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Chapter Three:
Character and Traits


There's blood on the windowsill. That wouldn't be too bad, if the window in question weren't nine stories up, but as things stand, it might be a bit of an oddity. The police are going to look at that, notice the distinct lack of a fire escape and of a body in the alley below, and start asking questions. Then, when the coroner reports that the body on the sofa has been sucked dry, more questions are going to be asked. Someone will eventually put two and two together, and get fangs, and then my ass is going to be in a sling because it's my childe who's responsible for this whole mess. So I've got to be the one to clean it up, otherwise Prince "I've got a stick shoved so far up my ass it ought to paralyze me" LeClercq is going to use this as an excuse to turn both my kid and me into ash. And while at this point I could give a rat's ass about what happens to my errant Embracee, I sure as hell don't want to get crucified because he's a binge eater.

So first things first. I smash the place up as quietly as I can. There's some blood left in the body, so I splash that around as evenly as possible, taking care not to leave bootprints. Whatever valuables I find in the process, I scoop up - hopefully some bored homicide detective will write this off as another case of a crackhead knocking over an apartment and finding the resident home. The fix won't hold up to intense scrutiny, but at least it will take the cops down the wrong road if they actually mount an investigation.

Then I take the body and toss it out the window. I wait a second for that wet "thump" I know and love from way too many of these cleanup jobs, then I concentrate for a second and slough off my human shape like - well, screw the metaphor. If anyone's looking for where the body in the alley came from, all they ' re going to see is a bat heading up into the night.

Mind you, I'm one very pissed-off bat, but it's hard to tell that kind of thing from a distance.

As a player of Vampire: The Masquerade, you must create a character - an alter ego through which you interact with the game world and take your part in the story. Like a character in a novel or movie, this character becomes a protagonist in the stories you tell. Rather than making up a new character for each session, you create a single richly detailed character, then assume the role of that character every time you play. As your troupe tells its stories, you watch your character grow and develop. Ultimately, the character you create becomes as real and as timeless as a great hero (or villain) in a literary work.

This chapter describes how to create a vampire character, beginning with a general concept and translating that concept into the Traits and statistics that are used in the game. Though the process is relatively simple, and players can undertake it on their own, it is best to create characters under the Storyteller's supervision, so that she can answer questions and guide the creation process.

Traits

Much of a character's life comes from the way you describe and roleplay him. For example, your vampire's general disposition and attitude toward feeding, as decided by you, might all contribute toward his overall role in the story. However, certain aspects of a character - his physical prowess, his looks and his vampire powers, for example - are described in numerical terms and used in conjunction with the systems of the game. These features are called Traits. Traits quantify your character's particular strengths and weaknesses, which guide the character in his interactions with other players' characters and the characters the Storyteller creates. For example, your character might have high Mental Traits, making him invaluable when brains and cunning are required. However, he might have low Physical Traits, forcing him to rely on a friend's character when violence or brute force is called for.

Traits are commonly described in numerical terms with ratings between 1 and 5. (Humanity/Path scores and Willpower are exceptions to this guideline, and some particularly ancient and powerful vampires are rumored to have other Traits exceed- ing 5...) These numbers represent the quantity and quality of the character's prowess with a given Trait. One dot is considered a poor rating, while five dots indicate superiority. Think of Trait ratings as similar to the stars with which restaurants and hotels are rated - one is dismal, while five is excellent. Trait ratings become important when rolling dice to perform actions (see Chapter Five for specifics).

Common Traits and Terms

Vampire characters comprise the following Traits:

Name: The character's name - this may be anything from the character's birth name to a pseudonym. Some ancient vampires are known by many names, while others are no longer known by names at all.

Player: This is the name of the player portraying the character in question.

Chronicle: This is the series of linked stories in which the character participates. Your Storyteller will provide you with the name of the chronicle (though he may need your help in deciding!).

Attributes: Attributes define your character's inborn aptitudes and potential.

Advantages: A catchall term for the numerous benefits a vampire has over "normal" folk, Advantages refers to a collection of three other Traits. Disciplines refer to the vampiric powers a character possesses as a result of her Embrace. Backgrounds define the character's material assets and social network. Virtues show the character's spiritual and moral fiber - or lack thereof.

Willpower: This Trait reflects your character's inner drive and desire to succeed at tasks she undertakes.

Blood Pool: Your character's blood pool dictates how well-fed she is, or, conversely, how hungry.

Experience: Your character's Experience Trait represents how much she has learned since her Embrace. All characters begin the game with an Experience Trait of zero. Experience is spent to purchase new Traits.

Nature: This is the "true" personality of your character - who she is deep down.

Demeanor: This is the personality your character presents to the world. More often than not, Nature and Demeanor are different, especially given the deviousness of the vampire mind.

Clan: Your character's clan defines her lineage and her relationship to Caine, the progenitor vampire. Clan dictates your character's vampiric powers and weakness.

Generation: Closely related to clan, your character's generation defines the potency of her blood and how many steps removed she is from Caine.

Concept: Your character's concept is a one- or two-word "sketch" of who your character was prior to the Embrace - any- thing from Crazed Vigilante to Porn Star.

Abilities: Abilities are those proficiencies your character possesses intuitively or has learned.

Humanity/Path: These Traits define your character's outlook on unlife. A character has either a Humanity rating or a rating in a specific Path, never both (though a character may pretend...). Humanity is the "default" Trait, but Paths are presented in the Appendix.

Health: Although a vampire is no longer "alive," her corpse-body may still suffer sufficient trauma to incapacitate her, and a sufficient quantity of damage can even "kill" the vampire anew (forcing you to create a new character). The Health Trait measures how much injury the character has suffered.

Getting Started

The Vampire: The Masquerade character-creation system is designed around five basic precepts. Keep these in mind while generating the persona you will assume in the World of Darkness.

- You may create a character of any age, from any culture and from any nation, subject to the Storyteller's approval. However, all characters begin the game as neonate vampires who have only recently left the safety of their sires' protection. All players' characters are assumed to have no more than 25 years of experience as Kindred. They know relatively little of Kindred society, other than what their sires have told them. This allows characters to experience the World of Darkness as it unfolds before them in all its malignancy and mystery, rather than having the lore of ages already under their belts. A character's apparent age is the age at which she was Embraced and became one of the Kindred.

- The character-creation system is intended more as a persona development device than as a strict system of mechanical codification. Who wants more rules at the expense of an interesting character or a good story? The character cannot exist as mere dots on a page - roleplaying is always more important than numbers.

- Players have a certain number of points to spend on Traits they would like their characters to have. Players also get "freebie points" at the end of character creation; they may spend these to round out their characters, add personality and further differentiate their characters from those of other players.

- A Trait score of 1 is poor, while a score of 5 is excellent. Thus, a character with a single dot in a Trait is either not very good with that Trait or is a beginner. Don't think that your character sucks because she's only got one dot in Manipulation. The experience system presented on p. 141 allows characters to grow and improve their Traits. Traits are rated according to a human scale (except vampiric Traits like Advantages and blood pool, which are rated on a Kindred standard).

- It is your responsibility to take on a role not endemically detrimental to the coterie. Vampires are solitary creatures, so there has to be some reason you've joined up with your Kindred companions (the other players' characters). Despite the fact that the hostile World of Darkness forces coteries together, Kindred don't just hang out for the hell of it.

The Storyteller and Character Creation

The Storyteller must guide the players through character generation, not only to ensure their understanding of the process, but also to get a feel for the characters they're creating. Character creation can provide Storytellers with some wonderful plot ideas - ones they would likely never have considered on their own. Likewise, if the players are unfamiliar with the rules, the Storyteller should use character generation as an introduction to the game as a whole, informing the troupe how the rules work and giving them examples based on the personas they're creating.

As the Storyteller, start by photocopying and handing out the character sheet from the back of the book. Take the players on a "tour" of the sheet, explaining what each section is for. Let players ask questions along the way, and help them through the process rather than letting them fend for themselves.

After the players are familiar with the character sheet, give them a few guidelines as to what types of characters will be appropriate for the chronicle. For example, Storytellers running games in Camarilla-held cities might forbid Sabbat or independent vampires outright. Sometimes a player will attempt to portray a character wholly unacceptable to your plotline, and you should feel free to disallow this in favor of a character who won't disrupt the game.

Storytellers are advised to spend an entire session simply creating characters and running preludes (see p. 108) with the players. Exceptionally complex characters or secretive chronicles might even warrant an entire session for each individual player. Spending an adequate amount of time on character generation ensures that the players create realistic characters and not vapid, colorless laundry lists of Traits. After the mechanics of creation are done, take each player aside and lead him through a prelude. This one-on-one storytelling is the player's introduction to the chronicle as well as the means by which the player adds final details to her character, so use it to its greatest effect.

Character Creation Process

Step One: Character Concept

Choose concept, clan, Nature and Demeanor.

Step Two: Select Attributes

Prioritize the three categories: Physical, Social, Mental (7/5/3). Your character automatically has one dot in each Attribute.
Rate Physical Traits: Strength, Dexterity, Stamina.
Rate Social Traits: Charisma, Manipulation, Appearance.
Rate Mental Traits: Perception, Intelligence, Wits.

Step Three: Select Abilities

Prioritize the three categories: Talents, Skills, Knowledges (13/9/5).
Choose Talents, Skills, Knowledges.
No Ability higher than 3 at this stage

Step Four: Select Advantages

Choose Disciplines (3), Backgrounds (5) and rate Virtues (7). Your character automatically has one dot in each Virtue.

Step Five: Finishing Touches

Record Humanity (equal to Conscience + Self-Control), Willpower (equal to Courage) and Blood Pool.
Spend freebie points (15).

Sample Concepts

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, mercenary, soldier of fortune, Green Beret
Worker - trucker, farmer, wage earner, manservant, construction laborer

Clans

Assamite - (Independent) Dreaded killers and diablerists on a terrible quest for Kindred vitae, the Assassins have perfected the art of the silent kill.
Brujah - (Camarilla) The Rabble are rebels and insurgents, fighting passionately for their disparate causes. The Brujah dream of a perfect society - for vampires.
Followers of Set - (Independent) Corrupting and deadly, the Serpents are feared for their evil, yet sought out for their arcane knowledge and sinister gifts.
Gangrel - (Camarilla) The nomadic Outland' ers are feral and wild. These solitary wanderers are the source of much of the lore that likens vampires to dark beasts.
Giovanni - (Independent) Insular and incestuous, the Necromancers ply their trade in blood, money and the souls of the dead.
Lasombra - (Sabbat) The shadowy, wicked Keepers nominally lead the Sabbat. Clan Lasombra serves itself first and its inner darkness second.
Malkavians - (Camarilla) Dangerously deranged and psychotic to a member, the Lunatics nonetheless possess uncanny insight.
Nosferatu - (Camarilla) Disfigured and skulksome, the hideous Sewer Rats are forever barred from human society, but gather secrets from die darkness that hides them.
Ravnos - (Independent) The nomadic Deceivers are masters of illusion and guile, malevolently working their tricks as they travel from city to city.
Toreador - (Camarilla) Lovers of art and the aesthetic, the Degenerates are trapped in the stagnancy of undeath. The Toreador are passionate and decadent, surrounding themselves in excess to stave off their encroaching malaise.
Tremere - (Camarilla) A clan of sorcerous blood magicians, the Warlocks are widely distrusted... and just as widely feared.
Tzimisce - (Sabbat) A clan of fallen nobles from the Old Country, the brilliant but monstrous Fiends now serve the Sabbat. They wield the fearsome Discipline of fleshcrafting.
Ventrue - (Camarilla) The reluctant aristocracy of the Kindred, the Blue Bloods atone for their damnation by enforcing the Traditions and the Masquerade.

Archetypes (Nature and Demeanor)

Architect - You build a better future.
Autocrat - You need control.
Bon Vivant - Unlife is for pleasure.
Bravo - Strength is all that matters.
Caregiver - Everyone needs nurturing.
Celebrant - You exist for your passion.
Child - Won't somebody be there for you?
Competitor - You must be the best.
Conformist - You follow and assist.
Conniver - Others exist for your benefit.
Curmudgeon - Nothing is worthwhile.
Deviant - You exist for no one's pleasure but your own.
Director - You oversee what must be done.
Fanatic - The cause is all that matters.
Gallant - You're not the showstopper, you're the show!
Judge - The truth is out there.
Loner - You make your own way.
Martyr - You suffer for the greater good.
Masochist - You test your limits every night.
Monster - You're Damned, so act like it!
Pedagogue - You save others through knowledge.
Penitent - Unlife is a curse to atone, far.
Perfectionist - Nothing is good enough.
Rebel - You follow no one's rules.
Rogue - Those who can, win. Those who can't, lose. You can.
Survivor - Nothing can keep you down.
Thrill-Seeker - The rush is all that matters.
Traditionalist - As it has always been, so it shall be.
Trickster - Laughter dims the pain.
Visionary - There is something beyond all this.

Disciplines

Animalism - Supernatural affinity with and control of animals.
Auspex - Extrasensory perception, awareness and premonitions.
Celerity - Supernatural quickness and reflexes.
Chimerstry - The Ravnos ability to create illusions and hallucinations.
Dementation - The ability to pass madness on to a victim.
Dominate - Mind control practiced through the piercing gaze.
Fortitude - Unearthly toughness, even to the point of resisting fire and sunlight.
Necromancy - The supernatural power to summon and control the dead.
Obfuscate - The ability to remain obscure and unseen, even in crowds.
Obtenebration - Unearthly control over shadows.
Potence - The Discipline of physical vigor and strength.
Presence - The ability to attract, sway and control crowds.
Protean - Shapechanging from growing claws to melding with the earth.
Quietus - The Assamites' arts of assassination.
Serpentis - The reptilian Discipline of the Followers of Set.
Thaumaturge - The study and practice of blood-sorcery.
Vicissitude - The Tzimisce art of flesh-shaping.

Backgrounds

Allies - Human confederates, usually family or friends.
Contacts - The number of information sources the character possesses.
Fame - How well-known the character is among mortals.
Generation - How far removed from Caine the character is.
Herd - The vessels to which the character has free and safe access.
Influence - The character's political power within mortal society.
Mentor - The Kindred patron who advises and supports the character.
Resources - Wealth, belongings and monthly income.
Retainers - Followers, guards arid servants.
Status - The character's standing in undead society.

Freebie Points

Trait    Cost
Attribute    5 per dot
Ability    2 per dot
Discipline    7 per dot
Background    1 per dot
Virtue    2 per dot
Humanity    1 per dot
Willpower    1 per dot

Step One: Character Concept

Concept is the birthing chamber for who a character will become. It need only be a general idea - brute; slick mobster; manic Malkavian kidnapper - but it should be enough to ignite your imagination. If you choose, a concept may be quite complex - "My character is a streetwise Tremere, Embraced as a child but with a precocious level of maturity. Being a Kindred scares him, but he knows that the alternative is Final Death and he's not ready for that yet." This stage involves the selection of the character's concept, clan, Nature and Demeanor.

Concept

A character's concept refers to who the character was before becoming a vampire. Many Kindred cling desperately to any salvageable aspects of their former selves - their self-image, their occupation, how they lived, what was unique about them. In their new nocturnal world, echoes of their mortal lives are all that stand between many Kindred and madness.

Concept is important because it helps a vampire relate to the world. It's not a numerical Trait, and it has very little mechanical effect on the game. Its benefit is that it allows you to formulate a personality for your character, and it provides an anchor for a vampire who wishes to preserve her dwindling Humanity - or to rail against it.

Some sample concepts are presented on p. 103. If you don't see a concept you like, make one up! Who are we to tell you who you can or can't be?

Clan

A character's clan is her vampire "family," the undead legacy into which she was Embraced. Vampires are always of the same clan as their sires, the vampires who Embrace them. Go back to Chapter Two, look at the templates, and decide which clan you'd like your character to be. As previously mentioned, the Storyteller may disallow members of certain clans based on the sect the chronicle involves. Many beginning chronicles, for example, allow only vampires from the seven Camarilla clans.

If a player wishes, she need not choose a clan at all. Many vampires in these modern nights have blood so diluted that they can truly claim no clan. Unwanted and scorned, these clanless "Caitiff' are increasingly common. If you wish to play such a character, simply write "Caitiff under the Clan heading on the character sheet.

Nature and Demeanor (Archetypes)

After choosing concept and clan, a player should choose her character's Nature and Demeanor. These behavioral Traits, known as Archetypes, help players understand what kind of people their characters are. Nature and Demeanor are not required to play Vampire: The Masquerade, but they sometimes help players pin down their characters in their minds.

Demeanor is the way a character presents herself to the outside world. It is the "mask" she wears to protect her inner self. A character's Demeanor often differs from her Nature, though it might not. Also, Demeanor refers to the attitude a character adopts most often - people change Demeanors as often as they change their minds. Demeanor has no effect on any rules.

Nature is the character's "real" self, the person she truly is. The Archetype a player chooses reflects that character's deep-rooted feelings about herself, others and the world. Nature need not be the only aspect of a character's true personality, merely the most dominant. Nature is also used to determine a character's ability to regain Willpower points (see p. 136).

For a complete list of Archetypes from which to select Nature and Demeanor, see pp. 112-115.

Step Two: Select Attributes

Players must now assign numbers. The first step in determining a character's numeric Traits is to prioritize his Attributes. Attributes are the natural abilities and raw "stuff" a character is made of. How strong is a character? How attractive? How quick? How smart? Attributes take all these questions and more into account. All Vampire characters have nine Attributes, which are divided into three categories: Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance) and Mental (Perception, Intelligence, Wits).

First, the player must select which group of Attributes is his character's strong suit (primary). The player then selects the group in which the character is average (secondary). Finally, the remaining group is designated as the character's weak point (tertiary). Is your character tough but antisocial, or gorgeous but a complete airhead? Character concept and clan may suggest certain ranks for these priorities, but feel free to decide upon any scheme you please. Nothing's worse than playing a boring stereotype. Playing an interesting stereotype, though...

All Vampire characters start with one dot in each Attribute, reflecting the basic capabilities of the mortals from which they're drawn. (The exception is the Nosferatu, who have zero dots in their Appearance Attribute.) A character's priorities determine how many dots the player may allocate to that cluster of Attributes. A player may distribute seven additional dots to his character's primary group, five additional dots to the second- ary group and three dots to the tertiary group. For example, a tough, athletic character will likely allocate seven dots to his Physical category, while a clever, wise character will place seven dots in her Mental category.

Step Three: Select Abilities

Abilities are also divided into three categories: Talents, Skills and Knowledges. Talents are intuitive Abilities that are inherent or learned "in the field." Skills are Abilities learned through rigorous training or determination. They may be learned with careful practice, but can also be studied or learned through training. Knowledges are just that - "book learning" and the like. Knowledges are typically mental pursuits or studies learned through schooling or books.

Like Attributes, Ability groups are also prioritized during character creation. Players should select primary, secondary and tertiary groups for their Abilities. The primary group receives 13 dots, the secondary group gets nine and the tertiary group receives five. Note that, unlike Attributes, characters do not begin the game with automatic dots in any Ability. Note further that no Ability may be purchased above three dots during this stage of character creation - even among the undead, experts in a field don't grow on trees. You may raise Abilities higher with freebie points, but that comes later.

Step Four: Select Advantages

Now comes the part of character generation during which the vampire truly becomes unique. Advantages are Traits that make the vampire a contender in the hierarchy of the night. Advantages are not prioritized; a set number of dots may be allocated to each category. Though this number is fixed, additional Advantage dots may be purchased with freebie points.

Disciplines

When vampires are Embraced, their sires teach them certain blood-based mystical powers, known as Disciplines. Each character begins with three dots of Disciplines, which may be allocated as the player chooses. For example, she may spend all three dots on one Discipline or spend a dot each on three Disciplines. Disciplines purchased with Advantage dots must be from the three clan Disciplines all clans possess. Each clan description in Chapter Two lists the Disciplines practiced by that clan, along with bloodline variations, if any. If the character is a clanless Caitiff, she may purchase whatever Disciplines she wants, subject to Storyteller approval. (Note: Disciplines purchased with freebie points need not be clan Disciplines.)

Backgrounds

A beginning character has five dots worth of Backgrounds, which may be distributed at the player's discretion. Background Traits should fit the character concept - a destitute Gangrel street preacher isn't likely to have Resources, for example - though the Storyteller may disallow, or encourage players to take, certain Backgrounds for their characters.

Virtues

Virtues are very important to Vampire characters, for they provide the moral backbone for the characters and determine how readily they resist the temptations of the Beast. A character's emotional responses are very closely tied to her Virtues; these Traits define how well the character resists frenzy and how keenly she feels remorse. Virtues are essential in resisting the urges of the Beast and the Hunger, and most vampires lose points in their Virtues as they grow older and more callous.

A Vampire character has three Virtues. Conscience governs a character's sense of right and wrong, while Self-Control determines how readily she maintains her composure and contains her Hunger. Courage measures the character's gumption and ability to withstand the proximity of fire, sunlight and other things that vampires dread.

Every character starts out with one dot in each Virtue, and the player may then distribute seven additional dots among the Virtues as she sees fit. These Virtues play instrumental roles in determining a character's starting Humanity and Willpower levels, so be careful how you spend the points.

Alternative Virtues: Conviction and Instinct

Vampire: The Masquerade is fundamentally about coming to grips with one's monstrous nature and, hopefully, overcoming it. As such, we strongly encourage beginning players to select the Virtues of Conscience and Self-Control for their characters. However, certain Kindred, particularly the vampires of the Sabbat, adhere to different ethical outlooks. For these vampires, the Virtues of Conviction and Instinct may replace the Virtues of Conscience and Self-Control, respectively. (All vampires have the Courage Virtue.)

Conviction and Instinct are presented on p. 287. If you decide that your character is sufficiently inhuman to warrant these Virtues, and if the Storyteller permits you to take them, you may circle the appropriate Virtues on the character sheet. Be warned that in taking these Virtues, you have effectively designated your character as a monster.

Step Five: Last Touches

At this stage, the player may spend 15 freebie points to personalize his character. First, however, a bit of bookkeeping needs to be done.

Humanity

A character's starting Humanity score equals the sum other Conscience + Self-Control Traits, yielding a score between 5 and 10. Players are also encouraged to increase their Humanity scores with freebie points, as too low a score indicates that the Beast lies in close proximity.

Note: Characters on Paths other than Humanity may use different Virtues to determine their initial Path scores. Consult the Appendix (p. 286) to determine which Paths use which Virtues.

Willpower

A character's beginning Willpower score equals her Courage rating, and thus ranges from 1 to 5. Players are encouraged to raise their starting Willpower scores with freebie points, as the Trait is critical to dealing with a Kindred's dangerous emotional situations. Willpower is also used to resist frenzy (p. 228), undertake especially daunting tasks and power certain Discipline effects.

Bloodpool

The crowning touch to character creation is determining the vampire's starting blood pool. This part is simple - roll a 10-sided die. The number is the number of blood points a character has in his system at the beginning of the game. This is the only die roll that is made during character creation.

Freebie Points

The player may now spend 15 freebie points to purchase additional dots in Traits. These points may be spent however the player chooses - thus the term "freebie." Each dot has a variable freebie-point cost based on which type of Trait it is - consult the chart on p. 104 for freebie-point costs of Traits. Remember that Disciplines purchased with freebie points need not come from the character's clan Disciplines (although purchase of some Disciplines may require explanation about how she acquired them).

Spark of Life

If you go through the motions above, you will have a character - at least in the purely technical sense. All the dots are on the paper; you can interact your piece of paper with the mechanics of the game, and roll all the right combinations of dice at the appropriate times.

Frankly, though, for your trouble, you might as well play checkers, because at this point your character's not much more detailed than a featureless piece on a gameboard. Now's the time to take the skeleton you've mechanically built with the rules and flesh it out into a living, breathing (well, formerly living and breathing) person. Take a good long look at your Traits and numbers. Why are they there? How will they come across in the story? What parts of the character don't you know yet? Like a novelist building a literary figure, decide on all the physical, psychological and background details that make your character one of a kind, even among the undead.

Sure, your character has an Appearance of 3 - but what does that mean? Does she have a smile that could launch a thousand ships, or does she simply exude a challenging self-confidence? What color are her eyes and hair? If she's skilled in Performance, or Etiquette, or Firearms, how did she acquire her skill? Did she always want to be a movie star? Is her polished veneer a reaction against growing up in a trailer park? Did she just, for whatever bizarre reason, walk onto a firing range and discover a natural aptitude for plugging holes in targets? Is her Ally actually her ex-lover, who works for the FBI and with whom she maintains an uneasy, tension-laced friendship? Does he suspect what she's become, but help her out for now in an effort to observe her more closely?

This last phase of character creation, while the least "necessary," is the most important. Otherwise, your Brujah with the Strength 4, Dexterity 3, Stamina 3 will be just like all the other Brujah with Strength 4, Dexterity 3, Stamina 3 - and believe us, there are a lot of such cardboard "characters" out there. And that's a shame, because characters - especially vampires - should be unique, fascinating, passionate and memorable.

The Prelude

A person's past is the foundation on which his personality is built. For that reason, you should have some idea of your character's life before the Embrace, the better to understand who he is. The prelude is something of a one-on-one mini-story - just you and the Storyteller, roleplaying events from your character's life before the actual start of the chronicle. This serves as a storytelling device that can help detail his mortal existence and personality up until the point that the first story begins.

You roleplay out a prelude much as you would a normal game session, except that years of life are compressed into an evening of rapid-fire decisions. Romantic relationships, school, work, family, outside threats - these are all things that you might have to address, for better or worse, over the course of the prelude. When the prelude is complete, you should understand your character's personal history in detail, and you may find that elements of his past actually foreshadow his existence as a vampire.

A prelude offers a frame of reference for everything else that happens to your character, and how he reacts to such events, during the chronicle. Without it, a character just won't be as complete. The prelude is fairly quick and dirty, just like the page or so of personal background that a novelist would give a major character entering the story. It's essential to understanding the character, but needn't go on for 100 pages.

A Storyteller's Guide to the Prelude

"You meet your old boy friend for lunch at the old cafe you used to visit. The place has gone downhill since then - or maybe you just romanticized it in your memory. He's wearing a nice suit - apparently the law profession's paying off wellfor him - but he looks ragged around the edges, like he hasn't been getting much sleep. Halfway through lunch, he admits to having problems with his wife. How do you respond? "

Each player undergoes the prelude alone with the Storyteller; the one-on-one format helps concentrate the feeling that the prelude is very personal, the character's past and his alone. It's possible for two characters to share part of a prelude, but this should be done only if they were friends and spent a lot of time together before the Embrace. Don't worry too much about neglecting the other players during the prelude; although you should certainly make every effort to involve everyone when the game proper begins, a little anticipation can whet the appetite for what's to come.

It's okay to take a much heavier hand in controlling the action. Give the player plenty of decisions to make, and don't spread them out over a long period of time - make him think quickly, so that he goes for the instinctive reaction. Unless you want to spend an entire evening on each character's prelude (which makes for more detailed characters), you should compress things so that the character gets a more concentrated feel of what his life was like. It's certainly potent that way.

Let the player explore both the setting and the rules during his prelude. He probably shouldn't get involved in any combat during the prelude; if it seems to be necessary, then simply describe the results of any fights. It won't do to kill the character before the game begins!

"It's a November afternoon, but it's already sliding into twilight. You were supposed to meet your sister at the park, but it's been half an hour and she still hasn't shown up. You hear a dog bark somewhere in the distance, and the sound suddenly makes you realize that you're all alone - there isn't another human being anywhere within view. Except one, maybe - a derelict, stumbling down the walk toward you. What do you do?"

You want to let the player explore the setting as well as the rules. Have him try out a few rolls. Let him swap a few Traits around if it becomes clear during the prelude that his Traits don't accurately reflect the character (although you shouldn't allow this if the player is just trying to create an unstoppable super-character). Explore the character's environment in detail. Find out why he has the Backgrounds that he does - introduce his allies as characters, or visit his job (if any) to reinforce how he gets rent money.

It may seem odd to be playing through perfectly mundane scenes in the prelude, but these actually build a sense of normalcy that can be shattered when the supernatural takes the stage. Once you juxtapose the tedium of mortal life with the suddenly horrific attack, Embrace and subsequent rebirth as a vampire, the dramatic tension of becoming one of the undead is exhilarating.

Even as you describe things, let the player interrupt with his own ideas and details concerning the events as they occur. Remember, you're telling this story together; the player is your partner in this. You can also throw in details that provoke the player's emotions - "Your girlfriend has tears in her eyes as she tells you that she's pregnant." Of course, once the character becomes a vampire, he can't really be there for her or their baby anymore. Vampire is a horror game at heart, and the player must feel a profound sense of loss to truly understand what it's like to be one of the Damned.

"The shabby man shoves you against the subway doors. You try to scream, but there's nobody in the car to hear you. The lights flicker overhead. The noise of the train pounds in your ears, and the terrible reek of your attacker makes you want to faint. Then you feel his teeth in your neck, and the world starts to fade away."

Finally, don't forget that a character's Embrace should be roleplayed to the hilt - this moment, more than anything else, can define how he will be changed by existence as a vampire. Play up the sensation of being watched. Build the tension of an unseen predator stalking the unwitting character. Although the player knows what's coming, he shouldn't know exactly how; describe the attack in great detail so that it seems all the more real and frightening. Carefully play through the transformation. Let the player feel the trauma of the change. Although you may still want to play out some details of the character's existence as a vampire before the chronicle opens, you want the player to remember the Embrace for a long time to come.

Questions and Answers

The following questions are meant to be used as a springboard to fill out the character's background as much as possible. Even if there isn't time for a detailed prelude, you should try to answer as many of these questions as possible - write them out if you like, or talk about them with your Storyteller. The more you know about your character, the more real she'll seem when the game begins.

- How old are you?

When were you born? How old were you when you were Embraced? How long have you existed as a vampire? How old do you look? Are you more mature than you seem? Less?

- What was unique about your childhood?

How did you spend your early years? How were your basic motivations and attitudes forged? Where did you go to school? Who were your immediate family? What is your clearest childhood memory? Did you go to high school? Did you have a hometown, or was your family constantly on the move? Did you go to college? Did you run away from home? Did you play sports? Did any of your childhood friendships last to adulthood?

- What kind of person were you?

Were you a decent person, or were you an asshole? Were you popular? Did you have a family? How did you earn a living? Did you have any real friends? What kept you going from day to day? Will anyone miss you?

- What was your first brush with the supernatural?

When did you realize you were being stalked? Did you believe in the occult before your Embrace? When did you first meet a vampire? Were you afraid? Disbelieving? Angry? What frightened you most?

- How did the Embrace change you?

How did your sire catch you? Was the Embrace painful? Did you get a kinky pleasure out of it? Did the Hunger tear at you? Did it frighten you? Did it feel right? Are you grateful to your sire? Do you want to kill him for what he did to you?

- Who was your sire, and how did he treat you?

What do you know of your sire? Was he abusive, arrogant, cryptic or open? Why do you think he chose you? Did you even know your sire at all? How long did you stay with your sire? Did he teach you anything at all? How long was your "apprenticeship"? Where did you stay? Where did you go? Did you meet any other vampires during that time? Do you judge other vampires in general by your opinion of your sire? When did he teach you the Traditions?

- Were you presented to the prince?

Did the prince welcome you? Was she reluctant to accept you? Did she need to be bribed or threatened? Did your sire have permission to create you? Are you on the run from the prince? What do you think her opinion of you is?

- How did you meet the others in your coterie?

Were you brought together by chance or design? Are you all of one sect? Are you united in purpose and attitude? How long have you been together in the city? Did you know any of the others before the Embrace? Are your sires in cooperation, or are they rivals? What holds your coterie together when things get their worst?

- Where did your haven?

Where do you hide during the day? Do you have a permanent home at all? Do you stay in the place you inhabited in your mortal life? Do you hide in an abandoned building? The sewers? Do you have anyone to protect you during the day?

- Do you retain any connections to your mortal life?

Are you presumed dead? Do you still watch over relatives from afar? Do you pretend to be still alive? Did you abandon your mortal existence entirely?

- What are your habitual feeding grounds?

Whom do you feed upon, and where? Do you have a territory that you consider exclusively yours? Is your favorite hunting ground used by others? Do you compete with others? What is your preferred prey? Do you ever kill when you feed? Do you have a specific herd? Do you seduce your prey? Kidnap them? Assault them on the street? Do they come to you7

- What motivates you?

Do you seek revenge on any enemies? Do you long to return to your mortal life? Do you have ambitions in Kindred society? Ifyou could achieve anything in the world, what would it be?

A Final Note

A character without motivation might as well not have survived the Embrace. Knowing what drives your character is central to understanding who she is. A vampire's values are often very different from those of a normal human; the death and rebirth of the Embrace can work a great change on an individual's personality. Think about where your character has been and where you'd like to see her go (or where she would like to go). Consider her Nature and Demeanor - do they suggest an ultimate goal? Once you have an idea of what it is your character wants to achieve, you're one step closer to making her a full-fledged personality of her own.

Example of Character Creation

Lynn plans to participate in Justin's new Vampire: The Masquerade chronicle. Justin tells Lynn that the chronicle centers on the affairs of the Camarilla in Chicago a few years after a devastating werewolf attack that resulted in the Final Deaths of many Kindred. He informs Lynn that characters in the chronicle should be Camarilla or friendly independents (though Justin's not opposed to having a Sabbat spy in deep cover as a part of the coterie), and hands her a copy of the character sheet.

Looking at the outline, Lynn kicks around a few ideas and begins the process of turning those ideas into a full-fledged character.

Step One: Concept

Lynn's first responsibility is to come up with a concept for her character. She loves the intrigue and high-society aspect of the Camarilla, and decides that she wants to play a female vampire who rubs elbows and curries favor with Chicago's influential Kindred and kine. Having a flair for the tragic, Lynn decides that her character is the last scion of a once-prominent family that has slowly but inexorably slid into decline. Envisioning a modern twist on the '20s flapper socialite archetype, Lynn also decides that her character is quite keen at business and finance. Clan Ventrue is the obvious choice, but Lynn decides that her character is a Toreador, to add another twist.

Only a real crackpot would name his character after himself (talk about Freudian...), so Lynn decides that her character goes by the moniker of Veronica Abbey-Roth.

Lynn considers Veronica's Nature and Demeanor. She decides that her character is outgoing, amiable and superficial - all of which hide the cunning deep beneath the surface. Her Demeanor - the face she presents to the world - is Gallant, to reflect an unlife spent largely in Camarilla salons and parties. Lynn decides that Veronica's business acumen necessitates an inner drive and take-charge manner of handling affairs; she chooses Director for the character's Nature. She also sees the opportunity for some excellent roleplaying in choosing a headstrong Archetype - imagine how all those influential Kindred with whom she hobnobs will respond to a brash young industry queen!

As a Camarilla vampire, Lynn's character defaults to the moral code of Humanity. Lynn sees no problem with this, and circles the Humanity Trait on her character sheet.

Step Two: Attributes

Lynn must now prioritize and assign Veronica's Attributes. Social Attributes make the most sense for a primary category, Lynn reasons, as much other contact with people will be in diplomatic and civil conversation. As Veronica's secondary category, Lynn chooses Mental, reflecting her knowledge and wisdom with matters financial. This leaves Physical Attributes as tertiary, which suits Veronica's concept just fine - she's a lover, not a fighter.

Lynn has seven dots to divide among Veronica's Social Attributes. Deciding Veronica's quite a looker, Lynn puts three dots in Appearance for a Trait rating of 4 (remember the one "free" point every character has in all Attributes). Veronica has quite a gift for getting others to do what she wants - two dots go toward her Manipulation Attribute, giving her a score of 3. Veronica's also likable, for the most part; Lynn puts the remaining two dots into Charisma, giving her a 3 in that Trait.

With five dots to assign to Mental Attributes, Lynn decides Veronica is a savvy, shrewd businesswoman. Putting two dots each into Intelligence and Wits gives Veronica scores of 3 in both these Traits. The remaining point goes into Perception, yielding a score of 2.

Determining Physical Traits is all that's left to finish Veronica's Attributes. Lynn sees Veronica as slim, willowy and lithe, so she adds nothing to the character's Strength, leaving it at 1, and assigns two dots to Veronica's Dexterity, resulting in a score of 3. Finally, Lynn places the remaining Physical dot into Stamina, for a score of 2.

Step Three: Abilities

Like Attributes, Abilities must also be prioritized. Lynn decides that Veronica is well-versed in Talents, nominally familiar with Knowledges and the least accomplished in Skills. This reflects Veronica's ease with social situations and aptitude in the cutthroat world of business while still leaving room to refine her graces.

With 13 dots to spend in Talents, Lynn jumps right in and sinks three dots into Subterfuge - Veronica's no stranger to smooth-talking underhandedness. Three more dots go toward Leadership, as Veronica's guidance keeps her family's company afloat. Two dots each go into Expression and Empathy, signifying Veronica's eloquence and feel for people. Lynn assigns one dot each to Alertness (the oblivious don't make it amid the Darwinian society of the Kindred), Dodge (nor do those who can't get out of the way) and Streetwise (because everyone should know someone who can get things done on the streets).

Lynn has nine dots to allocate among Veronica's Knowledges, and assigns three dots to Finance immediately. Likewise, Veronica receives three dots in her Politics Trait, because one must know whose back to scratch. Lynn puts two dots in Veronica's Academics score, to represent her general knowledge of the world. The last dot Lynn places in Computer, to give Veronica a modern edge over some older, more traditional vampires.

Only five dots may be assigned to Veronica's Skills at this point, but Lynn sees no immediate need for any more (though she may later choose to augment these Traits with her freebie points). Not wanting Veronica to be a boor, Lynn assigns two dots to the Etiquette Trait - apparently, finishing school paid off. One dot goes toward die Drive Skill, and the last two dots go into Firearms (a woman's got to protect herself) and Stealth (sometimes it's better not to be seen), resulting in scores of 1 each.

Step Four: Advantages

Lynn has now arrived at the part of character creation that truly makes her character a vampire. She must now figure out Veronica's Advantages, the Traits that distinguish her from the rest of the crowd.

First come Veronica's Disciplines, the mystical powers that vampires possess through their unnatural state of existence. Lynn has three dots to allocate among Veronica's Disciplines, and, as the character is a Toreador, Lynn may distribute those dots among Auspex, Celerity and Presence. Veronica is not a very physically inclined character, so Lynn chooses to pass on Celerity. She is, however, more likely to sway the emotions of those around her, so Lynn places two dots in Veronica's Presence Discipline. The remaining dot goes toward Auspex, granting her preternaturally heightened senses.

Veronica's Backgrounds, which she receives five dots to purchase, would best be spent building a power base, according to Lynn's concept. Lynn passes up Mentor entirely, as she sees a bit of a falling out with her sire as part of Veronica's character history (though a mentor need not be a character's sire). She knows that Resources fit Veronica's concept nicely, so she allocates four dots to that Background. Her last dot goes into Retainers: Veronica employs a chauffeur, whom she plans to turn into a ghoul one of these nights, "when she gets around to it."

As the last part of defining Veronica's Advantages, Lynn must assign dots to the character's Virtues. As Veronica's moral code is Humanity, she has the Virtues of Conscience, Self-Control and Courage. Veronica is cool and levelheaded; Lynn allocates three dots to Self-Control, for a score of 4. Lynn also assigns one dot to Conscience, giving the character a rating of 2; Veronica's not totally heartless, but doesn't mind doing what's necessary in order to achieve a goal. The remaining three dots go toward Courage, bringing the Trait to 4; Veronica is quite sure of herself and dedicated to her causes.

Step Five: Finishing Touches

Now Lynn gets to round out her character and add a spark of unlife. First and foremost, she must figure Veronica's Humanity and Willpower scores (this is done before any freebie points are added to Virtues). Adding Veronica's Conscience of 2 and Self-Control of 4, Lynn sees that the character's Humanity score is 6 - she's no saint. That's a little more monstrous than Lynn is comfortable with (she wants to roleplay Veronica's damnation, not start out already in the hole...), so she makes a mental note to dope it up with some freebie points. Willpower is equal to a character's Courage, so Lynn fills in four dots on the Willpower section of the character sheet. Finally, Lynn casts a 10-sided die: a 1. Justin smirks at her, and she returns a knowing look. (Vampires expend a blood point each night, and Justin's the kind of Storyteller who makes new characters spend that point on the first night of their existences. It appears as if Veronica will begin the game by going into a hunger frenzy.) Lynn marks one box on the character sheet's blood pool section.

All that remains to do is spend the 15 freebie points that may be used to increase the character's Traits. Lynn spends two freebie points to increase Veronica's Humanity to 7, making her less bestial (at least for now...). Spending another two points, Lynn raises Veronica's Finance Ability to 4. Knowing that Veronica will need to network in Chicago's financial world, Lynn spends two points on Contacts (old family acquaintances who admire Veronica's ambition). Two more points go toward raising Veronica's Willpower to 6 (she's determined, but has yet to face any true trials). Lynn would like to purchase an additional Discipline with Veronica's last seven points, and asks Justin if the character can have a Tremere lover who taught her the rudiments of Thaumaturgy. Justin says Veronica can have a Tremere lover if she wants, but rules that no Tremere is likely to have taught the secrets of the clan's blood magic to Veronica at this stage of her unlife. Lynn agrees, and instead purchases a dot of Dominate with Justin's approval (Dominate is more common than Thaumaturgy, and not so closely guarded).

Because Lynn spent no points on the Generation Background, she notes that Veronica is 13th generation, listing that under the appropriate heading. Although her Blood is not so potent as many Kindred's, Veronica also is less likely to be seen as a threat - or a meal - by power-hungry vampires.

Lynn, having finished all of the mechanical details of character creation, decides to flesh out her character a bit more completely. Although the specifics may change during or after the prelude, they give Lynn and Justin some common ground upon which to begin play.

Lynn decides that Veronica grew up in genteel poverty, in the nadir other family's prominence, and determined early on to do everything in her power to build it back up. In the process she met a few of the wrong people, one of whom took a shine to Veronica and Embraced her. Though she knows many people, she hasn't yet accumulated enough influence over them to be a true power player like the surviving elders in Chicago. Her ambition is enough to turn a profit, but it seems that attempts to rejuvenate her family name are being stifled by mysterious forces. Precisely who or what is causing these events is a matter of mystery and consternation to Veronica, and she wonders if perhaps her sire or one of his acquaintances is behind them.

Veronica maintains her haven in a converted carriage house at her family's estate. Her parents, very advanced in age now, never leave the house and have no knowledge of Veronica's vampiric nature or her nocturnal comings and goings. Her faithful chauffeur Marcus is a skilled driver and knows how to use a pistol and a tire jack with equal precision. Veronica's money is largely tied up in the estate and the business, but if she liquidated her assets she'd be quite well-off. Not that she's ever short on cash or credit...

Veronica wears a stylish wardrobe of designer sports- and eveningwear, and always draws looks wherever she goes. She carries a snub-nosed revolver in her handbag, though she's never yet had occasion to use it. She owns a vintage German sedan, kept in remarkable repair, as well as a small convertible two-seater for times when she doesn't require Marcus' escort.

Veronica's nightly concerns revolve around the restoration of her family to a position of influence. Failing that, she would be happy to elevate herself to a position of influence and build a new legacy over the foundation of the old. In these interests, she has made numerous acquaintances among the vampires and mortals alike of Chicago, and plans on cultivating those relationships so that they may best achieve her ends (this also leaves the door open to acquire allies or additional contacts in the future...). Though emotionally strong and self-sufficient, Veronica realizes that in these nights of tumultuous Kindred events, there is safety in numbers, and she is looking for individuals with whom she can form a protective coterie. Veronica's sire, estranged by the woman's odd fiduciary (and almost un-Toreador) interests, Lynn leaves in Justin's hands to detail.

And that's it. Lynn could choose specialties for Veronica's Traits with four dots (Appearance and Finance), but she chooses to see what shakes out of the prelude. Veronica is ready to take on whatever the World of Darkness can throw at her.

Personality Archetypes: Nature and Demeanor

Everyone plays a role, often several, every day. Every individual displays multiple layers of personality, varying from the contrived to the sincere. Each of these roles defines how we interact with the people and places around us, and we choose which parts of ourselves we wish to show.

It is the same with Kindred. The concept of Nature and Demeanor corresponds directly to the different masks we wear when we interact. A Vampire character's Nature is her true self, her innermost being - the person she truly is. It is dangerous to show this, though, as it lets others know who we are and what is important to us. Thus, characters also have Demeanors, faces they show to the world. By choosing how we relate to the world, we are able to choose how it relates to us as well, as we guide the responses others give us.

Philosophy aside, personality also has an effect on the mechanics of Vampire. A character may regain her drive and sense of purpose by acting in accordance with her Nature. Every time a character fulfills the requirement of her Nature Archetype (see below), that character becomes eligible to regain a point of spent Willpower (see p. 136). If the Storyteller allows, the character regains the point.

Archetypes allow players to build a sense of personality for their characters, and to define a bit of what makes the character "tick." It is worth noting that Archetypes are not rigid; characters need not slavishly devote themselves to their Natures and Demeanors. Rather, the character should act as the player reasonably or emotionally believes she would act in a given situation. Eventually, players and Storytellers should come up with their own Archetypes that more closely define how the character in question responds to her surroundings. After all, every character is an individual, and customized Archetypes should be a logical outgrowth of a well-rounded character.

Here are some basic character Archetypes, suitable for beginning play.

Architect

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.

Autocrat

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 think so). He may genuinely believe others are incompetent, 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.

Bon Vivant

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 fully express your exultation. At the Storyteller's option, a particularly fabulous revelry may yield multiple Willpower points.

Bravo

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.

Caregiver

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 potential Caregivers.

- Regain a point of Willpower whenever you successfully protect or nurture someone else.

Celebrant

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 in her passion as deeply as possible. Unlike the Fanatic (p. 114), 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.

Child

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.

Competitor

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.

Conformist

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 a Conformist is not necessarily 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.

Conniver

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 thief, 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.

Curmudgeon

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 Storyteller if you wish).

Deviant

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.

Director

To the Director, nothing is worse than chaos and disorder. The Director seeks to be in charge, adopting a "my way or die 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.

Fanatic

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.

Gallant

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.

Judge

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 efficient 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.

Loner

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.

Martyr

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.

Masochist

The Masochist exists to test his limits, to see how much pain he can tolerate before he collapses. He gains satisfaction in humiliation, 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.

Monsters

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.

Pedagogue

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 blowhards 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 benefited from the wisdom you shared with them.

Penitent

The Penitent exists to atone for the grave sin she commits simply by being who she is. Penitents have either low self-esteem or legitimate, 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 Archetype.

- 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.

Perfectionist

Perfectionist 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 achievement 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.

Rebel

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.

Rogue

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.

Survivor

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.

Thrill-Seeker

The Thrill-Seeker lives for the rush brought on by danger. Unlike those ofarguably 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 diieves 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.

Traditionalist

The orthodox ways satisfy the Traditionalist, who prefers to accomplish her goals with time-tested 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 to be the best. Also, regain a point of Willpower any time you successfully resist change for its own sake.

Trickster

The Trickster finds the absurd in everything. No matter how grim life (or unlife) may become, the Trickster always uncovers a kernel 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' spirits, especially if you are able to deny your own pain in the process.

Visionary

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.

Attributes

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

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. For more on this, see p. 138.

Strength

Simon winced as blow after blow landed on the other side ofthe hotel door. His sire was right: The war packs of the Sabbat were terribly tenacious. Unless he managed to keep the door held against them while Josephine called the police, Simon was as good as gone. Envisioning himself and Josephine torn to ribbons under the Sabbat's talons, Simon braced himself against the door for another hail of blows.

Strength is the raw, brute 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.

Dexterity

A sheer layer of blood-sweat glistened on Serina's forehead. Her prey knew he was being followed, so her ability to strike quickly and with surprise was paramount. Serina managed to climb the fire escape almost silently, knowing that the man would seek refuge in this alley. Ah, there he was! Baring her fangs andclaws, Serina erupted from her ill-lit perch as her prey panted for what would soon be his last breath.

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.

Stamina

Simon awoke to find himself bound to a chair with heavy chains, the prince's enforcer looming over him.

"It seems your little Sabbat friends left you high and dry, no?"

"They're not my friends. They came after me and Josephine," Simon spat through tattered lips.

"Why would you lie to me, Simon?" crooned his captor. "Just tell me the truth, and this will all be over...." The brute pushed up his sleeve and hammered Simon in the face, cracking bone and spattering blood.

Hang in there, Simon thought to himself. They can't beat it out of you if you don't let them.

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.

Specialties

Some characters are especially good at particular applications of their Traits. For example, a painter might be particularly good at portraits, a baseball player might be adept at catching fly balls, and a brawler might be infamous for his low blows. To represent this, characters with scores of 4 or higher in Attributes or Abilities may choose specialties for those Traits.

A specialty is a particular subcategory of an Attribute or Ability - thus, a character with a Strength 5 might choose to be especially adept in "deadlifting," while a character with Investigation 4 might be a whiz at "ballistics." Whenever a player makes a die roll involving an activity in which her character has specialized, she may take any die that comes up "10," tally the success normally, then reroll that die in an attempt to accumulate extra successes. If the rerolled die also comes up "10," she may continue to reroll for still further successes. This process continues until no further "10s" are rolled.

Example: Victoria has Performance 4 with a specialty in singing love songs. She is performing in front of a live audience, and she begins her hit song "4Ever I." To gauge the audience's reaction, the Storyteller has Victoria's player, Katie, roll Victoria's Charisma (4) + Performance (4) versus difficulty 6. The dice pool is 8, and Katie scores three successes - but two of those successes are "10s. " Katie takes the two "10" dice and rolls them, scoring 9 and 7 - two extra successes. She may not continue to try for further successes, but the five-success total indicates that the crowd absolutely loves Victoria's rendition.

Social

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

The prince pushed the curtain aside and walked out before the assembled council of the city's primogen. Their petty side conversations and guarded whispers stopped as the prince took his place at the head of the table, smiling at them with the look of a predator. Despite their differences of opinion, personal vendettas and centuries-oid hatreds, they still accepted the prince as their superior. None could contest the ancient vampire's overwhelming force of personality.

"See how they love me, even in their hate?" commented the prince to his childe, who stood behind the chair next to him. "Let them know who's in charge, and you'll have them drinking out of your hand."

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 magnetism.
Outstanding: Entire cultures could follow your lead.

Manipulation

Daphne looked at Lucasz as if he were the only Kindred in the city who could heIp her. He already trusted her, the foot, and now alt she had to do was convince him that he needed to go talk to that bastard Barzeski.

"Lucasz, you're the only one who can do it. I'm on such bad terms with them that Barzeski won't even listen to me anymore. Plus, if you start leaning on them now, they'll be too intimidated to come after you later."

Lucasz' face softened a bit - she had him! Now, with any luck, he and Barzeski would kill each other while they were at the table, and she'd be rid of two thorns in her side.

Manipulation measures a character's ability for self-expression in the interests of getting others 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. Botching a Manipulation roll may add a name to the character's list of enemies.

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 Manipulation ratings 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!"

Appearance

"Well, Harrick, let's see who the Toreador have pulled from the bottom of their collective shoe to discuss this matter with us, shall we?" Jervis Graves pulled a fat Cuban cigar from his desk drawer and struck a match, flinching instinctively from the tiny flame. "Bring them in!" Graves bellowed at his attendant, ashes tumbling from the cigar's tip.

The cigar hit the table at the same time Graves' jaw hit the floor. In walked the ugliest woman ]ervis had ever seen - and he'd even seen some of the Nosferatu.

"Caine's blood, creature, that face could send me into torpor."

"Yes, sir, " replied the Kindred calmly. "And now shouldn't we discuss the matter of..."

"No, not at all, " Graves cut her off. "Tell the 'artistes' that if they want to do business with Jervis Graves, they need to send someone who still looks human."

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, a character may have no more dice in a Social dice pool than her Appearance score. Thus, it is critically important to either look your best or get to know people before you start trying to convince them to firebomb 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 beatific awe.

Mental

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

Lucasz sat on the leather divan, jacket unbuttoned, hands in his lap, waiting for his odd host to enter the room. Above the musky scent of the leather, Lucas? caught a whiff of.. .poppies?... and heard the clink of glass on glass.

A stooped man with a beaklike nose - probably Barpeski's ghoul servant - limped into the room, a fluted glass on a service in his hand. "An aperitif while the lord dresses, sweet guest?" the ghoul rasped.

"If it's all the same toyou, I prefer my vitae without laudanum," answered Lucasz.

The ghout blanched.

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 minuscule changes in your environment.
Exceptional: Almost nothing evades your notice.
Outstanding: You instantly observe things almost imperceptible to human senses.

Intelligence

Aisling stared at the fragile manuscript, wondering why it refused to make sense. The symbols were all in order, the invocations were clearly defined, and the motions were even illustrated correctly. Why wouldn't the damn thing work, then? It was as if whatever backward magician had scrawled this thing had left out some basic but vital element.

Backward...

Aisting toughed oioud as she heid the book before a mirror. There were the symbols. Working through the alphabet in reverse, she transcribed the proper verses from the page, and practiced the motions in opposite order. She had broken the primitive code.

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 too 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 140).
Outstanding: Certified genius (IQ 160+).

Wits

Fire!

Lucasz leaped from the divan as the first waves of hot smoke wisped through the floorboards. First poison, and now this!

Looking to the door, Lucasz figured it must be bracedfrom the outside. The window overlooked the bay, and using that exit would mean a fall of a few hundred feet. The ventilation ducts were far too small for Kindred to crawl through.

Lucasz looked up. The crawlspace. The Fiend surely couldn't have compartmentalized the thin gap between the floors. Simply crawl up there, burst back through above the hallway, and bolt out the front door.

Lucasz turned the divan on its side, climbed atop and hammered his way through the plaster ceiling with his fists. Now it was only a question of what remained outside.

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.

Abilities

As mentioned before, Abilities are the Traits used to describe what you know and what you've learned to do. Whereas Attributes represent your raw potential, Abilities represent the ways you've learned to use that potential. You may not need anything but brute strength to smash through a door - but if you're trying to use sheer muscle power to force an engine part into place without breaking anything, you'd better know something about mechanics. When rolling dice, you'll probably have to pair an Ability with an appropriate Attribute, in order to properly depict the combination of potential and know-how that's necessary for getting things done.

There are 30 Abilities: 10 Talents, 10 Skills and 10 Knowledges. Each Ability typically covers a broad range of aptitudes. For certain Abilities (Expression, Crafts, Performance, Academics, Science), it is best to pick a specialty (p. 117), even if the character's rating in the Ability is not yet 4 or higher. Thus, a character with the Crafts Skill is generally versed in handiwork of all sorts, but might be particularly adept at auto mechanics.

Talents

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.

Alertness

Kincaid held up a finger, and the other vampires whispering in the darkened foyer immediately fell silent. "Lady Anna is coming, " he murmured. He cupped one hand to his ear, then nodded. "She's maybe two blocks away, and there's no other traffic on the street." He smiled a smile with razored edges. "That custom Rolls of hers, there's no mistaking it. Now shut up and get ready to welcome her in, you idiots."

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

Athletics

Ronnie took a running leap and hit the chain-link fence climbing. He could still hear the hooting and laughter of the gang behind him, and the sound shot more adrenaline into his aching muscles. But he'd done this a thousand times, and he was over the fence in record speed. As he raced further down the alley, he tried to clear his head, reassuring himself that there was no way those muscleheads could climb as quickly as he could. He'd bought himself a little more time; it was just a matter of putting it to use.

Then he heard the gut-wrenching sound of metal wire being torn apart...

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

Brawl

Lucita neatly snapped her knuckles into the prince's neck - one - then plunged her fingers precisely into his eyesockets - two. One-two, quicker than a child could draw breath and harder than any mortal could strike.

She smiled tautly as the formerly regal Canute clawed in panic at his ruined eyes and crumpled windpipe. No sight, no voice - and no chance to invoke his otherworldly, hypnotic majesty. Now she could do the rest at her leisure.

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 tussle.
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

Dodge

Beckett cursed as the bullets struck the wall over his head, sending hot chips of brick into his hair. He launched himself sideways, rolling behind the dumpster just as the rounds cut into where he had been standing. Typical, he thought. Saguryev's minions are as subtle as he is. He flexed his fingers and growled as the black talons glided out of his fingertips. Let's see if they're slower.

As it turned out, they were.

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.

Possessed by: Police, Criminals, Brawlers, Boxers, People in Bad Neighborhoods

Specialties: Cover, Sidestep, Footwork, Leap

Empathy

"I mean," the young woman gesticulated, "how the hell was I supposed to take care of that baby? How could I?" She dabbed at her eyes with her napkin, then stared guiltily into her cup. "Oh my God. Look at me, breaking down right in the coffeehouse. You've got to think I'm so stupid."

"No, no," her companion said gently. "Please, don't. Here." He stood and offered her his hand. "Why don't we go somewhere a little less public, and you can get it all off your chest there?" She looked up and smiled a little at that, and the smile he returned her was nothing short of dazzling.

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 sometimes literally feel someone else's suffering.
Competent: You have a keen insight into other people'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

Expression

"By the Blood, Laveaux, compose yourself. Victoria's little ditty hardly merits consideration, let alone a blood hunt - notwithstanding lyrics which could indeed be interpreted as... satirical. A bit...tawdry for my tastes," the prince sniffed, "but scarcely a violation of the Masquerade."

"Billboard #8?!? Millions of kine are mocking me - in their automobiles, in their nightclubs, on their damnable electronic phonographs. I shall be a laughingstock in..."

"Elysium, Laveaux. Elysium. Hardly the place for such histrionics. Remember where you are! Anyway," the prince said airily, the faintest of smiles creasing his visage, "it can hardly be true, can it? That stanza about you and the..."

Laveaux stormed away, gnashing his fangs in fury, as the harpies tittered behind him.

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, Rabhle-Rousers

Specialties: Acting, Poetry, Fiction, Impromptu, Conversation

Intimidation

Lucita audibly drew a breath, and something seemed, to gather around her. Something.. .palpable. Her gaze settled on one of the black' clad bodyguards, then the other, but lingered for no more than a second on each. Both men grew very pale; one tried weakly moving his hand toward his shoulder holster, but stopped almost instantly at the sound of her voice.

"I said this conversation was private. Leave. Now."

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, Sahbat

Specialties: Veiled Threats, Pulling Rank, Physical Coercion, Blackmail

Leadership

Kincaid stomped across the makeshift stage and shook one fistabove his head. "Are you going to go to one knee and offer your neck to your butcher, just because he says Father Knows Best? Are you going to pour your heart's fire between the decayed lips of the ancients? " Enthusiastic, powerful cries of "No!" shook the stage, but Kincaid went on as if he couldn't hear them. "Who will inherit this world, this night, this future? Those who have already seen a millennium or two - or those who can do something with their immortality? ARE YOU WILLING TO FIGHT FOR YOUR FREEDOM?"

The answer was a chorus of bone-rattling shouts. Kincaid screamed more fiery words into the crowd, but his heart was cold as ice, except for a growing flame of gloating satisfaction - and anticipation.

You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people's desires than it does 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

Streetwise

In full daylight, the spraypaint would have had a distinctly neon glare. In the dim light of the streetlight's periphery, it was dull and heavy. Nonetheless, the young man in gang colors was studying it intently. "Yeah, I know that tag," he finally said. He shook his head. "That's a badass marker. The Green Nails. Vietnamese. The kind of gang you never hear about on the damn cop shows, but the ones nobody in their right mind fucks with."

The older man, his impeccable suit very out of place in the alleyway, merely nodded. "Yes, precisely. And very, very suitable for our purposes."

The streets can provide a lot of information or money to those who know the language. Streetwise allows you to blend in unobtrusively 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

Subterfuge

"I mean - I can't promise anything, and I have too much respect for you to give you the usual BS. Who can tell what the future holds?" David looked up, met Linda's gaze across the low table. "But it is different when I'm with you. To be honest..." David's voice almost cracked with emotion, "I don't know if I ever have been in love, really, but this feels like it could, well...."

Wordlessly, Linda slid across the couch, took David's hand in hers, and pressed her forehead to his shoulder.

Ah, the kine are even more unchanging than we, despite their vaunted "progress." David - Dar-lnku in another time - recalled other, similarly meaningless phrases, spoken in Greek, in Aramaic and Chaldean, in the baths of Rome and among the pillars of ruined Nineveh. A true master of the Jyhad, he mused, needs no mind-tricks to beguile a vessel.

You know how to conceal your own motives and project what you like. Furthermore, 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; mastery 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

Skills are Abilities learned through training, apprenticeships or other instruction. If you try to perform an action involving a 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.

Animal Ken

The two men by the limousine were engrossed in their conversation, and never saw the movement in the shadowy alley behind them. They didn't see the hideous creature in the tattered trenchcoat kneel by the sewer grating, nor did they hear the low, susurrant call that drifted down below the street.

But when the rats came boiling out of the alley by the hundreds, thy noticed.

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

Crafts

Jutes gestured with unconcealed pride at the wall hanging. "Look there. The original Bayeux Tapestry, stolen away from Britain and replaced with a common forgery. Oh, how the mortals would panic, if we let them discover the truth!"

"Yours is the forgery," Carmelita said quietly, hiding all but a hint of her smile. Jules' normally ashen face paled into eggshell-white, but she continued. "Double-check the edges, Jules. The threads are tied in severalplaces in knots thatare distinctly 13th'century, and the dyes have been chemically faded." Then she looked at his stricken expression, and laughed. "Oh, poor dear! I'm so sorry. Here, pretend I didn't say anything."

This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, leatherwork, 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

Drive

Karl slammed hard on the brakes, twisting the wheel around as he did so. The Thunderbird's tires squealed as the vintage car slid into the classic bootlegger's reverse - thankfully, they didn't blow out in the process. The black cars behind him weren't so lucky; as Karl poured on the gas, he could hear the passengers' threats turn into screams, followed by the grinding percussion of crumpling metal.

So far, so good...

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

Etiquette

Carmelita waited until the two men had turned the corner two blocks down, then clutched at her companion s arm. "Those two - Hesha, were they...?"

"Yes, dear. Assamites." His face was expressionless basalt under the street lamps. "And they have agreed to leave us to our affairs while they scrutinize Vlados' chantry instead." He affably patted her hand. "You see, my dear! Clan matters little - theirs, or mine. So much rests on mere civility."

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

Firearms

Valentine hissed a low, contemptuous sigh. His hand flickered ever so briefly - and instantly a gun appeared in his fingers, a lusterless, heavy revolver. Before the hired security couldeven gasp for breath, the room shook with four thunderclaps, one right after the other.

Valentine neatly stepped over the nearest spreading pool of scarlet, proceeding directly for the oak door.

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

Melee

Even as the .44 round tore through her shoulder, Fatima pivoted like a ballerina, bringing the Damascene scimitar directly down on the gunman's neck. The carefully honed blade sheared neatly through collarbone, dead flesh and vertebrae, and the head came free almost instantly.

Her expression was aloof as she shifted her gaze to the gunman's panicking partner. "What do they teach you childer these days?" Her English was as flawless as the grace with which she shifted her grip. "Guns against Kindred? No, no. You must do things in the proper fashion." Her grip tightened. "Like so."

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 streetfight.
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

Perfomance

There was nothing but silence around the bonfire as the last notes of Nikos' tune drifted off into the pine forest and night sky. Then there was cheering, whistling, laughing. Nikos, with a laugh of his own, looked over to the stranger. "How's that, hey?" He proffered the fiddle, and the stranger quietly accepted it. "I tell you," Nikos continued, "the man hasn't been born that can outplay me. Go ahead and try, but...." He let his words trail off into a chuckle.

The stranger lifted the fiddle to his shoulder, tucked it neatiy under his pointed chin, smiled like a cat, and began to play. And in that moment, Nikos' laugh died in his throat, for he knew he'd lost the wager - and far more than that.

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

Security

The orderlies burs t out of the front door, then skidded as a group to an unruly halt. Just ahead of them was John Doe #244, absent-mindedly wandering the lawn,his discarded straitjacket lying crumpled on the walk. "What!" hissed the newest among them. "How'd he...?"

"Never mind that, " replied the shift overseer in a low, worried tone. "Just hope he doesn't have any thing sharp with him this time."

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 unbeatable 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

Stealth

Lucita suddenly froze - then threw herself down and to the right. There was a sudden, dull noise as the book she'd been holding was bisected by the razored metal blade that sliced through the air. She came up in a roll, muscles bunched, and growled - or was it a purr? - one word: "Fatima."

The woman facing Lucita grinned, her teeth startlingly white against her dark skin. "Lucita. It seems I still give myself away to your ears. " Her voice was smooth as the silks she wore, and her hands shifted their grip on the scimitar. "I suppose this will be a challenge, then. As always."

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

Survival

"Here, kid," Emmett grunted, tossing a reeking bundle into the ditch. The ragged Caitiff flinched away at first, then gratefully accepted the noisome wad of blankets. "You wanna get most of the way into that culvert, " Emmett continued, " 'cause the sun's gonna be mostly on this side for the day. Go fetal, too, 'cause you'll be able to cover more of yourself that way.

The skinny vampire blinked back up at Emmett. "But wouldn't it be safer in the sewers! I mean, there's no..." He stopped short when he saw the look on Emmett's hideous face. "Oh. I see."

"Ain't no sunlight down there, " Emmett scowied os he straightened up and turned away. "Don't mean it's safe."

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

Knowledges

Knowledges involve the application of the mind, not the body; consequently, Knowledge Abilities are most often paired with Mental Traits. (It's possible to roll Charisma + Academics, or even Stamina + Medicine, but such things are pretty rare.) The following descriptions speak of Knowledge levels in collegiate terms, although formal schooling is j ust one way to improve a Knowledge.

If you don't have any dots in a Knowledge, you cannot even attempt a roll involving it unless the Storyteller gives explicit permission (such as where common trivia is concerned). If you don't know Spanish, you can't try holding a conversation in espanol on your wits alone.

Academics

"Little fool," Hesha hissed in disgust. "You babble of your ruined 'Carthage,' yet the term means no more to you than a parroted lyric from one of your shrill, oh-so-important 'alternative' screeds. What do you know of Carthage - or of Rome, for that matter? Did your sire tell you of the Sabines' sacrifices to Tanit and Moloch? Of the screams in the streets as infants vomited forth their blood for the Brujah's sustenance? Of women and children dragged naked to the block and given over to the caresses of foreign mercenaries - who yet defended the 'Utopia' when your noble line was too blood-glutted to stir?

"Go away, whey-blooded Iconoclast. Speak to me again in a century, when your vitae is less tainted with heroin and ignorance. Hesha waved a finger in dismissal.

The anarch's frenzy was sudden and, as the attack was a clear violation of the Sixth Tradition, Hesha suffered no repercussions for the subsequent slaying. Naturally, taking over Morningside Homes was the simplest of matters thereafter.

This catchall 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 expound on the difference between Ming and Moghul.
Masters: You could get a paper published in a scholarly journal.
Doctorate: 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

Computer

Emmett couldn't resist a phlegmy chuckle. It had taken some time to rig up his system in the sewer, to say nothing of getting a power line set up. But it was all about to be worth it.

It wasn't tricky, hacking into Laveaux's S&L institution. It would've been simple to rewrite a few numbers. But Emmett was a pro, and that meant he played hardball. Once the JRS got through checking Laveaux's artfully embellished numbers, there wouldn t be enough left of the self'righteous nancyboy's money or credentials to buy a Taco Bell combo meal. So much for "superior influence."

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 design software.
Doctorate: You can make a very comfortable living as a consultant.
Scholar: You're on the bleeding edge.

Possessed by: Hackers, Office Workers, Programmers, Data Processors, Students

Specialties: Computer Languages, Internet, Codebreaking, Viruses, Data Retrieval

Finance

The vampire set down the newspaper with a deliberate cough. "Were you under the impression that undeath brings effortless, unending power! Did you suppose that our influence and wealth are magically granted to us at the moment of the Embrace? I did not select you for your naivete, childe." He drummed long, exquisitely manicured nails on the mahogany desktop. "I entered this century with nothing more than a handful of coins. I shall see the millennium turn with billions to my name. And all that I have, I achieved through my own savvy and determination."

He touched one finger to his cheek, and his burning gaze grew pensive. "It seems you need a practical lesson in how to make money do your bidding. I will apply my skills to bringing about the financial ruin of a person, and you will watch me - and then demonstrate what you've learned." The corner of his mouth crooked upward. "What was your ex-husband's name again?"

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.
Doctorate: Corporations follow your financial lead.
Scholar: You could turn 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

Investigation

Lucita and Anatole walked calmly into the darkened office, then stopped and quietly scanned the opulent surroundings. No more than a minute had passed before Anatole spoke: "There - the right bookend, three shelves down on the south wall."

Lucita strode to the bookcase and lifted the grotesque Olmec statue from the shelf. She turned it over to inspect the base, nodded, then sank her fingers into the stone and putted. The statue split apart with a crack, and a tiny phiat tumbled to the floor in a shower of rock dust and broken hingework.

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 agent
Scholar: Sherlock Holmes

Possessed by: Detectives, Mystery Buffs, Policemen, Stalkers

Specialties: Forensics, Shadowing, Search, Discolorations

Law

"What did you expect me to do?!?" The chained vampire's voice rose in a desperate shriek, almost falsetto at the very end. "My pack was slaughtered! They tore Diego to ribbons without breathing hard!" His eyes snapped to one side, to the metal brewing vat half-visible in the shadows. "I had to warn you!"

"The law is the law," intoned the robed creature before him. "Cowardice is unforgivable." The older Cainite's vestments rustled as he extended his palm in mock benediction. "The sentence is as it must be. Death by acid."

The chained vampire screamed at that, and didn't stop screaming for some time.

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 ofcourtroom 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

Linguistics

As Anatole raised his face to the broken rose window, his voice lifted into song, echoingin the corners of the chapel. "Pange, lingua, gioriosi/Corporis mysterium/Songuisque pretiosi...."

Lucita shook her head, artfully drowing one finger across her wine-dark lips to daub away an errant drop of blood. "'Of the Blood, all price exceeding.' How appropriate."

Anatole finished the stanza, then slowly turned to face her. "'O wondrous gift indeed! The poor and lowly may/Upon their Lord and master feed.'" He chuckled, wiping his mouth with the back of his hand. "Communion is a sacred business. It Joys me that you have always understood this."

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

Medicine

"Yaroslav! Idiot!" The horribly distorted ghoul cowered as his master spoke, shrinking back against the stone wall in abject terror. Shaking its head in contempt, Vykos knelt over the bleeding man and began molding his wounds closed. "This one must be kept intact for a time," the vampire coldly continued. "I shall punish you tomorrow evening. "

Vykos shook its head, ignoring the now-piteous whimpering of the ghoul in the corner. Finally, its hands stopped moving. "There," it crooned to the unconscious man. "I have granted you life again. Come, let us see what you are willing to make of it."

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 Aesculapius.

Possessed by: Med Students, Doctors, Lifeguards, Parents, Paramedics, Tzimisce

Specialties: Organ Transplants, Emergency Care, Poison Treatments, Pathology, Pharmaceuticals

Occult

"'Of the mad ones, the wild ones, I say first, drink not of their blood!'" Beckett opened his eyes and sat up straighter in his chair. "That's the first part of that passage in The Book of Nod, and lean cite plenty of Kindred since then who've voiced more or less the same sentiment. The fae, if that's what you want to call them, are probably very real and likely very dangerous." He frowned. "I hope you know what you're doing, Anatole."

The Malkavian only smiled.

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 information; 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, Infernalism, Witches

Politics

Hesha's skin shone like mahogany in the candlelight as he shook his head and spoke into the receiver. "I think you overestimate Bianca's strength in this situation. The recent embarrassment she suffered from her childe's actions has called the harpies' attention to her, and she dare not risk further loss of status. Further, her soldiers - what few she has - are largely occupied in the defense of Lighten Ferry. No. She won't make a move."

He nodded, and a small light came into his eye. "Of course. You have my number if there's anything else you require."

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 all sorts

Specialties: City, State, Federal, Bribery, Dogma, Radical, Camarilla

Science

"Douglas, look here!" The young ghoul's eyes shone as she backed away from the microscope. "The circulatory damage is considerable, but there are some signs of repair - clotting, even cell regeneration as usual."

Dr. Netchurch stared through the microscope lenses for a full minute before replying. "Yes. You're right, the deceased most definitely made a conscious attempt to repair the hemotoxin's damage - but to no avail. " His smile was taut and without humor. "It seems I've succeeded beautifully."

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, Researchers, Teachers, Engineers, Technicians, Pilots

Specialties: Chemistry, Biology, Geology, Physics, Astronomy

Backgrounds

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 came 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 healthy, or Manipulation + Contacts to wheedle that extra favor from your smuggler "associate."

Allies

"Damn." The middle-aged man set down his fork and dabbed at his lips with his napkin. "I had no idea that the Nash girl was related to you. And your family wants it kept pretty hushed up?" He stifled a belch, then sipped at his wine. "Well, I dunno if I can get away without printing updates, but..."

His companion, who hadn't touched a bite of her linguine, raised a hand to cut him off. "Please, there's no need to endanger your position. I'm not asking you to deny her disappearance, or even to ignore it - simply run your case updates in a less conspicuous area of the paper." Her half-smile was a masterpiece of struggling with grief. "Keeping the affair less public... for the family's sake."

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, they might have some useful Background Traits of their own, and might provide you with indirect access to their contacts, influence or resources.

Allies are typically persons of influence and power in your home city. They can be of almost any sort, pending your Storyteller's permission; you may have friends in the precinct morgue, or perhaps even the mayor's ear, depending on how many dots you spend on this Trait. Your allies are generally trustworthy (although they probably don't know that you're a vampire, or even that vampires exist). 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

Contacts

"Hey, my friend. No offense meant, okay?" The dread locked man spread his hands wide. "Can't blame me for being a little curious. You just picked up two crates of some very sweet AK action, and pay so generously for the Dragonsbreath ammo that I know you ain't about to resell it to someone eke. No way would some sucker pay so much that you'd turn a profit on this stuff." He tapped a finger under his nose speculatively. "I never hear tell of you doing this kind of dirty, brother. What, are you just stowing diings away for a rainy day?"

Kincaid's smile was electric as he gently placed the automatic rifle back in the crate. "Not at all. I never buy things I don't intend to use."

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 maj or 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 throughout 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

Fame

"Jesus, I'm sorry if I'm getting in your face, but I just had to come over here and say, uh...well, Jesus! What a show!" The teenager's grin split her face almost in half. "I mean, I drove all the way out from Alabama to see you play, and I just wanted to say it was worth it. Really, man!"

Karl feigned sipping from his beer, the better to keep from bursting out laughing. "Yeah? That's really great ofyou." He looked around, then leaned forward with a conspiratorial air. "Tell you what. Me and the guys are having a little bash back at my place after the show. Why don't you get directions from Renee - the redhead in the bustier over there - and drop by?"

You enjoy widespread recognition in mortal society, perhaps as an entertainer, writer or athlete. People may enjoy just being seen with you. This gives you all manner of privileges when moving in mortal society, but can also attract 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 otherwise 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 news anchor.
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.

Generation

Ruyter took a step back, baring his ivory teeth in a grimace. His brow was furrowed, but no sweat came. "Damn you! " he hissed. "I know your lineage, creature! You are the childe of that weak-blooded fool Pierre L'Imbecile! How is it that you..." He broke off abruptly, and leaned back as if trying to find shelter. But his neck would not shift away, and his gaze remained locked with - almost impaled by the Malkavian's cold stare.

"Communion brings one closer to our Dark Father," Anatole said in a quiet tone. His eyes flaredwithashroudedglow. "Through his Blood, steadfastness - and insight. Here, allow me to share such glory with you."

Plain and simple, this Background represents your generation - the 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. See p. 139 for further information on generations and what part they play.

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
Ninth generation: 14 blood pool, can spend 2 blood points per turn
Eighth generation: 15 blood pool, can spend 3 blood points per turn

Herd

The susurrant chanting slowly grew louder as the candles burned lower. Finally, as if responding to some inaudible cue, the indigo-robed man kneeling at the head of the throng rose to his feet and turned to face the other supplicants. "Hear us, Mother Without Mercy, Dark Lady of the Envenomed Fang, Moon of the Earth! Come to us and choose thy consort! Our will is thine!"

Then the packed-earth floor cracked, and crumbled, and a dark-skinned woman literally rose through the soil, welcomed by an ecstatic cry from the gathering.

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; see Chapter Six for further details.

Three vessels
Seven vessels
15 vessels
30 vessels
60 vessels

Influence

"Don't think this story won't get out if I disappear, either."The pudgy, sweating reporter did his best to look smug, but fear shone in his eyes nonetheless. "You can't just kill people and expect the American justice system to sit on its ass, buddy."

Hesha chuckled over steepled fingers. "I believe you overestimate your fellow mortals' integrity, Mr. Laurent. Calls have already been made. " He shook his head, an expression of grave sorrow in place on his features. "I'm afraid your autopsy will reveal a sudden but fatal heart attack - how tragic." Serpentine shadows began uncoiling from the comers of the room, and a low hissing began echoing in the chamber. "We are nothing if not thorough. Wouldn't you agree?"

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

Mentor

Ramon bounded through the woods, dropping at times to all fours in his haste. "Tibur! " His voice was raised, but not yet a shout. "Tibur!" His nails gouged the soil, sending tiny showers of dirt into the evening air. "Please, sire, I needyour help! Tibur, are you here?"

At last he was answered by a voice that seemed to well up out of the earth, a voice with the growl of a bear and the age ofworn stone. "I am here, Ramon. What would you know? Speak quickly, for I am hungry and would hunt."

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 this 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 archbishop) 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.

Resources

Kincaid smiled as he turned the key, enjoying the shudder of the Porsche's engine as it turned over flawlessly. It suited the others to take whatever they needed and discard it once they were done. Not him. In a half-remembered, long gone life he'd thirsted for all the trappings of wealth, and it amused him no end to regularly shuck his "champion of the Sabbat" duties and dabble in the upper-class circles for all they were worth. Certainly, he couldn't enjoy the food and drink, and the savor of a beautiful woman had changed entirely - but luxury is luxury, even to the unliving.

Besides, he mused to himself as he roared out of the garage and into the night street, a car like this makes hunting so much easier.

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 trying 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 $1200 a month.
Large savings: a homeowner or someone with some equity. If liquidated, you would have at least $50,000 in cash. Allowance of $3000 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 $9000 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.

Retainers

Vykos clutched the edge of its fluttering cloak with one long-fingered hand, drawing it closer around itself. It strode quickly from the study, and the misshapen creatures in the hallway scurried quickly to its side as it walked. "No," Vykos hissed, glaring at the hideously resculptured monsters. "No, no, no. I require none of you. Where is Anya? Bring me Anya."

"I am here, lord." The voice was pure velvet, and yet the woman's face and form put it to shame. She slid from the shadowy arch of an antechamber, dropping to one perfect knee and bowing her angelic head before her domitor. "What, or on whom, would you have me perform this evening?

Not precisely allies or contacts, your retainers are servants, assistants or other people who are your loyal arid steadfast companions. Many vampires' servants are ghouls (p. 275) - their supernatural 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, particularly 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. Don't abuse it.

One retainer
Two retainers
Three retainers
Four retainers
Five retainers

Status

Silence greeted the newcomer as she entered the chamber. The sole movement, apart from hers, was the flutter of thin cloth blown by the ventilation currents - cloth that outlined, shroudlike, the lean forms of the vampires who stood motionless in the gloom. Only their eyes moved, and even then just to follow the newcomer as she strode to stand, fists on hips, before the master of the manse. At last, it was the prince who spoke.

"Lucita."

She bowed her head only a millimeter, enough to let one midnight lock fall across her face. Her smile was that of a shark circling its prey. "I see my reputation precedes me."

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)

Virtues

The Virtue Traits define a character's outlook on unlife - they shape 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 she 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

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 succumbing 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 (see "Degeneration," p. 221). 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 (p. 287); unless your Storyteller tells you it's desirable to do this, assume Conscience is used.

Uncaring
Normal
Ethical
Righteous
Remorseful

Self-Control

Self-Control defines a character's discipline and mastery over the Beast. Characters with high 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 character faces her Beast in the form of frenzy (p. 228). Self-Control allows the character to resist the frenzy. Note: A character may never roll more dice to resist or control a frenzy than she has blood pool - 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 (p. 287). 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

Courage

All characters 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. See the section on Rotschreck (p. 229) for mechanical systems dealing with character fear.

Timid
Normal
Bold
Resolute
Heroic

Humanity

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, murderers 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

Effects of Humanity

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 unnaturally deeply and are loath to rise even if presented with danger. Vampires with higher Humanity rise earlier in the evening than vampires with lower Humanity scores. Also, if a Kindred is forced to act during the day, the maximum dice pool he may employ for any action equals his Humanity score.

- Humanity also affects a character's Virtues. Whenever a certain Virtue is called into question, a player may not roll more dice for a Virtue than her character has dots in Humanity. Obviously, as the character sinks ever more deeply into the arms of damnation, 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 (p. 216) relates directly to his Humanity score. A vampire with low Humanity remains in torpor for a longer 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 acquire unnatural and disturbing features like sunken eyes, perpetual snarls and bestial countenances.

- If a character's Humanity score ever drops to zero (what kind of game are you playing?), that persona is no longer suitable for use as a player's character. Completely controlled by his Beast, the character is a mindless force of unnature, and falls under the Storyteller's control.

Humanity scores fluctuate based upon the Hierarchy of Sin - if a vampire accidentally or purposefully commits an act rated lower than her Humanity score, she must roll her Conscience Trait to see whether she accepts the act (and thus loses Humanity) or feels remorse and maintains her current level. Humanity may be raised only by spending experience points on it. See the Degeneration section (p. 221) for more information on Humanity loss and the Hierarchy of Sin.

The Downward Spiral

Vampires are monsters, have no doubt, and even a Kindred with the highest of Humanity scores is nothing more than a wolf in sheep's clothing. Nonetheless, as Humanity erodes, vampires not only become capable of, but also actively pursue, ever more depraved acts. It is in a vampire's nature to hunt, and to kill, and eventually every vampire finds himself 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 mortal origins.

Humanity 10-8

Kindred with Humanity scores this high are, ironically, more human than human. Many fledgling vampires sometimes adhere to codes more rigorous than they ever held in life, as a reaction against becoming a predator. Older Kindred scoff at this practice, taking great mirth at the thought of newly whelped neonates cowering beneath fire escapes and subsisting on the foul blood of rats, vainly rebelling against their murderous natures. Oh, the humanity!

In truth, vampires who maintain high scores in Humanity are rare, as every Kindred must kill sooner or later. Vampires with high Humanity are almost unbearable by their peers, who find frustration in their perceived naivete and self-righteousness; most Kindred prefer to suffer the slings and arrows of unlife without belaboring themselves. High Humanity scores indicate aversion to killing and even distaste for taking more vitae than is necessary. Though not necessarily passive or preachy, Kindred with high Humanity uphold excruciatingly exacting standards, and often have very clearly defined concepts of moral right and wrong.

Humanity 7

Most human beings have Humanity scores of 7 or so, so vampires at this level of Humanity can usually manage to pass for mortals. Vampires with 7 Humanity typically subscribe to "normal" social mores - it's not acceptable to hurt or kill another person, it's wrong to steal something that another person owns, but sometimes the speed limit is just too damn slow. The vampire is still concerned with the natural rights of others at this stage of morality, though more than a little selfishness shines through. Just like everyone else in the world...

Humanity 6-5

Hey, people die. Stuff breaks. A vampire below the cultural human norm has little difficulty with the fact that she needs blood to survive, and she does what needs to be done to get it. Though she won't necessarily go out of her way to destroy property or end a victim's life, she accepts that sometimes that's what fate has in store for some folks. Not automatically horrid, Kindred at this stage of Humanity are certainly at least mildly unpleasant to be around. Their laissez-faire attitudes toward others' rights offend many more moral individuals, and some minor physical eeriness or malformation may show up at this stage.

Humanity 4

Hey, some people gotto die The vampire begins an inevitable slide into urge indulgence. A Humanity of 4 indicates that killing is acceptable to this Kindred, so long as his victim is deserving (which is, of course, quite subjective). Many vampire elders hover around this level of Humanity, if they haven't adopted some other moral code. Destruction, theft, injury - these are all tools, rather than taboos, for a vampire with Humanity 4. Also, the vampire's own self and agenda become paramount at this point, and devil take whoever gets in the way. Physical changes become quite evident at this stage; while not hideous in the sense of the Nosferatu or certain Gangrel, the vampire acquires a pallid, corpselike and noticeably unwholesome aspect.

Humanity 3-2

The lives and property of others are irrelevant to a Kindred this far gone. The vampire likely indulges twisted pleasures and aberrant whims, which may include any manner of atrocity. Perversion, callous murder, mutilation of victims and wickedness for its own sake are the hallmarks of a Kindred with very low Humanity. Few vampires maintain scores this low and lower for very long - their damnation is all but certain at this point. Vampires at this stage may be physically mistaken for human, but don't bet on it.

Only nominally sentient, Kindred with Humanity 1 teeter on the edge of oblivion. Little matters at all to vampires this far gone, even their own desires outside of sustenance and rest. There is literally nothing a vampire with Humanity 1 won't do, and only a few tattered shreds of ego stand between him and complete devolution. Many who attain this stage find themselves no longer capable of coherent speech, and spend their nights gibbering blasphemy among their gore-spattered havens.

Humanity 0

Must sleep. Must feed. Must kill. Players may not run characters with Humanity 0. Vampires at this stage are completely lost to the Beast.

Willpower

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 (see below), though players are advised to be careful and frugal with their characters' 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

Other Paths

Not all vampires follow the principles of the Path of Humanity. Many Kindred outside the Camarilla, particularly the vampires of the Sabbat, see no need to continue to subscribe to moral codes akin to Humanity. These vampires do, however, have different ethical systems in place, as complete amorality is an open door for the Beast.

The "default" morality for Vampire characters is Humanity, as control and the Beast are such major themes of the game. It is best that beginning players run characters adhering to this Path. Players may, however, choose different Paths should they so wish (at the Storyteller's discretion). After all, it just doesn't make sense to play a malicious Tzimisce torturer who can't hurt people without suffering crippling pangs of conscience.

If a player chooses a vampire clan that has a different moral outlook from that of Humanity, he should select the Path that makes the most sense for the character. Otherwise, the player should circle Humanity on the character sheet and continue the character-creation process.

For more information on the following Paths, see the Appendix.

- Path of Blood - Followed almost exclusively by Assamites, the Path of Blood governs revenge, diablerie and bringing oneself closer to the First Vampire.

- Path of the Bones - This code governs the study of death and its relation to the vampiric state. The Giovanni are its most ardent supporters.

- Path of Metamorphosis - This uniquely Tzimisce Path operates on the principle that, as vampirism lies beyond humanity, something lies beyond vampirism.

- Path of Night - The Path of Night opens the vampire's soul to eternal darkness. It is predominantly practiced by Lasombra.

- Path of Paradox - The Ravnos code of ethics, the Path of Paradox centers upon changing reality for the betterment of oneself.

- Path of Typhon - Corruption and sin pave this Path's way. It is supported by the Followers of Set.

Spending Willpower

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 an actual roll for a 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.

Regaining Willpower

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.

- Characters' 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.

Storytellers are encouraged to create their own systems or modify our systems to suit their troupe's style of play. Indeed, the manner in which a Storyteller allows, or refuses to allow, Willpower replenishment can determine the overall mood of the chronicle. A word of caution: Give Willpower rewards judiciously, as Willpower can destroy a story if the Storyteller lets the Trait fall to abuse.

Blood Pool

A character's blood pool measures how much vitae the vampire has in his system. The blood pool comprises a number of individual blood points. Each blood point corresponds roughly to one-tenth of the blood in an average adult mortal.

The maximum number of blood points a vampire may ingest is dictated by his generation, as is the number of blood points he may spend in a single turn. A vampire with zero blood points in his system is ravenously hungry and likely in the throes of frenzy.

Vampires must subtract one blood point from their blood pools every night, whether they rise for the evening or not, as the unnatural magics animating their dead bodies consume the vitae they have taken from their prey. Blood points may also be spent in a variety of ways, and may be replenished only by consuming - you guessed it - blood.

Blood pool also affects Self-Control (or Instinct) rolls, which come into play when a character's frenzy becomes imminent. A player may never roll more dice for a Self-Control or Instinct roll than the character has blood pool. For example, if a character has only two blood points left, her player may roll only two dice for a Self-Control roll, even if the character's Self-Control score is 4. Voracious vampires just don't fight the Beast very well...

Spending Blood Pool

As previously mentioned, every vampire expends one blood point each night when she awakens, whether or not she actually goes out and about. Characters may also use blood points in a variety of other ways. A vampire may spend only a certain number of blood points per turn; this number depends on the vampire's generation. See the Generation Chart (next page) to determine this number.

- A vampire may spend one blood point to heal one normal (bashing or lethal) health level of damage. Characters must be resting and relatively inactive for this healing to take place, though this recovery is rapid: One blood point per turn may be spent to heal one health level, though vampires of lower generations may heal as many health levels per turn as they can spend blood points. See the Generation Chart for details on this.

Note that blood expenditure is the only way that vampires can heal wounds. Just as their immortality prevents the Kindred from aging and dying naturally, so it also inhibits the recuperative processes natural to a living body.

- A player may spend one blood point to increase a single Physical Attribute (Strength, Dexterity, Stamina) by one dot for the duration of the scene. The player must announce, at the beginning of the turn, that he is doing this. A player may spend as many blood points on increasing Physical Attributes as the vampire may use in a turn (based upon generation), but may only freely increase these Traits up to one higher than their generational maximum (i.e., a 10th-generation vampire may increase Traits to a maximum of 6). With effort, a character may increase a Physical Attribute to above even this limit, but each dot above the limit lasts for only three turns after the character stops spending blood. This enables vampires to perform truly amazing physical feats, such as throwing cars, moving preternaturally quickly and withstanding blows that would fell trees.

Example: Jerome, an 11th-generation Brujah, has a Strength of 5. Knowing that he's about to get into a fight, he spends blood to increase his Strength. He spends one blood point to raise Strength to 6 (this enhanced Strength will last for the duration of the scene). Wanting to be even stronger, Jerome begins spending blood, at one blood point per turn, to increase his Strength to 9. Once he "levels out," Jerome may maintain his heightened Strength for three turns before dropping to 6 (though his Strength will remain at 6 for the duration of the scene).

Note: No character may increase Physical Attributes above 10.

- A vampire may give a number of blood points to another Kindred, thereby enabling the recipient to use the blood as if it were her own. This is often a grisly prospect, as the "donor" must open his own vein and physically deliver the blood to the needy Kindred. Of course, if a vampire is ever in a situation in which she needs blood, she's likely all out of it herself, and may frenzy and take too much from the donor. Blood gifts should be given with care.

If a vampire (or mortal) partakes of another Kindred's blood three times, she becomes bound to that vampire through the mystical properties of Cainite vitae. This is known as the blood bond. For more on blood bonds, see p. 218.

- A vampire may gift a mortal or animal with a dose of his vitae, allowing the mortal in question to inject or ingest it. For so long as the mortal retains the Kindred vitae in her system, she is considered a ghoul (p. 275).

- Though most vampires (with the exception of Nosferatu) appear much as they did in life, they still display certain corpselike features; for example, their skin is unnaturally cold and ashen, and they do not breathe. By spending a variable number of blood points, a vampire may will himself to appear more human for a scene: flushing his skin, drawing breath, even becoming capable of engaging in sexual intercourse (this last, while helpful in certain types of feeding, in no way means that the vampire may inseminate a mortal or become pregnant; a corpse is still a corpse, after all). Performing these actions for a scene requires an expenditure of blood points equal to (8 minus Humanity); thus, Kindred with Humanity scores of 8 or higher may accomplish these feats automatically, while vampires with low Humanity find the process exceedingly arduous.

Only vampires with Humanity may use blood in this manner; vampires on a Path have forsaken their human sides entirely.

- Blood may be spent to fuel certain vampiric Disciplines. Consult Chapter Four to see which individual powers require blood expenditure.

Blood Pool Chart

Vessel    Blood Pool
Vampire    0 - ???
Werewolf    25
Average Human    10
Child    5
Cow    5
Dog    2
Cat    1
Plasma bag    1
Rat    1/2
Bat/Bird    1/4

Generation Chart

Generation    Max. Trait Rating    Blood Pool Max.    Blood Points/Turn
Third    10    ???    ???
Fourth    9    50    10
Fifth    8    40    8
Sixth    7    30    6
Seventh    6    20    4
Eighth    5    15    3
Ninth    5    14    2
Tenth    5    13    1
Eleventh    5    12    1
Twelfth    5    11    1
Thirteenth +    5    10    1

Max Trait Rating: This indicates the highest permanent Trait rating (excluding Humanity/Path scores and Willpower ratings) a vampire of the given generation can have. This is especially important with regard to Disciplines and Attributes.

Blood Pool Max: The maximum number of blood points a vampire may keep in her system. Remember that elder vampires concentrate their blood - while the volume of blood in their bodies is no greater than any other vampire's, each pint of blood is worth more than one point.

Blood Points/Turn: This indicates how many blood points a vampire can spend in a single turn.

Earning Blood Pool

Vampires replenish blood pool by taking it from others. "Others" need not be human, though a vampire who is too squeamish to take sustenance from the kine is often ridiculed by his peers - the Kindred are predators, after all, no matter how unnatural.

Drinking blood is a risky proposition. As vampires gorge on the vitae of their victims, there is always the chance that they may take too much. Unhygienic vampires may communicate disease by exposing a vessel to bacteria and viruses carried in other blood that still stains their fangs. A vampire may take only 20 percent of a vessel's blood and leave it relatively safe. Taking half of a vessel's blood necessitates hospitalization for that vessel. Obviously, taking all a vessel's blood will kill it.

A vampire may take up to three blood points from a given vessel in a turn. The shorter the turn, the more forcefully the Kindred steals the vitae. It is generally impossible to take more than three blood points from a vessel in three seconds (the shortest a turn gets), though some Nosferatu with hideously distended mouths are able to take more through sheer surface area bled. Most vampires drink their victim's blood slowly, so a to savor the luscious fluid and draw as much pleasure as possible out of the experience.

Once the Kindred breaks her vessel's skin with her fangs that vessel no longer resists the vampire (if he did in the first place...). Indeed, the ecstasy caused by the vampire's bite is called the Kiss, and it engenders as much exquisite, subtly painful pleasure in vampires as it does in mortals. Exceptionally strong-willed mortals (9+ Willpower) may continue to resist, but ever these vessels eventually succumb to the pleasure. Some Kindred and kine even develop lusts for the Kiss and actively seek out those who will drink their blood.

Note: While Kindred find the Kiss pleasurable, they may resist it more readily than mortals can. Any Kindred, regardless of Willpower, may make a Self-Control roll (difficulty 8) to avoid succumbing to the Kiss. This enables vampiric victims of diablerie (p. 224) to have a chance at fighting back.

Wounded characters typically have less blood than healthy characters. Assume that a normal-sized human has one fewer blood point in his system for each health level of damage he currently suffers. Mortals regain one blood point per day (unless, of course, they are infused with vitae from some other source). Vampires do not lose blood points to wounds in this manner, though they often spend blood to heal wounds they have suffered.

The blood of nonhuman creatures - livestock, wild animals and the like - is not as nourishing as the blood of humankind. Though an animal may physically have a greater volume of blood than a man, vampires draw less sustenance from it. Hence, animals have fewer blood points, even if they have more blood.

Old blood is never as nourishing as fresh blood. In fact, many vampires refuse to drink old blood, whether it comes from human corpses, blood banks, or a vampire's private reserve. However, the blood of other vampires, particularly elders, is quite potent. When drinking from elder vampires, each blood point taken may be so concentrated that it is actually worth two - or more! - normal blood points in use. Thus it is possible to obtain a vast amount of blood points by partaking of elder blood, though such prized vitae is rarely available to neonates or even ancillae. Essentially, elders have greater blood pools not because they are bodily larger than younger vampires, but because the blood they ingest is more concentrated in their ancient veins. Werewolf blood is rumored to be similarly potent.

Health

The Health Trait measures a character's physical condition, from perfect health to death. As characters are wounded or otherwise impaired, they lose health levels, then regain them as they heal. A character's Health Trait comprises seven different "health levels," and each level applies a different dice pool penalty to any actions taken by the person in question. A character who is Hurt subtracts one die from her action dice pools, while a Crippled character subtracts five dice from her action dice pools. If health level penalties leave a character with no dice in a given dice pool, the character cannot take that action. However, a point of Willpower can be spent to ignore wound penalties for one turn.

A character at the Incapacitated health level is utterly immobilized and can take no action of any kind except healing himself with blood points (if the character is a vampire or ghoul) or swallowing blood that is offered to him. A mortal who reaches this stage is a breath away from death; if she takes any more damage, she dies. If a Kindred suffers an aggravated wound (see p. 218) after being Incapacitated, he dies the Final Death. A vampire at the Incapacitated health level with no more blood in his body immediately sinks into torpor.

Note: Dice pool penalties from health level loss apply only to actions. They do not apply to purely reflexive dice pools, such as soak dice, most Virtue checks, or Willpower rolls to abort to another action. If a character is Wounded and suffers more nonaggravated damage, he may still soak with his full Stamina (+ Fortitude, if he has it). The health level penalties do apply to damage rolls for Strength-based attacks, but not for mechanical weapons like firearms. Ultimately, this rule must be adjudicated by the Storyteller and common sense.

Health Levels

Health Level    Dice Pool Penalty    Movement Penalty
Bruised       Character is only bruised a bit and suffers no dice pool penalties due to damage.
Hurt    -1    Character is superficially hurt and suffers no movement hindrance.
Injured    -1    Character suffers minor injuries and movement is mildly inhibited, (halve maximum running speedy).
Wounded    -2    Character suffers significant damage and may not run (though he may still walk). At this level, a character may not move, then attack; he always loses dice when moving and attacking in the same turn.
Mauled    -2    Character is badly injured and may only hobble about (three yards/turn).
Crippled    -5    Character is catastrophically injured and may only crawl (one yard/turn).
Incapacitated       Character is incapable of movement and is likely unconscious. Incapacitated vampires with no blood in their bodies enter torpor.

Experience

During the course of a chronicle, characters - much like players over the course of their lives - learn from their mistakes and grow. Change is inevitable, even for the eternal undead. Over years and centuries, vampires hone their Disciplines, learn (and forget) the ins and outs of cultures and languages, and refine their skills at Jyhad.

A great deal of what characters learn is beyond the scope of any game system to reflect. In many cases the more mundane aspects of growing older - and, one would hope, wiser - are reflected in the players' increased confidence and perspicacity. Learning to lock your car when you leave it in a public parking place is simply common sense, not really a skill that can be purchased. Emotional transformations are roleplayed, not bought.

Sometimes, though, characters improve themselves in skills magical or mundane. A system of rewards, called experience points, is used to reflect these more drastic changes. Experience points reflect the Traits that a vampire hones as time passes.

At the end of each story, the Storyteller awards experience points to each character. The players then write down how many experience points the character has earned. Between stories, players may spend their characters' experience points to purchase or increase Traits.

Experience points can be used to improve Attributes, to acquire new Abilities or enhance ones the character already has, to raise existing Disciplines or purchase new ones, or to increase Virtues. Backgrounds may not be purchased through experience points, though they may be acquired through roleplaying if, for example, the character makes a new friend, acquires a windfall, or commits foul diablerie. The costs for all of these different changes vary greatly, as shown on the following chart.

The Storyteller is the final arbiter of how many experience points each character receives, as well as which Traits may be raised. Accordingly, the Storyteller should oversee where experience points are spent. Players may wish to put points into areas that don't honestly reflect what the character has learned during the story or chronicle, in which case the Storyteller can veto their actions. For example, if a character did not use his Dominate Discipline at all during a story, he could not have improved it, and thus the Storyteller should not allow him to increase the number of dots in that Discipline. The same stands for improving Virtues: A character who just killed three children and diablerized her sire has no logical grounds for increasing her Humanity rating. (Note that a character does not have to use his Traits successfully to be eligible for an increase; we often learn more from failure than from success, and the undead are no different.)

As Storyteller, try to be fair about experience-point expenditure, and never take things to the point at which the player feels he has no control over the character any longer. Ask the players what they feel their characters learned before awarding any points, and use that as part of the basis for giving them experience points. These limitations are put forth to add a level of reality to the game. If the changes in the character are completely random, the impact is lost. Weave the changes into the course of events; make the changes reflect what has occurred. That's what roleplaying is all about.

Virtues increased by experience have no impact on the character's Humanity or Willpower. Once the character-creation process is finished, that's the end of the matter. A character who, during a story, manages to act in spite of his fear of fire is eligible for a Courage increase, but increasing Courage does not automatically increase Willpower.

No Trait may be increased by more than one point during the course of a story. Vast changes in Traits take time, and the game should reflect that limitation.

New Traits

Increasing existing Traits can be done fairly readily, so long as the character uses or practices the Trait in question. Learning new Traits, however, is a little more difficult. Even a vampire can't simply pick up a new language or learn to fight if he doesn't know even the basics (to say nothing of learning a new Discipline!). Thus, learning an entirely new Ability or Discipline requires some tutoring and study, in addition to the required experience-point expenditure. This study can be simple (a night-school course to learn Com- puter 1) or brutally difficult (months or even years of mind-bending rituals, formulas and blood manipulation to learn the first dot in Thaumaturgy), but it must always be accomplished. Having the Mentor Background helps, but even a mentor can teach only what she herself knows.

Storytellers: Do not allow players to neglect this requirement! Particularly for more esoteric arts such as Disciplines, pursuit of new knowledge - and payment for same - can lead to all manner of incredible stories.

Awarding Experience Points

Storytellers: Awarding experience points is a double-edged sword. You can hurt your chronicle by giving away too many, and you can cause just as much of a problem by giving away too few. If you give more to some players than you do to others, you might seem as if you're playing favorites, and you also risk unbalancing the game. However, the characters who do the most, who take the risks and learn from their mistakes instead of simply sitting on the sidelines, deserve the experience points to reflect the changes they're going through. The rules below should help you avoid most problems, but you should feel free to experiment and fine-tune them to fit your needs.

End of Each Chapter

At the end of each game session, or chapter, you should award the characters between one and five experience points. One point is awarded automatically, simply because the character experienced the chapter's events. Despite ourselves, we tend to learn from the follies of others as well as we do from our own.

One Point - Automatic: Each player gets one point at the end of each chapter.

One Point - Learning Curve: Ask the player what his character learned in the course of the night's events. If you agree with the answer, give the player one experience point.

One Point - Roleplaying: The player carried out the role of her character well, not only entertainingly but appropriately. The player performed as the character should in the circumstances. Truly inspired roleplaying might merit two experience points.

One Point - Heroism: On rare occasions even vampires can truly behave as heroes, risking all to let friends or even strangers escape from certain death. If a character acts heroically and manages to survive, he should be rewarded. Some player might try to take advantage of this idea. Don't let them. Stupidity and suicidal behavior should not be mistaken for heroism.

The End of the Story

You might decide to give extra experience points at the end of a story, if the players have done their part and the characters have faced down substantial trials. Only a few points should be given this way, as they are effectively "bonus points" for a job well done.

One Point - Success: The characters achieved all or part of the goals they set out to accomplish. Even minor victories can be rewarded if they pushed the game forward.

One Point - Danger: The characters survived against harsh odds and grave dangers.

One Point - Wisdom: The player, and thus the character, came up with a brilliant plan or even a spontaneous strategy that enabled the coterie to survive when it would likely have failed otherwise.

More points can be awarded if you decide they should be, or if you want the characters to advance more quickly than they currently are.

Experience Cost

Trait    Cost
New Ability    3
New Path (Necromancy or Thaumaturgy)    7
New Discipline    10
Attribute    current rating x 4
Ability    current rating x 2
Clan Discipline    current rating x 5*
Other Discipline    current rating x 7*
Secondary Path (Necromancy or Thaumaturgy)    current rating x 4
Virtue    current rating x 2**
Humanity    current rating x 2
Willpower    current rating

* Caitiff have no clan-based Disciplines, just as they have no clan. For them, the cost of raising Disciplines is the current rating x 6 for all Disciplines. This is both a curse and a blessing of being Clanless.

** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, Willpower).


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