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Cheatography

personal cheatsheet for dming vtm

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

Clans

Clan
Sect
Discip­lines
Weakness
Assamite
I
Celerity, Obfuscate, Quietus
1 pt. of unsoakable lethal damage per kindred BP taken, 1 pt. of automatic aggravated damage + no benefits for diablerie attempts
Brujah
CA
Celerity, Potence, Presence
Difficulty gate of roll to resist frenzy is +2, can't spend willpower to resist a frenzy
Caitiff
CIA
Any Discip­lines
Negative Title, +2 social diff. w/ non caitiff, can't take status backgr­ound, Caitiff childer
Setites
I
Obfuscate, Presence, Serpentis
Loses 1 dice pool when taking actions in bright lights, 2 extra levels of sunlight damage
Gangrel
C
Animalism, Fortitude, Protean
Gain a temp. animal charac­ter­istic every frenzy, charac­ter­istic will occass­ionaly become permanent and give the gangrel a temp/p­erm­anent stat change
Giovanni
I
Dominate, Necrom­ancy, Potence
Mortal vessels takes double the amount of damage per BP taken while feeding (Kiss of Giovanni)
Lasombra
S
Dominate, Obtene­bra­tion, Potence
Cannot cast a reflec­tion.
Malkavian
C
Auspex, Dement­ation, Obfuscate
Suffer from a derang­ement, can spend a willpower point to temp. relieve symptoms for a scene
Nosferatu
CI
Animalism, Obfuscate, Potence
0 in appearance
Ravnos
I
Animalism, Chimer­stry, Fortitude
Slave to their vices, when presented with an opport­unity to indulge in their vice they must do so or make a Self-C­ont­rol­/In­stincts roll (diff. 6)
Toreador
C
Auspex, Celerity, Presence
Must make a Self-C­ont­rol­/In­stincts roll (diff. 6), if the roll fails then the Toreador is entralled and can't act for the scene (being wounded allows them to reroll)
Tremere
C
Auspex, Dominate, Thauma­turgy
Only takes two draughts of another vampires blood to become blood bound
Tzimisce
S
Animalism, Auspex, Viciss­itude
Must rest with two handfuls of their native soil, every night without the soil halves their dice pool until 1 die is left
Ventrue
C
Dominate, Fortitude, Presence
Specific taste in blood, refuses to drink any other type of blood
Key:
C = Camarilla
S = Sabbat
A = Anarch
I = Indepe­nde­nt/­Aut­arkis

Difficulty Levels

3
Trivial (scanning a small crowd for a familiar face)
4
Easy (following a trail of blood)
5
Straig­htf­orward (seducing some one who’s already “in the mood”)
6
Standard (firing a gun)
7
Challe­nging (locating where those agonized whispers are coming from)
8
Difficult (convi­ncing a cop that this isn’t your cocaine)
9
Extremely difficult (walking a tightrope

Degrees of Success

Botch
Complete Failure (The gun doesn't just miss, it jams)
0
Failure (missing a punch)
1
Marginal (getting a broken refrig­erator to keep running until the repairman arrives)
2
Moderate (making a handicraft that’s ugly but useful)
3
Complete (fixing something so that it’s good as new)
4
Except­ional (incre­asing your car’s efficiency in the process of repairing it)
5+
Phenomenal (creating a master­work)
Whenever one of the dice comes up as a 1, it cancels out a success.

If none of your dice comes up a success, and one or more dice are dice showing 1, the roll is a botch.

Frenzy

Provic­ation
Difficulty
Smell of blood (when hungry)
3 (or higher in extreme cases)
Sight of blood (when hungry)
4 (or higher in extreme cases)
Being harassed
4
Life-t­hre­atening situation
4
Malicious taunts
4
Physical provoc­ation
6
Taste of blood (when hungry)
6 (or higher in extreme cases)
Loved one in danger
7
Outright public humili­ation
8
Brujah have a +2 difficulty to avoid frenzy.
Make a Self-C­ontrol roll to avoid frenzying.

Rötschreck (Fire and Sunlight)

Provic­ation
Difficulty
Lighting a cigarette
3
Sight of a torch
5
Bonfire
6
Obscured Sunlight
7
Being Burned
7
Direct Sunlight
8
Trapped in a burning building
9
Requires a courage roll to try and avoid.
 

Initiative and Combat Basics

Rolling for Initia­tive:
 

Discip­lines

Animalism
Supern­atural affinity with (control of) animals
Auspex
Extras­ensory percep­tion, awareness and premon­itions.
Celerity
Supern­atural quickness and reflexes.
Chimerstry
The ability to create illusions and halluc­ina­tions.
Dement­ation
The ability to inflict madness upon a victim.
Dominate
Mind control practiced through the piercing gaze.
Fortitude
Unearthly toughness, even resisting fire and sunlight.
Necromancy
Summon and control the dead.
Obfuscate
The ability to remain obscure and unseen, even in crowds.
Obtene­bration
Unearthly control over shadows.
Potence
Physical vigor and strength.
Presence
Attract, sway and control crowds.
Protean
Shapec­han­ging: growing claws and melding with earth.
Quietus
The art of assass­ina­tion.
Serpentis
The Discipline of reptilian powers.
Thauma­turgy
The study and practice of blood sorcery.
Viciss­itude
The art of flesh-­shaping

The Traditions

1: The Masquerade
Hide the existence of Vampires
2: The Domain
A kindred's hunting ground is their territory
3: The Progeny
Sire only with permission of one's elders
4: The Accounting
Until released, sires are respon­sible for their childers actions
5: Hospit­ality
Honor the domain, present yourself to the ruler of a domain upon arrival
6: Destru­ction
The right to kill Kindred is reserved for the Elder of a community
Establ­ished by the Camarilla, followed by most vampires

Blood Bonds

First drink: The drinker begins to experience interm­ittent but strong feelings about the vampire. She may dream of him, or find herself “coinc­ide­ntally” freque­nting places where he might show up. There is no mechanical effect at this stage, but it should be rolepl­ayed.

Second drink: The drinker’s feelings grow strong enough to influence their behavior but not yet enslaved. She may act as she pleases, but might have to make a Willpower roll to take actions directly harmful to the vampire. The vampire’s influence is such that he can persuade or command her with little effort (Social rolls against the thrall are at -1 diffic­ulty)

Third drink: Full-scale blood bond. A regnant may use the Dominate Discipline on a thrall, even without the benefit of eye contact. Additi­onally, should the thrall try to resist the Dominate (or similar mental control power) for some reason, the difficulty of such resistance is increased by two. Naturally, a higher­-Ge­ner­ation vampire still cannot use Dominate on a lower-­Gen­eration thrall.

Resisting the Bond: It's possible, though difficult, for a vampire to tempor­arily resist a blood bond. Doing so requires the player to make a Willpower roll (diffi­culty is typically 8, but can be modified based on the regnant’s treatment and the thrall’s Nature) and accumulate a number of successes equal to the number of times the thrall has partaken of the regnant’s blood, to a maximum of difficulty 9. The thrall must then spend a Willpower point. Upon doing so, the bond is negated for a variable amount of time.

Diablerie

Diablerie is act of stealing and devouring life essence of another vampire.

Commiting Diablerie:
To commit diablerie, the diablerist must take blood directly and immedi­ately from the victim; the blood may not be stored and used later and only one diablerist may commit the act on a given victim.

Once a vampire’s body has been drained of all blood, the diable­rist’s makes an extended Strength roll (Diff. 9). Each success inflicts one automatic health level on the victim (the victim cannot soak, and damage is considered aggrav­ated). When all the victim’s health levels have been drained, the body begins to decay immedi­ately.

A vampire committing diablerie is vulnerable to attack, all attacks against a vampire attempting diablerie are made versus a difficulty of 2

Rewards
Upon completion of diablerie, the diablerist is overwh­elmed by euphoria, and a Self-C­ont­rol­/In­stincts roll is necessary (Diff. 10 - Humani­ty/­Path) to avoid losing control.

The true benefit of diablerie becomes evident if the diablerist feeds on the vitae of a vampire of lower Generation (e.g., 9th gen. diable­rizing 7th gen.). The diablerist literally steals the power and potency of the victim’s own blood, and thus perman­ently lowers her own Generation by one. All benefits of the lowered Genera­tion: a larger and more potent blood pool, the ability to Dominate more Kindred and, in some cases, the ability to increase Traits above 5 — are bestowed.

If the victim was of far greater power (5 or more Gen. levels) than the diable­rist, the ST may rule that the predator lowers her Gen by more than one step. It would not be unreas­onable for a 12th gen. neonate who drank the blood of a 3000-y­ear-old 5th gen. to advance 3 or more Genera­tions.

Drinking the vitae of elder vampires can tempor­arily increase the diable­rist’s Discipline levels by 1, 2, or more. These increased powers last for a single scene, unless the ST decides otherwise.