VTM d20 Revised

67
D20 Modern Conversion (Revised)

Transcript of VTM d20 Revised

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D20 Modern Conversion (Revised)

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Vampire: The Masquerade d20 Modern Conversion

Contents

KINDRED: An Introduction............................................................................................................. - 3 - The Embrace ................................................................................................................................................................................ - 4 - Kindred Society............................................................................................................................................................................ - 4 - Sects ................................................................................................................................................................................................ - 5 - Clans ................................................................................................................................................................................................ - 5 - Others Who Dwell in Darkness............................................................................................................................................ - 5 -

KINDRED: Becoming......................................................................................................................... - 7 -

Common Features..................................................................................................................................................................... - 7 - ASSAMITE Template.............................................................................................................................................................. - 14 - BRUJAH Template.................................................................................................................................................................. - 15 - CAITIFF Template .................................................................................................................................................................... - 16 - GANGREL Template ............................................................................................................................................................... - 17 - GIOVANNI Template............................................................................................................................................................... - 18 - LASOMBRA Template ........................................................................................................................................................... - 19 - MALKAVIAN Template.......................................................................................................................................................... - 20 - NOSFERATU Template.......................................................................................................................................................... - 21 - RAVNOS Template.................................................................................................................................................................. - 22 - SETITE Template ...................................................................................................................................................................... - 23 - TOREADOR Template ............................................................................................................................................................ - 24 - TREMERE Template ............................................................................................................................................................... - 25 - TZIMISCE Template................................................................................................................................................................ - 26 - VENTRUE Template................................................................................................................................................................ - 27 -

KINDRED: Feats .............................................................................................................................. - 28 -

Kindred feats: ............................................................................................................................................................................ - 28 - BLOOD OF WILLPOWER [Kindred]............................................................................................................................. - 28 - MIXED BLOOD [Kindred] ................................................................................................................................................. - 28 -

Ritual Feats: ............................................................................................................................................................................... - 29 -

NECROMANTIC RITUALS, LESSER [Kindred; Ritual]........................................................................................... - 29 - NECROMANCY RITUALS, GREATER [Kindred; Ritual] ....................................................................................... - 29 - NECROMANCY RITUALS, TRUE [Kindred; Ritual] ................................................................................................ - 29 - SERPENTIS RITUAL [Kindred; Ritual]......................................................................................................................... - 29 - THAUMATURGICAL RITUALS, LESSER [Kindred, Ritual].................................................................................. - 29 - THAUMATURGICAL RITUALS, GREATER [Kindred, Ritual] .............................................................................. - 29 - THAUMATURGICAL RITUALS, TRUE [Kindred, Ritual]....................................................................................... - 29 -

General feats: ............................................................................................................................................................................ - 30 -

ABILITY FOCUS [GENERAL] ........................................................................................................................................... - 30 - IMPROVED NATURAL ARMOR [GENERAL]............................................................................................................ - 30 -

KINDRED: TALENT TREES (A.K.A. DISCIPLINES) .............................................................. - 31 -

ANIMALISM TALENT TREE ................................................................................................................................................. - 32 - AUSPEX TALENT TREE ......................................................................................................................................................... - 33 - CELERITY TALENT TREE....................................................................................................................................................... - 34 - CHIMERSTRY TALENT TREE (exclusive discipline) ................................................................................................... - 35 - DEMENTATION TALENT TREE (exclusive discipline) ................................................................................................ - 36 - DOMINATE TALENT TREE ................................................................................................................................................... - 37 - FORTITUDE TALENT TREE................................................................................................................................................... - 38 - NECROMANCY TALENT TREE (exclusive discipline) ................................................................................................ - 40 - OBFUSCATE TALENT TREE................................................................................................................................................. - 42 - OBTENEBRATION TALENT TREE (exclusive discipline) ........................................................................................... - 43 - POTENCE TALENT TREE....................................................................................................................................................... - 44 - PRESENCE TALENT TREE.................................................................................................................................................... - 45 - PROTEAN TALENT TREE (exclusive discipline) ........................................................................................................... - 46 -

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QUIETUS TALENT TREE (exclusive discipline) ............................................................................................................. - 47 - SERPENTIS TALENT TREE (exclusive discipline) ........................................................................................................ - 48 - THAUMATURGY TALENT TREE (exclusive discipline) ............................................................................................. - 49 -

The Lure of Flames............................................................................................................................................................ - 50 - Movement of Mind............................................................................................................................................................. - 50 - Path of Destruction ........................................................................................................................................................... - 50 -

VICISSITUDE TALENT TREE (exclusive discipline)...................................................................................................... - 51 - KINDRED: Rituals ........................................................................................................................... - 53 -

Necromantic Rituals: ............................................................................................................................................................. - 53 - Ritual: Call of the Hungry Dead..................................................................................................................................... - 53 - Ritual: Eyes of the Grave.................................................................................................................................................. - 53 - Ritual: Tremens................................................................................................................................................................... - 54 - Ritual: Cadaver’s Touch ................................................................................................................................................... - 54 - Ritual: Grasp the Ghostly................................................................................................................................................. - 54 - Ritual: Soul Stealing ........................................................................................................................................................... - 54 - Ritual: Possession .............................................................................................................................................................. - 55 - Ritual: Shambling Hordes ............................................................................................................................................... - 55 -

Serpentis Ritual:....................................................................................................................................................................... - 56 -

Ritual: The Heart of Darkness ...................................................................................................................................... - 56 -

Thaumaturgical Rituals:........................................................................................................................................................ - 57 - Ritual: Communicate With Kindred Sire.................................................................................................................. - 57 - Ritual: Defense of the Sacred Haven......................................................................................................................... - 57 - Ritual: Deflection of Wooden Doom........................................................................................................................... - 57 - Ritual: Wake With Evening’s Freshness .................................................................................................................. - 57 - Ritual: Devil's Touch........................................................................................................................................................... - 58 - Ritual: Incorporeal Passage........................................................................................................................................... - 58 - Ritual: Principal Focus of Vitae Infusion.................................................................................................................... - 58 - Ritual: Ward Versus Kine ............................................................................................................................................... - 58 - Ritual: Bone of Lies ............................................................................................................................................................ - 59 - Ritual: Pavis of Foul Presence....................................................................................................................................... - 59 - Ritual: Blood Contract ...................................................................................................................................................... - 59 -

APPENDIX:......................................................................................................................................... - 60 -

GHOUL TEMPLATE ................................................................................................................................................................. - 60 - RAVAGER BEAST..................................................................................................................................................................... - 61 - BLOOD ELEMENTAL............................................................................................................................................................... - 62 - VTM-Modern Additional Character Sheet.................................................................................................................... - 63 - VTM-Modern Quick Reference Tables........................................................................................................................... - 65 -

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KINDRED: An Introduction “Vampires pretending to be humans predending to be vampires.” “How avant-garde.” – Louis and Claudia Vampires have long been feared as rapacious monsters of the night - terrible black forms sweeping out of the darkness to steal infants from their cribs and ravish the blood of innocents. Vampires are also creatures of deadly beauty, immense passion and predatory sensuality. Vampires are monsters. How does it feel to leave a dead, bloodless child in a dumpster? To manipulate mortals like pawns on a chessboard? To suspect that the elders wield you as an unwitting weapon against their ancient foes? To eke out an unlife of secrecy and bloodshed? To succumb to the wiles of the Beast and tear innocent victims to shreds? In response to their environment, the Kindred have evolved a complex society that exists just out of sight of the mortals who surround them. Age, clan, sect, sire, power, influence and many other aspects of unlife make the Kindred who they are. Part of any Kindred's being is membership in a number of social castes that grace vampire society. By creating and enforcing divisions and roles for themselves, no matter how artificial, the Kindred seek to escape the Beast that roils within them. The Masquerade is, in fact, a double entendre. Not only do vampires hide from mortals, they hide from themselves as well, pretending they are not the horrors they have truly become. One way the Damned distinguish themselves is through a combination of age and generation, or how far removed a Kindred is from the progenitor vampire, Caine. Young vampires must prove themselves to their elders to be afforded any bit of status, and Kindred society is often as stagnant and stultifying as the immortal Damned themselves. There is a small degree of mobility, however, as elder Kindred are always looking for assets and allies who may aid them against their rivals in the Jyhad. The greatest status is accorded to the Antediluvians, vampires of the Third Generation. Most vampires consider these Kindred to be legendary - certainly, none has been verifiably seen in the modern nights. The lowest rung of status is held by rank neonates and the clanless Caitiff, those claimed by no clan or with blood too weak to trace a proper lineage.

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The Embrace Not every victim of the vampire's Kiss rises to become Kindred herself - making a new vampire requires a conscious effort, and often permission. The Embrace is the term for the act of turning a mortal into a vampire. When a vampire wishes to sire progeny, her hunts take on a new characteristic. No longer does the Kindred simply search for sustenance; instead, she becomes more aware and cunning, looking for the perfect combination of personal behaviors that warrant immortality. The reasons for Embracing new Kindred vary from vampire to vampire. Some sires feel great remorse over their undying curse of vampirism, and select mortals who might "give something back" to the depraved race of Kindred. A few vampires look for great artists, thinkers, creators or just compassionate souls whose talents should be preserved forever. Other Kindred are vindictive and spiteful with the Embrace, choosing mortals whom they wish to see suffer. Most Kindred, however, Embrace out of loneliness or desire. These vampires are invariably the worst off as, after the culmination of their lust or anguish, they are left not with soulmates, but with monsters every bit as callous and predatory as they are. Kindred Society Vampires are first and foremost solitary predators. A Kindred might go years or even decades without seeing another vampire, preferring to hunt in solitude or walk among a select group of mortals. Nonetheless, most Kindred choose or are forced to interact with their fellows at some point in their unlives; the movements of the Jyhad rarely leave even the most detached Kindred entirely untouched. The society of the Damned is as structured as any mortal institution, if not more so. Numerous offices, titles and responsibilities circulate among the upper echelons of a city's Kindred, and these positions confer great power - albeit with an accompanying peril, as those who would shake the foundations of a Kindred power structure often come looking for obvious title-holders. The prince is, to put it simply, the vampire who has enough power to hold domain over a city, codify the laws for that city and keep the peace. Such a position is typically held by an elder, for who but an elder has the necessary personal charisma and power to take and hold domain in a metropolis? Most princes are "advised" by a group of elders called the primogen. Collectively, the primogen can be considered among the most powerful vampires in a city, and can rival the prince for influence of the city's Kindred. Individually, however, they are either not as powerful as the prince himself or do not care to devote themselves to the duties of maintaining a city. The primogen usually serve as check and balance against the power of the prince, while seeking to advance their own or their clan's agendas. There are several other stations below the rulers, each with names varying by region or sect.

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Sects Sects are groups of vampires and clans that supposedly share a common ideology. They are a modern contrivance, but an important one. Sects as they are known in these nights first surfaced after the Great Anarch Revolt, a continent-wide upheaval which took place in Europe during the 15th century. The Camarilla: the largest sect of vampires in existence concerns itself with the Masquerade, thereby hoping to maintain a place for Kindred in the modern nights. The Camarilla is an open society; it claims all vampires as members (whether they want to belong or not), and any vampire may claim membership, regardless of lineage. Though the Camarilla is the largest sect, just over half of the 13 known vampire clans actively participate in its affairs. The Sabbat is rumored to have its origins in a medieval death cult, and is greatly feared by Kindred who do not belong to it. This sect is monstrous and violent, and no longer clings to any trappings of human philosophy or morality. Members instead revel in their vampiric unlives. Sometimes referred to as the Black Hand, the Sabbat actively seeks the overthrow of the Traditions, the destruction of the Camarilla, and the subjugation of humankind. The Inconnu are not a sect so much as they are a disparate group of like-minded vampires. No longer wishing to be the puppets of those older than they, and tired of the incessant maneuvering of those younger than they, the Inconnu seem to have dropped out of the Jyhad altogether. This is what distinguishes an Inconnu vampire from those of other sects - the Inconnu distance themselves from other vampires and their contemptible machinations. Clans There are 13 known clans, each supposedly spawned by one of the Antediluvians, the ancient grandchilder of the first vampire. It is widely accepted that of the thirteen "great" clans, seven claim membership in the Camarilla, two belong to the Sabbat, and the remaining four abstain from sects entirely. Others Who Dwell in Darkness The Kindred are not the only monsters to stalk the streets of the World of Darkness. Behind many a looming shadow lurks a pair of eyes belonging to something... else. The Kindred share the night with many other odd presences. Outside the protective streets of the city, the land belongs to the Lupines, monsters who have been the dire enemies of the Kindred since time immemorial. Also known as werewolves, the Lupines seem to travel in packs, much as normal wolves do. Werewolves are universally feared by vampires as ruthless, efficient killers, and more than one vampire claims to have witnessed a single angered Lupine bring down an entire coterie of Kindred. Insular and xenophobic, the werewolves despise the Kindred; the precise reason behind this loathing is unknown, but a vampire caught by a werewolf is assuredly in dire peril. Wise Kindred know to keep to the cities, and that to leave their protection is to invite disaster in the form of a cloud of fur and fangs. On nights

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when the full moon is high and white, Kindred can hear the howls of the Lupines and smell their ferocity on the wind. Practicioners of arcane arts, the mages resemble humanity even more than Kindred do. In fact, the Tremere maintain that mages are humans themselves, though ones who know the secrets of ancient magic. Though not overtly hostile to vampires, mages seem to prefer solitude and will not hesitate to eliminate a bothersome Kindred. Few vampires know much about this group's powers, but strange events tend to happen in the presence of mages. It is rumored that mages may evoke truly fantastic effects, but they evidently maintain a practice similar to the Masquerade, one which likewise protects them from a fearful populace. The Children of Caine have spread throughout the world, but they find themselves thwarted in the Far East by the mysterious Cathayans, non-Kindred vampires native to the Orient. The Cathayans, or "Kindred" of the East, seem to have very little in common with their Western brethren. Rumors of demonic powers surround these Asian visitors, and their enigmatic behavior and foreign mindset leave many Western Kindred ill at ease. Making matters worse are the increasingly frequent reports of the "Hooded Mandarin," a formidable Cathayan vampire, and his presence at disastrous Kindred events.

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KINDRED: Becoming Common Features "Vampire", a low-blood version of the term "Kindred", is an acquired template that can be added to mortal humans only through the process known as the Embrace. The template varies from clan to clan. The following features are common to all kindred. Type: changes to undead (Kindred). Undead: has no Constitution score, is immune to poison, sleep effects, paralysis, stunning, disease, fatigue, exhaustion, death effects, mind-affecting effects, and any effect that requires a Fortitude save (unless the effect also specifically works on objects, on undead, or is harmless); is not subject to, nonlethal/subdual damage, ability drain, or energy drain, negative energy (such as an inflict spell) can heal it, while positive harms it; not affected by raise dead and reincarnate spells or abilities, does not breathe. Anything that may be influenced by a constitution modifier (i.e. Concentration Checks, Fortitude saves and Vitality Points) use the Kindred’s Maximum Blood Points as though they were an ability score to determine the modifier. Vitality Points: A Kindred’s Vitality Points are determined by it’s clan template. Roll the applicable dice and modify the score using the maximum Blood Points as though it was a constitution score. Wound Points: A Kindred’s wound points are equal to its maximum blood pool + 1 point for every two character levels + any bonuses from feats or templates. Critical Hits: Supernatural creatures (vampires, werewolves etc) may score critical hits against other supernatural creatures. Mortals may score a critical hit against Kindred if they are using a fire based weapon. Attacks: Gain a slam attack - 1d3 + str. Gain a bite attack which inflicts 1d4 points of piercing damage (no Strength modifier added), and can be used once per round only, regardless of BAB; if used in a grapple, the vampire can Feed on the target (see below). Penetration: Gain the penetration ability which can reduce or bypass another creature’s damage reduction. Penetration equals Base score (see generation table) + ½ Character Level (round down). This applies to all melee attacks but only applies to ranged attacks if within the first range increment of the weapon being used. Damage Reduction (Ex): Varies/Magic, Fire, Sunlight. Kindred gain damage reduction equal to - Base score (see generation table) + ½ Character Level (round down) + Fortitude Bonus (if applicable). Elemental Resistance: cold 15, electricity 15. Darkvision: 60 ft.

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Feeding (Su): a vampire sucks blood from a victim with its fangs by making a successful grapple check. If it pins the foe, it inflicts bite damage and also drains blood, dealing 1d4 points of temporary Constitution damage each round the pin is maintained. Each round after being bitten the victim must make a will save DC 15 or succumb to the embrace and cease resisting (this does not apply to a vampire if it is being bitten). Note that, if used in a non-combat situation, against a partially unaware victim (intoxicated, sleeping, etc.), the Feed is painless, even pleasurable, and it is erased from the victims memory afterward (if the vampire desires to do so, and if the victim is left alive).

The Vampire stores the blood it drains for various purposes such as powering its disciplines or talents. A Vampire may store an amount of blood equal to its generation base blood pool plus its constitution score modifier from when it was originally bitten plus any bonuses gained from levels. Every day as it sleeps it consumes one point. The blood points may be used in the following manner.

Use Action Cost Activate a Talent that does not have a permanent effect varies varies Heal 1 point + 1 point/character level of Vitality Move Action 1 Heal 1 Wound point Attack Action 1 Heal 1 point ability damage Full Round Action 1 Increase stat by 2 points – lasts for 1 minute/level Move Action 1 When a vampire slays a mortal human by Feeding (reducing Constitution to zero, in other words), it can choose to feed its dying victim a few drops of its own blood, creating a new vampire. An unwillingly Embraced victim gets a Will save (DC 15) to

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resist the urge to drink. It takes one night for the victim to "raise from the grave" and regain full consciousness. If used against a vampire, the Feed effectively "drains" the victim's blood points and then character levels, destroying it utterly when it reduces its effective level to zero (see Skills: Diablerie). Hunger (Ex): a vampire whose blood points fall to below half of their maximum must make a will save every time it is confronted with a potential victim or the sight or scent of blood (DC is 10 +2 for every point below half) or fall into a feeding frenzy. In this state, the vampire has a +4 enhancement bonus to Strength and Dexterity, but a - 4 penalty to Wisdom; it attacks warm-blooded creatures and feeds voraciously. Once it has fed (provided that its blood points are now over half), the frenzy fades away. Sunlight Vulnerability (Ex): the merest sliver of sunlight deals 2d6 damage to vampires. Exposed to direct sunlight, a vampire must make a Fortitude save every round (DC starts at 15 and increases by +1 each round) or be consumed in flames and destroyed utterly. Wood Vulnerability (Ex): wooden weapons that deal piercing damage (such as wooden stakes, arrows, pool cues, spear shafts, and table legs) threaten a critical hit against a vampire on a natural 20 (unless noted otherwise). A successful critical hit inflicts no damage, but paralyses the vampire until it is removed. Rotschreck (Ex): whenever a Vampire encounters the sun or fire the GM may require a will save (DC varies depending on the situation – e.g. cigarette lighter DC 5, bonfire DC 15) to avoid a negative reaction (again results vary from flinching away from the source to fleeing in abject terror). Allegiances: previous allegiances are generally lost, replaced usually by "clan", "coterie", or "sire". Feats: Gain the Improved Grapple feat even if you do not meet the prerequisites. Bonus Feats: These feats are gained as the vampire advances in levels. Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightening Reflexes plus the appropriate feat from the table below and any feat with the Kindred descriptor. Bloodline Bonus Feat ASSAMITE BLOOD Acrobatic BRUJAH BLOOD Athletic GANGREL BLOOD Animal Affinity GIOVANNI BLOOD Iron Will LASOMBRA BLOOD Attentive MALKAVIAN BLOOD Educated NOSFERATU BLOOD Frightful Presence RAVNOS BLOOD Deceptive SETITE BLOOD Meticulous TOREADOR BLOOD Creative TREMERE BLOOD Studious TZIMISCE BLOOD Medical Expert VENTRUE BLOOD Trustworthy CAITIFF BLOOD Choose one of the above

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Advancement: by character class with the following benefits. Character

Level Max. Blood

Points Abilities

1 - 3 Vampire Talent Trees and Base Talents 2 - Vampire Talent 3 - Vampire Talent, Bonus Feat 4 +1 Vampire Talent, - 1 blood point cost for activating talents* 5 +1 Vampire Talent, +1 BAB (stacks with class BAB), 6 +1 Vampire Talent, Bonus Feat, One additional Talent tree** 7 +2 Vampire Talent 8 +2 Vampire Talent, - 2 blood point cost for activating talents* 9 +2 Vampire Talent, Bonus Feat

10 +3 Vampire Talent, +1 BAB (stacks with class BAB) 11 +3 Vampire Talent 12 +3 Vampire Talent, Bonus Feat, - 3 blood point cost for activating talents*, One

additional Talent tree** 13 +4 Vampire Talent 14 +4 Vampire Talent 15 +4 Vampire Talent, +1 BAB (stacks with class BAB), Bonus Feat 16 +5 Vampire Talent, - 4 blood point cost for activating talents* 17 +5 Vampire Talent 18 +5 Vampire Talent, Bonus Feat, One additional Talent tree** 19 +6 Vampire Talent 20 +6 Vampire Talent, +1 BAB (stacks with class BAB), - 5 blood point cost for

activating talents* * Talents that require blood points to activate always have a minimum cost of one point. ** Must be a non-exclusive Talent tree, Gain Base Talent Skills: gain a +2 racial bonus on Balance, Bluff, Concentration, Hide, Jump, Listen, Move Silently, Search, Sense Motive and Spot checks; these skills are always considered class skills for the vampire. Vampires also gain the new skill Diablerie. This is a class skill only for Kindred of the Assamite clan and is considered a cross class skill for all other Kindred until they successfully perform an act of Diablerie. Bluff (cha - new use): Kindred may use their bluff skill to maintain the masquerade, faking things such as breathing, eating or a pulse when in the presence of mortals. (Breathing DC: 10; Pulse DC: 15; Eating DC: 20) Diablerie (wis): When a Vampire successfully drains another Vampire of its final levels (see Feeding) it may make a skill check to subsume some of the victims powers (talents). This is a full round action that provokes an attack of opportunity. If you are struck while performing this action you must succeed at a concentration check DC 10 + damage dealt or the attempt automatically fails and the opportunity is lost. Skill Check Result

1 - 19 Failure - No effect 20 – 24 Subsume one talent, raise generation by 1* 25 – 29 Subsume two talents, raise generation by 2* 30 – 34 Subsume three talents, raise generation by 3* 35 – 39 Subsume four talents, raise generation by 4*

40+ Subsume five talents, raise generation by 5* * Generation cannot be raised to more than one less than the vampire being diablerized.

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When subsuming talents you must follow the applicable talent tree, i.e. you cannot subsume improved celerity unless you already have or first subsume celerity. Even exclusive talents can be subsumed in this manner. Note: In most Vampire circles Diablerie is, at best, frowned upon and at worst a crime for which the punishment is being left securely chained outside to wait for the sunrise. Knowledge - Kindred Lore (int): Measures the characters knowledge of customs, clans, notable personages, the Camarilla and Sabbat etc. This is a class skill for all kindred except caitiff. Blood Bond: If one kindred drinks another’s blood three times on three separate occasions (each at least a day apart) they become bound to the one they drank from. This is basically a charm effect and does not have a set duration. Generally the bond is reinforced by continued drinking of the blood – at least once a month. To break the bond requires first a reason to do so (mistreatment or such) and then a will save DC: 35 (natural 20’s don’t count). Every month that the kindred that is bound does not drink from their master the DC decreases by one. If the vampire is in Torpor the DC only decreases one point per year. Humanity: Humanity is a score that may be rolled randomly, chosen by the player with the GM’s approval (a cold blooded murderer cannot have a humanity score of 18 for instance) or assigned by the GM. It measures how much of a hold the beast has upon the character and can improve or worsen frenzy checks. The bonuses or penalties work the same way as other ability scores and are added to or subtracted from will saves to resist frenzy. Any time that a Kindred goes in to frenzy he automatically loses one humanity point. At any time during the game the GM may impose humanity point loss if he deems it appropriate based upon the characters actions. A character may also gain humanity points back in this same manner. When a kindred’s humanity score drops below 10 additional penalties accrue. Humanity Score Penalty

8 – 9 - 1 to Frenzy saves, No reflection in mirrors 6 – 7 - 2 to Frenzy saves, Doesn’t show up on film 4 – 5 - 3 to Frenzy saves, Cannot enter a residence without invitation 2 – 3 - 4 to Frenzy saves, Repelled by holy symbols – rotschreck applies

1 - 5 to Frenzy saves, Cannot enter holy ground, holy water burns as fire If the humanity score is reduced to zero the beast controls the character totally and they are lost to the player. Alternatively if a characters humanity score should ever reach 21 they are no longer subject to Frenzy or Rotschreck and only consume one point of blood per week rather than per day. Frenzy: As well as hunger, times of great stress, anger or embarrassment for one of the kindred can bring on frenzy. The DC for the will save will vary with the situation but anything strong enough to warrant a saving throw should be at least DC15.

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Sleep: Every day as the sun raises the kindred must sleep. Generally they retire to a haven somewhere. During the sunlight hours they are very difficult to awaken. To awake requires a will save DC 15 (humanity bonuses/penalties apply). Even if they are successful in awakening they still suffer a – 4 penalty to all actions. Damage: Kindred are immune to subdual or non-lethal damage. Ability damage (on those rare occasions when it can occur) heals at a rate of one point per hour. Kindred do not suffer any damage from the first fifty + 10 feet/2 levels of a fall, after that it is calculated as normal. Kindred do not suffer the effects of fatigue and are not at risk of falling unconscious when taking Wound Point damage. If reduced to less than zero Wound Points by damage the kindred falls in to torpor (see below) and provided that they have available blood points begin to heal automatically. If the kindred has no blood points left or insufficient to raise them above zero wound points they remain in torpor until someone feeds them more blood. Torpor: Torpor is a sleep like state which kindred can enter either willingly or unwillingly as a result of excessive damage. If they enter torpor willingly they cease to loose blood points daily and will not awaken until the time that they decide upon before entering torpor has passed. Final Death: Kindred are finally destroyed if they take enough damage to reduce their Wound Points to a negative amount greater than their maximum blood pool. (i.e. if a their blood pool maximum is 16 they need to be reduced to -17 wound points to be destroyed.) Advanced Classes: Get approval from your GM before selecting any advanced class as many are not suitable to the Vampire setting. For instance, while Gunslinger and Soldier are suitable, advanced classes such as Shadow Slayer, Occultist and any Psionic, Arcane or Divine classes may not be. Action Points: Vampires do not gain action points, although they retain any that they had as a mortal and may use those as normal until they are all gone. Any time that a class ability requires the expenditure of an action point the Kindred may instead spend a blood point to activate the ability.

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Generation Generation Base Blood

Points DR Base Penetration

Base Talent Base

DC Point Value

15th 8 0 0 8 2 Point Flaw 14th 9 1 1 9 1 Point Flaw 13th 10 2 2 10 - 12th 11 3 3 11 1 Point Advantage 11th 12 3 3 11 2 Point Advantage 10th 13 4 4 12 3 Point Advantage 9th 14 4 4 12 4 Point Advantage 8th 15 5 5 13 5 Point Advantage 7th 16 5 5 13 Not Available 6th 17 6 6 14 Not Available 5th 18 6 6 14 Not Available 4th 19 7 7 15 Not Available 3rd 20 8 8 16 Not Available 2nd 21 9 9 17 Not Available

All characters start as a 13th Generation Vampire unless they take a higher or lower generation when using Flaws/Advantages. Vampires of fifteenth generation cannot sire new vampires.

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ASSAMITE Template The Assamites are feared assassins from lands far to the east. No other clan has earned such a deserved reputation for diablerie, though they also sell their murderous services to other Kindred, acting as contract killers. According to the Assamites' own teachings, they drink the blood of other Kindred on the command of their founder, in an attempt to purify their own taint. Affiliation: None Nickname: Assassins Hit Dice: All current and future hit dice become d10. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Penetration, +2 Dexterity Clan Disciplines: Celerity, Obfuscate and Quietus Weaknesses: Vitae Addiction – when drinking from a Kindred the Assamite must make a will save DC 15 or become addicted. If they become addicted they must make a frenzy check whenever in the presence of a kindred not of their own clan.

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BRUJAH Template As the Brujah tell the tale, they were once philosopher-kings of Mesopotamia, Persia and Babylon. Since then, the Brujah have suffered inescapable decline. Now they are perceived as little more than spoiled childer who have no sense of pride or history. Though nominally in the Camarilla, the Brujah are the sect's firebrands and agitators, testing the Traditions and rebelling in the name of whatever causes they hold dear. Affiliation: Camarilla Nickname: Rabble Hit Dice: All current and future hit dice become d12. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Strength, +2 Dexterity, Clan Disciplines: Celerity, Potence and Presence Weaknesses: -2 to Frenzy checks

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CAITIFF Template Some Kindred do not have a clan at all, but are of bastard blood. This is sometimes because they were abandoned by their sire, or were Embraced by an outcast vampire. A combination of a thinness of blood and a lack of social training has made them Clanless. This is a fairly recent phenomenon, and thus they are disdained by many of the other Kindred. Though many Caitiff are considered to be pariahs or anarchs, not all of them are outcasts. Some are accepted among the Damned, but none have yet reached an age where they have achieved any real power. Indeed, it seems as though the greatest explosion of the Clanless has occurred in the last 50 years. Affiliation: None Nickname: Trash Hit Dice: All current and future hit dice become d8. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 bonus to any one ability score, +1 Defence Clan Disciplines: Caitiff Vampires may choose any three Talent Trees, One (and only one) of which may be an exclusive Talent Tree. Choosing an exclusive Talent Tree, however, has its risks. If the clan who possess that Talent Tree discovers you using it they may adopt you in to their clan, force you to join their clan willing or not or denounce you as a pretentious upstart and put the death sentence on your head. Weaknesses: No clan support, lack of respect from other Kindred

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GANGREL Template The night-prowling Gangrel are feral vampires and possess disturbing animalistic tendencies and features. Rarely staying in one place, Gangrel are nomadic wanderers, satisfied only when running alone under the night sky. Distant, aloof and savage, Gangrel are often tragic individuals; although many hate the cities' crowds and constrictions, the presence of hostile werewolves prevents most Gangrel from living outside their confines. Gangrel vampires seem to support the Camarilla solely because it intrudes upon their unlives less than the Sabbat. Affiliation: Camarilla Nickname: Outlanders Hit Dice: All current and future hit dice become d10. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Wound Points, +2 Dexterity Clan Disciplines: Animalism, Fortitude and Protean Weaknesses: -1 to Frenzy Checks

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GIOVANNI Template Reviled almost as much as the Setites, the Giovanni is a clan of financiers and necromancers. Other Kindred are loath to trust the mercenary Giovanni, who seem to be using their influence toward some unknown end. Part of Clan Giovanni's unhealthy reputation stems from the fact that it is a very insular clan, drawing almost all its members from its incestuous mortal family. Affiliation: None Nickname: Necromancers Hit Dice: All current and future hit dice become d8. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Dexterity, Family favour once per year Clan Disciplines: Dominate, Necromancy and Potence Weaknesses: Agonising Kiss – the Giovanni embrace is exceedingly painful and as such the DC to resist succumbing to the embrace is reduced by 5.

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LASOMBRA Template The Lasombra are masters of darkness and shadow, and possess a knack for leadership as keen as that of Clan Ventrue. Once, the Lasombra were nobles, but the chaos of Kindred history and the formation of the Sabbat have caused most of them to turn their backs upon their origins. Now, the Lasombra give themselves wholly over to the damnation of being vampires. Affiliation: Sabbat Nickname: Keepers Hit Dice: All current and future hit dice become d10. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Dexterity, +2 Charisma Clan Disciplines: Dominate, Obtenebration and Potence Weaknesses: No reflection in mirrors

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MALKAVIAN Template Clan Malkavian has suffered throughout history, and continues to do so to this very night. Every member of this clan is afflicted with madness, and all are slaves to their debilitating lunacy. Throughout Cainite history, Malkavians have been alternately feared for their bizarre behavior and sought out for their even more bizarre insight. Kindred who have regular dealings with the Malkavians report that the clan is now more morbidly unstable than ever, spreading madness in its wake like a contagious disease. Affiliation: Camarilla Nickname: Kooks Hit Dice: All current and future hit dice become d8. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Dexterity, +2 Intelligence or Charisma Clan Disciplines: Auspex, Dementation and Obfuscate Weaknesses: Insanity – every Malkavian must choose one form of insanity.

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NOSFERATU Template The members of Clan Nosferatu suffer the most visible curse of all. The Embrace hideously deforms them, twisting them into literal monsters. Nosferatu have reputations as information brokers and harvesters of secrets, as their horrid appearances have forced them to perfect their mystical ability to hide, sometimes in plain sight. Affiliation: Camarilla Nickname: Sewer Rats Hit Dice: All current and future hit dice become d10. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Dexterity, +2 Intelligence or Wisdom Clan Disciplines: Animalism, Obfuscate and Potence Weaknesses: Hideous appearance; -10 to any skill checks that would be influenced by appearance

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RAVNOS Template Descendents of the Gypsy Rom and their forebears in India, the Ravnos vampires lead nomadic unlives. Like the Gypsies of history, the Ravnos are spurned due to their reputations as thieves and vagrants. They are also known for their ability to create amazing illusions, the better with which to trick their marks. Affiliation: None Nickname: Gypsies Hit Dice: All current and future hit dice become d8. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Dexterity, +2 Charisma Clan Disciplines: Animalism, Chimerstry and Fortitude Weaknesses: All Ravnos are criminals – must make a will save Dc15 to avoid commiting their particular sort of crime when presented with an opportunity.

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SETITE Template Originally hailing from Egypt, the serpentine Followers of Set are said to worship the undead vampire-deity Set, serving him in all their efforts. The Setites seem intent on "corrupting" others, enslaving victims in snares of their own weakness, but for what inscrutable purpose, none can guess. Other Kindred despise the Followers of Set, and the clan claims no allies. Nonetheless, many vampires seek out the Setites, as the clan is whispered to possess arcane gifts and secrets from elder nights. Affiliation: None Nickname: Serpents Hit Dice: All current and future hit dice become d8. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Dexterity, +2 Wisdom Clan Disciplines: Obfuscate, Presence and Serpentis Weaknesses: Direct sunlight causes double the normal damage.

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TOREADOR Template Prodigals of the Kindred, Clan Toreador indulges in excess and degeneracy, all while claiming to maintain patronage of the arts. To a great degree, this patronage is true, as the clan claims many talented artists, musicians, writers, poets and other gifted creators. On the other hand, the clan possesses just as many "poseurs," those who fancy themselves great aesthetes but lack the ability to create at all. Affiliation: Camarilla Nickname: Degenerates Hit Dice: All current and future hit dice become d8. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Dexterity, + 2 Charisma Clan Disciplines: Auspex, Celerity and Presence Weaknesses: Fascination – will save DC15 to avoid becoming fascinated by an object or person of great beauty.

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TREMERE Template The inventors and practitioners of terrible blood magics, the secretive Tremere have a tightly knit political structure based on the acquisition of power, as well as a fanatical clan loyalty practically unknown to any other Kindred. Because of the veil of secrecy that surrounds the clan, disturbing stories have surfaced as to the nature of their vampirism. Some Kindred claim that the Tremere are not truly vampires at all, but rather mortal wizards who cursed themselves for eternity while studying the secret of immortality. Affiliation: Camarilla Nickname: Warlocks Hit Dice: All current and future hit dice become d8. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Dexterity, +2 Intelligence Clan Disciplines: Auspex, Dominate and Thaumaturgy Weaknesses: One step in to being blood bound to the clan elders, oath bound to the clan.

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TZIMISCE Template Formerly the tyrants of Eastern Europe, the Tzimisce (zhi-mee-see) have been uprooted from their Old Country manses and relocated into the clutches of the Sabbat. Possessed of a peculiar nobility, coupled with an evil that transcends mortal perception, Clan Tzimisce leads the Sabbat in its rejection of all things human. More so than any other vampires, the Tzimisce revel in their monstrousness. They practice a "fleshcrafting" Discipline that they use to disfigure their foes and sculpt themselves into beings of terrible beauty. Affiliation: Sabbat Nickname: Fiends Hit Dice: All current and future hit dice become d10. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Intelligence, +2 Dexterity Clan Disciplines: Animalism, Auspex and Vicissitude Weaknesses: Must sleep in at least two handfuls of native soil.

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VENTRUE Template The nominal leaders of the Camarilla, the Ventrue claim to have created and supported the organization of the sect since its inception. Ventrue actively involve themselves in the Jyhad, in which they exercise their formidable influence over the doings of the kine. Much curiosity exists among the Kindred as to the inner workings of this well-organized clan, as rumors of dark mysteries and slumbering Ancients sometimes slip out from under the Ventrue's austere facade. Affiliation: Camarilla Nickname: Blue Bloods Hit Dice: All current and future hit dice become d10. For the purpose of determining bonus Vitality points treat the characters maximum Blood Points as though they were a constitution score. Bonuses: +2 Dexterity, +2 Charisma Clan Disciplines: Dominate, Fortitude and Presence Weaknesses: Must choose one particular blood type to feed upon and is unable to feed upon any other even under duress.

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KINDRED: Feats Kindred feats: BLOOD OF WILLPOWER [Kindred] You are able to bend even the will of your Kindred Elders. Prerequisites: Charisma 23+, one or more mind-affecting spell-like abilities allowing Will saving throws, at least 200 years of undead age. Benefit: All you mind-affecting spell-like abilities which allow a Will saving throw can now affect vampires of an earlier generation than your own. However, those of an earlier generation gain a bonus to their will save equal to ½ of the difference (rounded down) between your generations. MIXED BLOOD [Kindred] You have access to disciplines not typical of your clan. Prerequisites: Friendship (or an arrangement) with another Kindred who knows the Talent that you wish to learn and is willing to share blood with you. This of course puts you one step in to being blood bound to that kindred. Benefit: You may now begin to take levels in any one Talent tree which was possessed by the Kindred with whom you shared blood.

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Ritual Feats: NECROMANTIC RITUALS, LESSER [Kindred; Ritual] You are skilled at the Giovanni discipline of necromancy. Prerequisites: Intelligence 16, Necromancy Level 1, Knowledge (arcane lore) 4 ranks Benefits: You are able to perform lesser necromantic rituals – Call of the Hungry Dead, Eyes of the Grave, and Tremens. NECROMANCY RITUALS, GREATER [Kindred; Ritual] You are an expert of the Giovanni discipline of Necromancy. Prerequisites: Intelligence 18, Necromancy Level 3, Necromantic Rituals (Lesser), Knowledge (arcane lore) 6 ranks Benefits: You are able to perform greater necromantic rituals – Cadaver’s Touch, Grasp the Ghostly, and Soul Stealing. NECROMANCY RITUALS, TRUE [Kindred; Ritual] You are a true master of the Giovanni discipline of Necromancy. Prerequisites: Intelligence 20, Necromancy Level 5, Necromantic Rituals (Lesser), Necromantic Rituals (Greater), Knowledge (arcane lore) 8 ranks, Benefits: You are able to perform true necromantic rituals – Possession and Shambling Hordes. SERPENTIS RITUAL [Kindred; Ritual] You are learned in the secret ways of the serpent. Prerequisite: Intelligence 20, Serpentis Level 5, Knowledge (arcane lore) 8 ranks Benefits: You are able to perform serpentis rituals – currently the only known such ritual is Heart of Darkness. THAUMATURGICAL RITUALS, LESSER [Kindred, Ritual] You are skilled at the Tremere discipline of Thaumaturgy. Prerequisites: Intelligence 16, Thaumaturgy Level 1, Knowledge (arcane lore) 4 ranks Benefits: You are able to perform lesser thaumaturgical rituals – Communicate with Kindred Sire, Defense of the Sacred Haven, Deflection of Wooden Doom, and Wake with Evening’s Freshness. THAUMATURGICAL RITUALS, GREATER [Kindred, Ritual] You are an expert of the Tremere discipline of Thaumaturgy. Prerequisites: Intelligence 18, Thaumaturgy Level 3, Thaumaturgical Rituals (Lesser), Knowledge (arcane lore) 6 ranks. Benefits: You are able to perform greater thaumaturgical rituals – Devil’s Touch, Incorporeal Passage, Principal Focus of Vitae Infusion, and Ward Versus Ghouls. THAUMATURGICAL RITUALS, TRUE [Kindred, Ritual] You are a true master of the Tremere discipline of Thaumaturgy. Prerequisites: Intelligence 20, Thaumaturgy Level 5, Thaumaturgical Rituals (Lesser), Thaumaturgical Rituals (Greater), Knowledge (arcane lore) 8 ranks. Benefits: You are able to perform true thaumaturgical rituals – Blood Contract, Bone of Lies, and Pavis of Foul Presence.

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General feats: ABILITY FOCUS [GENERAL] Prerequisite: Special quality allowing a saving throw. Benefit: Choose one of your special abilities. Add +2 to the DC for all saving throws against the special ability on which you focus. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat it applies to a different special ability. IMPROVED NATURAL ARMOR [GENERAL] Prerequisites: Natural armor, Str 13. Benefit: Your natural armor bonus increases by 1. Special: You can gain this feat multiple times. Each time you take the feat your natural armor bonus increases by another point. IMPROVED NATURAL ATTACK [GENERAL] Prerequisite: Natural weapon, base attack bonus +4. Benefit: Choose one of your natural attack forms. The damage for this natural weapon increases by one step, as if your size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. MULTIATTACK [GENERAL] Prerequisite: Three or more natural attacks. Benefit: Your secondary attacks with natural weapons take only a -2 penalty. Normal: Without this feat, your secondary attacks with natural weapons take a -5 penalty.

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KINDRED: TALENT TREES (A.K.A. DISCIPLINES) All vampires have access to special talents (they refer to them as Disciplines), access to supernatural powers granted by the Embrace. These powers separate the undead from mortals, providing vast physical and spiritual might. With these Disciplines, a vampire can display the strength of ten men, bend another being to her will, or transform into an animal.

Clan : Talent Trees: BRUJAH Celerity Potence Presence GANGREL Animalism Fortitude Protean * MALKAVIAN Auspex Dementation * Obfuscate NOSFERATU Animalism Obfuscate Potence TOREADOR Auspex Celerity Presence TREMERE Auspex Dominate Thaumaturgy * VENTRUE Dominate Fortitude Presence LASOMBRA Dominate Obtenebration * Potence TZIMISCE Animalism Auspex Vicissitude * ASSAMITE Celerity Obfuscate Quietus * FOLOWERS OF SET Obfuscate Presence Serpentis * GIOVANNI Dominate Necromancy * Potence RAVNOS Animalism Chimerstry * Fortitude * - exclusive discipline Note: Unless otherwise specified, any saving throw against one of the talents listed below is made against the Talent Base DC* + ½ the vampire’s HD (round down) + the vampire’s Charisma modifier. (*see Generations) Upon becoming a Vampire you gain the three Talent Trees from your clan and the base Talent for each tree. You gain a new Talent every level as a Vampire and a new Talent tree every six levels along with the base Talent for the new tree. Also you may allocate your class Talents to gain further Vampiric Talents as designated in the table below.

Basic Class Accessible Talents

Basic Class Accessible Talents

Basic Class Accessible Talents

Strong Animalism Tough Fortitude Dedicated Dominate Potence Protean Obtenebration Quietus Vicissitude Serpentis Fast Celerity Smart Auspex Charismatic Chimerstry Obfuscate Necromancy Dementation Thaumaturgy Presence Most Talents require the expenditure of Blood Points to activate them; the cost is equal to their rank in the talent tree. This means that the first talent in a tree costs 1 Blood Point to activate, the second costs two and so on although this may be adjusted by the level of the vampire. Talents that have an “Action Required: None” do not require Blood Points to activate.

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ANIMALISM TALENT TREE The Beast resides within all creatures, from lice-ridden rats to powerful Kindred elders. The Discipline of Animalism allows the vampire to develop a close, intense connection with his primordial nature. He not only communicates empathetically with the lower beasts, but also projects his own force of will upon them, directing the animals to do his bidding. Additionally, as the vampire grows in power, he can use Animalism to control the Beast within mortals and even other supernaturals. A vampire who lacks this Discipline is usually repellent to animals. In contrast, Kindred with Animalism present a soothing aspect to lower creatures - indeed, animals are often attracted to them. The Gangrel are especially renowned as the masters of Animalism, although the Nosferatu, Ravnos and Tzimisce clans show a talent for the Discipline as well. Feral Whispers: You can comprehend and communicate with all animals that you can make eye contact with. You are able to ask questions of and receive answers from animals, although they are not necessarily any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you. This ability lasts for 1 minute per level. Action Required: Move Action Beckoning: You can call out in the voice of a specific type of animal – howling like a wolf, cawing like a raven, etc. This call mystically calls animals of the chosen type to you. Since each type of animal has a different call, Beckoning works for only a single species at a time. All such animals within earshot arrive and serve you to the best of their abilities. The effect of Beckoning ends at dawn or when you choose to dismiss the animals. Action Required: Move Action Required: Feral Whispers. Subsume the Spirit: You can possess one animal; it does not get a Will save to avoid the possession. While in the animal's body, you do not retain any special qualities of your own except Feed, but you do retain your mental ability scores and skill ranks. You can communicate with other animals of your type (and all called animals), but you lose the ability to communicate verbally. Your own body is in a trance-like state, and appears dead. The rest of the called animals still recognize and serve you. The possession lasts until dawn or until you choose to end it. Action Required: Attack Action Required: Feral Whispers, Beckoning. Quell the Beast: You gain the spell-like ability calm emotions, as the spell. Your caster level equals your character level. Note that Quell the Beast automatically ends the effects of Drawing Out the Beast (see below). Action Required: Attack Action Required: one other talent from the Animalism talent tree.

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Drawing Out the Beast: You can force one creature into a rage. The target is allowed a Will saving throw to avoid the effect if it is unwilling to be enraged. During the rage, it has a +3 morale bonus on melee attack and damage rolls, but a –2 penalty to Defense. The enraged creature drops all current activities and immediately engages its foes in melee. If no foes are present, it engages the nearest creature. The enraged creature is allowed a new Will saving throw to end the rage (same DC) every minute. If it does not make any of the saves, the rage ends at dawn. This talent is a mind-affecting spell-like ability. Action Required: Attack Action Required: Quell the Beast, one other talent from the Animalism talent tree. AUSPEX TALENT TREE This Discipline bestows uncanny sensory abilities upon the vampire. While Auspex initially heightens all of the Kindred's senses significantly, that is merely the beginning. As she grows in power, the vampire can perceive the psychic auras that flow around her and even project her mind into another being's thoughts. Furthermore, Auspex can pierce the disguises that Obfuscate creates. Malkavians and Toreador are most inclined to this Discipline, but the Tremere and Tzimisce clans also often develop it.

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Heightened Senses: You gain a +4 insight bonus on all Listen, Search, Spot and Tracking checks for 1 minute per level. Action Required: Move Action Spirit's Touch: You gain the spell-like ability object reading, as the psionic power. Your caster level equals your character level. Action Required: Move Action Required: Heightened Senses Aura Perception: You gain the spell-like ability empathy, as the psionic power. Your caster level equals your character level. Note that Aura Perception enables you to automatically make the save against Obfuscate talents (see below) Action Required: Move Action Required: Heightened Senses. Telepathy: You gain the spell-like ability detect thoughts, as the spell. Your caster level equals your character level. Action Required: Move Action Required: Heightened Senses, Aura Perception. Psychic Projection: You gain the spell-like ability clairsentience/clairvoyance, as the spell with one exception – instead of creating a magical sensor, you project your mind/soul to the observed place; this means that certain detection/divination effects can discover your identity. Your caster level equals your character level. Action Required: Move Action Required: Heightened Senses, Aura Perception, Telepathy.

CELERITY TALENT TREE The Embrace gifts some vampires with startling speed and reflexes. They can use Celerity to move with amazing swiftness in times of stress. Mortals, and even Kindred lacking this Discipline, move as if in slow motion compared to the astonishing blur the vampire becomes. Celerity is common among the Assamite, Brujah and Toreador clans. The Assamites use this ability to strike down their foes before the victims are even aware of the attack, Brujah delight in the advantage this Discipline gives them against superior numbers of opponents, and Toreador are more likely to use Celerity to lend preternatural grace to live dance performances. Celerity: You can haste yourself in order to act and move more quickly than normal. This grants you a +1 bonus on attack rolls, a +1 dodge bonus to AC and Reflex saves, and an enhancement bonus of 30 ft. to your speed (which in turn adds a +12 bonus on your Jump checks made after a running start). Celerity lasts for a total time of 4 rounds plus 1 round per level. Action Required: Free Action

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Improved Celerity: Celerity now lasts for a total time of 6 rounds plus 1 round per level. The attack, defense, and save bonuses are improved to +2. Action Required: Free Action Required: Celerity. Advanced Celerity: In addition to the other bonuses, while using Celerity you now gain one additional attack action every round. Celerity lasts for a total time of 8 rounds plus 1 round per level. Action Required: Free Action Required: Celerity, Improved Celerity.

CHIMERSTRY TALENT TREE (exclusive discipline) The Ravnos are heirs to a legacy of illusion, and none can say exactly why. The elders of their clan, when properly approached, speak cryptically of ghuls and rakshasas, and the shape-shifting antics of their Antediluvian founder are the subject of many a dark campfire tale among the clan. Chimerstry is an art of conjuration; the vampire may draw upon her inner reserves to bring phantoms to life. These false images can confound mortal senses and sensory equipment alike. The Ravnos are fond of using this power to seduce, swindle or enslave mortals. Ignis Fatuus: You gain the spell-like ability silent image, as the spell. Your caster level equals your character level. Action Required: Move Action Fata Morgana: You gain the spell-like ability minor image, as the spell. Your caster level equals your character level. Action Required: Move Action Required: Ignis Fatuus Apparation: You gain the spell-like ability major image, as the spell. Your caster level equals your character level. Action Required: Move Action Required: Ignis Fatuus, Fata Morgana. Permanency: Images created by your Chimerstry talents can now be set to trigger at a specific event, as the spell programmed image. Action Required: Attack Action Required: Any other talent from the Chirmestry talent tree. Horrid Reality: You gain the spell-like ability phantasmal killer, as the spell. Your caster level equals your character level. This is a mind-affecting fear effect. Action Required: Attack Action Required: Ignis Fatuus, Fata Morgana, Apparation.

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DEMENTATION TALENT TREE (exclusive discipline) The special legacy of the Malkavian clan, Dementation allows the vampire to channel madness, focus it, and pour it into the minds of those around him. The practitioner of Dementation need not actually be mad himself – at least initially – although madness seems to grant a certain insight into the key tenets of this Discipline. Few vampires would ask the Malkavians to teach them this Discipline, although the Lunatics are almost always eager to "enlighten" others. The Malkavians claim that insanity is the next step in the evolution of the mind, evident only in the more highly evolved specimens of human or vampiric thought. Other Kindred pray the Malkavians are wrong, but find it difficult to dismiss such thoughts out offhand, particularly because Dementation sometimes works almost as well on vampires as it does on mortals… Eyes of Chaos: You gain insight into chaos and disorder. You can see such things as pottery shards reformed into a whole pot, shreds of paper reformed into a page, scattered parts as a working machine, or specific trails appearing out of overlapping footprints. By concentrating for three full rounds, you study seemingly random elements - broken bits of glass, shreds of paper, intermingled trails, etc. The items to be studied must be tangible - coded flashing lights, garbled speech, or thoughts of any kind cannot be studied. After studying the objects or items in disarray, you make an Intelligence check (DC 20). If successful, you can make sense of the random items, understanding the place of every individual item, or knowing what piece goes with what other. If the items studied are truly random, no information is gained (such as trying to make sense of a collection of rocks that have nothing in common). If you attempt to reassemble the random parts into their original form, make another Intelligence check (same DC). If successful, you get a +10 bonus to any skill check to reassemble the item. Action Required: See Text Passion: You gain a spell-like ability that can inflame or blunt existing emotions. Any creature within 60 ft. from you can be affected. The selected target must make a Will saving throw or become liable to your influence – you can then either improve its attitude towards someone present by two steps or worsen it by two steps. Passion can not alter an attitude of “indifferent” in any way. The attitude normally remains changed until dawn, but if the affected creature had failed its save by ten or more, the effect lasts for 1d4 nights (and days) per point of your Charisma modifier. This is a mind-affecting effect. Action Required: Move Action Haunting: You gain the spell-like ability nightmare, as the spell with one exception – even awake creatures can be affected; this means that the target may begin to question its sanity, seeing such unsettling visions while awake. Your caster level equals your character level. This is a mind-affecting effect. Action Required: Attack Action Required: Passion. Voice of Madness: You gain the spell-like ability lesser confusion, as the spell with two exceptions – first, the effect is delivered by voice, so those that cannot hear you cannot be affected; and second, the effect normally lasts until dawn, but if the affected creature had failed its save by ten or more, the effect lasts for 1d4 nights (and days) per point of your Charisma modifier. Your caster level equals your character level.

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This is a mind-affecting effect, but not a language-dependant one, although it relies on voice. Action Required: Attack Action Required: Passion, Haunting. Total Insanity: You can make a melee touch attack against a helpless target to inflicts 1d4 points of temporary ability damage on all three mental ability scores (Int, Wis, and Cha). Additionally, the target is permanently confused, but it is allowed a Will saving throw every hour to negate the confusion. Making the Will save has no effect on healing ability damage, however. This is a mind-affecting effect. Action Required: Attack Action Required: Passion, Haunting, Voice of Madness.

DOMINATE TALENT TREE This Discipline involves influencing the very thoughts and actions of others through the vampire's own force of will. Commands must be issued verbally; after all, direct mind-to-mind contact is the purview of Auspex. Not surprisingly, Kindred who use Dominate were often willful, controlling individuals in mortal life. Indeed, it's quite possible that this is what drew the vampires' sires to them in the first place. After all, the Giovanni, Lasombra, Tremere and Ventrue clans who specialize in this Discipline consider strong will a definite benefit.

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Dominate may be used on any mortal but it will only affect other Kindred of an equal or lower generation. Command: You gain the spell-like ability command, as the spell. Your caster level equals your character level. This is a compulsion, language-dependant, mind-affecting effect. Action Required: Move Action Mesmerize: You gain the spell-like ability suggestion, as the spell. Your caster level equals your character level. This is a compulsion, language-dependant, mind-affecting effect. Action Required: Attack Action Required: Command. Forgetful Mind: You gain the spell-like ability tailor memory, as the psionic power. Your caster level equals your character level. This is a compulsion, language-dependant, mind-affecting effect. Action Required: Attack Action Required: Command, Mesmerize. Conditioning: Every creature that has been affected by your Mesmerize or Forgetful Mind talents for a total of six times or more becomes your more-or-less willing ally. It has “you” in its allegiance entry, and behaves accordingly. Action Required: None Required: any two other talents from the Dominate talent tree. . Possession: You gain the spell-like ability dominate person, as the spell, except there is no telepathic link between you and the target. Your caster level equals your character level. This is a compulsion, language-dependant, mind-affecting effect. Action Required: Attack Action Required: Command, Mesmerize, Forgetful Mind. FORTITUDE TALENT TREE All vampires possess a preternatural constitution that makes most normal damage inconsequential. Fortitude bestows a resilience and vigor far beyond even normal vampiric toughness. Kindred with this power ignore the mightiest punches and barely feel hails of bullets. This Discipline also helps protect against sources of damage even vampires fear, such as sunlight and fire. Gangrel, Ravnos and Ventrue possess this potent ability. Gangrel enjoy the benefit of Fortitude as a matter of course, but Ravnos and especially Ventrue delight in the power's psychological effects. It's not unusual for a Ventrue to take a "fatal" blow, giving his opponent just enough time to register the vampire's smile before the Ventrue finishes off the shocked victim. Fortitude cannot be overcome by a Kindred’s Penetration rating.

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Fortitude: You gain a +1 DR bonus, you gain elemental resistance (fire) 2, and you gain a +2 racial bonus on Fortitude saving throws. Action Required: None Improved Fortitude: Your DR bonus increases to +2, your elemental resistance to fire is increased to 4, and your racial bonus on Fortitude saving throws is improved to +4. Action Required: None Required: Fortitude. Advanced Fortitude: Your DR bonus increases to +3, your elemental resistance to fire is increased to 6, and your racial bonus on Fortitude saving throws is improved to +6. Action Required: None Required: Fortitude, Improved Fortitude.

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NECROMANCY TALENT TREE (exclusive discipline) Necromancy is at once a Discipline and a school of magical learning, all dedicated toward the command of the souls of the dead. It has some similarities to Thaumaturgy in that, rather than being a strict linear progression of powers, Necromancy consists of many paths and accompanying rituals. Well-trained and puissant vampiric necromancers can summon the dead, banish or imprison souls, and even reinsert ghosts into living - or unliving - bodies. Needless to say, the study of Necromancy is not widespread among the Kindred, and its practitioners - primarily Giovanni Kindred - are shunned or ignored whenever possible. Sepulchre Insight: When you look into the eyes (or eye sockets) of a corpse that has been dead for up to one month, and concentrate for one round, you can see the last thing that the body has seen before death. The vision lasts for only a few seconds, and the actual sight is determined by the GM (not every deader has seen the face of his murderer). Action Required: Full Round Action Summon Soul: You gain the spell-like ability speak with the dead, as the spell. Your caster level equals your character level. Action Required: Move Action Required: Sepulchre Insight. Compel Soul: You gain the spell-like ability summon monster, as the spell, except it can be used only to summon one wraith, and the creature is actually called from the Ethereal Plane on which it resides. Your caster level equals your character level. Action Required: Attack Action Required: Sepulchre Insight, Summon Soul. Haunting: You have the ability to bind a wraith you have called using to a particular location, or even object. The creature is allowed a Will saving throw to resist the binding, and another one every year to break it. A wraith bound to a place cannot stray far from it, even when it shifts onto the Ethereal Plane. Action Required: Full Round Action Required: Sepulchre Insight, Summon Soul, Haunting. Torment: Your bite and claw attacks deal damage normally against incorporeal creatures. In other words, an incorporeal creature’s 50% chance to avoid damage does not apply to attacks with your bite and claws. weapons. However, ethereal creatures still cannot be struck. This ability lasts for 3 rounds plus one round per level. Action Required: Free Action Required: Sepulchre Insight, Summon Soul, Haunting. Shroudsight: You have the ability to see normally into the Ethereal Plane. The range is 60 ft. This ability lasts for 3 rounds plus one round per level. Action Required: Free Action Lifeless Tongues: You have the ability to hear sounds coming from the Ethereal Plane. The range is 60 ft. You can make yourself heard on the Ethereal Plane within the same area. This ability lasts for 3 rounds plus one round per level.

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Action Required: Free Action Required: Shroudsight Dead Hand: You treat all ethereal creatures as if they were merely incorporeal, but only in regards to making melee attacks against them. This ability lasts for 3 rounds plus one round per level. This talent combines particularly well with the Torment talent. Action Required: Free Action Required: Shroudsight, Lifeless Tongues. Ex Nihilo: You gain the spell-like ability ethereal jaunt, as the spell. Your caster level equals your character level. Action Required: Attack Action Required: Shroudsight, Lifeless Tongues, Dead Hand.

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OBFUSCATE TALENT TREE This uncanny power enables Kindred to conceal themselves from others' sight. By simply wishing to remain unseen, a vampire can disappear, even if he stands in full view of a crowd. The immortal doesn't actually become invisible; he simply deludes any observers into thinking he has vanished. Additional uses of Obfuscate include changing the Kindred's features and concealing other people or objects. Since Obfuscate affects the viewer's mind, Kindred cannot use this Discipline to cloak their presence from mechanical devices. Video recordings and photographs capture the vampire's image faithfully. Several clans - Assamites, Followers of Set, Malkavians, Nosferatu - use this power, but it stands as the hallmark of the Nosferatu. A number of elder Kindred believe Caine, or perhaps Lilith, bestowed the clan with this Discipline to compensate for the hideous physical deformities its members suffer. Cloak of Shadows: You gain a +6 insight bonus to Hide checks. This ability lasts for 1 minute per level. Action Required: Free Action Mask of Faces: You gain the spell-like ability disguise self, as the spell. Your caster level equals your character level. Action Required: Move Action Required: Cloak of Shadows. Unseen Presence: You can now use the Hide skill even while being observed. Action Required: None Required: Cloak of Shadows. Vanish From Mind's Eye: You gain the spell-like ability invisibility, as the spell with one exception – every potential observer gets a Will saving throw to negate the effects of invisibility for himself and become able to see you; this save is repeated every minute. Your caster level equals your character level. Note that Aura Perception (see above) enables observers to automatically make the save against Vanish From Mind’s Eye. Action Required: Attack Action Required: Cloak of Shadows, Unseen Presence. Cloak the Gathering: You gain the spell-like ability mass invisibility, as the spell with one exception – every potential observer gets a Will saving throw to negate the effects of invisibility for himself and become able to see you and the other creatures affected; this save is repeated every minute. Your caster level equals your character level. Note that Aura Perception (see above) enables observers to automatically make the save against Cloak the Gathering. Action Required: Attack Action Required: Cloak of Shadows, Unseen Presence, Vanish From Mind’s Eye.

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OBTENEBRATION TALENT TREE (exclusive discipline) The bailiwick of the Lasombra, the Obtenebration Discipline grants its users power over darkness. The precise nature of the "darkness" invoked is a matter of debate among the Keepers. Some believe it to be shadows, while others, perhaps more correctly, believe the power grants a Kindred control over the stuff of her soul, allowing her to coax it tangibly forth. Shadow Play: You gain the spell-like ability Control Shadow, as the psionic power and Net of Shadows as the spell. Your caster level equals your character level. Each power is considered a separate use thus when you spend a blood point to activate this talent you must choose which power to use. Action Required: Move Action Shroud of Shadow: You gain the spell-like ability blacklight, as the spell. Your caster level equals your character level. This ability last for 4 rounds plus 1 round per level. Action Required: Attack Action Required: Shadow Play. Arms of the Abyss: You gain the spell-like ability claws of darkness, as the spell except that it gives you an extra pair of limbs. Your caster level equals your character level. This ability last for 5 rounds plus 1 round per level. Action Required: Attack Action Required: Shroud of Shadow, Shadow Play. Black Metamorphosis: You alter parts of your body into living shadow. Your Damage Reduction becomes 10/--, and you gain a slam attack which does 1d6 (+Str modifier) points of bludgeoning damage, plus energy drain 1. This ability lasts for 1 minute per level. Action Required: Attack Action Required: Shroud of Shadow, Shadow Play, Arms of the Abyss. Tenebrous Form: You alter your entire body into a living shadow. You become incorporeal (see below), your Damage Reduction becomes 10/--, you gain a flight speed of 40 ft. with good maneuverability, and you gain a melee touch attack which inflicts no physical damage, but does 1d6 points of temporary Strength damage. Even vampires suffer this Strength damage; this is an exception to undead immunity to ability damage. This ability last for 1 minute per level. While incorporeal: You can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects; you are immune to all nonmagical attack forms, and are not burned by normal fires, affected by natural cold, or harmed by mundane acids. Even when struck by magic or magic weapons, you have a 50% chance to ignore any damage from a corporeal source (except for a force effect or damage dealt by a ghost touch weapon). You move in any direction (including up or down) at will. You do not need to walk on the ground. You can pass through solid objects at will, although you cannot see when your eyes are within solid matter. You are inaudible unless you decide to make noise. Your physical attacks ignore material armor, even magic armor, unless it is made of force or has the ghost touch ability. You pass

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through and operate in water as easily as they do in air. You cannot fall or take falling damage, nor can you trip or grapple corporeal creatures (and vice versa). You have no weight and do not set off traps that are triggered by weight, do not leave footprints, have no scent, and make no noise unless you want to. Action Required: Full Round Action Required: Shroud of Shadow, Shadow Play, Arms of the Abyss, Black Metamorphosis POTENCE TALENT TREE Vampires endowed with this Discipline possess preternatural strength. Potence enables vampires to leap tremendous distances, lift massive weights and strike opponents with terrifying force. Potence: You gain a +2 racial bonus on melee damage rolls, grapple checks, Climb checks, Jump checks, and Strength checks. Action Required: None Improved Potence: Your Potence bonuses improve to +3. Action Required: None Required: Potence. Advanced Potence: Your Potence bonuses improve to +4. Action Required: None Required: Potence, Improved Potence.

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PRESENCE TALENT TREE This is the Discipline of supernatural attraction. Kindred who develop Presence can inspire zealous fervor, devoted passion or unspeakable terror in mortal and immortal alike. This subtle power is one of the most useful Disciplines a vampire can have. The major drawback of Presence is that it controls only the emotions. It causes others to feel a certain way toward the vampire, but does not give her outright control over them. Suicidal or ridiculous directives don't sound any more sensible just because the person giving them is unusually fascinating. Still, inspired eloquence or significant wealth used in combination with this Discipline can enable the vampire to urge others along a desired course. The Brujah, Followers of Set, Toreador and Ventrue clans are all adept in this Discipline. The Ventrue are arguably the most skilled with its application, however, due to their ability to use Presence and Dominate in efficient combination. Awe: You can add ½ your character level (rounded down, with a minimum of 1) to all Charisma-based skill checks and ability checks, as an insight bonus. Action Required: None Dread Gaze: You have a gaze attack that causes the target to become shaken if it fails its Will saving throw. If the save is failed by ten or more, the target becomes panicked instead. If the Will save succeeds, the target becomes immune to your Dread Gaze until the next night. This is a mind-affecting effect. Action Required: Move Action Required: Awe. Entrancement: You gain the spell-like ability charm person, as the spell with several exception – if the target fails its save by ten or more, the duration of the charm lasts double the normal duration; if it fails by fifteen or more, it is charmed for one whole week; if it fails by twenty or more, it is charmed for one whole month; if it makes the save, it is immune to your charm until the next night. Your caster level equals your character level. This is a mind-affecting effect. Action Required: Attack Action Required: Awe. Summon: You gain the spell-like ability to contact a particular creature with which you are familiar, regardless of distance, and send a request that it comes to you. The subject recognizes you if it knows you. It is allowed a Will saving throw if unwilling to come, and if it makes the save it becomes immune to the effect until the next night. An affected creature attempts to come to you as quickly as reasonably possible – it does not engage in unnecessary risks, but it will be in a hurry. This is a mind-affecting compulsion effect. Action Required: Full Round Action Required: Awe. Majesty: You gain a +10 bonus to the DCs of your Dread Gaze, Entrancement, and Summon talents. Action Required: None Required: Awe, Dread Gaze, Entrancement, and Summon

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PROTEAN TALENT TREE (exclusive discipline) This Discipline allows the vampire to manipulate his physical form. Vampires who develop this Discipline can grow bestial claws, assume the forms of wolves and bats, transform into mist and meld into the earth. Vampires can generally use other Disciplines while transformed - Kindred in wolf form can still read auras and communicate with other animals. However, there are some situations in which the GM may decide that the immortal cannot use a certain Discipline. The vampire's clothes and personal items also change when he transforms, presumably absorbed within his very substance. Kindred cannot transfigure large objects or other beings; Protean is a very personal expression of undead power. Clan Gangrel lays claim to this Discipline, although other individual vampires have attempted to learn some of Protean secrets from these bestial Kindred. Eyes of the Beast: The range of your Darkvision becomes 90 ft. (instead of 60 ft.), and your racial bonuses to Search and Spot checks become +8 (instead of +4). Action Required: None Feral Claws: You’ve developed two sets of retractable, curved claws. Your claw attacks inflicts 1d6 (+Strength modifier) points of piercing or slashing damage per hit. Unlike your bite attack, you can make more than one claw attack per round, if your BAB allows it. Action Required: None Required: Eyes of the Beast. Feral Fangs: Once per night per point of your Strength modifier, you can take a full-round action to grow wicked, deformed teeth. They inflict 1d4 points of damage per hit, as your normal bite does, but you can now add your Strength modifier to the damage roll. While your teeth are in this shape, you suffer a –10 circumstance penalty on Disguise checks to appear human. The change lasts for one minute per point of Strength modifier or until you choose to end it. Action Required: Full Round Action Required: Eyes of the Beast. Earth Meld: You dig yourself in inside the earth to enter a state of suspended animation. For you, time ceases to flow and its condition becomes fixed. Your body functions virtually cease, and no spell-like effect can detect, reach, or harm you. This state persists until you unconsciously “decide” that it is time for you to surface (rarely less than a century). It takes generally 2d6 round of digging to reach a safe depth. Action Required: See Text Required: Eyes of the Beast and Feral Fangs or feral Claws Shape of the Beast: You gain the spell-like ability polymorph, as the spell with several exceptions – you can only polymorph yourself, the only shapes allowed are dire bat or wolf, and the change lasts until dawn or until you choose to end it. Your caster level equals your character level.

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Note that other animal shapes may be assumed if the GM decides they are appropriate to a particular setting – for example, south-american vampires may be able to assume the shape of a jaguar instead of a wolf, etc. Action Required: Attack Action Required: Eyes of the Beast, either Feral Claws of Feral Fangs. Mist Form: You gain the spell-like ability gaseous form, as the spell with one exception – you can only use it on yourself. Your caster level equals your character level. Action Required: Attack Action Required: Eyes of the Beast, either Feral Claws of Feral Fangs, Shape of the Beast. QUIETUS TALENT TREE (exclusive discipline) Quietus, the Discipline of silent death, is practiced by the assassins of Clan Assamite. Using the principles of poison, vitae control and pestilence, this blood-based Discipline focuses on the destruction of its target through varying means. Quietus does not always cause a quick death; the Assassins rely upon its secret lethality to hide their involvement with their victims. Silence of Death: You gain the spell-like ability silence, as the spell, except that the area is a 10-ft. emanation which can only be centred on you. Your caster level equals your character level. Action Required: Move Action Scorpion's Touch: You can secrete poison into your blood, as a full round action. Anyone who imbibes such blood suffers 2d4 points of temporary Constitution damage as primary, and the same amount as secondary damage. The DC of the Fortitude save against the poison is 10 + ½ your character level + your Strength modifier. Your bite can also deliver this poison (although this does not count as extra blood drain), or you can apply your blood onto a weapon to create a poisoned weapon. You can keep the blood poisoned for up to one hour, whether inside your body or smeared over a weapon. Action Required: Full Round Action Required: Silence of Death. Baal's Caress: When you poison your blood using Scorpion’s Touch above, you can choose to have this venom deal Strength damage instead of Constitution damage. If you do, even vampires suffer this Strength damage; this is an exception to undead immunity to ability damage. Action Required: None Required: Silence of Death, Scorpion’s Touch, Dagon’s Call. Taste of Death: When you poison your blood using Scorpion’s Touch above, you gain a spit attack with a range increment of 10 feet. This is a ranged touch attack which inflicts 1d4 acid damage and delivers the poison. Action Required: Attack Action Required: Silence of Death, Scorpion’s Touch, Dagon’s Call.

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Dagon's Call: You gain the spell-like ability finger of death, as the spell with one exception – since it actually causes the blood to burst and rupture the target from within, it can also effect vampires, but they automatically succeed in their saving throws (taking just the HP damage). Your caster level equals your character level. Action Required: Attack Action Required: Any three talents from the Quietus talent tree. SERPENTIS TALENT TREE (exclusive discipline) Serpentis is the legacy of Set, his gift to his children. The Followers of Set carefully guard this Discipline's secrets, teaching the reptilian art only to those they deem worthy (almost never outsiders). Serpentis can evoke an almost primordial fear in others, particularly those who recall the tale of Eden. After all, hiss the Setites, the serpent was an evil older than even Caine himself. Eye of the Serpent: You have a gaze attack that causes the target to become fascinated by you if it fails its Will saving throw. If the Will save succeeds, the target becomes immune to your gaze until the next night. Fascinated creatures stop and stare blankly at you for 2d4 rounds, and their attitude toward you is improved by two steps. This allows you to make a single request of the fascinated creature. The request must be brief and reasonable. Even after the effect ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you hypnotized it. This is a mind-affecting effect. Action Required: Move Action Tongue of the Asp: You tongue becomes a vicious weapon. You can use it to grapple at a distance of 5 ft., draining blood through the Feed ability if successful as if you had used your bite attack. You can choose to take a –20 penalty on the grapple check in order not to be considered grappled (can make other actions). Action Required: Attack Action Skin of the Adder: Once per night per point of your Strength modifier, you can alter portions of your skin as a full round action, changing it into scales. Your natural armor bonus increases by +2, and you gain a +10 racial bonus on Escape Artist checks. Also, your Damage Reduction is not automatically penetrated by a vampire’s (or werewolf’s) natural attacks. The change lasts for one hour. Action Required: Full Round Action Required: Any one other talent from the Serpentis talent tree. Form of the Cobra: You gain the spell-like ability polymorph, as the spell with several exceptions – you can only polymorph yourself, the only shape allowed is medium viper snake, and the change lasts until dawn or until you choose to end it. Your caster level equals your character level. Action Required: Attack Action Required: Any two other talents from the Serpentis talent tree.

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THAUMATURGY TALENT TREE (exclusive discipline) The Discipline of Thaumaturgy encompasses blood magic and other sorcerous arts. Thaumaturgy is the unique possession of the Tremere and one of its most jealously guarded secrets. Certain Kindred rumors even speak of mystic cabals of Tremere that hunt down those thaumaturges who are not members of the Warlocks' clan. Clan Tremere created this Discipline by combining mortal wizardry with the power of vampiric vitae. Though its existence is not widely known by mortal mages and wizards, it is seen as a disreputable aberration of true magic by those familiar with it. Thaumaturgy is a versatile and powerful Discipline. Like Necromancy, its practice is divided into several paths and rituals. Because so many different paths and rituals are available to the arcane Tremere, one never knows what to expect when confronted with a practitioner of this Discipline. The difficulty DC to resist the effects of Thaumaturgy is modified by Intelligence rather than Charisma. Taste of Blood: By tasting a creature’s blood, you can discern several properties; you know its Hit Dice relative to your own, its approximate generation (if Kindred; +/- 2), whether it has fed within the last 24 hours, and whether it has committed Diablerie. If the creature is aware of your attempts, it can make a single Will saving throw to hide any one of these properties. Action Required: Move Action Blood Rage: You can make a melee touch attack to excite the target’s blood. The target receives a +4 enhancement bonus to Strength and Dexterity, but suffers 4d6 points of damage in the process. No saving throw is allowed, and enhancement lasts for one hour. Action Required: Attack Action Required: Taste of Blood. Blood of Potency: The save DCs of all your spell-like abilities (if any) are increased by +2. Your generation is registered as two lower if an attempt to discern it is made through Taste of Blood (see above). Action Required: None Required: Taste of Blood, Blood Rage. Theft of Vitae: You gain the spell-like ability which enables you to use your Feed ability at a distance of up to 50 ft. The target is allowed a Fortitude save to negate this, and another each round to end the feeding. Action Required: Attack Action Required: Taste of Blood, Blood Rage, Blood of Potency. Cauldron of Blood: You gain the spell-like ability inger of dea h, as the spell with one exception – since it actually causes the blood to boil and immolate the target from within, it can also effect vampires, but they automatically succeed in their saving throws (taking just the HP damage). Your caster level equals your character level.

f t

Action Required: Attack Action Required: Taste of Blood, Blood Rage, Blood of Potency.

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Thaumaturgic Paths To take levels in a path you must first have a minimum of two levels in Thaumaturgy. To take additional paths requires additional ranks both in Thaumaturgy and in previous paths (see the table below). Once you meet the prerequisites you may take levels in the path whenever you have a Talent to spend.

Prerequisites Paths Thaumaturgy 1st Path 2nd Path

1st 2 levels - - 2nd 3 levels 2 levels - 3rd 4 levels 3 levels 2 levels

The Lure of Flames Lure of Flames: You gain the spell-like ability burning hands, as the spell. Your caster level equals your character level. Action Required: Attack Action Improved Lure of Flames: You gain the spell-like abilities endure elements (fire only) and flaming sphere, as the spells. Your caster level equals your character level. Action Required: Attack Action Required: Lure of Flames. Advanced Lure of Flames: You gain the spell-like ability fireball, as the spell. Your caster level equals your character level. Action Required: Attack Action Required: Lure of Flames, Improved Lure of Flames. Movement of Mind Move of Mind: You gain the spell-like ability mage hand, as the spell. Your caster level equals your character level. Action Required: Move Action Improved Move of Mind: You gain the spell-like ability levitate, as the spell. Your caster level equals your character level. Action Required: Attack Action Required: Move of Mind. Advanced Move of Mind: You gain the spell-like ability telekinesis, as the spell. Your caster level equals your character level. Action Required: Attack Action Required: Move of Mind, Improved Move of Mind. Path of Destruction Decay: You can make a melee touch attack to instantly age the target creature or object ten years. Action Required: Attack Action

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Gnarl Wood: You gain the spell-like ability warp wood, as the spell. Your caster level equals your character level. Action Required: Attack Action Required: Decay. Acidic Touch: Your claw attacks now deal an additional point of acid damage. You can suppress and resume this ability at will (if you don’t enjoy drinking sour blood, for example). Action Required: None Required: Decay, Gnarl Wood. Atrophy: The hit point damage dealt by your natural attacks cannot be healed normally. It remains until it is healed by a spell such as cure wounds or heal. This ability lasts for 1 round plus 1 round per level. Action Required: Move Action Required: Decay, Gnarl Wood, Acidic Touch. Turn to Dust: You gain the spell-like ability disintegrate, as the spell with one exception – you must make a melee touch attack, not a ranged touch attack. Your caster level equals your character level. Action Required: Attack Action Required: Decay, Gnarl Wood, Acidic Touch, Atrophy. VICISSITUDE TALENT TREE (exclusive discipline) Vicissitude is the signature power of the Tzimisce and is almost unknown outside the clan. Similar in some respects to Protean, Vicissitude allows the Fiends to shape and sculpt their own or others' flesh and bone. Note that while this Discipline permits powerful and horrific effects, the wielder must obtain skin-to-skin contact and must often physically sculpt the desired result. This even applies to the use of the power on oneself. Tzimisce skilled in Vicissitude are often inhumanly beautiful; those less skilled are simply inhuman. Note: Nosferatu always "heal" back Vicissitude alterations, at least the ones that make them better-looking. The ancient curse of the clan may not be circumvented through Vicissitude. Malleable Visage: You can produce an effect resembling the spell disguise self in scope, but the change is actually a real alteration of flesh, not an illusion. Your gear is not changed, only your body. Action Required: Move Action Fleshcraft: You can produce an effect resembling the spell alter self in scope, but your gear is not changed, only your body, and you cannot alter your size. By spending 100 XP per your character level, you can make this change permanent. Alternatively, you can attempt to Fleshcraft another corporeal creature (or an object made of meat, such as a corpse), but it is allowed a Fortitude save to negate this effect; whether the save is successful or not, it suffers 4d6 points of physical damage.

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Action Required: Attack Action Required: Malleable Visage. Bonecraft: Your Fleshcraft ability expands to include bone material also. This allows you to increase or decrease the size of the new form by one step, and if used on another creature, to inflict 8d6 points of damage. Action Required: Attack Action Required: Malleable Visage, Fleshcraft. Horrid Form: You gain the spell-like ability polymorph, as the spell with several exceptions – you can only polymorph yourself, the only shape allowed is a ravager beast (see appendix), and the change lasts until dawn or until you choose to end it. Your caster level equals your character level. Action Required: Attack Action Required: Malleable Visage, Fleshcraft, Bonecraft. Bloodform: Your Horrid Form ability expands to also allow assuming the shape of a blood elemental (see appendix). Action Required: None Required: Malleable Visage, Fleshcraft, Bonecraft, Horrid Form.

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KINDRED: Rituals Rituals are arcane formulas, meticulously researched and prepared, that create powerful magical effects. By acquainting herself with the arcane practice of blood magic, the vampire gains the capacity to manipulate these focused effects. Rituals are rated by complexity, from lesser to greater to true, each level corresponding to both the level of mastery the would-be caster must possess and the relative power of the ritual itself. Casting rituals requires a successful Knowledge (arcane lore) skill check; the specific skill and the DC are given in each ritual’s description (commonly, lesser rituals have a DC of 20, greater of 25, and true of 30). This check is made half-way through the casting, and if it fails, the ritual fails. Rituals sometimes require special ingredients or reagents to work - these are noted in each ritual's description. Common components include herbs, animal bones, ceremonial items, feathers, eye of newt, tongue of toad, etc. Unless otherwise specified, any saving throw against the effects of the rituals listed below is made against a DC of 10 + ½ the character level + the vampire’s Intelligence modifier. Necromantic Rituals: Ritual: Call of the Hungry Dead Complexity: Lesser Time to perform: 10 minutes Skill check DC: Knowledge (arcane lore) DC 20 Blood Point cost: 1 Description: This ritual requires a hair from the target's head; it climaxes with the burning of that hair in the flame of a black candle, after which the target becomes able to hear unintelligible snatches of conversation from across the Ethereal plane; the voices usually come as a confusing welter of howls and unearthly demands. The target (who need not be present while you perform the ritual, but must be someone known to you) suffers a –4 insight penalty on all dice roll until dawn. Ritual: Eyes of the Grave Complexity: Lesser Time to perform: Two hours Skill check DC: Knowledge (arcane lore) DC 20 Blood Point cost: 1 Description: This ritual requires a pinch of soil from a fresh grave, and causes the target to experience intermittent visions of her death over the period of a week. The visions come without warning, approximately once per hour. The target must make a Will save each time it is exposed to the visions or become shaken for ten minutes. If it fails the save by ten or more, it becomes frightened instead. This ritual lasts until dawn.

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Ritual: Tremens Complexity: Lesser Time to perform: One hour Skill check DC: Knowledge (arcane lore) DC 20 Blood Point cost: 1 Description: You animate a single undead skeleton or zombie. During the ritual, you must recite certain incantations and place a black onyx gem into the mouth or eye socket of the corpse to be animated; the undead does your bidding, as if animated by an animate dead spell. When dawn comes, the corpse crumbles into a hideous mass of dead matter and cannot be animated again. Ritual: Cadaver’s Touch Complexity: Greater Time to perform: Three hours Skill check DC: Knowledge (arcane lore) DC 25 Blood Point cost: 3 Description: By chanting while melting a wax doll in the shape of the target, you turn a mortal target into a corpselike mockery of himself. As the doll loses the last of its form, the target (who need not be present while you perform the ritual, but must be someone known to you) becomes cold and clammy. His pulse becomes weak and thready, his flesh pale and chalky. It suffers a –4 penalty to all Constitution and Charisma checks, and all Constitution-based or Charisma-based skill checks. The effects of the ritual wear off only when the wax of the doll is permitted to resolidify. If the wax is allowed to boil off, the effect is broken. Ritual: Grasp the Ghostly Complexity: Greater Time to perform: Six hours Skill check DC: Knowledge (arcane lore) DC 25 Blood Point cost: 3 Description: This ritual allows you to move sections of the landscape from the Ethereal plane onto the Prime Material plane. A spherical area of up to a 100-ft. radius per your character level, centered on you, may be so moved. Unwilling individuals within the sphere can make a Will save to negate the swap completely. As with the plane shift spell, fine control of the destination is impossible. When the fragment is brought onto the new plane, the traits of the new plane apply themselves within the next 1d4 rounds. Because it's a swap, an equal area of the destination plane appears in the plane of origination. The plane of origination applies its planar traits to the new area in 1d4 rounds. The swapped areas switch back in a number of nights equal to 10 + your character level. Ritual: Soul Stealing Complexity: Greater Time to perform: One night Skill check DC: Knowledge (arcane lore) DC 25 Blood Point cost: 3 Description: You force a helpless mortal’s soul out of its body. The body remains “alive” but catatonic, and the soul turns into a ghost within 1d4 hours. Necromancers typically slay the ghost as soon as possible, so that it would not interfere with their plans for the body (see Possession below).

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Ritual: Possession Complexity: True Time to perform: One hour Skill check DC: Knowledge (arcane lore) DC 30 Blood Point cost: 5 Description: You insert a soul into a freshly dead body and inhabit it for the duration. This does not turn the reanimated corpse into anything other than a reanimated corpse, and one that will irrevocably decay after a week unless artificially preserved, but it does give either a ghost or a free-floating soul (say, that of a vampire using Psychic Projection) a temporary home in the physical world. The possessed body usually has the physical stats it had during its life, but with no Constitution score and with its Dexterity lowered by –4. However, if the body created by soul stealing is used as a receptacle for this ritual, it has all the physical stats it had during its life, and it does not start to decay for a full month. Ritual: Shambling Hordes Complexity: True Time to perform: One hour Skill check DC: Knowledge (arcane lore) DC 30 Blood Point cost: 1 per HD of animated undead Description: This ritual animates a number of undead skeletons and/or zombies. During the ritual, you must recite certain incantations and place a black onyx gem into the mouth or eye socket of every corpse to be animated; the result is equal to the effects of the animate dead spell, using your character level as the caster level. Your shambling hordes last until dismissed by you or destroyed.

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Serpentis Ritual: Ritual: The Heart of Darkness Complexity: True Time to perform: One hour Skill check DC: Knowledge (arcane lore) DC 30 Blood Point cost: 5 Description: As a Setite master, you may pull your own heart from your body. You could even use this ability on other vampires, although this requires several hours of gruesome surgery (and some whisper that the elders of the clan often hold their underlings' hearts, the better to control the errant hatchlings). Only the new moon, the invisible moon, may grant this power success. If performed under any other moon, the rite fails. Upon removing your heart, you place it in a small clay urn, and then should probably carefully hide or bury the urn. You cannot be staked by any wood that pierces your breast, and find it easier to resist frenzy. The heart is the seat of emotion, after all, and so the DCs of all Hunger saves are lowered by –4. You should be careful to keep your heart safe from danger. If someone seizes your heart, you are completely at that person's mercy. You heart can be destroyed only by casting it into a fire or exposing it to sunlight. If this happens, you die where you stand, boiling away into a blistering heap of ash and blackened bone. Plunging a wooden stake into an exposed heart paralyzes you instantly.

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Thaumaturgical Rituals: Ritual: Communicate With Kindred Sire Complexity: Lesser Time to perform: ½ hour Skill check DC: Knowledge (arcane lore) DC 20 Blood Point cost: 1 Description: By enacting this ritual, you may join minds with your sire, speaking telepathically with him over any distance. The communication may continue until the ritual expires or until either party ends the conversation. If you possess an item once owned by your sire, the Knowledge check DC is lowered by –5. Ritual: Defense of the Sacred Haven Complexity: Lesser Time to perform: ½ hour Skill check DC: Knowledge (arcane lore) DC 20 Blood Point cost: 1 Description: You draw sigils in your own blood on the desired area, including any windows and doors, and the ritual prevents sunlight from entering an area within 20 feet of this ritual's casting. A mystical darkness blankets the area, keeping the baneful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. The effect of this ritual lasts as long as you stay within the 20-foot radius. Ritual: Deflection of Wooden Doom Complexity: Lesser Time to perform: ½ hour Skill check DC: Knowledge (arcane lore) DC 20 Blood Point cost: 1 Description: You must surround yourself with an unbroken circle of wood for a full hour. Any wood will work – furniture, sawdust, raw timber…. At the end of the hour, you place a wooden splinter under your tongue. If this splinter is removed, the ritual is nullified. The ritual protects you from being staked, whether you are resting or active. While this ritual is in effect, the first stake that would pierce your heart disintegrates in the attacker's hand. A stake merely held near you is unaffected; the stake must actively be used in an attempt to impale you. This ritual lasts until either the following dawn or the following dusk (your choice). Ritual: Wake With Evening’s Freshness Complexity: Lesser Time to perform: ½ hour Skill check DC: Knowledge (arcane lore) DC 20 Blood Point cost: 1 Description: This ritual must be performed immediately before you settle down to slumber for the day; it requires the ashes of burned feathers to be spread over the area in which you wish to sleep. The ritual allows you to awaken at any sign of danger, especially during the day. If any potentially harmful circumstances arise (GM’s discretion), you immediately rise, ready to face the problem.

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Ritual: Devil's Touch Complexity: Greater Time to perform: One hour Skill check DC: Knowledge (arcane lore) DC 25 Blood Point cost: 3 Description: The Tremere use this ritual to place curses upon mortals who earn their ire. The mortal must be present when the ritual is invoked, and a penny must be placed somewhere on his person (in a pocket, shoe, etc.). The effect upon a touched mortal is equal to the effect of a bestow curse spell, except that it lasts only until dawn. Ritual: Incorporeal Passage Complexity: Greater Time to perform: One hour Skill check DC: Knowledge (arcane lore) DC 25 Blood Point cost: 3 Description: Use of this ritual allows you to make yourself insubstantial. You assume incorporeal state, with all the benefits and penalties it brings. The ritual requires that you carry a shard from a shattered mirror to hold your image as you move insubstantially. This ritual lasts a number of hours equal to your character level. You may prematurely end the ritual (and thus, the incorporeality) by turning the mirror shard away so that it no longer reflects your image. Ritual: Principal Focus of Vitae Infusion Complexity: Greater Time to perform: One hour Skill check DC: Knowledge (arcane lore) DC 25 Blood Point cost: 3 Description: This ritual imbues a quantity of blood within the object upon which the ritual is performed. The object must be small enough for you to carry in both hands, and it may be as small as a dime. After the ritual is conducted, the object takes on a reddish hue and becomes slick to the touch; it grants the wearer a +1 resistance bonus on all saving throws. At a mental command, you may release the object from its enchantment, causing it to break down into a pool of blood. This blood may serve whatever purpose you desire; many Tremere wear enchanted baubles only to ensure they have emergency supplies of vitae. Ritual: Ward Versus Kine Complexity: Greater Time to perform: One hour Skill check DC: Knowledge (arcane lore) DC 25 Blood Point cost: 3 Description: Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. You pour your own blood over the object you wish to ward (a piece of parchment, a coin, a doorknob, etc.), and recite an incantation. The ritual creates a glyph that causes great discomfort to any mortals who come in contact with it. The effect is equal to that of the antipathy spell, except that it lasts until dawn.

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Ritual: Bone of Lies Complexity: True Time to perform: One night Skill check DC: Knowledge (arcane lore) DC 30 Blood Point cost: 5 Description: A small mortal bone – often a skull, though some Tremere use strings of teeth, necklaces of finger joints or wands fashioned from ribs or arms – is enchanted so that whoever is holding it is utterly unable to tell a lie. The bone grows slightly darker for every lie it “suppresses”, until it has turned completely ebony and has no magic left (the exact duration is GM’s call). Ritual: Pavis of Foul Presence Complexity: True Time to perform: One hour Skill check DC: Knowledge (arcane lore) DC 30 Blood Point cost: 5 Description: The Tremere joke privately that this is their "ritual for the Ventrue." Anyone who attempts a mind-affecting effect on you find the effects reversed, as if you were covered with a spell turning effect. This ritual is an unbroken secret among the Tremere, and the Warlocks maintain that its use is unknown outside their clan. The magical focus is a length of blue silk, which must be worn around the neck of the person protected by the magic. The ritual lasts until dawn. Ritual: Blood Contract Complexity: True Time to perform: Three nights Skill check DC: Knowledge (arcane lore) DC 30 Blood Point cost: 5 (caster) and 1(from each member of the agreement) Description: This ritual creates an unbreakable agreement between the two parties who sign it. The contract must be written in your blood and signed in the blood of whoever applies their name to the document. This ritual takes three nights to enact fully, after which both parties are compelled to fulfill the terms of the contract as if by a geas spell, except that it affects even Kindred, and it cannot be removed by any magic. The only way to terminate the effect is to complete the terms of the contract or to burn the document itself.

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APPENDIX: GHOUL TEMPLATE "Ghoul" is an acquired template added to those mortal humans who regularly drink the blood of a vampire in order to gain certain benefits, thereby becoming his loyal servants. The following changes are applied to the base creature: Subtype: gains subtype “augmented humanoid”. Defense: gains a +1 natural armor bonus to Defense. Special Qualities: Cheating Death. - Cheating Death: a ghoul does not age as long as he has Kindred blood in his system. However, once the ghoul has passed his natural life-span, he must always have Kindred blood in his body, or he will swiftly age to the point of death and decomposition. This decomposition might occur within nights or (for very old ghouls) within minutes. Ability Scores: +2 Strength, +2 Constitution. Allegiances: gains “domitor” as his primary allegiance (refers to the master vampire that the ghoul serves and feeds off). Challenge Rating: +1 Level Adjustment: +1 Talents: A ghoul initially gains either Potence or Celerity and can increase these any time that they would normally be able to take a talent. Three levels after becoming a ghoul they gain the talent that they did not initially choose (Potence or Celerity) and may increase as the other talent. An additional three levels later the ghoul gains the Fortitude talent tree. Appearance: most ghouls appear much as they did before their change, but they have some minor resemblance to their undead masters. It’s usually pale skin and weak, raspy breathing, but may vary according to the vampire’s bloodline. For example, a Nosferatu’s ghoul may develop ugly warts and boils, while a Gangrel’s may appear more animalistic then before. Sometimes even personality traits resemble those of the domitor.

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RAVAGER BEAST Tzimisce vampires skilled in the Vicissitude discipline can assume the form of a ravager beast. This is not a specific creature, rather it’s a customized form that the Tzimisce chooses at the time of the change to best suit his purposes. The appearance varies from vampire to vampire, often even between a single vampire’s multiple shape-shiftings. Generally, the combat form is a hulking 9-ft. tall humanoid figure with huge claws and teeth, the flying form is vaguely bat shaped, and the hunting form is a feline quadruped. When the Tzimisce assumes one of the forms detailed below, he gains all the listed traits, and keeps all others from his normal form. Combat Form: Large undead (size: -1 Defense, -1 atk, -4 Hide checks, +4 grapple checks) Speed 30 ft. +10 natural armor Attack: bite 2d8+12 or claw 2d6+8 Full Attack: two claws 2d6+8 each, bite attack 1d8+4 Space/Reach: 5 ft./10 ft. SQ: resilience (gains 20 extra hit points) Str 26, Dex 14, Con - Flying Form: Medium undead Speed 15 ft., fly 60 ft. (average) +4 natural armor Attack: claws 1d8+5 Full Attack: claws 1d8+5, bite 1d4+2 Space/Reach: 5 ft./5 ft. SQ: hover (can float in place regardless of flying maneuverability) Str 18, Dex 18, Con – Hunting Form: Medium undead Speed 60 ft., burrow 30 ft., climb 30 ft. +8 natural armor Attack: bite 2d6+5, or claw 1d6+5 Full Attack: bite 2d6+5, two claws 1d6+2 each Space/Reach: 5 ft./5 ft. SQ: stalker (+6 circumstance bonus on all Hide and Move Silently checks) Str 20, Dex 24, Con –

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BLOOD ELEMENTAL Another Tzimisce alternate shape, the blood elemental not actually an elemental creature, but a large ooze of… well, blood. The vampire’s type actually changes from undead to ooze when he assumes this form (although his Hit Dice, BAB, base saves, and racial traits do not change to suit the new type). Blood Elemental Large Ooze (size: -1 Defense, -1 atk, -4 Hide checks, +4 grapple checks) Hit Points: +6 per HD Speed: 10 ft., climb 10 ft. Attack/Full Attack: slam 2d6+7 melee Special Qualities (see below): amorphous, blindsight, constrict, DR 15/bludgeoning, sicken Space/Reach: 10 ft./10 ft. Str 22, Dex 1, Con 22 Amorphous: A blood elemental is a shapeless crawling mass, with no discernable anatomy. It is able to squeeze itself through a 2-inch opening in 1d4 rounds. Blind: A blood elemental is blind, but its entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Constrict (Ex): A blood elemental deals automatic slam damage with a successful grapple check. DR 15/bludgeoning: A blood elemental is practically invulnerable to bludgeoning damage. Sicken (Ex): Any living creature pinned by a blood elemental must make a DC 15 Fortitude save each round or become nauseated for 1 minute. A pinned vampire must make a DC 15 Will save each round or go into a feeding frenzy.

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VTM-Modern Additional Character Sheet

Character Details Name: Apparent Age: True Age: Vampire Age: Sire: Embraced: Clan: Humanity: Generation: Talent DC: Damage Reduction/Penetration: / Bonded (y/n): Bond DC: Regnant:

Merits/Flaws Type M/F Type M/F Attribute Base Score Enhanced Score

Strength Dexterity

Blood/Vitality/Wound Points Maximum Current

Use Action Cost Activate a Talent that does not have a permanent effect Free Action varies Heal 1 point + 1 point/character level of Vitality Move Action 1 Heal 1 Wound point Attack Action 1 Heal 1 point ability damage Full Round Action 1 Increase stat by 2 points – lasts for 1 minute/level Move Action 1

Talents Initial Initial Initial Other

1. 2. 3. 4. 5.

Additional Talents 6th level 12th level 18th level Other

1. 2. 3. 4. 5.

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Additional Talents Other Other Other Other

1. 2. 3. 4. 5.

Companions/Contacts

Character Background

Character Picture

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VTM-Modern Quick Reference Tables

Blood Point Usage/Costs Use Action Cost

Activate a Talent that does not have a permanent effect varies varies Heal 1 point + 1 point/character level of Vitality Move Action 1 Heal 1 Wound point Attack Action 1 Heal 1 point ability damage Full Round Action 1 Increase stat by 2 points – lasts for 1 minute/level Move Action 1

Diablerie Skill Check Result

1 - 19 Failure - No effect 20 – 24 Subsume one talent, raise generation by 1* 25 – 29 Subsume two talents, raise generation by 2* 30 – 34 Subsume three talents, raise generation by 3* 35 - 39 Subsume four talents, raise generation by 4*

40+ Subsume five talents, raise generation by 5* * Generation cannot be raised to more than one less than the vampire being diablerized. Humanity Score Penalty

8 – 9 - 1 to Frenzy saves, No reflection in mirrors 6 – 7 - 2 to Frenzy saves, Doesn’t show up on film 4 – 5 - 3 to Frenzy saves, Cannot enter a residence without invitation 2 – 3 - 4 to Frenzy saves, Repelled by holy symbols – rotschreck applies

1 - 5 to Frenzy saves, Cannot enter holy ground, holy water burns as fire Generation Base Blood

Points DR Base Penetration

Base Talent Base

DC Point Value

15th 8 0 0 8 2 Point Flaw 14th 9 1 1 9 1 Point Flaw 13th 10 2 2 10 - 12th 11 3 3 11 1 Point Advantage 11th 12 3 3 11 2 Point Advantage 10th 13 4 4 12 3 Point Advantage 9th 14 4 4 12 4 Point Advantage 8th 15 5 5 13 5 Point Advantage 7th 16 5 5 13 Not Available 6th 17 6 6 14 Not Available 5th 18 6 6 14 Not Available 4th 19 7 7 15 Not Available 3rd 20 8 8 16 Not Available 2nd 21 9 9 17 Not Available

Damage Reduction = Generation Base Score + ½ Character Level [round down) + Fortitude Bonus Talent DC = Generation Base Score + ½ Character Level [round down) + Charisma Modifier

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Character Advancement Character

Level Max. Blood

Points Abilities

1 - 3 Vampire Talent Trees and Base Talents 2 - Vampire Talent 3 - Vampire Talent, Bonus Feat 4 +1 Vampire Talent, - 1 blood point cost for activating talents* 5 +1 Vampire Talent, +1 BAB (stacks with class BAB), 6 +1 Vampire Talent, Bonus Feat, One additional Talent tree** 7 +2 Vampire Talent 8 +2 Vampire Talent, - 2 blood point cost for activating talents* 9 +2 Vampire Talent, Bonus Feat

10 +3 Vampire Talent, +1 BAB (stacks with class BAB) 11 +3 Vampire Talent 12 +3 Vampire Talent, Bonus Feat, - 3 blood point cost for activating talents*, One

additional Talent tree** 13 +4 Vampire Talent 14 +4 Vampire Talent 15 +4 Vampire Talent, +1 BAB (stacks with class BAB), Bonus Feat 16 +5 Vampire Talent, - 4 blood point cost for activating talents* 17 +5 Vampire Talent 18 +5 Vampire Talent, Bonus Feat, One additional Talent tree** 19 +6 Vampire Talent 20 +6 Vampire Talent, +1 BAB (stacks with class BAB), - 5 blood point cost for

activating talents*

Clan Talent Trees Clan : Talent Trees:

BRUJAH Celerity Potence Presence GANGREL Animalism Fortitude Protean * MALKAVIAN Auspex Dementation * Obfuscate NOSFERATU Animalism Obfuscate Potence TOREADOR Auspex Celerity Presence TREMERE Auspex Dominate Thaumaturgy * VENTRUE Dominate Fortitude Presence LASOMBRA Dominate Obtenebration * Potence TZIMISCE Animalism Auspex Vicissitude * ASSAMITE Celerity Obfuscate Quietus * FOLOWERS OF SET Obfuscate Presence Serpentis * GIOVANNI Dominate Necromancy * Potence RAVNOS Animalism Chimerstry * Fortitude * - exclusive discipline

Basic Class Accessible Talents

Basic Class Accessible Talents

Basic Class Accessible Talents

Strong Animalism Tough Fortitude Dedicated Dominate Potence Protean Obtenebration Quietus Vicissitude Serpentis Fast Celerity Smart Auspex Charismatic Chimerstry Obfuscate Necromancy Dementation Thaumaturgy Presence

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