The Architect has a sense of purpose even greater than herself. She is truly happy only when creating something of lasting value for others. People will always need things, and the Architect strives to provide at least one necessity. Inventors, pioneers, town founders, entrepreneurs and the like are all Architect Archetypes.
- Regain a point of Willpower whenever you establish something of importance or lasting value.
The Autocrat wants to be in charge. He seeks prominence for its own sake, not because he has an operation's best interests at heart or because he has the best ideas (though he may certainly thinks so). He may genuinely believe others are imcompetent, but ultimately he craves power and control. Dictators, gang leaders, bullies, corporate raiders and their ilk are Autocrat Archetypes.
- Regain a point of Willpower when you achieve control over a group or organization involving other individuals.
The Bon Vivant knows that life - and unlife - is shallow and meaningless. As such, the Bon Vivant decides to enjoy her time on Earth. The Bon Vivant is not necessarily irresponsible. Rather, she is simply predisposed to having a good time along the way. Most Bon Vivants have low Self-Control scores, as they are so given to excess. Hedonists, sybarites and dilettantes are all examples of the Bon Vivant Archetype.
- Regain a point of Willpower whenever you truly enjoy yourself and can express your
exultation. At the Storyteller's option, a particularly fabulous revelry may yield multiple
Willpower points.
The Bravo is a tough and a bully, and often takes perverse pleasure in tormenting the weak.To the Bravo's mind, might makes right; power is what matters, and only those with power should be respected. Naturally, physical power is the best kind, but any kind will do. The Bravo sees overt threats as a perfectly reasonable means of gaining cooperation. The Bravo is not incapable of pity or kindness, he just prefers to do things his way. Robbers, bigots, thugs and the insecure are all Bravo Archetypes.
- Regain a point of Willpower any time you achieve your agenda through brutishness or intimidation. This need not be physical, as many Bravos verbally or socially cow their victims.
Everyone needs comfort, a shoulder to cry on. A Caregiver takes her comfort in consoling others,and people often come to her with their problems. Vampires with Caregiver Archetypes often attempt, as best they may, to protect the mortals on whom they feed. Nurses, doctors and psychiatrists are examples of potentials Caregivers.
- Regain a point of Willpower whenever you successfully protect or nurture someone else.
The Celebrant takes joy in her cause. Whether the character's passion is battle, religious fervor, foiling her rivals or reading fine literature, it gives the Celebrant the strength to withstand adversity. Given the chance, the Celebrant will indulge her passion as deeply as possible. Unlike the Fanatic, the Celebrant pursues her passion not out of duty, but out of enthusiasm. Crusaders, hippies, political activists and art enthusiasts are Celebrant Archetypes.
- Regain a point of Willpower whenever you pursue your cause or convert another character to the same passion. Conversely, lose a point of temporary Willpower whenever you are denied your passion or it is badly lost to you.
The Child is still immature in personality and temperament. He wants what he wants NOW, and often prefers someone to give it to him. Although he can typically care for himself, he would rather have a caretaker-type cater to his bratty desires. Some Child Archetypes are actually innocent rather than immature, ignorant of the cold ways of the real world. Children, spoiled individuals and some drug abusers are Child Archetypes.
- Regain a point of Willpower whenever you manage to convince someone to help you with no gain to herself, or to nurture you.
The Competitor takes great excitement in the pursuit of victory. To the Competitor, every task is a new challenge to meet and a new contest to win. Indeed, the Competitor sees all interactions as some sort of opportunity for her to be the best - the best leader, the most productive, the most valuable or whatever. Corporate raiders, professional athletes and impassioned researchers are all examples of Competitor Archetypes.
- Regain one point of Willpower whenever you succeed at a test or challenge. Especially difficult victories may, at the Storyteller's discretion, allow you to regain multiple Willpower points.
The Conformist is a follower, taking another's lead and finding security in the decisions of others. She prefers not to take charge, instead seeking to throw in with the rest of the group and lend her own unique aid. The Conformist is drawn to the most dynamic personality or the individual she perceives to be the "best." Being Conformist is not neccessarily a bad thing every group needs followers to lend stability to their causes. Groupies, party voters and "the masses" are Conformist Archetypes.
- Regain a point of Willpower whenever the group achieves one of its goals due to your support.
Why work for something when you can trick somebody else into getting it for you? The Conniver always tries to find the easy way, the fast track to success and wealth. Some people call him a theif, a swindler or less pleasant terms, but he knows that everybody in the world would do unto him if they could. He just does it first, and better. Criminals, con artists, salespeople,urchins and entrepreneurs might be Connivers.
- Regain a point of Willpower whenever you trick someone into doing something for you.
A Curmudgeon is bitter and cynical, finding flaws in everything and seeing little humor in life or unlife. He is often fatalistic or pessimistic, and has very little esteem for others. To the Curmudgeon, the glass is always half-full, though it may be damn near empty when other people are involved. Many elder vampires and Generation Xers are Curmudgeons.
- Regain a point of Willpower whenever someone does something stupid, just like you said they would. You must predict this failure aloud (though you may simply whisper it to the Story-teller if you wish).
The Deviant is a freak, ostracized from society by unique tastes that place her outside the mainstream. Deviants are not indolent rebels or shiftless "unrecognized geniuses"; rather, they are independent thinkers who don't quite fit in the status quo. Deviant Archetypes often feel that the world stands against them, and as such reject traditional morality. Some have bizarre tastes, preferences and ideologies. Extremists, eccentric celebrities and straight-out weirdoes are Deviant Archetypes.
- Regain a point of Willpower any time you are able to flout social mores without retribution.
To the Director, nothing is worse than chaos and disorder. The Director seeks to be in charge, adopting a "my way or the highway" attitude on matters of decision-making. The Director is more concerned with bringing order out of strife, however, and need not be truly "in control" of a group to guide it. Coaches, teachers and many political figures exemplify the Director Archetype.
- Regain a point of Willpower when you influence a group in the completion of a difficult task.
The Fanatic has a purpose, and that purpose consumes his existence. The Fanatic pours himself into his cause; indeed, he may feel guilty for undertaking any objective that deviates from his higher goal. To the Fanatic, the end justifies the means - the cause is more important than those who serve it. Players who choose Fanatic Archetypes must select a cause for their character to further. Revolutionaries, zealots and sincere firebrands are all examples of Fanatic Archetypes.
- Regain a point of Willpower whenever you accomplish some task that directly relates to your cause.
Gallants are flamboyant souls, always seeking attention and the chance to be the brightest stars. Gallants seek the company of others, if only to earn their adoration. Attention drives the Gallant, and the chase is often as important as fulfilling that pursuit. Nothing excites a gallant so much as a new audience to woo and win. Performers, only children and those with low self-esteem are often Gallant Archetypes.
- Regain a Willpower point whenever you successfully impress another person. Ultimately, the Storyteller is the arbiter of when you dazzle someone, even in the case of other players' characters.
The Judge perpetually seeks to improve the system. A Judge takes pleasure in her rational nature and ability to draw the right conclusion when presented with facts. The Judge respects justice, as it is the most effecient model for resolving issues. Judges, while they pursue the "streamlining" of problems, are rarely visionary, as they prefer proven models to insight. Engineers, lawyers and doctors are often Judge Archetypes.
- Regain a point of Willpower whenever you correctly deduce a mystery by assembling the clues presented, or when one of your arguments unites dissenting parties.
Even in a crowd, the Loner sticks out, because he so obviously does not belong. Others view Loners as pariahs, remote and isolated, but in truth, the Loner prefers his own company to that of others. For whatever reason, the Loner simply disdains others, and this feeling is often reciprocated. Criminals, radicals and free thinkers are all Loner Archetypes.
- Regain a point of Willpower when you accomplish something by yourself, yet which still benefits the coterie in some way. For truly impressive success, or achievement in spite of strong opposition, the Storyteller may choose to let you regain two Willpower points.
The Martyr suffers for his cause, enduring his trials out of the belief that his discomfort will ultimately improve others' lot. Some Martyrs simply want the attention or sympathy their ordeals engender, while others are sincere in their cause, greeting their opposition with unfaltering faith in their own beliefs. Many Inquisitors, staunch idealists and outcasts are Martyr Archetypes.
- Regain a point of Willpower when you sacrifice yourself or your comfort for your ideals or another's immediate gain.
The Masochist exists to test his limits, to see how much pain he can tolerate before he collapses. He gains satisfaction in humilitaion, suffering, denial and even physical pain. The Masochist defines who he is by his capacity to feel discomfort - he rises each night only to greet a new pain. Certain extreme athletes, urban tribalists and the clinically depressed exemplify the Masochist Archetype.
- Regain two points of Willpower whenever you experience pain in a way you never have before.
The Monster knows she is a creature of darkness and acts like it. Evil and suffering are the Monster's tools, and she uses them wherever she goes. No villainy is below her; no hurt goes uninflicted and no lie remains untold. The Monster does not commit evil for its own sake, but rather as a means to understand what she has become. Many Sabbat, degenerate Kindred elders and unstable individuals display characteristics of the Monster Archetype.
- Malignant deeds reinforce the Monster's sense of purpose. Monster characters should pick a specific atrocity, regaining Willpower whenever they indulge that urge. For example, a tempter regains Willpower for luring someone into wickedness, while an apostate earns back Willpower for causing another to doubt her faith. Pick a destiny and fulfill it.
The Pedagogue knows it all, and desperately wants to inform others. Whether through a sense of purpose or a genuine desire to help others, the Pedagogue makes sure his message is heard at length, if necessary. Pedagogue Archetypes may range from well-meaning mentors to verbose blow-hards who love to hear themselves talk. Instructors, the overeducated and "veterans of their field" are all examples of Pedagogue Archetypes.
- Regain one point of Willpower whenever you see or learn of someone who has benefitted from the wisdom you shared with them.
The Penitent exists to atone for the grave sin she commits simply by being who she is. Penitents have either low self-esteem or ligitimate, traumatic past experiences, and feel compelled to "make up" for inflicting themselves upon the world. Penitent Archetypes are not always religious in outlook; some truly want to scourge the world of the grief they bring to it. Repentant sinners, persons with low self-esteem and remorseful criminals are examples of the Penitent Archetypes.
- Regain a point of Willpower whenever you feel that you have achieved absolution for a given grievance. This redemption should be of the same magnitude as the transgression - the greater the crime, the greater the penance. The Storyteller is the ultimate arbiter of what constitutes a reasonable act of reparation.
Perfectioinist Archetypes simply demand the best. A half-hearted job gives the Perfectionist no satisfaction, and she expects the same degree of commitment and attention to detail from others that she demands from herself. Although the Perfectionist may be strict and exacting, the achievment of the end goal drives her - and often those for whom she is responsible. Prima donnas, artists and conceptual designers exemplify the Perfectionist Archetype.
- Regain a point of Willpower whenever you accomplish your goal without any demonstrable flaw or impediment.
The Rebel is a malcontent, never satisfied with the status quo or the system as it is. He hates authority and does everything in his power to challenge and undermine it. Perhaps the Rebel truly believes in his ideals, but it is just as likely that he bears authority figures some ill will over a misunderstanding or "wrong" done to him in the past. Teenagers, insurrectionists and nonconformists all exemplify the Rebel Archetype.
- Regain a point of Willpower whenever your actions adversely affect your chosen opposition. Rebels may oppose the government, the Church, a vampire prince, whatever. The player should choose whom or what his character rebels against when he adopts this Archetype.
Only one thing matters to the Rogue: herself. To each his own, and if others cannot protect their claims, they have no right to them. The Rogue is not necessarily a thug or bully, however.She simply refuses to succumb to the whims of others. Rogues almost universally possess a sense of self-sufficiency. They have their own best interests in mind at all times. Prostitutes, capitalists and criminals all embody the Rogue Archetype.
- Regain a point of Willpower when your self-centered disposition leads you to profit, materially or otherwise. At the Storyteller's discretion, accumulating gain without exposing your own weaknesses may let you regain two points of Willpower.
No matter what happens, no matter the odds or opposition, the Survivor always manages to pull through. Whether alone or with a group, the Survivor's utter refusal to accept defeat often makes the difference between success and failure. Survivors are frustrated by others' acceptance of "what fate has in store" or willingness to withstand less than what they can achieve. Outcasts, street folk and idealists may well be Survivor Archetypes.
- Regain one point of Willpower whenever you survive a threatening situation through tenacity, or when another persists in spite of opposition due to your counsel.
The Thrill-Seeker lives for the rush brought on by danger. Unlike those of arguably saner disposition, the Thrill-Seeker actively pursues hazardous and possibly deadly situations. The Thrill-Seeker is not consciously suicidal or self-destructive - he simply seeks the stimulation of imminent disaster. Gangbangers, petty thieves and exhibitionists are all examples of the Thrill-Seeker Archetype.
- Regain a point of Willpower any time you succeed at a dangerous task that you have deliberately undertaken. Thrill-Seekers are not stupid, however, and the Storyteller may choose not to reward a player who heedlessly sends her character into danger for the sole intent of harvesting Willpower.
The orthodox ways satisfy the Traditionalist, who prefers to accomplish her goals with timetested methods. Why vary your course when what has worked in the past is good enough? The Traditionalist finds the status quo acceptable, even preferable, to a change that might yield unpredictable results. Conservatives, judges and authority figures are all examples of Traditionalist Archetypes.
- Regain a point of Willpower any time the proven ways turn out ot be the best. Also, regain a point of Willpower any time you successfully resist change for its own sake.
The Trickster finds the absurd in everything. No matter how grim life (or unlife) may become, the Trickster always uncovers a kernal of humor within it. Tricksters cannot abide sorrow or pain, and so they strive to lighten the spirits of those around them. Some Tricksters have even higher ideals, challenging static dogma by exposing its failures in humorous ways. Comedians, satirists and social critics are examples of Trickster Archetypes.
- Regain a point of Willpower any time you manage to lift others' sprits, especially if you are able to deny your own pain in the process.
The Visionary is strong enough to look beyond the mundane and perceive the truly wondrous. Visionaries test accepted societal limits, and seek what few others have the courage to imagine. The Visionary rarely takes satisfaction in what society has to offer; she prefers to encourage society to offer what it could instead of what it does. Typically, society responds poorly to Visionaries, though it is they who are responsible for bringing about progress and change. Philosophers, inventors and the most inspired artists often have Visionary Archetypes.
- Regain a point of willpower each time you are able to convince others to have faith in your dreams and follow the course of action dictated by your vision.
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* Criminal - jailbird, Mafioso, drug dealer, pimp, carjacker, thug, thief, fence
* Drifter - bum, smuggler, prostitute, junkie, pilgrim, biker, gambler
* Entertainer - musician, film star, artist, club kid, model
* Intellectual - writer, student, scientist, philosopher, social critic
* Investigator - detective, beat cop, government agent, private eye, witch-hunter
* Kid - child, runaway, outcast, urchin, gangbanger
* Nightlifer - clubgoer, skinhead, punk, barfly, raver, substance abuser
* Outsider - urban primitive, refugee, minority, conspiracy theorist
* Politician - judge, public official, councilor, aide, speechwriter
* Professional - engineer, doctor, computer programmer, lawyer, industrialist
* Reporter - journalist, news reporter, paparazzo, talk-show host, 'zine editor
* Socialite - dilettante, host, playboy, sycophant, prominent spouse
* Soldier - bodyguard, enforcer, mercanary, soldier of fortune, Green Beret
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Every vampire character has Attributes; they represent the basic potential of every person in the world, as well as most other living (and unliving) things. Most people have Attribute scores between 1 (poor) and 3 (good), though exceptionally gifted individuals may have scores of 4 (excellent) or even 5 (peak human capacity). Some vampire elders, those of strong Blood, are rumored to have scores higher still.
Physical Attributes define the condition of a character's body. They indicate how strong, agile and resilient a character is. Physical Attributes should be taken as the primary category for an action-oriented character.
Vampires may use ingested blood to supernaturally augment their Physical (and only their Physical) Attributes. See Blood Pool
Strength is the raw, brut power of a character. It governs how much weight a character can lift, how much he can physically push and how hard he can hit another character or object. The Strength Trait is added to a character's damage dice pool when he hits his opponent in hand-to-hand combat. It is also used when a character wishes to break, lift or carry something, as well as when a character tries to jump a distance.
Specialties: Iron Grip, Powerful Arms, Reserves of Strength, Fists Like Anvils
* Poor: You can lift 40 lbs.
** Average: You can lift 100 lbs.
*** Good: You can lift 250 lbs.
**** Exceptional: You can lift 400 lbs.
***** Outstanding: You can lift 650 lbs. and crush skulls like grapes.
The Dexterity Attribute measures a character's general physical prowess. It encompasses the character's speed, agility and overall quickness, as well as indicating the character's ability to manipulate objects with control and precision. Also included under Dexterity's heading are hand-eye coordination, reflexes and bodily grace.
Specialties: Lithe, Swift, Feline Grace, Lightning Reflexes
* Poor: You are clumsy and awkward. Put that gun down before you hurt yourself.
** Average: You're no clod, but you're no ballerina, either.
*** Good: You possess some degree of athletic potential
**** Exceptional: You could be an acrobat if you wished.
***** Outstanding: Your movements are liquid and hypnotic - almost superhuman.
The Stamina Trait reflects a character's health, toughness and resilience. It indicates how long a character can exert herself and how much punishment she can withstand before suffering physical trauma. Stamina also includes a bit of psychic fortitude, indicating a character's grit and tenacity not to give up.
Specialties: Tireless, Determined, Tough as Nails, Resolute
* Poor: You bruise in a stiff wind
** Average: You are moderately healthy and can take a punch or two.
*** Good: You are in good shape and rarely fall ill.
**** Exceptional: You can run - and perhaps win - any marathon you choose.
***** Outstanding: Your constitution is truly Herculean.
Despite their solitary predilections, vampires use human society like building blocks to advance their schemes. Social Attributes delineate a character's appearance, charm and ability to interact with society. These Traits are paramount in determining a character's first impressions, personal dynamics and relations with other individuals.
Charisma is a character's ability to entice and please others through her personality. Charisma comes into question when a character tries to win another character's sympathies or encourage others to trust her. Charisma does not indicate necessarily a silver tongue or a skill with bullying. Rather, it is the simple power of a character's charm and influence. Charisma delineates a character's ability at convincing others to see her point of view.
Specialties: Smooth Talker, Genteel, Urbane, Witty, Eloquent Speaker, Graceful
* Poor: Stop picking your nose.
** Average: You are generally likable and have several friends.
*** Good: People trust you implicitly.
**** Exceptional: You have significant personal magenetism.
***** Outstanding: Entire cultures could follow your lead.
Manipulation measures a character's ability for self-expression in the interests of getting other to share her outlook or follow her whims. In short, it's getting others to do what she wants. Manipulation comes into play when a character tries to influence or subtly guide another's behavior. Manipulation is used to trick, bluff, fast-talk and railroad other characters. Whether or not the characters in question actually like the manipulator is irrelevant (this is why Manipulation differs from Charisma); a skilled motivator can even employ the talents of people who hate her.
Manipulation is a dangerous affair, especially among the Kindred (though it is their coin of the realm). Failed attempts at manipulation often earn the ire of the would-be patsy.
People are manipulated every day, and typically ignore it. ("Would you run to the store for me?") If the fact is brought to their attention, however, most people get quite defensive. Manipulation can be the most powerful tool in a Kindred's repertoire, but failure can be disastrous. Characters with high Manipulationrating are often distrusted by those around them.
Specialties: Persuasive, "Damn I'm Smooth," Seductive, Well-Reasoned
* Poor: A person of few (often ineffectual) words.
** Average: You can fool some of the people some of the time, just like anybody else.
*** Good: You never pay full price.
**** Exceptional: You could be a politician or cult leader.
***** Outstanding: "Of course I'll tell the prince it was I who tried to stake him!"
The Appearance Attribute is a measure of a character's attractiveness. More than simple looks, however, Appearance is the sum of a character's visible grace, beauty and the indefinable je ne sais quoi that makes people desirable.
Appearance is both more and less than words - it appeals to the lower levels of the psyche, so it shapes first impressions and the nature of memories thereafter. No matter how open-minded a person is, no matter how vehemently he claims, "Her personality is more important than her looks," a person still thinks of another in relation to the subject's appearance.
This Trait is used for more than getting potential vessels to heed your beckon across a crowded dance floor. In situations in which first impressions are paramount, or that involve people who view Appearance as very important to either look your best or get to know people before you start trying to convince them to fire-bomb the justicar's haven.
* Poor: Ugly as a mud fence.
** Average: you don't stand out in a crowd, for better or for worse.
*** Good: Strangers offer to buy you drinks at bars.
**** Exceptional: You are appealing enough to be a model, and people often go out of their way to tell you so.
***** Outstanding: People react to you with either insane jealousy or beautific awe.
Mental Attributes define a character's cerebral capacities, including such aspects as memory, intelligence, awareness of one's surroundings and the ability to think, learn and react.
Perception measures a character's ability to observe his environment. This may involve a conscious effort, such as searching an area, but it is more often intuitive, as the character's keen senses notice something out of the ordinary. Perception is a sensitivity to the character's surroundings, and is seldom present in the cynical or jaded (who have seen it all before).
Perception is used to determine whether or not a character understands a given situation or detects an environmental stimulus. It can warn a character of ambushes, help a character identify a metaphor, distinguish a clue from a pile of refuse or uncover any other hidden or overlookable detail, whether physical or otherwise.
Specialties: Attentive, Insightful, Careful, Discerning, Experienced
* Poor: Perhaps you are absurdly self-absorbed, perhaps merely an airhead; in any event, even the most obvious details elude you.
** Average: You are oblivious to the very subtle, but aware of the bigger picture.
*** Good: You perceive moods, textures and miniscule changes in your environment.
**** Exceptional: Almost nothing evades your notice.
***** Outstanding: You instantly observe things almost imperceptible to human senses.
The Intelligence Attribute refers to a character's grasp of facts and knowledge. More importantly, however, it governs a character's ability to reason, solve problems and evaluate situations. Intelligence is almost a misnomer, as the Attribute also includes critical thinking and flexibility of thought.
Intelligence does not include savvy, wisdom or common sense, as those are properties of the character's personality, not Traits. Even the smartest character may be foolish to keep her mouth shut or too daft to assume the thugs who want her car keys are up to no good.
Characters with low Intelligence aren't necessarily stupid (though they might be), they are just uneducated or simple thinkers. Likewise, characters with high Intelligence aren't all Einsteins; they may be better at rote memorization or have particularly keen judgment.
Specialties: Book Knowledge, Creative, Analytical, Problem Solver, Subject Authority
* Poor: Not the sharpest knife in the drawer (IQ 80).
** Average: Smart enough to realize you're normal (IQ 100).
*** Good: More enlightened than the masses (IQ 120).
**** Exceptional: You're not just bright, you're downright brilliant (IQ 160+).
The Wits Trait measures the character's ability to think on her feet and react quickly to a certain situation. It also reflects a character's general cleverness. Characters with low Wits scores are thick and mentally lethargic, or maybe gullible and unsophisticated. By contrast, characters with high Wits Traits almost always have a plan immediately and adapt to their surroundings with striking expedience. Characters with high Wits also manage to keep their cool in stressful situations.
Specialties: Getting the Jump on Others, Snappy Patter, Changes in Strategy, Ambushes
* Poor: Pull my finger.
** Average: You know when to bet or fold in poker.
*** Good: You are seldom surprised or left speechless.
**** Exceptional: You're one of the people who make others think, "Ooh, I should have said.."the next day.
***** Outstanding: You think and respond almost more quickly than you can act
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Talents describe what you intuitively know, what you can do without coaching or instruction. The only way to improve your Talents is through direct experience - with the exception of a very few cases (such as studying a text on Jeet Kune Do to learn a dot or so of Brawl), these things can't be learned from a book or mail-order course. If you try an action involving a Talent your character doesn't possess, there's no penalty to your basic Attribute dice pool; these Abilities are so intuitive that virtually everyone has some degree of capacity in each one.
This is your basic knack for noticing things that go on around you, even when you're not actively looking for them. Alertness describes the attention you pay to the outside world, whether otherwise occupied or not. This Talent is typically paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).
* Novice: You're no mindless drone.
** Practiced: Habitual eavesdropper.
*** Competent: You keep a sharp eye on your surroundings.
**** Expert: Whether from paranoia or good sense, you are rarely caught off guard.
***** Master: Your senses are on par with those of a wild animal.
Possessed by: Hunters, Bodyguards, Security Personnel, Journalists, Burglars
Specialties: Noises, Eavesdropping, Ambushes, Hidden Weapons, Crowds, Forests, Animals
This Talent represents your basic athletic ability, as well as any training you might have had in sports or other rigorous activities. Athletics concerns all forms of running, jumping, throwing, swimming, sports and the like; however, it doesn't cover basic motor actions such as lifting weights, nor does it govern athletic feats covered by another Ability (such as Melee).
* Novice: You had an active childhood.
** Practiced: High-school athlete.
*** Competent: Professional athlete.
**** Expert: Top-notch in your sport.
***** Master: Olympic medalist.
Possessed by: Athletes, Enthusiasts, Park Rangers, Jocks, Kids
Specialties: Swimming, Rock Climbing, Acrobatics, Dancing, Endurance Running, specific sports.
The Brawl Talent represents how well you fight in tooth-and-nail situations. This Talent represents skill in unarmed combat, whether from formal martial-arts training or simply from plenty of experience - either type can make you a dangerous adversary. Effective brawlers are coordinated, resistant to pain, quick, strong and mean; the willingness to do whatever it takes to hurt your opponent wins plenty of fights.
* Novice: You were picked on as a kid.
** Practiced: You've seen the occasional barroom tassle.
*** Competent: You've fought regularly and routinely, and generally walked away in better shape than your opponents.
**** Expert: You could be a serious contender on a boxing circuit.
***** Master: You can kill three men in four seconds.
Possessed by: Military, Police, Roughnecks, Thugs
Specialties: Boxing, Wrestling, Dirty Fighting, Kicks, Karate, Judo, Muay Thai, Throws, Submission Holds
The first rule of self-preservation, this Talent covers your ability to avoid blows, missile fire or even oncoming cars. Dodge entails taking cover, ducking punches or any other methods of getting out of harm's way.
* Novice: You can reflexively duck and cover your head.
** Practiced: You've weathered a self-defense class.
*** Competent: You can evade thrown rocks, maybe even knives.
**** Expert: It'd take a skilled brawler to land a punch.
***** Master: You can virtually sidestep bullets on open ground.
Possess by: Police, Criminals, Brawlers, Boxers, People in Bad Neighborhoods
Specialties: Cover, Sidestep, Footwork, Leap
You understand the emotions of others, and can sympathize with, feign sympathy for, or play on such emotions as you see fit. You are an easy hand at discerning motive, and might be able to pick up on when someone's lying to you. However, you may be so in tune with other people's feelings that your own emotions are affected.
* Novice: You lend the occasional shoulder to cry on.
** Practiced: You can someimes literally feel someone else's suffering.
*** Competent: You have a keen insight into other poeple's motivations.
**** Expert: It's almost impossible to lie to you.
***** Master: The human soul conceals no mysteries from you.
Possessed by: Social Workers, Parents, Actors, Psychologists, Detectives, Seducers, Mediums, Best Friends
Specialties: Emotions, Personalities, Motives, Gaining Trust
This is your ability to get your point across clearly, whether through conversation, poetry or even email. Characters with high Expression can phrase their opinions or beliefs in a manner that cannot be ignored (even if their opinions are misinformed or worthless). They might also be talented actors, skilled at conveying moods or feigning emotion with every gesture. Additionally, this Talent represents your ability for poetry, creative writing or other literary art forms.
* Novice: Your talent has matured past crude poetry on notebook paper.
** Practiced: You could lead a college debate team.
*** Competent: You could be a successful writer.
**** Expert: Your work is Pulitzer material.
***** Master: A visionary such as yourself comes along only once in every generation.
Possessed by: Actors, Writers, Poets, Politicians, Journalists, Instructors, Rabble-Rousers
Specialties: Acting, Poetry, Fiction, Impromptu, Conversation
Intimidation takes many forms, from outright threats and physical violence to mere force of personality. You know the right method for each occasion, and can be very...persuasive.
* Novice: Crude teenage bully
** Practiced: Mugger
*** Competent: Drill sergeant
**** Expert: Your air of authority cows casual passersby.
***** Master: You can frighten off vicious animals.
Possessed by: Bullies, Executives, Military Officers, Thugs, Bouncers, Gangsters, Sabbat
Specialties: Veiled Threats, Pulling Rank, Physical Coercion, Blackmail
You are an example to others and can inspire them to do what you want. Leadership has less to do with presenting yourself as the sort of person they want to follow. This Talent is usually paired with Charisma rather than Manipulation.
* Novice: Captain of your Little League team.
** Practiced: Student body president
*** Competent: An effective CEO
**** Expert: Presidential material
***** Master: You could be the lord and master of a nation.
Possessed by: Politicians, Princes, Managers, Executives, Military Officers, Police
Specialties: Oratory, Compelling, Friendly, Open, Noble, Military, Commands
The streets can provide a lot of information or money to those who know the language. Streetwise allows you to blend in unobotrusively with the local scene, pick up gossip, understand slang or even dabble in criminal doings.
* Novice: You know who sells drugs.
** Practiced: You're accorded respect on the street.
*** Competent: You could head your own gang.
**** Expert: You have little to fear in even the worst neighborhoods.
***** Master: If you haven't heard it, it hasn't been said.
Possessed by: Criminals, Homeless People, Reporters, Detectives, Vice Squads, Sabbat
Specialties: Fencing, Illegal Drugs, Illegal Weapons, Rumors, Gangs, Pickpocketing, Local Slang
You know how to conceal your own motives and project what you like. Futhermore, you can root out other people's motives, then use those motives against them. This Talent defines your talent for intrigue, secrets and double-dealing; master of Subterfuge can make you the ultimate seducer, or a brilliant spy.
* Novice: You tell the occasional little white lie.
** Practiced: Vampire
*** Competent: Criminal lawyer
**** Expert: Deep-cover agent
***** Master: You're the very last person anyone would suspect.
Possessed by: Politicians, Lawyers, Vampires, Teenagers, Con Men, Pick-up Artists
Specialties: Seduction, Impeccable Lies, Feigning Mortality
--------------------------
Skills are Abilities learned through training, apprenticeships or other instruction. If you try to perform an action involving Skill in which you have no rating, your difficulty is increased by one. An unskilled worker just isn't as effective as someone who might have lower Attributes but an understanding of what the procedure entails.
You can understand an animal's behavior patterns. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals.
* Novice: You can get a domesticated horse to let you pet it.
** Practiced: You can housebreak a puppy.
*** Competent: You could train a seeing-eye dog.
**** Expert: Circus trainer
***** Master: You can tame wild beasts without benefit of supernatural powers.
Possessed by: Farmers, Animal Trainers, Zookeepers, Park Rangers, Pet Owners, Domitors
Specialties: Dogs, Attack Training, Big Cats, Horses, Farm Animals, Falconry
This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, letherwork, weaving or even mechanical expertise such as car repair. You can even create lasting works of art with this Skill, depending on the number of successes you achieve. You must always choose a specialization in Crafts, even though you retain some skill in multiple fields.
* Novice: High-school wood shop
** Practiced: You're starting to develop your own style.
*** Competent: You could make a living at your work.
**** Expert: Your work might be featured in college-level textbooks for your field.
***** Master: Your artistry is virtually without peer.
Possessed by: Mechanics, Artisans, Artists, Designers, Inventors, Back-to-the-Land Types
Specialties: Pottery, Sewing, Home Repair, Carpentry, Appraisal, Carburetors
You can drive a car, and maybe other vehicles as well. This Skill does not automatically entail familiarity with complicated vehicles such as tanks or 18-wheelers, and difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn't prepare you for controlling a Lotus at 100 miles per hour.
* Novice: You know how to work an automatic transmission
** Practiced: You can drive a stick shift
*** Competent: Professional trucker
**** Expert: NASCAR daredevil or tank pilot
***** Master: You can make a Yugo do tricks out of a James Bond movie.
Possessed by: Cabbies, Truckers, Race Car Drivers, most 20th-century residents of affluent Western nations
Specialties: Off-road, Wheelies, Curves, Stick Shift, Sudden Stops, Heavy Traffic
You understand the nuances of proper behavior, in both mortal society and Kindred culture. Your specialty is the culture with which you are most familiar. This Skill is used during haggling, seduction, dancing, dinner etiquette and all forms of diplomacy.
* Novice: You know when to keep your mouth shut
** Practiced: You've been to a black-tie event or two.
*** Competent: You know your way around even obscure silverware.
**** Expert: Her Majesty would consider you charming.
***** Master: If the right people came to dinner, you could end wars - or start them.
Possessed by: Diplomats, Travelers, High Society, Executives
Specialties: Formal Dinners, Business, Street Culture, Kindred Society
Executing a mortal with a sword starts investigations. Clawing someone to ribbons shakes the edges of the Masquerade. So Cainites adapt, and many have devoted their energies to learning how to kill with guns. This Skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Of course, this Skill doesn't include heavy artillery such as mortars or tank guns. However, someone skilled in Firearms can clean, repair, recognize and, of course, accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).
* Novice: You had a BB gun as a kid.
** Practiced: You while away the occasional hour at the gun club.
*** Competent: You've survived a firefight or two.
**** Expert: You could pick off people for a living.
***** Master: You've been practicing since the debut of the Winchester.
Possessed by: Sabbat, Policemen, Military Personnel, Survivalists, Hunters
Specialties: Fast-Draw, Gunsmithing, Pistols, Sniping, Revolvers, Shotguns
As the Kindred maxim runs, Guns mean nothing to a lifeless heart. A blade is often worth far more, as is the skill to use it properly. Melee covers your ability to use hand-to-hand weapons of all forms, from swords and clubs to esoteric martial-arts paraphernalia such as sai or nunchaku. And, of course, there is always the utility of the wooden stake....
* Novice: You know the right way to hold a knife.
** Practiced: You may have been in the occasional street fight.
*** Competent: You could make a college fencing team.
**** Expert: You could keep order in the prince's court.
***** Master: Your enemies would rather face a SWAT team than your blade.
Possessed by: Assassins, Gang Members, Martial Artists, Police, Duelists, Medievalist Buffs
Specialties: Knives, Swords, Improvised Clubs, Stakes, Disarms, Axes
The Performance Skill governs your ability to perform artistic endeavors such as singing, dancing, acting or playing a musical instrument. You are almost certainly specialized in one field, although true virtuosos may be talented in many forms of performance. This Skill represents not only technical know-how, but the ability to work an audience and enrapture them with your show.
* Novice: You could sing in the church choir.
** Practiced: You could get a leading part in a college production.
*** Competent: You're in demand at the local clubs.
**** Expert: You have the talent to be a national sensation.
***** Master: You are a virtuoso without peer.
Possessed by: Musicians, College Students, Actors, Ballerinas, Mimes
Specialties: Dancing, Singing, Rock and Roll, Acting, Guitar Solos, Drunken Karaoke
This Skill entails familiarity with the tools and techniques for picking locks, deactivating car or burglar alarms, hot-wiring automobiles or even safecracking, as well as countless forms of breaking and entering. Security is useful not only for theft, but also for setting up "the unbeating system" or deducing where a thief broke in.
* Novice: You can pick a simple lock.
** Practiced: You can hot-wire a car.
*** Competent: You can bypass or disable house alarms.
**** Expert: You can crack a safe.
***** Master: You could get a bomb out of - or into - the Pentagon.
Possessed by: Burglars, Security Consultants, Policemen
Specialties: Safecracking, Hot-wiring, Electrical Alarms, Pressure Plates, Deadbolts, Cars
This Skill is the ability to avoid being detected, whether you're hiding or moving at the time. Stealth is often tested against someone else's Perception. This Ability is, for obvious reasons, highly useful in stalking prey.
* Novice: You can hide in a darkened room.
** Practiced: You can shadow someone from streetlight to streetlight.
*** Competent: You have little difficulty finding prey from evening to evening.
**** Expert: You can move quietly over dry leaves.
***** Master: Nosferatu elder
Possessed by: Burglars, Assassins, Kindred, Spies, Reporters, Commandos
Specialties: Hiding, Silent Movement, Shadowing, Crowds
Although vampires have little to fear from starvation and exposure, the wilderness can still be dangerous to a Cainite. This Skill allows you to find shelter, navigate your way to civilization, track prey and possibly even avoid werewolves (although this last is exceedingly difficult). When you use Stealth in the wilderness, you cannot roll more dice for your Stealth rating than you have in Survival.
* Novice: You can survive a five-mile hike.
** Practiced: You "roughed it" on a regular basis.
*** Competent: You know poisonous mushrooms from edible ones.
**** Expert: You could live for months in the wilderness of your choice.
***** Master: You could get dropped naked into the Andes and do all right for yourself.
Possessed by: Scouts, Soldiers, Outdoors Enthusiasts, Survivalists, Hunters, Park Rangers
Specialties: Tracking, Woodlands, Jungle, Trapping, Hunting
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Knowledges involve the application of the mind, not the body; consequently, Knowledge Abilities are most often paired with Mental Traits. The following descriptions speak of Knowledge levels in collgiate terms, although formal schooling is just one way to improve a Knowledge. If you don't have any dots in a Knowledge, you cannot even attempt an action involving it unless the Storyteller gives explicit permission (such as where common trivia is concerned). you don't know Spanish, you can't try holding a conversation in espanol on your wits alone.
This catch all Knowledge covers the character's erudition in the "humanities": literature, history, art, philosophy and other "liberal" sciences. A character with dots in Academics is generally well-rounded in these fields, and at high levels may be considered an expert in one or more areas of study. Not only can this Knowledge impress at salons and other Elysium functions, but it can also offer valuable clues to certain past - and future - movements in the Jyhad.
* Student: You're aware that 1066 is something more than a Beverly Hills area code.
** College: You can quote from the classics, identify major cultural movements, and ex-
pound on the difference between Ming and Moghul.
*** Masters: You could get a paper published in a scholarly journal.
**** Doctrate: Professor emeritus.
***** Scholar: Scholars worldwide acknowledge you as one of the foremost experts of your time.
Possessed by: Professors, Literati, Trivia Buffs, Elders
Specialties: Poststructuralism, Impressionist Painting, Imperial Rome, American Realism
This Knowledge represents the ability to operate and program computers, as well as the savvy to keep up with the latest technology.
* Student: Point and click.
** College: You can process data with relative ease.
*** Masters: You can make a very comfortable living as a consultant.
**** Doctorate: You're on the bleeding edge.
Possessed by: Hackers, Office Workers, Programmers, Data Processors, Students
Specialties: Computer Languages, Internet, Codebreaking, Viruses, Data Retrieval
You know the ins and outs of commerce, from evaluating an item's relative worth to keeping up with currency exchange rates. This Knowledge can be invaluable when brokering items, running numbers or playing the stock market. Sufficiently high levels in Finance allow you to raise your standards of living to a very comfortable level.
* Student: You've taken a few business classes.
** College: You have some practical experience and can keep your books fairly neat.
*** Masters: You'd make a fine stockbroker.
**** Doctrate: Corporations follow your financial lead.
***** Scholar: You could trun a $20 bill into a fortune.
Possessed by: Executives, Upper Class, Stockbrokers, Accountants, Fences, Drug Dealers, Smugglers
Specialties: Stock Market, Laundering, Appraisal, Foreign Currencies, Accounting, Fencing, Corporations
You've learned to notice details others might overlook, and might make an admirable detective. This Knowledge represents not only a good eye for detail, but also an ability to do research and follow leads.
* Student: You've read your share of Agatha Christie.
** College: Police officer
*** Masters: Private detective
**** Doctorate: Federal agents
***** Scholar: Sherlock Holmes
Possessed by: Detectives, Mystery Buffs, Policemen, Stalkers
Specialties: Forensics, Shadowing, Search, Discolorations
With all the lawyers and lawmakers out there, this Knowledge can prove very useful. Law can be useful for filing suit, avoiding lawsuits or getting out of jail. What's more, even the Kindred keep their own laws, and more than one vampire has saved his own unlife by deftly exploiting a loophole in one of the Traditions.
* Student: You've watched your share of courtroom dramas.
** College: You're either studying for or just passed the bar exam.
*** Masters: Ambulance chaser
**** Doctorate: Major public figures have your number - just in case.
***** Scholar: You could find the loopholes in the Devil's contract.
Possessed by: Lawyers, Police, Judges, Detectives, Legislators
Specialties: Criminal, Suits, Courts, Contracts, Police Procedure
You begin play with the native language of your choice for free, but if you want to speak any other languages, whether modern or ancient, Linguistics is a must. This Ability allows you to understand additional languages, but at high levels also offers a more general understanding of linguistic structure. Linguistics may allow you to recognize accents or decipher word puzzles.
* Student: One extra language
** College: Two extra languages
*** Masters: Four extra languages
**** Doctorate: Eight extra languages
***** Scholar: 16 extra languages
Possessed by: Diplomats, Ambassadors, Travelers, Ancient Vampires, Cryptologists, Scholars
Specialties: Romance Languages, Kanji, Idioms, Hieroglyphics, Written Expression, Ciphers
You have an understanding of how the human body, and to a lesser extent the vampiric body, works. This ability entails knowledge of medicines, ailments, first-aid procedures, and diagnosis or treatment of disease. Medicine is of great use to those Kindred with an interest in repairing, damaging or reworking the human body.
* Student: You've taken a CPR course.
** College: Premed or paramedic
*** Masters: General practitioner
**** Doctorate: You can perform transplants.
***** Scholar: You are respected by the world's medical community as a modern-day Aescuoapius.
Possessed by: Med Students, Doctors, Lifeguards, Parents, Paramedics, Tzimisce
Specialties: Organ Transplants, Emergency Care, Poison Treatments, Pathology, Pharmaceuticals
You are knowledgeable in occult areas such as mysticism, curses, magic, folklore and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard, factual imformation; much of what you know may well be rumor, myth, speculation or hearsay. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of vampire lore, as well as a good grounding in other aspects of the occult; at the very least, you can discern what is patently false.
* Student: You've paged through the New Age section of a Waldenbooks.
** College: There seems to be some unsettling truth to some of the rumors you've heard.
*** Masters: You've heard a lot and actually seen a little for yourself.
**** Doctorate: You can recognize blatantly false sources and make educated guesses about the
rest.
***** Scholar: You know most of the basic truths about the hidden world.
Possessed by: Occultists, The Superstitious, New Agers, Tremere
Specialties: Kindred Lore, Rituals, Indernalism, Witches
You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing mortal politicians, or even offer some insight into the local Cainite power structure.
* Student: Activist
** College: Political science major
*** Masters: Campaign manager or talk-radio host
**** Doctorate: Senator
***** Scholar: You could choose the next President of the United States.
Possessed by: Activists, Politicians, Lawyers, vampires of Camarilla
Specialties: City, State, Federal, Bribery, Dogma, Radical, Camarilla
You have at least a basic understanding of most of the physical sciences, such as chemistry, biology, physics and geology. This Knowledge can be put to all forms of practical use.
* Student: You know most of the high-school basics.
** College: You're familiar with the major theories.
*** Masters: You could teach high-school science.
**** Doctorate: You're fully capable of advancing the knowledge in your field.
***** Scholar: Your Nobel Prize is waiting for you.
Possessed by: Scientists, Students, Researcheers, Teachers, Engineers, Technicians, Pilots
Specialists: Chemistry, Biology, Geology, Physics, Astronomy
-----------------------------------
These Traits describe advantages of birth (or rebirth), circumstance and opportunity: material possessions, social networks and the like. Backgrounds are external, not internal, Traits, and you should always rationalize how you come to possess them, as well as what they represent. Who are your contacts? Why do your allies support you? Where did you meet your retainers? How exactly do you make enough money to justify your four dots in Resources? If you've put enough detail into your character concept, selecting appropriate Backgrounds should be easy.
Although it's uncommon to make rolls involving Background Traits, your Storyteller might have you do so to see if you can obtain information, goods or favors. For example, you might have to roll Wits + Resources to keep your stock options healty, or Manipulation + Contacts to wheedle that extra favor from your smuggler "associate."
Allies are humans who support and help you - family, friends or even a mortal organization that owes you some loyalty. Though allies aid you willingly, without coaxing or coercion, they are not always available to offer assistance; they have their own concerns and can do only so much in the name of friendship. However, nothing comes for free; if you wind up drawing favors from your friend in the Cosa Nostra, he'll probably ask you to do him a favor in kind in the future. This often leads to the beginning of a story.....
* One ally of moderate influence and power
** Two allies, both of moderate power
*** Three allies, one of whom is quite influential
**** Four allies, one of whom is very influential
***** Five allies, one of whom is extremely influential
You know people all over the city. When you start making phone calls around your network, the amount of information you can dig up is almost terrifying. Contacts are largely people whom you can bribe, manipulate or coerce into offering information, but you also have a few major contacts - friends whom you can rely on to give you accurate information in their fields of expertise. You should describe each major contact in some detail before the game begins. In addition to your major contacts, you also have a number of minor contacts spread through-out the city; your major contact might be in the district attorney's office, while your minor contacts might include beat cops, DMV clerks, club bouncers or even hot-dog vendors. You need not detail these various "passing acquaintances" before play; instead, to successfully get in touch with a minor contact, you should roll your Contacts rating (difficulty 7). You can reach one minor contact for each success; of course, you still have to coerce them into telling you what you need to hear.
* One major contact
** Two major contacts
*** Three major contacts
**** Four major contacts
***** Five major contacts
You enjoy widespread recognition in mortal society, perhaps as an entertainer, writer or athlete. People may anjoy just being seen with you. This gives you all manner of privileges when moving in mortal society, but can also atract an unwanted amount of attention now that you're no longer alive. The greatest weapon fame has to offer is the ability to sway public opinion - as modern media constantly proves. This Background is obviously a mixed blessing. You can certainly enjoy the privileges of your prestige - getting the best seats, being invited to events you'd otherise miss, getting appointments with the elite - but you're also often recognized when you'd rather not be. However, your enemies can't just make you disappear without causing an undue stir, and you find it much easier to hunt in populated areas as people flock to you (reduce the difficulties of hunting rolls by one for each dot in Fame). Additionally, your Storyteller might permit you to reduce difficulties of Social rolls against particularly starstruck or impressionable people.
* You're known to a select subculture of the city - local clubgoers or the Park Avenue set, for instance
** A majority of the populace recognizes your face, you're a local celebrity such as a newsanchor.
*** You have statewide renown; perhaps you're a state senator or minor star of local interest.
**** Nationally famous; everybody knows something about you.
***** You're an internationally famous media icon.
Plain and simple, this Background represents your generation - thr purity of your blood, and your proximity to the First Vampire. A high Generation rating may represent a powerful sire or a decidedly dangerous taste for diablerie. If you don't take any dots in this Trait, you begin play as a 13th generation vampire.
* 12th generation: 11 blood pool, can spend 1 blood point per turn
** 11th generation: 12 blood pool, can spend 1 blood point per turn
*** 10th generation: 13 blood pool, can spend 1 blood point per turn
**** 9th generation: 14 blood pool, can spend 2 blood points per turn
***** 8th generation: 15 blood pool, can spend 3 blood points per turn
You have built a group of mortals from whom you can feed without fear. A herd may take many forms, from circles of kinky clubgoers to actual cults built around you as a god-figure. In addition to providing nourishment, your herd might come in handy for minor tasks, although they are typically not very controllable, closely connected to you or even highly skilled (for more effective pawns, purchase Allies or Retainers). Your Herd rating adds dice to your rolls for hunting.
* Three vessels
** Seven vessels
*** Fifteen vessels
**** Thirty vessels
***** Sixty vessels
You have pull in the mortal community, whether through wealth, prestige, political office, blackmail or supernatural manipulation. Kindred with high Influence can sway, and in rare cases even control, the political and social processes of human society. Influence represents the sum of your political power in your community, particularly among the police and bureaucracy. Some rolls may require you to use Influence in place of an Ability, particularly when attempting to sway minor bureaucrats. It is, of course, always easier to institute sweeping changes on a local level than a worldwide scale (e.g., having an "abandoned" building demolished is relatively easy, while starting a war is a bit more difficult).
* Moderately influential; a factor in city politics
** Well-connected; a force in state politics
*** Position of influence; a factor in regional politics
**** Broad personal power; a force in national politics
***** Vastly influential; a factor in global politics
This Trait represents an elder - or possibly even more than one - who looks out for you, offering guidance or aid once in a while. A mentor may be powerful, but his power need not be direct. Depending on the number of dots in his Background, your mentor might be nothing more than a vampire with a remarkable information network, or might be a centuries-old creature with tremendous influence and supernatural power. He may offer advice, speak to the prince (or arch-bishop) on your behalf, steer other elders clear of you or warn you when you're walking into situations you don't understand. Most often your mentor is your sire, but it could well be any Cainite with a passing interest in your well-being. A high Mentor rating could even represent a group of like-minded vampires, such as the elders of the city's Tremere chantry. Bear in mind that this Trait isn't a "Get out of Jail Free" card; your mentor won't arrive like the cavalry whenever you're endangered. What's more, she might occasionally expect something in return for her patronage (which can lead to a number of interesting stories). A mentor
typically remains aloof, giving you useful information or advice out of camaraderie, but will abandon you without a thought if you prove an unworthy or troublesome "apprentice."
* Mentor is an ancilla of little influence.
** Mentor is respected; an elder, for instance.
*** Mentor is heavily influential, such as a member of the primogen.
**** Mentor has a great deal of power over the city; a prince or archbishop, for example.
***** Mentor is extraordinarily powerful, perhaps even a justicar or Inconnu.
This Trait describes your personal financial resources, or your access to such. A high Resources rating doesn't necessarily reflect your liquid assets; this Background describes your standard of "living," your possessions and your buying power. No dots in Resources is just that: You have no permanent haven and no possessions save a few clothes and possibly a weapon or pocketful of coins. You receive a basic allowance each month based on your rating; be certain to detail exactly where this money comes from, be it a job, trust fund or dividends. After all, your fortune may well run out over the course of the chronicle, depending on how well you maintain it. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you're tryiing to sell. Art buyers don't just pop out of the woodwork, after all.
* Small savings: a small apartment and maybe a motorcycle. If liquidated, you would have about $1,000 in cash. Allowance of $500 a month.
** Middle class: an apartment or condominium. If liquidated, you would have at least $8,000 in cash. Allowance of $1,200 a month.
*** Large savings: a homeowner or someone with some equity. If liquidated, you would have at least $50,000 in cash. Allowance of $3,000 a month.
**** Well-off: a member of the upper class. You own a very large house, or perhaps a dilapidated mansion. If liquidated, you would have at least $500,000 in cash. Allowance of $9,000 a month.
***** Ridiculously affluent: a multimillionaire. Your haven is limited by little save your imagination. If liquidated, you would have at least $5,000,000 in cash. Allowance of $30,000 a month.
Not precisely allies or contacts, your retainers are servants, assistants or other people who are your loyal and steadfast companions. Many vampires' servants are ghouls - their super-natural powers and blood bond-enforced loyalty make them the servants of choice. Retainers may also be people whom you've repeatedly Dominated until they have no free will left, or followers so enthralled with your Presence that their loyalty borders on blind fanaticism. Some vampires, paricularly those with the Animalism Discipline, use "hellhounds" (ghouled dogs) or other animal ghouls as retainers. You must maintain some control over your retainers, whether through a salary, the gift of your vitae or the use of Disciplines. Retainers are never "blindly loyal no matter what" - if you treat them too poorly without exercising strict control, they might well turn on you.
Retainers may be useful, but they should never be flawless. A physically powerful ghoul might be rebellious, inconveniently dull-witted or lacking in practical skills. A loyal manservant might be physically weak or possess no real personal initiative or creativity. This Background isn't an excuse to craft an unstoppable bodyguard or pet assassin - it's a method to bring more fully developed characters into the chronicle, as well as to reflect the Renfieldesque followers for which the Kindred are notorious. Dont abuse it.
* One retainer
** Two retainers
*** Three retainers
**** Four retainers
***** Five retainers
You have something of a reputation and standing (earned or unearned) within the local community of Kindred. Status among Camarilla society is often derived from your sire's status and the respect due your particular bloodline; among the Sabbat, status is more likely to stem from the reputation of your pack. Elders are known for having little respect for their juniors, this
Background can mitigate that somewhat. High status among the Camarilla does not transfer to Sabbat society (and will most likely make you a notorious target for your sect's rivals), and vice versa. Similarly, anarchs can be considered to have zero Status, unless they have somehow garnered so much power and attention that they must be taken seriously. You may have occasion to roll your Status in conjunction with a Social Trait; this reflects the positive effects of your prestige.
Note: Caitiff characters may not purchase Status during character creation. Caitiff are the lowest of the low, and any respect they achieve must be earned during the course of the chronicle.
* Known: a neonate
** Respected: an ancilla
*** Influential: an elder
**** Powerful: a member of the primogen (or bishop)
***** Luminary: a prince (or archbishop)
--------------------------------------------
The Virtue Traits define a character's outlook on unlife - they shap a character's ethical code and describe his commitment to his chosen morality. Virtues exist to help give a character a sense of being, not to force players to portray their characters in a given way. However, Kindred are passionate creatures, and sometimes an act or situation may force a character to consider exactly how whe should react to a given stimulus. Virtues come into play when a character faces an impending frenzy, does something ethically questionable (according to the character's morality), or confronts something that terrifies or disturbs her.
A vampire's Virtues are determined by his Path, the particular code of ethics he follows. Most Camarilla Kindred maintain their mortal values and follow the Path of Humanity (referred to simply as "Humanity"), but other vampires often subscribe to radically different philosophies. These alternate Virtues and Paths are detailed in the Appendix, while Humanity is covered below.
Conscience is a Trait that allows characters to evaluate their conduct with relation to what is "right" and "wrong." A character's moral judgment with Conscience stems from her attitude and outlook. Conscience is what prevents a vampire from succombing to the Beast, by defining the Beast's urges as unacceptable.
Conscience factors into the difficulty of many rolls to avoid committing a transgression. Additionally, Conscience determines whether or not a character loses Humanity by committing acts that do not uphold her moral code. A character with a high Conscience score feels remorse for transgressions, while a character with a lower Conscience may be a bit more callous or ethically lax.
Some vampires replace the Conscience Virtue with the Virtue of Conviction; unless your instructor tells you it's desirable to do this, assume Conscience is used.
* Uncaring
** Normal
*** Ethical
**** Righteous
***** Remorseful
Self-Control defines a character's discipline and master over the Beast. Characters with Self-Control rarely succumb to emotional urges, and are thus able to restrain their darker sides more readily than characters with low Self-control.
Self-Control comes into play when a charcter faces her Beast in the form of frenzy. Self-Control allows the character to resist the frenzy. Note: It's hard to deny the Beast when one's mind clouds with hunger.
As with Conscience, Self-Control can be replaced, in this case by the Virtue of Instinct. Again, unless the Storyteller specifically says it's all right to do so, assume Self-Control is used.
* Unstable
** Normal
*** Temperate
**** Hardened
***** Total self-mastery
All character have a Courage Trait, regardless of the Path they follow. Courage is the quality that allows characters to stand in the face of fear or daunting adversity. It is bravery, mettle and stoicism combined. A character with high Courage meets her fears head-on, while a character of lesser Courage may flee in terror.
Kindred use the Courage Virtue when faced with circumstances they endemically dread: fire, sunlight, True Faith.
* Timid
** Normal
*** Bold
**** Resolute
***** Heroic
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The Conviction Virtue quantifies a character's ability to maintain a sense of reason when faced with desire, suffering or need. Utterly inhuman, Conviction represents the reconciliation of the predatory urge with the character's capacity for atrocity.
As opposed to Conscience, which deals with remorse and atonement for Path transgressions, a character with Conviction recognizes his failure and plans to overcome it. Conviction is completely inhuman; the character who has this Trait can no longer pass for human under anything but the most cursory of scrutiny. Creatures who can sense the Beast (vampires, werewolves, etc.) immediately recognize someone with the Conviction Virtue for what he truly is: a monster. Like Conscience, Conviction comes into question when a character must check for degeneration.
* Steady
** Determined
*** Driven
**** Brutal
***** Completely self-assured
The Instinct Virtue refers to a character's ability to contol the Beast by familiarity rather than denial. It allows characters to "ride the wave" of frenzy and emotional excess by keeping a close reign on their passion, rather than letting passion control them. As atavistic as Conviction, Instinct is the Virtue of a monster who accepts his nature rather than maintaining a sense of human compassion.
Instinct allows the character to harness the Beast's destructive power; a character with high Instinct is primal and turbulent. A player uses Instinct when attempting to control a character's existing frenzy. When a character who possesses the Instinct Virtue faces frenzy, she always enters the frenzy, unless the difficulty to avoid it is less than her Instint Trait, in which case she may choose whether or not to frenzy. Thereafter, for the duration of the frenzy, the character is wholly under the Beast's sway, and must be run by the player in an appropriate fashion. Any time the player wishes the character to consciously take an action (known as "riding the wave"), she must use Instinct against the difficulty to avoid the frenzy. Frenzies affect the character normally, though she may sometimes exert a bit of control while so enraged.
* Intuitive
** Feral
*** Bestial
**** Visceral
***** Primal
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Merits and Flaws are divided into four catgories: physical, mental, social and supernatural. The physical catgory describes Merits or Flaws that deal with the character's physical makeup or abilities, while the mental category addresses intellectual abilities or patterns of behavior. The social category comprises relationships and individual status in Kindred or mortal society, while supernatural Merits and Flaws concern the paranormal abilities of vampires and the way they interact with the physical world.
One of your senses is exceptionally sharp, be it sight, hearing, smell, touch or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity.
You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand.
You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in maintaining the Masquerade. Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up.
You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance-related actions by two.
You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all actions involving the use of the voice to persuade, charm or command are reduced by two.
You are good at taking risks, and even better at surviving them.
You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum.
You are abnormally large in size, at least 6'10" and 300 pounds in weight. Aside from making you extremely noticeable in public, this extra mass bestows as additioinal Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.
You have a significant amount of practical, everyday wisdom. Whenever the character is about to act ina way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game.
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).
You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device.
You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration.
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day.
You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages.
You are naturally calm and do not easily fly off the handle. Brujah may not take this trait.
When you are determined and your mind is set, nothing can thwart you from your goals. When you are affected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell or Thaumaturgy path. This Merit does not affect Presence or other powers dealing with the emotions.
Your Sire has or had great status in her sect or clan, and this has accorded you with a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might ain you greatly in dealings with your elders or other neonates, or it might engender jealousy or contempt.
You are a gifted with certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have Charisma rating of 3 or greater to purchase this merit
An elder owes you gratitude because of something either you or your sire did for her. The depth of gratitude the elder owes depends on how many points the player wishes to spend. One point might mean the character owes the character a favor, thee points might mean that she owes the character her unlife.
You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for ais or advice, but there will always be a price.
You have inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Disciplne Thaumaturgy.
You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present.
You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the storyteller, but can be called upon in difficult situations for help and giudiance.
You are immune to being Blood bound.
You have dicovered, perhaps too late, a true love. He or she is mortal, but is the center of your existance, and inspires you to keep going in a world of Darkness and Despair. Whenever you suffer, the thought of your true love gives you the strength to perserve. This Merit can be a gift or a hinderance, for your true love may require protection and occasionally rescue.
Fate has granted you the opportunity to come close to Final Death as anyone can get and still survive. This only allows you to escape nine times.
You have a deep-seated faith in and love for God, or whatever name you chose to call the Almighty. You must have a humanity of 9 or higher to choose this merit, and if you lose even a single point all your Faith points are lost and may be regained only when the lost Humanity point is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but exact nature of those acts is up to the storyteller.
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Merits and Flaws are divided into four catgories: physical, mental, social and supernatural. The physical catgory describes Merits or Flaws that deal with the character's physical makeup or abilities, while the mental category addresses intellectual abilities or patterns of behavior. The social category comprises relationships and individual status in Kindred or mortal society, while supernatural Merits and Flaws concern the paranormal abilities of vampires and the way they interact with the physical world.
You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one.
You are well below average height - four and a half feet tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human.
Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two.
You were created five or fewer years ago by a member of the 13th generation. Though you have 10 blood points in your body, only eight of them may be used to heal wounds, power Disciplines, raise Attributes, etc. Obviously, taking this Flaw precludes you from taking the Generation Background, and you may not start with Status, either. You are likely a clanless Caitiff, for your blood is probably too thin to pass down the distinguishing characteristics of a clan. Most 14th-generation vampires should also take the Thin Blood Flaw.
You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. You may not automatically lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
Your sight is defective. The difficulty of any die rolls involving the use of eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts, as a three-point Flaw, the condition is too severe to be corrected.
You have only one eye - which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are increased by one (this includes ranged combat).
A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.
You were a small child (between five and 10 years old) at the time of your Embrace, leaving your Physical Attributes underdeveloped and making it difficult to interact with some aspects of mortal society. You may not have more than two dots in Strength or Stamina, except when raising Physical Attributes with blood points, and the difficulties of all die rolls when attempting to direct or lead mortal adults are increased by two. Characters with this Flaw must also purchase the Short Flaw.
You have some kind of deformity - a misshapen limb, hunchback, clubfoott,, etc. - which affects your physical abilities and interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.
Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible.
Your physical form was twisted during the Embrace, and now reflects the Beast that rages inside you. Characters with this Flaw appear to be savage monsters and have Appearance ratings of zero. Even Nosferatu have difficulty interacting with such individuals.
You suffered injuries during your Embrace which your transformation somehow failed to repair. At the beginning of each night, you rise from sleep at the Wounded health level, though this may be healed by spending blood points.
You have difficulty healing wounds. It requires two blood points to heal one health level of normal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure).
You suffer from an addiction to a substance, which must now be present in the blood you drink. This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion.
You cannot speak. You may communicate with the Storyteller and describe your action, but cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dots to purchase a commonly understood sign language or you write down what you wish to say.
Your blood is thin, weak and does not sustain you well. All blood point costs are doubled (e.g., using blood-related Disciplines or healing damage), and you are unable to create a blood bond. Furthermore, efforts to sire other vampires succeed only 20% of the time.
Your blood carries a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 10 percent chance of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will begin manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.)
You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by three.
Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears, bullet holes, etc., which you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult.
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but visual cues and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability, thought the information is interpreted via the other senses.
When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the day is increased by two.
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night.
You have ann overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear.
You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people - if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this Flaw.
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention ina large group, difficulties are increased by three.
You cannot stand to watch others suffer. You avoid any situatioin that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty 8). You must have a Humanity rating of 7 or above to take this Flaw.
You have a stammer or other speech impediment that hampers verbal communicatioins. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible.
You are easily angered. Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar malady.
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.
You have a score to settle, incurred etiher during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.
You are unable to remember anything about your past, yourself or your family, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible.
You are affected by the phases of the moon, increasing your chances to frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.
You are highly susceptible to Dominate and intimidation by others; Dominate attempts automatically affect you unless the Discipline wielder is of higher generation, and your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4.
It is not enough for you to draw nourishment from the blood of mortals - you believe you must also consume your victim's heart, liver and other blood-rich tissue. Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Character with this Flaw must additionally purchase the Eat Food Merit.
You have some sort of secrt that ,if uncovered, would be of immense embarrassment to you and woukld make you pariah in the local Kindred community. This could be anythjing from having murdered to being a member of the Sabbat.
Your sire was, and perhaps still is, distrusted and disliked by many of the city's Kindred. As a result , you are distrusted and disliked as well.
You look similar to descriptions of another Kindred, which causes cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has a terrible reputation or is wanted for some crime.
Your sire dislikes you and wishes you ill. Given the smallest opportunity, she will actively seek to do you harm. Your sire's allies also work against you, and many elders may resent you.
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah, archmage, or other potent supernatural foe).
You are pursued by a fanatical witch-hunter who believes ( perhaps correctly) that you are a danger to humanity. All those with whom you associate, be they mortal or Kindred, may be hunted as well.
You are a defector. You turned traitor to the Camarilla, Sabbat, Followers of Set or other vampiric order, and you still have much to prove before you are accepted by the Kindred you have defected to.
Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.
You cannot abide garlic, and the smallest whiff of its scent will drive you from a room unless you bust a willpower point.
You are the recipient of a supernatural curse. The strength and pervasiveness of the curse depend upon how many points you wish to incur. Examples follow:
* If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way.(1pt)
* You stutter uncontrollably when you try to describe what you have seen or heard.(2pts)
* Tools break or malfunction when you try to use them. (3pts)
* You are doomed to make enemies of those whom you most love or admire. (4pts)
* Every one of your accomplishments or triumphs will eventually become soiled or fail in some way. (5pts)
You actually cast no reflection, just like vampires of legend. This can have a very detrimental effect when trying to pass as a human. Vampires of Clan Lasombra automatically have this Flaw (and you may be mistaken for one of them if you possess this).
Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, relations with Mortals become difficult.
You are repelled by the sight of ordinary crosses, believing them to be symbols of holy might. When confronted by a cross, you must use a willpower point or flee from the symbol for the duration of the scene. If you fail to flee or use willpower the touch of the cross can cause aggrivated damage(one health level of damage per turn that the cross touches your skin) The damage cannot be soaked, even if you possess Fortitude.
You believe in the old folklore, and connot cross running water unless you are at least 50 ft above it. Running water is considered to be any body of water at least 2 feet wide in any direction and not completely stagnant.
You are haunted by an angry and tormented spirit, most likely one of your first victims. This spirit activley attempts to hinder you, especially when feeding, and does it's utmost to vent it's anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, its powers, and whether or not it can eventually be laid to rest.
There is no ecstasy in your Embrace- only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For Vampires with high Humanity this may require a humanity roll.
You are doomed to experience Final Death or, worse, suffer eternal agony. No matter what you do, you cannot avoid this terrible fate. At some point during the chronicle, your Dark Fate will come upon you. Even more ghastly is the fact that you occasionally have visions of this fate, and the malaise these images inspire requires an expenditure of a temporary Willpower point to avoid. This is a difficult Flaw to play: ironically, though it may seem as though it removes all free will, the knowledge of one's death can be quite liberating.
You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, though it must shine directly upon you. Even bright lights hurt your eyes, requiring the use of sunglasses.
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The Trait of Humanity is integral to the underlying theme of Vampire: The Masquerade. It is a moral code that allows Kindred to retain their mortal sensibilities in the face of their transformation into parasitic monsters. In essence, it is what keeps a vampire from becoming a mindless animal, enslaved by her thirst for vitae.
Humanity, unlike most other Traits, is rated on a scale of 1 to 10, as it is more complex than a 1-to-5 quantification allows for. Also, just because a Kindred follows the Path of Humanity doesn't mean she is a friendly, congenial saint. Vampires are predators by nature, and Humanity only gifts them with the ability to pretend they're not. It is an inward charade that protects a vampire from herself, much as the Masquerade protects vampires from the mortals outside.
Unfortunately, the very nature of existence as a vampire is anathema to one's Humanity. As the centuries wear on, the Beast takes hold, and Kindred become less and less concerned with the well-being of mortal "kine" (after all, they'll die eventually, anyway). As such, characters are likely to lose Humanity over the course of the game.
Mortals also typically follow the Path of Humanity, though this is largely out of ignorance: They don't know they can be anything else. As such, this mechanical system for morality rarely comes into play for them. Certainly, some mortals - rapists, murders and the like - have low Humanity scores, but they have no Beasts roiling within them, as do the Kindred. It is possible for a vampire with a high Humanity score to be more human than some mortals are!
X Monstrous
* Horrific
** Bestial
*** Cold
**** Unfeeling
***** Distant
****** Removed
******* Normal
******** Caring
********* Compassionate
********** Saintly
A Kindred's humanity score reflects how much of a character's mortal nature remains despite the curse of Caine. It influences how well a character may deny her vampiric state, as well as how closely she may pass for mortal.
* Vampires sleep unnatually deeply and are loath to rise even if presented danger. Vampires with higher humanity rise earlier in the evening that vampires with lower scores.Also, if a Kindred is forced to act during the day, the maximum dice pool he may employ for any action equals his/her humanity score.
*Humanity also affects a character's Virtues. Whenever a dice for a virture is called into question a player may not roll more dice for a vrtue then her character has dots in humanity. Obviously, as the character sinks even deeply into the arms of damnnation, questions of morality and self-preservation mean less and less. As humanity depletes, the character creeps slowly toward the night when she loses all self control.
*The length of time a Kindred spends in torpor relates directly to his/her humanity score. A vampire with a low Humanity remains in torpor for a loner time than a vampire with a higher Humanity score.
*Humanity determines how, well "human" a character appears and how easily she may pass for human among the populace. Vampires with low Humanity acuire unnatural and disturbing features like sunken eyes, perpetual snarls and bestial countenances.
*If a character's humanity score ever drops to zero that persona is no longer suitable for use as a player's character. Completly controlled by his/her beast, the character is a mindless force of unnature, and falls under the storyteller's control.
Vampires are monsters, have no doubt, and even a Kindred with the highest humanity scores is nothing more than a wolf in sheeps clothing. Nonetheless, as humanity erodes, vampires not only become more capable of, but also actively pursue, even more depraved acts. It is in a vampire's nature to hunt and to kill, and eventually every vampire finds him/herself holding the corpse of a vessel he had not intended to murder.
It is important, then, to know how vampires change as their Humanity scores deteriorate. Vampires' behavior, even under the auspices of humanity, may become so utterly depraved and alien that the very thought of her causes discomfort in others. After all, a low humanity score indicates that very little connects the kindred with her moral origins.
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Willpower measures a character's inner drive and competence at overcoming unfavorable odds. Unlike other Traits, Willpower has both a permanent "rating" and a temporary "pool." The rating is rolled or tested, while the pool is "spent." When a player spends a point of a character's Willpower, she should cross off the point from the Willpower pool (the squares), not the Willpower rating (the circles). The rating stays constant - if a character needs to roll Willpower for some reason, she bases the roll on the permanent rating. The pool is used up during the story.
A character's Willpower pool will likely fluctuate a great deal during the course of a story or chronicle. It decreases by one point every time a player uses a Willpower point to enable his character to do something extraordinary, like maintain self-control or gain an automatic success. Eventually, the character will have no Willpower left, and will no longer be able to exert the effort he once could. A character with no Willpower pool is exhausted mentally, physically and spiritually, and will have great difficulty doing anything, as he can no longer muster the mettle to undertake an action or cause. Willpower points can be regained during the course of a story, though players are advised to be careful and frugal with their character's Willpower pools.
Like Humanity, the Willpower Trait is measured on a 1-10 scale rather than a 1-5 scale.
* Spineless
** Weak
*** Unassertive
**** Diffident
***** Certain
****** Confident
******* Determined
******** Controlled
********* Iron-Willed
********** Unshakable
Willpower is one of the most active and important Traits in Vampire: The Masquerade. Because there are so many ways to expend, regain and use Willpower, it fluctuates more than any other Trait (besides blood pool) in the game. Willpower is a very versatile Trait, so make sure you understand how to use it.
* A player may spend one of her character's Willpower points to gain an automatic success on a single action. Only one point of Willpower may be used in a single turn in this manner, but the success is guaranteed and may not be canceled, even by botches. By using Willpower in this way, it is possible to succeed at a given action simply by concentrating. For extended rolls, these extra successes may make the critical difference between accomplishment and failure.
Note: You must declare that you are spending a Willpower point before you make the character's action; you can't retroactively cancel a botch by spending a Willpower point at the last minute. Also, the Storyteller may declare that a Willpower point may not be spent on a given action.
* Sometimes, the Storyteller may rule that a character automatically takes some action based on instinct or urge - for example, stepping back from a chasm or leaping away from a patch of sunlight filtering through a window. The Storyteller may allow a player to spend a Willpower point and avoid taking this reactive maneuver. It should be noted that the instinct may return at the Storyteller's discretion; a player may need to spend multiple Willpower points over the course of a few turns to stay on task. Sometimes the urge may be overcome by the force of the character's will; at other times, the character has no choice but to follow his instinct (i.e., the character runs out of Willpower points or no longer wishes to expend them).
* A Willpower point may be spent to prevent a derangement from manifesting, with the Storyteller's permission. Eventually, if enough Willpower points are spent (as determined by the Storyteller), the derangement may be overcome and eliminated, as enough denial of the derangement remedies the aberration. Malkavians may never overcome their initial derangement, though Willpower may be spent to deny it for a short period of time.
* By spending a Willpower point, wound penalties can be ignored for one turn. This allows a character to override pain and injury in order to take one last-ditch heroic (or villainous) action. However, an incapacitated or torpid character may not spend Willpower in this manner.
Willpower may be recovered as well as spent. The following situations earn the character back a point or more of Willpower though a character's Willpower pool may never exceed her Willpower rating. The only way to increase a character's Willpower rating is through experience-point expenditure.
Generally, a character's Willpower pool may be replenished whenever the character fulfills a goal or has an opportunity to restore her self-confidence. Ultimately, specific instances of Willpower restoration are up to the Storyteller. For this reason, Storytellers are advised to be prudent in allowing characters to regain Willpower; it is a powerful and versatile Trait, and permitting players to rely on it too much strips much of the challenge from a story.
* Character's Willpower pools replenish fully at the end of a given story (and that's story, not session). The Storyteller may restrict this by requiring that the characters achieve (or partially achieve) a goal or otherwise boost their self-esteem. For example, if the story ends in a stalemate for the characters, who didn't destroy a powerful and corrupt elder, but did manage to obstruct his immediate plans, allow them to replenish their Willpower pools.
* (Storyteller's Option) Characters regain one Willpower point each night when they first rise. This is easy on the bookkeeping, and allows a steady stream of Willpower replenishment (not to mention the fact that players are already writing on that part of the character sheet when they mark off their nightly blood consumption). By way of example, when the players rise for the evening in a communal haven, they all replenish a Willpower point then and there.
* (Storyteller's Option) If a character attains some extraordinary goal or fulfills an outstanding objective, the Storyteller may reward her with a point of Willpower pool. For example, if a character manages to deter a team of vampire-hunters from her sire's haven, the Storyteller may award a Willpower point to that character.
* (Storyteller's Option) If a character behaves in a manner that fulfills her Nature Archetype, the Storyteller may reward the character with one to three Willpower points (as stated in the Archetype descriptions). For example, if a Rebel character rabidly opposes a powerful elder, and that elder is later revealed to be a Sabbat spy, that character may be given a point of Willpower.