V20 Mechanics
Vampire: The Masquerade 20th Anniversary Edition — core rules for dice, blood, combat, Disciplines, and Humanity.
All character mechanics run on V20 — the 2011 anniversary edition of Vampire: The Masquerade.
Ratings use a 1–5 scale: 1 = Poor, 2 = Average, 3 = Good, 4 = Exceptional, 5 = Superb.
Abbreviations used throughout: Str Strength, Dex Dexterity, Sta Stamina, Cha Charisma, Man Manipulation, App Appearance, Per Perception, Int Intelligence, Wits Wits. WP Willpower, BP Blood Points, H Humanity, SC Self-Control, diff difficulty, agg aggravated, succ successes, dmg damage, L lethal, B bashing.
Quick Navigation
| Page | Contents |
|---|---|
| Core Dice & Systems | Dice pool construction, difficulty, successes, extended/resisted/contested rolls, Willpower |
| Blood Economy | Nightly blood cost, spending blood, vessel yields, feeding, Self-Control cap |
| Generation | Generation chart, blood pool maximums, trait caps, social standing, Dominate ceiling |
| Virtues | Conscience/Conviction, Self-Control/Instinct, Courage; Bearing modifier |
| Combat | Three-stage combat system — initiative, attack, damage, multiple actions |
| Combat Maneuvers | Close combat, defensive, and ranged maneuvers — full tables |
| Weapons & Armor | Melee/ranged weapon stats, cover, armor classes, targeting |
| Special Situations | Ambush, blind fighting, flanking, dazed, knockdown, immobilization |
| Health & Healing | Health levels, damage types, vampire healing, torpor, fire/sunlight tables |
| Frenzy & Rotschreck | Trigger tables, resistance, riding the wave, Wassail, hunger frenzy |
| Hunting & Feeding | Hunting methods, area difficulties, vessel types, the Kiss, Herd background |
| Blood Bond | Three-drink bond — stages, mechanics, the Vinculum, breaking free |
| Humanity & Degeneration | Hierarchy of Sin, degeneration rolls, Humanity loss and recovery |
| Paths of Enlightenment | All 11 Paths with Hierarchies of Sin; Golconda summary |
| Derangements | 14 derangements with mechanical descriptions |
| Social & Mental Systems | Social combat, Dominate/Presence resistance, blood bond, Delirium |
| Diablerie | Consuming another vampire — Generation reduction, aura staining, Jyhad implications |
| Prestation & Boons | Boon economy — five boon types, calling debts, recording obligations |
| Ghouls | Ghoul creation, Disciplines, Vinculum, Revenant families |
| Golconda | Prerequisites, the Suspire, mechanical benefits, losing the state |
| Thin-Blooded | 14th–16th Generation mechanics, Dhampirs, Seer Merit, Blood Rot disease |
Core Dice
Dice pool construction, difficulty, success levels, botches, Willpower spends, multiple actions, and extended rolls.
Blood Economy
Blood pool by Generation, nightly waking cost, spending blood, feeding procedure, vessel yield, and Self-Control cap.
Generation
The blood's potency — Generation chart, blood pool maximums, and trait caps by Generation.
Virtues
The three Virtues — Conscience/Conviction, Self-Control/Instinct, Courage — and how they govern the Beast.
Health, Damage & Healing
Health levels, damage types, vampire healing, torpor, fire, sunlight, and environmental hazards.
Frenzy & Rotschreck
The Beast unleashed — frenzy triggers, resistance, riding the wave, and the Red Fear.
Hunting & Feeding
Finding prey, feeding mechanics, vessel types, the Kiss, and the Herd background.
Blood Bond
The three-drink bond — formation, stages, mechanical effects, the Vinculum, and breaking free.
Humanity & Degeneration
Humanity track, degeneration checks, the dual axis of VtM play, and the Beast voice.
Paths of Enlightenment
Inhuman moral codes that replace Humanity — all 11 canonical Paths with their Hierarchies of Sin.
Derangements
Mental disorders acquired through trauma, botched Virtue rolls, and the vampiric condition.
Diablerie
Consuming another vampire's soul — Generation reduction, aura staining, and Jyhad.
Social Feats
Complete social mechanics: seduction protocol, interrogation, credibility, fast-talk, intimidation, oration, and Discipline interaction with social rolls.
Prestation & Boons
Kindred political currency — the five boon types, calling debts, recording obligations, and the Anarch alternative.
Ghouls
Ghoul creation and maintenance, Discipline limits, aging, withdrawal, Renfield Syndrome, Revenant families, True Faith, and ghoul character creation.
Golconda
Vampiric enlightenment — prerequisites, the Suspire, mechanical effects, and threats to the transcendent state.
Thin-Blooded
14th–16th Generation mechanics, Caitiff rules, Dhampirs, and the Blood Rot disease — expanded rules from Beckett's Jyhad Diary.