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Attributes

The Physical Attributes measure qualities of the body, such as strength, speed, coordination, resilience and so on. Vampires may temporarily increase their Physical Attributes by "burning blood."

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Strength
Strength is a character's innate muscle power, governing how much he can lift and how hard he can hit. Strength is the Attribute that can provides damage dice for most combat feats, as well as for leaps, shoves and the like.

• Poor. You can lift 40 lbs.
•• Average. You can lift 100 lbs.
••• Good. You can lift 250 lbs.
•••• Exceptional. You can lift 400 lbs.
••••• Outstanding. You lift 650 lbs.; you routinely break the bones of (and otherwise intimidate) anyone who gets in your way.

 

6.  The vampire can lift 850 lbs, the approx weight of the heaviest human 
being to ever live. This is the highest level achieveable without using blood to 
augment strength, by those who innately have Below Average strength (rated 1)
with Potence 5. A human chest can be smashed through with a single punch, distances 
of 15~18 feet jumped horizontally, and 8~10 feet vertically.

 

7.  The vampire can lift 1200 lbs, the approx weight of a Harley Davidson motorcycle. 
A brick wall can be punched through as if it were plaster. This is the highest level 
achieveable without using blood to augment strength, by those by those who innately have 
Average strength (rated 2) with Potence 5. Distances of 18~22 feet can be jumped 
horizontally, and 10~12 feet vertically.

8.  The vampire can lift 1500 lbs, the approx weight of five linebackers. 
The vampire can punch through a steel wall with repeated blows, and break bones 
with an open-handed slap. This is the highest level achieveable without using blood 
to augment strength, by those who innately have Above Average strength (rated 3) 
with Potence 5. Distances of 22~25 feet can be jumped horizontally, and 12~15 
feet vertically.

9*  The vampire can lift 2000 lbs, and tear a fire hydrant from the ground. 
Distances of 25~28 feet can be jumped horizontally, and 15~18 feet vertically.

 

10*  With effort, the vampire can lift 4000 lbs, the weight of a car. 
Being able to throw it at opponents is, however, a matter for Level 6 and higher 
Potence powers and Elders... Distances of 28~35 feet can be jumped horizontally, 
and 20~25 feet vertically.

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Dexterity


Dexterity covers the qualities of physical prowess apart from strength, such as speed, agility, coordination and so on. The ability to hit things at a distance and to move gracefully both depend on Dexterity.

• Poor. You are always awkward and often clumsy.
•• Average. You get through life without too many embarassing accidents.
••• Good. You move with notable grace, and you can do well at the athletic efforts that attract your interest.
•••• Exceptional: You could be a professional tumbler or other acrobat, and you have the reflexes to make an outstanding warrior.
••••• Outstanding. You have the constant grace of a demigod.

 

Stamina


Stamina includes overall health, toughness and resilience. Characters with high Stamina can take more damage in and out of combat, and they recover more quickly from the injuries they do suffer.

• Poor. Your existence is a constant parade of minor (and major) miseries. In life, you got hurt easily and healed slowly.
•• Average. You're of average health.
••• Good. In life, you seldom succumbed to the illness sweeping around you. In unlife, you resist injury better than many vampires.
•••• Exceptional. You keep going in the face of challenges that exhaust others.
••••• Outstanding. Perhaps Adam and Eve were this vigorous before the Fall.

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Social Attributes measure how well a character deals with others in various ways. They encompass her appearance, charm, ability to master social graces and so on. Social Attributes provide the dice for rolls to make a good first impression, impress or cow others and understand what's happening in one's community.

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Charisma


Charisma is the mysterious quality that lets one person impress and please others through force of personality. Charisma plays a part in efforts to win others' trust and sympathy, and to bring them into alignment with the character's own views and goals.

• Poor. Even your best moments contain many minor gaffes.
•• Average. You seldom give unintended offense, and you enjoy reasonable social standing among your peers and neighbors.
••• Good. People trust you and enjoy your company without always realizing how much of your outlook they're adopting.
•••• Exceptional. You naturally lead whatever group you're in.
••••• Outstanding. You have the confidence of the blessed.

 

Manipulation


Manipulation is the quality of expressing oneself in ways that get others to agree, even if they don't necessarily trust the character. Where Charisma brings allegiance, Manipulation brings obedience in the present moment, with or without lasting affiliation. Note that Manipulation isn't necessarily dishonest: People can and do use rhetorical tricks in the service of causes that they genuinely believe in.

• Poor. You have a hard time sounding sincere even when you are.
•• Average. You can persuade and be persuaded about as easily as anyone else.
••• Good. You're accustomed to getting your way.
•••• Exceptional. You have the makings of a good preacher or inquisitor.
••••• Outstanding. Your words move all who hear them to aid your cause, and you speak with divine (or demonic) charm.

 

Appearance


Appearance is the sum of all the factors that make an individual attractive to others. Physical beauty is part of it, but so are one's implicit attitudes, the subtle cues of body movement and poise and many other less obvious features.

• Poor. You're ugly by the standards of your own society and those of many others.
•• Average. You're inconspicuous.
••• Good. You attract favorable attention almost everywhere you go.
•••• Exceptional. You stand out in nearly any crowd, for good and ill.
••••• Outstanding. People routinely compare you to a demigod or angel incarnate.

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Appearance 6 – Heavenly. Your attractiveness has an inner quality that causes others

to see their own idea. Each person sees your beauty through their own desires, and

people may disagree as to exactly what you look like.

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Appearance 7 Mesmerizing - Those who are attracted to you fall into a stupor as though

you were their favorite rockstar or fantasy celebrity. They must roll Stamina or actually

swoon in rapture.

 

Appearance 8  Hypnotizing - Your words reach into the stunned minds of those

who see you. Regardless of their normal sexual orientation, they must roll Willpower

to resist satisfying your every desire.

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Higher Appearance Ratings

Quick and dirty mechanics for 5+ Appearance? For any character with an 
Appearance of 6 or 7, any mundane creature viewing the raw radiance of 
pure physical perfection must roll Willpower or be stunned by the beauty. 
Difficulty is 4+1 for each dot over 5 (using Second edition rules) or 
Difficulty 2+1 for each dot over 5 (using Revised edition). 
Any character with an appearance of 8 or 9 will have a much stronger 
effect than those whose beauty is lesser. 8 or 9 Appearance scores 
will cause low-willpower victims to immediately fall in love/lust/fascination 
with the character. Higher willpower victims will react with an immediate and 
uncontrollable Frenzy. They will flee from the character, fighting to the 
death to escape the unnatural beauty. A 10 in Appearance will automatically 
begin inflicting lethal damage to the viewers, at a rate of one per turn. 
This damage can not be soaked, as it is not physical, but psychological. 
After 5 damage is inflicted, the victims will gain a permanent derangement, 
and immediately Frenzy in an attempt to escape.

Or at least, that's what I've always used. A 5 in any score represents 
the pinnacle of human perfection. Batman has scores of 5. A 6 is, to me, 
as far removed from a 5, as a 5 is from a 1. 
And a 7 is twice that of a 1 to a 6. 
When you're dealing with scores that are 5+ you're dealing with 
something that's truly super-human, and the game 
mechanics should reflect as such.

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Mental Attributes are qualities of the mind, such as reasoning, intuition and sharpness of the senses (which is as much a matter of understanding what the senses tell one as the quality of the sensorial organs). Depending on the individual, high Mental Attributes can represent wide-ranging genius or more focused cleverness.

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Perception


Perception is the ability to accurately sense one's environment. It combines keen senses with the intuitive grasp of what may or may not be significant, without needing to pause for labored analysis. It contributes to efforts at concealment and finding what others have concealed, as well as preparing for and defending against ambushes and to interpreting clues.

• Poor. You may be bright but self-absorbed or simply unattentive.
•• Average. Subtlety may elude you, but you don't miss the obvious, and you can do all right with the obscure if you have time and good circumstances.
••• Good. You're aware of your environment in significant detail without having to strain at it.
•••• Exceptional. Little can remain hidden from you when you choose to find it. You see all things clearly.
••••• Outstanding. The book of the world opens its every page to you.

 

Intelligence


Intelligence includes a character's ability to master facts and knowledge, recall them at need and put them together to produce new insights. Problem-solving and logic lie within the domain of Intelligence. It does not include common sense, moral judgement or other useful qualities, and the clever but inept scholar is as much a medieval stereotype as a modern one. Depending on the individual, low Intelligence many indicate actual impairment in mental faculties or poor use of one's potential.

• Poor. If you're not actually a half-wit, surely you have less than one full wit.
•• Average. You're remarkable, and you manage to get through life without too much bewilderment.
••• Good. You're insightful, and you can count on making sense of many mysteries.
•••• Exceptional. You learn much, forget little and routinely make innovations in your chosen field.
••••• Outstanding. You're a latter-day Solomon or Odysseus.

 

Wits


Wits is the capacity for quick thinking: not necessarily for brilliant intellectual reasoning or even for careful appraisal of the environment, but rapid response based on available information and survival instinct. It also contributes to more deliberate efforts to identify clever courses of action and ways around others' defenses and recall precisely the necessary datum at the key moment.

• Poor. Your jokes fall flat and you're the lats to notice.
•• Average. You get through life without too many unpleasant surprises.
••• Good. You're quick on the uptake, and you often get the best of others when speed is essential.
•••• Exceptional. You're the one who makes everyone else think, "I wish I'd thought of that."
••••• Outstanding. You have the Psalmist's gift for the appropriate response for every occasion.

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