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A Midnight Reflection

Merits
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Flaws
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L i v e

A c t i o n

R o l e

P l a y i n g

G a m e s

midnightreflections.yuku.com
Player Information
Player Name___________________________
Contact Information ____________________

Character Information
Character Name________________________
Alias__________________________________
Nature________________________________
Demeanor_____________________________
Concept_______________________________
Age/ Apparent_________________________
Appearance____________________________
Clan__________________________________
Generation____________________________
Sire___________________________________
BLOOD TRAITS _OOOOO OOOOO OOOOO
WILLPOWER _OOOOO OOOOO OOOOO

aying Gam
Disciplines

In Clan Discipline:
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In Clan Discipline:
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In Clan Discipline:
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APPEARANCE
OOO alluring OOO dignified OOO elegant
OOO gorgeous OOO intimidating OOO magnetic
OOO seductive
Negative
oo bestial
oo callous
oo dull
oo naive
oo repugnant oo shy
oo untrustworthy

oo condescending
oo obnoxious
oo tactless

Mental

PERCEPTION
OOO alert
OOO attentive
OOO discerning OOO insightful
OOO vigilant

INTELLIGENCE
OOO creative
OOO knowledge
OOO wise

WITS
OOO calm
OOO determined
OOO wily

OOO dedicated
OOO observant

OOO disciplined OOO intuitive


OOO rational OOO reflective

OOO clever
OOO patient

Negative
ooforgetful
oo gullible
ooimpatient
oo oblivious
oo short-sighted oo submissive
oo witless

OOO cunning
OOO shrewd

oo ignorant
oopredictable
ooviolent

Physical

STRENGTH
OOO brawny
OOO rugged
DEXTERITY
OOO agile
OOO lithe
OOO steady

STAMINA
OOO enduring
OOO robust
OOO vigorous
Negative
oo clumsy
oo delicate
oo lame
oo sickly

Attributes
OOO brutal
OOO stalwart

OOO ferocious
OOO wiry

OOO dexterous
OOO nimble

OOO graceful
OOO quick

OOO energetic
OOO tenacious

OOO resilient
OOO tireless

oo cowardly
oo docile
oo lethargic

oo decrepit
oo flabby
oo puny

Out of Clan Discipline:


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Out of Clan Discipline:
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Social

CHARISMA
OOOcharismatic OOO charming OOO compassionate
OOO expressive OOO friendly OOO genial
OOO witty

Rituals:
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MANIPULATION
OOO beguiling OOO commanding OOO diplomatic
OOO eloquent OOO empathic OOO ingratiating
OOO persuasive

Abilities

specializations

academics O O O O O O ______________
animal ken
O O O O O O ______________
athletics
O O O O O O ______________
awareness O O O O O O ______________
blind fighting O O O O O O ______________
brawl
O O O O O O ______________
bureaucracy O O O O O O ______________
computer O O O O O O ______________
crafts
O O O O O O ______________
dodge
O O O O O O ______________
drive
O O O O O O ______________
empathy
O O O O O O ______________
etiquette O O O O O O ______________
expression O O O O O O ______________
finance
O O O O O O ______________
firearms
O O O O O O ______________
hunting
O O O O O O ______________
intimidation O O O O O O ______________
investigation O O O O O O ______________
law
O O O O O O ______________
leadership
O O O O O O ______________
linguistics O O O O O O ______________
medicine O O O O O O ______________
melee
O O O O O O ______________
occult
O O O O O O _____________

Out of Clan Discipline:


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4 5

performance O O O O O O _____________
politics
O O O O O O _____________
repair
O O O O O O _____________
science
O O O O O O _____________
scrounge
O O O O O O _____________
security
O O O O O O _____________
stealth
O O O O O O _____________
streetwise
O O O O O O _____________
subterfuge
O O O O O O _____________
survival
O O O O O O _____________
____________ O O O O O O _____________
____________ O O O O O O _____________
____________ O O O O O O _____________
____________ O O O O O O _____________
____________ O O O O O O _____________
____________ O O O O O O _____________
____________ O O O O O O _____________
lore:
camarilla lore O O O O O O
kindred lore O O O O O O
clan Lore
OOOOOO
____________ O O O O O O
____________ O O O O O O
____________ O O O O O O
____________ O O O O O O

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Willpower

Morality

Using Willpower is almost always a reflexive action, and does not count
as your turn.

path of: _____________OOOOOOOOOO

A Willpower Trait can be spent to refresh all of your lost trait in one
Attribute category physical, social or mental. You may do so once per
category per game session.

virtue or path traits:


conscience / conviction____OOOOO
self control/ instincts______OOOOO
courage_________________OOOOO

Expenditure of a willpower trait allows you to gain a retest when


defending against a mental or social challenge. Trait loss works as normal
for such retests. Note that certain Disciplines or powers may override
this stipulation- for instance, you can not use willpower to see through
obfuscate
Spending one willpower Trait enables you enter a challenge for which
you lack an appropriate ability. Thus, you can make a test even if you
would normally require a specific ability that you dont have or have used
up.
You can can spend a willpower trait to try to control yourself briefly
while in frenzy. You are able top act normally for one turn when you
spend willpower in this fashion. though you otherwise keep all the other
stipulations of frenzy ignoring wound penalties and so on. You do not
actually regain control so much as you fight mightily to direct yourself for
a few moments in the face of overwhelming rage or tenor, roleplay your
actions appropriately.

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You can expend a willpower trait ignore all wound penalties, up to and
including Incapacitated, for the duration of one full turn.
Spending a willpower Trait lets you suppress a derangement
temporarily. If you spend enough willpower Traits on suppressing a
derangement, you may overcome it eventually. Malkavians can not
overcome their primary derangement this way.

derangements
1_________________ 2_________________
3_________________ 4_________________

Certain disciplines or powers require the expenditure of Willpower.

Backgrounds at a Glance

Character Expansion Record

Influence
bureaucracy
church
finance
health
high society
industry
legal
media
occult
police
politics
street
transportation
university
underworld

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0____0____0____0____0____0
0____0____0____0____0____0
0____0____0____0____0____0
0____0____0____0____0____0
0____0____0____0____0____0
0____0____0____0____0____0
0____0____0____0____0____0
0____0____0____0____0____0
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age
allies
contacts
fame
generation
herd
mentor
resources
retainer

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0____0____0____0____0____0
0____0____0____0____0____0
0____0____0____0____0____0
0____0____0____0____0____0

sins of humanity
10 selfish thoughts
9 minor selfish actions
8 injury to others (accidental or otherwise)
7 theft
6 accidental violations (drinking too much from a vessel)
5 unreasoning destruction (people or property)
4 impassioned violation (manslaughter, killing while in frenzy)
3 planned violation (murder, savored exsanguinations)
2 casual violation (thoughtless killing, feeding past satiation)
1 utter perversion

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|date |purchase

|cost |initial
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Generation Table
Willpower traits
Generation
13th
12th
11th
10th
9th
8th
7th
6th
5th
4th

Blood Start
3
1
4
1
5
2
6
2
8
3
9
3
11
4
13
4
16
5
20
6

Max
3
3
4
4
5
6
7
8
9
10

Max Traits
10
10
11
11
13
14
16
18
20
25

3th

30

You can expend Blood traits for a variety of functions:


You must spend a Blood traits each night at sunset, for simple sustenance.
One Blood Trait can heal one health level of bashing or two levels of lethal damage. You are
still limited to your generation limits of blood expenditure (so most young vampires cannot
heal more than one health level of damage in a turn). Healing in this fashion requires your
concentration and a full turn.
One Blood Trait can be spent to gain an extra Physical Trait for the duration of a conflict. You
can bid this Trait like any other (by the power of my blood,), and you can count this Trait in
ties and overbids. You can spend blood like this as a reflexive action at any time, not counting
as your action, though of course you still obey the limits of blood expenditure according
to generation. You can use your Physical Traits up to the limit of your generation for one
conflict; any additional Traits added with blood beyond that remain only for the duration
of a single challenge.

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One Blood Trait, generally measured as a full pint is sufficient to turn a mortal into a ghoul.
This state lasts or a month; after that time, the ghoul must be fed more blood, lest he revert
back to mortality.
One Blood Trait enables a vampire to take on a semblance of humanity for a scene.
Three Blood Traits can be spent to heal one level of aggravated damage. This damage heals
over the day, as the vampire sleeps. it heals the next time the sun sets. You can only heal
one level of aggravated damage per day in this fashion, though, unless you also spend a
Willpower Trait for each extra wound healed in the same rest period.

Health Levels

The First Tradition - The Masquerade Thou shall

_________________

not reveal thy true nature to those not of the Blood.


Doing such shall renounce thy claims of Blood.

Healthy___________| uninjured
Healthy___________|uninjured
Bruised___________| down one trait in all tied challenges

The Second Tradition - The Domain Thy domain is

Bruised___________| down one trait in all tied challenges

thine ownconcern. All others owe thee respect while


in it. None may challenge thee word in thy domain.

Bruised___________| down one trait in all tied challenges


Wounded_________| lose all ties & bid additional trait
Wounded_________| lose all ties & bid additional trait

The Third Tradition - The Progeny Thou shall only


Sire another with the permission of thine elder. If
thou createst another without thine Elders leave,
both thou and thy Progeny shall be slain.

The Fourth Tradition - The Accounting Those thou


create are thine own children. Until they Progeny
shall be Released, thou shall command them in all
things. Their sins are thine to endure.

The Fifth Tradition - Hospitality Honor one


anothers domain. When thou comest to a foreign
city, thou shall present thyself to the one who ruleth
there. Without the word of acceptance, thou
art nothing.

The Sixth Tradition - Destruction Thou art


forbidden to destroy another of thy kind. The right
of destruction belongeth only tothine Elder. Only
the Eldest among thee shall call the Blood Hunt.

Incapacitated______| 10 minutes, cant enter into challenges


Torpor ___________| unconscious

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Healthy - When a character is Healthy, he is virtually or completely uninjured.


She suffers no penalty aside from possibly being cosmetically scuffed up a
bit.
Bruised - A Bruised character is more seriously roughed up, and his injuries
have started to impair his viability a bit. He is considered one Trait down on
all tied challenges.
Wounded - When a character is Wounded, he is seriously injured in one
or more locations. To reflect this injury, he must risk an additional Trait to
attempt a challenge, and his opponent wins all ties, regardless of who has
more Traits. lf the injured character has a power which normally allows him
to win all ties, ties are resolved through comparing Traits instead. Note: a
character may always attempt to overbid.
Incapacitated - When a character is Incapacitated, he is completely out of
play for at least 10 minutes. Once awake, the character is still effectively
immobile. Although he may whisper pained sentences. He may not enter into
challenges until he has healed at least one health level. He is at the mercy of
all characters, and he may do nothing more than heal himself. Kindred suffer
Final Death if they suffer aggravated wounds at this point
Torpor - Kindred who are injured beyond Incapacitated by lethal damage fall
into a deathlike sleep known as torpor .
Final Death - Kindred injured beyond Incapacitated by aggravated damage
do not enter Torpor, but are permanently destroyed instead.

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