Basics-
- Thought of Original Human Life;
- Why chosen for Embrace;
- Idea of Vampire Character History;
- Primary goals, wants, needs, etc.;
- Power bases & influences;
- General View of Vampire Politics;
- How are you set-up for the long haul of immortality?

Concepts-
- Just about anything.
(Remember Camarilla Games have politics and at the very least politically charged, but an Archon is a vampire in the retinue of a Justicar. Archons are generally nomadic in nature, frequently at the hands of their Justicar.)
- Just be willing and able to handle odd things manifesting from disconcerted local Camarilla. (AKA if you pick something you can’ handle, you’ll hang yourself with it)
- Be able to have fun with it!

Special Character Restrictions-
- Accept the role of an Archon and its duties.
- Maintain the Traditions of the Camarilla.
:: Traditions ::
1)	The Masquerade
2)	The Domain
3)	The Progeny
4)	The Accounting
5)	Hospitality
6)	Destruction
- Your personal and secondary goals are your own, and are your own problem(s).
- These restrictions are set. (Your boss will have done his homework on you, and have the insight of a … Justicar!?!)

Character Level for the Game-
- By American Vampire Standards, you are a low level Ancilla Vampire
- 2 dots in any trait is average whether friend or foe
- 4 dots in any Ability is still makes you one of the best of that field; 5 dots, the best in the world. Treat it respectively
- Not all enemies are physical monsters especially the best ones
- Be able to handle to defend yourself, but having martial prowess isn’t bad either

Picking Your Vampire Clan / Bloodline-
Camarilla-
:: Pillars Clans ::
Brujah
Malkavian
Nosferatu
Toreador
Tremere
Ventrue

:: Numerous Splinter Groups ::
Assamites [Schismatic Faction; petitioning for a Justicar]
Gangrel (The remaining, the Clan left the Sect)
Gargoyles (“Free” being most playable)
Lasombra [Antitribu]
Caitiff (Clanless)

:: Pros/Cons ::
Camarilla members receive an additional free level of Elder Status at Character Creation, except Caitiff characters. This reflects your climb in the Camarilla Elder Ladder backed by your clan prestige. As the most numerous of the Camarilla, these bloodlines are the voices and have hands in shaping its politics.

Non-Camarilla-
:: Most Likely Independents ::
Gangrel (For a character that initially left the Camarilla with the 
Clan’s withdraw; Also those who never joined)
Daughters Of Cacophony (The bloodline is mostly apolitical)
Samedi
Follower Of Set
Ravnos
:: Others ::
Any Independent Bloodline (With a Valid Reason)
Sabbat Defector † 

:: Pros/Cons ::
The protection of the Camarilla Aegis. There are only handfuls of these members in the Camarilla, so they lack the political backing of a Justicar and never rise to positions like Prince. Most likely never take the seat of Primogen. If so, it is only a temporary status for a need, Prince’s whimsy, defense of the city, etc.

Clans / Bloodline Not Available-
Assamite (Main Clan is back to old ways)
Baali 
Giovanni (By Treaty standards, not allowed to join)
Lasombra (Core Clan of The Sabbat) †
Tzimisce (Core Clan of The Sabbat) †
Sabbat Clan Antitribu †
Sabbat Only Bloodlines (Blood Brothers, Kyasid, Harbingers Of 
Skulls, Salubri Antitribu, etc.)

† :: Sabbat Defector :: Sabbat Lasombra, Sabbat Tzimisce & Clan Antitribu only. Whole-sell defectors from the Sabbat, No Moles allowed as Characters.
Ancilla Character Creation Mechanics-
-3rd Edition Vampire: The Masquerade. 
-If not stated, all other standard Character Creation rules apply.
-Trait Maximums at Character Creation are limited to 5. 
-Freebie Points can lift traits to Generation limits, if above 5.
Starting Generation: 10th
Attributes 9 / 7 / 5
Abilities 24 / 16 / 12
Disciplines 15
Backgrounds 25
Virtues 7 
Freebie Points 40
Humanity Rating = (Conscience Plus Self-Control Minus 3)

Ancilla Freebie Point Chart-
:: Standard Traits ::
Attribute: 5
Ability: 2
Discipline: 7
Primary Rating & Path of a “Magical” Discipline: 7
(Which comes with a free ritual equal to that level per dot)
Background: 1
Virtue: 4
Humanity: 5
Willpower: 2
:: Additional Traits ::
Secondary Path(s) of a “Magical” Discipline: 5
Ritual of a “Magical” Discipline:  
Base 1 + ( 1 Per Level Of Ritual)
Elder Background: 4
Combined Disciplines: 1 Per 3 Experience Of Cost
(And of course the discipline prerequisites) 

Open Traits- (Abilities, Backgrounds, Merits & Flaws)
-All general Main Book, Guide to the Camarilla, Camarilla related, Vampire Storyteller’s Guide…
Restricted Traits- (Abilities, Backgrounds, Merits & Flaws)
-Sabbat Guide available to Sabbat Defectors only
-Clan Specific available only to that Clan (Clan Status, etc.)
-Age, Arcane and Elder Status are not open to purchase
-Any other available only to that specific weird thing

(Field) Lore- (For simplicity sake, this represents True Lore on a subject. Restrictions vary on possible accessibility)
-All Characters receive Camarilla Lore 2 for free

-General things available to your character’s Vampire Affiliations are open (Clan Lore of your Clan, Camarilla Lore to a Camarilla member, Gangrel on Werewolves, Nosferatu on Sewer Lore, etc.) have not upper limits, to Generational Max

-Other Vampire Affiliations which your character was originally of before the Camarilla (Originally the Sabbat, an Independent Clan/Bloodline, etc.) are limited to 3 dots

-Other Vampire Affiliations which your character was never a part of (The Sabbat, an Independent Clan/Bloodline, Thaumaturgy Lore to Non-Tremere, etc.) are limited to 2 dots
-Other Supernaturals in general (Werewolves, Wizards, Ghosts, Fair Folk, Mummies, etc.) are limited to 1 dot (For a mystically dangerous edge to game)

Influence: (Field)- 
Bureaucracy, Church, Finance, Health, High Society, Industry, Legal, Media, Occult, Police, Political, Street, Transportation, Underworld, University 

Military Force- (Elder Background) 4pts per dot
@  Surly mob: 15 poorly organized and untrained thugs
@@ Militia: 25 functionally trained “security guards”
@@@  SWAT team: 40 capable fighters
@@@@  Veteran troops: 75 combat-seasoned soldiers
@@@@@ Elite Company: 100 battle-hardened troops 6+ Special weapons, greater quantities and perhaps even national armed forces…

Elder Generation- (Elder Background) 4pts per dot
@  9th Generation
@@ 8th Generation
@@@  7th Generation
@@@@  6th Generation (Lowest Generation for this game)
X X X X X  5th Generation (Not available)

Discipline Selections At Character Creation-
Step One: In-Clan Starting Disciplines-
-Clans & Bloodlines start with the three standard 3rd Edition Vampire Main Book In-Clan Disciplines. 
- Starting (Thaumaturgy, Necromancy, Etc.) Paths may be only from your Sect, Clan, Etc.
-This is only superseded by other 3rd Edition books that contain complete write-ups on alterations in question.
(Clan Books for variations such as Assamite or Setite Castes, Guide to the Sabbat Guide for Tzimisce Revenants, etc.)
- None of your Additional Disciplines may be higher than your In-Clan Starting Disciplines.

Step Two: Caitiff Starting Disciplines-
- For this equation to work, pick for your Caitiff three ‘Starting’ Disciplines. These are not In-Clan, but reflections of initial Discipline study.
- Caitiff ‘Starting’ Disciplines can be picked from any from the Common Discipline List and/or the Uncommon Discipline List
- Caitiff taking the Merit: New Bloodline (7pts) can choose one ‘Starting’ Discipline from either:
1) Rare Discipline List
2) Conversion (Thaumaturgy, Necromancy, Etc.) Path as a Discipline
- None of your Additional Disciplines may be higher than your Caitiff’s ‘Starting’ three Disciplines.

Step Three: Additional Disciplines & Magical Paths-
- All Common Disciplines are open
- Odd Disciplines inspire fear and awe from Vampires not of the Bloodlines that possess them. Few Vampires are lucky enough to have even one. Additional Disciplines are chosen from:
Either up to 2 Uncommon Disciplines ( OR ) 1 Rare Discipline
- No Character can have Two Rare Disciplines at Creation

:: Common Discipline List ::
Animalism
Auspex
Celerity
Dominate
Fortitude
Presence
Potence
Obfuscate

:: Uncommon Discipline List ::
Chimerstry
Demenation
Necromancy
Obtenebration
Protean
Serpentis
Quietus
Vicissitude
Single Non-Sect/Clan Thaumaturgical or Necromantic Path

:: Rare Discipline List ::
Abombwe
Assamite Sorcery (Blood Magic)
Daimoinon
Dark Thaumaturgy (Blood Magic)
Koldunic Sorcery (Blood Magic)
Melpominee
Mytherceria
Obeah
Setite Sorcery (Blood Magic)
[Specific] Blood Magic (Regional, Bloodline, Etc.)
Temporis
Thanatosis
Thaumaturgy (Tremere Blood Magic)
Valeren
Visceratika / Flight (For game purposes, Flight is just additional 
powers granted from Visceratika per respective level)
(Any other 3rd Ed Discipline/Path with a valid reason)