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These systems cover tasks involving the three Mental Attributes (Perception, Intelligence and Wits), as well as tasks using the Virtues, Humanity and Willpower. Mental tests can provide you with information about things your character knows but you, the player, don't. Still, you should depend on your creativity when solving problems - not on die rolling.Awakening [Perception, Humanity]: Vampires are nocturnal creatures and find it difficult to awaken during the day. A vampire disturbed in his haven while the sun is in the sky may roll Perception (+ Auspex rating, if the vampire has it) versus difficulty 8 to notice the disturbance. Upon stirring, the vampire must make a Humanity roll (difficulty 8). Each success allows the vampire to act for one turn. Five successes mean the vampire is completely awake for the entire scene. Failure indicates the vampire slips back into slumber, but may make the Perception roll to reawaken if circumstances allow. A botch means the vampire falls into deep sleep and will not awaken until sundown.While active during the day, the vampire may have no more dice in any dice pool than his Humanity rating.Creation [variable]: Some vampires were artists, musicians, writers or other creative types in life; others spend centuries trying to rekindle the spark of passion that undeath has taken from them. Certainly, the society of the Damned has gazed upon many wondrous (and horrific) works of art never seen by human eyes.When trying to create something, a variety of rolls can be used, depending on just what it is the character wishes to create. Perception (to come up with a subject worthy of expression) + Expression or Crafts (to capture the feeling in an artistic medium) is a common roll. In all cases, the player must decide the general parameters of what she wants her character to create (a haiku about roses, a portrait of the prince, an epigram for the christening of a new Elysium site). The difficulty is variable, depending on the nature of the creation (it's easier to write a limerick than a villanelle). The number of successes governs the quality of the creation: With one success, the character creates a mediocre, uninspired but not terrible work, while with five successes the character creates a literary or artistic masterpiece. Some works (novels, large sculptures) might require extended success rolls. On a botch, the character creates the greatest work ever known to Kindred or kine (of course, everyone else who sees it immediately realizes what crap it actually is).At the Storyteller's discretion, a vampire who creates a particularly inspired masterwork might be eligible for a rise in Humanity, via experience points.Hacking [Intelligence/Wits + Computer]: Most business and political transactions involve the use of computers, which can give neonates a surprising advantage in the Jyhad. A would-be hacker's player rolls Intelligence or Wits + Computer versus a variable difficulty (6 for standard systems, up to 10 for military mainframes and the like). Successes indicate the number of dice (up to the normal dice pool) that can be rolled to interact with the system once it's been breached.Actively blocking a hacker is a resisted action; the adversary with the most successes wins. On a botch, the character may trip a flag or even reveal her identity to the system she's trying to breach.Investigation [Perception + Investigation]: Any search for clues, evidence or hidden contraband involves Investigation. The Storyteller may add to the difficulty of investigations involving obscure clues or particularly well-concealed objects. One success reveals basic details, while multiple successes provide detailed information and may even allow deductions based on physical evidence. On a botch, obvious clues are missed or even destroyed accidentally.Repair [Dexterity/Perception + Crafts]: Depending on the precise specialty, the Crafts Skill allows for repairs of everything from pottery to automobile engi