Vampire: The Masquerade
Revised Edition (3rd Ed) — Storyteller Screen
← All GM ScreensCore Dice System
Dice Pool Basics
- Roll a pool of d10s equal to Attribute + Ability (or other combination)
- Each die ≥ difficulty counts as one success
- Default difficulty is 6
- One success = marginal; more = better
- 1s cancel successes (one-for-one) — but not Botch 1s if you have net successes
- Botch: roll results in net negative successes and at least one 1 showed — catastrophic failure
- Specialty: 10s may be re-rolled for additional successes when a character has a Specialty in the relevant Ability
Willpower
- Spend 1 Willpower point = 1 automatic success
- Cannot be used in combat (except for specific powers)
- Willpower pool recovers through rest and roleplaying
- Temporary Willpower: current points spent; Permanent Willpower: maximum rating
Virtue Rolls
- Conscience / Conviction: Roll when acting against your moral code or after committing a sin — determines Humanity/Path loss
- Self-Control / Instinct: Roll to resist frenzy when provoked (anger or hunger) — difficulty set by Storyteller (usually 4–8)
- Courage: Roll to resist Rötschreck (fear frenzy from fire/sunlight) — difficulty varies (5–9)
Difficulty Table
| Difficulty | Number | Example |
|---|---|---|
| Easy | 3 | Mundane task, no stress |
| Simple | 4 | Basic action with minor complication |
| Standard | 5 | Competent adult under mild stress |
| Challenging | 6 | Default difficulty |
| Difficult | 7 | Skilled professional at full stretch |
| Very Difficult | 8 | Expert operating under pressure |
| Extremely Difficult | 9 | Master-level, nearly impossible |
| Nigh Impossible | 10 | Legendary feat |
Extended & Resisted Rolls
- Extended roll: Accumulate successes over multiple rolls until reaching a target number — each roll uses same pool/difficulty
- Resisted roll: Both parties roll; net successes (attacker minus defender) determine outcome
- Contested roll: Both roll; highest successes wins ties go to defender
Specialties
- When an Ability reaches 4+, the character gains a Specialty
- Specialty applies when the specific sub-skill is relevant
- With a Specialty: any die showing 10 counts as a success and is re-rolled
- Re-rolled 10s also re-roll again (no upper limit)
Blood Pool & Generation
Generation Table
| Generation | Max Blood Pool | BP / Turn |
|---|---|---|
| 13th | 10 | 1 |
| 12th | 11 | 1 |
| 11th | 12 | 1 |
| 10th | 13 | 1 |
| 9th | 14 | 2 |
| 8th | 15 | 3 |
| 7th | 20 | 4 |
| 6th | 30 | 6 |
| 5th | 40 | 8 |
Spending Blood
- Heal Bashing: 1 BP heals one level of Bashing per turn
- Heal Lethal: 2 BP heals one level of Lethal per turn
- Boost Attribute: 1 BP = +1 to a Physical Attribute (Strength, Dexterity, or Stamina) for one scene; max = Generation limit per Attribute
- Blush of Life: 1 BP to appear warm and alive for a scene (heartbeat, flush, breath)
- Fuel Disciplines: Some Discipline powers cost Blood Points to activate
- Wake from Torpor: May require Blood depending on circumstances
Feeding — Blood Points Gained
| Vessel | Blood Points | Notes |
|---|---|---|
| Mortal (full drain) | Up to 20 | Kills or sends into coma |
| Mortal (light sip) | 1–3 | Victim unaware; no harm |
| Mortal (deep drink) | 4–6 | Hospitalization risk |
| Animal (large) | 3–5 | Dog, deer, etc. |
| Animal (small) | 1–2 | Cat, rat, bird |
| Stored blood (bagged) | 1 per bag | Less satisfying; some Clans refuse |
| Kindred blood | Varies | Risk of Blood Bond (3 drinks = bound) |
Blood Bond
- Drinking Kindred vitae creates a Blood Bond
- 1 drink: mild fondness / fascination toward the regnant
- 2 drinks: strong emotional attachment, hard to act against regnant
- 3 drinks (on separate nights): Full Blood Bond — thrall must obey and protect regnant; roll Willpower (difficulty 8) to resist direct commands
- Bonds fade over time if no further vitae consumed (Storyteller discretion — months to years)
Diablerie
- Must drain the victim to zero Blood Points
- Black streaks appear in the diablerist's aura (Auspex can detect)
- Stains fade over years (roughly one year per Generation level of the victim)
- Roll Humanity/Path — failure means Humanity loss
- Some of the victim's Disciplines may be temporarily accessible
Disciplines
Animalism Gangrel, Nosferatu, Ravnos, Tzimisce
Auspex Malkavian, Toreador, Tremere, Tzimisce
Celerity Brujah, Gangrel, Toreador
Dementation Malkavian
Dominate Giovanni, Lasombra, Malkavian, Tremere, Ventrue
Fortitude Gangrel, Ravnos, Ventrue
Necromancy Giovanni
Obfuscate Assamite, Followers of Set, Malkavian, Nosferatu
Obtenebration Lasombra
Potence Brujah, Giovanni, Lasombra, Nosferatu
Presence Brujah, Followers of Set, Toreador, Ventrue
Protean Gangrel
Quietus Assamite
Serpentis Followers of Set
Thaumaturgy Tremere
Vicissitude Tzimisce
Chimerstry Ravnos
Combat
Initiative
At the start of each combat round:
- Roll: Wits + Alertness + d10 (add result)
- Highest total acts first
- Ties: re-roll (or Storyteller discretion)
- Declaring actions: lowest initiative declares first, highest acts first
Attack Rolls
| Attack Type | Roll | Difficulty |
|---|---|---|
| Unarmed (Brawl) | Dex + Brawl | 6 |
| Melee weapon | Dex + Melee | 6 |
| Thrown weapon | Dex + Athletics | 6 |
| Firearm (aimed) | Dex + Firearms | 6 |
| Firearm (point blank) | Dex + Firearms | 4 |
| Firearm (long range) | Dex + Firearms | 8 |
| Grapple (establish) | Str + Brawl | 6 |
Damage Types
- Bashing — Punches, kicks, blunt weapons. Vampires heal naturally each turn. Mortals fill health track normally.
- Lethal — Blades, bullets, claws (without Feral Claws). Vampires convert to Bashing at half rate. Mortals do not heal without medical aid.
- Aggravated — Fire, sunlight, Feral Claws, supernatural powers. Costs 5 BP + 1 Willpower + 1 night per level to heal. Cannot be soaked without Fortitude.
Soaking Damage
- Bashing: Stamina (diff 6)
- Lethal: Stamina only for vampires (diff 6); mortals cannot soak lethal without armour
- Aggravated: Not sokeable without Fortitude — roll Stamina + Fortitude (diff 6)
- Each soak success removes one point of damage
- Armour adds dice to soak rolls (varies by type)
Health Levels
| Level | Dice Penalty |
|---|---|
| Bruised | 0 |
| Hurt | −1 |
| Injured | −1 |
| Wounded | −2 |
| Mauled | −2 |
| Crippled | −5 |
| Incapacitated | Unconscious / unable to act |
Healing
| Damage Type | BP Cost | Rate |
|---|---|---|
| Bashing | 1 BP | 1 level / turn |
| Lethal | 2 BP | 1 level / turn |
| Aggravated | 5 BP + 1 Willpower | 1 level / night |
Frenzy
- Triggers: Provocation, hunger (Blood Pool 1–2), fire, sunlight, witnessing violence
- Resist: Self-Control / Instinct roll (difficulty 4–8 per Storyteller)
- In Frenzy: must attack source of rage or flee (Rötschreck); ignore wound penalties; cannot use Social or Mental powers
- Rötschreck (Fear Frenzy): Courage roll; failure = flee from fire/sunlight at all costs
Sunlight & Fire
- Indirect sunlight (dawn/dusk, shaded): 1 Aggravated per turn; Rötschreck diff 3
- Direct sunlight: 3 Aggravated per turn; Rötschreck diff 5
- Daylight (full sun): 3+ Aggravated per turn; Rötschreck diff 8
- Fire (small/torch): 1–2 Aggravated per turn; Rötschreck diff 3–4
- Fire (large/inferno): 3+ Aggravated per turn; Rötschreck diff 7+
Torpor & Staking
- Torpor: Reached when all health levels are filled with Lethal/Aggravated or by running out of Blood; vampire is comatose
- Duration in Torpor depends on Humanity rating and the Storyteller's judgment
- Staking: An attacker who achieves 3+ successes on a called shot to the chest with a wooden stake paralyzes the vampire (not Final Death — remove stake to awaken)
- A staked vampire may still use purely mental Disciplines depending on Storyteller ruling
The 13 Clans
Assamite
Disciplines: Celerity, Obfuscate, Quietus
Addiction to Kindred blood; historically under a clan curse that caused Vitae to transform into water when drunk (lifted in Revised). Assamites must still resist the lure of diablerie.
Brujah
Disciplines: Celerity, Potence, Presence
The Beast is always close to the surface — all frenzy difficulties are 2 lower than normal, and they suffer −2 dice on any roll to resist frenzy.
Followers of Set
Disciplines: Obfuscate, Presence, Serpentis
Sunlight causes double the normal Aggravated damage. They suffer a penalty (−1 die to all pools) when in the presence of holy symbols or ground genuinely considered sacred.
Gangrel
Disciplines: Animalism, Fortitude, Protean
Each time a Gangrel frenzies, they permanently gain one animal feature (a physical change such as a tail, cat eyes, or fur patches). These features accumulate over time.
Giovanni
Disciplines: Dominate, Necromancy, Potence
The Embrace is extraordinarily painful for those they sire. Their Kiss causes aggravated pain — mortals bitten by a Giovanni take double the normal blood loss damage from the feeding.
Lasombra
Disciplines: Dominate, Obtenebration, Potence
Cast no reflection in mirrors or any reflective surface, and do not appear in photographs. They suffer −1 die on Social rolls against non-Lasombra Kindred who know of this weakness.
Malkavian
Disciplines: Auspex, Dementation, Obfuscate
Every Malkavian suffers from at least one permanent, incurable Derangement that cannot be bought off with experience. This madness is central to their character.
Nosferatu
Disciplines: Animalism, Obfuscate, Potence
Physically hideous — Appearance Attribute is permanently 0. All Social rolls with mortals who can see them default to difficulty 8 minimum. They cannot use Appearance-based Presence powers.
Ravnos
Disciplines: Animalism, Chimerstry, Fortitude
Every Ravnos has a nightly compulsion tied to a vice or criminal inclination (theft, deception, gambling, etc.). Each night they must resist this urge or indulge it — Self-Control roll difficulty 6.
Toreador
Disciplines: Auspex, Celerity, Presence
When confronted by exceptional beauty (artwork, music, a stunning person), they must roll Self-Control (diff 6) or become entranced and stand motionless, losing all actions until the scene ends or something breaks the reverie.
Tremere
Disciplines: Auspex, Dominate, Thaumaturgy
All Tremere are automatically Blood Bound to the seven-member Inner Council. They must spend a Willpower point (difficulty 9) to take any significant action against the clan's interests.
Tzimisce
Disciplines: Animalism, Auspex, Vicissitude
Must sleep in at least two pounds of native soil (soil from their homeland or the place they were Embraced). Each day without it costs 1 Aggravated health level as the blood burns.
Ventrue
Disciplines: Dominate, Fortitude, Presence
Can only feed from a specific type of mortal, determined at Embrace (e.g., only red-haired women, only investment bankers, only the deeply intoxicated). Other blood simply does not nourish them.