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Table of Contents
The World of Darkness....................................... ......................3
Character Creation.....................................................................................3
The &at!re +f The ,indred............................................... ......1The Society of the ,indred................................................ ......1$ The Traditions............................................................ .............1* Disciplines........................................................................ ......../nimalism................................................................................................../!spe0.......................................................................................................1 Celerity.......................................................................................................1 Dominate.................................................................................................... 1ortit!de...................................................................................................... +bf!scate..................................................................................................3 2otence......................................................................................................3 2resence....................................................................................................4 2rotean......................................................................................................4 Tha!mat!r#y..............................................................................................5
/dversaries................................................................. .............'
The Sabbat................................................................................................' The 4asombra............................................................................................' The T5imisce.............................................................................................' The 6ndependent Clans.............................................................................( &e7 Disciplines.........................................................................................* 8!nters.....................................................................................................3Were7olves..............................................................................................3%a#es.......................................................................................................31
he World of Darkness is a complete role9playin# environment: created by White Wolf. ;p !ntil abo!t .--3: it 7as <!ite nice. Thereafter: it kind of backslid. Vampire: The Masquerade did not #et hit <!ite as hard as the others in the series: b!t many players of the #ame still prefer the earlier editions. This book conforms mostly to the 1irst =dition back#ro!nd. 4ar#ely: the World of Darkness is the 7orld as 7e kno7 it> "!st darker: more #rimy: and 7ith vampires and 7ere7olves r!nnin# abo!t. +h: and ma#ic 7orks. That sort of st!ff. So yo! can basically !se 7hat yo! kno7 abo!t the 7orld today as yo!r back#ro!nd. 6f yo! 7ant a more in9depth look at the World of Darkness: ac<!ire some White Wolf books> my b!d#et for this book is 3. pa#es.
Character Creation
Characters in 36S;S )ampire are created !sin# ten si09sided dice: 7ith no more than fo!r dice in any one clich?. oth 8ooks and Tales are permitted: #rantin# one bon!s die each if !sed. )ampires have lost some of the fle0ibility that they had in life> beca!se of this: do!ble9p!mpable clich?s are not permitted. =ach )ampire belon#s to one of thirteen Clans: 7ith the e0ception of the Caitiff. 2layer Characters are ass!med to be from one of the seven Clans of the Camarilla: or else Caitiff. =ach Clan has an associated Clan 8ook. This 8ook is above and beyond the normal 8ook allo7ed the character: b!t the bon!s die from this 8ook m!st be placed in the character@s Clan clich?. The e0ception to this r!le is the Caitiff: 7ho may place their bon!s die any7here they please. 6n addition: all )ampires start 7ith three )irt!e clich?sA Conscience: Self9Control and Co!ra#e. =ach of these three clich?s #ains one bon!s die. So: all told: a )ampire starts 7ith fo!rteen dice. &ot too shabby...!ntil one considers the do7n sides to bein# a )ampire. !t more on that later. S!##ested 8ooks incl!de the follo7in#A 2hysical or %ental defects: s!ch as missin# limbs: blindness: or insanity> C!rsedA The )ampire "!st happens to have bad l!ck: and once per #ame session: the G% can hose him for no apparent reason> 6nefficient Di#estionA The )ampire m!st b!rn t7ice as many lood 2oints as normal to !se any lood9po7ered effects> +rphanedA The )ampire has little to no kno7led#e of the Traditions of the Camarilla: and may #et himself destroyed thro!#h some bl!nder> astard ChildeA The )ampire 7as created 7itho!t the permission of her Sire@s 2rince: and may be le#ally destroyed by any )ampire> Clan 8ookA The )ampire has a 8ook chosen from a different Clan: in addition to his o7n Clan 8ook. Weak loodA The )ampire is fo!rteenth #eneration: and cannot Sire pro#eny. She is also vie7ed as sc!m.
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ome clich?s have special !ses or differin# p!rchase costs. Some are specific to )ampires: 7hile others may be selected by their Gho!ls and their follo7ers. Conscience. / )ampire is a creat!re of hi#h emotions: and constantly r!ns the risk of e0plodin# in a ra#e. +nly the )ampire@s Conscience prevents this. /ny time the )ampire is s!fficiently an#ered that the G% believes she mi#ht fly into a fren5y: he can re<!ire a Conscience roll a#ainst a Diffic!lty he sets. 1ail!re res!lts not only in the )ampire #oin# into a ra#e fren5y: b!t also res!lts in the permanent loss of one die of Conscience. This loss can only be recovered thro!#h character advancement. Courage. )ampires can be as fearless as anyone else: b!t 7hen confronted 7ith fire or s!nli#ht: their instincts force them to flee. There is #ood reason for this> only fire or s!nli#ht can permanently destroy a )ampire. / Co!ra#e roll 7ill allo7 them to remain in the presence of fire or s!nli#ht. !t fail!re in this roll 7ill not only force the )ampire to flee: b!t also res!lts in the permanent loss of one die of Co!ra#e. This loss can only be recovered thro!#h character advancement. Generation. The f!rther a )ampire is removed from Caine: the 7eaker his blood and the less po7erf!l he is: both physically and socially. )ampires start at the thirteenth Generation> for each die placed in this clich?: the )ampire is of one lo7er Generation. Generation cannot be improved d!rin# play> the dice yo! start 7ith is all yo!@ll ever have. Followers. =ach die p!t into 1ollo7ers allo7s yo! to place three dice 7orth of clich?s into vario!s 1ollo7ers. 1ollo7ers may not be ,indred: nor may they have 1ollo7ers of their o7n. 1ollo7ers may have do!ble9p!mpable clich?s: at a cost of t7o of their dice per rank. They may also have Wealth: b!t may not have any other clich?s detailed on this pa#e. Self-Control. )ampires are dra7n to blood: and m!st fi#ht the instinct to feed 7henever they are faced 7ith s!ch. Whenever e0posed to open blood: the )ampire m!st make a Self9Control roll. The Diffic!lty for this roll is t7enty: min!s five per point of lood in the )ampire@s system. 1ail!re means that the )ampire m!st feed: ri#ht no7: and 7ill drink !ntil they are f!ll or their victim is drained. 1ail!re also res!lts in the permanent loss of one die of Self9Control> this loss can be recovered thro!#h character advancement. Wealth. D!e to their lon# lifespans: )ampires often ac<!ire a considerable amo!nt of material 7ealth. / Wealth roll is re<!ired only if the )ampire 7ishes to b!y somethin# <!ite e0pensive. ;nlike other rolls: fail!re does not res!lt in the loss of a die. 3ather: su ess ca!ses the permanent loss of one die. This can be recovered thro!#h character advancement. Willpower. Willpo7er may be p!rchased at one die per rank: or do!ble9p!mpable at t7o dice per rank. / die of Willpo7er may be @b!rned@ to resist a 1ren5y or 3otschrek: or to add one die to any other clich? before the roll is made. +ne die of Willpo7er may be recovered at the end of each session. Willpo7er is also fre<!ently rolled as a resistance to po7ers.
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The Cl ans
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f the thirteen Clans of the ,indred: seven banded to#ether many cent!ries a#o to form the Camarilla: a #ro!p dedicated to protectin# the )ampires from their enemies. These seven Clans may be selected for a 2layer9Character )ampire.
The Bru ah
The r!"ah Clan are passionate: free97illed and non9conformist. They are fond of dressin# in #oth or biker styles: tho!#h those that 7ith to appear truly non9conformist 7ill dress formally. They sho7 no respect for the 7eak: little re#ard for a!thority: and don@t react 7ell to bein# told 7hat to do. %any 7ish to overthro7 the c!rrent po7er system: 7hether %ortal or ,indred: and replace it 7ith their o7n vie7 of 7hat thin#s sho!ld be. Despite their obvio!sly rebellio!s 7ays: the r!"ah are vie7ed 7ith a remarkable amo!nt of tolerance. /ctions that 7o!ld lead to o!tri#ht destr!ction if committed by a Cainite of any other Clan merely dra7 a shr!# and an offhand comment. The r!"ah are al7ays <!ick to come to one another@s defence. 1or the !ltimate o!tsider: those on the o!tside are the only friends yo! can call on. =ven if yo! do feel the b!rnin# need to occasionally kick their heads in. 6n the end: their passions bind them to#ether "!st as certainly as they t!rn them a7ay from the others of the lood. Clan !isciplinesA Celerity: 2otence: 2resence. "oo#A The r!"ah@s fierce passions can 7ork a#ainst them> 7henever the r!"ah m!st roll a#ainst Conscience: they have a D. Diffic!lty per die they have in the r!"ah clich?. T$pical Clich%s: iker: Terrorist: Skinhead: 2!nk 3ocker: Criminal: /narchist: 3ebellio!s Teena#er: Drifter.
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The Gangrel
/lone amon# the ,indred: the Gan#rel do not fear to 7alk the 7ilds. They are not at ease in the city: preferrin# more r!stic places. They speak 7ith the animals: and can roam 7ith them 7ith imp!nity. 6t is common for a Gan#rel to have the +rphaned or astard Childe 8ooks: as the Gan#rel often create Childer: then abandon them. 1or this reason: the Gan#rel are very s!rvivalistic> if one can s!rvive one@s first year: then the odds improve in their favo!r. The Gan#rel are shape9shifters: !sin# their Discipline of 2rotean to blend in 7ith the creat!res of the Wild. They can even fool a 4!pine into acceptin# them as a normal creat!re. They have close ties to the Gypsies: and are e0pected to aid them 7henever possible. Similarly: the Gypsies are !s!ally 7illin# to aid a Gan#rel in need. Clan !isciplinesA /nimalism: 1ortit!de: 2rotean. "oo#A ein# a shapechan#er 7ith a close link to one@s bestial nat!re has its do7n sides. /ny time a Gan#rel fails a )irt!e roll: they 7ill #ain an animalistic feat!re chosen by the G%. This is in addition to the normal penalties for failin# s!ch a checkE T$pical Clich%sA Drifter: Wilderness Sco!t: 1orest 3an#er: S!rvivalist: =nvironmental Scientist.
The Mal#a&ians
6n madness: one can find 7isdom> none believe this as stron#ly as the %alkavians. =ach is to!ched 7ith madness in some 7ay: and as they #ro7 older: the madness 7ill manifest more often and more po7erf!lly. 8o7ever: %alkavians often see 7ith #reater clarity than any amon# the ,indred. Despite their insanities: they are often cons!lted on matters of import. 2art of this is the fact that often: a %alkavian@s deran#ement is not visible: and almost never comes to the fore. The %alkavians embody chaos more thoro!#hly than any other Clan: even more so than the r!"ah. They deli#ht in practical "okes: b!t al7ays attempt to incl!de a meanin# in the prank. 8opef!lly: the s!b"ect of the prank 7ill learn somethin#...ass!min# he s!rvives the prank itself. S!rprisin#ly: the %alkavians are very picky abo!t 7hom they =mbrace. The completely mad are left alone: as are the completely sane. The %alkavians favo!r those 7ho are borderin# madness: and "!st need a little p!sh. Clan !isciplinesA /!spe0: Dominate: +bf!scate. "oo#A The 2layer m!st choose some form of madness. 6n any sit!ation 7here the madness mi#ht come into play: the %alkavian s!ffers a D. Diffic!lty to all rolls: per die of the %alkavian clich? she possesses. T$pical Clich%sA /ny. The %alkavians prefer to =mbrace those 7ith a to!ch of madness: or those 7ho are close to death.
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The 'osferatu
/ll )ampires !nder#o some physical alterations 7hen they s!ffer the 1irst Death> for the &osferat!: the transformation is hideo!sly painf!l and leaves the !nfort!nate 7retches scarred: t7isted and deformed. /ll &osferat! are #r!esome beyond belief. eca!se of this: the &osferat! live deep !nder#ro!nd: vent!rin# o!t only 7hen mas<!ed by +bf!scate. Within their !nder#ro!nd 7arrens: ho7ever: the &osferat! are !ndisp!ted. =very city has miles of t!nnels: fortified a#ainst accidental discovery by %ortals or a#ainst p!rposef!l assa!lt by Cainite or 4!pine. Some areas are common for all &osferat!> others are held as private 8avens by the individ!al Cainite 7ithin. The &osferat! are rather anti9social: not even #ettin# alon# 7ith each other: let alone other Clans. !t their #rasp of the #oin#s9on in ,indred society p!ts them in an e0cellent position as so!rces of information F a fact that they p!t to #reat benefit: in both cash and 2restation. Clan !isciplinesA /nimalism: +bf!scate: 2otence. "oo#A eca!se of their horrid appearance: a &osferat! a!tomatically loses any kind of social challen#e if their tr!e appearance is visible. T$pical Clich%sA Criminal: Drifter: 8omeless 1ormer C6/ /#ent: Crippled %ercenary: 4a7yer. !m: /ntisocial Sh!t96n:
The Toreador
4ike the ,indred themselves: #ood art is immortal. The Toreador hold that these immortal thin#s sho!ld be cherished: and dedicate themselves to bea!ty. 6ronically: the =mbrace has left the Toreador static and !ncreative> they can no lon#er create tr!e bea!ty themselves. They search for a tr!th beyond mere life: or even beyond their 6mmortal state. %ore Toreador find themselves on the road to Golconda than any other Clan. The Toreador are often taken for hedonists: b!t this is perhaps too e0treme a 7ord. They love the bea!tif!l: and they love pleas!re: b!t the most hi#hly9minded of the Toreador feel that descendin# to the level of a mere sens!alist is to cheapen the #ift of 6mmortality. The Toreadors are also conservationists. +ften: a Toreador@s 8aven 7ill be filled 7ith art: stretchin# back to the time of the )ampire@s death and even before. Clan !isciplinesA /!spe0: Celerity: 2resence. "oo#A / Toreador in the presence of somethin# bea!tif!l m!st make a Self9Control roll: or spend the entire ro!nd starin# at it raptly. 1ail!re on this roll does not ca!se the loss of a die> "!st the loss of the ro!nd. T$pical Clich%sA 2ainter: %odel: %!sician: 2oet: 8airdresser: ;seless b!t ea!tif!l Socialite: Sc!lptor.
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The Tremere
%any cent!ries a#o: the Tremere 7ere 7i5ards of #reat reno7n: part of the +rder of 8ermes. The 4eader of 8o!se Tremere so!#ht immortality: and he fo!nd it...in the blood of the ,indred. &o7: despite their past: the Tremere are an accepted member of the Camarilla...b!t far less than loved> most ,indred hate and fear the Tremere. The Tremere are dedicated and or#ani5ed. Their internal Clan #oals differ some7hat from those of the Camarilla: b!t they are close eno!#h that the Tremere =lders are 7illin# to 7ork 7ith the other si0 Clans...for no7. Seven Clan =lders #overn the Tremere from their primary Chantry in )ienna. %any other Chantries have been b!ilt thro!#ho!t the 7orld: at least one for each ma"or city. Clan !isciplinesA /!spe0: Dominate: Tha!mat!r#y. "oo#A /ll Tremere are lood9 o!nd to their Clan. /ttempts to i#nore or disobey a Tremere =lder: or to other7ise resist the 7ill of the Clan: re<!ire a Self9Control roll a#ainst the Character@s o7n Clan clich?E ;nlike most Self9Control rolls: fail!re does not ca!se a loss of dice: ho7ever. T$pical Clich%sA Child of the Tremere: 8ed#e Wi5ard: St!dent: 4a7yer: /mbitio!s !sinessman: 2olitician: Witch.
The Ventrue
There are leaders: and there are follo7ers> the )entr!e believe that they are the nat!ral leaders of the Camarilla. They have a taste for the fine life: and an arro#ant mien. Despised by the r!"ah: and mistr!sted by the other Clans: they hold themselves above all other ,indred. The )entr!e are fo!nd in the !pper cr!st of both Cainite and %ortal society. They choose their &eonates from amon# the !pper class: !s!ally older men and 7omen 7ho are near the ends of their %ortal span. The )entr!e !s!ally hold to tradition: m!ch more so than any other Clan: b!t deny that they are @livin# in the past@. There is a lon#9standin# tradition: often referred to amon# the )entr!e as the Seventh Tradition: that any )entr!e may seek ref!#e at the 8aven of any other member of their Clan. &one 7ho seek s!ch ref!#e may be t!rned a7ay. 8o7ever: since harbo!rin# a kno7n f!#itive can be ha5ardo!s to one@s health: the )entr!e 7ho s!spects that s!ch a boon 7ill be re<!ested 7ill take steps to aid his Clan member before the need arises. Clan !isciplinesA Dominate: 1ortit!de: 2resence. "oo#A =ach )entr!e has a preferred type of preyA red9heads: vir#ins: children: 7hatever. They #ain no no!rishment from so!rces other than their preferred prey. / )entr!e re<!ires t7ice as lon# to h!nt as other ,indred. T$pical Clich%sA &obleman: ,ni#ht Commander: General: Wealthy anker: 6nd!stry Tycoon: Social Scientist.
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The Caitiff
These are the dispossessed of ,indred society: those of !nkno7n: !ncertain or 7eak Clan ori#in. Some Caitiff are those 7ho have chosen to leave their Clan> others simply have no idea as to 7hich Clan they belon#. %any )ampires 7ith the Weak lood 8ook are Caitiff. / Caitiff may "oin a Clan: if the local Clan =lders accept him. She m!st #ain one die in the Clan clich?: b!t does not s!ffer the Clan 8ook. 6f a Caitiff has chosen to s!ffer from a Clan 8ook Bfor her normal 8ook selectionC: she can only "oin the appropriate Clan. Clan !isciplinesA &oneE "oo#A esides their lack of Clan Disciplines: the Caitiff are despised and ab!sed by other ,indred: and have no Clan to speak on their behalf. /s s!ch: no Caitiff may ever hold any position in ,indred society. T$pical Clich%sA Drifter: Criminal: +!tcast: Con /rtist: Soldier of 1ort!ne: Circ!s 2erformer. 6f the Caitiff@s Clan is kno7n to the player: there is no reason 7hy she sho!ld not choose one of the s!##ested clich?s for that Clan.
+ther Clans
The Camarilla represents only a s!bset of ,indred Clans. They 7ere the only Clans 7illin# to attend the Co!ncil at )enice: the only seven 7illin# to follo7 the 2ath of 8!manity and the Si0 Traditions. There are si0 other Clans kno7n to e0ist: b!t not bein# part of the Camarilla. Some belon# to the Sabbat: a Sect of )ampires opposed to the Camarilla> others are independent: belon#in# to neither Sect. They areA The /ssamitesA Silent: stealthy assassins: from a %!slim c!lt!re> The 1ollo7ers of SetA Snake9lovin# corr!ptors: hated by all> The GiovanniA %afioso and masters of &ecromancy> The 4asombraA %asters of shado7: and the leaders of the Sabbat> The 3avnosA %asters of ill!sion: and companions to Gypsies> The T5imisceA Scholars: b!t also cr!el and t7isted shapechan#ers. These Clans are detailed in the /dversaries section: pa#e .'. There are also many loodlines: minor offshoots of Clans: s!ch as the Da!#hters of Cacophony: the Serpents of the 4i#ht: the ,iasyd: the /hrimanes: the &a#ara"a: the &ict!c!: the lood rothers: the Gar#oyles: the Samedi: and the Sal!bri.
ven the 7eakest of ,indred: far from Caine: is s!bstantially more po7erf!l than any %ortal. The follo7in# r!les define the r!les !sed 7hen playin# ,indred.
6mmortality
This is the core of the )ampire@s nat!reA They are immortal. They never a#e: cannot bear children: and 7ill never die of nat!ral ca!ses. Tho!#h they can s!ffer the effects of many diseases: they 7ill never die of s!ch. Cancer is impossible: d!e to their static nat!re> heart disease irrelevant to the )itae. While fe7 normal forms of dama#e can tr!ly destroy a )ampire: many can certainly make their lives more diffic!lt. / )ampire loses clich? dice from combat: "!st as a %ortal does. !t if a )ampire loses his last die in in"!rin# combat: he is not slain> rather: he falls !nconscio!s. While in this state: the )ampire may heal himself by spendin# lood: as described in the section on lood: pa#e 11. 6f the )ampire has no lood 7ith 7hich to heal: he enters a state of hibernation: kno7n as Torpor. Torpor is detailed more f!lly on pa#e 1..
Generation
The f!rthest a )ampire may be from Caine is fo!rteenth Generation> all )ampire 2layer Characters start at thirteenth Generation. 1or each die in Generation: this is red!ced one step: so a )ampire 7ith si0 dice Bthe ma0im!mC in Generation 7ill be seventh Generation. Generation has a fe7 benefits: s!ch as a hi#her lood capacity and the ability to i#nore another )ampire@s Dominate Discipline. Generation may also be rolled in social combat: as those ,indred 7ho are closer to Caine are a!tomatically #iven more respect. Generation also modifies the ma0im!m n!mber of dice allo7ed in a clich?. 1or any p!rely m!ndane clich?: the die cap is increased by one for every die of Generation. )ampiric Disciplines have their cap increased by one for every t7o dice of Generation. So Generation is a #ood thin# to have.
The )irt!es
/s has been stated before: the three )irt!e clich?s BConscience: Co!ra#e and Self9ControlC are De#radin# clich?s> !nder most circ!mstances: a failed roll res!lts in a permanent loss of one die: rather than a temporary loss. 6n the event of a character losin# all dice in one )irt!e: the character falls into a final fren5y: and 7ill <!ickly be h!nted do7n and destroyed by other ,indred. %ake a ne7 character.
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lood
lood: or )itae: is the most val!able commodity to a )ampire. 6t keeps them alive from ni#ht to ni#ht: and po7ers their abilities. =ach )ampire can hold three points of lood in their system: pl!s t7o per die in the Generation clich?. Those of Weak lood: the fo!rteenth Generation: still can hold three points of lood. /t any time: a )ampire may spend one lood point to #ain a bon!s die to any clich?. &o roll need be made to do so. lood points may also be re<!ired to activate certain Disciplines. They can also be !sed to recover lost clich? dice: as o!tlined in the ne0t section. / )ampire may only spend one lood point per ro!nd. 8o7ever: sho!ld the )ampire have the Generation clich?: he can roll to spend more lood. 1or each point of lood past the first spent in a ro!nd: the )ampire m!st make a Generation roll 7ith a umulati$e Diffic!lty of 1- F that is: 1- for the second lood point spent in a ro!nd: .- for the third: 3- for the fo!rth: and so on. / )ampire m!st also spend one point of lood each evenin# !pon a7akenin#. 6f the )ampire is !nable to do so: she falls into a state of torpor: !nable to ro!se. Torpor is covered in #reater detail in the section belo7.
The ,iss
+ne mi#ht ask: "!st ho7 e0actly does a )ampire feed 7itho!t its prey yellin# bloody m!rderG The )ampire@s bite is not painf!l: !nless it@s bein# !sed to inflict combat dama#e. 6n %ortals: it prod!ces a feelin# of e!phoria: leavin# them rather bef!ddled abo!t 7hat happened after7ards. eca!se of this: the )ampires refer to the act of feedin# as The ,iss. The )ampire@s saliva closes the 7o!nd after feedin#: provided the )ampire remembers to lick the 7o!nd. The blood loss ca!sed by a )ampire@s feedin# res!lts in the loss of one die from the victim@s hi#hest clich? per lood point taken. 6f all clich? dice are lost d!e to the feedin#: the victim 7ill fall !nconscio!s: and 7ill re<!ire medical attention to avoid dyin#. ,illin# one@s prey is considered a violation of the %as<!erade: as e0san#!inated bodies dra7 the attention of 8!nters.
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6f one does not 7ish to role9play The ,iss: the G% may simply state that the )ampire re<!ires one ho!r of feedin# to re#ain lood points. This time is do!bled for )entr!e: or for any other ,indred 7ith the )entr!e Clan 8ook: beca!se they are picky eaters. 3oll the )ampire@s Clan clich?. 1or each die that comes !p odd: the )ampire #ains one lood 2oint.
/##ravated Dama#e
Certain types of dama#e are harder to recover from> these types of dama#e are kno7n as /##ravated Dama#e. 1or a )ampire: /##ravated Dama#e is ca!sed by fire: s!nli#ht and the teeth and cla7s of a s!pernat!ral creat!re F 7ere7olves: spirits and other )ampires. =ach time a )ampire s!ffers /##ravated Dama#e: she #ains one /##ravated Dama#e point: rather than losin# any clich? dice. 1or each /##ravated Dama#e point: the )ampire may roll one less die on any clich? roll. /##ravated Dama#e may only be healed by spendin# three lood points and one Willpo7er clich? die per point of /##ravated Dama#e healed.
Torpor
/ )ampire that has lost all dice in one clich?: or is !nable to spend a lood point !pon a7akenin#: slips into a state called Torpor. This is a deep sleep: !na7are of all events aro!nd the )ampire. / )ampire in Torpor 7ill a7aken in time: the amo!nt of time based !pon her hi#hest )irt!e clich?. Virtue $d 5d 4d 3d Time to wa#e +ne 7eek Three 7eeks T7o months Si0 months
.d T7o years 6t is possible to a7aken a 1d Si0 years )ampire before the listed time has elapsed. %erely feed the )ampire a lood point: from another )ampire 7ith more dice in Generation. +f co!rse: this 7ill leave the Torpored )ampire one step lood o!nd to the one 7ho a7akens her. / )ampire 7ho #ains more /##ravated Dama#e than he has dice in his hi#hest clich? 7ill be destroyed: rather than droppin# into Torpor.
S!nli#ht
The bane of all )ampires. S!nli#ht 7ill rapidly char a )ampire: and can <!ickly red!ce her to ash. eca!se it is so harmf!l to them: most )ampires provide their havens 7ith m!ltiple layers of defence a#ainst s!nli#ht. +nly after the s!n has #one do7n can a )ampire safely vent!re from her haven. 6t is possible to resist dama#e from s!nli#ht if the )ampire has 1ortit!de. 3oll 1ortit!de vs. the s!n@s stren#th each ro!nd that a )ampire is e0posed to s!nli#ht. S!ccess means that the )ampire takes no dama#e this ro!nd> fail!re means that the )ampire takes a point of /##ravated Dama#e. Stren#th of s!nli#ht ran#es from 1d Bd!rin# a th!nderstorm: in the early mornin#C to 5d Bclear skies at noonC.
1.
The =mbrace
The =mbrace is the proced!re !sed to create a ne7 )ampire. The )ampire drains a %ortal of all blood: b!t before the %ortal dies: the )ampire #ives him a drop of her o7n blood. The =mbrace is painf!l> the %ortal s!ffers from the 1irst Death: and his body reshapes itself to become a )ampire. The pain of the =mbrace lasts no more than an ho!r: and fre<!ently m!ch less. +nce completed: the %ortal is no7 ,indred: re<!irin# blood to s!rvive b!t other7ise immortal.
/ character may not be lood o!nd to more than one person: 7ith the e0ception of the Tremere. Tremere all start 7ith a minor lood indin# to their Clan: b!t can be bo!nd to another as 7ell. The Tremere are said to have a rit!al to shatter an e0istin# lood ond: b!t if so: they@ve never offered to !se it for anyone. The lood ond is not f!lly formed !ntil the third drink: so a person can be partially ond to m!ltiple people.
Gho!ls
)ampires 7ill often lood ond a %ortal: to serve them and protect them as they sleep. These %ortals are kno7n as Gho!ls. Gho!ls #ain a meas!re of )ampiric immortality> they cease to a#e. / Gho!l m!st be #iven one lood point: above and beyond those !sed to bind him in the first place. /s lon# as the Gho!l retains this lood point: he 7ill not a#e. Sho!ld the Gho!l lose the lood point: he 7ill be#in to a#e as normal. Gho!ls can !se their lood point in the same manner as )ampires: b!t beca!se they are not )ampires: they cannot feed. They can only re#ain their lood point by bein# #iven it by their %aster. Gho!ls cannot store more than one lood point. Gho!ls can #ain !p to t7o dice in one )ampiric Discipline: provided their %aster kno7s the Discipline in <!estion. Gho!ls can learn only Celerity: 1ortit!de or 2otence.
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Gho!ls are: of necessity: familiar 7ith the Camarilla@s Traditions: and 7ith )ampiric nat!re in #eneral. /s s!ch: they are a potential threat to the %as<!erade. They are considered Childer for the p!rposes of the fo!rth Tradition: that of /cco!ntin#. 1aithf!l Gho!ls: 7ho have served their %aster lon# and 7ell: are sometimes #iven the =mbrace as a re7ard for this service. The =mbrace 7ill shatter the lood ond: so it@s not somethin# the %aster 7ill do 7itho!t consideration.
lood Gho!ls
This rather reprehensible practice is l!ckily rare> on occasion: a )ampire 7ill lood ond a mortal for the simple reason of providin# the %aster 7ith an easy so!rce of lood. These are not tr!e Gho!ls: !nless the %aster #rants them a lood Trait.
Stakes
The classic Stake Thro!#h The 8eart 7ill not act!ally kill a )ampire: all myths and movies to the contrary. 6t 7ill: ho7ever: paralyse the )ampire: leavin# him in a state similar to Torpor: !ntil the Stake is removed. /n attempt to stake a )ampire thro!#h the heart must be p!mped: or else it 7ill a!tomatically fail. 6f the tar#et is staked: it does not lose any clich? dice: b!t instead enters Torpor. ;nstakin# a )ampire is simple eno!#h> "!st #rab and p!ll. Stakin# is a common means of disposal nonetheless> a )ampire 7ho is staked cannot escape the risin# s!n. 1or this reason: stakin# is m!ch feared: and a 2rince often need merely mention the stake to #et the f!ll co9 operation of another )ampire.
Diablerie
This is the most heino!s of )ampire crimes: the drinkin# of the so!l of another )ampire. 6t is also the only 7ay in 7hich Generation can be increased: 7hich helps e0plain 7hy it still happens. 6n order to commit Diablerie: the )ampire m!st s!bd!e another: then drain all the )itae remainin# in his system. This 7ill destroy the victim: re#ardless of 7hether or not Diablerie is s!ccessf!l. The Diabolist m!st then roll his Self9Control a#ainst the victim@s Generation. 1ail!re res!lts in the permanent loss of Self9Control: as !s!al> s!ccess means that the Diabolist has absorbed the so!l of the )ampire. / s!ccessf!l Diabolist 7ill #ain one die in Generation: if and only if the victim@s Generation clich? 7as hi#her than her o7n. The Diabolist 7ill also #ain one die in any Discipline possessed by the victim. Whether or not the Diablerie 7as s!ccessf!l: the Diabolist m!st make a Conscience roll: a#ainst a Diffic!lty of .-. S!ccess is meanin#less> fail!re res!lts in the permanent loss of one die of Conscience: as !s!al.
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/ Diabolist is easy to spot !sin# /!spe0> her a!ra radiates black lines. She can mask this mark 7ith Self9Control B7itho!t riskin# permanent loss of a dieC: b!t event!ally: it 7ill come o!t. Diablerie is a violation of the Si0th Tradition: not to mention an act that en#enders dis#!st in all ,indred: and a 2rince 7ho learns of a Diabolist in her city 7ill certainly call the lood 8!nt: and probably send messen#ers to other cities lettin# them kno7 the identity of the Diabolist.
Golconda
2art of the ook of &od holds that it is possible for a Cainite to enter into a state of peace: in 7hich he permanently lays aside the east. The road to Golconda is so!#ht by many ,indred: b!t acco!nts of those 7ho have reached s!ch a state are apocryphal at best. Sho!ld a Cainite reach Golconda: she 7ill never a#ain 1ren5y: 7ill feel no fear at the si#ht of flame or the s!n. 8er thirst for lood 7ill be slated> she 7ill have to spend b!t one point of lood every 7eek to a7aken. +ther acco!nts s!##est that a Cainite in Golconda 7ill no lon#er be seared by the li#ht of the s!n> some even hold that a Cainite in Golconda 7ill revert to her previo!s mortal state.
Gehenna
=ach of the thirteen tribes of )ampires has a sin#le: third9#eneration Cainite as its fo!nder. These Cainites have not been seen for millenia> it is believed that they are all in Torpor: b!ried some7here deep 7ithin the =arth. 6t is also said that they thirst for ,indred lood: that none other can slake their thirst. The ook of &od tells of the end times of )ampires: 7hen the Thirteen /ntedil!vians 7ill arise from the =arth to feed on their Childer. %any )ampires: especially the =lders: believe this to be mere s!perstition.
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ll )ampires feel a certain kinship 7ith each other: even bet7een the Camarilla and other: opposed: Sects> they refer to themselves as The ,indred. /t the same time: ho7ever: each )ampire feels a bestial nat!re 7ithin himself: drivin# him to territoriality: h!n#er and fren5y. This d!ality: kinship and the east: defines the nat!re of )ampiric society.
The 2rince
The 2rince is the r!lin# )ampire of a city: often Btho!#h not al7aysC the =ldest ,indred. The title @2rince@ is !sed re#ardless of the ori#inal #ender of the 2rince. ;nder the Second and 1ifth Traditions: the 2rince controls all h!ntin# 7ithin the city: and 7ill desi#nate h!ntin# areas for individ!al ,indred. ;s!ally: s!ch desi#nation is done by the ,indred@s re<!est: tho!#h the 2rince and the 2rimo#en 7ill take first pick. The 2rince is also responsible for all appointments to positions 7ithin the city: tho!#h the 2rimo#en in some cities appoint their o7n members.
The Seneschal
This is the 2rince@s second in command. While the 2rince is 7ithin his city: the Seneschal has no po7er> if the 2rince sho!ld leave: the Seneschal takes his place. +ften: the Seneschal 7ill be appointed from amon# the 2rimo#en> a fe7 2rinces have chosen an /!tarkis as Seneschal.
The 2rimo#en
These are the )ampires 7ho serve as the 2rince@s advisers. 6n some cities: they are the seven =ldest ,indred: one from each Clan. 6n others: they are merely the =ldest: of any Clan: 7ho 7ish to serve. Their po7er is second only to the 2rince: and in some areas e0ceeds it.
The Sheriff
The Sheriff is the )ampire char#ed 7ith !pholdin# la7 and order 7ithin the ,indred of a city. @4a7 and order@ is #enerally defined as the Si0 Traditions: =lysi!m and the decrees of the 2rince. The Sheriff does not #enerally hold the ri#ht to Destr!ction: b!t it is an easy matter to #et s!ch in any partic!lar case from his 2rince.
The H!sticars
=ach )ampire Clan appoints one member: !s!ally their =ldest: to serve as H!sticar. That@s one for the entire 7orld: not one per city. The H!sticars are char#ed 7ith !pholdin# )ampiric 4a7: and may be called to a city by its 2rince: or sent directly by the 6nner Circle of the Camarilla. =ven 2rinces 7atch their step aro!nd a H!sticar: for they hold the 3i#ht of Destr!ction over all ,indred. +f co!rse: no H!sticar can be every7here at once. To administer in their name: the H!sticars 7ill appoint a n!mber of !nderlin#s: referred to as /rchons. =ach of these /rchons speaks 7ith the force of her H!sticar behind her.
The /!tarkis
Some )ampires choose to live apart from their ,indred. These /!tarkis ackno7led#e no 2rince: tho!#h they often live 7ithin a 2rince@s Domain. They are #enerally re#arded 7ith s!spicion. /bo!t the only thin# that keeps the 2rince from destroyin# an /!tarkis is that: often: the /!tarkis sho7s proper respect to the 2rince: 7hile still maintainin# his independence. Some fe7 2rinces: ho7ever: ref!se to accept an /!tarkis: and call the lood 8!nt !pon them as soon as they are revealed.
Conclave
When the Camarilla 7as fo!nded: the Conclave 7as declared as a meetin#: to be called by a H!sticar or /rchon: to "!d#e and pass sentence on another )ampire. When Conclave is called by a H!sticar: any ,indred of the Camarilla is free to attend. /ny s!ch can raise #rievances or ask for "!stice F or mercy F from the H!sticar. +ver time: Conclave has #ained an additional meanin#. When called by a 2rince or 2rimo#en: it is a meetin# of all the ,indred 7ithin a city. /s 7ith the #reater Conclaves: )ampires of the city may be# a boon from the 2rince or 2rimo#en. When the 2rince calls Conclave: it is best to attend: or else have a really #ood reason 7hy yo! cannot. %issin# Conclave is not a deadly offence: #enerally: b!t if one does so too often or for too poor a reason: he may find his h!ntin# area c!rtailed: or he may lose stat!s 7ithin the city.
=lysi!m
=lysi!m is a place 7ithin a city in 7hich no violence may be performed. =ven a )ampire !nder the lood 8!nt may find ref!#e 7ithin =lysi!m. The sole e0ception is that a H!sticar may enter =lysi!m and destroy a )ampire 7ithin: tho!#h even H!sticars 7ill !s!ally simply 7ait for the )ampire to #et h!n#ry. y Camarilla edict: any place of holy #ro!nd is a!tomatically =lysi!m. / 2rince 7ill often desi#nate a fe7 additional places as =lysi!m. +ften: the site of a 2rince@s Conclave 7ill be =lysi!m.
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Coterie
This is a term !sed to describe a small #ro!p of ,indred: 7orkin# to7ards a common #oal. The player character party mi#ht 7ell be described as a Coterie. %ost 2rinces re<!ire that a Coterie be declared as s!ch to him: 7ith a properly chosen leader.
2restation
ein# 6mmortal: )ampires nat!rally have a lon# memory for boons and favo!rs. The record of s!ch boons is referred to as 2restation. / )ampire 7ho does another a favo!r #ains 2restation over that )ampire. She can demand that the Cainite she aided #ive her a boon in ret!rn. oons are divided into three cate#ories. (esser Boons are small chan#e> a !nit of lood from a blood bank: a s!m of money: or the ac<!isition of somethin# rather diffic!lt to find. They may be repayed 7ith another 4esser oon: and some ,indred merely dismiss them o!t of hand. Great Boons incl!de the teachin# of Disciplines> a ne7 8aven> the life of a faithf!l retainer F the thin#s that make life m!ch less diffic!lt for a Cainite. %ost ,indred allo7 the repayment of a Great oon 7ith m!ltiple 4esser oons. (ife Boons are rare F a Cainite 7ith a 4ife oon has saved the life of another )ampire. 6t may be by protectin# him from his enemies: or defendin# him at Conclave a#ainst the lood 8!nt. Some ,indred allo7 the repayment of a 4ife oon 7ith a n!mber of Great oons> others demand that the life of the )ampire they saved no7 belon#s to them: and 7ork this o!t as a seemin#ly endless list of 4esser oons.
The 8arpies
The administration of 2restation is the province of the 8arpies. esides keepin# track of 7ho o7es 7hom a boon: they also collect all the dirty secrets of a city Bthat they are privy to: at any rateC: and pass them alon# to any interested listeners. 6n any city: it is the 8arpies 7ho have the tr!e po7er to brin# do7n a 2rince: so fe7 ,indred do anythin# to an#er them. +nce a 8arpy has made a statement on 2restation: it has the force of 4a7. 1e7 princes 7ill risk the 7rath of the 8arpies to interfere 7ith their administration of 2restation. %ost 8arpies take their "obs serio!sly: as their "obs are not proof a#ainst the ton#!es of another 8arpy.
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The Tr ad!t!ons
Within the Camarilla: )ampires protect themselves: and those aro!nd them: 7ith la7s: kno7n as the Si0 Traditions.
D!s !pl!nes
he Disciplines are the s!pernat!ral po7ers of the ,indred. =ach Clan has a selection of three Disciplines: their Clan Disciplines: for 7hich they #ain the bon!ses covered on pa#e 5. /mon# the Clans of the Camarilla: there are ten commonly9kno7n Disciplines. =ach die placed or #ained in a Discipline #rants ne7 po7ers. Characters may place no more than t7o dice into any Discipline at character creation: b!t may improve the po7ers as hi#h as si0 dice Bor even hi#her: for those 7ith dice in GenerationC. Dice beyond the fifth do not #rant any ne7 po7ers. Certain Disciplines BCelerity: 1ortit!de and 2otence: to be e0actC do not have individ!al po7ers by die level: b!t instead #rant bon!ses in most forms of combat.
)nimalism
This Discipline is !sed to speak to or control animals: and can also be !sed to affect the east 7ithin a )ampire. Sweet Whispers 9 1d. The )ampire may roll his /nimalism vs. Diffic!lty 1- to speak 7ith an animal. / ne7 check m!st be made for each ne7 enco!nter: re#ardless of the species of the animal or 7hether or not the )ampire has spoken to the animal in the past. The Bec#oning F .d. The )ampire may s!mmon an animal to aid him. The )ampire b!rns one die of Willpo7er: and s!mmons an animal 7ith as many dice in clich?s as the )ampire has in /nimalism: to serve as a Team %ember in combat. Song of Serenit$ F 3d. This Discipline 7ill calm the east 7ithin a tar#et. The )ampire to!ches his tar#et and rolls his /nimalism vs. the tar#et@s Willpo7er. The tar#et may not 1ren5y: and loses as many dice in Willpo7er as the )ampire has in /nimalism. 6f the tar#et 7as already in a 1ren5y: she is forced back to normal: b!t does not lose any Willpo7er Bsave for the one die for losin# the initial challen#eC. Sharing of Spirits F 4d. The )ampire can take control of an animal. She m!st defeat the animal in a combat of /nimalism vs. the animal@s clich?. While possessin# the animal@s body: the )ampire may roll no more dice than she has in /nimalism: and the )ampire@s body becomes still and lifeless: as in Torpor. !rawing *ut The Beast F 5d. 6n the event of a 1ren5y: the )ampire may attempt to force his east into another nearby s!b"ect. The )ampire enters a mental combat: his Willpo7er vs. the tar#et@s Willpo7er> the character that r!ns o!t of Willpo7er first enters into 1ren5y. This po7er 7ill even 7ork on a %ortal: tho!#h the 1ren5y of a %ortal is not partic!larly dan#ero!s.
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)uspe+
This Discipline #ives a )ampire senses beyond those normal for a %ortal. "eighted Senses F 1d. The )ampire may add one point for each die in /!spe0 to attempts to find: spot or locate ob"ects or people. 8o7ever: the )ampire@s improved senses leave him v!lnerable to sensory overload. /ny attempt to blind or deafen a )ampire !sin# this po7er #ains one point for every die the )ampire has in /!spe0. This po7er may be s7itched on and off at 7ill. )ura ,erception F .d. The )ampire may roll his /!spe0 vs. Diffic!lty 1- to see the tar#et@s a!ra. This allo7s the )ampire to determine a tar#et@s mood: identity: level of hostility: and so forth. )ampires have pale a!ras: makin# them obvio!s to this po7er> Diabolists have black lines thro!#h their a!ras: makin# them "!st as obvio!s. The Spirit-s Touch F 3d. The )ampire may to!ch an ob"ect: and 7ith a s!ccessf!l roll of /!spe0 vs. Diffic!lty 1-: may see @snapshots@ of the ob"ect@s past: incl!din# 7ho else has handled the ob"ect. %ore si#nificant or emotionally9char#ed events 7ill sho7 !p more clearly: 7hich helps in siftin# thro!#h an ob"ect@s past to find the important events. .n&eil the Shrouded Mind F 4d. The )ampire may probe the s!rface tho!#hts of a nearby person. This po7er 7orks a!tomatically a#ainst %ortals: b!t if attempted a#ainst a )ampire: the character m!st roll /!spe0 vs. the tar#et@s Willpo7er. 2robin# for tho!#hts takes some time> a mental combat sho!ld be rolled: /!spe0 vs. Willpo7er: sho!ld the )ampire 7ish some specific detail. )/andon 0arthl$ Form F 5d. The )ampire can pro"ect his conscio!sness beyond his body. 8is spirit may roam !p to a tho!sand miles from his body: and can perceive the normal 7orld. The )ampire@s body enters into a Torpor9like state !ntil the spirit ret!rns.
Celerit$
This is a combat9boostin# clich?: the po7er of )ampiric speed. 6t is probably the most po7erf!l of s!ch: and has a correspondin#ly hi#h cost. +ne lood point m!st be spent to po7er this Discipline for one combat ro!nd. When active: the )ampire can add the dice from Celerity directly into his combat roll. Celerity may be !sed in any form of in"!rin# combat: or in other forms of combat if havin# boosted speed 7o!ld aid. 6n addition: each die of Celerity 7ill do!ble the speed at 7hich the )ampire can travel> this !se of Celerity re<!ires one lood Trait per ho!r of travel. &ote: ho7ever: that !sin# Celerity can violate the 1irst Tradition. / )ampire in a 1ren5y of ra#e 7ill a!tomatically spend lood 2oints to po7er Celerity. / )ampire in 3otschrek F a 1ren5y of fear F 7ill also spend lood 2oints to activate Celerity F so she can r!n a7ay fasterE
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!ominate
This po7er allo7s the )ampire to control the actions of another. )ampires can !s!ally !se this po7er 7ith little to no effort on a %ortal. /#ainst a )ampire: a mental challen#e or combat is !s!ally re<!ired. Dominate 7ill not f!nction on a )ampire if the )ampire in <!estion has more dice in Generation that the )ampire attemptin# to Dominate her. Command The Wearied Mind F 1d. The )ampire can #ive one97ord commands to the tar#et: 7hich m!st be obeyed. +bedience is a!tomatic and instinct!al> more than one )ampire has made a mistake in his choice of command: and s!ffered from it. / <!ick challen#e of Dominate vs. Willpo7er is re<!ired to !se this po7er. Mesmeri1e F .d. The )ampire can implant a s!##estion in the !nconscio!s mind of his tar#et. This s!##estion !s!ally takes the form of a command combined 7ith a tri##er. The tri##er can be time9based: or event9 based. 6n either case: 7hen the tri##er #oes off: the s!b"ect 7ill carry o!t the command. This po7er is s!btle> the tar#et !s!ally does not kno7 7hy she has done 7hat she did: or rationali5es it into her o7n motivations. ;sin# this po7er re<!ires a <!ick challen#e of Dominate vs. Willpo7er. The Forgetful Mind F 3d. The )ampire can steal: create or erase memories from the tar#et. This can take some time: as the )ampire m!st 7ork at real9time to alter memories. Creatin#: readin#: or s!ppressin# memories take as lon# as the act!al event> re97ritin# memories takes three times as lon# Bonce to vie7: once to erase: once to 7riteC. / mental combat of Dominate vs. Willpo7er is re<!ired to open the mind before the )ampire can manip!late its memories. Conditioning F 4d. The )ampire can render another easier to Dominate. =ach time this Discipline is !sed on another: the )ampire m!st spend one die of Willpo7er: and the tar#et #ains a dice of Conditioned. 4ater Dominate effects may roll the tar#et@s Conditioned dice in addition to the )ampire@s Dominate dice: but only if the %ominatin! Vampire is the one who pla ed the di e on the tar!et to be!in with. ,ossession F 5d. The )ampire can !s!rp control over the tar#et@s body. The tar#et@s spirit is s!ppressed> the )ampire@s body enters a state m!ch like Torpor. The )ampire may !se Disciplines 7hile 2ossessin# a tar#et: b!t not if they re<!ire spendin# lood points.
Fortitude
/nother combat clich?: 1ortit!de is an improvement on the )ampire@s s!pernat!ral to!#hness. 1ortit!de may be rolled as a Team %ember in in"!rin# combat F that is: rolled separately b!t contrib!tin# only its si0es. 1ortit!de may also be rolled alone to resist dama#e from /##ravated so!rces: s!ch as fire or s!nli#ht. 1ortit!de is constantly on: and cannot be s!ppressed by the )ampire. 4!ckily: it is diffic!lt for a %ortal to reco#ni5e 1ortit!de for 7hat it is.
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*/fuscate
This is the po7er of concealment. 6t can be !sed to hide from detection: or to dis#!ise oneself. 6t is a mind9affectin#: psycholo#ical effect: and as s!ch does not 7ork for sec!rity cameras or photo#raphs. Cloa# of Shadows F 1d. The )ampire needs some tiny amo!nt of concealment to !se this po7er: and m!st roll +bf!scate vs. Diffic!lty 1-: b!t once activated: the Cloak of Shado7s may be rolled as a Team %ember on Stealth attempts. The )ampire may not move 7hen !sin# Cloak of Shado7s. .nseen ,resence F .d. /s 7ith Cloak of Shado7s: save that the )ampire may move 7hile concealed: even into plain si#ht: 7itho!t bein# revealed. When movin#: the )ampire mi#ht be discovered: b!t the searcher m!st roll a#ainst the character@s +bf!scate dice. /ttackin# another 7ill break the concealment: b!t merely makin# noise 7ill not do so. Mas# of the Thousand Faces F 3d. The )ampire may alter her appearance. / random @Generic@ face re<!ires an +bf!scate vs. Diffic!lty 1roll: 7hile imitatin# a specific person is Diffic!lty 15. / person attemptin# to see thro!#h the %ask m!st roll a <!ick challen#e of 6nvesti#ator Bor a similar clich?C vs. the )ampire@s +bf!scate dice. Vanish from Mind-s 0$e F 4d. /s 7ith ;nseen 2resence: save that the )ampire may disappear even in plain si#ht. 1!rthermore: any vie7ers m!st roll Willpo7er vs. +dd Dice Bthat is: any dice rolled 7hen the po7er 7as activated that came !p oddC or for#et that the )ampire 7as even thereE %ortals 7ho 7itness s!ch a disappearin# act 7ill likely be scared senseless: b!t l!ckily: the memory of this shock 7ill soon fade. Cloa# The Gathering F 5d. This po7er may be !sed to d!plicate ;nseen 2resence or %ask of the Tho!sand 1aces: save that the )ampire may no7 e0tend his +bf!scate to cover others nearby. +ne person may be concealed or dis#!ised for each die in +bf!scate. 6f one person violates the Cloak: then she is no lon#er concealed: b!t the concealment remains for the other members of the #ro!p. 6f the )ampire 7ho created the effect violates the concealment: then all those protected by Cloak the Gatherin# 7ill also lose their concealment or dis#!ise.
,otence
This is the )ampire@s s!pernat!ral stren#th. 4ike 1ortit!de: it can be rolled as a Team %ember: contrib!tin# only its si0es: in in"!rin# combat. This may only be done if the in"!rin# combat is hand9to9hand or 7ith melee 7eapons. 3an#ed 7eapons F even bo7s F do not lend themselves to br!te stren#th. 2otence can also be rolled 7henever br!te stren#th is needed to accomplish a task. 2otence is al7ays on: b!t can be s!ppressed by the )ampire F essentially holdin# back his stren#th. / )ampire 7ho is in a 1ren5y of ra#e 7ill not hold back his stren#th: b!t 7ill a!tomatically !se 2otence in combat.
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,resence
)ampires have a certain innate charm> 2resence enhances that f!rther. 6t can be !sed to ensnare the senses: or to fri#hten the victim: and can even be !sed to dra7 another over #reat distances to the )ampire. )we F 1d. The )ampire m!st roll 2resence vs. Diffic!lty 1- to !se this po7er: b!t then may !se her 2resence as a Team %ember in social combat. !read Ga1e F .d. The )ampire bares fan#s and cla7s: hissin# lo!dly: and the tar#et m!st roll Willpo7er vs. the )ampire@s 2resence. 1ail!re means that the tar#et m!st fleeE &osferat! may !se this po7er as tho!#h 2resence 7as a Clan Discipline for them Btho!#h it is notC. 0ntrancement F 3d. The )ampire may ca!se a tar#et to become his close personal friend: as tho!#h lood o!nd B<.v.: pa#e 13C. ;nlike the lood ond: this bond 7ill fade 7hen the mornin# s!n rises. Summon F 4d. The )ampire may s!mmon any person from any distanceE The )ampire enters into a social combat of 2resence vs. the tar#et@s Willpo7er. 6f the tar#et@s Willpo7er is depleted: he 7ill move as <!ickly as he can to the )ampire: !ntil he reaches her and is ackno7led#ed. +nce ackno7led#ed: the tar#et recovers one Willpo7er and is free to act. Ma est$ F 5d. The )ampire radiates po7er and charm. The )ampire may al7ays roll 2resence as a Team %ember in social combat. Consider it a permanently activated /7e. 1!rther: a tar#et m!st 7in a <!ick challen#e of Willpo7er vs. 2resence to be less than cordial to the )ampire: and m!st 7in a mental combat of Willpo7er vs. 2resence to act!ally attack the )ampireE
,rotean
This Discipline is the personal property of the Gan#rel Clan: and if they catch anyone else kno7in# it: they 7ill likely kill them. 1or a non9Gan#rel to start 7ith this Discipline: they m!st spend one additional die for their first die. Gleam of 2ed 0$es F 1d. The )ampire may see perfectly in normal Btho!#h not totalC darkness. Wolf Claws F .d. This po7er allo7s the )ampire to #ro7 inch9lon# cla7s. / lood 2oint m!st be spent to e0tend the cla7s: 7hich allo7 the )ampire to inflict /##ravated Dama#e 7ith hand9to9hand combat. 0arth Meld F 3d. The )ampire may spend a point of lood to sink into the =arth. When melded 7ith the =arth: s!nli#ht cannot reach the )ampire: b!t the )ampire cannot interact 7ith the normal 7orld !ntil he ret!rns. Shadow of the Beast F 4d. The )ampire may take the form of a 7olf or bat. Dice in 2rotean become dice in the appropriate east clich?. +ne lood 2oint m!st be spent to activate this Discipline. Form of Mist F 5d. The )ampire may: by spendin# a lood Trait: become a clo!d of mist. 6n this form: the )ampire can seep thro!#h cracks: and cannot be en#a#ed in in"!rin# combat.
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Thaumaturg$
This is )ampiric ma#ic. The Tremere vie7 this Discipline as their o7n: and 7ill kill anyone else !sin# it. &on9Tremere m!st spend one additional die to start 7ith this Discipline: in addition to dice spent on 2aths Bsee belo7C. Tha!mat!r#y allo7s the )ampire to do almost anythin#: provided he has the correct 2ath. Common 2aths incl!de the 2ath of lood: the Gift of %orphe!s B!sed to ind!ce sleepC: the 4!re of 1lames: and Weather S!mmonin#. Gainin# a 2ath re<!ires e0pendin# one die: so even the Tremere m!st spend one additional die to #ain their first 2ath. This die is not rolled> it is #one: cons!med to #ain the 2ath: and therefore does not co!nt to7ards the si09die limit on clich?s.
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Ad'ersar!es
ampires: over the co!rse of their lon# lifespans: nat!rally #ain many enemies: some personal and some 7ho fi#ht a#ainst )ampires in #eneral. The most feared and hated: amon# the Camarilla: are the Sabbat.
The Sa//at
The Sabbat are opposed to the Camarilla@s philosophy of retainin# one@s 8!manity. 3ather: they celebrate their )ampiric nat!re. &ine Clans have "oined the sect kno7n as the Sabbat. T7o of these: the 4asombra and the T5imisce: have "oined completely> the other seven are members of the Camarilla Clans 7ho: disaffected 7ith their Clan@s decision to "oin that sect: have rallied instead to the Sabbat. These )ampires are kno7 as the &ntitribu. The Sabbat travel in 2acks: 7ith a 2ack 4eader B!s!ally a 4asombra: r!"ah &ntitribu: or )entr!e &ntitribuC and a 2ack 2riest B!s!aly a T5imisceC. %embers of a 2ack are typically lood o!nd to the 2ack: !sin# a 3it!al kno7n as the )inic!l!m. /s s!ch: they are very diffic!lt to s7ay from the 2ack@s #oals. Some differences e0ist 7ithin the /ntitrib! Clans. The Gan#rel &ntitribu have the Clan Disciplines of Celerity: +bf!scate and 2rotean F a deadly combination. The %alkavian &ntitribu possess a Discipline called Dementation: in place of Dominate: 7hich allo7s them to inflict madness on their tar#et. The )entr!e &ntitribu lack Dominate: and have /!spe0 instead.
The (asom/ra
The 4asombra are nat!ral leaders: like the )entr!e. 8o7ever: their desire to lead stems from their need to maintain their ima#e. They are a vain and obsessed lot: demandin# obedience rather than bein# 7illin# to serve by leadin#. Clan !isciplinesA 2otence: Dominate and +btenebration. "oo#A The 4asombra have no reflection in mirrors: 7hich makes them easy to spot.
The T1imisce
They have been called scholars> they have also been called t7isted evil monsters. oth are tr!th. They sho7 little remorse or pity to friend or enemy: and take an evil "oy in playin# 7ith the livin# flesh of their foes. The most famo!s member of this Clan is )lad Tepes: better kno7n as Drac!la. Clan !isciplinesA /nimalism: /!spe0: )icissit!de "oo#A The T5imisce m!st sleep each day in a coffin filled 7ith the earth of their homeland: or they 7ill recover no clich? dice.
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The /ssamites
These )ampires are silent assassins. They follo7 %!slim traditions: and have a lon# apprenticeship re<!ired before becomin# )ampires. They 7ill hire o!t to both %ortals and )ampires. 1rom %ortals: they merely re<!ire cash> from ,indred: they re<!ire their payment in )itae. Clan !isciplinesA Celerity: +bf!scate: K!iet!s "oo#A The /ssamites are completely !nable to drink )itae> to do so ca!ses them an /##ravated 7o!nd.
The Giovanni
This Clan is a family b!siness> only members of the Giovanni family are ever =mbraced. They are necromancers: b!sinessmen and %afiosi. Clan !isciplinesA Dominate: &ecromancy: 2otence "oo#A Giovanni have bl!nt fan#s: and make nasty painf!l 7o!nds. )ictims of their feedin# lose t7o clich? dice for each lood point taken.
The 3avnos
The 3avnos are a co!sin clan to the Gan#rel: sharin# many of their Clan Disciplines. They are masters of ill!sion: and often travel 7ith Gypsies. They are mistr!sted by the 2rinces of the Camarilla. Clan !isciplinesA /nimalism: Chimerstry: 1ortit!de "oo#A =ach 3avnos is addicted to some form of minor crime: and m!st make a Self9Control roll each time they have a chance to perform it. The Diffic!lty of the roll is set by the G%: b!t fail!re does not ca!se the permanent loss of Self9Control.
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'ew !isciplines
4ike 2rotean: for a Camarilla )ampire to learn any of these Disciplines 7ill cost one additional die. The r!les that apply to #ainin# the Disciplines after character creation also follo7 the same r!les as 2rotean.
Chimerstry
This is the art of ill!sion. Creatin# an ill!sion re<!ires e0pendin# a Willpo7er: as 7ell as a roll 7ith a Diffic!lty of 5 per sense affected. The tar#et of the ill!sion Bfor there can be only oneC resists 7ith Willpo7er.
&ecromancy
This is the ability to comm!nicate 7ith and control the spirits of the dead. The Discipline incl!des the ability to bind the dead back to their bodies> tho!#h it cannot restore f!ll life: or re9animate a )ampire: it can be !sed to animate 5ombies. Controllin# dead spirits is Diffic!lty 15> creatin# 5ombies is Diffic!lty .-.
+btenebration
This Discipline allo7s its !ser to control the shado7s aro!nd him. Simply modifyin# an e0istin# shado7 is a Diffic!lty 1- roll> makin# shado7s solid is Diffic!lty 15: and makes a nasty 7eapon. +btenebrists can even travel bet7een shado7s: teleportin# from one shado7 to another> this is Diffic!lty .-. +ne die in this Discipline #rants the ability to see in the dark.
K!iet!s
This is the art of silent killin#: 7hich incl!des both techni<!es of silence and of manip!latin# )itae. The Discipline can be !sed for stealth: or for in"!rin# combat. When combined 7ith +bf!scate: it is rolled as a Team %ember: contrib!tin# only its si0es: for stealth.
Serpentis
This Discipline incl!des the ability to mesmerise a tar#et: to red!ce a person@s resistance to pers!asion Bby clich? dice lossC: and the ability Blike 2roteanC to ass!me snakelike attrib!tes. Takin# f!ll snake form is Diffic!lty .-> to #rant one snakelike feat!re is Diffic!lty 1-.
)icissit!de
Callin# this Discipline evil is an !nderstatement. 6t can be !sed to reshape the flesh and bones of any other creat!re: ca!sin# severe pain as it does so: and the T5imisce !se it both to dama#e their foes and to a!#ment their Gho!ls. ;pon attainin# si0 dice in )icissit!de: the )ampire@s blood becomes hi#hly acidic: ca!sin# an /##ravated 7o!nd to any 7ho drink it. When this level is reached: the )ampire also loses the ability to Sire.
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"unters
There e0ist many #ro!ps of )ampire 8!nters. Some are backed by the Catholic Ch!rch: as part of the 6n<!isition> others are backed by a shado7y #ro!p kno7n as the /rcan!m. Still others are independent: and it@s here that yo! find the most m!ddled: as 7ell as the most effective. Some have s!pernat!ral abilities> others: merely a kno7led#e Bpossibly acc!rateC of )ampiric nat!re. 8!nters are al7ays e<!ipped 7ith 7ooden stakes: and often have more m!ndane 7eaponry as 7ell. They may also carry #arlic: holy 7ater: crosses: and other s!ch thin#s believed to 7ork on )ampires. "unterA )ampire 8!nter B5C: )ampiric 4ore B3C: Ties To The Ch!rch B.C .ntrained "unterA )ampire 8!nter B3C: )ampiric 4ore B1C Muddled "unterA )ampire 8!nter L4M: 8ookA 6#norance of )ampires
Werewol&es
Were7olves are the !ltimate eco9terrorists: fi#htin# to protect the 7orld from corr!ption. They are s7orn enemies of the )ampires: destroyin# any 7ho vent!re into the Wild. They possess a #ift that allo7s them to tell: at a #lance: 7ho is )ampire and 7ho is %ortal. The e0ception to this are the Gan#rel and the 3avnos: 7hom the Were7olves cannot seem to tell from %ortals. Were7olves are divided into t7elve Tribes: each 7ith their o7n personalities and stereotypes. 8o7ever: one thin# is common amon# Were7olvesA They all 7ant to fi#ht. They especially 7ant to fi#ht )ampires. 1or some reason: they vie7 )ampires as the !ltimate e0pression of evil: and 7ant to see them all dead. Well: more so. Were7olves travel in packs: typically n!mberin# bet7een three and nine 7olves. +ccasionally: they 7ill make raids into cities: h!ntin# and killin# )ampires. +n a fe7 occasions: a 2rince 7ill c!t a deal 7ith a Were7olf =lder: keepin# them o!t of his city in e0chan#e for a service rendered by the ,indred. The most important thin# to remember abo!t Were7olves is that they #ain three bon!s dice: on top of their clich? dice: 7hen in their hybrid: half9 man half97olf form. The more po7erf!l Were7olves also possess ma#ical Gifts: 7hich Bif yo! are not !sin# RISUS Were7olfA The /pocalypseC can be sim!lated !sin# Disciplines. WerewolfA i# 8airy &asty 7ith cla7s L5M
Werewolf 0lderA i# 8airy &asty 7ith cla7s L5M: 2resence B.C: /nimalism B3C: +bf!scate B1C: Spirit!alist B4C. Nes: this one@s a $ery bi# do#.
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Mages
%a#es are those 7ith the ability to force the 7orld to conform to their desires. The practitioners of %a#ick. )ampires tread caref!lly aro!nd %a#es: as they are no more protected a#ainst their %a#icks than any %ortal. 4!ckily: %a#es and )ampires rarely find reasons to disa#ree. 6f yo! are not !sin# RISUS %a#eA The /scension: a %a#e@s po7ers can be sim!lated !sin# Disciplines. 2resented belo7 are a n!mber of %a#es: from vario!s Traditions: rendered !sin# Disciplines. )#ashic MageA Celerity B.C: 2otence B.C: %artial /rts %aster L3M Celestial Chorus MageA /!spe0 B3C: 2resence B1C: Ch!rch 4eader L3M *rder of "ermes MageA Tha!mat!r#y B5C B4!re of 1lamesC: /rcane 4ore B3C: S7ordsman B1C Ver/ena MageA /nimalism B.C: 2rotean B3C: )icissit!de B.C: ,no7led#e of /nimals and 2lants B3C
%en 6n lack
These are the enforcers of the #ro!p of %a#es kno7n as the &e7 World +rder. Whenever a %ythic 3emnant Bs!ch as a )ampireC r!ns amok: the %en 6n lack arrive in their black limo!sine: and control the sit!ation. Controllin# the sit!ation means modifyin# memories: removin# evidence: and #enerally makin# s!re anyone in the area does not notice 7hat happened: so they can #o abo!t their happy lives. %en 6n lack al7ays travel in threes: one of 7hich 7ill have Dominate. The other t7o 7ill be selected to have Disciplines likely to be !sef!l in the c!rrent sit!ation. When defeated: they melt into p!ddles of #oo: 7hich <!ickly evaporates. The Dominate !sed by %en 6n lack 7ill 7ork on any Cainite: re#ardless of her Generation. Man 3n Blac#A Discipline B4C: Government +fficial B.C
S!periors
The S!periors are #enetically9created s!permen. ;nfort!nately: they tend to be psychotic. They 7ere created by the technocratic %a#es kno7n as the 2ro#enitors: and are typically trained as assassins or soldiers. SuperiorA /ssassin B(C: Cra5y 2sycho With &o 3eal 3eason To 4ive B3C: 8ookA 2sychotic
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RISUS 7as created by S. Hohn 3oss: of C!mberland Games BhttpAOO777....pair.comOs"ohnOris!s.htmC. This doc!ment mentions specific r!les from RISUS, partic!larly the Team7ork 3!les and elements of the Character Creation system: b!t does not directly <!ote from the RISUS r!lebook. /s s!ch: it <!alifies as a Type /: or RISUS S!pplemental: doc!ment. The a!thor 7o!ld like to e0press his #ratit!de to %r. 3oss for s!ch a neat #ame. The ankh on the front cover is P White Wolf: b!t e0pertly rendered by en"amin Carver BbencarverQcharter.netC.
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