CLANS
In their own eyes, only the Clan of Kings has                 Who Are the Ventrue?
       the restraint, the wisdom, the control, and the
       pedigree to lead their kind through the night.         Clan Ventrue has long been the leaders of the Cama-
       Throughout their time as god-kings of ancient          rilla, holding more positions of power than any other
Babylon and lords and ladies of the Dark Ages to              clan, and they are loath to give that up. Even after los-
their contemporary roles as guardians of royal blood,         ing their most prominent representative to a Brujah
majority shareholders, and campaign fund backers,             assassination, the Ventrue continue to maintain that
they have been obsessed with the impulse to rule.             they are destined to rule all Kindred, no matter the
They collect their tithes in the form of precious blood,      sacrifices involved.
ensuring the growth of their legacy.
                                                                  The Ventrue believe in the strength of tradition
    While many other clans claim positions of influ-          and lineage. The Embrace is one of the their most
ence in politics and business, no one can rival the           important rituals, and the choice of childe affects the
Ventrue in the game of pure power and wealth. But             way other members of the clan treat the sire. Ventrue
lately, their arrogant projections as divinely chosen         therefore aim to Embrace overachievers, politically or
rulers, better fit to lead than any other clan, have          financially powerful kine, or those with a talent that
begun to falter. Time is running out. As they feel their      sets them apart from the masses.
privileges slipping through their fingers, the Ventrue
tighten their grip and fight fang and claw to remain in           These nights, the Ventrue are cautious. The talent-
control as the masters of their kind.                         less fall by the wayside, while the best blend in with
                                                              humanity as bankers, shadow directors, reclusive
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                                                                                                             100
CLANS
moguls, and chiefs of staff. No       cause these nights than ever before,  member of the order
longer can a Ventrue openly lead      adversity only making them more
a board or take a prominent posi-     determined to succeed and more        The Clan of Kings are well suited
tion in a mortal community. They      certain that they have the right to   visitors in secret societies such
resent having to influence their      do whatever it takes.                 as the Freemasons and Rosicru-
surroundings from the shadows,                                              cians. This Ventrue knows how to
but know that the risk of a fatal     Ventrue Archetypes                    spin their words. They act as the
Masquerade breach is too high to                                            reclusive leader or an important
risk anything else.                   cold-blooded corporate                member of their society, whether
                                                                            it be an informal gentlemen’s club,
    The Ventrue are the establish-    director                              a ladies’ guild, an alumni society
ment. They set and maintain the                                             for magnates and millionaires, or
rules, punishing those who break      This Ventrue controls a successful    a gathering of concerned citizens
them, and occasionally reward-        corporation, perhaps as the eccen-    clandestinely seeking to control
ing those who follow. Their critics   tric and reclusive CEO or maybe       their neighborhood.
consider them tyrants or the jailers  as an influential silent partner
of other Kindred. The uncomfort-      involved in guiding the firm. This    conservative politician
able truth is that without them,      Ventrue is always several steps
the Masquerade, and the Camarilla     removed from dirtying their hands     The kings have always favored con-
with it, would have fallen long ago.  but will rarely hesitate over ethics  servatism and maintenance of the
The Ventrue are more loyal to their   if it means getting ahead of the      status quo. The politically inclined
                                      competition.                          blue blood acts as the untouchable
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            spin doctor, lurks in the wings of the party, or advises         Fortitude: Fortitude enables the Ventrue to keep
            pundits and newsmen on how to dictate the story.                 their thrones even when armies array against them,
            Manipulating the media, they suppress Masquerade                 and to weather every blade, bullet, and bomb. They
            breaches with ease.                                              use the Discipline to feed in adverse situations, physi-
                                                                             cal or otherwise. Where other Kindred might run
            godfather                                                        short on vitae, the Ventrue resist the environment
                                                                             and take their fill.
            The so-called godfather wields their power through
            organized crime, manipulating gangs and the path of              Presence: The Ventrue seek to tame the court and
            cash that runs from the streets to the bankers and poli-         build the love and devotion of others toward their rule,
            ticians. Other Ventrue may turn their noses up at such           and Presence is a helpful tool. The Discipline is also
            a shady character, but the godfather knows that to get           used by the Ventrue who wants others to see how easy
            things done, blood sometimes needs to be spilled.                they acquire vessels. The clan values conservation of
                                                                             time and resources, and Presence allows a hungry blue
            high priest                                                      blood to be efficient when luring their prey.
            The Ventrue have ever venerated their ancestors, both            Bane
            mythical Kindred such as Mithras, Tinia, and Tia-
            mat and historical personages nearly as eminent. This            The Ventrue are in possession of rarefied palates. When
            ancestor worship ranges from a historian’s thorough              a Ventrue drinks blood from any mortal outside their
            study to leading a cult in the ancestor’s name. Seeing           preference, a profound exertion of will is required or
            the touch of their forebears in all that they do, the high       the blood taken surges back up as scarlet vomit. Prefer-
            priest seeks to repeat history, fulfill the goals of their       ences range greatly, from Ventrue who can only feed
            ancestors, and spread the knowledge of their glory.              from genuine brunettes, individuals of Swiss descent,
                                                                             or homosexuals, to others who can only feed from
            Disciplines                                                      soldiers, mortals who suffer from PTSD, or metham-
                                                                             phetamine users. With a Resolve + Awareness test (Dif-
            Dominate: The Ventrue consider themselves the mas-               ficulty 4 or more) your character can sense if a mortal
            ters of this Discipline, using it primarily to exert their       possesses the blood they require.
            will on vassals and kine. When feeding, a Ventrue may
            command a mortal to bare their neck, or use Dominate                 If you want your character to feed from anything
            to erase all memory of a feeding. Ventrue also expertly          but their preferred victim, you must spend Willpower
            use this Discipline to protect the Masquerade.                   points equal to the character’s Bane Severity ■
                                                                        102
CLANS
103
The Clanless
         Panders
          Orphans
              Trash
                Scum
           Freestylers
                        104
CLANS
    the
caitiff
Not all Kindred inherit the curse of one                      for the Embrace. This view is outdated and ignorant.
                of the 13. Some don’t care what their         These nights, the clanless are increasingly becoming
                lineage is. Certain bloodlines of kin-        a force to be reckoned with. Though more disparate,
                dred have always been clanless, and           individualistic, and chaotic than their cousins, they
sometimes childer of the clans are just born different.       are all survivors, and they have begun to gather, build
They’re often discarded, exiled, or choose to distance        alliances, and make childer of their own.
themselves from the clans that despise them. Pure
vampires, the Caitiff make up for what they lose in               The Caitiff who seek out mortals to perform the
respect and pedigree by flexible blood and the absence        Embrace generally target the strong-willed and those
of a crippling bane. Proud or ashamed of their clanless       used to uncommon hardship. A Caitiff’s position in
nature as they may be, these creatures have no fam-           the hierarchy of Kindred is at the bottom, just above
ily and represents vampirism at its purest and most           the thin-blooded who should not have been born at
individualistic.                                              all, and they are forced to fight for their place or fall
                                                              and be forgotten. The Caitiff see little point in Em-
Who Are the Caitiff?                                          bracing mortals unlikely to make it through the night
                                                              on their own.
Many Kindred incorrectly assume all Caitiff are cre-
ated accidentally, that the clanless target no mortals            While the Caitiff have begun to purposefully
                                                              increase their numbers, most are still created when
                                                              a fledgling Embraced into one of the clans does not
                                                              form an attachment with their ancestral Blood and
                                                         105
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            does not exhibit the tell-tale signs  their sire’s protests. The creation    parents who either did not care or
            of their clan’s curse. When other     of a Caitiff is not an exact science,  were not able to protect them – if
            Kindred talk of the Caitiff, they     and many abandoned childer still       they had parents at all. It is likely
            tell tales of Nosferatu abandoned     manifest some of the characteris-      they never had hope for a meaning-
            for weeks on end without ever         tics of their parent clan despite the  ful, prosperous life. For them, the
            developing any hideousness,           absence of their bane.                 Embrace was an escape, and their
            painfully sane Malkavians, and                                               sire performed it out of respect
            young Ventrue able to feed from       Caitiff Archetypes                     for their perseverance against the
            whomever they want. Unwilling                                                odds.
            to accept such a childe as one of     raised on the streets
            their own, the clan abandon them.                                            abuse survivor
            Or the childe senses in their Blood   This Caitiff is was brought up in
            that they do not belong, despite      the worst part of their city by        Caitiff habitually target abuse vic-
                                                                                         tims for the Embrace. The survivor
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CLANS
caught the attention of their sire     braced into one of the clans, but
by attending a support group, ap-      cannot remember their sire and
pearing in the papers as the pros-     never bonded to the Blood. As
ecuting victim in an aggravated        the curse of their ancestors never
assault case, or perhaps by writing    manifested in their body, they
a particularly striking blog post      avoided the bane of their clan.
on the subject of their experiences.   Without this marker, the Blood of
As the street kid, the survivor was    their brothers and sisters rejects
“rewarded” with immortality and        them – and they, it.
a chance to fight back against their
abusers. Having been through ter-      Disciplines
rible experiences already, they are
judged to make a fine member of        Caitiff characters have access to
the clanless.                          three Disciplines of your choice
                                       following the Embrace. These are
helplessly overestimated               not considered in-clan for the pur-
                                       poses of Experience cost and the
This Caitiff was Embraced by the       Caitiff can learn any Discipline at
clanless for all the wrong reasons.    the same price assuming they taste
Perhaps they threw off a cruel boss’   the Blood of a wielder at least once
yoke once, or dumped an abusive        and fulfill the standard conditions
partner, but this behavior was an      for that Discipline.
exception in their life. They were
chosen for their perceived strength,   Bane
and now they are hopelessly lost
and overwhelmed by their exist-        Untouched by the Antediluvians,
ence as one of the Kindred.            the Caitiff share no common bane.
                                       Caitiff characters begin with the
secret caitiff                         Suspect (•) Flaw and you may not
                                       purchase positive Status for them
This Kindred awoke as a Caitiff,       during character creation. The Sto-
but they managed to hide it from       ryteller may always impose a one
their sire. They are now a full        or two dice penalty on Social tests
member of their ancestral clan,        against fellow Kindred who know
attending the rituals and obeying      they are Caitiff, regardless of their
the traditions of their kin in return  eventual Status.
for the protection of their elders.
They have no desire to go through          Further, to improve one of the
eternity alone, and they will do       Disciplines of a Caitiff costs six
whatever it takes to keep their        times the level purchased in experi-
secret hidden.                         ence points ■
unwanted childe
The unwanted childe was Em-
                                       107
Duskborn
                   Mercurians
                Thin-Bloods
         The Young Ones
                Run-Off
            Weaklings
         Chameleons
            Abortions
                                                                                                           108
CLANS
 tthhein-
blooded
    Adeterio-                                                     removed from Caine. They say it will bring nothing but
                                             rated breed,         death and sorrow. But, be it by mistake or design, this
                                             a portent of         edict is not always followed.
                                             the end times,
                        or a vampire for a brave new                  A 14th generation Kindred, who only by miracle
                       world? Balancing at the midpoint           avoided the flaw of thin blood themselves, drain a mor-
                     between life and death, the ever-            tal in a fit of frenzy and guiltily feed them a mouthful of
                    changing nature of the Duskborn               vitae, hoping against hope that it might reanimate the
                  evokes pity, jealousy, and fear in equal        broken body.
                measure. Survivors of the last decades of
               pogroms, prejudice, and ostracization, the             A Ventrue from a long line of liars thinks herself
             thin-blooded are here to stay. Their messy           closer to her progenitor than she really is, and believes
            street-alchemy and ability to pass as human           she is creating a worthy member for her clan.
          makes them uniquely suited to thrive outside
         Kindred society and make their own fate in the               A prince’s great-grandchilde attempts to force their
       post-modern nights.                                        diluted vitae into the mouth of their ancestor’s executed,
                                                                  treacherous ghoul just to get back at the old tyrant.
  Who Are the
 Thin-Blooded?                                                        A Tremere, often overlooked by his clan for his
                                                                  weakness of Blood and spirit, experiments with the
Sires tell their childer of the 13th and 14th generation          Embrace to prove himself as good as them.
never to attempt the Embrace as their Blood is too far
                                                                      In all these cases, a dusk-born may awaken, if the
                                                                  Blood wills it.
                                                                      Kindred who intend to sire thin-bloods often target
                                                                  individuals they already have a pre-existing relationship
                                                                  with, such as a trusted ghoul or a human family member
                                                                  they cannot forget, or they seek out vessels who dem-
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            onstrate specific traits or rare talents that make them          tattooed with the “mark of the crescent moon”. Inked
            better equipped to survive as the weakest of predators.          by a Tremere tattoo artist or scorched with a beam of
            Many Kindred view the thin-bloods as a threat to the             sunlight, the brand is irreversible. Even Anarchs and
            Masquerade and will destroy them, if given the chance.           unbound think twice before associating with a marked
                                                                             Mercurian.
                The thin-blooded can be of any mortal origin and
            are not affected by their parent clan’s curse nor by their       Thin-Blood Archetypes
            preferences in the same degree as their sire. If they are
            allowed to rise, they will likely be turned away, gaining        live one
            the luxury of freedom and the danger of solitude.
                                                                             This thin-blood is deeply connected to the mortal
                In 2009 the Inner Circle of the Camarilla issued
            an edict that all thin-blooded must be branded or
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CLANS
world, perhaps more so than the Kindred one. They              a way, but before they figure it out this thin-blood
still maintain a family and attempt to hold a job; pay-        will try anything and is easy to manipulate by callous
ing the bills is more important than the whim of some          Kindred.
baron they have never met. Ironically, to maintain
their human façade, they likely have to lean heavily on        Thin-Blood Characteristics
the powers in their Blood.
                                                               A thin-blood is created when a 13th or higher gen-
weapon of convenience                                          eration vampire Embraces a mortal. While formally
                                                               belonging to the 14th, 15th, or even 16th generation,
A former occultist, ghoul, or blood doll, they were            these classifications mean nothing to the thin-
close to the Kindred before joining their ranks and            bloods, as they exhibit a wide variety of traits with
knew some of their secrets. This thin-blood was Em-            no connection to their supposed generation. A 14th
braced out of their sire’s desperation when backed into        generation thin-blood may be too weak to even
a corner, and they were meant to take part in some war         Blood Bond with a mortal, while a 15th might still
or pursue a vengeful dream. Whether they choose to             retain the ability to Embrace, and vice versa. Among
do so or not is up to them. The Embrace released them          the dusk-born, the lines are blurred.
from their former slavery, and now there is nothing
forcing them to do their sire’s bidding.                           Despite this, your thin-blood character is still
                                                               fundamentally a vampire, and unless otherwise stated
guilty embrace                                                 follows the same rules as other vampires in this book.
This thin-blood was not Embraced as part of some               Blood
elaborate plan. A party-goer, a late-night worker walk-
ing home alone, or just someone in the wrong place at          Thin-bloods cannot create Blood Bonds or perform the
the wrong time – a vampire fed from them and drank             Embrace with any certainty. A Rouse Check worth of
a little too much. Perhaps the Embrace was performed           thin-blood vitae imbues a mortal with ghoul-like pow-
by the drinker as an act of desperate guilt, or perhaps        ers, but only for a single night.
their sire was an onlooker who couldn’t bear to watch
them die.                                                          Thin-bloods always have Blood Potency 0 (see p.
                                                               215).
natural vampire
                                                               Clan
This thin-blood was destined to become one of the
Kindred. As a mortal hunter or a member of Arcanum,            A thin-blood is always considered clanless and never
they studied the lore of the clans and the myth of             suffers any specific clan bane or compulsion.
Caine and became too fascinated for their own good.
Meaning to kill, question, or request the Embrace, they        Damage
tracked down one of the Kindred. But their sire was a
not what was expected by the childe, who is now bitter         Most thin-bloods sustain damage like mortals but
at the weakness in their veins.                                mend like vampires. In game terms, they take Aggra-
                                                               vated damage not only from fire, but also from slashing
redemption seeker                                              and piercing weapons. Impalement with a stake does
                                                               not paralyze them but instead causes massive physical
This thin-blood was turned against their will and              trauma, likely sending them into torpor. Once dam-
refuses to accept a place in a world of streetlights and       aged, thin-bloods heal according to the rules for other
blood. They are recently turned and desperately look           vampires.
for a way to cure their “condition,” seeking out rumors
of others who have done it as well as weird legends
of Golconda and blood transfusions. There is indeed
                                                          111
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                                                                                                             112
CLANS
Disciplines                            or if masked and protected by
                                       clothing or thick sunscreen, the
Thin-bloods pioneered and practice     thin-blood might only sustain
the art of thin-blood alchemy. This    damage every third turn or once
potentially allows them to taste the   per minute.
Disciplines of other Kindred … and
to get more than a taste if they can   Thin-Blood Merits
find the vitae to fuel those work-
ings.                                  Thin-bloods often display addi-
                                       tional variations. See Thin-Blood
    Additionally, whenever a thin-     Merits and Flaws (p. 183) for
blood feeds they gain one dot in       details.
one Discipline associated with the
Resonance of the blood consumed,       Ways Out
together with one level one power
in that discipline. If the Resonance   Straddling the line between mor-
is Intense or stronger, they gain      tality and vampirism, thin-bloods
an additional dot together with a      have a choice. While they do not
second power. No additional powers     age, and can thus stay thin-bloods
can be gained in this way nor can the  indefinitely, most of their kind
rating increase with experience. This  sooner or later chooses the day
Discipline lasts until Hunger reaches  or the night. A thin-blood who
5 or the next feeding.                 manages to commit diablerie on
                                       a “true” Kindred absorbs not only
Hunger and Frenzy                      their power and spirit but also
                                       their lineage, turning them into a
A thin-blood suffers hunger just as    13th generation Kindred of their
any vampire. However, the Beast        victim’s clan. The Camarilla occa-
is far less overt, and a thin-blood    sionally dangles this prize in front
never frenzies unless provoked by      of dusk-born who show themselves
supernatural means (such as Ani-       capable of running the dirtiest of
malism, p. 244).                       errands and surviving, offering
                                       up a Cainite sentenced to a Blood
Life-Like                              Hunt as sacrifice.
A thin-blood always counts as hav-         Conversely, every thin-blood
ing used Blush of Life (se p. 218),    knows someone who knows some-
the exact effects dependant on         one who returned to the daylight.
their Humanity rating.                 The story usually goes that they
                                       became mortal again by clinging
Sunlight                               to their humanity until they could
                                       hunt down and end their sire, thus
Thin-bloods take only one level        ending their curse.
of Superficial damage per turn in
direct sunlight. Less direct sunlight      Of course, any mortal who
causes damage with less frequency.     knows about the Kindred is a threat
For example, under heavy clouds        to the Masquerade ■
113
114
RULES
rules
“What would life be without arithmetic, but a scene of horrors?”
	 – SYDNEY SMITH
Vampire: The Masquerade uses mechanical                         Time
              game rules to provide a reliable frame-
              work to the world. Neither the players            Time passes in the World of Darkness just as it does in
              nor the Storyteller want the Storyteller to       our normal world, even if more of it seems to hap-
make up everything as they go along, after all, or even         pen at night. That’s because you don’t need to play
follow a completely pre-planned plot; this is a game,           out every minute, or even every day, of the time that
not a novel or movie.                                           passes in your chronicle. One game session might last
                                                                four hours of real time and cover a decade of game
    The most basic of these rules, and thus the fastest         time in Memoriam (see p. 311) – or one 15-minute gun-
and cleanest to use in play, appear here. They are the          fight just before dawn, although hopefully you’ll use
core of the Storyteller System.                                 the Three Turns and Out system (p. 130) rather than
                                                                put yourself through that.
    You can run the whole game using nothing but these
rules, the character rules, and the rules and powers in             Vampire uses five basic units to describe game
Vampires and Disciplines. For games with only human             time:
characters, you may not even need those last two sec-
tions!                                                          Turn: The amount of time needed to take a fairly
                                                                simple action, such as attacking a cop, searching a
    More advanced modular rules appear in Advanced              backpack, or buying someone a drink. Turns remain
Systems. Use them or ignore them as you choose.                 abstract; they take as long as the action takes. Turns
                                                                generally get shorter during action scenes and longer
    But here beats the heart of the matter, from rolling
dice to throwing down to telling time.
                                                           115
COREBOOK 	
            DROPPING THE DICE                                                       in social scenes. It takes longer to
            Story, not rules, governs a game of Vampire. Proper pacing can          buy someone a drink than to fire
            build a narrative to unimaginable heights of tension; slack pacing      a gun – in some bars, a lot longer.
            kills even the deadliest horror. For this reason, Storytellers can
            change the mode of the game to suit their sense of pacing. Many         Scene: Generally, a compact series
            scenes play just as well – and much faster – without rolling dice       of actions and interactions that
            at all, as players and Storyteller riff on each others’ contribution,   take place in a single location or
            dialogue, and actions.                                                  between a single set of characters.
                                                                                    A coterie of vampires fleeing across
                For some types of scenes, dice definitely help build drama, like    the rooftops from a Second Inquisi-
            scary music on a film soundtrack. But you can’t fill a whole movie      tion hit squad might consist of one
            with screeching violins or ominous bass – roll the dice sparingly.      scene, as might a series of phone
            Don’t think you need to roll them throughout an entire a scene, ei-     conversations between a vampire
            ther – you can roll them once and then play the scene toward the        and their contacts in four different
            outcome you “predicted” with the dice at the beginning. (“Okay,         cities. You know how scenes work
            looks like you got spotted by the trenchcoat guy. How will he do        from plays, movies, and television.
            that?”) This practice works especially well for dialogue scenes; roll   A scene contains as many turns as
            at the beginning to see who wins the debate or if the Prince will       pacing requires; a scene containing
            be persuaded – then both players and Storyteller can shape their        pure dialogue or interaction might
            speeches toward the known result. Even combat scenes can work           have no turns per se in it at all.
            this way once players get used to it.
                                                                                    Session: One game session, some-
                In short, you can play any scene with lots of dice rolls, with one  times called a chapter. Vampire
            roll at the beginning or the end, or with no dice at all.               doesn’t rely on this division of time
                                                                                    as much as some games do, but it
                For more on this topic, see Scenes and Modes on p. 290 of the       can provide regularity and balance
            Systems chapter.                                                        to some rules effects. It also has the
            116
RULES
advantage of being unambiguous;        ple, scenes in the past explored        something trivial like parking a car,
it’s always pretty clear when you’ve   in Memoriam might play lighter          it shouldn’t challenge a vampire like
stopped playing for the night.         compared to the darkness of the         smelling blood, or the Storyteller
                                       modern nights, or vice versa.           may decide the proposed action just
Story: A full tale, complete with                                              suits the ongoing drama. Sometimes
introduction, rising action, and cli-  Simple Tests                            skipping a roll just speeds up play,
max. Some stories can take several                                             especially for an easy or average
sessions to complete; others can be    Most of the things characters do        feat, or something your character
finished in one. Some short stories    during a game happen without any        really excels at (see Automatic Wins
are effectively vignettes that are     rules governing them – they start       on p. 120).
nothing more than a single scene.      cars, check out appetizing or dan-
                                       gerous strangers, search via Google,        But let’s say you’re not quite
Chronicle: A series of stories         load weapons, cross streets, sniff the  that good, or that you want to do
connected by the characters            air, and do a thousand other things     something harder than usual, like
themselves and their ongo-             as automatically and easily as any-     scaling a sheer cliff, reading Sumer-
ing narrative. Some chronicles         one in the real world. Even a normal    ian, or picking the lock on a door.
possess a unifying theme or            activity, however, might require a
overarching plot; others are a         dice roll if performed under stress,        For those other actions, you
picaresque series of “one damned       in a hurry, or against obstacles. And   make a simple test. Simple tests go
thing after another.” Most             activities that invite stress, haste,   like this:
chronicles maintain a common           and obstacles require dice rolls        ■■ Describe what your character is
tone, be it gothic horror, street      more often than not.
lethality, operatic tragedy, or                                                    trying to achieve and how.
cinematic action. But individual           To begin, tell the Storyteller      ■■ The Storyteller tells you which
stories or chapters can shift tones    what your character wants to do.
for variety’s sake or to underline     The Storyteller may just tell you           of your character’s Traits to use
changes in the setting. For exam-      that you succeed automatically: it’s        to assemble a dice pool.
                                                                               ■■ The Storyteller sets a Diffi-
                                                                                   culty. This number may be kept
                                                                                   secret, depending on circum-
                                                                                   stances and playstyle.
                                       117
COREBOOK 	
            ■■ Unless the test is an automatic win (see p. 120), you           utes to build the pool. Often an Attribute pool repre-
                roll the dice pool and count your successes. Every             sents a straightforward test of the given Attribute:
                die that shows 6 or higher is a success. A 0 on the            Strength + Strength to lift a heavy beam off a coffin
                die means a result of 10: a success.                           lid, for example. Sometimes, two Attributes combine
                                                                               to make a pool, such as Resolve + Composure tests to
            ■■ If the number of successes you get equals or exceeds            resist many Disciplines (p. 243). A character who lacks
                the Difficulty, you win the test and accomplish that           a Skill rolls only the pool’s Attribute, with no addi-
                action.                                                        tional penalties.
              EXAMPLE:                                                           EXAMPLE:
             Juan's character is canvassing the neighbourhood for               John’s character wishes to research an occult topic in an
             information on movement in the area. The Storyteller               arcane library. He has three dots of Intelligence and two
             decides this is a simple Resolve + Investigation test with         dots of Occult, and thus possesses a pool of five dice.
             a Difficulty of 2: straightforward. Juan's character has 3
             dots in Resolve and 3 dots in Investigation and so he rolls       Take a number of ten-sided dice (d10s) equal to the
             6 dice, getting three successes – more than enough for a          number of dots in those Traits and roll them. Traits
             win. The Storyteller gives Juan the info he sought: a clue        usually have ratings between 0 and 5, so pools generally
             he might be able to use.                                          range from one die (the minimum pool size, if you can
                                                                               roll at all) to ten dice or more.
            Traits
                                                                                   Especially when dealing with social actions, such as
            Traits define characters, from their physical potential;           seduction or diplomacy, don’t force the dice into the
            to their learned skills; to their various natural, secret,         path of the roleplaying. If a player has their charac-
            and supernatural advantages and hindrances. The                    ter say something particularly inspired (or painfully
            Storyteller System demarcates Traits in dots, usually              wrong), open with a truly tempting (or utterly insult-
            ranging from zero to five. For example, a person with              ing) gambit, or offer a cunning (or transparently false)
            one dot in Strength is feeble or puny; a person with               explanation, the Storyteller should feel free to modify
            five dots in Strength could potentially win Olympic                the Difficulty or even let the character succeed (or fail)
            weightlifting medals.                                              without involving dice and Traits.
                We call the Traits that define a character’s innate and            The Storyteller should perhaps warn a character
            potential abilities Attributes, while Skills define the ways       with a high Trait away from a disastrous approach – “as
            characters most reliably or successfully apply that poten-         one gifted in Etiquette, you know better than to slap
            tial. Both Attributes and Skills fall into Mental, Physical,       the Prince on the back.” But even a one-dot Skill can
            and Social categories. All of these, including other Traits,       shine if the player applies the right polish.
            such as Backgrounds, appear in the Character chapter (pp.
            133-199).                                                              Vampires always replace normal dice with their
                                                                               current Hunger dice in every pool. See p. 205 for more
            Pools                                                              details.
            The Storyteller tells you which combination of Traits              specialties  Characters may possess greater aptitude or
            creates your dice pool, the number of ten-sided dice you           expertise in one particular aspect of a Skill. If a character
            will roll, for any action.                                         attempts an action that falls within one or more of their
                                                                               specialties for the skill used, they gain one extra die for
                Although most actions use a Skill pool (Attribute +            their dice pool.
            Skill or Attribute + Discipline), a few only use Attrib-
                                                                                   For more on Specialties, see p. 159.
                                                                          118
RULES
trackers and pools  Three of the Attributes di-                      quired to accomplish a task, not the target number for
rectly relate to two special pools called trackers:                  the individual dice, which is always 6 or higher.
■■ Health equals Stamina + 3.
■■ Willpower equals Composure + Resolve.                             equipment  Some tasks use specialized equipment,
                                                                     such as picking a lock, performing surgery, or engag-
Tracker pools go up and down as characters spend                     ing in gunplay. If the Storyteller considers equipment
from them or take damage to them. Tracker pools can-                 a core component of an activity, they may apply a +1
not exceed their starting value, noted above.                        Difficulty modifier for improvised, unreliable, or poor-
                                                                     quality equipment. Without any equipment, the task is
    If the Storyteller calls for a roll using a tracker, the         impossible.
dice pool equals the current undamaged pool of that
Trait, not the tracker’s full rating. No dice pool can fall          opposition  Characters sometimes attempt actions
below 1, so a roll for an empty pool still yields one die.           that a Storyteller-played character (SPC) opposes, e.g.,
                                                                     hacking a bank’s monitored computer system, sneaking
  EXAMPLE:                                                           past a guard, or seducing a victim.
 Bhavna has a Willpower of 7 but has spent 3 points                      The Storyteller can choose to define those actions
 this session, so she would roll four dice, not seven, for a         as contests (p. 123), but for speed of play they might pre-
 Willpower roll.                                                     fer to represent the opposition with a static Difficulty
                                                                     number. They can determine that Difficulty several
Difficulties                                                         ways, using whichever one is fastest:
                                                                     ■■ Decide on a Difficulty according to the table below.
The Storyteller determines the Difficulty of the action              ■■ Divide the SPC’s corresponding dice pool in half,
you’re attempting, expressed in terms of how many suc-
cesses you need to win, i.e. to accomplish that action.                  rounding down (see Taking Half, p. 123).
                                                                     ■■ Decide the target SPC’s Skill and use that as the
    Unlike in earlier editions of Vampire, note that
the Difficulty means the number of successful dice re-                   opposing Difficulty. Even if the foe’s nominal Skill
                                                                         is zero, the Difficulty is 1. Skill (and Attribute) rat-
                                                                         ings of 2 or 3 are the most common; most mortals
difficulty of action                                            difficulty number
Routine (striking a stationary target, convincing a loyal       1 success
friend to help you)                                             2 successes
                                                                3 successes
Straightforward (seducing someone who’s already in the          4 successes
mood, intimidating a weakling)                                  5 successes
                                                                6 successes
Moderate (replacing a car’s sound system, walking a tight-
rope)                                                           7 or more successes
Challenging (locating the source of a whisper, creating a
memorable piece of art)
Hard (convincing a cop that this isn’t your cocaine, rebuild-
ing a wrecked engine block)
Very Hard (running across a tightrope while under fire, calm-
ing a hostile and violent mob)
Nearly Impossible (finding one specific homeless person in
Los Angeles in one night, flawlessly reciting a long text in a
language you don’t speak)
                                                                119
COREBOOK 	
                pose little challenge to vampires, or even to very          Dice Pool Results
                capable fellow mortals.
                                                                            When you roll a dice pool, every individual die result
            modifiers  The Storyteller might decide to add or               of 6 or higher is a success, including a result of 10
            subtract a modifier to any dice pool. Vampire has two           (represented as 0 on most d10s). If you roll a number of
            basic types of modifiers:                                       successes equal to or exceeding the Difficulty number,
            ■■ Change the size of the dice pool. This modifier              the rules call that a win.
                reflects a change or circumstance for the character:        criticals A result of 10 on two regular dice (00)
                they are drugged, they use a specialty, they appear         is a critical success. A critical success counts as two
                terrifying, etc.                                            additional successes above the two 10s (four total suc-
            ■■ Alter the Difficulty. This modifier reflects a change        cesses), as you perform your task much faster, more
                or circumstance for the action: rainy weather, badly        stylishly, or more thoroughly than normal. A winning
                maintained equipment, performed under gunfire,              roll containing at least one critical success is called a
                on unfriendly turf, etc.                                    critical win, or sometimes just a critical.
            In general, shifting the dice pool up or down by two
            dice has the same statistical effect as decreasing or
            increasing the Difficulty by 1.
                Storytellers should use common sense when stack-
            ing modifiers. At some point, no amount of gilding the
            lily helps accomplish a task; likewise, characters’ basic
            gifts can carry them through seemingly dire circum-
            stances. Consider capping modifiers at plus or minus
            2 to the Difficulty, or at three dice added or removed
            from the character’s pool. This guideline applies to
            ad hoc Storyteller modifiers, not to modifiers from
            specialties or other specific rules.
                Penalties can never cause a pool to drop below one
            die.
            automatic wins  If a character’s dice pool is twice
            the task’s Difficulty, the Storyteller may opt to rule
            that the character wins automatically without a dice
            roll. Automatic wins streamline play and reduce
            distracting rules interludes. Apply them vigorously,
            especially outside of combat or for tests where char-
            acter failure is boring: information-gathering tests,
            conversation-openers, or gambits that open up the
            scene or let it move forward dramatically.
                Automatic wins seldom apply in combat or other
            stressful situations. A Storyteller willing to speed up
            opening rounds or to blow through a location they
            didn’t intend to be challenging, might allow automatic
            wins against mooks and nameless obstacle humans: rent-
            a-cops in the office lobby, not real cops in the streets.
                                                                       120
RULES
                                                              examples of rolls using regular dice:
                                                              Martin (dice pool of 6) rolls     = 5 successes. 4
                                                              for the critical success ( + ), 1 for the regular success ( ).
                                                              	 Freja (dice pool of 5) rolls     = 5 successes.
USING THE VAMPIRE DICE: REGULAR DICE                          4 for the critical success ( + ) and 1 for the single . Freja
 = (1-5) Failure                                             might want to use Willpower (see p. 122) to reroll the two
  = (6-9) Success
   = (10) Success, potential critical win (each pair of       failures, hoping for a fourth , that would bring her result to a
   is worth 4 successes)
                                                              whopping 8 successes – 4 for each pair of ’s (10’s).
                                                              See chapter 7:Vampires for a guide on how to read and use
                                                              the symbols on the red Hunger Dice.
                                                                  Each pair of 10s count as their own critical suc-
                                                              cess, so three 10s (000) would add up to five successes,
                                                              whereas four 10s (0000) would count as eight.
                                                                  In some tests, a critical win yields additional effects
                                                              apart from the one stated above, and the Storyteller
                                                              can even award complete wins regardless of Difficulty
                                                              when a situation merits it. Vampires can also achieve
                                                              messy criticals (see p. 207).
                                                              margin The number of successes exceeding the
                                                              Difficulty of the roll is called the margin. If the Dif-
                                                              ficulty was 4 and you rolled seven successes, your
                                                              margin is three. Damage, many power effects, and
                                                              some other rules use margin to calculate the degree
                                                              of effect.
                                                                  Even outside those circumstances, the Storyteller
                                                              can narrate a degree of success depending on the size
                                                              of the margin rolled: the larger the margin, the greater
                                                              the success.
                                                                  In an Automatic Win, the margin is always zero.
                                                              win at a cost If your roll includes any successes,
                                                              but fails, the Storyteller may offer you to win at a cost.
                                                              You achieve your goal, but something happens to make
                                                              things worse for you anyway: you take damage, attract
                                                              unfriendly (and powerful) notice, lose something you
                                                              value, etc. Any player (including you) or the Storyteller
                                                              can suggest the cost; generally it should scale with the
                                                              number of missing successes. If it’s too high, you can
                                                              always opt to fail instead.
                                                         121
COREBOOK 	
            CRITICALS IN PLAY                                                             conflicts. Conflict is inherently
            The Storyteller should get used to critical successes showing                 stressful, and failure often carries
            up in play. With larger dice pools, they become more and more                 its own cost in such circumstances.
            common: a ten-dice pool has a slightly higher than 25% chance
            of rolling a critical success. Of course, a ten-dice pool represents          total failure If your roll
            someone at the absolute pitch of human perfection – or someone                includes no successes at all, your
            who has worked the odds carefully enough, or drawn on enough                  character has totally failed. Total
            dark power, to resemble perfection.                                           failure sometimes means only that
                                                                                          your character didn’t achieve the
                Be aware of this when adding extra dice to players’ pools – if a          desired result; sometimes it means
            critical seems like it might break suspense or harm the narrative,            dire consequences occur. The Sto-
            just lower the Difficulty instead. Mathematically, lowering the Dif-          ryteller defines what total failure
            ficulty by 1 equals adding two dice to a character’s pool.                    means according to each situation
                                                                                          and circumstances, and decides
                But that said, our advice is to embrace criticals. They allow             whether you can try again after a
            players to show off their characters, and even when the opposition            total failure.
            gets them, they produce rapid, dramatic effects – kind of ideal, we
            think, for stories of tempestuous predators in conflict.                        EXAMPLE:
            EXAMPLE:                               try, try again If a character           Sam rolls no successes when attempt-
                                                   fails an action, they can sometimes     ing a dangerous jump between two
            In the beginning of a chronicle, the   try again. After all, failing to pick   rooftops. Her character promptly falls
            coterie tests to escape a burning      a lock does not mean the character      to a meeting with the only thing that
            building. Since failing the roll       can never insert a lockpick into        is always there for you when you fall
            would mean character death, which      that door again. To justify such an     – the cold, hard ground.
            would derail the story before it be-   attempt, circumstances need to
            gins, the Storyteller instead has the  merit it – the character obtains       teamwork If two or more char-
            player characters receive damage as    a better set of lockpicks, for ex-     acters can effectively work together
            a cost for each missing success on     ample, or their skill has improved     on a task, such as investigating a
            their tests.                           since last time.                       crime scene or tag-teaming a mark
                                                                                          in a confidence game, roll the larg-
                                                       Characters can repeat most         est pool among the participants,
                                                   actions in combat, chases, or other    adding one additional die for each
                                                                                          character assisting that has at least
                                                                                          one dot in the Skill involved. If no
                                                                                          Skill is involved, anyone can assist.
                                                                                          willpower Characters may
                                                                                          spend 1 point of Willpower to
                                                                                          re-roll up to three regular dice on
                                                                                          any one Skill or Attribute roll,
                                                                                          including a roll involving vampiric
                                                                                          Disciplines. Characters may not
                                                                                          spend Willpower to re-roll Hunger
                                                   122
RULES
dice or a tracker roll, such as       DESCRIBING THE TEST                   ter’s Traits to use to assemble a
Willpower or Humanity. A spent        After a test is resolved,             dice pool.
point of Willpower counts as hav-     describe what happens in          ■■ The Storyteller chooses which
ing sustained a level of Superficial  vivid detail, according to the        of the opponent’s Traits to use
damage to Willpower (see p. 126)      circumstances. This is now the        to assemble a dice pool.
and is marked as such.                reality of what has happened,     ■■ Each contestant rolls their dice
                                      for better or worse. Let your         pool and counts their successes.
    For more on Willpower, see pp.    words be guided by the result     ■■ If the acting character rolled
157-158.                              of the dice, the mood you’re          equal to or more than the
                                      going for, the personality of         number of successes rolled by
checks Unlike rolls, checks nor-      the character acting, and the         the opposing character, the test
mally use a single die. The player    specific circumstances of the         is a win.
makes a check by rolling one die,     situation. The player and the         Player characters can definitely
attempting to achieve a target        Storyteller are encouraged        engage in contests against each
number of 6 or higher.                to help each other out in de-     other! The Storyteller still deter-
                                      scriptions, but ultimately the    mines which character assembles
    Vampire primarily uses checks     Storyteller is the final arbiter  which dice pool.
to determine Hunger gain (see         of what the result of any given
Hunger, feeding, and Rouse            test is.                          taking half To reduce the num-
Checks, p. 211).                                                        ber of dice rolls in a session, Story-
                                                                        tellers should feel free to take half
    Characters may not use Will-                                        for SPC rolls during basic contests.
power to re-roll checks. Automatic
wins and taking half never apply                                            To take half, count the num-
to checks.                                                              ber of dice in the opposition pool,
                                                                        divide it in half, rounding down,
Contests                                                                and that’s the number of successes
                                                                        they got.
Storytellers use contests to model
direct opposition: e.g., hacking a                                      Conflicts
monitored system, sneaking past a
guard searching for you, or seduc-                                      Situations involving basic contests
ing an undercover vice cop.                                             that result in damage – physical
                                                                        or mental – are called conflicts. The
    In a contest, the acting charac-                                    basic conflict rules value simplicity
ter and their opponent each build                                       and speed of play, and they apply
a dice pool. This process does not                                      to any hostile interaction, from
have to use the same pool; the                                          street fighting to particularly vicious
Storyteller might tell the sneak-                                       courtly debate. Storytellers and play-
ing character to use Dexterity +                                        ers should invest these basic conflicts
Stealth, but roll Wits + Awareness                                      with as much narrative detail as they
for the searching guard.                                                like, clothing the bare dice results in
                                                                        narrative flesh and gore.
    Basic contests go like this:
■■ Describe what you want your                                              For more advanced conflict
                                                                        systems, see pp. 295-305.
    character to do and how.
■■ The Storyteller decides some-
    one opposes your effort and
    tells you which of your charac-
                                      123
COREBOOK 	
            The Conflict Turn                       and are now fighting for their         Brawl or Composure + Firearms;
                                                    lives. Going left to right across the  in a debate, it might be Charisma
            Conflict happens in a flurry of         table, the Storyteller asks them to    + Persuasion or Manipulation
            blows, rhetorical or physical.          describe their intended actions. Fa-   + Etiquette. Characters might
            When each participant in the con-       bian wants to dive for cover, Tracy    change pools during a conflict,
            flict has acted once (or declined to    hoses bullets downrange, and           for example, if they pick up a
            act), that defines a turn. Turns take   Leah desperately tries to fend off a   tire iron or change debate tactics
            as much time as the narrative indi-     crazed hook-wielding attacker.         from flattery to bullying.
            cates they should – two gunshots
            might happen in less than a second         Once all players have decided         EXAMPLE:
            and end a fight, while a three-hour    on their course of action, the Sto-
            series of innuendos and courtesies     ryteller makes the same decisions        Tracy rolls Composure + Firearms
            might compose the first turn of an     for all SPCs and then tells the          against Difficulty 2 (her target is
            all-night seduction attempt. Thus,     troupe which dice pools to build.        in the open, coming right at her)
            one roll does not necessarily rep-     The players then roll to attempt it.     while Leah engages in a Strength +
            resent one swing of a baseball bat,                                             Brawl vs Dexterity + Melee contest
            unless the Storyteller says it does.     EXAMPLE:                               with the hook-wielder. The Sto-
                                                                                            ryteller tells Fabian that he finds
                At the start of every turn of       No one attacks Fabian, Tracy is         cover without needing to roll, since
            the conflict, each player declares      charged by her target, and Leah’s       he was not attacked this turn.
            their intent – what they are trying     attacker keeps attacking.
            to achieve. This can be anything                                                   Both the attacker and de-
            from trying to tackle the driver of    Conflict Pools                          fender roll their pools simultane-
            an escaping motorcycle, to assist-                                             ously in a basic conflict. As with
            ing in the seduction of a ghoul by     The dice pool each participant          other basic contests, the side
            distracting his domitor, to simply     uses in a conflict turn is called       that scores the most successes
            taking cover.                          their conflict pool. In a fight, the    wins their turn of that conflict.
                                                   conflict pool might be Strength +       The winner subtracts the loser’s
              EXAMPLE:                                                                     successes from their total and
             Fabian, Tracy and Leah have
             been ambushed in an old church,
                                                   124
RULES
WHO GOES FIRST?                        applies the remainder as damage to one of the loser’s
                                       trackers: Willpower or Health (see Damage, p. 126).
This question mostly arises
during physical combat – in                If the conflict is one-sided, such as when the
debates, having the last word          defender is trying to avoid getting shot, only the
may be more valuable than              attacker can inflict damage. If both participants are
dropping the first allegation.         able to cause harm to their opponent, the conflict is
                                       two-sided, with both sides counting as attackers. In
    Unless one side has sur-           this case, the actions of both parties are merged into
prise – usually resulting from         a single conflict roll. A tie results in both parties
a success on an earlier test,          inflicting damage on the other with a win margin of
perhaps of tactics or sneaking         one.
to set up an ambush – charac-
ters act in descending order of        ranged weapons Ranged combat is resolved as a
action. Close combat between           contest, usually vs the defender’s Dexterity + Athlet-
already engaged parties goes           ics. In cases where two combattants are attacking
first, followed by ranged com-         each other at range, you can resolve it as a two-sided
bat, followed by newly initiated       Firearms conflict as above. This assumes that the sub-
physical combat, followed              ject has access to limited cover, such as a car or the
by everything else. If neces-          corner of a building. A character with no available
sary, break ties by comparing          cover subtracts 2 from their defense pool, whereas
Dexterity + Wits, or if equal,         superior cover (sandbags, concrete fortifications and
by dots of the Skill used.             similar bullet-proof obstacles) merits a bonus of 1-2.
 example:                              dodging When engaged in a Brawl or Melee con-
 In the conflict above, Leah           flict, the defender can always opt to use their Dex-
 fights simultaneously with            terity + Athletics instead of a combat skill to defend.
 her attacker, since they are          If they do, they inflict no damage on the opponent,
 mutually engaged in close             no matter the margin, if they win.
 combat.Tracy resolves before
 her attacker, since ranged            multiple opponents In a conflict where teaming
 goes before initiated close           up makes sense, a character facing multiple oppo-
 combat.Whether Tracy goes             nents loses one die from their pool when they defend
 before Leah or not is moot.           against each successive opponent that targets them.
 Nobody cares when Fabian              To attack multiple foes, a character must split their
 resolves his action, since no         dice pool.
 one is interacting with him.
                                         EXAMPLE:
For troupes desiring a more
traditional initiative system,          Katarina is fighting three security guards. With Dexter-
see p.300.                              ity 3 and Brawl 4, her defense pool is 7 against the first
                                        guard’s attack, six dice against the second guard, and
                                        only five dice against the third. If she wants to attack two
                                        guards during the turn, she must split her seven dice into
                                        two pools: four dice and three dice, for example.
                                  125
COREBOOK 	
            Damage                                When a point is voluntarily            Superficial damage to vampires.
                                                  spent from a tracker, such as          Superficial damage in social
            The Storyteller decides which         when using Willpower to re-            conflict means embarrassment
            tracker the conflict damages. In a    roll dice, mark it as Superficial      or a bruised ego and has no
            physical conflict, this is normally   damage, a “/”. If all points are       lasting effect on the target’s im-
            Health; a social conflict normally    already Superficially dam-             age of others or themselves.
            damages Willpower.                    aged, turn one into Aggra-         ■■ Aggravated damage: causes
                                                  vated damage instead, as per           broken bones, wounds, and
                The winner of each contest        the usual Impairment rules.            life-threatening injuries. Sharp
            applies their success margin to the   Superficial damage sustained           and piercing weapons do Ag-
            loser’s relevant tracker as damage.   through spends is not halved.          gravated damage to humans.
            A character using ranged weapons                                             Normally, only fire, sunlight,
            likewise applies their margin from                                           and the claws and teeth of
            their attack test.                                                           some supernatural creatures do
                                                                                         Aggravated damage to vam-
                Sometimes, circumstances                                                 pires. Attacks that reveal secret
            mandate extra damage after the                                               knowledge about the target or
            contest:                                                                     attacks from close friends and
            ■■ If the winner used a weapon,                                              trusted figures do Aggravated
                                                                                         damage to Willpower.
                they add the relevant weapon’s
                damage rating to the total                                           tracking damage Characters
                damage (see p. 304).                                                 apply their damage to the relevant
            ■■ In a social conflict, add damage                                      track: Health or Willpower.
                depending on the audience (see
                p. 305). The Storyteller may                                             Unless otherwise stated, divide
                also add damage if the loser                                         Superficial damage in half (rounded
                particularly values the audi-                                        up) before applying it to the tracker.
                ence’s opinion.
                                                                                         Mark each level of Superficial
              EXAMPLE:                                                               damage on the character sheet by
                                                                                     making a “/” on one box on the
             Firing her shotgun at a police of-                                      track.
             ficer, Clara achieves a margin of
             two successes. Adding the shotgun’s                                         Mark Aggravated damage on
             weapon rating of +4, the officer                                        the character sheet by making an
             suffers 6 points of damage.                                             “X” on the tracker.
            types of damage In the Sto-                                              impairment Once the character
            ryteller System, damage comes in                                         sustains enough damage (of either
            two types:                                                               type, or a mix) to fill their tracker,
            ■■ Superficial damage: causes                                            they are Impaired. Impaired charac-
                                                                                     ters lose two dice from all relevant
                bruising, sprains, and the like                                      dice pools: Physical pools from Im-
                but not immediate life-threat-                                       paired Health, Social, and Mental
                ening injury. Fists, kicks, and                                      pools from Impaired Willpower,
                non-lethal weapons, such as                                          and any other pools the Storyteller
                tasers, do Superficial damage to                                     believe to be similarly weakened.
                humans. Standard weapons do
                                                  126
RULES
At the Storyteller’s discretion,         EXAMPLE:                               aggravated health dam-
mortal SPCs are incapacitated at                                                age For mortals, a character with
this stage.                             After having drawn significant          Medicine can convert Aggravated
                                        heat on the vampire community           damage on the Health tracker to
    For every level of damage of        by shotgunning a police officer, the    Superficial damage. They must suc-
either kind, Superficial or Aggra-      coterie is chewed out by their elders   ceed at a simple test of Intelligence
vated, that a character takes while     in Elysium. Those that lose all their   + Medicine; the Difficulty equals the
Impaired, convert one previously        Willpower in the ensuing social con-    total Aggravated damage sustained
sustained Superficial damage to         flict are unable to defend or deflect   by the patient. Attempts to heal
Aggravated damage on a one-for-         their blame, and come morning,          oneself add +1 to the Difficulty.
one basis. Turn the “/” to a “X” on     they get to see the sun for the first
the track.                              time since the day of their Embrace.        The maximum points of Ag-
                                                                                gravated damage that a character
    Remember to halve Superficial      Healing                                  can convert is half that character’s
damage as usual before converting it.                                           Medicine rating, rounded up.
                                       superficial health damage At
the end of the tracker A               the beginning of a session, mortals          This healing happens over the
character with their tracker           can remove a number of Superficial       course of the night. The Storyteller
completely filled with Aggravated      damage levels up to their Stamina        decides if any remaining injuries
damage is out of the conflict, pos-    rating from their Health tracker.        require only another day of similar
sibly permanently.                                                              treatment, or hospitalization.
                                           Vampires can remove a number
    In a physical combat, they are     of Superficial damage levels from            Hospitalization avoids the need
comatose or dead (if mortal), or       their Health tracker by Rousing the      for more dice rolls, but injuries
fall into torpor (if a vampire; see    Blood each turn (see Mending Dam-        take the patient’s total Aggravated
p. 223).                               age, p. 218).                            damage in weeks to heal fully. The
                                                                                Storyteller can lessen this amount
  EXAMPLE:                             superficial willpower dam-               to fit the story better or allow the
                                       age At the beginning of a session,       character to walk around injured –
 The officer from the example above    vampires and mortals alike can           wearing a cast, for example.
 suffers 6 levels of Aggravated        remove a number of Superficial
 damage (shotgun versus mortal),       damage levels up to their Compo-             Vampires can normally mend 1
 but he has only 5 health levels. He   sure or Resolve rating (use highest)     level of Aggravated Health damage
 promptly expires.                     from their Willpower track.              each night by Rousing the Blood
                                                                                (see Mending Damage, p. 21).
Filling the Willpower tracker with       EXAMPLE:
Aggravated damage outside of a                                                  aggravated willpower dam-
social conflict has no immediate        Terence has Resolve 3 and Composure     age At the start of the next ses-
effects other than Impairment. If       4. He suffered 6 levels of Superficial  sion, a character who has acted in
it happens within a social conflict,    damage to his Willpower tracker         accordance to their Ambition can
the defeated character completely       during a gang face-off. He can erase    heal 1 level of Aggravated Willpow-
break down and loses face. They         4 levels of Superficial damage at the   er damage.
may be exiled from court, lose          beginning of the next session.
dots in Status or other Merits, or                                                  However, the other conse-
suffer any other consequence the                                                quences of losing a social or mental
Storyteller decides. (Note that one                                             conflict – a bad reputation, lost Sta-
such consequence may very well be                                               tus, susceptibility to mental control
the death of the character.)                                                    or social dominance – may continue
                                                                                as long as the Storyteller decides.
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COREBOOK 	
            Examples                                    will sustain a level of Aggra-    ■■ How long can you remain
                                                        vated Health damage for each          motionless in the bushes while
            of Rolls                                    success you failed by.                the guards chat about baseball?
                                                    ■■ You try to distract the body-          Roll Stamina + Stealth. Each
            We designed this rules system with          guard with your left hand             success allows you to hold still
            flexibility in mind. For example,           while surreptitiously slipping        for one hour.
            the current range of Attributes             your knife back into your belt
            and Skills yields about 270 combi-          with your right. Roll Dexterity   ■■ It would be foolish to threaten
            nations for dice pools. This poten-         + Subterfuge (Difficulty equals       your rival openly while in the
            tial doesn’t even include the effects       half the bodyguard’s Wits +           confines of Elysium. Roll Ma-
            of specialties, or of any other Skills      Awareness).                           nipulation + Intimidation (Dif-
            you might add if you feel the need.     ■■ You lock gazes with the gang           ficulty 4) to properly veil your
            The Storyteller has a huge variety          leader, trying to cow him into        threat without leaving them in
            of rolls to model actions – choose          submission before his gang –          doubt as to your intentions.
            whatever you think works to                 of course, he wants to do the
            further drama or narrative or to            same to you. Basic contest        ■■ Suddenly, a man pushes a crate
            simulate a real-world effect.               of Charisma + Intimidation            out of the van you’ve been
                                                        between the two of you.               chasing! Roll Wits + Drive
                The following examples of           ■■ You need to board up the door          (Difficulty 5) to swerve out of
            rolls can give you some idea of the         to your haven in record speed         the way in time.
            possibilities that might come up in         – and it needs to be durable,
            a game:                                     too. Roll Wits + Craft (Dif-      ■■ Can you distract the guard
            ■■ You want to conduct yourself             ficulty 3). Each additional suc-      dogs while you slip in? Roll
                                                        cess in the margin adds 1 to the      Manipulation + Animal Ken
                flawlessly at the governor’s            Difficulty of breaking in.            (Difficulty 3 + your Bane Sever-
                formal dinner (and you can’t        ■■ It’s not the message of the            ity).
                actually eat anything). Roll            song, it’s how good you look
                Dexterity + Etiquette (Diffi-           singing it. Roll Charisma + Per-  ■■ Did they just threaten you?
                culty 4).                               formance (Difficulty 3) to have       Roll Wits + Intimidation
            ■■ You’re miles from your haven,            your choice of groupies.
                and the sun will be up soon.
                Roll Wits + Survival (Difficulty
                4) to find shelter for the day.
                You will eventually find shelter
                regardless of the roll, but you
                                                    128
RULES
    (Difficulty equals whichever          formation you receive, but the     ■■ You have to keep running if
    is greater of their Manipula-         legwork takes an entire night          you’re going to outdistance
    tion or Etiquette) to figure out      regardless.                            your pursuers. Contest of
    what that lick meant by that      ■■ What sort of alarm system               Stamina + Athletics to outlast
    comment.                              does this place have? Roll In-         them.
■■ You try to get the mob’s at-           telligence + Larceny. The more
    tention by driving your knife         successes you get, the more        ■■ You need to convince the sta-
    through the mook’s hand and           information you receive.               tion chief to release you before
    into the oak bar. Roll Strength   ■■ Whose story will the Prince             the sun rises. Roll Charisma +
    + Melee (Difficulty 3).               believe: yours or your enemy’s?        Academics (Law) (Difficulty
■■ You try to pull alongside the          This calls for a basic contest of      4) to make a plea eloquent
    fleeing Mercedes so your              Manipulation + Persuasion.             enough – or Manipulation +
    friends can leap aboard. Roll     ■■ You try convincing the clerk            Politics (Difficulty 5) to have
    your Wits + Drive resisted by         of the court that you’re an            your agents pull strings behind
    the Mercedes driver’s Wits            IRS auditor and that you need          the scenes.
    + Drive. If you win, you pull         to see the court records. Roll
    alongside in pole position; if        Manipulation + Finance (Dif-
    not, the Mercedes escapes.            ficulty 5).
■■ The new gang in town has           ■■ Can you read the German ver-
    been awfully good at picking          sion of The Book of Nod with-
    out Kindred-run operations            out losing something in the
    to take over. Roll Charisma +         transition? Roll Intelligence
    Streetwise to see what people         + Occult (Difficulty 6 minus
    know about them. The more             your dots in the Linguistics
    successes you get, the more in-       Merit).
                                      129
COREBOOK 	
            Three Turns and Out                       least to surrender with some          EXAMPLE:
                                                      dignity.
            We strongly recommend ending          ■■ Change the situation. Perhaps         Evan wants to increase his Resolve
            conflicts after roughly three turns,      some new, third force enters         from 2 to 3. He must spend 15 expe-
            unless everyone is still having fun.      the scene, such as the police,       rience points to do so (5 x 3).
            Too much dice rolling slows down          or the Prince. Perhaps the
            the drama and becomes harder              conflict simply changes venue       Storytellers may insist that players
            and harder to describe creatively.        from the alley to a nearby          have their characters take action
            If the Storyteller and players            warehouse or from the court         in the course of the game to make
            want the old-school feeling of            to a concert. The change            any improvements, not just Merits,
            fighting down to the last Health          should present new options to       plausible.
            box, they’re welcome to do so,            both sides.
            of course. But for the rest of us,    ■■ Use One Roll Conflict, see p.        The Golden
            here’s a few ways to decide who           296.                                Rule
            won if you’ve gone three rounds
            and both sides are still standing.    Experience and                          This is the most important rule of
            ■■ Allow the players to break the     Improvement                             all, and the only real rule worth
                                                                                          following: There are no rules. This
                conflict off if they want. The    Characters who survive the dangers      game should be whatever you want
                Storyteller may require a basic   of the night improve their chances      it to be, whether that’s a nearly
                contest to do so (for example,    of surviving the next one. We           dice-less chronicle of in-character
                Strength or Dexterity + Ath-      represent this Darwinian process        socialization or a long-running
                letics to flee or Composure +     of learning and improvement with        tactical campaign with each player
                Etiquette to divert the discus-   experience points.                      controlling a small coterie of vam-
                sion), or their foes may simply                                           pires. If the rules in this book
                let them leave.                       The Storyteller awards each         interfere with your enjoyment of
            ■■ If the players’ foes have taken    player 1 experience point per ses-      the game, change them. The world
                more losses – or even an un-      sion played, plus 1 point at the end    is far too big – no set of inflex-
                expected amount of damage         of each story. In shorter chronicles    ible rules can possibly reflect it.
                – the Storyteller can simply      and others where more rapid im-         Think of this book as a collection
                decide that they break off the    provement adds to the drama, the        of guidelines: suggested but not
                conflict, as above.               Storyteller may choose to award 2       mandatory ways of capturing the
            ■■ Simply award victory to the        points per character at the end of      World of Darkness in the format
                side that won the most con-       each session. Players spend their       of a game. You decide what works
                tests or to the side with the     points to improve their characters’     best in your game. And you may
                fewest points of Aggravated       Traits or acquire specialties (p. 159)  freely use, alter, abuse, or ignore
                damage. The Storyteller nar-      according to the Trait Cost chart       these rules at your whim ■
                rates the end of the conflict     in the Characters chapter on p. 151.
                based on the results of the
                previous contests. Ideally, if
                the player characters lost, they
                have a chance to flee or at
                                                  130
RULES
131
132
CHARACTERS
characters
                         All the world’s a stage
And all the men and women merely players;
   They have their exits and their entrances
 And one man in his time plays many parts.
                                – WILLIAM SHAKESPEARE, AS YOU LIKE IT
Playing a storytelling game is an opportunity                     by drawing your characters and the people they know,
            to walk a mile in someone else’s shoes. Grab          mortal and Kindred, onto the Relationship Map.
            it and milk it for all it’s worth. Think of
            your chronicle as a co-created prestige HBO           Character Fundamentals
television series in which you portray a vivid character,
probably very different from yourself, who finds them-            Your character is a powerful way to shape stories. They
selves in terrifying and heart-wrenching situations that          define what kind of Vampire: The Masquerade stories
change and grow them in dramatic ways. They are your              you will tell together. Playing a junkie priest struggling
in-game viewpoint and personality, so ask yourself:               with their lost faith sends a very different message to your
“Who do I want to pretend to be?” Your character                  fellow players and the Storyteller than creating a profes-
defines your in-game voice, appearance, and body                  sional killer working for an Armenian drug lord. Other
language as well as the faith, political values, and ethics       player characters, Storyteller-played characters (SPCs),
that define who they are and the Abilities, Skills and            and coterie characters treat these people very differently,
Disciplines that determine what they can do. You de-              and the Storyteller creates stories and reactions that
fine your character’s core concept, Abilities, and Skills         suit them. Your choices from the beginning, including
during an immersive prelude session or simply by                  concept, coterie, and clan, clearly signal the style of play
choosing a Predator type and a clan and following the             you prefer.
instructions given to create a quick player character.
Throughout, you flesh out the world of your chronicle                 You are not your character. In a Storytelling game you
                                                             133
COREBOOK 	
            are liberated from the constraints       light. Playing with clichés and tropes   relationships. Vampire is a game
            actors have when taking on roles for     is fine and harmless – indeed it’s       where who you know is often more
            TV and movies. Your character can        sometimes inevitable that you resort     important than how far you can
            literally be anyone of any gender,       to tropes in an improvisational          throw someone through a wall. In
            ethnicity, or background with any        game, where lines are made up at         Vampire, we use a Relationship Map
            religion, politics, or world-view. You   the drop of a hat – but clichés can      to keep track of relationships in
            don’t have to agree with your charac-    be boring or ignorant if that’s all you  the game. You should add char-
            ter’s opinions or respect their values.  bring. Consider reading up a bit on      acters, relationship arrows, and
            In fact, it’s probably a more thrilling  the culture and social environment       descriptions to this sheet through-
            experience if you don’t. Vampire is      that shaped your character. Watch        out character generation, including
            a game about playing a fascinating       videos made by people like them,         anything important: clan, Back-
            monster: an anti-hero, an addict, a      make the effort to understand and        grounds, and even Skills if need
            parasite with a soul about to plunge     respect the person whose cold, dead      be. Your coterie can thus map out
            into darkness or rise towards the        flesh you inhabit, and your portrayal    your close social network, sires,
                                                     gains heft and power to you and          and surviving mortal Touchstones.
                                                     others. Reality always leaves fiction
                                                     behind when it comes to the unex-            Last but not least, your character
                                                     pected and the complex.                  is a vampire. You’re here to play the
                                                                                              monster. A humane monster per-
                                                         Your character is not an             haps, but never forget you are por-
                                                     island. More than anything else,         traying an undead predator dressed
                                                     a character is defined by their          in the skin of their victims. You look
                                                                                              like a mortal (okay, maybe a dead or
            schSochloalarr                                                                    disfigured mortal), you sound like
                                                                                              a person, but thinking that you are
                                                                                              human is only a mistake your vic-
                                                                                              tims make. Inside, the Beast in the
                                                                                              Blood howls, constantly reminding
                                                                                              you of your monstrous hunger. In
                                                                                              Vampire, you portray a wide variety
                                                                                              of bloodsuckers inspired by more
                                                                                              than three centuries of gothic sus-
                                                                                              pense and horror fiction. Whatever
                                                                                              image the word “vampire” brings to
                                                                                              mind, you can find a type of leech
                                                                                              that fits your wants and expecta-
                                                                                              tions while simultaneously subvert-
                                                                                              ing them. The World of Darkness
                                                                                              hosts a multitude of breeds, clans,
                                                                                              religions, philosophies, and sects of
                                                                                              the undead ■
                                                     134
CHARACTERS
Character Creation
This chapter describes how to create a unique charac-             Setting your game
ter, beginning with a general concept and translating
this concept into the numbers used in the game. It                There are several different possible approaches to set-
provides some guidelines to keep players on a level               ting your game, each with their own advantages and
field while still allowing customization and individual           disadvantages depending on the nature and experience
flavor. Players can easily figure out this simple iterative       of your group, personal taste, and available time:
system for themselves, but the Storyteller remains part
of the process. They should not only answer technical             show, don’t tell In “Show, don’t tell,” players
questions or provide rulings, but also guide the players          initially spend a minimum amount of time creating
to create characters who both fit into the chronicle              their characters, instead saving all details to come up
as initially conceived and drive it in new and exciting           during play. Only offer the most basic description of
directions.                                                       your character to the other players and a hint of what
                                                                  the relationship between the characters are like. All the
    Characters begin and end with a story. Ask yourself           rest will emerge during play, and when it does, note it
who you want to play: a street-hardened punk or a sleek           down on the Relationship Map. Players may even de-
shark of the boardroom? Did you learn occult secrets in           cide to leave some things undecided, such as the exact
a tree-shaded quadrangle or your own strength in the              nature of Contacts and Allies.
dust and heat of Afghanistan? Did you live for others
or for yourself, or like most people, for some combina-               This method is advantageous for players with lim-
tion of the two? Where did you draw the line? And after           ited time and/or patience for the other methods, who
monsters redraw that line for you, what now?                      either have vast experience with the setting, or none.
    Build the character in your mind’s eye with the               session zero With this method, take your time and
dots and numbers of the Storyteller System as the                 spend an entire game session creating characters. This
skeleton, not as the soul. Don’t try to create the “best
possible” character – not only does that defeat the pur-              THE FLIER
pose of drama, it’s also impossible to have more dots                 Some Storytellers find it useful to give players some
than a whole city full of predators, much less a whole                guidelines regarding the chronicle they want to run ahead
World of Darkness. The game is about survival, terror,                of time. The Storyteller often distributes this document,
and tragedy – make a character who plays that game: a                 the flier, on social media, in email, or over a file-sharing
character who truly lives despite being dead.                         site rather than printing it. The flier should include the
                                                                      chronicle’s cool, evocative name and all the essential
The Role of                                                           setting details and rule modifications, along with well-
                                                                      chosen graphics, (anti-) inspirational quotes, lyrics, or
the Storyteller                                                       even embedded videos or art.
As the Storyteller, you guide the players through the                      The look, feel, and text of the flier influences Ses-
character generation process. After your players ar-                  sion Zero and can simultaneously create excitement, set
rive for the game session, introduce them to the basic                expectations, organize timing, and establish a dramatic
premise of the game and describe the rules system.                    framework for the chronicle. Sell your chronicle concept
Make things as easy for the players as possible. For                  and talk about the dark themes you want to explore
beginning players, keep things as simple as you can;                  together in your stories.
help them build the character they want, but let them
discover the intricacies of the system on their own.
                                                             135
COREBOOK 	
            Character Csrueamtionmar y
            CORE CONCEPT                                                  Add free specialties to Academics, Craft, Perfor-
            What was your character’s name in life? What did              mance, and Science Skills.
            they do? Where and when were they Embraced? What
            is their name now? Where are they now? Write your                 Take one more free specialty.
            character’s name on the Relationship Map.
                                                                          DISCIPLINES
            CLAN AND SIRE                                                 Choose two of your clan Disciplines. Put two dots in
            Pick your clan. Write your character’s sire on the            one and one dot in the other.
            Relationship Map along with relevant sect SPCs.
                                                                              For Caitiff characters, choose any two Disciplines.
            ATTRIBUTES                                                    Put two dots in one and one dot in the other.
            Take one Attribute at 4; three Attributes at 3; four
            Attributes at 2; one Attribute at 1.                              Thin-blood characters have no intrinsic Disciplines.
                Health = Stamina + 3; Willpower = Composure +             PREDATOR
            Resolve.                                                      Pick your Predator type (p. 175) and apply it:
                                                                          ■■ Add one of the listed specialties.
            SKILLS                                                        ■■ Add one dot to a listed Discipline.
            Pick one Skill distribution.                                  ■■ Apply any associated Advantages or Flaws.
            ■■ jack of all trades: One Skill at 3; eight Skills at
                                                                          ADVANTAGES
                2; ten Skills at 1                                        Spend 7 points on Advantages, and take 2 points of
            ■■ balanced: Three Skills at 3; five Skills at 2; seven       Flaws in addition to the ones gained from your Preda-
                Skills at 1
            ■■ specialist: One Skill at 4; three Skills at 3; three
                Skills at 2; three Skills at 1
                                                                     136
CHARACTERS
tor type. Thin-blood characters must take between              ◻◻ 12th or 13th Generation: Blood Potency 1
one and three Thin-Blood Merits and the same num-              ◻◻ Each player spends 15 experience points
ber of Thin-Blood Flaws.                                   ■■ ancillae: Embraced between 1780 and 1940
                                                               ◻◻ 10th or 11th Generation: Blood Potency 2
    Add any new supporting cast from Advantages and            ◻◻ Each player adds 2 points of Advantages
Flaws to the Relationship Map.                                 ◻◻ Each player adds 2 points of Flaws
                                                               ◻◻ Each player subtracts 1 Humanity
CONVICTIONS AND TOUCHSTONES                                    ◻◻ Each player spends 35 experience points.
Select one to three Convictions. (p. 172)
                                                           TRAIT COSTS: EXPERIENCE
    Create an equal number of Touchstones (p. 173),
each connected to one Conviction and add them to           trait                 experience points
the Relationship Map.
                                                           Increase Attribute    New level x 5
    Set your Humanity to 7.                                Increase Skill        New level x 3
                                                           New Specialty         3
SEA OF TIME                                                Clan Discipline       New level x 5
Together with the Storyteller and other players, de-       Other Discipline      New level x 7
cide if your coterie are:                                  Caitiff Discipline    New level x 6
■■ childer: Embraced within the last 15 years              Blood Sorcery Ritual  Ritual level x 3
                                                           Thin-blood Formula    Formula level x 3
    ◻◻ 14th, 15th, or 16th Generation (thin-bloods):       Advantage             3 per dot
         Blood Potency 0                                   Blood Potency         New level x 10
    ◻◻ 12th or 13th Generation: Blood Potency 1
■■ neonates: Embraced between 1940 and a decade ago
                                                      137
COREBOOK 	
            Vetervaneteran
            WHAT DO I DO IN THIS GAME?                           process ensures that the players don’t feel rushed and that
            ■■ Hunt for blood                                    they take the time to make complete, flesh-and-blood
            ■■ Struggle with the Beast                           characters.
            ■■ Build and break relationships
            ■■ Hide from, or fight, the Second Inquisition           At the beginning of this introductory session, or
            ■■ Rule the streets                                  “Session Zero,” the player group and the Storyteller gather
            ■■ Protect the Touchstones of your Humanity          at the table, armed with blank character sheets, a copy of
            ■■ Rise to power                                     this rulebook, pencils, several ten-sided dice, a big blank
            ■■ Plot against other Kindred                        sheet for the Relationship Map, and some scratch paper
            ■■ Unearth terrible secrets                          for notes. You might also want to have colored pens avail-
            ■■ Face the consequences of being a monster          able, and copies of any Loresheets you plan to use in the
            ■■ Fight radical, primitivist werewolves             chronicle, so that players can read them at the same time.
                                                                     Players are encouraged to offer each other suggestions
                                                                 to help them build characters whose stories interweave
                                                                 and whose abilities complement each other, building an
                                                                 intricate web of relationships, dependencies, and intrigue
                                                                 as a basis for their upcoming chronicle.
                                                                 the prelude In a prelude, you rapidly paint an
                                                                 impressionistic picture of the character’s human
                                                                 life – and play out the terror and cruelty of their
                                                                 Embrace. Other players take roles as supporting cast
                                                                 and might portray relatives, friends, the character’s
                                                                 sire, and the like. The prelude introduces the player
                                                                 to their character and to the chronicle, so make it
                                                                 memorable!
                                                            138
CHARACTERS
Character, Coterie,                                              ryone at the table knows what the city looks and feels
                                                                 like, what people you can expect to meet, and what’s
Chronicle                                                        happening at night. The Storyteller may already have
                                                                 an idea of which clans and sects rule the night in their
Storytellers and players shape their stories together            chronicle and can easily slot them into your own city.
in play, but they begin that process during character
creation. Players build their vampire characters as              somewhere by night You can use a published
part of a coterie, a term for a small group of associated        setting book to define your setting. Whether you use
Kindred – specifically, the group comprising the player          a new Vampire 5th Edition book or a book from an
characters. As that definition reminds us, the coterie           earlier edition of Vampire and update it to the modern
starts out as part of a setting, one built by the Story-         setting matters little. The books in the By Night series
teller using the World of Darkness as its backdrop.              offer an almost endless supply of characters, story
                                                                 hooks, and deep-dives into local Kindred history.
    The story of the player characters, the coterie they
form, and the ways that coterie explores (or battles             Age and Generation
against) the setting and the World of Darkness, be-
comes the chronicle. Thus all three elements – charac-           How old are the vampires you portray? Vampires from
ters, coterie, and chronicle – influence each other from         different centuries, or even from different decades,
the beginning and throughout the game. That’s why the            may hold very different values and beliefs from fledg-
Storyteller and the troupe should design the founda-             lings Embraced a week ago.
tions of those three elements together from the get-go.
                                                                     Your sire is one generation lower than you; an 11th
    The first session should be exciting for players and         Generation Kindred sires a 12th Generation lick. For
Storyteller alike, as the shape of the chronicle emerges.        game-balance reasons, all the characters should be of the
Here the preparations and plans of the Storyteller meet          same generation. If equal power among player char-
the characters the troupe creates and their own expec-           acters doesn’t concern you, feel free to play a sire and
tations for the game. Usually the Storyteller started            their childe, or any other combination of Kindred that
designing their setting before the first session, so we’ll       intrigues you.
talk about that process first – but in reality, around the
table, all three elements blend simultaneously.                      Together with the Storyteller and other players,
                                                                 decide if your coterie are:
City
                                                                     OTHER ERAS
The default game of Vampire happens in a city. Vam-                  By default, Vampire is set tonight, right now.
pires need lots of food, and people cluster in cities. In
the nights haunted by Second Inquisition kill squads                      However, nothing stops you from running
and airport watch lists, vampires retreat to their feudal            a chronicle that starts its clock in 1991, 1968,
fastnesses. Where do you want to set your chronicle?                 1888, 1204 or in ancient Rome 120 AD. While
                                                                     this book doesn’t have full rules or setting sup-
    Your Storyteller may have an idea of what city they              port for historical chronicles – and obviously
want to set their story in, or they may throw it open                no edition could ever cover all of Kindred his-
to discussion, or a better idea might emerge during                  tory – older editions and versions have plenty,
the first sessions. Consider the following options and               most notably Victorian Age Vampire and
consult the Cities chapter (pp. 317-335) for a wealth of             Vampire: The Dark Ages.
further detail.
your own city Playing in your hometown or a
nearby city you know well can be a good choice. Eve-
                                                            139
COREBOOK 	
            Childer or Fledglings: Embraced         Sect                                   Movement asks every vampire the
            within the last 15 years, down to as                                           question: “Why do you obey?” As
            recently as last week or last night     Of the many undead societies,          old as the Camarilla, the Move-
            for an all-fledgling chronicle. The     which one claims your characters?      ment has finally been thrown out
            more recent the Embrace, the more       Each sect has its own distinct         of the Tower as an unacceptable
            likely the characters are to be thin-   flavor, described elsewhere in this    threat in dangerous times. The
            bloods of the 14th, 15th, or 16th       book and in detail in the Anarch       result: war in the streets, new
            Generation. However, new childer        and Camarilla sect books. Each         blood feeding new collectives and
            of the 12th and 13th Generation         sect below has only a brief descrip-   baronies, and inevitable purges. As
            remain plausible even tonight.          tor, along with the default clans      many Anarchs march under black
                                                    and most likely coterie types (p.      banners as red, and as many again
            Neonates: Embraced within a             197) for players to consider.          just want to keep their heads down
            human lifetime, roughly between                                                and figure out who their next meal
            World War II and the present.           the camarilla During the early         is coming from. Anarch chroni-
            Neonates are most likely of the         Renaissance, the vampire lords of      cles concern changing society, life
            12th or 13th Generation. Thin-          the high clans created the so-called   under surveillance, the difference
            bloods were vanishingly rare before     Ivory Tower to hide the Kindred        between ideology and actuality,
            recent decades, mostly because          from the mortal Inquisition. It has    and the price of revolution.
            older Kindred persecuted them           become one of the most powerful
            mercilessly as signs of Gehenna.        secret societies in history, subvert-      Typical Clans: Brujah,
                                                    ing and infiltrating governments,          Gangrel, dissidents from
            Ancillae: Embraced between the          corporations, organized crime, and         the Camarilla clans, some
            American Revolution and World           mass media. Organized along feu-           Caitiff
            War II, under 250 years old. An an-     dal lines, with Princes ruling over        Typical Coterie Types:
            cilla came of age during the modern     the vampires of a city like dark           Blood Cult, Champions,
            era or at least in an era when the      lords of a bygone age, the Cama-           Commando, Fang Gang,
            divine right of princes were becom-     rilla combines civilized order and         Nomads, Questari, Sbirri,
            ing an eccentric joke instead of the    ruthless cruelty. Camarilla chroni-        Watchmen
            foundation of society. It was the con-  cles concern the uses of power,
            trast between their relative moder-     the dead hand of the past, and the     thin-blood You wake up with a
            nity and the medieval mindset of the    questions of safety and duty versus    hangover and a new addiction. All
            Camarilla that led to the rise of the   honor and freedom.                     the flavors of blood call out to you,
            Anarch Movement. Even hard-line                                                tempting you to extract strange
            Camarilla ancillae believe the system       Typical Clans: Ventrue,            alchemies and trips from the peo-
            should loosen up – which other Kin-         Toreador, Nosferatu,               ple you used to call your friends.
            dred interpret to mean “give us more        Malkavian, Tremere, and            Your nights have few rules, many
            power.” Ancilla characters can be as        dissidents from the Brujah         questions, and endless horrors. Are
            low as 10th or 11th Generation.             and Gangrel clans                  you alive or dead? What are these
                                                        Typical Coterie Types:             ancient things moving through the
            Elders: Older than 250 years old,           Cerberus, Commando,                night like sharks in deep waters?
            Ninth Generation or lower. The              Day Watch, Hunting                 Will you try to become human
            Beckoning slowly calls the elders to        Party, Maréchal, Plumaires,        again or drain a Cainite to embrace
            the Gehenna War, and they are not           Questari, Regency, Sbirri,         the night and live forever as one of
            available as player characters in this      Vehme, and Watchmen                the Damned?
            book.
                                                    the anarchs  The Anarch                    In a thin-blood chronicle, you
                                                    140
CHARACTERS
investigatIonverstigator
discover the world of the Damned       might also have a clan concept in      the group or the game. Unlife as
from a personal perspective, one       mind: “sweet old grandma, but          a vampire is far too dangerous to
night at a time, and players need      a raging Brujah” or “Nosferatu         open yourself up to hostility from
no prior knowledge of the setting      cosmetic surgeon.”                     within; survival requires coopera-
to start playing. The thin-blood ex-                                          tion.
perience can seamlessly merge into         As you figure out more about
a Camarilla or Anarch chronicle.       the story and setting, your core           Decide why your vampire
                                       concept might shift or just come       joined up with their Kindred
    Typical Clans: Thin-blood          into better focus. Ask your fellow     companions, and why they stay
    only                               players and the Storyteller for        together. Do they have a mis-
    Typical Coterie Types:             ideas and suggestions if you’re        sion in common or an enemy?
    Champions, Day Watch,              stuck. Think about the coterie         Are they mystically or politically
    Fang Gang, Hunting Party,          taking shape, and the sect you’ll      connected? “The Prince made us”
    Nomads, Plumaires                  be running with. Come up with          works perfectly well as an answer
                                       concepts that play interestingly       to the first question; you can aim
Core Character Concept                 off other player characters; Mad-      your roleplay to answer the second
                                       die builds an arms dealer with a       question.
While you decide where your            political conscience, so you build
chronicle happens and whose            a Big Pharma doctor with military
claws you have fallen into, your       contracts.
core character concept emerges.
Think of it like a pitch, a vague but      It is your responsibility to cre-
hooky notion: “vampire hit man”        ate a character who works with the
or “really weird club kid prophet”     coterie or at least doesn’t sabotage
or “Jessica Jones, except she drinks
blood instead of whiskey.” If you
know the Vampire setting, you
                                       141
COREBOOK 	
            Choose Your Clan                          nately, your Blood may be so thin     The Relation-
                                                      that you have no clan – if you’re
            If you haven’t yet, choose your char-     beginning a thin-blood chronicle,     ship Map
            acter’s clan. (See Clans, p. 63, for      the decision is already made.
            details and more archetype ideas.)                                              Vampire depicts dramatic action.
            Their clan describes your charac-         creating a thin-blood char-           Drama occurs between people,
            ter’s essential lineage; they drank       acter  Thin-blood characters          some of whom may be vampires.
            their sire’s vitae, so their sire’s clan  have some rules differences during    When two people interact, they
            – their Blood – determines your           character creation. Thin-bloods       create, reinforce, or change a rela-
            character’s own. The seven clans in       pick no clan and gain no dots in      tionship. By drawing a Relation-
            this book represent the majority of       Disciplines. Instead, they gain tem-  ship Map, you can bring drama
            vampires in the lands of the Cama-        porary Disciplines depending on       visually to the forefront, keep
            rilla and the Anarch Movement.            the Resonance of the blood they       track of supporting characters
            Other clans exist on the outskirts of     consume and can also learn Thin-      you’ve neglected, and provide both
            the Jyhad, for now.                       Blood Alchemy through a Merit or      Storyteller and players with emo-
                                                      experience.                           tional meat for those interpersonal
                Perhaps you are not part of           You must also choose between one      scenes.
            a recognized clan at all – that’s         to three Thin-Blood Merits and an
            perfectly reasonable. However,            equal number of Thin-Blood Flaws          You begin the game with your
            those vampires don’t take well to         before choosing regular Advan-        player characters, each of whom
            outsiders. They call you Caitiff, and     tages (p. 182).                       has a sire and Touchstones. Then
            they would spit on you, were it not                                             perhaps you add vampiric mentors,
            a waste of bloody saliva. Alter-
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CHARACTERS
human lovers, or a shady journalist who always knows                 The other thing a relationship line needs is a label:
the latest supernatural rumors. You almost certainly add         a description of what the relationship means. Rela-
the Prince of the city or the leading Anarch Baron or            tionships always go both ways and are very seldom
Councilors. As you draw lines and describe connections           equal or the same in both directions. Vampires are
between your characters and these new SPC figures, the           masters of wearing masks and hiding their true feel-
Relationship Map of your chronicle takes shape, and              ings, so an attitude arrow in one direction can be
your game takes on life and possibility.                         “hate” and “love” in the other. Other possible descrip-
                                                                 tors include: “overprotective sire,” “psychotic jealousy,”
    As more supporting characters appear and as rela-            “ghoul,” or “Blood Bond.”
tionships change, you scribble in new names and cross
out old truths. Make note of that hidden haven or the                Write one party’s descriptor of the relationship on
really great hunting ground that the Gangrel found.              one side to the arrow, close to their name. Write the
Update the map as allies become adversaries follow-              second party’s descriptor on the other side, close to
ing a failed negotiation in Elysium, or as an unknown            their name. Relationships you set at the beginning of
vampire Embraces a dangerous recurring inquisitor.               the game and between coterie members might well be
Soon enough, the map becomes a mess of scribbled                 both true and mutual, but connections the players and
notes about the characters, Post-its with pictures,              Storyteller add as the chronicle progresses only show
memorable quotes, wine stains, and sketches.                     what the players believe in the moment. Update the
                                                                 chart as true motives emerge, or as passions change.
    Your Relationship Map becomes your mad con-
spiracy wall or your pictures-and-string investigation           Starting the Map
board straight out of The Wire. Use it not just to drive
drama, but also to keep track of the tangled web of              During Session Zero, you begin the Relationship Map,
local Kindred deception. Keep it near the table where            possibly working in pencil at first. At this first core
everyone can read it. Its form is up to you: a big sheet         concept stage, draw in the player characters, along
of butcher paper, a digital mind map, a presentation             with several relationships and supporting cast mem-
deck, a printout of the map of your city with domain             bers.
boundaries drawn in.
                                                                 coterie relationships Write down the names of
    You can use whatever colors you have in a drawer             the characters in big letters. Then draw lines (or ar-
or on the computer, but the Relationship Map illustra-           rows) between your character and two of the other
tion in this chapter use these:                                  characters in the coterie. Write a positive relation-
■■ Black denotes player character names, locations,              ship on one of the arrows and a negative one on the
                                                                 other. Positive coterie relationships might include:
    and notes.                                                   “fascinated,” “old friend,” “confides in,” “owes big
■■ Red denotes fellow Kindred and their havens and               time,” and “fellow gun-lover.” Negative descriptors
                                                                 could read: “mistrust,” “competes over X’s affec-
    interests.                                                   tions,” “needs to upstage,” “wants his blood doll,” or
■■ Blue marks mortals and their activities and bases.            “replace as Sheriff.”
Arrows and Descriptors                                               Remember, you can change these relationships for
                                                                 the better or worse during character creation if you
You can go as deep into the graphical woods as you               think of something better, something that fits into the
care to. For example, every line between two char-               characters’ story more elegantly, or in response to the
acters can be an arrow, pointing from the dominant               events of the chronicle.
party to the weaker party. The line between your
sire and your character points at you, not them, for
instance. If the sides have actual equality, then the line
has no arrow ends. Draw one in when you figure out
who really called the shots all along.
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COREBOOK 	
            sires Write the name, and perhaps details like clan,          those levels with experience points gained through
            year of Embrace, and known sect position of your              play. Neonates and ancillae get experience points
            character’s sire in a box some distance away from             to spend on more Traits and Advantages at the end
            your character. Then draw an arrow pointing at your           of character creation, but the Storyteller should let
            character and describing – initially – the Embrace.           even childer move points around after the prelude to
            Descriptors might include “accidental Embrace,”               custom-fit the numbers to your character. Don’t get
            “groomed for power,” “my mistake,” “torturous Em-             too hung up on all your choices.
            brace,” and “hates.”
                                                                              The game measures Traits in dots, sometimes
            sect supporting characters Every vampire,                     called “levels” or “ratings.” Traits range from one to
            except for the merest childe, has connections in their        five dots, with five being the best humanly pos-
            sect. Ask the Storyteller for two local vampires or           sible. A character with a five-dot Dexterity and a
            take a connection from another character’s sire or            five-dot Athletics is an Olympic-level athlete, for
            supporting cast. Write any newly named SPCs in                example: one in a million, perhaps.
            boxes just like you did your character’s sire: name,
            clan, year of Embrace, and known sect position. From          set your attributes Look at the Attributes at the
            your character box, now draw an arrow to or from              top of your character sheet. Which one is your charac-
            each one and add descriptors. One relationship can            ter best at? Color in four dots next to that Attribute.
            be positive: “my liege,” “respects her candor,” “in           Which one are they worst at? Color in one dot next
            awe of,” “bled together against the Prince,” “fellow          to that Attribute. Then pick four Attributes at three
            roof-dweller,” or “weirdly attracted to.” The other is        dots, and three Attributes at two dots.
            negative: “owes me money,” “backstabber,” “coward,”            best attribute: 4 dots
            “Anarch tendencies” (or the opposite), or “creepily            three attributes: 3 dots each
            into me.” None of these relationships (yet) equal full         four attributes: 2 dots each
            Advantages or Flaws, although you can always put               worst attribute: 1 dot
            dots into them later.
                                                                          Now derive two more Traits from your Attributes as
            Your Human Life                                               follows:
                                                                          ■■ Add three to your Stamina to derive your Health.
            All vampires begin as human beings. Player characters         ■■ Add your Resolve to your Composure to derive
            began that way, too.
                                                                              your Willpower.
                You may create a character of any age, from any
            culture, and from any nation, subject to the Storytell-         EXAMPLE:
            er’s approval. The core coterie and chronicle concepts
            can help you narrow things down from seven billion             Christopher is assigning dots to his character, and
            choices.                                                       decides that above all, his character is composed in the
                                                                           face of adversity, thus placing four dots into Composure.
                If you haven’t done so yet, decide your character’s        However, he also sees his character as having a weak
            name.                                                          constitution, thus assigning one dot to Stamina. Resolve,
                                                                           Charisma, and Wits get three dots each, and the remain-
            Choose Your Traits                                             ing attributes get two dots.
            In Vampire, you build your character – you decide             choose your skills Skills tell the story of your
            what they can do in the game – by buying different            character’s life. What did they do all day, when
            levels of Traits. Later on in the game, you can improve
                                                                     144
CHARACTERS
they could do things by day? You can either use the              SAMPLE PROFESSION PACKAGES:
Quick Skills Assignment method in the box on p.
147 or go into a little more detail using the below              ■■ artist: Craft (Art) or Performance • • •   Insight • • •
method.                                                              Academics • •   Awareness or Occult • •
    Think a little bit about what each Skill means in            ■■ coder: Technology • • •   Academics or Craft • • •
the context of your character’s life story. Did they                 Finance • •   Persuasion ••
get those three dots in Brawl after a shitty year as a
bouncer in Pattaya, during a career in the merchant              ■■ executive: Finance • • •   Intimidation or Persuasion • • •
marine, or by going to a really good dojo in Gainesville             Insight • •   Subterfuge • •
during college?
                                                                 ■■ investigator: Investigation • • •   Insight • • •   Awareness • •
Professional Skills                                                  Brawl or Firearms • •
You probably did best at what you had to do to earn a
paycheck. You certainly got the most practice at it.             ■■ junkie: Streetwise • • •   Animal Ken or Brawl • • •
                                                                     Insight or Larceny • •   Subterfuge • •
    Your profession gives you two Skills at three dots
(•••) and two Skills at two dots (••).                           ■■ mafioso: Brawl or Subterfuge • • •   Streetwise • • •
                                                                     Intimidation or Larceny • •   Melee or Firearms • •
     The words in parentheses represent specialties,
which give a bonus to tests of that Skill in that specific       ■■ scholar: Academics or Science • • •   one other
area. Whenever you acquire your first dot in Academ-                 Mental Skill • • •   Craft (Writing) • •   Persuasion • •
ics, Science, Craft, or Performance, take a specialty in
that Skill.                                                      ■■ socialite: Performance or Technology • • •   Finance • • • 
                                                                     Insight • •   Etiquette or Subterfuge • •
    Choose a professional specialty in one of your
professional skills.                                             ■■ veteran: Athletics or Awareness • • •   Firearms • • •
                                                                     Stealth • •   Survival or Leadership • •
Life Event Skills
What major life events shaped you? Did you serve a
tour in Iraq, go through an abusive relationship, win
the lottery, or have kids? Did you get mugged and
take up taekwondo? Whatever it was, it taught you
something.
    Specifically, one event taught you a Skill at three
dots (•••) and another one taught you a Skill at two
dots (••).
Leisure Skills
What did your profession pay for or your events inter-
rupt? Did you run a triathlon or go to EDM festivals
every weekend? What you do for kicks also teaches you
things.
    Take three leisure Skills at one dot (•) based on
hobbies or other pastimes:
Extra Skills
Now go ahead and take those Skills you’ve had your eye
on this whole time. Pick one of the options below:
                                                            145
COREBOOK 	
                Specialist: Take one more          SAMPLE EVENTS                    codes: these make good Conviction
                Skill at four dots (••••). If you  (pick or roll):                  fodder. The Storyteller must al-
                like, you can change your          1.	 served in combat:            ways approve your Convictions; in
                professional specialty to a                                         some troupes, all the players must
                specialty of this Skill. You           Awareness or Firearms        agree on your Convictions.
                cannot move a free Specialty       2.	 bad breakup: Manipula-
                from Academics, Craft,                                                  Think about where and how
                Performance, or Science to a           tion or Subterfuge           these Convictions became impor-
                different Skill, however.          3.	 homeless: Streetwise or      tant to you. Did your family instill
                                                                                    them? Did you adopt them at
                Generalist: Take two more              Survival                     Sorbonne or from a lover? Perhaps
                Skills at two dots (••) and        4.	 college: Academics or        your major life event from the
                four more Skills at one                                             Skills selection step produced one
                dot (•).                               Science                      of them.
                                                   5.	 political campaign:
            Ideally, come up with a plausible                                         EXAMPLE:
            reason for why you have these new          Politics or Subterfuge
            Skills, but don’t bog down or kill     6.	 crime victim: Brawl or        The character Thomas has been
            yourself trying to figure it out.                                        created for a chronicle exploring
                                                       Larceny                       how bad people meet bad ends,
            set your beliefs What were             7.	 severe illness: Medicine      and Thomas has Convictions that
            your character’s moral and ethical                                       reflect this. “I only care about me
            values? Were they a believer, a            or Insight                    and mine,” “Others should not rise
            communist, a vegan? Who were           8.	 got rich: Finance or          above their station,” and “Greed
            the most important people in                                             ensures the transfer of power from
            their life? These things are the           Etiquette                     the weak to the strong” are com-
            Convictions and Touchstones            9.	 had kids: Insight or Per-     pletely at odds with the chronicle
            of a character’s Humanity, their                                         Tenets (see p. 172), but this is
            moral integrity and protection             suasion                       exactly the effect Thomas’ player
            against the alien Beast inside every   0.	 joined a cult: Occult or      wants to achieve.
            vampire.                               	 Intimidation
                                                                                    Touchstones
            Convictions                            SAMPLE HOBBIES AND               Now think about those around
            Convictions are a person’s core val-   PASTIMES                         you and about whom of those you
            ues: a set of moral principles that    (pick or roll):                  most love. If becoming a monster
            fortifies their actions against the    1.	 marathon runner:             pushed them away, who would
            degeneration of the Beast.                                              you risk everything to see again?
                                                       Athletics                    Whose memory keeps you from
                Create one to three Convic-        2.	 gamer: Technology            tearing out a helpless throat?
            tions central to your character        3.	 maker: Craft
            in life. Convictions often begin       4.	 activist: Politics or Lead-      Those people are your Touch-
            with “never” or “always;” these are                                     stones. Pick as many mortals as you
            strong beliefs concerning some-            ership                       have Convictions. These people
            thing likely to come up in play.       5.	 national guard: Fire-        literally define the best in human-
            Killing, love, loyalty, core ideals,                                    ity for you and serve as examples
            political principles, and religious        arms                         of these Convictions. They might
                                                   6.	 hunter: Survival
                                                   7.	 actor or musician: Per-
                                                       formance
                                                   8.	 cheater on your
                                                       spouse: Subterfuge
                                                   9.	 night school: Academics
                                                   10.	street racer: Drive
                                                   146
CHARACTERS
ALTERNATIVE QUICK                   be your wife and child, your best      coming businessman that Thomas
SKILLS ASSIGNMENT                   friend and your old sergeant, or       is convinced that he despises, but
Pick one Skill distribution:        your bartender and a beautiful girl    who still remains very important
■■ jack of all trades: One          you’ve watched from a distance but     to him. The third, “Greed ensures
                                    never approached. See the Touch-       the transfer of power from the
    Skill at 3; eight Skills at 2;  stones section on p. 173 for more      weak to the strong,” is linked to
    ten Skills at 1                 possibilities.                         Thomas’ ghoul, whom he grooms
■■ balanced: Three Skills                                                  for a later Embrace.
    at 3; five Skills at 2; seven
    Skills at 1                     EXAMPLE:                               Write down the names of your
■■ specialist: One Skill at                                                Touchstones on the Relationship
    4; three Skills at 3; three     For Thomas’ first Conviction, “I       Map next to your own character.
    Skills at 2; three Skills at 1  only care about me and mine”,
                                    his player chooses Thomas’ mortal
Add free Specialties to Aca-        descendant, whom he cares about
demics, Craft, Performance,         a great deal. It is also decided that
and Science.                        her beliefs are completely different
                                    from Thomas’. The second, “Oth-
    Take one more free Spe-         ers should not rise above their
cialty.                             station,” is linked to an up-and-
sociaSolciitaleite
                                    147
COREBOOK 	
            Ambition                                  you want to improvise your vam-      or eat. If you maintain a Mask,
            What was your greatest aspiration         pire experience based on how your    much less hold down a job, you
            as a human? This goal may change          Embrace plays out.                   need to explain why none of your
            after you enter the night, but at                                              mortal acquaintances ever see you
            the moment of death, what was                 If you’ve already picked your    during the day. A few nocturnal
            your life’s purpose? This question        thicker-blooded clan or know the     career ideas:
            often just informs your prelude,          lore of Vampire well and have a      ■■ Security guard
            since death and Embrace tend to           strong idea of the kind of Kindred   ■■ Cover band drummer
            change your priorities. That said,        you want to create, or you just      ■■ Sanitation worker
            many centuries-old bloodsuck-             want to have character creation      ■■ Coder or stock trader who
            ers still strive to complete their        done first, finish the Embrace and
            mortal Ambition, sometimes in a           After stage. The Storyteller can         works from home when India
            warped and debased form.                  weave your choices into your first       or Japan are awake
                                                      session as foreshadowing or as a     ■■ Night shift reporter, cop,
                See the Ambition section on p.        more overt story hook. You may           nurse, therapist, or EMT
            173 for more ideas and guidance.          know what kind of vampire you        ■■ Donut shop or convenience
                                                      will become, but you don’t know          store worker
            And then, some monster kills you.         how until you play it out.           ■■ Citizens Watch group mem-
                                                                                               ber (“Crime never sleeps, so
            Embrace                                   who are you now? If you                  neither do I.”)
            and After                                 died recently and secretly enough    ■■ Bartender
                                                      that your ATM card still works,      ■■ Taxi or Uber driver
            Two kinds of people make the best         you don’t need a new name. But       ■■ Bike messenger
            licks. The first have lived grey routine  if you’re legally dead, or you died  ■■ Tabletop game designer
            lives they stick to religiously. For      in another century or on another
            them, the Embrace is a new job, a new     continent, you need to choose the    Perhaps you just never hang out
            disease in the family, a new life-plan-   name of your Mask. You use your      with boring day people at all. You
            ning challenge to overcome. The other     Mask name when pretending to be      don’t really have a job, but nobody
            kind think that the worst has already     human; if you died long enough ago   you meet ever asks. You might pose
            happened and things can only get bet-     or had a common name like “Susan     as (or be) a:
            ter from rock bottom. They’re wrong of    Johnson,” you might still use your   ■■ Scenester or swinger
            course, but the mindset helps.            mortal name.                         ■■ Gambling addict
                                                                                           ■■ Criminal
            entr’acte and prelude  If you                 You might also have a Kindred    ■■ Sex worker
            are playing a thin-blood chronicle,       name you only use in Elysium or      ■■ Homeless person
            especially a fledgling childer story,     among your own kind. This moni-      ■■ Paperless immigrant or refugee
            you can play out the Embrace              ker could be anything from your
            right now and complete the rest of        life name to a Latin name indicat-       (“I can’t go out when La Migra
            the mechanical creation for your          ing adoption into a powerful line-       might see me.”)
            character once you’ve played it           age to a gang handle you use when
            through. You can do the same if           terrifying rival Anarchs. A word to  Blood Potency
                                                      the wise: Harpies make great sport   The closer a vampire is to Caine, the
                                                      of dumb mortal ideas about cool      higher the potential of their Blood,
                                                      vampire names, so step carefully.    and the more powerful the arts they
                                                                                           work with it. Beginning characters’
                                                      Who are You at Night?                Blood Potency depends on their
                                                      You cannot go out in the sunlight    generation, as determined earlier:
                                                      148