0% found this document useful (0 votes)
400 views7 pages

Vampire RPG Reference Guide

This document provides ratings and difficulty levels for various vampire abilities in the Vampire: the Masquerade roleplaying game. It summarizes character creation details like attribute and ability point allocation. It also lists the 13 vampire clans and provides descriptions and difficulty levels for each of the 20 vampire disciplines which are grouped into categories like Auspex, Dominate, Fortitude, and Necromancy.

Uploaded by

Giuseppe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
400 views7 pages

Vampire RPG Reference Guide

This document provides ratings and difficulty levels for various vampire abilities in the Vampire: the Masquerade roleplaying game. It summarizes character creation details like attribute and ability point allocation. It also lists the 13 vampire clans and provides descriptions and difficulty levels for each of the 20 vampire disciplines which are grouped into categories like Auspex, Dominate, Fortitude, and Necromancy.

Uploaded by

Giuseppe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

Vampire: the Masquerade Reference Sheet

Ratings
X Abysmal
1 Poor
2 Average
3 Good
4 Exceptional
5 Superb

Difficulties Degrees of Success


3 Easy 1 Success Marginal
4 Routine 2 Successes Moderate
5 Straightforward 3 Successes Complete
6 Standard 4 Successes Exceptional
7 Challenging 5 or More Successes Phenomenal
8 Difficult
9 Extremely Difficult

Character Creation

Category Trait Points

Attributes Physical, Social, Mental 7/5/3


Abilities Talents, Skills, Knowledges 13/9/5
Advantages Disciplines 3
Backgrounds 5
Virtues 7
Finishing Touches Humanity Conscience + Self-Control
Willpower Equal to Courage
Blood Pool Roll 10-sided die
Freebie Points (get 15 to use) Attribute 5 per dot
Ability 2 per dot
Discipline 7 per dot
Background 1 per dot
Virtue 2 per dot
Humanity 1 per dot
Willpower 1 per dot

Clans

Assamite – Assassins Nosferatu – Sewer Rats


Brujah – Rabble Ravnos – Deceivers
Followers of Set – Serpents Toreador – Degenerates
Gangrel – Outlanders Tremere – Warlocks
Giovanni – Necromancers Tzimisce – Fiends
Lasombra – Keepers Ventrue – Blue Bloods
Malkavians – Lunatics

Created by Tony Spallino 4/19/01


Disciplines

Name System Difficulty

Animalism
1 – Feral Whispers Manipulation + Animal Ken 6–8
2 – Beckoning Charisma + Survival 6
3 – Quell the Beast Manipulation + Intimidation/Empathy 7 (extended vs. Willpower)
4 – Subsume the Spirit Manipulation + Animal Ken 8
5 – Drawing Out the Beast Manipulation + Self Control 8

Auspex
1 – Heightened Senses Reduce difficulty by Auspex rating, or as-is Whatever is appropriate
2 – Aura Perception Perception + Empathy 8
3 – The Spirit’s Touch Perception + Empathy 5–9
4 – Telepathy Intelligence + Subterfuge Willpower
5 – Psychic Projection Willpower, Perception + Occult 7 (average)

Celerity
1–5 Blood point, gain additional actions = rating

Chimerstry
1 – Ignis Fatuus Spend Willpower
2 – Fata Morgana Willpower & Blood point
3 – Apparition Blood point
4 – Permanency Blood point
5 – Horrid Reality 2 Willpower, (Manipulation + Subterfuge to Perception + Self-Control
injure)

Dementation
1 – Passion Charisma + Empathy Humanity
2 – The Haunting Blood point, Manipulation + Subterfuge Perception + Self Control
3 – Eyes of Chaos Concentrates (1 turn), Perception + Occult 6–9
4 – Voice of Madness Blood point, Manipulation + Empathy 7
5 – Total Insanity Total attention, Blood point, Manipulation + Willpower
Intimidation

Dominate
1 – Command Manipulation + Intimidation Permanent Willpower
2 – Mesmerize Manipulation + Leadership Permanent Willpower
3 – The Forgetful Mind Wits + Subterfuge Willpower
4 – Conditioning Charisma + Leadership Permanent Willpower
5 – Possession Willpower, Charisma + Intimidation (vs. Diff Willpower vs. Difficulty 7
7)

Fortitude
1–5 Adds to Stamina for soaking purposes
(normal and aggravated)

Created by Tony Spallino 4/19/01


Necromancy
The Sepulchre Path
1 – Insight Perception + Occult 8 – 10
2 – Summon Soul Perception + Occult 7 or ghost’s Willpower
3 – Compel Soul Manipulation + Occult Willpower
4 – Haunting Manipulation + Occult Willpower if resisting (or 4)
5 – Torment Stamina + Empathy Willpower

The Bone Path


1 – Tremens Blood point, Dexterity + Occult 6
2 – Apprentice’s Brooms Wits + Occult 7
3 – Shambling Hordes Willpower, Blood point/corpse, Wits + 8
Occult
4 – Soul Stealing Willpower, contested Willpower roll 6
5 – Daemonic Possession No more than 30 min. dead or 5 successes
vs. vampire’s Willpower

The Ash Path


1 – Shroudsight Perception + Alertness 7
2 – Lifeless Tongues Perception + Occult 6
3 – Dead Hand Willpower, Wits + Occult 7
4 – Ex Nihilo Draw doorway, 2 Willpower, 2 Blood 8
points, Stamina + Occult
5 – Shroud Mastery 2 Willpower, Willpower roll 9

Necromantic Rituals Intelligence + Occult 3 + level of ritual (max. 9)

Obfuscate
1 – Cloak of Shadows Stay in shadows, quiet, still and silent High Auspex could detect
2 – Unseen Presence No roll unless you speak or attack, then 7 if necessary
requires Wits + Alertness
3 – Mask of a 1000 Faces Manipulation + Performance 7
4 – Vanish from the Mind’s Charisma + Stealth Wits + Alertness
Eye
5 – Cloak the Gathering 1 Extra individual for each dot of Stealth.
Each individual must follow requirements
of discipline.

Obtenebration
1 – Shadow Play Blood Point, possibly add 1 die to
appropriate roll
2 – Shroud of Night Manipulation + Occult 7
3 – Arms of the Abyss Blood point, Manipulation + Occult 7
4 – Black Metamorphosis 2 Blood Points, Manipulation + Courage 7
5 – Tenebrous Form 3 Blood Points, occurs over 3 turns

Potence
1–5 Gains one automatic success for each
point to all Strength related rolls

Created by Tony Spallino 4/19/01


Presence
1 – Awe Charisma + Performance 7
2 – Dread Gaze Charisma + Intimidation Wits + Courage
3 – Entrancement Appearance + Empathy Permanent Willpower
4 – Summon Charisma + Subterfuge 5–7
5 – Majesty Willpower point Courage roll

Protean
1 – Eyes of the Beast Full turn, +1 difficulty to Social rolls
2 – Feral Claws Single turn, Blood Point (Strength +1
aggravated damage)
3 – Earth Meld Blood Point, Humanity vs. Difficulty 6 to
awake early
4 – Shape of the Beast Blood Point, 3 turns (additional Blood
Points can reduce time to transform)
5 – Mist Form Blood Point, 3 turns (additional Blood
Points can reduce time to transform)

Quietus
1 – Silence of Death Blood Point
2 – Scorpion’s Touch Blood Point, Willpower 6
3 – Dagon’s Call Touch target prior to invoking call; Permanent Willpower
Willpower, contested Stamina vs. target’s
Stamina
4 – Baal’s Caress Blood Point/hit, weapon inflicts aggravated
damage instead of normal
5 – Taste of Death Spit 10 feet per dot of Strength and/or 6
Potence, Stamina + Athletics

Serpentis
1 – The Eyes of the Serpent Willpower (vampires & supernatural 9
creatures)
2 – The Tongue of the Asp Opens aggravated wounds (Strength 6
damage)
3 – The Skin of the Adder Blood Point, Willpower point
4 – The Form of the Cobra Blood Point, 3 turns
5 – The Heart of Darkness Must be new moon

Created by Tony Spallino 4/19/01


Thaumaturgy Blood Point, Willpower roll Level + 3
The Path of Blood
1 – A Taste for Blood Number of successes determines how
much info
2 – Blood Rage Each success forces the use of 1 Blood
Point
3 – Blood of Potency Successes spent to maintain change
4 – Theft of Vitae Number of successes determines how
many Blood Points
5 – Cauldron of Blood Number of successes determines how
many Blood Points are brought to a boil

The Lure of Flames Number of successes determines accuracy


of placing the flames
1 – candle 3 to soak, 1 health level of
aggravated/turn
2 – palm of flame 4 to soak, 1 health level of
aggravated/turn
3 – campfire 5 to soak, 2 health level of
aggravated/turn
4 – bonfire 7 to soak, 2 health level of
aggravated/turn
5 – inferno 9 to soak, 3 health level of
aggravated/turn

Movement of the Mind Number of successes determines length of


control (1 success = 1 turn)
1 – 1 pound
2 – 20 pounds
3 – 200 pounds Can levitate and fly
4 – 500 pounds Can “throw” objects equal to level of
mastery
5 – 1000 pounds

The Path of Conjuring Number of successes determines quality of


object
1 – Summon the Simple Each turn, Willpower must be spent to
Form keep in existence
2 – Permanency 3 Blood Points
3 – Magic of the Smith 5 Blood Points, possible Knowledge roll
4 – Reverse Conjuration Extended success (as many as original
conjurer)
5 – Power Over Life 10 Blood Points

Hands of Destruction
1 – Decay Ages 10 years for every minute item is
touched
2 – Gnarl Wood 50 lbs of wood/ Blood Point spent
3 – Acidic Touch 1 Blood Point = ¼ in. steel plate/3 in. wood
(damage is aggravated) 1 Blood Point/turn
4 – Atrophy At least 3 successes on Stamina + 8
Athletics
5 – Turn to Dust Ages 10 years per success Stamina + Courage, Difficulty 8

Created by Tony Spallino 4/19/01


Thaumaturgy Rituals 5 mins/level to cast, Intelligence + Occult 3 + level of the ritual (max 9)

Vicissitude
1 – Malleable Visage Blood point/body part, Intelligence + Body 6; 8 (to duplicate) five successes
Crafts; Perception + Body Crafts to for flawless copy; 10
duplicate another; Willpower to increase
Appearance
2 – Fleshcraft Dexterity + Body Crafts 5–9
3 – Bonecraft Strength + Body Crafts 7
4 – Horrid Form 2 Blood Points, Physical Attributes
increase by 3/Social Attributes drop to 0
5 – Bloodform Mental Disciplines will work in this form.

Dramatic Systems

Physical Feats
Climbing Dexterity + Athletics
Driving Dexterity/Wits + Drive
Encumbrance Strength
Hunting Perception
Intrusion Dexterity/Perception + Security
Jumping Strength, Strength + Athletics (running jump)
Lifting/Breaking Strength
Opening/Closing Strength
Pursuit Dexterity + Athletics/Drive
Shadowing Dexterity + Stealth/Drive
Sneaking Dexterity + Stealth
Swimming Stamina + Athletics
Throwing Dexterity + Athletics

Mental Feats
Awakening Perception, Humanity
Creation Variable
Hacking Intelligence/Wits + Computer
Investigation Perception + Investigation
Repair Dexterity/Perception + Crafts
Research Intelligence + Academics/Occult/Science
Tracking Perception + Survival

Social Feats
Carousing Charisma + Empathy
Credibility Manipulation/Perception + Subterfuge
Fast-Talk Manipulation + Subterfuge
Interrogation Manipulation + Empathy/Intimidation
Intimidation Strength/Manipulation + Intimidation
Oration Charisma + Leadership
Performance Charisma + Performance
Seduction variable

Created by Tony Spallino 4/19/01


Combat

Stage One: Initiative


• Roll initiative. Everyone declares their actions. The character with the highest initiative
performs her actions first. Actions can be delayed to any time later in the order of
initiative.
• Declare any multiple actions, reducing dice pools accordingly. Declare Discipline
activation and Willpower expenditure.
Stage Two: Attack
• For unarmed close-combat attacks, roll Dexterity + Brawl
• For armed close-combat attacks, roll Dexterity + Melee
• For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown
weapons)
• A character can abort to a defensive action (block, dodge, parry) at any time before her
action is performed, as long as you make a successful Willpower roll (or a Willpower
point is spent)
Stage Three: Resolution
• Determine total damage effect (weapon type or maneuver), adding any extra dice gained
from successes on the attack roll
• Targets may attempt to soak damage if possible.

Created by Tony Spallino 4/19/01

You might also like