Storyteller Reference Screen — 5th Edition
← GM ScreensAssemble a pool of d10s. At Hunger 1–5, the lowest dice in the pool are replaced by Hunger dice (tracked differently). Roll all dice, count successes.
| Successes | Level | Effect |
|---|---|---|
| 0 | Failure | Task fails; Bestial Failure if Hunger die = 1 |
| 1 | Marginal | Barely accomplished; complications likely |
| 2–3 | Standard | Task completed competently |
| 4+ | Exceptional | Excellent result; bonus narrative effect |
| +1 | Critical | Two normal 10s: +1 extra success (stackable) |
Ranges 0–10, neonates start at 7. Humanity measures moral connection to mortal life.
| Stat | Calculation | Notes |
|---|---|---|
| Health | 3 + Stamina | Superficial or Aggravated tracks |
| Willpower | Resolve + Composure | Spend to reroll 3 normal dice |
| Humanity | 7 (neonate start) | Chronicle Tenets define stains |
| Blood Potency | 1 (neonate start) | Increases with age / Elder status |
| Initiative | Dexterity + Wits | Highest acts first; ties = simultaneous |
Hunger is tracked from 0 (satiated) to 5 (on the edge of frenzy). The lowest dice in any pool become Hunger dice equal to current Hunger rating.
| Hunger | Hunger Dice in Pool | State |
|---|---|---|
| 0 | 0 Hunger dice | Satiated |
| 1 | 1 Hunger die | Peckish |
| 2 | 2 Hunger dice | Hungry |
| 3 | 3 Hunger dice | Ravenous |
| 4 | 4 Hunger dice | Starving |
| 5 | 5 Hunger dice | Frenzy Risk |
Roll 1d10. On a 1, gain 1 Hunger. Cannot exceed Hunger 5.
Rouse Checks are required for:
| Trigger | Hunger Required | Diff |
|---|---|---|
| Smell of blood | Hunger 3+ | 3 |
| Starving / Torpor risk | Hunger 5 | 4+ |
| Provoked / attacked | Any | Varies |
| Witnessing feeding | Hunger 2+ | 2 |
Frenzy resist: Composure + Resolve vs difficulty. Fail = Beast takes over.
| Vessel / Method | Hunger Reduced | Humanity Risk |
|---|---|---|
| Willing mortal | 2 | None |
| Unwilling mortal | 1 | Stain (non-consensual) |
| Animal (standard) | 1 | None (standard Predator) |
| Bagged / stored blood | 1 | None (no Resonance) |
| Dying / near-dead mortal | 1 max | Stain risk (killing) |
| Vampire Vitae (1 Rouse) | 1 | Blood Bond risk |
Resonance is the emotional flavour of a vessel's blood. It may temporarily boost Disciplines.
| Humour | Vessel Mood | Disciplines Boosted |
|---|---|---|
| Choleric | Angry, violent, aggressive | Celerity, Potence, Presence |
| Melancholic | Sad, depressed, brooding | Auspex, Dominate, Obtenebration |
| Phlegmatic | Calm, rational, stoic | Auspex, Dominate, Fortitude |
| Sanguine | Happy, romantic, passionate | Blood Sorcery, Presence, Majesty |
| Dyscrasia | Rare pure resonance | Temporary Discipline rating boost |
| Blood Potency | Hunger Reduced (mortal) | Notes |
|---|---|---|
| 1 | 2 per feeding | Neonate standard |
| 2 | 2 per feeding | — |
| 3 | 1 per feeding | Needs 2 drinks to reduce by 2 |
| 4–5 | 1 per feeding | Animals reduce by 0 (no benefit) |
| 6+ | Varies | May need high-Humanity or Kindred Vitae |
Quick-reference cards for the 10 standard Disciplines. ✦ = requires Rouse Check
| Attack Type | Dice Pool | Defend With |
|---|---|---|
| Unarmed / Brawl | Strength + Brawl | Dexterity + Athletics (dodge) or Strength + Brawl (clinch) |
| Melee weapon | Strength + Melee | Dexterity + Athletics or Dexterity + Melee (parry) |
| Ranged firearm | Dexterity + Firearms | Dexterity + Athletics (dodge; cover) |
| Throwing / archery | Dexterity + Athletics | Dexterity + Athletics |
Net successes (attacker minus defender) = Superficial damage dealt. Minimum 1 on a hit.
| Damage Type | Mortals | Vampires |
|---|---|---|
| Superficial | Full damage taken | Halved (round up) |
| Aggravated | Full damage taken | Never halved |
Aggravated sources: fire, sunlight, staking through the heart, certain Disciplines
| Damage | Vampire | Mortal |
|---|---|---|
| Superficial | 1 Rouse Check = heal all Superficial | 1 per day (natural only) |
| Aggravated | 1 Rouse Check per point | 1 per week (natural only) |
A vampire that takes 3 Aggravated damage to the chest from a wooden stake is staked. Effects:
| Exposure | Damage / Turn |
|---|---|
| Dawn / Dusk (indirect light) | 1 Aggravated |
| Daytime (indirect / shade) | 2 Aggravated |
| Daytime (direct sunlight) | 3 Aggravated |
Ministry Clan bane: all sunlight damage doubled. Ravnos also suffer additional vulnerability.
| Fire Source | Damage / Turn |
|---|---|
| Candle / lighter flame | 1 Aggravated |
| Torch / burning brand | 2 Aggravated |
| Bonfire / burning room | 3 Aggravated |
| Inferno / burning building | 4 Aggravated |
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