Vampire: The Masquerade 5th Edition: Difference between revisions
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The premier [[vampire | The premier [[Vampire: The Masquerade|vampire RPG]] rises once more from its resting place once more. Although subject to many [[skub]]tastic debates, this new edition has found popularity with newcomers to the series. This edition is usually abbreviated as VTM V5, or just V5, to differentiate it from D&D 5E. | ||
The rules are lighter now, gas tank vampires are no more, and as always the clock has edged closer to midnight (AKA Gehenna). | The rules are lighter now, gas tank vampires are no more, and as always the clock has edged closer to midnight (AKA Gehenna). | ||
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* Cults of the Blood Gods: All about vampire religion. Includes a bunch of existing cults as well as rules for making your own as a GM. Includes rules for the Hecata, the new necromancy clan that was formed by a merger of Giovanni, Cappodician, Nagaraja, and a few others in 2018. They are the last remaining independent clan. | * Cults of the Blood Gods: All about vampire religion. Includes a bunch of existing cults as well as rules for making your own as a GM. Includes rules for the Hecata, the new necromancy clan that was formed by a merger of Giovanni, Cappodician, Nagaraja, and a few others in 2018. They are the last remaining independent clan. | ||
==Clans== | ==Clans== | ||
===[[Banu Haqim]]=== | |||
===[[Brujah]]=== | |||
===[[Caitiff]]=== | |||
===[[Followers of Set|The Ministry]]=== | |||
===[[Gangrel]]=== | |||
===[[Giovanni|Hacata]]=== | |||
===[[Lasombra]]=== | |||
===[[Malkavian]]=== | |||
===[[Nosferatu]]=== | |||
===[[Ravnos]]=== | |||
===[[Salubri]]=== | |||
===[[Thin Blood]]=== | |||
===[[Toreador]]=== | |||
===[[Tremere]]=== | |||
===[[Tzimisce]]=== | |||
===[[Ventrue]]=== | |||
==Sects== | ==Sects== | ||
===[[Camarilla]]=== | |||
===[[Anarchs]]=== | |||
===[[The Sabbat]]=== | |||
==Disciplines== | ==Disciplines== | ||
===Animalism=== | |||
===Auspex=== | |||
===Blood Sorcery=== | |||
===Celerity=== | |||
===Dominate=== | |||
===Fortitude=== | |||
===Obfuscate=== | |||
===Oblivion=== | |||
===Potence=== | |||
===Presence=== | |||
===Protean=== | |||
===Thin Blood Alchemy=== | |||
==The Second Inquisition== | ==The Second Inquisition== | ||
==Ghouls and Revenants== | ==Ghouls and Revenants== |
Revision as of 16:32, 20 May 2021
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Vampire: The Masquerade 5th Edition | ||
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Role-playing game published by White Wolf |
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Rule System | Storyteller System | |
Authors | Kenneth Hite, Mark Rein·Hagen, Matthew Dawkins, Juhanna Peterson, Martin Ericsson, Karim Muammar | |
First Publication | 2018 | |
Essential Books | Vampire: The Masquerade Core Rulebook |
The premier vampire RPG rises once more from its resting place once more. Although subject to many skubtastic debates, this new edition has found popularity with newcomers to the series. This edition is usually abbreviated as VTM V5, or just V5, to differentiate it from D&D 5E.
The rules are lighter now, gas tank vampires are no more, and as always the clock has edged closer to midnight (AKA Gehenna).
Modern Fluff
The quick and dirty summary is that the Camarilla has weakened, some clans switched around in the sects, and the Sabbat are fighting Camarilla elders in the Middle East in the Gehenna War. Also, the inquisition is back and now has connections with the alphabet soup agencies because the NSA got into Schrecknet, revealing kindred society to a degree. This led to such events as the Tremere Vienna Chantry getting blown up and the Camarilla forgoing the use of modern technology for sensitive communication. The Second Inquisition believes kindred suffer from "the blank body virus", named for the absence of body heat seen when a vampire walks in front of a thermal camera.
All the above has led to kindred cities being run by much younger kindred than usual. The stranglehold elders had has loosened as they are summoned to the Middle East by a psych-spiritual call known as the Beckoning. There are a lot more thin bloods too, and most full-blooded vampires still don't like them.
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.
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). 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.
Books
- Core Book: It has the rules, GMing guidance, some statblocks for NPCs, items, coterie creation, etc. Clans: Brujah, Gangrel, Malkavians, Nosferatu, Toreador, Tremere, Ventrue, Caitiff, and Thinbloods.
- Anarch Sourcebook: Anarch lore and rules for playing The Ministry (formerly the Followers of Set).
- Camarilla Sourcebook: Camarilla lore and rules for playing the Banu Haqim (formerly the Assamites).
- Fall of London: Chronicle set in 2012 about the eradication of kindred in London by the Second Inquisition.
- Chicago by Night: Sourcebook for running games in Chicago. Contains the rules for playing Lasombra.
- The Chicago Folios: Even more stuff about Chicago.
- V5 Companion: A free PDF with rules for Ravnos, Salubri, and Tzimisce. Also includes a section regarding how vampires of each clan feel about coteries along with a clan coterie merit available to be purchased at character creation. Section 3 has rules for playing mortals and ghouls. The final section contains errata and rules updates to be included in future printings (but not the upcoming July 2021 Renegade Games reprint, for some reason).
- Cults of the Blood Gods: All about vampire religion. Includes a bunch of existing cults as well as rules for making your own as a GM. Includes rules for the Hecata, the new necromancy clan that was formed by a merger of Giovanni, Cappodician, Nagaraja, and a few others in 2018. They are the last remaining independent clan.