VTM 5th - Rules Summary

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Difficulty Modifiers Roll Results Dangers

Routine 1 Success Total Failure 0 Successes ● Sunlight: Bane Severity Aggravated per turn or 2 turns for obscured light
Straightforward 2 Successes Fail -X Successes ● Fire: Aggravated per exposure 1-3 and intensity +1-3
Moderate 3 Successes Win at Cost Win with Price ● Cold: Sta+Res vs 2+(hours) in extreme cold or stop moving, then Torpor
Challenging 4 Successes Bestial Failure Fail+Hunger 1 ● Decapitation: Called Shot at -2 and 10 damage with an edged weapon
Hard 5 Successes Critical Pair 10s = 4s ● Stake: Called Shot at -2 and 5 damage, Mental powers ok, Rouse Awake
Very Hard 6 Successes Messy Critical with Hunger 10 ● Torpor: length depends on Humanity, higher Potency blood can cut short
Near Impossible 7+ Successes Win X Success ● Final Death: caused by damage from Fire/Sunlight at full Aggravated

Special Traits Combat Traits


Willpower ● Initiative: Close combatants, Ranged, Engaging, Others
● Spending Willpower: spending Will inflicts 1 Superficial damage level ● Superficial Damage: Fists and Non-lethal weapons, take ½ rounded up
Reroll 1-3 normal dice, not usable during Willpower rolls ● Aggravated Damage: Sunlight, Fire, Supernatural attacks
Control 1 turn during Frenzy, Dominate, Presence, Mind Control, etc. ● Armor: each point converts 1 Aggravated damage taken to Superficial
Make a single minute movement while Staked Leather 2, Chainmail 3, Full Plate 4
Ignore Impairment penalties for 1 turn ● Melee Weapons: +1-5, Superficial or Aggravated damage
● Healing Willpower: damage heals using the following methods: Improvised +0, Fistload +1, Knife/Club +2, Sword/Axe +3, Claymore +4
Heal (Composure or Resolve) Superficial at the start of each session ● Ranged Weapons: +1-5 Superficial or Aggravated damage
Heal 1 Superficial per session after acting to further Desire Bow +2, Pistol +3, Musket +4
Heal 1 Superficial after portraying Messy Crit, Bestial Failure, etc.
Heal 1 Aggravated per session after furthering Ambition Actions Combat Effects
Heal 1 Aggravated after personal loss for Conviction or Touchstone ● Unarmed Strike roll Strength + Brawl
Humanity ● Light Weapon roll Dexterity + Melee for one-handed weapons
● Stains: 1-3 Stains for Tenet violation, mortal harm, or Touchstone dam ● Heavy Weapon roll Strength + Melee for two-handed weapons
Conviction can ease penalty, damaging Touchstones directly can increase ● Defend roll opposing Attack or Dexterity + Athletics to dodge
● Remorse: roll unmarked Humanity (or 1) after session to remove Stains ● Bite roll Brawl attack at -2, success deals 2 Aggravated
● Degeneration: full Stains Impair, no Tenet breaks, more Stains do Agg - Feed roll Strength + Brawl, 1 Agg for -1 Hunger on success
Characters can drop Humanity by 1 to remove Stains and Impairment ● Grapple roll Strength + Brawl to grab, roll vs enemy for move
- Break Free Escape grapple and act normally next turn
The Blood - Damage Damage per margin of success as normal
Hunger - Bite Bite for 2 Aggravated, as above
● Hunger Dice: Hunger dice substitute for normal dice on all Action rolls - Hold Hold opponent in place
● Hunger Roll: roll 1 die after Rousing Blood, Failure increases Hunger ● Range Weapon roll Comp/Res/Dex + Firearms, -2 at long range
● Compulsion: Bestial Failures cause Compulsion, -2 until resolved ● Range Defense roll Dexterity + Athletics, -2 to +2 based on Cover
Rouse the Blood ● Called Shot Declare target and subtract 2 successes from attack
● Activate Discipline: activate or use a Vampiric Discipline
● Awaken: awaken each night, Humanity vs 1-4 to wake during the day Moves Conflict Effects
● Blush of Life: appear human for 1 scene, breath, blink, warmth, sex, etc ● Advance Take Action toward goal, usually Extended Action
● Blood Surge: increase dice pool for 1 roll by Surge rating ● Maneuver Gain 1-3 dice, superior position, or ability to attack
● Mending: heal Superficial wounds according to Blood Potency ● Block Make opposing roll for enemy to overcome
● Blood Bond: feed 3 times from vein, Res+Int v. Drinks to resist ● All-Out Attack +1 damage, no defense, failure grants +1 to enemy
Feeding ● All-Out Defense +1 defense or total defense with available cover
● Kiss: pleasurable sip slakes 1 Hunger in 3 turns, 2 Hunger in scene ● Minor Action -1-3 dice from Action for noteworthy minor actions
● Drink: -1 Hunger & 1 Aggravated per turn, Str+Stam vs Agg to survive ● Multiple Attack declare first, then split dice between targets
● Drain: -5 Hunger, kills human, only way to reach 0 Hunger ● Multiple Defense subtract 1 die from defense rolls after each attack
● Animal/Bag: 1 Hunger for bag or medium animal, 2 for large animal ● Surprise Attack Dex+Stealth v Wit+Awareness for no Defense
● Vampires: -1 Hunger causes +1 Hunger, +2 BP is 2 to 1, -2 BP is 1 to 2
Frenzy Trauma and Healing
● Fury Frenzy: triggered by insults or injury, ends when provoker is dead ● Impaired: Full Superficial track subtracts –2 from appropriate dice pools
● Hunger Frenzy: triggered by blood or Hunger 5, ends at Hunger 1 Mortals unconscious, further damage is Aggravated (Critical Injury)
● Terror Frenzy: triggered by sunlight or fire, ends when threat is gone ● Dying: Full Aggravated means coma or Torpor (possible Critical Injury)
● Frenzy Roll: roll Willpower vs. 2-4 based on trigger severity ● Mortal Healing: heal (Stamina) Superficial each session
add bonus dice equal to Humanity / 3 (rounded down) to resist Frenzy Medicine: roll Int+Medicine vs. Agg to convert Medicine / 2 over night
● Effects: no Impairment, only Physical Disciplines, +3 Mental resistance Hospitalization: heals 1 Agg or Critical Injury per week, no roll needed
Blood Potency ● Vampiric Mending: dead flesh can only heal through blood
● Generation: affects min and max Blood Potency Superficial: Rouse Blood to heal wounds according to Blood Potency
Min for 14th-16th = 0, 10th-13th = 1, 8th-9th = 2, 6th-7th = 3, 5th = 4, 4th = 5 Aggravated: each night, make 3 Rouse checks to heal 1 wound
Max for 14th-16th = 0, 12th-13th = 3, 10th-11th = 4, 9th = 5, 8th = 6, etc. Critical Injury: healing an Aggravated wound also heals 1 Injury
● Blood Surge: add half Blood Potency (round up) dice to 1 roll
● Mending: half Blood Potency (round down) Superficial, minimum 1 Gaining Experience
● Discipline Bonus: add half Blood Potency (round down) to “Dice Pools” Default Award 2 points per session
● Discipline Rouse: re-roll Rouse checks up to half BP (round up) Group Mission, Clan Representation +1 point per session
● Bane Severity: severity penalty is half Blood Potency (round up) Spending Experience
● Feeding Penalty: BP effects source, min Hunger, and gain per human Skill Specialties, Advantages 1 per dot
Resonance Skills, Rituals, Formulae 3 per dot
● Humors: Choleric, Melancholy, Phlegmatic, Sanguine, or Animal Attributes 5 per dot
● Temperament: none, Fleeting, Intense (+1 bonus), Acute (Dyscrasia) In-Clan, Other, Caitiff Disciplines 5, 7, 6 per dot
Blood Potency / Humanity 10 per Increase

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