0% found this document useful (0 votes)
17 views

V5 Character Creation Quick Reference 3.0

This document is a quick reference guide for character creation in Vampire: the Masquerade 5th Edition, aimed at making the game more accessible. It includes essential information on character attributes, skills, advantages, flaws, and the mechanics of hunger and vampiric states. The guide is a collaborative effort from various community members and is intended to complement the core rulebooks rather than replace them.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
17 views

V5 Character Creation Quick Reference 3.0

This document is a quick reference guide for character creation in Vampire: the Masquerade 5th Edition, aimed at making the game more accessible. It includes essential information on character attributes, skills, advantages, flaws, and the mechanics of hunger and vampiric states. The guide is a collaborative effort from various community members and is intended to complement the core rulebooks rather than replace them.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 15

Character Creation

Quick Reference
3.0
Credit and thanks where they are due:
This is a free and open project by MR-Singer with the input from
the communities at the WhiteWolfRPG Subreddit and the World
of Darkness 5th Edition Discord. The intent of this project is to
make Vampire: the Masquerade 5th edition “V5” more accessible
to all players with a printable quick reference guide for character
creation and basic rules. This is meant to be a companion to the
core and source books and not to replace them. Portions of the
materials are the copyrights and trademarks of White Wolf En-
tertainment AB, and are used with permission. All rights re-
served. For more information please visit white-wolf.com.

Cover Page “V5” Logo by nijata

Content review by Reddit users Orthas, TheZakasaurus,


SwiftOneSpeaks, elmerg, Lobodeinvierno, VileVicious85, lep-
ton_neutrino, PlasmaDragon2000, and Survey_Says_0, Atro-
ciousWriting, and Discord users Sharkey#2654 and Lumi#5953

Very special thanks to:


● nijata for having art skills that are beyond me.
● PlasmaDragon2000 for thoroughly going over my typos and
grammar, helping me realize that I missed an entire page’s worth
of basic rules, and reminding me to credit myself too.
● elmerg for questioning the inclusion of content that conflicted
with the philosophy of the project.
Table of Contents

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

[•] This is one flaw level


2-3 (•+) This can be one or more trait levels
CHARACTER CREATION [•+] This can be one or more flaw levels

(•/•] This trait has a corresponding flaw


3 (*) or (†) This trait has a special condition to obtain
HEALTH, WILLPOWER, AND HUMANITY
[*] or [†] This flaw has a special condition to obtain
COTERIE CREATION

EXPERIENCE:
4
Level up characters with experience with the following chart:
HUNGER & THE BLOOD
TRAIT EXPERIENCE POINTS

5 Increase Attribute New Level x 5


VAMPIRIC STATES OF BEING Increase Skill New Level x 3
New Specialty 3

6-7 Clan Discipline* New Level x 5


SECTS & CLANS Other Discipline* New Level x 7
Caitiff Discipline* New Level x 6
Blood Sorcery Ritual Ritual Level x 3
8
Oblivion Ceremony Ceremony Level x 3
ATTRIBUTES, SKILLS, AND SPECIALTIES
Thin-blood Formula Formula Level x 3
Advantage 3 per dot
9 Blood Potency New Level x 10
DISCIPLINES
*In order to justify spending experience on Disciplines, your
character must feed on blood with the matching type of Reso-
10-13 nance. Learning a new out-of-clan Discipline requires your char-
REFERENCE CHARTS acter to taste the Blood of one who already possesses the disci-
pline.

-1-
Character Creation

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

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; three Add any new supporting cast to the Relationship Map.
Attributes at 3; four Attributes at 2; one Attribute at 1.

CONVICTIONS & TOUCHSTONES: (V5 Corebook p.172) Select


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

Set your character’s Humanity to 7. (V5 Corebook p.236)


DISCIPLINES: (V5 Corebook p.244) Choose two in-clan Disci-
plines. Put two dots in one and one dot in the other.
AMBITION & DESIRE: (V5 Corebook p.173) An Ambition is an
For Caitiff characters, choose any two Disciplines. Put two dots underlying goal that drives your character and must be meas-
in one and one dot in the other. Caitiff have no in-clan Disci- urable in game terms. Pursuing an Ambition recovers Aggra-
plines. vated Willpower Damage. It shouldn’t be vague or impossible
like “set fires” or “end racism” instead it should be specific and
Thin-blood characters have no starting or in-clan Disciplines.
relevant to the chronicle like “bring Final Death to the local
racist Cam Prince” or “find and burn the original Book of the
PREDATOR TYPE: (V5 Corebook p.175) Pick a Predator Type and Grave-War.”
apply it. The listed bonus specialty, Discipline, and ad- A Desire is a short term goal that can last a Session or a whole
vantages/flaws do not cost or reward experience points. Chronicle. Pursuing a Desire recovers Superficial Willpower
Thin-blood characters and recently embraced Fledglings do not Damage. It must involve another person named on the Rela-
get a Predator Type. (V5 Corebook p.149) tionship Map. For example, “I want to drive a cherry Maserati”
or “I want to eat a brunette” don’t qualify, but “I want to drive
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
IMPAIRMENT: When any of these three trackers are fully
HUNGER: Set Hunger level to 1. marked, your character becomes Impaired. (Health: -2 to all
Physical tests. Willpower: -2 to all Mental and Social tests.
Humanity: -2 to all tests.)
HEALTH, WILLPOWER AND HUMANITY:
HEALING/MENDING: See the reference chart on page 11.
Health, Willpower and Humanity can take damage/Stains on
unfilled spaces of their respective trackers.

HUMANITY: (Fill in squares equal to your character’s Humanity) COTERIE CREATION:


Characters with a high Humanity rating are more quickly The coterie starts with 1 dot per player. Players may also con-
affected by Stains than character with a low Humanity rating. tribute their own unused dots and experience points to the cote-
Mark all Stains with a “/”. At the end of each session perform rie. Every player must agree when advantages and flaws are pur-
a Remorse test. Roll dice equal to the number of unmarked chased for the coterie.
Humanity tracks (with a minimum of 1 die). On a success re-
TYPE: (V5 Corebook p.197) Similar to Predator Type except these
move all Stains. On a failure erase one Humanity point and
bonuses apply to all players in the Coterie.
remove all Stains. If at any time these Stains would overfill the
unmarked Humanity tracks take one Aggravated Willpower DOMAIN: The game seems to suggest that a coterie and not
Damage. Humanity can be increased at Storyteller discretion, specific characters should hold a domain. This can bind charac-
see V5 Corebook p.241. ters together in a common cause—defending their turf. See
the Advantages & Flaws Compilation.

ADDITIONAL ADVANTAGES & FLAWS: A coterie can have any


non-character advantage or flaw.

RELATIONSHIP MAP: A tool for tracking the complex ties that


bind characters and story together. See V5 Corebook p.142

-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 re-
This compelling force is sometimes personified as “the Beast.” quires you to Rouse the Blood roll 1 die. (Additional dice may
Just how hungry your character has become is reflected on be added in certain circumstances, see the Blood Potency
the Hunger tracker by filling in squares equal to your charac- chart on page 12 under “Discipline Power Bonus.”) On a failed
ter’s Hunger. Rouse test, increase your Hunger by 1 after completing the
action. A character cannot perform actions that would Rouse
TESTS: All tests require a number of successes ≥ the difficulty of
the Blood while at Hunger 5 unless forced to such as by Rising
the action, see page 11 for a chart that outlines action difficul-
for the Night.
ties. A roll of 6+ is a single success. A roll of 10 is also a suc-
cess, but a pair of 10s is equal to four successes. A typical test BLUSH OF LIFE: With a Rouse Test your character can appear like
will see you roll a pool of dice equal to the sum of your charac- the living (with a pulse, body temperature, and breath), tem-
ter’s relevant Attribute and Skill levels. A successful test is a porarily appear to consume food (up to an hour), and possibly
“critical success” when there is at least one pair of 10s. participate in sexual intercourse.

VAMPIRE AND HUNGER DICE: See page 13 for an overview. Sub- BLOOD SURGE: With a Rouse Test you can add dice to one ac-
stitute normal or Vampire Dice with differently colored Hun- tion relevant to your character’s Blood Potency, see the Blood
ger Dice equal to the character’s Hunger, without exceeding Potency chart on page 12 under “Blood Surge.”
the total dice pool. If in a “critical success” there is at least one RISE FOR THE NIGHT: At the beginning of each night a character
critical showing on a Hunger Die then it is then a “messy criti- must Rouse the Blood to awaken.
cal”—this means your character succeeds in their attempt, but
they destroy something or worse. A failed test with a skull on VAMPIRIC MENDING: See the reference chart on page 11.
a Hunger Die is a “bestial failure”—this means they fail in their
attempt and must act out a compulsion. See V5 Corebook
pp.208-211 for more information on compulsions.

HUNGER 4+: When your character reaches Hunger 4, they be-


come prone to frenzy, see the reference chart on page 11 for
Hunger Provocation.

-4-
Vampiric States of Being

TORPOR: (V5 Corebook p.223) The coma-like state between THE BECKONING:
vampiric unlife and Final Death. See page 11 for Torpor length. In recent nights, Elder Kindred have been feeling a pull to leave
A character can enter Torpor in three different ways by: their havens and domains to another place. Specific details of
● Attempting to Rise for the Night and failing the Rouse test their ultimate destinations have been sparse, but it is general-
while at Hunger 5, ly known or assumed that these Elders are being drawn to the
Middle East. It may be that Methuselahs or even Antediluvians
● Completely fill their Health tracker with Aggravated Dam-
are summoning their descendants to fulfill their ancient hun-
age, or
ger, but concrete evidence of this or of the contrary has yet to
● Voluntarily increasing Hunger at the beginning of every surface.
night to exceed Hunger 5.
For those who are familiar with the Hecata may have noticed,
that none of their number seem to have been drawn into the
Beckoning.
FRENZY: (V5 Corebook pp.219-220) If a character fails a frenzy
test of “Willpower + (Humanity)/3” then the Storyteller takes
control of them to fulfill one of the types of frenzies. Fury: the
THE GEHENNA CRUSADE/WAR:
vampire stops at nothing to destroy the cause of the provoca-
tion, often including anyone nearby. Hunger: the vampire When the Beckoning began pulling at the blood of the Elders of
seeks fresh human blood from the closest source. Terror: (aka the Sabbat, the majority of the faction answered the call to
Rötschreck) the vampire flees from the source of danger, Crusade in response to the compelling force of the Beckoning
without regard to anyone or anything in their way. See page in order to fulfill the purpose of the Sabbat - the destruction of
11 for difficulty ratings of frenzy provocations. the Antediluvians who rebelled against Caine. The result was
immediate and open war with the Ashirra and the Camarilla.
The conflict generated the political will for the Ashirra and the
RIDING THE WAVE: (V5 Corebook pp.219-220) When a Frenzy Camarilla to ally in defense of their holdings, cementing the
test is presented, a player may choose to not resist and thus importance of the Banu Haqim as a clan within the Camarilla.
“Ride the Wave.” In this instance, the player may keep control
More recently, the Amici Noctis - a shadowy and influential
of their character, but must play out the frenzy to its comple-
group of Lasombra - privately acknowledged the possible ac-
tion as above.
tive role of their clan founder had played in the crusade. Lead-
ing them to conclude the whole endeavor would see them
destroyed as part of a plot of the Antediluvian who they be-
COMPULSION: Compulsions occur on a “bestial failure” (see
lieved was destroyed in 1405 as part of the nascent and
page 4 under Vampire and Hunger Dice) and cannot be
bloody Anarch Movement. The result of this has lead a sizea-
skipped with Willpower. Frenzy occurs with a failed Willpower
ble portion of Clan Lasombra to join the Camarilla.
test after being provoked by fury, hunger, or terror (see pages
4 and 11) and can be skipped with a Willpower expenditure.
See V5 Corebook pp.208-211 for more information on compul-
sions.

-5-
Sects & Clans

CAMARILLA ● Tremere: (V5 Corebook pp.92-97,210, ANARCH pp.170-172,


Often referred to as the Ivory Tower, this sect is a rigid hierarchy CAMARILLA pp.138-143) Broken by a new Inquisition, the once
that values stability and security through a series of locally en- -mighty “Warlocks” seek to restore their monopoly on sorcer-
forced traditions. While it allows for some freedoms and internal ous power.
criticism, these allowances are narrow and have to be earned Bane: Deficient Blood
and still may cost social capital. Compulsion: Perfectionism (V5 Corebook p.210)
Disciplines: Auspex, Blood Sorcery, Dominate
● Banu Haqim: (CAMARILLA pp.156-166) The “Assamite” viziers,
sorcerers, and warriors recently admitted to the Camarilla ● Ventrue: (V5 Corebook pp.98-103,211, ANARCH pp.173-175,
seek to defend themselves from the judgement of Alamut. CAMARILLA pp.126-131) The aristocratic “Blue Bloods” enforce
Bane: Blood Addiction the Traditions and the Masquerade on the lesser breeds.
Compulsion: Judgement (CAMARILLA p.165) Bane: Rarified Tastes
Disciplines: Blood Sorcery, Celerity, Obfuscate Compulsion: Arrogance (V5 Corebook p.211)
Disciplines: Dominate, Fortitude, Presence
● Lasombra: (Chicago by Night pp.289-292) Many of the
“Keepers” have taken the Faustian bargain to join the Camaril-
la following the Gehenna War.
ANARCH
Bane: Distorted Image
The most ideologically fluid of the sects and is often character-
Compulsion: Ruthlessness (Chicago by Night p.292)
ized by the relative youth of its members. While the original An-
Disciplines: Dominate, Oblivion, Potence
arch Movement predates the Camarilla, the Anarch Free States
● Malkavian: (V5 Corebook pp.74-79,210, ANARCH pp.161-163, are less than a century old.
CAMARILLA pp.144-149) The madness of the “Lunatics” con-
● Brujah: (V5 Corebook pp.64-67,210, ANARCH pp.140-145,
ceals and reveals truths.
CAMARILLA pp.174-176) The “Rabble” rebel against power and
Bane: Fractured Perspective
rage against tyranny.
Compulsion: Delusion (V5 Corebook p.210)
Bane: Violent Temper
Disciplines: Auspex, Dominate, Obfuscate
Compulsion: Rebellion (V5 Corebook p.210)
● Nosferatu: (V5 Corebook pp.80-85,210, ANARCH pp.164-165, Disciplines: Celerity, Potence, Presence
CAMARILLA pp.150-155) The hideous “Sewer Rats” hide their
● Gangrel: (V5 Corebook pp.68-73,210, ANARCH pp.148-151,
disfigured forms in the darkness, from whence they gather
CAMARILLA pp.172-173) The feral “Outlanders” blend vampire
secrets.
and beast.
Bane: Repulsiveness
Bane: Bestial Features
Compulsion: Cryptophilia (V5 Corebook p.210)
Compulsion: Feral Impulses (V5 Corebook p.210)
Disciplines: Animalism, Obfuscate, Potence
Disciplines: Animalism, Fortitude, Protean
● Toreador: (V5 Corebook pp.86-91,210, ANARCH pp.166-169,
● The Ministry: (ANARCH pp.176-185) The pluralistic and largest
CAMARILLA pp.132-137) The “Degenerates” seek thrills of art,
branch of the “Setites” has embraced heresy in lieu of dogma.
romance, and cruelty amidst stagnant undeath.
Bane: Abhors the Light
Bane: Aesthetic Fixation
Compulsion: Transgression (ANARCH p.185)
Compulsion: Obsession (V5 Corebook p.210)
Disciplines: Obfuscate, Presence, Protean
Disciplines: Auspex, Celerity, Presence

-6-
Sects & Clans

INDEPENDENT CLANLESS
The following clans are not strongly associated with any one Some Vampires do not fit into the normal Clan paradigm that is
Sect over another in V5. so central to the Camarilla and are often generalized as being of
the same ilk.
● Hecata: (Cults of the Blood Gods pp.198-203) “The Clan of
Death” is more an amalgamation of bloodlines which may ● Caitiff: (V5 Corebook pp.104-107, ANARCH pp.152-154, CAM-
share a common progenitor whom the Giovanni destroyed. ARILLA p.177) Some of the “Clanless” show no common traits,
Bane: Painful Kiss except to find themselves outcast by vampires of distinct line-
Compulsion: Morbidity (Cults of the Blood Gods pp.202-203) age; they are politically recognized as a clan called “Panders”
Disciplines: Auspex, Fortitude, Oblivion by the Sabbat.
Bane: Suspect
● Ravnos: (V5 Companion pp.6-11) Reduced to a population of
Compulsion: No unique clan Compulsion
that of a bloodline, the “Deceivers” were all but destroyed
Disciplines: N/A, see Experience Chart on page 1
during the Week of Nightmares.
Bane: Doomed ● Thin-bloods: (V5 Corebook pp.108-113, ANARCH pp.155-160,
Compulsion: Tempting Fate (V5 Companion p.9) CAMARILLA p.179) The blood of the “Duskborn” is far too
Disciplines: Animalism, Obfuscate, Presence diluted to fully share in the vampiric curse and are considered
less-than by much of Kindred Society.
● Salubri: (V5 Companion pp.12-15) The Tremere supplanted
Bane: No unique clan Bane
the “Cyclopes” and almost made this clan extinct by use of
Compulsion: No unique clan Compulsion
violence and accusations of diabolism.
Disciplines: N/A, see also Thin-blood Alchemy
Bane: Hunted
Compulsion: Effective Empathy (V5 Companion p.15)
Disciplines: Auspex, Dominate, Fortitude
ASHIRRA
● Tzimisce: (V5 Companion pp.16-23) The “Fiends” may be The oldest of the canon sects in V5, it is not characterized by
known for their inhuman ability to fleshcraft, they remain specific clans, but instead by an adherence to Islam. While not
committed to their possessions. all vampires of this sect truly believe in Islam, it is the cultural
Bane: Grounded core that has ensured the sect’s survival. The Gehenna Crusade
Compulsion: Covetousness (V5 Companion p.19) or War has threatened the sect’s strongest holdings (Saudi Ara-
Disciplines: Animalism, Dominate, Protean bia, Iran, Afganistan, and some of Egypt) which brought about an
alliance between the Ashirra and the Camarrilla through the
Vermillion Wedding.
SABBAT
This sect was founded following the Camarilla and centered
around a ritual called the Vaulderie. At its height, almost all
Lasombra and Tzimisce were members of this sect, but vampires
from all clans are counted among their numbers. Following the
Gehenna Crusade or War, their political dominance has dimin-
ished and a number of their holdings have been abandoned in
order to join the fight. There are still individual Sabbat and some
cells that operate in their former territories.

-7-
Attributes, Skills, & Specialties

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 11 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
PHYSICAL:
and 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

SOCIAL: MENTAL:
● Charisma: Charm, magnetism, personality ● Academics: Humanities and liberal arts, book-learning
● Manipulation: Getting others to do what you want ● Awareness: Senses, being aware of your surroundings,
● Composure: Self-control, cool, calm head spotting threats
● Finance: Handling, moving, and making money
MENTAL:
● Investigation: Following clues, solving mysteries
● Intelligence: Memory, reasoning, intellect
● Medicine: Healing injuries, diagnosing disease
● Wits: Cleverness, intuition, snap judgements
● Occult: Secret lore, both real and unreal
● Resolve: Focus, concentration, attention
● Politics: Diplomatic and bureaucratic acumen
● Science: Knowledge and theory of the physical world
● Technology: Understanding and using modern technolo-
SKILLS:
gy, computers, and online activity
(V5 Corebook p.159)

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

-8-
Disciplines

MAJOR CHANGES FROM PREVIOUS EDITIONS: PECULIAR POWERS:


Some Disciplines may no longer function or exist in V5 in the In this guide the word “Peculiar” is used to designate a power,
same way that they did in earlier editions. The most notable including any ceremony, recipe, or ritual, that has been strongly
changes are the combining of some Disciplines into others to associated with a clan or has been introduced as commonly used
reduce the total number of Disciplines. Many of these Discipline or unique to a specific group. These can be restricted on this
powers are now considered Amalgams - a Discipline power that basis or permitted generally at storyteller discretion.
requires proficiency in multiple Disciplines. This change is pri-
marily mechanical in nature and is designed to enable more vari-
ability in character development choices. The Discipline changes AMALGAM POWERS:
are as follows: (V5 Corebook p.244)

Thaumaturgy is now Blood Sorcery Some powers are a combination of Disciplines. When se-
lecting an amalgam power a character must possess the re-
Dementation is now an Amalgam of Dominate and Obfuscate
quired rating of both Disciplines. For the purpose of type and
Chimerstry is now an Amalgam of Obfuscate and Presence other classification these powers count as belonging to both
Necromancy is now Oblivion Disciplines.

Obeah is now an Amalgam of Auspex and Fortitude or Dominate

Obtenebration is now Oblivion RESONANCE:


(V5 Corebook p.226)
Quietus is part Blood Sorcery and part Obfuscate
Resonance is a new mechanic that can add an additional die
Serpentis is part Presence and part Protean, with some powers
to dice pools involving Disciplines depending on the condition
also requiring Obfuscate or Fortitude
and intensity of your character’s last drink. Resonance bonus-
Valeren is now an Amalgam of Fortitude and Auspex es last until your character drinks again or reaches Hunger 5.
Vicissitude is now an Amalgam of Protean and Dominate See page 10 for the Resonance-Discipline chart.

Individual Kindred may still refer to a Malkavian having the Disci-


pline of Dementation and some fledgling Hecata may not realize
that their Necromancy is at all closely tied to Obtenebration in
the form of Oblivion. Generally speaking the former names for
Disciplines and their powers still exist in the game’s lore and can
be used to illustrate a character’s understanding of their or oth-
er’s powers.

-9-
Reference Charts

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
Bagged N/A None
Emotionless, tranced, sociopathic Empty Oblivion
V5 Corebook pp.212,226-227, Chicago by Night p.293

-10-
Reference Charts

HEALING / HEALTH: WILLPOWER:


MENDING (V5 Corebook pp.127,218) (V5 Corebook pp.127,158)
SUPERFICIAL Once per turn, you may Rouse the Blood to At the beginning of a session, heal Superficial Damage up to your
DAMAGE: heal Superficial Damage based on your Composure or Resolve (whichever is higher). At the Storyteller’s
Blood Potency. See the Blood Potency chart discretion more can be healed for acting to further a Desire or for
on page 12. 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 act-
DAMAGE: times to heal 1 aggravated damage. ed to further your Ambition. At the Storyteller’s discretion more can
be healed for acting to benefit a Touchstone or uphold a Conviction
against your character’s own best interest.

Frenzy Resist/Torpor Length

Fury Frenzy Hunger Frenzy Fear Frenzy

-11-
Reference Charts

-12-
Reference Charts

-13-

You might also like