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Elder Compendium MES VTM

The document establishes guidelines for playing elder vampire characters over 300 years old in the MES Vampire: The Masquerade chronicle. It defines four elder categories based on generation, with the most powerful being 6th generation Luminary elders. All elders must adhere to certain requirements, including using agents and avoiding direct conflicts. Violating the guidelines will result in warnings and possible sanctions or character removal. The purpose is to encourage elders to act as manipulators who influence events indirectly through subordinates.

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100% found this document useful (1 vote)
1K views14 pages

Elder Compendium MES VTM

The document establishes guidelines for playing elder vampire characters over 300 years old in the MES Vampire: The Masquerade chronicle. It defines four elder categories based on generation, with the most powerful being 6th generation Luminary elders. All elders must adhere to certain requirements, including using agents and avoiding direct conflicts. Violating the guidelines will result in warnings and possible sanctions or character removal. The purpose is to encourage elders to act as manipulators who influence events indirectly through subordinates.

Uploaded by

Preston Halcomb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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  • Vampire the Masquerade Overview: Introduces the significance and portrayal of elder vampires in the context of the MES and highlights major concepts.
  • Elder Categories and Hierarchies: Details classifications and roles of different elder types in the hierarchy.
  • Player Expectations: Outlines in-character and out-of-character expectations for elder player characters.
  • Faction Specific Elder Guidelines: Explores specific expectations and norms for elders across different factions, including Camarilla and Anarch movements.

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*v.5 (updated 12/16/2018)


MES Vampire the Masquerade  
Vampire the Masquerade
Elder Compendium 
The proper portrayal of an Elder vampire is one of the most contentious topics of debate between
Storytellers in the MES, and likely, among VtM players at large. In canon material, folklore, and various
media sources, the Elder vampire is a master manipulator whose machinations span time and distance,
capturing numerous others in their web. Quantifying “a good Elder” is a nearly impossible undertaking, but
through a series of conversations with players and Storytellers over the years a number of common
variables have emerged; it is from these sources that this document has been created. The purpose of
this document is to establish a framework for playing Elder characters in the Time of Reckoning
Chronicle. This document puts forth a number of expectations for play in broad terms and, more
specifically, a persistent Point System weighted towards desirable qualities.

Requirements for All Elder Characters


In this Chronicle, Elders are a category of vampires that are over 300 years old and of the 8th generation
or better. No vampire embraced under 300 years of age will be considered a true Elder regardless of their
Generation. The Storytelling Staff will not be approving any 6th or 7th Generation characters that
are less than 300 years since embrace at character creation. To be clear, regardless of Sect there will
be no 6th or 7th Generation characters that are Ancilla or Neonates.

7th and 8th Generation characters require High Approval and 6th Generation characters require Global
Approval and adherence to the Lineage Project. As with any Approval, playing an Elder is a privilege. The
Point System detailed below is intended to maintain a baseline quality aspect of Elder play. Violating the
expectations in this document, to include failing to adhere to the listed expectations, will result in the
player being warned and potentially culminating in the removal of the PC from play.

Enforcement of Elder Guidelines


Since its inception, the MES has operated on an honor based system in which all members have relied
upon each other to police themselves. The NST staff recognizes that Elder characters cannot be
continually overseen by Storytellers outside of a Domain environment. Therefore, the Regional and
National Storyteller Staff will rely in large part on the VSTs, DSTs, and the players to ensure that the
guidelines and requirements set forth in this document are followed. However, should the storytelling staff
learn that an Elder character has been portrayed in violation of the mandates of this document the
Storytelling Staff is empowered to take the following corrective action:

❖ Elders who do not conform to the standards will be given a warning from the Storytelling Staff. This
warning will be issued via email by the Storyteller issuing the warning and entered as a comment on
the character’s already approved Elder Application if so desired by the Storyteller.
❖ All warnings will come with a concise and descriptive statement of how the elder standards were
broken.
❖ A player who fails to correct the portrayal of the character to conform to this document within 60
days of the warning shall be sanctioned as deemed appropriate by the Storyteller that issued the
warning. Among other things, sanctions can include: loss of unspent experience points, the
application of additional flaws, and the loss of status. Any sanction imposed by a Storyteller must be
approved by the Storyteller above her. Any sanction imposed shall be recorded by the Storyteller

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imposing the sanction in the database as a comment on the character’s already approved Elder
Application. A player has 30 days to correct the violation once the sanction is imposed.
❖ If the player of an Elder fails to conform to this document a second time or fails to conform to this
document within 30 days from the date of the imposed sanction, the Storyteller may remove the
character from play. The ANST Masquerade must approve the removal of the character from play
before it is enacted.
❖ In some cases immediate corrective action is needed. In these instances the National Storyteller
staff may leverage appropriate punishments for actions that can not be corrected, such as physical
CvC actions that could lead to the death of a character. Storytellers who believe this to be an
appropriate step should contact the National and Regional Storyteller chain. Immediate corrective
action is discussed below.

Elder Categories
Elders are grouped into four types:

Luminary (6th Generation) - Nearly all Luminary Elders existed before the Sects were formed and each
is a fearsome creature in its own right. These vampires are seen as pure-blooded reflections of the
ancient founders, with extremely thick and potent vitae. They should act primarily through agents and
pawns. When they take direct personal action it should be something of significance or have serious
implications for all involved. The Storytelling Staff expects these Elders to be the shepherds of the other
characters. Each 6th Generation character will be directly tied to a 5th Generation NPC either as a direct
descendant or through sworn fealty as part of the Lineage Project, and is expected to act as a conduit for
plot regardless of the character’s political affiliation. It is expected that these characters will be played in
accordance with the guidelines set forth below.

Media inspirations: Emperor Palpatine (Star Wars), Ms. Sloane (Ms. Sloane), Olenna Tyrell (Game of
Thrones), Hannibal Lector (Silence of the Lambs and the related films), Winston (John Wick), Julius
Caesar (Rome).

Character versus Character Antagonism: Sixth Generation characters should never be on the front
lines of a fight unless placed there by boons, or by being the target of the actions. When organizing CvC
actions Sixth Generation character should shield themselves from discovery by working directly through
their seventh generation childer or other minions. Sixth Generation vampires have survived a long time by
not sticking their necks out.

PvE Content: Sixth Generation characters must leverage their lineage and other allies to directly engage
with plotline. Their only direct involvement should be limited to directing matters from a safe position,
loaning influences and resources, or observing remotely. If boons are used to force the Sixth Generation
characters involvement, they should still attempt to leverage their assets to fulfill the boon’s requirements
rather than place themselves in direct contact with plot.

Master (7th Generation) - These frighteningly potent vampires are paragons of their clans. Their vitae is
powerful and exceedingly pure. They are the Elders who visually implement the long term plans of their
Luminary Sire and are more prone to take more direct action than their sires. However, they also have
their own agenda and their own powerbase. Sometimes their plans can be at the behest of the Luminary
(like Sauron and Saruman) or they can be working to undermine their Sire. Regardless they are
dangerous rivals and allies. These characters should be descended from a 6th Generation character and
it is expected that these characters will be played in accordance with the guidelines set forth below.

Media inspirations: Thrawn (Star Wars), Saruman (Lord of the Rings), Madame Gao (Marvel Netflix
series), Frank Underwood (House of Cards).

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Character versus Character Antagonism: Seventh Generation characters should rarely be on the front
lines of a fight unless placed there by boons, by being the target of the action, or at the specific command
of their sixth generation. Even then, when organizing CvC actions Seventh Generation characters should
shield themselves from retaliation by working through their eighth generation childer or other agents.
Seventh Generation vampires do not survive long by leading the charge.

PvE Content: Seventh Generation characters must leverage their lineage and other allies to directly
engage with plot. Their only direct involvement should be limited to loaning influences or resources,
observing remotely, or when dictated as necessary by any Sect position they are allowed to hold. If boons
are used to force the Seventh Generation character’s involvement, they should still attempt to leverage
their assets to fulfill the boons rather then place themselves in direct contact with plot. This in no way
shields Seventh Generation characters from plot impact or consequence, only limits their avenues of
response.

Pretender (8th Generation) - A vampiric Pretender Elder is a powerful creature, with blood just thick
enough to support one of her kind’s most potent powers — but only one. At this stage, a vampire’s blood
still retains a certain flexibility. Pretender Elders are the ones most likely to take direct action. They are
usually seen implementing ideas and leading from the front when things need to get done. Even still, they
would rather work through lieutenants and underlings to make the world move to their whim. Out of all the
Elders, those of the 8th Generation have to be the most guarded, as the Ancillae below them are often
jockeying for their position and the Master Elders above them are working to ensure they remain in place
(or if they become a viable threat, are removed). These characters should be descended from a 7th
Generation character and are expected to be played in accordance with the guidelines set forth below.

Media inspirations: Red Reddington (Blacklist), Jaime Lannister (Game of Thrones), Alonzo Harris
(Training Day), Marc Antony (Rome).

Character versus Character Antagonism: Eighth Generation characters should rarely *want* to be on
the front lines of a fight unless placed there by boons, by being the target of the action, or at the specific
command of their Elders. Even then, when organizing CvC actions Eighth Generation characters should
shield themselves from direct assault by working with and including Ancillae and Neonate characters.
Eighth Generation vampires do not survive long by being a one Elder army.

PvE Content: Eighth Generation characters should leverage their lineage and other allies to directly
engage with plotline. Their involvement should be indirect whenever possible. This includes loaning
influences, ghouls, contacts, allies, etc. It could mean observing remotely. Sometimes it is necessary for
an Eighth generation character to get their hands dirty, especially when dictated as necessary by any
Sect position they are allowed to hold. Nonetheless, when an Eighth Generation character feels the need
to engage in PvE plot content they should consult their ST to make sure their actions are appropriate.

Diablerists - If a character that is not an Elder by age and Generation when the character first enters play
later achieves an Elder Generation via diablerie, that character is not beholden to these guidelines.
However, a character that entered play as an Elder who diablerizes another of Elder Generation is still
beholden to the Elder Guidelines for their original Generation prior to the diablerie.

Out of Character Player Expectations 


The following are the expectations set for the players of Elders characters in the MES:

❖ Setting Element - Unlike other PCs, Elders are expected to drive story by passing it to other
characters. Elders should work through trusted agents. They should be a fixture of the local Court,
allowing Ancillae and Neonates to drive story beyond their halls of power.

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❖ Representation of Game Themes - Elder PCs are expected to be a flesh and blood representation
of our game setting. We want to especially enforce the theme that Elders are more concerned with
supernatural hatred and not “mortal” bias. Vampires who are old enough to have lived through a time
where slavery was common, women were not always afforded the same rights as men, and gender
was inflexible are also old enough to know that none of that matters in Vampire society. Mortal
bigotry and bias have long been left behind, making way for hatred between Lineages, Clans, Sects,
and other rivalries.
❖ Collaborative Stories and Inclusive Play - Along the lines of the previous points and the time
honored tradition of “play like a storyteller”, Elder players are expected to bring other players into the
game. They should work with storytellers and other players to formulate stories that would be fun for
more than just themselves. Ultimately, Elder PCs and their agents should not win every engagement;
there should be both losses and victories on the ledger for the betterment of the overall story.
❖ Acceptance Consequences - Players are expected to accept the consequences of their IC
behavior and to roleplay those consequences as appropriate.
❖ Vector for Plot - PCs of the 6th Generation will be a vector for plot. You will work with the NST’s
office to find a Sire for your PC from the Lineage Project. You will be given tasks. Failure to
accomplish tasks can result in IC disciplinary action from the PC’s sire, and in some cases
retirement of the player character. The focus of these tasks will generally be social and/or political in
nature. Other Elder characters in a given lineage are expected to aid the line founders in pursuing
their tasks. In addition most Clan and Sect plot kits will have specific vectors for 6th Generation to
participate in the distribution. This responsibility will be passed to their successors in the lineage in
the case of retirement or character death.
❖ Lineage - Players of 6th Generation characters must update a Google Document provided by the
NST’s Office at the time of their application that lists their entire Lineage. That Google Document
must be accessible by the 6th Generation player’s VST, DST, RST, and NST as well as all members
of the character’s Lineage. It is the responsibility of all characters within the Lineage to ensure that
the Google Document is updated as needed and that it remains accurate. Lineages are capped at
20 active characters including the 6th Generation character. When PCs die or are retired, new PCs
may be added to the Lineage so long as they remain within the cap. NPCs and Ghouls/Revenants
do not count toward this cap. The template for this document can be found here: Lineage Roster.
➢ If the sixth generation character is removed from play for whatever reason these
responsibilities fall to the secondary contact for the lineage (including creating a new
secondary contact for the lineage).
❖ Character versus Character Antagonism - Players of Elder Generation characters should
almost never be on the front lines of a combat, unless a boon is used to require their involvement
or they are the target of the CvC actions. Elder generation characters can organize and guide
CvC actions but any IC organizational steps taken should conform to the IC behavioral
expectations of their generation and Sect. Specific CvC guidelines are listed both above in the
generation section and below in the Sect section.
❖ PvE Content - Players of Elder Generation characters have specific guidelines outlined above on
how they are expected to interact with plot. Any exceptions to those rules are discussed below in
the Sect descriptions.

Compatible Play Styles


Who should play an Elder?
An Elder character is considered an advanced concept; those that play Elders need to be directors and
not doers. If you choose to play an Elder, it means you enjoy the sort of game that you can self-propel
alongside other players, versus needing a Storyteller to run plots for you to participate in. You must also
hold yourself to a higher standard of play. You will have to accept harsher consequences when you make
mistakes and know that Elders rarely get second chances, certainly never a third.

Who shouldn’t play an Elder?

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- Players who want to actively engage in Storyteller generated plot.


- Players who want to have characters who are exceptionally in tune with the modern world,
including: pop culture, media, technology, and lingo.
- Players who want to have characters that banter with other players by posting flippant comments
on the lists and/or by posting often to lists.
- Players who do not want to be under deeper scrutiny from the Storyteller staff.
- Players who want to have characters that are publicly deviant from the setting norms.
- Players who do not have a good time making their own stories and in-character drama.
- Players who get bored roleplaying a PC sitting around and talking for hours.

In Character Player Expectations 


All Elders
With age, a vampire becomes more cunning, more deadly, more feared, more hated, more resented, and
more powerful. As the blood congeals and the skin turns to parchment, the heart, mind, and soul begin to
rot, driving the Elder to seek further luxurious escapes of cruelty and deception. To all other vampires
Elders demonstrate what happens after tragedy. As centuries old blood sucking monsters, Elders cannot
and should not pretend to be living humans for they are inherently the corruption of time and the foulness
of aged blood. One is only an Elder through age. As such, all Elders recall similar events of the past and
are generally resistant to change. The ways of all Elders are similar, which breeds both a sense of
familiarity and contempt, as Elders grow older and colder together. In the end true Elders should be fear
incarnate and full of power, hatred, jealousy, lies, spite, and intrigue. The following are in-character
expectations for all Elder PCs:
❖ Settings Ambassador - In public, Elder PCs should appear to adhere to the standards of their
respective Sect and toe the line politically. Essentially, it is in the best interest of these PCs to play to
stereotypes for the Clans and Elders of their Sect; after all, most vampiric Sects are built on social
norms that favor their Elders.
❖ Scandals - Elder PCs should immediately attempt to distance themselves publicly from any scandal
that arises. If an Elder’s descendent or minion is involved in a scandal the Elder should punish that
person once the scandal has blown over; in extreme cases, that may mean cutting off their own
childer or other close allies.
❖ Cultivate Your Powerbase - Immortal beings fearful for their lives work continuously to increase
their personal power. While paranoia and conservative age hold many Elders back from risky
moves, a hundred slow accretions build immense resources over enough time, and time is one thing
that every Elder has in abundance. Elders have had many, many mortal lives to learn the lessons of
power and to harvest fortunes and favors. The tools of power are boons, resources, status,
influence, contacts, allies, disciplines, blunt force, and vampire and mortal pawns. An Elder
considers everyone below them to be a resource to be used-- most of which are expendable. After
all, why risk yourself when you can risk someone else? An Elder will try and collect promising
younger Vampires to their banner, but in order to do so they should provide something in return.
❖ Time is Your Ally - While younger vampires may act more impulsively, an Elder did not reach their
age by continuing to behave in this manner. They are cautious and calculating and will rarely put
themselves at great risk unless they feel as though they have run out of options. An Elder may take
months or even longer to make a move. Unlife is a game of chess, not checkers.
❖ Stated Focus - Elder PCs should have one “focus” that they are willing to risk their lives for. It
should be something that falls in line with the archetypes of that PC’s Clan. This represents the
biggest drive behind the Elder’s existence and could even be considered an obsession. This focus
may change once during the course of play, but it is not something that would happen casually. It
should be representative of a life-shattering event and be role-played accordingly. An Elder PC’s
Stated Focus can be used to engage plot and in some cases to justify CvC when other safer options

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have been exhausted or are deemed to have a low success rate. However, before the Elder
engages in plot or CvC based on their Stated Focus they should consult their ST.
❖ Clan Stereotypes - Each Clan additionally has some of its own stereotypes concerning their Elders.
That information can be found in the forthcoming Clan Guides.
❖ Elder versus Elder Conflict - Conflict between elders should rarely be face-to-face. Elders survive
for hundreds of years by using their influence over other vampires and the world around them to
thwart their enemies. Public conflict between Elders should almost always be socio-political.
Physical combat directly between Elders should be extremely rare (with some exceptions for certain
Clans) and not attract massive attention. After consulting your specific Sect and generation
guidelines if you still feel direct conflict is necessary please consult your ST. In instances of frivolous
conflict not befitting an Elder, immediate corrective action may be taken.

Camarilla Elders
In terms of in-character expectations for all Elder Camarilla PCs:

Camarilla Elders are chess players who move with determined purpose and focused precision. They
surround themselves with all the pomp and circumstance possible in order to hide their true motivations
and fears. These Elders should never take risks that put them in physical jeopardy and should always
have a long term goal; every action, no matter how trivial, should advance the Elder closer to her
objective. For these vampires, enforcement of the customary laws of vampiric society through the formal
recognition of the Status System and the Traditions is both a shield and sword for them to manipulate.
These Elders should secretly work to exert control over their lessers and to bind them into service by
boon, blood, or magic as deemed necessary.
➢ Luminary and Master Elders of the Camarilla can only hold the Domain titles of Prince or
Primogen.
➢ Luminary Elders have the abiding status that all Camarilla Elders receive. In addition, characters
that enter play as Luminary Elders receive the *Prominent* status trait as an additional abiding
status trait. The following rules apply to the use of *Prominent* status by a Luminary Elder:
○ A Luminary Elder may not use the passive effects or the spent effects of their
*Prominent* status on another Luminary Elder or on a Methuselah.
○ A PC that diablerizes their way to 6th Generation does not gain the *Prominent* status
trait unless they have an Approval to use the destroyed PC as an Alternate Identity.
➢ Pretender Camarilla Elders sometimes fill lesser posts, but never roles such as Harpy’s Talon or
Sheriff’s Deputy.
➢ Regardless of Clan, Camarilla Elders should express extreme prejudice toward Caitiff vampires.
➢ Characters that achieve Elder Status from the Machiavellian Prodigy merit are beholden to the
Out of Character and In Character expectations set forth in this document; however, they do not
need to comply with the Elder Point Threshold point requirement. If they do not adhere to these
expectations, the Merit granting them Elder status can be removed by the Storyteller staff.
➢ Camarilla Elders should always honor the Boon system.
➢ Camarilla Elders should always publically respect and utilize the Status System.
➢ Camarilla Elders should always publicly respect Elysium regardless of whether the Elysium in
question is a Camarilla Elysium or another Sect’s declared Sacred Space.
➢ Camarilla Elders should always publically respect the Traditions.

Anarch Movement Elders


In terms of in-character expectations for all Elder Anarch Movement PCs:

Referred to by many other Elders as the furores of nights past, most Anarch Movement Elders remember
the time before the Sects existed and recall the events that led to the fire that fueled the revolution and
the birth of the current political state of vampiric society. These Elders are less stagnant and less rigid
than their Camarilla counterparts, but in truth, they too are chess players. The main difference between

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Camarilla Elders and Anarch Movement Elders is that the Anarch Movement Elders do things and are
more prone to taking risks. Anarch Elders should have their own political and economic influences, their
own relationships with their contemporaries and their own agendas that are favorable to the younger
members of the Movement. Their wealth keeps the young members afloat. Their power shelters the
Movement from the Camarilla. Their commitment to their ideology and their perspective on power gives
the Movement a sense of history and continuity that no number of neonates could give it. These Elders
can hold any Sect position as long as it suits their goal of supporting the Movement. In the end, Anarch
Movement Elders seek to establish the same control over the future of their Sect as their Camarilla
counterparts, only their approach is under the guise of “freedom” and executed in a more “buddy” than
“parent” approach. These Elders are expected to place themselves in harm's way when their chance of
success is greater than 50% and when the potential gain for the Movement can only be achieved through
the physical risk.
➢ Elders of the Anarch Movement rely upon their younger counterparts to interface with the
technology of the modern world. It is not that they are incapable of learning how to do it
themselves, but even Anarch Elders have a difficult time keeping pace with the frequency of
technological innovations.
➢ Elders of the Anarch Movement should publicly respect Elysium regardless of whether the
Elysium in question is an Anarch Elysium or another Sect’s declared Sacred Space.
➢ Elders of the Anarch Movement should publicly respect the Boon System.
➢ In the modern nights there is a sense among the Anarch Elders that the Movement doesn’t seem
to need them as much as they once did. Elders of the Movement are less common now than they
have ever been previously, as many have either died off or become Autarkis. The stagnation that
is inherent with being an Elder is often incompatible with the forward momentum of the Anarch
Movement.
➢ Those Elders that remain in the Anarch Movement work to support the younger vampires with
their wealth and power as a means of both ensuring the Movement will continue to grow and to
establish their continued worth.

Independent Alliance Elders


In terms of in-character expectations for all Elder Independent Alliance PCs:

The Giovanni and the Followers of Set are the only Clans that belong to the Independent Alliance. Both
Clans are internally loyal to their progenitors, thus great respect is paid to the Sect’s Elders. The
Independent Alliance was formed out of necessity and the Elders of the Sect act as required to ensure
that the Alliance will prosper. For those who portray these Elders, that means both embracing change and
ensuring loyalty.
➢ Elders of the Independent Alliance are nearly always on a Path of Enlightenment.
➢ Elders of the Independent Alliance should always honor the Boon system.
➢ Elders of the Independent Alliance should always honor Elysium or its equivalent within the Sect
regardless of whether the Elysium in question is another Sect’s declared Sacred Space.

Sabbat Elders
In terms of in-character expectations for all Elder Sabbat PCs:

The Elders of the Sabbat are something else entirely. Their answer to vampiric excesses and moral
weakness has never been renewed by commitment to human virtue, but instead through the development
of a ritual structure that made the concerns of the self secondary to those of the Sect. Most Sabbat
Elders cling to sentience through the strength of carefully cultivated, artificial passions. Sabbat Elders are
the most diverse of this social class. They have no tolerance for weaknesses such as a yearning for
acceptance. These Elders can hold any Sect position and must appear to be vehemently opposed to
overt and blatant control of their lessers… though they secretly crave it nonetheless. Like Anarch
Movement Elders, those within the Sword of Caine use other methods of social and political manipulation

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to ensure their desires and goals are met. As much as the Sect claims it is opposed to the system of
“power to Eldest”, the Sabbat is built on a philosophy of “the winner takes all”; in the realm of the undead
that winner is often the oldest. Elder Sabbat characters are expected to hold true to the principles and
laws of the Sabbat, and to seek positions within the Sect that advance their own personal goals as well as
the goals of their Elder allies. These Elders are expected to place themselves in harm's way when their
chance of success is greater than 50% and when the personal gain can only be achieved through the
physical risk.
➢ Elders of the Sabbat are nearly always on a Path of Enlightenment.
➢ Elders of the Sabbat do not publicly laud their age and potency in front of their brethren, as they
may find themselves a tempting target for their lessers.
➢ Elders of the Sabbat should publically respect Elysium regardless of whether the Elysium in
question is a Sabbat Elysium or another Sect’s declared Sacred Space.
➢ Elders of the Sabbat should publically respect and support the “Promise” System.
➢ The Sabbat is supposed to be “free” of Elder rule, and Sabbat Elders need to maintain that
illusion even if they know better. It is never simply their age that grants them respect, they must
have earned that through deed. This will sometimes require an Elder to participate in plot. Consult
your ST to confirm that your actions are appropriate.
➢ The Nights of Turmoil have greatly depleted the number of true Elders in the Sabbat and those
that remain have become exceptionally paranoid of the threat posed by mortal Hunters.
➢ Elders should only engage in monomacy based CvC actions whenever possible.

Unaligned Elders
In terms of in-character expectations for all Elder Unaligned PCs:

When the Anarch Revolt catalyzed the formation of the modern Sects, many prominent vampires of the
time attempted to hold themselves neutral from the Camarilla and Sabbat. Many failed in those efforts
and either joined the Ivory Tower or the Sword of Caine or found themselves a member of the even
younger Anarch Movement. Yet some did not. That small number consisted of vampires that were so old
and powerful that they saw no need to involve themselves or their line with the Sects. Most of these
ancients wrote themselves out of vampire society altogether, dropping into obscurity, legend, and torpor.
An Unaligned Elder holds no status in any Sect and is either an island unto herself (supported by her
lineage of course) or a devoutly Clan loyal vampire whose motivations and goals are to ensure the
advancement of the ideals of the blood. These Elders should act in accordance with the Clan Setting
material.
➢ Unaligned Elders tend to tread carefully. There is nothing to protect them outside of their own
personal power, but what is that in comparison to the resources that an entire Sect can bring to
bear?
➢ Of all Clans commonly found among the Unaligned, the Assamite Clan has the most rigid
structure. It is their Clan’s tradition to respect their Elders, including adhering to the rule of the
Eldest. More information regarding their structure and Elder roles will be found in the Clan Guide.

Immediate Corrective Action 


❖ In some cases immediate corrective action is needed. In these instances the National Storyteller
staff may leverage appropriate punishments for actions that cannot be corrected, such as physical
CvC actions that have led to the death of a character. Storytellers who believe this to be an
appropriate step should contact the National and Regional Storyteller chain.
❖ At any point immediate corrective action is used, an ST will describe as part of the punishment the
way in which the Elder Agreement was broken.
❖ If an ST feels that immediate corrective action is needed they should contact the higher STs in their
chain. More often than not the following escalating punishments will be issued:

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➢ Official Warning that further immediate corrective action will be taken at the next offense.
There is no expectation of 30 or 60 days to change course. The next offense will have an
escalated punishment.
➢ Loss of Elder Status and/or the Accused of Heresy Flaw.
➢ Removal of the character from play.

The Point System  


An Elder Character is required to meet an Elder Creation Point Threshold. Each Elder Generation is
assigned a specific point threshold. The breakdown is as follows:

GENERATION ELDER POINT THRESHOLD

8th 4

7th 6

6th 8

Elder Characters may choose from the below menu of items, and from the item menu for their character’s
True Sect. Some items have a positive value and some have a negative value. Items with a positive value
count toward the Elder Point Threshold goal. Items with a negative value detract from the Elder Point
Threshold goal. Any item that is not listed has no effect on the Elder Point Threshold goal. Regardless, if
the rules require the expenditure of Experience Points and/or VIP Points to purchase the items, those
points must be spent and all other rule restrictions and Approval Levels for the item still apply. If a
character sheet is rewritten after the initial approval, it must always conform to the Threshold requirement,
even if items that were previously added to it were removed. This must be clearly stated as a change. At
no point can a character sheet not conform to the threshold requirement.

UNIVERSAL POINT THRESHOLD ITEMS FOR ALL ELDERS VALUE

Skill: Computers at any level at character creation, negative per level -1

Skill : Drive (modern vehicles) at any level at character creation, negative per level -1

Skill: Science at level 3 or higher at character creation -1

Background: Fame, negative per level -1

Merit: Daredevil -1

Merit: Efficient Learner -1

Merit: Light Sleeper -1

Merit: Unbondable -2

Flaw: Curiosity -2

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Having more than one immediate lineage descendant with Elder Status in the Elder
character’s Domain of residence (i.e. a 6th Gen Elder with more than one 7th Gen -3
childe that lives in the Elder’s city of residence would have this penalty)

Social Primary Character +1

Mental Primary Character +1

Skill: Animal Ken at level 3 or higher at character creation +1

Skill: Athletics at level 3 or higher at character creation +1

Skill: Crafts at level 3 or higher at character creation +1

Skill: Leadership at level 3 or higher at character creation +1

Skill: Linguistics at level 3 or higher at character creation +1

Skill: Lore at level 3 or higher at character creation +1

Skill: Melee at level 3 or higher at character creation +1

Skill: Occult at level 3 or higher at character creation +1

Skill: Survival at level 3 or higher at character creation +1

Background: Influence at level 3 at character creation +1

Background: Resources at level 3 at character creation +1

Background: Retainers - Possessing more than 3 Retainers at character creation +1

One additional derangement at character creation than your Clan may require +1

Merit: Loremaster +1

Flaw: Cursed (Only counted once, even if PC takes Cursed multiple times) +1

Flaw: Dark Secret +1

Flaw: Illiterate +1

Flaw: Methuselah’s Thirst +1

Flaw: Notoriety +1

Flaw: Overconfident +1

Flaw: Archaic +2

Flaw: Dull +2

Flaw: Hunted +2

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Lineage consisting of 5 or more player characters. +2

At least one Minor Boon (or Favors, if Sabbat aligned) owed to two different Elder +2
player characters from OUTSIDE of your Lineage

CAMARILLA ONLY ELDER POINT THRESHOLD ITEMS VALUE

Being on a Path of Enlightenment -1

Merit: Antiquities +1

Merit: Code of Honor +1

Merit: Master of Puppets +1

Merit: Monopoly +1

Merit: Reputation +1

Merit: Social Nobility +1

Two points blood bound to sire at character creation +1


NOTE: This does not stack with other blood bond items. Although the rules state that
blood bonds fade over time, Elders who take this item will maintain the same level of
blood bond throughout the Chronicle unless the blood bond is increased through
interaction with the PC sire or NPC sire. The blood bond will never decrease with
the passage of time from the original level. This is an exception to the mechanics
governing blood bonds. If the character is Blood Bound to a PC sire and the PC sire
dies or is removed from play the character’s blood bond shifts to the next lower
Generation character (PC or NPC) in the PCs lineage; alternatively the character will
need to acquire another Threshold Item to maintain their required Elder Point
Threshold.

Three points blood bound to sire at character creation +2


NOTE: This does not stack with other blood bond items. Although the rules state that
blood bonds fade over time, Elders who take this item will maintain the same level of
blood bond throughout the Chronicle unless the blood bond is increased through
interaction with the PC sire or NPC sire. The blood bond will never decrease with
the passage of time from the original level. This is an exception to the mechanics
governing blood bonds. If the character is Blood Bound to a PC sire and the PC sire
dies or is removed from play the character’s blood bond shifts to the next lower
Generation character (PC or NPC) in the PCs lineage; alternatively the character will
need to acquire another Threshold Item to maintain their required Elder Point
Threshold.

ANARCH MOVEMENT ONLY ELDER POINT THRESHOLD ITEMS VALUE

Being on a Path of Enlightenment -1

Merit: Tech Junkie -2

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Flaw: Once Enslaved +1

INDEPENDENT ALLIANCE ONLY ELDER POINT THRESHOLD ITEM VALUE

Being on a Path of Enlightenment +1

Two points blood bound to sire at character creation +1


NOTE: This does not stack with other blood bond items. Although the rules state that
blood bonds fade over time, Elders who take this item will maintain the same level of
blood bond throughout the Chronicle unless the blood bond is increased through
interaction with the PC sire or NPC sire. The blood bond will never decrease with
the passage of time from the original level. This is an exception to the mechanics
governing blood bonds. If the character is Blood Bound to a PC sire and the PC sire
dies or is removed from play the character’s blood bond shifts to the next lower
Generation character (PC or NPC) in the PCs lineage; alternatively the character will
need to acquire another Threshold Item to maintain their required Elder Point
Threshold.

Three points blood bound to sire at character creation +2


NOTE: This does not stack with other blood bond items. Although the rules state that
blood bonds fade over time, Elders who take this item will maintain the same level of
blood bond throughout the Chronicle unless the blood bond is increased through
interaction with the PC sire or NPC sire. The blood bond will never decrease with
the passage of time from the original level. This is an exception to the mechanics
governing blood bonds. If the character is Blood Bound to a PC sire and the PC sire
dies or is removed from play the character’s blood bond shifts to the next lower
Generation character (PC or NPC) in the PCs lineage; alternatively the character will
need to acquire another Threshold Item to maintain their required Elder Point
Threshold.

SABBAT ONLY ELDER POINT THRESHOLD ITEM VALUE

Flaw: Tenuous Loyalty -1

Being on a Path of Enlightenment +1

Merit: Keeper of a Sacred Text +1

Merit: Scholar of the Sword +1

Merit: Zealot +1

Flaw: Soul Shard +1

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UNALIGNED ONLY ELDER POINT THRESHOLD ITEM VALUE

Two points blood bound to sire at character creation +1


NOTE: This does not stack with other blood bond items. Although the rules state that
blood bonds fade over time, Elders who take this item will maintain the same level of
blood bond throughout the Chronicle unless the blood bond is increased through
interaction with the PC sire or NPC sire. The blood bond will never decrease with
the passage of time from the original level. This is an exception to the mechanics
governing blood bonds. If the character is Blood Bound to a PC sire and the PC sire
dies or is removed from play the character’s blood bond shifts to the next lower
Generation character (PC or NPC) in the PCs lineage; alternatively the character will
need to acquire another Threshold Item to maintain their required Elder Point
Threshold.

Three points blood bound to sire at character creation +2


NOTE: This does not stack with other blood bond items. Although the rules state that
blood bonds fade over time, Elders who take this item will maintain the same level of
blood bond throughout the Chronicle unless the blood bond is increased through
interaction with the PC sire or NPC sire. The blood bond will never decrease with
the passage of time from the original level. This is an exception to the mechanics
governing blood bonds. If the character is Blood Bound to a PC sire and the PC sire
dies or is removed from play the character’s blood bond shifts to the next lower
Generation character (PC or NPC) in the PCs lineage; alternatively the character will
need to acquire another Threshold Item to maintain their required Elder Point
Threshold.

Elder Approval Questions 


The following questions should be answered and included in the database Approval application for your
Elder character.
1. Do you agree to abide by the Elders Settings documents and understand that failure to do so may
include IC and OOC consequences up to and including removal of this application or character
sanction for failure to do so?
2. What is your character’s stated focus?
3. What generation is your PC? List out the items and their point values (positive and negative) that
account for your PC’s compliance to the Elder Point Threshold.
4. Given your character’s background, stated focus, and Elder Points, how does your PC align with
your intended Clan? (For example: a sculptor would make an excellent Toreador or a banker a
Ventrue, but neither are appropriate concepts for an elder Gangrel.)
5. Are there any ways that your PC has deviated from the norms of their Clan, their Sect, or any
other part of the dominant setting?

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6. What else have you done to develop your PC? (For example: boons exchanged, childer, goals,
etc.)
7. What, if anything, would your character consider intolerable or unforgivable?
8. The following is a scenario based question intended to judge your PC’s potential reactions to
conflict: Another vampire has seriously offended your PC. Write a short paragraph outlining what
it was the other vampire did to offend your PC, and how your character responded in the short
and/or long term.(This does not have to be a real interaction in your PC’s background, but you
can include it.)

Lineage Head Questions (For the agreed on Lineage Head PC).


1. Are you aware that the cap for a Lineage is 20 PCs (even after chronicle start), including any
‘adopted’ PCs or PCs with Alt ID? (Yes or No)
2. What is the name of your Lineage (if any)?
3. What is the theme of your Lineage (if any)?
4. What makes your Lineage unique?
5. What makes your Lineage appropriate for the Clan you have selected?
6. What type of stories are your Lineage interested in?

6th Generation PC Questions:


1. Did you read the Lineage Project document and do you understand the concept behind it?
2. Who do you want to be your Sire? Why?
3. Do you conform to the standards laid out for the sire in the Lineage document?

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