
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:
| VTM | RMU |
|---|---|
| Strength | Strength (St) |
| Dexterity | Agility (Ag) |
| Stamina | Constitution (Co) |
| Charisma | Presence (Pr) |
| Manipulation | Empathy (Em) |
| Composure | Self Discipline (SD) |
| Intelligence | Reasoning (Re) |
| Wits | Intuition (In) |
| Resolve | Memory (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:
| Tier | Stat Value | Bonus |
|---|---|---|
| Deficient | 1 | -15 |
| 2 | -14 | |
| 3 | -13 | |
| 4 | -12 | |
| 5 | -11 | |
| Poor | 6 | -10 |
| 7 - 8 | -9 | |
| 9 - 11 | -8 | |
| 12 - 14 | -7 | |
| 15 - 17 | -6 | |
| Below Average | 18 - 23 | -5 |
| 24 - 29 | -4 | |
| 30 - 35 | -3 | |
| 36 - 41 | -2 | |
| Average | 42 - 47 | -1 |
| 48 - 53 | 0 | |
| 54 - 59 | +1 | |
| Above Average | 60 - 65 | +2 |
| 66 - 71 | +3 | |
| 72 - 77 | +4 | |
| 78 - 83 | +5 | |
| Superior | 84 - 86 | +6 |
| 87 - 89 | +7 | |
| 90 - 92 | +8 | |
| 93 - 94 | +9 | |
| 95 | +10 | |
| Exceptional | 96 | +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 Dots | Typical Stat | Bonus |
|---|---|---|
| 1 | ~20 | -5 |
| 2 | 48 - 59 | 0 / +1 |
| 3 | ~80 | +5 |
| 4 | 95 | +10 |
| 5 | 100 | +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
| VTM | RMU Skill | Category | Specializations |
|---|---|---|---|
| Athletics | Athletics (new) | Movement / Gymnastic | Consolidates Climbing, Running, Swimming, Acrobatics, Jumping |
| Brawl | Unarmed | Combat Training | Per style (e.g. Sweeps & Throws) |
| Craft | Craft | Crafting | Per craft: Culinary, Drawing/Painting, Fabric, Leather, Metal, Stone, Wood |
| Drive | Piloting | Environmental | Per vehicle type |
| Firearms | 1-H / 2-H Firearms | Combat Training | Per weapon class (Weapon Law) |
| Larceny | Locks | Technical | (Traps remains its own skill) |
| Melee | Melee Weapons | Combat Training | Per weapon group (e.g. Hafted, Pole-Arms) |
| Stealth | Stalking | Subterfuge | (Concealment covers hiding objects) |
| Survival | Survival | Environmental | Urban or per biome |
Social
| VTM | RMU Skill | Category | Specializations |
|---|---|---|---|
| Animal Ken | Animal Handling | Animal | Per animal type |
| Etiquette | Etiquette (open) | Lore | Mapping still open — see TODO |
| Insight | Social Awareness | Social | (Also notices Influence attempts) |
| Intimidation | Influence (Intimidation) | Social | Influence specializes as Charm, Duping, Intimidation |
| Leadership | Leadership | Social | |
| Performance | Acting / Music / Stage Magic | Performance Art | Music per instrument or style |
| Persuasion | Influence (Charm) — proposed | Social | Missing from the draft; mapping to confirm |
| Streetwise | Trading | Social | (The social side of Streetwise) |
| Subterfuge | Influence (Duping) | Social |
Mental
| VTM | RMU Skill | Category | Specializations |
|---|---|---|---|
| Academics | Mathematics | Science | |
| Awareness | Perception | Awareness | |
| Finance | Trade (Finance) | Vocation | Per trade |
| Investigation | Tracking | Awareness | |
| Medicine | Medicine | Medical | |
| Occult | Occult (new) | Lore | By topic (Kindred, ghosts, …) |
| Politics | Politics (new) | Lore | By sect or domain |
| Science | Engineering | Science | |
| Technology | Technology (new) | Science | By 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).