Вы находитесь на странице: 1из 62

1

V5 Rules Reference Material

“Portions of the materials are the copyrights & trademarks of White Wolf Entertainment AB, & are used with permission. All rights reserved. For more information please visit white-wolf.com.”
2

Table of contents
Clan Rules 4
Brujah 4
Gangrel 5
Malkavians 6
Nosferatu 8
Toreador 10
Tremere 11
Ventrue 12
The Caitiff 13
The Thin-Bloods 14

Character Creation Rules 16


Core Traits 16
Physical Attributes & Skills Error! Bookmark not defined.
Social Attributes & Skills Error! Bookmark not defined.
Mental Attributes & Skills Error! Bookmark not defined.
Beliefs 31
Ambition & Desire 31
Convictions 32
Touchstones 32
Predator Types 17
Advantages 21
Backgrounds Error! Bookmark not defined.
Merits & Flaws 25
Haven 28
Coterie Creation 33
Domain 33
Coterie Types 34

General Rules 38
Dice 38
Willpower 40
Humanity 41
Conflict 44
Healing 47
Experience 40

Vampire Rules 50
Compulsions 50
Awakening 50
3
Frenzy 55

Glossary 58
4

Clan

Brujah

Disciplines
Celerity (Speed)
Potence (Strength)
Presence (Charisma)

Bane
Rage. High risk of frenzy (Subtract dice equal to the Bane Severity)

Compulsion
Rebellion. Until they’ve gone against their orders or expectations, perceived or real, the vampire
receives a two dice penalty to all rolls. This Compulsion ends once they’ve managed to either make
someone change their minds (by force if necessary) or done the opposite of what was expected of
them.
5

Gangrel

Disciplines
Animalism (Animal-Control)
Fortitude (Toughness & Fearlessness)
Protean (Shape-Shifting)

Bane
Frenzy. Animal features remain for a night or more. Each feature reduces one Attribute by 1 point.

Compulsion
Feral Impulse. Three-dice penalty to all rolls involving Manipulation & Intelligence.
6

Malkavians

Disciplines
Auspex (Senses)
Dominate (Mind-Control)
Obfuscate (Invisibility)

Bane
Deranged, negative effect on dice pool relative to type of derangement.

Compulsion
Delusion. Two-dice penalty to rolls involving Dexterity, Manipulation, Composure, Wits as well as
on rolls to resist terror frenzy, for one scene.

20 Malkavian Derangements
1. Split personality, mirroring your base one
2. Someone is narrating your whole life, as if there’s a giant storyteller saying everything that
happens
3. Your perceive touch, smell, & taste as written words you read
7
4. You are convinced you are the star of some top secret sitcom, which is being broadcast to an
unknown audience.
5. You take on your idea of the personality of the last person you fed from.
6. You occasionally become convinced some people are replacements of the person you
previously met. With high auspex this may especially target traitors, SI agents, & similar,
subconsciously.
7. You perceive the whole world as being on fire 24/7. Only able to tell real fire by damage to
stuff around it. You are used to this until your derangement is a problem.
8. You see more colors & textures than actually exists, & have names for each.
9. You feel a need to count everything in a room. People, guns, chairs, etc.
10. You are not clan Malkavian. You think you are another clan.
11. You think you are convinced you did some major masquerade violation recently, & that
someone is going to show up anytime now to kill you for it.
12. You are convinced your hundreds of years older than you actually are, with detailed
memories
13. On all levels, except physical you are an animal
14. You think there is a ritual you must follow before you go out & feed, or be cursed by Caine.
15. You are convinced you are actually a human, who has some complex medical issue to explain
the vampire parts of your life.
16. You think that you’ve met everyone you see. No matter how improbable it is.
17. You have an extreme case of OCD, where everything must be in its place & symmetrical..
18. You see fake dead people, covered in wounds of how you think they could have died, & often
end up having in depth conversations with them.
19. You think Caine whispers the secrets of the vampire world & society into your head.
20. You think all of the memories from when you were human are fake & placed there by
something in the vampire curse.
8

Nosferatu

Disciplines
Animalism (Animal-Control)
Obfuscate (Invisibility)
Potence (Strength)

Bane
Revolting. Looks permanently 0, penalty to disguise dice pools.

Compulsion
Cryptophilia. Two dice penalty until a secret big enough to be considered useful.

20 Nosferatu Disfigurements
1. Look like Count Orlok
2. All the cartilage in your body has eroded & lips, eyelids & similar have rotten off
3. Your skin & muscles are translucent. You can see your organs & skeleton when brightly
backlit
4. Your arms & legs are ½ foot to 1 foot long. Your back has a strange curvature & your neck
seems unneededly thin & long
5. Your face is flattened & your body is covered in layers of ratty hair with the skin underneath
being red & twisted.
9
6. Your nose & mouth are unnaturally stretched, like a dog’s muzzle. & your feet & back paw
like.
7. Your forehead, jaw & shoulders are large & square, & your body bulky & wide
8. Your entire body looks like it has scar tissue tightly pulled over it.
9. You look like a decomposing corpse
10. Your entire body looks covered in 3rd degree burns
11. Your body is covered in boils, which constantly drips pus & leaks. Occasionally bleeding
which scratched, due to the constant itching.
12. Your veins show up as a network of prominent black lines along your skin
13. Your skin constantly appears half melted & lose on your body
14. Your body looks like it’s been ravaged by years of hard drug abuse
15. Your skin is missing in several sections, showing exposed muscle & even bone in those
places.
16. Your muscles move too much whenever you do anything & is much to stretchy. Smiles go to
your ears, a moving finger moves the skin all the way to your chest, a blinking squinches he
entire face.
17. Your skin seems to float as if leaking blood underneath. GIving you a bloated, purpligh
appearance.
18. Your teeth are like a shark, being rows of razor like ones, your skin pale white, & your eyes
are black.
19. You look like a hideous hag, with white eyes & iron teeth.
20. Your skin is black & leather, with your features having the general look of a bar like
humanoid to them.
10

Toreador

Disciplines
Auspex (Senses)
Celerity (Speed)
Presence (Charisma)

Bane
Compulsive attraction, or disgust of aesthetics.

Compulsion
Obsession. Any other actions receive a two-dice penalty. This Compulsion lasts until they can no
longer perceive the beloved object, or the scene ends.
11

Tremere

Disciplines
Auspex (Senses)
Blood-Sorcery (Magic)
Dominate (Mind-Control)

Bane
Cannot Blood-Bond other kindred

Compulsion
Perfectionism. Until a critical win is rolled on a Skill test (or the scene ends) two dice penalty to all
dice pools. Reduce the penalty to one die for a repeated action, & remove it entirely on a second
repeat.
12

Ventrue

Disciplines
Dominate (Mind-Control)
Fortitude (Toughness)
Presence (Charisma)

Bane
Must feed from a specific type of kine.

Compulsion
Arrogance. Any action not directly associated with leadership receives a two dice penalty. This
Compulsion lasts until an order has been obeyed, though the order must not be supernaturally
enforced, such as through Dominate.
13

The Caitiff

Disciplines
Any 3 may be chosen

Bane: None

The Caitiff Problems


-1 Flaw: Suspect. (Camerilla who know their Caitiff)

Unable to add Status During character creation.

Disciplines cost 6X experience points to improve.


14

The Thin-Bloods

Thin-Blood Disciplines
1 Thin-Blood Alchemy

1 After feeding gain One-dot in a Discipline associated with the blood Resonance consumed &,
one level one power in that discipline.
❖ If the Resonance is Intense or stronger, they may gain an additional dot with a second power.
❖ No additional powers can be gained in this way nor can the rating increase with experience.
❖ This Discipline lasts until Hunger reaches 5 or the next feeding.

Never frenzy

Always has Blush of Life (p. 218)


❖ Effect dependants on Humanity rating.

One level of Superficial damage per turn in direct sunlight. Less direct sunlight causes
damage with less frequency.

Bane: None

Compulsion: None
15
Thin-Blood Problems
1 Always have blood potence zero.

Cannot perform an embrace.


❖ A Rouse Check imbues a mortal with ghoul-like powers, for one night.

Sustain damage like mortals but recover like Vampires.


❖ Impalement with a stake does not paralyze them but, causes massive physical trauma, likely sending them into
torpor.
16

Character Creation
Page 135

Attributes & Skills


Attributes
● Take one Attribute at 4
● three Attributes at 3
● four Attributes at 2
● one Attribute at 1.

Skills

Quick Skill Distribution


■ Jack of all trades: One Skill at 3; eight Skills at 2; ten Skills at 1
■ balanced: Three Skills at 3; five Skills at 2; seven Skills at 1
■ specialist: One Skill at 4; three Skills at 3; three Skills at 2; three Skills; Take one more free
specialty

Add 1 Add free specialties to Academics, Craft, Performance, and Science Skills
Take one more speciality
17

Predator Types
Page 175

Alleycat
A combative assault-feeder, stalk, overpower, & drink from.
Add Specialty: Intimidation (Stickups) or Brawl (Grappling)

1 Celerity or Potence

-1 Humanity
18
3 Criminal Contacts

Alleycat Pools
● Strength + Brawl
● Wits + Streetwise

Bagger
You steal, buy, or procure cold blood rather than hunt, relying on the black market or your skills as
a burglar or ambulance chaser.
Add Specialty: Larceny (Lockpicking) or Streetwise (Black Market)

1 Blood Sorcery (Tremere only) or Obfuscate

3 Merit: Feeding. Iron Gullet

-2 Flaw: Enemy. Someone believes you owe them or there’s another reason you keep off the
streets.
❖ Ventrue may not pick this Predator type.
Beggar Pools
● Intelligence + Streetwise

Blood Leech
You drink from other vampires, either by hunting, coercion or by taking Blood as payment.
Add specialty: Brawl (Kindred) or Stealth (against Kindred)

1 Celerity or Protean

1 Humanity

1 Blood Potency

-2 Flaw: Dark Secret. Diablerist, or Shunned

-2 Flaw: Feeding. Prey Exclusion Mortal

Blood Leech Pools


● No set die rolls.

Cleaver
You feed covertly from a mortal family or friends with whom you still maintain ties.
Add a specialty: Persuasion (Gaslighting) or Subterfuge (Coverups)

1 Dominate or Animalism

-1 Flaw: Dark Secret. Cleaver


19
2 Advantage: Herd

Clever Pools
● Manipulation + Subterfuge

Consensualist
You never feed against your victim’s free will.
Add a specialty: Medicine (Phlebotomy) or Persuasion (Victims)

1 Auspex or Fortitude

1 Humanity

-1 Flaw: Dark Secret. Masquerade Breacher

-1 Flaw: Feeding. Prey Exclusion (nonconsenting)

Consensualist Pools
● Manipulation + Persuasion

Farmer
You only feed from animals.
Add a specialty: Animal Ken (Specific Animal) or Survival (Hunting)

1 Animalism or Protean

1 Humanity

-1 Flaw: Feeding. Vegan


❖ Ventrue may not pick this Predator type.
❖ You cannot pick this Predator type if your Blood Potency is 3 or higher.
Farmer Pools
● Composure + Animal Ken

Osiris
You are a celebrity among mortals or else you run a cult, a church, or something similar. You feed
from your fans or worshippers, who treat you as a deity.
Add a specialty: Occult (specific tradition) or Performance (specific entertainment field)

1 Blood Sorcery (Tremere only) or Presence

3 Split three dots between the Fame & Herd Backgrounds

2 Split two dots between the Enemies & Mythic Flaw

Osiris Pools
20
● Manipulation + Subterfuge
● Intimidation + Fame

S&man
You rely on your stealth or Disciplines to feed from sleeping victims.
Add a specialty: Medicine (Anesthetics) or Stealth (Break-in)

1 Auspex or Obfuscate

1 Resources

S&man Pools
● Dexterity + Stealth

Scene Queen
You rely on your familiarity with a certain subculture & a well crafted poise, feeding on an exclusive
subculture that believes you to be one of them.
Add specialty (scene specific): Etiquette, Leadership, or Streetwise

1 Advantage: Fame

1 Advantage: Contact

-1 Flaw: Influence. Disliked (outside your subculture) or the Flaw: Feeding - Prey Exclusion (a
different subculture from yours)

Scene Queen Pools


● Manipulation + Persuasion

Siren
You feed almost exclusively during or while feigning sex, & you rely on your Disciplines.
Add Specialty: Persuasion (Seduction) or Subterfuge (Seduction)

1 Fortitude or Presence

2 Merit: Looks. Beautiful

-1 Flaw: Enemy. A spurned lover or jealous partner

Siren Pools
● Charisma + Subterfuge
21

Advantages
Page 179
Spend 7 points on Advantages, and take 2 points of Flaws in addition to the ones gained from your
Predator type. Thin-blood characters must take between one and three Thin-Blood Merits and the
same number of Thin-Blood Flaws.
Add any new supporting cast from Advantages and Flaws to the Relationship Map.

Backgrounds
Allies
1 Weak mortal

2 Average mortal or a tight knit group of weak mortals

3 Gifted mortal or a dangerous group of Average mortals (a street gang, a celebrity entourage,
a blue-collar union local)

4 Deadly mortal, a Gifted mortal with magic or other supernatural powers, or a well-armed
group of Gifted mortals (a private security squad , a lawyer contingent, a Russian Mafia
bratva)

Allies Reliability
1 Allies appear half the time.

2 Allies appear within 1-10 hours.

3 Allies appear as soon as possible.

Contacts
1 One Contact who can do or get something cheap or common for you (1 Resources).

2 One Contact who can do or get something useful for you (2 Resources).

3 One Contact who can do or get something expensive or rare for you (4 Resources).

Fame
-2 Flaw: Infamy
You are a Cleaver or serial breacher of the Masquerade, have been Blood Hunted out of
another city, or have grievously offended this domain’s ruler.
❖ One-dot = 1 Difficulty at being recognized

-1 Flaw: Dark Secret


22
You owe a big debt to bad people or have made yourself generally odious. Alternately, your
spouse, lover, or close family member has Infamy 2.

1 A select subculture knows who you are & admires you.

2 You are a local celebrity, recognized by a plurality of the city.

3 Most people in the country know your name, at least.

4 Everybody who even vaguely cares about social trends or your field knows something about
you.

5 Your Fame reaches mass national or even global audiences. You are a major movie star,
stadium-filling rock act, or former president.

Influence
-2 Flaw: Despised. Subtract two dice from dice pools attempting to convince a neutral actor to
support you politically or do you a favor.

-1 Flaw: Disliked. Subtract one die from Social test dice pools involving any group in the city
❖ Except your Contacts & Allies or other explicitly loyal supporters.

1 Well-connected

2 Influential

3 Entrenched: Mortal power hesitate to oppose you.

4 Powerful: Without a good reason to do otherwise, functionaries & foot soldiers obey.

5 Dominant: Lesser figures try to figure out what you want & do it first.

Herd
-2 Flaw: Obvious Predator
You exude a predatory demeanor, & humans instinctively fear & mistrust you.
❖ Lose two dice from any dice pool for hunting except purely Physical expressions of stalking, chasing, & killing.
❖ Lose one die from any dice pool for any Social test intended to put humans at ease. You cannot maintain a
Herd.

1 Merit: 1-3 vessels with random Resonance & no Dyscrasias


❖ You can change one victim’s Resonance once a month with a successful Manipulation + Insight test
(Difficulty 4).

2 Merit: 4-7 vessels half of whom share one Resonance.

3 Merit: 7-15 vessels with two different Resonances


❖ Each week pick a Resonance when you feed on a Herd member.
23
4 Merit: 16-30 vessels
❖ Pick two Resonances every week.
❖ Herd maintenance, cover ups, & recruitment may have a role in your chronicle.

5 Merit: 31-60 vessels


❖ Pick three Resonances every week.
❖ Herd maintenance & recruitment may brush against the Masquerade.

LoreSheet
Your connection with the World of Darkness. (p. 382)

Mask
Your false identity, complete with documentation.
-2 Flaw: Known Blankbody
Your biometrics, name, history, known associates, & aliases appear in several intelligence
agency databases, flagged as a potential terrorist. Any inquisitor can read between the lines
& recognize you as a vampire.

-1 Flaw: Known Corpse


People know you died recently & react with shock & horror if you appear among them. This
Flaw also applies to any database lookups on your identity.

1 You have a good fake identity, including a credit card, bank account, credit history, birth
certificate, etc.all in your Mask’s name. You can pass a state or provincial-level background
check.

2 Your Mask can pass a background check with the national police: FBI, Scotland Yard, or the
equivalent. If you had a military or intelligence record in life, it has been classified.

1 Zeroed
Someone in high places has purged your real records. You officially don’t exist.

1 Cobbler
You can make or source Masks. Making a Mask takes three days per dot & possibly exposes
you online; sourcing Masks takes one day per dot, but costs something in return. How much
depends on your leverage, margin on the Social test, or whatever else the Storyteller decides.

Mawla

Adversary
1 Neonate

2 Ancilla
24
3 Elder

4 Primogen of Anarchy Revolutionary Council member

5 Prince or Baron
❖ Use either the Adversary’s Status or some specific other Trait when building dice pools with which to oppose the player
characters, not the dots in Adversary.

Resources
-1 Flaw: -1 Destitute. You have no money & no home.

1 You live paycheck to paycheck

2 Middle Class

3 Rich

4 Wealthy

5 Ultra Rich

Retainers
Followers, guards, & servants.
-1 Flaw: Stalkers
You have a tendency to attract people who become a tad too smitten with you for your own
good. A former retainer retains their memory of you & a desire to reconnect. They may be
hungry, love-maddened, desperate, opportunistic, or any combination or variation. Should
you get rid of them, another soon appears.

1 Underwhelming retainer: A child, criminal lowlife,or horror nerd follows you around & does
your bidding without a Blood Bond. Build them as a Weak mortal.

2 A ghoul, a family servant, a human lover, or a dominated thrall: give them a backstory. Build
them as an Average mortal or as a ghoul with no Advantages. For more on Ghouls. (see p.
234.)

3 A retainer competent enough to act independently & make lesser problems go away. They are
likely a ghoul with traits equivalent to Gifted mortals, on top of their supernatural abilities.

Status
You're standing in undead society.
-2 Flaw: Shunned.

-1 Flaw: Suspect.
25
❖ Two-dice penalty to all Social tests involving the offended faction.

1 Known: A properly introduced, welcomed neonate, seen as an up-and-comer.

2 Respected: You have responsibilities now, an average ancilla.

3 Influential: You hold authority over part of the group, an average elder.

4 Powerful: You hold office in the group, such as Sheriff, Harpy, or Scourge.

5 Luminary: You sit at the table of power in the group, a respected member of the Primogen

Merits & Flaws


Archaic
❖ Only Ancillae or older vampires may take either of these Flaws.

-2 Flaw: Archaic
❖ Technology rating is permanently 0.

-1 Flaw: Living in the Past


❖ Lose one die from Social test dice pools involving such archaic beliefs. Except with vampires your age & older.

Bonding
-2 Flaw: Bondslave
❖ You bond instantly

-1 Flaw: Bond Junkie


❖ Lose one die from your dice pools to act against a Blood Bond.

-1 Flaw: Long Bond


❖ Blood Bonds decrease by one for each three months without being reinforced.

1 Merit: Bond Resistance.


❖ Add one die to your dice pools to resist a Blood Bond per level (maximum three).

2 Merit: Short Bond


❖ Blood Bonds decrease at the full moon & new moon (twice a month) if not reinforced.

5 Merit: Unbondable

Feeding
-2 Flaw: Vegan
You feed only on animal blood.
❖ You must spend two points of Willpower to drink human blood.
❖ Ventrue may not take this Flaw.
26
-2 Flaw: Organovore
You can slake Hunger only by eating human flesh & organs.
❖ Only the heart provides Resonance, if any.

-1 Flaw: Methuselah’s Thirst


Your Hunger can only be fully slaked by the blood of supernatural creatures.
❖ Alchemists may be able to thicken the Blood of thin-bloods enough to sate you.
❖ Otherwise, it constantly remains at a minimum of 1. (Or higher, depending on Blood Potency).

-1 Flaw: Prey Exclusion


You refuse to hunt a certain class of prey.
❖ If you feed on such prey, you gain Stains as though you had violated a chronicle Tenet.
❖ Witnessing other Kindred feeding on the object of your exclusion without interfering might give a Stains
❖ Ventrue with this Flaw gain an additional restriction.

1 Merit: Bloodhound
Able to smell the Resonance of a human blood.
❖ You still need to be within olfactory range of the person.
❖ Resolve + Awareness test at Difficulty 3.

3 Merit: Iron Gullet


Can feed from cold blood, rancid blood, & fractionated plasma.
❖ No Resonances.
❖ Ventrue may not take this Merit.

Linguistics
-2 Flaw: Illiterate

Looks
-2 Flaw: Repulsive

-1 Flaw: Ugly

2 Merit: Beautiful

4 Merit: Stunning

Mythic
-2 Flaw: Stake Bait
You meet Final Death when staked through the heart.

-1 Flaw: Folkloric Bane


You take Aggravated damage from a folkloric bane:
❖ Ultraviolet light (damage as direct sunlight)
27
❖ Silver or silver-plated weapons (damage as weapon damage: simply touching a silver coin or silverware does
one point of Aggravated damage)
❖ Holy water (damage as fire)

-1 Flaw: Folkloric Block


Each folkloric block you take counts as a separate dot.
❖ Holy symbols presented by any believer (even without True Faith)
❖ Crossing visible running water (not recommended in certain cities, such as Amsterdam, Stockholm, or Venice)
❖ Crossing a threshold to a home uninvited by the owner
❖ White animal
❖ Garlic
❖ Wild roses
❖ Spilled seeds you haven’t counted

-1 Flaw: Stigmata
At Hunger 4 you bleed from open wounds on your hands, feet, & forehead.

2 Merit: Eat food


❖ Gives no nourishment. Food must be expelled before resting.

Substance Use
-2 Flaw: Hopeless Addiction
❖ Lose two dice from all pools when the last person you fed from was not on your drug, except pools for actions
that will immediately obtain your drug.

-1 Flaw: Addiction
❖ Lose one dice from all pools when the last person you fed from was not on your drug, except pools for actions
that will immediately obtain your drug.

1 Merit: High-Functioning Addict


❖ Add one die to any one category of pool (specify when you choose which substance you use) when the last
person you fed from was on your drug.

Thin-Blood Flaws
Baby Teeth Your fangs cannot draw blood.

Bestial Temper Must test for frenzy.

Branded by You have a Camarilla Contact.


Camarilla

Clan Curse You have a Clan Bane Severity 1. Brujah or Gangrel Bane if you have the
Bestial Temper Flaw. Tremere Bane if you have the Catenating Blood
Merit.

Dead Flesh Your flesh is in deay, with a greenish tint & faint stench of rot.
❖ One-die penalty to Social test (Mortals).
❖ You cannot take Lifelike.
28
Mortal Frailty Healing like a mortal (p. 126).
❖ You cannot take Vampiric Resilience if you take this Flaw.

Shunned by Anarchs You cannot have an Anarch Contact or Allies.

Vitae Dependency Slake one Hunger each week or you lose your ability to gain & use any
Disciplines (including Thin-Blood Alchemy).

Thin-Blood Merits
Anarch Comrades One-dot Anarch Mawla.

Camarilla Contact One-dot Camarilla Mawla (who treats you badly).

Catenating Blood You can create Blood Bonds & perform the Embrace.
❖ Any vampire you create this way will be a thin-blood.

Day Drinker Sunlight halves your Health (rounded up), but removes your vampiric
abilities. You suffer no sun damage.
❖ If your health drops below your currently damage levels as a result of this, you suffer
the effects of Impairment or torpor (depending on the type of damage) until you are
clear of sunlight.

Discipline Affinity You gain a dot in a Discipline.


❖ The experience point cost is the same as an out-of-clan Discipline.
❖ Drinking blood with matching Resonance does not reward you with any extra dots in
this Discipline, temporary or not.

Lifelike Basically Mortal

Thin-Blood Alchemist Gain One-dot & one formula (p. 282) in Thin-blood Alchemy.

Vampiric Resilience You suffer damage as a regular vampire.

Haven
Base Haven
-1 Flaw: No Haven

1 Small Haven

2 Good size, security, or privacy.

3 Very large, secure, or private.

Haven Merits & Flaws


29
-2 Flaw: Compromised.
❖ Invaders or spies can add two dice to their pool to penetrate or surveil your haven.

-1 Flaw: Creepy.
❖ Your dice pools on Social tests to seduce or otherwise put human guests at ease are at a two-dice penalty.

-1 Flaw: Haunted.
❖ The Storyteller defines any other effect of the haunting, imposing at least a one-die penalty

1 Merit: Hidden Armory


❖ Each dot in this Merit adds a st& of arms to your haven’s supply: one pistol & one long firearm, with
ammunition.

1 Merit: Cell
Your haven has a dedicated, locked place to store two prisoners, with a base Difficulty to
escape of 5.
❖ Each extra dot either allows you to store twice as many prisoners (up to a maximum of 32, only in very large
havens) or adds +1 to the escape Difficulty. This Merit is not available in small havens.

1 Merit: Watchmen
You have either private security or criminal thugs guarding your haven.
❖ Each dot of this Merit supplies four Average guards & one Gifted boss (see Mortal Templates, p. 185). If guards
would be conspicuous here, buy this Merit cautiously.

1 Merit: Laboratory
Your haven has an equipped laboratory with a dedicated industrial sink, gas jet, reinforced
floor, etc.
❖ Each dot of this Merit adds one to the dice pool for rolls related to one Science or Technology specialty or to
Alchemy dice pools for thin-bloods using the Fixation method (p. 284). This Merit is not available in small
havens.

1 Merit: Library
Your Haven has a dedicated library on the occult, Cainite legends, city history, vampire lore,
or the like.
❖ Each dot of this Merit adds one to the dice pool for research rolls for one Academics, Investigation, or Occult
specialty. Small havens limit this Merit to a maximum of One-dot.

1 Merit: Location
Your haven nestles in one of the most fashionable or otherwise exclusive areas of the city, in
a Rack, on a small island, or otherwise in a prime spot.
❖ Add two dice (or +2 to foes’ Difficulty) to bonuses on the relevant die rolls from either Chasse (p. 195) or from
your base Haven rating (pick one). If neither modifier precisely maps to what you have in mind, work out with
your Storyteller when you can expect a two-dice bonus to occur. For example, a Haven close to Elysium might
grant a two-dice bonus to Etiquette tests in Elysium & on tests to pick up on court gossip.

1 Merit: Luxury
High-definition flat screens, designer furniture, objects d’art, or other expensive details
give you a two-dice bonus to Social tests dealing with mortal guests in your haven.
❖ If you don’t have at least three dots of Resources -3, your décor was gained illegally.
30
1 Merit: Postern
Your Haven has a rear exit, secret tunnel,grating in the cellar leading into the sewers, or
other unobtrusive way out.
❖ For each dot of this Merit, add one die to your dice pools to evade or escape surveillance near your haven.

1 Merit: Security System


Your haven has a better-than-average security system.
❖ For each dot of this Merit, add one die to your dice pool to resist (or alert you to) unauthorized entry into your
haven.

1 Merit: Surgery
Your haven has one room equipped as afield surgery or better.
❖ Add two dice to relevant dice pools, generally Medicine, for tests performed in your haven.
❖ This Merit is not available in small havens.

1 Merit: Warding
Your haven possesses some kind of magical ward barring supernatural forces.
❖ You may not be able to deactivate it, but it allows you to pass.
❖ Each dot of this Merit adds one to the dice pool to resist supernatural scrying, as well as whatever other entry
the Storyteller allows it to prevent. The Storyteller may require you to possess Occult 3 or better, or Blood
Sorcery, to buy this Merit.
31

Beliefs

Ambition & Desire


Ambition
An Ambition is a long-term goal. An Ambition must be measurable in game terms.

If a character achieves their Ambition & the chronicle continues, the player should decide on a new
Ambition

If a character has actively worked toward their Ambition, they recover one point of Aggravated
Willpower damage.

Desire
32
Desires are more immediate: short-term wishes for revenge, satisfaction, or satisfaction through
revenge.

Convictions
Page 172
Begin with 3 Convictions

Incurring Stains in the service of your Convictions mitigates some of the Stains. (p 239)
Violating a Conviction may also, at the Storyteller’s discretion, incur one or more Stains as well.

Chronicle Tenets
Page 172
Tenets impose moral sanctions & degeneration on the characters when violated.

Touchstones
Begin with 3 Touchstones
Touchstones can change throughout the course of a characters story as they develop bonds to new
people, or beliefs.

Touchstone Damage
Page 139
● Something bad happens to the touchstone caused by the Kindred
● The Touchstone changes in a way the vampire doesn’t approve of.

Touchstone Destruction
● A Touchstone betray their convictions
● when they are killed violently
● Embraced
● something truly disastrous happens to them.

New Touchstone
● If Touchstone dies peacefully or just in the normal course of things, you may be able to
transfer your fixation to another human connected to them.
❖ Requires a Composure test.
33

Coterie Creation
Players start off with 1 free dot in Coterie
❖ In a small group the ST can give the players 2 free dots

Domain
Chasse
1 One city block, one suburban gated community.

2 Two to four blocks, one park & its entrances, one small site (tourist landmark, hospital,
mall)

3 Eight blocks on both sides of a major street, one medium site (airport, major employer,
casino, college)

4 One neighborhood or defined district, a square kilometer, everything along one highway or
major street, one major site (large university, amusement park)

5 Three neighborhoods, a large group of features (“all parks on the South Side,” “all
hospitals in Queens,” “all highways south of the river”)

Lien
This Trait describes how well integrated the coterie is into their domain.
1 Each dot in Lien adds one die to a coterie member’s pool on attempts to, e.g., interact
peacefully with a native mortal find something, someone, or somewhere specific within the
domain; find out the “word on the street,” or otherwise investigate something within the
domain.
❖ Lien never modifies coterie member hunting rolls.

Portillon
This Trait describes how secure the domain is against intrusion or disruption.
1 Each dot of Portillon subtracts one die from a foe’s pool when they attempt to, for example,
enter, investigate, or surveil the domain without the coterie’s Knowledge.
❖ Portillon does not apply to Havens, in or out of the Domain

Coteries Without Domains


-2 Slum neighborhood, Skid Row, public housing projects or banlieues, the Rack.

-3 Bohemian or hipster neighborhood, gentrifying or blighted working-class neighborhood

-4 Healthy working-class neighborhood, downtown business district, tourist district,


airport or casino
34
-5 Manufacturing, warehouse, or port district; urban parkland; middle class suburban
sprawl

-6 Wealthy neighborhood.

Coterie Types
Blood Cult
Controls a cult, & feeds from them.
1 Domain: Lien

2 Domain: Portillon

3 Herd

1 Flaw: Suspect
❖ Possible extras: Enemies -2, Haven (cult church or compound), Mask: Flaw -2 (on the Second Inquisition radar),
Retainers

Cerberus
Protects an important location.
1 Domain: Chasse

3 Domain: Portillon

2 Haven
❖ Possible extras: Adversary, Haunted flaw in Haven, Status (for legacies)

Champions
Fight for a good cause.
1 Domain: Chasse

3 Domain: Lien

1 Allies

-2 Enemies
❖ Possible extras: Adversary, Contacts

Commandos
Fight for a master.
1 Domain: Chasse
35
2 Domain: Portillon

3 Mawla (whoever tasks you for your missions)

1 Status

2 Enemies
❖ Possible extras: Adversary, Haven (base of operations), Mask

Day-Watch
Guard undead sleepers from mortals.
1 Domain: Chasse

2 Domain: Portillon

2 Influence

-3 Enemies
❖ Possible extras: Allies, Contacts, Haven, Mawla, a shared relic or ritual allowing activity by day

Fang Gang
Criminal crew, gang, or the like.
1 Domain: Chasse

1 Domain: Lien

1 Domain: Portillon

1 Contacts (fence or other criminal middleman)

-2 Enemies
❖ Possible extras: Haven (clubhouse), Herd (human members/victims of your gang), Influence (organized crime),
Retainers, Status (likely with Anarchs)

Hunting Party
Captures humans with particular blood resonances for others.
3 Domain: Chasse

1 Ally

1 Mawla (blood broker)


❖ Possible extras: Herd, Influence (organized crime)

Marechal
36
Serves & guards the lord of the city.
2 Domain: Chasse

2 Domain: Portillon

3 Status
❖ Possible extras: Adversaries, Influence, Mawla (Prince/Baron), Retainers

Nomads
Travels from place to place.
None Domain

3 Contacts (audience, promoters, travel brokers, etc.)

2 Retainers (at least one adult to handle daytime travel problems)

-1 Flaw: Status. Suspect


❖ Possible extras: Herd (fellow travelers)

Plumaires
Social coterie that flocks together
2 Domain: Chasse

2 Domain: Lien

3 Contacts: (fellow members of your subculture)


❖ Possible extras: Adversary or Enemy (rival fashionista), Status (for high society Plumaires)

Questari
Seek to accomplish a great enterprise, or objective.
1 Domain: Chasse

3 Domain: Lien

2 Contacts
❖ Possible extras: Haven with Library, Mawla, Resources (research budget)

Regency
Just running things until the elder returns.
2 Domain: Chasse

3 Domain: Portillon
37
2 Mawla (major-domo or zampolit)

4 Status (or 3 for Anarch Regencies)

Merit: Add up to 10 dots among Haven, Herd, Influence, Resources, or Retainers

Flaws: Select the same amount of dots worth of Flaws as Advantages

Sbirri
Disguised & covertly inserted by a rival lord.
2 Mawla (handler or messenger)

1 Mask
❖ Possible extras: Adversaries on target city’s Primogen, other Advantages from the coterie’s supposed cover type

Vehme
Enforces the Masquerade.
1 Domain: Chasse

3 Influence (especially in police & media)

3 Status
❖ Possible extras: Adversaries, Mawla (on Primogen or Anarch Councils)

Watchmen
Protects the city from supernatural intruders.
1 Domain: Chasse

2 Domain: Lien

1 Domain: Portillon

2 Status (Camarilla)
❖ Possible extras: Contacts, Retainers
38

General Rules

Dice
Regular Dice
1-5: Failure
6-9: Success
10: Success (counts as one success unless there is a pair)
10, 10: Critical Win (4 successes)
10, 10, 10 (two Regular 10 & one Hunger die 10) Critical Win

Hunger Dice
1: Failure, Bestial Failure
2-5: Failure
6-9: Success
10: Success, Messy Critical if part of a critical win
39
❖ If unable to come up with a good “messy” result for your roll, lose 1 Composure & move forward.
❖ Hunger dice can never be re-rolled using Willpower.
❖ Hunger Dice always replace regular dice in every pool. Except Checks, Willpower, or Humanity pools.

Messy Critical
The Following are results from a messy critical
● Gain one or more Stains (p. 239) for their monstrous action.
● Character breaches the Masquerade.
● Loses One-dot from an Advantage.
● If none of the above conditions fit (such as on stealth or awareness tests) the test fails as the
Beast clouds the senses or otherwise makes a quick solution unattainable.

Bestial Failure
The Following are results from a bestial failure
● Compulsion check.
● OR choose from the following:
○ One-dot in an Advantage.
○ The character suffers one or more points of Aggravated Health damage.
○ If no-one in the troupe can come up with a good idea, the Hunger increases by one.
■ If this result would take their Hunger above 5, the character immediately rolls
to resist hunger frenzy (p. 220) at Difficulty 4.
❖ Remember: if your roll succeeds anyway, you can’t get a bestial failure, no matter how many Hunger dice come up.

Win At a Cost
If your roll includes any successes, but fails ST may opt to “succeed at a cost.” You succeeded in
your attempt, but something happened to make things worse for you anyway.

Take Half
Count the number of dice in the opposed pool, divide in half, & that’s the number of successes.

Automatic Win
If Players dice pool is twice the tasks difficulty ST may opt for an Auto win.

Teamwork
Roll the largest of the two Players pools,n adding one additional die for each character assisting
that has one-dot in the Skill involved.

Willpower
Player may spend 1 point of Willpower to reroll up to three dice, (not Hunger dice) in any dice pool
❖ Except rerolling tracker pools or in a One-Roll Conflict.

Damage
Damage is only based on the number of successes.
Critical Success damage
40
Composure
A regular critical (00) on a Composure roll allows you to regain a point of Composure

Experience
Page 130
1 EXP per session + 1 Exp at the end of each story.
ST may decide the 2 EXP per session

Spending Experience
Trait Experience Points

Increase Attribute New level x 5

Increase Skill New level x 3

New Specialty 3

Clan Discipline New level x 5

Other Discipline New level x 7

Caitiff Discipline New level x 6

Blood Sorcery Ritual Ritual level x 3

Thin-Blood Formula Formula level x 3

Advantage 3 per dot

Blood Potency New level x 10

Willpower
Willpower = Composure + Resolve

Spending Willpower
Page 158
● Player may spend 1 point of Willpower to reroll up to three dice, (not Hunger dice) in any dice
pool Except rerolling tracker pools or in a One-Roll Conflict.
● To take control of your character for one turn during frenzy or when under the influence of
supernatural coercion, such as Dominate or Presence.
● To perform movements while impaled with a wooden stake through the heart.
● A pool of zero still gets to roll a single dice, as dice pools can never fall below 1.
❖ Spending a point of Willpower counts as sustaining a level of Superficial damage to Willpower
41

Humanity
Humanity starts at 7

Down Spiral of Humanity


Effect Humanity

● Blush of life is not neccesary, becuase you appear as a pale mortal in good 10
health.
● You heal Superficial damage as a mortal, in addition to vampire mending
● You can taste,eat and digest food as if human.
● You can stay awae during the day as if human, though you do not lose your
normal neede for sleep.
● The rate of sunlight damage you take is halved.

● Blush of life is not neccesary, becuase you appear ill not dead. 9
● You heal Superficial damage as a moral, in addition to vampire mending
● You can taste,eat and digest rare or raw mean, and may liquids.
● You can raise from day-sleep up to an hour before sunset if you wish and
likewise syat awake an hour after dawn.

● You can woll two dice for the Rouse check to use Blush of Life and take the 8
highest result.
● Blush of life allows you to have sexual intercourse and perhaps even enjoy it.
● You can raise from day-sleep up to an hour before sunset if you wish.

● You must make a Rouse check to use Blush of Life. 7


● You cannor have sexual intercourse perse, but you can fake it by winning a
Dexterity + Charisma test if you with (Difficulty equals your partner’s
Composure or Wits).
● Unless using Blush of Life, food and drink makes you vomit; make a
Composure + Stamina test (Difficulty 3) to be able to get outside or to a
bathroom first.

● You cannor have sexual intercourse perse, but you can fake it by winning a 6
Dexterity + Charisma test, made at a one-dice penalty to your pool (Difficulty
equals your partner’s Composure or Wits).
● Even when using Blush of Life, you need make a Composure + Stamina test
(Difficulty 3) to be able to keep food and drink down for an hour.

● You suffer a one-die penalty on rolls to interact with humans. This penalty 5
applies to most Social dice pools (including tests for interactinf with
Rouchstones), Espeially insiht and Persuade, bu not to terrifying Intimidation,
inhuman Subterfuge (Seduction)m otr to any test to hnt or kill a human, This
penalty also applies to creatin ary or other umanities; for example Kindred
prose markedly worsen and ecome more florid as they degenrate.
● Even with Blush f Life, you cannor have sexual intercourse perse, but you can
fake it by winning a Dexterity + Charisma test if you wish, made at a two-dice
penalty to your pool (Difficulty equals your partner’s Composure or Wits).
42
● You suffer a two-dice enatly to interact with humans. 4
● You can no longer keep food and drink down, even wth Blush of Life.

● You suffer four-dice penalty to rolls to interact with humans, as above. 3


● You can no longer perform or even fake sexual intercourse, even with Blush of
Life.

● You suffer a six-dice penalty to rolls to interact with humans, as above. (The 2
penalty becomes four-dice with Blush of Life.)

● You suffer an eight-dice penalty to rolls to interact with humans, as above. 1


(The penalty becomes five-dice with Blush of Life.)

● (see Losing the Last Drop, p. 241) 0


● A puppet of the blood you are a wight, under Storyteller control forever.

Humanity & Human Social Interaction


Humanity Social Check

5 -1 to die pools to deal with humans

4 -2 to die pools to deal with humans

3 -3 to die pools to deal with humans

2 -4 to die pools to deal with humans

1 -5 to die pools to deal with humans


❖ These penalties apply to most Social rolls, but not to terrifying Intimidation or inhuman Subterfuge (Seduction), or to
any roll to hunt or kill a human.

Humanity Increase
Increase Humanity by selflessly involving herself in human life & human concerns.

Stains
❖ Stains are like Superficial damage to Humanity see p. 239

Action Stains

Blood Bonding a mortal +1

Embraceing a mortal +2

Touchstone damaged +1

Touchstone damaged by your actions +2

Touchstone destroyed +2
43
Touchstone destroyed by yout actions +3

For example if a character acts in violation of a chronicle tenet, the storyteller weighs the severity
of the violation.
If to many stains build up without repentance or redress, a character’s Humanity might drop.
Any extra Stains left over after filling the empty dots on the Humanity tracker triggers degeneration
and causes Aggravated Willpower damage.

Remorse
A character with any stains marked on their Humanity track at the end of the session makes a
Remorse test.
Roll a number of die equal to the unmarked, unfilled dots on the Humanity tracker. The minimum
number of dice in a remorse roll is one.
If the Remorse roll results in at least one success, the character has suffered enough guild, shame,
or regret, to retain their current Humanity. They remove all Stains.
If the Remorse roll results in no successes, the Beast has won. The character must lose 1 point of
Humanity and then remote all Stains.

Degeneration
If a character accumulate more Stains than they have empty boxes on their Humanity Track, they
become Impaired (resulting in a two-dice penalty to all pools in this case) as they are overcome
with regret. Ina Addition, they take one point of Aggravated Willpower damage for each Stain that
could not fit in the open boxes.
The impaired condition remains until the end of the sessions , when Remorse is tested, as usual the
character can also choose to snap out of it by voluntarily losing a point of Humanity, wiping away
the Stains as they rationalize their actions and accept what they’ve become.
In this state the character is incapable of further intentional Tenet violations, and if focused to
commit one, they must test for terror frenzy at Difficulty 4.

Humanity & Frenzy


As your Humanity drops it becomes harder to resist Frenzy. See the section on Frenzy or p. 219 & p.
240.
44

Conflict

Page 123

Conflict Turns
Page 124
● The troupe declare intent.
● The Storyteller declares the intent of the non-player characters.
● The Storyteller tells the troupe which dice-pools to build.
● The troupe roll to attempt their intent.

Conflict Resolution
● Three Turns & Out - Page 130
● One Roll Conflict - Page 296

Conflict Pools
Page 124

Physical Conflict
45
Strength + Brawl Fist fight

Composure + Gun fight


Firearms

Must Split Dice pool Attacking Multiple foes

Social Conflict
Charisma + Persuasion Aggressive Debate

Manipulation + Etiquette Passive Debate

Must Split Dice pool Attacking Multiple foes

Defensive Pools
Page 125

Dodge Dexterity + Athletics


❖ Physical or Ranged ❖ Inflicts no damage on the opponent

+1 or 2 Defense Pool Cover (vs. Ranged Weapons)

-2 Defense Pool No cover (vs. Ranged Weapons)

Multiple enemies A Character loses one dice for each successive opponent that targets them

Weapons Ratings
Weapon Type Damage Value

Improvised +0

Light impact (brass knuckles) +1

Heavy impact (baton, club, tire iron, baseball) +2


Light piercing (crossbow bolt, switchblade)
Light gunshot (.22 Pistol)

Heavy melee (broadsword, fire axe) +3


Medium gunshot (.308, 9mm, Shotgun)

Huge melee (Claymore, steel beam) +4


Heavy gunshot (12 gauge, .357 Magnum)
❖ If an attacker with a wooden stake succeeds at a called shot to a vampire’s heart and inflict 5+ dmg, the stake pierces the
vampire’s heart and paralyzes them.

Armor Rating
Armor Type Armor Value
46
Reinforced clothing/ heavy leather 2

Ballistic cloth 2

Kevlar vest/ Flak jacket 4

Tactical SWAT/ Military armor 6


❖ One-die penalty to Dex rolls

Cover Rating
Cover Dice Modifier

No cover -2

Concealment only (buches, a small tree vs. rifle -1


calibre bullets)

Hard cover (a car engine block, the corner of a +/- 0


concrete)

Entrenchment (sandbags, military bunker) +1

Murder hole (IFV firing slit) +2

Damage
Physical Damage
Page 126

Health damage
● Damage = Margin + Weapon Rating
○ Margin = Winner’s successes - Loser’s successes
○ Weapon rating (P. 304)
● Superficial Damage
○ Humans: Fists, kicks, non-lethal weapons
○ Vampires: Standard Weapons
● Aggravated Damage
○ Humans: Broken bone, wounds, & life threatening injuries, Sharp piercing weapons
○ Vampires: Fire, Sunlight & claws & teeth of supernatural creatures.
● When a characters Health tracker is filled with superficial damage then that character
becomes Physically Impaired (p. 126)
● When the Health tracker is full of Aggravated damage then the character becomes dead
(Humans) or Falls into torpor (Vampires)

Aggravated Damage Check


47
Damage Injury
+ Roll

1-6 Stunned: Spend 1 point of Willpower or lose a turn.

7-8 Severe head trauma: Make physical rolls at -1; Mental rolls at -2

9-0 Broken limb or joint: Make rolls at -3 when using the affected limb, or
Blinded: Make vision-related rolls at -3

11 Massive wound: Make all rolls at -2, add +1 to all additional damage suffered

12 Crippled: Same effect as broken, but limb is lost or mangled beyond use

13 Death (mortal) or immediate torpor (vampire)

Social Damage
Page 126
● Social conflicts damage Willpower
● Damage = Margin + Audience
○ Margin = Winner’s successes - Loser’s successes
○ Audience (p. 305)
● Superficial damage
○ Embarrassment, Bruised Ego, etc.
● Aggravated Damage
○ Secret knowledge is revealed about the target, Attacks from a close friend or trusted
figure.
● When a characters Willpower tracker is filled with superficial damage then that character
becomes Socially Impaired (p. 126)
● When the Willpower tracker is full of Aggravated damage then the character loses face,
breaks down, suffer exile, lose Status or Merit, etc.

Healing
Healing Health
Inorder to heal a character must surge the blood
Superficial At the start of a session:
damage ● Humans can heal up to their Stamina rating
● Vampires can heal by Rousing the Blood (p. 218)

Aggravated Humans:
damage With Medicine Aggravated damage can convert to Superficial damage.
48
❖ Test Intelligence + Medicine. The Difficulty is the total Aggravated damage. +1 to Difficulty when
attempting to Heal self.
❖ Healing = ½ Medicine. Rounded Up.
❖ Healing happens through the night
❖ Aggravated damage recovery take 1 week per point of damage

Vampires:
Mend 1 level of Aggravated damage each night by Rousing the Blood

Healing Willpower
Page 158

Superficial ● At the beginning of a session:


damage ○ Heal up to the Composure or Resolve (use highest) rating.
❖ Except a session that ends on a cliffhanger
● By furthering their Desire a character may immediately recover 1 point of
Willpower.
● A character who plays out a messy critical (p. 207), a bestial failure (p. 207),
frenzy (p. 219), or a Compulsion (p. 208) in a sufficiently dramatic way can
recover one or more Superficial Willpower damage.

Aggravated ● When a character acts to significantly benefit a Touchstone. Heal 1 Willpower


damage ● When a character upholds a Conviction against their own best interest. Heal 1
Willpower
● When a character acts in accordance to their Ambition. Heal 1 Willpower.
● At the end of a session in which the character has actively worked toward
their Ambition.

Advanced Conflict Systems


Pages 295-305

Initiative
Page 300
The Storyteller can choose the initiative order, by way of storytelling. Or the following:
1) Established close combat fights
2) Ranged combat
3) Newly initiated close combat
4) Everything else
5) Break ties with Dex + Wits
a) If Dex + Wits is equal, decide by dots of the skill used
❖ Optional Initiative Composure + Awareness. Highest pools go first in descending order.
49
50

Vampire Rules

Blood & Hunger

Awakening From Sleep


Page 219
● Upon Awakening from day-sleep perform a Rouse Check.
❖ If failing this Rouse Check would raise Hunger above 5, a failure sends the vampire into torpor.
● Awakening during the day requires a Humanity roll at a Difficulty depending on the level of
crisis.
3 A fire or other life-threatening
situation

4 An urgent message or decision

5+ An inconvenience to deal with


51
● Once awakened from day-sleep, a vampire can only act for a single scene. At the end of that
period, to remain awake longer, they must make a Humanity roll at Difficulty 3; a win
permits an additional scene. A Critical Win lets them stay awake for as long as needed.
● If a Kindred acts during daylight hours, the maximum dice pool they can roll equals their
Humanity rating.

Slacking the Blood


Source Slack Time Note
Amount

Multiple small animals 1 1 scene Slacks no Hunger for vampires above Blood
(three to four) Potency 2

Medium Sized Animal 1 1 turn Animal Resonance; No Dyscrasia

Large Animal 2 1 scene

Blood Bag 1 1 turn Slacks no hunger for vampires above Blood


Potency 2
No Resonance or Dyscrasia

Sip from Human 1 3 turns Includes licking wound closed

Maximum non-harmful 2 1 scene


drink from human

Harmful drink from 1-4 1 turn per Aggravated damage = Hunger slacked
human hunger Human rolls Strength + Stamina against a
slacked Difficulty equal to Hunger Slacked to survive
blood loss

Human drained and killed 5 5 turns Only way to reach Hunger 0

Hunting

Hunting Grounds Difficulty

Slum neighborhood, Skid Row, Public housing projects or banlieues, the Rack. 2

Bohemian or hipster neighborhood, gentrifying or blighted working-class 3


neighborhood

Healthy working class neighborhood, downtown business district, tourist district, 4


airport or casino

Manufacturing warehouse, port district, Urban Parkland, Middle class suburban 5


sprawl
52
Wealthy Neighborhood 6

Blood Resonance

Humor Element Jungian Hormone Emotions Discipline


Function

Choleric Fire Feeling Adrenaline Angry, violent, Celerity,


bullying,passionate,envious Potence

Melanchol Earth Thinking Thyroid Sad, scared, intellectual, Fortitude,


y depressed, grounded Obfuscate

Phlegmatic Water Intuition Pituitary Lazy, apathetic, calm, Auspec,


controlling, sentimental Dominate

Sanguine Air Sensation Testosterone Horny, happy, addicted, Blood


& Estrogen active, flighty, enthusiastic Sorcery,
Presence

Animal - - - - Animalism,
Blood Protean

Random Temperament & Resonance


Random Temperament Random Resonance

1-5: Well-balances, negligible Resonance 1-3: Phlegmatic

6-8: Fleeting 4-6: Melancholy

9-0: Intense, potentially acute: roll again below 7-8:Choleric

1-8: Intense, 9-0: Acute 9-0: Sanguine

Blood Bonding
Action Stain

Bonding a mortal +1

Embracing a mortal +2

Touchstone damage +1

Touchstone damaged by your actions +2

Touchstone destroyed +2

Touchstone destroyed by your actions +3


53

Blood Potency
Blood Blood Mending/ Discipline Discipline Bane Feeding Penalty
Potency Surge Per Rouse Bonus Rouse Check Severity
Re-roll

0 None 1 Superficial None None 0 None


Dmg

1 +1 die 1 Superficial None Level 1 1 None


Dmg

2 +1 die 2 Superficial +1 die Level 1 1 Animals and bagged blood


Dmg slakes half

3 +2 2 Superficial +1 die Level 2 and 2 Animals and bagged blood


die Dmg below slakes 0

4 +2 3 Superficial +2 die Level 2 and 2 Animals and bagged blood


die Dmg below slakes 0

Slack 1 less Hunger per


Human

5 +3 die 3 Superficial +2 die Level 3 and 3 Animals and bagged blood


Dmg below slakes 0

Slack 1 less Hunger per


Human

Must drain & kill a human


to reduce Hunger below 2

6 +3 die 3 Superficial +3 die Level 3 and 3 Animals and bagged blood


Dmg below slakes 0

Compulsions
❖ Compulsions occur on a Messy Critical.
Random Compulsion Check
1-3 Hunger

4-5 Dominance

6-7 Harm
54
8-9 Paranoia

0 Clan Compulsion*
*Re-roll for Caitiff or Thin-Blood

Hunger Compulsion
in a social Instead of questioning the mortal witness, the vampire moves the situation toward
setting: a seduction.

in a violent The vampire discards their weapon, throwing themselves headfirst into a grapple,
setting: determined to feed.

in a solitary The vampire decides they need a break & just happens to end up at a sweaty
setting: nightclub.

Dominance Compulsion
in a social The vampire turns a civil conversation into a one-upmanship exercise, alienating
setting: the person whose trust they sought to gain.

in a violent The vampire pauses to toy with a mortal opponent, basking in their superiority,
setting: instead of focusing on the objective.

in a solitary The vampire becomes obsessed with accomplishing their objective in a novel way,
setting: proving their superiority to themselves & the world.

Harm Compulsion
in a social A smooth introduction goes sour as the vampire starts to harass & psychologically
setting: torture the subject.

in a violent Instead of leaving an incapacitated adversary, the vampire gleefully starts tearing
setting: into the unconscious opponent.

in a solitary Annoyed at a minor inconvenience, the vampire takes a baseball bat to their
setting: expensive computer rig.

Paranoia Compulsion
in a social The vampire treats everyone with suspicion, trying to get out of any & all
setting: engagements.

in a violent The vampire tries to end or escape the danger by any means, whether running or
setting: begging for their unlife.

in a The vampire sees threats where none exist, lashing out & fleeing, fixating on
solitary random occult symbols or weird coincidences.
55
setting:

Frenzy
Page 219

Resist frenzy
Humanity Resistance Torpor Length
Test

9 3 3 days

8 2 1 week

7 2 2 weeks

6 2 1 month

5 1 1 year

4 1 1 decade

3 1 5 decades

2 0 1 century

1 0 5 centuries

Riding the wave


A PC can choose intentionally succumbing to frenzy.
❖ If not Riding the Wave, a vampire in frenzy becomes the property of the Storyteller for the duration.

Effects of Frenzy
Page 220
While in frenzy, vampires remain immune to any Health-based penalties short of
mutilation. They can only use physical Disciplines (such as Celerity, Fortitude, & Potence), but they
resist mental disciplines (e.g., Dominate, Presence) with three extra dice added to their resistance
pools. (If the Discipline has no resistance pool, the user adds +2 to their Difficulty.)
The player can spend a Willpower point to assume control of their character for a single turn
while in frenzy, but may not use Willpower to re-roll dice.
The frenzied vampire cannot be provoked into frenzy by another stimulus, nor can they gain
Compulsions. They try to achieve their goal at any cost (see Types of Frenzy, below), & their frenzy
remains until they do so or until the scene ends.

Fury Frenzy
Page 220
56
Caused by insults, humiliation, or aggression fury frenzy stops at nothing to tear the cause of
the provocation to pieces, often together with anyone nearby: friend or foe. After destroying the
subject of their ire, the vampire can make a Willpower test at Difficulty 3 (or 5 if other enemies
remain standing). Success ends the frenzy, while failing drives them deeper into the rage; they keep
slaying anyone in the vicinity unless subdued.
Provocation Difficulty

Friend killed 2

Lover or Touchstone hurt 3

Lover or Touchstone killed 4

Physical provocation or harassment 2

Insulted by inferior 2

Public humiliation 2
❖ Sample Fury frenzy triggers

Hunger Frenzy
Page 220
Temptation causes hunger frenzy; the Beast always craves more blood. Every time a vampire
fails a Rouse Check while at Hunger 5, they must make a hunger frenzy test.
Depending on the chronicle, the Storyteller can enforce hunger frenzy tests more or less
strictly, but they should always remain a possibility. During a hunger frenzy, the vampire seeks
fresh human blood from the closest source. (If the closest source is their Touchstone, one hopes the
player still has some Willpower to spend to take control of the vampire & send them after a
different target.) The hunger frenzy ends when the vampire reaches Hunger 1 or below.
Provocation Difficulty

Sight of open wound or overpowering smell of blood while at Hunger 4 or higher 2

Taste of blood while at Hunger 4 or higher 3

Fail Rouse Check while at Hunger 5 4


❖ Sample Hunger frenzy triggers

Terror Frenzy
Page 220
Danger causes terror frenzy; the Beast must preserve itself against all threats. Also known as
Rötschreck, a terror frenzy manifests when a threat like sunlight or open flames confront the
vampire. Grave damage to the body of the vampire can also elicit this response. While in terror
frenzy, the vampire flees from the source of danger, without regard to anyone or anything in their
way. The terror frenzy ends when the vampire can no longer perceive any danger or when the scene
ends.
Provocation Difficulty
57
Bonfire 2

Inside a burning building 3

Being burned 2

Obscured sunlight (through window, etc.) 3

Fully exposed to direct sunlight 4


❖ Sample Terror frenzy triggers

Blush of Life

Blood Surge
58

Glossary

A
Anima Soul, the life-force contained within the blood.

Ancillae 10th to 11th Generation Kindred. Embraced 100 to 250 years ago.

Archons Upper echelon of the Camerilla. Execution branch. Elite killers,


warriors, scholars, & investigators.

B
Blankbody Kine term for Kindred

Brujah Pronounced Broo~Ha, it is Spanish for Witch.

C
Coterie A group of vampires.

Convictions Human values the undead attempt to uphold after death.

D
Diablerie To drink a vampires vitae, & consume their anima until they are
destroyed.

E
Elder 1st to 9th Generation Kindred. Embraced 250 to 2000 years ago.

Experience Character improvement points to spend on Traits. Abbreviated


EXP.

F
Fledgling 12th to 16th Generation Kindred. Embraced 0 to 15 years ago.

G
Golconda State of enlightenment where a vampire is no longer subject to
the Beast, or alternatively the Beast & human aspects of a
vampire are in balance.

H
Haven A safe place to sleep by day.

I
Inner Circle Top of the Camerilla hierarchy 7 members that represent each of
the Camerilla Clans.

J
Jyhad The vampiric war.

Justicar Upper echelon of the Camerilla responsible for enforcing


Camerilla Traditions & creating laws. 7 members to represent
each Camerilla Clan.
59

K
Kindred Vampire, or Vampires.

Kine Human, or Humans.

L
M
N
Neonate 12th to 13th Generation Kindred. Embraced 15 to 100 years ago.

Non-Player Character A character played by the Storyteller. Abbreviated as NPC

O
P
Player Character A character played by a player. Abbreviated as PC.

Princes Upper echelon of the Camerilla. Administrative Branch.

Q
R
S
Storyteller Player A character played by the Storyteller. Abbreviated as SPC.
Character

T
U
V
Vitae Blood, life force.

W
X
Y
60

Z
61

Resources
World of Darkness Booklist

World of Darkness Lore Youtube Video Playlist (1)

[V5] Relationship Mapping site (1)

[V5] Relationship Mapping site (2)

[V5] Discord Server

[V5] Resources RPGnet

Artwork
Art for Scene setting & Storytelling

VTM Artwork Database

Character Art for Inspiration


62

Donate
Paypal

Вам также может понравиться