We are going to try an experiment.

The Camarilla, the Sabbat and independent clans were all well established by 1880 (the start year for this game) and I am willing to allow any of these sects or Anarchs (who would have no "legal" protection of their right to exist). So, most of the established clans would be allowed - Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Ventrue for the Camarilla - Lasombra and anti-tribes for the Sabbat - the Giovanni, Followers of Set and Assamites (warrior sect) for the independents. If you can make a **very good** argument and provide a good background, I will consider Ravnos and Tzimisces.

The creation rules featured in the __V:tM Victorian Age__ player's handbook will be used with certain exemptions made (covered below). As I will be allowing Elders, Ancillae and Neonates, there are options to be considered.

Elders are those vampires considered to have been active for no less than 300 years - it is years of experience that matter here, even moreso than low generation. Elders are cunning, powerful, power-hungry, and have had many years to build up networks of support but are also subject to derangements, hubris and, of course, the cravings of younger, ambitious kindred. Elders **know** that they are not the puppet-masters and fear their elders (ancients, methusalehs) moreso than anyone else (having perhaps met one or two along the way). Elders are subject to periods of torpor. No newly rolled up elder can be more than 400 years old, and you must include in the background information at least 75 years of torpor. Ancillae are those vampires considered to have been active for no less than 100 years, but no more than 250 years. These are the young adults of the cainite world, old enough to make a name for themselves but not experienced enough to take on an elder in the great game of existence - the Jyhad. Consequently, they are the lieutenants of the elders and so have had a taste of elder-like power, keeping an eye on the up and coming neonates and looking out for a chance, any chance, to advance should an elder slip up and fall victim to his peers. No newly rolled up ancillae can be more than 250 years old, and you must include in the background information at least 40 years of torpor. Neonates are the children of the vampire world, servants of all, masters of none of their elders. Although you must be at least a fledgling (released from accounting for at least 10 years) you can roll up a neonate with no more than 100 years experience. Neonates have yet to prove themselves and are desperate to do so. If you are smart enough, tough enough, clever enough or lucky enough you might just prove yourself valuable to your elders (or end up discarded as just another pawn in the Jyhad).

__Neonates__:

You have **7/5/3** to spend on your attributes (not including the first free dots in each category). [House Rule one - I am scrapping the no dots in appearance convention for the Nosferatu, but am imposing upon them a two-dot limit and a rule that you must have distinctive and disturbing facial or bodily characteristics (of your own description)]. You have **13/9/5** to spend on your abilities: talents are inante abilities, skills are learned abilities and knowledges are intellectual abilities - you may have no more than 3 dots invested in any ability at this preliminary rolling up stage. [House Rule two - I see little real need for most secondary abilities because clever role-playing of the exiting options should make up for any perceived lack, but, if you can make a convincing argument, I will allow them. Having said that, I do see the value of the Lore knowledges. Therefore, if you wish to invest in Cainite, Fae, Garou, Mage or Ghost Lores at regular cost, you don't need to clear these with me.] You have four dots to invest in disciplines. [House Rule three - you start with three clan disciplines and you must invest at least one dot in each of them, two dots in one of them.] At this stage you have **no** out of clan disciplines (no exceptions). You have five dots to spend in backgrounds and only those backgrounds outlined in player's handbook are acceptable at this time. [House Rule four - to prevent over investment in Generation (starting Generation is 12th), the cost of each dot is equal to its rank - e.g., 1 dot = 1 point of investment; 2 = 2 points, etc. - and you are restricted to buying one dot at a time. So, if you want 5 dots in generation, this will cost 1+2+3+4+5 = 15 investment points. Also, neonates may have no more than one dot in status.] You have seven dots to spend in your virtures (not including the 1 free dot already provided). Your conscience + self-control rating determines your starting humanity and your courage rating determines your starting willpower rating. You may, of course, invest freebie points in your virtues (but these do not increase your humanity or willpower ratings) and you may invest in humanity and willpower too. Your initial bloodpool is the result of a dice roll (a d10) - you may roll this yourself or I will roll if on your behalf, plus 1 blood point for each dot of herd and one for each dot of domain. At this stage you also have 20 freebie points to spend, rounding out the character. The charges for dots are based on the chart in the player's handbook (p.129) or Victorian age handbook (p.117) - they are the same and summarized here:

* attribute dots cost 5 freebie points

* ability dots cost 2 freebie points [at this point, abilities can be raised above the three point earlier maximum and, for every ability with four dots or more, you may purchase a speciality for 1 freebie point. The benefit of a speciality is that, during the game you may come upon a situation in which your speciality comes into play. This allows you to re-roll any 10s rolled, allowing the possibility of spectacular successes.]

* disciplines cost 7 freebie points per dot

* backgrounds cost 1 (except in the case of Generation)

* virtues cost 2 freebie points

* humanity and willpower dots cost 1 freebie point each (maximum rating of 8 in both)

We will deal with merits and flaws in a separate post, and you may have one free dot in the lore of your choice.

__Ancillae__

You have **8/6/4** to spend on your attributes (not including the first free dots in each category) - see House Rule one. You have **15/10/7** to spend on your abilities: talents are inante abilities, skills are learned abilities and knowledges are intellectual abilities - you may have no more than 3 dots invested in any ability at this preliminary rolling up stage - see House Rule two. You have 6 dots to invest in disciplines. [House Rule five - you start with three clan disciplines and you must invest at least one dot in each of them.] At this stage you may also have **one** out of clan discipline. [House Rule six - if your additional discipline is not a physical one, then you must explain in the background how you got it.] You have 7 dots to spend in backgrounds but you must justify any that are not from the standard player's handbooks - see House Rule four (except you can have 3 dots in status). You have 6 dots to spend in your virtures (not including the 1 free dot already provided). Your conscience + self-control rating determines your starting humanity and your courage rating determines your starting willpower rating. You may, of course, invest freebie points in your virtues (but these do not increase your humanity or willpower ratings) and you may invest in humanity and willpower too. Your initial bloodpool is the result of a dice roll (a d10) - you may roll this yourself or I will roll if on your behalf, plus 1 blood point for each dot of herd and one for each dot of domain. At this stage you also have 30 freebie points to spend, rounding out the character. The charges for dots are based on the chart in the player's handbook (p.129) or Victorian age handbook (p.117) - they are the same and summarized here:

* attribute dots cost 5 freebie points

* ability dots cost 2 freebie points [at this point, abilities can be raised above the three point earlier maximum and, for every ability with four dots or more, you may purchase a speciality for 1 freebie point. The benefit of a speciality is that, during the game you may come upon a situation in which your speciality comes into play. This allows you to re-roll any 10s rolled, allowing the possibility of spectacular successes.]

* disciplines cost 7 freebie points per dot

* backgrounds cost 1 (except in the case of Generation)

* virtues cost 2 freebie points

* humanity and willpower dots cost 1 freebie point each (maximum of 8 in willpower; 6 in humanity)

We will deal with merits and flaws in a separate post, and you may have three free dots in the lores of your choice.

__Elder__

You have **9/7/5** to spend on your attributes (not including the first free dots in each category) - see House Rule one. You have **18/13/10** to spend on your abilities: talents are inante abilities, skills are learned abilities and knowledges are intellectual abilities - you may have no more than 3 dots invested in any ability at this preliminary rolling up stage - see House Rule two. You have 8 dots to invest in disciplines. [House Rule seven - you start with three clan disciplines and you must invest at least one dot in each of them and, you may have two out of clan disciplines - one physical and one special (excluding necromancy, mortis, thaumatury, koldunic sorcery and protean).] You have 10 dots to spend in backgrounds but you must justify any that are not from the standard player's handbooks - see House Rule four (except you can have 4 dots in status). You have 5 dots to spend in your virtures (not including the 1 free dot already provided). Your conscience + self-control rating determines your starting humanity and your courage rating determines your starting willpower rating. You may, of course, invest freebie points in your virtues (but these do not increase your humanity or willpower ratings) and you may invest in humanity and willpower too. Your initial bloodpool is the result of a dice roll (a d10) - you may roll this yourself or I will roll if on your behalf, plus 1 blood point for each dot of herd and one for each dot of domain. At this stage you also have 40 freebie points to spend, rounding out the character. The charges for dots are based on the chart in the player's handbook (p.129) or Victorian age handbook (p.117) - they are the same and summarized here:

* attribute dots cost 5 freebie points

* ability dots cost 2 freebie points [at this point, abilities can be raised above the three point earlier maximum and, for every ability with four dots or more, you may purchase a speciality for 1 freebie point. The benefit of a speciality is that, during the game you may come upon a situation in which your speciality comes into play. This allows you to re-roll any 10s rolled, allowing the possibility of spectacular successes.]

* disciplines cost 7 freebie points per dot

* backgrounds cost 1 (except in the case of Generation)

* virtues cost 2 freebie points

* humanity and willpower dots cost 1 freebie point each (maximum of 8 in willpower; 5 in humanity)

We will deal with merits and flaws in a separate post, and you may have six free dots in the lores of your choice.

_________________

**Because I said so!**