Humanity: The base Humanity for a neonate and lower is 7, not including any changes from their Predator types.Allowing the character to create a mental block from any distractions, showcasing their mental fortitude and concentration.įrom these players can derive a few more traits. This Attribute powers the all-night stakeouts. Resolve: Measures the raw determination of a character and how strong their focus truly is. Rather than mulling on it the next night and realizing they had the perfect comeback to that snobby harpy the entire time. It is also representative of a character's street smarts and know what to say in the heat of the moment. Wits allow the character to pick up sounds and smells around them, perhaps preventing a possible ambush from happening without warning. Wits: Reflects the character's ability to think quickly on their feet and make decisions based on the information around them or from prior knowledge. They have an easier time recalling information they have gathered before and can analyze information from the world around them or the books they've read. Intelligence: Represents the character's ability to gather knowledge through research or reason as well as apply logic to an ongoing problem. It also represents their determination and dedication to accomplishing something. The Mental Attributes represent the character's natural intuition, the ability to learn quickly and react quickly with thoughts rather than their bodies. ![]() It also represents their ability to stay calm-headed in heated situations such as verbal fights and even firefights. As well as how easily they can calm nerves and the anxieties of others. Manipulation: Showcases how skilled the character is at being an effective liar, their ability to twist others to a winning point of view, and how deceptive they are.Ĭomposure: Reflects how well the character can maintain and command their own emotions. With this attribute they'll be able to draw people into them although do not mistake this for good looks, that is a merit all on it's own. These attributes reflect that by determining how their interactions are shaped through their ability to charm, persuade and motivate others to help them though it is not always as wholesome as it may seem.Ĭharisma: Determines the character's natural appeal, charm and grace. Through deception or charisma, some battles are easier won through words than combat. The Social Attributes reflect how easily the character can communicate with vampires and mortals alike to achieve their goals. ![]() Stamina: The character's physical resistance, how long they can persevere through hazards and other strenuous activities, or how much damage they can absorb. Strength: How strong the character is, how much they can lift, and how much force they can exert.ĭexterity: How agile a character is, how graceful they can be, or how nimble those fingers are. Though through the use of certain Disciplines, vampires often exceed the abilities of an otherwise frail-looking physique. These Attributes represent the mortal prowess of a vampire's body. The Physical Attributes measure the general Strength, Dexterity, and Stamina of a character. When building the sheet the player will place one attribute at 1 dot, four attributes at 2 dots, three attributes at 3 dots, and one final attribute at 4 dots with this being the vampire's best trait. The Attributes are divided into three separate categories Physical, Social and Mental. A suggested set of information pertaining to age and other factors is below AgeĪttributes represent the characters innate abilities, with 1 being relatively bad, 2 being average and up to 5 which represents peak ability. The release of Players Guide also included the clans that were previously only within a specific book.ĭecide with the Storyteller and other players what age the characters will be. The playable clans are as follows listed in order of their corresponding books.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |