Specialties
Some characters are especially good at particular applications of their Traits. For example, a mechanic might be particularly good with muscle cars, a thief might excel at breaking and entering, or a brawler might be infamous as a dirty fighter. To represent this, characters with ratings of 4 or higher in Attributes or Abilities may choose specialties for those Traits at no additional cost.
A specialty is a particular subcategory of an Attribute or Ability — thus, a character with a Strength 5 might choose to be especially adept in deadlifting, while a character with Performance 4 might be renowned for their singing. Whenever a player makes a die roll involving an activity in which their character has specialized, they may add an extra die to the pool. Whenever a player makes a die roll involving an activity in which their character has specialized, they may count any die that comes up “10” as 2 successes instead of just 1.
Every Vampire character has Attributes. They represent the basic potential of every person in the world, as well as most other living (and unliving) things. Most people have Attribute ratings between 1 (poor) and 3 (good), though exceptionally gifted individuals may have ratings of 4 (excellent) or even 5 (peak human capacity). A rating of 0 indicates an impairment of some kind. Some vampire elders have higher ratings still, while other Kindred, like the hideously ugly Nosferatu, may have ratings supernaturally lower than the human minimum.
Physical Attributes define the condition of a character’s body. They indicate how strong, agile, and resilient a character is. Physical Attributes should be taken as the primary category for an action-oriented character.
Vampires may use ingested blood to supernaturally augment their Physical (and only their Physical) Attributes.
Strength is the raw, brute power of a character. It governs how much weight a character can lift, how much they can physically push, and how hard they can hit another character or object. The Strength Trait is added to a character’s damage dice pool when they hit their opponent in hand-to-hand combat. It is also used when a character wishes to break, lift, or carry something, as well as when a character tries to jump a distance.
●○○○○ | Poor: You can lift 40 lbs (about 20 kgs). |
●●○○○ | Average: You can lift 100 lbs (close to 50 kgs). |
●●●○○ | Good: You can lift 250 lbs (a little over 100 kgs). |
●●●●○ | Exceptional: You can lift 400 lbs (close to 200 kgs). |
●●●●● | Outstanding: You can lift 650 lbs (nearly 300 kgs) and crush skulls like grapes. |
Suggested Specialties: Long Jumping, Vice Grip, Broad Shoulders, Reserves of Strength, Mighty Blows
The Dexterity Attribute measures a character’s general physical prowess. It encompasses the character’s speed, agility, and overall quickness, as well as indicating the character’s ability to manipulate objects with control and precision. Also included under Dexterity’s heading are hand-eye coordination, reflexes, and bodily grace.
●○○○○ | Poor: You are clumsy and awkward. Put that gun down before you hurt yourself. |
●●○○○ | Average: You’re no clod, but you’re no ballerina, either. |
●●●○○ | Good: You possess some degree of athletic potential. |
●●●●○ | Exceptional: You could be an acrobat if you wished. |
●●●●● | Outstanding: Your movements are liquid and hypnotic — almost superhuman. |
Suggested Specialties: Precise, Catlike Reflexes, Preternatural Grace, Swift, Steady Hand, Sure-Footed, Nimble Fingers, Flexible
The Stamina Trait reflects a character’s health, toughness, and resilience. It indicates how long a character can exert themself and how much punishment they can withstand before suffering physical trauma. Stamina also includes a bit of psychic fortitude, indicating a character’s grit and tenacity.
●○○○○ | Poor: You bruise in a stiff wind. |
●●○○○ | Average: You are moderately healthy and can take a punch or two. |
●●●○○ | Good: You are in good shape and rarely fall ill. |
●●●●○ | Exceptional: You can run — and perhaps win — any marathon you choose. |
●●●●● | Outstanding: Your constitution is truly Herculean. |
Suggested Specialties: Unyielding, Tireless, Determined, Tough as Nails, Vigorous, Relentless
Despite their often lonely fates, Kindred use human society like building blocks to advance their schemes. Social Attributes delineate a character’s appearance, charm, and ability to interact with society. These Traits are paramount in determining a character’s first impressions, personal dynamics, and relations with other individuals.
Charisma is a character’s ability to entice and please others through their personality. Charisma comes into question when a character tries to win another character’s sympathies or encourage others to trust them. Charisma reflects the power of a character’s charm and influence. It governs a character’s ability to convince others to see their point of view. This Attribute doesn’t necessarily indicate how the character is charismatic, whether they’re a silver-tongued charmer or a grinning bully. (These should come across through roleplaying and specialties.)
●○○○○ | Poor: There’s something a little sketchy about you. |
●●○○○ | Average: You are generally likable and have several friends. |
●●●○○ | Good: People trust you implicitly. |
●●●●○ | Exceptional: You have significant personal magnetism. |
●●●●● | Outstanding: Entire cultures could follow your lead. |
Suggested Specialties: Graceful, Smooth Talker, Forceful, Urbane, Witty, Eloquent, Hustler, Infectious Humor, Captivating
Manipulation measures a character’s ability for self-expression in the interests of getting others to share their outlook or follow their whims. In short, it’s getting others to do what they want. Manipulation comes into play when a character tries to influence or subtly guide another’s behavior. Manipulation is used to trick, bluff, fast-talk, and railroad other characters. Whether or not the characters in question actually like the manipulator is irrelevant (this is why Manipulation differs from Charisma). After all, a skilled motivator can even employ the talents of people who hate them.
Manipulation is a dangerous affair, though it is the way many Kindred primarily affect the world around them. Failed attempts at manipulation often earn the ire of the would-be patsy. Botching a Manipulation roll may add a name to the character’s list of enemies.
People are manipulated every day, and typically ignore it. (“Would you run to the store for me?”) If the fact is brought to their attention, however, many people become quite defensive. Manipulation can be the most powerful tool in a Kindred’s repertoire, but failure can be disastrous. Characters with high Manipulation ratings are often distrusted by those around them.
●○○○○ | Poor: A person of few (often ineffectual) words. |
●●○○○ | Average: You can fool some of the people some of the time, just like anybody else. |
●●●○○ | Good: You never pay full price. |
●●●●○ | Exceptional: You could be a politician or cult leader. |
●●●●● | Outstanding: “Of course I’ll tell the Prince I was the one who tried to stake him!” |
Suggested Specialties: Persuasive, Seductive, Well-Reasoned, Misdirection, Conjurer of “Facts”, Fast Talker, Remorseless Logic, Legalese
The Appearance Attribute is a measure of how well a character makes a first impression. This may be conventional “attractiveness,” but it can also be the effect of distinctive features, an exotic mien, an air of confidence, distinctive posture, a flair for dressing well — anything remarkable upon initial observation can contribute to a character’s Appearance. Indeed, Appearance is the amalgamation of many descriptive personal characteristics. Appearance is subconscious and instinctual — it appeals to the lower levels of the psyche, so it shapes first impressions and the nature of memories thereafter.
This Trait is useful for getting potential vessels to heed your beckoning across a crowded dance floor. In situations in which first impressions are paramount, or that involve people who view Appearance as very important, a character may have no more dice in a Social dice pool than their Appearance rating. Thus, it is critically important to either look your best or get to know people before you start trying to convince them to firebomb the Justicar’s haven.
●○○○○ | Poor: Your clothes stink, you turn people off right away, or you’re just damned ugly. |
●●○○○ | Average: You don’t stand out in a crowd, for better or for worse. |
●●●○○ | Good: People find an excuse to talk to you, such as buying you a drink. |
●●●●○ | Exceptional: People go out of their way to make your acquaintance. |
●●●●● | Outstanding: Your first impressions are extreme. No one forgets meeting you. |
Suggested Specialties: Unconventional Looks, Photogenic, Style, Unforgettable Face, Memorable Pose, Captivating, Classic Hollywood Beauty, Noble Bearing, Luminous
Mental Attributes define a character’s epistemic capacities, including such aspects as memory, intelligence, awareness of one’s surroundings, and the ability to think, learn, and react.
Perception measures a character’s ability to observe their environment. This may involve a conscious effort, such as searching an area, but it is more often intuitive, as the character’s keen senses notice something out of the ordinary. Perception is a sensitivity to one’s surroundings, and is seldom present in the cynical or jaded (who have seen it all before).
Perception is used to determine whether or not a character understands a given situation or detects an environmental stimulus. It can warn a character of ambushes, distinguish a clue from a pile of refuse, or uncover any other hidden or overlookable detail, whether physical or otherwise.
●○○○○ | Poor: Perhaps you are absurdly self-absorbed, perhaps merely an airhead. In any event, watch out for that car! |
●●○○○ | Average: The very subtle evades you, but you’re aware of the bigger picture. |
●●●○○ | Good: You perceive moods, textures, and small changes in your environment. |
●●●●○ | Exceptional: Almost nothing escapes your notice. |
●●●●● | Outstanding: You instantly observe things almost imperceptible to human senses. |
Suggested Specialties: Attentive, Insightful, Careful, Discerning, Tactical, Detail-Oriented, Observant, Patient
The Intelligence Attribute refers to a character’s grasp of facts and knowledge. It also governs a character’s ability to reason, solve problems, and evaluate situations. Intelligence also includes critical thinking and flexibility of thought.
Intelligence does not include savvy, wisdom, or common sense, as those are properties of the character’s personality, not Traits. Even the smartest character may be too foolish to realize the thugs who want to “borrow” their car keys are up to no good.
Characters with low Intelligence aren’t necessarily stupid (though they might be); they are just uneducated or simple thinkers. Likewise, characters with high Intelligence aren’t all Einsteins; they may be better at rote memorization or have particularly keen judgment.
●○○○○ | Poor: Not the sharpest knife in the drawer. |
●●○○○ | Average: Smart enough to realize you’re normal. |
●●●○○ | Good: You can recognize patterns that most people miss, if you’ve got time. |
●●●●○ | Exceptional: You can easily sort and classify even complex information to draw out new conclusions. |
●●●●● | Outstanding: You’re a genius. Given time, you can figure out just about anything. |
Suggested Specialties: Book Knowledge, Creative, Analytical, Problem Solver, Subject Authority, Trivia, Researcher
The Wits Trait measures the character’s ability to think on their feet and react quickly to a certain situation. It also reflects a character’s general cleverness. Characters with low Wits ratings are thick and mentally lethargic, or maybe gullible and unsophisticated. By contrast, characters with high Wits Traits almost always have a plan immediately and adapt to their surroundings with striking expedience. Characters with high Wits also manage to keep their cool in stressful situations.
●○○○○ | Poor: You hesitate and have difficulty making even simple decisions. |
●●○○○ | Average: You know when to bet or fold in poker. |
●●●○○ | Good: You are seldom surprised or left speechless. |
●●●●○ | Exceptional: You’re known for your sharp tongue; no one can get the drop on you. |
●●●●● | Outstanding: You think and respond almost more quickly than you can act. |
Suggested Specialties: Instinctive, Clever Retorts, Pre-Emptive, Change of Plans, Cool Headed, Ambushes, Cunning
Abilities are the Traits used to describe what you know and what you’ve learned to do. Whereas Attributes represent your raw potential, Abilities represent the ways you’ve learned to use that potential. You may not need anything but brute strength to smash through a door — but if you’re trying to use sheer muscle power to force an engine part into place without breaking anything, you’d better know something about mechanics. When rolling dice, you’ll probably pair an Ability with an appropriate Attribute, in order to properly depict the combination of potential and know-how that’s necessary for getting things done.
There are 30 Abilities: 10 Talents, 10 Skills, and 10 Knowledges. Each Ability typically covers a broad range of aptitudes. For certain Abilities (Expression, Crafts, Performance, Academics, Law, Science, and Technology), it is best to pick a specialty, even if the character’s rating in the Ability is not yet 4 or higher. Thus, a character with the Crafts Skill is generally versed in handiwork of all sorts, but might be particularly adept at auto mechanics.
Talents describe what you intuitively know, what you can do without coaching or instruction. The only way to improve your Talents is through direct experience — with the exception of a very few cases (such as studying a text on Jeet Kune Do to learn a single dot of Brawl), these things can’t be learned from a book or an Internet video. If you try an action involving a Talent your character doesn’t possess, there’s no penalty to your basic Attribute dice pool. Talents are so intuitive that virtually everyone can execute them with some degree of capacity.
This is your basic knack for noticing things that go on around you, even when you’re not actively looking for them. Alertness describes the attention you pay to the outside world, whether otherwise occupied or not. This Talent is typically paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).
●○○○○ | Novice: You pay a little more attention than most. |
●●○○○ | Practiced: You don’t miss much. |
●●●○○ | Competent: You keep a sharp eye on your surroundings. |
●●●●○ | Expert: Whether from paranoia or good sense, you are rarely caught off-guard. |
●●●●● | Master: Your senses are on par with those of a wild animal. |
Possessed by: Hunters, Bodyguards, Security Personnel, Journalists, Burglars
Suggested Specialties: Noises, Eavesdropping, Fine Details, Hidden Weapons, Crowds, Forests, Animals, Warning Signs
This Talent represents your basic athletic ability, as well as any training you might have had in sports or other rigorous activities. Athletics concerns all forms of running, jumping, throwing, swimming, sports, and the like. However, Athletics doesn’t cover basic motor actions such as lifting weights, nor does it govern athletic feats covered by another Ability (such as Melee).
●○○○○ | Novice: You had an active childhood. |
●●○○○ | Practiced: You ran high school track. |
●●●○○ | Competent: You could be a professional athlete. |
●●●●○ | Expert: Top-ranked in your sport. |
●●●●● | Master: You could compete in the Olympics. |
Possessed by: Athletes, Hobbyists, Park Rangers, Jocks, Kids
Suggested Specialties: Swimming, Rock Climbing, Acrobatics, Parkour, Bodybuilding, Specific Sports (Tennis, Hockey, etc.)
Awareness is an instinctual reaction to the presence of the supernatural. It differs from Alertness (which measures sensitivity to mundane events) and Occult (which covers actual knowledge about the supernatural). Usually, only supernatural creatures have access to this particular Talent, but some unique mortals have a sense that something is strange in the world (such as those with True Faith).
Characters with Awareness sometimes get hunches, chills, or sudden flashes of inspiration when they are near supernatural creatures, objects, or events. This insight is purely subconscious, and knowing that something’s wrong doesn’t mean that the character knows what it is. To get more specific information, the Kindred will need to use Occult or a particular power — Awareness only makes the vampire more receptive to the presence of the unusual.
A vampire can use Awareness deliberately if they suspect that something is supernatural, but more often the Storyteller can ask for an Awareness roll to determine whether a vampire notices a strange event that’s not immediately visible.
●○○○○ | Novice: Once in a while, you get the feeling that something isn’t right. |
●●○○○ | Practiced: You sometimes get strange vibes from a particular direction or vague area (like a building). |
●●●○○ | Competent: You can walk into a room and know that something unusual is going on within. |
●●●●○ | Expert: If you concentrate, you can sense whether someone in a group of people or a collection of objects is supernatural. |
●●●●● | Master: You instinctually know if something or someone is mundane or supernatural. |
Possessed by: Psychics, New Agers, Mystics, Paranormal Researchers
Suggested Specialties: Ghostly Activity, Mystical Objects, Someone’s In My Head, Debunking, Magic
The Brawl Talent represents how well you fight in tooth-and-nail situations. This Talent represents skill in unarmed combat, whether from formal martial arts training or simply from plenty of experience. Effective brawlers are coordinated, resistant to pain, quick, strong, and mean. The willingness to do whatever it takes to hurt your opponent wins plenty of fights.
●○○○○ | Novice: You were picked on as a kid. |
●●○○○ | Practiced: You’ve participated in the occasional barroom tussle. |
●●●○○ | Competent: You know how to take down an opponent quickly. |
●●●●○ | Expert: Extreme fighting champs shiver when you enter the ring. |
●●●●● | Master: Your hands are considered deadly weapons. |
Possessed by: Police, Thugs, Soldiers, Self-Defense Instructors
Suggested Specialties: Dirty Fighting, Strikes, Throws, Submission Holds, Bar Fights, specific martial arts or combat styles
You understand the emotions of others, and can sympathize with, feign sympathy for, or play on such emotions as you see fit. You are adept at discerning motives, and might be able to discern when someone’s lying to you. However, you may be so in tune with other people’s feelings that your own emotions are affected.
●○○○○ | Novice: You lend the occasional shoulder to cry on. |
●●○○○ | Practiced: You can sometimes literally feel someone else’s suffering. |
●●●○○ | Competent: You have a keen insight into other people’s motivations. |
●●●●○ | Expert: It’s almost impossible to lie to you. |
●●●●● | Master: To your eyes, most people are open books. |
Possessed by: Social Workers, Parents, Actors, Psychologists, Detectives, Seducers, Mediums, Best Friends
Suggested Specialties: Emotions, Insight, Motives, Gaining Trust, Sense Lies
This is your ability to get your point across clearly, whether through conversation, poetry, or even in 140 characters or fewer. Characters with high Expression can phrase their opinions or beliefs in a manner that cannot be ignored (even if their opinions are misinformed or worthless). They might also be talented actors, skilled at conveying moods or communicating emotion with every gesture. Additionally, this Talent represents your ability for poetry, creative writing, or other literary art forms. For many elders, Expression is the subtle art of crafting a satirical epigram capable of socially crippling one’s longtime rival. For younger Kindred, Expression may well be the key to convincing thirty stake-wielding Anarchs to converge on the Sheriff’s private hunting ground with the right text message. You can choose a specialty in Expression, even at less than 4 dots.
●○○○○ | Novice: Your talent has matured past crude poetry on notebook paper. |
●●○○○ | Practiced: Your passions capture other people’s interest. |
●●●○○ | Competent: You could make a living as a writer or journalist. |
●●●●○ | Expert: Your work gets submitted for international awards. |
●●●●● | Master: Poets, prophets, and politicians wish they were you. |
Possessed by: Actors, Writers, Poets, Politicians, Journalists, Web Personalities, Rabble-Rousers
Suggested Specialties: Acting, Poetry, Fiction, Impromptu, Conversation, Social Media, Inspiring Speeches
Intimidation takes many forms, from outright threats and physical violence to mere force of personality. It needn’t be coarse or callous, and a well-placed intimidating word under the right circumstances might well be called “diplomacy” in certain circles. You know the right method for each occasion, and can be very... persuasive.
●○○○○ | Novice: Your threats work on those who won’t fight back. |
●●○○○ | Practiced: You can win a stare down. |
●●●○○ | Competent: Your presence gives people chills. |
●●●●○ | Expert: Your air of authority can stop fights before they start. |
●●●●● | Master: You can frighten off vicious animals. |
Possessed by: Bullies, Drill Sergeants, Military Officers, Gangsters, Sabbat
Suggested Specialties: Veiled Threats, Blackmail, Pulling Rank, Physical Coercion
You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people’s desires than it does with presenting yourself as the sort of person they want to follow. Anyone can lead a group into some sort of conflict; a good leader can get them back out intact. This Talent is usually paired with Charisma rather than Manipulation.
●○○○○ | Novice: You’re the one your group of friends looks to for guidance. |
●●○○○ | Practiced: When you see a need, you step in and take charge. |
●●●○○ | Competent: You could guide a large enterprise. |
●●●●○ | Expert: You could run for senate, parliament, or other national office. |
●●●●● | Master: You could be the beloved dictator of a nation. |
Possessed by: Officers, Managers, Pundits, Preachers, Teachers, Team Leaders, Cult Leaders, Gang Leaders, Politicians, Princes
Suggested Specialties: Oratory, Compelling, Friendly, Open, Nobility, Military, Motivation, Field Leadership
The streets can provide a lot of information or money to those who know the language. Streetwise allows you to blend in unobtrusively with the local scene, pick up gossip, understand slang, or even dabble in criminal doings.
●○○○○ | Novice: You know the pushers. |
●●○○○ | Practiced: You’re accorded respect on the street. |
●●●○○ | Competent: You could head your own gang. |
●●●●○ | Expert: You have little to fear in even the worst neighborhoods. |
●●●●● | Master: Nothing happens without your knowledge. |
Possessed by: Criminals, Homeless People, Runaways, Reporters, Clubgoers, Savvy Detectives, Taxi Drivers
Suggested Specialties: Dealing, Fencing, Gangs, Illegal Drugs, Illegal Weapons, Local Slang, “I know a guy”
You know how to conceal your own motives and project what you wish. Furthermore, if you can root out other people’s motives, you can then use those motives against them. This Talent defines your knack for intrigue, secrets, and double-dealing. Mastery of Subterfuge can make you the ultimate seducer or a brilliant spy.
●○○○○ | Novice: You tell the occasional white lie. |
●●○○○ | Practiced: You could be a pickup artist. |
●●●○○ | Competent: You don’t even need to lie to conceal the truth. |
●●●●○ | Expert: You can keep a con going as long as it suits you. |
●●●●● | Master: They’ll never know it was you. |
Possessed by: Politicians, Lawyers, Vampires, Teenagers, Con Men, Pick-up Artists
Suggested Specialties: Seduction, Impeccable Lies, Feigning Mortality, the Long Con
This category encompasses anything that the Storyteller deems to be mainly self-taught and is usually (though not always) more active than intellectual. Storytellers should first examine the list of existing Talents to determine if a particular activity might fall under one of those (for example, Swimming and Climbing would be specialties of Athletics).
●○○○○ | Novice: You’ve dabbled. |
●●○○○ | Practiced: You’ve got a good grasp of your hobby’s basics. |
●●●○○ | Competent: Other practitioners regard you as fairly skilled and competent. |
●●●●○ | Expert: You are familiar with the subtle nuances and applications of your Talent. |
●●●●● | Master: You could write a book on what you do. Perhaps you already have. |
Suggested Hobby Talents: Carousing, Diplomacy, Fortune Telling, Negotiation, Scrounging, Panhandling
Skills are Abilities learned through training, apprenticeships, or other instruction. If you try to perform an action involving a Skill in which you have no rating, your Difficulty is increased by 1. An unskilled worker just isn’t as effective as someone who might have lower Attributes but a better understanding of what the procedure entails.
You can understand animals’ behavior patterns. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals.
●○○○○ | Novice: You know how to behave around tame animals. |
●●○○○ | Practiced: You’ve housebroken puppies and performed basic obedience training. |
●●●○○ | Competent: You can train animals for specialized work, like herding or sniffing out drugs. |
●●●●○ | Expert: You can teach most animals complex tricks and routines. |
●●●●● | Master: You can train wild animals to perform very complex tasks. |
Possessed by: Farmers, Animal Trainers, Zookeepers, Veterinarians, Pet Owners
Suggested Specialties: Dogs, Attack Training, Big Cats, Horses, Farm Animals, Feral Animals, Falconry
This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, leatherworking, weaving, or even mechanical expertise such as car repair. You can even create lasting works of art with this Skill, depending on the number of successes you achieve. You must always choose a specialty in Crafts, even though you retain some skill in multiple fields.
●○○○○ | Novice: You can build something functional, but not attractive. |
●●○○○ | Practiced: Your creations have your personal flair. |
●●●○○ | Competent: People wish to buy your creations. |
●●●●○ | Expert: You wrote the book on your area of expertise. |
●●●●● | Master: Your insight is nearly without equal. |
Possessed by: Mechanics, Artists, Designers, Inventors, Weaponsmiths
Suggested Specialties: Carpentry, Sewing, Pottery, Drawing/Painting, Weaving, Carving, Sculpture, Leatherworking, Metalworking, Auto Repair, Home Repair, Graffiti
You can drive a car, and maybe other vehicles as well. This Skill does not automatically entail familiarity with complicated vehicles such as tanks or 18-wheelers, and Difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn’t prepare you for double-clutching a Maserati at 100 miles per hour.
●○○○○ | Novice: You know how to work an automatic transmission. |
●●○○○ | Practiced: You can drive a stick shift. |
●●●○○ | Competent: You could be a professional chauffeur. |
●●●●○ | Expert: You could be a professional stunt or race driver. |
●●●●● | Master: There’s no vehicle or stunt you can’t handle. |
Possessed by: Taxi Drivers, Truckers, Race Car Drivers, Chauffeurs
Suggested Specialties: Off-Road, Motorcycles, Muscle Cars, Vintage Cars, High Speed, Heavy Traffic, Pursuit, Avoiding Traffic Cops, City Traffic, Stunt Driving
You understand the nuances of proper behavior, in both mortal society and Kindred culture. In many cases, knowing how to broach a topic is as important as the discussion itself, and a person with poor etiquette will never have an opportunity to make themself heard because they don’t know when or how to interject. This Skill is used during meetings, haggling, seduction, dancing, dinner etiquette, and all forms of diplomacy.
●○○○○ | Novice: You know when to keep your mouth shut. |
●●○○○ | Practiced: You know the lingo and rules well enough to look like you belong. |
●●●○○ | Competent: Wonderfully cultured, you know your way around a meal, party, or conversation. |
●●●●○ | Expert: A social chameleon, you put folks at ease almost anywhere. |
●●●●● | Master: If the right people came to dinner, you could end wars — or start them. |
Possessed by: Diplomats, Emissaries, Negotiators, Nobility, Executives, World Travelers, Social Climbers, Old-Money Heirs, Spies, Kindred of Status
Suggested Specialties: At Elysium, Sabbat Protocol, High Society, Business, Formality, Correspondence
Executing a mortal with a sword starts investigations. Clawing someone to ribbons tears the edges of the Masquerade. So Cainites adapt, and many have devoted their energies to learning how to kill with guns. This Skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Further, someone skilled in Firearms can clean, repair, recognize, and accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).
●○○○○ | Novice: You’ve fired a gun a few times and know what to expect. |
●●○○○ | Practiced: You visit the firing range on a semi regular basis and practice with different types of weapons. |
●●●○○ | Competent: You could survive a firefight. |
●●●●○ | Expert: Chances are, you’ve been in a lot of gun battles, and could work as a hitman. |
●●●●● | Master: Cool and steady, you are a true marksman. |
Possessed by: Anarchs, Neonates, Policemen, Military Personnel, Survivalists, Hunters, Outlaws
Suggested Specialties: Quick Draw, Gunsmithing, Marksmanship, Pistols, Rifles, Revolvers, Shotguns, Fast Reload, Trick Shots
This Skill entails familiarity with the tools and techniques for the sorts of physical manipulation typically associated with criminal activity. Picking locks, manual forgery, safecracking, simple hotwiring, various forms of breaking and entering, and even sleight-of-hand all fall under the auspices of Larceny. Larceny is useful not only for theft, but also for setting up “the unbeatable system” or deducing where a thief broke in. This Skill does not confer any aptitude with advanced security or anti-crime technologies such as video surveillance or alarm systems — those are covered by the Technology Knowledge.
●○○○○ | Novice: You can pick a simple lock. |
●●○○○ | Practiced: You could run a shell game hustle on the corner. |
●●●○○ | Competent: You can open a standard locked window from the outside. |
●●●●○ | Expert: Your counterfeit bills could even fool the treasury. |
●●●●● | Master: You could get into (or out of...) a multinational bank’s central vault. |
Possessed by: Burglars, Security Consultants, Policemen, Car Thieves, Street Magicians
Suggested Specialties: Safecracking, Misdirection, Lockpicking, Hotwiring, Pickpocketing
As the Kindred maxim runs, “Guns mean nothing to a lifeless heart.” A blade is often worth far more, as is the skill to use it properly. Melee covers your ability to use hand-to-hand weapons of all forms, from swords and clubs to esoteric martial-arts paraphernalia such as sai or nunchaku. And, of course, there is always the utility of the wooden stake...
●○○○○ | Novice: You know the stance and how to hold your weapon. |
●●○○○ | Practiced: You’ve wielded weapons in a few fights. |
●●●○○ | Competent: Not only have you been in armed fights, you’ve generally won them. |
●●●●○ | Expert: You could compete in bouts or teach most fighters a few tricks. |
●●●●● | Master: You have a widespread reputation as an extremely dangerous opponent with any weapon. |
Possessed by: Assassins, Gang Members, Martial Artists, Police, Duelists
Suggested Specialties: Knives, Swords, Spears, Improvised Weaponry, Riposte, Disarms
The Performance Skill governs your ability to perform artistic endeavors such as singing, dancing, acting, or playing a musical instrument. You are almost certainly specialized in one field, although true virtuosos may be talented in many forms of performance. This Skill represents not only technical know-how, but the ability to work an audience and enrapture them with your show. As with Crafts, you must choose a specialty, even though this Skill also imparts a general sense for watching and responding to your audience’s mood regardless of medium.
●○○○○ | Novice: You sing in a church choir, or you’re a regular at jam sessions. |
●●○○○ | Practiced: You’re comfortable and capable in front of an audience. |
●●●○○ | Competent: You impress audiences with your performance. |
●●●●○ | Expert: You have the talent to be a national sensation. |
●●●●● | Master: You are a virtuoso without peer. |
Possessed by: Musicians, College Students, Actors, Ballerinas
Suggested Specialties: Dancing, Singing, Rock and Roll, Acting, Drunken Karaoke, Specific Instrument (Guitar, Piano, etc.)
This Skill is the ability to avoid being detected, whether you’re hiding or moving at the time. Stealth is often tested against someone else’s Perception + Alertness. This Ability is, for obvious reasons, highly useful in stalking prey. In many cases, Stealth is also used to conceal items, whether on one’s person or somewhere in the environment.
●○○○○ | Novice: You can hide in a darkened room. |
●●○○○ | Practiced: You can shadow someone from streetlight to streetlight. |
●●●○○ | Competent: You have little difficulty finding prey from evening to evening. |
●●●●○ | Expert: You can move quietly over dry leaves. |
●●●●● | Master: If you don’t want to be seen, you’re as good as invisible. |
Possessed by: Burglars, Assassins, Kindred, Spies, Reporters, Commandos
Suggested Specialties: Hiding, Silent Movement, Shadowing, Crowds, Concealment
Although vampires have little to fear from starvation and exposure, the wilderness can still be dangerous to a Cainite. This Skill allows you to find shelter, navigate your way to civilization, track prey, establish a makeshift haven, and possibly even avoid supernatural threats like werewolves that also prowl the World of Darkness. Note that Survival need not be used only in areas considered “wilderness.” There’s plenty of Survival that goes into getting by in various parts of modern cities.
●○○○○ | Novice: You can survive a night spent outside. |
●●○○○ | Practiced: You’ve “roughed it” on a regular basis. |
●●●○○ | Competent: You can separate poison or spoilage from edible forage. |
●●●●○ | Expert: You could live for months in the challenging environment of your choice. |
●●●●● | Master: You could get dropped naked into the Andes and do all right for yourself. |
Possessed by: Scouts, Soldiers, Outdoors Enthusiasts, Survivalists, Hunters
Suggested Specialties: Tracking, Trapping, Street Life, Hunting, Urban Exploration, Specific Environments (Woodlands, Jungle, etc.)
This category encompasses anything that the Storyteller deems to be a taught Ability and is primarily active in application. Storytellers should first examine the list of existing Skills to determine if a particular task might fall under one of those (e.g. Tracking would be a specialty of Survival).
●○○○○ | Novice: You’ve apprenticed. |
●●○○○ | Practiced: You have a handle on the basics. |
●●●○○ | Competent: You could make a living, although not a fortune, doing what you do. |
●●●●○ | Expert: You know the more esoteric uses of your Skill, and are rarely at a loss. |
●●●●● | Master: You are an acknowledged authority in your chosen field of endeavor. |
Suggested Professional Skills: Blacksmith, Cooking, Fast-Draw, Forgery, Game Playing, Gunsmith, Navigation, Torture, Escapology
Knowledges involve the application of the mind, not the body. Consequently, Knowledge Abilities are most often paired with Mental Traits. (It’s possible to roll Charisma + Academics, or even Stamina + Medicine, but such things are pretty rare.) The following descriptions speak of Knowledge levels in collegiate terms, although formal schooling is just one way to improve a Knowledge. Indeed, Knowledges can be self-taught, and the World of Darkness is home to any number of autodidacts.
If you don’t have any dots in a Knowledge, you cannot even attempt a roll involving it unless the Storyteller gives explicit permission (such as where common trivia is concerned). If you don’t know Spanish, you can’t try holding a conversation en español on your wits alone.
This catch-all Knowledge covers the character’s erudition in the humanities: literature, history, art, philosophy, and other “liberal” arts and sciences. A character with dots in Academics is generally well-rounded in these fields, and at high levels may be considered an expert in one or more areas of study. Not only can this Knowledge impress at salons and other Elysium functions, but it can also offer valuable clues to certain past — and future — movements in the Jyhad. If you like, you can choose a specialty for Academics even at less than 4 dots.
●○○○○ | Dabbler: Basic primary and secondary education. |
●●○○○ | Student: Basic university education, equivalent to a two-year degree. |
●●●○○ | Scholar: Advanced university education, equivalent to a four-year degree. |
●●●●○ | Professor: Advanced specialized study, plus an advanced university-level education. |
●●●●● | Master: Refined and advanced scholarship, with highly respected academic achievements. |
Possessed by: Professors, Scientists, Journalists, Authors, Elders
Suggested Specialties: Teaching, Research, Translation, Liberal Arts, Specific Field of Study (History, Language, Folklore, Politics, etc.)
This Knowledge represents the ability to operate and program computers, including mobile devices. Most Computer use also imparts a degree of Internet awareness (if not savvy).
●○○○○ | Dabbler: You can navigate touchscreen and traditional point-and-click GUIs. |
●●○○○ | Student: You know your way around various applications and the Internet. |
●●●○○ | Scholar: You know what to do with a text command prompt. |
●●●●○ | Professor: You can make a very comfortable living as a consultant. |
●●●●● | Master: You have all the SDKs and comprehend data structures for a stunning variety of programming languages. |
Possessed by: Hackers, Office Workers, Programmers, Data Processors, Students
Suggested Specialties: “The YouTubes,” Computer Languages, Internet, Database Administration, HCI, Viruses, Hacking, Data Retrieval, Specific Devices and Programs (Linux, Krita, etc.)
You know the ins and outs of commerce, from evaluating an item’s relative worth to keeping up with currency exchange rates. This Knowledge can be invaluable when brokering items, running numbers, or playing the stock market. Sufficiently high levels in Finance allow you to raise your standards of living to a very comfortable level.
●○○○○ | Dabbler: You’ve taken a few business classes. |
●●○○○ | Student: You have some practical experience and can keep your books fairly neat. |
●●●○○ | Scholar: You’d make a fine stockbroker. |
●●●●○ | Professor: Corporations follow your financial lead. |
●●●●● | Master: You could turn a $20 bill into a fortune. |
Possessed by: Executives, Upper Class, Stockbrokers, Accountants, Fences, Drug Dealers, Smugglers
Suggested Specialties: Stock Market, Laundering, Appraisal, Foreign Currencies, Accounting, Fencing, Corporations, Federal Bailouts
You’ve learned to notice details others might overlook, and might make an admirable detective. This Knowledge represents not only a good eye for detail, but also an ability to do research and follow leads. Such research may include Internet searches or more specific research techniques like hitting the law books and periodicals archives at the library.
●○○○○ | Dabbler: You know how to construct a web search that will find what you want. |
●●○○○ | Student: You can tear holes in a rookie cop’s case. |
●●●○○ | Scholar: You could make a living as a detective. |
●●●●○ | Professor: The FBI wants you to work for them. |
●●●●● | Master: No scrap of evidence escapes your attention. |
Possessed by: Detectives, Mystery Buffs, Policemen, Stalkers
Suggested Specialties: Evidence, Ballistics, Forensics, Fingerprints, Searches, Internet Research, Criminal Psychology, Crime Scene Reconstruction
The Law Knowledge represents a knowledge of both legal statutes and proper procedures for enforcing them. Law can be useful for filing suits, avoiding lawsuits, or getting out of jail. What’s more, the Kindred keep their own laws, and more than one vampire has saved their own unlife by deftly exploiting a loophole in one of the Traditions. The Law Knowledge has any number of specialties, and a player may choose one for their character when they take this Ability, representing both their field of experience and a general sense for how the legal system (especially in their locality) functions, though this is not mandatory.
●○○○○ | Dabbler: You know when to plead guilty or not guilty. |
●●○○○ | Student: You’re either studying for or just passed the bar exam. |
●●●○○ | Scholar: People want you at their side if they’re in trouble with the law. |
●●●●○ | Professor: You could sit on the judicial bench. |
●●●●● | Master: You could find the loopholes in the Devil’s contracts. |
Possessed by: Lawyers, Police, Judges, Detectives, Legislators
Suggested Specialties: Criminal, Suits, Courtroom Protocol, Contracts, Police Procedure, the Traditions, the Code of Milan
You have an understanding of how the human body — and to a lesser extent the vampiric body — works. This Ability covers knowledge of medicines, ailments, first-aid procedures, and diagnosis or treatment of disease. Medicine is of great use to those Kindred with an interest in repairing, damaging, or reworking the human body.
●○○○○ | Dabbler: You’ve learned basic First Aid and CPR. |
●●○○○ | Student: You can treat minor traumas and illnesses. |
●●●○○ | Scholar: Medical training allows you to pursue more serious treatments. |
●●●●○ | Professor: You’ve got a professional degree of skill in advanced medicine and surgical procedures. |
●●●●● | Master: You are a respected pioneer in your field of medicine. |
Possessed by: Medical Students, Doctors, Midwives, Lifeguards, Paramedics, Tzimisce
Suggested Specialties: Organ Transplants, Emergency Care, Poison Treatments, Pathology, Pharmaceuticals, the Kindred Condition
You are knowledgeable in occult areas such as mysticism, curses, magic, folklore, and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard facts. Much of what you know may well be rumor, myth, speculation, or hearsay. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of vampire lore, as well as a good grounding in other aspects of the occult. At the very least, you can discern what is patently false.
●○○○○ | Dabbler: You’ve got a blog about the eerie and the disturbing. |
●●○○○ | Student: There seems to be some unsettling truth to some of the rumors you’ve heard. |
●●●○○ | Scholar: You’ve heard a lot and actually seen a little for yourself. |
●●●●○ | Professor: You can recognize blatantly false sources and make educated guesses about the rest. |
●●●●● | Master: You know most of the basic truths about the hidden world. |
Possessed by: Occultists, The Superstitious, New Agers, Tremere
Suggested Specialties: Kindred Lore, Rituals, Infernalism, Witches, Noddist Lore, Urban Legends, Cryptids, Ghosts, Hermetic Magic
You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing mortal politicians, or even offer some insight into the local Cainite power structure. The Politics Knowledge includes the ability to practically navigate various bureaucracies, as it assumes that certain organizational structures and relationship currencies are universal.
●○○○○ | Dabbler: Activist; you can pay a speeding ticket online. |
●●○○○ | Student: Political science major; you know how to file a request for information. |
●●●○○ | Scholar: Campaign manager or talk-radio host; the clerk will help you navigate the forms you need to complete and tell you who needs the duplicates. |
●●●●○ | Professor: Senator; “We’re not supposed to show this to anyone without press credentials, so don’t quote me.” |
●●●●● | Master: “Sure, here are the keys to the file morgue. Turn off the light when you leave.” |
Possessed by: Activists, Politicians, Lawyers, Protesters, Vampires of All Sorts
Suggested Specialties: City, State, Federal, Bureaucracy, Dogma, Radical, Camarilla
You have at least a basic understanding of most of the physical sciences, such as chemistry, biology, physics, and geology. This Knowledge can be put to all forms of practical use. In most cases, a player should select a specialty to reflect a focus for their character’s scientific studies, but this isn’t strictly necessary.
●○○○○ | Dabbler: You know most of the high school basics. |
●●○○○ | Student: You’re familiar with the major theories. |
●●●○○ | Scholar: You could teach high school science. |
●●●●○ | Professor: You’re fully capable of advancing the knowledge in your field. |
●●●●● | Master: Your Nobel Prize is waiting for you. |
Possessed by: Scientists, Students, Researchers, Teachers, Engineers, Technicians
Suggested Specialties: Chemistry, Biology, Geology, Physics, Astronomy, Mathematics, Relativity, Theory
The Technology Knowledge represents a broad acumen with electronics, computer hardware, and devices more elaborate than “machines,” which fall under the Crafts Skill. If it has a processor, a transistor, or an integrated circuit — if it’s electronic rather than electrical — manipulating it uses the Technology Knowledge. This is the wide-ranging Ability used to build one’s own computer, install (or subvert) a security system, repair a mobile phone, or kitbash a shortwave radio. You must always choose a specialty in Technology, even though you possess some skill in multiple fields.
●○○○○ | Dabbler: You can perform simple modifications or repairs. |
●●○○○ | Student: You could make your living in assembly or repair. |
●●●○○ | Scholar: You can design new technologies from a set of objective requirements. |
●●●●○ | Professor: For you, it’s not, “Can this be done?” but “How can this be done?” |
●●●●● | Master: A visionary in the field; you shape how people interact with their world through devices. |
Possessed by: Engineers, Scientists, Defense Contractors
Suggested Specialties: Telecom, Computers, Security, Communications, Improvised Solutions, Industrial Espionage
Like Hobby Talent and Professional Skill, this is a catch-all category. An Expert Knowledge is anything that is primarily intellectual or mental in nature and must be studied. Storytellers should first examine the list of existing Knowledges to determine if a particular field of expertise might fall under one of those (e.g. Forensics would be a specialty of Investigation).
●○○○○ | Dabbler: You’ve taken an undergraduate course or read a few books. |
●●○○○ | Student: You may have minored in the field. |
●●●○○ | Scholar: You might hold a degree and are well versed in what’s been written. |
●●●●○ | Professor: You are well-versed in what hasn’t been written. |
●●●●● | Master: You know the hidden mysteries of your field and are a veritable font of information. |
Suggested Expert Knowledges: Archaeology, Game Theory, Military Science, Psychology
While the Skills, Talents, and Knowledges above are the essential ones for gameplay, there are a multitude of other Abilities, from archery to zymurgy, out there that will inevitably be vital to someone’s character history and concept. Some of them are refinements of other, broader Abilities (Sense Deception’s function is included in Empathy, for example; the former is simply a refinement). Others are narrow enough specialties that they’re not likely to be universal in application. Either way, these Secondary Abilities are less pertinent than the basic Abilities above; that’s why they’re called “Secondary.” They can be used in place of Hobby Talent, Professional Skill, and Expert Knowledge.
Storytellers have three options when it comes to Secondary Abilities. One, they can simply ban them from the game. Doing so restricts character flexibility, but does simplify things.
The second possibility is to reduce the Difficulty on all Secondary Ability rolls. A character who’s good with Sense Deception should have a better chance to sniff out bullshit than one who’s merely a generally empathic guy, after all. In such instances, the Difficulty of all rolls based on Secondary Abilities should be a -2 Difficulty as compared to what the roll would have been using a basic Ability.
The final option is to make Secondary Abilities available at a lower cost than normal Abilities. Every point spent on a Secondary Ability during the third step of character creation nets 2 dots instead of just one. Secondary Abilities bought with freebie points cost only 1 point per dot, and raising a Secondary Ability with experience costs only the Trait’s current rating.
Storytellers should feel free to use any and all, or none, of these approaches. It’s your game, after all. A large collection of Secondary Abilities can be found in Mage the Ascension’s Attributes and Abilities section. (Obviously, mentions of using the various Spheres of magic do not apply to Kindred.) More options can be found below.
This is the ability to function “smoothly” in a social setting. Gossiping, cutting deals in the halls of power, making a good first impression on a visiting Archon and handling yourself in an elder salon are all aspects of Grace.
●○○○○ | Novice: Debutante. |
●●○○○ | Practiced: Senator. |
●●●○○ | Competent: Hollywood celebrity. |
●●●●○ | Expert: Public relations director. |
●●●●● | Master: Vampire Prince. |
Possessed by: Elder Kindred, Politicians, Socialites, Media Personalities, Toreador
Suggested Specialties: First Impressions, Gossip, Rumor Control, Schemes, Veiled Threats and Innuendoes
You can trade favors, and negotiate costs and other specifics so that transactions come out in your favor. You can judge the relative value of goods and services quickly and easily, and know when someone’s attempting to rip you off.
●○○○○ | Novice: You can knock a few bucks off the price of something at a flea market or garage sale. |
●●○○○ | Practiced: You get used cars for what they’re worth, not what they’re marked. |
●●●○○ | Competent: You can play the game of prestation better than any of your peers. |
●●●●○ | Expert: Princes ask you if they’re getting a good deal. |
●●●●● | Master: You can get what you want, when you want it, for the price you are willing to pay — always. |
Possessed by: Police Negotiators, Anarchs, Purchasing Agents, Household Ghouls, Importers, Nosferatu
Suggested Specialties: Swaps, Selling Information, Fine Print, Contracts, Prestation
The fine art of making people talk takes many forms. Interrogation can be as subtle as a well-intentioned psychoanalysis or as crude as a handful of rusty nails and a hammer. Many skilled interrogators don’t think of themselves as such, and some have never had any formal training whatsoever. The masters of this field have reputations that are sometimes as effective as the interrogations themselves.
●○○○○ | Novice: Small-town newspaper reporter. |
●●○○○ | Practiced: Vice cop. |
●●●○○ | Competent: Psychiatrist. |
●●●●○ | Expert: KGB “physician”. |
●●●●● | Master: Voivode from the Old World. |
Possessed by: Cops, Inquisitors, Psychiatrists, Tzimisce, War Criminals
Suggested Specialties: Agony, Casual Conversation, Good Cop/Bad Cop, Journalism, Long-Term Brainwashing, Threats Against Family Members
This Talent cannot be taken by starting characters, and is (obviously) only available to vampires. It is the ability to falsely reproduce the frailties and subtle cues of mortality: respiration, creating a pulse, forcing blood to the skin to appear flushed, sneezing, slowing reflexes to mortal speed, et al. Masquerade may be rolled with a Social Attribute to determined how well the vampire fools the mortals around zir — any vampire can pretend to breathe, but not every vampire can do it well.
●○○○○ | Novice: You can pass in an unobservant crowd. |
●●○○○ | Practiced: You can fool a casual observer. |
●●●○○ | Competent: You can fool someone who’s examining you. |
●●●●○ | Expert: You can pass a routine physical exam. |
●●●●● | Master: Even the Society of Leopold would think you mortal. |
Possessed by: Vampires
Suggested Specialties: Breathing, Heartbeat, Skin Tone and Warmth, Sleep, Reflexes and Muscle Twitches, Sexuality
You have the ability to throw your voice, making it sound as if it’s coming from somewhere — or someone — else. This Talent can be used for either entertainment or deception, and can be combined with Mimicry for even more effect in either application. Note that Ventriloquism and Mimicry, while compatible, cannot be substituted for one another — they are completely different areas of vocal manipulation.
●○○○○ | Novice: You and your dummy can do childrens’ birthday parties. |
●●○○○ | Practiced: You could get an act with a local vaudeville club. Someone standing next to you can be made to “speak”. |
●●●○○ | Competent: You could almost make a living on small comedy club tours. Your maximum range for throwing your voice is 5 yards. |
●●●●○ | Expert: Vegas would welcome your talent. Any spot within 30 feet of you can be used as your target. |
●●●●● | Master: You can project your voice anywhere within earshot. Young hopefuls clamor to learn your tricks, and entertainment magazines hail you as the savior of a lost vaudeville art. |
Possessed by: Entertainers, Con Artists, Pranksters, some Mediums
Suggested Specialties: Distance, Dummy, Other People, Inanimate Objects
You can enter a trance-like state that allows you to leap through flames. This Skill is vital in the Fire Dance and other ritae. Demonstrating this Skill often equates to being a powerful and dominant member of the pack. This Skill does not grant any immunity from the fire, but it does allow the vampire to avoid being burned or succumbing to a frenzy. This Skill cannot be part of a split dice pool: The user must concentrate on Fire Dancing and nothing else. When the vampire tries to Fire Dance, damage should be rolled normally, but for every success with this Skill, reduce the amount of damage done by 1 health level. Few vampires outside the Sabbat have this Skill.
(Note: Unless the fire is actually a bonfire meant for the ritual dance, you do not suffer Rötschreck any less frequently than any other vampire.)
●○○○○ | Novice: You make the necessary leaps to prove that you’re not a coward. You usually wait until the fire has died down quite a bit before you leap though. |
●●○○○ | Practiced: You no longer feel that “Oh, shit,” panic when you jump. |
●●●○○ | Competent: You are usually the first to jump, for you do not fear the flames. You live by the motto, “Build it higher, jump the fire!” |
●●●●○ | Expert: An acrobat in the flames, you command a prowess and fearlessness that serves as inspiration to all who observe you. |
●●●●● | Master: A legend among the Sabbat, your moves are simultaneously unholy and magnificent. |
Possessed by: Sabbat, Mystics, Primitive Tribesmen, Performers
Suggested Specialties: Leaping, Acrobatics, Distance, Looking Tough
You have a knowledge of herbs and other natural substances and their properties for both medicinal and other applications. You know where such ingredients are likely to be found, and you can gather and preserve them.
●○○○○ | Novice: You read a book on herb lore once. |
●●○○○ | Practiced: You learned everything your grandmother had to teach you. |
●●●○○ | Competent: You are well-versed in the uses of even rare plants. |
●●●●○ | Expert: You are well known in regional and nature-lover circles as a source of wisdom. |
●●●●● | Master: In the nights of old, you could have been a wealthy apothecary. |
Possessed by: Wiccans and Wannabes, Holistic Healers, Alchemists, Medicine Men
Suggested Specialties: Cooking, Medicine, Toxins, Narcotics and Hallucinogens, Charms
You are able to understand speech without hearing the actual words, as long as you can see the subject’s mouth moving. Although you can rarely get the entire sentence, you can usually figure out what’s being said from context.
●○○○○ | Novice: If someone talks slowly and enunciates with exaggerated movements, you can get most of it. |
●●○○○ | Practiced: You can understand if someone talks fairly slowly and you concentrate. |
●●●○○ | Competent: You can usually comprehend normal conversation. |
●●●●○ | Expert: Even under poor lighting and distance, you can usually make out most of a sentence. |
●●●●● | Master: Smoke, night, and ventriloquism are no barriers to you. You can even make out foreign languages if you speak them fluently. |
Possessed by: Spies, Detectives, Hearing-Impaired Individuals
Suggested Specialties: Accents, Poor Lighting, Drunks, Fast Talkers, Covert Observation
The speed and deftness of your hands can deceive the eyes of others. You can perform magic tricks, cheat at cards, or pilfer the pockets of unsuspecting bystanders.
●○○○○ | Novice: Card tricks at cast parties. |
●●○○○ | Practiced: Childrens’ birthday parties. |
●●●○○ | Competent: Stage magician. |
●●●●○ | Expert: TV magician or professional pickpocket. |
●●●●● | Master: Prince of Thieves. |
Possessed by: Thieves, Stage Magicians, Aspiring Casanovas
Suggested Specialties: Cards, Pickpocket, “Conjuration”, Entertainment, Shoplifting
You have learned information about the Black Hand — which may or may not be true since this information is known to few outside the organization. You have heard rumors and legends about the history, strategies, intrigue and rituals of the Hand. Additionally, you may be able to recognize numerous agents of the Hand within your own city and the surrounding area.
●○○○○ | Dabbler: You know mostly rumor and hearsay. |
●●○○○ | Student: You have decent second-hand information. |
●●●○○ | Scholar: You have a steady — and reliable — source for second-hand information. |
●●●●○ | Professor: You have numerous steady and reliable sources that provide you a great deal of information. |
●●●●● | Master: You have a powerful contact within the Hand, along with other sources within the group who provide you intricate and detailed information that only an experienced member could know. |
Possessed by: Black Hand Members, The Order of St. Blaise, Sabbat Leaders, Assamites, Assamite antitribu, Nosferatu antitribu
Suggested Specialties: History, Famous Leaders, Tactics, Strategies, Secrets, Rituals, Local Members
Bureaucracy represents your ability to get what you want out of “the system”, whether through paperwork, phone calls, or bribery. This Knowledge is useful for manipulating city officials, navigating the political system, or even operating a bureaucracy of your own design. Those with high Bureaucracy are among the most organized people in existence.
●○○○○ | Dabbler: You can keep a small company organized. |
●●○○○ | Student: You understand the real basics of power structures. |
●●●○○ | Scholar: You can perform stalling tactics for as long as it takes. |
●●●●○ | Professor: When you talk, your senator listens. |
●●●●● | Master: When you talk, the IRS listens. |
Possessed by: Bankers, Office Workers, Government Employees, Lawyers, Politicians, Journalists
Suggested Specialties: Negotiation, Bribery, Diplomacy, Bluffing, Stalling, Government, Military
You know about the Camarilla. You are familiar with its leaders, both the real ones and the figureheads. You know history, the names of Archons and Justicars, the decisions of past conclaves, legends, the current “Most Wanted” list and the political stances of the major players. Not all Camarilla members have this Knowledge; many do not concern themselves with the night-to-night affairs of the political entity to which they belong. It is difficult for an outsider to have more than 2 dots in this Knowledge, and only the best-informed mortals will even have one.
●○○○○ | Dabbler: What any member would know if ze bothered to ask. |
●●○○○ | Student: What most Ventrue know. |
●●●○○ | Scholar: What most Nosferatu or Tremere know. |
●●●●○ | Professor: What most Princes and Archons know. |
●●●●● | Master: What only the Justicars and Inner Circle representatives know. |
Possessed by: Camarilla Members, Sabbat Spies and Paladins, Wise Members of the Independent Clans
Suggested Specialties: History, Legends, Princes, Justicars, High-Level Politics, Laws and Conclave Decisions, Current Affairs
You know things. City Secrets is a measure of how much a character knows of the hidden affairs of a city, the local intrigues and power plays and social structures and nightly double-dealings (not necessarily of the Kindred, either — “I remember a priest who said this place was cursed bach when they built this building”). City Secrets cannot be acquired during character creation, but only through direct experience. It is suggested that the Storyteller award separate experience points for City Secrets at the end of every game session during which the characters increase their familiarity with the local Kindred world. Information about Kindred affairs in different cities can give a character multiple City Secrets ratings: a Camarilla courier might have City Secrets (Boston) 4, City Secrets (D.C.) 2, and City Secrets (Baltimore) 3 while knowing nothing about the Kindred of New York.
●○○○○ | Dabbler: A mere childe, not even presented to the Prince; you don’t even bother to keep up with the local television news. |
●●○○○ | Student: A naïve young leech, you have barely begun your descent; occasionally, you make a connection between appearances and realities. |
●●●○○ | Scholar: You know what not to do, which can be even more important than what to do. |
●●●●○ | Professor: You may be an advisor to the mayor or the Prince. |
●●●●● | Master: Only the Prince and the elder of the local Nosferatu might know more than you. |
Possessed by: Kindred, Ghouls, Very Lucky Hunters, Local Reporters
Suggested Specialties: Prince/Archbishop, Primogen/Prisci, Coteries/Packs, The Opposition, High Society, Masquerade, Where the Power Lies, Who’s Screwing Who, Historical Rivalries, Political Mistakes
You have knowledge about a particular clan of vampires that no outsider should possess. You are aware of the clan’s practices, rituals and secrets, and can put that knowledge to good use. However, members of the clan in question may not like the fact that an outsider has a handle on proprietary information, and may act to plug any such security leaks.
Note: This knowledge only grants information about one particular clan. Clan Knowledge must be purchased separately for each clan of expertise.
●○○○○ | Dabbler: You can spot a member of the clan with reasonable accuracy. |
●●○○○ | Student: You know how the clan is set up, and can separate myth from fact. |
●●●○○ | Scholar: Most of the clan’s basic layout and procedure is known to you. |
●●●●○ | Professor: You know the clan’s secrets as well as anyone. |
●●●●● | Master: You know more about the clan than most of its members do. |
Possessed by: Kindred, Hunters, Ambitious Ghouls, Arcanum Scholars
Suggested Specialties: Power Structure, Chain of Command, Secrets, Movers and Shakers
You know about the Sabbat. You know who holds power where, which fashion is in ascendance in various areas, where the war against the Camarilla is going well and where it’s failing, history, the tenets of various belief systems and the reputations of famous (or infamous) packs. Not all Sabbat members have this Knowledge; the Creation Rites do not always allow time to give the new members a detailed briefing. It is almost impossible for an outsider to have more than 2 dots in this Knowledge, and very few mortals survive long enough to have even one. Sabbat Lore may not be acquired during character creation.
●○○○○ | Dabbler: What most members who live long enough to ask know. |
●●○○○ | Student: What most Pack Priests and leader members know. |
●●●○○ | Scholar: What most Bishops and Lasombra know. |
●●●●○ | Professor: What the Archbishops and Paladins know. |
●●●●● | Master: What only the Prisci, Cardinals, and Regent know. |
Possessed by: Sabbat Members, Camarilla Spies and Archons
Suggested Specialties: History, Legends, Leadership, The Sabbat Inquisition, High-Level Politics, Current Affairs, Auctoritas Ritae
You know quite a bit about sewers in general, and are quite familiar with the networks that run under your city of residence. You can navigate through the sewers and sub-basements with reasonable certainty of your directions. You know which territories are claimed by the Nosferatu and Giovanni, and whether or not it is safe to pass through those areas. You also know where other creatures, both normal and supernatural, may exist, and you know how many of the stories about them are rumors and how many are the horrid facts. Theoretically, you could survive underground for quite some time.
●○○○○ | Dabbler: Teenage runaway. |
●●○○○ | Student: City maintenance worker. |
●●●○○ | Scholar: Nosferatu or Giovanni neonate. |
●●●●○ | Professor: Nosferatu guide. |
●●●●● | Master: Nosferatu elder. |
Possessed by: Street People, Nosferatu and Giovanni, some Malkavians and Samedi, Sewer Monsters, Public Works Employees
Suggested Specialties: Food, Hiding Places, Shortcuts, Havens, Information, Gathering Places, Staying Clean
You know the politics and figures of organized crime within your city. You understand how the system works, whom to pay off, whose arm to twist and who gets the cement shoes. Whether it’s street drugs or vampiric blood for a secret cult of ghouls, you know the source and who’s playing the game. This Knowledge encompasses members of all criminal organizations, ethnic and otherwise, including the Mafia, Yakuza, and street gangs.
●○○○○ | Dabbler: You saw The Godfather a couple times. |
●●○○○ | Student: You know a few button men or soldiers and can name most of your city’s prominent gangsters. |
●●●○○ | Scholar: You know as much as most connected men. |
●●●●○ | Professor: If it’s happening in your city, you know about it. |
●●●●● | Master: If it’s happening, period, you know about it. |
Possessed by: Mafia Dons, Yakuza, Government Leaders, Police, Connected Thugs
Suggested Specialties: Loan-Sharking, Drug-Running, Smuggling, Slavery, Politics, Ethnic Organizations