Chapter nine starts off as a low-power game. This means, first and foremost, that we will be using the additional limitations as seen in the Rules section.

It is requested, but not mandatory, that a part of the characters' backgrounds mention the value the character offers to the Kindred society. The final nights are upon us (a tired statement, I realize) and overpopulation is a problem everywhere. Every new embrace should have something to offer the legions of the undead. For more information on backgrounds, please refer to the Visions section.

Note: It has been brought to my attention that the above request conflicts slightly with my limit on spending freebie points during character creation. The example made was:

"What do you have to offer kindred society?"

" Well, I'm an ok tax lawyer, I'm ok with money, I'm ok with politics, I'm an ok leader..."

As a result, use the following guidelines to limiting your freebie point spending at character creation. A character cannot have any dot at more than 3 before spending freebie points. When spending freebie points, however, a character can have up to five abilities at 4 points, and two abilities at 5 points. Additionally, characters may purchase specializations at character creation with freebie points at the same rate they would with experience. All of this is to depict that your human truly had something to offer when his sire was asked, "Why should I allow you to embrace this mortal?"

I run a Camarilla game, thus, all characters should be Camarilla or strong Camarilla supporters. I will not restrict any clans (no bloodlines however) but I want all characters to be able to work with the Camarilla for a common "good" and to obey their laws. I have no problems with sabbat or independent clans as long as the character is loyal to the Camarilla (or at least plays loyalty for their best interest). Again, all points can be argued with a good background.

A group concept is recommenced. Party dynamics are often hard earned and more easily created (even more-so lately, it seems). A coterie whose members actually trust and can depend on each other is going to be much more successful. All the members can have their own individual goals but trust and dependability will be greatly rewarded. This does not mean that you all need be related or even have worked together. The first night of the game could be the first time the characters even meet one another, as long as there is some predestined kinship (no pun intended).

This next one is for my own sanity. All merits and flaws must come out of V:TM revised edition books. This includes the main book, Guide to the Camarilla, and appropriate clanbooks. I know that there were some in the 2nd Edition Players Guide that may not appear in the new Revised/3rd edition books, but there are plenty to chose from in the books available and listed above. There should be no reason to need to "kick it old skool."

And I don't think it need be said but all player characters must follow the path or humanity. In the past I've tried to deal with all the alternate roads of enlightenment and quite honestly, I don't feel like dealing with it. I have a hard enough time keeping up with everyone's humanity and morals to start worrying about different codes of ethics. Besides, to me, Vampire is the struggle to maintain some kind of contact with humanity as you proceed to become more monstrous.

And of course, be sure to read or ask about all house rules if you haven't already. I will make sure to announce when I add more, and as a warning, I've been working on a couple more to deal with that whole Generation pickle.

A note to those who have not played in my game before:

San Cortia is a living, breathing, growing, ever changing city. Character actions on the city can have long lasting effects, and player input can make the city more real. Feel free to make suggestions, comments or even requests of the city, it is forgiving and willing to offer you what you need. My entire goal with this, and all stories told in San Cortia, is to make San Cortia as self evolved as possible. I want San Cortia to be as real as any other city, with it's own traffic, population, and pollution. It's getting very close to that, it has been very realized in past games, but there is always room for evolution. There are thousands of unmarked buildings in San Cortia, all waiting to be named and used by players.