Attributes
Intelligence
Wits
Resolve
Strength
Dexterity
Stamina
Presence
Manipulation
Composure

Skills

Mental
Academics
Computers
Crafts
Investigation
Medicine
Occult
Politics
Science
Physical
Athletics
Brawl
Drive
Firearms
Larceny
Stealth
Survival
Weaponry
Social
Animal Ken
Empathy
Expression
Intimidation
Persuasion
Socialize
Streetwise
Subterfuge
Specialties
Persuasion
Sales Pitch
Politics
Compromise
Socialize
Gaming Events
Athletics
Staking Things

Disciplines:

Majesty
Obfuscate
Vigor
Celerity
Resilience

Merits

Safe Place
  • Has somewhere to go to feel safe. Dot rating = security. Actual location, luxury, & size represented by equipment.
  • Gives Init bonus equal to dots to char invested in the Safe Place.
  • Can include traps (if has Crafts dot). Lethal damage equal to Merit. Traps may be avoided with Dexterity + Larceny roll, penalized by the Safe Place dots.
Haven
  • Has somewhere to go to feel safe. Dot rating = security. Actual location, luxury, & size represented by equipment.
  • Gives Init bonus equal to dots to char invested in the Safe Place.
  • Can include traps (if has Crafts dot). Lethal damage equal to Merit. Traps may be avoided with Dexterity + Larceny roll, penalized by the Safe Place dots.
Fame
  • 1 dot = local recognition or reputation within a confined subculture. 2 means regional recognition by a wide swath.
  • Each dot adds a die to any Social rolls among those who are impressed by your character’s celebrity.
  • Drawback: Any rolls to find or identify the character enjoy a +1 die bonus per dot of the Merit..
Inspiring Make a Presence + Expression roll. A small clique of listeners levies a –1 die penalty, a small crowd a –2, and a large crowd a –3. Listeners gain the Inspired Condition. Can't use on self.
Barfly Your character is a natural and can procure an open invitation wherever wishes. Whereas most characters would require rolls to blend into social functions they don’t belong in, she doesn’t. *Subtract Socialize from any rolls to identify them as an outsider.
Resources Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower without issue. An item one Availability level above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. Can procure items two Availability levels below her Resources without limit (within reason).
Touchstone DRAWBACK: Losing attachment with Touchstones will speed the loss of Humanity. As well, if your character’s last Touchstone dies or is destroyed, your character will feel the call of torpor. Last Touchstone = -2 for Breaking Point rolls
Staff Crew at disposal. For every dot, choose one type of assistant, and one Skill. At any reasonable time, staff can take actions using that Skill, automatically garnering a single success. Guarantees success on minor, mundane activities. May have employees without requiring the Staff Merit. Staff simply adds mechanical advantage.
  • Nina Kneller: Occult
  • Performers, paid with Resources, but have enough for it. Socialize?
Retainers KURT'S GHOULS Ghoul servants are inherently more competent than mortal counterparts. Use the Retainer rules, but add a dot of the regnant’s Disciplines for a one- or two-dot Retainer, a second dot for a three- or four-dot Retainer.
  • 1 dot: Barely useable. Pet that knows one useful trick/homeless old man minor errands for food.
  • 3: Professional in field, capable in line of work.
  • 5: One of best. If rolling in field, double the Retainer dot rating and use it as a dice pool. For anything else use the dot rating as a dice pool.
Sixth Sense (Talisman) Your character has a “sixth sense” for a type of supernatural creature, chosen when you buy the Merit. The sense manifests differently for everyone. They that something isn’t right when in the immediate proximity of the appropriate supernatural being. Once per chapter (session), the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual).