π¦ Vampire Clans
The thirteen greater clans and six lesser clans that comprise vampire society. Each clan carries the curse of Caine, manifesting unique disciplines and weaknesses passed down through their blood.
CLN-001
Assamite
Source: Chapter 2 - Introduction to the World of Darkness, p. 42
Nickname: Assassins
Disciplines: Celerity, Obfuscate, Quietus
Description
Assamites, also known as the Children of Haqim, originated in the ancient Middle East. Skilled assassins and swift warriors, the majority of the clan resides in a mountain fortress known as Alamut. These warriors will readily agree to dangerous missions, if paid a high enough blood-price. Their thirst for blood is legendary, as is their desire to judge vampires according to their founder's laws.
The Assamite clan has no sect allegiance. Although a few scattered individuals have joined either the Camarilla or the Sabbat, the clan as a whole refuses to bow to any vampiric hierarchy. Assamites follow a religious-themed Path of Enlightenment that codifies the clan's fanatic devotion to the Mountain, known as the Path of Blood.
An Assamite's skin grows darker with age, as opposed to other vampires, whose skin gets paler. Because of this, particularly ancient Assamites appear unnaturally onyx-skinned, as though carved from darkest ebony.
Weakness
Since the Tremere curse was broken, Assamites have returned to their bloodthirsty ways. Assamites find the blood of vampires highly addictive. When an Assamite drinks vampiric blood she gains 2 Beast traits for the next 10 minutes. If the Assamite frenzies during this time, she will attempt to diablerize the last vampire whose blood she tasted.
CLN-002
Brujah
Source: Chapter 2 - Introduction to the World of Darkness, p. 45
Nickname: Rabble
Disciplines: Celerity, Potence, Presence
Description
The vampires of Clan Brujah were once scholars and seekers of wisdom. They inspired the glory of ancient Carthage, a mighty city where mortals and vampires lived together in peace. However, Ventrue treachery and the armies of ancient Rome laid Carthage low and forever shattered the Brujah clan.
In modern nights, the Brujah are a fiery group of warriors, individualists, and rebels, driven to both success and failure by their tempestuous natures. They feel mortal passions more deeply than other vampires, and are prone to attack first and ask questions later. Members of this clan love a cause, and will eagerly act on anything they see as injustice.
They come together in violent gatherings called rants, where they give passionate speeches, challenge rivals to personal combat, or drum up support for crusades against the status quo.
Weakness
Brujah are highly emotional, and have great trouble controlling the wrath of their Beasts. Their difficulty to resist frenzy is increased by 2.
CLN-003
Followers of Set
Source: Chapter 2 - Introduction to the World of Darkness, p. 48
Nickname: Serpents
Disciplines: Obfuscate, Presence, Serpentis
Description
The Followers of Set, also known as the Setite clan, began as a death-cult in ancient Egypt, but the clan has grown prosperous in modern nights. Whether you're looking for hidden eldritch secrets or a drug-filled night of pleasure and excess, the Followers of Set can fulfill your every desire. These cunning vampires specialize in using the weaknesses of others in order to acquire power for themselves.
The Followers revere their forefather, Set, as the first vampire, and claim that they are his only offspring. At their core, the Followers of Set are a religious organization dedicated to the reverence and worship of their Antediluvian, the almighty Set of Egyptian myth. Faith permeates the clan, directing its members' actions and giving them a unified purpose.
The clan has adapted well to modern society, shedding the trappings of the past like a snake sheds its skin. But within Setite temples, amid pillars of gold and Egyptian funerary statues, the worship of Set prospers and fills the night.
Weakness
Setites react negatively to bright light. They receive 1 additional point of damage when exposed to sunlight, and all test pools are reduced by 2 for any challenges attempted while in bright light of any kind. Note that defensive test pools are not subject to this penalty.
CLN-004
Gangrel
Source: Chapter 2 - Introduction to the World of Darkness, p. 49
Nickname: Outlanders
Disciplines: Animalism, Fortitude, Protean
Description
Other vampires consider the Gangrel to be primitive creatures. They do not understand the difference between primitive and predator. As a clan, the Gangrel are wary and aloof. They disdain organized society and prefer to operate outside of structures and hierarchies.
Where other clans focus on politics, power, or acquisitions, the Gangrel are loners and travelers; few spend time in the courts of vampire culture. They have little regard for clan enmities or alliances. Conflicts with Gangrel more often concern domain and feeding rights instead of politics and power-brokering.
Gangrel sire sporadically, often after hunting a prospective childe. They frequently abandon the fledgling vampire after her creation, forcing her to learn the basic lessons of survival on her own.
Weakness
All Gangrel have one animalistic physical feature. For example, you might have hawk's eyes, scales all over your skin, or a lion's mane. Every time a Gangrel frenzies, she temporarily gains an additional animalistic feature. Temporary animal features recede when the vampire sleeps for a day, but a Gangrel's permanent animal hallmark never fades.
CLN-005
Giovanni
Source: Chapter 2 - Introduction to the World of Darkness, p. 52
Nickname: Necromancers
Disciplines: Dominate, Potence, Necromancy (Sepulchre Path)
Description
The Giovanni began their history as a house of mortal Venetian merchants. Embraced by scholars of Clan Cappadocian, the Giovanni were intended to be the clan's liaison with the mortal world during the Renaissance, but the crafty and power-hungry merchants quickly turned against their sires.
The Giovanni built a vast fortune over the centuries, using their keen grasp of politics and a great deal of sharp financial acumen. Further, they mastered the secrets of Necromancy, exercising control over the spirits of the dead. For centuries, the Giovanni parlayed their talents, forcing other clans to accept their independence and ignore the dark deeds of their past.
To those outside the clan, the Giovanni put on a great show of humility and friendship. However, within their cloistered walls, the family is cutthroat and incestuous, willing to perform vile acts in order to gain more power.
Weakness
A Giovanni vampire's bite causes excruciating pain in the mortals who receive it. When a Giovanni feeds upon a mortal, she inflicts 3 points of damage for every blood she drains instead of the standard 2.
CLN-006
Lasombra
Source: Chapter 2 - Introduction to the World of Darkness, p. 53
Nickname: Magisters
Disciplines: Dominate, Potence, Obtenebration
Description
Spawned in darkness, their spirits merged with the depths of the Abyss, the vampires of the Lasombra clan are regal, elegant, and consumed with the flawless exercise of power. Few vampires have such will and control as the Lasombra, or maintain such a deep interest in excellence, nobility, and ambition.
The clan's ranks are filled with priests who would be Pope, and counselors who steer the fates of nations. They enjoy the "sports" of the nobility (namely duels, poisoning, assassination, and ambition), and rule the night with elegance and dark desire.
Even though faith is crucial to the Lasombra, most of them do not believe that vampires can be forgiven or redeemed. They believe that vampirism is a curse levied upon a few in order to drive mortals toward God's light or to punish and destroy those who will not turn from darkness.
Weakness
Lasombra vampires cast no reflections. Whether in a mirror, in a body of water, on a polished surface, or in the rear-view of a taxicab, the Lasombra's image does not reflect. Her reflection cannot be captured by devices that use mirrors (like old-style cameras), but can be recorded by modern digital devices.
CLN-007
Malkavian
Source: Chapter 2 - Introduction to the World of Darkness, p. 56
Nickname: Lunatics
Disciplines: Auspex, Dementation, Obfuscate
Description
For some, eternity is no more than a continuance of mortal existence. For Malkavians, the transition is far more abrupt and devastating. The act of Embrace shatters the minds of those brought into this clan, driving them over the sharp brink of madness β but also unlocking supernatural gifts of insight and introspection.
All Malkavians are deeply, darkly insane; their psychology is precariously balanced on the edge of sanity's cliff. This is a painful, alienating phenomenon. The madness may take the form of a structured, clinically understood insanity, or it may be a complete reversal of the senses.
All Malkavians are connected by a vast, lingering sixth sense β some say it is the slumbering consciousness of the founder of their clan β and they all have insights beyond any mortal capacity to understand.
Weakness
All members of Clan Malkavian suffer from a permanent, incurable derangement. They may acquire and recover from other derangements, but they can never recover from their primary derangement. Malkavians do not receive flaw XP for their primary derangement.
CLN-008
Nosferatu
Source: Chapter 2 - Introduction to the World of Darkness, p. 57
Nickname: Sewer Rats
Disciplines: Animalism, Obfuscate, Potence
Description
Members of Clan Nosferatu are physically twisted and deformed by the Embrace, turned from their mortal appearance into the shape of horrific monsters. Worse, Nosferatu deformations are so cruel and vicious that many who are Embraced do not survive. Because these vampires are so hideous, they must keep themselves hidden from mortal society, lest they break the Masquerade.
Members of Clan Nosferatu make their home amid the sewers of large cities, sheltering in broods with ghouled animals to protect them during the day. The Nosferatu are information-brokers, expert at stealth and cunning in the application of political pressure. They collect secrets, spying on and blackmailing other vampires.
Legend has it that the Nosferatu Antediluvian regretted breaking Caine's law, and when the clan was cursed, he swore to eradicate his progeny from the earth. He created savage monsters known as Niktuku to hunt the Nosferatu until every member of the clan is destroyed.
Weakness
All Nosferatu are inhumanly ugly. Nosferatu cannot have the Appearance attribute focus.
CLN-009
Toreador
Source: Chapter 2 - Introduction to the World of Darkness, p. 60
Nickname: Degenerates
Disciplines: Auspex, Celerity, Presence
Description
Magnificent roses in a garden of evening stars. A lilting aria in a drowsy twilight. The sweet brush of a lover's kiss. These images evoke the Toreador, as these vampires are the most beautiful of all. Toreador are artists, writers, and creators: artisans enjoying an immortal life of pageantry and sensuality.
Unlike other clans, Toreador plunge themselves into the mortal world. Often, they will pretend to be mortal, living as glitterati and giving patronage to influential mortal artists. Toreador love politics and live for hierarchy, so long as they can remain at the top. They develop cults of personality, gathering followers captivated by their beauty or begging for their patronage.
There is an eternal enmity between the Nosferatu and Toreador clans, a hatred that will never be reconciled.
Weakness
Toreador are often entranced by beauty and art. When you encounter a piece of art, a performance, or something beautiful that you are particularly interested in or that you have never seen before, you must give it your undivided attention for a scene. Toreador can resist this urge by expending a point of Willpower.
CLN-010
Tremere
Source: Chapter 2 - Introduction to the World of Darkness, p. 61
Nickname: Warlocks
Disciplines: Auspex, Dominate, Thaumaturgy (Path of Blood)
Description
Of all the vampire clans, the Tremere may have the most shadowed history. Long ago, the Tremere were not vampires, but powerful mortal sorcerers, specializing in hermetic magic. Through vicious cunning and powerful ambition, they joined the society of immortal undead. Even in modern nights, Tremere are the undisputed masters of blood sorcery, keeping their secrets close and staunchly guarded.
Over the centuries, no clan has committed such terrible atrocities as the Tremere. Dark deals, horrific experiments, and vile betrayals stain their reputation. Yet the Tremere continue to hold power, based primarily on strong alliances with other clans and the leverage of their magic.
The Tremere exist in a strict, disciplined hierarchy of static ranks and severe restrictions known as "the Pyramid," which is led by a council of the most powerful Tremere elders. Tremere do not live on their own, but haven together in occult chantries where they can work together and watch each other's backs.
Weakness
The blood of the Tremere holds difficulties and inequities not found in the other clans. It takes only two draughts of another vampire's blood for a Tremere to become blood bound instead of the normal three β the first drink counts as if the Tremere had taken two drinks.
CLN-011
Tzimisce
Source: Chapter 2 - Introduction to the World of Darkness, p. 64
Nickname: Fiends
Disciplines: Animalism, Auspex, Vicissitude
Description
Since before recorded history, the Tzimisce have resided in the mountains and fastnesses of the Old World, shutting themselves away from the pathetic mortal herd from which they feed. Absolute rulers of their territories, they are jealous, possessive creatures, deeply connected to the land and its mystic powers.
Aeons in their stone castles have twisted the Tzimisce's spirit, and long centuries of study have given them mastery over flesh; they have the ability to shape and craft it as one might alter clay. They practice a philosophy revering metamorphosis, looking beyond the fragile physical body in an attempt to discover the nature of the soul.
Tzimisce mystics know a great deal about the spirits of the earth, and practice a form of magic they call koldunism. They jealously guard these secrets, particularly from the Tremere, whom they see as usurpers of their ancient power.
Weakness
The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of native soil. Each day spent without this physical connection to her land inflicts a cumulative -1 penalty to all of the Tzimisce's attack test pools (maximum -5).
CLN-012
Ventrue
Source: Chapter 2 - Introduction to the World of Darkness, p. 68
Nickname: Kings
Disciplines: Dominate, Fortitude, Presence
Description
While other clans play at politics, study philosophy, or encourage the arts, scions of Clan Ventrue focus their pursuits on the one thing that truly matters: power. Rulership is in their blood, and rare is the Ventrue who does not feel a need to command. The Ventrue legacy is that of kings and queens, a lineage of sovereigns dating back to before the rise of the Roman Empire.
The Ventrue clan values dignitas, a virtue based on honor, propriety and respect, and those who abide by its intricate rules will find themselves successful within the clan of kings. Ventrue are a cunning breed, educated and erudite, equally as capable with a sword as with a pen. Conservative and callous, Ventrue rarely make decisions based on emotion.
A Ventrue learns the pedigree of her blood from the day she is Embraced, and she must always be prepared to recite her lineage letter perfect at the command of her elders.
Weakness
Ventrue have rarified tastes in blood. Each Ventrue finds only one specific type of mortal blood palatable, and does not gain sustenance from anything else. This category should be fairly narrow; less than one person in 10 should fit the description. This choice is permanent.
CLN-013
Caitiff
Source: Chapter 2 - Introduction to the World of Darkness, p. 69
Nickname: Trash
Disciplines: Choose three from: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Presence, or Potence
Description
The Caitiff are not a clan. They are lumped together as outcasts, but they have no ties of lineage to one another, nor do they bear any universally distinguishing traits. On occasion, a vampire's blood does not carry any marks of her sire's clan. These unfortunate childer are usually abandoned, disregarded as unfit for vampire society.
As a group, Caitiff have very little in common. At best, they are a pale shadow, a reflection of the clan that failed to Embrace them, with little to recommend them in the halls of vampiric society. Caitiff are alone in the night. Other vampires shun Caitiff, even those who are otherwise open-minded.
Darker legends say that an abundance of Caitiff is a sign of the End Times; they are an omen that signals vampiric power is waning and the world will soon be destroyed by fire.
Inherent Weakness
Caitiff cannot begin play with more than 2 dots in the Generation background. Caitiff can increase their Generation through diablerie. Caitiff cannot teach their in-clan disciplines.
CLN-014
Baali
Source: Chapter 2 - Introduction to the World of Darkness, p. 69
Nickname: Demons
Disciplines: Daimoinon, Obfuscate, Presence
Description
Vampires rarely speak of the Baali, superstitiously fearing that these infernalists may hear themselves called and be summoned. Long ago, a group of vampires made a pact with demonic forces, selling their souls for power to use against the other vampire clans.
The Baali believe that demons are the children of true night, cast out of the sky by a narcissist God who created humanity only to satisfy his vanity. These vampires are foul, vicious creatures, and there is nothing a Baali wouldn't do to satisfy personal ambition. Bloody sacrifices, dark rituals, vicious slaughter or cruel vivisection, no act is too vile or requires too high a price.
Unlike other vampires, the Baali want the End Times to arrive. They see Gehenna as an opportunity for vengeance and for their demonic masters to rise at last.
Weakness
Baali cannot bear to look upon or handle objects of any faith. The vampiric Demons must avert their gazes from such objects, and touching them burns their flesh for a point of aggravated damage, which cannot be reduced or negated. In addition, should a Baali run afoul of True Faith, any hinderance or damage effects are doubled.
CLN-015
Cappadocian
Source: Chapter 2 - Introduction to the World of Darkness, p. 73
Nickname: Graverobbers
Disciplines: Auspex, Fortitude, Necromancy (Mortis Path)
Description
The Cappadocian Antediluvian was a monastic scholar with little interest in leadership or political causes. During the Dark Ages, the clan was populous, if not powerful, and its members were often seen as impartial judges in the great Jyhad.
The clan's obsessive attitude about its studies (and open practice of Necromancy) led other clans to see these vampires as grim and disturbing. Unfortunately, the Giovanni proved untrustworthy and seized control of the clan, hunting down and diablerizing every Cappadocian they could find.
Only a few of these vampires survive in modern nights, hiding themselves away from the rest of the vampiric world and preferring their studies to politics. These vampires hate the Giovanni with a passion.
Weakness
No matter how much blood a Cappadocian consumes, her skin remains deathly pale, resembling a corpse.
CLN-016
Ravnos
Source: Chapter 2 - Introduction to the World of Darkness, p. 76
Nickname: Deceivers
Disciplines: Animalism, Fortitude, Chimeristry
Description
The Ravnos clan has a shady reputation, burdened by history and prejudice. Its members are tricksters, thieves, and vagabonds, stealing what they wish and moving on to the next target. Ravnos typically reject systems of authority, ignoring sect boundaries and disobeying laws.
In recent nights, a great tragedy struck the Ravnos clan during the Week of Nightmares, reducing its numbers to near-extinction. Most Ravnos are new Embraces, as the clan has sought to repopulate after the horrors. With their unique ability to create illusions, Ravnos specialize in questioning truths and unraveling mysteries.
The clan stands on a precipice between respecting the traditional ways and embracing new ones, between ancient truths and too-fast lies. The Ravnos must find balance, or be forever changed.
Weakness
A turbulent history makes the Ravnos slaves to their vices. Each Ravnos has a Compulsion derangement, representing a penchant for some sort of vice β lying, cruelty, or theft, for example. They feel a compulsion to indulge in this vice if they have the opportunity.
CLN-017
Salubri
Source: Chapter 2 - Introduction to the World of Darkness, p. 77
Nickname: Furies (Warriors) / Lambs (Healers)
Disciplines: Auspex, Fortitude, Valeren (Warriors) / Obeah (Healers)
Description
In the Dark Ages, the Salubri were a respected clan of healers. Their founder, Saulot, was very wise, and other vampires treated his childer with respect. When Saulot vanished into the East to seek knowledge of Golconda, his childer were left without protection or guidance.
The Tremere slaughtered the Salubri, feasting on their souls to steal the strength of the ancient blood. When Saulot returned from his quest, he found the clan in shambles, nearly eradicated. The journey transformed him, and the new childer he Embraced were very different from the old: more warlike and far less interested in mystic apotheosis.
In modern nights, the Furies have found allies in the Sabbat. The Furies are devoted to the destruction of Clan Tremere. It is difficult for a Salubri to hide her clan, because each one manifests a third eye upon her forehead after the Embrace.
Weakness
Salubri can only feed during acts of violence, and as such, cannot purchase the Herd background nor make use of another character's Herd. (Healers have an alternate weakness: they cannot feed on unwilling victims.)
CLN-018
Daughters of Cacophony
Source: Chapter 2 - Introduction to the World of Darkness, p. 80
Nickname: Sirens
Disciplines: Fortitude, Melpominee, Presence
Description
The Daughters of Cacophony stepped onto the stage of vampiric existence with fanfare, refusing to hide themselves or act as though they were any less important than the ancient clans. Daughters of Cacophony are known for their extraordinary voices. The intensity of a Daughter's song, and the madness it brings, is nothing less than awe inspiring.
Song is as much a part of their immortal existence as blood. Every moment of a Daughter's eternity is spent listening to the music of the spheres. It sings all around them, forever entrancing them with its melody.
Nearly all the members of this bloodline are female. Older male Cacophonists are usually exemplary castrati, while young ones come from all ranges of vocal talent. Such males are colloquially known as the Sons of Discord.
Weakness
The Daughters of Cacophony constantly hear music. This unceasing song distracts the Daughters as much as it guides them. They suffer a -2 penalty to all test pools based on Investigation.
CLN-019
Gargoyles
Source: Chapter 2 - Introduction to the World of Darkness, p. 80
Nickname: Grotesques
Disciplines: Fortitude, Potence, Visceratika
Description
The Tremere created the much-maligned Gargoyles during the course of the sorcerous clan's darkest experiments. Created from the blood and flesh of kidnapped Tzimisce, Nosferatu, and Gangrel vampires, a Gargoyle is an amalgam of parts fused into a single creature with no memory of its conjoined past.
In the beginning, they were slaves to the Tremere, acting without sentience, intelligence, or will. Only after a revolt did Gargoyles find freedom. Modern Gargoyles are Embraced, not created, but the process still eradicates all traces of the vampire's memory, rendering each new Gargoyle a blank slate.
With their hideous appearance, Gargoyles are a threat to the Masquerade. They must always keep themselves hidden from mortal eyes.
Weakness
Gargoyles are monstrous in appearance and cannot pass for human without supernatural aid, such as Obfuscate. In addition, the Tremere created the Gargoyles to be slaves and, as a result, they have a -2 penalty to Mental test pools to resist Dominate powers.
βοΈ Character Creation
The complete process for creating a vampire character in Mind's Eye Theatre, from initial concept to finishing touches.
CHR-001
Generation
Source: Chapter 3 - Character Creation, p. 100
Generation represents how far removed a vampire is from Caine, the first vampire. The lower the generation, the more potent the blood and the greater the vampire's potential power.
Generation Levels
- 1 dot (Neonate): 11th-15th Generation
- 2 dots (Ancilla): 9th-10th Generation
- 3 dots (Pretender Elder): 8th Generation
- 4 dots (Established Elder): 7th Generation
- 5 dots (Master Elder): 6th Generation
Your Generation determines your maximum Blood pool, how many Blood points you can spend per turn, and provides bonus attribute points that can be added to your potential attribute maximums.
Important: If you don't have a dot of the Generation background, your character begins play as a mortal. You must have at least 1 dot in Generation to be a vampire.
CHR-002
Attributes
Source: Chapter 3 - Character Creation, p. 89
Attributes quantify a character's innate strengths and weaknesses. All vampires have three categories of attributes: Physical, Social, and Mental.
Attribute Categories
- Physical: Measures general strength, agility, and stamina
- Social: Describes appearance, charm, and ability to interact with others
- Mental: Indicates aptitude for problem-solving, learning, and alertness
Assigning Attributes
Rank the character's attributes as primary, secondary, and tertiary:
- Assign 7 dots to the character's primary attribute
- Assign 5 to the character's secondary attribute
- Assign 3 to the character's tertiary attribute
Attribute Focuses
Select one focus for each attribute type:
- Physical focuses: Strength, Dexterity, or Stamina
- Social focuses: Charisma, Manipulation, or Appearance
- Mental focuses: Perception, Intelligence, or Wits
An attribute focus provides a bonus during challenges involving that attribute, so long as the character's action falls within the focus's description.
CHR-003
Skills
Source: Chapter 3 - Character Creation, p. 91
Skills represent the experience and training a character has received throughout her life β both mortal and immortal. You can purchase up to 5 dots of each skill.
Assigning Initial Skills
- Choose one skill and fill in the first 4 dots of that skill
- Choose two skills and fill in the first 3 dots of those skills
- Choose three skills and fill in the first 2 dots of those skills
- Choose four skills and fill in the first dot of those skills
Skill Levels
- β Novice: You have learned the fundamentals
- ββ Practiced: You have mastered the basics
- βββ Competent: Good enough to earn a professional living
- ββββ Expert: Surpassed the majority of your peers
- βββββ Master: World-class, amongst the best in the field
CHR-004
Backgrounds
Source: Chapter 3 - Character Creation, p. 98
Backgrounds represent advantages your character possesses: wealth, influence, allies, or other beneficial circumstances.
Assigning Initial Backgrounds
- Assign 3 dots to a single background of your choice
- Assign 2 dots to a second background
- Assign 1 dot to a third background
Important: If you have not already assigned dots to the Generation background, you should assign this point to Generation. If you don't have a dot of the Generation background, your character begins play as a mortal.
Common Backgrounds
- Allies: Mortals who help you
- Contacts: Individuals who provide information
- Herd: Mortals from whom you regularly feed
- Haven: Your place of rest during the day
- Influence: Power over mortal institutions
- Resources: Wealth and financial assets
- Retainers: Loyal servants (often ghouls)
- Status: Prestige within vampire society
CHR-005
Disciplines
Source: Chapter 3 - Character Creation, p. 105
Disciplines are supernatural powers fueled by vampiric blood. Each clan has three in-clan disciplines that are native to their bloodline.
Assigning Initial Disciplines
- Assign 2 dots to a single in-clan discipline
- Assign 1 dot in each of your character's remaining two in-clan disciplines
Common Disciplines
- Animalism: Control over animals and the Beast
- Auspex: Heightened senses and perception
- Celerity: Supernatural speed
- Dominate: Mind control and mental manipulation
- Fortitude: Supernatural toughness and resilience
- Obfuscate: Powers of stealth and invisibility
- Potence: Supernatural strength
- Presence: Charismatic and emotional manipulation
Uncommon Disciplines
- Dementation: Inflicting madness
- Protean: Shape-changing abilities
- Quietus: Blood and poison manipulation
- Serpentis: Snake-like transformations
To learn an out-of-clan discipline, you must find a teacher and drink a point of that teacher's blood.
CHR-006
Initial Experience Points
Source: Chapter 3 - Character Creation, p. 88
Your character begins with a minimum of 30 initial XP. If your Storyteller wishes, she may award additional XP to permit more-experienced player characters.
Spending Initial XP
After purchasing merits and adding XP from flaws you may use your remaining initial XP to:
- Purchase more attributes, skills, or backgrounds
- Purchase additional dots of Generation
- Purchase additional dots of your in-clan disciplines
- Purchase up to 3 dots in common out-of-clan disciplines
- Purchase another dot of Morality
If you do not spend all of your initial XP during character creation, you may bank up to 5 points for use later in the game.
CHR-007
Morality
Source: Chapter 7 - Dramatic Systems, p. 299
Morality represents your character's ethical code and resistance to the Beast. Most vampires follow Humanity, attempting to maintain their connection to mortal ethics and emotions.
Starting Morality
All characters begin with a Morality rating based on their chosen moral code (usually Humanity 5). You can purchase additional dots during character creation with initial XP.
Beast Traits
When you commit actions that violate your Morality, you gain Beast traits. If you accumulate too many Beast traits, you may lose a permanent point of Morality. Beast traits fade when you rest for a full day.
Paths of Enlightenment
Some vampires follow alternative moral codes called Paths of Enlightenment. These include:
- Path of Blood (Assamite)
- Path of Caine (Noddist)
- Path of Death & the Soul (Giovanni)
- Path of Night (Lasombra)
- And many others...
CHR-008
Willpower
Source: Chapter 3 - Character Creation, p. 108
Willpower represents your character's self-control, determination, and inner strength. All characters begin with 6 points of Willpower.
Using Willpower
You can spend Willpower to:
- Gain an automatic retest on any challenge
- Resist certain supernatural powers
- Overcome frenzy or RΓΆtschreck
- Power certain supernatural abilities
Regaining Willpower
You regain 1 point of Willpower at the start of each game session. You can also regain Willpower by:
- Acting in accordance with your Archetype
- Exceptional roleplaying (Storyteller award)
- Completing goals important to your character
CHR-009
Health Levels
Source: Chapter 3 - Character Creation, p. 108
All vampires have three wound tracks with 3 health levels each:
- Healthy: No penalties
- Injured: -2 penalty to Physical test pools (unless Stamina-focused)
- Incapacitated: Cannot take actions; must spend Blood to heal
When all health levels are filled with damage, your character enters torpor or meets Final Death, depending on the type of damage sustained.
Damage Types
- Normal Damage: Heals quickly with Blood expenditure
- Aggravated Damage: Severe injuries (fire, sunlight, claws) that heal slowly
CHR-010
Blood Pool
Source: Chapter 3 - Character Creation, p. 108
Your Blood pool represents the amount of vitae in your body. This is determined by your Generation:
- Neonate (11th-15th Gen): 10 Blood
- Ancilla (9th-10th Gen): 12 Blood
- Pretender Elder (8th Gen): 13 Blood
- Established Elder (7th Gen): 14 Blood
- Master Elder (6th Gen): 15 Blood
Using Blood
You can spend Blood to:
- Heal damage (1 Blood heals 1 normal or 1 aggravated)
- Increase Physical attributes (1 Blood per dot, lasts one scene)
- Activate certain disciplines
- Create ghouls or blood bond others
You must spend 1 Blood each night when you wake. If you have no Blood when you wake, you enter a hunger frenzy.
β Merits
Special advantages that distinguish your character and reflect her history and ongoing story. Characters may purchase up to 7 points of merits total.
MER-001
Acute Sense
Source: Chapter 5 - Merits and Flaws, p. 248
Cost: 1 point
Category: General Merit
One of your senses is exceptionally sharp, and you gain an advantage from its use. You can choose to augment your sight, hearing, smell, touch, or taste. When using this enhanced sense, you gain the effects of the Auspex power Heightened Senses.
MER-002
Ambidextrous
Source: Chapter 5 - Merits and Flaws, p. 248
Cost: 2 points
Category: General Merit
Most people have a single dominant hand. Once per turn, when attacking with weapons (melee or firearms), you can use the qualities of your main weapon and one of the qualities from a second weapon in your off hand. Both weapons must logically be able to hit your opponent. You cannot use the same bonus twice in a single challenge.
MER-003
Arcane
Source: Chapter 5 - Merits and Flaws, p. 248
Cost: 1 point
Category: General Merit
You are mystically shrouded from notice. People you interact with briefly will not remember your presence unless you have been specifically pointed out. Paper trails related to you disappear, and computer records randomly become corrupted, misplaced, or accidentally erased. This effect gives no benefit to Stealth and doesn't handicap people who know you personally.
MER-004
BlasΓ©
Source: Chapter 5 - Merits and Flaws, p. 248
Cost: 3 points
Category: General Merit
You've seen everything, done everything, and been everywhere. You are notoriously difficult to impress, and you have a knack for looking at facts without emotional coloration. You gain a free retest when resisting the effects of Dementation, Melpominee, and Presence. This retest can be used before or after the normal Willpower retest.
MER-005
Calm Heart
Source: Chapter 5 - Merits and Flaws, p. 249
Cost: 1 point
Category: General Merit
Restrictions: Brujah characters cannot take this merit (except True Brujah)
You have a great deal of control over your emotions and can maintain calm even in outrageous situations. You are considered to have 2 fewer Beast traits when resisting frenzy. Additionally, increase your test pool to resist frenzy by +3.
MER-006
Clear Sighted
Source: Chapter 5 - Merits and Flaws, p. 249
Cost: 3 points
Category: General Merit
You have the unusual ability to see with great clarity, overcoming distractions, illusions, and hypnotic effects. You gain a free retest when you are targeted by the disciplines Chimeristry, Obfuscate, or Mytherceria. This is a defensive retest; you cannot use Clear Sighted when using Auspex to actively see through Obfuscate.
MER-007
Code of Honor
Source: Chapter 5 - Merits and Flaws, p. 249
Cost: 2 points
Category: General Merit
You adhere to a personal code of ethics. The specifics of this code must have restrictions as well as ideals. This code must be genuinely restrictive and must be approved by the Storyteller prior to play.
Once per hour, when someone attempts to use a Social or Mental power to make you violate this personal Code of Honor, you gain a +2 wild card bonus to your defensive test pool to resist that power. However, if you willingly violate your code, you lose access to this merit for two game sessions or one month, whichever is greater.
MER-008
Daredevil
Source: Chapter 5 - Merits and Flaws, p. 249
Cost: 2 points
Category: General Merit
You are good at taking risks and even better at surviving them. When attempting exceptionally dangerous Physical actions, such as leaping from one moving car to another, your test pool increases by 3. If you engage multiple opponents on your own, you receive a +2 bonus to your Physical defense test pools.
MER-009
Efficient Digestion
Source: Chapter 5 - Merits and Flaws, p. 249
Cost: 1 point
Category: General Merit
Your physical systems are extremely efficient, and you gain more than the usual nourishment from blood. When feeding from animals, the amount of Blood points you gain is not reduced by half. When feeding from mortals, you gain an additional point of Blood for every point you consume. This merit doubles the effectiveness of the Herd background when used during a game session.
MER-010
Efficient Learner
Source: Chapter 5 - Merits and Flaws, p. 249
Cost: 2 points
Category: General Merit
Your mind is well-adapted to mastering difficult knowledge, and you have always been quick to learn new skills. When learning a power from another character, your instructor is not required to spend Willpower to teach you. Additionally, you are not required to spend a downtime action to learn a discipline.
MER-011
Iron Will
Source: Chapter 5 - Merits and Flaws, p. 251
Cost: 3 points
Category: General Merit
By achieving a level of mental control worthy of martial arts masters or intensely dedicated scholars, you have mastered a rigid thought structure. You can use this internal resolution to focus your mind, resisting torture, intimidation, and powers that directly attempt to control you. You gain a free retest when resisting the effects of Auspex, Animalism, and Dominate.
MER-012
Light Sleeper
Source: Chapter 5 - Merits and Flaws, p. 251
Cost: 1 point
Category: General Merit
While the dawn renders most vampires sleepy and sluggish, you have the unusual capacity to force yourself fully awake. A character with this merit can remain vigilant for up to one hour after sunrise and wakes up one hour before sunset. Additionally, you can awaken instantly at any sign of trouble or danger and do so without sluggishness or hesitation.
MER-013
Lucky
Source: Chapter 5 - Merits and Flaws, p. 252
Cost: 2 points
Category: General Merit
Like most tricksters, fools, and madmen, your life has been a series of fortuitous coincidences and second chances. If an opponent achieves an exceptional success against you, you downgrade it to a normal success. You can use this benefit once every five minutes or once per combat.
MER-014
Magic Resistance
Source: Chapter 5 - Merits and Flaws, p. 252
Cost: 3 points
Category: General Merit
Restrictions: Cannot learn any blood magic if you have this merit
Your blood may be naturally resistant to enchantment. You gain a free retest when resisting the effects of Thaumaturgy, Necromancy, Sabbat ritae, enchanted rituals, and the powers of mages. However, you can never learn any path or rituals of Thaumaturgy, Necromancy, or any other form of blood magic.
MER-015
Personal Masquerade
Source: Chapter 5 - Merits and Flaws, p. 252
Cost: 1 point
Category: General Merit
Restrictions: Cannot have if on a Path of Enlightenment
Although your aura is pale, and you have most of the spiritual hallmarks of a vampire, your flesh retains a semblance of the human condition. You appear alive and healthy, your skin is warm to the touch, and you can pretend to be human more easily than other vampires. Additionally, you have the capacity to eat and drink as a mortal does and can even savor the taste of such refreshments.
MER-016
Reputation
Source: Chapter 5 - Merits and Flaws, p. 252
Cost: 2 points
Category: General Merit
Your accomplishments are well known beyond the boundaries of clan and sect. Even vampires of other sects and groups have heard of you and know your reputation. You can carry one more fleeting status trait than your normal status limit allows. Should your reputation significantly tarnish, your Storyteller can remove the additional fleeting status until you recover from any scandals.
MER-017
Rugged
Source: Chapter 5 - Merits and Flaws, p. 252
Cost: 3 points
Category: General Merit
You may be larger than other people, more resistant to hardships, or have tougher skin, but for whatever reason, you have a greater capacity to withstand injury. Characters with this merit gain 1 additional health level in each wound track, resulting in four Healthy levels, four Injured levels, and four Incapacitated levels.
MER-018
Skill Aptitude
Source: Chapter 5 - Merits and Flaws, p. 253
Cost: 2 points
Category: General Merit
Due to some facet of your history, whether it is intense training or simply natural talent, you are prodigally gifted with a single skill. Choose one skill and raise your character's potential maximum number of dots in that skill by 1. You must still spend XP as normal to purchase that skill to its maximum level. You can purchase the Skill Aptitude merit multiple times, but each time you do, you must apply the merit to a different skill.
MER-019
Unbondable
Source: Chapter 5 - Merits and Flaws, p. 253
Cost: 4 points
Category: General Merit
Restrictions: Tremere characters cannot take this merit
There is something strange and powerful lurking in your blood, providing it with the ability to make foreign vitae lose its influence over your emotions. You are immune to the blood bond, including the lesser bonds of the Vinculum.
MER-020
Unyielding
Source: Chapter 5 - Merits and Flaws, p. 253
Cost: 4 points
Category: General Merit
Whether you call it being stubborn, intractable, or just plain ornery, your character has a fire inside her that just won't quit β no matter the circumstances. Increase your maximum permanent Willpower to 7. You also begin each game session with 7 Willpower, rather than the standard 6.
β οΈ Flaws
Disadvantages that pose challenges to a character's nightly existence. Characters may gain up to 7 XP from flaws, but can never have more than 7 XP worth of flaws at any time.
FLW-001
Addiction
Source: Chapter 5 - Merits and Flaws, p. 259
Bonus: 2 XP
Category: General Flaw
You suffer from an addiction to a substance, which must be present in the blood you drink. This can be alcohol, nicotine, hard drugs, or simply adrenaline. When you take this flaw, you must choose one of three categories: amphetamines, hallucinogens, or sedatives.
At the start of the game, or anytime the character feeds, you receive your addiction's penalty for one hour:
- Amphetamine: -1 penalty to all Mental challenges and coordination
- Hallucinogen: Agitated and cannot regain Willpower for the next hour
- Sedatives: -5 penalty to Investigation or Awareness challenges
FLW-002
Amnesia
Source: Chapter 5 - Merits and Flaws, p. 259
Bonus: 1 XP
Category: General Flaw
You are unable to remember anything about your past, yourself, or your family, whether mortal or vampiric. You have no knowledge of your past paramours, enemies, or allies. Your origins and the circumstances behind your Amnesia are for the Storyteller to determine.
FLW-003
Archaic
Source: Chapter 5 - Merits and Flaws, p. 259
Bonus: 2 XP
Category: General Flaw
The constant influx of modern technology confuses and enrages you. You cannot purchase the following skills: Computer, Drive, Science (any modern science), or Security. Further, you cannot operate machinery or technology invented in the last 100 years.
FLW-004
Bad Sight
Source: Chapter 5 - Merits and Flaws, p. 259
Bonus: 2 XP
Category: General Flaw
Your sight is defective, and even with corrective glasses or contacts, you cannot see with complete acuity. You suffer a -2 penalty to all of your Physical ranged attacks, including attacks with guns and thrown weapons.
FLW-005
Beast in the Mirror
Source: Chapter 5 - Merits and Flaws, p. 260
Bonus: 2 XP
Category: General Flaw
Mirrors betray your monstrous nature. Anyone, mortal or vampire, who sees your reflection in a mirror discovers your Beast leering back at them. Your Beast appears on cameras that rely on mirrors, but not on modern digital equipment. Any time you see your reflection, you gain an automatic Beast trait.
FLW-006
Bound to the Earth
Source: Chapter 5 - Merits and Flaws, p. 260
Bonus: 2 XP
Category: General Flaw
Note: Tzimisce characters cannot take this flaw (already have this weakness)
You are inextricably tied to your domain of origin, and you must rest in the proximity of at least two handfuls of native soil. Each night spent without this physical connection to that land inflicts a cumulative -1 penalty to all of your attack test pools (to a maximum of -5). These penalties remain until you rest for a full day amid your earth once more.
FLW-007
Careless
Source: Chapter 5 - Merits and Flaws, p. 260
Bonus: 1 XP
Category: General Flaw
It's hard for you to pay attention to detail, and when you get into combat, you tend to act first and think afterwards. Your attacks do not count against another player's ability to declare a fair escape, unless you are currently grappling your target. A character you attack prior to her initiative in a round may still declare a fair escape in that round.
FLW-008
Curiosity
Source: Chapter 5 - Merits and Flaws, p. 261
Bonus: 2 XP
Category: General Flaw
Your incredible Curiosity often overrides your common sense. You can't help it! There are so many wonderful things in the world, so many secrets to uncover, and so many mysteries to understand. If you fail to explore something new or unknown, your maximum Willpower is reduced by 1 for the remainder of the evening. This penalty is cumulative.
FLW-009
Cursed
Source: Chapter 5 - Merits and Flaws, p. 261
Bonus: 1 XP (per curse, maximum 3)
Category: General Flaw
You suffer from a minor supernatural curse due to your karmic debt to the universe or an enemy with a twisted sense of humor. This curse is specific and detailed; it should relate to some archetypal flaw in your character. A curse must be attached to a skill in which you possess at least 1 dot. When the curse is triggered, you receive a -1 penalty to test pools with that skill. You may purchase this flaw up to three times.
FLW-010
Dark Secret
Source: Chapter 5 - Merits and Flaws, p. 261
Bonus: 1 XP
Category: General Flaw
You have a secret from your past, which would cause great embarrassment if uncovered by your enemies. If your secret is publicly revealed, you must buy off this flaw. A character cannot have more than one Dark Secret. Examples include: you have a lover in another sect, you have committed a crime punishable by your sect's laws, or you have betrayed your clan or lineage.
FLW-011
Deep Sleeper
Source: Chapter 5 - Merits and Flaws, p. 262
Bonus: 2 XP
Category: General Flaw
You have trouble waking during the day, even in dangerous situations. Your Morality is considered two lower for the purposes of staying awake during the day and in determining the penalties you suffer during daylight hours.
FLW-012
Dull
Source: Chapter 5 - Merits and Flaws, p. 262
Bonus: 2 XP
Category: General Flaw
Life has become far more exciting since your Embrace... but sadly, you haven't. You're prone to talk about bland things, and you don't handle furor or emotional stimulation very well. When others get passionate, you boggle, harrumph, and withdraw. You don't receive the retest usually given by a character's archetype.
FLW-013
Eerie Presence
Source: Chapter 5 - Merits and Flaws, p. 262
Bonus: 1 XP (per manifestation, maximum 3)
Category: General Flaw
You radiate an otherworldly air that causes nervousness and unease in the people around you. The exact nature of this Eerie Presence is specific to each vampire and can take many different forms. You should speak with your Storyteller to determine the exact strangeness. Examples include: glowing or unusually colored eyes, cold breeze following the character, unearthly scent of roses or grave earth, permanent fangs that cannot retract, forked tongue or scaled skin, cast no reflection, or plants wither as you approach.
FLW-014
Hard of Hearing
Source: Chapter 5 - Merits and Flaws, p. 262
Bonus: 2 XP
Category: General Flaw
Your hearing is defective, and even with corrective equipment, you cannot hear with complete acuity. This can be dangerous under some circumstances, as you cannot rely on your hearing to warn you of danger. You suffer a -2 penalty to Awareness and Investigation test pools based on hearing.
FLW-015
Hunted
Source: Chapter 5 - Merits and Flaws, p. 262
Bonus: 4 XP
Category: General Flaw
Your name, face, and history are known to hunter organizations, werewolves, or an opposing sect. If you attract attention, the hunters will come for you. You must spend 2 downtime actions each month to avoid the individuals who are actively seeking your Final Death. If you fail to do this, you enter the game with your Healthy wound track filled with aggravated damage.
FLW-016
Impatient
Source: Chapter 5 - Merits and Flaws, p. 263
Bonus: 2 XP
Category: General Flaw
You have no patience for standing around and waiting. You want to do things now β forget the slowpokes trying to hold you back. Every time you are forced to wait or be patient instead of acting immediately, you must spend 1 Willpower to wait without acting for five minutes. If you do not spend this Willpower, you react with extreme anger, lashing out at the source of your delay.
FLW-017
Intolerance
Source: Chapter 5 - Merits and Flaws, p. 263
Bonus: 1 XP
Category: General Flaw
You have an unreasoning dislike of a certain thing. This may be a clan, a bloodline, a type of creature, or a specific type of person. You will persecute these individuals to the extent of your ability, even jeopardizing alliances and your own reputation to see them besmirched. If forced to work with such a person, you suffer a -2 penalty to all of your non-defensive test pools.
FLW-018
Nightmares
Source: Chapter 5 - Merits and Flaws, p. 264
Bonus: 1 XP
Category: General Flaw
You suffer from horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must spend a point of Willpower or suffer a -1 penalty to all test pools for the next hour due to fatigue and fear.
FLW-019
Short Fuse
Source: Chapter 5 - Merits and Flaws, p. 265
Bonus: 2 XP
Category: General Flaw
You are prone to fits of uncontrollable rage. Your difficulty to resist frenzy is increased by 2. This is in addition to any clan weakness that affects frenzy (such as the Brujah weakness).
FLW-020
Weak-Willed
Source: Chapter 5 - Merits and Flaws, p. 265
Bonus: 3 XP
Category: General Flaw
You are highly susceptible to Dominate, as well as intimidation by mortals and vampires alike. Your maximum permanent Willpower is 5 instead of 6. You begin each game session with 5 Willpower instead of 6.