Playing the Game
Character Creation:
- Seth has final say over any character, possessions or history and may modify as needed, prior to approval.
- Currently, only Camarilla or Camarilla Affiliates are allowed as PC's.
- Characters are created as detailed via the V;tM Handbook, pgs. 100-107. This may be supplemented by the Player's Handbook, Guide to the Camarilla or any other approved Vampire sourcebook. The exception to this is if a player chooses to run a Thin Blood, Kine or Ghoul Character. These must be approved by Seth prior to creation.
- Vampire characters are allowed 30 freebie points instead of the usual 15.
- Some options may be restricted or denied (detailed below) in order to balance the game, scenario or game integrity. These may change from time to time as the game progresses, situations change or characters evolve.
- Allies, Contacts, Mentors and Retainers need some basic description when created. (Example: Allies:1 -Newspaper editor- Contacts:2 -Police detective and DMV worker-)
- All characters must have a History attached to be approved. This history is whatever the player chooses it to be.
- Basic equipment or possessions is editable by Seth prior to acceptance. While creativity and desire are appreciated by Seth, so is common sense. A Catiff Character with a Resources of zero, Haven of zero and Contact of zero is unlikely to have a Lamborghini, AK-47 or Penthouse suite at creation.
- A character is limited to no more than seven points in Merits and Flaws total. These must balance, IE: if a character has four points in Merits, then they must have four points in Flaws as well. Merits and Flaws are optional for the sake of role play and creativity, they are not required. Merits or Flaws may be added or removed by Seth in game or as needed.
- A starting character may not have any Discipline higher than three. Likewise a non-clan Discipline may be selected, but Seth may require an explanation on how it was achieved. Disciplines may be added or waived by Seth.
- In some circumstances, Seth may allow a player to use an 'old' character from another game. In such cases, Seth may modify said character as necessary to include the history and any possessions.
- After starting the game, Seth may allow a limited amount of 'fine tuning' of a character at first. This may be a slight adjustment of Merits/Flaws, Demeanor and the like, or the shuffling of a dot or two. This is to better make a character 'fit' with a player's perspective of the game and the character. It is -NOT- an excuse to rework major issues, problems or attributes. All adjustments must be discussed and approved by Seth first.
Clans allowed:
Brujah, Caitiff, Gangrel, Malkavian, Nosferatu, Toreador, Tremere and Ventrue. Assamite, Lasombra, Tzimisce, Thin Bloods, Ghoul or Mortals characters may be allowed, but are restricted to prior approval by Seth.
Restricted Merits/Flaws:
Blase, Iron Will, True Faith, Dark Fate, Werewolf/Mage/KoE or Fae Companion, Boon (level higher than 3) Curse (level higher than 2) Pawn, Mansion, Night Club, Domain, Holder of Office, Sheriff's Friend, Primogen Friendship, Harpy, Primogen, Former Prince, Blood Hunted, Red List.
Restricted Backgrounds:
Mentor (higher than 3) Resources (higher than 3) Status (higher than 2) Sabbat Status, Black Hand Membership, Haven (higher than 1)

Playing a Thin Blood or non-Vampire:
Why? It must be understood that playing one of the above places the character at a notable disadvantage vs. any of the Kindred. Even a Thin Blood is overmatched against a 13th Generation Kindred. So why play one? In my view, there can be no greater challenge than to Role-play the underdog into a successful position, or playing the David against the Goliath. There also cannot be enough stressing of the  greatest assets of the underdog; for the Thin Bloods, the power in being an Inovator. For the Mortals; having access to the still living world and the ability to move about in the light of day would make any Kindred Prince green with envy. If a Vampire slot is not available, ask about playing an underdog. You might be suprised.
- Any Kine, Thin Blood, Ghoul must be approved by Seth prior to creation.
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Thin Blood inovators must have their new Disciplines reviewed/edited and approved prior to acceptance
- Allies, Contacts, Mentors and Retainers need some basic description when created. (Example: Allies:1 -Newspaper editor- Contacts:2 -Police detective and DMV worker-)
- All characters must have a History attached to be approved. This history is whatever the player chooses it to be.
- Basic equipment or possessions is editable by Seth prior to acceptance. While creativity and desire are appreciated by Seth, so is common sense.
- A character is limited to no more than seven points in Merits and Flaws total. These must balance, IE: if a character has four points in Merits, then they must have four points in Flaws as well. Merits and Flaws are optional for the sake of role play and creativity, they are not required. Merits or Flaws may be added or removed by Seth in game or as needed.
- In the case of a Dominator, al character may choose not to be Blood Bound if acceptable, but their History must offer an explination.
Restricted Backgrounds/Merits Flaws:
Thin Bloods:
Supernatural Contact Ghouls: Dominator (higher than 3), Kinfolk, Supernatural Companion, True Faith, True Gypsy, Unbondable, Virulent Strike. Note: A Kine MAY choose to have the True Faith merit.

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Other Clans, Merits, Flaws, Backgrounds or Disciplines are subject to moderation by Seth to aid in story creation or setting.
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