
Vampire: The Masquerade 5th Edition
How to play Vampire: The Masquerade 5th Edition
Beginner checklist
Set your intent and approach (then pick the best dice pool).
Roll a d10 dice pool; count successes against the difficulty.
Watch Hunger: it pushes risky outcomes (messy criticals / bestial failures).
Track damage, conditions, and relationship pressure between scenes.
How rolls work
VTM V5 uses d10 dice pools: roll Attribute + Skill, count successes on 6+, and watch for criticals on 10s. Hunger dice add personal-horror volatility (messy criticals and bestial failures).
Build your pool (Attribute + Skill).
Roll d10s and count successes (6+).
Interpret 10s (critical) and Hunger outcomes (messy critical/bestial failure) as story-forward complications.
If Hunger dice contribute to a critical, the success is messy: you win, but the Beast shows.
Key facts
14 clans: Brujah and Gangrel run as Anarchs outside the Camarilla; Banu Haqim, Lasombra, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue hold Camarilla seats; Hecata, Ministry, Ravnos, Salubri, and Tzimisce lean independent, Sabbat, or unaligned
11 Predator Types: Alleycat, Bagger, Blood Leech, Cleaver, Consensualist, Extortionist, Farmer, Osiris, Sandman, Scene Queen, Siren
Discipline system: In-clan Disciplines cost less XP than out-of-clan
Hunger dice: a separate resource (0-5) that adds volatility to rolls via messy criticals or bestial failures
Humanity tracking: Starts at 7, decreases with immoral actions
Blood Potency: Increases with age, affects feeding and Discipline power
Play examples
Success with messy fallout
You roll a critical that includes Hunger dice. You succeed, but it's messy: you win in a way that reveals the Beast and creates a story complication.
Feeding as resource management
If you keep pushing Disciplines without managing Hunger, your future rolls get more volatile. 'How do we feed safely?' becomes a core scene type.
Common mistakes
Treating Hunger as flavor only.
Track it aggressively. Hunger is the engine that creates hard choices.
Trying to 'optimize away' personal horror.
Use messy outcomes as story fuel; win, but pay a narrative cost.
Character creation
Choose concept, clan, predatorType, sire, chronicle, generation (usually 13th).
Distribute Attributes: one Attribute at 4, three Attributes at 3, four Attributes at 2, one Attribute at 1 (across all 9 Attributes, no category split). Max 4 at creation.
Distribute Skills using a template: Jack of All Trades (1 at 3, 8 at 2, 10 at 1), Balanced (3 at 3, 5 at 2, 7 at 1), or Specialist (1 at 4, 3 at 3, 3 at 2, 3 at 1). Max 4 at creation.
Assign 3 Discipline dots among clan Disciplines (max 2 in any at creation): pick two of your clan's Disciplines, two dots in one and one dot in the other.
Choose Advantages: 7 dots shared between Backgrounds and Merits, plus 2 dots of Flaws (required). Predator Type picks do not count against these.
Choose 1-3 Convictions and 1-3 Touchstones tied to those Convictions.
Set derived traits: Health, Willpower, Humanity, and Blood Potency.
Attributes
What to track during play
What to open next
Start playing with RPG Stack
Create a character, keep rules handy, and roll fast without leaving the table.