You are on page 1of 27

In Vampire: The

Masquerade we use
several reference
materials, many of
which are out of print.
The following is
information is found
entirely in sources
produced by White Wolf
ame !tudios. The
!ources include:

"aws of the #ight:
$evised %&rimary 'oo(
from which we play)
"aws of the #ight:
*amarilla uide
*haining the 'east: +
*haracter !upplement
for Vampire: The
Masquerade
and
White Wolf,s -fficial
World of .ar(ness Wi(i
found at:
http//wi(i.white0
wolf.com/worldofdar(n
ess

1ust in *ase it wasn,t
clear...
#-#2 -3 T4I! I!
-$II#+"
M+T2$I+", IT +""
'2"-#! T- W4IT2
W-"35
It,s 6ust been compiled
for sa(e of ease for you,
the new player.


Many of White Wolf
ame !tudios, -ut of
print publishings are
available in .pdf format
at drivethrurpg.com,
also, many can be found
used on any number of
websites.












4ello there5
Welcome to
your local -Wb#
chronicle. We hope
you,re as e7cited about
getting involved as we
are about having you.
+s you,ll come to find
out if you continue
playing, there are any
number of resources
you can draw from to
ma(e the gaming
e7perience more fun.
In the meantime, we
offer this compilation
of some of the more
basic information that
you,ll want to (now,
much of which you,ll
pic( up fairly shortly,
but this will be a quic(
reference. The
information herein
should answer at least
some of the questions
you,ll have initially,
though it is by no
means meant to replace
White Wolf published
material. 4opefully
this helps. ood luc(
and we hope you come
bac( very soon5

0The !taff



Chronicle Name
:_______________
________________
Assigned Storyteller:____________________________
Contact for your Storytellers _____________________


The Rules (READ! VER !"#$RTANT!%
While rules about how
things wor( from
chronicle to chronicle
vary, there are a few
%"ot#:$ p.89) that are
universally followed.
.o not ever, under any
circumstances, e7pect
not to be punished
harshly for violations
of these rules. These
rules are generally
6udged to be the best
things possible for a
safe and fun
environment for
everyone
involved...now that
you (now, there should
be no e7pectation of
sympathy should you
be found in violation in
one of these rules.

8. #o
touching. #o stunts.
.o not touch people
and generally stay out
of their personal space.
This can be dangerous
and uncomfortable. .o
not do it.
:. #o
Weapons. Item cards
are available for
whatever you might
need %and can
reasonably acquire) in
character. .o not ever
bring weapons to
game. &rops are
generally not allowed
either, so as( your
!torytellers, never
assume something is
o(.
;. #o .rugs
or .rin(ing. "aws of
the #ight sums this
one up appropriately<
=+t best it,s tasteless<
at worst it,s illegal.
.on,t do it.>

The Camarilla:
This is the sect we,re
playing in, so we
should probably
introduce you to it,
don,t you thin(?
The -fficial White
Wolf Wi(ipedia in
reference to the -ld
World of .ar(ness
offers the following on
the *amarilla:

=The *amarilla is a
loose organi@ation
which ostensibly
represents and
protects all Aindred by
enforcing and
promulgating The
Masquerade.>

3urthermore,
=*amarilla policy is
that vampires should
try to fit in with and
hide from the rest of
humanity, as to easily
feed on them. 3or this
reason they created the
web of lies and
misinformation, called
the Masquerade, to
ma(e the public
believe that
supernatural beings
li(e vampires could
not possibly e7ist. The
*amarilla also
believes that the only
way the vampire
species can survive in
these modern nights is
if it unites0 any breach
of the Masquerade by
any vampire ris(s
e7posing the entire
race. 'oth viewpoints
are fundamentally
opposed by the
!abbat.>

$rgani&ation of the
Camarilla:
per White Wolf,s
-fficial Wi(ipedia
site, =The *amarilla is
ultimately a global
structure on top of a
collection of feudal
domains. The most
fundamental
institutions of vampire
society, as outlined by
the Traditions, are
maintained by the
*amarilla<
consequently,
*amarilla cities have a
&rince, &rimogen,
2lysium and all the
other accoutrements of
vampiric e7istence. -n
top of this structure,
however, is the global
organi@ation, largely
enforced through the
1usticars and their
assistants , the
+rchons. This global
structure is largely
focused on eliminating
threats to all clans and
the Masquerade.

The #ositions in the
City:
When interacting in
any city, its li(ely
you,ll happen upon the
following positions, as
lined up in "aws of the
#ight: $evised %pgs.
:8B0::C), more
information is
available in the "aws
of the #ight: *amarilla
uide pgs. 8:808:D.
2ach of these officers
receives an addition to
the weight their name
carries upon receiving
their positions.

The Prince: This is
guy in on
top...basically, in the
Traditions section
wherever it says the
eldest decides? Eeah,
that,s the &rince. Its
his/her city. .o not
piss them off.
&ositional !tatus:
27alted, Well0Anown,
3amous
The Seneschal: The
effective second0in0
command. 4is 6ob is
similar to that of the
Vice &resident,
basically, he fills in
and has all the power
of the &rince when the
&rince isn,t around.
&ositional !tatus:
*herished, 2steemed
The Primogen
(singular and plural):
'asically, imagine the
&rimogen as the most
powerful members of
their respective clans,
as usually this position
is filled by the elders
of a city. This varies
significantly from
domain to domain, but
as time goes on, you,ll
find that most things
do.
&ositional !tatus:
$evered
FWhips: !econd to the
&rimogen of a given
clan. 3ills in when the
&rimogen is
unavailable with all
the powers thereof.
The Harpy: It,s the
4arpy,s 6ob to settle
things when you
offend people. 4e/she
is effectively =hired>
by the &rimogen
council to (eep tabs on
decorum in the city. If
you,re going to do
something silly, do
your best not to let the
4arpy find out about
it.
&ositional !tatus:
Influential
The Keeper of
Elysium: The Aeeper,s
6ob is effectively to do
whatever it ta(es to
protect the 2lysium, as
it is generally
considered to be
e7tremely sacred,
despite its e7clusion
from the Traditions.
The Aeeper is
empowered in many
ways to do his 6ob.
&ositional !tatus:
4onorable
The Sheriff: The
!heriff is basically
there to do whatever
the &rince requires of
them. 4e beats stuff
up, he investigates
things, covers up
breaches of the
Masquerade, he does
whatever. 4ope he,s
never (noc(ing at your
door.
&ositional !tatus:
3eared
The Scourge: The
!courge,s 6ob is to
remove =undesirables>
%!abbat, *atiff, etc.)
from the city. Eou
should rarely
encounter the !courge
and he/she is often
named secretly.
&ositional !tatus:
3eared

The Traditions:
-(, so it,s li(ely that
even as a new player,
you are playing a
vampire that has been
educated in the way of
your sect. What this
means is that you have
been through an
+ccounting and your
appropriately educated
status has been
F+c(nowledged by a
&rince of your sect.
With that, your
character would
certainly (now the
sect,s %the *amarilla)
si7 traditions, often
referred to by their
number, most
specifically, the 3irst
%or the Masquerade).
&er page 8G of "aws of
the #ight: $evised
%3urther information
on the Traditions can
be found in "aws of
the #ight: *amarilla
uide pgs 8C;08C9, as
well)
=The Traditions are
considered the
inviolate rules of
Aindred e7istence, and
they have been the
basis of all vampiric
laws since the time
*aine. Most vampires
follow them out of
habit, whether because
they are common
sense suggestions or
necessary for
survival.>

The 3irst Tradition:
The Masquerade:
Thou shalt not reveal
thy true nature to
those not of the Blood
!oing so shall
renounce thy claims of
the Blood
The !econd
Traditions: The
.omain: Thy domain
is thy concern "ll
others o#e thee
respect #hile in it
$one may challenge
thy #ord in thy
domain
The Third Tradition:
The &rogeny: Thou
shalt sire another one
#ith permission of
thine elder %f thou
createst another
#ithout thine elder&s
leave' (oth thou and
thy progeny shall (e
slain
The 3ourth Tradition:
The +ccounting:
Those thou create are
thine o#n childer
)ntil thy progeny shall
(e released' thou shalt
command them in all
things Their sins are
thine to endure
The 3ifth Tradition:
4ospitality: Honor
one another&s domain
When thou comest to a
foreign city' thou shalt
present thyself to the
one #ho ruleth there
Without the #ord of
acceptance' thou art
nothing
The !i7th Tradition:
.estruction: Thou art
for(idden to destroy
another of thy *ind
The right of
destruction (elongeth
only to thine elder
+nly the eldest among
thee shall call the
(lood hunt

'umanity:
4umanity and the
morality of dealing
with what is
commonly considered
=evil> %things li(e
drin(ing blood for
survival) is one of the
main themes of
Vampire: the
Masquerade.
4umanity is not 6ust
dots on your sheet but
arguably the most
important dots on your
sheet.

In "aws of the #ight:
$evised %pg. HI), It is
stated that =every
vampire struggles with
the 'east Within, the
predatorial drive of
hunger that pushes
*ainites to acts of fury,
desperation and horror.
-nly by clinging to a
moral compass Ja
philosophical ground
to stand against the
ravages of amorality00
can a Vampire resist
the slide into total
depravity>

In *haining the 'east,
I believe 4umanity
and how it should be
treated is fairly well
summed up.

=,humanity, is not a
sliding alignment
scale. It does not
merely measure
morality. In a crude
way, it measures the
capacity to love, feel,
empathi@e, care and to
en6oy e7periences. +s
4umanity falls, a
character loses those
capabilities, but more
importantly she sees
those capabilities as
liabilities. 4umanity is
a precious thing,
holding with it the
possibilities of love,
redemption and
contentment. 'ut as
4umanity slips away0
and it will slip away0
the Trait itself
becomes a sign of
wea(ness. The 'east
leeches away at the
soul. It becomes easier
for a vampire to give
in. 4umanity carries
with it idealism,
dreams, new ways of
thin(ing. =+s the
'east ta(es hold, stasis
sets in.>

These are sentiments
to be (ept in mind
while attempting to
roleplay humanity.

4umanity is on the
following set of
tenants, basically:
If you are K 4umanity
rating, you would need
to ma(e a test to drop
if you were guilty of:
KLI, =!elfish thoughts
and actions>
KL9, =Theft< causing
in6ury>
KL;, =+ccidentally
(illing< intentionally
causing property
damage>
KL:, =Ailling with
premeditation>
KL8, =*asual Ailling
or acts of great evil>

This is a vague scale
and any path of
Morality really should
be followed in spirit
rather than to the letter.
More information on
humanity can be found
in "aws of the #ight:
$evised p. GH or
*haining the 'east p.
8D0::.


The Camarilla Clans:
The following are the
clans you are li(ely to
encounter in a
*amarilla game, along
with a little bit about
them %available, along
with more clans, in
"ot#:$ pg. H9, for
more information on
any of the clans, refer
to "ot#:$ pgs. :B0II
or said clan,s
boo(/novel)

'ru6ah: Ideological
revolutionaries and
rebels, the $abble
serve their causes with
passion.
.isciplines: ,elerity'
Potence' Presence
angrel: #o city holds
sway over the
-utlanders who
wander the wilderness
and survive as
vampiric predators
among animals.
.isciplines:
"nimalism' -ortitude'
Protean
Mal(avians: The
deranged "unatics
claim a fractured
insight into the
wor(ings of reality.
.isciplines: "uspe.'
!ementation'
+(fuscate
#osferatu: The
hideous curse of blood
warps the visage of
each of the !ewer
$ats, but others
respect and fear their
mastery of hidden
byways and secret0
gathering.
.isciplines:
"nimalism' +(fuscate'
Potence
Toreador: &rotectors of
culture and promoters
of art ma(e up the
.egenerates, but they
also include
sycophants and
pleasure0see(ers in
their ran(s.
.isciplines: "uspe.'
,elerity' Presence
Tremere: $uthless and
insular, the Warloc(s
and their potent blood
magic are untrusted,
but grudgingly
respected.
.isciplines: "uspe.'
!ominate'
Thaumaturgy
Ventrue: $ulers of
board room and
battlefield, the 'lue
'loods lead other
Aindred as their right
and responsibility.
.isciplines: !ominate'
-ortitude' Presence

(uic) Reference for
Disci*lines:
These are some general
descriptions of the
more common
disciplines.
This information is
also available %along
with more) on page HD
of "ot#:$. 3urther
information on these
disciplines is available
in "ot#: $ pgs. 8;;0
8BD and "ot#:
*amarilla uide pgs.
;D0D9.

"nimalism:
*ommunion with and
control over natural
animal, through the
'east. %Mse of this
discipline is based on
your !ocial Traits and
is retested with +bility:
+nimal Aen)
"uspe.: Incredible
sensory acuity, even
e7tending to psychic
sensitivity. %Mse of this
discipline is based on
your Mental Traits and
is retested with +bility:
Investigation)
,elerity: !uperhuman
speed granted by the
power of blood. %Mse
of this discipline is
based on your &hysical
Traits and retests vary
based on specific use)
!ementation: The
Mal(avian ability to
cataly@e madness and
spread the gift of
insanity. %Mse of this
discipline is based on
your !ocial Traits, with
e7ception of level three
which utili@es Mental
Traits, all levels are
retested with +bility:
2mpathy)
!ominate: *ontrol of
minds through piercing
ga@e and strong will.
%Mse of this discipline
is based on your
Mental Traits and is
retested with +bility:
Intimidation)
-ortitude: $esilience
against forces that
normally in6ure
vampires. %Mse of this
discipline is refle7ive
and based on your
&hysical Traits, it is
retested with +bility:
!urvival)
+(fuscate:
*oncealment through
tric(ing the minds of
onloo(ers. %Mse of this
discipline is based on
your Mental Traits and
is retested with +bility:
!tealth)
Potence: incredible
strength, beyond even
the unfaltering might
of dead limbs. %Mse of
this discipline is based
on your &hysical Traits
and retests vary based
on specific use)
Presence: Mnnatural
charisma and ability to
sway emotions. %Mse
of this discipline is
based on your !ocial
Traits and is retested
with +bility:
"eadership)
Protean: !hapeshifting
and wilderness
survival in primal
forms, specific to the
angrel. %Mse of this
discipline generally
requires no challenge,
only activation at
varying costs)
Thaumaturgy: Tremere
blood magic e7ercised
through the will over
vitae. %Mse of this
discipline is based on
your Mental Traits,
retests vary)


+ren&y and the ,east:

&er White Wolf,s
official World of
.ar(ness Wi(i, the
beast is described as
referring to =the innate
demonic predator that
awa(ens upon the
2mbrace. The 'east
stands in direct
opposition to a
vampire,s 4umanity
and is responsible for
many of the debased
urges *ainites feel on a
nightly basis. In times
of e7treme duress the
'east can overwhelm a
vampire and force her
into a state of pure
animalistic fight or
flight, which is
referred to as ,3ren@y,
or ,$otschrec(,.>

+ccording to "aws of
the #ight: $evised,
succumbing to 3ren@y
is considered shameful
and debased among the
Aindred of the
*amarilla, who pride
themselves on
maintaining their
composure and hate
being reminded of the
beast within them.
Information about both
3ren@y and $otschrec(
can be found in "aws
of the #ight $evised
pgs :CB0:8C.

3ren@y requires a !elf0
*ontrol *hallenge, to
see if the character
resists entering fren@y,
the player performs a
!tatic !elf0*ontrol
*hallenge %!elf0
*ontrol versus a
difficulty based on
stimulus, no Traits
ris(ed). 3ailure
indicates that a fren@y
ta(es hold. If the
vampire succeeds in
the test, he manages to
push aside his more
feral instincts and is
immune to further
challenges against the
same stimulus for the
rest of the scene or
conflict.
!elf *ontrol
.ifficulties
80 !mell of blood
when hungry
:0 !ight of blood when
hungry< harassed< life0
threatenting situation
;0 &hysical
provocation and
attac(s< taste of blood
when hungry
90 "oved one in
danger< humiliated
I0 -utright
humiliation< mortal
insults

$otschrec( is
effectively the same as
a 3ren@y but as a result
of terror. + vampire
who enters $otschrec(
flees the ob6ect of her
fear as directly and
rapidly as she can.
$otschrec( is resisted
with a static *ourage
challenge.

*ourage .ifficulties
80 'eing bullied<
lighter< sunrise
:0 Torch< obscured
sunlight
;0 'onfire< uncovered
window during
daylight
90 4ouse fire< being
burned
I0 Trapped in a
burning building<
direct sunlight

+gain, all of this plus
more thorough
information on 3ren@y
in both forms is
available in "aws of
the #ight: $evised
pages :CB0:8C.

Terminology:
"i(e all societies,
Aindred and the
*amarilla have some
common
colloquialisms that are
put to use in everyday
vampire life. If in play
you hear a word you
do not recogni@e,
chec( for it here.
This plus a more
complete list can be
found in "aws of the
#ight: $evised, page
:8.

"ncilla: + Aindred
=adolescent,, usually at
least a century old.
"narch: + rebel among
Aindred, one who
disdains elders and
their highly structured
society.
"ntidiluvian: a
vampire of the Third
eneration, so called
because she predates
the reat 3lood.
"rchon: +n agent of a
6usticar.
The Beast: The
personification of the
vampire,s predatory
nature, to which is
attributed animal
instincts and bloodlust.
Blood: + vampire,s
heritage< that which
ma(es a vampire a
vampire.
Blood (ond: +
mystical power over
another individual
%mortal, Aindred or
ghoul) created by
drin(ing a vampire,s
blood three times.
Boon: + favor owed
between vampires.
,aitiff: + vampire
without any an
identifiable clan or
bloodline, usually of
thin blood and very
high generation< such
vampires are scorned
by others.
,hilde: + vampire
created through the
2mbrace< the progeny
of her sire.
,lan: + group of
vampires who share
common
characteristics passed
on by the blood.
!isciplines: The
powers of a vampire,
such as strength, speed
or supernatural sense,
which come with the
2mbrace.
!omain: +n area of a
particular vampire,s
influence< her =turf>
Elder: + vampire of at
least ; centuries or
more.
Elysium: + place
where vampires may
meet without threat of
violence to conduct
business or discuss art<
often held in places of
art of culture.
The Em(race: The act
of turning a mortal into
a vampire.
-inal !eath:
.estruction of a
vampire.
-ren/y: +m emotional
state where the 'east
rises to the forefront,
and the vampire reacts
as an enraged animal
would.
0houl: + mortal who
has drun( vampire
blood, but has not been
2mbraced.
Haven: + vampire,s
home or where he
sleeps during the day.
1usticar: + traveling
6udge of the Aindred
who ensures that the
Traditions are
enforced.
The 1yhad: The secret,
centuries0long war
waged among the
+ntidiluvian Aindred,
using younger
vampires as pawns.
Kindred: +ny
*amarilla vampire<
their name for
themselves.
The 2as3uerade: The
collective effort made
to hide the Aindred
from mortal notice.
2ethuselah: +n elder
vampire who no longer
lives among other
Aindred.
$eonate: + young,
newly created vampire,
often recently released
from her sire,s care.
Prestation: The system
of owing and granting
favors< used as a
bartering tool among
Aindred.
Primogen: + city,s
ruling council of
elders.
Prince: + vampire
%male of female) who
has established a claim
of rulership over a city,
and is able to support
that claim.
Progeny: The
collective offspring of
a single vampire sire.
4egnant: + vampire
who holds a blood
bond over another
Aindred.
4etainers: 4umans
who serve a vampire
master.
The Sa((at: + sect of
vampires that believes
the Masquerade to be
useless and that
vampires should revel
in their dar(er natures.
They are violent and
often bestial, using
horror and cruelty as
their tools.
Sect: eneral name for
one of the ma6or
groups among the
Aindred, such as the
*amarilla or the
!abbat.
Sire: The parent0
creator of a vampire.
Thrall: + vampire who
blood bound to
another.
5essel: + source of
blood %past or
potential)<usually a
human.
5itae: 'lood.


Some more out of
character Reference:
-ut of character
interactions referring
to In *haracter
interactions will
require (nowledge of
the following terms,
also found on page :;
in "aws of the #ight:
$evised.

"ttri(ute: The raw
potential of an
individual, from social
acumen to intellect to
physical prowess.
"(ility: The things that
a character (nows or
can do %most often
used as retests in
challenges or as cause
for initiating
challenges)
,hallenge: +ny time
that two opponents
face off and throw
$oc(0&aper0!cissors to
determine the outcome.
E.tended ,hallenge: +
challenge that
continues until the
tester loses.
Health 6evel: +
measure of how
in6ured a character is.
Static Test: + challenge
that requires someone
to ris( a certain
number of Traits to
complete a tas(. +
static test generally has
no =defender>
Simple Test: +ny time
two opponents throw
$oc(0&aper0!cissors
without ris(ing Traits.
Scene: + location
where action is ta(ing
place
Trait: +nd ad6ective
used to describe a
character,s +ttributes,
such as =Nuic(,>
=orgeous> or
=Anowledgeable.>
Turn74ound: + unit of
time in "ind-s Eye
Theatre play, usually
considered to be the
equivalent of about
three seconds.

S*ending your
E.*erience #oints to
get "$RE NEAT
ST/++!:

The following is the
amount it will cost to
purchase new +bilities,
.isciplines, etc. for
your character. Eou
should be able to do so
by requesting at the e0
mail address that
should be provided for
you at the beginning of
this pamphlet. This
chart is available in its
entirety on page 8:9 of
"aws of the #ight:
$evised.

#ew +ttribute Trait:
This is your physical,
mental or social traits.
2ach trait costs 8
27perience &oint.
#ew +bility Trait: 8
27perience &oint.
#ew 'ac(ground
Trait: 'ac(ground
Traits cost 8
27perience &oint each
with !toryteller
approval.
#ew In0*lan
.iscipline: .isciplines
that are considered =In0
clan> for your
character cost ; K& to
purchase basic levels
%the first two), H K& to
purchase intermediate
levels %the second two)
and D K& to purchase
the fifth, final level.
#ew -ut0of0*lan
.iscipline: .isciplines
that are considered
=-ut0of0clan> for your
character cost 9 K& to
purchase basic levels,
G K& to purchase
intermediate levels and
8C K& to purchase the
fifth, final level. +ll
learning of out of clan
disciplines require a
teacher which has that
discipline =in0clan>
and has at least one
level above the level
they,d be teaching you.
#ew 4umanity Trait:
+ll raises in 4umanity
rating are sub6ect to
roleplay and
!toryteller approval, in
the event that a new
Trait is purchasable, it
will cost : 27perience
&oints.
#ew Merit: With
storyteller approval,
Merits can be
purchased after
character creation at
.-M'"2 the listed
cost of the merit. 3or
instance, if you were to
be approved for a one
point merit, to
purchase it post0
character0creation
would increase the cost
of the merit to two.
#ew Virtue: +ll
purchases of virtues
are sub6ect to
!toryteller approval
and cost ; 27perience
points per trait.
#ew Willpower: ;
27perience points per
Trait, often sub6ect to
!toryteller approval.
'uy off negative trait:
: 27perience points
per negative trait.
'uy off 3law: 3laws
ta(en at character
creation may be
eliminated through
roleplay and the
eventual purchasing
them off and the cost
of .ouble the initial
point value of the flaw.
3or instance, if you
too( a : point 3law
and later on no longer
felt suited to it, you
could =buy it off> at
the cost of 9
27perience points.



+gain, this is by no
means meant to replace
the resources you
should acquire if you
intend to (eep playing.
It is meant only as a
poc(et reference while
you acclimate yourself
within the gaming
environment. 4ere at
the end are a couple of
blan( pages for you to
ma(e notes and write
things down
throughout your first
few sessions. 2n6oy
and again, we hope to
see you bac(5

0The !taff

You might also like