Character Creation

This game uses Laws of the Night Revised. No other source books will be allowed unless otherwise stated.

Clans

This is a Camarilla 7 game. Certain clans and bloodlines can be purchased with perk points that are acquired by earning XP. A comprehensive list of perks can be found below.

Derangements

All non-Malkavian characters must have ST approval in order to take a derangement. All non-core book derangements require ST approval.

Disciplines

Intermediate Disciplines cost 3 Free Traits per level at Character Creation. Advanced Disciplines may not be purchased with Free Traits.

Perks

Everyone likes to play strange, interesting or powerful characters. However, in the name of game balance, that isn’t always possible. In fact, in the name of game balance, the Storyteller might ask you to retire your character or use them in some dramatic fashion for the story. Characters might even die as a natural progression, no matter how powerful they are. To facilitate all of these realities, Riverside Opera employs a Perk system to incentivize players to both continue playing their current characters and move on to new ones when the time is right.

Players stop playing characters for many reasons. Luckily, in Riverside Opera, players do not lose all of their hard earned experience when they do so. If your character is removed from play, you may spend all of the experience you earned while playing that character on any number of the Perks listed below. You may buy as many Perks as you can afford.

Half of whatever experience you have left over will be then transferred to your new character, unless the Storyteller asked you to retire the character or killed your character for plot. (Note: If your character dies as the result of your actions or the actions of another player, you still only get half of your remaining experience.)

For example, David has been playing in the LARP for four games, and his Toreador has been racking up the experience. However, David really wants to play a Ravnos, and since he has earned 26 experience in total on his character, he finally has enough to purchase that perk. He hands his character sheet to the Storyteller, cashes in 20 experience for the Perk, and then receives 3 experience to apply to his new character.

It is important to note, however, that even if a Perk allows you access to a particular thing, you must still purchase that thing. For instance, the 10-point Perk “Start at 8th Generation” still requires that you spend five points on the Generation Background. Unless the Perk explicitly states otherwise, these purchases may be made with Free Traits rather than Experience.

Lastly, all Perks are purchased at Storyteller discretion. The Storyteller may want you to come up with a good justification why your 6th Generation Kiasyd who is Unbondable and follows the Path of Cathari has decided to come to Memphis before he clears that character for play. Paths of Enlightenment will be particularly carefully distributed, as they can be difficult to play.

10-Point Perks

  • Start at 8th Generation
  • Start with a single (non-Thaumaturgy) out-of-Clan Discipline.
  • Start with a non-standard Thaumaturgy Path (Tremere only)
  • Purchase the Merit: Unbondable
  • Purchase the Merit: Iron Will
  • Start on one of these Paths of Enlightenment:
  • Path of Bones/Death and the Soul
  • Path of Honorable Accord
  • Path of Power and the Inner Voice
  • Purchase up to three Status at character creation
  • Start with a single Advanced Discipline, which must be purchased with experience

20-Point Perks

  • Start on one of these Paths of Enlightenment:
  • Path of Cathari
  • Path of the Feral Heart
  • Path of Lilith
  • Path of Caine
  • Play a character who belongs to one of the following Clans or Bloodlines: Assamite, Giovanni, Followers of Set, Ravnos, Daughters of Cacophony, Samedi, Children of Osiris
  • Start with Obtenebration, Mytherceria, Temporis, or Thaumaturgy.

30-Point Perks

  • Start on the Path of Typhon if you are not a Setite
  • Play one of the following Clans or Bloodlines: Lasombra antitribu, Gargoyles, Kiasyd, True Brujah, Old Clan Tzimisce, Assamite viziers, or Phuri Dae Ravnos
  • Purchase the Merit: True Faith

Banned

The things listed here are banned unless the Storyteller asks you explicitly to play them. Please note that this list is not comprehensive, and some things that are not listed here may, in fact, be banned. If in doubt, ask the Storyteller.

  • The following Paths of Enlightenment: Path of Metamorphosis, Path of Night, Path of Paradox (even if you’re playing a Ravnos), Path of Blood if you’re not an Assamite.
  • The following Clans and Bloodlines: Ahrimanes, Anda, Angellis Ater, Any Dark Ages Bloodline or Clan, Baali, Blood Brothers, Cappadocian, City Gangrel, Country Gangrel, Daitya, Gangrel Mariners, Harbingers of Skulls, Salubri, Lamia, Lasombra, Malkavian antitribu, Nagaraja, Nosferatu antitribu, Panders, Ravnos antitribu, Salubri antitribu, Serpents of the Light, Telyavic Tremere, Tlacique, Toreador antitribu, Tremere antitribu, Tzimisce, Ventrue antitribu, Wu Zao
  • The following Disciplines: Any Clan- or Bloodline-specific Discipline for any banned Bloodline or Discipline that is not explicitly granted by your Clan or Bloodline; Assamite Sorcery, Koldunic Sorcery, Setite Sorcery, and Valeren
  • Thaumaturgy: Path of Conjuring
  • Visceratika and Flight, if you’re not playing a Gargoyle
  • The following Merits and Flaws: Fourteenth Generation, Child, Spirit Mentor, Haunted, Dark Fate, Amnesia