--Roles in the Camarilla

Prince Gains 3 Status.

Can give and remove up to 3 permanent Status an evening.  Her word is law in the domain, and she can overrule the Primogen on any matter (though risks angering the clans if she disregards her council).  She may call a Blood Hunt on enemies of the city, allowing anybody to destroy the criminal in return for status.  Can grant or remove hunting grounds and institute new laws as she sees fit.

Seneschal Gains 2 Status

Second in command, speaks for the Prince when she is absent, oversees hunting grounds, havens, and much of the night to night business of the domain. All the powers of the Prince, though may be replaced at her whim.  Can grant and remove up to 2 Status traits an evening.

Primogen Gains 1 Status

Speaker for their clan, a vote on the Prince’s council, and in charge of all internal clan business. Can give and remove 1 status trait an evening to any member of their clan with less current status than the Primogen.

Sheriff Gains 2 Status

May detain for questioning any kindred or ghoul and has the privilege of ignoring the Traditions when in dire need of protecting the Camarilla from threats both internal and from without.  Serves as the Prince’s justice and executioner.  May give 1 status by deputizing a single ally.

Keeper of Elysium Gains 1 Status

In charge of protecting the sacred vows of non-violent Elysium and can remove 1 status from any who frenzies at, attacks another, or vandalizes an Elysium.  May check for weapons on her discretion and force another to surrender arms or risk her disfavour. May reward a kindred with 1 Status for protecting Elysium, or calming a volatile situation.

Harpy Gains 2 Status

Oversees Boons and gossip in the city.  May remove 1 status from any who ignore status, back out of a boon or are involved in a major scandal, possibly transferring that point of status to the Harpy’s informant.

     
Generation Maximum Attributes Maximum Abilities Blood Willpower
14 9 2 9/1 1/5
13 10 2 10/1 2/6
12 10 3 11/1 2/8
11 11 3 12/1 3/9
10 12 4 13/1 3/10
9 13 5 14/2 3/10
8 14 5 15/3 4/12
     

Generation is how far removed you are from Caine, the higher the number, the more dilute your blood.

Maximum attributes are those for Physical, Social and Mental.  This is the number of adjectives you may have under any category.

Maximum Abilitiles means you can possess a particular ability more than once, for example Brawl, Brawl, Brawl, meaning you’re really good at fighting.

Blood pool (how much vitae is in your body), is determined by the first number.  The second number indicates how much blood you may spend each round (to fuel disciplines, heal, etc).

The first number under Willpower is your starting value, the second number represents your maximum capacity. 

     
--Spending XP
 
Cost
 
Attributes

4-7 – One/point,
8-9 – 2/point,
10 and above - 3/point

Abilities 1 each
Backgrounds Gained only through Role-playing
Influence Gained only through Role-playing
Disciplines

Basic (first and second power) – 3
Intermediate (third and fourth) – 6
Advanced (fifth) – 9
Add one extra XP for out of Clan disciplines.  You also need a teacher!

Willpower 3 per point  
     

--Downtime Notes

In between games you will have a week to complete your Downtime Note.  This is a list/summary of your character’s actions in between games.  You may deliver your notes to the envelope behind the counter at Nexus by 6 o’clock, the Thursday after game or send them directly to the storyteller Ian via email at duckwork@ihug.co.nz.  Notes will be read and answered by the Storyteller.

Each game evening, your mail will be available and you may go into character as soon as you have retrieved and processed your updates.

How to write a downtime note?

Major Actions x2, Influence Actions, Minor Actions

Each note you may perform two Major actions, spending 10 hours or so on each.  Are you learning a new discipline, spying on somebody, trying to recruit new influence, performing some major task for the Sheriff or Prince, investigating an area, redesigning your haven, creating/repairing something grand?  Be creative and try to be descriptive – how are you recruiting that banker, by bribing her, blackmail, threats, seduction?

Influence actions are just that, you’re asking your allies and Influence to do something for you.  Your friends in the Media may censor or include a story, your Police Sergeant could slip you some inside details about that grizzly murder in the paper, and your Underworld contact may finally have that AK47 you’ve been longing for.  

You may also perform a few Minor actions such as calling a contact, buying something locally, visiting your herd, doing a quick internet search on topic, etc.  Minor actions take an hour or two to complete.

     
A Sample Downtime Note:

Name: Anthony Hull                 Clan: Ventrue

Major I :  I want to spy on the Toreador Primogen.  Where does he go at nights, can I follow him to his haven?  If he sees me I’ll approach him and feign interest and friendship, apologizing for spying.  I’ll even offer to do something for him if he’ll overlook my faux pas.  If I’m not caught, I’d like to discover what I can about his Herd and Haven (all the better for my plot to take him down and show him the sunrise one day….)
Major II:

It’s time I boosted my Church Influence.  I’ll visit my nun friend, Sister Mary Esther and ask her to put me in contact with her Mother Superior.  I’ll take a bottle of wine and some white roses to my meeting and try to seduce the old woman, playing on her no doubt suppressed sexuality.  I’ll use Awe and Entrancement to make a good impression, and promise to visit her again.  Mid-week, I’ll send her chocolates.  Hopefully seduction works on the old woman, if not I’ll try another tactic next note, and she’ll regret she spurned me! 

Influence:

Church (2)  I’ll have the Nun, Sister Mary Esther put me in contact with her Mother Superior.  I also want her to take some money from the tithing box and leave it in an envelope marked “MM” at the rear of the church.  If she refuses me, I’ll threaten to expose her drug habit.

My other Church Influence is the Revered Moon.  I’ll ask him to make contact with Jeremy Smith, a lawyer (and an Influence belonging to the Toreador Primogen).  Have Moon scare Smith a little with a fire and brimstone speech, and hint at the evils of serving Satan’s minions.  Tell the Lawyer it’s not too late to repent.  (It would be sweet to scare this influence away from the Toreador, and claim him for myself one night).

Street (1)

 I promised some cash to my gang-member in the Mongrel Mob.  Have him visit the church and retrieve the tithing envelope.  Now maybe he’ll do as I asked last week and smash the windows at Velvet Burger (which I know belongs to a Malkavian who I’m trying to put out of business.  These kooks should not have a source of income, I want them dependant on us Ventrue!)

Minors: 

- I want to buy a cask of fine New Zealand wine from the Saints’ Winery, sending a bottle to the mother superior and saving the rest for future use.
- I’ll call my Contact in City Hall and try to find out why the electricity was cut off for five days at my haven.  An accident or deliberate?
- The newspaper ran a story about a triple murder in Waverley.  I’ll do a bit of searching and try to find out if kindred are in any way connected to the crime.  I know it would be easier if I had Police Influence, but still, what can I discover?

     
     
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