Attributes
The nine core attributes across Physical, Social, and Mental categories. What each measures and how it's used.
Attributes measure your character’s innate capacities — what they’re capable of before training or study. Every vampire has at least 1 dot in every attribute. Attributes are divided into three categories of three.
Rating scale: 1 = Poor, 2 = Average, 3 = Good, 4 = Exceptional, 5 = Outstanding. Vampires may exceed 5 dots through blood expenditure (temporarily) up to Generation maximum.
Physical
Physical attributes govern the body — raw capability in the world of flesh and force.
Strength
Raw muscular power. Determines how hard you hit, how much you lift, how far you jump, how effectively you break things.
Used for: Melee damage rolls, Brawl damage, lifting/carrying/breaking, leaping. Boosted by Potence; can be raised with blood expenditure.
| Rating | Example |
|---|---|
| 1 | Can lift 40 lbs |
| 2 | Can lift 100 lbs |
| 3 | Can lift 250 lbs |
| 4 | Can lift 400 lbs |
| 5 | Can lift 650 lbs |
Dexterity
Speed, agility, reflexes, coordination, and grace of movement. Covers both gross motor (running, dodging) and fine motor (lockpicking, surgery).
Used for: Attack rolls (all weapons and Brawl), Stealth, Drive, Firearms, most physical action. Boosted by Celerity.
| Rating | Example |
|---|---|
| 1 | Clumsy; drops things |
| 2 | Average adult coordination |
| 3 | Athletic; rarely surprised |
| 4 | Gymnast; moves with unusual grace |
| 5 | Superhuman reflexes and precision |
Stamina
Physical endurance, toughness, and resilience. Determines how much punishment you absorb and how long you can sustain exertion.
Used for: Soak rolls (with or without Fortitude), resistance to diseases and poisons, sustained effort over time. Boosted by Fortitude.
| Rating | Example |
|---|---|
| 1 | Frail; tire easily |
| 2 | Average adult health |
| 3 | Healthy; can exert for hours |
| 4 | Tough; shrugs off moderate injury |
| 5 | Remarkable toughness; built like a wall |
Social
Social attributes govern interpersonal capability — how you affect others and how they perceive you.
Charisma
The ability to influence through personality. Warmth, force of presence, natural leadership. This is the pull you exert without manipulation — people like you, trust you, follow you.
Used for: Leadership rolls, Oration, Presence Discipline, Entrancement, performance situations. Differs from Manipulation: Charisma wins hearts; Manipulation steers them.
| Rating | Example |
|---|---|
| 1 | Withdrawn; hard to warm up to |
| 2 | Average people-person |
| 3 | Natural leader; people enjoy your company |
| 4 | Magnetic; commands a room |
| 5 | Extraordinary presence; people hang on every word |
Manipulation
Getting others to do what you want through indirect means — guile, implication, flattery, misdirection, subtext. Manipulation doesn’t require honesty or even goodwill toward the target.
Used for: Deception, fast-talk, Dominate Discipline, Subterfuge-based rolls, most social attacks. High Manipulation + low Charisma = calculating operator. High Charisma + low Manipulation = genuine leader.
| Rating | Example |
|---|---|
| 1 | Straightforward; bad liar |
| 2 | Can talk your way out of minor trouble |
| 3 | Skilled at reading and steering people |
| 4 | Expert at getting what you want without asking directly |
| 5 | Almost always gets exactly what they want |
Appearance
Physical attractiveness, personal style, and the impression you make before you speak. High Appearance opens doors. Low Appearance closes them. For Nosferatu, this attribute is permanently 0.
Used for: Seduction Approach rolls (Step 1), first-impression social situations, some Presence powers. Also a social weapon that cuts both ways — being unforgettable serves and endangers.
| Rating | Example |
|---|---|
| 1 | Unattractive; memorable for wrong reasons |
| 2 | Forgettably average |
| 3 | Pleasant, well-presented |
| 4 | Striking; turns heads |
| 5 | Exceptional beauty; rarely forgotten |
Mental
Mental attributes govern cognitive ability — how you process information, reason, and respond to the unexpected.
Perception
The ability to notice and interpret what’s happening around you — both consciously (active observation) and intuitively (something’s wrong before you know what). Not just eyesight; all senses plus pattern recognition.
Used for: Alertness rolls, detecting deception, noticing hidden threats, Auspex Discipline base rolls, Investigation. Enhanced by Auspex’s Heightened Senses.
| Rating | Example |
|---|---|
| 1 | Oblivious; frequently surprised |
| 2 | Average awareness |
| 3 | Alert; hard to catch off-guard |
| 4 | Highly observant; notices small inconsistencies |
| 5 | Extraordinary; misses almost nothing |
Intelligence
Reasoning, memory, problem-solving, and the ability to work with abstract concepts. Does not determine how much you know — that’s Knowledges. Determines what you can do with what you know.
Used for: Research, puzzles, planning, Academics, Medicine, Science. High Intelligence with low Knowledges = brilliant but ignorant. The reverse = well-read but uncreative.
| Rating | Example |
|---|---|
| 1 | Difficulty with complex ideas |
| 2 | Average reasoning ability |
| 3 | Quick and insightful |
| 4 | Exceptional; makes connections others miss |
| 5 | Genius-level reasoning; centuries of accumulated insight |
Wits
Thinking on your feet. Reacting quickly and cleverly to unexpected situations. Less about reasoning than about reflexes of mind — the ability to respond without having time to think.
Used for: Initiative modifier, fast responses, recognizing traps, quick social recoveries, Street-level reads. The difference between Wits and Intelligence: Intelligence answers “what’s the plan?” Wits answers “what now?”
| Rating | Example |
|---|---|
| 1 | Slow to adapt; caught flat-footed |
| 2 | Can handle most surprises adequately |
| 3 | Reads situations quickly; rarely outmaneuvered |
| 4 | Exceptional situational awareness and response speed |
| 5 | Almost never caught unprepared; preternatural quickness of mind |