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Step #1: Select Name, Concept, Nature and Demeanor Alleycat: You take blood by force or threat.
Step #2 Attributes: Take one at 4, three at 3, four at 2, and one at 1. Bonus Specialty: Intimidation (Stick Ups) or Brawl
(Grappling),
Step #3 Abilities: Pick one of the schemes listed below:
Bonus Discipline: Celerity, Fortitude or Potence, Bonus
Jack of All Trades: One Ability at 3, eight at 2, ten at 1. Background: Contacts 2, -1 Humanity
Balanced: Three Abilities at 3, five at 2, seven at 1.
Specialist: One Ability at 4, three at 3, three at 2, three at 1. Bagger: You acquire preserved or dead blood, rather than
hunt the living.
Step #4 Specialties: If you have any dots in Academics, Craft, Bonus Specialty: Larceny (Lockpicking) or Streetwise
Performance or Science, add a free Specialty to them. (Black Market), Bonus Discipline: Dominate or
Add one additional free Specialty to any Ability. Obfuscate, Flaw: 3pt Enemy
Step #5 Predator Type: Select your Predator type, and add any Blood Leech: You only feed from other vampires.
bonuses/penalties from it. Bonus Specialty: Brawl (Grappling) or Stealth (Stalking),
Step #6 Clan: Select your Clan. Bonus Discipline: Celerity or Protean, -2 Humanity, +1
Blood Potency, Flaw: Addiction (Kindred Blood)
Step #7 Sect: Select your Sect. You gain the listed benefits for each
of the sects listed below. Bonus dots may not be used to increase Cleaver: You take blood from your mortal family or friends.
any Attribute, Ability or Discipline above 5. Bonus Specialty: Subterfuge (Appear Mortal or Conceal
Evidence)
Camarilla: Gain 5 dots worth of Backgrounds, one bonus dot in any
Bonus Discipline: Dominate or Animalism, +1 Self
Attribute, and 3 dots spread among any Abilities.
Control, +1 Humanity, Background: Herd 2, Flaw:
Anarch: Gain 1 bonus dot in any Discipline and 6 dots worth of Masquerade Breaker
Backgrounds
Consensualist: You take blood with consent.
Autarkis/Independent: Gain 4 dots worth of Backgrounds, 2 bonus
Bonus Specialty: Medicine (Phlebotomy) or Persuasion
dots in any Attributes and 5 dots spread among any Abilities.
(Victims)
Sabbat: Choose to receive either 5 dots worth of Backgrounds or 1 Bonus Discipline: Auspex or Presence, +1 Humanity,
bonus dot in any Discipline. Also, add one bonus dot to any Flaw: Prey Exclusion (Unwilling Victims)
Attribute, and 2 dots spread among any Abilities.
Farmer: You prefer to only feed from animals.
Step #7 Disciplines: You begin play with 3 dots to place in Requires Starting Blood Potency 3 or less, Bonus Skill:
Disciplines, two of which must be placed in Clan Disciplines. Animal Ken,
Step #7 Virtues, Humanity/Path and Willpower: Bonus Discipline: Animalism or Protean, +1 Humanity,
Virtues: You have 7 dots to split among your Virtues. You gain a free Merit: Inoffensive to Animals, Flaw: Prey Exclusion
dot in Conscience, Self Control and Courage. You do not begin (Humans)
with a free dot in Conviction or Instinct if you use those instead. Osiris: You feed from your cult, church, or fans.
Humanity/Path: You start with a rating equal to your Conscience + Bonus Skill: Occult (Any) or Performance (Any), Bonus
Self-Control, or equivalent Virtues. Discipline: Dementation*, Presence, Thaumaturgy*, or
Willpower: Your starting Willpower is equal to your Courage. Necromancy*, -1 Humanity, Merits: 3 pts split between
Herd and Fame, Flaws: 3 pts split between and
Step #8 Freebie Points: You begin play with 21 Freebies (pg. 82). Supernatural Flaws
Step #9 Merits/Flaws: You begin play with 7 points worth of Merits Sandman: You prefer to feed from sleeping victims.
and 7 points worth of Flaws. These neither cost, nor grant, Freebie Bonus Specialties: Choose any two from Larceny (Breaking
Points. In), Medicine (Anesthetics), or Stealth (Infiltration); Bonus
Discipline: Auspex or Obfuscate
 Scene King/Queen: You feed from a subculture or exclusive
Generation: This is determined before play, and is the same for group in which you enjoy high status.
all players unless they elect to increase or decrease their Bonus Specialty: Etiquette (specific scene) or
starting Generation by 1 step as a 5 pt Merit or Flaw. Appearance (Trendy),
Bonus Discipline: Dominate or Potence, Merit: 3 dots
Blood Potency: You begin play at the lowest possible level for split between Fame, Contacts or Resources, Flaw: Prey
your Generation. Your BP may be increased by spending an Exclusion (Any)
amount of XP equal to your current Blood Potency + 1, x7.
Siren: You feed by seduction, under the guise of sex.
Intense Blood Resonance XP: When you feed from a person with Bonus Specialty: Manipulation (Seduction) or
an Intense Blood Resonance, you gain 1 bonus XP. This XP may Appearance (Sexy)
only be spent to increase your BP, or to learn or increase a Bonus Discipline: Fortitude or Presence, -1 Any Virtue
Discipline associated with that Resonance. Subsequent
* Must be one of your Clan Disciplines.
feedings from the same person grant no additional bonus XPs.
  
The “Difficulty” on all die rolls is When the rules of V20 call for you Select one of the options below:
6. Rolls that would require a to spend blood points, you instead  Immediate Frenzy
higher Difficulty in V20 instead make a Rouse check.  Increase your Hunger by 1.
require additional successes. To do this, roll a number of dice
equal to your Blood Pool. A Rouse
Difficulty V20 Diff New Diff 
Routine 4 1 check’s Difficulty is equal to the
Your Beast surges and you
Straightforward 5 2 number of blood points you would
perform the task in dramatic,
Moderate 6 3 have had to spend in V20.
potentially Masquerade breaking,
Challenging 7 4 1 Blood Point = Diff +1
fashion.
Hard 8 5 If you don’t get a single success,
Very Hard 9 6 increase your Hunger rating by 1.
Nearly Impossible 10 7 The max number of times you

may Rouse in a single turn is equal Vampires may heal an amount of
Specialty: Specialties add +1 die to
to your Blood Pool Rating. Bashing or Lethal Damage based
relevant dice pools.
on their Blood Potency. The
Botch: If you fail on your test, and
vampire can do this at will,
rolled two 1’s on any two dice, it’s a  instantly healing the amount of
Botch. Vampires have a Hunger rating, damage listed on the Blood
Critical Success: If you succeed on ranging from 1 to 5. Whenever Potency chart. But after doing so,
your test, and rolled two 10’s on any you roll the dice, and your dice you must perform a Rouse Check.
two dice, it’s a Critical Success. You pools consists of an Attribute and
gain one bonus Success for each Bashing: If the vampire only heals
Ability, replace one regular die per Bashing damage, the Rouse
pair of 10’s you rolled.
level of Hunger with a Hunger die. difficulty is 1 (or 2 if their BP is 0).
This has no effect unless you Lethal: If the vampire heals any
 score a Botch or Critical Success. Lethal Damage, the Rouse difficulty
Spend 1 Willpower to choose one is 2 (or 3 if their BP is 0).
Bestial Botch: If any of 1’s that
of the following effects:
contribute to a Botch came from a Aggravated: A vampire may only
 Reroll up to three dice from your Hunger die, make a Self Control test heal Agg damage while sleeping
dice pool. These can be regular with a Difficulty equal to the total during the day. This heals 1 point,
dice or Hunger dice. number of 1’s rolled. Failure results and automatically increases Hunger
 Add +1 success to your dice pool. in a Bestial Botch. by 1 (or 2 if their Blood Potency is
 Control your actions during
Messy Critical: If any of 10’s that 0).
frenzy for one turn.
contribute to a Critical Success
 Ignore Wound penalties
came from a Hunger die, you suffer
Recovery: You regain 1 spend a Messy Critical.
Willpower when you wake each
night. You also regain 1 any time Blood Max Surge Blood
you suffer a setback when playing Potency Trait Bonus Pool Healing Restrictions
to your Demeanor, or 2 if playing 0 5 (31) +2 12 1B / 1L None
to your Nature. 1 5 +3 1 2B / 1L None
Half from Animals and
Generation Min BP Max BP 2 5 +3 2 3B / 2L
Stored Blood
14+ 0 0 3 5 +4 2 4B / 2L
12-13 1 3 Nothing from Animals or
4 5 +4 3 4B / 3L
10-11 1 4 Stored Blood
9 2 5 5 5 +5 3 5B / 3L
6 6 +5 4 5B / 4L Half From Mortals
8 2 6
7 7 +6 4 6B / 4L
7 3 7
8 8 +6 5 6B / 5L Nothing From Mortals
6 4 8 1 2
Only applies to Disciplines Increase all Rouse Difficulties by 1.
  
Provocation Diff Provocation Diff Provocation Diff
Sight of open wound or 2 Friend Killed 2 Bonfire 2
Smell of blood at Lover or Touchstone Hurt 3 Inside a Burning Building 3
Hunger 4 or lower Lover or Touchstone Being Burned 4
Taste of Blood While at 3 4
Killed Dim/Obscured Sunlight 3
Hunger 4 or Higher Physical Provocation or
2 Exposed to Sunlight 4
Fail Rouse Check at 4 Harassment
Hunger 5 Public Humiliation 2

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By calling upon the unholy power Source Hunger Slaked Roll (d10) Resonance
of the blood, and the savagery of Multiple Small Animals 1-3 Choleric
1
(dozen rats)
their Beast, the vampire may 4-6 Melancholy
Medium Sized Animal
increase any single Physical 1 7-8 Phlegmatic
(large dog, pig)
Attribute by the amount listed on Large Animal 9-0 Sanguine
2
the Blood Potency chart. (cow or horse)
Roll (d10) Temperance
This requires a Rouse check with Blood Bag 1
1-7 Balanced
Drink From Human (Non-harmful) 2
a Difficulty of 1. 9-10 Intense (Reroll)
Drink From a Human (Harmful) 1-4
The vampire may elect to Surge 1-8 Intense*
Human Drained and Killed 5
other Attributes during the same 9-0 Dyscrasia
turn, but each requires a separate

Rouse check.
Resonance Emotions/Conditions Associated Disciplines
The bonus provided by a Blood Choleric Angry, Violent, Passionate Celerity, Potence, Serpentis
Surge lasts until the end of the Melancholy Sad, Scared, Intellectual Dementation, Fortitude, Obfuscate
turn unless it results in increasing Phlegmatic Lazy, Calm, Controlling Auspex, Dominate, Quietus
the vampire’s Hunger. In that case Sanguine Horny, Happy, Enthusiastic Chimerstry, Presence, Thaumaturgy
it becomes “locked in”, and the Animal Blood Savage, Bestial, Chaotic Animalism, Protean, Vicissitude
bonus lasts until the end of the Dead Blood Bleak, Bitter, Nihilistic Necromancy, Obtenebration
scene. * Intense Resonance grants a +1 bonus to associated Discipline dice pools.

AUTOMATIC FEATS MENTAL FEATS


Rouse the Blood Rouse Check Awakening During Day pg. 262
Getting to your Feet Free or Dex + Athletics Creation (Artistic) pg. 263
Movement pg. 258 Computer Use In/Wits + Computer
Readying a Weapon Free or pg. 258 Investigation Perception + Investigation
Repair Dex/Perception + Crafts
PHYSICAL FEATS Research Int + Academics/Occult/ Science
Climbing Dexterity + Athletics Tracking Perception + Survival
Driving Dex/Wits + Drive
Hunting Varies (pg. 259) SOCIAL FEATS
Carrying Capacity pg. 259 Carousing Charisma + Empathy
Intrusion Dex or Perception + Larceny Credibility Manipulation/Perception +
Jumping Strength or Str + Athletics (Running) Subterfuge
Lifting/Breaking Strength Fast-Talk Manipulation + Subterfuge
Opening/Closing Strength Interrogation Manipulation + Empathy/
Pursuit Dex + Athletics/Drive Intimidation
Shadowing Dex + Stealth/Drive Intimidation Strength/Manipulation +
Sneaking Dexterity + Stealth Intimidation
Swimming Stamina + Athletics Performance Charisma + Performance
Throwing Dexterity + Athletics Seduction Varies (pg. 266)

Mental
Awakening During Day pg. 262
  
Simple Initiative Order Attack Type Attacker’s Dice Pool General
Close Combat Unarmed or Claw Attack Dexterity + Brawl Ambush pg. 274
Ranged Combat One Handed Melee Str or Dex + Melee Blind Fighting/Fire pg. 274
Newly Initiated Two Handed Melee Strength + Melee Flank/Rear Attack pg. 274
Movement pg. 274
Firearms Dexterity + Firearms
Multiple Actions pg. 274
Detailed Initiative Thrown Object or Weapon Dexterity + Athletics
Called Shots/Targeting pg. 274
d10 + Wits + Dexterity
(Highest goes first) Defense: Defensive maneuvers must be declared
Defensive
before the attacker makes their attack roll.
Block pg. 275
Declaring it after the attack roll requires the Dodge pg. 275
 expenditure of a Willpower Point. Parry pg. 275
Bashing: Vampire suffer Defense Type Defender’s Dice Pool
half damage from Bashing Close Combat
Dodge Dexterity + Brawl
attacks. The damage is Bite pg. 276
Block Dexterity + Athletics
halved (round up) after the Claw pg. 276
Parry Dexterity + Melee Clinch pg. 276
attack is resolved, and after
Disarm pg. 276
any soak is applied.
Note that firearms deal  Hold pg. 276
Kick pg. 276
Bashing damage to undead Humanity Moral Guideline
Strike pg. 276
unless the attacker lands a 10 Selfish Thoughts Sweep pg. 276
headshot. Attempting a 9 Minor Selfish Acts Tackle pg. 277
headshot inflicts a -3 penalty Injury to Another (Accidental or
on the attack roll. 8
otherwise) Ranged Combat
Lethal: Vampires suffer 7 Theft Aiming pg. 277
normal damage from lethal Accidental Violation (Drinking a Automatic Fire pg. 278
6
damage sources. vessel dry out of starvation) Cover pg. 278
5 Intentional Property Damage Multiple Shots pg. 278
Aggravated: Sun, Fire and Impassioned Violation (Man- Reloading pg. 278
certain powers inflict 4
slaughter, Killing a vessel in Frenzy) Strafing pg. 278
Aggravated damage. This is Planned Violation (Outright Murder, Three Round Burst pg. 278
3
much harder to heal than Savored Exsanguination) Two Weapons pg. 278
regular damage, and may Casual Violation (Thoughtless Killing,
2
Feeding Past Satiation)
only be soaked by activating
1

Fortitude. Utter Perversion or Heinous Acts
Blinded pg. 279
Dazed pg. 279
  Immobilization pg. 279
If a vampire commits a sin Humanity/ Path Rating Bearing Modifier Knockdown pg. 279
against their Humanity/Path, 10 Stake Through Heart pg. 279
+2 Bonus
Falling pg. 296
check for Degeneration. 9-8 +1 Bonus
Fire/Burning pg. 297
Roll Conscience/Conviction 7-4 No Modifier
against a Difficulty equal to

3-2 +1 Difficulty
the difference between their 
1 +2 Difficulty
current rating and the Sunlight pg. 302
severity of the sin. Waking During the Day pg. 262
A Failure results in a 1 step
decrease in the vampire’s
Humanity/Path rating. A
Botch results in a
Derangement.

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