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Vampire Advantages during Creation

Choose Disciplines (3), Backgrounds (5), and rate Virtues (7). Your character automatically has one dot in each Virtue. Specific

Backgrounds

===== General Server Backgrounds =====
(See the Backgrounds for more information.)

  • Certification
  • Arcane (Cloaking)
  • Fame (modified to cover all factions)
  • Resources (modified to cover all factions)

===== Vampire Specific Backgrounds =====

Information on each background starts in the Core Rulebook pg. 110.

  • Allies
  • Alternate Identity
  • Contacts
  • Domain
  • Generation (9th Max)
  • Herd
  • Influence
  • Mentor (Tremere 3 dot max)
  • Retainers (see vampire_retainers)
  • Status, Vampire (4 max)

===== Banned =====

Black Hand Membership (Sabbat) Rituals (Sabbat)


Virtues and Willpower

Kindred are passionate creatures, and sometimes an act or situation may force a character to consider exactly how she should react to a given stimulus. Virtues come into play when a character faces an impending frenzy, does something ethically questionable (according to the character’s morality), or confronts something that terrifies or disturbs her.

A vampire’s Virtues are determined by his Path, what code of ethic they follow. Most Camarilla Kindred maintain their mortal values and follow the Path of Humanity (referred to simply as “Humanity”). Humanity, Paths, and the alternate Virtues are discussed in Chapter Seven. At character creation, a character’s Humanity is equal to his Conscience + Self-Control Virtues.

In Jacksonville, Vampires whose path is other than the Path of Humanity or whose Humanity rating of five or less, might attract attention by other factions, specifically the Werewolves.