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Vampire V5 Combat cheat sheet

Turn order, actions, and reminders. At-the-table reference for Vampire: The Masquerade 5th Edition.

Vampire: The Masquerade V5 combat: d10 dice pools with Hunger dice creating personal-horror volatility. Fast, narrative, and driven by the Beast.

Initiative
Value
Composure + Awareness
Method
No dice roll; flat value, highest goes first
Ties
Dexterity breaks ties, then player choice
Action economy
  • 1 major action per turn: attack, use a Discipline power, grapple, interact with environment.
  • 1 minor action: move, speak, draw/sheathe a weapon.
  • Splitting dice pool: divide your pool to act against 2 different targets (no die can be in both).
Attack roll
Melee
Strength + Melee (or Brawl) vs defender's Dexterity + Melee (or Athletics)
Ranged
Composure + Firearms vs difficulty (2-4 based on range/cover)
Success
Each die showing 6+ = 1 success
Critical
Two 10s in the pool = critical (4 successes from those 2 dice)
  • Melee is always an opposed roll (attacker vs defender).
  • Ranged attacks roll against a flat difficulty, not opposed.
  • Margin of success = extra successes beyond the target, added to damage.
Hunger dice
Replacing dice
Replace the last N regular dice with Hunger dice (N = current Hunger)
Hunger 10 + another 10
Messy critical: succeed, but violently or horribly
Fail + Hunger 1
Bestial failure: fail and risk frenzy or compulsion
  • Hunger dice are always d10s of a different color.
  • They cannot be removed by Willpower rerolls.
  • Hunger 0 = no Hunger dice (only possible for thin-bloods or immediately after feeding).
Damage types
Superficial
Halved (round up) before marking on the tracker
Aggravated
Marked directly; harder to heal
  • Vampires take Superficial damage from most weapons (fists, blades, bullets).
  • Aggravated from: fire, sunlight, claws/fangs of supernatural creatures, some Discipline effects.
  • Fill all Health boxes: Impaired (-2 dice to all pools). Take more: torpor.
  • Fill all Willpower boxes: Impaired (-2 dice). Take more: mental breakdown.
Frenzy
Triggers
Provocation, Hunger 5 messy crit, fire, sunlight, humiliation
Resist
Willpower (Composure + Resolve) vs difficulty (base 3, higher for extreme triggers)
  • In frenzy: attack the nearest threat, flee, or feed (Storyteller decides based on trigger).
  • Ends when the trigger is removed or the vampire spends Willpower to suppress.
  • Riding the wave: choose to frenzy willingly for +2 dice to physical pools (but no self-control).
Rouse check
Roll
1d10; 6+ = success (Hunger stays), 1-5 = fail (Hunger rises by 1)
Double rouse
Roll 2d10; both must succeed or Hunger rises
  • Rouse checks happen when: using Disciplines, waking at dusk, mending damage, using Blood Surge.
  • At Hunger 5: cannot voluntarily rouse (the Beast is too close to the surface).
Mending damage
  • Superficial: one Rouse check per turn mends an amount of Superficial damage based on Blood Potency (1-5), not the whole track at once.
  • Aggravated: requires extended rest and multiple Rouse checks over nights.
  • Mortals heal slowly: no mending, regular first aid and hospital time.
Common mistakes
  • Superficial damage is halved BEFORE marking, rounded up, not after. 3 Superficial becomes 2 marked.
  • Hunger dice cannot be rerolled with Willpower; they are always in the pool.
  • Messy critical requires a Hunger die showing 10 paired with another 10 (any die); a lone Hunger 10 is just a success.
  • Bestial failure requires both a failed roll AND a Hunger die showing 1; either alone does nothing special.
  • Splitting pools is the only way to attack two targets; there is no extra attack action.
  • Vampires do not take wound penalties: it is Impaired (-2) or torpor, nothing in between.

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