues : 2 points per Dot
Willpower : 2 points per Dot
Humanity : 1 point per Dot
Background : 1 point per Dot

NOTE:
Characters may take Flaws & Merits to gain extra points. NO character may take more than 7 points in Flaws or Merits. Blase, unbondable and iron will are off limits but everything else should be ok. If you have any questions at all you should e-mail the ST or Assistant ST, they will be glad to help out.

Finishing your character :
The final touch is to give your character those final touches. What are their items? What do they always have on them, what would they have safe in their Haven. What are their clothing styles? Do they have colors that they wear? Does your character have a strange quirk? Just the little things that add color and life to your character.



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San Diego by Night Vampire Character Creation Guidelines To begin playing, you will need to create a character. This file will help guide you through the basic steps in the creation of your character. At this point, only vampire characters are allowed, though future plans include the possibility of Werewolf and Mage characters. Furthermore, at the start of the game, all characters will be limited to the 7 clans of the Camarilla, though if you have an idea for a Sabbat or other independent clan character, contact the storyteller. The character creation process is easy and helps give you a model of who you will be in the game. If you have any questions about this process, feel free to e-mail the storyteller at [email protected] . - Step One: Choose your Concept, Clan, Nature & Demeanor Concept - The overall image of your character. Basically, this is a strong idea that makes you want to be this character for a while. Some suggestions: (feel free to look outside these suggestions) Criminal- Jailbird, Mafioso, cat burglar, drug dealer, bandit. Dilettante- Artist, writer, intellectual, gambler, student. Drifter- Hobo, cowboy, prostitute, hermit, pilgrim. Entertainer- Comic, musician, movie star, clown. Investigator- Detective, cop, government agent, inquisitor. Kid- Child, runaway, nerd, gang member, street urchin. Outsider- Aborigine, Third World Resident. Politician- Judge, mayor, senator, public official, governor. Professional- Engineer, Doctor, Mortician, scholar. Punk - Club crawler, mosher, skinhead, classic 70's punk. Reporter- Anchorperson, newspaper, paparazzo, town crier. Soldier- Bodyguard, mercenary, green beret, knight Worker- Trucker, farmer, wage slave, servant, serf. Nature and demeanor are the basic personality definitions for your character. Nature - The true personality of the character. Demeanor - The Personality the character shows to the world. Architect - You build a better future. Autocrat - You need control. Bon Vivant - Unlife is for pleasure. Bravo - Strength is all that matters. Caregiver - Everyone needs nurturing. Celebrant - You exist for your passion. Child - Won't somebody be there for you? Competitor - You must be the best. Conformist- You follow and assist. Conniver - Others exist for your benefit. Curmudgeon - Nothing is worthwhile. Deviant - You exist for no one's pleasure but your own. Director - You oversee what must be done. Fanatic - The cause is all that matters. Gallant - You're not the show-stopper, you're the show! Jester- Always a clown nothing in life should be taken seriously Judge - The truth is out there. Loner - You make your own way. Martyr - You suffer for the greater good. Massochist - You test your limits every night. Monster - You're Damned, so act like it! Pedagogue - You save others through knowledge. Penitent - Unlife is a curse to atone for. Perfectionist - Nothing is good enough. Rebel- You follow no one's rules. Rogue - Those who can, win. Those who can't, lose. You can. Survivor - Nothing can keep you down. Thrill-seeker - The rush is all that matters. Traditionalist - As it has been, so it shall be. Trickster - Laughter dims the pain. Visionary - There is something beyond all this. The Clans The Camarilla is made of the 7 major clans. The clans are as follows: *Brujah - Rebels and insurgents, fighting passionately for their causes. The Brujah dream of a perfect society for vampires. *Gangrel - The nomads, feral and wild. These solitary wanderers are the source of much of the lore that likens vampires to dark beasts. *Malkavians - Insightful yet utterly mad and driven by their psychosis. *Nosferatu - Disfigured and skulksome, the Nosferatu are forever barred from human society, though they play an invaluable role in intelligence gathering. *Toreador - Lovers of art and the aesthetic. Toreadors are passionate and decadent, surrounding themselves in excess to stave off their encroaching malaise. *Tremere - A clan of sorcerous blood magicians. *Ventrue - The reluctant aristocracy of the Kindred and the enforcers of the Masquerade - Step Two: Select Attributes Physical - Everything that requires a physical effort, how strong, nimble or dexterous a character is. For those action based characters. -Strength, Dexterity, & Stamina Social - How well you character deals with others, How well spoken, good looking or charming your character is. -Charisma, Manipulation & Appearance Mental - Your characters ability to learn, remember or preserve things. -Perception, Intelligence, & Wits Prioritize these three categories - Physical, Social, and Mental - giving the primary category 7 points to distribute, 5 to the secondary category, and 3 to the tertiary category. Your character automatically has one dot in each attribute. - Step Three: Select Abilities Abilities are those things that your character knows, things that s/he has learned in their lifetime. Talents - Intuitive abilities that your character did not learn from a book. These skills came from a natural talent or thought direct experience. They can not be taught to a player they are just something she knows. Skills - Abilities that come from practice and training. Skills can be taught in a step by step manor and they take daily/nightly practice. Knowledge - These abilities are learned, from books or education. Prioritize each of these areas, giving the primary 13 dots, the secondary 9 dots, and the tertiary 5 dots. - Step Four: Select Advantages Advantages are those things that help make your character unique and those things that make a vampire what she is - Disciplines, Background & Virtues. Disciplines - When you first become a vampire you gain the first of your mystic vampire powers, or disciplines. Each Clan has their own special Disciplines that they teach their childer. In the beginning, characters are only allowed those disciplines offered by their clan, though exceptions may occur with the consent of the storyteller. Also, no beginning characters will be allowed more than two dots in any one discipline. Disciplines 3 dots *Animalism - Supernatural affinity with and control of animals. *Auspex - Extrasensory perception, awareness and premonitions. *Celerity - Supernatural quickness and reflexes. *Dominate - Mind control practiced through the piercing gaze. *Fortitude - Unearthly toughness, even to the point of resisting fire and sunlight. *Obfuscate - The ability to remain obscure and unseen, even in crowds. *Potence - The discipline of physical vigor and strength. *Presence - The ability to attract, sway, and control crowds. *Protean - Shapechanging, from growing claws to melding with the earth. *Thaumaturgy - The study and practice of blood-sorcery. **Note: Sabbat disciplines are excluded from this list. Discuss your Sabbat character ideas with the storyteller. Background - These are aids that help your character. Be sure to keep these within reason for your character. Anything above two dots in a background should be discussed with the storyteller. Backgrounds 5 dots *Allies - Human confidants, usually free-willed family or friends. * One ally of moderate influence and power ** Two allies, both of moderate power *** Three allies, one of whom is quite influential **** Four allies, one of whom is very influential ***** Five allies, one of whom is extremely influential. *Contacts - The number of information sources the character possesses. * One major contact ** Two major contacts *** Three major contacts **** Four major contacts ***** Five major contacts *Fame - How well-known the character is among mortals. * Known to a select sub-culture of the city, i.e. club-goers ** A majority of the populace recognizes your face, i.e. news anchor *** You have statewide renown, i.e. a state senator **** Nationally famous ***** Internationally famous *Generation - How far removed from Caine the character is. Generation is considered a malleable facet of the game, due that it is based upon your sires generation. However, at the start, all characters must start at a Neonate point value, unless otherwise approved by the storytellers. * 12th generation ** 11th generation *** 10th generation **** 9th generation ***** 8th generation *Herd - The vessels to which the character has free and safe access. * Three vessels ** Seven vessels *** 15 vessels **** 30 vessels ***** 60 vessels *Influence - The character's political power within mortal society. * Moderately influential; a factor in city politics ** Well-connected; a force in state politics. *** Position of influence; a factor in regional politics **** Broad personal power; a force in national politics ***** Vastly influential; a factor in global politics *Mentor - The Kindred patron who advises and supports the character. * Mentor is an ancilla of little influence ** Mentor is respected; a elder, for instance *** Mentor is heavily influential, i.e., primogen **** Mentor has a great deal of power, i.e., a prince ***** Mentor is extraoridinarily powerful, i.e., a justicar or Inconnu *Resources - Wealth, belongings, and monthly income. * Small savings. $1000 in belongings, $500 allowance a month ** Middle class. $8000 in belongings, $1200 monthly allowance *** Large savings. $50,000 in belongings, $3000 per month **** Well-off. $500,000 in belongings, $9000 per month. ***** Affluent. $5,000,000 in belongings, $30,000 per month. *Retainers - Followers, guards, and servants. * One retainer ** Two *** Three **** Four ***** Five *Status - The character's standing in undead society. * Known: a neonate ** Respected: an ancilla *** Influential: an elder **** Powerful: primogen ***** Luminary: a prince Virtues - These are key to playing a vampire, they define a characters moral standing and beliefs along with their weaknesses. Virtues 7 dots Conscience - Conscious determines if you can feel remorse for an immoral act. * Uncaring ** Normal *** Ethical **** Righteous ***** Remorseful Self Control - Defines a character's discipline and mastery over the Beast. * Unstable ** Normal *** Temperate **** Hardened ***** Total self-mastery Courage - The ability to stand in the face of fear * Timid ** Normal *** Bold **** Resolute ***** Heroic - Step Five: Finishing Touches Willpower - Equal to your Courage. It can be raised by freebie points. Willpower is essential to resisting Domination and using the Discipline of Thaumaturgy. Humanity - Equal to your Conscience + Self Control. Humanity helps to determine how far your character is from succumbing to the Beast (Hunger). The higher your Humanity the better. Blood Pool - How much energy your character has. Blood is the force of life. Starting blood pool is 5 dots Freebie Points - All characters have 15 points to spend wherever you wish. Points are spent off the following chart. Disciplines (any) 7 points per Dot Attributes 5 points per Dot Abilities 2 points per Dot Virtues 2 points per Dot Willpower 2 points per Dot Humanity 1 point per Dot Background 1 point per Dot Merits and Flaws Characters may take Flaws & Merits to gain extra points. NO character may take more than - 8 points in Flaws. For more questions about available Flaws & Merits ask the Storyteller - they're far to numerous to list here. The Final Step Now that you have the skeletal structure of your character, bring them to life, or in this case, unlife. Give him or her a history. What was her childhood like? Where did he attend school? Who were his parents? Furthermore, what equipment are they carrying? What do they leave to the protection of their haven? How do they dress? Essentially, what makes them who they are? Though most of this information is for your personal use, you will be required to attach a brief outline of your character's history to your character sheet. It helps the storyteller to enrich your place in San Diego's World of Darkness. The Masquerade

The Camarilla existed first and foremost to enforce an edict

-- A Masquerade--

by which to hide.

They erased all evidence of Themselves from sight of the living and slowly

-- over many, many years--

They became as myths to the minds of man.

And thus concealed they have continued to grow in power

And to guide Humanity to suit their whims.

-----------------------------------
Definitions Camarilla - The largest single sect of vampires. They claim everyone, no matter the lineage. Started in the 14th Century. The Camarilla inforces the Masquerade. Conclave - Meeting held to solve problems in an area. Can only be called by Justicars. The purposes is to adjuicat grievance between Kindred. The Conclave interpret the Six Traditions. They may call a Blood Hunt and they may remove a Prince from power in a city. The Inner Circle - Every thirteen years there is a meeting of the Elders of the Clans. The Circle meet in Venice where it has for the past 500 years. They appoint the Justicars. One for each of the seven Clans. Justicars - They have the true power of the Camarilla over all the Kindred but the member of the INNER CIRCLE. Justicars hold power over the violations of the Six Traditions. Justicars decease on the punishment, each Justicar may decide upon the punishments. Their dissension and ruling can only be challenge by another Justicar. Six Traditions - The code of Laws that all the Kindred must follow. Masquerade - The existence of all Vampires must be kept secret from all mortal man. Domain - This has faded with the growth of cites. Now only the most powerful Vampire, the Prince of the city, may claim domain over a city. Progeny - Before a mortal is Embraced the Elders of one's clan must first give their permission. In some areas it is the Prince of the city that must also give his/her permission. Accounting - The Sire is responsible for the Childe. If the Childe attempts to betray the Kindred or the Masquerade it is up to the Sire to control and prevent this. Until a Childe has been introduced to the Prince they are not given the freedom to dwell on their own. Upon the Prince's approval the Childe is released from the guidance of their Elder and is now a Neonate. (Adult) Hospitality - A Kindred travailing from one City to the next introduces himself to the Prince of that city. Destruction - Only a Sire has the right to destroy a Progeny. There is contrivers over this interpretation. Some Princes or even Clan Elders will claim that they have this right. Kindred - The name that Vampires call their kind. Prince- Ruling Vampire of a city. Usually the Eldest. Disciplines - Those strange supernatural powers that all Vampires have. Each Clan teaches it's young specific Disciplines. Some of these powers are stronger than others. The more powerful the Vampire the more powerful the Disciplines. There are 10 Disciplines - Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence, Protean, Thaumaturgy, and Rituals. Animalism - Power over the animals and the animal within. The beast that is with in every Vampire. Auspex - Perception, empathy and estrasenory awareness. Celerity - The super fast movement of Vampires. Dominate - Control over the minds of others. Fortitude - The ability to withstand wounds that would kill a mortal. Obfuscate - The ability to hide or just fade away from view. Potence - The physical strength to do amazing feats that mortals can not do. Presence - The ability to make other like you, find you physically attractive and want to follow you. Protean - The ability to change a part or your whole body into another form or something inhuman. Thaumaturgy - Blood Magic Rituals - Carefully planed and prepared magical spells. All Kindred that have Thaumaturgy can cast Rituals Haven- A Kindrend's home or safe place to sleep during the day. Prestige - Level an rank with in the Camarilla. They high your prestige the higher you rank. Embrace - The Vampirec kiss that turns a Mortal into a Childe Vampire. For most it is a very overpowering wonderful euphoria that last for days. Blood Bound - A bond that causes a younger vampire to be bound to another older vampire. Some equate it to the bond between lovers other to the bonds of servitude. The one who controls the bond is the Regent the one controlled is the Thrall. The Bond is created by the Thrall drinking the Regents blood on three separate occasions. The amount is unimportant. Once Bonded they cannot be bonded to another Vampire. The Bond can weaken over time and must be re-strengthen buy fresh blood. Only a weakened bond may be broken with intense hatred. The bond is Emotional power over the Thrall. The Thrall view the Regent as the central power of their lives. Chantry - A magical home for members of the Tremere Clan can freely practice their magic's. Clans - There are a number Clans in the Vampire. There are 7 clans that are part of the Camarilla, (Brujah, Gangrel, Malkavian, Nosferatu, Toreadore, Tremere, & Ventrue). The other are loosely organize clans or blood lines are refunded to as the Caitiff. ( Assanites, Daughters of Cacophony, Followers of Set, Giovanni, Ravnos, Sabbat, Salurbi, & Samedi) Childe - A brand new young vampire. One who is still under the guidance of their Sire Neonate - A new vampire recently released from it's Sire, and presented to the prince. Anarch - A rebel kindred, one who is to young to know better. Ancilla - An old term for an "adolescent" vampire. Elder - A vampire who is over 300 years old. Methuselah - An elder who no longer lives among the Elders Antediluvian - One of the Elders of 3rd generation or more. Inconnu - A group of vampires, mostly Methuselah that have removed themselves from the rest of Vampire Society. They have nothing to do with the Jyhad, an ongoing war between the high generations of vampires. Blood Hunt - Formally know as the Lexalionis. A call for the death, capture or excommunication of a Kindred who has broken one of the Six Traditions. Only a Prince may call the Lexalionis. Once it has been called it can not be stopped. If the Persona non Grata is caught they loss all their rights with in that city. Caitiff- These are the "clanless" kindred. They are a wild, with no structured society, according to the Camarilla.


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Updated 21 Oct Jan 02































































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