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Mixed Game Rules For WoD

Unification of Rules to Classic World of Darkness

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Tomasz Kazanecki
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100% found this document useful (5 votes)
1K views

Mixed Game Rules For WoD

Unification of Rules to Classic World of Darkness

Uploaded by

Tomasz Kazanecki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 63

Classic⠀⠀⠀⠀⠀⠀⠀⠀⠀

⠀⠀⠀⠀⠀⠀Mixed Game Rules


Table of Contents
Welcome / Summaries 3 Merits 18
Basic Rules 5 Flaws 26
Traits 7 Planetary Aspects 37
⠀ Attributes 7 Backgrounds 38
⠀ Talents 9 Archetypes / Legacies 44
⠀ Skills 12 Character Sheets 47
⠀ Knowledges 14 Index 59
⠀ Virtues 17 Copyright 63
Welcome to the World of Darkness!

W
hether you are a seasoned veteran of the
Storyteller System or this is your first foray Summaries
into the World of Darkness, welcome! I hope For those who are unfamiliar with some or all of the
you enjoy what I have put together here. supernatural types in World of Darkness (or if you just want a
Unlike Exalted, the different core books of refresher) and are wondering which one to play in a mixed
the World of Darkness were not designed to game, here is a brief summary of how each creature plays:
be used together. While they take place in the
same setting and are all based on the same core Storyteller Vampire
System, ultimately they were built as different games. But I
decided not to let that stop me! If Vampires and Demons and Vampires are undead creatures of the night who must drink
Werewolves and Wraiths all exist in the same world, they blood to survive. They are nocturnal and take damage from
should be able to all be part of the same adventure! To that sunlight. They can use the blood they drink to power magical
end, I put together this massive undertaking of making all the abilities called Disciplines, which include such things as
different Classic World of Darkness games play nice with supernatural strength and speed, shadow control,
each other. Note that I did not even attempt to make the necromancy, etc. There are many Elder vampires in a
different supernatural types balanced with each other; a hierarchy of several Clans which engage in petty (and some
Vampire is much more powerful than a Wraith and I did not not so petty) political squabbles, which you may or may not
even try to "correct" that. What I did was try to standardize get dragged into.
the core system and traits like Abilities and Virtues so that You may have any number of character motivations, but
two different creatures attempting identical actions will be your driving goal is simply to keep drinking blood regularly
making identical rolls. I also consolidated Merits and Flaws enough to survive.
and Backgrounds and Archetypes so that features that should
be available to everyone, are. Werewolf
While making your character, you should be primarily Werewolves are shapeshifters caught between the civilized
referring to your own supernatural type's core book. I have world of humans and the spiritual world of wolves. They have
not even included character creation instructions here as this five forms: a human form, a wolf form, a half-form combining
is not meant to supplant the core books, but to supplement human and wolf features, and two quarter-forms halfway in
them. It is only in the case of the core dice system, Abilities, between those. In general, werewolves are in complete
Virtues, Willpower, Merits and Flaws, Backgrounds, and control of their transformations, though they may take Flaws
Archetypes/Legacies that this document should be to change that. Werewolves can perform shamanistic magic
considered to overwrite the core books. by communing with spirits or tapping into the elements
through Rites and Gifts.
You may have any number of character motivations, but
your driving goal is to thwart the forces of the Weaver (logic
and technology), the Wyrm (darkness and corruption), and the
Wyld (chaos and lunacy) which threaten Mother Gaia.
Mage
Mages are humans with the ability to bend reality with the
power of belief. They are either Mystics who use arcane
sorcerous secrets to warp reality to their whims, or
Technomancers who use cybernetics and enlightened
hypertech to perform scientific wonders. Whether they
believe in the power of magitech or some more mystical
power, it is their belief in their Paradigm that powers their
abilities, while the power of Paradox pushes back against
them. They also use magical energy called Quintessence that
can be harvested from Places of Power.
You may have any number of character motivations, but
your driving goal is to gain more knowledge and power, either
to reinforce scientific consensus as a Technomancer or to
undermine it as a Mystic.
Wraith Demon
Wraiths are ghosts, spirits of dead humans trapped in the Demons are fallen angels, servants of the Almighty who
Shadowlands, caught between the world of the living, the served as His hands in the creation of the universe, who
afterlife, and oblivion. They are tied to the physical world by rebelled against Him and were imprisoned in Hell, until they
their Passions - the goals that drive them forward - and their escaped. Each demon is possessing the body of a recently
Fetters - the people, places, and objects that hold them back. dead human, with access to their mind and memories.
They have a dual nature, with their primary Psyche Demons power their abilities with Faith, which is gained by
controlled by their main player and their Shadow controlled getting humans to believe in and/or worship them. They can
by another player (or, optionally, the Storyteller). Wraiths take a terrifying and powerful Apocalyptic Form, which is
must constantly fight the impulses of their Shadow, which glorious or monstrous depending on their Torment rating; the
tries to pull them down into oblivion. Wraiths have ghostly lower their Torment, the more angelic and less demonic they
powers called Arcanoi which allow them to push into and are. High Torment grants access to greater monstrous
affect the world of the living. powers, but if it gets too high they are lost to the monster and
You may have any number of character motivations, but no longer playable as characters.
your driving goal is to keep your Shadow from dragging you Your motivations may be many and varied, from seeking
into oblivion, and to eventually reach the true afterlife. redemption for the rebellion, to starting your own religion, to
killing as many humans as you can.
Changeling
Changelings are faerie spirits inhabiting human bodies. Hunter
They are creatures of dreams, chaos, and imagination, and Hunters are ordinary humans imbued with the power to see
boredom and depression are their worst enemy. They use monsters, and to kill them. Some Hunters wish to redeem
Glamour, which is the stuff of human joy and creativity, to monsters, to save them from themselves and make them
weave powerful magicks over nature and the mind. They have human again, but most just want to fill them with bullets until
a human body, and they also have a faerie body called a "fae they don't get up again. Most of humanity sees Hunters as
mien" which exists superimposed over their human body, paranoid and insane - and to be fair, many of them are, even if
usually invisible but always present. their belief in monsters is not wrong - so they often have to
You may have any number of character motivations, but cut themselves off from their former lives - or else lead a
your driving goal is to inspire or ravage humans for Glamour double life - and hide their visions from the rest of the world.
and avoid Banality, which is the ultimate death for a faerie. Hunters use Conviction to power supernatural abilities called
Edges that give them the ability to fight monsters on equal or
Mummy greater footing. Hunters also stockpile weapons with the
Mummies are the undead spirits of ancient Egyptians bound Arsenal background, gaining access to guns and grenades
to the body of a deceased modern human. They go through and other police and military equipment to assist in their
an eternal cycle of death and rebirth, traversing the fight against the supernatural.
underworld between lives. They follow Osiris, fighting You may have any number of character motivations, but
against Apophis and his servants in an eternal struggle of your driving goal is to protect the world of humans from the
order versus destruction. world of monsters by any means necessary.
You may have any number of character motivations, but Mortal
your driving goal is to resist the forces of Apophis, and to
protect your body between death cycles by setting up a well- You're a normal human in a world of monsters. Good luck.
protected tomb.

2
World of Darkness Basic Rules
Dice and Rolling
World of Darkness is a d10 system, meaning it only uses ten-
sided dice. Each roll has a target number called the
difficulty, which is a number between 2 and 10, usually 6
(difficulties can never be higher than 10 or lower than 2).
When you roll, you roll a number of d10s, usually equal to an
Attribute plus an Ability. (In most cases, you automatically
fail any roll using a Trait you have zero dots in.) Each die that
rolls the difficulty or higher counts as a success. Each die
that rolls a 1 subtracts a success. One success is usually
sufficient to accomplish what you were trying to do with the
roll; additional successes mean you succeed better or faster
or harder. Some powers have specific effects when you roll
additional successes.
If your roll totals zero or fewer successes, the roll fails. If
none of your dice roll successes and at least one of your dice
rolled a 1, this is called a botch, and it means something
extra bad happens.
10s may be rerolled for additional successes. Subsequent
10s may continue to be rerolled until no 10s are rolled.
You may take a specialty in any Trait you have at least one
dot in (and some Abilities require you to take a specialty). Any
roll using that trait in the purview of its specialty is made at -1
difficulty. There is a tradeoff though: any roll made with that
trait outside the purview of its specialty is made at +1
difficulty. The Storyteller is the ultimate arbiter of whether a
specialty is narrow enough to be allowed. You may buy an
additional specialty for the same price as buying the next dot
in that Trait, up to twice that Trait's rating in total specialties.
In most cases, the active character rolls against a difficulty,
but sometimes when two opposing characters are both
considered active, instead they make a contested roll. In this
case both characters roll at difficulty 6, and the one who gets
more successes is the victor. "Tie goes to the defender" is a
good rule of thumb, though what that means in a given
situation is up to the Storyteller.

3
Willpower Damage
Willpower is measured in two ways, Permanent and Most people have seven health levels: Bruised, Hurt (-1),
Temporary. Permanent Willpower is a rating like Attributes Injured (-1), Wounded (-2), Mauled (-2), Crippled (-5), and
or Abilities that can be called for in a roll. Temporary Incapacitated. These health levels can be in one of four
Willpower, however, is a resource that can be spent. Many states: Unharmed, Bashing, Lethal, or Aggravated. Bashing
mind-affecting powers can be resisted by spending a point of damage comes from blunt weapons like rocks, fists,
Willpower, for example. Any time you are making a roll, you hammers, etc, and heals relatively easily. Lethal damage
may spend 1 Willpower to gain 1 automatic success on the comes from piercing weapons like swords, knives, guns, etc,
roll, or to channel a Virtue, adding its rating in dice to the and heals very slowly. Aggravated damage comes from
roll (assuming the Virtue is relevant to the attempted action). magic weapons like werewolf claws, vampire fangs, etc, and
You may only channel a Virtue a number of times per game usually cannot be healed by magic. If you take more health
session equal to that Virtue's rating (max 5). levels of damage than your Stamina rating in a single round,
If you wish to act against one of your Virtues, you must you are stunned for one round.
succeed on a Willpower roll with a difficulty of twice that Bashing damage is always marked on lower health levels
Virtue's rating. than Lethal, which is always marked on lower health levels
than Aggravated. Overflow of Bashing damage converts that
Combat many Bashing health levels to Lethal. Overflow of Lethal or
Aggravated damage kills you. You take a damage penalty to
At the beginning of combat, everyone rolls Wits + Alertness all actions based on the lowest health level marked. You may
difficulty 6, and turns progress in order from most successes spend a point of Willpower to ignore all damage penalties for
to least. In the case of a tie, roll off until nobody is tied. one round. Damage heals naturally according to the following
On your turn you may move up to your Dexterity + chart, but most characters have ways to heal damage much
Athletics yards and take one action. You may move before, more quickly with magic. Health levels are healed in order
after, or during your action, or any combination thereof. If you from lowest to highest.
wish, you may split your action into multiple actions up to
your Dexterity rating. Subtract a number of dice from your Bashing
first action’s dice pool equal to the number of actions you are Damage Lethal and Aggravated
Health Level ⠀ Healing Time ⠀ Damage Healing Time
taking, then subtract that many from each subsequent action
plus one for each additional action it is. For example, if you Bruised 1 hour 1 day
take three actions, the first will be at -3, the second at -4, and Hurt 1 hour 3 days
the third at -5.
An attack is a contested roll between the attacker's Injured 1 hour 1 week
Dexterity + Attack Ability (Brawl for unarmed, Melee for Wounded 1 hour 1 month
armed, Athletics for thrown, Firearms for other ranged) vs
the defender's Dexterity + Dodge if they are dodging, or Mauled 3 hours 2 months
Dexterity + Parry Ability if they are parrying. (Note that Crippled 6 hours 3 months
Lethal damage usually cannot be parried unarmed, and
ranged attacks usually cannot be parried at all.) If you hit, you Incapacitated 12 hours 5 months
add your threshold successes (attack successes minus
defense successes) plus your weapon damage (which usually
includes your Strength) to find your attack’s damage pool. Party
You then make a contested roll of your damage pool vs the Vampires call it a coterie, Changelings call it a motley,
defender's Stamina + Fortitude (this is called soak; Lethal Werewolves call it a pack. These words are interchangeable,
and Aggravated damage usually cannot be soaked, meaning meaning "the player characters and their allies who all travel
there is no contest against your damage pool). Your threshold and adventure together", regardless of supernatural type. For
successes on this roll are how many health levels of damage example, a Changeling power that affects her motley affects
your attack deals. everyone in the party, even if they are not Changelings.

4
Traits

T
raits in parentheses are old versions that were •••• Exceptional: You can run a marathon, and you’re in
folded into the new Trait; any time your game excellent health.
calls for the Trait in parentheses, use the listed ••••• Outstanding: You can survive week-long treks through
Trait instead. the desert without food or water and similar trials.
Abilities marked with an asterisk may be
rolled even with a rating of zero. Social
Charisma
Attributes Some people have that certain something that makes you like
Physical them right off while others tend to put people off or simply
creep them out. That quality is Charisma, the ability of
Strength attractiveness, charm and personal magnetism. Charismatic
Strength is a measure of pure muscle power and the brute characters tend to get along well with others and make
force a character can bring to bear. It affects how much the friends easily while those lacking in Charisma have an uphill
character can lift and carry, the damage done with melee battle getting people to like them. Charisma is used in
weapons or unarmed attacks, and breaking things, from conjunction with Abilities involving gaining someone’s trust
kicking down a door to snapping a mortal’s arm. The or cooperation.
character’s Strength is added to the damage dice pool in X Disabled: You rub everyone the wrong way and flub
hand-to-hand combat. It’s also used for various feats involving nearly every social situation.
pure physical strength. • Poor: There’s something about you that people don’t like.
X Disabled: You can lift 5 pounds. •• Average: You’re likeable enough and have a few friends.
• Poor: You can lift 40 lbs. ••• Good: People tend to trust you and come to you with
•• Average: You can lift 100 lbs. their concerns.
••• Good: You can lift 250 lbs. •••• Exceptional: People flock to you and everyone wants to
•••• Exceptional: You can lift 400 lbs. be your friend.
••••• Outstanding: You can lift 650 lbs. ••••• Outstanding: You could easily be an influential
political leader.
Dexterity
Dexterity is a character’s capacity for physical action. It Manipulation
covers such things as agility, speed, grace, hand-eye Manipulation describes the character’s ability for self-
coordination and general athletic ability. Dexterity is used for expression and using it to influence the feelings and opinions
most physical actions involving precision or control, ranging of others. Whereas Charisma is a more blunt Attribute,
from shooting a gun to dancing to lock-picking. relating to raw likability, Manipulation is more precise. It is
X Disabled: You stumble and have no fine motor control. the scalpel to Charisma's sledgehammer. Manipulation can
• Poor: You are clumsy. You drop things and trip a lot.
be trying to get your point across, choosing the right words
•• Average: You’re not a klutz, but you’re not graceful, either.
for a speech, or creating just the right artistic composition,
••• Good: You’ve got some grace or athletic ability.
for example. It can also be outright attempts to change
•••• Exceptional: You could become a professional athlete
someone’s opinion through oration, acting, or other tricks.
or dancer based largely on your natural talent. Manipulation can be dangerous, since people don’t
••••• Outstanding: You have a grace and precision that’s
generally like to feel manipulated. A failure on a Manipulation
poetry in motion. roll may earn a character the cold shoulder or a brush-off,
while a botch may earn the subject’s undying enmity. Of
Stamina course, good manipulators rarely let people know they’re
Stamina is a measure of a character’s overall physical being manipulated. It just seems like the character’s ideas are
condition, particularly health, endurance, and toughness. always reasonable and sound. People with high Manipulation
Stamina governs how long you can exert yourself and how scores are either well trusted (if they’re not known
much physical punishment you can endure, from pain to manipulators) or not trusted at all (if they are).
hunger and thirst. It determines your resistance to illness and X Disabled: You say the wrong thing at the wrong time.
• Poor: You rarely get your way, unless someone already
poison, your ability to overcome physical trauma, and a agrees with you.
measure of your determination and will to live.
•• Average: You can win arguments and get your friends to
X Disabled: You spend more than half your time bedridden do you favors sometimes.
with illness or injury.
••• Good: You tend to get your way most of the time.
• Poor: You get sick all the time and bruise easily.
•••• Exceptional: People do you tremendous favors, then
•• Average: You’re pretty healthy most of the time, and you
can take a couple of hits before you’re out. thank you for the privilege.
••••• Outstanding: “So I just sign here in blood, right?”
••• Good: You can climb stairs or run without getting out of
breath quickly, and you rarely get sick.

5
Appearance large body of knowledge. It’s also used for any intellectual
Appearance is a measure of a character’s beauty, grace, style, challenge such as figuring out a riddle, piecing together clues
and overall attractiveness. It’s more than just physical looks, of a mystery or doing complex math in your head. Intelligent
although they’re a part of it. It’s also how the character characters aren’t necessarily better at dealing with people
carries herself and the kind of first impression she makes. (that’s covered by the Social Attributes) or quicker on the
Where Charisma is a measure of how likeable a character is, uptake (which is handled by Wits).
Appearance affects the kind of impression she makes without Low Intelligence doesn’t necessarily mean stupidity. It
having to say a word. It’s the effect of a glance across a might just describe a character with a limited education or a
crowded room or the impact of a photograph (or other image simple thinker. Likewise, high Intelligence doesn’t mean the
of the character) on someone she’s never even met. same thing for all characters. It might be a tremendous
Appearance is used for situations where the character memory for one, brilliant analytical thinking for another.
must make an impression, either a first impression or a X Disabled: You have a serious intellectual disability, and
lasting impression, especially when actions and appearance required special education classes in school.
matter more than words. In social situations where first • Poor: You’re a little slow, or not too “ed-ja-ma-cated.”
impressions or appearances are important, a character’s •• Average: You’re no dummy, but you’re not brilliant, either.
other Social Attributes are limited to a rating no higher than ••• Good: You’re pretty smart and probably well educated.
her Appearance score. It’s hard to be likeable or convincing •••• Exceptional: You’re the brightest in your class, and
when people won’t even give you the time of day. most everyone knows it.
X Disabled: You are a hideous deformed monstrosity. ••••• Outstanding: Brilliant, a true genius.
• Poor: You’re nearly attraction-free. It may be your looks,
your habits, your attitude or all of the above. Wits
•• Average: You don’t particularly stand out in a crowd Wits describes how quickly a character thinks, covering
(which may be a good thing, sometimes). qualities such as cleverness, guile, reaction time, intuitive (as
••• Good: Strangers approach you fairly often, wanting to opposed to rational) thinking, and so forth. Intelligence
get to know you. describes how well a character thinks, but Wits describes
•••• Exceptional: You could be a model
how fast. A character with a high Wits rating is rarely caught
••••• Outstanding: You’re positively stunning. People react
off guard or surprised for very long. He’s able to react
to you with either slack-jawed awe or intense jealousy. immediately to a changing situation while a character with
low Wits plods along and works best with planning and
Mental contingencies. Wits are used in situations when characters
have to think and react quickly. They also influence things
Perception like keeping cool in a difficult situation and reacting with
Perception measures a character’s ability to notice the world grace under pressure. High Wits characters are difficult to
around him and to pick up on small details and nuances. It is fool or manipulate, while those with low Wits are easy marks.
often intuitive and unconscious, although characters can X Disabled: It takes you several minutes to wrap your head
focus their perception when studying something intently or around even the most basic concepts.
searching an area. Perception also influences how much the • Poor: You hesitate and have difficulty making even simple
character pays attention to his surroundings. The absent- decisions.
minded intellectual may be quite intelligent, but not very •• Average: Pretty quick on the uptake, but surprises tend
perceptive. Likewise the jaded wit may be very clever, but to overwhelm you.
tends not to notice things. Perception is used for most rolls ••• Good: You can keep your head while everyone around
involving a character’s senses. This includes noticing details, you is losing theirs (perhaps literally).
detecting (and avoiding) traps and ambushes, picking up on •••• Exceptional: You’re never lacking for a clever comeback
subtle clues or hints, finding things and spotting other or a plan of action.
characters trying to hide. ••••• Outstanding: You react at the speed of thought, before
X Disabled: You spend hours on those "find the difference" most people even realize what’s happening.
puzzles and still make no progress.
• Poor: Oblivious. You say “huh?” a lot. You might be self- Willpower
absorbed, lost in thought or otherwise distracted all the time. Willpower measures your character’s determination and self-
•• Average: You pick up on all but the really subtle things.
••• Good: You tend to pick up on little details others miss.
confidence. Willpower is rated on a scale of 1-10 and has
•••• Exceptional: Very little escapes your notice.
both a permanent and a temporary rating. The permanent
Willpower rating is used whenever a Willpower roll is called
••••• Outstanding: Your observational skills could make you for. You use the full rating, regardless of how many temporary
a brilliant detective (or spy). points you have. Temporary Willpower points can be “spent”
Intelligence for various effects, mostly representing sheer determination
Intelligence measures reasoning ability and knowledge, the overcoming obstacles in the character’s path. Characters
character’s memory, problem solving and analytical faculties. with no temporary Willpower left are exhausted, physically,
It also includes elements of critical thinking, creativity and mentally and emotionally. They’ve used up their reserves of
the ability to learn new information. Intelligence is used for determination and tend to be listless and unmotivated.
many scholarly or learned skills, particularly ones involving a They’re also more likely to give in to circumstances rather
than struggling against them. Characters can regain
6
⠀Willpower in various ways, but it isn’t easy, so players •• Practiced: You can hold your own in a fight against most
should spend Willpower carefully. people.
• Spineless ••• Competent: You’ve fought regularly for some time (and
•• Weak you usually win).
••• Unassertive •••• Expert: You could be a professional fighter, even a title-
•••• Diffident winner.
••••• Certain ••••• Master: Welcome to fight club. You’re in charge.
••••• • Confident
••••• •• Determined Dodge*
••••• ••• Controlled Dodge represents your ability to get out of harm's way.
••••• •••• Iron-Willed Coupled with Dexterity, it measures how hard you are to hit.
••••• ••••• Unshakable X Untrained: By the time you're moving out of the way
you've already been hit.
• Novice: You operate mostly on reflex.
Abilities •• Practiced: You’ve gotten some training (or taken enough
Talents hits) that you usually know when to duck.
••• Competent: You slip past many attacks with ease and
Alertness* grace.
Alertness is the knack for noticing what’s going on around •••• Expert: When the attack arrives, you’re usually not
you. It’s typically paired with Perception and complements it. there.
Alertness allows you to take everything in, and Perception ••••• Master: You twist and turn to dodge bullets as they’re
lets you pick up on the important details. coming at you.
X Untrained: You need to have most things pointed out to
you in order to notice them. Empathy*
• Novice: You pay a little more attention than most. Empathy is the knack for reading other people’s moods and
•• Practiced: You don’t miss much. emotions. For some it’s a matter of body language and other
••• Competent: You’ve always got at least some idea of non-verbal cues; for others it’s an almost supernatural sense
what’s going on. of what other people are feeling. Empathy also includes
•••• Expert: Very little catches you by surprise. understanding how other people feel, whether you
••••• Master: You’re aware of everything around you, even
sympathize with them or not. It’s useful for knowing when
things most people never notice. people are pretending to feel something they’re not, covering
up their true feelings or lying, although it’s an inexact science,
Athletics* at best. The more time you spend interacting with someone
Athletics encompasses all basic talent and training in athletic and the better you know them, the easier it is to pick up on
activities such as running, jumping, swimming, throwing, how they feel.
tumbling and so forth, as well as various sports. It doesn’t X Untrained: You may be on the autism spectrum, or maybe
cover weight-lifting (which is based solely on Strength) or you just don't care enough.
athletic activities specifically covered by another skill (like • Novice: You sometimes pick up on non-verbal cues or get
Dodge or Melee). “vibes” from people.
X Untrained: You are out of shape. •• Practiced: You’re a good listener, adept at getting people
• Novice: Basic talent or training. to open up to you.
•• Practiced: High-school athlete. ••• Competent: It’s difficult to hide anything from you — you
••• Competent: You could be a professional athlete. always find out sooner or later.
•••• Expert: Top-ranked in your sport.
••••• Master: You could compete in the Olympics.

Brawl* (Martial Arts)


Brawl covers a character’s prowess in unarmed combat,
ranging from brutal street fighting to complex martial arts
and everything in between. It also includes fighting with tooth
and claw (and any other sort of appendage). It handles
knowing how to hit and how to do the most damage, along
with how to defend yourself.
The character may have picked up the ability through
training, hard experience, or a combination of the two, and
characters with high ratings in Brawl are often familiar with
multiple styles and techniques of combat.
X Untrained: You could maybe slap someone in the face or
step on their foot.
• Novice: You know how to throw a punch without hurting
yourself and the common effective places to hit the body.
7
•••• Expert: Nobody plays poker with you — you’re just too ••• Competent: You can end fights with a look or a word
good at reading people’s expressions. before they even start.
••••• Master: People are like open books to you — their true •••• Expert: People defer to you without you even trying.
feelings written in every nuance and expression. ••••• Master: You can cow someone with just a glance.

Expression* (Seduction, Persuasion) Intuition


Words have a power all their own, and Expression covers the Some call it a “gut feeling” while others say it’s subconscious
use of words to get a point across, evoke a particular feeling, logic, the ability to leap to the right conclusion without
or provide a convincing argument. It includes all forms of actually thinking it through — a matter of pure intuition.
expression through language, from poetry to speech writing Intuition is the ability to choose between two (or more)
to creative writing (with the exception of deception, which is options with a better chance of picking the right one. It
covered by Subterfuge). Characters can use it to compose represents that gut instinct for making the right decision at
written works or to put the right words together at the spur of the right time. It’s the ability to roll when a character makes a
the moment to deliver a rousing speech or a memorable decision largely at random, like whether to cut the red, green
toast. Used well, Expression can sway others’ opinions, even or blue wire as the timer counts down to zero, or picking the
hold an audience enthralled. right way out of a maze while running away from something.
X Untrained: You have trouble putting thoughts into words. Players can call for an Intuition roll when they get stuck or
• Novice: You’ve got a basic grasp of sentence structure and need to make a decision quickly. Storytellers can roll
proper word usage. Intuition for the characters in order to give them clues or help
•• Practiced: You have a broad vocabulary and use it well. move the story along.
••• Competent: You always choose your words carefully for X Untrained: Your gut instincts are always wrong, or silent.
the best possible effect. • Novice: You’ve got a knack for making the right choice.
•••• Expert: You could be a best-selling author or a high- •• Practiced: You’ve learned to listen to and trust your
placed speechwriter. instincts.
••••• Master: You can create works that touch millions of ••• Competent: When you have a “bad feeling” about
hearts and minds. something, everyone listens.
•••• Expert: You could make a killing in the stock market.
Fortitude* ••••• Master: You’ve always managed to make the right
Fortitude allows one to combat the effects of disease, poison, choice at the last minute… so far.
fatigue, sleep deprivation, pain, extreme temperatures, and
other harsh or potentially damaging conditions. Characters Kenning (Awareness)
with this Talent can march carrying heavy loads and swim in As Alertness measures awareness of the natural world,
ice-cold water. Kenning measures a character’s ability to sense the
X Untrained: You find yourself out of breath after jogging supernatural world. It’s a kind of “sixth sense,” the ability to
100 yards. look beyond the mundane façade of everyday life in the World
• Novice: You can keep your head after a night of heavy of Darkness to see what’s lurking beneath the surface.
drinking. Generally, only supernatural beings such as the fallen, mages,
•• Practiced: You recover quickly from most infections. spirits and such have Kenning, although there are a rare few
••• Competent: You can sleep outside in the cold and be mortals capable of it as well.
fine in the morning. Characters with Kenning get hints, hunches, and flashes of
•••• Expert: You can run a marathon. insight regarding the supernatural (how much insight
••••• Master: You can function normally after a week depends on their Kenning rating and how many successes
without sleep. the player rolls). For example, they may be able to pick a
supernatural creature such as a vampire or demon out of a
Intimidation crowd or sense the use of supernatural powers. Kenning
Fear is a powerful weapon, and an excellent way of provides only raw information, a sense for the supernatural.
motivating people. Intimidation covers all the myriad ways to Characters require more specific tutelage (in the form of the
motivate someone through fear and overpowering force of Occult Knowledge) to understand what it is they sense.
personality. It may be as overt as a physical threat (backed up Characters can use Kenning to “scan” for anything
by a show of force) or as subtle as wearing a power-tie and supernatural in their vicinity. The Storyteller may also make
sitting someone so they have to look up at you and secret Kenning rolls to see if characters sense the presence
acknowledge that you’re in the superior position. It can be of an unknown supernatural force or being nearby.
used to get other people to cooperate (even against their X Untrained: You don't sense the supernatural any more
better judgment), back down from a confrontation or reveal than a normal mortal does.
information. • Novice: You pick up strange vibes from certain places and
X Untrained: Nobody is scared of you. people sometimes.
• Novice: You know how to make people back down if you •• Practiced: You know the supernatural when you see it or
push hard enough. come in close contact with it.
•• Practiced: You can stare most people down without too ••• Competent: You can sense the flow of hidden forces
much trouble. through the world, peering behind the veil of mundane life.

8
•••• Expert: You pick up on subtle and hidden supernatural Streetwise
forces all around you. The streets have a culture all their own, a culture you’re
••••• Master: You can sense a supernatural influence versed in. This Talent allows a character to fit into the street
anywhere nearby, and you sometimes pick up on more distant scene, gather information, make contacts, buy and sell on the
forces, if they’re strong enough. black market and otherwise make use of the street’s unique
resources. It’s also important for navigating the dangers of
Leadership the streets, avoiding the law and staying on the right side of
It takes a special quality to get a group of people organized the wrong people.
and focused on a particular task: it takes Leadership. X Untrained: You have never seen the inside of a back alley.
Leadership relates to both the ability to organize and direct • Novice: You’re known, and you can sometimes get what
people and the quality that makes people want to follow your you’re looking for.
lead, even look to you for guidance. Leadership doesn’t •• Practiced: You’ve got a reputation and some connections.
necessarily make you good at solving problems, but it does ••• Competent: You have the respect of the right people.
make you good at organizing people to tackle them. It also •••• Expert: You’re a fixture of the street scene.
doesn’t mean that you’ll make the right decisions, only that ••••• Master: You know everything happening on the
others will follow you. streets, sometimes before it happens.
X Untrained: Nobody listens to your directions.
• Novice: You can get a group of friends or associates Subterfuge*
organized to handle a task. Subterfuge is the art of deception. Characters with this
•• Practiced: People look to you for guidance and direction. Talent know how to conceal their true feelings and act in a
••• Competent: You can take charge in most situations and completely different manner. They’re also good at noticing
even get strangers working together in a short period of time. when others do the same thing. Subterfuge is used when
•••• Expert: Your followers like and admire you, and you telling a convincing lie, hiding one’s emotions or reactions, or
know just how to motivate them. trying to pick up on the same from others. It’s most often
••••• Master: You could successfully lead a nation or used to manipulate other people, but characters also learn it
multinational corporation. in order to avoid being manipulated. Those with a talent for
Subterfuge usually find themselves involved in intrigue and
manipulation, one way or another.
X Untrained: You don't bother lying because you are
terrible at it.
• Novice: You can get away with the occasional lie.
•• Practiced: You’ve got decent poker face, and you know
how to bluff.
••• Competent: You can keep track of complex lies and hide
your feelings easily.
•••• Expert: You can pull off complex con games with style
and panache.
••••• Master: No one would ever suspect you; everyone
trusts you implicitly.
Optional Talent:
Primal-Urge:
Rare outside of werewolves, this is a sort of animal instinct,
tapping into the more primitive parts of the brain to relate to
the world on a more primal level.
X Untrained: You are civilized and fully domesticated.
• Novice: Merely a pup. The urge is there, but unhoned.
•• Practiced: Your instincts often put you on the safest path
through danger.
••• Competent: You feel at ease in any form because you
understand the Wyld in your soul.
•••• Expert: The wolf within guides you to react quickly,
without rational thought.
••••• Master: Only powerful leaders among the werewolves
who are closely attuned with Gaia and the Wyld have this
depth of understanding.

9
Skills Drive*
Animal Ken
While most characters can drive a car, the Drive Skill covers
driving various types of motor vehicles under difficult
This Skill deals with animals of all kinds, from understanding conditions. More skilled drivers know how to drive a diverse
the behavior of wild animals to taming and training animals range of vehicles and can perform stunts and dangerous
to perform tricks. It also allows characters to communicate maneuvers. They also know how to do things such as give
with animals to a degree, or at least know what they want chase or lose a tail, and they understand the limits of their
and get the animals to do as they’re told. Some animals can vehicle (often by exceeding them more than once).
sense the presence of the supernatural and react adversely to X Untrained: You passed your driving test, but you get in a
it. Others are attracted to it. lot of accidents.
X Untrained: You don't like animals and they don't like you. • Novice: You can handle a vehicle under tricky conditions.
• Novice: You know some basic animal lore and could train
•• Practiced: You can navigate through heavy traffic or
your dog yourself. multiple obstacles.
•• Practiced: You can train other people’s pets for them, and
••• Competent: You could be a professional chauffeur.
you’ve dealt with a number of different animals. •••• Expert: You could be a professional stunt or race driver.
••• Competent: You can train animals for a living.
••••• Master: There’s no vehicle or stunt you can’t handle.
•••• Expert: You can handle and train exotic and difficult
animals such as lions and tigers. Etiquette
••••• Master: You are one with the beasts. Society has certain standards of behavior, although they vary
Crafts* (Art)
from one situation to another. Etiquette provides guidance
when it comes to proper behavior in various social situations.
From cooking to carpentry to sculpting, Crafts covers any It allows characters to fit in gracefully, act properly, earn
sort of work with your hands. Characters can build, create respect and deal with other people diplomatically. Etiquette
and even make functional things or works of art using this generally refers to the mores and manners of “proper”
Skill. The Storyteller sets the difficulty and time required for society, whereas Streetwise handles “street” or “lower class”
individual creative tasks; anywhere from a few minutes to environments. Characters are often specialized in the
days or more of work. You must choose a Specialty if you put etiquette of a particular culture or setting.
a dot in this Skill. X Untrained: You burp and swear and use the wrong fork.
X Untrained: You could maybe draw a stick figure. • Novice: You can fit in and avoid any serious social gaffes.
• Novice: You can do simple projects on your own.
•• Practiced: You know the lingo and rules well enough to
•• Practiced: You understand many of the subtleties of your look like you belong.
craft. ••• Competent: You impress people with your grace and
••• Competent: You can earn a decent living at your craft.
tact. You’re an excellent host and guest.
•••• Expert: People are consistently impressed with your
•••• Expert: The soul of tact, you could be a professional
work. diplomat.
••••• Master: You’re a true master of your craft, and
••••• Master: You can handle nearly any social situation
probably recognized as such. with aplomb while making it look easy.
Demolitions Firearms
While almost anyone can make things explode, it takes skill Sometimes the simplest way of handling a problem is by
to make them explode in the right way and at the right time. putting a bullet through it. That’s when this Skill comes in
This is the Skill of making, setting and defusing various types handy. It covers recognizing, using and maintaining all types
of explosives. It also covers knowing where to place of firearms, from pistols to assault rifles and machine guns,
explosives for maximum effect, how to acquire explosive although it doesn’t cover heavy weapons such as bazookas or
materials and even how to make them from scratch. Of rocket launchers. Characters can roll Perception + Firearms
course, getting explosives legally requires licenses and such, to recognize a particular type of gun and Wits + Firearms to
which may be an issue, considering what characters often unjam a gun in combat. Usually the roll is Dexterity +
use them for. Firearms to fire a gun and hit a target.
X Untrained: You're more likely to blow yourself up than X Untrained: You have never held a gun before.
anything else. • Novice: You’ve fired a gun a few times and know what to
• Novice: You can make effective Molotov cocktails and expect.
other simple homemade explosives. •• Practiced: You visit the firing range on a semiregular
•• Practiced: You can set an explosive device or build a pipe basis and practice with different types of weapons.
bomb. ••• Competent: You’ve used a gun in a firefight more than
••• Competent: You can wire up a car bomb or similar once. You can field strip and clean your weapon without
explosive booby trap. consulting the manual.
•••• Expert: You can handle pretty much any type of
•••• Expert: You regularly get top scores in marksmanship,
explosive. and you can handle almost any sort of firearm.
••••• Master: You can set up a complex implosion of a
••••• Master: You can field strip your gun in the dark or
massive building so it falls in just the right way. blindfolded, and you hit whatever you aim at.

10
Larceny (Security) Performance
Larceny is experience with the tools and techniques of This Skill includes all the performing arts, such as acting,
criminal activity — picking pockets, breaking locks, forgery, dancing, singing and playing a musical instrument.
basic hot-wiring, safe cracking, and even some sleight of Characters use this Skill to give a successful and convincing
hand. Larceny also covers evading or improving security performance. Combined with Expression, characters can
measures. The inner workings of advanced systems such as create their own works and evoke particular feelings in their
video surveillance and alarm systems fall under Technology. audience. They can express a particular emotion and make it
X Untrained: Locked doors might as well be walls to you. believable (important for actors). You must choose a Specialty
• Novice: You can overcome a simple lock. if you put a dot in this Skill.
•• Practiced: You can make money off of card tricks in a X Untrained: You are tone deaf and have no sense of
back alley. rhythm.
••• Competent: Locked cars are no obstacle. • Novice: You’re a talented amateur.
•••• Expert: Your counterfeit bills could even fool the •• Practiced: You’re comfortable and capable in front of an
treasury. audience.
••••• Master: Opening a vault underwater while manacled ••• Competent: You impress audiences with your
and surrounded by sharks? Child’s play. performance.
•••• Expert: You dazzle audiences with your performance.
Meditation* ••••• Master: You play to packed houses and regularly get
Ground, center, breathe, and relax. This Skill helps you standing ovations.
sweep aside the clutter of everyday existence and find a spot
within yourself that offers calm. Depending on your preferred Stealth*
style, your background, and the purpose for which you Stealth allows characters to sneak and hide, whether moving
practice meditation, this could involve simple quiet time, or standing still. Generally players roll Dexterity + Stealth
elaborate postures and breath control, religious devotion, and against an opponent’s Perception + Alertness to escape
even ecstatic dance or prayer. This skill is also used to notice. Storytellers might wish to make Stealth rolls secretly,
concentrate and maintain focus while tuning out distractions. since characters usually have no way of knowing they’ve been
X Untrained: You have racing thoughts and are easily noticed until it’s too late.
distracted. X Untrained: You could maybe hide behind a brick wall.
• Novice: You can ground and center for a short time. • Novice: You can hide behind large enough objects or in
•• Practiced: Regular practice has deepened and extended dark enough areas.
your abilities. •• Practiced: You can disappear into a crowd and follow
••• Competent: Even under distracting conditions, you someone without being spotted right off.
know how to find your center. ••• Competent: People tell you to stop sneaking up on
•••• Expert: “Use the Force, Luke…” them.
••••• Master: An island of calm is yours whenever you want •••• Expert: You can sneak across an open courtyard or
or need it. along a gravel path without being noticed.
••••• Master: You’re like a ninja, practically invisible when
Melee you want to be.
Fighting with a weapon in hand is almost a lost art, but
characters with this Skill are acquainted with a variety of Survival
melee weapons, from simple clubs to knives, swords, and The world can be a harsh place. It takes skill to survive
even exotic weapons like axes or maces. Any weapon that is without the comforts of modern life. Survival covers making
wielded in close combat falls under this Skill. Thrown it in the wilderness (even the wilderness of the urban jungle)
weapons are covered by Athletics. A character trained in with only simple tools and resources. The more skilled
Melee also knows about various kinds of weapons and characters are, the fewer resources they need in order to
combat techniques. survive. They can live off the land, avoid the dangers of the
X Untrained: You could use a knife to chop vegetables but environment, find shelter and so forth. Characters must
that's about it. choose a specialty for the environment they know best.
• Novice: You’ve learned the right way to hold a weapon, X Untrained: "Just a city boy, born and raised in South
maybe taken some lessons or been in a medieval recreation Detroit..."
society. • Novice: You’ve been camping a few times.
•• Practiced: You’ve wielded weapons in a few fights. •• Practiced: You’ve been camping a lot of times and taken
••• Competent: Not only have you been in armed fights, a survival course or two.
you’ve generally won them. ••• Competent: You can care for a small group of people
•••• Expert: You could compete in bouts or teach most and keep them alive.
fighters a few tricks. •••• Expert: You can live off the land pretty much
••••• Master: You have a skill usually seen only in movie indefinitely.
action scenes. ••••• Master: You are one with your environment.

11
Technology: Knowledges
This Skill covers understanding, operating, repairing, and
even building or upgrading electronic devices. Purely Academics
mechanical devices fall under the Crafts Skill, while This Knowledge is education in the “liberal arts,” including
computer hardware and software falls under the Computers history, literature, philosophy, sociology and psychology. It
Knowledge. Characters without this Skill may know how to also tends to cover the character’s general level of formal
operate various common devices, but they don’t necessarily education and experience with the academic world. Most
know how they work or how to fix them. Academics rolls are Intelligence + Academics to recall some
X Untrained: If something breaks, you throw it away or call particular fact, although you may use Charisma + Academics
a repairman. to favorably impress someone in academia or Manipulation +
• Novice: You can re-wire a lamp and do some common Academics to deal with the ins and outs of university
household repairs. bureaucracy. The difficulty of the roll is usually based on the
•• Practiced: You can do some basic electrical work or build
obscurity of the knowledge you’re trying to recall, from 4 (for
a crystal radio set. fairly routine things) to 8 (for obscure information). You must
••• Competent: You’re a skilled electrical engineer (with or
choose a Specialty if you put a third dot in this Knowledge.
without the college degree), able to design and build various X Untrained: Dropout (or still in High School)
devices. • Dabbler: High School Diploma
•••• Expert: You can alter and upgrade existing electronic •• Student: Some college
equipment. ••• Scholar: Bachelor's Degree
••••• Master: You’re ahead of your time when it comes to •••• Professor: Master's Degree
designing and building new technology. ••••• Master: Doctorate

Optional Skill: Computers


Operating and programming computers falls under this
Archery Knowledge. It ranges from using computers for routine
Operating a crossbow is similar enough to operating a rifle operations to in-depth knowledge of hardware and software
that you can use your Firearms skill for that, but operating an sufficient to be a computer programmer or engineer. A great
actual bow-and-arrow is a different matter entirely. If your many people have at least a dot of Computer, but many other
chronicle takes place before the invention of firearms, replace people don’t, and the supernatural sometimes overlook how
the Firearms skill in its entirety with this Archery skill. useful these artifacts of the modern world can be.
Otherwise use this skill for everything from wooden bows to X Untrained: You've tried "the Google" but didn't
carbon fiber compound bows. understand it.
X Untrained: You have never held a bow before. • Dabbler: You can operate a computer and use basic
• Novice: You’ve fired a bow and arrow a few times and software for email and word-processing.
know what to expect. •• Student: You can do complex data-entry and analysis and
•• Practiced: You visit the archery range on a semiregular write simple programs.
basis and probably use a bow regularly to go hunting. ••• Scholar: You can design your own programs that are as
••• Competent: You’ve used a bow and arrow in combat good as commercial ones. Sometimes better.
more than once. You know how to care for and even repair a •••• Professor: You can design your own hardware and
bow in the field. software, even create some innovations. You also know how
•••• Expert: You are Robin Hood. to crack most secure systems and get information from them.
••••• Master: You are Legolas. ••••• Master: Truly elite, you know everything worth
knowing about computers. Few systems are safe from you.
Cosmology
This trait reflects a working knowledge of the puzzling
Otherworlds beyond the Earthly plane. With it, you stand a
decent chance of finding your way around out there without
getting yourself killed. (Without it, you’re seriously screwed.)
The specific way in which you view the Otherworlds will
depend a lot on what you expect to see there; this Knowledge
simply gives you the tools to navigate paths, spot hazards,
deal with entities, and recognize opportunities or threats
when you run across them. Rolls for stepping into other
worlds (such as Occult for Werewolves or Awareness for
Demons) use Cosmology instead.
X Untrained: Other worlds? What other worlds?
• Dabbler: Student of the mysteries.
•• Student: Occasional voyager.
••• Scholar: Experienced traveler.

12
•••• Professor: Seasoned explorer. languages the character understands with the approval of the
••••• Master: World-walker. Storyteller. One language point makes you conversationally
fluent in a language, a second language point allows you to
Enigmas pass as a native speaker.
You can wrap your head around concepts that give other Usually this Knowledge is only used for gaining languages
people headaches. Puzzles, riddles, artistic themes, uncanny and its rating cannot be used in a roll, but if you designate
entities, arcane secrets, bizarre methods of communication – one of your language points toward "Language Study", then
you might not understand the specifics just yet, but you can your rating represents an understanding of the science of
hash out enough comprehension to get by. Especially in a languages — their construction, design and internal logic —
mage’s world, many things transcend rational explanation… and may be used in relevant rolls. You always have a
and that realm of strangeness is where the Enigmas Specialty in your native language.
Knowledge takes you. Whether you need to make jumps of If you are a Werewolf, your native tongue depends on your
logic, wade into metaphysical currents, spot clues in apparent Breed. Lupus werewolves have Wolfspeak as their native
chaos, or figure out what’s being said waaaaaaaay between tongue and start knowing one other language at the
the lines (or totally outside them), this Trait is essential. conversational level. Homid werewolves have one native
X Untrained: "Huh?" language and start knowing Wolfspeak at the conversational
• Dabbler: Puzzles intrigue you. level. Metis werewolves start with both Wolfspeak and one
•• Student: Zen koans do not piss you off. other language as native languages.
••• Scholar: “You were not put here to ‘Get it,’ Mr. Burton.” X Untrained: You only know your starting language (or
•••• Professor: You clap with one hand inside Schrödinger’s languages, for werewolves).
box. • Dabbler: One language point.
••••• Master: You are an enigma. •• Student: Two language points.
••• Scholar: Four language points.
Finance •••• Professor: Eight language points.
Finance covers handling and making money, from accounting ••••• Master: Sixteen language points.
and keeping books to evaluating an item’s worth and playing ••••• • Prodigy: You can speak and read any mundane
the stock market. It can be used to make money legitimately language, and pass as a native speaker in 16 languages plus
or for things like insider trading and other scams. In addition your native tongue. You are considered to have spent a point
to providing a comfortable level of wealth, Finance is useful on Language Study. (This rating is only possible with the
in navigating money trails and similar affairs. Prodigious Linguistics Merit.)
X Untrained: You often find your accounts overdrawn by
accident. Medicine
• Dabbler: Some basic experience in bookkeeping and This trait represents an understanding of the workings of
finance. mortal clay, specifically the human body and how to treat it. It
•• Student: A degree in accounting or finance backed by represents knowledge of anatomy, physiology and basic
some experience. medical techniques and treatment at low levels. At higher
••• Scholar: An MBA degree or the equivalent. ranks it includes diagnosis, treatment of disease and surgery,
•••• Professor: You could run a major corporation and make all the skills of a physician (whether or not the character has
it more profitable. the license to be an actual doctor). Characters with this trait
••••• Master: You can make a fortune on the stock market. can treat the injuries and maladies or others. If they wish,
they can also use their knowledge of the human body to
Investigation* cause damage.
You’re trained to look for clues and piece together evidence to X Untrained: You can treat a headache with aspirin but
solve mysteries, from investigating a crime to discovering that's about it.
secret or hidden goings-on. Where Research is used for • Dabbler: Basic first-aid and CPR training and
finding written or recorded information in books or the understanding of anatomy.
internet, Investigation is used for finding clues in the field, •• Student: Pre-med student or trained paramedic.
putting them together, and tracking down leads. ••• Scholar: You could be a licensed general practitioner.
X Untrained: You could probably follow an Encyclopedia •••• Professor: Surgeon or skilled medical specialist.
Brown book. ••••• Master: Renowned for your skill and knowledge in the
• Dabbler: Amateur armchair detective. field.
•• Student: Police officer.
••• Scholar: Detective. Occult (Gremayre, Esoterica)
•••• Professor: Federal agent, professional profiler. There is a great deal of lore in the world about the occult, the
••••• Master: Sherlock Holmes. There’s no mystery you mysterious, the mythic and the legendary. In the World of
can’t solve. Darkness, some of it is true, but most of it is not. A character
with knowledge of the occult not only knows the theories,
Linguistics myths and legends but also has the ability to discern fact
All characters are assumed to speak, read and write in their from falsehood.
native language. Dots in Linguistics allow a character to X Untrained: You are new to the world of the supernatural,
speak additional languages. The player chooses which or don't believe it is real.

13
• Dabbler: You’ve read some books and picked up the Science
basics. This Ability represents an understanding of the physical
•• Student: You’ve read a lot of books and started to pick sciences: biology, chemistry, physics, and so forth. The
out the obvious falsehoods. Storyteller sets the difficulty for coming up with a particular
••• Scholar: You know all the major occult lore and a scientific fact or solving a scientific mystery according to the
number of obscure facts, although not all of it is true. complexity of the task. Science is largely theoretical
•••• Professor: You can separate truth from falsehood, and knowledge, Crafts and Technology cover its practical
you know most of what there is to know. applications.
••••• Master: You’re privy to secrets that few others are X Untrained: You flunked chemistry and never took
aware of. physics.
• Dabbler: You did well in high school science class.
Politics (Law, Bureaucracy) •• Student: You have a broad general view of the sciences
This measures your knowledge of government, the legal and a little practical experience.
system, and all forms of political bureaucracy. You know the ••• Scholar: You’ve done your own research and
letter of the law, who wrote it, and how to exploit it. experiments, probably even had a paper or two published.
X Untrained: You think the President is in charge of •••• Professor: You’re a skilled researcher with deep
everything. understanding of the sciences.
• Dabbler: Part-time political activist. ••••• Master: Your research and theories are renowned and
•• Student: Political science major or pre-law graduate. respected.
••• Scholar: Political commentator or licensed lawyer.
•••• Professor: You could hold a national political office. Optional Knowledge:
••••• Master: You could move through the highest political
circles in the world. Rituals
There’s both an art and a science to a good rite. You’ve
Religion studied not only the techniques and trappings of ritual
Religion covers theology and comparative religious studies practices but also the symbolic, psychological, and
along with knowledge of major religions and (with increasing metaphysical principles behind the big show. In general, this
rank) knowledge of lesser-known ones as well. Characters Knowledge reflects a familiarity not only with the rituals of
often take a specialty in a particular religion. your chosen practice, but also with the art of staging rituals in
X Untrained: You've never opened a holy book in your life. general. Most characters will have a specialty in a specific
• Dabbler: You’ve taken a course or two in comparative culture or paradigm.
religion. X You've been to weddings and funerals but weren't paying
•• Student: Divinity student. attention.
••• Scholar: You could be a member of the clergy • Novice: You could plan a wedding, call the corners, or
•••• Professor: You debate religious ideas and principles recite the Stations of the Cross.
with experts, and impress them. •• Practiced: Your parties and rites earn respect from your
••••• Master: You could create your own religion. community.
••• Skillful: Beyond your familiarity with specific rituals,
Research* you’ve begun learning about other practices as well.
For most questions, the answer is out there, if only you know •••• Expert: An acclaimed priest or priestess, you’ve got a
where to look. Research is the skill of knowing where to look knack for powerful ceremonies and a broad understanding of
for information, gathering it efficiently and organizing it so specific ritual techniques.
other people can absorb it without too much trouble. With ••••• Master: You’ve mastered not only the rites of your
this Ability, you know the best places to start looking for culture but many ritual practices of other cultures too. So
particular information and the best ways to go about it. potent is your knowledge that you could make atheists into
Research differs from Academics in that it involves looking believers.
for information, while Academics involves knowing
information, and Research tends to turn up more detailed
information than someone can recall from memory.
X Untrained: You've never set foot in a library before.
• Dabbler: You know how to use the card catalog in the
library and your favorite search engines on the Internet.
•• Student: You actually know what the Dewey Decimal
numbers mean and how to find things without a card catalog
or search engine.
••• Scholar: You’re familiar with the best resources of
particular subjects of interest to you.
•••• Professor: It’s not a matter of if you will find the
information, just a matter of how long it will take.
••••• Master: You have tremendous information at your
fingertips, and more only a phone call or email away.
14
Virtues Valor (Courage, Zeal)
All characters get 5 dots to distribute among Virtues at Valor measures a character’s courage and resolve when
Character Creation, and start with a free dot in each Virtue. facing danger. Valor makes it easier to stand strong in the
Virtue dots cost 2 Freebie Points each, and raising a Virtue face of fear, and harder to back down from a fight. High Valor
costs 3 x its current rating in EXP. To act against a Virtue, can be dangerous in a world where your enemies are often
you must succeed on a Willpower roll with a difficulty of much stronger than you are.
twice that Virtue's rating. Vampires start with Permanent X Disabled: Sniveling coward.
• Poor: You flee from almost any fight.
Willpower equal to the sum of their Valor and Conviction, •• Average: You can face some adversity but run from
rather than just their Courage. anyone stronger than you.
Compassion (Conscience, Mercy) ••• Good: You can confront a superior opponent without
Compassion measures a character’s caring for others—how flinching.
moved he is by injustice and suffering. Compassion makes it •••• Exceptional: You can stand firm against your deepest
easier to care for and help other people, and harder to endure fears.
others' suffering. Having a high Compassion can be quite ••••• Outstanding: You can face an entire army without
painful in a world of monsters. breaking a sweat.
X Disabled: Sociopath.
• Poor: Heart of flint.
If using base Hunter the Reckoning rules, make the
•• Average: You care about your family and closest friends.
following changes. Alternatively, use my Hunter the
••• Good: You regularly come to the aid of those in need. Reckoning Revised rules which are designed to be
•••• Exceptional: You never attack first and always accept used with these Mixed Game rules without special
surrender. alterations.
••••• Outstanding: You don't hesitate to aid your enemies if
they are in serious danger. Hunter Virtues are capped at 10 rather than 5.
Hunters buy Virtue dots with Freebie Points or
Conviction EXP like everyone else rather than earning them
through play, but Freebie Point and EXP costs
Conviction measures how easily the character can endure for them are doubled.
hardship and stand firm in their beliefs. Conviction makes it Hunters cannot raise Virtues higher than 5 at
easier to persevere against adversity, and harder to change Character Creation.
your mind. Characters with high Conviction are capable of Hunter Conviction is now considered
doing terrible things in the name of an important cause. "Temporary Conviction", while the Virtue is
X Disabled: Wishy-washy yes-man. considered "Permanent Conviction".
• Poor: You find hard choices exceptionally difficult. Any time you channel Permanent Conviction,
•• Average: Your beliefs can be overcome with a good you regain a point of Temporary Conviction if
argument. you succeed on the roll.
••• Good: It takes exceptional evidence and a powerful
You may not gamble more points of Temporary
Conviction on a single roll than your Permanent
argument to sway you. Conviction rating.
•••• Exceptional: You can stand firm even under serious All Hunter mechanics that refer to Conviction
torture. refer to Temporary Conviction.
••••• Outstanding: You will never give in even after a century Starting Conviction is replaced by Permanent
of torment. Conviction.
Temperance (Self-Control, Instinct,
Vision)
Temperance measures the character’s self control.
Temperance makes it easier to resist temptation, and harder
to let loose and have fun. A character can use Temperance to
decline the impulse to strike the person who spat on her or to
stop a night of partying early when she knows she has work
in the morning.
X Disabled: Slave to your id.
• Poor: You are hot-headed and debaucherous.
•• Average: You can resist most minor temptations.
••• Good: You can keep your head in a heated argument
and turn down generous bribes.
•••• Exceptional: You don't drink or smoke or gamble. You
don't have sex without true love.
••••• Outstanding: You are a paragon of self-denial. You
could turn down your heart's desire if you had to.
Merits and Flaws

C
heck with your Storyteller for their ruling on how Boon / Favor
many Merits and Flaws you can take, and Cost: 1 to 6
whether the Category makes a difference. The Category: Social
Storyteller always has veto power over whether a Available to: Any
given Merit or Flaw is allowed for your character. Vampire: The Masquerade; 20th Anniversary, pg. 488
My recommended ruling is: You must take at Werewolf: The Apocalypse; 20th Anniversary, pg. 479
least 1 point of Flaw, and the hard cap is 15 Changeling: The Dreaming; 20th Anniversary, pg. 183
points of Flaw; the guideline is to aim for around 7, but focus
more on describing your character than on hitting the right Bruiser
number of points. You may take as many Merits as you can Cost: 1
afford, but are not required to take any. Category: Physical
Where the text, cost, or availability of a Merit or Flaw Available to: Any
differs here from its sourcebook, use the one listed here. Vampire: The Masquerade; 20th Anniversary, pg. 480
Where a Merit or Flaw refers to something specific to its
sourcebook's supernatural type but is available to other Calming Presence
supernaturals, transliterate it to the equivalent for your own Cost: 1
supernatural type (Werewolf Tribe to Vampire Clan, etc). Category: Social
If multiple versions of a Merit or Flaw are referenced, use Available to: Any
all of the referenced features and effects. If a version of a Changeling: The Dreaming; 20th Anniversary, pg. 183
Merit or Flaw exists in a sourcebook that is not referenced Vampires must take the Inoffensive to Animals Merit to
under its name here, use the referenced version(s) instead. take this Merit.
Some Merits and Flaws are not referenced here because
their effects are accomplished through other Traits in these Coldly Logical
mixed rules, such as Backgrounds or Virtues. Cost: 1
Category: Mental
Merits Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 484
Acute Senses
Cost: 1 or 3 Common Sense
Category: Physical Cost: 1
Available to: Any Category: Mental
Mage: The Ascension; 20th Anniversary, pg. 642-643 Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 484
Ageless Werewolf: The Apocalypse; 20th Anniversary, pg. 474
Cost: 1 Changeling: The Dreaming; 20th Anniversary, pg. 180
Category: Supernatural
Available to: Mage, Changeling, or Demon Deceptive Aura
Your supernatural spirit grants your human body a vestige Cost: 1
of immortality. You age at one-tenth the rate of a normal Category: Supernatural
human. Should your spirit ever be destroyed, leave your body, Available to: Any except Wraith, Mummy, or Mortal
or retreat into Banality if you are a Changeling, your body Your aura is unusually human for a supernatural creature.
begins to age normally. Mummies don't need to take this You register as a mortal on all Kenning rolls; magical senses
Merit as they already have a version of this effect. can still see you for what you are though. Mummies cannot
Ambidexterous
take this Merit as they already have this effect.
Cost: 1 Double-Jointed
Category: Physical Cost: 1
Available to: Any Category: Physical
Vampire: The Masquerade; 20th Anniversary, pg. 480 Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 472 Werewolf: The Apocalypse; 20th Anniversary, pg. 472
Changeling: The Dreaming; 20th Anniversary, pg. 177 Changeling: The Dreaming; 20th Anniversary, pg. 177
Ancestor Ally Early Riser
Cost: 1 Cost: 1
Category: Supernatural Category: Physical
Available to: Any Available to: Vampire
Werewolf: The Apocalypse; 20th Anniversary, pg. 482 Vampire: The Masquerade; 20th Anniversary, pg. 480
Eat Food
Cost: 1
Category: Physical
Available to: Vampire
Vampire: The Masquerade; 20th Anniversary, pg. 480
Eidetic Taste
Cost: 1 or 4
Category: Mental
Available to: Any
Possessed most commonly by redcap Changelings, Eidetic
Taste allows you to remember the taste of everything you’ve
ever eaten, and be able to identify it instantly if you taste it
again. If you're a Changeling, you can take a 4 point version
that grants the ability to sense where the nearest supply of
that taste might be. If you’ve ever had a bite of someone, it
serves as an excellent way to track that meal. Creative
changelings have found other uses for this power, including
tracking down poisons.
Elysium Regular
Cost: 1 Harmless
Category: Social Cost: 1
Available to: Vampire Category: Social
Vampire: The Masquerade; 20th Anniversary, pg. 487 Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 487
Family Support
Cost: 1 Healing Touch
Category: Social Cost: 1
Available to: Any except Mortal Category: Supernatural
Werewolf: The Apocalypse; 20th Anniversary, pg. 479 Available to: Vampire
Vampire: The Masquerade; 20th Anniversary, pg. 493
Former Ghoul
Cost: 1 Higher Purpose
Category: Social Cost: 1
Available to: Vampire Category: Mental
Vampire: The Masquerade; 20th Anniversary, pg. 487 Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 180
Friendly Face
Cost: 1 I Know You
Category: Social Cost: 1
Available to: Any Category: Social
Vampire: The Masquerade; 20th Anniversary, pg. 480 Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 177 Changeling: The Dreaming; 20th Anniversary, pg. 183
Good Listener Inoffensive to Animals
Cost: 1 Cost: 1
Category: Social Category: Supernatural
Available to: Any Available to: Vampire
Changeling: The Dreaming; 20th Anniversary, pg. 183 Vampire: The Masquerade; 20th Anniversary, pg. 493
Green Thumb Internal Compass
Cost: 1 Cost: 1
Category: Supernatural Category: Mental
Available to: Any Available to: Any
You have a gift for cultivating Flora, even in the desert. You Your character has an intuitive sense of direction. She can
can make grass grow, flowers bloom, plants sprout and so automatically orient herself according to the cardinal
forth with a simple touch. Plants tended by your character directions without effort, and she gains a one-die bonus on all
always do well, although they must survive on their own once navigation rolls, whether to pilot a ship or to find her way
you leave them behind. through a maze. When you take this Merit, choose one realm
for it to affect (usually Earth, but you may also choose the
Dreaming, the Underworld, etc.).
Intoxication Tolerance Protégé
Cost: 1 Cost: 1
Category: Physical Category: Social
Available to: Any Available to: Any
With a successful Stamina roll (difficulty 7), you can shake Vampire: The Masquerade; 20th Anniversary, pg. 488
off the effects of intoxication, suffering no coordination Changeling: The Dreaming; 20th Anniversary, pg. 183
penalties that might normally affect a drunken fighter. This
Merit works against intoxicants such as drugs or alcohol, but Reputation
not against poisons. Cost: 1
Category: Social
Introspection Available to: Any
Cost: 1 You have a good reputation among those of your Type and
Category: Mental Category (Changeling Kith, Vampire Clan, Demon House,
Available to: Any etc.). Reduce the difficulty of all social dealings with others of
Vampire: The Masquerade; 20th Anniversary, pg. 484 your Category by -2.
Changeling: The Dreaming; 20th Anniversary, pg. 180
Sabbat Survivor
Lightning Calculator Cost: 1
Cost: 1 Category: Social
Category: Mental Available to: Vampire
Available to: Any Vampire: The Masquerade; 20th Anniversary, pg. 488
Werewolf: The Apocalypse; 20th Anniversary, pg. 475
Changeling: The Dreaming; 20th Anniversary, pg. 180 Spirit Magnet
Cost: 1
Mixed-Morph Category: Supernatural
Cost: 1 Available to: Any except Wraith
Category: Supernatural Werewolf: The Apocalypse; 20th Anniversary, pg. 482
Available to: Werewolf
Werewolf: The Apocalypse; 20th Anniversary, pg. 472 Strong Back
Cost: 1
Moon-Bound Category: Physical
Cost: 1 Available to: Any
Category: Supernatural Your character is exceptionally strong when it comes to
Available to: Werewolf heavy lifting. Add one dot to the character’s Strength when
Werewolf: The Apocalypse; 20th Anniversary, pg. 482 determining how much she can lift or carry. The added
Strength does not apply for any other purpose.
Natural [Ability]
Cost: 1 to 3 Time Sense
Category: Mental Cost: 1
Available to: Any Category: Mental
You have a natural affinity for a certain ability. Choose an Available to: Any
Ability rated 3 or higher. The difficulties of all rolls with that Vampire: The Masquerade; 20th Anniversary, pg. 484
ability are reduced by -2. The price depends on the Ability: Werewolf: The Apocalypse; 20th Anniversary, pg. 475-476
Combat Abilities like Brawl or Dodge cost 3, Social Abilities
like Expression or Intimidate cost 2, other Abilities cost 1.
Pitiable
Cost: 1
Category: Social
Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 479
Poison Resistance
Cost: 1
Category: Physical
Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 177
Prestigious Sire
Cost: 1
Category: Social
Available to: Vampire
Vampire: The Masquerade; 20th Anniversary, pg. 488
Tribe/Clan Goodwill Danger Sense
Cost: 1 Cost: 2
Category: Social Category: Supernatural
Available to: Any except Mortal Available to: Any
You have earned the attention and favor of a particular Werewolf: The Apocalypse; 20th Anniversary, pg. 483
Vampire Clan, Werewolf Tribe, Faerie Kingdom, etc. Perhaps Changeling: The Dreaming; 20th Anniversary, pg. 186
you’ve done them a favor, or maybe they’re trying to recruit
you. Regardless, all Social rolls when interacting with that Dexterous Toes
group are made at -1 difficulty. You may not be a member of Cost: 2
this group when you first take this Merit, although you can Category: Physical
become recruited by them during play at the Storyteller’s Available to: Any
discretion. You may take this Merit multiple times for Changeling: The Dreaming; 20th Anniversary, pg. 177
different groups, each with the Storyteller’s approval.
Eidetic Memory
True Love Cost: 2
Cost: 1 Category: Mental
Category: Supernatural Available to: Any
Available to: Any Vampire: The Masquerade; 20th Anniversary, pg. 484
Changeling: The Dreaming; 20th Anniversary, pg. 185-186 Werewolf: The Apocalypse; 20th Anniversary, pg. 476
Changeling: The Dreaming; 20th Anniversary, pg. 180
Your Best Advocate
Cost: 1 Fair Glabro
Category: Social Cost: 2
Available to: Any Category: Physical
Changeling: The Dreaming; 20th Anniversary, pg. 183 Available to: Werewolf
Werewolf: The Apocalypse; 20th Anniversary, pg. 472
Animal Magnetism
Cost: 2
Category: Social
Available to: Werewolf
Werewolf: The Apocalypse; 20th Anniversary, pg. 480
Bad Taste
Cost: 2
Category: Physical
Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 472
Blush of Health
Cost: 2
Category: Physical
Available to: Vampire
Vampire: The Masquerade; 20th Anniversary, pg. 480
Bullyboy
Cost: 2
Category: Social
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 488
Code of Honor
Cost: 2
Category: Mental
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 484
Werewolf: The Apocalypse; 20th Anniversary, pg. 476
Crack Shot
Cost: 2
Category: Physical
Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 177
Fascinating Gaze Murderous Mien
Cost: 2 Cost: 2
Category: Social Category: Physical
Available to: Any Available to: Changeling
Mummy: The Resurrection, pg. 68 Changeling: The Dreaming; 20th Anniversary, pg. 177
Granite Skin Nightsight
Cost: 2 Cost: 2
Category: Physical Category: Physical
Available to: Changeling Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 177 Changeling: The Dreaming; 20th Anniversary, pg. 177
Inner Strength Open Road
Cost: 2 Cost: 2
Category: Mental Category: Social
Available to: Any Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 476 Vampire: The Masquerade; 20th Anniversary, pg. 488
Lack of Scent Prehensile Tongue/Tail
Cost: 2 Cost: 2 or 4
Category: Physical Category: Physical
Available to: Any Available to: Changeling
Werewolf: The Apocalypse; 20th Anniversary, pg. 472 Changeling: The Dreaming; 20th Anniversary, pg. 178
Lawman's Friend Poetic Heart
Cost: 2 Cost: 2
Category: Social Category: Supernatural
Available to: Any Available to: Changeling
Vampire: The Masquerade; 20th Anniversary, pg. 488 Changeling: The Dreaming; 20th Anniversary, pg. 186
Light Sleeper Sage
Cost: 2 Cost: 2
Category: Mental Category: Social
Available to: Any Available to: Any
You can awaken instantly at any sign of trouble or danger, Changeling: The Dreaming; 20th Anniversary, pg. 184
and do so without any sleepiness or hesitation. If you are a This can apply only to others of your supernatural type, or
Vampire, you may ignore rules regarding how Humanity or simply to everyone.
your morality Path restricts the number of dice available
during the day. Sanctity
Cost: 2
Loyal Heart Category: Social
Cost: 2 Available to: Any
Category: Mental Vampire: The Masquerade; 20th Anniversary, pg. 488
Available to: Changeling
Changeling: The Dreaming; 20th Anniversary, pg. 180 Scholar of Others
Cost: 2
Magic Resistance Category: Social
Cost: 2 Available to: Any except Mortal
Category: Supernatural Vampire: The Masquerade; 20th Anniversary, pg. 489
Available to: Any except Mage or Changeling Changeling: The Dreaming; 20th Anniversary, pg. 184
You have an inherent resistance to spells and magic. The
difficulty of all magic, both malicious and beneficent, is at +2 Seldom Sleeps
when targeting or affecting you. You may never learn magical Cost: 2
Disciplines, Gifts, Lore, or other powers that manifest as Category: Mental
spellcasting. Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 476
Medium
Cost: 2 Supporter
Category: Supernatural Cost: 2
Available to: Any except Wraith Category: Social
Vampire: The Masquerade; 20th Anniversary, pg. 493 Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 186 Werewolf: The Apocalypse; 20th Anniversary, pg. 480
Surreal Beauty Efficient Digestion
Cost: 2 Cost: 3
Category: Physical Category: Physical
Available to: Any except Hunter, Mortal, or Werewolf Available to: Vampire
Changeling: The Dreaming; 20th Anniversary, pg. 177 Vampire: The Masquerade; 20th Anniversary, pg. 480
Voice of a Songbird Fake It
Cost: 2 Cost: 3
Category: Social Category: Social
Available to: Any Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 480 Changeling: The Dreaming; 20th Anniversary, pg. 184
Changeling: The Dreaming; 20th Anniversary, pg. 184
Friend of the Underground
Animalistic Favor Cost: 3
Cost: 3 to 5 Category: Social
Category: Supernatural Available to: Any
Available to: Changeling Vampire: The Masquerade; 20th Anniversary, pg. 489
Changeling: The Dreaming; 20th Anniversary, pg. 186
Heir to the Throne
Calm Heart Cost: 3
Cost: 3 Category: Social
Category: Mental Available to: Any
Available to: Vampire or Werewolf Changeling: The Dreaming; 20th Anniversary, pg. 184
Vampire: The Masquerade; 20th Anniversary, pg. 485
Werewolf: The Apocalypse; 20th Anniversary, pg. 476 Hidden Diablerie
Cost: 3
Daredevil Category: Supernatural
Cost: 3 Available to: Vampire
Category: Physical Vampire: The Masquerade; 20th Anniversary, pg. 493
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 480 Increased Pain Threshold
Werewolf: The Apocalypse; 20th Anniversary, pg. 472 Cost: 3
Category: Physical
Disease Immunity Available to: Any
Cost: 3 You feel pain as much as others; it just doesn’t affect you to
Category: Physical the same degree. The dice penalty for each of your Health
Available to: Demon, Vampire, or Mummy Levels is reduced by one level. Effectively, you have two
As long as you have at least one point of Faith, Blood, or Bruised health levels and no Incapacitated health level.
Sekhem, you are immune to all non-magical diseases.
Iron Will
Cost: 3
Category: Mental
Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 180
Long-Distance Runner
Cost: 3
Category: Physical
Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 472-473
Lucky
Cost: 3
Category: Supernatural
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 493
Werewolf: The Apocalypse; 20th Anniversary, pg. 483
Changeling: The Dreaming; 20th Anniversary, pg. 186

6
Mole Sex Appeal
Cost: 3 to 5 Cost: 3
Category: Social Category: Social
Available to: Any Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 489 Changeling: The Dreaming; 20th Anniversary, pg. 178
Natural Sidestep Stormwarden / Quantum Voyager
Cost: 3 Cost: 3 or 5
Category: Supernatural Category: Supernatural
Available to: Any Available to: Mage
Werewolf: The Apocalypse; 20th Anniversary, pg. 483 Mage: The Ascension; 20th Anniversary, pg. 643
You must have some way to step between realms to take
this Merit. Wolf Weapons
Cost: 3 or 4
Noted Messenger Category: Physical
Cost: 3 Available to: Werewolf
Category: Social Werewolf: The Apocalypse; 20th Anniversary, pg. 473
Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 480 Berserker
Cost: 4 or -4
Oracular Ability Category: Mental
Cost: 3 Available to: Any
Category: Supernatural Mage: The Ascension; 20th Anniversary, pg. 644
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 493 Blood of the Wolf
Cost: 4
Perfect Balance Category: Supernatural
Cost: 1 Available to: Changeling
Category: Physical Changeling: The Dreaming; 20th Anniversary, pg. 186
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 480 Broken Bond
Werewolf: The Apocalypse; 20th Anniversary, pg. 472 Cost: 3
Changeling: The Dreaming; 20th Anniversary, pg. 178 Category: Social
Available to: Any
Poison Immunity Vampire: The Masquerade; 20th Anniversary, pg. 489
Cost: 3
Category: Physical Iron Resistance
Available to: Demon, Vampire, or Mummy Cost: 4
As long as you have at least one point of Faith, Blood, or Category: Supernatural
Sekhem, you cannot be poisoned. Available to: Changeling
Changeling: The Dreaming; 20th Anniversary, pg. 186
Precocious [Ability]
Cost: 3 Primogen Friendship
Category: Mental Cost: 4
Available to: Any Category: Social
Vampire: The Masquerade; 20th Anniversary, pg. 485 Available to: Any except Mortal
The ruling supernaturals of the city value you and your
Prodigious [Ability] opinions. You are called in to consult on decisions, and your
Cost: 3 recommendations carry great weight. Your position may not
Category: Mental be an official one, but it’s powerful nonetheless.
Available to: Any
Choose one Ability rated at 3 or higher. You gain a dot in Soul of the Muse
that Ability, and your maximum rating in that Ability is raised Cost: 4
from 5 to 6. You may only take this Merit once, and only for a Category: Social
single Ability. Available to: Changeling
Changeling: The Dreaming; 20th Anniversary, pg. 184
Rising Star
Cost: 3 Trusty Companion
Category: Social Cost: 4
Available to: Any Category: Social
Vampire: The Masquerade; 20th Anniversary, pg. 489 Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 184 Changeling: The Dreaming; 20th Anniversary, pg. 184
Umbral Affinity Gifted Sorcerer
Cost: 4 Cost: 5
Category: Supernatural Category: Supernatural
Available to: Mage Available to: Vampire, Mage, Wraith, or Mummy
Mage: The Ascension; 20th Anniversary, pg. 644 Choose one Discipline, Sphere, Arcanoi, or Hekau. Blood,
Quintessence, Pathos, or Sekhem costs for using powers in
Additional Discipline / Lore the chosen category are halved, round up.
Cost: 5
Category: Supernatural Huge Size
Available to: Vampire or Demon Cost: 5
You can take one additional Discipline / Lore (Storyteller Category: Physical
discretion) as if it were a Clan Discipline / House Lore. All Available to: Any
costs to learn that Discipline / Lore are paid out as if it were Vampire: The Masquerade; 20th Anniversary, pg. 480
native to your Clan / House. A character cannot take this Werewolf: The Apocalypse; 20th Anniversary, pg. 473
Merit more than once, and Caitiff vampires cannot take this Changeling: The Dreaming; 20th Anniversary, pg. 178
Merit. Characters with this Merit also gain the effects of the
Natural Intimidation Merit.
Art / Sphere Affinity
Cost: 5 Jack-of-all-Trades
Category: Supernatural Cost: 5
Available to: Changeling or Mage Category: Mental
You’re able to utilize one of the Arts or Spheres with a Available to: Any
greater degree of ease than other Changelings or Mages. You’ve a large pool of miscellaneous skills and knowledge
Select an Art or Sphere; the difficulty to use this particular obtained through extensive travels, the jobs you’ve held, or all-
Art or Sphere is always reduced by two. This Merit may only around know-how. You automatically have one dot in all Skill
be purchased once and only for a single Art or Sphere. and Knowledge Dice Pools. This is an illusory dot, used to
simulate a wide range of abilities. You must buy a real first
Breadth of Experience dot in order to buy a second dot or to choose a specialty.
Cost: 5
Category: Mental Legendary [Attribute]
Available to: Any Cost: 5
You study broadly, not deeply. You gain an additional 5 dots Category: Physical, Social, or Mental
which may be put into any Abilities, but none of these dots Available to: Any
may bring any Ability above 3. You may not have any Ability Choose one Attribute rated at 3 or higher. You gain a dot in
rated higher than 4 at Character Creation. If you take this that Attribute, and your maximum rating in that Attribute is
Merit a second time, you gain an additional 5 dots but may raised by 1. You may only take this Merit once, and only for a
not have any Ability rated higher than 3 at Character single Attribute.
Creation. You may not take this Merit a third time.
Paragon of [Virtue]
Cost: 5
Category: Mental
Available to: Any
Choose one Virtue rated at 3 or higher. You gain a dot in
that Virtue, and your maximum rating in that Virtue is raised
by 1. You may only take this Merit once, and only for a single
Virtue.
Self-Confident
Cost: 5
Category: Mental
Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 476
Changeling: The Dreaming; 20th Anniversary, pg. 181
Too Tough to Die
Cost: 5
Category: Physical
Available to: Any
Mage: The Ascension; 20th Anniversary, pg. 644
Unbondable
Cost: 5
Category: Supernatural
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 494
Untamable
Cost: 5
Category: Mental
Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 476
Immune to Wyrm Emanations
Cost: 6
Category: Supernatural
Available to: Werewolf
Werewolf: The Apocalypse; 20th Anniversary, pg. 483
Nine Lives
Cost: 6
Category: Supernatural
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 494
Metamorph
Cost: 7
Category: Supernatural
Available to: Werewolf
Werewolf: The Apocalypse; 20th Anniversary, pg. 473
Regeneration
Cost: 7
Category: Supernatural
Available to: Changeling
Changeling: The Dreaming; 20th Anniversary, pg. 186-187
Silver Tolerance
Cost: 7
Category: Supernatural
Available to: Werewolf
Werewolf: The Apocalypse; 20th Anniversary, pg. 483
True Faith
Cost: 7
Category: Supernatural
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 494, 372
Mage: The Ascension; 20th Anniversary, pg. 644-646
FLAWS
Addiction
Cost: -1 or -3
Category: Physical
Available to: Any
Mage: The Ascension; 20th Anniversary, pg. 646
Allergy
Cost: -1 to -4
Category: Physical
Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 179
Animal Musk Can't Hold Your Liquor
Cost: -1 Cost: -1
Category: Physical Category: Physical
Available to: Werewolf Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 473 This is the opposite of the Intoxication Tolerance Merit.
Drugs' and alcohol's effects on you are twice as potent and
Asthma take hold twice as quickly. This has no effect on poisons.
Cost: -1
Category: Physical Cast No Reflection
Available to: Any except Wraith or Vampire Cost: -1
Changeling: The Dreaming; 20th Anniversary, pg. 179 Category: Supernatural
Available to: Vampire or Demon
Banned Transformation Vampire: The Masquerade; 20th Anniversary, pg. 494
Cost: -1 to -6
Category: Supernatural Cold Breeze
Available to: Werewolf Cost: -1
Werewolf: The Apocalypse; 20th Anniversary, pg. 483 Category: Supernatural
Available to: Any except Werewolf, Hunter, or Mortal
Bard's Tongue Vampire: The Masquerade; 20th Anniversary, pg. 494
Cost: -1
Category: Supernatural Conniver
Available to: Changeling Cost: -1
Changeling: The Dreaming; 20th Anniversary, pg. 187 Category: Social
Available to: Any
Botched Presentation Werewolf: The Apocalypse; 20th Anniversary, pg. 480
Cost: -1
Category: Social Cursed
Available to: Any Cost: -1 to -5
When you were first presented to the local supernatural Category: Supernatural
authorities upon being discovered, you flubbed it. Now you’re Available to: Any
convinced that they hate you (whether they do or not). You Vampire: The Masquerade; 20th Anniversary, pg. 494
need to succeed on a Willpower roll (difficulty 7) just to stand Werewolf: The Apocalypse; 20th Anniversary, pg. 483
in front of the local authorities or one of their duly authorized Changeling: The Dreaming; 20th Anniversary, pg. 187
representatives without running, blubbering, or otherwise Mage: The Ascension; 20th Anniversary, pg. 646
making a fool of yourself. This Flaw can only be taken by
those who underwent such a presentation.
Dangerous Mentor Enemy / Hunted
Cost: -1 Cost: -1 to -5
Category: Social Category: Social
Available to: Any Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 184 Vampire: The Masquerade; 20th Anniversary, pg. 490-493
Werewolf: The Apocalypse; 20th Anniversary, pg. 480, 484
Dark Secret Changeling: The Dreaming; 20th Anniversary, pg. 184, 185
Cost: -1
Category: Social Expendable
Available to: Any Cost: -1
Vampire: The Masquerade; 20th Anniversary, pg. 489 Category: Social
Werewolf: The Apocalypse; 20th Anniversary, pg. 480 Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 184 Vampire: The Masquerade; 20th Anniversary, pg. 489
Deep Sleeper Fewer Backgrounds
Cost: -1 Cost: -1
Category: Mental Category: Background
Available to: Any Available to: Any
When you sleep, it is very difficult for you to awaken. The Taking this Flaw gives you two fewer Background dots to
difficulty of any roll to awaken from sleep is increased by +2. spend at Character Creation. You may take this Flaw up to
two times.
Deficient [Ability]
Cost: -1 or -3 Forced Transformation
Category: Mental Cost: -1 or -2
Available to: Any Category: Supernatural
You are hopelessly inept at a particular Ability. Rather than Available to: Werewolf
automatically failing or being able to attempt it untrained, you Werewolf: The Apocalypse; 20th Anniversary, pg. 484
automatically botch any roll with this Ability. You may never
have any dots in this Ability without buying off this Flaw first. Geas
If the Ability could be used untrained this Flaw is worth 3 Cost: -1 to -5
points, otherwise it is worth 1. Category: Supernatural
Available to: Changeling
Diminished [Virtue] Changeling: The Dreaming; 20th Anniversary, pg. 187
Cost: -1
Category: Mental
Available to: Any
Each time you take this Flaw, you lose one of your starting
Virtue dots. This can bring a Virtue to zero. Note that Virtues
at zero represent extreme deficits in your psyche, and will be
noticeable to anyone who spends significant time interacting
with you.
Diminished [Willpower]
Cost: -1
Category: Mental
Available to: Any
Each time you take this Flaw, you lose one of your starting
Permanent Willpower dots. This can't bring this trait to zero.
Docile
Cost: -1 to -3
Category: Supernatural
Available to: Werewolf
Werewolf: The Apocalypse; 20th Anniversary, pg. 484
Echoes [Mage]
Cost: -1 to -5
Category: Supernatural
Available to: Mage
Mage: The Ascension; 20th Anniversary, pg. 646-647
Impaired Sense Naïve
Cost: -1 to -6 Cost: -1
Category: Physical Category: Mental
Available to: Any Available to: Any
One of your senses is defective. The difficulties of any die Werewolf: The Apocalypse; 20th Anniversary, pg. 481
rolls involving the use of that sense are increased by two. As a
one-point Flaw, this condition can be corrected, such as with New Arrival
glasses or a hearing aid; as a three-point Flaw for vision or Cost: -1
two for any other sense, the condition is too severe to be Category: Social
corrected; and as a six-point Flaw for vision or four for any Available to: Any
other sense, you are blind/deaf/etc. and all Perception rolls Vampire: The Masquerade; 20th Anniversary, pg. 490
based purely on that sense fail automatically. Additionally, if
you are blind, the difficulty of all Dexterity based rolls are New Kid
increased by two. Cost: -1
Category: Social
Impatient Available to: Any except Mortal
Cost: -1 Vampire: The Masquerade; 20th Anniversary, pg. 490
Category: Mental
Available to: Any No Partial Transformation
Werewolf: The Apocalypse; 20th Anniversary, pg. 477 Cost: -1
Changeling: The Dreaming; 20th Anniversary, pg. 180 Category: Supernatural
Available to: Werewolf
Incomplete Understanding Werewolf: The Apocalypse; 20th Anniversary, pg. 473
Cost: -1
Category: Social Oathbound
Available to: Any except Mortal Cost: -1 to -5
Vampire: The Masquerade; 20th Anniversary, pg. 490 Category: Supernatural
Available to: Changeling
Infamous Sire Changeling: The Dreaming; 20th Anniversary, pg. 187-188
Cost: -1
Category: Social Overconfident
Available to: Vampire Cost: -1
Vampire: The Masquerade; 20th Anniversary, pg. 490 Category: Mental
Available to: Any
Infamy Werewolf: The Apocalypse; 20th Anniversary, pg. 477
Cost: -1 to -5
Category: Social Phobia
Available to: Any Cost: -1 to -5
You have acquired a bad name among supernaturals of Category: Mental
your type. You suffer a penalty of one die per point of this Available to: Any
Flaw on any Social rolls involving supernaturals of your type Vampire: The Masquerade; 20th Anniversary, pg. 486
other than your own party. You may not take the Reputation Werewolf: The Apocalypse; 20th Anniversary, pg. 477
Background. Changeling: The Dreaming; 20th Anniversary, pg. 180
Insane Ancestor
Cost: -1
Category: Supernatural
Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 484
Insubordinate
Cost: -1
Category: Social
Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 185
Mistaken Identity
Cost: -1
Category: Social
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 490
Prey Exclusion Slipped Seeming
Cost: -1 Cost: -1 to -5
Category: Mental Category: Supernatural
Available to: Vampire or Werewolf Available to: Changeling, Demon, Vampire, or Werewolf
Vampire: The Masquerade; 20th Anniversary, pg. 485 Changeling: The Dreaming; 20th Anniversary, pg. 188
Vampire: The Masquerade; 20th Anniversary, pg. 482
Repulsed by Garlic Werewolf: The Apocalypse; 20th Anniversary, pg. 484
Cost: -1
Category: Supernatural Smell of the Grave
Available to: Vampire Cost: -1
Vampire: The Masquerade; 20th Anniversary, pg. 494 Category: Physical
Available to: Vampire, Demon, or Mummy
Short Vampire: The Masquerade; 20th Anniversary, pg. 481
Cost: -1
Category: Physical Soul's Reflection
Available to: Any Cost: -1
Vampire: The Masquerade; 20th Anniversary, pg. 481 Category: Supernatural
Werewolf: The Apocalypse; 20th Anniversary, pg. 473 Available to: Changeling, Demon, Mummy, Werewolf, Wraith
Changeling: The Dreaming; 20th Anniversary, pg. 179 In mirrors and other reflections your true self is revealed.
This means Fae Mien for Changelings, Apocalyptic Form for
Shy Demons, First Life for Mummies, and Crinos Form for
Cost: -1 Werewolves. For Wraiths, this means your Corpus is always
Category: Social visible in mirrors and other reflections even when you are
Available to: Any otherwise invisible in the Skinlands. Obviously, this Flaw can
Vampire: The Masquerade; 20th Anniversary, pg. 485 sometimes cause problems with hiding your character's true
Werewolf: The Apocalypse; 20th Anniversary, pg. 477 nature. You cannot take this and the Cast No Reflection Flaw.
Sire's Resentment Special Responsibility
Cost: -1 Cost: -1
Category: Social Category: Social
Available to: Vampire Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 490 Vampire: The Masquerade; 20th Anniversary, pg. 490
Slip Sideways Speech Impediment
Cost: -1 Cost: -1
Category: Supernatural Category: Social
Available to: Any Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 484 Vampire: The Masquerade; 20th Anniversary, pg. 485
You must have some method of stepping into other worlds Werewolf: The Apocalypse; 20th Anniversary, pg. 477
to take this Flaw.
Sterile and Impotent
Cost: -1
Category: Physical
Available to: Any
While your body technically has all the requisite sexual
hardware, you are infertile and impotent. You are incapable
of physical arousal (though you may still experience it
emotionally), and even if sex is somehow forced on you, you
are incapable of reproduction. Sefekhi Mummies may not
take this Flaw as they have already duplicated its effects in
their gruesome ritual of rebirth.
Strange Eyes
Cost: -1 or -3
Category: Supernatural
Available to: Any except Hunter or Mortal
For 1 point, your eyes are a startling color, maybe emerald
green, violet, or yellow, and possibly with a non-circular pupil.
For 3 points, your eyes also glow in their color. The color and
pupil may be hidden with colored contacts, but the glow must
be hidden by a stronger covering such as sunglasses.
Strict Carnivore Amnesia
Cost: -1 Cost: -2
Category: Physical Category: Mental
Available to: Werewolf Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 473 Vampire: The Masquerade; 20th Anniversary, pg. 486
Werewolf: The Apocalypse; 20th Anniversary, pg. 477
Sympathizer Changeling: The Dreaming; 20th Anniversary, pg. 180
Cost: -1
Category: Social Beacon of the Unholy
Available to: Any Cost: -2
Vampire: The Masquerade; 20th Anniversary, pg. 490 Category: Supernatural
Available to: Any except Mage, Wraith, Hunter, or Mortal
Tic/Twitch Vampire: The Masquerade; 20th Anniversary, pg. 494
Cost: -1
Category: Physical Bizarre Quality
Available to: Any Cost: -2
Vampire: The Masquerade; 20th Anniversary, pg. 481 Category: Supernatural
Changeling: The Dreaming; 20th Anniversary, pg. 179 Available to: Any except Wraith or Mortal
Changeling: The Dreaming; 20th Anniversary, pg. 188
Touch of Frost
Cost: -1 Bound
Category: Supernatural Cost: -2
Available to: Demon, Vampire, Mummy, or Wraith Category: Social
Vampire: The Masquerade; 20th Anniversary, pg. 494 Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 490
Tribe/Clan Enmity
Cost: -1 Catspaw
Category: Social Cost: -2
Available to: Any Category: Social
You have earned the attention and disfavor of a particular Available to: Any
Vampire Clan, Werewolf Tribe, Faerie Kingdom, etc. Perhaps Vampire: The Masquerade; 20th Anniversary, pg. 490
you’re a former member of the group, or have refused to join
them and they feel slighted. Perhaps they feel you’ve done Construct
them wrong, or the group you are a part of is ideologically Cost: -2
opposed to what they stand for. Regardless, all Social rolls Category: Social
when interacting with that group are made at +1 difficulty. Available to: Mortal, Hunter, Demon, or Mage
You may not be a member of this group when you first take Mage: The Ascension; 20th Anniversary, pg. 647
this Merit, although you can become recruited (or re-
recruited) by them during play at the Storyteller’s discretion. Curiosity
You may take this Merit multiple times for different groups, Cost: -2
each with the Storyteller’s approval. Category: Mental
Available to: Any
Twisted Upbringing Werewolf: The Apocalypse; 20th Anniversary, pg. 477
Cost: -1 Changeling: The Dreaming; 20th Anniversary, pg. 180
Category: Mental
Available to: Any except Mortal
Werewolf: The Apocalypse; 20th Anniversary, pg. 481
Unconvinced
Cost: -1
Category: Mental
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 485
Albino
Cost: -2
Category: Physical
Available to: Any except Vampire
Werewolf: The Apocalypse; 20th Anniversary, pg. 74
Deathsight Eerie Presence
Cost: -2 Cost: -2
Category: Supernatural Category: Supernatural
Available to: Any except Mage, Mortal, or Werewolf Available to: Any except Mortal
Vampire: The Masquerade; 20th Anniversary, pg. 494-495 Vampire: The Masquerade; 20th Anniversary, pg. 495
Deformed Escaped Target
Cost: -2 to -3 Cost: -2
Category: Social Category: Social
Available to: Any Available to: Any except Mortal
A disfigurement makes your appearance disturbing and You had targeted a mortal (or monster in the case of
memorable. When in the presence of those who judge based Hunters) for death or conversion, but someone else got there
on appearances, the difficulties of die rolls relating to social first. You cannot stand the humiliation of being cheated of
interaction are increased by two. You may not have an your prize, and fly into a rage (+2 difficulty to avoid frenzy)
Appearance rating greater than 2. As a three-point Flaw your whenever you see the one who got away or the one who took
deformity also raises the difficulty by +2 for rolls of one them. This hatred may lead you into other irrational
chosen Physical Attribute, as your deformity afflicts your behaviors as well. Furthermore, your petty and irrational
mobility. behavior is well-known and quite noticeable, and as a result
you are at +1 difficulty on all Charisma rolls until the
Derangement situation is resolved.
Cost: -2 to -5
Category: Mental Failure
Available to: Any Cost: -2
You have some sort of mental illness, such as PTSD, Category: Social
ADHD, schizophrenia, depression, anxiety, dissociative Available to: Any
identity disorder, etc. Work with your storyteller to determine Vampire: The Masquerade; 20th Anniversary, pg. 491
its game effects and how many Freebie Points it is worth.
(Note: You cannot use this Flaw for Sociopathy, as that is Foul Mouth
achieved by having zero dots in Compassion.) Cost: -2
Hunter: The Reckoning, pg. 203-205 Category: Social
Werewolf: The Apocalypse; 20th Anniversary, pg. 485 Available to: Any
Mage: The Ascension; 20th Anniversary, pg. 648-650 Changeling: The Dreaming; 20th Anniversary, pg. 185
Dulled Bite Fourteenth Generation
Cost: -2 Cost: -2
Category: Physical Category: Supernatural
Available to: Vampire Available to: Vampire
Vampire: The Masquerade; 20th Anniversary, pg. 481 Vampire: The Masquerade; 20th Anniversary, pg. 481
Echoes [Changeling] Gullible
Cost: -2 to -5 Cost: -2
Category: Supernatural Category: Mental
Available to: Changeling Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 188 Werewolf: The Apocalypse; 20th Anniversary, pg. 481
Infectious Bite Persistent Parents
Cost: -2 Cost: -2
Category: Physical Category: Social
Available to: Vampire Available to: Any except Wraith
Vampire: The Masquerade; 20th Anniversary, pg. 481 Werewolf: The Apocalypse; 20th Anniversary, pg. 481
Your character must have good reason to not want to be
Intolerant found to take this Flaw.
Cost: -2
Category: Social Possessive
Available to: Any Cost: -2
Werewolf: The Apocalypse; 20th Anniversary, pg. 477 Category: Social
Changeling: The Dreaming; 20th Anniversary, pg. 185 Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 185
Loathsome Regnant
Cost: -2 Recruitment Target
Category: Social Cost: -2
Available to: Any Category: Social
Vampire: The Masquerade; 20th Anniversary, pg. 492 Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 185
Lord of the Flies
Cost: -2 Rival Sires
Category: Supernatural Cost: -2
Available to: Vampire, Demon, or Mummy Category: Social
Vampire: The Masquerade; 20th Anniversary, pg. 495 Available to: Vampire
Vampire: The Masquerade; 20th Anniversary, pg. 491-492
Lunacy
Cost: -2 Short Fuse
Category: Mental Cost: -2
Available to: Vampire or Werewolf Category: Mental
Vampire: The Masquerade; 20th Anniversary, pg. 486 Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 486
Mark of the Predator Werewolf: The Apocalypse; 20th Anniversary, pg. 478
Cost: -2 Changeling: The Dreaming; 20th Anniversary, pg. 180
Category: Supernatural
Available to: Hunter, Vampire, or Werewolf Shrinking Violet
Werewolf: The Apocalypse; 20th Anniversary, pg. 484 Cost: -2
Category: Mental
Masquerade Breaker Available to: Any
Cost: -2 Changeling: The Dreaming; 20th Anniversary, pg. 185
Category: Social
Available to: Vampire Stereotype
Vampire: The Masquerade; 20th Anniversary, pg. 491 Cost: -2
Category: Mental
Old Flame Available to: Any except Mortal
Cost: -2 Vampire: The Masquerade; 20th Anniversary, pg. 486
Category: Social
Available to: Any Territorial
Vampire: The Masquerade; 20th Anniversary, pg. 491 Cost: -2
Category: Mental
Open Wound Available to: Vampire or Werewolf
Cost: -2 or -4 Vampire: The Masquerade; 20th Anniversary, pg. 486
Category: Physical Werewolf: The Apocalypse; 20th Anniversary, pg. 478
Available to: Vampire, Demon, or Mummy
Vampire: The Masquerade; 20th Anniversary, pg. 482 Thirst for Innocence
Cost: -2
Pack Mentality Category: Mental
Cost: -2 Available to: Vampire or Werewolf
Category: Mental Vampire: The Masquerade; 20th Anniversary, pg. 486
Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 477

7
Too Human Can't Cross Running Water
Cost: -2 or -5 Cost: -3
Category: Physical Category: Supernatural
Available to: Changeling Available to: Vampire or Demon
Changeling: The Dreaming; 20th Anniversary, pg. 179 Vampire: The Masquerade; 20th Anniversary, pg. 495
Uppity Child
Cost: -2 Cost: -3
Category: Social Category: Physical
Available to: Any Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 492 Regardless of your chronological age, you have the body of
a young child (between five and ten years old), leaving your
Vengeful Physical Attributes underdeveloped and making it difficult to
Cost: -2 interact with some aspects of mortal society. You may not
Category: Mental have more than two dots in Strength or Stamina at character
Available to: Any creation, and the difficulties of all die rolls when attempting
Vampire: The Masquerade; 20th Anniversary, pg. 486 to direct or lead mortal adults are increased by +2.
Werewolf: The Apocalypse; 20th Anniversary, pg. 478 Characters with this Flaw should also take the Short Flaw.
Changeling: The Dreaming; 20th Anniversary, pg. 180
Diminished [Attribute]
Vulnerability to Silver Cost: -3
Cost: -2 Category: Physical, Social, or Mental
Category: Supernatural Available to: Any
Available to: Any except Mortal, Mage, Hunter, or Werewolf Each time you take this Flaw, you lose one of your starting
Vampire: The Masquerade; 20th Anniversary, pg. 482 Attribute dots. This can bring an Attribute to zero. Note that
Werewolves cannot take this Flaw as they already have this Attributes at zero usually present as obvious impairment or
effect. deformity, and will make you stand out as clearly disabled.
Winged Disgrace to the Blood
Cost: -2 or +4 Cost: -3
Category: Supernatural Category: Social
Available to: Changeling or Demon Available to: Vampire
Changeling: The Dreaming; 20th Anniversary, pg. 188 Vampire: The Masquerade; 20th Anniversary, pg. 492
If you are a Demon, your Apocalyptic Form must have
Wings in order to take this Merit or Flaw. Double Jeopardy
Cost: -3
Anachronism Category: Physical
Cost: -3 Available to: Werewolf
Category: Mental Werewolf: The Apocalypse; 20th Anniversary, pg. 474
Available to: Changeling, Demon, or Mummy
Something went wrong during your Chrysalis, Possession, Driving Goal
or Joining, and your mortal psyche was lost or destroyed in Cost: -3
the process. You have no memories of your human life, and Category: Mental
have awoken in a strange far-future world that is completely Available to: Any
alien to you. To have any memories at all, you must use the Werewolf: The Apocalypse; 20th Anniversary, pg. 478
Remembrance Background, and those memories will only be
from your spirit's former life. Fallen Leader
At character creation you may only put points into abilities Cost: -3
that your spirit self would be familiar with (you may have no Category: Social
points in Computers, Technology, or Firearms, for instance). Available to: Any
Also, at character creation no ability may have a higher rating Vampire: The Masquerade; 20th Anniversary, pg. 492
than your Remembrance Background (minimum 1). The Changeling: The Dreaming; 20th Anniversary, pg. 185
Ability Deficit Flaw would be an appropriate complement to Haunted
this. You can increase your skills - including modern ones -
with practice and experience points. Cost: -3
You also have difficulty pretending to be whoever you Category: Supernatural
appear to be, as you have no memory of them, resulting in Available to: Any
possible trouble with ties from their life. You must have the Vampire: The Masquerade; 20th Anniversary, pg. 495
Amnesia Flaw to take this Flaw. Changeling: The Dreaming; 20th Anniversary, pg. 188-189

8
Indecisive Permanent Wound
Cost: -3 Cost: -3 or -6
Category: Mental Category: Physical
Available to: Any Available to: Any
You can’t seem to make up your mind fast enough; it takes You always rise from sleep with at least three levels of
you a while to sort through all your options, examine the pros Lethal damage, though this may be healed in any of the
and cons, and then decide which is the best decision. You normal ways. This Flaw is worth 6 points if you have no
must make a Willpower roll whenever your character must method of healing yourself, otherwise it is worth 3.
make a decision, otherwise you remain undecided.
Pierced Veil
Iron Allergy Cost: -3
Cost: -3 to -5 Category: Supernatural
Category: Supernatural Available to: Werewolf or Changeling
Available to: Changeling Werewolf: The Apocalypse; 20th Anniversary, pg. 484
Changeling: The Dreaming; 20th Anniversary, pg. 189 Changeling: The Dreaming; 20th Anniversary, pg. 188
Lame Ra's Rest
Cost: -3 Cost: -3 or -1
Category: Physical Category: Supernatural
Available to: Any Available to: Mummy
Vampire: The Masquerade; 20th Anniversary, pg. 482 Mummy: The Resurrection, pg. 70
Werewolf: The Apocalypse; 20th Anniversary, pg. 474
Changeling: The Dreaming; 20th Anniversary, pg. 179 Repelled by Crosses
Cost: -3
Lazy Category: Supernatural
Cost: -3 Available to: Any except Mortal, Mage, or Hunter
Category: Mental Vampire: The Masquerade; 20th Anniversary, pg. 495
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 482 Sleeping With the Enemy
Cost: -3
Lesser Resurrection Category: Social
Cost: -3 Available to: Any
Category: Supernatural Vampire: The Masquerade; 20th Anniversary, pg. 492
Available to: Mummy Changeling: The Dreaming; 20th Anniversary, pg. 185
Mummy: The Resurrection, pg. 69-70
Slow Healing
Lifesaver Cost: -3
Cost: -3 Category: Physical
Category: Mental Available to: Any
Available to: Any You have difficulty healing wounds. Healing magic is half
Changeling: The Dreaming; 20th Anniversary, pg. 182 as effective or twice as expensive to use on you, and all
natural healing times are doubled.
Low Pain Tolerance
Cost: -3 Victim of the Veil
Category: Physical Cost: -3
Available to: Any Category: Mental
Pain affects you significantly worse than others. The dice Available to: Any except Wraith, Hunter, or Mortal
penalty for each of your Health Levels is increased by one Vampire: The Masquerade; 20th Anniversary, pg. 486
level. Effectively, you have no Bruised health level and two
Incapacitated health levels. Ward
Cost: -3
Narc Category: Social
Cost: -3 Available to: Any
Category: Social You are devoted to someone else's protection. Wards get
Available to: Any caught up in the action of stories, and they’re frequent
Vampire: The Masquerade; 20th Anniversary, pg. 492 catalysts for dangerous situations.
One Arm Weak-Willed
Cost: -3 Cost: -3
Category: Physical Category: Mental
Available to: Any Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 474 Changeling: The Dreaming; 20th Anniversary, pg. 182
Conspicuous Consumption Thin Blood
Cost: -4 Cost: -4
Category: Mental Category: Supernatural
Available to: Vampire Available to: Vampire
Vampire: The Masquerade; 20th Anniversary, pg. 486 Vampire: The Masquerade; 20th Anniversary, pg. 483
Disease Carrier Touch of Death
Cost: -4 Cost: -4
Category: Physical Category: Supernatural
Available to: Vampire Available to: Demon, Mummy, Wraith, or Vampire
Vampire: The Masquerade; 20th Anniversary, pg. 483 You are undead, and as such the power of death resides in
you and bleeds from you. Simple living things, such as plants
Fifteenth Generation and insects, wither and die at your touch. Hardier creatures
Cost: -4 also suffer damage, taking one bashing damage for every
Category: Supernatural hour after the first in which they remain in contact with you.
Available to: Vampire The injured and ill cannot heal naturally in your presence,
Vampire: The Masquerade; 20th Anniversary, pg. 481 and magical healing costs one extra (Blood, Faith, etc) point if
bought or is at +2 difficulty if rolled when within three yards
Grip of the Damned of you. You can heal yourself normally, but if others try to heal
Cost: -4 you the increased cost or difficulty applies.
Category: Supernatural Mummy: The Resurrection, pg. 70
Available to: Vampire
Vampire: The Masquerade; 20th Anniversary, pg. 495 Ability Deficit
Cost: -5
Guilt-Wracked Category: Mental
Cost: -4 Available to: Any
Category: Mental Werewolf: The Apocalypse; 20th Anniversary, pg. 478
Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 182 Chimerical Magnet
Cost: -5
Metis Child Category: Supernatural
Cost: -4 Available to: Changeling
Category: Social Changeling: The Dreaming; 20th Anniversary, pg. 189
Available to: Werewolf
Werewolf: The Apocalypse; 20th Anniversary, pg. 482 Dark Fate
Cost: -5
Mute Category: Supernatural
Cost: -4 Available to: Any
Category: Physical Vampire: The Masquerade; 20th Anniversary, pg. 495
Available to: Any Werewolf: The Apocalypse; 20th Anniversary, pg. 484
Vampire: The Masquerade; 20th Anniversary, pg. 483 Changeling: The Dreaming; 20th Anniversary, pg. 189
Werewolf: The Apocalypse; 20th Anniversary, pg. 474
Flesh of the Corpse
On Probation Cost: -5
Cost: -4 Category: Physical
Category: Social Available to: Vampire, Demon, or Mummy
Available to: Any Vampire: The Masquerade; 20th Anniversary, pg. 483
Vampire: The Masquerade; 20th Anniversary, pg. 493
Changeling: The Dreaming; 20th Anniversary, pg. 185 Infertile Vitae
Cost: -5
Overextended Category: Supernatural
Cost: -4 Available to: Vampire
Category: Social Vampire: The Masquerade; 20th Anniversary, pg. 484
Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 492 Laughingstock
Cost: -5
Parfum de Goat Category: Social
Cost: -4 Available to: Vampire
Category: Social Vampire: The Masquerade; 20th Anniversary, pg. 493
Available to: Changeling
Changeling: The Dreaming; 20th Anniversary, pg. 180
Lifeblood Venus Rising
Cost: -5 or -2 Cost: 4
Category: Supernatural Category: Supernatural
Available to: Mummy Available to: Any
Mummy: The Resurrection, pg. 70 Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Light Sensitive Venus Midsky
Cost: -5 Cost: 3
Category: Supernatural Category: Supernatural
Available to: Vampire Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 495 Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Psychic Vampire Venus Descending
Cost: -5 Cost: -2
Category: Supernatural Category: Supernatural
Available to: Changeling Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 189 Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Sidhe's Curse Mars Rising
Cost: -5 Cost: 6
Category: Supernatural Category: Supernatural
Available to: Changeling Available to: Any
Changeling: The Dreaming; 20th Anniversary, pg. 189 Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Red List Mars Midsky
Cost: -7 Cost: 5
Category: Social Category: Supernatural
Available to: Vampire Available to: Vampire or Werewolf
Vampire: The Masquerade; 20th Anniversary, pg. 493 Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Taint of Corruption Mars Descending
Cost: -7 Cost: -6
Category: Supernatural Category: Supernatural
Available to: Werewolf Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 484 Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Planetary Aspects Jupiter Rising
Cost: 7
You may only have one of these, as it represents the astrology Category: Supernatural
of your birth. Available to: Any except Mortal
Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Mercury Rising
Cost: 3 Jupiter Midsky
Category: Supernatural Cost: 4
Available to: Any Category: Supernatural
Werewolf: The Apocalypse; Player's Guide (1e), pg. 28 Available to: Vampire or Werewolf
Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Mercury Midsky
Cost: 2 Jupiter Descending
Category: Supernatural Cost: -6
Available to: Any Category: Supernatural
Werewolf: The Apocalypse; Player's Guide (1e), pg. 28 Available to: Any
Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Mercury Descending
Cost: -3
Category: Supernatural
Available to: Any
Werewolf: The Apocalypse; Player's Guide (1e), pg. 29
Backgrounds

A
t Storyteller discretion, any of these Note: Unless you are a Mage or a Mummy, this Background
Backgrounds can be waived and just made part is called Innocuous, its rating is capped at 3, and you must
of a good backstory without requiring points to have exactly Appearance 2 to take it. If your Appearance ever
be spent on them. For example, if you were a changes, you lose the benefits of this Background until your
lifeguard or a teacher, the Storyteller might Appearance becomes 2 again. Photos and video of you are
allow you to start with the necessary not magically blurred or lost, you just look so generic that
documentation for that without needing to they could be of anyone.
spend points on Certification, or they could allow you to have X You’re as obvious as anybody else.
a relationship with your mortal family without needing to • You blend into crowds.
spend points on Kinfolk. •• Your presence slides out of memory.
Where the text, cost, or availability of a Background differs ••• You’re that person no one easily recalls.
here from its sourcebook, use the one listed here. Where a •••• Records, pictures, even memories of you are few and
Background refers to something specific to its sourcebook's hard to find.
supernatural type but is available to other supernaturals, ••••• You’re like a ghost in this world, known only to the
transliterate it to the equivalent for your own supernatural folks you choose to trust.
type (Werewolf Tribe to Vampire Clan, etc).
Arsenal
Ally Available to: Any except Wraith
Available to: Any Hunter: The Reckoning, pg. 120-121
You have another character who joins you on your (Note: This Background costs double dots for anyone other
adventures. They are effectively your sidekick, even if they are than Hunters.)
technically more powerful than you. This Background is not
used for other Player Characters, it always represents an Artifact
NPC. The Storyteller decides at the start of the chronicle Available to: Wraith
whether Allies will be controlled by their players or by the Wraith: The Oblivion; 20th Anniversary, pg. 142
Storyteller, and how many Allies each character will be
allowed (this may be zero). Note that Allies may never take
this Background.
X No allies. You rely on your fellow players for support.
• A mortal of moderate influence and power.
•• A supernatural creature of the same type as you.
••• A supernatural creature of any type.
•••• A supernatural creature of any type with an extra 15
Freebie Points to spend.
••••• A supernatural creature of any type with an extra 30
Freebie Points to spend.
The Storyteller decides at the beginning of the Chronicle
from among the following options:
Allies earn EXP as if they were player characters.
Allies earn half as much EXP as player characters.
Players may divide their EXP among their main character
and their Allies.
Allies do not earn EXP.
Alternate Identity
Available to: Any except Wraith
Vampire: The Masquerade; 20th Anniversary, pg. 111
Mage: The Ascension; 20th Anniversary, pg. 304-305
Ancestors
Available to: Any
Werewolf: The Apocalypse; 20th Anniversary, pg. 136
Arcane / Cloaking / Innocuous
Available to: Any
Mage: The Ascension; 20th Anniversary, pg. 305
Mummy: The Resurrection, pg. 64
Avatar / Genius Contacts
Available to: Mage Available to: Any
Mage: The Ascension; 20th Anniversary, pg. 305-306 Mage: The Ascension; 20th Anniversary, pg. 309
Ba Demesne
Available to: Mummy Available to: Mage
Mummy: The Resurrection, pg. 64 Mage: The Ascension; 20th Anniversary, pg. 310-311
Backup Destiny / Fate
Available to: Any Available to: Any
Mage: The Ascension; 20th Anniversary, pg. 306-307 Mage: The Ascension; 20th Anniversary, pg. 311-312
Black Hand Membership Domain
Available to: Vampire Available to: Any
Vampire: The Masquerade; 20th Anniversary, pg. 111-112 Vampire: The Masquerade; 20th Anniversary, pg. 112-113
Blessing Dream / Hypercram
Available to: Any Available to: Mage
Mage: The Ascension; 20th Anniversary, pg. 307-308 Mage: The Ascension; 20th Anniversary, pg. 312
Bystanders / Kinfolk / Cult Dreamers
Available to: Any except Mortal Available to: Changeling
Hunter: The Reckoning, pg. 121 Changeling: The Dreaming; 20th Anniversary, pg. 169
Werewolf: The Apocalypse; 20th Anniversary, pg. 138
Mage: The Ascension; 20th Anniversary, pg. 310 Eidolon
Where Contacts are mortals who are useful to you who Available to: Wraith
know basically nothing about you, this Background Wraith: The Oblivion; 20th Anniversary, pg. 143
represents mortals who know exactly what you are, and help Enhancement
you anyway. Bystanders are those who were there at a
Hunter's awakening, but were not themselves imbued. Available to: Mage
Kinfolk are humans who have Werewolf relatives. Cult are Mage: The Ascension; 20th Anniversary, pg. 312-313
believers in a Mage who assist them in ther magick with their Exposure
belief. Other supernaturals have other names for these
people, but in every case they are normal people with normal Available to: Any
lives who are in on the secret of who and what you are. Hunter: The Reckoning, pg. 122
They do not generally have any special skills or knowledge; Fame / Notoriety
this is used to represent family, friends, or other social Available to: Any
support network. They might cover for you or offer moral You have a measure of fame in mortal society, possibly as a
support; at most they might give you a place to lay low for a performer, athlete, politician or other sort of public
few days. Mages can use their belief to assist in magick, and personality. On one hand, fame gives you power and influence
they make good Pact targets for Demons. in mortal society. You can get away with a lot when you’re
(Note: This Background gives half as many people (round famous, and people tend to defer to you. On the other hand, it
down) for Hunters and Wraiths.) is difficult for you to go places without being recognized, and
X None. anything unusual about you is more likely to be noticed
• 3-7 people.
(although not necessarily in a bad way — the famous are
•• 8-12 people. expected to be eccentric). The Storyteller may reduce the
••• 13-17 people. difficulty of some Social rolls when you’re dealing with
•••• 18-22 people. particularly star-struck fans or the like.
••••• 23-30 people. Usually this Background is used to represent how well
Certification
known you are in the mortal world, but optionally it can be
used to represent how well known you are among
Available to: Any except Wraith supernaturals of your type. Wraiths may only use this
Mage: The Ascension; 20th Anniversary, pg. 308 Background in this second way.
Chantry / Construct You may not have more dots in mortal-world Fame than
Available to: Mage you have in Resources.
Mage: The Ascension; 20th Anniversary, pg. 308-309 X Nobody: You're nobody special as far as the masses are
concerned.
Chimera • Popularity: You are a big deal in your high school or
Available to: Changeling neighborhood. You have a peculiar vehicle that people around
Changeling: The Dreaming; 20th Anniversary, pg. 169 town recognize, you are a pastor at a medium-to-large church,
you were once the star of the high school football team.
•• Notoriety: You are recognized and/or well-known within Familiar / Companion
certain circles. Maybe you’re a preeminent lepidopterist Available to: Any
whom all the other lepidopterists idolize. Or you could be the You have a supernaturally enhanced animal companion of
mayor or meteorologist in a medium-sized city. You might be some kind. A Mage might have an intelligent owl, a
one of the 1.1 million living people who has a Wikipedia page. Changeling could have a Chimerical flying toad, a Mummy
••• Working-Class Fame: A lot of people know who you are could have the spirit of the cat she was buried with. Work
and they are distributed around the world. There’s a good with your Storyteller to build your animal companion; the
chance that a stranger will approach you to say hi at the Mage and Mummy books have rules for
grocery store. You are a professional sports player, musician, Familiars/Companions and the Changeling book has rules for
author, actor, television host, or internet personality. You Chimerical creatures, use those rules as a baseline for
might still have to hustle to make a living, but your fame is designing familiars for other supernatural types.
your job. You’ll probably trend on Twitter if you die. There are Mage: The Ascension; 20th Anniversary, pg. 314-316
probably about 30,000 Tier 3 Celebrities in America. Mummy: The Resurrection, pg. 64-65
•••• True Fame: You get recognized by fans enough that it is Changeling: The Dreaming; 20th Anniversary, pg. 171
a legitimate burden. People take pictures of you without your X No special pets.
permission, and no one would scoff if you called yourself a • Your Companion has access to a few scattered bits of
celebrity. When you start dating someone, you wouldn’t be helpful information.
surprised to read about it in magazines. You are a performer, •• You’ve got a pretty cool Companion.
politician, host, or actor whom the majority of people in your ••• A magnificent Companion is loyal to you.
country would recognize. Your humanity is so degraded that •••• You’re favored with the presence (if not always the good
people are legitimately surprised when they find out that behavior) of a smart and miraculous creature.
you’re “just like them” because, sometimes, you buy food. You ••••• Your Familiar probably knows more than you do, can
never have to worry about money again, but you do need a be quite demanding, and has a very outspoken personality.
gate with an intercom on your driveway. At any given time,
there are probably fewer than 500 Tier 4 Celebrities in the Followers / Retinue / Retainers
world. Available to: Any
••••• Divinity: You are known by every person in your world,
and you are such a big deal that they no longer consider you a Followers are servants, worshippers or even loyal hirelings
person. Your story is much larger than can be contained working for you. They answer to you due to loyalty, magical
within any human lifetime, and your memory will continue control, or mundane manipulation. They’ll follow your
long after your earthly form wastes away. You are a founding command to the best of their ability, though some would
father of a nation, a creator of a religion, an emperor, or an betray you if the opportunity presented itself, especially if you
idea. There have been fewer than 100 Tier 5 Celebrities ever, mistreat them or if they are bound to you against their will.
and very few achieved this status while alive. Followers that are ignored or mistreated will eventually leave
in search of greener pastures. Followers that are treated well
will tend to remain loyal, although they still have their own
goals and personalities.
You and the Storyteller should work together to describe
any followers you have and why they follow you. This
Background can be used for Followers / Retinue, who come
with you, or Retainers, who stay behind and take care of
things in your absence.
X No followers — you rely on your party for support.
• One follower of moderate power, or two minor sidekicks.
•• Two moderate followers, four sidekicks, or a single, more
powerful one.
••• Three moderate followers, or a combination of lesser
and greater ones.
•••• Four moderate followers, six minor sidekicks, or a
combination of all three types.
••••• Five moderate followers, or an assortment of lesser
and greater ones.
••••• • Six moderate followers, a small gang of sidekicks, or
one or two really powerful friends.
••••• •• Seven moderate followers, a staff of sidekicks, or a
handful of strong companions.
••••• ••• Eight moderate followers, a bunch of followers, or a
few major badasses.
••••• •••• Nine moderate followers, a private militia, or a
pack of major friends.
••••• •••••Ten capable followers, a small army, or a truly
deadly gang.
Generation Once per game session, if you are near the Legacy, roll this
Available to: Vampire Background's rating. On a success, you regain that many
Vampire: The Masquerade; 20th Anniversary, pg. 114, 270 points of Corpus or Quintessence, or one point of Sekhem,
Ratings higher than 5 may only be taken with Storyteller Faith, or Glamour. (Obviously, you may only gain points in
approval. traits you actually have.) If your character's legacy is ever
X Thirteenth Generation: 10 max blood pool, can spend 1 destroyed or forgotten, you lose this Background.
blood point per turn Mages do not usually have actual past lives, but those with
• Twelfth Generation: 11 max blood pool, can spend 1
this Background evoke a figure of legend on a primal level,
blood point per turn seeming to be the reincarnation of King Arthur, Sun Tzu,
•• Eleventh Generation: 12 max blood pool, can spend 1
Babe Ruth, Elvis, Little Red Riding Hood, Batman, Grumpy
blood point per turn Cat, etc., and that Legend serves as your Legacy.
••• Tenth Generation: 13 max blood pool, can spend 1
X No trace of your past lives remain.
• Your legacy is a small item - a piece of jewelry, a painting,
blood point per turn or the like - that is on display in a museum or a private
•••• Ninth Generation: 14 max blood pool, can spend 2
blood points per turn collection.
•• Your legacy is of strong interest to a particular group of
••••• Eighth Generation: 15 max blood pool, can spend 3
blood points per turn people.
••• People see your legacy every day, such as an entire park
••••• • Seventh Generation: 16 max blood pool, can spend 4
blood points per turn dedicated to your honor.
•••• Your legacy is known world-wide; you designed the
••••• •• Sixth Generation: 17 max blood pool, can spend 5
blood points per turn Eiffel Tower, built the Great Pyramid, or carved the Grand
••••• ••• Fifth Generation: 18 max blood pool, can spend 6
Canyon.
••••• An important idea in modern life is attributed to you.
blood points per turn Perhaps you founded a religion or a political movement, or
••••• •••• Fourth Generation: 19 max blood pool, can spend
7 blood points per turn made a scientific discovery.
••••• ••••• Antediluvian: 20 max blood pool, can spend 8 Library
blood points per turn Available to: Any except Wraith
Haunt Mage: The Ascension; 20th Anniversary, pg. 318
Available to: Wraith Memoriam
Wraith: The Oblivion; 20th Anniversary, pg. 143 Available to: Wraith
Herd Wraith: The Oblivion; 20th Anniversary, pg. 144
Available to: Vampire Mentor
Vampire: The Masquerade; 20th Anniversary, pg. 114 Available to: Any except Mortal
Holdings Mage: The Ascension; 20th Anniversary, pg. 318-319
Available to: Changeling Node
Changeling: The Dreaming; 20th Anniversary, pg. 169-170 Available to: Mage
Influence Mage: The Ascension; 20th Anniversary, pg. 319-320
Available to: Any except Wraith
Vampire: The Masquerade; 20th Anniversary, pg. 114-115
Mage: The Ascension; 20th Anniversary, pg. 316-317
Ka
Available to: Mummy
Mummy: The Ressurection, pg. 65-66
Legacy / Legend
Available to: Mage, Demon, Mummy, Changeling, or Wraith
You left some significant mark on the world in your
previous life from which you still draw strength. It might be a
structure, a great historical deed, or even an idea. It could be
a painting of you hanging in an art gallery, a mummified cat
that was buried with you and is now sitting in a museum, or a
canyon that was the site of your greatest prehistoric battle
and is now a tourist attraction. To receive the benefit of this
Background, the Legacy must still exist, and it must be
remembered by mortals (not just supernaturals).
Notable Heritage / Pure Breed access to the memories of the intangible spirit that makes up
Available to: Any your supernatural being.
Werewolf: The Apocalypse; 20th Anniversary, pg. 138, 480 For other Types, this Background is called Past Lives, and
Your direct family line is particularly renowned, either in represents human lives lived generations ago before being
supernatural society or in the human world. You must choose reincarnated as you.
(with your Storyteller’s approval) which world your heritage X You know your name and what you are, but you
relates to, and detail your family line accordingly. This remember nothing of your existence before waking in this
Background may give bonus dice or difficulty reduction to human body.
various related rolls at Storyteller discretion. You are • You have hazy memories when triggered by an event.
expected to live up to your lineage’s reputation. If you fail to •• You gain accurate information with a reminder.
do so, you may find this Background dwindling over time as ••• You experience relevant flashbacks even without a
stories of your own failings begin to outweigh the high regard reminder.
your family receives. •••• You remember remarkable information, including
X You have no notable lineage. major events.
• You have your father’s eyes. ••••• You clearly remember large swaths of your history
•• Your grandfather made a name for himself in a famous including entire lifetimes.
battle, and you carry that name with pride.
••• Your pedigree is widely known and well respected.
•••• You could dress in rags and still command respect.
••••• The greatest of heroes live on in you.

Pacts
Available to: Demon
Demon: The Fallen, pg. 156-157
X You have no established pacts, and must gain Faith
through Revelations.
• One established pact (1 Faith every 24 hours).
•• Two established pacts (1 Faith every 12 hours).
••• Three established pacts (1 Faith every 8 hours).
•••• Four established pacts (1 Faith every 6 hours).
••••• Five established pacts (1 Faith every 5 hours).
••••• • Six established pacts (1 Faith every 4 hours).
••••• •• Seven or eight pacts (1 Faith every 3 hours).
••••• ••• Nine to twelve pacts (1 Faith every 2 hours).
••••• •••• Thirteen to twenty-four pacts (1 Faith every hour).
••••• ••••• Twenty-five or more pacts (1 Faith / 30 minutes).

Paragon
Available to: Demon
Demon: The Fallen, pg. 157
Patron
Available to: Any
Mage: The Ascension; 20th Anniversary, pg. 320-321
Rank
Available to: Any except Wraith
Mage: The Ascension; 20th Anniversary, pg. 321
Relic
Available to: Wraith
Wraith: The Oblivion; 20th Anniversary, pg. 145-146
Remembrance / Past Lives
Available to: Any
Changelings, Mummies, and Demons are supernatural
spirits inhabiting the body and mind of a mortal human. You
can automatically access all the memories of the human you
are inhabiting, but the memories of your own immortal spirit
are more ephemeral. The Remembrance Background allows
Requisitions Treasures
Available to: Mage Available to: Changeling
Mage: The Ascension; 20th Anniversary, pg. 321-322 Changeling: The Dreaming; 20th Anniversary, pg. 171
Resources Vessel
Available to: Any except Wraith Available to: Mummy
Mage: The Ascension; 20th Anniversary, pg. 322-323 Mummy: The Ressurection, pg. 67
Rites Voices
Available to: Werewolf Available to: Hunter
Werewolf: The Apocalypse; 20th Anniversary, pg. 139 Hunter: The Reckoning, pg. 124
Rituals Wonder (Device / Fetish / Talisman
Available to: Vampire / Etc.)
Vampire: The Masquerade; 20th Anniversary, pg. 117 Available to: Any
Sanctum / Laboratory
A wonder by any name is still as sweet… and you have one.
What’s a Wonder? Perhaps it’s a mystic Talisman imbued
Available to: Mage with magickal power; a Fetish whose strange properties
Mage: The Ascension; 20th Anniversary, pg. 323-324 come from a spirit bound within its form; or a Technocratic or
Secret Weapons weird-science Device, shaped by Enlightened Science into
Available to: Mage something that transcends mortal technology.
Mage: The Ascension; 20th Anniversary, pg. 328
Mage: The Ascension; 20th Anniversary, pg. 325 Werewolf: The Apocalypse; 20th Anniversary, pg. 137-138
Spies X No items of power.
• A Wonder with one small power – that is, a Wonder worth
Available to: Any 1-3 points.
Mage: The Ascension; 20th Anniversary, pg. 325 •• A Wonder with one or two powers, probably with some
Spirit Heritage Quintessence and an Arete of its own. (4-6 points.)
Available to: Any ••• A Wonder with a few notable powers or one respectable
Werewolf: The Apocalypse; 20th Anniversary, pg. 139 one. (7-9 points.)
•••• A Wonder with impressive powers or a powerful Effect.
Status / Title / Eminence (10-12 points.)
Available to: Any except Mortal ••••• A Wonder with mighty powers or a single devastating
You have a position of significant standing (earned or Effect. (13-15 points.)
unearned) among supernaturals of your type. You may have
occasion to roll your Status in conjunction with a Social Trait;
this reflects the positive effects of your prestige.
X You are a commoner.
• You are the equivalent of a squire, squiress, or esquire.
•• You are the equivalent of a knight or dame.
••• You are the equivalent of a baron or baroness.
•••• You are the equivalent of a count or countess.
••••• You are the equivalent of a duke or duchess.
••••• • You are the equivalent of a lord or lady.
••••• •• You are the equivalent of a prince or princess.
••••• ••• You are the equivalent of a king or queen.
••••• •••• You are the equivalent of an emperor or empress.
••••• ••••• You are the equivalent of a god or goddess.

Tomb
Available to: Mummy
Mummy: The Ressurection, pg. 66-67
Totem [Mage]
Available to: Mage
Mage: The Ascension; 20th Anniversary, pg. 326-328
Totem [Werewolf]
Available to: Werewolf
Werewolf: The Apocalypse; 20th Anniversary, pg. 140
Archetypes / Legacies

C
hangelings must choose one Seelie Legacy and Dandy
one Unseelie Legacy. Everyone else must You love setting trends and getting attention.
choose one Archetype to be their Nature (who Quest: Solidify your social standing, or rise higher.
they are inside) and one Archetype to be their Ban: Never pass up the chance to make yourself look good or
Demeanor (how they behave around others) impress a superior.
(these can be the same Archetype if you wish)
("Legacy" and "Archetype" are interchangeable Guru
terms in this context). In all cases, you gain a point of People find you spiritually compelling.
Willpower when you act on either of your Quests, and must Quest: Guide yourself or another to a spiritually enlightened
spend a point of Willpower to act against either of your Bans. action or epiphany.
Ban: Never focus on the physical when there is a spiritual
Seelie Legacies side available.
Activist Hermit
You try to fix a broken world. A recluse at heart, you’d rather be left alone.
Quest: Confront abuse, right wrongs, or reveal an actual Quest: Discover the solution to a problem all on your own
conspiracy and, by doing so, bring it down. through thoughtful introspection.
Ban: Never let an abuse of power go unchallenged. Ban: Never chat idly. Speak only if you have unique insight
and the situation is dire.
Architect
You want to build something lasting. Idealist
Quest: Create something that will endure. A greater Truth awaits us, and you know what it is.
Ban: Never pass up an opportunity to improve something Quest: Achieve a goal in the name of a higher ideal (love,
with your personal touch. friendship, romance, etc.).
Ban: Never hide your feelings.
Avant-Garde
If it's not new and exciting, you're not interested. Innovator
Quest: Find a new approach to something old. Your imagination drives progress forward.
Ban: Never do something in an older way when a newer way Quest: Inspire a helpful new breakthrough.
is available. Ban: Never accept that something cannot be done.
Bon Vivant Jester
Life is a banquet, and you intend to feast. Humor is your weapon and your shield in life.
Quest: Truly enjoy yourself and share your joy with others. Quest: Lift others’ spirits or deny your own pain through
Ban: Never turn down an opportunity for pleasure. humor.
Ban: Never endure a serious situation without cracking a
Bumpkin joke.
Common sense and plain dealing are your way. Judge
Quest: Overcome adversity with a practical solution. You work to improve the system from within.
Ban: Always use logic and common sense. Quest: Use careful and systematic reasoning to solve a
Caregiver problem.
You seek to alleviate the suffering of others, even when it Ban: Never break with the established methods of problem
costs you. solving.
Quest: Protect others from harm or alleviate others' Martyr
suffering. You were made to suffer for the benefit of others.
Ban: Never knowingly cause distress or harm to anyone Quest: Sacrifice yourself for your ideals, or for the good of
(other than a sworn enemy). someone else.
Competitor Ban: Never avoid pain merely for its own sake.
You live for the challenge of proving your skill. Mediator
Quest: Overcome a truly challenging obstacle. You believe an agreement can always be reached.
Ban: Never refuse a fair challenge. Quest: Convince others to compromise.
Courtier Ban: Never be the one to initiate combat.
The whirl of politics and intrigue excites you. Orchid
Quest: Maintain social peace and harmony. Purity and delicacy have a beauty all their own.
Ban: Never purposefully cause disharmony. Quest: Keep your innocence and sense of wellbeing intact
through a frightening situation.
Ban: Never reveal yourself to anyone or trust anyone except
your closest friends.
Panderer Wayfarer
Making others happy brings you joy. Why stay put when there’s so much to see out there?
Quest: Make someone happy, but keep them unaware of the Quest: Survive a truly dangerous situation by your own wits.
part you played in it. Ban: Never plan for the future.
Ban: Never purposefully do anything to make someone
unhappy (other than a sworn enemy). Unseelie Legacies
Penitent Addict
You have sinned and must redeem yourself. There’s something you’ve just got to have, no matter what.
Quest: Make a significant step toward redemption. Quest: Give in to your addiction and sate it.
Ban: Never commit an act of evil. Ban: Never resist your addiction.
Prophet Beast
Your life's work is to speak the truth. Nobody ever disobeys you twice.
Quest: Inspire a successful change by speaking truth to Quest: Remove opposition to your goals.
power. Ban: Never retreat; never forfeit that which is yours.
Ban: Never knowingly say anything untrue.
Bravo
Regent Might makes right, and you’re always right.
Some are born to rule, and you always take charge. Quest: Achieve success through the application of force.
Quest: Resolve a situation with your strength or leadership. Ban: Never cave to superior force.
Ban: Never avoid your duty or compromise the laws by which
you live. Capitalist
Sage
Why give it away when you can sell it?
Quest: Make a successful "sale" of any commodity (physical
Wisdom is good, but it’s even better when it’s shared. items or intangibles like favors).
Quest: Give someone advice that helps them succeed. Ban: If you're good at something, never do it for free.
Ban: Never impede anyone’s chosen course of action (except
a sworn enemy). Chameleon
Scientist
You manage to blend in to any situation.
Quest: Fool someone into thinking you’re someone else for
Everything is a puzzle to solve. your own (or your party's) benefit.
Quest: Gather information logically and systematically, and Ban: Never draw attention to yourself.
use it in another similar situation.
Ban: Never accept a solution based in emotion or guesswork. Child / Conniver
Soldier
Won't someone take care of me? / Why work hard when you
can get others to do it for you?
You follow orders, but in your own way. Quest: Convince someone else to care for you or help satisfy
Quest: Achieve your orders' directives. your needs without any reward.
Ban: Never disobey a direct order. Ban: Never do for yourself what you could get someone else
Squire to do for you instead.
You are a natural sidekick, the perfect right hand. Critic
Quest: Be vital to an accomplishment, but take no credit for Nothing's perfect, and that's just not good enough for you.
your role. Quest: Point out a flaw that would have been harmful had it
Ban: Never contradict or undermine your hero. gone undetected.
Survivor Ban: Never suffer in silence.
You can handle anything life throws at you. Dare-Devil
Quest: Endure hardship, or encourage others to do the same. What a rush! You’re all about finding the next big thrill.
Ban: Never give in to adversity. Quest: Succeed at a dangerous task you have deliberately
Traditionalist undertaken.
The way it’s always been done is good enough for you. Ban: Never turn down a dare.
Quest: Succeed at a task in the time-honored way. Deviant
Ban: Never do something in a newer way when an older way Rules only get in the way of getting what you want.
is available. Quest: Commit a selfish act that shakes up the status quo.
Visionary Ban: Never do anything that helps others more than you.
You see the potential in things, the way they could be. Fatalist
Quest: Inspire others to follow their dreams or ideals. Nothing matters; why can’t anyone else see that?
Ban: Never accept that something cannot be done. Quest: Warn others of doom that comes to pass.
Ban: Never laugh except in bitterness, sarcasm, or
schadenfreude.
Fool Rebel
Don’t take life too seriously, no matter what. Down with the system! Authority must be challenged.
Quest: Deflate an overblown ego or knock the self-righteous Quest: Successfully weaken authority.
down a peg. Ban: Never obey a direct order.
Ban: Never search for the “whys” in life; there are none. Riddler
Gambler Wisdom shouldn't be easily earned, so you tease and test.
You’ll to risk everything on a chance for something better. Quest: Confuse or mislead someone.
Quest: Take a chance and come out ahead. Ban: Never allow anyone to discover the truth about you.
Ban: Never turn down a long shot because of the odds. Ringleader
Grotesque You’re the boss, and you make damn sure everyone knows it.
You love the thrill of shocking and appalling others. Quest: Use your followers to accomplish your goal.
Quest: Cause someone to falter or lose their composure. Ban: Never allow any one person to threaten your
Ban: Never willingly conform to polite society. organization or goals.
Hacker Rogue
You upgrade things by taking them apart. It's all about you.
Quest: Puzzle out a way to improve something that was Quest: Achieve something others think you don’t deserve.
supposedly designed well to begin with. Ban: Never choose work over pleasure.
Ban: Never accept that an obstacle cannot be overcome. Sadist
Knave You delight in suffering and pain.
A pusher to the end, you love to see how far others will go. Quest: Commit a terrible act of evil.
Quest: Convince others to do something they oppose, but Ban: Never help someone else unless doing so helps you
then enjoy. even more.
Ban: Never shelter anyone from the harsh truths of life. Savage
Machine The natural order reveals who is truly worthy.
Weakness is for lesser beings. Quest: Through your own cunning and might, conquer foes
Quest: Transcend the limits of mere flesh, bone, and steel. who believe their culture is superior to wildness.
Ban: Never succumb to physical weakness. Ban: Never indulge in civilized folly.
Mad Scientist Sociopath
You invert order to reveal greater truths. The inferior must be destroyed.
Quest: Invert expectations to lead folks to realize how false Quest: Drop more bodies than anyone else did in an
those expectations had been. encounter.
Ban: Never conform to standard expectations. Ban: Never acknowledge another's superiority.
Masochist Wretch
You test the limits of pain and endurance. You find comfort in knowing you are the lowest of the low.
Quest: Suffer in a way you never have before. Quest: Make others vilify you as worthless, or despair of ever
Ban: Never avoid pain merely for its own sake. getting through to you.
Monster Ban: Never accept praise.
You crave the fear of others.
Quest: Cause others to recoil from you in horror.
Ban: Never allow someone to find you endearing.
Pandora
You live to uncover secrets, even if it’s a dangerous idea.
Quest: Overcome a situation you created by doing what you
were warned against.
Ban: Never keep a secret.
Peacock
Everyone just needs to realize you’re the best.
Quest: Truly impress someone.
Ban: Never admit failure or fault.
Rake
Your appetites will never be sated, but you do love to try.
Quest: Succeed in your pursuit of pleasure.
Ban: Never part with anything without either hope of reward
or a hard fight.
Character Sheets

T
he wonderful Chris "MrGone" Leland worked
with me to make Character Sheets for these
Mixed Game Rules. You can find his products
on Storytellers Vault here.
Every character uses the first two sheets
(labeled "Classic World of Darkness" in big
letters at the top) as a "Main Sheet".
Each supernatural type has its own "Add-On Sheet" to use
in conjunction with the Main Sheet. If your character is a
Mortal, you don't use an Add-On Sheet. If your character is
somehow multiple supernatural types at once (a Werewolf
who has also awakened as a Mage, for instance), you can use
multiple Add-On Sheets to represent this.
Classic
World Of
Darkness
Name: Player: Chronicle:
Nature: Demeanor: Concept:

Attributes
Physical Social Mental
Strength___________OOOOO Charisma___________OOOOO Perception__________OOOOO
Dexterity___________
OOOOO Manipulation________
OOOOO Intelligence___________
OOOOO
Stamina___________OOOOO Appearance_________OOOOO Wits______________OOOOO

Abilities
Talents Skills Knowledges
Alertness___________OOOOO Animal Ken_________OOOOO Academics__________ OOOOO
Athletics___________OOOOO Crafts_____________OOOOO Computer___________ OOOOO
Brawl_____________OOOOO Demolitions_________
OOOOO Cosmology__________ OOOOO
Dodge_____________ OOOOO Drive______________OOOOO Enigmas___________OOOOO
Empathy___________ OOOOO Etiquette___________
OOOOO Finance___________OOOOO
Expression__________OOOOO Firearms___________OOOOO Investigations________
OOOOO
Fortitude___________OOOOO Larceny___________OOOOO Linguistics__________OOOOO
Intimidation_________
OOOOO Meditation_________OOOOO Medicine___________ OOOOO
Intuition___________OOOOO Melee_____________OOOOO Occult____________OOOOO
Kenning___________OOOOO Performance________OOOOO Politics____________OOOOO
Leadership___________
OOOOO Stealth____________OOOOO Research___________OOOOO
Streetwise___________
OOOOO Survival___________OOOOO Religion___________OOOOO
Subterfuge__________OOOOO Technology_________OOOOO Science____________OOOOO

Advantages
Other Traits Backgrounds Virtues
_________________OOOOO _________________OOOOO Compassion_________OOOOO
_________________OOOOO _________________OOOOO Conviction__________
OOOOO
_________________OOOOO _________________OOOOO Temperance_________OOOOO
_________________OOOOO _________________OOOOO Valor_____________OOOOO
_________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO Health
_________________OOOOO Bruised ¨
_________________OOOOO Willpower Hurt –1 ¨
_________________OOOOO OOOOOOOOOO Injured –1 ¨
_________________OOOOO ¨¨¨¨¨¨¨¨¨¨ Wounded –2 ¨
Combat Mauled –2 ¨
Crippled –5 ¨
Weapon/Attack Diff. Damage Range Rate Clip Conceal
__________________ ____ ____ ____ ____ ____ ____ Incapacitated ¨
__________________ ____ ____ ____ ____ ____ ____ Experience
__________________ ____ ____ ____ ____ ____ ____
__________________ ____ ____ ____ ____ ____ ____
Classic
World Of
Darkness
Possessions
Merits & Flaws Gear (Carried) Equipment (Owned)
Merit Cost _______________________ _______________________
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
Flaw Bonus _______________________ _______________________
__________________ ____
__________________ ____ Vehicles Misc
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
__________________ ____ _______________________ _______________________
_______________________ _______________________
Other Traits
_________________OOOOO
_________________OOOOO
Description
_________________OOOOO ________________________________________________
_________________OOOOO ________________________________________________
_________________OOOOO ________________________________________________
_________________OOOOO ________________________________________________
_________________OOOOO ________________________________________________
_________________OOOOO ________________________________________________
_________________OOOOO Age:____________________ Height:__________________
_________________OOOOO Hair:____________________ Weight:__________________
_________________OOOOO Eyes:____________________ Race:____________________
_________________OOOOO Gender:__________________ Nationality:_______________

Combat
Weapon/Attack Diff. Damage Range Rate Clip Conceal
_______________________________ ______ ______ ______ ______ ______ ______
_______________________________ ______ ______ ______ ______ ______ ______
_______________________________ ______ ______ ______ ______ ______ ______
_______________________________ ______ ______ ______ ______ ______ ______
_______________________________ ______ ______ ______ ______ ______ ______
_______________________________ ______ ______ ______ ______ ______ ______
_______________________________ ______ ______ ______ ______ ______ ______
_______________________________ ______ ______ ______ ______ ______ ______
_______________________________ ______ ______ ______ ______ ______ ______
_______________________________ ______ ______ ______ ______ ______ ______
Vampire
Classic World of Darkness

Name: Player: Chronicle:


Clan: Generation: Sire:

Other Traits
Humanity/Path Blood Pool Weakness
__________________ ¨¨¨¨¨¨¨¨¨¨ _______________________
OOOOOOOOOO ¨¨¨¨¨¨¨¨¨¨ _______________________
Bearing:___________( ) Blood Per Turn:_____ _______________________

Disciplines
_________________OOOOO _________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO _________________OOOOO

Rituals Paths
Name Level ______________________________
OOOOO
_____________________________ _____ ______________________________
OOOOO
_____________________________ _____ ______________________________
OOOOO
_____________________________ _____ ______________________________
OOOOO
_____________________________ _____ ______________________________
OOOOO
_____________________________ _____ ______________________________
OOOOO
_____________________________ _____ ______________________________
OOOOO
_____________________________ _____ ______________________________
OOOOO
_____________________________ _____ ______________________________
OOOOO

Notes
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
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Werewolf
Classic World of Darkness

Name: Player: Chronicle:


Breed: Auspice: Tribe:

Homid Glabro Crinos Hispo Lupus


Strength(+2)_____ Strength(+4)_____ Strength(+3)_____ Strength(+1)_____
No Stamina(+2)_____ Dexterity(+1)____ Dexterity(+2)____ Dexterity(+2)____
Change Manipulation(– 2)__ Stamina(+3)_____ Stamina(+3)_____ Stamina(+2)_____
Appearance(– 1)___ Manipulation(– 3)__ Manipulation(– 3)__ Manipulation(– 3)__
Appearance 0 +1 Die to Bite Damage –2 Perception Diff.
Difficulty: 6 Difficulty: 7 Difficulty: 6 Difficulty: 7 Difficulty: 6
INCITE DELIRIUM
IN HUMANS

Other Traits
Rage Rank Gnosis
O O O O O O O O O O O O O O O O O O O O
¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨
Glory Honor Wisdom
O O O O O O O O O O O O O O O O O O O O O O O O O O O O O O
¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨

Gifts
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________

Fetishes Rites
Item:_______________ Level:___ Gnosis:___ ___________________________________
Power:_____________________________ ___________________________________
Item:_______________ Level:___ Gnosis:___ ___________________________________
Power:_____________________________ ___________________________________
Item:_______________ Level:___ Gnosis:___ ___________________________________
Power:_____________________________ ___________________________________
Item:_______________ Level:___ Gnosis:___ ___________________________________
Power:_____________________________ ___________________________________
Sept Battle Scars:__________________________
Name:______________________________ ___________________________________
Caern Location:________________________ ___________________________________
Type:_______________________ Level:____ Metis Deformity:_______________________
Totem:____________ Leader:____________ ___________________________________
Classic World of Darkness

Name:
Mage
Player: Chronicle:
Affiliation: Essence: Sect:

Other Traits
Spheres Arete Rotes
Correspondence______
OOOOO O O O O O O O O O O _______________________
Entropy___________OOOOO Quintessence _______________________
Forces_____________OOOOO _______________________
Life______________OOOOO _______________________
Matter_____________OOOOO _______________________
Mind_____________OOOOO • _______________________
Prime_____________ OOOOO _______________________
Spirit_____________OOOOO _______________________
Time______________ OOOOO Paradox _______________________

Wonders Focus
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
Familiar Grimoires
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
Seekings Quiets
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
Wraith
Classic World of Darkness

Name: Player: Chronicle:


Life: Death: Regret:

Other Traits
Corpus Pathos
O O O O O O O O O O ¨¨¨¨¨¨¨¨¨¨
¨¨¨¨¨¨¨¨¨¨

Passions
___________________________________________________________________OOOOO
___________________________________________________________________OOOOO
___________________________________________________________________OOOOO
___________________________________________________________________OOOOO
___________________________________________________________________OOOOO
___________________________________________________________________OOOOO

Arcanoi Fetters
______________________________
OOOOO ______________________________
OOOOO
______________________________
OOOOO ______________________________
OOOOO
______________________________
OOOOO ______________________________
OOOOO
______________________________
OOOOO ______________________________
OOOOO
______________________________
OOOOO ______________________________
OOOOO
______________________________
OOOOO ______________________________
OOOOO
______________________________
OOOOO ______________________________
OOOOO
______________________________
OOOOO ______________________________
OOOOO
______________________________
OOOOO ______________________________
OOOOO

Psyche:
SHADOW Archetype:
Shadowguide Player:

Thorns Angst Dark Passions


_______________________ O O O O O O O O O O _________________OOOOO
_______________________ ¨ ¨ ¨ ¨ ¨ ¨ ¨ ¨ ¨ ¨ _________________OOOOO
_______________________ _________________OOOOO
_______________________ _________________OOOOO
_______________________ _________________OOOOO
_______________________ _________________OOOOO
_______________________ Psyche Willpower _________________OOOOO
_______________________ O O O O O O O O O O _________________OOOOO
Changeling
Classic World of Darkness

Name: Kith: Court:


Player: House: Seelie Legacy:
Chronicle: Seeming: Unseelie Legacy:

Other Traits
Glamour Nightmare Banality
O O O O O O O O O O O O O O O O O O O O
¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨

Arts Realms
______________________________
OOOOO Actor_________________________OOOOO
______________________________
OOOOO Fae__________________________OOOOO
______________________________
OOOOO Nature_________________________
OOOOO
______________________________
OOOOO Prop__________________________OOOOO
______________________________
OOOOO Scene__________________________
OOOOO
______________________________
OOOOO Time__________________________OOOOO

Birthrights/Frailties Antithesis Ravaging/Musing Threshold


_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
Chimerical Items Chimerical Companions
Name Level ___________________________________
_____________________________ _____ ___________________________________
_____________________________ _____ ___________________________________
_____________________________ _____ ___________________________________
_____________________________ _____ ___________________________________
_____________________________ _____ ___________________________________
_____________________________ _____ ___________________________________
_____________________________ _____ ___________________________________
_____________________________ _____ ___________________________________

Notes
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
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_________________________________________________________________________
Mummy
Classic World of Darkness

Name: Player: Chronicle:


Amenti: Hamartia: Inheritance:

Other Traits
Balance Sekhem
O O O O O O O O O O O O O O O O O O O O
¨¨¨¨¨¨¨¨¨¨

Hekau
Amulets________________________ OOOOO Effigy__________________________
OOOOO
Alchemy________________________ OOOOO Necromancy____________________OOOOO
Celestial_______________________OOOOO Nomenclature____________________
OOOOO

Spells/Rituals
Name Level Name Level
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____
_____________________________ _____ _____________________________ _____

Notes
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
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Demon
Classic World of Darkness

Name: Player: Chronicle:


House: Faction: Visage:

Other Traits
Faith Torment
O O O O O O O O O O O O O O O O O O O O
¨¨¨¨¨¨¨¨¨¨ ¨¨¨¨¨¨¨¨¨¨

Lore
_________________OOOOO _________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO _________________OOOOO
_________________OOOOO _________________OOOOO _________________OOOOO

Apocalyptic Form
Low Torment Abilities High Torment Abilities Appearance
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________
_______________________ _______________________ _______________________

Rituals Relics
___________________________________ Name Type Cost
___________________________________ ___________________ _________ _____
___________________________________ ___________________ _________ _____
___________________________________ ___________________ _________ _____
___________________________________ ___________________ _________ _____
___________________________________ ___________________ _________ _____
___________________________________ ___________________ _________ _____
___________________________________ ___________________ _________ _____

Pacts
Name Gifts Offered Faith Name Gifts Offered Faith
_____________ ______________ ______ _____________ ______________ ______
_____________ ______________ ______ _____________ ______________ ______
_____________ ______________ ______ _____________ ______________ ______
_____________ ______________ ______ _____________ ______________ ______
_____________ ______________ ______ _____________ ______________ ______
_____________ ______________ ______ _____________ ______________ ______
_____________ ______________ ______ _____________ ______________ ______
_____________ ______________ ______ _____________ ______________ ______
_____________ ______________ ______ _____________ ______________ ______
_____________ ______________ ______ _____________ ______________ ______
Hunter
Classic World of Darkness

Name: Player: Chronicle:


Creed: Primary Virtue: Conviction: OOOOOOOOOO

Edges
Name Creed Level Trigger
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________

Derangements
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________

Notes
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
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_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
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Hunter
Classic World of Darkness

Name: Player: Chronicle:


Creed: Creed Virtue: Fight: OOOOOOOOOO

Edges
Name Creed Level Trigger
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________
________________________ _________________
OOOOO ______________________________

Derangements
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________
___________________________________ ___________________________________

Notes
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
_________________________________________________________________________
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Index
A Bon-Vivant (Archetype) ... 44 Critic (Archetype) ... 45
Boon (Merit)... 18 Cult (Background) ... 39
Abilities ... 9-16 Botched Presentation (Flaw) ... 27 Curiosity (Flaw) ... 31
Ability Defecit (Flaw) ... 36 Bound (Flaw) ... 31 Cursed (Flaw) ... 27
Academics (Knowledge) ... 14 Bravo (Archetype) ... 45
Activist (Archetype) ... 44 Brawl (Talent) ... 9 D
Acute Senses (Merit)... 18 Breadth of Experience (Merit) ... 25 Damage ... 6
Addict (Archetype) ... 45 Broken Bond (Merit) ... 24 Dandy (Archetype) ... 44
Addiction (Flaw) ... 26 Bruiser (Merit)... 18 Danger Sense (Merit) ... 21
Additional Discipline (Merit) ... 25 Bullyboy (Merit) ... 21 Dangerous Mentor (Flaw) ... 28
Additional Lore (Merit) ... 25 Bumpkin (Archetype) ... 44 Dare-Devil (Archetype) ... 45
Ageless (Merit)... 18 Bureaucracy (Knowledge) ... 16 Daredevil (Merit) ... 23
Albino (Flaw) ... 31 Bystanders (Background) ... 39 Dark Fate (Flaw) ... 36
Alertness (Talent) ... 9 Dark Secret (Flaw) ... 28
Allergy (Flaw) ... 26 C Deathsight (Flaw) ... 32
Ally (Background) ... 38 Calm Heart (Merit) ... 23 Deceptive Aura (Merit)... 18
Alternate Identity (Background) ... 38 Calming Presence (Merit)... 18 Deep Sleeper (Flaw) ... 28
Ambidexterous (Merit)... 18 Can't Cross Running Water (Flaw) ... 34 Deficient [Ability] (Flaw) ... 28
Amnesia (Flaw) ... 31 Can't Hold Your Liquor (Flaw) ... 27 Deformed (Flaw) ... 32
Anachronism (Flaw) ... 34 Capitalist (Archetype) ... 45 Demesne (Background) ... 39
Ancestor Ally (Merit)... 18 Caregiver (Archetype) ... 44 Demolitions (Skill) ... 12
Ancestors (Background) ... 38 Cast No Reflection (Flaw) ... 27 Demon: The Fallen ... 4, 56
Animal Ken (Skill) ... 12 Catspaw (Flaw) ... 31 Derangement (Flaw) ... 32
Animal Magnetism (Merit) ... 21 Certification (Background) ... 39 Destiny (Background) ... 39
Animal Musk (Flaw) ... 27 Chameleon (Archetype) ... 45 Deviant (Archetype) ... 45
Animalistic Favor (Merit) ... 23 Changeling: The Dreaming ... 4, 54 Device (Background) ... 43
Appearance (Attribute) ... 8 Chantry (Background) ... 39 Dexterity (Attribute) ... 7
Arcane (Background) ... 38 Character Sheets ... 47-58 Dexterous Toes (Merit) ... 21
Archery (Skill) ... 14 Charisma (Attribute) ... 7 Dice and Rolling ... 5
Archetypes ... 44-46 Child (Archetype) ... 45 Diminished [Attribute] (Flaw) ... 34
Architect (Archetype) ... 44 Child (Flaw) ... 34 Diminished [Virtue] (Flaw) ... 28
Arsenal (Background) ... 38 Chimera (Background) ... 39 Diminished [Willpower] (Flaw) ... 28
Art (Skill) ... 12 Chimerical Magnet (Flaw) ... 36 Disease Carrier (Flaw) ... 36
Art Affinity (Merit) ... 25 Clan Enmity (Flaw) ... 31 Disease Immunity (Merit) ... 23
Artifact (Background) ... 38 Clan Goodwill (Merit) ... 21 Disgrace to the Blood (Flaw) ... 34
Asthma (Flaw) ... 27 Cloaking (Background) ... 38 Demon: The Fallen ... 4
Athletics (Talent) ... 9 Code of Honor (Merit) ... 21 Docile (Flaw) ... 28
Attributes ... 7-9 Cold Breeze (Flaw) ... 27 Dodge (Talent) ... 9
Avant-Garde (Archetype) ... 44 Coldly Logical (Merit)... 18 Domain (Background) ... 39
Avatar (Background) ... 39 Combat ... 6 Double Jeopardy (Flaw) ... 34
Awareness (Talent) ... 10-11 Common Sense (Merit)... 18 Double-Jointed (Merit)... 18
B Companion (Background) ... 40 Dream (Background) ... 39
Compassion (Virtue) ... 17 Dreamers (Background) ... 39
Ba (Background) ... 39 Competitor (Archetype) ... 44 Drive (Skill) ... 12
Backgrounds ... 38-43 Computers (Knowledge) ... 14 Driving Goal (Flaw) ... 34
Backup (Background) ... 39 Conniver (Archetype) ... 45 Dulled Bite (Flaw) ... 32
Bad Taste (Merit) ... 21 Conniver (Flaw) ... 27
Banned Transformation (Flaw) ... 27 Conscience (Virtue) ... 17 E
Bans ... 44-46 Conspicuous Consumption (Flaw) ... 36 Early Riser (Merit)... 18
Bard's Tongue (Flaw) ... 27 Construct (Background) ... 39 Eat Food (Merit)... 19
Beacon of the Unholy (Flaw) ... 31 Construct (Flaw) ... 31 Echoes [Changeling] (Flaw) ... 32
Beast (Archetype) ... 45 Contacts (Background) ... 39 Echoes [Mage] (Flaw) ... 28
Berserker (Merit) ... 24 Conviction (Virtue) ... 17 Eerie Presence (Flaw) ... 32
Bizarre Quality (Flaw) ... 31 Cosmology (Knowledge) ... 14-15 Efficient Digestion (Merit) ... 23
Black Hand Member (Background) ... 39 Courage (Virtue) ... 17 Eidetic Memory (Merit) ... 21
Blessing (Background) ... 39 Courtier (Archetype) ... 44 Eidetic Taste (Merit)... 19
Blood of the Wolf (Merit) ... 24 Crack Shot (Merit) ... 21 Eidolon (Background) ... 39
Blush of Health (Merit) ... 21 Crafts (Skill) ... 12 Elysium Regular (Merit)... 19
Eminence (Background) ... 43 Haunt (Background) ... 41 L
Empathy (Talent) ... 9-10 Haunted (Flaw) ... 34
Enemy (Flaw) ... 28 Healing Touch (Merit) ... 19 Knowledges ... 14-16
Enhancement (Background) ... 39 Heir to the Throne (Merit) ... 23 Laboratory (Background) ... 43
Enigmas (Knowledge) ... 15 Herd (Background) ... 41 Lack of Scent (Merit) ... 22
Escaped Target (Flaw) ... 32 Hermit (Archetype) ... 44 Lame (Flaw) ... 35
Esoterica (Knowledge) ... 15-16 Hidden Diablerie (Merit) ... 23 Larceny (Skill) ... 13
Etiquette (Skill) ... 12 Higher Purpose (Merit) ... 19 Laughingstock (Flaw) ... 36
Expendable (Flaw) ... 28 Holdings (Background) ... 41 Law (Knowledge) ... 16
Exposure (Background) ... 39 Huge Size (Merit) ... 25 Lawman's Friend (Merit) ... 22
Expression (Talent) ... 10 Hunted (Flaw) ... 28 Lazy (Flaw) ... 35
Hunter: The Reckoning ... 4, 17, 57-58 Leadership (Talent) ... 11
F Hypercram (Background) ... 39 Legacies ... 44-46
Fair Glabro (Merit) ... 21 Legacy (Background) ... 41
Fake It (Merit) ... 23 I Legend (Background) ... 41
Fallen Leader (Flaw) ... 34 I Know You (Merit) ... 19 Legendary [Attribute] (Merit) ... 25
Failure (Flaw) ... 32 Idealist (Archetype) ... 44 Lesser Resurrection (Flaw) ... 35
Fame (Background) ... 39-40 Immune to Wyrm Emanation (Merit) ... 26 Library (Background) ... 41
Familiar (Background) ... 40 Impaired Sense (Flaw) ... 29 Lifeblood (Flaw) ... 37
Family Support (Merit)... 19 Impatient (Flaw) ... 29 Lifesaver (Flaw) ... 35
Fascinating Gaze (Merit) ... 22 Impotent (Flaw) ... 30 Light Sensitive (Flaw) ... 37
Fatalist (Archetype) ... 45 Incomplete Understanding (Flaw) ... 29 Light Sleeper (Merit) ... 22
Fate (Background) ... 39 Increased Pain Threshold (Merit) ... 23 Lightning Calculator (Merit) ... 20
Favor (Merit) ... 18 Indecisive (Flaw) ... 35 Linguistics (Knowledge) ... 15
Fetish (Background) ... 43 Infamous Sire (Flaw) ... 29 Loathsome Regnant (Flaw) ... 33
Fewer Backgrounds (Flaw) ... 28 Infamy (Flaw) ... 29 Long-Distance Runner (Merit) ... 23
Fifteenth Generation (Flaw) ... 36 Infectious Bite (Flaw) ... 33 Lord of the Flies (Flaw) ... 33
Finance (Knowledge) ... 15 Infertile Vitae (Flaw) ... 36 Low Pain Tolerance (Flaw) ... 35
Firearms (Skill) ... 12 Influence (Background) ... 41 Loyal Heart (Merit) ... 22
Flaws ... 26-37 Inner Strength (Merit) ... 22 Lucky (Merit) ... 23
Flesh of the Corpse (Flaw) ... 36 Innocuous (Background) ... 38 Lunacy (Flaw) ... 33
Followers (Background) ... 40 Innovator (Archetype) ... 44 M
Fool (Archetype) ... 46 Inoffensive to Animals (Merit) ... 19
Forced Transformation (Flaw) ... 28 Insane Ancestor (Flaw) ... 29 Machine (Archetype) ... 46
Former Ghoul (Merit)... 19 Insubordinate (Flaw) ... 29 Mad Scientist (Archetype) ... 46
Fortitude (Talent) ... 10 Intelligence (Attribute) ... 8 Mage: The Ascension ... 3, 52
Foul Mouth (Flaw) ... 32 Internal Compass (Merit) ... 19 Magic Resistance (Merit) ... 22
Fourteenth Generation (Flaw) ... 32 Intimidation (Talent) ... 10 Manipulation (Attribute) ... 7
Friend of the Underground (Merit) ... 23 Intolerant (Flaw) ... 33 Mark of the Predator (Flaw) ... 33
Friendly Face (Merit)... 19 Intoxication Tolerance (Merit) ... 20 Mars Descending (Flaw) ... 37
Introspection (Merit) ... 20 Mars Midsky (Merit) ... 37
G Iron Allergy (Flaw) ... 35 Mars Rising (Merit) ... 37
Gambler (Archetype) ... 46 Iron Resistance (Merit) ... 24 Martial Arts (Talent) ... 9
Geas (Flaw) ... 28 Iron Will (Merit) ... 23 Martyr (Archetype) ... 44
Generation (Background) ... 41 Intuition (Talent) ... 10 Masochist (Archetype) ... 46
Genius (Background) ... 39 Investigation (Knowledge) ... 15 Masquerade Breaker (Flaw) ... 33
Gifted Sorcerer (Merit) ... 25 Mediator (Archetype) ... 44
Good Listener (Merit)... 19 J Medicine (Knowledge) ... 15
Granite Skin (Merit) ... 22 Jack-of-All-Trades (Merit) ... 25 Meditation (Skill) ... 13
Green Thumb (Merit)... 19 Jester (Archetype) ... 44 Medium (Merit) ... 22
Gremayre (Knowledge) ... 15-16 Judge (Archetype) ... 44 Melee (Skill) ... 13
Grip of the Damned (Flaw) ... 36 Jupiter Descending (Flaw) ... 37 Memoriam (Background) ... 41
Grotesque (Archetype) ... 46 Jupiter Midsky (Merit) ... 37 Mental Attributes ... 8
Guilt-Wracked (Flaw) ... 36 Jupiter Rising (Merit) ... 37 Mentor (Background) ... 41
Gullible (Flaw) ... 32 Mercury Descending (Flaw) ... 37
Guru (Archetype) ... 44 K Mercury Midsky (Merit) ... 37
Ka (Background) ... 41 Mercury Rising (Merit) ... 37
H Kenning (Talent) ... 10-11 Mercy (Virtue) ... 17
Hacker (Archetype) ... 46 Kinfolk (Background) ... 39 Merits ... 18-26, 37
Harmless (Merit) ... 19 Knave (Archetype) ... 46 Metamorph (Merit) ... 26
Metis Child (Flaw) ... 36 Physical Attributes ... 7 Sanctity (Merit) ... 22
Mistaken Identity (Flaw) ... 35 Pierced Veil (Flaw) ... 35 Sanctum (Background) ... 43
Mixed-Morph (Merit) ... 20 Pitiable (Merit) ... 20 Savage (Archetype) ... 46
Mole (Merit) ... 24 Planetary Aspects ... 37 Scholar of Others (Merit) ... 22
Monster (Archetype) ... 46 Poetic Heart (Merit) ... 22 Science (Knowledge) ... 16
Moon-Bound (Merit) ... 20 Poison Immunity (Merit) ... 24 Scientist (Archetype) ... 45
Mortal ... 4 Poison Resistance (Merit) ... 20 Secret Weapons (Background) ... 43
Mummy: The Resurrection ... 4, 55 Politics (Knowledge) ... 16 Security (Skill) ... 13
Murderous Mien (Merit) ... 22 Possessive (Flaw) ... 33 Seduction (Talent) ... 10
Mute (Flaw) ... 36 Precocious [Ability] (Merit) ... 24 Seelie Legacies ... 44-45
Prehensile Tongue/Tail (Merit) ... 22 Seldom Sleeps (Merit) ... 22
N Prestigious Sire (Merit) ... 21 Self-Confident (Merit) ... 25
Naïve (Flaw) ... 29 Prey Exclusion (Flaw) ... 30 Sex Appeal (Merit) ... 24
Narc (Flaw) ... 35 Primal-Urge (Talent) ... 11 Short (Flaw) ... 30
Natural [Ability] (Merit) ... 20 Primogen Friendship (Merit) ... 24 Short Fuse (Flaw) ... 33
Natural Sidestep (Merit) ... 24 Prodigious [Ability] (Merit) ... 24 Shrinking Violet (Flaw) ... 33
New Arrival (Flaw) ... 29 Prophet (Archetype) ... 45 Shy (Flaw) ... 30
New Kid (Flaw) ... 29 Protégé (Merit) ... 20 Sidhe's Curse (Flaw) ... 37
Nightsight (Merit) ... 22 Psychic Vampire (Flaw) ... 37 Silver Tolerance (Merit) ... 26
Nine Lives (Merit) ... 26 Pure Breed (Background) ... 42 Sire's Resentment (Flaw) ... 30
No Partial Transformation (Flaw) ... 29 Skills ... 12-14
Node (Background) ... 41 Q Sleeping With the Enemy (Flaw) ... 35
Notable Heritage (Background) ... 42 Quantum Voyager (Merit) ... 24 Slip Sideways (Flaw) ... 30
Noted Messenger (Merit) ... 24 Quests ... 44-46 Slipped Seeming (Flaw) ... 30
Notoriety (Background) ... 39-40 Slow Healing (Flaw) ... 35
R Smell of the Grave (Flaw) ... 30
O Ra's Rest (Flaw) ... 35 Social Attributes ... 7
Oathbound (Flaw) ... 29 Rake (Archetype) ... 46 Sociopath (Archetype) ... 46
Occult (Knowledge) ... 15-16 Rank (Background) ... 42 Soldier (Archetype) ... 45
Old Flame (Flaw) ... 33 Rebel (Archetype) ... 46 Soul of the Muse (Merit) ... 24
On Probation (Flaw) ... 36 Recruitment Target (Flaw) ... 33 Soul's Reflection (Flaw) ... 30
One Arm (Flaw) ... 35 Red List (Flaw) ... 37 Special Responsibility (Flaw) ... 30
Open Road (Merit) ... 22 Regeneration (Merit) ... 26 Speech Impediment (Flaw) ... 30
Open Wound (Flaw) ... 33 Regent (Archetype) ... 45 Sphere Affinity (Merit) ... 25
Oracular Ability (Merit) ... 24 Relic (Background) ... 42 Spies (Background) ... 43
Orchid (Archetype) ... 44 Religion (Knowledge) ... 16 Spirit Magnet (Merit) ... 20
Overconfident (Flaw) ... 29 Remembrance (Background) ... 42 Spirit Heritage (Background) ... 43
Overextended (Flaw) ... 36 Repelled by Crosses (Flaw) ... 35 Squire (Archetype) ... 45
Repulsed by Garlic (Flaw) ... 30 Stamina (Attribute) ... 7
P Reputation (Merit) ... 20 Status (Background) ... 43
Requisitions (Background) ... 43 Stealth (Skill) ... 13
Pack Mentality (Flaw) ... 33 Stereotype (Flaw) ... 33
Pacts (Background) ... 42 Research (Knowledge) ... 16 Sterile (Flaw) ... 30
Panderer (Archetype) ... 45 Resources (Background) ... 43 Stormwarden (Merit) ... 24
Pandora (Archetype) ... 46 Retainers (Background) ... 40 Strange Eyes (Flaw) ... 30
Paragon (Background) ... 42 Retinue (Background) ... 40 Streetwise (Talent) ... 11
Paragon of [Virtue] (Merit) ... 25 Riddler (Archetype) ... 46 Strength (Attribute) ... 7
Parfum de Goat (Flaw) ... 36 Ringleader (Archetype) ... 46 Strict Carnivore (Flaw) ... 31
Party ... 6 Rising Star (Merit) ... 24 Strong Back (Merit) ... 20
Past Lives (Background) ... 42 Rites (Background) ... 43 Subterfuge (Talent) ... 11
Patron (Background) ... 42 Rituals (Background) ... 43 Supporter (Merit) ... 22
Peacock (Archetype) ... 46 Rituals (Knowledge) ... 16 Surreal Beauty (Merit) ... 23
Penitent (Archetype) ... 45 Rival Sires (Flaw) ... 33 Survival (Skill) ... 13
Perception (Attribute) ... 8 Rogue (Archetype) ... 46 Survivor (Archetype) ... 45
Perfect Balance (Merit) ... 24 S Summaries ... 3
Performance (Skill) ... 13 Sympathizer (Flaw) ... 31
Permanent Wound (Flaw) ... 35 Sabbat Survivor (Merit) ... 20
Persistent Parents (Flaw) ... 33 Sadist (Archetype) ... 46 T
Persuasion (Talent) ... 10 Sage (Archetype) ... 45 Taint of Corruption (Flaw) ... 37
Phobia (Flaw) ... 29 Sage (Merit) ... 22 Talents ... 9-11
Talisman (Background) ... 43 U W
Technology (Skill) ... 14
Territorial (Flaw) ... 33 Umbral Affinity (Merit) ... 25 Ward (Flaw) ... 35
Thin Blood (Flaw) ... 36 Unbondable (Merit) ... 26 Wayfarer (Archetype) ... 45
Thirst for Innocence (Flaw) ... 33 Unconvinced (Flaw) ... 31 Weak-Willed (Flaw) ... 35
Tic (Flaw) ... 31 Unseelie Legacies ... 45-46 Werewolf: The Apocalypse ... 3, 51
Time Sense (Merit) ... 20 Untamable (Merit) ... 26 Winged (Flaw) ... 34
Title (Background) ... 43 Uppity (Flaw) ... 34 Willpower ... 6, 8-9
Tomb (Background) ... 43 Wits (Attribute) ... 8
Too Human (Flaw) ... 34 V Wolf Weapons (Merit) ... 24
Too Tough to Die (Merit) ... 25 Vampire: The Masquerade ... 3, 50 Wonder (Background) ... 43
Totem [Mage] (Background) ... 43 Valor (Virtue) ... 17 Wraith: The Oblivion ... 4, 53
Totem [Werewolf] (Background) ... 43 Vengeful (Flaw) ... 34 Wretch (Archetype) ... 46
Touch of Death (Flaw) ... 36 Venus Descending (Flaw) ... 37
Touch of Frost (Flaw) ... 31 Venus Midsky (Merit) ... 37 Y
Traditionalist (Archetype) ... 45 Venus Rising (Merit) ... 37 Your Best Advocate (Merit) ... 21
Traits ... 7-17 Vessel (Background) ... 43
Treasures (Background) ... 43 Victim of the Veil (Flaw) ... 35 Z
Tribe Enmity (Flaw) ... 31 Virtues ... 17 Zeal (Virtue) ... 17
Tribe Goodwill (Merit) ... 21 Visionary (Archetype) ... 45
True Faith (Merit) ... 26 Voice of a Songbird (Merit) ... 23
True Love (Merit) ... 21 Voices (Background) ... 43
Trusty Companion (Merit) ... 24 Vulnerability to Silver (Flaw) ... 34
Twisted Upbringing (Flaw) ... 31
Twitch (Flaw) ... 31
©2020 Caleb Wichman

World of Darkness, Vampire: The Masquerade,


Vampire: The Dark Ages, Victorian Age: Vampire,
Werewolf: The Apocalypse, Werewolf: The Wild
West, Mage: The Ascension, Mage: The
Sorcerers Crusade, Wraith: The Oblivion, Wraith:
The Great War, Changeling: The Dreaming,
Hunter: The Reckoning, Demon: The Fallen,
Mummy: The Resurrection, Orpheus, Exalted,
Chronicles of Darkness, Vampire:The Requiem,
Werewolf: The Forsaken, Mage: The Awakening,
Changeling: The Lost, Hunter: The Vigil, Giest:
The Sin Eaters, Demon: The Descent, Mummy:
The Curse, Beast: The Primordial, Promethean:
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