Vampire at a Glance
Four ideas carry most of the game. Each part of the guide builds on them.
Dice Pools
Roll Attribute + Skill in d10s. Every 6 or higher is a success; a pair of 10s is a critical.
Hunger
The more you hunger, the more of your dice are Hunger dice, and the more your Beast can twist a roll.
Humanity
Every monstrous act stains your soul. Lose too much Humanity and the Beast takes you for good.
The Masquerade
The living must never know. Hide what you are from mortals, hunters and your own rivals.
The Guide
The world and the rules first, then the Kindred and their society, then running chronicles and playing solo.
Getting Started
The Rules
Core Rules
Dice pools, Hunger dice, messy criticals and bestial failures, Rouse checks, Willpower, damage, Humanity and frenzy.
Character Creation
From concept to Embrace: clan, attributes, skills, Disciplines, Predator type, Convictions and Touchstones.
Sample Characters
76 ready-to-play Kindred: twenty solo vampires and sixteen coteries of two to six, every build checked against the rules.
Clans & Disciplines
The clans of the Kindred, their Disciplines, Banes and Compulsions, and how Disciplines work in play.
Feeding & Frenzy
Hunting, Blood Resonance, the Beast, frenzy and the moral weight of feeding.
Kindred Society
For the Storyteller
Playing Solo
Tools
Use these at the table.
Dice Roller
Roll a pool with Hunger dice, spot criticals, messy criticals and bestial failures, reroll with Willpower, make Rouse checks, and see the exact odds.
Character Sheets
Fill in, save and print V5 characters, with Health and Willpower damage, Hunger, Humanity and Stains, the Blood Potency table worked out, and a dice-pool helper that counts your Hunger dice.