Attributes
These are your characters backbone, the basic building blocks of what s/he is.The Attributes of ordinary people are rated from 1 to 5. Supernaturals, however, may find themselves able to reach all the way up to 10 dots in an Attribute. All characters automatically start creation with one free dot in each Attribute. These dots are already filled in on the character sheet and do not count toward dot expenditure when making a character.Attributes are either mental, physical, or social and either power, finesse, or resistance.
1 Poor: Unexercised, unpracticed or inept.
2 Average: The result of occasional effort or application.
3 Good: Regular practice or effort, or naturally talented.
4 Exceptional: Frequently applied, tested and honed, or naturally gifted.
5 Outstanding: The peak of normal human capability.
Intelligence (Mental, Power)
The raw power of the mind. Cognitive capacity. The inherent capability to digest, comprehend and remember information — and to learn more. Intelligence is a direct measure of how smart your character is. She may be dull-minded or have narrow-vision. She may be book-smart, or she may simply be able to grasp concepts, interpret situations and solve problems quickly. Intelligence is valued by planners, theorists, scholars, white-collar employees and leaders.
Wits (Mental, Finesse)
The Wits Trait measures the character's ability to think on her 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.
Resolve (Mental, Resistance)
The focus and determination to see your character's will done. The capacity to stay on target, ignore distractions, and to resist coercion or browbeating. Resolve is your character's mental fortitude. His personal conviction. His clarity of vision or spirit. Your character may be easily distracted, unable to concentrate, resolute, or single-minded. The trait is pivotal to resisting supernatural forms of mental control; it acts as a veritable defense of the mind.
Strength (Physical, Power)
Physical might. Sheer bodily power. The capacity to lift objects, move items, hit things and people, and do damage. Strength is a measure of muscle. Your character could be 98-pound weakling, he could carry a spare tire, or he could be lean and cut or bulky and brawny. Your character's Strength score is used in hand-to-hand combat. This trait is instrumental to laborers, thugs, athletes, brawlers' and law-enforcement agents. Strength, along with Dexterity, is a factor in determining your character's Speed. Strength is also added to Brawl or Weaponry attacks to determine the amount of harm your character inflicts in combat.
Dexterity (Physical, Finesse)
Quickness. Response time. A delicate touch. Dexterity indicates how quickly and with how much finesse your character responds to his physical world. While high Wits dots helps your character spot trouble, high Dexterity dots help him react to it, whether with a counteraction or to simply get the hell out of the way. Dexterity also helps with hand-eye coordination, be it to fire an accurate shot, to juggle objects or to perform delicate jobs such as handle explosives. Your character might be sluggish, clumsy, slight, quick, or nimble. Dexterity, along with Strength, is a factor in determining your character's Speed. Dexterity is also combined with Composure to determine your character's Initiative in a fight.
Stamina (Physical, Resistance)
Sturdiness. Steadfastness. Sheer physical resilience. Stamina is a measure of how tough your character is. It indicates how far she can push her body, and how much physical abuse she can endure. Your character might be sickly and frail, or hardy and unstoppable. Stamina, along with Size, is a factor in determining your character's Health dots.
Presence (Social, Power)
Bearing. Stature. Assertiveness. Presence suggests the power of your character's very identity. Attractiveness is only part of the trait. Your character may be jaw-dropping gorgeous, plain-Jane or downright ugly, but her Presence means much more. It reflects her sheer command over the attention of others. It's her capacity to impose her will on others by being socially aggressive or powerful -- a veritable bull in a china shop or someone who simply doesn't accept no for an answer. Note that attractiveness alone is represented by the Striking Looks Merit, which grants bonus dice to Presence rolls.
Manipulation (Social, Finesse)
Manipulation measures a character's ability for self-expression in the interests of getting others to share her outlook or follow her whims. In short, it's getting others to do what she wants. 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 Presence). After all, a skilled motivator can even employ the talents of people who hate her. 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 your repertoire, but failure can be disastrous. Characters with high Manipulation ratings are often distrusted by those around them.
Composure (Social, Resistance)
Poise. Dignity. The capacity to remain calm and appear -- and actually be -- unfazed in social and threatening situations, usually harrowing ones. Your character might lose his temper at the slightest perceived insult, collapse emotionally under a mere pretense, weather a storm of verbal (or literal) slings and arrows, or have the nerve to look unspeakable horror in the eye. This trait is a measure of emotional fortitude, restraint and calm. Composure is vital to resisting social influence and pressure -- overt, covert, or otherworldly. Composure is pivotal to resisting supernatural forms of emotional control; it acts as a veritable emotional defense. The trait is also vital to efforts among supernatural beings such as vampires and werewolves to restrain themselves when their blood is raised and frenzy threatens.
Skills
A character's Attributes measure his innate physical, mental, and social qualities -- how strong he is, how quick he thinks on his feet, and how well he interacts with other people. The different ways in which a character can apply these Attributes are determined by his Skills. A character's Skills reflect the education and training he's acquired over the course of his life, and are a reflection of his origins and interests. Skills can be acquired in any number of ways, from institutionalized learning to hard, hands-on experience. A young recruit at the police academy is trained to use a handgun, while a gangbanger learns to shoot as a matter of survival. Like Attributes, Skills are broken down into three general categories: Mental, Physical and Social.
0 Layman: Unexercised, unpracticed or inept;
1 Novice: Basic knowledge and/or techniques.
2 Practitioner: Solid working knowledge and/or techniques.
3 Professional: Broad, detailed knowledge and/or techniques.
4 Expert: Exceptional depth of knowledge and/or techniques.
5 Master: Unsurpassed depth of knowledge and/or techniques.
In some cases Skill Specialties (see below) are required to even attempt a certain application of a skill.
Mental Skills (-3 Unskilled)
Academics
Academics is a broad-based Skill that represents a character's degree of higher education and general knowledge in the Arts and Humanities -- everything from English to history, economics, to law. Academics without a specialty is limited to only the broadest applications of knowledge, someone with 5 dots of academics but no specialty in Economics would have trouble understanding the market.
Computers
Characters possessing this Skill have the necessary training or experience to operate a computer. At high levels (3 or more), a character can create his own computer programs. People with high levels in this Skill are familiar with a variety of programming languages and operating systems. Note that dots in Computer do not apply to manually fixing or building machines, only to operating them. Construction and repair is the province of the Crafts Skill.
Crafts
Crafts represents a character's training or experience in creating works of physical art or construction with his hands, from paintings to car engines to classical sculpture. Characters possessing this Skill typically have the knowledge, but not necessarily the tools or facilities to make use of their capabilities. A character might be an exceptional mechanic, for example, but still needs to sweet-talk his boss into opening up the garage after-hours to work on his friend's car. Crafting a piece of art or creating an object is almost always an extended roll, with the length of time and number of successes required determined by the complexity of the piece. The Storyteller has final say on the time required and the number of successes needed for a particular item. Crafts on its own without specialty is only not particularly useful save for the most basic of applications. Every dot of crafts purchased gives you a skill specialty in crafts.
Investigation
Investigation is the art and science of solving mysteries, examining seemingly disparate evidence to find a connection, answering riddles and overcoming paradoxes. It not only allows your character to get into the head of a killer to grasp his motives or plans, it allows her to look beyond the mundane world to guess at answers to mysterious problems, or to have a "eureka" moment that offers insight into baffling circumstances. Your character might realize that all murder victims have the same digits jumbled in their phone numbers, she might interpret a dream that has striking similarities to events in the real world, or she could recognize why an intruder took the time to paint a room red. Certain individuals such as law-enforcement officers, forensic specialists, scientists and investigators are trained in the art of examination, while others simply develop the knack through years of practice.
Medicine
The Medicine Skill reflects a character's training and expertise in human physiology and how to treat injuries and illness. The trait represents knowledge of human anatomy and basic medical treatments. Characters with a low level in this Skill (1 to 2) often possess only rudimentary first-aid training, while characters with high levels (3+) are the equivalent of physicians or surgeons.
Occult
The Occult Skill reflects a character's knowledge and experience with the world's various legends and lore about the supernatural. A character with this Skill not only knows the theories, myths and legends of the occult, but can generally discern "fact" from rumor. Characters may come by this Skill in a variety of ways, from oddball college courses to learning legends and myths from the lips of superstitious family members.
Politics
Characters possessing this Skill are not only familiar with the way the political process works, they're experienced with bureaucracies and know exactly who to call in a given situation to get something done. Your character keeps track of who's in power and how she got there, along with her potential rivals. He has a grasp of the issues of the moment and how they affect the political process, and knows whose palms to grease. It's possible that your character acquired this Skill by running for political office at some point, or by working on a campaign or as a public servant. Or he could simply be someone who follows the news and understands the money trail.
Science
this skill represents your character's understanding of the physical and natural sciences: Biology, chemistry, geology, meteorology, physics. Science is useful not only for understanding how the world works, but it helps characters make the most of the resources at hand to achieve their goals. A character with a strong Science background could describe the chemical process for plating metals, for example, allowing another character with Crafts to make a silver-edged steel sword. Science on its own without specialty is only not particularly useful save for the most basic of applications.
Physical Skills (-1 Unskilled)
Athletics
Athletics encompasses a broad category of physical training, from rock climbing to kayaking to professional sports such as football or hockey. The Athletics Skill can be applied to any action that requires prolonged physical exertion or that demands considerable agility or hand-eye coordination. Examples include climbing a high wall, marching long distances and leaping between rooftops. Every dot of Athletics purchased gives you a skill specialty in athletics. Athletics also applies to thrown weapons and bows.
Brawl
Brawl defines your character's prowess at unarmed combat, whether he's a black belt in karate, a hard-bitten street tough, or a college student who's taken a few self-defense courses. Characters with this Skill know how to hit an opponent, where to hit for maximum effect and how to defend themselves from attack. It can mean using fists, but also elbows, knees, shoulders, head butts, wrestling, joint locks, and choke holds.
Drive
The Drive Skill allows your character to operate a vehicle under difficult or dangerous conditions. Characters need at least one dot in this Skill simply to drive a car. Higher ratings of this trait covers the training or experience necessary to operate at high speeds, to tackle hazardous road conditions, and to push a vehicle to the limits of its performance. Dots of drive is the difference between a typical suburban parent with a minivan and a police officer, car thief or race car driver.
Firearms
Firearms allows your character to identify, operate and maintain most types of guns, from pistols to rifles to military weapons such as submachine guns, assault rifles and machine guns. This Skill can represent the kind of formal training provided to police and the military, or the basic, hands-on experience common to hunters, criminals and gun enthusiasts. Note that dots in Firearms do not apply to manually fixing or building guns, only to wielding them. Construction and repair is the province of the Crafts Skill. Firearms also apply to crossbows.
Larceny
Larceny is a broad Skill that covers everything from picking locks to concealing stolen goods and everything in between. Most characters obtain this Skill the hard way, by committing crimes and often paying the price for their mistakes. Some individuals such as government agents and members of the military receive formal training in bypassing security systems and stealing valuable assets.
Stealth
The Stealth Skill represents a character's experience or training in avoiding notice, whether by moving silently, making use of cover, or blending into a crowd. The Storyteller may make Stealth rolls secretly on your behalf, since your character usually has no way of knowing he's been noticed until it's too late.
Survival
Survival represents your character's experience or training in "living off the land." He knows where to find food and shelter, and how to endure harsh environmental conditions. The more capable your character is, the fewer resources he needs in order to prevail. A master survivalist can walk into a forest, desert or mountainous region with little more than a pocketknife and the clothes on his back and survive for weeks if necessary. Note that Survival is not synonymous with Animal Ken. The former helps your character stay alive in the wilderness, living off the land with whatever supplies he has brought with him. The latter involves understanding animal behavior and interacting directly with animals. Your character could be knowledgeable in creating shelter and gathering plants to eat (Survival), but might know nothing about anticipating the actions of a bear in his camp (Animal Ken).
Weaponry
As the name implies, the Weaponry Skill represents your character's experience or training in fighting with everything from beer bottles to pipes, knives, to swords. While formal instruction in Weaponry is uncommon (restricted to military and law-enforcement training and a few martial arts), any character who has grown up on the street or spent a lot of time in seedy bars has had ample opportunity to learn this Skill. A character's Weaponry is added to his Strength to stage armed attacks. Note that dots in Weaponry do not apply to manually fixing or creating weapons, only to wielding them. Construction and repair is the province of the Crafts Skill.
Social Skills (-1 Unskilled)
Animal Ken
Anticipating and understanding human emotions is one thing, but being able to interpret and recognize the behavior of animals is something else entirely. Your character intuitively grasps or has been trained to read animals to know how they react to situations. The Skill also involves innately understanding how the animal mind operates, and what may appease or enrage beasts. The knack often coincides with a respect for animals, but it could derive from the analytical observation of a lab scientist or from years of abuse inflicted by a callous animal handler. Animal Ken could be applied to grasp the thoughts or intentions of supernatural animals, if the Storyteller allows. Sometimes these beings have human or greater intelligence and cannot be read by this Skill alone.
Empathy
This Skill represents your character's intuition for reading people's emotions. For some, it's a matter of observing body language and non-verbal cues. Others employ an extraordinary sense that helps them divine a person's true mood. As the name implies, Empathy also involves the capacity to understand other people's views and perspectives, whether your character agrees with those positions or not. This is useful in everything from negotiations and crisis counseling to reading faces in a crowd and looking for potential trouble. Characters with no dots in empathy are likely either children, monsters, or autistic.
Expression
Expression covers artistic exploits that are not already covered by Crafts, or Athletics. Expression is everything from journalism, to creative writing, to music writing, to playing instruments, to singing, to many other things. Expression on its own without specialty is practically useless. Every dot of expression purchased gives you a skill specialty in expression.
Intimidation
Intimidation is the art and technique of persuading others through the use of fear. Your character can intimidate someone with a show of brute force (Strength + Intimidation), through more subtle means such as verbal threats (Manipulation + Intimidation), or simply through menacing body language (Presence + Intimidation). It can be used to get other people to cooperate (even against their better judgment), back down from a confrontation, or reveal information that they'd rather not share.
Persuasion
Persuasion is the art of inspiring or changing minds through logic, charm or sheer, glib fast-talking. Persuasion reflects your character's training or experience in the art of communication. Though it can be taught to varying degrees of success, most characters with the Skill possess a natural talent and have honed it over years through trial and error, practicing their delivery until it rolls effortlessly off the tongue. Persuasion is the Skill of convincing others by force of personality alone, making one's point through carefully chosen words, body language and emotion, to put the right words together at the spur of the moment to deliver a rousing speech or a memorable toast. Used well, Persuasion can sway others' opinions or even hold an audience captive.
Socialize
Socialize reflects your character's ability to interact with others in a variety of situations, from talking people up at bars to comporting himself with dignity at state dinners. This Skill represents equal parts gregariousness, sensitivity, etiquette and custom. Knowing how to make friends is no less important than understanding how to treat guests in formal situations. Characters with low dots might be naturally entertaining or approachable, but unschooled in the finer arts of social interaction. Or they could be punctilious with their manners but difficult to approach. Conversely, characters with high dots could have the social graces of a practiced diplomat or raconteur, knowing just what to say and when to say it in any given situation.
Streetwise
Characters possessing this Skill know how life on the streets works and are adept at surviving by its harsh rules. Streetwise characters can gather information, make contacts, buy and sell on the black market, and otherwise make use of the street's unique resources. The Skill is also important for navigating urban dangers, avoiding the law, and staying on the right side of the wrong people.
Subterfuge
Subterfuge is the art of deception. Characters possessing this Skill know how to lie convincingly, and they recognize when they're being lied to. Subterfuge is used when telling a convincing falsehood, hiding one's emotions or reactions, or trying to pick up on the same in others. The Skill is most often used to trick other people, but characters also learn it to avoid being tricked themselves.
Skill Specialties
Skills represent broad bases of knowledge and physical training in a given subject. An auto mechanic doesn't just know about fixing engines, for example, but is versed in repairing tires, replacing windows and painting the body. In addition to this broad foundation of knowledge, characters can specialize in a particular aspect of a Skill, giving them an edge in a particular application due to their increased focus. There’s no limit to the number of Specialties that your character can have in a single Skill. You choose three Specialties at character creation. Any more must be purchased during play with experience points. Rolls involving a Skill Specialty gain a +1 modifier over and above any other situation modifiers. So, if your character has Crafts, but also has a Specialty in Automobiles, you gain a +1 bonus when he works on cars. You are limited only by your imagination when devising your character’s Skill Specialties, although their focus should be specific and focused, not broad.
Remember that every dot Crafts, Athletics, and Expression give you a free specialty in that specific skill.