A Midnight Reflection
Merits 
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Flaws
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L i v e
A c t i o n
R o l e
P l a y i n g
G a m e s
midnightreflections.yuku.com
Player Information
Player Name___________________________
Contact Information ____________________
Character Information
Character Name________________________
Alias__________________________________
Nature________________________________
Demeanor_____________________________
Concept_______________________________
Age/ Apparent_________________________
Appearance____________________________
Clan__________________________________
Generation____________________________
Sire___________________________________
BLOOD TRAITS	_OOOOO  OOOOO OOOOO 
WILLPOWER	 _OOOOO  OOOOO OOOOO
aying Gam
Disciplines
In Clan Discipline:
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In Clan Discipline:
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In Clan Discipline:
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APPEARANCE
OOO alluring 	OOO dignified	 OOO elegant	
OOO gorgeous	OOO intimidating	 OOO magnetic	
OOO seductive
Negative  
oo bestial 	
oo callous	
oo dull 	
oo naive 	
oo repugnant 	oo shy 		
oo untrustworthy
oo condescending 
oo obnoxious 
oo tactless
Mental
PERCEPTION
OOO alert 	
OOO attentive	
OOO discerning	 OOO insightful	
OOO vigilant
INTELLIGENCE
OOO creative	
OOO knowledge	
OOO wise
WITS
OOO calm	
OOO determined	
OOO wily
OOO dedicated
OOO observant
OOO disciplined	 OOO intuitive
OOO rational	 OOO reflective
OOO clever	
OOO patient	
Negative
ooforgetful 	
oo gullible	
ooimpatient 	
oo oblivious	
oo short-sighted	 oo submissive	
oo witless
OOO cunning
OOO shrewd
oo ignorant
oopredictable
ooviolent
Physical 
  
STRENGTH   
OOO brawny	
OOO rugged  	
DEXTERITY   
OOO agile	
OOO lithe	
OOO steady 
STAMINA   
OOO enduring	
OOO robust  	
OOO vigorous 
Negative
oo clumsy  	
oo delicate  	
oo lame  	
oo sickly  	
Attributes
OOO brutal	
OOO stalwart 	
OOO ferocious 
OOO wiry  
OOO dexterous	
OOO nimble 	
OOO graceful  
OOO quick 
OOO energetic	
OOO tenacious	
OOO resilient 
OOO tireless  
oo cowardly  	
oo docile  	
oo lethargic 	
oo decrepit 
oo flabby  	
oo puny  	
Out of Clan Discipline:
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Out of Clan Discipline:
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2 7
Social
CHARISMA
OOOcharismatic	 OOO charming	 OOO compassionate
OOO expressive	OOO friendly	 OOO genial 
OOO witty
Rituals:
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MANIPULATION
OOO beguiling	 OOO commanding	 OOO diplomatic
OOO eloquent	 OOO empathic	 OOO ingratiating
OOO persuasive 	
Abilities
specializations
academics	 O O O O O O 	______________
animal ken	
O O O O O O 	 ______________
athletics	
O O O O O O 	______________
awareness	 O O O O O O 	______________
blind fighting	 O O O O O O 	 ______________
brawl		
O O O O O O 	 ______________
bureaucracy	O O O O O O 	______________
computer	 O O O O O O 	______________
crafts 		
O O O O O O  	 ______________
dodge		
O O O O O O 	 ______________
drive		
O O O O O O 	______________
empathy	
O O O O O O 	______________
etiquette	 O O O O O O 	______________
expression	 O O O O O O 	______________
finance		
O O O O O O 	 ______________
firearms	
O O O O O O 	______________
hunting	
O O O O O O 	______________
intimidation	O O O O O O 	______________
investigation	O O O O O O 	 ______________
law		
O O O O O O 	______________
leadership	
O O O O O O 	 ______________
linguistics	 O O O O O O 	______________
medicine	 O O O O O O 	______________
melee		
O O O O O O 	 ______________
occult		
O O O O O O 	 _____________
Out of Clan Discipline:
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4 5
performance	O O O O O O 	 _____________
politics		
O O O O O O 	 _____________
repair		
O O O O O O 	 _____________
science		
O O O O O O 	 _____________
scrounge	
O O O O O O 	 _____________
security	
O O O O O O 	 _____________
stealth		
O O O O O O 	 _____________
streetwise	
O O O O O O 	 _____________
subterfuge	
O O O O O O 	 _____________
survival 	
O O O O O O 	 _____________
____________	O O O O O O 	 _____________
____________	O O O O O O 	 _____________
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lore:
camarilla lore	 O O O O O O 	
kindred lore	 O O O O O O 	
clan Lore	
OOOOOO	
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Willpower
Morality
Using Willpower is almost always a reflexive action, and does not count
as your turn.
path of: _____________OOOOOOOOOO
 A Willpower Trait can be spent to refresh all of your lost trait in one
Attribute category  physical, social or mental. You may do so once per
category per game session.
virtue or path traits:
conscience / conviction____OOOOO
self control/ instincts______OOOOO
courage_________________OOOOO
 Expenditure of a willpower trait allows you to gain a retest when
defending against a mental or social challenge. Trait loss works as normal
for such retests. Note that certain Disciplines or powers may override
this stipulation- for instance, you can not use willpower to see through
obfuscate
 Spending one willpower Trait enables you enter a challenge for which
you lack an appropriate ability. Thus, you can make a test even if you
would normally require a specific ability that you dont have or have used
up.
 You can can spend a willpower trait to try to control yourself briefly
while in frenzy. You are able top act normally for one turn when you
spend willpower in this fashion. though you otherwise keep all the other
stipulations of frenzy  ignoring wound penalties and so on. You do not
actually regain control so much as you fight mightily to direct yourself for
a few moments in the face of overwhelming rage or tenor, roleplay your
actions appropriately.
16
 You can expend a willpower trait ignore all wound penalties, up to and
including Incapacitated, for the duration of one full turn.
 Spending a willpower Trait lets you suppress a derangement
temporarily. If you spend enough willpower Traits on suppressing a
derangement, you may overcome it eventually. Malkavians can not
overcome their primary derangement this way.
derangements
1_________________ 2_________________
3_________________ 4_________________
 Certain disciplines or powers require the expenditure of Willpower.
Backgrounds at a Glance
Character Expansion Record
Influence
bureaucracy	
church		
finance		
health		
high society	
industry	
legal		
media		
occult		
police		
politics		
street		
transportation	
university	
underworld	
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age		
allies		
contacts	
fame		
generation	
herd		
mentor		
resources	
retainer	
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sins of humanity
10 selfish thoughts
9 minor selfish actions
8 injury to others (accidental or otherwise)
7 theft
6 accidental violations (drinking too much from a vessel)
5 unreasoning destruction (people or property)
4 impassioned violation (manslaughter, killing while in frenzy)
3 planned violation (murder, savored exsanguinations)
2 casual violation (thoughtless killing, feeding past satiation)
1 utter perversion
14 11
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Generation Table
				Willpower traits
Generation 	
13th		
12th		
11th 		
10th		
9th 		
8th 		
7th 		
6th 		
5th 		
4th 		
Blood 	 Start 	
3	
1	
4	
1	
5	
2	
6	
2	
8	
3	
9	
3	
11 	
4	
13 	
4	
16 	
5	
20 	
6	
Max 	
3	
3	
4	
4	
5	
6	
7	
8	
9	
10 	
Max Traits
10
10
11
11
13
14
16
18
20
25
3th 		
30
You can expend Blood traits for a variety of functions:
You must spend a Blood traits each night at sunset, for simple sustenance.
One Blood Trait can heal one health level of bashing or two levels of lethal damage. You are
still limited to your generation limits of blood expenditure (so most young vampires cannot
heal more than one health level of damage in a turn). Healing in this fashion requires your
concentration and a full turn.
One Blood Trait can be spent to gain an extra Physical Trait for the duration of a conflict. You
can bid this Trait like any other (by the power of my blood,), and you can count this Trait in
ties and overbids. You can spend blood like this as a reflexive action at any time, not counting
as your action, though of course you still obey the limits of blood expenditure according
to generation. You can use your Physical Traits up to the limit of your generation for one
conflict; any additional Traits added with blood beyond that remain only for the duration
of a single challenge.
10 15
One Blood Trait, generally measured as a full pint is sufficient to turn a mortal into a ghoul.
This state lasts or a month; after that time, the ghoul must be fed more blood, lest he revert
back to mortality.
One Blood Trait enables a vampire to take on a semblance of humanity for a scene.
Three Blood Traits can be spent to heal one level of aggravated damage. This damage heals
over the day, as the vampire sleeps. it heals the next time the sun sets. You can only heal
one level of aggravated damage per day in this fashion, though, unless you also spend a
Willpower Trait for each extra wound healed in the same rest period.
Health Levels
The First Tradition - The Masquerade Thou shall
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not reveal thy true nature to those not of the Blood.
Doing such shall renounce thy claims of Blood.
Healthy___________| uninjured
Healthy___________|uninjured
Bruised___________| down one trait in all tied challenges
The Second Tradition - The Domain Thy domain is
Bruised___________| down one trait in all tied challenges
thine ownconcern. All others owe thee respect while
in it. None may challenge thee word in thy domain.
Bruised___________| down one trait in all tied challenges
Wounded_________| lose all ties & bid additional trait
Wounded_________| lose all ties & bid additional trait
The Third Tradition - The Progeny Thou shall only
Sire another with the permission of thine elder. If
thou createst another without thine Elders leave,
both thou and thy Progeny shall be slain.
The Fourth Tradition - The Accounting Those thou
create are thine own children. Until they Progeny
shall be Released, thou shall command them in all
things. Their sins are thine to endure.
The Fifth Tradition - Hospitality Honor one
anothers domain. When thou comest to a foreign
city, thou shall present thyself to the one who ruleth
there. Without the word of acceptance, thou
art nothing.
The Sixth Tradition - Destruction Thou art
forbidden to destroy another of thy kind. The right
of destruction belongeth only tothine Elder. Only
the Eldest among thee shall call the Blood Hunt.
Incapacitated______| 10 minutes, cant enter into challenges
Torpor ___________| unconscious
12
13
Healthy - When a character is Healthy, he is virtually or completely uninjured.
She suffers no penalty aside from possibly being cosmetically scuffed up a
bit.
Bruised - A Bruised character is more seriously roughed up, and his injuries
have started to impair his viability a bit. He is considered one Trait down on
all tied challenges.
Wounded - When a character is Wounded, he is seriously injured in one
or more locations. To reflect this injury, he must risk an additional Trait to
attempt a challenge, and his opponent wins all ties, regardless of who has
more Traits. lf the injured character has a power which normally allows him
to win all ties, ties are resolved through comparing Traits instead. Note: a
character may always attempt to overbid.
Incapacitated - When a character is Incapacitated, he is completely out of
play for at least 10 minutes. Once awake, the character is still effectively
immobile. Although he may whisper pained sentences. He may not enter into
challenges until he has healed at least one health level. He is at the mercy of
all characters, and he may do nothing more than heal himself. Kindred suffer
Final Death if they suffer aggravated wounds at this point
Torpor - Kindred who are injured beyond Incapacitated by lethal damage fall
into a deathlike sleep known as torpor .
Final Death - Kindred injured beyond Incapacitated by aggravated damage
do not enter Torpor, but are permanently destroyed instead.