Professional Documents
Culture Documents
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 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
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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 _____________
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 _____________
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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
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Willpower
Morality
Using Willpower is almost always a reflexive action, and does not count
as your turn.
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.
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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_________________
Backgrounds at a Glance
Influence
bureaucracy
church
finance
health
high society
industry
legal
media
occult
police
politics
street
transportation
university
underworld
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age
allies
contacts
fame
generation
herd
mentor
resources
retainer
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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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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
10 15
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
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Healthy___________| uninjured
Healthy___________|uninjured
Bruised___________| down one trait in all tied challenges
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