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VTM Reference

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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

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