Vampire: the Masquerade Reference Sheet

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1 Vampire: the Masquerade Reference Sheet Ratings X Abysmal 1 Poor 2 Average 3 Good 4 Exceptional 5 Superb Difficulties Degrees of Success 3 Easy 1 Success Marginal 4 Routine 2 Successes Moderate 5 Straightforward 3 Successes Complete 6 Standard 4 Successes Exceptional 7 Challenging 5 or More Successes Phenomenal 8 Difficult 9 Extremely Difficult Character Creation Category Trait Points Attributes Physical, Social, Mental 7/5/3 Abilities Talents, Skills, Knowledges 13/9/5 Advantages Disciplines 3 Backgrounds 5 Virtues 7 Finishing Touches Humanity Conscience + Self-Control Willpower Equal to Courage Blood Pool Roll 10-sided die Freebie Points (get 15 to use) Attribute 5 per dot Ability 2 per dot Discipline 7 per dot Background 1 per dot Virtue 2 per dot Humanity 1 per dot Willpower 1 per dot Clans Assamite Assassins Brujah Rabble Followers of Set Serpents Gangrel Outlanders Giovanni Necromancers Lasombra Keepers Malkavians Lunatics Nosferatu Sewer Rats Ravnos Deceivers Toreador Degenerates Tremere Warlocks Tzimisce Fiends Ventrue Blue Bloods

2 Disciplines Name System Difficulty Animalism 1 Feral Whispers Manipulation + Animal Ken Beckoning Charisma + Survival 6 3 Quell the Beast Manipulation + Intimidation/Empathy 7 (extended vs. Willpower) 4 Subsume the Spirit Manipulation + Animal Ken 8 5 Drawing Out the Beast Manipulation + Self Control 8 Auspex 1 Heightened Senses Reduce difficulty by Auspex rating, or as-is Whatever is appropriate 2 Aura Perception Perception + Empathy 8 3 The Spirit s Touch Perception + Empathy Telepathy Intelligence + Subterfuge Willpower 5 Psychic Projection Willpower, Perception + Occult 7 (average) Celerity 1 5 Blood point, gain additional actions = rating Chimerstry 1 Ignis Fatuus Spend Willpower 2 Fata Morgana Willpower & Blood point 3 Apparition Blood point 4 Permanency Blood point 5 Horrid Reality 2 Willpower, (Manipulation + Subterfuge to injure) Perception + Self-Control Dementation 1 Passion Charisma + Empathy Humanity 2 The Haunting Blood point, Manipulation + Subterfuge Perception + Self Control 3 Eyes of Chaos Concentrates (1 turn), Perception + Occult Voice of Madness Blood point, Manipulation + Empathy 7 5 Total Insanity Total attention, Blood point, Manipulation + Intimidation Willpower Dominate 1 Command Manipulation + Intimidation Permanent Willpower 2 Mesmerize Manipulation + Leadership Permanent Willpower 3 The Forgetful Mind Wits + Subterfuge Willpower 4 Conditioning Charisma + Leadership Permanent Willpower 5 Possession Willpower, Charisma + Intimidation (vs. Diff 7) Willpower vs. Difficulty 7 Fortitude 1 5 Adds to Stamina for soaking purposes (normal and aggravated)

3 Necromancy The Sepulchre Path 1 Insight Perception + Occult Summon Soul Perception + Occult 7 or ghost s Willpower 3 Compel Soul Manipulation + Occult Willpower 4 Haunting Manipulation + Occult Willpower if resisting (or 4) 5 Torment Stamina + Empathy Willpower The Bone Path 1 Tremens Blood point, Dexterity + Occult 6 2 Apprentice s Brooms Wits + Occult 7 3 Shambling Hordes Willpower, Blood point/corpse, Wits + 8 Occult 4 Soul Stealing Willpower, contested Willpower roll 6 5 Daemonic Possession No more than 30 min. dead or 5 successes vs. vampire s Willpower The Ash Path 1 Shroudsight Perception + Alertness 7 2 Lifeless Tongues Perception + Occult 6 3 Dead Hand Willpower, Wits + Occult 7 4 Ex Nihilo Draw doorway, 2 Willpower, 2 Blood 8 points, Stamina + Occult 5 Shroud Mastery 2 Willpower, Willpower roll 9 Necromantic Rituals Intelligence + Occult 3 + level of ritual (max. 9) Obfuscate 1 Cloak of Shadows Stay in shadows, quiet, still and silent High Auspex could detect 2 Unseen Presence No roll unless you speak or attack, then 7 if necessary requires Wits + Alertness 3 Mask of a 1000 Faces Manipulation + Performance 7 4 Vanish from the Mind s Charisma + Stealth Wits + Alertness Eye 5 Cloak the Gathering 1 Extra individual for each dot of Stealth. Each individual must follow requirements of discipline. Obtenebration 1 Shadow Play Blood Point, possibly add 1 die to appropriate roll 2 Shroud of Night Manipulation + Occult 7 3 Arms of the Abyss Blood point, Manipulation + Occult 7 4 Black Metamorphosis 2 Blood Points, Manipulation + Courage 7 5 Tenebrous Form 3 Blood Points, occurs over 3 turns Potence 1 5 Gains one automatic success for each point to all Strength related rolls

4 Presence 1 Awe Charisma + Performance 7 2 Dread Gaze Charisma + Intimidation Wits + Courage 3 Entrancement Appearance + Empathy Permanent Willpower 4 Summon Charisma + Subterfuge Majesty Willpower point Courage roll Protean 1 Eyes of the Beast Full turn, +1 difficulty to Social rolls 2 Feral Claws Single turn, Blood Point (Strength +1 aggravated damage) 3 Earth Meld Blood Point, Humanity vs. Difficulty 6 to awake early 4 Shape of the Beast Blood Point, 3 turns (additional Blood Points can reduce time to transform) 5 Mist Form Blood Point, 3 turns (additional Blood Points can reduce time to transform) Quietus 1 Silence of Death Blood Point 2 Scorpion s Touch Blood Point, Willpower 6 3 Dagon s Call Touch target prior to invoking call; Permanent Willpower Willpower, contested Stamina vs. target s Stamina 4 Baal s Caress Blood Point/hit, weapon inflicts aggravated damage instead of normal 5 Taste of Death Spit 10 feet per dot of Strength and/or Potence, Stamina + Athletics 6 Serpentis 1 The Eyes of the Serpent Willpower (vampires & supernatural creatures) 2 The Tongue of the Asp Opens aggravated wounds (Strength damage) 3 The Skin of the Adder Blood Point, Willpower point 4 The Form of the Cobra Blood Point, 3 turns 5 The Heart of Darkness Must be new moon 9 6

5 Thaumaturgy Blood Point, Willpower roll Level + 3 The Path of Blood 1 A Taste for Blood Number of successes determines how much info 2 Blood Rage Each success forces the use of 1 Blood Point 3 Blood of Potency Successes spent to maintain change 4 Theft of Vitae Number of successes determines how many Blood Points 5 Cauldron of Blood Number of successes determines how many Blood Points are brought to a boil The Lure of Flames Number of successes determines accuracy of placing the flames 1 candle 3 to soak, 1 health level of 2 palm of flame 4 to soak, 1 health level of 3 campfire 5 to soak, 2 health level of 4 bonfire 7 to soak, 2 health level of 5 inferno 9 to soak, 3 health level of Movement of the Mind Number of successes determines length of control (1 success = 1 turn) 1 1 pound 2 20 pounds pounds Can levitate and fly pounds Can throw objects equal to level of mastery pounds The Path of Conjuring Number of successes determines quality of object 1 Summon the Simple Form Each turn, Willpower must be spent to keep in existence 2 Permanency 3 Blood Points 3 Magic of the Smith 5 Blood Points, possible Knowledge roll 4 Reverse Conjuration Extended success (as many as original conjurer) 5 Power Over Life 10 Blood Points Hands of Destruction 1 Decay Ages 10 years for every minute item is touched 2 Gnarl Wood 50 lbs of wood/ Blood Point spent 3 Acidic Touch 1 Blood Point = ¼ in. steel plate/3 in. wood (damage is aggravated) 1 Blood Point/turn 4 Atrophy At least 3 successes on Stamina + 8 Athletics 5 Turn to Dust Ages 10 years per success Stamina + Courage, Difficulty 8

6 Thaumaturgy Rituals 5 mins/level to cast, Intelligence + Occult 3 + level of the ritual (max 9) Vicissitude 1 Malleable Visage Blood point/body part, Intelligence + Body Crafts; Perception + Body Crafts to duplicate another; Willpower to increase Appearance 2 Fleshcraft Dexterity + Body Crafts Bonecraft Strength + Body Crafts 7 4 Horrid Form 2 Blood Points, Physical Attributes increase by 3/Social Attributes drop to 0 5 Bloodform Mental Disciplines will work in this form. 6; 8 (to duplicate) five successes for flawless copy; 10 Dramatic Systems Physical Feats Climbing Driving Encumbrance Hunting Intrusion Jumping Lifting/Breaking Opening/Closing Pursuit Shadowing Sneaking Swimming Throwing Mental Feats Awakening Creation Hacking Investigation Repair Research Tracking Social Feats Carousing Credibility Fast-Talk Interrogation Intimidation Oration Performance Seduction Dexterity + Athletics Dexterity/Wits + Drive Strength Perception Dexterity/Perception + Security Strength, Strength + Athletics (running jump) Strength Strength Dexterity + Athletics/Drive Dexterity + Stealth/Drive Dexterity + Stealth Stamina + Athletics Dexterity + Athletics Perception, Humanity Variable Intelligence/Wits + Computer Perception + Investigation Dexterity/Perception + Crafts Intelligence + Academics/Occult/Science Perception + Survival Charisma + Empathy Manipulation/Perception + Subterfuge Manipulation + Subterfuge Manipulation + Empathy/Intimidation Strength/Manipulation + Intimidation Charisma + Leadership Charisma + Performance variable

7 Combat Stage One: Initiative Roll initiative. Everyone declares their actions. The character with the highest initiative performs her actions first. Actions can be delayed to any time later in the order of initiative. Declare any multiple actions, reducing dice pools accordingly. Declare Discipline activation and Willpower expenditure. Stage Two: Attack For unarmed close-combat attacks, roll Dexterity + Brawl For armed close-combat attacks, roll Dexterity + Melee For ranged combat, roll Dexterity + Firearms (guns) or Dexterity + Athletics (thrown weapons) A character can abort to a defensive action (block, dodge, parry) at any time before her action is performed, as long as you make a successful Willpower roll (or a Willpower point is spent) Stage Three: Resolution Determine total damage effect (weapon type or maneuver), adding any extra dice gained from successes on the attack roll Targets may attempt to soak damage if possible.

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