Turn up. Also, as stated, new rules are being introduced all the time. If these changes have affected your item choices, please feel free to tell me and I will allow you to change them before the prologue ends.
Armour/Mobility: Increased Armour generally results in decreased Mobility. Mobility by itself is not a stat or attribute, merely that it acts as a modifier to certain actions. Stealthy actions, dodging and running [when used as an opposed roll] are all negatively modified by Armour. These modifiers only affect characters in increments of 5. I.e, an Armour rating of 5 will result in a -1 malus, 10 will result in a -2, 15 will result in -3 and so on.
Vampiric Agility: Vampires are naturally quicker than mortals. As such, whereas mortals are limited to 1 action per combat Round, Vampires start off with 2 actions per Round.
Cover: While not as useful in a pre-gunpowder era, cover is useful in protecting against projectiles. A character can be in Full or Partial Cover. In Full Cover, projectiles cannot damage the character unless they penetrate whatever is providing Cover. Partial Cover results in a -2 damage modifier.
Enthrallment: All player vampires are capable of forcing mortals into their servitude. The mortal must simply consume 3 Blood Points from the Vampire. This will only be successful if the mortal does not resist the enthrallment process that follows, which changes their organic chemistry. As such, mortals who accidentally drink vampire blood will not be enthralled.
Vampiric Weakness (Sun): Vittar Vampires will die if exposed to the sun. While able to survive the rise and setting of the sun with major injuries, vampires will automatically crumble to dust should they be exposed for too long.