Welcome to the Seattle By Night Creation guide for Vampire The Masquerade: v5!

This guide is primarily aimed towards playing in the server itself and does contain our homebrew, which will be marked accordingly.

01

Submitting Sheets

  • Character sheets must be submitted via Discord ticket. A ticket is a temporary channel which our bot will open for you once the right command has been called. It’s a private channel between the player and our staff. We do this to prevent sheet peeking and possible meta. Player sheets are then stored by mods in our google drive for our reference. In the character creation ticket you’ll be able to see the progress of your sheet approval: archons will review submissions by order of arrival, meaning that sometimes you might need to wait a bit while other sheets are corrected first. Please be patient with us. You are allowed 3 significant changes/revisions per submitted sheet. If you cannot follow what is written by the staff and keep submitting sheets with the same MAJOR errors over and over, you will need to use a premade sheet until you have a better grasp on filling them out.
  • We also have custom sheets created for the server. Please download the SbN sheet below and use it for your submission. An important thing to remember when filling a sheet is noting every XP expenditure and gain in the appropriate section, on the last page. This is essential and updating this information will be required each time you spend XP.
  • Please do not submit half finished sheets. If you have questions or concerns about a sheet you may create a ticket to discuss or use the #roleplay-advice channel. Half done sheets would be subject to multiple changes; we simply do not have the time to handle such extensive edits.
  • Characters that are not active for two months will be removed to our inactive sheets folder by staff. In order to play them again simply resubmit the sheet and we will process and reapprove it.

 

You can call a ticket in #general-chatter on the server. The command to open a ticket is:

-ticket open reason

Where ‘reason’ is substituted by the actual reason your ticket is being opened. Please try to include whether your ticket is for a character submission, like so:

-ticket open CharacterName sheet

 

When you have an update to be done on your sheet (XP expenditure, flaws or merits gained from STs or RP, etc.) the same system applies. Just add UPDATE next to CharacterName instead of sheet. You are also required to write inside the ticket what you changed, in addition to labeling and noting it in the Experience Expenditure section on the sheet itself. We also ask that you provide links to relevant rolls and RP posts which support the XP expenditures. Please do not update your sheet for increases in hunger or to simply tally your existing XP; you only update when you spend/gain things on the sheet itself.

-ticket open CharacterName Update

If you do not have the v5 corebook, you will need to use one of the premade sheets available here for the seven corebook clans. These sheets have some prefilled information: Generation; Humanity; Predator Type; Disciplines; Blood Potency; Clan Bane; Backgrounds/Merits; and Flaws. None of this prefilled information can be changed if you do not have the book; but you are free to use the following guide to customize the Attributes, Skills, Concept, Convictions/Touchstones, Sire name, Appearance, and Background. All characters made with a premade sheet must be fledglings, and have been a vampire for 10 years or fewer.

 

blank character sheet

The clans available for those without a book:

Brujah

Gangrel

malkavian

Nosferatu

Toreador

Tremere

Ventrue

Non Playable without the book and/or the book they are listed in.

Caitiff

Thinbloods (If you play this, please read the Thinblood Alchemy (if you take alchemy) section as well as the homebrew document for more information on TBs in SBN)

Banu Haqim (Listed in the Camarilla Book, please use our homebrew bane for them)

The Ministry (Listed in the Anarch Book; to play an orthodox Setite, you must have Cults of the Blood Gods book also)

Lasombra (Listed in the Chicago by Night Book)

Hecata (Listed in the Cults of the Blood Gods Book)

For Salubri, Ravnos and Tzimisce you will need the corebook and download the free Companion Guide, you can do so on the website for World of Darkness.

 

For characters that require additional room on their sheet for merits/disciplines, you may download the sheet below; please do not use this unless you need to.

Expanded Character Sheet

02

Basic Character Information

Name: Character’s Name

Player: Your Discord Username

Faction: For information on these check here

Concept: Who were they in their previous life? A private investigator? Drug dealer? College student? Have they changed over time? Think of this as a general summary of your character, but the character shouldn’t come from the concept. Instead, the concept should spring from the character.

Ambition: What is your character’s current personal goal? This can change with time. Please keep it as something that it’s actually possible to achieve in RP, so overthrowing the Camarilla, becoming the Seattle Governor, etc, are not acceptable. Ambition is used to regain aggravated Willpower damage, so having the Ambition be something extremely big or difficult will severely hurt your character. Remember that Ambition can change by completion; or by roleplay progress over time.

Predator Type: This is how they primarily feed. Don’t forget the merits and flaws; for more information on this refer pg. 175 of the Corebook.

Sire: Your character’s vampire parent. Just make up a name or form an agreement with an existing player to play your character’s sire. You can also put unknown if the character doesn’t know. You do not need to have a player as your character’s sire; in addtiion, you can leave sire as ‘unknown’ and add a player character sire later on if you desire.

Clan: Please only use clans available so far in v5. Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, Venture, Caitiff, Thin-bloods, Salubri (Companion Guide), Ravnos (Companion Guide), Tzimisce (Companion Guide), The Ministry (Anarch Book & Cults of the Blood Gods), Banu Haqim (Camarilla Book), Lasombra (Chicago Book) and Hecata (Cults of the Blood Gods Book) are also available to play, but you must own the corresponding book(s).

Generation: Generation 10 is the lowest playable generation. Thin-bloods are generations 14 and 15+. We also follow the Sea of Time rules, found below.

03

Clans

Brujah: Fighters against the system, rebels against injustice, petty criminals, raging rabble, activists, agents of change, warrior philosophers fallen from grace. Celerity, Potence, Presence.

 

Gangrel: The clan closest to their inner Beast, from feral soldiers to folkloric travellers and free spirits, from inhabitants of the urban jungle to boardroom sharks. Animalism, Fortitude, Protean.

 

Malkavian: Seers and jesters affected by supernatural madness, psychological masters, concealing and revealing truth and themselves. Auspex, Dominate, Obfuscate.

 

Nosferatu: Permanently disfigured to hideous forms, they hide in the dark as gatherers of secrets, information procurers, hackers, elusive enforcers, often with a connection to rats and outcasts. Animalism, Obfuscate, Potence.

 

Toreador: Seekers of emotion, romance, cruelty, beauty… anything that can remind them of lost humanity and sentiment. Artists, divas, social butterflies, appraisers and lovers of beauty. Auspex, Celerity, Presence.

 

Tremere: Scholars and counsellors of the occult; heavily hit by the Second Inquisition, the warlocks guard their secrets of sorcery, hoarding and searching for knowledge. Auspex, Dominate, Blood Sorcery.

 

Ventrue: Vampiric aristocracy, guardians of the Traditions and a pillar of the Camarilla, businessmen and politicians, sometimes archaic traditionalists, sometimes true entrepreneurs. Dominate, Fortitude, Presence.

 

Caitiff: Claness and curse-less, the only trait that the Caitiff share is not having inherited the bane of the other Cainites and finding themselves outcast by kindred belonging to any true lineage. Any disciplines possible, though some disciplines require strong background justification as described below in Disciplines.

 

Thin-blooded: With the thickness of vitae dwindling, the Duskborn are too far removed from Caine to share his curse or reap the benefits of vampirism. Thrust into the world of the night and disliked by Full-bloods, they must survive it by finding a way in or a way out. Thin-Blood Alchemy or one Discipline given they have the appropriate merits. We also give thin-bloods one dot in a discipline that comes from their predator type but it cannot be boosted via xp. (SBN Homebrew)

 

Lasombra: Winners at life, religious figures, manipulative shadow masters, social climbers, ruthless fighters, once a pillar of the Sabbat, they’ve now begun defecting to the ranks of the Camarilla. Dominate, Oblivion, Potence.

 

The Ministry of Set: The rebranded Followers of Set, refused admission by the Camarilla and welcomed among Anarchs. Both liars and liberators, seekers of freedom from chains through pain or pleasure and any other means, occult cultists and preachers, standing between refusal of social norms and true depravity. Protean, Obfuscate, Presence.

 

Banu Haquim: Judges of transgression, intellectuals and lawyers, assassins and blood sorcerers; once known as Assamites, the Children of Haqim have recently joined the ranks of the Camarilla. Blood Sorcery, Celerity, Obfuscate.

 

Hecata: Necromancers, Graverobbers, Lazarenes. The Hecata are as much a Family as they are a Clan; the only true Independents in these nights, the separate Clans of Death including the Giovanni, Cappadocians, Samedi and others have now united as the Hecata. For them, the Family is everything; and if you are not one of them, you will never know how deep the Blood runs. Auspex, Fortitude, Oblivion.

 

Ravnos: A nomadic clan of masters of misdirections, these rogues prefer to not bare fangs for something they can obtain with subtler methods. Animalism, Obfuscate, Presence.

 

Salubri: Few exist in these modern nights, unlike other clans they are not embraced upon whim and instead are carefully chosen by their sire to complete a task through their inquisitive nature, nigh-pious will an ability to survive through difficulties. Auspex, Dominate, Fortitude.

 

Tzimisce: The Dragons of kindred, this clan embraces to own. They do not care if their charges live strongly, but to aim to simply control. Those who are loyal to the Tzimisce are more out of fear than love. Animalism, Dominate, Protean.

04

Ranking (Sea of time)

Fledgling: Embraced within the last 10 years
-14th, 15th and 16th Generation. Blood Potency 0.
-12th or 13th Generation. Blood Potency 1.

Thinbloods are always fledglings

 

Neonate: Embraced between 1940 and 2009
-12th or 13th Generation. Blood Potency 1.

-Starts with 15 experience points

 

Ancillae: Embraced between 1780 and 1940
-10th or 11th Generation: Blood Potency 2
-Adds 2 points of Advantages
-Adds 2 points of Flaws
-Subtracts 1 Humanity -Starts with 35 experience points.
Check the Homebrew on rules about creating one; you must meet certain requirements.

05

Attributes

The best attribute will have 4 dots; three attributes will have 3 dots each; four attributes will have two dots each; and your worst attribute will have one dot. Attributes also allow you to derive the character’s Health and Willpower.

 

Health: Stamina + 3
Willpower: Resolve + Composure

Humanity: Characters start at 7 by default. It is possible to start at 8 with a fresh fledgling only turned a few days prior at the cost of knowing how to do anything. You will lose Predator Type and go without one, meaning you will be unable to use hunting rolls and will be relying on another player or the beast to guide you. Without guidance, the character will not understand how to feed or what is happening to them. This character is likely to incur final death if they do not quickly adapt.

 

Physical Attributes
Strength: Your physical prowess, in terms of lifting, hitting, and exerting brute force.
Dexterity: Bodily coordination under stress, the agility and grace of your limbs, how quickly you are able to dodge and evade.

Stamina: Physical perseverance and endurance, resistance against hazards, how much damage you can take.

 

Social Attributes
Charisma: Social grace, strength of presence and character, sex appeal, effortless charm.
Manipulation: Strong verbal communication, ability to twist others to a winning point of view, ability to lie convincingly.

Composure: Control of your emotional state, unflappable demeanor and calmness, ability to put others at ease.

 

Mental Attributes
Intelligence: Application of logic, ability to put together reasoning and clues, to research from books or do lengthy analyses of information gathered in the environment.
Wits: Street smarts, quick and instinctual reactions to your surroundings, cold reading of body language, knowing what to say with little preparation.

Resolve: Mental determination and fortitude, ability to focus on a task, concentrate, and persevere through challenges and obstacles.

06

Skills

Skills at one dot mean you have basic knowledge/performed it leisurely, two is general knowledge, three is a professional skill, four is a specialization, five is mastery.

A Skill Specialty represents a particular expertise in a given skill. At creation, choose a free specialty for Academics, Craft, Performance and Science (assuming you have points in those skills) and pick another free Specialty for any skill in which the character already has at least one dot.

 

You can find additional information about Skills at page 159 of the V5 corebook. Pick one of the points distribution models below:

 

Jack of All Trades: One skill at 3, eight skills at 2, ten skills at 1.

Balanced: Three skills at 3, five skills at 2, seven skills at 1.

Specialist: One skill at 4, three skills at 3, three skills at 2, three skills at 1.

If your predator type gives you a spec for a skill you don’t have, you gain a dot in it instead of the spec. The number of specs in a skill must be less than or equal to the number of dots. Very few exceptions exist.

 

Physical
Athletics: Physical skills such as running, jumping and climbing.
Brawl: Combat focused on using your body rather than weaponry.
Craft: Used for creating, building, or shaping items.
Drive: Knowledge in driving, working on and general vehicle skills.
Firearms: Ranged weaponry, such as bows and guns.
Larceny: Breaking into buildings or locks, as well as preventing it from happening.
Melee: Combat focused around using handheld weaponry, such as crowbars and baseball bats
Stealth: Blending into your surroundings to prevent being recognized, as well as sneaking around and not being heard.

Survival: Using nature to find shelter, track people in forests and survive in the wilderness.

 

Social
Animal ken: Being able to read animal behavior in order to communicate with and handle them.
Etiquette: Understanding how to interact in social settings politely.
Insight: Being able to read body language and other things to discern emotions and thoughts.
Intimidation: Using tactics to force someone to back down against you.
Leadership: Giving direction and commanding your teammates to inspire them.
Performance: Showcasing your art in person; singing, acting, etc.
Persuasion: Coercing others to do your will.
Streetwise: Knowledge of the streets in criminal and urban societies.

Subterfuge: Manipulating and deceiving others to do as you wish.

 

Mental
Academics: Subjects learned through books, such as humanities and the liberal arts.
Awareness: Focused on your senses and being aware of your surroundings as well as spotting threats.
Finance: Being able to handle your finances personally, move and make money… Also know how to do your own taxes.
Investigation: Tracking down clues at a crime scene and using those to solve mysteries.
Medicine: Handling mortal injuries and diagnosing/treating diseases.
Occult: Mystical knowledge of the supernatural and rituals.
Politics: Knowing the inner workings of political factions and government functions.
Science: Scientific knowledge and theory of the real world.

Technology: Internet and computer comprehension.

07

Disciplines

Now comes the time to pick your character’s disciplines. Of your character’s 3 Clan Disciplines, pick 2 of them. For Caitiffs pick any two disciplines. Caitiffs with Blood Sorcery or Oblivion need very strong backgrounds to support these, as knowledge of them is heavily guarded and usually kept only within their respective clans.

 

One of the two chosen disciplines starts at Level 2, the other at Level 1. Keep in mind that many disciplines offer more than 1 power option at each level, so you must pick which of the two available powers you wish your character to have.

 

You can pick a power from the level of the discipline you are currently at or below. More disciplines can be bought later on during the character creation process for Neonate and Ancilla characters, or with exp as the campaign continues.

 

Thin-bloods do not have these disciplines, unless given from predator type (homebrew for SBN) or Discipline Affinity merit. They can have Thin-blood Alchemy if chosen as a merit.

 

Animalism: A close and supernatural relationship with the animal world and a vampire’s own Beast.

Auspex: Honed senses, both physical and psychic, heightened awareness and perceptions, ability to see the future.

Blood Sorcery: Manipulation of the Blood, mortal and vampiric, to perform rituals and magicks.

Celerity: Moving with unnatural fastness and enjoying supernatural reflexes.

Dominate: Exercising mind control through eye contact and voiced commands, as well as manipulating memory.

Fortitude: Mental resilience and physical resistance far beyond the human, to the point of defying vampiric banes.

Obfuscate: The art of not being visible even in crowds, being wholly unseen or blending in.

Potence: Supernatural strength and physical prowess, athletic feats.

Presence: Subtle manipulation, control, and swaying of emotions. Unearthly attraction or absolute command of fear.

Protean: The ability to shift one’s shape, growing claws, changing into animal forms, into fog, melding with the earth.

Oblivion: Control of and influence over shadows or the dead, drawing power directly from the Abyss.

Thin-blood Alchemy: Creation of mixtures of blood, emotions, and varied other ingredients to activate unique effects and even copy disciplines to some extent.

08

Predator Types

Check the Homebrew for information on what the allowed Predator Type rolls are.
Please try to remember to have a dice pool that is decent. The lowest hunting difficulty is 3, and difficulties may go up due to breaches. Reading over the homebrew section on PT and what the rolls are can save you a headache. It’s also recommended to pay attention to how the Ventrue “Radar” is rolled if you are playing one.

 

Alleycat: You feed by force in outright attacks or by threat, intimidating your victims to cower in a corner. Add a specialty: Intimidation (Stickups) or Brawl (Grappling), gain one dot of Celerity or Potence, lose one dot of Humanity, gain three dots of Criminal Contacts (•••) among your Advantages.

 

Bagger: You obtain preserved, fractionated, or dead blood via more or less savoury means, instead of hunting the living. Ventrue cannot not pick this type. Add a speciality: Larceny (Lock Picking) or Streetwise (Black Market), gain one dot of Blood Sorcery (Tremere and Banu Haqim only), Oblivion (Hecata and Lasombra only), or Obfuscate, gain the Feeding Merit: Iron Guilet (•••), Gain the Enemy Flaw (••).

 

Blood Leech: You feed on vampire vitae rather than from mortals. This is not kindly looked upon by kindred society. Add a specialty: Brawl (Kindred) or Stealth (Against Kindred), gain one dot of Celerity or Protean, lose one dot of Humanity, increase Blood Potency by one, gain the Dark Secret Flaw: Diablerist (••), or the Shunned Flaw (••), gain the Feeding Flaw: (••) Prey Exclusion (Mortals).

 

Cleaver: Your mortal family or close friends are your source of blood, taken covertly from them. Add a specialty: Persuasion (Gaslighting) or Subterfuge (Coverups), gain one dot of Dominate or Animalism, gain the Dark Secret Flaw: Cleaver (•), gain two dots in the Herd Advantage (••).

 

Consensualist: You take blood with the consent of the vessel, either passing it as kink, illness, using any other excuse, or outright breaching the Masquerade. Add a specialty: Medicine (Phlebotomy) or Persuasion (Vessels), gain one dot of Auspex or Fortitude, gain one dot of Humanity, gain the Dark Secret Flaw: Masquerade Breacher (•), gain the Feeding Flaw: (•) Prey Exclusion (Nonconsenting).

 

Farmer: Animals are your chosen source of blood. Ventrue cannot not pick this type, nor those with Blood Potency 3 or higher. Add a specialty: Animal Ken (Specific Animal) or Survival (Hunting), gain one dot of Animalism or Protean, gain one dot of Humanity, gain the Feeding Flaw: (••) Farmer.

 

Osiris: You feed from your cult followers, your church congregation, your fans, or any other group who is devoted to you and whom you can sway. Add a specialty: Occult (Specific Tradition) or Performance (Specific Entertainment Field), gain one dot of Blood Sorcery (Tremere or Banu Haqim only) or Presence, spend three dots between the Fame and Herd Backgrounds (you may put all three dots in either), spend two dots between the Enemies and Mythic Flaws (you may put both dots in either).

 

Sandman: You take blood from sleeping mortals, either by breaking into homes or targeting hospitals or the homeless. Add a specialty: Medicine (Anesthetics) or Stealth (Break-in), gain one dot of Auspex or Obfuscate, gain one dot of Resources (•). 

 

Scene Queen: Subcultures, exclusive groups, and specific fields of influence where you enjoy status and influence are where you find your victims. Add a specialty: Etiquette (Specific Scene), or in Leadership (Specific Scene), or in Streetwise (Specific Scene), gain one dot of Dominate or Potence, gain the Fame Advantage (•), gain the Contact Advantage (•), gain either the Influence Flaw: Disliked (•) (outside your subculture) or the Feeding Flaw: Prey Exclusion (•) (a different subculture from yours).

 

Siren: You take blood by employing techniques of seduction and/or under the pretense of sexual encounters. (Add a specialty: Persuasion (Seduction) or Subterfuge (Seduction), gain one dot of Fortitude or Presence, gain the Looks Merit: Beautiful (••), Gain the Enemy Flaw: (•) A spurned lover or jealous partner.

 

Extortionist: You enjoy forcing your victims to bleed for you. Allegedly you also acquire blood in exchange for services, such as security and surveillance. It is done as many times as needed to make the deal feel solid to both parties, but sometimes it’s only engineered in order to get what you want. (Add a speciality: Intimidation (Coercion) or Larceny (Security), gain one dot of Dominate or Potence, Spend three dots between the Contacts and Resources backgrounds, gain the Enemy Flaw: (••) The Police or a Victim who escaped your extortion and wants revenge.)

 

Graverobber: Digging up fresh corpses to feed from is indicated by their name, but they also feed from mourners in cemeteries and sad, frightened visitors in hospitals as well as patients. Melancholic Resonance is their choice and preference compared to any other humor. This will normally require the kindred to hold a haven inside of or with connections to a church, hospital or morgue. (Add as speciality: Occult (Grave Rituals) or Medicine (Cadavers), gain one dot in Fortitude or Oblivion (Hecata or Lasombra only), Gain the Feeding Merit (•••) Iron Gullet, Gain Haven Advantage (•), Gain Herd Flaw: (••) Obvious Predator (Your cold nature makes you act in a deeply unsettling manner.)) 

09

Advantages

Corebook pg. 179

 

Spend 7 points on Advantages, and take 2 points of Flaws. Merits/Flaws provided from the Predator Type do not count towards these.

Advantages are divided into Merits, Backgrounds, and Loresheets. Please remember to name and define things such as contacts to explain who they are and what they can do for the character; or with merits like resources, explain where the money is coming from, etc. Most advantages will require some sort of explanation of this sort, other than the quirks of blood such as bonding merits. STs will need to know these details in order to help create stories with your characters.

 

You may only have one loresheet at character creation, though you may take multiple advantages from the same loresheet. Taking a higher tier advantage in a loresheet doesn’t automatically give you the lower level options. Each is a separate merit. Each level costs 3xp per dot regardless, as it does not provide the lower levels.

 

Please make sure to read the  homebrew  in order to see what is permitted with advantages and/or loresheets; some of these are banned or otherwise homebrewed for the setting.

 

Thin-bloods must take between one and three Thin-Blood Merits and the same number of Thin-Blood Flaws on top of the other advantages and flaws. See pg. 182

10

Chronicle Tenets

1.) Non-graphic depictions of egregious and/or deliberate physical or emotional torture to mortals; and/or gross negligence towards victims of someone’s else’s torture (1-2+, 1 for minor, 2+ for damaging victim for more than one reset)

2.) Murder, unless done as self defense (1-2 stain, 1 for accidental, 2 for intentional)

3.) Breaching the Masquerade without proper successful attempts at covering it up (1-2+, 1 for accidental, 2+ for intentional)

 

Exception Clause: For particular convictions, situations, predatory types, and similar exceptional cases, certain characters in certain circumstances may not incur the same amount of stains as most others (they may in fact be more or less), and these exceptional cases will be determined and adjudicated by ST’s.

“This is a game about monsters. But it is only a game. Don’t use it as an excuse to be a monster yourself.” – Corebook

11

Touchstones and Convictions

Select one to three Convictions. These are moral guidelines your character follows to help them hold onto their humanity. Here is a great guide written to help you figure out convictions if you are struggling; we suggest everyone reads this when creating a character.

 

Each Touchstone must have a correlating conviction. If this touchstone dies, you lose the conviction and take stains. Touchstones are living, mortal humans whom you know and care about, and who represent to the character some aspect of humanity — the conviction associated with them.

 

Touchstones are living, mortal people, and so they need to be named. Please give us a little bit of information about the person attached to your kindred so that we can help flesh out who they are.

 

Remember that you need the same number of Convictions as Touchstones; they’re always paired. Children/Teenagers cannot be touchstones — aka minors under the age of 18. This is due to Chronicle Tenets.

12

Clan Bane

State your Clan’s inherent Weakness.

 

Banu Haqim: If you feed on Kindred blood you must roll for hunger frenzy. If failed you will do everything in your bestial power to slake your hunger till it reaches Hunger 1 on Kindred Blood. If you feed on Kindred Blood at Hunger 1 and fail the roll you will immediately detach from the vampire and do everything in your power to slake your hunger to 0 (aka fully draining and killing) a human. Roleplay as a bloodthirsty beast! Devour! Roll hunger frenzy at difficulty 2 + Bane Severity.

 

Brujah: The Brujah Blood simmers with passion and rage, ready to explode at the slightest provocation. Subtract dice equal to the Bane Severity of the Brujah from any roll to resist fury frenzy. This cannot take the pool below one die.

 

Gangrel: Gangrel have a more intimate relationship with their Beast than any other Clan. In frenzy, Gangrel gain one or more animal features: a physical trait, a smell, or a behavioral tic, and these features last for one more night afterward. Each feature reduces one Attribute by 1 point, and if nothing immediately occurs to you the feature reduces Intelligence or Manipulation. The number of features a Gangrel manifests equals their Bane Severity. If the Gangrel Rides the Wave of their frenzy (p. 219 core) you can choose only one feature to manifest, thus taking only one Attribute penalty.

 

Malkavian: Afflicted by their lineage, the Blood of all Malkavians weighs heavy on their mind. Depending on their history and the state of their mind at death, they may experience delusions, visions or something completely different. When the Malkavian suffers a Bestial Failure or a Compulsion, their curse comes to the fore; they suffer a penalty equal to their Bane Severity to one category of dice pools (Physical, Social, or Mental) for the entire scene, in addition to any penalties incurred by Compulsions. During character creation, think about how this affliction manifests in your character. At its core the Malkavian Bane is entirely supernatural, and not a human mental illness; it might appear to be one, but it is something different entirely that the children of Malkav experience.

 

Nosferatu: All Nosferatu appear hideous and grotesque, and count as having the Repulsive Flaw (-2). They can never increase their rating in the Looks Merit. If they attempt to disguise themselves as non-deformed they have a penalty to their dice pool equal to their Bane Severity (this includes the Obfuscate powers Mask of a Thousand Faces and Impostor’s Guise). Despite their gruesome appearance most Nosferatu do not breach the Masquerade by just being seen. They are perceived by mortals to be vile and often terrifying, but not always supernaturally so.

 

Toreador: The Toreador suffer in the absence of beauty. In an environment less than beautiful according to their aesthetic, they suffer a penalty to Discipline rolls equal to their Bane Severity. The Storyteller may decide how beauty and ugliness penalize the character. If a Toreador suffers a Bestial Failure, they often lose themselves in a rapt trance, spent obsessive over anything they find particularly beautiful, as detailed in the Compulsion rules (p. 208).

 

Tremere: After the destruction of the Chantry of Vienna and all the rituals within, Tremere have lost the ability to Blood Bond other kindred, though they can still themselves be Bound by vampires of other clans. They are still able to bind mortals and ghouls, though the target must drink the Tremere’s corrupted vitae an additional number of times equal to Bane Severity for the bond to actually form.

 

Ventrue: The Ventrue have a feeding preference that prevents them from drinking from just anyone. Preferences may range greatly, from natural hair colours, nationalities, sexualities, professions, or people in specific emotional states, to mortals who suffer from PTSD, etc. Rolling dice for a Resolve + Awareness test (difficulty 4 or more) the character can sense if a mortal possesses the blood they require. If a Ventrue tries to feed from outside of their preference, they must spend Willpower points equal to the character’s Bane Severity to not throw the blood back up.

 

Caitiff: Caitiff do not have a bane connecting them to the antediluvians — a birth gone wrong, or so they are seen by the other clans. Mistrusted Caitiff characters begin with the Suspect (•) Flaw and can’t purchase positive Status during character creation. It’s also possible for the storyteller to impose a one or two dice penalty on social tests with other kindred even if they acquired Status. Leveling all disciplines for Caitiff costs level x 6.

 

Lasombra: It’s said that the Lasombra exist between this plane and another, flickering in between; and so their reflections don’t show up properly, nor do their images in cameras or other recording devices (including microphones), although the distortion is no guarantee of not being recognized. Technology can range from glitchy to unresponsive in their hands, and depending on the bane severity, act in weird ways. As such, the Lasombra must pass a test of Technology skill at Difficulty of 2 plus the bane severity to use modern tech, which pushes many Magisters to have assistants to deal with that side of modernity. It’s also harder to avoid detection systems made for vampires, and they suffer a penalty to it equal to their bane severity during those rolls.

 

Ministry: Ministers loathe the light. Exposure to direct light (natural or artificial) will make them recoil. They receive a penalty equal to bane severity to dice pools while being exposed to direct bright light, as well as adding the bane severity to aggravated damage incurred from sunlight.

 

Thin-blooded: No Bane unless Clan Curse flaw is taken

 

Hecata: When drinking directly from a victim via a bite, Hecata may only take harmful drinks which result in blood loss. Unwilling mortals who are not restrained will make the attempt to escape and even those coerced or willing to be bitten and fed from must succeed in a Stamina + Resolve against a difficulty of Bane severity + 2 in order to not recoil. Vampires that are willingly victims of the Hecata must make a frenzy test against a difficulty of 3 in order to not terror frenzy from the bite itself.

 

Ravnos: The doomed. If they slumber in the same place more than once in 4 nights, roll a number of dice equal to their bane severity. They receive aggravated damage equal to the amount of 10’s as supernatural means scorch them from within. Same place is defined by being within one mile.

 

Salubri: A clan hunted nearly out of extinction, or so is told, due to their highly appreciated vitae. When a non-Salubri drinks their vitae, they must make a hunger frenzy test at a difficulty of 2+the Salubri’s bane severity (3+ for Banu Haqim). If the test is not passed, they will continue to feed until they are forced off. Additionally, the third eye is always present on them. They may mask in with clothes or wraps, but it can never be hidden supernaturally and upon activation of a discipline the third eye weeps vitae, it’s intensity correlating to the level of the Discipline being used. The blood can trigger a hunger frenzy of those nearby with a level of Hunger 4+.

 

Tzimisce: Each Tzimisce must pick a specific charge of a physical item, place or people. This must be clearly defined and limited. They must spend their daysleep surrounded by their chosen charge, if they do not, they sustain aggravated willpower damage equal to their bane severity when waking up the following night.