Attributes & Skills

The conversion's foundation. Whenever a VTM rule names an attribute or a skill — a dice pool, a resistance pool, a power requirement — it resolves through the tables on this page. The Discipline activation and resistance formulas take their stats from here.

Attributes

Characters are built on the RMU stats. Convert every VTM attribute with this mapping:

VTMRMU
StrengthStrength (St)
DexterityAgility (Ag)
StaminaConstitution (Co)
CharismaPresence (Pr)
ManipulationEmpathy (Em)
ComposureSelf Discipline (SD)
IntelligenceReasoning (Re)
WitsIntuition (In)
ResolveMemory (Me)

RMU's tenth stat, Quickness (Qu), has no VTM counterpart — it is generated like the rest and drives initiative and Dodge as normal.

Stat Values and Bonuses

RMU stats are percentile values; rolls always use the stat's bonus RMUStat bonuses, RMU Core Law Section 2.5:

TierStat ValueBonus
Deficient1-15
2-14
3-13
4-12
5-11
Poor6-10
7 - 8-9
9 - 11-8
12 - 14-7
15 - 17-6
Below Average18 - 23-5
24 - 29-4
30 - 35-3
36 - 41-2
Average42 - 47-1
48 - 530
54 - 59+1
Above Average60 - 65+2
66 - 71+3
72 - 77+4
78 - 83+5
Superior84 - 86+6
87 - 89+7
90 - 92+8
93 - 94+9
95+10
Exceptional96+11
97+12
98+13
99+14
100+15

Reading VTM Dots

When a converted rule thinks in VTM dots, the bridge is the stat bonus — an ordinary human attribute is two dots, and each +5 of bonus is one more dot:

\(Dots \approx 2 + \frac{StatBonus}{5}\)

VTM DotsTypical StatBonus
1~20-5
248 - 590 / +1
3~80+5
495+10
5100+15

This is how attributes enter converted rolls: a one-attribute term is \(20 + {2}\times{StatBonus}\) and a two-attribute pool is \(40 + {2}\times{(StatBonus_A + StatBonus_B)}\) — the 20 per attribute being the ordinary human's two dots. The full activation and resistance formulas live on the Disciplines page.

Skills

Each VTM skill maps to an RMU skill in its category. Skills marked with a specialization are developed per instance — Piloting: Car and Piloting: Motorcycle are separate skills at the same cost RMUSkill categories, skills, and specializations: Table 3-0a, RMU Core Law p. 82. A skill's roll adds its category's two stat bonuses and the skill's own third stat. When a converted rule names a skill with a different stat — "Survival (Intuition-based)", "Intimidation (Memory-based)" — substitute that stat for the skill's own in the roll, the same way RMU's Unarmed already swaps between St and Ag: VTM pools vary their attribute per use, and the substitution carries that through.

Physical

VTMRMU SkillCategorySpecializations
AthleticsAthletics (new)Movement / GymnasticConsolidates Climbing, Running, Swimming, Acrobatics, Jumping
BrawlUnarmedCombat TrainingPer style (e.g. Sweeps & Throws)
CraftCraftCraftingPer craft: Culinary, Drawing/Painting, Fabric, Leather, Metal, Stone, Wood
DrivePilotingEnvironmentalPer vehicle type
Firearms1-H / 2-H FirearmsCombat TrainingPer weapon class (Weapon Law)
LarcenyLocksTechnical(Traps remains its own skill)
MeleeMelee WeaponsCombat TrainingPer weapon group (e.g. Hafted, Pole-Arms)
StealthStalkingSubterfuge(Concealment covers hiding objects)
SurvivalSurvivalEnvironmentalUrban or per biome

Social

VTMRMU SkillCategorySpecializations
Animal KenAnimal HandlingAnimalPer animal type
EtiquetteEtiquette (open)LoreMapping still open — see TODO
InsightSocial AwarenessSocial(Also notices Influence attempts)
IntimidationInfluence (Intimidation)SocialInfluence specializes as Charm, Duping, Intimidation
LeadershipLeadershipSocial
PerformanceActing / Music / Stage MagicPerformance ArtMusic per instrument or style
PersuasionInfluence (Charm) — proposedSocialMissing from the draft; mapping to confirm
StreetwiseTradingSocial(The social side of Streetwise)
SubterfugeInfluence (Duping)Social

Mental

VTMRMU SkillCategorySpecializations
AcademicsMathematicsScience
AwarenessPerceptionAwareness
FinanceTrade (Finance)VocationPer trade
InvestigationTrackingAwareness
MedicineMedicineMedical
OccultOccult (new)LoreBy topic (Kindred, ghosts, …)
PoliticsPolitics (new)LoreBy sect or domain
ScienceEngineeringScience
TechnologyTechnology (new)ScienceBy field (computers, electronics, …)

New skills slot into existing categories per RMU's own guidance — the skill list is not exhaustive, and setting-specific skills join the closest category RMURMU Core Law p. 82.

Added Skills (no VTM equivalent)

Rapid Fire (Combat Training) — one skill covering both of Weapon Law's Rapid Fire and Suppression Fire; used for the multi-shot actions and the Suppression Fire maneuver on the Combat page. The stat follows the use, per the book's two skills: Agility-based for suppression, Self Discipline-based should a plain rapid-fire maneuver come up.

Open Items

The draft leaves a few calls open — they are tracked in the project TODO: the Persuasion and Etiquette mappings above, whether Academics and Science should sit on Mathematics and Engineering or spread wider, and the list of RMU skills the consolidated draft skills replace (Athletics being the clearest case).