LORESHEET
descendant of vasantasena
                                                   (malkavian characters only)
Vasantasena and her Malkavian sire Unmada traveled the world
              throughout the Middle Ages, preaching against the Blood Bond.
              They rejected the vinculum, traditional Kindred hierarchy, and all
              loss of free will. Ultimately, they condemned the Antediluvians for
their cruel tyranny through Jyhad, joining the Sabbat during its formation.
    As the Camarilla had, the Sabbat rejected her cause, instituting both hierar-
chy and ritual enslavement through vitae. She eventually rejected them in turn,
assembling a faction of Malkavians to embrace freedom from the Sabbat.
    Vasantasena’s descendants are many and varied, and all of them followed
her from the Sabbat before the sect’s recent, bestial devolution. Some joined
the Camarilla, others the Anarchs. All possess the zeal and charm she wields
like a knife. All fight for something.
Lore
  Agent of Chaos: You thrive while          offspring. Such was her power that         Sabbat. Once per story, you can depro-
everything around you burns or spins        she could smell the Bond on individual     gram a vampire from their sect beliefs.To
into catastrophe. In turbulent situations,  vampires and recognize the same odor       do so, you must completely isolate the
such as an unusually chaotic and unpre-     on the vampire Bonded to, or Bonding,      subject and make an extended test (p.
dictable combat, a car chase through        them. Once per story, on a successful      293) of either Intelligence or Charisma
a crowded city, or when fleeing an          Resolve + Awareness test (Difficulty 4),   + Insight in an atmosphere of specialized
exploding building, once per session, you   you can do the same.                       perfumes. Roll once per three nights of
may re-roll a single die without spending                                              disputation; you win after achieving a
Willpower.                                            Destroy the Bond: Vas-           number of successes equal to twice the
                                            antasena’s greatest act is the destruc-    subject’s Willpower.
     Hear My Words: You carry               tion of the Blood Bond. Some say she
your ancestor’s skills of persuasion,       performed this act many times in recent
finding your voice speaks to the Blood      years among the Sabbat, in part leading
of others before it reaches their minds.    to their rapid degeneration. Once per
Once per story, if you attempt to           story, you too can remove the Blood
counsel others in a chaotic environment     Bond imposed on a victim, if you drink
and they actually stop to listen, they may  a mouthful of the thrall’s vitae and then
re-roll one dice pool in one future test    ride out a frenzy.
during the same situation.
                                                         Sabbat Becomes
        Scent the Bond: Vasantasena’s       Camarilla: Vasantasena achieved the
loathing of Blood Bonds was part of the     impossible and showed her descendants
reason she targeted the Antediluvians       how it was done. Alien, inhuman phi-
and the ties they maintained with their     losophies locked most vampires into the
                                            399
LORESHEET
                                 high clan
Though formally                                                                              Historically, the High Clans
              abandoned with                                                             were Lasombra, Toreador,
              the rise of the                                                            Tzimisce, and Ventrue, though
              Camarilla, some                                                            Brujah and some of the Clan
clans still consider themselves                                                          of Death clung to the epithet.
“High,” compared to their peers                                                          In various parts of the world,
among “Low Clans.” You are                                                               the members of the High Clans
a vampire from a High Clan,                                                              change to include the Banu
convincing you that you have                                                             Haqim and Ministry, and rarely,
certain rights to bully and                                                              the Tremere.
order those of Low Clans. These
rights can only be pushed so                                                                 As a High Clan vampire,
far, of course.                                                                          your clan bane is, to your mind,
                                                                                         less a curse than a blessing.
                                               Lore
  Peacock: You are proud of your clan’s                Elevate the Low: Some quirk       you, or they allow you to take high
status as High, and you carry yourself with    of your bloodline or an ancient Prince-   responsibility (and power), unless you
all the pomp and circumstance befitting        ly decree allows you to proclaim the      have created a personal grievance
a vampire of noble station. Once per           ascendancy of one Low Clan in your        between you.
session, you may re-roll a single die when     city to High Clan status.You can do
attempting to command deference from           this once per chronicle, but of course,                Blessed, not Cursed:
one non-titled vampire in your domain.         you can promise to do it “eventually”     Like many vampires of the High Clans,
                                               for quite a while first. Until then, add  you have convinced yourself that you
     Sway the Low: The High Clans              one die to Social tests against Low       bear no Curse of Caine. Rather, your clan
once sat upon thrones, ordering Low Clan       Clan Kindred when you allude to this      weakness is a blessing that reveals more
vampires to die for them on battlefields       possibility.                              to you about your nature, your position
and subjugate themselves in court.You still                                              on God’s Earth, and the areas in life you
possess the ability to persuade vampires                  Embraced to Rule: Vam-         must strengthen. Once per session, you
of Low Clans more easily than you do the       pires of the High Clans often opted       may spend one Willpower to ignore the
vampires of High Clans.You have bullied        to Embrace mortals of noble birth         burdens of your clan bane.
the equivalent of three dots of Mawla into     or powerful ancestry.Your ancestors
a loyal, abused retinue of Low Clan vam-       may not be kings and queens, but you
pires.You gain three extra dice to pools       were Embraced to rule. Add one die
using Intimidation or Leadership against       to pools for Leadership tests involving
those Kindred; if you ever roll a total fail-  High Clan vampires who know your
ure on such a test or contest, you need to     lineage. Once per story, other vampires
compensate them, or they turn on you.          of the High Clans defer to voting for
                                               400
LORESHEET
                                           low clan
                                           You come from one of the clans histori-
                                                            cally identified as “Low,” though in your
                                                            domain, it’s less past than present-night
                                                            fact. You labor under the weight of a
                                               heavy curse, heavier (you might argue) than those of
                                               High Clan vampires.
                                                   Your geographical region determines which clans
                                               the eldest vampires still consider Low, but uniform-
                                               ly, the Gangrel, Malkavians, and Nosferatu fill that
                                               bracket, with Brujah and Tremere also occupying
                                               that position in various domains.
                                                   Your status as a Low Clan Kindred marks you as
                                               less than your peers, but you are still a prominent
                                               source of rebellion and counter-culture. You have
                                               access to the bottom rungs of society, and all the
                                               benefits and drawbacks that come with it.
                                           Lore
  Thick Hide: Often denigrated by                  Uncanny Kinship: Due to                            Criticality Incident:
those who name themselves “High,” your     persistent persecution from the High          Your influence among Low Clan vam-
ambition and independence do not falter    Clans, vampires of Low Clans feel             pires can let you tip the scales of power
with belittling words and snubs.You do     inclined to stick together.You often medi-    in your domain – if you choose. Add
not respond easily to base provocations.   ate between Low Clan disputants, and          one die to all your pools for Projects
Once per story, you can shrug off verbal   you see the merit of the underworld’s         undermining High Clans in your domain.
barbs for a scene without needing to       Kindred banding together against the he-      Once per chronicle, you can sacrifice up
make a test.                               gemony of the High.You can select three       to 10 of your own Background dots to
                                           dots from among Mawla or Status from          bring down the same number of High
     Cursed with Pride: In some            other Low Clans in the domain.                Clan Kindred in a coup.
cases, the Low Clans take great pride in
the severity of their banes. For example,            Trade Among Equals:
some Nosferatu believe their hideous       For all their suffering, the Low Clans
appearances are a mark of glorious         benefited from their adversity in one
monstrosity, instead of something to       key way – they taught each other their
be hidden.You have learned to use          powers.This collaboration may not be
your clan bane as a weapon, gaining an     true in all domains, but this old tale still
automatic success on one roll per story    holds in yours.You may select one Low
when incorporating your bane into an       Clan’s Discipline and buy dots of that
action.                                    Discipline, using experience points as if it
                                           was in-clan for you.
                                           401
LORESHEET
ambrus maropis
Ambrus Maropis rarely                                                                   and culture. Embraced in his late teens,
               leaves his opulent apart-                                                Ambrus is, at heart, an introverted fan
               ment in Cyprus to meet                                                   of anime, gaming, and online roleplay-
               the public, yet his reputa-                                              ing, with an elaborate online persona.
tion as a trend-setter and Masquerade-                                                  Ambrus uses this persona to sell soft-
protector spreads widely throughout                                                     ware and information he hacks; advise
Kindred society. The Toreador who                                                       on the best security methods stolen
know that Ambrus is a Nosferatu                                                         from governments and corporations for
loathe the vampire’s popularity. His                                                    Kindred to utilize; inform Elysia about
disciples, akin to superfans, act as go-                                                emerging musicians, entertainers, and
betweens to Princes and Barons while                                                    trends; and make himself an invalu-
he remains forever hidden.                                                              able resource to Camarilla and Anarchs
                                                                                        who want to appear more human than
    Ambrus has a reputation as a vam-                                                   human.
pire on the cutting edge of technology
                                              Lore
  True Believer: If Ambrus has                        Taught by the Best: As one        Ambrusite abandoned in a hurry. Either
taught you anything, it’s that the            of Ambrus’ disciples, you are provided    way, you can only log in once per story
Camarilla is right and the Masquerade is      with a ready supply of intel on topics    for security’s sake, but it gets you two
essential.You follow his edicts on security   from Second Inquisition operations        automatic successes on any Investigation
and subterfuge religiously, granting you      to the fashion in Harajuku tomorrow       test involving anyone’s cell activity or
knowledge of the best shared Kindred          night. Ambrus can also time-lock in-      online presence.
hiding places in a city, providing a one-die  formation in the Dark Web or set you
bonus to tests to find such a place.You       up with your own Ukrainian hacker                      On Another Grid
may not have access to this bonus if          at “friend prices.” Consider Ambrus a     E ntirely: Ambrus went all out with
the domain is typically opposed to your       three-dot Mawla (  ).                     your false identity.You have two two-dot
political or philosophical view.                                                        Mask ( ) cover identities and have
                                                        Back Door Panopticon:           been Zeroed (p. 192).You get three
     Clandestine Information: You             Ambrus hooked you up with a back          extra dice to resist attempts to research
can use a digital dead drop to request        door into PRISM/NUCLEON surveil-          you online or uncover your activities in
a hack from Ambrus’ fan community.            lance software, tracking and sorting      the mortal world.
Once per story, you can get one piece         online communications (including cell
of information stored online about most       phone calls) for keywords and names.
mortals within two to 20 hours.               Or perhaps you stole it from him or
                                              found it on a machine in a safe house an
                                              402
LORESHEET
carmelita neillson
D esperate elders seek-                          Her friendly manner, natural
               ing ways of staving           curiosity, and abilities as a polyglot
               off Gehenna and the           make her a natural choice to debrief
               Beckoning increas-            a Methuselah just awakening from
ingly seek out the Brazilian-Irish           torpor, investigate a ruined temple,
Toreador archaeologist Carmelita             or interpret a captured Sabbat scrip-
Neillson. She unearths the past and          ture. Believing that art need not be
interviews Kindred, chronicling a            in a frame or museum to be admired,
vast array of vampire history and            Carmelita strongly feels the greatest
conversations with vampires as old           art, one ignored by Kindred for so
as two millennia. The Camarilla              long, is the storytelling of their own
forbids her from archiving any of            kind. A gifted storyteller and writer,
her findings electronically, so she          Carmelita’s skills appeal to many Tor-
has established several “Neillson            eador who wish to break the “pretty
Libraries” in discreet locations.            and talentless” stereotype.
                                             Lore
  The Art of Story: You and                          Neillson Library: Carmelita        secret.Whether Carmelita knew of this
C armelita share the belief that story     Neillson’s small libraries dot the world   recording and gave it to you or some-
telling is one of the lost art forms.        in Camarilla domains, serving as hives of  one made the recording in secret, the
Whenever regaling other vampires with        information used to prompt and sup-        information in the interview gives you an
historic lore or tales of myth and legend,   port elder vampires’ memories.You are      advantage over the vampire in the clip
Toreador naturally gravitate to hear         the curator or warden for one of these     and the clan discussed. Interestingly, the
your words, regardless of your standing      libraries, which counts as a two-dot       voice following Carmelita’s at the end of
toward each other.                           Haven ( ) with a two-dot Library           the tape mentions further recordings.
                                             (   ). Other vampires and Kindred
     The Art of Will: A specific objet       historians meet there as well, which has                Ancestor’s Tomb:
d’art or relic, entrusted to your safekeep-  both advantages and downsides.             Carmelita has entrusted you to guard
ing by Dr. Neillson, inspires and enthralls                                             the supposed resting place of one of
you. If you spend an hour meditating on                Interview With the               your ancestors. As long as you keep it
this object (and make a Resolve + Aca-       Methuselah: You have obtained a            safe, you can call upon her for a major
demics test at Difficulty 5) before resting  recording of Carmelita interviewing an     boon once per story. Should you fail to
for the day, you awaken with one extra       impossibly old vampire who divulges        keep it safe, there will likely be… other
Willpower point.You can meditate in this     secrets about one of the clans in your     consequences.
way once per session.                        domain. Once per story, you can ask the
                                             Storyteller to provide you with such a
                                             403
LORESHEET
fiorenza savona
When the                                                                                            Moving up through NGOs
                    Lasombra                                                                        and the UN, she knows
                    reasserted                                                                      everyone worth controlling
                    control                                                                         in the Davos elite. Her sire
over their old religious                                                                            targeted her for her contacts
power centers, the Ventrue                                                                          list and discovered her
responded by expanding                                                                              Machiavellian political and
their influence in the new                                                                          business acumen.
nobility: government and
multinational corporations.                                                                             A fresh power player in
With global political pull, Fiorenza Savona keeps the clan                                          the Camarilla, many elders
relevant and dangerous – at the center of global power.          and ancillae consider her a mere “new money” Ventrue.
                                                                 Their wiser clanmates know her actions sway councils,
    Hard-nosed and unafraid to tell another vampire to           corporations, and individual mortals possessing real
take a running jump, Fiorenza worked hard as a mor-              power. Where her predecessors focused on vampire poli-
tal and continues to do so as a Kindred to ensure that           tics, Fiorenza believes the key to Kindred longevity lies in
wealthy and powerful vampires remain in their positions.         the manipulation of the living.
                                                            Lore
  On Fiorenza’s List: Fiorenza            ing with Fiorenza can be lucrative and      her to their will. If you accept, you submit
knows who you are, which either           informative, if you ask her the right       to a Blood Bond and have your memo-
means she thinks you’re an asset to the   questions.                                  ries of the Directorate’s identities erased
clan or a problem. Consequently, she                                                  – but you receive six dots to select from
has assigned a Gifted mortal (p. 185)             Friendly Benefits: You were         among Contacts, Mawla, and Resources.
Retainer – bodyguard, driver, butler,     close to Fiorenza before she became         Of course, you could approach Fiorenza
etc. – to you, though they remain in      "the next big thing" in Clan Ventrue, and   and offer to work as her double agent.
her employ.They make no secret of         this friendship pays dividends: she can
spying on you and reporting back to       smooth over ruffled Ventrue, provide                     Government Motion:
Fiorenza, and they never drift far, even  you with insider trading tips, loan a       Fiorenza owes you a favor – once per
if dismissed. If the mortal is harmed     Gulfstream equipped with polarized          chronicle, she agrees to influence a
or killed, Fiorenza makes a note that     windows and pre-cleared flight plans, etc.  mortal political leader as you request. Her
you’re not to be trusted, but if your     If you overuse or misuse this connection,   suggestions equal five dice to distribute as
conduct is good, you move further into    the equivalent of a three-dot Mawla         you like among any roll involving govern-
her good graces.                          ( ), she cuts you off without               ment action. If you create a major political
                                          h esitation.                               disturbance or otherwise act to reinforce
     Breakfast with Fiorenza:                                                         Fiorenza’s “suggestions,” the Storyteller
Despite her high-profile role, once                 The Directorate: The              may add other dice based on your plan
per story Fiorenza will make a space      shadowy Ventrue Directorate ap-             and on how well you succeed at it.
in her busy schedule to meet with         proached you. Concerned about
you. Maybe you have dir t on her or       Fiorenza’s meteoric rise, they chose you
perhaps you are close friends. A meet-    to approach her, suborn her, and break
                                                            404
LORESHEET
descendant of karl schrekt
                                                    (tremere characters only)
Clan Tremere is a hollow reflection of its former
              glories. With the Pyramid decapitated and its lead-
              ership scattered, Tremere traditionalists look to one
              vampire for authority: former Justicar, Karl Schrekt.
    A legend within his own clan and the Camarilla, Schrekt
hunted vampires before his Embrace in 1235. For centuries, he
acted as the Camarilla’s weapon against the Sabbat, Anarchs,
and occult menaces. He suppressed or destroyed lore regarding
Antediluvians, eliminated countless threats to the Masquer-
ade, and did it all without mercy. He earned his share of
disciples, but few enemies. Those he got, he killed.
    Now he’s one of the eldest Tremere remaining.
    Schrekt’s descendants largely follow their ances-
tor’s hardline clan and sect views: enforce the Traditions,
strengthen the clan, and hide the secrets of Blood magic
from other vampires.
                                            Lore
  Remember the House: Once per                      Ritual Preparedness: Allegedly,                 Know the World: Karl
story, you can ask the Storyteller for one  Karl Schreckt prepares all of his rituals  Schrekt believes knowledge is power and
piece of information regarding the activi-  in advance and keeps several such-pre      that vampires who limit their learning
ties of House Tremere or the clan before    prepared rituals about his person at all   to the study of fellow Kindred are fools.
its grievous injury.                        times. Once per story, you may perform     Whether Schrekt’s puppet or nemesis,
                                            one of your rituals in five minutes,       you agree with his assessment and keep
     Hardliner: Schrekt’s way is the only   without preparation, having done all the   archives on werewolves, magi, wraiths,
way forward for your clan.You follow        preparations beforehand.                   fae, and other weird entities.This col-
Schrekt’s laws fanatically.With the Story-                                             lection equates to a three-dot Haven
teller’s agreement, add two dice to any               Archon’s Bane: You find          Library (pick three suitable specialties of
dice pool when testing to resist attempts   Schrekt’s targeting of supernatural enti-  Occult), although you might not store
to sway you from Schrekt’s goals.           ties deplorable, and you have formed a     your reference materials in your haven.
                                            tight bond with a member of another        Also once per story, you can ask the Sto-
                                            supernatural background.You have a         ryteller to answer any simple question
                                            four-dot Ally: a mage, werewolf, wraith,   related to such creatures.
                                            changeling, or something even stranger.
                                            You must keep your friend safe, as they
                                            are being hunted. Once per story, they
                                            come to your aid within one to ten
                                            hours when called.
                                            405
LORESHEET
descendant of xaviar
                                           (gangrel characters only)
Nobody, even fellow Gangrel, listened to Xaviar the first time
                he spoke. It took marching into a convocation of the Cama-
                rilla’s biggest players for other Kindred to take notice of him.
                He spoke of interacting with one of the Antediluvians and
seeing his entire coterie eaten alive by this mythological creature. He ac-
cused the Camarilla of perfidy against its members and cast aside his role
of Gangrel Justicar.
    News travels slowly among the Gangrel, as a clan with little hierarchy
and lacking an effective communication network. Slowly, Gangrel followed
Xaviar out of the Camarilla, some becoming Autarkis, while more ulti-
mately joined the Anarchs.
    Gangrel now share a communal guilt for their initial disbelief of
Xaviar’s claims and slow reaction to his proclamation, as he met Final
Death soon after. Few know if the Camarilla or some other agency slew the
mighty Gangrel, but all know their ancestor was wronged. Now they take
up his torch and attempt to bring the Gangrel into truth’s flickering light.
                                                                            Lore
  Martyred Ancestor: Other Gan-              loyalty, the local Camarilla Prince awarded                Experienced the
grel treat you with the respect they took    you status, feeding rights, and territory,    A ntediluvian: Xaviar was not the
too long to afford Xaviar. Despite any       amounting to four dots you can distribute     only Gangrel to sink into the ground and
personal grievances, you can always find     among Domain, Herd, and Status. Non-          find himself inside his clan founder’s vast,
sanctuary with other Gangrel, if any are     Camarilla Gangrel despise you, and even       inhuman form.You have done the same,
present in your current domain, at least     Camarilla vampires of other clans pity your   and the experience changed you.You
until you insult them grievously.With        solitude, but you guarantee yourself a voice  are now a little mad, likely suffering from
them, you have two dots of Status ( ).       among the Primogen, should any rebel          paranoia or claustrophobia.Whenever
                                             Gangrel pass through your domain.             you call your encounter to mind, you
     Where the Bodies Are                                                                  feel your veins rooted to the ground,
Buried: Xaviar’s experiences with                      Monstrous Bat: Xaviar’s             connecting to every other Gangrel in the
melding through earth, blood, and vitae      preferred bestial form was once that of a     world. Once per story, you can sense any
left a mark on his lineage. Gangrel of       bat, but following his encounter with the     Gangrel’s location and drain a thimbleful
his line can make a Resolve + Aware-         Antediluvian, he found his form capable       of vitae from them to reset your Hunger
ness test to detect whether a vampire        of changing into a hybrid between hu-         level to 2.You must be touching open
has merged with the ear th or lays tor-      man and bat. Once per story when the          ground, not concrete, to use this ability.
pid beneath the soil. Difficulty depends     moon is just right, you can take the same
on the area you have to search.              form.This man-sized bat has an extra dot
                                             in all Physical Attributes and can glide in
       Loyal Hound:You resisted the          the air from any height. Biting in this form
winds of change, remaining with the Cama-    adds +1 Aggravated damage to mortals
rilla despite your clan’s actions. For your  and vampires alike.
                                             406
INDEX
                                                 Index
A                      Blood Leech 176           Competence                Dragon’s Breath          Fortitude 258
                       Blood Of Potency 273      Assumption 352            Rounds: 380              Freeform 291
Abstracted scene 291   Blood Potency 215         Composure 156             Draught Of Elegance 254  Frenzy 219
Academics 168          Blood Sorcery 271         Compromised 189           Draught Of               Fury Frenzy 220
Addiction 180          Blood Surge 218           Compulsions 208           Endurance 259
Advance 296            Bloodthirsty Sheriff 375  Compulsion Severity 311   Draught Of Might 265     G
Advanced Conflict 295  Blood Walk 276            Conceal 262               Drawing Out The
Advantages 179         Blush Of Life 218         Concessions 295           Beast 247                Gangrel 69
Adversary 193          Bond Famulus 245          Conflicts 123             Dread Gaze 267           Gangster 371
Aggravated Damage 126  Bonding 180               Consensualist 177         Drive 160                Gear 378
Airborne               Bond Junkie 181           Contacts 185              Dyscrasia 227            Generation 214
Momentum 287           Bond Resistance 181       Conventional                                       Ghost In
Alleycat 175           Bondslave 180             Weapons 379               E                        The Machine 262
Allies 184             Branded By The            Convention Of                                      Ghoul 372
All-Out Attack 298     Camarilla 182             Thorns 387                Earth Meld 270           Ghouls 234
All-Out Defence 298    Brawl 160                 Convictions 172           Earthshock 265           Golconda 389
Amalgam Powers 244     Broken                    Corrosive Vitae 272       Eat Food 182             Grappling 301
Anarch 38              Social Scenes 324         Coterie 139, 195          Effectiveness 185        Guard Dog 373
Anarch Comrades 183    Brujah 65                 Cover 302                 Elder 140
Anarch                 Brutal Feed 264           Craft 160                 Elysium 51               H
Revolutionary 374                                Craft Bloodstone 276      Enduring Beasts 258
Ancestor Urn 381       C                         Creepy 189                Enemies 184              Hafla 380
Ancilla 140                                      Crippling Injuries 303    Entrancement 268         Hardestadt 390
Animal Dominion 247    Caine 47                  Critical Success 120      Envelop 285              Hard Extended Test 294
Animalism 244          Cainite Heresy 384        Critical Win 120          Escape To True           Harpy 374
Animal Ken 164         Calcinatio 284                                      Sanctuary 280            Haunted 189
Animals 373            Called Shots 302          D                         Essence Of Air 278       Haven 188
Animal Succulence 246  Camarilla 37                                        Etiquette 164            Haze 285
Antagonist             Camarilla Contact 183     Dagon’s Call 278          Experience 130           Healing 127
Expenditures 375       Carna 385                 Dark Secret 187           Extended Contests 294    Health 119
Antagonists 370        Cascading Test 294        Daunt 267                 Extended Tests 293       Heart Of Stone 281
Antediluvians 47, 214  Catenating Blood 183      Day Drinker 183           Extinguish Vitae 273     Heightened Senses 249
Archaic 180            Cat’s Grace 252           Day Watch 198             Extra Skills 145         Helena 391
Archon 49              Cauldron Of Blood 274     Dead Flesh 183            Extreme Cold 221         Herd 190
Armor 304              Celerity 252              Decapitation 221          Eyes Of Babel 277        Hidden Armory 189
Ashirra 51             Cell 189                  Defense Of The Sacred     Eyes Of The Beast 269    Hidden Compulsions 311
A Taste For Blood 272  Cerberus 197              Haven 279                 Eyes Of The              High-Functioning
Athanor Corporis 284   Champions 197             Deflection Of Wooden      Nighthawk 279            Addict 180
Athletics 159          Chaoscopes 378            Doom 278                                           Hooks 351
Auspex 248             Chapter 116               Defractionate 286         F                        Hopeless Addiction 179
Automatic Wins 120     Characters 133            Defy Bane 259                                      Horse 373
Awakening 219          Character Creation 135    Degeneration 239          Faerie 377               Humanity 236
Awareness 168          Charisma 156              Dementation 256           Faith Hunter 371         Humanity Track 239
Awe 267                Chasse 195                Descendant Of             Fame 186                 Hunger 205
                       Checks 123                Hardestadt 390            Fang Gang 198            Hunger Dice 205
B                      Childer 140               Descendant                Farmer 177               Hunger Frenzy 220
                       Choleric 226              Of Helena 391             Far Reach 284            Hunting 306
Baal’s Caress 274      Chronicle 117, 139        Desire 174                Feral Weapons 270        Hunting Grounds 308
Baby Teeth 182         Chronicle Tenets 172      Despised 187              Feral Whispers 245       Hunting Party 198
Bagger 176             Circulatory System 386    Destitute 188             Final Death 223
Bahari 382             Clairvoyance 251          Dexterity 155             Finance 168              I
Bat 373                Clan Compulsions 210      Diablerie 234             Fire 221
Bear 373               Clan Curse 183            Dice Pool 118             Firearms 160             Illiterate 179
Beautiful 179          Cleaver 176               Difficulty 118            Firewalker 279           Illuminate The
Beckoning 37           Clergy 371                Directed Freeform 291     First Inquisition 388    Trail Of Prey 277
Bestial Failure 207    Clinging Of               Discipline Affinity 184   Fist Of Caine 266        Impairment 126
Bestial Temper 182     The Insect 276            Disguised Weapons 379     Fixatio 284              Impostor’s Guise 263
Bird Of Prey 373       Cloak Of Shadows 261      Disliked 187              Flamethrowers 380        Incendiary Weapons 379
Bite 213               Cloak The Gathering 263   Distillation Methods 283  Flaws 179                Incorporeal Passage 280
Blankbodies 363        Close Combat 301          Distillation Roll 283     Fleetness 253            Infamy 187
Blink 253              Cloud Memory 256          Dodging 125               Flesh Of Marble 259      Influence 187
Block 297              Commando 197              Domain 195                Folkloric Bane 182       Inquisitor Delta 372
Blood Bag 212          Communicate               Dominate 254              Folkloric Block 182      Inquisitor
Blood Bond 233         With Kindred Sire 277     Dots 118                  Formula 283              Investigator 372
Blood Cult 197         Compel 256                Downtime 291              Fortify The Inner        Insight 165
Bloodhound 182                                                             Facade 259               Intelligence 156
                                                                                                    Intensity 227
                                                 407
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            Intimidation 165         Mist Form 271            R                          Spotlight Scene 290       Traits 118
            Investigation 169        Modes Of Play 291                                   Spotlight                 Traversal 253
            Iron Gullet 182          Modifiers 120            Ranged Combat 125, 301     Distribution 356          Tremere 93
            Irresistible Voice 268   Molotov Cocktail 380     Rat 373                    Stains 239                Trinity 393
            Items 378                Mortal Frailty 183       Rationalize 257            Stake Bait 182            True Faith 222
                                     Movement In              Raufoss 380                Stake Launcher 381        Truth Of Blood 277
            J                        Conflicts 298            Regency 199                Stakes 221                Turn 115
                                     Multiple Opponents 125   Relationship Map 142       Stalkers 194
            Jeanette/Therese         Mythic Merits And        Reliability 185            Stamina 155               U
            Voerman 394              Flaws 182                Remorse 239                Star Magnetism 269
            Justicars 49                                      Repulsive 179              Status 194                Ugly 179
            Jyhad 48                 N                        Resilience 258             Stealth 164               Unbondable 181
                                                              Resolve 157                Stigmata 182              Uncanny Grip 265
            K                        Neonates 140             Resonance 226              Story 117                 Unerring Aim 254
                                     Net Gun 380              Resources 193              Storyteller 40            Unliving Hive 246
            Kindred Intimacy 310     Noddist Bishop 375       Retainers 194              Streetwise 152            Unseen Passage 261
            Known Blankbody 192      No Haven 188             Riding The Wave 219        Strength 155
            Known Corpse 192         Nomads 198               Ritual Roll 274            Stunning 179              V
                                     Nosferatu 81             Rituals 274                Substance Use 179
            L                        Notorious 194            Rouse Check 211            Subsume The Spirit 247    Vampiric Mending 218
                                                              Rousing                    Subterfuge 166            Vampiric Resilience 184
            Laboratory 189           O                        The Blood 211              Success 118               Vanish 262
            Larceny 163                                       Rudi 396                   Summon 268                Vegan 181
            Leadership 165           Obfuscate 260                                       Sunbag 378                Vehme 199
            Leisure Skills 145       Obvious Predator 190     S                          Sunlight 221              Ventrue 99
            Lethal Body 264          Occult 170                                          Superficial Damage 126    Vitae Dependency 183
            Library 189              One Roll 296             Sandman 177                Supernatural
            Lien 196                 One-Roll Conflicts 298   Sanguine 226               Equipment 381             W
            Life Event Skills 145    Organovore 181           Sbirri 199                 Surgery 189
            Lifelike 184             Osiris 177               Scene 116                  Surprise 300              Wake With Evening’s
            Lightning Strike 254                              Scene Queen 178            Survival 164              Freshness 276
            Lingering Kiss 267       P                        Science 171                                          Ward Against
            Linguistics 179                                   Scorpion’s Touch 273       T                         Cainites 280
            Living In The Past 180   Performance 166          Scry The Soul 249                                    Ward
            Location 189             Persuasion 166           Sect 140                   Tainted Blood 310         Against Ghouls 277
            Long Bond 181            Phlegmatic 226           Sect War Veteran 392       Taking Half 123           Ward
            Long-Term                Plumaires 199            Security System 189        Teamwork 122              Against Lupines 279
            Compulsions 311          Police Detective 371     Sense The Beast 245        Technology 171            Ward Against Spirits 278
            Looks 179                Politics 170             Sense The Unseen 249       Telepathy 252             Warding 190
            Loresheet 151, 382-396   Portillon 196            Series Test 294            Terminal Decree 257       Warding Circle
            Luxury 189               Possession 251           Session 116                Terror Frenzy 220         Against Cainites 282
                                     Postern 189              Session Zero 135           The Forgetful Mind 257    Warding Circle
            M                        Potence 263              Shaft Of Belated Dissolu-  The Four Humors 226       Against Ghouls 278
                                     Powers 244               tion 281                   Theft Of Vitae 274        Warding Circle
            Magician 377             Predator Types 175       Shapechange 270            Theo Bell 383             Against Lupines 280
            Majesty 268              Predator Pools 307       Share The Senses 250       The Prelude 138           Warding Circle
            Malkavian 75             Premonition 249          Short Bond 181             The Second Inquisi-       Against Spirits 279
            Maneuver 297             Presence 266             Shunned 194                tion 39                   Warding Circles 275
            Manipulation 156         Prestation 314           Shunned By The             The Unfettered Heart 271  Wards 275
            Maréchal 198             Prey Exclusion 181       Anarchs 183                Thin-Blood 109            Watchmen 199
            Margin 121               Primogen 51              Silence Of Death 261       Thin-Blood                Watchmen (Haven) 189
            Marks 322                Prince 51                Simple Test 117            Alchemist 184             Weapon Ratings 304
            Mask 192                 Profane Hieros           Siren 178                  Thin-Blood Alchemy 282    Week Of Nightmares 395
            Mask Of A Thousand       Gamos 285                Sites 333                  Thin-Blood Flaws 182      Weight Of
            Faces 262                Professional Skills 145  Skill Pool 118             Thin-Blood Merits 183     The Feather 269
            Mass Manipulation 257    Protean 269              Slaking Hunger 211         Thrown Weapons 301        Werewolf 376
            Mawla 192                Prowess 264              Soaring Leap 264           Tick Words 292            Werewolf Blood 376
            Medicine 169             Prowess From Pain 260    Social Combat 304          Toreador 87               Wight 375
            Melancholy 226           Punctuated               Spark Of Rage 265          Torpor 223                Willpower 122, 157
            Melee 163                Freeform 293             SPC 40                     Total Failure 122         Win At A Cost 121
            Memoriam 311                                      Specialties 159            Touchstones 173           Wits 156
            Mending Damage 218       Q                        Spectre 377                Toughness 258             Wolf 373
            Mesmerize 256                                     Spending Willpower 158     Trackers 119
            Messy Critical 207       Quell The Beast 246      Spirit’s Touch 250         Traditions 51             X
            Metamorphosis 271        Questari 199             Split Second 254
            Methuselah’s Thirst 181                                                                                Xscopes 378
            Minor Actions 298
                                                              408
A P P EI NNDDEI X
Appendix I: Standard Feats
Characters often attempt the fol-     ivory carving might require Dex-         ficulty dependent on the system’s
lowing relatively common activi-      terity or Resolve. Plastic arts use      security (4 for decent corporate
ties during play. The specific dice   Craft as the Skill; performing arts      security, 6 for secure databases, 8+
pools and rules provided here exist   use Performance; architecture and        for the NSA). If the character rolls
solely to guide the Storyteller.      literary arts use Academics.             a total failure, they alert security
The Storyteller always determines                                              to their presence. In some chroni-
which dice pool a player builds to        Art conveying a secret mes-          cles, hacking may be resolved as a
attempt any feat or action, and       sage (e.g., forbidden love, political    conflict.
they can always change it to better   samizdat, occult codes) uses the
serve the narrative.                  “encoded” Skill (e.g., Insight, Poli-        Most hacking in the real world
                                      tics, Occult) but requires a higher      is social engineering: convinc-
Mental Feats                          rating in the “surface” artistic Skill.  ing an administrative assistant to
                                                                               re-enter their password online,
These systems cover tasks involving       The quality of the work de-          sending phishing emails, or just
the three Mental Attributes: Intel-   pends on the number of successes         buying a bunch of passwords from
ligence, Wits, and Resolve. Mental    the artist achieves. A messy critical    a Ukrainian malcontent. Those
tests can provide you with infor-     might betray vampiric origins to         hacks use different pools (Manipu-
mation about things your character    a knowledgeable onlooker or oth-         lation + Subterfuge or Intelligence
knows but you do not, and to          erwise fails spectacularly; a clean      + Streetwise, for example) and total
determine if the character knows      critical might be worth a boon.          failure attracts a different sort of
something that you do know.                                                    exposure.
                                      computer use
artistic creation                                                                  At the end of the day, what
                                      Older Kindred have long thought          exactly can be accomplished by
Some vampires were artists, musi-     computers spell nothing good,            hacking and how long it takes is up
cians, or poets in life, and desper-  and with the Second Inquisition          to the troupe and depends heav-
ately husband their creative spark    behind every screen, they have           ily on the level of realism in your
through the endless nights. Others    doubled down on their technopho-         games.
attempt to clothe their muse with     bia. That said, computers remain as
inhuman glories. Camarilla courts     essential as they are dangerous, and     concealment
compete in art as in all things, but  clever fledglings still know that
even an Anarch street gang prides     better than their elders.                Disguising one’s haven, cleaning up
itself on MC skills or murals of                                               blood stains, disposing of bodies,
occult graffiti.                          Many Skills simply require           camouflaging Elysium – the Mas-
                                      (or assume) basic computer use;          querade rests on concealment.
    Normally, players can have        Investigation, for example, hardly
their characters create various       functions in these nights without            Camouflage in nature or
pieces of art to their heart's con-   a few database searches. Academ-         burying a body outside undetect-
tent, but in some cases, when they    ics and Science likewise comprise        ably uses Intelligence + Survival as
wish to accomplish something with     at least a quick Google or JSTOR         its pool. Urban camouflage uses
their art, such as impressing some-   trawl. Other Skills function on a        Intelligence + Streetwise, although
one, it might be prudent to roll.     computer just like they might off it     some vampires get creative and use
                                      – lying in a bar and lying in a chat     Academics (Architecture) or Craft
    The Attribute in the pool var-    room both involve Subterfuge.            (Interior Design) to make one
ies: Intelligence is most common,                                              building appear like another.
but a clever satire might use Wits        Hacking into a computer
or Manipulation, or a delicate        system by writing or deploying               Building false compartments or
                                      code script to subvert it uses Intel-    secret chambers uses Intelligence +
                                      ligence + Technology against a Dif-      Craft (Carpentry) or Intelligence
                                      409
RULEBOOK 	
            + Academics (Architecture), if you     honed by long training, or fogged      preparedness
            trust your workforce. Cleaning         by rage and blood-scent.
            up a murder scene tests Resolve +                                             Nothing slows the game down
            Larceny; concentration and focus           Build most perception pools        more than a lengthy inventory
            are essential, if you want to remove   with Awareness as the Skill. The       scene in which players list every
            every drop of DNA.                     Attribute varies depending on          conceivable item or object they
                                                   whether the perceiver notices          may need for the night’s activities.
                The result of your concealment     something in the moment (Wits),        The preparedness test avoids this
            test becomes the Difficulty for any-   recognizes something (Intel-           scenario by allowing players to test
            one trying to spot what you have       ligence), or picks something out       during the session to see if they
            hidden.                                of a cloud of distraction or detail    remembered to bring something
                                                   (Resolve). “You hear a sound” uses     along or pick it up earlier.
            explosives                             Wits; “You hear the guard com-
                                                   ing” uses Intelligence; “Despite           Characters need not roll for
            From IEDs by a desolate roadside       the alarm going off, you hear soft     signature items: the gun-happy
            to an impromptu Primacord crypt        footsteps behind you” uses Resolve.    Brujah brought their pistol, the
            opening, explosives can play a                                                sneaky Nosferatu brought their
            dramatic part in the unlife of the         Feeling a puff of air from a       lockpicks, and so forth. Everybody
            modern vampire.                        secret door likely uses Wits; spot-    has the normal sorts of things
                                                   ting an ambusher in camouflage         people might have in their pockets:
                Creating explosives uses Intel-    likely uses Intelligence; noticing a   cell phone, pocket knife, pencil,
            ligence + Science. Building a bomb     very small detail after long study     or what-have-you. This test covers
            uses explosives (made or sourced)      likely uses Resolve. The Storyteller   slightly outré or unusual things:
            as well as Intelligence + Technology   should ask how much the action         rope, a shovel or other larger tools,
            (or Craft, for old-school bombs        depends on instinct or sensory acu-    extra burner phones. The less likely
            made of clock parts and colored        ity vs. memory or recognition vs.      the item, the higher the Difficulty
            wires).                                pure mental focus.                     the Storyteller should set.
                The pool for using a pre-made          Resolve also applies in general        The Attribute for a prepared-
            bomb or explosive depends on its       to detecting supernatural signs        ness test is Intelligence; the Skill
            purpose: blowing a safe or breach-     amidst the mundane information         should relate to the item or its
            ing a wall uses Intelligence + Lar-    surrounding them and to notic-         use in some way. Roll Intelligence
            ceny; controlled demolition uses       ing qualities in blood (or Blood)      + Firearms to have brought a
            Intelligence + Science (Engineer-      despite the distractions of Hunger.    silencer, Intelligence + Craft to re-
            ing); setting a car bomb uses Intel-                                          member a wrench, or Intelligence
            ligence + Technology. Just tossing a       Tests to perceive a living target  + Occult to produce a tarot deck
            grenade or a stick of dynamite is a    use the target’s Stealth as the base   from the folds of your trench coat.
            regular throwing action (see p. 301).  Difficulty. For contests of percep-
                                                   tion vs. sneaking, see Sneaking        research
                A total failure on any roll with   (p. 415).
            explosives may cause an accident,                                             The pool for a research attempt,
            ruin the materials, detonate the           Specifically searching a crime     whether it’s scouring an archive or
            explosive prematurely, or result in    scene for clues or evidence uses       paying a human grad student to
            something else at the Storyteller’s    Intelligence + Investigation. Other    look it up, is Intelligence + the rel-
            discretion.                            Skills may encompass dedicated         evant Skill (not just Academics or
                                                   perception tests as well; spotting     Science but anything from Finance
            perception                             a disease symptom on a human           to Occult). The character still has
                                                   uses Intelligence + Medicine, for      to direct the grad student, after all.
            The vampire’s senses may be keenly     instance.
            attuned to their surroundings,                                                    With the advent of the inter-
                                                   410
APPENDIX
net, finding out basic facts or even   eering equipment lowers Difficulty        The Difficulty depends on
fairly recondite information has       by -2 or more.                        all those conditions, alone or in
never been easier; the Difficulty                                            combination. By and large, each
for almost any mundane research        Falling Damage                        possible complication (speed, ma-
test is 3 or 4 at most. Very obscure,  Falling characters sustain one level  neuvers, traffic, weather) adds +1 to
occult, or deliberately concealed      of Superficial damage per meter of    a standard Difficulty of 3 (with a
information increases the Dif-         uncontrolled fall. Landing on one’s   light, responsive vehicle) or 4 (with
ficulty. That sort of research often   feet (negating the damage) requires   a heavy, unwieldy one). An extreme
requires an extended test; a clean     a Dexterity + Athletics test at a     version of any complication adds
critical uncovers the needed fact      Difficulty equal to meters fallen.    +2 to the Difficulty. Failing the roll
faster or leads to an unsuspected                                            slows or even stops the driver.
secret or trove of facts.              driving
                                                                                 A complete failure under such
tracking                               Nobody needs a Drive roll to oper-    adverse conditions might mean a
                                       ate a vehicle normally. The pool      crash or spinning out.
Unlike shadowing (p. 414), tracking    when you do need a test depends
requires you to follow physical        on the nature of the complication;    feats of strength
evidence in the wild – footprints,     driving at high speed, making com-
blood smears, bent blades of grass     plex maneuvers, or evading traffic    Storytellers should feel free to
– to find a target. The tracking       requires Dexterity + Drive; weather   set a Difficulty to perform any
dice pool is Wits + Survival; the      that makes it hard to see the road    given feat of strength based on the
base Difficulty equals the target’s    is a job for Wits + Drive.            character’s Strength Attribute, and
Survival. Inclement weather and                                              completely ignore the chart below.
elapsed time since the target’s
passage also modify the Difficulty     STRENGTH  FEATS                                    DEADLIFT WEIGHT (kg)
upwards. Extra successes provide
more information about the quar-       1         Crush a beer can                         20 (Christmas tree, stop sign)
ry: rate of speed, estimated weight,   2         Break a wooden chair                     45 (toilet)
number of people followed, etc.        3         Break down a wooden door                 115 (manhole cover, empty
                                                                                          coffin, refrigerator)
Physical Feats                         4         Break a wooden plank; break down a       180 (full coffin, empty dump-
                                                 standard interior door                   ster)
These systems cover actions involv-    5         Break open a metal fire door; tear       250 (motorcycle)
ing the three Physical Attributes                open a chain link fence or chained gate
(Strength, Dexterity, and Stamina).    6         Throw a motorcycle; snap handcuffs       360 (tall steel street lamp)
These feats typically require a test.  7         Flip over a small car; snap a padlock    410 (horse)
                                       8         Break a lead pipe; punch through a       455 (telephone pole, grand
climbing                                         brick wall                               piano)
                                       9         Punch through concrete; break chains;    545 (tree trunk, small plane)
Climbing usually requires a test                 rip open a car door
of Dexterity + Athletics. If the       10        Rip open a steel pipe; bend an I-beam    680 (speedboat)
climber rolls a total failure, they    11        Overturn a car; punch through 2.5 cm     910 (Predator drone)
either get tangled and stuck or fall,            thick sheet metal
at the Storyteller’s discretion.       12        Break a metal lamp post; throw a         1.3 metric tons (police
                                                 wrecking ball                            helicopter, sports car)
    Vampires using the Uncanny         13        Overturn an SUV; toss a sports car       1.8 metric tons (police car)
Grip power (see p 265) to accom-       14        Overturn a bus; rip open a vault door    2.25 metric tons (empty ship-
plish most climbing tasks without                                                         ping container; SUV, pickup
a test. Using ropes and mountain-      15        Overturn a truck; toss an SUV            truck)
                                                                                          2.75 metric tons (Humvee)
                                                 411
RULEBOOK 	
            The usual pool for lifting or smash-        Whatever the test, it needs             If the race pits two roughly
            ing things is Strength + Athletics;     to succeed on the first attempt         equally matched characters (or
            for throwing heavy things, the          against active security, or the         vehicles) or the slower party has
            Storyteller might use the worst of      intruder sets off the alarm. Most       some countervailing advantage
            Strength or Dexterity + Athletics.      commercial buildings or large           (helicopter overwatch, knowledge
            Prowess (Potence 2) generally adds      public facilities like museums, have    of the Cairo bazaar), resolve the
            to feats of strength.                   Difficulty 4 or 5 security systems;     pursuit as a basic contest.
                                                    bank vaults and secure facilities
                For Storytellers who prefer         shelter behind higher Difficulties.         A vehicle chase uses Wits +
            hard-and-fast numbers (and slight-      A government building might have        Drive for its dice pool, given the
            ly weaker vampires), this chart         Difficulty 4 alarms and locks on        importance of keeping the quarry
            provides the minimum Strength           the front door but a Difficulty 6       (or pursuer) in sight.
            needed to deadlift various weights      secure wing – with a Difficulty 8
            or perform feats of strength            hazardous materials vault inside            A foot pursuit contest uses
            without a test. Characters of lower     that. Some systems simply can’t be      Athletics for the Skill. The At-
            Strength may use a Strength +           cracked with low Larceny ratings;       tribute in a foot pursuit varies
            Athletics Attribute test to affect      for example, Larceny 1 lets you         depending on the type of chase:
            heavier weights than their Strength     pick a Yale lock but not defeat a       a long marathon run might use
            ratings allow.                          keypad or crack a safe.                 Stamina, a sprint over a few blocks
                                                                                            uses Strength, and a multi-level
                Lifting is all or nothing – if you      Setting up a security system        parkour pursuit over the rooftops
            fail the roll, nothing happens. At      uses Intelligence + Larceny. Add        of Mumbai uses Dexterity.
            the Storyteller’s discretion, drag-     the margin from that roll to the
            ging an object may be easier than       Difficulty to penetrate the system          Depending on the nature of a
            lifting it; increase the character’s    and to the the watchers’ test to        chase, many pursuits can benefit
            effective Strength by 1 in such a       spot a sneaking attempt (p. 412).       from teamwork if more than one
            case.                                                                           character is chasing a target (or can
                                                        Intrusion requires proper tools     plausibly distract a pursuer).
            intrusion                               (lockpicks, circuit bridgers, etc.)
                                                    to avoid a Difficulty increase of 1         Players that want more drama
            Intrusion covers breaking and           (improvised tools) or 2 (credit card    from a chase can run it as a con-
            entering, evading physical security     and a bobby pin). At the Storytell-     flict, where the combatants inflict
            devices, picking locks, cracking        er’s discretion, characters may be      damage on each other (represent-
            safes – and preventing others from      able to use Intelligence + Technol-     ing things barged into or short,
            doing the same. Intrusion feat          ogy to penetrate purely electronic      fleeting bursts of combat) using
            pools almost always use Larceny as      security systems at +1 to the Diffi-    their pursuit pool. Any combatant
            the Skill.                              culty. An Intelligence + Technology     may concede the chase at any time
                                                    test is a likely prerequisite for such  (allowing the quarry to escape, or
                The Attribute in an intrusion       heist staples as tapping into the       the pursuer to catch up). Use the
            pool depends on the precise task        closed-circuit camera feed or hack-     level of hazards in the environment
            in the spotlight; picking a lock or     ing into smart building software.       as weapon damage.
            dodging a laser sensor uses Dexter-
            ity + Larceny, while cracking a safe    pursuit                                 shadowing
            or bypassing an alarm circuit uses
            Intelligence + Larceny. Noticing a      Vampires may have to pursue their       One character shadows another by
            hidden camera might require Wits        prey or flee from hunters or wit-       keeping them in sight, ideally with-
            + Larceny; breaking a lock cleanly      nesses.                                 out being noticed themselves. The
            might use Strength + Larceny (and                                               pools used vary considerably with
            maybe Potence).                                                                 who knows what – as long as the
                                                                                            shadower isn’t spotted, use Wits +
                                                    412
APPENDIX
Awareness vs. the target’s Resolve     character’s Wits + Awareness in       and persuasion may find the game
+ Streetwise (representing normal      a basic contest. Darkness, back-      less predictable and thus more in-
precautions). If the quarry suc-       ground noise or other distractions,   teresting. After all, the Prince may
ceeds, the shadower(s) are spotted.    or being downwind may add a die       have her own reasons for agreeing
If the shadower is discovered, but     to the sneaker’s roll; security de-   with the player characters or for
doesn’t know it, use Wits + Stealth    vices, scanners, or superior vantage  concealing her distaste for them.
or Streetwise vs. Wits + Awareness     points may add dice to that of the
to shake the surveillance. If eve-     watcher.                              standard social feat
ryone knows, the feat is no longer                                           modifiers
shadowing; it’s now a pursuit!             Like shadowing, vampires using
                                       Obfuscate may not have to make        ATTITUDE         DIFFICULTY
    Award bonus dice to the shad-      tests to sneak.                                        MODIFIER
ower in busy areas vs. an unaware                                            Loyal/Devoted
target, but to the quarry instead      swimming                              Friendly/Weak    -1
if it knows and is trying to shake                                           Indifferent
the tail off. Award one additional     Characters with one dot or more in                     +/- 0
die in busy areas or two additional    Athletics can swim. Vampires can’t
dice in crowded areas or areas with    drown, but fresh corpses aren’t                        +1
many potential exits and blind         very buoyant, which balances out.
spots (e.g., wooded parks, train sta-                                        Suspicious       +2
tions, department stores).                 To determine whether a char-
                                       acter makes a long swim without       Aggressive/      +3
    Unless potential helpers are       being pulled off course by the cur-   Unfriendly       +5
masters of disguise (or can some-      rent or drowning (or sinking, for
how shapeshift to resemble the         vampires), roll Stamina + Athlet-     Hostile/Violent
target), only the shadower’s side      ics against a Difficulty set by the
benefits from teamwork. Vampires       weather conditions.                   Loyal/Devoted: Targets may risk
using Obfuscate may not need to                                              their careers, and possibly their
test at all to shadow mortals.             Vampires caught in shallow        lives, for you. They will give any
                                       water during the day take damage      information they think will help
sleight of hand                        from sunlight as though they are      you, whether requested or not,
                                       under cloud cover.                    and may perform services such as
Picking pockets, making a brush                                              watching prisoners, medical care,
pass with a contact, or just plain     Social Feats                          breaking down doors, or distract-
shoplifting are sleight of hand feats                                        ing the cops. They will follow your
just like card tricks or palming an    These systems cover tasks involving   lead and agree to your plans with
item. They use Dexterity + Larceny     the three Social Attributes Cha-      few questions asked, even when it
vs. any watcher’s Wits + the greater   risma, Manipulation, and Compo-       seems risky.
of Larceny or Awareness.               sure. In general, SPCs react to the
                                       characters based on their actions.    Friendly/Weak: Targets will not
    Fortunately, diversions and                                              readily harm you, and they may
distractions, as well as crowds or         Some players don’t like having    try to prevent others from doing
darkness, can give the light-fin-      the dice dictate their character’s    so. They will answer any questions
gered character bonus dice.            response to an SPC, and they          you ask, if they seem reasonable or
                                       often insist on at least playing a    safe. They will recommend reliable
sneaking                               full social combat scene (p. 304)     service providers, speak up on
                                       rather than rolling a basic contest.  your behalf, or give the occasional
A sneaking (or hiding) charac-         However, players and Storytellers     helpful tip. They are willing to be
ter pits their Dexterity + Stealth     who open themselves up to the         convinced of your plans, and they
against a watching (or searching)      dramatic possibilities of influence
                                       413
RULEBOOK 	
            will sign on if the benefits are clear.  sible to sabotage your plans, even if  Charisma + Performance: the more
            Indifferent: Targets will not go out     they cannot immediately torpedo        successes, the greater the qual-
            of their way to harm you without         them.                                  ity. Just as with artistic creation,
            clear orders or benefit. They may                                               always indicate the purpose behind
            answer some questions, if polite-            You can also modify the Diffi-     the roll. On a total failure, the
            ness or profit beckon. They will not     culty of a Social test depending on    performance was a total disaster –
            bestir themselves to help you with-      the power differential between the     and the performer may have new
            out clear reason. Your plans strike      parties, incentives offered, and the   enemies among the Toreador they
            them as risky and foolish, but they      type and manner of the request.        didn’t have when they woke up this
            are unlikely to actively prevent you                                            evening.
            from trying them as long as they         CIRCUMSTANCE            DIFFICULTY
            can stay safely out of it.                                       MODIFIER       carousing
            Suspicious: Targets suspect your         Target is of higher     +1 or higher   With a simple test of Charisma
            intentions might be unwholesome,         rank or power                          + Insight, you influence others
            illegal, or otherwise dangerous, but                                            (particularly potential vessels) to
            they have no reason to harm you          Target is of lower      -1 or lower    relax and have fun. Carousing en-
            – yet. They respond with minimal         rank or power                          compasses showing a potential ally
            courtesy or professionalism. They                                               a good time, loosening an inform-
            are unlikely to listen to your plans,    Character offers        -2             ant’s tongue, and making instant
            unless shown immediate reasons or        valuable trade or                      drinking buddies who come to
            benefits in doing so.                    favor payable in                       your aid when a brawl starts.
                                                     advance                                Vampires who can’t drink (most
            Aggressive/Unfriendly: Targets will                                             of them) may lose one or two dice
            harm you if they think they can get      Character offers        -1 per level   from this roll (or have to make a
            away with it, keep a wary eye on         boon                    of boon        sleight of hand test (p. 415) to fake
            you, and will egg others on to harm                                             it), depending on how important
            you. They will clam up in your           Target’s Conviction,    -1 or -2       sharing a beer or the equivalent is
            presence, or they offer misleading       or personal or po-                     to the subject.
            answers to questions. They will          litical agenda, agrees
            give bad advice, if they give advice     with request                           credibility
            at all. They will not help you,
            and they will oppose your plans,         Request is easy, safe, -1              Flashing a phony ID and brushing
            regardless of their merits, unless       or profitable                          past the rope line, perpetrating a
            support is the only thing keeping                                               scam or con, presenting false cre-
            them alive.                              Request is complex +2                  dentials to get a job, passing coun-
                                                     or risky                               terfeit artifacts, impersonating the
            Hostile/Violent: Targets will risk                                              authorities – tests of credibility
            their careers, and possibly their        Request is unknown, +3 or more         take many forms. The scammer
            lives, to harm and possibly kill you.    dangerous, or costly                   uses Manipulation + Subterfuge;
            They will actively prevent others                                               the mark rolls Wits + Insight.
            from giving you answers, help, or        Skill or specialty      -1 or -2
            comfort of any kind. They may            well chosen for the                        Storytellers and players inter-
            even help your enemies, and they         target (e.g. Subter-                   ested in running a long con can set
            will certainly do everything pos-        fuge (Seduction) for                   a suitably impressive Difficulty and
                                                     someone on the                         play out an extended test.
                                                     make)
                                                                                                Superior fake documents and
                                                     Skill or specialty      +1 or +2       other forgeries add dice (an addi-
                                                     poorly chosen for
                                                     the target (e.g.,
                                                     Intimidation for a
                                                     werewolf)
                                                     artistic performance
                                                     Vampires are egotistical monsters
                                                     even when they weren’t performers
                                                     in life. When a character per-
                                                     forms live before an audience, roll
                                                     414
APPENDIX
tional one or two) to the scammer’s         Interrogating someone peace-          On a total failure by an inter-
pool; clever hacks might do the         fully (Manipulation + Insight)        rogator using torture, the subject
same thing if the scam requires         involves asking strategic questions   dies, enters torpor, or goes mad.
online backup.                          designed to reveal specific facts.
                                        Use a basic contest between the           Two or more interrogators can
fast-talk                               interrogator’s pool and the victim’s  use teamwork (p. 122); this partner-
Less con artist and more snake-oil      Wits + Composure.                     ship works even if one interrogator
sales associate, the fast-talker tries                                        uses Insight while another uses
to get agreement from a target by           Violent interrogation (Manipu-    Intimidation (the classic “good
deploying a barrage of half-truths      lation + Intimidation) involves       cop/bad cop” ploy).
and engaging nonsense. Fast-talk        torturing the victim’s mind and/
pools use Charisma + Subter-            or body until they reveal what            The extent and relevance of
fuge vs. the target’s Composure +       they know. The victim resists with    shared information are up to the
Insight.                                Composure + Resolve. Regardless       Storyteller. Especially after torture,
                                        of the outcome of the contest or      a subject often skews the details or
interrogation                           conflict round, torture damages       invents extra facts based on what
                                        the subject: they take one point of   they think the interrogator wants
Anyone can ask questions, but           Aggravated damage for each point      to hear.
getting answers is a different thing.   of their own Resolve. Physical
With interrogation, you ask ques-       torture damages Health; mental            In most chronicles, torture is
tions with leverage behind them.        torture damages Willpower.            often a fast-track to earning Stains.
                                        415
RULEBOOK 	
            intimidation                            lower Strength takes the margin on      depends on coaxing potential
                                                    the intimidation contest as Super-      prey into an intimate liaison. The
            Intimidation has two effects. The       ficial damage to Health.                particular situation and style of a
            passive effect doesn’t involve a test;                                          seduction determine the pool used:
            it simply gives a character plenty      oration                                 getting a prime dance at a formal
            of space, whether on a bus or in a                                              cotillion involves Composure +
            bar. The higher their Intimidation      From a general’s rousing speeches       Etiquette; picking someone up in
            rating, the wider the berth that        to a politician’s slick double-talk,    a bar might start with Charisma
            others give them. Active Intimida-      the capacity to sway the masses         + Insight; picking them up at the
            tion works through subtle coercion      creates and destroys empires.           gym might depend on Manipula-
            or outright threat.                     When your character speaks to an        tion + Athletics; a coffee shop
                                                    audience, from a small board meet-      meet-cute could be Wits + Subter-
                Subtle coercion (Manipulation       ing to a large crowd, roll Charisma     fuge. Whatever the situation, the
            + Intimidation) uses a perceived        + Performance.                          Looks Merit (p. 179) almost always
            threat: losing one’s job, being                                                 adds dice to the pool, as does Pres-
            arrested, pain and agony a few              If the character has time to        ence in some cases.
            minutes or days later. This action is   prepare the oration beforehand,
            usually a quick contest against the     they may roll Intelligence + Insight        Like any other test or contest
            target’s Composure + Resolve. The       to tailor the speech to the crowd.      in the game, the Storyteller can
            loser backs down.                       Success on this test reduces the        abstract a seduction into a simple
                                                    subsequent oration Difficulty by        test of Charisma + Subterfuge
                Blatant threats (Strength +         1; a critical reduces it by 2. Failure  or turn it into an ongoing epic
            Intimidation) begin with words          has no effect, while a total failure    subplot throughout the chronicle.
            and can escalate to minor physi-        increases the oration Difficulty by     If the seduction means more than
            cal damage (biting off fingers,         1 as the character inserts a gaffe      just a refueling stop for the charac-
            that sort of thing). This action        into the speech.                        ter – gaining access to a Dyscrasia
            is a contest against the target’s                                               or to an office building at night –
            Composure + Resolve or Strength +       seduction                               then running it as conflict provides
            Intimidation (whichever is higher).                                             plenty of dramatic possibility ■
            The loser backs down; regardless of     Vampires are master seducers,
            who loses, the character with the       for their very sustenance often
                                                    416
APPENDIX
Appendix II: Projects
The word project comes from the        glyph spray-painted on the wall of    launch roll
Latin proicere, meaning “to throw      their haven.
forward,” as in to throw the dice.                                               If the Storyteller expects that
And for the first half millennium          Then, the player and Story-       nurturing or protecting the project
or so, the word implied a gamble       teller need to come up with the       might take on a major role in the
or mad scheme, not a sensible plan     mechanical representation of their    chronicle going forward, or that
marked out with Gantt charts or        goal. This usually takes the form of  the scene can provide dramatic
PERT graphs. Vampires tend to          one or more dots in a Background      juice or relief, the troupe should
remain conservative in their word      or other Trait. The harpy would       play out a scene or even a chapter
usage, and the Camarilla’s insti-      become a Mawla, destroying the        dedicated to stage one, laying the
tutional inertia and conservatism      bank might add to their Resources     groundwork of their plot.
keep much of the old skepticism        (by selling short) or just subtract
when they refer to younger vam-        Resources from a hated rival, tak-        At the end of that period, the
pires’ projects. Given the number      ing over the vice squad provides      player makes the Launch roll to
of things that can go wrong when       dots of Influence, and figuring out   start the project. The Storyteller
bloody-minded predators plan           the glyph might provide dots on a     tells them which dice pool to use
them, the Camarilla has a point.       Loresheet or allow the purchase of    for the Launch roll: for most
                                       a Blood Sorcery Ritual.               projects, the launch roll is Skill +
    However, players often want                                              Background. Courting the harpy
their characters to accomplish             Vampires often use projects to    might be Subterfuge + Status, de-
goals and affect the outside world,    change a vessel’s Resonance and       stroying the bank requires Finance
but don’t want to focus every scene    intensify their temperament over      + Resources, taking over the vice
of the game on a scheme to un-         the long term. One dot changes        squad uses Politics + Influence, fig-
dermine public housing policy (so      Resonance and increases it to         uring out the glyph calls for Occult
many more tasty homeless to feed       Intense, while two dots changes a     + Loresheet (or Blood Sorcery, or
from) or bankrupt a chain of coffee    Resonance and adds a Dyscrasia.       a magician Ally). As with mortals,
shops run by a rival. For this sort                                          vampires need leverage to get lever-
of subplot or sub rosa activity, the       The number of dots the project    age. Temporary dots from Boons,
Project system offers the Storytell-   adds if successful is called the      Memoriam, and other sources
er a way to ask the elders’ recurring  project’s Scope.                      might also bolster the Launch roll.
question: “Are you sure you want
to do that?” and to monitor the        project increment                         The launch roll is a simple
action when the players inevitably                                           test against a Difficulty equal to
answer “Of course! What could go       Finally, the player and Storyteller   the project’s Scope + 2. The player
wrong?”                                decide on the increment for the       cannot spend Willpower or use a
                                       project: days, weeks, fortnights,     Blood Surge on the launch roll. The
Launching a Project                    months, years, sevenals, decades,     Storyteller may allow the player
                                       mortal generations, centuries, etc.   to use Disciplines on the launch
To launch a project, the player (or    One increment should roughly          roll, especially if the player aims
players) must first describe their     equal the project’s likely time span  the project at mortals rather than
goal in story terms: Win the heart     divided by ten. Thus a project that   fellow Kindred.
of the chief harpy, destroy the        culminates in a year has a roughly
credit of the biggest bank in the      monthly increment.                        On a critical win, the player
city, take over the vice squad, un-                                          does not have to commit any of
cover the meaning of a mysterious          A project less than ten days      their current dots to the project.
                                       long should just be an extended
                                       test (p. 293).                            On a regular win, the player
                                                                             must commit a number of dots
                                                                             equal to the project’s Scope + 1,
                                       417
RULEBOOK 	
            minus their margin on the launch        but it’s easy to imagine gambling       cies to track likely keeps a master
            roll.                                   Resources to get Influence, or some     list on paper or in their phone, but
                                                    other combination. Storytellers         nothing beats the visual and tactile
              EXAMPLE                               should be wary of players offering      sensation of clicking a die over to
                                                    “empty dots” that don’t come up         the next face when the time comes
             Istvan wishes to build a drug          in play or don’t lose effectiveness     right.
             empire in Hamburg to get five          at lower levels (like Mask, or some
             dots in Resources. He already has      Loresheets) as stakes.                      Because indeed, the Project
             Resources ••, so his project Scope is                                          Die decrements by one after each
             three dots. Given that he only has         On a failure, the player can try    increment, counting down from 10
             Resources ••, he asks the Storyteller  again to start the project, with a      to 9 to 8 … and eventually, to 1.
             if he can leverage his Influence •••   launch roll Difficulty one higher.
             in the docks instead. The Story-       The time isn’t right, someone               If the players (or characters)
             teller agrees and sets the Launch      talked who shouldn’t, something         become impatient, they can make a
             die pool as Streetwise + Influence.    went wrong.                             Goal roll at any time. The Sto-
             Istvan calls in a boon from the                                                ryteller tells you your dice pool,
             Primogen to bump him up from               On a total failure, the character   which may or may not be the same
             seven (Streetwise 4 + Influence 3) to  has a new enemy, or an energized        as your Launch roll dice pool. (You
             eight dice, against a Difficulty of 5  and motivated old enemy. The            can use “staked” dots in the Goal
             (2 + Scope 3). He rolls well, getting  Storyteller may decide that these       roll, since they’re already dedicated
             six successes. He can subtract one     enemies destroy or estrange some        to that goal.) However, the Goal
             dot (his margin was 1 over the         part of the character’s Background,     roll is a conflict roll, against a dice
             Difficulty) from the stake, for a net  costing them a dot or more.             pool equal to the current value of
             stake of three dots. Rather than                                               the Project Die: for example, if you
             play without any Influence, Istvan         If the Storyteller agrees, players  try for success when the Project
             stakes one dot of Resources and two    can cooperate on a Launch roll,         Die shows 6, you roll against a pool
             dots of his Influence on this plot.    either by using a Coterie Back-         of six dice.
             (The boon dot disappeared when he      ground or by using regular Team-
             spent it on the Launch roll.) He’ll    work (p. 122). However, multiple            Again, you cannot spend
             have some lean times and have to       players take multiple risks: the        Willpower, Blood Surges, or (usu-
             live by his wits for a while, but it   stakes and losses must come from        ally) Disciplines on this roll. Also,
             all pays off at the end.               every player involved in the launch     the plotter gets no criticals on the
                                                    roll, even if that means increas-       Goal roll: each 10 only counts as
            The minimum commitment, or              ing their cost. If four characters      one regular success. Worse yet, the
            stake, on a regular win is one dot.     helped, and the stake is three dots,    opposition criticals do count –
            Dots committed to a project stake       all four vampires need to put up        call it the house advantage for the
            cannot be used in play until the        one dot.                                status quo.
            project ends one way or another –
            the player has those dots “tied up”     goal roll                                   If the player wins, they do
            in the project. As a rule of thumb,                                             damage to the Project Die, dec-
            the dots in the stake should be         Assuming a win, the Storyteller         rementing it by the number of
            the same type as dots in the goal,      sets a Project Die at 10. Rather        extra successes they rolled. If the
                                                    than keep a loose die on the table      Project Die decrements below 1,
                                                    when it’s not being used, they can      the project suddenly succeeds. The
                                                    also just write the Project Die         Storyteller comes up with an in-
                                                    number for a given scheme down          game reason for this dramatic shift
                                                    in their notes along with its Scope     of events, which they may or may
                                                    and intended mechanical effect. A       not share with the player.
                                                    Storyteller with multiple conspira-
                                                                                                If the player loses, they take
                                                    418
APPENDIX
damage as losses to their Back-         made with their plot so easily.        Opposition Projects
ground dots, starting with the              The Storyteller may still make
stake. If the loss reduces their stake                                         Player characters are hardly the
to 0, the project suddenly collaps-     the player pay Experience for dots     only Kindred with tangled knots
es. (The exception: a player who        gained through a Project – the Pro-    of long-running schemes. They
rolled a critical on their Launch       ject system provides the in-game       can detect, hamper, and even
roll can keep a project in play even    action component of an improve-        hijack their opponents’ (or allies’)
after losing a Goal roll.) Again, the   ment only. Some Storytellers may       projects nearly as easily as starting
Storyteller comes up with an in-        allow a price break on the goal’s      their own.
game reason for this failure, which     Experience cost, depending on the
they may or may not share with          degree of success, the quality of          The Storyteller needs to deter-
the player.                             the players’ planning and roleplay-    mine the current Project die value
                                        ing surrounding the project, and       for the project, and at least a rough
  EXAMPLE:                              the general looseness of the game’s    dot value for its Scope. When in
                                        Experience economy.                    doubt, roll a die for the Project
 Istvan makes a Goal roll when the                                             die value; roll again and divide the
 Project Die shows 5. He rolls his      The Longue Durée                       result in half (rounded up) for its
 Streetwise + Influence (plus his one                                          Scope.
 staked Resource dot, for a total       To properly profit from a project
 of eight dice) against the opposi-     lasting decades or centuries, the      detecting an
 tion pool of five dice. He rolls six   characters need to have already
 successes, against four for the op-    launched their plot decades or         opposition project
 position. He decrements the Project    centuries ago.
 Die by his margin of 2, lowering it                                           Discovering that a plot exists at all
 to 3. If the opposition had rolled a       To have already launched a         may require specific in-game ac-
 critical, however, he would have       Longue Durée project in the past,      tions from the characters. Deter-
 lost four dots – his whole stake,      the characters need to play out a      mining how far it has progressed
 plus one more dot (likely from         launch chapter in Memoriam             – getting the correct value of the
 Influence) – and the project would     (p. 311).                              Project die – definitely requires
 have collapsed.                                                               investigation, or at least an inform-
                                            This uses the same rules as        ant.
Like stakes, damage must be shared      above, but the characters’ Goal
among all the players who assisted      dots from Memoriam become part             On screen, an enemy Project
with a project’s Launch roll, or        (or all) of the Launch roll die pool,  die decrements at least once during
taken from the Coterie’s Back-          and of the stake going forward. The    the story, because an intensifying
grounds.                                Project Die can only be decrement-     conspiracy makes for better drama.
                                        ed in the present by the number of     Dramatic considerations also make
Ending a Project                        Goal dots achieved in Memoriam:        it more likely that a noticeable
                                        if you want a Project Die at 4 in      project is dangerous or unfriendly
The initiator of a project can al-      the present, you need to gain six      to the player characters. Other-
ways end it, although they may not      Goal dots in Memoriam and spend        wise, why bring it on stage at all?
be able to call off any enemies they    them all on the project.
                                                                               affecting an
                                            Damage done by a lost Goal
                                        roll in the present comes off          opposition project
                                        present Backgrounds, not off the
                                        Memoriam stake.                        Player character coteries can affect
                                                                               supporting characters’ Project die
                                                                               by dedicating a chapter (or a story,
                                                                               for longer-term or larger-magni-
                                                                               tude projects) to advancing or de-
                                                                               laying its plot. Dramatic law means
                                        419
RULEBOOK 	
            the coterie turns out to be critical     poses. The specific systems in play   Project Die. Failures during this ex-
            (or potentially critical) to whatever    vary with the coterie’s wishes and    tended test alert the owners of the
            plot they focus the story on – and       the existing conspiracy’s design:     project that someone is interfering
            realistically, a group of vampires       draining money from a financial       with it; a total failure tells them
            can indeed do an awful lot of dam-       conspiracy requires skills that       specifically who dares to interfere.
            age if they work together. It’s up to    false-flagging cultists from an
            the Storyteller to help them decide      underground church does not, and          Once successfully entwined
            a suitably powerful in-game action       vice versa.                           with the project, the characters can
            for the coterie to take, even if it’s                                          either loot it or hijack it. Looting
            of the “for want of a nail the battle        However, in general the char-     a project transfers half of its Scope
            was lost” or “tiny pebble trigger-       acters must first be in a reasonable  in dots (rounded up) to the coterie,
            ing the avalanche” sort of powerful      position to access or influence       and requires no further roll: the
            action.                                  the conspiracy’s elements. The        extended test represents getting
                                                     Storyteller judges whether they       enough access to loot the project.
                Successful interference incre-       meet this requirement just by
            ments (or decrements) the Project        discovering the plot, or must also        Hijacking a project requires an
            die by one or more, at the Story-        maneuver themselves into such a       immediate Goal roll, just as if the
            teller’s discretion. Critical wins on    position with a story action or a     characters had originated the pro-
            critical rolls might even short-         roll or both.                         ject. (The Storyteller may change
            circuit a project entirely, or (less                                           this dice pool up to put the player
            plausibly) bring it to completion            The Storyteller then sets the     characters’ Backgrounds into play,
            early.                                   player character Goal roll dice       or to better suit the narrative.) If
                                                     pool; since the characters don’t      successful, they get the benefit of
                Interfering with an ongoing          need to have laid any ground-         the project; if they fail, they lose
            project almost certainly invites re-     work, this pool can be a normal       the indicated number of Back-
            prisal from someone powerful: the        Skill Pool such as Manipulation       ground dots.
            target of the plot if the coterie tries  + Finance or Occult or Politics
            to advance it, or the author of the      or Streetwise, or something else          Whatever the outcome, the
            plot if the coterie tries to derail it.  entirely, depending on the nature     characters now have another
                                                     of the project.                       enemy to go along with their new
            using an opposition project                                                    hoard of dots. If their new enemy
                                                         Then, they need to make a (Dif-   defeats them over the course of
            Instead of derailing or accelerating     ficulty 5) hard extended test         that story or the next, story, the
            a scheme, often a coterie prefers        (p. 294) with a Target Number         characters lose their looted or
            to hijack it for their own pur-          equal to 15 minus the value of the    hijacked dots ■
                                                     420
APPENDIX
        Appendix III:
Advice for Considerate Play
Character and                          (and thus excluding, for instance,    in detail and are bound to have
                                       the trans experience or the experi-   opinions on what’s going on in
Player identity                        ence of growing up as an Arab kid     the world right now. Even so,
                                       in Northern Europe from your          it’s pretty easy to steer the game
One of the best things about           game) play with sexuality, gender,    away from totalitarian perspec-
tabletop roleplaying is that you       nationality, and so on. Who knows,    tives. Emphasize the differences
can play someone different from        you may even discover aspects of      between individual vampires,
yourself. No gender, ethnicity,        yourself you never suspected.         and between factions as well as
sexual preference, disability, class,                                        inside factions. Tell stories about
or position in society is off limits.      If you need help with making      infighting, surprising kindness,
But remember that this freedom         your portrayal respectful and true    and new ideas. Play thin-bloods,
comes with a responsibility to your    to life, ask someone who belongs      Caitiff, Anarchs, or even Camarilla
fellow players. When portraying        to the group you are portraying for   members in a Hellene city where
someone not like you, the good         tips and insights.                    most of the Ivory Tower’s tradi-
choice is to create a complex,                                               tions have been adapted to suit the
nuanced and respectful portrayal.      Fascism in Play                       present. Another way is to play is
Incidentally this also makes for                                             to portray Kindred society in all its
a better game. For instance, your      Vampire: The Masquerade is not a      malicious (and fascist) glory, but
table may include people who           fascist-friendly game. If you are a   let the player characters oppose
identify as trans and, whether they    neo-Nazi, "alt-righter", or whatever  the system, from the inside or from
plan to transition or not, they will   you’re calling yourself nowadays,     without.
probably not feel comfortable if       we urge you to put this book down
you portray the trans experience as    and call someone who you trust            What if someone wants to
a simple preference or a condition     to talk about where you went so       play a fascist, though, or a Story-
to be cured, or if you just assume     wrong in your life.                   teller wants to introduce a fascist
that all their characters are also                                           SPC? There are plenty of those
trans. Always respect your players’        That said, Kindred culture        throughout the World of Dark-
identities and remember that they      is inherently monstrous. Part of      ness — monsters, but many with
do not necessarily align with the      the political horror of Vampire:      pretty faces. They can be a tragic
identities of their characters.        The Masquerade is surviving in        villain, or a former friend who fell,
                                       a culture that worships the Bad       or even someone who the player
    In a Storytelling game, where      Old Ways. Large parts of Kindred      characters think of as an ally. They
imagination runs riot and lines are    society (especially the Camarilla     might be the Brujah neo-Nazi, the
made up on the fly in a split sec-     and the Sabbat) adhere to cults       far-right Ventrue billionaire, or the
ond, using the wrong pronoun for       of tradition, ascribes to the idea    Tzimisce eugenicist. Whatever face
a character or player or accidental-   of humiliating their enemies with     they present, the player characters
ly dropping an offensive stereotype    overwhelming wealth and force,        should be given the satisfaction
in a description are understandable    and praises religious fundamen-       of redeeming or destroying them
mistakes. Still mistakes, but un-      talism or even pre-modern ideals      eventually. After all, the player
derstandable. Rather than fearing      like feudal rule. Many Kindred are    characters are something unique
representing different identities,     old enough to remember WWII           and special — something fascists
                                                                             cannot abide.
                                       421
RULEBOOK 	
                Remember: playing a character      perform their will. After all, they    try the more ethical Predator types
            whose opinions you oppose can          are apex predators and consider it     (listed above) or let your players
            be a great way to understand how       their right. Vampires who embrace      invest in a willing Herd. The game
            supremacist ideas work and how         this perspective ignore or outright    is designed to allow players to fight
            to spot and fight them in the real     laugh at consent.                      against the worst in their nature
            world. Fictionally experiencing                                               instead of just giving in to it.
            seductive perspectives like blaming        Consent in this case can be
            the Other, conforming to norms         nonsexual, but the nature of the       chronicle tenets. None of the
            and fighting for a grand purpose,      Kiss and the vampire as human          examples of Chronicle Tenets (core
            can help you spot these tendencies     predator carries with them an aura     book, pp. 172-173) in V5 allow char-
            in yourself and others and dimin-      of sex. Polidori’s original vampire    acters to use and abuse humans.
            ish their power over you.              was a sexual predator who drank        Even the hard-boiled “Street Code”
                                                   the blood of virgins on their wed-     set includes the tenet “Respect oth-
                This is all in character, of       ding nights. (Polidori was Lord        ers, and demand respect”. Remov-
            course. At the time of writing, the    Byron’s friend and literary histori-   ing someone’s consent is never
            real world is currently inundated      ans argue that The Vampyre was an      respectful. This is intentional.
            with far-right fascist ideologies      attempt to depict the poet as a de-    Vampire becomes a stronger moral
            being given free reign by well-        viant and a sexual predator.) While    game it you choose a set of Chroni-
            meaning people who want to             your Vampire: The Masquerade           cle Tenets that everyone around
            preserve civility. If you see people   game could strive to avoid sexual      the table can agree with.
            at your table opening up with alt-     content at all costs, it’s important
            right talking points, we encourage     to be aware of the potential for       stains are your friend. If a
            you to shut that shit down. If you     sexual violence as a theme. With       player character (including your
            become uncomfortable with a            that in mind, let’s look at a few key  own) does something that feels
            storyline in game because of what’s    points:                                vicious and breaks a Chronicle
            happening out of game, use one of                                             Tenet (like removing or ignoring
            the techniques listed here. You are    some feeding scenes can                a human’s consent) feel free to
            not obligated to tolerate fascists                                            suggest handing out one (or more)
            in-game or out-of-game. This game      resemble sexual assault. This          Stains. Either ask the Storyteller to
            is a way to tell stories about under-  could be a huge deal for players       add one, or if you are the Story-
            standing and perhaps fixing some       at your table who have been as-        teller, have the player add a Stain.
            of the darkness in our own world.      saulted. Unless the character has a    Some vampires don’t have much
            Use that to your advantage.            willing Herd or is a dedicated Con-    compassion, and have Convictions
                                                   sensualist, Bagger, Farmer, or Blood   to match, but nonetheless, every
            Sexual Violence                        Leech (core book, pp. 175-178),        time they turn humans into slaves
                                                   feeding scenes often involve using     or playthings, their Beast gets
            in Games                               Disciplines, tricking, or forcing a    stronger.
                                                   human into a situation where you
            Let’s not mince words here — vam-      can attack them and steal some of      allow for self-reflection ...
            pires, since John Polidori’s story     their blood. Exploration into the      As a vampire’s Humanity degener-
            The Vampyre was published in 1819,     depths of the human psyche can be      ates, they should have the oppor-
            have been used as a metaphor for       intense and worthwhile, but only       tunity to look back and see what
            human predation. They seduce, be-      with the enthusiastic buy-in of        they have done. Part of the narra-
            guile, coerce, dominate, and some-     your table. If your group wants to     tive of Vampire: The Masquerade
            times outright force humans to         avoid the whole “vampire as sexual     is the potential for redemption,
                                                   predator” theme, at least for their
                                                   own characters, encourage them to
                                                   422
APPENDIX
and player characters should be        ers what they’d like added to the       gated,” sometimes the camera cuts
faced with the consequences of         lists, and notes that the lists can     away right before the action — oc-
what they have done and oppor-         be edited at any time. Veils can        casionally with a moan or a scream
tunities to make full and genuine      be moved to Lines, Lines can be         included as appropriate. This
restitution. If they don’t take those  moved to Veils, new Veils or Lines      technique is called “fade to black,”
opportunities, then continue piling    can be added, or Veils or Lines can     and can be used in your chronicle
on the consequences. This is cov-      be taken away (with the consent of      as appropriate. If you don’t want
ered in the rules for Remorse (core    the other players). Veils and Lines     to narrate every caress of a love
book, pp. 239).                        cannot be used to cut out antago-       scene or the blood gushing out of
                                       nists (i.e. “I don’t want vampire to    a corpse you overfed on, simply
...but remember that people            be a part of this game at all, not      fade to black and focus on another
                                       even mentioned in passing”) but         scene. A player can also request a
are more important than the            can be used to restrict antagonists’    fade to black if they are uncom-
                                       actions that might be uncomfort-        fortable with what is happening at
game. If you or another player         able for some players (i.e. “I do not   the table (see core book, Types of
start feeling uncomfortable out of     want to explore sexual violence         Scenes pp. 290-291).
character, use one of the tools de-    or the ramifications thereof in
tailed in this Appendix to stop and    this game at all”, which would cut      The Stoplight System
check in to see if everyone is doing   out feeding scenes and explicit
ok. Fellow players will thank you      descriptions of certain Dominate        This was pioneered by the group
for it. Vampire is a game and it’s     and Presence powers, among other        Games to Gather. The Storyteller
meant to be horrible and thought-      things, though they are still present   lays out three different colored
provoking fun. It’s not supposed to    in the metafiction).                    circles on the table: red, yellow,
just be horrible.                                                              and green. Each color indicates
                                       common lines: sexual violence,          a response to different levels of
Calibration                            explicit depiction of torture, force    intensity. Green means “yes, I
Techniques                             feeding, starvation, mutilation,        am okay with and encourage the
                                       racial slurs, gender-specific slurs,    scene getting more intense.” Yellow
Lines and Veils                        spiders, needles, bestiality, explicit  means “the scene is fine at the in-
                                       depiction of bodily functions,          tensity level it is now, and I would
A classic technique originally         animal suffering                        like it to stay here if possible.” Red
described by Ron Edwards in his                                                means “the scene is too intense
book Sex and Sorcery, Lines and        common veils: explicit depic-           for me in a bad way and I need it
Veils allows players to pick and       tion of consensual sexual activity,     to decrease or I need to tap out.”
choose what they want to address       torture, emotional abuse, physical      Players can tap the colored circles
in the campaign. Before game, the      abuse, body horror, human experi-       as appropriate to indicate to the
Storyteller should prepare two         mentation, dream or nightmare           Storyteller what they want or need
sheets of paper. Label one “Lines”     sequences, childhood memories,          at that moment.
and the other “Veils.” Lines are       prophetic visions, animal death
things that will absolutely not be                                                 The Storyteller can also use the
touched on in the course of play,      Fade to Black                           stoplight system to ask the players
not even mentioned in passing.                                                 if they’d like intensity increased
Veils are things that can happen,      In a movie, when the hero is just       or decreased as necessary without
but will not be played out, and        about to get into bed with her love     breaking the narrative flow. To
instead addressed with a “fade to      interest or be “forcibly interro-       do so, the Storyteller can repeat-
black.” The Storyteller asks play-                                             edly tap a color — green for “more
                                       423
RULEBOOK 	
            intense,” yellow for “keep it here,”   The Door is                            Debriefing
            and red for “do you need me to         Always Open
            stop?” The players can then touch                                             Debriefing is a post-game tech-
            a color in response. Players can       This is another technique that         nique, used primarily by European
            also respond by saying the color in    needs very little explanation. If a    and American freeform LARP
            question out loud.                     player needs to stop play for any      groups, and can be used along
                                                   reason, they are free to do so after   with any and all of the suggestions
            The X Card                             giving the Storyteller a heads up.     above. After the session is finished,
                                                   The session is then on pause until     the Storyteller asks the players to
            The X card was designed by John        that player either returns or leaves   put away their character sheets and
            Stavropolous and is fairly self-ex-    the premises.                          take some deep breaths. Soft music
            planatory. A card or sheet of paper                                           or snacks can also be used to assist
            with an “X” drawn on it is placed      Some good reasons to leave a ses-      in debriefing. Debriefing is all
            in the middle of the table. At any     sion early could be:                   about bringing the players back to
            point, a player or the Storyteller     ■■ Your Storyteller or other           the real world.
            may touch the X card to call a halt
            to any action currently making             players deliberately ignore the        Use this time to talk about the
            them uncomfortable in a bad                techniques you all agreed to use   game in a context other than first
            way. If they would like to explain     ■■ You are having a family or          person. Players tend to refer to
            themselves, they may, but it is            other emergency                    their characters as “I.” During the
            not necessary, and the Storyteller     ■■ You feel ill or panicky             debriefing the Storyteller should
            should continue play once every-       ■■ You are uncomfortable and           encourage them to use the char-
            one is settled back in.                    have addressed that with others    acter’s names and use first person
                                                       at the table                       only for things that they felt as
            The OK Check In                        ■■ Your Storyteller or other play-     players, not as characters. What
                                                       ers are using out-of-game (or      did they think was the highlight
            The OK Check In is a LARP tech-            in-game that you’re not com-       of this session? What was their
            nique that uses quick hand signals         fortable with) name calling,       favorite interaction they had with
            and no paper or props. If a player         threats, or extended arguments     another player’s character? An
            or Storyteller is in an intense scene      to force you into situations you   SPC? Is there anything the play-
            and wants to check in on another           don’t want to be in                ers think the Storyteller could be
            player, they simply flash an OK        ■■ You have a prior engagement or      doing better? Are the techniques
            symbol with their fingers. The per-        need to leave early                and story-building suggestions in
            son being checked in with should       ■■ You don’t feel this is the experi-  this book working out for everyone
            either give a thumbs up (good, con-        ence you signed up for             at the table? Should anything be
            tinue), thumbs down (bad, stop),                                              changed to make the game more
            or a hand-wiggle (so-so, unsure).      Remember that you as a Storyteller     fun and engaging for everyone
            Anything other than a thumbs up        also always have a right to stop the   involved? These are all questions
            stops play, so that the responder      session. Being a Storyteller is a lot  that can be asked during debrief-
            can take a moment to breathe.          of emotional labor, often uncom-       ing, though they’re not necessary.
                                                   pensated, and if the group you are     If there are other, more important
                                                   playing with refuses to acknowl-       topics that need to be covered,
                                                   edge that, it may be better to take    feel free to use debriefing time to
                                                   a break or stop running for that       cover those as well. Respect if some
                                                   group entirely.                        players don’t want to take part in
                                                   424
APPENDIX
debriefings. Like all other tech-       Further Reading:
niques in this Appendix it’s meant
to make the game more fun, not          ■■ “Sexual Assault Myths” on the Minnesota State University website:
force players to do things they are         https://www.mnsu.edu/varp/assault/myths.html
uncomfortable with.
                                        ■■ “What do the terms Lines and Veils mean?” on RPGStackExchange:
    Debriefing does not need                https://rpg.stackexchange.com/questions/30906/what-do-the-terms-
to last for a set amount of time            lines-and-veils-mean
(five minutes per player is usually
enough). However, after a particu-      ■■ The Origins of Totalitarianism by Hannah Arendt
larly intense session, it’s probably a
good idea to have a longer debrief-     ■■ “Let’s Play with Fire! Using Risk and its Power for Personal
ing period than normal.                     Transformation” by Bettina Beck: https://nordiclarp.org/2018/03/01/
                                            lets-play-fire-using-risk-power-personal-transformation/
                                        ■■ “Creating a Culture of Trust Through Safety and Calibration
                                            Mechanics” by Maury Brown: https://nordiclarp.org/2016/09/09/
                                        ■■ creating-culture-trust-safety-calibration-larp-mechanics/
                                        ■■ “Ur-Fascism” by Umberto Eco: https://www.nybooks.com/
                                            articles/1995/06/22/ur-fascism/
                                        ■■ Sex and Sorcery by Ron Edwards
                                        ■■ Trauma and Recovery: The Aftermath of Violence from Domestic Abuse to
                                            Political Terror by Judith Herman.
                                        ■■ The Vampyr by John Polidori
                                        ■■ “The X Card” by John Stavropolous: https://docs.google.com/
                                            document/d/1SB0jsx34bWHZWbnNIVVuMjhDkrdFGo1_hSC2
                                            BWPlI3A/mobilebasic
                                        425
Name                                              Concept                                   Predator
Chronicle                                         Ambition                                  Clan
Sire                                              Desire                                    Generation
                                                                 ATTRIBUTES
Strength                         Physical         Charisma         Social                                 Mental
                                                                                            Intelligence ¡¡¡¡¡
                                 ¡¡¡¡¡                                     ¡¡¡¡¡
Dexterity                        ¡¡¡¡¡            Manipulation ¡¡¡¡¡                        Wits        ¡¡¡¡¡
Stamina                          ¡¡¡¡¡            Composure ¡¡¡¡¡                           Resolve     ¡¡¡¡¡
                                                         Health               Willpower
                                           ¨¨¨¨¨ ¨¨¨¨¨             ¨¨¨¨¨ ¨¨¨¨¨
                                                                   SKILLS
Athletics                                  ¡ ¡ ¡ ¡ ¡ Animal Ken            ¡ ¡ ¡ ¡ ¡ Academics          ¡¡¡¡¡
Brawl                                                                                                   ¡¡¡¡¡
Craft                                      ¡ ¡ ¡ ¡ ¡ Etiquette             ¡ ¡ ¡ ¡ ¡ Awareness          ¡¡¡¡¡
Drive                                                                                                   ¡¡¡¡¡
Firearms                                   ¡ ¡ ¡ ¡ ¡ Insight               ¡ ¡ ¡ ¡ ¡ Finance            ¡¡¡¡¡
Melee                                                                                                   ¡¡¡¡¡
Larceny                                    ¡ ¡ ¡ ¡ ¡ Intimidation          ¡ ¡ ¡ ¡ ¡ Investigation      ¡¡¡¡¡
Stealth                                                                                                 ¡¡¡¡¡
Survival                                   ¡ ¡ ¡ ¡ ¡ Leadership            ¡ ¡ ¡ ¡ ¡ Medicine           ¡¡¡¡¡
                                           ¡ ¡ ¡ ¡ ¡ Performance           ¡ ¡ ¡ ¡ ¡ Occult             ¡¡¡¡¡
                                           ¡ ¡ ¡ ¡ ¡ Persuasion            ¡ ¡ ¡ ¡ ¡ Politics
                                           ¡ ¡ ¡ ¡ ¡ Streetwise            ¡ ¡ ¡ ¡ ¡ Science
                                           ¡ ¡ ¡ ¡ ¡ Subterfuge            ¡ ¡ ¡ ¡ ¡ Technology
                                           ¡¡¡¡¡                 DISCIPLINES
                                                                                     ¡¡¡¡¡
                                           ¡¡¡¡¡                           ¡¡¡¡¡                        ¡¡¡¡¡
      Resonance                                                  Hunger ¨ ¨ ¨ ¨ ¨           Humanity ¨ ¨ ¨ ¨ ¨ ¨ ¨ ¨ ¨ ¨
© 2018 White Wolf Entertainment
Chronicle Tenets                                     Touchstones & Convictions       Clan Bane
                                 Advantages & Flaws         Blood Potency ¡¡¡¡¡ ¡¡¡¡¡
                                                     ¡¡¡¡¡  Blood Surge              Mend Amount
                                                     ¡¡¡¡¡  Power Bonus              Rouse Re-Roll
                                                     ¡¡¡¡¡
                                                     ¡¡¡¡¡  Feeding Penalty          Bane Severity
                                                     ¡¡¡¡¡
                                                     ¡¡¡¡¡  Total Experience
                                                     ¡¡¡¡¡  Spent Experience
                                                     ¡¡¡¡¡
                                                     ¡ ¡ ¡ ¡ ¡ True age
                                                     ¡¡¡¡¡  Apparent age
                                                     ¡¡¡¡¡  Date of birth
                                                            Date of death
Notes Appearance
                                                            Distinguishing features
                                                            History
© 2018 White Wolf Entertainment
APPENDIX
             No one holds command over me.
                No man. No god. No Prince.
    What is a claim of age for ones who are immortal?
             What is a claim of power for ones
        who defy death? Call your damnable hunt.
           We shall see whom I drag screaming
                      to hell with me.
A Storytelling game of personal and political horror.
                    FIFTH EDITION
     Mature Advisory: contains graphic and written content
     of a mature nature, including violence, sexual themes,
     and strong language. Reader discretion is advised.
428