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Name: Concept: Seeming:
Player: Virtue: Kith:
Chronicle: Vice: Court:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO
Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO
Wyrd
Physical Flaws OOOOOOOOOO
(-1 Unskilled)
Athletics OOOOO Clarity

Brawl OOOOO 10 O
Drive OOOOO Contracts 9 O
Firearms OOOOO OOOOO 8 O
Larceny OOOOO OOOOO 7 O
OOOOO 6 O
Stealth OOOOO
OOOOO 5 O
Survival OOOOO
OOOOO 4 O
Weaponry OOOOO
OOOOO 3 O
Social OOOOO 2 O
(-1 Unskilled)
OOOOO 1 O
Animal Ken OOOOO
OOOOO Seeming Blessing:
Empathy OOOOO
Expression OOOOO Pledges Seeming Curse:
Intimidation OOOOO
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-2 Unskilled) Blessing: Can spend one point of Glamour to gain
OOOOO the benefit of the 9 again rule on all dice pools involving
Animal Ken OOOOO Dexterity for the rest of the scene.
OOOOO Can also spend one point of Glamour to add your
Empathy OOOOO Wyrd dots to your Dodge total for the rest of the scene.
This only applies when the character is dodging.
Expression OOOOO Pledges Seeming Curse: Doesn’t benefit from the 10
Intimidation OOOOO again rule on dice pools involving Presence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO O OOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO Glamour
OOOOO
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Wyrd
Science OOOOO OOOOO OOOOOOOOOO

Physical Flaws Clarity


(-1 Unskilled) 10 O
Athletics OOOOO 9 O

Brawl OOOOO 8 O
Drive OOOOO Contracts 7 O
Firearms OOOOO OOOOO 6 O
Larceny OOOOO OOOOO 5 O
Stealth OOOOO OOOOO 4 O
Survival OOOOO OOOOO 3 O
OOOOO 2 O
Weaponry OOOOO
OOOOO 1 O
Social OOOOO Blessing: Can spend points of Glamour to improve
(-1 Unskilled) dice pools involving Strength, Brawl and Intimidate. Each
OOOOO point of Glamour spent adds one die to one dice pool.
Animal Ken OOOOO
OOOOO Seeming Curse: Doesn’t get the benefit of the 10
Empathy OOOOO again rule on dice pools using Composure (with the excep-
tion of Perception rolls using Wits + Composure). Also
Expression OOOOO Pledges suffers a –1 die penalty to Composure when using it as
a Defense Trait (that is, when subtracting it from another
Intimidation OOOOO character’s dice pool).
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-0 Unskilled)
OOOOO
Animal Ken OOOOO Blessing: Can spend Glamour to improve dice
OOOOO pools that include Presence, Manipulation and Per-
Empathy OOOOO suasion. Each point spent increases one dice pool by
one point.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty on
Intimidation OOOOO dice pools to avoid losing Clarity.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Speed:
Streetwise OOOOO
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
OOOOO Blessing: Once per day, you can spend one point
Animal Ken OOOOO of Glamour to add your Wyrd rating to your Health
OOOOO dots for the rest of the scene.
Empathy OOOOO Seeming Curse: Doesn’t get the benefit of the
Expression OOOOO Pledges 10 again rule on any dice pools involving the Manipu-
lation Attribute and the Skills Empathy, Expression,
Intimidation OOOOO Persuasion or Socialize.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
OOOOO Blessing:
(-1 Unskilled) Can spend Glamour to increase dice
pools that include Wits, Subterfuge and Stealth
Animal Ken OOOOO
OOOOO — each point of Glamour increases one dice pool by
one point. Also gains the benefit of the 9 again rule on
Empathy OOOOO Stealth dice pools.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty to all
rolls to enact Contracts during daylight hours. The penal-
Intimidation OOOOO ty increases to –2 dice if the sun is directly visible to you.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-4 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
Blessing: Gains the benefit of the 8 again rule when
OOOOO using the Animal Ken Skill, and receives a free Specialty
Animal Ken OOOOO
OOOOO for theCan
one animal that most reflects the Beast’s seeming.
spend points of Glamour to add to dice
Empathy OOOOO pools involving Presence and Composure. Each point
Expression OOOOO Pledges of Glamour spent adds one die to one dice pool.

Seeming Curse: Doesn’t re-roll 10s when us-


Intimidation OOOOO ing a dice pool involving Intelligence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Animal Ken and either Athletics, Brawl or Stealth; Record Blessing and Curse •
Contracts 5 dots • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-2 Unskilled) Blessing: Can spend one point of Glamour to gain
OOOOO the benefit of the 9 again rule on all dice pools involving
Animal Ken OOOOO Dexterity for the rest of the scene.
OOOOO Can also spend one point of Glamour to add your
Empathy OOOOO Wyrd dots to your Dodge total for the rest of the scene.
This only applies when the character is dodging.
Expression OOOOO Pledges Seeming Curse: Doesn’t benefit from the 10
Intimidation OOOOO again rule on dice pools involving Presence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO O OOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO Glamour
OOOOO
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Wyrd
Science OOOOO OOOOO OOOOOOOOOO

Physical Flaws Clarity


(-1 Unskilled) 10 O
Athletics OOOOO 9 O

Brawl OOOOO 8 O
Drive OOOOO Contracts 7 O
Firearms OOOOO OOOOO 6 O
Larceny OOOOO OOOOO 5 O
Stealth OOOOO OOOOO 4 O
Survival OOOOO OOOOO 3 O
OOOOO 2 O
Weaponry OOOOO
OOOOO 1 O
Social OOOOO Blessing: Can spend points of Glamour to improve
(-1 Unskilled) dice pools involving Strength, Brawl and Intimidate. Each
OOOOO point of Glamour spent adds one die to one dice pool.
Animal Ken OOOOO
OOOOO Seeming Curse: Doesn’t get the benefit of the 10
Empathy OOOOO again rule on dice pools using Composure (with the excep-
tion of Perception rolls using Wits + Composure). Also
Expression OOOOO Pledges suffers a –1 die penalty to Composure when using it as
a Defense Trait (that is, when subtracting it from another
Intimidation OOOOO character’s dice pool).
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-0 Unskilled)
OOOOO
Animal Ken OOOOO Blessing: Can spend Glamour to improve dice
OOOOO pools that include Presence, Manipulation and Per-
Empathy OOOOO suasion. Each point spent increases one dice pool by
one point.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty on
Intimidation OOOOO dice pools to avoid losing Clarity.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Speed:
Streetwise OOOOO
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
OOOOO Blessing: Once per day, you can spend one point
Animal Ken OOOOO of Glamour to add your Wyrd rating to your Health
OOOOO dots for the rest of the scene.
Empathy OOOOO Seeming Curse: Doesn’t get the benefit of the
Expression OOOOO Pledges 10 again rule on any dice pools involving the Manipu-
lation Attribute and the Skills Empathy, Expression,
Intimidation OOOOO Persuasion or Socialize.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
OOOOO Blessing:
(-1 Unskilled) Can spend Glamour to increase dice
pools that include Wits, Subterfuge and Stealth
Animal Ken OOOOO
OOOOO — each point of Glamour increases one dice pool by
one point. Also gains the benefit of the 9 again rule on
Empathy OOOOO Stealth dice pools.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty to all
rolls to enact Contracts during daylight hours. The penal-
Intimidation OOOOO ty increases to –2 dice if the sun is directly visible to you.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-4 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
Blessing: Gains the benefit of the 8 again rule when
OOOOO using the Animal Ken Skill, and receives a free Specialty
Animal Ken OOOOO
OOOOO for theCan
one animal that most reflects the Beast’s seeming.
spend points of Glamour to add to dice
Empathy OOOOO pools involving Presence and Composure. Each point
Expression OOOOO Pledges of Glamour spent adds one die to one dice pool.

Seeming Curse: Doesn’t re-roll 10s when us-


Intimidation OOOOO ing a dice pool involving Intelligence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Animal Ken and either Athletics, Brawl or Stealth; Record Blessing and Curse •
Contracts 5 dots • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-2 Unskilled) Blessing: Can spend one point of Glamour to gain
OOOOO the benefit of the 9 again rule on all dice pools involving
Animal Ken OOOOO Dexterity for the rest of the scene.
OOOOO Can also spend one point of Glamour to add your
Empathy OOOOO Wyrd dots to your Dodge total for the rest of the scene.
This only applies when the character is dodging.
Expression OOOOO Pledges Seeming Curse: Doesn’t benefit from the 10
Intimidation OOOOO again rule on dice pools involving Presence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO O OOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO Glamour
OOOOO
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Wyrd
Science OOOOO OOOOO OOOOOOOOOO

Physical Flaws Clarity


(-1 Unskilled) 10 O
Athletics OOOOO 9 O

Brawl OOOOO 8 O
Drive OOOOO Contracts 7 O
Firearms OOOOO OOOOO 6 O
Larceny OOOOO OOOOO 5 O
Stealth OOOOO OOOOO 4 O
Survival OOOOO OOOOO 3 O
OOOOO 2 O
Weaponry OOOOO
OOOOO 1 O
Social OOOOO Blessing: Can spend points of Glamour to improve
(-1 Unskilled) dice pools involving Strength, Brawl and Intimidate. Each
OOOOO point of Glamour spent adds one die to one dice pool.
Animal Ken OOOOO
OOOOO Seeming Curse: Doesn’t get the benefit of the 10
Empathy OOOOO again rule on dice pools using Composure (with the excep-
tion of Perception rolls using Wits + Composure). Also
Expression OOOOO Pledges suffers a –1 die penalty to Composure when using it as
a Defense Trait (that is, when subtracting it from another
Intimidation OOOOO character’s dice pool).
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-0 Unskilled)
OOOOO
Animal Ken OOOOO Blessing: Can spend Glamour to improve dice
OOOOO pools that include Presence, Manipulation and Per-
Empathy OOOOO suasion. Each point spent increases one dice pool by
one point.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty on
Intimidation OOOOO dice pools to avoid losing Clarity.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Speed:
Streetwise OOOOO
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
OOOOO Blessing: Once per day, you can spend one point
Animal Ken OOOOO of Glamour to add your Wyrd rating to your Health
OOOOO dots for the rest of the scene.
Empathy OOOOO Seeming Curse: Doesn’t get the benefit of the
Expression OOOOO Pledges 10 again rule on any dice pools involving the Manipu-
lation Attribute and the Skills Empathy, Expression,
Intimidation OOOOO Persuasion or Socialize.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
OOOOO Blessing:
(-1 Unskilled) Can spend Glamour to increase dice
pools that include Wits, Subterfuge and Stealth
Animal Ken OOOOO
OOOOO — each point of Glamour increases one dice pool by
one point. Also gains the benefit of the 9 again rule on
Empathy OOOOO Stealth dice pools.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty to all
rolls to enact Contracts during daylight hours. The penal-
Intimidation OOOOO ty increases to –2 dice if the sun is directly visible to you.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-4 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
Blessing: Gains the benefit of the 8 again rule when
OOOOO using the Animal Ken Skill, and receives a free Specialty
Animal Ken OOOOO
OOOOO for theCan
one animal that most reflects the Beast’s seeming.
spend points of Glamour to add to dice
Empathy OOOOO pools involving Presence and Composure. Each point
Expression OOOOO Pledges of Glamour spent adds one die to one dice pool.

Seeming Curse: Doesn’t re-roll 10s when us-


Intimidation OOOOO ing a dice pool involving Intelligence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Animal Ken and either Athletics, Brawl or Stealth; Record Blessing and Curse •
Contracts 5 dots • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-2 Unskilled) Blessing: Can spend one point of Glamour to gain
OOOOO the benefit of the 9 again rule on all dice pools involving
Animal Ken OOOOO Dexterity for the rest of the scene.
OOOOO Can also spend one point of Glamour to add your
Empathy OOOOO Wyrd dots to your Dodge total for the rest of the scene.
This only applies when the character is dodging.
Expression OOOOO Pledges Seeming Curse: Doesn’t benefit from the 10
Intimidation OOOOO again rule on dice pools involving Presence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO O OOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO Glamour
OOOOO
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Wyrd
Science OOOOO OOOOO OOOOOOOOOO

Physical Flaws Clarity


(-1 Unskilled) 10 O
Athletics OOOOO 9 O

Brawl OOOOO 8 O
Drive OOOOO Contracts 7 O
Firearms OOOOO OOOOO 6 O
Larceny OOOOO OOOOO 5 O
Stealth OOOOO OOOOO 4 O
Survival OOOOO OOOOO 3 O
OOOOO 2 O
Weaponry OOOOO
OOOOO 1 O
Social OOOOO Blessing: Can spend points of Glamour to improve
(-1 Unskilled) dice pools involving Strength, Brawl and Intimidate. Each
OOOOO point of Glamour spent adds one die to one dice pool.
Animal Ken OOOOO
OOOOO Seeming Curse: Doesn’t get the benefit of the 10
Empathy OOOOO again rule on dice pools using Composure (with the excep-
tion of Perception rolls using Wits + Composure). Also
Expression OOOOO Pledges suffers a –1 die penalty to Composure when using it as
a Defense Trait (that is, when subtracting it from another
Intimidation OOOOO character’s dice pool).
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-0 Unskilled)
OOOOO
Animal Ken OOOOO Blessing: Can spend Glamour to improve dice
OOOOO pools that include Presence, Manipulation and Per-
Empathy OOOOO suasion. Each point spent increases one dice pool by
one point.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty on
Intimidation OOOOO dice pools to avoid losing Clarity.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Speed:
Streetwise OOOOO
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
OOOOO Blessing: Once per day, you can spend one point
Animal Ken OOOOO of Glamour to add your Wyrd rating to your Health
OOOOO dots for the rest of the scene.
Empathy OOOOO Seeming Curse: Doesn’t get the benefit of the
Expression OOOOO Pledges 10 again rule on any dice pools involving the Manipu-
lation Attribute and the Skills Empathy, Expression,
Intimidation OOOOO Persuasion or Socialize.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
OOOOO Blessing:
(-1 Unskilled) Can spend Glamour to increase dice
pools that include Wits, Subterfuge and Stealth
Animal Ken OOOOO
OOOOO — each point of Glamour increases one dice pool by
one point. Also gains the benefit of the 9 again rule on
Empathy OOOOO Stealth dice pools.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty to all
rolls to enact Contracts during daylight hours. The penal-
Intimidation OOOOO ty increases to –2 dice if the sun is directly visible to you.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-4 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
Blessing: Gains the benefit of the 8 again rule when
OOOOO using the Animal Ken Skill, and receives a free Specialty
Animal Ken OOOOO
OOOOO for theCan
one animal that most reflects the Beast’s seeming.
spend points of Glamour to add to dice
Empathy OOOOO pools involving Presence and Composure. Each point
Expression OOOOO Pledges of Glamour spent adds one die to one dice pool.

Seeming Curse: Doesn’t re-roll 10s when us-


Intimidation OOOOO ing a dice pool involving Intelligence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Animal Ken and either Athletics, Brawl or Stealth; Record Blessing and Curse •
Contracts 5 dots • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-2 Unskilled) Blessing: Can spend one point of Glamour to gain
OOOOO the benefit of the 9 again rule on all dice pools involving
Animal Ken OOOOO Dexterity for the rest of the scene.
OOOOO Can also spend one point of Glamour to add your
Empathy OOOOO Wyrd dots to your Dodge total for the rest of the scene.
This only applies when the character is dodging.
Expression OOOOO Pledges Seeming Curse: Doesn’t benefit from the 10
Intimidation OOOOO again rule on dice pools involving Presence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO O OOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO Glamour
OOOOO
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Wyrd
Science OOOOO OOOOO OOOOOOOOOO

Physical Flaws Clarity


(-1 Unskilled) 10 O
Athletics OOOOO 9 O

Brawl OOOOO 8 O
Drive OOOOO Contracts 7 O
Firearms OOOOO OOOOO 6 O
Larceny OOOOO OOOOO 5 O
Stealth OOOOO OOOOO 4 O
Survival OOOOO OOOOO 3 O
OOOOO 2 O
Weaponry OOOOO
OOOOO 1 O
Social OOOOO Blessing: Can spend points of Glamour to improve
(-1 Unskilled) dice pools involving Strength, Brawl and Intimidate. Each
OOOOO point of Glamour spent adds one die to one dice pool.
Animal Ken OOOOO
OOOOO Seeming Curse: Doesn’t get the benefit of the 10
Empathy OOOOO again rule on dice pools using Composure (with the excep-
tion of Perception rolls using Wits + Composure). Also
Expression OOOOO Pledges suffers a –1 die penalty to Composure when using it as
a Defense Trait (that is, when subtracting it from another
Intimidation OOOOO character’s dice pool).
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-0 Unskilled)
OOOOO
Animal Ken OOOOO Blessing: Can spend Glamour to improve dice
OOOOO pools that include Presence, Manipulation and Per-
Empathy OOOOO suasion. Each point spent increases one dice pool by
one point.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty on
Intimidation OOOOO dice pools to avoid losing Clarity.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Speed:
Streetwise OOOOO
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
OOOOO Blessing: Once per day, you can spend one point
Animal Ken OOOOO of Glamour to add your Wyrd rating to your Health
OOOOO dots for the rest of the scene.
Empathy OOOOO Seeming Curse: Doesn’t get the benefit of the
Expression OOOOO Pledges 10 again rule on any dice pools involving the Manipu-
lation Attribute and the Skills Empathy, Expression,
Intimidation OOOOO Persuasion or Socialize.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
OOOOO Blessing:
(-1 Unskilled) Can spend Glamour to increase dice
pools that include Wits, Subterfuge and Stealth
Animal Ken OOOOO
OOOOO — each point of Glamour increases one dice pool by
one point. Also gains the benefit of the 9 again rule on
Empathy OOOOO Stealth dice pools.
Expression OOOOO Pledges Seeming Curse: Suffer a –1 die penalty to all
rolls to enact Contracts during daylight hours. The penal-
Intimidation OOOOO ty increases to –2 dice if the sun is directly visible to you.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Kith:
Player: Virtue: Motley:
Chronicle: Vice: Entitlement:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-4 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO Wyrd
OOOOOOOOOO
Physical Flaws
(-1 Unskilled) Clarity
Athletics OOOOO 10 O
9 O
Brawl OOOOO
8 O
Drive OOOOO Contracts
7 O
Firearms OOOOO OOOOO
6 O
Larceny OOOOO OOOOO
5 O
Stealth OOOOO OOOOO
4 O
Survival OOOOO OOOOO
3 O
Weaponry OOOOO OOOOO
2 O
OOOOO
1 O
Social OOOOO
(-1 Unskilled)
Blessing: Gains the benefit of the 8 again rule when
OOOOO using the Animal Ken Skill, and receives a free Specialty
Animal Ken OOOOO
OOOOO for theCan
one animal that most reflects the Beast’s seeming.
spend points of Glamour to add to dice
Empathy OOOOO pools involving Presence and Composure. Each point
Expression OOOOO Pledges of Glamour spent adds one die to one dice pool.

Seeming Curse: Doesn’t re-roll 10s when us-


Intimidation OOOOO ing a dice pool involving Intelligence.
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Animal Ken and either Athletics, Brawl or Stealth; Record Blessing and Curse •
Contracts 5 dots • Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).
Name: Concept: Seeming:
Player: Virtue: Kith:
Chronicle: Vice: Court:

Attributes
Power Intelligence: OOOOO Strength: OOOOO Presence: OOOOO

Finesse Wits: OOOOO Dexterity: OOOOO Manipulation: OOOOO

Resistance Resolve: OOOOO Stamina: OOOOO Composure: OOOOO

Skills Other Traits


Mental Merits Health
(-3 Unskilled)
OOOOO O O O O O O O O O O O O O O O O
Academics OOOOO
OOOOO
Computer OOOOO OOOOO Willpower
Crafts OOOOO OOOOO OOOOOOOOOO
Investigation OOOOO OOOOO
Medicine OOOOO OOOOO
Glamour
Occult OOOOO OOOOO
Politics OOOOO OOOOO
Science OOOOO OOOOO
Wyrd
Physical Flaws OOOOOOOOOO
(-1 Unskilled)
Athletics OOOOO Clarity

Brawl OOOOO 10 O
Drive OOOOO Contracts 9 O
Firearms OOOOO OOOOO 8 O
Larceny OOOOO OOOOO 7 O
OOOOO 6 O
Stealth OOOOO
OOOOO 5 O
Survival OOOOO
OOOOO 4 O
Weaponry OOOOO
OOOOO 3 O
Social OOOOO 2 O
(-1 Unskilled)
OOOOO 1 O
Animal Ken OOOOO
OOOOO Seeming Blessing:
Empathy OOOOO
Expression OOOOO Pledges Seeming Curse:
Intimidation OOOOO
Size:
Persuasion OOOOO Defense:
Socialize OOOOO Initiative Mod.:
Streetwise OOOOO
Speed:
Armor:
Subterfuge OOOOO Experience:
Attributes: 5/4/3•Skills 11/7/4 (+3 Specialties) • Seeming: Choose 1 free Skill Specialty in Athletics, Brawl or Stealth; Record Blessing and Curse • Contracts 5 dots •
Merits 7 • (Buying the fifth dot in Attributes, Skills or Merits costs two points) • Health = Stamina + Size • Willpower = Resolve + Composure • Size = 5 for adult human-sized •
Defense = Lowest of Dexterity or Wits • Initiative Mod = Dexterity + Composure • Speed = Strength + Dexterity + 5 • Starting Clarity = 7 • Wyrd starts at 1 dot • Glamour starts at
1/2 maximum (determined by Wyrd).

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