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