You are on page 1of 23

Quick Reference

Table of Contents

1 SYMBOL KEY:
TABLE OF CONTENTS (•) This is one trait level

[•] This is one flaw level


2 (•+) This can be one or more trait levels
CHARACTER CREATION [•+] This can be one or more flaw levels

(•/•] This trait has a corresponding flaw


4 (*) This trait has a special condition to obtain
HUNGER & THE BLOOD [*] This flaw has a special condition to obtain

5
EXPERIENCE:
CLANS & BLOODLINES
Level up characters with experience with the following chart:

EXPERIENCE
6 TRAIT
POINTS
ATTRIBUTES & SKILLS Increase Attribute New Level x 5
Increase Skill New Level x 3

7 New Specialty 3

DISCIPLINES Clan Discipline New Level x 5


Other Discipline New Level x 7
Caitiff Discipline New Level x 6
8
Blood Sorcery Ritual Ritual Level x 3
PREDATOR TYPES
Thin-blood Formula Formula Level x 3
Advantage 3 per dot
10 Blood Potency New Level x 10
COTERIE TYPES

13
ADVANTAGES & FLAWS

17
REFERENCE TABLES

-1-
Character Creation

CORE CONCEPT: (V5 Corebook p.133) What was your charac- ADVANTAGES & FLAWS: (V5 Corebook p.179) Advantages is a
ter’s name in life? What did they do? Where and when were catch-all term for backgrounds, domain, merits & flaws, and
they Embraced? What is their name now? Where are they more. In this reference booklet they are all compiled under
now? Write your character’s name on the Relationship Map. Advantages & Flaws beginning on page 13 for simplicity’s sake.

Gain 7 trait levels and 2 flaw levels of advantages in addition to


the ones already applied. Don’t worry about spending all un-
CLAN AND SIRE: (V5 Corebook p.63) Pick a clan. Who is your
used points as they can be spent on the Coterie later. (You
character’s sire? Briefly describe them and add them to the
may want to spend these later anyways.) Thin-blood charac-
Relationship Map.
ters must take between one and three Thin-blood Advantages
and the same number of Thin-blood Flaws.
ATTRIBUTES: (V5 Corebook p.155) Take one Attribute at 4; Add any new supporting cast to the Relationship Map.
three Attributes at 3; four Attributes at 2; one Attribute at 1.

CONVICTIONS & TOUCHSTONES: (V5 Corebook p.172)


SKILLS: (V5 Corebook p.159) Pick one Skill distribution.
Select one to three Convictions. Violating a Conviction incurs a
● Jack-of-all-trades: One Skill at 3; eight Skills at 2; ten Skills at 1 Stain which can reduce a character’s Humanity rating.
● Balanced: Three Skills at 3; five Skills at 2; seven Skills at 1 Create an equal number of Touchstones (V5 Corebook p.173),
● Specialist: One Skill at 4; three Skills at 3; three Skills at 2; each connected to one Conviction and add them to the Rela-
three Skills at 1 tionship Map. Touchstones are not permanent and not neces-
sarily a specific person. Adding new Touchstones after charac-
Add free specialties to Academics, Craft, Performance, and Sci-
ter creation can increase a character’s Humanity.
ence Skills. Take one more free specialty. Specialties can only
be applied to skills with at least one level. Set your character’s Humanity to 7. (V5 Corebook p.236)

DISCIPLINES: (V5 Corebook p.244) Choose two in-clan Disci- AMBITION & DESIRE: (V5 Corebook p.173)
plines. Put two dots in one and one dot in the other. An Ambition is an underlying goal that drives your character and
For Caitiff characters, choose any two Disciplines. Put two dots must be measurable in game terms. Pursuing an Ambition
in one and one dot in the other. Caitiff have no in-clan Disci- recovers Aggravated Willpower Damage. It shouldn’t be vague
plines. or impossible like “set fires” or “end racism” instead it should
be specific and relevant to the chronicle like “bring Final Death
Thin-blood characters have no starting or in-clan Disciplines.
to the local racist Cam Prince” or “find and burn the original
Book of the Grave-War.”

PREDATOR TYPE: (V5 Corebook p.175) Pick a Predator Type and A Desire is a short term goal that can last a Session or a whole
apply it. The listed bonus specialty, Discipline, and ad- Chronicle. Pursuing a Desire recovers Superficial Willpower
vantages/flaws do not cost or reward experience points. Damage. It must involve another person named on the Rela-
tionship Map. For example, “I want to drive a cherry Maserati”
Thin-blood characters and recently embraced Fledglings do not
or “I want to eat a brunette” don’t qualify, but “I want to drive
get a Predator Type. (V5 Corebook p.149)
Cytherea’s cherry Maserati” or “I want to eat Lord Harkness’
brunette” make excellent Desires.

-2-
Character Creation

SEA OF TIME: Together with the Storyteller and other players, HEALTH: (Maximum Health = Stamina + 3, fill in the remainder)
decide if your character and/or their coterie are: Mark Superficial Damage with a “/” and Aggravated Damage
with an “X”. If the Health tracker is filled with Aggravated
● Childer: Embraced within the last 15 years
Damage your character enters Torpor.
14th Generation and greater (Thin-bloods): Blood Potency 0
12th or 13th Generation: Blood Potency 1 WILLPOWER: (Maximum Willpower = Composure + Resolve, fill
in the remainder) Mark Superficial Damage with a “/” and Ag-
● Neonates: Embraced between 1940 and a decade ago
gravated Damage with an “X”. If the Willpower tracker is filled
12th or 13th Generation: Blood Potency 1
with Aggravated Damage in a social situation your character
Spend 15 experience points
breaks down and completely lose face. You can spend Will-
● Ancillae: Embraced between 1780 and 1940 power (mark the tracker with a “/”) to: (1) re-roll up to 3 non-
10th or 11th Generation: Blood Potency 2 Hunger Dice on any test except for Willpower tests, (2) to re-
Add 2 dots of Advantages gain control of your character from Frenzy, Dominate, or Pres-
Add 2 dots of Flaws ence, (3) to open eyes or move fingers while staked, or (4) to
Subtract 1 Humanity ignore Impairment or other Health related penalties.
Spend 35 experience points
HUMANITY: (Fill in squares equal to your character’s Humanity)
HUNGER: Set your Hunger to 1. Characters with a high Humanity rating are more quickly
affected by Stains than character with a low Humanity rating.
Mark all Stains with a “/”. At the end of each session perform a
COTERIE CREATION: Remorse test. Roll dice equal to the number of unmarked Hu-
The coterie starts with 1 dot per player. Players may also manity tracks (with a minimum of 1 die). On a success remove
contribute their own unused dots and experience points to all Stains. On a failure erase one Humanity point and remove
the coterie. Every player must agree when advantages and all Stains. If at any time these Stains would overfill the un-
flaws are purchased for the coterie. marked Humanity tracks take one Aggravated Willpower Dam-
TYPE: (V5 Corebook p.197) They are compiled under Coterie age. Humanity can be increased at Storyteller discretion, see
Types beginning on page 10. V5 Corebook p.241.

DOMAIN: The game seems to suggest that a coterie and not IMPAIRMENT: When any of these three trackers are fully
specific characters should hold a domain. This can bind charac- marked, your character becomes Impaired. (Health: -2 to all
ters together in a common cause—defending their turf. See Physical tests. Willpower: -2 to all Mental and Social tests.
the Advantages & Flaws section on page 13. Humanity: -2 to all tests.)

ADDITIONAL ADVANTAGES & FLAWS: A coterie can have any HEALING/MENDING: See the reference chart on page 18.
non-character advantage or flaw.

RELATIONSHIP MAP: A tool for tracking the complex ties that COMPULSION vs FRENZY: Compulsions occur on a Bestial Failure
bind characters and story together. See V5 Corebook p.142 and cannot be skipped with Willpower. Frenzy occurs with a
failed Willpower test after being provoked by fury, hunger, or
terror (see pages 4 and 18) and can be skipped with a Willpow-
HEALTH, WILLPOWER AND HUMANITY: er expenditure. Frenzy tests are “Willpower + (Humanity)/3”
Health, Willpower and Humanity can take damage/Stains vs the Difficulty rating. See V5 Corebook p.208 for more infor-
on unfilled spaces of their respective trackers. mation on compulsions.

-3-
Hunger & The Blood

HUNGER: THE BLOOD:


(V5 Corebook p.205) (V5 Corebook p.205)

All kindred have an innate instinctual drive to consume blood. ROUSE THE BLOOD: Or “Rouse test.” Whenever an action
This compelling force is sometimes personified as “the (like a Discipline power or rising for the night) requires you
Beast.” Just how hungry your character has become is re- to Rouse the Blood role 1 die—or more in certain circum-
flected on the Hunger tracker by filling in squares equal to stances, see the Blood Potency chart on page 19 under
your character’s Hunger. “Discipline Power Bonus.” On a failed Rouse test, increase
your Hunger by 1 after completing the action. A character
TESTS: All tests require a number of successes ≥ the difficulty
cannot intentionally perform actions that would Rouse the
of the action, see page 20 for a chart that outlines action
Blood (other than rising for the night) while at Hunger 5.
difficulties. A role of 6+ is a single success. A typical test will
see you roll a pool of dice equal to the sum of your charac- BLUSH OF LIFE: With a Rouse Test your character can appear
ter’s relevant Attribute and Skill levels. Substitute normal or like the living (with a pulse, body temperature, and breath),
“Vampire Dice” with Hunger Dice equal to the character’s temporarily appear to consume food (up to an hour), and
Hunger, without exceeding the dice pool. A successful test possibly participate in sexual intercourse.
is a “critical success” with at least two dice showing critical
BLOOD SURGE: With a Rouse Test you can add dice to one
results.
action relevant to your character’s Blood Potency, see the
VAMPIRE AND HUNGER DICE: See page 21 for an overview. Blood Potency chart on page 19 under “Blood Surge.”
If in a “critical success” there is at least one critical showing
RISE FOR THE NIGHT: At the beginning of each night a char-
on a Hunger Die then it is then a “messy critical”—this
acter must Rouse the Blood to awaken.
means your character succeeds in their attempt, but they
destroy something or worse. A failed test with a skull on a VAMPIRIC MENDING: See the reference chart on page 18.
Hunger Die is a “bestial failure”—this means they fail in
their attempt and must act out a compulsion. See V5 Core-
FRENZY: If a character fails a frenzy test of “Willpower +
book p.208 for more information on compulsions.
(Humanity)/3” then the Storyteller takes control of them to
HUNGER 4+: When your character reaches Hunger 4, they fulfill one of the types of frenzies. Fury Frenzy: the vampire
become prone to frenzy, see the reference chart on page stops at nothing to destroy the cause of the provocation,
18 for Hunger Provocation. often including anyone nearby. Hunger Frenzy: the vampire
seeks fresh human blood from the closest source. Terror
Frenzy: (aka Rötschreck) the vampire flees from the source
TORPOR: (V5 Corebook p.223) The coma-like state between
of danger, without regard to anyone or anything in their
vampiric unlife and Final Death. See page 18 for Torpor
way. See page 18 for difficulty ratings of frenzy provoca-
length. A character can enter Torpor in three different ways
tions.
by: (1) attempting to rise for the night and failing the Rouse
test while at Hunger 5, (2) completely fill their Health track- RIDING THE WAVE: When a Frenzy test is presented, a play-
er with Aggravated Damage, or (3) voluntarily increasing er may choose to not resist and thus “Ride the Wave.” In
Hunger at the beginning of every night to exceed Hunger 5. this instance, the player may keep control of their charac-
ter, but must play out the frenzy to its completion as above.

-4-
Clans & Bloodlines
*Some Clans require storyteller approval for player characters. All Bloodlines require storyteller approval.

CAMARILLA SABBAT
● Banu Haqim*: (V5 CAMARILLA p.157) The “Assamite” viziers, ● Lasombra*: (V5 Chicago by Night Backer Manuscript p.323)
sorcerers, and warriors recently admitted to the Camarilla The “Keepers” claim nobility and suffer no fools or traitors
seek to defend themselves from the judgement of Alamut. among their ranks. (Dominate, Oblivion, Potence)
(Celerity, Obfuscate or Auspex, Blood Sorcery)
● Panders*: See Caitiff. These Caitiff have been granted Clan
● Malkavian*: (V5 Corebook p.75, V5 ANARCH p.161, V5 CAMA- status within the Sabbat. (No in-clan Disciplines)
RILLA p.145) The madness of the “Lunatics” conceals and re-
● Tzimisce*: The “Fiends” have shed their humanity along with
veals truths. (Auspex, Dominate, Obfuscate)
their flesh and yet remain bound to their native soil.
● Nosferatu: (V5 Corebook p.81, V5 ANARCH p.164, V5 CAMA- (Animalism, Auspex, Viscissitude)
RILLA p.152) The hideous “Sewer Rats” hide their disfigured
forms in the darkness, from whence they gather secrets.
(Animalism, Obfuscate, Potence) INDEPENDENT
● Toreador: (V5 Corebook p.87, V5 ANARCH p.166, V5 CAMARIL- ● Giovanni*: The “Necromancers,” more familia and bloodline
LA p.133) The “Degenerates” seek thrills of art, romance, and than clan, have retreated to Vienna and Sicily for unknown
cruelty amidst stagnant undeath. (Auspex, Celerity, Presence) reasons. (Dominate, Oblivion, Potence)

● Tremere: (V5 Corebook p.93, V5 ANARCH p.170, V5 CAMARIL- ● The Hecata*: (V5 Cults of the Blood Gods p.TBD) “The Clan of
LA p.139) Broken by a new Inquisition, the once-mighty Death” is more an amalgamation of bloodlines that may have
“Warlocks” seek to restore their monopoly on sorcerous pow- descended from a common ancestor whom the Giovanni de-
er. (Auspex, Dominate, Blood Sorcery) stroyed. (Varies significantly by bloodline.)

● Ventrue: (V5 Corebook p.99, V5 ANARCH p.173, V5 CAMARIL- ● Ravnos*: Reduced to a population of that of a bloodline, the
LA p.128) The aristocratic “Blue Bloods” enforce the Traditions “Deceivers” of Romani heritage were all but destroyed during
and the Masquerade on the lesser breeds. (Dominate, Forti- the Week of Nightmares. (Animalism, Chimerstry Fortitude)
tude, Presence)

CLANLESS
ANARCH
● Caitiff: (V5 Corebook p.105, V5 ANARCH p.152, V5 CAMARILLA
● Brujah: (V5 Corebook p.65, V5 ANARCH p.140, V5 CAMARILLA p.177) The “Clanless” show no common traits, except to find
p.174) The “Rabble” rebel against power and rage against tyr- themselves outcast by vampires of distinct lineage. (No in-clan
anny. (Celerity, Potence, Presence) Disciplines)

● Gangrel: (V5 Corebook p.69, V5 ANARCH p.148, V5 CAMARIL- ● Thin-blooded*: (V5 Corebook p.109, V5 ANARCH p.155, V5
LA p.172) The feral “Outlanders” blend vampire and beast. CAMARILLA p.179) The blood of the “Duskborn” is far too di-
(Animalism, Fortitude, Protean) luted to fully share in the vampiric curse and are considered
less-than on much of Kindred Society. (Thin-blood Alchemy)
● The Ministry*: (V5 ANARCH p.176) The pluralistic and largest
branch of the “Setites” has embraced heresy as doctrine.
(Obfuscate, Presence, Protean)

-5-
Attributes & Skills

Attributes and Skills are divided into three categories: Physical, SOCIAL:
Social, and Mental. Most tests are a determined by rolling a ● Animal Ken: Animal handling and communication
number of dice equal to one Attribute and one Skill against a ● Etiquette: Politeness in social settings
Difficulty rating. See page 20 for an Action Difficulty table. ● Insight: Determining states of mind and motives
● Intimidation: Getting another person to back down
● Leadership: Directing and inspiring others
ATTRIBUTES: ● Performance: Expressing art in person to an audience
(V5 Corebook p.155) ● Persuasion: Convincing others
● Streetwise: Understanding the ins and outs of criminal and
PHYSICAL:
urban society
● Strength: Exertion of force by the muscles
● Subterfuge: Tricking others into doing your will
● Dexterity: Agility, grace, eye-hand coordination
● Stamina: Toughness, resilience, endurance

MENTAL:
● Academics: Humanities and liberal arts, book-learning
SOCIAL:
● Awareness: Senses, being aware of your surroundings,
● Charisma: Charm, magnetism, personality
spotting threats
● Manipulation: Getting others to do what you want
● Finance: Handling, moving, and making money
● Composure: Self-control, cool, calm head
● Investigation: Following clues, solving mysteries
● Medicine: Healing injuries, diagnosing disease
MENTAL: ● Occult: Secret lore, both real and unreal
● Intelligence: Memory, reasoning, intellect ● Politics: Diplomatic and bureaucratic acumen
● Wits: Cleverness, intuition, snap judgements ● Science: Knowledge and theory of the physical world
● Resolve: Focus, concentration, attention ● Technology: Understanding and using modern technology,
computers, and online activity

SKILLS:
(V5 Corebook p.159) SPECIALTIES:
A character can only take specialties in skills that they have
PHYSICAL: at least one level in. Using a specialty on a test adds one die
● Athletics: Running, jumping, climbing to the die pool. Multiple specialties cannot be used on a
● Brawl: Unarmed combat of all type single test. For the list of Specialties see the skills list in the
● Craft: Crafting, building, shaping V5 Corebook p.159.
● Drive: Operating vehicles
● Firearms: Using ranged weapons, such as guns and bows
● Larceny: Breaking and entering, guarding against the same
● Melee: Armed hand-to-hand combat
● Stealth: Not being seen, heard, or recognized
● Survival: Remaining alive in adverse surroundings

-6-
Disciplines

Some Disciplines may no longer function or exist in V5 in the PROTEAN: (V5 Corebook p.269) Shape-changing, from growing
same way that they did in earlier editions. Individual Kindred claws to melding with the earth
may still refer to a Malkavian having the Discipline
QUIETUS: (V20 laws of the Night p.203) See BLOOD SORCERY
“Dementation” and some fledgling Giovanni may not realize
and OBFUSCATE. Art of the silent death
that their “Necromancy” is at all closely tied to
“Obtenebration.” SERPENTIS: (V20 Laws of the Night p.209) See PRESENCE and
PROTEAN. Acquire the physicality of serpents

THAUMATURGY: (V20 Laws of the Night p.212) See BLOOD


ANIMALISM: (V5 Corebook p.244) Supernatural affinity with and
SORCERY. The use of the Blood to perform magic
control of animals
THIN-BLOOD ALCHEMY: (V5 Corebook p.282) Mixing blood,
AUSPEX: (V5 Corebook p.248) Extrasensory perception, aware-
emotion, and other ingredients to create powerful effects
ness, and premonitions
VISCISSITUDE: (V20 Laws of the Night p.241) The sculpting of
BLOOD SORCERY: (V5 Corebook p.271) The use of the Blood to
flesh into unnatural forms [V5 Chicago by Night Backer Manu-
perform magic
script p.247 suggests that VICISSITUDE may be folded into or
CELERITY: (V5 Corebook p.252) Supernatural quickness and re- connected to PROTEAN]
flexes

CHIMERSTRY: (V20 Laws of the Night p.144) Illusions made real


Other Disciplines do exist, but those are typically tied to specific
or at least tangible
and uncommon bloodlines.
DEMENTATION: (V20 Laws of the Night p.147) See AUSPEX and
DOMINATE. Gift your foes with madness
AMALGAM POWERS:
DOMINATE: (V5 Corebook p.254) Mind control practiced
(V5 Corebook p.244)
through one’s piercing gaze
Some powers are a combination of Disciplines. When se-
FORTITUDE: (V5 Corebook p.258) Unearthly toughness, even to
lecting an amalgam power a character must possess the
the point of resisting fire and sunlight
required rating of both Disciplines. For the purpose of type
NECROMANCY: (V20 Laws of the Night p.159) See OBLIVION. and other classification these powers count as belonging to
Control of the dead, both spirit and corpse both Disciplines.
OBFUSCATE: (V5 Corebook p.260) The ability to remain obscure
and unseen, even in crowds

OBLIVION: (V5 Chicago by Night Backer Manuscript p.326) Con-


trol over shadows and spirits

OBTENEBRATION: (V20 Laws of the Night p.188) See OBLIVION.


Manipulation of abyssal darkness

POTENCE: (V5 Corebook p.263) The Discipline of physical vigor


and strength

PRESENCE: (V5 Corebook p.266) The ability to attract, sway, and


control emotions

-7-
Predator Types
(V5 Corebook p.175) *Some Predator Types require storyteller approval for player characters.

COREBOOK PREDATOR TYPES: CONSENSUALIST (cont.):


● Gain Infamy [•] Dark Secret (Masquerade Breacher)
ALLEYCAT: You take blood by force or threat.
● Gain Feeding [•] Prey Exclusion (non-consenting)
● Add a specialty: Intimidation (Stickups) or Brawl (Grappling)
● Gain (•) Celerity or (•) Potence
● Lose one dot of Humanity FARMER: You feed from animals.
● Gain Contact (•••) Criminal ● Add a specialty: Animal Ken (Specific Animal) or Survival
(Hunting)
● Gain (•) Animalism or (•) Protean
BAGGER: You acquire preserved or dead blood, rather than hunt
● Gain one dot of Humanity
the living.
● Gain Feeding [••] Vegan
● Add a specialty: Larceny (Lock-picking) or Streetwise (Black
Market)
● Gain (•) Blood Sorcery (in-clan only) or (•) Obfuscate OSIRIS: As an object of devotion, you feed from your cult,
● Gain Feeding (•••) Iron Gullet church, or fans.
● Gain Enemy [••] Either someone believes you owe them, or ● Add a specialty: Occult (specific tradition) or Performance
there’s another reason you keep off the streets. (specific entertainment field)
● Gain (•) Blood Sorcery (in-clan only) or (•) Presence
● Spend three dots between the Fame and Herd Backgrounds
BLOOD LEECH*: You feed from other vampires.
● Spend two dots between the Enemies and Mythic Flaws
● Add a specialty: Brawl (Kindred) or Stealth (against Kindred)
● Gain (•) Celerity or (•) Protean
● Lose one dot of Humanity SANDMAN: You feed from sleeping victims, often breaking into
● Increase Blood Potency by one homes.
● Gain Infamy [••] Dark Secret (Diablerist or Shunned) ● Add a specialty: Medicine (Anesthetics) or Stealth (Break-in)
● Gain Feeding [••] Prey Exclusion (mortals) ● Gain (•) Auspex or (•) Obfuscate
● Gain Resources (•) Portfolio Proletariat

CLEAVER: You take blood covertly from your mortal family or


friends. SCENE QUEEN: You feed from a subculture or exclusive group in
● Add a specialty: Manipulation (Gaslighting) or Subterfuge which you enjoy high status.
(Coverups) ● Add a specialty: Etiquette (specific scene), Leadership
● Gain (•) Dominate or (•) Animalism (specific scene), or Streetwise (specific scene)
● Gain Herd (••) 4-7 Mortals ● Gain (•) Dominate or (•) Potence
● Gain Infamy [•] Dark Secret (Cleaver) ● Gain Fame(•) Recognized
● Gain Contact (•) Sycophant
● Gain either Influence [•] Disliked (outside your sub-culture)
CONSENSUALIST: You take blood with consent.
or the Feeding [•] Prey Exclusion (another subculture)
● Add a specialty: Medicine (Phlebotomy) or Persuasion
(Victims)
● Gain (•) Auspex or (•) Fortitude
● Gain one dot of Humanity

-8-
Predator Types

SIREN: You feed by seduction, under the guise of sex. MUTAWWI*: You deliberately feed on those who break the law
● Add a specialty: Persuasion (Seduction) or Subterfuge or some ethical code.
(Seduction) ● Add specialty Insight (Bad Intentions) or Academics
● Gain (•)Fortitude or (•) Presence (Religious Law or Civil Law)
● Gain Looks (••) Beautiful ● Gain (•) Auspex or (•) Celerity
● Gain Enemy [•] A spurned lover or jealous partner ● Gain the additional Conviction (The guilty must be pun-
ished). This is a free Conviction, unconnected to a Touchstone
● Gain Feeding [•] Prey Exclusion (the innocent)
HOMEBREW PREDATOR TYPES:
The Following Predator Types are player-made and/or
available online. Some may have been modified slightly. PATRON*: You feed on the willing (and often ignorant) in ex-
change you offer money or other goods/services.
BOOTH BUFFET*: In the privacy of your hair salon, massage par-
● Add specialty Streetwise (Illegal Deals) or Larceny (Illegal
lor, or other quiet work space you feed by appointment.
Deals)
● Add specialty Craft (Specific Trade) or Medicine (Specific
● Gain (•) Auspex or (•) Presence
Field)
● Gain Resources (••) Middle Class
● Gain (•) Auspex or (•) Dominate
● Gain Mask (•) Fake ID Card
● Gain three dots among Resources, Herd, Contact, and Fame
● If you get a Messy Critical while rolling to use the skill spe-
cialty from this predator type, you acquire an automatic Stain VALKYRIE*: Under the cover of war, you feed on those who are
instead of other effects. prepared to die for king or country.
● Add specialty Survival (War Zones) or Brawl (Armed Mortals)
● Gain (•) Celerity or (•) Protean
GHOST-MAKER*: You feed on captive mortals you have forced
● Gain four dots between Ally and Retainer. (The unit you
to abandon their lives for you.
have most recently attached yourself to.)
● Add specialty Manipulation (Gaslighting) or Larceny
● Gain Herd [••] Obvious Predator
(Kidnapping)
● Gain Feeding [•] Prey Exclusion (your nationality)
● Gain (•) Dominate
● Gain three dots between Herd, Haven and Resources
● Gain Mask (••) Fake Identity and (*) Cobbler VULTURE*: You feed from recently or nearly dead.
● Gain Enemy [•] Investigator with personal connection to one ● Add a specialty: Medicine (Post-Mortem), Medicine
of your captives (Hospice), or Larceny (Grave-robbing)
● Lose one dot of Humanity ● Gain (•) Oblivion (in-clan only) or (•) Obfuscate
● Lose one dot of Humanity
● Gain the Feeding (•••) Iron Gullet
KENNEL MASTER*: You use trained animal ghouls to hunt mor-
tals and then you “rescue” them.
● Add specialty Animal Ken (Training Attack Animals) and an SAMPLE TEMPLATE: Description
additional dot of Animal Ken, not to exceed 5 ● Add a specialty: Skill (Specialty) or Skill (Specialty)
● Gain (•) Animalism or (•) Protean ● Gain (•) Discipline or (•) Discipline
● Gain Retainer (•••) Your animal friends ● Optional: Lose one dot of Humanity
● Gain Looks [•] Ugly: At least your animal friends don’t mind ● Gain Advantage (•) Name and/or Flaw [•] Name

-9-
Coterie Types
(V5 Corebook p.197)

BLOOD CULT: Controls a human cult and feeds from them FANG GANG: Criminal crew, gang, or the like
● Gain Domain: (•) Lien and (••) Portillon ● Gain Domain (•) Chasse, (•) Lien, and (•) Portillon
● Gain Herd (•••) ● Gain Contact (•) fence or other criminal middleman
● Gain Status [•] Suspect ● Gain Enemy [••] rival gang
● Possible extras: Enemy [••], Haven (cult church or com- ● Possible extras: Haven (clubhouse), Herd (human members/
pound), Mask [••] (on the Second Inquisition radar), Retainer victims of your gang), Influence (organized crime), Retainer,
Status (likely with Anarchs)

CERBERUS: Protects or guards an important location


● Gain Domain (•) Chasse and (•••) Portillon HUNTING PARTY: Procure mortals with requested Resonances
● Gain Haven (••) the location in question ● Gain Domain (•••) Chasse
● Possible extras: Adversary, Haven [•] Haunted, Status (for ● Gain Ally (•) or Mentor (•) blood broker
legacies) ● Possible extras: Herd, Influence (organized crime)

CHAMPIONS: Fights for a good cause MARÉCHAL: Serves and guards the lord of the city
● Gain Domain (•) Chasse and (•••) Lien ● Gain Domain (••) Chasse and (••) Portillon
● Gain Ally (•) someone you have rescued ● Gain Status (•••) Influential
● Gain Enemy [••] someone or a group you have fought be- ● Possible extras: Adversary, Influence, Mentor (Prince/
fore Baron), Retainer
● Possible extras: Adversary, Contact

NOMADS: Travels from place to place


COMMANDO: Fights for a master ● Gain Domain [•] No Domain
● Gain Domain (•) Chasse and (••) Portillon ● Gain Contact (•••) audience, promoters, travel brokers, etc.
● Gain Mentor (•••) your taskmaster ● Gain Retainer (••) at least one adult to handle daytime trav-
● Gain Status (•) Recognized el problems
● Gain Enemy [••] someone or a group you have fought be- ● Gain Status [•] Suspect
fore ● Possible extras: Herd (fellow travelers)
● Possible extras: Adversary, Haven (base of operations),
Mask
PLUMAIRES: Social coterie that flocks together
● Gain Domain (••) Chasse and (••) Lien
DAY WATCH: Guards the undead sleepers from mortals ● Gain Contact (•••) fellow members of your subculture
● Gain Domain (•) Chasse and (••) Portillon ● Possible extras: Adversary or Enemy (rival fashionista), Sta-
● Gain Influence (••) Influential tus (for high society Plumaires)
● Gain Enemy [•••] The enemy of my friend is out for me
● Possible extras: Ally, Contact, Haven, Mentor, a shared relic
or ritual allowing activity by day

-10-
Coterie Types
(V5 Chicago by Night Backer Manuscript pp.296, 309, 320) .

QUESTARI: Seeks to accomplish a great enterprise or objective V5 Chicago by Night Backer Manuscript:
● Gain Domain (•) Chasse and (•••) Lien The following Predator Types are subject to change as they
● Contact (••) someone who helps you to complete your are not yet formally published.
quest
CARNIVAL:
● Possible extras: Haven (*)Library, Mentor, Resources
(research budget)

REGENCY: Just running things until the elder gets back


● Gain Domain (••) Chasse and (•••) Portillon
● Gain Mentor (••) your absent elder
● Gain Status (••••) for Camarilla or (•••) for Anarch Regen-
cies CORPORATE:
● Advantages: Select up to 10 dots shared among Haven,
Herd, Influence, Resources, and/or Retainer
● Flaws: Select the same amount of dots worth of Flaws as
Advantages, above

SBIRRI: Disguised and covertly inserted by a rival lord


FLAGELLANT:
● Gain Mentor (••) handler or messenger
● Gain Mask (•) Fake ID
● Possible extras: Adversaries on target city’s Primogen, other
Advantages from the coterie’s supposed cover type

VEHME: Enforces the Masquerade


● Gain Domain (•) Chasse
● Gain Influence (•••) especially in police and media
● Gain Status (•••) Influential
FUGITIVE:
● Possible extras: Adversaries, Mentor (on Primogen or An-
arch Councils)

WATCHMEN: Protects the city from supernatural intruders


● Gain Domain (•) Chasse, (••) Lien and (•) Portillon
● Gain Status (••) Respected in the Camarilla
● Possible extras: Contacts, Retainers

-11-
Coterie Types & Hunger

RECTORATE:

SOMNOPHILE:

VANGUARD:

HOMEBREW COTERIE TYPES:


The Following Coterie Types are player-made and/or availa-
ble online. Some may have been modified slightly.

SAMPLE TEMPLATE: Description


● Gain Domain (?) Chasse, (?) Lien, and (?) Portillon
● Gain Advantage (•) description
● Gain Flaw [•] description
● Possible extras: Listed Advantages, Flaws, if any

-12-
Advantages & Flaws
(V5 Corebook p.179, 195)

ADVERSARY: Flaw traits equal to MENTOR advantage traits CONTACT: The information sources you possess

Advantage: (•+) Contact—You have a contact with Resources


rating ranging from (•) Destitute to (•••) Wealthy.
ALLY/ENEMY: Mortal associates, usually family or friends

Advantage/Flaw: (•+/•+] Effectiveness:


(•) A weak and likely useless mortal. DOMAIN: The area where you and your coterie can hunt
(••) An average mortal or group of weak mortals.
Flaw: [•] No Domain—You must either poach from other do-
(•••/•] A gifted mortal or group of average mortals.
mains or receive a letter of passage from a Prince or other
(••••/••] A deadly mortal, gifted mortal with supernatural
high official to reside peacefully in foreign domains.
power or a group of well-armed gifted mortals.
Advantage: (•+) Chasse—The value of the domain as hunting
Advantage/Flaw: (•+/•] Reliability:
ground ranging from (•) a city block to (•••••) three neighbor-
(•) They will appear 50% of the time.
hoods or a large group of features.
(••) They will appear in about 1-10 hours.
(•••/•] They will appear as soon as possible. Advantage: (•+) Lien—The ease of interaction between the do-
main’s mortals with the coterie ranging from (•) +1 to die
pools on these tests to (•••••) +5 to die pools on these tests.
ARCHAIC: (Character) Does not apply to hunting.

Flaw: [••] Anachronism—Your Technology skill rating is perma- Advantage: (•+) Portillon—The security of the domain against
nently 0 or –1. intrusion and interruption ranging from (•) +1 to difficulty on
these tests to (•••••) +5 to difficulty on these tests. Does not
Flaw: [•] Living in the Past—You have one or more outdated
apply to havens.
convictions.

ENEMY: Flaw traits are at two less than ALLY advantage traits
BONDING: (Character)

Flaw: [••] Bondslave—You are blood bound at the first taste of


another vampire’s blood. FAME/INFAMY: How well-known you are among mortals

Flaw: [•] Bond Junkie—Your dice pools have –1 to act against aFlaw: [•+] Dark Secret—Less likely to harm you than infamy, but
blood bond. likely to be more dangerous. Ranging from [•] being a cleaver,
having a debt/boon owed to the wrong people or ties to those
Flaw: [•] Long Bond—Blood bonds need only be reinforced once
with [••+] Infamous to [••] been blood hunted, a serial Mas-
every three months (instead of each month).
querade breacher or worse.
Advantage: (•) Bond Resistance—Your dice pools have +1 to act
Advantage/Flaw: (•+/•+] Famous/Infamous—You are recognized
against a blood bond.
as famous/infamous ranging from (•/•] a subculture to
Advantage: (••) Short Bond—Blood bonds need be reinforced (•••••/•••••] globally.
twice each month (instead of once).

Advantage: (•••••) Unbondable—You can never be blood


bound.

-13-
Advantages & Flaws

FEEDING: (Character) HERD (cont.):

Flaw: [••] Vegan—You only feed on animals. Spend 2 Willpower Advantage: (••) 4-7 Mortals—Half of which have a set resonance
to feed on humans. (Ventrue may not take this flaw.) that you pick at purchase.

Flaw: [••] Organovore—When you feed you must consume your Advantage: (•••) 7-15 Mortals—Two different resonances of
victim’s organs. (Only the heart can provide resonance.) your choice per week.

Flaw: [•] Methuselah’s Thrist—Your hunger cannot be reduced Advantage: (••••) 16-30 Mortals—Two resonances of your
below 1, except by drinking blood of a supernatural. choice per week. Herd gets involved in chronicle at times.

Flaw: [•] Prey Exclusion—You refuse to feed on a specific class of Advantage: (•••••) 31-60 Mortals—Three resonances of your
prey. choice per week. Herd can breach the Masquerade.

Advantage: (•) Bloodhound—You can smell the resonance of


blood with Resolve + Awareness ≥ 3.
INFAMY: Flaw traits equal to FAME advantage traits
Advantage: (•••) Iron Gullet—You can feed from cold, rancid
blood and even plasma; none of which provide resonance.
(Ventrue may not take this advantage.) INFLUENCE: Your political power within mortal society

Flaw: [••] Despised—By a group or region of the city. They ac-


tively seek to thwart you and your goals. –2 from dice pools in
HAVEN: A place to sleep safely by day
social situations with them.
Flaw: [••] Compromised—Your Haven has been raided before.
Flaw: [•] Disliked—By most. –1 from dice pools in social situa-
Invaders have +2 dice to gain access.
tions with all except your contacts, allies, and coterie.
Flaw: [•] Creepy—Your Haven looks like the residence of a serial
Advantage: (•) Well-connected—You’re ensured a hearing.
killer.
Advantage: (••) Influential—People want to do you favors.
Flaw: [•+] Haunted—Your Haven is haunted by some supernatu-
ral manifestation. Advantage: (•••) Entrenched—Mortal power-brokers tread
carefully around you.
Flaw: [•] No Haven
Advantage: (••••) Powerful—With few exceptions most will
Advantage: (•+) Base Haven—You have a haven ranging from (•)
obey you.
small and likely secure to (•••) large, secure and likely private.
Advantage: (•••••) Dominant—Your lessers attempt to antici-
Advantage: (*) Specialization—See V5 Corebook p.189.
pate your whims.

HERD: The kine to which you have free and safe access
LINGUISTICS: (Character)
Flaw: [••] Obvious Predator—Mortals instinctively fear and mis-
Flaw: [••] Illiterate—You cannot read or write. Your Academics
trust you. You cannot maintain a herd. –1 to social tests with
and Science skills cannot be raised above 1 or be granted spe-
mortals to put them at ease.
cialties.
Advantage: (•) 1-3 Mortals—Random resonance, can choose
Advantage: (•) Language—You are fluent and literate in an addi-
resonance once a month with a Manipulation + Insight test
tional language.
(Difficulty 4).

-14-
Advantages & Flaws

LOOKS: (Character) MENTOR/ADVERSARY: A Kindred who advises and supports


you: a mawla, patron, or confederate
Flaw: [••] Repulsive—Relevant Social dice pools have –2.
Advantage/Flaw: (•+/•+] Mentor/Adversary—You have a men-
Flaw: [•] Ugly—Relevant Social dice pools have –1.
tor/adversary ranging from (•/•] a Neonate to (•••••/•••••]
Advantage: (••) Beautiful—Relevant Social dice pools have +1. a Prince/Baron.
Advantage: (••••) Stunning—Relevant Social dice pools have +2.

MYTHICAL: (Character)
LORESHEET: See V5 Corebook pp.382-406, V5 ANARCH pp.190- Flaw: [••] Stake Bait—If you are ever staked through the heart,
198, V5 CAMARILLA pp.184-190, and V5 Chicago by Night you meet Final Death.
Backer Manuscript pp.332-357 for Loresheets
Flaw: [•] Folkloric Bane—Identify a traditional anti-vampire ob-
A character can only have one Loresheet at creation. Each ad- ject; it causes Aggravated Damage to you on touch.
vantage is self-contained and does not grant the lower level
Flaw: [•] Folkloric Block—Identify a traditional anti-vampire
advantages in addition to the one purchased.
ward; you must shrink away from it or spend a Willpower.

Flaw [•] Stigmata—At Hunger 4 you begin to bleed at various


MASK: A false identity (Character) parts of your body.
Flaw: [••] Known Blankbody—Most (if not all) of your identifying Advantage: (••) Eat Food—You can consume food and maybe
information is part of several intelligence databases as a po- enjoy it, but you must expel it before being able to rest.
tential terrorist. You are at high risk to be targeted by the Sec-
ond Inquisition.
RESOURCES: Wealth, belongings, and income
Flaw: [•] Known Corpse—You “died” recently and people will
recognize you. Flaw: [•] Destitute—You have no money and no home.

Advantage: (•) Fake ID Card—You can get anything from a credit Advantage: (•) Portfolio Proletariat—You live paycheck to
card to a birth certificate with this card. paycheck.

Advantage: (••) Fake Identity—You can pass an in-depth back- Advantage: (••) Middle Class—Nice apartment/small home with
ground check. *With this advantage you can purchase the cars.
following two advantages at (•) each:
Advantage: (•••) Rich—Great condo or nice house with luxury
Advantage: (*) Zeroed—Your real identity has been erased. items.

Advantage: (*) Cobbler—You can make or source Masks. Making Advantage: (••••) Wealthy—Mansion. Private helicopter or jet.
a Mask takes three days per (•) and possibly exposes you
Advantage: (•••••) Ultra Rich—Access to anything money can
online. Sourcing a Mask takes one day per (•) and can cost.
buy.

MAWLA: See MENTOR


RETAINER: Followers, guards, and servants

Flaw: [•] Stalkers—Occasionally people tend to become irration-


ally interested in you.

-15-
Advantages & Flaws

RETAINER (cont.): THIN-BLOODED (cont.):

Advantage: (•+) Retainer—You have a retainer ranging from (•) Flaw: [*] Clan Curse—You suffer from a clan Bane with a severity
a weak mortal to (•••) a gifted ghoul. rating of 1. The Brujah and Gangrel Banes can only be selected
if you also have the Bestial Temper Flaw. The Tremere Bane
can only be selected if you also have the Catenating Blood
STATUS: Your standing in undead society Advantage.
Flaw: [••] Shunned—Sect enemy. Flaw: [*] Dead Flesh—You are slowly decaying. You cannot take
Flaw: [•] Suspect—Not in good standing with a sect. –2 to all the (*) Lifelike Advantage.
Social tests with that sect. (Caitiff) Flaw: [*] Mortal Frailty—You cannot Rouse the Blood to mend.
Advantage: (•) Known—You have been introduced as a potential You cannot take the (*) Vampiric Resilience Advantage.
piece or player. (Neonate) Flaw: [*] Shunned by the Anarchs—Sect enemy of the Anarchs.
Advantage: (••) Respected—You have responsibilities. (Ancilla) You cannot take the (*) Anarch Comrades Advantage. Equiva-
lent to the [••] Shunned Flaw.
Advantage: (•••) Influential—You have some authority. (Elder)
Flaw: [*] Vitae Dependency—You need to drink vampire blood
Advantage: (••••) Powerful—You hold political office in Kindred
to use any Discipline.
society. (Sheriff/Harpy/Scourge)
Advantage: (*) Anarch Comrades—An Anarch coterie treats you
Advantage: (•••••) Luminary—You sit in a position of power.
like a pet acting as a (•) Mentor.
(Primogen)
Advantage: (*) Camarilla Contact—A Camarilla recruiter treats
you like garbage acting as a (•) Mentor.
SUBSTANCE ABUSE: (Character)
Advantage: (*) Catenating Blood—You can create Blood Bonds
Flaw: [••] Hopeless Addiction—Your dice pools have –2 if your and Embrace.
last feeding did not include your drug of choice.
Advantage: (*) Day Drinker—Sunlight only halves your health
Flaw: [•] Addiction—Your dice pools have –1 if your last feeding rounded up and prevents you from using Disciplines. Take no
did not include your drug of choice. other damage from Sunlight.

Advantage: (•) High-functioning Addict—Your dice pools have +1 Advantage: (*) Discipline Affinity—You have a permanent dot in
if your last feeding included your drug of choice. one Discipline. You still cannot have more than one dot in this
Discipline.

Advantage: (*) Lifelike—You have a heartbeat, can eat food, and


THIN-BLOODED: (Thin-blooded and some Caitiff characters)
more.
**These advantages and flaws have no point values, but for
each advantage you must take a corresponding flaw and vice Advantage: (*) Thin-blood Alchemist—Gain (•) and one formula
versa. in Thin-blood Alchemy.

Flaw: [*] Baby Teeth—You have no fangs or useless fangs. Advantage: (*) Vampiric Resilience—You suffer damage as a reg-
ular vampire.
Flaw: [*] Bestial Temper—You frenzy like a regular vampire.

Flaw: [*] Branded by the Camarilla—You have received a magical


brand that marks you as a Thin-blood.

-16-
Reference Tables

EMOTIONS & CONDITIONS HUMOR RESONANCE DISCIPLINES


Angry, violent, bullying, passionate, envious Choleric Celerity, Potence
Sad, scared, intellectual, depressed, grounded Melancholy Fortitude, Obfuscate
Lazy, apathetic, calm, controlling, sentimental Phlegmatic Auspex, Dominate
Horny, happy, addicted, active, flighty, enthusiastic Sanguine Blood Sorcery, Presence
Animal Blood n/a Animalism, Protean

-17-
Reference Tables

Fury Provocation Hunger Provocation Terror Provocation

HEALING / HEALTH: WILLPOWER:


MENDING (V5 Corebook pp.127,218) (V5 Corebook pp.127,158)
SUPERFICIAL Once per turn, you may Rouse the Blood to heal At the beginning of a session, heal Superficial Damage up to
DAMAGE: Superficial Damage based on your Blood Poten- your Composure or Resolve (whichever is higher). At the Story-
cy. See the Blood Potency chart on page 19. teller’s discretion more can be healed for acting to further a
Desire or for playing out a messy critical, frenzy, or compulsion.
AGGRAVATED At nightfall, you may Rouse the Blood three At the beginning of a session, heal 1 Aggravated Damage if you
DAMAGE: times to heal 1 aggravated damage. acted to further your Ambition. At the Storyteller’s discretion
more can healed for acting to benefit a Touchstone or uphold a
Conviction against your character’s own best interest.

-18-
Reference Tables

-19-
Reference Tables

-20-
Reference Tables

-21-

You might also like