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3 Predator Types Advantages 10: 10 13 15 Mental Physical Social Supernatural Backgrounds
3 Predator Types Advantages 10: 10 13 15 Mental Physical Social Supernatural Backgrounds
ADVANTAGES 10
10
13
15
17
22
DISCIPLINES 24
Animalism 25
Auspex 28
Celerity 30
Dominate 32
Fortitude 34
Obfuscate 35
Potence 36
Presence 37
Protean 39
Blood Sorcery 41
Oblivion 46
2
P r e d a t o r Ty p e s
5
P r e d a t o r Ty p e s
Lurker in the Crowd homes. You may also cultivate relationships with
locals and convince them to meet at locations where
You know how to move quickly and quietly while you can feed from them. You could have had a variety
stalking your prey. Getting lost among the masses, of jobs in life, but you likely spent most of your time
these hunters pick a target from a crowd and feed online. This could have been the space where you
before anyone notices something is wrong. You are socialized and found groups to become entrenched or
not the best at making an impact, but you prefer it where you lurked in the dark corners and found
that way. You could have been anything in life, but other internet rogues.
most people would not remember it. You never ■ Add a specialty: Technology (Doxing) or
stood out and that is how you liked it. Etiquette (Choose an internet subculture)
■ Add a speciality: Stealth (Blending In) or ■ Gain one dot of Obfuscate or Presence
Athletics (Escaping) ■ Gain the Mask Advantage (••) plus either
■ Gain one dot of Auspex or Obfuscate Zeroed (•) or Cobbler (•)
■ Gain three dots in the Obscure Merit ■ Gain the Paranoia Flaw (••)
■ Gain the Outsider Flaw (••) ■ Your Predator roll is Resolve + Technology
■ Your Predator roll is Wits + Stealth
6
Advantages
•• Lore Master: You are well versed in various Occult ■ Flaw: (••) Paranoia. It helps to be cautious in kindred
interests. This may be due to academic versatility, a society, but you are especially paranoid. You question
practical dabbling in various practices, or access to everyone's motives and struggle to feel comfortable or
impressive occult references. Whatever the reason, you safe in situations that you do not completely control.
may add a specialty in Occult for each rank in the skill. You automatically fail Insight checks as you assume the
worst no matter what a person's true intentions may be.
■ Flaw: (•••) Morbid Fascination. You have an
• Remorseful: You add one dice to any Remorse rolls.
obsession with the macabre and need to physically be
in the presence of grim reminders of death. You must ■ Flaw: (••) Routine. You find comfort in your habits. With
spend 30 minutes awake and in the company of a potential eternity before you, routines keep you
corpses or other grisly remains at least once per 24 anchored and give you purpose. While you take solace in
hours or take a two dice penalty to all dice rolls until this, it also makes it easier for your enemies to know
you do so. where you are or what you will be doing. Whenever you
are forced to break your routine for a night, you take a
■ Flaw: (•••••) Nightmares. You are plagued with
two dice penalty on all Mental rolls. You must spend a
horrific nightmares every time you slumber during
point of Willpower to willingly break your routine for a
the day. This could be the same reoccurring
night. Define this routine and work out the details with
nightmare or something different each day. There is
your Storyteller.
likely a sinister reason for this occurrence. An
outside force may be warning or punishing you, or ■ Flaw: (••) Sadist. When others suffer, you feel a sense of
something from your past has infected your mind joy. Once in combat, you will not stop until your
and reigns terror upon you. When you wake for the opponent is defeated and you cause them as much pain
night, you must make a Willpower test against a as possible. Stopping requires a Willpower roll against a
Difficulty of 3. On a failure, you take a one dice difficulty determined by the Storyteller. When given an
penalty on all mental and social rolls for the night. opportunity to hurt someone or let them suffer
needlessly, you must spend a point of Willpower to
ignore the urge for a scene.
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Advantages
Physical
■ Flaw: (••) Blunted Fangs. Your
■ Flaw: (•••••) Soft-Hearted. bite does not do Aggravated ■ Flaw: (•••••) Fragile. Your form is
Despite your Beast, you remain damage and is no more more fragile than most kindred.
strongly compassionate to the effective for feeding than a Every time you take the first
plight of mortals. Whenever you normal human bite, which is point of Aggravated Damage on
witness a mortal suffering quite messy and painful for the your health tracker, you receive a
needlessly, you must make a victim. crippling injury as rolled on the
Willpower check. The Difficulty crippling injury chart (VtM
is determined by the perceived ■ Flaw: (•••••) Childlike. You
Corebook p. 303). If you already
innocence of the mortal and the were embraced young. While
have an Aggravated wound, you
severity of the suffering. On a the practice is heavily frowned
do not roll on the chart when you
win, nothing happens though you upon in modern nights, your
receive another. This only applies
are extremely uneasy and immortal form trapped in a
when you currently have no
saddened by the experience. On a young appearing body comes
Aggravated wounds and then
failure, you take a Stain and have with many complications in
receive one.
a two dice penalty to all rolls for both kindred society and
the remainder of the night as you navigating mortal society. ••• Light Sleeper: A vampire is
Discuss with your Storyteller most vulnerable during the day.
feel physically ill and emotionally
before taking this flaw. Luckily, you are able to shrug off
distressed.
your supernatural slumber and rise
• Total Recall: You are able to at the first sign of danger. Maybe
• Crack Driver: You are an you have trained your body to
perfectly recall anything you have especially skilled driver. You can
seen or heard. While many memories prepare for the worst or you sleep
perform minor actions without poorly for some reason. You
fade as a vampire ages, this penalty while driving and receive a
potentially allows immediate recall automatically awaken when in
two dice bonus on all Dice Pools danger during your day sleep. You
of specific details with a Resolve + related to driving.
Intelligence check against a still suffer the penalties for staying
Difficulty determined by the awake, but do not have to make the
Storyteller. ■ Flaw: (••••) Flesh of the Corpse. normal Humanity roll to wake
You retain physical traces of before nightfall (VtM Corebook p.
■ Flaw: (••••) Vengeful. Revenge
wounds you receive. While a 219).
can be a dangerous game, but
you or your Beast cannot resist a kindred eventually returns to • Sharp Senses: One of your senses
chance to enact your own justice the state they were in at their is especially honed. You receive
on those who have crossed you. embrace, your undead body one extra die to all appropriate
If confronted with someone who retains cuts, wounds, and other dice pools that rely on this sense.
has wronged you but has not marks from injuries sustained. • Slippery: You are especially
been punished for it, you must You can heal as normally, but slippery, either because of your
make a Fury Frenzy test unless the wounds remain visible on nimbleness or even a literal slick
actively working to enact your the surface. The more damage coating that is found more
vengeance. you take over time, the less commonly among the Nosferatu.
human you will appear. You have a two dice bonus to
dodge attacks or escape from
■ Flaw: (••) Weak-Willed. Your
grapples.
mind is more malleable than
most. Perhaps you have always
been easily swayed or maybe you
have been mentally conditioned
to receive instruction. You
cannot use Willpower re-rolls
when resisting mental powers or
mundane manipulation.
13
Advantages
14
DISCIPLINES
28
P L A Y E R ' S GU I D E DISCIPLINES
SPEED IS POWER
Cost: One Rouse Check
Celerity
■
■ Dice Pools: Wits + By building up speed, a vampire can
increase the strength behind a single
Investigation
action using their momentum.
Level 2 ■ System: The vampire can carry
out a thorough investigation of ■ Cost: One Rouse Check
a room in moments, perceiving ■ System: Provided the user has
CONTROL MOMENTUM
auras and physically the space to build up
■ Amalgam: Potence 1
investigating clues with appropriate speed for the action,
supernatural speed so they can the vampire may add half of
After successfully defending
quickly act on their findings or their Celerity rating rounded up
themselves in combat, a vampire
gather information before to a single action requiring
may use the assailant’s momentum
others are able to. The user Strength that does not require
to direct the attack at a different
may add their Auspex rating to the user to be stationary. For
opponent, even the aggressor.
their Investigation roll as well example, this could not be used
■ Cost: One Rouse Check to stand and lift a car but could
as accomplish the task quickly.
■ Dice Pools: Dexterity or apply to a Strength check to
Strength + Celerity ■ Duration: One scene
break a car door. This can also
■ System: During combat,
be used to bolster an attack.
after a successful Level 3
■ Duration: One action
Dexterity + Athletics
contest to defend COMBAT TEMPEST Level 4
against a close range Utilizing their supernatural speed
attack, the vampire may to constantly move in combat, the FUROIUS FRENZY
redirect the attack to a user is able to more effectively face When a vampire succumbs to any
nearby opponent. The multiple opponents. This allows a type of Frenzy, they move with
user makes a Dexterity vampire to avoid penalties to supernatural speed and have multiple
or Strength + Celerity vs
combat normally accrued when actions for the duration at great cost
Dexterity + Athletics
facing multiple foes. to their physical form.
against the new
opponent, dealing ■ Cost: One Rouse Check ■ Cost: Free
damage as normal on a ■ System: The vampire does not ■ System: Upon entering a Frenzy,
win using any damage receive a penalty for defending the vampire may choose to enter
modifiers from the against multiple opponents a Furious Frenzy and is able to
original attacker and (VtM Corebook p. 125), make two actions per turn for
weapon. On a critical gaining their full dice pool for the duration of the Frenzy. Any
success, the user can also each contest. This includes Criticals rolled during this state
turn an attack against pools that add the Celerity are considered Messy Criticals.
the opponent who made rating if other Disciplines are After the Frenzy has ended, the
the attack without in effect such as Fleetness user is physically Impaired and
requiring an additional (VtM Corebook p. 253). In fills their health tracker with
roll. addition, when splitting thier Superficial Damage. If the
■ Duration: One turn dice pool to attack multiple vampire was already Impaired
sCAN THE ROOM
opponents, the user may add a before the Frenzy ended, they
dice bonus to the total pool instead take a point of
■ Amalgam: Auspex 1
being split equal to half their Aggravated Damage equal to the
Celerity rating rounded up. number of turns spent in Frenzy
With dizzying speed, a kindred
Duration: One action after Impaired.
can comb through details in a ■
space and gather clues that could
take others hours of investigation.
30