Post by Kevin K on Oct 17, 2005 12:27:35 GMT -8
So, you'd like to play an ancient creature of the night, established in the upper eschelons of Kindred society, commanding respect for her age and understanding? Great! Here's some things to keep in mind.
First: Elders hold each other to certain standards. They expect each other to look down on the younger generations, to do things as they have been done in the past, and to give respect to the thing that gets them respect: age. Age has its problems, and the standard one is the hordes of of bloodthirsty neonates who don't have a way to advance that doesn't involve dead Elders. Getting chummy with the neonates and pretending like age doesn't matter tends to make the other elders think badly about you. Very quickly they decide that the only thing more dangerous than the standard problem above is a soon-to-be-bloodthirsty *elder* leading a pack of neonates who've been given more hope than is healthy. And that becomes a problem that needs to be dealt with. It's also a problem that can lead to Elders cooperating against the one leading those neonates. And cooperating , scared Elders can pull off some amazing stuff. See "Death and Punxors" for more information on that.
Next: why did you come to Seattle? As much of the sourcebooks point out, Elders are paranoid in the way that only centuries-old creatures with a "death-optional" clause can be. Seattle's reputation of death and danger keeps most Elders away.
So now you've got the mindset. Next you need to get your Lores in order. You'll be held to a standard of knowledge as well. If you've lived for hundreds of years, you're expected to know just what the hell a Lupine is. You'd better know something about the Sabbatt, and you'd better have some knowledge of the occult. If you're going to harken back to earlier days of tradition and culture, then you'd also better know something about politics and the Camarilla's history and practices.
Next up, who do you know? If you've been around for centuries, where have you been? If you've passed through many cities, but nobody there talks to you any more, what the heck is wrong with you? Elder Kindred realize that it's not what you can break, but who you know that can break it for you. You should expect to have contacts or allies in at least three cities outside of Seattle, or several in the last city, if that's been your home for a very long time.
Now, for god's sake, buy some status. If you arrive in the city as a four hundred year old Kindred that nobody thinks very highly about, then questions are going to arise. Just what have you been doing with your time? Whose rock have you been hiding under? What have you been screwing up? Surviving itself tends to lead to respect.
Worry about your Disciplines last. You can learn your in-clan abilities without a teacher. Some background time in torpor can easily explain any "temporary loss of the powers of the blood". These are all temporary situations. If, however, you're short on lores, you're forced to look quite foolish in public while you ask the Gangrel neonate, "So.... what do you know about these furry thingies that seem to be killing people around here?"
-ASTKevin
First: Elders hold each other to certain standards. They expect each other to look down on the younger generations, to do things as they have been done in the past, and to give respect to the thing that gets them respect: age. Age has its problems, and the standard one is the hordes of of bloodthirsty neonates who don't have a way to advance that doesn't involve dead Elders. Getting chummy with the neonates and pretending like age doesn't matter tends to make the other elders think badly about you. Very quickly they decide that the only thing more dangerous than the standard problem above is a soon-to-be-bloodthirsty *elder* leading a pack of neonates who've been given more hope than is healthy. And that becomes a problem that needs to be dealt with. It's also a problem that can lead to Elders cooperating against the one leading those neonates. And cooperating , scared Elders can pull off some amazing stuff. See "Death and Punxors" for more information on that.
Next: why did you come to Seattle? As much of the sourcebooks point out, Elders are paranoid in the way that only centuries-old creatures with a "death-optional" clause can be. Seattle's reputation of death and danger keeps most Elders away.
So now you've got the mindset. Next you need to get your Lores in order. You'll be held to a standard of knowledge as well. If you've lived for hundreds of years, you're expected to know just what the hell a Lupine is. You'd better know something about the Sabbatt, and you'd better have some knowledge of the occult. If you're going to harken back to earlier days of tradition and culture, then you'd also better know something about politics and the Camarilla's history and practices.
Next up, who do you know? If you've been around for centuries, where have you been? If you've passed through many cities, but nobody there talks to you any more, what the heck is wrong with you? Elder Kindred realize that it's not what you can break, but who you know that can break it for you. You should expect to have contacts or allies in at least three cities outside of Seattle, or several in the last city, if that's been your home for a very long time.
Now, for god's sake, buy some status. If you arrive in the city as a four hundred year old Kindred that nobody thinks very highly about, then questions are going to arise. Just what have you been doing with your time? Whose rock have you been hiding under? What have you been screwing up? Surviving itself tends to lead to respect.
Worry about your Disciplines last. You can learn your in-clan abilities without a teacher. Some background time in torpor can easily explain any "temporary loss of the powers of the blood". These are all temporary situations. If, however, you're short on lores, you're forced to look quite foolish in public while you ask the Gangrel neonate, "So.... what do you know about these furry thingies that seem to be killing people around here?"
-ASTKevin