Vampire: The Masquerade 5th Edition
Vampire: The Masquerade 5th Edition
BASIC RULES
Basic dice moves: Add two Traits (Remember Specialties,
Background and others) and role with difficulty 6.Page 119
Success with Cost: The player achieves some success, but not enough.
So there is a bargain for complete success. Page 121
Group Work: Receive 1 die for each person who is helping you.
have at least 1 point of the skill in question. Page 122
Critics: In a test that has two or more '10's, you had a critical hit and obtain
two extra successes! Page 207
Disastrous Crits — When you get a crit and at least one '10'
come from a given hunger. Receive the successes. Act beastly. Like
suggestion can:
Gain 1 or more Stains
Break the Mask
Lose 1 point of Advantage (I need to do something to make amends)
Create complications and distrust
Bestial Failure — When it fails and at least one hunger die shows '1'.
Behaves in a beastly way. As a suggestion, you can:
Acting according to Compulsion
Basic Conflict
1—Without initiative: Each one acts according to fiction. Everyone has an action.
Defending oneself is a reaction. Page 125
Maneuvers: According to the fiction, grant 1-3 dice or remove the right of reaction.
of the target. Page 297
Close Combat and Coverage: The Master can grant -2 to try to escape.
from a point-blank shot or grant up to two more for coverage.
Ballistic Armor +2
Collect +4
Tactical Clothing +6
3 — Dano:The excess value of successes plus the value of weapon damage or
plate. Mark until filled Vitality or Willpower. With the box full,
Any additional damage turns Superficial into Aggravated. Page 126
Improvised weapons +0,
Soqueiras +1
Tacos, arrow, light gun +2,
Sword, Heavy pistol +3,
Heavy Sword, Heavy Weapon +4
Aggravated Damage — Mark with “/”, if you fill in the physical marker it is in
Torpor. Mental obligation to withdraw and take drastic measures or
others. Weaknesses due to aggravated damage: Page 303
Physical: Fire, Sun, Teeth and Claws. Only 1 per night, when you wake up in
next night and 3 Rouse Check.
Mental: Attacks on secrets, loves, and others. Acting according to Ambition and
Recover 1. Even if it cures, the effects remain in play.
Hunger: The value ranges from 1 to 5. Use it to indicate the color of the rolled dice. Never
they enter Rouse Checks, Willpower or Humanity. They can never be
rerolled with Willpower. As indicated above, results 1 or 10
can influence the action.Page 205
Incite the Blood — Roll 1 die, failure increases Hunger. Use for:
Acordar. Aumentar atributo. Rubor de Saúde. Recuperar Dano. Ativar
Disciplines. High Blood Potency allows rolling two dice and keeping the best one.
better. With Hunger 5 you can no longer intentionally incite blood. Factors
externals that require it to incite will demand a Frenzy D4 test. When using
to increase the attribute, you will not receive 'automatic victory' or 'take
half.”Page 211
Waking Up — It requires a Rouse Check. During the day, a Humanity test D3 is needed.
if there is a threat to life, D4 a message or commitment, D5 another
minor inconvenience. Just one scene, more time requires new D3 test, with
the critic will take the necessary time. Data downtime limited to half of the
Humanity.Page. 2019
Riding the wave: Don't test, let it come and have light control.
Frenetic: Ignores Vitality penalties, except for mutilation. Does not use FV
to reroll. Does not gain compulsions and does not make Frenzy tests.
Sunlight: Suffers aggravated damage equal to the Base Severity of its Power of
Blood.
Extreme Cold: Vigor + Perseverance with D2 for every hour exposed. Increase the
difficulty every 1 hour. With failure, it stops moving and will enter into stupor.
Decapitation: Targeted attack with -2 dice using a melee weapon and causing 10 or
more damage to vitality (after halving in the case of damage
superficial
Stab: Attack looked at with -2 dice with a melee weapon and causing 5 or more
damage to vitality (after halving in the case of superficial damage).
Stake is a damage weapon +0.
1. Ward off vampires with a symbol of faith. Perseverance + True Faith x Strength
of Will
2. Resist mental domination with FV. One turn for each point of Faith.
True.
5. Wielding a symbol of faith, the mortal can compel the vampire to make a test.
of Remorse.
Resonance
Blood Bond: Each sip increases by one the strength, going from 1 to 6. With three
you are already trapped. Decrease by 1 for each month without drinking. Acting against asks
test of Perseverance + Intelligence with Difficulty being the Strength of the bond.Page.
234
Ghoul: He must drink the blood and the vampire makes a Rouse Check. The ghoul
gains for approximately one month: 1 point from the highest subject of your
Sir. He rejuvenates, as if he were gaining a few years. He heals twice as much.
fast, except fire damage. Page 234
Remorse: At the end of the session, anyone with marked Stains rolls a quantity.
of data equal to the number of blank humanity boxes. The minimum is 1
Okay. Achieving success, the vampire regrets and there is remorse, erase the
Stains. If unsuccessful, the Beast wins, erase Stains and lose 1 of
humanity.
Damage to the Touchstones: If the vampire acts against their Touchstones, they
may receive from +1 to +3 Stains. Page 240
EFFECTS OF HUMANITY
Humanity 10
The Shine of Life is not necessary, for you look like a pale mortal.
in good health.
You heal superficial damage like a mortal, in addition to vampiric recovery.
You can taste, eat, and digest food as if you were human.
You can stay awake during the day as if you were human, although you
Don't lose your normal need for sleep.
The sunlight damage index you take is reduced by half.
Humanity 9
The Shine of Life is not necessary because you look sick, but not dead.
You heal superficial damage like a mortal, in addition to the vampiric recovery.
You can taste, eat, and digest undercooked or raw meat, and many
liquids.
Can you get up from daytime sleep up to an hour before sunset if
you wish and equally stay awake one hour after dawn.
Humanity 8
You can roll two dice for the Incite Check to use the Shine of
Life is to get the best result.
Life's Shine allows you to have sexual relations and perhaps even enjoy it.
Life Shine allows you to taste and enjoy wine.
You can get up from daytime sleep up to one hour before sunset, if
you wish.
Humanity 7
You must make an Incite Check to use Life Spark.
You cannot have sexual relations as such, but you can pretend to.
upon passing a Dexterity + Charisma test if you wish (Difficulty equal to
Self-control or Partner's Reasoning.
Unless you are using Life Brightness, food and drink make you vomit;
take a Self-Control + Vigor test (Difficulty 3) to be able to go
first out or to a bathroom.
Humanity 6
You cannot have sexual intercourse as such, but you can pretend it.
upon passing a Dexterity + Charisma test if you wish, made with a
penalty of a die to its stop (Difficulty equal to Self-control or
Reasoning of the partner.
Even when using Life Brightness, you need to take a test.
Self-control + vigor (Difficulty 3) to be able to maintain the food and the
drink inside for an hour.
Humanity5
You suffer a penalty of one die on rolls to interact with
humans. This penalty applies to most Social data stops
(including tests to interact with Marcos), especially the Introspection and
Persuasion, but not for terrifying intimidation, the inhuman Eloquence
(Seduction), or for any test to hunt or kill a human. This
the penalty also applies to creating art or other humanities;
for example, the prose of the Members noticeably worsens and becomes more embellished
while they degenerate.
stains
Humanity only changes in response to actions of greater significance.
historical: Embrace a new creation, cause harm to a Landmark, and so on.
The most common corruptions and distortions of the humanity of the character
can cause stains to your trail of Humanity. If too many stains
accumulate without remorse or repair, Humanity of
the character can fall.
If the Principle was violated in the service of a Conviction, reduce the Stains
you win in one or more.
REGRET
A character with any Spots marked on its trail of
Humanity at the end of the session takes a Remorse test. Roll an amount
data equal to the unmarked ones, unfilled points in the follow-up
Humanity; for example, a character with Humanity 6 and 2 Stains
You roll two dice. The minimum number of dice in a roll of
Remorse is one; even if the entire track is full, the player can roll.
a die.
The Debilitated condition remains until the end of the session, when the Remorse is
tested, as usual. The character can also choose to leave this at
to voluntarily lose a point of Humanity by cleansing the Stains
while he rationalizes his actions and accepts what he has become.
The Power of Blood succumbs to the following effects at each level. For a
complete rupture of the effects of Blood Power, see the table on page 216.
The points below each level here describe only the effects of this
change along with the Blood Power of your character.
You are a weak blood, despised and rejected by the true vampires.
- You take damage like mortals. When you are Recovering Damage (p.
218), you can remove one point of Superficial damage per Check of
Incite. Your Severity of Perdition is 0 since you do not have a clan, and
This also does not have a clan perdition.
- You cannot create Blood Bonds (p. 233), perform the Embrace with
all certainty, or create carrion pits (p. 234).
Only supernatural means can lead you to frenzy (p. 219).
You take only one point of Superficial damage per turn in sunlight.
direct.
Blood Power 3
For the more conservative elder vampires, their Blood thickened the
enough to earn him no mere lick, but a true Cainite,
worthy of consideration and attention. However, even when your Blood
he grants great gifts, he nurtures the weakness of his clan.
Add two attribute data to your data stop when you are
causing a Blood Explosion.
- Roll two dice and take the highest when making a Check of
Incite for powers of level 2 or lower disciplines.
The animal blood or packaged no longer satisfies your Hunger.
Blood Power 4
So close, and yet so far, you occupy a position that is nothing enviable,
both exercising control over the minors and remaining a
Frighten the adults. You need human blood more than ever.
to satisfy your Hunger, and you feel your Humanity slipping away through
your fingers stained red.
When recovering damage, you can remove three points of damage.
Superficial by Inciting Check.
Add two dice to your data stops when using or
resisting the powers of disciplines.
When you feed on humans, satisfy 1 less Hunger for each human.
Blood Power 5
At the peak of old age, you remain just one tempting step away from what many
they would consider as divinity.
Add three attribute data to your data stop when you are
causing a Blood Explosion.
Roll two dice and take the highest when rolling a Check.
Incite for level 3 and lower discipline powers.
Only by draining and killing a mortal can you drive your Hunger down.
of 2.
You have a Loss Severity of 3.
While the Calling strips the world of its elders, these levels of
Blood Powers are becoming increasingly rare. The remaining ones are tense and
inmates surround themselves with myths and legends, just as they do with guardians.
powerful. With blood more potent than human, these vampires
they become entirely alien, both in mind and body. The
vampires
at this level they are not intended as player characters, and they are
included in the Blood Power table only for the purposes of
Narrator.
Awakening the Blood
Go to the 'blood point' between the 'rouse check'
Any hunger gained is added after the desired effect resolves, therefore
It is perfectly normal to conduct the Incitement Check at the same time or even
after any other data test involved, while the data of Incite
it will be clearly distinguishable and will not be confused with part of the stop.
Satisfy Hunger
Drinking blood reduces a vampire's Hunger level by a fixed amount.
Just draining a human's blood, thus killing him, can reduce the
Hunger for 0.
Young vampires can reduce Hunger to 1 without killing a victim.
human. As the Blood Power of a vampire increases, so does the
it happens with your level of resistance to Hunger. Above Blood Power 7,
for example, vampires cannot reduce their Hunger below 3 without
to kill a human victim.
Beliefs, Desires, and Ambitions
What were the moral and ethical values of his character? He was a believer,
a communist, a vegan? Who was the most important person in your life?
These things are the Convictions and Milestones of Humanity of a character.
your moral integrity and protection with the alien Beast inside each
vampire.
Convictions
Convictions are a person's core values: a set of
moral principles that strengthen your actions against the degeneration of the Beast.
Create one to three core beliefs for your character in life.
Convictions usually begin with 'never' or 'always'; these are beliefs.
strong about something that may arise in the game. Killing, love, loyalty, ideas
centers, political principles, and religious codes: these make a good
raw material of Conviction. The Narrator must always approve of your
Convictions; in some groups, all players must agree with the
your convictions.
Think about where and how these Convictions become important to you.
Does your family instill them? Did you adopt them at Sorbonne or from a loved one?
Perhaps your biggest event since the Skills selection phase produced
one of them.
Touchstones
Now think about those around you and about whom of them you love the most. If
becoming a monster drove them away, who would you risk everything to see
Again? Whose memory prevents you from tearing out a throat
defenseless?
These people are your Touchstones. Choose as many mortals as you
having convictions. These people literally define the best in
humanity for you serves as examples of these Convictions. They can
to be your wife and your son, your best friend and your former sergeant, or your
a waiter and a beautiful girl that you watched from a distance, but never did
approached. See the Touchstones section on page 173 for more possibilities.
Ambition
What was your greatest aspiration while being human? This goal can change.
after you enter the night, but at the moment of death, what was the purpose of
your life? This question usually just informs your prelude, as long as
death and the Embrace tend to change your priorities. That said, many
century-old bloodsuckers still strive to complete their
Deadly ambition, sometimes in a distorted and corrupted way.
Ambition and Desire
Ambition and Desire are related, but not identical. Think about
Ambition as a long-term goal: an aspiration (if you still
breathe), a dream of life (if you still dreamed, or had life). For
in contrast, the Desires are more immediate: short-term desires for revenge,
satisfaction or satisfaction through revenge.
Ambition
An ambition must be measured in terms of game ('My Ambition is to reach the
Humanity 10") or a concrete achievement in the world of chronicle ("My
Ambition is to free Chicago from the Camarilla. An ambition is not something vague.
like 'ending racism' or 'achieving world peace', but instead it is
focus on something specific, like 'bringing the True Death to (insert here a
notably racist elder from his chronicle)" or "end the War of
Gehenna in Ukraine. If an Ambition is unlikely to happen or
it would end the chronicle if achieved, it can still provide a rich juice in
history - only needs to be theoretically achievable.
At the end of a session in which the character has actively worked.
for your Ambition, he recovers one point of aggravated damage of Strength
Will.
Desire
Desires reflect less than a long-standing Ambition, but more than
what momentary needs. In each session, a character can
select a Wish or keep your unfulfilled Wish from the previous session.
Once per session, when the character definitively acts to or
fulfill your Wish, it can immediately recover a point of damage
Superficial Willpower.
The blood type is expressed as Resonance. Unless you are looking for
only for survival or fuel, a drinker must be careful
What prey does he feed on and how? Vampires drink blood. Mortals eat.
food. The Resonance gives flavor to the blood, turning drinking into dinner.
It is not about genetics, even if the family usually carries a tendency
for a certain Resonance. It's more about a combination of temperament
from the source and the state of mind of the victim at the moment of feeding.
The Crucible of alchemy, say the Sorcerers, illustrates a metaphor for the
vampiric body. The salts and metals in the crucible represent the elements of
blood, refined by the fire of emotion in the moment. According to these
Tremere, alchemy is all about scaring or inflaming the cattle in that way.
certainly drink at the right moment. This may be a medieval mystification, but
as long as the Mercurians can confirm, it makes you rise very high. For
vampires whose blood actually contains magical ingredients and modifies
personalities, these modern alchemists make a compelling argument.
THE FOUR HUMORS: The four humors date back to ancient medicine.
Egyptian and Babylonian, but Hippocrates codified them for the West around
400 A.C. He described them as Choleric or Xanthocholia (yellow bile),
Melancholic (black bile), Phlegm white (not just modern phlegm, but
also saliva, lymph and fluids from the lungs and brain), and the Hema
red (blood). Thus, as the various humors predominate in the system
Humans can be Choleric, Melancholic, Phlegmatic, and Sanguine.
Modern alchemists point out that a blood sedimentation test
demonstrates the existence of all four humors in the blood: platelets and
black clots at the bottom, red blood cells above that, cells
whites governing them, and finally the clear colored plasma of yellow with
bilirubin. Thirstier kisses than the erudite only break the
four moods such as "angry, sad, lazy, and excited".
And this applies to your enemies as well. Intelligent predators study habits
food and discover the strengths and weaknesses of another Member. Every
a drinker in the world has its own way of eating: changing or
static over time. Perhaps all vampires, regardless of
age, generation, skill and learning, intuitively look at the type of
blood that enhances your curse and its disciplines to perfection.
Drinking blood with an intense temperament gives the drinker an additional die.
for the data breaks involving a subject that corresponds to this
Resonance. This bonus lasts until the next drink of blood dilutes it, or until the
the vampire system drains the blood when its Hunger reaches 5.
The requirements to achieve its effect vary among the different Dyscrasias, but
unless otherwise indicated, the vampire must kill and drain the source or if
feed him throughout the course of
The specific forms of Blood descending from the Antediluvians distort their
heirs to satisfy a millennial standard. If this Compulsion represents
inherited defects, necessary release valves, or part of some
old job, it may prove inconvenient at the moment.
Brujah: Rebellion
The vampire takes a stance against what or who they see as the status quo.
in the situation, if this is your leader, a point of view expressed by a source
potentially, or just the task he should be doing at the moment.
Until they went against their orders or expectations, perceived or real, the
vampire receives a penalty of two dice on all rolls. This
Compulsion ends once he has managed to make someone change their
managed (by force if necessary) or did the opposite of what was expected of him.
Malkavian: Illusion
Your extra-sensory gifts run free, the vampire experiences what can be
truths or omens, but what others call inventions or
imaginations, but dragged by Hunger.
As long as it is still functional, the mind and perceptions of the vampire remain.
distorted. He receives a penalty of two to the rolls involving
Skill, Manipulation, Self-control, and Reasoning, just like in rolls
to resist the frenzy of terror, for a scene.
Nosferatu: Cryptophilia
The need to know permeates the vampire. He is consumed by a hunger.
for secrets, knowing what few or no one knows, almost as strong as
that by blood. He also refuses to share secrets with the
others, except in strict trade for the bigger ones.
All the actions not spent working to uncover a secret, no
no matter how big or small, you receive a penalty of two dice. A
Compulsion ends when the vampire discovers a secret big enough
to be considered useful. Sharing this secret is optional.
Toreador: Obsession
Enchanted by the beauty, the vampire becomes temporarily obsessed with
a single stunning thing, capable of thinking of nothing else.
Choose a characteristic, such as a person, a song, splashes of
blood or even a sunrise. Enchanted, the vampire can hardly manage
to take your attention away from this, and if talked to him, he only talks about that
subject. Any other actions receive a penalty of two dice. This
Compulsion lasts until he can no longer perceive the adored object or the scene.
end.
Tremere: Perfectionism
Nothing but the best satisfies the vampire. Anything less than the
exceptional performance instills a deep sense of failure, and he
generally repeats tasks obsessively to get them 'just right'.
Until the vampire scores a critical victory on a Skill roll or the
end up, the vampire struggles under a penalty of two dice for all
the dice rolls. Reduce the penalty for one die for an action
repeated, and remove it entirely in a second repetition.
Ventrue: Arrogance
The need to govern makes the vampire raise its head. It stops from
nothing to take command of a situation.
Someone must obey a command from the vampire. Any action directly
associated with the leadership receives a penalty of two dice. This
Compulsion lasts until an order that was obeyed
Relationship Maps for V5
Some models for your games
Perhaps one of the coolest mechanics of the new Vampire: The Masquerade is the
Relationship Map.
Once filled out, you will already have antagonists and supporting characters
sufficient for many gaming sessions. Below are some basic models for
tables with 4 or more players. In addition, models for relationships
between clans, if you want to use.
Predators
How do you hunt?
Types of predators:
Street catYou chase and drink from whoever you can or when
you can threaten or dominate victims to keep them quiet, or
pretend it was a robbery.
Packer: You steal, buy, and look for cold blood instead
to hunt (Ventrues cannot choose this type of predator).
Leech: You drink from other vampires, you practice, normally.
forbidden among vampires.
Knife: Do you drink secretly from your family or from another family that you still have?
contact, the most extreme members may even try to have a life
normal adopting children, or marrying. This practice is prohibited by
camarilla, as it is a breaking of a mask. (Add family
to your relationship map).
Consensualist: You only drink if your victim, of their own free will,
allow.
Farmer: He only drinks from animals, his hunger will always be with you.
However, you did not kill any humans and expect to continue.
Thus, Ventrue cannot choose this predator, blood potency.
Those above 3 cannot choose this predator.
Osiris: You are an object of devotion and feed off your cult or fans.
you feed on them and they treat you like a true God. You
always has easy access to blood, however, may have problems with the
authorities.
Sandman: You invade houses and drink from those who are sleeping.
The queen of the scene: Do you feed on an exclusive group or a
subculture in which you have a high status and they believe you are a
they, their victims adore you for your status and those who know what you are,
they are discreet.
Mermaids/Nymphs: You feed almost exclusively during
I pretending to have sex.