- 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.