Elder Playstyle

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Classic WoD: | Vampire: The Masquerade | Clans (Masquerade) | Sects | Coteries



Australian Elder Play Style agreement

Introduction

The Elder character represents not only the largest single-character power source within the Masquerade chronicle, but also the largest investment of trust in a player that the storytelling team can give.

Having access to the most potent powers and the ability to influence the chronicle just by existing, the Elder character requires not only experience to portray but a clear set of expectations so that players and storytellers have the same understanding of what to expect.

This guide is that set of expectations. It is not intended to introduce a new suite of rules for Elder characters, but to provide a detailed style guide for portraying an Elder character in the Masquerade chronicle.


Environment

By portraying an Elder character, you have chosen to portray a concept that does not get second chances. You are playing a concept where a mistake will end up getting your character blood bound, Blood Hunted, or killed. Worse still, this mistake may not even be of your own making.

You will be in a constant struggle against other elders out to fulfil their own designs. The Elder character receives the brunt of the dark, personal horror that is rampant within the World of Darkness. The Elder character does not get ST warnings and they do not get a friendly hand when interacting with the NPC's such as the Justicars or Alastors. When things turn against your PC, you will be expected to handle the situation with maturity, integrity, and respect.

If you cannot follow these guidelines or do not want to play in this harsh and unforgiving environment, then you should choose to play a Neonate or Ancilla concept. This is not intended to be cruel, but only clear, so that players understand what they are getting into.


Responsibilities

In Character – Let’s be clear: The ability to play an Elder character, regardless of your MC, is a privilege, not a right. You DO have the right to request the opportunity to play this concept from your Low Approval ST and, should that ST deny you, have the reasons explained to you.

By portraying an Elder concept, you are taking on a massive In-Character responsibility not only to use the powers that are inherent in the concept responsibly, but to ensure that the chronicle as a whole runs smoothly and according to the local, regional, national, and global settings. You are responsible for helping the chronicle show the inherent danger and darkness that permeates the World of Darkness at the Elders' level. When that danger and darkness impacts your Elder character, you are responsible for responding with aplomb, grace, and maturity, no matter the outcome.

Your character has the capability of drastically affecting the course of a single local game and the path of the games around you. Get used to discussing your IC plans with your VST. Become accustomed to following your VST's guidance in your larger plans.


Out of Character - If you have reached the point to where you have been entrusted with the privilege of creating an Elder character concept, then you have reached a point in the organization where you are more than just a member. Even if you choose not to take on a role as a volunteer officer, you are still a leader and the newer, younger members still look to you for guidance and modelling what is permissible within the organization. The newer members will learn from your playing style; you will be responsible for setting the example. More than ever, Elder players will be expected to take this responsibility seriously and remain conscious of their effect on the chronicle as a whole.


Character Creation

Camarilla Elder characters will be expected to have Boons to and from them, as well as more archaic skills and backgrounds, upon entering play. Independent Elder characters will be expected to have issued many favours to retain their neutral status.


Lineage

Characters embraced at the Sixth Generation should choose an existing NPC sire found in the sanctioned source material. Seventh and Eighth generation characters are required to be tied into, and answer to, the 6th Generation of their Clan (for example, as a Childe / Grandchilde).

This requirement applies even if your character has diablerized its way to this generation. In these cases, your character has reached a point where it has attracted the attention of an Ancient or Methuselah who seeks to use it. There is no power without strings.

Without exception all elder Camarilla PC’s must have three PC descendants or vassals. Independent PC’s must have two PC descendants.


Abilities

Elder characters have, for the most part, lived longer and experienced more than most other characters. This is commonly represented within the Abilities the player chooses for their character. Consider antiquated abilities to represent a life that is out-of-sync with the modern world. Abilities that are not listed explicitly in the books can be takes as Hobby/Expert Ability. Examples could include:

  • Archery (a specialization in modern composites would be inappropriate)
  • Crafts (In some sort of archaic form, weaving or iron smithing)
  • Fortune Telling (earth mysteries, astrology, oneiromancy, etc)
  • Herbalism (plants, fungi, minerals, etc)
  • Hearth Wisdom (folk lores, traditions, cultural lores, etc)
  • Hunting (trapping, tracking, butchering, etc)
  • Linguistics (In old or disused languages: it is Strongly Encouraged for Elders)
  • Survival (tracking, camping, dowsing, etc)

Also consider an ability specialization that is not applicable today. Torture (Medieval implements) or Stealth (Castles) are both good examples.


Derangements

The human mind is not designed to witness centuries of time.

Because of the hundreds, if not thousand, of years spent awake and the horrible things they must interact with, it is likely for an elder to possess at least one derangement. These do not have to be debilitating - just that Elders have become much less human than their younger counterparts.

Similarly, an Elder character must have at least one negative mental or social trait to represent the faculties of a mind, centuries old.

8th Generation characters can choose to have either a derangement OR a negative social/mental trait.


Prestation

Elders play the Jyhad. Sometimes they win and sometimes they lose. This is represented not only by their fluctuating power base, but also by their status and the boons they owe other characters. Elder characters will both be owed prestation and owe it to others as a natural part of their existence. Consider having at least three trivial, two minor, and one major in play at character creation. These can be owed or possessed, but they represent part of the tangled web of intrigue that is natural at the Elder level.

Independent Elders are encouraged to owe more than what is recommended.


Blood Bonds

It is not uncommon that Elders may have had relationships, interactions, and punishments that resulted in partial bonds to and from other characters. Players of Elder characters should consider at least two or three distinct one-step bonds to your character and from others. Again, these outcomes of past events help to represent the tangled web of intrigue that Elders call "home."

If your sheet has an out-of-clan power on it at creation, a commensurate partial blood bond to the PC that taught the power is appropriate.

An elder concept with ALL bonds to it and none from it, will be viewed somewhat *poorly* by the ST chain, possibly resulting in rejection of the concept.


Enemies & Allies

It is impossible to move through the Jyhad without creating a rival or two, nor is it possible to survive without aligning yourself with allies of convenience. Elders, by their nature, create vendetta simply by their very existence. Elder Generation characters should detail more rivals than allies, as the World of Darkness does not lend itself to long standing “friends”. Today's ally might have been last century's enemy, just as the reverse is likely. Characters should have no less than 2-3 long-standing rivalries and 1-2 current allies. These may, in fact, be the same person but should largely be different characters.


Playing the Game

The play style of an Elder is different from all other Generations in the game.

Surviving is the only thing that matters. Avoiding risk becomes a way of life.

There are others out there, as old, as powerful, as risk averse as you. Self interest and self preservation drives you all to work towards similar ends.

Expect to play a passive, static game. For you, it is a game of sitting in mostly one spot, rarely moving and watching events unfurl. Orders and desires will be filtered through a whole chain of minions and lineage descendants. It is a game of chess, and you are the player. The player does not occupy a spot on the board.

If you want to solve things with your fists, turn up to Anarch rants, be the Prince or get personally involved in every plot that comes along then play an Ancilla or Neonate character.

“Public” Elders (those of the 7th or 8th Generation) are likely to be more personally active in their social / political interactions with the court than their millennial old Sires and Grandsires, however, even they prefer to move through cats-paws and pawns.

You will be expected to rarely use disciplines, and even then in a reactive, defensive fashion. Such actions should be consulted with to your VST.


In game, Elders will largely abide by several commitments:

  • DO involve other players in the game – this is what minions are for;
  • DO share everything you learn - obviously skew it to your own advantages;
  • DO cultivate a following of childer and agents to do your bidding – use them and their networks;
  • DO encourage use of the Protocols - through examples of reward and punishment.
  • DON’T take a position in a Court – unless for a finite and definite purpose;
  • DON’T solve problems with Disciplines – Elder level, or otherwise. Use your minions and networks;
  • DON’T get involved in fights – risk averse is a way of life, and fair escape is your friend;
  • DON’T teach Disciplines – why teach a Discipline yourself? Have a minion do it;
  • DON’T live in absolutes – rules can be bent. If you bend one of these rules, it is for a limited, specific and finite purpose. Such actions are scalpels, not sledgehammers.


Summary of requirements

  • Discuss your IC plans with your VST;
  • Responsible for setting the example to newer members who will learn from your playing style;
  • Rarely use disciplines, and even then in a reactive, defensive fashion;
  • Act with grace and maturity, no matter the outcome;
  • Choose an existing Player Character sire;
  • Camarilla PC’s must have three PC descendants, 2 of which must be ancilla/neonate;
  • Independent PC’s must have two PC descendants, 1 of which must be ancilla/neonate;
  • Must have antiquated abilities;
  • Consider antiquated specialisations in abilities;
  • Must possess at least one derangement;
  • Must have at least one negative mental or social trait (8th gens can pick derangement OR negative trait);
  • Have at least three trivial, two minor, and one major in play at character creation;
  • Consider two or three distinct one-step bonds to and from your character;
  • 2-3 long-standing rivalries;
  • 1-2 current allies.