Vampire: The Masquerade 5th Edition

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Vampire: The Masquerade 5th Edition
Role-playing game published by
White Wolf
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.

Disciplines work a bit differently now. A standout difference is amalgam powers. They require dots in two disciplines to be accessed.

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.

Clans

Sects

Disciplines

The Second Inquisition

Ghouls and Revenants

Who Has the Rights to V5?

See Also

External Links

World of Darkness Games 
Old World of Darkness New World of Darkness
Offical Games Vampire: The Masquerade
Werewolf: The Apocalypse
Mage: The Ascension
Wraith: The Oblivion
Changeling: The Dreaming
Hunter: The Reckoning
Kindred of the East
Mummy: The Resurrection
Demon: The Fallen


Vampire: The Requiem
Werewolf: The Forsaken
Mage: The Awakening
Promethean: The Created
Changeling: The Lost
Hunter: The Vigil
Geist: The Sin-Eaters
Mummy: The Curse
Demon: The Descent
Beast: The Primordial
Deviant: The Renegades

Fan-made Games Atlantean: The Longing
Exalted Versus World of Darkness
Gargoyles: The Vigil
Greys: The Abduction
Highlander: The Gathering
Senshi: The Merchandising
Tech Infantry
Zombie: The Coil




Alien: The Stranded
Dragon: The Embers
Genius: The Transgression
Giant: The Perfidious
Hunchback: The Lurching
Janus: The Persona
Leviathan: The Tempest
Mutant: The Aberration
Outsider: The Calling
Princess: The Hopeful
Psychic: The Gifted
Siren: The Drowning
Sovereign: The Autonomy
Wraith: The Arising