Vampire The Requiem Character Sheet Pad
Vampire The Requiem Character Sheet Pad
Vampire The Requiem Character Sheet Pad
© 2004 White Wolf Publishing, Inc. All rights reserved. White Wolf, Vampire and World of Darkness are registered trademarks
of White Wolf Publishing, Inc. All rights reserved. Vampire the Requiem and Storytelling System are trademarks of White Wolf
Publishing, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc.
Character sheets may be reproduced for personal use only.
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Daeva
The Carthian Movement
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Daeva
The Circle of the Crone
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
✻❏G✂✶❚❋◗✂✫❚❈❊N
Daeva
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Daeva
The Invictus
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Daeva
The Lancea Sanctum
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Gangrel
The Carthian Movement
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Gangrel
The Circle of the Crone
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Gangrel
✻❏G✂✶❚❋◗✂✫❚❈❊N
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Gangrel
The Invictus
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Gangrel
The Lancea Sanctum
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Mekhet
The Carthian Movement
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Mekhet
The Circle of the Crone
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Mekhet
✻❏G✂✶❚❋◗✂✫❚❈❊N
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Mekhet
The Invictus
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Mekhet
The Lancea Sanctum
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Nosferatu
The Carthian Movement
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Nosferatu
The Circle of the Crone
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Nosferatu
✻❏G✂✶❚❋◗✂✫❚❈❊N
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Nosferatu
The Invictus
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Nosferatu
The Lancea Sanctum
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Ventrue
The Carthian Movement
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
The Circle of the Crone
Ventrue
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
✻❏G✂✶❚❋◗✂✫❚❈❊N
Ventrue
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Ventrue
The Invictus
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Ventrue
The Lancea Sanctum
Name: Concept: Player:
Virtue: Vice: Chronicle: Coterie:
Attributes
Power Intelligence ooooo Strength ooooo Presence ooooo
Finesse Wits ooooo Dexterity ooooo Manipulation ooooo
Resistance Resolve ooooo Stamina ooooo Composure ooooo
Skills Other Traits
Mental Merits Health
(-3 unskilled)
ooooo oooooooooooo
Academics_________ ooooo ooooo
Computer_________ ooooo ooooo Willpower
ooooo
Crafts___________ooooo
ooooo oooooooooo
Investigation_______ooooo
ooooo
Medicine_________ooooo
ooooo Vitae
Occult__________ooooo
ooooo
Politics_________ooooo ooooo
Science_________ooooo
Flaws Blood Potency
Physical oooooooooo
(-1 unskilled)
Athletics_________ooooo Humanity
Brawl____________ooooo 10 o
Drive___________ooooo %%Disciplines 9 o
Firearms_________ooooo 8 o
Larceny__________ooooo ooooo
ooooo
7 o
Stealth__________ooooo ooooo 6 o
Survival_________ooooo ooooo 5 o
Weaponry_________ooooo ooooo
ooooo
4 o
3 o
Social ooooo
ooooo 2 o
(-1 unskilled) ooooo 1 o
Animal Ken_______ ooooo
Empathy_________ ooooo Size Equipment
Expression________ ooooo Defense
Intimidation_______ ooooo Initiative Mod
Persuasion________ ooooo
Socialize_________ ooooo
Speed
Streetwise_________ ooooo Experience
Subterfuge________ ooooo Armor
Attributes 5/4/3•Skills 11/7/4 (+3 Specialties)•Clan (+1 bonus Attribute; see p. 92)•Covenant•Blood Potency 1 (May be increased with Merit points)•Disciplines
3 (Two dots must be in-clan)•Merits 7•(Buying the fifth dot in Attributes, Skills or Merits costs two points)•Health = Stamina + Size•Willpower = Resolve +
Composure•Size = 5 for adult human-sized Kindred•Defense = Lowest of Dexterity or Wits•Initiative Mod = Dexterity + Composure•Speed = Strength + Dexterity
+5•Starting Humanity = 7•Vitae = d10 roll
Combat Summary Chart Melee Weapons Chart Ranged Weapons Chart Explosives Chart Electrocution Damage Anger Frenzy Difficulties & Modifiers AURA SIGNIFIERS
Stage One: Initiative Type Throwing Blast Damage Size Cost Example Condition Color
Type Damage Size Cost Special Type Damage Ranges Clip Strength Size Cost Example Source Damage Harassed by a panhandler 2 successes
Modifier Area Afraid Orange
• Everyone rolls Initiative: The result of a die roll + Dexterity + Composure. Minor; wall socket 4 (B) Idiot scrapes your new car 2 successes
The character with the highest Initiative performs her action first. Or you
Sap 1 (B) 1 • Knockout (p. 168) Revolver, Lt. 2 20/40/80 6 2 1 •• SWM640 (.38 Special) Incendiary* -1 2 2 1 n/a Molotov Cocktail Aggressive Purple
may yield your character’s action until later in the Initiative queue or intro Brass Knuckles 1 (B) n/a • Brawl* Revolver, Hvy. 3 35/70/140 6 3 1 •• SW M29 (.44 Magnum) Concussion** +2 3 4 1 ••• Concussion Grenade† Major; protective fence 6 (B) Insulted in public 3 successes Angry Bright Red
Bitter Brown
the next turn.
Club (wood) 2 (B) 2 n/a
Shredding +2 3 4 1 ••• Shrapnel Grenade† Severe; junction box 8 (B) Hours of frustration and delay 3 successes
Pistol, Lt. 2 20/40/80 17+1 2 1 ••• Glock 17 (9mm) Single Destructive +1 4 4+ 1 ••• Stick of Dynamite
Calm Light Blue
Stage Two: Attack
Mace (metal) 3 (B) 2 •• Fatal; main line feed/subway rail 10 (B) Reviled by someone you dislike 5 successes Compassionate Pink
Pistol, Hvy. 3 30/60/120 7+1 3 1 ••• Colt M1911A1(.45 ACP) High Explosive*** n/a 20+ 6+ 1-3 •••• Plastique
• Unarmed close combat: Strength + Brawl, – target’s Defense and armor
Knife 1 (L) 1 •
Betrayed by a partner in a deal 5 successes Conservative Lavender
• Armed close combat: Strength + Weaponry, – target’s Defense and armor
Rapier 2 (L) 2 •• Armor piercing 1 (p. 167)
Rifle†
SMG, Small*
5
2
200/400/800
25/50/100
5+1
30+1
2
2
3
1
••
•••
Remington M-700 (30.06)
Ingram Mac-10 (9mm)
Blast Area: The diameter in yards in which an explosion occurs.
Throwing Modifier: The attack-roll bonus to throw an explosive at a chosen target. Explosives Poisons Shot by a mugger 5 successes Depressed
Desirous/Lustful
Gray
Deep Red
• Ranged combat (guns and bows): Dexterity + Firearms, – target’s armor Loved one in danger 5 successes Distrustful Light Green
© 2004 White Wolf Publishing,
• Aiming: +1 per turn to a +3 maximum lethal damage against ordinary people. The type of damage may vary against supernatural enemies such as explosive cause damage to surrounding structures and ignite flammable materials, which Hungry –1 die Obsessed Bright Green prohibitions do not apply to the
• All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense Spear† 3 (L) 4 • +1 Defense**** vampires, which suffer only bashing damage from conventional firearms. Venom (injection or ingestion) 3 to 8 Sad Silver
character sheets contained in this
complicates damage. The figures listed are suggestions only. Starving –2 dice book when reproduced for personal
• Armor Piercing: Ignores amount of target’s armor equal to item’s own rating Ranges: The numbers are short/medium/long ranges in yards. Attacks at medium and long range suffer a –2 and Spiritual Gold use. White Wolf, Vampire, World of
• Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants,
Type: Your character may use many other types of weapons (meat † Explosives that are aerodynamic when thrown. Suspicious Dark Blue Darkness, Vampire the Masquerade
–4 penalty, respectively. and Mage the Ascension are registered
cleavers, halberds, hammers). Use the traits from the above lists that
Fear Frenzy Difficulties & Modifiers
pending Storyteller approval. A +3 bonus is applied to each attack roll; –1 Confused Mottled, shifting colors
Sample Objects Sunlight Damage
best approximate those weapons. See p. 136 for determining the traits of Clip: The number of shells a gun can hold — a “+1” indicates a bullet can be held in the chamber, ready to fire. trademarks of White Wolf Publishing,
per roll for each target if there’s more than one Daydreaming Sharp, flickering colors Inc. All rights reserved. Vampire the
improvised weapons. Note that improvised weapons automatically suffer Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers Requiem, Vampire the Requiem
• Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus Diablerist Black veins in aura
to each attack roll; –1 per roll for each target if there’s more than one a –1 penalty. a –1 penalty on attack rolls. Baseball Bat: Durability 1 (reinforced to 2), Size 2, Structure 4, Damage 2 Intensity or Exposure Health Points/Turn Lighting a cigarette 1 success Dominated/Controlled Weak, muted aura
Storytellers Screen, Werewolf the
Apocalypse, Werewolf the Forsaken,
• Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3 = Cannot be hidden on one’s person Sight of a torch 2 successes
Damage: The number of bonus dice added to dice pools when using the Board, 2”x4”: Durability 1, Size 3, Structure 4, Damage 1 Faint, filtered sunlight 1 point Frenzied Rapidly rippling colors Mage the Awakening, Storyteller
• Concealment: Barely –1; partially –2; substantially –3; fully, see “Cover” weapon. The type of damage inflicted is also indicated: aggravated (A), Cost: The minimum dots in the Resources Merit usually required to purchase the weapon. System and Storytelling System are
• Dodge: Double target’s Defense Cabinet, Wooden: Durability 1, Size 4, Structure 5, Damage 1 (Example: light through heavy, Flashbulb in the face 3 successes Psychotic Hypnotic, swirling colors trademarks of White Wolf Publishing,
lethal (L) or bashing (B). † This weapon requires two hands. If used one-handed, the Strength requirement increases by one. You need a closed drapes; cloud cover; twilight) Vampire Aura colors are pale Inc. All rights reserved. All characters,
• Drawing a Weapon: Requires one action (one turn) without a Merit, and
Chair, Wooden: Durability 1, Size 4, Structure 5, Damage 1
Bonfire 4 successes Shapeshifter Intensely vibrant aura
names, places and text herein are
could negate Defense Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3+ = Cannot Strength of 4 to wield a shotgun one-handed without penalty, for example. copyrighted by White Wolf Publishing,
be hidden. Size is also used to indicate the minimum Strength needed * Indicates that the weapon is capable of autofire (short bursts, medium bursts and long bursts — see p. 160.) Filtered or weak sunlight 2 points Burning building 5 successes Ghost Splotchy, intermittent aura Inc.
• Firing from Concealment: Shooter’s own concealment quality (–1, –2 or –3) Coffin: Durability 1, Size 6, Structure 7, Damage 1
reduced by one as a penalty to fire back (so, no modifier, –1 or –2) to use a weapon effectively. A wielder with a lower Strength suffers a ** Crossbows require three turns to reload. A character may use a crossbow to attempt to stake a creature with (Example: light through thin drapes; Obscured sunlight 7 successes Magic Use Myriad sparkles in aura The mention of or reference to
Crate, Wooden: Durability 1, Size 4, Structure 5, Damage 1 any company or product in these
• Offhand Attack: –2 penalty –1 penalty on attack rolls. a targeted shot (-4 penalty and a minimum of three points of damage must be inflicted in a single attack). outside on cloudy day; daylight through Direct sunlight 10 successes pages is not a challenge to the
• Prone Target: –2 penalty to hit in ranged combat; +2 bonus to hit when *** 9 again (see p. 134) Door, Bank Vault: Durability 3 (reinforced to 10), Size 8, Structure 18, Damage 8 a window; reflection of sun in a mirror) Suggested Modifiers trademark or copyright concerned.
Cost: The minimum dots in the Resources Merit usually required to purchase Fire/sunlight at a safe distance +2 dice
attacker is within close-combat distance The number of dice added to or removed from the For a free White Wolf catalog call
the weapon. The “n/a” entry indicates that the item can be created Door, Wooden (Exterior): Durability 2, Size 5, Structure 7, Damage 2 Direct sunlight 3 points dice pool is determined by the amount of information 1-800-454-WOLF.
• Range: –2 at medium range, –4 at long range Surprised by fire/light –1 die
rather than purchased.
Armor Chart Fire Damage for Vampires
Check out White Wolf online at
• Shooting into Close Combat: –2 per combatant avoided in a single shot (not Door, Wooden (Interior): Durability 1, Size 5, Structure 6, Damage 1 Exposure Damage the character wishes to discern.
applicable to autofire) † This weapon requires two hands. If used one-handed, the Strength Surrounded by fire/light, –1 die http://www.white-wolf.com; alt.
games.whitewolf and rec.games.frp.
requirement increases by one. You need a Strength of 4 to wield a Door, Metal (Security): Durability 3, Size 5, Structure 8, Damage 3 Small part of body exposed +0 points but not immediately harmed
Modifier Situation
• Specified Target: Torso –1, leg or arm –2, head –3, hand –4, eye –5 Class Rating Strength Defense Speed Cost Size of Fire Damage +2 Power is turned on a vampire with whom
storyteller
• Surprised or Immobilized Target: Defense doesn’t apply greatsword one-handed without penalty, for example. Fence, Chain-link: Durability 2, Size 4, Structure 6, Damage 2 (Example: one hand; part of the face;
Small fire (example: torch) 1 point Burned by fire/sunlight –3 dice the user has a blood tie (see VtR p. 162)
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may * This weapon uses the Brawl Skill instead of Weaponry. Modern wearing heavy clothes, sunglasses, gloves — The shade (such as pale, bright or weak), but not
or may not apply, Defense does apply Large fire (example: bonfire) 2 points Fence, Steel: Durability 3, Size 6, Structure 9, Damage 3
and a broad-brimmed hat or balaklava)
Hunger Frenzy Difficulties
• Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, ** Katanas are well-crafted swords. They do not break easily. See “Targeting Reinforced/thick clothing 1/0 1 0 0 n/a the color of the aura.
Inferno (example: burning house, blast furnace) 3 or more points Lamppost, Steel: Durability 3, Size 8, Structure 11, Damage 3
Composure or Defense) in one roll or instance Items,” WoD p. 138.
Kevlar vest* (thin) 1/2 1 0 0 • Large part of body exposed +1 point –1 The primary shade and color.
Heat of Fire Damage
& Modifiers
*** The attacker must target the heart (-4 penalty) and do a minimum of Manhole Cover: Durability 3, Size 3, Structure 6, Damage 3 (Example: a leg; an arm; whole head) –2 Color patterns, including information
three points of damage in a single attack. Flak jacket* 2/3 1 –1 0 •• revealing the nature of the creature.
Feeble fire No modifier Steel Bars: Durability 3, Size 2, Structure 5, Damage 2 Much of body exposed +2 points –3 Subtle shifts in the mixtures of color and
Grappling Summary **** The spear-wielder gains a+1 Defense bonus when fighting unarmed
targets due to his weapon’s superior reach, allowing him to keep a greater
Full riot gear* 3/4 2 –2 –1 ••• (example: red-hot coals, candle flame) Tempered Steel: Durability 3, Size 2 (variable), Structure 5, Damage 2 (Example: whole torso; Sight or smell of blood (when hungry)
First taste of blood (when hungry)
2 successes
3 successes
pattern.
• Roll Strength + Brawl – opponent’s Defense for attacker to get a Archaic Normal combustion +1 point Window: Durability 1, Size 3 (on average), Structure 4, Damage 1 wearing thin clothing)
distance from a foe.
grip on target. Leather (hard) 1/0 2 –1 0 • (example: wood fire, red-hot stove) Damage: Indicates how dangerous the item is when used as a weapon or to do harm.
Sight or smell of blood (when starving) 4 successes
• Target’s next action can be dedicated to breaking free. Roll Strength Hot fire +2 points Damage is the lower of the item’s Durability or Size. This rating is added to attack rolls in First taste of blood (when starving) 5 successes
Chainmail 2/1 3 –2 –2 ••
+ Brawl – attacker’s Strength. Any successes indicate breaking free.
Extended Actions Plate 3/2 4 –2 –3 ••••
(example: gasoline fire, Bunsen burner) bonus dice to inflict harm. If the weapon is improvised, it suffers a –1 penalty. Has tasted vampire blood before –1 die HUMANITY AND SINS
Or, the target can attempt to apply an overpowering maneuver Very hot fire +3 points Hungry –1 die Humanity Threshold Sin Dice Rolled
Feats of Strength
to the attacker, participating in the grapple rather than trying * This type of armor is bulletproof.
to break free. Roll Strength + Brawl – attacker’s Strength. Any
Pace of Activity Time per Roll (example: molten metal, welding torch) Starving –2 dice 10 Selfish thoughts Roll 5 dice
Quick 1 turn (3 seconds) Rating: Armor provides two kinds of protection: against general attacks and (e.g., hurting someone’s feelings)
successes allow for a maneuver (see below). Strength Feat Lift Addicted to vampire blood –2 dice
Short 10 minutes against Firearms attacks. The number before the slash is armor rating for 9 Minor selfish acts Roll 5 dice
• Aiming: +1 per turn to a +3 maximum lethal damage against ordinary people. The type of damage may vary against supernatural enemies such as explosive cause damage to surrounding structures and ignite flammable materials, which Hungry –1 die Obsessed Bright Green prohibitions do not apply to the
• All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense Spear† 3 (L) 4 • +1 Defense**** vampires, which suffer only bashing damage from conventional firearms. Venom (injection or ingestion) 3 to 8 Sad Silver
character sheets contained in this
complicates damage. The figures listed are suggestions only. Starving –2 dice book when reproduced for personal
• Armor Piercing: Ignores amount of target’s armor equal to item’s own rating Ranges: The numbers are short/medium/long ranges in yards. Attacks at medium and long range suffer a –2 and Spiritual Gold use. White Wolf, Vampire, World of
• Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants,
Type: Your character may use many other types of weapons (meat † Explosives that are aerodynamic when thrown. Suspicious Dark Blue Darkness, Vampire the Masquerade
–4 penalty, respectively. and Mage the Ascension are registered
cleavers, halberds, hammers). Use the traits from the above lists that
Fear Frenzy Difficulties & Modifiers
pending Storyteller approval. A +3 bonus is applied to each attack roll; –1 Confused Mottled, shifting colors
Sample Objects Sunlight Damage
best approximate those weapons. See p. 136 for determining the traits of Clip: The number of shells a gun can hold — a “+1” indicates a bullet can be held in the chamber, ready to fire. trademarks of White Wolf Publishing,
per roll for each target if there’s more than one Daydreaming Sharp, flickering colors Inc. All rights reserved. Vampire the
improvised weapons. Note that improvised weapons automatically suffer Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers Requiem, Vampire the Requiem
• Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus Diablerist Black veins in aura
to each attack roll; –1 per roll for each target if there’s more than one a –1 penalty. a –1 penalty on attack rolls. Baseball Bat: Durability 1 (reinforced to 2), Size 2, Structure 4, Damage 2 Intensity or Exposure Health Points/Turn Lighting a cigarette 1 success Dominated/Controlled Weak, muted aura
Storytellers Screen, Werewolf the
Apocalypse, Werewolf the Forsaken,
• Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3 = Cannot be hidden on one’s person Sight of a torch 2 successes
Damage: The number of bonus dice added to dice pools when using the Board, 2”x4”: Durability 1, Size 3, Structure 4, Damage 1 Faint, filtered sunlight 1 point Frenzied Rapidly rippling colors Mage the Awakening, Storyteller
• Concealment: Barely –1; partially –2; substantially –3; fully, see “Cover” weapon. The type of damage inflicted is also indicated: aggravated (A), Cost: The minimum dots in the Resources Merit usually required to purchase the weapon. System and Storytelling System are
• Dodge: Double target’s Defense Cabinet, Wooden: Durability 1, Size 4, Structure 5, Damage 1 (Example: light through heavy, Flashbulb in the face 3 successes Psychotic Hypnotic, swirling colors trademarks of White Wolf Publishing,
lethal (L) or bashing (B). † This weapon requires two hands. If used one-handed, the Strength requirement increases by one. You need a closed drapes; cloud cover; twilight) Vampire Aura colors are pale Inc. All rights reserved. All characters,
• Drawing a Weapon: Requires one action (one turn) without a Merit, and
Chair, Wooden: Durability 1, Size 4, Structure 5, Damage 1
Bonfire 4 successes Shapeshifter Intensely vibrant aura
names, places and text herein are
could negate Defense Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3+ = Cannot Strength of 4 to wield a shotgun one-handed without penalty, for example. copyrighted by White Wolf Publishing,
be hidden. Size is also used to indicate the minimum Strength needed * Indicates that the weapon is capable of autofire (short bursts, medium bursts and long bursts — see p. 160.) Filtered or weak sunlight 2 points Burning building 5 successes Ghost Splotchy, intermittent aura Inc.
• Firing from Concealment: Shooter’s own concealment quality (–1, –2 or –3) Coffin: Durability 1, Size 6, Structure 7, Damage 1
reduced by one as a penalty to fire back (so, no modifier, –1 or –2) to use a weapon effectively. A wielder with a lower Strength suffers a ** Crossbows require three turns to reload. A character may use a crossbow to attempt to stake a creature with (Example: light through thin drapes; Obscured sunlight 7 successes Magic Use Myriad sparkles in aura The mention of or reference to
Crate, Wooden: Durability 1, Size 4, Structure 5, Damage 1 any company or product in these
• Offhand Attack: –2 penalty –1 penalty on attack rolls. a targeted shot (-4 penalty and a minimum of three points of damage must be inflicted in a single attack). outside on cloudy day; daylight through Direct sunlight 10 successes pages is not a challenge to the
• Prone Target: –2 penalty to hit in ranged combat; +2 bonus to hit when *** 9 again (see p. 134) Door, Bank Vault: Durability 3 (reinforced to 10), Size 8, Structure 18, Damage 8 a window; reflection of sun in a mirror) Suggested Modifiers trademark or copyright concerned.
Cost: The minimum dots in the Resources Merit usually required to purchase Fire/sunlight at a safe distance +2 dice
attacker is within close-combat distance The number of dice added to or removed from the For a free White Wolf catalog call
the weapon. The “n/a” entry indicates that the item can be created Door, Wooden (Exterior): Durability 2, Size 5, Structure 7, Damage 2 Direct sunlight 3 points dice pool is determined by the amount of information 1-800-454-WOLF.
• Range: –2 at medium range, –4 at long range Surprised by fire/light –1 die
rather than purchased.
Armor Chart Fire Damage for Vampires
Check out White Wolf online at
• Shooting into Close Combat: –2 per combatant avoided in a single shot (not Door, Wooden (Interior): Durability 1, Size 5, Structure 6, Damage 1 Exposure Damage the character wishes to discern.
applicable to autofire) † This weapon requires two hands. If used one-handed, the Strength Surrounded by fire/light, –1 die http://www.white-wolf.com; alt.
games.whitewolf and rec.games.frp.
requirement increases by one. You need a Strength of 4 to wield a Door, Metal (Security): Durability 3, Size 5, Structure 8, Damage 3 Small part of body exposed +0 points but not immediately harmed
Modifier Situation
• Specified Target: Torso –1, leg or arm –2, head –3, hand –4, eye –5 Class Rating Strength Defense Speed Cost Size of Fire Damage +2 Power is turned on a vampire with whom
storyteller
• Surprised or Immobilized Target: Defense doesn’t apply greatsword one-handed without penalty, for example. Fence, Chain-link: Durability 2, Size 4, Structure 6, Damage 2 (Example: one hand; part of the face;
Small fire (example: torch) 1 point Burned by fire/sunlight –3 dice the user has a blood tie (see VtR p. 162)
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may * This weapon uses the Brawl Skill instead of Weaponry. Modern wearing heavy clothes, sunglasses, gloves — The shade (such as pale, bright or weak), but not
or may not apply, Defense does apply Large fire (example: bonfire) 2 points Fence, Steel: Durability 3, Size 6, Structure 9, Damage 3
and a broad-brimmed hat or balaklava)
Hunger Frenzy Difficulties
• Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, ** Katanas are well-crafted swords. They do not break easily. See “Targeting Reinforced/thick clothing 1/0 1 0 0 n/a the color of the aura.
Inferno (example: burning house, blast furnace) 3 or more points Lamppost, Steel: Durability 3, Size 8, Structure 11, Damage 3
Composure or Defense) in one roll or instance Items,” WoD p. 138.
Kevlar vest* (thin) 1/2 1 0 0 • Large part of body exposed +1 point –1 The primary shade and color.
Heat of Fire Damage
& Modifiers
*** The attacker must target the heart (-4 penalty) and do a minimum of Manhole Cover: Durability 3, Size 3, Structure 6, Damage 3 (Example: a leg; an arm; whole head) –2 Color patterns, including information
three points of damage in a single attack. Flak jacket* 2/3 1 –1 0 •• revealing the nature of the creature.
Feeble fire No modifier Steel Bars: Durability 3, Size 2, Structure 5, Damage 2 Much of body exposed +2 points –3 Subtle shifts in the mixtures of color and
Grappling Summary **** The spear-wielder gains a+1 Defense bonus when fighting unarmed
targets due to his weapon’s superior reach, allowing him to keep a greater
Full riot gear* 3/4 2 –2 –1 ••• (example: red-hot coals, candle flame) Tempered Steel: Durability 3, Size 2 (variable), Structure 5, Damage 2 (Example: whole torso; Sight or smell of blood (when hungry)
First taste of blood (when hungry)
2 successes
3 successes
pattern.
• Roll Strength + Brawl – opponent’s Defense for attacker to get a Archaic Normal combustion +1 point Window: Durability 1, Size 3 (on average), Structure 4, Damage 1 wearing thin clothing)
distance from a foe.
grip on target. Leather (hard) 1/0 2 –1 0 • (example: wood fire, red-hot stove) Damage: Indicates how dangerous the item is when used as a weapon or to do harm.
Sight or smell of blood (when starving) 4 successes
• Target’s next action can be dedicated to breaking free. Roll Strength Hot fire +2 points Damage is the lower of the item’s Durability or Size. This rating is added to attack rolls in First taste of blood (when starving) 5 successes
Chainmail 2/1 3 –2 –2 ••
+ Brawl – attacker’s Strength. Any successes indicate breaking free.
Extended Actions Plate 3/2 4 –2 –3 ••••
(example: gasoline fire, Bunsen burner) bonus dice to inflict harm. If the weapon is improvised, it suffers a –1 penalty. Has tasted vampire blood before –1 die HUMANITY AND SINS
Or, the target can attempt to apply an overpowering maneuver Very hot fire +3 points Hungry –1 die Humanity Threshold Sin Dice Rolled
Feats of Strength
to the attacker, participating in the grapple rather than trying * This type of armor is bulletproof.
to break free. Roll Strength + Brawl – attacker’s Strength. Any
Pace of Activity Time per Roll (example: molten metal, welding torch) Starving –2 dice 10 Selfish thoughts Roll 5 dice
Quick 1 turn (3 seconds) Rating: Armor provides two kinds of protection: against general attacks and (e.g., hurting someone’s feelings)
successes allow for a maneuver (see below). Strength Feat Lift Addicted to vampire blood –2 dice
Short 10 minutes against Firearms attacks. The number before the slash is armor rating for 9 Minor selfish acts Roll 5 dice
• Aiming: +1 per turn to a +3 maximum lethal damage against ordinary people. The type of damage may vary against supernatural enemies such as explosive cause damage to surrounding structures and ignite flammable materials, which Hungry –1 die Obsessed Bright Green prohibitions do not apply to the
• All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense Spear† 3 (L) 4 • +1 Defense**** vampires, which suffer only bashing damage from conventional firearms. Venom (injection or ingestion) 3 to 8 Sad Silver
character sheets contained in this
complicates damage. The figures listed are suggestions only. Starving –2 dice book when reproduced for personal
• Armor Piercing: Ignores amount of target’s armor equal to item’s own rating Ranges: The numbers are short/medium/long ranges in yards. Attacks at medium and long range suffer a –2 and Spiritual Gold use. White Wolf, Vampire, World of
• Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants,
Type: Your character may use many other types of weapons (meat † Explosives that are aerodynamic when thrown. Suspicious Dark Blue Darkness, Vampire the Masquerade
–4 penalty, respectively. and Mage the Ascension are registered
cleavers, halberds, hammers). Use the traits from the above lists that
Fear Frenzy Difficulties & Modifiers
pending Storyteller approval. A +3 bonus is applied to each attack roll; –1 Confused Mottled, shifting colors
Sample Objects Sunlight Damage
best approximate those weapons. See p. 136 for determining the traits of Clip: The number of shells a gun can hold — a “+1” indicates a bullet can be held in the chamber, ready to fire. trademarks of White Wolf Publishing,
per roll for each target if there’s more than one Daydreaming Sharp, flickering colors Inc. All rights reserved. Vampire the
improvised weapons. Note that improvised weapons automatically suffer Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers Requiem, Vampire the Requiem
• Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus Diablerist Black veins in aura
to each attack roll; –1 per roll for each target if there’s more than one a –1 penalty. a –1 penalty on attack rolls. Baseball Bat: Durability 1 (reinforced to 2), Size 2, Structure 4, Damage 2 Intensity or Exposure Health Points/Turn Lighting a cigarette 1 success Dominated/Controlled Weak, muted aura
Storytellers Screen, Werewolf the
Apocalypse, Werewolf the Forsaken,
• Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3 = Cannot be hidden on one’s person Sight of a torch 2 successes
Damage: The number of bonus dice added to dice pools when using the Board, 2”x4”: Durability 1, Size 3, Structure 4, Damage 1 Faint, filtered sunlight 1 point Frenzied Rapidly rippling colors Mage the Awakening, Storyteller
• Concealment: Barely –1; partially –2; substantially –3; fully, see “Cover” weapon. The type of damage inflicted is also indicated: aggravated (A), Cost: The minimum dots in the Resources Merit usually required to purchase the weapon. System and Storytelling System are
• Dodge: Double target’s Defense Cabinet, Wooden: Durability 1, Size 4, Structure 5, Damage 1 (Example: light through heavy, Flashbulb in the face 3 successes Psychotic Hypnotic, swirling colors trademarks of White Wolf Publishing,
lethal (L) or bashing (B). † This weapon requires two hands. If used one-handed, the Strength requirement increases by one. You need a closed drapes; cloud cover; twilight) Vampire Aura colors are pale Inc. All rights reserved. All characters,
• Drawing a Weapon: Requires one action (one turn) without a Merit, and
Chair, Wooden: Durability 1, Size 4, Structure 5, Damage 1
Bonfire 4 successes Shapeshifter Intensely vibrant aura
names, places and text herein are
could negate Defense Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3+ = Cannot Strength of 4 to wield a shotgun one-handed without penalty, for example. copyrighted by White Wolf Publishing,
be hidden. Size is also used to indicate the minimum Strength needed * Indicates that the weapon is capable of autofire (short bursts, medium bursts and long bursts — see p. 160.) Filtered or weak sunlight 2 points Burning building 5 successes Ghost Splotchy, intermittent aura Inc.
• Firing from Concealment: Shooter’s own concealment quality (–1, –2 or –3) Coffin: Durability 1, Size 6, Structure 7, Damage 1
reduced by one as a penalty to fire back (so, no modifier, –1 or –2) to use a weapon effectively. A wielder with a lower Strength suffers a ** Crossbows require three turns to reload. A character may use a crossbow to attempt to stake a creature with (Example: light through thin drapes; Obscured sunlight 7 successes Magic Use Myriad sparkles in aura The mention of or reference to
Crate, Wooden: Durability 1, Size 4, Structure 5, Damage 1 any company or product in these
• Offhand Attack: –2 penalty –1 penalty on attack rolls. a targeted shot (-4 penalty and a minimum of three points of damage must be inflicted in a single attack). outside on cloudy day; daylight through Direct sunlight 10 successes pages is not a challenge to the
• Prone Target: –2 penalty to hit in ranged combat; +2 bonus to hit when *** 9 again (see p. 134) Door, Bank Vault: Durability 3 (reinforced to 10), Size 8, Structure 18, Damage 8 a window; reflection of sun in a mirror) Suggested Modifiers trademark or copyright concerned.
Cost: The minimum dots in the Resources Merit usually required to purchase Fire/sunlight at a safe distance +2 dice
attacker is within close-combat distance The number of dice added to or removed from the For a free White Wolf catalog call
the weapon. The “n/a” entry indicates that the item can be created Door, Wooden (Exterior): Durability 2, Size 5, Structure 7, Damage 2 Direct sunlight 3 points dice pool is determined by the amount of information 1-800-454-WOLF.
• Range: –2 at medium range, –4 at long range Surprised by fire/light –1 die
rather than purchased.
Armor Chart Fire Damage for Vampires
Check out White Wolf online at
• Shooting into Close Combat: –2 per combatant avoided in a single shot (not Door, Wooden (Interior): Durability 1, Size 5, Structure 6, Damage 1 Exposure Damage the character wishes to discern.
applicable to autofire) † This weapon requires two hands. If used one-handed, the Strength Surrounded by fire/light, –1 die http://www.white-wolf.com; alt.
games.whitewolf and rec.games.frp.
requirement increases by one. You need a Strength of 4 to wield a Door, Metal (Security): Durability 3, Size 5, Structure 8, Damage 3 Small part of body exposed +0 points but not immediately harmed
Modifier Situation
• Specified Target: Torso –1, leg or arm –2, head –3, hand –4, eye –5 Class Rating Strength Defense Speed Cost Size of Fire Damage +2 Power is turned on a vampire with whom
storyteller
• Surprised or Immobilized Target: Defense doesn’t apply greatsword one-handed without penalty, for example. Fence, Chain-link: Durability 2, Size 4, Structure 6, Damage 2 (Example: one hand; part of the face;
Small fire (example: torch) 1 point Burned by fire/sunlight –3 dice the user has a blood tie (see VtR p. 162)
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may * This weapon uses the Brawl Skill instead of Weaponry. Modern wearing heavy clothes, sunglasses, gloves — The shade (such as pale, bright or weak), but not
or may not apply, Defense does apply Large fire (example: bonfire) 2 points Fence, Steel: Durability 3, Size 6, Structure 9, Damage 3
and a broad-brimmed hat or balaklava)
Hunger Frenzy Difficulties
• Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, ** Katanas are well-crafted swords. They do not break easily. See “Targeting Reinforced/thick clothing 1/0 1 0 0 n/a the color of the aura.
Inferno (example: burning house, blast furnace) 3 or more points Lamppost, Steel: Durability 3, Size 8, Structure 11, Damage 3
Composure or Defense) in one roll or instance Items,” WoD p. 138.
Kevlar vest* (thin) 1/2 1 0 0 • Large part of body exposed +1 point –1 The primary shade and color.
Heat of Fire Damage
& Modifiers
*** The attacker must target the heart (-4 penalty) and do a minimum of Manhole Cover: Durability 3, Size 3, Structure 6, Damage 3 (Example: a leg; an arm; whole head) –2 Color patterns, including information
three points of damage in a single attack. Flak jacket* 2/3 1 –1 0 •• revealing the nature of the creature.
Feeble fire No modifier Steel Bars: Durability 3, Size 2, Structure 5, Damage 2 Much of body exposed +2 points –3 Subtle shifts in the mixtures of color and
Grappling Summary **** The spear-wielder gains a+1 Defense bonus when fighting unarmed
targets due to his weapon’s superior reach, allowing him to keep a greater
Full riot gear* 3/4 2 –2 –1 ••• (example: red-hot coals, candle flame) Tempered Steel: Durability 3, Size 2 (variable), Structure 5, Damage 2 (Example: whole torso; Sight or smell of blood (when hungry)
First taste of blood (when hungry)
2 successes
3 successes
pattern.
• Roll Strength + Brawl – opponent’s Defense for attacker to get a Archaic Normal combustion +1 point Window: Durability 1, Size 3 (on average), Structure 4, Damage 1 wearing thin clothing)
distance from a foe.
grip on target. Leather (hard) 1/0 2 –1 0 • (example: wood fire, red-hot stove) Damage: Indicates how dangerous the item is when used as a weapon or to do harm.
Sight or smell of blood (when starving) 4 successes
• Target’s next action can be dedicated to breaking free. Roll Strength Hot fire +2 points Damage is the lower of the item’s Durability or Size. This rating is added to attack rolls in First taste of blood (when starving) 5 successes
Chainmail 2/1 3 –2 –2 ••
+ Brawl – attacker’s Strength. Any successes indicate breaking free.
Extended Actions Plate 3/2 4 –2 –3 ••••
(example: gasoline fire, Bunsen burner) bonus dice to inflict harm. If the weapon is improvised, it suffers a –1 penalty. Has tasted vampire blood before –1 die HUMANITY AND SINS
Or, the target can attempt to apply an overpowering maneuver Very hot fire +3 points Hungry –1 die Humanity Threshold Sin Dice Rolled
Feats of Strength
to the attacker, participating in the grapple rather than trying * This type of armor is bulletproof.
to break free. Roll Strength + Brawl – attacker’s Strength. Any
Pace of Activity Time per Roll (example: molten metal, welding torch) Starving –2 dice 10 Selfish thoughts Roll 5 dice
Quick 1 turn (3 seconds) Rating: Armor provides two kinds of protection: against general attacks and (e.g., hurting someone’s feelings)
successes allow for a maneuver (see below). Strength Feat Lift Addicted to vampire blood –2 dice
Short 10 minutes against Firearms attacks. The number before the slash is armor rating for 9 Minor selfish acts Roll 5 dice
• Aiming: +1 per turn to a +3 maximum lethal damage against ordinary people. The type of damage may vary against supernatural enemies such as explosive cause damage to surrounding structures and ignite flammable materials, which Hungry –1 die Obsessed Bright Green prohibitions do not apply to the
• All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense Spear† 3 (L) 4 • +1 Defense**** vampires, which suffer only bashing damage from conventional firearms. Venom (injection or ingestion) 3 to 8 Sad Silver
character sheets contained in this
complicates damage. The figures listed are suggestions only. Starving –2 dice book when reproduced for personal
• Armor Piercing: Ignores amount of target’s armor equal to item’s own rating Ranges: The numbers are short/medium/long ranges in yards. Attacks at medium and long range suffer a –2 and Spiritual Gold use. White Wolf, Vampire, World of
• Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants,
Type: Your character may use many other types of weapons (meat † Explosives that are aerodynamic when thrown. Suspicious Dark Blue Darkness, Vampire the Masquerade
–4 penalty, respectively. and Mage the Ascension are registered
cleavers, halberds, hammers). Use the traits from the above lists that
Fear Frenzy Difficulties & Modifiers
pending Storyteller approval. A +3 bonus is applied to each attack roll; –1 Confused Mottled, shifting colors
Sample Objects Sunlight Damage
best approximate those weapons. See p. 136 for determining the traits of Clip: The number of shells a gun can hold — a “+1” indicates a bullet can be held in the chamber, ready to fire. trademarks of White Wolf Publishing,
per roll for each target if there’s more than one Daydreaming Sharp, flickering colors Inc. All rights reserved. Vampire the
improvised weapons. Note that improvised weapons automatically suffer Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers Requiem, Vampire the Requiem
• Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus Diablerist Black veins in aura
to each attack roll; –1 per roll for each target if there’s more than one a –1 penalty. a –1 penalty on attack rolls. Baseball Bat: Durability 1 (reinforced to 2), Size 2, Structure 4, Damage 2 Intensity or Exposure Health Points/Turn Lighting a cigarette 1 success Dominated/Controlled Weak, muted aura
Storytellers Screen, Werewolf the
Apocalypse, Werewolf the Forsaken,
• Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3 = Cannot be hidden on one’s person Sight of a torch 2 successes
Damage: The number of bonus dice added to dice pools when using the Board, 2”x4”: Durability 1, Size 3, Structure 4, Damage 1 Faint, filtered sunlight 1 point Frenzied Rapidly rippling colors Mage the Awakening, Storyteller
• Concealment: Barely –1; partially –2; substantially –3; fully, see “Cover” weapon. The type of damage inflicted is also indicated: aggravated (A), Cost: The minimum dots in the Resources Merit usually required to purchase the weapon. System and Storytelling System are
• Dodge: Double target’s Defense Cabinet, Wooden: Durability 1, Size 4, Structure 5, Damage 1 (Example: light through heavy, Flashbulb in the face 3 successes Psychotic Hypnotic, swirling colors trademarks of White Wolf Publishing,
lethal (L) or bashing (B). † This weapon requires two hands. If used one-handed, the Strength requirement increases by one. You need a closed drapes; cloud cover; twilight) Vampire Aura colors are pale Inc. All rights reserved. All characters,
• Drawing a Weapon: Requires one action (one turn) without a Merit, and
Chair, Wooden: Durability 1, Size 4, Structure 5, Damage 1
Bonfire 4 successes Shapeshifter Intensely vibrant aura
names, places and text herein are
could negate Defense Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3+ = Cannot Strength of 4 to wield a shotgun one-handed without penalty, for example. copyrighted by White Wolf Publishing,
be hidden. Size is also used to indicate the minimum Strength needed * Indicates that the weapon is capable of autofire (short bursts, medium bursts and long bursts — see p. 160.) Filtered or weak sunlight 2 points Burning building 5 successes Ghost Splotchy, intermittent aura Inc.
• Firing from Concealment: Shooter’s own concealment quality (–1, –2 or –3) Coffin: Durability 1, Size 6, Structure 7, Damage 1
reduced by one as a penalty to fire back (so, no modifier, –1 or –2) to use a weapon effectively. A wielder with a lower Strength suffers a ** Crossbows require three turns to reload. A character may use a crossbow to attempt to stake a creature with (Example: light through thin drapes; Obscured sunlight 7 successes Magic Use Myriad sparkles in aura The mention of or reference to
Crate, Wooden: Durability 1, Size 4, Structure 5, Damage 1 any company or product in these
• Offhand Attack: –2 penalty –1 penalty on attack rolls. a targeted shot (-4 penalty and a minimum of three points of damage must be inflicted in a single attack). outside on cloudy day; daylight through Direct sunlight 10 successes pages is not a challenge to the
• Prone Target: –2 penalty to hit in ranged combat; +2 bonus to hit when *** 9 again (see p. 134) Door, Bank Vault: Durability 3 (reinforced to 10), Size 8, Structure 18, Damage 8 a window; reflection of sun in a mirror) Suggested Modifiers trademark or copyright concerned.
Cost: The minimum dots in the Resources Merit usually required to purchase Fire/sunlight at a safe distance +2 dice
attacker is within close-combat distance The number of dice added to or removed from the For a free White Wolf catalog call
the weapon. The “n/a” entry indicates that the item can be created Door, Wooden (Exterior): Durability 2, Size 5, Structure 7, Damage 2 Direct sunlight 3 points dice pool is determined by the amount of information 1-800-454-WOLF.
• Range: –2 at medium range, –4 at long range Surprised by fire/light –1 die
rather than purchased.
Armor Chart Fire Damage for Vampires
Check out White Wolf online at
• Shooting into Close Combat: –2 per combatant avoided in a single shot (not Door, Wooden (Interior): Durability 1, Size 5, Structure 6, Damage 1 Exposure Damage the character wishes to discern.
applicable to autofire) † This weapon requires two hands. If used one-handed, the Strength Surrounded by fire/light, –1 die http://www.white-wolf.com; alt.
games.whitewolf and rec.games.frp.
requirement increases by one. You need a Strength of 4 to wield a Door, Metal (Security): Durability 3, Size 5, Structure 8, Damage 3 Small part of body exposed +0 points but not immediately harmed
Modifier Situation
• Specified Target: Torso –1, leg or arm –2, head –3, hand –4, eye –5 Class Rating Strength Defense Speed Cost Size of Fire Damage +2 Power is turned on a vampire with whom
storyteller
• Surprised or Immobilized Target: Defense doesn’t apply greatsword one-handed without penalty, for example. Fence, Chain-link: Durability 2, Size 4, Structure 6, Damage 2 (Example: one hand; part of the face;
Small fire (example: torch) 1 point Burned by fire/sunlight –3 dice the user has a blood tie (see VtR p. 162)
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may * This weapon uses the Brawl Skill instead of Weaponry. Modern wearing heavy clothes, sunglasses, gloves — The shade (such as pale, bright or weak), but not
or may not apply, Defense does apply Large fire (example: bonfire) 2 points Fence, Steel: Durability 3, Size 6, Structure 9, Damage 3
and a broad-brimmed hat or balaklava)
Hunger Frenzy Difficulties
• Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, ** Katanas are well-crafted swords. They do not break easily. See “Targeting Reinforced/thick clothing 1/0 1 0 0 n/a the color of the aura.
Inferno (example: burning house, blast furnace) 3 or more points Lamppost, Steel: Durability 3, Size 8, Structure 11, Damage 3
Composure or Defense) in one roll or instance Items,” WoD p. 138.
Kevlar vest* (thin) 1/2 1 0 0 • Large part of body exposed +1 point –1 The primary shade and color.
Heat of Fire Damage
& Modifiers
*** The attacker must target the heart (-4 penalty) and do a minimum of Manhole Cover: Durability 3, Size 3, Structure 6, Damage 3 (Example: a leg; an arm; whole head) –2 Color patterns, including information
three points of damage in a single attack. Flak jacket* 2/3 1 –1 0 •• revealing the nature of the creature.
Feeble fire No modifier Steel Bars: Durability 3, Size 2, Structure 5, Damage 2 Much of body exposed +2 points –3 Subtle shifts in the mixtures of color and
Grappling Summary **** The spear-wielder gains a+1 Defense bonus when fighting unarmed
targets due to his weapon’s superior reach, allowing him to keep a greater
Full riot gear* 3/4 2 –2 –1 ••• (example: red-hot coals, candle flame) Tempered Steel: Durability 3, Size 2 (variable), Structure 5, Damage 2 (Example: whole torso; Sight or smell of blood (when hungry)
First taste of blood (when hungry)
2 successes
3 successes
pattern.
• Roll Strength + Brawl – opponent’s Defense for attacker to get a Archaic Normal combustion +1 point Window: Durability 1, Size 3 (on average), Structure 4, Damage 1 wearing thin clothing)
distance from a foe.
grip on target. Leather (hard) 1/0 2 –1 0 • (example: wood fire, red-hot stove) Damage: Indicates how dangerous the item is when used as a weapon or to do harm.
Sight or smell of blood (when starving) 4 successes
• Target’s next action can be dedicated to breaking free. Roll Strength Hot fire +2 points Damage is the lower of the item’s Durability or Size. This rating is added to attack rolls in First taste of blood (when starving) 5 successes
Chainmail 2/1 3 –2 –2 ••
+ Brawl – attacker’s Strength. Any successes indicate breaking free.
Extended Actions Plate 3/2 4 –2 –3 ••••
(example: gasoline fire, Bunsen burner) bonus dice to inflict harm. If the weapon is improvised, it suffers a –1 penalty. Has tasted vampire blood before –1 die HUMANITY AND SINS
Or, the target can attempt to apply an overpowering maneuver Very hot fire +3 points Hungry –1 die Humanity Threshold Sin Dice Rolled
Feats of Strength
to the attacker, participating in the grapple rather than trying * This type of armor is bulletproof.
to break free. Roll Strength + Brawl – attacker’s Strength. Any
Pace of Activity Time per Roll (example: molten metal, welding torch) Starving –2 dice 10 Selfish thoughts Roll 5 dice
Quick 1 turn (3 seconds) Rating: Armor provides two kinds of protection: against general attacks and (e.g., hurting someone’s feelings)
successes allow for a maneuver (see below). Strength Feat Lift Addicted to vampire blood –2 dice
Short 10 minutes against Firearms attacks. The number before the slash is armor rating for 9 Minor selfish acts Roll 5 dice
• Aiming: +1 per turn to a +3 maximum lethal damage against ordinary people. The type of damage may vary against supernatural enemies such as explosive cause damage to surrounding structures and ignite flammable materials, which Hungry –1 die Obsessed Bright Green prohibitions do not apply to the
• All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense Spear† 3 (L) 4 • +1 Defense**** vampires, which suffer only bashing damage from conventional firearms. Venom (injection or ingestion) 3 to 8 Sad Silver
character sheets contained in this
complicates damage. The figures listed are suggestions only. Starving –2 dice book when reproduced for personal
• Armor Piercing: Ignores amount of target’s armor equal to item’s own rating Ranges: The numbers are short/medium/long ranges in yards. Attacks at medium and long range suffer a –2 and Spiritual Gold use. White Wolf, Vampire, World of
• Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants,
Type: Your character may use many other types of weapons (meat † Explosives that are aerodynamic when thrown. Suspicious Dark Blue Darkness, Vampire the Masquerade
–4 penalty, respectively. and Mage the Ascension are registered
cleavers, halberds, hammers). Use the traits from the above lists that
Fear Frenzy Difficulties & Modifiers
pending Storyteller approval. A +3 bonus is applied to each attack roll; –1 Confused Mottled, shifting colors
Sample Objects Sunlight Damage
best approximate those weapons. See p. 136 for determining the traits of Clip: The number of shells a gun can hold — a “+1” indicates a bullet can be held in the chamber, ready to fire. trademarks of White Wolf Publishing,
per roll for each target if there’s more than one Daydreaming Sharp, flickering colors Inc. All rights reserved. Vampire the
improvised weapons. Note that improvised weapons automatically suffer Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers Requiem, Vampire the Requiem
• Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus Diablerist Black veins in aura
to each attack roll; –1 per roll for each target if there’s more than one a –1 penalty. a –1 penalty on attack rolls. Baseball Bat: Durability 1 (reinforced to 2), Size 2, Structure 4, Damage 2 Intensity or Exposure Health Points/Turn Lighting a cigarette 1 success Dominated/Controlled Weak, muted aura
Storytellers Screen, Werewolf the
Apocalypse, Werewolf the Forsaken,
• Autofire Short Burst: Three bullets at a single target with a +1 bonus to the roll Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3 = Cannot be hidden on one’s person Sight of a torch 2 successes
Damage: The number of bonus dice added to dice pools when using the Board, 2”x4”: Durability 1, Size 3, Structure 4, Damage 1 Faint, filtered sunlight 1 point Frenzied Rapidly rippling colors Mage the Awakening, Storyteller
• Concealment: Barely –1; partially –2; substantially –3; fully, see “Cover” weapon. The type of damage inflicted is also indicated: aggravated (A), Cost: The minimum dots in the Resources Merit usually required to purchase the weapon. System and Storytelling System are
• Dodge: Double target’s Defense Cabinet, Wooden: Durability 1, Size 4, Structure 5, Damage 1 (Example: light through heavy, Flashbulb in the face 3 successes Psychotic Hypnotic, swirling colors trademarks of White Wolf Publishing,
lethal (L) or bashing (B). † This weapon requires two hands. If used one-handed, the Strength requirement increases by one. You need a closed drapes; cloud cover; twilight) Vampire Aura colors are pale Inc. All rights reserved. All characters,
• Drawing a Weapon: Requires one action (one turn) without a Merit, and
Chair, Wooden: Durability 1, Size 4, Structure 5, Damage 1
Bonfire 4 successes Shapeshifter Intensely vibrant aura
names, places and text herein are
could negate Defense Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3+ = Cannot Strength of 4 to wield a shotgun one-handed without penalty, for example. copyrighted by White Wolf Publishing,
be hidden. Size is also used to indicate the minimum Strength needed * Indicates that the weapon is capable of autofire (short bursts, medium bursts and long bursts — see p. 160.) Filtered or weak sunlight 2 points Burning building 5 successes Ghost Splotchy, intermittent aura Inc.
• Firing from Concealment: Shooter’s own concealment quality (–1, –2 or –3) Coffin: Durability 1, Size 6, Structure 7, Damage 1
reduced by one as a penalty to fire back (so, no modifier, –1 or –2) to use a weapon effectively. A wielder with a lower Strength suffers a ** Crossbows require three turns to reload. A character may use a crossbow to attempt to stake a creature with (Example: light through thin drapes; Obscured sunlight 7 successes Magic Use Myriad sparkles in aura The mention of or reference to
Crate, Wooden: Durability 1, Size 4, Structure 5, Damage 1 any company or product in these
• Offhand Attack: –2 penalty –1 penalty on attack rolls. a targeted shot (-4 penalty and a minimum of three points of damage must be inflicted in a single attack). outside on cloudy day; daylight through Direct sunlight 10 successes pages is not a challenge to the
• Prone Target: –2 penalty to hit in ranged combat; +2 bonus to hit when *** 9 again (see p. 134) Door, Bank Vault: Durability 3 (reinforced to 10), Size 8, Structure 18, Damage 8 a window; reflection of sun in a mirror) Suggested Modifiers trademark or copyright concerned.
Cost: The minimum dots in the Resources Merit usually required to purchase Fire/sunlight at a safe distance +2 dice
attacker is within close-combat distance The number of dice added to or removed from the For a free White Wolf catalog call
the weapon. The “n/a” entry indicates that the item can be created Door, Wooden (Exterior): Durability 2, Size 5, Structure 7, Damage 2 Direct sunlight 3 points dice pool is determined by the amount of information 1-800-454-WOLF.
• Range: –2 at medium range, –4 at long range Surprised by fire/light –1 die
rather than purchased.
Armor Chart Fire Damage for Vampires
Check out White Wolf online at
• Shooting into Close Combat: –2 per combatant avoided in a single shot (not Door, Wooden (Interior): Durability 1, Size 5, Structure 6, Damage 1 Exposure Damage the character wishes to discern.
applicable to autofire) † This weapon requires two hands. If used one-handed, the Strength Surrounded by fire/light, –1 die http://www.white-wolf.com; alt.
games.whitewolf and rec.games.frp.
requirement increases by one. You need a Strength of 4 to wield a Door, Metal (Security): Durability 3, Size 5, Structure 8, Damage 3 Small part of body exposed +0 points but not immediately harmed
Modifier Situation
• Specified Target: Torso –1, leg or arm –2, head –3, hand –4, eye –5 Class Rating Strength Defense Speed Cost Size of Fire Damage +2 Power is turned on a vampire with whom
storyteller
• Surprised or Immobilized Target: Defense doesn’t apply greatsword one-handed without penalty, for example. Fence, Chain-link: Durability 2, Size 4, Structure 6, Damage 2 (Example: one hand; part of the face;
Small fire (example: torch) 1 point Burned by fire/sunlight –3 dice the user has a blood tie (see VtR p. 162)
• Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may * This weapon uses the Brawl Skill instead of Weaponry. Modern wearing heavy clothes, sunglasses, gloves — The shade (such as pale, bright or weak), but not
or may not apply, Defense does apply Large fire (example: bonfire) 2 points Fence, Steel: Durability 3, Size 6, Structure 9, Damage 3
and a broad-brimmed hat or balaklava)
Hunger Frenzy Difficulties
• Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, ** Katanas are well-crafted swords. They do not break easily. See “Targeting Reinforced/thick clothing 1/0 1 0 0 n/a the color of the aura.
Inferno (example: burning house, blast furnace) 3 or more points Lamppost, Steel: Durability 3, Size 8, Structure 11, Damage 3
Composure or Defense) in one roll or instance Items,” WoD p. 138.
Kevlar vest* (thin) 1/2 1 0 0 • Large part of body exposed +1 point –1 The primary shade and color.
Heat of Fire Damage
& Modifiers
*** The attacker must target the heart (-4 penalty) and do a minimum of Manhole Cover: Durability 3, Size 3, Structure 6, Damage 3 (Example: a leg; an arm; whole head) –2 Color patterns, including information
three points of damage in a single attack. Flak jacket* 2/3 1 –1 0 •• revealing the nature of the creature.
Feeble fire No modifier Steel Bars: Durability 3, Size 2, Structure 5, Damage 2 Much of body exposed +2 points –3 Subtle shifts in the mixtures of color and
Grappling Summary **** The spear-wielder gains a+1 Defense bonus when fighting unarmed
targets due to his weapon’s superior reach, allowing him to keep a greater
Full riot gear* 3/4 2 –2 –1 ••• (example: red-hot coals, candle flame) Tempered Steel: Durability 3, Size 2 (variable), Structure 5, Damage 2 (Example: whole torso; Sight or smell of blood (when hungry)
First taste of blood (when hungry)
2 successes
3 successes
pattern.
• Roll Strength + Brawl – opponent’s Defense for attacker to get a Archaic Normal combustion +1 point Window: Durability 1, Size 3 (on average), Structure 4, Damage 1 wearing thin clothing)
distance from a foe.
grip on target. Leather (hard) 1/0 2 –1 0 • (example: wood fire, red-hot stove) Damage: Indicates how dangerous the item is when used as a weapon or to do harm.
Sight or smell of blood (when starving) 4 successes
• Target’s next action can be dedicated to breaking free. Roll Strength Hot fire +2 points Damage is the lower of the item’s Durability or Size. This rating is added to attack rolls in First taste of blood (when starving) 5 successes
Chainmail 2/1 3 –2 –2 ••
+ Brawl – attacker’s Strength. Any successes indicate breaking free.
Extended Actions Plate 3/2 4 –2 –3 ••••
(example: gasoline fire, Bunsen burner) bonus dice to inflict harm. If the weapon is improvised, it suffers a –1 penalty. Has tasted vampire blood before –1 die HUMANITY AND SINS
Or, the target can attempt to apply an overpowering maneuver Very hot fire +3 points Hungry –1 die Humanity Threshold Sin Dice Rolled
Feats of Strength
to the attacker, participating in the grapple rather than trying * This type of armor is bulletproof.
to break free. Roll Strength + Brawl – attacker’s Strength. Any
Pace of Activity Time per Roll (example: molten metal, welding torch) Starving –2 dice 10 Selfish thoughts Roll 5 dice
Quick 1 turn (3 seconds) Rating: Armor provides two kinds of protection: against general attacks and (e.g., hurting someone’s feelings)
successes allow for a maneuver (see below). Strength Feat Lift Addicted to vampire blood –2 dice
Short 10 minutes against Firearms attacks. The number before the slash is armor rating for 9 Minor selfish acts Roll 5 dice