Name: Player: Chronicle

:
Power Finesse Resistance

Concept: Virtue: Vice: Intelligence ooooo Wits Resolve

Attributes
Strength Dexterity Stamina

Clan: Covenant: Coterie:

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Presence

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Manipulation ooooo Composure

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Skills Mental
(-3 unskilled)

Merits

Other Traits
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Health

Academics_________ ooooo Computer_________ ooooo Crafts___________ooooo Investigation_______ooooo Medicine_________ooooo Occult__________ooooo Politics_________ooooo Science_________ooooo

Willpower Vitae

Physical
(-1 unskilled)

Flaws

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10 9 8 7 6 5 4 3 2 1

Blood Potency Humanity

Athletics_________ooooo Brawl____________ooooo Drive___________ooooo Firearms_________ooooo Larceny__________ooooo Stealth__________ooooo Survival_________ooooo Weaponry_________ooooo

Disciplines

Social
(-1 unskilled)

Animal Ken_______ ooooo Empathy_________ ooooo Expression________ ooooo Intimidation_______ ooooo Persuasion________ ooooo Socialize_________ ooooo Streetwise_________ ooooo Subterfuge________ ooooo

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Size Defense Initiative Mod Speed Experience Armor

Equipment

Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines 3 (Two dots must be in-clan)•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 Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity +5•Starting Humanity = 7•Vitae = d10 roll