Vampire Creation

You must submit your character at least two days prior to game to be able to play that game night. The STs have a great deal of prep work on game days, on top of our day to day lives. The Lead ST also takes off the Saturday before game and so is not available for character approval. Games are every two weeks, so this still gives plenty of time for character submissions.

Base Creation

Use the base creation rules and add the following template to Kindred characters during Step Five.

1. Choose a Clan (no restrictions).
A character’s clan serves as a sort of extended family of the night, bound by lineage and responsible for certain similarities among its members. Vampires are always of the same clan as the sires that Embrace them, though it is possible to later start a new bloodline that deviates slightly from other close blood relations.
When choosing a clan, you might wish to choose a specific bloodline that deviates slightly from the norm, a subset of your vampiric family that holds to different ideals and behavioral standards. Be sure to confer with the Storyteller before making such a decision, as certain bloodlines might not be allowed might not exist at all. All Bloodline are considered high approval

2. Choose a Covenant
• The Carthians: Members of the Carthians may purchase the Allies, Contacts, Haven and Herd Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.
• The Circle of the Crone: Members of the Circle of the Crone may learn the Discipline of Crúac.
• The Invictus: Members of the Invictus may purchase the Herd, Mentor, Resources and Retainer Merits at half the normal experience-point costs (rounding up). This cost break does not apply to purchases of these Merits during character creation.
• The Ordo Dracul: Members of the Ordo Dracul may learn the Coils of the Dragon.
• The Lancea Sanctum: Members of the Lancea Sanctum may learn the Discipline of Theban Sorcery. This covenant is Restricted

3. **Pick Your favored Attribute **
Each clan has a pair of favored Attributes, enjoying a more acute development of certain natural aspects of the body. Once a clan is chosen, choose one Attribute from a clan’s favored pair and add one dot to it.

Clan Favored Attributes (choose one)
Daeva Dexterity or Manipulation
Gangrel Composure or Stamina
Mekhet Intelligence or Wits
Nosferatu Composure or Strength
Ventrue Presence or Resolve

4. Choose Starting Disciplines
Each character begins with three dots of Disciplines, which can be allocated as the player chooses. At least two dots must be devoted to a character’s clan Disciplines, however, before any thought is given to an out-of-clan or bloodline Discipline.

5. Determine Blood Potency
All vampire characters receive the Blood Potency advantage at one dot for free. Blood Potency can be increased with Merit-point expenditure at a rate of three to one at character creation. That is, a player may spend three of his character’s seven Merit points for Blood Potency 2, or spend six of his character’s seven Merit points for Blood Potency 3. Blood Potency is described on p. 99.

6. Merits
A beginning character has seven dots worth of Merits, which may be distributed at the player’s discretion. Vampires can have additional Merits from a special list (see p. 100). Please keep in mind that some merits are not appropriate to the setting (resources, locations) and may not be allowed

7. Determine advantages
Defense = the lowest of Dexterity or Wits
Health (Stamina + Size)
Initiative (Dexterity + Composure)
Humanity (7 for starting characters, you may choose to drop this)
Size (5 for most humans)
Speed (Strength + Dexterity +5)
Willpower (Resolve + Composure)
and Virtue/Vice


The origins of the clans are lost to history, but some Kindred theorize that the clans were the first bloodlines, created by the earliest and most powerful vampires before unliving memory.

Modern vampires with highly potent blood may establish their own bloodlines, but the clan is still the stronger tie: newly sired vampires belong only to their sire's parent clan, not their bloodline.

Each clan exemplifies an archetype or aspect of the vampire myth, and each clan's members share many characteristics: they find it easier to master certain disciplines, and suffer a specific weakness. As well as supernatural similarities, members of a particular clan will tend to Embrace mortals like themselves, further reinforcing the feeling of "family".



The Daeva are a Kindred clan known for being emotional, sensual, and desirable. Predatory hedonists and sensualists, the Daeva are emotionally dying, hollow inside. They are slaves to their chosen vices. The clan loves to surround themselves with mortals - to Daeva they are the pretty accessories, the running buffets and punch-bags that they exercise their tastes on. More importantly they serve as a mirror for the joys that, as vampires, the Daeva have lost.

Daeva are very diverse as a clan - the only common thread is their consuming passions. Fierce brawlers and social butterflies are found there, as well as everything in between.

Name: Daeva
Plural: Daeva
Nicknames: Serpents, Succubi
Disciplines: Celerity, Vigor, Majesty



The Gangrel are one of the five clans of Kindred known for being primal, hardy and savage. They embody the myths of vampires turning into animals or otherwise changing forms. This clan is more closely connected to their Beast than other clans. Many Kindred believe that the Gangrel clan is an old one, but due to the Gangrel's bestial nature, few records exist that can connect their origins to any specific time period. While the murky pre-history of the Kindred contains any number of legends about bestial vampires, not all of these things coincide with the hallmarks of the Gangrel.

The Gangrel are masters of the shapeshifting Discipline of Protean, which gives rise to the rural old wives' legends of bestial vampires turning into bats, wolves and mist. The Gangrel are sometimes called Savages.

Name: Gangrel
Plural: Gangrel
Nicknames: Savages
Disciplines: Animalism, Protean, Resilience



Mekhet are a clan with an affinity to darkness. The hallmarks of the clan are stealth, finesse and wisdom.

There is often a certain amount of finesse and refinement in whatever Mekhet do. Mekhet can appear as stealthy information-gatherers, spies, assassins or scholars; but just as well they can be aristocrats making their mark in the societies of the damned. A Mekhet bodyguard for example is unlikely to rely on brute force, but rather know an ornate fighting style. A Mekhet thief is gracious or invisible, not a sloppy vandal. To the others, Mekhet appear to be the most ordinary of the kindred, the ones who seem to have the least to distinguish them from other vampires. They watch and hide, and the other clans don't seem to take much notice of them. Because Mekhet alone from the major clans have no powers of control over animals or people, they prefer to work in secret behind the scenes, via conspiracies and shadow cults.

Name: Mekhet
Plural: Mekhet
Nicknames: Shadows
Disciplines: Auspex, Celerity, Obfuscate



A clan of vampires renowned for stealth, brute strength, their unnerving social manner and their hideous physical disfigurements. Stealthy, strong and terrifying. Nosferatu are masters of Nightmare, the Kindred Discipline of fear and terror. They are sometimes called Haunts.

Name: Nosferatu
Plural: Nosferatu
Nicknames: Haunts, Worms
Disciplines: Nightmare, Obfuscate, Vigor



Lords and Masters of the Kindred, the Ventrue are the Kindred's most fervent social climbers, frequently seen at Elysium vying with one another to rise to the top of the pyramid. Regal, commanding and aristocratic, yet also prone to falling into madness, this clan gives rise to legends of Damned Lords and rulers in isolated, lofty castles.

Name: Ventrue
Plural: Ventrue
Nicknames: Lords
Disciplines: Animalism, Dominate, Resilience


A covenant is an organization or religious establishment consisting mostly of Kindred, though human servants and ghouls are often present at covenant meetings and are sometimes members themselves. There are five major covenants; others do exist, but the vast majority of Kindred are members of the major five, who often disregard the others. In addition, some bloodlines form tightly knit groups based on political or spiritual belief, as well as blood ties; these bloodlines may also be considered minor covenants.

Unlike clans, which may be thought of as families, a covenant is chosen by the vampire according to his or her beliefs. A vampire's Sire's allegiance nearly always plays a large role in their decision. A vampire may choose not to join a covenant at all; such Kindred are known as the Unaligned, or "Unbound."

The Carthian Movement

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The Carthian Movement is revolutionary in the concept of a democracy, the "one Vampire, one Vote" ideal and are also the newest major covenant. But since their modus operandi is taking cues on political evolution from the mortals, members have also embraced totalitarianism, communism, technocracy/meritocracy, fascism, theocracy and a host of other forms of government vampires find non-traditional. The vast majority of its members are neonates, newly Embraced and inexperienced vampires. It is the only covenant that votes its leaders. Members frequently argue over what is the best form of government. The Carthian Movement is an almost completely secular and non-religious covenant.

Aboard the ARK, they are constantly trying to convince the council to be more inclusive, and to shake up politics on the ARK. Those few individuals embraced aboard the ARK are most likely to gravitate to the Carthians or the Unaligned

The Circle of the Crone

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The Circle of the Crone is considered the vampiric equivalent of neo-paganism and witchcraft. It follows the belief that a goddess (the Crone) was cast out from the other Gods and Goddesses for uncertain reasons. They celebrate most of the major Wiccan holidays and practice a "Blood Magic" known as Crúac. There are many differences in belief and dogma between various circles and cities of the covenant. They generally dislike and argue with the Lancea Sanctum.

The Circle was one of the major proponents of the eradication of the Lancea Sanctum aboard the ARK. They are also recognized as one of the major religions aboard the ARK and accept members from all groups, mortals included (though they will never hold any positions of power within the Circle).

The Invictus

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The Invictus (a.k.a the "First Estate") is strictly concerned with material gain and power within a city. They are heavily involved in city politics and business. The members of this covenant are the most common users of the blood bond for subordinates and as a form of punishment. New members are often attracted with the promise of rank and status; with service to elders and experience, any member could rise to prominence if they are qualified and active within the covenant. However, the majority of new members will never gain any recognition for their acts, and the Elder of the Inner Circle use neonates for their own gain. It is a very corrupted covenant, whose first thought is almost invariably "money and power."

They are usually at odds with the Carthians, if the system isn't broken (and it benefits them) why fix it. Up until recently the Invictus held the Vampire's council seat and the loss of that was a major blow to the covenant. They are looking for ways to regain what they lost.

The Ordo Dracul

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The Ordo Dracul (a.k.a. "Order of the Dragon" or just "Dragons") is focused on understanding the vampiric condition and improving upon it, transcending the limitations of their condition. They practice a Blood Magic known as the Coils of the Dragon. They believe their line was started by Dracula.

They continue their work

The Lancea et Sanctum - RESTRICTED

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The Lancea et Sanctum (pronounced LAN-key-uh et SANK-toom) (a.k.a the "Sanctified") is the Vampiric equivalent to Catholicism. They believe in redemption and forgiveness (or eternal damnation) through Longinus, whom they believe to be the first Vampire, being considered a vampiric Christ or Saviour. They believe that the Vampiric gift is to be used for the good of man, by only feeding on or killing sinners and scaring the "Kine" in the right direction. Proselyting and Conversion are essential to them, for the Salvation of all Vampires. They practice a Blood Magic known as Theban Sorcery. This Covenant generally dislikes and argues with the Circle of the Crone.

During the early years aboard the ARK, this covenant was wiped out. The major instigators were the Crone, but they did not work alone and had a great deal of support from many of the factions aboard the ARK. While it is rumored that some survived the purge, hiding among their greatest allies, the Invictus, it has never been proven

The Unaligned

A vampire may choose not to join a covenant at all; such Kindred are known as the Unaligned, or "Unbound."

Other Covenants

Any other covenants mentioned in source material are considered restricted

The Traditions

The First Tradition: The Progeny
“Sire another at the peril of both yourself and your progeny. If you create a childe, the weight is your own to bear.”
This Tradition prohibits the creation of new vampires and those aboard the ARK are very strict about this. If a Kindred wished to create a childer, for any reason, they must seek the approval of the Prince and their council, as well of the approval of the ARK's council. Those that break this Tradition had best have a very compelling reason for doing so, as not only will they suffer the consequences, but their childer as well

The Second Tradition: The Amaranth
“You are forbidden from devouring the heartsblood of another of your kind. If you violate this commandment, the Beast calls to your own Blood.”
This is the commandment that prohibits Amaranth, the devouring of the soul of a Kindred, and given the predatory nature of Kindred is the most likely to be violated. With the few kindred left, those aboard the ARK take this very seriously, reasoning that if it is allowed to go unchecked, it could happen to them as easily as anyone else. If one is discovered to have committed such a crime, the offender is simply floated. There is no trial, as there is no justification that will save the offender


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