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Vampire V5 Hunger & criticals cheat sheet

Hunger dice, messy criticals, bestial failures, and Rouse checks. At-the-table reference for Vampire: The Masquerade 5th Edition.

VtM V5 Hunger, messy criticals, and bestial failures: the personal-horror engine that makes the dice matter beyond pass/fail.

Hunger basics
Range
0 (sated) to 5 (the Beast is in control)
Hunger dice
Replace the last N regular dice in any pool (N = Hunger)
Feeding
Reduce Hunger by drinking blood (amount depends on source)
  • Hunger 0: only possible immediately after draining a human (killing or nearly killing them).
  • Hunger 1-2: manageable. Hunger 3-4: dangerous. Hunger 5: desperate.
  • Animal blood and blood bags can reduce Hunger to a minimum of 2 (not lower).
Rouse checks
Trigger
Using Disciplines, waking at dusk, mending damage, Blood Surge
Roll
1d10; 6+ = no change, 1-5 = Hunger rises by 1
Double rouse
Roll 2d10; both must succeed
  • At Hunger 5: cannot voluntarily rouse. If forced, automatic failure (Hunger cannot exceed 5; frenzy instead).
Messy critical
Condition
Roll succeeds AND a Hunger die shows 10 paired with any other 10
Result
The action succeeds, but in a violent, bestial, or horrifying way
  • Examples: you win the fight but drain the opponent, you charm someone but your fangs show, you hack the system but destroy evidence the coterie needed.
  • The Storyteller narrates how the Beast taints the success.
  • A messy critical at Hunger 5 may trigger a Hunger frenzy.
Bestial failure
Condition
Roll fails AND any Hunger die shows 1
Result
Fail and the Beast surfaces: compulsion or frenzy risk
  • The Storyteller chooses: a Clan Compulsion fires, or the vampire risks a Frenzy check.
  • Compulsions are clan-specific: Brujah rage, Ventrue domination, Nosferatu isolation, etc.
  • A bestial failure does not automatically cause frenzy; it is a narrative prompt.
Frenzy types
Fury frenzy
Attack the source of provocation (combat trigger)
Hunger frenzy
Feed on the nearest living being (Hunger 5 or messy crit)
Terror frenzy
Flee from fire, sunlight, or overwhelming threat
  • Resist frenzy: Willpower (Composure + Resolve) vs difficulty (3 base, higher for extreme triggers).
  • In frenzy: the Storyteller controls your actions until the trigger ends or Willpower is spent.
  • Riding the wave (voluntarily frenzying): +2 dice to physical pools, but no self-control.
Common mistakes
  • Messy critical requires a HUNGER die 10 paired with any 10, not just any two 10s.
  • Bestial failure requires a HUNGER die 1 on a failed roll, not just any 1.
  • Hunger dice cannot be rerolled with Willpower.
  • A lone Hunger 10 without a pair is just a normal success; no messy critical.
  • Frenzy is not automatic on a bestial failure; the Storyteller decides the consequence.

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