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Vampire: The Masquerade 5th Edition
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==Rules== V5 uses a dice pool system made up of D10s. The number of dots you have in skills, stats, and other modifiers are added together. The total is the number of D10s rolled for a test. If you get enough high results you succeed. The unique part of the new rules is the hunger dice system. This replaces the blood points system (AKA gas tank/mana pool vampires). When waking up each night or using some disciplines you must make a rouse check by rolling a D10. A roll of 6 or higher is a success, and hunger does not increase. If the result is less than 6, hunger increases by one. Hunger ranges from 0-5, but the only way to get to 0 is to feed on a person until they die, otherwise, the minimum is 1. Hunger dice replace a number of dice in each test equal to your current hunger. Depending on the successes and failures in a roll and how much of each come from hunger dice, a beastial failure or messy critical could occur. This could result in giving in to a compulsion or behaving inhumanly, such as biting and starting to feed on someone that you meant to just attack. In addition, feeding has been codified into a less streamlined system, where a vampire will pick a predator type at chargen. They can obviously feed however they like, and in theory the player can likely go without one, however each one give a plethora of advantages (free merits and a boost in dots to certain disciplines and skills) and disadvantages (several of them come with prey exclusions or the like) that its generally a good idea to take one you're well suited to. Each one is roughly balanced, with the stronger benefits coming with stronger downsides. For example the blood leech type, which requires that the vampire feeds on other kindred exclusively leads to having higher blood potency and an immunity to blood bonds, but comes with the price of being unable to feed on mortals and being viewed with suspicion at absolute best. Meanwhile the Bagger type means you sneak around and feed exclusively on blood bags, which gives you the ability to nourish yourself better on dead blood, but there's probably a reason you stick to sneaking into the hospital. Some of the attributes have been swapped out (notably appearance, the most useless attribute in wod), the abilities list is trimmed slightly, and morality has been changed, aping the touchstones system from VTR and allowing players to decide the commandments that actually matter to the character instead of choosing between generic humanity or begging the storyteller to allowing them to use a Path of Edgelightenment. Disciplines work a bit differently now. A standout difference is amalgam powers. They require dots in two disciplines to be accessed. In the wake of this, some disciplines have been reduced to a couple amalgram powers that require dsiciplines the clan has as standard (making serpentis a variant of protean with some presence requirements, Chimestry is now a presence and obfuscate amalgram etc). [[skub|This has provoked a lot of passionate debate]]. In addition, there are now normally multiple powers for each level of a discipline that you must choose from (or pick a power from a lower level, and 6+ powers have been scrapped (some wrapped into the upper levels of the discipline, others just purged). As a result the disciplines are all limited to 5 dots, preventing someone from getting every power from a discipline. Finally, the game has added in loresheets, specific backgrounds that provide a mix of benefits, and represent anything from connections to an influential kindred or organisation to specific bloodline heritage. Uniquely of the backgrounds, they're not a linear progression of buffs (and buying the 2nd level of a loresheet doesn't give you the benefits of the first) and many of them are clan specific, however all their abilities are powerful or give you temporary access to other merits worth more than the dots on the sheet, albeit are often limited to certain situations.
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