Create-A-Clan Rules

By Jussi Hattara

ROPECON 2011 (31.7.2011 9am-5pm)

For the fourth time Ropecon will host a Create-a-Clan tournament. This year there are no changes to the rules. You can sign in advance by sending an e-mail to jhattara -at- or by phone at +358 50 331 8688. In addition to the create-a-clan cards you have created you can also proxy other library cards as long as they are done with good taste and fit to the theme of your clan. In all other cases normal VEKN tournament rules apply.


These rules have no association with White Wolf's design method(s) for officially-printed vampires. It is not the framework used by the White Wolf card designers. No guarantee is made that any point cost specifications given below match or even approximate the “point costs” applied by the designers when designing cards for White Wolf (there are official vampires that cannot be created using these rules). These rules cannot be used in V:EKN sanctioned tournaments. These rules are for fun and enjoyment, not for ammunition in criticism towards White Wolf and the designers/developers of Vampire: The Eternal Struggle. White Wolf and the V:TES net rep are free to silently ignore all messages which attempt to tie the rules below to the design of vampires by WW with regards to questions about the latter (or may choose to respond, of course).

On these pages you can also find a Create-A-Clan Validator where you can check if your clan is legal. Validator is not perfect and may contain bugs or errors. Final word for the legality of the clan you created is reserved to the judges of the tournament.


Thanks to Ben Peal for the Create-A-Clan format idea and laying the groundwork for these rules, to L. Scott Johnson for expanding the rules Dragon*Con 2004 tournament and making updates Gen*Con 2005 tournament, to Øyvind Monsen for the combat specials, and to players on #vtes for their help and comments.


  12. TOOLS


You make a crypt of up to 12 vampires (you may use fewer if you wish to double-up some of them in your deck). Each vampire is designed according to the rules below, basically getting 1 level of Discipline per capacity (a superior Discipline counts as two levels, as usual). Instead of additional levels of Disciplines, you may also give a vampire a special ability (like +1 intercept). When you're done, you build a library from your regular V:TES cards and a crypt from your custom crypt.


All vampires in crypt must be of that clan (except to include some bloodines, see below, and up to 1 Caitiff). The rules marked with “(Whole Set)” below apply to your set of vampires as a whole (including bloodlines and/or Caitiff).

Your clan must have a name and default sect.

All vampires in your clan must be of that sect.

All vampires must have unique names. Vampires with the same name will contest.

Keep the names clean. Vampires (and other cards) with offensive or vulgar names, as determined solely by the discretion of the judge, will be burned upon entering play just as if the vampire (or other card) would self-contest.

You may have no more than 2 copies of each vampire in your crypt (which can include 2 copies of each vampire in your bloodline and 2 copies of your Caitiff).


Vampires get points to spend on disciplines, titles, attributes, and specials as follows, based on the capacity of the vampire:


Each vampire need not spend all of his or her points. Leftover points are simply lost.


Clan must have three “in-clan” disciplines, and the set of three must not be the same as that of an official clan. You choose the three disciplines for your clan.

The following rules apply to specific disciplines:

– Obeah or Temporis: All vampires in the clan are “Scarce”. The Scarce rule is modified as follows: when you move a vampire with Obeah (or Temporis) from the uncontrolled region to the ready region, you pay three pool for every other vampire in play with Obeah (or Temporis). In addition any vampire with Temporis cannot use cards that require Celerity. A clan may not have both Obeah and Temporis as in–clan disciplines.

– Daimoinon: All vampires in the clan are “Infernal” and each gains 2 additional points to spend, 3 additional points to spend if the vampire is capacity 8 or higher.

– Mytherceria: All vampires in the clan have “Cold Iron Vulnerability”.

– Spiritus: All vampires in the clan are “Sterile”.

– Sanguinus: All vampires in the clan are “Sterile”. In addition, you must choose a city. All vampires in the clan are members of a Circle of that city. In addition, all instances of the text “Blood Brother” in your deck's Sanguinus library cards are changed to “vampire of your clan”.

Disciplines cost one point per level:
– Basic: 1 point
– Superior: 2 points

A vampire with 5 different disciplines gets an additional 0.5 points to spend. A vampire with 6 (or more) disciplines gets an additional 1 point to spend. (that is, the first levels of fifth and sixth Disciplines cost 0.5 points less each.)

A vampire with only one or two Disciplines must have only in-clan Disciplines.

A vampire with three Disciplines can have at most one out-of-clan Discipline.

A vampire with four or more Discipline must have all three in-clan Disciplines.

(That is, the first two Disciplines must be in-clan, and one of the next two Disciplines must be the final in-clan Discipline).

A vampire must spend more points on “in-clan” disciplines than on “out-of-clan” disciplines.

Obeah, Temporis and Sanguinus may not be chosen as out-of-clan disciplines.

If Daimoinon is chosen as an out-of-clan discipline, that vampire is Infernal and gains 2 more points to spend.

“out-of-clan” disciplines may not be shared by more than two vampires. (Whole Set)

No two vampires of the same capacity may share the same “out-of-clan” discipline. (Whole Set)

No two vampires of 5-cap or less may share the same superior discipline. (Whole Set)

No two vampires may share the exact same discipline spread (For example, AUS POT QUI and AUS POT qui are ok, but not two vamps with AUS POT QUI). (Whole Set)

You may have no more than two vampires of the same capacity. (Whole Set)

You may have only one vampire with 11 capacity. (Whole Set)


Black Hand (untitled Sabbat vampire. 0 points): A Sabbat clan may have up to three untitled Black Hand vampires. The first must be of capacity 3 or greater, the second 5 or greater and the third 8 or greater. (Whole Set)

Seraph (Black Hand vampire. 1 point): One Black Hand vampire with capacity of 6 or greater may be a Seraph. (Whole Set)

Anarch (Independent. 0 points): An Independent clan may have up to 2 Anarch vampires with capacity of 6 or greater. (Whole Set)

Advanced (0 points): One vampire in your clan may have the Advanced trait. Its name must be the same as another vampire in your clan (and it doesn't count as a different vampire from the base version for purposes of choosing disciplines). The advanced vampire's capacity must be the same (no cost) as the base vampire or one higher (0.5 points). The advanced vampire must have the same disciplines as the base vampire (paying the same cost), and may spend additional points on disciplines. Any leftover points from the base version and advanced version of the vampire may be used towards the Merged text. These points are doubled, with a maximum of 6 points for the Merged text. The abilities, titles, and attributes in merged text don't count against any of the “only 1 vampire may have this” restrictions, but cannot have been used in either the base version's text nor the advanced version's non-merged text. When building your crypt, you can have two copies of your base vampire and two copies of your advanced vampire. Note that a clan may have no more than 2 vampires of the same capacity, so if your base vampire and advanced vampire are of the same capacity, you may not have another vampire of the same capacity in your clan. (Whole Set)

You may purchase Black Hand or Anarch as an attribute in Merged text for 0.5 points. This attribute does not count against the number of Black Hand or Anarch vampires in your clan. (Black Hand and Anarch attributes chosen for Advanced vampire's non-merged text still count towards the number of Black Hand or Anarch vampires permitted for your whole set.)

Red List (-1 points): One vampire in your clan may be Red List, and gains 1 additional point to spend. (Whole Set)

Flight (1 point): You may choose to give all vampires in your clan Flight, at a cost of 1 point each.


Inner Circle/Regent211
1 vote (titled)0.55
2 votes (titled)/Baron17
3 votes (titled)1.510

A vampire has to belong to the appropriate clan/sect in order to have a title.

You may have only one Justicar, Cardinal or an Independent vampire with 3 votes. You may have only one Inner Circle or Regent. (Whole Set)

You must choose a city for each Prince, Archbishop, or Baron in your clan. The city you choose must be from a Praxis Seizure, Crusade, or Fee Stake card in print in the actual game.


Only one vampire can have a given special ability (not counting merged text). (Whole Set)

Each vampire can have any number of special abilities, but cannot spend more points in special abilities than in Disciplines (attributes and titles are not counted as special abilities).

1.5+1 bleed6
1+1 bleed when bleeding the controller of a ready {choose a sect} vampire4
1+1 bleed when bleeding a Methuselah with no ready titled vampires4
1.5+1 bleed (may be taken in addition to the basic +1 bleed)10
1.5+1 strength6
1+1 strength when in combat with {choose a sect} vampire3
1.5+1 strength (may be taken in addition to the basic +1 strength)10
0.5+1 strength when in combat with a Red List minion2
1+2 strength when in combat with a Red List minion6
1+1 intercept7
1+1 intercept (may be taken in addition to the basic +1 intercept)10
2+1 stealth8
0.5+1 stealth when hunting5
0.5+1 stealth on political actions6
0.5+1 stealth when equipping5
0.5+1 stealth when employing or recruiting (both)5
3+1 stealth (may be taken in addition to the basic +1 stealth)10
1.5Blood hunts may not be called against this vampire9
1.5{choose a sect} vampires cannot cast votes in referendum called by this vampire10
2This vampire untaps after a referendum called by him/her passes. (not available for a vampire with more than 1 vote or Priscus title)9
2If this vampire abstains during a political action, he gains 2 blood at the end of that action. (not available for a vampire without a title)9
1Once each political action, this vampire may burn 1 blood to force a younger vampire to abstain (this can cancel that vampire's votes) (not available for a vampire with more than 1 vote or Priscus title)8
2Once each turn when combat involving this vampire ends and the opposing minion is not ready, this vampire untaps.8


Up to two vampires may have a la carte specials (one each). The second, if any, cannot have any choices (A, B, C, D, E, F or G) in common with the first (note that there's only one E choice, so that means that only one vampire can have a Discipline special). (Whole Set)

Text of action special is one from A, one from B, one from C, and one from D. Text of combat specials is one from F and one from G.

If the total points for the action are negative, the action costs 0 points (the negative portion is lost and cannot be spent elsewhere).

May enter combat with a vampire controlled by [B]: 1.5 points7
May enter combat with a tapped minion controlled by [B]: 1 points7
May enter combat with a younger vampire controlled by [B]: 1 point2
May enter combat with a vampire of a specific sect controlled by [B]: 0.5 points5
May enter combat with a titled vampire controlled by [B]: 0 points5
May steal up to 2 blood from a ready vampire controlled by [B]: 2 points8
May steal up to 2 blood from a younger ready vampire controlled by [B]: 1.5 points2
May steal up to 2 blood from a vampire in [B]'s torpor region: 0.5 points2
May only hunt by stealing a blood from a ready vampire controlled by [B]: 1.5 points5
May burn 1 blood from a vampire controlled by [B]: 1 point5
May tap a minion controlled by [B]: 0.5 points6
May burn a location controlled by [B]: 1 point7
May burn an equipment on a minion controlled by [B]: 1 point6
May look at [B]'s hand: 0 points5
May discard a card at random from [B]'s hand: 0.5 points6
May steal the Edge from [B]: -1 points2
May move a blood from a vampire in [B]'s uncontrolled region to [B]'s pool: 0 points2
May move a blood from a vampire in [B]'s uncontrolled region to your pool: 1 point2
May mark a ready ally or a ready younger vampire controlled by [B] Red List: 1 point2
your prey: 0 points
your predator: 0 points
any Methuselah: 0.5 points
as a (D) action: 0 points
as a +1 stealth (D) action: 1 point
[blank]: 0 points
that costs 1 blood: -0.5 points (not usable on hunting actions)
[Optional for Laibon] May tap 2 Aye/Orun to ... (choose one when creating the card): -0.5 points
that costs 2 blood: -1 point (not usable on hunting actions)
[Optional for Laibon] May tap 4 Aye/Orun to ... (choose one when creating the card): -1 point

Cards that require [Discipline X] cost this vampire one less blood to play. 2 points

Text of the special is as above, with [Discipline X] chosen to be any one non-bloodline Discipline. This ability is unique by Discipline. If two vampires have this ability with the same chosen Discipline, the ability will be contested by the vampires (who each pay one blood during their untap phases or yield the ability). As usual, vampires in torpor cannot choose to contest and must yield. The ability cannot be used while it is contested.

Once each combat may [G] strike: dodge: 1 point7
Once each combat may [G] maneuver: 1 point6
Once each combat may [G] maneuver to long range: 0.5 points5
Once each combat may [G] maneuver to close range: 0.5 points5
Once each combat may [G] press: 1 point5
Once each combat may [G] press to continue combat: 0.5 points4
Once each combat may [G] press to end combat: 0.5 points4
Once each combat [G] gain an additional strike: 2 points8
Once each combat [G] treat 1 point of aggravated damage as normal: 1 point5
[blank]: 0 points
burn 1 blood to: -0.5 points
[Optional for Laibon] tap 2 Aye/Orun to (choose one when creating the card): -0.5 points
burn 2 blood to: -1 points
[Optional for Laibon] tap 4 Aye/Orun to (choose one when creating the card): -1 point


You may spoof a normal hunting ground library card (2 pool, unique location, usual text). Give it a new name (and a new picture) and make it require your clan instead.

[title] Hunting Ground
Requires [clan], 2 pool
Master: unique location. Hunting Ground.
During your untap phase, you may move 1 blood from the blood bank to a ready vampire you control. A vampire can only gain 1 blood from Hunting Ground cards each turn.

If the default sect of your main clan is Laibon you may spoof a Kholo card. Use the template below to create the Kholo card.

Laibon Kholo
Requires Laibon
Only usable during a political action. Usable by a tapped vampire. Title.
Put this card on this Laibon to represent the unique Laibon title of Laibon Kholo (worth 2 votes). Not usable if there are any older ready untitled Laibon. Whenever this vampire is not a ready Laibon or there is an older ready untitled Laibon, move this card to (one of) the oldest ready untitled Laibon (if any).

You may spoof one additional (non-hunting ground, non-Kholo) clan card. Choose any library card that requires a non-Bloodlines clan. Give it a new name and picture and increase its cost by 1 pool. If it costs blood, increase the cost by one blood instead. If the card gives a bleed bonus to all members of the clan that you control, its cost increases by two instead, and it may only be played once per game. Change all references to the original clan to references to your main clan instead. The text must be identical to the base card otherwise (not counting flavor text, of course). (Whole Set)

Unique spoof cards with the same name will contest each other. Unique spoof card with the same name as a non-unique spoof card will not contest.


You may have up to one Caitiff. A Caitiff is a one capacity vampire. A Caitiff has no points to spend. A Caitiff may either have no Disciplines or one non-bloodlines Discipline. Caitiff are Camarilla.

A Caitiff with no Discipline may take one of the following specials for free:

– Gets +1 strength the first time he diablerizes an older vampire.
– Gets +1 bleed the first time he diablerizes a vampire controlled by another Methuselah.
– Once he has diablerized an older vampire, he gives you +1 hand size while he is ready.
– When he diablerizes a vampire, the controller of that vampire burns 1 pool.
– When he diablerizes a vampire, you may draw 4 cards (discard down afterward).
– When he enters play, you may remove him from the game to make a non-titled vampire you control anarch and either gain 1 pool or draw a card from your crypt.

A Caitiff with one Discipline (1 point) must take one of the following -1 point specials (which are not available to non-Caitiff):

– This vampire cannot block older vampires.
– This vampire cannot strike in the first round of combat against an older vampire.
– You discard one card from your hand at random each time this vampire is blocked.
– If this vampire goes to torpor, burn him instead.
– This vampire cannot have equipment or retainers and cannot play action cards.
– Cards this vampire plays are not replaced until your next untap phase.
– A vampire may enter combat with this vampire as a (D) action.


You may create a custom bloodline to augment your clan if you wish. The bloodline must have a distinct name (different than your main clan's name). The bloodline is constructed according to the normal clan rules, but with the following changes:

The bloodline cannot share more than one Discipline as an in-clan Discipline with your main clan.

If Sanguinus is chosen as an in-clan discipline for the bloodline, its Circle must be different than that of your main clan.

The bloodline can have no more than 4 distinct vampires. (No more than 2 if Obeah or Temporis is chosen as an in-clan discipline.)

You may choose to make some or all of your bloodlines vampires slaves of your main clan. This is a 0 point special.


Create-A-Clan Validator:

VTES Cardmaker:

Joe Churchill's Photoshop templates:

Accustudio texture library found by Frank L. Smith:

Mayang's free textures:

Image * After:


Overall Winner: You know, the winner.

Road Less Traveled: Each Discipline is scored by how many main clans used that Discipline as an in-clan Discipline. Then each main clan is scored as the sum of its in-clan Discipline scores. The player whose clan has the lowest value wins.

Best Artwork: The players vote as to which clan had the best artistic design (in background and art selection).

Most Entertaining: Each round, each player votes for one other deck at her table for the “most fun to play at a table with” award. The player whose deck gets the most votes wins.