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Character Sheet
Physical Attributes
  • Dexterity: Determines the speed and agility of your character. Dexterity will incrase your Lockpicking and Sneaking Feats.


  • Stamina: Your character's overall toughness. Prevents damage from bullets, police batons, and baseball bats. Increases Soak (Bashing).


  • Strength: Strength is a measure of your character's physical prowess. It is crucial for both the Unarmed and Melee Combat Feats.


Mental Attributes
  • Intelligence: Indicates your character's ability to learn, think, and remember. Intelligence is essential for the Research and Intimidate Feats.


  • Perception: Measures your character's awareness of their surroundings. Perception is necessary for the Ranged Combat and Inspection Feats.


  • Wits: Measures the sharpness of your character's mind, and ability to think on their feet. Wits improve the Defense and Hacking Feats.


Skills
  • Firearms: Determines how well your character aims, and causes damage with guns of all types. Firearms is an indespensable part of the Ranged Combat Feat.


  • Melee: Your character's ability to fight in close combat with handheld weapons such as knives and swords. Melee increases your Melee Feat.


  • Security: Displays your character's knowledge of how locks and security systems work. Security is needed for the Lockpicking Feat.


  • Stealth: Measures your character's ability to move silently and avoid being detected. Stealth is a crucial component of the Sneaking Feat.


Talents
  • Brawl: The ability to fight bare-handed. Brawl is important for the Unarmed Combat Feat, which also makes it easier to feed on the unwilling.


  • Dodge: Determines your character's ability to avoid taking damage in all forms of combat. Dodge increases the Defense Feat.


  • Intimidation: Measures your character's ability to instill fear, and force cooperation in others. Intimidation, naturally, increases your Intimidate Feat.


  • Subterfuge: Measures your character's ability to conceal their motives, and deceive others. Subterfuge is needed for the Feat of Seduction.


Knowledges
  • Computer: Indicates your character's ability to operate computers and other devices. Computer knowledge is needed for the Hacking Feat.


  • Finance: Your character's ability to evaluate the market value of items. Finance is needed for the Haggle Feat.


  • Investigation: Measures your character's ability to notice minute or hidden details. Investigation will increase your Inspection Feat.


  • Scholarship: Your character's ability to gather information, debate, and learn new skills. Scholarship will increase your Research and Persuasion Feats.


Disciplines
  • Animalism: Embracing the Beast Within, the vampire can call on animal spirits to carry out their will. The effects of Animalism are obviously supernatural and carry the risk of violating the Masquerade if they are used in a Safe Area.


  • Auspex: Enhances your mental faculties and allows you to see the auras of those around you. All levels of Auspex cost 1 blood per activation.


  • Celerity: Vampiric preternatual speed. The world will seem to slow while you remain unaffected. All but the first level of Celerity are obvious supernatural acts, and using them in Safe Areas is considered a violation of the Masquerade.


  • Dementation: The unique legacy of the Malkavian clan, Dementation channels madness and pours it into the minds of those around you. Dementation effects are covert actions; they cannot be traced back to you and carry no risk of violating the Masquerade.


  • Dominate: The superior strength of the vampiric mind allows your character to control the minds of weaker Kine and even some Kindred. Dominate effects are covert actions; they cannot be traced back to you and carry no risk of violating the Masquerade.


  • Fortitude: Fortitude allows for amazing displays of preternatual constitution. Guarantees a certain amount of damage from every incoming attack will be ignored, regardless of the source. The use of Fortitude is not considered a violation of the Masquerade.


  • Obfuscate: Vampiric invisibility. You may only enable Obfuscate if no one can see you. If you remain motionless, the timer will not run and Obfuscate can be maintained indefinitely. All levels of Obfuscate incluse the benefits of the lower levels. Obfuscate carries no risk of violating the Masquerade.


  • Potence: Puts supernatural strength into Brawl and Melee attacks that simply cannot be defended against. All levels of Potence cost 1 blood per activation. Potence carries no risk of violating the Masquerade.


  • Presence: The dread Presence of the vampire can strike mortal fear into the hearts of his opponents. Reduces enemies' effectiveness in combat. All levels of Presence cost 1 blood per activation. Presence carries no risk of violating the Masquerade.


  • Thaumaturgy: Blood magic. Vampire practictioners of Thaumaturgy can bend blood to powerful and terrible ends. The effects are spectacular and obviously supernatural, and should not be used in Safe Areas, lest you risk violating the Masquerade.


Combat Feats
  • Defense: Measures your character's ability to avoid taking damage of all types in combat. THe Wits attribute and the Dodge ability both contribute to the Defense Feat.


  • Melee: Measures your character's ability to damage with melee weapons such as knives and clubs. The Strength attribute and the Melee ability both contribute to the Melee Combat Feat.


  • Ranged: Measures your accuracy and damage with firearms of all kinds. The Perception attribute and the Firearms ability both contribute to the Ranged Combat Feat.


  • Unarmed: Measures your character's ability to do damage in unarmed combat, and Feed on the unwilling. The Strength attribute and the Brawl ability both contribute to the Unarmed Combat Feat.


Covert Feats
  • Hacking: Measures your character's ability to crack into computers and other electronic devices. The Wits attribute and the Computer ability both contribute to the Hacking Feat.


  • Inspection: Measures your character's ability to notice hidden details. The Perception attribute and the Investigation ability both contribute to the Inspection Feat.


  • Lockpicking: Measures your character's skill at breaking into places you're not supposed to be. The Dexterity attribute and the Security ability both contribute to the Lockpicking Feat.


  • Research: Measures your character's ability to read books, and learn new abilities. The Intelligence attribute and the Scholarship ability both contribute to the Research Feat.


  • Sneaking: Measures your character's ability to avoid detection. The Dexterity attribute and the Stealth ability both contribute to the Sneaking Feat.


Mental Feats
  • Haggle: Measures your character's ability to estimate the value of goods, and haggle for better prices. The Manipulation attribute and the Finance ability both contribute to the Haggle Feat.


  • Intimidate: Measures your character's ability to instill fear in others and force their cooperation. The Intelligence attribute and the Intimidation ability both contribute to the Intimidate Feat.


  • Persuasion: Measures your character's ability to convince people that they want what you want. The Charisma attribute and the Scholarship ability both contribute to the Persuasion Feat.


  • Seduction: Measures your character's ability to titillate others into helping you. The Appearance attribute and the SUbterfuge ability both contribute to the Seduction Feat.


Soak Feats
  • Aggravated: Your ability to shrug off damage from claws, fangs, fire, and electricity. Aggravated damage is deathly serious. Vampires can defend against claws and fangs with their Defense feat, but are helpless against fire and electricity. Aggravated damage can only be Soaked through supernatural means.


  • Bashing: Your ability to shrug off damage from bullets and blunt melee weapons. Stamina, as well as clothing and body armor contribute to Bashing soak.


  • Lethal: Your ability to shrug off damage from bladed melee weapons. While vampires may defend against lethal damage with their Defense feat, they are nearly helpless once the blow is landed. Clothing and body armor add to your Lethal soak feat.


Other Traits
  • Humanity: Although monsters by nature, most vampires cling to Humanity to survive in the mortal world. Humanity is the ability to keep your predatory nature at bay, and your first line of defense against Frenzy. If you cause the death of an innocent human you will lose Humanity. You will Frenzy more often if your Humanity is low.


  • Masquerade: The Masquerade is the code of secrecy that hides vampire existence from humankind. Violations of the Masquerade will lead to ambush attacks from human vampire hunters, and scorn, contempt or worse from your fellow Kindred. If you lose all Masquerade points, you will lose the game.