Core Rules

How a pool of ten-sided dice, your Hunger and your Humanity decide what happens in Vampire: The Masquerade.

One Roll Runs the Night

Vampire: The Masquerade 5th Edition uses a single dice mechanic for nearly everything a vampire does: seducing a mark, kicking in a door, lying to the Prince, holding back the Beast. Learn that one roll and the rest of this page is detail. The detail matters, though, because V5 builds its horror into the dice themselves. Your hunger sits inside every pool you roll, and the hungrier you are, the more often the Beast decides how you succeed or fail.

This page covers the full rules engine: pools and successes, Difficulty and margin, criticals, Hunger dice, Willpower, Rouse checks and Blood Potency, conflicts and damage, Humanity and Stains, frenzy and Compulsions. Every probability on it was worked out exactly, by counting every way the dice can land, not by simulation. If you want to try the numbers yourself, the Dice Roller rolls V5 pools with Hunger dice and shows the same exact odds.

If You Played an Older Edition

V5 is not V20 with a new coat of paint. There is no blood pool and no blood points: Hunger and Rouse checks replace them. There is no per-die target number such as "difficulty 6": a success is always 6 or higher, and Difficulty means how many successes you need. There are no botches, no bashing or lethal damage, and Generation no longer caps your traits. If a rule you remember involves any of those, it belongs to another edition.

Dice Pools and Successes

V5 uses ten-sided dice. When your character attempts something where failure is interesting, the Storyteller names the two traits that fit and you add them together. That total is your dice pool.

Roll the whole pool at once. Every die showing 6, 7, 8, 9 or 10 is a success. Dice showing 1 to 5 do nothing on their own. Each die succeeds exactly half the time, so on average a pool produces half its size in successes, a little more once criticals are counted.

Difficulty and Margin

The Storyteller sets a Difficulty: the number of successes you need. Most simple tasks are Difficulty 1 or 2, hard ones 3, and demanding feats 4 or more. If your successes equal or beat the Difficulty, you win.

The successes beyond the Difficulty are your margin. A win with margin 0 means you scraped by; a big margin means you did it with style, did it faster, or learned something extra. In a fight the margin becomes damage, so it matters a great deal.

Criticals: Pairs of Tens

A single 10 is just one success. But every pair of 10s counts as four successes: the two dice themselves plus two bonus successes. Three 10s are one pair (four) plus a lone 10 (one), for five. Four 10s are two pairs, for eight.

A critical win is a winning roll that contains at least one pair of 10s. It means something exceptional happened: you did more than succeed. A pair of 10s on a roll that still misses the Difficulty is not a critical win, though the four successes may well get you there.

Failing, and Winning at a Cost

V5 separates two kinds of failure:

There are no botches in V5. The worst result a normal roll can produce is the bestial failure, which comes from your Hunger dice, not from 1s on your ordinary dice.

Hunger Dice

Every vampire has a Hunger rating from 0 to 5. When you roll a pool, a number of its dice equal to your current Hunger are swapped for Hunger dice, usually red dice. They are not extra dice: a pool of 6 at Hunger 2 is four normal dice and two Hunger dice. If your Hunger is higher than your pool, every die is a Hunger die.

Hunger dice count successes exactly like normal dice. They only change what a roll means in two situations:

Read those two definitions closely, because fan summaries often get them wrong. A messy critical still counts a pair of 10s as four successes, no more. A Hunger die showing 1 does not make a roll fail; it only turns a roll that already failed into a bestial one.

Reading a pool of five dice at Hunger 2 Three normal dice show 7, 3 and 10. Two Hunger dice show 10 and 1. The 7 is one success, the two 10s form a pair worth four, and the Hunger 1 is ignored because the roll succeeds. Five successes against Difficulty 3 is a messy critical with margin 2. Pool 5 at Hunger 2, Difficulty 3 Normal dice Hunger dice 7 3 10 10 1 1 success no success pair of 10s = 4 successes ignored: the roll wins 1 + 4 = 5 successes: a messy critical, margin 2

How Often Does the Beast Show Up?

The table below gives exact odds at Difficulty 3 for pools of 3 to 10 dice. The surprising part is the second column: Hunger never changes your chance to win. Hunger dice succeed just as often as normal ones. What Hunger changes is the kind of win or failure you get. Each Hunger column shows the chance of a messy critical / the chance of a bestial failure.

Exact odds at Difficulty 3 (rounded to one decimal place)
PoolWin (any Hunger)Critical win (any Hunger)Hunger 1: messy / bestialHunger 2: messy / bestialHunger 3: messy / bestial
314.0%2.8%1.9% / 9.9%2.8% / 18.8%2.8% / 26.8%
432.8%5.2%2.7% / 8.6%4.4% / 16.2%5.2% / 22.9%
551.2%8.1%3.4% / 6.7%5.9% / 12.6%7.4% / 17.7%
666.6%11.4%4.1% / 4.9%7.2% / 9.1%9.4% / 12.7%
778.0%15.0%4.7% / 3.3%8.4% / 6.2%11.2% / 8.6%
886.0%18.7%5.2% / 2.2%9.4% / 4.1%12.8% / 5.6%
991.3%22.5%5.7% / 1.4%10.4% / 2.6%14.2% / 3.6%
1094.7%26.4%6.1% / 0.9%11.3% / 1.6%15.5% / 2.2%

At Hunger 0 there are no Hunger dice, so messy criticals and bestial failures cannot happen at all. Three patterns are worth remembering:

Willpower Rerolls

Once per roll, after seeing the dice, you can spend 1 Willpower (mark one box of Superficial Willpower damage) to reroll up to three of your normal dice. You choose which ones, usually the failures. You can never reroll Hunger dice, so Willpower cannot erase a Hunger 1 or move a Hunger 10. What it can do is add enough successes that the roll no longer fails, which defuses a would-be bestial failure. Willpower rerolls do not apply to Rouse checks.

The gain is large. Assuming you reroll your failed normal dice, up to three:

Effect of a Willpower reroll at Difficulty 3 (exact, rounded)
Pool and HungerWin without / with rerollBestial failure without / with reroll
4 dice, Hunger 032.8% / 73.5%none
5 dice, Hunger 251.2% / 78.1%12.6% / 6.6%
6 dice, Hunger 266.6% / 90.2%9.1% / 3.0%
6 dice, Hunger 566.6% / 74.2%18.5% / 14.7%

The last row shows the catch: at Hunger 5 a six-die pool has only one normal die left to reroll, so Willpower barely helps. A starving vampire has very little self-control to spend.

The Blood: Rouse Checks, Hunger and Blood Potency

Rouse Checks

Whenever you call on the blood, you make a Rouse check: roll one die, never a Hunger die and never with a Willpower reroll. On a 6 or higher nothing happens. On a 1 to 5 your Hunger rises by 1. It is a coin flip, 50% each way, every time. You make Rouse checks when you wake each evening, when you use many Discipline powers, when you Blood Surge, when you mend damage, and when you fake being alive with the Blush of Life.

The coin flips add up. A vampire who makes three Rouse checks in a scene has only a 1 in 8 chance (12.5%) of keeping their Hunger where it was, and gains 1.5 Hunger on average.

The Hunger Scale

Hunger 0 to 5
HungerWhat it means at the table
0Sated. No Hunger dice. Only reachable by drinking a human to death.
1The normal floor. Feeding without killing never takes you lower. One Hunger die in every pool.
2–3Hungry. Messy criticals and bestial failures become regular events.
4Starving. Most small pools are mostly Hunger dice.
5Ravenous. You cannot make Rouse checks by choice, so no Rouse-cost powers and no Blood Surge. If something forces a Rouse check and it fails, you must test against hunger frenzy.

Feeding lowers Hunger. How much depends on what you feed on and your Blood Potency; drinking more than a little from one mortal puts them in danger, and only killing them takes you to 0. That is the cruelty built into the scale: perfect calm costs a life. Feeding & Frenzy covers hunting in detail.

Blood Surge

Before a roll, you can make a Rouse check to Blood Surge and add dice to that one pool. The bonus depends on Blood Potency (table below). If the Rouse check fails, the extra Hunger arrives after the roll, so the surged roll itself uses your old Hunger. A surge can turn a long shot into a fair bet: 4 dice at Difficulty 3 win 32.8% of the time; surge two more dice in and the 6-die pool wins 66.6%.

Mending Damage

Vampires heal by spending blood. Once per turn you can make a Rouse check to mend Superficial Health damage; the amount depends on Blood Potency. Aggravated damage is far slower: one point per night, at the cost of three Rouse checks. With three checks there is a 7 in 8 chance (87.5%) that healing one Aggravated wound costs you at least 1 Hunger.

Blood Potency and Generation

Blood Potency runs from 0 to 10 and measures how thick and powerful your vitae is. It sets your Blood Surge bonus and mending, adds dice to Discipline pools, lets you reroll Rouse checks for low-level Discipline powers, raises the severity of your clan Bane, and makes ordinary blood less satisfying, so old vampires must hunt harder. Blood Potency 6 and up is the territory of elders, not player characters.

Blood Potency effects for player-character ranges
Blood PotencyBlood SurgeSuperficial damage mended per RouseRouse reroll for Discipline powers up to
0 (thin-blood)+1 die1none
1+2 dice1level 1
2+2 dice2level 1
3+3 dice2level 2
4+3 dice3level 2
5+4 dice3level 3

Being allowed to reroll a Rouse check halves its risk: Hunger rises only if both dice show 1 to 5, a 25% chance instead of 50%.

Generation is how many steps you stand from Caine. In V5 it only sets the range your Blood Potency can occupy. A typical new character is 12th or 13th Generation with Blood Potency 1; an ancilla is 10th or 11th with Blood Potency 2; thin-bloods are 14th to 16th Generation with Blood Potency 0. Generation gives you no blood pool and caps none of your traits.

Conflict and Damage

Conflicts

When two characters work against each other (a brawl, a gunfight, an argument before the Primogen) both sides roll their pools. Whoever rolls more successes wins, and the winner's margin over the loser's successes is the damage dealt. If the two sides tie, both take 1 point of damage, as if each had won by a margin of 1. There is no separate damage roll.

Conflicts are meant to be quick, finishing in about three turns. Each turn, close combat resolves first, then ranged attacks, then anyone newly joining the fight, then everything else.

Health and Willpower

Every character has two trackers:

Both trackers take two kinds of damage:

Impairment and Torpor

When every Health box holds damage, you are Impaired: −2 dice to physical pools. Any further damage turns an existing Superficial box into Aggravated. When every box is Aggravated, a vampire falls into torpor, a deathlike sleep; a mortal dies. A full Willpower tracker impairs you in the same way, but in social and mental matters.

Worked Rolls

Two coterie members show the rules in action: Imogen Vale, a Toreador gallery owner, and Dario Kessler, a Brujah bouncer. Both are Blood Potency 1.

1. Imogen Talks Her Way In (a messy critical)

Imogen needs to get past a club's door staff without a name on the list. The Storyteller calls for Manipulation 3 + Persuasion 2 = 5 dice at Difficulty 3. Imogen's Hunger is 2, so the pool is three normal dice and two Hunger dice. Her chance to win is 51.2%, with a 5.9% chance of a messy critical and a 12.6% chance of a bestial failure.

Normal dice: 7, 3, 10. Hunger dice: 10, 1.

  • The 7 is 1 success; the 3 is nothing.
  • The normal 10 and the Hunger 10 form a pair: 4 successes.
  • Total: 1 + 4 = 5 successes against Difficulty 3. Imogen wins with margin 2.
  • The win holds a pair of 10s, so it is critical, and one of those 10s is on a Hunger die, so it is a messy critical. The Hunger 1 does nothing, because the roll succeeded.

The Storyteller describes it: Imogen does not charm the doorman so much as overwhelm him. He lets her in, then stands shaking in the alley for ten minutes, and his friend is already filming him. She is inside, but there is now a phone video of a man falling apart after talking to her.

2. Dario Makes the Jump (Willpower saves a bestial failure)

Chased across rooftops, Dario leaps a gap: Dexterity 2 + Athletics 2 = 4 dice at Difficulty 3. His Hunger is 2, so he has two normal dice and two Hunger dice (32.8% to win, 16.2% bestial failure).

Normal dice: 8, 2. Hunger dice: 6, 1. That is 2 successes (the 8 and the 6), one short. With a Hunger 1 showing, the roll is heading for a bestial failure.

Dario spends Willpower and marks 1 Superficial Willpower damage. He may reroll up to three normal dice; only the 2 failed, so he rerolls it and gets a 9. Now he has 8, 9 and 6: 3 successes, exactly the Difficulty. He wins with margin 0. The Hunger 1 is still on the table, but on a winning roll it means nothing. He lands hard, but he lands.

If the reroll had failed, his 2 successes would still fall short with a Hunger 1 showing: a bestial failure, not a win at a cost.

3. Dario in the Alley (a conflict, Blood Surge and damage)

On the ground, a ghoul enforcer comes at Dario. Dario punches back with Strength 4 + Brawl 3 = 7 dice. He Blood Surges first: his Rouse check shows a 4, so Hunger will rise from 2 to 3 after this roll. Blood Potency 1 gives +2 dice, so he rolls 9 dice at Hunger 2: seven normal, two Hunger.

Dario's normal dice: 9, 6, 4, 2, 7, 5, 3. Hunger dice: 8, 1. Successes: 9, 6, 7 and 8 = 4.

The ghoul rolls 5 dice: 8, 6, 1, 3, 5 = 2 successes.

Dario wins by a margin of 4 − 2 = 2. The ghoul is mortal, so he marks 2 Superficial Health damage, unhalved. Dario's Hunger 1 does nothing, because he won.

Next turn, Dario's Hunger is 3 and the ghoul wins the exchange by 3. That is 3 Superficial damage, which Dario halves and rounds up: 1.5 becomes 2 boxes. With Stamina 3 he has 6 Health boxes, so 4 remain. At the end of the fight he can make a Rouse check to mend 1 Superficial damage (Blood Potency 1), risking Hunger 4.

Humanity, Stains and Remorse

Humanity runs from 0 to 10 and measures how much of the person survives inside the monster. New characters usually start at 7. High Humanity lets you pass for human more easily: the Blush of Life comes easier, you can keep food down, and mortals warm to you. Low Humanity makes you colder, stranger and easier for the Beast to steer. At 0 the Beast owns you outright and the character is lost.

The Moral Compass

Stains and the Remorse Roll

When your character breaks a Chronicle Tenet or one of their Convictions, or harms a Touchstone, they take Stains; the worse the act, the more Stains. Stains are marked in the empty boxes of the Humanity tracker, from the right.

At the end of the session, a character with Stains makes a Remorse roll. The pool is the number of boxes that are neither filled by Humanity nor marked with a Stain. If any die succeeds, the character feels genuine remorse: Stains clear and Humanity holds. If none succeed, Stains clear but Humanity drops by 1. Taking more Stains than you have empty boxes is degeneration: you become Impaired and suffer Aggravated Willpower damage.

Example: Imogen has Humanity 7, so three boxes are empty. Her alley video costs her 2 Stains, which leaves 1 clear box. Her Remorse roll is a single die: a 50% chance to keep Humanity 7, a 50% chance to fall to 6.

Frenzy

Frenzy is the Beast seizing control outright. V5 names three kinds:

To resist, roll current Willpower + one third of Humanity (rounded down) against a Difficulty from about 2 to 4, depending on how strong the provocation is. "Current Willpower" means your unmarked Willpower boxes, so a vampire who has spent or lost Willpower is easier to push over the edge. The frenzy roll uses no Hunger dice, and you cannot spend Willpower to reroll it. It is not Composure + Resolve; that formula comes from other games.

Frenzy resistance at Difficulty 3 (exact, rounded)
Willpower boxesDamage takenHumanityPoolChance to resist
507 (adds 2)778.0%
527 (adds 2)551.2%
524 (adds 1)432.8%

You may also choose to give in and "ride the wave," letting the frenzy happen rather than rolling. Either way, the character acts on the Beast's terms until the frenzy passes, and comes back to themselves amid whatever wreckage it left.

Compulsions

When the Beast surfaces without seizing full control, usually from a bestial failure or a messy critical, the Storyteller can inflict a Compulsion: an urge the character must act on. Until it is satisfied, rolls that don't serve it take a penalty, commonly two dice. The four general Compulsions are:

Each clan also has its own Compulsion, which the Storyteller can pick instead: the Brujah's Rebellion, the Toreador's Obsession, the Ventrue's Arrogance and so on. Caitiff and thin-bloods have none. Clans & Disciplines lists them all.

The Whole Roll at a Glance

Every ordinary test resolves in the same order. Willpower rerolls happen before you read the result.

flowchart TD A["Roll Attribute + Skill.<br/>Hunger dice = current Hunger"] --> W["Optional: spend Willpower,<br/>reroll up to 3 normal dice"] W --> B["Count successes: each 6-10 is one,<br/>each pair of 10s is four"] B --> C{"Successes at least<br/>the Difficulty?"} C -->|Yes| D{"Any pair of 10s?"} D -->|No| E["Win. Margin = extra successes"] D -->|Yes| F{"A 10 on a Hunger die?"} F -->|No| G["Critical win"] F -->|Yes| H["Messy critical"] C -->|No| I{"A 1 on a Hunger die?"} I -->|Yes| J["Bestial failure"] I -->|No| K{"Any successes?"} K -->|Yes| L["Failure, or win at a cost"] K -->|No| M["Total failure"]

Try It at the Table

Grab a handful of d10s, or open the Dice Roller, and work these out.

1. Reading a Roll

A pool of 6 at Hunger 2 against Difficulty 4. Normal dice: 10, 5, 7, 2. Hunger dice: 10, 1. What happened?

Answer

The two 10s are a pair, worth 4; the 7 adds 1. That is 5 successes against Difficulty 4: a win with margin 1. One of the 10s is a Hunger die, so it is a messy critical. The Hunger 1 is irrelevant because the roll won.

2. Saving a Bad Roll

A pool of 5 at Hunger 3 against Difficulty 2. Normal dice: 4, 3. Hunger dice: 6, 1, 2. What is the result, and what are the odds a Willpower reroll rescues it?

Answer

One success (the Hunger 6), short of 2, with a Hunger 1 showing: a bestial failure. Spending Willpower lets you reroll both normal dice (you can't touch the Hunger dice). You need one success from two dice, so the chance is 1 − (1/2 × 1/2) = 75%. If it works, the roll wins and the Hunger 1 stops mattering.

3. Holding Back the Beast

A vampire with 6 Willpower boxes, 2 of them marked with Superficial damage, and Humanity 8 is insulted in front of their sire. What pool resists the fury frenzy?

Answer

Current Willpower 4 (six boxes minus two damaged) plus one third of Humanity 8 rounded down (2) = 6 dice. At Difficulty 3 that resists 66.6% of the time. No Hunger dice, no Willpower reroll.

4. The End of the Night

A character with Humanity 6 has 3 Stains at the end of the session. How many dice is the Remorse roll, and what happens on a failure?

Answer

Humanity 6 leaves 4 empty boxes; 3 hold Stains, so 1 box is clear. One die: 50% to feel remorse and keep Humanity 6. On a failure the Stains clear and Humanity drops to 5.

5. Know Your Odds

Using the table above: you have 7 dice at Hunger 3 against Difficulty 3. How likely is a bestial failure, and how likely is a messy critical?

Answer

Bestial failure 8.6%, messy critical 11.2%. You win 78.0% of the time regardless of Hunger; the Hunger only changes how often the Beast colors the result.

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