Los Angeles: A
  House Divided

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[ Nature | Demeanor | Sect | Rank | Elder | Ancilla | Neonate | Sanguinis | Sire | Strength | Dexterity | Stamina | Charisma | Manipulation | Appearance | Perception | Intelligence | Wits | Acting | Alertness | Art | Athletics | Brawl | Composition | Dodge | Empathy | Instruction | Intimidation | Leadership | Performance | Singing | Streetwise | Subterfuge | | Animal Ken | Archery | Boating | Cooking | Crafts | Dance | Demolitions | Drive | Etiquette | Firearms | Forgery | Legerdemain | Masquerade | Melee | Music | Pilot | Repair | Security | Stealth | Survival | Academics | Bureaucracy | Computer | Cultures | Electronics | Finance | Investigation | Law | Linguistics | Mathematics | Medicine | Occult | Politics | Psychology | Science | Theology | Willpower | Vitae]
NATURE (String)
Your Nature describes your true personality. See '+Listinfo Natures'
  for those that are presently available.
DEMEANOR (String)
Your Demeanor describes your personality as others see you. See
  '+Listinfo Natures' for those that are presently available.
SECT (String)
A 'Sect' is an organized political community of vampires that
  extends beyond just one geographic region. In this game, the only such Sect 
  in direct play is the Camarilla. Some characters will know of a rival Sect 
  known as the Sabbat, which has its nearest power base around San Diego. 
  Though the 'Anarch Sect' is available in Chargen, please note that anarchs 
  are too unorganized to be a true Sect. See '+News Theme/Anarchs' for 
  information on anarchs.
RANK (String)
Your Rank represents the title by which those in the Camarilla might
  refer to you. This could be a term relative a title recognized by the 
  Camarilla (+news Government/titles), such as Prince, Primogen, or Sheriff. 
  This could be a term relative to your age or status in the Camarilla, such 
  as Elder, Ancilla, Neonate, or Childe. This could also be something else 
  appropriate to your character such as Anarch, Independent, Unknown, or 
  Autarkis. The default Rank in Chargen is 'Neonate' for Camarilla characters 
  and 'Anarch' for Anarch characters. Staff will have to set it manually to 
  anything else.
ELDER (Age Classification:Ancient)
The Elders of the New World were born before the modern age of
  Democracy. Their views are oft antiquated and traditional, even bigoted and 
  autocratic. They have learned supreme patience in enduring so many ages, 
  seen so much come to pass and fade, that their views may seem enigmatic and 
  their actions overcalculated.
But they are also often cold and remorseless, and know full well how to
  manipulate the common existence of vampires to their advantage. Having 
  survived centuries, and taboos even beyond the Traditions protecting them 
  from the restrictions of common vampires, Elders play a game of power with 
  all the rest as mere pawns.
See also +explain on: Neonate, Ancilla, and Coterie
ANCILLA (Age Classification:Transitional)
Vampires use the term 'Ancilla' (Ancillae plural) to describe a
  vampire who has outgrown the Neonate title, but does not yet merit that of 
  'Elder'. In the New World this places them typically between 100 and 200 
  years old.
Ancilla often can masquerade as either Elder or Neonate as it suits them,
  embracing the deep political power games, or the dark existence of the 
  exuberant youth. These tend to be the Lieutenants, the eyes, ears, and arms 
  of the Elders. It is a transitional time to be a vampire, where they are 
  tested externally and internally to see if they can endure the test of ages.
See also +explain on: Elder, Neonate, and Coterie
NEONATE (Age Classification:Young)
In the New World, the term 'Neonate' refers to a vampire typically
  under one century in age. The existence of a Neonate is as much a pawn to 
  the Elders as their own ghouls and controlled humans are to them. The 
  vampiric world has not embraced the democratic ideals of the last couple 
  centuries. If anything, the threat of the strengthening of human peoples 
  has made their own societies more oppressive and feudal.
Neonates may jockey for influence and favor from older vampires or form
  groups of their own, exploiting their more modern ideals and familiarity to 
  advantage over the ancients.
See also +explain on: Elder, Ancilla, and Coterie
SANGUINIS (Accessory)
This trait is a representation of the strength of a vampire's blood.
  Sires almost always have higher Sanguinis than their childer, and elders 
  almost always have higher Sanguinis than neonates. It is said that the 
  blood grows more powerful with age, but it is also true that the childe of 
  a great elder may possess remarkably strong blood.

This trait replaces "Generation" in White Wolf Mechanics. Sanguinis
  levels 1-6 are roughly equivalent to Generations 13-8, respectively.
SIRE (String)
Your sire is the vampire that made you in to a vampire. The process
  by which your sire makes you a vampire is known as the embrace.
STRENGTH (Attribute:Physical)
Your raw physical power; how much you can lift or carry, how hard
  you can hit.
DEXTERITY (Attribute:Physical)
Your physical speed, coordination, balance, and agility - how you
  move.
STAMINA (Attribute:Physical)
Your endurance, resiliance; your ability to withstand harm, and to
  keep going under duress.
CHARISMA (Attribute:Social)
Your ability to appeal to someone else emotionally, to make them
  like you, fear you, or respect you by force of personality.
MANIPULATION (Attribute:Social)
Your ability to manipulate others, to trick them, to scheme, plot
  and manipulate socially.
APPEARANCE (Attribute:Social)
The combination of your features, bearing, expressions, and
  intangible presence. This is more than just raw looks; it is the entire 
  package.
PERCEPTION (Attribute:Mental)
Your ability to notice things, and to understand that there is
  something significant about what you notice; this is partly intuitive, 
  partly based on physical senses.
INTELLIGENCE (Attribute:Mental)
Your mental ability, including reasoning, memory, complex
  problem-solving, and the ability to analyze and synthesize data.
WITS (Attribute:Mental)
Mental adaptability; your ability to think on your feet; make
  decisions fast, solve problems, react quickly to new situations and 
  circumstances.
ACTING (Ability:Talent)
The artistic talent of pretending to be others, of putting on a
  convincing performance as, or even becoming, someone else. Actors such as 
  Gary Oldman, Sean Penn, and Johnny Depp have high levels of acting. By 
  contrast, Jack Nicholson and Arnold Schwarzenegger have high levels of 
  Performance.
ALERTNESS (Ability:Talent)
The talent of noticing things when you're not actively looking (if
  you're actively looking, use Perception+<appropriate skill>).
ART (Ability:Talent)
The talent of producing visual art, either in sculpture, painting,
  photography or some other physical medium. Characters should typically 
  choose a particular art form in which to be skilled and put it in their 
  background. At higher levels, an artist is likely to be more widely skilled 
  (a world class sculptor is probably able to do some pretty impressive 
  sketches).
ATHLETICS (Ability:Talent)
General level of physical ability, including climbing, jumping,
  running, swimming, throwing etc. If you want one specialized sport, just 
  write that into your background. Without at least 1 level of athletics, you 
  might be able to float or doggy paddle, but swimming is more or less beyond 
  you.
BRAWL (Ability:Talent)
The talent of fighting without weapons. This includes punching,
  grappling, kicking, blocking, parrying, etc.
COMPOSITION (Ability:Talent)
The artistic talent of producing written art such as poetry,
  literature, haiku, speeches, screenplays, or song lyrics. Characters should 
  select a specialty and note it in their backgrounds.
DODGE (Ability:Talent)
The talent of avoiding being hurt in combat or minimizing the damage
  of blows that hit you; by dodging, diving for cover, rolling with the blow, 
  or generally moving out of harm's way.
EMPATHY (Ability:Talent)
The talent of being able to tell how another is feeling, being
  sensitive to their emotions. This is done by consciously or subconsciously 
  observing body-language, etc and is not a supernatural skill. This does not 
  cover being able to tell whether someone is lying (that's Subterfuge) but 
  it will make it easier to pick up on someone's general mood (anxious, calm, 
  shocked, etc.).
INSTRUCTION (Ability:Talent)
The talent of teaching another person skills that you know yourself.
  Those who can, do. Those who can't. well, instruction skill won't help them 
  teach something they don't know themselves.
INTIMIDATION (Ability:Talent)
The talent of knowing how to intimidate and frighten others, either
  directly or indirectly. Intimidation comes in physical, social, and even 
  mental flavors, and would be paired with an appropriate attribute depending 
  on the nature of the intimidation.
LEADERSHIP (Ability:Talent)
The talent of being able to get others to follow you, or to obey
  your commands. It includes both inspirational leadership and 
  dominance-based leadership.
PERFORMANCE (Ability:Talent)
The talent of expressing yourself and grabbing attention. Actors,
  dancers, and Presidents often have Performance. Performance is used to 
  determine how stirring or gripping a speech, dance, or conversation is. 
  Actors such as Jack Nicholson or Arnold Schwarzenegger have extremely high 
  levels of performance - who they are is naturally interesting. A character 
  with extremely high performance does not necessarily need to be skilled in 
  something to put on a good show.
SINGING (Ability:Talent)
The natural talent of having a beautiful voice, and knowing how to
  use it. This ability determines how it sounds; performance determines how 
  it comes across. (A good example is Carmen Diaz' karaoke in "My Best 
  Friend's Wedding: lotsa Performance, low Singing.)
STREETWISE (Ability:Talent)
The talent of being able to blend in on the streets, fit in with the
  crowd, gather information, find contacts, navigate gang territories, etc. 
  This is a social talent, and does not include such things as lock picking 
  or pick pocketing (which are the realms of Security and Legerdemain, 
  respectively).
SUBTERFUGE (Ability:Talent)
The talent of social deception, of concealing your motives from
  others, and deducing theirs. This talent includes lying convincingly, and 
  being able to perceive when others are lying to you (or at least not 
  telling the whole truth). This is distinct from acting in that you are in 
  no way pretending to be another person, although you may be hiding the type 
  of person that you truly are.
ANIMAL KEN (Ability:Skill)
The skill of understanding animals, knowing how to look after them,
  how they live in the wild, what they eat, etc.
ARCHERY (Ability:Skill)
The skill of using a longbow, compound bow, and their variants. Note
  that crossbows are used with firearms skill.
BOATING (Ability:Skill)
The skill of handling small yachts, power boats, canoes, kayaks etc.
  This skill covers sail and powered vessels, but not multi-ton cruise 
  ships.
COOKING (Ability:Skill)
The skill of preparing, cooking, and presenting food or drink. This
  necessarily includes a certain amount of knowledge of wines, spices, 
  etc.
CRAFTS (Ability:Skill)
The skill of producing physical objects from raw materials. Examples
  include basket-weaving, pottery, carpentry, metal-working, sewing, etc. 
  Characters are encouraged to take a specialty, particularly at higher 
  levels of this skill (3-5), and note it in their backgrounds.
DANCE (Ability:Skill)
The skill of dancing, whether ballet, modern, West African, tango,
  hip hop, or even break dancing. This is a technical skill; to put on a 
  truly moving performance, the dancer should have Performance as well. 
  Characters are encouraged to select a specialty, particularly at high 
  levels of this skill.
DEMOLITIONS (Ability:Skill)
The skill of working with, assembling, and priming explosives for
  the purpose of destroying vehicles, structures, and other things.
DRIVE (Ability:Skill)
The skill of handling cars and motorcycles, intuiting what other
  drivers may do, and understanding traffic patterns, etc..
ETIQUETTE (Ability:Skill)
The skill of knowing the correct way to behave socially in various
  social situations. This skill also includes the ability to make 
  non-offensive chit chat, though it doesn't necessarily turn you into 
  someone fun to talk to.
FIREARMS (Ability:Skill)
The skill of using small firearms; rifles, shotguns, pistols, SMG's,
  crossbows, etc.
FORGERY (Ability:Skill)
The skill of copying the works of others, whether art, signatures,
  or official documents. Some training in complementary abilities such as 
  Art, Composition, Bureaucracy, etc., is recommended depending on your 
  character's specialties. You do not need this skill to spot a forgery, only 
  to make one.
LEGERDEMAIN (Ability:Skill)
The skill of sleight of hand and physical distraction. This includes
  card shuffling; three card Monty, pick pocketing, rolling coins through 
  your fingers, etc.
MASQUERADE (Ability:Skill)
The skill that allows a vampire to act like a human; eat food,
  drink, have warm skin, etc. This is a very specialized skill that may only 
  be taken by vampires. See '+news FAQ/masquerade' for more details.
MELEE (Ability:Skill)
The skill of fighting with hand-held melee weapons; from knives, to
  clubs, to swords.
MUSIC (Ability:Skill)
The skill of playing musical instruments and/or composing music.
  Characters should choose the instrument(s) with which they are skilled. 
  Writing down musical compositions requires at least level 2, and writing 
  anything for an entire orchestra requires at least level 3.
PILOT (Ability:Skill)
The skill of piloting aircraft. Characters should select a class of
  aircraft from the following list for each level of skill they possess: 
  single engine propeller, multi-engine propeller, single engine jet, 
  multi-engine jet, or helicopter. Attempting to fly a type of aircraft for 
  which you do not have skill causes you to give away advantage.
REPAIR (Ability:Skill)
The skill of constructing or repairing complex mechanical and
  electrical (not electronic) devices. This includes automotive/engine 
  repair, wiring a building, plumbing, etc. It does not include any sort of 
  work on integrated circuits or complex electronic devices such as computers 
  or cell phones.
SECURITY (Ability:Skill)
The specialized skill of dealing with security systems, locks, and
  encryption. Security is used both to create security systems as well as 
  defeat them. See +news systems/security for more information. The use of 
  this skill may draw on the abilities of Electronics (home security), 
  Computer (encryption and hacking), or Repair (deadbolts). If your skill in 
  the relevant area is higher than your skill in Security, you may take 
  advantage on relevant security contests.
STEALTH (Ability:Skill)
The skill of hiding and moving without being seen.
SURVIVAL (Ability:Skill)
The skills needed to survive in the wilderness.
ACADEMICS (Ability:Knowledge)
The knowledge of the humanities, including literature, philosophy,
  and history.
BUREAUCRACY (Ability:Knowledge)
The knowledge of how to work your way through power structures, of
  figuring out who to talk to, and understanding policy.
COMPUTER (Ability:Knowledge)
The knowledge of how to operate, and program computers. This
  knowledge provides only limited hardware knowledge (i.e. how to replace 
  consumer electronic parts such as video cards, connect networks, etc.). 
  More extensive and/or detailed hardware knowledge is the realm of 
  Electronics.
CULTURES (Ability:Knowledge)
The knowledge of other cultures, their society, art, music, etc. In
  effect, this skill is part anthropology, part diplomacy. Your background 
  will determine which cultures you know of. This knowledge also implies a 
  certain sensitivity to those cultures, and an ability to work with 
  them.
ELECTRONICS (Ability:Knowledge)
The knowledge of building, repairing, or altering complex electronic
  devices, including computers, security systems, and cell phones.
FINANCE (Ability:Knowledge)
The knowledge of the value of things, how to trade on the stock
  markets, manage the financial side of a business, etc. This also includes 
  knowledge of economics.
INVESTIGATION (Ability:Knowledge)
The knowledge of how to look for clues, what to look for at a crime
  scene, basic forensic procedures, etc. This skill also includes information 
  gathering through interviewing (i.e. knowing who to talk to), as well as 
  research skills that are not covered by another ability.
LAW (Ability:Knowledge)
The knowledge of the law, legal procedures etc.
LINGUISTICS (Ability:Knowledge)
The knowledge of how languages are put together, theoretical study
  of languages. At character generation, this knowledge will also give you 
  language points you can use to learn languages. Please note that you /can/ 
  learn languages /without/ knowing about linguistics.
MATHEMATICS (Ability:Knowledge)
Knowledge of the higher areas of mathematics, including geometry,
  trigonometry, and calculus. This ability also covers the measuring and 
  planning aspects of engineering and architecture (for making drafts and 
  actual design, take Art). Note that accounting is covered by the Finance 
  ability, and basic arithmetic skills are simply a function of your 
  background.
MEDICINE (Ability:Knowledge)
The knowledge of the human body, how it works, and how to treat its
  injuries and ailments. This skill includes first aid knowledge.
OCCULT (Ability:Knowledge)
The knowledge of the occult, the paranormal - all the darker
  mystical side of human existence. Much of the information covered by this 
  skill will be patently false, but this knowledge may also reflect a general 
  understanding of how mystical forces work.
POLITICS (Ability:Knowledge)
The knowledge of politics, the political climate of the land, and
  which strings to pull to get political power. This is very different from 
  bureaucracy, which functions inside static policy-run power 
  structures.
PSYCHOLOGY (Ability:Knowledge)
The knowledge of the human mind, how it is believed to operate, how
  people think, perhaps even predicting someone's actions.
SCIENCE (Ability:Knowledge)
The knowledge of the sciences, including Astronomy, Physics,
  Chemistry, Biology, and Geology. Characters should select a specialty and 
  note it in their backgrounds. Characters with levels 4 and 5 Science should 
  select a subspecialty (nuclear physics, toxicology, metallurgy, etc.).
THEOLOGY (Ability:Knowledge)
The knowledge of human religion and beliefs -- the religious side of
  the mystical.
WILLPOWER (Accessory)
This stat reflects your mental strength, self-control, and
  determination. It ranges from 1 to 10, where human average is 1. Very few 
  humans will have Willpower in excess of 3.
VITAE (Accessory)
This stat shows the capacity and amount of vampiric blood in your
  system.

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