Rules

HEALTH, WILLPOWER AND HUMANITY:

Health, Willpower and Humanity can take damage/Stains on unfilled spaces of their respective trackers.

HEALTH:

Maximum Health = Stamina + 3, fill in the remainder
Mark Superficial Damage with a “/” and Aggravated Damage with an “X”.
If the Health tracker is filled with Aggravated Damage your character enters Torpor.

WILLPOWER:

Maximum Willpower = Composure + Resolve, fill in the remainder
Mark Superficial Damage with a “/” and Aggravated Damage with an “X”.
If the Willpower tracker is filled with Aggravated Damage in a social situation your character breaks down and completely lose face.
You can spend Willpower (mark the tracker with a “/”) to:
(1) re-roll up to 3 non-Hunger Dice on any test except for Willpower tests,
(2) to regain control of your character from Frenzy, Dominate, or Presence,
(3) to open eyes or move fingers while staked,
(4) to ignore Impairment or other Health related penalties.

HUMANITY:

Fill in squares equal to your character’s Humanity
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 Remorse test. Roll dice equal to the number of unmarked Humanity tracks (with a minimum of 1 die).
On a success remove all Stains.
On a failure erase one Humanity point and remove all Stains.
If at any time these Stains would overfill the unmarked Humanity tracks take one Aggravated Willpower Damage.
Humanity can be increased at Storyteller discretion, see V5 Corebook p.241.

HumanityDice add to resist frenzyTorpor length
93Three days
82One week
72Two weeks
62One month
51One year
41One decade
31Five decades
20One century
10Five centuries

IMPAIRMENT:

When any of these three trackers are fully marked, your character becomes Impaired.
Health: -2 to all Physical tests.
Willpower: -2 to all Mental and Social tests.
Humanity: -2 to all tests.

HEALING/MENDING:

HEALING / MENDINGHEALTH:WILLPOWER:
SUPERFICIAL DAMAGE:Once per turn, you may Rouse the Blood to heal Superficial Damage based on your Blood Potency.At the beginning of a session, heal Superficial Damage up to your Composure or Resolve (whichever is higher). At the Story-teller’s discretion more can be healed for acting to further a Desire or for playing out a messy critical, frenzy, or compulsion.
AGGRAVATED DAMAGE:At nightfall, you may Rouse the Blood three times to heal 1 aggravated damage.At the beginning of a session, heal 1 Aggravated Damage if you 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.

COMPULSION vs FRENZY

Compulsions occur on a “bestial failure” and cannot be skipped with Willpower.
Frenzy occurs with a failed Willpower test after being provoked by fury, hunger, or terror and can be skipped with a Willpower expenditure.

ProvocationDifficulty
Friend killed2
Lover or Touchstone hurt3
Lover or Touchstone killed4
Physical provocation or harassment2
Insulted by inferior2
Public humiliation2

ProvocationDifficulty
Sight of open wound or overpowering smell of blood while at Hunger 4 or higher2
Taste of blood while at Hunger 4 or higher3
Fail Rouse Check while at Hunger 54

ProvocationDifficulty
Bonfire2
Inside a burning building3
Being burned2
Obscured sunlight (through window, etc.)3
Fully exposed to direct sunlight4

HUNGER:

All kindred have an innate instinctual drive to consume blood.
This compelling force is sometimes personified as “the Beast.”
Just how hungry your character has become is reflected on the Hunger tracker by filling in squares equal to your character’s Hunger.

TESTS

All tests require a number of successes ≥ the difficulty of the action.
A roll of 6+ is a single success.
A roll of 10 is also a success, but a pair of 10s is equal to four successes.
A typical test will see you roll a pool of dice equal to the sum of your character’s relevant Attribute and Skill levels.
A successful test is a “critical success” when there is at least one pair of 10s.
Win at a cost: If your roll includes any successes, but fails, the Storyteller may offer you to win at a cost. You achieve your goal, but something happens to make things worse for you anyway

Routine1
Straightforward2
Moderate3
Challenging4
Hard5
Very hard6
Nearly impossible7

VAMPIRE AND HUNGER DICE

Substitute normal or Vampire Dice with differently colored Hunger Dice equal to the character’s Hunger, without exceeding the total dice pool.
If in a “critical success” there is at least one critical showing on a Hunger Die then it is then a “messy critical”— this means your character succeeds in their attempt, but they destroy something or worse.
A failed test with a skull on a Hunger Die is a “bestial failure”— this means they fail in their attempt and must act out a compulsion. See V5 Corebook p.208 for more information on compulsions.

HUNGER 4+

When your character reaches Hunger 4, they become prone to frenzy

SourceHunger slakedTimeNotes
Multiple small animals (three to four cats, a dozen or more rats)1One sceneSlakes no Hunger for vampires above Blood Potency 2 Animal Resonance; No Dyscrasia
Medium-sized animal (raccoon, dog, coyote)1One turnSlakes no Hunger for vampires above Blood Potency 2 Animal Resonance; No Dyscrasia
Large animal (horse)2One sceneSlakes no Hunger for vampires above Blood Potency 2 Animal Resonance; No Dyscrasia
Blood bag1One turnSlakes no Hunger for vampires above Blood Potency 2 No Resonance or Dyscrasia
Sip from human1Three turnsIncludes licking wound closed
Maximum non-harmful drink from human2One sceneIncludes licking wound closed
Harmful drink from human that risks death unless treated1-4One turn per Hunger slakedAggravated damage equals Hunger slaked; Human rolls Strength + Stamina against a Difficulty equal to Hunger slaked to survive blood loss
Human drained and killed55 turnsOnly way to reach Hunger 0 (zero)

TORPOR

(V5 Corebook p.223) The coma-like state between vampiric unlife and Final Death. A character can enter Torpor in three different ways by:
(1) attempting to Rise for the Night and failing the Rouse test while at Hunger 5,
(2) completely fill their Health tracker with Aggravated Damage,
(3) voluntarily increasing Hunger at the beginning of every night to exceed Hunger 5.

THE BLOOD

ROUSE THE BLOOD

Or “Rouse test.” Whenever an action requires you to Rouse the Blood roll 1 die.
On a failed Rouse test, increase your Hunger by 1 after completing the action.
A character cannot perform actions that would Rouse the Blood while at Hunger 5 unless forced to such as by Rising for the Night.

BLUSH OF LIFE

With a Rouse Test your character can appear like the living (with a pulse, body temperature, and breath), temporarily appear to consume food (up to an hour), and possibly participate in sexual intercourse.

BLOOD SURGE

With a Rouse Test you can add dice to one action relevant to your character’s Blood Potency.

RISE FOR THE NIGHT

At the beginning of each night a char-acter must Rouse the Blood to awaken.

FRENZY

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 vampire stops at nothing to destroy the cause of the provocation, often including anyone nearby.
Hunger: the vampire seeks fresh human blood from the closest source. Terror: (aka Rötschreck) the vampire flees from the source of danger, without regard to anyone or anything in their way.

RIDING THE WAVE

When a Frenzy test is presented, a player may choose to not resist and thus “Ride the Wave.” In this instance, the player may keep control of their charac-ter, but must play out the frenzy to its completion as above.

Blood PotencyBlood SurgeDamage Mended (per rouse check)Discipline power bonusDiscipline rouse check rerollBane severityFeeding penalty
0Add 1 die1 point of SuperficialNoneNone0No effect
1Add 2 die1 point of SuperficialNoneLevel 12No effect
2Add 2 die2 points of SuperficialAdd 1 dieLevel 12Animal and bagged blood slakes half Hunger
3Add 3 dice2 points of SuperficialAdd 1 dieLevel 2 and below3Animal and bagged blood slakes no Hunger
4Add 3 dice3 points of SuperficialAdd 2 diceLevel 2 and below3Animal and bagged blood slakes no Hunger Slake 1 less Hunger per human
5Add 4 dice3 points of SuperficialAdd 2 diceLevel 3 and below4Animal and bagged blood slakes no Hunger Slake 1 less Hunger per human Must drain and kill a human to reduce Hunger below 2
6Add 4 dice3 points of SuperficialAdd 3 diceLevel 3 and below4Animal and bagged blood slakes no Hunger Slake 2 less Hunger per human Must drain and kill a human to reduce Hunger below 2
7Add 5 dice3 points of SuperficialAdd 3 diceLevel 4 and below5Animal and bagged blood slakes no Hunger Slake 2 less Hunger per human Must drain and kill a human to reduce Hunger below 2
8Add 5 dice4 points of SuperficialAdd 4 diceLevel 4 and below5Animal and bagged blood slakes no Hunger Slake 2 less Hunger per human Must drain and kill a human to reduce Hunger below 3
9Add 6 dice4 points of SuperficialAdd 4 diceLevel 5 and below6Animal and bagged blood slakes no Hunger Slake 2 less Hunger per human Must drain and kill a human to reduce Hunger below 3
10Add 6 dice5 points of SuperficialAdd 5 diceLevel 5 and below6Animal and bagged blood slakes no Hunger Slake 3 less Hunger per human Must drain and kill a human to reduce Hunger below 3

GenerationMinimum blood potencyMaximum blood potency
4th510
5th49
6th38
7th37
8th26
9th25
10th - 11th14
12th - 13th13
14th - 16th00

Disciplines

AMALGAM POWERS

Some powers are a combination of Disciplines. When selecting an amalgam power a character must possess the required rating of both Disciplines. For the purpose of type and other classification these powers count as belonging to both Disciplines.

RESONANCE

Resonance is a new mechanic that can add an additional die to dice pools involving Disciplines depending on the condition and intensity of your character’s last drink. Resonance bonuses last until your character drinks again or reaches Hunger 5.

Emotions & ConditionsHumor/ResonanceDisciplines
Angry, violent, bullying, passionate, enviousCholericCelerity, Potence
Sad, scared, intellectual, depressed, groundedMelancholyFortitude, Obfuscate
Lazy, apathetic, calm, controlling, sentimentalPhlegmaticAuspex, Dominate
Horny, happy, addicted, active, flighty, enthusiasticSanguineBlood Sorcery, Presence
Animal bloodN/AAnimalism, Protean
BaggedN/ANone
Psychopaths and the emotionally detached.Empty of ResonanceOblivion