World of Future Darkness
Elder Creation Rules (TT Rules)

 

Elder Kindred are the fiercest, most cunning, and frightened creatures in the World of Future Darkness. They are an Undead study in contrast- wildly unpredictable yet set in their ways, they wish to stay hidden from the Jyhad but use others as pawns out of habit, drunk on their power yet afraid to use it for fear of drawing the wrath of others like them.
 
Elder PCs may be played by members of WoFD Org. with the permission of the Chapter's CST. In any event, depending on the size of the Chapter there should never be more than a handful in any Chapter. The following are criteria that CSTs should use when determining if a player should be permitted to create an Elder Kindred. Once the CST has given the member permission to create and Elder PC, then it needs to be approved by the HST and appropriate AHSTs.
 
 
1) Has the player demonstrated in-game maturity? This includes the understanding that the game is designed to be fun for everyone. Those that simply relish the power to boss around (or worse) eliminate Neonate and Ancillae characters would make an awful elder. Any instances of metagaming or acting on "Cursed Knowledge" certainly rule out the potential player. This rule also means that most CSTs will want to watch a player in game for some time with a standard character before deciding if they should play an elder.

2) Does the player have knowledge of the World of Darkness an elder would almost certainly need to have survived through the years? This means the player should have a good understanding of the basics of the World of Darkness. Does this mean they must have read every book and know all the game systems? Of course not, as no creature in the World of Darkness sees the "Big Picture." Elders simply know who the major players are and have a good idea how to avoid those that present a threat to them if not how to combat them. Those new to the World of Future Darkness Org. that have demonstrated the other criteria may not be ruled out from being an elder- who plays an amnesiac better than someone who doesn't know anything to begin with.

3) Does the character have a history that fits in with the plot line and the chronicle concept? The fact that an Elder PC must have a detailed Background goes without saying. (The amnesiac above may have one to learn in play provided by a CST) The Elder should outline all the normal pre-embrace items plus a history of who and what she has interacted with in the World of Future Darkness. Appropriate Merits and Flaws should be bought to fit in with those interesting twists that occur in any long live supernatural creature. The Background and the Elder's power in general should fit in with the story line and should be free of potential character roadblocks. (e.g.- "You hate the Toreador and much of the storyline takes place at their extravagant salons and parties!")

4) Does the Chapter have a PC Elder for each of the Camarilla Clans ? If the answer to this question it yes, then it might not be a good idea to add another Elder PC into the mix. CSTs and their ACSTs must always remember that True Elders in the World of Future Darkness are not common place. A city of 20 Kindred should should only have 7 to 8 Elder PCs, because its their characters that the Neonates and Ancillae come from. If the city has 30 Kindred, then 10 to 12 Elder PCs would be possible, etc...etc... You get the point.

 

Base Elder Statistics
 
Merit Points Required: 60 ( With AHST Approval)
Starting Generation: 10th
Attributes: 10/7/5
Abilities: 20/12/8
Disciplines: 10
Backgrounds: 15
Virtues: 7
Merits/Flaws: An Elder PC can take up to 10 points in Flaws and Merits.
Starting Status: Acknowledged + 1 Status Trait
 
Freebie Points: 20 (however, dots in the Age Background significantly increase the number of freebie points available.)
 
Note: If a character has a starting Ability or Advantage of 6 or higher after spending all Freebie points, she must take a Derangement for each such Trait.
 
Backgrounds: Elder Backgrounds (Age, Generation, and Elder Status) cost four points per dot. Elders have 15 points to assign to their Backgrounds. All elders must take at least one dot in Age unless the character is a Pretender. For purposes of character generation, elder vampires start at 10th Generation, instead of the normal 13th. (Lowest Buy down Generation of 8th)
 
Freebie Point Costs: Go by the table in Vampire: The Masquerade (Revised) The only exceptions to this are: Humanity costs 5 freebies per dot, Virtues cost 4 freebies per dot.
 
Experience Point Costs: Because the Elder characters are starting out at such an advantage over the normal PCs, their experience point costs must reflect this. All Elder characters will go by the Point Costs Table as detailed below.
 
Note: Only Elders of 7th Generation and below have access to the 6th Level Discipline Powers. The deviation was made to equalize power levels and to insure that munchkinism and power gaming did not occur due to access to those powr, hence the 7th & below restriction.

 

Age

1 - 51-200 years active: +30 Freebie points, -1 Humanity ( 2 pages of Character History)
2 - 201-350 years active: +40 Freebie points, -2 Humanity (4 pages of Character History)
3 - 351-500 years active: +55 Freebie points, -3 Humanity (6 pages of Character History)
4 - 501-750 years active: +70 Freebie points, -4 Humanity (7 pages of Character History)
5 - 751-1,000 years active: +80 Freebie points, -5 Humanity (8 pages of Character History)

Elder Generation

1 - 9th Generation: One minor enemy
2 - 8th Generation: Two minor enemies
3 - 7th Generation: One major enemy
4 - 6th Generation: Two major enemies
5 - 5th Generation: Two major enemies and several minor enemies

Elder Status

1 - Known: A recognized player ( 2 additional Status Traits)
2 - Respected: Connected to many powerful elders ( 3 additional Status Traits)
3 - High Status: Other elders often come to you for aid and advice ( 4 additional Status Traits)
4 - Powerful: You have the power to command respect and fear from even the most noted of other elders ( 5 additional Status Traits)
5 - Luminary: Your name echoes through the halls of Elysiums the world over ( 6 additional Status Traits)
 

Freebie Point Costs

Trait  Cost
Attribute  5 per dot
Ability  2 per dot
Discipline  7 per dot
Background  1 per dot
Virtue  2 per dot
Humanity  1 per dot
Willpower  1 per dot
 

Elder Experience Chart

Age  Lvl 1  Lvl 2  Lvl 3  Lvl 4  Lvl 5
New Ability  3  4  5  6  7
New Thaumaturgical Path  7  8  9  10  11
New Discipline  10  11  12  13  14
Humanity  CR x2  CR x3  CR x3  CR x4  CR x4
Virtue  CR x2  CR x2  CR x3  CR x3  CR x4
Ability  CR x2  CR x2  CR x2  CR x3  CR x3
Attributes  CR x4  CR x4  CR x4  CR x5  CR x5
Thaumaturgical Path  CR x4  CR x4  CR x4  CR x4  CR x5
Clan Discipline  CR x5  CR x5  CR x6  CR x6  CR x7
Out of Clan Discipline  CR x7  CR x8  CR x8  CR x9  CR x10
Willpower  CR  CR  CR  CR  CR
* CR = Current Rating
 
As always, Chapter Storytellers should only allow players to increase their characters' Traits if there is some legitimate reason for the character to have grown more proficient in the Trait, one that can be woven into the story or chronicle (or the interlude in between). For example, if an Elder embarks upon a study of the newfangled devices called "computers" after having her electronic banking accounts pilfered, then she might legitimately gain some Knowledge in Computers at the end of the a Story (or month of sessions).
         
Experience Point Cost Tables
 
Age Rituals: Basic Rituals: Intermediate Rituals: Advanced
51-200 years
 3 5 7
201-350 years
 4 6 8
351-500 years
 5 7 9
501-750 years
 6 8 10
751-1,000 years
 7 9 11
 
Merits and Flaws
 
Holdings (1-4)
 
You own a number of properties that you have specially tailored to meet your needs over the years. There are numerous places to rest in each and with several secret escape routes (Can call "fair escape" even if you do not have a discipline that would allow you to do so). These locations typically have a small supply of blood and perhaps a weapon cache. Each point gives you one such property. For a weapons cache and ghoul attendant (that specifically looks after the Holding) an extra point should be added to the base cost. This Merit should have more than 4 Points without a good explanation and ST permission.
 
 
Enlightened (1-5)
 
You have started on the path to Golconda. The number of points spent indicates how close you are to your goal. Even with 5 points in the Merit this will not be an easy task. Your unlife is directed toward this goal and at the ST's discretion each point in this merit may be used as a trait in some instances. Some possible situations are: attempting to resist frenzy or being dominated to commit an action that would steer you off the road to Golconda.
 
Well-Traveled (2)
 
You have traveled to all parts of the world and have interacted with a large number of supernatural
creatures and Kindred. If you win a simple Mental test you have heard of a vampire (and possibly another creature) from another city and know something significant about them. If you tie you simply know what city or country they are from. If you lose you have not heard of them or perhaps mistake them for someone else you've heard of.
 
Strong Blood (5)
 
Due to your exceptional age and potent vitae it takes a mere two drinks of your blood to bind a vampire or mortal. It is believed those with this merit can even bond those that participate in the Vaulderie, are "Unbondable", and that even the Tremere are perplexed at your vitae.
 
 
 
Prestation Debt (-1-5)
 
Another Kindred has helped you at some time in the past and can call in your boon at any time. Each Point should be considered a Boon of equal rank. These all are not necessarily owed to the same Kindred so with 5 points in this Merit you could owe another a life boon or you may owe two separate Kindred a major and minor boon. The exact nature of the Merit should be worked out with the CSTand those asking for 5 trivial boons should not play an elder.
 
 
Diabolist, Known (-5)
 
You have committed diablerie at least once in your existence and while not all Kindred know of this, those that are aware know your crime is not from a blood hunt or other "sanctioned" killing (this may be unavailable to an Archon or Sheriff). You live under constant fear of a blood hunt and may have prevented it thus far through threats or promises to those in power. In any event, you are definitely living on the edge and it is no coincidence this flaw is equal in cost to "Dark Fate".
 
 
Diabolist, Secret (-2)
 
You have committed diablerie at some point in the past and have managed to keep it secret thus far. Those with Aura Perception would need to spend a Willpower trait and beat you in a Mental Challenge to detect something is amiss. Inquisition of Captive Vitae would reveal this (even if it occurred over one year ago) and someone in town may have suspicions. This is difficult to detect, however not impossible and the CST should be encouraged to make this flaw more significant than a mere Dark Secret.
 
 
Emotional Isolation (-2)
 
You have outlived not only your enemies, but your friends, lovers, and companions. Seeing so many die has made you reluctant to interact with others even on a subconscious level. You are down one bid in all social challenges that do not involve intimidating others. This includes Disciplines that involve social challenges.
 
 
Ennui (-1)
 
You have been undead long enough to realize that those around you simply play the same role you have seen their predecessors act out time and again. Once you are comfortable in the knowledge that you realize the motivations of those around you, then you are quite shocked when something happens that changes your carved in stone world-view. You are down one bid in any ambush situation and are likely down one bid whenever something happens that catches you completely unawares in a social situation. You have learned that it is nearly impossible to predict a Malkavian's actions.
 
 
Methusalah's Thirst (-7)
 
You must drink the blood of other Vampires to gain sustenance. Human vitae will give you no nourishment. Be careful of the bond and remember one can not be bound to those of their own lineage. This may be best used as a flaw forthose truly old Elder PCs.

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