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Vampire Abilities

Physical Abilities:
Speed: Chance of increased Speed
Strength: Chance of increased Strength
Agility: Chance of increased Agility
Resistance: Chance to resist a strong attack, physical or mental.
Regeneration: Chance to recover faster from an attack
Beauty: Chance to attract/distract a target

Sensory Abilities:
Precognition: Chance to see into the future (not effective against shapeshifters)
Increased Senses: (Increases all 3 senses to a lesser degree, has higher degree of failure then increased single sense)
Heightened Sense: Increases 1 of the pre-chosen senses (vision, smell or hearing ) with less likelihood of failure.
Mental Shield: Chance of protection from mental attacks
Pathokinesis: Ability to sense and manipulate emotions (anger, happiness, sadness, etc).Less efective against those with Resistance ability.
Sensory Location: Can track anyone anywhere but is ineffective against those with Mental Shield ability.

Specialties:
Misting: Ability to become a mist (not effective during combat situations). All Vampires Have This Specialty.
Shapeshift: Can take the form of a pre-chosen animal (Wolf, Bat or Rat ). Sensory Location and Precognition are ineffectual against the shapeshifters while in their animal form.
Shadowing: Can become invisible for a short time. Those with Heightened Vision Sense can see you, Chance of those with Increased Sense Ability to see you.
Elemental Control: Can control all 4 elements( Fire, Air, Water, Earth) in a small area of effect.
Wall of Pain: is a mental attack ability creating the sensation of pain to subdue an enemy. Cannot be used against those with Metal Shield ability and effect is weakened against those with Resistance ability.
Electrical Charge: is a mental attack ability but touch must be used to be effective. It sends an electrical charge from a small zap to bring an enemy to their knees jolt. Cannot be used against those with Mental Shield ability and effect is weakened against those with Resistance ability.
Fear: another mental attack which creates the illusion of blind fear in an enemy causing them to flee in terror. Cannot be used against those with Metal Shield ability and effect is weakened against those with Resistance ability.
Brawl: the ability to successfully engage in fisticuffs. It is used to hit someone without a weapon unless that weapon is specifically designed for use with Brawl (spiked/brass knuckles, etc.)

Vampire Vulnerabilities

Sunlight: Fatal, depending upon length of exposure.
Human religious relics/icons: Regardless of culture/religion and only if the wearer has true faith -- causes severe burns where the icon touches the vampire's skin and leaves a brand that may not allow the wounded area to fully regenerate.
Holy Water: Water blessed by a cleric of any human faith (who is a true believer) -- causes severe burns that do not heal.
Silver: A metal -- not a substance that can kill vampires on impact, but it causes severe pain, and makes wounds slow to heal. Cuts from the edge of a silver blade, bullet wounds, etc. burn until the silver is removed from the vampire's flesh.
Garlic, religious incense (like myrrh, frankincense, etc.) : Herbs that create severe nausea, attacks the nasal passages and sensitive sinuses that give vampires heightened olfactory abilities.
Colloidal Silver (if ingested in tainted bottled blood) : Poison. Causes a slow, painful death as the digestive track of a vampire is critically burned from the inside out.
Anointing Oils: Blessed oils - used to keep a vampire from physically or psychically siphoning/biting a human being - acts as body armor for the human, makes it nearly impossible to break the human skin to deliver the bite… burns the vampire's tongue and oral soft tissue, will taint the vampire's blood if swallowed, and has the same result as silver poisoning, if ingested.
Holy books, Holy words, Holy names: Sacred objects and words and the names of The Most High - pierce the vampire's mind and ears, can rupture eardrums, create migraine headaches, can cause blackouts.
Reflective Surfaces: Mirrors, et al. - reduce the vampire's capacity to conceal their true identity, and are therefore avoided. For example, a mirror (and the lack of the vampire's reflection) is a dead giveaway and will blow their human cover.
Arithmomania: Need to count objects in surroundings causing distraction
Fatal Injuries: A stake through the heart, ripping out the heart and crushing it, or beheading are the most effective and expedient ways to exterminate a vampire in battle. This method is most often used in vampire-to-vampire mortal combat disputes.

Nature (this is your true nature) &  Demeanor (this is how others see you)-Choose 1 for your true
nature and 1 for your demeanor.
ARCHITECT: Your life is dedicated to creating things that last, have value beyond the immediate.
AUTIST: You are very secretive, hiding as much of yourself as possible from others.
AUTOCRAT: You desire to be in charge, not to accomplish anything, but for its own sake. You consider yourself the natural choice to command… just about everything.
AVANT-GARDE: You desire strongly to be first with everything; be it news, fashion, styles, …
BON VIVANT: You have no greater desires in life beyond having a good time.
BRAVO: You desire others fear and respect; others probably consider you a bully.
CAREGIVER: You need to have others depending on you, to have people to care for.
CHILD: You are still a child in spirit, and desire others to look after you.
COMPETITOR: You have a strong desire to win. You must be the best in everything you do.
CONFIDANT: You like listening to people, especially when they confide personal secrets to you.
CONFORMIST: You prefer following to leading, it's easy to go along with the rules.
CONNIVER: It's always easier to get someone else to do what you want done.
CRITIC: Nothing is perfect. You like finding the defects in things and people others have missed.
CURMUDGEON: You're cynical, pessimistic, and sarcastic.
DEVIANT: You're weird. Unlike others.
DIRECTOR: You like to be in charge. You're a natural leader. What separates the Director from the Autocrat is the motivation**: the Director wishes to do something with his power.
FANATIC: You must have a cause to follow, something to give meaning to your life.
GALLANT: You love to impress others, you need them to be impressed with you.
JESTER: The perpetual clown.. Always making jokes, to raise the spirits of others, or hide your own suffering.
JOBSWORTH: You are dedicated to routine, and try to avoid anything that will disrupt it.
JUDGE: You are a natural mediator, and seek after fair resolutions to disputes.
LONER: You prefer to be alone, and to solve problems by yourself.
MARTYR: You need to be noticed, and to sacrifice yourself for others.
MASOCHIST: You need to suffer, not for recognition but because it is what motivates and inspires you. The greater the pain, the more intense the experience.
OPTIMIST: You're always looking on the bright side, even in this World of Darkness.
PENITENT: You exist to atone for your sins. Your existence is a chance to make good what was bad.
PERFECTIONIST: You can't abide imperfections, especially when those faults are in yourself. You seek perfection in everything you do.
POLTROON: You are a professional coward, preferring to avoid trouble whenever you can.
REBEL: You're very independent.. "What you rebelling against?""Whatcha got?"
SCIENTIST: Not to be confused with actual science, the Scientist is one who approaches his or her surroundings with a critical eye, always looking to make sense of the world around them.
SURVIVOR: What matters to you most is staying alive. You never give up, even when all seems hopeless - but you'd be prepared to abandon friends, principles, almost anything - if pushed hard enough.
SYCOPHANT: You don't believe yourself to be strong or worthy; you must cling to others and earn their support to survive.
TRADITIONALIST: You like the old ways, the status quo. You resist changes.
VISIONARY: You are one of the rare few who sees beyond the mundane, and attempts to bring their dreams into reality.
INHUMANITY TRAITS represent the effects that the Embrace has on a vampire's mind.
Vampires are inhuman. Choose 1 trait to best describe your inhumanity.
AUTHORITARIAN: Wrongdoing has no meaning to you if your actions are performed to preserve order.
BESTIAL: You bear no moral consequence for any wrongdoing you commit while you are in frenzy.
CALLOUS: Accidents happen. People break. The world goes on. You are not responsible for the accidental consequences of your actions. If you are speeding and a mortal steps in front of your car… oops. The world and you go on.
CONSENSUAL: You can engage in any act against a person so long as the person, or someone you recognize with authority over them, consents to your act.
DRIVEN: You have a clear purpose or goal that drives you through the endless nights. Any actions that further this agenda are not considered to be wrongdoing.
FOLLOWER: Your morality is greatly defined by your peers. You will accept and participate in any action supported by a majority of members of any coterie to which you belong. Such conduct is not wrongful to you.
HONORABLE: You have a very simple and strict personal code of honour. Any actions in accord with this personal code of honour are not considered to be wrongdoing
ICONOCLASTIC: You do what you need to do to resist or otherwise undermine those who assert authority over you. So long as your actions serve either of these purposes, such actions are not considered wrongful.
IMMORTAL: Wrongdoing has no meaning to you when the alternative is your destruction. You can and will do anything necessary for you to survive.
LARCENOUS: The property rights of others have no meaning for you.
LAWYER: Your ethics are for sale. Wrongdoing has no meaning for you so long as someone else is compensating you -well- for what you do.
PEDAGOGUE: Any action is acceptable as long as it serves to educate the subject to some degree in a direct fashion and does not result in their death. The axiom 'live and learn' is your guiding principle.
PREDATOR: Anything you -need- to do to eat is fine.
RANCHER: Your perceptions of humans are like those of a rancher with cattle. Humans are a food source and a commodity.
RECIPROCITY: If someone commits an act against you, a like or less severe act in response is not wrongful.
COVETOUS: You covet material and intangible things that do not belong to you. No action is wrongful to you so long as it is committed in an effort to acquire something you covet.
DISHONEST: You are a deceiver and dishonourable. You can do anything so long as it is predicated upon active deception and lies. Such devious conduct is not wrongdoing for you.
HOMICIDAL: Death is your answer to most of life's problems. Whether directly or indirectly, you can kill anything or anyone for any reason without moral consequence.
OBEDIENT: You can commit any act so long as someone with power over you directs you do to so.
PAYBACK: Your actions are not considered wrongdoing if they are to repay or avenge a slight or offence against you.
POSSESSIVE: Wrongdoing has no meaning to you when something or someone you possess might be taken from you. You can and will do anything to keep what belongs to you, even if your belonging is destroyed in the process.
REMOVED: You plot and scheme from behind the scenes. Others do your bidding outside of your presence.
SADISTIC: You will not pass up an opportunity to get away with inflicting suffering or pain upon someone else. Actions in pursuit of inflicting such pain or suffering are not wrongdoing for you.
UTILITARIAN: The greatest good for the greatest number: you do not suffer the moral consequences of your actions if those actions are designed to benefit more people than they harm.
STIGMA'S are a largely mysterious by-product of prolonged vampiric existence-
Choose 1 stigma from the following:
AURA OF EVIL: Priests, imams, and devout mortals know instinctively that there is something horribly wrong, even unholy, about you, and react accordingly.
BLOOD BREATH: Your breath smells of dried blood and death, and cannot be covered up.
EERIE PRESENCE: Mortals are instinctively uneasy around you as your predatorial nature activates their instinctive flight or fight response. You are at a disadvantage at all social interactions with mortals.
NO REFLECTION: You cast no visible reflection in mirrors, water, or shiny surfaces, though you will still be picked up by photography and video even if those devices use a mirror.
PERMISSION: You must acquire permission from someone before entering their home for the first time unless you are invited in by another resident.
RUNNING WATER: You cannot cross running water
SELECTIVE FEEDER: Your feeding is restricted to one particular type of prey.
TORPOROUS SLEEP: You cannot awake during the day under any circumstances.
COLD: Your touch is just above freezing on direct contact. Air within a foot of your presence is noticeably cold. Moisture condenses on glass. Mortals' exhaled breath is visible.
SHADOWLESS: You cast no shadow, no matter how bright a light you stand in front of.
PERMANENT FANGS: You have lost the ability to retract your fangs. When you smile, your
vampiric nature is plain for everyone to see.

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