V5 Character Creation Quick Reference 3.0
V5 Character Creation Quick Reference 3.0
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.
1 SYMBOL KEY:
TABLE OF CONTENTS (•) This is one trait level
EXPERIENCE:
4
Level up characters with experience with the following chart:
HUNGER & THE BLOOD
TRAIT EXPERIENCE POINTS
-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.
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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.
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Hunger & The Blood
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.
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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.
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Sects & Clans
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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
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Disciplines
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.
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Reference Charts
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Reference Charts
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Reference Charts
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Reference Charts
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