VTM Simplified
VTM Simplified
VTM Simplified
Clan:
Clan Curse:
Attributes Skills
Strength ○○○ _____________________ ○○○
Toughness ○○○ _____________________ ○○○
Intelligence ○○○ _____________________ ○○○
Charisma ○○○ _____________________ ○○○
Powers Disciplines
__________________________ ○○○ __________________________ ○○○
Health
Bruised □ □ □ Hurt □ □ Unconscious □
Character Creation
NAME AND CLAN. Choose your character's name and vampire Clan. Note the Clan curse.
ATTRIBUTES. Assign 3 dots to the one you're best at, 1 dot to the one you're worst at, and 2
dots each to the rest.
SKILLS. Pick 4 things you're good at doing. Assign 3 dots to the one you're best at, 1 dot to the
one you're worst at, and 2 dots each to the rest.
POWERS. Pick 2 of the 3 Powers associated with your Clan. Assign 2 dots to one of them and 1
dot to the other.
Name:
Clan:
Clan Curse:
Attributes Skills
Strength ○○○ _____________________ ○○○
Toughness ○○○ _____________________ ○○○
Intelligence ○○○ _____________________ ○○○
Charisma ○○○ _____________________ ○○○
Powers Disciplines
__________________________ ○○○ __________________________ ○○○
Health
Bruised □ □ □ Hurt □ □ Unconscious □
Character Creation
NAME AND CLAN. Choose your character's name and vampire Clan. Note the Clan curse.
ATTRIBUTES. Assign 3 dots to the one you're best at, 1 dot to the one you're worst at, and 2
dots each to the rest.
SKILLS. Pick 4 things you're good at doing. Assign 3 dots to the one you're best at, 1 dot to the
one you're worst at, and 2 dots each to the rest.
POWERS. Pick 2 of the 3 Powers associated with your Clan. Assign 2 dots to one of them and 1
dot to the other.
Rules
DICE. When you need to make a roll, add up the dots you have in the
relevant Attribute, Skill, and/or Power and roll that many d10s. Count up
how many dice show a 6 or higher; these dice are “successes”. Usually you
only need to have one success, but if you're trying to do something really
hard, you might need two or three successes instead. A 10 counts as two
successes. A 1 cancels out one of your successes. If you roll NO Successes
and at least one 1, your roll is a “botch”, or critical failure, and everything
goes horribly wrong.
HUNGER. When making a dice pool, you must always use your red
Hunger Dice first—as many red dice as you have points of Hunger (up to
the size of the dice pool). If your roll fails AND there was a 1 on any of the
red dice, you go into frenzy. You also go into frenzy if your Hunger ever
hits 5. Your Hunger increases by 1 every evening when you wake up, and
whenever you use one of your Tricks. Hunger can only be reduced by
feeding on blood.
FEEDING. When you drink the blood of a human, your Hunger is reset to
0. You do not have to kill the human, unless you are in frenzy. When you
drink the blood of an animal, your Hunger goes down by 1 for each animal
(the GM might give you 2 instead if it's a big animal, like a cow or horse),
and the animal dies. You can never reduce your Hunger all the way to 0 by
drinking animal blood.
FRENZY. When you go into frenzy, the Beast inside you has temporarily
taken over and has no goals except a) keeping you safe and b) getting food.
While you are in frenzy, you may do nothing that does not advance one of
those two goals (you may choose to simply turn your character over to GM
control while the frenzy lasts), and if you feed from a human, you
automatically kill them. Frenzy ends once you have fed enough to reduce
your Hunger to 0.
INHUMANITY. Every time you kill an innocent human, or commit
another serious sin that you and the GM agree is equivalent, you must
mark off an Inhumanity box. When your Inhumanity reaches 5, the Beast
has completely and permanently taken over. You are no longer anything
but a mindless, savage predator; your character is no longer playable. You
must turn your sheet over to the GM and either create a new character or
simply leave the game entirely. It is up to your GM whether it is possible to
reduce your Inhumanity.
FIGHTING. If you need to hit someone, the default dice pool is Strength +
[any fighting-specific skills your character has]. You are trying to roll more
successes than your enemy has dots in Toughness. If you beat your
enemy's Toughness, any successes that are left over become damage to
them.
HEALTH. You have six health levels: three “bruised”, two “hurt”, and one
“unconscious”. If you get hurt you mark them off in order. You can try to
heal your “bruised” levels by rolling Toughness—if you fail this roll, you
don't heal and your Hunger increases by 1. Healing “hurt” levels requires
a full day's sleep OR feeding (both of these will heal all “bruised” levels as
well). Damage from fire or sunlight automatically skips the “bruised”
levels and goes straight into “hurt”. If you ever end up unconscious, taking
any more damage will send you into “torpor”—a hibernation-like sleep—
unless the damage is from fire, sunlight, or direct damage to your heart or
head (for example, a wooden stake to the heart, or having your head cut
off). These kinds of damage kill you permanently.
Clans
There are several Clans of vampires. Each one has both a set of supernatural
Powers that its members excel at, and a curse specific to that Clan.
BRUJAH. The Brujah are rebels by nature, hot-headed and passionate. Sometimes
their recklessness leads them into trouble.
Clan Powers: Super Speed, Super Strength, Presence.
Clan Curse: “Seeing Red”. Brujah are more likely to lose themselves to the supernatural rage
of the Beast. If a roll is a failure, either a 1 OR a 2 on a red Hunger die will cause you to frenzy.
GANGREL. The Gangrel live on the outskirts of society and have a close connection to
the animals of the dark—some are even capable of changing shape.
Clan Powers: Animal Speech, Fortitude, Shapeshifting.
Clan Curse: “Mark of the Beast”. Succumbing to the Beast leaves more of an imprint on the
Gangrel. Each time you frenzy, you temporarily gain an animal characteristic (either physical
— fur, feathers, claws, horns, etc— or in personality— skittishness, a tendency to sleep after
feeding, etc).
LASOMBRA. An ancient Clan of priest-kings, the Lasombra only love two things more
than their ancestral rituals: the darkness they command, and themselves.
Clan Powers: Dominate, Shadow-Speech, Super Strength.
Clan Curse: “Cloak of Shadows”. The Lasombra affinity for shadow also renders them more
susceptible to the light. You take an extra level of damage when exposed to sunlight (fire does
not have this effect). In addition, you cast no reflection in mirrors or water.
MALKAVIAN. The Malkavians have the gift of supernatural insight, but pay for it by
losing their ability to distinguish between their visions and reality.
Clan Powers: Second Sight, Dominate*, Unseen.
*Malkavians with Dominate gain access to the additional Trick “Dementation”.
Clan Curse: “Broken Mirror”. A Malkavian invariably suffers from some form of insanity or
mental derangement (delusions, hallucinations, or compulsions). When you suffer a critical
failure, or at any other time you and the GM agree it is narratively appropriate, you are
overtaken by your derangement and cannot break free of its effects for the rest of the scene.
NOSFERATU. The Nosferatu curse warps its unfortunate subjects into grotesque
monsters— yet they enjoy a grudging respect for their mastery of stealth and vast
repository of secrets.
Clan Powers: Animal Speech, Unseen, Super Strength.
Clan Curse: “Sewer Rat”. Nosferatu are so hideous that it's revolting and unsettling to
anyone they interact with. You must assign Charisma as your 1-dot Attribute, and any roll
that could be affected by your physical appearance automatically increases in difficulty by at
least 1.
TOREADOR. Artists, collectors of beauty, lovers of the sensuous and the aesthetic; the
great tragedy of the Toreador is that they are trapped in the stagnancy of undeath.
Clan Powers: Second Sight, Super Speed, Presence.
Clan Curse: “Captivation”. The Toreador yearn for beauty so deeply that encountering it can
be dangerous to them. When you encounter something truly beautiful (a person, an object, a
lovely view), you must make a Charisma roll. If you fail, you are enraptured and cannot act for
the rest of the scene or until the experience ends somehow— not even to defend yourself from
an attack.
TZIMISCE. A brilliant but monstrous Clan of fallen Eastern European nobles; they
find pleasure in warping flesh and bone into fantastical (and gruesome) new shapes.
Clan Powers: Animal Speech, Second Sight, Flesh-Shaping.
Clan Curse: “Homebody”. The Tzimisce are firmly bound to their own domains, and are
severely weakened by separation from their homeland. You must rest each day in the proximity
of at least two handfuls of “native soil”; every night that passes without this physical
connection to your land cuts all your dice pools in half.
VENTRUE. Wealthy, tasteful, and noble, the Ventrue are the closest thing the Kindred
have to an aristocracy— at least to hear them tell it.
Clan Powers: Dominate, Fortitude, Presence.
Clan Curse: “Picky Eater”. The Ventrue have cripplingly exacting tastes. At character
creation, you must choose a single category of mortal victim which is the only kind of victim
you can gain sustenance from. Drinking from any other kind of victim, or from animals, never
lowers your Hunger.
Powers
The Embrace grants a new vampire supernatural powers that enable them to hunt
more easily. These Powers grant both general, passive additions to relevant dice
pools and a Trick that can be activated at the cost of increasing your Hunger.
ANIMAL SPEECH. This Power allows you to communicate with animals, and can be
included in any dice pool that involves interacting with an animal in some way.
Vampires without this Power tend to find that animals are uneasy or agitated around
them; animals can sense the unnaturalness of a vampire's undead state.
Trick: Spending Hunger and rolling Charisma + Animal Speech allows you to
summon and/or command one or more animals. On a successful roll, the animal(s)
will come to you as quickly as physically and safely possible, and will carry out your
commands to the best of their ability and intellect.
Associated Clans: Gangrel, Nosferatu, Tzimisce.
DOMINATE. This Power allows you to influence another person's thoughts and
actions through sheer force of will. You must capture the victim's gaze, and commands
must be issued verbally. The order must be clear and straightforward, and the subject
cannot be ordered to do something directly harmful to themself. Using this Power
always requires a Charisma + Dominate roll; it cannot be passively added to dice
pools.
Trick: Spending Hunger and making a Charisma + Dominate roll allows you to
implant a false thought or hypnotic suggestion in the subject's subconscious mind. It
does not create illusions or false memories, but can be used to make the subject forget
about something.
Trick: Malkavians gain access to an additional Dominate Trick called “Dementation”.
By spending Hunger and making a Charisma + Dominate roll, you can flood the
victim's senses with visions, sounds, scents, or feelings that aren't really there.
Associated Clans: Malkavian, Lasombra, Ventrue.
FLESH-SHAPING. This Power allows you to sculpt flesh and bone. It can be added to
rolls that require anatomical knowledge. You can always reshape your own flesh; the
reshaping is cosmetic, minor, and permanent, and requires an Intelligence + Flesh-
Shaping roll.
Trick: Spending Hunger and making an Intelligence + Flesh-Shaping roll allows you to
perform flesh reshaping on another creature. You must establish skin-to-skin contact.
Associated Clans: This is the signature Power of the Tzimisce Clan.
FORTITUDE. This Power grants you supernatural resilience and stamina. It can be
added to any dice pool that would benefit from enhanced stamina, and is added to
Toughness when resisting an attack.
Trick: Spending Hunger and rolling Toughness + Fortitude allows you to heal a “hurt”
health level as if it were a “bruised” health level, even if it was caused by fire or
sunlight.
Associated Clans: Gangrel, Ventrue.
PRESENCE. This Power allows you to inspire emotion in another person. Whether
through fear or awe, your victims become receptive to your point of view. It can be
used on multiple subjects at once. It can be added to rolls to persuade, manipulate, or
intimidate people.
Trick: Spending Hunger and rolling Charisma + Presence allows you to entrance
someone into becoming your willing servant. The entrancement lasts only one scene,
and your former thrall's reaction after it wears off may be somewhat unpredictable...
Associated Clans: Brujah, Toreador, Ventrue.
SECOND SIGHT. This Power gives you heightened senses, and can be added to any
dice pool that could benefit from enhanced perception.
Trick: Spending Hunger and rolling Intelligence + Second Sight allows you to gain a
simple, general sense of someone's current thoughts and/or emotions, OR to see
through an illusion (such as those created by Unseen).
Associated Clans: Malkavian, Toreador, Tzimisce.
SHADOW-SPEECH. This Power allows you to manipulate darkness itself. You can
stretch, overlap, shape, and deepen existing shadows, including those of living
creatures.
Trick: Spending Hunger and rolling Intelligence + Shadow-Speech allows you to
create a cloud of inky blackness that completely obscures light, extinguishes light
sources within it, and muffles or distorts sound. It also imposes a 2-die penalty to the
Toughness of those within, due to its unpleasantly viscous and suffocating nature.
Associated Clans: This is the signature Power of the Lasombra Clan.
SUPER SPEED. This Power allows you to move fast. Any dice pool that might benefit
from increased speed, grace, or reflexes can have Super Speed added to it. You also
add Super Speed to your Toughness when resisting damage, as your quick reflexes
allow you to dodge attacks more easily.
Trick: Spending Hunger and rolling Strength + Super Speed allows you to move so
quickly it's as if you've teleported; if you are in combat, you get an extra action that
turn.
Associated Clans: Brujah, Toreador.
SUPER STRENGTH. This Power grants supernatural strength. It can be added to any
dice pool involving Strength and goes toward damage done in combat.
Trick: Spending Hunger allows you to convert the Super Strength dice in a Strength-
related roll into automatic successes.
Associated Clans: Brujah, Lasombra.
UNSEEN. This Power allows you to conceal yourself from sight. This is not true
invisibility, but rather a mental illusion, and thus can be countered by Second Sight or
by mechanical devices such as security cameras.
Trick: Spending Hunger and rolling Intelligence + Unseen allows you to disguise your
face, changing your appearance to resemble another person, whether a real person or
a constructed visage. The disguise lasts until the end of the scene.
Associated Clans: Malkavian, Nosferatu.
Notes:
The mechanics are a mishmash of V20 and V5—for example, I used the V5
Hunger Dice mechanic rather than the V20 Blood Pool system (because I thought
switching out the dice would be more fun for the kids), but modified the Powers
mostly from V20's version of the Disciplines. Because this was intended for a
oneshot, there are no experience mechanics and no way to increase
attributes/skills/powers, which also led me to reduce the maximums on some of the
trackers. (You may wish to add the XP system back if planning a longer
campaign.) I stripped out willpower, virtues, and all advantage systems in order
to streamline the character sheet, and I decided to use “Inhumanity”, counting up,
rather than “Humanity”, counting down, for the sake of consistency with the
Hunger and Health trackers. I renamed many of the mechanics, especially
attributes and disciplines, because I wasn't going to expect a 12-year-old to
remember what “Celerity” or “Auspex” means.
I have also softened the moral aspect of the game, again for the sake of my players,
who ended up consisting of a) a 12-year-old and b) my sister, who regularly cries
over nature documentaries. The default in this simplified system is that feeding
from a human at all is sufficient to reduce Hunger to 0; killing a human basically
only happens if you don't keep track of your Hunger and frenzy. If your players
are more mature and can handle a bit more of a moral balancing act, I encourage
you to add back in the stipulation that you can only reduce Hunger to 0 by
completely draining a human.