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Published by Arydenbar, 2016-08-26 21:21:50

V20 WtWf-VtM20th_Neat

Golconda as the final expression of their idealism. In idealists, and outcasts are Martyr Archetypes. Kindred
the meantime, an Idealist tries to reconcile his beliefs Martyrs are often associated with reform movements
with the demands of vampiric existence, often acting among Kindred society, but rarely as figureheads —
contrary to his self-interest in doing so. and they need not necessarily be on the pro-reform
side of the issue.
— Regain a point of Willpower any time an action
in pursuit of your ideals furthers your goals and brings — Regain a point of Willpower when you suffer
your ideal closer to fruition. some amount of damage or loss of a definable resource
for your ideals or another’s immediate gain.
Judge
Masochist
The Judge perpetually seeks to improve the system.
A Judge takes pleasure in her rational nature and abil- The Masochist exists to test his limits, to see how
ity to draw the right conclusion when presented with much pain he can tolerate before he collapses. He
facts. The Judge respects justice, as it is the most effi- gains satisfaction in humiliation, suffering, denial, and
cient model for resolving issues. Judges, while they pur- even physical pain. The Masochist defines who he is
sue the “streamlining” of problems, are rarely visionary, by his capacity to feel discomfort — he rises each night
as they prefer proven models to insight. Engineers, law- only to greet a new pain. Certain extreme athletes, ur-
yers, and doctors are often Judge Archetypes. Kindred ban tribalists, and the clinically depressed exemplify
Judges might gravitate toward enforcement roles in lo- the Masochist Archetype. Kindred Masochists might
cal society, or they might be a voice of reason in an be overtly self-mortifying horrors who play to their
otherwise radical coterie. Beast’s self-destructive whims, or they may be ambi-
tious taskmasters, as with a coterie leader who refuses
— Regain a point of Willpower whenever you cor- to accept failure and pushes his own limits in his exact-
rectly solve a problem by considering the evidence ing schemes.
presented, or when one of your arguments unites dis-
senting parties. — Regain one point of Willpower when your own
suffering leads to some tangible gain for you, and two
Loner points of Willpower whenever you experience pain in
a truly unique way.
Even in a crowd the Loner sticks out, because he
so obviously does not belong. Others view Loners as Monster
pariahs, remote, and isolated, but in truth the Loner
prefers his own company to that of others. For what- The Monster knows she is a creature of darkness
ever reason, the Loner simply disdains others, and this and acts like it. Evil and suffering are the Monster’s
feeling is often reciprocated. Criminals, radicals, and tools, and she uses them wherever she goes. No vil-
free thinkers are all Loner Archetypes. Kindred Loners lainy is below her, no hurt goes uninflicted, and no lie
often hail from one of the rugged individualist Clans remains untold. The Monster does not commit evil for
like the Gangrel or Ravnos, and they have a procliv- its own sake, but rather as a means to understand what
ity for ending up Autarkis by dint of not giving a shit she has become. Unstable individuals, those who have
what some up-his-own-ass Prince or Archbishop says been greatly wronged or harmed, and those defined as
is a law. sociopaths may come to display characteristics of the
Monster Archetype. Kindred Monsters include many
— Regain a point of Willpower when you accom- Sabbat, degenerate Kindred elders, and those who nev-
plish something by yourself, yet which still benefits the er adjust properly to what they have become after the
coterie in some way. Embrace.

Martyr — Malignant deeds reinforce the Monster’s sense
of purpose. Monster characters should pick a specific
The Martyr suffers for his cause, enduring his trials atrocity, regaining Willpower whenever they indulge
out of the belief that his discomfort will ultimately im- that urge. For example, a tempter regains Willpower
prove others’ lot. Some Martyrs simply want the at- for luring someone into wickedness, while an apostate
tention or sympathy their ordeals engender, while oth- earns back Willpower for causing another to doubt her
ers are sincere in their cause, greeting their opposition faith. Pick a destiny and fulfill it. Storytellers, be care-
with unfaltering faith. Many revolutionaries, staunch ful with how you reward this Archetype. For example,

92 CHAPTER THREE: CHARACTER AND TRAITS

a player who chooses violence as an atrocity shouldn’t — Regain one point of Willpower whenever you see
recoup Willpower in every combat, but perhaps only or learn of someone who has benefited from the wis-
in those that involve wanton destruction, or even dom you shared with them.
cause degeneration checks due to their gruesomeness.
Monster is a difficult Archetype for which to offer re- Penitent
wards, and those rewards should come as a result of the
character challenging his own descent into the Beast, The Penitent exists to atone for the grave sin she com-
not rampaging ungovernably because he gains an ever- mits simply by being who she is. Penitents have either
refreshing pool of bonus dice. low self-esteem or traumatic past experiences, and feel
compelled to “make up” for inflicting themselves upon
Pedagogue the world. Penitent Archetypes are not always religious
in outlook; some truly want to scourge the world of the
The Pedagogue knows it all, and desperately wants to grief they bring to it. Repentant sinners, persons with
inform others. Whether through a sense of purpose or low self-esteem, and remorseful criminals are examples
a genuine desire to help others, the Pedagogue makes of the Penitent Archetype. Penitent Kindred include
sure his message is heard — at length, if necessary. those who scourge themselves of the Beast like medieval
Pedagogue Archetypes may range from well-meaning monks, vampires who stand up for the rights of mortals,
mentors to verbose blowhards who love to hear them- and those who subsist entirely on the vitae of animals.
selves talk. Instructors, the overeducated, and “veter-
ans of their field” are all examples of Pedagogue Ar- — Regain a point of Willpower whenever you feel
chetypes. Kindred Pedagogues include watchdogs of that you have achieved absolution for a given griev-
the Traditions, ideological Anarchs, and perhaps even ance. This redemption should be of the same magni-
that rare soul seeking Golconda who wants company tude as the transgression — the greater the crime, the
on the journey. greater the penance. The Storyteller is the ultimate ar-
biter of what constitutes a reasonable act of reparation.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 93

Perfectionist they have no right to them. The Rogue is not neces-
sarily a thug or bully, however. She simply refuses to
Perfectionist Archetypes demand flawless execution. succumb to the whims of others. Rogues almost univer-
A half-hearted job gives the Perfectionist no satisfac- sally possess a sense of self-sufficiency. They have their
tion, and she expects the same degree of commitment own best interests in mind at all times. Prostitutes,
and attention to detail from others that she demands capitalists, and criminals all embody the Rogue Arche-
from herself. Although the Perfectionist may be exact- type. Kindred Rogues include diablerists, Autarkis, and
ing, the achievement of the end goal drives her, and a Primogen who puts his Clan’s opportunities before
often those for whom she is responsible. Prima don- the supremacy of the Kindred as a whole.
nas, artists, and architects exemplify the Perfectionist
Archetype. A Perfectionist Kindred might be a zeal- — Regain a point of Willpower when your self-cen-
ous Sabbat member who expects more than his pack tered disposition leads you to profit, materially or oth-
can consistently deliver, or she may be a moralist who erwise. At the Storyteller’s discretion, accumulating
sometimes applies her own high standards of Humanity gain without exposing your own weaknesses may let
to others in her coterie. you regain two points of Willpower. As well, you may
regain a point of Willpower when your efforts benefit
— Regain a point of Willpower whenever you ac- the group to which you belong when that benefit comes
complish your goal without any demonstrable flaw or at the expense of another group.
impediment, and regain a Willpower point whenever
you motivate another character to succeed as a result Sadist
of your own shining example.
You exist to inflict pain and suffering upon others.
Rebel Killing is too easy; torture is the best way to truly harm
a person, and you seek the slowest, most painful means
The Rebel is a malcontent, never satisfied with the to push others to the ultimate limits. Pain — others’
status quo or the system as it is. He hates the very idea pain — gives you immense pleasure. Drill sergeants,
of authority and does everything in his power to chal- jilted ex-lovers, and some of the terminally deranged
lenge and undermine it. Perhaps the Rebel truly be- may all embody the Sadist Archetype at one time or
lieves in his ideals, but it is just as likely that he bears another; sadism is rare enough to appear only in aber-
authority figures some ill will over a “wrong” done to rant cases, rather than reliably in any type or class of
him in the past. A Rebel may hate institutions categor- person.
ically, or she may be consumed with opposition toward
a single particular authority. Teenagers, insurrection- — Regain a point of Willpower whenever you inflict
ists, and nonconformists all exemplify the Rebel Ar- pain upon someone for no reason other than your own
chetype. Rebel Kindred certainly include the Sabbat, pleasure.
Anarchs, and temperamental Brujah, but also have
room for Tremere who chafe at the rigid Clan hierar- Scientist
chy or neonates who deplore their sires.
To a Scientist, existence is a puzzle which she can
— Regain a point of Willpower whenever your ac- help to reassemble. A Scientist logically and methodi-
tions adversely affect your chosen opposition. Rebels cally examines her every situation and maneuver, look-
may oppose the government, the Church, a vampire ing for logical outcomes and patterns. This is not to say
Prince, or any other holder of authority. The player that the Scientist is always looking for a scientific or
should choose whom or what his character rebels rational explanation, but rather she examines her sur-
against when he adopts this Archetype. Storytellers roundings rigorously and with a critical eye. The sys-
should take rebellion against “all authority” with a tem a Scientist attempts to impose on the world may
grain of salt, and apply the Willpower reward for such be completely ludicrous, but it is a system, and she
a broad concept to only greater and greater actions of sticks by it.
insurgency.
— Regain Willpower any time a logical, systematic
Rogue approach to a problem helps you solve it, or informa-
tion gathered logically is of use in another, similar situ-
Only one thing matters to the Rogue: herself. To ation.
each his own, and if others cannot protect their claims,

94 CHAPTER THREE: CHARACTER AND TRAITS

Sociopath — Regain one point of Willpower whenever you sur-
vive a threatening situation through tenacity, or when
All inferior beings both living and undead should your counsel causes someone else to persist in spite of
be exterminated in order to bring about a harmoni- opposition.
ous existence. You likely feel no remorse when you
kill (depending upon your Humanity or Path). On Thrill-Seeker
the contrary, you are doing a glorious deed for society.
Some vampires are critical of your violent nature, but The Thrill-Seeker lives for the rush of danger. Un-
you sometimes manage to sway them with arguments like those of arguably saner disposition, the Thrill-
like, “Darwin would agree that I’m only helping nature Seeker actively pursues hazardous and possibly deadly
along!” and, “Only the strongest shall survive!” situations. The Thrill-Seeker is not consciously sui-
cidal or self-destructive — he simply seeks the stimula-
— Regain Willpower whenever you are the greatest tion of imminent disaster. Gangbangers, petty thieves,
contributor to a body count after everything has settled and exhibitionists are all examples of the Thrill-Seeker
down. This count includes times when you are the only Archetype. Kindred Thrill-Seekers might habitually
killer, and it needs not result from a massive combat — break the Masquerade just to see if they’ll get caught,
like killing every member of a movie audience or gun- they might maintain contacts in a rival Clan or Sect,
ning down defenseless patrons in a bank robbery. or they might actively plot a Prince’s overthrow just to
see if they can pull it off.
Soldier
— Regain a point of Willpower any time you suc-
The Soldier is not a blindly loyal follower. While ceed at a dangerous task that you have deliberately un-
she exists for orders, she does not adhere to them un- dertaken. Thrill-Seekers are not stupid, however, and
questioningly. More independent than a Conformist the Storyteller may choose not to reward a player who
but too tied into the idea of command to be a Lon- heedlessly sends her character into danger for the sole
er, the Soldier applies her own techniques to others’ intent of harvesting Willpower.
goals. While she may seek command herself someday,
her ambitions lie within the established hierarchy and Traditionalist
structure. The Soldier has no compunctions about us-
ing whatever means necessary to do what needs to be The orthodox ways satisfy the Traditionalist, who
done, so long as the orders to do so came from the right prefers to accomplish her goals with time-tested meth-
place. ods. Why vary your course when what has worked in
the past is good enough? The Traditionalist finds the
— Regain a point of Willpower when you achieve status quo acceptable, even preferable, to a change that
your orders’ objectives. The more difficult the orders might yield unpredictable results. Conservatives, judg-
are to fulfill, the better it feels to accomplish them. At es, and authority figures are all examples of Tradition-
Storyteller discretion, pulling off a spectacular success alist Archetypes. Traditionalist Kindred unsurprisingly
or fulfilling a lengthy mission may well be worth ad- look to the Traditions as a behavior model, though a
ditional Willpower points. few Anarchs and elders may espouse a “traditionalism”
that predates both Camarilla and Sabbat.
Survivor
— Regain a point of Willpower any time the proven
No matter what happens, no matter the odds or op- ways turn out to be the best. Also, regain a point of
position, the Survivor always manages to pull through. Willpower any time you adhere to one of your pre-
Whether alone or with a group, the Survivor’s utter viously espoused positions and it proves to be a wise
refusal to accept defeat often makes the difference be- course of action.
tween success and failure. Survivors are frustrated by
others’ acceptance of “what fate has in store” or will- Trickster
ingness to withstand less than what they can achieve.
Outcasts, street folk, and idealists may well be Survivor The Trickster finds the absurd in everything. No mat-
Archetypes. A Kindred Survivor might be a renegade ter how grim life (or unlife) may become, the Trickster
under a Prince’s edict of Blood Hunt, an erstwhile always uncovers a kernel of humor within it. Trick-
Bishop forced from power, or a lowly Nosferatu who sters cannot abide sorrow or pain, and so they strive to
finds himself kicked from hunting ground to hunting lighten the spirits of those around them. Some Trick-
ground with no acknowledged claim of domain. sters have even higher ideals, challenging static dogma

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 95

by exposing its failures in humorous ways. Comedians, Specialties
satirists, and social critics are examples of Trickster
Archetypes. Kindred Tricksters may call attention to Some characters are especially good at
the flaws in a leader’s policy, they may be glib-tongued particular applications of their Traits. For
devil’s advocates who question the Traditions or ritae example, a mechanic might be particularly
of their Sect, or they may simply have an acute sense good with muscle cars, a thief might excel at
of the ironies of a world that makes vampiric predator breaking and entering, or a brawler might be
and mortal prey almost indistinguishable physically. infamous as a dirty fighter. To represent this,
characters with ratings of 4 or higher in At-
— Regain a point of Willpower any time you manage tributes or Abilities may choose specialties for
to lift others’ spirits, especially if you are able to assuage those Traits.
your own pain in the process.
A specialty is a particular subcategory of an
Visionary Attribute or Ability — thus, a character with
a Strength 5 might choose to be especially
The Visionary is strong enough to look beyond the adept in deadlifting, while a character with
mundane and perceive the truly wondrous. Visionaries Performance 4 might be renowned for her
test accepted societal limits, and seek what few others singing. Whenever a player makes a die roll
have the courage to imagine. The Visionary rarely finds involving an activity in which her character
satisfaction in what society has to offer; she prefers to has specialized, she may count any die that
encourage society to offer what it could instead of what comes up “10” as two successes instead of just
it does. Typically, society responds poorly to Visionar- one.
ies, though it is they who are responsible for bringing
about progress and change. Philosophers, inventors, Physical
and the most inspired artists often have Visionary
Natures. Kindred Visionaries may want to plunge all Physical Attributes define the condition of a char-
mortals into vampiric thrall, they may adapt technolo- acter’s body. They indicate how strong, agile, and
gies that other, more static Kindred fear or overlook, resilient a character is. Physical Attributes should be
or they may have a “better way” to coexist with other taken as the primary category for an action-oriented
vampires than all of this Prince-and-Regent nonsense. character.

— Regain a point of Willpower each time you are Vampires may use ingested blood to supernaturally
able to convince others to have faith in your dreams augment their Physical (and only their Physical) At-
and follow the course of action dictated by your vi- tributes. For more on this, see p. 268.
sion. Note that gaining support is the key to a Vision-
ary regaining Willpower. Success need not come to a Strength
Visionary, at least not with every step in changing the
structures in question. Her greatest successes may in- Strength is the raw, brute power of a character. It
deed come after her Final Death. governs how much weight a character can lift, how
much he can physically push, and how hard he can
Attributes hit another character or object. The Strength Trait is
added to a character’s damage dice pool when he hits
Every Vampire character has Attributes. They repre- his opponent in hand-to-hand combat. It is also used
sent the basic potential of every person in the world, as when a character wishes to break, lift, or carry some-
well as most other living (and unliving) things. Most thing, as well as when a character tries to jump a dis-
people have Attribute ratings between 1 (poor) and tance.
3 (good), though exceptionally gifted individuals may
have ratings of 4 (excellent) or even 5 (peak human
capacity). Some vampire elders have higher ratings
still, while other Kindred, like the hideously ugly Nos-
feratu, may have ratings supernaturally lower than the
human minimum.

96 CHAPTER THREE: CHARACTER AND TRAITS

• Poor: You can lift 40 lbs (about 20 ••• Good: You are in good shape and
kgs). rarely fall ill.

•• Average: You can lift 100 lbs (close •••• Exceptional: You can run — and
to 50 kgs). perhaps win — any marathon you
choose.
••• Good: You can lift 250 lbs (a little
over 100 kgs). ••••• Outstanding: Your constitution is
truly herculean.
•••• Exceptional: You can lift 400 lbs
(close to 200 kgs). Specialties: Tireless, Determined, Tough as Nails,
Vigorous
••••• Outstanding: You can lift 650 lbs
(nearly 300 kgs) and crush skulls like Social
grapes.
Despite their often lonely fates, Kindred use human
Specialties: Never Lets Go, Powerful Arms, Reserves society like building blocks to advance their schemes.
of Strength, Vicious Social Attributes delineate a character’s appearance,
charm, and ability to interact with society. These
Dexterity Traits are paramount in determining a character’s first
impressions, personal dynamics, and relations with
The Dexterity Attribute measures a character’s gen- other individuals.
eral physical prowess. It encompasses the character’s
speed, agility, and overall quickness, as well as indicat- Charisma
ing the character’s ability to manipulate objects with
control and precision. Also included under Dexter- Charisma is a character’s ability to entice and please
ity’s heading are hand-eye coordination, reflexes, and others through her personality. Charisma comes into
bodily grace. question when a character tries to win another char-
acter’s sympathies or encourage others to trust her.
• Poor: You are clumsy and awkward. Charisma reflects the power of a character’s charm and
Put that gun down before you hurt influence. It governs a character’s ability to convince
yourself. others to see her point of view. This Attribute doesn’t
necessarily indicate how the character is charismatic,
•• Average: You’re no clod, but you’re whether she’s a silver-tongued charmer or a grinning
no ballerina, either. bully. (These should come across through roleplaying
and specialties.)
••• Good: You possess some degree of
athletic potential.

•••• Exceptional: You could be an acrobat • Poor: There’s something a little
if you wished. sketchy about you.

••••• Outstanding: Your movements are •• Average: You are generally likable
liquid and hypnotic — almost and have several friends.
superhuman.

Specialties: Precise, Swift, Feline Grace, Lightning ••• Good: People trust you implicitly.
Reflexes
•••• Exceptional: You have significant
Stamina personal magnetism.

The Stamina Trait reflects a character’s health, ••••• Outstanding: Entire cultures could
toughness, and resilience. It indicates how long a char- follow your lead.
acter can exert herself and how much punishment she
can withstand before suffering physical trauma. Stami- Specialties: Graceful, Smooth Talker, Forceful, Ur-
na also includes a bit of psychic fortitude, indicating a bane, Witty, Eloquent, Hustler
character’s grit and tenacity.
Manipulation
• Poor: You bruise in a stiff wind.
Manipulation measures a character’s ability for self-
•• Average: You are moderately healthy expression in the interests of getting others to share
and can take a punch or two. her outlook or follow her whims. In short, it’s getting
others to do what she wants. Manipulation comes into

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 97

play when a character tries to influence or subtly guide
another’s behavior. Manipulation is used to trick, bluff,
fast-talk, and railroad other characters. Whether or not
the characters in question actually like the manipula-
tor is irrelevant (this is why Manipulation differs from
Charisma). After all, a skilled motivator can even em-
ploy the talents of people who hate her.

Manipulation is a dangerous affair, though it is way
many Kindred primarily affect the world around them.
Failed attempts at manipulation often earn the ire of
the would-be patsy. Botching a Manipulation roll may
add a name to the character’s list of enemies.

People are manipulated every day, and typically ig-
nore it. (“Would you run to the store for me?”) If the
fact is brought to their attention, however, many peo-
ple become quite defensive. Manipulation can be the
most powerful tool in a Kindred’s repertoire, but failure
can be disastrous. Characters with high Manipulation
ratings are often distrusted by those around them.

• Poor: A person of few (often ineffec-
tual) words.

•• Average: You can fool some of the
people some of the time, just like
anybody else.

••• Good: You never pay full price.

•••• Exceptional: You could be a
politician or cult leader.

••••• Outstanding: “Of course I’ll tell the

Prince I was the one who tried to
stake him!”

Specialties: Persuasive, Seductive, Well-Reasoned,
Misdirection, Conjurer of “Facts”

Appearance

The Appearance Attribute is a measure of how
well a character makes a first impression. This may be
conventional “attractiveness,” but it can also be the
effect of distinctive features, an exotic mien, an air
of confidence, distinctive posture, a flair for dressing
well — anything remarkable upon initial observation
can contribute to a character’s Appearance. Indeed,
Appearance is the amalgamation of many descriptive
personal characteristics. Appearance is subconscious
and instinctual — it appeals to the lower levels of the
psyche, so it shapes first impressions and the nature of
memories thereafter.

This Trait is useful for getting potential vessels to
heed your beckoning across a crowded dance floor. In

98 CHAPTER THREE: CHARACTER AND TRAITS

situations in which first impressions are paramount, or •••• Exceptional: Almost nothing escapes
that involve people who view Appearance as very im- your notice.
portant, a character may have no more dice in a Social
dice pool than her Appearance rating. Thus, it is criti- ••••• Outstanding: You instantly observe
cally important to either look your best or get to know things almost imperceptible to human
people before you start trying to convince them to fire- senses.
bomb the Justicar’s haven.
Specialties: Attentive, Insightful, Careful, Discern-
• Poor: Your clothes stink, you turn ing, Tactical
people off right away, or you’re just
damned ugly. Intelligence

•• Average: You don’t stand out in a The Intelligence Attribute refers to a character’s
crowd, for better or for worse. grasp of facts and knowledge. It also governs a char-
acter’s ability to reason, solve problems, and evaluate
••• Good: “Let me buy you a drink.” situations. Intelligence also includes critical thinking
and flexibility of thought.
•••• Exceptional: People go out of their
way to make your acquaintance. Intelligence does not include savvy, wisdom, or com-
mon sense, as those are properties of the character’s
••••• Outstanding: People never forget you. personality, not Traits. Even the smartest character
may be too foolish to realize the thugs who want to
Specialties: Unconventional Looks, Photogenic, “borrow” her car keys are up to no good.
Fashion Sense, Unforgettable Face, Memorable Pose

Mental Characters with low Intelligence aren’t necessarily
stupid (though they might be); they are just uneducat-
Mental Attributes define a character’s epistemic ed or simple thinkers. Likewise, characters with high
capacities, including such aspects as memory, intelli- Intelligence aren’t all Einsteins; they may be better
gence, awareness of one’s surroundings, and the ability at rote memorization or have particularly keen judg-
to think, learn, and react. ment.

Perception • Poor: Not the sharpest knife in the
drawer.
Perception measures a character’s ability to observe
his environment. This may involve a conscious effort, •• Average: Smart enough to realize
such as searching an area, but it is more often intui- you’re normal.
tive, as the character’s keen senses notice something
out of the ordinary. Perception is a sensitivity to one’s ••• Good: More enlightened than the
surroundings, and is seldom present in the cynical or masses.
jaded (who have seen it all before).
•••• Exceptional: You’re not just bright,
you’re downright brilliant.

Perception is used to determine whether or not a ••••• Outstanding: Certified genius.
character understands a given situation or detects an
environmental stimulus. It can warn a character of am- Specialties: Book Knowledge, Creative, Analytical,
bushes, distinguish a clue from a pile of refuse, or un- Problem Solver, Subject Authority
cover any other hidden or overlookable detail, whether
physical or otherwise. Wits

• Poor: Perhaps you are absurdly self- The Wits Trait measures the character’s ability to
absorbed, perhaps merely an airhead. think on her feet and react quickly to a certain situ-
In any event, watch out for that car! ation. It also reflects a character’s general cleverness.
Characters with low Wits ratings are thick and men-
•• Average: The very subtle evades you, tally lethargic, or maybe gullible and unsophisticated.
but you’re aware of the bigger picture. By contrast, characters with high Wits Traits almost
always have a plan immediately and adapt to their sur-
••• Good: You perceive moods, textures, roundings with striking expedience. Characters with
and small changes in your high Wits also manage to keep their cool in stressful
environment. situations.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 99

• Poor: Pull my finger. that virtually everyone can execute them with some

•• Average: You know when to bet or degree of capacity.

fold in poker. Alertness

••• Good: You are seldom surprised or This is your basic knack for noticing things that go
left speechless. on around you, even when you’re not actively looking

•••• Exceptional: You’re one of the people for them. Alertness describes the attention you pay to

who make others think, “Ooh, I the outside world, whether otherwise occupied or not.

should have said...” the next day. This Talent is typically paired with Perception, and is

••••• Outstanding: You think and respond best used when sensing physical stimuli (as opposed to
almost more quickly than you can act. moods or clues).

Specialties: Getting the Jump on Others, Witty Bon • Novice: You’re no mindless drone.

Mots, Changes in Strategy, Ambushes •• Practiced: Habitual eavesdropper

Abilities ••• Competent: You keep a sharp eye on
your surroundings.
As mentioned before, Abilities are the Traits used
to describe what you know and what you’ve learned •••• Expert: Whether from paranoia or
to do. Whereas Attributes represent your raw poten- good sense, you are rarely caught off-
tial, Abilities represent the ways you’ve learned to use guard.
that potential. You may not need anything but brute
strength to smash through a door — but if you’re trying ••••• Master: Your senses are on par with
to use sheer muscle power to force an engine part into those of a wild animal.
place without breaking anything, you’d better know
something about mechanics. When rolling dice, you’ll Possessed by: Hunters, Bodyguards, Security Per-
probably pair an Ability with an appropriate Attribute, sonnel, Journalists, Burglars
in order to properly depict the combination of poten-
tial and know-how that’s necessary for getting things Specialties: Noises, Eavesdropping, Fine Details,
done. Hidden Weapons, Crowds, Forests, Animals

There are 30 Abilities: 10 Talents, 10 Skills, and Athletics
10 Knowledges. Each Ability typically covers a broad
range of aptitudes. For certain Abilities (Expression, This Talent represents your basic athletic ability, as
Crafts, Performance, Academics, Law, Science, and well as any training you might have had in sports or
Technology), it is best to pick a specialty (p. 96), even other rigorous activities. Athletics concerns all forms
if the character’s rating in the Ability is not yet 4 or of running, jumping, throwing, swimming, sports, and
higher. Thus, a character with the Crafts Skill is gen- the like. However, Athletics doesn’t cover basic motor
erally versed in handiwork of all sorts, but might be actions such as lifting weights, nor does it govern ath-
particularly adept at auto mechanics. letic feats covered by another Ability (such as Melee).

• Novice: You had an active childhood.

•• Practiced: High-school athlete

••• Competent: Talented lifelong
amateur

Talents •••• Expert: Professional athlete

Talents describe what you intuitively know, what ••••• Master: Olympic medalist
you can do without coaching or instruction. The only
way to improve your Talents is through direct experi- Possessed by: Athletes, Hobbyists, Park Rangers,
ence — with the exception of a very few cases (such as Jocks, Kids
studying a text on Jeet Kune Do to learn a single dot
of Brawl), these things can’t be learned from a book or Specialties: Swimming, Rock Climbing, Acrobatics,
an Internet video. If you try an action involving a Tal- Dancing, Parkour, specific sports
ent your character doesn’t possess, there’s no penalty to
your basic Attribute dice pool. Talents are so intuitive Awareness

Awareness is an instinctual reaction to the presence
of the supernatural. It differs from Alertness (which
measures sensitivity to mundane events) and Occult

100 CHAPTER THREE: CHARACTER AND TRAITS

(which covers actual knowledge about the supernatu- • Novice: You were picked on as a kid.
ral). Usually, only supernatural creatures have access
to this particular Talent, but some unique mortals have •• Practiced: You’ve participated in the
a sense that something is strange in the world (such as occasional barroom tussle.
those with True Faith – see p. 372).
••• Competent: You’ve fought regularly
Characters with Awareness sometimes get hunches, and routinely, and generally walked
chills, or sudden flashes of inspiration when they are away in better shape than your
near supernatural creatures, objects, or events. This opponents.
insight is purely subconscious, and knowing that some-
thing’s wrong doesn’t mean that the character knows •••• Expert: You could be a serious
what it is. To get more specific information, the Kin- contender on the MMA circuit.
dred will need to use Occult or a particular power –
Awareness only makes the vampire more receptive to ••••• Master: Somewhere on the Internet,
the presence of the unusual. there’s a video of you taking down
three men in four seconds.

Possessed by: Military, Police, Roughnecks, Thugs

A vampire can use Awareness deliberately if he sus- Specialties: Dirty Fighting, Strikes, Throws, Submis-
pects that something is supernatural, but more often sion Holds, specific martial arts or combat styles
the Storyteller can ask for an Awareness roll to deter-
mine whether a vampire notices a strange event that’s Empathy
not immediately visible.
You understand the emotions of others, and can sym-
• Novice: Once in a while, you get the pathize with, feign sympathy for, or play on such emo-
feeling that something isn’t right. tions as you see fit. You are adept at discerning motive,
and might be able to discern when someone’s lying to
•• Practiced: You sometimes get strange you. However, you may be so in tune with other peo-
vibes from a particular direction or ple’s feelings that your own emotions are affected.
vague area (like a building).
• Novice: You lend the occasional
••• Competent: You can walk into a shoulder to cry on.
room and know that something
unusual is going on within. •• Practiced: You can sometimes
literally feel someone else’s suffering.
•••• Expert: If you concentrate, you can
sense whether a someone in a group ••• Competent: You have a keen insight
of people or a collection of objects is into other people’s motivations.
supernatural.
•••• Expert: It’s almost impossible to lie to
••••• Master: You instinctually know if you.
something or someone is mundane or
supernatural. ••••• Master: The human soul conceals no
mysteries from you.

Possessed by: Psychics, New Agers, Mystics, Para- Possessed by: Social Workers, Parents, Actors,
normal Researchers Psychologists, Detectives, Seducers, Mediums, Best
Friends
Specialties: Ghostly Activity, Mystical Objects,
Someone’s In My Head, Debunking Specialties: Emotions, Insight, Motives, Gaining Trust

Brawl Expression

The Brawl Talent represents how well you fight in This is your ability to get your point across clearly,
tooth-and-nail situations. This Talent represents skill whether through conversation, poetry, or even in 140
in unarmed combat, whether from formal martial arts characters or fewer. Characters with high Expression
training or simply from plenty of experience. Effec- can phrase their opinions or beliefs in a manner that
tive brawlers are coordinated, resistant to pain, quick, cannot be ignored (even if their opinions are misin-
strong, and mean. The willingness to do whatever it formed or worthless). They might also be talented ac-
takes to hurt your opponent wins plenty of fights. tors, skilled at conveying moods or communicating
emotion with every gesture. Additionally, this Talent

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 101

represents your ability for poetry, creative writing, or
other literary art forms. For many elders, Expression
is the subtle art of crafting a satirical epigram capable
of socially crippling one’s longtime rival. For younger
Kindred, Expression may well be the key to convinc-
ing thirty stake-wielding Anarchs to converge on the
Sheriff’s private hunting ground with the right text
message. You can choose a specialty in Expression,
even at less than 4 dots.

• Novice: Your talent has matured past
crude poetry on notebook paper.

•• Practiced: You could lead a college
debate team.

••• Competent: You could be a successful
writer.

•••• Expert: Your work is Pulitzer material.

••••• Master: Steve Jobs asks you for input
on his next mobile device.

Possessed by: Actors, Writers, Poets, Politicians,
Journalists, Web Personalities, Rabble-Rousers

Specialties: Acting, Poetry, Fiction, Impromptu,
Conversation, Social Media

Intimidation

Intimidation takes many forms, from outright threats
and physical violence to mere force of personality. It
needn’t be course or callous, and a well-placed intimi-
dating word under the right circumstances might well
be called “diplomacy” in certain circles. You know the
right method for each occasion, and can be very… per-
suasive.

• Novice: Shady teenager

•• Practiced: Skinhead thug

••• Competent: Drill sergeant

•••• Expert: Your air of authority cows
casual passersby.

••••• Master: You can frighten off vicious
animals.

Possessed by: Bullies, Anonymous, Military Officers,
Bouncers, Gangsters, Sabbat

Specialties: Veiled Threats, Pulling Rank, Physical
Coercion, Blackmail, Internet

Leadership

You are an example to others and can inspire them to
do what you want. Leadership has less to do with ma-
nipulating people’s desires than it does with presenting

102 CHAPTER THREE: CHARACTER AND TRAITS

yourself as the sort of person they want to follow. Any- •• Practiced: Vampire

one can lead a group into some sort of conflict; a good ••• Competent: Criminal lawyer
leader can get them back out intact. This Talent is usu-
ally paired with Charisma rather than Manipulation. •••• Expert: Deep-cover agent

• Novice: Captain of your Little League ••••• Master: You’re the very last person
team anyone would suspect.

•• Practiced: Student body president Possessed by: Politicians, Lawyers, Vampires, Teen-
agers, Con Men, Pick-up Artists
••• Competent: An effective CEO
•••• Expert: Presidential material Specialties: Seduction, Impeccable Lies, Feigning
Mortality, the Long Con

••••• Master: You could be beloved dictator Hobby Talent
of a nation.
This category encompasses anything that the Sto-
Possessed by: Politicians, Princes, Managers, Execu- ryteller deems to be mainly self-taught and is usually
tives, Military Officers, Police (though not always) more active than intellectual.
Storytellers should first examine the list of existing
Specialties: Oratory, Compelling, Friendly, Open, Talents to determine if a particular activity might
Noble, Military, Multimedia

Streetwise fall under one of those (for example, Swimming and
Climbing would be specialties of Athletics).
The streets can provide a lot of information or money
to those who know the language. Streetwise allows you • Novice: You’ve dabbled.

to blend in unobtrusively with the local scene, pick up •• Practiced: You’ve got a good grasp of

gossip, understand slang, or even dabble in criminal your hobby’s basics.

doings. ••• Competent: Other practitioners

• Novice: You know who’s holding. regard you as fairly skilled and

•• Practiced: You’re accorded respect on competent.

the street. •••• Expert: You are familiar with the

••• Competent: You could head your own subtle nuances and applications of
your Talent.
gang.

•••• Expert: You have little to fear in even ••••• Master: You could write a book on

the worst neighborhoods. what you do. Perhaps you already

••••• Master: If you haven’t heard it, it have.
hasn’t been said.
Suggested Hobby Talents: Carousing, Diplomacy,
Possessed by: Criminals, Homeless People, Report- Fortune Telling, Negotiation, Scrounging
ers, Clubgoers, Savvy Detectives, Neonates
Skills
Specialties: Fencing, Illegal Drugs, Illegal Weap-
ons, Free Wifi, Gangs, Being On the Guest List, Local Skills are Abilities learned through training, appren-
Slang ticeships, or other instruction. If you try to perform an
action involving a Skill in which you have no rating,
Subterfuge
your difficulty is increased by one. An unskilled worker

You know how to conceal your own motives and proj- just isn’t as effective as someone who might have lower
ect what you wish. Furthermore, if you can root out other Attributes but a better understanding of what the pro-
people’s motives, you can then use those motives against cedure entails.

them. This Talent defines your talent for intrigue, se- Animal Ken
crets, and double-dealing. Mastery of Subterfuge can
make you the ultimate seducer or a brilliant spy. You can understand animals’ behavior patterns. This
Skill allows you to predict how an animal might react
• Novice: You tell the occasional white in a given situation, train a domesticated creature, or
lie. even try to calm or enrage animals.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 103

• Novice: You can get a domesticated • Novice: You know how to work an
automatic transmission.
horse to let you pet it.

•• Practiced: You can housebreak a •• Practiced: You can drive a stick shift.

puppy. ••• Competent: Professional trucker

••• Competent: You could train a seeing- •••• Expert: NASCAR daredevil or tank
eye dog. pilot


•••• Expert: Circus trainer ••••• Master: Whether it’s a Fiat or a

••••• Master: You can tame wild beasts Ferrari, you can make it sing.

without benefit of supernatural Possessed by: Cabbies, Truckers, Race Car Drivers,
powers. Automotive Show Hosts, Rebels

Possessed by: Farmers, Animal Trainers, Zookeep- Specialties: Off-Road, Motorcycles, High Speed,
ers, Veterinarians, Pet Owners, Domitors Heavy Traffic, Avoiding Traffic Cops

Specialties: Dogs, Attack Training, Big Cats, Horses, Etiquette
Farm Animals, Falconry
You understand the nuances of proper behavior, in
Crafts both mortal society and Kindred culture. In many cas-

This Skill covers your ability to make or fix things es, knowing how to broach a topic is as important as

with your hands. Crafts allows you to work in fields the discussion itself, and a person with poor etiquette

such as carpentry, leatherworking, weaving, or even will never have an opportunity to make herself heard

mechanical expertise such as car repair. You can even because she doesn’t know when or how to interject.

create lasting works of art with this Skill, depending on This Skill is used during meetings, haggling, seduction,

the number of successes you achieve. You must always dancing, dinner etiquette, and all forms of diplomacy.

choose a specialization in Crafts, even though you re- • Novice: You know when to keep your
tain some skill in multiple fields. mouth shut.


• Novice: High school wood shop •• Practiced: You’ve been to a black-tie

•• Practiced: You’re starting to develop event or two.

your own style. ••• Competent: You know your way

••• Competent: You could start your own around even obscure silverware.

shop. •••• Expert: Her Majesty would consider

•••• Expert: You wrote instruction you charming.

manuals on your field of ••••• Master: If the right people came to
specialization. dinner, you could end wars — or start

••••• Master: Your craftsmanship and them.

insight is virtually without peer. Possessed by: Diplomats, Travelers, High Society,

Possessed by: Mechanics, Artisans, Artists, Design- Executives, Kindred of Status
ers, Inventors, Back-to-the-Land Types
Specialties: At Elysium, Business, High Society,
Specialties: Pottery, Sewing, Home Repair, Carpen- Sabbat Protocol
try, Appraisal, Carburetors
Firearms
Drive
Executing a mortal with a sword starts investigations.

You can drive a car, and maybe other vehicles as well. Clawing someone to ribbons tears the edges of the Mas-

This Skill does not automatically entail familiarity with querade. So Cainites adapt, and many have devoted

complicated vehicles such as tanks or 18-wheelers, and their energies to learning how to kill with guns. This

difficulties may vary depending on your experience Skill represents familiarity with a range of firearms,

with individual automobiles. After all, helming a sta- from holdout pistols to heavy machine guns. Further,

tion wagon doesn’t prepare you for double-clutching a someone skilled in Firearms can clean, repair, recog-

Maserati at 100 miles per hour. nize, and accurately fire most forms of small arms. This

Skill is also used to unjam guns (Wits + Firearms).

104 CHAPTER THREE: CHARACTER AND TRAITS

• Novice: You had a BB gun as a kid. sai or nunchaku. And, of course, there is always the

•• Practiced: You while away the utility of the wooden stake.…

occasional hour at the gun club. • Novice: You know the right way to

••• Competent: You’ve survived a hold a knife.

firefight or two. •• Practiced: You may have been in the

•••• Expert: You could pick off people for occasional street fight.

a living. ••• Competent: You could make a college

••••• Master: You’ve been practicing since fencing team.

the debut of the Winchester. •••• Expert: You could keep order in the

Possessed by: Anarchs, Neonates, Policemen, Mili- Prince’s court.

tary Personnel, Survivalists, Hunters ••••• Master: Your enemies would rather

Specialties: Fast-Draw, Gunsmithing, Pistols, Marks- face a SWAT team than your blade.

manship, Revolvers, Shotguns Possessed by: Assassins, Gang Members, Martial

Larceny Artists, Police, Duelists
Specialties: Knives, Swords, Improvised Weaponry,
This Skill entails familiarity with the tools and tech-
niques for the sorts of physical manipulation typically Riposte, Disarms

associated with criminal activity. Picking locks, manual Performance
forgery, safecracking, simple hotwiring, various forms
of breaking and entering, and even sleight-of-hand all The Performance Skill governs your ability to per-
fall under the auspices of Larceny. Larceny is useful not form artistic endeavors such as singing, dancing, act-
only for theft, but also for setting up “the unbeatable ing, or playing a musical instrument. You are almost
system” or deducing where a thief broke in. This skill certainly specialized in one field, although true virtuo-
does not confer any aptitude with advanced security or sos may be talented in many forms of performance. This
anti-crime technologies such as video surveillance or Skill represents not only technical know-how, but the
alarm systems — those are covered by the Technology ability to work an audience and enrapture them with
Knowledge. your show. As with Crafts, you must choose a specialty,
even though this Skill also imparts a general sense for

• Novice: You can pick a simple lock. watching and responding to your audience’s mood re-

•• Practiced: You could run a shell game gardless of medium.

hustle on the corner. • Novice: You could sing in the church

••• Competent: You can open a standard choir.

locked window from the outside. •• Practiced: Your Internet videos have

•••• Expert: You can “retool” a passport or over a hundred thousand views.

ID card. ••• Competent: You almost always have a

••••• Master: You could get into (or out gig booked.

of…) a multinational bank’s central •••• Expert: You have the talent to be a

vault. national sensation.

Possessed by: Burglars, Security Consultants, Po- ••••• Master: You are a virtuoso without
licemen, Car Thieves, Street Magicians peer.

Specialties: Safecracking, Misdirection, Lockpick- Possessed by: Musicians, College Students, Actors,
ing, Hotwiring, Pickpocketing Ballerinas, Mimes

Melee Specialties: Dancing, Singing, Rock and Roll, Act-
ing, Guitar Solos, Drunken Karaoke
As the Kindred maxim runs, “Guns mean nothing
to a lifeless heart”. A blade is often worth far more, as Stealth
is the skill to use it properly. Melee covers your ability
to use hand-to-hand weapons of all forms, from swords This Skill is the ability to avoid being detected,
and clubs to esoteric martial-arts paraphernalia such as whether you’re hiding or moving at the time. Stealth is

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 105

• Novice: You can hide in a darkened
room.

•• Practiced: You can shadow someone
from streetlight to streetlight.

••• Competent: You have little difficulty
finding prey from evening to evening.

•••• Expert: You can move quietly over
dry leaves.

often tested against someone else’s Perception + Alert- ••••• Master: Nosferatu elder
ness. This Ability is, for obvious reasons, highly useful
in stalking prey. In many cases, Stealth is also used to Possessed by: Burglars, Assassins, Kindred, Spies,
conceal items, whether on one’s person or somewhere Reporters, Commandos
in the environment.
Specialties: Hiding, Silent Movement, Shadowing,
Crowds

106 CHAPTER THREE: CHARACTER AND TRAITS

Survival Suggested Professional Skills: Blacksmith, Cook-
ing, Fast-Draw, Forgery, Game Playing, Gunsmith,
Although vampires have little to fear from starva- Navigation, Torture
tion and exposure, the wilderness can still be danger-
ous to a Cainite. This Skill allows you to find shelter, Knowledges
navigate your way to civilization, track prey, establish a
makeshift haven, and possibly even avoid supernatural Knowledges involve the application of the mind, not
threats like werewolves that also prowl the World of the body. Consequently, Knowledge Abilities are most
Darkness. Note that Survival need not be used only in often paired with Mental Traits. (It’s possible to roll
areas considered “wilderness.” There’s plenty of Sur- Charisma + Academics, or even Stamina + Medicine,
vival that goes into getting by in various parts of mod- but such things are pretty rare.) The following descrip-
ern cities. tions speak of Knowledge levels in collegiate terms,
although formal schooling is just one way to improve
• Novice: You can survive a night a Knowledge. Indeed, Knowledges can be self-taught,
spent outside. and the World of Darkness is home to any number of
autodidacts.
•• Practiced: You’ve “roughed it” on a
regular basis. If you don’t have any dots in a Knowledge, you cannot
even attempt a roll involving it unless the Storyteller
••• Competent: You can separate poison gives explicit permission (such as where common trivia
or spoilage from edible forage. is concerned). If you don’t know Spanish, you can’t try
holding a conversation en español on your wits alone.
•••• Expert: You could live for months in
the challenging environment of your Academics
choice.

••••• Master: You could get dropped naked This catchall Knowledge covers the character’s eru-
into the Andes and do all right for dition in the humanities: literature, history, art, phi-
yourself. losophy, and other “liberal” arts and sciences. A char-
acter with dots in Academics is generally well rounded
Possessed by: Scouts, Soldiers, Outdoors Enthusi- in these fields, and at high levels may be considered an
asts, Survivalists, Hunters expert in one or more areas of study. Not only can this
Knowledge impress at salons and other Elysium func-
Specialties: Tracking, Woodlands, Jungle, Street tions, but it can also offer valuable clues to certain past
Life, Hunting, Urban Exploration — and future — movements in the Jyhad. If you like,
you can choose a specialty for Academics even at less
Professional Skill than 4 dots.

This category encompasses anything that the Sto- • Student: You’re aware that 1066 isn’t
ryteller deems to be a taught Ability and is primarily a Beverly Hills area code.
active in application. Storytellers should first examine
the list of existing Skills to determine if a particular •• College: You can quote from the
task might fall under one of those (e.g. Tracking would classics, identify major cultural
be a specialty of Survival). movements, and expound on the
difference between Ming and
• Novice: You’ve apprenticed. Moghul.

•• Practiced: You have a handle on the
basics.

••• Competent: You could make a living, ••• Masters: You could get a paper
although not a fortune, doing what published in a scholarly journal.
you do.
•••• Doctorate: Professor emeritus
•••• Expert: You know the more esoteric
uses of your Skill, and are rarely at ••••• Scholar: Scholars worldwide
a loss. acknowledge you as one of the
foremost experts of your time.
••••• Master: You are an acknowledged
authority in your chosen field of Possessed by: Professors, Literati, Topical Bloggers,
endeavor. Elders

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 107

Specialties: Poststructuralism, Impressionist Paint- Specialties: Stock Market, Laundering, Appraisal,
ing, Imperial Rome, Color Theory, Linguistics Foreign Currencies, Accounting, Fencing, Corpora-

Computer tions, Federal Bailouts

This Knowledge represents the ability to operate and Investigation

program computers, including mobile devices. Most You’ve learned to notice details others might over-

Computer use also imparts a degree of Internet aware- look, and might make an admirable detective. This

ness (if not savvy). Knowledge represents not only a good eye for detail,

• Student: You can navigate touch- but also an ability to do research and follow leads. Such

screen and traditional point-and-click research may include Internet searches or more specific
research techniques like hitting the law books and pe-
•• GUIs. riodicals archives at the library.

College: You know your way around • Student: You can parse a broad Web
••• various applications and the Internet.
search for clues.
Masters: You know what to do with a •• College: Police officer
text command prompt.

•••• Doctorate: You can make a very ••• Masters: Private detective

comfortable living as a consultant. •••• Doctorate: Federal agent

••••• Scholar: You have all the SDKs and ••••• Scholar: Sherlock Holmes
comprehend data structures for a Possessed by: Detectives, Mystery Buffs, Policemen,
stunning variety of programming Stalkers
languages. Specialties: Forensics, Shadowing, Search, Discolor-
ations, Database Research
Possessed by: Hackers, Office Workers, Program-
mers, Data Processors, Students Law

Specialties: “The YouTubes,” Computer Languages, The Law Knowledge represents a knowledge of both
Internet, Database Administration, HCI, Viruses, spe- legal statutes and proper procedures for enforcing
cific devices and programs them. Law can be useful for filing suits, avoiding law-
suits, or getting out of jail. What’s more, the Kindred
Finance keep their own laws, and more than one vampire has
saved his own unlife by deftly exploiting a loophole
You know the ins and outs of commerce, from eval- in one of the Traditions. The Law Knowledge has any
uating an item’s relative worth to keeping up with number of specialties, and a player may choose one for
currency exchange rates. This Knowledge can be in- her character when she takes this Ability, representing
valuable when brokering items, running numbers, or both her field of experience and a general sense for how
playing the stock market. Sufficiently high levels in the legal system (especially in her locality) functions,
Finance allow you to raise your standards of living to a though this is not mandatory.
very comfortable level.

• Student: You’ve taken a few business • Student: You’ve paid a traffic ticket
classes.
and know whether to plead guilty,
•• College: You have some practical
experience and can keep your books not guilty, or nolo contendere next
fairly neat. time.

••• Masters: You’d make a fine stockbroker. •• College: You’re either studying for or
just passed the bar exam.
•••• Doctorate: Corporations follow your
financial lead. ••• Masters: You can make a living of the
practice, and probably do.
••••• Scholar: You could turn a $20 bill
into a fortune. •••• Doctorate: If you’re not partner yet,
you will be soon.
Possessed by: Executives, Upper Class, Stockbro-
kers, Accountants, Fences, Drug Dealers, Smugglers ••••• Scholar: You could find the loopholes
in the Devil’s contracts.

108 CHAPTER THREE: CHARACTER AND TRAITS

Possessed by: Lawyers, Police, Judges, Detectives, •••• Doctorate: You can recognize

Legislators blatantly false sources and make

Specialties: Criminal, Suits, Courtroom Protocol, Con- educated guesses about the rest.

tracts, Police Procedure, the Traditions, the Code of Milan ••••• Scholar: You know most of the basic

Medicine truths about the hidden world.

You have an understanding of how the human body Possessed by: Occultists, The Superstitious, New
— and to a lesser extent the vampiric body — works. Agers, Tremere
This Ability covers knowledge of medicines, ailments,
first-aid procedures, and diagnosis or treatment of dis- Specialties: Kindred Lore, Rituals, Infernalism,
Witches, Noddist Lore

ease. Medicine is of great use to those Kindred with an Politics
interest in repairing, damaging, or reworking the hu-
man body. You are familiar with the politics of the moment, in-
cluding the people in charge and how they got there.
• Student: You’ve taken a CPR course. This Knowledge can aid you in dealing with or influ-

•• College: Premed or paramedic encing mortal politicians, or even offer some insight

••• Masters: General practitioner into the local Cainite power structure. The Politics
Knowledge includes the ability to practically navigate
•••• Doctorate: You can perform various bureaucracies, as it assumes that certain orga-
transplants. nizational structures and relationship currencies are
universal.
••••• Scholar: You are respected by the

world’s medical community as a • Student: Activist; you can pay a
pioneer. speeding ticket online.

Possessed by: Med Students, Doctors, Lifeguards, •• College: Political science major;
Parents, Paramedics, Tzimisce you know how to file a request for
information.
Specialties: Organ Transplants, Emergency Care,
Poison Treatments, Pathology, Pharmaceuticals, the ••• Masters: Campaign manager or talk-
Kindred Condition radio host; the clerk will help you

Occult navigate the forms you need to
complete and tell you who needs the
You are knowledgeable in occult areas such as mysti- duplicates.
cism, curses, magic, folklore, and particularly vampire
lore. Unlike most other Knowledges, Occult does not •••• Doctorate: Senator; “We’re not

imply a command of hard facts. Much of what you supposed to show this to anyone

know may well be rumor, myth, speculation, or hear- without press credentials, so don’t

say. However, the secrets to be learned in this field are quote me.”

worth centuries of sifting legend from fact. High levels ••••• Scholar: You could choose the next
of Occult imply a deep understanding of vampire lore, President of the United States. “Sure,
as well as a good grounding in other aspects of the oc-
cult. At the very least, you can discern what is patently here are the keys to the file morgue.
false.
Turn off the light when you leave.”

• Student: You’ve got a blog about the Possessed by: Activists, Politicians, Lawyers, vam-
pires of all sorts
eerie and the disturbing.
•• College: There seems to be some Specialties: City, State, Federal, Bureaucracy, Dog-
ma, Radical, Camarilla
unsettling truth to some of the rumors
you’ve heard. Science

••• Masters: You’ve heard a lot and You have at least a basic understanding of most of the
actually seen a little for yourself. physical sciences, such as chemistry, biology, physics,
and geology. This Knowledge can be put to all forms

of practical use. In most cases, a player should select a

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 109

specialty to reflect a focus for her character’s scientific Expert Knowledge
studies, but this isn’t strictly necessary.
Like Hobby Talent and Professional Skill, this is a
• Student: You know most of the high- catchall category. An Expert Knowledge is anything
school basics. that is primarily intellectual or mental in nature and

•• College: You’re familiar with the must be studied. Storytellers should first examine the

major theories. list of existing Knowledges to determine if a particular

••• Masters: You could teach high-school field of expertise might fall under one of those (e.g. Fo-
science. rensics would be a specialty of Investigation).

•••• Doctorate: You’re fully capable of • Student: You’ve taken an
advancing the knowledge in your field. undergraduate course or read a few
books.
••••• Scholar: Your Nobel Prize is waiting
for you. •• College: You may have minored in
the field.
Possessed by: Scientists, Students, Researchers,
Teachers, Engineers, Technicians, Pilots ••• Masters: You might hold a degree and
are well versed in what’s been
Specialties: Chemistry, Biology, Geology, Physics, written.
Astronomy
•••• Doctorate: You are well-versed in
Technology
what hasn’t been written.

The Technology Knowledge represents a broad acu- ••••• Scholar: You know the hidden
men with electronics, computer hardware, and devices mysteries of your field and are a
more elaborate than “machines,” which fall under the veritable font of information.
Crafts Skill. If it has a processor, a transistor, or an inte-
grated circuit — if it’s electronic rather than electrical Suggested Expert Knowledges: Archaeology, Game
— manipulating it uses the Technology Knowledge. Theory, Military Science, Psychology

This is the wide-ranging Ability used to build one’s
own computer, install (or subvert) a security system,

Backgroundsrepair a mobile phone, or kitbash a shortwave radio.

You must always choose a specialization in Technol- Backgrounds describe advantages of relationship,
ogy, even though you possess some skill in multiple circumstance, and opportunity: material possessions,
fields.
social networks, and the like. Backgrounds are exter-

• Student: You can perform simple nal, not internal, Traits, and you should always ratio-

modifications or repairs. nalize how you came to possess them, as well as what
they represent. Who are your contacts? Why do your
•• College: You could make your living allies support you? Where did you meet your retainers?
in assembly or repair. What investments do you possess that yield your four
dots in Resources? If you’ve put enough detail into your
••• Masters: You can design new character concept, selecting appropriate Backgrounds
technologies from a set of objective should be easy.
requirements.
Although it’s uncommon to make rolls involving
•••• Doctorate: For you, it’s not, “Can Background Traits, your Storyteller might have you
this be done?” but “How can this be do so to see if you can obtain information, goods, or
done?” favors. For example, you might have to roll Wits + Re-
sources to keep your stock portfolio healthy, or Ma-
••••• Scholar: A visionary in the field; you nipulation + Contacts to wheedle that extra favor from
shape how people interact with their
world through devices.

Possessed by: Engineers, Scientists, Defense Con- your smuggler “associate.”
tractors, the Cable Guy
Certain Backgrounds may be “pooled” among char-

Specialties: Telecom, Computers, Security, Commu- acters in a coterie. See “Pooling Backgrounds” on
nications, Improvised Solutions, Industrial Espionage p. 118 for more information.

110 CHAPTER THREE: CHARACTER AND TRAITS

Allies individual while others believe you to be someone else
entirely.
Allies are mortals who support and help you — fami-
ly, friends, or even a mortal organization that owes you • You are new at this identity game.
some loyalty. Although allies aid you willingly, with- Sometimes you slip and forget your
out coaxing or coercion, they are not always available other persona.
to offer assistance; they have their own concerns and
can do only so much for the sake of your relationship. •• You are well grounded in your
However, they might have some useful Background alternate identity. You are
Traits of their own, and could provide you with indi- convincing enough to play the part
rect access to their contacts, influence, or resources. of a doctor, lawyer, funeral salesman,
drug-smuggler, or a capable spy.

Allies are typically persons of influence and power ••• You have a fair reputation as your
in your home city. They can be of almost any sort, de- alternate persona and get name-
pending on what your Storyteller will allow. You may recognition in the area where you
have friends in the precinct morgue, at a prominent have infiltrated.
blog, among the high society of local celebrities, or at
a construction site. Your Allies might be a clan of no- •••• Your alternate identity has respect
mads who move their mobile home camp around the and trust within your area of
area, or they might be a family of generations of police infiltration.
officers. You may even count the mayor himself among
your friends, depending on how many dots you spend ••••• You command respect in your area of
on this Trait. Your Allies are generally trustworthy infiltration, and you may even have
(though they probably don’t know that you’re a vam- accumulated a bit of influence. You
pire, or even that vampires exist). However, nothing have the trust (or at least the
comes for free. If you wind up drawing favors from your recognition) of many powerful
friend in the Cosa Nostra, he’ll probably ask you to do individuals within your area.
him a favor in kind in the future. This often leads to
the beginning of a story.… Black Hand Membership

Allies may be pooled among a coterie of characters. This Background is for Sabbat characters only.

• One ally of moderate influence and You are a member of the feared Black Hand, the
power body of soldiers and assassins that serves the Sabbat
fervently. Having this Background indicates that you
•• Two allies, both of moderate power are a full-fledged member of the organization, and you
have all the responsibilities and benefits that accom-
••• Three allies, one of whom is quite pany membership.
influential
You may call upon members of the Black Hand to
•••• Four allies, one of whom is very aid you, should you ever need it. Of course, this abil-
influential ity is a two-way street, and other Hand members may
call upon you to aid them. Thus, you may find yourself
••••• Five allies, one of whom is extremely assigned to perform assassinations, lend martial aid, or
influential even further the political ends of the Hand as a diplo-
mat or spy. You may also be required to attend crusades
Alternate Identity that take you away from your pack. All members of the
Black Hand must heed the call of another Hand mem-
You maintain an alternate identity, complete with ber, especially the superiors of the faction.
papers, birth certificates, or any other documentation
you desire. Only a few may know your real name or Being a member of the Black Hand is a prestigious
identity. Your alternate persona may be highly in- matter, and other members of the Sabbat respect the
volved in organized crime, a member of the opposite organization. When dealing with other Sabbat, should
Sect, a con artist who uses alternate identities for her you choose to reveal your affiliation with the Hand,
game, or you may simply gather information about the you may add your rating in this Background to any
enemy. Indeed, some vampires may know you as one Social dice pools, even after Status or other Abilities

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 111

have been taken into account. Most Hand members, office, while your minor contacts might include beat

however, choose not to reveal their allegiance. The cops, DMV clerks, club bouncers, or members of an

Black Hand is also remarkably adept at hunting down online social network. You don’t need to detail these

Sabbat who claim membership in the Sect but do not various “passing acquaintances” before play. Instead,

truly belong — liars, beware. to successfully get in touch with a minor contact, you

• You are a grunt; you may call upon should roll your Contacts rating (difficulty 7). You can
one Black Hand member once per reach one minor contact for each success. Of course,
story. you still have to convince them to give you the infor-
mation you need, assuming they can get it.
•• You are known and respected in the
Black Hand; you may call upon two Contacts may be pooled within the characters’ co-
Black Hand members once per story. terie.

••• You are held in the Black Hand’s • One major contact

regard; you may call upon five Black •• Two major contacts

Hand members once per story. ••• Three major contacts

•••• You are a hero among members of •••• Four major contacts
the Black Hand; you may call upon ••••• Five major contacts
seven Black Hand members twice per

story (but you’d better have just cause

Domain— if it seems you’re becoming

soft, you may lose points in this Domain is physical territory (usually within the

Background). You may also lead large chronicle’s central city) to which your character con-

numbers of Hand members into action trols access for the purpose of feeding. Some Kindred

should it ever become necessary. refer to their domain as hunting grounds, and most

••••• You are part of Black Hand legend; jealously guard their domains, even invoking the Tra-
dition of the same name to protect their claims. As
you may call upon 12 Black Hand
members twice per story (but see the part of this Background, the character’s claim to the
preceding caution). You may also lead domain is recognized by the Prince or some other Kin-
large numbers of Hand members into dred authority in the city where it is located.

action should it ever become The Kindred who claims the domain can’t keep the

necessary. The Seraphim may even living inhabitants from going about their business,

seek your counsel on matters of nor does she exercise any direct influence over them,

import. but she can keep watch herself and mind their com-

Contacts ings and goings. She can also have Allies or Retainers
specifically look for unfamiliar vampires and alert her

You know people all over the city. When you start when they find some.
Domain refers specifically to the geography (in most
making phone calls around your network, the amount cases a neighborhood or street) and properties on it,
of information you can dig up is impressive. Rather as opposed to the people who may dwell there (which
than friends you can rely on to help you, like Allies, is the emphasis of Herd). Domain plays an important
Contacts are largely people whom you can bribe, ma- part in Kindred society — vampires who lack signifi-
nipulate, or coerce into offering information. You also
have a few major Contacts — associates who can give cant Domain seldom earn respect — but it isn’t an au-
you accurate information in their fields of expertise. tomatic entitlement to status among the Damned.

You should describe each major contact in some detail You may designate one or more dots in Domain to
before the game begins.
increase the security of your character’s territory rather

In addition to your major contacts, you also have a than its size. Each dot so assigned to security provides
number of minor contacts spread throughout the city. a +1 difficulty penalty to efforts to intrude into the do-
Your major contact might be in the district attorney’s main by anyone your character hasn’t specifically al-

112 CHAPTER THREE: CHARACTER AND TRAITS

lowed in, and a -1 difficulty bonus to efforts by your
character to identify and track intruders in the domain.
A Domain of one dot’s size and two dots’ security, for
instance, is small but quite resistant to intrusion, as op-
posed to a Domain rating of three dots’ size with no
extraordinary security.

Each level of Domain reduces the difficulty of hunt-
ing checks by one for your character and those whom
the character allows in. It also adds to your starting (not
maximum) blood pool. If you use the domain security
option, each dot of domain security raises the difficulty
of hunting checks by one for uninvited vampires. See
p. 259 for more information on hunting.

Domain (both size and security) can be used with
pooled Background points.

• A single small building, such as a
single-family home or a social
establishment — enough for a basic
haven.

•• A church, factory, warehouse,
mid-rise, or other large structure —
a location with ready but easily
controllable access to the outside
world.

••• A high-rise, city block, or an
important intersection — a
location or area that offers areas for
concealment as well as controlled
access.

•••• A sewer subsection, a network of
service tunnels, the enclave of homes
on a hill overlooking the city —
a place with inherently protective
features, such as an isolated mountain
road, bridge-only access, or vigilant
private security force.

••••• An entire neighborhood, an ethnic
subdivision like “Chinatown” or
“Little Italy,” or a whole suburb.

As noted previously, characters in a coterie can
share their domain resources for better results. Six to
eight dots secure all of a small town or a distinct city
region as a domain. Ten to 15 dots secure an important
but not geographically huge city sector, such as “the
docks,” or “Highland Park.” A large city itself might
be a hundred-plus Domain points, as with Atlanta,
Dallas, Geneva, or Baghdad. A city such as New York,
London, Paris, Rome, Sao Paolo, or Shanghai would
require many hundreds of Domain points.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 113

Fame Generation

You enjoy widespread recognition in mortal society, This Background represents your Generation: the

perhaps as an entertainer, writer, or athlete. People purity of your blood, and your proximity to the First

may enjoy just being seen with you. This gives you all Vampire. A high Generation rating may represent

manner of privileges when moving in mortal society, a powerful sire or a decidedly dangerous taste for di-

but can also attract an unwanted amount of attention ablerie. If you don’t take any dots in this Trait, you

now that you’re no longer alive. The greatest weapon begin play as a Thirteenth Generation vampire. See

fame has to offer is the ability to sway public opin- p. 270 for further information.

ion — as modern media constantly proves. Fame isn’t • Twelfth Generation: 11 blood pool,
always tied to entertainment: A heinous criminal in can spend 1 blood point per turn
a high-profile trial probably has a certain amount of
fame, as do a lawmaker and a scientist who has made a •• Eleventh Generation: 12 blood pool,
popularized discovery. can spend 1 blood point per turn

This Background is obviously a mixed blessing. You ••• Tenth Generation: 13 blood pool,
can certainly enjoy the privileges of your prestige — can spend 1 blood point per turn
getting the best seats, being invited to events you’d
otherwise miss, getting appointments with the elite •••• Ninth Generation: 14 blood pool,
can spend 2 blood points per turn

— but you’re sometimes recognized when you’d rather ••••• Eighth Generation: 15 blood pool,
not be. However, your enemies can’t just make you dis-
appear without causing an undue stir, and you find it can spend 3 blood points per turn

much easier to hunt in populated areas as people flock Herd
to you (reduce the difficulties of hunting rolls by one
for each dot in Fame). Additionally, your Storyteller You have built a group of mortals from whom you can
might permit you to reduce difficulties of certain Social feed without fear. A herd may take many forms, from
rolls against particularly star-struck or impressionable circles of kinky clubgoers to actual cults built around
people. you as a god-figure. In addition to providing nourish-
ment, your herd might come in handy for minor tasks,
• You’re known to a select subculture though they are typically not very controllable, closely
— local club-goers, industry bloggers, connected to you, or particularly skilled (for more ef-
or the Park Avenue set, for instance. fective pawns, purchase Allies or Retainers). Your

•• Random people start to recognize Herd rating adds dice to your rolls for hunting; see

your face; you’re a minor celebrity p. 259 for further details.

such as a small-time criminal or a Players may purchase pooled Herd with Background
local news anchor. points.

••• You have greater renown; perhaps • Three vessels
you’re a senator or an entertainer who •• Seven vessels
regularly gets hundreds of thousands
••• 15 vessels
of YouTube hits.

•••• A full-blown celebrity; your name is •••• 30 vessels

often recognized by the average ••••• 60 vessels
person on the street.
Influence
••••• You’re a household word. People
name their children after you. You have pull in the mortal community, whether

through wealth, prestige, political office, blackmail, or

supernatural manipulation. Kindred with high Influ-

ence can sway, and in rare cases even control, the po-

114 CHAPTER THREE: CHARACTER AND TRAITS

litical and social processes of human society. Influence age, which can lead to a number of interesting stories.
represents the sum of your opinion- or policy-swaying A mentor typically remains aloof, giving you useful in-
power in your community, particularly among the po- formation or advice out of camaraderie, but will aban-
lice and bureaucracy. In some cases, cultivating Influ- don you without a thought if you prove an unworthy or
ence is a path to generating Resources (see below). troublesome protégé.

Some rolls may require you to use Influence in place • Mentor is an ancilla of little

of an Ability, particularly when attempting to sway mi- influence, or a Ductus or Pack Priest.

nor bureaucrats. It’s easier to institute sweeping chang- •• Mentor is respected: an elder or
es on a local level than a worldwide scale (e.g., having highly-decorated veteran,
an “abandoned” building demolished is relatively easy, for instance.
while starting a war is a bit more difficult).
••• Mentor is heavily influential, such as
Influence can be used with pooled Background a member of the Primogen or
points. a Bishop.

• Moderately influential; a factor in city •••• Mentor has a great deal of power over
politics the city: a Prince or Archbishop,

•• Well-connected; a force in state for example.

politics ••••• Mentor is extraordinarily powerful,

••• Position of influence; a factor in perhaps even a Justicar or Cardinal.

regional politics Resources
•••• Broad personal power; a force in

national politics Resources are valuable goods whose disposition your

••••• Vastly influential; a factor in global character controls. These assets may be actual cash,
but as this Background increases, they’re more likely
politics
to be investments, property, or earning capital of some
Mentor sort — land, industrial assets, stocks and bonds, com-
mercial inventories, criminal infrastructure, contra-
This Trait represents a Kindred or group of Kindred band, even taxes or tithes. Remember that vampires
who looks out for you, offering guidance or aid once in don’t need to arrange for any food except blood and
a while. A mentor may be powerful, but his power need their actual needs (as opposed to wants) for shelter are
not be direct. Depending on the number of dots in this very easily accommodated. Resources for vampires go
Background, your mentor might be nothing more than mostly to pay for luxuries and the associated expenses
a vampire with a remarkable information network, or of developing and maintaining Status, Influence, and
might be a centuries-old creature with tremendous in- other Backgrounds. A character with no dots in Re-
fluence and supernatural power. He may offer advice, sources may have enough clothing and supplies to get
speak to the Prince or Archbishop on your behalf, by, or she may be destitute and squatting in a refrigera-
steer other elders clear of you, or warn you when you’re tor box under an overpass.
walking into situations you don’t understand.
You receive a basic allowance each month based on
Most often your mentor is your sire, but it could well your rating, so be certain to detail exactly where this
be any Cainite with an interest in your wellbeing. A money comes from, be it a job, trust fund or dividends.
high Mentor rating could even represent a group of (Storytellers, decide for your locality and any relevant
like-minded vampires, such as the elders of the city’s time period what an appropriate amount of cash this
Tremere chantry or a Black Hand cell. monthly allowance is.) After all, a Kindred’s fortune

Bear in mind that this Trait isn’t a “Get out of Jail may well run out over the course of the chronicle, de-
Free” card. Your mentor won’t necessarily arrive like pending on how well he maintains it. You can also sell
the cavalry whenever you’re endangered (and if she your less liquid resources if you need the cash, but this
does, you’re likely to lose a dot or more in this Back- can take weeks or even months, depending on what
ground after rousing her ire). What’s more, she might exactly you’re trying to sell. Art buyers don’t just pop

occasionally expect something in return for her patron- out of the woodwork, after all.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 115

Players may purchase Resources for their characters of your modes of transportation. You

with pooled Background points. have vast and widely distributed

• Sufficient. You can maintain a typical assets, perhaps tied to the fates of
residence in the style of the working nations, each with huge staffs and
class with stability, even if spending connections to every level of
sprees come seldom. society through a region. You
travel with a minimum of three-dot
•• Moderate. You can display yourself comforts, more with a little effort.
as a member in good standing of the Corporations and governments
middle class, with the occasional gift sometimes come to you to buy into
stocks or bond programs.
and indulgence seemly for a person
of even higher station. You can

maintain a servant or hire specific Retainers
help as necessary. A fraction of your
resources are available in cash, Not precisely Allies or Contacts, your retainers are ser-
readily portable property (like jewelry vants, assistants, or other people who are your loyal and
or furniture), and other valuables steadfast companions. Many vampires’ servants are ghouls
(such as a car or modest home) that (p. 496) — their supernatural powers and blood bond-en-
let you maintain a standard of living forced loyalty make them the servants of choice. Retainers
at the one-dot level wherever you may also be people whom you’ve repeatedly Dominated
happen to be, for up to six months. until they have no free will left, or followers so enthralled
with your Presence that their loyalty borders on blind fa-
••• Comfortable. You are a prominent naticism. Some vampires, particularly those with the Ani-
and established member of your malism Discipline, use animal ghouls as retainers.
community, with land and an owned
dwelling, and you have a reputation You must maintain some control over your retainers,
that lets you draw on credit at very whether through a salary, the gift of your vitae, or the
generous terms. You likely have more use of Disciplines. Retainers are never “blindly loyal no
tied up in equity and property than matter what” — if you treat them poorly without exer-
you do in ready cash. You can cising strict control, they might well turn on you.

maintain a one-dot quality of Retainers may be useful, but they should never be

existence wherever you are without flawless. A physically powerful ghoul might be rebel-

difficulty, for as long as you choose. lious, inconveniently dull-witted, or lacking in practi-

•••• Wealthy. You rarely touch cash, as cal skills. A loyal manservant might be physically weak
most of your assets exist in tangible or possess no real personal initiative or creativity. This
forms that are themselves more Background isn’t an excuse to craft an unstoppable
valuable and stable than paper bodyguard or pet assassin — it’s a method to bring more
money. You hold more wealth than fully-developed characters into the chronicle, as well
many of your local peers (if they can as to reflect the followers for which the Kindred are
be called such a thing). When notorious. Generally, retainers are more like Renfield
earning your Resources doesn’t than Anita Blake. (If the player and Storyteller agree,
enjoy your usual degree of attention, a player may create a more competent single Retainer
you can maintain a three-dot by combining more points in this Background, putting
existence for up to a year, and a two- more eggs in one basket, as the saying goes.)

dot existence indefinitely. Players can spend pooled Background points on Re-

••••• Extremely Wealthy. You are the tainers.

model to which others strive to • One retainer

achieve, at least in the popular mind. •• Two retainers
Television shows, magazine spreads, ••• Three retainers
and gossip websites speculate about
•••• Four retainers
your clothing, the appointments of

your numerous homes, and the luxury ••••• Five retainers

116 CHAPTER THREE: CHARACTER AND TRAITS

Rituals

This Background is for Sabbat characters only.

You know the ritae and rituals of the Sabbat, and you
can enact many of them. This Background is vital to be-
ing a Pack Priest — without this Background, ritae will
not function. This Background is actually a supernatural
investment, drawing on the magic of the eldest Tzimisce
sorcerers. Sabbat vampires who are not their pack‘s
priests should have an outstanding reason for acquiring
this Background, as Pack Priests are loath to share their
secrets with more secular members of the Sect. Some
example rituals include the Vaulderie (p. 288), as well
as those presented in the Appendix (p. 507).

• You know a few of the auctoritas ritae
(your choice).

•• You know some of the auctoritas ritae
(your choice) and a few ignoblis ritae
(your choice).

••• You know all of the auctoritas ritae
and some ignoblis ritae (your choice).
Also, you may create your own
ignoblis ritae, given enough time
(consult your Storyteller for
development time and game effects).

•••• You know all the auctoritas ritae
and many ignoblis ritae (your
choice). You may create your own
ignoblis ritae, given enough time
(consult your Storyteller for
development time and game effects).
You are also familiar with the
functions of numerous regional and
pack-specific ignoblis ritae, even if
you cannot perform them.

••••• You know all the auctoritas ritae and
dozens of ignoblis ritae (your choice).
You may create your own ignoblis
ritae, given enough time (consult
your Storyteller for development time
and game effects). You are also
familiar with the functions of almost
all regional and pack-specific
ignoblis ritae, even if you cannot
perform them; if it’s been written
down or passed around in lore,
you’ve heard of it.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 117

Status No Background pool can have more dots assigned to
it than the Anchor Background does at any time. If
You have something of a reputation and standing the Background is damaged by events during play or
(earned or unearned) within the local community of between sessions, other assets drift away from the char-
Kindred. Status among Camarilla society is as often acters’ control, and it takes effort to win them back.
derived from your sire’s status and the respect due your
particular bloodline as it is by personal achievement. Any character contributing to the pool may pull his
Among the Sabbat, status is more likely to stem from stake out at any time. The dislocations guarantee some
the reputation of your pack or the zeal of your outlook. damage: The character gets back one dot less than he
Elders are known for having little respect for their ju- put in.
niors; this Background can mitigate that somewhat.
Example: The members of the Bloody Sunday coterie
High status within the Camarilla does not transfer to build their Background pool around Domain. The physical
Sabbat society (and will most likely make you a notori- territory of a ruined church and its economically depressed
ous target for your Sect’s rivals), and vice versa. Simi- environs give them the opportunity to interact with down-
larly, Autarkis generally have zero Status, unless they and-out members of their squalid neighborhood and a ragged
have somehow garnered so much power and attention group of mortals who fear the creepy squatters in the old
that they are considered forces to be reckoned with. church. They put a total of four dots into the Domain pool.
You may have occasion to roll your Status in conjunc- Members of the coterie also spend three points on pooled
tion with a Social Trait; this reflects the positive effects Resources and three points on pooled Influence.
of your prestige.
Then things go awry. A Sabbat incursion leads to the
Note that Caitiff characters may not purchase Status arrival of a trouble-shooting Archon, and in the city’s para-
during character creation. Caitiff are the lowest of the noia, another coterie mistakes Bloody Sunday for a Sabbat
low, and any respect they achieve must be earned dur- pack and sets the church on fire. The Domain rating drops
ing the course of the chronicle. from 4 to 2. Nobody comes to a burned-down church to
score, so the coterie’s drug-related Resources also drops to
• Known: a neonate/Pack Priest 2. With the church slated for demolition (after a particu-
larly harrowing encounter, the coterie barely avoided the
•• Respected: an ancilla/respected Ductus fire marshal discovering that they made their haven there),
the coterie’s pooled Influence also falls from 3 to 2 as they
••• Influential: an elder/Templar fight the zoning and demolition permits through proxies.

•••• Powerful: a member of the Primogen/ Sustained effort by Bloody Sunday can repair the dam-
a Bishop age. Many options are available, from having the church
declared a local historical site and thus exempt from demoli-
••••• Luminary: a Prince/Archbishop tion “pending repairs” — to taking a tricky political path
and trying to achieve satisfaction from the mistaken coterie
Pooling Backgrounds (or overzealous Archon…).

Some Backgrounds lend themselves to joint owner- As the Anchor Background rating rises again, so do
ship. Specifically, the members of a coterie may choose the ratings of those anchored to it, as a result of sto-
to pool their individual stores of Allies, Contacts, Do- rytelling directed toward the goals of improving lost
main, Herd, Influence, Resources, and Retainers. Backgrounds.

The Anchor Under normal circumstances, a coterie can’t change
its Anchor Background, nor can it acquire a new An-
You and the other players choose one Background as chor Background. While it may choose to abandon a
the anchor that holds the shared assets together. For certain Background asset over the course of a chronicle
example, this Background might be Domain, with the (and thus free itself of the limitations of the pooled
physical place the characters claim as their haven and Backgrounds in question), the fact that Backgrounds
for hunting, which also acts as a meeting ground for the change value only as a result of the story’s events
mortals they deal with, a repository for their wealth, means that the coterie must acquire new Backgrounds
and so on. Any of the poolable Backgrounds can serve in that manner, rather than through freebie or experi-
in this role, however: Herd might be this coterie’s key ence points.
to sustenance and stability.

118 CHAPTER THREE: CHARACTER AND TRAITS

In the end, most vampires end up following personal ally best for the Storyteller to impose a 10-dot limit on
goals over the course of their unlives. Pooled Back- the Anchor Background (and thus on all others).
grounds are a great way for young Kindred to gain an
initial advantage as neonates in the World of Dark- The Storyteller should also take into consideration
ness, but they quickly become outdated or even liabili- the scaling of Backgrounds, increasing their reliability
ties as the Kindred formerly attached to them pursue rather than their quantitative value as the ratings es-
their own, private agendas. calate among the coterie. For example, if an average
player group of four players each contributes a single
Using Pooled Backgrounds dot or two to a shared Resources pool of 6, the effect
shouldn’t be that they’re collectively the world’s secret
Pooled Backgrounds are shared resources; essentially Kindred billionaires, but rather that they’re of more
the coterie’s communal property. Anyone who contrib- modest means, and that those means are more difficult
utes to the pool (no matter how much he contributes) to wrest from them by other jealous vampires. This is
has equal access to it. Even if the character donates to a question of balancing player expectations with ele-
only one of the pool’s associated Backgrounds, he still ments of the story, so be sure to set some guidelines for
has equal access to it. Not everyone can use the pool what the shared Backgrounds actually represent before
simultaneously, though. A Herd pool of seven dots can the chronicle begins.
grant access only to the same, finite number of vessels.
Just how those points are split up depends on the cir- Virtues
cumstances and agreements between the characters.
The Virtue Traits define a character’s outlook on un-
Example: Four players decide that their characters are life — they shape a character’s ethical code and de-
forming a Background pool. Their anchor is Resources (the scribe his commitment to his chosen morality. Virtues
thriving blood doll trade among jaded elders), and they wish exist to help give a character a sense of being, not to
to get dots in Contacts (from the elders themselves), Do- force players to portray their characters in a given way.
main (recognition of sovereign hunting grounds from the However, Kindred are passionate creatures, and some-
elders for whom they’re providing fresh vessels), and Re- times an act or situation may force a character to con-
tainers (a few lackeys who can move about by day). Jeff sider exactly how she should react to a given stimulus.
contributes three dots of Resources; Michelle contributes Virtues come into play when a character faces an im-
another two dots of Resources and two of Domain; Joe pending frenzy, does something ethically questionable
contributes another two dots of Retainers, two to Contacts, (according to the character’s morality), or confronts
and one to Domain. Finally, Kelley — who is short on dots something that terrifies or disturbs her.
— contributes only one dot of Retainers. This makes the
pool Resources 5, Contacts 2, Domain 3, Retainers 3. All A vampire’s Virtues are determined by his Path, the
the players can have their characters tap this pool equally, particular code of ethics he follows. Most Camarilla
even Kelley, who contributed only a single dot. Kindred maintain their mortal values and follow the
Path of Humanity (referred to simply as “Humanity”),
At the Storyteller’s discretion, players can agree to but other vampires often subscribe to radically differ-
place individual access limits on shared Backgrounds, ent philosophies. Humanity, Paths, and the alternate
to reflect any agreements their characters have made Virtues are discussed in Chapter Seven.
with one another. Sometimes being the Kindred who
contributed fewer Backgrounds than the others comes At character creation, a character’s Humanity is
with its own considerations. equal to his Conscience + Self-Control Virtues.

Upper Limits Conscience

By pooling points, a coterie can get Backgrounds that Conscience is a Trait that allows characters to evalu-
surpass the normal five-dot limit. This arrangement is ate their conduct with relation to what is “right” and
normal, and it reflects the advantages of cooperation. “wrong.” A character’s moral judgment with Conscience
A group can secure a larger domain or maintain a larg- stems from her attitude and outlook. Conscience is
er network of allies and contacts than a single vampire what prevents a vampire from succumbing to the Beast,
can. There is no absolute upper limit on the level to by defining the Beast’s urges as unacceptable.
which a pooled Background can rise, but things can
get downright ludicrous if you aren’t careful. It’s usu-

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 119

Conscience factors into the difficulty of many rolls to Kindred use the Courage Virtue when faced with cir-
avoid committing a transgression. Additionally, Con- cumstances they endemically dread: fire, sunlight, True
science determines whether or not a character loses Faith. See the section on Rötschreck (p. 299) for me-
Humanity by committing acts that do not uphold her chanical systems dealing with character fear.
moral code (see “Degeneration,” p. 309). A character
with a high Conscience rating feels remorse for trans- • Timid
gressions, while a character with a lower Conscience
may be more callous or ethically lax. •• Normal

••• Bold

Some vampires replace the Conscience Virtue with •••• Resolute
the Virtue of Conviction (p. 314); unless your Story-
teller tells you it’s OK to do this, assume Conscience is ••••• Heroic
used.
Willpower
• Uncaring

•• Normal Willpower measures a character’s inner drive and compe-
tence at overcoming unfavorable odds. Unlike other Traits,
••• Ethical Willpower has both a permanent rating and a temporary
pool of points. The rating is rolled or tested, while the
•••• Righteous pool is spent. When a player spends a point of a character’s
Willpower, she should cross off the point from the Will-
••••• Remorseful power pool (the squares), not the Willpower rating (the
circles). The rating stays constant — if a character needs
Self-Control to roll Willpower for some reason, she bases the roll on the
permanent rating. The pool is used up during the story.
Self-Control defines a character’s discipline and mas-
tery over the Beast. Characters with high Self-Control A character’s Willpower pool will likely fluctuate a great
rarely succumb to emotional urges, and are thus able to deal during the course of a story or chronicle. It decreases
restrain their darker sides more readily than characters by one point every time a player uses a Willpower point to
with low Self-Control. enable his character to do something extraordinary, like
maintain self-control or gain an automatic success. Eventu-
Self-Control comes into play when a character faces ally, the character will have no Willpower left, and will no
her Beast in the form of frenzy (p. 298). Self-Control longer be able to exert the effort he once could. A character
allows the character to resist the frenzy. Note: A char- with no Willpower pool is exhausted mentally, physically,
acter may never roll more dice to resist or control a and spiritually, and will have great difficulty doing anything,
frenzy than she has in her blood pool — it’s hard to as he can no longer muster the energy to undertake an ac-
deny the Beast when one’s mind clouds with hunger. tion or cause. Willpower points can be regained during the
course of a story, though players are advised to be frugal
As with Conscience, Self-Control can be replaced, with their characters’ Willpower pools.
in this case by the Virtue of Instinct (p. 314). Again,
unless the Storyteller specifically says it’s all right to do
so, assume Self-Control is used.

• Unstable

•• Normal The Willpower Trait is measured on a 1-10 scale rath-
er than a 1-5 scale. At character creation, a character’s
••• Temperate Willpower is equal to his Courage Virtue.

•••• Hardened • Spineless

••••• Total self-mastery •• Weak

Courage ••• Unassertive

All characters have a Courage Trait, regardless of •••• Diffident
the Path they follow. Courage is the quality that allows
characters to stand in the face of fear or daunting ad- ••••• Certain
versity. It is bravery, mettle, and stoicism combined. A
character with high Courage meets her fears head-on, ••••• • Confident
while a character of lesser Courage may flee in terror.
••••• •• Determined

120 CHAPTER THREE: CHARACTER AND TRAITS

••••• ••• Controlled A character at the Incapacitated health level is ut-
terly immobilized and can take no action of any kind
••••• •••• Iron-willed except healing himself with blood points (if the char-
acter is a vampire or ghoul) or swallowing blood that
••••• ••••• Unshakable is offered to him. A mortal who reaches this stage is a
breath away from death; if she takes any more damage,
More information on Willpower is available in Chap- she dies. If a Kindred suffers an aggravated wound (see p.
ter Six, under “Spending Willpower” on p. 266. 285) after being Incapacitated, he dies the Final Death.
A vampire at the Incapacitated health level with no
Blood Pool more blood in his body immediately sinks into torpor.

A character’s blood pool measures how much vitae the
vampire has in his system. The blood pool comprises a
number of individual blood points. Each blood
point corresponds roughly to one-
tenth of the blood in an average
adult mortal (a pint or one-half
liter outside of a human).

The maximum number
of blood points a vampire
may ingest is dictated by his
Generation, as is the num-
ber of blood points he may
spend in a single turn. A vam-
pire with zero blood points in his
system is ravenously hungry and likely
in the throes of frenzy.

More information on the blood pool
is available in Chapter Six, under “Us-
ing Blood Pool” on p. 268.

Health

The Health Trait measures a char- Note
acter’s physical condition, from perfect that dice
health to Final Death. As characters are pool pen-
wounded or otherwise impaired, they alties from
lose health levels, then regain them as health level loss
they heal. A character’s Health Trait apply only to ac-
consists of seven different “health lev- tions. They do not ap-
els,” and each level applies a different ply to purely reflexive
dice pool penalty to any actions taken dice pools, such as soak
by the person in question. A character dice, most Virtue checks, or Willpower rolls
who is Hurt subtracts one die from her to abort to another action. If a character is
action dice pools, while a Crippled charac- Wounded and suffers more non-aggravated damage, he
ter subtracts five dice from her action dice may still soak with his full Stamina (plus Fortitude, if he
pools. If health level penalties leave a char- has it). The health level penalties do apply to damage
acter with no dice in a given dice pool, the character rolls for Strength-based attacks, but not for mechanical
cannot take that action. However, a point of Willpow- weapons like firearms. Ultimately, this rule must be ad-
er can be spent to ignore wound penalties for one turn judicated by the Storyteller and common sense.
(see p. 282).

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 121

Health Levels

Health Level Dice Pool Penalty Movement Penalty

Bruised 0 Character is only bruised and suffers no dice pool penalties
due to damage.

Hurt -1 Character is superficially hurt and suffers no movement
hindrance.


Injured -1 Character suffers minor injuries and movement is mildly
inhibited (halve maximum running speed).


Wounded -2 Character suffers significant damage and may not run

(though he may still walk). At this level, a character may

only move or attack; he always loses dice when moving
and attacking in the same turn.


Mauled -2 Character is badly injured and may only hobble about
(three yards or meters/turn).


Crippled -5 Character is catastrophically injured and may only crawl
(one yard or meter/turn).


Incapacitated Character is incapable of movement and is likely
unconscious. Incapacitated vampires with no blood in
their bodies enter torpor.

Torpor Character enters a deathlike trance. He may do
nothing, not even spend blood, until a certain period of time
has passed.

Final Death Character dies again, this time forever.

Experience creased confidence and perspicacity. Learning to lock
your car when you leave it in a public parking place
During the course of a chronicle, characters — much is simply common sense, not really a skill that can be
like players over the course of their lives — learn from purchased. Emotional transformations are roleplayed,
their mistakes and grow. Change is inevitable, even for not bought.
the eternal undead. Over years and centuries, vampires
hone their Disciplines, learn (and forget) the ins and Sometimes, though, characters improve themselves
outs of cultures and languages, and refine their skills at in skills magical or mundane. A system of rewards,
the Jyhad. called experience points, is used to reflect these more
quantitative changes. Experience points reflect the
A great deal of what characters learn is beyond the Traits that a vampire hones as time passes.
scope of any game system to reflect. In many cases the
more mundane aspects of growing older — and, one At the end of each story, the Storyteller awards expe-
would hope, wiser — are reflected in the players’ in- rience points to each character. The players then write
down how many experience points the character has

122 CHAPTER THREE: CHARACTER AND TRAITS

earned. Between stories, players may spend their char- New Traits
acters’ experience points to purchase or increase Traits.
Increasing existing Traits can be done fairly read-
Experience points can be used to improve Attributes, ily, so long as the character uses or practices the Trait
to acquire new Abilities or enhance ones the charac- in question. Learning new Traits, however, is a little
ter already has, to raise existing Disciplines or purchase more difficult. Even a vampire can’t simply pick up
new ones, or to increase Virtues. Backgrounds may not a functioning legal knowledge or learn to fight if he
be purchased through experience points, though they doesn’t know even the basics (to say nothing of learn-
may be acquired through roleplaying if, for example, ing a new Discipline). Thus, learning an entirely new
the character makes a new friend, acquires a windfall, Ability or Discipline requires some tutoring and study,
or commits diablerie. The costs for all of these different in addition to the required experience-point expendi-
changes vary greatly, as shown on the chart on p. 124. ture. This study can be simple (a night-school course
to learn the basics of Computer) or brutally difficult
The Storyteller is the final arbiter of how many (months or even years of mind-bending rituals, formu-
experience points each character receives, as well as las, and blood manipulation to learn the first dot in
which Traits may be raised. Accordingly, the Storytell- Thaumaturgy), but it must always be accomplished.
er should oversee where experience points are spent. Having the Mentor Background helps, but even a
Players may wish to put points into areas that don’t mentor can teach only what she herself knows.
honestly reflect what the character has learned during
the story or chronicle, in which case the Storyteller Storytellers: Do not allow players to neglect this re-
can veto their actions. For example, if a character did quirement! Particularly for more esoteric arts such as
not use his Dominate Discipline at all during a story, Disciplines, pursuit of new knowledge — and payment
he could not have improved it, and thus the Storyteller for same — can lead to all manner of incredible stories.
should not allow him to increase the number of dots
in that Discipline. The same stands for improving Vir- Awarding Experience Points
tues: A character who just killed three children and di-
ablerized her sire has no logical grounds for increasing Awarding experience points is a double-edged sword.
her Humanity rating. Note that a character does not As a Storyteller, you can hurt your chronicle by giving
have to use his Traits successfully to be eligible for an away too many as well as too few. If you give more to some
increase. We often learn more from failure than from players than you do to others, you might seem as if you’re
success, and the undead are no different. playing favorites, and you also risk unbalancing the game.
However, the characters who do the most, who take the
As Storyteller, try to be fair about experience-point risks and learn from their mistakes instead of simply sit-
expenditure, and never take things to the point at ting on the sidelines, deserve the experience points to re-
which the player feels he has no control over the char- flect the changes they’re going through. The rules below
acter any longer. Ask the players what they feel their should help you avoid most problems, but you should feel
characters learned before awarding any points, and use free to experiment and fine-tune them to fit your needs.
that as part of the basis for giving them experience
points. These limitations are put forth to add a level End of Each Chapter
of reality to the game. If the changes in the charac-
ter are completely random, the impact is lost. Weave At the end of each game session, or chapter, you
the changes into the course of events, and make the should award the characters between one and five ex-
changes reflect what has occurred. perience points. One point is awarded automatically,
simply because the character experienced the chapter’s
Virtues increased by experience have no impact on events. Despite ourselves, we tend to learn from the
the character’s Humanity, Path, or Willpower. Once follies of others as we do from our own.
the character-creation process is finished, that’s the
end of the matter. For example, a character who, dur- One Point — Automatic: Each player gets one point
ing a story, manages to act in spite of his fear of fire is at the end of each chapter.
eligible for a Courage increase, but increasing Courage
does not automatically increase Willpower. One Point — Learning Curve: Ask the player what his
character learned in the course of the night’s events. If you
No Trait may be increased by more than one point agree with the answer, give the player one experience point.
during the course of a story. Vast changes in Traits take
time, and the game should reflect that limitation. One Point — Roleplaying: The player carried out
the role of her character well, not only entertainingly

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 123

but appropriately. The player performed as the char- Only a few points should be given this way, as they are
acter should in the circumstances. Truly inspired role- effectively “bonus points” for a job well done.
playing might merit two experience points.
One Point — Success: The characters achieved all or
One Point — Heroism: On rare occasions even part of the goals they set out to accomplish. Even minor
vampires can truly behave as heroes, risking all to let victories can be rewarded if they pushed the game forward.
friends or even strangers escape from disaster or death.
If a character acts heroically and manages to survive, One Point — Danger: The characters survived
he should be rewarded. Some players might try to take against harsh odds and grave dangers.
advantage of this idea. Don’t let them. Stupidity and
suicidal behavior should not be mistaken for heroism. One Point — Wisdom: The player, and thus the
character, came up with a brilliant plan or even a spon-
The End of the Story taneous strategy that enabled the coterie to survive
when it would likely have failed otherwise.
You might decide to give extra experience points at
the end of a story, if the players have done their part More points can be awarded if you decide they
and the characters have faced down substantial trials. should be, or if you want the characters to advance
more quickly than they currently are.

Experience Costs

Trait Cost

New Ability 3

New Discipline 10

New Path (Necromancy or Thaumaturgy) 7

Attribute current rating x 4

Ability current rating x 2

Clan Discipline current rating x 5*

Other Discipline current rating x 7*

Secondary Path (Necromancy or Thaumaturgy) current rating x 4

Virtue current rating x 2**

Humanity or Path of Enlightenment current rating x 2

Willpower current rating

* Caitiff have no Clan-based Disciplines, just as they have no Clan. For them, the cost of raising all
Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless.

** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity,
Path, Willpower).

124 CHAPTER THREE: CHARACTER AND TRAITS

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 125

126 CHAPTER FOUR: DISCIPLINES

Chapter Four:
Disciplines

"When my energies first surged through me, I discovered how to move like
lightning, how to borrow the strength of the earth, how to be as stone.

These were like breathing once was to me."

- The Book of Nod

Disciplines are supernatural powers granted by the Elder Discipline Powers (6+)
Embrace, which vampires cultivate to bring to bear
against their foes and prey. These powers separate the Discipline powers at a rating of 6 and higher
Damned from mortals, providing an incomparable mys- sometimes feature multiple powers at various lev-
tical edge over those who would stand against them. els; in such cases, the vampire increasing in power
With Disciplines, a vampire can exert the strength of simply chooses which one she wants. Some Disci-
a dozen men, force an enemy into thrall, ignite a fire plines have more options than others; usually, this
with a glance, or take the mantle of a beast. Even the means there are more commonly known applica-
youngest Kindred, with a few token powers at his com- tions of those Disciplines. If the character wants
mand, has an advantage over most threats, while the to purchase the other option or options later, she
elders, who have often mastered a fearsome breadth of can spend additional experience as if buying the
these potent gifts, can seem almost unassailable. same dot in the Discipline again to acquire it.
Storytellers may also allow players to create their
The origin of Disciplines is a Kindred mystery. Are own elder Discipline powers, if they desire.
they a form of dark Biblical justice, bestowed upon
Caine and his get as a damnation-scourge? Are they It should be noted that 6-dot and higher
the wiles of a twisted natural world, taught by Lilith, powers can be abused to stomp a well-crafted
the mother of monsters? Are they simply predatory chronicle into tiny little pieces. These potent
advantages, intrinsic to the state of being Kindred? abilities are often difficult (but not impossible)
Whatever the answer, learning and honing these su- to acquire, so Storytellers should consider the
pernatural powers is paramount to being able to face impact that high-level Disciplines might have
undeath on a vampire’s own terms. After all, the other on their chronicles before allowing them at all.
forces at play in the Jyhad will be cultivating theirs….

Like other Traits, Disciplines are rated in progressive
dots. A rating of one dot indicates that the Discipline

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 127

in question has barely been awakened, while a rating of Animalism
six dots or higher indicates mastery beyond the capac-
ity of most neonates and even ancillae. As a character The Beast resides within all creatures, from scut-
increases her rating in a Discipline, she gains access tling cockroaches to scabrous rats up through untamed
to the powers listed next to the appropriate number wolves and even powerful Kindred elders. Animalism
of dots, as well as retaining access to lesser powers. As allows the vampire to amplify his intensely primordial
with other Traits, Discipline levels of higher than five nature. He can not only communicate with animals,
dots are available only to those Kindred of Generations but can also force his will upon them, directing such
seven and lower (see p. 270). beasts to do as he commands. As the vampire grows in
power, he can even control the Beast within mortals
Note: Unless stated in the description, Disciplines and other supernaturals.
cost no blood or Willpower points to activate.
Beasts grow distinctly agitated in the presence of a
Advancing Disciplines vampire who lacks this Discipline or the Skill of Ani-
mal Ken, often to the point of attacking or running
Players begin the game with three dots to from the vampire. In contrast, vampires possessing
spend on their characters’ Clan Disciplines, Animalism exude a dominant vibe to lower creatures,
which are listed with each Clan description which attracts them.
in Chapter Two. Caitiff may place their three
dots on any Disciplines they like, subject to Animalism is commonly found with vampires of the
the Storyteller’s discretion. Characters may Gangrel and Nosferatu Clans. Manipulation and Cha-
also acquire Disciplines other than those risma are important for the use of Animalism powers;
commonly taught by their Clan, provided the stronger the vampire’s personality, the more influ-
they spend the proper freebie or experience ence he has over animals.
points and have access to a vampiric teacher
(again, subject to the Storyteller’s discre- Storytelling Animals
tion). Learning a new out-of-clan Discipline
requires that the teacher feeds the student a It can be difficult for the Storyteller to use
point of their blood before instruction begins, animals as something more than a plot device
to start the mystical tie to the Discipline be- whenever a character tries to communicate
ing taught. Improving knowledge of a Disci- with them. It’s easy to fall back on monosyl-
pline already known does not require such a labic speech and easily led creatures in order
transfer (although some unscrupulous teach- to get the story moving along. And indeed,
ers may claim that it’s still necessary). animals are simpler than humans – they focus
on the present and are directed by instincts
Storytellers may decide that certain Disci- instead of complex goals and elaborate
plines are more or less difficult to acquire, de- schemes. However, simple doesn’t necessar-
pending on their chronicle. For example, it’s ily mean stupid; animals need cunning and
generally easier for a Kindred to learn a com- perception to survive, and both can be of
mon power like Potence (which many Clans great use to a vampire master. Storytellers can
share) rather than Thaumaturgy (which is make animals dynamic, interesting characters
generally the domain of the Tremere and a that bring a lot to the chronicle, or they can
few other bloodlines), but a chronicle set en- quickly gloss over the finer points of their
tirely around the storming and acquisition of characterization to get back to the more press-
a rogue Tremere chantry may find that Thau- ing conflicts in the chronicle.
maturgy is much easier to learn and acquire.
Statistics for certain animals are found in
Chapter Nine, p. 388.

128 CHAPTER FOUR: DISCIPLINES

• Feral Whispers pends on the type of creature. A Kindred can often bully
smaller beasts into heeding commands, but he’s better
This power is the basis from which all other Animal- off couching orders for large predators as requests.
ism abilities grow. The vampire creates an empathic
connection with a beast, thereby allowing him to com- If the vampire successfully uses the power, the ani-
municate or issue simple commands. The Kindred locks mal performs the command to the best of its ability and
eyes with the animal, transmitting his desires through intellect. Only the very brightest creatures understand
sheer force of will. Although it isn’t necessary to actu- truly complex directives (orders dealing with con-
ally “speak” in chirps, hisses, or barks, some vampires ditional situations or requiring abstract logic). Com-
find that doing so helps strengthen the connection mands that the animal does understand remain deeply
with the animal. Eye contact must be maintained the implanted, however, and guide its behavior for some
entire time; if it’s broken, the Kindred must re-estab- time.
lish contact to continue communication.
System: No roll is necessary to talk with an ani-
The simpler the creature, the more difficult it be- mal, but the character must establish eye contact (see
comes to connect with the animal’s Beast. Mammals, p. 152) first. Issuing commands requires a Manipula-
predatory birds, and larger reptiles are relatively easy tion + Animal Ken roll. The difficulty depends on the
to communicate with. Insects, invertebrates, and most creature: Predatory mammals (wolves, cats, vampire
fish are just too simple to connect with. bats) are difficulty 6, other mammals and predatory
birds (rats, owls) are difficulty 7, and other birds and
Feral Whispers provides no guarantees that an animal reptiles (pigeons, snakes) are difficulty 8. This difficulty
will want to deal with the vampire, nor does it ensure is reduced by one if the character speaks to the animal
that the animal will pursue any requests the vampire in its “native tongue,” and can be adjusted further by
makes of it. Still, it does at least make the creature bet- circumstances and roleplaying skill (we highly recom-
ter disposed toward the Kindred. The manner in which mend that all communication between characters and
the vampire presents his desires to the animal often de- animals be roleplayed).

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 129

The number of successes the player achieves dictates hear the cry will respond. If the Storyteller decides no
how strongly the character’s command affects the ani- animals of that type are within earshot, the summons
mal. One success is sufficient to have a cat follow an goes unanswered.
individual and lead the character to the same location,
three successes are enough to have a raven spy on a The call can be as specific as the player desires. A
target for weeks, and five successes ensure that a grizzly character could call for all bats in the area, for only the
ferociously guards the entrance to the character’s wil- male bats nearby, or for only the albino bat with the
derness haven for some months. notched ear he saw the other night.

The character’s Nature plays a large part in how he Successes Result
approaches these conversations. The character might 1 success A single animal responds.
try intimidating, teasing, cajoling, or rationalizing. The
player should understand that he does not simply play 2 successes One-quarter of the animals within
his character in these situations, but the Beast Within earshot respond.
as well.
3 successes Half of the animals respond.
Using this power cannot force an animal to do some-
thing against its nature, or to force a creature to risk 4 successes Most of the animals respond.
its life. While the aforementioned grizzly would stand
guard to the vampire’s haven and even fight for it, it 5 successes All of the animals respond.
would not do so against obviously superior numbers or
something overwhelmingly supernatural. A predatory ••• Quell the Beast
bird might be convinced to harry a target, but would
definitely not hold ground. A docile dog or skittish cat As the supreme predators of the natural world, Kin-
would have no problem with reporting something it dred are highly attuned to the bestial nature that dwells
had seen, but it wouldn’t enter combat unless given no within every mortal heart. A vampire who develops
other option — though it would likely agree to stand this power may assert his will over a mortal (animal or
and fight and then flee at the first opportunity, if a human) subject, subduing the Beast within her. This
harsh Kindred demanded it. quenches all powerful, strong emotions — hope, fury,
love, fear — within the target. The Kindred must ei-
•• Beckoning ther touch his subject or stare into her eyes to channel
his will effectively.
The vampire’s connection to the Beast grows strong
enough that he may call out in the voice of a specific Mortals who lack the fire of their inner Beasts are
type of animal — howling like a wolf, shrilling like a quite tractable, reacting to even stressful situations
raven, etc. This call mystically summons creatures of with indifference. Even the most courageous or mad-
the chosen type. Since each type of animal has a dif- dened mortal becomes apathetic and listless, while an
ferent call, Beckoning works for only a single species especially sensitive individual may suffer from a phobic
at a time. derangement while under the power’s influence.

All such animals within earshot are summoned, and Different Clans evoke this power in different ways,
some percentage of them will heed the Beckoning if it though the effect itself is identical. Tzimisce call it
is successful. While the vampire has no further control Cowing the Beast, since they force the mortal’s weaker
over the beasts who answer, the animals who do are spirit to shrivel in fear before the Kindred’s own inner
favorably disposed toward him and are at least willing Beast. Nosferatu refer to it as Song of Serenity, since
to listen to the Kindred’s concerns. (The vampire can they soothe the subject’s Beast into a state of utter
then use Feral Whispers on individual animals to com- complacency, thus allowing them to feed freely. Gan-
mand them, which may be at a decreased difficulty at grel know the power as Quell the Beast, and force the
Storyteller discretion.) mortal spirit into a state of fear or apathy as befits the
individual vampire’s nature.
System: The player rolls Charisma + Survival (dif-
ficulty 6) to determine the response to the character’s System: The player rolls Manipulation + Intimida-
call; consult the table below. Only animals that can tion if forcing down the Beast through fear, or Manipu-
lation + Empathy if soothing it into complacency. The

130 CHAPTER FOUR: DISCIPLINES

difficulty of the roll is 7 in either case. This is an ex- Successes Result
tended action requiring as many total successes as the 1 success Cannot use Disciplines
target has Willpower. Failure indicates that the player
must start over from the beginning, while a botch in- 2 successes Can use Auspex and other sensory
dicates that the vampire may not affect that subject’s powers
Beast for the remainder of the scene.
3 successes Can also use Presence and other
When a mortal’s Beast is cowed or soothed, she can powers of emotional manipulation
no longer use or regain Willpower. She ceases all strug-
gles, whether mental or physical. She doesn’t even 4 successes Can also use Dementation,
defend herself if assaulted, though the Storyteller may Dominate, and other powers of
allow a Willpower roll if the mortal believes her life is mental manipulation
truly threatened. To recover from this power, the mor-
tal’s player rolls Willpower (difficulty 6) once per day 5 successes Can also use Chimerstry,
until she accumulates enough successes to equal the Necromancy, Thaumaturgy, and
vampire’s Willpower. Kindred cannot be affected by other mystical powers
this power.
This power entwines the character’s consciousness
Though a vampire’s Beast cannot be cowed with this closely with the animal’s spirit, so much so that the
ability, the Storyteller may allow characters to use the character may continue to think and feel like that ani-
“soothing” variation of this power to pull a vampire out mal even after breaking the connection. This effect
of frenzy. With three or more successes, the frenzying continues until the character spends a total of seven
vampire may roll again to pull herself out of frenzy, us- nights or three Willpower points to resist and finally
ing the same difficulty as the stimulus that caused the overcome the animal nature. This should be role-
frenzy originally. played, though the character will be affected to a lesser
degree if the player chooses to spend Willpower.
•••• Subsume the Spirit
At the end of any particularly exciting incident dur-
By locking his gaze with that of an animal, the vam- ing possession, the player rolls Wits + Empathy (diffi-
pire may mentally possess the creature. Some elders be- culty 8) for the character to retain his own mind. Fail-
lieve that since animals don’t have souls but spirits, the ure indicates that the character’s mind returns to his
vampire can move his own soul into the animal’s body. own body, but still thinks in purely animalistic terms.
Many younger vampires think it a matter of transfer- A botch returns the character to his body, and also
ring one’s consciousness into the animal’s mind. In ei- sends him into frenzy.
ther case, it’s agreed that the beast’s weaker spirit (or
mind) is pushed aside by the Kindred’s own conscious- The character may travel as far from his own physical
ness. The vampire’s body falls into a motionless state body as he chooses while possessing the animal. The
akin to torpor while his mind takes control of the ani- character retains no conscious connection with his
mal’s actions, remaining this way until the Kindred’s vampire body during this time, though. The vampire
consciousness returns. may also venture out during the day, albeit in the ani-
mal’s body. However, the character’s own body must
Some haughty Tzimisce eschew this power, consider- be awake to do so, requiring a successful roll to remain
ing it debasing to enter the body of a lesser creature. awake (see p. 262). If the character leaves the animal’s
When they do stoop to using it, they possess only pred- body (by choice, if his body falls asleep, or after sus-
ators. Conversely, Gangrel revel in connecting to the taining significant injury), the vampire’s consciousness
natural world in this way. They delight in sampling dif- returns to his physical form instantaneously.
ferent animals’ natures.
Although the vampire has no conscious link to his
System: The player rolls Manipulation + Animal body while possessing the animal, he does form a sym-
Ken (difficulty 8) as the character looks into the ani- pathetic bond. Anything the animal feels, the vampire
mal’s eyes (see sidebar on p. 152). The number of suc- also experiences, from pleasure to pain. In fact, any
cesses allows the character to employ some mental Dis- damage the animal’s body sustains is also applied to the
ciplines while possessing the animal, as noted below. character’s body, though the Kindred body may soak
as normal. If the animal dies before the vampire’s soul
can flee from the body, the character’s body falls into

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 131

torpor. Presumably this is in sympathetic response to power curbs its duration or effects. The character is a

the massive trauma of death, but some Kindred believe hapless victim to the terrible fury of his Beast, and may

that the vampire’s soul is cast adrift during this time well hurl herself into a savage, flesh-rending rampage

and must find its way back to the body. that leaves the Masquerade (and unfortunate nearby

••••• Drawing Out the Beast onlookers) in tatters.

At this level of Animalism, the Kindred has a keen If the character leaves the target’s presence before
understanding of the Beast Within, and is able to re- the frenzy expends itself, the vampire loses his Beast,
lease his feral urges upon another mortal or vampire. perhaps permanently. While no longer vulnerable to
The recipient of the vampire’s Beast is instantly over- frenzy, the character cannot use or regain Willpower
come by frenzy. This is an unnatural frenzy, however, and becomes increasingly lethargic. To recover the
as the victim is channeling the Kindred’s own fury. As Beast, he must find the person who now possesses it
such, the vampire’s own behavior, expressions, and (who likely isn’t enjoying herself very much) and coax
even speech patterns are evident in the subject’s sav- the Beast into its proper vessel. The most effective way
age actions. to do so is to behave in ways that make the Beast want
to return — however, this isn’t a guarantee that it will
Gangrel and Tzimisce are especially fond of unleash- wish to do so. Alternatively, the character can simply

ing their Beasts onto others. Gangrel do so to stir their kill the host (thus causing the Beast to return to the
ghouls into inspired heights of savagery during combat. vampire immediately).
Tzimisce care less about who receives their Beast than
retaining their own composure. ••••• • Animal Succulence

System: The player must announce his preferred tar- Most vampires find the blood of animals flat, taste-
get (since it must be someone within sight, Drawing less, and lacking in nutritional value. Some Gangrel
Out the Beast cannot be used if the vampire is alone), and Nosferatu, however, have refined their under-
then roll Manipulation + Self-Control/Instinct (diffi- standing of the spirits of such “lesser prey” to the point
culty 8). Refer to the table below for the results: that they are able to draw much more sustenance from
beasts than normal Kindred can. This power does not

Successes Result allow an elder to subsist solely on the blood of animals,

1 success The character transfers the Beast, but but it does allow him to go for extended periods of time
without taking vitae from humans or other Kindred.
unleashes it upon a random

individual. System: No roll is needed; once learned, this power

2 successes The character is stunned by the effort is always in effect. Animal Succulence allows a charac-
ter to count each blood point drawn from an animal as
and may not act next turn, but
two in her blood pool. This does not increase the size
transfers the Beast successfully. of the vampire’s blood pool, just the nutritional value
Alternatively, the character may act of animal blood.
normally during the turn, but must

spend a Willpower point or suffer a Animal Succulence does not allow a character to

single level of lethal damage. completely ignore his craving for the blood of “higher”

3+ successes The character transfers the Beast prey; in fact, it heightens his desire for “real food.” Ev-
ery three times (rounded down) the character drinks
successfully.
from an animal, a cumulative +1 difficulty is applied

If the attempt fails, the character himself immedi- to the next Self-Control/Instinct roll the player makes
ately enters frenzy. As the character relaxes in expecta- when the character is confronted with the possibility
tion of relieving his savage urges, the Beast takes that of dining on human or Kindred blood.
opportunity to dig deeper. In this case, the frenzy lasts
twice as long as normal and is twice as difficult to shrug Animal Succulence does not increase the blood
off; its severity also increases exponentially. Botch- point value of the blood of other supernatural creatures
ing this roll is even more catastrophic; the heightened (Gangrel, werecreatures, and so on) who have taken
frenzy grows so extreme that not even expending Will- animal forms, nor does it change the vampire’s feeding
preferences (such as the Ventrue have).

132 CHAPTER FOUR: DISCIPLINES

••••• • Shared Soul all of the boa constrictors, or all of the skinks, but she
could not simultaneously give orders to every reptile
This power allows a character to probe the mind of or snake present. Species Speech functions much like
any one animal she touches. Shared Soul can be very Feral Whispers in all other respects.
disconcerting to both parties involved, as each par-
ticipant is completely immersed in the thoughts and Note: Players (and Storytellers) shouldn’t get too
emotions of the other. With enough effort or time, wrapped up in species differences like northern dia-
each participant can gain a complete understanding of mondback rattlesnakes and south-eastern diamondback
the other’s mind. Shared Soul is most often used to rattlesnakes. At Storyteller discretion, the expenditure
extract an animal’s memories of a specific event, but of an additional Willpower point allows the character’s
some Gangrel use this power as a tool in the search commands to extend to members of a similar species to
for enlightenment, feeling they come to a better un- the one initially commanded.
derstanding of their own Beasts through rapport with
true beasts. Too close of a bond, however, can leave ••••• •• Conquer the Beast
the two souls entangled after the sharing ends, causing
the vampire to adopt mannerisms, behavior patterns, Masters of Animalism have a much greater under-
or even ethics (or lack thereof) similar to those of the standing of both beasts in general and the Beast in
animal. particular. Those who have developed this power can
master their own Beasts to a degree impossible for lesser
System: The character touches the intended subject Kindred to attain. Conquer the Beast allows the vam-
creature, and the player rolls Perception + Animal Ken pire both to control her frenzies and to enter them at
(difficulty 6). The player spends a Willpower point for will. Some elders say that the development of this pow-
every turn past the first that contact is maintained. Lo- er is one of the first steps on the road to Golconda.
cating a specific memory takes six turns, minus one turn
for every success on the roll. A complete bond takes 10 System: The character can enter frenzy at will. The
turns, minus one turn for every success on the roll. A player rolls Willpower (difficulty 7). Success sends the
botch on this roll may, at the Storyteller’s discretion, character into a controlled frenzy. He can choose his
send the vampire into a frenzy or give the character a targets at will, but gains limited Dominate and wound
derangement related to the behavior patterns of the penalty resistance and Rötschreck immunity as per the
animal (extreme cowardice if the vampire contacted normal frenzy rules (p. 298). A botch on the roll sends
the soul of mouse, bloodlust if the subject was a rabid the vampire into an uncontrolled frenzy which Con-
dog, and so forth). quer the Beast may not be used to end.

••••• • Species Speech The player may also roll Willpower (difficulty 9) to
enable the character to control an involuntary frenzy.
The basic power Feral Whispers (Animalism 1) al- In this case, a Willpower point must be spent for ev-
lows character to communicate with only one animal ery turn that the vampire remains in frenzy. The player
at a time. With Species Speech, a character can enter may make Self-Control/Instinct rolls as normal to end a
into psychic communion with all creatures of a certain frenzy, but if the vampire runs out of Willpower points
species that are present. Species Speech is most often before the frenzy ends, he drops into an uncontrolled
used after an application of The Beckoning (Animal- frenzy again. A botch on the Willpower roll raises the
ism 2), which can draw a crowd of likely subjects. difficulty of the vampire’s Self-Control/Instinct rolls by
two and renders Conquer the Beast unusable for the
System: The player rolls Manipulation + Animal remainder of the night.
Ken (difficulty 7) to establish contact with the tar-
geted group of animals. Once the character estab- ••••• ••• Taunt the Caged Beast
lishes contact, the player makes a second roll to issue
commands. There is no practical upper limit on the Some Kindred are so attuned to the Beast that they
number of animals that can be commanded with this can unleash it in another individual at will. Vampires
power, although all of the intended subjects must be in who have developed this power are able to send ad-
the vampire’s immediate vicinity. Only one species of versaries into frenzy with a finger’s touch and the re-
animal can be commanded at a time; thus, if a charac- sultant momentary contact with the victim’s Beast.
ter is standing in the middle of the reptile house at the The physical contact allows the vampire’s own Beast
zoo, she could command all of the Komodo dragons, to reach out and awaken that of the victim, enraging it
by threatening its territory.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 133

System: The character touches the target. The the character’s senses, making her oblivious to her sur-
player spends a Willpower point and rolls Manipu- roundings for a turn or two. While the Malkavians and
lation + Empathy (difficulty 7). The victim makes a Toreador are more prone to these kinds of distractions,
Self-Control/Instinct roll (difficulty 5 + the number the Tremere and Tzimisce aren’t immune.
of successes); failure results in an immediate frenzy. A
botch causes the character to unleash his own Beast Dots in Perception are very useful for using Auspex
and frenzy instead. This power maybe used on those powers, as more successes help the character gain more
individuals who are normally incapable of frenzy, send- sensory information.
ing ordinary humans into murderous rages worthy of
the most bloodthirsty Brujah berserker. • Heightened Senses

••••• •••• Unchain the Beast This power increases the acuity of all of the vam-
pire’s senses, effectively doubling the clarity and range
The self-destructive nature of Cainites can be turned of sight, hearing, and smell. While her senses of taste
against them by an elder who possesses this formidable and touch extend no farther than normal, they like-
power. With a glance, the vampire can awaken the wise become far more distinct; the vampire could taste
Beasts of her enemies, causing physical injury and ex- the hint of liquor in a victim’s blood or feel the give of
cruciating agony as the victim’s own violent impulses the board concealing a hollow space in the floor. The
manifest in physical form to tear him apart from within. Kindred may magnify her senses at will, sustaining this
A target of this power erupts into a fountain of blood heightened focus for as long as she desires. At the Sto-
and gore as claw and bite wounds from an invisible ryteller’s option, this may make hunting easier.
source spontaneously tear his flesh asunder.
Occasionally, this talent provides extrasensory or
System: The character makes eye contact (see even precognitive insights. These brief, unfocused
p. 152) with the intended victim. The player spends glimpses may be odd premonitions, flashes of empathy,
three blood points and rolls Manipulation + Intimida- or eerie feelings of foreboding. The vampire has no
tion (difficulty of the victim’s Self-Control/Instinct + control over these perceptions, but with practice can
4). Each success inflicts one health level of aggravated learn to interpret them with a fair degree of accuracy.
damage, which can be soaked normally. A botch in-
flicts one health level of lethal damage to the invoking Expanded senses come at a price, however. Bright
character for each “1” rolled. This damage can also be lights, loud noises and strong smells present a hazard
soaked normally. while the vampire uses this power. In addition to the
possibility for distraction, an especially sudden or po-
Auspex tent stimulus (like the glare of a spotlight or a clap of
thunder) can blind or deafen the Kindred for an hour
Auspex gives the vampire uncanny sensory abilities. or more.
She starts with the capacity to heighten her natural
senses significantly, but as she grows in power, she can System: It takes a reflexive action to activate this
perceive psychic auras and read the thoughts of another ability, but no roll or other cost is required. In certain
being. Auspex can also pierce through mental illusions circumstances, dice rolls associated with using the
such as those created by Obfuscate — see the sidebar character’s sense (such as Perception + Alertness) de-
“Seeing the Unseen” on p. 142 for more. crease in difficulty by a number equal to the character’s
Auspex rating when the power is engaged.
However, a vampire with Auspex needs to be careful.
Her increased sensory sensitivity can cause her to be The Storyteller may also use this power to see if the
drawn in by beautiful things or stunned by loud nois- character perceives a threat. In this case, the Story-
es or pungent smells. Sudden or dynamic events can teller privately rolls the character’s unmodified Auspex
disorient an Auspex-using character unless her player rating, applying whatever difficulty he feels best suits
makes a Willpower roll to block them out (difficulty of the circumstances. For example, sensing that a pistol is
at least 4, although the more potent the source of dis- pointed at the back of the character’s head may require
traction, the higher the difficulty). Failure overwhelms a roll of difficulty 5, while the sudden realization that
a rival for Primogen is planning her assassination may
require a 9. Note that even this “precognition” comes
only as a result of interpreting details the Kindred is

134 CHAPTER FOUR: DISCIPLINES

able to notice. It’s not an all-purpose insight or miracu- The colors change in sympathy with the subject’s
lous revelation. emotional state, blending into new tones in a con-
stantly dancing pattern. The stronger the emotions
At the character’s discretion, she may selectively involved, the more intense the hues become. A skilled
heighten one specific sense, rather than leaving them vampire can learn much from her subject by reading
all on. In these cases, the difficulty to perceive stimu- the nuances of color and brilliance in the aura’s flow.
li using that sense drops by one, but the difficulty to
avoid distraction or temporary bedazzlement increases Aside from perceiving emotional states, vampires use
by one. Aura Perception to detect supernatural beings. The
colors in Kindred auras, while intense, are quite pale;
This power does not let characters see in pitch dark- mage halos often flare and crackle with arcane power;
ness, as does Eyes of the Beast (p. 199), but it does re- the race of shapeshifters has strikingly bright, almost
duce difficulty penalties to act in such darkness from frantic, auras; ghosts have weak auras that flicker fit-
+2 to +1, and the character may make ranged attacks fully like a dying flame; and faerie creatures’ radiance is
in pitch darkness if she can hear, smell, or otherwise shot through with capricious rainbow hues.
detect her foe.
System: After the character stares at the subject for
•• Aura Perception at least a few seconds, the player rolls Perception + Em-
pathy (difficulty 8); each success indicates how much
Using this power, the vampire can perceive the psy- of the subject’s aura the character sees and understands
chic “auras” that radiate from mortals and supernatural (see the table below). A failure indicates that the play
beings alike. These halos comprise a shifting series of of colors and patterns yields no prevailing impression.
colors that take practice to discern with clarity. Even A botch indicates a false or erroneous interpretation.
the simplest individual has many shifting hues within The Storyteller may wish to make this roll, thus keep-
his aura; strong emotions predominate, while momen- ing the player in the dark as to the veracity of the char-
tary impressions or deep secrets flash through in streaks acter’s interpretation.
and swirls.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 135

Successes Result Aura Colors
1 success Can distinguish only the shade (pale
or bright). Condition Aura Colors
Afraid Orange
2 successes Can distinguish the main color. Aggressive Purple
Angry Red
3 successes Can recognize the color patterns. Bitter Brown
Calm Light Blue
4 successes Can detect subtle shifts. Compassionate Pink
Conservative Lavender
5 successes Can identify mixtures of color and Depressed Gray
pattern. Desirous or Lustful Deep Red
Distrustful Light Green
The Aura Colors chart offers some example ideas Envious Dark Green
of common colors and the emotions they reflect that Excited Violet
Storytellers can use. Note that it is nearly impossible Generous Rose
to determine with certainty if a particular character is Happy Vermilion
lying or not with this power – vampires are inherently Hateful Black
deceitful by nature, but even mortals might react with Idealistic Yellow
anxiety to questions while still being truthful. It is, Innocent White
however, helpful in determine the target’s emotional Lovestruck Blue
state, which might lead the vampire to decide that a Obsessed Green
particular target is suspicious. Sad Silver
Spiritual Gold
A character may choose to perform a very cursory Suspicious Dark Blue
aura scan of a large area like a nightclub’s dance floor Anxious Auras appear scrambled
or the audience in a gallery. In this case, the player like static or white noise
decides which characteristic of auras she’s looking for, Confused Mottled, shifting colors
and that’s the only information she’s able to glean if Diablerist Black veins in aura
the roll is successful. (At the Storyteller’s discretion, Daydreaming Sharp flickering colors
on this general scan roll, more successes on the roll Frenzied Rapidly rippling colors
may more quickly yield what the character seeks.) For Psychotic Hypnotic, swirling colors
example, the player may specify, “Who’s the most ner- Vampire Aura colors are pale
vous person in attendance?” or “Are there any vampiri- Ghoul Pale blotches in the aura
cally pale auras among the CEO’s entourage?” There- Magic Use Myriad sparkles in aura
after, the player may narrow down her scrutiny of a Werebeast Bright, vibrant aura
single individual, with an additional roll as normal. Ghost Weak, intermittent aura
Faerie Rainbow highlights in aura
The character may focus in on a particular subject’s
aura only once per scene with any degree of clarity.
Any subsequent attempts that result in failure should
be considered botches. It is very easy for the character
to imagine seeing what she wants to see when judg-
ing someone’s intentions. After 24 hours, the character
may try again at no penalty.

It is possible, though difficult, to sense the aura of a
being who is otherwise invisible to normal sight. Refer
to “Seeing the Unseen,” p. 142, for more information.

••• The Spirit’s Touch

When someone handles an object for any length
of time, he leaves a psychic impression on the item.
A vampire with this level of Auspex can “read” these
sensations, learning who handled the object, when he
last held it, and what was done with it recently. (For

136 CHAPTER FOUR: DISCIPLINES

these purposes, a corpse counts as an “object” and can At the Storyteller’s discretion, some impressions

be read accordingly.) These visions are seldom clear on objects may be so strong — a knife plunged into

and detailed, registering more like a kind of “psychic Caesar’s breast, the tip of the Spear of Destiny, a fang

snapshot.” Still, the Kindred can learn much even pulled from the maw of Dracula — that any use of this

from such a glimpse. Although most visions concern power may be deemed a success.

the last person to handle the item, a long-time owner •••• Telepathy
leaves a stronger impression than someone who held
The vampire projects a portion of her consciousness
the object briefly. into a nearby mortal’s mind, creating a mental link
through which she can communicate wordlessly or
Gleaning information from the spiritual residue re- even read the target’s deepest thoughts. The Kindred
quires the vampire to hold the object and enter a shal- “hears” in her own mind the thoughts plucked from a
low trance. She is only marginally aware of her sur- subject as if they were spoken to her.
roundings while using The Spirit’s Touch, but a loud
noise or jarring physical sensation breaks the trance This is one of the most potent vampiric abilities,

instantly. since, given time, a Kindred can learn virtually any-
thing from a subject without him ever knowing. The
System: The player rolls Perception + Empathy. The Tremere and Tzimisce in particular find this power es-
difficulty is determined by the age of the impressions pecially useful in gleaning secrets from others, or for
and the mental and spiritual strength of the person or directing their mortal followers with silent precision.
event that left them. Sensing information from a pis-
tol used for a murder hours ago may require a 4, while System: The player rolls Intelligence + Subterfuge
learning who owned a bloodstained puppet fashioned a (difficulty of the subject’s current Willpower points).

century ago might be a 9. Projecting thoughts into the target’s mind requires one
success. The subject recognizes that the thoughts come
The greater the individual’s emotional connection from somewhere other than his own consciousness,
to the object, the stronger the impression he leaves though he cannot discern their actual origin without a
on it — and the more information the Kindred can successful Perception + Awareness roll (difficulty equal
glean from it. Events involving strong emotions (a gift- to the vampire’s Manipulation + Subterfuge).
giving, a torture, a long family history) likewise leave
stronger impressions than short or casual contact do.
Assume that each success offers one piece of informa- To read minds, one success must be rolled for each
item of information plucked or each layer of thought
tion, as per the chart below. pierced. Deep secrets or buried memories are harder to

Successes Information obtain than surface emotions or unspoken comments,

Botch The character is overwhelmed by requiring five or more successes to access.

psychic impressions for the next 30 Reading thoughts with Telepathy does not com-
minutes and unable to act. monly work upon the undead mind. A character may

Failure No information of value. expend a Willpower point to make the effort, mak-

1 success Very basic information: the last ing the roll normally afterward. Likewise, it is equally
owner’s gender or hair color, difficult to read the thoughts of other supernatural
for instance. creatures. However, the character may project her
thoughts without expending a Willpower point. These
2 successes A second piece of basic information. thoughts, however, are still obviously intrusions into

3 successes More useful information about the the target’s mind, but the character may attempt to dis-
last owner, such as age and state of guise her mental “voice” with a roll of Manipulation +

mind the last time he used the item. Subterfuge (difficulty equals the target’s Perception +

4 successes The person’s name. Awareness) so the target doesn’t recognize her as the
5+ successes A wealth of information: nearly “speaker.”

anything you want to know about the Storytellers are encouraged to describe thoughts as
person’s relationship with that object flowing streams of impressions and images, rather than
as a sequence of prose (powers such as Telepathic Com-
is available.
munication are of more use for that). Instead of making

flat statements like “He’s planning on killing his former

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 137

lover’s new boyfriend,” say “You see a fleeting series damage), or hurtling toward the desired destination so
of visions: A couple kissing passionately in a doorway, forcefully that the silver cord snaps.
then the man walking alone at night; you suddenly see
your hands, knuckles white, wrapped around a steer- The player may spend a point of Willpower to acti-
ing wheel, with a figure crossing the street ahead; your vate this power, and an additional point of Willpower to
heart, mortal now and hammering with panic as you gain the success necessary to perform the jaunt. This is
hear the engine rev wildly; and above all, a blazing an- an exception to the normal rule where a player may not
ger coupled with emotional agony and a panicked fear spend more than a single point of Willpower per turn.
of loss.” Such descriptions not only add to the story, but
they also force the player to interpret for herself what Each scene in Psychic Projection requires another
her character gleans. After all, understanding minds — point of Willpower and a new roll. Failure indicates
especially highly emotional or deranged minds — is a that the vampire has lost her way and must retrace the
difficult and often puzzling task. path of her silver cord. A botch at this stage means the
cord snaps, stranding the character’s psychic form in
••••• Psychic Projection the mysterious astral plane.

The Kindred with this awesome ability projects her An astral form may travel at great speeds (the Sto-
senses out of her physical shell, stepping from her body ryteller can use roughly 1000 miles per hour or 1500
as an entity of pure thought. The vampire’s astral form kilometers per hour as a general guide) and carries no
is immune to physical damage or fatigue, and can “fly” clothing or material objects of any kind. Some artifacts
with blinding speed anywhere across the earth — or are said to exist in the spirit world, and the character
even underground — so long as she remains below the can try to use one of these tools if she finds one. The
moon’s orbit. character cannot bring such relics to the physical world
when she returns to her body, however.
The Kindred’s material form lies in a torpid state
while her astral self is active, and the vampire isn’t Interaction with the physical world is impossible
aware of anything that befalls her body until she returns while using Psychic Projection. At best, the character
to it. An ephemeral silver cord connects the Kindred’s may spend a Willpower point to manifest as a ghost-
psyche to her body. If this cord is severed, her conscious- like shape. This apparition lasts one turn before fading
ness becomes stranded in the astral plane (the realm of away; while she can’t affect anything physically dur-
ghosts, spirits, and shades). Attempting to return to the ing this time, the character can speak. Despite lacking
vampire’s physical shell is a long and terrifying ordeal, physical substance, an astral character can use Auspex
especially since there is no guarantee that she will ac- normally. At the Storyteller’s discretion, such a char-
complish the journey successfully. This significant dan- acter may employ some or all Animalism, Dementa-
ger keeps many Kindred from leaving their bodies for tion, Dominate, Necromancy, Obtenebration, Pres-
long, but those who dare can learn much. ence, Thaumaturgy, and similar non-corporeal powers
she has, though this typically requires a minimum of
System: Journeying in astral form requires the player three successes on the initial Psychic Projection roll.
to expend a point of Willpower and make a Perception
+ Awareness roll. Difficulty varies depending on the dis- If two astral shapes encounter one another, they
tance and complexity of the intended trip; 5 is within interact as if they were solid. They may talk, touch,
sight, 7 is nearby or to a familiar location, and 9 reflects a and even fight as if both were in the material world.
trip far from familiar territory (a first journey from North Since they have no physical bodies, astral characters
America to the Far East; trying to shortcut through the seeking to interact “physically” substitute Mental and
earth). The greater the number of successes rolled, the Social Traits for Physical ones (Wits replaces Dexter-
more focused the character’s astral presence is, and the ity, Manipulation supplants Strength, and Intelligence
easier it is for her to reach her desired destination. replaces Stamina). Due to the lack of a material form,
the only real way to damage another psychic entity is
Failure means the character is unable to separate to cut its silver cord. When fighting this way, consider
her consciousness from her body, while a botch can Willpower points to be health levels; when a combat-
have nasty consequences — flinging her astral form to ant loses all of her Willpower, the cord is severed.
a random destination on Earth or in the spirit realm,
arriving in a place where the sun is active (necessitat- Although an astrally projected character remains in
ing a frenzy roll, although the sunlight doesn’t do any the reflection of the mortal world, she may venture fur-
ther into the spirit realms, especially if she becomes

138 CHAPTER FOUR: DISCIPLINES

lost. Other beings with particular sensitivity to psychic begin their friends’ sentences. Prediction is a constant
activity, such as ghosts, werewolves, and even some low-level telepathic scan of the minds of everyone the
magi, travel the astral plane as well, and can interact character is in proximity to. While this power does not
with a vampire’s psychic presence normally (although give the vampire the details of his neighbors’ conscious
the astrally projected character is not considered a thoughts, it does provide a wealth of cues as to the sub-
“ghost” for powers such as Necromancy). The observ- jects’ moods, suppressed reflexes, and attitudes toward
ing character notices the astrally projecting vampire the topic of conversation.
with a Perception + Awareness roll (difficulty 8), re-
quiring more successes than the Psychic Projection System: Whenever the character is in conversation
activation roll. Even those who do notice you won’t and either participant in the discussion makes a Social
be able to identify you; you are merely an immaterial roll, the player may pre-empt the roll to spend a blood
shade hovering in the general area. Storytellers are en- point and make a Perception + Empathy roll (diffi-
couraged to make trips into the spirit world as bizarre, culty of the target’s Manipulation + Subterfuge). Each
mysterious, and dreamlike as possible. The world be- success is an additional die that can be applied to the
yond is a vivid and fantastic place, where the true na- player’s Social roll or subtracted from the dice pool of
ture of things is stronger and often strikingly different the Social roll being made against the character.
from their earthly appearances.
••••• • Telepathic Communication
••••• • Clairvoyance
Telepathy (p. 137) allows a character to pick up only
By using Clairvoyance, a vampire can perceive dis- the surface thoughts of other individuals, and to speak
tant events without using Psychic Projection. By con- to one at a time. With Telepathic Communication,
centrating on a familiar person, place, or object, a a character can form a more powerful link between
character can observe the subject’s immediate vicinity his mind and that of other subjects, allowing them to
while staying aware of her own surroundings. converse in words, concepts, and sensory images at the
speed of thought (and without the need for Willpower
System: The player rolls Perception + Empathy (dif- expenditure, unlike with Telepathy). Vampires with
ficulty 6) and describes the target she’s trying to look this level of Auspex can act as “switchboard operators,”
in on. If the roll is successful, the character can then creating a telepathic web that allows all participants to
perceive the events and environment surrounding the share thoughts with some or all other members of the
desired target for one turn per success. Other Auspex network as they choose.
powers may be used on the scene being viewed; these are
rolled normally. Clairvoyance does split the vampire’s System: The player rolls Charisma + Empathy (dif-
perceptions between what she is viewing at a distance ficulty equals the target’s current Willpower points) to
and what is taking place around her. As a result, while establish contact, although a willing subject may allow
using this power, a character is at +3 difficulty on all rolls the vampire access and thus obviate the need for a roll.
relating to actions that affect her physical surroundings. The maximum range at which a subject may be con-
tacted and the maximum number of individuals who
••••• • Prediction may be linked simultaneously with this power depends
on the Auspex rating of the vampire who initiates con-
Some people are capable of finishing their friends’ tact (see sidebar).
sentences. Elder vampires with Prediction sometimes

Auspex Rating No. of Targets Approximate Range
Auspex 6 3 subjects 500 miles/800 kilometers
Auspex 7 Perception rating 1000 miles/1500 kilometers
Auspex 8 Perception + Empathy 500 miles/800 kilometers per point of Intelligence
Auspex 9 2x (Perception + Empathy) 1000 miles/1500 kilometers per point of Intelligence

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 139

••••• •• Karmic Sight

The power of Aura Perception (Auspex 2) allows a
vampire to take a brief glimpse at the soul of a sub-
ject. This power takes Aura Perception several steps
forward, allowing a vampire who has mastered Auspex
2 to probe the inner workings of a subject’s mind and
soul.

System: The player rolls Perception + Empathy (dif-
ficulty equals the subject’s current Willpower). The de-
gree of success determines the information gained.

Successes Result
Botch The character gains a Derangement
or Psychological/Mental/
Supernatural Flaw similar to
one of the target’s for one
night, at Storyteller discretion.

1 success As per five successes on an
Aura Perception roll.

2 successes Subject’s Nature, Demeanor,
and Humanity or Path can be
determined.

3 successes Any outside influences on the
subject’s mind or soul, such as
Dominate or a demonic pact,
can be detected.

4 successes Subject’s Willpower, Humanity or
Path, and Virtue ratings can
be determined.

5 successes The state of the subject’s
karma may be determined.
This is a highly abstract piece
of information best left to
Storyteller discretion, but
should reveal the general
balance between “good” and
“bad” actions the subject has
performed, both recently and
over the course of his
existence. If the plot merits
it, the character may receive
visions of one or more
incidents in the subject’s past
that radically altered his destiny.
With this degree of success, some
fate-related Merits and Flaws (e.g.
Dark Fate) can be identified as well.

140 CHAPTER FOUR: DISCIPLINES

••••• •• Mirror Reflex 2 successes The target is badly frightened. He
loses three temporary Willpower
This power was developed by a Toreador elder who points and, if a vampire, must roll
made a fearsome reputation through her fencing prow- Courage (difficulty of the attacker‘s
ess, acting as a hired champion in dozens of Ventrue Auspex rating) to avoid Rötschreck.
duels. Mirror Reflex is similar to Prediction in that it is
in essence a low-level telepathic scan of an opponent, 3 successes The target loses six temporary
but this power taps into physical (rather than social) Willpower points and, if a vampire,
reflexes, allowing the character to anticipate an en- must roll Courage as above. If this
emy’s moves in personal combat. causes him to lose his last temporary
Willpower point, he loses a
System: The player spends a blood point and rolls permanent Willpower point and
Perception + the combat skill the opponent is using receives three health levels of bashing
(difficulty of the subject’s Manipulation + combat skill damage (soaked normally).
in use). Each success is an additional die that can he ap-
plied to the character’s dice pools during the next turn 4 successes The target loses all temporary
of combat for any actions taken against the scanned op- Willpower points and half of his
ponent. The use of Mirror Reflex does take one combat permanent Willpower points (round
action, and the power has a maximum range in yards or down) and suffers three health levels
meters equal to the character’s Willpower rating. of lethal damage (soaked normally).

••••• ••• Psychic Assault 5 successes The target must roll his permanent
Willpower (difficulty 7). If he
Psychic Assault is nothing less than a direct mind- succeeds, apply the effect of four
to-mind attack which uses the sheer force of an elder’s successes, and is also rendered
will to overpower his target. Victims of Psychic Assault unconscious for the rest of the night.
show little outward sign of the attack, save for nose- If he fails, the Psychic Assault kills
bleeds and expressions of intense agony; all injuries by him instantly.
means of this psychic pressure inflicted are internal. A
medical examination of a mortal victim of a Psychic ••••• •••• False Slumber
Assault invariably shows the cause of death to be a
heart attack or aneurysm, while vampires killed with Possibly the source of many Malkavians’ conviction
this power decay to dust instantly, regardless of age. that their sire is alive and well on the astral plane, this
power allows a Methuselah‘s spirit to leave his body while
System: The character must touch or make eye con- in torpor. While seemingly asleep, the vampire is able to
tact with his target. The player spends three blood project astrally, think, and perceive events normally.
points (and a Willpower point, if assaulting a vampire
or other supernatural being) and rolls Manipulation + System: No roll is needed. This power is considered
Intimidation in a contested roll against the victim’s to be active whenever the vampire’s body is in torpor,
Willpower. The result depends on the number of net and astral travels are handled as per the rules for Psy-
successes the attacker rolls. chic Projection. The vampire is not able to awaken
physically at will, however — waking from torpor is
Successes Result handled per the normal rules for such an action (see
Botch The target becomes immune to the p. 283).
attacker’s Psychic Assault for one
night per each “1” rolled. A vampire with this power whose silver cord is severed in
astral combat loses all Willpower points, as per the rules for
Failure The target is unharmed and may astral combat under Psychic Projection, but is not killed.
determine that a psychic assault is Instead, he loses the use of this Auspex power and half of
taking place by succeeding on a his permanent Willpower points. Both the Auspex 9 power
Perception + Awareness roll and the Willpower must be bought back with experience
(difficulty 6). points. The vampire’s soul slowly returns to his body over
the course of a year and a day, during which time he may
1 success The target is shaken but unharmed. not be awakened from torpor by any means.
He loses a temporary Willpower
point.

VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION 141


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