Show Menu

VtM 5e Storyteller Screen Cheat Sheet (DRAFT) by

A storyteller screen for Vampire: the Masquerade 5th Edition.

This is a draft cheat sheet. It is a work in progress and is not finished yet.

General Compul­sions

Hunger examples
Dominance examples
Harm examples
Paranoia examples
1-3: Hunger
4-5: Dominance
6-7: Harm
8-9: Paranoia
10: Clan Compulsion
In a social setting: Instead of questi­oning the mortal witness, the vampire moves the situation toward a seduction.
In a violent setting: The vampire discards their weapon, throwing themselves headfirst into a grapple, determined to feed.
In a solitary setting: The vampire decides they need a break and just happens to end up at a sweaty nightclub.
In a social setting: The vampire turns a civil conver­sation into a one-up­manship exercise, alienating the person whose trust they sought to gain.
In a violent setting: The vampire pauses to toy with a mortal opponent, basking in their superi­ority, instead of focusing on the objective.
In a solitary setting: The vampire becomes obsessed with accomp­lishing their objective in a novel way, proving their superi­ority to themselves and the world.
In a social setting: A smooth introd­uction goes sour as the vampire starts to harass and psycho­log­ically torture the subject.
In a violent setting: Instead of leaving an incapa­citated adversary, the vampire gleefully starts tearing into the uncons­cious opponent.
In a solitary setting: Annoyed at a minor inconv­eni­ence, the vampire takes a baseball bat to their expensive computer rig.
In a social setting: The vampire treats everyone with suspicion, trying to get out of any and all engagements.
In a violent setting: The vampire tries to end or escape the danger by any means, whether running or begging for their unlife.
In a solitary setting: The vampire sees threats where none exist, lashing out and fleeing, fixating on random occult symbols or weird coinci­dences.

Clan Compul­sions

Banu Haqim: Judgment
Brujah: Rebellion
Gangrel: Feral Impulses
Hecata: Morbidity
The vampire is compelled to punish anyone seen to transgress against their personal creed, taking their blood as just vengeance for the crime.
For one scene, the vampire must slake at least one Hunger from anyone, friend or foe, that acts against a Conviction of theirs. Failing to do so results in a three-dice penalty to all rolls until the Compulsion is satisfied or the scene ends. (If the one fed from is also a vampire, don’t forget to test for Bane-i­nduced Hunger frenzy.)
The vampire takes a stand against whatever or whomever they see as the status quo in the situation, whether that’s their leader, a viewpoint expressed by a potential vessel, or just the task they were supposed to do at the moment.
Until they’ve gone against their orders or expect­ations, perceived or real, the vampire receives a two-dice penalty to all rolls. This Compulsion ends once they’ve managed to either make someone change their minds (by force if necessary) or done the opposite of what was expected of them.
Returning to an animal­istic state, the vampire regresses to a point where speech is hard, clothes are uncomf­ort­able, and arguments are best settled with teeth and claws.
For one scene, the vampire gains a three-dice penalty to all rolls involving Manipu­lation and Intell­igence. They can only speak in one-word sentences during this time.
The Hecata are possessed of a peculiar curiosity paired with detachment from compassion and empathy, likely due to their frequent dealings with corpses and the wraiths of those who died tragic deaths. Their Blood urges them to study the indivi­duals around them for signs of illness, frailty, or impending death. Until they have either predicted a death without supern­atural means or solved the cause of a local one, the vampire suffers a three-dice penalty to other rolls until the scene ends. Note that their conclu­sions do not need to be absolutely correct, but should stay within the boundaries of the possible.
Lasombra: Ruthle­ssness
Malkavian: Delusion
Ministry: Transg­ression
Nosferatu: Crypto­philia
To the Lasombra, failure is not an option. Their Blood will urge them to any act concei­vable to reach their goals, whether in the moment or in Byzantine plots lasting centuries. Any setback is felt profoundly and they quickly escalate to the most ruthless of methods until they achieve their aims.
The next time the vampire fails any action they receive a two-dice penalty to any and all rolls until a future attempt at the same action succeeds. Note that the above penalty applies to future attempts at the triggering action as well.
Their extras­ensory gifts running wild, the vampire experi­ences what might be truths or portents, but what others call figments of imagin­ation, dredged up by Hunger.
While still functi­onal, the vampire’s mind and percep­tions are skewed. They receive a two-dice penalty to rolls involving Dexterity, Manipu­lation, Composure, and Wits as well as on rolls to resist terror frenzy, for one scene.
Set teaches that everyone’s mind and spirit are bound by invisible chains of their own making. Their Blood chafing at these bindings, the Minister suffers a burning need to break them. The vampire receives a two-dice penalty to all dice pools not relating to enticing someone (including themse­lves) to break a Chronicle Tenet or personal Convic­tion, causing at least one Stain and ending this Compul­sion.
The need to know permeates the vampire. They become consumed with a hunger for secrets, to know that which few or no one knows, almost as strong as that for blood. They also refuse to share secrets with others, except in strict trade for greater ones.
All actions not spent working toward learning a secret, no matter how big or small, receive a twodice penalty. The Compulsion ends when the vampire learns a secret big enough to be considered useful. Sharing this secret is optional.
Ravnos: Tempting Fate
Salubri: Affective Empathy
Toreador: Obsession
Tremere: Perfec­tionism
The vampire is driven by their Blood to court danger. Haunted as they are by righteous fire burning its way up their lineage, why not? The next time the vampire is faced with a problem to solve, any attempt at a solution short of the most daring or dangerous incurs a two-dice penalty. (Suitably flashy and risky attempts can even merit bonus dice for this occasion.) The Daredevil is free to convince any fellows to do things their way, but is just as likely to go at it alone. The Compulsion persists until the problem is solved or further attempts become imposs­ible.
When a Salubri suffers a Compul­sion, the Kindred becomes overwh­elmed with empathy for a personal problem that afflicts someone in the scene, seeking to further its resolu­tion. The scale of the personal problem isn’t important; the Salubri unders­tands that sometimes suffering is part of a cumulative situation and not an isolated stimulus. Any action not taken toward mitigating that personal tragedy incurs a two-dice penalty. The Compulsion persists until the sufferer’s burden is eased or a more immediate crisis supersedes it, or the end of the scene.
Enraptured by beauty, the vampire becomes tempor­arily obsessed with a singular gorgeous thing, able to think of nothing else.
Pick one feature, such as a person, a song, an artwork, blood spatter, or even a sunrise. Enrapt­ured, the vampire can hardly take their attention from it, and if spoken to, they only talk about that subject. Any other actions receive a two-dice penalty. This Compulsion lasts until they can no longer perceive the beloved object, or the scene ends.
Nothing but the best satisfies the vampire. Anything less than except­ional perfor­mance instills a profound sense of failure, and they often repeat tasks obsess­ively to get them “just right.”
Until the vampire scores a critical win on a Skill roll or the scene ends, the vampire labors under a two-dice penalty to all dice pools. Reduce the penalty to one die for a repeated action, and remove it entirely on a second repeat.
Tzimisce: Coveto­usness
Ventrue: Arrogance
When a Tzimisce suffers a Compul­sion, the Kindred becomes obsessed with possessing something in the scene, desiring to add it to their proverbial hoard. This can be anything from an object to a piece of property to an actual person. Any action not taken toward this purpose incurs a two-dice penalty. The Compulsion persists until ownership is establ­ished (the Storyt­eller decides what consti­tutes ownership in the case of a non-ob­ject) or the object of desire becomes unatta­inable.
The need to rule rears its head in the vampire. They stop at nothing to assume command of a situation.
Someone must obey an order from the vampire. Any action not directly associated with leadership receives a two-dice penalty. This Compulsion lasts until an order has been obeyed, though the order must not be supern­atu­rally enforced, such as through Dominate.


Fury Frenzy
Hunger Frenzy
Terror Frenzy
A vampire in fury frenzy stops at nothing to tear the cause of the provoc­ation to pieces, often together with anyone nearby: friend or foe.
After destroying the subject of their ire, the vampire can make a Willpower test at Difficulty 3 (or 5 if other enemies remain standing). Success ends the frenzy, while failing drives them deeper into the rage; they keep slaying anyone in the vicinity unless subdued.
During a hunger frenzy, the vampire seeks fresh human blood from the closest source.
The hunger frenzy ends when the vampire reaches Hunger 1 or below.
While in terror frenzy, the vampire flees from the source of danger, without regard to anyone or anything in their way.
The terror frenzy ends when the vampire can no longer perceive any danger or when the scene ends.
Physical provoc­ation or harassment
Sight of open wound or overpo­wering smell of blood while at Hunger 4 or higher
Being burned
Insulted by inferior
Taste of blood while at Hunger 4 or higher
Public humili­ation
Fail Rouse Check while at Hunger 5
Inside a burning building
Friend killed
Obscured sunlight
Lover or Touchstone hurt
Fully exposed to direct sunlight
Lover or Touchstone killed
Forced to violate Tenet with impaired Humanity
Riding the Wave
A vampire can also choose to Ride the Wave, intent­ionally succumbing to the frenzy without making a test, in which case the player retains control of the character during the frenzy.


Human Intera­ction
Mortal Functions
Resist Frenzy
Torpor Length
■ Blush of Life is not necessary, because you appear as a pale mortal in good health.
■ You heal Superf­icial damage as a mortal, in addition to vampiric mending.
■ You can taste, eat, and digest food as if human.
■ You can stay awake during the day as if human, though you do not lose your normal need for sleep.
■ The rate of sunlight damage you take is halved.
One day
■ Blush of Life is not necessary because you appear ill, but not dead.
■ You heal Superf­icial damage as a mortal, in addition to vampiric mending.
■ You can taste, eat, and digest rare or raw meat, and many liquids.
■ You can rise from day-sleep up to an hour before sunset if you wish and likewise stay awake an hour after dawn.
Three days
■ You can roll two dice for the Rouse Check to use Blush of Life and take the highest result.
■ Blush of Life allows you to have sexual interc­ourse and perhaps even enjoy it.
■ Blush of Life allows you to digest and taste wine.
■ You can rise from day-sleep up to an hour before sunset if you wish.
One week
■ You must make a Rouse Check to use Blush of Life.
■ You cannot have sexual interc­ourse per se, but you can fake it by winning a Dexterity + Charisma test if you wish (Diffi­culty equals your partner’s Composure or Wits).
■ Unless using Blush of Life, food and drink makes you vomit; make a Composure + Stamina test (Diffi­culty 3) to be able to get outside or to a bathroom first.
Two weeks
■ You cannot have sexual interc­ourse per se, but you can fake it by winning a Dexterity + Charisma test if you wish, made at a one-die penalty to your pool (Diffi­culty equals your partner’s Composure or Wits).
■ Even when using Blush of Life, you need make a Composure + Stamina test (Diffi­culty 3) to be able to keep food and drink down for an hour.
One month
■ You suffer a one-die penalty to creating art or other humanities and on most Social dice pools (including intera­cting with Touchs­tones), especially Insight and Persuade, but not to terrifying Intimi­dation, inhuman Subterfuge (Seduc­tion), or to any test to hunt or kill a human.
■ Even with Blush of Life, you cannot have sexual interc­ourse per se, but you can fake it by winning a Dexterity + Charisma test if you wish, made at a two-die penalty to your pool (Diffi­culty equals your partner’s Composure or Wits).
One year
■ You suffer a two-dice penalty on rolls to interact with humans.
■ You can no longer keep food and drink down, even with Blush of Life.
One decade
■ You suffer a four-dice penalty on rolls to interact with humans, as above.
■ You can no longer perform or even fake sexual interc­ourse, even with Blush of Life.
Five decades
■ You suffer a six-dice penalty on rolls to interact with humans, as above. (The penalty becomes fourdice with Blush of Life.)
One century
■ You suffer an eight-dice penalty on rolls to interact with humans, as above. (The penalty becomes five-dice with Blush of Life, but who cares? Not you.)
Five centuries

Messy Criticals and Bestial Failures

Messy Criticals
Bestial Failures
Gain one or more Stains (V5 p. 239).
Act out a Compul­sion.
Breach the Masque­rade.
Lose a reparable dot from an Advantage.
Fail the test as the Beast clouds the senses, causes a messy result, or otherwise makes a quiet solution unatta­inable.

Hunting Grounds

Turn order

Already engaged close combat
Ranged combat
Newly initiated close combat
Everything else

Advanced Combat

All-out attack
Grants a +1 damage bonus (emptying a ranged weapon if using one) while foregoing defending against attacks this turn.
If the all-out attack misses, anyone acting against the combatant get +1 die next turn.
Cannot be used as a surprise attack.
All-out defense
Bonus die to all defensive rolls this turn while foregoing all other actions except for a minor action.
Possib­ility of immunity versus ranged attacks if there is cover to completely cut line of sight.
Called shots
Subtract 1 to 4 successes depending on diffic­ulty.
Criticals in combat
Criticals versus mortals automa­tically incapa­citate.
Messy Criticals versus mortals are usually lethal.
Perform an action (roll) this turn to get an advant­ageous position (1-3 dice bonus) next turn.
E.g., flank, fake retreat to surprise attack, analyzing a foe to deliver the perfect insult.
Surprise attacks
First attack is made versus Difficulty 1.

Crippling Injuries (1d10 + Agg when impaired)

Stunned: Spend 1 willpower or lose a turn
Head Trauma: Physical -1, Mental -2
Broken limb: -3 when using limb
Blinded: -3 rolls requiring sight
Severe wound: -2 all rolls, +1 all damage
Crippled: Lose a limb
Torpor or death



Blood Potency

Blood Temper­ament

1-5: Well-b­ala­nced, negligible Resonance
No effect
6-8: Fleeting
Allows develo­pment of discipline
9-0: Roll again
1-8: Intense
As fleeting.
One die bonus to the Resona­nce's discip­lines until the next feeding or Hunger 5.
9-0: Acute
As intense.
Provides dycrasia (V5 p. 230).

Close Combat

Streng­th +­ Brawl
One-handed melee
Dexter­­ity­ + Melee
Two-handed melee
Streng­th + ­Melee
Streng­th + ­Fir­earms
Dexter­­ity­ + At­hletics
Firearms in CQC suffer -2 dice for targeting someone not engaged in melee with the shooter, -2 dice for large firearms, and impose no penalty to the defender for lack of cover.

Close Combat - Grappling & Biting

Streng­th +­ Brawl
Hold grappled foe
Streng­th +­ Brawl
Attack grappled foe
Streng­th +­ Brawl
If a grappled combatant wins the close combat contest, they escape and can move freely the next round.
Bite attack
Streng­th +­ Brawl*
Deal 2 Aggravated Damage
Foe becomes grappled
Feed from bitten mortal
Streng­th +­ Brawl
Deal 1 Aggravated Damage
Slake 1 Hunger (pg 213)
If a bitten combatant wins the close combat contest, they escape and can move freely the next round.

Weapons Damage Value

Improvised, stake*
Light impact (brass knuckles)
Heavy impact (baton, club, tire iron, baseball bat)
Light piercing (crossbow bolt, switchblade)
Light gunshot (.22 pistol)
Heavy melee (broad­sword, fire axe)
Medium gunshot (.308 rifle (singl­eshot), 9 mm pistol, shotgun at effective range)
Huge melee (claymore, steel beam)
Heavy gunshot (12-gauge shotgun (close range only), .357 Magnum)
* If an attacker with a wooden stake succeeds at a called shot to a vampire’s heart and inflicts 5+ damage, the stake pierces the vampire’s heart and paralyzes them.

Slaking Hunger

Blood Resonance

Emotions and Conditions
1-2: Choleric
Angry, violent, bullying, passio­nate, envious
Celerity, Potence
3-5: Melancholy
Sad, scared, intell­ectual, depressed, grounded
Fortitude, Obfuscate
6-8: Phlegmatic
Lazy, apathetic, calm, contro­lling, sentim­ental
Auspex, Dominate
9-0: Sanguine
Horny, happy, addicted, active, flighty, enthus­iastic
Blood Sorcery, Presence
Psycho­pathic, emotio­nally detached
Animal Blood
Animalist, Protean
Blood outside the body for over 15 minutes loses its Resonance.

Ranged Combat

Dexterity + Firearms
Composure + Firearms
Resolve + Firearms
Dexterity + Athletics
Dexterity + Athletics
Result is 1 if stationary
Higher fire rate or willin­gness to empty a full clip or magazine grant +1 dice.
Firing beyond the effective range of a weapon suffer -2 dice.

Ranged Combat - Cover

No cover
-2 dice
-1 dice
Hard cover
+0 dice
+1 dice
Murder hole
+2 dice

Armor Value

Reinforced clothi­ng/­heavy leathers
2 (0 versus bullets)
Ballistic cloth
Kevlar vest/flak jacket
Tactical SWAT/m­ilitary armor
-1 die to Dexterity
Armor value converts that much aggravated damage to superf­icial damage, which is then halved as usual.