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Reference Guide

This guide is for those of you who may know the system but may need a bit of a refresher. Here you go, just for you. I might make a note that Thaumaturgy (And Clan Tremere) is not covered in this document, but in a separate one, with it’s own Errata/House Rules.

 

Nature/Demeanor

Your Nature describes what you truly are like inside. Your Demeanor describes what you look like to the world. You must have both.

Architect  Autocrat Bon Vivant Bravo Capitalist Caregiver Celebrant Chameleon Child Competitor
Conformist Conniver Creep Show Curmudgeon Dabbler Daredevil Dark Pioneer Dark Poet Deviant Director
Drunk Uncle Enigma Eye Of The Storm Fanatic Gallant Guru Idealist Judge Loner Martyr
Masochist Monster Pedagogue Penitent Perfectionist Rebel Recruiter Rogue Sadist Scientist
Sociopath Soldier Sorority Sister Stalker Survivor Thrill-Seeker Torturer Traditionalist Trickster Visionary

 

CLANS

These are the Clans you may take. Clans that require approval are in italics. Any etc notes are in parethesis next to the names.

It is highly encouraged to anyone wanting to play a Giovanni or Tremere to speak to the ST staff regarding the structure of the clan, the history, and the specialized stuff we've worked a long time to make available to you.

DO NOT FORGET TO ADD OR ASK ABOUT YOUR CLAN ADVANTAGE (Abilities, Backgrounds, etc.) OR YOU WILL LOSE OUT. AND WE WILL LAUGH AT YOU.
Assamite Warrior Vizier
Brujah
Caitiff (Please see Errata for Discipline List)
Gangrel (May choose alternate forms for Shape of the Beast)
Giovanni
Lasombra Not Sabbat Former Sabbat
Malkavian (May choose Dominate or Dementation for In-Clan)
Nosferatu
Ravnos
Setite Serpent Warrior Setite Mage
Toreador
Tremere (See Tremere Page. Here's A Link. Abracadabra.)
Tzimisce
Ventrue

Anything not listed here requires Absolute ST approval. And probably groveling.

Traits

You have 3, 5, and 7 traits in each category. If you want your character to excel Physically, for example, you should choose 7 traits in that category, and so on. You may have a maximum of 5 negative traits total. They are added to your free points at the end. Traits that are Sabbat only have been labeled with an (S).

-Physical

Aggressive Agile Brawny Brutal Deadly
Dexterous Enduring Energetic Ferocious Fierce
Graceful Lithe Nimble Quick Resilient
Robust Rugged Savage Stalwart Steady
Tenacious Tireless Tough Vigorous Wiry

- Negative Physical

Clumsy Cowardly Decrepit Delicate Docile
Flabby Frail Lame Lethargic Puny
Sickly Slow Soft    

- Social

Alluring Beguiling Callous(S) Charismatic Charming
Commanding Cruel(S) Dignified Diplomatic Elegant
Eloquent Empathetic Expressive Friendly Genial
Gorgeous Ingratiating Intense Intimidating Magnetic
Manipulative Persuasive Seductive Threatening Witty

-Negative Social

Bestial Callous Condescending Dull Empathetic(S)
Feral Kind(S) Meek Naïve Obnoxious
Repugnant Shy Tactless Untrustworthy  

- Mental

Alert Analytical Attentive Clever Creative
Cunning Dedicated Depraved(S) Determined Discerning
Disciplined Focused Inhumane(S) Insidious Insightful
Intuitive Knowledgeable Observant Patient Rational
Reflective Shrewd Vigilant Wily Wise

- Negative Mental

Deceitful Forgetful Gullible Ignorant Impatient
Oblivious Predictable Shortsighted Squeamish(S) Submissive
Unstable Violent Witless    

 

Abilities
You have 5 points to dump into Abilities. They may stack. The Italics represent the corresponding Disciplines, if applicable. You must have at least 3 points in an ability before specializing in one.

Academics Animal Ken (Animalism) Athletics Awareness Blind-Fighting Brawl Computer
Crafts Dodge Drive Empathy (Dementation) Etiquette Expression Finance
Firearms Fire Dancing(S) Fortune Telling Professional/Expert Ability Hunting Intimidation (Dominate) Investigation (Auspex)
Law Leadership (Presence) Linguistics Medicine Melee Occult (Thaumaturgy, Necromancy, Obtenebration) Performance
Politics Psychology Repair Rituals(S) Science Security Scrounge
Stealth (Obfuscate) Streetwise Subterfuge (Serpentis, Chimerstry) Survival (Fortitude) Torture Vamp  

Backgrounds

You have 5 points to spend in Backgrounds at Character Creation. You may take only 3 points in any Background unless approved by ST staff.

Allies Contacts Fame Generation Herd
Influence Mentor Resources Retainers  

Influences

Influences are bought through the Background: Influence, after which however many points of Influence you bought get distributed here.

Bureaucracy Church Finance Health High Society
Industry Legal Media Occult Police
Politics Street Transportation Underworld University

Merits and Flaws

You get no free points for merits and flaws. You may take up to and including 5 points of Flaws for Free Points, and you may spend some free points (up to 7) on Merits. For the purposes of clarity, any Restricted Merits are in Italics and Underlined, and any Banned stuff are struck through. Your ST's love you, because we even thought to add the cost or credit in parenthesis.

Physical Merits

Acute Sense (1) Ambidextrous (1) Blush of Health (2) Bruiser (1)
Catlike Balance (1) Daredevil (3) Early Riser (1) Eat Food (1)
Efficient Digestion (3) Enchanting Voice (2) Friendly Face (1) Huge Size (4)

Physical Flaws

14th Generation (1) Addiction (3) Bad Sight (1) Blind (6)
Child (3) Deaf (4) Deformity (3) Disease Carrier (4)
Disfigured (2) Dulled Bite (2) Flesh of the Corpse (5) Glowing Eyes (2)
Hard of Hearing (1) Infectious Bite (3) Infertile Vitae (3) Lame (3)
Lazy (3) Monstrous (3) Mute (4) One Eye (2)
Permanent Fangs (2) Permanent Wound (3) Short (1) Slow Healing (3)
Smell of the Grave (1) Thin Blood (4) Vulnerability To Silver (2)  

Mental Merits

Calm Heart (3) Code of Honor (2) Coldly Logical (1) Common Sense (1)
Concentration (1) Eidetic Memory (5) Introspection (1) Iron Will (3)
Light Sleeper (2) Natural Linguist (2) Photographic Memory (2) Time Sense (1)

Mental Flaws

Amnesia (2) Conspicuous Consumption (4) Deep Sleeper (1) Flashbacks (6)
Guilt-Wracked (4) Hatred (3) Intolerance (1) Lunacy (2)
Nightmares (1) Overconfident (1) Phobia (2) Prey Exclusion (1)
Short Fuse (2) Shy (1) Soft-Hearted (1) Speech Impediment (1)
Territorial (2) Thirst For Innocence (2) Vengeful (2) Weak-Willed (3)

Social Merits

Debt of Gratitude (1 or 3) Natural Leader (1) Prestigious Sire (1) Sanctity (2)

Social Flaws

Dark Secret (1) Enemy (1-5) Hunted (4) Infamous Sire (1) Mistaken Identity (1)
Pitiable (1) Probationary Sect Member (4) Sire’s Resentment (1) Special Responsibility (1) Twisted Upbringing (1)

Supernatural Merits

Bright Aura (1) Healing Touch (1) Inoffensive To Animals (1) Lucky (3)
Magic Resistance (2) Medium (2) Nine Lives (6) Oracular Ability (3)
Spirit Mentor (3) True Faith (7) True Love (4) Unbondable (3)

Supernatural Flaws

Beacon Of The Unholy (2) Bound (2) Can’t Cross Running Water (3) Cast No Reflection (1)
Cold Breeze (1) Cursed (1-5) Dark Fate (5) Death Sight (2)
Eerie Presence (2) Grip Of The Damned (4) Haunted (3) Light-Sensitive (5)
Lord Of The Flies (2) Repelled By Crosses (3) Repulsed By Garlic (1) Touch Of Frost (1)

 

Disciplines

This is the big consideration for most players: "What kind of cool things can I do?"

You get 3 points to dispense into Disciplines at character creation. You may buy more at 3, 6, and 9 for in-clan disciplines, and 4,7, and 10 for out of clan disciplines. Remember, Thaumaturgy is not covered in this document, before you email me saying "Where's Thaumaturgy?" Thank You. You may put all 3 points into the same discipline at character creation.

This is the format of the Disciplines:

Name of Discipline (Clan Association)
First Basic
Second Basic

First Intermediate
Second Intermediate
Advanced Power
Elder (Some have more than others...they are all Elder Level Powers and subject to ST approval. Please remember that you usually can invent your own in this case.)

 

Animalism (Gangrel, Nos, Ravnos, Tzimisce)
Auspex (Malkavian, Toreador, Tremere, Tzimisce)
Celerity (Brujah, Toreador, Assamite)
Chimerstry (Ravnos)
Feral Whispers
Beckoning

Quell The Beast
Subsume The Spirit
Drawing Out The Beast
Animal Succulence
Shared Soul
Species Speech

Heightened Senses
Aura Perception

The Spirit’s Touch
Telepathy
Psychic Projection
Clairvoyance
Prediction

Alacrity
Swiftness

Rapidity
Legerity
Fleetness

Projectile
Quickness

Ignis Fatuus
Fata Morgana

Apparition
Permanency
Horrid Reality
Pseudo Blindness
Dementation (Malkavian)
Dominate (Malkavian, Tremere, Ventrue, Lasombra, Giovanni)
Fortitude (Gangrel, Ventrue, Ravnos)
Obfuscate (Malkavian, Nosferatu, Assamite, Setite)
Passion
The Haunting

Eyes Of Chaos
Voice Of Madness
Total Insanity
Lingering Malaise
Shattered Mirror
Kindred Spirits

Command
Mesmerism

Forgetful Mind
Conditioning
Possession
Chain The Psyche
Loyalty
Obedience

Endurance
Mettle

Resilience
Resistance
Aegis
Personal Armor
Imperviousness

Cloak Of Shadows
Unseen Presence

Mask Of A Thousand Faces
Vanish From The Mind’s Eye
Cloak The Gathering
Conceal
Mind Blank
Soul Mask

Obtenebration (Lasombra)

(Please remember to speak to the ST about changes to this discipline.)

Potence (Brujah, Nosferatu, Giovanni, Serpent Warrior) Presence (Brujah, Toreador, Ventrue, Setite) Protean (Gangrel)
Shadow Play
Shroud Of Night

Arms Of The Abyss
Black Metamorphosis

Tenebrous Form
The Darkness Within
Shadow Step

Prowess
Might

Vigor
Intensity
Puissance
Imprint
Force

Awe
Dread Gaze

Entrancement
Summon
Majesty
Love
Paralyzing Glance
Spark Of Rage

Eyes Of The Beast
Feral Claws

Earth Meld
Shape Of The Beast
Mist Form
Earth Control
Flesh Of Marble
Quietus (Assamite) Serpentis (Setite) Vissicitude (Tzimisce)  
Silence Of Death
Scorpion’s Touch

Dagon’s Call
Baal’s Caress
Taste Of Death

Foul Blood
The Eyes Of The Serpent
The Tongue Of The Asp

The Skin Of The Adder
The Form Of The Cobra
The Heart Of Darkness

Malleable Visage
Fleshcraft

Bonecraft
Horrid Form
Bloodform
Chiropteran Marauder
Blood Of Acid
Body Arsenal

Necromancy {By Path}(Giovanni)

Sepulchre
Ash
Bone
Insight
Summon Soul

Compel Soul
Haunting
Torment

Shroudsight
Lifeless Tounges

Dead Hand
Ex Nihilo
Shroud Mastery
Tremens
Apprentice’s Brooms

Shambling Hordes
Soul Stealing
Daemonic Possession

Paths

You must have a Path. All Characters start on the Path of Humanity unless otherwise authorized by the ST's. Which is likely, because we don't understand why Camarilla have to have Humanity. However, should you need any of these descriptions, just email us. Also, don't forget that if you're really talented, you can always write one of your own.

Blood Bones Caine Cathari Death And The Soul
Evil Revelations Feral Heart Honorable Accord Humanity Lilith
Metamorphosis Night Paradox Power And The Inner Voice Typhon

Generation

This Stat is determined by how many points you spend in the Background: Generation, at 1 point per Generation down from 13. This dictates your Blood and Will. You may buy extra Willpower at 3 xp per point.

Generation
Blood Pool
Blood P/ Turn
Start/Max Will
Trait Max
8th
15
3
6/12
14
9th
14
2
5/10
13
10th
13
1
4/10
12
11th
12
1
4/8
12
12th
11
1
4/8
12
13th
10
1
4/6
12

Derangements

We Prefer that any derangements taken be of the original nature. Any mental instability that exists in real life may exist in Kindred Society. Should you be interested in taking any Sabbat Exclusive Derangements, see ST for detail. Remember, while taking a Derangement may give you 2 extra free points, remember that it may or may not be worth it, and we beg that you consider carefully before commiting to commiting yourself.

Virtues

Virtues come in 3 different categories: Courage, Self-Control/Instinct, and Conscience/Conviction. These are 3 different factors which work together to dictate much about how your character reacts in certain situations.
Courage is the ability to be brave when faced with fire, sunlight, or other random certain death issues.
Self-Control is how good your character is (and the test for it) at resisting frenzy when you are pushed to your limit, either in fear, anger, or another factory which contradicts your Path. Instinct is more a measure of how your character guides their frenzy, riding it like an animal. You will have one or the other, depending on your path.
Conscience is a judge of how guilty you feel about your actions as a Kindred, or your remorse. A test with this trait can keep you from losing Morality Traits. Conviction is non necessarily a remorse, but a resolve to not repeat the action, though it serves the same purpose as Conscience. You will have one or the other, depending on your path.
You begin with 1 point in all 3 of your virtues, and have 7 points to distribute at Character Creation among the 3. You may buy more at a cost of 3 free traits per point.

 

The average of your Conscience/Conviction and Self-Control/Instinct ratings (Rounded up) gives you your Morality Traits, or how far along you are in your Path. You may voluntarily lower your Morality 1 point for 2 free points.

Free Points

Got the basics? OK.

Now, add your Negative Traits (At 1:1), Your Flaws (At whatever cost), Your Derangement (At 1:2 if you take one), and your bump in Morality if you took it (at 1:2). Then Add 20. This total is how much free stuff you can add to your character sheet. Have fun, and don't forget to submit it to us so we can put it in our system and ratify it, and you're ready to go!

Don't forget! You can make up to 5 free points extra by writing/talking a character background to the ST's!

(It's practically painless free points! Why not!)

And in case you forgot, here's the link to our emails........Hyah.