V5 Rule Reference - Creation
V5 Rule Reference - Creation
Version 1.5
Portions of the materials are the copyrights and trademarks of Paradox Interactive AB, and are used
with permission. All rights reserved. For more information please visit worldofdarkness.com.
This is no official World of Darkness material. It is only meant as a quick reference tool, not to
substitute the actual rules or books. Please refer to those when in doubt.
1
The Creation
→Core Concept and Attributes 3
→Skill Distribution 3
→Clans 3
→ Discplines & Powers Info 4
→Predator Types 4
→Flaws and negative Backgrounds 5-6
→Merits and Backgrounds 7-8
→Cult Merits, Backgrounds and Flaws 9-10
→Caitiff Flaws and Merits 10
→Mortal/Ghoul Flaws and Merits 11
→Thin-Blood Flaws 11
→Thin-Blood Merits 12
→Touchstones and Convictions 12
→Generation and Blood Potency 12
→Blood Potency: Effects 13
The Coterie
→ General 14
→Clan Coterie Merits 14
→Domain: Camerilla/Anarchs 14
→Domain States: Sabbat 14
→Tenets 14
→Coterie Types 15-16
→Coterie Types: Cults 17
→Sabbat: Pack Roles 17
→Coterie Flaws and Merits 17
→Domain Merits 18-19
Important Tips are coloured yellow Important warnings are coloured orange
2
The Creation
3
4) Disciplines and Powers – Vampires/Ghouls only
Vampires Choose 1x Discipline with [2 dots] and 1x with [1 dot]
Ghouls Choose 1x Discipline (owned by Domitor) with [1 dot]
4
6a) Flaws/Negative Backgrounds – choose 2 dots worth (V vampires, G Ghouls only)
Category Name (dot options) Effect
Linguistics Illiterate (2) Academics/Science are capped at 1
Looks Ugly (1) -1 Dice to related social skills
Repulsive (2) -2 Dice to related social skills
Semblance of the Methuselah (1/2)1 +1D +2D impress/intimidate who sees
Stench2 (1) -1D seduction/social, -2D stealth
Transparent2 (1) -1D on Subterfuge, cant gain dots in
Substance Use Addiction (1) -1 Dice if not on drugged blood
Hopeless Addict (2) -2 Dice if not on drugged blood
Bonding Bond Slave (2) bond with only 1 sip
Bond Junkie (1) -1 Dice to resist
Long Bond (1) Blond decreases only every 3 Months
Feeding V Farmer (2) Drink only animal blood (or 2WP)
Organovore (2) Eat flesh/organs to slake Hunger
Methusaleh's thirst (1) Slake Hunger only supernatural beings
Prey Exclusion (1) Exclude a certain prey type
Vein Tapper2 (1) Cant drink when observed
Mythic V Stake Bait (2) Staking brings Final Death (not torpor)
Folkloric Bane (1) Aggr. Dam. from UV, Silver, Holy Water
Folkloric Block Holy Symbols, Running Water, Garlic, white Animals,
(1 each) wild Roses, counting Seeds, being uninvited
Stigmata (1) bleeding wounds with Hunger 4
Starving Decay2 (2) Hunger >3: -2D on mortal interaction
Twice-Cursed2 (2) Take both normal+alternate Bane
Psycological1 Horrible Scars of Penitence (1) Like Repulsive Flaw (outside of cult)
Groveling Worm (2) (session) Scourge: 2 sup. Dam or 1 agg WP Dam.
Beacon of Profanity Any users of True Faith can sense you
Contagion1 Disease Vector (1) Contract and pass on sickness always
Plaguebringer (1/2) Minor sickness Major/ either unlosable
Enemies (1-2) Gifted/Deadly (see templates)
Fame Infamy (1-5) Low/local/most/everybody/national
Dark Secret (1/2) e.g. Big Debt e.g. Cleaver
Disliked (1) -1 Dice Convince (Favour,Support)
Influence
Despised (2) -2 Dice Convince (Favour,Support)
5
Category Name (dot options) Effect
Haven No Haven (1) Test each Night
Compromised (2) Invaders +2 Dice
Creepy (1) -2D with Humans
Herd Obvious Predator (2) (can’t hold) -2 Dice from Hunt /-1D to ease Humans
Mask Known Corpse (1) Died Recently
Blankbody (2) Inquisitors recognizes
Adversary (1-3) Elder/Primogen/Prince
Resources Destitute (1) No money and no home
Retainers Stalkers (1) A Retainer desires to reconnect
Status VG Suspect (1) -2 D social with group
Shunned (2) hostile to you
Archaic VAncillae Archaic (2) Technology 0, -1D modern technology
Living in the Past (1) outdated Convictions, -1D for such
2
Other Knowledge Hungry (1) Choose Obsession, Dif 3 to resist
Prestation Debts2 (1) Owe 2 minor Boons
Risk-Taker2 (1) 2 Dice Penality til indulge temptation
Weak-Willed2 (2) -1 Dice in social vs superior
1 2
Forbidden Religions Player’s Guide
6
6b) Merits and Backgrounds – choose 7 dots worth (V Vampires, G Ghouls only) (Village)
Category Name (dot options) Effect
Linguistics (1-5) plus Language (beside mother tongue/ 2ndary)
Looks Beautiful (2) +1 Dice related
Stunning (4) +2 Dice related skills
Famous Face (1) +2D social
Ingenue (1) +2 Dcie to avoid suspicion
Remarkable Feature (1) +2 Dice social, -1 Dice to disguise
Substance Use High-function. Addict (1) +1D if drunk drugged blood
Bonding Bond Resistance (1-3) +1/2/3 Dice to resist blood bonds
Short Bond (2) Bond decrease at full/new moon (not month)
Unbondable (5) Cannot be blood bound
Feeding V Bloodhound Smell Resonances
Vessel Recognition2 Resolve+Awareness (Dif2) to smell
Iron Gullet (3) Feed of old blood/ plasma (bags/fresh corpse)
Mythic V Eat Food (2) No nourishment
Nuit Mode (2) No death state (night)
1
Cold Dead Hunger (3) +2 Dice to resist Hunger Frenzy
Pack Diablerie1 One to consume in shared, or +5xp as if
Luck of the Devil (4) Misfortune befalls others (once/session)
Psychological1 Penitence (1-5) (session) Scourge for 1 sup. Dam./ heal 1 WP Dam.
Unholy Will (2/4) +1D vs/-1 Dam. +2D vs /-2 Dam. True Faith
Zealotry (1-3) (session) Normal Roll aligen with moral: turn messy crit
Allies Effectiv. (1-4) See templates
Reliab. 1-3 depends/ 1-10h/ immediatly
Contacts (1-3) +1 Cap: 3x local Cheap/useful/expensive help
Influence (1-4) Cap: 3x local Vamps Connected/entranched/powerful/dominant
7
Category Name (dot options) Effect
Basic Haven (1-3) +1 Small/Medium/Large needed for below
Hidden Amory (1-5) Each: 1 stand of arms
A
Cell (1-5) Each: 2 prisoners
Haven A
Labority (1-5) +1D each to related
Cap: 2x local Vamps
Watchmen (1-5) Each: 4x average, 1x gifted mortal (templates)
Not in small onesA B
1 for smallB Library (1-5) +1 Dice to related
Resources 3/illegalC Location (1) +2 Dice to related
Occult 3/ Bl. Sorc.D C
Luxury (1) +2D Social (Mortals)
Sabbat: mostly in Postern (1) +1D escape surveil.
pack. In both cases: Security System (1-5) Each: +1D to resist entry into
just taking, no home A
Surgery (1) +2D Medicine (Haven)
D
Ward 1-5 +1D vs supernatural
Business2 (2/3) Equals Resources
Furcus21-3 Frayed Spot in Veil
Machine Shop2 (1+) +1D per to Craft Rolls
Herd V (1-5) Cap: 2x local Vamps <3/<7/<15/<30/<60 Story Start: roll if fine
Loresheet V (1-5)/ Bloodline V (1-5) Context-specific Background/2nd specific one
Mask (1/2) Fake ID, simple In search
Needs Mask (2) Zeroed (1) Cobbler(2) Real records purged create/source own
Mawla (1-5) Neonate/Ancilla/Elder/Primogen/Prince
Resources (1-5) Proletariat/Middle/Rich/Wealthy/Ultra
Retainers (1-3) Weak/average/gifted mortal (see templates)
Status VG (1-5) Known/respected/influent./powerful/luminary
Check the Trunk2 (1) Tools of Trade at Hand, cant exceed Resourc. 2
Side Hustler2 (2) Get Item/Info as if 2 dots in Background
Other
Tempered Will2 (3) +2D vs Domin./Presence (if have self)
2
Untouchable (3) Escape official punishement once per story
1
Forbidden Religions 2Player’s Guide
8
6c) Cult Merits, Backgrounds and Flaws (Children of the Blood)
Category Name (dot options) Effect
Apocryphal Texts (1) Dangerous Texts/ Social Combat: WP Dam. +1
Excommunicated (2/5) -2 Dice related Actively tries destruction
Faithless (2) -2D Res. with Cult; no related higher than lv2
Influence (Church) Out of Favor (1) Condemn. (2) -2D requests Devotion to regain
Ashfinders Ashe Addiction (2) -2D on all after failed Blood Achemy Roll
Church of Caine Schism (1) (Lasombra): -2D on social with other members
Church of Set False Alarms (2) 1-3 things “watching”/ failed Awar. = total
Cult of Shalim Empty (3) No love/ ambition: -2 Dice on social rolls
Mithraic Mysteries Failed Initiate (2) Mawla following with advice/instructions
Nephalim Yearning (3) Plan conflict w/ masters: 2 WP (0: has to)
Apocryphal Texts (1) Writings of Founder (+2 Dice to related)
Inspired Artist (3) Art has Awe-Effect: vs Comp. + Intell. (Dif. 3)
Travelling Preacher (2) Established Routes: -1 Dif. of avoid SI/Hunter
Influence Devout Following (1) Congregation or mortals rallied
(Church) Charitable Offerings (2) equal Haven, Coterie Member +1 Res. (story)
Extremist Cell (3) mortals/neonates work as saboteur cell
Well-integrated (4) Immunity/ call for forgiveness (story)
The next in Line (5) Leader (+2D diplomacy, Adversary (1) )
Ashfinder Influencer (2) nonviolent action by followers (story)
if outed: adversary (2), enemy (2)
Thin-Bloods only→ Memories of the Fallen (2) 9s count as 10s
Bahari Small Garden (1) 1-5 mortals/ few potted plants and containers
(Influence/Herd) Growing Garden (2) 5-10 mortals, 1-2 Kindred/ backyard, rooftop
falls with favour
Community Garden (3) 10-30 mortals, 3-5 Kindred/ acre
Sprawling Garden (4) 30-50 mortals, 12 Kindred/ park or orchard
Major Garden (5) >50 mortals, >12 Kindred/city or towns
Dark Mother’s Song (2) +3 Dice in Manipulation to convince to join
Church of Caine Fire Resistent (1) Aggr. Dam. to Superf. Dam. up to Potency
Church of Set Fixer (2) Call in favour or threaten to expose (story)
Go to Ground (1) +2 Dice to evade pursuit
Vigilant (2) surveiled/before ambush: wits+awar. (session)
Cult of Shalim Gematria (1) Insid. Whisp. (2) coded cypher Soc. roll on convict.: 10s = crits
Mithraic Mysteries Bargainer (1) -1 Difficulty on assessing transaction
Bull-Slayer (3) Re-roll 2 failures (or 1 if related Attribute is 1)
Nephilim Archangel’s Grace (2) Use Performance instead of Athletics
9
6c) Cult Merits, Backgrounds and Flaws ff.
Category Name (dot options) Effect
Disputed Domain (Chasse) (2) - resets (story) Encounter: fury frenzy test/ -1D each/
Visibility (2) +2 Difficulty on hunting rolls
Shared Vulnerability (1) Enemies add 2 Dice to intrude
Haven Holy Ground (1) Call on small group to defend Haven (Story)
Shrine Tabletop Shrine (1) Perform Level 1 Rituals (if able solo)
Moderate Shrine (2) Room: Level 3 Rituals/ 1-2 worshippers
Large Shrine (3) Level 4 Rituals/ 10 worshippers
Built-in Flock (Chasse) (1) Coterie can use to feed (week)
Mithraeum (Chasse) (2) Protectors: -1 Difficulty on hunting rolls
Community Outreach (Lien) (1) +1 Dice when working with mortals in domain
Networked (Portillon) (1) Use asset in defence (story)
10
6e) Mortal Flaws and Merits (G= Ghouls only)/ Player’s Guide
Category Dot Options Effect
Baneful Blood G (1-2) Experience your first Domitors Bane (Severity)
must be Lasombra, Malkavian, Ministry,
Nosferatu, Ravnos, Salubri or Toreador
Crone's Curse G 2 You age instead and lose 1 Health Box
Distressing Fangs G 1 Gain stunted Teeth, -1D to Social with Mortals
Psychological1 Living on the Edge (2) -2D all actions; if not indulging new risky Exp.
Weak-willed (3) Don't resist to Dominance, Presence etc.
Unseemly Aura G 2 Gain a Kindred Aura
Blood Empathy G 2 Feel your Domitors State and if Peril (1 Mile)
1
V5 Companion
6f) In addition, Thin-Bloods can gain up to 3 Flaws and Merits – Vampires Only
Name Effect
Baby Teeth No Fangs to bite
Dead Flesh like Corpse (-1D to social)
Bestial Temper Frenzy like Vampires
Mortal Frailty Healing like a mortal
Branded by the Camerilla Unhealing Sign (Crescent Moon)
Shunned by the Anarchs What it says
Clan Curse Bestial Temper = Brujah/Gangrel; Catenating Blood = Tremere
Heliophobia1 Terror Frenzy from Sunlight
1
Night Terrors Nightmares, -1 Dice for 1 scene, once per session
1
Plague Bearer Can get infected (on a 1), need Hunger 0 to rid of it
Sloppy Drinker1 Dexterity+Medicine vs Difficulty = Hunger slaked to cover up
Sun-Faded1 Cannot use Discipline Powers
Supernatural Tell1 -2 Dice in Stealth vs others supernatural beings
Twilight Presence1 1 Die from social pools, except thinbloods
1
Unending Hunger Slake one Hunger less than others
1
Player’s Guide
11
Name Effect
Anarch Comrades Like one-dot Anarch Mawla
Camerilla Contact Like one-dot Camerilla Mawla
Catenating Blood Blood Bond/Embrace
Discipline Affinity 1-dot Discipline
Lifelike heartbeat/food/sex
Vampiric Resilience damage like regular Vampire
Day Drinker No sun damage, halves Health/removes Abilities
Thin-Blood Alchemist Gain one dot in Alchemy and one formula
Abhorrent Blood1 Other Vampires need to spend 2 WP to drink from you
1
Faith-Proof Unaffected by True Faith
1
Low Appetite At Hunger 0/1, Sunset: roll 2 Dice, choose highest
Lucid Dreamer1 You dream. Once per session ask ST for clue
Mortality’s Mien1 Aura appears human, +2 Dice to appear more human
Swift Feeder1 Slaking one Hunger in one turn, licking it closed
1
Player’s Guide
12
→ Blood Potency Effects
Lvl Blood Surge Superf. Dam. Power Discipline Bane Feeding Penalty
Mend. Bonus RC Re-Roll Severity
0 +1 Die 1 Point None None 0 1 (Only Thin-Blood+Clan Curse)
1 +2 Dice 1 Point None Level 1 2 None
2 +2 Dice 2 Points +1 D Level 1 2 Animal/Bagged slakes ½
3 +3 Dice 2 Points +1 D Level ≤2 3 Animal/Bagged slakes 0
4 +3 Dice 3 Points +2 D Level ≤2 3 Animal/Bagged slakes 0 (^^)
Slake -1 per human
5 +4Dice 3 Points +2 D Level ≤3 4 ^^, Basic Hunger 2, Slake -1
6 +4 Dice 3 Points +3 D Level ≤3 4 ^^, Basic Hunger 2, Slake -2
7 +5 Dice 3 Points +3 D Level ≤4 5 ^^, Basic Hunger 2, Slake -2
8 +5 Dice 4 Points +4 D Level ≤4 5 ^^, Basic Hunger 3,Slake -2
9 +6 Dice 4 Points +4 D Level ≤5 6 ^^, Basic Hunger 3, Slake -2
10 +6 Dice 5 Points +5 D Level ≤5 6 ^^, Basic Hunger 3, Slake -3
13
The Coterie
General Information
A Group of Kindred/Ghouls/Mortals/Mixed working together
Characters bring 1 Point each to buy Coterie-Backgrounds, take Flaws there to gain more Points
Individual and Coterie Backgrounds dont stack, but can used both in each situation
Not that it is usual in consent of the coterie, if you use them secretly alone, get one dot penalty
Tenets Non-Sabbat
The Player Group choses Topics they wanna adhere to or avoid in the actual play.
14
Coterie Types (Optional Presets/Legacy) – only non-Sabbat
Name Description Backgrounds Possible Extras
Blood Cult Entices whorshippers, Lien (1), Portillon (2) Herd Enemies (2), Haven
which they feed on (3) Status Flaw (1): Suspect Mask Flaw (2, SI)
Carneval Nomads that want to No Domain Allies
impress/entertain people Contacts (3, fans) Fame (3, Herd (fans)
Chicago by Night
spectacle) Retainer (1, help) Resources
Cerberus Protect/Guard a location Chasse (1), Portillon (3) Adversary, Haunted
Haven (2) Status (for legacies)
Champions Fight for a cause Chasse (1), Lien (3) Adversary
Allies (1) Enemies (2) Contacts
Commando Fight its master's enemies Chasse (1), Portillon (2) Adversary
Mawla (3, leader) Haven (operation base)
Status (1) Enemies (2) Mask
Corporate Further economic and Chasse (1), Lien (3) Contacts
territorial goals Influence (2, business) Herd (interns)
Player’s Guide
Resources (3, portfolio)
Co-op Agreement of give and Chasse (2), Portillon (2) Herd
take. Shared space Resources (2) Allies
Winter’s Teeth Status (1, Notorious) Contacts
Day Watch Cityguard (Day) Chasse (1), Portillon (2) Allies, Contacts,
Thin-Bl. (day drinker) Influence (2) Enemies (3) Haven, Mawla
Envoys Diplomatic Mission Chasse (1), Lien (3) Mask
Contacts (3,diverse mortals) No Haven
Player’s Guide
Resources (2, pooled cash)
Status Flaw (1, Suspect)
Family Connected in mortal Chasse (1), Lien (1), Herd (extend. family)
sense, through blood or as Portillon (1) Infl. (family business)
choosen family Ally (1, member), Mawla (same family)
Contacts (2, family) Retainers (ghoul)
Resources (2), Enemies (2) Fame Flaw: Dark Secret
Fang Gang Criminal Chasse (1), Lien (1), Haven (club)
Portillon (1) Contacts (1, Herd (members)
fence) Enemies (2) Infl. ,Retainers, Status
Flagellant Try to redeem any harm Chasse (1), Lien (2) Contacts
they visit upon mortals Allies (3, helped mortals) Loresheet (Golconda..;)
Influence (1, local charity) Retainer (bond)
Chicago by Night
Adversary (2, annoying)
Fugitive On the run No Domain Contacts (3, helper) Allies
Special: Mask (2, coppler) Despised/ Shunned
Adversar/Enemy Resources (2, cash+car) Loresheet (if knows too
Player’s Guide Flaw: Known Blankb. Retainer (1, day driver) much)
15
Name Description Backgrounds Possible Extras
Gatekeepers1 Monitors the Veil Chasse (2), Lien (1), Portillon Enemies, Haven:
Player’s Guide (1), Contacts (2), Retainers (3), Furcus, Mawla, Res.,
Infamy (1) Status City Secrets
The Household ghouls/mortals/vamps Chasse (1), Lien (3), Herd (4) Mawla (Joseph)
Forbidden Religions in that order of rank Portillon (2), Haven (4) Retainers (recruits)
Hunting Party Capturing Humans Chasse (3), Ally/Mawla (1) Herd, Influence
Maréchal Bodyguards Chasse (2), Portillon (2), Status Adversaries, In-
(3) fluence, Mawla, Ret.
Nomads Well, nomads No Domain, Contacts (3), Herd
Retainers (2), Flaw Suspect (1)
Plumaire Social Chasse (2), Lien (2), Adversary/Enemy,
Contacts (3) Status
Questari Objective Chasse (1), Lien (3), Contacts Haven w/ Library,
(2) Mawla, Resources
Regency Substitute Chasse (2), Portillon (3), 10 dots Haven/Herd/
Mawla (2), Status (3/4), → Res/Ret, same x flaws
Saboteur1 Underground Enemies Contacts (2), Influence (1), Resources, Retainers,
Mawla (2), Mask (1), Domain, Suspect (1),
Resources (2), Adversaries (2) Adversaries
Sbirri Disguise as other depends -
Support Group Helping each other Herd (2), Haven (1), Mawla (2) -
Winter’s Teeth Resources (2), Enemy (2)
Think Tank Advisors, Strategists, Chasse (1), Lien (3) Resources (profit),
Cults of the Blood Gods
Researchers Allies (3, analysts, soldiers etc) Retainers (librarians,
Haven (1, small office) scholars)
Vanguard 'mastery in one Chasse (2), Portillon (3) Adversary
(often Anarchs) domain, Status (1, Anarch) Mawla
Chicago by Night revolution in many' Enemies (1, Reactionaries)
Vehme Protect the Chasse (1) Adversaries
(vigilant secret Masquerade Influence (3, police/media) Mawla
society) Status (3)
Watchmen Patrolling the city Chasse (1), Lien (2), Contacts, Retainers
Portillon (1)
Status (2, Camerilla)
1
Player’s Guide
16
Coterie Types: Cults (Children of the Blood)
Name Description Backgrounds Possible Extras
Diocese Cult Leadership of a Chasse (3), Lien (2), Herd (2) Allies, Resources,
Territory Influence (2, Church), Mask (2) Retainer, Status,
Enemies (2) Adversary, Suspect,
shared relict
Excommunicates Ex-members of a cult Contacts (3), Mask (2) Adversary, Destitute,
Loresheet (3, made cult turn) Influence (outside
related Flaws (Adversary, cult), No Haven,
Enemie or Despised) Shunned
Missionaries Recruit Chasse (2), Mawla (3), Mask, Retainer,
Resources (3), Status (2) Suspect
Schism Different Loresheet (3, the “truth”) Influence, Fame,
interpretation Resources (1), Status (2) Adversary, Despised,
Excommunicated
Theologian Universal truth seeker Resources (2), Retainer (2) Allies, Contacts,
Society easy to misstep Suspect
Sabbat: Pack-Roles
Warrior (mainly fights) Liaison (smooth talker) Scout (often weakest)
Cleaner (after bloodshed) Scholar (never in battle) Procurer (gets vessels etc)
17
Domain Merits (Player’s Guide)
Name Resonance Effect
Chasse
Apartment Towers (2) All +1 Dice for Extortionist,
-1D Portillon vs observation/surveillance
Back Alleys (2) Phlegmatic +1 Dice for Alley Cat/ Montero
+1 Dice to Animalism of any spying
Funerary (1) None/Melancholic +1 Dice for Bagger/ Graverobber
-1 Dice on social pools vs high clan
Gated Community (2) Melancholic Larceny Difficulty = average Resources
(Middle Class 2, ultra rich 5)
+1 Dice for Sandman
Good Source for Allies, Contacts, Ret.
Hospital (2) Melancholic/Phlegmatic +1 Dice for Bagger/ Consenualist/ Grim
Reaper/ Trapdoor
+1 Dice for religious/medical Hunters
Nightlife (3) Choleric/Sanguine +1 Dice for Montero/ Pursuer/
Scene Queen/ Siren/ Trapdoor
other might pay Boons to feed here
Any rolled 1: alcohol/drugs
+1 Dice on Influence (gov./crime)
Shelter (2) Choleric/Melancholic +1 Dice for Alley Cat/ Sandman
Any rolled 1: alcohol/drugs
Good Allies/Contacts/Retainers
Lien
Campus (3) Choleric/Melancholic Equivalent of 2 dots in Haven: Library,
only at night (break-in/mask)
+1 Dice for religious/academic hunters
City Hall (3) Phlegmatic Wager in political/urban projects
1 dot Mask in city records
+1 Dice to Influence for city gov
Cultural Landmark (2) Choleric/Sanguine -1 dot Portillon (during event hours)
+1 Dice for Farmers
+1 Dice social (get in, arrange party etc)
Elysium: extra dot, but +2D Etiquette
Marketplace (2) Melancholic/Sanguine +2 Dice social/financial
-2 Dice for Stealth
Members only (2) Sanguine 1 dot Haven: Luxury/ Watchmen
Transitions (2) Melancholic 1 dot Herd
+1 Dice for religious/medical hunters
18
Name Resonance Effect
Portillon
Abandoned Building (1) Melancholic One Dot in Haven: Cell/Postern
Always Creepy Flaw
Firehouse (3) Choleric/Melancholic Any attempt to burn down fails
Police Station (2) Phlegmatic/Sanguine Low level clerical/IT contact:
+2 Dice to attempt to trace infiltrators
-2 dots Portillon + Haven if vs
Prison (2) Choleric/Melancholic +2 Dice to Streetwise to negotiate
one (Dif. 3) entry/exit, fail: investigation
-1 Lien to timid mortals
Transit (2) Phlegmatic +2 to Haven: Postern, +2D to evade,
summon rats with Animalism,
other Nosferatu bypass it
19