Showing posts with label Vampire 5th Edition. Show all posts
Showing posts with label Vampire 5th Edition. Show all posts

Saturday, December 2, 2023

The Blind Bats and the Elephant

 

A metaphor for Subjective Reality...

 

"Once upon a Time, there were seven blind bats. Or 13 . . . I forget. Anyway, they were a bit hungry for fresh blood, because they were Vampire Blind Bats, so they looked around for something to bite. Except they couldn’t look around, as they were blind, which you should have

realized already. But their unerringly keen senses of smell led them to a plump, juicy, blood-filled elephant - which in this story stands for all of reality. Got it?


The Gangrel bat bumped into the tail and said, Aha! This elephant is really a twitching animal! That is what I shall become.


The Brujah broke his fangs trying to bite the hoof and said, Aha! The elephant is like a hard, stony, insensate pestle that crushes all beneath it with pitiless abandon! That is what I shall become!


The Nosferatu flew into the elephant’s butt and said, Aha! The elephant is really a wrinkled, stinky, puckered, desiccated mass that lives in a dank cave! That is what I

shall become!


The Tremere bit the head and said, Aha! The elephant is really a puny little brain struggling to control a vast and powerful body! That is what I shall become!


The Ventrue felt the legs and said Aha! The elephant is really a powerful, upstanding pillar that can bear all weight with strength, but with very little suppleness or resilience! That is what I shall become!


The Toreador felt the trunk and mouth and said, Aha! The elephant is really a great, firm shaft or a warm, moist hole! That is what I shall become!


And the Malkavian bat, blinder than all the rest, swooped down and managed to miss the entire elephant. Aha! said the benighted Malkavian, as it flapped past.


The others are making a huge fuss over an elephant that is really a big lot of nothing! Well, that is what I shall become!


And so, I say unto you, flap on!"

Wednesday, November 15, 2023

Vampire: The Masquerade Timeline

 

Below is the timeline for Vampire: The Masquerade that has been updated into the Modern Nights, This is part of my attempt in keeping a lot of the relevant information in one place. 

1022

  • Tremere and his inner circle become Vampires

1204

  • The Crusaders sack the city of Constantinople, starting a fire that burns for eight days. During the sack, the Inconnu destroy Gregorius Dimities. Michael lets Peter the Humble lead Mary the Black to him, where he is finally diablerized. The Byzantine Empire is torn asunder and divided among the Crusaders.

14th Century

  • The First Anarch Revolt was spurred on during the days of the Inquisition. Vampire neonates were appalled by their clan elders who were eagerly sacrificing their young to the Inquisitors. The neonates were perishing at alarming rates during this period. A voice on the Ventrue council was the Brujah named Patricia who expressed to Hardestadt and the elders that they must stand up and fight against the mortal humans. However, Hardestadt and the fellow elders rejected her notions. They felt it was better to hide, create a masquerade, and form rules that would later be known as Camarilla. Disgusted with inaction, Patricia left the council and sided with rebellious neonates. To drive her point across to the elders as to what she felt was best for vampire society, she donned the name Tyler, formed a resistance of Brujah, and marched right into Castle Hardestadt. A huge battle ensued. Though she suffered heavy losses, she successfully committed Amaranth on Hardestadt.

1493

1944

  • Despite the formation of the Camarilla and the Sabbat, self-proclaimed anarchs would continue in isolated groups. During the French Revolution, prominent anarchs used the opportunity to fight the traditional claim of the Toreador to France. Despite intentions to take the fight to the rest of Europe, the mortal revolution soon fell apart, allowing the Camarilla to move in and restore order.

    Afterwards, many of the remaining anarchs made their way to the United States and from there to the West Coast. As Los Angeles quickly increased in prominence, the Camarilla established Don Sebastian as prince with the hope that he would curb the growing number of anarchs in the region. He largely ignored their presence, however, and over the next few decades, several famous anarchs made their way to the city. Finally, in 1944, Don Sebastian realized the full extent of the discontent in his city and ordered the savage beating of one such luminary, Jeremy MacNeil. Instead of instantly rebelling, MacNeil lead the anarchs in locating and studying the havens of the local Elders over a period of six weeks, and on December 21, 1944, the Second Anarch Revolt began.

    The prince was killed and those Elders that were not destroyed fled the city, making it a strong victory for the anarch movement. Soon thereafter the anarchs moved south to San Diego and then attempted to liberate San Francisco. They were repelled by the then-current Prince of San Francisco, Vannevar Thomas, but in those three months they had claimed everything from the border of Mexico to San Jose. This region would come to be called the Anarch Free State, ruled under a set of principles entitled the Perfect State.

    Despite such ideals, the Anarch Free State soon became little more than a region dominated by roving gangs that were often at each other's throats. Whatever the reasons for the inability to create their perfect society, the invasion of the Cathayans and their efforts to turn the anarchs against one another resulted in several anarchs eventually joining the New Promise Mandarinate, with little remaining of the Free State by the year 2000.

1999

  • Kindred debate when exactly the Week of Nightmares fell, with some claiming it landed just prior to the turn of the millennium, while others conflate it with the supposed commencement of Gehenna. In truth, the “Week” of Nightmares sprawled across years, sweeping up several thousand vampires in its wave. During the Week, an impossibly ancient vampire arose and purged its own clan: the Ravnos. Thin-blooded vampires emerged with omens and portents as the Red Star, Anthelios, blazed in the night sky. The Ravnos Antediluvian met Final Death in July 1999 at the hands of parties unknown, armed with advanced weaponry and the power of the sun. Before he died, he drained vitae from all his clan, driving them to frenzy and cannibalism in his death throes. Thick, sentient ropes of his vitae stained the ground in Bangladesh where he fell. The noonday sun did not destroy it all and some can own a small vial containing the Blood of the Ravnos Antediluvian.

2002

  • Admiral John Poindexter takes control of the Information Awareness Office. He greenlights a number of DARPA initiatives intended to help expose and combat supernatural threats.

2003

  • Felicity Price of the C.I.A. heads up project FIRSTLIGHT.
  • The Camarilla feeds information about the Sabbat to government agencies, using them to help burn out the Camarilla's rival sect.

2004

  • The Red Question releases the first version of their manifesto.

2005

[Conjecture - the Sabbat begin the slow migration to the middle east that will be known as the Gehenna Crusade. The year was chosen to coincide with Gehenna from the Revised edition and from contextual clues. Sabbat cities slowly empty out over the span of the next decade]

2006

  • Anarchs Unbound is officially banned by the Camarilla, and dire warnings are issued about sect members mingling with the Red Question.
  • British anti-terror unit SO13 begins the sterilization of London. This will continue for the next seven years.
  • Camarilla elders begin to feed information about Anarch holdings as well Sabbat in an attempt to deflect attention from their own domains.

2007

  • The Red Question deal directly with Camarilla Justicars; the next day, the 2007-08 financial collapse begins.
  • Marcus Questor becomes the agent in charge of the Special Affairs Division, and his ties to the IAO aid in securing intelligence of the blank body phenomenon.

2008

  • Anarchs take the opportunity to conquer several weak Camarilla domains.

2010

  • Video leaks to vampire websites showing a member of the Red Question poisoning a Tremere rival in 2001. It is the last highly publicized act of the Red Question.
  • The Camarilla of Milwaukee fend off a Sabbat invasion from the north.
  • Rafael Obrero, a medical examiner from Minneapolis, loses his wife Maria after a "Jane Doe" they were dissecting turns out to be a torpored vampire. Driven by revenge, Obrero goes on to form the Mortician's Army.

2011

2012

  • Juggler surreptitiously produces a Hollywood zombie movie filmed in Gary, Indiana. The film is heavily coded with pro-Anarch messages. The Anarchs of Hollywood recognize his handiwork, and back his claim to become the Baron of Gary.
  • A group of Kindred led by an infiltrator compromise Second Inquisition operations in the Midwest across three states, disrupting a city-clearing operation in Detroit.

2013

  • Queen Ann is decapitated in London, effectively concluding the sterilization of the city.
  • The Camarilla meets with the Banu Haqim and the Setite Ministry on the same night to weigh the merits of admission into the Camarilla. The Ministry meeting ends prematurely when a bomb levels the hotel where the dignitaries are convening. The preferential optics of the Banu Haqim selecting a discreet, small-town kitchen in Denmark as their venue likely results in their admittance to the sect. Facing rejection, the Ministry instead moves to align themselves with the Anarchs.

2014

  • Modius is deposed as Prince of Gary, Indiana after a ghoul lets slip that it is he who is responsible for the deaths of numerous Kindred in the city after sending Sullivan Dane a box full of intelligence. With the blessing of Annabelle Triabell, Modius is placed under arrest by the Anarchs.


2016

  • A progressive mayor is elected in Gary, Indiana.
  • The Sub-Ministerial Level Consultation Program to Address Stochastic Crisis Events (SMLCPASCE), an operation of the Second Inquisition, is formed.

2017

  • Massive slaughter in Berlin stretches the Masquerade to the breaking point. Berlin becomes an Anarch domain after the Prince is destroyed in the street.

2018 

  • The initial jumping-off point of the timeline, as of the publication of the V5 Corebook.
  • Vannevar Thomas claims praxis over Los Angeles. The city's Anarch barons quickly negotiate a truce with the Camarilla in order to avoid an immediate, highly destructive war.
  • Antwerp, Belgium is taken over by the Anarchs after centuries of Camarilla rule. Storming Elysium at the Royal Museum of Fine Arts under cover of the city's ongoing gilets jaunes protests and riots, the rebels crush in the skull of Toreador Prince Delphine Gaël, who was trapped in a trance. He meets Final Death being stuffed into a barrel and burned next to a police barricade.

2019

  • Clan Lasombra is granted formal membership in the Camarilla after a vote in Chicago, following a diplomatic campaign by the Amici Noctis. The ritual sacrifice of Malenkov and other high-ranking Sabbat members are among the notable concessions rendered. Most other cities accepting of them begin following the general rule of thumb that one Lasombra must be sacrificed for every one who is to join the sect.
  • The domains of Boston, Massachusetts and Hartford, Connecticut merge into one under the praxis of Hazel Iversen.
  • The torpored body of Zelios is discovered in a labyrinth hidden deep within the sewers beneath Griffith Park in Los Angeles. He was eventually recovered and awakened by Maximillian Strauss.
  • Baron Isaac Abrams of Hollywood leaves Los Angeles to answer the Beckoning.
  • The M. F. Sumtsov Historical Museum in Kharkiv, Ukraine hosts an exhibition on Ancient Egyptian artifacts, including among other items an intact enameled sculpture of Set that dates back to at least the 15th century BCE.

2020

  • A devastating Second Inquisition offensive, spearheaded by the Society of Leopold, roils the vampiric population of Los Angeles. The Camarilla, finding the situation untenable, withdraws from the city once more as Prince Vannevar Thomas and his court abandon the city. The L.A. Anarchs quickly regroup and attack the Society, decapitating their leadership and crippling their operations in the city. Victorious in the moment, they redeclare the sovereignty of the Anarch Free State and pronounce the Camarilla persona non grata.
  • New York Anarch baron Douglas Callihan is unexpectedly found dead in his office. Prince Hellene Panhard sends Lasombra clan representative Julia Sowinski to investigate on behalf of the Camarilla.

2021

Unknown/Indeterminate/Ongoing

  • Augustus Giovanni is murdered, staked, or otherwise driven into involuntary torpor. His personal menagerie of wraiths and spectres are unleashed from captivity.

 

Wednesday, April 7, 2021

Antediluvian Rumors

Due to the varies canon changes throughout the editions (in addition to there being lot of rumors and very few hard facts in the meta plot) it can be hard to keep track of what happened to what Antediluvian, who are the clan founders in Vampire the Masquerade. I have taken the time and tried to track down where and what the Antediluvians are doing in the modern nights. 

I have used the Vampire: The Masquerade 20th Anniversary Edition timeline changes, information from Beckett's Jyhad Diary, and the information presented in Vampire 5th Edition. 

 

What They are Doing or Where They Are

§

  • Banu Haqim: The last anyone saw of Haqim was in 121 CE at the British Isles where he was engaged in philosophical conversations with Mithras. Since then, attempts to find him has failed. It is rumored that he is in torpor in the Azerbaijan/Iran/Turkmenistan though some believe he is awake but remains hidden.
  • Cappadocian: Cappadocius was diablierized by Augustus Giovanni in 1444 CE.
  • Brujah: Brujah was diablierized by Troile in the second city.
  • Ministry: After a brief awakening in 33 AD, Sutekh disappeared from view and has not been seen since (but left vague prophecies about his return). Despite this, a Ventrue named Nasch came upon a cult known as the Coil of Lion allegedly harbored Sutekh’s body in the 14th century. Nasch then drank from Sutekh’s body which sent Nasch into torpor for a century.
  • Gangrel: Ennoia has drifted in and out of torpor since the fall of Enoch. It is unknown whether she is awake or not in the modern nights.
  • Giovanni: Augustus Giovanni was staked (and put on ice somewhere) or possible diablerized during the Family Reunion where Clan Giovanni, Cappadocian's, and the other related bloodlines came together and overthrew the reigning leadership of the last 500 years. This new ideal is due to the threat of the Second Inquisition and the Promise of 1528 coming to an end in 2028. This creates a new consolidated clan of death, the Hecata. 
  • Lasombra: Physically slain and allegedly diablerized by Gratiano de Veronese at the start of the Anarch revolt.
  • Malkavian: Malkav is thought to be in torpor somewhere in Jerusalem where it is thought that his madness has caused the constant state of chaos in that area. It has also been theorized that all Malkavians may or may not have drunk him causing their “cobweb” mental connection with all other members.
  • Nosferatu: Absimillard was last recorded to have retreated to the far ends of the Earth after his scarring and creation of the Nicktuku. Absimillard was disappointed in his children for creating embracing others and created the Nicktuku to hunt them. Modern Nosferatu's stem from one of his original childes.
  • Ravnos: Zapathasura awoke insane with the pain from the death of his children at the hands of the Kuei-jin. This event caused the Week of Nightmares and ended with Zapathasura being destroyed by concentrated sunlight (from satellites) after surviving spiritual nukes and destroying three Bodhisattvas.
  • Saulot: Tricked Tremere into diablierizing him in which he took over Tremere’s body in 1133 CE. Last rumors place him at Hunedoara Castle pretending to be a servant.
  • Toreador: Arikel is currently thought to be awake and residing in Greece.
  • Tremere: The soul of Tremere resides in the body of his childe Goratrix (while Goratrix soul is confined in a mirror) since 1133 CE. Goratrix is trying to lead those Tremere that followed him to rebuild the pyramid after the destruction of the Chantry in Vienna by the hands of the Second Inquisition.
  • Troile: Troile descended into the Earth in the arms of Moloch to hide from the Romans where they salted the earth and performed a ritual to trap them there. Though, in recent nights, there is evidence that they have been moved and reside under the Castle Vysehrad.
  • Tzimisce: Was allegedly diablierized by Lugoj at the start of the Anarch Revolt but it was discovered that the Eldest faked his own diablerie and eventually when into torpor. In the modern nights, the Eldest body was brought to New York where he awakened, shed his giant flesh crafted body, and is now on the search for his siblings to find answers.
  • Ventrue: The clan Ventrue claim that their founder Veddartha was ambushed and killed by Brujah on the outskirts of the Second City.

Interesting Rumors of the Night

  • Arula: There is four beings who lay in torpor in Enoch, who may or may not be members of the Third Generation. Their names are Al-Mahri, Loz, Nergal, and Ninmug.   

LAST UPDATED 11/08/2023

Tuesday, December 29, 2020

Review: Vampire the Masquerade 5th Edition Part 2

So, in my initial review that can be found here. In it, I left a few things out and I also want to talk about two of the supplements that came out at the same time or shortly after and all three books were eventually sold in a box set. I am not going to do full reviews but I want to touch base on them as those two products are closely related to the Core book in time frame, company, and people. Then, I will briefly touch about the Chicago by Night book which was produced by Onyx Path Publishing.

One of the things I did not get into was the system for Resonance. It is basically emotional flavor the blood and it is meant to add greater depth to feeding. Though, by design V:tM 5th edition already brings feeding and hunger to the forefront in regards to role play (and mechanics). The PC's themselves can gain resonance and disciplines require a certain resonance to gain an additional dot when the player has met the XP requirements for it. I understand the theory behind this but in practice it falls flat and in my experience (and talking to a lot of other Storytellers) it is something that gets ignored nine time out of ten. Just like how the Predator's Taint is treated in Vampire: The Requiem. 

The second thing I left out is how armor is handled. Armor turns aggravated damage into superficial damage. That is really great for a mortal because they also half superficial damage and turning things like gunshots into non life threatening damage goes a long way. With that being said, armor does not help Vampires and to an extent other supernaturals at all. Vampires reduce just about everything (except their banes) to superficial damage and then halve it. I am not sure how or why this was overlooked. Vampires just like everyone else would like to benefit from armor. 

The third thing that I just forgot to mention is that the core book includes the Clans Brujah, Gangrel, Malkavian, Nosferatu, Toreador, Tremere, and Ventrue. 

The final thing I think I want to touch base in is regards to the XP system. It is a basic system of you gain an amount of XP per session and then the costs of new dots are multiplied by a current rating or base number. The idea of the system works fine but the math does not work. The costs are to high for the amount of XP the book tells you to award. This is another aspect of where a lot of people use their own XP systems or give out more XP per session. 

The Camarilla book got more consistent with layout, art, and tone but it still suffered from the same issues the core book did. It had information about the the Sect and gave a good overview of everything. Thought I feel like the the Third edition Camarilla gave more information in about the same amount of pages. In this book, we get new loresheets and another clan, the Banu Haqim (formally known as the Assaamites) - they joined the Camarilla. This book is missing two things that irk me but I will only touch one in this section. This book lacks a city building chapter which is something I think is really important. 

The Anarch book got more consistent with layout, art, and tone but it still suffered from the same issues the core book did. It had good information but the way it was written really made the Anarchs seem less then a political movement for the better of the younger generations and turned them into roving gangs. Whether it was the intent or not, I do not know but that is how the writing came off to me. I feel like the V20 book Anarchs Unbound does the movement a lot more justice and makes them more three dimension. This third dimension is important because Anarchs are one of the two main movements in the new meta. In this book we get the Ministry (formally known as the Setites). I really like their rebranding and all of the meta reasons why the ended up joining the Anarchs (the main reason is they got snuffed by the Camarilla - big surprise). The Ministry is the lore sheets are some of my favorite parts of the book. I also really enjoy who the book talks about each clan in the eyes of an Anarch - those pages were really full of flavor and plot ideas.

 
 
So this book is is produced by Onyx Oath Publishing and has an obscenely successful kickstarter and all of that jazz. This book has consistent layout, tone, and art throughout the whole book. It is easier and more enjoyable to read and feels like an RPG book instead of a coffee table art book. The art is all the same style as is what I would call a painted style? I think this is one of the best books out so far for V:tM 5th edition. The lore sheets found within are so fun as well.

This is no fault of Onyx Path (as I think they were trying to do damage control) but there was a lot of generic setting information in this book that should have been included in the core, Camarilla, and Anarch books. In addition, we get the Clan Lasombra in this book and it meta about 50% of the clan has joined the Camarilla and they rest of the clan are slowly trickling over. This is the second thing that really bothered me about the Camarilla book. The Lasombra joining the Camarilla is something the is well established in the meta but they somehow got left out of the Camarilla book? I get it per meta they have not been voted in as an official pillar clan but come on! It is just something that is very frustrating.


Sunday, November 8, 2020

Review: Vampire The Masquerade 5th Edition Part 1

I have always been a huge fan of the Wold of Darkness and Vampire has a special place it my heart. My first two experiences in gaming was Vampire 2nd Edition and AD&D second edition. I then spent a lot of time playing Vampire (and other World of Darkness games) including Live Action Roleplay experiences. After my enjoyment of the iterations of Requiem and Vampire: The Masquerade 20th Anniversary edition, I was stoked to learn about a new edition continuing The Masquerade game. The game was suppose to overhaul the mechanics and update the metaplot into the Modern Nights. Well, my excitement as dampened due to some situations that arose during the play testing and my dying excitement was further murdered how Modiphius handled the release (as Modiphius was put in charge of the shipping and distribution). The lack of funds at the release did not help my attitude either. Though, a few years later I was able to acquire the books, read through them, interact with the community, and play in some games. 

Presentation: You get a full color 400+ book that has been printed on high quality paper. The quality is equivalent to the rest of Modiphius RPG releases. Once you start giving it a through look/read through is when the glitter starts to fall off. There seems to be multiple layout styles that is not organized. It feels like the design team had multiple layout ideas/templates, could not decide, and then went with all of the ideas. So you end up with light typing on dark pages, dark writing on light pages, various letter/report pages, different picture and type mixes, etc. It does not flow at all.

Then, there is the art. Most of the art that is used is model art mixes in with digital art. Before I go further, I know a lot of people are going to try to accuse me of not liking the art because I do not like model art. That is not true because my critique of the art comes from the quality/set choices of it and how it fits in with the layout and the rest of the non model art. Most of the model art is high quality but the set/design choices do not seem to match their placement and the tone of what is trying to be conveyed seems off. Once again I feel like there was a bunch of different directions pitched and they decided to go with all of them. The model art also does not mix with digital art and the digital art is of dubious quality. It appears to be taken direct from a video game where they were testing new engines on how to make hair move and things like that. I think the video game art is does not fit the tone, theme, and it breaks immersion. On the flip side, the book is pretty organized and the layouts are clean.

Just so there is not any confusion, Paradox handled all of the writing, art, and layout. Modiphius was the distributor. 

                  

Character Creation: Character creation follows the below steps:

  1. Core Concept: Think of a core concept and what your characters mortal life and unlife like? When where the embraced? Etc.
  2. Choose Clan and Sire Information
  3. Attributes: Take one attribute at 4, three attributes at 3, four attributes at 2, and one attribute at 1. The attribute options are Strength, Dexterity, Stamina, Charisma, Manipulation, Composure, Intelligence, Wits, and Resolve. Health = Stamina +3; Willpower = Composure + Resolve.
  4. Pick one skill distribution: Jack of All Trades (One skill at 3, eight Skills at 2, and ten Skills at 1), Balanced ) Three Skills at 3, five Skills at 2, seven skills at 1), and Specialist (one skill at 4, three Skills at 3, three Skills at 2, and three Skills at 1). There are 27 skills to choose from. Add free specialties to Academics, Craft, Performance, and Science skills. Take one more free specialty.
  5. Disciplines: Choose two of your clan disciplines. Put two dots in one and one dot in the other. Caitiff characters choose any two disciplines and put two dots in one and two dots in the other. Thin-Blooded characters have no intrinsic disciplines. 
  6. Predator: Choose your predator type and apply one of the listed specialties, and one dot to one of the listed Disciplines, and apply any associated Advantages or Flaws. 
  7. Advantages: Spend 7 points on Advantages and take 2 points of flaws in addition to any gained from your Predator Type.

Resolution: Vampire the Masquerade 5th edition uses a modified Storyteller System which uses a dice pool system with d10s. Attributes, Skills, and Disciplines are rated 1-5. The player can create a dice pool in one of the following ways:

  • Attribute + Skill (most common)
  • Attribute + Discipline (common)
  • Attribute + Attribute (uncommon)

Once the pool is determined, the player rolls all the dice vs. a target number of successes or against a contested roll. Difficulty is scaled by the number of successes that is needed and in some cases certain situations will (such as called shots) will subtract the number of success achieved in the dice pool.

Each result of 6+ is considered a success. Each pair of 10s is considered a critical success and counts as 4 successes instead of two. If there are more successes then the target number of successes then the action happens as the character wants or if the character has more successes then their opponent. 

The book then goes on to advise that rolls should be kept to a minimum and conflicts should last a maximum of three rounds. 

Speaking of conflict, conflict is split into rounds and initiative is considered to follow the narrative. All the characters declare their action and follow this basic order:

  1. Existing Close Combat
  2. Ranged
  3. New Close Combat
  4. Other Actions (this includes disciplines) 

Conflict happens has contested rolls simultaneously and depending on the narrative, the winner of the roll deals damage. Some exceptions to this is if a character is shooting at a target that is to far away to close into melee range and other situations like that. For a character to take two actions, they must split their dice pools. A character who is acting purely on the defensive does not have to split their dice pools to avoid multiple attacks.  

Damage is split into two forms. Superficial damage and Aggravated damage. Superficial damage is things like being being punching in the face, falling from a small height, etc. Aggravated damage is things like knives, firearms, car accidents, explosions, claws, swords, etc. Now everything does Superficial damage to vampires (except sunlight, fire, and various supernatural effects) and vampires half all superficial damage. Humans also half superficial damage as well. Damaged is calculated by the damage bonus of the weapon and the number of successes achieved over the opponent on the contested roll. 

 
Crunch: Outside of the base resolution system, there are some various sub systems that are prominent.
  • Rouse: A rouse check happens when the kindred calls upon the power of their vitae for mending (healing), blush of life (to appear and feel human), boost (adding a bonus dice to a discipline for an action), using a discipline that requires a rouse check, and waking up for the evening. When a Rouse check is required or called on by the ST, a single Hunger die is rolled (a d10) and on a success the kindred's hunger does not increase. On a failure their hunger increases. 
  • Hunger: The classic blood pool has been replaced by hunger dice. The dice are different colored d10s that replace one of the dice in the players dice pool. All characters start with one hunger die and when their hunger increases, they replace another normal die with an additional hunger die. Hunger dice ranges from 1 to 5 and the only way to truly get rid of the hunger is to drain a mortal dry (killing them). At hunger 4 or 5 things get really edgy with the kindred and frenzy. Hunger dice can also cause bestial failures and messy criticals. 
  • Bestial Failure: These happens when a "1" (or skull on the themed dice) show up on a hunger dice at the same time the roll failed. The beast is able to take heavy influence over the kindred and they suffer a compulsion that needs to be role played until the conditions are met. Each clan as their own clan compulsion, there is also a list of generic compulsions for different situations, and the ST can create a thematic appropriate compulsion. 
  • Messy Critical: This happens when a "10" (or a fanged ankh on the themed dice) is part of  the critical and the hunger dice is always counted first. The result is still considered a critical but the beast takes a hand in it. Like if the kindred is trying to open a door quietly but after a messy critical, the kindred ends up ripping off of the door, etc.
  • Frenzy: When it is required for a kindred to resist Frenzy, the player rolls their characters current Willpower + 1/3 (round down) of humanity rating vs. a difficulty set by the ST. 
  • Willpower: Willpower can be spent to re-roll three normal dice. Hunger dice can never be re-rolled. 
  • Advanced Combat: There is a section on advanced combat that provides a Dungeons and Dragons like initiative system. 
  • Blood Potency: How effective the the power of the blood is.
  • Succeed at a Cost: The ST can offer an option to the player to succeed at a cost. 

 
Final Thoughts: There is a lot of to unpack here I am not sure where to start, but here it goes. 

The tone of this game is greatly improved as it really focuses on the personal horror aspects and has gotten away from high fantasy/superheroes with fangs/trench coats and Katanas elements of the 90s. The presentation of this new adult oriented tone (there is a 18+ warning on the book) is hit and miss. In some areas it is a very serious tone, in others it seems to be tongue and cheek, and yet it others it seems things are presented for shock value alone. The tone suffers from what I can only guess is multiple writers not being on the same page in regards to tone or a lack of direction from an editor or project manager. 

Like I have stated before, the mechanics are an improvement over the Revised Storyteller System and the even Vampire: The Masquerade 20th Anniversary Edition. With that being said, the system suffers from lack of clarity in certain areas and the explanations (especially in the conflict/combat section) are horrible. It took me reading The V5 Combat Primer (this is a treatise of conflict and its examples) that was written by players to fully wrap my head around how conflict is suppose to work, etc. There are other instances were rules are not explained well and some seem even contradictory. I am not sure if this is by design or just something to be aware of but small dice pools are relatively weak. This article breaks down character creation on a pure mechanical level and discusses some of the pit falls of it and how to be more efficient.I was having a discussion about this games mechanics with someone and they said, "it is like halfway through the design process they realized they were not making Vampire: The Requiem and continued with a Masquerade mindset." Also, during the initial release of the book their ended up being two pages of errata and most of the errata seemed really important not to miss (like an error in the character creation instructions). This errata is in addition to the original print run missing lore sheets and three whole appendix's including one talking about inclusion at the table and things revolving around that - which I think it very important. The PDF of the game has all of these things included and so does the Second Printing of the physical book. 

As I move onto hunger, this new feature seems to be the thing that people get heated about the most. To be honest, when I read it I did not like it at all. After some experience with it, the hunger dice has started to grow on me and I understand why it was designed the way it was. It really keeps the beast present and makes so that feeding is an actually conscious act of the-  characters and not something that just happens in the background or on the sidelines. I think it is still a little heavy handed and I think the same objective could have been achieved by altering with the blood pool mechanics (and no I do not have an idea for this). 
 
I think various damage ratings of weapons need more variance and they are grouped together oddly - like the 9mm and the .308 deal the same amount of damage. This is something I have been thinking about house ruling but I am not sure how as of yet. I also think it is odd that humans also halve bashing damage but the templates for humans are relatively weak and on average players will be a rolling a lot more dice in their pools then humans (outside of special characters). 

The final aspect that does not sit well is something I am on the fence about. The merits and flaws have been seriously reduced which is good because it got rid of a lot of pointless bloat and flaws that never game up in game (as in V5 you are required to pick flaws). On the other hand, I think they have been reduced to a point where there is a lack of variance and some of the flaws do not fit every character concept. I hope we see some more options in the future.

I think some of my favorite things about the book is how the metaplot has advanced (this is going to be a whole post in itself), the lore sheets, and how the game really focuses on new vampires to vampires of a few hundred years old. Lore sheets have dots like a background and is considered an advantage. Lore sheets really allow characters to become directly involved with or connected to various instances of the metaplot. This can be in the from of famous well known characters or various events that have happened. The way the game has been designed the need or drive to be elder is almost non existent There is no generation background (and other such backgrounds) and a lot of the discipline levels have been moved around so we see a lot of the old powers that were on the 4+ levels in the current 1-3 levels of the the disciplines. Some of the more oddball stuff has become amalgams/lore sheets and most of the unique disciplines are non existent as they are not really needed anymore. It really brings the game to a more street level and realistic feel of vampires in the modern nights. 

The last two things I really enjoy is how individual characters do not need to take the Haven background as they are all considered to have a basic safe place to sleep. The coterie gets points to spend on a domain that is very helpful. The second one being the succeed at a cost - I really like it when games provide this option in the rules.


So, in conclusion I think Vampire: The Masquerade is an almost great game. It could have really used another 6 months or so in production to clean up the mechanics, the explanations, to catch the important errata, and make sure all sections where included. It could also have used a more coherent direction in art, layout, and tone. The mechanics surpass the Revised/20th Anniversary edition but falls short of the smoothness and solid game design of Chronicles of Darkness. 

With that being said, I do enjoy the game, have most of the books, and I recommend it. Another bonus is that the community has been really great and welcoming. 

You can find it here...
Something that I give a lot of props to Modiphius for is that the core book, the Camarilla Book, and the Anarch book all come with PDF codes. You can also email Modiphius with a proof of purchase for the Storytellers screen and they will send you a free code for the PDF.  
 
Onyx Path has stated they do not offer a PDF coupon if you purchase the book separately (from various vendors) but can get a discount on the pdf when ordered through drivethru rpg as a physical/PDF combo .

On the downside of Modiphius (besides what has already been discussed) is that they have cantinued to have distribution issues with the game (and their other products from what I have read) because my local store checked three different distributors and the Vampire 5th Edition books were unavailable.