Professional Documents
Culture Documents
Table of Contents
1 SYMBOL KEY:
TABLE OF CONTENTS (•) This is one trait level
5
EXPERIENCE:
CLANS & BLOODLINES
Level up characters with experience with the following chart:
EXPERIENCE
6 TRAIT
POINTS
ATTRIBUTES & SKILLS Increase Attribute New Level x 5
Increase Skill New Level x 3
7 New Specialty 3
13
ADVANTAGES & FLAWS
17
REFERENCE TABLES
-1-
Character Creation
CORE CONCEPT: (V5 Corebook p.133) What was your charac- ADVANTAGES & FLAWS: (V5 Corebook p.179) Advantages is a
ter’s name in life? What did they do? Where and when were catch-all term for backgrounds, domain, merits & flaws, and
they Embraced? What is their name now? Where are they more. In this reference booklet they are all compiled under
now? Write your character’s name on the Relationship Map. Advantages & Flaws beginning on page 13 for simplicity’s sake.
DISCIPLINES: (V5 Corebook p.244) Choose two in-clan Disci- AMBITION & DESIRE: (V5 Corebook p.173)
plines. Put two dots in one and one dot in the other. An Ambition is an underlying goal that drives your character and
For Caitiff characters, choose any two Disciplines. Put two dots must be measurable in game terms. Pursuing an Ambition
in one and one dot in the other. Caitiff have no in-clan Disci- recovers Aggravated Willpower Damage. It shouldn’t be vague
plines. or impossible like “set fires” or “end racism” instead it should
be specific and relevant to the chronicle like “bring Final Death
Thin-blood characters have no starting or in-clan Disciplines.
to the local racist Cam Prince” or “find and burn the original
Book of the Grave-War.”
PREDATOR TYPE: (V5 Corebook p.175) Pick a Predator Type and A Desire is a short term goal that can last a Session or a whole
apply it. The listed bonus specialty, Discipline, and ad- Chronicle. Pursuing a Desire recovers Superficial Willpower
vantages/flaws do not cost or reward experience points. Damage. It must involve another person named on the Rela-
tionship Map. For example, “I want to drive a cherry Maserati”
Thin-blood characters and recently embraced Fledglings do not
or “I want to eat a brunette” don’t qualify, but “I want to drive
get a Predator Type. (V5 Corebook p.149)
Cytherea’s cherry Maserati” or “I want to eat Lord Harkness’
brunette” make excellent Desires.
-2-
Character Creation
SEA OF TIME: Together with the Storyteller and other players, HEALTH: (Maximum Health = Stamina + 3, fill in the remainder)
decide if your character and/or their coterie are: Mark Superficial Damage with a “/” and Aggravated Damage
with an “X”. If the Health tracker is filled with Aggravated
● Childer: Embraced within the last 15 years
Damage your character enters Torpor.
14th Generation and greater (Thin-bloods): Blood Potency 0
12th or 13th Generation: Blood Potency 1 WILLPOWER: (Maximum Willpower = Composure + Resolve, fill
in the remainder) Mark Superficial Damage with a “/” and Ag-
● Neonates: Embraced between 1940 and a decade ago
gravated Damage with an “X”. If the Willpower tracker is filled
12th or 13th Generation: Blood Potency 1
with Aggravated Damage in a social situation your character
Spend 15 experience points
breaks down and completely lose face. You can spend Will-
● Ancillae: Embraced between 1780 and 1940 power (mark the tracker with a “/”) to: (1) re-roll up to 3 non-
10th or 11th Generation: Blood Potency 2 Hunger Dice on any test except for Willpower tests, (2) to re-
Add 2 dots of Advantages gain control of your character from Frenzy, Dominate, or Pres-
Add 2 dots of Flaws ence, (3) to open eyes or move fingers while staked, or (4) to
Subtract 1 Humanity ignore Impairment or other Health related penalties.
Spend 35 experience points
HUMANITY: (Fill in squares equal to your character’s Humanity)
HUNGER: Set your Hunger to 1. Characters with a high Humanity rating are more quickly
affected by Stains than character with a low Humanity rating.
Mark all Stains with a “/”. At the end of each session perform a
COTERIE CREATION: Remorse test. Roll dice equal to the number of unmarked Hu-
The coterie starts with 1 dot per player. Players may also manity tracks (with a minimum of 1 die). On a success remove
contribute their own unused dots and experience points to all Stains. On a failure erase one Humanity point and remove
the coterie. Every player must agree when advantages and all Stains. If at any time these Stains would overfill the un-
flaws are purchased for the coterie. marked Humanity tracks take one Aggravated Willpower Dam-
TYPE: (V5 Corebook p.197) They are compiled under Coterie age. Humanity can be increased at Storyteller discretion, see
Types beginning on page 10. V5 Corebook p.241.
DOMAIN: The game seems to suggest that a coterie and not IMPAIRMENT: When any of these three trackers are fully
specific characters should hold a domain. This can bind charac- marked, your character becomes Impaired. (Health: -2 to all
ters together in a common cause—defending their turf. See Physical tests. Willpower: -2 to all Mental and Social tests.
the Advantages & Flaws section on page 13. Humanity: -2 to all tests.)
ADDITIONAL ADVANTAGES & FLAWS: A coterie can have any HEALING/MENDING: See the reference chart on page 18.
non-character advantage or flaw.
RELATIONSHIP MAP: A tool for tracking the complex ties that COMPULSION vs FRENZY: Compulsions occur on a Bestial Failure
bind characters and story together. See V5 Corebook p.142 and cannot be skipped with Willpower. Frenzy occurs with a
failed Willpower test after being provoked by fury, hunger, or
terror (see pages 4 and 18) and can be skipped with a Willpow-
HEALTH, WILLPOWER AND HUMANITY: er expenditure. Frenzy tests are “Willpower + (Humanity)/3”
Health, Willpower and Humanity can take damage/Stains vs the Difficulty rating. See V5 Corebook p.208 for more infor-
on unfilled spaces of their respective trackers. mation on compulsions.
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Hunger & The Blood
All kindred have an innate instinctual drive to consume blood. ROUSE THE BLOOD: Or “Rouse test.” Whenever an action
This compelling force is sometimes personified as “the (like a Discipline power or rising for the night) requires you
Beast.” Just how hungry your character has become is re- to Rouse the Blood role 1 die—or more in certain circum-
flected on the Hunger tracker by filling in squares equal to stances, see the Blood Potency chart on page 19 under
your character’s Hunger. “Discipline Power Bonus.” On a failed Rouse test, increase
your Hunger by 1 after completing the action. A character
TESTS: All tests require a number of successes ≥ the difficulty
cannot intentionally perform actions that would Rouse the
of the action, see page 20 for a chart that outlines action
Blood (other than rising for the night) while at Hunger 5.
difficulties. A role of 6+ is a single success. A typical test will
see you roll a pool of dice equal to the sum of your charac- BLUSH OF LIFE: With a Rouse Test your character can appear
ter’s relevant Attribute and Skill levels. Substitute normal or like the living (with a pulse, body temperature, and breath),
“Vampire Dice” with Hunger Dice equal to the character’s temporarily appear to consume food (up to an hour), and
Hunger, without exceeding the dice pool. A successful test possibly participate in sexual intercourse.
is a “critical success” with at least two dice showing critical
BLOOD SURGE: With a Rouse Test you can add dice to one
results.
action relevant to your character’s Blood Potency, see the
VAMPIRE AND HUNGER DICE: See page 21 for an overview. Blood Potency chart on page 19 under “Blood Surge.”
If in a “critical success” there is at least one critical showing
RISE FOR THE NIGHT: At the beginning of each night a char-
on a Hunger Die then it is then a “messy critical”—this
acter must Rouse the Blood to awaken.
means your character succeeds in their attempt, but they
destroy something or worse. A failed test with a skull on a VAMPIRIC MENDING: See the reference chart on page 18.
Hunger Die is a “bestial failure”—this means they fail in
their attempt and must act out a compulsion. See V5 Core-
FRENZY: If a character fails a frenzy test of “Willpower +
book p.208 for more information on compulsions.
(Humanity)/3” then the Storyteller takes control of them to
HUNGER 4+: When your character reaches Hunger 4, they fulfill one of the types of frenzies. Fury Frenzy: the vampire
become prone to frenzy, see the reference chart on page stops at nothing to destroy the cause of the provocation,
18 for Hunger Provocation. often including anyone nearby. Hunger Frenzy: the vampire
seeks fresh human blood from the closest source. Terror
Frenzy: (aka Rötschreck) the vampire flees from the source
TORPOR: (V5 Corebook p.223) The coma-like state between
of danger, without regard to anyone or anything in their
vampiric unlife and Final Death. See page 18 for Torpor
way. See page 18 for difficulty ratings of frenzy provoca-
length. A character can enter Torpor in three different ways
tions.
by: (1) attempting to rise for the night and failing the Rouse
test while at Hunger 5, (2) completely fill their Health track- RIDING THE WAVE: When a Frenzy test is presented, a play-
er with Aggravated Damage, or (3) voluntarily increasing er may choose to not resist and thus “Ride the Wave.” In
Hunger at the beginning of every night to exceed Hunger 5. this instance, the player may keep control of their charac-
ter, but must play out the frenzy to its completion as above.
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Clans & Bloodlines
*Some Clans require storyteller approval for player characters. All Bloodlines require storyteller approval.
CAMARILLA SABBAT
● Banu Haqim*: (V5 CAMARILLA p.157) The “Assamite” viziers, ● Lasombra*: (V5 Chicago by Night Backer Manuscript p.323)
sorcerers, and warriors recently admitted to the Camarilla The “Keepers” claim nobility and suffer no fools or traitors
seek to defend themselves from the judgement of Alamut. among their ranks. (Dominate, Oblivion, Potence)
(Celerity, Obfuscate or Auspex, Blood Sorcery)
● Panders*: See Caitiff. These Caitiff have been granted Clan
● Malkavian*: (V5 Corebook p.75, V5 ANARCH p.161, V5 CAMA- status within the Sabbat. (No in-clan Disciplines)
RILLA p.145) The madness of the “Lunatics” conceals and re-
● Tzimisce*: The “Fiends” have shed their humanity along with
veals truths. (Auspex, Dominate, Obfuscate)
their flesh and yet remain bound to their native soil.
● Nosferatu: (V5 Corebook p.81, V5 ANARCH p.164, V5 CAMA- (Animalism, Auspex, Viscissitude)
RILLA p.152) The hideous “Sewer Rats” hide their disfigured
forms in the darkness, from whence they gather secrets.
(Animalism, Obfuscate, Potence) INDEPENDENT
● Toreador: (V5 Corebook p.87, V5 ANARCH p.166, V5 CAMARIL- ● Giovanni*: The “Necromancers,” more familia and bloodline
LA p.133) The “Degenerates” seek thrills of art, romance, and than clan, have retreated to Vienna and Sicily for unknown
cruelty amidst stagnant undeath. (Auspex, Celerity, Presence) reasons. (Dominate, Oblivion, Potence)
● Tremere: (V5 Corebook p.93, V5 ANARCH p.170, V5 CAMARIL- ● The Hecata*: (V5 Cults of the Blood Gods p.TBD) “The Clan of
LA p.139) Broken by a new Inquisition, the once-mighty Death” is more an amalgamation of bloodlines that may have
“Warlocks” seek to restore their monopoly on sorcerous pow- descended from a common ancestor whom the Giovanni de-
er. (Auspex, Dominate, Blood Sorcery) stroyed. (Varies significantly by bloodline.)
● Ventrue: (V5 Corebook p.99, V5 ANARCH p.173, V5 CAMARIL- ● Ravnos*: Reduced to a population of that of a bloodline, the
LA p.128) The aristocratic “Blue Bloods” enforce the Traditions “Deceivers” of Romani heritage were all but destroyed during
and the Masquerade on the lesser breeds. (Dominate, Forti- the Week of Nightmares. (Animalism, Chimerstry Fortitude)
tude, Presence)
CLANLESS
ANARCH
● Caitiff: (V5 Corebook p.105, V5 ANARCH p.152, V5 CAMARILLA
● Brujah: (V5 Corebook p.65, V5 ANARCH p.140, V5 CAMARILLA p.177) The “Clanless” show no common traits, except to find
p.174) The “Rabble” rebel against power and rage against tyr- themselves outcast by vampires of distinct lineage. (No in-clan
anny. (Celerity, Potence, Presence) Disciplines)
● Gangrel: (V5 Corebook p.69, V5 ANARCH p.148, V5 CAMARIL- ● Thin-blooded*: (V5 Corebook p.109, V5 ANARCH p.155, V5
LA p.172) The feral “Outlanders” blend vampire and beast. CAMARILLA p.179) The blood of the “Duskborn” is far too di-
(Animalism, Fortitude, Protean) luted to fully share in the vampiric curse and are considered
less-than on much of Kindred Society. (Thin-blood Alchemy)
● The Ministry*: (V5 ANARCH p.176) The pluralistic and largest
branch of the “Setites” has embraced heresy as doctrine.
(Obfuscate, Presence, Protean)
-5-
Attributes & Skills
Attributes and Skills are divided into three categories: Physical, SOCIAL:
Social, and Mental. Most tests are a determined by rolling a ● Animal Ken: Animal handling and communication
number of dice equal to one Attribute and one Skill against a ● Etiquette: Politeness in social settings
Difficulty rating. See page 20 for an Action Difficulty table. ● Insight: Determining states of mind and motives
● Intimidation: Getting another person to back down
● Leadership: Directing and inspiring others
ATTRIBUTES: ● Performance: Expressing art in person to an audience
(V5 Corebook p.155) ● Persuasion: Convincing others
● Streetwise: Understanding the ins and outs of criminal and
PHYSICAL:
urban society
● Strength: Exertion of force by the muscles
● Subterfuge: Tricking others into doing your will
● Dexterity: Agility, grace, eye-hand coordination
● Stamina: Toughness, resilience, endurance
MENTAL:
● Academics: Humanities and liberal arts, book-learning
SOCIAL:
● Awareness: Senses, being aware of your surroundings,
● Charisma: Charm, magnetism, personality
spotting threats
● Manipulation: Getting others to do what you want
● Finance: Handling, moving, and making money
● Composure: Self-control, cool, calm head
● Investigation: Following clues, solving mysteries
● Medicine: Healing injuries, diagnosing disease
MENTAL: ● Occult: Secret lore, both real and unreal
● Intelligence: Memory, reasoning, intellect ● Politics: Diplomatic and bureaucratic acumen
● Wits: Cleverness, intuition, snap judgements ● Science: Knowledge and theory of the physical world
● Resolve: Focus, concentration, attention ● Technology: Understanding and using modern technology,
computers, and online activity
SKILLS:
(V5 Corebook p.159) SPECIALTIES:
A character can only take specialties in skills that they have
PHYSICAL: at least one level in. Using a specialty on a test adds one die
● Athletics: Running, jumping, climbing to the die pool. Multiple specialties cannot be used on a
● Brawl: Unarmed combat of all type single test. For the list of Specialties see the skills list in the
● Craft: Crafting, building, shaping V5 Corebook p.159.
● Drive: Operating vehicles
● Firearms: Using ranged weapons, such as guns and bows
● Larceny: Breaking and entering, guarding against the same
● Melee: Armed hand-to-hand combat
● Stealth: Not being seen, heard, or recognized
● Survival: Remaining alive in adverse surroundings
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Disciplines
Some Disciplines may no longer function or exist in V5 in the PROTEAN: (V5 Corebook p.269) Shape-changing, from growing
same way that they did in earlier editions. Individual Kindred claws to melding with the earth
may still refer to a Malkavian having the Discipline
QUIETUS: (V20 laws of the Night p.203) See BLOOD SORCERY
“Dementation” and some fledgling Giovanni may not realize
and OBFUSCATE. Art of the silent death
that their “Necromancy” is at all closely tied to
“Obtenebration.” SERPENTIS: (V20 Laws of the Night p.209) See PRESENCE and
PROTEAN. Acquire the physicality of serpents
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Predator Types
(V5 Corebook p.175) *Some Predator Types require storyteller approval for player characters.
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Predator Types
SIREN: You feed by seduction, under the guise of sex. MUTAWWI*: You deliberately feed on those who break the law
● Add a specialty: Persuasion (Seduction) or Subterfuge or some ethical code.
(Seduction) ● Add specialty Insight (Bad Intentions) or Academics
● Gain (•)Fortitude or (•) Presence (Religious Law or Civil Law)
● Gain Looks (••) Beautiful ● Gain (•) Auspex or (•) Celerity
● Gain Enemy [•] A spurned lover or jealous partner ● Gain the additional Conviction (The guilty must be pun-
ished). This is a free Conviction, unconnected to a Touchstone
● Gain Feeding [•] Prey Exclusion (the innocent)
HOMEBREW PREDATOR TYPES:
The Following Predator Types are player-made and/or
available online. Some may have been modified slightly. PATRON*: You feed on the willing (and often ignorant) in ex-
change you offer money or other goods/services.
BOOTH BUFFET*: In the privacy of your hair salon, massage par-
● Add specialty Streetwise (Illegal Deals) or Larceny (Illegal
lor, or other quiet work space you feed by appointment.
Deals)
● Add specialty Craft (Specific Trade) or Medicine (Specific
● Gain (•) Auspex or (•) Presence
Field)
● Gain Resources (••) Middle Class
● Gain (•) Auspex or (•) Dominate
● Gain Mask (•) Fake ID Card
● Gain three dots among Resources, Herd, Contact, and Fame
● If you get a Messy Critical while rolling to use the skill spe-
cialty from this predator type, you acquire an automatic Stain VALKYRIE*: Under the cover of war, you feed on those who are
instead of other effects. prepared to die for king or country.
● Add specialty Survival (War Zones) or Brawl (Armed Mortals)
● Gain (•) Celerity or (•) Protean
GHOST-MAKER*: You feed on captive mortals you have forced
● Gain four dots between Ally and Retainer. (The unit you
to abandon their lives for you.
have most recently attached yourself to.)
● Add specialty Manipulation (Gaslighting) or Larceny
● Gain Herd [••] Obvious Predator
(Kidnapping)
● Gain Feeding [•] Prey Exclusion (your nationality)
● Gain (•) Dominate
● Gain three dots between Herd, Haven and Resources
● Gain Mask (••) Fake Identity and (*) Cobbler VULTURE*: You feed from recently or nearly dead.
● Gain Enemy [•] Investigator with personal connection to one ● Add a specialty: Medicine (Post-Mortem), Medicine
of your captives (Hospice), or Larceny (Grave-robbing)
● Lose one dot of Humanity ● Gain (•) Oblivion (in-clan only) or (•) Obfuscate
● Lose one dot of Humanity
● Gain the Feeding (•••) Iron Gullet
KENNEL MASTER*: You use trained animal ghouls to hunt mor-
tals and then you “rescue” them.
● Add specialty Animal Ken (Training Attack Animals) and an SAMPLE TEMPLATE: Description
additional dot of Animal Ken, not to exceed 5 ● Add a specialty: Skill (Specialty) or Skill (Specialty)
● Gain (•) Animalism or (•) Protean ● Gain (•) Discipline or (•) Discipline
● Gain Retainer (•••) Your animal friends ● Optional: Lose one dot of Humanity
● Gain Looks [•] Ugly: At least your animal friends don’t mind ● Gain Advantage (•) Name and/or Flaw [•] Name
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Coterie Types
(V5 Corebook p.197)
BLOOD CULT: Controls a human cult and feeds from them FANG GANG: Criminal crew, gang, or the like
● Gain Domain: (•) Lien and (••) Portillon ● Gain Domain (•) Chasse, (•) Lien, and (•) Portillon
● Gain Herd (•••) ● Gain Contact (•) fence or other criminal middleman
● Gain Status [•] Suspect ● Gain Enemy [••] rival gang
● Possible extras: Enemy [••], Haven (cult church or com- ● Possible extras: Haven (clubhouse), Herd (human members/
pound), Mask [••] (on the Second Inquisition radar), Retainer victims of your gang), Influence (organized crime), Retainer,
Status (likely with Anarchs)
CHAMPIONS: Fights for a good cause MARÉCHAL: Serves and guards the lord of the city
● Gain Domain (•) Chasse and (•••) Lien ● Gain Domain (••) Chasse and (••) Portillon
● Gain Ally (•) someone you have rescued ● Gain Status (•••) Influential
● Gain Enemy [••] someone or a group you have fought be- ● Possible extras: Adversary, Influence, Mentor (Prince/
fore Baron), Retainer
● Possible extras: Adversary, Contact
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Coterie Types
(V5 Chicago by Night Backer Manuscript pp.296, 309, 320) .
QUESTARI: Seeks to accomplish a great enterprise or objective V5 Chicago by Night Backer Manuscript:
● Gain Domain (•) Chasse and (•••) Lien The following Predator Types are subject to change as they
● Contact (••) someone who helps you to complete your are not yet formally published.
quest
CARNIVAL:
● Possible extras: Haven (*)Library, Mentor, Resources
(research budget)
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Coterie Types & Hunger
RECTORATE:
SOMNOPHILE:
VANGUARD:
-12-
Advantages & Flaws
(V5 Corebook p.179, 195)
ADVERSARY: Flaw traits equal to MENTOR advantage traits CONTACT: The information sources you possess
Flaw: [••] Anachronism—Your Technology skill rating is perma- Advantage: (•+) Portillon—The security of the domain against
nently 0 or –1. intrusion and interruption ranging from (•) +1 to difficulty on
these tests to (•••••) +5 to difficulty on these tests. Does not
Flaw: [•] Living in the Past—You have one or more outdated
apply to havens.
convictions.
ENEMY: Flaw traits are at two less than ALLY advantage traits
BONDING: (Character)
Flaw: [•] Bond Junkie—Your dice pools have –1 to act against aFlaw: [•+] Dark Secret—Less likely to harm you than infamy, but
blood bond. likely to be more dangerous. Ranging from [•] being a cleaver,
having a debt/boon owed to the wrong people or ties to those
Flaw: [•] Long Bond—Blood bonds need only be reinforced once
with [••+] Infamous to [••] been blood hunted, a serial Mas-
every three months (instead of each month).
querade breacher or worse.
Advantage: (•) Bond Resistance—Your dice pools have +1 to act
Advantage/Flaw: (•+/•+] Famous/Infamous—You are recognized
against a blood bond.
as famous/infamous ranging from (•/•] a subculture to
Advantage: (••) Short Bond—Blood bonds need be reinforced (•••••/•••••] globally.
twice each month (instead of once).
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Advantages & Flaws
Flaw: [••] Vegan—You only feed on animals. Spend 2 Willpower Advantage: (••) 4-7 Mortals—Half of which have a set resonance
to feed on humans. (Ventrue may not take this flaw.) that you pick at purchase.
Flaw: [••] Organovore—When you feed you must consume your Advantage: (•••) 7-15 Mortals—Two different resonances of
victim’s organs. (Only the heart can provide resonance.) your choice per week.
Flaw: [•] Methuselah’s Thrist—Your hunger cannot be reduced Advantage: (••••) 16-30 Mortals—Two resonances of your
below 1, except by drinking blood of a supernatural. choice per week. Herd gets involved in chronicle at times.
Flaw: [•] Prey Exclusion—You refuse to feed on a specific class of Advantage: (•••••) 31-60 Mortals—Three resonances of your
prey. choice per week. Herd can breach the Masquerade.
HERD: The kine to which you have free and safe access
LINGUISTICS: (Character)
Flaw: [••] Obvious Predator—Mortals instinctively fear and mis-
Flaw: [••] Illiterate—You cannot read or write. Your Academics
trust you. You cannot maintain a herd. –1 to social tests with
and Science skills cannot be raised above 1 or be granted spe-
mortals to put them at ease.
cialties.
Advantage: (•) 1-3 Mortals—Random resonance, can choose
Advantage: (•) Language—You are fluent and literate in an addi-
resonance once a month with a Manipulation + Insight test
tional language.
(Difficulty 4).
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Advantages & Flaws
MYTHICAL: (Character)
LORESHEET: See V5 Corebook pp.382-406, V5 ANARCH pp.190- Flaw: [••] Stake Bait—If you are ever staked through the heart,
198, V5 CAMARILLA pp.184-190, and V5 Chicago by Night you meet Final Death.
Backer Manuscript pp.332-357 for Loresheets
Flaw: [•] Folkloric Bane—Identify a traditional anti-vampire ob-
A character can only have one Loresheet at creation. Each ad- ject; it causes Aggravated Damage to you on touch.
vantage is self-contained and does not grant the lower level
Flaw: [•] Folkloric Block—Identify a traditional anti-vampire
advantages in addition to the one purchased.
ward; you must shrink away from it or spend a Willpower.
Advantage: (•) Fake ID Card—You can get anything from a credit Advantage: (•) Portfolio Proletariat—You live paycheck to
card to a birth certificate with this card. paycheck.
Advantage: (••) Fake Identity—You can pass an in-depth back- Advantage: (••) Middle Class—Nice apartment/small home with
ground check. *With this advantage you can purchase the cars.
following two advantages at (•) each:
Advantage: (•••) Rich—Great condo or nice house with luxury
Advantage: (*) Zeroed—Your real identity has been erased. items.
Advantage: (*) Cobbler—You can make or source Masks. Making Advantage: (••••) Wealthy—Mansion. Private helicopter or jet.
a Mask takes three days per (•) and possibly exposes you
Advantage: (•••••) Ultra Rich—Access to anything money can
online. Sourcing a Mask takes one day per (•) and can cost.
buy.
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Advantages & Flaws
Advantage: (•+) Retainer—You have a retainer ranging from (•) Flaw: [*] Clan Curse—You suffer from a clan Bane with a severity
a weak mortal to (•••) a gifted ghoul. rating of 1. The Brujah and Gangrel Banes can only be selected
if you also have the Bestial Temper Flaw. The Tremere Bane
can only be selected if you also have the Catenating Blood
STATUS: Your standing in undead society Advantage.
Flaw: [••] Shunned—Sect enemy. Flaw: [*] Dead Flesh—You are slowly decaying. You cannot take
Flaw: [•] Suspect—Not in good standing with a sect. –2 to all the (*) Lifelike Advantage.
Social tests with that sect. (Caitiff) Flaw: [*] Mortal Frailty—You cannot Rouse the Blood to mend.
Advantage: (•) Known—You have been introduced as a potential You cannot take the (*) Vampiric Resilience Advantage.
piece or player. (Neonate) Flaw: [*] Shunned by the Anarchs—Sect enemy of the Anarchs.
Advantage: (••) Respected—You have responsibilities. (Ancilla) You cannot take the (*) Anarch Comrades Advantage. Equiva-
lent to the [••] Shunned Flaw.
Advantage: (•••) Influential—You have some authority. (Elder)
Flaw: [*] Vitae Dependency—You need to drink vampire blood
Advantage: (••••) Powerful—You hold political office in Kindred
to use any Discipline.
society. (Sheriff/Harpy/Scourge)
Advantage: (*) Anarch Comrades—An Anarch coterie treats you
Advantage: (•••••) Luminary—You sit in a position of power.
like a pet acting as a (•) Mentor.
(Primogen)
Advantage: (*) Camarilla Contact—A Camarilla recruiter treats
you like garbage acting as a (•) Mentor.
SUBSTANCE ABUSE: (Character)
Advantage: (*) Catenating Blood—You can create Blood Bonds
Flaw: [••] Hopeless Addiction—Your dice pools have –2 if your and Embrace.
last feeding did not include your drug of choice.
Advantage: (*) Day Drinker—Sunlight only halves your health
Flaw: [•] Addiction—Your dice pools have –1 if your last feeding rounded up and prevents you from using Disciplines. Take no
did not include your drug of choice. other damage from Sunlight.
Advantage: (•) High-functioning Addict—Your dice pools have +1 Advantage: (*) Discipline Affinity—You have a permanent dot in
if your last feeding included your drug of choice. one Discipline. You still cannot have more than one dot in this
Discipline.
Flaw: [*] Baby Teeth—You have no fangs or useless fangs. Advantage: (*) Vampiric Resilience—You suffer damage as a reg-
ular vampire.
Flaw: [*] Bestial Temper—You frenzy like a regular vampire.
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Reference Tables
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Reference Tables
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Reference Tables
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Reference Tables
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Reference Tables
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