TIMES E N S E (l-pT. MERIT) make a Courage roll every time you encounter the object of your
You have a n innate sense of time and are able to estimate fear.The difficulty of the roll is determined by the Storyteller, and
the passage of time accurately without using a watch or other
mechanical device. if you fail the roll you must retreat from the object.
CODE OF HONOR(2-PT. M E R I T ) PREEYXCLUSIO(N~ - ~ T . F L A w )
You have a personal code of ethics to which you adhere. You refuse to hunt a certain classof prey. You might refuse to
feed upon drug dealers, or policemen, or accountants, or rich
Thespecificsofthis code must be workedout with the Storyteller people -if you accidentally feed upon such an individual, you
prior toplay, and the character must follow it strictly. Characters automatically frenzy and must make a roll to prevent Humanity
with this Merit gain two additional dice to all Willpower or loss (difficulty7).Witnessing other Kindred feeding on the object
Virtue rolls when acting in accordance with their code (e.g.,
defending the helpless) or when attempting to avoid situations of your exclusion might also provoke a frenzy, at the Storyteller’s
that might force them to violate their code. discretion. Ventrue, owing to the limitations imposed on their
feeding by their clan weakness,may not take this Flaw.
EIDETIMC EMOR(Y2-PT. MERIT) SHY ( 1 - p ~ F. LAW)
You remember, with perfect detail, things seen and heard. You are distinctly ill at ease when dealing with people and
Documents, photographs, conversations, etc., can be commit- try to avoid social situations whenever possible. Difficulties for
ted to memory with only minor concentration. Under stressful
conditions involving numerous distractions, you must make a all rolls involving social interaction with strangers are increased
Perception + Alertness roll (difficulty 6) to summon enough by two. If the characterbecomes the center of attention in a large
concentration to absorb what your senses detect.
group, difficulties are increased by three.
LIGHTSLEE(2~-EPTR. MERIT)
SOFT-HEART(l-EpDT. F L A W )
You can awaken instantly at any sign of trouble or danger,
and do so without any sleepiness or hesitation. You may ignore You cannot stand to watch others suffer. You avoid any
rules regarding how Humanitypath restricts the number of dice situation that involves causing someone physical or emotional
available during the day. pain, unless you make a Willpower roll (difficulty 8).You must
NATURALLINGUIS(2T-PT. MERIT) have a Humanity rating of 7 or above to take this Flaw.
Youhave a flair for languages. You may add three dice to any YpEECH IMPEDIMENT (l-pT.F L A W )
dice pool involving written or spoken languages.
You have a stammer or other speech impediment that
CALMHEAR(T3-pT. MERIT) hampers verbal communication. The difficulties of all die rolls
You are naturally calm and do not easily fly off the handle. involvingverbal communication are increasedby two. You must
You receive two extra dice when attempting to resist a frenzy.
Brujah may not take this Trait. roleplay this Flaw whenever possible.
IRON WILL (3-PT.MFRIT) S H O R T FUSE(2-pT. F L A W )
When you are determined and your mind is set, nothing can
You are easily angered. Difficulties to avoid frenzy are two
thwart you fromyour goals.When you are affectedby a Dominate greater. Brujah vampires cannot take this Flaw, as they already
power,you may spend apoint of Willpower to shakeoff the effects. suffer from a similar malady.
In addition, you receive three extra dice to resist the effectsof any TERRITOR(I2A-PLT. F L A W )
mind-altering magic, spell or Thaumaturgypath. This Merit does
not affect Presence or other powers dealing with the emotions. You are extremely territorial, stakingout aparticular area as
D F F ~SLEEPER ( 1 - p ~ F. LAW) your hunting ground and reacting aggressivelyto trespassers. If
When you sleep, it is very difficult for you to awaken. another vampire enters your territory uninvited,you must make
a frenzy roll. If you fail, you immediately attack the interloper
The difficulty of any die roll to awaken during the day is and continue attacking until the intruder is dead or has left your
increased by two. hunting grounds. You are reluctant to leave your territory except
in desperate circumstances.
NIGHTMAR(lE-pST.F L A W )
VENGEFUL (2-pT.FLAW)
You experience horrendous nightmares every time you
sleep, and memories of them haunt you during your waking You have a score to settle, incurred either during your
hours. Upon awakening, you must make a Willpower roll (diffi- mortal days or after the Embrace. You are obsessed with taking
your revenge on an individual or group, and it is your overriding
culty 7) or lose a die on all actions for that night. A botched priority in any situation where you encounter the object of your
Willpower roll indicatesthat, evenwhen awake,you stillbelieve revenge. You may temporarily resist your need for vengeance by
spending a Willpower point.
that you are locked in a nightmare.
AMNES(I2A-pT.F L A W )
PHORIA (2-PT. F L A W )
You are unable to remember anything about your past,
Youhave an overpoweringfearof something. Spiders,snakes, yourself or your family, though your past might well come back
crowds and heights are examples of common phobias. You must to haunt you. Your origins and the circumstances behind your
amnesia are for the Storyteller to determine, and she is encour-
aged to make it as interesting as possible.
APPLNDIX
299
LUNAC(2Y-PT. FLAW) awkward or even dangerous situations, especially if your “twin”
has a terrible reputation or is wanted for some crime.
You are affectedby the phases of the moon, increasing your
chances to frenzy. Under the crescent moon, difficultiesto avoid SIRE’S RESENTMENT ( 1 - p ~F.LAW)
frenzy increaseby one. Under the half or gibbousmoon, difficulties
rise by two. When the moon is full, difficulties increase by three. Your sire dislikes you and wishes you ill. Given the smallest
opportunity, she will actively seek to do you harm. Your sire’s
WEAK-WILLED (3-PT. FLAW) allies also work against you, and many elders may resent you.
You are highly susceptible to Dominate and intimidation ENEMY(1-5-p~F. LAW)
by others; Dominate attempts automatically affect you unless You have a nenemy, or perhaps a groupof enemies,who seek
to harm you. The power of the enemy depends upon how many
the Discipline wielder is of higher generation, and your difficul- points the playerwishesto spend (fivepoints indicate the wrath of
ties to resist Social abilities such as Intimidation or Leadership, a Methuselah, archmage or other potent supernatural foe).
as well as mind-altering spells or magic, are increased by two.
HUNTE(D4 - p T . F L A W )
Your Willpower Trait may never rise above 4. You are pursued by a fanatical witch-hunter who believes
CONSpICUOUS CONSUMPTION (4-pT. FLAW) (perhapscorrectly)that you are adangertohumanity.All thase with
whomyouassociate,betheymortalorKindred,maybehuntedaswell.
It isnot enough foryou to drawnourishment from the blood
of mortals -you believe you must also consume your victim’s ~ R O R A T I O N A R YSECMTEMBE(R4-pT. FLAW)
heart, liver and other blood-rich tissue. Of course, this will
You are a defector. You turned traitor to the Camarilla,
necessitate the deaths of all of your victims (unless you are Sabbat, Followers of Set or other vampiric order, and you still
extremely creative), which might lead to numerous problems have much to prove before you are accepted by the Kindred you
with the Masquerade and maintaining Humanity. Characters have defected to. Elders, ancillae and even neonates treat you
with distrust and evenhostility, and your reputation might even
with this Flaw must additionally purchase the Eat Food Merit. sully those whom you regularly associate with.
SOCIAL SUPFRNATURAL
pRESTIGIOU5 SIRE (l-pT. MERIT) MEDIUM(2-PT. MERIT)
Your sire has or had great status in her sect or clan, and this
You possess the natural affinity to sense and hear spirits,
has accorded you with a certain amount of prestige. Thoughyour ghosts, and shades. Though you cannot see them, you can sense
sire may n o longer have any dealings with you, the simplefact of them, speak to them and, through pleading or cajoling, draw
your ancestry has marked you forever. This prestige might aid them to your presence. You may call upon them for aid or advice,
you greatly in dealings with your elders or other neonates, or it but there will always be a price.
might engender jealousy or contempt.
MAGICRESISTAN(C2-EPT. MERIT)
NATURALLEADE(Rl-pT. MERIT)
You have a n inherent resistance to the rituals of the
You aregiftedwith a certain magnetismtowhich othersnaturally Tremere and the spells of the mages of other creeds and orders.
defer. You receive two extradicewhen making Leadershiprolls. You The difficulty of all such magic, both malicious and beneficent,
must have a Charismaratingof 3 or greaterto purchase this Merit. is two higher when directed at you. You may never learn the
Discipline of Thaumaturgy.
D E B T OF GRATITU(D1-E3-pT. MERIT)
An elder owes you gratitude because of something either ORACULAARBILIT(3Y-PT. MFRIT)
you or your siredid for her. The depth of gratitudethe elder owes You can see and interpret signs and omens. You are able to
depends o n how many points the player wishes to spend. One draw advice from these omens, for they provide hints of the
point might mean the elder owes the character a favor; three future and warnings of the present. When the Storyteller feels
points might mean that she owes the character her unlife. that you are in position to see an omen, you will be required to
make a Perception + Occult roll, with the difficulty relative to
DARK SECRFT ( 1 - p ~F.LAW) how well the omen is concealed. If successful,you may then roll
Intelligence + Occult to interpret what you have seen, the
You have some sort of secret that, if uncovered, would be of difficulty again relative to the complexity of the omen.
immense embarrassment to you and would make you a pariah in
the local Kindred community. This could be anything from SPIRITMENTO(3R-PT. MFRIT)
having murdered a n elder to being a member of the Sabbat.
You have a ghostly companion and guide. The identity and
INFAMOUS SIRE ( 1 - p ~F.LAW) exact powers of this spirit are up to the Storyteller, but it can be
Your sire was, and perhaps still is, distrusted and disliked by called upon in difficult situations for help and guidance.
many of the city’s Kindred. As a result, you are distrusted and UNRONDARLE (3-PT. MFRIT)
disliked as well.
You are immune to being blood bound.
MISTAKEIDNENTITY (l-pT.FLAW)
You look similar to descriptions of another Kindred, which
cause cases of mistaken identity. This can prompt numerous
VAMPIRLT:HE~~AQUERADE
300
L U C K(Y3 - P T . M F R I T ) must have a Humanity of 9 or higher to choose this Merit,
and if you lose even a single point, all your Faith points are
You were born lucky -or else the Devil looks after his own. lost and may be regained only when the lost Humanity is
Either way, you may repeat any three failed rolls per story, recovered. Individuals with True Faith are capable of per-
including botches, but you may try only once per failed roll. forming magical acts akin to miracles, but the exact nature
of those acts is up t o the Storyteller.
TRUELOVE(4-pT. MERIT)
TOUCHOFFRO( ~S-T~ T . F L A w )
You have discovered, perhaps too late, a true love. He or she
is mortal, but is the center of your existence, and inspires you to Plantswitherasyouapproachanddieatyourtouch. Yourtouch
keep going in a world of darkness and despair. Whenever you leeches heat from living beings, as though you are made of ice.
suffer, the thought of your true love gives you the strength to
persevere. This Merit grants you one automatic success on all R E ~ U L SBFY DGARLI(C1 - p ~ F. LAW)
Willpower rolls, which can be negated only by a botch die. This
can be a great gift and also a hindrance, for your true love may You cannot abide garlic, and the smallest whiff of its scent
require protection and occasionally rescue. will drive you from a room unless you make a successful Will-
power roll (difficulty based on the strength of the odor).
NINELIVES(6-pT. MERIT)
CURSED (1-TO 5-PT.FLAW)
Fate has granted you the opportunity to come as close to
Final Death as anyone can get and still survive. When a roll You are the recipient of a supernaturalcurse. The strength
occurs that would result in your death, the roll is made again. If and pervasiveness of the curse depend upon how many points
the next roll succeeds, thenyou live -and one of your nine lives you wish to incur. Examples follow:
is used up. If that subsequent roll fails, then another reroll is
made, until either a successful roll occurs or your nine lives are If you pass on a secret you were entrusted with, your
used up. The Storyteller should keep careful count of how many betrayal will come back to harm you in some way. (1pt.)
lives the character has remaining.
You stutter uncontrollably when you try to describe what
TRUEFAITH(7-PT. MERIT) you have seen or heard. ( 2 pts.)
You have a deep-seated faith in and love for God, or Toolsbreakor malfunctionwhenyou trytouse them. (3pts.)
whatever name you choose to call the Almighty. You begin You aredoomed tomake enemies of thosewhom youmost
the game with one point ofTrue Faith (seep. 272); this Trait love or admire. (4 pts.)
adds one die per point to all Willpower and Virtue rolls. You Every one of your accomplishments or triumphs will
eventually become soiled or fail in some way. (5 pts.)
APPENDIX
301
CASTNOREFLECTI(lO-pNT. FLAW) sun, though it must shine directly upon you. Even bright lights
hurt your eyes, requiring the use of sunglasses.
You actually cast no reflection, just like the vampires of
legend.This can have a very detrimentaleffectwhen trying to pass RFSTIARY
as a human. Vampires of Clan Lasombra automaticallyhave this
Flaw (andyou may be mistakenfor one of them if you possess this). Vampires are creatures of the cities and rarely interact with
the beasts of the wild. Indeed, most animals fear the Children of
EERIE P R F s F N C F (2-pT.F L A W ) Caine, hissing or snarling as the unnatural creatures approach.
Nonetheless, certain vampires,particularly those with the Ani-
Mortals have a n unconscious awareness of your undead malism Discipline, employ animals as companions, spies or
nature, which makes then anxious and ill at ease i n your soldiers Then, too, animalsare occasionallychangedintoghouls,
presence. Becauseof this, difficulties of all die rolls relating to particularly by the vampires of Clans Gangrel and Nosferatu.
social interaction with mortals are increased by two.
For the most part, normal animalsare best described with only
REPELLBEYDCROSSECj (3-pT.F L A W )
Physical Traits. Few have Intelligence scores higher than 2, or
You are repelled by the sightof ordinary crosses,believing them Perception scores lower than 3. Social Traits, of course, are purely
to be symbols of holy might. When confronted by a cross,you must subjective. Damage inflicted by animals is lethal, although small
make a Willpower roll (difficulty9) or flee from the symbol for the
durationof the scene. If you botch the roll, not onlymust you attempt creatures might inflict bashing damage at the Storyteller’sdiscre-
to flee,but the touch of the cross can cause aggravated damage (one tion.A n y of thebeastsbelow canbe turned intoghoulretainers with
health levelofdamageper turn that the cross touchesyour skin).This
damage cannotbe soaked, even if the vampire possesses Fortitude. occasional meals of vampire blood; such companions gain Will-
power, a dot of Potence, a blood pool of 10, and some “trained”
CAN’TCROSS R U N N I N G WATER (3-pT. F L A W ) Abilitiesthat wild animals lack. Assume that any Trait inparenthe-
sesis instilledthroughhuman contactand training;ananimalin the
You believe in the old folklore, and cannot cross running
wilderness does not have these Abilities unless there’s something
water unless you are at least 50 feet above it. Running water is magicalabout it.AnimalswhosehealthlevelsincludeIncapacitated
cansurvivelonger than thosewithoutit-othersdie whentheyrun
considered to be any body of water at least two feet wide in any
direction and not completely stagnant. out of health levels.The Blood Pool Trait reflectshow many points
HAUNTE(3D-PT. F L A W ) a feeding Cainite can drain from a beast. Note that animalblood is
far less satisfying than human vitae; some animals that have more
You are haunted by an angry and tormented spirit, most blood than a human actually have lower blood pool ratings.
likely one of your first victims. This spirit actively attempts to
hinder you, especiallywhen feeding,and does its utmost to vent ALLIGATOR
its anguish upon you and anyone in your presence. The Story- Strength 4, Dexterity 2, Stamina 4
teller determines the exact nature of the spirit, its powers, and Willpower: 3, Health Levels: OK, OK, OK, -1, -1, ,I, -2, -5,
whether or not it can eventually be laid to rest.
Incapacitated
GRIPO F T H E D A M N E D (4-pT. FLAW) Attack: Bite for seven dice; tail slap for six dice
There is no ecstasy in your Embrace-only terror and pain. Abilities: Alertness 2, Athletics 2, Brawl 2, Stealth 3
Blood Pool: 5
Mortals upon whom you feed struggleand shriek all the while as
Note: Alligators and crocodiles have one soak die of armor,
you attempt to feed, requiring you to grapple with them for as usableagamt bashlng or lethaldamage. Big reptiles (Nileor estuarme
long as you wish to take their blood. For vampires with high crocs) might have higher Strength,Stamma and damage scores.
Humanity, this experience may require a Humanity roll, at the
discretion of the Storyteller. RAT
D A R K FATF(5-PT. F L A W ) Strength 1,Dexterity 3 , Stamina 2
Willpower: 2, Health Levels: OK, -1,-3
You are doomed to experience Final Death or, worse, suffer
eternalagony.No matterwhatyoudo,you cannot avoid thisterrible Attack: Bite for one die
fate. At some point during the chronicle,your Dark Fate will come
upon you. Even more ghastly is the fact that you occasionallyhave lood Pool: 1/4 (1 blood point
visions of this fate, and the malaise these images inspire requires an
expenditureof atemporaryWillpowerp i n t toavoid,orelseyou lose
a die from all of your actionsfor the remainder of the night. It is up
tothestoryteller todeterminetheexact natureofthisfate,andwhen
it will occur. This is a difficultFlaw to roleplay;ironically, though it
may seem as though it removes all free will, the knowledge of one’s
death can be quite liberating.
LIGHT-SENSIT(5I-VPTE. F L A W )
You are even more sensitive to sunlight than other vam-
pires are. Sunlight causes double normal damage, and the light
of the moon can cause lethal damage in a manner similar to the
VAMPIRE:THEMASQUERADE
302
Note: Bats can fly at 25 mph. Vampires who employ the
I Protean Discipline to transform into bats are larger and more
aggressive than normal bats.
REAR
Strength 5, Dexterity 2, Stamina 5
Willpower: 4, Health Levels: OK, OK, OK, -1, -1, -1, -3, -3, -5,
Incapacitated
Attack: Claw for seven dice; bite for five
Abilities: Alertness 3, Brawl 3, Intimidation 2, Stealth 1
Blood Pool: 5
Abilities: Alertness 3,
Athletics 2, Brawl 2 , Dodge 3, Climb-
ing 3, Intimidation 2, Stealth 4
(Empathy 2, Subterfuge 2)
Blood Pool: 1
DOG
Strength 4, Dexterity 3, Stamina 3
\ Willpower: 5, Health Levels: OK, -1, -1,-2, -2, -5
Attack: Bite for five dice; claw for four
Abilities: Alertness 3, Athletics 2, Brawl 3 (Dodge3, Empathy 2,
Intimidation 3, Stealth 2)
Blood Pool: 2
Note: These Traits reflect a large hound, such as a mastiff
or hunting dog. Smaller, domestic canines will not be as formi-
C dable.
HOR~~F
RIGCAT Strength 4/6, Dexterity 2, Stamina 3/5
Willpower:2/4, HealthLevels: OK,OK,
Strength 4/S, Dexterity 3, Stamina 3/4 ,%’/&..e 7 -1, -1, -2, -2, -5, Incapacitated
Willpower:S,HealthLevels:OK-,1,-1, Attack: Trample or kick for six/
-2, -2, - 5 , Incapacitated seven dice; bite for three
Attack: Claw for fourlfive dice; bite for five/six dice Abilities: Alertness 3, Athlet-
ics 2, Brawl 1 (Brawl 3,
Abilities: Alertness 3, Athletics 2, Brawl 3 (Intimidation 4, Empathy 2, Intimidation 2)
Stealth 3) Blood Pool: 3/4
Blood Pool: 5 Note: Horses typically fear
the undead,but can be trained a
Note: This template representsa leopard,panther, jaguar or mounts.TheTraitsto the right
of the slash or in parentheses I
other “smaller”big feline. Traits to the right of the slash repre- represent a Clydesdale or
similar large stallion.
sent a tiger or lion.
BIRD (LARGF)
Strength 2, Dexterity 3, Stamina 3
Willpower: 3, Health Levels: OK, -1, -1, -2, -5
Attack: Claw for two dice; bite for one (desperation)
Abilities: Alertness 3, Athletics 2, Brawl 1,Dodge 2, Intimida.
tion 2 (Brawl 3, Empathy 4, Intimidation 4)
Blood Pool: 1/2 (1 blood point equals two large birds)
Note: This template can represent ahawk, crow, raven, owl
or even vulture. A bird can typically fly at 25 to 50 mph.
CAT
Strength 1, Dexterity 3, Stamina 3
Willpower: 3, Health Levels: OK, -1, -2, -5, Incapacitated
Attack: Claw or bite for one die
APPENDN
303
PIGBOAR
Strength 2/4, Dexterity 2, Stamina 4/5
Willpower: 3,Health Levels:OK,OK, -1,-1,-2, -4, Incapacitated
Attack Bite for twolfour dice; boars gore for five
Abilities: Alertness 2, Athletics 2, Brawl 2 (Intimidation 2 )
Blood Pool: 314
Note: Traitstothe rightoftheslashorinbracketsrepresentboars.
RAT
Strength 1, Dexterity 2, Stamina 3
-Willpower: 4, Health Levels: OK, 1, -5
Attack Bite for one die
Abilities: Alertness 2, Brawl 1, Dodge 3, Stealth 3
Blood Pool: 1/4 (1blood point equals 4 rats)
Note: Rats areoften turned into ghouls and used as spiesand
guards by Nosferatu. They often attack in swarms (see the rules
WOLF Instead of trying to determine what each and every
Strength 3, Dexterity 3, Stamina 3 member of a pack or swarm does, simply roll to see if the
Willpower: 3, HealthLevels: OK, -1,-1, -3, -5, Incapacitated swarm itself harms a character. Narrate the results from
there.
Attack: Bite and claw for four dice
Each beast type is given a listing on the chart, below.
Abilities: Alertness 2, Athletics 1,Brawl 3, Dodge 1,Stealth 2 Roll the damage dice pool listed once per turn (difficulty 6),
Blood Pool: 2 and allow the characters to try to dodge or soak the result.
This damage is lethal, or possibly bashing in the case of small
Note: Vampires who turn into wolves move at double or weak creatures. Packs attack once per turn per target, and
normal running speed. act on the initiative given on the chart.
PACKYAWNARDMS If a character dodges, he can move normally for the
remainder of the turn. Otherwise, his attackers slow him
Although the Traits listed above detail individual crea- down to half his usual movement. If they score more than
tures, some animals attack en masse. Also, it's quite three health levels' worth of damage in one turn (after the
atmospheric for a vampire elder to overwhelm his victims target soaks), or if the player botches an appropriate roll, the
character is knocked down and overrun. He can only move
with rodent or canine minions. If a swarm of hornets or a yard or two per turn and the swarm's damage difficulty falls
to 5. Efforts to get backup and continue moving have higher
horde of rats accosts the characters. use the rules that follow. than normal difficulties (typically difficulty 7 or 8).
The health levels listed reflect the amount of damage it
takes to disperse a pack or swarm. A n additional two health
levels destroy the attackers completely. Pistols, rifles and
small melee weapons (knives, brass knuckles, bottles, claws,
bare hands) inflict a single health level per strike, no matter
how many attack or damage successes are rolled (that is, the
VAMPIRET:HEMASQUERADE
304
strike hits only one creature). Shotguns, submachine guns Depending on the size of the pack, two or more charac-
and large melee weapons (swords, staves, boards, chalnsaws) ters might be affected by it and can attack it in return.
do normal damage (each damage success rolled eliminates Anyone who helps an overrun character can be attacked as
one health level of the swarm as a whole), as do large-area well. A human can outrun some packs or swarms (those
attacks (Molotov cocktails, frost storms, gusts of wind, ex- consisting of rats or bugs), but can’t hope to outrun others
plosions). Swarms and packs don’t soak. (those consisting of hyenas or birds).
APPENDK
305
IA INDEX Character Creation Chart 103
Abilities 119 childe 31
Knowledges 126 Martyr 114 chronicle 254
Academics 126 Masochist 114 Clans 45
Computer 127 Monster 114
Finance 127 Pedagogue 114 Assamite 48,90
Investigation 128 Penitent 114 Brujah 46,68
Law 128 Perfectionist 114 Followers of Set 48,92
Linguistics 128 Rebel 115 Gangrel 46, 70
Medicine 128 Rogue 115 Giovanni 48,94
Occult 129 Survivor 115 Lasombra 48,84
Politics 129 Thrill-Seeker 115 Malkavian 46, 72
Science 129 Traditionalist 115 Nosferatu 46, 74
Skills 123 Trickster 115 Ravnos 48,96
Animal Ken 123 Visionary 115 Toreador 46,76
Crafts 124 Archons 66 Tremere 47, 78
Drive 124 Armor 209 Tzimisce 48, 86
Armor Chart 214 Ventrue 47,80
\ Etiquette 124 Assamite 90 Combat 207
Firearms 124 Attributes 115 Attacking 208
Melee 125 Appearance 118 CloseCombat 207
Performance 125 Charisma 117 Combat Turns 207
Security 126 Dexterity 116 Initiative 207
Stealth 126 Intelligence 119 Ranged Combat 207
Survival 126 Manipulation 117 Resolution 208
Talents 120 Perception 119 Combat Maneuvers 209
Alertness 120 Stamina 116 Combat ManeuversTable 214
Strength 116 Combat SummaryChart 208
e Athletics 120 Wits 119 Conclaves 66
Brawl 120 Automatic Feats 200 Coteries 49
Dodge 120 BloodUse 200
Empathy 121 Movement 200 D
Expression 121 Yielding 201
Intimidation 122 Damage 208, 217
Leadership 122 B AggravatedDamage 218
Streetwise 122 Bashing Damage 217
Subterfuge 122 Backgrounds 129 Lethal Damage 217
Actions 190 Allies 130
Extended Actions 194 Contacts 130 Degeneration 221
Multiple Actions 192 Fame 130 Derangements 222
ResistedActions 194 Generation 131 Deterioration 224
Anarch 31 Herd 131 Diablerie 224
Anarch Revolt 242 Influence 132 Dice 191
Ancilla 31 Mentor 132 Difficulties 191
Resources 132 Disciplines 146
Antagonists 270 Retainers 133
Antediluvian 30, 56 Status 133 Animalism 146
Archetypes 112 Beckoning 147
Bestiary 302 DrawingOut the Beast 149
Architect 112 Packs and Swarms 304 Feral Whispers 146
Autocrat 112 Quell the Beast 147
Bon Vivant 112 Blood Bond 2 18 Subsumethe Spirit 148
Bravo 113 BloodHunt 42
Caregiver 113 Blood Pool 138 Auspex 149
Celebrant 113 Book of Nod 54, 239 Aura Perception 150
Child 113 Botches 192 Heightened Senses 149
Competitor 113 Brujah 46,68 PsychicProjection 152
Conformist 113 Seeing the Unseen 152
Conniver 113 C Telepathy 151
Curmudgeon 113 The Spirit’sTouch 151
Deviant 113 Caine 54, 56, 239
Director 113 Caitiff 31 Celerity 153
Fanatic 114 Camarilla 43, 65 Chimerstry 153
Gallant 114 Carthage 240
Judge 114 Cathayans 53 Apparition 154
Loner 114 Character Creation 102 Fata Morgana 154
Horrid Reality 154
Example 109 Ignis Fatuus 154
Permanency 154
INDW
309
Dementation 155 Elysium 43 M
Eyesof Chaos 155 Embrace 23, 32
Passion 155 Example of Play 233 Mages 53, 278
The Haunting 155 Experience 141 Malkavian 46, 72
Total Insanity 156 ExperienceCosts 143 Melee WeaponsChart 2 14
Voice of Madness 156 Mental Feats 204
t
Dominate 156 Awakening 204
Command 157 Faeries 53, 280 Creation 204
Conditioning 158 Failure 192 Hacking 205
Mesmerize 157 Falling 227 Investigation 205
Possession 159 Final Death 216 Repair 205
Resisting Dominate 158 Fire 227 Research 205
TheForgetfulMind 157 First City 239 Tracking 205
Fledgling 31 Merits and Flaws 295
Fortitude 160 Followers of Set 48,92 Mental 298
Necromancy 161 Freebie Point Costs 104
Obfuscate 166 Freebie Points 107 Amnesia 299
Frenzy 228 Calm Heart 299
Cloak of Shadows 166 Code of Honor 299
Cloak the Gathering 167 G Common Sense 298
Mask of a Thousand Faces 166 Concentration 298
Unseen Presence 166 Gangrel 46, 70 ConspicuousConsumption 300
Vanish from the Mind’sEye 167 Gehenna 59 Deep Sleeper 299
Obtenebration 168 EideticMemory 299
Arms of the Abyss 169 Gehenna Cults 44 Iron Will 299
Black Metamorphosis 169 Generation 53 Light Sleeper 299
Shadow Play 168 Generation Chart 139 Lunacy 300
Shroud of Night 169 Ghouls 53, 275 Natural Linguist 299
TenebrousForm 169 Giovanni 48,94 Nightmares 299
Potence 170 Golconda 230 Phobia 299
Presence 170 Prey Exclusion 299
Awe 171 H Short Fuse 299
Shy 299
c DreadGaze 171 Harpies 38 Soft-Hearted 299
Entrancement 171 Health 140 SpeechImpediment 299
Majesty 172 Health Chart 215, 216 Territorial 299
Summon 172 Health Levels 141 Time Sense 299
Protean 173 Humanity 134 Vengeful 299
Earth Meld 173 Weak-Willed 300
Eyes of the Beast 173 Hierarchyof Sin 22 1 Physical 296
Feral Claws 173 14thGeneration 297
Mist Form 174 I Acute Sense 296
Shape of the Beast 174 Addiction 297
Quietus 175 Inconnu 44 Ambidextrous 296
Baal’sCaress 176 Inner Circle 67 BadSight 297
Dagon’sCall 176 Blind 298
Scorpion’sTouch 175 I Blush of Health 296
Silence of Death 175 Catlike Balance 296
Taste of Death 176 Justicars 65 Child 297
Serpentis 176 Jyhad 56, 240 Daredevil 297
The Eyes of the Serpent 176 Deaf 298
The Form of the Cobra 177 K Deformity 297
The Heart of Darkness 178 Disease Carrier 298
The Skin of the Adder 177 Kindred 29 Disfigured 297
The Tongue of the Asp 177 Kiss 33 EatFood 296
Thaumaturgy 178 Efficient Digestion 297
Vicissitude 185 1 Enchanting Voice 296
Bloodform 187 Flesh of the Corpse 298
Bonecraft 186 Lasombra 48,84 Hard of Hearing 297
Fleshcraft 186 Lexicon 59 Huge Size 297
Horrid Form 187 Lextalionis 42 InfectiousBite 297
MalleableVisage 186 Lupines 52 Lame 297
Disease 226 Lupines (Werewolves) 276 Monstrous 297
Mute 298
t VAMPIRTEH: E~ Q U E R A D L One Eye 297
310 Permanent Wound 297
Elder 31
Electrocution 227
Short 297 Summon Soul 161 Degrees of Success 192
SlowHealing 297 Torment 162 Sunlight 232
Smell of the Grave 297 Neonate 31 Systems 200
ThinBlood 298 Nosferatu 46, 74
Social 300 T
Dark Secret 300 P
Debt of Gratitude 300 TemperatureExtremes 232
Enemy 300 Paths of Enlightenment 286 Thaumaturgy 178
Hunted 300 Path of Blood 288
Infamous Sire 300 Path of Metamorphosis 292 ThaumaturgicalPaths 178
MistakenIdentity 300 Path of Night 291 Hands of Destruction 182
Natural Leader 300 Path of Paradox 293 Movement of the Mind 181
PrestigiousSire 300 Path of the Bones 290 The Lure of Flames 180
ProbationarySect Member 300 Path of Typhon 294 The Path of Blood 178
Sire’s Resentment 300 The Path of Conjuring 181
Supernatural 300 PhysicalFeats 201
Can’t CrossRunning Water 302 Climbing 201 ThaumaturgicalRituals 182
Cast No Reflection 302 Driving 201 Blood Contract 185
Cursed 301 Encumbrance 201 Bone of Lies 184
Dark Fate 302 Hunting 201 Communicatewith KindredSire 183
Eerie Presence 302 Intrusion 202 Defense of the SacredHaven 183
Grip of the Damned 302 Jumping 202 Deflectionof Wooden Doom 184
Haunted 302 LiftindBreaking 202 Devil’sTouch 184
Light-Sensitive 302 Opening/Closing 202 IncorporealPassage 184
Lucky 301 Pursuit 202 Pavis of Foul Presence 184
Magic Resistance 300 Shadowing 203 PrincipalFocusof Vitae Infusion 184
Medium 300 Sneaking 203 Wake with Evening’sFreshness 183
Nine Lives 301 Swimming 203 Ward VersusGhouls 184
Oracular Ability 300 Throwing 204
Repelled by Crosses 302 Time 190
Repulsed by Garlic 301 Poisonsand Drugs 231 Toreador 46, 76
Spirit Mentor 300 Prelude 108 Torpor 2 16
Touchof Frost 301 Primogen 37 Traditions 39
True Faith 301 Prince 35
TrueLove 301 Tradition of Accounting 41
Unbondable 300 R Tradition of Destruction 41
Methuselah 30 Tradition of Domain 40
Mortals’HealingTimes 219 Ranged WeaponsChart 215 Tradition of Hospitality 41
Movement 200 Ravnos 48,96 Tradition of Progeny 40
Reflexives 191 Tradition of the Masquerade 40
N RegainingMortality 231 Traits 100
Rotschreck 229 Ratings 191
Necromancy 161 Tremere 47, 78
AshPath 164 s TrueFaith 272
Dead Hand 164 Tzimisce 48,86
ExNihilo 164 Sabbat 44, 82
LifelessTongues 164 Offices 83 V
ShroudMastery 165
Shroudsight 164 Second City 240 Vampire 21
BonePath 163 Sects 43 Truth &Falsehood 22
Apprentice’sBrooms 163 Sheriff 38
Daemonic Possession 163 Sire 31 Vaulderie 83
ShamblingHordes 163 Soak 209 Ventrue 47,80
SoulStealing 163 Social Feats 205 Virtues 133
Tremens 163
Necromantic Rituals 165 Carousing 205 Conscience 133
Cadaver’sTouch 165 Credibility 205 Conviction 287
Call of the Hungry Dead 165 Fast-Talk 205 Courage 134
Eyes of the Grave 165 Interrogation 206 Instinct 287
Graspthe Ghostly 165 Intimidation 206 Self-control 134
Ritual of The Unearthed Fetter 165 Oration 206
Sepulchre Path 161 Performance 207 W
Compel Soul 162 Seduction 207
Haunting 162 Specialties 117 Willpower 136
Insight 161 Storyteller 254 Witch-Hunters 51, 270
Storytelling 254
t Creating Stories 263 Arcanum 274
Success 191 Criminals 274
Automatic Success 193 Government 271
Inquisition 270
INDEX World of Darkness 28
Wraiths 53, 282
311
] A M P I R ETHE MASQUERADE
NAME: NATURE: GFNFRATION:
HAVEN:
PLAYER: DEMEANOR: CONCEPT:
CLAN:
CHRONICLE:
ATTRIURTFS
PHYSICAL SOCIAL MENTAL
Strength 00000 Charisma 00000 Perception 00000
Dexterity 00000 Manipulation 00000 Intelligence 00000
Stamina 00000 Appearance 00000 Wits ~0000
ARILITIFC~
TALENTS SKILLS KNOWLFDGES
Alertness 00000 Animal Ken 00000 Academics 00000
Athletics 00000 Crafts 00000 Computer 00000
Brawl 00000 Drive 00000 Fi' nance 00000
Dodge 00000 Etiquette 00000 Investigation 00000
00000
Empathy 00000 Fi' rearms Law 00000
Expression 00000 Melee 00000 Linguistics 00000
Intimidation 00000 Performance 00000 Medicine 00000
Leadership 00000 Security 00000 Occult 00000
Streetwise 00000 Stealth 00000 Politics 00000
Subterfuge 00000 Survival 00000 Science 00000
ADVANTAGFS
BACKGROUNDS DISCIPLINES VIRTUES
00000 00000 Conscience/Conviction 00000
00000 00000
00000 00000
00000 00000 Self-Control/Instinct-~~~~~
00000 00000
00000 00000
- --M ERITS/FLwAs
00000 00000 Courage 00000
-HUMANITY /PATH- HEALTH
Bruised 0
0000000000 Hurt -1 0
~~ Injured -1 0
-WILLPOWER- Wounded -2 0
0000000000 Mauled -2 0
0000000000
Crippled -5 0
Incapacitated
-BLOOD POOL- -FXPFRIENCE-
0000000000
0000000000