Vampire V20 Character Sheet

Vampire V20 Character Sheet 3,7/5 2069 votes

Also.I have my version of the sheet ready. You can download it here:This might change a bit once the book is out, but I wanted to get something ready for people to use at Gen Con. Hopefully you like how it turned out.

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I went with a classic style, and used the V20 border(which I love).Should it need any work, I'll do it after Gen Con.Enjoy!!You're great, it's so much better! I just can't understand why they didn1t made something similar.I might still not use it, if I won't change for this edition at the end, but at least for people, who do, there's a decent sheet!Though honestly, I liked the Revised borders a bit better than the V20 ones.

Not a critique, absolutely, I just preferred those curving tops, but I did, since V20 came out. I do try.I'm glad you liked how it turned out!

Let me know what you think of the book.It's pretty amazing, IMHO. I did notice a couple of things for you to consider in your next update of the sheet, but no rush. On the back side, you alternate between 'Date Of Birth' and Date of Death'. A section for the coterie Domain and Shared Backgrounds would be very helpful. While Blood Potency can go above 5, it's specifically called out as being the realm of the ST, so I'm not sure it makes sense to have the dots go above 5 on the character sheet.

You do have Health and Willpower ratings, so dots to show their maximum would be useful.

Character

Let me preface this article by acknowledging that there are going to be some number of readers who find the entire concept of focusing on mechanics when creating a character to be offensive in some way. And they will be absolutely correct in the general notion that story and concept come first. But I still think that this sort of examination can be helpful.I think that it’s relevant to be able to make sure that your character concept is embodied in the dots you actually put on the sheet.

It’s one thing to create a character who isn’t combat-capable because that’s your concept. It’s another thing to create a character who isn’t combat-capable even though you wanted them to be. In general, this sort of guidance is agnostic to character concept – there is no inherent conflict between character competence and character concept.And, all other things being equal, I think most players want to be able to pull off awesome things at some point, even in a chronicle that is mostly drenched in angst. And it’s a letdown to realize that the array of dots on your sheet won’t let you do that.Below you’ll find an examination of some basic mechanical concepts of, and how they might affect a character, then a brief rundown of the various attributes, skills, disciplines, and backgrounds, with a focus on what is likely to come up in a chronicle and what else you need on your character sheet to make it work.TL;DR – The HighlightsThe article below is pretty long, so here are some high points to keep in mind:. V5 requires a relative lot of successes. It is difficult to succeed with small dice pools without spending Willpower, and even that option is off the table if you’re hungry.

If you want to have any sort of real skill at a particular task, you probably want to have at least 6 dice. Combat is very all-or-nothing, and all the Disciplines in the world won’t help if you can’t win the combat roll. If you want to be any good at combat, make sure to invest in the applicable skill/attribute combination. In particular, carefully consider whether you want to be bad at Strength + Brawl.

Make sure your Predator Pool has a lot of dice in it. If you don’t know which attribute to put stick at 1 dot, go with Stamina or Dexterity. Think carefully before taking Allies – V5 significantly overcharges for them. Resources are still very, very powerful (but be prepared for your Storyteller to limit your ability to use Resources to simply duplicate other backgrounds). Take Status 1 unless your concept is to play a social pariah. When in doubt, spend a lot of coterie background points on Chasse.

You can’t go wrong with dots in Awareness. Remember that you are no longer effectively required to take dots in things like Haven, Drive, and Technology just to have somewhere to live, be able to drive a car, or be able to operate a computer. Know your Storyteller and their style.Difficulties Are High, Use Your Willpower, and Small Dice Pools Are WeakDifficulty Numbers Are High In V5: In V20, the standard difficulty was a 6. If you were rolling one die, you would succeed at a task half the time. If you had an average attribute (2) and some training (1 in the skill), you would get at least a marginal success approximately 88% of the time (a “complete” success only 13% of the time).

A “straightforward” task (e.g., “seducing someone who’s already in the mood”) was a difficulty of five (93% chance of success with three dice). Challenging tasks (e.g., locating the source of a whisper) were a difficulty 7 (78%). In V5, these difficulties are now 2 (straightforward), 3 (normal), and 4 (challenging) – except now you need that many successes, with a 50/50 chance per die, and there’s no concept of a “marginal” (although you might get success at a cost).

For a challenging task, you now need to be rolling eight dice to have a 50/50 shot at succeeding (barring a critical). In V20 you would succeed, and the question would be by how much. In V5 the question is whether you can succeed at all. You need a lot of dice to consistently succeed at ‘standard’ difficulty tasks. I also suggest hoping that your Storyteller realizes that a ‘hard’ difficulty of 5 borders on impossible (barring a critical) for characters who aren’t highly specialized in that task.Use Your Willpower and Hope Your Storyteller Allows Success at a Cost: I know this isn’t really about character creation, but given the above, keep in mind that Willpower is meant to be used.

Vampire v20 character sheet music

The relatively bad odds can be significantly mitigated by the three-die re-roll for spending a Willpower. Additionally, being able to succeed at a cost can be important, when the cost isn’t too high – not that it’s sustainable to spend a Willpower to re-roll and then take a Willpower damage to eek out one more success, but it helps that the option is there. Note that this is less useful if your Storyteller has you roll a lot – most characters will only get 3 or so Willpower to spend per session.Small Dice Pools Are Really Weak: A character with a pool of three dice needs a success on every single one to succeed at a standard difficulty task. Being able to succeed once every eight tries is the sort of success rate where you generally don’t even bother trying. You can do Willpower re-rolls, but they’re less effective. With a big dice pool, if you are failing you probably have the full three bad dice to re-roll and only need another 1-2.

With a small dice pool, you probably don’t have the full three dice to re-roll and you may need every single re-roll to come up a success. And Hunger Makes Them Weaker: Now, take all of the above, but remove the ability to do Willpower re-rolls, increase the chance of a bestial failure, and make any possible critical a messy one. That’s what happens when you’re hungry with a small dice pool – when you’re at hunger 3 and you’ve only got 3 dice, every die is a hunger die. It makes even trying a little scary.What Does This Mean For Character Creation: I think it means being cautious about how much mileage you can get out of having one dot in a lot of skills.

I, personally, am inclined to spread dots all over the place, making a relatively well-rounded character. But that may not be terribly effective, because the difference between rolling 2 dice and 3 dice may not matter – there’s still a high probability of failure either way. Even if dice aren’t rolled, having at least one dot in a Skill makes me feel better about the character having at least basic knowledge on a subject, rather than having to worry about whether I’m not roleplaying them well enough. But, of course, that has no mechanical meaning.CombatI’m going to mention combat up here because it’s one of the places where dots matter most. Your Storyteller may or may not have you rolling dice at Elysium, but they will certainly have you rolling dice if you get in a running gun battle.A central thing to remember about combat is that there are no half-measures.

There isn’t really a lot of “trading blows” where both sides get worn down. You’re rolling, your foe is rolling, and the whoever wins that roll isn’t going to take any damage at all. If you can’t win the conflict roll, nothing else really matters. So, while small dice pools don’t necessarily face bad odds, because they don’t face static difficulties and the opponent might be weak as well, when one character significantly outclasses the other in the combat roll there is very little chance for the weaker opponent.So if you want to be able to succeed at combat, I would suggest a non-trivial investment in something – just adding a single dot in Brawl onto your sheet is something, but it isn’t going to accomplish much. The conflict rolls are Strength + Brawl (fists, teeth, etc.), Dexterity + Melee (one-handed melee weapons), Strength + Melee (two-handed melee weapons), and Composure + Firearms (Dexterity + Firearms if doing a quickdraw; Resolve + Firearms if you’re sniping; Strength + Firearms if you’re trying to shoot while in melee). If you want your character to be able to hold their own in combat, real investment in one of those is recommended.

Strength is the most likely component of this, because it can be used for anything but small melee weapons.Significantly, there are no disciplines that directly help win these rolls (although mental disciplines might be able to befuddle opponents). In particular, note that Potence does exactly nothing to help win combat rolls. Like Fortitude reduces damage when you lose the roll, Potence increases damage when you win the roll – but it doesn’t help you win the roll in the first place.Also keep in mind that the focus on Attributes/Skills means that vampires aren’t really that much better at combat than a human. An average or slightly above average human (2-3 dot Attribute) with real experience with a weapon (2-3 dot Skill) will be rolling 4-6 dice on a combat roll. A vampire with that 3-dice pool I keep talking about won’t be too far off a low-level thug (4 dice), but one on the more competent end of that scale (6 dice) will clobber them.

This relative equality is furthered by the changes in the blood surge rules. Attributes increased by spending blood now only last for one roll, so you can’t build up to a higher Strength as the fight goes on (and the fights usually don’t last very long anyway). The inherent advantage of being a vampire is toughness – vampires take superficial damage from guns and melee weapons, while mortals take aggravated damage. Like Fortitude, this helps survive when you’re losing (leaving open the possibility of winning later), but it doesn’t directly help win a combat roll.Dodging is generally a poor tactic in combat. Dodging just replaces your attack dice pool with a Dexterity + Athletics pool. You make the same opposed check, but you can only really avoid losing, because winning the roll just means you don’t take damage. Unless your Dexterity + Athletics roll is significantly better than the combat roll, in most circumstances you might as well try to be able to hit back.Many-on-one combat flips a lot of the above on its head.

A character can dodge without too much penalty against multiple opponents, but will never be able to hit back. A character who is trying to hit back against multiple opponents has to split their dice pool, which is punishing. If the character faces their foes one at a time, that means that the extra opponents get ‘free shots’ – since there isn’t a static difficulty to roll against, even relatively combat-ineffective characters can get hits in because they only need one success (and can then get damage bonuses from their weapon, if they’re using one).Experience Point EfficiencyThis is very mechanistic, but V5 retains some disparity between ‘costs’ during character creation and in-play (although not nearly as much as there used to be). Because there is no option what values to have for attributes, and advantages don’t have escalating point costs, this arbitrage could only be applicable to Disciplines and Skills (although it turns out to only apply to Disciplines).Disciplines are mostly pretty straightforward – you get a 2-dot and a 1-dot, both in-clan.

But predator style gives a fourth Discipline dot. A first dot in an out-of-clan Discipline is slightly more valuable (2xp and you don’t need to get partially blood bound). A third-dot in an in-clan Discipline is way more valuable (10xp). Starting 3/1/0 for in-clan Disciplines is far more efficient than 2/2/0 or 2/1/1.While there isn’t any way to adjust individual Skill levels during character creation, there are three different options for which dot spread to take. The ‘jack of all trades’ gets lots of skills, mostly at 1 dot. The ‘specialist’ gets a skill at 4 (the only way to start with a 4), but relatively few dots overall. The ‘balanced’ set is somewhere in between.

However, they all work out to the same number of experience spent (120). As noted above, I personally lean towards having a big spread of skills. However, as also discussed above, small dice pools in V5 are really weak – you may find that having 3-4 dice pools in a lot of different things isn’t all that satisfying (although it can be useful if your Storyteller liberally applies the automatic win rule or otherwise doesn’t require rolling – having just 1 dot in something like Technology or Politics can justify the character actually knowing enough to apply common-sense solutions that you the player think of). Balanced against that is the extreme cost of high-level Skills – sure, having 4 dots is nice, but one Skill at 4 is the same experience point cost as ten Skills at 1 (or one at 3, one at 2, and one at 1).

Which is a long way of saying that there are reasons for any of these options, so you can safely pick whatever suits your preference, from an xp efficiency perspective. However, given the weakness of small dice pools (as discussed above), I would recommend avoiding Jack of All Trades.Note that the method described in the text from pages 144-46 is the same dot spread as the balanced quick skill assignment. However, some of the skill suggestions in the ‘Sample Profession Packages’ include Skills specialties that don’t exist, such as Craft (Writing) for the scholar when Craft isn’t used for writing at all and academic writing is covered by the Academics Skill. Personally, I would just stick with making what you want with the quick skill assignments and avoid the ‘detailed’ method.Predator Style and Predator PoolsFeeding is important in V5, as it always has been in vampire. You shouldn’t be bogged down with every feeding, but it’s going to come up.

Even the most satiated of vampires is only a few bad rouse checks away from starving. You’re probably going to need to be able to make hunting rolls. Because the baseline difficulties for rolls are so high, I suggest making sure you’ve got at least one hunting pool that’s a big one – it’s no fun to be hungry, fail your hunting roll, and then just have nothing.

The easiest hunting rolls are difficulty 2. So if you’ve got a 4-dice pool, then even the easiest hunt is a 50/50 shot (you’re going to be hungry, so Willpower isn’t going to help).

Difficulty 3 or 4 might be more likely if you don’t have the time to visit the Rack.In examining hunting, remember that feeding style isn’t something that is locked in – picking Siren or Alleycat doesn’t mean that your character is bound to only feed that way; it’s just how they’ve fed the most in the past (and tends to give them mechanical tools to feed that way in the future).This is particularly noteworthy for the Alleycat Predator Type/Pool – even if your character is capable of feeding by force (and does so on a regular basis), you might not want it as a Predator Type. Each of the Predator Types that doesn’t affect Humanity nets a Discipline dot, a speciality, and a one-dot advantage. Alleycat, which loses a point of Humanity, nets a three-dot advantage, while the two Predator Types that gain a Humanity (Consensualist and Farmer) net a two-dot disadvantage. In conceptual and experience point terms, a dot of Humanity is the most valuable thing on a vampire’s character sheet.

And it’s arguably all the more precious because character creation is the only time your character will have Humanity this high – it’s all downhill from here (the experience point cost to increase Humanity is prohibitively high, even if your character is the most self-restrained vampire in history). It’s hard to take advantage of the Humanity-increasing Predator Types unless they really line up with your character concept. This is because the Feeding Flaws – Prey Exclusion (non-consenting) (for the Consensualist) and Vegan (for the Farmer) – pretty much define that aspect of the character.

But if starting Humanity is of any real value to you at all, the Alleycat pays a very steep price for a couple extra dots of Contacts.Additionally, when picking which speciality you’re taking from your Predator Type, give serious consideration to the one that works with your likely Predator Pool. So, for example, a Sandman can take a speciality in Medicine (Anesthetics), which has a very, very narrow application. Or they can take a speciality in Stealth (Break-In), which they will use every single time they roll their Predator Pool.The most common “uh-oh, need to eat” rolls are probably Alleycat (taking blood by force), Sandman (breaking and entering), and Siren (taking blood by seduction). The first is Strength + Brawl. The second is Dexterity + Stealth.

The third is a Charisma + Subterfuge. Be good at rolling at least one of these. Or maybe Composure + Animal Ken, if your character is willing to stoop to that. Other predator styles are harder to do on the fly – most vampires can’t use standard blood bags (because they don’t have Iron Gullet), most vampires don’t have a family groomed, most vampires don’t have a blood cult ready to go, etc.

Dnd 5e Character Sheet

(Although there is some efficiency in overlapping these, as Manipulation + Subterfuge or Persuasion comes up repeatedly in those Predator Pools).Chronicle TenetsThis is a fairly vague topic, because of course I don’t know what your chronicle tenets are. But keep them in mind when thinking about your character’s makeup.

For example, in, our home game that we’ve been posting recaps of here on the website, one of the tenets is “Every Person Their Own Master.” Under this tenet, things like significant mental control of others can cause stains. This can significantly impact the use of Dominate and Presence. If you want your character to have a fighting chance of maintaining Humanity for long, then investing multiple dots in one of those Disciplines could be an exercise in frustration for you. Similarly, there is an example in the V5 core book core book of the chronicle tenet “Act like a person, not a Beast.” The book explains that this tenet would be violated when a character does something “clearly inhuman, such as surviving horrible physical trauma.” This could cause a significant impact on the Fortitude Discipline, which is all about surviving horrible physical trauma. That doesn’t mean taking a lot of Fortitude in such a chronicle is ‘wrong’ – but it’s one thing to intentionally play a character concept that is going to accumulate stains quickly, and it’s another to accidentally back into it because of a missed rules interaction.AttributesNot all Attributes are created equal – although they tend to be closer to it in V5 than they were in V20.

And you want to make sure that your Attribute spread matches what you picture your character being able to do. Keep in mind that seven of the nine Attributes will be average or a bit above average – there’s only one aspect your character is really good at, and there is one that they are really bad at.I discuss what each of the attributes is used for below, but the question of which Attribute to use as a “dump stat” will loom over a lot of character creation (I know, it isn’t really a dump stat when you’re forced to make something bad, rather than choosing to make something bad for strategic reasons), unless there’s some part of your concept that demands the character is weak in a certain area. I don’t know if anything is really a “good” choice, but Stamina, Dexterity, and Intelligence are the least painful from a mechanical perspective for a lot of character concepts. Assuming you’d actually roleplay out being of below-average Intelligence (which you should if you have 1 dot in it) and don’t want to do that (which I typically wouldn’t), I would recommend Stamina if you don’t know what to be terrible at. It isn’t rolled very much, and health is not that big a deal (it’s better to avoid getting hit in the first place, and survivability can also be addressed with Fortitude).

V20 Character Sheet Pdf

Also, all other things being equal, playing a glass cannon is more fun (for me) than playing a tank – having a lot of ability to affect the world (and be affected in turn) makes for more exciting play than just being a bundle of resistance.Wits is used for many, many rolls. So are Resolve and Composure.

Vampire V20 Character Sheet

Make sure you know what you’re giving up before you throw a bad rating there.