Creation Rules and Advanced Packages




Emerald Coven Chronicles uses the Vampire the Masquerade 20th Anniversary rules as its base. Character creation is made according to the Sabbat creation guide, which focuses more on a character’s vampiric nature than connection to the mortal world.

In addition to the usual creation rules, Emerald Coven Chronicles wishes to encourage a multi-tiered game environment. As such there are three different templates for character creation at this time. The three templates are Neonate, Ancilla, and Elder. The creation rules for each template are presented below. These templates have advantages (mostly in the form of extra dots in most categories at creation) and disadvantages in the form of additional required flaws. Playing with a template also raises the difficulty of the social games a character is participating in. While most of the movers and shakers aren’t paying attention to a brand new vampire on the scene, an elder is considered another player and not a pawn anymore.

Neonate and Ancilla templates are not restricted on entering play. Elder templates are initially restricted, though it is our hope that this restriction will be lifted depending on game size and diversity.

In addition to the initial template, all characters entering Emerald Coven Chronicles will get an addition 25 experience points to round out their characters.


Creation Rules by HST Seth

Neonate


Less than 100 years old
Attributes: 7/5/3
Abilities: 13/9/5 (max 3 before freebies)
Backgrounds: 15 (All should be in mortal-tied backgrounds)
Disciplines: 4 (3 must be in clan)
Virtues: 9 (first dot of Conviction or Instinct must be bought)
Path: Conscience/Conviction + Self-Control/Instinct
Willpower: Courage
Freebie Points: 15 + up to 7 in flaws
Rarity Points: 30
Downtime Actions: 20
Starting Experience Cap: 100xp



Neonates gain an additional advantage over the ancillae and elders. They understand the modern world in a way that those from previous eras simply cannot grasp. All experience costs and learning times to purchase modern mortal related abilities are halved, rounding up. This includes Academics, Computers, Crafts, Drive, Finance, Firearms, Medicine, Science, and Technology. This reduction also applies to most Aptitude merits that relate to these Abilities such as Computer Aptitude, Crack Driver, etc. This applies to the use of base dots and freebies as well as experience. For example a Neonate wishing to begin with Computers 4 need only spend 2 of his base dots or 4 freebie points to get there. Neonates also learn new ideas and things faster and as such pay only 1 experience point per additional Specialty they wish to buy, and purchase secondaries at half experience cost, round up.

They also grow relationships faster and are more connected with the way the world works, and downtimes for a neonate on gaining or maintaining backgrounds are halved, round up.

However as a Neonate they are the lowest players of the Jyhad. It is unlikely a neonate character will ever hold a court position or truly be listened to in important matters. To represent this, all Camarilla Neonates automatically begin play with the negative status trait Neonate. This is almost never capable of being earned off until the character is old enough to have earned it, though there have been rare circumstances of exceptional Neonates who have proved themselves capable beyond their years. While the Sabbat and most Independents do not officialize the discrimination against neonates in the same way, the stigma is still present and a neonate is no more likely to rise to take a Bishopric than they are to take Praxis.

Creation Rules by HST Seth

Ancilla


100-300 years old
Attributes: 9/6/4
Abilities: 17/13/9 (max 3 before freebies)
Backgrounds: 5
Disciplines: 8 (4 must be in clan)
Virtues: 8 (first dot of Conviction or Instinct must be bought)
Path: Conscience/Conviction + Self-Control/Instinct
Willpower: Courage
Freebie Points: 20 + up to 10 in flaws
Rarity Points: 20
Downtime Actions: 13
Starting Experience Cap: 200



Additional required flaws: In addition to the optional flaws, all those with the Ancilla template must take a minimum of 5 points of social flaws such as Enemy, Prestation Debt, Sire’s Resentment, Catspaw, etc., divided as they choose. Ancilla do not get extra freebie points for these flaws as they are considered part of the package.

Ancilla are at the peak of creativity when it comes to their vampiric powers. They have the understanding of a century or two without the stagnation that sets in on most elders. All experience costs and learning times to learn or create Combination Disciplines are halved for Ancilla characters. Ancilla also learn quickly, but are usually a bit slower and more thorough than Neonates. As such they pay 3 experience points per additional Specialty they wish to buy. There is not the same stigma on Ancilla as there is on Neonates and thus there is no status adjustment for this template.

Creation Rules by HST Seth

Elder


300+ Years Old
Attributes: 10/7/5
Abilities: 21/17/13 (max 4 before freebies)
Backgrounds: 10 (5 must be in Cainite allies, contacts, or mentors)
Disciplines: 12 (5 must be in clan)
Virtues: 7 (First dot of Conviction or Instinct must be bought)
Path: Conscience/Conviction + Self-Control/Instinct
Willpower: Courage + 3
Freebie Points: 30 + up to 15 in flaws
Rarity Points: 10
Downtime Actions: 7
Starting Experience Cap: 300


Additional required flaws: In addition to the optional flaws, all those with the Elder template must take a minimum of 15 points of social flaws such as Enemy, Prestation Debt, Sire’s Resentment, Disloyal Childe, Former Prince, etc., divided as they choose. A minimum of 5 points of these must be in Enemy, divided among multiple enemies as the player wishes. Elders do not get extra freebie points for these flaws as they are considered part of the package.

Elders are stagnant and resistant to change. The way things have always been is the way they should stay. They have a very hard time grasping the modern world. As such, all experience costs and learning times to purchase modern mortal related abilities are doubled. This includes Computers, Crafts, Drive, Finance, Firearms, Medicine, Science, and Technology. This reduction also applies to most Aptitude merits that relate to these Abilities such as Computer Aptitude, Crack Driver, etc. This applies to the use of base dots and freebies as well as experience. For example an Elder who wishes Computers 2 must spend 4 of his base dots or 8 freebies to get this. The stagnation of elders also manifests in a harder time learning new areas of expertise, paying 5 experience points per additional Specialty they wish to acquire.

To the contrary, Elders are more commonly familiar with older abilities, and their costs are reduced to half for Athletics, Awareness, Animal Ken, Etiquette, Survival, Occult. They also are often more strange, giving them the benefit of RP costs on clans being reduced by 5 (to a minimum of 0) and RP costs on Merits (that are not modern) reduced by 3 (minimum of 0), RP costs on acquiring Out-of-clan disciplines are reduced by 3. although this does not effect how heavily the staff will weigh them on your concept. [IE, any RP over 5 is automatically scrutinized, even if its RP cost for you is reduced to 2]

Elders are also very good at their disciplines. Every Elder automatically gets the level 5 power: Discipline Mastery on their in-clans upon reaching level 5 [If their in-clans are not eligible, then this benefit goes to the next common disciplines they gain to 5, until 3 discipline masteries are acquired]. Caitiff get them on the same 3 of the common 8 that they can learn without research. Experience and Research costs on Discipline Mastery in any of their out-of-clans is halved, and they have no restriction on how many they can buy.

They have access to the Elder Generation Merit, listed in the New Merits section

Elders however are at the peak of their standing. Just being an Elder is a mark of status. All characters with the Elder template will receive an automatic extra Status trait of Elder. This is not considered a personal status and does not count toward the cap of 5 on such. This applies in any and all sects, as every sect respects the power of elders, even if they fear them. The character also receives an additional automatic trait of Clan Prestige within their clan that represents being an elder as well. If specific characters do not wish to have these additional status traits as part of their characters, they may take the 1 point Flaw Fallen From Grace to remove these additional traits.

Elder characters are also playing the Jyhad on extremely hard mode. The real players of the game consider Elders to be on their level and will not hold back their strikes. Playing an Elder is accepting that you have enemies and they will be cunning and devious in their moves against you.

Creation Rules by HST Seth

Rarity Points



Rarity points are a measure of the unique factors that every character wants. These points are awarded at character creation and have no meaning after character creation is done. This system allows the STs a basis of judgment on the rarity of a given concept while at the same time putting the options of what to play back in the players’ hands.

Rarity points are spent on a variety of things during character creation, as outlined in the chart below. This serves to keep the snowflakes within reason while still allowing them to exist. Some traits beyond a certain level will cost rarity points, as will rarer clans and out of clan disciplines. Note that this applies only during character creation and even then only before any experience is spent. Advancing through experience does not consume rarity points.

Each character will receive 20 rarity points to spend at creation. These rarity points, if unspent, can be either converted directly into extra Freebie points to use on this character, or banked to be used on future characters. Conversely, additional rarity points may be purchased on a character for Freebie points on a 1 for 1 ratio.

Rarity points do not eliminate the actual cost in base dots or freebies for the desired trait, but must be spent for the ability to purchase that trait.

Additional Rarity Points may be awarded for truly exceptional stories and costuming to support the concept. Note that exceptional for stories does not mean long. I don’t need to read novels.

Anything costing 5 or more rarity points is considered a Rare item that requires ST approval before entering play. Approval is to be granted based on story justification and how this item will benefit the game as a whole.

Rarity Point Scale


Clans/Bloodlines

Assamite Antitribu
• Sorcerers 5
• Viziers 2
• Warriors 0
• Courtiers 5

Brujah Antitribu 0

Gangrel Antitribu
• Country 4
• City 2
• Mariners 5
• Greek Gangrel 10
• Anda 10
• Noiad 10
• Lhiannan 7

Panders/Caitiff 0
• Thin-bloods 0
• Inceptors 5-15

Lasombra 0

Malkavian Antitribu 0
• Dominate Malkavians 2

Nosferatu Antitribu 0

Ravnos Antitribu 2
• Brahmans 5

Salubri Antitribu 0

Serpents of the Light 2

Toreador Antitribu 0
• Base Toreador 2

Tremere Antitribu 15
• Telyavelic Tremere 10



Tzimisce 0
• Kolduns 2
• Old Clan 5
• Revenant Embrace 2

Ventrue Antitribu 0

Ahrimanes 10

Blood Brothers 2

Baali 8
• Angelis Ater 5
• Apostates 5

Gargoyle Antitribu 5

Harbingers of Skulls 10

Kiasyd 5

Bushi 10

Cappadocians 15
• Lamia 15

Children of Osiris 15

Daughters of Cacophony 5
• Sons of Discord 10

Followers of Set 10
• Warrior Setites 10
• Daitya 10
• Children of Damballah 10
• Tlacique 15

Gaki 15

Giovanni 5
• Ghiberti 8
• Pisanob 5
• Li Weng 5
• Putanesca 5
• Milliner 5



Laibon
• Akunanse 10
• Guruhi 10
• Ishtarri 10
• Kinyoni 10
• Mla Watu 15
• Nagloper 10
• Nkulu Zao 15
• Osebo 10
• Shango 10
• Xi Dundu 10

Nagaraja 10

Salubri
• Healers 20
• Warriors 15
• Watchers 20
• Wu Zao 15
• Nkulu Zao 15

Samedi 5

True Brujah 15

Ghouls
• Vassals 0
• Independents 0
• Revenants 0

Dhampirs 5

Ashen Knights 15

Abominations 20

Cross-Sphere Options
• Cathayans 10
• Everything Else 10+ At ST Discretion




Other Traits

Traits
Attribute at 4 – 1
Attribute at 5 – 2
Attribute at 6 – 3

Ability at 5 – 1
Ability at 6 – 2

Background at 4 – 1
Background at 5 – 2

Non-Sabbat standard Path – 1
Path Rating 6 – 1
Path Rating 7 – 1
Path Rating 8 – 3
Path Rating 9 – 3

Willpower 6 – 1
Willpower 7 – 1
Willpower 8 – 2
Willpower 9 – 2




Disciplines
In-Clan Discipline at 5 – 2
In-Clan Discipline at 6 – 3
Common Out of Clan Discipline – 1
Common Out of Clan Discipline to 5 – 2
Common Out of Clan Discipline to 6 – 3
Specific Out of Clan Discipline – 2
Specific Out of Clan Discipline to 5 – 4
Specific Out of Clan Discipline to 6 – 6
Rare Out of Clan Discipline – 5
Rare Out of Clan Discipline to 5 – 10
Rare Out of Clan Discipline to 6 – 15

Out of Clan Blood Magic (Associated Clan) – 3 (2 for Tzimisce Kolduns)
Out of Clan Blood Magic to 5 (Associated Clan) – 6 (4 for Tzimisce Kolduns)
Out of Clan Blood Magic to 6 (Associated Clan) – 9 (6 for Tzimisce Kolduns)
Out of Clan Blood Magic (Unassociated Clan) – 5
Out of Clan Blood Magic to 5 (Unassociated Clan) – 10
Out of Clan Blood Magic to 6 (Unassociated Clan) – 15




Sabbat Status/Offices

Ductus – 0
Pack Priest – 0
Abbot – 0
Templar – 2 (0 if serving a PC)
Paladin – 5 (0 if serving a PC)
Bishop – 3
Priscus – 10
Archbishop – 5
5+ Accomplishment Status – 1 +1 for each additional 2 Traits

Faction Offices

Faction Membership – 0
Low Faction Office – 2
(Black Hand Watch Commander, Ultra-Conservative,
Church of Caine Archdeacon/Prelate, etc.)
High Faction Office – 6-9
depending on position requested
(Black Hand Dominion, High Inquisitor,
Church of Caine Pontiff, Ultra-Conservative Lord Captain, etc.)

Homebrew Powers
Combo Discipline 1x Highest Disc.
Ritual 1x Level
Inceptor Discipline 5





Merits/Flaws (If unlisted, assume 0)


Enchanting Voice – 2
Efficient Digestion – 2
Eidetic Memory – 2
Iron Will – 5
Magic Resistant – 2
True Love – 3
Unbondable – 5
Nine Lives – 5
True Faith – 10
Proxy Kissed – 2 (Available to all long term ghouls, not just Giovanni)
Additional Clan Discipline (Common) – 3
Additional Clan Discipline (Specific) – 5
Additional Clan Discipline (Rare) – 8
Sympathetic Bond – 5
Oracular Ability – 2
Lucky – 3
Weak Aura – 2
Potent Aura – 2
Ability Aptitude – 3 [2]
Discipline Prodigy – 5
Discipline Prodigy (Blood Magic) – 8
Promethean Clay – 10 (5 for Tzimisce) [5]
Pure Blood – 3
Guardian Angel – 10
Enlightened – 2 per level [5]
Gift of Proteus – 7 (3 for Gangrel) [3]
True Gypsy – 5 (Ghouls Only)
Phramulo – 10 (5 for Ravnos)
Blasé – 5
Self-Confident – 5 [3]
Blooded by the Code – 10 (5 for Old Salubri Warriors, 20 for non-Salubri) [10]
Runewise – 10



Shadow Walker – 5 (0 for Harbingers and Giovanni)
Computer Aptitude – 3
Precocious – 3 (See house rule write up for changes to this merit)
Clan Friendship – 2 (may increase for certain clans at ST discretion)
Early Riser – 1
Infertile Vitae – 3
Disembodied Mentor – 3
Alternate Sense – 10 (5 if Blind, 7 if Deaf, 0 if Blind and Deaf)
Gaping Maw – 1
Sleep Unseen – 2 (0 for Nosferatu)
False Reflection – 2 (0 for Nosferatu)
Foul Blood – 3 (1 for Nosferatu)
Reptile Buddy – 5 (2 for Nosferatu)
Eat Food – 1
Calm Heart – 2
Face the Flames – 1
Medium – 2
Ancestral Soil Dependence – 1
Revenant Disciplines – 3 (0 if also possess Revenant Weakness, +5 for inappropriate clan)
Revenant Weakness – 3 (0 if also possess Revenant Disciplines)
Light Sleeper – 1
Disciplined Eye – 3
Mask of Everyman – 2
Obsessive Savant – 3
Meticulous Planner – 1
Cathartic Fury – 3 (1 for Brujah)
Artful Visionary – 2
Hand of Hades – 3
Harbinger of the Abyss – 3
Feeding Tongue – 1 per level



Unmarred Face – 4 (2 for Nosferatu)
Blood Hunted – 2
Mystical Aura – 2 (1 for clans with associated magic, 0 for clans with in-clan magic)
False Amaranth – 3
Soul-Eater – 2
Pale/Bright Aura – 1
Virulent Strike – 10 (MUST HAVE GOOD EXPLANATION)
Romantic Notions – 0 (2 on NPC ghouls)
Potent Blood – 3
Poisonous Blood – 2
Clear Sighted – 7 (Mortals only)
Tough Hide – 3 (1 for Nosferatu, Gangrel or Gargoyles)
Code of Honour – 2
Mechanical Aptitude – 2
Fast Learner – 2 (See house rule write up for changes to this merit)
Jack of All Trades – 2
Danger Sense – 2
Faerie Affinity – 2 (0 for Kiasyd)
Magic Susceptibility – 2
Silence – 2
Crack Driver – 2
Natural Linguist – 2
Innate Magical Ability – 5
Legendary Attribute – 10
Greater Colors – 3 (1 for Toreador)
Fury’s Focus – 3 (1 for Brujah)
Sight Beyond Sight – 10 (3 for True Salubri, 5 for Salubri Antitribu)
Odd Eye – 1
Unblooded – 5
True Berserk – 3
SchreckNet Moderator – 2 (10 for non-Nosferatu)



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Hi; if you want to just chit-chat: this is the shoutbox
dustybuttons: LOUD NOISES! Jan 4, 2014 2:40:54 GMT
admin2: De-modded AST Steven at his request since he is stepping down from Sabbat staff. Give him a pay on the back for his hard work. :) Feb 6, 2014 23:05:32 GMT
HST Seth: Legit. Danke. Feb 26, 2014 1:02:27 GMT
Mark, HST: O_o May 5, 2014 1:36:52 GMT
Mark, HST: SHOUUUUT BOOOOX Aug 6, 2014 21:27:58 GMT
HST Seth: YOU BOX YOUR SHOUTS Aug 7, 2014 9:32:32 GMT
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HST Seth: Dirty fucking caitiff. Aug 10, 2014 11:57:56 GMT
Dexter Kingsman: Pander! We like them here. And treat them far better than those Cammi dogs. Aug 12, 2014 6:30:06 GMT
Mark, HST: PAAANDERS! Aug 17, 2014 3:39:46 GMT
Mark, HST: like Pandas! Aug 17, 2014 3:39:55 GMT
HST Seth: DIRTY FUCKING PANDERS Aug 18, 2014 4:38:02 GMT
Jude: You hear that, Vegeta? Pandas..... Aug 19, 2014 4:36:25 GMT
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Big Mike: Down Times and Stuff.. >.> Sept 17, 2014 22:40:57 GMT
Mark, HST: O_o Oct 6, 2014 20:07:28 GMT
Mark, HST: People don't use this... Nov 24, 2014 7:37:30 GMT
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AST Cefyn: I just cut six pages of Text out of the Valeren/Obeah document. FUCK EVERYTHING!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Nov 27, 2014 5:02:18 GMT
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