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DEDICAÇÕES
A você, leitor, jogador e fã de Vampire: The Masquerade, dedicamos
nossa paixão, trabalho, gratidão e amor; Para nossos eus de 20 e
poucos anos, que ficariam muito impressionados com o que
acabaríamos tendo em nossas mãos;
e
Em memória amorosa de Stewart Wieck, co-fundador da White Wolf e co-criador do
Mundo das Trevas.
DESIGN
desenvolvido por Kenneth Hite e Karim Muammar
design de sistema – Karim Muammar, Kenneth Hite e Karl Bergström
história e direção criativa – Martin Ericsson
escrito por – Kenneth Hite, Martin Ericsson , Matthew Dawkins, Karim Muammar e
Juhana Pettersson
escrita adicional por - Mark Rein•Hagen, Karl Bergström, Jason Andrew, Freja
Gyldenstrøm, Jacqueline Bryk e Neil Gaiman edição – Freja Gyldenstrøm,
Jennifer Smith-Pulsipher e Karim Muammar
arte
– Mary Lee, Tomas Arfert e Martin Ericsson | consultor artístico - Anders Davén
design e diagramação do livro – Christian Granath, Tomas Härenstam, Tomas Arfert,
Johan Nohr e Fria Ligan AB capa – Tomas Arfert | arte de interiores e ilustrações – Mary
Lee, Mark Kelly, Sarah Horrocks, Tomas Arfert, Anders Muammar, Mike Mignola e a
equipe de arte do CCP Atlanta dirigida por Reynir Harðarson, composta por Erling Ingi
Sævarsson e muitos outros. Loresheets ilustrados por John Van Fleet, Vince Locke,
Michael Gaydos, Matthew Mitchell, Mike Huddleston, Drew Tucker, Emma Jonsson e
By Night Studios. | caligrafia – Fiona Laura Stifter, Liselle Angelique Krog Awwal,
Tomas Arfert, Martin Ericsson, Anders Davén símbolos do clã, fontes do clã e
vampiro: os logotipos de máscaras – Chris Elliott, Tomas Arfert
| design de moda do clã e sessões de fotos – Fotógrafos de Mary
“TwistedLamb” Lee
– Derek Hutchison (Gangrel, Malkavian, Tremere, Ventrue), Sequoia Emmanuelle
(Toreador), John-Paul Bichard (Nosferatu), Viktor Herak (Brujah, sangues fracos), Martin
Ericsson (sangue fraco e fotografia adicional da cidade), Ea, Lyra Jackson Arfert, Julius
Konttinen, James Vu
MODELOS
Brujah – Grace Rizzo, Jackie Penn, Jacqueline Roh, Lee Dawn, Marcus Natividad,
Mario Ponce, Mila Dawn, Nate Kamm, Paul Olguin, Daphne Von Rey, Casey Driggers |
Gangrel – Zoe Jakes, Pixie Fordtears, Aram Giragos, Allesandro Giuliano, Hal Linton |
Malkavian – Ramsey, Custis Donner | Nosferatu – Henrik Lillier, Hampus Ahlbom,
Camilla Palermo, Louise Björling | Toreador – Indhi Korth, Mariano Mavrin | Tremere –
Mary Lee, Taara Tati, Karis Wilde, Cassandra | Ventrue – Eve Harper Close, Angelo
Delacruz, Amir Khaligi, Buzz Cuccia, Lola Tatlyan, Stacy LeLand, Aram Giragos Thin-
bloods – Viktor Herak, Marta, Malakai | Modelos adicionais - Sara Lego Kanerva,
Gabriella Holmström, Lyra Jackson Arfert, Elisabeth Goedde, Ida-Emilia Kaukonen,
Maiju Ruusunen, Freja Gyldenstrøm, Mika Loponen, Anders Davén
Diretor de arte assistente – Mitchell Kulkin | Assistentes de fotografia – James
Bianchi, Laura Howitt | Cabelo e Maquiagem – Ms. Vee, Joshua David, Kelsea Rae,
Renee Cortez, Laura Palmer-Smith, Ozzy Salvatiera, Leslie Rodriguez, Mikael
Anderson, Christian England, Jeanne Watson | Assistentes de Produção – Sra.
Vee, Mitchell Kulkin | Storyboards – Leslie Mavrin | Produtor Associado – Sasha
Travis | Produtor da sessão de fotos – Jason Carl
PLAYTESTERS
Dave Martin, Dawn Lynn, The Wrecking Crew, Talesin Jaffe, Matt Mercer, Liam O'Brian,
Laura Bailey, Sam Riegel, Travis Willingham, Marisha Ray, Molly McIsaac, Chris Handley,
Daniel Krauklis , Marcus Vesterberg, Olle Bjerkås, Freja Gyldenstøm, Johan Lundström,
Andreas Dahlqvist, Tommy Lindberg, Simona Dahlborg, Sanna Blomdahl, Emilie Korsgaard
Andreasen, Gunilla Jonsson, Michael Petersen, Björn Berggren, Markus Ögren, Karin
Persson, Klas Claywood, Simon Bokvist, Jonny Hjorter, Mia Sand, Karim Jebari, Holger
Marklund, Patricia Garlöv, Daniel Söderström, Axel Löfving, Martin Willför, Sofi Lundbäck,
Hampus Carlsson, Adele Lindkvist, Brooks, Henrik Klippström, Oskar Gunnarsson,
Sebastian Hedlund, Alexander Sandrén, Thor Forsell, e todos os outros playtesters da
GenCon, World of Darkness Berlin, Pax unplugged, Nordsken e PDX-con.
LIVRO PRINCIPAL
ÍNDICE DO
2
VANTAGENS 179 Merits 179 Combate Físico 300 Conflito 3
Backgrounds 184 Avançado:
Combate Social 304 ÍNDICE
COTERIE CREATION 195 Domain
195 Coterie Backgrounds 1016
SISTEMAS DO SANGUE 306 Caça
Tipos
306 Intimidade Membro 310
FERRAMENTAS 369
Aumentos
Aumentos ANTAGONISTAS 370
Mortais 370
CENAS E MODOS 290 Tipos de
Cenas 290 Modos de Jogo 291 Animais 373
Vampiros 374
TESTES ESTENDIDOS 293
Versões de Testes Estendidos Criaturas de Horror 376
293 Casos Especiais e
ITENS 378
Testes Estendidos 294
Equipamento 378
CONFLITO AVANÇADO 295 Três, Armas Convencionais 379
Dois, Feito 295 Opções Adicionais
de Conflito 296 Movimento em Equipamento Sobrenatural 381
Conflitos 298 Conflitos de Um
Rolo 298 Conflito Avançado : FOLHAS DE LORE 382
Índice 407 Apêndice I: Proezas Padrão 409 Apêndice 3: Conselhos para
Apêndice II: Projetos 417 Jogo Considerado 421
32
CONCEITOS
concepts
CONCEITOS
DO COREBOOK
um
desmaiou na agonia extática do Nova geração de tiranos Séculos vampiro
Abraço. Você chega uma hora atrás, vampiros anciões sábios
depois e cambaleia pela noite estabeleceram a Camarilla, que manteve
como um vampiro, jovem
os Membros em toda a Europa,
sem ideia do que está
acontecendo. Como você se
conecta com o resto do Mundo
das Trevas?
Não é fácil. A Máscara significa
que é difícil para os vampiros se
encontrarem, especialmente nas nas Américas e no mundo a salvo
grandes cidades. Você não enquanto guardavam as
conhece as Tradições e infringiu Tradições sagradas de sua
a lei do Príncipe antes mesmo de espécie – ou assim diz a história
saber que havia um Príncipe. de propaganda da Camarilla.
Quando você finalmente encontra Ainda assim, apesar de seus
o recentes contratempos, a
Camarilla define a vida de
caminho para o Elísio, descobre vampiro para muitos Membros ao
que a ignorância não é desculpa redor do mundo.
nas cortes dos imortais.
Autoridades muito além do Há muito vista como uma Torre
conhecimento dos mortais podem de Marfim imutável e invencível, a
sentenciá-lo à morte – à morte Cama rilla encontra-se em um
verdadeira, desta vez. estado de fluxo, com muitos de
seus membros mais antigos e
Mas talvez você consiga viver. Príncipes mais estabelecidos
Qual é a forma do mundo em que desaparecendo ou se tornando
você entra? O que está difíceis de alcançar. Uma força
acontecendo no mundo dos misteriosa conhecida como
vampiros? Beckoning os chama para longe,
deixando seu reino bem aberto
para a agressão dos Anarquistas.
A Camarilla perdeu alguns de
seus domínios mais famosos,
como Berlim e Londres, para essa
instabilidade. Em muitas cidades,
a Camarilla não governa mais
com autoridade absoluta, mas
compartilha seu reinado como
uma espécie de aristocracia,
misturando-se
desconfortavelmente com os
Anarquistas.
No entanto, nem tudo é
melancolia e ruína na Camarilla.
Para um
ambicioso
, o desaparecimento de tantos OCULTAÇÃO DO SABÁ o mundo moderno. É hora de
anciões deixou espaço para um jovem vampiro deixar sua
Uma vez que o Sabá
uma mobilidade ascendente marca. Por que não ser como os
mantinha cidades e
inédita na história da seita. neófitos que lideraram a captura
territórios ao redor do globo
Pela primeira vez, um neófito da Cidade do México
em suas garras. A nova
pode assumir um domínio se Inquisição os exauriu, a do Sabá? Os anciões e
jogar bem o jogo. Além do Revolução Anarquista não Justicars da Camarilla
mais, muitos dos anciões poupou a Igreja Negra, e pensaram por muito tempo que
deixaram suas propriedades, uma onda de jovens um ato tão ousado era
fortunas e recursos Membros ambiciosos impossível. O que mais pode
essencialmente abandonados, desesperados por seus ser possível, se você puder
cuidados por alguns servos de próprios domínios os aproveitar a noite primeiro?
sangue confusos. Um neófito enfrentaram e lutaram em
astuto pode seqüestrar uma todos os lugares. Algumas revolução totalEste é um bom
fortuna acumulada ao longo matilhas do Sabá, deixadas momento para ser um Anarquista. A
dos milênios e usá-la para seus sem liderança, se disfarçam Revolta Anarquista, há muito
próprios propósitos. de gangues anarquistas. adormecida pela opressão da Camarilla
Neste momento, a Camarilla Outros da seita e suas próprias lutas internas, agora
provisoriamente oferecem surge em todo o mundo. Mesmo as
se agacha na defensiva, mas
seu conhecimento e
nunca permanece assim por cidades estabelecidas de Camarilla
lealdade à Camarilla,
muito tempo. A energia possuem enclaves anarquistas; a elite se
buscando abrigo da
fornecida pelos jovens e retira para Elysia enquanto os ex-
tempestade em qualquer
ambiciosos dá nova vida à despossuídos reivindicam seus próprios
porto.
seita. Durante grande parte da domínios.
história da Camarilla, quando No entanto, neste ponto de
um neófito talentoso ou inflexão, no momento de A queda de Los Angeles e o
ganancioso propunha um sua aparente derrota, o Sab nascimento dos Estados Livres
plano, os anciões responderam bat talvez se torne mais Anarquistas na costa oeste
previsivelmente: você uma perigoso do que nunca. À americana formaram um mero
audiência.” A inovação era medida que a seita prelúdio para a queda de Berlim
motivo de suspeita, não de desaparece do mapa, ela e outras cidades. Ainda se
promoção. ressurge como uma força recuperando da perda de seus
sombria aparentemente em anciões, os vampiros sem leme
Além disso, os anciões no da Camarilla agora se
todos os lugares e em
topo da Torre de Marfim encontram incapazes de
nenhum lugar. O verdadeiro
atingiram a maioridade em uma defender seus privilégios sem o
terror vem de agentes
época em que os moinhos de poder do Sangue antigo para
experientes do Sabá, livres
vento e os telescópios eram de impor seus decretos.
da necessidade de
alta tecnologia, os reis
administrar uma grande Não existe um
governavam
organização. Eles agora
inquestionavelmente e o Movimento Anarquista único
podem se concentrar no que
dinheiro assumia a forma de unido por ideologia ou
fazem de melhor: atacar
favores ou trocas de liderança. A Revolução
rápido e com força,
presentes. As mudanças Anarquista global é uma força
espalhando o medo a
modernas os confundiam e espontânea, nascida de séculos
serviço do Pai das Trevas.
irritavam, e eles tentavam de repressão da Camarilla,
simplesmente esperá-los. Não Nas noites modernas, o incorporando as várias
funcionou. Mas agora, com os Sabá é o bicho-papão ideologias e agendas de quem
Membros mais jovens tomando vampiro: o monstro que quer que esteja no terreno,
cada vez mais decisões, a procura destruir tudo o que pronto para carregar a tocha.
Camarilla está lentamente você construiu por razões
abandonando sua estratégia inumanas e insondáveis.
tradicional de inação e
movendo-se para exercer
poder real na
Este é um momento de sua marca, idealmente na suas origens, você pode levar
oportunidade inigualável para garganta da Camarilla. Não
um vampiro Anarquista deixar importa quão humildes sejam
38
a luta aos chamados Príncipes e se encaixa em nenhum padrão A Camarilla está provando que
tentar derrubar a Torre de Marfim. estabelecido. Vampiros está certa. Agências de
Seus inimigos enfraquecidos por individuais constroem seus inteligência em todo o mundo
caçadores mortais e o insidioso próprios domínios e governam descobriram a existência de
Beckoning, a correlação de forças com punhos de ferro no estilo mortos-vivos. Enquanto esses
está finalmente do lado dos dos monstros da Idade Média. Os grupos mortais lutam para
Anarquistas. dissidentes anarquistas fogem articular a real natureza da
para pequenas comunidades ameaça, eles trocam informações
A revolução é apenas o começo,
no entanto. O verdadeiro desafio rurais, zonas de guerra e áreas de uns com os
para um neófito com mentalidade fronteira para conquistar seus
política vem depois. A revolução próprios territórios longe de
autoridades humanas ou mortos-
desmorona em violência e
vivos. As lambidas nômades
brutalidade, ou é possível que
provam que é possível viver na
uma lambida carismática e
ambiciosa construa sua própria estrada, se você souber. Existe
uma variedade infinita de não-
utopia de sangue?
estilos de vida de vampiros para
aqueles que procuram escapar
monstros individuaisA imensa
das ideologias sufocantes das
turbulência de uma Camarilla ferida à seitas. O vasto tamanho de uma
beira do ressurgimento, um Movimento
Anarquista lutando por seu futuro, e um metrópole moderna e a existência
Sabá fragmentado deixa muito espaço da Máscara até possibilitam que
para vampiros soltos fazerem suas uma lambida inteligente se
esconda bem debaixo do nariz de
próprias coisas. Há mais sangue fraco do
um Príncipe da Camarilla. Só um
que nunca: vampiros de uma geração tão
tolo pensa que pode ter certeza
alta que exibem traços normalmente
de tudo o que acontece em uma
associados aos humanos. Para esses cidade de milhões.
vampiros, os conflitos da Camarilla e dos
Anarquistas, e as vastas lutas de poder a segunda inquisição Apesar da luta
entre as seitas, não fazem nada além de incessante entre os mortos-vivos, a pior
barulho. Melhor ignorá-los, a menos que ameaça aos Membros pode vir da
um zeloso Arconte ou Conselheiro humanidade. A Camarilla há muito
decida se tornar seu negócio para argumenta que se os mortais se
assediar aqueles que não se conformam. conscientizassem da existência dos
Histórias intermináveis iluminam vampiros, todos os Membros morreriam
as margens do Mundo das Trevas em uma pira. Eles acreditam que o
e, a longo prazo, algumas delas mundo veria caça às bruxas como nunca
podem ser mais significativas do antes, e que nenhuma quantidade de
que qualquer uma das principais poder imortal seria capaz de defender os
seitas imaginam. Ninguém no senhores da noite dos bilhões que
Mundo das Trevas sabe tudo o habitam o planeta.
que está acontecendo, e a infinita
variedade do mundo sempre
fornece um novo mistério, uma
nova peça de quebra-cabeça que
não
outros e secreta, não compreendida subversão, vigilância global,
nem controlada por suas desestabilização e desinformação
e agências coletivas em geral ou são seus trabalhos diários. Nesse
por seus sentido, eles fazem um bom par
governos. Nem todo agente da para
CIA os descendentes de Caim.
e apparatchik do FSB sabe sobre Do ponto de vista dos
com a linha dura vampiros, mas uma quantidade personagens dos jogadores, a
suficiente
da Sociedade de São Segunda
de pessoal-chave em escritórios Inquisição os força a levar o
Leopoldo do Vaticano. Os antigos muito anônimos
inquisidores encontram
sabe o suficiente para
seus preconceitos finalmente
validados gerar uma grande ameaça. A
Segunda
e levados a sério – e financiados,
Inquisição matou príncipes em
e providos de arsenais inteiros de
Londres e Las Vegas, e
armamento – por algumas das
aleijou um clã em Viena. Dezenas
organizações mais poderosas e
implacáveis de Anarquistas incautos e
arrogantes do
do mundo.
Sabá perderam suas vidas,
No momento, a Segunda
Inquisição a mortais que sabem caçar
CONCEPTS
41
COREBOOK The Players
Although the Storyteller plays
the game, and indeed portrays
dozens or hundreds of characters,
the players refers to those partici
pants at the table who assume the
roles of the central characters in
the story. As a player in Vampire,
you create one main character and
then roleplay them. You speak for
them, you impel them to action;
you decide what they desire in the
world of the game and how they
want to attain or accomplish it.
The Storyteller tailors the story
to those desires; the players build
characters who have a role in that
story, and whose actions complete
or transcend it.
Often after describing the
actions you want to take, the
Storyteller tells you to make a dice
roll to see if you succeed in doing
what you have illustrated with
words. Your character's Traits,
descriptions of their strengths and
weaknesses, dictate how well your
character can do certain things.
Knowing your character's abilities,
both natural and supernatural,
gives you the menu you can choose
from in order to provide the best
chance of succeeding.
Thus, a good player balances
acting and strategy, considering
their character's personality and
desires along with their Traits. You
employ your character's strengths
and work around their weaknesses
to achieve your goals – even as the With its potential for intensity and intimacy,
Vampire rewards player focus: on their own charac
world remains hostile and danger
ter, and on the dramas and desires of their fellow
ous. Your character's actions can player characters. Much of the game's mystery and
shape the world; as a player, you flavor is lost when players must compete for the
Storyteller's (and each others') attention. The story
can also add ideas and elements to likewise can become unfocused if it must share the
the story. The Storyteller incorpo spotlight among a large entourage of “main”
charac ters. We find that Vampire plays most
enjoyably with one Story teller and a troupe of only
three to five players.
Play Aids
rates them (or chooses not to) in order to foster the For the most part, we designed Vampire to be
most dramatic, interesting, and challenging narra played at a table. There is no board, but dice, pen
cil, and paper require a table for
tive possible at the table.
proper use. Tables also provide a common focus for player
atten tion. You need photocopies of the character sheets (at
the end of the book or downloadable from the White Wolf
website) and some thing – a large piece of paper, a cork board
or whiteboard, a tablet screen – to hold the Relationship Map
(p. 142). The dice required are 10-sided, available in any game
store. You need two colors of dice: one color for regular dice,
and another color for Hunger dice. We suggest red. Look for
Vam pire: The Masquerade 5th Edition special dice wherever
roleplaying games are sold■
42
CONCEPTS
V5 example of play:
COREBOOK
44
main house, you can see the night Storyteller: “The night Draining the man dry, the two
watchperson drink coffee and watchperson is a pudgy fellow in vampires slake their Hunger (see
fiddle with his mobile phone. his 30s, and he initially looks p. 211), but also suffer a Stain
Security here is actually tighter puzzled when he spots Martha. (see p. 239) to their Humanity
than it was earlier, likely He then opens the door, stepping because of their actions, having
increased because of the earlier out of the light. He seems to violated the chronicle Tenet “Do
actions of Martha and her friends. notice only Martha. no harm” (see p. 173).
The person with the worst
Dexterity + Stealth dice pool
should roll it now.”
KINDRED SOCIETY
kindred
society
Where we are,
There's daggers in men's smiles.
The near in blood,
The nearer bloody.
–WILLIAM SHAKESPEARE, MACBETH
Ancient and
Contemporary
Outlooks
Caine was a farmer. Abel a herdsman. This is not
lost on scientifically-minded Kindred who seek
their ancient origins. Most of them place the
advent of Homo sanguinis relatively late in the
story of mankind, somewhere around 12.000 BC,
with the development of agriculture and the rise
of civilization – at the fall of the Eden of hunter-
gatherer society, if you will.
The farthest reaching theory casts Caine himself
as the wanderer who spread the idea of planting
and harvesting to at least eleven different sites in
the New and Old World, where human scholars
claim the practice arose independently and
spontaneously. With
COREBOOK
Inquisition, they have adapted to human culture The eldest minds among them are frozen in
and learned to hide and wear masks that look like time, lost in dated ideologies, and unable to
us. Their only chance to follow us into the modern fathom how smartphones could be superior to
age was con vincing us they did not exist, so they the printing press, yet simultaneously forced to
aided the rise of rational thought and science, contend with enemies using satellites to track
sponsoring the Newtons and Descartes of their them and smart bombs to destroy them.
respective domains. To the ra tional mind, their The youngest live by encryption on the
existence was obscured as an impos sibility. cutting edge of social media and listen to
Capitalism was a boon to them as well, even if Trentemøller on Spotify, loathing their own
neither free trade nor communism was their history and the tyranny of their elders. They
invention. These systems enabled a smooth have to contend with a system of rule that was
transition from dark sovereigns into invisible archaic already 500 years ago and rub shoulders
masters of banking, profiteers of the opium trade, with Mongol warlords and veterans of the Seven
politburo chiefs, and Gulag overse ers. They have Years' War.
flourished in systems of power as diverse as the
slave trade, the stock exchange, the music and It seems, no matter how fast they follow the
fashion industries, the dot-com boom, and the technological development, the Kindred will
green energy race. In this way, they are always be partly stuck in the past. Unwilling or
surprisingly adaptable as a species if not always unable to recon cile their differences, the old
as individuals. fight the young, and this forms the foundational
rift in Kindred society – cur rently expressed in
the conflict between the Camarilla and the
Anarchs. They call it the War of Ages.
Jyhad
48
KINDRED SOCIETY
The Camarilla
tinued unabated. The destruction of any ancien gorge themselves on fledgling vitae to stay sane
régime is always a convenient cover for the dead, and resist the call. Instead of governing directly
and both the French Revolution and the October they retreat into paranoid seclusion, leaving
Uprising saw the collection of the blood of nobles underprepared neo nates to rule in their stead.
by Kindred seeking to destroy their elders. Well The “inheritance coteries” are everywhere now,
into these nights of postmo dernity, of neon lights holding fiefdoms and ganglands, while their
and CCTV, methuselahs like Helena and Menele masters have left for the East or are scream ing at
still rage against each the invisible phantoms of their Blood
other, though Troy is madness. Many of the stand-in rulers do not
no more than ash and plan to give back what they got when the
legend. elders return. Why shouldn't one generation's
apocalypse be another's beginning?
Every Kindred
wants to believe But yes, vampires live forever, so who is to
they say their apocalypse will not last for a mortal
age? If this is the end at all. The unbound
know their place in the
shake their heads, describing the latest
Jyhad, but few
incidents in the blood opera of the Jyhad as
do. Schemes the nothing but schemes and personal vendettas
Prince of Cairo disguised as prophecy and destiny. To them,
hatches to rid his city the ancients are just people with power,
of faithless grudges, and way too much time on their
hands.
Anarchs in the chaos
of the Arab
Spring are not his
own, but feed
into the plans of a methuselah in
catacombs beneath Turin. Layers
upon layers of intricate politi
cal games and strategic alliances
obscure reality, but as the Sabbat
howl about Gehenna, the Anarchs
take up arms again, and the elders
of the seventh generation and lower
are beckoned back to where it all
began, it looks like things are heading for
the endgame.
The elders who remain in their havens
49 To most members of the Camarilla, Caine is just a
myth, a metaphor for their curse, rather than a
historical individual. That said, many still cling to
The Camarilla is the most widely influential their Christian, Jewish, or Muslim faiths like
organiza tion Kindred history has ever known. Its straws in a storm, trying to find meaning and
stated pur pose is to preserve the Masquerade, purpose in their un-
an elaborate veil of deception pulled over the
eyes of the living to hide the existence of the
Kindred. But the Camarilla is so much more. It is
a conspiracy to preserve the power of the elders,
an undead secret society influencing global
business and politics, the closest thing the
Kin dred have to a system of government,
and an international union of cities akin to
the United Nations – complete with
a central inner circle and a cadre of
justicars and archons traveling the
world to “keep the peace,” answer
ing to nameless masters. The sect
maintains a fierce moral stance
on preserving humanity in the
face of the impulses of the Blood,
seeing themselves as the shep
herds of the blind human throng –
simultaneously morally superior and
inferior to their short-lived subjects.
The sheer age, power, and wealth
of many Camarilla members, and the
recent exclusion of the Anarchs from
their ranks, makes the sect distinctly upper
class. These are the monsters that hide behind
$5000 cocktail dresses, meticulously tended
stock portfolios, and havens guarded by blood
slaves in private security uniforms. They are the
one percent of the one percent and they hunger
for more. Their pawns are placed in banking and
in Congress, making deals and passing bills.
They are masters of disinformation, propaganda,
and blackmail, never leaving a loose end untied
for long. These nights, there is a lot of tying to do,
but the Camarilla does not hesitate to lay ruin to
human lives and Kindred unlives to protect the
secrets of their influence.
COREBOOK
50
lives. The Middle Eastern counter emonies, negotiations, and 51
part to the Camarilla – the Ashirra heated debate, protected and
– is entirely based on using Islam directed by the Keeper and their
to temper the murderous heralds, also known as harpies. KINDRED SOCIETY
impulses of the Blood. Still, One may be
ancestor wor ship is a widespread hidden behind the dark rooms of
and accepted practice in the an upscale fetish club, another in
Camarilla, with ancient an otherwise unused nuclear
Methuselah like Mithras and the bunker, a third in the
Dracon serving the func tion of Guggenheim's Brancusi sloppy feeding with witnesses, a
saints. In some clans the collection at night.
Antediluvians have become vulgar display of undead might,
objects of veneration – imagined Order in the domain at large is
a confession to a beloved mortal.
as the embodied ideals of their maintained by a sheriff,
blood lines. gendarme, constable or whatever These things happen, but Kindred
law enforce ment term is used are expected to clean up after
A Camarilla city is run in the locally. They are usually more
fashion of a feudal court, even if hitman than cop, and summary themselves, or there will be hell
their gatherings may look more justice tends to be the
like slick boardroom meetings or to pay. The crime-world code
rough gatherings of criminal car norm as the Camarilla frown on “snitches get stitches” doesn't
tels. The hierarchy is absolute. At modern ideas like due process. If even
the top we find the Prince, a crea you get dragged before the
Council to plead for mercy begin to describe how seriously
ture impressive or cunning
enough to be acknowledged as instead of chained beneath a both the Camarilla and the An
the absolute leader of their sunroof, you've been lucky.
archs take the Masquerade. In the
domain. Below them are the
members of the Primogen Council The Six age of YouTube dares, clickbait,
– representatives of the major Traditions and fake news, a Masquerade
Camarilla factions in the area.
Whether they are clan elders or a The Six Traditions form the core breach is easily overlooked by the
gathering of those who hold the framework for governance among masses, but any transgression
largest hunting grounds, they the Kindred. While they are inter can
speak directly to the Prince, who preted in wildly different ways and
will do best by listening to their given various attention by individ end with a black ops team kicking
advice. More than one lord has ual princes and councils, they are in a haven door. Only the crazi
been ousted by their own council. ancient customs that no initiated
est of Cainite superiority fanatics
Some princes choose a Camarilla Kindred is unaware of.
seneschal, who acts as personal Even if they were, ignorance is no dream of an age where they can
advisor or replacement when the excuse for breaking them. rule openly; the rest have faced
Prince is unavailable.
reality – the undead fare better
When needed, the court gather in the first tradition:
secret sanctuaries known as Ely the masquerade as parasitic powers behind the
siums, often changing locations throne than as great predators or
to maintain absolute privacy and Thou shall not reveal thy true
using a myriad deceptions to hide nature to those not of the Blood. infernal lords of human domin
Kin dred affairs from mortal Doing such shall renounce thy
ions.
scrutiny. Elysiums accommodate claims of Blood.
feasts, cer the second tradition:
The first tradition is the only one
universally respected, but also the domain
the one that is broken most often. Thy domain is thine own concern.
A All
others owe thee respect while in
it. None
may challenge thy word while in best way to avoid it anyone has Honor one another's domain.
thy When thou comest to a foreign
come up with. A companion of
city, thou shall present thyself to
domain. one's own Blood is one of the the one who
things
A prince's domain is the whole ruleth there. Without the word of
most desired by Kindred, and a ac ceptance, thou art nothing.
city, but they may grant rights to
thing they cannot freely have.
those who have served them, Thus, In an age of spy games and iso
allow lated city domains this tradition is
it is a coveted gift and a powerful becoming polarized in its enforce
ing others to rule over a district or
tool in securing alliances. ment. Keeping track of who is in
a city block in their stead. This cre your city is a daunting task in the
Vampire populations used era of the refugee and the global
ates an elaborate hierarchy of
liege to hover around one per 100.000 citizen, and some princes are
actively backing harsh
lords and lieges, reminiscent of mortals, but tonight – who can immigration policies, building
the say? Some cities, like London, are walls, or infiltrat ing border
feudalism of the late Middle Ages. almost empty after Second Inquisi controls just to keep up. Princes
usually either give up on
Knowing the lay of the land and tion crackdowns and others are
enforcing this law or do it draconi
who has the claim to its use is hives of thin-blood activity. cally with mortal assistance.
vital
to navigating the urban labyrinths
of the night.
COREBOOK
the fourth tradition:
the accounting
Those thou create are thine own
children. Until thy Progeny shall
be Re leased, thou shall
the third tradition: command them in all things. Their
the progeny sins are thine to endure.
Thou shall only Sire another with Tonight, release into the Camarilla
the permission of thine elder. If is more a question of initiation
thou than anything else. If a childe
does not have what it takes to join
createst another without thine the elite, they are thrown to the
Elder's Anarchs, to be hunted and
leave, both thou and thy Progeny stepped on like the rest of the
shall unbound, if not destroyed the sixth tradition:
outright. Childer who are
be slain. destruction
accepted, but escape from
oppressive sires are still their Thou art forbidden to destroy
Overpopulation can quickly responsibility, so the maker better another of thy kind. The right of
become find their wayward progeny fast. destruction belongeth only to
a serious threat to the And punish them. thine Elder. Only the Eldest
Masquerade, among thee shall call the Blood
the fifth tradition: Hunt.
and having to ask the Prince for
hospitality
permission to make a childe is the
The Blood Hunt is the ultimate retaliation. Even the thin-blooded, the terrible crime of diablerie – so
punishment in Vampire society. the Anarchs, and the be it. Helping a Blood Hunt is a
Normally the destruction of anoth independents are invited to the good way into the Camarilla's
er Kindred is seen as a cardinal murder party. Anything goes in graces, so joining one is often
sin, but anyone can hunt and kill the Blood Hunt, and if the one frowned upon by Anarchs.
those that are named the targets who kills the target drinks it dry
of lex talionis, the law of and claims a part of their power –
52
KINDRED SOCIETY
Kindred
Fashion
Black is still the new black. Feeding is messy and Kindred dress very differently in the street and
bloodstains are easier to hide on dark fabrics. It is in Elysium. In public, the Masquerade is on, and
that simple. Toreador tastemakers in the fashion looking like an antiquated royal is usually a very
industry return to black each season for this very bad idea. Vampires are stealth hunters. They
reason. This means light-colored clothes, blend in with their prey. Most are masked with a
especially white, become status symbols. A human cov er, and all have a pattern of predation.
Brujah in a white tracksuit signals “I'm so skilled I These two factors dictate their street look. A
don't spill a drop.” But wearing light colors is Sandman burglar wears trainers and black Adidas
always a risk, and many Kindred consider the with a hoodie, but a leech with the same modus
practice as asking for trouble, no matter how tight operandi who feeds from a psych-ward dresses
their blood-drinking game is. like an orderly. A scene queen stalking the
psychobilly scene spends an hour every evening
Fashion is a secret language. Just like
on their pompadour and tattoos, while a minimal
mortals, Kindred signal affiliation, attitude, and
techno fiend would never dream of
ideology through their dress, both in the street
and in Elysium. A rose print dress screams “I'm a wearing a band T-shirt and has daymares about
diva” to those who know about clan not getting into Berghain. Only the handful of
iconography, and attire made from trash and Kindred who still stalk the goth scene dress like
rags marks you as a Nosferatu – or possibly a “vampires” in public.
Malkavian. A subtle Edwardian cut to the jacket Elysiums and havens are a whole other story.
or pullover you wear among mortals hints at your In these no-Masquerade areas the Kindred flaunt
age, and the tenderly preserved 1905 dress you their age and monstrous nature. Here the
wear to court tells neonates to respect their complex neo feudal codes of their society rule,
elders. and the harpies wear Elizabethan dresses or
haute couture creations that would make Lady
Gaga gasp for breath. It's all part of the status
game. Arriving from the street into the lair of an
elder is a humbling experience – no less so, if the
guest kneels in their black jeans and T-shirt
before an ageless monster in a chalk-white dress
made from human skin.
Anarchs tend to despise the need for
embellish ment as a typical Camarilla thing,
instead staying true to a single style, gradually
changing through the dec ades: a modern street
interpretation of what they are and their personal
history, carefully maintaining their human mask.
Baggy hip-hop fashion with memento mori bling
and woodcut style tattoos recall the 1500s for the
Landsknecht. A World War II bomber jacket for
the rabble taxi driver with a history. Crust punk
rivet armor for the Mongol Gangrel warlord. Most
wear perfectly ordinary everynight street clothes
with hint at their nature understood only by those
who know exactly what to look for.
53
COREBOOK
ICONOGRAPHY One Toreador wears a crown of roses, another has
fresh petals decorating her dress, a third wears a
A cracked mirror left at the scene of the crime. A
Victorian style brooch shaped like a long-stemmed
cross-like ankh marking the spine of a book. A
warped tragedy mask spray painted on a tarp tent rose, a fourth a navelpiercing designed to be a
in Skid Row. The broken Anarchy (A), upside down, more abstracted rose with a shorter, curled stem.
No clan mark is ever invalidated, and the Kindred
tattooed on a biker's neck. Or wait, are those
who got inked in the early 90's wear their old-
swords?
school colors as proudly as those who branded
Every subculture and secret society has its own themselves with a new interpretation of the
ever-evolving language of signs and symbols, and symbols yesterday. In your game you are well
the Kindred are no exception. The marks of the served by abstracting the iconography to its core.
Antediluvians and their bloodlines have been If you keep it simple, you will be able to find hints
shaped in angular cuneiform, drawn from the of it on punk album covers and in renaissance
broken imagination of a child from Styria, and paintings and radical street art – blood-red lipstick
sketched on empty plates at the seats of unnamed traces left through art history by our im mortal
conclave feasts. From the dawn of time, clan and masters.
sect heraldry has evolved into a myriad localized
and personalized forms, but the themes and core
symbology are as never-dying as the Kindred The Anarch Movement The revolution against the
themselves. The heraldry of noble divas in the late Camarilla is as old as the sect itself. Originally
middle ages (not yet named Toreador – the word known as the Anarch Revolt, in recent decades it
was coined by Bizet in his 1877 libretto for Carmen has grown vastly, as younger Kindred find it hard
and promptly appropriated), featured a rose, the to understand why they should follow the dictates
Ventrue kings of Britannia have always held of elders who seem perfectly happy to throw them
scepters, and a mask of some form has been to the Second Inquisi tion if need be.
associated with the horrors since before the rise of
Greek tragedy. The unbound are all those
The new clan and sect symbols presented in this vampires who fall outside the Camarilla. The
book have not been designed by some undead art Anarch Movement in its various forms is a subset
director for universal use among the clans. Nor of the unbound and also their most visible
were the symbols that preceded them. The new manifestation. Many seek to escape from the
variants do however reflect some of the changes in Camarilla's control by hiding. But the Anarchs have
undead society. The Ventrue of the 21st century decided to fight back, attempting to conquer and
often add a sword to their scepter, marking them control domains originally held by those who
as the Clan of Kings at war with the An archs and would claim themselves their masters. And why
the Second Inquisition; the Tremere symbol has not? The Camarilla's elders are being called to the
evolved to new complexity after the fall of the Mid dle East by the Beckoning, and the Second
Pyramid, and the mirror of the Malkavians is Inquisition has destroyed princes and primogen all
looking back at them. In the reality of the World of over the world.
Darkness, the clan and sect symbols are seldom The number of elders dwindle while there is a new
used exactly as they are shown in this book. crop of hungry, ambitious Anarch licks every year.
The word on the street is
revolution. No more compromises, no more
politics, no more trying to make deals with the
Camarilla. The Movement has finally escaped the
centuries-long lethargy it fell into after the
Convention of Thorns and the formation of the
Sabbat, but that time is now over. The Anarchs
have remembered how to fight, galvanized by the
Camarilla's great betrayal in being at fault for the
Second Inquisition.
54
The root causes of Anarch dis content are not hard to find. Where the Camarilla influenc
Many Camarilla princes like to style themselves as es human society from the outside,
enlightened and just rulers who benevolently look after the
welfare of all Kindred. The experience of the neonate-turned the Anarchs have burrowed deep
Anarch is very different. Once you've been told you can only inside. Many maintain mortal
feed in the warehouse district, your sire has been executed for
identities, perhaps even families
obscure vio lations of Camarilla law, and the Sheriff has
murdered your mortal mother because she was a “threat to and jobs. This makes them simul
the Masquerade,” princely rhetoric starts to ring hollow. taneously more vulnerable and
more secure. Vulnerable because
they are in contact with their sur
roundings every night, and sure to
55
make mistakes. Secure because the
Anarch is never the vampire lord in
KINDRED SOCIETY
a mansion on the hill. They're the
DJ in the nightclub, the terrifying
cop from internal affairs, the junkie
creeping outside your window.
56
KINDRED SOCIETY
57
COREBOOK
58
mortal and becomes one of the domitor: a ghoul's master; one who 59
Kindred. gives of their Blood and issues com
mands.
chantry: the traditional name for the KINDRED SOCIETY
Tremere headquarters in a city, usually donor (vulgar): a sarcastic term for
part shelter, part library, and part vessel, typically human.
laboratory.
duskborn: see thin-blood.
chasse (archaic): the size and quality
of a domain or hunting ground. elder: a vampire who has experi enced at footpad (archaic): one who feeds
least two or more centu ries of unlife. by assaulting derelicts and others
childe: a vampire created through the Elders are the most active participants in
Embrace — the childe is the progeny of the Jyhad. unwanted by society. See
their sire. This term is often used alleycat.
derogatorily, indicating inexperience. elysium: a place where vampires may
Plural: childer. gehenna: the rumored Arma
gather without fear of harm. Court
functions in Elysium are strictly kept geddon when the Antediluvians
clan: a group of vampires who share apart from mortals and surrounded by will rise from their torpor and
common characteristics passed on secrecy, but the Elysium building itself
through the Blood. There are 13 known could be a public museum, a gallery, or devour the race of vampires and
clans, all of which were reputedly club. Berghain is an anarch Elysium. The the world. The Sabbat believe this
founded by members of the third Louvre is a Camarilla Elysium.
generation. time is now and have left their
the embrace: the act of trans forming traditional domains, fighting the
consanguineous (archaic): liter ally a mortal into a vampire. The Embrace final Gehenna War in the shadow
“of the same blood,” generally denotes requires the vam pire to drain her victim
lineage. of Middle Eastern conflicts.
and then replace that victim's blood with
a bit of her own. generation: the number of
coterie: a small group of Kindred,
united by the need for support and farmer (vulgar): a mocking term for a “steps” between a vampire and
sometimes common interests. vampire who refuses to feed on human the
blood, instead taking sustenance from mythical Caine; how far
the damned (vulgar): the race of animals. descended
Cainites; all vampires.
from the First a given vampire is.
final death: when a vampire ceases to
diablerie: the consumption of another exist, crossing the line from undeath into
gentry (archaic): a Kindred who
Kindred's Blood, to the point of the true death. fledgling: a newly created
victim's final death. vampire, still under their sire's preys in such places as
protection. nightclubs,
Vampires may lower their gen
eration permanently through this bars, and the red-light district.
abhorrent practice.
ghoul: a minion created by giving
domain: the area of a particular
a bit of vampiric vitae to a mortal
vampire's influence. Princes claim
without draining them of blood
first (which would create a vam
entire cities as their domains,
sometimes allowing lesser vam pire instead).
pires to claim domain within.
golconda: a fabled state of
vampiric transcendence; the true
mastery of the Beast and balance
of opposing urges and principles.
Rumored to be a state similar to
nirvana, Golconda is greatly
touted
but rarely achieved.
kindred: the Camarilla term for lush: a vampire who typically feeds praxis (archaic): the right of
vampires as a whole, or a single from drugged or drunk mor tals in Princes to govern; the Prince's claim
vampire. According to rumor, this order to experience their inebriation. to domain. This term also refers to the
term came about in the 15th or 16th Prince's matters of policy and
century, after the Anarch Revolt. individual edicts and motions.
62
CLANS
clans
sired three childer, who in turn sired –GAETANO DONIZETTI, LUCREZIA BORGIA
childer themselves. This third
generation came into being before the innumerable minor bloodlines as well as the
Great Flood Caitiff and thin-bloods, who prouder and more
– and some say it was their sins that called it powerful lineages reject. Two of the 13 (Lasombra
down. The survivors, known as the and Tzi misce) have fallen under the shadow of
Antediluvians, became the progenitors of the the Sab bat. Two (Giovanni and Ravnos) have
modem clans. Each Antedilu vian's Blood been driven nearly extinct outside their ancestral
endures in their descendants, feeding the strongholds by enemies mortal and sorcerous.
Another two (Banu Haqim and the Setite Ministry)
common powers, weaknesses, and perhaps remain in limbo between the Gehenna warzone
even the behaviors and beliefs of the Kindred and the dubious protection of the Camarilla. The
who belong to the clan they begat. final seven continue to maneuver for position and
duel for power in the endless night of the Jyhad.
63
64
CLANS The dream of the learned clan is a world
COREBOOK
66
Camarilla. They work to bring the wants to party to piss off the 67
system down from within, maybe police, or a fourth-wave token
hoping to replace it with “feminist” who spent more of
something better, but often their mortal time attacking other CLANS
having the process of rebuilding feminists and their allies than
as the last of their priorities. coordinating responses to
oppression. Short-term action
voice of the people yields massive results, but does
not always benefit the Brujah.
The Brujah have always strived
for progress in Kindred society. force, as it is simpler to hold a
monster in disguise kine
Many of them were progressives
in life and follow the same path in The Brujah claim there is no clan in place or crack their skull open
undeath. The voice of the people closer bonded to humanity than
might be a former feminist their own, which is why they and drink its insides than to nego
activist, eco-warrior, or an anti- exhibit such fiery passions. But tiate for a mouthful of blood.
capitalist protester who channels some take it further than that, and
their passion into speaking out strive to live like mortals by Presence: Brujah use Presence to
against the Ventrue and Tore ador keeping up to date with modern
or fomenting political unrest culture, forming relationships, win the hearts of the crowd, turn a
among mortals. Their ambitions and building families. The payoff threatening mob against itself, or
may come back to hurt their clan, for this behavior is a startling
send a dangerous opponent
but sometimes they form the core duality of dream and real ity. The
fleeing
of revolutionary movements. Beast will not be denied for long,
and undead family men and into the night. Brujah intellectuals
blood worshipper working women must slip away prefer feeding with Presence to
from their fake lives ever so often con
The Brujah were once considered to avoid seeing red, returning
a High Clan, superior to most and only after they have satiated their vince vessels to give up their
respected by all. Some Brujah still dangerous urges. blood
believe their Blood is stronger
than that of other clans, and that voluntarily. Other clan members
they have the right to apply their Disciplines use
doc trine on others. Brujah who Presence to terrify their prey, as it
uphold this form of blood idolatry Celerity: Brujah use Celerity to
apparently adds “an exquisite,
often come from fundamentalist strike fast and escape uprisings
bold
back grounds, right-wing groups, they have started. They hunt with
and the academic elite. it to snatch vessels from the taste” and fuels the less subtle
streets, feeding from them pow
trolling punk savagely, or to rapidly dispose of ers of their curse.
Clan Brujah includes many vocal a mortal before vanishing into the
and physical activists who follow night.
the zeitgeist uncritically, reveling Bane
in their righteousness. The Potence: Brujah use Potence as a
trolling devastating weapon, cutting short
any confrontation with destructive The Blood of the Brujah simmers
punk cares about the fight, not finality. Though the clan preaches with barely contained rage,
the cause. They are an aggressor a connection to humanity, its
who provokes confrontation with mem bers often take what they explod
mi nority groups, a squatter who want by ing at the slightest provocation.
just
Subtract dice equal to the Bane
Se
verity of the Brujah from any roll
to resist fury frenzy. This cannot
take the pool below one die■
68
CLANS
The Clan of the Beast Animals chy, the wolves accept the Beast as a part of
themselves and run free. Crossing borders
Ferals
between species, na tions, and domains with the
Savages ease of perfect predators, they belong to the wild
Barbarians and the wild belongs to them. To think of them as
noble savages is perilous, as the animals have little
Outcasts respect for the arrogance of civiliza tion, and only
Wolves the strongest survive their bloody hunts and
savage initiations. Trading stories of war and the
Strays secret histories of their kind around campfires lit
with the bones of their oppressors, they have
A hunger older than mankind burns inside turned their backs on the Camarilla and fight tooth
and claw to escape the endless plots of their fellow
Kindred.
the wolves. When other Kindred curse
Yeah, I know what you're thinking. I see your
their appetites and choose the gilded cage of the
shoulders hunched, your brow furrowed, your hair
city and the leash of social hierar
on end. “Rudi,” you're thinking, “have you brought
me out to the projects just to dust me?”
No, young blood. We're not meeting in the shittiest
part of the city so I can snap your head off or for
you to take in
69
COREBOOK
the view. This place is the Gangrel Embrace from the The Gangrel are no strangers
wilderness we get these nights. ranks of survivors and fighters: to the wild, spending much of
In your grandsire's time, you leaders of prison crews and their time beyond city limits
might have been stalking the gangs, explorers (urban and and communing
woods and plains while the otherwise), and any kine who with creatures and clans
Ventrue ran the cities. But that sees the world as something to outside those in the Camarilla.
time's gone. They're losing traverse instead of something In life and undeath, the
control of their cities, and we to hide from. They care not for adventurer has seen and
are taking control of the ways in looks or title, but for experienced something few
and out. This is your territory accomplishment and could comprehend. They have
now, and you won't let it go reputation. A childe may be a walked from place to place,
without the pack's say-so. challenge, but the clan follows spending their life on the road,
rituals and initiations to ensure
You've got to prove your worth living only by wits, a stran ger's
the fledgling is worth the time.
in the Clan of the Beast. We're kindness, and a rich curiosity.
Success means a new, hon
not some exclusive club for This wolf has no fear of the path
ored member of the clan.
snobs and elitists, but we ahead, wherever it might lead.
Failure means simply a
believe in deeds over words and
forgettable reject or a pile of
in the strength of the pack and folk favorite
ash.
the unity of family. If you defend
our haven, take out one of our Any mortal capable of project Clan Gangrel practice the tradi
enemies, bring us the skull of a ing their will onto others, tions of storytelling around the
Ravnos or shapeshifter, or just leading a group from disaster to fire, although they are the
humiliate the Prince by trashing success, or fighting impossible furthest from boy scouts.
her favorite car, you'll be good odds draws the clan's attention. Whether around a burning
by our standards. It doesn't take This fact results in a symptom barrel, tire fire, or at a great
more than that. Just remember known as “too many chiefs,” convocation, this animal knows
that lone wolves, as cool as when the clan consists of more the songs and the stories to
they seem, get picked off first. leaders than followers. celebrate the names of fallen
Customs encourage fights for heroes and enemies who must
We're more than just glorified never be forgotten. In their
dominance, but these rarely last
bik ers, but I accept the analogy. mortal lives they might have
until final death, as Gangrel
We don't put down roots, we been singers, entertain ers, or
elders advocate against taking
take initiation into our group independent artists.
compe tition for authority
seriously, and we accept no
personally, instead encouraging
masters. Your grandsire? He or director of the board
she knelt before some blue a culture of healthy rivalry.
blood and learned to take it like This Gangrel believes in power
a bitch. You? If you kneel, I'll kill Gangrel Archetypes wield ed not merely with
you myself. physical blows, but through
social presence, author ity over
uncaged jailbird others, and command of a
Who are the Gangrel? This Kindred spent most of group of people such as a club
their mortal life in prison or or a corporation. The
Clan Gangrel are outcasts, was once incarcerated for a boardroom Gangrel is an alpha
wander ers, rogues, and severe crime. Such a past who thrives on causing fear and
hunters. They make havens in conveys a reputa tion and a respect, who does not play by
the poorest parts of the city and jaded attitude toward authority the rules, and who is capable of
feel no shame for doing so. leavened with a desper ate commanding others to perform
They claim few domains as their taste for freedom and opportu the most unethical actions with
own but defer to no prince. If a nity to exercise liberties threats of personal and
feral enters a city, the prince will formerly denied them. professional losses. They stalk
either accept it or have to fight their prey through office
the feral to get them to back adventurer
corridors at night and in five-
down. star hotels paid by company
card.
70
CLANS
71
COREBOOK
72
Protean: Gangrel are known for another crea ture, or in other Bane
their mastery of Protean, as few ways change their physical
other clans possess its gifts. shape. Gangrel who feed as
Strad dling the line between animals often consider this the tru
vampirism and shapeshifting, the est, or at least the best, of kills.
Discipline allows a Gangrel to
take on the physical properties of
Gangrel relate to their Beast much 7 3 musk reduces Charisma, while
as other Kindred relate to the batlike ears reduce Resolve (“all
Gangrel: suspicious partnership.
In frenzy, Gangrel gain one or CLANS those distracting sounds”). If noth
more animal features: a physical ing immediately occurs to you,
trait, a smell, or a behavioral tic.
These features last for one more the feature reduces Intelligence or
night afterward, lingering like a Manipulation.
hango ver following debauchery.
Each feature reduces one The number of features a
Attribute by 1 point – the Gangrel manifests equals their
Storyteller may decide that a
Bane Severity. If your character
forked tongue or bearlike
Rides the Wave of their frenzy
(see p. 219) you can choose only
one feature to manifest, thus
taking only one penalty to their
Attributes ■
74
The Clan of the Moon Lunatics of Malkav with schizophrenia, depression,
Madmen obsessive compulsive disorder, or post-trau
Jesters matic stress disorder. Sometimes all at once.
Oracles In reality, they have all of these things and none.
Like
Dervishes
the “wise madmen” of poetry their derangement
Visionaries
stems
Children of Malkav
from seeing too much of the world at once, from un
derstanding too deeply, and feeling emotions that
CLANS are
too strong to bear. They self-medicate with blood,
but
that is just a temporary solution.
COREBOOK
“Of course. Are you not?” It has long been the Finally, the Clan of the Moon
“Yeah, but how many nuggets of misconception that few are fascinated by the “broken” –
Kindred families are as indi viduals who have been
gold do you think I pried from
disparate as the Clan of the changed by traumatic
the ghoul I was screwing, the
Moon. Other clans see them experiences or who were simply
repressed warlock I loosened
and reason, born slightly detached from
up, or Prince LaCroix when he
themselves and the rest of
was bouncing up and down on “they are each mad, so why
society. To the Malkavians, they
my love gun? Bang. Bang.” should their respective origins
are but one gentle push away
matter?” To the Malkavians,
“You… God, you disgust from having access to an
origins matter a great deal.
me. I acquire intelligence altogether different plane of
Though sires may pick childer
through visions, through reality. Rather than treating
from all walks of life, age
sampling the blood, through them as burdens, the clan sees
groups, ethnicities, and
debate, business transaction, them as having great potential.
genders, eve ry mortal selected
reading emotions, drawing out
for the Embrace possesses All Malkavians suffer mental
uncomfortable truths...”
something only visible to a illness following the Embrace -
“You wear the suit, I wear the Malkavian. sometimes accentuating an
stockings. We're mentally existing condition, other times
One of the gifts the
impaired as a clan, but hell, if it adding a new
Malkavians look for in a mortal
allows us to both
is what they call “second sight.”
lower our inhibitions and get a If a person interprets dreams, dimension to their instability.
little dirty to do what must be can perceive spirits, or As if their thoughts and
done, I say bring on the unerringly predicts future actions were based on
personality disorders. It's like a events, the Malkavians take otherworldly logic, there
cocktail in my head.” notice. Such a person acts as a
beacon, calling out to every seems to be no knowing when
“There is nothing wrong with
member of the clan that sees their condition will manifest
me. You're the one with the
them. destructively or when it will
special needs.” “Oh, you need offer important per spectives
your daddy just as much as I Another gift revered by the where such were previously
do.”
Malkavians, is that of “insight.” lacking. As a rule, no other
“Shut up. Cale-se. For one A high level of empathy, finely- Kindred feels completely
night, could you go without tuned knowledge of complex comfortable around a known
mentioning that we're all subject matter, or just an Malkavian, often view ing them
headcases and instead focus obsessive drive to pursue the as unpredictable maniacs
on what we accomplish?” answers to philosophical whose flashes of insight are
questions each appeal to the rarely worth the fits of insanity.
“Sorry, sis. I guess there's
two sides to being a Malkavian. clan. As insight is often tied to Some Malkavians claim there
The visionary and the maniac. profession, the clan benefits is a common factor to their
We're a good team!” “I hate from a range of academics and madness; that they are all
you.” doctors – especially therapists psychically linked through a
and psychologists. communal wavelength, a shared
“You hate us.”
consciousness of sorts. Those
“We hate us.” who are aware of its existence
"Eu te amo." refer to it as the cobweb or,
more recently, the madness
“I love me too.” network.
influencing presence
This visionary is addicted to through the stories they tell. extended network of followers
the thrill of reinventing and They seek to influence others on social media or led the
present ing themselves in through words, images, or the destructive life of the
different ways, thriving on the use of their Disciplines – mythomaniac.
attention they get whether it be for the purpose of
pleasure, to forget their medium
problems, or to comply with the
whispers of the cobweb. As a The ability to sense and
mortal they might have had an register more than any other
Kindred
76
CLANS
77
COREBOOK
bad analyst
Some Malkavians
instinctively know how
to pick apart and
reassemble minds,
whatever state they are
in. Maybe the analyst
was a therapist in life,
excelling in helping
others through personal
crises. Or maybe they
use the experiences of
their own agonized
psyche as a guiding
light, prying open the
minds of their patients
and victims with the
purpose of finally
healing themselves. The
analyst is respected as
well as
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