VAMPIRE: THE MASQUERADE
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Name: Nature: Generation:
Player: Demeanour: Haven:
Chronicle: Clan: Concept:
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Attributes
Strength: XOOOO Charisma: XOOOO Perception: XOOOO
Dexterity: XOOOO Manipulation: XOOOO Intelligence: XOOOO
Stamina: XOOOO Appearance: XOOOO Wits: XOOOO
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Abilities
Alertness: OOOOO Animal Ken: OOOOO Academics: OOOOO
Athletics: OOOOO Crafts: OOOOO Computer: OOOOO
Brawl: OOOOO Drive: OOOOO Finance: OOOOO
Dodge: OOOOO Etiquette: OOOOO Investigation: OOOOO
Empathy: OOOOO Firearms: OOOOO Law: OOOOO
Expression: OOOOO Melee: OOOOO Linguistics: OOOOO
Intimidation: OOOOO Performance: OOOOO Medicine: OOOOO
Leadership: OOOOO Security: OOOOO Occult: OOOOO
Streetwise: OOOOO Stealth: OOOOO Politics: OOOOO
Subterfuge: OOOOO Survival: OOOOO Science: OOOOO
Secondary Abilities:
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Advantages
Backgrounds: Disciplines: Virtues
Conscience: XOOOO or Conviction: OOOOO
Self-Control: XOOOO or Instinct: OOOOO
Courage: XOOOO
Merits: Flaws:
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Other Stats
Humanity:OOOOOOOOOO Willpower:OOOOOOOOOO Blood Pool:
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Miscellaneous details
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Equipment and Possessions
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Appearance
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History
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XP Spent on:
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Total
Earned Traits:
How long have you been roleplaying VtM online?
How well do you know White Wolf's Vampire: the Masquerade?
Times, including what time zone you are referring too, that you are available for role playing.
Any questions you might have
Well, let's start at the top of the character sheet and work our way down.
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Personality Archetypes for Nature (who you really are) and Demeanor (who you appear to be to others).
Architect = You are unhappy unless you are creating something of lasting value.
Autocrat = You despise disorder, you like to take charge and organize things.
Autist= Your secrets are your own, Anyone who understands you can hurt you. let no-one in.
Avant-Garde= You must know about everything before anyone else, you don't like to hear things second hand, New discoveries are your life, you must keep up with things.
Barbarian= Only personal Str, Honor Bravery are important to you; Respect no-one but your equal or beter, the strong should rule the weak, you cannot stand weaklings or cowards. A title is nothing unless you earned it, an oath must always be honored to the death.
Bon-Vivant= Life is meaningless, so enjoy it while it lasts.
Bravo= You are something of a bully, you like to be feared.
Caregiver= Many need your love and protection and you need them to need you.
Cavalier= The quintisential knight of chivalry of old, fearless, valiant, bold, you must be the hero, the good guy.
Celebrant= You know a joy others can only imagine, you must indulge in it whenever you have the opertunity. It's what makes you happy.
Child= You never realy grew up and want someone to take care of you.
Competitor= Life is a contest and you must always be the winner, it's victory or nothing.
Confidant= You like to isten to others and give advice when you can,, peope interest you.
Conformist= A folllower at heart, you find it easy to adapt, adjust, and comply.
Conniver= There's always an easier way- which usually involves someone ellse doing your work.
Critic= Nothing is perfect so everything and everyone should be scrutinized, and fauts should be pointed out so they can be remedied.. Except yourself your not a perfectionist!
Curmudgeon= You're a real sourpuss and cynic of the ninth degree.
Defender= Not everyone can be a warrior. You can though, you defend those who deserve a fighting chance.
Deviant= You're just not like everyone else.
Director= You hate chaos and are forever taking charge to set things right.
Fanatic= You have a cause and it gives your life meaning.
Gallant= You are flamboyant as you are amoral. Life is nothing without style.
Honest-Abe= You don't like to steal or lie and won't if you can help it. honesty is the best policy. at least for you. Do unto others as you would have them do unto you.
Inovator= Everything can be improved, and its up to you to find the ways to do it.
Jester= Always the clown, you can't take life or death seriously.
Jobsworth= Routine is all that matters.
Judge= You seek justice and reconcilliation.
Loner= You are forever alone, even in a crowd.
Manipuator= You love to manipulate everyone and then just sit back and watch the results. To your advantage most of the time.
Martyr= You need to be needed, and enjoy being morally superior.
Monster= You are the beast, you are the spawn of the devil and the temptor, you are the creature that walks the night. You try to bring others to hell with you.
Optimist= Everything turns out for the best! so keep your chin up. Don't worry be happy!
Pedagogue= You like to teach others what you've llearned. It may help them in the future!
Penitent= You are unworthy, at least in your own eyes, you must make up for what you are. you strive to someday atone for your crimes against humanity.
Perfectionist= You can't stand inperfection in others or yoursef, or others who do not seek to better themselves, you must do and be the best..
Plotter= Everything you do is planed. anything you do must be involved in the greater scheme. you try to plan everthing down to the smallest detail. so everthing fits.
Poltroon= Never meet anything head on. try to avoid everthing you can. take no responsibility if you can help it.
Praise-Seeker= You crave aprovall and praise and will go to any lengths to atain it.
Rebel= No need for a cause, you rebel out of habit and passion.
Rogue=You are all that matters, every man must fend for himself. your self-sufficient, never let another lead you, you must be dominant.
Survivor= You struggle to survive, no matter what the odds.
Sycophant= You are weak and unfit for survival you need to be protected by someone strong, and will do whatever it takes to appease them and make them want to protect you.
Thrill-Seeker= You ive for danger, and the adreniline rush.and ready yourself for any situation.
Traditionalist= You prefer the orthodox and conservative ways.
Tyrant= No one can do anything right exept you. lakeys always mess something up so you got to do it yourself. most of the time. only you can make sure its done the way you wan't.
Visionary= Wisdom is your quest, insight your key.
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Attributes
All attributes (Physical - Strength, Dexterity, Stamina; Social - Charisma, Manipulation, Appearance; Mental - Perception, Intelligence, Wits) start out with one dot ( X ) each.
Primary: 7 dots
Secondary: 5 dots
Tertiary: 3 dots.
This means that if mental is your primary attribute, you have 7 dots to spend on the mental attributes. So, you could put 3 dots in perception, 2 dots in intelligence, and 2 dots in wits, or something like that. Doing that would give a 4 perception (because you start out with 1 dot in each attribute) 3 intelligence, and 3 wits.
So, if your secondary was social, you would have 5 dots to spend. So, if you spent 2 in charisma, 2 in manipulation, and 1 in appearance, you would have a 3 charisma, 3 manipulation, and a 2 appearance.
Tertiary, like say, the only one left, physical, you would have 3 dots to spend, being your least strong area of attributes. So, you could put 1 dot in strength, dexterity, and stamina, giving you a rating of 2 in each one.
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Abilities
Primary: 13
Secondary: 9
Tertiary: 5
This works the same way, except that you do not start out with one dot in each thing. So, if Talents were your primary ability, you would have 13 dots to spread out amongst the selection of talents. The categories are as follows:
Talents - Alertness, Athletics, Brawl, Dodge, Empathy, Expression, Intimidation, Leadership, Streetwise, Subterfuge.
Skills - Animal Ken, Crafts, Drive, Etiquette, Firearms, Melee, Performance, Security, Stealth, Survival.
Knowledges - Academics, Computer, Finance, Investigation, Law, Linguistics, Medicine, Occult, Politics, Science.
Along with many other Secondaries (more specialized abilities) that will be listed at a later date.
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Disciplines
You have 3 dots to spend on disciplines.
Example: For a Brujah, the Disciplines are Celerity (quickness), Potence (strength), and Presence (Heightened appeal to others, leadership). You could spend a dot in each discipline, or put 2 in Celerity, and one in Potence, or 3 in Presence. What ever combination that adds up to 3.
Your clan determines what disciplines you have. Here are the clans and their disciplines:
Brujah: Celerity (quickness), Potence (strength), and Presence (Manipulating others view of you)
Gangrel: Animalism (Control of Animals and the Beast Within), Protean (physical animalistic adeptations), and Fortitude (resistance to attacks, fire, and sunlight, to a degree)
Malkavian: Dominate (Control of others Will), Obfuscate (Hiding from others), Auspex (Sight beyond Sight).
Nosferatu: Potence (strength), Obfuscate (Hiding from Others), Animalism (control over animals and the beast within)
Toreador: Celerity (quickness), Auspex (Sight beyond Sight), Presence (Manipulating others view of you)
Tremere: Dominate (Control of others Will), Thaumaturgy (blood magic), Auspex (Sight beyond Sight)
Ventrue: Dominate (control), Presence (Manipulating others view of you), Fortitude (stamina)
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Backgrounds
You have 5 dots to spend on backgrounds.
The backgrounds are:
Generation: each dot spent lowers your generation. You start at 13 before you spend any dots.
Resources: wealth 3+ MST approval
Fame 3+ MST approval
Status - 3+ MST approval
Mentor: Each dot increases the strenght of a person who looks after you. Consult MST
Herd: Each dot increases the number of humans you can drink from without fear. Kind of like, they are used to you. My character uses street people, for example.
Retainers: People you can call on for services.
Allies: Humans who will help you. They are usually well placed in society.
Remember, Backgrounds need to have a written history to accompany and explain them. The higher the levels, the more we expect to see a character fleshed out in her history to explain how she acquired these things and maintains them.
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Virtues
You have 7 dots to spend on virtues.
You start out with one dot in each of the following, and may dole out the 7 in any way you wish.
Conscience, self-control, and courage.
Humanity equals Conscience + Self-control.
Willpower is equal to your courage rating.
*If your character chooses a path, it is not Self-Control/Conscience. Each path dictates whether it is Self-Control OR Instinct and Conscience OR Conviction. If you don't have them right, or dont plan to play them, dont take them. Stick with humanity. Remember, characters not on humanity look IMMENSELY dead. Worse than the most Goth type person you've ever seen. Marilyn Manson looks like a beauty
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Merits and Flaws (on the tab that says "Back" for those using the Excel sheet)
Merits & Flaws
Each human being is different, and as people are diverse, so are vampires. One way that we can use to bring a character to life in role playing is to give her those little quirks and talents that make up an individual.
Merits and Flaws are exactly what they say they are. You may use any free points you have left over from you character sheet to add a merit, depending on how many you require for the merit. You may generate free points by adding flaws. For reasons of fairness you may have no more than 7 points of Merits, and 7 points of Flaws at Character Creation.
~~~~~MENTAL~~~~~
Merits
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Ability Aptitude (2 pt. Merit) You have exceptional talent with one specific non-combat ability. Your difficulty is lowered by two in any challenge relating to that ability.
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Computer Aptitude (1 pt. Merit) You are familiar with and talented in the uses of computer equipment. Other kindred may not understand computers, but, to you, they are intuitive. All rolls involving computers are at minus 2 difficulty for you.
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Eidetic Memory (2 pt. Merit) You remember with perfect detail things seen and heard. Documents, photographs, conversations, etc, can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a perception + alertness roll, difficulty of 6, to summon enough concentration to absorb what your senses detect.
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Iron Will - Not Available for Sanctioned Play
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Concentration (1pt merit) You have the ability to shut out all distractions when making an action, as a result you do not incur the penalties given for distracting circumstances (loud noises, hanging upside down etc)
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Common Sense (1pt Merit) You have a signigicant amount of practical, everyday wisdom. Whenever the Character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said actions.
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Time Sense (1pt Merit) You have an innate sense of time and are able to tell it without the assistance of a watch or other time telling device.
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Code of Honor (2pt Merit) You have a personal codo of ethics which you adhere to. The specifics must be worked out the with Storytellers before game play. Characters with this merit that are played correctly gain two additional dice to all Willpower or Virtue rolls when acting in accorfance with their code.
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Light Sleeper (2pt Merit) You can awaken instantly at any sign of trouble or danger and do so without any sleepiness or hesitation. You may ignore riles regarding how Humanity/Path restricts the number of dice available during the day.
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Natural Linguist (2pt Merit) You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages.
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Calm Heart (3pt Merit) You are naturally calm and do not easily fly off the handle. You recieve two extra dice when attempting to resist a frenzy. Brujah may not take this trait.
Flaws
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Absent-minded (3 pt. Flaw) You forget names, addresses, where you left your keys, etc. In order to remember anything more than your name and the location of your haven, you must spend a Willpower trait.
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Amnesia (2 pt. Flaw) Your past is a blank slate. The only things that you know about yourself are those that are obvious, or that you can see in a mirror. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, not for you to pre-assign.
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Illiterate (1 pt. Flaw) You cannot read or write in any language.
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Weak-willed (3 pt. Flaw) Your difficulty is raised by two when resisting all Dominate and intimidation challenges. Your Willpower trait may never rise above 4. Further, you may only spend Willpower when your survival is at stake or it is in your nature.
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Deep sleeper (1pt Flaw) When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the dayis increased by 2.
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Nightmares (1pt. Flaw) You experience horrendous nightmares every time you sleep, and memories of them haunt you during the waking hours. Upon awakening, you must make a willpower roll, difficulty 7, or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.
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Phobia (2pt Flaw)You have an overpowering fear of something. Spiders, snakes, croweds and heights are examples of common phobias. You must make a courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll you must retreat from the object.
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Prey Exclusion (1pt Flaw) You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people - if you accidently feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss, difficulty 7. Witnessing other kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this flaw.
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Shy (1pt Flaw) you are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by 3.
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Soft Hearted (1pt Flaw) You cannot stand to watch others suffer. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll, diff 8. You must have a Humanity rating of 7 or above to take this flaw.
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Speech Impedement (1pt Flaw) You have a a stammer or other speech impedement that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by 2. You must roleplay this flaw whenever necessary.
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Short Fuse (2 pt. Flaw) You frenzy easily. All Frenzy difficulties for you are two points higher
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Territorial (2pt Flaw) You are extremely territorial and when any other vampire enters your area you must make a roll for frenzy. If you fail you immediately attack the interloper and continue until the interloper is either dead or has left your hunting grounds.
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Vengence (2 pt. Flaw) You have a score to settle, and focus on it intently. You have to spend Willpower to put your vengeance on the back burner, and even then you always come back to it. They wronged you, and they must pay.
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Lunacy (2pt Flaw) You are effected by the phases of the moon, increasing your chances to frenzy. Under the cresent moon, difficulties to avoid increase by one. Under the half of gibbious moon, difficultie increases by two. Under the full moon difficultie increases by three.
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Conspicuous Consumption (4pt Flaw) It is not enough to just take the blood of mortals. You must consume the heart, liver, and other blood-rich tissues. This flaw leads to numerous Masquerade breaches and maintaining the characters Humanity. You must also purchase the Eat Food Merit with this flaw.
~~~~~PHYSICAL~~~~~
Merits
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Acute Sense (1 pt. Merit) Your sense of sight, hearing, touch, taste, or smell (choose one) is exceptionally acute, This lowers the difficulty by two for all challenges directly relating to the acuity of your sense. If you wish to have more, the point cost of the Merit goes up per heightened sense.
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Ambidextrous (1 pt. Merit) You may use both hands equally well. This does not give you extra actions. You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if say you use two weapons or are forced to use your off hand.
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Blush of Health (2 pt. Merit) You appear to still be alive due to some quirk of your vampiric metabolism. Your skin feels only slightly cool to the touch, and you retain normal human coloration making you blend into the kine with no trouble.
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Catlike Balance (1 pt. Merit) You almost never trip or stumble, and as a result your difficulty is lowered by two in situations where balance is the deciding factor.
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Daredevil (3 pt. Merit) You are good at taking risks, and even better at surviving them. When attempting an exceptionally risky action, such as leaping from one moving car to another, characters with this merit add an additional 3 dice to their rolls, and, negate a single botched die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least 3 health levels of damage if failed.
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Eat Food (1 pt. Merit) While you cannot digest food, you may still consume it without expending Willpower to force it down your throat. In fact, you may still enjoy the taste of foods. This is considered quite disgusting by most other vampires. Remember that at some point during the evening, you must regurgitate the useless sustanence at your leisure.
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Efficient Digestion (3 pt. Merit) Your system processes blood more effectively, giving you one extra blood for every two that you drink from a mortal - this does not allow you to go beyond your max blood pool levels.
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Huge Size (4 pt. Merit) You are exceptionally large (6'10" and 300+ lbs), and therefore get an extra Bruised health level. Characters with this merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.
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Enchanting Voice (2pt Merit) There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading, or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command, are reduced by 2.
Flaws
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Addiciton (3 pt. Flaw) You are addicted to some mortal drug, and can only drink the blood of mortals with that chemical in their systems. You vomit up any blood without your chosen "fix" in it. Further, drinking drugged blood gives the drinker negative traits as if they had used the substance themselves.
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Bad Sight (1 or 3 pt. Flaw) You have an uncorrectable (3) or correctable (1) vision defect that raises the difficulty by two on all vision tests.
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Blind (6 pt. Flaw) Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but, visual cues and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all dexterity based rolls are increased by 2. Oddly, Vampires with level 2 Auspex, Aura Perception, are still able to use this ability, though, the information is interpreted via the other senses.
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Deaf (4 pt. Flaw) You cannot hear any sound regardless of its volume. The difficulty of many alertness rolls are increased by 3.
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Disease Carrier (4 pt. Flaw) You are the carrier for a virulent disease that is transmitted by feeding or sharing blood. Anyone you feed from or who feeds from you will probably become infected. Further, you must spend one blood point (in addition to the one you lose every night) on awakening to heal the symptoms of the disease.
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Disfigured (2 pt. Flaw) You are hideously ugly, suffering a two point difficulty on all social tests that are not intimidation based. You may not have an appearance rating greater than 2.
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Fourteenth Generation (2 pt. Flaw) You are a 14th generation vampire, and as such can only use 8 of your 10 blood points to heal wounds, power disciplines etc. The other points are inert, and cannot be spent in any way. Most 14th gen Vampires should also take the flaw Thin Blooded.
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Hard of Hearing (1 pt. Flaw) Your hearing is poor, and your difficulty is raised by two on any hearing challenge.
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Lame (3 pt. Flaw) Your legs are damaged, which prevent you from running or walking easily. You are forced to walk with a cane, or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one quarter that of a normal human, and running is impossible.
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Monstrous (3 pt. Flaw) Your physical form was twisted during the embrace, and now reflects the beast that rages inside you. Characters with this flaw, appear to be savage monsters, and have appearance ratings of 0. Even Nosferatu have difficulty interacting with such individuals.
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Mute (4 pt. Flaw) You cannot speak or make any intelligible sounds.
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One Eye (2 pt. Flaw) You have only one working eye. On your blind side, you have no peripheral vision. The difficulties of all perception rolls involving eye sight are increased by 2, and the difficulties involving depth perception are increased by 1, this includes ranged combat.
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Permanent Fangs (2 pt. Flaw) Your fangs won't retract. You are a walking masquerade breach. Your difficulty on all masquerade challenges are raised by 2. You're limited to an appearance rating of 3.
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Permanent Wound (3 pt. Flaw) You were wounded when embraced, and each night your old injuries reopen. You begin each night at the wounded health level, which can be healed normally.
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Smell of the Grave (1 pt. Flaw) You exude an unconcealable stench of wet earth, which puts you one difficulty level up on all social tests with mortals, as well as making you rather distinctive.
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Thin Blooded (4 pt. Flaw) Your blood is weak, unable to form blood bonds. Further, all uses of blood cost double for you. Efforts to sire other vampires succeed only 20% of the time.
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Short (1pt Flaw) You are well below average height. Four and a half feet tall or less.
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Infectious Bite (2pt Flaw) You lack what it takes to heal the wounds left during feeding. You may not automatically lick the wounds in fact you have a one and five chance that the wound will become infected and cause the mortal victim to become seriously ill. Precise nature of the infection is determined by the Storyteller.
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Child (3pt Flaw) You were a small child, between 5 adn 10 at the time of embrace. You may not have more then two dots in the attributes strength and stamina, except when raising Physical Attributes with blood points. Difficulties of all dice rolls when attempting to direct or lead mortal adults is increased by two. Characters with this flaw must also take the Short Flaw.
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Flesh of the Corpse (5pt Flaw) Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining full functionality, your skin retains the cuts, tears, bullet holes, etc. which you have incured.
~~~~~PSYCHOLOGICAL~~~~~
Merits
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Berserker (2 pt. Merit) You may enter Frenzy at will. You may not control yourself, and remain in frenzy for 10 minutes or until talked down.
Flaws
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Compulsion (1 pt. Flaw) You have psychological compulsion for some activity, be it gambling, lying, cleanliness, stealing, etc. When the situation arises that brings your compulsion around you must take a willpower check to resist acting upon it.
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Driving Goal (3 pt. Flaw) You have some personal goal that is the center of your life. Everything you do relates to this goal, and you must always work toward it, if you wish to deviate from the path to make an action you must make a virtue test and succeed (ST's discretion).
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Frenzy condition (2 pt. Flaw) These are deep rooted phobias, individual situations or objects that cause you to automatically enter Frenzy without a test. You MUST be specific about your frenzy condition at character creation - this can also be disallowed at ST's discretion.
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Hatred (3 pt. Flaw) You have a total and unreasoning hatred of a certain thing. You must attempt to destroy or control any example of the hated thing that crosses your path. This must be specified at character creation. When the subject of your hatred arises you must make a willpower test to resist removing the subject of your hatred.
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Low Self-Image (2 pt. Flaw) You lack confidence in yourself, and are two traits down in any situation where you don't expect to succeed. At the storyteller's option, you may have to expend Willpower to simply attempt a task that you would have little chance of succeeding at.
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Nightmares (1 pt. Flaw) As soon as you begin play you must make a willpower test (difficulty 7) or lose a dice on ALL actions for the remainder of the night. A botched roll indicates that even awake you think you are still locked inside your nightmares.
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Phobia (2 pt. Flaw) You have an overpowering fear of one thing or circumstance. This fear is utterly irrational, and you make a courage roll in order to remain in the vicinity of the object you fear (difficulty assigned by ST) if you fail you will retreat from the area.
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Prey Exclusion (1 pt. Flaw) You refuse to hunt a certain class of prey for some reason. You are disturbed and frenzy when others feed on this type of prey in your view.
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Shy (1 pt Flaw) You are ill at ease dealing with people, and are one trait down on all challenges dealing with social dealings. Your difficulty is at +2 for a social challenge/action when the center of attention of 10+ people.
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Soft-Hearted (1 pt. Flaw) You cannot stand to see others suffer. You must avoid suffering, and if you cannot avoid seeing it, you are at +1 difficulty in all challenges for one scene.
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Speech Impediment (1 pt. Flaw) You have a stutter or other speech impediment and thus your difficulty is +1 for social rolls.
~~~~~SOCIAL~~~~~
Merits
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Alternate ID (1 pt. Merit) You have a complete alter-ego that is established in the mortal and or vampire world, complete with a different history and different set of acquaintances than your normal self.
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Boon (1-5 pt. Merit) Another vampire owes you a boon. Higher point cost indicates that either the boon is more serious or that the person who owes you is more powerful - this is a favour you can call in at an opportune moment.
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Rumors (1-3 pt. Merit) You have a source or sources of information in the city. For each point in this merit, you receive one rumor per game session. Rumors may be true, false, misleading, or bizarre, but they are almost always useful in some way. You must notify the ST's of this merit at the beginning of each chronicle to gain your rumours.
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Former Ghoul (1 pt. Merit) You spent a long time as a ghoul before your embrace, and as a result gain a lowered difficulty (-1) on all social rolls with other neonates, and rolls relating to knidred knowledge.
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Domain (1-5 pt. Merit) You have been granted a personal domain in the city. The points involved in this Merit represent the size and relative importance of your Domain - to be disussed with ST.
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Harpy (5 pt. Merit) You are a member of the Harpies, the social organization among Camarillia vampires that makes sure that the status system is obeyed and that boons are respected. You have the ability to make your gossip heard by powers that be, and your voice is respected by the Chief Harpy, who maintains the status system in the city. You are on -1 difficulty for challenges on a wide social scale.
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Holdings (1-5 pt. Merit) You have two properties for each trait in this merit. These properties are often large homes, mansions, etc., and are modified within reason to account for your vampire nature. m To be discussed with ST.
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Intrigue (1-5pt Merit) you know the finer points of plotting and deal making in the halls of power. you understand the practical use of power (in some times threatening but always in non confrontational ways) to achieve your own ends. this talent also covers the abilities to glean important facts about others among the Elysium crowd and to separate truth from the endless amounts of false and useless gossip.
1 - Neonate.
2 - Ancillae.
3 - Elder.
4 - Primogen.
5 - Prince.
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Fast talk (1-5pt Merit) This skill allows you to convince some one so something using sincere expression and an avalanche of words rather than reason debate and logic. its a surprisingly effective technique, provided that the mark has no time to think and dose not have a wits rating of 4 or more. the Storyteller should carefully judge weather the skill is appropriate in a given situation, or weather it would be better to use some other ability.
1 - Vacuum cleaner sales man,
2 - Used car sales man,
3 - Professional con artist,
4 - Teflon coated politician,
5 - You could sell sand to the Arabians!.
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In the case of this merit creativity should be the name of the game, players should not just expect to reveal this as a merit and feel that is enough to pass. You must roleplay this merit out.
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Clan knowledge (1-3pt merit) you know information pertaining to a clan (generally, but not always your own). this information is not privy to most and it may have taken years for you to discover any useful information. many clan members know very little about there heritage, usually because they do not care to find out.
1 - What some clan members know,
2 - What most Ancillae know,
3 - What most Elders know.
Flaws
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Enemy (1-5 pt. Flaw) Someone out there is very unhappy with you. The more points you take, the more unhappy or powerful (or both) they are.
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Hunted (3 pt. Flaw) Some mortal or group of mortals is gunning for you, and will find you at some point. If they are killed, their friends will come to avenge them.
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Owe a Boon (1-3 flaw) You owe a boon to another vampire, who can call it due at any time. Higher point cost indicates a more serious boon.
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Dark Secret (1 pt Flaw) You have a secret that would have terrible consequences if it was found out.
~~~~~SUPERNATURAL~~~~~
Merits
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Additional Discipline (5 pt. Merit) You have the ability to learn an additional discipline without a teacher, at the in-clan costs. Your starting discipline levels may be in this discipline. You can have any Discipline (subject to ST approval), but cannot teach it to others.
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Inoffensive to Animals (1 pt. Merit) Animals do not fear or distrust you the way they do most Kindred. They treat you as they would any mortal and do not shy from your touch.
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Magic Resistance (2 pt. Merit) The magical forms and rituals of Thaumaturgy and other magic seems to have difficulty affecting you. Any rituals or spells cast at you suffer a +2 to their difficulty rating (up to a maximum of 10). You can never learn any Thaumaturgy path if you take this Merit.
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Medium (2 pt. Merit) You posses a natural affinity to sense, see and hear spirits. You can speak with them if they are in the area, and even occasionally summon them to your presence through pleading and cajoling. This merit does not give any degree of control over said spirits, and they will usually expect payment for any favors done.
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Spirit Mentor (3 pt. Merit) A ghostly companion and guide follows you about, exercising its powers on your behalf. At the Storytellers' discretion, it can show up and aid you with information or (occasionally) direct intervention.
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Unbondable (3 pt. Merit) Not allowed
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Prophetic Dreams (1-3 pt Merit) You have informative, though often strange, dreams. The clarity and usefulness of your dreams is based on your level of this Merit.
Flaws
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Beacon of the Unholy (2 pt. Flaw) You radiate palpable evil that everyone around you feels, and clergy and devout mortals can sense that something is horribly wrong with you. You cannot enter churches or other places of worship, as they repel you automatically.
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Can't Cross Running Water (3 pt. Flaw) You believe that you can't cross running water, and indeed, something prevents you from doing so. You must be at least 50 feet above a body of water to cross it. Running water is considered to be any body of water at least two feet wide in any direction and not completely stagnant and enclosed. (sewer lines under the street don't count.) If someone attempts to physically move you over such a body of water, you may frenzy.
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Cast No Reflection (1 pt. Flaw) You cast no reflection in mirrors or silvered surfaces. Lasombra cannot take this flaw.
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Cursed (1-5 pt. Flaw) A powerful curse affects you. The number of points you take in this flaw determines the power and tenacity of the curse.
If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way. (1pt)
You stutter uncontrolably when you try to describe important things that you have seen or heard, or in times of stress. (2pts)
Tools break or malfunction when you try to use them (3pts)
You are doomed to make enemies of those whom you most love and admire (4pts)
Every one of your accomplishments will soon soil and turn to failure, leaving the blame firmly at your door (5pts)
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Dark Fate (5 pt. Flaw) Some horrible end awaits you, and you cannot avert it. Worse still, you have glimpses or some foreknowledge of your demise or eternal torement. The storyteller will determine a particular fate, which will invariably strike you, removing your character from play. Furthermore, in any particular session where the Storteller deems it appropriate, you may receive a vision of your impending misery. You must spend a Willpower trait to shake off the experience, or you are a trait down on all challenges for the rest of the session. This flaw can be difficult to roleplay, and players are advised to think carefully before choosing it.
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Grip of the Damned (4 pt. Flaw) There is no ecstasy in your embrace--only terror and pain. When you bite to feed, you do not cause the "Kiss," so your victims scream and struggle. This flaw necessitates some method of restraining your prey. The torture you inflict on your victims can be considered a form of suffering and may be inimical to vampires with high Humanity traits.
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Haunted (3 pt. Flaw) A malicious ghost has decided to torment you from beyond the grave. The effects of this flaw are completely up to the storytellers.
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Light Sensitive (5 pt. Flaw) You are even more vulnerable to light than most vampires. Sunlight inflicts double damage, and even moonlight hurts- direct moonlight causes one level of lethal damage per turn. You must use sunglasses to shield your eyes and your skin must be covered to avoid damage.
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Repelled by Crosses (3 pt. Flaw) The sight of a cross causes you to flee unless you spend a Willpower trait (in which case you can resist it for the rest of the scene). If you are struck by a cross on your bare skin, you take one level of aggravated damage for each each blow. (This Flaw pertains to the actual religious symbol, not two crossed popsicle sticks or whatever else.)
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Repulsed By Garlic (1 pt. Flaw) Even the smallest whiff of Garlic is sufficient to drive you from the room. When you are confronted by a bit of garlic, you must expend a Willpower trait or be forced at least 10 feet away. If you spend the Willpower, you are able to abide the stench for one scene.
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Touch of Frost (1 pt. Flaw) Your chilling caress pulls away heat and kills plants. You should be sure to mention your icy touch to anyone who has physical contact with you.
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Eerie presence (2 pt flaw) Mortals and ghouls feel ill at ease in your presence as you exude a supernatural force, as a result your difficulties on social challenges in such settings are raised by 2.
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Accident Prone- (Also see Cursed) 1-3 point flaw. Any physical challenge has twice the difficulty rating. This can also effect combat situations (4-5 point flaw)
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Taint of Diablerie (3pt Flaw) - Your aura and your blood permanently carry the marks of foul Diablerie, either because of some twist of fate or because you actually DO commit diablerie on a regular basis. You must do your best to hide this secret, for if it were to become public knowledge, you would be greatly mistrusted by all, Camarilla and Sabbat alike.
~~~~~CLAN-SPECIFIC~~~~~
You will need to talk to the MST and the CS ST about any of the Clan specific merits and flaws found in the books...
~~~~~
Freebie points
You get 15 freebie points, to spend after doing all of the above. Here are the costs:
Attribute: 5 points per dot
Ability: 2 points per dot.
Discipline: 7 points per dot
Backgrounds: 1 point per dot (cannot go lower than 9th generation)
Virtues: 1 point per dot (these do not add to the humanity or willpower ratings with freebie points)
Humanity: 1 point per dot
Willpower: 2 points per dot.
Look back over your character sheet. Trait max for characters created in this way are standing at 5, which means you will have a 9th - 13th (or 14th if you take the flaw) gen character.