Vampire: The Masquerade

Storyteller Reference Screen — 5th Edition

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The Dice System

Assemble 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.

  • Success: any die showing 6 or higher
  • Critical: two Normal dice both showing 10 → +1 extra success
  • Bestial Failure: zero successes and a Hunger die shows 1
  • Messy Critical: succeeds and a Hunger die shows 10

Success Levels

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)

Difficulty & Opposed Tests

  • Standard difficulty: 2 successes required
  • Opposed test: both sides roll; higher net successes wins
  • Ties: attacker/active character wins
  • Rouse Check: roll 1d10 — result of 1 = gain 1 Hunger (max 5)

Willpower

  • Spend 1 Willpower: reroll up to 3 normal (non-Hunger) dice
  • Cannot reroll Hunger dice with Willpower
  • Damage to Willpower reduces active dice pool by that amount
  • Superficial WP damage from mental strain; Aggravated WP from severe trauma

Humanity Track

Ranges 0–10, neonates start at 7. Humanity measures moral connection to mortal life.

  • Stains accrue from violating Chronicle Tenets or failing Touchstones
  • Remorse test at session end: pool = 10 minus current Humanity (dice). Roll; any success removes all stains
  • Degeneration: fail Remorse with stains → Humanity drops by 1
  • At Humanity 0: permanent Wassail — the vampire becomes an NPC monster

Derived Statistics

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 Dice

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.

HungerHunger Dice in PoolState
00 Hunger diceSatiated
11 Hunger diePeckish
22 Hunger diceHungry
33 Hunger diceRavenous
44 Hunger diceStarving
55 Hunger diceFrenzy Risk

Rouse Checks

Roll 1d10. On a 1, gain 1 Hunger. Cannot exceed Hunger 5.

Rouse Checks are required for:

  • Waking at night (rise from daysleep)
  • Activating most Discipline powers
  • Healing Aggravated damage (1 Rouse per point)
  • Using Blush of Life (appear mortal)

Hunger Frenzy Triggers

TriggerHunger RequiredDiff
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.

Feeding & Hunger Reduction

Vessel / MethodHunger ReducedHumanity 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 Table

Resonance is the emotional flavour of a vessel's blood. It may temporarily boost Disciplines.

HumourVessel MoodDisciplines 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

Satiety Threshold by Blood Potency

Blood PotencyHunger Reduced (mortal)Notes
12 per feedingNeonate standard
22 per feeding
31 per feedingNeeds 2 drinks to reduce by 2
4–51 per feedingAnimals reduce by 0 (no benefit)
6+VariesMay need high-Humanity or Kindred Vitae

Quick-reference cards for the 10 standard Disciplines. ✦ = requires Rouse Check

Animalism Manipulation + Animal Ken
Commune with and dominate beasts; draw the Beast of others
  • Bond Famulus — bind an animal as a familiar; communicate with it mentally
  • Sense the Beast — detect Hunger, Rage, or predatory nature in any being
  • ●● Feral Whispers — speak with and command animals
  • ●● Atavism — provoke the Beast in others (frenzy risk)
  • ●●● Quell the Beast — suppress a mortal's fear or a vampire's Hunger frenzy
  • ●●● Unlivable Underness — command a horde of animals
Auspex Intelligence + Awareness
ESP, danger sense, aura perception, psychic projection
  • Heightened Senses — expand all senses to supernatural levels; danger sense
  • Sense the Unseen — detect obfuscated beings, spirits, supernatural presence
  • ●● Premonition — receive visions of danger, clues or past events
  • ●● Aura Reading — read emotions, Clan, and supernatural status from aura
  • ●●● Spirit's Touch — psychometry; read impressions from objects or places
  • ●●● Telepathy — read surface thoughts; broadcast to mind
Blood Sorcery Intelligence + Occult
Blood magic; the Tremere art of bending Vitae to will
  • Corrosive Vitae — spit/apply blood that dissolves organic or inorganic matter
  • A Taste for Blood — taste a vessel and read blood properties, Hunger, Generation
  • ●● Extinguish Vitae — suppress Discipline use or force Rouse Checks in a target
  • ●● Blood of Potency — temporarily raise Blood Potency by 1 for a scene
  • ●●● Scorpion's Touch — transmute blood into a paralysing toxin
  • ●●● Herd Sorcery (Ritual) — learn and cast Rituals (separate ritual list)
Celerity Dexterity + Athletics
Supernatural speed; move faster than mortal eyes can track
  • Cat's Grace — perfect balance; never lose footing, always land safely
  • Rapid Reflexes — add extra minor action per turn; dodge at no penalty
  • ●● Fleetness — add Celerity rating to Dexterity for athletics or combat
  • ●● Blink — short-range teleport-speed dash; appear behind opponent
  • ●●● Traversal — move across any surface (walls, ceilings) at full speed
  • ●●● Weaving — dodge all incoming attacks for one turn
Dominate Manipulation + Intimidation
Absolute mental command; rewrite memory and will
  • Cloud Memory — make a target forget the last few minutes of interaction
  • Compel — issue a single-word or short command; immediate compliance
  • ●● Mesmerize — plant complex instructions or commands that persist
  • ●● Forgetful Mind — read and rewrite specific memories in depth
  • ●●● Submerged Directive — plant a deeply hidden trigger command
  • ●●● Rationalize — target rationalises away evidence of vampire interference
Fortitude Stamina + Survival
Supernatural resilience; endure damage that would destroy others
  • Resilience — add Fortitude rating to Health track; extra boxes
  • Unswayable Mind — add Fortitude to pools resisting mental Disciplines
  • ●● Toughness — downgrade Aggravated damage to Superficial for the scene
  • ●● Defy Bane — temporarily ignore Clan Bane effects
  • ●●● Fortify the Inner Facade — resist all supernatural fear and pain
  • ●●● Flesh of Marble — reduce all physical damage by Fortitude rating
Obfuscate Wits + Stealth
Invisibility, disguise, and misdirection of mortal and vampire senses
  • Cloak of Shadows — become invisible while motionless; minds slide past
  • Silence of Death — muffle all sounds the vampire makes
  • ●● Unseen Passage — remain invisible while moving slowly
  • ●● Chimerstry — create minor illusory sensory effects
  • ●●● Mask of a Thousand Faces — alter perceived appearance at will
  • ●●● Ghost in the Machine — avoid being captured by cameras or recording
Potence Strength + Athletics
Supernatural physical strength; strike with devastating force
  • Lethal Body — unarmed attacks deal Aggravated damage to mortals
  • Soaring Leap — jump extraordinary distances horizontally or vertically
  • ●● Prowess — add Potence rating to Strength for all physical rolls
  • ●● Brutal Feed — feed rapidly by force; reduces Hunger but risks Humanity stain
  • ●●● Uncanny Grip — cling to any surface while grappling with crushing force
  • ●●● Earthshock — strike ground to send shockwave; area knockdown
Presence Charisma + Persuasion
Awe, emotional domination, supernatural charisma
  • Awe — inspire attraction, trust, or fascination; social rolls enhanced
  • Daunt — exude menace; mortals become reluctant to approach or attack
  • ●● Lingering Kiss — feeding becomes pleasurable; target may seek it again
  • ●● Dread Gaze — terrify a target; they flee or are paralysed with fear
  • ●●● Entrancement — create obsessive devotion; target becomes long-term ally/thrall
  • ●●● Summon — compel a known person to come to you immediately
Protean Wits + Survival
Shapeshifting; merge with earth; assume animal or mist form
  • Eyes of the Beast — see perfectly in complete darkness; eyes glow red
  • Weight of the Feather — control personal mass; fall without harm
  • ●● Feral Weapons — grow claws or fangs dealing Aggravated damage
  • ●● Earth Meld — sink into natural ground to hide; daytime sanctuary
  • ●●● Shapechange — assume a specific animal form (wolf, bat)
  • ●●● Metamorphosis — take on mist or other elemental forms

Combat Sequence

  1. Initiative: Dexterity + Wits — highest total acts first
  2. Declare action type (Simple, Extended, or Conflicted)
  3. Attack roll vs defender roll (or static difficulty)
  4. Apply damage (Superficial or Aggravated)
  5. Check for Frenzy if Hunger is high

Attack Pools

Attack TypeDice PoolDefend 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.

Superficial vs Aggravated Damage

Damage TypeMortalsVampires
Superficial Full damage taken Halved (round up)
Aggravated Full damage taken Never halved

Aggravated sources: fire, sunlight, staking through the heart, certain Disciplines

Healing

DamageVampireMortal
Superficial 1 Rouse Check = heal all Superficial 1 per day (natural only)
Aggravated 1 Rouse Check per point 1 per week (natural only)

Staking

A vampire that takes 3 Aggravated damage to the chest from a wooden stake is staked. Effects:

  • Enters a Torpor-like paralysis
  • Remains fully conscious and aware
  • Cannot move or use Disciplines
  • Continues to gain Hunger each night
  • Removal of stake ends effect immediately

Sunlight Damage

ExposureDamage / 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 Damage

Fire SourceDamage / Turn
Candle / lighter flame 1 Aggravated
Torch / burning brand 2 Aggravated
Bonfire / burning room 3 Aggravated
Inferno / burning building 4 Aggravated

Frenzy in Combat

  • Hunger Frenzy: Beast seeks blood; character attacks nearest vessel
  • Rage Frenzy: triggered by humiliation, provocation, or Brujah Bane; uncontrolled violence
  • Terror Frenzy (Rotschreck): fire or sunlight may trigger flight instinct
  • Resist roll: Composure + Resolve vs difficulty; failure = Beast controls character
  • While in Frenzy: immune to social Disciplines, ignore Willpower costs, Humanity does not generate Stains for Frenzy actions

Clan Quick Reference

Banu Haqim
DisciplinesBlood Sorcery, Celerity, Obfuscate
BaneAddiction to Kindred Vitae — Rouse Checks when drinking vampire blood; Blood Bonds form more easily
CompulsionJudgment: must punish a transgression they witness this scene
Brujah
DisciplinesCelerity, Potence, Presence
BaneShort Fuse — all Frenzy difficulties raised by 2; Rage Frenzy triggered more easily
CompulsionRebellion: must resist or defy an order or authority figure in the scene
Gangrel
DisciplinesAnimalism, Fortitude, Protean
BaneAnimal Features — gain 1 animal feature per Frenzy (permanent until Humanity session test success)
CompulsionFeral Impulses: revert to animal instincts; language and reason become difficult
Hecata
DisciplinesAuspex, Fortitude, Oblivion
BanePainful Bonds — cannot create Blood Bonds; must take Aggravated damage to feed from non-willing vessels
CompulsionMorbidity: obsess over death and dying; other goals become secondary
Lasombra
DisciplinesDominate, Obtenebration, Potence
BaneNo Reflection — cast no reflection or shadow; technology glitches; may stain Humanity when Obtenebration distresses mortals
CompulsionRuthlessness: must succeed at a task at any cost; retreat is not an option
Malkavian
DisciplinesAuspex, Dominate, Obfuscate
BaneDerangement — persistent mental condition that warps perception; worsens under stress
CompulsionDelusion: follow a false belief as though it were fact for the scene
Ministry
DisciplinesObfuscate, Presence, Protean
BaneFire Vulnerability — take extra Aggravated from fire; sunlight also deals extra Aggravated
CompulsionTransgression: must tempt someone to break their personal or moral code
Nosferatu
DisciplinesAnimalism, Obfuscate, Potence
BaneHideous Appearance — cannot use Blush of Life for social scenes without Mask of a Thousand Faces; always Ugly 5
CompulsionCryptophilia: must extract a secret from someone before the scene ends
Ravnos
DisciplinesAnimalism, Obfuscate, Presence
BaneSun Vulnerability — sunlight damage doubled; Hunger Frenzy risk during daylight even while sleeping
CompulsionPhantom: must create an illusion, perform a theft, or undertake an elaborate deception
Salubri
DisciplinesAuspex, Dominate, Fortitude
BaneThird Eye — a third eye opens on forehead when using Disciplines; frightens mortals and reveals vampiric nature
CompulsionAffective Empathy: must aid or comfort any wounded or suffering person in sight
Toreador
DisciplinesAuspex, Celerity, Presence
BaneAesthetic Fixation — when encountering beauty (art, music, person) must succeed Composure + Resolve vs diff 3 or become Entranced and unable to act
CompulsionObsession: fixate entirely on an aesthetic stimulus; all other goals fail
Tremere
DisciplinesAuspex, Blood Sorcery, Dominate
BanePyramid Bond — Tremere only Blood Bond with other Tremere of higher status; weakened version with others
CompulsionPerfection: must find and correct a flaw, error, or imperfection before acting on other goals
Tzimisce
DisciplinesAnimalism, Dominate, Protean
BaneGrave Soil — must sleep with at least 1 cubic foot of native soil; without it take 1 Aggravated to Willpower per night
CompulsionCovetousness: must claim and hold a person, place, or possession as theirs; will not willingly relinquish it
Ventrue
DisciplinesDominate, Fortitude, Presence
BaneSelective Feeder — can only feed from a specific type of mortal (determined at Embrace); blood from others provides 0 nourishment
CompulsionArrogance: must demand respect and recognition; cannot accept being treated as inferior

Predator Types

Alley Cat
+Celerity dot; Brawl & Streetwise specs; feed from homeless/runaways
Bagger
+Blood Sorcery dot; Larceny & Science specs; steal blood bags
Blood Leech
+Potence dot; Brawl spec; feed from other vampires (stain risk)
Cleaver
+Dominate dot; Insight spec; feed from family/close circle
Consensualist
+Auspex dot; Medicine spec; feed only from willing; Humanity bonus
Extortionist
+Dominate dot; Intimidation & Larceny specs; threaten for access
Farmer
+Animalism dot; Animal Ken spec; feed from animals only
Graverobber
+Fortitude dot; Medicine & Occult specs; feed from the dying
Osiris
+Blood Sorcery or Presence dot; Occult & Performance specs; cult following
Sandman
+Auspex dot; Medicine & Stealth specs; feed from sleeping victims
Siren
+Presence dot; Persuasion & Subterfuge specs; seduce and feed

Coterie Types

Hunting Party
Focus: feeding and territory control. Complementary Predator types
Power Cell
Focus: political influence. Each member holds a domain or faction role
Nomads
Focus: travel and avoiding entanglement. No fixed domain
Heist
Focus: a specific goal or job. Temporary alliance with clear objective
Entourage
Focus: one powerful Kindred and their followers/servants

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