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MET: VTM Errata

How to Use this Document


The following list provides corrections and updates to the rules published in Minds Eye
Theatre: Vampire The Masquerade from By Night Studios. This information supersedes
the material found in that book. For a list of clarifications and guidance to the printed rules,
please see the most current version of the Frequently Asked Questions document,
available for free from DriveThruRPG.com.

Chapter One: Introduction


Terminology, In-Character Lexicon, Promise, page 22: Alter the text to read:
Promise, the: A specific bargain made between the Giovanni clan and the
Camarilla in 1528.

Chapter Two: Introduction to the World of Darkness


The Red Star and the Week of Nightmares, page 34: Update the reference to AlAshrad leaving the mountain to read: One of the clans foremost sorcerers, AlAshrad, took a splinter faction composed mostly of Viziers and escaped the
mountain.

Chapter Three: Character Creation


Quick-Start Character Creation Guide, page 85: Under Step Nine, spend initial
XP: Move the list of disciplines after Purchase additional dots of your in-clan
disciplines to follow Purchase up to 3 dots in common out-of-clan disciplines. That
list is not meant to define your in-clan disciplines.
Herd background, page 103: In the sentence Characters with the Herd
background do not have to spend a downtime action feeding each month, replace
month with game.
Retainers background, Discipline Specialty, page 105: Remove the word ghoul

from this sentence: Ghoul Retainers may use one (and only one) of their
specialties to learn a discipline that is in-clan for their domitor. Characters who
have access to vampiric or ghostly retainers may give their underling a discipline
specialty.
Generation background, pages 100-101: Change all references to and can
spend that Blood at a rate ofpoint[s] per round to read and can spend that
Blood at a rate ofpoint[s] per turn. Similarly, change the header of the fourth
column in the Generation Chart to read Blood/Turn.
Retainer background, Retainer Finishing Touches, page 105: Change can
spend 1 Blood per round, to read can spend 1 Blood per turn.
Step Ten: Finishing Touches, page 108: Change Blood per round to Blood
per turn.

Chapter Four: Disciplines


Horrid Reality, page 125: Update the phrase Spend 1 Blood and expend your
standard action to read Spend 1 Blood and a simple action
Fear the Void Below, page 127: Modify the following line: If the effects of Fear the
Void Below remove a characters last point of Willpower, leaving her at 0, to read
If the effects of Fear the Void Below cause a character to lose Willpower when she
has no remaining Willpower,
Mesmerism, page 133: Insert the following text above the last paragraph as
follows: Mesmerism cannot be used to prevent a character from using a discipline,
although it can be used to prevent a victim from acting in certain ways. For
example, you cannot use Dominate with the command Stop using Celerity,
although you can Mesmerize a target by saying Stop attacking me.
Shape of the Beast, Focus [Wits], page 155: Add the following text to last
paragraph before the bullet points to read: When you choose your fight form, you
may apply one of the following templates as appropriate for the animal you choose,
in addition to the standard bonuses and detriments of the wolf template.
Thanatosis, Necrosis, page 165: Add the following line to the end of the powers
description, before the focus: Necrosis cannot be used with other powers that
require you to touch or grapple your target.
Necromancy, Bone Path, Deaths Puppetry, page 176: Add the following line:

While possessing a zombie, you cannot spend Blood points, but can use the
zombies Fortitude and/or Potence.
Necromancy, Ash Path, Ex Nihilo, page 178: Add the following sentence, after the
last paragraph: While in the Shadowlands, you cannot use powers (including
Necromancy powers) on targets in the real world.
Level 4 Necromancy Rituals, Bastone Diabolico, page 184: The line The
Bastone Diabolico deals 2 normal damage should be changed to The Bastone
Diabolico deals 1 normal damage.
Thaumaturgy, Path of Blood, Blood of Potency, page 188: Change the following
text: your Blood pool increases to half again its normal size (rounded up) to
read: your maximum Blood pool increases to half again its normal size (rounded
up).
Thaumaturgy, Path of Blood, Theft of Vitae, page 189: Add the following line to
the end of the powers description: You may use Theft of Vitae on consecutive
turns even if you fail a challenge. This is an exception to the rule that prevents you
from immediately reattempting a Mental challenge on the same target.
Thaumaturgy, Path of Conjuring, Reverse Conjuration, Focus [Perception],
page 190: Modify the first line under Focus [Perception] to read You can use a
simple action to determine if an object within your line of sight is natural or conjured
by Thaumaturgy.
Thaumaturgy, Movement of the Mind, Flight, page 197: Add the following
sentence to the end of the System section: Because Flight is a Mental power, it
cannot be used to move during Celerity rounds.
Level 2 Thaumaturgy Rituals, Machine Blitz, page 205: Change Use your
standard action to Spend 1 point of Blood and use your standard action In
addition, change stops any machine more complex than a rope and pulley to
read stops any machine more complex than a standard firearm.
Level 5 Thaumaturgy Rituals, Blood Contract, page 209: Replace the word
implicitly with the word explicitly.
Elder Dominate, Tyrants Gaze, page 216: Add the following sentences at the end
of the System section: Tyrants Gaze cannot reverse permanent physical
alterations. For example, Tyrants Gaze may be used to rob a target of the ability to
use Heart of Darkness or Fleshcraft, but it cannot undo existing instances of
Fleshcraft or return a removed heart.

Techniques, Animal Swarm, page 225: Replace the entirety of the text in the
System section with:
When you activate Shape of the Beast, you may choose to turn into a swarm of animals
instead of one creature. You transform into slightly smaller versions of the same animal
you would normally become by using Shape of the Beast. If your Shape of the Beast
allows you to turn into a bat, you can turn into several smaller bats using Animal Swarm.
This swarm consists of one animal for each dot of Celerity you possess. Elder powers and
Celerity-based techniques do not increase the number of animals created by Animal
Swarm. Each animal can act independently and can take one simple and one standard
action each turn. While using Animal Swarm, you cannot spend Blood and lose access to
all other powers. Even powers that were activated before using Animal Swarm stop
functioning while in this form. Activating Animal Swarm does not reverse permanent
physical alterations. For example, if your heart is removed it will not reappear when you
activate this power.
Each of your animals has your Mental attribute, Social attribute, focuses and skills. By
default, these animals inflict 1 point of aggravated damage with a successful Brawl attack.
If your character possesses any Potence powers, your animals attacks are armor-piercing
and inflict 2 points of aggravated damage. Each creature has 5 health levels (1 Healthy, 2
Injured, and 2 Incapacitated). Your merits, flaws, and powers do not affect the health levels
of your animal swarm. If your character possesses any Fortitude powers, each of your
animals automatically negates 1 point of normal or aggravated damage each time they
suffer damage. If your animals attempt to retest in combat, each animal must spend
Willpower separately; they use your Willpower pool to do so.
While swarming in your flight form, each animal gains a +1 bonus to Dodge-based
defensive test pools and can fly at your normal movement speed. In flight form, your
Physical attribute is considered 1 when you are attacking.
While in fight form, each of your animals has a Physical attribute equal to half of your own
Physical attribute (round up). Other bonuses from Shape of the Beast do not apply while
using Animal Swarm.
Animals created by Animal Swarm can separate and perform individual tasks, but must
remain within one mile of each other. You can use a standard action to return to your
human form at the location of any animal created by this power. When you revert to human
form, you automatically reabsorb any of your animals that are within your line of sight.

Animals not within your line of sight crumble at the same moment, turning into ash. When
Animal Swarm ends, you take 2 points of aggravated damage for each animal that was
destroyed, 1 point of aggravated damage for each animal that was injured or
incapacitated, and you lose 2 Blood for each animal that was outside of your line of sight
when you reformed. Damage taken from reverting to human form cannot be reduced or
negated, but may not kill your character (although it may result in torpor). If all of the
animals in a swarm are destroyed, the powers user dies.
Animals created by this power are considered to be one entity for the purpose of powers
that modify an individuals behavior. If one animal is Dominated, all of the animals in the
swarm suffer the effects of that power. If one animal cannot break an individuals Majesty,
none of the animals in the swarm can attack that individual.
Techniques, Echo Psychosis, page 227: Add the following line to the end of the
System section: Using Passion or Haunting through Echo Psychosis does not
break your Majesty.
Techniques, Retain the Quick Blood, page 231: Change Blood recouped with
Retain the Quick Blood does not count toward your maximum Blood expenditure
per round to read Blood recouped with Retain the Quick Blood does not count
toward your maximum Blood expenditure per turn.

Chapter Five: Merits


Overview, page 235: Add the following paragraph at the end of the Overview
section: Any merit effect that requires the expenditure of Blood counts as a
supernatural power. For the purpose of powers like Possession, clan-specific merits
count as 1-dot in-clan powers; general merits are not considered in-clan. It is
possible to lose access to part of a merit without losing access to the entire merit.
For example, while using Possession, a Giovannis wraith Retainer will not
disappear, but without the proper focus, the Giovanni may not be able to spend
Blood to summon it.
Overview, page 235: Add the following paragraph at the end of the Overview
section: Merit effects that alter a characters physical form (permanently or
temporarily) are not available while that character is not in her real body. For
example, while using Possession, a character loses access to merits such as
Rugged, Unnatural Adaptation, and Shape of Beasts Wrath.

Rarity Merits, Restricted Clan, page 237: Change the last sentence to read:
would otherwise total more than 6 points of merits.
Brujah Clan Merits, Scourge of Alecto, page 239: Add and does not break your
Majesty to the last line of the merits description.
Cappadocian Clan Merits, Necromantic Insight, page 246: Add the following
sentence to the end of the merits description: Members of the Samedi bloodline
who purchase this merit may select Mortis Path.
Morality Merits, Path of Night, page 257: Modify the sentence you lose
Morality as though youve committed a level 1 sin. to read you gain Beast traits
as though youve committed a level 1 sin.

Chapter Six: Core Systems


Complex Scenarios, Step Three: Order of Action, Surprise Action, page 278:
Alter the phrase is resolved before else can respond to read is resolved
before anyone else can respond
Combat Maneuvers, Grapple, page 280: Add the following text to the end of the
description: With the right equipment or supernatural power, it is possible to
Grapple at range, but a Grapple cannot be used as a prerequisite for a supernatural
attack unless you Grapple with your hands. For example, you cant throw a net at
someone and then use Cauldron of Blood, because you have not grappled the
target with your hands.
Blood, page 294: Change Note that the amount of Blood a character can spend
per round to read Note that the amount of Blood a character can spend per
turn
A Ghouls Embrace, Step Five: Revise Finishing Touches, page 298: Change
Also, write down your vampires total Blood pool, Blood expenditure per round,
and to read Also, write down your vampires total Blood pool, Blood expenditure
per turn, and
A Ghouls Embrace, Step Six, Example, page 299: Change a Blood
expenditure per round of 1 to read a Blood expenditure per turn of 1.

Chapter Seven: Dramatic Systems


Blood Bond, Third Drink, page 295: Add the following line to the end of the
description: Additionally, the vampire is immune to other blood bonds until her
three-point bond drops to a two-point bond or less.

Chapter Nine: The Camarilla


Setting-Specific Flaws, Forgiven Diablerie, page 405: Add the following line to
the end of the flaws description: Members of the Camarilla with this flaw suffer the
sects Greater Status Ban, but cannot be openly executed, banished, or given
negative status for their forgiven diablerie.

Chapter Ten: The Sabbat


The Vaulderie, Vinculum Ratings, page 434: Add the following text at the end of
the first paragraph under System: False Sabbat who drink but do not contribute
blood receive Vinculum ratings to others without those characters developing a
Vinculum rating to the false Sabbat member in return. This is an exception to the
rule that Vinculum ratings are always mutual.
The Vaulderie, Vinculum Ratings, page 434: Add the following line after the last
bullet point: Anyone who participates in a Vaulderie automatically has all her blood
bonds lowered by one step. This reduction cannot occur more than once per night.

Chapter Twelve:
Methuselah Generation NPCs, page 503: Change the header of the fourth column
in the chart at the bottom of the page to read Blood per Turn instead of Blood per
Round.
Werewolf NPCs, page 494: Werewolves automatically heal 1 point of normal
damage per turn.

Chapter Thirteen:
Equipment Generation System, Protective Gear, Ballistic, page 519: Alter the
description to read: Ballistic: This type of protective gear applies a +3 bonus to
your defensive test pools when resisting ranged attacks from firearms. Further, it
applies a +1 bonus to your defensive test pools when resisting Brawl, Melee, and
thrown weapon attacks.
Equipment Generation System, Protective Gear, Hardened, page 519:Alter the
description to read: Hardened: This type of protective gear applies a +3 bonus to
your defensive test pools when resisting Brawl, Melee, and thrown weapon
attacks. Further, it applies a +1 bonus to your defensive test pools when resisting
firearms attacks.

Index:
B, Blood, page 538: Change Per Round 101 to read Per Turn 101