- NOTE: The character's personality depends on the player's decisions; this article relates to the 'high humanity' version of the character, who didn't ally with any of the villains.
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“ | Nobody tells me what to do... Actually, a lot do, but here's where I get even! | „ |
~ The Fledgling. |
“ | You remember the stories of vampires, werewolves and ghosts told to young children around campfires... You thought they were just stories until tonight. You went to a seedy nightclub on the Sunset Strip and met the person who would change your life. It's all a blur now, but you somehow ended up in a two-bit motel. You didn't care about anything at all until the moment it happened. The Kiss. It was a sharp pain at first, but it quickly turned into pleasure as warm feelings flowed over your body. As the warmth began to fade, you felt something else. A liquid being poured down your throat. Warm and salty, it began to invigorate you. It began to change you. And within a short time, you were reborn... as a vampire. | „ |
~ VTMB manual's synopsis. |
“ | A group of couriers; some of the most badass Kindred of Los Angeles, has been sent on the perilous journey from Los Angeles to Seattle, tasked with delivering precious and secret cargo to a vampire in the Emerald City. What the couriers don't realize is that betrayal lurks in their midst. However, this isn’t their story. Vein Pursuit follows the perilous journey of the rag-tag band of Kindred who've been sent to save the couriers of the Anarch Free State and see the cargo safely north. On this journey through the backcountry of the West Coast, through deserts and mountains, all their wits and resolve will be tested. Time is running out - it’s going to be a hell of a ride! | „ |
~ VTMB2 manual's synopsis. |
The Fledgling is the protagonist of the video game Vampire: The Masquerade – Bloodlines. The character's stats, clan, and gender are up to the player.
This game is in the World of Darkness canon, consisting of a tabletop RPG, a live-action RPG, a card game, a TV show, and numerous novels and video games.
In the intro scene, the Fledgling and their Sire are voiced by Neil Ross and Nika Futterman.
Masquerade[]
The Masquerade is an organised campaign enforced by the Camarilla to convince people that vampires do not exist. The Masquerade is the cornerstone survival strategy for Kindred - without it, the kine would rise up and exterminate all the undead. The Masquerade is technically outlined in the Traditions, but until the 15th century, this was commonly interpreted as not informing mortals of the niceties of vampiric society, how common vampires were, or generally making too big a noise. The Tradition was openly disregarded by several clans (notably the Tzimisce), while the vampires in more civilised society would often adhere to it more tightly.
The basics of the Masquerade are enforced through self-policing and harsh penalties. When a breach occurs, the methods of repairing may vary, but somebody is going to be punished – and while it would be nice for that somebody to be whoever caused the breach in the first place, Princes are known to prefer an early morning dusting over a long and thorough search. Generally, a breach consists of any evidence of vampiric powers: feeding on blood, obvious use of Disciplines, regeneration in plain sight and the like. Certain things (such as ghouls) are considered potential breaches all the time, though in this case, the domitor would presumably take necessary steps.
Camarilla vampires are taught to blend in and to cultivate their Humanity in order to make imitating living people easier. However, when something severe happens, the Camarilla usually calls on the Ventrue, who have made Masquerade-patching something of a science. The Ventrue will apply whatever resources are necessary – cash, judicious use of Dominate, machine guns – to make the problem go away. While the Sabbat itself does not have a Masquerade, it survives primarily through the Masquerade enforced by the Camarilla, and a similar "patch squad" managed by the Grimaldi ghoul family.
One night in 2004, an unnamed human has a one-night stand in a motel room with someone who he/she doesn't know is a vampire. During the act, the unnamed human is bitten and resurrected as a "Fledgling" vampire. For this unauthorized act, the Fledgling and their Sire (the vampire who bit him/her) are interrupted and killed by other vampires, before being resurrected and brought before the Camarilla.
Sebastian LaCroix, prince of Los Angeles' vampires, has the Sire executed for turning someone into a vampire without the prince's permission. When LaCroix begins to announce the Fledgling's fate, the Anarch Nines Rodriguez intervenes angrily, only for the audience to be told that the Fledgling will be spared, as long as he/she agrees to work for LaCroix.
To prove their worth, the Fledgling must constantly do missions for LaCroix in Santa Monica, Downtown, Hollywood, and Chinatown. Despite demonstrating his/her worth, LaCroix decides to get rid of the Fledgling. Sending them to a false peace negotiation with Nines, he decides to set fire to the forest to anger the werewolves and have them kill the Fledgling and Nines. The Fledgling survives, though it seems that Nines did not.
The following night, LaCroix blames the Fledgling for the supposed death of Nines, and send a blood hunt against them. The Fledgling manages to survive by getting into a taxi out of Santa Monica. In the taxi, the Fledgling can decide which faction to ally with in the game's final stage. Of these elections, three could be considered the good ones; ally with Strauss, ally with the anarchists, or become independent. The endings vary, depending on whom the Fledgling allies with. If the Fledgling supports LaCroix or Ming-Xiao, each sends the Fledgling to kill the other. LaCroix opens the sarcophagus, only for him and the Fledgling to be killed by hidden explosives; Ming-Xiao betrays the Fledgling, chaining them to the sarcophagus and sinking it in the ocean.
Supporting the Anarchs, or no one, makes the Fledgling kill Ming-Xiao and maim LaCroix, who is killed after he opens the sarcophagus. If the Fledgling opens the sarcophagus, they die in the explosion. If the Fledgling is a Tremere, they kill Ming-Xiao; LaCroix is replaced by Tremere leader Maximillian Strauss, and the sarcophagus is stored. In the good ending, the Fledgling defeats Ming-Xiao, and eventually LaCroix. Each ending has Jack watching from afar with the mummy taken from the coffin, as well as the enigmatic taxi driver who transports the Fledgling between locations, who says, "Remember: wherever we go, it is the blood of Caine which marks our fate... Farewell, vampire."
Samantha, the only person who knew the Fledgling before the game's events, is a mortal who has been searching for the Fledgling for some time. In the original manual, the story mentions that the Fledgling apparently disappeared from a "seedy club" around the Sunset Strip after being seduced by his/her deceased sire; this is the reason Samantha is there. After the quest Dead Ex, she confronts the Fledgling in Hollywood, beside herself with shock and relief, saying she'll contact the Fledgling's friends and family. Not preventing this results in a Masquerade violation, and she will continuously follow the Fledgling until dealt with.
There are numerous ways to prevent the call: the Fledgling may feed on her before she makes the call, kill her (Humanity lost), intimidate her (if the required skill is too low, the Beast will take over and kill her), persuade her to drop it and go back home (Masquerade redemption), scare her via criminal violation (shoot anywhere or hit her/someone nearby; Masquerade redemption), or use Distracting abilities (Hysteria, Trance, Brain Wipe, and possibly Nightwisp Ravens) to stop her. A Ventrue Fledgling can Dominate her, a Malkavian can use Dementation to convince her that the Fledgling is in fact her dead pet turtle that she'd previously flushed down a toilet, and a Nosferatu will not encounter her at all. If the Fledgling allows Samantha to make the phone call, she will call someone named "Jenny".
Powers[]
Being an eighth generation vampire, the Fledgling is a relatively powerful vampire, being able to defeat humans easily; by the end of the game, he/she is capable of defeating entire groups of other vampires.
The powers usually vary depending on the clan you chose, being that each one handles three disciplines that can serve different roles, among the powers that can be achieved with these disciplines include: Animal Control (Animalism), Blood control (Thaumaturgy), Durability (Fortitude), Invisibility (Obfuscate), Mind Control (Domination and Dementation) Super-Speed (Celerity), Super-Senses (Auspex), Super-Strength (Potence) and Transformation (Protean).
Outfits[]
There are several different outfits to wear. For the 14 playable protagonists, all uniforms visually differ, but have the same names and stats.
- Light Clothing - This is the most basic and unrestrictive clothing. Examples would be T-shirts, khakis, sun dresses, and pleated skirts. (Armor 0)
- Heavy Clothing - This is a set of heavy clothing, which acts as armor. Examples would be jackets, coats, thick sweaters, and sturdy trousers. (Armor 1)
- Light Leather - This is a set of light leather clothing. Some examples of light leather clothing are leather jackets, leather skirts, and leather gloves and boots. (Armor 2; Dexterity -1)
- Heavy Leather - This is a set of heavy leather clothing. Some examples of heavy leather clothing are studded or reinforced leather jackets, girded leather pants, and hard leather gloves and boots. (Armor 3; Dexterity -1)
- Body Armor - Most of these protective compounds are worn under clothing, for that extra ounce of "not gonna die tonight". (Armor 4; Dexterity -2)
Creation Wizard[]
The Character Creation Wizard is a questionnaire offered upon starting a new game to determine your character's attributes and abilities, as well as their clan. Alternatively, you can skip the questionnaire and proceed to the Character Sheet to manually set up your character by selecting the second option.
The quiz features 7 out of the 56 questions available. Upon answering the questions, a pop-up window will appear, detailing your determined vampiric race. You will then be transferred to tour the character sheet, where you can make changes, or simply accept your character as is by selecting "okay".
Question Type | Question | Answers |
---|---|---|
Gender | Would you like your character to be... | Male |
Female | ||
Combat vs. Non-Combat | As you're walking home late at night, you hear footsteps, glance back, and suddenly realize someone is following you. | Turn to confront them. |
Duck behind a tree to lose them. | ||
While in a club, you spot your ex-roommate who skipped out after taking your stuff and leaving you with a stack of bills. He looks dead drunk. | Grab him by the head and repeatedly bash his face into the bar. | |
Call the cops. See you in court, buddy. | ||
You're in a convenience store, looking through the beer freezer, when all of a sudden a man walks in and pulls a gun on the cashier. | Sneak up behind him, disarm him, and proceed to beat him senseless. | |
Quietly make your way to the bathroom and lock yourself in. | ||
You're stuck in traffic after a concert and the guy behind you is laying on the horn. Your friends in the car are urging you to park the car and help them stick the dude's horn somewhere uncomfortable. | Get out, pull the guy out of the car, and put him in the hospital. | |
Talk your friends down - you don't need a lawsuit or jail time. | ||
You are in a hospital, looking for the doctor who's late on his blood payments. A nurse steps in front of you and says, "You can't go in there! It's restricted to medical staff only." | Toss her aside like a rag doll and keep going. | |
Show her your fangs and send her fleeing in fear for her life. | ||
Social vs. Stealth vs. Intellect | You're at a nightclub, having a damned good time, when you realize you're out of money - no cash, no fun. | Seduce somebody and have them pay for your drinks. |
Time it just right so you can snatch a bottle when the bartender isn't looking. | ||
Go home and read a book or listen to music - something more intellectually stimulating than wasting life in a lame club. | ||
A bouncer at the opening of an exclusive nightclub won't let you inside to party with all the beautiful people. | Convince him you work for that director, you know who - and you'll bring him with you next time. | |
Hide out by the back exit, wait for someone to leave, and then slip in undetected. | ||
Bribe him - everyone has got their price, and it's worth it to get to know the kind of people inside. | ||
You're outbid at an auction for a macabre piece of art that you just must have. You know the collector who won it - you've even been to his house. | Get a few drinks into him later on and persuade him to sell it to you. | |
Wait until he leaves, find his spare key, and make it look like a robbery. | ||
Write an unflattering critique on the artist, get it published, and just wait for your friend to try to unload it. | ||
You met someone at a club and they took you back to their place. Things start getting interesting when all of a sudden you hear someone come in the front door - their spouse. | Head to the kitchen, let them see you, pretend you're a distant cousin and they were nice enough to let you stay on the couch. | |
Gather up your clothes, hide behind the door, and slip out of the apartment as quietly as possible. | ||
Calmly explain you had no idea they were married and that you intend to leave and never come back - keeping your finger over the speed dial, in case you need the police. | ||
A vampire hunter has chased you into a crowd of mortals. | Reveal your supernatural presence, blinding everyone in the vicinity. | |
Fade into the crowd and disappear from sight. | ||
Use your ability to read mortals' minds and stay far away from any sensation of hostility. | ||
Unarmed vs. Armed vs. Ranged | A vampire hunter has chased you into a crowd of mortals. | Sign up for a martial arts class - next time they try it, you'll break their spine. |
Start carrying a knife and conceal it in your belt - next person who tries it breathes through a hole in their neck. | ||
Buy a gun - the next mugger is sidewalk meat. | ||
Being a night person, you watch a lot of late-night TV movies. Three movies are on - which one do you watch. | Fist of the Monkey King - a wire Fu film with that scene where Wu beats twenty armed men with his bare hands. | |
Sword of the Bushi - Japanese film where a lone samurai cuts a path through a gang of yakuza. | ||
Sgt. Murderstein III - the cop that doesn't play by the rules takes on the drug cartel that kidnapped his daughter with only his trusty .44 to back him up. | ||
It's late, you're at the Red Spot, waiting for your microwave burrito to heat up. There are three arcade games to waste some time on. Which one do you play? | The fighting game - I pull off the triple flash uppercut as a finisher every time. | |
That beat-em-up game where you can pick up the bat and whomp on the hordes of generic thugs. | ||
That sniper game with the realistic gun for a controller. | ||
An intruder has broken into your house and has entered the room. You have no choice but to confront them. | Overpower and wrestle them to the ground, breaking as many bones as possible. | |
Grab the heavy lamp next to your bed and smash their face in. | ||
Grab your gun and fire into them - you keep one next to the bed for this very reason. | ||
You're heading downtown to meet with some Nosferatu in the alley behind that Chinese restaurant. He has some valuable information to sell. You're not expecting any trouble, but you can never be too careful. | Take no weapons that might spook your contact, trusting in your supernatural strength to handle any problems. | |
Hide a blackjack in your coat to give you a little edge. | ||
Jam a Smith & Wesson into your waistband, just to be sure. | ||
Social vs. Stealth | If you were a spy, would you be.. | The kind that charms and seduces their way to the info? |
The kind that gets in and out without being seen? | ||
Your co-worker recently bad-mouthed you to upper management and snagged a position that was rightfully yours. | Charm the pants off one of your bosses, and if that doesn't work, get their pants off another way. | |
Hack into your co-workers computer and accidentally leak a rather nasty email about the president of the company that they wrote. | ||
Social vs. Intellect | You want to turn this first date into a second one. How do you do it? | Look at me! I mean, who wouldn't want another dose of this? |
Intelligent conversation, the right wine, ordering in the language of the ethnic food. | ||
Your new neighbor is everything you've ever wanted in someone. How do you get them to go out with you? | Spend a good amount of time around the windows topless - they'll come running in no time. | |
They will probably be impressed by how hard you work - the flashy new car can't hurt either. | ||
Stealth vs. Intellect | On Friday, you left a drunken rant on your boss' voice mail. On Saturday, you sobered up and realized you had to erase it no matter what. What do you do? | You know the side door's card reader is broken and can probably be hacked. All you need to do is slip in, erase the message, and sneak out. |
You're an employee, just show the security guard your badge, ask him about a sports team, laugh, walk in, erase the message, say "have a good one, buddy" and walk out. | ||
The new neighbor is gorgeous and you want to see a lot more of them. | Turn out the lights, put on dark clothing, mount the video camera on a tripod, and wait for the show to begin. | |
Have a romantic dinner with soft music and some mood lighting - nature will take its course. | ||
Unarmed vs. Armed | One guy at the party's been trying to pick a fight with you all night and has finally decided to throw a punch. | Clock him in the mouth - he won't get up. |
Pick up an empty bottle and smash it over his head. | ||
If you could learn one martial art, would it be... | Karate. | |
Kendo (Japanese fencing). | ||
Unarmed vs. Ranged | If you could learn one martial art, would it be... | Take them on bare-handed - it's more satisfying. |
Shoot first, ponder the consequences later. | ||
You tell someone to be quiet in the movie theater and they get up and slug you in the face. | Twist his arm and make him lick the stick off the floor. | |
Carry a gun just to make tough guys like that wet their pants. | ||
Armed vs. Ranged | You hear a noise in the middle of the night and decide to investigate. Do you grab... | The metal bat under your bed? |
The gun in the nightstand? | ||
Clan | The world's a cruel and unforgiving place, but you've gotten by so far. Why? | Someone gets in my way I kick their ass. That's why! |
I live alone, I don't need others. Just me, my dog, and to hell with the rest. | ||
It may be cruel for you, but for me it's HILARIOUS. | ||
Stay out of sight and the world won't even know you're there. | ||
When you're as talented and attractive as I am, the world is your plaything. | ||
Because I... keep it a secret. You have no idea of the truths I've learned. | ||
Because the world bends to my will. |
Clan Outcome[]
Clan | Description | Outcome |
---|---|---|
Brujah | Brujah are passionate idealists and rebels, more likely to fight for their rights than write protest songs. In life, most Brujah sought social change, and in death, most clan members seek the creation of a vampiric Utopia. As militant radicals, they are renowned for their combat skills, but are also more likely to frenzy due to their hot-bloodedness, so to speak. They receive a +1 to their Unarmed feat but are penalized with a -2 to all frenzy checks, due to their zealous natures. | Called by some a clan of violent brutes and mindless street thugs, the Brujah have been known to tangle, but are a proud clan who fight for freedom in life and death and put their combat abilities to use whenever they're necessary. |
Gangrel | Gangrel are wild loners that are the most in tune with the Beast Within, allowing them to shapeshift into more beastly forms. Nomadic in nature, Gangrel care little about vampire politics and prefer to dwell and hunt in the outskirts of society. Because of their animalistic nature, they receive a +5 to Strength, Stamina, and Wits during frenzy. However, because of their inherent feral nature, Gangrel receive a -1 on all frenzy checks. | Sometimes called nomads, loners, and introverts, the Gangrel spurn the trappings of civilization and prefer to roam the wilds in solitude. Known for having an uncanny connection with the Beast Within, some learn the power to shapeshift. |
Malkavian | Malkavians are known as Lunatics because of their ability to hear voices of "insight" and subject others to their insanity through their Discipline, Dementation. The world appears much different to the Malkavian than it does to the "sane" clans, though the extent of a Malkavian's madness depends on the individual. A blessing and a curse, a Malkavian's insanity will help or hinder them, depending on how much they struggle against their nature. Malkavians start with a +2 bonus to Inspection. | Inflicted with insanity, Malkavians use their madness to provide them with surprising and sometimes disturbing insights. The INNER VOICE may tell them of someone's true intent - or it may betray them completely. |
Nosferatu | Hideous, skulking, and powerful. Even in a world of monsters the Nosferatu stand out. The Embrace twists and deforms their physical features, forcing them to seek sanctuary underground. Nosferatu are masters of the shadows. Due to their curse, Nosferatu have a Seduction of 0 and can never raise it higher, and they hide their existence from common humans. Having shared the darkness with vermin for so long, vampires of Clan Nosferatu are able to draw extra nourishment from rats. | A Nosferatu Embrace twists and deforms the physical appearance, making them abominations in the eyes of men. The Nosferatu are outcasts who have perfected the ability to blend into shadows and are masters of espionage and information-gathering. |
Toreador | Toreador picture themselves as artists and visionaries, and they value the high society mentality that the Camarilla reinforces. Of all clans, the Toreador are the most connected to the mortal world through arts and entertainment. Toreador are beautiful creatures, svelte and seductive, and move almost effortlessly through the society of the living. The Toreador's empathy is both a gift and a burden. All Humanity shifts are doubled. | Known as artists, visionaries, and members of high society, Toreadors have a great connection with the mortal world through arts and entertainment. Masters of communication and social skills, Toreadors fit right in with the mortals who adore them. |
Tremere | Blood sorcerers born from mystic rituals and diablerie, the Tremere are the least trusted of the Camarilla clans. The ritual the Tremere used to transform from living mages into undying monsters stripped them of their magic arts. To compensate, the vampires of Clan Tremere developed Thaumaturgy, the powerful Discipline of blood magic. The clan guards its secrets jealously and are the only Kindred to wield this powerful Discipline. The persuit of arcane knowledge comes before all else, and the reliance upon it has weakened the bloodline. Tremere can raise no Physical Attribute above four points. | Tremere are the practitioners and creators of the blood magic called Thaumaturgy. Not generally trusted by other clans, Tremere are enshrouded in mystery and keep their motives hidden. |
Ventrue | Truly the upper echelons of society, the Ventrue are seen as the honorable and virtuous leaders of the Camarilla. They wholeheartedly support the Masquerade, influencing the mortal and undead worlds to help them maintain the Masquerade as well as garner support for themselves. Clan Ventrue is an exclusive and powerful gathering of immortals, and even the lowliest initiate of Clan Ventrue can expect special treatment in Kindred society. This regal bloodline, however, gains no nourishment from the lowborn and thin-blooded. Ventrue gain no blood from feeding on animals. Feeding on lowlife humans - prostitutes and the homeless - can cause the Ventrue to vomit. | The Ventrue are the nobles of the undead, represented by the power brokers and executives of various Fortune 500 companies. Ventrue are known to be arrogant and quite capable of dominating conversations, but also can be the charismatic leaders of the undead. |
Character Sheet[]
Feats[]
- Combat
- Unarmed - Measures your character's ability to do damage in unarmed combat, and Feed on the unwilling. The Strength attribute and the Brawl ability both contribute to the Unarmed Combat Feat.
- Melee - Measures your character's ability to damage with melee weapons such as knives and clubs. The Strength attribute and the Melee ability both contribute to the Melee Combat Feat.
- Ranged - Measures your accuracy and damage with firearms of all kinds. The Perception attribute and the Firearms ability both contribute to the Ranged Combat Feat.
- Defense - Defense doesn't reduce the damage you take, it rather makes it easier for you to evade attacks.
- Mental
- Lockpicking - Measures your character's skill at breaking into places you're not supposed to be. The Dexterity attribute and the Security ability both contribute to the Lockpicking Feat.
- Sneaking - Measures your character's ability to avoid detection. The Dexterity attribute and the Stealth ability both contribute to the Sneaking Feat.
- Hacking - This feat is rather important, you'll find many computers in the game and you'll need a high Hacking feat in order to gain access to them.
- Inspection - Measures your character's ability to notice hidden details. The Perception attribute and the Investigation ability both contribute to the Inspection Feat.
- Research - Measures your character's ability to read books, and learn new abilities. The Intelligence attribute and the Scholarship ability both contribute to the Research Feat.
- Social
- Haggle - Measures your character's ability to estimate the value of goods, and haggle for better prices. The Manipulation attribute and the Finance ability both contribute to the Haggle Feat.
- Intimidate - Measures your character's ability to instill fear in others and force their cooperation. The Intelligence attribute and the Intimidation ability both contribute to the Intimidate Feat.
- Persuasion - Measures your character's ability to convince people that they want what you want. The Charisma attribute and the Scholarship ability both contribute to the Persuasion Feat.
- Seduction - Measures your character's ability to titillate others into helping you. The Appearance attribute and the Subterfuge ability both contribute to the Seduction Feat.
- Physical
- Bashing - Your ability to shrug off damage from bullets and blunt melee weapons. Stamina, as well as clothing and body armor contribute to Bashing soak.
- Lethal - Your ability to shrug off damage from bladed melee weapons. While vampires may defend against lethal damage with their Defense feat, they are nearly helpless once the blow is landed. Clothing and body armor add to your Lethal soak feat.
- Aggravated - Helps against attacks from fire and electricity. You are defenseless as a vampire against aggravated damage and there is only one item in the game that will increase your defense against it. Apart from that, only Fortitude and Thaumaturgy (Blood Shield) can help.
Attributes[]
- Mental
- Perception - Measures your character's awareness of their surroundings. Perception is necessary for the Ranged Combat and Inspection Feats. +1 to ranged and inspection.
- Intelligence - Indicates your character's ability to learn, think, and remember. Intelligence is essential for the Research and Intimidate feats. Adds +1 to research and intimidate.
- Wits - Measures the sharpness of your character's mind, and ability to think on their feet. Adds +1 to defense and hacking.
- Social
- Charisma - Measures your character's ability to sway others through personality. Charisma is an important part of the Persuasion feat. Adds +1 to persuasion.
- Manipulation - Measures your character's ability to exploit people and events. Manipulation is necessary for the Haggle feat. Adds +1 to haggle.
- Appearance - Indicates the physical attractiveness of your character. Appearance is the foundation of the Seduction feat. Adds +1 to seduction. Highly recommended for female characters.
- Physical
- Stamina - Your character's overall toughness. Prevents damage from bullets, police batons, and baseball bats. Adds +1 to soak bashing.
- Strength - Strength is a measure of your character's physical prowess. It is crucial for both the Unarmed and Melee Combat Feats. Adds +1 to unarmed and melee.
- Dexterity - Determines the speed and agility of your character. Dexterity will increase your Lockpicking and Sneaking feats. Adds +1 to stealth and lockpicking.
Abilities[]
- Talents
- Dodge - Determines your character's ability to avoid taking damage in all forms of combat. Adds +1 to defense.
- Intimidation - Measures your character's ability to instill fear, and force cooperation in others. Adds +1 to intimidate.
- Subterfuge - Measures your character's ability to conceal their motives, and deceive others. Subterfuge is needed for the Feat of Seduction.
- Brawl - The ability to fight bare-handed. Brawl is important for the Unarmed Combat Feat, which also makes it easier to feed on the unwilling. Adds +1 to unarmed.
- Skills
- Melee - Your character's ability to fight in close combat with handheld weapons such as knives and swords. Adds +1 to melee.
- Security - Displays your character's knowledge of how locks and security systems work. Security is needed for the Lockpicking Feat. Adds +1 to lockpicking.
- Stealth - Measures your character's ability to move silently and avoid being detected. Stealth is a crucial component of the Sneaking Feat. Adds +1 to sneaking.
- Firearms - Determines how well your character aims and causes damage with guns of all types. Firearms is an indispensable part of the Ranged Combat feat. Adds +1 to ranged.
- Knowledges
- Computer - Indicates your character's ability to operate computers and other devices. Computer knowledge is needed for the Hacking feat. Adds +1 to hacking.
- Finance - Your character's ability to evaluate the market value of items. Finance is needed for the Haggle Feat. Adds +1 to haggle.
- Investigation - Measures your character's ability to notice minute or hidden details. Adds +1 to inspection.
- Scholarship - Your character's ability to gather information, debate, and learn new skills. Adds +1 to research and persuasion.
History[]
Some patches/mods will change the list of clan-related histories on offer. As a result, the histories below may not be a full list of what you may see in-game.
Name | Sex | Clan | Description | Impact | Penalty |
---|---|---|---|---|---|
Anti-Paladin | Both | Brujah | A bully in life, a tyrant in death. You were born into undeath with savage combat prowess and an inclination to use it. And when you do, it's a terrible sight to behold. It costs you fewer experience points to raise Presence, and you start with a point in melee. It costs you more to raise Celerity, however, and you start with one fewer humanity point. | Presence costs x4 | Lower Celerity |
Quickling | Both | Brujah | The Embrace made you feel lighter than air, a sensation that has yet to leave you. Celerity has a longer duration, but it costs you more experience to raise Potence. | +25% Celerity duration | Lower Potence |
Dive Bar Bouncer | Both | Brujah | Nobody could pass you when you stood in a doorway and you had a lot of fun throwing people out. Now it will be even easier to hurt people. | Swap Ability priority order to Talents, Knowledges, Skills | N/A |
True Brujah | Both | Brujah | Many blame the stereotype of the rebellious Brujah on Troile, the hot-blooded Methuselah whose progeny comprise the bulwark of modern Clan Brujah. You share no blood with Troile. As such, you are predisposed to learned idealism instead of belligerent iconoclasm. | Swap Attribute priority order to Mental, Physical, Social | N/A |
Voyeur Website Model | F | Brujah | Maybe you weren't the prettiest girl in school, but you could still make dirty old men sit up and beg. And pay for it. Hey, it beats Taco Hell. | Swap Attribute priority order to Social, Physical, Mental | N/A |
Infomercial Huckster | M | Brujah | I made millions from my tiny one-bedroom apartment, placing tiny classified ads, buying and selling, and with 1-900 lines. And so can you! | Swap Attribute priority order to Social, Physical, Mental | N/A |
Pagan | Both | Gangrel | Your beliefs center on the Gnostic pantheon, and your kinship with nature is strong. After you were Embraced, you were naturally more in tune with the Beast within and that affinity is now apparent. | Swap Attribute priority order to Mental, Physical, Social | N/A |
Anda Gangrel | Both | Gangrel | Descendant of nomadic vampire warriors, you were bred for extreme trials of endurance. You start with extra points in Stamina and Fortitude. Anda blood is not of this land, however, and your spirit is not linked with the native fauna, so Animalism costs you more experience to raise. | +1 Fortitude and Stamina | Lower Animalism |
Insectoid | Both | Gangrel | Maybe it's the vague compulsion to spin a web, or when you catch yourself trying to use your imaginary feelers, but something tells you your Gangrel blood is exceptional. You are able to prolong the duration of both Protean and Fortitude. Unfortunately your nature is even further from human than the average Gangrel. You can't raise Wits, Charisma, and Appearance above three. | +40% Fortitude and Protean duration | -1 Wits, Charisma, Appearance, Animalism |
Pagan Priestess | F | Gangrel | You believe your Embrace into Clan Gangrel was destiny. You were priestess to a pagan sect in life, and nature is the center of your mind, body, and soul. After you were Embraced, you were naturally more in tune with the Beast within. | Swap Attribute priority order to Mental, Physical, Social | N/A |
Beastmistress | F | Gangrel | Mortal creatures sense vampires as an abomination, outsiders to the natural order. Your presence however seems to pacify the animal spirit like a sickly sweet intoxicant. Your Animalism effects last longer and are more powerful, but you have difficulty maintaining any Protean effect for long. | +35% Animalism damage, +50% Animalism duration | -25% Protean duration |
Chupacabra | M | Gangrel | Rumor has it you are descended from the legendary Chupacabra - the blood-frenzied devil that has haunted the Mexican countryside for generations. The veracity of this dubious distinction is impossible to discern, but your feral instincts are strong. You start with one extra point in Protean. Unfortunately your purported progenitor may have left you with a deficiency as well - you may never raise your Fortitude Discipline above three. | Protean +1 | Max Fortitude of 3 |
Women's Prison Guard | F | Malkavian | You were a black-hearted, violence-loving badass when you were alive, and you're still an evil maniac in unlife. You had always hoped it would be more like skinemax. If only. | Swap Attribute priority order to Mental, Physical, Social | N/A |
Ex-Gymnast Stripper | F | Malkavian | Your entire childhood was spent either in school or at practice. Daddy was too busy to tell you there's no such thing as a professional gymnast. And mommy... well, mommy was busy looking for a new daddy. | Swap Attribute priority order to Physical, Mental, Social | N/A |
Nutty Weatherman | M | Malkavian | Your inane banter and masterful use of the awkward segue was the toast of Bumblefuck, Illinois. So you took it to the big leagues, and wouldn't you know it? First skank you pick up at an airport bar goes and kills you. | Swap Attribute priority order to Social, Mental, Physical | N/A |
Cut-Rate Party Clown | M | Malkavian | It was just supposed to be until you put things back together after Evelyn left you. Here it is 3 years and 3,246 scotches later. Somehow you've kept this gig going without one repeat customer. Truly, America is the greatest nation on earth. | Swap Attribute priority order to Physical, Mental, Social | Lower Obfuscate |
Long and Little Foot | Both | Malkavian | 'Don't help me!' Your dual deformities make life difficult, but you're one of those hard-luck, triumph-in-the-face-of-adversity stories that people gobble up. You can never raise your Dexterity above 1, but you start with an extra point in Humanity, Charisma and Wits. | +1 Humanity, +1 Charisma, +1 Wits | Max Dexterity of 1 |
Ninja | Both | Malkavian | You think you're a ninja. Kee-ai! You start with a point in Brawl and a point in Melee, but Firearms can never be raised above zero, as guns are anathema to your Code of the Silent Killer. Ducks too. Ducks are anathema too. | +1 Brawl and Melee | Max Firearms of 0 |
Doomseer | Both | Malkavian | The paralyzing fear of eternal death has an iron grip on you. Doom is just around the corner, for you, for everyone, you just know it. And you lack faith in your vampiric abilities. What's the use anyway? You don't trust Obfuscate to work and therefore cannot maintain the effect for very long – each level of Obfuscate has a shorter duration than normal. You are constantly on the lookout for danger however, and can maintain Auspex longer. | +100% Auspex duration | -50% Obfuscate duration |
Completely Batshit | Both | Malkavian | The curse of Clan Malkavian burns white-hot in your veins. You are a brimming cauldron of lunacy. The effects of your Dementation are greater and last longer. It's difficult to wrap your wriggling brain around the concept of invisibility however, and you must spend more experience to raise your skill in Obfuscate. | +100% Dementation duration, +40% Dementation damage | Lower Obfuscate |
Subtly Insane | Both | Malkavian | Your insanity does not hinder your ability to interact with others too greatly. At first glance, most wouldn't even second-guess your mental stability. Your unique form of dementia flares up more easily when provoked in combat but you can't ever raise your Dodge above three. | +1 to Dementation | Max Dodge of 3 |
Occult Nut | Both | Malkavian | Who would ever have thought that any of it could be real? You loved dark fantasies and considered yourself Occult-savvy. Now that you're among the Kindred, you find that you actually know some of this stuff and are really excited about learning more about your new state of unlife. You gain a bonus to earning experience and the Occult feat but others find you disdainful and their reaction towards you is lowered. | +1 to Scholarship, more experience gain | Max Charisma of 3 |
Deaf | Both | Malkavian | You were born practically deaf. Not only did you overcome your disability, you enjoy helping others cope and get ahead in life. You start with a Humanity of 8. Also, while you do not wish to be presumptuous, but you have a vague feeling that Lady Lucky smiles upon you. | +1 to Humanity | Max Perception of 3 |
Shepherd of Vermin | Both | Nosferatu | Like a creature of urban legend you commune with pestilent scavengers and share their filthy domains. Your Animalism effects are more powerful and long-lasting. Your diseased blood has trouble sustaining Potence; all Potence durations are decreased. | +50% Animalism duration, +35% Animalism Damage | 25% Potence duration |
Cleopatra | F | Nosferatu | There are fates worse than death. You know this. In life, you were an object of desire. Men wanted you, women wanted to be like you. You have been transformed into a cruel mockery of your former self. As someone acutely aware of how easy life is for the beautiful people, you have unique insight into the psychology of human and vampire alike. You start with one point in Subterfuge. Your intense desire to do nothing more than hide (forever) has given your Obfuscation powers a longer duration. You were never much of an animal lover, however, and it will cost you more experience to raise your Animalism Discipline. | 30% Obfuscate duration, +1 Subterfuge | Lower Animalism |
Presentable | F | Nosferatu | ? | ? | ? |
Black-Hearted | F | Nosferatu | ? | ? | ? |
Baglady | F | Nosferatu | Your life was a big mess which left you stranded on the streets with nothing but cheap booze. And now you look even worse! | Swap Ability priority order to Talents, Knowledges, Skills | N/A |
Boogeyman | M | Nosferatu | Humanity is a fascinating spectacle indeed. Everyone has wanted to be a fly on the wall at one time or another, but you were obsessed with the idea. As luck would have it, your Nosferatu progenitors all had a penchant for peeping as well. You come from a long line of gifted perverts, and your Obfuscate effects last longer. This preoccupation has weakened your bloodline in other respects; your Potence starts at 0. | +40% Obfuscate duration | -1 Potence |
Leatherface | M | Nosferatu | Your rebirth as a hideous beast was a dream come true. The power is intoxicating. And now you're going to make them pay – all of them. You start with one point in Melee, and an extra point in Potence. You never felt much empathy for other living things, however, so now it will cost you more experience to buy Humanity points, and you are more likely to frenzy. | +1 Melee and Potence | Humanity costs x4 |
Rehab Counselor | Both | Toreador | You always had an open ear for other people's problems, even if you had to listen to some scumbags sitting in prison. | ? | ? |
Faelike | Both | Toreador | You are a creature of delicate beauty and ephemeral grace. You seem more likely to have sprung from the pages of Spenser or Keats than Shelly or Stoker. Your Presence and Celerity have a greater duration, but you are a truly delicate being- it costs more experience to raise your Stamina, Strength, Firearms, and Intimidation. | +25% Presence and Celerity duration | Lower Firearms, Intimidation, Stamina, Str |
Uncanny Awareness | Both | Toreador | You swear to god you can see the future. Not years from now, or even next week, but moment-to-moment you always see what's coming. You are so acutely aware of your surroundings that you've been known to dodge bullets without looking. This ability is further manifest as a superior form of Auspex. You receive greater benefits from Auspex and can maintain its effects longer. Unfortunately, the sheer volume of information makes you more deliberate than most; it costs you more experience to raise your Celerity Discipline. | +40% Auspex duration | Stunted Celerity |
Decadent Enchantress | F | Toreador | Beautiful, bored, and sociopathic. You amuse yourself by testing the limits of your suitors' devotions, and you delight at the ruin they wilfully suffer for your affections. You start with one extra point in Appearance and one in Subterfuge, but your Celerity has a shorter duration. | +1 Appearance and Subterfuge | -20% Celerity duration |
Beautiful Monster | M | Toreador | You are ruled by your passions. And some of them ain't pretty. People find you absolutely mesmerizing. But you were always too self-absorbed to bother with normal human repartee. Your Presence effects last longer than other Toreador, but you start with a Wit of 0 and more likely to Frenzy when things aren't going your way. | +25% Presence duration | -1 Frenzy and Wits |
Ex-SWAT | M | Toreador | While in the police force, you've developed quite a skill with firearms. You start with a bonus to the firearms skill. However, you quit the force after receiving a crippling injury while in the line of duty. Your dexterity cannot be raised above one. | +2 to Firearms | Dexterity maximum of 1 |
Starving Artist | M | Toreador | ? | +1 to Perception | Appearance maximum of 4 |
Teamster | M | Toreador | You believe in collective bargaining to get justice for working families. And if that fails, there's collective wrench beatings. | Swap Attribute priority order to Physical, Social, Mental | N/A |
Twenty-something | M | Toreador | It's about people, you know. Out here, on the streets, in the clubs... That's where it's going on. That's where it's coming together. Not in some boardroom. And the people don't wear ties. The next generation of leaders isn't coming from the suburbs. what? You want to go there? why? It's going off here...open bar? Well, OK... | Swap Ability priority order to Knowledges, Talents, Skills | N/A |
Velvet Rope Doorman | M | Toreador | You hand-craft the scene with nothing more than a clipboard, a cheap headset, and a dispassionate contempt for humanity. | Swap Ability priority order to Talents, Skills, Knowledges | N/A |
Eldritch Prodigy | Both | Tremere | You have a natural gift for the dark arts of Thaumaturgy, and can use it to greater effect than most Tremere. Thaumaturgy is your all-consuming passion, to the exclusion of nearly every other pursuit. Your Thaumaturgy effects last longer and are more powerful, however you suffer a one point penalty to any experience award of 3 or more. | +40% Thaumaturgy damage and duration | When you get 3+ XP at a time, you get -1 XP |
Infernal | Both | Tremere | Your forebears paid an awful price in their quest for power. The deal still holds, and you'll continue to pay for all eternity. Advancement in Thaumaturgy costs you less experience, but Auspex has half the duration, and you may never raise Dominate above three. | Thaumaturgy costs x4 | Max of 3 Dominate, -50% Auspex duration |
Medicine Saleswoman | F | Tremere | Some uptight types might say Fluoxetine for kids is over the line. Obviously, they have no idea what kind of profit margin those things pack. And have they spent time around kids? Please- they should put that stuff in baby formula. | Swap Attribute priority order to Social, Physical, Mental | N/A |
Generalissimo | F | Tremere | Discipline and order, tactics and warfare: these are the reasons why you joined the army. Not only did you fit in perfectly, you excelled in the military. | Swap Attribute priority order to Physical, Mental, Social | N/A |
Old Timer | F | Tremere | You are the old fashioned type and don't care about all this new technology. Thus it costs you more to raise your Computer knowledge, but you start with a bonus in Scholarship. | +1 Scholarship | Computer knowledge costs more experience |
Child of Saulot | F | Tremere | ? | ? | ? |
Bar Singer Seductress | F | Tremere | Drunken overtures from travelling businessmen, room keys from toupeed conventioners, a handful of restraining orders. This is the legacy of your career in entertainment. | ? | ? |
Affinity for Magic | F | Tremere | You always liked magical illusions, and even performed some tricks yourself as a kid. Now you are amazed magic is actually real. | ? | ? |
Juvenile Hall Disciplinarian | Both | Ventrue | Already as a teen, you loved to demonstrate your influence and power over others. | Swap Attribute priority order to Physical, Mental, Social | N/A |
Industrial Lobbyist | Both | Ventrue | You have a big ego. You represented industry and pressed their agenda in the halls of power. Which industry? Which one's paying? | Swap Attribute priority order to Mental, Social, Physical | N/A |
War Profiteer | Both | Ventrue | Er, Defense Contractor. Someone has to make sure the troops get hot meals and video teleconferencing from home. And if, while you’re over there, you can help the natives get their economy running by landing some bloated, no-bid oil services contracts from your buddies in government, great! It's win-win! So one of your truck drivers gets beheaded on the Internet; who doesn't realize that risk when they sign up for the job? | Swap Attribute priority order to Mental, Physical, Social; +1 Stealth | Brawl costs x4 to raise |
Well Educated | Both | Ventrue | You were very privileged and gained excellent education all-around. You have a bonus in a variety of abilities but you're mild tempered and weak-willed. You can't ever raise Dominate and Intimidation above three. | Swap Attribute priority order to Social, Physical, Mental | Max Dominate & Intimidation of 3 |
Diabolic | Both | Ventrue | In addition to the Beast Within, you struggle against an even darker force. You feel the pull of salvation and damnation in your every action. Your Presence has a greater duration, but it will cost you more experience to buy Humanity points, and you are more likely to frenzy. | +35% Presence duration | -1 Frenzy and Humanity |
Megalomaniac | Both | Ventrue | You have a big ego. Because of your confidence in yourself and your abilities, people either really hate you, or are drawn to you. You start with an extra point of Charisma but can never raise Subterfuge above four. | +1 Charisma | Max Subterfuge of 4 |
Dominatrix | F | Ventrue | You've always been persuasive, but as a vampire, few can deny your will. You start with one point in Subterfuge and your Dominate effects are stronger and last longer. As someone who is used to having others serve her, you must spend more experience to raise your Skills. | +40% Dominate Damage; +100% Dominate duration; +1 Subterfuge | Skills cost x4 |
Union Boss | M | Ventrue | You're a blue-collar success story, a self-made man of the people. The respect of your workers and the gratification of a job well done was all you ever wanted in return. So the kickbacks and extortion money was all icing. | Swap Attribute priority order to Physical, Social, Mental | N/A |
Cleaner | M | Ventrue | Not every Ventrue is afraid to get their hands dirty. Some problems need to be met head on, and occasionally matters are too delicate to sic the Gangrel on them. While your bloodline doesn't come from the sunny side of the Ventrue family tree, they've always been entrusted to take care of such problems. Your Fortitude has a greater duration, but it costs you more experience to raise Presence. | +35% Fortitude duration | Lowered Presence |
Blunt Fangs | Both | B/M/N | Things were never easy for you. You fought for every scrap that was eventually stolen from you. You treasure everything you have, and savor every hard lesson learned, even while you suspect god hates you. This luck carried over to undeath. You have blunt fangs. Every feeding yields 2 less blood points for you. But as an appreciative loser, you gain more experience from life's lessons. You get an experience bonus to every experience award of 3 or more. | Get 1 XP every time you gain 3 XP at a time | 3 Blood Points restores 1 |
Burnout | Both | G/M/To | Science has yet to prove the link between marijuana use and decreased mental capacity. You say you've always been a little slow, but that's just because you're so mellow. You start with 0 Wits, but are less prone to Frenzy. | +3 Frenzy modifier | -1 Wits |
Con Artist | Both | N/Tr/V | Only one thing counts in this life and that is to get them to sign on the line that is dotted. | Swap Ability priority order to Skills, Talents, Knowledges | N/A |
Deceptive Strength | Both | G/To/Tr/V | You used to be quite clumsy, but the Embrace gave you unnatural reserves of physical power. You start with 0 Dexterity and 0 Perception, but when you use Blood Buff it lasts twice as long. | Blood Buff duration doubled | -1 Dexterity and Perception |
Dropped as a Baby | Both | B/G/N | If you're gonna be dumb, you gotta be tough. As a kid you took a lot of abuse for that funny slope in your skull... until you started fighting back. You have an amazing resilience to punishment, and start with two extra points of Stamina. You are, however, a bit slow. It costs more experience for you to raise any of your Mental Attributes. | +2 Stamina | Lower Mental Attributes |
Lowborn | Both | B/G/N | Trash, rabble, scum - whatever you call it, you're the supernatural equivalent. You come from a long line of gutter-dwelling, bottom-feeding, undead riffraff. As such you are predisposed to the dregs of humanity- you get extra blood when feeding off bums and hookers. Your unwashed legacy doesn't leave you much in the way of education however- it costs you more experience points to raise your Knowledge Abilities. | 1 bum/hooker Blood Point restores 2 | Knowledges cost x4 to raise |
Eco-Terrorist Hacker | M | G/N | You were an expert computer hacker dedicated to preserving the environment. Sticking it to the man, one denial-of-service at a time. Your sire was attracted to your dedication and respect for nature. Over the years, you've learned much and your abilities are prioritized differently with Knowledges being of the utmost importance. | Swap Ability priority order to Knowledges, Skills, Talents | N/A |
Glass Eye | Both | B/N | It's true what they said. You shot your eye out. It was hard growing up with a creepy glass eye, but as an adult you learned to put it to work for you. There's something about your unnerving stare that makes people do what you say. | +2 Intimidation | -1 Perception |
Gossip Columnist | F | M/N/V | Item! You're dead! Swap the priority of your attributes to Social, Mental, Physical. | Swap Attribute priority order to Social, Mental, Physical | N/A |
Mortician | Both | G/Tr | The irony isn't lost on you now. All those nights in the echoing silence with the husks of former humanity. You always thought it was your fate you were staring into. Then one night it happened. Finally. One of them - a hell of a fine specimen, you were thinking - woke up. | Swap Ability priority order to Skills, Knowledges, Talents | N/A |
Perv | M | G/M/N | You love women. Good God Almighty, do you love women. You love their bits 'n you love their pieces. Mmmmmm yeah. They never really reciprocated your interest, but, well, fuck 'em. In undeath your suppressed appetites have reemerged. You gain extra blood when feeding on a human of the opposite sex. Unfortunately, undeath has done little for your personality. Your Subterfuge cannot be raised above one. | +2 Blood Pool, 1 female Blood Point restores 2 | Max Subterfuge skill of 1 |
Highway Drifter | M | B/G/N/Tr | Between the small towns that dot the Midwest there's a lot of open space, a lot of long shadows, and a lot of room to disappear. You know, you've done it. And you may have helped some other people do it too. You start the game with a Knife and one point of Melee, but you start with a Humanity score of 5. | +1 Melee, starts with a knife | -2 Humanity |
Runaway | Both | G/M/To/V | Your old man was a bastard. You can say that now. It took years just to be able to mention him. You're making progress, but you still avoid confrontation, and you don't know if you'll ever be comfortable with being touched. | 1 bum/hooker Blood Point restores 2 | Knowledges cost x4 to raise |
Rapacious Bloodlust | Both | M/N/To/Tr | The Embrace brought out a mean streak in you. You're constantly fighting the urge to kill, even as your power to do so grows. You start with an extra point in Strength and Brawl, but you are more likely to frenzy. Your impatient demeanor makes stealth more difficult; it takes more experience to raise your Stealth Ability. | +1 Strength, +1 Brawl | -1 Frenzy modifier, Stealth costs x4 to raise |
Slut | F | G/M/N/To | So you're a little boy-crazy. And maybe you like to get guys' attention. And maybe you like to fool around. That don't mean people have the right to go talking about you and calling you names – they don't know you! In undeath your now-stunted sexual appetite has reemerged in a curious way; you more readily digest the fluids of the opposite sex, and therefore gain extra blood when feeding on men. Unfortunately, having slept your way through life, you have a hard time learning its little lessons. You must spend more experience to raise your Mental Attributes. | +2 Blood Pool, 1 male Blood Point restores 2 | Lower Mental Attributes |
Eerie Presence | Both | G/M/N/To/Tr | Most mortals have no problem fitting in to mortal society. You don't know what it is, but you just can't pull it off. You're doing everything they're doing, but something about you seems to make humans uneasy. Sometimes, it seems like they can just sense you. You were a perfectly affable, intellectual human. So what gives? It costs less experience to raise your Mental Attributes, but it costs you more experience to raise your Social Attributes and your Stealth Ability. | Cheaper Mental Attributes | Lower Social Attributes |
Cadaverous Flesh | Both | B/M/N/To/Tr | Each manifestation of vampirism is unique. Yours, it turns out, carries an unfortunate deficiency. Your body wants to rot. It's nothing that can't be overcome, but it is a constant drain on you. Your body heals at a slower rate than normal, since it takes more energy to return your rotting flesh to peak condition. On the upside, your flesh is malleable. It costs less experience to raise your Physical Attributes. | Cheaper Physical Attributes | -1 Charisma, -20% healing rate |
Ex-Cop | Both | B/G | You were a great cop- until a meth head's knife glanced your spine and left you relegated to deskwork for the rest of your career. You start with 2 in Firearms, and 1 in Intimidation, but you may never raise your Stamina above 3. | +2 Firearms, +1 Intimidation | Max Stamina of 3 |
Hard-Ass Chica | F | B/G | You were born into a neighborhood just outside of downtown L.A. It might as well have been the Third World. And you were just one girl kicking and biting her way to survival. In the middle of famine and marauding victimizers, gang life was life. You start with a thirtyeight, and one point in firearms. Your life in the streets hasn't left you with the greatest patience for instruction. You must spend more experience in order to raise your Knowledge Abilities. | +1 Firearms, start with a .38 handgun | Knowledges cost x4 to raise |
Special Forces | M | B/G | Yeah, you were Special Forces. Black ops and all that. Which branch? You could say... but you'd have to kill everyone within earshot. No, seriously. | Swap Ability priority order to Skills, Talents, Knowledges | N/A |
Country Club Lothario | M | To/Tr | We're living in the age of soccer moms. And don't you know it. Yeah, hubby might be pulling down 7 figures, but you got an empty day-planner and a grin that drops panties like putts on a par 3. | Swap Attribute priority order to Social, Physical, Mental | N/A |
Agent | F | Tr/V | Your representation was highly sought. And you were well compensated. You played every bit as hard as the boys cuz it takes brass balls to get it done in this town, and goddamn if you didn't have the biggest pair. You were a power player. A threat. And your competition couldn't handle getting shown up by a girl, so they sold you out to an undead predator. Pfft. Typical. This town is full of hate. | Swap Ability priority order to Talents, Knowledges, Skills | N/A |
Pedagogue | Both | N/Tr | I always said he'd come to no good in the end, your honor. If they'd let me have my way, I could've flayed him into shape. | Swap Ability priority order to Talents, Knowledges, Skills | N/A |
Corporate Schmo | Both | To/V | There's no room in your cubicle to hang your Business degree. You were reprimanded for having a wrinkled shirt. And you laughed when your buddy decided to major in Rhetoric. Now he's a sitcom writer and wears Birkenstocks to work. He always said "business casual is the dress of defeat". Maybe you could go back and get your MBA... | Swap Ability priority order to Skills, Knowledges, Talents | N/A |
Degenerate Gambler | M | To/V | You knew you shoulda laid the chalk. You were down. Down big. But you had to press it on a parlay with the over and caught bad beat on the hook. On the friggin' hook. So much for Vegas. You figured you'd slum it around LA till you could build a roll to get back in. And that's when you met her... | Swap Attribute priority order to Mental, Physical, Social | N/A |
Southern Debutante | F | To/V | You were very privileged and gained excellent education. Mother would be so proud if she knew you were accepted into the best vampire clan around! | Swap Attribute priority order to Social, Physical, Mental | N/A |
Trivia[]
- In VTMB, the Banu Haqim, Ministry, Giovanni, Lasombra, Ravnos, and Tzimisce clans are non-playable. In VTMB 2, the Gangrel and Nosferatu clans are also omitted.
- If the player is a Nosferatu, their Sire will disguise himself/herself as the Toreador pre-set, likely the use of advanced obfuscate (also called "The mask of a Thousand Faces"), which allows the user to look like and mimic someone else.
- The Fledgling's Sire wears light leather clothing normally acquired in Hollywood, and is of the opposite gender, though players using the Plus version of the Unofficial Patch may choose the "Homosexual" background, which makes the Sire the same gender. Also, given that the Fledgling has 15 Blood Points (and, thus, is likely of the 8th generation), the Sire is mostly likely of the 7th.
- After the Fledgling has been Embraced in the intro cutscene, the Sheriff and two other male kindred will burst into the room; one of the kindred will throw a stake into the chest of the Fledgling's sire, and the other kindred will put a stake into the Fledgling's chest, immobilising them both. The clan you pick at the start determines which two kindred accompany the Sheriff in doing this.
- The Brujah sire is stabbed by a Toreador, then the Fledgling is stabbed by a Malkavian.
- The Gangrel sire is stabbed by a Tremere, then the Fledgling is stabbed by a Nosferatu.
- The Malkavian sire is stabbed by a Ventrue, then the Fledgling is stabbed by a Toreador.
- The Nosferatu sire is stabbed by a Brujah, then the Fledgling is stabbed by a Tremere.
- The Toreador sire is stabbed by a Gangrel, then the Fledgling is stabbed by a Ventrue.
- The Tremere sire is stabbed by a Malkavian, then the Fledgling is stabbed by a Brujah.
- The Ventrue sire is stabbed by a Nosferatu, then the Fledgling is stabbed by a Gangrel.
External Links[]
Licensing[]
This article contains content derived from the "Protagonist" article on the VTBM Wiki, licensed under CC-BY-SA.