Draft3: Difference between revisions
| Line 3,402: | Line 3,402: | ||
<font color=red>'''Also:'''</font> Your action point applies to each individual Contact. | <font color=red>'''Also:'''</font> Your action point applies to each individual Contact. | ||
</div> | |||
<div class="mw-customtoggle-doma" style="cursor:pointer; color:red">[+/-] Domain</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-doma"> | |||
==Domain== | |||
''V20 Core, pg 112'' | |||
==Domain Overview== | |||
In ''Vampire: The Masquerade'', '''Domain''' refers to a Kindred's territory—an area of influence officially recognized and granted by the Prince or ruling authority of a city. On '''Retromux'''. | |||
When petitioning the Prince for Domain, be mindful of the location. If it falls within a specific Clan Domain, the Primogen of that Clan becomes your direct authority. You will be accountable to them, and they will be responsible for you and your holdings. | |||
==Domain Levels and Grid Scope== | |||
Your Domain rating determines the amount of grid space you control, whether it's a personal haven or a shared coterie base. The breakdown is as follows: | |||
{| class="wikitable" style="border:2px ridge red;" | |||
! Points | |||
! Description | |||
|- | |||
|{{reddots|1|4}} | |||
|A single building or site. Ex: A nightclub in Montrose or a trap house in Fifth Ward. | |||
|- | |||
|{{reddots|2|3}} | |||
|A street or small cluster of blocks. Ex: A section of Harrisburg Blvd in Second Ward. | |||
|- | |||
|{{reddots|3|2}} | |||
|Multiple blocks or micro-district. Ex: East Montrose, Midtown West, Northside Village | |||
|- | |||
|{{reddots|4|1}} | |||
|Half or a major portion of a neighborhood. Ex: Southern River Oaks or West Second Ward | |||
|- | |||
|{{reddots|5}} | |||
|A full named Houston neighborhood. Ex: Montrose, Fifth Ward, Second Ward, The Heights, Eastwood | |||
|- | |||
|{{reddots|6}} | |||
|Reserved for the Prince of Houston | |||
|} | |||
<font color=red>'''Clan Domain'''</font> represents the holdings of individual Clans within the Praxis. Each Clan in good standing with the Prince will be granted an amount of domain by the Prince, typically between 1 and 5 points. This domain is granted in stewardship to the Primogen and held in trust by them. It also costs no experience to purchase. The Clan may collectively pick 1 Domain Trait per level of domain but cannot purchase extra traits with experience. The Primogen is considered to be the domain's owner for purposes of Tradition and the mechanics of traits that require a single player or involve the influence system. | |||
<font color=red>'''Personal Domain'''</font> can be purchased by individuals for experience but is ultimately only available for purchase if the Prince is willing to grant them that much territory. Significant Domain grants (3+) are rare outside the most powerful and respected Kindred. A character will generally not be approved in chargen with a Domain background. These domains use Domain Traits (see Domain Traits tab). | |||
<font color=red>'''Coterie Domain'''</font> can be purchased by coteries as well and is subject to the same rules as above and must be granted by the Prince. The same caveat exists here that significant Domain grants (3+) to Coteries are rare. The only difference in this is that all coterie members can contribute to the domain background's experience cost and these domains use Coterie Traits (see below). | |||
==Refunding Domain Investments== | |||
Sometimes domain is revoked by the Prince or someone leaves a coterie. | |||
[[File:Reddot-filled.png|10px]] Any experience spent on Domain will be refunded, along with any experience for extra traits, if a single player's domain is revoked. | |||
[[File:Reddot-filled.png|10px]] Leaving a coterie or being removed will give no refund to the player who spent into any shared domain. | |||
[[File:Reddot-filled.png|10px]] If a coterie is disbanded, the cost of any domain they held and any extra traits purchased is refunded and divided among the coterie members. | |||
==Domain Traits== | |||
Each level of Domain grants access to '''Domain Traits''', representing specific advantages tied to your territory (e.g., security, influence, resources). | |||
[[File:Reddot-filled.png|10px]] For every level of Domain, you may select one Trait per level (e.g., Domain 2 = 2 Traits, chosen from Tier 1 or Tier 2) no higher than the level of domain you possess. | |||
[[File:Reddot-filled.png|10px]] Additional Traits may be purchased at a cost of '''5 XP each'''. You can only purchase domain traits at or lower than your level of domain. | |||
[[File:Reddot-filled.png|10px]] You may purchase up to 1/2 your Domain Score (rounded up) + 3 Domain Traits total with XP. | |||
:::<div class="mw-customtoggle-dotrai1" style="cursor:pointer; color:red">[+/-] Level One Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-dotrai1"> | |||
==Tier 1 Traits== | |||
<font color=red>'''Influence Over the Kine'''</font></br> | |||
'''Effect:''' You gain +1 AP per Influence cycle that can only be applied to any Influence area you possess. | |||
<font color=red>'''Nocturnal Infrastructure'''</font></br> | |||
'''Effect:''' Gain +1 die on Stealth, Streetwise, or Survival rolls. | |||
<font color=red>'''Technical Infrastructure'''</font></br> | |||
'''Effect:''' Gain +1 die to Computer. Crafts, or Technology rolls. | |||
<font color=red>'''Political Infrastructure'''</font></br> | |||
'''Effect:''' Gain +1 die on Bureaucracy, Law, or Politics rolls. | |||
<font color=red>'''Academic Infrastructure'''</font></br> | |||
'''Effect:''' Gain +1 die on Academics, Occult, and Science rolls. This does not apply to rituals or any other magical effects. | |||
<font color=red>'''Local Asset'''</font></br> | |||
'''Effect:''' You gain a Level 1 Contact or Ally for an Influence area that you own. | |||
<font color=red>'''Control the Narrative'''</font></br> | |||
'''Effect:''' Once per Influence Cycle you can influence events. Roll Manipulation + Subterfuge (diff 6) to spin a cover story, redirect blame, or suppress fallout of a single event within the Praxis. | |||
<font color=red>'''Embedded Asset'''</font></br> | |||
'''Effect:''' You gain a Level 1 Spy for an Influence Area that you own. | |||
</div> | |||
:::<div class="mw-customtoggle-dotrai2" style="cursor:pointer; color:red">[+/-] Level Two Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-dotrai2"> | |||
==Tier 2 Traits== | |||
<font color=red>'''Secure Haven'''</font></br> | |||
'''Effect:''' All rolls to detect or find your Haven are +1 difficulty and any attempts to find it are resisted as though a Level 3 spy were covering it with counterintel. | |||
<font color=red>'''Rack'''</font></br> | |||
'''Effect:''' All hunt difficulties in your domain are reduced by -1. You can customize your list of feeding options as you wish. You also gain access to potentially detect who feeds in your domain. | |||
<font color=red>'''Privileged Position'''</font></br> | |||
'''Effect:''' You may ignore the first 2 AP in an Influence Cycle that are spent against you. All Influence rolls for AP and contacts, allies, spies, or backup are +1 difficulty if they are uninvited. | |||
<font color=red>'''Veilbreaker'''</font></br> | |||
'''Effect:''' All outsiders attempting to infiltrate your domain (including with Obfuscate) must do so with a +1 difficulty. You can roll Wits + Spies versus 6 to detect that there is someone in your domain and roughly who it was, though you cannot locate them. | |||
<font color=red>'''Blockade'''</font></br> | |||
'''Effect:''' Spend 1 Willpower and you may declare a blockade in your domain for the scene. Uninvited individuals attempting to move into, through, or out of your domain must succeed on an opposed Charisma + Streetwise (Difficulty 6) or be unable to move into, through, or escape. Regardless if they succeed or fail at the roll, they also suffer a +2 difficulty on Drive, Athletics, Survival, Stealth rolls for the scene. You may waive this effect for allies. | |||
<font color=red>'''Tactical Reserve'''</font></br> | |||
'''Effect:''' You have access to Backup Level 2 (armed mortals). Once per influence cycle call on them for aid. | |||
<font color=red>'''Dread Reputation'''</font></br> | |||
'''Effect:''' Any character who attempts to act directly against your assets or domain (but not you personally) through violence, betrayal, or subversion, must succeed on a Courage roll (difficulty 6) execution the action. Succeeding in the roll means you are immune from future rolls by that character or NPC for the scene or Influence Cycle. | |||
</div> | |||
:::<div class="mw-customtoggle-dotrai3" style="cursor:pointer; color:red">[+/-] Level Three Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-dotrai3"> | |||
==Tier 3 Traits== | |||
<font color=red>'''Trusted Hand'''</font></br> | |||
'''Effect:''' You gain a Level 3 Contact or Ally for an Influence area that you own that is Level 3 or higher. | |||
<font color=red>'''Neighborhood Watch'''</font></br> | |||
'''Effect:''' You gain a Level 3 Spy for an Influence Area that you own that is Level 3 or higher. | |||
<font color=red>'''Local Power Base'''</font></br> | |||
'''Effect:''' You gain +2 AP per Influence cycle that can only be applied to Influence area you own. You also gain +2 dice on any Influence rolls using that AP. | |||
<font color=red>'''Creature of the Night'''</font></br> | |||
'''Effect:''' Gain +2 dice and -1 difficulty on Stealth, Streetwise, or Survival rolls when operating in your domain. | |||
<font color=red>'''Fortified Haven'''</font></br> | |||
'''Effect:''' Rolls to breach your haven's defenses are made at +2 difficulty, and all enemies require +1 extra success on rolls to penetrate it's defenses. | |||
<font color=red>'''Pariah'''</font></br> | |||
'''Effect:''' You may declare a Camarilla Kindred Pariah within your domain. Until you revoke this edict, they suffer –2 dice and +2 difficulty on all social rolls. All other Kindred gain +2 dice on their social rolls against them. The domain holder can levy an automatic, justified -10 status hit for the person even being present in their domain and this will be matched by the Harpies for another -10. | |||
<font color=red>'''Ghost Network'''</font></br> | |||
'''Effect:''' Once per Influence Cycle, roll Wits + Investigation or Awareness (difficulty 6). Each success allows the group to ask the Storyteller a question about activity within the Praxis. In addition, gain +2 dice to all Investigation rolls within Camarilla Domain. | |||
</div> | |||
:::<div class="mw-customtoggle-dotrai4" style="cursor:pointer; color:red">[+/-] Level Four Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-dotrai4"> | |||
==Tier 4 Traits== | |||
<font color=red>'''Flashpoint Response'''</font></br> | |||
'''Effect:''' '''Effect:''' Once per Influence Cycle, you and your allies may respond immediately to a crisis (e.g., intrusion, ambush, major mortal disruption) within the city. Your resources arrive as if you had prepared an action in advance and all members of the your team gain +3 to their initiative for the first round of combat. The targets must not be obfuscated or making efforts to be hidden. | |||
<font color=red>'''Detection Grid'''</font></br> | |||
'''Effect:''' All outsiders attempting infiltrate (including obfuscate) your domain must roll any checks with a +1 difficulty. If the domain is infiltrated by any source, you can roll Wits + Spies versus 6. If this roll is successful, the penalty to the infiltration roll increases to +3 difficulty. If the infiltrator fails their infiltration roll, they are discovered. Their action fails and the domain owner and/or their allies can corner and engage the target in a scene or send assets to engage the target. | |||
<font color=red>'''Lockdown'''</font></br> | |||
'''Effect:''' Effect: Spend 1 Willpower in a scene. Uninvited individuals attempting to move into, through, or out of your domain must succeed on an opposed Charisma + Streetwise (Difficulty 7) or they will be detained by your allies and you will get a chance to respond to their presence as you wish. They also suffer -2 dice to all actions. Allies and those you choose to be exempt are not affected by this. | |||
<font color=red>'''Omnipresent Surveillance'''</font></br> | |||
'''Effect:''' If an event of note goes on within the city that you don't already know about, you get a chance to detect it without any effort. ST will ask you to roll Perception + Alertness or Investigation to uncover this activity. The difficulty of the roll will be determined by the type of activity and how much effort those involved are taking to conceal their efforts. An obfuscated Kindred may go entirely unnoticed. | |||
<font color=red>'''Mystic Shroud'''</font></br> | |||
'''Effect:''' Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. If the success threshold is not met, they fail outright. | |||
<font color=red>'''Domain Income'''</font></br> | |||
'''Effect:''' Gain passive Resources 4 (in addition to any other Resources you have) within your domain. This can be used in Influence actions or treated as spendable wealth. | |||
<font color=red>'''Blood Tithe'''</font></br> | |||
'''Effect:''' Any Kindred who feeds in your domain owes 1 Blood Point. If another Kindred hunts within your domain, you may collect 1 BP via +gain. Failure to pay this debt can be enforced socially or via the status system. | |||
<font color=red>'''Thaumaturgical Wards'''</font></br> | |||
'''Effect:''' Your haven is considered to be warded against ritual-based scrying such that they fail when used on it. Any other summoning, or other Thaumaturgical effects used in or around it suffer a +2 difficulty. In addition, the haven is considered to be warded (as Ward vs Kindred) against 3 supernatural types of your choice. | |||
</div> | |||
:::<div class="mw-customtoggle-dotrai5" style="cursor:pointer; color:red">[+/-] Level Five Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-dotrai5"> | |||
==Tier 5 Traits== | |||
<font color=red>'''Ostracism'''</font></br> | |||
'''Effect:''' Name a Camarilla Kindred. That Kindred suffers –2 dice within your domain. This includes Physical, Social, and Mental rolls, including Disciplines. They cannot spend Willpower for automatic successes in your domain. At the start of each scene within the domain, they must spend 1 Willpower and roll Courage (difficulty 7), not allowing them to use Willpower on the roll. If they fail the roll they lose an additional Willpower and are forced to leave due to being too intimidated to remain there. | |||
<font color=red>'''Sovereign Authority'''</font></br> | |||
'''Effect:''' You gain 3 AP per Influence cycle that can only be applied to any area of influence that you possess. You also gain +2 dice on any of the rolls that use that AP. This effects can apply beyond your domain. In addition, once per Influence Cycle, if an Influence action targets you or your domain, you can reduce the AP cost of that action by 2 AP OR you can gain 1/2 of your Influence level in that area in automatic successes (rounded up) to resist or detect the roll. | |||
<font color=red>'''Web of Influence'''</font></br> | |||
'''Effect:''' Once per Influence Cycle you gain 3 AP and that may be applied to any area of influence (including those you don't possess). You gain +2 dice on any rolls that use that AP. In addition, you may forego gaining that 3 AP yourself and rather lend some or all of it to another character who may use in any area of influence, but they do not get the +2 dice benefit. | |||
<font color=red>'''Puppetmaster'''</font></br> | |||
'''Effect:''' Once per Influence cycle, spend 1 Willpower. You can solve one issue within your domain, no matter how big or small with no rolls. This can include making problems disappear with the wave of your hand, manufacturing complex events, and essentially either create and disappear a problem at your whim. You will work with the ST to determine a narrative that fits your desired outcome. It is at the ST's discretion what impact this power has on solving actual plot. | |||
<font color=red>'''Pulse of the City'''</font></br> | |||
'''Effect:''' Once per Influence Cycle, you may ask the ST for a brief vision or insight into a past event in the city. This acts like a unique version of Psychic Projection (Auspex 5) and provides very good insight into the event(s). This often manifests itself in the whispered tales of locals, graffiti on the walls, and often has an esoteric and sometimes unclear way of manifesting in the world. | |||
<font color=red>'''Tactical Strike Team'''</font></br> | |||
'''Effect:''' You have access to an elite Backup Level 5 of well-armed mortals. This backup gets an additional +2 dice to their rolls. You can only call on them once per Influence Cycle. | |||
<font color=red>'''Apex Predator'''</font></br> | |||
'''Effect:''' You gain +3 dice to all Intimidation rolls. Any Kindred or their ally who confronts you directly in any verbal or physical confrontation must make a Courage roll (difficulty 8) or suffer a -2 dice penalty on actions against you for the scene. | |||
<font color=red>'''Sanguine Flow'''</font></br> | |||
'''Effect:''' The hunting difficulties in your domain are reduced by -1. In addition, anyone who hunts there gains +1 blood point automatically each time you hunt, even on a botch or fail and you gain +2 blood points. Once per Influence Cycle you can cover up a botched roll by making a Charisma or Manipulation + Subterfuge roll (difficulty 7). Success means that the Masquerade has been protected. The domain owner may still charge to cover this up. | |||
<font color=red>'''Splinter Cell'''</font></br> | |||
'''Effect:''' You may allocate up to 5 dots across Spies, Allies, or Contacts. You must have the requisite level of Influence in that area to support this asset. For example, if you have Legal Influence 3, you cannot purchase a Level 4 Legal Ally. Once per Influence cycle, you may activate one of these assets to perform a domain-specific task and automatically achieve 3 successes on that action. | |||
</div> | |||
==Coterie Traits== | |||
Each level of Domain purchased by a coterie grants access to '''Coterie Traits''', representing specific advantages tied to your coterie's territory (e.g., security, influence, resources). Coterie traits operate similarly to Domain Traits. The only differences are: | |||
[[File:Reddot-filled.png|10px]] Coteries can collectively contribute to the experience cost of their Domain background and any extra traits that wish to be purchased. | |||
[[File:Reddot-filled.png|10px]] There is a separate list of Coterie Traits that coteries can pick from. They can only pick from this list. | |||
[[File:Reddot-filled.png|10px]] When a 'single Kindred' must be determined to be the benefactor of a trait, it is the Coterie leader or the Kindred in the coterie can choose who that is. | |||
:::<div class="mw-customtoggle-cotrai1" style="cursor:pointer; color:red">[+/-] Level One Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cotrai1"> | |||
==Tier 1 Traits== | |||
<font color=red>'''Shared Intelligence'''</font></br> | |||
'''Effect:''' Once per scene, one coterie member may reroll a failed Investigation, Awareness, Occult, or Streetwise roll if another coterie member has succeeded in a similar roll within the same scene. If the coterie member made their previous roll by 3+ successes, the reroll is at -1 difficulty. | |||
<font color=red>'''Dropbox'''</font></br> | |||
'''Effect:''' Once per scene, a member of the coterie may declare a nearby cache and recover up to:<br> | |||
:[[File:Reddot-filled.png|10px]] 1 Weapon that could be acquired from an Armory 1 | |||
:[[File:Reddot-filled.png|10px]] 1 piece of Equipment suitable for the Equipment 1 background | |||
:[[File:Reddot-filled.png|10px]] 2 Blood Points | |||
<font color=red>'''Nocturnal Infrastructure'''</font></br> | |||
'''Effect:''' All members of the coterie Gain +1 die on Stealth, Streetwise, or Survival rolls. | |||
<font color=red>'''Technology Infrastructure'''</font></br> | |||
'''Effect:''' All members of the coterie gain +1 die to Computer or Technology rolls. | |||
<font color=red>'''Political Infrastructure'''</font></br> | |||
'''Effect:''' All members of the coterie gain +1 dice on non-Discipline Bureaucracy, Subterfuge, or Politics rolls. | |||
<font color=red>'''Academic Infrastructure'''</font></br> | |||
'''Effect:''' All members of the coterie gain +1 die on Academics, Occult, and Science rolls. This does not apply to rituals or any other magical effects. | |||
<font color=red>'''Team Defense'''</font></br> | |||
'''Effect:''' If you are in a combat with at least two other members of your coterie, all members of the coterie add +1 die to defensive combat rolls. | |||
<font color=red>'''Cross Trained'''</font></br> | |||
'''Effect:''' Once per scene, a coterie member may make a roll for an ability they do not posses and not suffer the +1 penalty to difficulty as long as another coterie member in the scene has that ability at 3+. They can add 1/2 the skilled member's ability score to their roll in dice (rounded up). | |||
</div> | |||
:::<div class="mw-customtoggle-cotrai2" style="cursor:pointer; color:red">[+/-] Level Two Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cotrai2"> | |||
==Tier 2 Traits== | |||
<font color=red>'''Secure Haven'''</font></br> | |||
'''Effect:''' All rolls to detect or find a coterie's shared haven are +1 difficulty and any attempts to find it are resisted by a Level 3 spy covering it with counterintelligence. | |||
<font color=red>'''Rack'''</font></br> | |||
'''Effect:''' All hunt difficulties in your domain are reduced by -1. You can customize your list of feeding options as you wish. This can only be changed a maximum of once a month by +request. You also gain access to potentially detect who feeds in your domain. | |||
<font color=red>'''Mutual Assets'''</font></br> | |||
'''Effect:''' As long as at least two members of your coterie have Resources 3 or greater, all coterie members gain access to the equivalent of Resources 1 for the purposes of spending or acquiring gear. | |||
<font color=red>'''Blockade'''</font></br> | |||
'''Effect:''' The coterie can declare a blockade of their domain for the scene if there are at least 2 members present. Each coterie member spends 1 Willpower. Uninvited individuals attempting to move into, through, or out of the coterie domain must succeed on a Charisma + Streetwise against a difficulty of 4 + the number of coterie members present in the scene or be unable to move into, through, or escape. Regardless if they succeed or fail at the roll, they also suffer a +2 difficulty on Drive, Athletics, Survival, Stealth rolls for the scene. You may waive this effect for allies. | |||
<font color=red>'''Comfort of the Flock'''</font></br> | |||
'''Effect:''' All coterie members in a scene gain +2 dice to Self-Control or Instinct rolls when two or more coterie members are present. | |||
<font color=red>'''Teamwork'''</font></br> | |||
'''Effect:''' Once per scene, two coterie members may use the highest ability and attribute between them for one roll. This also adds +2 dice to the roll and reduces the difficulty by -1. | |||
<font color=red>'''Strategic Planning'''</font></br> | |||
'''Effect:''' When planning a task together as a coterie and a roll is required to get insight, information, or advantage, the coterie selects a character. That character gains +2 dice to the roll. Other members of the coterie may also spend a Willpower point to add +1 die each to that roll. | |||
This planning must at least take 5 minutes of in-character discussion. | |||
</div> | |||
:::<div class="mw-customtoggle-cotrai3" style="cursor:pointer; color:red">[+/-] Level Three Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cotrai3"> | |||
== Tier 3 Traits == | |||
<font color=red>'''Fortified Haven'''</font></br> | |||
'''Effect:''' Rolls to breach the haven's defenses are made at +2 difficulty, and all enemies require +1 extra success on rolls to penetrate it's defenses. | |||
<font color=red>'''Will of the Pack'''</font></br> | |||
'''Effect:''' Once per scene, when a coterie member spends a Willpower point in a scene and at least two others are present, one other coterie member may also spend a Willpower point for no cost. This free Willpower must be used in the same round as the original coterie member spent it. | |||
<font color=red>'''Synchronized Assault'''</font></br> | |||
'''Effect:''' If two or more coterie members execute a Brawl or Melee attack the same target in a single round, each attacker gains +1 die to their attack pool. | |||
<font color=red>'''Coterie Vanguard'''</font></br> | |||
'''Effect:''' Your coterie has access to Backup Level 3 (armed mortals) stationed within their domain. Once per Influence cycle you can call on them for support in a scene. | |||
<font color=red>'''Nightwatch'''</font></br> | |||
'''Effect:''' Once per night, a patrolling coterie member may roll Wits + Investigation or Awareness (difficulty 6) and add +1 die for each patrolling coterie member. Each success allows the group to ask the Storyteller a question about activity in the area they are patrolling. Also, any assets attempting to spy, or act covertly in coterie territory suffer –2 die to those rolls. | |||
<font color=red>'''Hidden Cache'''</font></br> | |||
'''Effect:''' Once per scene, a member of the coterie may declare a nearby cache and recover up to:<br> | |||
:[[File:Reddot-filled.png|10px]] 1 Weapon that could be acquired from an Armory 2 | |||
:[[File:Reddot-filled.png|10px]] 1 piece of Equipment suitable for the Equipment 2 background | |||
:[[File:Reddot-filled.png|10px]] 4 Blood Points | |||
<font color=red>'''Fear is a Tool'''</font></br> | |||
Once per scene, the coterie may designate a speaker. That speaker gains +1 die for each member of the coterie that is present on any social rolls that use Appearance, Charisma, or Manipulation. If this is a roll that attempts to intimidate or threaten the target, it also gains -1 to difficulty. The coterie gains +2 dice to resist attempts to intimidate or cause fear in them and any who try to fear or intimidate them do so at a +1 difficulty. | |||
</div> | |||
:::<div class="mw-customtoggle-cotrai4" style="cursor:pointer; color:red">[+/-] Level Four Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cotrai4"> | |||
==Tier 4 Traits== | |||
<font color=red>'''Coterie Endowment'''</font></br> | |||
'''Effect:''' As long as at least two members of your coterie have Resources 5 or greater, all coterie members gain access to the equivalent of Resources 3 for the purposes of spending. | |||
<font color=red>'''Inspire'''</font></br> | |||
'''Effect:''' Once per scene, one member of the coterie can roll their Charisma + Leadership (Difficulty 7). For each success rolled, one member of the coterie can restore 1 willpower point. This takes their main action for a round and coterie members may only regain 1 Willpower maximum with this roll. | |||
<font color=red>'''Detection Grid'''</font></br> | |||
'''Effect:''' All outsiders attempting infiltrate (including obfuscate) the coterie's domain must roll any checks with a +1 difficulty. If their domain is infiltrated by any source, the coterie can select someone to roll Wits + Spies versus 6. If this roll is successful, the penalty to the infiltration roll increases to +3 difficulty. If the infiltrator fails their infiltration roll, they are discovered. Their action fails and the coterie and/or their allies can corner and engage the target in a scene or send assets to engage the target. | |||
<font color=red>'''Lockdown'''</font></br> | |||
'''Effect:''' Each member of the coterie spends 1 Willpower in a scene. Uninvited individuals attempting to move into, through, or out of their domain must succeed on an opposed Charisma + Streetwise (Difficulty 7) or they will be detained by your allies and you will get a chance to respond to their presence as you wish. They also suffer -2 dice to all actions. Allies and those you choose to be exempt are not affected by this. | |||
<font color=red>'''Flashpoint Response'''</font></br> | |||
'''Effect:''' Once per Influence Cycle, your coterie my may respond immediately to a crisis (e.g., intrusion, ambush, major mortal disruption) within the city and your resources arrive as if you had prepared an action in advance and all members of the coterie gain +3 to their initiative for the first round of combat. The targets must not be obfuscated or making efforts to be hidden. | |||
<font color=red>'''Battle Communion'''</font></br> | |||
'''Effect:''' When three or more coterie members are in combat together, each member may, once per combat, reroll one failed attack or soak roll. Additionally, if three or more coterie members strike the same target in one round, the target’s soak difficulty increases by +1. | |||
<font color=red>'''Tactical Synchrony'''</font></br> | |||
'''Effect:''' When 3 or more members in the coterie are present in a fight they all gain +2 to their initiative rolls. Once per combat, after all initiative is rolled, two coterie members may swap places in the initiative order. | |||
<font color=red>'''Thaumaturgical Wards'''</font></br> | |||
'''Effect:''' Your coterie's communal haven and domain is considered to be warded against Thaumaturgy. Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. In addition, the haven is considered to be warded (as Ward vs Kindred) against 3 supernatural types of your choice. | |||
</div> | |||
:::<div class="mw-customtoggle-cotrai5" style="cursor:pointer; color:red">[+/-] Level Five Traits</div> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cotrai5"> | |||
==Tier 5 Traits== | |||
<font color=red>'''War Chest'''</font></br> | |||
'''Effect:''' Once per scene, a member of the coterie may declare a nearby cache and recover up to:<br> | |||
:[[File:Reddot-filled.png|10px]] 1 Weapon that could be acquired from an Armory 3 | |||
:[[File:Reddot-filled.png|10px]] 1 piece of Equipment suitable for the Equipment 3 background | |||
:[[File:Reddot-filled.png|10px]] 6 Blood Points | |||
<font color=red>'''Defend the Weak'''</font></br> | |||
'''Effect:''' Once per scene, if a coterie member would take damage, another coterie member in the scene may take that damage instead. This roll happens before the soak, regardless of distance, and is declared immediately. This damage is soaked at +2 dice. | |||
<font color=red>'''Sanguine Flow'''</font></br> | |||
'''Effect:''' The hunting difficulties in your coterie's domain are reduced by -1. In addition, anyone who hunts there gains +1 blood point automatically each time you hunt, even on a botch or fail and you gain +2 blood points. Once per Influence Cycle you can cover up a botched roll by making a Charisma or Manipulation + Subterfuge roll (difficulty 7). Success means that the Masquerade has been protected. The domain owners may still charge to cover this up. | |||
<font color=red>'''Kill-Chain'''</font></br> | |||
'''Effect:''' Once per combat, when two or more coterie members attack the same target in a round, they may initiate a Kill-Chain. For every successful hit beyond the first, add +1 die to the next attacker’s pool (cumulative). If three or more coterie members hit the same target in the same round, the target must immediately roll Stamina + Survival (difficulty 8) or be staggered—losing their next action. | |||
<font color=red>'''Still the Beast'''</font></br> | |||
'''Effect:''' Once per scene on a frenzy roll, while in the presence of at least two other conscious coterie members, the vampire may use the highest conviction, courage, self-control, or instinct among the present coterie on the roll and makes that roll at +2 dice and -1 difficulty. Even if the Kindred frenzies they will not attack those in their coterie. If the coterie are the only ones present, the character can elect to flee the scene instead. | |||
<font color=red>'''Reaping Circle'''</font></br> | |||
'''Effect:''' If three or more coterie members are present in a combat, when any target is reduced killed or placed into torpor by one coterie member, another may instantly make one attack with +2 attack dice against any other enemy in range. | |||
<font color=red>'''The Weight of Reputation'''</font></br> | |||
'''Effect:''' In a scene, each member of the coterie spends a Willpower. For the remainder of that scene, anyone who wishes to act either directly or indirectly against the coterie must spend 1 Willpower and roll Courage (Diff 8) or suffer –2 dice to all actions against the coterie for one night. Once per scene, a coterie member may Charisma + Intimidation against an NPC target's Willpower. On a success The target must immediately comply with a reasonable demand. All NPCs will treat the coterie as if they had Status 25. | |||
<font color=red>'''Tactical Strike Team'''</font></br> | |||
'''Effect:''' The coterie has access to an elite Backup Level 5 of well-armed mortals stationed within your domain that can respond to threats only within that area. This backup gets an additional +2 dice to their rolls. This can only happen once per influence cycle. | |||
</div> | </div> | ||
Revision as of 09:56, 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
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.
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.
Specialties: Precise, Swift, Feline Grace, Lightning Reflexes
Stamina
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.
Specialties: Tireless, Determined, Tough as Nails, Vigorous
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.)
Specialties: Graceful, Smooth Talker, Forceful, Urbane, Witty, Eloquent, Hustler
Manipulation
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.
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.
Specialties: Unconventional Looks, Photogenic, Fashion Sense, Unforgettable Face, Memorable Pose
Mental
V20 Core, pg 98
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.
Specialties: Attentive, Insightful, Careful, Discerning, Tactical
Intelligence
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.
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.
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
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).
Possessed by: Hunters, Bodyguards, Security Personnel, Journalists, Burglars
Specialties: Noises, Eavesdropping, Fine Details, Hidden Weapons, Crowds, Forests, Animals
Athletics
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.
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.
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.
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.
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.
Possessed by: Politicians, Princes, Managers, Executives, Military Officers, Police
Specialties: Oratory, Compelling, Friendly, Open, Noble, Military, Multimedia
Streetwise
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.
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
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.
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.
Possessed by: Mechanics, Artisans, Artists, Designers, Inventors, Back-to-the-Land Types
Specialties: Pottery, Sewing, Home Repair, Carpentry, Appraisal, Carburetors
Drive
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.
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.
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).
Possessed by: Anarchs, Neonates, Policemen, Military Personnel, Survivalists, Hunters
Specialties: Fast-Draw, Gunsmithing, Pistols, Marksmanship, Revolvers, Shotguns
Larceny
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.
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.…
Possessed by: Assassins, Gang Members, Martial Artists, Police, Duelists
Specialties: Knives, Swords, Improvised Weaponry, Riposte, Disarms
Performance
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.
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.
Possessed by: Burglars, Assassins, Kindred, Spies, Reporters, Commandos
Specialties: Hiding, Silent Movement, Shadowing, Crowds
Survival
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.
Possessed by: Scouts, Soldiers, Outdoors Enthusiasts, Survivalists, Hunters
Specialties: Tracking, Woodlands, Jungle, Street Life, Hunting, Urban Exploration
Knowledges
V20 Core, pg 107-110
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.
Possessed by: Professors, Literati, Topical Bloggers, Elders
Specialties: Poststructuralism, Impressionist Painting, Imperial Rome, Color Theory, Linguistics
Computer
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).
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.
Possessed by: Executives, Upper Class, Stockbrokers, Accountants, Fences, Drug Dealers, Smugglers
Specialties: Stock Market, Laundering, Appraisal, Foreign Currencies, Accounting, Fencing, Corporations, Federal Bailouts
Investigation
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. | |
| College: Police officer | |
| Masters: Private detective | |
| Doctorate: Federal agent | |
| Scholar: Sherlock Holmes |
Possessed by: Detectives, Mystery Buffs, Policemen, Stalkers
Specialties: Forensics, Shadowing, Search, Discolorations, Database Research
Law
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.
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.
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.
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.
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.
Possessed by: Scientists, Students, Researchers, Teachers, Engineers, Technicians, Pilots
Specialties: Chemistry, Biology, Geology, Physics, Astronomy
Technology
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.
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
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.
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.
Specialties: Precise, Swift, Feline Grace, Lightning Reflexes
Stamina
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.
Specialties: Tireless, Determined, Tough as Nails, Vigorous
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.)
Specialties: Graceful, Smooth Talker, Forceful, Urbane, Witty, Eloquent, Hustler
Manipulation
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.
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.
Specialties: Unconventional Looks, Photogenic, Fashion Sense, Unforgettable Face, Memorable Pose
Mental
V20 Core, pg 98
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.
Specialties: Attentive, Insightful, Careful, Discerning, Tactical
Intelligence
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.
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.
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
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).
Possessed by: Hunters, Bodyguards, Security Personnel, Journalists, Burglars
Specialties: Noises, Eavesdropping, Fine Details, Hidden Weapons, Crowds, Forests, Animals
Athletics
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.
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.
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.
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.
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.
Possessed by: Politicians, Princes, Managers, Executives, Military Officers, Police
Specialties: Oratory, Compelling, Friendly, Open, Noble, Military, Multimedia
Streetwise
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.
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
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.
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.
Possessed by: Mechanics, Artisans, Artists, Designers, Inventors, Back-to-the-Land Types
Specialties: Pottery, Sewing, Home Repair, Carpentry, Appraisal, Carburetors
Drive
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.
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.
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).
Possessed by: Anarchs, Neonates, Policemen, Military Personnel, Survivalists, Hunters
Specialties: Fast-Draw, Gunsmithing, Pistols, Marksmanship, Revolvers, Shotguns
Larceny
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.
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.…
Possessed by: Assassins, Gang Members, Martial Artists, Police, Duelists
Specialties: Knives, Swords, Improvised Weaponry, Riposte, Disarms
Performance
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.
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.
Possessed by: Burglars, Assassins, Kindred, Spies, Reporters, Commandos
Specialties: Hiding, Silent Movement, Shadowing, Crowds
Survival
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.
Possessed by: Scouts, Soldiers, Outdoors Enthusiasts, Survivalists, Hunters
Specialties: Tracking, Woodlands, Jungle, Street Life, Hunting, Urban Exploration
Knowledges
V20 Core, pg 107-110
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.
Possessed by: Professors, Literati, Topical Bloggers, Elders
Specialties: Poststructuralism, Impressionist Painting, Imperial Rome, Color Theory, Linguistics
Computer
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).
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.
Possessed by: Executives, Upper Class, Stockbrokers, Accountants, Fences, Drug Dealers, Smugglers
Specialties: Stock Market, Laundering, Appraisal, Foreign Currencies, Accounting, Fencing, Corporations, Federal Bailouts
Investigation
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. | |
| College: Police officer | |
| Masters: Private detective | |
| Doctorate: Federal agent | |
| Scholar: Sherlock Holmes |
Possessed by: Detectives, Mystery Buffs, Policemen, Stalkers
Specialties: Forensics, Shadowing, Search, Discolorations, Database Research
Law
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.
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.
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.
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.
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.
Possessed by: Scientists, Students, Researchers, Teachers, Engineers, Technicians, Pilots
Specialties: Chemistry, Biology, Geology, Physics, Astronomy
Technology
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.
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...
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| 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... |
| 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. |
| 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. |
| 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. |
| 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. |
Flaws
Like Merits, Flaws are mostly a Character Generation thing, but IC life and story might lead to gaining or losing your flaws.
Backgrounds
Backgrounds describe advantages of relationship, circumstance, and opportunity: material possessions, social networks, and the like. Backgrounds are external, not internal, Traits, and you should always rationalize how you came to possess them, as well as what they represent. Who are your contacts? Why do your allies support you? Where did you meet your retainers? What investments do you possess that yield your four dots in Resources? If you’ve put enough detail into your character concept, selecting appropriate Backgrounds should be easy.
Although it’s uncommon to make rolls involving Background Traits, your Storyteller might have you do so to see if you can obtain information, goods, or favors. For example, you might have to roll Wits + Resources to keep your stock portfolio healthy, or Manipulation + Contacts to wheedle that extra favor from your smuggler “associate.”
Certain Backgrounds may be “pooled” among characters in a coterie. See “Pooling Backgrounds” on p. 118 for more information.
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
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
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:
Allies ![]()
![]()
![]()
![]()
= 3 dice
Allies ![]()
![]()
![]()
![]()
= 4 Dice
Allies ![]()
![]()
![]()
![]()
= 5 Dice
Allies ![]()
![]()
![]()
![]()
= 6 Dice
Allies ![]()
![]()
![]()
![]()
= 7 Dice
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.
Contacts
V20 Core, pg 112
Contacts are people you know and can get information from—but they aren’t necessarily your friends. They are informants, professionals, or even street-level eyes and ears. You may have to pay or manipulate them to get what you want, but they provide **reliable access to information**.
Using Contacts with Influence
You may only have as many dots of Contacts in a given Influence sector as you have Influence in that sector.
Contacts reduce the AP cost of **information-gathering** Influence actions by 1.
They may provide rumors, trends, and warnings even without AP spend (ST discretion).
Contacts do not act on your behalf but may connect you to people who will.
Sample Uses
Law Enforcement Contact gives you police arrest records.
Transportation Contact alerts you to shipping delays or hidden cargo.
Academic Contact leaks upcoming research or grades.
Dot-Level Chart
All Contacts should be captured within a +note on your character.
The note should explain the following:
Contact Name
Contact Type/Level
What is the contact's connected Area(s) of Influence?
What is contact’s role in society or job?
How does the PC know this contact?
What is the PC's leverage or relationship with the contact?
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 the level of your Background will signify the amount of your dice pool in accordance with the below Chart:
![]()
![]()
![]()
![]()
= 3 dice
![]()
![]()
![]()
![]()
= 4 Dice
![]()
![]()
![]()
![]()
= 5 Dice
![]()
![]()
![]()
![]()
= 6 Dice
![]()
![]()
![]()
![]()
= 7 Dice
Please Note: You will have the ability to add to the above dice pools with the appropriate area of Influence.
- Example:
You have Contacts 2 (Detective).
With Contacts 2, you have a base dice pool of 4.
You also have Law Enforcement Influence 3
You now can roll your Law Enforcement Influence + Contacts (7 dice).
Also: Your action point applies to each individual Contact.
Domain
V20 Core, pg 112
Domain Overview
In Vampire: The Masquerade, Domain refers to a Kindred's territory—an area of influence officially recognized and granted by the Prince or ruling authority of a city. On Retromux.
When petitioning the Prince for Domain, be mindful of the location. If it falls within a specific Clan Domain, the Primogen of that Clan becomes your direct authority. You will be accountable to them, and they will be responsible for you and your holdings.
Domain Levels and Grid Scope
Your Domain rating determines the amount of grid space you control, whether it's a personal haven or a shared coterie base. The breakdown is as follows:
Clan Domain represents the holdings of individual Clans within the Praxis. Each Clan in good standing with the Prince will be granted an amount of domain by the Prince, typically between 1 and 5 points. This domain is granted in stewardship to the Primogen and held in trust by them. It also costs no experience to purchase. The Clan may collectively pick 1 Domain Trait per level of domain but cannot purchase extra traits with experience. The Primogen is considered to be the domain's owner for purposes of Tradition and the mechanics of traits that require a single player or involve the influence system.
Personal Domain can be purchased by individuals for experience but is ultimately only available for purchase if the Prince is willing to grant them that much territory. Significant Domain grants (3+) are rare outside the most powerful and respected Kindred. A character will generally not be approved in chargen with a Domain background. These domains use Domain Traits (see Domain Traits tab).
Coterie Domain can be purchased by coteries as well and is subject to the same rules as above and must be granted by the Prince. The same caveat exists here that significant Domain grants (3+) to Coteries are rare. The only difference in this is that all coterie members can contribute to the domain background's experience cost and these domains use Coterie Traits (see below).
Refunding Domain Investments
Sometimes domain is revoked by the Prince or someone leaves a coterie.
Any experience spent on Domain will be refunded, along with any experience for extra traits, if a single player's domain is revoked.
Leaving a coterie or being removed will give no refund to the player who spent into any shared domain.
If a coterie is disbanded, the cost of any domain they held and any extra traits purchased is refunded and divided among the coterie members.
Domain Traits
Each level of Domain grants access to Domain Traits, representing specific advantages tied to your territory (e.g., security, influence, resources).
For every level of Domain, you may select one Trait per level (e.g., Domain 2 = 2 Traits, chosen from Tier 1 or Tier 2) no higher than the level of domain you possess.
Additional Traits may be purchased at a cost of 5 XP each. You can only purchase domain traits at or lower than your level of domain.
You may purchase up to 1/2 your Domain Score (rounded up) + 3 Domain Traits total with XP.
- [+/-] Level One Traits
Tier 1 Traits
Influence Over the Kine
Effect: You gain +1 AP per Influence cycle that can only be applied to any Influence area you possess.
Nocturnal Infrastructure
Effect: Gain +1 die on Stealth, Streetwise, or Survival rolls.
Technical Infrastructure
Effect: Gain +1 die to Computer. Crafts, or Technology rolls.
Political Infrastructure
Effect: Gain +1 die on Bureaucracy, Law, or Politics rolls.
Academic Infrastructure
Effect: Gain +1 die on Academics, Occult, and Science rolls. This does not apply to rituals or any other magical effects.
Local Asset
Effect: You gain a Level 1 Contact or Ally for an Influence area that you own.
Control the Narrative
Effect: Once per Influence Cycle you can influence events. Roll Manipulation + Subterfuge (diff 6) to spin a cover story, redirect blame, or suppress fallout of a single event within the Praxis.
Embedded Asset
Effect: You gain a Level 1 Spy for an Influence Area that you own.
- [+/-] Level Two Traits
Tier 2 Traits
Secure Haven
Effect: All rolls to detect or find your Haven are +1 difficulty and any attempts to find it are resisted as though a Level 3 spy were covering it with counterintel.
Rack
Effect: All hunt difficulties in your domain are reduced by -1. You can customize your list of feeding options as you wish. You also gain access to potentially detect who feeds in your domain.
Privileged Position
Effect: You may ignore the first 2 AP in an Influence Cycle that are spent against you. All Influence rolls for AP and contacts, allies, spies, or backup are +1 difficulty if they are uninvited.
Veilbreaker
Effect: All outsiders attempting to infiltrate your domain (including with Obfuscate) must do so with a +1 difficulty. You can roll Wits + Spies versus 6 to detect that there is someone in your domain and roughly who it was, though you cannot locate them.
Blockade
Effect: Spend 1 Willpower and you may declare a blockade in your domain for the scene. Uninvited individuals attempting to move into, through, or out of your domain must succeed on an opposed Charisma + Streetwise (Difficulty 6) or be unable to move into, through, or escape. Regardless if they succeed or fail at the roll, they also suffer a +2 difficulty on Drive, Athletics, Survival, Stealth rolls for the scene. You may waive this effect for allies.
Tactical Reserve
Effect: You have access to Backup Level 2 (armed mortals). Once per influence cycle call on them for aid.
Dread Reputation
Effect: Any character who attempts to act directly against your assets or domain (but not you personally) through violence, betrayal, or subversion, must succeed on a Courage roll (difficulty 6) execution the action. Succeeding in the roll means you are immune from future rolls by that character or NPC for the scene or Influence Cycle.
- [+/-] Level Three Traits
Tier 3 Traits
Trusted Hand
Effect: You gain a Level 3 Contact or Ally for an Influence area that you own that is Level 3 or higher.
Neighborhood Watch
Effect: You gain a Level 3 Spy for an Influence Area that you own that is Level 3 or higher.
Local Power Base
Effect: You gain +2 AP per Influence cycle that can only be applied to Influence area you own. You also gain +2 dice on any Influence rolls using that AP.
Creature of the Night
Effect: Gain +2 dice and -1 difficulty on Stealth, Streetwise, or Survival rolls when operating in your domain.
Fortified Haven
Effect: Rolls to breach your haven's defenses are made at +2 difficulty, and all enemies require +1 extra success on rolls to penetrate it's defenses.
Pariah
Effect: You may declare a Camarilla Kindred Pariah within your domain. Until you revoke this edict, they suffer –2 dice and +2 difficulty on all social rolls. All other Kindred gain +2 dice on their social rolls against them. The domain holder can levy an automatic, justified -10 status hit for the person even being present in their domain and this will be matched by the Harpies for another -10.
Ghost Network
Effect: Once per Influence Cycle, roll Wits + Investigation or Awareness (difficulty 6). Each success allows the group to ask the Storyteller a question about activity within the Praxis. In addition, gain +2 dice to all Investigation rolls within Camarilla Domain.
- [+/-] Level Four Traits
Tier 4 Traits
Flashpoint Response
Effect: Effect: Once per Influence Cycle, you and your allies may respond immediately to a crisis (e.g., intrusion, ambush, major mortal disruption) within the city. Your resources arrive as if you had prepared an action in advance and all members of the your team gain +3 to their initiative for the first round of combat. The targets must not be obfuscated or making efforts to be hidden.
Detection Grid
Effect: All outsiders attempting infiltrate (including obfuscate) your domain must roll any checks with a +1 difficulty. If the domain is infiltrated by any source, you can roll Wits + Spies versus 6. If this roll is successful, the penalty to the infiltration roll increases to +3 difficulty. If the infiltrator fails their infiltration roll, they are discovered. Their action fails and the domain owner and/or their allies can corner and engage the target in a scene or send assets to engage the target.
Lockdown
Effect: Effect: Spend 1 Willpower in a scene. Uninvited individuals attempting to move into, through, or out of your domain must succeed on an opposed Charisma + Streetwise (Difficulty 7) or they will be detained by your allies and you will get a chance to respond to their presence as you wish. They also suffer -2 dice to all actions. Allies and those you choose to be exempt are not affected by this.
Omnipresent Surveillance
Effect: If an event of note goes on within the city that you don't already know about, you get a chance to detect it without any effort. ST will ask you to roll Perception + Alertness or Investigation to uncover this activity. The difficulty of the roll will be determined by the type of activity and how much effort those involved are taking to conceal their efforts. An obfuscated Kindred may go entirely unnoticed.
Mystic Shroud
Effect: Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. If the success threshold is not met, they fail outright.
Domain Income
Effect: Gain passive Resources 4 (in addition to any other Resources you have) within your domain. This can be used in Influence actions or treated as spendable wealth.
Blood Tithe
Effect: Any Kindred who feeds in your domain owes 1 Blood Point. If another Kindred hunts within your domain, you may collect 1 BP via +gain. Failure to pay this debt can be enforced socially or via the status system.
Thaumaturgical Wards
Effect: Your haven is considered to be warded against ritual-based scrying such that they fail when used on it. Any other summoning, or other Thaumaturgical effects used in or around it suffer a +2 difficulty. In addition, the haven is considered to be warded (as Ward vs Kindred) against 3 supernatural types of your choice.
- [+/-] Level Five Traits
Tier 5 Traits
Ostracism
Effect: Name a Camarilla Kindred. That Kindred suffers –2 dice within your domain. This includes Physical, Social, and Mental rolls, including Disciplines. They cannot spend Willpower for automatic successes in your domain. At the start of each scene within the domain, they must spend 1 Willpower and roll Courage (difficulty 7), not allowing them to use Willpower on the roll. If they fail the roll they lose an additional Willpower and are forced to leave due to being too intimidated to remain there.
Sovereign Authority
Effect: You gain 3 AP per Influence cycle that can only be applied to any area of influence that you possess. You also gain +2 dice on any of the rolls that use that AP. This effects can apply beyond your domain. In addition, once per Influence Cycle, if an Influence action targets you or your domain, you can reduce the AP cost of that action by 2 AP OR you can gain 1/2 of your Influence level in that area in automatic successes (rounded up) to resist or detect the roll.
Web of Influence
Effect: Once per Influence Cycle you gain 3 AP and that may be applied to any area of influence (including those you don't possess). You gain +2 dice on any rolls that use that AP. In addition, you may forego gaining that 3 AP yourself and rather lend some or all of it to another character who may use in any area of influence, but they do not get the +2 dice benefit.
Puppetmaster
Effect: Once per Influence cycle, spend 1 Willpower. You can solve one issue within your domain, no matter how big or small with no rolls. This can include making problems disappear with the wave of your hand, manufacturing complex events, and essentially either create and disappear a problem at your whim. You will work with the ST to determine a narrative that fits your desired outcome. It is at the ST's discretion what impact this power has on solving actual plot.
Pulse of the City
Effect: Once per Influence Cycle, you may ask the ST for a brief vision or insight into a past event in the city. This acts like a unique version of Psychic Projection (Auspex 5) and provides very good insight into the event(s). This often manifests itself in the whispered tales of locals, graffiti on the walls, and often has an esoteric and sometimes unclear way of manifesting in the world.
Tactical Strike Team
Effect: You have access to an elite Backup Level 5 of well-armed mortals. This backup gets an additional +2 dice to their rolls. You can only call on them once per Influence Cycle.
Apex Predator
Effect: You gain +3 dice to all Intimidation rolls. Any Kindred or their ally who confronts you directly in any verbal or physical confrontation must make a Courage roll (difficulty 8) or suffer a -2 dice penalty on actions against you for the scene.
Sanguine Flow
Effect: The hunting difficulties in your domain are reduced by -1. In addition, anyone who hunts there gains +1 blood point automatically each time you hunt, even on a botch or fail and you gain +2 blood points. Once per Influence Cycle you can cover up a botched roll by making a Charisma or Manipulation + Subterfuge roll (difficulty 7). Success means that the Masquerade has been protected. The domain owner may still charge to cover this up.
Splinter Cell
Effect: You may allocate up to 5 dots across Spies, Allies, or Contacts. You must have the requisite level of Influence in that area to support this asset. For example, if you have Legal Influence 3, you cannot purchase a Level 4 Legal Ally. Once per Influence cycle, you may activate one of these assets to perform a domain-specific task and automatically achieve 3 successes on that action.
Coterie Traits
Each level of Domain purchased by a coterie grants access to Coterie Traits, representing specific advantages tied to your coterie's territory (e.g., security, influence, resources). Coterie traits operate similarly to Domain Traits. The only differences are:
Coteries can collectively contribute to the experience cost of their Domain background and any extra traits that wish to be purchased.
There is a separate list of Coterie Traits that coteries can pick from. They can only pick from this list.
When a 'single Kindred' must be determined to be the benefactor of a trait, it is the Coterie leader or the Kindred in the coterie can choose who that is.
- [+/-] Level One Traits
Tier 1 Traits
Shared Intelligence
Effect: Once per scene, one coterie member may reroll a failed Investigation, Awareness, Occult, or Streetwise roll if another coterie member has succeeded in a similar roll within the same scene. If the coterie member made their previous roll by 3+ successes, the reroll is at -1 difficulty.
Dropbox
Effect: Once per scene, a member of the coterie may declare a nearby cache and recover up to:
1 Weapon that could be acquired from an Armory 1
1 piece of Equipment suitable for the Equipment 1 background
2 Blood Points
Nocturnal Infrastructure
Effect: All members of the coterie Gain +1 die on Stealth, Streetwise, or Survival rolls.
Technology Infrastructure
Effect: All members of the coterie gain +1 die to Computer or Technology rolls.
Political Infrastructure
Effect: All members of the coterie gain +1 dice on non-Discipline Bureaucracy, Subterfuge, or Politics rolls.
Academic Infrastructure
Effect: All members of the coterie gain +1 die on Academics, Occult, and Science rolls. This does not apply to rituals or any other magical effects.
Team Defense
Effect: If you are in a combat with at least two other members of your coterie, all members of the coterie add +1 die to defensive combat rolls.
Cross Trained
Effect: Once per scene, a coterie member may make a roll for an ability they do not posses and not suffer the +1 penalty to difficulty as long as another coterie member in the scene has that ability at 3+. They can add 1/2 the skilled member's ability score to their roll in dice (rounded up).
- [+/-] Level Two Traits
Tier 2 Traits
Secure Haven
Effect: All rolls to detect or find a coterie's shared haven are +1 difficulty and any attempts to find it are resisted by a Level 3 spy covering it with counterintelligence.
Rack
Effect: All hunt difficulties in your domain are reduced by -1. You can customize your list of feeding options as you wish. This can only be changed a maximum of once a month by +request. You also gain access to potentially detect who feeds in your domain.
Mutual Assets
Effect: As long as at least two members of your coterie have Resources 3 or greater, all coterie members gain access to the equivalent of Resources 1 for the purposes of spending or acquiring gear.
Blockade
Effect: The coterie can declare a blockade of their domain for the scene if there are at least 2 members present. Each coterie member spends 1 Willpower. Uninvited individuals attempting to move into, through, or out of the coterie domain must succeed on a Charisma + Streetwise against a difficulty of 4 + the number of coterie members present in the scene or be unable to move into, through, or escape. Regardless if they succeed or fail at the roll, they also suffer a +2 difficulty on Drive, Athletics, Survival, Stealth rolls for the scene. You may waive this effect for allies.
Comfort of the Flock
Effect: All coterie members in a scene gain +2 dice to Self-Control or Instinct rolls when two or more coterie members are present.
Teamwork
Effect: Once per scene, two coterie members may use the highest ability and attribute between them for one roll. This also adds +2 dice to the roll and reduces the difficulty by -1.
Strategic Planning
Effect: When planning a task together as a coterie and a roll is required to get insight, information, or advantage, the coterie selects a character. That character gains +2 dice to the roll. Other members of the coterie may also spend a Willpower point to add +1 die each to that roll.
This planning must at least take 5 minutes of in-character discussion.
- [+/-] Level Three Traits
Tier 3 Traits
Fortified Haven
Effect: Rolls to breach the haven's defenses are made at +2 difficulty, and all enemies require +1 extra success on rolls to penetrate it's defenses.
Will of the Pack
Effect: Once per scene, when a coterie member spends a Willpower point in a scene and at least two others are present, one other coterie member may also spend a Willpower point for no cost. This free Willpower must be used in the same round as the original coterie member spent it.
Synchronized Assault
Effect: If two or more coterie members execute a Brawl or Melee attack the same target in a single round, each attacker gains +1 die to their attack pool.
Coterie Vanguard
Effect: Your coterie has access to Backup Level 3 (armed mortals) stationed within their domain. Once per Influence cycle you can call on them for support in a scene.
Nightwatch
Effect: Once per night, a patrolling coterie member may roll Wits + Investigation or Awareness (difficulty 6) and add +1 die for each patrolling coterie member. Each success allows the group to ask the Storyteller a question about activity in the area they are patrolling. Also, any assets attempting to spy, or act covertly in coterie territory suffer –2 die to those rolls.
Hidden Cache
Effect: Once per scene, a member of the coterie may declare a nearby cache and recover up to:
1 Weapon that could be acquired from an Armory 2
1 piece of Equipment suitable for the Equipment 2 background
4 Blood Points
Fear is a Tool
Once per scene, the coterie may designate a speaker. That speaker gains +1 die for each member of the coterie that is present on any social rolls that use Appearance, Charisma, or Manipulation. If this is a roll that attempts to intimidate or threaten the target, it also gains -1 to difficulty. The coterie gains +2 dice to resist attempts to intimidate or cause fear in them and any who try to fear or intimidate them do so at a +1 difficulty.
- [+/-] Level Four Traits
Tier 4 Traits
Coterie Endowment
Effect: As long as at least two members of your coterie have Resources 5 or greater, all coterie members gain access to the equivalent of Resources 3 for the purposes of spending.
Inspire
Effect: Once per scene, one member of the coterie can roll their Charisma + Leadership (Difficulty 7). For each success rolled, one member of the coterie can restore 1 willpower point. This takes their main action for a round and coterie members may only regain 1 Willpower maximum with this roll.
Detection Grid
Effect: All outsiders attempting infiltrate (including obfuscate) the coterie's domain must roll any checks with a +1 difficulty. If their domain is infiltrated by any source, the coterie can select someone to roll Wits + Spies versus 6. If this roll is successful, the penalty to the infiltration roll increases to +3 difficulty. If the infiltrator fails their infiltration roll, they are discovered. Their action fails and the coterie and/or their allies can corner and engage the target in a scene or send assets to engage the target.
Lockdown
Effect: Each member of the coterie spends 1 Willpower in a scene. Uninvited individuals attempting to move into, through, or out of their domain must succeed on an opposed Charisma + Streetwise (Difficulty 7) or they will be detained by your allies and you will get a chance to respond to their presence as you wish. They also suffer -2 dice to all actions. Allies and those you choose to be exempt are not affected by this.
Flashpoint Response
Effect: Once per Influence Cycle, your coterie my may respond immediately to a crisis (e.g., intrusion, ambush, major mortal disruption) within the city and your resources arrive as if you had prepared an action in advance and all members of the coterie gain +3 to their initiative for the first round of combat. The targets must not be obfuscated or making efforts to be hidden.
Battle Communion
Effect: When three or more coterie members are in combat together, each member may, once per combat, reroll one failed attack or soak roll. Additionally, if three or more coterie members strike the same target in one round, the target’s soak difficulty increases by +1.
Tactical Synchrony
Effect: When 3 or more members in the coterie are present in a fight they all gain +2 to their initiative rolls. Once per combat, after all initiative is rolled, two coterie members may swap places in the initiative order.
Thaumaturgical Wards
Effect: Your coterie's communal haven and domain is considered to be warded against Thaumaturgy. Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. In addition, the haven is considered to be warded (as Ward vs Kindred) against 3 supernatural types of your choice.
- [+/-] Level Five Traits
Tier 5 Traits
War Chest
Effect: Once per scene, a member of the coterie may declare a nearby cache and recover up to:
1 Weapon that could be acquired from an Armory 3
1 piece of Equipment suitable for the Equipment 3 background
6 Blood Points
Defend the Weak
Effect: Once per scene, if a coterie member would take damage, another coterie member in the scene may take that damage instead. This roll happens before the soak, regardless of distance, and is declared immediately. This damage is soaked at +2 dice.
Sanguine Flow
Effect: The hunting difficulties in your coterie's domain are reduced by -1. In addition, anyone who hunts there gains +1 blood point automatically each time you hunt, even on a botch or fail and you gain +2 blood points. Once per Influence Cycle you can cover up a botched roll by making a Charisma or Manipulation + Subterfuge roll (difficulty 7). Success means that the Masquerade has been protected. The domain owners may still charge to cover this up.
Kill-Chain
Effect: Once per combat, when two or more coterie members attack the same target in a round, they may initiate a Kill-Chain. For every successful hit beyond the first, add +1 die to the next attacker’s pool (cumulative). If three or more coterie members hit the same target in the same round, the target must immediately roll Stamina + Survival (difficulty 8) or be staggered—losing their next action.
Still the Beast
Effect: Once per scene on a frenzy roll, while in the presence of at least two other conscious coterie members, the vampire may use the highest conviction, courage, self-control, or instinct among the present coterie on the roll and makes that roll at +2 dice and -1 difficulty. Even if the Kindred frenzies they will not attack those in their coterie. If the coterie are the only ones present, the character can elect to flee the scene instead.
Reaping Circle
Effect: If three or more coterie members are present in a combat, when any target is reduced killed or placed into torpor by one coterie member, another may instantly make one attack with +2 attack dice against any other enemy in range.
The Weight of Reputation
Effect: In a scene, each member of the coterie spends a Willpower. For the remainder of that scene, anyone who wishes to act either directly or indirectly against the coterie must spend 1 Willpower and roll Courage (Diff 8) or suffer –2 dice to all actions against the coterie for one night. Once per scene, a coterie member may Charisma + Intimidation against an NPC target's Willpower. On a success The target must immediately comply with a reasonable demand. All NPCs will treat the coterie as if they had Status 25.
Tactical Strike Team
Effect: The coterie has access to an elite Backup Level 5 of well-armed mortals stationed within your domain that can respond to threats only within that area. This backup gets an additional +2 dice to their rolls. This can only happen once per influence cycle.