<font color=red>'''Please Note:'''</font> You will have the ability to add to the above dice pools with the appropriate area of Influence. Example: <br>You have Allies 2 (Journalist). <br>With Allies 2, you have a base dice pool of 4.<br>You also have Media Influence 3<br>You now can roll your Media Influence + Allies (7 dice).
<font color=red>'''Please Note:'''</font> You will have the ability to add to the above dice pools with the appropriate area of Influence. <br>
:Example: <br>You have Allies 2 (Journalist). <br>With Allies 2, you have a base dice pool of 4.<br>You also have Media Influence 3<br>You now can roll your Media Influence + Allies (7 dice).
<font color=red>'''Also:'''</font> Your action point applies to each individual Ally.
<font color=red>'''Also:'''</font> Your action point applies to each individual Ally.
</div>
</div>
Revision as of 08:56, 26 November 2025
Attributes
V20 Core, pg 96-100
Every Vampire character has Attributes. They represent the basic potential of every person in the world, as well as most other living (and unliving) things. Most people have Attribute ratings between 1 (poor) and 3 (good), though exceptionally gifted individuals may have ratings of 4 (excellent) or even 5 (peak human capacity). Some vampire elders have higher ratings still, while other Kindred, like the hideously ugly Nosferatu, may have ratings supernaturally lower than the human minimum.
[+/-] Physical Attributes
Physical
V20 Core, pg 96
Physical Attributes define the condition of a character’s body. They indicate how strong, agile, and resilient a character is. Physical Attributes should be taken as the primary category for an action-oriented character.
Vampires may use ingested blood to supernaturally augment their Physical (and only their Physical) Attributes. For more on this, see p. 268.
Strength
Strength is the raw, brute power of a character. It governs how much weight a character can lift, how much he can physically push, and how hard he can hit another character or object. The Strength Trait is added to a character’s damage dice pool when he hits his opponent in hand-to-hand combat. It is also used when a character wishes to break, lift, or carry something, as well as when a character tries to jump a distance.
Points
Description
Poor: You can lift 40 lbs. (about 20 kg.)
Average: You can lift 100 lbs. (around 50 kg.)
Good: You can lift 250 lbs. (a little over 100 kg.)
Exceptional: You can lift 400 lbs. (close to 200 kg.)
You can lift 650 lbs (nearly 300 kgs) and crush skulls like grapes.
Specialties: Never Lets Go, Powerful Arms, Reserves of Strength, Vicious
Dexterity
The Dexterity Attribute measures a character’s general physical prowess. It encompasses the character’s speed, agility, and overall quickness, as well as indicating the character’s ability to manipulate objects with control and precision. Also included under Dexterity’s heading are hand-eye coordination, reflexes, and bodily grace.
Points
Description
Poor: You are clumsy and awkward. Put that gun down before you hurt yourself.
Average: You’re no clod, but you’re no ballerina, either.
Good: You possess some degree of athletic potential.
Exceptional: You could be an acrobat if you wished.
Outstanding: Your movements are liquid and hypnotic — almost superhuman.
The Stamina Trait reflects a character’s health, toughness, and resilience. It indicates how long a character can exert herself and how much punishment she can withstand before suffering physical trauma. Stamina also includes a bit of psychic fortitude, indicating a character’s grit and tenacity.
Points
Description
Poor: You bruise in a stiff wind.
Average: You are moderately healthy and can take a punch or two.
Good: You are in good shape and rarely fall ill.
Exeptional: You can run — and perhaps win — any marathon you choose.
Outstanding: Your constitution is truly herculean.
Specialties: Tireless, Determined, Tough as Nails, Vigorous
[+/-] Social Attributes
Social
V20 Core, pg 97
Despite their often lonely fates, Kindred use human society like building blocks to advance their schemes. Social Attributes delineate a character’s appearance, charm, and ability to interact with society. These Traits are paramount in determining a character’s first impressions, personal dynamics, and relations with other individuals.
Charisma
Charisma is a character’s ability to entice and please others through her personality. Charisma comes into question when a character tries to win another character’s sympathies or encourage others to trust her. Charisma reflects the power of a character’s charm and influence. It governs a character’s ability to convince others to see her point of view. This Attribute doesn’t necessarily indicate how the character is charismatic, whether she’s a silver-tongued charmer or a grinning bully. (These should come across through roleplaying and specialties.)
Points
Description
Poor: There’s something a little sketchy about you.
Average: You are generally likable and have several friends.
Good: People trust you implicitly.
Exeptional: You have significant personal magnetism.
Outstanding: Entire cultures could follow your lead.
Manipulation measures a character’s ability for self-expression in the interests of getting others to share her outlook or follow her whims. In short, it’s getting others to do what she wants. Manipulation comes into play when a character tries to influence or subtly guide another’s behavior. Manipulation is used to trick, bluff, fast-talk, and railroad other characters. Whether or not the characters in question actually like the manipulator is irrelevant (this is why Manipulation differs from Charisma). After all, a skilled motivator can even employ the talents of people who hate her.
Manipulation is a dangerous affair, though it is way many Kindred primarily affect the world around them. Failed attempts at manipulation often earn the ire of the would-be patsy. Botching a Manipulation roll may add a name to the character’s list of enemies.
People are manipulated every day, and typically ignore it. (“Would you run to the store for me?”) If the fact is brought to their attention, however, many people become quite defensive. Manipulation can be the most powerful tool in a Kindred’s repertoire, but failure can be disastrous. Characters with high Manipulation ratings are often distrusted by those around them.
Points
Description
Poor: A person of few (often ineffectual) words.
Average: You can fool some of the people some of the time, just like anybody else.
Good: You never pay full price.
Exeptional: You could be a politician or cult leader.
Outstanding: “Of course I’ll tell the Prince I was the one who tried to stake him!”
Specialties: Persuasive, Seductive, Well-Reasoned, Misdirection, Conjurer of “Facts”
Appearance
The Appearance Attribute is a measure of how well a character makes a first impression. This may be conventional “attractiveness,” but it can also be the effect of distinctive features, an exotic mien, an air of confidence, distinctive posture, a flair for dressing well — anything remarkable upon initial observation can contribute to a character’s Appearance. Indeed, Appearance is the amalgamation of many descriptive personal characteristics. Appearance is subconscious and instinctual — it appeals to the lower levels of the psyche, so it shapes first impressions and the nature of memories thereafter.
This Trait is useful for getting potential vessels to heed your beckoning across a crowded dance floor. In situations in which first impressions are paramount, or that involve people who view Appearance as very important, a character may have no more dice in a Social dice pool than her Appearance rating. Thus, it is critically important to either look your best or get to know people before you start trying to convince them to fire-bomb the Justicar’s haven.
Points
Description
Poor: Your clothes stink, you turn people off right away, or you’re just damned ugly.
Average: You don’t stand out in a crowd, for better or for worse.
Good: “Let me buy you a drink.”
Exeptional: People go out of their way to make your acquaintance.
Mental Attributes define a character’s epistemic capacities, including such aspects as memory, intelligence, awareness of one’s surroundings, and the ability to think, learn, and react.
Perception
Perception measures a character’s ability to observe his environment. This may involve a conscious effort, such as searching an area, but it is more often intuitive, as the character’s keen senses notice something out of the ordinary. Perception is a sensitivity to one’s surroundings, and is seldom present in the cynical or jaded (who have seen it all before).
Perception is used to determine whether or not a character understands a given situation or detects an environmental stimulus. It can warn a character of ambushes, distinguish a clue from a pile of refuse, or uncover any other hidden or overlookable detail, whether physical or otherwise.
Points
Description
Poor: Perhaps you are absurdly self-absorbed, perhaps merely an airhead. In any event, watch out for that car!
Average: The very subtle evades you, but you’re aware of the bigger picture.
Good: You perceive moods, textures, and small changes in your environment.
Exeptional: Almost nothing escapes your notice.
Outstanding: You instantly observe things almost imperceptible to human senses.
The Intelligence Attribute refers to a character’s grasp of facts and knowledge. It also governs a character’s ability to reason, solve problems, and evaluate situations. Intelligence also includes critical thinking and flexibility of thought.
Intelligence does not include savvy, wisdom, or common sense, as those are properties of the character’s personality, not Traits. Even the smartest character may be too foolish to realize the thugs who want to “borrow” her car keys are up to no good.
Characters with low Intelligence aren’t necessarily stupid (though they might be); they are just uneducated or simple thinkers. Likewise, characters with high Intelligence aren’t all Einsteins; they may be better at rote memorization or have particularly keen judgment.
Points
Description
Poor: Not the sharpest knife in the drawer.
Average: Smart enough to realize you’re normal.
Good: More enlightened than the masses.
Exeptional: You’re not just bright, you’re downright brilliant.
Outstanding: Certified genius.
Specialties: Book Knowledge, Creative, Analytical, Problem Solver, Subject Authority
Wits
The Wits Trait measures the character’s ability to think on her feet and react quickly to a certain situation. It also reflects a character’s general cleverness. Characters with low Wits ratings are thick and mentally lethargic, or maybe gullible and unsophisticated. By contrast, characters with high Wits Traits almost always have a plan immediately and adapt to their surroundings with striking expedience. Characters with high Wits also manage to keep their cool in stressful situations.
Points
Description
Poor: Pull my finger.
Average: You know when to bet or fold in poker.
Good: You are seldom surprised or left speechless.
Exeptional: You’re one of the people who make others think, “Ooh, I should have said...” the next day.
Outstanding: You think and respond almost more quickly than you can act.
Specialties: Getting the Jump on Others, Witty Bon Mots, Changes in Strategy, Ambushes
Abilities
V20 Core, pg 100-110
As mentioned before, Abilities are the Traits used to describe what you know and what you’ve learned to do. Whereas Attributes represent your raw potential, Abilities represent the ways you’ve learned to use that potential. You may not need anything but brute strength to smash through a door — but if you’re trying to use sheer muscle power to force an engine part into place without breaking anything, you’d better know something about mechanics. When rolling dice, you’ll probably pair an Ability with an appropriate Attribute, in order to properly depict the combination of potential and know-how that’s necessary for getting things done.
There are 30 Abilities: 10 Talents, 10 Skills, and 10 Knowledges. Each Ability typically covers a broad range of aptitudes. For certain Abilities (Expression, Crafts, Performance, Academics, Law, Science, and Technology), it is best to pick a specialty (p. 96), even if the character’s rating in the Ability is not yet 4 or higher. Thus, a character with the Crafts Skill is generally versed in handiwork of all sorts, but might be particularly adept at auto mechanics.
[+/-] Talents
Talents
V20 Core, pg 100-103
Talents describe what you intuitively know, what you can do without coaching or instruction. The only way to improve your Talents is through direct experience — with the exception of a very few cases (such as studying a text on Jeet Kune Do to learn a single dot of Brawl), these things can’t be learned from a book or an Internet video. If you try an action involving a Talent your character doesn’t possess, there’s no penalty to your basic Attribute dice pool. Talents are so intuitive that virtually everyone can execute them with some degree of capacity.
Alertness
This is your basic knack for noticing things that go on around you, even when you’re not actively looking for them. Alertness describes the attention you pay to the outside world, whether otherwise occupied or not. This Talent is typically paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).
Points
Description
Novice: You’re no mindless drone.
Practiced: Habitual eavesdropper
Competent: You keep a sharp eye on your surroundings.
Expert: Whether from paranoia or good sense, you are rarely caught off-guard.
Master: Your senses are on par with those of a wild animal.
This Talent represents your basic athletic ability, as well as any training you might have had in sports or other rigorous activities. Athletics concerns all forms of running, jumping, throwing, swimming, sports, and the like. However, Athletics doesn’t cover basic motor actions such as lifting weights, nor does it govern athletic feats covered by another Ability (such as Melee).
Points
Description
Novice: You had an active childhood.
Practiced: High-school athlete
Competent: Talented lifelong amateur
Expert: Professional athlete
Master: Olympic medalist
Possessed by: Athletes, Hobbyists, Park Rangers, Jocks, Kids Specialties: Swimming, Rock Climbing, Acrobatics, Dancing, Parkour, specific sports
Awareness
Awareness is an instinctual reaction to the presence of the supernatural. It differs from Alertness (which measures sensitivity to mundane events) and Occult (which covers actual knowledge about the supernatural). Usually, only supernatural creatures have access to this particular Talent, but some unique mortals have a sense that something is strange in the world (such as those with True Faith – see p. 372).
Characters with Awareness sometimes get hunches, chills, or sudden flashes of inspiration when they are near supernatural creatures, objects, or events. This insight is purely subconscious, and knowing that something’s wrong doesn’t mean that the character knows what it is. To get more specific information, the Kindred will need to use Occult or a particular power – Awareness only makes the vampire more receptive to the presence of the unusual.
A vampire can use Awareness deliberately if he suspects that something is supernatural, but more often the Storyteller can ask for an Awareness roll to determine whether a vampire notices a strange event that’s not immediately visible.
Points
Description
Novice: Once in a while, you get the feeling that something isn’t right.
Practiced: You sometimes get strange vibes from a particular direction or vague area (like a building).
Competent: You can walk into a room and know that something unusual is going on within.
Expert: If you concentrate, you can sense whether a someone in a group of people or a collection of objects is supernatural.
Master: You instinctually know if something or someone is mundane or supernatural.
Possessed by: Psychics, New Agers, Mystics, Paranormal Researchers Specialties: Ghostly Activity, Mystical Objects, Someone’s In My Head, Debunking
Brawl
The Brawl Talent represents how well you fight in tooth-and-nail situations. This Talent represents skill in unarmed combat, whether from formal martial arts training or simply from plenty of experience. Effective brawlers are coordinated, resistant to pain, quick, strong, and mean. The willingness to do whatever it takes to hurt your opponent wins plenty of fights.
Points
Description
Novice: You were picked on as a kid.
Practiced: You’ve participated in the occasional barroom tussle.
Competent: You’ve fought regularly and routinely, and generally walked away in better shape than your opponents.
Expert: You could be a serious contender on the MMA circuit.
Master: Somewhere on the Internet, there’s a video of you taking down three men in four seconds.
Possessed by: Military, Police, Roughnecks, Thugs Specialties: Dirty Fighting, Strikes, Throws, Submission Holds, specific martial arts or combat styles
Empathy
You understand the emotions of others, and can sympathize with, feign sympathy for, or play on such emotions as you see fit. You are adept at discerning motive, and might be able to discern when someone’s lying to you. However, you may be so in tune with other people’s feelings that your own emotions are affected.
Points
Description
Novice: You lend the occasional shoulder to cry on.
Practiced: You can sometimes literally feel someone else’s suffering.
Competent: You have a keen insight into other people’s motivations.
Expert: It’s almost impossible to lie to you.
Master: The human soul conceals no mysteries from you.
Possessed by: Social Workers, Parents, Actors, Psychologists, Detectives, Seducers, Mediums, Best Friends Specialties: Emotions, Insight, Motives, Gaining Trust
Expression
This is your ability to get your point across clearly, whether through conversation, poetry, or even in 140 characters or fewer. Characters with high Expression can phrase their opinions or beliefs in a manner that cannot be ignored (even if their opinions are misinformed or worthless). They might also be talented actors, skilled at conveying moods or communicating emotion with every gesture. Additionally, this Talent represents your ability for poetry, creative writing, or other literary art forms. For many elders, Expression is the subtle art of crafting a satirical epigram capable of socially crippling one’s longtime rival. For younger Kindred, Expression may well be the key to convincing thirty stake-wielding Anarchs to converge on the Sheriff’s private hunting ground with the right text message. You can choose a specialty in Expression, even at less than 4 dots.
Points
Description
Novice: Your talent has matured past crude poetry on notebook paper.
Practiced: You could lead a college debate team.
Competent: You could be a successful writer.
Expert: Your work is Pulitzer material.
Master: Steve Jobs asks you for input on his next mobile device.
Possessed by: Actors, Writers, Poets, Politicians, Journalists, Web Personalities, Rabble-Rousers Specialties: Acting, Poetry, Fiction, Impromptu, Conversation, Social Media
Intimidation
Intimidation takes many forms, from outright threats and physical violence to mere force of personality. It needn’t be course or callous, and a well-placed intimidating word under the right circumstances might well be called “diplomacy” in certain circles. You know the right method for each occasion, and can be very… persuasive.
Points
Description
Novice: Shady teenager
Practiced: Skinhead thug
Competent: Drill sergeant
Expert: Your air of authority cows casual passersby.
Master: You can frighten off vicious animals.
Possessed by: Bullies, Anonymous, Military Officers, Bouncers, Gangsters, Sabbat Specialties: Veiled Threats, Pulling Rank, Physical Coercion, Blackmail, Internet
Leadership
You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people’s desires than it does with presenting yourself as the sort of person they want to follow. Anyone can lead a group into some sort of conflict; a good leader can get them back out intact. This Talent is usually paired with Charisma rather than Manipulation.
Points
Description
Novice: Captain of your Little League team
Practiced: Student body president
Competent: An effective CEO
Expert: Presidential material
Master: You could be beloved dictator of a nation.
The streets can provide a lot of information or money to those who know the language. Streetwise allows you to blend in unobtrusively with the local scene, pick up gossip, understand slang, or even dabble in criminal doings.
Points
Description
Novice: You know who’s holding.
Practiced: You’re accorded respect on the street.
Competent: You could head your own gang.
Expert: You have little to fear in even the worst neighborhoods.
Master: If you haven’t heard it, it hasn’t been said.
Possessed by: Criminals, Homeless People, Reporters, Clubgoers, Savvy Detectives, Neonates Specialties: Fencing, Illegal Drugs, Illegal Weapons, Free Wifi, Gangs, Being On the Guest List, Local Slang
Subterfuge
You know how to conceal your own motives and project what you wish. Furthermore, if you can root out other people’s motives, you can then use those motives against them. This Talent defines your talent for intrigue, secrets, and double-dealing. Mastery of Subterfuge can make you the ultimate seducer or a brilliant spy.
Points
Description
Novice: You tell the occasional white lie.
Practiced: Vampire
Competent: Criminal lawyer
Expert: Deep-cover agent
Master: You’re the very last person anyone would suspect.
Possessed by: Politicians, Lawyers, Vampires, Teenagers, Con Men, Pick-up Artists Specialties: Seduction, Impeccable Lies, Feigning Mortality, the Long Con
[+/-] Skills
Skills
V20 Core, pg 103-107
Skills are Abilities learned through training, apprenticeships, or other instruction. If you try to perform an action involving a Skill in which you have no rating, your difficulty is increased by one. An unskilled worker just isn’t as effective as someone who might have lower Attributes but a better understanding of what the procedure entails.
Animal Ken
You can understand animals’ behavior patterns. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals.
Points
Description
Novice: You can get a domesticated horse to let you pet it.
Practiced: You can housebreak a puppy.
Competent: You could train a seeing-eye dog.
Expert: Circus trainer.
Master: You can tame wild beasts without benefit of supernatural powers.
Possessed by: Farmers, Animal Trainers, Zookeepers, Veterinarians, Pet Owners, Domitors Specialties: Dogs, Attack Training, Big Cats, Horses, Farm Animals, Falconry
Crafts
This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, leatherworking, weaving, or even mechanical expertise such as car repair. You can even create lasting works of art with this Skill, depending on the number of successes you achieve. You must always choose a specialization in Crafts, even though you retain some skill in multiple fields.
Points
Description
Novice: High school wood shop
Practiced: You’re starting to develop your own style.
Competent: You could start your own shop.
Expert: You wrote instruction manuals on your field of specialization.
Master: Your craftsmanship and insight is virtually without peer.
You can drive a car, and maybe other vehicles as well. This Skill does not automatically entail familiarity with complicated vehicles such as tanks or 18-wheelers, and difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn’t prepare you for double-clutching a Maserati at 100 miles per hour.
Points
Description
Novice: You know how to work an automatic transmission.
Practiced: You can drive a stick shift.
Competent: Professional trucker.
Expert: NASCAR daredevil or tank pilot.
Master: Whether it’s a Fiat or a Ferrari, you can make it sing.
Possessed by: Cabbies, Truckers, Race Car Drivers, Automotive Show Hosts, Rebels Specialties: Off-Road, Motorcycles, High Speed, Heavy Traffic, Avoiding Traffic Cops
Etiquette
You understand the nuances of proper behavior, in both mortal society and Kindred culture. In many cases, knowing how to broach a topic is as important as the discussion itself, and a person with poor etiquette will never have an opportunity to make herself heard because she doesn’t know when or how to interject. This Skill is used during meetings, haggling, seduction, dancing, dinner etiquette, and all forms of diplomacy.
Points
Description
Novice: You know when to keep your mouth shut.
Practiced: You’ve been to a black-tie event or two.
Competent: You know your way around even obscure silverware.
Expert: Her Majesty would consider you charming.
Master: If the right people came to dinner, you could end wars — or start them.
Possessed by: Diplomats, Travelers, High Society, Executives, Kindred of Status Specialties: At Elysium, Business, High Society, Sabbat Protocol
Firearms
Executing a mortal with a sword starts investigations. Clawing someone to ribbons tears the edges of the Masquerade. So Cainites adapt, and many have devoted their energies to learning how to kill with guns. This Skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Further, someone skilled in Firearms can clean, repair, recognize, and accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).
Points
Description
Novice: You had a BB gun as a kid.
Practiced: You while away the occasional hour at the gun club.
Competent: You’ve survived a firefight or two.
Expert: You could pick off people for a living.
Master: You’ve been practicing since the debut of the Winchester.
This Skill entails familiarity with the tools and techniques for the sorts of physical manipulation typically associated with criminal activity. Picking locks, manual forgery, safecracking, simple hotwiring, various forms of breaking and entering, and even sleight-of-hand all fall under the auspices of Larceny. Larceny is useful not only for theft, but also for setting up “the unbeatable system” or deducing where a thief broke in. This skill does not confer any aptitude with advanced security or anti-crime technologies such as video surveillance or alarm systems — those are covered by the Technology Knowledge.
Points
Description
Novice: You can pick a simple lock.
Practiced: You could run a shell game hustle on the corner.
Competent: You can open a standard locked window from the outside.
Expert: You can “retool” a passport or ID card.
Master: You could get into (or out of…) a multinational bank’s central vault.
Possessed by: Burglars, Security Consultants, Policemen, Car Thieves, Street Magicians Specialties: Safecracking, Misdirection, Lockpicking, Hotwiring, Pickpocketing
Melee
As the Kindred maxim runs, “Guns mean nothing to a lifeless heart”. A blade is often worth far more, as is the skill to use it properly. Melee covers your ability to use hand-to-hand weapons of all forms, from swords and clubs to esoteric martial-arts paraphernalia such as sai or nunchaku. And, of course, there is always the utility of the wooden stake.…
Points
Description
Novice: You know the right way to hold a knife.
Practiced: You may have been in the occasional street fight.
Competent: You could make a college fencing team.
Expert: You could keep order in the Prince’s court.
Master: Your enemies would rather face a SWAT team than your blade.
The Performance Skill governs your ability to perform artistic endeavors such as singing, dancing, acting, or playing a musical instrument. You are almost certainly specialized in one field, although true virtuosos may be talented in many forms of performance. This Skill represents not only technical know-how, but the ability to work an audience and enrapture them with your show. As with Crafts, you must choose a specialty, even though this Skill also imparts a general sense for watching and responding to your audience’s mood regardless of medium.
Points
Description
Novice: You could sing in the church choir.
Practiced: Your Internet videos have over a hundred thousand views.
Competent: You almost always have a gig booked.
Expert: You have the talent to be a national sensation.
Master: You are a virtuoso without peer.
Possessed by: Musicians, College Students, Actors, Ballerinas, Mimes Specialties: Dancing, Singing, Rock and Roll, Acting, Guitar Solos, Drunken Karaoke
Stealth
This Skill is the ability to avoid being detected, whether you’re hiding or moving at the time. Stealth is often tested against someone else’s Perception + Alertness. This Ability is, for obvious reasons, highly useful in stalking prey. In many cases, Stealth is also used to conceal items, whether on one’s person or somewhere in the environment.
Points
Description
Novice: You can hide in a darkened room.
Practiced: You can shadow someone from streetlight to streetlight.
Competent: You have little difficulty finding prey from evening to evening.
Although vampires have little to fear from starvation and exposure, the wilderness can still be dangerous to a Cainite. This Skill allows you to find shelter, navigate your way to civilization, track prey, establish a makeshift haven, and possibly even avoid supernatural threats like werewolves that also prowl the World of Darkness. Note that Survival need not be used only in areas considered “wilderness.” There’s plenty of Survival that goes into getting by in various parts of modern cities.
Points
Description
Novice: You can survive a night spent outside.
Practiced: You’ve “roughed it” on a regular basis.
Competent: You can separate poison or spoilage from edible forage.
Expert: You could live for months in the challenging environment of your choice.
Master: You could get dropped naked into the Andes and do all right for yourself.
Knowledges involve the application of the mind, not the body. Consequently, Knowledge Abilities are most often paired with Mental Traits. (It’s possible to roll Charisma + Academics, or even Stamina + Medicine, but such things are pretty rare.) The following descriptions speak of Knowledge levels in collegiate terms, although formal schooling is just one way to improve a Knowledge. Indeed, Knowledges can be self-taught, and the World of Darkness is home to any number of autodidacts.
If you don’t have any dots in a Knowledge, you cannot even attempt a roll involving it unless the Storyteller gives explicit permission (such as where common trivia is concerned). If you don’t know Spanish, you can’t try holding a conversation en español on your wits alone.
Academics
This catchall Knowledge covers the character’s erudition in the humanities: literature, history, art, philosophy, and other “liberal” arts and sciences. A character with dots in Academics is generally well rounded in these fields, and at high levels may be considered an expert in one or more areas of study. Not only can this Knowledge impress at salons and other Elysium functions, but it can also offer valuable clues to certain past — and future — movements in the Jyhad. If you like, you can choose a specialty for Academics even at less than 4 dots.
Points
Description
Student: You’re aware that 1066 isn’t a Beverly Hills area code.
College: You can quote from the classics, identify major cultural movements, and expound on the difference between Ming and Moghul.
Masters: You could get a paper published in a scholarly journal.
Doctorate: Professor emeritus
Scholar: Scholars worldwide acknowledge you as one of the foremost experts of your time.
This Knowledge represents the ability to operate and program computers, including mobile devices. Most Computer use also imparts a degree of Internet awareness (if not savvy).
Points
Description
Student: You can navigate touchscreen and traditional point-and-click GUIs.
College: You know your way around various applications and the Internet.
Masters: You know what to do with a text command prompt.
Doctorate: You can make a very comfortable living as a consultant.
Scholar: You have all the SDKs and comprehend data structures for a stunning variety of programming languages.
Possessed by: Hackers, Office Workers, Programmers, Data Processors, Students Specialties: “The YouTubes,” Computer Languages, Internet, Database Administration, HCI, Viruses, specific devices and programs
Finance
You know the ins and outs of commerce, from evaluating an item’s relative worth to keeping up with currency exchange rates. This Knowledge can be invaluable when brokering items, running numbers, or playing the stock market. Sufficiently high levels in Finance allow you to raise your standards of living to a very comfortable level.
Points
Description
Student: You’ve taken a few business classes.
College: You have some practical experience and can keep your books fairly neat.
Masters: You’d make a fine stockbroker.
Doctorate: Corporations follow your financial lead.
Scholar: You could turn a $20 bill into a fortune.
You’ve learned to notice details others might overlook, and might make an admirable detective. This Knowledge represents not only a good eye for detail, but also an ability to do research and follow leads. Such research may include Internet searches or more specific research techniques like hitting the law books and periodicals archives at the library.
Points
Description
Student: You can parse a broad Web search for clues.
The Law Knowledge represents a knowledge of both legal statutes and proper procedures for enforcing them. Law can be useful for filing suits, avoiding lawsuits, or getting out of jail. What’s more, the Kindred keep their own laws, and more than one vampire has saved his own unlife by deftly exploiting a loophole in one of the Traditions. The Law Knowledge has any number of specialties, and a player may choose one for her character when she takes this Ability, representing both her field of experience and a general sense for how the legal system (especially in her locality) functions, though this is not mandatory.
Points
Description
Student: You’ve paid a traffic ticket and know whether to plead guilty, not guilty, or nolo contendere next time.
College: You’re either studying for or just passed the bar exam.
Masters: You can make a living of the practice, and probably do.
Doctorate: If you’re not partner yet, you will be soon.
Scholar: You could find the loopholes in the Devil’s contracts.
Possessed by: Lawyers, Police, Judges, Detectives, Legislators Specialties: Criminal, Suits, Courtroom Protocol, Contracts, Police Procedure, the Traditions, the Code of Milan
Medicine
You have an understanding of how the human body — and to a lesser extent the vampiric body — works. This Ability covers knowledge of medicines, ailments, first-aid procedures, and diagnosis or treatment of disease. Medicine is of great use to those Kindred with an interest in repairing, damaging, or reworking the human body.
Points
Description
Student: You’ve taken a CPR course.
College: Premed or paramedic
Masters: General practitioner
Doctorate: You can perform transplants.
Scholar: You are respected by the world’s medical community as a pioneer.
Possessed by: Med Students, Doctors, Lifeguards, Parents, Paramedics, Tzimisce Specialties: Organ Transplants, Emergency Care, Poison Treatments, Pathology, Pharmaceuticals, the Kindred Condition
Occult
You are knowledgeable in occult areas such as mysticism, curses, magic, folklore, and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard facts. Much of what you know may well be rumor, myth, speculation, or hear-say. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of vampire lore, as well as a good grounding in other aspects of the occult. At the very least, you can discern what is patently false.
Points
Description
Student: You’ve got a blog about the eerie and the disturbing.
College: There seems to be some unsettling truth to some of the rumors you’ve heard.
Masters: You’ve heard a lot and actually seen a little for yourself.
Doctorate: You can recognize blatantly false sources and make educated guesses about the rest.
Scholar: You know most of the basic truths about the hidden world.
Possessed by: Occultists, The Superstitious, New Agers, Tremere Specialties: Kindred Lore, Rituals, Infernalism, Witches, Noddist Lore
Politics
You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing mortal politicians, or even offer some insight into the local Cainite power structure. The Politics Knowledge includes the ability to practically navigate various bureaucracies, as it assumes that certain organizational structures and relationship currencies are universal.
Points
Description
Student: Activist; you can pay a speeding ticket online.
College: Political science major; you know how to file a request for information.
Masters: Campaign manager or talkradio host; the clerk will help you navigate the forms you need to complete and tell you who needs the duplicates.
Doctorate: Senator; “We’re not supposed to show this to anyone without press credentials, so don’t quote me.”
Scholar: You could choose the next President of the United States. “Sure, here are the keys to the file morgue. Turn off the light when you leave.”
Possessed by: Activists, Politicians, Lawyers, vampires of all sorts Specialties: City, State, Federal, Bureaucracy, Dogma, Radical, Camarilla
Science
You have at least a basic understanding of most of the physical sciences, such as chemistry, biology, physics, and geology. This Knowledge can be put to all forms of practical use. In most cases, a player should select a specialty to reflect a focus for her character’s scientific studies, but this isn’t strictly necessary.
Points
Description
Student: You know most of the highschool basics.
College: You’re familiar with the major theories.
Masters: You could teach high-school science.
Doctorate: You’re fully capable of advancing the knowledge in your field.
The Technology Knowledge represents a broad acumen with electronics, computer hardware, and devices more elaborate than “machines,” which fall under the Crafts Skill. If it has a processor, a transistor, or an integrated circuit — if it’s electronic rather than electrical — manipulating it uses the Technology Knowledge. This is the wide-ranging Ability used to build one’s own computer, install (or subvert) a security system, repair a mobile phone, or kitbash a shortwave radio. You must always choose a specialization in Technology, even though you possess some skill in multiple fields.
Points
Description
Student: You can perform simple modifications or repairs.
College: You could make your living in assembly or repair.
Masters: You can design new technologies from a set of objective requirements.
Doctorate: For you, it’s not, “Can this be done?” but “How can this be done?”
Scholar: A visionary in the field; you shape how people interact with their world through devices.
Possessed by: Engineers, Scientists, Defense Contractors, the Cable Guy Specialties: Telecom, Computers, Security, Communications, Improvised Solutions, Industrial Espionage
Specialties
V20 Core, pg 96, and Mage20 Core, pg 279
We use the "Well-Skilled Craftsman" optional rule here, found in Mage20:
Whenever an Ability requires you to take a Specialty at level 1 (Art/Artistic Expression, Athletics, Crafts, Firearms, Martial Arts, Melee, Academics, Esoterica, Politics, Science), once you reach 4 dots in that Ability, you can buy additional Specialties for 4 XP each.
(Note: the Specialty you choose at 1 represents where your training is, it does not grant double successes for 10's on the roll unless you have at least 4 dots in the ability).
Merits
A lot of Merits are only available at Character Generation, but there are cases where they can be learned or somehow gained. A person can put a lot of effort into training themselves to be ambidextrous, or to be more calm, but they cant train themselves to be a foot taller or to have no bodily scent. Unless, of course, you happen to know a Tzimisce...
Attributes
V20 Core, pg 96-100
Every Vampire character has Attributes. They represent the basic potential of every person in the world, as well as most other living (and unliving) things. Most people have Attribute ratings between 1 (poor) and 3 (good), though exceptionally gifted individuals may have ratings of 4 (excellent) or even 5 (peak human capacity). Some vampire elders have higher ratings still, while other Kindred, like the hideously ugly Nosferatu, may have ratings supernaturally lower than the human minimum.
[+/-] Physical Attributes
Physical
V20 Core, pg 96
Physical Attributes define the condition of a character’s body. They indicate how strong, agile, and resilient a character is. Physical Attributes should be taken as the primary category for an action-oriented character.
Vampires may use ingested blood to supernaturally augment their Physical (and only their Physical) Attributes. For more on this, see p. 268.
Strength
Strength is the raw, brute power of a character. It governs how much weight a character can lift, how much he can physically push, and how hard he can hit another character or object. The Strength Trait is added to a character’s damage dice pool when he hits his opponent in hand-to-hand combat. It is also used when a character wishes to break, lift, or carry something, as well as when a character tries to jump a distance.
Points
Description
Poor: You can lift 40 lbs. (about 20 kg.)
Average: You can lift 100 lbs. (around 50 kg.)
Good: You can lift 250 lbs. (a little over 100 kg.)
Exceptional: You can lift 400 lbs. (close to 200 kg.)
You can lift 650 lbs (nearly 300 kgs) and crush skulls like grapes.
Specialties: Never Lets Go, Powerful Arms, Reserves of Strength, Vicious
Dexterity
The Dexterity Attribute measures a character’s general physical prowess. It encompasses the character’s speed, agility, and overall quickness, as well as indicating the character’s ability to manipulate objects with control and precision. Also included under Dexterity’s heading are hand-eye coordination, reflexes, and bodily grace.
Points
Description
Poor: You are clumsy and awkward. Put that gun down before you hurt yourself.
Average: You’re no clod, but you’re no ballerina, either.
Good: You possess some degree of athletic potential.
Exceptional: You could be an acrobat if you wished.
Outstanding: Your movements are liquid and hypnotic — almost superhuman.
The Stamina Trait reflects a character’s health, toughness, and resilience. It indicates how long a character can exert herself and how much punishment she can withstand before suffering physical trauma. Stamina also includes a bit of psychic fortitude, indicating a character’s grit and tenacity.
Points
Description
Poor: You bruise in a stiff wind.
Average: You are moderately healthy and can take a punch or two.
Good: You are in good shape and rarely fall ill.
Exeptional: You can run — and perhaps win — any marathon you choose.
Outstanding: Your constitution is truly herculean.
Specialties: Tireless, Determined, Tough as Nails, Vigorous
[+/-] Social Attributes
Social
V20 Core, pg 97
Despite their often lonely fates, Kindred use human society like building blocks to advance their schemes. Social Attributes delineate a character’s appearance, charm, and ability to interact with society. These Traits are paramount in determining a character’s first impressions, personal dynamics, and relations with other individuals.
Charisma
Charisma is a character’s ability to entice and please others through her personality. Charisma comes into question when a character tries to win another character’s sympathies or encourage others to trust her. Charisma reflects the power of a character’s charm and influence. It governs a character’s ability to convince others to see her point of view. This Attribute doesn’t necessarily indicate how the character is charismatic, whether she’s a silver-tongued charmer or a grinning bully. (These should come across through roleplaying and specialties.)
Points
Description
Poor: There’s something a little sketchy about you.
Average: You are generally likable and have several friends.
Good: People trust you implicitly.
Exeptional: You have significant personal magnetism.
Outstanding: Entire cultures could follow your lead.
Manipulation measures a character’s ability for self-expression in the interests of getting others to share her outlook or follow her whims. In short, it’s getting others to do what she wants. Manipulation comes into play when a character tries to influence or subtly guide another’s behavior. Manipulation is used to trick, bluff, fast-talk, and railroad other characters. Whether or not the characters in question actually like the manipulator is irrelevant (this is why Manipulation differs from Charisma). After all, a skilled motivator can even employ the talents of people who hate her.
Manipulation is a dangerous affair, though it is way many Kindred primarily affect the world around them. Failed attempts at manipulation often earn the ire of the would-be patsy. Botching a Manipulation roll may add a name to the character’s list of enemies.
People are manipulated every day, and typically ignore it. (“Would you run to the store for me?”) If the fact is brought to their attention, however, many people become quite defensive. Manipulation can be the most powerful tool in a Kindred’s repertoire, but failure can be disastrous. Characters with high Manipulation ratings are often distrusted by those around them.
Points
Description
Poor: A person of few (often ineffectual) words.
Average: You can fool some of the people some of the time, just like anybody else.
Good: You never pay full price.
Exeptional: You could be a politician or cult leader.
Outstanding: “Of course I’ll tell the Prince I was the one who tried to stake him!”
Specialties: Persuasive, Seductive, Well-Reasoned, Misdirection, Conjurer of “Facts”
Appearance
The Appearance Attribute is a measure of how well a character makes a first impression. This may be conventional “attractiveness,” but it can also be the effect of distinctive features, an exotic mien, an air of confidence, distinctive posture, a flair for dressing well — anything remarkable upon initial observation can contribute to a character’s Appearance. Indeed, Appearance is the amalgamation of many descriptive personal characteristics. Appearance is subconscious and instinctual — it appeals to the lower levels of the psyche, so it shapes first impressions and the nature of memories thereafter.
This Trait is useful for getting potential vessels to heed your beckoning across a crowded dance floor. In situations in which first impressions are paramount, or that involve people who view Appearance as very important, a character may have no more dice in a Social dice pool than her Appearance rating. Thus, it is critically important to either look your best or get to know people before you start trying to convince them to fire-bomb the Justicar’s haven.
Points
Description
Poor: Your clothes stink, you turn people off right away, or you’re just damned ugly.
Average: You don’t stand out in a crowd, for better or for worse.
Good: “Let me buy you a drink.”
Exeptional: People go out of their way to make your acquaintance.
Mental Attributes define a character’s epistemic capacities, including such aspects as memory, intelligence, awareness of one’s surroundings, and the ability to think, learn, and react.
Perception
Perception measures a character’s ability to observe his environment. This may involve a conscious effort, such as searching an area, but it is more often intuitive, as the character’s keen senses notice something out of the ordinary. Perception is a sensitivity to one’s surroundings, and is seldom present in the cynical or jaded (who have seen it all before).
Perception is used to determine whether or not a character understands a given situation or detects an environmental stimulus. It can warn a character of ambushes, distinguish a clue from a pile of refuse, or uncover any other hidden or overlookable detail, whether physical or otherwise.
Points
Description
Poor: Perhaps you are absurdly self-absorbed, perhaps merely an airhead. In any event, watch out for that car!
Average: The very subtle evades you, but you’re aware of the bigger picture.
Good: You perceive moods, textures, and small changes in your environment.
Exeptional: Almost nothing escapes your notice.
Outstanding: You instantly observe things almost imperceptible to human senses.
The Intelligence Attribute refers to a character’s grasp of facts and knowledge. It also governs a character’s ability to reason, solve problems, and evaluate situations. Intelligence also includes critical thinking and flexibility of thought.
Intelligence does not include savvy, wisdom, or common sense, as those are properties of the character’s personality, not Traits. Even the smartest character may be too foolish to realize the thugs who want to “borrow” her car keys are up to no good.
Characters with low Intelligence aren’t necessarily stupid (though they might be); they are just uneducated or simple thinkers. Likewise, characters with high Intelligence aren’t all Einsteins; they may be better at rote memorization or have particularly keen judgment.
Points
Description
Poor: Not the sharpest knife in the drawer.
Average: Smart enough to realize you’re normal.
Good: More enlightened than the masses.
Exeptional: You’re not just bright, you’re downright brilliant.
Outstanding: Certified genius.
Specialties: Book Knowledge, Creative, Analytical, Problem Solver, Subject Authority
Wits
The Wits Trait measures the character’s ability to think on her feet and react quickly to a certain situation. It also reflects a character’s general cleverness. Characters with low Wits ratings are thick and mentally lethargic, or maybe gullible and unsophisticated. By contrast, characters with high Wits Traits almost always have a plan immediately and adapt to their surroundings with striking expedience. Characters with high Wits also manage to keep their cool in stressful situations.
Points
Description
Poor: Pull my finger.
Average: You know when to bet or fold in poker.
Good: You are seldom surprised or left speechless.
Exeptional: You’re one of the people who make others think, “Ooh, I should have said...” the next day.
Outstanding: You think and respond almost more quickly than you can act.
Specialties: Getting the Jump on Others, Witty Bon Mots, Changes in Strategy, Ambushes
Abilities
V20 Core, pg 100-110
As mentioned before, Abilities are the Traits used to describe what you know and what you’ve learned to do. Whereas Attributes represent your raw potential, Abilities represent the ways you’ve learned to use that potential. You may not need anything but brute strength to smash through a door — but if you’re trying to use sheer muscle power to force an engine part into place without breaking anything, you’d better know something about mechanics. When rolling dice, you’ll probably pair an Ability with an appropriate Attribute, in order to properly depict the combination of potential and know-how that’s necessary for getting things done.
There are 30 Abilities: 10 Talents, 10 Skills, and 10 Knowledges. Each Ability typically covers a broad range of aptitudes. For certain Abilities (Expression, Crafts, Performance, Academics, Law, Science, and Technology), it is best to pick a specialty (p. 96), even if the character’s rating in the Ability is not yet 4 or higher. Thus, a character with the Crafts Skill is generally versed in handiwork of all sorts, but might be particularly adept at auto mechanics.
[+/-] Talents
Talents
V20 Core, pg 100-103
Talents describe what you intuitively know, what you can do without coaching or instruction. The only way to improve your Talents is through direct experience — with the exception of a very few cases (such as studying a text on Jeet Kune Do to learn a single dot of Brawl), these things can’t be learned from a book or an Internet video. If you try an action involving a Talent your character doesn’t possess, there’s no penalty to your basic Attribute dice pool. Talents are so intuitive that virtually everyone can execute them with some degree of capacity.
Alertness
This is your basic knack for noticing things that go on around you, even when you’re not actively looking for them. Alertness describes the attention you pay to the outside world, whether otherwise occupied or not. This Talent is typically paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).
Points
Description
Novice: You’re no mindless drone.
Practiced: Habitual eavesdropper
Competent: You keep a sharp eye on your surroundings.
Expert: Whether from paranoia or good sense, you are rarely caught off-guard.
Master: Your senses are on par with those of a wild animal.
This Talent represents your basic athletic ability, as well as any training you might have had in sports or other rigorous activities. Athletics concerns all forms of running, jumping, throwing, swimming, sports, and the like. However, Athletics doesn’t cover basic motor actions such as lifting weights, nor does it govern athletic feats covered by another Ability (such as Melee).
Points
Description
Novice: You had an active childhood.
Practiced: High-school athlete
Competent: Talented lifelong amateur
Expert: Professional athlete
Master: Olympic medalist
Possessed by: Athletes, Hobbyists, Park Rangers, Jocks, Kids Specialties: Swimming, Rock Climbing, Acrobatics, Dancing, Parkour, specific sports
Awareness
Awareness is an instinctual reaction to the presence of the supernatural. It differs from Alertness (which measures sensitivity to mundane events) and Occult (which covers actual knowledge about the supernatural). Usually, only supernatural creatures have access to this particular Talent, but some unique mortals have a sense that something is strange in the world (such as those with True Faith – see p. 372).
Characters with Awareness sometimes get hunches, chills, or sudden flashes of inspiration when they are near supernatural creatures, objects, or events. This insight is purely subconscious, and knowing that something’s wrong doesn’t mean that the character knows what it is. To get more specific information, the Kindred will need to use Occult or a particular power – Awareness only makes the vampire more receptive to the presence of the unusual.
A vampire can use Awareness deliberately if he suspects that something is supernatural, but more often the Storyteller can ask for an Awareness roll to determine whether a vampire notices a strange event that’s not immediately visible.
Points
Description
Novice: Once in a while, you get the feeling that something isn’t right.
Practiced: You sometimes get strange vibes from a particular direction or vague area (like a building).
Competent: You can walk into a room and know that something unusual is going on within.
Expert: If you concentrate, you can sense whether a someone in a group of people or a collection of objects is supernatural.
Master: You instinctually know if something or someone is mundane or supernatural.
Possessed by: Psychics, New Agers, Mystics, Paranormal Researchers Specialties: Ghostly Activity, Mystical Objects, Someone’s In My Head, Debunking
Brawl
The Brawl Talent represents how well you fight in tooth-and-nail situations. This Talent represents skill in unarmed combat, whether from formal martial arts training or simply from plenty of experience. Effective brawlers are coordinated, resistant to pain, quick, strong, and mean. The willingness to do whatever it takes to hurt your opponent wins plenty of fights.
Points
Description
Novice: You were picked on as a kid.
Practiced: You’ve participated in the occasional barroom tussle.
Competent: You’ve fought regularly and routinely, and generally walked away in better shape than your opponents.
Expert: You could be a serious contender on the MMA circuit.
Master: Somewhere on the Internet, there’s a video of you taking down three men in four seconds.
Possessed by: Military, Police, Roughnecks, Thugs Specialties: Dirty Fighting, Strikes, Throws, Submission Holds, specific martial arts or combat styles
Empathy
You understand the emotions of others, and can sympathize with, feign sympathy for, or play on such emotions as you see fit. You are adept at discerning motive, and might be able to discern when someone’s lying to you. However, you may be so in tune with other people’s feelings that your own emotions are affected.
Points
Description
Novice: You lend the occasional shoulder to cry on.
Practiced: You can sometimes literally feel someone else’s suffering.
Competent: You have a keen insight into other people’s motivations.
Expert: It’s almost impossible to lie to you.
Master: The human soul conceals no mysteries from you.
Possessed by: Social Workers, Parents, Actors, Psychologists, Detectives, Seducers, Mediums, Best Friends Specialties: Emotions, Insight, Motives, Gaining Trust
Expression
This is your ability to get your point across clearly, whether through conversation, poetry, or even in 140 characters or fewer. Characters with high Expression can phrase their opinions or beliefs in a manner that cannot be ignored (even if their opinions are misinformed or worthless). They might also be talented actors, skilled at conveying moods or communicating emotion with every gesture. Additionally, this Talent represents your ability for poetry, creative writing, or other literary art forms. For many elders, Expression is the subtle art of crafting a satirical epigram capable of socially crippling one’s longtime rival. For younger Kindred, Expression may well be the key to convincing thirty stake-wielding Anarchs to converge on the Sheriff’s private hunting ground with the right text message. You can choose a specialty in Expression, even at less than 4 dots.
Points
Description
Novice: Your talent has matured past crude poetry on notebook paper.
Practiced: You could lead a college debate team.
Competent: You could be a successful writer.
Expert: Your work is Pulitzer material.
Master: Steve Jobs asks you for input on his next mobile device.
Possessed by: Actors, Writers, Poets, Politicians, Journalists, Web Personalities, Rabble-Rousers Specialties: Acting, Poetry, Fiction, Impromptu, Conversation, Social Media
Intimidation
Intimidation takes many forms, from outright threats and physical violence to mere force of personality. It needn’t be course or callous, and a well-placed intimidating word under the right circumstances might well be called “diplomacy” in certain circles. You know the right method for each occasion, and can be very… persuasive.
Points
Description
Novice: Shady teenager
Practiced: Skinhead thug
Competent: Drill sergeant
Expert: Your air of authority cows casual passersby.
Master: You can frighten off vicious animals.
Possessed by: Bullies, Anonymous, Military Officers, Bouncers, Gangsters, Sabbat Specialties: Veiled Threats, Pulling Rank, Physical Coercion, Blackmail, Internet
Leadership
You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people’s desires than it does with presenting yourself as the sort of person they want to follow. Anyone can lead a group into some sort of conflict; a good leader can get them back out intact. This Talent is usually paired with Charisma rather than Manipulation.
Points
Description
Novice: Captain of your Little League team
Practiced: Student body president
Competent: An effective CEO
Expert: Presidential material
Master: You could be beloved dictator of a nation.
The streets can provide a lot of information or money to those who know the language. Streetwise allows you to blend in unobtrusively with the local scene, pick up gossip, understand slang, or even dabble in criminal doings.
Points
Description
Novice: You know who’s holding.
Practiced: You’re accorded respect on the street.
Competent: You could head your own gang.
Expert: You have little to fear in even the worst neighborhoods.
Master: If you haven’t heard it, it hasn’t been said.
Possessed by: Criminals, Homeless People, Reporters, Clubgoers, Savvy Detectives, Neonates Specialties: Fencing, Illegal Drugs, Illegal Weapons, Free Wifi, Gangs, Being On the Guest List, Local Slang
Subterfuge
You know how to conceal your own motives and project what you wish. Furthermore, if you can root out other people’s motives, you can then use those motives against them. This Talent defines your talent for intrigue, secrets, and double-dealing. Mastery of Subterfuge can make you the ultimate seducer or a brilliant spy.
Points
Description
Novice: You tell the occasional white lie.
Practiced: Vampire
Competent: Criminal lawyer
Expert: Deep-cover agent
Master: You’re the very last person anyone would suspect.
Possessed by: Politicians, Lawyers, Vampires, Teenagers, Con Men, Pick-up Artists Specialties: Seduction, Impeccable Lies, Feigning Mortality, the Long Con
[+/-] Skills
Skills
V20 Core, pg 103-107
Skills are Abilities learned through training, apprenticeships, or other instruction. If you try to perform an action involving a Skill in which you have no rating, your difficulty is increased by one. An unskilled worker just isn’t as effective as someone who might have lower Attributes but a better understanding of what the procedure entails.
Animal Ken
You can understand animals’ behavior patterns. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals.
Points
Description
Novice: You can get a domesticated horse to let you pet it.
Practiced: You can housebreak a puppy.
Competent: You could train a seeing-eye dog.
Expert: Circus trainer.
Master: You can tame wild beasts without benefit of supernatural powers.
Possessed by: Farmers, Animal Trainers, Zookeepers, Veterinarians, Pet Owners, Domitors Specialties: Dogs, Attack Training, Big Cats, Horses, Farm Animals, Falconry
Crafts
This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, leatherworking, weaving, or even mechanical expertise such as car repair. You can even create lasting works of art with this Skill, depending on the number of successes you achieve. You must always choose a specialization in Crafts, even though you retain some skill in multiple fields.
Points
Description
Novice: High school wood shop
Practiced: You’re starting to develop your own style.
Competent: You could start your own shop.
Expert: You wrote instruction manuals on your field of specialization.
Master: Your craftsmanship and insight is virtually without peer.
You can drive a car, and maybe other vehicles as well. This Skill does not automatically entail familiarity with complicated vehicles such as tanks or 18-wheelers, and difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn’t prepare you for double-clutching a Maserati at 100 miles per hour.
Points
Description
Novice: You know how to work an automatic transmission.
Practiced: You can drive a stick shift.
Competent: Professional trucker.
Expert: NASCAR daredevil or tank pilot.
Master: Whether it’s a Fiat or a Ferrari, you can make it sing.
Possessed by: Cabbies, Truckers, Race Car Drivers, Automotive Show Hosts, Rebels Specialties: Off-Road, Motorcycles, High Speed, Heavy Traffic, Avoiding Traffic Cops
Etiquette
You understand the nuances of proper behavior, in both mortal society and Kindred culture. In many cases, knowing how to broach a topic is as important as the discussion itself, and a person with poor etiquette will never have an opportunity to make herself heard because she doesn’t know when or how to interject. This Skill is used during meetings, haggling, seduction, dancing, dinner etiquette, and all forms of diplomacy.
Points
Description
Novice: You know when to keep your mouth shut.
Practiced: You’ve been to a black-tie event or two.
Competent: You know your way around even obscure silverware.
Expert: Her Majesty would consider you charming.
Master: If the right people came to dinner, you could end wars — or start them.
Possessed by: Diplomats, Travelers, High Society, Executives, Kindred of Status Specialties: At Elysium, Business, High Society, Sabbat Protocol
Firearms
Executing a mortal with a sword starts investigations. Clawing someone to ribbons tears the edges of the Masquerade. So Cainites adapt, and many have devoted their energies to learning how to kill with guns. This Skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Further, someone skilled in Firearms can clean, repair, recognize, and accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).
Points
Description
Novice: You had a BB gun as a kid.
Practiced: You while away the occasional hour at the gun club.
Competent: You’ve survived a firefight or two.
Expert: You could pick off people for a living.
Master: You’ve been practicing since the debut of the Winchester.
This Skill entails familiarity with the tools and techniques for the sorts of physical manipulation typically associated with criminal activity. Picking locks, manual forgery, safecracking, simple hotwiring, various forms of breaking and entering, and even sleight-of-hand all fall under the auspices of Larceny. Larceny is useful not only for theft, but also for setting up “the unbeatable system” or deducing where a thief broke in. This skill does not confer any aptitude with advanced security or anti-crime technologies such as video surveillance or alarm systems — those are covered by the Technology Knowledge.
Points
Description
Novice: You can pick a simple lock.
Practiced: You could run a shell game hustle on the corner.
Competent: You can open a standard locked window from the outside.
Expert: You can “retool” a passport or ID card.
Master: You could get into (or out of…) a multinational bank’s central vault.
Possessed by: Burglars, Security Consultants, Policemen, Car Thieves, Street Magicians Specialties: Safecracking, Misdirection, Lockpicking, Hotwiring, Pickpocketing
Melee
As the Kindred maxim runs, “Guns mean nothing to a lifeless heart”. A blade is often worth far more, as is the skill to use it properly. Melee covers your ability to use hand-to-hand weapons of all forms, from swords and clubs to esoteric martial-arts paraphernalia such as sai or nunchaku. And, of course, there is always the utility of the wooden stake.…
Points
Description
Novice: You know the right way to hold a knife.
Practiced: You may have been in the occasional street fight.
Competent: You could make a college fencing team.
Expert: You could keep order in the Prince’s court.
Master: Your enemies would rather face a SWAT team than your blade.
The Performance Skill governs your ability to perform artistic endeavors such as singing, dancing, acting, or playing a musical instrument. You are almost certainly specialized in one field, although true virtuosos may be talented in many forms of performance. This Skill represents not only technical know-how, but the ability to work an audience and enrapture them with your show. As with Crafts, you must choose a specialty, even though this Skill also imparts a general sense for watching and responding to your audience’s mood regardless of medium.
Points
Description
Novice: You could sing in the church choir.
Practiced: Your Internet videos have over a hundred thousand views.
Competent: You almost always have a gig booked.
Expert: You have the talent to be a national sensation.
Master: You are a virtuoso without peer.
Possessed by: Musicians, College Students, Actors, Ballerinas, Mimes Specialties: Dancing, Singing, Rock and Roll, Acting, Guitar Solos, Drunken Karaoke
Stealth
This Skill is the ability to avoid being detected, whether you’re hiding or moving at the time. Stealth is often tested against someone else’s Perception + Alertness. This Ability is, for obvious reasons, highly useful in stalking prey. In many cases, Stealth is also used to conceal items, whether on one’s person or somewhere in the environment.
Points
Description
Novice: You can hide in a darkened room.
Practiced: You can shadow someone from streetlight to streetlight.
Competent: You have little difficulty finding prey from evening to evening.
Although vampires have little to fear from starvation and exposure, the wilderness can still be dangerous to a Cainite. This Skill allows you to find shelter, navigate your way to civilization, track prey, establish a makeshift haven, and possibly even avoid supernatural threats like werewolves that also prowl the World of Darkness. Note that Survival need not be used only in areas considered “wilderness.” There’s plenty of Survival that goes into getting by in various parts of modern cities.
Points
Description
Novice: You can survive a night spent outside.
Practiced: You’ve “roughed it” on a regular basis.
Competent: You can separate poison or spoilage from edible forage.
Expert: You could live for months in the challenging environment of your choice.
Master: You could get dropped naked into the Andes and do all right for yourself.
Knowledges involve the application of the mind, not the body. Consequently, Knowledge Abilities are most often paired with Mental Traits. (It’s possible to roll Charisma + Academics, or even Stamina + Medicine, but such things are pretty rare.) The following descriptions speak of Knowledge levels in collegiate terms, although formal schooling is just one way to improve a Knowledge. Indeed, Knowledges can be self-taught, and the World of Darkness is home to any number of autodidacts.
If you don’t have any dots in a Knowledge, you cannot even attempt a roll involving it unless the Storyteller gives explicit permission (such as where common trivia is concerned). If you don’t know Spanish, you can’t try holding a conversation en español on your wits alone.
Academics
This catchall Knowledge covers the character’s erudition in the humanities: literature, history, art, philosophy, and other “liberal” arts and sciences. A character with dots in Academics is generally well rounded in these fields, and at high levels may be considered an expert in one or more areas of study. Not only can this Knowledge impress at salons and other Elysium functions, but it can also offer valuable clues to certain past — and future — movements in the Jyhad. If you like, you can choose a specialty for Academics even at less than 4 dots.
Points
Description
Student: You’re aware that 1066 isn’t a Beverly Hills area code.
College: You can quote from the classics, identify major cultural movements, and expound on the difference between Ming and Moghul.
Masters: You could get a paper published in a scholarly journal.
Doctorate: Professor emeritus
Scholar: Scholars worldwide acknowledge you as one of the foremost experts of your time.
This Knowledge represents the ability to operate and program computers, including mobile devices. Most Computer use also imparts a degree of Internet awareness (if not savvy).
Points
Description
Student: You can navigate touchscreen and traditional point-and-click GUIs.
College: You know your way around various applications and the Internet.
Masters: You know what to do with a text command prompt.
Doctorate: You can make a very comfortable living as a consultant.
Scholar: You have all the SDKs and comprehend data structures for a stunning variety of programming languages.
Possessed by: Hackers, Office Workers, Programmers, Data Processors, Students Specialties: “The YouTubes,” Computer Languages, Internet, Database Administration, HCI, Viruses, specific devices and programs
Finance
You know the ins and outs of commerce, from evaluating an item’s relative worth to keeping up with currency exchange rates. This Knowledge can be invaluable when brokering items, running numbers, or playing the stock market. Sufficiently high levels in Finance allow you to raise your standards of living to a very comfortable level.
Points
Description
Student: You’ve taken a few business classes.
College: You have some practical experience and can keep your books fairly neat.
Masters: You’d make a fine stockbroker.
Doctorate: Corporations follow your financial lead.
Scholar: You could turn a $20 bill into a fortune.
You’ve learned to notice details others might overlook, and might make an admirable detective. This Knowledge represents not only a good eye for detail, but also an ability to do research and follow leads. Such research may include Internet searches or more specific research techniques like hitting the law books and periodicals archives at the library.
Points
Description
Student: You can parse a broad Web search for clues.
The Law Knowledge represents a knowledge of both legal statutes and proper procedures for enforcing them. Law can be useful for filing suits, avoiding lawsuits, or getting out of jail. What’s more, the Kindred keep their own laws, and more than one vampire has saved his own unlife by deftly exploiting a loophole in one of the Traditions. The Law Knowledge has any number of specialties, and a player may choose one for her character when she takes this Ability, representing both her field of experience and a general sense for how the legal system (especially in her locality) functions, though this is not mandatory.
Points
Description
Student: You’ve paid a traffic ticket and know whether to plead guilty, not guilty, or nolo contendere next time.
College: You’re either studying for or just passed the bar exam.
Masters: You can make a living of the practice, and probably do.
Doctorate: If you’re not partner yet, you will be soon.
Scholar: You could find the loopholes in the Devil’s contracts.
Possessed by: Lawyers, Police, Judges, Detectives, Legislators Specialties: Criminal, Suits, Courtroom Protocol, Contracts, Police Procedure, the Traditions, the Code of Milan
Medicine
You have an understanding of how the human body — and to a lesser extent the vampiric body — works. This Ability covers knowledge of medicines, ailments, first-aid procedures, and diagnosis or treatment of disease. Medicine is of great use to those Kindred with an interest in repairing, damaging, or reworking the human body.
Points
Description
Student: You’ve taken a CPR course.
College: Premed or paramedic
Masters: General practitioner
Doctorate: You can perform transplants.
Scholar: You are respected by the world’s medical community as a pioneer.
Possessed by: Med Students, Doctors, Lifeguards, Parents, Paramedics, Tzimisce Specialties: Organ Transplants, Emergency Care, Poison Treatments, Pathology, Pharmaceuticals, the Kindred Condition
Occult
You are knowledgeable in occult areas such as mysticism, curses, magic, folklore, and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard facts. Much of what you know may well be rumor, myth, speculation, or hear-say. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of vampire lore, as well as a good grounding in other aspects of the occult. At the very least, you can discern what is patently false.
Points
Description
Student: You’ve got a blog about the eerie and the disturbing.
College: There seems to be some unsettling truth to some of the rumors you’ve heard.
Masters: You’ve heard a lot and actually seen a little for yourself.
Doctorate: You can recognize blatantly false sources and make educated guesses about the rest.
Scholar: You know most of the basic truths about the hidden world.
Possessed by: Occultists, The Superstitious, New Agers, Tremere Specialties: Kindred Lore, Rituals, Infernalism, Witches, Noddist Lore
Politics
You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing mortal politicians, or even offer some insight into the local Cainite power structure. The Politics Knowledge includes the ability to practically navigate various bureaucracies, as it assumes that certain organizational structures and relationship currencies are universal.
Points
Description
Student: Activist; you can pay a speeding ticket online.
College: Political science major; you know how to file a request for information.
Masters: Campaign manager or talkradio host; the clerk will help you navigate the forms you need to complete and tell you who needs the duplicates.
Doctorate: Senator; “We’re not supposed to show this to anyone without press credentials, so don’t quote me.”
Scholar: You could choose the next President of the United States. “Sure, here are the keys to the file morgue. Turn off the light when you leave.”
Possessed by: Activists, Politicians, Lawyers, vampires of all sorts Specialties: City, State, Federal, Bureaucracy, Dogma, Radical, Camarilla
Science
You have at least a basic understanding of most of the physical sciences, such as chemistry, biology, physics, and geology. This Knowledge can be put to all forms of practical use. In most cases, a player should select a specialty to reflect a focus for her character’s scientific studies, but this isn’t strictly necessary.
Points
Description
Student: You know most of the highschool basics.
College: You’re familiar with the major theories.
Masters: You could teach high-school science.
Doctorate: You’re fully capable of advancing the knowledge in your field.
The Technology Knowledge represents a broad acumen with electronics, computer hardware, and devices more elaborate than “machines,” which fall under the Crafts Skill. If it has a processor, a transistor, or an integrated circuit — if it’s electronic rather than electrical — manipulating it uses the Technology Knowledge. This is the wide-ranging Ability used to build one’s own computer, install (or subvert) a security system, repair a mobile phone, or kitbash a shortwave radio. You must always choose a specialization in Technology, even though you possess some skill in multiple fields.
Points
Description
Student: You can perform simple modifications or repairs.
College: You could make your living in assembly or repair.
Masters: You can design new technologies from a set of objective requirements.
Doctorate: For you, it’s not, “Can this be done?” but “How can this be done?”
Scholar: A visionary in the field; you shape how people interact with their world through devices.
Possessed by: Engineers, Scientists, Defense Contractors, the Cable Guy Specialties: Telecom, Computers, Security, Communications, Improvised Solutions, Industrial Espionage
Specialties
V20 Core, pg 96, and Mage20 Core, pg 279
We use the "Well-Skilled Craftsman" optional rule here, found in Mage20:
Whenever an Ability requires you to take a Specialty at level 1 (Art/Artistic Expression, Athletics, Crafts, Firearms, Martial Arts, Melee, Academics, Esoterica, Politics, Science), once you reach 4 dots in that Ability, you can buy additional Specialties for 4 XP each.
(Note: the Specialty you choose at 1 represents where your training is, it does not grant double successes for 10's on the roll unless you have at least 4 dots in the ability).
Merits
A lot of Merits are only available at Character Generation, but there are cases where they can be learned or somehow gained. A person can put a lot of effort into training themselves to be ambidextrous, or to be more calm, but they cant train themselves to be a foot taller or to have no bodily scent. Unless, of course, you happen to know a Tzimisce...
[+/-] General Merits
Merit
Cost
Allowed
Type
Source
Details
Acute Sense
1
General
Physical
V20 Core, pg 479
Synopsis: One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste.
System: The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline of Auspex to produce superhuman sensory acuity. Notes:
Ambidextrous
1
General
Physical
V20 Core, pg 480
Synopsis: You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty.
System: The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. Notes:
Bruiser
1
General
Physical
V20 Core, pg 480
Synopsis: Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace, to the point where people cross the street to avoid passing near you
System: All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty. Notes:
Catlike Balance
1
General
Physical
V20 Core, pg 480
Synopsis: You possess an innately perfect sense of balance.
System: Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two. Notes:
Scholar of Enemies
2
Vampire
Mental
V20 Core, pg 489
Synopsis: You have taken the time to learn about and specialize in one particular enemy of your Sect. You are aware of at least some of the group’s customs, strategies, abilities, and long-term goals, and can put that knowledge to good use.
System: This Merit is worth a -2 difficulty for all non-combat rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you’re so thoroughly focused on your field. Notes:
Scholar of Others
2
Vampire
Mental
V20 Core, pg 489
Synopsis: You have taken the time to learn about and specialize in one particular enemy of your Sect. You are aware of at least some of the group’s customs, strategies, abilities, and long-term goals, and can put that knowledge to good use.
System: This Merit is worth a -2 difficulty for all non-combat rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you’re so thoroughly focused on your field. Notes:
Friend of the Underground
3
Vampire
Social
V20 Core, pg 489
Synopsis: While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes, and other subterranean passages of your hometown. The local Nosferatu (and any other creatures dwelling down in the muck) may not actually like you, but they’re not inclined to kill you on sight when they see you in their
territory. System: You are at -1 difficulty on any rolls involving the subterranean world (sneaking from place to place underground, finding routes into sub-basements, and so on). Nosferatu cannot purchase this Merit. Notes:
Mole
3
Vampire
Social
V20 Core, pg 489
Synopsis: You have an informer buried in one of your Sect’s enemy organizations who funnels you all sorts of information as to what her peers are up to.
System: What you do with the information is up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too... Notes:
Broken Bond
4
Vampire
Social
V20 Core, pg 489
Synopsis: You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more.
System: Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again. Sabbat vampires cannot take this Merit. Notes:
True Love
4
Vampire
Supernatural
V20 Core, pg 493
Synopsis: You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair.
System: Whenever you suffer, the thought of your true love gives you the strength to persevere. This Merit grants you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift but also a hindrance, for your true love may require protection and occasionally rescue. Notes:
Bigger Boys Came
2
Lasombra
Supernatural
V20 Lore of the Clans, pg 121
Synopsis: When someone uses their contacts to their advantage, you can try to use yours to overrule them. You might get an editor to quash a reporter’s story, or get a gang boss to stop his thugs taking down a rival.
System: To do this you must make a roll using Manipulation + Contacts (difficulty 8). If you can get more successes than the Contacts rating of your opponent, their contacts fail to come through for them. Notes:
Berserker
3
Vampire
Mental
V20 The Black Hand A Guide to the TalMaRahe, pg 177
Synopsis: You possess the ability to willingly enter a berserker state for a scene.
System: While berserking, you ignore wound penalties and reduce the difficulty of all combat rolls except for dodges by -3. You also can take no complex actions other than combat, dodging, or running. Notes:
[+/-] Vampire Merits
Merit
Cost
Allowed
Type
Source
Details
Early Riser
1
Vampire
Physical
V20 Core, pg 480
Synopsis: No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn.
System: Your Humanity or Path score is considered to be 10 for purposes of deciding when you rise each evening. Vampires with this Merit cannot take the Deep Sleeper Flaw. Notes:
Eat Food
1
Vampire
Physical
V20 Core, pg 480
Synopsis: You have the capacity to eat food and even savor its taste.
System: While you cannot derive any nourishment from eating regular foods, this ability will serve you well in pretending to be human. Of course, you can’t digest what you eat, and there will be some point during the evening when you have to heave it back up. Notes:
Bush of Health
2
Vampire
Physical
V20 Core, pg 480
Synopsis: You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily.
System: You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. Notes:
Efficient Digestion
3
Vampire
Physical
V20 Core, pg 480
Synopsis: You are able to draw more than the usual amount of nourishment from blood.
System: When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum. Notes:
Useful Knowledge
1
Vampire
Mental
V20 Core, pg 484
Synopsis: You have expertise in a specific field that makes your conversation intriguing to an older Kindred. So long as your knowledge holds the other vampire’s attention, he has a vested interest in keeping you around. Then again, once he’s pumped you for every iota of information you possess, that patronage may suddenly vanish.
System: This Merit should be played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship. Notes:
Light Sleeper
2
Vampire
Mental
V20 Core, pg 485
Synopsis: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.
System: You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day. Notes:
Elysium Regular
1
Vampire
Social
V20 Core, pg 487
Synopsis: You spend an unusual amount of time in Elysium. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are.
System: Extended time spent in Elysium also gives you extended opportunities to interact with the Harpies and other Kindred of that stature — and they’ll know your name when you approach them. This Merit is generally taken by vampires that respect and attend Elysium on a regular basis. Notes:
Former Ghoul
1
Vampire
Social
V20 Core, pg 487
Synopsis: You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society.
System: You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a -1 difficulty on all rolls relating to vampiric knowledge. Notes:
Prestigious Sire
1
Vampire
Social
V20 Core, pg 488
Synopsis: Your sire has or had great status in her Sect or Clan, and this has accorded you a certain amount of prestige.
System: Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with other vampires, or it might engender jealousy or contempt. Notes:
Protégé
1
Vampire
Social
V20 Core, pg 488
Synopsis: Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances.
System: These vampires may be inclined to look favorably on you by dint of your sire’s recommendation; you are at -1 difficulty on Social rolls with all those who’ve heard good things about you. Notes:
Rep
1
Vampire
Social
V20 Core, pg 488
Synopsis: Your fame has exceeded the bounds of your Sect. Everyone knows who you are, what you’ve done and what you’re supposed to have done (which might not be the same thing).
System: The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter. Notes:
Sabbat Survivor
1
Vampire
Social
V20 Core, pg 488
Synopsis: You’ve lived through at least one Sabbat attack or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again.
System: You are at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit is generally taken by groups in conflict with the Sabbat, and comes into play most frequently as a means of avoiding ambushes. Notes:
Boon
1-6
Vampire
Social
V20 Core, pg 488
Synopsis: Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the Prince herself; it all depends on how many points the Merit costs.
System: You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to “settle” it early — even going so far as to create situations from which he must “rescue” you and thus clear the slate. Notes:
Bullyboy
2
Vampire
Social
V20 Core, pg 488
Synopsis: You’re part of the brute squad the local Sheriff or Bishop calls on when he needs some muscle.
System: As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law. How far outside the law you can go depends on circumstance and how much the vampire you report to likes you. Notes:
Old Pal
2
Vampire
Socical
V20 Core, pg 488
Synopsis: An acquaintance from your breathing days was Embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend.
System: She expects the same of you, which isn’t always convenient, but at least you each have someone to hang onto who remembers the good old nights — and days. The Storyteller should play the Old Pal as a very loyal Ally. Notes:
Lawman's Friend
2
Vampire
Social
V20 Core, pg 488
Synopsis: For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local Sheriff or Bishop in charge of discipline likes you.
System: He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crack downs and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy — and the change might not be apparent until it’s too late. Notes:
Open Road
2
Vampire
Ssocial
V20 Core, pg 488
Synopsis: Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations.
System: Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers, and the like. Notes:
Rising Star
3
Vampire
Social
V20 Core, pg 489
Synopsis: You’re one of the up-and-comers in the city, a rising star in your Sect. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility.
System: You are at -1 difficulty on all Social rolls against any vampires in your Sect who aren’t actively opposing your ascent. Notes:
Clan Friendship
4
Vampire
Social
V20 Core, pg 489
Synopsis: One particular Clan (not your own) has a special liking for you. You might have done the Clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their aims.
System: Whatever the case, you’re at -2 difficulty on all friendly Social rolls involving members of the Clan in question. Of course, the reaction your cozy relationship with another Clan is likely to draw from your own Clan leaders is an entirely different can of worms. Notes:
Primogen/Bishop Friendship
4
Vampire
Social
V20 Core, pg 489
Synopsis: The ruling vampires of the city value you and your opinions.
System: You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it’s powerful nonetheless. Notes:
Deceptive Aura
1
Vampire
Supernatural
V20 Core, pg 493
Synopsis: Your aura is unnaturally bright and colorful for a vampire.
System: You register as a mortal on all attempts to read your aura. Notes:
Healing Touch
1
Vampire
Supernatural
V20 Core, pg 493
Synopsis: Normally vampires can only seal the wounds they inflict from feeding by licking them.
System: With but a touch, you can achieve the same effect, closing the puncture wounds left by drinking blood. Notes:
Inoffensive to Animals
1
Vampire
Supernatural
V20 Core, pg 493
Synopsis: With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem.
System: Animals may not enjoy being in your company, but they don’t actively flee from you. Notes:
Magic Resistance
2
Vampire
Supernatural
V20 Core, pg 493
Synopsis: You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans.
System: The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn magical Disciplines such as Thaumaturgy and Necromancy. Notes:
Hidden Diablerie
3
Vampire
Supernatural
V20 Core, pg 493
Synopsis: The tell-tale black streaks of diablerie do not manifest in your aura.
System: Notes:
Additional Discipline
5
Vampire
Supernatural
V20 Core, pg 494
Synopsis: You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline.
System: All costs to learn that Discipline are paid out as if it were native to your Clan. A character cannot take this Merit more than once, and Caitiff vampires cannot take this Merit. Notes:
Unbondable
5
Vampire
Supernatural
V20 Core, pg 494
Synopsis: You are immune to being blood bound. Tremere cannot take this Merit.
System: Notes:
Nine Lives
6
Vampire
Supernatural
V20 Core, pg 494
Synopsis: Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive.
System: When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live — and one of your nine lives is used up. If that subsequent roll fails, then another reroll is made, until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining. Notes:
Trophy Allegiance
4
Vampire
Social
V20 Dread Names Red List, pg 100
Synopsis: Similar to the Clan Friendship Merit (pg. 489, V20) Trophy Allegiance opens doors and allows the character to be treated favorably by a specific Clan. The character has earned the Trophy from the Clan in question for taking down one of the Anathema. Word has spread throughout that Clan, that members should offer assistance and rewards to the character for their deed.
System: While the Trophy itself has likely already been covered with specific rewards, this Social Merit reflects more of a general goodwill and offers the character -2 difficulty on all friendly Social rolls involving members of the Trophy Clan who are familiar with the Alastor’s deeds. Additionally, the character’s reputation may earn her the occasional small favor such as the use of a haven, a loaner car, access to information from Trophy Clan members. Notes: This Merit is only available to Alastor characters who have killed an Anathema and earned a Trophy.
The High Price
3
Baali
Supernatural
V20 Lore of the Bloodlines, pg 16
Synopsis: The burden of acquiring truth or power always comes at a high price. None know that more than these Baali, who sacrifice a part of their own soul in aspiration of greatness.
System: Their physical body is wracked with weakness and pain, capping any Physical Attributes at four dots and costing 1 Willpower point every evening when they rise. In exchange for this tribute, the Baali receive +2 dice to any Discipline-related checks. Notes:
Simply Waiting
4
Baali
Supernatural
V20 Lore of the Bloodlines, pg 16
Synopsis: The Baali knows their place within the order of the universe, and where they stand against other vampires or those of their own bloodline. They also know the end of the world is coming, sooner rather than later. They appear apathetic to the world around them, but in truth, they are simply resigned to their fate and remain unmoved if others try to get them to stray from their path.
System: All Social rolls against them are increased by +2 difficulty, as the Baali knows the true end of it all. Notes:
Chorus Trained
3 or 5
Daughters of Cacophony
Supernatural
V20 Lore of the Bloodlines, pg 26
Synopsis: The character has learned how to use the Fugue to tune in to her sisters and work together with far more efficiency.
System: For
3 points, this Merit grants the character 2 extra dice to any Melpominee dice pool when using the power with another character with this Merit. For 5 points, the bonus 2 dice can be added for any action being performed by a partner with this Merit, such as making art or even fighting together. Notes:
Fugue Instinct
3
Daughters of Cacophony
Supernatural
V20 Lore of the Bloodlines, pg 26
Synopsis: You can hear warnings and gain insight by listening to the Fugue more deeply.
System: You must forego one of your actions to listen properly to the Fugue within. During this time, you may defend yourself but take no active actions. If you do, then you gain an insight for your next action that grants you +2 dice to whatever dice pool you use. Notes:
Stillness of Death
2
Gargoyle
Supernatural
V20 Lore of the Bloodlines, pg 37
Synopsis: Gargoyles often hide themselves as statuary.
System: The difficulty for any searches to find you are increased by 2 when you stay perfectly still. Notes:
Heavy Hands
3
Gargoyle
Supernatural
V20 Lore of the Bloodlines, pg 37
Synopsis: One of the effects of becoming a vampire is strange changes happening to your body. The obvious alterations to your hands have made them tougher, harder, and more impervious to pain.
System: All difficulties for damage rolls using unarmed attacks go down by 1. Notes:
Disciple of Lazarus/Japheth
2
Harbinger of Skulls
Supernatural
V20 Lore of the Bloodlines, pg 48
Synopsis: You speak for the powers-that-be within your bloodline, and bear the clean, white death mask of a respected Harbinger lost to one of the historic purges suffered by your people. Most Harbingers of Skulls will listen to what you say, and take your words at face value.
System: This Merit adds two dice to any Social roll when you invoke the name of Lazarus or Japheth. Notes:
Styx Baptism
3
Harbinger of Skulls
Supernatural
V20 Lore of the Bloodlines, pg 48
Synopsis: You pledged fealty to the Harbingers of Skulls and swore to work against the machinations of Ashur, despite not being Embraced into the bloodline. You were escorted to the Shadowlands, where you were baptized head-first in the churning waters of the Styx.
System: The flesh upon your head sloughed off with contact over the coming month, leaving just rotten patches or bare bone, reducing your Appearance Rating to 0 permanently. You’re now held in esteem by Lazarenes, gaining any one of the bloodline’s Disciplines as a Clan Discipline in place of one of your own. Notes:
Half Life
6
Harbinger of Skulls
Supernatural
V20 Lore of the Bloodlines, pg 48
Synopsis: You’re more than just a vampire; you’re a wraith in vampire form.
System: Your awareness of the realities of death enables you to spend half the regular experience points cost for increasing Necromancy Paths after the first point, and permits you to move between Shadowlands and Skinlands through the expenditure of a Willpower point. You cannot be controlled as a normal spirit through use of Necromancy, but should other vampires discover what you are, you can expect to be hunted mercilessly. You suffer the same weaknesses and have the same strengths as a vampire, but if viewed with a power such as Aura Perception (V20 Core, pg 135) the aura appears as a double-exposure, with a wavering, translucent humanoid shape merging in and out of yours. Notes:
Prized Collection
1-2
Kiasyd
Supernatural
V20 Lore of the Bloodlines, pg 59
Synopsis: Kiasyd have appreciation for compilations of books, records, vintages of blood, and other collectable items among Cainites.
System: You possess a collection that
may not be worth much (1pt.) or could be worth a lot to the right buyer (2pt.). Importantly, it’s a point of interest for any visiting Kiasyd or expert in the field, and they’re likely to treat you well just to get access to it. Notes:
Alien Perfection
2
Kiasyd
Supernatural
V20 Lore of the Bloodlines, pg 59
Synopsis: You possess beauty unsettling in its perfection. People stand in awe of your flawless form, while inexplicable nausea subconsciously creeps up.
System: The difficulty of any Appearance roll is reduced by three. A Stamina roll is required by anyone in your presence for longer than one scene, if this is the first time they’ve encountered you. Failure drives them away from you with a sickness wracking their body. Notes:
Paranormal Link
2
Kiasyd
Supernatural
V20 Lore of the Bloodlines, pg 60
Synopsis: You’re linked to another weird species of the world, and unconsciously find yourself able to understand their parlance, codes, and rituals.
System: Difficulties to decipher the hidden rites and languages of one society (selected when this Merit is purchased) are reduced by three. Notes:
Skin of Porcelain
4
Kaisyd
Supernatural
V20 Lore of the Bloodlines, pg 60
Synopsis: Through concoctions imbibed or by a fluke of your Embrace, you possess a ceramic-like coating to your skin.
System: In order for this to have any effect beyond looking strange, a Stamina roll is required (difficulty 8). Success allows you to convert up to three points of aggravated damage from a fire source to lethal damage before attempts to soak. The hardening dissipates for the remainder of the current story. Notes:
Vitae Mutation
5
Kaisyd
Supernatural
V20 Lore of the Bloodlines, pg 60
Synopsis: You’ve drank the liquid essence of entities both strange and powerful. Whether the vitae of Methuselahs, the boiling blood of lupines, or bottled dreams of fae, the volume and combination of the brews you’ve consumed have forever altered you.
System: Each night a Willpower roll is required (difficulty 7) for you to manifest a single point of Auspex, Chimerstry, or Dementation. This point can be added to an existing rating in the Discipline, but disappears the following night. Notes:
Extra Sharp
2
Nagaraja
Supernatural
V20 Lore of the Bloodlines, pg 70
Synopsis: All Nagaraja already have sharpened fangs for the purposes of cutting into flesh with ease. A character with this Merit, however, has additional rows of fangs, similar to a shark, each one poised to inflict the most pain possible.
System: Instead of dealing 1 unsoakable lethal damage per bite, they deal 2 lethal instead. Some Nagaraja like this gift since it makes their victims stop squirming much quicker. Others fear it creates a connection to the painful bite of the Giovanni, and may see Nagaraja with this Merit almost as outsiders. Notes:
Speed Eater
2 or 4
Nagaraja
Supernatural
V20 Lore of the Bloodlines, pg 70
Synopsis: The vampire’s jaws have been strengthened to allow for faster devouring of one’s prey.
System: For 2 points, he can devour 2 blood points worth of flesh per minute, or he may devour 3 blood points worth for 4 points. Must have at least Stamina 3 in order to gain this Merit. Otherwise, his undead form cannot support the influx of blood and viscera at such a fast pace. Notes:
Wolverine's Palate
3
Nagaraja
Supernatural
V20 Lore of the Bloodlines, pg 70
Synopsis: Though many do not know this, the dreaded wolverine is one of only a few creatures in the world that can eat their prey entirely, whether larger or smaller.
System: The Nagaraja with this Merit has the ability to eat bone just as easily as flesh, sapping even more spiritual essence from her victim and converting it to blood points. With one bite, she can cut through flesh and bone and swallow it all at once with no ill effect. This also means she may gain up to 5 additional blood points from a body by consuming the bones. Notes:
Scent of the Other
1
Salubri
Supernatural
V20 Lore of the Bloodlines, pg 80
Synopsis: “You don’t seem like a soul-sucker...”
System: For whatever reason, your third eye shuts tightly when you choose to hide it, and your blood and aura don’t give away your Clan. You might be regarded as a Caitiff, or as a member of another Clan. In any case, Tremere or other Salubri hunters are thrown off your trail, unless you do something to reveal yourself again. Notes:
Sight Beyond Sight
3
Salubri
Supernatural
V20 Lore of the Bloodlines, pg 80
Synopsis: Your third eye occasionally experiences visions and pierces illusions.
System: When your eye is open (via use of Auspex or Obeah), you occasionally pierce Obfuscate or Chimerstry. Some past Salubri have seen through faerie miens or glimpsed the dead lands of ghosts. You have no control over what your eye sees, though it’ll sometimes open involuntarily in response to the above phenomena. Notes:
Warrior's Heart
3
Salubri
Supernatural
V20 Lore of the Bloodlines, pg 80
Synopsis: Steel sits in the placid heart of the Salubri bloodline, and Adonai’s resurrection has caused your own heart to flutter ever so slightly.
System: Like the Healers of old, you may learn the Valeren powers of the antitribu at a cost of current rating x6; if you know the first two dots of Obeah and Valeren, you gain a 2-die bonus to using the first two Discipline dots. However, your warrior’s heart suffers from the Precept of Samiel, the well-defined wanderlust that affects many Salubri — for every week you spend in the same location, you lose a point of Willpower, as your soul agitates without action. The antitribu might have a similar Merit allowing them to learn Obeah at a cost of always helping someone in need, at the Storyteller’s discretion. Notes:
Death Grip
3
Samedi
Supernatural
V20 Lore of the Bloodlines, pg 91
Synopsis: Thanks to your connection with death, you have a keen insight few other Kindred possess.
System: When in contact with a dead body, you make a Wits + Alertness roll (difficulty 7). On a success, you intuitively know how the body died. On a failure, you suffer an illusory version of the wound that saps a point of Willpower. On a botch, your body mirrors the wound and hurts itself in the same manner, causing lethal damage equal to the final blow. Notes:
Stitcher
3
Samedi
Supernatural
V20 Lore of the Bloodlines, pg 91
Synopsis: Getting blown apart isn’t a big deal.
System: When parts of your body are cut off or otherwise removed due to damage, you may make a Dexterity + Medicine (difficulty 7) to sew the part back in place properly. If successful, the cost of healing the wound is reduced by one blood point. Notes:
Advanced Tech
1-5
True Brujah
Supernatural
V20 Lore of the Bloodlines, pg 99
Synopsis: You have a device (or possibly a few) of an advanced design.
System: While the True Brujah are not especially good at innovation, they are good at making improvements. So this device has no special functions unavailable to its contemporaries, but it does work a lot better. It reduces the chance of a mechanical fault (such as a jam) by half and all uses of the device are made with a -1 to the difficulty. The Storyteller should decide on the cost of the Merit, depending on how many items the character has, and how powerful they are. Notes:
Fatalist
3
True Brujah
Supernatural
V20 Lore of the Bloodlines, pg 99
Synopsis: The character’s study of time has led them to believe that what is done is simply done. Destiny is a fixed path and therefore we are all the slaves of our own futures. As such, nothing can truly be our fault, for nothing is entirely under our control. It therefore becomes a lot easier to excuse themselves from their worst excesses
System: . The character subtracts 2 from the difficulty of all degeneration rolls against losses of Humanity or Path of Enlightenment. Notes:
True Celerity
5
True Brujah
Supernatural
V20 Lore of the Bloodlines, pg 99
Synopsis: The True Brujah have an odd relationship with Celerity. It often comes easily to them, but a few refuse to learn it, as it has become a symbol of the traitor Brujah. However, many find it a useful skill for masquerading as Brujah within the Camarilla or Sabbat, and so a few True Brujah have developed a slightly different form of the Discipline.
System: A character with this Merit has the ability to learn True Celerity. While it works exactly the same as Celerity, it feels very different. Instead of the character moving quickly, they slow time down all around them. This Merit confers no Discipline points for the character, but does allow it to be bought with experience as if Celerity was a Clan discipline. While this power functions the same as Celerity, it cannot be taught to anyone who does not have any levels of the Temporis Discipline. Notes:
Secretarian Ally
1
Assamite
Supernatural
V20 Lore of the Clans, pg 26
Synopsis: You have a close friend in one of the Kindred sects. Perhaps you are a warrior who is in touch with one of the antitribu, a vizier who shares common business interests with some Camarilla Ventrue, or a sorcerer who corresponds with one of the rare blood magicians of the Anarch Movement.
System: Your ally can help you navigate the currents of their sect, but they might want something in exchange from time to time. Notes:
Thousand Meter Killer
1
Assamite
Supernatural
V20 Lore of the Clans, pg 26
Synopsis: You have proven yourself worthy to join the Thousand Meter Club through your remarkable skill with the sniper rifle.
System: The difficulty of all rolls associated with sniping is reduced by -1. You also double the normal range when using a sniper rifle as a weapon. Notes:
Fury's Focus
3
Brujah
Supernatural
V20 Lore of the Clans, pg 47
Synopsis: Brujah who have devoted themselves to mastering their frenzies through the Path of Entelechy sometimes find tangible benefits resulting from their efforts. A Brujah with this Merit may briefly delay the full onset of frenzy.
System: The player spends a Willpower point at the onset of frenzy and then rolls the Brujah’s Entelechy rating. The difficulty is one higher than the original roll to resist frenzy. The Brujah still frenzies, but the player controls her character’s actions for one turn per success. Furthermore, when the period of partial control ends and the Brujah loses control, the difficulty of any degeneration rolls triggered by sins committed during the frenzy are reduced by the number of successes rolled, to a minimum difficulty of 4. Notes:
Dynamic Personality
5
Brujah
Supernatural
V20 Lore of the Clans, pg 47
Synopsis: Your natural charisma draws mortals to you like groupies to a rock star. Consequently, it is easier for you to acquire certain Backgrounds related to mortals.
System: In addition to any Backgrounds acquired at character creation or through roleplay, you can purchase new Backgrounds with experience points at the end of each story. The available Backgrounds are Allies, Contacts, Herd, Retainers, and each new dot costs the current rating in experience points. Notes:
Drug Resistance
2
Setite
Supernatural
V20 Lore of the Clans, pg 67
Synopsis: The Setite religion is one fraught with vices, both to compromise enemies and to enlighten initiates. Cultists tend to build up a tolerance to the substances they take directly (if human or ghoul) or through the blood of prey (if Kindred).
System: You are unusually resistant to alcohol, narcotics, and similar addictive substances. You can pretend to be far more under the influence than you are in order to take advantage of an opponent. All rolls to resist the effects of such substances are at -2 difficulty. Notes:
Addictive Blood
3
Setite
Supernatural
V20 Lore of the Clans, pg 67
Synopsis: You don’t just peddle narcotics; through the blessings of the Dark God, you are the perfect drug. Your blood is especially delicious to others, Kindred or kine.
System: Whoever tastes your blood must, during any subsequent scenes that they meet you, drink again or spend a Willpower point to avoid the pangs of craving. These cravings add +2 difficulty to any Mental or Social rolls. Setites with this Merit find it much easier to blood bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink it again. Notes:
Setite Initiate
5
Setite
Supernatural
V20 Lore of the Clans, pg 67
Synopsis: You were Embraced into a Clan other than the Followers of Set. However, you have accepted the Setite religion, undergone the vetting process and rites, and have been formally inducted into the cult. You have access to Serpentis and Setite Blood Sorcery (though you pay out-of-Clan costs to learn the,). You may even study one of their Paths of Enlightenment.
System: It is important to note that “Setites” from other Clans or bloodlines are not treated as second-class citizens. You are no longer a dupe they can string along. Once you are in, you are a sibling of faith, which is a much more important distinction than blood. An outsider accepting the Dark God is a joyous event, even to the most conservative elder. There are even rumors of non-Kindred supernatural beings joining the cult. Notes:
Hive Mind
1 or 2
Gangrel
Supernatural
V20 Lore of the Clans, pg 86
Synopsis: Your Animalism works on insects and other creepy-crawlies in addition to mammalian animals.
System: If you select the two-point version of this merit, your Protean forms may take the form of an insectoid swarm rather than a single creature (though the swarm must be of a size equivalent to a wolf or a bat, as appropriate). Notes:
Skald
2
Gangrel
Supernatural
V20 Lore of the Clans, pg 87
Synopsis: You have exceptional memory for oral histories, and you are a quick study when it comes to memorizing large amounts of rote information.
System: Anytime you make an Occult roll to know a fact about vampiric history, you may add a die to your dice pool. This is not true eidetic memory, but constitutes the ability to memorize poetic eddas, codes, or complex messages with only a few hours
of study. Notes:
Lesser Mark of the Beast
4
Gangrel
Supernatural
V20 Lore of the Clans, pg 87
Synopsis: Common to the Gangrel known as the Knights of Avalon, you are able to control how your Beast manifests more than others do.
System: Whenever you would gain an animalistic feature (V20 Core, pg 55), roll your current Willpower (difficulty 12 -Humanity rating, maximum 9). If successful, you manage to channel your humanity to avoid gaining an animalistic feature. However, your Beast is further from you, making you at +2 difficulty to rolls involving Animalism or Protean (or combo Disciplines involving those powers) for the rest of the evening. Vampires on a Path of Enlightenment lose all access to this Merit. Notes:
Totemic Change
5
Gangrel
Supernatural
V20 Lore of the Clans, pg 87
Synopsis: Your Protean forms are flexible; you may choose a different animal form each time you change shape.
System: The form you choose each time must follow all the conventions and rules of standard Protean animal shapes (see p. 91); you simply may choose to appear as a different animal each time you take Beast Form. Notes:
Cannibal
1
Giovanni
Supernatural
V20 Lore of the Clans, pg 106
Synopsis: Most vampires can’t eat food, and even those who can force it down, don’t gain sustenance from it. Like them, you still can’t stomach the crap most mortals eat. Human meat, on the other hand, brings you great joy. It can be baked, fried, or even raw, and you can tuck right in, and even gain sustenance. Even other vampires look askance at Kindred who devour their prey, though the Dunsirn applaud your respect for tradition.
System: In addition to the blood points every human can provide, you can cannibalize a mortal and gain even more. An average human can provide up to seven helpings of meat (one per health level). Each helping provides you with one blood point. Notes:
Consanguineous Resistance
1
Giovanni
Supernatural
V20 Lore of the Clans, pg 106
Synopsis: Your character cannot be blood bound by anyone who shares his mortal bloodline.
System: That is, if you were born into the Giovanni family, you cannot be bound by anyone else who was born a Giovanni, though you can still be bound by, say, a Pisanob of the Giovanni Clan, or by Kindred of any other Clan. Similarly, a Dunsirn with Consanguineous Resistance could not be bound by others who were born into the mortal Dunsirn family, but could be bound by a Milliner of the Giovanni Clan.
The Giovanni are extremely suspicious of anyone known to manifest this quirk. Although this blood-borne aberration hasn’t been documented, a few savvy Giovanni have a rough idea of what it is and does. It’s generally associated with being a rebellious young smartass who needs to be put down. This is not as unfair as it sounds; by the time a bond resistance is really obvious, it’s likely because a punishment isn’t working. A character who is discovered to have this trait probably earns her sire’s hostility at the very least. Notes:
Mortuario
2 or 4
Giovanni
Supernatural
V20 Lore of the Clans, pg 106
Synopsis: You died. Perhaps you were murdered, or simply had a car accident. Whatever the cause, you were gone. But your sire found you too useful, or couldn’t let you go.
System: You were Embraced using the Ferryman’s Recall ritual (see Lore of the Clans, pg 109). The Embrace left you with the scars of your death, eternal tracework reminders of your trip to the other side. It also left you with the taut, pallid complexion of the dead.
In addition to the traditional weakness of your Clan, you also suffer disfigurement from your time as a true corpse. While you are able to heal yourself just like any other vampire, the wounds do not heal cleanly. You retain the scars of every experience. Depending on the nature of the damage, this can make social dealings exceedingly difficult, and may decrease your Appearance dots over time (even to 0). However, your time across the Shroud also gave you a natural feel for necromantic blood magic. The difficulties of all Necromancy rolls are reduced by two. This trait costs 4 points for characters who already have an appearance of 0 (such as Samedi and the Harbingers of Skulls), or 2 points for any other Kindred. It is an incredibly rare condition even among the Giovanni, and essentially unknown outside the Clan.
Giovanni with this Merit generally arouse the superstition of their Clan, and are treated with a definite wariness, particularly by Anziani. Characters with the Mortuario Merit may not also possess the Sanguine Incongruity Merit or similar flaws such as Monstrous. Notes:
Sanguine Incongruity
5
Giovanni
Supernatural
V20 Lore of the Clans, pg 106
Synopsis: Giovanni with this atavism are few and far between.
System: Kindred possessing it do not bear the traditional Giovanni Clan weakness, the so-called Curse of Lamia; their Kiss causes no more damage than the blood loss itself. These vampires acquire a peculiar pallor upon their Embrace, however — they look like corpses, and no amount of blood ingestion can flush their features (as other vampires are able to do). Indeed, the bearer of this Merit more closely resembles the Clan’s Cappadocian ancestors, and they have a slightly unnerving air about them. As a result, all rolls involving a Social attribute (Charisma, Manipulation, or Appearance) are at +1 difficulty.
Giovanni with this Merit are afforded wide berth, as the Giovanni tend to be quite superstitious about it. Characters with the Sanguine Incongruity Merit may not also possess the Mortuario Merit. Notes:
Court Favorite
1-5
Lasombra
Supernatural
V20 Lore of the Clans, pg 121
Synopsis: While the Courts of Blood are usually difficult to sway, you have become very good at shifting the balance. A mixture of experience and political empathy allow you to know just the right way to nudge the decision in your direction, or perhaps for that of your client.
System: Any roll made that will affect the decision in a Court of Blood is granted a bonus or penalty (whichever is in your favor) in dice equal to the level you have of this Merit. Notes:
Eyes of Shadow
1-4
Lasombra
Supernatural
V20 Lore of the Clans, pg 121
Synopsis: There is something about your eyes that makes you look dark and dangerous. Making eye contact with you is like staring into the Abyss.
System: It may not be obvious why, but anyone you talk to gets a chill when they meet your gaze. The difficulty for any Intimidation roll is reduced by the number of points in this Merit (to a minimum of 2). Notes:
Call of the Sea
2
Lasombra
Supernatural
V20 Lore of the Clans, pg 122
Synopsis: There is something about the sea that makes you feel at home. You are in tune with the tides and rhythm of the ocean.
System: When on a boat in the ocean or on a river, you may add a die to all your dice pools except for Disciplines. Notes:
Controllable Night Sight
2
Lasombra
Supernatural
V20 Lore of the Clans, pg 122
Synopsis: Your night vision is extraordinarily good, even for a vampire.
System: The deepest shadows are like looking into a well-lit room for you. However, in normal light or bright conditions, you have to switch back to less-sensitive vision, or the weakest light quickly blinds you. While your night sight is active, you suffer no penalties for the dark and can see perfectly well. Should you use it in well-lit conditions; you suffer a penalty inversely proportional to the usual penalties for darkness. Notes:
Secret Stash
2-5
Lasombra
Supernatural
V20 Lore of the Clans, pg 122
Synopsis: You have several resources, sleeper agents, or followers hidden away for a rainy day.
System: For each level of this Merit you have one unassigned background point “sitting in storage” (2 gives you one point, 3 gives you two points, and so on). At any time, you may spend as many of them as you like to increase your level in Allies, Contacts, Herd, Influence, Mentor, Resources, or Retainers. Once spent, the points remain assigned permanently, but until then they cannot be affected by anything. This allows the vampire to create a new resource in an instant, without requiring the expenditure of experience points or awaiting a downtime. The vampire is not really gaining new levels, but revealing levels he has had all along. Notes:
Aura of Command
3
Lasombra
Supernatural
V20 Lore of the Clans, pg 122
Synopsis: Whether you are good at barking orders or simply have a commanding tone, people tend to do what you tell them to do. You are not so much a natural leader as a born commander.
System: When using the Leadership skill to get others to obey you, the difficulty is reduced by two. Notes:
King or Queen of Shadow
4
Lasombra
Supernatural
V20 Lore of the Clans, pg 122
Synopsis: It is hard to hold onto your Humanity within the Sabbat, or even simply as a vampire. Your ability to empathize with the kine makes it more difficult. However, you have found a way to draw strength from that empathy.
System: Any degeneration checks you make while on Path of Humanity reduce their difficulty by two. Notes:
Long Term Planning
4
Lasombra
Supernatural
V20 Lore of the Clans, pg 123
Synopsis: You never leave anything to chance; every action is a carefully considered stratagem.
System: Once per session you may declare an action you are about to take is actually “all part of your plan” and reduce its difficulty by two points. The Storyteller may veto the use of this ability on particular rolls. The player and Storyteller should keep a note of each of these occasions and decide how they are linking together into a grand scheme. Notes:
Instrument of God
5
Lasombra
Supernatural
V20 Lore of the Clans, pg 123
Synopsis: Your self-confidence comes not from a belief in your own abilities, but due to a direct manifesto from the Lord. You have a divine purpose and He works through you, even though your goals may seem anything but holy.
System: Whether it is because of you powerful will or an actual connection to the divine, you gain three additional dice to resist the powers of True Faith when they are used against you. Notes:
Distracting Aura
2
Malkavian
Supernatural
V20 Lore of the Clans, pg 142
Synopsis: Reading an aura using Auspex requires the viewer to focus on recurring patterns and colors to detect a target’s emotional state.
System: Because of the unique state of your psyche, your aura is even harder to read than most. All uses of Aura Perception are at a +2 difficulty against you. Notes:
Prophetic Dreams
2
Malkavian
Supernatural
V20 Lore of the Clans, pg 142
Synopsis: You have dreams during your daylight sleep. Dreams you remember. Sometimes, they even come true.
System: Rather than regain a point of Willpower when you rest during the day, you may choose to have the Storyteller give your character a lucid dream featuring foreshadowing about upcoming events, characters, and situations. Notes:
Cold Read
3
Malkavian
Supernatural
V20 Lore of the Clans, pg 142
Synopsis: Whenever you meet someone for the first time, you may spend a number of points of Willpower equal to your Perception
System: For each point spent, you may ask the Storyteller one question about the character. The Storyteller must either answer truthfully or let you take the Willpower point back to you to avoid answering the question. Notes:
Foul Blood
1
Nosferatu
Supernatural
V20 Lore of the Clans, pg 160
Synopsis: Your blood is vile.
System: In fact, it tastes so disgusting it requires a Willpower roll (difficulty 6) just to avoid gagging and retching after tasting it. If someone is foolish enough to attempt diablerie on you, they need to succeed in three (difficulty 9) Willpower rolls to go through with it. The blood is so disgusting that no one can keep it down long enough to use it to become a ghoul, either. Notes:
Lizard Limbs
1
Nosferatu
Supernatural
V20 Lore of the Clans, pg 160
Synopsis: Like a lizard, you are able to actually shed parts of your body.
System: By spending a blood point and a little effort, you can detach a hand or foot, or even an arm or leg. This might be to escape bonds or a grapple. Unfortunately, the appendage will not reattach, and you will have to regrow that over time (usually a couple of days for a hand or foot, and a week for a limb). You also suffer a -3 dice pool penalty to actions that would require the use of more limbs. Notes:
Long Fingers
1
Nosferatu
Supernatural
V20 Lore of the Clans, pg 160
Synopsis: You have been blessed with unusually long and graceful fingers.
System: This means you have an easier time with fine manipulation as well as grappling tasks, gaining an extra die when attempting such actions. Notes:
Monstrous Maw
1
Nosferatu
Supernatural
V20 Lore of the Clans, pg 160
Synopsis: You have either oversized tusks for fangs, or a huge mouth full of sharp teeth. Whatever form it takes, your mouth is that of a monster.
System: When attacking with a bite you do an additional point of damage. You may also add a die to your Intimidation dice pool when you smile. Notes:
Piscine
1
Nosferatu
Supernatural
V20 Lore of the Clans, pg 161
Synopsis: Water is a far more comfortable environment for you, be it the sea or sewer effluent.
System: Rolls involving swimming or underwater movement have their difficulty reduced by 1. Notes:
Slimy
1
Nosferatu
Supernatural
V20 Lore of the Clans, pg 161
Synopsis: You secrete an ooze, which is as disgusting as it sounds. The ooze covers your entire body and soaks into your clothes
System: It makes you slippery and difficult to hold, requiring opponents to gain two more successes to grapple you. The dampness also makes you a little fire resistant, reducing your difficulty to soak fire damage by 1. Notes:
Spawning Pool
1-3
Nosferatu
Supernatural
V20 Lore of the Clans, pg 161
Synopsis: You have a spawning pool of your own (or possibly donate heavily to the Clan’s main pool). Creating such a pool takes time, and requires regular infusions of blood, at least six blood points a week for a year.
System: The Merit grants its level as a dice pool bonus to the Nosferatu’s use of Animalism in their home city, but only with animals considered vermin, such as rats and cockroaches. Essentially the bonus is only available for creatures that might conceivably drink regularly from the tainted blood.
Once established, the spawning pool requires twice its level in blood points each week to it. Without proper maintenance, its level will drop by one. It can be rebuilt by maintaining it at the new level and adding four additional blood points each week for six months.
The Merit cannot be improved above its initial level, as this also represents the convenience of its location and the variety of creatures that might find it. Notes:
Tunnel Rat
1-5
Nosferatu
Supernatural
V20 Lore of the Clans, pg 161
Synopsis: You are remarkably adept at moving through the underground tunnels that you call your home.
System: When
attempting to navigate, escape, or track through sewers and underground places you know, you gain an additional die for every point you have in this Merit. Notes:
Sleep Unseen
2
Nosferatu
Supernatural
V20 Lore of the Clans, pg 161
Synopsis: The power of Obfuscate usually requires you to concentrate at least a little. However, you are able to lock the power on, allowing you to sleep while remaining hidden.
System: To do so requires the expenditure of another blood point, but it will last throughout the day’s rest. Those with Auspex can still attempt to detect you, but mortals will be unaware of your sanctuary. This can be a useful trick for Kindred who like to travel. Notes:
Tough Hide
2
Nosferatu
Supernatural
V20 Lore of the Clans, pg 161
Synopsis: Your skin is much tougher than usual, possibly like that of a rhino or a lizard.
System: This hide protects you against most normal damage, granting you an extra die when making a soak roll. However, this bonus does not apply against fire and sunlight. Notes:
False Reflection
3
Nosferatu
Supernatural
V20 Lore of the Clans, pg 161
Synopsis: Even when using their Obfuscate abilities, Nosferatu still show up in their true form when noticed by machines, such as cameras or video surveillance. With this ability, the Nosferatu can extend their power to recorded images and media.
System: However, as with Mask of the Thousand Faces, the original image isn’t actually changed; it is just that people see it the way the Nosferatu wants it seen. Unfortunately, computers are not so easily fooled: if the image is used for facial recognition software (for instance), the computer will see the Nosferatu’s real face and fail to find a match. The Nosferatu has best take care how this power is used, as it may wear off in time. Some archived photos have given librarians a nasty surprise, years after going into storage. Notes:
Patagea
4
Nosferatu
Supernatural
V20 Lore of the Clans, pg 161
Synopsis: Your arms and legs have leathery flaps of skin between them, similar to that of a flying squirrel.
System: While they make finding clothes a nightmare, they also allow you to glide for short distances, given enough height and a decent wind. The Storyteller might require an Athletics roll when it comes to landing. Notes:
Rugged Bad Looks
5
Nosferatu
Supernatural
V20 Lore of the Clans, pg 161
Synopsis: While you are still hideous, you are not quite as monstrous as most Nosferatu.
System: You still have an appearance of 0, but you might pass for human in the right light. It is a still a good idea to cover up and stay in the shadows, but the sight of you (or even the smell of you) is not an instant breach of the Masquerade. Having said that, you are still ugly enough to unnerve the crap out of most people. Notes:
Antitoxin Blood
1
Ravnos
Supernatural
V20 Lore of the Clans, pg 181
Synopsis: Although vampires are typically immune to mortal drugs and poisons, there are supernatural venoms that can affect Kindred physiology
System: A Ravnos with this Merit is immune to all forms of drugs and poisons, including the venoms and toxins of supernatural creatures or those created by supernatural powers. Notes:
Brahmin
1
Ravnos
Supernatural
V20 Lore of the Clans, pg 182
Synopsis: As a member of the Brahmin jati, you are a priest, artist, teacher, or other pillar of society. Perhaps you keep the lore of the Clan, or perhaps you act as an advisor to other Ravnos in need of wisdom.
System: Once per session, if you fail an Academics or Expression roll, you may immediately reroll it. You do not have to purchase this Merit to be a member of the Brahmin jati, but only members of the Brahmin jati may have this Merit. Notes:
Kshatriya
1
Ravnos
Supernatural
V20 Lore of the Clans, pg 182
Synopsis: You are a member of the Kshatriya jati; perhaps you are a warrior, a descendant of rulers, or a member of the military. Your role is to protect the Ravnos in war, and govern in peace.
System: Once per session, you regain a Willpower when you successfully use a combat maneuver (see V20 Core pg 274-278). You do not have to purchase this Merit to be a member of the Kshatriya jati, but only members of the Kshatriya jati may have this Merit. Notes:
Legerdemain
1
Ravnos
Supernatural
V20 Lore of the Clans, pg 182
Synopsis: You’re extremely good at sleight of hand and other physical tricks.
System: Difficulties when using Subterfuge for physical trickery, shell games, card tricks, and so forth, are decreased by two. Notes:
Mute Devotion
1
Ravnos
Supernatural
V20 Lore of the Clans, pg 182
Synopsis: Your Animalism carries an unusual side effect: it lingers in the minds of the beasts you speak with or control, lending them a certain resistance to others.
System: When someone else attempts to command a creature you have previously controlled with Animalism, their difficulty levels are at +2. Notes:
Vaishya
1
Ravnos
Supernatural
V20 Lore of the Clans, pg 182
Synopsis: The Vaishya jati are tasked with utilizing influence, maintaining the human herds, and keeping finances. They are often seen as traders and merchants, but to the Ravnos, they are also a critical part of maintaining the Masquerade that hides vampires from mortal hunters.
System: Once per session, you may call on of your Backgrounds as if you had an extra dot in that Background (up to the normal maximum of 5). You do not have to purchase this Merit to be a member of the Vaishya jati, but only members of the Vaishya jati may have this Merit. Notes:
Critters
2
Ravnos
Supernatural
V20 Lore of the Clans, pg 182
Synopsis: You’re excellent with animals — so much so that they constantly seek to befriend you. Wherever you go, the animals are happy to see you, and more often than not, happy to help you when you ask for their aid.
System: You receive a bonus die on Social rolls to affect small animals. Further, animal companions who have had continual interaction with you see you as something of a pet, and occasionally bring you small useful things. Once per game session, animals will bring you a useful piece of information or a small item relevant to events. This item might occasionally play into the individual Ravnos’ particular vice, as the animals quickly pick up on what pleases their friend. Notes:
Heart of Needles
3
Ravnos
Supernatural
V20 Lore of the Clans, pg 182
Synopsis: Your natural abilities with illusions have rendered you particularly jaded and unimpressible. How can anything be as perfect as your own imagination? Because of this, your heart is harder than most, and you have a significant resistance to emotion control.
System: All powers and Social challenges that attempt to manipulate you emotionally are made at a +2 difficulty. Notes:
Indelible
1 or 2
Toreador
Supernatural
V20 Lore of the Clans, pg 200
Synopsis: You manage to retain any body modifications made after the Embrace.
System: Whereas other vampires’ bodies return to the state they were in at the Embrace each evening, any body modifications you get after the Embrace remain as they are until you actively spend a Willpower point to return your body to its tabula rasa state. This Merit applies to changes as simple as dying or cutting your hair to modifications as complicated as tattoos, piercings, or even small implants.
If the Merit only allows for cosmetic alterations, it is worth 1 point. If it allows for more utilitarian alterations, such as RFID implants that activate certain electronic devices, then it is worth 2 points. Notes:
Impressive Restraint
2
Toreador
Supernatural
V20 Lore of the Clans, pg 200
Synopsis: When you haven’t eaten, it can be torturous to be near mortals. The pounding thrum of blood through their veins does not leave you nearly as tempted as it might other Kindred.
System: When opportunity presents itself, the difficulty of all Self-Control rolls to resist hunger are made against a -2 difficulty. Characters on Paths of Enlightenment that require Instinct cannot take this Merit. Notes:
Master of the Masquerade
2
Toreador
Supernatural
V20 Lore of the Clans, pg 200
Synopsis: There are many small tics, nervous habits, and autonomous bodily functions (like breathing) that Kindred simply forget to do. They can be unnervingly still or forget to breathe, particularly when they think they’re alone. You never let down your guard. The act of breathing remains unconscious habit to you, and you never lapse into that eerie statue-like stillness, even when transfixed or concentrating.
System: Consequently, the difficulties of all Social rolls are lowered by one when interacting with mortals. This Merit does not allow you to eat food or benefit from the blush of health (V20 Core, pg 480) — those Merits are still required to be a true master of the Masquerade. Notes:
Slowed Degeneration
5
Toreador
Supernatural
V20 Lore of the Clans, pg 200
Synopsis: Your Humanity is strong and can more easily withstand the Beast’s assaults.
System: You gain two additional dice on any Conscience roll. This degree of moral resilience allows a well-behaved vampire to lose Humanity at a much slower rate than would otherwise be possible. Only vampires following Humanity may take this Merit, and the Merit is lost forever in the event that the vampire takes up another Path of Enlightenment. Notes:
Embraced Without the Cup
1
Tremere
Supernatural
V20 Lore of the Clans, pg 218
Synopsis: For some reason you did not drink the blood of the elders when you were inducted into Clan Tremere. More dangerously, it may have had no effect on you.
System: As a result, you are not bound to the Clan the way most Tremere are. Should it be discovered, it will usually be corrected, but one might almost believe there was some purpose to this lapse, as the Tremere don’t make mistakes. Perhaps the Clan has a special task in mind for you, one where you might be forced to act against the Clan to maintain a cover... Notes:
Secret Society Member
1
Tremere
Supernatural
V20 Lore of the Clans, pg 218
Synopsis: You have found and joined one of the many secret societies in Clan Tremere.
System: Your character must be suitable to join, such as having Necromancy to join the Covenant. You might pick one of the societies listed here or create one of your own. In most cases, your society membership should be kept secret, but your allegiance to it is not considered a crime. While your society expects you to uphold its tenets and agenda, they can also be counted upon to back you up and help you increase your power within the pyramid. Notes:
Keys to the Library
1-5
Tremere
Supernatural
V20 Lore of the Clans, pg 218
Synopsis: You have one of the most sought after positions in the chantry: a librarian. It is one of your duties to catalogue and maintain the magical lore kept in your chantry. This means you have complete access to it, and get to decide who can see it and who can’t. A vast array of rituals and Thaumaturgical knowledge resides here, making it simple to learn many of the secrets of magic.
System: No matter how restrictive your chantry, you have complete access to the library for research. The cost of this merit is the same as the chantry’s Library rating (see Lore of the Clans, pg 221-222). Notes:
Outside Haven
2
Tremere
Supernatural
V20 Lore of the Clans, pg 219
Synopsis: You maintain your own private haven outside the chantry and Tremere control.
System: Most Tremere are expected to rest in the chantry, where the Clan can keep an eye on them. However, you have been trusted with a little more privacy. This might be because you have already proved your loyalty, or perhaps because they are testing it. Notes:
Unmarked Antitribu
2 or 5
Tremere
Supernatural
V20 Lore of the Clans, pg 219
Synopsis: While you are part of the Sabbat and a traitor to House and Clan Tremere, somehow you remain unmarked by the antitribu curse.
System: You are not easily recognized as a renegade Tremere, and the magic that burned so many of your brethren cannot target you. Further, other Sabbat members cannot judge you at a glance. Those of the Telyavelic bloodline can purchase this Merit at 2 points, while other Tremere pay 5 points. Notes:
Quartermaster
3
Tremere
Supernatural
V20 Lore of the Clans, pg 219
Synopsis: You are one of the Kindred responsible for maintaining and organizing the chantry’s mundane supplies.
System: You may take anything from the chantry’s stores as defined by the chantry’s Stores rating. While you will have to return or replace anything you borrow, you have access the whole range of equipment appropriate to the size of the chantry. This might range from assault weapons and explosives to advanced medical and scientific equipment. Notes:
Bioluminescence
1
Tzimisce
Supernatural
V20 Lore of the Clans, pg 238
Synopsis: Perhaps through biological expertise, or perhaps by unlocking something primordial within, you have accessed the secrets of bioluminescence.
System: Using the Vicissitude, you may grant yourself (through Malleable Visage) or others (via Fleshcraft — both as per V20 Core, pg 241) the ability to emit a soft glow. With muscle control and practice, you can control the color and pattern of the illumination. This can light a soft glow in the dark, create beautiful displays, or even act as a primal form of communication. Some Fiends grant their ghouls or childer bioluminescence, developing an eerily nuanced and wordless language with their thralls and broods. Only characters with at least one dot of Vicissitude may purchase this Merit. Notes:
Pain Tolerance
2
Tzimisce
Supernatural
V20 Lore of the Clans, pg 238
Synopsis: Maybe you are a badass or shut off your nerves through Vicissitude. Maybe your sire put you through so many intricate hells that it would be tough for anyone else to compete. Maybe it just turns you on.
System: Regardless, at Hurt or Injured, you suffer no wound penalties, though you still suffer full penalties at Wounded and below. You must have a Conviction or Courage rating of 3 or more to take this Merit. Notes:
Dracon's Temperament
3
Tzimisce
Supernatural
V20 Lore of the Clans, pg 238
Synopsis: You emulate the ideal of Azi Dahaka within and without, to levels visceral and abstract. Your psyche flows with the permutable nature of change. Like the protean Dracon, you are a whirlwind of temperaments. This is not multiple personalities. You are one identity shown through the prism of ever-shifting Natures. No anchor fetters your sense of self. You can be any you.
System: At the start of each story, you may choose one Personality Archetype to function as your Nature, spending the rest of the story perceiving the world through that perspective. You also regain Willpower according to your new Nature and may be affected by other effects or Discipline powers as per your new Nature as well. Notes:
Haven Affinity
3
Tzimisce
Supernatural
V20 Lore of the Clans, pg 238
Synopsis: You are the land. The land is you. The home soil calls to you. You give to it, and it gives to you
System: . Your connection to the earth of your prime haven grants you an extra die to all dice pools when operating there. It also acts as a mystic beacon, allowing you to home in on its location with a standard Perception + Survival roll (difficulty 6), +1 difficulty when a state or country separates you; +2 if you’re halfway across the globe. This applies only to your primary haven. Notes:
Revenant Disciplines
3
Tzimisce
Supernatural
V20 Lore of the Clans, pg 238
Synopsis: The blood of your revenant family runs deep, deeper than the Embrace.
System: The Disciplines that were innate to you as a ghoul have remained so as a Cainite. At character creation, select the ghoul family from which you hail (V20 Core, pg 503-506). Instead of the Tzimisce’s standard complement of Animalism, Auspex, and Vicissitude, you draw from your three family Disciplines for your starting allocation (though you may buy other Disciplines with freebies, as normal). You trade in the entire set of Tzimisce Clan Disciplines for the set of revenant family Disciplines, for the purposes of in-Clan Experience cost. Notes:
Promethean Clay
5
Tzimisce
Supernatural
V20 Lore of the Clans, pg 238
Synopsis: Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change.
System: The difficulty to use any Vicissitude power on yourself is two less than normal, and you may activate Vicissitude powers reflexively at your full dice pool while taking other actions. Powers that require multiple turns to activate still require the usual duration. The change simply occurs without conscious direction. As a final benefit, you need no physical sculpting to use the first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape. Notes: Only characters with at least one dot of Vicissitude may purchase this Merit.
Connoisseur
2
Ventrue
Supernatural
V20 Lore of the Clans, pg 261
Synopsis: Your study of the Auspex Discipline, combined with your rarified tastes, allows you powerful insights into the character of any whose blood you taste.
System: The character tastes another’s blood (potentially risking blood bond), and player rolls Perception + Empathy (difficulty 6 for mortals or 8 for Kindred). If the blood came from a mortal, each success allows him to learn one of the following: the mortal’s Nature, her Demeanor, any Derangements she may possess, whether she is blood bonded, and whether she carries any blood-borne diseases. If the vitae came from a vampire, he can learn all of the previous information, plus anything discoverable with the first level of the Path of Blood (see V20 Core, pg 213). The Ventrue may taste the blood of a mortal who does not fit within his feeding restriction long enough to use this ability, but he must immediately spit it out afterwards. Notes: Vampires that do not have Auspex cannot take this Merit.
Blessed by St. Gustav
4
Ventrue
Supernatural
V20 Lore of the Clans, pg 261
Synopsis: Many Ventrue antitribu replace their traditional affinity for Presence with an aptitude for Auspex by means of the ignobilis ritus known as the Prayer to St. Gustav (see sidebar on V20 LotC, pg 261). For your piety and devotion to the Sabbat cause, you have been especially blessed and have an affinity for both Disciplines.
System: This Merit is identical to Additional Discipline Merit found on V20 Core, pg 494, except that it can only be used to add Auspex as a fourth in-Clan discipline. Only Ventrue antitribu can take this Merit. Notes:Prayer to St. Gustav: To the Ventrue antitribu, the Presence discipline (while useful) is often viewed as decadent and unworthy of the martial heritage they imagine for themselves. In contrast, the Auspex discipline is prized for its power to grant insights and to see through deceptions.
This ignobilis ritus allows a Ventrue antitribu to replace Presence with Auspex as a Clan Discipline. The ritus requires a group consisting solely of Ventrue antitribu to participate in a Vaulderie while wearing ceremonial armor and singing the praises of St. Gustav Mallenhaus, the founder of the Sabbat Inquisition. The player of any crusader present who has not yet acquired any dots in Presence may roll Intelligence + Occult (difficulty 7), and if the roll succeeds, she may replace Presence with Auspex as a Clan Discipline. With five or more successes, the Storyteller may decide to award the Blessed by St. Gustav Merit. A character who has already started learning Presence may attempt this ritus, but may not swap out his Presence for Auspex — instead his Presence immediately becomes out-of-Clan, and the player must pay the difference in experience points between what the Presence cost before and what it costs now.
Personal Masquerade
3
Caitiff
Supernatural
V20 Lore of the Clans, pg 269
Synopsis: Thorough charm, manipulation, or just plain luck, you have managed to convince other vampires that you are a member of one of the Clans.
System: Any social interactions with vampires ignorant of your true nature ignore your usual penalty for being Caitiff. However, you must constantly be vigilant of your ruse. Should anyone come to realize you have been playing them for fools, their vengeance will be swift. The higher you climb in Kindred politics, the more likely this becomes. The Clan Weakness Flaw can actually prove to be a boon in supporting your Masquerade. Others, however, must be that much more careful. Notes:
Kashaph
1
Inconnu
Supernatural
V20 Rites of the Blood, pg 100
Synopsis: The term kashaph is of ambiguous meaning, based on a Hebrew root word for “mutter,” and implying spoken sorcery and incantations. The term is used in the Old Testament to condemn the practitioners of witchcraft. True kashaph has long been extinct — save among the Inconnu.
System: Kashaph is an enchanted language, and cannot be “decoded” by modern linguistics or cryptography. The Inconnu use kashaph to communicate secretly, and also as a method of identifying one another.
New members of the Inconnu are not taught kashaph by normal means. It cannot be studied, nor learned like a conventional language. Instead, members are indoctrinated into the society through an elaborate ritual during which the language of kashaph is inscribed upon their soul. Once “learned” in this way, the language may be spoken, not written (there is no written form, and the sounds cannot be accurately captured by phonetic scribblings), and only another individual with this merit has the capacity to understand the words said in the language of kashaph. Notes:
Mark of Caine
4
Vampire
Supernatural
V20 Rites of the Blood, pg 41
Synopsis: Over the course of history, some of these rituals have been lost, either due to the death of Sect members, or because the ritus simply was not as integral to the Sect’s survival in the modern world. One of these lost ritae was the Mark of the Father, which offered protection against weapons of faith. As faith has declined in the modern world, the ritus was used less and less, until eventually, priests who know the ritae have become all but extinct.
Some vampires who participated in the lost Mark of Caine ritus were especially blessed, and still bear a faint sign of favor. Such vampires are always old, pre-dating the first Sabbat Civil War, and once had this ritual cast upon them by a powerful practitioner. These vampires have a small, faded mark upon their forehead that resembles the Hebraic letter tav. System: Those who bear the Mark of Caine gain a twisted form of True Faith. They can use the effects of the first dot of True Faith (V20 Core, pg 372-373) – they must use symbols of Caine as “holy symbols.” Further, they get +2 dice to resist mortal True Faith. Only vampires on spiritual Paths of Enlightenment can use this Merit – if a Cainite reverts to Humanity or succumbs to wassail, all benefit from this Merit is lost forever. Notes:
Discerning Palate
4
Vampire
Physical
V20 The Black Hand A Guide to the TalMaRahe, pg 177
Synopsis: Your naturally selective palate allows you to discern specific traits inherent to a sample of blood. With but a taste, you can determine potency, freshness, species, or whether a blood sample is contaminated, as well as attempt to identify the Generation, age, and even Clan of other vampires.
System: If you sample even a single drop of blood, roll Perception + Awareness (difficulty 8).
One success allows you to identify the relative potency and freshness of the blood, a species whose blood you have previously tasted and know to be of a specific kind, the Generation of another vampire within two steps of your own, if the blood is either under one hundred or over one hundred years old, and if it is of your same Clan.
Two successes identifies whether the blood is contaminated by disease or poison, the Generations of vampires within four steps of your own, the approximate age within fifty years (if less than three hundred years old), and any Clan whose blood you’ve previously tasted.
With three or more successes, you identify specific contaminates you’ve sampled before, Generations within six steps of your own, the vintage of blood within twenty-five years (if less than six hundred years old), and any Clan as well as family of vampires whose blood you’ve tasted previously. Notes:
Grand Library
2, 4, 6, or 7
Vampire
Mental
V20 The Black Hand A Guide to the TalMaRahe, pg 177
Synopsis: Throughout the years, you’ve managed to amass an exquisite collection of books, both common and rare.
System: Choose 3 Knowledge dots for every 2 points taken in this Merit, or 10 Knowledge dots for 7 points. While working in your library, the difficulty rating for any rolls involving those Knowledges is reduced by 2. Notes:
Arcane
1 to 5
Vampire
Social
V20 The Black Hand A Guide to the TalMaRahe, pg 177
Synopsis: Some vampires have a strange ability to slip from notice, which manifests as an aura of forgetfulness.
System: Those trying to remember the vampire experience a sensation of jamais-vu. The ability may be deliberately developed, or the Kindred could simply be too ordinary to pay attention to. Though not similar to Obfuscate, Arcane doesn’t help in combat situations — the vampire can’t literally vanish. However, someone searching for them may well fail, as no one remembers the vampire or can give a reliable description.
Each point taken subtracts one die from any dice pools used to actively locate the vampire or recall her from memory. Those with this Merit can choose to “turn off” Arcane if they wish. As a passive trait, it doesn’t help on Stealth rolls or other overt attempts to hide. If you have any dots in Status or Fame, Arcane ceases to function while you possess them. Notes:
Paragon
7
Vampire
Social
V20 The Black Hand A Guide to the TalMaRahe, pg 178
Synopsis: Others find you particularly compelling.
System: Select one Background from the following group: Allies, Contacts, Domain, Fame, Herd, Influence, Mentor, Resources, Retainers, or Status. You receive one free dot in that Background, and your maximum Trait score in that Background may exceed normal Generational limits by one. Notes:
Apostate
2
Vampire
Supernatural
V20 The Black Hand A Guide to the TalMaRahe, pg 178
Synopsis: Since their inception, Nergali Baali have subverted members of other Clans into their own ranks. Known as Apostates, initiates are first drained completely by a Baali nest-master, who then extracts the still-beating heart from a mortal victim, fills it with his own blood, and buries it in a pool of gore within a Well of Sacrifice. The initiate swims through the dismembered bodies and viscous remains to find and consume the heart. In this way, Nergali do not make a victim of those they Embrace; prospective members must claim it through strength of will.
System: Apostates replace any one in-Clan Discipline with Daimoinon, but in turn gain the Baali Clan weakness on top of their standard Clan weakness. Apostates can still pass with relative ease for members of their former Clans, but any childe they Embrace is indistinguishable from a standard Baali. Further, such a childe shares none of the Clan Disciplines or weaknesses of their sire’s former Clan, save those Disciplines that are innate to the Baali. Apostates do not lose levels in the Discipline they choose to exchange for Daimoinon, but further levels in that Discipline are purchased at out-of-Clan costs. Notes: Baali may not take this Merit.
Without a Trace
2
Vampire
Supernatural
V20 The Black Hand A Guide to the TalMaRahe, pg 179
Synopsis: When in the wilderness, the earth fills in your footprints. You leave no noticeable traces, not even a scent.
System: Normal attempts at tracking automatically fail. Supernatural attempts are done with a +2 difficulty. Notes:
Psychic Leech
5
Vampire
Supernatural
V20 The Black Hand A Guide to the TalMaRahe, pg 179
Synopsis: At the cost of one Willpower point, you may feed on the Willpower of your victims from a distance.
System: The consumed Willpower strengthens the potency of your own blood, effectively transforming it into temporary blood that dissipates at the end of the night. These temporary blood points may be spent just like regular blood points, but cannot be lost due to damage or blood drain, do not affect hunger rolls for frenzy, and may not be used to create or sustain blood bonds or ghouls. To activate this ability, the target must have at least one of your blood points in their system, and must be engaged in eye contact with you. Notes:
[+/-] Ghoul and Revenant Merits
Merit
Cost
Allowed
Type
Source
Details
Loyalty
5
Revenant
Mental
V20 Ghouls and Revenants, pg 126
Synopsis: Though revenants are the tools of the Kindred, they aren’t known for their unshakable loyalty to a particular vampire or Clan. When a member of a revenant family does display such loyalty, it’s noteworthy. Word of that revenant’s actions will spread quickly among other members of the Clan or Sect the family serves. Most revenant families might welcome a patron vampire for one of their members. The family would likely be suspicious of placing their trust in a specific vampire or Clan, and would probably take steps to avoid becoming too dependent on a single domitor.
System: The character can expect occasional favors from the vampire Clan that controls the revenant’s family. They may also be given considerable latitude to explore their own special interests, since the vampires “trust” that the character is furthering the Clan’s goals. Loyalty is also a good Merit to choose if the character is being groomed for the Embrace, especially if that revenant knows her future sire.
Used by: Ducheski, Rossellini, Kairouan Brotherhood, and Servants of Anushin-Rawan Notes:
Benevolent Domitor
3
Ghoul
Social
V20 Ghouls and Revenants, pg 129
Synopsis: For reasons unbeknownst to you, your domitor is fond of you. Perhaps your service has been exemplary, or you simply remind your master of a past love. Given the alien nature of a vampire’s mind, you may never know for sure, but you do not begrudge the benefits you’ve gained from your master’s feelings toward you.
System: You feel safe in your master’s care, and do not dread spending night after night fulfilling your duties. Your domitor treats you with a measure of faux compassion, and does not casually endanger your life. Unlike the relationship between other masters and their ghouls, this Merit does not represent a temporary phase. You have already proven yourself to your master. Thus, your relationship is akin to a friendship between a great boss and his employee.
Though this Merit shapes how your domitor treats you, it does not guarantee that you will never run afoul of your master. You may, at your Storyteller’s discretion, lose the right to keep this Merit should your actions necessitate such a decision over time. Notes: Prerequisite: Domitor Background Used by: Camarilla ghouls, some Sabbat ghouls
Groomed for Embrace
5
Ghoul Revenant
Social
V20 Ghouls and Revenants, pg 129
Synopsis: Your character has been deemed worthy of the Embrace, and is being prepared for the eventuality through careful, directed training by your future sire. While this Merit does not guarantee when you will be Embraced, your character is aware that you will become a vampire, and you know the identity of your future sire.
System: The benefits of being Groomed for Embrace are related to your current role as a ghoul, and your future position as a vampire within a specific Clan or bloodline. As such, your role among the ghouls of your domitor’s house will be elevated to that of a valued apprentice as opposed to a disposable servant. Some Clans, like the Tremere or the Tzimisce, might track your progress through your academic study of lore, Disciplines, or thaumaturgical rituals. You might not be able to use Vicissitude, for example, but you may be permitted to assist your domitor at her laboratory table. Other vampires might be more careful, and may prepare you to be evaluated by the local prince before proceeding further.
There may be a few drawbacks that your character might encounter over the course of your chronicle. Because you have achieved the dream of many ghouls, you may be subjected to fits of jealous rage or harm by other ghouls. Your domitor might even be aware of this fact, and may have encouraged these feelings to test you to see if you’re worthy of becoming a vampire.
Additionally, should this fact become known, you may garner unwanted attention from your future sire’s enemies. Since it is most likely your future sire will also be your domitor, you may be kidnapped, spied upon, or pumped for information about your domitor’s haven, holdings, and schemes. However, many vampires do not reveal that their ghouls and revenants are being Groomed for Embrace, and keep their intentions secret.
Should you decide to purchase the Groomed for Embrace Merit, you may purchase Benevolent Domitor at a cost of one point, provided you have taken the prerequisite Domitor Background. In this circumstance, you are signaling your Storyteller that your domitor has pledged to become your future sire. You may also, at your Storyteller’s discretion, learn one dot in a third Discipline known to your future sire or follow a Path after abandoning your Humanity. Notes: Used by: Camarilla and Sabbat ghouls, as well as some revenants. Independent ghouls may be Embraced, but they would not be Groomed for Embrace due to their status as a pariah among ghouls.
Vicissitude Modifications
1-7
Ghoul Revenant
Physical
V20 Ghouls and Revenants, pg 134
Synopsis: You are a ghoul or revenant whose body has been hideously modified through the use of the Vicissitude Discipline. You, yourself, might not be gifted in this area, but your flesh and bones have been reshaped into a nightmare designed to be useful in war. Thus, while your Modifications may provide you with a mechanical benefit, you are considered a monster even though, technically, you are still mortal.
The alterations made to your body are permanent unless shaped by further uses of Vicissitude. Although your Vicissitude Modifications can be dangerous, your body still sustains damage normally. Despite your horrid appearance, you are still flesh and bone.
System: Vicissitude Modifications requires you to take the Monstrous Flaw, which is found on page 482 of V20 Core. Regardless of how many alterations you choose, you have an Appearance of 0. At your Storyteller’s discretion, you may also be required to take a Mental Flaw, penalty to Social rolls, or a Derangement due to the horrors you’re experiencing.
Generally speaking, this Merit may only be used by characters that are either Bound to, or are sponsored by, a vampire or Clan that has the use of Vicissitude. Revenants that are modified in this way are often subjected to the Blood Bond to ensure their loyalty.
Circular Vision (1pt.): One of your eyes has been moved to the back of your head, granting you the ability to see at a wider angle. You may gain a bonus to Perception, especially in cases when a character is attempting to sneak up on you. Additionally, your depth perception is poor at any angle, and you suffer a two die penalty to any rolls that involve gauging distance, including the use of projectile weapons.
Fangs (1pt.): Your teeth have been lengthened and sharpened; your smile may resemble a tiger’s or a shark’s, or it may be unlike anything found in nature. You may attack using Bite, which is found on page 276 of V20 Core. Due to your monstrous appearance, you will lose two dice in pools involving your Manipulation Attribute, unless you are trying to intimidate or scare your target.
Iron Stomach (2pts.): You are able to digest any organic material that you can break up, chew, and swallow. On Stamina rolls, you gain a +2 when you need to resist ingested poisons or other types of stomach-based illnesses. This digestive modification is often paired with Fangs.
Spurs (2pts.): Sharp, pointed bone spurs protrude from your forearms, spine, or calves. You may slash with your Spurs for Str + 2 damage. However, Spurs are hard to conceal and may limit your mobility in some instances.
Carapace (3pts.): You are covered with bony or spiky plates that protect you from being attacked. You may add two soak dice to your pool when you are defending yourself from harm.
Patagia (4pts.): Your bones have been hollowed and flaps of foreign skin have been grafted onto your arms and wrists to form membranes. While you cannot fly, you may use these bat-like wings to glide from one higher position to another, or to the ground. Subtract one die from all soak pools to resist strikes from fists and blunt weapons, or any other forms of concussive damage that might damage your bones.
Ghouls and revenants may never heal a damaged Vicissitude Modification, not even with the Blood. In this respect, both are as helpless as their unmodified counterparts. However, should a ghoul or revenant possess enough levels in Vicissitude, that character may heal themselves or remove the Vicissitude Modification altogether. To do so, the character must have a level of Vicissitude superior to that of the vampire who inflicted the mutilation in the first place.
Notes: Used by: Due to the complexity of this Merit, check with your Storyteller before spending points on Vicissitude Modifications.
Pale Aura
2
Ghoul Revenant
Supernatural
V20 Ghouls and Revenants, pg 137
Synopsis: Due to some quirk of fate or your reaction to the Blood, your aura is naturally pale. Any color your character’s aura takes has a pale cast to it, as if you were a vampire and not a ghoul.
System: Vampires reading your aura with the use of the Auspex Discipline may assume you are a vampire unless they gain five or more successes on an Aura Perception roll, or have strong reason to suspect otherwise.
This Merit can be of great use if you wish to impersonate a vampire for a time, but can also cause a dangerous misunderstanding or lead to your capture for further scrutiny. Notes: Used by: All ghouls and revenants.
Clear Sighted
4
Ghoul Revenant
Supernatural
V20 Ghouls and Revenants, pg 137
Synopsis: Your ghoul is not easily fooled by illusions and tricks of the light. Whether you were born lucky, have supernatural assistance, or proper training to brush aside such influences, your character has a knack for overcoming the phantasms, shadows, and mirages others create through the use of thaumaturgical rituals and Disciplines.
System: This Merit is only applicable for visible tricks of deceit caused by the use of Disciplines. When faced with a supernatural illusion caused by the use of Disciplines such as Obfuscate and Chimestry, your ghoul may make a Perception + Alertness roll (difficulty equal to your opponent’s power’s level +3). If successful, your character sees right through the effect. If you fail, you might suspect the illusion is a trick, but you cannot prove your suspicious are correct. Notes: Used by: All ghouls and revenants.
Blood Flaw Immunity
5
Ghoul Revenant
Supernatural
V20 Ghouls and Revenants, pg 137
Synopsis: You have discovered that you are resistant to the Clan or bloodline flaws present in the blood you drink. Your domitor might be a lower Generation Nosferatu, who lives in the sewers because her appearance is so hideous, and yet your appearance will not change. Should members of the Tremere or Tzimisce Clans learn of your Blood Flaw Immunity, you may be sought after for further study. After all, if a ghoul’s biology is such that you do not suffer as much as your domitor, surely there’s a “cure” for the flaws present in every Clan’s or bloodline’s blood.
System: This Merit no longer applies if your ghoul or revenant is Embraced. Notes: Used by: All ghouls and revenants
Poisonous Blood
5
Ghoul Revenant
Supernatural
V20 Ghouls and Revenants, pg 137
Synopsis: Due to mysterious circumstances, your character’s blood is poisonous to vampires. Should any vampire drink from you, every blood point imbibed causes one health level of bashing damage. Vampires naturally resent mortals known to possess this blessing and may well seek their destruction
System: Ghouls or
revenants with this Merit may expect a similar reaction, since blood does not have any impact on Poisonous Blood. Other times, a scheming vampire might capture the character and use her as bait to physically harm a rival or enemy. This Merit is also recommended for independent ghouls or revenants who wish to remain free from vampiric influence.
Storytellers are encouraged to have an explanation for Poisonous Blood in their chronicles, though the player (and likely character) may not be immediately privy to such knowledge. Some examples include: holy protection from a higher power, a rare ritual of protection, or a genetic abnormality. Notes: Used by: All ghouls and revenants
Unbondable
6
Ghoul Revenant
Supernatural
V20 Ghouls and Revenants, pg 137
Synopsis: You cannot be Bound to a vampire, no matter how often you drink blood from the regnant’s veins. The Unbondable Merit is useful for characters that do not wish to suffer the effects of the blood bond. Thus, its cost is accordingly high for ghouls and revenants.
System: The Unbondable Merit is particularly appropriate for independent ghouls, and would go far to explain how they were able to break free. To the vast majority of vampires, however, any character that is Unbondable can never be trusted.
This Merit, while it may seem ideal at first glance, would mean your ghoul’s life would be difficult and probably short-lived. Vampires from the Tremere and Tzimisce Clans might even go so far as to wipe out or experiment on you and your family with this Merit, while other Clans and bloodlines may want to drain you of blood to replicate its properties for their use.
Such a powerful Merit is extremely rare. Before selecting this Merit, check with your Storyteller to see if this is viable for your chronicle. Notes: Used by: All ghouls and revenants
Virulent Strike
7
Ghoul Revenant
Supernatural
V20 Ghouls and Revenants, pg 137
Synopsis: Through strange thaumaturgical sorcery, unknown rituals, or even an odd quirk of your physiology, your blood has been imbued with the power of the supernatural.
System: You can cause Aggravated Damage to supernatural creatures by striking them, biting them, or raking them with bonecrafted spurs. This is considered standard Brawl Damage against mortals, and should normally apply to only one attack form (bite, bone claws, etc.).
You should work with the Storyteller to find an explanation for this Merit, and the Storyteller may disallow this Merit entirely if she so chooses. Notes: Used by: All ghouls and revenants.
Occult Library
2 or 4
Ghoul Revenant
Asset
V20 Ghouls and Revenants, pg 139
Synopsis: Your character owns a valuable collection of books and ancient tomes about the arcane.
System: Whenever your ghoul accesses your library, you may lower the difficulty of Intelligence, Occult, or research-related rolls by 1 in relevant circumstances. You might be attempting to find out more information about a thaumaturgical ritual, or you might be trying to identify a strange symbol. Having this library doesn’t automatically mean your ghoul is an occult expert, nor does it reflect your ability to decipher, understand, or read the texts you’ve collected. Your library is stocked with recorded knowledge you can conveniently refer to. If you have purchased the 4-point version of this Merit, your character also has access to an Occult Laboratory stocked with rare, mysterious ingredients needed to perform the rituals described in your books.
Ghouls in service to the Tremere, Followers of Set, or Assamite Clans, in addition to revenants from the Obertus or Ducheski families, are good candidates to acquire this Asset. Notes: Used by: All ghouls or revenants
Flaws
Like Merits, Flaws are mostly a Character Generation thing, but IC life and story might lead to gaining or losing your flaws.
[+/-] General Flaws
[+/-] General Flaws
[+/-] General Flaws
Backgrounds
[+/-] How to Pool Backgrounds
Pooling Backgrounds
V20 Core, pg 118
Some Backgrounds lend themselves to joint ownership. Specifically, the members of a coterie may choose to pool their individual stores of Allies, Contacts, Domain, Herd, Influence, Resources, and Retainers.
The Anchor
You and the other players choose one Background as the anchor that holds the shared assets together. For example, this Background might be Domain, with the physical place the characters claim as their haven and for hunting, which also acts as a meeting ground for the mortals they deal with, a repository for their wealth, and so on. Any of the poolable Backgrounds can serve in this role, however: Herd might be this coterie’s key to sustenance and stability.
No Background pool can have more dots assigned to it than the Anchor Background does at any time. If the Background is damaged by events during play or between sessions, other assets drift away from the characters’ control, and it takes effort to win them back. Any character contributing to the pool may pull his stake out at any time. The dislocations guarantee some damage: The character gets back one dot less than he put in.
Example: The members of the Bloody Sunday coterie build their Background pool around Domain. The physical territory of a ruined church and its economically depressed environs give them the opportunity to interact with down-and-out members of their squalid neighborhood and a ragged group of mortals who fear the creepy squatters in the old church. They put a total of four dots into the Domain pool. Members of the coterie also spend three points on pooled Resources and three points on pooled Influence.
Then things go awry. A Sabbat incursion leads to the arrival of a trouble-shooting Archon, and in the city’s paranoia, another coterie mistakes Bloody Sunday for a Sabbat pack and sets the church on fire. The Domain rating drops from 4 to 2. Nobody comes to a burned-down church to score, so the coterie’s drug-related Resources also drops to 2. With the church slated for demolition (after a particularly harrowing encounter, the coterie barely avoided the fire marshal discovering that they made their haven there), the coterie’s pooled Influence also falls from 3 to 2 as they fight the zoning and demolition permits through proxies.
Sustained effort by Bloody Sunday can repair the damage. Many options are available, from having the church declared a local historical site and thus exempt from demolition “pending repairs” — to taking a tricky political path and trying to achieve satisfaction from the mistaken coterie (or overzealous Archon…).
As the Anchor Background rating rises again, so do the ratings of those anchored to it, as a result of storytelling directed toward the goals of improving lost Backgrounds.
Under normal circumstances, a coterie can’t change its Anchor Background, nor can it acquire a new Anchor Background. While it may choose to abandon a certain Background asset over the course of a chronicle (and thus free itself of the limitations of the pooled Backgrounds in question), the fact that Backgrounds change value only as a result of the story’s events means that the coterie must acquire new Backgrounds in that manner, rather than through freebie or experience points.
In the end, most vampires end up following personal goals over the course of their unlives. Pooled Backgrounds are a great way for young Kindred to gain an initial advantage as neonates in the World of Darkness, but they quickly become outdated or even liabilities as the Kindred formerly attached to them pursue their own, private agendas.
Using Pooled Backgrounds
Pooled Backgrounds are shared resources; essentially the coterie’s communal property. Anyone who contributes to the pool (no matter how much he contributes) has equal access to it. Even if the character donates to only one of the pool’s associated Backgrounds, he still has equal access to it. Not everyone can use the pool simultaneously, though. A Herd pool of seven dots can grant access only to the same, finite number of vessels. Just how those points are split up depends on the circumstances and agreements between the characters.
Example: Four players decide that their characters are forming a Background pool. Their anchor is Resources (the thriving blood doll trade among jaded elders), and they wish to get dots in Contacts (from the elders themselves), Domain (recognition of sovereign hunting grounds from the elders for whom they’re providing fresh vessels), and Retainers (a few lackeys who can move about by day). Jeff contributes three dots of Resources; Michelle contributes another two dots of Resources and two of Domain; Joe contributes another two dots of Retainers, two to Contacts, and one to Domain. Finally, Kelley — who is short on dots — contributes only one dot of Retainers. This makes the pool Resources 5, Contacts 2, Domain 3, Retainers 3. All the players can have their characters tap this pool equally, even Kelley, who contributed only a single dot.
At the Storyteller’s discretion, players can agree to place individual access limits on shared Backgrounds, to reflect any agreements their characters have made with one another. Sometimes being the Kindred who contributed fewer Backgrounds than the others comes with its own considerations.
Upper Limits
By pooling points, a coterie can get Backgrounds that surpass the normal five-dot limit. This arrangement is normal, and it reflects the advantages of cooperation. A group can secure a larger domain or maintain a larger network of allies and contacts than a single vampire can. There is no absolute upper limit on the level to which a pooled Background can rise, but things can get downright ludicrous if you aren’t careful. It’s usually best for the Storyteller to impose a 10-dot limit on the Anchor Background (and thus on all others).
The Storyteller should also take into consideration the scaling of Backgrounds, increasing their reliability rather than their quantitative value as the ratings escalate among the coterie. For example, if an average player group of four players each contributes a single dot or two to a shared Resources pool of 6, the effect shouldn’t be that they’re collectively the world’s secret Kindred billionaires, but rather that they’re of more modest means, and that those means are more difficult to wrest from them by other jealous vampires. This is a question of balancing player expectations with elements of the story, so be sure to set some guidelines for what the shared Backgrounds actually represent before the chronicle begins.
[+/-] Allies
Allies
V20 Core, pg 111
Allies are mortal individuals or groups loyal to your character and willing to assist when called upon. They are often professionals, community figures, or well-placed individuals in society—people who like you and want to help.
Allies are not your servants, but they will use their resources and positions to assist you when it benefits or protects you.
Using Allies with Influence
You may only have as many dots of Allies in a given Influence sector as you have Influence dots in that sector. Allies reduce the AP cost of **public** Influence actions (like protests, favors, or public relations) by 1. They can also add dice to Influence rolls when their expertise applies. Allies may act proactively to defend your interests (at ST discretion).
Sample Uses
Media Ally helps publish or bury stories. Legal Ally delays a court date or files strategic motions. Medical Ally forges a document or secures medication.
Dot-Level Chart
Points
Description
One ally, of moderate influence and power (e.g., a local journalist or low-level cop).
Two allies, both of moderate power (e.g., a precinct sergeant, local business owner).
Three allies, one of them quite influential (e.g., a city council member, newsroom editor).
Four allies, one of them very influential (e.g., a judge, CEO, or gang leader).
Five allies, one of them extremely influential (e.g., media mogul, high ranking local official, criminal boss) OR a network of lower leveled allies that would equate to 5 dots.
Note: All Allies should be reflected on a local level. Anything beyond the local level or supernatural ally will require the Powerful Ally Merit.
Ally Notes
All Contacts should be captured within a +note on your character.
The note should explain the following:
Ally Name What is Level of this particular Ally ? Ally Type/Level What is the Ally's connected Area(s) of Influence What is Ally’s role in society or job? How does the PC know this Ally? What is the PC's leverage or relationship with the Ally?
Note: When purchasing this Background during character creation, you receive one individual per level of the Background. For example, purchasing Allies 3 grants you three separate Allies—one at Level 1, one at Level 2, and one at Level 3.
Dice Pools
The level of your background will signify the amount of your dice pool in accordance with the below Chart:
Please Note: You will have the ability to add to the above dice pools with the appropriate area of Influence.
Example: You have Allies 2 (Journalist). With Allies 2, you have a base dice pool of 4. You also have Media Influence 3 You now can roll your Media Influence + Allies (7 dice).
Also: Your action point applies to each individual Ally.