Player Approvals Document

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v1.

1 – 06/01/20
Canada at Midnight
Vampire: The Dark Ages
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Player Resource Guide

Vampire: the Dark Ages


Player Approvals Document

A.Core Setting Rules / Notes


a. The C@M Vampire: The Dark Ages (VtM) 2020 chronicle utilizes the​Mind’s Eye
Theater: Vampire the Masquerade (​ MET: VtM) book (By Night Studios, 2013),
associated BNS​Rules Errata​
, BNS​FAQ​ , and C@M Dark Ages documentation.

b. Optional Rules are not used, unless otherwise specified in this document. Taking
an item of any kind from a supplement or sourcebook other than MET: VtM rules
book and approved supplemental material is not allowed.

c. The C@M Dark Ages chronicle is its own exclusive continuity.

d. The C@M Dark Ages chronicle does not use the VIP system.

e. For the purposes of the Dark Ages Beta test, all items are Low Approval. We
understand that people may want to play the characters that they use for the
Beta test. Any item that is Global Approval must have an application approved
before it can be portrayed after chronicle launch. The approval levels in this guide
are a preview of the approval levels intended for live play.

f. There are many ways to tell a story about history. We are telling fiction. Stories
about culture are to be explored in a way that avoids stereotyping and respects
the wishes of modern descendants of past groups in their depiction. Although
some events are inspired by real ones, the​Content and Consent Policy​applies
and is expected to be followed at all times. Topics such as racism, sexism and
discrimination are not Standard Content and are not to be in play except with the
clear consent of all players, staff and observers involved in the scene. Failure to
abide by this policy will lead to strict disciplinary measures.

g. Official rules are listed in the ​Rules Addendum and FAQ​.

h. This document applies to the creation of Player Characters (PCs). Any rules for
the creation of Non-Player Characters (NPCs), are contained within the
Storyteller Antagonist Toolkit​.

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B.Character Approvals
a. Character Restrictions:
1. A player may have a total of 2 PCs in the Dark Ages venue.

2. A player may only have one PC with the Generation Background of 4 or


5.
1. Diablerizing after character creation is an exception to this
restriction.

3. No character may interact with, or benefit, another character of the same


player, either directly or indirectly. If such would occur, the player must
recuse themselves.

4. Only one PC may hold a Leader position (Prince in the Feudal system, or
Councilor in the Council system).

5. Characters shall typically be from the Faction of the local VSS. To prevent
‘VSS shopping’ for the cheapest possible rarity costs, it is Global Approval
to set a character on a non-local VSS with the exception of Northern
Winds’ online games (which can be done at Low Approval).

The question that must be answered is “what VSS will you be attending
games at the majority of the time?” That is the VSS that your character
must be attached to. If this changes, the Rarity merits of the character
must be reset to the VSS that the character is played on the majority of
the time, except for if an Emissary Status Moniker is provided per point #6
below.

6. The ​Emissary​ Status Moniker may be granted to the character(s) of


players who move or do long-term travel, and wish to maintain their prior
rarities by the National Storyteller’s Office at Global Approval to allow this.

b. In-Character Authority:
1. The only positions available for PCs above a Domain level are those
listed in this section.

2. Internal Clan Organizations:


1. To be announced.
2. NST Supported Cult or Secret Society: Global Approval. By
invitation of the NST Staff only.

3. Approval Application Requirements: Applications for in character authority


positions (Clan Leaders, Cult Membership, Secret Society positions, etc.)
should describe the PC’s path to the position (including dates), manner
position is maintained, and understanding the position is a potential vector
for the delivery of plot and agree to the Out of Character expectations set
by the ST Staff.

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c. Generation:
1. Generation Background
1. Generation 0–3: Low Approval.
a. Generation 3 is considered among the Ancilla generation
category for the purposes of Status. Generation 3 is not
subject to the ​Elder Agreement​.

2. Generation 4–5: Global Approval


a. These generations are subject to the ​Elder Agreement​
. All
Generation 4 and 5 PCs must be over 300 years embraced
and they may not be embraced before 700 BCE or the
window allowed by their sire, whichever is later.
b. Applications for Elder must include a completed Character
Creation Document (on the last page of this Document).
c. Generation 5 PCs require a Lineage of at least 5 PCs
(including the Generation 5 PC).

2. Diablerie: Global Approval


1. All characters use the Diablerie rules found on pg 307 of BNS
V:tM. Each diablerie committed must be submitted for Approval.
Denial of a Diablerie Approval request means the attempt failed
and the target character suffered Final Death.
2. Diablerie can have been committed in a PC’s background at Low
Approval. This may be used to justify inconsistent Generation for
Lineage purposes, but otherwise confers no additional mechanical
benefits.

3. Clan/Bloodline Generation Limitations:


a) Gargoyles
a. When they become available for play, Generation 5
Gargoyle PCs must be created, embraced by Hephaesti,
or attain their Generation through Diablerie.

d. Age Limitations
1. A character under the physical age of 18, or appearing to be under the
physical age of 18: Not Sanctioned.

2. Maximum Age: Characters may be aged up to their Generational


maximum and may not be embraced before 700 BCE or the window
allowed by their sire, whichever is later. This total age includes mortal,
ghoul, and vampire years. The chronicle begins in 1049 AD. The
minimum and maximum ages are as follows:
1. Generation 0 (Ghouls) to 1: No earlier than the year 900 CE.
2. Generation 1: No earlier than the year 850 CE.
3. Generation 2: No earlier than the year 700 CE.
4. Generation 3: No earlier than the year 450 CE.

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5. Generation 4: No earlier than the year 0 CE, embraced no later
than 700 CE.
6. Generation 5: No earlier than the year 700 BC, embraced no later
than 450 CE.

7. Tremere characters are granted an exception to the Age


requirement for Generation 4 and 5, as they cannot be Embraced
before ​1029​CE. Characters that are Generation 4 and 5 are still
held to the ​Elder Agreement​and neonate Status, despite their
Age.

3. Clan/Bloodline Age Limitations:


1. Gargoyle
a. Gargoyles will not be available at chronicle start. When
they become available, they must not have been created
before 1121 CE, and cannot have been embraced before
1140 CE.

2. Giovanni
a. Not available as vampires at chronicle start. Players may
play a Cappadocian ghoul, as a member of Giovanni
merchant family.

3. Tremere (Standard/Telyav)
a. Must not have been embraced prior to ​1029 ​CE.

❖ Approval Application Requirements: Approval applications for age related


items should demonstrate appropriate research for the time periods the
PC lived through, and contain relevant approval communication for any
Dark Places on the Map (DPotM) requirements.

e. Player-Created Vampire Lineages


1. A Lineage is considered any group of characters who all descend from
the same 6th Gen PC.

2. Player Lineages have a cap of 15 active PCs. When a PC dies or has


been retired, new PCs may be added up to that cap.

3. New in-chronicle Embraces of higher Generation background than 3 dots


are subject to Global Approval. These do not modify the mechanics or
costs of these characters XP-wise, and age requirements cannot be
bypassed.

4. NPC placeholders can be created by the Lineage head. These are NPCs
and do not occupy a space in the 15 PC limit. These NPCs are
placeholders that will not be portrayed.

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5. PCs that are adopted into a Lineage, or use the Background Alternate
Identity to be considered part of a Lineage, count against the cap. If the
PC is a part of a Player Lineage with their true identity, they count against
the cap of both lineages.
1. If the PC has an approved Alternate Identity which places them
within a Player Lineage, they do not need to notify the Lineage
Point of Contact of their true identity (IC or OOC), unless they
choose to.

f. ST-Controlled Mortal Heritage


1. Cainites wage a secret war for control of the Long Night through securing
mortals as important tools in their conflicts. A Mortal Heritage is a family
whose sway, pull, and power will wax and wane throughout the chronicle.

2. Heritage Approval Levels:


1. Mortal Heritage tied to a character’s local VSS Faction: Low
Approval
2. Mortal Heritage tied to any Faction other than that of the VSS:
Global Approval

3. The list of Mortal Heritage options will be released soon. Bloodlines will
fade, and new ones may emerge, as player agency impacts the setting.

g. Character Backgrounds
1. Characters cannot be (or have been prior to embrace) a real-world mortal
of historical significance.

2. With the exception of having been a Ghoul, PCs having been another
supernatural type is not possible. The exception is for a Tremere who was
a Mage that was Embraced.

3. Characters cannot have held a leadership position above Domain or in


their Clan from their background.

4. Character Backgrounds that take place in ​Dark Places on the Map


(DPotM):
1. DPotM are considered to be any locations that do not have an
active Canada at Midnight presence. Information as to which
member club locations are participating in our C@M Dark Ages
Chronicle will be released when available.
2. Some areas of the world may disallow Ghoul/Vampire
backgrounds.
3. These backgrounds must be submitted to the ANST: DPotM for
approval.

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h. Ties to Canonical NPCs & Historical Figures/Events:
1. Ties to Canonical NPCs and Important Historical Figures:
1. This will only be allowed on a limited basis. The system to apply
for these ties will be released post-Beta.

2. Character Backgrounds in Canonical and Historical Events:


1. Character background participation in Canonical Events or that
include a major participatory role in historical events will only be
allowed on a limited basis. The system to apply for these ties will
be released post-Beta.

3. Character Backgrounds that take place in Canonical Locations:


1. All Canonical Locations are under the control of the C@M NST’s
Office, regardless of their physical location. Any character
backgrounds in those locations must be approved by the National
Dark Ages Staff.

4. Character Backgrounds with Other Supernaturals:


1. Character backgrounds which involve significant interaction with
all supernatural types not listed below will only be allowed on a
limited basis. The system to apply for these backgrounds will be
released post-Beta.
2. Backgrounds which involve interaction with Werewolves, ghosts,
wraiths, or specters are Low Approval with an appropriate Merit or
Discipline.

C.Other Mechanics-Based Approvals


a. Backgrounds
1. Alternate Identity
1. The C@M Dark Ages chronicle uses the Alternate Identity rules
found on page 88 of Volume 2.
2. Appearance: A character must possess a means of significantly
altering their appearance as a prerequisite for a supernatural
Alternate Identity, if it is for infiltration. Players utilizing these
identities must maintain a clearly different appearance and
costuming for each identity.
3. When assuming an Alternate Identity as another Vampire, this
background can mimic a different social class only at the level 5
rating.
4. Approval Levels:
a. Level 1-3: Low Approval
b. Level 4-5 (Respected Mortal Alternate Identity): Low
Approval.
c. Level 4-5 (Vampiric Alternate Identity): Global Approval
5. Levels Required for In-Game Infiltration:

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a. Same Clan and Faction: Level 3
b. Same Clan, Different Faction or Same Faction, Different
Clan: Level 4
c. Different Faction, Different Clan: Level 5
d. Another Supernatural Type: Level 5.
e. Another Social class: Level 5. A character with Generation
4 and 5 masquerading as a non-Elder is still subject to the
Elder Agreement​.

6. Approval Application Requirements: Approval applications for


Alternate Identity should address the acquisition and details of the
false identity, to include a PC sponsor and the assumed
relationship with the sponsor (Sire, childe, broodmate, etc.).

2. Fame
1. Fame must originate within the character’s home VSS, and
approval levels are as follows:
a. Fame 1: Low Approval, known at a hamlet level (Local).
b. Fame 2: Low Approval, known in a city’s urban or rural
areas (Domain level).
c. Fame 3: Low Approval, known within a whole city-state (or
equivalent) and associated properties.
d. Fame 4: Known within the entire Faction. Global Approval
e. Fame 5: Known throughout all Factions.Global Approval

2. Approval Application Requirements: Approval applications for


Fame should describe the source of the PC’s fame, mechanics to
support the fame, efforts to maintain it, and efforts to maintain the
secrecy of their supernatural existence.

3. Influences
1. The following Specializations are reserved for the NST’s office:
a. Any Specialization akin to Military, Diplomatic, or
Mercantile above the local level.
b. Royalty Specializations.
2. Supernatural faction influence specializations may not be
selected. Contacts, Allies and Influence are with humans.
3. Use of influences in another VSS are adjudicated by the VST for
that VSS.
4. Level 10 Regional Influence actions affect all the Domains in a
Faction. These require Global Approval.

4. Guilds
1. C@M Dark Ages has created a custom Background called Guilds.
It is loosely based on the BNS: WtA Totem background, and
provides benefits for Cainites who join with others to form guilds,
knightly orders, cults, secret societies, et cetera. This Background

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can be purchased up to five dots at Low Approval. This is not a
shared Background.
a. The mechanics and purpose of Guilds are set out in the
Guilds Background Guide​.

b. Merits & Flaws


1. Technology Merits: Any modern technology-related Merit is removed from
play.

2. Revised and Dark Ages Exclusive Merits & Flaws: Please see the ​Rules
Addendum and FAQ​for the short list of Sect Merits and C@M Dark Ages
Merits that are available for use in the Dark Ages, along with Merits that
have been modified.

3. Golconda Seeker​: ​Global Approval


1. Achieving Golconda, or any step toward it after taking the Merit,
requires Global Approval
a. Approval Application Requirements: Approval applications
for Golconda Seeker should describe the steps the PC has
taken in pursuit of Golconda and the preparations they are
making for it.

4. Infernal Power:​​Global Approval


1. Gift ​via Profane Contract: Requires Global Approval for a
character to gain an Infernal Power by this method. NOTE: a
demon may punish any person in its Infernal Chain.
2. Accepting a lesser Infernal Contract through Infernal Power:
Global Approval
a. Approval Application Requirements: Approval applications
for Infernal Power should describe the process by which
the PC has acquired this item.

5. Inceptor:​​The Inceptor Merit may be used to duplicate Necromancy with


the following restrictions:
1. At the start of the chronicle, only Bone Path or Mortis Path may be
chosen.

6. Infernal Acolyte (Volume 2 Merit): Global Approval

7. Machiavellian Prodigy:​​This Merit is accessible to Generation 1-3


characters as a 1-point Merit. Global Approval is required. Characters
may not start with this Merit and must demonstrate how they have earned
it in play.

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1. Mechanically, this Merit gives the character the benefit of being
one social class higher, including the Innate Status granted to that
higher social class.
2. To gain Elder-level Innate Status via this Merit, the character must
be Generation 2-3 and have been embraced for at least 150
years.

8. Soul Shard: This Flaw is available to all PCs.

9. Archaic: This Flaw is not sanctioned

10. Prestigious Sire: Mechanically, this Merit provides 1 additional Innate


Conviction status. A PC cannot use another PC as their Sire for the
purpose of taking this Merit; the Sire must be an NPC listed here: ​NPC
Sire List​.

11. Voudoun Master: This Merit does not grant Paths of Necromancy that
have not been unlocked, or Mortis Path. In practice, this means the
character gets Bone Path to start, and will be able to choose a second
Path once other Paths are unlocked. Once a Path of Necromancy is
unlocked, the character may choose to take it if this merit allows.

12. Bloodline Merits:


1. Gangrel (Coyote) is replaced with Gangrel (Hellenic). The
mechanics are otherwise identical.

2. Tremere (Telyav) Forge of the Soul: This Merit does not grant
Path of Conjuration until this Path is unlocked. Once the Path is
unlocked, the character may begin training it.

c. Roads
1. Detailed information about Roads of Enlightenment is set out in the
Roads of Enlightenment Guide​.

2. All Roads aside from Humanity start at 4, but may be bought up, for 10xp
per dot, to a maximum of 5..

3. The Road of Humanity starts at 5 and may be purchased to 6, as per


base BNS rules.

4. Major and Minor Roads:


1. The five Major Roads (Beast, Heaven, Humanity, Kings, Sin) have
no Merit cost.
2. The Minor Roads cost 2 points, unless you are of the appropriate
Clan, Bloodline, or Faction. The Clans or Factions for which these
Roads are free, are:
a. Road of Blood: Assamite ( Warrior & Sorcerer only).
b. Road of Bones: Cappadocian (Not Lamia).

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c. Road of Chivalry: Baronies of Avalon, Courts of Love,
Toreador (Not Ishtarri)
d. Road of Ecstasy: Followers of Set (Not Vipers), Courts of
Fire and Dream
e. Road of Lilith: Cappadocian: Lamia, Lhiannon
f. Road of Metamorphosis: Tzimisce & Kuldun (Not
Carpathian)
g. Road of Night: Lasombra
h. Road of Paradox: Ravnos
i. Road of Screams: Baali, Infernal Heritage Merit Holders
j. Road of the Scorched Heart: True Brujah
k. Road of the Serpent: Followers of Set (all)

d. Skills
1. Computer/Castellan: The Skill Computer is replaced with Castellan. This
Skill covers how to deal with holdings, households, and demenses. It
provides an extra downtime, and the ability to attack or spy upon others,
in exactly the same way the Computer Skill does.

2. Drive/Ride: Drive is replaced with Ride. All other mechanics function


essentially the same, and apply to both mounted riding, and steering
drawn vehicles or ships.

3. Firearms: The Firearms Skill is Not Sanctioned. Bows and crossbows


use the Athletics test pool.

4. Linguistics: Latin​is deemed to be the 'business language' of Cainite


society in the Dark Ages. As such, all Cainites are given Latin and one
"mother tongue" for free. Linguistics is required to learn any other
language.

5. Lore: Please see the ​Lore Guide​for available Lores, their selection, and
how the Lore Tag Plotkit Mechanics function. Restricted Lores may only
be learned by being a member of a group that allows it at Low Approval,
by being taught by a PC teacher at Global Approval after chronicle start,
or through a Global plotkit.

1. Please note that learning any Restricted Lore is very cool, but also
dangerous. It is flagged as Restricted for a reason. If you are
found to have Restricted Lore by PCs or NPCs who would have a
reason to have a problem with this information being out, this may
lead to significant danger or character death for both teacher and
student. Be cautious!

6. Medicine: This Skill no longer permits the preservation of blood. Instead,


its passive bonus allows a character to heal their Herd from

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non-supernatural infections and diseases with a Downtime Action.
Identifying a Cainite’s Clan through ashes remains in play.

7. Science: The Science Skill may be taken for appropriate medieval


focuses. These include: Alchemy, Astronomy/Astrology, Natural
Philosophy, Engineering, Mathematics, Metallurgy, Herbalism, Dialectic,
Agriculture, and Seamanship.

8. This Chronicle uses the updated Science rules from pp. 87 of BNS:
Volume 2, Issue 1, which gives one free Science-based downtime for the
first Science Skill at 1, and another Science-based downtime for each
additional Science at 3 after the first.

e. Disciplines and Techniques

1. General Disciplines
1. Characters may purchase out-of-Clan Common Disciplines at Low
Approval with a PC teacher. Characters may purchase up to level
3 in any out-of-Clan Common Discipline at character generation in
background.

2. Common Disciplines are: Animalism, Auspex, Celerity, Dominate,


Fortitude, Obfuscate, Potence and Presence.

3. The Uncommon Discipline distinction is removed from play. These


Disciplines are folded into the Rare/Clan Secret Discipline
designation.

4. Disciplines and powers made available with Merits are an


exception to the character creation Discipline limits.

5. Learning/Teaching Powers:
a. Teaching Rare/Clan Secret Disciplines: The optional rule
for teaching Rare disciplines (found on page 113 of the
M​ET: Vampire the Masquerade ​​rules book) is used in this
C@M Dark Ages chronicle for teaching Rare disciplines. It
requires two Downtime Actions to learn a Rare/Clan Secret
Discipline, and two OOC months to pass before each
Willpower point spent to teach a level of a Rare/Clan
Secret discipline returns.
b. The maximum number of Out-of-Clan Rare/Clan Secret
Disciplines permitted is one.
i. At the end of the third year of the chronicle, a
second slot for Out-of-Clan Rare/Clan Secret
Disciplines will open for all characters.
c. Log Required: When teaching a Discipline, the teacher
must immediately log the Willpower expenditure with their
supervising Storyteller. Both the teacher and student must

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note the date of instruction, and the other character’s
name, in her experience log.

6. Learning Rare/Clan Secret Disciplines: A Character may learn one


Out-of-Clan Rare/Clan Secret Discipline. At the end of the third
year of the chronicle, a second slot for Out-of-Clan Rare/Clan
Secret Disciplines will open for all characters.

a. Fair Warning:​Players and characters should be aware that


Rare/Clan Secret Disciplines are treated as proprietary by
the Clans that they come from. If PCs or NPCs who would
have a concern about these Disciplines being taught find
out that these Disciplines are being instructed, that may
lead to significant danger or character death.

7. A player character may learn Out-of-Clan Disciplines (under


normal procedures and teacher guidelines) at the following
Approval levels.
a. Common Disciplines: Low Approval with a PC teacher.
Characters may learn up to the third level of any Common
Discipline at character generation in backstory at Low
Approval per pp. 106, BNS: VtM.
b. Rare/Clan Secret Disciplines:​​Chimerstry, Daimoinon,
Dementation, Obeah, Obtenebration, Protean, Quietus,
Serpentis, Temporis, Valeren, Vicissitude: Global Approval
8. A player character may learn Out-of-Clan Disciplines (under
normal procedures and teacher guidelines) at the following
Approval levels.
a. Approval Applications should list the teacher, Boons paid
or exchanged, and a copy of an email from the player of
the teacher affirming it. All Low and Mid-level supervising
Storytellers must also be on the email notification.

2. Techniques
1. The Bull’s Eye technique may be used with a bow or crossbow
using the Athletics Skill.

3. Thaumaturgy
1. The Path of Technomancy, and Technomancy Rituals, are not
sanctioned in the Dark Ages chronicle.

2. At the start of the chronicle, the following rules apply:


a. All Paths except for Technomancy are available to all
Clans with Sorcerers (​except​ the Tremere).
i. Only Path of Blood, Lure of Flames and Movement
of the Mind are available to the Tremere.

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b. The following Rituals are not available. There will be an
opportunity for their discovery via plot elements:
i. Soul of the Homunculus
ii. Pavis of the Foul Presence
iii. Engage the Vessel of Transference
iv. Innocence of a Child’s Heart
v. Principle Focus of Vitae Infusion
vi. Deflection of the Wooden Doom

c. Thaumaturges other than the Tremere have access to all


Rituals except for the rituals listed above.

d. At the start of the Chronicle, the Tremere have access to


the following rituals only:
i. Communicate with Kindred Sire
ii. Warding Circle
iii. Engaging the Vessel of Transference (this is an
exception to the lock above)
iv. Eyes of the Night Hawk
v. Detect the Hidden Observer
vi. Mirror of Second Sight
vii. Mirror Walk
viii. Severed Hand
ix. Scry
x. Blood Contract

3. Unlocking further Paths of Thaumaturgy and Rituals will be a


significant story point for this nascent Clan in the Dark Ages.

4. Banish Big Brother and Machine Blitz are not sanctioned.

4. Necromancy
1. At chronicle start, the following rules apply:
a. Bone Path and Mortis Path are in play.
b. Necromantic Training may not be used to learn Mortis
Path.
c. The Inceptor Merit may be used by Caitiff to duplicate
Bone Path or Mortis Path.
d. Only the following necromantic Rituals are available:
i. Dark Assistant
ii. Eyes of the Grave
iii. Warping the Morbid Visage
iv. Black Blood
v. Stained Sight
vi. Mouldering Presence
vii. Rise, Cerberus
viii. The Servant Undying

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ix. Lethe's Waters
x. Strength of Rotten Flesh
xi. Chill of Oblivion
xii. Weight of the Tomb

2. Unlocking further Necromancy Paths and Rituals will be a major


plot point for the Cappadocians.

II. Character Sheet Rewrites


A. A player is allowed one rewrite per character at Low Approval, within the first 4
months of the character being in play. This rewrite does not allow a change to
Clan or Generation, but does allow a rewrite of all other traits.
a) A rewrite following the 4 month period is set at Global Approval.

B. Low Approval is required for a rewrite to make a character game-legal after an


error has been made, beyond the standard rewrite phase.

C. Unretiring a PC: Global Approval.

III. Geographic Specific Approvals


A. Status Traits
1. Status is governed by the rules set out in the ​Cainite Society Guide​.
These rules replace the rules set out in BNS: VtM.

2. Unless permitted by a Merit or other game mechanic, characters may not


benefit from the effect of Fleeting Status Traits granted by someone
bound in a VSS type that is not the one they are currently in.

3. Emissary: All Fleeting Status awarded by your home VSS type works at
full capability when used in the VSS type the PC is an Emissary to.

B. Clan/Bloodline Rarity - All Regions


1. Clan/Bloodline Rarities are determined by which Faction a VSS selects.

2. The Clan/Bloodline Rarities are set out in the ​Faction Rarity Guide​.

3. All Clans and Bloodlines are Low Approval, with the following exceptions:
a) Restricted Clans/Bloodlines for Selected Faction: Global Approval
b) True Brujah: Global Approval
c) Baali: Global Approval
d) Cappadocian (Lamia): Global Approval

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4. The following Clans are prohibited (NPCs are NST office only), at the start
of the chronicle: Ravnos (Brahmin), Kiasyd, Nosferatu (Niktuku),
Gargoyles, Baali (Angellis Ater), Nagaraja.

5. Modern Clans/Bloodlines will not be playable in the Dark Ages setting.


This includes: Samedi, Daughters of Cacophony, Premascine,
Ahrimanes, Tlacique, Pander, and Volgirre.

6. Lhiannan: Mechanics for the Clan can be found in the ​Lhiannan Clan
Guide​.

IV. Starting and Earning Experience Points


The C@M Vampire: The Dark Ages venue has two main types of Experience Points:
Floor XP and MC XP. Characters may also gain 7 XP at character creation for optional
Flaws or Derangements taken at a rate of 1 XP per point of flaw or Derangement.

Out of Clan Disciplines purchased at character creation follow the restrictions found on
page 106. (Characters may buy out-of-clan Common disciplines up to 3 at character
creation. A PC teacher is not required. PCs may not learn out-of-clan Rare/Clan Secret
Disciplines at character creation. Remember, Uncommon Disciplines are considered
Rare/Clan Secrets in the Dark Ages chronicle.)

Characters may not go into XP debt unless stated elsewhere in the book or FAQ.

The formula for XP is easy: Floor XP + MC XP (plus optional 7 for Flaws/Derangements)


= your XP.

A. Floor XP
1. This chronicle does not use MET: VtM pg. 88 for character creation XP.
The 30 base XP referred to there is not awarded. Instead, we provide an
XP Floor set out in the ​XP Growth Guide​. The Floor XP for the beginning
of the chronicle is 60.

2. On the first each month, every character’s Floor XP category is raised to


the value set out in the XP Growth Guide, regardless of attendance at
games or downtimes. In practical terms, this means games and
downtimes no longer provide specific XP awards. Every character gets
Floor XP on the first of the month.

3. The Generation background must be purchased at character creation and


cannot be altered through the use of XP post character creation (diablerie
during the chronicle being the only exception). All XP costs are based on
the character’s current Generation background rating.

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B. MC XP
1. Membership Class (MC) provides 4 XP per MC level of the member at
character creation to a maximum of 60 XP. (4 XP * 15).

2. MC held at the time of character creation must either be used entirely or


waived. This is to prevent circumventing the caps for Out of Clan
Disciplines set out above.

C. Chronicle XP Ceiling and the Accelerated Growth Rate


1. The Chronicle XP Ceiling chart represents the total maximum of Floor XP
+ MC XP. The 7 XP for optional flaws/derangements are outside of this
chart and are not considered for the AGR.

2. A character that has less XP than the Chronicle XP Ceiling will earn an
additional 4 XP per month if they attend a game in that month. This is a
catch-up mechanic intended to assist characters created below MC 15 to
reach the Chronicle XP Ceiling.

XP Examples:

Player A wishes to make a new character They are MC1. They begin play with 60
Floor XP + 4 MC XP = 64 XP. They may choose up to seven points of Flaws for a
further 7 XP.

Player B wishes to make a new character during Year Two, during the first Month
of the second Year of the Chronicle. They are MC11. They begin play with 44 MC
XP + 118 Floor XP = 162 XP. They may choose up to seven points of Flaws for
a further 7 XP.

Player C is MC 10. They need to attend 5 games before they reach the Chronicle
XP Ceiling using the Accelerated Growth Rate to catch up to the MC XP
maximum. They play for two games and gain the AGR bonus twice. Due to life
circumstances, they are unable to attend for a year. Their Floor XP continues to
rise over time. When they return, they still only need to attend 3 games to reach
the Chronicle XP Ceiling.

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Character Creation Document
A. Three Sentence Background:
Sentence one defines who the character is.

Example: ​“Kaylor is a misguided Toreador chef who makes spiced blood to sell to
other vampires and has a disdain for violence. ”

Sentence two defines where they came from.

Example: ​“Kaylor is from the suburbs of Constantinople, and is used to a


comfortable lifestyle.”

Sentence three defines their weakness or character flaw.

Example:​“is gluttonous when it comes to Vitae, especially blood from rare and
exotic creatures. Secretly he is addicted to the blood of other vampires.”

You can have a longer background if you wish, but this is what is required for approvals.

B. Basic Timeline
This should include, at minimum, the following:
1. Year the character was born
2. Year the character was embraced
3. Year the character left Accounting (if they were under it at all)
4. Year the character moved to their current city
5. The date they sired any Childer
6. Any important events (Canonical or otherwise) they participated in

C. Questions for All Approvals


1. Three plot types/elements that you are interested in exploring.
You must select three. This is to provide your VST with ideas on how to get you
involved and engaged.

2. Three things about your character that your character is not aware of.
You should expect that these will be used by your VST.

3. If your character is unexpectedly killed, how would you want the ending to go?
Please include PVP and PVE endings.

4. Declare your cheese.


What is broken, cheesy, min/maxed, or surprising about the character?
Declarations should not be denied, but cheddar awareness is important for a
VST.

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5. What are you applying for? Where can it be found? (Provide us a page
reference.)

6. Why do you want this item?

7. How does giving you this item benefit your local game?

8. What issues do you foresee that could potentially arise with you having this item?

9. How will you ensure you having this item will not negatively impact other players’
enjoyment of the game?

10. Players wishing to play an Elder should review the requirements and
expectations set forward in the ​Elder Agreement​and indicate that you agree to
these expectations.

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