TEXT: 1 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  1 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  A Storytelling Game of Personal Horror
  A  
  BEAST 
  I  
  AM 
  LEST  
  A  
  BEAST  
  I  
  BECOME
  
  2 
  FOREWORD
  2 
  FOREWORD
  
  3 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  For twenty years, you’ve been reading and listening to us talk about Vampire: The Masquerade.  
  This time, we thought it was the community’s turn to talk. We approached a number of rabid Vampire fans 
  from all over the world (some of which have since come to work for us), and asked them to tell us how this 
  game touched their lives.
  This, then, is the real story of Vampire: The Masquerade.
  My passion for vampires and roleplaying personal 
  horror stories collided when I was given [the] 2nd 
  Edition Vampire: The Masquerade for my 16th 
  birthday. 
  Vampire: The Masquerade managed to enhance 
  my imagination far beyond any other RPG: I got so 
  involved that I led the largest Spanish WoD on-
  line community, where creativity and dreams were 
  shared by hundreds of people. 
   In my opinion and experience, Vampire: The 
  Masquerade has made history in vampire mytholo-
  gy, but more importantly, it has been a great source 
  for inspiration, friendships, feelings, and love.
  Lorenzo Melchor (London, UK)
  Make no mistake, the book you hold in your 
  hands is a beast, at once beguiling and delightfully 
  dangerous. It will seduce you into a life of dream-
  ing as it did to me twenty years ago. I owe Vam-
  pire: The Masquerade, and its creators, much of 
  my livelihood. I know that reads a tad gauche, but 
  it’s true. White Wolf’s storytelling game of blood-
  drinking immortals inspired me to build for its 
  players a community and produce a successful trad-
  ing card game. Vampire has left an indelible mark 
  on my creative work and given me a career in the 
  game industry, for which I am eternally grateful.
  Matthew Burke
  Founder, Camarilla Fan Club 
  My first contact with Vampire was five years ago 
  and it was one [of] the first RPG[s] I played. The 
  group ended up being cancelled but later on I was 
  invited by a friend to play in a Vampire LARP 
  game. That was three years ago and today I can 
  say that some of my closest friends are because of 
  this game. It’s a hobby that never gets old and the 
  reason why I have met many wonderful people all 
  over the world and shared awesome time[s], laugh-
  ter and good moments with them.
  Maja Zaccara (San Paulo, Brazil)
  Assistant Head Coordinator, One World by Night 
  In 1993, I stood in front of the White Wolf booth 
  at GenCon as Enzo Giovanni trying to get, by hook 
  or by crook, as much Pentex stock as possible — all 
  in the hope of landing my first hobby game gig writ-
  ing for my favorite intellectual property. Eighteen 
  years and one design career later, Vampire is still 
  the absolute standard of what’s exciting and cool 
  in gaming. Without Vampire, tens of thousands of 
  gamers would have never learned that there is a 
  far greater world to imagine than that of hack and 
  slash.
  Shawn “Enzo” Carnes
  Executive Director of Janitorial, Pentex Corporation
  1992: I wear social stigma like a crown of shit. 
  “Masquerade,” the green marble book whispers. I 
  embrace the Eldritch leather chrysalis. Suddenly 
  sex, drugs and rock’n roleplaying is more than just 
  a play on words. I breathe free.
  1995: The Umeå bomb-squad descends on Ely-
  sium, robotic camera spots Anarch firebomb. Mor-
  al panic ensues. They call us “The Army of The 
  Abandoned” and I see how powerful we are. “This 
  game will change the world!” 
  2011: Looking in the mirror, I understand. The 
  Masquerade didn’t change the world. It changed us. 
  Martin Elricsson (Stockholm, Sweden)
  Vampires. Always in the collective imagination 
  as charismatic and seductive people… and so it 
  was. When I discovered Vampire: The Masquer-
  ade it stunned me: so rich of shades, poetry, ad-
  venture, intrigues. It was as a treasure to discover. 
  And it made me feel as a child, it made me meet a 
  lot of people playing together, year by year. Group-
  ing friends around a table, rolling [dice], acting as 
  [vampire] Actors in a LARP: well... it’s really won-
  derful! It brought me a lot of new friends. Did it 
  change my life? Yes, sure! [I’m] positive.
  Caterina “Lara” Casapieri (Milan, Italy)
  National Coordinator, Camarilla Italia 
  iii 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  4 
  FOREWORD
  In 1995, I’d fallen in with some friends I’d met 
  over a local BBS, who were big D&D players. They 
  introduced me to Vampire: The Masquerade, 
  which blew my mind. I realized everything had 
  changed when I got pissed off after my character 
  had gotten diablerized by another player’s char-
  acter. This was a new medium for telling stories. 
  Everything snowballed from there. I’m now forced 
  [to] realize that I’ve been playing these games for 
  more than half my life. I wouldn’t be who I am 
  now without them. I am honored and excited to 
  help celebrate this 20th anniversary with so many 
  other fans.
  Ian A. A. Watson
  Webmaster, Wolf-Spoor.org Fan Site
  Back in the 90s, my little cousin invited me to 
  watch Kindred: The Embraced at my uncle’s. Little 
  did I know how much Vampire: The Masquerade 
  would positively influence my life.
  I joined a WoD online community, which I 
  helped to develop and turn into the biggest one 
  in Spanish. Amongst other things, I improved my 
  organizational, leadership, and mediation skills, 
  quite impressive for a mild Asperger like me. 
  More importantly, I have met those who are 
  nowadays my best friends. I have met the love of 
  my life. The 20th Anniversary is a life celebration 
  for every fan.
  Dhaunae De Vir (London, UK)
  I realized I was gay in high school, but felt isolated 
  and afraid to tell my conservative father. Vampire 
  provided escape into a world that understood the 
  stress I felt, pretending to be something I wasn’t. (I 
  joked that I lived Homosexual: The Masquerade.) 
  Eventually, I came out to my dad and, eventually, 
  he accepted me.
  Vampire taught me ambition and courage. As an 
  adult, I’ve achieved my dream of becoming a game 
  designer and I’m out in the industry. The world is 
  growing more accepting, but I hope this new edi-
  tion will find those who still need to masquerade.
  Link Hughes
  Systems Designer, World of Darkness
  Vampire: the Masquerade has turned out to be 
  a factor in some of my life-determining points over 
  the last 20 years. From meeting my first long-term 
  girlfriend at a Camarilla session to picking up my 
  love for DJing again because of a Camarilla benefit 
  (and eventually turning DJing into my full-time 
  profession), lots of good memories are attached to 
  V:tM. I can’t begin to list the number of life-long 
  friends I made through the game, how it taught me 
  RPGs could be about more than a dungeon bash, 
  and of course, the hours and hours of fun I had with 
  it. 
  David “DJ Hive” Benoy (Belgium)
  VampireParty.com
  Vampire: the Masquerade has given me the pos-
  sibility to meet people from all over the world who 
  love to embrace their childhood with a grown up 
  version of “[playing h]ouse.” It has been a wonder-
  ful experience filled with fun and good times, both 
  in character and out of character as we trek across 
  the country, exploring archeological sites through 
  a darker story.
  Talia Hanselman (Israel)
  Admissions Coordinator, One World by Night
  When I was first asked to write a blurb about 
  how Vampire: The Masquerade changed my life 
  my initial thought was “How am I supposed to sum 
  up my whole life in 100 words”. From The Eternal 
  Struggle to The Masquerade, Laws of the Night 
  and Mind’s Eye Theatre, this world has been an in-
  tegral part of my life since the mid-nineties. What 
  started as a game around a table quickly became a 
  hobby, a lifestyle and culminated in a career and a 
  move from Sweden to the US where I met my wife 
  and formed a family. The first 20 years of Vampire 
  has given me the best and most defining moments 
  of my life, and I hope that over the next 20 years I 
  can be part of creating equally amazing experiences 
  for you all. 
  Jon “Swede” Selin
  Lead Game Designer, World of Darkness
  iv 
  FOREWORD
  
  5 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  I became a gamer instead of being a “gamer’s 
  girlfriend” because of Vampire. In 1996, I watched 
  a Camarilla LARP in Austin, TX and bought my 
  first RPG book the next day. Friends I made that 
  night are part of my life today and I have met oth-
  er people around the world because of this game. 
  Most importantly, nine years later, I was invited to 
  join the company, then was given the opportunity 
  to be a White Wolf writer. That night, this game, 
  changed the course of my life. For that, I will al-
  ways be grateful.
  Kelley Barnes
  Camarilla Club Director (2005-2010) 
  Freelance Writer
  Vampire: the Masquerade has played a big part 
  in my life throughout the years. In 1991 it cap-
  tured my imagination when I was in high school. 
  In 1995, while I was in college, I played in and 
  ran some of the greatest Vampire games. In 1999 I 
  met the woman who would become my wife when 
  she joined a Vampire game I was running. In 2003 
  I joined the online White Wolf community and it 
  wasn’t long before word spread that I could make 
  custom character sheets. Vampire has and will al-
  ways be a great influence in my life.
  Chris “Mr. Gone” Leland (Seymour, Indiana)
  […] 20 years later, Vampire is still relevant to 
  us. It isn’t often that a game of pretend creates the 
  opportunity to forge lifelong commitments, but 
  I look at Vampire and see that’s exactly what it 
  did. The fact that our group of fans continues to 
  grow and expand shows that the respite we craved 
  20 years ago is still needed, still valuable, today. 
  So thank you, Vampire, for all the memories, the 
  opportunities, the laughs and tears. Thank you 
  White Wolf, for giving us another opportunity to 
  revisit it, in such an amazing format. Happy 20th 
  Birthday Vampire.
  Ric Connely
  Chairman of the USA Board of Directors,  
   
   
  The Camarilla Fan Club
  I first discovered Vampire: The Masquerade in 
  college and have not looked back, except in fond 
  memory of all of the friends I have made and the 
  places I have traveled through what went from a 
  counterculture to a culture all of its own. As the 
  20th Anniversary approaches, it hardly feels like 
  that long for those of us who are still a part of this 
  world we have grown up with, shared with friends, 
  and developed into something deserving of such 
  jubilant celebration. I know I speak for not just 
  myself, but all of the friends I have made when I 
  give a sincere thanks to everyone out there who 
  made all of this possible and that we look forward 
  to 20 more years in this endless night.
  Robert Crosby
  Head Coordinator, One World by Night
  I started playing Vampire in 1993 and was 
  amazed! The freedom of character and story really 
  appealed to me. There is great potential in creating 
  a world that challenges, not only the characters, 
  but the players. Instead of the characters being sec-
  ondary to the story, the story is a direct result of 
  the players’ actions. I take great pride in turning 
  perceived realities on their head so that the play-
  ers never really know what’s next. The greatest re-
  ward is when the players finish a story and look like 
  they just walked through a hurricane and they say 
  “WOW!”
  David Martin
  Alpha, The Wrecking Crew
  This book has taken me into some weird, beauti-
  ful places since I picked it up twenty years ago. Not 
  only that, but it changed my mundane reality into 
  a playfield of dark imagination. It taught me how 
  by our creative will alone we shape the world. It 
  was, and still remains, the philosopher’s stone for 
  an urban alchemist. No other game has had such 
  a lasting impact on my life, friendships and profes-
  sional career. 
  Teemu Vilen
  Content Director, World of Darkness 
  v 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  6 
  CREDITS AND CONTENTS
  Dedication
  This book is dedicated to the Vampire, World of 
  Darkness, and White Wolf communities. It is because 
  of you that this book exists. Thank you.
  Credits
  Authors: Justin Achilli, Russell Bailey, Matthew 
  McFarland, and Eddy Webb
  20th Anniversary Development Team: Justin 
  Achilli, Russell Bailey, Shane DeFreest, Rich Thomas, 
  Aaron Voss, and Eddy Webb
  Foreword Contributors: Kelley Barnes, David “DJ 
  Hive” Benoy, Matthew Burke, Shawn Carnes, Caterina 
  “Lara” Casapieri, Ric Connely, Robert Crosby, Martin 
  Elricsson, Talia Hanselman, Link Hughes, Chris Le-
  land, David Martin, Lorenzo Melchor, Jon “Swede” 
  Selin, Teemu Vilen, Dhaunae De Vir, Ian A. A. Wat-
  son, and Maja Zaccara
  Editor and Indexer: Genevieve Podleski
  Creative and Art Director: Rich Thomas
  Layout and Typesetting: Ron Thompson with Craig 
  Grant and matt milberger
  Interior Art: Sam Arraya, John Bolton, Tim Brad-
  street, John Cobb, Mike Danza, Guy Davis, Tony 
  DiTerlizzi, Michael Gaydos, Rebecca Guay, Mark Jack-
  son, Leif Jones, Paul Lee, Vince Locke, Greg Loudon, 
  Larry MacDougall, Robert McNeill, Ken Meyer Jr., 
  Jesper Myrfors, William O’Connor, Christopher Shy, 
  Ron Spencer, Richard Thomas, Joshua Gabriel Tim-
  brook, Andrew Trabbold, John Van Fleet, and Kent 
  Williams
  Character Sheet: Chris “Mr. Gone” Leland
  Community Developer: Shane DeFreest
  Tim Bradstreet Photo Shoot
  Photography: Meredith Gerber, Scott Harben, and  
  Jamais Vu
  Clothing: Peter at Shrine Clothing
  Models: Russell Bailey, Shawn Carnes, Shane DeFre-
  est, Martin Ericsson, Greg Fountain, Reynir Harðarson, 
  Heidi Kirchgesner, Angela de Lune, Bianca Carter-
  Mallory, Stacey Mell, Angela Richter, Mike Tinney, 
  Sasha Travis, and Dhaunae De Vir
  Ken Meyer, Jr. Photo Shoot
  Photography: Meredith Gerber and Zarli Win
  Models: Kristi Davis, Chase Ferguson, Lorenzo 
  Melchor, Dhaunae De Vir, Shannon Withrow, and 
  Matthew Ziegenfuss
  Special thanks: Aaron Voss for his firearms update, Ian A. A. 
  Watson for his fearless transcription skills, Dave Poole and the 
  CCP Web Team for making the open development process pos-
  sible, and the entire V20 community that tirelessly playtested dur-
  ing the open development process and gave us more feedback than 
  we could have ever hoped for.
  Based on the work of Justin Achilli, Andrew Bates, Bruce 
  Baugh, Chris Bjork, W. H. Bourne, Anne Sullivan Braidwood, 
  Bill Bridges, Deird’re Brooks, Dustin Browder, Steven C. Brown, 
  Phil Brucato, Zach Bush, Michael Butler, Brian Campbell, Jackie 
  Cassada, Sam Chupp, Ken Cliffe, Steve Crow, Richard E. Dan-
  sky, Graeme Davis, Joanne FitzRoy, Frank Frey, Sion Rodriguez y 
  Gibson, John Goff, Michael A. Goodwin, Geoffrey C. Grabowski, 
  Andrew Greenberg, Daniel Greenberg, Heather Grove, Ed Hall, 
  Chris Hartford, Robert Hatch, Jesse Heinig, Kenneth Hite, Sean 
  Jaffe, Steven Kenson, Ellen Kiley, James Kiley, Jacob Klünder, 
  Alan I. Kravit, Danny Landers, Robin D. Laws, Michael B. Lee, 
  Ian Lemke, Carrie Lewis, Ari Marmell, Regina McKinney, James 
  Moore, Clayton A. Oliver, Ronni Radner, Nicky Rea, Jim Riley, 
  Sarah Roark, Dean Shomshak, Ethan Skemp, Sven Skoog, Luc-
  ien Soulban, James Stewart, Richard Stratton, Cynthia Summers, 
  Adam Tinworth, Janet Trautvette, Stewart Wieck, Travis Lamar 
  Williams, and Fred Yelk
  Vampire: The Masquerade Creators: Mark Rein•Hagen with 
  Steven C. Brown, Tom Dowd, Andrew Greenburg, Chris Mc-
  Donough, Lisa Stevens, Josh Timbrook, and Stewart Wieck
  Eddy’s Dedication
  To Michelle. Without you, I would not have Vam-
  pire. Without Vampire, I would not have you.
  © 2011 CCP hf. All rights reserved. Reproduction without the written 
  permission of the publisher is expressly forbidden, except for the purposes 
  of reviews, and for blank character sheets, which may be reproduced for 
  personal use only. White Wolf, 
  Vampire, World of Darkness, Vam-
  pire the Masquerade and Mage the 
  Ascension are registered trademarks 
  of CCP hf. All rights reserved. 
  Vampire the Requiem, Werewolf 
  the Apocalypse, Werewolf the For-
  saken, Mage the Awakening, Pro-
  methean the Created, Changeling 
  the Lost, Hunter the Vigil, Geist 
  the Sin-Eaters, Storyteller System 
  and Storytelling System are trade-
  marks of CCP hf.
  All rights reserved. All characters, names, places and text herein are 
  copyrighted by CCP hf.
  CCP North America Inc. is a wholly owned subsidiary of CCP hf.
  This book uses the supernatural for settings, characters and themes. 
  All mystical and supernatural elements are fiction and intended for en-
  tertainment purposes only. This book contains mature content. Reader 
  discretion is advised.
  Check out White Wolf online at http://www.white-wolf.com
  PRINTED IN CANADA.
  vi 
  CREDITS AND CONTENTS
  
  7 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Need Contents Page
  TABLE OF CONTENTS
  BOOK ONE - THE RIDDLE
  Introduction  
   
   
   
   
   
   
   
   
  5
  Chapter One: A World of Darkness  
   
   
   
   
  13
  Chapter Two: Sects and Clans  
   
   
   
   
   
  37
  BOOK TWO - THE BECOMING
  Chapter Three: Character and Traits  
   
   
   
   
  77
  Chapter Four: Disciplines  
   
   
   
   
   
   
  127
  Chapter Five: Rules  
   
   
   
   
   
   
   
  245
  Chapter Six: Systems and Drama   
   
   
   
   
  257
  Chapter Seven: Morality  
   
   
   
   
   
   
  309
  BOOK THREE - THE PERMUTATIONS
  Chapter Eight: Storytelling   
   
   
   
   
   
  345
  Chapter Nine: The Others  
   
   
   
   
   
   
  369
  Chapter Ten: Bloodlines  
   
   
   
   
   
   
  393
  Appendix   
   
   
   
   
   
   
   
   
  479
  
  8 
  CREDITS AND CONTENTS
  
  9 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  1
  CHAPTER ONE: SETTING
  To W.H., 
  from your most devoted servant:
  Many years have passed and I fervently hope that time will have 
  dulled somewhat the distressing memories you carry. I dare to send 
  you this in a spirit of supplication; while your forgiveness is too much 
  to ask, I crave at least your understanding. I owe you some kind of 
  explanation for the events which so shattered your blameless life.
  Although I exhibited precious little Menschwert before you and 
  your companions, the flame of Humanitas still burns in my breast, 
  albeit erratically. Time and nature both struggle to extinguish it, thus 
  completing my descent into the Inferno of madness and bestiality. I 
  must guard my soul well – as well as any priest – for any lapse in 
  vigilance lets in the Beast, with results which you yourself have seen.
  I know it is impossible to atone; an eternity of pious prayer is too 
  short a time. However, as a mark of penitence, I offer you the en-
  closed document, the act of which makes me a traitor to my own kind. 
  I pray you may find something in its pages to help you understand 
  the torment I inflicted upon you, and by understanding, perhaps, dis-
  pel some little amount of the pain. The tone, I fear, is somewhat dry; 
  a soldier has little need for pleasing tricks of poesy to beguile a reader. 
  I have merely set down that which I know, as well as I may.
  I owe you a debt which can never be discharged. If at any time I 
  may be of service to you or your family, I am at your command.
  Semper Servus,
  V.T.
  
  10 
  INTRODUCTION
  
  11 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  BOOK ONE:  
  THE RIDDLE
  I cried tears of love as I,  
  with sharp things,  
  sacrificed that which was the first part of my joy,  
  my brother.
  And the Blood of Abel covered the altar  
  and smelled sweet as it burned.
  But my Father said,  
  “Cursed are you, Caine,  
  who killed your brother.  
  As I was cast out so shall you be.”
  
  4 
  INTRODUCTION
  
  5 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Let’s face it: If you’re reading this book, you almost 
  certainly have a history with Vampire, and with White 
  Wolf’s Storyteller games in general. We’re not going to 
  spend word count on “What is roleplaying?” or other 
  elementary principles of the hobby — this is stuff you 
  already know, and if you don’t, there are tons of web-
  sites where you can get that information. Instead, we’re 
  going to spend more space in Vampire: The Masquer-
  ade – 20th Anniversary Edition on all of the stuff that’s 
  usable to you — all of the rules and setting that form 
  the core of the Vampire experience, plus expanded 
  Disciplines, scores of bloodlines (past and present), 
  tweaked rules based on feedback from the Vampire 
  community, and bits and pieces from here and there 
  that should prove useful. Sure, we’ll go over the central 
  concepts of Vampire, but after that, we’re going to be 
  in high gear.
  What This Book Is
  A Classic Experience: Call to mind the first time you 
  picked up Vampire, when you first became immersed 
  in the World of Darkness. A quick poll around the of-
  fice showed that none of us could stop thinking about 
  the game, constantly connecting the dots between 
  real-world events and the intricate undead conspiracy. 
  This edition aims to tap into what made us fall in love 
  with Vampire in the first place. Whether your fondest 
  memories of the game are a day or a decade old, we 
  want to take you back to the time when the shadows 
  loomed long and the vast potential of the terrifying, 
  thrilling world of the Kindred first beckoned. We won’t 
  be chasing metaplot through a library of supplements 
  or advancing any storylines. We want the pure, undi-
  luted essence of Vampire.
  A Zeitgeist: Vampire exploded into hobby games in 
  1991, and it very much evinced the gothic and punk 
  subcultures from which it drew, with their own roots 
  from the late 1970s through the mid-1990s. Remember 
  the classic archetypes and breathe new life into them: 
  skinheads, goths, street preachers, metalheads, punks, 
  wild-eyed poets, gangsters, urban primitives, dapper 
  mods, eerie pagans, and every icon who made for a 
  memorable character in this snapshot of time. 
  A World of Darkness: Vampire evoked at once an 
  urban alienation and neo-mystic sense of belonging. It 
  was high society and the low life. It was angst and mon-
  strosity and sketchy drugs and a dangerous flirtation 
  Introduction
  “No one holds command over me. No man. No god. No Prince. What is a claim of age 
  for ones who are immortal? What is a claim of power for ones who deny death? Call your 
  damnable hunt. We shall see who I drag screaming to hell with me.” 
  - Günter Dörn, Das Ungeheuer Darin 
  5 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  6 
  INTRODUCTION
  with a femme fatale who dragged you into a Damned 
  immortality of blasphemous power... and the urges of 
  the implacable Beast. Gargoyles and gothic architec-
  ture. Soaring skyscrapers and dilapidated tenements. 
  Cops and junkies. Corrupt senators and seductive bo-
  hemian artistes. Razorblades and torn fishnets. Leather 
  jackets, a broken rosary, and a stolen revolver with the 
  serial number filed off. Herein are the horrifying, Byz-
  antine, lurid backdrops against which all of the dramas 
  of the Kindred play out, and we’re going to revel in 
  their decadent opulence and trenchant squalor. 
  A Thank You: This year is the 20th anniversary of 
  Vampire, and we certainly wouldn’t be here without 
  the loyalty and enthusiasm of the people who played 
  the game in its various incarnations throughout the 
  years. Metaphorically, this book is White Wolf at a bar 
  with the long-time players and we’re sharing a drink, 
  telling stories, and remembering why we became friends 
  in the first place. Tell us about your character.
  Oh Yeah, The Metric System
  The reality is that most of us who have 
  worked on Vampire are Americans, and we 
  write what we know. But we have a lot of very 
  passionate European fans. Time and again 
  through the process of writing Vampire: The 
  Masquerade – 20th Anniversary Edition, we 
  were asked “Can you please stop using your 
  stupid Imperial system and put everything 
  into metric?”
  Well, we did both. Where there’s an Impe-
  rial measurement, we tried to put the metric 
  equivalent nearby, so it’s one less thing you 
  have to worry about when you’re in the 
  middle of diablerizing the Prince of Stock-
  holm. But this isn’t a math class — rather 
  than have scores of “62.35 liter” comments 
  littering things up, we rounded them to the 
  nearest manageable number. The conversions 
  aren’t exact, and they aren’t meant to be; like 
  a lot of things in Storyteller games, the rules 
  are a little vague so there’s room for your story 
  at the table. 
  Live-Action
  Although Vampire started off as a game that takes 
  place around a tabletop, over the past twenty years a 
  massive and thriving community of live-action role-
  play (or “LARP”) has taken the game in whole new 
  directions. Many such troupes use our Mind’s Eye 
  Theatre rules for their games or a variation of these 
  tabletop rules, but there are plenty of others that use 
  custom rules while keeping the Vampire setting to 
  create their own modern gothic chronicles. There 
  are even organizations like The Camarilla and One 
  World By Night that connect troupes in different cit-
  ies into massive chronicles covering the entire globe. 
  Other LARP games have come and gone, each with 
  their own communities, but the appeal of dressing up 
  as one of the Kindred and acting out the machinations 
  of the undead has been consistent throughout most of 
  Vampire’s history. In fact, if you’re reading this, odds 
  are good that even if you haven’t played in a Vam-
  pire LARP, you’ve likely heard of them. Why has the 
  appeal of dressing up and pretending to be a vampire 
  lasted so long?
  Many other LARPs involving imagining a fantasy 
  world, a historical setting, or a place set in the far fu-
  ture. These games are fun in their own right, but they 
  require more costuming and props to communicate the 
  setting to everyone and get them on the same page. 
  Because World of Darkness games take place in our 
  modern world, today, there’s less of a leap needed to 
  get everyone imagining what’s going on. It also means 
  a lower barrier to entry. A fresh player can show up in 
  a T-shirt and jeans and play a young, rebellious Bru-
  jah without breaking the flow for the other players. He 
  can look up something on his phone or talk about re-
  cent news while remaining in character. It’s easier to 
  integrate our world into the World of Darkness, which 
  makes it easier to jump in and start playing.
  On the other hand, dressing up in an elaborate cos-
  tume is lots of fun, and vampires can do that just as 
  well. That Brujah in the T-shirt can argue politics with 
  a Ventrue in a frock coat, while they are overheard by a 
  Nosferatu dressed in an elaborate cloak and mask, and 
  it all makes sense. The clash of styles and history reso-
  nates with the ancient-but-modern culture of vampires 
  as a whole, instead of detracting from it. And the blend 
  doesn’t even have to be historical — vampires from 
  a wide variety of cultures and languages can plot and 
  scheme against each other with equal aplomb. 
  
  7 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Finally, the eternal political tension in Vampire 
  means that there’s always someone to piss off, and 
  there’s always someone else that can capitalize from 
  that. Many LARPs are either full-on open warfare be-
  tween the players or completely team-oriented against 
  outside forces, but Vampire creates a constant churn 
  of loyalties, an ever-shifting web of intrigue and favor 
  that encourages conflict without constantly breaking 
  out into bloodshed. Tonight’s social outcast might be 
  tomorrow night’s Prince, which means that players al-
  ways have someone new to talk to, and someone else 
  new to snub.
  Safeguards
  Despite the wide variety of live-action games out 
  there, there are some rules common between them to 
  ensure that live-action is safe and enjoyable for all par-
  ticipants and bystanders.
  • No Touching: All combat and physical interac-
  tion is generally handled through the rules. Players 
  must never strike, grapple, or otherwise touch anyone 
  during the game — some games allow some consensual 
  touching in specific instances, but you can never go 
  wrong by not touching in the first place. It is the Sto-
  ryteller’s responsibility to call a time-out if one or more 
  players get overly rambunctious.
  • No Weapons: Props such as hats, period dress, and 
  canes are great in a live-action game. Weapons aren’t. 
  No knives, no swords, and nothing that even remotely 
  resembles a firearm should be carried – law enforce-
  ment generally doesn’t take “but we were playing a 
  game” as a good excuse. Even bringing fake swords, 
  squirt guns, or foam-rubber weapons can lead to confu-
  sion and panicked phone calls from outsiders. If your 
  character must carry a weapon, take an index card and 
  write “Gun” or “Sword” or whatever on it; during com-
  bat challenges, present the card to the Storyteller, who 
  will adjudicate its use in play.
  • Play in a Designated Area: Live-action is meant 
  to be played in a home or other pre-designated spot. 
  Don’t involve bystanders in the game, and make sure 
  everyone in the area, or who passes through the area, 
  understands exactly what you’re doing. Even though 
  the concept of a live-action game is a lot more main-
  stream now than it was when Vampire started, a game 
  can look suspicious, disturbing, or even frightening to 
  those who aren’t aware of what’s going on. Always be 
  polite to people outside the game.
  • Know When to Stop: If the Storyteller calls for 
  a time-out or other break in the action, stop imme-
  diately. The Storyteller is still the final arbiter of all 
  events in the game. Likewise, when the game is over 
  for the night, use it as a good opportunity to take out 
  your fangs and have dinner and drinks with the other 
  players to swap war stories (and maybe engage in a lit-
  tle braggadocio).
  • It’s Only a Game: Live-action is for having fun. If 
  a rival wins, if a character dies, if a plan goes awry, it’s 
  not the end of the world. Sometimes folks like to get 
  together outside the game and talk about it, and there’s 
  nothing wrong with that. But calling your clanmate up 
  at four in the morning to ask for her assistance in your 
  Primogen bid is taking things too far. Remember, ev-
  eryone’s doing this to have fun. 
  Live-action can be one of the richest and most satis-
  fying storytelling experiences, if handled maturely and 
  responsibly. Many of us have been playing it for years, 
  and have made a lot of life-long friends through playing 
  undead bastards out to screw each other over. Here’s to 
  twenty more years of costumes, dental adhesive, and 
  political overthrows!
  What is a Vampire?
  In Vampire, players assume the personas of vampires 
  — the immortal bloodsuckers of the horror genre — 
  and guide these characters through a world virtually 
  identical to our own. But these aren’t quite the vam-
  pires you might know from Dracula or Twilight. The 
  vampires that exist now — or Kindred, or Cainites, 
  as they commonly call themselves — are both similar 
  to and different from what we might expect. In many 
  ways, vampires resemble the familiar monsters of myth, 
  
  8 
  INTRODUCTION
  cinema, folklore, and fiction. However — as many an 
  intrepid vampire-hunter has learned to his sorrow — 
  not all of the stories about vampires are true. 
  • Vampires are immortal. True. While they can be 
  killed (a very difficult process), they do not age or die 
  from natural causes. They don’t need food such as hu-
  mans eat, and they don’t need to breathe.
  • Vampires are living dead and must sustain them-
  selves with the blood of the living. True. A vampire 
  is clinically dead — its heart doesn’t beat, it doesn’t 
  breathe, its skin is cold, it doesn’t age — and yet it 
  thinks, and walks, and plans, and speaks… and hunts 
  and kills. To sustain its artificial immortality, the vam-
  pire must periodically consume blood, preferably hu-
  man blood. Some penitent vampires eke out an exis-
  tence from animal blood, and some ancient vampires 
  must hunt and kill others of their kind to nourish 
  themselves, but most vampires consume the blood of 
  humanity. Our blood.
  Vampires drain their prey of blood through the use 
  of retractable fangs, which Cainites develop as soon as 
  they first become undead. Each vampire can also mys-
  tically lick closed the wounds made by their fangs, thus 
  concealing the evidence of their feeding.
  Blood is all-important to the Kindred, for it is both 
  the crux of their existence and the seat of their pow-
  er. Mortal food, mortal air, mortal love — all of these 
  things are meaningless to a vampire. Blood is the Kin-
  dred’s only passion, and without it, they will quickly 
  wither and fall dormant. Moreover, each vampire can 
  use its stolen blood to perform amazing feats of healing, 
  strength, and other supernatural abilities.
  • Anyone who dies from a vampire’s bite rises to 
  become a vampire. False. If this were true, the world 
  would be overrun with vampires (and not just in our 
  media). Vampires do feed on human blood, and they 
  do sometimes kill their prey — but most humans who 
  die from a vampire’s attack simply perish. To return as 
  undead, the victim must be drained of blood and sub-
  sequently be fed a bit of the attacking vampire’s blood. 
  This process, called the Embrace, causes the mystical 
  transformation from human to undead.
  • Vampires are monsters — demonic spirits em-
  bodied in corpses. False… and true. Vampires are not 
  demons per se, but a combination of tragic factors draws 
  them inexorably toward wicked deeds. In the begin-
  ning, the newly-created vampire thinks and acts much 
  as she did while living. She doesn’t immediately turn 
  
  9 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  into an evil, sadistic monster. However, the vampire 
  soon discovers her overpowering hunger for blood, and 
  realizes that her existence depends on feeding on hu-
  manity. In many ways, the vampire’s mindset changes 
  — she adopts a set of attitudes less suited to a commu-
  nal omnivore and more befitting a solitary predator. 
  At first reluctant to kill, the vampire is finally forced 
  into murder by circumstance or need — and killing be-
  comes easier as the years pass. Realizing that she herself 
  is untrustworthy, she ceases to trust others. Realizing 
  that she is different, she walls herself away from the 
  mortal world. Realizing that her existence depends on 
  secrecy and control, she becomes a manipulator. And 
  things only degenerate as the years turn to decades and 
  then centuries, and the vampire kills over and over, 
  watching the people she loved age and die. Human life, 
  so short and cheap in comparison to hers, becomes of 
  less and less value, until the mortal “herd” around her 
  means no more to her than a swarm of annoying in-
  sects. Vampire elders are among the most jaded, unfeel-
  ing, and paranoid — in short, monstrous — beings the 
  world has ever known. Maybe they are not demons ex-
  actly — but at that point, who can tell the difference?
  • Vampires are burned by sunlight. True. Vampires 
  must avoid the sun or die, though a few can bear sun-
  light’s touch for more than a very short period of time. 
  Vampires are nocturnal creatures, and most find it ex-
  tremely difficult to remain awake during the day, even 
  within sheltered areas.
  • Vampires are repulsed by garlic and running wa-
  ter. False. These are myths, and only a very small frac-
  tion of vampires are even inconvenienced by them.
  • Vampires are repulsed by crosses and other holy 
  symbols. This is generally false. However, if the wielder 
  of the symbol has great faith in the power it represents, 
  a vampire may suffer ill effects from the brandishing of 
  the symbol.
  • Vampires die from a stake through the heart. 
  False. However, a wooden stake — or arrow, crossbow 
  bolt, etc. — through the heart will paralyze the mon-
  ster until it is removed.
  • Vampires have the strength of 10 men; they can 
  command wolves and bats; they can hypnotize the 
  living and heal even the most grievous wounds. True 
  and false. The power of a vampire increases with age. 
  Young, newly created vampires are often just a little 
  more powerful than humans. But as a vampire grows in 
  age and understanding, she learns to use her blood to 
  evoke secret supernatural powers, which vampires call 
  Disciplines. Elders’ powers can often rival those of the 
  fictional Lestat or Dracula, and the true ancients — 
  the Methuselahs and Antediluvians who have stalked 
  the nights for thousands of years — often possess liter-
  ally godlike power.
  • Vampires have sex. True. It’s a great way to feed, 
  but carnal pleasures don’t mean as much to the Kin-
  dred. Feeding, which vampires call “the Kiss,” is an 
  incredibly intoxicating and erotic experience for Cain-
  ites and their victims. Sex is great, but nothing truly 
  replaces the ecstasy of feeding for a vampire.
  The Embrace
  Vampires are created through a process called the 
  Embrace. Some vampire Clans Embrace more casually 
  than others, but the Embrace is almost never given 
  lightly. After all, any new vampire is a potential com-
  petitor for food and power. A potential childe is often 
  stalked for weeks or even years by a watchful sire, who 
  greedily evaluates whether the mortal would indeed 
  make a good addition to the society of the Kindred.
  The Embrace is similar to normal vampiric feeding as 
  the vampire drains her chosen prey of blood. However, 
  upon complete exsanguination, the vampire returns a 
  bit of her own immortal blood to the drained mortal. 
  Only a tiny bit — a drop or two — is necessary to turn 
  the mortal into a new vampire. This process can even 
  be performed on a dead human, provided the body is 
  still warm.
  Once the blood is returned, the mortal “awakens” and 
  begins drinking of his own accord. But, though animate, 
  the mortal is still dead; his heart does not beat, nor does 
  he breathe. Over the next week or two, the mortal’s 
  body undergoes a series of subtle transformations; he 
  learns to use the Blood in his body, and he is taught the 
  special powers of his Clan. He is now a vampire.
  The Hunt
  When all is said and done, the most fundamental 
  difference between humans and vampires lies in their 
  methods of sustenance. Vampires may not subsist on 
  mortal food; instead, they must maintain their eternal 
  lives through the consumption of blood — fresh hu-
  man blood.
  Vampires acquire their sustenance in many fashions. 
  Some cultivate “herds” of willing mortals, who cher-
  ish the ecstasy of the vampire’s Kiss. Some creep into 
  houses by night, feeding from sleeping humans. Some 
  stalk the mortals’ playgrounds — the nightclubs, bars, 
  and theaters — enticing mortals into illicit liaisons 
  
  10 
  INTRODUCTION
  and disguising their predation as acts of passion. And 
  yet others take their nourishment in the most ancient 
  fashion — stalking, attacking, and incapacitating (or 
  even killing) mortals who wander too far into lonely 
  nocturnal alleys and empty lots.
  The Nocturnal World of the Vampire
  Vampires value power for its own sake and for the 
  security it brings, and they find it ridiculously easy to 
  acquire mundane goods, riches, and influence. A mes-
  merizing glance and a few words provide a cunning vam-
  pire with access to all the wealth, power, and servants 
  he could desire. Some powerful vampires are capable 
  of implanting posthypnotic suggestions or commands 
  in mortals’ minds, then causing the mortals to forget 
  the vampire’s presence. In this way, vampires can eas-
  ily acquire legions of unwitting slaves. More than a few 
  “public servants” and corporate barons secretly answer 
  to vampire masters.
  Though there are exceptions, vampires tend to re-
  main close to the cities. The city provides countless 
  opportunities for predation, liaisons, and politicking — 
  and the wilderness often proves dangerous. The wilds 
  are the home of the Lupines, the werewolves, who are 
  the Kindred’s ancestral enemies and desire nothing 
  more than to destroy vampires outright.
  The Jyhad
  Some vampires seek to have nothing to do with their 
  kind, choosing instead to exist and hunt in solitude. 
  However, the civilization of the undead is a manipu-
  lative and poisonous dance, and few vampires are left 
  entirely untouched. Since the nights of antiquity, 
  Cainites have struggled for supremacy, in an ancient 
  and many-layered struggle known as the Jyhad. Lead-
  ers, cultures, nations, and armies have all been pawns 
  in the secret war, and vampiric conspiracies have in-
  fluenced much (though by no means all) of human 
  history. Few things are as they seem in the vampires’ 
  nocturnal world: A political coup, economic crash, or 
  social trend may be merely the surface manifestation 
  of a centuries-old struggle. Vampire elders command 
  from the shadows, manipulating mortals and other 
  vampires alike — and the elders are often manipulated 
  in turn. Indeed, most combatants may not even realize 
  for whom they fight, or why.
  Reputedly begun millennia ago, the Jyhad rages even 
  today. Though skyscrapers take the place of castles, 
  machine-guns and missiles replace swords and torches, 
  and stock portfolios substitute for vaults of gold, the 
  game remains the same. Kindred battles Kindred, Clan 
  
  11 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  battles Clan, Sect battles Sect, as they have for eons. 
  Vampiric feuds begun during the nights of Charle-
  magne play themselves out on the streets of New York 
  City; an insult whispered in the court of the Sun King 
  may find itself answered by a corporate takeover in Sao 
  Paolo. The ever-swelling cities provide countless op-
  portunities for feeding, powermongering — and war.
  Increasingly, vampires speak of Gehenna — the long-
  prophesied night of apocalypse when the most ancient 
  vampires, the mythical Antediluvians, will rise from 
  their hidden lairs to devour all the younger vampires. 
  This Gehenna, so the Kindred say, will presage the end 
  of the world, as vampires and mortals alike are consumed 
  in an inexorable tide of blood. Some vampires strive to 
  prevent Gehenna, some fatalistically await it, and still 
  others consider it a myth. Those who believe in Ge-
  henna, however, insist that the end time comes soon.
  How to Use This Book
  This book is divided into several chapters, each of 
  which is designed to explore and explain a specific area 
  of the game. Remember, though, that in a storytelling 
  game, the most important “chapter” is your imagina-
  tion. Never let anything in this book be a substitute for 
  your own creativity.
  Chapter One: A World of Darkness describes the 
  Kindred and the world in which they hunt.
  Chapter Two: Sects and Clans describes the 13 
  great “Clans” of Kindred and the organizations to 
  which they hold allegiance.
  Chapter Three: Character and Traits gives step-
  by-step instructions for creating vampire characters as 
  well as a description of the Traits that make them up.
  Chapter Four: Disciplines delineates the wide vari-
  ety of mystical powers of the undead.
  Chapter Five: Rules provides the basic means of re-
  solving the characters’ various actions.
  Chapter Six: Systems and Drama describes a pleth-
  ora of ways to simulate everything from gentle seduc-
  tion to brutal combat.
  Chapter Seven: Morality describes Humanity and 
  the various Paths of Enlightenment that more alien 
  and inhuman vampires adhere to.
  Chapter Eight: Storytelling tells Storytellers how 
  to build entertaining stories in which to involve the 
  characters.
  Chapter Nine: The Others gives notes on the Kin-
  dred’s (few) friends and (many) enemies.
  Chapter Ten: Bloodlines details a wide range of mi-
  nor bloodlines, Clan variations, and some of the strains 
  of vampire thought lost to the mists of time.
  Finally, the Appendix provides addenda and miscel-
  laneous rules.
  Source Material
  Vampire not only pays homage to a long-standing 
  and thriving genre, but has itself inspired countless 
  vampire novels and movies over the past two decades. 
  You can’t throw a rock and not hit a young adult series 
  or a television show featuring vampires, but below are 
  a few of the most important influences on the creation 
  of Vampire.
  Inspirational literature is almost too daunting to con-
  sider. Some of the most cited inspirations: Dracula, by 
  Bram Stoker; Interview with the Vampire, The Vampire 
  Lestat, and The Queen of the Damned, by Anne Rice; 
  Lost Souls, by Poppy Z. Brite; Brian Lumley’s Necroscope 
  series; The Hunger, by Whitley Streiber; and I Am Leg-
  end, by Richard Matheson. The vampire plays a role in 
  the romantic poetry of Byron, Shelley, and Baudelaire, 
  and the Internet has thousands of sites of old myths 
  and legends of vampires from around the world.
  There are also a ton of vampire movies as well. Bela 
  Lugosi’s Dracula and Murnau’s silent Nosferatu are 
  the granddaddies of the genre. Other good (or at least 
  amusing) films include The Hunger, Near Dark, Vamp, 
  The Lost Boys, Salem’s Lot, the Cristopher Lee Hammer 
  Horror films, and the anime flick Vampire Hunter D. 
  Coppola’s Dracula is not the best in terms of plot, but 
  does have lush cinematography. And for television, 
  you can’t go wrong with shows like Buffy the Vampire 
  Slayer, Angel, and True Blood.
  
  12 
  CHAPTER ONE: A WORLD OF DARKNESS
  
  13 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter One:  
  A World of  
  Darkness
  The world of Vampire is a dark reflection of our own. 
  The shadows loom longer here, and the night is more 
  reluctant to yield to day. Corruption runs rampant, 
  from the government through private corporations and 
  into the various subcultures that revel in these cultur-
  ally bankrupt times.
  It is a world of contrasts, of haves versus have-nots. It 
  all looks very much like the real world, as seen through 
  an extremely stylized filter that turns up the contrasts 
  between dark and light. The technology is the same 
  as ours right now, but the people who use it are differ-
  ent — darker, in personality and motive — and that 
  changes how the world functions.
  In this world, vampires exist, and they are very much 
  an extension of the tarnished aesthetic that shapes the 
  World of Darkness. Whatever their origins, or what-
  ever they believe to be their origins, vampires are an 
  outgrowth of the people who populate this desperate 
  environment. Vampires exist in the World of Darkness 
  because they are the monsters among us, the products 
  of a world so dark that only something truly horrible 
  and captivating can challenge the depths into which 
  the living residents of the world have plunged it.
  In this setting, you will tell tales of morality and de-
  pravity, of redemption and damnation. When you play 
  Vampire, you enter this World of Darkness. Will you 
  leave it a better place when your time is done? Or will 
  you take the path so many others have, leaving more 
  blight, ruin, and sorrow as your legacy?
  Gothic-Punk
  The Gothic aspect of the setting is very much in the 
  literary tradition of the word. Gothic literature paints 
  a world of anachronisms, barbarism, decay, madness, 
  and a romanticized history that never existed. In the 
  ultramodern context of Vampire, we see it in the 
  churches whose spires soar skyward, in the avarice and 
  treachery of the wealthy who enjoy great comfort, in 
  the crumbling architecture of the cities and the way 
  nature reclaims the places forgotten or abandoned by 
  men. A tenement erected at the turn of the 20th cen-
  tury, fronted by dingy, fluted columns and infested with 
  squatters, is a neo-gothic rookery. A merciless million-
  aire’s estate on the edge of town is a modern castle, as 
  is his lavish penthouse in the bustling district where 
  13 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  “The Children of Seth will always hate us again and again, for we are their predators. 
  We are their Masters and they know this, deep in their soul.” 
  - The Book of Nod
  
  14 
  CHAPTER ONE: A WORLD OF DARKNESS
  mortals go to dance and drug away their cares. A mad 
  priest offers succor to those members of his flock tor-
  mented by “monsters,” the ivy-choked cemetery where 
  velvet-clad sensualists recite poetry and seduce the 
  shades of the departed, the graffiti-tagged warehouse 
  docks where the skinheads torment their victims: All 
  of these and more are hallmarks of the modern gothic 
  experience.
  Punk, on the other hand, refers to the context in 
  which people experience their world. It’s about an-
  ger, about getting in someone’s face and saying “No 
  more.” It’s about refusing to be ignored and stepping 
  on some motherfucker’s toes to get your point across. 
  As a result, conflict is everywhere, from the gang wars 
  that plague the streets to the self-serving movements 
  in the back rooms of governments and corporations. It 
  runs in scale from the clash of cultures where domains 
  overlap to the desperate, personal struggle of a mother 
  who can’t afford to feed her crying child or the struggle 
  between a junkie and his drug of choice. Rebellion is 
  everywhere, and just living another day to spit in the 
  face of what the long-shadowed World of Darkness has 
  to offer is an act of defiance. Everyone opposes some-
  thing, and the punk element of the setting is the dra-
  matic fulfillment of that opposition.
  Ultimately, you will decide the details the Gothic-
  Punk ambience of your vampire stories. The setting 
  may pale in importance to the narrative events of your 
  chronicle, or the city and its components may become 
  like a character themselves. Whatever the case, your 
  vampires are a product of their environment, and every 
  scene you and your troupe describe reflects this.
  Theme and Mood
  Over the course of playing a Vampire chronicle, you will explore a wide variety of story situa-
  tions, interesting characters, and challenges. In almost every case, these interactions will illustrate 
  the theme of the chronicle that the Storyteller wishes to convey, and will involve the mood of 
  impending reckoning. That generalization leaves room for creative interpretation, however, and 
  each of your stories will be the truly unique result of theme, mood, and storytelling.
  Themes
  Some themes are inherently part of the Vampire experience, and the Storyteller will either ex-
  pand on those or introduce his own into the mix. Here are the core themes of the game, to better 
  illustrate the setting.
  A Beast I Am, Lest a Beast I Become: Vampire lets you play the monster and makes you mor-
  ally accountable for it. All of the protagonists are vampires: blood-drinking monsters who dwell 
  in the shadows at the edge of society and subculture. Vampires have tremendous power, but that 
  power comes paired with the Curse of Caine, which carries a Biblical gravity. Players have an emo-
  tional stake in these characters, and when we play the game, we see their dark side and watch them 
  wrestle with morality. This timeless riddle implies that all vampires must fall eventually, but when 
  and under what circumstances? These questions are at the root of the chronicles that we play.
  The Masquerade: It’s the very foundation of Vampire. Once the character is Embraced, they 
  are drawn behind the curtain, and everything they know is changed. The Kindred try to keep the 
  curtain closed, convincing their prey that monsters do not, in fact, hide among them. Inevitably, 
  cracks appear in the façade and the Damned are revealed for who they are. What happens when 
  this occurs? For more information about the Masquerade as a concept, see p. 22.
  The Sins of the Father: People rarely choose to become vampires. In most cases, a sire Embraces 
  them without much regard for whether or not the individual wants to commit to an unlife of pre-
  dation, scheming, and horror. Likewise, the childe acquires the sire’s Clan, and thus his powers, 
  weaknesses, and often predilections. This is all a great allegory for the Biblical idea of Original 
  Sin, and deeply tied to the prevailing religious origin than many vampires attribute to the state 
  of vampirism. God cursed Caine for murdering Abel and, as descendants of that first vampire, all 
  
  15 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Kindred bear the stain of that primeval sin. This accountability, decided for each Cainite by the 
  actions of her sire, pervades the vampire condition.
  A War of Ages: Elder Kindred hate younger vampires because they fear new generations will 
  take away the domains they’ve fought for decades or even centuries to establish. Younger Kindred 
  resent their elders for the ways they selfishly lord over their domains and refuse to allow the young 
  to make a place for themselves. It’s like waiting for a promotion that will never come because the 
  person in the position above you is never going to die or retire — and you need your job to stay 
  alive. Kindred history is characterized by the haves versus the have-nots, most often in the form 
  of the elders versus the neonates. The Anarch Revolt and the subsequent Inquisition were the 
  apex of this struggle in history, but it plays out every night on more localized scales of Kindred 
  community and influences the way all vampires interact in the World of Darkness.
  Inherent Conflict: Sect versus Sect. Clan versus Clan. Rebels versus the status quo. The Man 
  versus the Beast. Everybody’s against everybody in the World of Darkness, and there’s never 
  enough to go around. These conflicts color the other themes of the game, and what your sire has 
  made you — in terms of Kindred, Clan, Sect, and outlook — automatically buys you a panoply 
  of enemies.
  Conspiracy: Wheels turn within wheels. The Kindred as a race are skilled manipulators and 
  deceivers, the better to enact their schemes while maintaining a veneer of deniability. A neonate 
  striking out against a hated elder might actually do so at the behest of that elder’s rival, who in-
  cited the turbulent vampire with a clever ruse. Indeed, some Kindred wonder if the whole of the 
  Jyhad is the machination of the Antediluvians, and whether any vampire truly has free will.
  Apocalypse: These are the End Times. The judgment of the Kindred, Gehenna, is coming. We 
  don’t know when, we don’t know how, and we don’t even know what it’ll be, but all of the grim 
  portents of our kind indicate that we’re careening toward our reckoning. Do we rage against the 
  dying of the light, or do we fiddle while our contemporary Gothic-Punk Rome burns? Are all these 
  elders really so vituperative over petty politics with the Biblical Rapture at the threshold? What 
  will happen to the mortal world when the Kindred judgment is nigh?
  Mood
  Vampire stories can be complex and subtle tapestries that can evoke a variety of moods in indi-
  vidual chronicles. There are some, though, that are common to the World of Darkness.
  Sensual: It might be a pang of desire, or it might be an undeniable physical lust, but becoming a 
  vampire is a sexual consummation, as is the act of feeding. We’re dead, sexy things and we’ll never 
  grow old, and we have a license from our maker to indulge our every erotic urge.
  Mysterious: Fog and shadows shroud the landscape. This is the mood of Casablanca and The 
  Maltese Falcon, of Hitchcock and J. J. Abrams. The imagination is aroused by the things that 
  remain nebulous and hidden, and even the vampires that stalk the night don’t know everything 
  that happens in the shadows.
  Dangerous: Nonstop action, full of intensity. The World of Darkness is a dangerous place, and 
  death is always just around the corner. Just when you catch your breath, two guys kick in the door 
  with guns in their hands. The life of the vampire is filled with drama and suspense.
  Eerie: There is an oppressive weight in the air, a sense of great evil that hangs over everything. 
  Everything has a strange, unreal quality to it. The World of Darkness is full of the bizarre, and the 
  vampires are not the only monsters around.
  
  16 
  CHAPTER ONE: A WORLD OF DARKNESS
  The Kindred
  For the Kindred, cities are urban collections of ter-
  ritories and domains that stand as illuminated points 
  against the greater backdrop of the wilderness and the 
  places in between their safety. For vampires, the para-
  digm is almost medieval. The cities are their homes, and 
  everything that’s not a city represents some sort of dan-
  ger. Outside the city are packs of savage Lupines, vast 
  fallow areas where there is no blood to be found, and 
  the unquantifiable strangenesses endemic to a World 
  of Darkness. Modern technology eases those dangers 
  somewhat, but most Kindred are effectively trapped in 
  cities, where they gild their cages with elaborate games 
  of prestige, social status, and vendetta.
  To that end, much of Vampire takes place in urban 
  environments. Why should the Kindred risk starvation 
  in the untamed wild when those badlands confer no 
  status upon their masters, and when a frenzied were-
  wolf may well come rampaging across the landscape, 
  leaving dismemberment in his wake? Truly, vampires 
  are uniquely acclimated to city domains, and the cities 
  are the places that hold the most of their most precious 
  resource in vitae.
  The Embrace
  Upon the Embrace, the fledgling’s senses sharpen, 
  displaying to her a richness of visual colors, auditory 
  distinction, tactile fineness, and olfactory alertness 
  that mortals senses are too limited to discern. The most 
  important of all, however is taste — taste becomes the 
  new Kindred’s primary sense, and with it she engages 
  the pursuit of a single taste to the exclusion of all oth-
  ers: vitae. Mortal blood. The mortal dies, and in her 
  places rises a member of the undead, a Kindred. With 
  this unholy rebirth comes a host of new potential, from 
  the mystical powers known as Disciplines that Kindred 
  possess to the quintessential vampiric ability to use 
  blood for a variety of supernal purposes.
  Thereafter, nothing is the same for the fledgling. She’s 
  no longer mortal, but a new member of an elaborate so-
  ciety of the Damned, who have their own complicated 
  codes of behavior, their own customs, and seemingly 
  endless rules and protocols that dictate who is subservi-
  ent to whom and under what circumstances. Even for 
  those who rebel against the system — Anarchs, ungov-
  ernable Autarkis, and any number of other rogues — a 
  pecking order must exist. The only place it doesn’t is 
  when only one vampire claims the domain… and if 
  that vampire just performed the Embrace, well, there’s 
  no longer only one vampire there.
  The trappings of the fledgling’s mortal life can no 
  longer support her. In the short term, the new vampire 
  now requires blood to sustain herself, and surrounding 
  oneself with vessels of sustenance whom one loves will 
  inevitably result in bloody ruin. In the long term, while 
  the new vampire will remain deathless, unchanged by 
  time, those around her will age, wither, and die. The 
  easiest course, most sires agree, is simply to turn one’s 
  back on the mortal life that no longer offers anything 
  but tragedy and a reminder of the damned state of the 
  undead.
  A Beautiful Corpse
  Once a vampire is Embraced, her looks are frozen in 
  time. Her skin will be unnaturally cold to the touch 
  and become paler as she ages, but she will look the 
  same in a thousand years as she does on the night of 
  her Embrace. However, her body does not work like it 
  used to. As mentioned previously, nearly all Kindred 
  are unable to eat food after the Embrace, vomiting it 
  up almost immediately — only blood will sustain them. 
  Over time, most of the vampire’s bodily fluids will be 
  replaced by blood — the Kindred sweats a thin sheen 
  of blood when nervous, cries tears of blood when sad, 
  and makes a god-awful mess during sex.
  Blood has other, unique uses for vampires. Besides 
  needing it for sustenance, Cainites can mentally direct 
  the blood to various parts of her body, “spending” it to 
  perform a variety of feats. She can heal herself, mend-
  ing scrapes, cuts, and slashes in moments. She can 
  also enhance her physical capabilities, making herself 
  stronger, hardier, or more agile for a short period of 
  time, and fuel the mystical powers at her command. 
  Her blood can also create new vampires through the 
  Embrace, and enslave the minds of mortals and even 
  other Kindred. Some vampires can also spend blood 
  to appear human once again: make their skin rosy and 
  warm, mimic breathing, and even allow her to have 
  sex once again (although intercourse pales in compari-
  son to the ecstasy of the Kiss).
  The Beast
  Of course, there’s a downside as well. Inside every 
  vampire lurks an impassioned, hungry creature that is 
  the opposite of the Man. It is the Beast, and the Beast 
  knows only three activities: kill, feast, sleep. It is the 
  roiling, inchoate desire every Kindred feels to slay her 
  prey rather than taking just enough. It is the inevita-
  ble urge to be what the vampire is — a predator who 
  
  17 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  doesn’t answer to the will of men or hide from their 
  numbers. When the Beast takes control over a vam-
  pire, she is said to enter a state of frenzy, directing the 
  Cainite into a response of fight or flight.
  But the Beast isn’t a simple animal soul; it can be 
  sophisticated. It knows that the war against the Man 
  is one that, given time, it will inevitably win. Thus, 
  in young vampires, the Beast is often a savvy creature, 
  willing to take small victories here and there because 
  in the long term, they lead the Kindred down the path 
  of greater degradation and subservience to the Beast. 
  Tonight the Kindred destroys property, tomorrow she 
  kills with reticence, the night after that she kills with 
  relish. By the time the Man has eroded and the Beast 
  holds sway, there is little rational consciousness left to 
  the Cainite in question. Kill, feast, sleep is all that re-
  mains in a vampire dominated entirely by her Beast.
  The Aristocracy of the Dead
  The Kindred who believes he’ll forever be the tough-
  est motherfucker in the place just because he drinks 
  blood and can’t die is in for a rude awakening. Thou-
  sands upon thousands of other vampires are compet-
  ing with him for that top-dog status. Vampires are 
  powerful creatures, certainly, but those powerful crea-
  tures have put in place hierarchies of their own, and 
  none of them have “share my jealously hoarded power 
  with some newly Embraced whelp” at the top of their  
  agendas.
  The elders have it all sewn up, it would seem. They 
  claim domains that they have held for decades, if not 
  centuries. The social hierarchies, no matter the Sect, are 
  occupied by cagey vampires who didn’t rise to the top by 
  being companionable. The highest echelon of Kindred 
  authority in almost any city is a spider’s web of tenured 
  intrigues, vicious rivalries, and outright hatreds that can 
  boil over into physical violence and even Final Death.
  Add to this the fact that these entrenched elders are 
  masters of manipulation and misdirection, and many 
  young vampires feel — not incorrectly — that they are 
  pawns. They are moved in a game played by hoary old 
  monsters, and their every movement may not even be 
  their own. Does the brash young Brujah really hate the 
  Toreador ancilla who snubbed her at a party? Or did 
  the Ventrue elder encourage his great-grandchilde to 
  hustle the inexperienced Brujah sire into introducing 
  his progeny too soon into Kindred society in the hopes 
  that the Toreador would make a move? These are the 
  
  18 
  CHAPTER ONE: A WORLD OF DARKNESS
  games the elder Kindred play with one another. These 
  are the wheels within wheels in the spiteful war of ages 
  known as the Jyhad.
  The Jyhad
  What sets vampires at each other’s throats? What mo-
  tivates them to construct the elaborate social systems 
  that allow them to stubbornly maintain their veneer of 
  humanity? What is the origin of the endless games of 
  brinksmanship in which vampires contest one another?
  In a single word, it is the Jyhad.
  Vampires are inherently solitary creatures, lone pred-
  ators whose urges are selfish and destructive. When 
  one vampire meets another for the first time, neither 
  of them can ignore the fact that the other is a rival for 
  the limited resources that he exerts himself night after 
  night to cultivate. Whether an individual is a mighty 
  Sabbat Bishop or a lone Gangrel who subsists by not 
  being noticed, each Kindred on a primal level knows 
  that for every new vampire spawned, unlife becomes 
  more and more difficult, more and more dangerous.
  In these modern nights of sophisticated Sects, long-
  standing Clan politics, and the histories of cities that 
  define the fates of the Kindred who dwell there, this 
  primitive urge to hoard all available blood all for 
  oneself finds outlet in conspiracy and gamesmanship. 
  What one Kindred wants, another hoards, another has 
  plans to steal, and still another can distract them all 
  and seize a momentary advantage.
  It is ironic that Cainites turn to a mortal political 
  figure to summarize the perilous philosophies of the 
  Jyhad, and, indeed, if Kindred interactions can be de-
  scribed in terms of human perspective, the appropriate 
  word is Machiavellian. “A prince never lacks legitimate 
  reasons to break his promise,” Machiavelli advises, and 
  “If an injury has to be done to a [rival] it should be so 
  severe that his vengeance need not be feared.”
  Such perspectives are the bylaws of the Kindred’s 
  eternal war against one another, and with centuries or 
  millennia behind the individual feuds in the Jyhad, it 
  is no wonder that the Damned play their cards so close 
  to their chest. These are no mere territory struggles 
  among short-lived mortal tyrants. These are the con-
  flicts that drive history.
  The Modern Advantage
  Although it may seem like the elders have all of the 
  best domains, young Kindred do have a certain advan-
  tage. They haven’t been dead as long as their elders, 
  and remain closer to the mortals from whom they only 
  recently parted.
  This means they still have a connection to mortal 
  trends, and in nights when even children have tech-
  nology at their disposal, young Kindred do, too. Elders’ 
  age and stasis make them reluctant to engage with 
  these new — and, frankly, frightening — technolo-
  gies. Thus, the speed at which information travels is 
  the neonate’s most valuable asset.
  From social media to web-based archives of city his-
  tory to data clouds that house all of the public records 
  of civic transactions (including the name on the deed 
  of the Tremere chantry…), the ability to seemingly 
  reach into the ether and pluck out vital information is 
  an aptitude that confounds many elders. Consider that 
  a given elder may have once held sway over scriptoria 
  of monks who diligently copied manuscripts by hand 
  over the span of years, or even one who watched the 
  printing press slowly transform the western world. The 
  speed at which information disseminates is a modern 
  horror that can cause even the most stalwart elder to 
  blanch. Flash mob at the graveyard, which just hap-
  pens to be a craggy old Malkavian’s favored haven? 
  “No problem,” says the confident young vampire, 
  smartphone in hand. There has even been talk of vam-
  pires making their own social network.
  Just know what you’re getting yourselves into, 
  whelps.
  Social Distinctions
  Various castes, appellations, and divisions distinguish 
  the Kindred. Most vampires belong to more than one of 
  the following groups, and movement between them can 
  be as liquid as a neonate’s ambition or as calcified as an 
  elder’s habits. It all depends upon the domain and the 
  circumstances. Note that these are allegiances or clas-
  sifications, not jobs. Titles and offices a Kindred may 
  possess are something altogether different (see p. 24).
  Age
  One of the ways that Kindred determine the social 
  pecking order is through a combination of age and 
  Generation (an indication of how far the vampire is 
  removed from Caine, the original vampire). Newly-
  Embraced Cainites must prove themselves to older, 
  more established vampires in order to gain any sort of 
  
  19 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  recognition or standing. There is a small degree of mo-
  bility, but a vampire primarily gains respect through 
  the passage of time and the attrition of his enemies.
  Fledgling: A fledgling is a newly-Embraced vampire 
  who has not yet been introduced to Kindred society 
  and formally emancipated from her sire. To this end, a 
  sire is responsible for the actions of his childe until he 
  deems her able enough to handle Cainite culture on 
  her own. Some Clans shelter their fledglings for years 
  or decades, like the Tremere, while others, like many 
  Gangrel and Brujah, figure that once you’re a vampire, 
  you’re on your own — tough shit if you can’t hack it. 
  The Sabbat — who sometimes call their hastily-Em-
  braced fledglings “shovelheads” due to their bizarre 
  Embrace rituals — are usually much more pragmatic: If 
  the fledgling survives and does something worthwhile, 
  she’s not a shovelhead anymore.
  Neonate: A neonate is a young vampire, one who 
  has not been Kindred very long. The main difference 
  between a neonate and a fledgling is that the neonate 
  has been emancipated from her sire and otherwise is 
  seen as an “adult” in vampire society. The line between 
  fledgling and neonate is incredibly subjective, but usu-
  ally once Kindred society stops thinking of a vampire 
  as her sire’s appendage and more on her own merits 
  and actions, then she’s become a neonate.
  Ancilla: Those Kindred who have a few decades or 
  centuries under their belts generally fall into the loose, 
  subjective category known as the ancillae. They have 
  paid their dues, understand (mostly) how Kindred soci-
  ety works, and have probably accomplished something. 
  Ancilla is the rank between neonate and elder, imply-
  ing some degree of achievement in what local Kindred 
  society deems appropriate. Of course, what counts as 
  “achievement” can vary wildly from Sect to Sect. A 
  Camarilla ancilla would be considered soft and effete 
  by the Sabbat, while a Sabbat ancilla would probably 
  be described as a raging maniac by Camarilla stan-
  dards.
  Elder: What constitutes an “elder” is similarly sub-
  jective, but it generally corresponds to a rough age 
  distinction of anywhere from 200 to 1000 years of be-
  ing Kindred, with appreciable claims to domain and 
  a variety of other assets to bring to bear in the Jyhad. 
  Typically, elders of Europe are much older than those 
  across the Atlantic Ocean. Elders are typically the old-
  est active vampires in undead society.
  Methuselah: When a vampire reaches a particular 
  age, somewhere between 1000 and 2000 years of un-
  death, a profound change invariably overtakes him. It 
  has long been debated whether this change is mystical 
  or biological. Regardless, by the time a vampire reaches 
  this age, the weight of millennia sets in, as well as an 
  increased paranoia. Those who are weak or take risks 
  do not survive to this age — only the most indomitable 
  attain the station of Methuselah.
  As a means of self-preservation, Methuselahs re-
  treat from the world. The constant struggle of facing 
  the young who seek power through the blood of their 
  elders grows numbing. Eventually one of the hungry 
  whelps will get lucky. Thus the only option is to retreat 
  fully from society, and go into torpor. Some Methuse-
  lahs remain involved in power struggles and the Jyhad 
  of the Kindred, but do so from a position of complete 
  anonymity. Still others do so from the cold sleep of 
  torpor, moving their minions with mental commands, 
  dream-visions, or centuries of conditioning. The fear 
  of Jyhad, that no Kindred may truly call his actions his 
  own, stems from the inexorable dread spawned by the 
  terrible potential of the Methuselahs.
  Antediluvian: Literally “before the flood,” the An-
  tediluvians are believed to be those vampires of the 
  Third Generation (see p. 29) who are descended from 
  Caine’s original childer. Rumored to be the last vam-
  pires “with mastery over life and death,” the Antedi-
  luvians are almost certainly in the grip of millennial 
  torpor, assuming they still exist at all. If these Biblical 
  monsters still dwell on earth, they cannot possibly still 
  resemble humans in anything more than physical form. 
  They have been vampires for so long that their urges 
  and desires are wholly alien to human sensibilities, 
  and even to those vampires who have been Kindred 
  for “only” a thousand years or fewer. Some Kindred 
  philosophies prophesy that the Antediluvians will rise 
  from their unquiet slumber and devour their wayward 
  childer during an apocalypse known as Gehenna. Rad-
  ical — perhaps suicidal — believers in this prophecy 
  advocate destroying the sleeping monsters where they 
  lie, if they can be discovered and destroyed at all.
  Clans and Sects
  A Kindred’s Clan is her lineage, the vampiric “fam-
  ily” into which she was Embraced. The Clans are dis-
  tinguished by their Antediluvian founders. Kindred so-
  ciety generally acknowledges 13 Clans tonight, though 
  some may have been lost to history, some may exist in 
  secrecy, and some may never have been known. Some 
  Clans are highly organized, while others are utterly de-
  centralized. The only constant when speaking of Clans 
  is that each has a unique ultimate progenitor, a set of 
  
  20 
  CHAPTER ONE: A WORLD OF DARKNESS
  mystical aptitudes known as Disciplines, and a perva-
  sive flaw.
  Those without a Clan are known as Caitiff. These 
  individuals are undeniably vampires, but they display 
  no inherited characteristics from their sires (if, indeed, 
  they know who their sires are at all). Caitiff are fre-
  quently shunned in Kindred society, as much for their 
  lack of pedigree as their ignorance of vampiric social 
  structures.
  A Sect is an artificial organization of vampires, usu-
  ally composed of multiple Clans that form a league or 
  compact. In most cases, one’s Clan has immense in-
  fluence on one’s Sect, but exceptions do occur. Some 
  Clans belong to no Sect at all, and in most cases, Cai-
  tiff may be found among any of the Sects.
  The interplay of Clan and Sect realities shapes much 
  of a Kindred’s nightly experiences: A Camarilla Ven-
  true’s understanding of her city is radically different 
  from a Sabbat Tzimisce’s perspective. 
  Clans
  The way Clans function varies. Some are closely 
  knit, almost fraternal organizations with distinct agen-
  das and focused hierarchies. Others are little more 
  than a predilection toward certain Disciplines and an 
  exploitable flaw in the blood. Ultimately, what Clan 
  means to each vampire is unique, and some Kindred 
  may be very proud of their Clan while others don’t give 
  it much thought. Ultimately, though, each Clan tends 
  towards certain common behaviors, perceptions, or 
  roles in Kindred society.
  The Assamites are silent masters of assassination, 
  killing for hire and collecting blood for rituals to bring 
  them closer to their progenitor.
  The Brujah were once philosopher-kings of an an-
  cient civilization, but are now rebels and rogues with a 
  fearsome inclination toward frenzy.
  The Followers of Set venerate a chthonic God while 
  seeking out the world’s secret places and protecting an-
  cient artifacts.
  The Gangrel are bestial and untamed, often coming 
  to resemble the animals over which they demonstrate 
  mastery.
  The Giovanni are an insular family of vampires who 
  practice the art of commanding the dead while com-
  manding global finances, as they have since the Re-
  naissance.
  The Lasombra are proud nobles who command the 
  very essence of darkness and shadow — to the point of 
  worshiping it, some say.
  The Malkavians are a Clan fractured by madness, 
  each member irrevocably suffering under the yoke of 
  insanity.
  The Nosferatu are hideously disfigured by the Em-
  brace, so they keep to the sewers shadows and traffic in 
  the secrets they collect.
  The Ravnos are nomads and tricksters who can force 
  the mind to see what isn’t there, though they are slaves 
  to the vices they indulge in.
  The Toreador enjoy every sensual pleasure the world 
  has to offer, idolizing physical beauty and the adora-
  tion of their thralls.
  The Tremere wield the supernatural power of their 
  sorcerous past, though they became vampires through 
  treachery and artifice.
  The Tzimisce are eldritch Old World lords who 
  have little in common with the mortal world and can 
  manipulate flesh and bone at a whim.
  The Ventrue observe the noblesse oblige of vampire 
  society, though their entitlement and greed encourages 
  them to seek ever more at the expense of others.
  The Caitiff have no inherent Clan society, support, 
  or even characteristics; they are like orphans among 
  the great families of vampires.
  Sects
  Sect — a vampire’s political and philosophical affili-
  ation — is ostensibly a matter of choice. If a Cainite 
  dwells in a Sabbat city, however, she’s almost certainly 
  a Sabbat member whether she wants to be or not, and 
  a vampire in a Camarilla-held city had better have an 
  exquisite explanation if he chooses not to honor the 
  word of the Prince.
  Each Sect has a dogma and an objective its members 
  seek to attain. Being broadly distributed organizations 
  populated by creatures as selfish as vampires makes a 
  Sect’s nature in each city a unique thing. Some Sect-
  dominated cities might be paragons of their organiza-
  tion’s virtues, while other pay only lip service to Sect 
  creeds. For more information on the Camarilla, the 
  Sabbat, the Anarchs, and the Independents, see Chap-
  ter Two, starting on p. 38. For more information on the 
  Traditions, see p. 22.
  
  21 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Camarilla holds up the Traditions as the high-
  est authority, with a figure known as the Prince acting 
  as the ultimate authority to both interpret and enforce 
  those laws in each domain. First and foremost, the 
  Camarilla sees its role as maintaining the Masquer-
  ade, but in domains with accomplished Kindred, the 
  conflicts between them regularly bring the rest of the 
  Traditions into consideration as well. The Camarilla 
  considers itself a well-heeled Sect of genteel vampires, 
  and the term Kindred originates with it, in the idea 
  that all members of the Camarilla are peers in the same 
  august organization. Of course, the social hierarchy of 
  the Camarilla is an elaborate construct, and vicious 
  interpersonal politics and ancient grudges shape the 
  nightly affairs of the “Ivory Tower.”
  The Sabbat holds an apocalyptic outlook, believing 
  that the time for Gehenna is nigh, and the Ancients 
  will soon rise from their graves and devour their errant 
  get. It has little regard for the Traditions other than 
  immediate self-preservation, and its domains are hell-
  ish urban warzones where people may well have seen 
  vampire activity but simply chalk it up to the weirdness 
  and horror of the World of Darkness. The Masquerade 
  (or “The Silence of the Blood,” as they call it) is tenu-
  ous in Sabbat domains, and much of its poor relation-
  ship with the Camarilla owes to its recklessness and 
  shortsighted brand of fiery fanaticism. The Sabbat be-
  lieves that ultimately, vampires must assert their place 
  over the mortal world instead of hiding from it, if they 
  are to survive the fangs of their creators. Part fanatical 
  death worshippers, part millennial doomsday cult, the 
  “Sword of Caine” is neither subtle nor tolerant.
  The Anarch Movement is localized and sporadic, 
  without any real central organization outside the in-
  dividual cities where it establishes itself. In fact, the 
  Camarilla considers the “Anarchs” under its own pur-
  view. The central tenet of the Anarchs is that rule by 
  elders is an outmoded concept, and that Kindred do-
  mains should be governed by merit, with a fundamen-
  tal respect for the individual Kindred. Effectively, the 
  Movement seeks to redistribute the power in domains 
  from the hands of the old elite into a more equitable 
  arrangement. While this may seem modern and rea-
  sonable, that’s not how Kindred society works in most 
  domains, and those who already benefit from consoli-
  dated power find the idea laughable at best and treason-
  ous at worst. As well, many Anarchs style themselves 
  as revolutionaries, willing to do whatever it takes to 
  strip power from the corrupt old guard who hoard it. 
  These are no utopian domains of happy Kindred-kine 
  
  22 
  CHAPTER ONE: A WORLD OF DARKNESS
  relationships. These are petty kingdoms ruled by in-
  dividual undead lords of whatever territory they can 
  seize.
  The Inconnu is an enigmatic elder Sect about which 
  little is known. Indeed, it seems less of a cogent Sect 
  and more of a confederation of Kindred who seek the 
  state of Golconda, a sort of redemptive transcendence 
  of Damnation. The Sect rarely has more than one or 
  two Kindred in any given domain, and territory ac-
  quisitions don’t appear to be part of its agenda. A few 
  territories belong to prominent Inconnu, and thus the 
  Sect may be said to be dominant in that domain, but in 
  most cases of Inconnu presence, a “Monitor” takes up 
  residence in another Sect’s domain to watch its affairs 
  and pursue her own salvation. What the Sect formally 
  wants — if anything — remains unknown, and specu-
  lation runs rampant as to their origin. Some believe 
  that they are little more than a cult of would-be gods 
  while others suspect that they are the remnants of an 
  ancient Roman conspiracy that pre-dates the modern 
  idea of Sects.
  The Tal’Mahe’Ra is a bizarre paranoid conspiracy of 
  a Sect that spends little time in contact with the other 
  factions of Kindred society. Very little is known about 
  the “True Black Hand,” and some Kindred consider 
  stories of its existence apocryphal. Its stronghold lies 
  in the Underworld, the realm of the dead occupied by 
  ghosts of things long lost to the modern world. Its mis-
  sion seems to be one of shepherding and protecting the 
  world toward an end only it understands. Their vision 
  is similar to the First City as described in the Book of 
  Nod. The Sect holds no cities in the physical world as 
  its domains, though it maintains estates and other odd 
  nexuses where it breeds ghoul servants and sends its 
  agents forth into the world. 
  The Independent Clans often function like small-
  scale Sects themselves, with specific agendas in mind, 
  though this is not always the case. 
  Autarkis
  Not every Kindred belongs to a Sect, nor swears fe-
  alty to a Clan, Prince, Bishop, or other such entity. 
  These Autarkis often lead solitary unlives not unlike 
  hermits or outcasts. The lot of the Autarkis is unique 
  in every case — what drove her into self-rule, and why 
  does the local Sect allow an individual to flout its pri-
  macy? In some cases, an Autarkis is beneath notice, as 
  with a Nosferatu who keeps to his warrens on the out-
  skirts of town or an irretrievably damaged Malkavian 
  who dwells in the Barrens. In other cases, the Autarkis 
  is simply too powerful or otherwise ungovernable for 
  the local Sect to bring under its sway. These latter are 
  often terrifying, warlike when prodded, and nearly leg-
  endary in the domain. If you’re such a badass that you 
  can thumb your nose at every pack of Templars or Ar-
  chon strike team the local Kindred call in to force you 
  to toe the line, you’d make a fine Autarkis.
  The Traditions
  Vampires observe a set of customs that exists some-
  where between being coded into their undead natures 
  and a social contract that’s ratified every night among 
  the courts of the Damned. Not every vampire affords 
  the idea of the Traditions the respect they deserve — 
  the Sabbat in particular make bold claims about the 
  flaws of the Traditions and the weak wills of those who 
  hide behind them — but in practice, most vampires 
  observe the Traditions to some extent. This is most 
  true of the Masquerade, for as bold as the Sabbat or 
  Anarchs may be, even they don’t have the concentrat-
  ed might to stand against a world of mortals who learn 
  the secret that the undead walk among them.
  Interpreting and enforcing the Traditions is the 
  privilege and responsibility of the Kindred Prince. In 
  some domains, particularly those of non-Camarilla 
  Sects, both the titles and the Traditions themselves 
  may vary, but the core principle is found everywhere: 
  That an undead authority makes the rules and woe to 
  any who feel that they don’t have to heed them.
  The First Tradition: The Masquerade 
  This is the most important Tradition, for its obser-
  vance protects the race of Caine from discovery by a 
  mortal world that would unite against them in fear 
  and hatred. Many Princes and other Kindred authori-
  ties spend a great deal of time using their influence or 
  wealth to cover up breaches of the Masquerade, for the 
  greater good of the Damned who may not even under-
  stand the peril in which they place themselves when 
  they breach it. The Camarilla tends to err on the side 
  of the pragmatic, cultivating its power from the shad-
  ows, but the Sabbat longs for a time when the Mas-
  querade is no longer necessary, when mortals are little 
  more than blood-thralls born into the shackles of their 
  vampiric masters.
  The Second Tradition: The Domain
  Of all the Traditions, Princes often employ the widest 
  range of interpretations when it comes to the Second 
  
  23 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The First Tradition:  
  The Masquerade
  Thou shall not reveal thy true nature to those not of the Blood.  
  Doing such shall renounce thy claims of Blood.
  The Second Tradition:  
  The Domain
  Thy domain is thine own concern.  
  All others owe thee respect while in it.  
  None may challenge thy word while in thy domain.
  The Third Tradition:  
  The Progeny
  Thou shall only Sire another with the permission of thine Elder.  
  If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.
  The Fourth Tradition:  
  The Accounting
  Those thou create are thine own children.  
  Until thy Progeny shall be Released, thou shall command them in all things.  
  Their sins are thine to endure.
  The Fifth Tradition:  
  Hospitality
  Honor one another’s domain.  
  When thou comest to a foreign city, thou shall present thyself to the one who ruleth there. 
  Without the word of acceptance, thou art nothing.
  The Sixth Tradition:  
  Destruction
  Thou art forbidden to destroy another of thy kind.  
  The right of destruction belongeth only to thine Elder.  
  Only the Eldest among thee shall call the Blood Hunt.
  
  24 
  CHAPTER ONE: A WORLD OF DARKNESS
  Tradition. Some Princes maintain that the Second Tra-
  dition applies only to those of their station, that a given 
  city is entirely a Prince’s domain and that everyone in 
  it owes him fealty and perhaps tribute. Other Princes 
  are much more liberal, granting each (acknowledged) 
  Kindred in her domain the power of sovereignty over 
  their own territory. Most Princes fall somewhere in the 
  middle, acknowledging that each Kindred makes his 
  own fortune and has a right to authority in areas ac-
  cepted as his, but not complete autonomy.
  The Third Tradition: The Progeny
  Many if not most Princes require that prospective 
  sires seek their permission before performing the Em-
  brace to create fledglings. However, some domains in-
  terpret “thine elder” to signify either the elder of one’s 
  own Clan, or even one’s own sire. Note that such lib-
  eral domains are often the ones with the greatest Kin-
  dred populations, and often ones that come closest to 
  jeopardizing the Masquerade due to Kindred overpopu-
  lation.
  The Fourth Tradition: The Accounting
  This Tradition imposes a twofold rule. First, a sire 
  effectively owns her progeny until such a time as she 
  deems them fit to face Kindred society on their own. 
  Second, a wayward childe brings trouble upon his sire’s 
  head, for the sire is responsible for the actions and con-
  sequences of her childe until the point at which she is 
  emancipated. This Tradition is simultaneously at the 
  center of some Kindred’s policy of making their childer 
  earn their freedom through a long and arduous process, 
  and other Kindred’s policy of, “Fuck it; you’re a vam-
  pire now. Don’t ruin it for the rest of us or I’ll tear your 
  heart out myself. Good luck.”
  The Fifth Tradition: Hospitality
  A Prince has the right to dictate who may stay in his 
  domain and who must leave or suffer punishment. This 
  Tradition also imposes the responsibility on a trav-
  eling or relocating Kindred to present herself to the 
  local Kindred authority and make herself known and 
  accountable for any missteps. Again, this Tradition’s 
  enforcement falls to the whim of individual Princes. 
  Some are iron-fisted dictators who demand to know 
  the comings and goings of all the Kindred in their cit-
  ies, while others don’t mind so much as everyone heeds 
  the other Traditions and doesn’t disturb the social or-
  der.
  The Sixth Tradition: Destruction
  The Blood Hunt — the Lextalionis — is the Princely 
  decree that declares another vampire persona non grata. 
  The right of Princes (or “elders,” depending upon the 
  interpretation of the Tradition) to call the Blood Hunt 
  effectively forfeits the hunted Kindred’s unlife; it is 
  the ultimate punishment levied for the most grievous 
  of crimes. Indeed, it is used so sparing and so severely 
  in most domains that many Princes will even pardon 
  those Kindred who perform diablerie on a vampire un-
  der the Lextalionis. 
  Domains of the Dead
  A city’s Kindred society and even its mortal character 
  depend a great deal upon which Sect holds sway there, 
  or if any Sect holds sway at all. Camarilla domains such 
  as Chicago, London, and Paris look and feel a great 
  deal differently from Sabbat strongholds such as Mexi-
  co City, Detroit, and Montreal, which likewise have a 
  different cast than Anarch cities like Los Angeles, San 
  Diego, and San Francisco.
  Individual Kindred define these domains, of course, 
  but simply learning which titles a city employs for its 
  high-status vampires can offer a wealth of insight to 
  the observer. For instance, if a Kindred learns that De-
  troit has an Archbishop, he’s pretty well assured that 
  the city belongs to the Sabbat, while discovering that 
  all of London is Prince Mithras’ domain lets the vam-
  pire know that the city is one of Camarilla allegiance.
  The following titles describe the Sect alignment and 
  duties of that title. Note that not every domain has 
  a member of every given title. Indeed, some domains 
  have many members with a given title, while in others, 
  certain powerful Kindred may hold numerous titles, or 
  there might be so few competent Kindred that each 
  vampire must attend to multiple responsibilities.
  Prince (Camarilla)
  The preeminent vampire of a Camarilla city and 
  probably the most numerous position of ultimate au-
  thority among Western Kindred, Princes are the rul-
  ers of given cities. Some Princes are tyrants or absolute 
  monarchs of the Damned while others are politically 
  feeble puppets propped up by more powerful support-
  ers, but the position of Prince is one acknowledged 
  and even (grudgingly) respected by all vampires, even 
  those not of the Camarilla.
  
  25 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  A Prince’s duties and privileges are many, but the 
  most important is the interpretation and enforcement 
  of the Traditions, particularly the Masquerade. Beyond 
  that, a Prince has any individual powers he can claim 
  and uphold, such as declaring Elysium, calling a Blood 
  Hunt, adjudicating disputes between residents of his 
  domain, the right to claim a blood-tribute, and poten-
  tially even the right to name, ignore, or even disband 
  the Primogen.
  Kindred of any age can in theory be Princes, but in 
  reality, praxis — the right of Princes to rule — goes 
  only so far as the Kindred members of a domain respect 
  and allow it. A weak or young Prince might be inef-
  fectual or even a laughingstock, while just speaking the 
  name of the aforementioned Mithras or Prince Lodin 
  of Chicago might be enough to cause a shiver of fear 
  down the spines of those cities’ vampires.
  The role of Prince is a complex and varied one and 
  much has been said about it, but ultimately, a Prince is 
  master of the domain.
  Archbishop (Sabbat)
  With many of the same powers as the Prince, the 
  Archbishop is the closest analog the Sabbat has to that 
  position. An Archbishop is different, though, in that 
  the Sabbat is less concerned with enforcing the Tra-
  ditions and more concerned with waging its holy war 
  against the Antediluvians and everyone else. Thus, 
  the Archbishop is part spiritual leader and part war-
  lord, advancing the Sword of Caine’s agenda and es-
  tablishing Cainite primacy. This last is a difficult task 
  to undertake, as it’s not simply a question of turning a 
  Sabbat city into a living hell and declaring that vam-
  pires rule; the fundamentals of the Masquerade and the 
  sheer weight of the mortal population means that is 
  a war to be waged in stages. Too many Sabbat fail to 
  understand this, especially among the young, and lose 
  faith in their leadership because they’re too impatient 
  to play out the long-game Jyhad. This subversion of ig-
  norance is perhaps the Archbishop’s greatest challenge 
  to overcome.
  Baron (Anarch Movement)
  Much of Anarch philosophy decries the tyranny of 
  Princes, but despite their name, the Anarchs often rec-
  ognize that leadership in a domain is necessary. Thus, 
  the Baron: a Prince in all but name and reputation. 
  Many Barons take great pains to avoid Camarilla-style 
  autocracy, but power can corrupt even the most zealous 
  freedom fighter. A Baron forever straddles a fine line 
  between being a wise leader and a power-mad autocrat, 
  and the impractical nature of revolutionary ideology 
  dooms many of them when the nightly affairs of the 
  domain need attention.
  Other Titles
  Camarilla
  Harpy: Harpies are the opinion leaders and the 
  trend-setters to whom other Kindred look when it 
  comes to matters of taste, style, philosophy, or poli-
  tics. A Harpy’s word influences the domain’s attitudes 
  and can be a powerful supporter of the status quo or a 
  force for insidious change. Harpies are rarely appointed 
  directly (and Kindred rarely trust those who are). In-
  stead, a Harpy paradoxically becomes so by acting as 
  a Harpy. The Harpy’s role is often intertwined with 
  domain politics, and it is a bold or foolish Prince who 
  neglects those vampires who represent the cutting edge 
  of popular opinion in her domain.
  Keeper of Elysium: This is a largely honorific title, 
  though it has many practical responsibilities. The 
  Keeper of Elysium assures that the customs of Elysium 
  are observed, and is a caretaker of sites declared Ely-
  sium by a Prince.
  Scourge: In this time, which many elders believe to 
  be the Time of Thin Blood, the Scourge is responsible 
  for destroying those vampires of 14th and higher Gen-
  eration. This is a position most often found in paranoid 
  domains where elders believe that fighting the symp-
  toms of the Final Nights will stave off the coming of 
  Gehenna.
  Sheriff: The Sheriff is the Prince’s right-hand Kin-
  dred, responsible for the physical enforcement of 
  Princely decree. Some Sheriffs are diligent masters-at-
  arms while others are thuggish, bloody fuckheads who 
  abuse their authority to torment those beneath their 
  station. A Sheriff may appoint Hounds to assist him 
  (or the Prince may appoint them, in the interests of 
  curtailing a Sheriff’s overt power).
  Primogen: Primogen is a flexible title. In some do-
  mains, a Primogen is simply the eldest and most influ-
  ential Kindred of a given Clan. In others, a Primogen 
  is a member of a council of advisors to the Prince. In 
  some domains, Princes appoint the Primogen (and 
  they may even appoint multiple Primogen of the same 
  Clan, to keep that Clan divided) while in other cities, 
  Primogen arise from among the most powerful mem-
  bers of that Clan or as a result of popular Clan politics. 
  
  26 
  CHAPTER ONE: A WORLD OF DARKNESS
  This is perhaps the most difficult of Camarilla titles for 
  a new Kindred to understand.
  Justicar: These are the judges appointed by the In-
  ner Circle to be the Camarilla’s eyes, hands and, if nec-
  essary, fists. It is the Justicars who decide the punish-
  ment for those who have violated the Traditions on a 
  widespread level. A Justicar serves for 13 years, and her 
  actions may be challenged only by another Justicar.
  Archon: Each Justicar selects a number of minions, 
  known as Archons, to act in his name as suits his pur-
  poses. Archons are typically chosen from the upper 
  ranks of ancillae and occasionally elders of lesser sta-
  tion. Justicars occasionally choose Archons to carry 
  out specific missions, and prefer political savvy, in-
  sight, and skill over standing and clout. An Archon’s 
  position typically lasts for as long as a Justicar wishes to 
  retain her, but no longer than the Justicar’s tenure. 
  Alastor: If the Archons and Justicars are the law 
  enforcement agencies of the Camarilla, the Alastors 
  are the secret police. Moving unseen and unnoticed 
  through the Camarilla, they serve a variety of purposes 
  at the Inner Circle’s command. Mostly, however, the 
  Alastors hunt the most dangerous criminals to the Ca-
  marilla — those on the so-called “Red List.” While the 
  anonymous existence of the Alastors can be a difficult 
  one, it does have its rewards, specifically a more-or-less 
  universal immunity to prosecution from local Princes. 
  The Inner Circle: The true hub of the Camarilla, 
  this group meets once every 13 years to plan out the 
  business and direction of vampire society — as much as 
  any group can presume to dictate the doings of a race of 
  immortal predators. Every Clan is permitted one rep-
  resentative, usually the eldest member of the Clan, as 
  only the eldest may cast the Clan’s vote.
  Sabbat
  Ductus: Leaders of individual packs, Ducti attend to the 
  operation matters of their charges, resembling gang lead-
  ers or chiefs of small tribes. The title of Ductus is largely 
  honorific, according recognition to the most accomplished 
  member of a pack. Some authority accompanies the title, 
  but the Ductus who throws his weight around is likely to 
  find his ass dumped unceremoniously in a trash bin, if not 
  staked out to welcome the next sunrise. 
  Pack Priest: Priests bear the responsibility for the 
  spiritual wellbeing of their packs. Second in command 
  to the Ductus, the Pack Priest officiates all the rituals 
  observed by the pack, and often creates a few for the 
  sole use of the pack. All packs have at least one Pack 
  
  27 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Priest, though some rare and large packs have two. 
  In the event that the Ductus is eliminated, the Pack 
  Priest becomes a temporary leader until a new leader 
  can be appointed by the Bishop, Archbishop, or (in 
  autonomous packs) the pack itself.
  Templar: Also known as Paladins, the Templars are 
  an elite force of bodyguards appointed by a Bishop or 
  greater leader. Templars serve a variety of duties, always 
  in a martial capacity. Most Archbishops keep a cadre 
  of Paladins in their retinues to handle delicate matters 
  best solved by a judicious application of violence. 
  Bishop: Bishops are those immediately below the 
  Archbishop in Sabbat domains, with the same high-
  level duties but much narrower scope. A Bishop may 
  be in charge of a single aspect of Cainite unlife in the 
  domain, or she may be a more general spiritual leader, 
  inquisitor against diabolism, military general, or any 
  other specific aspect of Sabbat agenda. Some Sabbat 
  domains have no Archbishop, but are instead ruled by 
  a council of Bishops.
  Priscus: Superficially, a Priscus is similar to a Pri-
  mogen, but is never appointed by an Archbishop or 
  Bishop; Prisci rise to the rank over time and according 
  to no specific criteria. A Priscus, politically, is an advi-
  sor to the local Sabbat authority figures, with no formal 
  role in Sect politics but great practical influence.
  Cardinal: Cardinals oversee Sabbat affairs in large 
  geographical regions. As the superiors of the Archbish-
  ops, Cardinals coordinate the Sabbat in their cities and 
  direct them in the Jyhad. Further, it is their direct duty 
  to bring any cities within their territory under the Sab-
  bat’s sway. Most Sabbat see their Cardinals no more 
  than once per year, if at all, as the duties of the office 
  keep them in constant communication with Bishops, 
  Archbishops, Prisci, and the Regent herself. 
  Regent: The Regent is the ultimate authority over 
  all of the Sabbat, ruling the Sect from the Sabbat 
  stronghold in Mexico City. Each of the Archbishops 
  or councils of Bishops is ultimately accountable to the 
  Regent.
  The Mythology of  
  the Damned
  Exactly what causes the state of vampirism is a source 
  of much debate among the Damned. Even though most 
  Kindred agree on their point of origin, the idea itself is 
  inherently unverifiable, and the points of contention 
  even within the accepted dogma are numerous enough 
  to fuel any number of holy wars.
  First Vampire, First Murderer
  And the Lord said unto him, “Therefore whosoever 
  slayeth Cain, vengeance shall be taken on him sevenfold.” 
  And the Lord set a mark upon Cain, lest any finding him 
  should kill him.
  — Genesis 4:15
  With these words, many vampires trace their origins 
  back to Biblical times. Caine, son of Adam and brother 
  of Abel, slew his sibling in sacrifice to God, and in so 
  doing was cast out, becoming the first vampire as God 
  withdrew His grace from the exile.
  Thereupon, the tale diverges any number of times, 
  but most Kindred scholars, eschatologists, priests, and 
  speculators agree on this first point.
  Caine, as the First Vampire, wandered the Land of 
  Nod, where he eventually passed on his curse, Embrac-
  ing those who would become known as the Second 
  Generation. Their names are lost or vaguely known 
  — the names most commonly agreed upon are Enoch, 
  Irad, and Zillah — and they eventually begat the Third 
  Generation, who would become the progenitors of 
  what Kindred understand tonight as Clans. The chro-
  nology of Caine’s life, curse, and subsequent travails 
  are recorded in the Book of Nod, a document as close 
  to a “vampire Bible” as the Kindred are apt to come. 
  The book itself is as much myth as fact: Any number 
  of editions of varying reliability have surfaced in the 
  millennia since Abel’s death, from crude clay tablets 
  to the most widely accepted version, collected by the 
  renegade Aristotle de Laurent and disseminated by 
  his protégés and allies. Even Aristotle’s version is sus-
  pect, as it contains Kindred apocrypha from a variety 
  of sources, and the whole thing itself cannot possibly 
  be original. Still, as an item of faith, it commands the 
  hearts and minds of many Kindred, from fiery Sabbat 
  priests to spiritual Camarilla disciples and devout An-
  archs. 
  Long have the Kindred sought Caine himself, though 
  the First Vampire hasn’t been reliably sighted outside 
  the Biblical times that provided his origin. Still, un-
  verifiable Caine sightings have shown up throughout 
  time, as Kindred seek for any symbol of faith to an-
  chor their despair or dread. Likewise, fragments of the 
  Book of Nod occasionally surface in various domains or 
  among ruins that just happen to find their way back 
  into Kindred possession.
  
  28 
  CHAPTER ONE: A WORLD OF DARKNESS
  The whole matter of Caine and the Book of Nod is a 
  powder keg each time it rises to prominence in a giv-
  en city. The Camarilla generally believes the myth of 
  Caine to be just that: a parable with perhaps some basis 
  in truth, but largely symbolic. The Sabbat takes the 
  whole matter quite literally, and their faith in dooms-
  day prophecies (many of which originate with the 
  Book of Nod itself) causes no end of strife. The matter 
  of Caine is indeed a religion among vampires, fraught 
  with all of the zealotry, intolerance, devotion, pride, 
  and fear that accompany all matters of faith.
  How is it, then, that some foundation of the tale of 
  Caine survives and even thrives among all Kindred? 
  The answer is simple: The potency of a Kindred’s vi-
  tae reflects her distance in Embrace genealogy from the 
  First Vampire.
  Generation
  Among vampires, the notion of Generation is a con-
  cept that describes how distant one is from the First 
  Vampire. When a Kindred Embraces, her childe rises 
  from death one Generation higher than she — one 
  more Generation removed from Caine. The Clan 
  founders comprised the Third Generation, their prog-
  eny became the Fourth Generation, their childer be-
  came the Fifth Generation, and so on and so forth up 
  through the distant Thirteenth Generation prevalent 
  in the modern nights.
  This explanation creates confusion of its own, how-
  ever. “Third Generation” ostensibly means that these 
  Antediluvians were three Generations away from 
  Caine, but the prevailing mythology names only two. 
  If Caine himself isn’t “zero Generation,” what is he one 
  Generation removed from? 
  Generation determines a great deal about Kindred 
  potential. Mastery of certain Disciplines relies upon a 
  certain threshold of Generation, for example, as does 
  the ability to store vast quantities of blood within the 
  vampire’s body. Some ancient Kindred need to feed 
  only when the desire takes them, so great are their re-
  serves of vitae.
  Diablerie: The Amaranth
  Along with advanced Generation comes a price, 
  however. Generation equals raw power potential, and 
  those of higher Generation seek the power of their el-
  ders. By slaking one’s thirst on the heart’s blood of a 
  vampire of lower Generation — drinking the vampire’s 
  soul in a transgression known as diablerie — a Kindred 
  can lower her own Generation.
  Naturally, the elders hate and fear diablerie (though 
  it would surprise many neonates and ancillae to discov-
  er how many elders attained their own Generational 
  potency by destroying their own sires and elders). Also 
  known as Amaranth, diablerie is the greatest crime a 
  Kindred can commit against another vampire.
  … At least in some circumstances. In others, dia-
  blerie is not only permitted but encouraged. For exam-
  ple, a Prince who declares a Blood Hunt often decrees 
  that those who diablerize the outcast will be pardoned. 
  Further, in the Sabbat and in certain Anarch domains, 
  diablerie is an acceptable (and even honored) method 
  of promotion and advancement. After all, if a vampire 
  lets himself be diablerized, well, he must have been too 
  weak to use that power effectively.
  Understanding the  
  Generations
  Although Generation conceptually has only a finite 
  number of gradations, the significance of the Genera-
  tions is more important than a mere ordinal number. 
  Certain Generations correspond to certain social dis-
  tinctions of the Damned, and a Kindred’s Generation 
  may mark her for a vast and terrible destiny or as the 
  harbinger of a dread fate.
  Second Generation
  The most widely acknowledged version of the Book 
  of Nod claims the number of second Generation Kin-
  dred is three. In its chronicles, Caine Embraced these 
  unknowable Ancients to dwell with him in his great 
  city of Enoch and give him succor. Given to the “An-
  tediluvian” moniker of the Third Generation, those 
  Kindred who delve into such mysteries assume that the 
  Second Generation was slain either during the Deluge 
  or in the kinslayer times following the Flood. As one 
  might expect, all those of age are reluctant to speak of 
  their sires and the great strife that overcame them all. 
  Undoubtedly, some know more than they are reveal-
  ing.
  Were any of the Second Generation still in existence 
  today, they would be impossibly powerful beings. Some 
  Clans claim that their progenitors are in fact mem-
  bers of the Second Generation rather than the Third 
  Generation, as is commonly assumed of Clan founders. 
  These claims are viewed as everything from prideful 
  boasts to foulest heresy by those who place great stock 
  in matters regarding Kindred origin.
  
  29 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Third Generation
  Numerous terrifying tales of the Third Generation 
  exist, though the names of only two, Lucian and Me-
  khet, are widely known. Tonight, they are referred to 
  as the Antediluvians, and they are the founders of the 
  13 great Clans. If any survive, they remain hidden, in-
  tentionally obscured by the depredations of the Jyhad. 
  They may still exist, collectively or in some fraction of 
  their original number, but now instead of openly war-
  ring as the Book of Nod recounts, they move in a deeper 
  struggle. Indeed, Jyhad seems to be their primary en-
  gagement, as they jealously thwart whatever moves 
  their opponents make.
  The actions of the Antediluvians range from some-
  thing as petty as the acquisition of a piece of artwork 
  to grand schemes involving nations, and almost none 
  are classifiable as the movements of Ancients while 
  they’re happening, so subtle are these inhuman master 
  vampires. Those of the Third Generation must by this 
  point be wholly other, split between those who would 
  share the world with mortals and those who would re-
  make the world so that it quivers beneath their gaze. 
  Alternatively, some among the Third Generation may 
  have reached Golconda or seek to help others of their 
  kind attain this state. Of course, they, too, must play at 
  Jyhad with the other ancients who do not wish this to 
  come to pass.
  Those of the Third Generation are terrible beings, 
  with abilities and powers only guessed at by their less-
  ers, having been Kindred for eons longer than they 
  held mortal perspectives. Some say they can die the 
  Final Death only if they choose or are slain by one of 
  equal power. Is this, perhaps, the Jyhad — a maneuver-
  ing to see who shall be the last of their kind?
  Fourth and Fifth Generations
  These vampires are known as the Methuselahs, and 
  they are nearly as powerful and secretive as the Antedi-
  luvians. Those of the Fourth and Fifth Generations are 
  most often the most powerful allies, agents, or pawns in 
  the Jyhad, as their power perhaps nears the prestige of 
  the Third Generation. As a result, their numbers have 
  dwindled throughout millennia of conflict with each 
  other and greater, darker entities. Few of this Gen-
  eration remain active. Some may seek refuge among 
  the Inconnu or Tal’Mahe’Ra to avoid the Jyhad and 
  diablerie. The Inner Circle of the Camarilla is said to 
  consist of multiple Methuselahs. Some critics believe 
  that the true purpose of the Sects is to blunt the efforts 
  of the Third Generation to manipulate the younger 
  Generations. Although the power of blood of Caine 
  falls off greatly this many Generations removed, those 
  of the Fourth Generation are still extremely powerful, 
  godlike in the eyes of a mortal or fledgling vampire.
  Sixth, Seventh, and Eighth  
  Generations
  Vampires of these Generations are the ones most 
  commonly described as elders, and they remain deeply 
  involved in Kindred society. Their movements domi-
  nate the actions of the most populous Sects (at least 
  to hear them tell it), and their numbers comprise the 
  majority of local authorities. Those who remain in po-
  sitions of visibility tend to be important figures: lead-
  ers of Clans or bloodlines, Princes, Primogen, Bishops, 
  Archbishops, Anarch Barons, and the most notable 
  Autarkis. Many of the Princes of European cities tend 
  to be of the Sixth Generation. Princes of American cit-
  ies tend to be of the Seventh or Eighth Generations.
  Colloquially, the members of the Eighth Generation 
  seem to be the last Kindred described as elders by those 
  even older than they. Perhaps it is because the majority 
  of them were created before the modern age, and that 
  is evident in their manner and bearing. Then again, 
  perhaps it is very dry sarcasm directed toward everyone 
  below the rank of an irascible Methuselah.
  Ninth and Tenth Generations
  Although they are occasionally called elders, these 
  Kindred just as often move with members of the 
  younger Generations, especially in the New World. 
  Members of these Generations are frequently called 
  ancillae, though this is often based on age and accom-
  plishment more than Generation. Most were created 
  in the modern era, and thus are somewhat alien in 
  temperament to the older Kindred. In more ways than 
  one, they bridge the gap between the neonates and the 
  true elders.
  Eleventh, Twelfth, and Thirteenth 
  Generations
  The most recent Generations of Kindred are often 
  called neonates. Most of the Kindred in the modern 
  nights belong to these Generations — they may out-
  number the elder Generations by four-to-one or more. 
  Born within recent memory, the Kindred of these Gen-
  erations are products of societies that have received the 
  benefits of, and been victims of, rapid change. Most 
  tellingly, these are the young Kindred who are most ad-
  ept with modern technology. They are not only unfazed 
  
  30 
  CHAPTER ONE: A WORLD OF DARKNESS
  by but actually accustomed to information traveling at 
  the speed of digital data, and would find a handwrit-
  ten message dispatched on horseback to a superstitious 
  peasant village 500 miles away unspeakably quaint and 
  inefficient. These are the Kindred of the information 
  generation, the ones using social media and computers 
  and changing what it means to be a vampire.
  Fourteenth and Fifteenth Generations
  There are exceedingly few Kindred of these Gen-
  erations, and none beyond. Indeed, those of the 15th 
  Generation have failed to sire any progeny. Their 
  blood is far too thin, and they are too removed from 
  Caine, to be able to pass on the curse. Rumors persist 
  about vampires siring not childer but children and other 
  things never before wondered at in the Book of Nod. 
  But the Book of Nod is definitely clear about one thing: 
  The rise of the Thin-Blooded is one of the signs of the 
  End Times, and Gehenna is nigh.
  Gehenna
  As vampires tell it, the time of Gehenna is the end 
  of the world, at least for their race. The skies will rain 
  blood and purge their numbers from the world. The 
  slumbering Antediluvians will rouse themselves from 
  their primordial slumber and devour their childer. 
  Caine himself will return and demand an accounting 
  of his degenerate race, and God himself will strike the 
  Kindred from the face of Creation into hell itself. 
  All Kindred fear Gehenna, whether they consciously 
  believe in it or not. The reason is plain: Few of them 
  believed in vampires before they became Kindred, and 
  the dawning horror that there is more in the world 
  than the mortal imagination can fathom can certainly 
  prove frightfully true even to the vain Cainite frame 
  of mind.
  Gehenna is not a question of if, but when. Only the 
  most stubborn of Kindred could possibly ignore the 
  litany of prophecies that spell out the conclusion of 
  the End Times. The End is here. When is the End of 
  the End?
  Golconda
  The constant pressure of paranoia, apocalypse, Jy-
  had, and the existential horror of subsisting on human 
  blood is too much for some Kindred. Indeed, given 
  eternity, who would want to spend it in the state of 
  terror that surrounds the Kindred on any given night? 
  In order to ease themselves out of the Jyhad and the 
  predatory state of being, some vampires pursue the 
  path of Golconda. According to rumor, Golconda is 
  an enlightened state somehow “beyond” vampirism, 
  wherein the Kindred no longer must worry about the 
  Beast or its base hungers.
  Golconda’s fabled state may eclipse its truth. Few 
  Kindred know anyone who claims to have achieved 
  Golconda, and fewer still have actually reached its 
  lofty heights. None can say exactly what Golconda is, 
  and it remains a matter of faith or an objective of phi-
  losophy more so than actual practice. Are those who 
  have reached Golconda saints who have transcended 
  what it means to be a vampire, or have they somehow 
  managed to free themselves from the burdens of vam-
  pirism? Is the vampire in Golconda beatific, or is she a 
  monster without even those moral underpinnings that 
  challenge the rest of the Cainite race?
  Those who have attained Golconda offer no an-
  swers.
  Other Denizens of the 
  World of Darkness
  Vampires aren’t the only supernatural creatures to 
  stalk the shadows of the World of Darkness. The dark-
  ness belongs to many other mysterious and horrific en-
  tities, some of whom also prey on mortals, while others 
  exist among them or even protect them… sometimes. 
  If any generality can be made about these others, 
  though, it’s that the Kindred don’t know much about 
  them. The converse is equally true, and any interac-
  tion between the race of Caine and the other monsters 
  who prowl the night is going to be tentative and suspi-
  cious, if not downright hostile and violent.
  For more information on these antagonists, see 
  Chapter Nine.
  Hunters
  What remains of the Inquisition — the post-medieval 
  “hammer of witches” endowed by the Church with the 
  means and authority to stamp out heresy and diabolism 
  — still exists tonight, albeit in a much changed format. 
  Tonight, the Inquisition and other vampire hunters 
  hunt the creatures of the night with firearms as well as 
  faith, and with an uncanny insight that makes under-
  estimating these individuals very dangerous. Govern-
  ment agencies also keep an eye on the movements of 
  the undead, and even unaffiliated groups have a keen 
  interest in the supernatural occupants of the world 
  they share. These agents are all mortal — at least, so 
  
  31 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  the Kindred hope — though some possess knacks or 
  abilities that can only be described as supernatural.
  Werewolves
  One of the reasons the Kindred keep to their urban 
  domains is that the wilderness beyond the glow of the 
  city lights harbors the Lupines. These savage creatures 
  appear to be mad with rage, changing into their wolf-
  form seemingly at will and lashing out violently when 
  someone rouses their ire. Some even believe they can 
  step wholly out of the world and into a realm of moon-
  shadow, where vampires may not follow. They wage an 
  ages-old war with the Damned that few Kindred un-
  derstand tonight, though they certainly comprehend 
  the catastrophic violence the wolf-men are able to in-
  flict. Indeed, even a young Lupine seems to be at least a 
  match for an entire coterie or pack of vampires, so wild 
  are they in combat, and so resilient. A few bold groups 
  of vampires hunt Lupines for thrill or duty, but when 
  the prey is something that has the ability to strike down 
  even a potent elder, wiser Kindred choose the path of 
  avoidance.
  Magi
  As Shakespeare once said, “there are more things in 
  heaven and earth… than are dreamt of in your phi-
  losophy.” So it is with the magi, exceptionally gifted 
  mortals who have the ability to simply will their desires 
  into being. In simplest terms, the magi wield “magick,” 
  but there is more to it than that: They possess a cosmic 
  understanding and acumen that eludes even the sor-
  cerous Tremere and the seekers of secrets among the 
  Followers of Set. As Kindred understand it, the magi 
  are mortal and thus comparatively fragile, but few wish 
  to put to the test the incomprehensible wiles of an en-
  lightened witch who has the power to slay a Cainite 
  with a thought or who can summon a gout of holy fire 
  to scorch a vampire to cinders from within. The magi 
  seem to have various orders and schools of magick 
  among themselves, but these distinctions are largely 
  irrelevant to vampires, who feel that the witches see 
  them as a sort of commodity to be collected or as a 
  mystery to be dissected and mastered.
  The Wild Ones
  Nature spirits, faeries, the Good Folk, the Others. 
  Whatever the local term for them is, they are the alien 
  outsiders who have claimed dominion over the strange 
  corners of the world since before Man was sophisticat-
  
  32 
  CHAPTER ONE: A WORLD OF DARKNESS
  ed enough to sense their passing. They are a strange 
  confederation of legends, possessed of inscrutable goals 
  and unknowable desires. A Kindred who crosses paths 
  with one may depart with only a vague sense of good 
  fortune, while the next time he earns the attention of 
  the fae, he may lose his very identity. If any general 
  statement may be made about the Others, they seem 
  to belong to two different courts of philosophy, but 
  neither of them has any consideration for vampires, so 
  dealings depend entirely on each creature’s caprices. 
  Fortunately, the faeries have no overarching interest 
  in vampiric affairs. If, by some tragedy, they take an 
  interest, the vampires may well find themselves victims 
  of cruel jokes or deadly vendettas.
  Ghosts
  Vampires aren’t the only denizens of the World of 
  Darkness to persist beyond the event of death. There is 
  a Veil between the worlds of the living and dead, and 
  any number of ghosts, spirits, shades, wraiths, and other 
  remnants of the unquiet departed attend to their unre-
  solved matters this side of it. Some Kindred compre-
  hend the mysteries of wraiths, such as the necromantic 
  Giovanni and perhaps a few macabre Tremere or enig-
  matic members of the True Black Hand, but even these 
  vampires deal with the restless dead on their own terms 
  rather than those of the ghosts themselves. Sages, schol-
  ars, and eschatologists among the race of Caine believe 
  that the ghosts have a complex and immortal empire of 
  their own beyond the Veil, and that those with whom 
  the Kindred come in contact are those somehow exiled 
  from the realms of the Underworld. Certainly, Cainites 
  kill enough of their vessels to create no few ghosts of 
  their own, and it’s often a cold confrontation with real-
  ity when one discovers that he’s haunted by the shade 
  of his last bloody conquest.
  And Everything Else
  Demons. Devils. Mummies. Shapeshifters. Golems. 
  Creations of abused science or perverted natural law. 
  These and more might occupy some tenebrous corner 
  of the World of Darkness, wielding powers heretofore 
  unseen by the Kindred or perhaps known only to cults 
  or secret societies. Whatever nightmare form a horror 
  takes, it’s probably out there, seething, hating both 
  the world of the living and the shadow world of the 
  Damned. Tread carefully, Kindred. 
  Lexicon
  The Kindred have their own dialect of specialized 
  words and phrases. Vampires have a tremendous ca-
  pacity for double-talk; what they say often means 
  something other than or in addition to its literal inter-
  pretation. Certain words have evolved new connota-
  tions among the Damned, while others are unique to 
  vampires and their society. The Kindred, set in their 
  ways as they are, are loath to adopt new manners of 
  speech or slang, and one can often determine a rough 
  estimation of a vampire’s age by listening to the indi-
  vidual words she chooses.
  Common Parlance
  These words are in common use among all echelons 
  of Kindred society.
  Anarch: 1) A member of the Anarch Movement. 2) 
  Any Kindred rebel who opposes the tyranny of elders.
  Anarch Movement, The: The Sect within the Ca-
  marilla comprised of Anarchs who want to reform or 
  overthrow the rule of the elders.
  Barrens, The: The areas of a city unfit for life, in-
  cluding graveyards, abandoned buildings, industrial 
  wastelands, and areas of irreversible urban blight.
  Becoming, The: The moment one passes from be-
  ing a fledgling into “full” vampire status as a neonate. 
  In the Camarilla, one may not Become until her sire 
  deems her ready and gains the Prince’s approval.
  Book of Nod, The: A collection of Kindred legend 
  and history.
  Beast, The: The inchoate drives and urges that 
  threaten to turn a vampire into a mindless, ravening 
  monster.
  Blood: A vampire’s heritage; that which makes a 
  vampire a vampire. Usage: I doubt her claims to such 
  esteemed Blood.
  blood bond: A mystical power over another individ-
  ual engendered by partaking of a particular vampire’s 
  blood thrice; accepting blood from a vampire is an ac-
  knowledgment of her mastery.
  Caitiff: A vampire of unknown Clan, or of no Clan 
  at all. Caitiff are typically of high Generation, where 
  Caine’s blood is too diluted to pass on any consistent 
  characteristics.
  Camarilla, The: A Sect of vampires devoted primar-
  ily to maintaining the Traditions, particularly that of 
  the Masquerade.
  
  33 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  childe: A vampire created through the Embrace — 
  the childe is the progeny of her sire. This term is of-
  ten used derogatorily, indicating inexperience. Plural 
  childer.
  Clan: A group of vampires who share common char-
  acteristics passed on by the blood. There are 13 known 
  Clans, all of which were reputedly founded by mem-
  bers of the Third Generation.
  coterie: A small group of Kindred, united by the 
  need for support and sometimes common interests. In 
  the Sabbat, coteries are called “packs.”
  diablerie: The consumption of another Kindred’s 
  blood, to the point of the victim’s Final Death. Vam-
  pires may lower their Generation permanently through 
  this abhorrent practice.
  domain: The area of a particular vampire’s influence. 
  Princes claim entire cities as their domains, sometimes 
  allowing lesser vampires to claim domain within.
  elder: A vampire who has experienced at least two 
  or more centuries of unlife. Elders are the most active 
  participants in the Jyhad.
  Elysium: A place where vampires may gather with-
  out fear of harm (although some Sects, such as the 
  Sabbat, respect Elysium less than the Camarilla does). 
  Elysium is commonly established in opera houses, the-
  aters, museums, and other locations of culture.
  Embrace, The: The act of transforming a mortal into 
  a vampire. The Embrace requires the vampire to drain 
  her victim and then replace that victim’s blood with a 
  bit of her own.
  Final Death, The: When a vampire ceases to exist, 
  crossing the line from undeath into death.
  fledgling: A newly created vampire, still under her 
  sire’s protection.
  Gehenna: The rumored Armageddon when the An-
  tediluvians will rise from their torpor and devour the 
  race of vampires and the world.
  Generation: The number of “steps” between a vam-
  pire and the mythical Caine; how far descended from 
  the First Vampire a given vampire is.
  ghoul: A minion created by giving a bit of vampiric 
  vitae to a mortal without draining her of blood first 
  (which would create a vampire instead).
  haven: A vampire’s “home”; where she finds sanctu-
  ary from the sun.
  Hunger, The: The urge to feed. For vampires, the 
  Hunger replaces all other drives with its own powerful 
  call.
  Inconnu: A Sect of vampires who have removed 
  themselves from Kindred concerns and, largely, the 
  Jyhad. Many Methuselahs are rumored to exist among 
  the Inconnu.
  Jyhad, The: The secret, self-destructive war waged 
  between the Generations. Elder vampires manipulate 
  their lessers, using them as pawns in a terrible game 
  whose rules defy comprehension.
  Kindred: The race of vampires as a whole, or a single 
  vampire. According to rumor, this term came about in 
  the 15th or 16th century, after the Great Anarch Re-
  volt. Sabbat vampires scorn the term, preferring the 
  word “Cainite” instead.
  Kiss, The: To drink blood, especially from a mortal. 
  The Kiss causes feelings of ecstasy in those who receive 
  it.
  Lupine: A werewolf, the natural and mortal enemy 
  of the vampire race. Plural Lupines.
  Lush: A vampire who typically feeds from drugged 
  or drunk mortals in order to experience their inebria-
  tion.
  Life, The: A euphemism for mortal blood. Many 
  Kindred regard this term as affected and effete.
  Man, The: The mote of humanity that a vampire 
  maintains; the spark of mortality that distinguishes 
  him from the Beast.
  Masquerade, The: The habit (or Tradition) of hid-
  ing the existence of vampires from humanity. Designed 
  to protect vampires from destruction at the hands of 
  mankind, the Masquerade was adopted after the Inqui-
  sition claimed many Kindred unlives.
  Prince: A vampire who has claimed a given expanse 
  of domain as her own, generally a city, and supports 
  that claim against all others. The term can refer to a 
  Kindred of either sex. In the Sabbat, this Cainite is 
  called the “Archbishop,” and in Anarch cities she is 
  called the “Baron.”
  Rogue: A vampire who feeds upon the vitae of other 
  Cainites, out of necessity or depravity.
  Sabbat, The: A Sect of vampires that rejects human-
  ity, embracing their monstrous natures. The Sabbat 
  is bestial and violent, preferring to lord over mortals 
  rather than hide from them.
  
  34 
  CHAPTER ONE: A WORLD OF DARKNESS
  Sect: A group of vampires arguably united under a 
  common philosophy. The three most widely known 
  Sects currently populating the night are the Camarilla, 
  the Sabbat, and the Anarch Movement.
  sire: A vampire’s “parent”; the Kindred who created 
  her.
  vessel: A source of vitae for sustenance or pleasure, 
  primarily mortal.
  Old Form
  The elders typically use these turns of phrase, which 
  have existed since long before the modern nights. One 
  is advised to use these words carefully — in some com-
  pany, their use may be seen as humorously anachro-
  nistic, while in the company of Anarchs, for example, 
  they may be misconstrued as elders’ propaganda.
  Amaranth: The act of consuming another Kindred’s 
  blood, q.v. diablerie.
  ancilla: A “proven” vampire, between the elders and 
  the neonates. Plural ancillae.
  Antediluvian: A member of the dreaded Third Gen-
  eration, one of the eldest Kindred in existence.
  antitribu: An “anti-Clan,” or one who has turned her 
  back on the Sect that her Clan has founded (usually by 
  joining the Sabbat). Some antitribu have evolved into 
  new bloodlines.
  Autarkis: A Kindred who remains outside the larger 
  vampire society of a given city and often refuses to ac-
  knowledge the claim of a Prince, Archbishop, or Baron.
  blood oath: See blood bond.
  Cainite: A vampire; a member of the race of Caine.
  Canaille: The bovine masses of humanity, especially 
  the uncultured and unsavory. The Canaille are viewed 
  primarily as a source of sustenance.
  Cauchemar: A vampire who feeds exclusively on 
  sleeping victims.
  consanguineous: Literally, “of the same blood,” gen-
  erally denotes lineage.
  Cunctator: A vampire who avoids killing when de-
  livering the Kiss; one who takes so little blood as to 
  avoid bringing about her prey’s death.
  domitor: A ghoul’s master; one who feeds her blood 
  and issues her commands.
  Footpad: One who feeds from derelicts and other 
  chaff of society. Footpads may not maintain permanent 
  havens.
  Gentry: A Kindred who preys at nightclubs, bars, 
  and other establishments of the “red-light district.”
  Golconda: A fabled state of vampiric transcendence; 
  the true mastery of the Beast and balance of oppos-
  ing urges and principles. Rumored to be similar to 
  mortal nirvana, Golconda is greatly touted but rarely 
  achieved.
  Humanitas: The extent to which a Kindred still 
  maintains her humanity.
  kine: A term for mortals, largely contemptuous. The 
  phrase “Kindred and kine” refers to the world at large; 
  everything.
  Leech: A human who drinks vampire blood, yet ac-
  knowledges no master.
  Lextalionis: The code of the Kindred and the system 
  for punishing transgression; the blood hunt. It suggests 
  Hammurabian or Biblical justice — an eye for an eye, 
  and punishment in keeping with the grievance.
  lineage: A vampire’s bloodline; the Kindred’s sire, 
  sire’s sire, etc.
  Methuselah: A vampire who has existed for a mil-
  lennium or more; an elder who no longer participates 
  in Kindred society. Methuselahs are rumored to hail 
  from the Fourth and Fifth Generations.
  neonate: A young Kindred, recently Embraced.
  Papillon: The red-light district; the area of town 
  punctuated by drinking establishments, brothels, gam-
  bling houses, and other locales of ill repute. The prime 
  hunting grounds of a city, where the disappearance 
  of mortals goes hand in hand with the area’s general 
  seediness.
  progeny: All of a given vampire’s childer, collectively.
  praxis: The right of Princes to govern; the Prince’s 
  claim to domain. This term also refers to the Prince’s 
  matters of policy and individual edicts and motions.
  regnant: A Kindred who holds a blood bond over 
  another.
  retainer: A human who serves a vampiric master. 
  This term is almost archaic, referring to a time when 
  vampires kept vast entourages of mortal servants as 
  part of their estates.
  Siren: A vampire who seduces mortals in order to 
  drink from them, and then only takes a small quantity 
  of blood, so as to avoid killing them.
  Suspire: The rumored epiphany experienced just 
  prior to the attainment of Golconda.
  
  35 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Third Mortal, The: Caine, who was cast out and 
  became the First Vampire.
  thrall: A vampire under the effects of a blood bond, 
  having drunk another Kindred’s blood thrice.
  vitae: Blood.
  whelp: A derogatory term for a young Kindred, origi-
  nally used with exclusive reference to one’s own progeny.
  Wight: Human; man; a mortal.
  Witch-hunter: A mortal who searches out and de-
  stroys vampires.
  Whig: A contemptuous term for a vampire who pos-
  sesses an interest in mortal trends and fashions.
  Vulgar Argot
  These terms are slang, the modern equivalents of 
  older turns of phrase which have fallen out of favor due 
  to their association with the elder ranks. These words 
  are associated with the younger Kindred, who seek to 
  establish their own vampiric cultures.
  Alleycat: A vampire who keeps no permanent haven, 
  but sleeps in a different location each night. This term 
  also refers to a vampire who feeds exclusively from the 
  homeless, vagrants, and other elements of low society.
  banking: The practice of “withdrawing” blood from 
  blood banks and hospital reserves. This blood has little 
  taste, though it will sustain a vampire, and elder Kin-
  dred eschew this base indulgence. A Kindred who en-
  gages in this practice is known as a Banker.
  Black Hand: A mistaken misnomer for the Sabbat as 
  a whole used by Camarilla vampires (the Black Hand is 
  actually a faction within the Sabbat).
  Blister: A vampire “Typhoid Mary” who contracts a 
  mortal disease and spreads it to each vessel upon whom 
  he feeds.
  bloodline: 1) A vampire’s heritage (see lineage). 2) 
  A pedigree of vampires similar to a Clan, but that can-
  not trace their creation back to one of the Third Gen-
  eration.
  blood doll: A mortal who freely gives her blood to a 
  vampire. Most blood dolls gain a perverse satisfaction 
  from the Kiss, and actively seek out vampires who will 
  take their vitae.
  Butterfly: One who mingles among the mortal high-
  society element and feeds exclusively from the famous 
  and wealthy.
  Casanova: A vampire who seduces mortals to take 
  their blood, but does not kill them. Casanovas typi-
  cally erase the memory of their presence from their 
  vessels’ minds (see Cauchemar).
  Change, The: The moment an individual ceases to 
  be a mortal and becomes one of the Kindred.
  Damned, The: The race of Cainites; all vampires.
  donor: A sarcastic term for a vessel, typically hu-
  man.
  Farmer: A term of mockery for vampires who refuse 
  to feed on human blood, instead taking sustenance 
  from animals.
  fief: A sarcastic term for a vampire’s domain or claim 
  thereof, most commonly used in reference to a Prince.
  head: A Kindred who feeds upon those who have im-
  bibed alcohol or drugs, so as to vicariously experience 
  the same sensations. Those Kindred who prefer indi-
  vidual drugs have their “poison” prefixed to the term 
  head (e.g., methhead, dopehead, smackhead).
  Headhunter: A vampire who hunts and feeds from 
  other Kindred (see Rogue).
  juicebag: A contemptuous term for mortals, indicat-
  ing that their sole use is for sustenance. Also “juice 
  box.”
  Lick: A vampire; one of the race of Kindred.
  Rack, The: The hunting ground of choice, includ-
  ing bars, nightclubs, drug dens, whorehouses and other 
  bacchanalian locales, where mortals go missing all the 
  time (see Papillon).
  Rake: A habitual visitor to the Rack, especially in 
  the interests of feeding (see Gentry).
  Sandman: A vampire who feeds only upon sleeping 
  victims.
  slumming: The practice of feeding from derelicts, 
  the homeless, and other dregs of society; one who does 
  this regularly is known as a Slummer.
  Stalker: A mortal who hunts down and destroys 
  Kindred (see Witch-hunter).
  Tease: A term for a female Casanova.
  turf: 1) A modern affectation used in reference to a 
  domain. 2) The area under a given gang’s influence.
  Vegetary: A term of contempt for one who drinks 
  exclusively from animals (see Farmer).
  
  36 
  CHAPTER TWO: SECTS AND CLANS
  
  37 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter Two: 
  Sects and Clans
  In the first nights, so sires tell their childer, the 13 
  grandchilder of Caine who survived the strife of the 
  First City begat progeny in their own images, passing 
  on their mystic arts and magical curses. Thus were 
  founded the 13 great Clans of Kindred that haunt the 
  world to this very night. Century followed century, 
  and each Clan developed its own history, traditions, 
  and lore. As the Jyhad raged and the Antediluvians 
  retreated into the wastelands, the childer of the Clans 
  assumed lordship of the night for themselves. 
  This chapter presents the 13 Clans, each claiming 
  descent from a mythical Antediluvian, that comprise 
  the majority the Children of Caine. Because the Clans 
  align themselves by Sect, we first cover the political 
  groups in which the Clans often find themselves. Play-
  ers may select their characters’ Clans from one of these 
  13 templates, from one of the bloodlines or variants 
  presented in Chapter Ten, or may choose to be Clan-
  less (Caitiff). Each Clan has certain distinguishing 
  powers and weaknesses, which a member of that Clan 
  automatically adopts.
  Bloodlines
  Lineage is very important to the Damned. Vampires 
  descended from particularly illustrious sires often dis-
  play peculiar characteristics, and a few vampires have 
  deviated from their Clan in noteworthy fashion. Most 
  such things can be simulated through simple roleplay-
  ing, or through Merits and Flaws (p. 479); for example, 
  while the childer of the mighty Hardestadt might all 
  display the same feeding restriction or obsessively fo-
  cus on control, they do not differ significantly from 
  Ventrue as a whole. In a few cases, bloodlines actually 
  manifest different Disciplines or weaknesses; these are 
  noted in Chapter Ten.
  "All the Kindred hid from one another and from the humans that surrounded them. In 
  hiding we remain today, for the Jyhad continues still." 
  - The Book of Nod
  37 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Clans and Characters
  Storytellers can choose to limit players’ selec-
  tions of Clan. In a Camarilla city, for ex-
  ample, the vast majority of Kindred hail from 
  one of the seven founding Clans. While an 
  Assamite or Tzimisce can be worked into such 
  a chronicle, this requires some extra effort on 
  the Storyteller’s part, and we encourage Sto-
  rytellers to be as open or restrictive with Clan 
  selection as they feel they need to be.
  
  38 
  CHAPTER TWO: SECTS AND CLANS
  The Camarilla
  Traditional Strongholds: Chicago, New Orleans, 
  Vienna, London, Paris
  The Camarilla is also known as “The Ivory Tower,” 
  and the Sect lives up to that moniker. Created in the 
  15th century, the Camarilla was formed to preserve 
  and protect vampire society against the decimation 
  brought on by the Inquisition as well as the power drain 
  presented by the War of Princes during the Dark Ages. 
  The leaders of the Camarilla ruthlessly enforced the 
  Tradition of the Masquerade, elevating it to the Sect’s 
  highest law, a priority they continue to pursue even 
  in modern nights. These so-called “Kindred” seek to 
  maintain a quiet harmony between vampires and hu-
  manity — a goal constantly threatened by the Sabbat.
  The Camarilla considers itself to be vampire society, 
  and there is some validity to their hubris. It is the larg-
  est Sect of Kindred, after all, and nearly any city on 
  the globe likely has some Camarilla presence. A Kin-
  dred who walks into a new city and looks for the local 
  vampire population will, more often than not, find a 
  Camarilla court. This expansiveness is partially due to 
  the fact that the Camarilla says that any vampire, re-
  gardless of Clan or bloodline, may go to a Prince and 
  claim membership in the Camarilla. It’s also partially 
  due to the fact that the Camarilla claims that all vam-
  pire society falls under its authority, regardless of what 
  other vampires believe. Many Kindred find it easier to 
  sit in the shadow of the Ivory Tower than debate the 
  point.
  Over the centuries, the Camarilla has moved to 
  make good on its claims of global dominance, but with 
  limited success. Vampires are territorial by nature, and 
  there is a world of difference between a Prince sup-
  porting the idea that a Justicar claims total authority 
  over the globe and Archons showing up at the borders 
  of her domain and demanding total obedience. Elder 
  vampires who remember a time before Sects scoff at 
  what they see as “neonate audacity.” Still, the fires of 
  the Inquisition continue to burn in many elders’ mem-
  ories, and many are willing to give up a few rights to 
  continue preserving the Masquerade and assure their 
  safety against mortal society.
  Camarilla cities are not as cosmopolitan as the Sect 
  asserts. While Kindred of any lineage can claim mem-
  bership, most come from the founding Clans of the Ca-
  marilla: the Brujah, Gangrel, Malkavians, Nosferatu, 
  Toreador, Tremere, and Ventrue. These Clans helped 
  to create the Camarilla, and they have a seat on the 
  Inner Circle (see p. 26). Vampires of other bloodlines 
  can attend conclave and meetings, but they are treated 
  as minority voices or simply ignored.
  After the Sabbat formed, the Camarilla opposed 
  them as the only way to preserve and protect the Mas-
  querade and its own Kindred. As the Sabbat threw 
  away the Traditions and all pretenses of humanity due 
  to their paranoia about Gehenna, the Ivory Tower 
  stood its ground and declared the Sabbat as enemies of 
  the Sect. Since then, the Camarilla has been in an al-
  ternating cold and hot war, trading territories like two 
  warring nations, and anyone who does not stand with 
  the Camarilla against the Sabbat may be considered to 
  be aiding the enemy.
  As a result of this ongoing conflict with the Sabbat, 
  in modern nights the Ivory Tower is crumbling, losing 
  a few bricks here and there while it proudly proclaims 
  itself to be strong and whole. The elders cling to their 
  power bases, growing increasingly paranoid that other 
  Kindred are Sabbat infiltrators or Anarch sympathiz-
  ers. Neonates feel more and more like serfs to the elder 
  nobility, asked to protect and uphold an organization 
  in which they have little hope of advancement but 
  plenty of opportunities for punishment. The ancillae 
  end up in the worst position: unable to break the glass 
  ceiling of elder dominance, but given enough scraps 
  of power to make the younger Kindred sharpen their 
  knives in jealousy.
  The neonates and younger ancillae have an increas-
  ing advantage — modern technology. Elders find 
  themselves unable or unwilling to master the tools and 
  concepts of the modern nights: smartphones, tablet 
  computers, concealable body armor, portable weap-
  onry, social networking. They fall further and further 
  behind in a world where even children know how 
  to blog and media becomes increasingly fragmented. 
  Some young Kindred co-opt these tools and use them 
  to further the preservation of the Masquerade, but oth-
  ers wonder why they can’t take the power that the el-
  ders so jealously guard — not only political power, but 
  the very blood in their veins through the foul act of 
  diablerie. Therefore, the elders increasingly lash out at 
  things they don’t understand, destroying loyal servant 
  and treacherous childer alike.
  The enemies of the Camarilla have taken notice, 
  and bide their time.
  
  39 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Practices
  At the heart of the Camarilla lie the Traditions, and 
  at the heart of the Traditions lies the Prince. Whether 
  in name or deed, the Prince enforces the Traditions 
  within their domains and punishes those who violate 
  their law. Many Princes hold a regular court, which 
  function as a combination of social affair and legal pro-
  ceeding. At court, vampires gossip, politick, and gain 
  favor with the Prince, and the Prince and his officers 
  handle matters of the law and render judgment or en-
  act policies.
  When a vampire is found guilty of high crimes (such 
  as an egregious breach of the Masquerade, the diablerie 
  of another Kindred, or offending the Prince), the Prince 
  can call for the Lextalionis – the dreaded blood hunt. 
  The Prince declares the hunt in his court, and the word 
  filters down through his Primogen to the Clans. All 
  who hear the call must participate (although “partici-
  pation” can simply mean staying out of the way when 
  the hunters come through). Once in a while such a 
  hunt is called to hound the criminal Kindred into ex-
  ile outside the city’s borders, but more often than not 
  the hunt only ends when the hunted suffers the Final 
  Death. Some Princes even turn a blind eye to the act 
  of Amaranth during such a hunt.
  But not all legality centers around discipline and 
  punishment. The currency of the Camarilla (and many 
  other independent vampires that deal with the Cama-
  rilla) is a system of favors and debts. Such debts (or 
  “boons”) are not only given and incurred, but are also 
  traded between vampires in a healthy, invisible econo-
  my. The boon you owe to the Brujah Primogen might 
  ultimately be paid off to an elder of the Malkavian 
  Clan, so vampires are always careful about whom they 
  owe favors to. Because ignoring a boon can threaten 
  this entire economy, any hint of rebellion against the 
  system is met with an overwhelming response by the 
  Harpy and the rest of the local vampires.
  Conclaves
  Conclaves are the center of global Camarilla politics, 
  serving as the highest court of Camarilla legislation, a 
  high-level session of Sect-wide policy, and a political 
  rally all rolled into one. Only called by a Justicar, all 
  Kindred that the Camarilla claims authority over can 
  attend a conclave, and the proceedings can be over in 
  a few hours or stretch on for many weeks. Given the 
  open-door policy of conclaves, security is an issue, and 
  the location of a particular conclave might not be an-
  nounced until a few days beforehand.
  Generally, conclaves are called because of the ac-
  tions of a powerful individual (such as a Prince) or due 
  to a serious breach of the Traditions, but once called, 
  any Kindred may bring a grievance to the conclave and 
  have it addressed. Entire domains have been reshaped 
  by conclaves: wars declared, blood hunts called, and 
  Princes politely encouraged to suddenly retire. The 
  Traditions are also interpreted here, and amendments 
  or precedents might be added. Princes might be given 
  emergency powers or special dispensation to deal with 
  particularly unruly problems (such as a local Sabbat in-
  festation). 
  Not all conclaves are convened due to a problem, 
  however. Some Justicars schedule regular conclaves 
  to allow for more long-term policy discussions and to 
  handle less immediate but still pressing cases that have 
  accumulated over the year. Many Camarilla Kindred 
  use the opportunity to fraternize with others of their 
  position or lineage, and some view as a chance to blow 
  off some steam and party. Over the years, however, se-
  curity has become tighter and tighter due to concerns 
  about the Camarilla’s enemies, and more and more 
  only key elders seem to be able to attend and have 
  their voices heard.
  The View from Without
  The Sabbat
  The world has spun ever closer to Gehenna, and 
  these so-called “Kindred” are woefully unpre-
  pared for the final nights. They will be torn apart, 
  the whole time bleating their delusions of  
  superiority.
  The Anarchs
  I don’t hate them because they’re in charge. I 
  hate them because they’re a bunch of psychotic, 
  power-hungry assholes surrounded by mindless 
  sycophants that hope that political power comes 
  from the end of a dick.
  The Independents
  They say they rule over all Kindred? The Romans 
  had something similar going, and things will end 
  up the same for the Camarilla. I only deal with 
  them because they’re the largest pool of clients.
  
  40 
  CHAPTER TWO: SECTS AND CLANS
  The Sabbat
  Traditional Strongholds: Detroit, Miami, Mexico 
  City, Montreal, Madrid
  Opposite the Camarilla stand the Sect of inhuman 
  vampires known as the Sabbat. Most of the vampiric 
  factions believe that the so-called “Sword of Caine” 
  is a collection of mindless barbarians and ultraviolent 
  fiends, or even demon worshippers bent on bringing 
  Satan to earth. As such, the Sabbat are vilified all 
  throughout vampire society.
  They’re right to fear the Sabbat, but not for those 
  reasons.
  While the “Kindred” (a term the Sabbat despise) 
  of the Ivory Tower cower among mortals and cling to 
  outdated Traditions, the Sabbat prefer to indulge in 
  their vampiric nature. They refuse to wear the tattered 
  rags of humanity or to act as slaves and cattle to their 
  elders. Besides, vampires are clearly and openly supe-
  rior to mortals — do humans lie down with cows and 
  call them brother? As such, Sabbat vampires consider 
  mortals to be tools and food at best, and have little tol-
  erance for “Cainites” who pretend to be human. They 
  are inherently alien and literally inhumane.
  But the Sword of Caine isn’t just a collection of gore-
  streaked psychotics running around shopping malls 
  with chainsaws. They reject humanity as a moral basis 
  for their lives, so they have turned to other alternatives. 
  They adhere to a wide variety of Paths of Enlighten-
  ment (see p. 313), philosophical tenets that force the 
  Beast into a narrow channel and allow the Cainite to 
  maintain a day-to-day existence that resembles stabil-
  ity (if not sanity). Further, the Sabbat not only rebel 
  against morality, but also against their own inclina-
  tions towards solitude. They frequently join together 
  into packs that act as one part religious cult, one part 
  political faction, and one part combat unit.
  Between moral devotion, pack loyalty, and the need 
  to rebel, Sabbat cities are devoid of the calm, quiet so-
  ciety of the Camarilla court. Tensions are always high 
  in Sabbat “dioceses,” and the Cainite’s surroundings of-
  ten reflect their explosive natures. In cities controlled 
  by Sabbat, murder, robberies, rape, and assault are com-
  monplace. The Sword of Caine threatens every city it 
  possesses, insinuating itself into urban landscapes until 
  they become nothing but raw resources for the eternal 
  crusade. Although the Sabbat might not be any more 
  “evil” than some of the elders of the Camarilla, they 
  are certainly more overt with their acts of destruction 
  and elaborate games of terror.
  Because of these tensions, the Sabbat is hardly a uni-
  fied entity, and the Sect is home to numerous factions 
  of vampires united under the Sabbat’s banner. One of 
  the most feared is the Black Hand, a special militia hid-
  den within the packs of the Sword of Caine. All mem-
  bers of the Black Hand bear a distinguishing mark — a 
  permanent, mystical sigil on the palms of their right 
  hands. Although this brand may be concealed or made 
  over, it may never be removed — once you’re in the 
  Hand, you’re a member until Final Death. The Sabbat 
  also has its own Inquisition, a small faction of Cainites 
  charged with rooting out heretics and infernalists. If 
  it labels someone as an infernalist, the accusation is 
  unlikely to be denied, and the faction uses torturous 
  tactics to gain the confessions it needs.
  The Loyalist faction believes that it is the “true” 
  Sabbat, claiming that each vampire is his own master. 
  They preach that the freedom to do whatever you want 
  belongs to all vampires, and they tend to act against 
  their leaders’ orders just because they feel they should. 
  There is also the Status Quo faction, who accepts the 
  nature of vampires and knows that shaking the foun-
  dations of the Sabbat serves only to distract it from its 
  greater goal. The Moderates oppose the encroachment 
  of rules and guidelines that have no place among such 
  creatures as vampires, resting between Loyalist dogma 
  and Status Quo conservatism. Finally, the eldest mem-
  bers of the Sabbat belong to the Ultra-Conservatives, 
  those who favor centralization and authoritarianism in 
  order to turn the Sabbat into a military force against 
  the Antediluvians and the Camarilla.
  The thread that holds the Sabbat together is a reli-
  gious zeal to tear down the Antediluvians. When packs 
  or ideologies threaten to explode into all-out civil war, 
  the Sabbat manage to pull together around their com-
  mon hatred for the Camarilla (who they view as pup-
  pets of the Antediluvians). The entire Sect claims that 
  Gehenna is coming, and that they must prepare for 
  those end times when the Antediluvians awake and 
  destroy the world. When the time comes, the Sword of 
  Caine will save the world and take their rightful places 
  as the vampiric lords of the night.
  And the Sabbat has proven to be a serious threat to 
  the Camarilla. Neonates disgusted with staring at the 
  same elders every night dangling power eternally out 
  
  41 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Code of Milan
  I.  
  The Sabbat shall remain united in its support of the Sect’s Regent. 
  If necessary, a new Regent shall be elected. The Regent shall support relief from 
  tyranny, granting all Sabbat freedom.
  II.  
  All Sabbat shall do their best to serve their leaders as long as said lead-
  ers serve the will of the Regent.
  III.  
  All Sabbat shall faithfully observe all the auctoritas ritae.
  IV.  
  All Sabbat shall keep their word of honor to one another.
  V.  
  All Sabbat shall treat their peers fairly and equally, upholding the 
  strength and unity of the Sabbat. If necessary, they shall provide for the needs of 
  their brethren.
  VI.  
  All Sabbat must put the good of the Sect and the race of Cainites be-
  fore their own personal needs, despite all costs.
  VII. 
  Those who are not honorable under this code will be considered less than 
  equal and therefore unworthy of assistance.
  VIII. 
  As it has always been, so shall it always be. The Lextalionis shall be 
  the model for undying justice by which all Sabbat shall abide.
  IX.  
  All Sabbat shall protect one another from the enemies of the Sect. 
  Personal enemies shall remain a personal responsibility, unless they undermine 
  Sect security.
  X.  
  All Sect members shall protect Sabbat territory from all other powers.
  XI.  
  The spirit of freedom shall be the fundamental principle of the Sect. 
  All Sabbat shall expect and demand freedom from their leaders.
  XII. 
  The Ritus of Monomacy shall be used to settle disputes among all Sabbat.
  XIII. 
  All Sabbat shall support the Black Hand.
  Addenda to the Code of Milan
  XIV. 
  All Sabbat have the right to monitor the behavior and activities of 
  their fellow Sect members in order to maintain freedom and security.
  XV.  
  All Sabbat possess the right to call a council of their peers and imme-
  diate leaders.
  XVI. 
  All Sabbat shall act against Sect members who use the powers and 
  authority the Sabbat has given them for personal gain at the expense of the 
  Sabbat. Action shall be taken only through accepted means, approved by a quo-
  rum of Prisci.
  
  42 
  CHAPTER TWO: SECTS AND CLANS
  of their reach have openly joined the Sabbat. Every 
  Prince grows increasingly terrified that one night the 
  Sabbat will show up in his Elysium and murder him. 
  Various cities that have stood as Camarilla strong-
  holds for years are contested or have fallen into Sab-
  bat control. As the nights roll on, the Camarilla has 
  been forced into harsh measures, killing vampires with 
  known (or even suspected) Sabbat affiliation outright. 
  Some Kindred use this increasingly hard-line stance to 
  help remove rivals or better themselves in the eyes of 
  their sires, but for every Sabbat Cainite killed, more 
  join their ranks.
  Practices
  Everything in the Sabbat points back to two key 
  (and often conflicting) principles: freedom and loyalty. 
  Their set of laws, the Code of Milan (see p. 41), rein-
  forces these two points. Cainites are free to do what 
  they wish, but they must always remain loyal to the 
  Sword, because only the Sect can protect free vampires 
  from manipulative elders, especially the Antediluvi-
  ans. Two of the most influential Clans of the Sect, the 
  Lasombra and the Tzimisce, are believed to have de-
  stroyed their Antediluvian progenitors and diablerized 
  them, setting the example for the other Sabbat vam-
  pire Clans to follow.
  But principles and fervor don’t always hold the Beast 
  at bay. Just like the Camarilla, the Sect contains its 
  own rivalries and political maneuvers, as well as reli-
  gious and philosophical conflicts that can become just 
  as bloody. These conflicts constantly tear at the Sword, 
  often setting them back from their goals as much (or 
  more) than their enemies do. Although the Sect has 
  organization and structure, each Cainite has too many 
  conflicting loyalties to support a rigid structure. The 
  Sabbat is constantly struggling against itself, only com-
  ing together when an enemy appears.
  The core of the Sabbat is the pack, a collection of 
  vampires bound by Vinculum (p. 288) and common 
  interest. Packs are such an integral part of Sabbat soci-
  ety that Cainites without a pack are often viewed with 
  suspicion and distrust. Each pack usually fights within 
  itself until some authority rises to the top, such as a 
  priest to conduct rituals and a Ductus to lead in secular 
  matters. Higher positions exist (see p. 27), but unlike 
  the Camarilla where all power stems from the Prince, 
  in the Sabbat positions tend to build upon the packs. 
  Some dioceses forego higher positions entirely, choos-
  ing to have the packs manage and police themselves 
  (often with very mixed results).
  
  43 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Outside of the Lasombra and Tzimisce, most Sabbat 
  vampires consider themselves to be the “anti-Clans” or 
  antitribu of their parent Clans. Some pervert the expec-
  tations of their Clans, while others take the core ideas 
  of their lineage to their most monstrous extreme. A few 
  have even become new bloodlines, manifesting differ-
  ent Disciplines because of their place within the Sab-
  bat. (Antitribu are covered in Chapter Ten, p. 428.)
  Rituals
  Unless they are hasty war-time “shovelheads” that 
  are Embraced, hit over the head with a shovel, and 
  forced to dig their way out of their own grave, most 
  Sabbat vampires go through Creation Rites designed 
  to prove themselves True Sabbat. The rite forces the 
  vampire to prove himself to his new sire or pack, often 
  in a way that strips away much of his Humanity, turn-
  ing the fledgling from a weak, pathetic human into a 
  proper monster worth of the Sect.
  Out of mockery of human religious belief, many of 
  the rituals (or “ritae”) and conventions of the Sabbat 
  are perversions of those of the Catholic Church. One 
  of the most notable is the Vaulderie (p. 288), a cor-
  ruption of the Eucharist in which Cainites pour their 
  blood into a chalice and then each drinks the commin-
  gled vitae in order to strengthen their loyalty to each 
  other. They also participate in a wide variety of other 
  rituals. Fire, blood, and violence are common themes 
  in their “ritae,” and the rituals involved range from fire 
  dances to ceremonial killing to the corruption of exist-
  ing games and sports into excuses for violent, bloody 
  slaughter. Their unlives are tense and hostile, and ritae 
  allow Cainites to blow off some steam and reconnect 
  with other vampires before heading back down a road 
  towards mistrust and internal conflict. The goal of these 
  rituals is not only to help create solidarity among Sab-
  bat vampires, but also to push the boundaries of their 
  vampiric bodies and test their capabilities for war. 
  Some example ritae are available in the Appendix 
  (p. 507).
  The View from Without
  The Camarilla
  A Sabbat city is like a third-world country run by 
  demon worshippers. Trust me – we’re doing the 
  right thing hunting those bastards down.
  The Anarchs
  They dress up blood bonds and religious fanati-
  cism as “freedom.” Some of the newer recruits 
  dig the violence and the bad boy attitude, but I see 
  what’s really going on.
  The Independents
  One day they’re your friend, and the next they’re 
  trying to rip your face off because you said the 
  wrong thing. If you have play ball with the Sab-
  bat, play hard or go home.
  
  44 
  CHAPTER TWO: SECTS AND CLANS
  The Anarch Movement
  Traditional Strongholds: Los Angeles, San Diego, 
  San Francisco
  Nominally a faction within the Camarilla, most “An-
  archs” are still under the authority of the Ivory Tower. 
  The Camarilla would say that the Anarchs are under 
  the protection of the Sect, while the Anarchs would 
  likely call it oppression. Still, many in the Anarch 
  Movement understand the usefulness of the structure, 
  with only the most radical calling for total withdrawal 
  from the Camarilla. The Anarchs seek to change the 
  Ivory Tower from within, turning it into the benevo-
  lent Kindred society it so often claims to be.
  What needs to change? Ask twelve Anarchs, and 
  you’ll get thirteen different answers. They agree that 
  change needs to happen, but they aren’t collectively 
  committed to any particular plan. Common threads 
  pop up, such as the redistribution of power from the 
  elders to all vampires, and for political authority to be 
  based on merit rather than age. Whether those chang-
  es come through passionate debate in Elysium or guer-
  rilla action against specific elders, however, depends on 
  the Anarch in question. Unlike the Sabbat who rebel 
  because vampires should be superior, the Movement’s 
  goals are at least nominally egalitarian. 
  Naturally, it’s that very sense of equality that makes 
  the Anarch Movement so dangerous to vampire soci-
  ety. This resistance to change isn’t unique to the Ca-
  marilla; elders in the Sabbat or the independent Clans 
  have just as little desire to relinquish their power, and 
  ancillae have worked equally hard to be next in line for 
  the elders’ station. If the Anarch rhetoric takes hold, 
  all that work will have been for nothing. So it’s not 
  surprising that Anarchs spend much of their time frus-
  trated, and they tend to adopt a siege mentality. 
  Despite their integration within the Camarilla, the 
  Anarch Movement is essentially a Sect, although they 
  don’t have the level of organization that would keep 
  them from being on the same level as the Camarilla, 
  Sabbat, or the independent Clans. The only thing that 
  unifies them is that they know what they don’t want to 
  be. That’s helpful as a rallying call, but doesn’t work 
  well as an organizational chart. Moreover, structure 
  quickly leads to stagnation, and that’s exactly what the 
  Anarchs are against. 
  That doesn’t meant that Anarchs are against organi-
  zation, however. Despite their name, not all Anarchs 
  are actually anarchists; many seek to change the Ca-
  marilla or the Sabbat into some sort of new structure, 
  usually based on mortal governmental ideas. Most of 
  these structures tend to revolve around some form of 
  democracy, but variations of neo-feudalism and even 
  fascism have been tried (with varying success) through-
  out the Movement. One of the few things that Anarchs 
  seem to agree on is that at some point there needs to 
  be someone at the top, and that vampire is commonly 
  called the Baron (p. 25).
  But it’s only been recently that the Anarchs have 
  been able to have any kind of common identity. After 
  the Second Anarch Revolt in 1944 that led to the cre-
  ation of the Anarch Free State in California, the Revo-
  lutionary Council decided to adopt a set of principles 
  of self-governance for the Free State before dissolving 
  itself — the “Status Perfectus,” or “The Perfect State.” 
  This was a revolutionary document, the first to state 
  the Anarch dream clearly and unequivocally in mod-
  ern times. It called on Anarchs everywhere to protect 
  one another, regardless of Clan affiliation. It promised 
  a Kindred nation free of political oppression and elder 
  prejudice, and swore to extend that freedom to all Kin-
  dred everywhere. They declared that free will, or “lib-
  ertas,” is an inherent part of Kindred spiritual nature, 
  and that all vampires must work to free themselves 
  from the forces that would rob them of their libertas. 
  Some Anarchs disagree with parts or the whole of the 
  Status Perfectus, but it has proved to be a massively in-
  fluential document for the Movement, and the closest 
  the Sect has had to a unifying set of principles.
  Regardless, what the Anarchs lack in organization, 
  they more than make up in passion. From the most 
  in-your-face angry neonate punk to the most eloquent 
  and soft-spoken intellectual, Anarchs are collectively 
  driven, which provides a momentum that most Kin-
  dred simply aren’t used to. Even more terrifying to 
  most vampires, the Anarchs appear to actually believe 
  in what they say. Elders try to pass it off as naiveté or 
  inexperience with the Jyhad, but these young vampires 
  seem to accomplish things that centuries of manipula-
  tion and power couldn’t do. And change terrifies those 
  in power.
  
  45 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Anarch Revolt from centuries ago is flaring back 
  up in the modern nights, and many Anarchs think the 
  time has come for them to take the night back.
  Practices
  Some Kindred mistakenly think of the Anarch 
  Movement as just a collection of newly-Embraced 
  Brujah raging against their betters. They are often sur-
  prised to learn just how cosmopolitan the Sect really 
  is. For every loud, brash neonate that wants to tear 
  everything down, there’s a sober, thoughtful ancilla 
  committed to the Movement’s ideals. The Anarchs 
  wouldn’t have lasted as long as they have if they were 
  all rebels without a clue, or if they were only a handful 
  of Clans wrapped up in their passions. Diversity, the 
  very thing that causes such disorganization, is also one 
  of the greatest strengths of the Movement.
  Unfortunately vampires often default to establish-
  ing dominance among themselves, and such a diverse 
  collection of Cainites needs something to help show 
  the pecking order. For Kindred bent on proving that 
  merit should be the guiding principle of vampire gover-
  nance, status is not only an incompatible concept, but 
  actively offensive to some Anarchs. Instead, Anarchs 
  rely on whether they have personally heard of another 
  Anarch, instead of what some other vampire said was 
  important. As a result, the Status Background for An-
  archs relies on reputation: a combination of self-pro-
  motion, word-of-mouth, and outright braggadocio that 
  gets the Anarch recognized both inside and out of his 
  own barony. It doesn’t correspond to a political title or 
  a measure of authority — there are untitled vampires 
  (such as the notorious prankster Smiling Jack) with a 
  universally higher reputation than Kindred who claim 
  the title of Baron. Whether this recognition confers re-
  spect or disdain is a secondary concern; as Oscar Wilde 
  said, “There is only one thing in life worse than being 
  talked about, and that is not being talked about.”
  Games and Pranks
  Unlike the blood-splattered games that the Sabbat 
  use as part of their ritae or the forced civility of Ely-
  sium, the Anarchs genuinely like to have fun and joke 
  with each other. They believe that Kindred existence 
  shouldn’t be all backstabbing and bloodletting, but 
  rather about enjoying each night to the fullest. Sabbat 
  fiends consider this idea to be a disgusting show of hu-
  manity while Camarilla cynics believe it to be the folly 
  of youth, but the Anarchs don’t care. They frequently 
  play games and pull pranks on each other (and on oth-
  er unsuspecting Kindred), both as tests of courage and 
  as a way to blow off some steam.
  Some Anarchs disapprove of the games and the 
  pranks. They say it brings down the level of the dis-
  course. They say it makes it harder for the Movement 
  to be taken seriously. They say that these games and 
  pranks are dangerous, and that they threaten the Mas-
  querade. Worst of all, they say that they’re all just a 
  waste of time, time better suited for bringing about 
  the glorious revolution of vampire society. And sure, 
  playing tag with 9mm pistols is pretty dangerous, even 
  if you tell everyone not to aim for the head. Baiting 
  elders in Elysium into frenzy probably is making it 
  harder for the Baron to conduct his debate with the 
  local Prince. Staging accidents and pretending to be a 
  corpse around a mortal likely is a hair away from break-
  ing the Masquerade.
  But the young Anarchs say “Fuck it; eternity’s too 
  short.” And so the games continue.
  The View from Without
  The Camarilla
  They, at least, understand that their place is 
  within the Ivory Tower, but their destabilizing 
  influence can be a problem. Best to keep them 
  quiet, one way or another.
  The Sabbat
  They have the right idea, but they aren’t willing to 
  give up their comfortable Humanity in order to go 
  to the next step. There’s some potential recruit-
  ment material there, but they break easy.
  The Independents
  We should all hold hands and be brothers? 
  Hardly, young Cainite. My Clan had fought hard 
  to stay outside of your Jyhad, and I will not give it 
  up because you tell me I am not fair.
  
  46 
  CHAPTER TWO: SECTS AND CLANS
  The Independents
  Traditional Strongholds: Alamut (Assamites), 
  Cairo (Followers of Set), Venice (Giovanni), Kolkata 
  (Ravnos)
  Over the past few centuries, the fatal dance between 
  the Camarilla and the Sabbat has changed vampire so-
  ciety. Their bloody Jyhad has shaped the secret history 
  of the world, destroying millions of mortal lives in the 
  process. However, there are some Clans who witness 
  both Sects tear at each other’s throats in the name of 
  their ancient feud and decide that they would prefer to 
  watch from the sidelines.
  These four lineages can claim their place as proper 
  Clans, but share a strong disinterest in getting involved 
  in the war between the Camarilla and the Sabbat. 
  Granted, individual members of these Clans (usually 
  younger Kindred) show up in the ranks of both Sects 
  from time to time, but the elders of the independent 
  Clans have their own goals in mind, goals that would 
  conflict with allegiance or loyalty to a Sect.
  Of course, independent Kindred are vampires first and 
  Clan members second; they don’t all possess mindless, 
  unwavering devotion to the ideals of their Clan. Most 
  of them focus on their personal goals first, whether or 
  not they coincide with their Clan’s goals. This has the 
  side-benefit of confusing outside Kindred even more, 
  since it’s never clear whether a particular independent 
  will act with their Clan’s interests in mind, their per-
  sonal interests, or some hybrid of the two. (She may 
  even pretend to serve one set of interests while secretly 
  serving another). Individual independents are always 
  wildcards, with no set of laws or politics forcing them 
  into a clear, defined path.
  At least, that’s the outside perspective.
  It’s believed that the elders of the independent Clans 
  are active in greater numbers than those that domi-
  nate the Sects. One Clan has an Antediluvian that has 
  been actively assisting their goals for centuries. An-
  other seems to benefit from murdering other Kindred. 
  The terrifying Methuselahs of a third are rumored to be 
  waking and possibly organizing their childer for some 
  terrible purpose. As for the fourth….
  Regardless of the rumors, the independents continue 
  as if nothing is wrong, working with and against their 
  Clans in the same measure as any Sect vampire. If they 
  are indeed the pawns of their ancient masters, they act 
  as if they are ignorant of it.
  The Clans
  The independent Clans have almost nothing in 
  common except their unwillingness to join a Sect en 
  masse. Each Clan has a different role in the Jyhad, and 
  each pursues its own goals. Standing apart even from 
  each other, they keep their own laws outside of those 
  of the Sects.
  The Assamites
  The Assamites (who call themselves the Children of 
  Haqim) are a Clan of murderous vampires. For many 
  years they acted as independent assassins, contracted 
  by the Sects (or anyone who gave them blood) to mur-
  der targets. Of all the independents, the Assamites are 
  the most feared, both for their role as assassins and the 
  rumors of their thirst for the blood of elders.
  Although they have traditionally acted as mercenary 
  assassins, in the modern nights some of the Children of 
  Haqim question whether an allegiance with one of the 
  Sects might not be more beneficial for them. Ultimate-
  ly, however, most Assamites follow the will and the 
  orders of Alamut, their ancestral stronghold, as well as 
  their own internal laws, known collectively as the Laws 
  of Haqim. The most loyal of the Assamites believe that 
  other vampires are a plague that needs to be extermi-
  nated, while others claim that individual Kindred need 
  to be judged (and perhaps killed) based on their own 
  sins, not merely because they are vampires.
  For more on the Assamites, see p. 48.
  The Followers of Set
  The Followers of Set have different reasons for refus-
  ing to join a Sect. They consider themselves to be part 
  of something much older than either the Camarilla or 
  the Sabbat, and dismiss the idea that goals established 
  since antiquity should be cast aside merely because 
  some vampires started calling themselves by a new 
  name a few centuries ago. They claim that their faith 
  dates back to the very start of civilization, and that this 
  ancient trust is far more important than politics.
  That doesn’t mean that the Setites aren’t above 
  playing the mercenary between the Sects. Their Clan 
  lives and worships in secret places, and this gives them 
  access to dark favors and a wealth of knowledge that 
  they can offer to any vampire willing to pay the right 
  price. Many Kindred know the trap that dealing with 
  the Setites entails, and yet time and again Cainites 
  
  47 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  come to them, each time swearing that it will be the 
  last. Each favor traded or addiction fulfilled brings the 
  Setites one step closer to their ultimate goal: the resur-
  rection of Set himself.
  For more on the Followers of Set, see p. 52.
  The Giovanni
  The Giovanni are a Clan in multiple senses — not 
  only do they share common vampiric blood, but most of 
  their new Embraces come from the mortal descendants 
  of other Clan members as well. The Necromancers are 
  known to pursue two goals — learning the secrets of 
  the dead and acquiring mortal power and wealth — 
  both of which help their Clan as a whole. Only a few 
  trusted elders know that their founder, Augustus Gio-
  vanni, seeks to use the knowledge and power of the 
  Clan to destroy the Shroud that separates the realm of 
  the dead from this world.
  As such, the Giovanni don’t have any need for 
  Sects. They survived the past several centuries all on 
  their own; they don’t need protection from the mor-
  tals through any flimsy Masquerade. They have their 
  own family to act as allies, resources, and internal en-
  forcement, so they don’t need help. What can mem-
  bership in a Sect give to them that they can’t already 
  get through deals, trading, and occasional espionage? 
  They have a Promise that keeps them from interfer-
  ing in the affairs of the Camarilla (and vice versa), but 
  overall the Giovanni are extremely self-sufficient and 
  stand totally outside the authority of the Sects. That, 
  combined with their mastery of Necromancy, makes 
  many vampires very, very nervous.
  For more on the Giovanni, see p. 56.
  The Ravnos
  The Ravnos are masters of illusion, compelled by 
  their blood to indulge in vice. Their primary allegiance 
  is to themselves, though some consider their Clan to 
  be almost as important. Compared to the other inde-
  pendent Clans they are very loosely organized: partially 
  due to their diaspora all over the world, and partially 
  due to a very un-vampire like wanderlust that pervades 
  the Ravnos. They travel to Camarilla and Sabbat cit-
  ies alike, where most Princes and Archbishops have 
  learned that it is better to let them pass through than 
  to deal with the headaches that come from trying to 
  prevent them from entering.
  As such, the Ravnos are completely indifferent to the 
  politics of the Sects, or indeed to politics of any kind. 
  Many outside observers consider the Ravnos to be too 
  chaotic to have a meaningful impact on the Jyhad as a 
  whole – and the Ravnos nod their heads and continue 
  doing what they want. The Clan believes that one 
  day their Clan founder will awaken and destroy all of 
  the other Antediluvians. Until that day, they wander 
  without allegiance, and see no reason to change.
  For more on the Ravnos, see p. 64.
  The View from Without
  The Camarilla
  They are clearly up to something. A trickle of 
  these “independent” Kindred end up joining the 
  Ivory Tower, but too many more do as they will, 
  with no laws or society to contain them. They 
  cannot stand up to us on their own, but they are 
  powerful enough to shift the balance of things.
  The Sabbat
  These Clans claim that they’re free? Bullshit. 
  They’re just as much the puppets of the Antedi-
  luvians as the Camarilla. No point trying to kill a 
  Giovanni in his mansion or a Setite in his temple, 
  but when the world ends, they’ll fall just like 
  everyone else.
  The Anarchs
  These guys get it. They can stand outside the 
  Jyhad, make their own plans, and people listen. 
  That’s freedom, man. Too bad I can’t trust any 
  of these fuckers as far as I could throw them.
  
  48 
  CHAPTER TWO: SECTS AND CLANS
  The childer of Haqim, known as Assamites to the 
  rest of the Kindred, are a silent knife in the dark, an 
  order of bloodthirsty assassins who participate in the 
  secret wars of the undead by operating as killers for 
  hire. Outside the purview of the Sects, the Assamites 
  are true independents and mercenaries, hiring out to 
  whoever can pay their blood-price and ungoverned by 
  the will of Prince or Priscus. By the time a mark realizes 
  that he’s being hunted by an Assamite, it’s often far too 
  late. Needless to say, this makes the Assamites both 
  feared and reviled by many of the other Clans.
  In truth, the Assamites are more than simple thugs 
  and killers. Theirs is a complex but insular Clan predi-
  cated upon the three principles of wisdom, sorcery, and 
  diablerie. Most Assamites that other vampires encounter 
  are members of the warrior caste, however, so Kindred 
  society has painted them all with that brush. For their 
  part, the Assassins have done nothing to stop this misun-
  derstanding. If it helps them acquire contracts and it oc-
  cludes the true nature of their Clan, the better for them.
  Long ago, the Assamites were brought to heel by a 
  powerful curse to curb their bloodlust, levied by the 
  Tremere at the behest of the Camarilla. They cannot 
  taste the vitae of vampires without it causing them 
  harm. In their ongoing quest to lower their Generation 
  and bring themselves closer to their holy figure, Haqim 
  (whom some outside scholars claim was of the Second 
  Generation, while others insist he was a judge appoint-
  ed by the other Antediluvians), the Assamites must re-
  fine the blood of Kindred into an alchemical solution. 
  Were it not for this mystical yoke, the Assamites would 
  surely be unchecked on a crusade of unholy diablerie.
  Nickname: Assassins
  Sect: For the most part, the Assamites tend to be 
  independent, letting the Sects hire them to operate on 
  their own terms. That said, some Assamites believe an 
  allegiance with the Camarilla or the Sabbat would al-
  low the entire Clan to stand more strongly.
  Appearance: Older Assamites often come from Middle 
  Eastern and North African cultures, though more and 
  more young Assamites come from a wider de-
  mographic. In traditional 
  environments, the As-
  samites 
  prefer 
  garb 
  appropriate to reli-
  gious or Clan custom. 
  When in public, how-
  ever, Assamites wear 
  whatever the locals 
  do, allowing them to 
  fulfill their contracts 
  without anyone no-
  ticing anything 
  amiss. An 
  
  49 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Assamite’s skin grows darker with age (as opposed to oth-
  er vampires, whose skin gets paler); particularly ancient 
  Assamites are almost ebony in complexion.
  Haven: Assamites often share communal havens 
  with others of their local cell, remote structures that 
  allow the Assassins to watch the larger domain from a 
  distance. These havens are generally well appointed, 
  but not so lavish that the whole place can’t be moved 
  on short notice. Individual Assamites also tend to keep 
  personal hideouts of a much more humble nature, for 
  when they need a place to lay low.
  Background: Those Embraced into Clan Assamite tend 
  to fall into two distinct types: The “provincial” members of 
  the Clan fit whatever their locality is, and can blend seam-
  lessly in with the people around them. The higher-profile 
  “jet-setters” transcend cultures, bolstered by their ability 
  to handle interpersonal and intellectual challenges.
  Character Creation: Physical Attributes tend to be 
  primary, with some Assamites favoring Social Attri-
  butes to help them get close to their prey. Talents and 
  Skills are equally favored, but Knowledges may help 
  the wise Assamite in a pinch. Few Assassins cultivate 
  extensive Backgrounds, and instead specialize in an 
  array of Disciplines that heighten their competence. 
  The most accomplished Assamites follow the Clan’s 
  unique Path of Enlightenment, and those who don’t 
  often have to spend a great deal of effort maintaining 
  their Virtues and Humanity. 
  Clan Disciplines: Celerity, Obfuscate, Quietus
  Weaknesses: Due to the Tremere blood-curse, 
  should an Assamite consume the blood of another 
  Kindred, she suffers one automatic level of unsoak-
  able lethal damage per blood point imbibed. Diablerie 
  attempts result in automatic aggravated damage, one 
  health level per point of permanent Willpower the vic-
  tim possesses; the would-be diablerist gains no benefits 
  (including Generation reduction) if he survives the 
  process. In addition, Assamites must tithe some of the 
  profits from their contracts to their sires or superiors 
  (generally around 10 percent of all such earnings).
  Organization: An insular, hierarchical organization shapes 
  much of Assamite custom. “The Old Man on the Mountain” 
  — the master assassin who makes his haven in the moun-
  tain fortress of Alamut — is the ultimate authority, and the 
  Clan heeds the orders that trickle down to them with a mix 
  of reverence and terror. Individual and local cells of As-
  samites known as falaqi frequently have license to act with 
  autonomy, but “turncoats” against the higher cause are rare. 
  Quote: Your blood is anathema to me, but the act of spilling it brings me closer to Haqim.
  Stereotypes
  Brujah: Where they are blatant, we are subtle. 
  And that is why they are a broken Clan and we are 
  ascendant.
  Followers of Set: Humility before God is itself divine, 
  but certainly not humility before their unclean god.
  Gangrel: When the blade bites deeply, they die as 
  readily as all other Kindred.
  Giovanni: They value their independence as we do, 
  but they squander it in unholy debauchery.
  Lasombra: For all their posturing, they are quick to 
  pay our fees and hire our knives.
  Malkavian: In the parable of the scorpion and the 
  frog, they play the roles of both doomed creatures.
  Nosferatu: But for their desperation to be included 
  among the society that shuns them, they would make 
  puissant rafiq.
  Ravnos: Make yourself known to them and they will 
  acknowledge their place.
  Toreador: We kill to honor our God. They kill to 
  avenge a wittier remark.
  Tremere: Possessing the power of Solomon makes 
  them none the wiser for it, and vengeance will be ours.
  Tzimisce: They bear old grudges against us; meet 
  them with a wary eye.
  Ventrue: Vultures picking at the corpse of a long-
  gone nobility.
  Caitiff: Every culture must have its Judas goat.
  Camarilla: A tower built in Babel by Icarus.
  Sabbat: They profane what is holy and pretend it is 
  an eminent glory.
  Anarchs: The wisest of the tribes — because they 
  know when to admit they don’t know.
  
  50 
  CHAPTER TWO: SECTS AND CLANS
  The legacy of the Brujah is one of halcyon greatness 
  marred by their own fiery natures. Theirs was the glory 
  of ancient Carthage, but Ventrue treachery in ancient 
  Rome brought the dream to an end. Since then, the 
  Brujah have borne a grudge.
  Tonight, the Brujah 
  are rebels and 
  provocateurs, 
  b a t - s w i n g i n g 
  hooligans and 
  agents of change in a society long crippled by stasis. As 
  rebels, it’s in their nature to challenge the status quo — 
  though sometimes, without adequate opposition, they 
  embody the status quo themselves. It works out fine, 
  because there’s always a hot-blooded Brujah waiting in 
  the wings to bring down an uppity Clanmate grown 
  too comfortable in the role of rebel-turned-dictator.
  More so than any other Clan, the Brujah still feel the 
  flames of the passions that once inspired them as mortals. 
  Clan Brujah loves a cause and is quick to act on a stirring 
  speech, accusation of injustice, or a call to arms. This 
  connection to passion can be a blessing, but inspiration 
  can also yield to the madness and hunger of the Beast.
  No wise Prince turns his back on the Brujah, and rare 
  is the Brujah who would allow herself to be manipulated 
  or pandered to. A Brujah is her own master, first and 
  foremost, and those who would bring her to heel face a 
  terrible task. A Brujah who thinks she’s getting the 
  short end of the stick will tear an enemy to ribbons 
  first and maybe remember to ask questions later, no 
  matter if he’s a Primogen or a mortal authority.
  Some Kindred historians claim that the Brujah 
  have parlayed their ancient betrayal into a role 
  as agitators against the very order that they help 
  support. Others claim the Brujah have long since 
  submitted to the will of that same order, being 
  little more than loyal opposition rendered impo-
  tent. Most Brujah don’t care either way, as long 
  as someone needs a good ass-kicking and they 
  can be the ones to deliver it.
  Nickname: Rabble
  Sect: For all its rebellion, Clan 
  Brujah generally considers it-
  self a member of the Ca-
  marilla. Young Rab-
  ble sometimes 
  look to the 
  wildness of 
  the Sabbat, 
  but elders 
  
  51 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  assert that the Ivory Tower provides a fine structure 
  against which to rage.
  Appearance: Many Brujah affect styles and manner-
  isms that reflect an attitude of rebellion. Multicolored 
  hair, shaven heads, spikes, rivets, fetish gear, and t-shirts 
  with bold slogans might appeal to a Brujah. While not 
  every Brujah wears the “uniform,” the Rabble often enjoy 
  adorning themselves in outfits intended to provoke. Some 
  young Brujah prefer mobile devices as their tools of resis-
  tance, and can summon a riot at the touch of a screen. 
  Haven: Brujah may feel kinship to a city, but they rare-
  ly develop such ties to individual locations. Thus, at any 
  given time, a Brujah probably has a half-dozen or more 
  hideouts, safehouses, and flats available. These are often 
  shabby and ill-kept until the Brujah needs them. Brujah 
  havens might also have mortals who follow the Brujah’s 
  ideology or his cult of personality. This works out fine: It 
  never hurts to have a spare vessel in an emergency.
  Background: As creatures of passion, Brujah often 
  Embrace without really thinking much about it, and 
  their childer tend to be a disparate lot. Sometimes, the 
  Rabble Embrace those who share a similar outlook or 
  enthusiasm for a cause as the prospective sire. Other 
  times, they inflict the Embrace on those of opposite ide-
  ology, cursing a rival with vampirism as punishment. 
  Character Creation: Brujah are usually — though 
  not exclusively — drawn from mortals with violent 
  or ungovernable personalities. Their Natures and De-
  meanors are often similar, as Brujah have little use for 
  guile. They lean toward physical Attributes, with So-
  cial and Mental about equal afterwards. Many favor 
  Skills and Talents, but most respect the Knowledges 
  that make them more than just thugs. Contacts, Allies, 
  and Herd are common Backgrounds.
  Clan Disciplines: Celerity, Potence, Presence
  Weaknesses: The same passions that inspire Bru-
  jah to greatness or depravity, left unchecked, can send 
  them into incandescent rages: The difficulties of rolls 
  to resist or guide frenzy (p. 298) are two higher than 
  normal. Additionally, a Brujah may never spend Will-
  power to avoid frenzy, though he may spend a point of 
  Willpower to end a frenzy that has already begun.
  Organization: Certain causes rise and fall in Brujah 
  fashion, but some of the more tenured are those who call 
  themselves Idealists and Iconoclasts. Iconoclasts want to 
  Quote: I’ll give you a head start. You’re the tortoise and I’m the hare —  
  a pissed-off, fuck-the-world hare with a score to settle and a thirst like the devil’s own.
  Stereotypes
  Assamite: Fast, invisible, fanatical, and they 
  want to drink my fucking blood? Sounds like a 
  good case for doing unto others.
  Followers of Set: The apple doesn’t fall far 
  from the tree, and the tree should have been 
  chopped down long ago.
  Gangrel: Much respect, so long as we agree it’s 
  mutual.
  Giovanni: If you have to deal with one of these 
  nasty dagos, you’ve already lost.
  Lasombra: No habla Ventrue with a different hat on. 
  Malkavian: Trust one? No. Find some common 
  ground with one? Maybe.
  Nosferatu: It’s better to have one telling you shit about 
  someone else than the other way around, so be cool.
  Ravnos: I’ll bet I can throw one further than you can.
  Toreador: If you can catch one, see if he’ll blow 
  you. They might as well be good for something.
  Tremere: If one of these witches starts looking at 
  you weird, you’d better hope you can get close to 
  him before your blood catches on fire.
  Tzimisce: Nasty old bats with claws where their 
  junk used to be. But at least they’re usually honest.
  Ventrue: Boot, meet face.
  Caitiff: Teach them something and maybe they’ll 
  return the favor.
  Camarilla: It mostly works when we punch it 
  into heading the right direction.
  Sabbat: Giving your soul to the devil makes you 
  a servant, you choads.
  Anarchs: Get on the bus and let’s tear this 
  Prince a new asshole together.
  tear it all down, while Idealists enjoy solving problems 
  through theory. This last harkens somewhat to the classi-
  cal roots of the Brujah as philosopher-kings, and most Ide-
  alists are among the ranks of Brujah ancillae and elders.
  
  52 
  CHAPTER TWO: SECTS AND CLANS
  Addiction, debasement, corruption, and desperation 
  strike fear into many Kindred who worry that theirs 
  will become an unlife of ruin, but to the Followers of 
  Set, these and more are the tools of 
  the trade. Pimps, pushers, and 
  priests, the Setites cater to 
  the needs of the desperate, 
  and convert them to a ni-
  hilistic cause in doing 
  so. Whether one needs 
  flesh, money, drugs, or 
  dark secrets, the Follow-
  ers of Set can pro-
  vide it, and when 
  they do so, 
  they all but guarantee themselves a return visit from 
  those who seek them.
  The Followers of Set are as much a chthonic reli-
  gion as they are a Clan, though the faith includes the 
  Clan. Its mythology is complex and convoluted, an im-
  penetrable pantheon of god-monsters. At the apex of 
  this worship stands a syncretism of the Egyptian Lord 
  of the Underworld Set and the Greek hydra Typhon, 
  as much spiritual guardians of secret places as they are 
  the “liberators” of other’s souls. To outsiders, this is all 
  blasphemous religious affectation, but to devout Set-
  ites, the cult and cause are real, and their dark lord 
  works his will through them.
  Needless to say, the politics of desperation and the 
  placation of evil gods place the Serpents on the outside 
  of Kindred society. The Setites are fine with this. The 
  Kindred can often find themselves in need of what 
  the Followers of Set purvey, and the extra “service” 
  of secrecy is one the Setites are happy to provide — 
  at a premium. The Setites offer a devil’s deal, but 
  on their own terms. That way, when they collect 
  their due and feed blood and souls into the maw of 
  the Typhonic beast, all of its sacrifices have been 
  given willingly.
  Nickname: Setites, Serpents
  Sect: Externally, none of the Sects will have 
  the Followers of Set. Internally, the Setites 
  sometimes describe themselves in terms of 
  both Sect and Clan. They have no real im-
  petus to join either the Camarilla or Sabbat, 
  and their goals are different from those of the 
  Anarchs.
  Appearance: Many older Setites hail from the 
  North African and Mediterranean ethnicities native to 
  the Serpents’ historical territory, but they freely Em-
  brace from among the mortals of their adopted homes. 
  Some long-standing Setite temples are tied to loca-
  tions where “Egyptian” Serpents might seem out of 
  place, but where some aspect of serpent mythology is 
  
  53 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  present, as in Mesoamerica or even far-flung Nordic lo-
  cales, and thus draw their membership from local popu-
  lations. Red hair is considered a mark of Set’s favor.
  Haven: Where their hidden temples stand, the Set-
  ites make their havens, either individually or commu-
  nally. These may be anything from “churches” with 
  never-before-heard-of denominations or they may be 
  outright cults that have to hide their existences. The 
  secretive Serpents sometimes hide individual havens 
  in places where other Kindred don’t often go, such as 
  insular ethnic neighborhoods, abandoned domains, 
  “the rough part of town,” and so forth. Some Setites 
  also haven in secret mystical places that have value to 
  the Clan, guarding them from outsiders.
  Background: Prospective childer for the Followers of 
  Set often spend some time involved with a Setite cult, 
  so they’re indoctrinated in the mysteries of the Clan 
  before becoming one of its Kindred. They may come 
  from any cultural origin, though many are outsiders, 
  loners, or otherwise marginalized by society, which is 
  often what led them to the forbidden fruits offered by 
  the cult of Set in the first place.
  Character Creation: Sires choose those who demon-
  strate acumen in Social and Mental Attributes, as the 
  Clan needs its proselytizers and its priests to be charismatic 
  and quick-witted. Knowledges are almost always primary, 
  though Talents may be so instead, especially among those 
  Serpents engaged in dealings with others. Setites focus 
  on Backgrounds that give influence over others whether 
  subtly or overtly, making Allies, Contacts, Influence, Re-
  sources, and sometimes Retainers popular.
  Clan Disciplines: Obfuscate, Presence, Serpentis
  Weaknesses: Given their origins in darkness, the Ser-
  pents react negatively to bright light: Add two health 
  levels to damage caused by exposure to sunlight. Setites 
  also lose one die from dice pools for actions taken in 
  bright light (police spotlights, stage lights, flares, etc.).
  Organization: Setite organization is mostly local, 
  with a single temple or network of cults representing 
  a city’s Serpent presence. Setites in the cities rarely 
  scheme among each other, preferring to face outward 
  threats in unity rather than the schismatic self-interest 
  of the Sects. Whispers persist of a massive temple de-
  voted to Set located somewhere in Africa, with a ter-
  rible Methuselah who claims to be the childe of Set 
  himself at the head. If this is true, then the Clan’s 
  higher agenda probably originates here, but the Setites 
  themselves remain silent on the topic.
  Quote: I know what you need.
  Stereotypes
  Assamite: They aren’t so different from us, and it 
  scares the hell out of them.
  Brujah: We could have saved their precious 
  Carthage, but in their pride, they chose an eternity of 
  ridicule and failure.
  Gangrel: Don’t mistake their sullenness for noble 
  savagery. They have vices, just like anyone else.
  Giovanni: They distract themselves with methods 
  and neglect their goals.
  Lasombra: Behind many successful Lasombra is a 
  debt to the temple.
  Malkavian: They make excellent allies because no 
  one pays attention to them, and by the time they’re 
  due their share, all they can do is gibber.
  Nosferatu: Forge a relationship or you’ll find your-
  self dragged before a Prince or Archbishop with them 
  as witnesses.
  Ravnos: Sorry, I don’t take credit. From you.
  Toreador: Cha-ching.
  Tremere: One in a hundred realizes what we might 
  do together. The rest are up their own asses.
  Tzimisce: The Dragon is not the only Serpent 
  among the Damned.
  Ventrue: Let them hate us publicly, so long as they 
  keep buying.
  Caitiff: How easily the trod-upon becomes a convert.
  Camarilla: Hypocrisy is great for business.
  Sabbat: Take one step forward, two steps back, set 
  self on fire, kick own ass. Preen.
  Anarchs: An idealistic cult of personality that some-
  time succeeds in spite of itself.
  
  54 
  CHAPTER TWO: SECTS AND CLANS
  A glint of red eyes in the darkness, the scent of a 
  predator’s musk, a flash of fangs, the sound of flesh 
  tearing: These mark the presence of the Gangrel. More 
  than any other Clan, the Gangrel resemble the beasts 
  associated with the legends of vampires: bats, wolves, 
  and other creatures of darkness. Indeed, the Outland-
  ers may develop the ability to transform themselves 
  into these and other, more primal forms.
  The Gangrel have other characteristics in common with 
  animals as well. Many shun the elaborate social constructs 
  of both Kindred and kine. A number of them prefer to 
  move alone or as a member of small packs or coteries. Most 
  are tough and, when pressed, ferocious. And when Gan-
  grel succumb to the depredations of the Beast, they are left 
  with some feature redolent of the animal kingdom.
  As a Clan, the Gangrel are wary and aloof. Most would 
  prefer to spend their nights stalking prey or wilding on 
  the rooftops than minding Princely edicts or lobbying 
  for recognition of domain. Theirs is a tense relationship 
  with vampire society, and Outlanders are among the 
  most frequent to turn Anarch or Autarkis. In some 
  localities, the Gangrel have collectively abandoned 
  membership in any Sect — insofar as the Gangrel 
  truly ever do anything collectively.
  The Jyhad seems less pronounced among 
  the Gangrel than it is among other Clans, and 
  the Outlanders have little regard for the eter-
  nal conflict. Differences between Gangrel more 
  often fall along the lines of domain and feeding rights 
  than they do on generational mistrust, and the things 
  that concern young Outlanders are matters that concern 
  Gangrel ancillae and even elders. Still, one would be 
  hard-pressed to consider the relationship among 
  Gangrel of different generations amicable, 
  except in isolated sire-childe situations. 
  The Beast is ever suspicious of those 
  who would take sustenance from it.
  Nickname: Outlanders
  Sect: The Gangrel at least nominally belong to 
  the Camarilla, but the Clan has always had a vocal fac-
  tion that spurns membership in any Sect. They claim 
  that political games and social structures do nothing 
  for the primal Gangrel.
  Appearance: Personal presentation is often not high 
  on the list of many Gangrel priorities, and a Gangrel’s 
  appearance is often more 
  a matter of circum-
  stance than it is of 
  active 
  decision. 
  The Clan’s weak-
  ness can contrib-
  ute a great deal to 
  their appearance, 
  as does an extend-
  ed unlife in the 
  places 
  where 
  they make 
  t h e i r 
  
  55 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  havens, which are frequently short of modern conve-
  niences.
  Haven: Gangrel often lair where they can, taking 
  refuge when the sun threatens to rise. Those who do 
  maintain permanent havens often lean toward the util-
  itarian: Everything from a cave to a covered alley to an 
  illegal squat may serve as a Gangrel haven, usually with 
  little demarcating them as any sort of personal territory 
  (until it’s too late for the unfortunate interloper).
  Background: Gangrel sire childer like they seek prey: 
  after long hunts during which the prospective childe 
  doesn’t even know she’s being followed. Creating a 
  fledgling means sharing limited resources, so each sire-
  childe relationship is unique and significant. Outland-
  ers Embrace because they choose an individual, not 
  out of whim or recklessness. Those who earn their at-
  tention are hardy, whether physically or emotionally.
  Character Creation: Sufficiency is the Gangrel hall-
  mark, and many have outsider or loner personality 
  archetypes. Physical Attributes are far and away most 
  frequent, as are Talents with a smattering of Skills and 
  Knowledges. Many Gangrel focus on Disciplines rath-
  er than Backgrounds, preferring to rely on themselves 
  more than others. Gangrel almost never have signifi-
  cant Resources, Influence, or Retainers.
  Clan Disciplines: Animalism, Fortitude, Protean
  Weaknesses: Every time a Gangrel frenzies, she 
  acquires a temporary animal characteristic (which 
  may replace an existing temporary one). A patch of 
  fur, a brief torpor after feeding, or skittishness around 
  crowds — all of these may mar an Outlander after fren-
  zy. Characteristics acquired in Gangrel frenzies need 
  not only be physical – they can be behavioral as well. 
  Players should work with the Storyteller to determine 
  what new animal trait is acquired (whether the frenzy 
  involved the fight-or-flight impulse may be relevant). 
  Over time, or in an exceptional situation, a particu-
  lar animal feature may become permanent, with the 
  next frenzy adding a new feature. A good guideline is 
  to require each frenzy-gained trait to have some effect 
  grounded in system terms (such as the temporary re-
  duction of Social Attribute dots or a permanent loss of 
  Humanity), though some Storytellers may allow narra-
  tive-only traits that can shape the story.
  Organization: Regional groups of Gangrel occasion-
  ally assemble in convocations that draw from ethnic or 
  cultural influences. These are informal affairs, geared 
  more toward sharing information and revelry than 
  advancing any cogent agenda. Aside from these infre-
  quent gatherings, almost all Gangrel organization is 
  very local where it exists at all, from pairs of sire-and-
  childe through terrifying packs centered around one 
  accomplished Outlander.
  Quote: This is not a place for you, and it is too late to turn back. Run, little man.
  Stereotypes
  Assamite: Pull off the fucking head and the body will die.
  Brujah: I wouldn’t call what we have “trust.” More 
  of an understanding that we have a common enemy.
  Followers of Set: If it smells like carrion, I don’t 
  want any part of it.
  Giovanni: I try to make it a habit not to keep talk-
  ing to things once I’ve killed them.
  Lasombra: I’m not afraid of the dark, so you’d bet-
  ter have something else underneath that cape.
  Malkavian: Ten gallons of bullshit in a one-gallon jug.
  Nosferatu: When they get nervous, get the fuck 
  out of there. 
  Ravnos: If she starts calling you her brother, pop your 
  claws and make your point. It’s the only way she’ll learn.
  Toreador: Assume that they want something from 
  you when they lower themselves to your level.
  Tremere: Fight or flight with the grayfaces. Choose 
  carefully.
  Tzimisce: When I see a carcass eaten through with 
  worms, I’m smart enough to know it’s rotten.
  Ventrue: If you like answering to a master, you 
  can do worse… but not much.
  Caitiff: Unless they pull their weight, who needs 
  another mouth to feed?
  Camarilla: Any port in a storm, I guess.
  Sabbat: Self-righteous evangelical garbage.
  Anarchs: Almost. They almost get it.
  
  56 
  CHAPTER TWO: SECTS AND CLANS
  Achieving prominence during the Venetian Renais-
  sance, the Giovanni family built their fortune on the 
  rise of the middle class and the ready profit of bank-
  ing and Mediterranean trade (and the criminal enter-
  prise that came with it). However, with the family’s 
  rise came hubris, as its paterfamilias sought ever 
  more power, and with that hubris came horror. 
  With his earthly power at its apex, Augustus 
  Giovanni turned to the arts of controlling 
  the dead, and in doing so, gained the Em-
  brace from a forgotten Antediluvian. 
  With a conclave of conspirators, the 
  Giovanni plunged a now-forgotten 
  Clan into oblivion and built their 
  own legacy on its corpse.
  Since those first nights, the Gio-
  vanni have accepted no limits on 
  their ambitions, despite opposition 
  from Kindred outside their Clan 
  and a well-deserved reputation as 
  “Devil Kindred.” They studied for-
  bidden arts, becoming formidable 
  in the nigrimancy that allowed 
  them power over the spirits of 
  the departed, and degeneracy 
  followed in the wake of unclean 
  ritual. To this night, the Gio-
  vanni are known for the insular 
  nature of their Clan and the 
  incestuous practices by which 
  they populate it. A few outside 
  families and factions fall under 
  Giovanni auspices, but the vast 
  majority of the Clan comes from 
  the debased mortal family. The 
  family remains successful despite 
  all of their ghastly peccadilloes, 
  and has amassed a vast wealth 
  through crime, politics, and the 
  secrets of the dead that keeps 
  them in their position of de-
  graded opulence.
  In public view, the Giovanni make a great show of hu-
  mility and respect. Part of this gentility is a habit of cen-
  turies, still in place from when the other Clans hunted 
  the usurping Necromancers (and to preserve their hard-
  won neutrality from the conflict between the Camarilla 
  and the Sabbat). Another part of it is the velvet 
  glove hiding the iron fist of their nature, remark-
  able for forcing ghosts, minds, and bodies alike 
  to bow to their needs. To hear the Giovanni 
  tell it, Princes and Archbishops alike owe 
  them favors, and anyone with something 
  to offer may earn their patronage.
  For the most part, the Giovan-
  ni participate little in the Jyhad, 
  pursuing their own agenda of 
  cultivating wealth and building a 
  foundation of power in the lands 
  beyond the veil of death. Outsiders 
  rarely comprehend the goals of the 
  Necromancers, but only the most 
  trusted of the Giovanni know 
  that the Clan wants to plunge 
  the world into a state where the 
  dead and the living commingle. 
  And with their mastery of Nec-
  romancy, the Giovanni would 
  be positioned to rule it all.
  Nickname: Necromancers
  Appearance: Outwardly, Gio-
  vanni dress with subtlety and 
  taste. Much of the Clan comes 
  from the original mortal family, 
  and have not only olive Italian 
  complexions, but some amount 
  of inherited family features. 
  Those outside the immediate 
  family often appear “of a type,” 
  and in the traditional garb of 
  their regional family branch.
  Haven: The family wealth 
  of the Giovanni is evident in 
  
  57 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  their havens, which may take the form of villas or lavish 
  estates. The Necromancers often have valuables invested 
  in their havens as well, such as galleries of fine art or dis-
  plays of jewelry. Many Giovanni also maintain second-
  ary havens, where they may have elaborate necromantic 
  crypts or just flats where they can lie low if necessary.
  Background: Giovanni of the main family branch 
  have usually spent some amount of time as a ghoul in a 
  practice known as the Proxy Kiss. During this time, the 
  Kindred-to-be learns about the treacherous and jealous 
  reality of the vampire family. She learns ambition and an 
  unhealthy dose of duplicity, in addition to the family his-
  tory and customs. Giovanni rarely see much of the outside 
  world on their own terms during the Proxy Kiss period, 
  and often become insular and alienated, while at the same 
  time eager to stand out among the other family ghouls.
  Character Creation: Giovanni vampires often have 
  outgoing, professional Demeanors that hide unpleasant 
  Natures warped in their upbringing. Social or Mental 
  Attributes are usually primary, though some of the “sol-
  diers” of the family prefer Physical Attributes. Emphasis 
  likewise usually falls on primary Knowledges or Talents, 
  depending on proclivity. A split in the Clan sees those 
  who favor the practicality of Backgrounds (particularly 
  those tied to wealth and exerting influence) diverge from 
  those who prefer the forbidden puissance of Disciplines. 
  Few Giovanni could be described as well-rounded. 
  Clan Disciplines: Dominate, Necromancy, Potence
  Weaknesses: The Kiss of a Giovanni vampire causes 
  excruciating pain in mortal vessels who receive it. If 
  the Giovanni isn’t careful, her vessel may die of shock 
  and agony before being wholly exsanguinated. When a 
  Giovanni feeds upon a mortal, she does twice as much 
  damage as the Kiss of another vampire would inflict. For 
  example, if a Giovanni takes one point of blood from a 
  mortal vessel, that victim would suffer two health lev-
  els of damage. As a result, they tend to use blood banks 
  and other means of feeding that don’t fight as much.
  Organization: Like few other Clans, the Necromancers 
  have a top-down organization where policy is made by a 
  (presumed) still-active Clan progenitor, Augustus. The 
  family maintains an enormous palazzo known as the Mau-
  soleum in Venice, where elders and fledglings alike dance 
  to the whims of their ancient puppetmasters. Clan struc-
  ture is itself familial, with the added complications that 
  degeneracy and vampirism offer. Incest, ancestor wor-
  ship, necrophilia, cults of guilt, and bizarre relationships 
  in which fathers and grandmothers are their own issue’s 
  childer make a mire of the Clan and family, and fracture 
  many Giovanni long before they become Kindred.
  Quote: You misunderstand the situation if you think you’re important to me alive.
  Stereotypes
  Assamite: Beware, as all the money in the world 
  still cannot buy one passage back from the grave.
  Brujah: Inexpensive allies or irascible enemies.
  Followers of Set: Dangerous relics deluded by a 
  primitive grasp of what lies beyond the Shroud.
  Gangrel: Let them have their mud and misery.
  Lasombra: Like us, they stand with one foot in the 
  temporal world and one foot in the occult.
  Malkavian: Once they crumble to dust, they don’t 
  have to suffer their madness anymore.
  Nosferatu: Dead men do tell tales, and the Sewer 
  Rats have so many tales to tell.
  Ravnos: The Kindred have forever to make of their 
  fates what they will, and this is how they spend it?
  Toreador: How tragic is the Kindred so desper-
  ately afraid of what she truly is.
  Tremere: We don’t enshrine the history that made 
  us what we are, so why do they?
  Tzimisce: The worm that feasts on its own flesh 
  must eventually starve.
  Ventrue: They often forget that Machiavelli 
  worked in the wake of the Borgias and the Medicis.
  Caitiff: Without knowing their origins, what can 
  they possibly amount to?
  Camarilla and Sabbat: Let them have their end-
  less war, for we grow rich by selling each side what 
  it needs to continue the effort.
  Anarchs: Until they build something of lasting 
  import, they are the ugliest of the sisters.
  
  58 
  CHAPTER TWO: SECTS AND CLANS
  To the mind of a Lasombra, it is better to reign in 
  hell than to serve in heaven. Fear, frenzy, the power 
  to determine whether another lives or dies: these are 
  at the root of the power that the Lasombra hold dear. 
  Whereas other vampires try vainly to hold the Beast at 
  bay or give themselves wholly to it, the Lasombra beat 
  the Beast into submission, 
  invoking it when it 
  suits them but leav-
  ing it trapped inside 
  when they wish to 
  govern themselves.
  It is with these 
  predilections 
  that 
  the Lasombra style 
  themselves a “dark 
  nobility,” an aristoc-
  racy of the night that 
  chose the supremacy 
  of the Cainites over 
  veneration of the 
  Masquerade. 
  Their regard for such ideas as redemption and salvation 
  are cynical at best, and much of the pomp that shaped 
  the Clan’s pre-Sabbat outlook remains only with a 
  sense of blackest irony or open mockery. The grandeur 
  and rituals of the Church and aristocracy remain dear 
  to the Lasombra, however, and the Clan was instru-
  mental not only in establishing many of the rituals of 
  the Sabbat, but in the institutions that keep it from 
  descending into chaos each night.
  Whether they see themselves as God’s instruments 
  or as outcasts from His creation, the Lasombra believe 
  they have a duty (whether to Sect, Clan, pack, or even 
  just themselves), and obligation to their responsibilities 
  gives them a wicked sense of purpose. Even a Lasombra 
  shovelhead may consider himself a cut above the rest; a 
  surprising number of Lasombra mass Embraces survive, 
  perhaps owing to the intervention of their sires.
  While the night belongs to all Kindred, the Lasom-
  bra are truly born to darkness, to the degree that their 
  very Clan name reveals their tie to shadow. Theirs is 
  the Discipline of Obtenebration, and it allows them 
  to wield the stuff of shadow and darkness, and even 
  reach beyond the darkness of the physical world into 
  the abyss that lies beyond.
  Nickname: Keepers (as in “my brother’s…”)
  Sect: The Sabbat would be very different without 
  the influence of the Lasombra, and they remain its 
  most prominent Clan. Young Lasombra often make 
  auspicious starts as Sabbat Ducti or Priests, leading 
  their fellows by charging into the fray or demonstrat-
  ing mastery of the Beast.
  Appearance: The Lasombra are frequently attractive. 
  Whether through the Spanish, Italian, and Moorish 
  stock associated with the Clan, or due to more cosmo-
  politan modern backgrounds, the Keepers cut a strik-
  ing figure. Their dress is often conservative or religious, 
  drawing on years of ceremony and faithful ritual. Rare 
  is the Lasombra who cannot at least manipulate shad-
  ows to affect a dramatic entrance or enigmatic pose.
  Haven: The obligation of their leadership leads many 
  young Lasombra to maintain communal havens with 
  
  59 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  other members of their pack. Wealthier Keepers and 
  those who predate the Sect often maintain their own 
  havens, whether sinister penthouse suites or sprawling 
  Old World villas.
  Background: Prospective sires of Clan Lasombra 
  seek both erudition and ambition in their potential 
  childer. As such, many Lasombra come from profes-
  sional backgrounds, and display outgoing and even 
  aggressive personalities. Merit in their sires’ eyes takes 
  fledgling Lasombra far, and the Keepers do not hesitate 
  to cull their ranks of flawed, lazy, or boorish childer.
  Character Creation: Lasombra often have disparate 
  Natures and Demeanors. Mental or Social Attributes 
  are equally likely to be primary. Attributes tend to be 
  narrow and specialized, showing individual expertise. 
  Keepers cultivate Backgrounds of all types similarly 
  in (initially) low quantities, to better diversify them-
  selves. 
  Clan Disciplines: Dominate, Obtenebration, Po-
  tence
  Weaknesses: Lasombra vampires cast no reflections. 
  Whether in a mirror, in a body of water, on a polished 
  surface, or in the rear-view of a taxicab, the image of 
  the Keeper does not reflect.
  Organization: For the Lasombra, the nights of high 
  aristocracy never faded, and the titles and offices a 
  modern onlooker might associate with history still car-
  ry great weight among the Keepers. A complex system 
  of patronage, mentorship, and lineage characterizes 
  the Clan, similar to the courts and churches of cen-
  turies gone by. Childer benefit greatly from esteemed 
  sires and vice versa, while acts that confer Sect or Clan 
  status may also elevate a Lasombra’s peers, so long as 
  she associates her success with her fellows. 
  Quote: Wielding the shadows is an extension of controlling the darkness into 
  which we are all Embraced.
  Stereotypes
  Assamite: They believe themselves lions but pos-
  sess only the ways of jackals.
  Brujah: Petulant whelps in a rage over their own 
  loss of rule from a self-fulfilling prophecy.
  Followers of Set: Peer too deeply into the dark-
  ness, serpent, and you shall find that it has the 
  means to smite.
  Gangrel: Every society needs its beasts of burden.
  Giovanni: Their inner foulness manifests in their 
  every action.
  Malkavian: The fool does not dine at the table 
  with the lords.
  Nosferatu: They are martyrs, not monsters, and 
  their faces are the stigmata they must bear.
  Ravnos: Filth, suitable only from which to make 
  an example.
  Toreador: A rose plucked from its garden remains 
  lovely for only so long before it crumbles to dust.
  Tremere: They revere only themselves, and they 
  will reap a just reward for the sacrilege they practice.
  Tzimisce: Although we may share a common 
  goal, a murder of crows is always an ill omen.
  Ventrue: Such a misguided effort, to use the scep-
  ter of kings only to hide oneself from his lessers.
  Caitiff: Lords have ever sired bastards, and have 
  ever hidden them as their marks of shame.
  Camarilla: Who would wish to dwell in a castle 
  that closes its gates for fear of unruly peasants?
  Sabbat: Imperfect, and thus in need of ever more 
  investment.
  Anarchs: They must never be equals — it is 
  enough that they think they are.
  
  60 
  CHAPTER TWO: SECTS AND CLANS
  Clan Malkavian is twice damned: once by the curse 
  of being Kindred, and again by the turmoil that dis-
  turbs their hearts and minds. Upon the Embrace, ev-
  ery Malkavian is afflicted with an insurmountable 
  insanity that fractures her outlook for every night 
  thereafter, making her unlife one of madness. 
  Some consider this a form of oracular insight, 
  while others simply consider them dangerous.
  Make no mistake: Malkavian insanity is a 
  painful, alienating phenomenon, but it occa-
  sionally provides the Lunatics with bursts of in-
  sight or heretofore unknown perspective. Madness 
  for the Malkavians may take the form of any clinical 
  form of insanity, or it may be a hyperacuity of senses 
  others don’t know they have; a supernatural puppe-
  teer pulling the Malkavian’s strings, or a sense that 
  the Malkavian is somehow ahead of evolutionary 
  schedule. A Malkavian may believe herself to 
  be an idea given physical form or an avatar of 
  some concept the World of Darkness has yet 
  to encounter. She may be a nonstop ravening 
  psychopath, or may be a mostly lucid indi-
  vidual sometimes rendered catatonic by fear of 
  an impending cosmic cataclysm.
  Their precarious stability makes it hard for other 
  Kindred (or, indeed, any vessels with whom they may 
  meet) to interact with Malkavians. The Clan some-
  times indulges in elaborate, terrifying, and dangerous 
  “pranks” which do little to endear them to other vam-
  pires. These incidents are nominally meant to educate 
  the target, but the lesson can often be lost between the 
  vampire’s scramble for safety and the inability to parse 
  the Malkavian’s inner logic. Common pranks might be 
  to replace a vain Toreador’s haven door with a guillo-
  tine or to redistribute a Brujah elder’s wealth while he’s 
  at Elysium, or it might take the form of giving a hunter 
  the location where the Nosferatu gather. Kindred both 
  dread and resent the word “prank” almost as much as 
  they do the Lunatics themselves.
  Nickname: Lunatics
  Sect: In their moments of lucidity, the Malkavians of-
  fer their unorthodox perspectives and Devil’s advocacy to 
  the Camarilla, offering their visions and unique insights 
  to cut through the webs of deceit. Princes and Primogen 
  tolerate the Lunatics to varying degrees, but the Clan as a 
  whole has always been a supporter of the Ivory Tower.
  Appearance: While Malkavians can come from any 
  culture, the madness following the Embrace tends to 
  lead them to extremes of self-presentation. Malkavians 
  may appear disheveled, injured, or simply dirty. They 
  could still be wearing the same clothes from the night 
  of their Embrace or they may have stolen clothes from 
  a laundromat or a department store during a fit of con-
  fusion or fugue. Of course, Malkavians are just as likely 
  
  61 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  to be meticulous and exacting in their appearance, try-
  ing obsessively to appear as normal as possible.
  Haven: Consistency is rare among Malkavians. 
  Quite simply, they establish havens where they think 
  to, where they can, and where they can recall. A sig-
  nificant number of Malkavians have literally no home, 
  spending each night where exhaustion or the sun’s rays 
  leave them. Others may permanently have the presi-
  dential suite in a posh hotel, a squat in the Barrens, 
  the dispensary at a county jail, or a broom closet in a 
  historical landmark.
  Background: Malkavians Embrace with all the caprice 
  one would assume from them. Lunatic childer come from 
  all economic and cultural strata, though most have 
  some sort of hard-luck story or black secret behind 
  them that caused their sire to take note. Truly dam-
  aged Malkavians who are unaware of the meanings 
  of their actions may not even be aware that they 
  have sired childer, which makes for very difficult 
  entry into Kindred society for these castoffs, many 
  of whom end up among the Caitiff.
  Character Creation: Loner, outsider, and deviant 
  concepts and archetypes prevail among the Malka-
  vians, as do Mental Attributes (with an occasional 
  Social-primary madman or Physical-primary maniac 
  hiding among the ranks). Talents and Knowledges 
  are likely most popular among Malkavians. Backgrounds 
  tend to be either broad and shallow or few and deep, rep-
  resenting the way the way the Malkavian caroms through 
  unlife. Virtues, Humanity, and Paths often tumble quick-
  ly, usually in the wake of Willpower doing the same.
  Clan Disciplines: Auspex, Dementation, Obfuscate
  Weaknesses: All members of Clan Malkavian suffer from 
  a permanent, incurable derangement. They may acquire and 
  recover from other derangements, and may spend Willpower 
  to ameliorate the effects of the derangement for a scene, but 
  they can never recover from their original derangement.
  Organization: Rumor is more widespread than truth with 
  regard to Malkavian organization, and any number of har-
  rowing tales describe the function of the Clan. Some say 
  the Lunatics all share a hive consciousness; others claim 
  that this is in fact the lingering consciousness of the Clan’s 
  progenitor Malkav. Still others claim that a network of 
  madness puts all Malkavians in contact with one anoth-
  er and is the cause of their crippling insanity. If nothing 
  else, the Malkavians prove inscrutable and uncanny. One 
  night, each of them frenzies when they see one another, 
  while the next night, they all converge at the same time 
  at the Sheriff’s haven and accuse him of harboring Sabbat 
  spies. Who can say how the “disease of information” or the 
  customs of the Clan travel among them?
  Quote: I was trying to turn water into wine. Where the fuck did all 
  this blood come from? Oh, well — waste not, want not.
  Stereotypes
  Assamite: There’s something flattering in what 
  they’re doing. Like I’m a little piece of their God.
  Brujah: You can’t hide your horns, devil-man.
  Followers of Set: Walking westward, they should 
  meet the sun before it sinks.
  Gangrel: Pin the tail on the— OW, OW, OW, 
  FUCK!
  Giovanni: Ashes, ashes, we all fall down, and get 
  back up, and dance with ghosts.
  Lasombra: A hyena doesn’t ever choose to be a 
  hyena, I think.
  Nosferatu: I have dreamed what hunts them in 
  their dark, humid warrens, and it is what each of 
  us can become, if we’re not careful.
  Ravnos: It looks different depending on if I close 
  my left or my right eye.
  Toreador: Made up of the pieces of the people they’ve 
  harmed. Each time they feed they become a little less.
  Tremere: If you can rub those letters off their 
  foreheads, they’ll stop in their tracks.
  Tzimisce: I tried to sprinkle salt on one’s tail and 
  he bit off my hand.
  Ventrue: I will make you a fine new waistcoat, 
  my emperor.
  Caitiff: I didn’t do it.
  Camarilla: When all you do is look behind you, you 
  never realize that the door in front of you is closed.
  Sabbat: They have the answer, but they don’t 
  understand the riddle itself.
  Anarchs: All they from Sheba shall come: they 
  shall bring gold and incense.
  
  62 
  CHAPTER TWO: SECTS AND CLANS
  Those who doubt that the Embrace is a curse need 
  look no further than the Nosferatu. Twisted by the 
  mark of Caine, members of Clan Nosferatu are warped 
  by the Embrace into hideous monsters. As such, they 
  skulk and keep to the shadows, and they often rouse the 
  ire and mockery of other Kindred for their nightmar-
  ish appearances. Still others are so terrified or revolted 
  by the Nosferatu that these warped Kindred have little 
  social interaction at all.
  To their credit, the Nosferatu come 
  to possess many of the whis-
  pered secrets of their reluc-
  tant fellows. The Sewer 
  Rats enjoy a grudg-
  ing respect as 
  the infor-
  mation-brokers of the Kindred, given their supernatu-
  ral acumen at stealth and the fact that many Kindred 
  would rather ignore them than acknowledge them. 
  Savvy Nosferatu exploit this for all it’s worth, turning 
  the hypocrisy of other vampires to their own profit.
  On the whole, the Nosferatu condition is lonely and 
  alienating. How they react to the Curse of Caine var-
  ies with their outlook and mental stamina, but it’s hard 
  to be an object of utter revulsion and not let it shape 
  one’s disposition toward one’s “Kindred” in some way. 
  Some of the Sewer Rats are cruel, as blighted on the in-
  side as they are on the outside, while others are tragic, 
  wretched creatures who have been cursed with eternal 
  outsider status through no choice of their own. A few 
  of the Sewer Rats even position themselves as prophets 
  or avatars of the Damned, physically embodying the 
  haunting riddle, “A Beast I am, lest a Beast I become.”
  Nickname: Sewer Rats
  Sect: Clan Nosferatu belongs at least nominally to 
  the Camarilla, though many of its members become 
  Autarkis or support the Anarchs rather than navigat-
  ing the Ivory Tower’s vicious social labyrinth. Some 
  even contend that the Nosferatu need the Camarilla, 
  because without they have no buyers in their economy 
  of secrets.
  Appearance: Physical horror is the lot of the Nosfer-
  atu, and their unsettling deformations are countless. 
  No two Nosferatu share the exact same malforma-
  tion, and the Clan is a freakshow of snarled limbs, 
  fanged protrusions, hellish countenances, serpen-
  tine spines, ruined faces, spasmodic appendages, and 
  even features not usually seen on the mortal stock 
  from which the Nosferatu are drawn. The Sewer 
  Rats often hide these disfigurements under shape-
  less robes and rags, but some exult in the discomfort 
  their presence causes, and don’t bother disguising 
  them. They may even emphasize them.
  Haven: Nosferatu Kindred often make their havens 
  far from the scorn and spite of other vampires. Whether 
  
  63 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  they construct warrens in the sewers suggested by their 
  nickname or they sculpt a sprawling nightmare-nest in 
  the spire of a condemned church, Sewer Rats value se-
  crecy and distance from rivals in their havens. Nosfer-
  atu of humbler means may well squat in an abandoned 
  tenement or a disused alley. So long as it’s away from 
  other Kindred, it’s a good haven.
  Background: The Sewer Rats mostly fit into one of 
  two categories. Some Nosferatu Embrace the damaged, 
  flawed, outcast, or vile, feeling some degree of kinship 
  with them. Other Embrace spitefully, dragging the 
  beautiful or privileged into an immortal hell of disfig-
  urement and monstrosity.
  Character Creation: Many Nosferatu come from 
  loner and outsider concepts, Natures, and Demeanors. 
  They favor Physical and Mental Attributes over So-
  cial, and they tend to be balanced in their regard for 
  Talents, Skills, and Knowledges. Nosferatu prefer to 
  specialize rather than generalize in Backgrounds, favor-
  ing those that carry favors and information like Allies, 
  Contacts, Mentor, and even a bit of Influence.
  Clan Disciplines: Animalism, Obfuscate, Potence
  Weaknesses: All Nosferatu have an Appearance 
  score of zero, and they may never improve it. Cross it 
  off the character sheet. Dice pools that use the Ap-
  pearance Trait are inherently difficult for these hideous 
  Kindred.
  Organization: Occasionally, a coterie of Nosferatu 
  becomes a brood or cult, often based around a remote 
  warren. These can sprawl into vast “kingdoms” of Sew-
  er Rats, who often exist without the knowledge of a do-
  main’s Prince or Archbishop. The Nosferatu are among 
  the Kindred most likely to share a communal haven, if 
  only for protection in numbers. As well, Nosferatu share 
  information with each other via networks — whether 
  digital, personal, occult, or something less definable — 
  that defy the comprehension of other Kindred.
  Quote: Nobody down here 
  but us boogeymen. Hey, whose 
  head is this?
  Stereotypes
  Assamite: Secrets for amnesty seems like a fair trade.
  Brujah: Emits showers of sparks. Point away from 
  face. Point at some other asshole instead.
  Followers of Set: They want our souls — usually 
  until they understand the stench of a Nosferatu’s soul.
  Gangrel: We have some common ground in being 
  outsiders, but that doesn’t mean you shouldn’t be 
  careful around them. 
  Giovanni: Down in the sewers we see a lot of shit, 
  but never so much as when a Giovanni heads our 
  way.
  Lasombra: I try to keep to the shadows, but I’ll 
  hang out under the streetlights when I know one of 
  these creeps has my number.
  Malkavian: See my face? That’s what these ma-
  niacs’ minds look like. Except they’re still bleeding 
  in there.
  Ravnos: Peddlers of lies, they make great patsies, 
  but they sure can bear a grudge.
  Toreador: Sell them dirt on each other and they’ll 
  scratch each other’s eyes out. It’s the only way to 
  come out ahead with them.
  Tremere: They’re not even vampires, you know 
  that? They did something way wrong back in the 
  day and now it’s stuck to them.
  Tzimisce: I look like this ‘cause I have to. These 
  fuckers choose to. That’s how nature says, “Stay 
  away.”
  Ventrue: High and mighty, until they need you. 
  Charge them double when they come calling. They 
  can afford it.
  Caitiff: “I never even knew my father!” Cry me 
  a fucking river.
  Camarilla: I’ll be damned, they think their claims 
  of domain extend into the sewers.
  Sabbat: Either monumentally gullible or Bible-
  grade wicked; either way, you’re better off when 
  they’re somewhere else.
  Anarchs: Sure, I’ll buy what you’re selling. For 
  tonight, at least.
  
  64 
  CHAPTER TWO: SECTS AND CLANS
  The Ravnos move like the rumors that surround 
  them. They are the thief in the night, the raksha 
  chased by the wind, the nightmare-dream too fearful 
  to be real. Whether associated with the Romani folk 
  of Europe or the grave-robbing ghûl of Western Asia, 
  Kindred society burdens the Ravnos with prejudices of 
  foulness, uncleanliness, and wickedness.
  With reputations like these, the Ravnos are con-
  sidered outsiders even among those Kindred who 
  do not ally themselves with Sects. Many young 
  Ravnos tend toward nomadic unlives, mov-
  ing from one domain to the next or hiding 
  on the fringes of established territories 
  where they can escape if local Kindred 
  sentiment turns against them. This ex-
  acerbates their reputations as tran-
  sients, gypsies, and vagrant 
  scourges, but Ravnos 
  vampires adapt well, 
  thriving 
  in 
  their 
  marginalized role. In 
  fact, many choose to 
  make themselves into 
  the ravening terrors 
  that other Kindred be-
  lieve them to be.
  The more enlight-
  ened among the Ravnos 
  follow a Clan ideology 
  inspired by the cycle of 
  reincarnation espoused 
  by many Indian faiths. 
  Among some young and 
  unprincipled members of the 
  Clan, however, this philoso-
  phy becomes a penchant for 
  capriciousness or an excuse 
  for chaos. It is these latter 
  Kindred who give so many 
  Ravnos a bad name, but 
  even the devout seem bi-
  zarre to many vampires.
  The Ravnos practice a unique Discipline known as 
  Chimerstry that convinces their enemies that they see 
  things that do not exist. Chimerstry does much to con-
  vince Kindred that the Ravnos trade in lies and misdi-
  rection, but it can also prove to be a Deceiver’s salva-
  tion and ease the vagaries of an outcast unlife.
  Nickname: Deceivers
  Sect: Clan Ravnos often has a diffi-
  cult time heeding the rigorous order 
  of many Camarilla cities, and has 
  no inherent love for the violence of 
  the Sabbat. Thus, the Deceivers find 
  themselves independent for lack of a 
  more suitable option.
  Appearance: 
  Young Ravnos of-
  ten come from Eastern European Romani 
  stock, with a relative paucity of “non-gypsy” 
  gadje in the ranks. What few elders of 
  the Clan may remain are presumed to 
  come from Indian or Middle Eastern 
  origins. Given that the Clan is widely 
  spread and holds no traditional central 
  domain, no consistent look can be said 
  to be predominant, and any mendicant 
  Kindred might be of Ravnos origin.
  Haven: Many Ravnos take to the 
  road instead of establishing perma-
  nent havens, dwelling temporar-
  ily among itinerant communities, 
  at roadside rest stops, or even in ve-
  hicles. When a Deceiver does put 
  down roots in a domain, his per-
  manent haven is often away from 
  high-profile Kindred territories. 
  Havens in ethnic ghettos, indus-
  trial outskirts, and isolated geog-
  raphy are safest and most easily 
  cultivated for the Ravnos. 
  Background: The Ravnos are 
  scattered and suspicious, and those 
  childer who don’t have the ten-
  
  65 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  dency toward self-sufficiency don’t last long. In many 
  cases, a Ravnos will either never sire, or sire for com-
  panionship or safety, with little concern for how well 
  a childe will fare as a vampire. Ravnos rarely seek out 
  childer actively, instead drawing from those whose 
  paths they cross on any given night. As such, the hard-
  luck drifter reputation tends to follow the Deceivers.
  Character Creation: Outsider and selfish Natures 
  are common among the Clan. Physical and Social At-
  tributes predominate, as do Talents and Skills. Savvy 
  Ravnos develop a breadth of Backgrounds that can 
  give them an edge when they’re on the move or in a 
  tight spot, such as stashed Resources, defensible Do-
  main, and a few Allies or Contacts.
  Clan Disciplines: Animalism, Chimerstry, Fortitude
  Weaknesses: A turbulent history makes the Ravnos 
  slaves to their vices. Each Ravnos has a penchant for 
  some sort of vice — lying, cruelty, or theft, for example. 
  When presented with the opportunity to engage in that 
  vice, the Ravnos must indulge it unless her player suc-
  ceeds on a Self-Control or Instinct roll (difficulty 6).
  Organization: The Ravnos are a far-flung Clan, with 
  little to unite them and an open acknowledgement 
  that each Deceiver looks after his own interests first. 
  That said, Ravnos often like to make a great show of 
  Clan camaraderie and cultural ritual, even though they 
  know that promises made to one another are as fleet-
  ing as whispers on a night wind. Deceivers have been 
  known to ally against common enemies such as tyrant 
  Princes or Sabbat pogroms, but these alliances quickly 
  fade once the threat no longer exists.
  Quote: What? Those aren’t 
  bones. They’re wind chimes. Every-
  thing is going to be fine. Relax.
  Stereotypes
  Assamite: Half the time, I think we take a lot of 
  shit because other vampires think, “All A-rabs look 
  alike” and confuse us with these assholes.
  Brujah: You can get into a lot of trouble if one of 
  these bloodsuckers imagines you did him some awful 
  wrong when all you were doing was checking out his 
  girlfriend.
  Followers of Set: There’s no justice. People think 
  we’re the demons.
  Gangrel: They know how rough it is out there, and 
  sometimes you can even convince them to give you 
  a break.
  Giovanni: Gaudy, vain, and easy marks. Of 
  course, they probably think that about us, too.
  Lasombra: Nobody cops that much attitude unless 
  he’s hiding something to be ashamed of.
  Malkavian: Be careful. You can either fool them or 
  you can’t, but they can’t decide which one it is until 
  they either take the bait or go berserk.
  Nosferatu: Rat them out and you’ll have a chance.
  Toreador: They love being lied to but hate it when 
  someone tips them off that you’ve been lying.
  Tremere: Tread carefully or these pricks will drink 
  your soul and blame you for it.
  Tzimisce: Nothing wrong with these guys that 
  staking them in their coffins and setting them on fire 
  wouldn’t solve.
  Ventrue: I think these cocksuckers actually enjoy 
  being hated by everyone else. Who else would set 
  themselves up in the line of fire all the time?
  Caitiff: Hard times make for desperate terms.
  Camarilla: All the fancy costumes in the world 
  don’t mean you’re not stealing or killing every time 
  you feed, you fucking hypocrites.
  Sabbat: I’ve seen this movie before, and the ending 
  is shit.
  Anarchs: Not usually a problem unless they start 
  asking you to vote or bend the knee. Once the 
  revolution’s over and they’re declaring themselves 
  emperors, time to hit the road.
  
  66 
  CHAPTER TWO: SECTS AND CLANS
  From the Toreador perspective, when the sun fades, 
  darkness gives rise to an eternal and wondrous world. 
  Everything is fraught with wonder and terror, low poli-
  tics and sensual glories, the profound and the profane, 
  and an undeniable undercurrent of the sanguinary. 
  These Kindred are the Toreador, and they spend 
  unlives ensconced in pleasure.
  Of course, for vampires of this disposition, 
  it’s easy to become jaded and bitter. More 
  than the other Clans, Toreador often 
  succumb to ennui, or fight the eventual 
  boredom of unchanging immortality 
  by playing at rivalries. An excess of 
  stimulation turns them into 
  slaves to the sensations they 
  seek. The most debased 
  Toreador can become true 
  monsters, sinking to 
  unimaginable levels of 
  depravity in order to feel 
  anything at all.
  The Kindred of Clan Toreador 
  often involve themselves greatly in 
  the world of mortals. They have 
  any number of reasons, whether 
  enjoying proximity to the blush 
  of life, cultivating veritable cults 
  of doting followers, or influencing 
  and following the trends that their 
  own kind simultaneously mock and 
  venerate. To hear the Toreador tell 
  it, they are the Muses of a desperate 
  mortal world, inspiring through their beau-
  ty or patronage.
  Toreador culture is a mixture of syba-
  rites, dilettantes, and visionaries. Some 
  Toreador, with echoes of mortal passion, 
  Embrace lovers or “project” progeny who 
  seem to fly in the face of every Toreador 
  custom. These either don’t last long or 
  rise to great prominence as subversives 
  and individualists. Ideas, trends, and 
  “the next great thing” spread through the Clan, and 
  other Kindred often look to the Toreador to guide 
  them. The Degenerates know this, and many become 
  Harpies, Princes, and other key figures in vampiric so-
  ciety.
  Nickname: Degenerates
  Sect: The Camarilla would not have sur-
  vived in the nights following the Anarch 
  Revolt without substantial participation 
  from the Toreador, and they remain among 
  its most ardent supporters.
  Appearance: Almost to the last, they 
  are attractive in some way, whether 
  the traditional beauty of a run-
  way model or the dangerous al-
  lure of something more predatory. 
  The Degenerates augment their 
  physical beauty with a sense of 
  personal style, which may take 
  the form of expensive cou-
  ture, avant-garde street wear, 
  or classical fashions designed 
  to emphasize their appeal-
  ing qualities. This isn’t to say 
  that ugly Toreador don’t exist. 
  Indeed, those gifted with less 
  physical beauty often go that 
  much further with their choice 
  of accoutrements. 
  Haven: The Degenerates 
  spare no expense in appoint-
  ing their havens in luxury, 
  often with many original 
  works of art. It is a point of 
  pride among Toreador to 
  have an unconventional 
  (and thus memorable) 
  haven with modern 
  comforts; thus, many 
  have striking lofts and 
  penthouses, while the 
  bolder among them 
  
  67 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  renovate or repurpose everything from abandoned 
  aquariums or deconsecrated churches to rooftop gar-
  dens or converted warehouse-galleries in fashion-for-
  ward neighborhoods. Share a communal haven? How 
  déclassé.
  Background: Many Toreador hail from high-society 
  or “bohemian” backgrounds. Indeed, many are them-
  selves artists or influential among local art scenes or 
  other subcultures. Actors, singers, musicians, sculptors, 
  poets, playwrights, authors, and creative folk of any 
  stripe may well find a home in the Clan, as do those 
  who serve as patrons to (or travel in the entourages of) 
  those artistic types.
  Character Creation: Social attributes are almost al-
  ways primary, with an even split among Talents, Skills, 
  and Knowledges depending on how the Toreador 
  distinguishes herself. Toreador also love to cultivate 
  Backgrounds. Allies, Contacts, Resources, Domain, 
  Haven, Mentors, Resources, Retainers — all of these 
  have great value among Toreador. Wise Toreador may 
  choose to develop their Virtues, Humanity, Path, or 
  Willpower, because with an unlife of degeneracy, they 
  must frequently attend to the ugly business of bringing 
  the Beast to heel.
  Clan Disciplines: Auspex, Celerity, Presence
  Weaknesses: When a Toreador experiences some-
  thing truly remarkable — a person, an objet d’art, a 
  lovely sunrise — the player must make a Self-Control 
  or Instinct roll (difficulty 6). Failure means that the 
  Kindred finds herself enthralled by the experience. The 
  dazzled Toreador cannot act for the duration of the 
  scene aside from commenting on or continuing their 
  involvement with whatever has captured their atten-
  tion. If the experience no longer affects her (whether 
  by moving, being destroyed, or whatever is appropri-
  ate to the situation), the captivation ends. Enraptured 
  Toreador may not even defend themselves if attacked, 
  though being wounded allows them to make another 
  Self-Control or Instinct roll.
  Organization: Clan Toreador is cliquish and paro-
  chial in its local domains, but very rarely on a level that 
  affects Clan-wide custom. Certain Toreador (and a few 
  outside the Clan) sometimes use the terms “artiste” 
  and “poseur” when describing individual Toreador, 
  often derisively, to describe whether the Degenerate 
  in question is one who is seen as creative or simply a 
  follower of established trends, but these are certainly 
  informal distinctions.
  Quote: Long after you die, I will still be young, beautiful, and adored by everyone whose life I touch.
  Stereotypes
  Assamite: Blood-soaked barbarians.
  Brujah: A fire may be stoked, but if left unat-
  tended, it may destroy what it once warmed.
  Followers of Set: Worms breed in their vile 
  footprints.
  Gangrel: Beauty and the Beast, only without the 
  complication of Beauty. Pity them.
  Giovanni: Which is more unctuous: their smiles 
  or their hair?
  Lasombra: If I looked like they do, I’d hide in the 
  dark, too.
  Malkavian: The tedium of it all.
  Nosferatu: They make a strong case for the 
  Mark of Caine being a sickness.
  Ravnos: There are two types of these creatures: 
  Awful, and absent.
  Tremere: Aren’t they supposed to turn back into 
  pumpkins at midnight?
  Tzimisce: It is a poor artist who blames his tools, 
  but that’s the only conceivable answer here.
  Ventrue: Why are older brothers always such 
  corpulent bullies?
  Caitiff: The worst sort of fish is the one that 
  feeds from the bottom.
  Camarilla: This house needs a good cleaning.
  Sabbat: Such marvelous passion wasted on such 
  craven dementia.
  Anarchs: Only a petty ruler acknowledges no 
  greater purpose than himself.
  
  68 
  CHAPTER TWO: SECTS AND CLANS
  In nights long lost to the passage of time, the Tremere 
  existed, though they were something else. Those early 
  Tremere then made a bargain — or wrought a spell, 
  or any number of other harrowing methods attributed 
  to the Clan — that changed them from what they had 
  been into the vampires they are tonight. Some claim 
  they stole the Curse of Caine from a torpid Antedi-
  luvian, or that they concocted the flawed immortal-
  ity of the Kindred from the stolen vitae of other vam-
  pires. Such mysterious origins, which some describe as 
  treacherous or even blasphemous, haunt the Tremere, 
  as the other Clans look upon them with mistrust and 
  suspicion. The history — and, indeed, the modern 
  legacy — of the Tremere is one marked by Clan war, 
  centuries-old grudges, and the stain of unwholesome 
  mysteries long left unsolved. 
  Tonight, Clan Tremere is a Clan shaped 
  by its practice of blood sorcery. A flex-
  ible Discipline, Thaumaturgy is heav-
  ily entrenched within the Tremere, 
  and they maintain cultic havens 
  known as chantries to study 
  its uses and share secrets 
  among each other. To 
  the Tremere, blood is 
  both sustenance and the 
  source of mystical power; 
  they gather in their witch-
  houses to further their understanding of 
  the vitae that is such a focal point of their 
  unlives.
  Beyond the practice of Thaumaturgy itself, 
  the Warlocks are known for their close-knit hierar-
  chy. They hail from the Old World, with an estab-
  lished power base in Vienna to which all members 
  of the Clan answer to some degree. Although they 
  may be one of the youngest Clans — in the terms 
  with which deathless creatures like vampires measure 
  time — they are as adept at the Jyhad as any Kindred. 
  Beset by enemies who call them usurpers and backed 
  by allies who may or may not defend the alliances they 
  force, the Tremere have evolved to be self-sufficient. 
  Indeed, many who eye them warily think they pos-
  sess too great an edge, with their flexible Discipline 
  and protective Clan and chantry structure, and move 
  against them both secretly and overtly.
  Nickname: Warlocks
  Sect: Clan Tremere considers itself one of the pillars 
  of the Camarilla. It is rumored that they once performed 
  a ritual that all but eradicated those of 
  the Clan not loyal to the Ivory 
  Tower (and thus the Tremere’s 
  pyramidal hierarchy).
  Appearance: Tremere often 
  have two distinct presenta-
  tions: a traditional and se-
  vere public aspect and a 
  much more eldritch mien 
  better suited to wielding their 
  blood sorceries. When out 
  in public or at Kindred 
  events, the Tremere fa-
  vor conservative suits and 
  dresses and muted tones. 
  When in their chantries 
  or convening with oth-
  ers of their Clan, 
  they often pre-
  fer robes 
  d e c o -
  r a t e d 
  with subtle oc-
  cult symbols or garb 
  with various folds and 
  pockets for their bizarre 
  ritual ingredients.
  
  69 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Haven: Many Tremere rely on a central chantry the 
  Clan maintains in cities where it has a notable pres-
  ence. More solitary Warlocks develop private havens, 
  with all of the trappings one might expect from an oc-
  cult scholar, from libraries to alchemical laboratories to 
  moonlit balcony observatories and even more sinister 
  oubliettes where vivisected “research subjects” bleed 
  according to experimental Tremere-controlled stimuli.
  Background: The Tremere draw from a fairly narrow 
  pool of potential acolytes. Those who have an aware-
  ness of the supernatural, who are driven to succeed, 
  who seek answers that elude less inquisitive individu-
  als, yet who also have the discipline to heed the edicts 
  of the hierarchy make good Tremere. This isn’t to say 
  that individualists don’t have room in the Clan; rather, 
  those who go their own way may well find themselves 
  leading a chantry — or greeting the sun if their inter-
  ests don’t align with those of the pyramid.
  Character Creation: Mental Attributes and Knowl-
  edges are prominent among the Tremere. Many have 
  high Courage and Willpower, but are somewhat lacking 
  in Conscience or Conviction. They often favor Back-
  grounds that heighten their relationship to the Clan, like 
  Mentor, Status, and Retainers (whom an accomplished 
  Warlock may craft from otherwise inert components).
  Clan Disciplines: Auspex, Dominate, Thaumaturgy
  Weaknesses: Tremere dependency on blood is even 
  more pronounced than that of other Kindred. It takes 
  only two draughts of another vampire’s blood for a 
  Tremere to become blood bound instead of the normal 
  three — the first drink counts as if the Tremere had taken 
  two drinks. (For more information on the blood bond, see 
  p. 286). The elders of the Clan are well aware of this, and 
  seek to impart loyalty to the Clan by forcing all neonate 
  Warlocks to drink of the (transubstantiated) blood of the 
  seven Tremere elders soon after their Embrace.
  Organization: The hallmark of Clan Tremere is “the 
  pyramid,” the rigid hierarchy that governs the Clan 
  and makes it the most organized of all the Kindred 
  lineages. With many levels of membership, internal 
  factions, and circles of mystery, the Tremere hierarchy 
  presents a unified face to those outside the Clan, and 
  is almost as unified behind the scenes. Still, the pyra-
  mid inculcates more than its share of paranoia, as both 
  rogue Warlocks and a competitive environment of aca-
  demic occultism pits each acolyte against her peers to 
  the greater accomplishment of the Clan.
  Stereotypes
  Assamite: They show signs of being able to subvert 
  our rituals, so the time to tolerate them has expired.
  Brujah: Hubris and a lack of self-discipline have 
  laid low the Clan of warrior-poets.
  Followers of Set: We pursue the secrets of the 
  world and they pursue the secrets in its dark places. 
  When too many know, secrets are no longer secrets.
  Gangrel: Theirs is a simple but formidable power. 
  Fortunately, their blood is as susceptible to mastery 
  as that of all Kindred.
  Giovanni: Their clumsy understanding of the 
  secret ways will shackle them to empty ritual rather 
  than set them free to work their wills.
  Lasombra: A once-accomplished lineage dragged 
  into the muck by foul associations.
  Malkavian: Once we can synthesize their stochas-
  tic perception, the Kindred will no longer have to 
  brook their disruptive caprice.
  Nosferatu: Those involuntarily placed outside the 
  system can prove fruitful allies or accomplices.
  Ravnos: Disorder sows its own punishments, yet I 
  am happy to expedite those results.
  Toreador: Form follows function, which makes the 
  ongoing prominence of these self-worshipers such a 
  dispiriting enigma.
  Tzimisce: Peel away the rot and idolatry and all 
  that’s left is the carcass of outmoded mummery.
  Ventrue: Caesar shall have his due, and to our 
  benefit, his love of lucre blinds him to true power.
  Caitiff: As Vesalius gathered his cadavers, so do we 
  solicit volunteers in the understanding of our sciences.
  Camarilla: A sundered house still offers shelter.
  Sabbat: They do not understand their own ends, 
  and damn themselves thus.
  Anarchs: In the absence of structure, autarchy 
  yields only the brutishness of lesser Kindred.
  Quote: When the world refuses 
  to give, he who makes himself a 
  master of the world may still take.
  
  70 
  CHAPTER TWO: SECTS AND CLANS
  A blood moon casts a crimson light over the land 
  beyond the forest and something fearsome howls its ag-
  ony into the night. The Tzimisce call these lands their 
  ancestral home. Since time out of mind the Fiends 
  have been masters and lords of the domains of much of 
  Eastern Europe. But theirs is a proud, selfish Clan for 
  which tradition goes only so far despite their aristocrat-
  ic origins. In fact, the Clan claims to have destroyed 
  its Antediluvian, and in the wake of that momentous 
  event, helped establish the foundations of the Sabbat.
  Tzimisce practice a strange Discipline known as Vicis-
  situde that allows them to twist the skin and 
  bone of their victims. In many cases, they 
  refine their fleshly arts by practicing upon 
  themselves, but they just as frequently use 
  it upon their lackeys and retainers, turning 
  their boyars and szlachta into monstrous 
  thralls. Vicissitude itself is a much mis-
  understood Discipline, and debates over 
  its origins occasionally plunge the Clan 
  into vicious partisan rivalries.
  Clan Tzimisce is a Clan of extremes, and 
  long, cold nights spent in remote castles have 
  turned the Fiends’ perspectives both greatly 
  inward and outward. Mystics of the Clan study 
  a philosophy of metamorphosis, seeking to dis-
  cover what lies beyond the state of vampirism. 
  An alien attitude of spiritual secularism character-
  izes many Tzimisce. Young members of the Clan 
  often find themselves detached from the historical 
  role of the Fiends as terrifying landed lords, and 
  throw themselves wholly into a cause of their own 
  choice, whether as Sabbat zealots, fleshcrafted 
  horrors, or transcendental koldun sorcerers.
  Nickname: Fiends
  Sect: The Tzimisce are longtime but largely 
  detached members of the Sabbat. They were in-
  strumental in the Sect’s nascence, and remain one 
  of its most numerous Clans.
  Appearance: Given their ability to manipulate their 
  physical appearance with Vicissitude, Tzimisce look 
  however they want, and they often want to provoke or 
  frighten. Some prefer extreme modifications and experi-
  mentations with their bodies that leave them looking 
  only vaguely humanoid. Others seek to redefine and even 
  transcend the limits of their forms, rebuilding them-
  selves in the images of 
  angels, monsters, 
  nightmares, 
  and things 
  even less 
  r e c o g -
  nizable.
  Haven: 
  Y o u n g 
  Tzimisce 
  are often 
  S a b b a t 
  Priests or 
  Ducti, 
  
  71 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  and prefer to maintain communal havens with their 
  packs. They encourage the pack to live in fearsome loca-
  tions, such as beneath a hospital or morgue, or in the dank 
  recesses of a mausoleum. Elders of the Clan sometimes 
  have ancestral holdings in the Old World, and the image 
  of the vampire on the craggy mountain in a crumbling 
  castle owes much to Tzimisce lords. Rarely are these an-
  cient holdings kept to any modern standards of comfort, 
  but their lords are strangely hospitable to invited guests 
  (and terribly intolerant of uninvited bores).
  Background: Elder Tzimisce, particularly those of 
  the still-landed nobility in hoary old domains, may 
  have family lines from which they Embrace, or they 
  may restrict their occasional siring to the terrified vil-
  lages suffering in thrall beneath their estates. New 
  World and younger Tzimisce aren’t as discriminating 
  and are more practical. Indeed, many Tzimisce fledg-
  lings are little more than shock troops, Embraced and 
  warped to the limits of their frames to cause revulsion 
  and revel in bloodshed until put down.
  Character Creation: Few Tzimisce know modera-
  tion, and thus often favor Physical or Mental Attri-
  butes, usually with one extraordinarily high Trait. 
  Knowledges are usually favored, though Skills are val-
  ued as well. Mentor, Allies, Domain, and Retainers are 
  all quite appropriate to Tzimisce, as are narrow — al-
  most overdeveloped — Disciplines. Their alien mind-
  sets often lead them to follow Paths of Enlightenment. 
  The ghastliness to which many Tzimisce are often ex-
  posed during their fledgling years sometimes results in 
  complicated derangements.
  Clan Disciplines: Animalism, Auspex, Vicissitude
  Weaknesses: The Tzimisce are inextricably tied to 
  their domains of origin, and must rest in the proximity 
  of at least two handfuls of “native soil” — earth from a 
  place important to her as a mortal, such as the soil from 
  her birthplace or the graveyard where she underwent 
  her Embrace. Each night spent without this physical 
  connection to her land limits all of the Tzimisce’s dice 
  pools to one-half, cumulatively, until she has only a 
  single die in her pool. The penalty remains until she 
  rests for a full day amid her earth once more.
  Organization: The Fiends are, on the whole, mistrust-
  ful of other Kindred, especially others of their own Clan. 
  As such, Tzimisce organization, such as it is, has a high 
  regard for solitude. It is against their nature to be inclu-
  sive, and thus they have to work at being Sabbat (though 
  this is less difficult for younger Tzimisce of at least some-
  what modern outlooks). This is also a key reason so many 
  of them undertake Paths of Enlightenment: to give their 
  xenophobia purpose, but also to provide some common 
  point of reference with others on the Path.
  Quote: Why on earth would you think I wanted you to stop screaming?  
  I find the results so much more melodious when you indulge your fear.
  Stereotypes
  Assamite: The fox convinces the hens to let him 
  watch over their precious eggs — delightful!
  Brujah: They plunged themselves into ruin millennia 
  ago and continue to blame other for their own failures.
  Followers of Set: Why worship dead gods when 
  one can become a god herself?
  Gangrel: They command fierce power, but wield it 
  with little more than a primitive will.
  Giovanni: Muck out the stables, you slope-
  browed lummoxes.
  Lasombra: Competent. Mostly.
  Malkavian: Suitable for making lampshades from 
  their remains.
  Nosferatu: Ah, what marvelous paradoxes, redolent 
  of the slime yet possessed of the wisdom to adapt!
  Ravnos: I’ll take thirty, staked for the sun and 
  placed on the ramparts.
  Toreador: Thou shalt not suffer a bitch to live.
  Tremere: They are the gout of corruption that issues forth 
  from a lanced boil, only they have none of its charisma.
  Ventrue: We have warred for so long that they are due 
  a grudging respect before you snuff their heart’s fire.
  Caitiff: How droll! I always thought the term for 
  them was “spare parts.”
  Camarilla: When the serfs don’t believe their 
  masters, the reich has lost the war.
  Sabbat: We play the game with the pawns— er, 
  pieces we are given.
  Anarchs: There is a misguided nobility in what they 
  do, though they are too childish to succeed fully.
  
  72 
  CHAPTER TWO: SECTS AND CLANS
  Throughout history, while the other Clans have 
  skulked about their petty intrigues, the Ventrue have 
  curried favor with Caesar, whispered into the ear of 
  Charlemagne, bankrolled the Age of Exploration, and 
  even swayed policy in the Holy See. Theirs 
  is a legacy of rulership, from Ven-
  true fledglings starting their 
  climb to the top to the mighti-
  est elders whose influence 
  spans the world. Long have 
  they played kingmaker in the 
  shadows in the mortal world, and 
  long have they been the Clan of 
  Kings among the Kindred.
  Other Clans, of course, find all this 
  insufferably pompous at best, 
  punishably tedious at worst. 
  Someone has to lead, 
  surely, but why does it 
  always have to be some 
  long-winded, 
  self-ag-
  grandizing 
  Ventrue? 
  The Blue Bloods try 
  to bear the criticism 
  of their lessers with 
  a sense of noblesse 
  oblige — ever 
  heavy hangs that 
  head that wears 
  the crown — but 
  even the most mu-
  nificent of Kindred 
  leaders occasionally succumbs 
  to tyranny and bloody rage.
  Tonight, the Ventrue are a 
  synthesis of the modern and 
  the ancient, often in stark 
  contrast within the Clan and 
  among one another. Theirs is 
  money of old, from the vaults 
  of Croesus, but their young manip-
  ulate stock markets and influence 
  currencies. Elders may command armies or even whole 
  governments, while neonates conjure their assets from 
  a website or smartphone app. But for all their wealth, 
  their distinguished history, and their status among the 
  Damned, each and every Ventrue must still seek that 
  one resource that makes Kindred society egalitarian: 
  precious blood.
  Nickname: Blue Bloods
  Sect: To hear the Ventrue tell it, the very idea 
  of the Camarilla originated with them. Every other 
  Clan realized what an invaluable proposition it was 
  and flocked to their banner.
  Appearance: The Ventrue favor conservative 
  clothing and reserved presentation, unless 
  they’re making a point about power 
  or money. Ventrue Princes may 
  well wear a circlet or carry a 
  scepter as symbols of office, 
  while young Blue Bloods 
  display their own achieve-
  ment via suits, ties, dresses, 
  and accessories that are eas-
  ily 
  overlooked 
  singularly 
  but add up to a stunning to-
  tal effect. If a Ventrue has so 
  much as a hair out of place, 
  it’s because he spent all night 
  running down the Society of 
  Leopold and demanding the 
  Sabbat menace retreat.
  Haven: A Ventrue’s haven 
  displays both her great power 
  (read: wealth) and distinguished 
  tastes. Opulent, grandiose, even 
  baroque — these may all apply to 
  Ventrue havens. They shun the 
  gaudy displays of other Kindred, 
  and their style tends less to the 
  avant-garde than it does to the 
  classical and traditional. To the 
  Blue Bloods, a well-maintained 
  
  73 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  haven is an extension of oneself, and for someone to 
  see it in less than flawless state implies weakness, dis-
  traction, or even madness.
  Background: Anyone who has “made something of 
  herself” may attract the attention of the Ventrue, who 
  judge their childer based on their prominence and suc-
  cess even before they start to groom them for the Em-
  brace. Socialites, moneyed family, corporate wunderkinds, 
  military leaders, and even untested newcomers who show 
  great promise are keenly valued among the Blue Bloods.
  Character Creation: Ventrue usually have directorial 
  or outgoing personality archetypes. Members of Clan 
  Ventrue favor Social and Mental Attributes, but any 
  Ability category can be primary, reflecting a personal av-
  enue of expertise. Backgrounds go both wide and deep 
  for the Ventrue, with almost every Blue Blood possessing 
  some amount of Resources, Status, and Herd (particular-
  ly the latter, given the Clan weakness). Elders in particu-
  lar cultivate enviable havens and sprawling Domains.
  Clan Disciplines: Dominate, Fortitude, Presence
  Weaknesses: The Ventrue have rarified tastes, and 
  they find only one specific type of mortal blood palat-
  able and vital for them. When a player creates a Ven-
  true character, he should decide with the Storyteller 
  what specific type of blood suits the character, and this 
  choice is permanent. Blood of other types (even ani-
  mals) simply offers the vampire no blood pool increase, 
  no matter how much he consumes — he simply vomits 
  it back up. This refined palate may be very narrow or 
  very broad — say, the blood of younger sisters, or the 
  blood of nude children. Vampiric blood is exempt from 
  this restriction.
  Organization: The Clan-wide organization of the 
  Ventrue is localized and feudal, with various universal-
  ly understood peerages, vassalages, oaths of fealty, and 
  sworn boons taking the place of a rigid hierarchy. Many 
  Ventrue style themselves as secret masters of their do-
  mains, consolidating power in longstanding networks 
  and forming conspiracies. The Ventrue greatly value 
  propriety and honor, and use many forms of address 
  and respect — their Laws of Decorum are complex 
  and rigid, and could fill several volumes. Almost every 
  Ventrue worth his status can recite his lineage at least 
  back to the elders, if not to the great Methuselahs.
  Stereotypes
  Assamite: Useful only so long as they don’t be-
  come a poison in our veins.
  Brujah: Just admit you’re beaten and this will 
  become much more pleasant.
  Followers of Set: When you learn of them in your 
  domain, do not hesitate to introduce them to their 
  master, the sun.
  Gangrel: Who would guess that Kindred so simple 
  could be so groundlessly prideful?
  Giovanni: Our stillborn siblings, who never developed a 
  sense of right and wrong or what not to stick your cock into.
  Lasombra: Pretenders to our mantle of dignity and 
  honor, though they are formidable.
  Malkavian: When you find yourself making ex-
  cuses for them, it is time for the purge to begin.
  Nosferatu: Surprisingly functional, should you be 
  able to handle their odious personalities and over-
  estimation of their own value.
  Ravnos: No kingdom survives by mingling with the 
  conquered.
  Toreador: For every king there is a queen, and 
  there are a lot of queens among the ranks of the 
  Rose Clan.
  Tremere: They can prove dauntless allies or 
  treacherous enemies, often both within the same 
  skin, so let them know who commands.
  Tzimisce: What more do you need than their cloying 
  scent of corruption to know that theirs is an ill presence?
  Caitiff: They are mongrels, barely worthy of 
  names. You might as well care about your furniture.
  Camarilla: It is our greatest triumph, but also our 
  greatest responsibility.
  Sabbat: The inmates run that asylum.
  Anarchs: There is something admirable in what 
  they do, yet how they do it is entirely puerile.
  Quote: There is no shame to bending the knee to one such as myself, 
  so pay your fucking tribute before I lose my temper.
  
  74 
  CHAPTER THREE: CHARACTER AND TRAITS
  
  75 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  BOOK TWO:  
  THE BECOMING
  Each created a Brood 
  in order to claim the glory of Caine.
  Yet we did not have his wisdom or restraint.
  A great war was waged, the Elders against 
  their Children, 
  just as Uriel had said, 
  and the Children slew their parents.
  They rose up 
  used fire and wood 
  swords and claws 
  to destroy those who had created them.
  The rebels then built a new city. 
  Out of the fallen Empire, 
  they collected the Thirteen clans 
  had been scattered by the Great War, 
  and brought them all together.
  
  76 
  CHAPTER THREE: CHARACTER AND TRAITS
  
  77 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter Three: 
  Character and 
  Traits
  As a player of Vampire, you create a character — an 
  alter ego through which you interact with the game 
  world and take your part in the story. Like a charac-
  ter in a novel or movie, this character becomes a pro-
  tagonist in the stories you tell. Rather than making up 
  a new character for each session, you create a single, 
  richly-detailed character, then assume the role of that 
  character every time you play. As your troupe tells its 
  stories, you watch your character grow and develop. 
  Ultimately, the character you create becomes as real 
  and as timeless as one of the great protagonists (or an-
  tagonists) in a literary work.
  This chapter describes how to create a vampire char-
  acter, beginning with a general concept and translating 
  that concept into the Traits and statistics that are used 
  in the game. Though the process is relatively simple, it 
  is best to create characters under the Storyteller’s su-
  pervision, so that she can answer questions and guide 
  the creation process.
  Traits
  Much of a character’s life comes from the way you 
  describe and roleplay him. For example, your vampire’s 
  general disposition and attitude toward feeding, as de-
  cided by you, might contribute to his role in the story. 
  However, certain aspects of a character — his physi-
  cal prowess, his looks and his vampiric powers, for ex-
  ample — are described in numerical terms and used in 
  conjunction with the systems of the game. These fea-
  tures are called Traits. Traits quantify your character’s 
  particular strengths and weaknesses, guiding the char-
  acter in his interactions with other players’ characters 
  and the characters the Storyteller creates. For example, 
  your character might have high Mental Traits, making 
  him invaluable when brains and cunning are required. 
  However, he might have low Physical Traits, forcing 
  him to rely on a friend’s character when violence or 
  brute force is necessary.
  Traits are commonly described in numerical terms 
  with ratings from 1 to 5. (Humanity/Path ratings and 
  Willpower are exceptions to this guideline, and some 
  particularly ancient and powerful vampires have oth-
  er Traits exceeding 5.) These numbers represent the 
  quantity and quality of the character’s prowess with a 
  given Trait. One dot is considered poor, while five dots 
  indicate superiority. Think of Trait ratings as similar 
  to the stars with which restaurants and hotels are rated 
  — one is barely adequate, while five is excellent. Trait 
  ratings become important when rolling dice to perform 
  actions (see Chapter Five for specifics).
  77 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  "When first I tasted the fruit of the Trees, felt the seeds of Life and Knowledge 
  burn within me, I swore that day that I would not turn back..." 
  - From the Oath of Lilith
  
  78 
  CHAPTER THREE: CHARACTER AND TRAITS
  THE MASQUERADE
  20 T H ANNIVERSARY EDITION
  Name:
  Player:
  Chronicle:
  Nature:
  Demeanor:
  Concept:
  Clan:
  Generation:
  Sire:
  Attributes
  Strength___________
  Dexterity__________
  Stamina___________
  Physical
  Perception_________
  Intelligence_________
  Wits______________
  Mental
  Charisma__________
  Manipulation_______
  Appearance_________
  Social
  Abilities
  Alertness__________
  Athletics___________
  Awareness__________
  Talents
  Academics_________
  Computer__________
  Finance___________
  Knowledges
  Animal Ken________
  Crafts_____________
  Drive_____________
  Skills
  Brawl_____________
  Empathy___________
  Expression_________
  Investigation________
  Law______________
  Medicine__________
  Etiquette__________
  Firearms___________
  Larceny___________
  Intimidation________
  Leadership_________
  Streetwise__________
  Occult____________
  Politics____________
  Science____________
  Melee_____________
  Performance________
  Stealth____________
  Subterfuge_________
  _________________
  Technology_________
  _________________
  Survival___________
  _________________
  20 T H ANNIVERSARY EDITION
  20 T H ANNIVERSARY EDITION
  20 T H ANNIVERSARY EDITION
  _________________
  _________________
  _________________
  Disciplines
  Conscience/Conviction__
  Self-Control/Instinct___
  Virtues
  _________________
  _________________
  _________________
  Backgrounds
  _________________
  _________________
  _________________
  Courage___________
  _________________
  _________________
  _________________
  OOOOO
  OOOOO
  OOOOO
  Merit                                           Cost
  ___________________  ___
  ___________________  ___
  Merits & Flaws
  ___________________  ___
  ___________________  ___
  ___________________  ___
  Flaw                                           Cost
  ___________________  ___
  ___________________  ___
  ___________________  ___
  ___________________  ___
  ___________________  ___
  Attributes: 7/5/3 • Abilities:13/9/5 • Disciplines:3 • Backgrounds:5 • Virtues:7 • Freebie Points:15 (7/5/2/1)
  Humanity/Path
  O O O O O O O O O O
  __________________
  Bearing:___________(      )
  Willpower
  O O O O O O O O O O
           
  Health
  Bruised
  Hurt
  Injured
  Wounded
  Mauled
  Crippled
  Incapacitated
  
  
  
  
  
  
  
  - 1
  - 1
  - 2
  - 2
  - 5
  Weakness
  Experience
  Advantages
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Blood Pool
           
           
  Blood Per Turn:_____
  Nature: This is the “true” personality of your charac-
  ter — who she is deep down. See p. 87.
  Demeanor: This is the personality your character 
  presents to the world. More often than not, Nature and 
  Demeanor are different, especially given the devious-
  ness of the vampire mind. See p. 87.
  Concept: Your character’s concept is a brief “sketch” 
  Common Traits and Terms
  Vampire characters are comprised of the following 
  Traits:
  Name: The character’s name — this may be any-
  thing from the character’s birth name to a pseudonym. 
  Some ancient vampires are known by many names, 
  while others are no longer known by names at all.
  Player: This is the 
  name of the player por-
  traying the character in 
  question.
  Chronicle: This is the 
  series of linked stories in 
  which the character par-
  ticipates. Your Storyteller 
  will provide you with the 
  name of the chronicle 
  (though he may need 
  your help in deciding!). 
  Attributes: Attributes 
  define your character’s 
  inborn aptitudes and po-
  tential. See p. 96.
  Abilities: Abilities are 
  those proficiencies your 
  character possesses intui-
  tively or has learned. See 
  p. 100.
  Advantages: A catch-
  all term for the numerous 
  benefits a vampire has 
  over normal folk, 
  Advantages refers to a  
  collection of three other Traits: 
  Disciplines (p. 127) refer to the  
  vampiric powers a character  
  possesses as a result of her Embrace. 
  Backgrounds (p. 110) define the character’s   
  material assets and social network. 
  Virtues (p. 119) show the character’s spiritual and 
  moral fiber — or lack thereof.
  Humanity/Path: These Traits define your charac-
  ter’s outlook on unlife. A character has either a Hu-
  manity rating or a rating in a specific Path, never both 
  (though a character may pretend). Humanity is the 
  default Trait (see p. 311), but both Humanity and the 
  Paths are presented in Chapter Seven.
  of who your character 
  was prior to the Embrace 
  — anything from Crazed 
  Vigilante to Aging Porn 
  Star. 
  Clan: Your character’s 
  Clan defines her lineage 
  and her relationship to 
  Caine, the progenitor 
  vampire. Clan dictates 
  your character’s vampiric 
  powers and weakness. 
  The Clans start on p. 48.
  Generation: 
  Closely 
  related to Clan, your 
  character’s Generation 
  defines the potency of 
  her blood and how many 
  steps removed she is from 
  Caine. See p. 28.
  Health: Although a 
  vampire is no longer 
  “alive,” her corpse-body 
  may still suffer sufficient 
  trauma to incapacitate 
  her, and a sufficient 
   
        Experience: Your character’s Experience  
   
       Trait represents how much she has learned  
   
      since her Embrace. All characters begin the  
   
     game with an Experience Trait of zero.  
   
  Experience is spent to purchase new Traits.  
   
  See p. 122.
   
  Willpower: This Trait reflects your character’s  
   
  inner drive and desire to succeed at tasks she  
   
  undertakes. See p. 120.
  Blood Pool: Your character’s blood pool dictates how 
  well fed she is, or, conversely, how hungry. See p. 268.
  quantity of damage can even “kill” the 
  vampire anew (forcing you to create 
  a new character). The Health Trait 
  measures how much injury the char-
  acter has suffered. See p. 121.
  
  79 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Getting Started
  The Vampire character-creation system is designed 
  around five basic precepts. Keep these in mind while 
  generating the persona you will assume in the World 
  of Darkness.
  • You may create a character of any age, from any 
  culture and from any nation, subject to the Storytell-
  er’s approval. However, all characters are assumed to 
  begin the game as neonate vampires who have only 
  recently left the safety of their sires’ protection with 
  no more than 25 years of experience as Kindred. They 
  know relatively little of Kindred society, other than 
  what their sires have told them. This allows charac-
  ters to experience the World of Darkness as it unfolds 
  before them in all its mystery, rather than having the 
  lore of ages already under their belts. A character’s ap-
  parent age is the age at which she was Embraced and 
  became one of the Kindred. 
  • The character-creation system is intended more as 
  a persona development device than as a strict mechan-
  ical system. Who wants more rules at the expense of 
  an interesting character or a good story? The character 
  cannot exist as mere dots on a page — roleplaying is 
  always more important than numbers.
  • Players have a certain number of points to spend 
  on Traits they would like their characters to have. 
  Players also get “freebie points” at the end of character 
  creation; they may spend these to round out their char-
  acters, add personality and further differentiate their 
  characters from those of other players.
  • A Trait rating of 1 is poor, while a rating of 5 is 
  excellent. Thus, a character with a single dot in a Trait 
  is either not very good with that Trait or is a beginner. 
  Don’t think that your character sucks because she’s 
  only got one dot in Manipulation. The experience sys-
  tem presented on p. 122 allows characters to grow and 
  improve their Traits. Traits are rated according to a hu-
  man scale (except vampiric Traits like Advantages and 
  blood pool, which are rated on a Kindred standard).
  • It is your responsibility to take on a role that’s 
  not detrimental to the coterie. Vampires are solitary 
  creatures, so there has to be some reason you’ve joined 
  up with your Kindred companions (the other players’ 
  characters). Despite the fact that the hostile World of 
  Darkness forces coteries together, Kindred don’t just 
  hang out for the hell of it.
  Advancing New Characters
  Storytellers may choose to allow players to 
  create more experienced and knowledge-
  able characters. Indeed, players of Vampire: 
  The Masquerade 20th Anniversary Edition 
  may prefer an “ancilla game” or an all-elders 
  chronicle instead.
  In this case, we recommend first building a 
  neonate character and then granting players a 
  number of experience points that allows them 
  to increase their characters’ Traits to levels 
  suitable to the chronicle and the age of their 
  vampires. As a basic rule of thumb, “idle” 
  Kindred should have a number of Discipline 
  dots equal to the square root of her age. 
  Remember that players’ characters are rarely 
  “idle” like Storyteller characters, so they’ll 
  rapidly outpace this guideline. That’s fine; 
  they’re out there in the world, having excit-
  ing encounters and earning more experience 
  than passive Storyteller characters. Remem-
  ber that the cost for raising a Trait which 
  is already advanced can be very expensive. 
  See p. 124 for more information on spending 
  experience points.
  Kindred Age Category 
  Experience Points 
  Neonate 
   
   
  0-35
  Ancilla 
   
   
  75-220
  Elder 
   
   
  250-600
  Methuselahs 
   
  1000+
  
  80 
  CHAPTER THREE: CHARACTER AND TRAITS
  Character Creation Process
  • Step One:  
  Character Concept
  Choose concept, Clan, Nature, and Demeanor.
  • Step Two:  
  Select Attributes
  Prioritize the three categories: Physical, Social, Men-
  tal (7/5/3). Your character automatically has one dot 
  in each Attribute.
  Rate Physical Traits: Strength, Dexterity, Stamina. 
  Rate Social Traits: Charisma, Manipulation, Ap-
  pearance.
  Rate Mental Traits: Perception, Intelligence, Wits.
  • Step Three:  
  Select Abilities
  Prioritize the three categories: Talents, Skills, Knowl-
  edges (13/9/5).
  Choose Talents, Skills, Knowledges.
  No Ability higher than 3 at this stage
  • Step Four:  
  Select Advantages
  Choose Disciplines (3), Backgrounds (5), and rate 
  Virtues (7). Your character automatically has one dot 
  in each Virtue.
  • Step Five:  
  Finishing Touches
  Record Humanity (equal to Conscience + Self-Con-
  trol), Willpower (equal to Courage), and Blood Pool. 
  If your character is on a Path, see Chapter Seven in-
  stead.
  Spend freebie points (15). Optional: Choose Merits 
  and Flaws (max. 7 points).
  Sample Concepts
  • Criminal — jailbird, Mafioso, drug dealer, pimp, 
  carjacker, thug, thief, fence
  • Drifter — bum, smuggler, prostitute, junkie, pil-
  grim, biker, gambler
  • Entertainer — musician, film star, artist, club kid, 
  model, web celebrity
  • Intellectual — writer, student, scientist, philoso-
  pher, social critic
  • Investigator — detective, beat cop, government 
  agent, private eye, witch-hunter
  • Kid — child, runaway, outcast, urchin, gang-
  banger
  • Outsider — urban primitive, refugee, minority, 
  conspiracy theorist, junkie
  • Politician — judge, public official, councilor, aide, 
  speechwriter
  • Professional — engineer, doctor, programmer, 
  lawyer, industrialist
  • Reporter — journalist, blogger, paparazzo, talk-
  show host, media expert
  • Scenester — clubgoer, goth, skinhead, punk, bar-
  fly, hipster, substance abuser
  • Socialite — dilettante, host, playboy, sycophant, 
  trophy wife
  • Soldier — bodyguard, enforcer, soldier of fortune, 
  killer-for-hire
  • Worker — trucker, farmer, wage earner, manser-
  vant, construction laborer
  Clans
  • Assamite — The righteous chosen of a blood cult, 
  the Assassins are masters of silent death and an arcane 
  tradition of wisdom.
  • Brujah — The Rabble are rebels and insurgents, 
  fighting passionately for their disparate causes. The 
  Brujah rage against tyranny — occasionally even their 
  own.
  • Follower of Set — Guardians of the world’s black-
  est secrets, the Serpents are feared for what they pro-
  tect, and all too often seduced by it.
  
  81 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  • Gangrel — The nomadic Outlanders are feral and 
  wild. These solitary wanderers are the source of much 
  of the lore that likens vampires to dark beasts.
  • Giovanni — Insular and incestuous, the Necro-
  mancers ply their trade in blood, money, and the souls 
  of the dead.
  • Lasombra — The shadowy, wicked Keepers nomi-
  nally lead the Sabbat. Clan Lasombra serves itself first 
  and its inner darkness second.
  • Malkavian — Dangerously deranged, the Lunatics 
  nonetheless possess uncanny insight.
  • Nosferatu — Disfigured and skulking, the hideous 
  Sewer Rats find themselves shunned by Kindred society, 
  but gather secrets from the darkness that hides them.
  • Ravnos — The Deceivers are adept with the craft 
  of illusion and guile, and often come to embody the 
  prejudices held against them.
  • Toreador — Lovers of the sensuous and the aes-
  thetic, the Degenerates are trapped in the stagnancy of 
  undeath. 
  • Tremere — A Clan of sorcerous blood magicians, 
  the Warlocks are widely distrusted… and just as widely 
  feared.
  • Tzimisce — A Clan of fallen nobles from Eastern 
  Europe, the brilliant but monstrous Fiends now serve 
  the Sabbat. 
   • Ventrue — The reluctant aristocracy of the Kin-
  dred, the Blue Bloods atone for their damnation by en-
  forcing the Traditions and the Masquerade.
  • Caitiff — Claiming no Clan at all, the Caitiff ex-
  hibit no common characteristics, and often find them-
  selves outcast by vampires of distinct pedigree.
  Archetypes (Nature and Demeanor)
  • Architect — You build something of lasting value.
  • Autocrat — You need control.
  • Bon Vivant — Unlife is for pleasure.
  • Bravo — Might makes right.
  • Capitalist — Why give it away for free when you 
  can sell it?
  • Caregiver — Everyone needs nurturing.
  • Celebrant — Your cause brings you joy.
  • Chameleon — You manage to blend into any situ-
  ation.
  • Child — Won’t somebody be there for you?
  • Competitor — You must be the best.
  • Conformist — You follow and assist.
  • Conniver — Others exist for your benefit.
  • Creep Show — Disgusting the straights makes you 
  smile.
  • Curmudgeon — Everything has its flaws.
  • Dabbler — It’s always about the next big thing.
  • Deviant — The status quo is for sheep.
  • Director — You oversee what must be done.
  • Enigma — Just when people think they’ve figured 
  you out, you change the game.
  • Eye of the Storm — Chaos and havoc follow you, 
  but it never gets to you.
  • Fanatic — The cause is all that matters.
  • Gallant — You’re not the showstopper: you’re the 
  show!
  • Guru — People find you spiritually compelling.
  • Idealist — You believe in something greater.
  • Judge — Your judgment will improve things.
  • Loner — You make your own way.
  • Martyr — You suffer for the greater good.
  • Masochist — Pain reminds you that you still exist.
  • Monster — You’re Damned, so act like it!
  • Pedagogue — You save others through knowledge.
  • Penitent — Unlife is a curse, and you must atone 
  for it.
  • Perfectionist — You strive for an unattainable goal.
  • Rebel — You follow no one’s rules.
  • Rogue — It’s all about you.
  • Sadist — You live to cause pain.
  • Scientist — Everything is a puzzle to solve.
  • Sociopath — The inferior must be destroyed.
  • Soldier — You follow orders, but in your own way.
  • Survivor — Nothing can keep you down.
  • Thrill-Seeker — The rush is all that matters.
  • Traditionalist — As it has always been, so it must be.
  • Trickster — Laughter dims the pain.
  • Visionary — Something exists beyond all this.
  
  82 
  CHAPTER THREE: CHARACTER AND TRAITS
  Disciplines
  • Animalism — Supernatural affinity with and con-
  trol of animals.
  • Auspex — Extrasensory perception, awareness 
  and premonitions. 
  • Celerity — Supernatural quickness and reflexes. 
  • Chimerstry — The ability to create illusions and 
  hallucinations.
  • Dementation — The ability to inflict madness 
  upon a victim.
  • Dominate — Mind control practiced through the 
  piercing gaze.
  • Fortitude — Unearthly toughness, even to the 
  point of resisting fire and sunlight.
  • Necromancy — The supernatural power to sum-
  mon and control the dead.
  • Obfuscate — The ability to remain obscure and 
  unseen, even in crowds.
  • Obtenebration — Unearthly control over shad-
  ows.
  • Potence — The Discipline of physical vigor and 
  strength.
  • Presence — The ability to attract, sway and con-
  trol crowds.
  • Protean — Shapechanging, from growing claws to 
  melding with the earth. 
  • Quietus — The art of assassination.
  • Serpentis — The Discipline of reptilian powers.
  • Thaumaturgy — The study and practice of blood 
  sorcery.
  • Vicissitude — The art of flesh-shaping.
  Backgrounds
  • Allies — Mortal confederates, usually family or 
  friends. 
  • Alternate Identity — A false identity, complete 
  with documentation. 
  • Black Hand Membership (Sabbat) — The num-
  ber of Black Hand members you can call on.
  • Contacts — The information sources the charac-
  ter possesses.
  • Domain — Feeding grounds acknowledged by 
  Kindred society.
  • Fame — How well-known the character is among 
  mortals.
  • Generation — How far removed from Caine the 
  character is.
  • Herd — The vessels to which the character has 
  free and safe access.
  • Influence — The character’s political power with-
  in mortal society.
  • Mentor — The Kindred patron who advises and 
  supports the character.
  • Resources — Wealth, belongings, and income.
  • Retainers — Followers, guards, and servants.
  • Rituals (Sabbat) — How many ritae the Cainite 
  knows and can perform. 
  • Status — The character’s standing in undead so-
  ciety.
  Freebie Points
     Trait 
     Cost
  Attribute 
   
  5 per dot
  Ability 
   
  2 per dot
  Discipline 
   
  7 per dot
  Background  
  1 per dot
  Virtue 
   
  2 per dot
  Humanity/Path 
  2 per dot
  Willpower 
   
  1 per dot
  
  83 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Storyteller and  
  Character Creation
  The Storyteller may choose to guide the players 
  through character generation individually, she may 
  wish to run a troupe character creation storytelling 
  session, or she may allow players to create characters 
  at their own leisure before the chronicle begins. Each 
  method has its benefits.
  Storytellers may choose to oversee character creation 
  not only to ensure the players’ understanding of the 
  process, but also to get a feel for the characters they’re 
  creating. Character creation can provide Storytellers 
  with some wonderful plot ideas — ones they would 
  likely never have considered on their own. Likewise, 
  if the players are unfamiliar with the rules, the Story-
  teller should use character generation as an introduc-
  tion to the game as a whole, informing the troupe how 
  the rules work and giving them examples based on the 
  personas they’re creating.
  As the Storyteller, start by printing a few character 
  sheets, copying them from the back of the book, or use 
  your own digital character-creation method like a wiki. 
  Take the players on a “tour” of the sheet, explaining 
  what each section is for. Let players ask questions along 
  the way, and help them through the process rather than 
  letting them fend for themselves.
  After the players are familiar with the character 
  sheet, give them a few guidelines about what types of 
  characters will be appropriate for the chronicle. For 
  example, Storytellers running games in Camarilla-held 
  cities might forbid Sabbat or independent vampires 
  outright. Sometimes a player will attempt to portray 
  a character wholly unacceptable to your plotlines, and 
  you should feel free to disallow this in favor of a char-
  acter who won’t disrupt the game. For instance, if,  as 
  Storyteller, you want to position the Tremere as uni-
  versal antagonists, you may wish to restrict the play-
  ers’ choice of Tremere. Alternatively, you may wish to 
  run the chronicle with Tremere characters, giving your 
  players the chance to experience the dawning horror of 
  the Clan that claims them.
  Storytellers are advised to spend an entire session 
  simply creating characters and running preludes (see 
  p. 352) with the players. Exceptionally complex char-
  acters or secretive chronicles might even warrant an 
  entire session for each individual player. Spending an 
  adequate amount of time on character generation en-
  sures that the players create realistic characters and not 
  simply lists of Traits. 
  Step One: Character Concept
  Concept is the birthing chamber for who a charac-
  ter will become. It only needs to be a general idea — 
  brute; slick mobster; manic Malkavian kidnapper — 
  but it should be enough to ignite your imagination. If 
  you choose, a concept may be quite complex — “My 
  character is a streetwise Nosferatu, Embraced as a child 
  but with a precocious level of maturity. Being a Kin-
  dred scares him, but he knows that the alternative is 
  Final Death and he’s not ready for that yet.” This stage 
  involves the selection of the character’s concept, Clan, 
  Nature, and Demeanor.
  Concept
  A character’s concept generally refers to who the 
  character was before becoming a vampire. Many Kin-
  dred cling desperately to any salvageable aspects of 
  their former selves — their self-image, their occupa-
  tion, how they lived, what was unique about them. In 
  their new nocturnal world, echoes of their mortal lives 
  are all that stand between many Kindred and mad-
  ness.
  Concept is important because it helps a vampire 
  relate to the world. It’s not a numerical Trait, and it 
  has no mechanical effect on the game. Its benefit is 
  that it allows you to formulate a personality for your 
  character, and it provides an anchor for a vampire who 
  wishes to preserve her dwindling Humanity — or to 
  rail against it.
  Some sample concepts are presented on p. 80. If you 
  don’t see a concept you like, make one up! Its sole pur-
  pose is to help you express your character idea con-
  cisely.
  Clan
  A character’s Clan is her vampire “family,” the un-
  dead legacy into which she was Embraced. Vampires 
  are always of the same Clan as their sires, the vampires 
  who Embrace them. Go back to Chapter Two, look at 
  the templates, and decide which Clan you’d like your 
  character to be. As previously mentioned, the Story-
  teller may disallow members of certain Clans based 
  on the Sect the chronicle involves. Many chronicles, 
  for example, allow only vampires from the Camarilla 
  Clans, while games run at conventions or by organized 
  play clubs sometimes stipulate specific “venue appro-
  priate” criteria.
  If a player wishes, she need not choose a Clan at all. 
  Many vampires in the modern nights have blood so 
  diluted that they can truly claim no Clan. Unwanted 
  
  84 
  CHAPTER THREE: CHARACTER AND TRAITS
  and scorned, these Clanless “Caitiff” are increasingly 
  common. If you wish to play such a character, simply 
  write “Caitiff” under the Clan heading on the charac-
  ter sheet.
  Nature and Demeanor (Archetypes)
  After choosing concept and Clan, a player should 
  choose her character’s Nature and Demeanor. These 
  behavioral Traits, known as Archetypes, help players 
  understand their characters’ personalities. 
  Demeanor is the way a character presents herself to 
  the outside world. It is the “mask” she wears to protect 
  her inner self. A character’s Demeanor often differs 
  from her Nature, though it might not. Also, Demeanor 
  refers to the attitude a character adopts most often — 
  people change Demeanors as often as they change their 
  minds. Demeanor has no effect on any rules.
  Nature is the character’s “real” self, the person she 
  truly is. The Archetype a player chooses reflects that 
  character’s deep-rooted feelings about herself, others, 
  and the world. Nature should not be the only aspect of 
  a character’s true personality, merely the most domi-
  nant. Nature is also used to determine a character’s 
  ability to regain Willpower points (see p. 267).
  For a complete list of Archetypes from which to se-
  lect Nature and Demeanor, see pp. 87-96.
  Step Two: Select Attributes 
  Players now assign dots to their sheets. The first step 
  in determining a character’s numeric Traits is to pri-
  oritize his Attributes. Attributes are the natural abili-
  ties and raw capabilities a character is made of. How 
  strong is a character? How attractive? How quick? How 
  smart? Attributes take all these questions and more 
  into account. All Vampire characters have nine At-
  tributes, which are divided into three categories: Physi-
  cal (Strength, Dexterity, Stamina), Social (Charisma, 
  Manipulation, Appearance), and Mental (Perception, 
  Intelligence, Wits).
  First, the player must select which group of At-
  tributes is his character’s strong suit (primary). The 
  player then selects the group in which the character 
  is average (secondary). Finally, the remaining group 
  is designated as the character’s weak point (tertiary). 
  Is your character tough but antisocial, or gorgeous but 
  a complete airhead? Character concept and Clan may 
  suggest certain ranks for these priorities or obvious 
  ways to play against type, but feel free to decide upon 
  any scheme you please. Your character is a person first 
  and a vampire second.
  All Vampire characters start with one dot in each 
  Attribute, reflecting the basic capabilities of the mor-
  tals from which they’re drawn. (There are exceptions, 
  such as the Nosferatu and the Samedi, who have zero 
  dots in their Appearance Attribute.) A character’s 
  priorities determine how many dots the player may al-
  locate to that cluster of Attributes. A player may dis-
  tribute seven additional dots to his character’s primary 
  group, five additional dots to the secondary group, and 
  three dots to the tertiary group. For example, a tough, 
  athletic character will likely allocate seven dots to his 
  Physical category, while a clever, wise character will 
  place seven dots in her Mental category.
  Step Three: Select Abilities
  Abilities are also divided into three categories: Tal-
  ents, Skills, and Knowledges. Talents are intuitive 
  Abilities that are inherent or learned by honing raw 
  aptitude. Skills are Abilities learned through rigorous 
  training or determination. They may be improved 
  with careful practice, but can also be studied or learned 
  through training. Knowledges are just that — book 
  learning and the like. Knowledges are typically men-
  tal pursuits or studies learned through schooling or re-
  search.
  Like Attributes, Ability groups are also prioritized 
  during character creation. Players should select pri-
  mary, secondary, and tertiary groups for their Abili-
  ties. The primary group receives 13 dots, the secondary 
  group gets nine, and the tertiary group receives five. 
  Note that, unlike Attributes, characters do not begin 
  the game with automatic dots in any Ability. Further, 
  no Ability may be purchased above three dots during 
  this stage of character creation — even among the un-
  dead, experts in a field don’t grow on trees. You may 
  raise Abilities higher with freebie points later.
  Step Four: Select Advantages
  Now comes the part of character generation during 
  which the vampire truly becomes unique. Advantages 
  are Traits that make the vampire a contender in the 
  hierarchy of the night. Advantages are not prioritized; 
  a set number of dots are allocated to each category. Al-
  though this number is fixed, additional Advantage dots 
  may be purchased with freebie points.
  
  85 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Disciplines
  When vampires are Embraced, their sires pass on 
  to them certain blood-based mystical powers, known 
  as Disciplines. Each character begins with three dots 
  of Disciplines, which may be allocated as the player 
  chooses. For example, she may spend all three dots 
  on one Discipline or spend a dot each on three Dis-
  ciplines. Disciplines purchased with Advantage dots 
  must be from the three Clan Disciplines all Clans pos-
  sess. Each Clan description in Chapter Two lists the 
  Disciplines practiced by that Clan (bloodline varia-
  tions to the Clans can be found in Chapter Ten). If 
  the character is a Clanless Caitiff, she may purchase 
  whatever Disciplines she wants, subject to Storyteller 
  approval. (Note: Disciplines purchased with freebie 
  points need not be Clan Disciplines.)
  Backgrounds
  A starting character has five dots worth of Back-
  grounds, which may be distributed at the player’s dis-
  cretion. Background Traits should fit the character 
  concept — a destitute Gangrel street preacher isn’t 
  likely to have Resources, for example — though the 
  Storyteller may disallow or encourage players to take 
  certain Backgrounds for their characters.
  More Inhuman Vampires
  Some vampires, such as those of the Sabbat, 
  focus more on their vampiric nature than on 
  the world around them. At the Storyteller’s 
  discretion, a new character may start with 
  four dots in Disciplines in lieu of taking any 
  starting dots in Backgrounds.
  Virtues
  Virtues are very important to Vampire characters. 
  They provide the moral backbone for characters and 
  determine how readily they resist the temptations of 
  the Beast. A character’s emotional responses are very 
  closely tied to her Virtues; these Traits define how well 
  the character resists frenzy and how keenly she feels re-
  morse. Virtues are essential in resisting the urges of the 
  Beast and the Hunger, and most vampires lose points 
  in their Virtues as they grow older and more callous.
  
  86 
  CHAPTER THREE: CHARACTER AND TRAITS
  A Vampire character has three Virtues. Conscience 
  governs a character’s sense of right and wrong, while 
  Self-Control determines how readily she maintains her 
  composure and contains her Hunger. Courage measures 
  the character’s gumption and ability to withstand the 
  proximity of fire, sunlight, and other things that vam-
  pires dread.
  Given that Vampire is fundamentally about coming 
  to grips with one’s monstrous nature and, hopefully, 
  overcoming it, Storytellers who want to emphasize 
  Vampire’s core struggle of the Beast vs. Humanity can 
  encourage their players to select the Virtues of Con-
  science and Self-Control for their characters. How-
  ever, certain Kindred, particularly the vampires of the 
  Sabbat, adhere to different ethical outlooks. For these 
  vampires, the Virtues of Conviction and Instinct may 
  replace the Virtues of Conscience and Self-Control, 
  respectively. (All vampires have the Courage Virtue.) 
  Conviction and Instinct are presented on p. 314. If you 
  decide that your character is sufficiently inhuman to 
  warrant these Virtues, and if the Storyteller permits 
  you to take them, you may circle the appropriate Vir-
  tues on the character sheet. Be warned that in taking 
  these Virtues, you have effectively designated your 
  character a monster.
  Every character starts out with one dot in Conscience 
  and Self-Control, and zero dots in Conviction and In-
  stinct. The player may then distribute seven additional 
  dots among the Virtues as she sees fit. These Virtues 
  play instrumental roles in determining a character’s 
  starting Humanity (or Path) and Willpower levels, so 
  be careful how you spend the points.
  Step Five: Last Touches
  At this stage, the player may spend 15 freebie points 
  to personalize his character. First, however, a bit of 
  bookkeeping needs to be done.
  Humanity
  A character’s starting Humanity rating equals the 
  sum of her Conscience + Self-Control Traits, yielding 
  a score between 5 and 9. Players can also increase their 
  Humanity with freebie points, as too low a rating indi-
  cates that the Beast lies in close proximity.
  Note: Characters on Paths other than Humanity may 
  use different Virtues to determine their initial Path rat-
  ings. Consult the section on Paths (starting on p. 313) 
  to determine which Paths use which Virtues.
  Willpower
  A character’s beginning Willpower rating equals her 
  Courage dots, and thus ranges from 1 to 5. Players of-
  ten raise their starting Willpower with freebie points, 
  as the Trait is critical to dealing with a Kindred’s dan-
  gerous emotional situations. Willpower is also used to 
  resist frenzy (p. 299), undertake especially daunting 
  tasks, and power certain Discipline effects.
  Blood Pool
  The next step in character creation is determining 
  the vampire’s starting blood pool. This part is simple 
  — roll a 10-sided die. The number is the number of 
  blood points a character has in his system at the begin-
  ning of the game. This is the only die roll that is made 
  during character creation.
  Freebie Points
  The player may now spend 15 freebie points to pur-
  chase additional dots in Traits. These points may be 
  spent however the player chooses — thus the term 
  “freebie” — though the Storyteller is the final arbiter 
  of what she chooses to allow in the chronicle. Each 
  dot has a variable freebie-point cost based on which 
  type of Trait it is — consult the chart on p. 82 for free-
  bie-point costs of Traits. Remember that Disciplines 
  purchased with freebie points need not come from the 
  character’s Clan Disciplines (though purchase of some 
  Disciplines may require explanation about how she ac-
  quired them, and the Storyteller may restrict access to 
  certain Disciplines).
  Optionally, the Storyteller may allow the player to 
  take up to seven points of Flaws to gain more freebie 
  points, or use freebie points to purchase Merits. Merits 
  and Flaws start on p. 479.
  Spark of Life
  If you go through the steps above, you will have a 
  character — at least in the purely technical sense. All 
  the dots are on the paper, all of your character’s capaci-
  ties have their systems and values defined, and you can 
  roll all the right combinations of dice at the appropri-
  ate times.
  At this point, the onus is on you to breathe a bit of 
  life into the your character’s Traits. If she exists only in 
  game terms, your character’s not much more detailed 
  than a featureless piece on a gameboard. Take a good 
  long look at your Traits and numbers. Why are they 
  
  87 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  there? How will they come across in the story? What 
  parts of the character don’t you know yet? Like a novel-
  ist building a literary figure, decide on all the physical, 
  psychological, and background details that make your 
  character one of a kind, even among the undead.
  Sure, your character has an Appearance of 3 — but 
  what does that mean? Does she have a winning smile, 
  does she exude a challenging self-confidence, or does 
  she simply have a killer wardrobe? What color are her 
  eyes and hair? If she’s skilled in Performance or Eti-
  quette or Firearms, how did she acquire her skill? Did 
  she always want to be a movie star? Is her polished ve-
  neer a reaction against growing up in an economically 
  depressed household? Did she just, for whatever bizarre 
  reason, walk onto a firing range and discover a natural 
  aptitude for plugging holes in targets? Is her Ally actu-
  ally her ex-lover, who works as an aide to some appall-
  ing governor and with whom she maintains an uneasy, 
  tension-laced friendship? Does he suspect what she’s 
  become, but helps her out for now because he thinks 
  he still has a chance to make things right?
  This last phase of character creation, while the least 
  “necessary,” is nevertheless important. Otherwise, your 
  Brujah with Strength 4, Dexterity 3, Stamina 3 will be 
  just like all the other Brujah with Strength 4, Dexterity 
  3, Stamina 3 — and believe us, there are a lot of such un-
  distinguished characters out there. And that’s a shame, 
  because characters — especially vampires — should be 
  unique, fascinating, passionate, and memorable.
  Personality Archetypes: 
  Nature and Demeanor
  Everyone plays a role, often several, every day. Every 
  individual displays multiple layers of personality, vary-
  ing from the contrived to the sincere. Each of these 
  roles defines how we interact with the people and plac-
  es around us, and we choose which parts of ourselves 
  we wish to show.
  It is the same with Kindred. The concept of Nature 
  and Demeanor corresponds directly to the different 
  masks we wear when we interact. A Vampire charac-
  ter’s Nature is her true self, her innermost being — the 
  person she truly is. It is dangerous to show this, though, 
  as it lets others know who we are and what is important 
  to us. Thus, characters also have Demeanors, faces they 
  
  88 
  CHAPTER THREE: CHARACTER AND TRAITS
  show to the world. By choosing how we relate to the 
  world, we are able to choose how it relates to us as well, 
  as we guide the responses others give us.
  Philosophy aside, personality also has an effect on 
  the mechanics of Vampire. A character may regain 
  her drive and sense of purpose by acting in accordance 
  with her Nature. Every time a character fulfills the re-
  quirement of her Nature Archetype (see below), that 
  character has the opportunity to regain a point of spent 
  Willpower (see p. 267). If the Storyteller allows, the 
  character regains the point.
  Archetypes allow players to build a sense of person-
  ality for their characters, and to define a bit of what 
  makes the character tick. It is worth noting that Ar-
  chetypes are not rigid; characters need not slavishly 
  devote themselves to their Natures and Demeanors. 
  Rather, the character should act as the player reason-
  ably or emotionally believes she would act in a given 
  situation. Players and Storytellers may wish to define 
  their own Archetypes that more closely exemplify how 
  the character in question responds to her surroundings. 
  After all, every character is an individual, and custom-
  ized Archetypes should be a logical outgrowth of a 
  well-rounded character.
  Here are some example character Archetypes for a 
  wide variety of characters. Some Archetypes are better 
  suited for certain Sects or Clans than others.
  Architect
  The Architect has a sense of purpose even greater 
  than herself. She is truly happy only when creating 
  something of lasting value for others. People will al-
  ways need things, and the Architect strives to provide 
  at least one necessity. Inventors, pioneers, town found-
  ers, entrepreneurs, and the like are all Architect Ar-
  chetypes. A Kindred Architect might seek to create 
  new laws that affect her fellow undead, or she might 
  aim to establish a new Anarch domain.
  — Regain a point of Willpower whenever you estab-
  lish something of importance or lasting value.
  Autocrat
  The Autocrat wants to be in charge. He seeks promi-
  nence for its own sake, not because he has an opera-
  tion’s best interests at heart or because he has the best 
  ideas (though he may certainly think so). He may gen-
  uinely believe others are incompetent, but ultimately 
  he craves power and control. Dictators, gang leaders, 
  bullies, corporate raiders, and their ilk are Autocrat 
  Archetypes. A Kindred Autocrat may crave a title, or 
  he may wish to be recognized as the leader of a cote-
  rie.
  — Regain a point of Willpower when you achieve 
  control over a group or organization involving other 
  individuals.
  Bon Vivant
  The Bon Vivant knows that life — and unlife — is 
  shallow and meaningless. As such, the Bon Vivant 
  decides to enjoy her time on Earth. The Bon Vivant 
  is not necessarily irresponsible. Rather, she is simply 
  predisposed to having a good time along the way. Most 
  Bon Vivants have low Self-Control ratings, as they are 
  so given to excess. Hedonists, sybarites, and dilettantes 
  are all examples of the Bon Vivant Archetype. A Kin-
  dred Bon Vivant may sire a brood of fawning childer, 
  or he may spend his time gorging on the blood of drug 
  abusers for the contact high.
  — Regain a point of Willpower whenever you truly 
  enjoy yourself and can fully express your exultation. At 
  the Storyteller’s option, a particularly fabulous revel 
  may yield multiple Willpower points.
  Bravo
  The Bravo is a tough and a bully, and often takes per-
  verse pleasure in tormenting the weak. To the Bravo’s 
  mind, might makes right. Power is what matters, and 
  only those with power should be respected. Naturally, 
  physical power is the best kind, but any kind will do. 
  The Bravo sees overt threats as a perfectly reasonable 
  means of gaining cooperation. The Bravo is not inca-
  pable of pity or kindness; he just prefers to do things his 
  way. Robbers, bigots, and thugs are all Bravo Arche-
  types. A Kindred Bravo may abuse authority the system 
  has granted him, or he may — violently or otherwise 
  — force other Kindred out of his way to get what he 
  wants. He’s almost certainly an asshole.
  — Regain a point of Willpower any time you achieve 
  your agenda through brutishness or intimidation. This 
  need not be physical, as many Bravos verbally or so-
  cially cow their victims.
  Capitalist
  You are the ultimate mercenary, realizing that there 
  is always a market to be developed — anything can be a 
  commodity. You have a keen understanding of how to 
  manipulate both kine and Cainites into thinking that 
  they need specific goods or services. Appearance and 
  influence are everything when it comes to the big sale, 
  though you’ll use anything to your advantage. Sales-
  
  89 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  men, soldiers of fortune, and bootlickers all adhere to 
  the Capitalist Archetype.
  — Regain a point of Willpower whenever you make 
  a successful “sale” of any commodity. Commodities 
  need not be physical items; they may be bits of infor-
  mation, favors, or other intangibles.
  Caregiver
  Everyone needs a shoulder to cry on. A Caregiver 
  takes her comfort in consoling others, and people of-
  ten come to her with their problems. Vampires with 
  Caregiver Archetypes often attempt, as best they can, 
  to protect the mortals on whom they feed. Nurses, 
  doctors, and psychiatrists are examples of potential 
  Caregivers. Caregiver Kindred are often the type who 
  — tragically — Embrace mortal loves they’ve left be-
  hind in hopes of softening their loss, or even those who 
  create situations of grief in order to ease it and thus 
  validate themselves.
  — Regain a point of Willpower whenever you suc-
  cessfully protect or nurture someone else.
  Celebrant
  The Celebrant takes joy in her cause. Whether the 
  character’s passion is battle, religion, foiling her rivals, 
  or reading fine literature, it gives the Celebrant the 
  strength to withstand adversity. Given the chance, the 
  Celebrant will indulge in her passion as deeply as pos-
  sible. Unlike the Fanatic (p. 91), the Celebrant pur-
  sues her cause not out of duty, but out of enthusiasm. 
  Crusaders, hippies, political activists, and art enthusi-
  asts are Celebrant Archetypes. Celebrant Kindred may 
  cleave to mortal ideologies that are incongruous with 
  their new Damned conditions, or they may be the ad-
  vocates of new trends and causes that move through 
  undead society.
  — Regain a point of Willpower whenever you pursue 
  your cause or convert another character to the same 
  passion. Conversely, lose a point of temporary Will-
  power whenever you are denied your passion or it is 
  badly lost to you.
  Chameleon
   Independent and self-reliant, you carefully study 
  the behavior and mannerisms of everyone you come 
  in contact with so you can pass yourself off as someone 
  else later. You spend so much time altering your man-
  nerisms and appearance that your own sire may not 
  even recognize you. Spies, con artists, drag queens, and 
  impostors best represent the Chameleon.
  — Regain a point of Willpower whenever you fool 
  someone into thinking you’re someone else for your 
  own (or your pack or coterie‘s) benefit.
  Child
  The Child is still immature in personality and tem-
  perament. He wants what he wants now, and often pre-
  fers someone to give it to him. Although he can typi-
  cally care for himself, he would rather have someone 
  cater to his capricious desires. Some Child Archetypes 
  are actually innocent rather than immature, ignorant 
  of the cold ways of the real world. Actual children, 
  spoiled individuals, and some drug abusers are Child 
  Archetypes. Kindred with the Child Archetype might 
  have not yet fully reached an understanding of the 
  world and have some characteristic such as cruelty, en-
  titlement, sympathy, or hunger that is out of balance 
  with their other personality aspects, as they haven’t yet 
  reached the “rounded” state of adulthood. Note that a 
  Child Archetype need not be a physical, literal child at 
  the time of Embrace. Some people simply never grow 
  up.
  — Regain a point of Willpower whenever you man-
  age to convince someone to help you with no gain to 
  herself, or to nurture you.
  Competitor
  The Competitor takes great excitement in the pur-
  suit of victory. To the Competitor, every task is a new 
  challenge to meet and a new contest to win. Indeed, 
  the Competitor sees all interactions as some sort of op-
  portunity for her to be the best — the best leader, the 
  most productive, the most valuable, or whatever. Cor-
  porate raiders, professional athletes, and impassioned 
  researchers are all examples of Competitor Archetypes. 
  Kindred Competitors have any number of resources 
  and accomplishments over which to assert themselves, 
  from mortal herds and creature comforts to titles and 
  prestige in Kindred society.
  — Regain one point of Willpower whenever you 
  succeed at a test or challenge. Note that a test or chal-
  lenge is more than just a dice roll; it’s an entire dra-
  matic situation. Especially difficult victories may, at 
  the Storyteller’s discretion, allow you to regain mul-
  tiple Willpower points.
  Conformist
  The Conformist is a follower, taking another’s lead 
  and finding security in the decisions of others. She pre-
  fers not to take charge, instead seeking to throw in with 
  the rest of the group and lend her own unique aid. The 
  
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  CHAPTER THREE: CHARACTER AND TRAITS
  Conformist is drawn to the most dynamic personality 
  or the individual she perceives to be the “best.” Being 
  a Conformist is not necessarily a bad thing — every 
  group needs followers to lend stability to their causes. 
  Groupies, party voters, and “the masses” are Conform-
  ist Archetypes. Conformist Kindred can take many 
  forms, from the ardent Sabbat pack member, to the 
  Kindred who follows a Clan-first agenda, to the trusted 
  supporters of a titled vampire or rising star.
  — Regain a point of Willpower whenever the group 
  or your supported leader achieves a goal due to your 
  support.
  Conniver
  Why work for something when you can trick some-
  body else into getting it for you? The Conniver always 
  tries to find the easy way, the fast track to success and 
  wealth. Some people call him a thief, a swindler, or 
  less pleasant terms, but he knows that everybody in the 
  world would do unto him if they could. He just does 
  it first, and better. Criminals, con artists, salespeople, 
  urchins, and entrepreneurs might be Connivers. Some 
  would argue that all Kindred are Connivers in some 
  sense, but those that have the Conniver archetype may 
  be abusive to their childer and ghouls, or they may be 
  more persuasive in gaining support for their machina-
  tions.
  — Regain a point of Willpower whenever you trick 
  someone into doing something for you, or when you 
  convince someone to help you against their own best 
  interests.
  Creep Show
  You strive to shock and disgust those around you with 
  gratuitous acts and ostentatiously “evil” mannerisms. 
  You realize, of course, that it’s all show and merely a 
  way to intimidate and control others. Outsiders, on the 
  other hand, think you are the Devil incarnate, and you 
  revel in this image. Shock-rockers, rebellious teenag-
  ers, circus freaks, and the attention-starved exemplify 
  the Creep Show Archetype.
  — Regain a point of Willpower whenever someone 
  recoils from you in horror or otherwise reacts in fear.
  Curmudgeon
  A Curmudgeon is bitter and cynical, finding flaws 
  in everything and seeing little humor in life or unlife. 
  He is often fatalistic or pessimistic, and has very little 
  esteem for others. To the Curmudgeon, the glass is 
  never more than half-full, though it may be damn near 
  empty when other people are involved. Many Inter-
  net junkies, pop-culture fans, and Generation Xers are 
  Curmudgeons. Kindred Curmudgeons see elder oppres-
  sion or spoiled neonates running amok behind every 
  development in undead society, and may or may not 
  rise beyond acerbic grumbling to change any problems 
  they perceive.
  — Regain a point of Willpower whenever someone 
  does something specific and negative, just like you said 
  they would. You must predict and quantify this fail-
  ure aloud, such as by warning, “The Prince is going 
  to fuck us on this one,” or “Just watch, that Malka-
  vian’s ghoul is going to do something really reckless.” 
  You may simply whisper your prophecy of grief to the 
  Storyteller if you wish, instead of announcing it to the 
  whole troupe.
  Dabbler
  The Dabbler is interested in everything but focuses 
  on nothing. He flits from idea to idea, passion to pas-
  sion, and project to project without actually finishing 
  anything. Others may get swept up in the Dabbler’s 
  enthusiasm, and be left high and dry when he moves 
  on to something else without warning. Most Dabblers 
  have high Intelligence, Charisma, and Manipulation 
  ratings, but not much in the way of Wits or Stamina. 
  Toreador are often Dabblers, particularly those afflict-
  ed with the derisive sobriquet “Poseurs.”
  — Regain Willpower whenever you find a new en-
  thusiasm and drop your old one completely.
  Deviant
  The Deviant is a freak, ostracized from society by 
  unique tastes or beliefs that place her outside the main-
  stream. Deviants are not indolent rebels or shiftless 
  “unrecognized geniuses”; rather, they are independent 
  thinkers who don’t quite fit in the status quo. Devi-
  ant Archetypes often feel that the world stands against 
  them, and as such reject traditional morality. Some 
  have bizarre tastes, preferences, and ideologies. Ex-
  tremists, eccentric celebrities, and straight-up weirdoes 
  are Deviant Archetypes. Kindred deviants may observe 
  heretical or outlawed habits like diablerie or deference 
  to elders, and they may well go Anarch or Autarkis 
  instead of having to constantly defend their subversion 
  of Traditions or Sect customs.
  — Regain a point of Willpower any time you are able 
  to flout social mores without retribution. 
  
  91 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Director
  To the Director, nothing is worse than chaos and 
  disorder. The Director seeks to be in charge, adopt-
  ing a “my way or the highway” attitude on matters of 
  decision-making. The Director is more concerned with 
  bringing order out of strife, however, and need not be 
  truly “in control” of a group to guide it. Coaches, teach-
  ers, and many political figures exemplify the Director 
  Archetype. Kindred Directors may be simple advocates 
  of established codes, or they may prove instrumental in 
  tearing down corrupt existing orders to make way for 
  new leaders or factional movements.
  — Regain a point of Willpower when you influence 
  or aid a group or influential individual in the comple-
  tion of a difficult task.
  Enigma
  Your actions are bizarre, puzzling, and inexplicable 
  to everyone except yourself. Your strangeness may be a 
  residual effect from your Embrace, or the most effective 
  way for you to carry out your work. To the rest of the 
  world, however, your erratic actions suggest that you’re 
  eccentric if not completely crazy. Conspiracy theorists, 
  deep-cover agents, and Jyhad fanatics all live up to the 
  Enigma Archetype
  — Regain a point of Willpower whenever someone 
  is completely perplexed or baffled by one of your ac-
  tions that later turns out to be a fruitful endeavor.
  Eye of the Storm
  Despite your calm appearance, chaos and havoc 
  seems to follow you. From burning cities to emotional 
  upheaval, death and destruction circle you like alba-
  trosses. For you, unlife is a never-ending trial with un-
  certainty around every corner. Gang leaders, political 
  figures, and other influential individuals exemplify the 
  Eye of the Storm Archetype.
  — Regain a point of Willpower whenever a ruckus, 
  riot, or less violent but equally chaotic phenomenon 
  occurs around you.
  Fanatic
  The Fanatic has a purpose, and that purpose con-
  sumes his existence. The Fanatic pours himself into 
  his cause, and he may even feel guilty for undertaking 
  any objective that deviates from his higher goal. To 
  the Fanatic, the end justifies the means — the cause is 
  more important than those who serve it. Players who 
  choose Fanatic Archetypes must select a cause for their 
  character to further. Revolutionaries, zealots, and sin-
  cere firebrands are all examples of Fanatic Archetypes. 
  Kindred Fanatics are often champions for or against 
  a particular aspect of undead society, such as equality 
  among all vampires, the extermination of Anarchs, or 
  stamping infernalism out of the Sword of Caine.
  — Regain a point of Willpower whenever you ac-
  complish some task that directly relates to your cause.
  Gallant
  Gallants are flamboyant souls, always seeking atten-
  tion and the chance to be the brightest star. Gallants 
  seek the company of others, if only to earn their adora-
  tion. Attention drives the Gallant, and the chase is 
  often as important as its end. Nothing excites a Gal-
  lant so much as a new audience to woo. Performers, 
  only children, and those with low self-esteem often 
  embody the Gallant Archetype. Kindred Gallants may 
  be Harpies, or they may have enormous herds of doting 
  thralls.
  — Regain a Willpower point whenever you success-
  fully impress another person. Ultimately, the Storytell-
  er is the arbiter of how much you dazzle someone, even 
  in the case of other players’ characters.
  Guru
  Your enlightenment draws others to you. You may 
  be a mentor of a particular Path of Enlightenment, a 
  priest with the Church, or merely an idealist. Whatev-
  er the case, your presence motivates and moves others 
  to engage in spiritual or ideological pursuits. Your peers 
  view you as calm, centered, and “with it,” even when 
  you are preaching violence as a means to an end. Cult 
  leaders, Zen masters, and Pack Priests are examples of 
  Gurus.
  — Regain a point of Willpower whenever someone 
  seeks out your help in spiritual matters and your guid-
  ance moves that individual to an enlightened action 
  that he normally would not have taken. Also, regain a 
  point of Willpower whenever you achieve an epiphany 
  that relates to your personal philosophy.
  Idealist
  The Idealist believes — truly, madly, deeply — in 
  some higher goal or morality. The object of his ideal-
  ism may be something as pragmatic as the Camarilla’s 
  eventual triumph or as amorphous as the ultimate 
  good, but the belief is there. Idealists are frequently ei-
  ther very new to the Blood or very old, and many seek 
  
  92 
  CHAPTER THREE: CHARACTER AND TRAITS
  Golconda as the final expression of their idealism. In 
  the meantime, an Idealist tries to reconcile his beliefs 
  with the demands of vampiric existence, often acting 
  contrary to his self-interest in doing so.
  — Regain a point of Willpower any time an action 
  in pursuit of your ideals furthers your goals and brings 
  your ideal closer to fruition.
  Judge
  The Judge perpetually seeks to improve the system. 
  A Judge takes pleasure in her rational nature and abil-
  ity to draw the right conclusion when presented with 
  facts. The Judge respects justice, as it is the most effi-
  cient model for resolving issues. Judges, while they pur-
  sue the “streamlining” of problems, are rarely visionary, 
  as they prefer proven models to insight. Engineers, law-
  yers, and doctors are often Judge Archetypes. Kindred 
  Judges might gravitate toward enforcement roles in lo-
  cal society, or they might be a voice of reason in an 
  otherwise radical coterie.
  — Regain a point of Willpower whenever you cor-
  rectly solve a problem by considering the evidence 
  presented, or when one of your arguments unites dis-
  senting parties.
  Loner
  Even in a crowd the Loner sticks out, because he 
  so obviously does not belong. Others view Loners as 
  pariahs, remote, and isolated, but in truth the Loner 
  prefers his own company to that of others. For what-
  ever reason, the Loner simply disdains others, and this 
  feeling is often reciprocated. Criminals, radicals, and 
  free thinkers are all Loner Archetypes. Kindred Loners 
  often hail from one of the rugged individualist Clans 
  like the Gangrel or Ravnos, and they have a procliv-
  ity for ending up Autarkis by dint of not giving a shit 
  what some up-his-own-ass Prince or Archbishop says 
  is a law.
  — Regain a point of Willpower when you accom-
  plish something by yourself, yet which still benefits the 
  coterie in some way.
  Martyr
  The Martyr suffers for his cause, enduring his trials 
  out of the belief that his discomfort will ultimately im-
  prove others’ lot. Some Martyrs simply want the at-
  tention or sympathy their ordeals engender, while oth-
  ers are sincere in their cause, greeting their opposition 
  with unfaltering faith. Many revolutionaries, staunch 
  idealists, and outcasts are Martyr Archetypes. Kindred 
  Martyrs are often associated with reform movements 
  among Kindred society, but rarely as figureheads — 
  and they need not necessarily be on the pro-reform 
  side of the issue.
  — Regain a point of Willpower when you suffer 
  some amount of damage or loss of a definable resource 
  for your ideals or another’s immediate gain.
  Masochist
  The Masochist exists to test his limits, to see how 
  much pain he can tolerate before he collapses. He 
  gains satisfaction in humiliation, suffering, denial, and 
  even physical pain. The Masochist defines who he is 
  by his capacity to feel discomfort — he rises each night 
  only to greet a new pain. Certain extreme athletes, ur-
  ban tribalists, and the clinically depressed exemplify 
  the Masochist Archetype. Kindred Masochists might 
  be overtly self-mortifying horrors who play to their 
  Beast’s self-destructive whims, or they may be ambi-
  tious taskmasters, as with a coterie leader who refuses 
  to accept failure and pushes his own limits in his exact-
  ing schemes.
  — Regain one point of Willpower when your own 
  suffering leads to some tangible gain for you, and two 
  points of Willpower whenever you experience pain in 
  a truly unique way.
  Monster
  The Monster knows she is a creature of darkness 
  and acts like it. Evil and suffering are the Monster’s 
  tools, and she uses them wherever she goes. No vil-
  lainy is below her, no hurt goes uninflicted, and no lie 
  remains untold. The Monster does not commit evil for 
  its own sake, but rather as a means to understand what 
  she has become. Unstable individuals, those who have 
  been greatly wronged or harmed, and those defined as 
  sociopaths may come to display characteristics of the 
  Monster Archetype. Kindred Monsters include many 
  Sabbat, degenerate Kindred elders, and those who nev-
  er adjust properly to what they have become after the 
  Embrace.
  — Malignant deeds reinforce the Monster’s sense 
  of purpose. Monster characters should pick a specific 
  atrocity, regaining Willpower whenever they indulge 
  that urge. For example, a tempter regains Willpower 
  for luring someone into wickedness, while an apostate 
  earns back Willpower for causing another to doubt her 
  faith. Pick a destiny and fulfill it. Storytellers, be care-
  ful with how you reward this Archetype. For example, 
  
  93 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  a player who chooses violence as an atrocity shouldn’t 
  recoup Willpower in every combat, but perhaps only 
  in those that involve wanton destruction, or even 
  cause degeneration checks due to their gruesomeness. 
  Monster is a difficult Archetype for which to offer re-
  wards, and those rewards should come as a result of the 
  character challenging his own descent into the Beast, 
  not rampaging ungovernably because he gains an ever-
  refreshing pool of bonus dice.
  Pedagogue
  The Pedagogue knows it all, and desperately wants to 
  inform others. Whether through a sense of purpose or 
  a genuine desire to help others, the Pedagogue makes 
  sure his message is heard — at length, if necessary. 
  Pedagogue Archetypes may range from well-meaning 
  mentors to verbose blowhards who love to hear them-
  selves talk. Instructors, the overeducated, and “veter-
  ans of their field” are all examples of Pedagogue Ar-
  chetypes. Kindred Pedagogues include watchdogs of 
  the Traditions, ideological Anarchs, and perhaps even 
  that rare soul seeking Golconda who wants company 
  on the journey.
  — Regain one point of Willpower whenever you see 
  or learn of someone who has benefited from the wis-
  dom you shared with them.
  Penitent
  The Penitent exists to atone for the grave sin she com-
  mits simply by being who she is. Penitents have either 
  low self-esteem or traumatic past experiences, and feel 
  compelled to “make up” for inflicting themselves upon 
  the world. Penitent Archetypes are not always religious 
  in outlook; some truly want to scourge the world of the 
  grief they bring to it. Repentant sinners, persons with 
  low self-esteem, and remorseful criminals are examples 
  of the Penitent Archetype. Penitent Kindred include 
  those who scourge themselves of the Beast like medieval 
  monks, vampires who stand up for the rights of mortals, 
  and those who subsist entirely on the vitae of animals.
  — Regain a point of Willpower whenever you feel 
  that you have achieved absolution for a given griev-
  ance. This redemption should be of the same magni-
  tude as the transgression — the greater the crime, the 
  greater the penance. The Storyteller is the ultimate ar-
  biter of what constitutes a reasonable act of reparation.
  
  94 
  CHAPTER THREE: CHARACTER AND TRAITS
  Perfectionist
  Perfectionist Archetypes demand flawless execution. 
  A half-hearted job gives the Perfectionist no satisfac-
  tion, and she expects the same degree of commitment 
  and attention to detail from others that she demands 
  from herself. Although the Perfectionist may be exact-
  ing, the achievement of the end goal drives her, and 
  often those for whom she is responsible. Prima don-
  nas, artists, and architects exemplify the Perfectionist 
  Archetype. A Perfectionist Kindred might be a zeal-
  ous Sabbat member who expects more than his pack 
  can consistently deliver, or she may be a moralist who 
  sometimes applies her own high standards of Humanity 
  to others in her coterie.
  — Regain a point of Willpower whenever you ac-
  complish your goal without any demonstrable flaw or 
  impediment, and regain a Willpower point whenever 
  you motivate another character to succeed as a result 
  of your own shining example.
  Rebel
  The Rebel is a malcontent, never satisfied with the 
  status quo or the system as it is. He hates the very idea 
  of authority and does everything in his power to chal-
  lenge and undermine it. Perhaps the Rebel truly be-
  lieves in his ideals, but it is just as likely that he bears 
  authority figures some ill will over a “wrong” done to 
  him in the past. A Rebel may hate institutions categor-
  ically, or she may be consumed with opposition toward 
  a single particular authority. Teenagers, insurrection-
  ists, and nonconformists all exemplify the Rebel Ar-
  chetype. Rebel Kindred certainly include the Sabbat, 
  Anarchs, and temperamental Brujah, but also have 
  room for Tremere who chafe at the rigid Clan hierar-
  chy or neonates who deplore their sires.
  — Regain a point of Willpower whenever your ac-
  tions adversely affect your chosen opposition. Rebels 
  may oppose the government, the Church, a vampire 
  Prince, or any other holder of authority. The player 
  should choose whom or what his character rebels 
  against when he adopts this Archetype. Storytellers 
  should take rebellion against “all authority” with a 
  grain of salt, and apply the Willpower reward for such 
  a broad concept to only greater and greater actions of 
  insurgency.
  Rogue
  Only one thing matters to the Rogue: herself. To 
  each his own, and if others cannot protect their claims, 
  they have no right to them. The Rogue is not neces-
  sarily a thug or bully, however. She simply refuses to 
  succumb to the whims of others. Rogues almost univer-
  sally possess a sense of self-sufficiency. They have their 
  own best interests in mind at all times. Prostitutes, 
  capitalists, and criminals all embody the Rogue Arche-
  type. Kindred Rogues include diablerists, Autarkis, and 
  a Primogen who puts his Clan’s opportunities before 
  the supremacy of the Kindred as a whole.
  — Regain a point of Willpower when your self-cen-
  tered disposition leads you to profit, materially or oth-
  erwise. At the Storyteller’s discretion, accumulating 
  gain without exposing your own weaknesses may let 
  you regain two points of Willpower. As well, you may 
  regain a point of Willpower when your efforts benefit 
  the group to which you belong when that benefit comes 
  at the expense of another group.
  Sadist
  You exist to inflict pain and suffering upon others. 
  Killing is too easy; torture is the best way to truly harm 
  a person, and you seek the slowest, most painful means 
  to push others to the ultimate limits. Pain — others’ 
  pain — gives you immense pleasure. Drill sergeants, 
  jilted ex-lovers, and some of the terminally deranged 
  may all embody the Sadist Archetype at one time or 
  another; sadism is rare enough to appear only in aber-
  rant cases, rather than reliably in any type or class of 
  person.
  — Regain a point of Willpower whenever you inflict 
  pain upon someone for no reason other than your own 
  pleasure.
  Scientist
  To a Scientist, existence is a puzzle which she can 
  help to reassemble. A Scientist logically and methodi-
  cally examines her every situation and maneuver, look-
  ing for logical outcomes and patterns. This is not to say 
  that the Scientist is always looking for a scientific or 
  rational explanation, but rather she examines her sur-
  roundings rigorously and with a critical eye. The sys-
  tem a Scientist attempts to impose on the world may 
  be completely ludicrous, but it is a system, and she 
  sticks by it. 
  — Regain Willpower any time a logical, systematic 
  approach to a problem helps you solve it, or informa-
  tion gathered logically is of use in another, similar situ-
  ation.
  
  95 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Sociopath
  All inferior beings both living and undead should 
  be exterminated in order to bring about a harmoni-
  ous existence. You likely feel no remorse when you 
  kill (depending upon your Humanity or Path). On 
  the contrary, you are doing a glorious deed for society. 
  Some vampires are critical of your violent nature, but 
  you sometimes manage to sway them with arguments 
  like, “Darwin would agree that I’m only helping nature 
  along!” and, “Only the strongest shall survive!”
  — Regain Willpower whenever you are the greatest 
  contributor to a body count after everything has settled 
  down. This count includes times when you are the only 
  killer, and it needs not result from a massive combat — 
  like killing every member of a movie audience or gun-
  ning down defenseless patrons in a bank robbery.
  Soldier
  The Soldier is not a blindly loyal follower. While 
  she exists for orders, she does not adhere to them un-
  questioningly. More independent than a Conformist 
  but too tied into the idea of command to be a Lon-
  er, the Soldier applies her own techniques to others’ 
  goals. While she may seek command herself someday, 
  her ambitions lie within the established hierarchy and 
  structure. The Soldier has no compunctions about us-
  ing whatever means necessary to do what needs to be 
  done, so long as the orders to do so came from the right 
  place.
  — Regain a point of Willpower when you achieve 
  your orders’ objectives. The more difficult the orders 
  are to fulfill, the better it feels to accomplish them. At 
  Storyteller discretion, pulling off a spectacular success 
  or fulfilling a lengthy mission may well be worth ad-
  ditional Willpower points.
  Survivor
  No matter what happens, no matter the odds or op-
  position, the Survivor always manages to pull through. 
  Whether alone or with a group, the Survivor’s utter 
  refusal to accept defeat often makes the difference be-
  tween success and failure. Survivors are frustrated by 
  others’ acceptance of “what fate has in store” or will-
  ingness to withstand less than what they can achieve. 
  Outcasts, street folk, and idealists may well be Survivor 
  Archetypes. A Kindred Survivor might be a renegade 
  under a Prince’s edict of Blood Hunt, an erstwhile 
  Bishop forced from power, or a lowly Nosferatu who 
  finds himself kicked from hunting ground to hunting 
  ground with no acknowledged claim of domain. 
  — Regain one point of Willpower whenever you sur-
  vive a threatening situation through tenacity, or when 
  your counsel causes someone else to persist in spite of 
  opposition.
  Thrill-Seeker
  The Thrill-Seeker lives for the rush of danger. Un-
  like those of arguably saner disposition, the Thrill-
  Seeker actively pursues hazardous and possibly deadly 
  situations. The Thrill-Seeker is not consciously sui-
  cidal or self-destructive — he simply seeks the stimula-
  tion of imminent disaster. Gangbangers, petty thieves, 
  and exhibitionists are all examples of the Thrill-Seeker 
  Archetype. Kindred Thrill-Seekers might habitually 
  break the Masquerade just to see if they’ll get caught, 
  they might maintain contacts in a rival Clan or Sect, 
  or they might actively plot a Prince’s overthrow just to 
  see if they can pull it off.
  — Regain a point of Willpower any time you suc-
  ceed at a dangerous task that you have deliberately un-
  dertaken. Thrill-Seekers are not stupid, however, and 
  the Storyteller may choose not to reward a player who 
  heedlessly sends her character into danger for the sole 
  intent of harvesting Willpower.
  Traditionalist
  The orthodox ways satisfy the Traditionalist, who 
  prefers to accomplish her goals with time-tested meth-
  ods. Why vary your course when what has worked in 
  the past is good enough? The Traditionalist finds the 
  status quo acceptable, even preferable, to a change that 
  might yield unpredictable results. Conservatives, judg-
  es, and authority figures are all examples of Tradition-
  alist Archetypes. Traditionalist Kindred unsurprisingly 
  look to the Traditions as a behavior model, though a 
  few Anarchs and elders may espouse a “traditionalism” 
  that predates both Camarilla and Sabbat.
  — Regain a point of Willpower any time the proven 
  ways turn out to be the best. Also, regain a point of 
  Willpower any time you adhere to one of your pre-
  viously espoused positions and it proves to be a wise 
  course of action.
  Trickster
  The Trickster finds the absurd in everything. No mat-
  ter how grim life (or unlife) may become, the Trickster 
  always uncovers a kernel of humor within it. Trick-
  sters cannot abide sorrow or pain, and so they strive to 
  lighten the spirits of those around them. Some Trick-
  sters have even higher ideals, challenging static dogma 
  
  96 
  CHAPTER THREE: CHARACTER AND TRAITS
  by exposing its failures in humorous ways. Comedians, 
  satirists, and social critics are examples of Trickster 
  Archetypes. Kindred Tricksters may call attention to 
  the flaws in a leader’s policy, they may be glib-tongued 
  devil’s advocates who question the Traditions or ritae 
  of their Sect, or they may simply have an acute sense 
  of the ironies of a world that makes vampiric predator 
  and mortal prey almost indistinguishable physically.
  — Regain a point of Willpower any time you manage 
  to lift others’ spirits, especially if you are able to assuage 
  your own pain in the process.
  Visionary
  The Visionary is strong enough to look beyond the 
  mundane and perceive the truly wondrous. Visionaries 
  test accepted societal limits, and seek what few others 
  have the courage to imagine. The Visionary rarely finds 
  satisfaction in what society has to offer; she prefers to 
  encourage society to offer what it could instead of what 
  it does. Typically, society responds poorly to Visionar-
  ies, though it is they who are responsible for bringing 
  about progress and change. Philosophers, inventors, 
  and the most inspired artists often have Visionary 
  Natures. Kindred Visionaries may want to plunge all 
  mortals into vampiric thrall, they may adapt technolo-
  gies that other, more static Kindred fear or overlook, 
  or they may have a “better way” to coexist with other 
  vampires than all of this Prince-and-Regent nonsense.
  — Regain a point of Willpower each time you are 
  able to convince others to have faith in your dreams 
  and follow the course of action dictated by your vi-
  sion. Note that gaining support is the key to a Vision-
  ary regaining Willpower. Success need not come to a 
  Visionary, at least not with every step in changing the 
  structures in question. Her greatest successes may in-
  deed come after her Final Death.
  Attributes
  Every Vampire character has Attributes. They repre-
  sent the basic potential of every person in the world, as 
  well as most other living (and unliving) things. Most 
  people have Attribute ratings between 1 (poor) and 
  3 (good), though exceptionally gifted individuals may 
  have ratings of 4 (excellent) or even 5 (peak human 
  capacity). Some vampire elders have higher ratings 
  still, while other Kindred, like the hideously ugly Nos-
  feratu, may have ratings supernaturally lower than the 
  human minimum.
  Physical
  Physical Attributes define the condition of a char-
  acter’s body. They indicate how strong, agile, and 
  resilient a character is. Physical Attributes should be 
  taken as the primary category for an action-oriented 
  character.
  Vampires may use ingested blood to supernaturally 
  augment their Physical (and only their Physical) At-
  tributes. For more on this, see p. 268.
  Strength
  Strength is the raw, brute power of a character. It 
  governs how much weight a character can lift, how 
  much he can physically push, and how hard he can 
  hit another character or object. The Strength Trait is 
  added to a character’s damage dice pool when he hits 
  his opponent in hand-to-hand combat. It is also used 
  when a character wishes to break, lift, or carry some-
  thing, as well as when a character tries to jump a dis-
  tance.
  Specialties
  Some characters are especially good at 
  particular applications of their Traits. For 
  example, a mechanic might be particularly 
  good with muscle cars, a thief might excel at 
  breaking and entering, or a brawler might be 
  infamous as a dirty fighter. To represent this, 
  characters with ratings of 4 or higher in At-
  tributes or Abilities may choose specialties for 
  those Traits.
  A specialty is a particular subcategory of an 
  Attribute or Ability — thus, a character with 
  a Strength 5 might choose to be especially 
  adept in deadlifting, while a character with 
  Performance 4 might be renowned for her 
  singing. Whenever a player makes a die roll 
  involving an activity in which her character 
  has specialized, she may count any die that 
  comes up “10” as two successes instead of just 
  one.
  
  97 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  • 
   
  Poor: You can lift 40 lbs (about 20  
   
   
  kgs).
  •• 
   
  Average: You can lift 100 lbs (close  
   
   
  to 50 kgs).
  •••  
  Good: You can lift 250 lbs (a little  
   
   
  over 100 kgs).
  ••••  
  Exceptional: You can lift 400 lbs  
   
   
  (close to 200 kgs).
  ••••• 
  Outstanding: You can lift 650 lbs  
   
   
  (nearly 300 kgs) and crush skulls like  
   
   
  grapes.
  Specialties: Never Lets Go, Powerful Arms, Reserves 
  of Strength, Vicious
  Dexterity
  The Dexterity Attribute measures a character’s gen-
  eral physical prowess. It encompasses the character’s 
  speed, agility, and overall quickness, as well as indicat-
  ing the character’s ability to manipulate objects with 
  control and precision. Also included under Dexter-
  ity’s heading are hand-eye coordination, reflexes, and 
  bodily grace.
  • 
   
  Poor: You are clumsy and awkward.  
   
   
  Put that gun down before you hurt  
   
   
  yourself.
  •• 
   
  Average: You’re no clod, but you’re  
   
   
  no ballerina, either.
  •••  
  Good: You possess some degree of  
   
   
  athletic potential.
  ••••  
  Exceptional: You could be an acrobat  
   
   
  if you wished.
  ••••• 
  Outstanding: Your movements are  
   
   
  liquid and hypnotic — almost   
   
   
  superhuman.
  Specialties: Precise, Swift, Feline Grace, Lightning 
  Reflexes
  Stamina
  The Stamina Trait reflects a character’s health, 
  toughness, and resilience. It indicates how long a char-
  acter can exert herself and how much punishment she 
  can withstand before suffering physical trauma. Stami-
  na also includes a bit of psychic fortitude, indicating a 
  character’s grit and tenacity.
  • 
   
  Poor: You bruise in a stiff wind.
  •• 
   
  Average: You are moderately healthy  
   
   
  and can take a punch or two.
  •••  
  Good: You are in good shape and  
   
   
  rarely fall ill.
  ••••  
  Exceptional: You can run — and  
   
   
  perhaps win — any marathon you  
   
   
  choose.
  ••••• 
  Outstanding: Your constitution is  
   
   
  truly herculean.
  Specialties: Tireless, Determined, Tough as Nails, 
  Vigorous
  Social
  Despite their often lonely fates, Kindred use human 
  society like building blocks to advance their schemes. 
  Social Attributes delineate a character’s appearance, 
  charm, and ability to interact with society. These 
  Traits are paramount in determining a character’s first 
  impressions, personal dynamics, and relations with 
  other individuals.
  Charisma
  Charisma is a character’s ability to entice and please 
  others through her personality. Charisma comes into 
  question when a character tries to win another char-
  acter’s sympathies or encourage others to trust her. 
  Charisma reflects the power of a character’s charm and 
  influence. It governs a character’s ability to convince 
  others to see her point of view. This Attribute doesn’t 
  necessarily indicate how the character is charismatic, 
  whether she’s a silver-tongued charmer or a grinning 
  bully. (These should come across through roleplaying 
  and specialties.) 
  • 
   
  Poor: There’s something a little   
   
   
  sketchy about you.
  •• 
   
  Average: You are generally likable  
   
   
  and have several friends.
  •••  
  Good: People trust you implicitly.
  ••••  
  Exceptional: You have significant  
   
   
  personal magnetism.
  ••••• 
  Outstanding: Entire cultures could  
   
   
  follow your lead.
  Specialties: Graceful, Smooth Talker, Forceful, Ur-
  bane, Witty, Eloquent, Hustler 
  Manipulation
  Manipulation measures a character’s ability for self-
  expression in the interests of getting others to share 
  her outlook or follow her whims. In short, it’s getting 
  others to do what she wants. Manipulation comes into 
  
  98 
  CHAPTER THREE: CHARACTER AND TRAITS
  play when a character tries to influence or subtly guide 
  another’s behavior. Manipulation is used to trick, bluff, 
  fast-talk, and railroad other characters. Whether or not 
  the characters in question actually like the manipula-
  tor is irrelevant (this is why Manipulation differs from 
  Charisma). After all, a skilled motivator can even em-
  ploy the talents of people who hate her.
  Manipulation is a dangerous affair, though it is way 
  many Kindred primarily affect the world around them. 
  Failed attempts at manipulation often earn the ire of 
  the would-be patsy. Botching a Manipulation roll may 
  add a name to the character’s list of enemies.
  People are manipulated every day, and typically ig-
  nore it. (“Would you run to the store for me?”) If the 
  fact is brought to their attention, however, many peo-
  ple become quite defensive. Manipulation can be the 
  most powerful tool in a Kindred’s repertoire, but failure 
  can be disastrous. Characters with high Manipulation 
  ratings are often distrusted by those around them.
  • 
   
  Poor: A person of few (often ineffec- 
   
   
  tual) words.
  •• 
   
  Average: You can fool some of the  
   
   
  people some of the time, just like  
   
   
  anybody else.
  •••  
  Good: You never pay full price.
  ••••  
  Exceptional: You could be a  
   
   
   
  politician or cult leader.
  ••••• 
  Outstanding: “Of course I’ll tell the  
   
   
  Prince I was the one who tried to  
   
   
  stake him!” 
  Specialties: Persuasive, Seductive, Well-Reasoned, 
  Misdirection, Conjurer of “Facts”
  Appearance
  The Appearance Attribute is a measure of how 
  well a character makes a first impression. This may be 
  conventional “attractiveness,” but it can also be the 
  effect of distinctive features, an exotic mien, an air 
  of confidence, distinctive posture, a flair for dressing 
  well — anything remarkable upon initial observation 
  can contribute to a character’s Appearance. Indeed, 
  Appearance is the amalgamation of many descriptive 
  personal characteristics. Appearance is subconscious 
  and instinctual — it appeals to the lower levels of the 
  psyche, so it shapes first impressions and the nature of 
  memories thereafter. 
  This Trait is useful for getting potential vessels to 
  heed your beckoning across a crowded dance floor. In 
  
  99 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  situations in which first impressions are paramount, or 
  that involve people who view Appearance as very im-
  portant, a character may have no more dice in a Social 
  dice pool than her Appearance rating. Thus, it is criti-
  cally important to either look your best or get to know 
  people before you start trying to convince them to fire-
  bomb the Justicar’s haven.
  • 
   
  Poor: Your clothes stink, you turn  
   
   
  people off right away, or you’re just  
   
   
  damned ugly.
  •• 
   
  Average: You don’t stand out in a  
   
   
  crowd, for better or for worse.
  •••  
  Good: “Let me buy you a drink.”
  ••••  
  Exceptional: People go out of their  
   
   
  way to make your acquaintance.
  ••••• 
  Outstanding: People never forget you.
  Specialties: Unconventional Looks, Photogenic, 
  Fashion Sense, Unforgettable Face, Memorable Pose
  Mental
  Mental Attributes define a character’s epistemic 
  capacities, including such aspects as memory, intelli-
  gence, awareness of one’s surroundings, and the ability 
  to think, learn, and react.
  Perception
  Perception measures a character’s ability to observe 
  his environment. This may involve a conscious effort, 
  such as searching an area, but it is more often intui-
  tive, as the character’s keen senses notice something 
  out of the ordinary. Perception is a sensitivity to one’s 
  surroundings, and is seldom present in the cynical or 
  jaded (who have seen it all before).
  Perception is used to determine whether or not a 
  character understands a given situation or detects an 
  environmental stimulus. It can warn a character of am-
  bushes, distinguish a clue from a pile of refuse, or un-
  cover any other hidden or overlookable detail, whether 
  physical or otherwise.
  • 
   
  Poor: Perhaps you are absurdly self- 
   
   
  absorbed, perhaps merely an airhead.  
   
   
  In any event, watch out for that car!
  •• 
   
  Average: The very subtle evades you,  
   
   
  but you’re aware of the bigger picture.
  •••  
  Good: You perceive moods, textures,  
   
   
  and small changes in your  
   
   
   
  environment.
  ••••  
  Exceptional: Almost nothing escapes  
   
   
  your notice.
  ••••• 
  Outstanding: You instantly observe  
   
   
  things almost imperceptible to human  
   
   
  senses.
  Specialties: Attentive, Insightful, Careful, Discern-
  ing, Tactical
  Intelligence
  The Intelligence Attribute refers to a character’s 
  grasp of facts and knowledge. It also governs a char-
  acter’s ability to reason, solve problems, and evaluate 
  situations. Intelligence also includes critical thinking 
  and flexibility of thought.
  Intelligence does not include savvy, wisdom, or com-
  mon sense, as those are properties of the character’s 
  personality, not Traits. Even the smartest character 
  may be too foolish to realize the thugs who want to 
  “borrow” her car keys are up to no good.
  Characters with low Intelligence aren’t necessarily 
  stupid (though they might be); they are just uneducat-
  ed or simple thinkers. Likewise, characters with high 
  Intelligence aren’t all Einsteins; they may be better 
  at rote memorization or have particularly keen judg-
  ment.
  • 
   
  Poor: Not the sharpest knife in the  
   
   
  drawer.
  •• 
   
  Average: Smart enough to realize  
   
   
  you’re normal.
  •••  
  Good: More enlightened than the  
   
   
  masses.
  ••••  
  Exceptional: You’re not just bright,  
   
   
  you’re downright brilliant.
  ••••• 
  Outstanding: Certified genius.
  Specialties: Book Knowledge, Creative, Analytical, 
  Problem Solver, Subject Authority
  Wits
  The Wits Trait measures the character’s ability to 
  think on her feet and react quickly to a certain situ-
  ation. It also reflects a character’s general cleverness. 
  Characters with low Wits ratings are thick and men-
  tally lethargic, or maybe gullible and unsophisticated. 
  By contrast, characters with high Wits Traits almost 
  always have a plan immediately and adapt to their sur-
  roundings with striking expedience. Characters with 
  high Wits also manage to keep their cool in stressful 
  situations.
  
  100 
  CHAPTER THREE: CHARACTER AND TRAITS
  • 
   
  Poor: Pull my finger.
  •• 
   
  Average: You know when to bet or  
   
   
  fold in poker.
  •••  
  Good: You are seldom surprised or  
   
   
  left speechless.
  ••••  
  Exceptional: You’re one of the people  
   
   
  who make others think, “Ooh, I  
   
   
  should have said...” the next day.
  ••••• 
  Outstanding: You think and respond  
   
   
  almost more quickly than you can act.
  Specialties: Getting the Jump on Others, Witty Bon 
  Mots, Changes in Strategy, Ambushes
  Abilities
  As mentioned before, Abilities are the Traits used 
  to describe what you know and what you’ve learned 
  to do. Whereas Attributes represent your raw poten-
  tial, Abilities represent the ways you’ve learned to use 
  that potential. You may not need anything but brute 
  strength to smash through a door — but if you’re trying 
  to use sheer muscle power to force an engine part into 
  place without breaking anything, you’d better know 
  something about mechanics. When rolling dice, you’ll 
  probably pair an Ability with an appropriate Attribute, 
  in order to properly depict the combination of poten-
  tial and know-how that’s necessary for getting things 
  done.
  There are 30 Abilities: 10 Talents, 10 Skills, and 
  10 Knowledges. Each Ability typically covers a broad 
  range of aptitudes. For certain Abilities (Expression, 
  Crafts, Performance, Academics, Law, Science, and 
  Technology), it is best to pick a specialty (p. 96), even 
  if the character’s rating in the Ability is not yet 4 or 
  higher. Thus, a character with the Crafts Skill is gen-
  erally versed in handiwork of all sorts, but might be 
  particularly adept at auto mechanics.
  Talents
  Talents describe what you intuitively know, what 
  you can do without coaching or instruction. The only 
  way to improve your Talents is through direct experi-
  ence — with the exception of a very few cases (such as 
  studying a text on Jeet Kune Do to learn a single dot 
  of Brawl), these things can’t be learned from a book or 
  an Internet video. If you try an action involving a Tal-
  ent your character doesn’t possess, there’s no penalty to 
  your basic Attribute dice pool. Talents are so intuitive 
  that virtually everyone can execute them with some 
  degree of capacity. 
  Alertness
  This is your basic knack for noticing things that go 
  on around you, even when you’re not actively looking 
  for them. Alertness describes the attention you pay to 
  the outside world, whether otherwise occupied or not. 
  This Talent is typically paired with Perception, and is 
  best used when sensing physical stimuli (as opposed to 
  moods or clues).
  • 
   
  Novice: You’re no mindless drone. 
  •• 
   
  Practiced: Habitual eavesdropper
  •••  
  Competent: You keep a sharp eye on  
   
   
  your surroundings.
  ••••  
  Expert: Whether from paranoia or  
   
   
  good sense, you are rarely caught off- 
   
   
  guard.
  ••••• 
  Master: Your senses are on par with  
   
   
  those of a wild animal.
  Possessed by: Hunters, Bodyguards, Security Per-
  sonnel, Journalists, Burglars
  Specialties: Noises, Eavesdropping, Fine Details, 
  Hidden Weapons, Crowds, Forests, Animals
  Athletics
  This Talent represents your basic athletic ability, as 
  well as any training you might have had in sports or 
  other rigorous activities. Athletics concerns all forms 
  of running, jumping, throwing, swimming, sports, and 
  the like. However, Athletics doesn’t cover basic motor 
  actions such as lifting weights, nor does it govern ath-
  letic feats covered by another Ability (such as Melee).
  • 
   
  Novice: You had an active childhood.
  •• 
   
  Practiced: High-school athlete
  •••  
  Competent: Talented lifelong   
   
   
  amateur
  ••••  
  Expert: Professional athlete 
  ••••• 
  Master: Olympic medalist
  Possessed by: Athletes, Hobbyists, Park Rangers, 
  Jocks, Kids
  Specialties: Swimming, Rock Climbing, Acrobatics, 
  Dancing, Parkour, specific sports
  Awareness
  Awareness is an instinctual reaction to the presence 
  of the supernatural. It differs from Alertness (which 
  measures sensitivity to mundane events) and Occult 
  
  101 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  (which covers actual knowledge about the supernatu-
  ral). Usually, only supernatural creatures have access 
  to this particular Talent, but some unique mortals have 
  a sense that something is strange in the world (such as 
  those with True Faith – see p. 372). 
  Characters with Awareness sometimes get hunches, 
  chills, or sudden flashes of inspiration when they are 
  near supernatural creatures, objects, or events. This 
  insight is purely subconscious, and knowing that some-
  thing’s wrong doesn’t mean that the character knows 
  what it is. To get more specific information, the Kin-
  dred will need to use Occult or a particular power – 
  Awareness only makes the vampire more receptive to 
  the presence of the unusual.
  A vampire can use Awareness deliberately if he sus-
  pects that something is supernatural, but more often 
  the Storyteller can ask for an Awareness roll to deter-
  mine whether a vampire notices a strange event that’s 
  not immediately visible.
  • 
   
  Novice: Once in a while, you get the  
   
   
  feeling that something isn’t right.
  •• 
   
  Practiced: You sometimes get strange  
   
   
  vibes from a particular direction or  
   
   
  vague area (like a building).
  •••  
  Competent: You can walk into a  
   
   
  room and know that something   
   
   
  unusual is going on within.
  ••••  
  Expert: If you concentrate, you can  
   
   
  sense whether a someone in a group  
   
   
  of people or a collection of objects is  
   
   
  supernatural.
  ••••• 
  Master: You instinctually know if  
   
   
  something or someone is mundane or  
   
   
  supernatural.
  Possessed by: Psychics, New Agers, Mystics, Para-
  normal Researchers
  Specialties: Ghostly Activity, Mystical Objects, 
  Someone’s In My Head, Debunking
  Brawl
  The Brawl Talent represents how well you fight in 
  tooth-and-nail situations. This Talent represents skill 
  in unarmed combat, whether from formal martial arts 
  training or simply from plenty of experience. Effec-
  tive brawlers are coordinated, resistant to pain, quick, 
  strong, and mean. The willingness to do whatever it 
  takes to hurt your opponent wins plenty of fights.
  • 
   
  Novice: You were picked on as a kid.
  •• 
   
  Practiced: You’ve participated in the  
   
   
  occasional barroom tussle.
  •••  
  Competent: You’ve fought regularly  
   
   
  and routinely, and generally walked  
   
   
  away in better shape than your   
   
   
  opponents.
  ••••  
  Expert: You could be a serious   
   
   
  contender on the MMA circuit.
  ••••• 
  Master: Somewhere on the Internet,  
   
   
  there’s a video of you taking down  
   
   
  three men in four seconds.
  Possessed by: Military, Police, Roughnecks, Thugs
  Specialties: Dirty Fighting, Strikes, Throws, Submis-
  sion Holds, specific martial arts or combat styles
  Empathy
  You understand the emotions of others, and can sym-
  pathize with, feign sympathy for, or play on such emo-
  tions as you see fit. You are adept at discerning motive, 
  and might be able to discern when someone’s lying to 
  you. However, you may be so in tune with other peo-
  ple’s feelings that your own emotions are affected.
  • 
   
  Novice: You lend the occasional  
   
   
  shoulder to cry on. 
  •• 
   
  Practiced: You can sometimes   
   
   
  literally feel someone else’s suffering.
  •••  
  Competent: You have a keen insight  
   
   
  into other people’s motivations.
  ••••  
  Expert: It’s almost impossible to lie to  
   
   
  you.
  ••••• 
  Master: The human soul conceals no  
   
   
  mysteries from you.
  Possessed by: Social Workers, Parents, Actors, 
  Psychologists, Detectives, Seducers, Mediums, Best 
  Friends
  Specialties: Emotions, Insight, Motives, Gaining Trust
  Expression
  This is your ability to get your point across clearly, 
  whether through conversation, poetry, or even in 140 
  characters or fewer. Characters with high Expression 
  can phrase their opinions or beliefs in a manner that 
  cannot be ignored (even if their opinions are misin-
  formed or worthless). They might also be talented ac-
  tors, skilled at conveying moods or communicating 
  emotion with every gesture. Additionally, this Talent 
  
  102 
  CHAPTER THREE: CHARACTER AND TRAITS
  represents your ability for poetry, creative writing, or 
  other literary art forms. For many elders, Expression 
  is the subtle art of crafting a satirical epigram capable 
  of socially crippling one’s longtime rival. For younger 
  Kindred, Expression may well be the key to convinc-
  ing thirty stake-wielding Anarchs to converge on the 
  Sheriff’s private hunting ground with the right text 
  message. You can choose a specialty in Expression, 
  even at less than 4 dots.
  • 
   
  Novice: Your talent has matured past  
   
   
  crude poetry on notebook paper. 
  •• 
   
  Practiced: You could lead a college 
   
   
  debate team.
  •••  
  Competent: You could be a successful  
   
   
  writer.
  ••••  
  Expert: Your work is Pulitzer material.
  ••••• 
  Master: Steve Jobs asks you for input  
   
   
  on his next mobile device. 
  Possessed by: Actors, Writers, Poets, Politicians, 
  Journalists, Web Personalities, Rabble-Rousers
  Specialties: Acting, Poetry, Fiction, Impromptu, 
  Conversation, Social Media
  Intimidation
  Intimidation takes many forms, from outright threats 
  and physical violence to mere force of personality. It 
  needn’t be course or callous, and a well-placed intimi-
  dating word under the right circumstances might well 
  be called “diplomacy” in certain circles. You know the 
  right method for each occasion, and can be very… per-
  suasive.
  • 
   
  Novice: Shady teenager
  •• 
   
  Practiced: Skinhead thug
  •••  
  Competent: Drill sergeant
  ••••  
  Expert: Your air of authority cows  
   
   
  casual passersby.
  ••••• 
  Master: You can frighten off vicious  
   
   
  animals. 
  Possessed by: Bullies, Anonymous, Military Officers, 
  Bouncers, Gangsters, Sabbat
  Specialties: Veiled Threats, Pulling Rank, Physical 
  Coercion, Blackmail, Internet
  Leadership
  You are an example to others and can inspire them to 
  do what you want. Leadership has less to do with ma-
  nipulating people’s desires than it does with presenting 
  
  103 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  yourself as the sort of person they want to follow. Any-
  one can lead a group into some sort of conflict; a good 
  leader can get them back out intact. This Talent is usu-
  ally paired with Charisma rather than Manipulation.
  • 
   
  Novice: Captain of your Little League  
   
   
  team
  •• 
   
  Practiced: Student body president
  •••  
  Competent: An effective CEO
  ••••  
  Expert: Presidential material
  ••••• 
  Master: You could be beloved dictator  
   
   
  of a nation.
  Possessed by: Politicians, Princes, Managers, Execu-
  tives, Military Officers, Police
  Specialties: Oratory, Compelling, Friendly, Open, 
  Noble, Military, Multimedia
  Streetwise
  The streets can provide a lot of information or money 
  to those who know the language. Streetwise allows you 
  to blend in unobtrusively with the local scene, pick up 
  gossip, understand slang, or even dabble in criminal 
  doings.
  • 
   
  Novice: You know who’s holding.
  •• 
   
  Practiced: You’re accorded respect on  
   
   
  the street.
  •••  
  Competent: You could head your own  
   
   
  gang.
  ••••  
  Expert: You have little to fear in even  
   
   
  the worst neighborhoods.
  ••••• 
  Master: If you haven’t heard it, it  
   
   
  hasn’t been said. 
  Possessed by: Criminals, Homeless People, Report-
  ers, Clubgoers, Savvy Detectives, Neonates
  Specialties: Fencing, Illegal Drugs, Illegal Weap-
  ons, Free Wifi, Gangs, Being On the Guest List, Local 
  Slang
  Subterfuge
  You know how to conceal your own motives and proj-
  ect what you wish. Furthermore, if you can root out other 
  people’s motives, you can then use those motives against 
  them. This Talent defines your talent for intrigue, se-
  crets, and double-dealing. Mastery of Subterfuge can 
  make you the ultimate seducer or a brilliant spy.
  • 
   
  Novice: You tell the occasional white  
   
   
  lie.
  •• 
   
  Practiced: Vampire
  •••  
  Competent: Criminal lawyer
  ••••  
  Expert: Deep-cover agent
  ••••• 
  Master: You’re the very last person  
   
   
  anyone would suspect.
  Possessed by: Politicians, Lawyers, Vampires, Teen-
  agers, Con Men, Pick-up Artists
  Specialties: Seduction, Impeccable Lies, Feigning 
  Mortality, the Long Con
  Hobby Talent
  This category encompasses anything that the Sto-
  ryteller deems to be mainly self-taught and is usually 
  (though not always) more active than intellectual. 
  Storytellers should first examine the list of existing 
  Talents to determine if a particular activity might 
  fall under one of those (for example, Swimming and 
  Climbing would be specialties of Athletics).
  • 
   
  Novice: You’ve dabbled.
  •• 
   
  Practiced: You’ve got a good grasp of  
   
   
  your hobby’s basics.
  •••  
  Competent: Other practitioners  
   
   
  regard you as fairly skilled and   
   
   
  competent.
  ••••  
  Expert: You are familiar with the  
   
   
  subtle nuances and applications of  
   
   
  your Talent.
  ••••• 
  Master: You could write a book on  
   
   
  what you do. Perhaps you already  
   
   
  have.
  Suggested Hobby Talents: Carousing, Diplomacy, 
  Fortune Telling, Negotiation, Scrounging
  Skills
  Skills are Abilities learned through training, appren-
  ticeships, or other instruction. If you try to perform an 
  action involving a Skill in which you have no rating, 
  your difficulty is increased by one. An unskilled worker 
  just isn’t as effective as someone who might have lower 
  Attributes but a better understanding of what the pro-
  cedure entails.
  Animal Ken
  You can understand animals’ behavior patterns. This 
  Skill allows you to predict how an animal might react 
  in a given situation, train a domesticated creature, or 
  even try to calm or enrage animals.
  
  104 
  CHAPTER THREE: CHARACTER AND TRAITS
  • 
   
  Novice: You can get a domesticated  
   
   
  horse to let you pet it.
  •• 
   
  Practiced: You can housebreak a  
   
   
  puppy.
  •••  
  Competent: You could train a seeing- 
   
   
  eye dog.
  ••••  
  Expert: Circus trainer
  ••••• 
  Master: You can tame wild beasts  
   
   
  without benefit of supernatural   
   
   
  powers.
  Possessed by: Farmers, Animal Trainers, Zookeep-
  ers, Veterinarians, Pet Owners, Domitors
  Specialties: Dogs, Attack Training, Big Cats, Horses, 
  Farm Animals, Falconry
  Crafts
  This Skill covers your ability to make or fix things 
  with your hands. Crafts allows you to work in fields 
  such as carpentry, leatherworking, weaving, or even 
  mechanical expertise such as car repair. You can even 
  create lasting works of art with this Skill, depending on 
  the number of successes you achieve. You must always 
  choose a specialization in Crafts, even though you re-
  tain some skill in multiple fields. 
  • 
   
  Novice: High school wood shop
  •• 
   
  Practiced: You’re starting to develop  
   
   
  your own style.
  •••  
  Competent: You could start your own  
   
   
  shop.
  ••••  
  Expert: You wrote instruction   
   
   
  manuals on your field of  
   
   
   
  specialization.
  ••••• 
  Master: Your craftsmanship and   
   
   
  insight is virtually without peer.
  Possessed by: Mechanics, Artisans, Artists, Design-
  ers, Inventors, Back-to-the-Land Types
  Specialties: Pottery, Sewing, Home Repair, Carpen-
  try, Appraisal, Carburetors
  Drive
  You can drive a car, and maybe other vehicles as well. 
  This Skill does not automatically entail familiarity with 
  complicated vehicles such as tanks or 18-wheelers, and 
  difficulties may vary depending on your experience 
  with individual automobiles. After all, helming a sta-
  tion wagon doesn’t prepare you for double-clutching a 
  Maserati at 100 miles per hour.
  • 
   
  Novice: You know how to work an  
   
   
  automatic transmission.
  •• 
   
  Practiced: You can drive a stick shift.
  •••  
  Competent: Professional trucker
  ••••  
  Expert: NASCAR daredevil or tank  
   
   
  pilot
  ••••• 
  Master: Whether it’s a Fiat or a   
   
   
  Ferrari, you can make it sing.
  Possessed by: Cabbies, Truckers, Race Car Drivers, 
  Automotive Show Hosts, Rebels
  Specialties: Off-Road, Motorcycles, High Speed, 
  Heavy Traffic, Avoiding Traffic Cops
  Etiquette
  You understand the nuances of proper behavior, in 
  both mortal society and Kindred culture. In many cas-
  es, knowing how to broach a topic is as important as 
  the discussion itself, and a person with poor etiquette 
  will never have an opportunity to make herself heard 
  because she doesn’t know when or how to interject. 
  This Skill is used during meetings, haggling, seduction, 
  dancing, dinner etiquette, and all forms of diplomacy.
  • 
   
  Novice: You know when to keep your  
   
   
  mouth shut.
  •• 
   
  Practiced: You’ve been to a black-tie  
   
   
  event or two.
  •••  
  Competent: You know your way  
   
   
  around even obscure silverware.
  ••••  
  Expert: Her Majesty would consider  
   
   
  you charming. 
  ••••• 
  Master: If the right people came to  
   
   
  dinner, you could end wars — or start  
   
   
  them.
  Possessed by: Diplomats, Travelers, High Society, 
  Executives, Kindred of Status
  Specialties: At Elysium, Business, High Society, 
  Sabbat Protocol
  Firearms
  Executing a mortal with a sword starts investigations. 
  Clawing someone to ribbons tears the edges of the Mas-
  querade. So Cainites adapt, and many have devoted 
  their energies to learning how to kill with guns. This 
  Skill represents familiarity with a range of firearms, 
  from holdout pistols to heavy machine guns. Further, 
  someone skilled in Firearms can clean, repair, recog-
  nize, and accurately fire most forms of small arms. This 
  Skill is also used to unjam guns (Wits + Firearms).
  
  105 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  • 
   
  Novice: You had a BB gun as a kid.
  •• 
   
  Practiced: You while away the   
   
   
  occasional hour at the gun club.
  •••  
  Competent: You’ve survived a   
   
   
  firefight or two.
  ••••  
  Expert: You could pick off people for  
   
   
  a living.
  ••••• 
  Master: You’ve been practicing since  
   
   
  the debut of the Winchester.
  Possessed by: Anarchs, Neonates, Policemen, Mili-
  tary Personnel, Survivalists, Hunters
  Specialties: Fast-Draw, Gunsmithing, Pistols, Marks-
  manship, Revolvers, Shotguns
  Larceny
  This Skill entails familiarity with the tools and tech-
  niques for the sorts of physical manipulation typically 
  associated with criminal activity. Picking locks, manual 
  forgery, safecracking, simple hotwiring, various forms 
  of breaking and entering, and even sleight-of-hand all 
  fall under the auspices of Larceny. Larceny is useful not 
  only for theft, but also for setting up “the unbeatable 
  system” or deducing where a thief broke in. This skill 
  does not confer any aptitude with advanced security or 
  anti-crime technologies such as video surveillance or 
  alarm systems — those are covered by the Technology 
  Knowledge.
  • 
   
  Novice: You can pick a simple lock.
  •• 
   
  Practiced: You could run a shell game  
   
   
  hustle on the corner.
  •••  
  Competent: You can open a standard  
   
   
  locked window from the outside.
  ••••  
  Expert: You can “retool” a passport or  
   
   
  ID card.
  ••••• 
  Master: You could get into (or out  
   
   
  of…) a multinational bank’s central  
   
   
  vault.
  Possessed by: Burglars, Security Consultants, Po-
  licemen, Car Thieves, Street Magicians
  Specialties: Safecracking, Misdirection, Lockpick-
  ing, Hotwiring, Pickpocketing
  Melee
  As the Kindred maxim runs, “Guns mean nothing 
  to a lifeless heart”. A blade is often worth far more, as 
  is the skill to use it properly. Melee covers your ability 
  to use hand-to-hand weapons of all forms, from swords 
  and clubs to esoteric martial-arts paraphernalia such as 
  sai or nunchaku. And, of course, there is always the 
  utility of the wooden stake.…
  • 
   
  Novice: You know the right way to  
   
   
  hold a knife.
  •• 
   
  Practiced: You may have been in the  
   
   
  occasional street fight.
  •••  
  Competent: You could make a college  
   
   
  fencing team.
  ••••  
  Expert: You could keep order in the  
   
   
  Prince’s court.
  ••••• 
  Master: Your enemies would rather  
   
   
  face a SWAT team than your blade.
  Possessed by: Assassins, Gang Members, Martial 
  Artists, Police, Duelists 
  Specialties: Knives, Swords, Improvised Weaponry, 
  Riposte, Disarms
  Performance
  The Performance Skill governs your ability to per-
  form artistic endeavors such as singing, dancing, act-
  ing, or playing a musical instrument. You are almost 
  certainly specialized in one field, although true virtuo-
  sos may be talented in many forms of performance. This 
  Skill represents not only technical know-how, but the 
  ability to work an audience and enrapture them with 
  your show. As with Crafts, you must choose a specialty, 
  even though this Skill also imparts a general sense for 
  watching and responding to your audience’s mood re-
  gardless of medium.
  • 
   
  Novice: You could sing in the church  
   
   
  choir.
  •• 
   
  Practiced: Your Internet videos have  
   
   
  over a hundred thousand views.
  •••  
  Competent: You almost always have a  
   
   
  gig booked.
  ••••  
  Expert: You have the talent to be a  
   
   
  national sensation.
  ••••• 
  Master: You are a virtuoso without  
   
   
  peer.
  Possessed by: Musicians, College Students, Actors, 
  Ballerinas, Mimes 
  Specialties: Dancing, Singing, Rock and Roll, Act-
  ing, Guitar Solos, Drunken Karaoke
  Stealth
  This Skill is the ability to avoid being detected, 
  whether you’re hiding or moving at the time. Stealth is 
  
  106 
  CHAPTER THREE: CHARACTER AND TRAITS
  often tested against someone else’s Perception + Alert-
  ness. This Ability is, for obvious reasons, highly useful 
  in stalking prey. In many cases, Stealth is also used to 
  conceal items, whether on one’s person or somewhere 
  in the environment.
  • 
   
  Novice: You can hide in a darkened  
   
   
  room.
  •• 
   
  Practiced: You can shadow someone  
   
   
  from streetlight to streetlight.
  •••  
  Competent: You have little difficulty  
   
   
  finding prey from evening to evening.
  ••••  
  Expert: You can move quietly over  
   
   
  dry leaves.
  ••••• 
  Master: Nosferatu elder
  Possessed by: Burglars, Assassins, Kindred, Spies, 
  Reporters, Commandos
  Specialties: Hiding, Silent Movement, Shadowing, 
  Crowds
  
  107 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Survival
  Although vampires have little to fear from starva-
  tion and exposure, the wilderness can still be danger-
  ous to a Cainite. This Skill allows you to find shelter, 
  navigate your way to civilization, track prey, establish a 
  makeshift haven, and possibly even avoid supernatural 
  threats like werewolves that also prowl the World of 
  Darkness. Note that Survival need not be used only in 
  areas considered “wilderness.” There’s plenty of Sur-
  vival that goes into getting by in various parts of mod-
  ern cities.
  • 
   
  Novice: You can survive a night  
   
   
  spent outside.
  •• 
   
  Practiced: You’ve “roughed it” on a  
   
   
  regular basis.
  •••  
  Competent: You can separate poison  
   
   
  or spoilage from edible forage.
  ••••  
  Expert: You could live for months in  
   
   
  the challenging environment of your  
   
   
  choice.
  ••••• 
  Master: You could get dropped naked  
   
   
  into the Andes and do all right for  
   
   
  yourself.
  Possessed by: Scouts, Soldiers, Outdoors Enthusi-
  asts, Survivalists, Hunters
  Specialties: Tracking, Woodlands, Jungle, Street 
  Life, Hunting, Urban Exploration
  Professional Skill
  This category encompasses anything that the Sto-
  ryteller deems to be a taught Ability and is primarily 
  active in application. Storytellers should first examine 
  the list of existing Skills to determine if a particular 
  task might fall under one of those (e.g. Tracking would 
  be a specialty of Survival).
  • 
   
  Novice: You’ve apprenticed.
  •• 
   
  Practiced: You have a handle on the  
   
   
  basics.
  •••  
  Competent: You could make a living,  
   
   
  although not a fortune, doing what  
   
   
  you do.
  ••••  
  Expert: You know the more esoteric  
   
   
  uses of your Skill, and are rarely at  
   
   
  a loss.
  ••••• 
  Master: You are an acknowledged  
   
   
  authority in your chosen field of  
   
   
  endeavor.
  Suggested Professional Skills: Blacksmith, Cook-
  ing, Fast-Draw, Forgery, Game Playing, Gunsmith, 
  Navigation, Torture
  Knowledges
  Knowledges involve the application of the mind, not 
  the body. Consequently, Knowledge Abilities are most 
  often paired with Mental Traits. (It’s possible to roll 
  Charisma + Academics, or even Stamina + Medicine, 
  but such things are pretty rare.) The following descrip-
  tions speak of Knowledge levels in collegiate terms, 
  although formal schooling is just one way to improve 
  a Knowledge. Indeed, Knowledges can be self-taught, 
  and the World of Darkness is home to any number of 
  autodidacts.
  If you don’t have any dots in a Knowledge, you cannot 
  even attempt a roll involving it unless the Storyteller 
  gives explicit permission (such as where common trivia 
  is concerned). If you don’t know Spanish, you can’t try 
  holding a conversation en español on your wits alone.
  Academics
  This catchall Knowledge covers the character’s eru-
  dition in the humanities: literature, history, art, phi-
  losophy, and other “liberal” arts and sciences. A char-
  acter with dots in Academics is generally well rounded 
  in these fields, and at high levels may be considered an 
  expert in one or more areas of study. Not only can this 
  Knowledge impress at salons and other Elysium func-
  tions, but it can also offer valuable clues to certain past 
  — and future — movements in the Jyhad. If you like, 
  you can choose a specialty for Academics even at less 
  than 4 dots.
  • 
   
  Student: You’re aware that 1066 isn’t  
   
   
  a Beverly Hills area code.
  •• 
   
  College: You can quote from the  
   
   
  classics, identify major cultural   
   
   
  movements, and expound on the  
   
   
  difference between Ming and   
   
   
  Moghul.
  •••  
  Masters: You could get a paper   
   
   
  published in a scholarly journal.
  ••••  
  Doctorate: Professor emeritus
  ••••• 
  Scholar: Scholars worldwide  
   
   
   
  acknowledge you as one of the   
   
   
  foremost experts of your time.
  Possessed by: Professors, Literati, Topical Bloggers, 
  Elders
  
  108 
  CHAPTER THREE: CHARACTER AND TRAITS
  Specialties: Poststructuralism, Impressionist Paint-
  ing, Imperial Rome, Color Theory, Linguistics
  Computer
  This Knowledge represents the ability to operate and 
  program computers, including mobile devices. Most 
  Computer use also imparts a degree of Internet aware-
  ness (if not savvy).
  • 
   
  Student: You can navigate touch- 
   
   
  screen and traditional point-and-click  
   
   
  GUIs.
  •• 
   
  College: You know your way around  
   
   
  various applications and the Internet.
  •••  
  Masters: You know what to do with a  
   
   
  text command prompt.
  ••••  
  Doctorate: You can make a very  
   
   
  comfortable living as a consultant.
  ••••• 
  Scholar: You have all the SDKs and  
   
   
  comprehend data structures for a  
   
   
  stunning variety of programming  
   
   
  languages.
  Possessed by: Hackers, Office Workers, Program-
  mers, Data Processors, Students
  Specialties: “The YouTubes,” Computer Languages, 
  Internet, Database Administration, HCI, Viruses, spe-
  cific devices and programs
  Finance
  You know the ins and outs of commerce, from eval-
  uating an item’s relative worth to keeping up with 
  currency exchange rates. This Knowledge can be in-
  valuable when brokering items, running numbers, or 
  playing the stock market. Sufficiently high levels in 
  Finance allow you to raise your standards of living to a 
  very comfortable level.
  • 
   
  Student: You’ve taken a few business  
   
   
  classes.
  •• 
   
  College: You have some practical  
   
   
  experience and can keep your books  
   
   
  fairly neat.
  •••  
  Masters: You’d make a fine stockbroker.
  ••••  
  Doctorate: Corporations follow your  
   
   
  financial lead.
  ••••• 
  Scholar: You could turn a $20 bill  
   
   
  into a fortune.
  Possessed by: Executives, Upper Class, Stockbro-
  kers, Accountants, Fences, Drug Dealers, Smugglers
  Specialties: Stock Market, Laundering, Appraisal, 
  Foreign Currencies, Accounting, Fencing, Corpora-
  tions, Federal Bailouts
  Investigation
  You’ve learned to notice details others might over-
  look, and might make an admirable detective. This 
  Knowledge represents not only a good eye for detail, 
  but also an ability to do research and follow leads. Such 
  research may include Internet searches or more specific 
  research techniques like hitting the law books and pe-
  riodicals archives at the library.
  • 
   
  Student: You can parse a broad Web  
   
   
  search for clues.
  •• 
   
  College: Police officer
  •••  
  Masters: Private detective
  ••••  
  Doctorate: Federal agent
  ••••• 
  Scholar: Sherlock Holmes
  Possessed by: Detectives, Mystery Buffs, Policemen, 
  Stalkers
  Specialties: Forensics, Shadowing, Search, Discolor-
  ations, Database Research
  Law
  The Law Knowledge represents a knowledge of both 
  legal statutes and proper procedures for enforcing 
  them. Law can be useful for filing suits, avoiding law-
  suits, or getting out of jail. What’s more, the Kindred 
  keep their own laws, and more than one vampire has 
  saved his own unlife by deftly exploiting a loophole 
  in one of the Traditions. The Law Knowledge has any 
  number of specialties, and a player may choose one for 
  her character when she takes this Ability, representing 
  both her field of experience and a general sense for how 
  the legal system (especially in her locality) functions, 
  though this is not mandatory.
  • 
   
  Student: You’ve paid a traffic ticket  
   
   
  and know whether to plead guilty,  
   
   
  not guilty, or nolo contendere next  
   
   
  time.
  •• 
   
  College: You’re either studying for or  
   
   
  just passed the bar exam.
  •••  
  Masters: You can make a living of the  
   
   
  practice, and probably do.
  ••••  
  Doctorate: If you’re not partner yet,  
   
   
  you will be soon.
  ••••• 
  Scholar: You could find the loopholes  
   
   
  in the Devil’s contracts.
  
  109 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Possessed by: Lawyers, Police, Judges, Detectives, 
  Legislators
  Specialties: Criminal, Suits, Courtroom Protocol, Con-
  tracts, Police Procedure, the Traditions, the Code of Milan
  Medicine
  You have an understanding of how the human body 
  — and to a lesser extent the vampiric body — works. 
  This Ability covers knowledge of medicines, ailments, 
  first-aid procedures, and diagnosis or treatment of dis-
  ease. Medicine is of great use to those Kindred with an 
  interest in repairing, damaging, or reworking the hu-
  man body.
  • 
   
  Student: You’ve taken a CPR course.
  •• 
   
  College: Premed or paramedic
  •••  
  Masters: General practitioner
  ••••  
  Doctorate: You can perform  
   
   
   
  transplants.
  ••••• 
  Scholar: You are respected by the  
   
   
  world’s medical community as a   
   
   
  pioneer.
  Possessed by: Med Students, Doctors, Lifeguards, 
  Parents, Paramedics, Tzimisce
  Specialties: Organ Transplants, Emergency Care, 
  Poison Treatments, Pathology, Pharmaceuticals, the 
  Kindred Condition
  Occult
  You are knowledgeable in occult areas such as mysti-
  cism, curses, magic, folklore, and particularly vampire 
  lore. Unlike most other Knowledges, Occult does not 
  imply a command of hard facts. Much of what you 
  know may well be rumor, myth, speculation, or hear-
  say. However, the secrets to be learned in this field are 
  worth centuries of sifting legend from fact. High levels 
  of Occult imply a deep understanding of vampire lore, 
  as well as a good grounding in other aspects of the oc-
  cult. At the very least, you can discern what is patently 
  false.
  • 
   
  Student: You’ve got a blog about the  
   
   
  eerie and the disturbing.
  •• 
   
  College: There seems to be some  
   
   
  unsettling truth to some of the rumors  
   
   
  you’ve heard.
  •••  
  Masters: You’ve heard a lot and   
   
   
  actually seen a little for yourself.
  ••••  
  Doctorate: You can recognize   
   
   
  blatantly false sources and make  
   
   
  educated guesses about the rest.
  ••••• 
  Scholar: You know most of the basic  
   
   
  truths about the hidden world.
  Possessed by: Occultists, The Superstitious, New 
  Agers, Tremere
  Specialties: Kindred Lore, Rituals, Infernalism, 
  Witches, Noddist Lore
  Politics
  You are familiar with the politics of the moment, in-
  cluding the people in charge and how they got there. 
  This Knowledge can aid you in dealing with or influ-
  encing mortal politicians, or even offer some insight 
  into the local Cainite power structure. The Politics 
  Knowledge includes the ability to practically navigate 
  various bureaucracies, as it assumes that certain orga-
  nizational structures and relationship currencies are 
  universal.
  • 
   
  Student: Activist; you can pay a  
   
   
  speeding ticket online.
  •• 
   
  College: Political science major;  
   
   
  you know how to file a request for  
   
   
  information.
  •••  
  Masters: Campaign manager or talk- 
   
   
  radio host; the clerk will help you  
   
   
  navigate the forms you need to   
   
   
  complete and tell you who needs the  
   
   
  duplicates.
  ••••  
  Doctorate: Senator; “We’re not   
   
   
  supposed to show this to anyone  
   
   
  without press credentials, so don’t  
   
   
  quote me.”
  ••••• 
  Scholar: You could choose the next  
   
   
  President of the United States. “Sure,  
   
   
  here are the keys to the file morgue.  
   
   
  Turn off the light when you leave.”
  Possessed by: Activists, Politicians, Lawyers, vam-
  pires of all sorts
  Specialties: City, State, Federal, Bureaucracy, Dog-
  ma, Radical, Camarilla
  Science
  You have at least a basic understanding of most of the 
  physical sciences, such as chemistry, biology, physics, 
  and geology. This Knowledge can be put to all forms 
  of practical use. In most cases, a player should select a 
  
  110 
  CHAPTER THREE: CHARACTER AND TRAITS
  specialty to reflect a focus for her character’s scientific 
  studies, but this isn’t strictly necessary.
  • 
   
  Student: You know most of the high- 
   
   
  school basics.
  •• 
   
  College: You’re familiar with the  
   
   
  major theories.
  •••  
  Masters: You could teach high-school  
   
   
  science.
  ••••  
  Doctorate: You’re fully capable of  
   
   
  advancing the knowledge in your field.
  ••••• 
  Scholar: Your Nobel Prize is waiting  
   
   
  for you.
  Possessed by: Scientists, Students, Researchers, 
  Teachers, Engineers, Technicians, Pilots
  Specialties: Chemistry, Biology, Geology, Physics, 
  Astronomy
  Technology
  The Technology Knowledge represents a broad acu-
  men with electronics, computer hardware, and devices 
  more elaborate than “machines,” which fall under the 
  Crafts Skill. If it has a processor, a transistor, or an inte-
  grated circuit — if it’s electronic rather than electrical 
  — manipulating it uses the Technology Knowledge. 
  This is the wide-ranging Ability used to build one’s 
  own computer, install (or subvert) a security system, 
  repair a mobile phone, or kitbash a shortwave radio. 
  You must always choose a specialization in Technol-
  ogy, even though you possess some skill in multiple 
  fields. 
  • 
   
  Student: You can perform simple  
   
   
  modifications or repairs.
  •• 
   
  College: You could make your living  
   
   
  in assembly or repair.
  •••  
  Masters: You can design new  
   
   
   
  technologies from a set of objective  
   
   
  requirements.
  ••••  
  Doctorate: For you, it’s not, “Can  
   
   
  this be done?” but “How can this be  
   
   
  done?”
  ••••• 
  Scholar: A visionary in the field; you  
   
   
  shape how people interact with their  
   
   
  world through devices.
  Possessed by: Engineers, Scientists, Defense Con-
  tractors, the Cable Guy
  Specialties: Telecom, Computers, Security, Commu-
  nications, Improvised Solutions, Industrial Espionage
  Expert Knowledge
  Like Hobby Talent and Professional Skill, this is a 
  catchall category. An Expert Knowledge is anything 
  that is primarily intellectual or mental in nature and 
  must be studied. Storytellers should first examine the 
  list of existing Knowledges to determine if a particular 
  field of expertise might fall under one of those (e.g. Fo-
  rensics would be a specialty of Investigation).
  • 
   
  Student: You’ve taken an  
   
   
   
  undergraduate course or read a few  
   
   
  books.
  •• 
   
  College: You may have minored in  
   
   
  the field.
  •••  
  Masters: You might hold a degree and  
   
   
  are well versed in what’s been   
   
   
  written.
  ••••  
  Doctorate: You are well-versed in  
   
   
  what hasn’t been written.
  ••••• 
  Scholar: You know the hidden   
   
   
  mysteries of your field and are a   
   
   
  veritable font of information.
  Suggested Expert Knowledges: Archaeology, Game 
  Theory, Military Science, Psychology
  Backgrounds
  Backgrounds describe advantages of relationship, 
  circumstance, and opportunity: material possessions, 
  social networks, and the like. Backgrounds are exter-
  nal, not internal, Traits, and you should always ratio-
  nalize how you came to possess them, as well as what 
  they represent. Who are your contacts? Why do your 
  allies support you? Where did you meet your retainers? 
  What investments do you possess that yield your four 
  dots in Resources? If you’ve put enough detail into your 
  character concept, selecting appropriate Backgrounds 
  should be easy.
  Although it’s uncommon to make rolls involving 
  Background Traits, your Storyteller might have you 
  do so to see if you can obtain information, goods, or 
  favors. For example, you might have to roll Wits + Re-
  sources to keep your stock portfolio healthy, or Ma-
  nipulation + Contacts to wheedle that extra favor from 
  your smuggler “associate.”
  Certain Backgrounds may be “pooled” among char-
  acters in a coterie. See “Pooling Backgrounds” on  
  p. 118 for more information.
  
  111 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Allies
  Allies are mortals who support and help you — fami-
  ly, friends, or even a mortal organization that owes you 
  some loyalty. Although allies aid you willingly, with-
  out coaxing or coercion, they are not always available 
  to offer assistance; they have their own concerns and 
  can do only so much for the sake of your relationship. 
  However, they might have some useful Background 
  Traits of their own, and could provide you with indi-
  rect access to their contacts, influence, or resources. 
  Allies are typically persons of influence and power 
  in your home city. They can be of almost any sort, de-
  pending on what your Storyteller will allow. You may 
  have friends in the precinct morgue, at a prominent 
  blog, among the high society of local celebrities, or at 
  a construction site. Your Allies might be a clan of no-
  mads who move their mobile home camp around the 
  area, or they might be a family of generations of police 
  officers. You may even count the mayor himself among 
  your friends, depending on how many dots you spend 
  on this Trait. Your Allies are generally trustworthy 
  (though they probably don’t know that you’re a vam-
  pire, or even that vampires exist). However, nothing 
  comes for free. If you wind up drawing favors from your 
  friend in the Cosa Nostra, he’ll probably ask you to do 
  him a favor in kind in the future. This often leads to 
  the beginning of a story.…
  Allies may be pooled among a coterie of characters.
  • 
   
  One ally of moderate influence and  
   
   
  power
  •• 
   
  Two allies, both of moderate power
  •••  
  Three allies, one of whom is quite  
   
   
  influential
  ••••  
  Four allies, one of whom is very   
   
   
  influential
  ••••• 
  Five allies, one of whom is extremely  
   
   
  influential
  Alternate Identity
  You maintain an alternate identity, complete with 
  papers, birth certificates, or any other documentation 
  you desire. Only a few may know your real name or 
  identity. Your alternate persona may be highly in-
  volved in organized crime, a member of the opposite 
  Sect, a con artist who uses alternate identities for her 
  game, or you may simply gather information about the 
  enemy. Indeed, some vampires may know you as one 
  individual while others believe you to be someone else 
  entirely.
  • 
   
  You are new at this identity game.  
   
   
  Sometimes you slip and forget your  
   
   
  other persona.
  •• 
   
  You are well grounded in your   
   
   
  alternate identity. You are  
   
   
   
  convincing enough to play the part  
   
   
  of a doctor, lawyer, funeral salesman,  
   
   
  drug-smuggler, or a capable spy.
  •••  
  You have a fair reputation as your  
   
   
  alternate persona and get name-  
   
   
  recognition in the area where you  
   
   
  have infiltrated.
  ••••  
  Your alternate identity has respect  
   
   
  and trust within your area of  
   
   
   
  infiltration.
  ••••• 
  You command respect in your area of  
   
   
  infiltration, and you may even have  
   
   
  accumulated a bit of influence. You  
   
   
  have the trust (or at least the  
   
   
   
  recognition) of many powerful   
   
   
  individuals within your area.
  Black Hand Membership
  This Background is for Sabbat characters only.
  You are a member of the feared Black Hand, the 
  body of soldiers and assassins that serves the Sabbat 
  fervently. Having this Background indicates that you 
  are a full-fledged member of the organization, and you 
  have all the responsibilities and benefits that accom-
  pany membership.
  You may call upon members of the Black Hand to 
  aid you, should you ever need it. Of course, this abil-
  ity is a two-way street, and other Hand members may 
  call upon you to aid them. Thus, you may find yourself 
  assigned to perform assassinations, lend martial aid, or 
  even further the political ends of the Hand as a diplo-
  mat or spy. You may also be required to attend crusades 
  that take you away from your pack. All members of the 
  Black Hand must heed the call of another Hand mem-
  ber, especially the superiors of the faction.
  Being a member of the Black Hand is a prestigious 
  matter, and other members of the Sabbat respect the 
  organization. When dealing with other Sabbat, should 
  you choose to reveal your affiliation with the Hand, 
  you may add your rating in this Background to any 
  Social dice pools, even after Status or other Abilities 
  
  112 
  CHAPTER THREE: CHARACTER AND TRAITS
  have been taken into account. Most Hand members, 
  however, choose not to reveal their allegiance. The 
  Black Hand is also remarkably adept at hunting down 
  Sabbat who claim membership in the Sect but do not 
  truly belong — liars, beware.
  • 
   
  You are a grunt; you may call upon  
   
   
  one Black Hand member once per  
   
   
  story.
  •• 
   
  You are known and respected in the  
   
   
  Black Hand; you may call upon two  
   
   
  Black Hand members once per story.
  •••  
  You are held in the Black Hand’s  
   
   
  regard; you may call upon five Black  
   
   
  Hand members once per story.
  ••••  
  You are a hero among members of  
   
   
  the Black Hand; you may call upon  
   
   
  seven Black Hand members twice per  
   
   
  story (but you’d better have just cause  
   
   
  — if it seems you’re becoming   
   
   
  soft, you may lose points in this   
   
   
  Background). You may also lead large  
   
   
  numbers of Hand members into action  
   
   
  should it ever become necessary.
  ••••• 
  You are part of Black Hand legend;  
   
   
  you may call upon 12 Black Hand  
   
   
  members twice per story (but see the  
   
   
  preceding caution). You may also lead  
   
   
  large numbers of Hand members into  
   
   
  action should it ever become  
   
   
   
  necessary. The Seraphim may even  
   
   
  seek your counsel on matters of   
   
   
  import.
  Contacts
  You know people all over the city. When you start 
  making phone calls around your network, the amount 
  of information you can dig up is impressive. Rather 
  than friends you can rely on to help you, like Allies, 
  Contacts are largely people whom you can bribe, ma-
  nipulate, or coerce into offering information. You also 
  have a few major Contacts — associates who can give 
  you accurate information in their fields of expertise. 
  You should describe each major contact in some detail 
  before the game begins.
  In addition to your major contacts, you also have a 
  number of minor contacts spread throughout the city. 
  Your major contact might be in the district attorney’s 
  office, while your minor contacts might include beat 
  cops, DMV clerks, club bouncers, or members of an 
  online social network. You don’t need to detail these 
  various “passing acquaintances” before play. Instead, 
  to successfully get in touch with a minor contact, you 
  should roll your Contacts rating (difficulty 7). You can 
  reach one minor contact for each success. Of course, 
  you still have to convince them to give you the infor-
  mation you need, assuming they can get it.
  Contacts may be pooled within the characters’ co-
  terie.
  • 
   
  One major contact
  •• 
   
  Two major contacts
  •••  
  Three major contacts
  ••••  
  Four major contacts
  ••••• 
  Five major contacts
  Domain
  Domain is physical territory (usually within the 
  chronicle’s central city) to which your character con-
  trols access for the purpose of feeding. Some Kindred 
  refer to their domain as hunting grounds, and most 
  jealously guard their domains, even invoking the Tra-
  dition of the same name to protect their claims. As 
  part of this Background, the character’s claim to the 
  domain is recognized by the Prince or some other Kin-
  dred authority in the city where it is located.
  The Kindred who claims the domain can’t keep the 
  living inhabitants from going about their business, 
  nor does she exercise any direct influence over them, 
  but she can keep watch herself and mind their com-
  ings and goings. She can also have Allies or Retainers 
  specifically look for unfamiliar vampires and alert her 
  when they find some.
  Domain refers specifically to the geography (in most 
  cases a neighborhood or street) and properties on it, 
  as opposed to the people who may dwell there (which 
  is the emphasis of Herd). Domain plays an important 
  part in Kindred society — vampires who lack signifi-
  cant Domain seldom earn respect — but it isn’t an au-
  tomatic entitlement to status among the Damned.
  You may designate one or more dots in Domain to 
  increase the security of your character’s territory rather 
  than its size. Each dot so assigned to security provides 
  a +1 difficulty penalty to efforts to intrude into the do-
  main by anyone your character hasn’t specifically al-
  
  113 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  lowed in, and a -1 difficulty bonus to efforts by your 
  character to identify and track intruders in the domain. 
  A Domain of one dot’s size and two dots’ security, for 
  instance, is small but quite resistant to intrusion, as op-
  posed to a Domain rating of three dots’ size with no 
  extraordinary security. 
  Each level of Domain reduces the difficulty of hunt-
  ing checks by one for your character and those whom 
  the character allows in. It also adds to your starting (not 
  maximum) blood pool. If you use the domain security 
  option, each dot of domain security raises the difficulty 
  of hunting checks by one for uninvited vampires. See 
  p. 259 for more information on hunting.
  Domain (both size and security) can be used with 
  pooled Background points.
  • 
   
  A single small building, such as a  
   
   
  single-family home or a social   
   
   
  establishment — enough for a basic  
   
   
  haven.
  •• 
   
  A church, factory, warehouse,   
   
   
  mid-rise, or other large structure —  
   
   
  a location with ready but easily   
   
   
  controllable access to the outside  
   
   
  world.
  •••  
  A high-rise, city block, or an  
   
   
   
  important intersection — a  
   
   
   
  location or area that offers areas for  
   
   
  concealment as well as controlled  
   
   
  access.
  ••••  
  A sewer subsection, a network of  
   
   
  service tunnels, the enclave of homes  
   
   
  on a hill overlooking the city —  
   
   
  a place with inherently protective  
   
   
  features, such as an isolated mountain  
   
   
  road, bridge-only access, or vigilant  
   
   
  private security force.
  ••••• 
  An entire neighborhood, an ethnic  
   
   
  subdivision like “Chinatown” or  
   
   
  “Little Italy,” or a whole suburb.
  As noted previously, characters in a coterie can 
  share their domain resources for better results. Six to 
  eight dots secure all of a small town or a distinct city 
  region as a domain. Ten to 15 dots secure an important 
  but not geographically huge city sector, such as “the 
  docks,” or “Highland Park.” A large city itself might 
  be a hundred-plus Domain points, as with Atlanta, 
  Dallas, Geneva, or Baghdad. A city such as New York, 
  London, Paris, Rome, Sao Paolo, or Shanghai would 
  require many hundreds of Domain points.
  
  114 
  CHAPTER THREE: CHARACTER AND TRAITS
  Fame
  You enjoy widespread recognition in mortal society, 
  perhaps as an entertainer, writer, or athlete. People 
  may enjoy just being seen with you. This gives you all 
  manner of privileges when moving in mortal society, 
  but can also attract an unwanted amount of attention 
  now that you’re no longer alive. The greatest weapon 
  fame has to offer is the ability to sway public opin-
  ion — as modern media constantly proves. Fame isn’t 
  always tied to entertainment: A heinous criminal in 
  a high-profile trial probably has a certain amount of 
  fame, as do a lawmaker and a scientist who has made a 
  popularized discovery.
  This Background is obviously a mixed blessing. You 
  can certainly enjoy the privileges of your prestige — 
  getting the best seats, being invited to events you’d 
  otherwise miss, getting appointments with the elite 
  — but you’re sometimes recognized when you’d rather 
  not be. However, your enemies can’t just make you dis-
  appear without causing an undue stir, and you find it 
  much easier to hunt in populated areas as people flock 
  to you (reduce the difficulties of hunting rolls by one 
  for each dot in Fame). Additionally, your Storyteller 
  might permit you to reduce difficulties of certain Social 
  rolls against particularly star-struck or impressionable 
  people.
  • 
   
  You’re known to a select subculture  
   
   
  — local club-goers, industry bloggers,  
   
   
  or the Park Avenue set, for instance.
  •• 
   
  Random people start to recognize  
   
   
  your face; you’re a minor celebrity  
   
   
  such as a small-time criminal or a  
   
   
  local news anchor.
  •••  
  You have greater renown; perhaps  
   
   
  you’re a senator or an entertainer who  
   
   
  regularly gets hundreds of thousands  
   
   
  of YouTube hits.
  ••••  
  A full-blown celebrity; your name is  
   
   
  often recognized by the average   
   
   
  person on the street.
  ••••• 
  You’re a household word. People  
   
   
  name their children after you.
  Generation
  This Background represents your Generation: the 
  purity of your blood, and your proximity to the First 
  Vampire. A high Generation rating may represent 
  a powerful sire or a decidedly dangerous taste for di-
  ablerie. If you don’t take any dots in this Trait, you 
  begin play as a Thirteenth Generation vampire. See  
  p. 270 for further information.
  • 
   
  Twelfth Generation: 11 blood pool,  
   
   
  can spend 1 blood point per turn
  •• 
   
  Eleventh Generation: 12 blood pool,  
   
   
  can spend 1 blood point per turn
  •••  
  Tenth Generation: 13 blood pool,  
   
   
  can spend 1 blood point per turn
  ••••  
  Ninth Generation: 14 blood pool,  
   
   
  can spend 2 blood points per turn
  ••••• 
  Eighth Generation: 15 blood pool,  
   
   
  can spend 3 blood points per turn
  Herd
  You have built a group of mortals from whom you can 
  feed without fear. A herd may take many forms, from 
  circles of kinky clubgoers to actual cults built around 
  you as a god-figure. In addition to providing nourish-
  ment, your herd might come in handy for minor tasks, 
  though they are typically not very controllable, closely 
  connected to you, or particularly skilled (for more ef-
  fective pawns, purchase Allies or Retainers). Your 
  Herd rating adds dice to your rolls for hunting; see  
  p. 259 for further details.
  Players may purchase pooled Herd with Background 
  points.
  • 
   
  Three vessels
  •• 
   
  Seven vessels
  •••  
  15 vessels
  ••••  
  30 vessels
  ••••• 
  60 vessels
  Influence
  You have pull in the mortal community, whether 
  through wealth, prestige, political office, blackmail, or 
  supernatural manipulation. Kindred with high Influ-
  ence can sway, and in rare cases even control, the po-
  
  115 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  litical and social processes of human society. Influence 
  represents the sum of your opinion- or policy-swaying 
  power in your community, particularly among the po-
  lice and bureaucracy. In some cases, cultivating Influ-
  ence is a path to generating Resources (see below).
  Some rolls may require you to use Influence in place 
  of an Ability, particularly when attempting to sway mi-
  nor bureaucrats. It’s easier to institute sweeping chang-
  es on a local level than a worldwide scale (e.g., having 
  an “abandoned” building demolished is relatively easy, 
  while starting a war is a bit more difficult).
  Influence can be used with pooled Background 
  points.
  • 
   
  Moderately influential; a factor in city  
   
   
  politics
  •• 
   
  Well-connected; a force in state  
   
   
  politics
  •••  
  Position of influence; a factor in  
   
   
  regional politics
  ••••  
  Broad personal power; a force in  
   
   
  national politics
  ••••• 
  Vastly influential; a factor in global  
   
   
  politics
  Mentor
  This Trait represents a Kindred or group of Kindred 
  who looks out for you, offering guidance or aid once in 
  a while. A mentor may be powerful, but his power need 
  not be direct. Depending on the number of dots in this 
  Background, your mentor might be nothing more than 
  a vampire with a remarkable information network, or 
  might be a centuries-old creature with tremendous in-
  fluence and supernatural power. He may offer advice, 
  speak to the Prince or Archbishop on your behalf, 
  steer other elders clear of you, or warn you when you’re 
  walking into situations you don’t understand. 
  Most often your mentor is your sire, but it could well 
  be any Cainite with an interest in your wellbeing. A 
  high Mentor rating could even represent a group of 
  like-minded vampires, such as the elders of the city’s 
  Tremere chantry or a Black Hand cell.
  Bear in mind that this Trait isn’t a “Get out of Jail 
  Free” card. Your mentor won’t necessarily arrive like 
  the cavalry whenever you’re endangered (and if she 
  does, you’re likely to lose a dot or more in this Back-
  ground after rousing her ire). What’s more, she might 
  occasionally expect something in return for her patron-
  age, which can lead to a number of interesting stories. 
  A mentor typically remains aloof, giving you useful in-
  formation or advice out of camaraderie, but will aban-
  don you without a thought if you prove an unworthy or 
  troublesome protégé. 
  • 
   
  Mentor is an ancilla of little  
   
   
   
  influence, or a Ductus or Pack Priest.
  •• 
   
  Mentor is respected: an elder or   
   
   
  highly-decorated veteran,  
   
   
   
  for instance.
  •••  
  Mentor is heavily influential, such as  
   
   
  a member of the Primogen or   
   
   
  a Bishop.
  ••••  
  Mentor has a great deal of power over  
   
   
  the city: a Prince or Archbishop,  
   
   
  for example.
  ••••• 
  Mentor is extraordinarily powerful,  
   
   
  perhaps even a Justicar or Cardinal.
  Resources
  Resources are valuable goods whose disposition your 
  character controls. These assets may be actual cash, 
  but as this Background increases, they’re more likely 
  to be investments, property, or earning capital of some 
  sort — land, industrial assets, stocks and bonds, com-
  mercial inventories, criminal infrastructure, contra-
  band, even taxes or tithes. Remember that vampires 
  don’t need to arrange for any food except blood and 
  their actual needs (as opposed to wants) for shelter are 
  very easily accommodated. Resources for vampires go 
  mostly to pay for luxuries and the associated expenses 
  of developing and maintaining Status, Influence, and 
  other Backgrounds. A character with no dots in Re-
  sources may have enough clothing and supplies to get 
  by, or she may be destitute and squatting in a refrigera-
  tor box under an overpass.
  You receive a basic allowance each month based on 
  your rating, so be certain to detail exactly where this 
  money comes from, be it a job, trust fund or dividends. 
  (Storytellers, decide for your locality and any relevant 
  time period what an appropriate amount of cash this 
  monthly allowance is.) After all, a Kindred’s fortune 
  may well run out over the course of the chronicle, de-
  pending on how well he maintains it. You can also sell 
  your less liquid resources if you need the cash, but this 
  can take weeks or even months, depending on what 
  exactly you’re trying to sell. Art buyers don’t just pop 
  out of the woodwork, after all.
  
  116 
  CHAPTER THREE: CHARACTER AND TRAITS
  Players may purchase Resources for their characters 
  with pooled Background points.
  • 
   
  Sufficient. You can maintain a typical  
   
   
  residence in the style of the working  
   
   
  class with stability, even if spending  
   
   
  sprees come seldom.
  •• 
   
  Moderate. You can display yourself  
   
   
  as a member in good standing of the  
   
   
  middle class, with the occasional gift  
   
   
  and indulgence seemly for a person  
   
   
  of even higher station. You can   
   
   
  maintain a servant or hire specific  
   
   
  help as necessary. A fraction of your  
   
   
  resources are available in cash,   
   
   
  readily portable property (like jewelry  
   
   
  or furniture), and other valuables  
   
   
  (such as a car or modest home) that  
   
   
  let you maintain a standard of living  
   
   
  at the one-dot level wherever you  
   
   
  happen to be, for up to six months.
  •••  
  Comfortable. You are a prominent  
   
   
  and established member of your   
   
   
  community, with land and an owned  
   
   
  dwelling, and you have a reputation  
   
   
  that lets you draw on credit at very  
   
   
  generous terms. You likely have more  
   
   
  tied up in equity and property than  
   
   
  you do in ready cash. You can   
   
   
  maintain a one-dot quality of   
   
   
  existence wherever you are without  
   
   
  difficulty, for as long as you choose.
  ••••  
  Wealthy. You rarely touch cash, as  
   
   
  most of your assets exist in tangible  
   
   
  forms that are themselves more   
   
   
  valuable and stable than paper   
   
   
  money. You hold more wealth than  
   
   
  many of your local peers (if they can  
   
   
  be called such a thing). When   
   
   
  earning your Resources doesn’t   
   
   
  enjoy your usual degree of attention,  
   
   
  you can maintain a three-dot  
   
   
   
  existence for up to a year, and a two- 
   
   
  dot existence indefinitely.
  ••••• 
  Extremely Wealthy. You are the  
   
   
  model to which others strive to   
   
   
  achieve, at least in the popular mind.  
   
   
  Television shows, magazine spreads,  
   
   
  and gossip websites speculate about  
   
   
  your clothing, the appointments of  
   
   
  your numerous homes, and the luxury  
   
   
  of your modes of transportation. You  
   
   
  have vast and widely distributed  
   
   
  assets, perhaps tied to the fates of  
   
   
  nations, each with huge staffs and  
   
   
  connections to every level of  
   
   
   
  society through a region. You   
   
   
  travel with a minimum of three-dot  
   
   
  comforts, more with a little effort.  
   
   
  Corporations and governments   
   
   
  sometimes come to you to buy into  
   
   
  stocks or bond programs.
  Retainers
  Not precisely Allies or Contacts, your retainers are ser-
  vants, assistants, or other people who are your loyal and 
  steadfast companions. Many vampires’ servants are ghouls 
  (p. 496) — their supernatural powers and blood bond-en-
  forced loyalty make them the servants of choice. Retainers 
  may also be people whom you’ve repeatedly Dominated 
  until they have no free will left, or followers so enthralled 
  with your Presence that their loyalty borders on blind fa-
  naticism. Some vampires, particularly those with the Ani-
  malism Discipline, use animal ghouls as retainers.
  You must maintain some control over your retainers, 
  whether through a salary, the gift of your vitae, or the 
  use of Disciplines. Retainers are never “blindly loyal no 
  matter what” — if you treat them poorly without exer-
  cising strict control, they might well turn on you.
  Retainers may be useful, but they should never be 
  flawless. A physically powerful ghoul might be rebel-
  lious, inconveniently dull-witted, or lacking in practi-
  cal skills. A loyal manservant might be physically weak 
  or possess no real personal initiative or creativity. This 
  Background isn’t an excuse to craft an unstoppable 
  bodyguard or pet assassin — it’s a method to bring more 
  fully-developed characters into the chronicle, as well 
  as to reflect the followers for which the Kindred are 
  notorious. Generally, retainers are more like Renfield 
  than Anita Blake. (If the player and Storyteller agree, 
  a player may create a more competent single Retainer 
  by combining more points in this Background, putting 
  more eggs in one basket, as the saying goes.)
  Players can spend pooled Background points on Re-
  tainers.
  • 
   
  One retainer
  •• 
   
  Two retainers
  •••  
  Three retainers
  ••••  
  Four retainers
  ••••• 
  Five retainers
  
  117 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Rituals
  This Background is for Sabbat characters only.
  You know the ritae and rituals of the Sabbat, and you 
  can enact many of them. This Background is vital to be-
  ing a Pack Priest — without this Background, ritae will 
  not function. This Background is actually a supernatural 
  investment, drawing on the magic of the eldest Tzimisce 
  sorcerers. Sabbat vampires who are not their pack‘s 
  priests should have an outstanding reason for acquiring 
  this Background, as Pack Priests are loath to share their 
  secrets with more secular members of the Sect. Some 
  example rituals include the Vaulderie (p. 288), as well 
  as those presented in the Appendix (p. 507).
  • 
   
  You know a few of the auctoritas ritae  
   
   
  (your choice).
  •• 
   
  You know some of the auctoritas ritae  
   
   
  (your choice) and a few ignoblis ritae  
   
   
  (your choice).
  •••  
  You know all of the auctoritas ritae  
   
   
  and some ignoblis ritae (your choice).  
   
   
  Also, you may create your own   
   
   
  ignoblis ritae, given enough time  
   
   
  (consult your Storyteller for  
   
   
   
  development time and game effects).
  ••••  
  You know all the auctoritas ritae  
   
   
  and many ignoblis ritae (your   
   
   
  choice). You may create your own  
   
   
  ignoblis ritae, given enough time  
   
   
  (consult your Storyteller for  
   
   
   
  development time and game effects).  
   
   
  You are also familiar with the   
   
   
  functions of numerous regional and  
   
   
  pack-specific ignoblis ritae, even if  
   
   
  you cannot perform them.
  ••••• 
  You know all the auctoritas ritae and  
   
   
  dozens of ignoblis ritae (your choice).  
   
   
  You may create your own ignoblis  
   
   
  ritae, given enough time (consult  
   
   
  your Storyteller for development time  
   
   
  and game effects). You are also   
   
   
  familiar with the functions of almost  
   
   
  all regional and pack-specific  
   
   
   
  ignoblis ritae, even if you cannot  
   
   
  perform them; if it’s been written  
   
   
  down or passed around in lore,   
   
   
  you’ve heard of it.
  
  118 
  CHAPTER THREE: CHARACTER AND TRAITS
  Status
  You have something of a reputation and standing 
  (earned or unearned) within the local community of 
  Kindred. Status among Camarilla society is as often 
  derived from your sire’s status and the respect due your 
  particular bloodline as it is by personal achievement. 
  Among the Sabbat, status is more likely to stem from 
  the reputation of your pack or the zeal of your outlook. 
  Elders are known for having little respect for their ju-
  niors; this Background can mitigate that somewhat.
  High status within the Camarilla does not transfer to 
  Sabbat society (and will most likely make you a notori-
  ous target for your Sect’s rivals), and vice versa. Simi-
  larly, Autarkis generally have zero Status, unless they 
  have somehow garnered so much power and attention 
  that they are considered forces to be reckoned with. 
  You may have occasion to roll your Status in conjunc-
  tion with a Social Trait; this reflects the positive effects 
  of your prestige.
  Note that Caitiff characters may not purchase Status 
  during character creation. Caitiff are the lowest of the 
  low, and any respect they achieve must be earned dur-
  ing the course of the chronicle.
  • 
   
  Known: a neonate/Pack Priest
  •• 
   
  Respected: an ancilla/respected Ductus
  •••  
  Influential: an elder/Templar
  ••••  
  Powerful: a member of the Primogen/ 
   
   
  a Bishop
  ••••• 
  Luminary: a Prince/Archbishop
  Pooling Backgrounds
  Some Backgrounds lend themselves to joint owner-
  ship. Specifically, the members of a coterie may choose 
  to pool their individual stores of Allies, Contacts, Do-
  main, Herd, Influence, Resources, and Retainers. 
  The Anchor
  You and the other players choose one Background as 
  the anchor that holds the shared assets together. For 
  example, this Background might be Domain, with the 
  physical place the characters claim as their haven and 
  for hunting, which also acts as a meeting ground for the 
  mortals they deal with, a repository for their wealth, 
  and so on. Any of the poolable Backgrounds can serve 
  in this role, however: Herd might be this coterie’s key 
  to sustenance and stability.
  No Background pool can have more dots assigned to 
  it than the Anchor Background does at any time. If 
  the Background is damaged by events during play or 
  between sessions, other assets drift away from the char-
  acters’ control, and it takes effort to win them back. 
  Any character contributing to the pool may pull his 
  stake out at any time. The dislocations guarantee some 
  damage: The character gets back one dot less than he 
  put in. 
  Example: The members of the Bloody Sunday coterie 
  build their Background pool around Domain. The physical 
  territory of a ruined church and its economically depressed 
  environs give them the opportunity to interact with down-
  and-out members of their squalid neighborhood and a ragged 
  group of mortals who fear the creepy squatters in the old 
  church. They put a total of four dots into the Domain pool. 
  Members of the coterie also spend three points on pooled 
  Resources and three points on pooled Influence.
  Then things go awry. A Sabbat incursion leads to the 
  arrival of a trouble-shooting Archon, and in the city’s para-
  noia, another coterie mistakes Bloody Sunday for a Sabbat 
  pack and sets the church on fire. The Domain rating drops 
  from 4 to 2. Nobody comes to a burned-down church to 
  score, so the coterie’s drug-related Resources also drops to 
  2. With the church slated for demolition (after a particu-
  larly harrowing encounter, the coterie barely avoided the 
  fire marshal discovering that they made their haven there), 
  the coterie’s pooled Influence also falls from 3 to 2 as they 
  fight the zoning and demolition permits through proxies.
  Sustained effort by Bloody Sunday can repair the dam-
  age. Many options are available, from having the church 
  declared a local historical site and thus exempt from demoli-
  tion “pending repairs” — to taking a tricky political path 
  and trying to achieve satisfaction from the mistaken coterie 
  (or overzealous Archon…).
  As the Anchor Background rating rises again, so do 
  the ratings of those anchored to it, as a result of sto-
  rytelling directed toward the goals of improving lost 
  Backgrounds.
  Under normal circumstances, a coterie can’t change 
  its Anchor Background, nor can it acquire a new An-
  chor Background. While it may choose to abandon a 
  certain Background asset over the course of a chronicle 
  (and thus free itself of the limitations of the pooled 
  Backgrounds in question), the fact that Backgrounds 
  change value only as a result of the story’s events 
  means that the coterie must acquire new Backgrounds 
  in that manner, rather than through freebie or experi-
  ence points.
  
  119 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  In the end, most vampires end up following personal 
  goals over the course of their unlives. Pooled Back-
  grounds are a great way for young Kindred to gain an 
  initial advantage as neonates in the World of Dark-
  ness, but they quickly become outdated or even liabili-
  ties as the Kindred formerly attached to them pursue 
  their own, private agendas.
  Using Pooled Backgrounds
  Pooled Backgrounds are shared resources; essentially 
  the coterie’s communal property. Anyone who contrib-
  utes to the pool (no matter how much he contributes) 
  has equal access to it. Even if the character donates to 
  only one of the pool’s associated Backgrounds, he still 
  has equal access to it. Not everyone can use the pool 
  simultaneously, though. A Herd pool of seven dots can 
  grant access only to the same, finite number of vessels. 
  Just how those points are split up depends on the cir-
  cumstances and agreements between the characters.
  Example: Four players decide that their characters are 
  forming a Background pool. Their anchor is Resources (the 
  thriving blood doll trade among jaded elders), and they wish 
  to get dots in Contacts (from the elders themselves), Do-
  main (recognition of sovereign hunting grounds from the 
  elders for whom they’re providing fresh vessels), and Re-
  tainers (a few lackeys who can move about by day). Jeff 
  contributes three dots of Resources; Michelle contributes 
  another two dots of Resources and two of Domain; Joe 
  contributes another two dots of Retainers, two to Contacts, 
  and one to Domain. Finally, Kelley — who is short on dots 
  — contributes only one dot of Retainers. This makes the 
  pool Resources 5, Contacts 2, Domain 3, Retainers 3. All 
  the players can have their characters tap this pool equally, 
  even Kelley, who contributed only a single dot.
  At the Storyteller’s discretion, players can agree to 
  place individual access limits on shared Backgrounds, 
  to reflect any agreements their characters have made 
  with one another. Sometimes being the Kindred who 
  contributed fewer Backgrounds than the others comes 
  with its own considerations.
  Upper Limits
  By pooling points, a coterie can get Backgrounds that 
  surpass the normal five-dot limit. This arrangement is 
  normal, and it reflects the advantages of cooperation. 
  A group can secure a larger domain or maintain a larg-
  er network of allies and contacts than a single vampire 
  can. There is no absolute upper limit on the level to 
  which a pooled Background can rise, but things can 
  get downright ludicrous if you aren’t careful. It’s usu-
  ally best for the Storyteller to impose a 10-dot limit on 
  the Anchor Background (and thus on all others).
  The Storyteller should also take into consideration 
  the scaling of Backgrounds, increasing their reliability 
  rather than their quantitative value as the ratings es-
  calate among the coterie. For example, if an average 
  player group of four players each contributes a single 
  dot or two to a shared Resources pool of 6, the effect 
  shouldn’t be that they’re collectively the world’s secret 
  Kindred billionaires, but rather that they’re of more 
  modest means, and that those means are more difficult 
  to wrest from them by other jealous vampires. This is 
  a question of balancing player expectations with ele-
  ments of the story, so be sure to set some guidelines for 
  what the shared Backgrounds actually represent before 
  the chronicle begins.
  Virtues
  The Virtue Traits define a character’s outlook on un-
  life — they shape a character’s ethical code and de-
  scribe his commitment to his chosen morality. Virtues 
  exist to help give a character a sense of being, not to 
  force players to portray their characters in a given way. 
  However, Kindred are passionate creatures, and some-
  times an act or situation may force a character to con-
  sider exactly how she should react to a given stimulus. 
  Virtues come into play when a character faces an im-
  pending frenzy, does something ethically questionable 
  (according to the character’s morality), or confronts 
  something that terrifies or disturbs her.
  A vampire’s Virtues are determined by his Path, the 
  particular code of ethics he follows. Most Camarilla 
  Kindred maintain their mortal values and follow the 
  Path of Humanity (referred to simply as “Humanity”), 
  but other vampires often subscribe to radically differ-
  ent philosophies. Humanity, Paths, and the alternate 
  Virtues are discussed in Chapter Seven.
  At character creation, a character’s Humanity is 
  equal to his Conscience + Self-Control Virtues.
  Conscience
  Conscience is a Trait that allows characters to evalu-
  ate their conduct with relation to what is “right” and 
  “wrong.” A character’s moral judgment with Conscience 
  stems from her attitude and outlook. Conscience is 
  what prevents a vampire from succumbing to the Beast, 
  by defining the Beast’s urges as unacceptable.
  
  120 
  CHAPTER THREE: CHARACTER AND TRAITS
  Conscience factors into the difficulty of many rolls to 
  avoid committing a transgression. Additionally, Con-
  science determines whether or not a character loses 
  Humanity by committing acts that do not uphold her 
  moral code (see “Degeneration,” p. 309). A character 
  with a high Conscience rating feels remorse for trans-
  gressions, while a character with a lower Conscience 
  may be more callous or ethically lax.
  Some vampires replace the Conscience Virtue with 
  the Virtue of Conviction (p. 314); unless your Story-
  teller tells you it’s OK to do this, assume Conscience is 
  used.
  • 
   
  Uncaring
  •• 
   
  Normal
  •••  
  Ethical
  ••••  
  Righteous
  ••••• 
  Remorseful
  Self-Control
  Self-Control defines a character’s discipline and mas-
  tery over the Beast. Characters with high Self-Control 
  rarely succumb to emotional urges, and are thus able to 
  restrain their darker sides more readily than characters 
  with low Self-Control.
  Self-Control comes into play when a character faces 
  her Beast in the form of frenzy (p. 298). Self-Control 
  allows the character to resist the frenzy. Note: A char-
  acter may never roll more dice to resist or control a 
  frenzy than she has in her blood pool — it’s hard to 
  deny the Beast when one’s mind clouds with hunger.
  As with Conscience, Self-Control can be replaced, 
  in this case by the Virtue of Instinct (p. 314). Again, 
  unless the Storyteller specifically says it’s all right to do 
  so, assume Self-Control is used.
  • 
   
  Unstable
  •• 
   
  Normal
  •••  
  Temperate
  ••••  
  Hardened
  ••••• 
  Total self-mastery
  Courage
  All characters have a Courage Trait, regardless of 
  the Path they follow. Courage is the quality that allows 
  characters to stand in the face of fear or daunting ad-
  versity. It is bravery, mettle, and stoicism combined. A 
  character with high Courage meets her fears head-on, 
  while a character of lesser Courage may flee in terror.
  Kindred use the Courage Virtue when faced with cir-
  cumstances they endemically dread: fire, sunlight, True 
  Faith. See the section on Rötschreck (p. 299) for me-
  chanical systems dealing with character fear.
  • 
   
  Timid
  •• 
   
  Normal
  •••  
  Bold
  ••••  
  Resolute
  ••••• 
  Heroic
  Willpower
  Willpower measures a character’s inner drive and compe-
  tence at overcoming unfavorable odds. Unlike other Traits, 
  Willpower has both a permanent rating and a temporary 
  pool of points. The rating is rolled or tested, while the 
  pool is spent. When a player spends a point of a character’s 
  Willpower, she should cross off the point from the Will-
  power pool (the squares), not the Willpower rating (the 
  circles). The rating stays constant — if a character needs 
  to roll Willpower for some reason, she bases the roll on the 
  permanent rating. The pool is used up during the story.
  A character’s Willpower pool will likely fluctuate a great 
  deal during the course of a story or chronicle. It decreases 
  by one point every time a player uses a Willpower point to 
  enable his character to do something extraordinary, like 
  maintain self-control or gain an automatic success. Eventu-
  ally, the character will have no Willpower left, and will no 
  longer be able to exert the effort he once could. A character 
  with no Willpower pool is exhausted mentally, physically, 
  and spiritually, and will have great difficulty doing anything, 
  as he can no longer muster the energy to undertake an ac-
  tion or cause. Willpower points can be regained during the 
  course of a story, though players are advised to be frugal 
  with their characters’ Willpower pools.
  The Willpower Trait is measured on a 1-10 scale rath-
  er than a 1-5 scale. At character creation, a character’s 
  Willpower is equal to his Courage Virtue.
  • 
   
   
  Spineless
  •• 
   
   
  Weak
  •••  
   
  Unassertive
  ••••  
   
  Diffident
  ••••• 
   
  Certain
  •••••  • 
   
  Confident
  •••••  ••  
  Determined
  
  121 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  •••••  •••  
  Controlled
  •••••  •••• 
  Iron-willed
  •••••  ••••• 
  Unshakable
  More information on Willpower is available in Chap-
  ter Six, under “Spending Willpower” on p. 266.
  Blood Pool
  A character’s blood pool measures how much vitae the 
  vampire has in his system. The blood pool comprises a 
  number of individual blood points. Each blood 
  point corresponds roughly to one-
  tenth of the blood in an average 
  adult mortal (a pint or one-half 
  liter outside of a human).
  The maximum number 
  of blood points a vampire 
  may ingest is dictated by his 
  Generation, as is the num-
  ber of blood points he may 
  spend in a single turn. A vam-
  pire with zero blood points in his 
  system is ravenously hungry and likely 
  in the throes of frenzy.
  More information on the blood pool 
  is available in Chapter Six, under “Us-
  ing Blood Pool” on p. 268.
  Health
  The Health Trait measures a char-
  acter’s physical condition, from perfect 
  health to Final Death. As characters are 
  wounded or otherwise impaired, they 
  lose health levels, then regain them as 
  they heal. A character’s Health Trait 
  consists of seven different “health lev-
  els,” and each level applies a different 
  dice pool penalty to any actions taken 
  by the person in question. A character 
  who is Hurt subtracts one die from her 
  action dice pools, while a Crippled charac-
  ter subtracts five dice from her action dice 
  pools. If health level penalties leave a char-
  acter with no dice in a given dice pool, the character 
  cannot take that action. However, a point of Willpow-
  er can be spent to ignore wound penalties for one turn 
  (see p. 282).
  A character at the Incapacitated health level is ut-
  terly immobilized and can take no action of any kind 
  except healing himself with blood points (if the char-
  acter is a vampire or ghoul) or swallowing blood that 
  is offered to him. A mortal who reaches this stage is a 
  breath away from death; if she takes any more damage, 
  she dies. If a Kindred suffers an aggravated wound (see p. 
  285) after being Incapacitated, he dies the Final Death. 
  A vampire at the Incapacitated health level with no 
  more blood in his body immediately sinks into torpor.
  Note 
  that dice 
  pool pen-
  alties from 
  health level loss 
  apply only to ac-
  tions. They do not ap-
  ply to purely reflexive 
  dice pools, such as soak 
  dice, most Virtue checks, or Willpower rolls 
  to abort to another action. If a character is 
  Wounded and suffers more non-aggravated damage, he 
  may still soak with his full Stamina (plus Fortitude, if he 
  has it). The health level penalties do apply to damage 
  rolls for Strength-based attacks, but not for mechanical 
  weapons like firearms. Ultimately, this rule must be ad-
  judicated by the Storyteller and common sense.
  
  122 
  CHAPTER THREE: CHARACTER AND TRAITS
  Experience
  During the course of a chronicle, characters — much 
  like players over the course of their lives — learn from 
  their mistakes and grow. Change is inevitable, even for 
  the eternal undead. Over years and centuries, vampires 
  hone their Disciplines, learn (and forget) the ins and 
  outs of cultures and languages, and refine their skills at 
  the Jyhad.
  A great deal of what characters learn is beyond the 
  scope of any game system to reflect. In many cases the 
  more mundane aspects of growing older — and, one 
  would hope, wiser — are reflected in the players’ in-
  creased confidence and perspicacity. Learning to lock 
  your car when you leave it in a public parking place 
  is simply common sense, not really a skill that can be 
  purchased. Emotional transformations are roleplayed, 
  not bought.
  Sometimes, though, characters improve themselves 
  in skills magical or mundane. A system of rewards, 
  called experience points, is used to reflect these more 
  quantitative changes. Experience points reflect the 
  Traits that a vampire hones as time passes.
  At the end of each story, the Storyteller awards expe-
  rience points to each character. The players then write 
  down how many experience points the character has 
  Health Levels
  Health Level 
  Dice Pool Penalty 
  Movement Penalty
  Bruised 
   
  0 
   
   
  Character is only bruised and suffers no dice pool penalties  
   
   
   
   
   
   
  due to damage.
  Hurt 
   
  -1 
   
   
  Character is superficially hurt and suffers no movement   
   
   
   
   
   
   
  hindrance.
  Injured 
   
  -1 
   
   
  Character suffers minor injuries and movement is mildly  
   
   
   
   
   
   
  inhibited (halve maximum running speed).
  Wounded  
  -2 
   
   
  Character suffers significant damage and may not run  
   
   
   
   
   
   
   
  (though he may still walk). At this level, a character may  
   
   
   
   
   
   
  only move or attack; he always loses dice when moving   
   
   
   
   
   
   
  and attacking in the same turn.
  Mauled 
   
  -2 
   
   
  Character is badly injured and may only hobble about   
   
   
   
   
   
   
  (three yards or meters/turn).
  Crippled 
   
  -5 
   
   
  Character is catastrophically injured and may only crawl  
   
   
   
   
   
   
  (one yard or meter/turn).
  Incapacitated 
   
   
   
  Character is incapable of movement and is likely  
   
   
   
   
   
   
   
  unconscious. Incapacitated vampires with no blood in   
   
   
   
   
   
   
  their bodies enter torpor.
  Torpor 
   
   
   
   
  Character enters a deathlike trance. He may do   
   
   
   
   
   
   
   
  nothing, not even spend blood, until a certain period of time  
   
   
   
   
   
   
  has passed.
  Final Death  
   
   
   
  Character dies again, this time forever.
  
  123 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  earned. Between stories, players may spend their char-
  acters’ experience points to purchase or increase Traits.
  Experience points can be used to improve Attributes, 
  to acquire new Abilities or enhance ones the charac-
  ter already has, to raise existing Disciplines or purchase 
  new ones, or to increase Virtues. Backgrounds may not 
  be purchased through experience points, though they 
  may be acquired through roleplaying if, for example, 
  the character makes a new friend, acquires a windfall, 
  or commits diablerie. The costs for all of these different 
  changes vary greatly, as shown on the chart on p. 124. 
  The Storyteller is the final arbiter of how many 
  experience points each character receives, as well as 
  which Traits may be raised. Accordingly, the Storytell-
  er should oversee where experience points are spent. 
  Players may wish to put points into areas that don’t 
  honestly reflect what the character has learned during 
  the story or chronicle, in which case the Storyteller 
  can veto their actions. For example, if a character did 
  not use his Dominate Discipline at all during a story, 
  he could not have improved it, and thus the Storyteller 
  should not allow him to increase the number of dots 
  in that Discipline. The same stands for improving Vir-
  tues: A character who just killed three children and di-
  ablerized her sire has no logical grounds for increasing 
  her Humanity rating. Note that a character does not 
  have to use his Traits successfully to be eligible for an 
  increase. We often learn more from failure than from 
  success, and the undead are no different.
  As Storyteller, try to be fair about experience-point 
  expenditure, and never take things to the point at 
  which the player feels he has no control over the char-
  acter any longer. Ask the players what they feel their 
  characters learned before awarding any points, and use 
  that as part of the basis for giving them experience 
  points. These limitations are put forth to add a level 
  of reality to the game. If the changes in the charac-
  ter are completely random, the impact is lost. Weave 
  the changes into the course of events, and make the 
  changes reflect what has occurred. 
  Virtues increased by experience have no impact on 
  the character’s Humanity, Path, or Willpower. Once 
  the character-creation process is finished, that’s the 
  end of the matter. For example, a character who, dur-
  ing a story, manages to act in spite of his fear of fire is 
  eligible for a Courage increase, but increasing Courage 
  does not automatically increase Willpower.
  No Trait may be increased by more than one point 
  during the course of a story. Vast changes in Traits take 
  time, and the game should reflect that limitation.
  New Traits
  Increasing existing Traits can be done fairly read-
  ily, so long as the character uses or practices the Trait 
  in question. Learning new Traits, however, is a little 
  more difficult. Even a vampire can’t simply pick up 
  a functioning legal knowledge or learn to fight if he 
  doesn’t know even the basics (to say nothing of learn-
  ing a new Discipline). Thus, learning an entirely new 
  Ability or Discipline requires some tutoring and study, 
  in addition to the required experience-point expendi-
  ture. This study can be simple (a night-school course 
  to learn the basics of Computer) or brutally difficult 
  (months or even years of mind-bending rituals, formu-
  las, and blood manipulation to learn the first dot in 
  Thaumaturgy), but it must always be accomplished. 
  Having the Mentor Background helps, but even a 
  mentor can teach only what she herself knows.
  Storytellers: Do not allow players to neglect this re-
  quirement! Particularly for more esoteric arts such as 
  Disciplines, pursuit of new knowledge — and payment 
  for same — can lead to all manner of incredible stories.
  Awarding Experience Points
  Awarding experience points is a double-edged sword. 
  As a Storyteller, you can hurt your chronicle by giving 
  away too many as well as too few. If you give more to some 
  players than you do to others, you might seem as if you’re 
  playing favorites, and you also risk unbalancing the game. 
  However, the characters who do the most, who take the 
  risks and learn from their mistakes instead of simply sit-
  ting on the sidelines, deserve the experience points to re-
  flect the changes they’re going through. The rules below 
  should help you avoid most problems, but you should feel 
  free to experiment and fine-tune them to fit your needs.
  End of Each Chapter
  At the end of each game session, or chapter, you 
  should award the characters between one and five ex-
  perience points. One point is awarded automatically, 
  simply because the character experienced the chapter’s 
  events. Despite ourselves, we tend to learn from the 
  follies of others as we do from our own.
  One Point — Automatic: Each player gets one point 
  at the end of each chapter.
  One Point — Learning Curve: Ask the player what his 
  character learned in the course of the night’s events. If you 
  agree with the answer, give the player one experience point.
  One Point — Roleplaying: The player carried out 
  the role of her character well, not only entertainingly 
  
  124 
  CHAPTER THREE: CHARACTER AND TRAITS
  but appropriately. The player performed as the char-
  acter should in the circumstances. Truly inspired role-
  playing might merit two experience points.
  One Point — Heroism: On rare occasions even 
  vampires can truly behave as heroes, risking all to let 
  friends or even strangers escape from disaster or death. 
  If a character acts heroically and manages to survive, 
  he should be rewarded. Some players might try to take 
  advantage of this idea. Don’t let them. Stupidity and 
  suicidal behavior should not be mistaken for heroism.
  The End of the Story
  You might decide to give extra experience points at 
  the end of a story, if the players have done their part 
  and the characters have faced down substantial trials. 
  Only a few points should be given this way, as they are 
  effectively “bonus points” for a job well done. 
  One Point — Success: The characters achieved all or 
  part of the goals they set out to accomplish. Even minor 
  victories can be rewarded if they pushed the game forward. 
  One Point — Danger: The characters survived 
  against harsh odds and grave dangers.
  One Point — Wisdom: The player, and thus the 
  character, came up with a brilliant plan or even a spon-
  taneous strategy that enabled the coterie to survive 
  when it would likely have failed otherwise.
  More points can be awarded if you decide they 
  should be, or if you want the characters to advance 
  more quickly than they currently are.
  Experience Costs
  Trait 
   
   
   
   
   
  Cost
  New Ability 
   
   
   
   
  3
  New Discipline 
   
   
   
   
  10
  New Path (Necromancy or Thaumaturgy)  
  7
  Attribute 
   
   
   
   
   
  current rating x 4
  Ability 
   
   
   
   
   
  current rating x 2
  Clan Discipline 
   
   
   
   
  current rating x 5*
  Other Discipline 
   
   
   
   
  current rating x 7*
  Secondary Path (Necromancy or Thaumaturgy) 
  current rating x 4
  Virtue 
   
   
   
   
   
  current rating x 2**
  Humanity or Path of Enlightenment 
   
  current rating x 2
  Willpower  
   
   
   
   
  current rating
  * Caitiff have no Clan-based Disciplines, just as they have no Clan. For them, the cost of raising all 
  Disciplines is the current rating x 6. This is both the curse and the blessing of being Clanless. 
  ** Increasing a Virtue through experience does not increase Traits based on that Virtue (Humanity, 
  Path, Willpower).
  
  125 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  126 
  CHAPTER FOUR: DISCIPLINES
  
  127 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter Four:  
  Disciplines
  Disciplines are supernatural powers granted by the 
  Embrace, which vampires cultivate to bring to bear 
  against their foes and prey. These powers separate the 
  Damned from mortals, providing an incomparable mys-
  tical edge over those who would stand against them. 
  With Disciplines, a vampire can exert the strength of 
  a dozen men, force an enemy into thrall, ignite a fire 
  with a glance, or take the mantle of a beast. Even the 
  youngest Kindred, with a few token powers at his com-
  mand, has an advantage over most threats, while the 
  elders, who have often mastered a fearsome breadth of 
  these potent gifts, can seem almost unassailable.
  The origin of Disciplines is a Kindred mystery. Are 
  they a form of dark Biblical justice, bestowed upon 
  Caine and his get as a damnation-scourge? Are they 
  the wiles of a twisted natural world, taught by Lilith, 
  the mother of monsters? Are they simply predatory 
  advantages, intrinsic to the state of being Kindred? 
  Whatever the answer, learning and honing these su-
  pernatural powers is paramount to being able to face 
  undeath on a vampire’s own terms. After all, the other 
  forces at play in the Jyhad will be cultivating theirs….
  Like other Traits, Disciplines are rated in progressive 
  dots. A rating of one dot indicates that the Discipline 
  Elder Discipline Powers (6+)
  Discipline powers at a rating of 6 and higher 
  sometimes feature multiple powers at various lev-
  els; in such cases, the vampire increasing in power 
  simply chooses which one she wants. Some Disci-
  plines have more options than others; usually, this 
  means there are more commonly known applica-
  tions of those Disciplines. If the character wants 
  to purchase the other option or options later, she 
  can spend additional experience as if buying the 
  same dot in the Discipline again to acquire it. 
  Storytellers may also allow players to create their 
  own elder Discipline powers, if they desire.
  It should be noted that 6-dot and higher 
  powers can be abused to stomp a well-crafted 
  chronicle into tiny little pieces. These potent 
  abilities are often difficult (but not impossible) 
  to acquire, so Storytellers should consider the 
  impact that high-level Disciplines might have 
  on their chronicles before allowing them at all.
  127 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  "When my energies first surged through me, I discovered how to move like 
  lightning, how to borrow the strength of the earth, how to be as stone.  
  These were like breathing once was to me."
   - The Book of Nod
  
  128 
  CHAPTER FOUR: DISCIPLINES
  in question has barely been awakened, while a rating of 
  six dots or higher indicates mastery beyond the capac-
  ity of most neonates and even ancillae. As a character 
  increases her rating in a Discipline, she gains access 
  to the powers listed next to the appropriate number 
  of dots, as well as retaining access to lesser powers. As 
  with other Traits, Discipline levels of higher than five 
  dots are available only to those Kindred of Generations 
  seven and lower (see p. 270).
  Note: Unless stated in the description, Disciplines 
  cost no blood or Willpower points to activate.
  Animalism
  The Beast resides within all creatures, from scut-
  tling cockroaches to scabrous rats up through untamed 
  wolves and even powerful Kindred elders. Animalism 
  allows the vampire to amplify his intensely primordial 
  nature. He can not only communicate with animals, 
  but can also force his will upon them, directing such 
  beasts to do as he commands. As the vampire grows in 
  power, he can even control the Beast within mortals 
  and other supernaturals.
  Beasts grow distinctly agitated in the presence of a 
  vampire who lacks this Discipline or the Skill of Ani-
  mal Ken, often to the point of attacking or running 
  from the vampire. In contrast, vampires possessing 
  Animalism exude a dominant vibe to lower creatures, 
  which attracts them.
  Animalism is commonly found with vampires of the 
  Gangrel and Nosferatu Clans. Manipulation and Cha-
  risma are important for the use of Animalism powers; 
  the stronger the vampire’s personality, the more influ-
  ence he has over animals.
  Storytelling Animals
  It can be difficult for the Storyteller to use 
  animals as something more than a plot device 
  whenever a character tries to communicate 
  with them. It’s easy to fall back on monosyl-
  labic speech and easily led creatures in order 
  to get the story moving along. And indeed, 
  animals are simpler than humans – they focus 
  on the present and are directed by instincts 
  instead of complex goals and elaborate 
  schemes. However, simple doesn’t necessar-
  ily mean stupid; animals need cunning and 
  perception to survive, and both can be of 
  great use to a vampire master. Storytellers can 
  make animals dynamic, interesting characters 
  that bring a lot to the chronicle, or they can 
  quickly gloss over the finer points of their 
  characterization to get back to the more press-
  ing conflicts in the chronicle. 
  Statistics for certain animals are found in 
  Chapter Nine, p. 388.
  Advancing Disciplines
  Players begin the game with three dots to 
  spend on their characters’ Clan Disciplines, 
  which are listed with each Clan description 
  in Chapter Two. Caitiff may place their three 
  dots on any Disciplines they like, subject to 
  the Storyteller’s discretion. Characters may 
  also acquire Disciplines other than those 
  commonly taught by their Clan, provided 
  they spend the proper freebie or experience 
  points and have access to a vampiric teacher 
  (again, subject to the Storyteller’s discre-
  tion). Learning a new out-of-clan Discipline 
  requires that the teacher feeds the student a 
  point of their blood before instruction begins, 
  to start the mystical tie to the Discipline be-
  ing taught. Improving knowledge of a Disci-
  pline already known does not require such a 
  transfer (although some unscrupulous teach-
  ers may claim that it’s still necessary).
  Storytellers may decide that certain Disci-
  plines are more or less difficult to acquire, de-
  pending on their chronicle. For example, it’s 
  generally easier for a Kindred to learn a com-
  mon power like Potence (which many Clans 
  share) rather than Thaumaturgy (which is 
  generally the domain of the Tremere and a 
  few other bloodlines), but a chronicle set en-
  tirely around the storming and acquisition of 
  a rogue Tremere chantry may find that Thau-
  maturgy is much easier to learn and acquire.
  
  129 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  • Feral Whispers
  This power is the basis from which all other Animal-
  ism abilities grow. The vampire creates an empathic 
  connection with a beast, thereby allowing him to com-
  municate or issue simple commands. The Kindred locks 
  eyes with the animal, transmitting his desires through 
  sheer force of will. Although it isn’t necessary to actu-
  ally “speak” in chirps, hisses, or barks, some vampires 
  find that doing so helps strengthen the connection 
  with the animal. Eye contact must be maintained the 
  entire time; if it’s broken, the Kindred must re-estab-
  lish contact to continue communication. 
  The simpler the creature, the more difficult it be-
  comes to connect with the animal’s Beast. Mammals, 
  predatory birds, and larger reptiles are relatively easy 
  to communicate with. Insects, invertebrates, and most 
  fish are just too simple to connect with.
  Feral Whispers provides no guarantees that an animal 
  will want to deal with the vampire, nor does it ensure 
  that the animal will pursue any requests the vampire 
  makes of it. Still, it does at least make the creature bet-
  ter disposed toward the Kindred. The manner in which 
  the vampire presents his desires to the animal often de-
  pends on the type of creature. A Kindred can often bully 
  smaller beasts into heeding commands, but he’s better 
  off couching orders for large predators as requests.
  If the vampire successfully uses the power, the ani-
  mal performs the command to the best of its ability and 
  intellect. Only the very brightest creatures understand 
  truly complex directives (orders dealing with con-
  ditional situations or requiring abstract logic). Com-
  mands that the animal does understand remain deeply 
  implanted, however, and guide its behavior for some 
  time.
  System: No roll is necessary to talk with an ani-
  mal, but the character must establish eye contact (see  
  p. 152) first. Issuing commands requires a Manipula-
  tion + Animal Ken roll. The difficulty depends on the 
  creature: Predatory mammals (wolves, cats, vampire 
  bats) are difficulty 6, other mammals and predatory 
  birds (rats, owls) are difficulty 7, and other birds and 
  reptiles (pigeons, snakes) are difficulty 8. This difficulty 
  is reduced by one if the character speaks to the animal 
  in its “native tongue,” and can be adjusted further by 
  circumstances and roleplaying skill (we highly recom-
  mend that all communication between characters and 
  animals be roleplayed). 
  
  130 
  CHAPTER FOUR: DISCIPLINES
  The number of successes the player achieves dictates 
  how strongly the character’s command affects the ani-
  mal. One success is sufficient to have a cat follow an 
  individual and lead the character to the same location, 
  three successes are enough to have a raven spy on a 
  target for weeks, and five successes ensure that a grizzly 
  ferociously guards the entrance to the character’s wil-
  derness haven for some months.
  The character’s Nature plays a large part in how he 
  approaches these conversations. The character might 
  try intimidating, teasing, cajoling, or rationalizing. The 
  player should understand that he does not simply play 
  his character in these situations, but the Beast Within 
  as well.
  Using this power cannot force an animal to do some-
  thing against its nature, or to force a creature to risk 
  its life. While the aforementioned grizzly would stand 
  guard to the vampire’s haven and even fight for it, it 
  would not do so against obviously superior numbers or 
  something overwhelmingly supernatural. A predatory 
  bird might be convinced to harry a target, but would 
  definitely not hold ground. A docile dog or skittish cat 
  would have no problem with reporting something it 
  had seen, but it wouldn’t enter combat unless given no 
  other option — though it would likely agree to stand 
  and fight and then flee at the first opportunity, if a 
  harsh Kindred demanded it.
  •• Beckoning
  The vampire’s connection to the Beast grows strong 
  enough that he may call out in the voice of a specific 
  type of animal — howling like a wolf, shrilling like a 
  raven, etc. This call mystically summons creatures of 
  the chosen type. Since each type of animal has a dif-
  ferent call, Beckoning works for only a single species 
  at a time.
  All such animals within earshot are summoned, and 
  some percentage of them will heed the Beckoning if it 
  is successful. While the vampire has no further control 
  over the beasts who answer, the animals who do are 
  favorably disposed toward him and are at least willing 
  to listen to the Kindred’s concerns. (The vampire can 
  then use Feral Whispers on individual animals to com-
  mand them, which may be at a decreased difficulty at 
  Storyteller discretion.)
  System: The player rolls Charisma + Survival (dif-
  ficulty 6) to determine the response to the character’s 
  call; consult the table below. Only animals that can 
  hear the cry will respond. If the Storyteller decides no 
  animals of that type are within earshot, the summons 
  goes unanswered.
  The call can be as specific as the player desires. A 
  character could call for all bats in the area, for only the 
  male bats nearby, or for only the albino bat with the 
  notched ear he saw the other night.
     Successes      Result
  1 success 
  A single animal responds.
  2 successes 
  One-quarter of the animals within  
   
   
  earshot respond.
  3 successes 
  Half of the animals respond.
  4 successes 
  Most of the animals respond.
  5 successes 
  All of the animals respond.
  ••• Quell the Beast
  As the supreme predators of the natural world, Kin-
  dred are highly attuned to the bestial nature that dwells 
  within every mortal heart. A vampire who develops 
  this power may assert his will over a mortal (animal or 
  human) subject, subduing the Beast within her. This 
  quenches all powerful, strong emotions — hope, fury, 
  love, fear — within the target. The Kindred must ei-
  ther touch his subject or stare into her eyes to channel 
  his will effectively.
  Mortals who lack the fire of their inner Beasts are 
  quite tractable, reacting to even stressful situations 
  with indifference. Even the most courageous or mad-
  dened mortal becomes apathetic and listless, while an 
  especially sensitive individual may suffer from a phobic 
  derangement while under the power’s influence.
  Different Clans evoke this power in different ways, 
  though the effect itself is identical. Tzimisce call it 
  Cowing the Beast, since they force the mortal’s weaker 
  spirit to shrivel in fear before the Kindred’s own inner 
  Beast. Nosferatu refer to it as Song of Serenity, since 
  they soothe the subject’s Beast into a state of utter 
  complacency, thus allowing them to feed freely. Gan-
  grel know the power as Quell the Beast, and force the 
  mortal spirit into a state of fear or apathy as befits the 
  individual vampire’s nature.
  System: The player rolls Manipulation + Intimida-
  tion if forcing down the Beast through fear, or Manipu-
  lation + Empathy if soothing it into complacency. The 
  
  131 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  difficulty of the roll is 7 in either case. This is an ex-
  tended action requiring as many total successes as the 
  target has Willpower. Failure indicates that the player 
  must start over from the beginning, while a botch in-
  dicates that the vampire may not affect that subject’s 
  Beast for the remainder of the scene.
  When a mortal’s Beast is cowed or soothed, she can 
  no longer use or regain Willpower. She ceases all strug-
  gles, whether mental or physical. She doesn’t even 
  defend herself if assaulted, though the Storyteller may 
  allow a Willpower roll if the mortal believes her life is 
  truly threatened. To recover from this power, the mor-
  tal’s player rolls Willpower (difficulty 6) once per day 
  until she accumulates enough successes to equal the 
  vampire’s Willpower. Kindred cannot be affected by 
  this power.
  Though a vampire’s Beast cannot be cowed with this 
  ability, the Storyteller may allow characters to use the 
  “soothing” variation of this power to pull a vampire out 
  of frenzy. With three or more successes, the frenzying 
  vampire may roll again to pull herself out of frenzy, us-
  ing the same difficulty as the stimulus that caused the 
  frenzy originally.
  •••• Subsume the Spirit
  By locking his gaze with that of an animal, the vam-
  pire may mentally possess the creature. Some elders be-
  lieve that since animals don’t have souls but spirits, the 
  vampire can move his own soul into the animal’s body. 
  Many younger vampires think it a matter of transfer-
  ring one’s consciousness into the animal’s mind. In ei-
  ther case, it’s agreed that the beast’s weaker spirit (or 
  mind) is pushed aside by the Kindred’s own conscious-
  ness. The vampire’s body falls into a motionless state 
  akin to torpor while his mind takes control of the ani-
  mal’s actions, remaining this way until the Kindred’s 
  consciousness returns.
  Some haughty Tzimisce eschew this power, consider-
  ing it debasing to enter the body of a lesser creature. 
  When they do stoop to using it, they possess only pred-
  ators. Conversely, Gangrel revel in connecting to the 
  natural world in this way. They delight in sampling dif-
  ferent animals’ natures.
  System: The player rolls Manipulation + Animal 
  Ken (difficulty 8) as the character looks into the ani-
  mal’s eyes (see sidebar on p. 152). The number of suc-
  cesses allows the character to employ some mental Dis-
  ciplines while possessing the animal, as noted below.
     Successes      Result
  1 success 
  Cannot use Disciplines
  2 successes 
  Can use Auspex and other sensory  
   
   
  powers
  3 successes 
  Can also use Presence and other  
   
   
  powers of emotional manipulation
  4 successes 
  Can also use Dementation,  
   
   
   
  Dominate, and other powers of   
   
   
  mental manipulation
  5 successes 
  Can also use Chimerstry,  
   
   
   
  Necromancy, Thaumaturgy, and  
   
   
  other mystical powers
  This power entwines the character’s consciousness 
  closely with the animal’s spirit, so much so that the 
  character may continue to think and feel like that ani-
  mal even after breaking the connection. This effect 
  continues until the character spends a total of seven 
  nights or three Willpower points to resist and finally 
  overcome the animal nature. This should be role-
  played, though the character will be affected to a lesser 
  degree if the player chooses to spend Willpower.
  At the end of any particularly exciting incident dur-
  ing possession, the player rolls Wits + Empathy (diffi-
  culty 8) for the character to retain his own mind. Fail-
  ure indicates that the character’s mind returns to his 
  own body, but still thinks in purely animalistic terms. 
  A botch returns the character to his body, and also 
  sends him into frenzy.
  The character may travel as far from his own physical 
  body as he chooses while possessing the animal. The 
  character retains no conscious connection with his 
  vampire body during this time, though. The vampire 
  may also venture out during the day, albeit in the ani-
  mal’s body. However, the character’s own body must 
  be awake to do so, requiring a successful roll to remain 
  awake (see p. 262). If the character leaves the animal’s 
  body (by choice, if his body falls asleep, or after sus-
  taining significant injury), the vampire’s consciousness 
  returns to his physical form instantaneously.
  Although the vampire has no conscious link to his 
  body while possessing the animal, he does form a sym-
  pathetic bond. Anything the animal feels, the vampire 
  also experiences, from pleasure to pain. In fact, any 
  damage the animal’s body sustains is also applied to the 
  character’s body, though the Kindred body may soak 
  as normal. If the animal dies before the vampire’s soul 
  can flee from the body, the character’s body falls into 
  
  132 
  CHAPTER FOUR: DISCIPLINES
  torpor. Presumably this is in sympathetic response to 
  the massive trauma of death, but some Kindred believe 
  that the vampire’s soul is cast adrift during this time 
  and must find its way back to the body.
  ••••• Drawing Out the Beast
  At this level of Animalism, the Kindred has a keen 
  understanding of the Beast Within, and is able to re-
  lease his feral urges upon another mortal or vampire. 
  The recipient of the vampire’s Beast is instantly over-
  come by frenzy. This is an unnatural frenzy, however, 
  as the victim is channeling the Kindred’s own fury. As 
  such, the vampire’s own behavior, expressions, and 
  even speech patterns are evident in the subject’s sav-
  age actions. 
  Gangrel and Tzimisce are especially fond of unleash-
  ing their Beasts onto others. Gangrel do so to stir their 
  ghouls into inspired heights of savagery during combat. 
  Tzimisce care less about who receives their Beast than 
  retaining their own composure.
  System: The player must announce his preferred tar-
  get (since it must be someone within sight, Drawing 
  Out the Beast cannot be used if the vampire is alone), 
  then roll Manipulation + Self-Control/Instinct (diffi-
  culty 8). Refer to the table below for the results:
     Successes      Result
  1 success 
  The character transfers the Beast, but  
   
   
  unleashes it upon a random  
   
   
   
  individual.
  2 successes 
  The character is stunned by the effort  
   
   
  and may not act next turn, but   
   
   
  transfers the Beast successfully.   
   
   
  Alternatively, the character may act  
   
   
  normally during the turn, but must  
   
   
  spend a Willpower point or suffer a  
   
   
  single level of lethal damage.
  3+ successes The character transfers the Beast  
   
   
  successfully.
  If the attempt fails, the character himself immedi-
  ately enters frenzy. As the character relaxes in expecta-
  tion of relieving his savage urges, the Beast takes that 
  opportunity to dig deeper. In this case, the frenzy lasts 
  twice as long as normal and is twice as difficult to shrug 
  off; its severity also increases exponentially. Botch-
  ing this roll is even more catastrophic; the heightened 
  frenzy grows so extreme that not even expending Will-
  power curbs its duration or effects. The character is a 
  hapless victim to the terrible fury of his Beast, and may 
  well hurl herself into a savage, flesh-rending rampage 
  that leaves the Masquerade (and unfortunate nearby 
  onlookers) in tatters.
  If the character leaves the target’s presence before 
  the frenzy expends itself, the vampire loses his Beast, 
  perhaps permanently. While no longer vulnerable to 
  frenzy, the character cannot use or regain Willpower 
  and becomes increasingly lethargic. To recover the 
  Beast, he must find the person who now possesses it 
  (who likely isn’t enjoying herself very much) and coax 
  the Beast into its proper vessel. The most effective way 
  to do so is to behave in ways that make the Beast want 
  to return — however, this isn’t a guarantee that it will 
  wish to do so. Alternatively, the character can simply 
  kill the host (thus causing the Beast to return to the 
  vampire immediately).
  ••••• • Animal Succulence
  Most vampires find the blood of animals flat, taste-
  less, and lacking in nutritional value. Some Gangrel 
  and Nosferatu, however, have refined their under-
  standing of the spirits of such “lesser prey” to the point 
  that they are able to draw much more sustenance from 
  beasts than normal Kindred can. This power does not 
  allow an elder to subsist solely on the blood of animals, 
  but it does allow him to go for extended periods of time 
  without taking vitae from humans or other Kindred.
  System: No roll is needed; once learned, this power 
  is always in effect. Animal Succulence allows a charac-
  ter to count each blood point drawn from an animal as 
  two in her blood pool. This does not increase the size 
  of the vampire’s blood pool, just the nutritional value 
  of animal blood. 
  Animal Succulence does not allow a character to 
  completely ignore his craving for the blood of “higher” 
  prey; in fact, it heightens his desire for “real food.” Ev-
  ery three times (rounded down) the character drinks 
  from an animal, a cumulative +1 difficulty is applied 
  to the next Self-Control/Instinct roll the player makes 
  when the character is confronted with the possibility 
  of dining on human or Kindred blood. 
  Animal Succulence does not increase the blood 
  point value of the blood of other supernatural creatures 
  (Gangrel, werecreatures, and so on) who have taken 
  animal forms, nor does it change the vampire’s feeding 
  preferences (such as the Ventrue have). 
  
  133 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••••• • Shared Soul
  This power allows a character to probe the mind of 
  any one animal she touches. Shared Soul can be very 
  disconcerting to both parties involved, as each par-
  ticipant is completely immersed in the thoughts and 
  emotions of the other. With enough effort or time, 
  each participant can gain a complete understanding of 
  the other’s mind. Shared Soul is most often used to 
  extract an animal’s memories of a specific event, but 
  some Gangrel use this power as a tool in the search 
  for enlightenment, feeling they come to a better un-
  derstanding of their own Beasts through rapport with 
  true beasts. Too close of a bond, however, can leave 
  the two souls entangled after the sharing ends, causing 
  the vampire to adopt mannerisms, behavior patterns, 
  or even ethics (or lack thereof) similar to those of the 
  animal. 
  System: The character touches the intended subject 
  creature, and the player rolls Perception + Animal Ken 
  (difficulty 6). The player spends a Willpower point for 
  every turn past the first that contact is maintained. Lo-
  cating a specific memory takes six turns, minus one turn 
  for every success on the roll. A complete bond takes 10 
  turns, minus one turn for every success on the roll. A 
  botch on this roll may, at the Storyteller’s discretion, 
  send the vampire into a frenzy or give the character a 
  derangement related to the behavior patterns of the 
  animal (extreme cowardice if the vampire contacted 
  the soul of mouse, bloodlust if the subject was a rabid 
  dog, and so forth).
  ••••• • Species Speech
  The basic power Feral Whispers (Animalism 1) al-
  lows character to communicate with only one animal 
  at a time. With Species Speech, a character can enter 
  into psychic communion with all creatures of a certain 
  species that are present. Species Speech is most often 
  used after an application of The Beckoning (Animal-
  ism 2), which can draw a crowd of likely subjects.
  System: The player rolls Manipulation + Animal 
  Ken (difficulty 7) to establish contact with the tar-
  geted group of animals. Once the character estab-
  lishes contact, the player makes a second roll to issue 
  commands. There is no practical upper limit on the 
  number of animals that can be commanded with this 
  power, although all of the intended subjects must be in 
  the vampire’s immediate vicinity. Only one species of 
  animal can be commanded at a time; thus, if a charac-
  ter is standing in the middle of the reptile house at the 
  zoo, she could command all of the Komodo dragons, 
  all of the boa constrictors, or all of the skinks, but she 
  could not simultaneously give orders to every reptile 
  or snake present. Species Speech functions much like 
  Feral Whispers in all other respects.
  Note: Players (and Storytellers) shouldn’t get too 
  wrapped up in species differences like northern dia-
  mondback rattlesnakes and south-eastern diamondback 
  rattlesnakes. At Storyteller discretion, the expenditure 
  of an additional Willpower point allows the character’s 
  commands to extend to members of a similar species to 
  the one initially commanded.
  ••••• •• Conquer the Beast
  Masters of Animalism have a much greater under-
  standing of both beasts in general and the Beast in 
  particular. Those who have developed this power can 
  master their own Beasts to a degree impossible for lesser 
  Kindred to attain. Conquer the Beast allows the vam-
  pire both to control her frenzies and to enter them at 
  will. Some elders say that the development of this pow-
  er is one of the first steps on the road to Golconda. 
  System: The character can enter frenzy at will. The 
  player rolls Willpower (difficulty 7). Success sends the 
  character into a controlled frenzy. He can choose his 
  targets at will, but gains limited Dominate and wound 
  penalty resistance and Rötschreck immunity as per the 
  normal frenzy rules (p. 298). A botch on the roll sends 
  the vampire into an uncontrolled frenzy which Con-
  quer the Beast may not be used to end.
  The player may also roll Willpower (difficulty 9) to 
  enable the character to control an involuntary frenzy. 
  In this case, a Willpower point must be spent for ev-
  ery turn that the vampire remains in frenzy. The player 
  may make Self-Control/Instinct rolls as normal to end a 
  frenzy, but if the vampire runs out of Willpower points 
  before the frenzy ends, he drops into an uncontrolled 
  frenzy again. A botch on the Willpower roll raises the 
  difficulty of the vampire’s Self-Control/Instinct rolls by 
  two and renders Conquer the Beast unusable for the 
  remainder of the night. 
  ••••• ••• Taunt the Caged Beast
  Some Kindred are so attuned to the Beast that they 
  can unleash it in another individual at will. Vampires 
  who have developed this power are able to send ad-
  versaries into frenzy with a finger’s touch and the re-
  sultant momentary contact with the victim’s Beast. 
  The physical contact allows the vampire’s own Beast 
  to reach out and awaken that of the victim, enraging it 
  by threatening its territory.
  
  134 
  CHAPTER FOUR: DISCIPLINES
  System: The character touches the target. The 
  player spends a Willpower point and rolls Manipu-
  lation + Empathy (difficulty 7). The victim makes a 
  Self-Control/Instinct roll (difficulty 5 + the number 
  of successes); failure results in an immediate frenzy. A 
  botch causes the character to unleash his own Beast 
  and frenzy instead. This power maybe used on those 
  individuals who are normally incapable of frenzy, send-
  ing ordinary humans into murderous rages worthy of 
  the most bloodthirsty Brujah berserker.
  ••••• •••• Unchain the Beast
  The self-destructive nature of Cainites can be turned 
  against them by an elder who possesses this formidable 
  power. With a glance, the vampire can awaken the 
  Beasts of her enemies, causing physical injury and ex-
  cruciating agony as the victim’s own violent impulses 
  manifest in physical form to tear him apart from within. 
  A target of this power erupts into a fountain of blood 
  and gore as claw and bite wounds from an invisible 
  source spontaneously tear his flesh asunder.
  System: The character makes eye contact (see  
  p. 152) with the intended victim. The player spends 
  three blood points and rolls Manipulation + Intimida-
  tion (difficulty of the victim’s Self-Control/Instinct + 
  4). Each success inflicts one health level of aggravated 
  damage, which can be soaked normally. A botch in-
  flicts one health level of lethal damage to the invoking 
  character for each “1” rolled. This damage can also be 
  soaked normally.
  Auspex
  Auspex gives the vampire uncanny sensory abilities. 
  She starts with the capacity to heighten her natural 
  senses significantly, but as she grows in power, she can 
  perceive psychic auras and read the thoughts of another 
  being. Auspex can also pierce through mental illusions 
  such as those created by Obfuscate — see the sidebar 
  “Seeing the Unseen” on p. 142 for more.
  However, a vampire with Auspex needs to be careful. 
  Her increased sensory sensitivity can cause her to be 
  drawn in by beautiful things or stunned by loud nois-
  es or pungent smells. Sudden or dynamic events can 
  disorient an Auspex-using character unless her player 
  makes a Willpower roll to block them out (difficulty of 
  at least 4, although the more potent the source of dis-
  traction, the higher the difficulty). Failure overwhelms 
  the character’s senses, making her oblivious to her sur-
  roundings for a turn or two. While the Malkavians and 
  Toreador are more prone to these kinds of distractions, 
  the Tremere and Tzimisce aren’t immune.
  Dots in Perception are very useful for using Auspex 
  powers, as more successes help the character gain more 
  sensory information.
  • Heightened Senses
  This power increases the acuity of all of the vam-
  pire’s senses, effectively doubling the clarity and range 
  of sight, hearing, and smell. While her senses of taste 
  and touch extend no farther than normal, they like-
  wise become far more distinct; the vampire could taste 
  the hint of liquor in a victim’s blood or feel the give of 
  the board concealing a hollow space in the floor. The 
  Kindred may magnify her senses at will, sustaining this 
  heightened focus for as long as she desires. At the Sto-
  ryteller’s option, this may make hunting easier.
  Occasionally, this talent provides extrasensory or 
  even precognitive insights. These brief, unfocused 
  glimpses may be odd premonitions, flashes of empathy, 
  or eerie feelings of foreboding. The vampire has no 
  control over these perceptions, but with practice can 
  learn to interpret them with a fair degree of accuracy.
  Expanded senses come at a price, however. Bright 
  lights, loud noises and strong smells present a hazard 
  while the vampire uses this power. In addition to the 
  possibility for distraction, an especially sudden or po-
  tent stimulus (like the glare of a spotlight or a clap of 
  thunder) can blind or deafen the Kindred for an hour 
  or more.
  System: It takes a reflexive action to activate this 
  ability, but no roll or other cost is required. In certain 
  circumstances, dice rolls associated with using the 
  character’s sense (such as Perception + Alertness) de-
  crease in difficulty by a number equal to the character’s 
  Auspex rating when the power is engaged. 
  The Storyteller may also use this power to see if the 
  character perceives a threat. In this case, the Story-
  teller privately rolls the character’s unmodified Auspex 
  rating, applying whatever difficulty he feels best suits 
  the circumstances. For example, sensing that a pistol is 
  pointed at the back of the character’s head may require 
  a roll of difficulty 5, while the sudden realization that 
  a rival for Primogen is planning her assassination may 
  require a 9. Note that even this “precognition” comes 
  only as a result of interpreting details the Kindred is 
  
  135 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  able to notice. It’s not an all-purpose insight or miracu-
  lous revelation.
  At the character’s discretion, she may selectively 
  heighten one specific sense, rather than leaving them 
  all on. In these cases, the difficulty to perceive stimu-
  li using that sense drops by one, but the difficulty to 
  avoid distraction or temporary bedazzlement increases 
  by one.
  This power does not let characters see in pitch dark-
  ness, as does Eyes of the Beast (p. 199), but it does re-
  duce difficulty penalties to act in such darkness from 
  +2 to +1, and the character may make ranged attacks 
  in pitch darkness if she can hear, smell, or otherwise 
  detect her foe.
  •• Aura Perception
  Using this power, the vampire can perceive the psy-
  chic “auras” that radiate from mortals and supernatural 
  beings alike. These halos comprise a shifting series of 
  colors that take practice to discern with clarity. Even 
  the simplest individual has many shifting hues within 
  his aura; strong emotions predominate, while momen-
  tary impressions or deep secrets flash through in streaks 
  and swirls.
  The colors change in sympathy with the subject’s 
  emotional state, blending into new tones in a con-
  stantly dancing pattern. The stronger the emotions 
  involved, the more intense the hues become. A skilled 
  vampire can learn much from her subject by reading 
  the nuances of color and brilliance in the aura’s flow.
  Aside from perceiving emotional states, vampires use 
  Aura Perception to detect supernatural beings. The 
  colors in Kindred auras, while intense, are quite pale; 
  mage halos often flare and crackle with arcane power; 
  the race of shapeshifters has strikingly bright, almost 
  frantic, auras; ghosts have weak auras that flicker fit-
  fully like a dying flame; and faerie creatures’ radiance is 
  shot through with capricious rainbow hues.
  System: After the character stares at the subject for 
  at least a few seconds, the player rolls Perception + Em-
  pathy (difficulty 8); each success indicates how much 
  of the subject’s aura the character sees and understands 
  (see the table below). A failure indicates that the play 
  of colors and patterns yields no prevailing impression. 
  A botch indicates a false or erroneous interpretation. 
  The Storyteller may wish to make this roll, thus keep-
  ing the player in the dark as to the veracity of the char-
  acter’s interpretation.
  
  136 
  CHAPTER FOUR: DISCIPLINES
     Successes 
  Result
  1 success 
  Can distinguish only the shade (pale  
   
   
  or bright).
  2 successes 
  Can distinguish the main color.
  3 successes 
  Can recognize the color patterns.
  4 successes 
  Can detect subtle shifts.
  5 successes 
  Can identify mixtures of color and  
   
   
  pattern.
  The Aura Colors chart offers some example ideas 
  of common colors and the emotions they reflect that 
  Storytellers can use. Note that it is nearly impossible 
  to determine with certainty if a particular character is 
  lying or not with this power – vampires are inherently 
  deceitful by nature, but even mortals might react with 
  anxiety to questions while still being truthful. It is, 
  however, helpful in determine the target’s emotional 
  state, which might lead the vampire to decide that a 
  particular target is suspicious.
  A character may choose to perform a very cursory 
  aura scan of a large area like a nightclub’s dance floor 
  or the audience in a gallery. In this case, the player 
  decides which characteristic of auras she’s looking for, 
  and that’s the only information she’s able to glean if 
  the roll is successful. (At the Storyteller’s discretion, 
  on this general scan roll, more successes on the roll 
  may more quickly yield what the character seeks.) For 
  example, the player may specify, “Who’s the most ner-
  vous person in attendance?” or “Are there any vampiri-
  cally pale auras among the CEO’s entourage?” There-
  after, the player may narrow down her scrutiny of a 
  single individual, with an additional roll as normal.
  The character may focus in on a particular subject’s 
  aura only once per scene with any degree of clarity. 
  Any subsequent attempts that result in failure should 
  be considered botches. It is very easy for the character 
  to imagine seeing what she wants to see when judg-
  ing someone’s intentions. After 24 hours, the character 
  may try again at no penalty.
  It is possible, though difficult, to sense the aura of a 
  being who is otherwise invisible to normal sight. Refer 
  to “Seeing the Unseen,” p. 142, for more information.
  ••• The Spirit’s Touch
  When someone handles an object for any length 
  of time, he leaves a psychic impression on the item. 
  A vampire with this level of Auspex can “read” these 
  sensations, learning who handled the object, when he 
  last held it, and what was done with it recently. (For 
  Aura Colors
     Condition 
   
  Aura Colors
  Afraid 
   
  Orange
  Aggressive 
   
  Purple
  Angry 
   
  Red
  Bitter  
   
  Brown
  Calm  
   
  Light Blue
  Compassionate 
  Pink
  Conservative  
  Lavender
  Depressed 
   
  Gray
  Desirous or Lustful 
  Deep Red
  Distrustful 
   
  Light Green
  Envious 
   
  Dark Green
  Excited 
   
  Violet
  Generous 
   
  Rose
  Happy 
   
  Vermilion
  Hateful 
   
  Black
  Idealistic 
   
  Yellow
  Innocent 
   
  White
  Lovestruck 
   
  Blue
  Obsessed 
   
  Green
  Sad  
   
  Silver
  Spiritual 
   
  Gold
  Suspicious 
   
  Dark Blue
  Anxious 
   
  Auras appear scrambled  
   
   
   
  like static or white noise
  Confused 
   
  Mottled, shifting colors
  Diablerist 
   
  Black veins in aura
  Daydreaming  
  Sharp flickering colors
  Frenzied 
   
  Rapidly rippling colors
  Psychotic 
   
  Hypnotic, swirling colors
  Vampire 
   
  Aura colors are pale
  Ghoul 
   
  Pale blotches in the aura
  Magic Use 
   
  Myriad sparkles in aura
  Werebeast 
   
  Bright, vibrant aura
  Ghost 
   
  Weak, intermittent aura
  Faerie  
   
  Rainbow highlights in aura
  
  137 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  these purposes, a corpse counts as an “object” and can 
  be read accordingly.) These visions are seldom clear 
  and detailed, registering more like a kind of “psychic 
  snapshot.” Still, the Kindred can learn much even 
  from such a glimpse. Although most visions concern 
  the last person to handle the item, a long-time owner 
  leaves a stronger impression than someone who held 
  the object briefly.
  Gleaning information from the spiritual residue re-
  quires the vampire to hold the object and enter a shal-
  low trance. She is only marginally aware of her sur-
  roundings while using The Spirit’s Touch, but a loud 
  noise or jarring physical sensation breaks the trance 
  instantly.
  System: The player rolls Perception + Empathy. The 
  difficulty is determined by the age of the impressions 
  and the mental and spiritual strength of the person or 
  event that left them. Sensing information from a pis-
  tol used for a murder hours ago may require a 4, while 
  learning who owned a bloodstained puppet fashioned a 
  century ago might be a 9.
  The greater the individual’s emotional connection 
  to the object, the stronger the impression he leaves 
  on it — and the more information the Kindred can 
  glean from it. Events involving strong emotions (a gift-
  giving, a torture, a long family history) likewise leave 
  stronger impressions than short or casual contact do. 
  Assume that each success offers one piece of informa-
  tion, as per the chart below.
     Successes 
  Information
  Botch  
  The character is overwhelmed by  
   
   
  psychic impressions for the next 30  
   
   
  minutes and unable to act.
  Failure 
  No information of value.
  1 success 
  Very basic information: the last   
   
   
  owner’s gender or hair color,  
   
   
   
  for instance.
  2 successes 
  A second piece of basic information.
  3 successes 
  More useful information about the  
   
   
  last owner, such as age and state of  
   
   
  mind the last time he used the item.
  4 successes 
  The person’s name.
  5+ successes A wealth of information: nearly  
   
   
  anything you want to know about the  
   
   
  person’s relationship with that object  
   
   
  is available.
  At the Storyteller’s discretion, some impressions 
  on objects may be so strong — a knife plunged into 
  Caesar’s breast, the tip of the Spear of Destiny, a fang 
  pulled from the maw of Dracula — that any use of this 
  power may be deemed a success.
  •••• Telepathy
  The vampire projects a portion of her consciousness 
  into a nearby mortal’s mind, creating a mental link 
  through which she can communicate wordlessly or 
  even read the target’s deepest thoughts. The Kindred 
  “hears” in her own mind the thoughts plucked from a 
  subject as if they were spoken to her.
  This is one of the most potent vampiric abilities, 
  since, given time, a Kindred can learn virtually any-
  thing from a subject without him ever knowing. The 
  Tremere and Tzimisce in particular find this power es-
  pecially useful in gleaning secrets from others, or for 
  directing their mortal followers with silent precision. 
  System: The player rolls Intelligence + Subterfuge 
  (difficulty of the subject’s current Willpower points). 
  Projecting thoughts into the target’s mind requires one 
  success. The subject recognizes that the thoughts come 
  from somewhere other than his own consciousness, 
  though he cannot discern their actual origin without a 
  successful Perception + Awareness roll (difficulty equal 
  to the vampire’s Manipulation + Subterfuge).
  To read minds, one success must be rolled for each 
  item of information plucked or each layer of thought 
  pierced. Deep secrets or buried memories are harder to 
  obtain than surface emotions or unspoken comments, 
  requiring five or more successes to access.
  Reading thoughts with Telepathy does not com-
  monly work upon the undead mind. A character may 
  expend a Willpower point to make the effort, mak-
  ing the roll normally afterward. Likewise, it is equally 
  difficult to read the thoughts of other supernatural 
  creatures. However, the character may project her 
  thoughts without expending a Willpower point. These 
  thoughts, however, are still obviously intrusions into 
  the target’s mind, but the character may attempt to dis-
  guise her mental “voice” with a roll of Manipulation + 
  Subterfuge (difficulty equals the target’s Perception + 
  Awareness) so the target doesn’t recognize her as the 
  “speaker.”
  Storytellers are encouraged to describe thoughts as 
  flowing streams of impressions and images, rather than 
  as a sequence of prose (powers such as Telepathic Com-
  munication are of more use for that). Instead of making 
  flat statements like “He’s planning on killing his former 
  
  138 
  CHAPTER FOUR: DISCIPLINES
  lover’s new boyfriend,” say “You see a fleeting series 
  of visions: A couple kissing passionately in a doorway, 
  then the man walking alone at night; you suddenly see 
  your hands, knuckles white, wrapped around a steer-
  ing wheel, with a figure crossing the street ahead; your 
  heart, mortal now and hammering with panic as you 
  hear the engine rev wildly; and above all, a blazing an-
  ger coupled with emotional agony and a panicked fear 
  of loss.” Such descriptions not only add to the story, but 
  they also force the player to interpret for herself what 
  her character gleans. After all, understanding minds — 
  especially highly emotional or deranged minds — is a 
  difficult and often puzzling task.
  ••••• Psychic Projection
  The Kindred with this awesome ability projects her 
  senses out of her physical shell, stepping from her body 
  as an entity of pure thought. The vampire’s astral form 
  is immune to physical damage or fatigue, and can “fly” 
  with blinding speed anywhere across the earth — or 
  even underground — so long as she remains below the 
  moon’s orbit.
  The Kindred’s material form lies in a torpid state 
  while her astral self is active, and the vampire isn’t 
  aware of anything that befalls her body until she returns 
  to it. An ephemeral silver cord connects the Kindred’s 
  psyche to her body. If this cord is severed, her conscious-
  ness becomes stranded in the astral plane (the realm of 
  ghosts, spirits, and shades). Attempting to return to the 
  vampire’s physical shell is a long and terrifying ordeal, 
  especially since there is no guarantee that she will ac-
  complish the journey successfully. This significant dan-
  ger keeps many Kindred from leaving their bodies for 
  long, but those who dare can learn much.
  System: Journeying in astral form requires the player 
  to expend a point of Willpower and make a Perception 
  + Awareness roll. Difficulty varies depending on the dis-
  tance and complexity of the intended trip; 5 is within 
  sight, 7 is nearby or to a familiar location, and 9 reflects a 
  trip far from familiar territory (a first journey from North 
  America to the Far East; trying to shortcut through the 
  earth). The greater the number of successes rolled, the 
  more focused the character’s astral presence is, and the 
  easier it is for her to reach her desired destination. 
  Failure means the character is unable to separate 
  her consciousness from her body, while a botch can 
  have nasty consequences — flinging her astral form to 
  a random destination on Earth or in the spirit realm, 
  arriving in a place where the sun is active (necessitat-
  ing a frenzy roll, although the sunlight doesn’t do any 
  damage), or hurtling toward the desired destination so 
  forcefully that the silver cord snaps.
  The player may spend a point of Willpower to acti-
  vate this power, and an additional point of Willpower to 
  gain the success necessary to perform the jaunt. This is 
  an exception to the normal rule where a player may not 
  spend more than a single point of Willpower per turn. 
  Each scene in Psychic Projection requires another 
  point of Willpower and a new roll. Failure indicates 
  that the vampire has lost her way and must retrace the 
  path of her silver cord. A botch at this stage means the 
  cord snaps, stranding the character’s psychic form in 
  the mysterious astral plane.
  An astral form may travel at great speeds (the Sto-
  ryteller can use roughly 1000 miles per hour or 1500 
  kilometers per hour as a general guide) and carries no 
  clothing or material objects of any kind. Some artifacts 
  are said to exist in the spirit world, and the character 
  can try to use one of these tools if she finds one. The 
  character cannot bring such relics to the physical world 
  when she returns to her body, however.
  Interaction with the physical world is impossible 
  while using Psychic Projection. At best, the character 
  may spend a Willpower point to manifest as a ghost-
  like shape. This apparition lasts one turn before fading 
  away; while she can’t affect anything physically dur-
  ing this time, the character can speak. Despite lacking 
  physical substance, an astral character can use Auspex 
  normally. At the Storyteller’s discretion, such a char-
  acter may employ some or all Animalism, Dementa-
  tion, Dominate, Necromancy, Obtenebration, Pres-
  ence, Thaumaturgy, and similar non-corporeal powers 
  she has, though this typically requires a minimum of 
  three successes on the initial Psychic Projection roll.
  If two astral shapes encounter one another, they 
  interact as if they were solid. They may talk, touch, 
  and even fight as if both were in the material world. 
  Since they have no physical bodies, astral characters 
  seeking to interact “physically” substitute Mental and 
  Social Traits for Physical ones (Wits replaces Dexter-
  ity, Manipulation supplants Strength, and Intelligence 
  replaces Stamina). Due to the lack of a material form, 
  the only real way to damage another psychic entity is 
  to cut its silver cord. When fighting this way, consider 
  Willpower points to be health levels; when a combat-
  ant loses all of her Willpower, the cord is severed. 
  Although an astrally projected character remains in 
  the reflection of the mortal world, she may venture fur-
  ther into the spirit realms, especially if she becomes 
  
  139 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  lost. Other beings with particular sensitivity to psychic 
  activity, such as ghosts, werewolves, and even some 
  magi, travel the astral plane as well, and can interact 
  with a vampire’s psychic presence normally (although 
  the astrally projected character is not considered a 
  “ghost” for powers such as Necromancy). The observ-
  ing character notices the astrally projecting vampire 
  with a Perception + Awareness roll (difficulty 8), re-
  quiring more successes than the Psychic Projection 
  activation roll. Even those who do notice you won’t 
  be able to identify you; you are merely an immaterial 
  shade hovering in the general area. Storytellers are en-
  couraged to make trips into the spirit world as bizarre, 
  mysterious, and dreamlike as possible. The world be-
  yond is a vivid and fantastic place, where the true na-
  ture of things is stronger and often strikingly different 
  from their earthly appearances.
  ••••• • Clairvoyance
  By using Clairvoyance, a vampire can perceive dis-
  tant events without using Psychic Projection. By con-
  centrating on a familiar person, place, or object, a 
  character can observe the subject’s immediate vicinity 
  while staying aware of her own surroundings.
  System: The player rolls Perception + Empathy (dif-
  ficulty 6) and describes the target she’s trying to look 
  in on. If the roll is successful, the character can then 
  perceive the events and environment surrounding the 
  desired target for one turn per success. Other Auspex 
  powers may be used on the scene being viewed; these are 
  rolled normally. Clairvoyance does split the vampire’s 
  perceptions between what she is viewing at a distance 
  and what is taking place around her. As a result, while 
  using this power, a character is at +3 difficulty on all rolls 
  relating to actions that affect her physical surroundings.
  ••••• • Prediction
  Some people are capable of finishing their friends’ 
  sentences. Elder vampires with Prediction sometimes 
     Auspex Rating 
     No. of Targets 
     Approximate Range
  Auspex 6 
   
  3 subjects 
   
   
  500 miles/800 kilometers
  Auspex 7 
   
  Perception rating 
   
  1000 miles/1500 kilometers
  Auspex 8 
   
  Perception + Empathy  
  500 miles/800 kilometers per point of Intelligence
  Auspex 9 
   
  2x (Perception + Empathy) 
  1000 miles/1500 kilometers per point of Intelligence
  begin their friends’ sentences. Prediction is a constant 
  low-level telepathic scan of the minds of everyone the 
  character is in proximity to. While this power does not 
  give the vampire the details of his neighbors’ conscious 
  thoughts, it does provide a wealth of cues as to the sub-
  jects’ moods, suppressed reflexes, and attitudes toward 
  the topic of conversation.
  System: Whenever the character is in conversation 
  and either participant in the discussion makes a Social 
  roll, the player may pre-empt the roll to spend a blood 
  point and make a Perception + Empathy roll (diffi-
  culty of the target’s Manipulation + Subterfuge). Each 
  success is an additional die that can be applied to the 
  player’s Social roll or subtracted from the dice pool of 
  the Social roll being made against the character. 
  ••••• • Telepathic Communication
  Telepathy (p. 137) allows a character to pick up only 
  the surface thoughts of other individuals, and to speak 
  to one at a time. With Telepathic Communication, 
  a character can form a more powerful link between 
  his mind and that of other subjects, allowing them to 
  converse in words, concepts, and sensory images at the 
  speed of thought (and without the need for Willpower 
  expenditure, unlike with Telepathy). Vampires with 
  this level of Auspex can act as “switchboard operators,” 
  creating a telepathic web that allows all participants to 
  share thoughts with some or all other members of the 
  network as they choose. 
  System: The player rolls Charisma + Empathy (dif-
  ficulty equals the target’s current Willpower points) to 
  establish contact, although a willing subject may allow 
  the vampire access and thus obviate the need for a roll. 
  The maximum range at which a subject may be con-
  tacted and the maximum number of individuals who 
  may be linked simultaneously with this power depends 
  on the Auspex rating of the vampire who initiates con-
  tact (see sidebar). 
  
  140 
  CHAPTER FOUR: DISCIPLINES
  ••••• •• Karmic Sight
  The power of Aura Perception (Auspex 2) allows a 
  vampire to take a brief glimpse at the soul of a sub-
  ject. This power takes Aura Perception several steps 
  forward, allowing a vampire who has mastered Auspex 
  2 to probe the inner workings of a subject’s mind and 
  soul. 
  System: The player rolls Perception + Empathy (dif-
  ficulty equals the subject’s current Willpower). The de-
  gree of success determines the information gained. 
     Successes      Result
  Botch  
  The character gains a Derangement  
   
   
  or  Psychological/Mental/ 
   
   
   
  Supernatural Flaw similar to  
   
   
   
  one of the target’s for one  
   
   
   
  night, at Storyteller discretion.
  1 success 
  As per five successes on an  
   
   
   
  Aura Perception roll.
  2 successes 
  Subject’s Nature, Demeanor,  
   
   
   
  and Humanity or Path can be   
   
   
  determined.
  3 successes 
  Any outside influences on the   
   
   
  subject’s mind or soul, such as   
   
   
  Dominate or a demonic pact,   
   
   
  can be detected.
  4 successes 
  Subject’s Willpower, Humanity or  
   
   
  Path, and Virtue ratings can  
   
   
   
  be determined.
  5 successes 
  The state of the subject’s  
   
   
   
  karma may be determined.  
   
   
   
  This is a highly abstract piece   
   
   
  of information best left to  
   
   
   
  Storyteller discretion, but  
   
   
   
  should reveal the general  
   
   
   
  balance between “good” and  
   
   
   
  “bad” actions the subject has  
   
   
   
  performed, both recently and  
   
   
   
  over the course of his   
   
   
   
  existence. If the plot merits  
   
   
   
  it, the character may receive  
   
   
   
  visions of one or more   
   
   
   
  incidents in the subject’s past   
   
   
  that radically altered his destiny.  
   
   
  With this degree of success, some  
   
   
  fate-related Merits and Flaws (e.g.  
   
   
  Dark Fate) can be identified as well.
  
  141 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••••• •• Mirror Reflex
  This power was developed by a Toreador elder who 
  made a fearsome reputation through her fencing prow-
  ess, acting as a hired champion in dozens of Ventrue 
  duels. Mirror Reflex is similar to Prediction in that it is 
  in essence a low-level telepathic scan of an opponent, 
  but this power taps into physical (rather than social) 
  reflexes, allowing the character to anticipate an en-
  emy’s moves in personal combat.
  System: The player spends a blood point and rolls 
  Perception + the combat skill the opponent is using 
  (difficulty of the subject’s Manipulation + combat skill 
  in use). Each success is an additional die that can he ap-
  plied to the character’s dice pools during the next turn 
  of combat for any actions taken against the scanned op-
  ponent. The use of Mirror Reflex does take one combat 
  action, and the power has a maximum range in yards or 
  meters equal to the character’s Willpower rating.
  ••••• ••• Psychic Assault
  Psychic Assault is nothing less than a direct mind-
  to-mind attack which uses the sheer force of an elder’s 
  will to overpower his target. Victims of Psychic Assault 
  show little outward sign of the attack, save for nose-
  bleeds and expressions of intense agony; all injuries by 
  means of this psychic pressure inflicted are internal. A 
  medical examination of a mortal victim of a Psychic 
  Assault invariably shows the cause of death to be a 
  heart attack or aneurysm, while vampires killed with 
  this power decay to dust instantly, regardless of age.
  System: The character must touch or make eye con-
  tact with his target. The player spends three blood 
  points (and a Willpower point, if assaulting a vampire 
  or other supernatural being) and rolls Manipulation + 
  Intimidation in a contested roll against the victim’s 
  Willpower. The result depends on the number of net 
  successes the attacker rolls.
     Successes      Result
  Botch  
  The target becomes immune to the  
   
   
  attacker’s Psychic Assault for one  
   
   
  night per each “1” rolled.
  Failure 
  The target is unharmed and may  
   
   
  determine that a psychic assault is  
   
   
  taking place by  succeeding on a  
   
   
  Perception + Awareness roll  
   
   
   
  (difficulty 6).
  1 success 
  The target is shaken but unharmed.  
   
   
  He loses a temporary Willpower  
   
   
  point.
  2 successes 
  The target is badly frightened. He 
   
   
  loses three temporary Willpower  
   
   
  points and, if a vampire, must roll  
   
   
  Courage (difficulty of the attacker‘s  
   
   
  Auspex rating) to avoid Rötschreck.
  3 successes 
  The target loses six temporary   
   
   
  Willpower points and, if a vampire,  
   
   
  must roll Courage as above. If this  
   
   
  causes him to lose his last temporary  
   
   
  Willpower point, he loses a 
   
   
   
  permanent Willpower point and  
   
   
  receives three health levels of bashing  
   
   
  damage (soaked normally).
  4 successes 
  The target loses all temporary   
   
   
  Willpower points and half of his  
   
   
  permanent Willpower points (round  
   
   
  down) and suffers three health levels  
   
   
  of  lethal damage (soaked normally).
  5 successes 
  The target must roll his  permanent  
   
   
  Willpower (difficulty 7). If he   
   
   
  succeeds, apply the effect of four  
   
   
  successes, and is also rendered   
   
   
  unconscious for the rest of the night.  
   
   
  If he fails, the Psychic Assault kills  
   
   
  him instantly.
  ••••• •••• False Slumber
  Possibly the source of many Malkavians’ conviction 
  that their sire is alive and well on the astral plane, this 
  power allows a Methuselah‘s spirit to leave his body while 
  in torpor. While seemingly asleep, the vampire is able to 
  project astrally, think, and perceive events normally.
  System: No roll is needed. This power is considered 
  to be active whenever the vampire’s body is in torpor, 
  and astral travels are handled as per the rules for Psy-
  chic Projection. The vampire is not able to awaken 
  physically at will, however — waking from torpor is 
  handled per the normal rules for such an action (see 
  p. 283).
  A vampire with this power whose silver cord is severed in 
  astral combat loses all Willpower points, as per the rules for 
  astral combat under Psychic Projection, but is not killed. 
  Instead, he loses the use of this Auspex power and half of 
  his permanent Willpower points. Both the Auspex 9 power 
  and the Willpower must be bought back with experience 
  points. The vampire’s soul slowly returns to his body over 
  the course of a year and a day, during which time he may 
  not be awakened from torpor by any means.
  
  142 
  CHAPTER FOUR: DISCIPLINES
  Seeing the Unseen
  Auspex enables Kindred to perceive many 
  things beyond the limits of lesser senses. 
  Among its many uses, Auspex can detect 
  the presence of a supernatural being who is 
  hidden from normal sight (a vampire using 
  Obfuscate, for example, or a ghost) or pierce 
  illusions created by the Discipline of Chim-
  erstry. Note: “Normal sight” includes regular, 
  non-Auspex use of the Awareness skill.
  • Obfuscate: When a vampire tries to use her 
  heightened perceptions to notice a Kindred 
  hidden with Obfuscate, she detects the sub-
  ject’s presence if her Auspex rating is higher 
  than his Obfuscate, and she succeeds at a 
  Perception + Awareness roll (difficulty equals 
  7 minus the number of dots by which her 
  Auspex exceeds his Obfuscate). Conversely, 
  if the target’s Obfuscate outranks her Auspex, 
  he remains undiscovered. If the two ratings 
  are equal, both characters make a resisted roll 
  of Perception + Awareness (Auspex user) 
  against Manipulation + Subterfuge (Obfuscate 
  user). The difficulty for both rolls is 7, and the 
  character with the most successes wins.
  • Chimerstry: Likewise, vampires with 
  Auspex may seek to penetrate illusions cre-
  ated with Chimerstry. The Auspex-wielder 
  must actively seek to pierce the illusion (i.e., 
  the player must tell the Storyteller that his 
  character is trying to detect an illusion). 
  The Auspex-user and Chimerstry-wielder 
  then compare relative ratings, per Obfuscate, 
  above. The process is otherwise identical to 
  piercing Obfuscate.
  • Other Powers: Since the powers of beings 
  like magi and wraiths function differently 
  from vampiric Disciplines, a simple compari-
  son of relative ratings isn’t applicable. To keep 
  things simple, both characters make a resisted 
  roll. The vampire rolls Perception + Aware-
  ness, while the subject rolls Manipulation + 
  Subterfuge. Again, the difficulty is 7, and the 
  character with the most successes wins.
  Celerity
  Not all vampires are slow, meticulous creatures. 
  When needed, some vampires can move fast — really 
  fast. Celerity allows Assamites, Brujah, and Toreadors 
  to move with astonishing swiftness, becoming practi-
  cally a blur. The Assamites use their speed in conjunc-
  tion with stealth to strike quickly and viciously from 
  the shadows before they are noticed. Brujah, on the 
  other hand, simply like the edge that the power gives 
  them against overwhelming odds. The Toreador are 
  more inclined to use Celerity to provide an air of un-
  natural grace to live performances or for an extra push 
  to complete a masterpiece on time, but they can be 
  as quick to draw blood as any assassin or punk when 
  angered.
  System: Each point of Celerity adds one die to every 
  Dexterity-related dice roll. In addition, the player can 
  spend one blood point to take an extra action up to the 
  number of dots he has in Celerity at the beginning of 
  the relevant turn; this expenditure can go beyond her 
  normal Generation maximum. Any dots used for extra 
  actions, however, are no longer available for Dexteri-
  ty-related rolls during that turn. These additional ac-
  tions must be physical (e.g., the vampire cannot use a 
  mental Discipline like Dominate multiple times in one 
  turn), and extra actions occur at the end of the turn 
  (the vampire’s regular action still takes place per her 
  initiative roll).
  Normally, a character without Celerity must divide 
  their dice if she wants to take multiple actions in a 
  single turn, as per p. 248. A character using Celerity 
  performs his extra actions (including full movement) 
  without penalty, gaining a full dice pool for each sepa-
  rate action. Extra actions gained through Celerity may 
  not in turn be split into multiple actions, however. 
  Celerity 6+
  Usually, elders progress in Celerity according to the 
  existing progression – more dots mean more dice and 
  potential actions a turn that are available, and levels 
  6 through 9 have those powers available at each level, 
  as normal. Similar to other Disciplines at level 6 or 
  higher, though, alternative powers exist. If the elder 
  wants to purchase an alternative power instead of the 
  typical progression (as per the sidebar on p. 127), she 
  can, but she forfeits the capacity an extra Dexterity die 
  and potential for an extra action to gain the special 
  
  143 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  power instead. She can go back later and purchase the 
  “normal” dot of Celerity later, as desired.
  Note that it isn’t possible to “skip” levels of progres-
  sion for the normal Discipline – an elder with Celerity 
  7 that buys Projective at level 6 needs to go back and 
  buy the normal level 6 power before getting the access 
  to his level 7 power that grants the capacity for up to 
  seven Dexterity dice or actions in a turn.
  ••••• • Projectile
  Despite the fact that a vampire with Celerity moves 
  at incredible speeds, any bullets he fires or knives he 
  throws while in this state don’t move any faster than 
  they normally would. Scientifically minded Kindred 
  have been baffled by the phenomenon for centuries, 
  but more pragmatic ones have found a way to work 
  around it. Projectile enables a vampire to take his pre-
  ternatural speed and transfer it into something he has 
  thrown, fired, or launched.
  System: Projectile requires the expenditure of a blood 
  point. In addition, the player must decide how many 
  levels of his character’s Celerity he is putting into the 
  speed of the launched object. Thus, a character with 
  Celerity 6 in addition to Projectile could decide to put 
  three dots’ worth of speed into a knife he is throwing, 
  and use the other three dots as dice or potential extra 
  actions as per normal. Each dot of Celerity infused into 
  a thrown object becomes an automatic success to the 
  attack’s damage roll, assuming the weapon or projectile 
  actually hits.
  ••••• •• Flower of Death
  In combat, speed kills. A proper application of Ce-
  lerity in combat can turn even the meekest Cainite 
  into a walking abattoir. How much more deadly, then, 
  is a vampire with the ability to utilize his preternatural 
  speed to the utmost in combat? Flower of Death allows 
  a vampire to take his Celerity and apply it in full to 
  each hand-to-hand or melee attack he makes.
  System: Flower of Death costs four blood points, but 
  the spectacular effect is well worth it. Once the power 
  is in effect, the vampire’s bonus dice for Dexterity rolls 
  get added to every dice pool for attack the character 
  makes (even if the roll doesn’t use Dexterity) until the 
  end of the scene. Further, even if the Kindred uses some 
  of his Celerity dots for extra actions during the scene, 
  these extra dice are still available. The effect is limited 
  to hand-to-hand or melee weapon attacks — firearms, 
  
  144 
  CHAPTER FOUR: DISCIPLINES
  bows, and other ranged weapons are excluded — but 
  does grant the attacker additional dice for damage rolls.
  Flower of Death is not cumulative — it is impossible 
  to “layer” uses of the power over one another to create 
  astronomical dice pools.
  ••••• ••• Zephyr
  Zephyr produces an effect vaguely similar to one of 
  the legendary comic book-style uses of enhanced speed, 
  allowing its practitioner to run so fast he can run across 
  water. Particularly successful applications of Zephyr al-
  low a vampire to go so far as to run up walls and, in at 
  least one recorded instance, across a ceiling.
  System: Zephyr requires the expenditure of one point 
  of blood and one point of Willpower. Unfortunately, 
  Zephyr requires such extremes of concentration that it 
  cannot be combined with any form of attack, or indeed, 
  with most any sort of action at all. If a character using 
  Zephyr feels the need to do something else while mov-
  ing at such tremendous speeds, a Willpower roll (dif-
  ficulty 8) is required. Needless to say, botches at Zephyr 
  speed can be spectacular in all the wrong ways.
  Most times, a vampire moving at such a rate of speed 
  is barely visible, appearing more as a vampire-shaped 
  blur than anything else. Observers must succeed on a 
  Perception + Alertness roll (difficulty 7) to get a de-
  cent look at a Kindred zooming past in this fashion.
  Chimerstry
  The Ravnos are known as masters of illusion, al-
  though the reason why is lost to history. Rumors 
  abound of Ravnos ghûls, rakshasas, and shapeshifters, 
  but whatever its origins, Chimerstry remains a potent 
  and powerful weapon for the Deceivers. The Discipline 
  is, fundamentally, an art of conjuration that converts 
  the vampire’s will into phantoms that confound the 
  senses and technology alike. Even vampires fall under 
  the sway of the Ravnos’ illusory world, unless they have 
  a strong enough grasp of Auspex (see p. 142). The Rav-
  nos often use this power to swindle and seduce their 
  victims into acts that work out badly for the victim 
  (but great for the Ravnos).
  Illusions created by Chimerstry can be seen for what 
  they are by a victim who “proves” the illusion’s false-
  hood (e.g., a person who walks up to an illusory wall, 
  expresses his disbelief in it, and puts his hand through 
  it effectively banishes the illusion), and explicitly in-
  credible illusions are seen as false immediately (e.g., 
  dragons breathing fire or gravity working in reverse). 
  Sometimes, frequent targets of Chimerstry end up at-
  tempting to disbelieve everything around them, lead-
  ing to derangements (and, quite often, to the amuse-
  ment of the Ravnos).
  • Ignis Fatuus
  The vampire may conjure a minor, static mirage that 
  confounds one sense. For instance, he may evoke a sul-
  furous stench, the appearance of stigmata, or the shat-
  ter of broken glass. Note that though tactile illusions 
  can be felt, they have no real substance; an invisible 
  but tactile wall cannot confine anyone, and invisible 
  razor-wire causes no real damage. Similarly, the vam-
  pire must know the characteristics of what he’s creat-
  ing. While it’s easy enough to estimate what a knife 
  wound might look like, falsifying a person’s voice or a 
  photograph of a childhood home requires knowledge 
  of the details.
  System: The player spends a point of Willpower 
  for the vampire to create this illusion. The volume of 
  smells, ambient lighting, smoke clouds, and the like 
  are limited to roughly 20 cubic feet (half a cubic me-
  ter) per dot the vampire has in Chimerstry. The illu-
  sion lasts until the vampire leaves its vicinity (such as 
  stepping out of the room) or until another person sees 
  through it somehow. The Cainite may also end the il-
  lusion at any time with no effort. 
  •• Fata Morgana
  The Cainite can now create illusions that appeal to 
  all the senses, though they remain static. For example, 
  the vampire could make a filthy cellar appear as an opu-
  lent ballroom, though she could not create a glittering 
  chandelier or a score of graceful dancers. Again, the 
  illusion has no solid presence, though it’s easy enough 
  to fool an enraptured visitor with suggestions of what 
  she might expect. A bucket of brackish water is as cool 
  as chilled champagne, after all. 
  System: The player spends a Willpower point and a 
  blood point to create the illusion. These static images 
  remain until dispelled, in much the same way that an 
  Ignis Fatuus illusion does. 
  ••• Apparition
  Not really a power unto itself, Apparition allows a 
  vampire to give motion to an illusion created with Ig-
  nis Fatuus or Fata Morgana. Thus, the Cainite could 
  create the illusion of a living being, running water, 
  fluttering drapes, or a roaring fire. 
  
  145 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  System: The creator spends one blood point to make 
  the illusion move in one significant way, or in any 
  number of subtle ways. For example, the vampire could 
  create the illusion of a lurking mugger lurching at her 
  victim, or she could create the illusion of a desolate 
  street, down which a chill wind blows trash while a 
  streetlamp flickers and hums. Taking complicated ac-
  tions besides maintaining the illusion — that is, any-
  thing that would require a dice roll — first requires suc-
  cess on a Willpower roll, resulting in the dissolution of 
  the false construct if the roll fails.
  Once the creator stops concentrating on the illusion, 
  it can continue in simple, repetitive motions – roughly 
  speaking, anything that can be described in a simple 
  sentence, such as a guard walking back and forth in 
  front of a steel door. After that, the vampire cannot 
  regain control over the illusion – she can either allow 
  it to continue moving as ordered, or let it fade as de-
  scribed under Ignis Fatuus.
  •••• Permanency
  This power, also used in conjunction with Ignis 
  Fatuus or Fata Morgana, allows a mirage to persist even 
  when the vampire cannot see it. In this way, Ravnos 
  often cloak their temporary havens in false trappings of 
  luxury, or ward off trespassers with illusory guard dogs. 
  System: The vampire need only spend a blood point, 
  and the illusion becomes permanent until dissolved 
  (including “programmed” illusions like those created 
  by Apparition).
  ••••• Horrid Reality
  Rather than create simple illusions, the vampire 
  can now project hallucinations directly into a victim’s 
  mind. The target of these illusions believes completely 
  that the images are real; a hallucinatory fire can burn 
  him, an imaginary noose can strangle him, and an il-
  lusory wall can block him. This power affects only one 
  person at a time; though others can see the illusion, it 
  doesn’t impact them in the same way. Other people 
  can try to convince the victim that his terrors are not 
  real, but he won’t believe them. Note that targets with 
  enough dots in Auspex can still attempt to roll for See-
  ing the Unseen (p. 142).
  System: A Horrid Realty illusion costs two Will-
  power points to set in motion and lasts for an entire 
  scene (though its effects may last longer; see below). 
  If the vampire is trying to injure his victim, his player 
  must roll Manipulation + Subterfuge (difficulty of the 
  victim’s Perception + Self-Control/Instinct). Each 
  success inflicts one health level of lethal damage on 
  the victim that cannot be soaked — the Cainite as-
  saults the victim’s mind and perceptions, not his body. 
  If the player wishes to inflict less damage or change it 
  to bashing, he may announce a maximum amount of 
  damage before rolling the dice. Secondary effects (such 
  as frenzy rolls for illusory fire) may also occur.
  The victim heals all his damage instantaneously if 
  he can be convinced that the damage he took was il-
  lusory, but convincing him may take some doing, such 
  as with at least two successes on a Charisma + Empathy 
  roll (difficulty equal to the Manipulation + Subterfuge 
  of the Cainite using Horrid Reality). The target must 
  be convinced of the attack’s illusory nature within 24 
  hours of its taking place, or it becomes too well estab-
  lished in his memory, and he will have to heal the dam-
  age using blood (if a vampire) or over time (if mortal).
  This power cannot actually kill its victims (though a 
  target with a heart condition may well die from fright). 
  A victim “killed” by an illusory attack loses conscious-
  ness or enters torpor. 
  ••••• • False Resonance
  Illusions of living or unliving beings are all well 
  and good until someone decides to read the illusion’s 
  mind or its aura. The automatic failure to perceive any 
  sense of the target’s thoughts or emotions will usually 
  be passed off as bad luck, lack of concentration, or 
  whatever reason any Kindred might construct to ex-
  plain why he didn’t succeed in gleaning information 
  through supernatural means. A vampire can use False 
  Resonance to overlay auras and thoughts on illusions, 
  as well as leave a trace that other emotionally resonant 
  powers can detect later.
  System: This power automatically applies to any 
  other use of Chimerstry as the user wishes. In effect, 
  any attempt to use Auspex, the Dementation power 
  Eyes of Chaos, or similar sensory powers that generates 
  five or fewer successes will detect an aura, thoughts, 
  Demeanor or whatever the power would normally de-
  tect. Thoughts won’t be exceptionally complex, and 
  will relate to whatever is going on around the illusion 
  in a mundane and simplistic way. Auras will consist 
  of colors related to specific emotions (anger, sadness, 
  hatred, love, and happiness) and will not show much 
  complexity beyond that. Spirit’s Touch can pick up the 
  same emotional resonance until the next sunrise.
  
  146 
  CHAPTER FOUR: DISCIPLINES
  ••••• • Fatuus Mastery
  A Ravnos with Fatuus Mastery has no restriction 
  on how often she may use the first three levels (Ignis 
  Fatuus, Fata Morgana, and Apparition) and can main-
  tain or control illusions with minimal concentration 
  or fatigue. Kindred who rely on the high cost of Chim-
  erstry to limit a vampire’s ability to use illusions are in 
  for a very rude surprise when they encounter a Cainite 
  with this power.
  System: Fatuus Mastery negates the Willpower and 
  blood cost for using the first three levels of Chimerstry. 
  In addition, the Kindred may direct movement for a 
  number of illusions equal to his Intelligence without 
  intense concentration. Furthermore, the character can 
  maintain the illusion as long as it remains within his 
  Willpower rating in miles (or about one and a half 
  times that in kilometers), although he may not make 
  it react to events around it if he has no way to perceive 
  those events.
  ••••• • Shared Nightmare
  Even though Horrid Reality is visible to all onlook-
  ers, it can only inflict “damage” on one victim. With 
  Shared Nightmare, a vampire can inflict her tormented 
  visions on a crowd. 
  System: To use this power, the player must spend 
  two Willpower points, plus one blood point per target. 
  The player rolls Manipulation + Subterfuge once, but 
  compares the results against each target individually. 
  The difficulty is still each victim’s Perception + Self-
  Control/Instinct.
  ••••• •• Far Fatuus
  This power allows a Kindred to project illusions to 
  any area he can see or visualize. Under most circum-
  stances, accomplishing this requires him to have vis-
  ited the location in question before he can project il-
  lusions there. Although more difficult, a vampire may 
  project illusions on the basis of a description, a photo, 
  or a video clip.
  System: The difficulty for using Far Fatuus depends 
  on the user’s familiarity with the location. The player 
  must roll Perception + Subterfuge to affect the loca-
  tion. Once this roll is successful, the vampire may then 
  use any other Chimerstry power on that location.
  Difficulty 
  Familiarity
  6 
   
  As familiar as one’s haven; currently  
   
   
  viewing with Clairvoyance or Psychic  
   
   
  Projection
  7 
   
  Visited three or more times
  8 
   
  Visited once; viewing on a live feed
  9 
   
  Described in detail; seen it in a video  
   
   
  or have a undoctored photo
  ••••• •• Suspension of Disbelief
  A Ravnos with this power can imbue her Chimerstry 
  with a sense of reality that makes it easier for view-
  ers to believe in the illusion. No matter how strange 
  or surreal the illusion is, an onlooker will accept it as 
  real. If the illusion is wildly unrealistic (fire-breathing 
  dragons, a pack of aliens), once it is no longer in his 
  sight, the observer will question what he saw and even-
  tually deny the event ever happened. A vampire can 
  also use this power to make something appear unbe-
  lievable, whether it’s real or not. In this case, observers 
  will write off what they’re seeing as some kind of trick 
  or hallucination. 
  System: The player rolls Manipulation + Subter-
  fuge (difficulty 7). The number of successes determines 
  how many witnesses are affected. If the player uses the 
  power to make something look unbelievable, Auspex 
  will show the thing in question to be an illusion unless 
  the Auspex rating is not high enough to penetrate the 
  Kindred’s Chimerstry.
     Successes 
  Result
  1 success 
  Five people
  2 successes 
  10 people
  3 successes 
  25 people
  4 successes 
  50 people
  5 successes 
  Everyone who can see it
  ••••• ••• Synesthesia
  A Cainite who masters this power can shuffle oth-
  ers’ senses around to suit his preferences. He can se-
  lect one target and inflict a serious, disorienting, and 
  all-encompassing case of synesthesia upon her, mak-
  ing it impossible for her to interact meaningfully with 
  the real world for the power’s duration. The vampire 
  has complete control over how the target’s senses work 
  and can manipulate them to suit. For example, he may 
  decide that she smells all sounds as varieties of nauseat-
  ing stenches, or more subtly, he may exchange pain for 
  pleasure. Used against a crowd, sensations are random-
  ly shuffled, so one man will see what the woman next 
  
  147 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  to him sees, but hears what the man 15 feet behind him 
  hears and feels what the child a block away feels. The 
  end result is extremely disorienting for all victims.
  System: When used against a single victim, the play-
  er must spend one Willpower point and roll Manipula-
  tion + Intimidation (difficulty is victim’s current Will-
  power points). For use against crowds, the difficulty is 
  7, and the power affects everyone within the vampire’s 
  line of sight and subtracts one point from Perception 
  per success rolled. Victims whose Perception has been 
  reduced to zero can only sit down and wait for the dis-
  orientation to end. Duration against a single victim is 
  determined below. Against a crowd, the power persists 
  until sunrise.
     Successes 
  Result
  1 success 
  One week
  2 successes 
  One month
  3 successes 
  Six months
  4 successes 
  One year
  5 successes 
  Permanent
  ••••• •••• Mayaparisatya
  This expression of Chimerstry allows the Cainite 
  to directly alter or create real objects or creatures, al-
  though such changes are of finite duration. A vampire 
  with this power can transform the air around a rival 
  Kindred into fire or render a locked door insubstantial. 
  A more harrowing use of this power enables the vam-
  pire to force an object out of existence by transforming 
  it into nothing more than a wisp of its former reality. 
  System: To use this power, the player must spend 10 
  blood points and one permanent Willpower point and 
  roll Manipulation + Subterfuge. Difficulty for the roll 
  is 6 for affecting inanimate objects, and the victim’s 
  Willpower rating for affecting characters. This power 
  can affect anything within miles (kilometers) of the 
  vampire, as long as the character is aware of the target 
  in some way. If used with Far Fatuus, the effects are 
  centered on the chosen location. This power can affect 
  a number of conscious targets equal to the Kindred’s 
  Willpower per use.
  When dealing with inanimate objects, the number 
  of successes determines how drastic the alteration may 
  be. No matter how many successes the player rolls, the 
  duration is always a scene. This power can affect any 
  objects of a type within the vampire’s targeted area.
     Successes 
  Result
  1 success 
  Render an object harmless (swords  
   
   
  won’t cut, firearms won’t shoot),  
   
   
  create a large volume of obscuring  
   
   
  smoke
  2 successes 
  Change an object into another object  
   
   
  (turn candles into tarantulas, etc.)
  3 successes 
  Render the object insubstantial, make  
   
   
  smoke solid
  4 successes 
  Cause drastic changes (stone becomes  
   
   
  highly flammable)
  5 successes 
  Cause the environment to behave  
   
   
  illogically (gravity twists sideways,  
   
   
  rivers stand still as hills flow upward)
  6+ successes Delete any offending material objects  
   
   
  from existence. This effect is  
   
   
   
  permanent (to use this on conscious  
   
   
  targets, follow the system described  
   
   
  below).
  When using the power on conscious targets, consult 
  the table above for alterations (such as forcing the vic-
  tim into another form or transforming her into a differ-
  ent substance). If using the power to negate the victim’s 
  existence, the power inflicts two levels of unsoakable 
  aggravated damage per success. If the power doesn’t kill 
  the victim, subtract one dot of Strength and Stamina 
  per success. The damage must be healed normally, but 
  the lost Attributes return at the end of the scene. Vic-
  tims of this power look hazy and insubstantial. Victims 
  destroyed with this power simply vanish.
  Dementation
  Dementation is the Discipline that allows a vampire 
  to focus and channel madness into the minds of those 
  around him. Though it’s the natural legacy of the Mal-
  kavians, practitioners of Dementation need not actu-
  ally be mad to use the Discipline… but it helps. 
  Disturbingly, Dementation doesn’t actually make 
  their victims mad, but rather it seems to break down 
  the doors to the hidden darkness of the target’s mind, 
  releasing into the open whatever is found there. The 
  Malkavians claim that this is because insanity is the 
  next logical step in mental evolution, a transhuman-
  ist advancement of what modern people consider con-
  sciousness. Other Kindred scoff that this reasoning is 
  an outright justification for the chaos that Dementa-
  
  148 
  CHAPTER FOUR: DISCIPLINES
  tion brings. They don’t scoff too loudly, however, lest 
  the Malkavian advance their consciousness next.
  • Passion
  The vampire stirs his victim’s emotions, either 
  heightening them to a fevered pitch or blunting them 
  until the target is completely desensitized. The Cain-
  ite may not choose which emotion is affected; she may 
  only amplify or dull emotions already present in the 
  target. In this way, a vampire can inflame mild irrita-
  tion into quivering rage or atrophy true love into ca-
  sual interest.
  System: The character talks to her victim, and 
  the vampire’s player rolls Charisma + Empathy (dif-
  ficulty equals the victim’s Humanity or Path rating). 
  The number of successes determines the duration of 
  the altered state of feeling. Effects of this power might 
  include one- or two-point additions or subtractions 
  to difficulties of frenzy rolls, Virtue rolls, rolls to resist 
  Presence powers, etc.
     Successes 
  Result
  1 success 
  One turn
  2 successes 
  One hour
  3 successes 
  One night
  4 successes 
  One week
  5 successes 
  One month
  6+ successes Three months
  •• The Haunting
  The vampire manipulates the sensory centers of his 
  victim’s brain, flooding the victim’s senses with visions, 
  sounds, scents, or feelings that aren’t really there. The 
  images, regardless of the sense to which they appeal, 
  are only fleeting “glimpses,” barely perceptible to the 
  victim. The vampire using Dementation cannot con-
  trol what the victim perceives, but may choose which 
  sense is affected. 
  The “haunting” effects occur mainly when the vic-
  tim is alone, and mostly at night. They may take the 
  form of the subject’s repressed fears, guilty memories, 
  or anything else that the Storyteller finds dramatically 
  appropriate. The effects are never pleasant or unobtru-
  sive, however. The Storyteller should let her imagina-
  tion run wild when describing these sensory impres-
  sions; the victim may well feel as if she is going mad, or 
  as if the world is.
  System: After the vampire speaks to the victim, the 
  player spends a blood point and rolls Manipulation + 
  Subterfuge (difficulty of his victim’s Perception + Self-
  Control/Instinct). The number of successes determines 
  the length of the sensory “visitations.” The precise ef-
  fects are up to the Storyteller, though particularly ee-
  rie or harrowing apparitions can certainly reduce dice 
  pools for a turn or two after the manifestation.
     Successes      Result
  1 success 
  One night
  2 successes 
  Two nights
  3 successes 
  One week
  4 successes 
  One month
  5 successes 
  Three months
  6+ successes One year
  ••• Eyes of Chaos
  This peculiar power allows the vampire to take ad-
  vantage of the fleeting clarity hidden in insanity. She 
  may scrutinize the “patterns” of a person’s soul, the 
  convolutions of a vampire’s inner nature, or even ran-
  dom events in nature itself. The Kindred with this 
  power can discern the most well-hidden psychoses, or 
  gain insight into a person’s true self. Malkavians with 
  this power often have (or claim to have) knowledge of 
  the moves and countermoves of the great Jyhad, or the 
  patterns of fate.
  System: This power allows a vampire to determine a 
  person’s true Nature, among other things. The vampire 
  concentrates for a turn, then her player rolls Perception 
  + Occult. The difficulty depends on the intricacy of the 
  pattern. Discerning the Nature of a stranger would be 
  difficulty 9, a casual acquaintance would be an 8, and 
  an established ally a 6. The vampire could also read 
  the message locked in a coded missive (difficulty 7), or 
  even see the doings of an invisible hand in such events 
  as the pattern of falling leaves (difficulty 6). Almost 
  anything might contain some hidden insight, no mat-
  ter how trivial or meaningless. The patterns are pres-
  ent in most things, but are often so intricate they can 
  keep a vampire spellbound for hours while she tries to 
  understand their message.
  This is a potent power, subject to adjudication. Sto-
  rytellers, this power is an effective way to introduce 
  plot threads for a chronicle, reveal an overlooked clue, 
  foreshadow important events, or communicate critical 
  
  149 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  information a player seeks. Important to its use, though, 
  is delivering the information properly. Secrets revealed 
  via Eyes of Chaos are never simple facts; they’re tanta-
  lizing symbols adrift in a sea of madness. Describe the 
  results of this power in terms of allegory: “The man 
  before you appears as a crude marionette, with garish 
  features painted in bright stage makeup, and strings 
  vanishing up into the night sky.” Avoid stating plainly, 
  “You learn that this ghoul is the minion of a powerful 
  Methuselah.”
  •••• Voice of Madness
  By merely addressing his victims aloud, the Kindred 
  can drive targets into fits of blind rage or fear, forcing 
  them to abandon reason and higher thought. Victims 
  are plagued by hallucinations of their subconscious de-
  mons, and try to flee or destroy their hidden shames. 
  Tragedy almost always follows in the wake of this pow-
  er’s use, though offending Malkavians often claim that 
  they were merely encouraging people to act “according 
  to their natures.” Unfortunately for the vampire con-
  cerned, he runs a very real risk of falling prey to his 
  own voice’s power.
  System: The player spends a blood point and makes 
  a Manipulation + Empathy roll (difficulty 7). One tar-
  get is affected per success, although all potential vic-
  tims must be listening to the vampire’s voice. 
  Affected victims fly immediately into frenzy or a 
  blind fear like Rötschreck. Kindred or other creatures 
  capable of frenzy, such as Lupines, may make a frenzy 
  check or Rötschreck test (Storyteller’s choice as to how 
  they are affected) at +2 difficulty to resist the power. 
  Mortals are automatically affected and don’t remember 
  their actions while berserk. The frenzy or fear lasts for 
  a scene, though vampires and Lupines may test as usual 
  to snap out of it. 
  The vampire using Voice of Madness must also test 
  for frenzy or Rötschreck upon invoking this power, 
  though his difficulty to resist is one lower than nor-
  mal. If the initial roll to invoke this power is a failure, 
  however, the roll to resist the frenzy is one higher than 
  normal. If the roll to invoke this power is a botch, the 
  frenzy or Rötschreck response is automatic.
  ••••• Total Insanity
  The vampire coaxes the madness from the deepest 
  recesses of her target’s mind, focusing it into an over-
  whelming wave of insanity. This power has driven 
  countless victims, vampire and mortal alike, to unfor-
  tunate ends.
  
  150 
  CHAPTER FOUR: DISCIPLINES
  System: The Kindred must gain her target’s undi-
  vided attention for at least one full turn to enact this 
  power. The player spends a blood point and rolls Ma-
  nipulation + Intimidation (difficulty of her victim’s 
  current Willpower points). If the roll is successful, the 
  victim is afflicted with five derangements of the Sto-
  ryteller’s choice (see p. 290). The number of successes 
  determines the duration. 
     Successes 
  Result
  1 success 
  One turn
  2 successes 
  One night
  3 successes 
  One week
  4 successes 
  One month
  5+ successes One year
  On a botch… well, the Storyteller can decide what 
  a vampire inflicts upon herself by attempting to incite 
  the primal hells lurking within the darkest recesses of 
  a victim’s mind. 
  The victim (or the target of a botch) can spend a 
  number of Willpower points equal to the successes 
  rolled to end the duration prematurely. The Storyteller 
  decides when such Willpower points can be spent (such 
  as after a therapy session or after a friend has managed 
  to prove a particular delusion to be false).
  ••••• • Lingering Malaise
  While lesser Dementation powers allow a vampire to 
  inflict temporary (though often long-lasting) madness 
  upon a victim, elders of the Clan have developed the 
  ability to infect the minds of their victims with per-
  manent maladies. Lingering Malaise causes permanent 
  psychological shifts within the victim, making him, as 
  one Gangrel elder remarked, “an honorary Lunatic.”
  System: The character speaks to his victim for at 
  least a minute, describing the derangement that Lin-
  gering Malaise will inflict. The player rolls Manipula-
  tion + Empathy (difficulty equal to the victim’s current 
  Willpower points); the victim resists with a Willpower 
  roll (using his permanent Willpower at difficulty 8). If 
  the user of Lingering Malaise scores more successes, the 
  victim gains a permanent derangement chosen by the 
  individual who inflicts it. Lingering Malaise may only 
  be used to inflict one derangement per night on any 
  given victim, though multiple attempts may be made 
  until the derangement takes hold.
  ••••• • Shattered Mirror
  Although Dementation’s low-level effects are pri-
  marily to initiate or promote insanity rather than to 
  create it spontaneously, some of its more potent mani-
  festations are not as subtle. The wielder of this fear-
  some power can transfer her own deranged mindset 
  into the psyche of a hapless victim, spreading her own 
  brand of insanity like a virus.
  System: The vampire must establish eye contact  
  (p. 152) with her intended victim to apply this power. 
  The player then rolls Charisma + Subterfuge (difficulty 
  equal to the target’s current Willpower points) resisted 
  by the target’s Wits + Self-Control/Instinct (difficulty 
  equal to the Dementation user’s current Willpower 
  points). If the aggressor wins, the target gains all of her 
  derangements and Mental Flaws for a period of time 
  determined by the number of net successes the aggres-
  sor scored:
     Successes 
  Result
  1 success 
  one hour
  2 successes 
  one night
  3 successes 
  one week
  4 successes 
  one month
  5 successes 
  six months
  6+ successes one year per success over 5
  ••••• •• Restructure
  The elder with this fearsome power has the ability 
  to twist his victims’ psyches at their most basic levels, 
  warping their very beings. The subject of Restructure 
  retains her memories, but her outlook on life changes 
  completely, as if she has undergone a sudden epiphany 
  or religious conversion. This effect goes much deeper 
  than the implantation of a derangement; it actually 
  performs a complete rewrite of the victim’s personal-
  ity.
  System: As the description says, this power allows 
  the vampire to change his target’s Nature to one more 
  suitable to his ends. To accomplish this, the character 
  must make eye contact (p. 152) with his intended vic-
  tim. The player rolls Manipulation + Subterfuge (diffi-
  culty equals the victim’s Wits + Subterfuge). If he rolls 
  a number of successes equal to or greater than the tar-
  get’s Self-Control/Instinct, the target’s Nature changes 
  to whatever the player using Restructure desires. This 
  
  151 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  effect is permanent and can be undone only by another 
  application of Restructure (though subtle differences 
  from the character’s original Nature may still remain, 
  as it is impossible for such a fundamental change to oc-
  cur flawlessly). A botch on this roll changes the char-
  acter’s own Nature to that of his intended victim.
  ••••• ••• Personal Scourge
  Similar to the Auspex power of Psychic Assault  
  (p. 141), this fearsome ability allows the elder to turn 
  the very strength of her victim’s mind against him, 
  inflicting physical harm with the power of his own 
  will. Victims of this self-powered attack spontaneously 
  erupt in lacerations and bruises, spraying blood in ev-
  ery direction and howling in agony. Those who have 
  observed such an attack with Auspex note that the 
  victim’s aura swirls with violent psychosis and erupts 
  outward in writhing appendages — a sight that can 
  make even the most jaded Tzimisce quail.
  System: The vampire must touch or establish eye 
  contact (p. 152) with her target. The player rolls Ma-
  nipulation + Empathy (difficulty equal to the target’s 
  Stamina + Self-Control/Instinct) and spends two Will-
  power points. For a number of turns equal to the num-
  ber of successes rolled, the victim rolls his own perma-
  nent Willpower as lethal damage against himself. This 
  damage can be soaked with his own Humanity or Path 
  of Enlightenment (difficulty 6); Fortitude does not add 
  to this soak dice pool, nor does body armor. He may 
  take no actions during this time other than thrashing 
  and gibbering; this includes spending blood to heal.
  ••••• •••• Lunatic Eruption
  This fearsome ability is only known to have been 
  applied a few times in recorded Kindred history, most 
  spectacularly during the final nights of the last battle of 
  Carthage. It is effectively a psychic nuclear bomb, used 
  to incite every intelligent being within several miles 
  (kilometers) into an orgy of bloodlust and rage. It is 
  suspected that the Malkavians have used the threat of 
  this power as a bargaining chip in several key negotia-
  tions.
  System: The player spends four Willpower points 
  and rolls Stamina + Intimidation (difficulty 8). The 
  area of effect is determined by the number of successes 
  scored:
     Successes 
  Result
  1 success  
  One city block
  2 successes 
  An entire neighborhood
  3 successes 
  A large downtown area
  4 successes 
  Several neighborhoods
  5 successes 
  An entire metropolitan area  
   
   
   
  (approximately 30 miles or  
   
   
   
  45 kilometers)
  6+ successes An additional 10 miles or 15  
   
   
   
  kilometers for every success past 5
  Within this area, all sentient creatures fall prey 
  to their baser instincts. Mortals spontaneously riot, 
  looting and burning between bouts of mass violence. 
  Kindred enter hunger-induced frenzies, draining dry 
  as many vessels as they can sink their fangs into. An 
  entire city can quite literally be driven temporarily in-
  sane by this power. Lunatic Eruption’s effects persist 
  until the next sunrise, and anyone entering its area of 
  effect (centered on the site at which it was used, not 
  on the character who applied it) falls under its spell. 
  However, momentum may carry the violence spawned 
  by this power much farther — and keep it going much 
  longer — than the power itself can force.
  Victims of Lunatic Eruption may resist with Self-
  Control/Instinct rolls (difficulty equal to the Dementa-
  tion user’s permanent Willpower rating); each success 
  provides one hour of lucidity, which most wise indi-
  viduals use to leave the power’s area of effect (leav-
  ing the “blast radius” removes the power’s influence). 
  The source of Lunatic Eruption may be pinpointed if 
  a character is using Heightened Senses or an equiva-
  lent power at the time it is used; this is automatic and 
  requires no roll. However, this grants no knowledge of 
  what actually happened — the observer simply “feels” 
  a massive psychic shockwave explode from the charac-
  ter using the power.
  Dominate
  Dominate is one of the most dreaded of Disciplines. 
  It is a vampire’s ability to influence another person’s 
  thoughts and actions through her own force of will. 
  Dominate requires that the vampire capture her vic-
  tim’s gaze (see p. 152); as such, it may be used against 
  only one subject at a time. Further, commands must be 
  issued verbally, although simple orders may be made 
  with signs — for example, a pointed finger and force-
  ful expression to indicate “Go!” However, the subject 
  won’t comply if he can’t understand the vampire, no 
  matter how powerful the Kindred’s will is.
  
  152 
  CHAPTER FOUR: DISCIPLINES
  Perhaps unsurprisingly, vampires to which Dominate 
  comes naturally tend to be from willful, domineering 
  Clans. The Giovanni, Lasombra, Tremere, and Ven-
  true all consider an iron will to be a boon, and are ea-
  ger to impose that iron will on any who would move 
  against them.
  Eye Contact
  Many myths and stories exist about a vam-
  pire’s mystical ability to put people under her 
  spell by looking deeply into her victim’s eyes. 
  The persistence of such stories through the 
  ages isn’t surprising, since a number of Kin-
  dred Disciplines powers (most notably Domi-
  nate) require eye contact in order to work. 
  Other vampires, learning of this requirement, 
  have attempted everything from wearing mir-
  rored sunglasses to gouging out their own eyes 
  in order to prevent an elder from exerting his 
  will upon them.
  But Kindred are not so easily thwarted.
  The need for eye contact stems from the ag-
  gressor Kindred’s need to see his victim’s soul, 
  and the eyes are the traditionally known as 
  the windows to the soul. While the vampire 
  needs to capture his target’s attention, the 
  target’s eyes need not be present for such 
  a power to work (although the arts of the 
  Tzimisce make this somewhat challenging at 
  times) — they only need to find the soul of 
  his victim laid bare. 
  A target trying to avoid eye contact can make 
  a Willpower roll against a difficulty equal to 
  Dominate user’s Manipulation + Intimida-
  tion (or other appropriate combination for 
  other Disciplines or specific situations, at the 
  Storyteller’s discretion). The difficulty may be 
  reduced for mitigating factors: -1 in the case 
  of the target obscuring his eyes slightly (such 
  as closing her eyes or wearing dark sunglasses) 
  up to a -3 for the eyes being completely un-
  seen (such as with a thick blindfold or having 
  her eyes torn out). Ultimately, however, it is 
  up to the Storyteller to decide whether eye 
  contact is established in a particular case.
  • Command
  The vampire locks eyes with the subject and speaks 
  a one-word command, which the subject must be obey 
  instantly. The order must be clear and straightforward: 
  run, agree, fall, yawn, jump, laugh, surrender, stop, 
  scream, follow. If the command is at all confusing or 
  ambiguous, the subject may respond slowly or perform 
  the task poorly. The subject cannot be ordered to do 
  something directly harmful to herself, so a command 
  like “die” is ineffective.
  The command may be included in a sentence, there-
  by concealing the power’s use from others. This ef-
  fort at subtlety still requires the Kindred to make eye 
  contact at the proper moment and stress the key word 
  slightly. An alert bystander — or even the victim — 
  may notice the emphasis. Still, unless she’s conversant 
  with supernatural powers, the individual is likely to 
  attribute the utterance and the subsequent action to 
  bizarre coincidence.
  System: The player rolls Manipulation + Intimida-
  tion (difficulty equals the target’s current Willpower 
  points). More successes force the subject to act with 
  greater vigor or for a longer duration (continue run-
  ning for a number of turns, go off on a laughing jag, 
  scream uncontrollably).
  Remember, too, that being commanded to against 
  one’s Nature confounds the use of this power. Being 
  told to “sleep!” in a dangerous situation or “attack!” 
  in police custody may not have the desired effect, or 
  indeed, any effect at all.
  •• Mesmerize
  With this power, a vampire can verbally implant a 
  false thought or hypnotic suggestion in the subject’s 
  subconscious mind. Both Kindred and target must be 
  free from distraction, since Mesmerize requires intense 
  concentration and precise wording to be effective. The 
  vampire may activate the imposed thought immediate-
  ly or establish a stimulus that will trigger it later. The 
  victim must be able to understand the vampire, though 
  the two need to maintain eye contact only as long as it 
  takes to implant the idea. 
  Mesmerize allows for anything from simple, precise 
  directives (handing over an item) to complex, highly 
  involved ones (taking notes of someone’s habits and 
  relaying that information at an appointed time). It is 
  not useful for planting illusions or false memories (such 
  as seeing a rabbit or believing yourself to be on fire). A 
  subject can have only one suggestion implanted at any 
  time. 
  
  153 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  System: The player rolls Manipulation + Leader-
  ship (difficulty equal to the target’s current Willpower 
  points). The number of successes determines how well 
  the suggestion takes hold in the victim’s subconscious. 
  If the vampire scores one or two successes, the subject 
  cannot be forced to do anything that seems strange to 
  her (she might walk outside, but is unlikely to steal a 
  car). At three or four successes, the command is effec-
  tive unless following it endangers the subject. At five 
  successes or greater, the vampire can implant nearly 
  any sort of command. 
  No matter how strong the Kindred’s will, his com-
  mand cannot force the subject to harm herself directly 
  or defy her innate Nature. So, while a vampire who 
  scored five successes could make a 98-pound weakling 
  attack a 300-pound bouncer, he could not make the 
  mortal shoot herself in the head.
  If a vampire tries to Mesmerize a subject before the 
  target fulfills a previously implanted directive, com-
  pare the successes rolled to those gained during the im-
  planting of the first suggestion. Whichever roll had the 
  greater number of successes is the command that now 
  governs in the target’s behavior; the other suggestion is 
  wiped clean. If the successes rolled are equal, the newer 
  command supplants the old one.
  ••• The Forgetful Mind
  After capturing the subject’s gaze, the vampire delves 
  into the subject’s memories, stealing or re-creating 
  them at his whim. The Forgetful Mind does not allow 
  for telepathic contact; the Kindred operates much like 
  a hypnotist, asking directed questions and drawing out 
  answers from the subject. The degree of memory altera-
  tion depends on what the vampire desires. He may al-
  ter the subject’s mind only slightly (quite effective for 
  eliminating memories of the victim meeting or even 
  being fed upon by the vampire) or utterly undo the vic-
  tim’s memories of her past.
  The degree of detail used has a direct bearing on how 
  strongly the new memories take hold, since the vic-
  tim’s subconscious mind resists the alteration. A sim-
  plistic or incomplete false memory (“You went to the 
  movies last night”) crumbles much more quickly than 
  does one with more attention to detail (“You thought 
  about texting your girlfriend while you were in line at 
  the new movie theater, but you knew you’d have to 
  turn your phone off once you got inside. You liked the 
  movie well enough, but the plot seemed weak. You 
  were tired after it ended, so you went home, watched a 
  little late-night television, and went to bed.”).
  
  154 
  CHAPTER FOUR: DISCIPLINES
  Even in its simplest applications, The Forgetful Mind 
  requires tremendous skill and finesse. It’s a relatively 
  simple matter to rifle through a victim’s psyche and rip 
  out the memories of the previous night without know-
  ing what the subject did that evening. Doing so leaves 
  a gap in the victim’s mind, however — a hole that can 
  give rise to further problems down the road. The Kin-
  dred may describe new memories, but these recollec-
  tions seldom have the same degree of realism that the 
  subject’s original thoughts held. 
  As such, this power isn’t always completely effective. 
  The victim may remember being bitten, but believe it 
  to be an animal attack. Greater memories may return 
  in pieces as dreams, or through sensory triggers like 
  a familiar odor or spoken phrase. Even so, months or 
  years may pass before the subject regains enough of her 
  lost memories to make sense of the fragments.
  A vampire can also sense when a subject’s memories 
  were altered through use of this power, and even restore 
  them, as a hypnotist draws forth suppressed thoughts. 
  System: The player states what sorts of alteration he 
  wants to perform, then rolls Wits + Subterfuge (dif-
  ficulty equal to the target’s current Willpower points). 
  Any success pacifies the victim for the amount of time 
  it takes the vampire to perform the verbal alteration, 
  provided the vampire does not act aggressively toward 
  her. The table below indicates the degree of modifica-
  tion possible to the subject’s memory. If the successes 
  rolled don’t allow for the extent of change the charac-
  ter desired, the Storyteller reduces the resulting impact 
  on the victim’s mind.
     Successes      Result
  1 success 
  May remove a single memory;   
   
   
  lasts one day.
  2 successes 
  May remove, but not alter, memory  
   
   
  permanently.
  3 successes 
  May make slight changes to memory.
  4 successes 
  May alter or remove entire scene  
   
   
  from subject’s memory.
  5 successes 
  May reconstruct entire periods of  
   
   
  subject’s life.
  To restore removed memories or sense false ones 
  in a subject, the character’s Dominate rating must be 
  equal to or higher than that of the vampire who made 
  the alteration. In that situation, the player must make 
  a Wits + Empathy roll (difficulty equal to the origi-
  nal vampire’s permanent Willpower rating) and score 
  more successes than his predecessor did. However, the 
  Kindred cannot use The Forgetful Mind to restore his 
  own memories if they were stolen in such a way.
  •••• Conditioning
  Through sustained manipulation, the vampire can 
  make a subject more pliant to the Kindred’s will. Over 
  time, the victim becomes increasingly susceptible to 
  the vampire’s influence while simultaneously growing 
  more resistant to the corrupting efforts of other Kin-
  dred. Gaining complete control over a subject’s mind 
  is no small task, taking weeks or even months to ac-
  complish.
  Kindred often fill their retainers’ heads with subtle 
  whispers and veiled urges, thereby ensuring these mor-
  tals’ loyalty. Yet vampires must pay a high price for 
  the minds they ensnare. Servants Dominated in this 
  way lose much of their passion and individuality. They 
  follow the vampire’s orders quite literally, seldom tak-
  ing initiative or showing any imagination. In the end, 
  such retainers become like automatons or the walking 
  dead.
  System: The player rolls Charisma + Leadership (dif-
  ficulty equal to the target’s current Willpower points) 
  once per scene. Conditioning is an extended action, for 
  which the Storyteller secretly determines the number 
  of successes required. It typically requires between five 
  and 10 times the subject’s Self-Control/Instinct rat-
  ing. Targets with more empathic Natures may require 
  a lower number of successes, while those with willful 
  Natures require a higher total. Only through roleplay-
  ing may a character discern whether his subject is con-
  ditioned successfully.
  A target may become more tractable even before 
  becoming fully conditioned. Once the vampire accu-
  mulates half the required number of successes, the Sto-
  ryteller may apply a lower difficulty to the vampire’s 
  subsequent uses of Dominate. After being conditioned, 
  the target falls so far under the vampire’s influence that 
  the Kindred need not make eye contact or even be 
  present to retain absolute control. The subject does ex-
  actly as she is told (including taking actions that would 
  injure herself), as long as her master can communicate 
  with her verbally. No command roll is necessary un-
  less the subject is totally isolated from the vampire’s 
  presence (in a different room, over the phone). Even 
  if a command roll fails, the target will still likely carry 
  out part of the orders given, simply because her master 
  wishes it.
  
  155 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  After the subject is fully conditioned, other Kindred 
  find her more difficult to Dominate. Such conditioning 
  raises others’ difficulties by two (to a maximum of 10). 
  It is possible, though difficult, to shake Condition-
  ing. The subject must be separated entirely from the 
  vampire to whom she was in thrall. This period of 
  separation varies depending on the individual, but 
  the Storyteller may set it at six months, less a number 
  of weeks equal to the subject’s permanent Willpower 
  rating (so a person with 5 Willpower must stay away 
  from the vampire for just under five months). The 
  subject regains her personality slowly during this time, 
  though she may still lapse into brief spells of listless-
  ness, despair, or even anger. If the vampire encounters 
  the target before that time passes, a single successful 
  Charisma + Leadership roll (difficulty of the target’s 
  current Willpower points) on the part of the vampire 
  completely reasserts the dominance. 
  If the subject makes it through the time period with-
  out intervention by her master, the target regains her 
  former individuality. Even so, the vampire may rees-
  tablish conditioning more easily than the first time, 
  since the subject is now predisposed to falling under 
  the Kindred’s mental control. New attempts require 
  half the total number of successes than the last bout of 
  conditioning did (which means the subject reaches the 
  threshold for reduced difficulties sooner, as well).
  ••••• Possession
  At this level of Dominate, the force of the Kindred’s 
  psyche is such that it can utterly supplant the mind of 
  a mortal subject. Speaking isn’t required, but the vam-
  pire must capture the victim’s gaze. During the psychic 
  struggle, the contestants’ eyes are locked on one an-
  other.
  Once the Kindred overwhelms the subject’s mind, 
  the vampire moves his consciousness into the victim’s 
  body and controls it as easily as he uses his own. The 
  mortal falls into a mental fugue while under possession. 
  She is aware of events only in a distorted, dreamlike 
  fashion. In turn, the vampire’s mind focuses entirely 
  on controlling his mortal subject. His own body lies 
  in a torpid state, defenseless against any actions made 
  toward it.
  Vampires cannot possess one another in this fashion, 
  as even the weakest Kindred’s mind is strong enough 
  to resist such straightforward mental dominance. Only 
  through a blood bond can one vampire control another 
  to this degree. Supernatural creatures also cannot be 
  possessed in this way, although ghouls that have drunk 
  from the vampire using Possession can.
  System: The vampire must completely strip away the 
  target’s Willpower prior to possessing her. The player 
  spends a Willpower point, then rolls Charisma + In-
  timidation, while the subject rolls his Willpower in a 
  resisted action (difficulty 7 for each). For each success 
  the vampire obtains over the victim’s total, the target 
  loses a point of temporary Willpower. Only if the at-
  tacker botches can the subject escape her fate, since 
  this makes the target immune to any further Dominate 
  attempts by that vampire for the rest of the story.
  Once the target loses all her temporary Willpower, 
  her mind is open. The vampire rolls Manipulation + 
  Intimidation (difficulty 7) to determine how fully he 
  assumes control of the mortal shell. Similar to the Ani-
  malism power Subsume the Spirit, multiple successes 
  allow the character to utilize some mental Disciplines, 
  noted on the chart below. (Vampires possessing ghouls 
  can use the physical Disciplines the ghoul possesses, 
  but not the mental ones.)
     Successes      Result
  1 success 
  Cannot use Disciplines
  2 successes 
  Can use Auspex and other sensory  
   
   
  powers
  3 successes 
  Can also use Presence and other  
   
   
  powers of emotional manipulation
  4 successes 
  Can also use Dementation,  
   
   
   
  Dominate, and other powers  
   
   
   
  of mental manipulation
  5 successes 
  Can also use Chimerstry,  
   
   
   
  Necromancy, Thaumaturgy,  
   
   
   
  and other mystical powers
  The character may travel as far from his body as he is 
  physically able while possessing the mortal. The vam-
  pire may also venture out during the day in the mortal 
  form. However, the vampire’s own body must be awake 
  to do so, requiring a successful roll to remain awake  
  (see p. 262). If the vampire leaves the mortal shell (by 
  choice, if his body falls asleep, through supernatural ex-
  pulsion, after sustaining significant injury, etc.), his con-
  sciousness returns to his physical form in an instant.
  Once freed from possession, the mortal regains men-
  tal control of herself. This can happen in an instant, or 
  the victim may lie comatose for days while her psyche 
  copes with the violation.
  
  156 
  CHAPTER FOUR: DISCIPLINES
  The vampire experiences everything the mortal body 
  feels during possession, from pleasure to pain. In fact, 
  any damage the victim’s body sustains is also applied 
  to the character’s body (though the Kindred may soak 
  as normal). If the mortal dies before the vampire’s soul 
  can flee from the body, the character’s body falls into 
  torpor. Presumably this is in sympathetic response to 
  the massive trauma of death, though some Kindred be-
  lieve that the vampire’s soul is cast adrift during this 
  time and must find its way back to the body.
  The Kindred can remain in the mortal’s body even if 
  his own torpid form is destroyed, though such a pathetic 
  creature is not likely to exist for long. At each sunrise, 
  the vampire must roll Courage (difficulty 8) or be ex-
  pelled from the body. If forced from the mortal body, the 
  vampire tumbles into the astral plane, his soul perma-
  nently lost in the spirit world. A vampire trapped in a 
  mortal body may not be “re-Embraced.” If the Embrace 
  occurs to such a creature, he simply meets Final Death.
  ••••• • Chain the Psyche
  Not content with merely commanding their subjects, 
  some elders apply this power to ensure obedience from 
  recalcitrant victims. Chain the Psyche is a Dominate 
  technique that inflicts incapacitating pain on a target 
  who attempts to break the vampire’s commands.
  System: The player spends a blood point when her 
  character applies Dominate to a subject. Any attempt 
  that the subject makes to act against the vampire’s 
  implanted commands or to recover stolen memories 
  causes intense pain. When such an attempt is made, 
  the Storyteller rolls the character‘s Manipulation + In-
  timidation (difficulty equal to the subject’s Stamina + 
  Empathy). Each success equals one turn that the vic-
  tim is unable to act, as she is wracked with agony. Each 
  application of Chain the Psyche crushes a number of 
  resistance attempts equal to the character’s Manipula-
  tion rating, after which the effect fades.
  ••••• • Loyalty
  With this power in effect, the elder’s Dominate is so 
  strong that other vampires find it almost impossible to 
  break with their own commands. Despite the name, 
  Loyalty instills no special feelings in the victim — the 
  vampire’s commands are simply implanted far more 
  deeply than normal.
  System: Any other vampire attempting to employ 
  Dominate on a subject who has been Dominated by a 
  vampire with Loyalty has a +3 difficulty modifier to his 
  rolls and must spend an additional Willpower point.
  ••••• • Obedience
  While most Kindred must employ Dominate through 
  eye contact, some powerful elders may command loy-
  alty with the lightest brush of a hand.
  System: The character can employ all Dominate 
  powers through touch instead of eye contact (although 
  eye contact still works). Skin contact is necessary — 
  simply touching the target’s clothing or something she 
  is holding will not suffice. The touch does not have to 
  be maintained for the full time it takes to issue a Domi-
  nate command, though repeated attempts to Dominate 
  a single target require the character to touch the sub-
  ject again.
  ••••• •• Mass Manipulation
  A truly skilled elder may command small crowds 
  through the use of this power. By manipulating the 
  strongest minds within a given group, a gathering may 
  be directed to the vampire’s will.
  System: The player declares that he is using this 
  power before rolling for the use of another Dominate 
  power. The difficulty of the roll is that which would be 
  required to Dominate the most resistant member of the 
  target group — if he cannot be Dominated, no one in 
  his immediate vicinity can. For every success past that 
  needed to inflict the desired result on the first target, 
  the player may choose one additional target to receive 
  the same effect in its entirety. The vampire needs to 
  make eye contact only with the initial target.
  ••••• •• Still the Mortal Flesh
  Despite its name, this power may be employed on 
  vampires as well as mortals, and it has left more than 
  one unfortunate victim writhing in agony — or unable 
  to do even that. A vampire who has developed this 
  power is able to override her victim’s body as easily as 
  his mind in order to cut off his senses or even stop his 
  heart. It is rumored that this power once came more 
  easily to the Kindred, but modern medicine has made 
  the bodies and spirits of mortals more resistant to such 
  manipulations.
  System: The player rolls Manipulation + Medicine 
  (difficulty equal to the target’s current Willpower 
  points + 2; a difficulty over 10 means that this power 
  cannot affect the target at all). The effect lasts for one 
  turn per success. The player must choose what func-
  tion of the target’s body is being cut off before rolling. 
  She may affect any of the body’s involuntary functions; 
  breathing, circulation, perspiration, sight, and hearing 
  are all viable targets. While Still the Mortal Flesh is in 
  
  157 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  effect, a vampire can either stop any one of those func-
  tions entirely or cause them to fluctuate erratically.
  The exact effects of any given bodily function being 
  shut off are left to the Storyteller. Most mortals panic 
  if suddenly struck blind, but only the shutdown of the 
  heart will kill a target on the spot. Vampires are un-
  affected by loss of heartbeat or breathing, but may be 
  rendered deaf and blind as easily as mortals.
  ••••• ••• Far Mastery
  This refinement of Obedience (though the character 
  need not have learned Obedience first) allows the use 
  of Dominate on any subject that the vampire is familiar 
  with, at any time, over any distance. If the elder knows 
  where his target is, he may issue commands as if he 
  were standing face- to-face with his intended victim.
  System: The player spends a Willpower point and 
  rolls Perception + Empathy (difficulty equal to the sub-
  ject’s Wits + Stealth) to establish contact. If this roll 
  succeeds, Dominate may be used as if the character had 
  established eye contact with the target. A second Will-
  power point must be spent in order for a vampire to use 
  this power on another vampire or other supernatural 
  being.
  ••••• •••• Speak Through the Blood
  The power structures of Methuselahs extend across 
  continents and centuries. This power allows such an-
  cients to wield control over their descendants, even 
  those far outside their geographic spheres of influence. 
  Speak Through the Blood allows an elder to issue com-
  mands to every vampire whose lineage can be traced 
  to her — even if the two have never met. Thus, en-
  tire broods act to further the goals of sleeping ancients 
  whose existences they may be completely unaware of. 
  The vampires affected by this power rarely act directly 
  to pursue the command they were given, but over a 
  decade or so, their priorities slowly shift until the ful-
  fillment of the Methuselah‘s command is among their 
  long-term goals. Speak Through the Blood, because it 
  takes effect so slowly, is rarely recognized as an outside 
  influence, and its victims rationalize their behavior as 
  “growing and changing,” or something to that effect.
  System: The player spends a permanent Willpower 
  point and rolls Manipulation + Leadership. The dif-
  ficulty of this roll is equal to four plus the number of 
  Generations to which the command is to be passed. 
  Unless the character is aware of the location and pres-
  ent agenda of every descendant of his — a highly un-
  likely event — he may only issue general commands, 
  half page art 
  here
  
  158 
  CHAPTER FOUR: DISCIPLINES
  such as “work for the greater glory of Clan Malkavian” 
  or “destroy all those who seek to extinguish the light 
  of knowledge.” Speak Through the Blood can be used 
  by a vampire in torpor. Commands issued through this 
  power last for one decade per success on the roll. Dif-
  ficulties over 10 require one additional success for each 
  point past 10, making it that much more difficult to 
  issue long-lasting commands stretching down to the 
  ends of one’s lineage.
  A vampire who has reached Golconda is not affected 
  by this power, and is completely unaware that it has 
  been used. Her childer, however, are affected normally 
  unless they are also enlightened. Ghouls of the victims 
  of this power are also affected, but to a lesser extent.
  Resisting Dominate
  Most victims cannot stand against the ef-
  fects of Dominate. Still, there are situations 
  where this Discipline is powerless to sway the 
  subject.
  • Mortals: Few mortals can hope to resist 
  Dominate, as their strength of will nothing 
  compared to the supernatural magnetism 
  of a vampire. Still, there are extremely rare 
  individuals who, due to strong religious 
  faith, unique psychic talent, or extraordinary 
  mental resolve, can shrug off this Discipline’s 
  effects. Only a foolish vampire ignores the 
  potential threat such human beings represent. 
  (See p. 372 for more information about True 
  Faith, for example.)
  • Vampires: It is impossible to Dominate 
  another Kindred who is of stronger Blood. 
  The vampire must be of an equal or higher 
  Generation than the target for the powers to 
  be effective. Scholars of the Kindred condi-
  tion suspect that this is one of the protections 
  Caine put in place to protect himself from 
  the whims of his willful childer. A faction of 
  those who believe this theory also maintain 
  that this implies that Caine himself employed 
  the Discipline of Dominate.
  • Nature: A character’s Nature can have a 
  distinct impact on how easily Dominate influ-
  ences her. A vampire might easily control 
  subjects with inherently empathic Natures 
  (Caregiver, Child, Conformist), while those 
  whose Natures denote a great degree of inner 
  strength (Bravo, Director, Rebel) can be more 
  of a challenge. The Storyteller may reduce 
  the required difficulty or number of successes 
  by one or two when the player rolls against 
  those subjects with “weaker” Natures, or 
  raise them by a similar amount for “stronger” 
  Natures. On the other hand, “strong” Na-
  tures might be more easiliy influenced to take 
  aggressive actions — for example, coaxing a 
  Rebel to denounce the Prince is likely easier 
  than goading a Conformist to do the same 
  thing. Ultimately, the Storyteller must adjudi-
  cate.
  • Botches: If a Dominate roll botches, the 
  target is rendered immune to future attempts 
  by the same vampire for the rest of the story.
  Fortitude
  Although all vampires have an unnatural constitution 
  that make them much sturdier than mortals, Fortitude 
  bestows a resilience that would make an action movie 
  hero envious. Vampires with this Discipline can shrug 
  off agonizing trauma and make the most bone-shatter-
  ing impact look like a flesh wound. The power even of-
  fers protection against the traditional banes of vampires, 
  such as sunlight and fire, and the Gangrel, Ravnos, and 
  Ventrue all find that edge incredibly useful.
  System: A character’s rating in Fortitude adds to his 
  Stamina for the purposes of soaking normal damage 
  (bashing and lethal). A character with this Discipline 
  may also use his dots in Fortitude to soak aggravated 
  damage, though Kindred cannot normally soak things 
  like vampire bites, werewolf claws, magical effects, fire, 
  sunlight, or massive physical trauma. See p. 272, for 
  further details on soaking and damage.
  Fortitude 6+
  Elder vampires progress in Fortitude in the same way 
  as Celerity (see p. 142). They can increase their basic 
  mastery of the Discipline or to take an alternate power 
  such as one of those detailed below.
  
  159 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••••• • Personal Armor
  Nobody likes to get hit, not even Cainites. The 
  easiest way to ensure that one is not hit (or shot, or 
  stabbed) repeatedly is to take the weapon with which 
  one is assaulted away from one’s attacker and break it. 
  That’s where Personal Armor comes in. This applica-
  tion of Fortitude, derived from one popular in the 12th 
  century, causes anything that strikes a Kindred who 
  employs Personal Armor to shatter on impact.
  System: With the expenditure of two blood points, 
  a vampire can add preternatural hardness to his flesh. 
  Every time an attack is made on the Kindred using Per-
  sonal Armor (one which he fails to dodge), his player 
  rolls Fortitude (difficulty 8). If the roll grants more suc-
  cesses than the attacker rolled, then the weapon used 
  to make the attack shatters against the vampire’s flesh. 
  (“Magical” weapons may be resistant to this effect, at 
  the Storyteller’s discretion.) The vampire still takes 
  normal damage if the attack is successful, even if the 
  weapon shatters in the process, though this damage 
  may be soaked. If the attack roll botches, any normal 
  weapon automatically shatters.
  A hand-to-hand attack causes the attacker equal 
  damage to that suffered by the defender when Personal 
  Armor comes into play. If the attacker misses entirely, 
  she still takes one level of bashing damage.
  The effects of this power last for the duration of the 
  scene.
  ••••• •• Shared Strength
  It’s one thing to laugh off bullets, rather another to 
  watch the ricochets mow down everyone around you. 
  Many Kindred have wished, at one time or another, 
  that they could lend their monstrous vitality to those 
  around them. Those few vampires who have mastered 
  Shared Strength can — if only for a little while.
  System: Shared Strength duplicates a portion of a 
  vampire’s Fortitude (one dot for every point of blood 
  the vampire spends) to another being. Activating the 
  power requires a Stamina + Survival roll (difficulty 8, 
  increased to 9 if the target is not a normal mortal), and 
  the expenditure of a point of Willpower. Furthermore, 
  the vampire must mark his target by pressing a drop of 
  his blood onto the target’s forehead. This stain remains 
  visible as long as the power is in effect, the duration of 
  which is determined by the initial roll. 
     Successes      Duration
  1 
   
  One turn
  2 
   
  One scene
  3 
   
  One hour
  4 
   
  One night
  5 
   
  One week
  6 
   
  One month
  7 
   
  One year
  The target of this power need not be willing to ac-
  cept the benefit to receive it, and the bestowing vam-
  pire can end the effect at any time for no cost. Particu-
  larly sadistic Kindred have come up with any number 
  of ways in which a target’s “devil’s mark” and super-
  natural endurance can be used to land him in a great 
  deal of trouble.
  A vampire can never bestow more levels of Fortitude 
  than he himself possesses.
  ••••• ••• Adamantine 
  Adamantine functions as a more potent version of 
  Personal Armor.
  System: This power mimics the effects of Personal 
  Armor, save that the vampire who uses it takes no 
  damage from attacks that shatter on her skin.
  Necromancy
  Necromancy is both a Discipline and a school of 
  blood magic devoted to the command of the souls of the 
  dead. It’s similar to Thaumaturgy in that it has several 
  “paths” and accompanying “rituals” rather than a strict 
  linear progression of powers. The study of Necromancy 
  is not widespread among the Kindred, and its practi-
  tioners — primarily the Giovanni — are shunned and 
  despised for their foul practices (until those practices 
  become useful, of course). 
  Over the centuries, the various schools of vampiric 
  Necromancy have evolved and diversified from an ear-
  lier form of death magic, leaving several distinct paths 
  of necromantic magic available to Cainites. Nearly all 
  modern necromancers learn the Sepulchre Path first 
  before extending their studies to other paths. The pri-
  mary Necromancy path increases automatically as the 
  character increases her overall Necromancy rating. 
  Other paths must be bought separately, using the expe-
  rience costs for secondary paths. 
  
  160 
  CHAPTER FOUR: DISCIPLINES
  Like Thaumaturgy, Necromancy has also spawned a 
  series of rituals. While not nearly so immediate in ef-
  fect as the basic powers of Necromancy, Necromantic 
  rituals can have impressive long-term effects. Unsur-
  prisingly, the elements of Necromantic ritual are things 
  like long-buried corpses and hands from the cadavers 
  of hanged men, so obtaining suitable materials can be 
  quite difficult.
  System: A Cainite necromancer must learn at least 
  three levels in his primary path before learning his first 
  level in a secondary Necromancy path. He must then 
  master the primary path (all five levels) before acquir-
  ing any knowledge of a third path.
  As with Thaumaturgy, advancement in the primary 
  path costs the normal experience amount, while study 
  of additional Necromantic paths incurs an additional 
  experience-point cost (see p. 124). Because Necromancy 
  is not quite so rigid a study as Thaumaturgy is, the rolls 
  required to use Necromantic powers can vary from path 
  to path and even within individual paths. The common-
  ly-learned Sepulchre Path is presented first, with the re-
  maining paths presented in alphabetical order.
  Statistics for ghosts may be found in Chapter Nine, 
  p. 385.
  The Sepulchre Path
  Through the Sepulchre path, the vampire can wit-
  ness, summon, and command the spirits of the dead. 
  At higher levels, the necromancer can force the ghost 
  to remain in a particular place or object, or even dam-
  age wraiths directly. Since many other areas of Nec-
  romancy involve dealing with ghosts, this is the most 
  common path for necromancers to start with.
  Note: If a Kindred uses a Sepulchre Path power in 
  the presence of something of great importance to the 
  ghost the power affects, the chances for success in the 
  summoning increase dramatically (reduce the difficulty 
  by 2). This might be the bathtub in which the ghost’s 
  mortal body was drowned, the rusted-out wreck of the 
  car where the ghost’s physical body was trapped alive, 
  or something unrelated to the ghost’s demise, such as a 
  favorite book or a child-ghost’s beloved nursery.
  • Witness of Death
  Before it is possible to control the dead, one must 
  perceive them. This power allows just that, attuning 
  a vampire’s unliving senses to the presence of the in-
  corporeal.
  
  161 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Under its effects, a necromancer sees ghosts as trans-
  lucent phantoms gliding among the living and hears 
  their whispers and moans. She feels the spectral cold 
  of their touch and smells their musty hint of decay. Yet 
  one cannot mistake the dead for the living, as they lack 
  true substance, and appear dimmer and less real than 
  creatures of flesh and blood. When a vampire uses this 
  power, her eyes flicker with pale blue fire that only the 
  dead can see.
  Ghosts resent being spied upon, and more powerful 
  shades may use their own powers to inflict their dis-
  pleasure on the incautious.
  System: The player rolls Perception + Awareness 
  (difficulty 5). Success allows the vampire to perceive 
  ghosts as described for the rest of the scene (in the 
  mortal world — seeing ghosts in the land of the dead 
  requires Shroudsight, on p. 163). Failure has no special 
  effect, but a botch means the vampire can see only the 
  dead for the scene; everything else appears as shapeless, 
  dim shadows. While the vampire’s other senses remain 
  attuned to the living, he is all but blind in this state 
  and suffers a +3 difficulty to most vision-based Percep-
  tion rolls and attacks. Ghosts notice the glowing eyes 
  of a vampire using this power only with a successful 
  Perception + Alertness roll (difficulty 7).
  •• Summon Soul 
  The power of Summon Soul allows a necromancer to 
  call a ghost back from the Underworld, for conversa-
  tional purposes only. In order to perform this feat (and 
  indeed, most of the feats in this path), the vampire 
  must meet certain conditions:
  • The necromancer must know the name of the 
  wraith in question, though an image of the wraith ob-
  tained via Witness of Death (see above), Shroudsight 
  (see p. 163), Auspex, or other supernatural perception 
  will suffice.
  • An object with which the wraith had some contact 
  in life must be in the vicinity, though it need not be 
  something of significant importance to the ghost’s liv-
  ing consciousness. A piece of the ghost’s corpse works 
  well for this purpose (and even provides a -1 difficulty 
  modifier).
  Certain types of ghosts cannot be summoned with 
  this power. Vampires who achieved Golconda before 
  their Final Deaths, or who were diablerized, are beyond 
  the reach of this summons. Likewise, many ghosts of 
  the dead cannot be called — they are destroyed, un-
  able to return to the mortal plane, or lost in the eternal 
  storm of the Underworld.
  System: The player spends one blood point and rolls 
  Manipulation + Occult (difficulty equal to 7 or the 
  ghost’s Willpower, whichever is higher). The vampire 
  must know the name of the ghost and have on hand an 
  object the ghost had contact with in life. Provided that 
  the target has died and become a ghost, success means 
  the shade appears before the necromancer as described 
  above. Not everyone becomes a ghost — it requires a 
  strong will to persevere in the face of death, and souls 
  that have found peace pass on to their eternal rewards. 
  Moreover, it is possible for the dead to suffer spiritual 
  dissolution and destruction after they become ghosts. 
  The Storyteller should consider all these factors when 
  deciding whether a particular ghost exists for a vampire 
  to summon.
  Vampires know if their summons should have suc-
  ceeded by a feeling of sudden, terrifying descent as they 
  reach too far into the great Beyond, so this power can 
  be used to determine whether a soul has endured be-
  yond death. While a failure means the vampire wastes 
  blood, a botch calls a spirit other than the one sought 
  — usually a malevolent ghost known as a Spectre (see 
  p. 385). Such a fiend torments the one who summoned 
  it with every wicked power at its disposal. 
  Once a ghost is summoned, it may not deliberately 
  move out of sight of the vampire, though it can take 
  any other actions, including direct attack. The vam-
  pire’s player may spend a Willpower point to dismiss 
  the ghost at any time (unless he rolled a botch). Other-
  wise, at the end of the scene, shadows engulf the spirit 
  once more and return it to its original location.
  ••• Compel Soul
  With this power, a vampire can command a ghost to 
  do his bidding for a while. Compulsion of the soul is a 
  perilous undertaking and, when used improperly, can 
  endanger vampire and wraith alike.
  System: The vampire locates and approaches the in-
  tended ghost or calls it to his presence with Summon 
  Soul. As with the previous power, he must have the 
  ghost’s name and an object it handled in life. His player 
  then spends one blood point and rolls Manipulation + 
  Occult in a resisted roll against the ghost’s Willpower 
  (difficulty 6 for both rolls). 
  If the vampire wins, the number of net successes de-
  termines the degree of control he has over the ghost 
  (as described below). Moreover, the vampire’s control 
  keeps ghosts that have been called with Summon Soul 
  from returning to their original locations at the end of 
  the scene. If the ghost wins, the vampire loses a number 
  
  162 
  CHAPTER FOUR: DISCIPLINES
  of Willpower points equal to the ghost’s net successes. 
  On a tie, the roll becomes an extended contest that 
  continues each turn until one side wins. If the vampire 
  botches at any point, the ghost is immune to any use 
  of the vampire’s Necromancy for the rest of the scene. 
  If the ghost botches, it must obey as if the vampire’s 
  player had rolled five net successes.
     Successes      Result
  1 success 
  The ghost must perform one simple  
   
   
  task for the vampire that does not  
   
   
  place it in certain danger. It must  
   
   
  attend to this task immediately,   
   
   
  although it can delay the  
   
   
   
  compulsion and pursue its own   
   
   
  business at a cost of one Willpower  
   
   
  point per scene. The ghost may not  
   
   
  attack the vampire until this task is  
   
   
  complete. It is possible to issue the  
   
   
  task of answering one question, in  
   
   
  which case the ghost must answer  
   
   
  truthfully and to the best of  
   
   
   
  its knowledge.
  2 successes 
  The vampire may issue two orders  
   
   
  or ask two questions as outlined for  
   
   
  one success. Alternatively, the   
   
   
  vampire may demand a simple task  
   
   
  with a real possibility of danger, as  
   
   
  long as the danger is not certain. The  
   
   
  ghost may delay this compulsion with  
   
   
  Willpower.
  3 successes 
  The vampire may issue three orders  
   
   
  as outlined for one success.  
   
   
   
  Alternatively, he may demand the  
   
   
  ghost fulfill one difficult and  
   
   
   
  dangerous task or a simple assignment  
   
   
  that has an extended duration of up  
   
   
  to one month. The ghost may delay  
   
   
  such orders with Willpower.
  4 successes 
  The vampire may issue four orders,  
   
   
  as outlined for one success, or   
   
   
  assign two tasks, as for two successes.  
   
   
  Alternatively, the vampire may   
   
   
  command the ghost to perform one  
   
   
  complex assignment that puts the  
   
   
  ghost at extreme risk, or perform any  
   
   
  number of non-threatening tasks  
   
   
  as the vampire’s slave for up to one  
   
   
  month (or, if the necromancer spends  
   
   
  a permanent point of Willpower, for  
   
   
  a year and a day). It is possible for  
   
   
  ghosts to delay individual tasks, but  
   
   
  not put off enslavement.
  5+ successes The vampire may issue multiple  
   
   
  orders that have a sum complexity  
   
   
  or danger of five successes’ worth.  
   
   
  Instead, the vampire may order the  
   
   
  ghost to perform any one action that  
   
   
  it is capable of executing within one  
   
   
  month. Such a task can place the  
   
   
  ghost in immediate peril of  
   
   
   
  destruction, or even force it to betray  
   
   
  and assault loved ones. It is not   
   
   
  possible for ghosts to delay a task of  
   
   
  this magnitude with Willpower —  
   
   
  they must obey.
  •••• Haunting
  Haunting binds a summoned ghost to a particular 
  location or, in extreme cases, an object. The wraith 
  cannot leave the area to which the necromancer binds 
  it without risking destruction. 
  System: The player spends one blood point while 
  standing at the location for the haunting or touching 
  the intended prison. She then has the ghost brought to 
  her by whatever means she desires, though Summon 
  Soul is quickest and most reliable. Her player then 
  rolls Manipulation + Occult (difficulty is equal to the 
  target’s current Willpower points if resisted, to a mini-
  mum of 4; otherwise it is 4). The difficulty rises by one 
  if the vampire wishes to place the ghost in an object. 
  As usual, the difficulty decreases by one if the necro-
  mancer has a part of the spirit’s corpse in addition to 
  knowing its name (minimum difficulty 3). 
  Each success binds the ghost within the location or 
  object for one night. This duration extends to one week 
  if the player spends a Willpower point or a year and a 
  day for a dot of permanent Willpower. A wraith at-
  tempting to leave the area of a haunting must make an 
  extended Willpower roll (difficulty 9, four cumulative 
  successes necessary in a single scene) or take a level of 
  aggravated damage for each roll. If the wraith runs out 
  of health levels, it is hurled deep into the Underworld 
  to face destruction.
  ••••• Torment
  It is through the use of this power that powerful nec-
  romancers convince bound ghosts to behave — or else. 
  
  163 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Torment allows the vampire to strike a wraith as if he 
  himself were in the lands of the dead, inflicting dam-
  age on the wraith’s ectoplasmic form. The vampire 
  remains in the real world, however, so he cannot be 
  struck in return.
  System: The player rolls Stamina + Empathy (dif-
  ficulty equal to the wraith’s current Willpower points), 
  and the vampire reaches out to strike the wraith. Each 
  success inflicts a level of lethal damage on the wraith. 
  Should the wraith lose all health levels, it immediately 
  vanishes into what appears to be a doorway to some 
  hideous nightmare realm. Ghosts “destroyed” thus can-
  not reappear in or near the real world for a month.
  The Ash Path
  The Ash Path allows necromancers to peer into the 
  lands of the dead, and even affect things there. Of the 
  paths of Necromancy, the Ash Path is the most peril-
  ous to learn, because many of the path’s uses increase a 
  necromancer’s vulnerability to wraiths.
  • Shroudsight
  Shroudsight allows a necromancer to see through the 
  Shroud, the mystical barrier that separates the living 
  world from the Underworld. By using this power, the 
  vampire can spot ghostly buildings and items, the land-
  scape of the so-called Shadowlands, and even wraiths 
  themselves. However, an observant wraith may notice 
  when a vampire suddenly starts staring at him, which 
  can lead to unpleasant consequences.
  System: A simple roll of Perception + Awareness 
  (difficulty 7) allows a necromancer to utilize Shrouds-
  ight. The effects last for a scene.
  •• Lifeless Tongues
  Where Shroudsight allows a necromancer to see 
  ghosts, Lifeless Tongues allows her to converse with 
  them effortlessly. Once Lifeless Tongues is employed, 
  the vampire can carry on a conversation with the deni-
  zens of the ghostly Underworld without spending blood 
  or causing the wraiths to expend any effort. 
  System: To use Lifeless Tongues requires a roll of 
  Perception + Occult (difficulty 6) and the expenditure 
  of a Willpower point.
  ••• Dead Hand
  Similar to the Sepulchre Path power Torment, Dead 
  Hand allows a necromancer to reach across the Shroud 
  and affect a ghostly object as if it were in the real world. 
  Ghosts are solid to necromancers using this power, 
  and can be attacked. Furthermore, the necromancer 
  can pick up ghostly items, scale ghostly architecture 
  (giving real-world bystanders the impression that he’s 
  climbing on air!), and generally exist in two worlds. 
  On the other hand, a necromancer using Dead Hand is 
  quite solid to the residents of the Underworld — and 
  to whatever hostilities they might have.
  System: The player spends a point of Willpower and 
  makes a successful Wits + Occult roll (difficulty 7) to 
  activate Dead Hand for one scene. For each additional 
  scene the vampire wishes to remain in contact with 
  the Underworld, he must spend a point of blood.
  •••• Ex Nihilo
  Ex Nihilo allows a necromancer to enter the Un-
  derworld physically. While in the lands of the dead, 
  the vampire is essentially a particularly solid ghost. He 
  maintains his normal number of health levels, but can 
  be hurt only by things that inflict aggravated damage 
  on ghosts (weapons forged from souls, certain ghostly 
  powers, etc.). A vampire physically in the Underworld 
  can pass through solid objects in the real world (at the 
  cost of one health level) and remain “incorporeal” for 
  a number of turns equal to her Stamina rating. On the 
  other hand, vampires present in the Underworld are 
  subject to all of the Underworld’s perils, including ulti-
  mate destruction. A vampire killed in the realm of the 
  dead is gone forever, beyond even the reach of other 
  necromancers.
  System: Using Ex Nihilo takes a tremendous toll on 
  the necromancer. To activate this power, the vampire 
  must first draw a doorway with chalk or blood on any 
  available surface. (The vampire may draw doors ahead 
  of time for exactly this purpose.) The player must then 
  expend two points of Willpower and two points of 
  blood before making a Stamina + Occult roll (difficul-
  ty 8) as the vampire attempts to open the chalk door 
  physically. If the roll succeeds, the door opens and the 
  vampire steps through into the Underworld. 
  When the vampire wishes to return to the real world, 
  he merely needs to concentrate (and the player spends 
  another Willpower point and rolls Stamina + Occult, 
  difficulty 6). At Storyteller discretion, a vampire who 
  is too deeply immersed in the Underworld may need 
  to journey to a place close to the lands of the living in 
  order to cross over. Vampires who wander too far into 
  the lands of the dead may be trapped there forever.
  Vampires in the Underworld cannot feed upon 
  ghosts without the use of another power; their only 
  sustenance is the blood they bring with them.
  
  164 
  CHAPTER FOUR: DISCIPLINES
  ••••• Shroud Mastery
  Shroud Mastery offers the Kindred the ability to 
  manipulate the veil between the worlds of the living 
  and the dead. By doing so, a necromancer can make 
  it easier for bound wraiths in his service to function, 
  or make it nearly impossible for ghosts to contact the 
  material world. 
  System: To exercise Shroud Mastery, the necro-
  mancer expends two points of Willpower, then states 
  whether he is attempting to raise or lower the Shroud. 
  The player then makes a Willpower roll (difficulty 9). 
  Each success on the roll raises or lowers the difficulties 
  of all nearby wraiths’ attempts to cross the Shroud in 
  any way by one, to a maximum of 10 or a minimum of 
  3. The Shroud reverts to its normal strength at a rate of 
  one point per hour thereafter.
  The Bone Path
  The Bone Path is concerned primarily with corpses 
  and the methods by which dead souls can be restored 
  to the living world — temporarily or otherwise. 
  • Tremens
  Tremens allows a necromancer to make the flesh of a 
  corpse shift once. An arm might suddenly flop forward, 
  a cadaver might sit up, or dead eyes might abruptly 
  open. This sort of thing tends to have an impressive 
  impact on people who aren’t expecting a departed rela-
  tive to roll over in his coffin.
  System: To use Tremens, the necromancer spends 
  a single blood point, and the player must succeed on 
  a Dexterity + Occult roll (difficulty 6). The more suc-
  cesses that are achieved, the more complicated an ac-
  tion can be effected in the corpse. One success allows 
  for an instantaneous movement, such as a twitch, while 
  five allow the vampire to set up specific conditions un-
  der which the body animates (“The next time someone 
  enters the room, I want the corpse to sit up and open 
  its eyes.”). Under no circumstances can Tremens cause 
  a dead body to attack or cause damage. 
  •• Apprentice’s Brooms
  With Apprentice’s Brooms, the necromancer can 
  make a dead body rise and perform a simple function. 
  For example, the corpse could be set to carrying heavy 
  objects, digging, or just shambling from place to place. 
  The cadavers thus animated do not attack or defend 
  themselves if interfered with, but instead attempt to 
  carry out their given instructions until such time as 
  they’ve been rendered inanimate. Generally it takes 
  dismemberment, flame, or something similar to destroy 
  a corpse animated in this way.
  System: A roll of Wits + Occult (difficulty 7) and 
  the expenditure of a point of both blood and Will-
  power are all that is necessary to animate corpses with 
  Apprentice’s Brooms. The number of corpses animated 
  is equal to the number of successes achieved. The nec-
  romancer must then state the task to which he is set-
  ting his zombies. The cadavers turn themselves to their 
  work until they finish the job (at which point they col-
  lapse) or something (including time) destroys them.
  Corpses animated in this way have no initiative of 
  their own, and are unable to make value judgments. 
  They respond to very literal instruction. Thus, a zom-
  bie could be told “sweep this room every day until all 
  the dust and cobwebs are gone” or “transcribe this 
  manuscript” with an expectation of reasonable results, 
  while a more open-ended command such as “fix this 
  motorcycle” or “research this Necromantic ritual and 
  write down the results” would be doomed to failure. 
  Bodies energized by this power continue to decay, al-
  beit at a much slower rate than normal. 
  Zombie Statistics
  Corpses animated by a necromancer of the 
  Bone Path have Strength 3, Dexterity 2, 
  Stamina 4, Brawl 2, and always act last in 
  a turn (unless there are mitigating circum-
  stances). They have zero Willpower points to 
  spend, but resist attacks as if they have Will-
  power ratings of 10. All Mental and Social 
  ratings are zero for a reanimated corpse, and 
  zombies never attempt to dodge. Zombies’ 
  dice pools are not affected by damage, except 
  that caused by fire or the claws and teeth of 
  supernatural creatures. Most zombies have 
  10 health levels, but they are incapable of 
  healing any damage they suffer. They have 
  no minds or personalities to affect, so they are 
  immune to uses of powers such as Dominate 
  and Presence. Unless otherwise noted, they 
  likewise cannot be usurped from the control 
  of the necromancer invoking them.
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••• Shambling Hordes
  Shambling Hordes creates obvious results: reanimat-
  ed corpses with the ability to attack, albeit neither very 
  well nor very quickly. Once primed by this power, the 
  corpses wait — for years, if necessary — to fulfill the 
  command given them. The orders might be to protect 
  a certain site or simply to attack immediately, but they 
  will be carried out until every last one of the decom-
  posing monsters is destroyed.
  System: The player spends a point of Willpower. 
  The player then must succeed on a Wits + Occult roll 
  (difficulty 8). Each success allows the vampire to raise 
  another corpse from the grave, and costs one blood 
  point. If the player cannot or chooses not to pay the 
  blood point cost of additional zombies past a certain 
  number, the extra successes are simply lost. Each zom-
  bie can follow one simple instruction, such as “Stay 
  here and guard this graveyard against any intruders,” 
  or “Kill them!” 
  Note: Zombies created by Shambling Hordes will 
  wait forever if need be to fulfill their functions. Long 
  after the flesh has rotted off their mystically animated 
  bones, the zombies will wait and wait and wait, still 
  able to perform their duties. 
  •••• Soul Stealing
  This power affects the living, not the dead. It does, 
  however, temporarily turn a living soul into a sort of 
  wraith, as it allows a necromancer to strip a soul from 
  a living body. A mortal exiled from his body by this 
  power becomes a wraith with a single tie to the real 
  world: his now-empty body. 
  System: The player spends a point of Willpower 
  and then makes a contested Willpower roll against 
  the intended victim (difficulty 6). Successes indicate 
  the number of hours during which the original soul is 
  forced out of its housing. The body itself remains auto-
  nomically alive but catatonic.
  This power can be used to create suitable hosts for 
  Daemonic Possession. It has no effect on Kindred or 
  other supernatural creatures (except ghouls) until such 
  creatures are dead – in the case of vampires, this means 
  Final Death.
  ••••• Daemonic Possession
  Daemonic Possession lets a vampire insert a soul into 
  a freshly dead body. This does not turn the reanimated 
  corpse into anything other than a reanimated corpse, 
  one that will irrevocably decay after a week, but it does 
  
  166 
  CHAPTER FOUR: DISCIPLINES
  give either a wraith or a free-floating soul (say, that of 
  a vampire using Psychic Projection) a temporary home 
  in the physical world. 
  System: The body in question must be no more than 
  30 minutes dead, and the new tenant must agree to in-
  habit it — a ghost or astral form cannot be forced into a 
  new shell. However, most ghosts would gladly seize the 
  opportunity. Should the vampire, for whatever reason, 
  wish to insert a soul into another vampire’s corpse (be-
  fore it crumbles to ash), the necromancer must achieve 
  five successes on a resisted Willpower roll against the 
  original owner of the body. Otherwise, the interloper 
  is denied entrance.
  Note: The soul can use whatever physical abilities 
  (Athletics, Brawl, Potence) his new fleshy home pos-
  sesses, and whatever mental abilities (Computer, Law, 
  Presence) he already possessed. He cannot use the 
  physical abilities of his old form, or the mental abilities 
  of his new one.
  The Cenotaph Path
   Practitioners of the Cenotaph Path are primarily 
  concerned with discovering or forging links between 
  the living world and the Shadowlands. It functions 
  on the principle that a Kindred, already a corpse, is 
  an unnatural bridge between the living and the dead, 
  and the necromancer can use this to find other, similar 
  linkages. The basic rudiments of the Cenotaph Path 
  function easily enough once the Kindred learns to at-
  tune himself to these connections. Advanced mastery 
  of the path usually entails some brief ritual to forge ar-
  tificial connections, either through focusing unsavory 
  passions or commanding this world and the Shadow-
  lands together.
  • A Touch of Death
  Just as a necromancer may exert mastery over the 
  Shadowlands, so too can some ghosts exert them-
  selves in the mortal world. Whereas obvious displays 
  of ghostly power such as bleeding walls or disembodied 
  moans certainly won’t be mistaken, some ghostly abili-
  ties exert subtle effects that aren’t easily recognized. 
  A necromancer sensitized to the residue of the dead, 
  though, can feel whether an object has been touched 
  by a ghost or sense the recent passage of a wraith.
  System: The necromancer simply touches a person or 
  object that he suspects is a victim of ghostly influence. 
  The player rolls Perception + Awareness (difficulty 6). 
  If successful, the necromancer can determine whether 
  a ghost has exerted any sort of power on the subject, or 
  even crossed nearby, to the duration detailed below.
     Successes      Result
  1 success 
  Last turn; detect use of ghostly powers
  2 successes 
  Last three turns; detect use of ghostly  
   
   
  powers
  3 successes 
  Last hour; detect ghost’s touch and  
   
   
  use of ghostly powers
  4 successes 
  Last day; detect ghost’s touch and use  
   
   
  of ghostly powers
  5 successes 
  Last week; detect nearby passage of  
   
   
  ghost, ghost’s touch, and use of   
   
   
  ghostly powers
  On a failure, the necromancer receives no impres-
  sions. A botch reveals a misleading answer (an object 
  may seem tinged with ghostly power when it’s not, or 
  vice versa). Should the necromancer succeed in detec-
  tion while touching an object or person that a ghost 
  is possessing, he immediately becomes aware that the 
  ghost is still inside. The impression gained in such a 
  case is sufficient to count as an image of the spirit for 
  purposes of the Sepulchre Path’s powers, so the Kin-
  dred may be able to (for example) immediately com-
  mand a ghost to exit a person whom it possesses.
  •• Reveal the Catene
  Necromantic compulsions function much more ef-
  fectively when the caster uses an object of significance 
  to the ghost in question. Such fetters tie the dead to 
  the living lands through their remembered importance 
  — a favored recliner for relaxing, a reviled piece of art 
  foisted off by hated relatives, or some object of similarly 
  intense emotion. Many necromancers can detect such 
  catene through the use of rituals (see Ritual of the Un-
  earthed Fetter, p. 181). With this power, though, the 
  necromancer can determine a fetter with just a few mo-
  ments of handling. The Kindred simply runs his hands 
  over the object and concentrates on it. He quickly 
  receives an impression of the item’s (or person’s) im-
  portance to wraiths, if any; should the wraith be one 
  known to the necromancer, he immediately recognizes 
  the object as a fetter to that (or those) ghost(s). Suc-
  cessful identification of a connected ghost is not exclu-
  sive; that is, if the vampire determines that the object 
  is important to a given wraith, he can also determine if 
  there are other ghosts tied to the item, though he must 
  use the power again to gain their identities.
  
  167 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Many necromancers use this power on objects al-
  ready identified with A Touch of Death, in order to 
  determine whether the ghost is trying to attune a given 
  fetter or simply toying with the world of the living.
  System: The necromancer holds and examines the 
  object for at least three turns — if it’s an item, this 
  means turning it over in his hands, running his fin-
  gers along it, or otherwise giving it a critical eye; with 
  a person, this may require a more… invasive… ex-
  amination. The player then spends a blood point and 
  rolls Perception + Occult (difficulty 7). If successful, 
  the Kindred determines whether the object holds any 
  significance to any ghost and, with three or more suc-
  cesses, the identity of at least one such ghost (which 
  allows the Kindred to use the Sepulchre Path on that 
  wraith, if desired). If the necromancer already knows 
  any of the ghosts involved, their ties are revealed with 
  their identity — so, if the necromancer already knows 
  a wraith well enough to summon and compel it with 
  other powers, successful identification of a fetter tells 
  whether the object is tied to that ghost, in addition to 
  any other impressions gained.
  If a botch is scored, the necromancer can never suc-
  cessfully use this power on the item being examined.
  ••• Tread Upon the Grave
  The extended awareness granted with the Cenotaph 
  Path allows the necromancer to find locations where 
  the Shadowlands and the living world come close. 
  Often, the necromancer experiences a chill or shiver 
  when stepping into an area where the Underworld lies 
  near the living one. With practice, the vampire can 
  tell exactly where such locations are.
  Experienced necromancers learn that certain loca-
  tions are susceptible to ghostly influence; these haunt-
  ed areas often become homes of a sort for ghosts. A 
  knowledgeable vampire can thus discover places where 
  the dead are likely to congregate, the better to snare 
  them with other Necromancy powers.
  System: The player simply declares intent to sense 
  the Shroud in an area and makes a Willpower roll 
  (difficulty 8). Success reveals whether the location is 
  highly attuned to the Shadowlands, about average (not 
  particularly close to the world of the dead), or far re-
  moved from the realm of death. A failing attempt at 
  using the power has no adverse effect, though it may 
  be attempted only once per scene (so the necromancer 
  must either wait for a time or move to a different area 
  before attempting Tread Upon the Grave once more). 
  A botch stuns the necromancer into inaction for a full 
  turn and costs him a temporary Willpower point, as he 
  is overcome by shivers and a sense of overwhelming 
  despair.
  With three or more successes, the necromancer can 
  determine whether the Shroud’s strength has been ar-
  tificially altered in the area.
  •••• Death Knell
  Not all who die go on to become ghosts — many 
  lack the drive to hang on after death or simply have no 
  overwhelming needs that compel them to stick around. 
  Normally, even necromancers have no way to sort 
  those who might become ghosts from the masses who 
  go on to whatever rewards await. Over time, though, a 
  necromancer can become sensitized to the pull that oc-
  curs when a soul escapes from a body only to hover in 
  wait, enslaved by its desires. The weight of desperation 
  becomes like a tangible tug, and some necromancers 
  savor this emotion even as they follow the sensation to 
  find the new ghost.
  Of course, actually discovering the new ghost can be 
  problematic. The Kindred may need some means to see 
  through the Shroud or may have to send other wraiths 
  to look for the new unfortunate, especially if a large 
  accident or massacre leaves too many corpses for the 
  necromancer to easily discern and test names. 
  System: Whenever someone dies and becomes a 
  ghost within a half-mile or kilometer of the necroman-
  cer, she automatically senses the demise (though many 
  choose to ignore this “always-on” power unless actively 
  seeking someone). This power does not automatically 
  pinpoint the location of the new ghost or identify it, 
  but the player may spend one Willpower point and roll 
  Perception + Occult (difficulty 7) for the necromancer 
  to gain a vague sense of the distance and direction to 
  the new wraith. With one success, the Kindred may 
  sense a vague pull in a general direction; with three 
  successes, the necromancer can sense the direction and 
  guess distance to within a quarter-mile or half a kilo-
  meter. With five successes, the necromancer immedi-
  ately senses the location of the new ghost to within 
  one foot or 30 cm. A failure carries no penalty but a 
  botched attempt sends the necromancer scurrying off 
  in the wrong direction.
  The Storyteller may rule that disturbances in the 
  Underworld, intervening magic, or other similar phe-
  nomena cloud this sensation, simply to prevent over-
  burdening a chronicle with constant ghost-hunting 
  and dice rolling.
  
  168 
  CHAPTER FOUR: DISCIPLINES
  ••••• Ephemeral Binding
  The most puissant necromancers learn not only to 
  sense the ties between living and dead, but to forge 
  such ties themselves. The master of Ephemeral Bind-
  ing turns an otherwise mundane object or person into a 
  depository for his own necromantic energy. The undy-
  ing Curse transforms the subject into a sort of linkage 
  between the living and dead. The necromancer smears 
  his blood on the item in question, which mystically ab-
  sorbs the vitae and, in doing so, becomes a vessel to 
  anchor a spirit.
  System: The necromancer must coat an object with 
  his blood (a full blood point’s worth); if the subject is 
  a person, then that individual must ingest the vitae. 
  The player marks off the blood point, spends a point 
  of Willpower, and rolls Manipulation + Occult (dif-
  ficulty 8). If successful, the item temporarily becomes 
  a fetter to one wraith. If the Kindred already knows 
  the name of the wraith or has a strong psychic impres-
  sion, then the object can become a fetter at any range, 
  even to a ghost who normally does not come near the 
  living world (so long as the ghost still exists). Other-
  wise, the necromancer must be able to see or sense the 
  ghost (with Witness of Death, Shroudsight, or other 
  such means).
  A fetter artificially created in this fashion functions 
  for all necromantic and ghostly purposes as a normal 
  fetter: It can be detected with other Necromancy pow-
  ers, the vampire gains a bonus to Necromancy against 
  the wraith attuned to it, and the ghost similarly finds 
  exertion of its powers easier upon the subject (so the 
  vampire might turn an unwitting ghoul into a consort 
  for a wraith familiar with possession…). The ghost can 
  sink into the fetter to heal; conversely, if the fetter is 
  destroyed, the wraith is banished to some inaccessible 
  region of the Underworld, perhaps never to return.
  A fetter created with Ephemeral Binding lasts for 
  one night per success scored. The expenditure of an ad-
  ditional point of Willpower increases this duration to 
  a week per success, whereas spending a permanent dot 
  of Willpower extends the duration to a year and a day.
  Botching with this power not only causes failure but 
  also makes the ghost immediately aware of what the 
  necromancer was trying to do. Most ghosts do not take 
  kindly to meddling Kindred trying to make artificial 
  chains for them.
  The Corpse in the Monster
  This path enhances the necromantic understanding 
  of the unliving form and allows the user to fully experi-
  ence the corpse as a gateway between life and death. 
  The path lets the vampire apply some of a corpse’s 
  traits to a vampire, and she can enhance or reduce 
  these traits at various levels of the power. 
  Whither Mortis?
  Lost Clans and bloodlines, such as the Cap-
  padocians and the Lamia, had access to an 
  ancient Discipline known as Mortis. Some 
  Kindred scholars claim that Mortis and Nec-
  romancy are distinct Disciplines, but for ease 
  the three Mortis paths presented in this book 
  are listed as Necromancy paths. The Cappa-
  docians (see p. 418) specialized in either the 
  Corpse in the Monster or the Grave’s Decay, 
  while the Lamia (see p. 422) generally took 
  the Path of the Four Humors as their primary 
  path. Rumors are that the Harbingers of Skulls 
  (see p. 402) in the Sabbat have relearned the 
  Corpse in the Monster and the Grave’s Decay, 
  claiming them collectively as the “Mortuus 
  Path,” but they still tend to follow most mod-
  ern necromancers and choose Sepulchre Path 
  as their primary path before learning Grave’s 
  Decay or the Corpse in the Monster. 
  • Masque of Death
  The character with this ability can assume a visage 
  of death or inflict that shape on another vampire. The 
  victim’s flesh becomes pallid and thin (if it is not al-
  ready), and skin pulls tight against bone. This ability 
  can be very useful, as it allows one to hide in plain sight 
  in a tomb or crypt at any time (though the character 
  remains as vulnerable to sunlight and fire as ever). 
  When a necromancer uses this power on another Kin-
  dred, the victim gains the same corpselike demeanor. 
  In this sense, the ability works as something of a minor 
  curse.
  System: The player spends one blood point for the 
  character to gain the form described. Those afflicted 
  
  169 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  with the Masque of Death lose two points of Dexter-
  ity and Appearance (minimum of 1 in Dexterity and 
  0 in Appearance) for the duration of the power. The 
  player also gets two extra dice to his Intimidation dice 
  pool, should he wish to terrify any onlookers. Further, 
  if the character remains perfectly still, observers must 
  roll five successes on a Perception + Medicine roll (dif-
  ficulty 7) to distinguish the character from a normal 
  corpse. The player doesn’t need to roll anything to 
  have the character stop moving — vampires have no 
  autonomic functions. 
  If the user inflicts Masque of Death on another vam-
  pire, he must spend a blood point, touch the target, and 
  then make a Stamina + Medicine roll (difficulty equal 
  to the target’s Stamina + 3). The Masque of Death lasts 
  until the next sunset, unless the character who created 
  the masque wishes to extinguish its effects earlier. 
  •• Cold of the Grave
  The dead feel no pain, though most undead do. With 
  this ability, the character can temporarily take on the 
  unfeeling semblance of the dead, in order to protect 
  herself from physical and emotional harm. When as-
  suming the Cold of the Grave, the vampire’s skin be-
  comes unusually cold. When she speaks, her breath 
  mists even in warm air — those with exceptional sens-
  es might even see a slight red tinge to the breath.
  The power brings a sense of lethargy over the char-
  acter, as a mortal might feel under the influence of a 
  mildly unpleasant disease. It becomes difficult to rouse 
  oneself to action, and very little seems important 
  enough to really worry about. A corpse has no worries, 
  after all.
  System: The player spends one Willpower point. 
  For the remainder of the scene, the character takes no 
  wound penalties, and the player gains an additional die 
  to all dice pools that involve resisting emotional ma-
  nipulation, such as Intimidation or Empathy. However, 
  the player also loses a die from dice pools to emotion-
  ally manipulate others. The character is a cold fish to 
  those she interacts with, and they do not respond read-
  ily to her. The Cold of the Grave does not protect the 
  character against the depredations of the Beast. She 
  may be emotionally cold on the surface, but if others 
  taunt and anger her sufficiently, she is still subject to 
  frenzy as normal.
  ••• Curse of Life
  The Curse of Life inflicts some of the undesirable 
  traits of the living upon the undead, removing their 
  corpselike nature and creating a false life to remind 
  them of the worst things about being alive. Targets of 
  this power regain only the unpleasant aspects of life, as 
  culled from the memory of the Discipline’s user. This 
  may include mundane hunger and thirst, sweat and 
  other excretions, the need to urinate and defecate, a 
  decrease in sensory acuity, and a particular vulnerabil-
  ity to attacks that the character might normally shrug 
  off.
  System: The player spends one Willpower and rolls 
  Intelligence + Medicine (difficulty 8) to affect a target 
  within line of sight and no farther than 20 yards or me-
  ters from the character. If the roll succeeds, the target 
  suffers the weaknesses of the living without gaining any 
  benefit from that state. He does not become immune 
  to sunlight or holy artifacts, for instance. However, he 
  does become badly distracted by mundane needs, with 
  the net result that his player suffers a +2 difficulty pen-
  alty to all rolls. He can ignore these distractions at the 
  cost of one Willpower point per scene. Additionally, 
  the victim cannot use blood to raise his Physical At-
  tributes while this power is in effect, and Willpower 
  cannot eliminate this penalty. The power remains in 
  effect until the next sunset.
  •••• Gift of the Corpse
  This power, one of the most potent on the Corpse 
  in the Monster path, enables a necromancer to ignore 
  most of her race’s inherent weaknesses for a short time. 
  A dead body is not particularly vulnerable to sunlight, 
  holy artifacts, frenzy, or being staked through the heart, 
  after all, and so it is with a vampire using the Gift of 
  the Corpse. As with the Cold of the Grave, above, 
  the character using this power takes on an even more 
  deathlike mien. It lasts for less than a minute, typical-
  ly, but that time may be enough to enable a character 
  to charge through a burning building without fearing 
  frenzy or instant death. 
  System: The player spends one Willpower and rolls 
  Stamina + Occult (difficulty 8). For every success, the 
  character can spend one turn in a state in which he is 
  more akin to an animated corpse than a vampire. Holy 
  artifacts and sanctified ground have no effect, and the 
  character is immune to frenzy and Rötschreck. Sun-
  light does only bashing damage, and then only if bare 
  skin is exposed on a clear day. Being staked through 
  the heart is only as much of a danger as getting stabbed 
  through his dead spleen would be. Fire harms him only 
  as it would a mortal — causing lethal damage instead 
  of aggravated. 
  
  170 
  CHAPTER FOUR: DISCIPLINES
  Should the character end the power’s duration while 
  exposed to any of the aforementioned harmful things, 
  he immediately takes their full effect. If he is staked, he 
  become immobilized; if he is on or near fire, he begins 
  to take the damage a Cainite should take, and he must 
  immediately roll against Rötschreck.
  ••••• Gift of Life
  With the Gift of Life, the character can experience 
  the best and most positive things about being alive. The 
  overwhelming hunger for blood temporarily abates, al-
  lowing the character to consume and enjoy food and 
  drink. She can also enjoy sex as she wishes, and the sun 
  does not burn her. The Gift of Life comes with a dark, 
  terrible cost, however. Its use is almost sure to result in 
  the death of a mortal, as the vampire must expend an 
  enormous quantity of vitae in order to initiate it. The 
  Discipline’s effects last until the midnight after the 
  character uses the power, so it is in her best interests to 
  use it just after midnight. 
  System: The player spends 12 blood points, burning 
  as much blood as possible each turn until she meets 
  that level. She then rolls Stamina + Occult (difficulty 
  6) and needs only one success for the power to work. 
  A botch has catastrophic effects. The character might 
  be instantly killed or might inadvertently Embrace her 
  victim, for example. If it takes longer than one turn 
  to spend the necessary blood to enact this ability, it 
  does not take effect until all 12 points have been spent. 
  However, the blood must be spent continuously — the 
  vampire cannot burn five, run off and feed, then burn 
  seven more an hour later. On the other hand, she may 
  feed as she activates the power — in one turn she might 
  burn one blood point while drinking three. Since few 
  Kindred above the Seventh Generation can easily ex-
  pend such an amount of blood, the most efficient way 
  to activate this power is to have a human nearby who 
  can be sacrificed to power the transformation.
  After her transformation, the character gains many 
  traits of an ordinary human. She is largely immune to 
  the scorching effects of the sun (Fortitude difficulties 
  to soak damage from direct sunlight are halved, and 
  she takes no damage if she is sufficiently covered), and 
  she can experience and enjoy many of the fine things 
  about human life. She retains a few of her vampiric 
  benefits, however. Fortitude and Auspex abilities re-
  main in place if she has either of those Disciplines, and 
  the Storyteller may allow her to retain other Disciplines 
  as well if he deems them dramatically appropriate. She 
  also retains a vampire’s benefits when it comes to han-
  dling bashing damage. However, she is still vulnerable 
  
  171 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  to holy artifacts, human faith, and being staked. Her 
  blood remains vitae, not human blood. Use of this abil-
  ity — which creates a mockery of human life — may 
  interfere with a character’s Path advancement, at the 
  Storyteller’s discretion.
  The vampire is no more vulnerable to fire than any 
  other mortal while in this half-alive state, but she still 
  suffers somewhat from the Beast. Frenzy and Rötschreck 
  difficulties are halved (round up). She can remain ac-
  tive during the day without Humanity or Path-based 
  dice pool caps, although she is certainly tired during 
  the day, since that is not her usual time of activity.
  Her Beast exacts a dangerous retribution when her 
  day of “life” is done. Although its influence is greatly 
  suppressed during this power’s duration, the Beast has 
  its way with the vampire for the next six nights, as all 
  difficulties to resist frenzy increase by three. The wise 
  necromancer hides herself away somewhere during 
  that period, but, depending on morality and tempera-
  ment, enforced isolation might drive her to frenzy on 
  its own.
  The Grave’s Decay
  This path is derived from the observation of the 
  working of time on all things mortal. Stone crumbles 
  and the corpse rots away to nothing, a process of end-
  less fascination to the lost Cainites known as Cappa-
  docians. Indeed, for the undying, the process of decay 
  is a fascinating disease that afflicts everyone and ev-
  erything save them. Under this path, a practitioner of 
  Necromancy channels that force.
  • Destroy the Husk
  Cainites who kill their victims, rather than just feed-
  ing upon them, frequently find themselves in need of a 
  quick way to dispose of a corpse. While there are many 
  ways to make sure that a corpse is not found — feed it 
  to a pack of hounds or weigh it down and throw it in a 
  river — many of these methods do involve risk to the 
  vampire and are not guaranteed to succeed. Destroy 
  the Husk, by contrast, is foolproof. Use of this power 
  simply turns one human corpse to a pile of about 30 
  pounds (13 kilograms) of unremarkable dust, roughly 
  the size and shape of that body. 
  System: The player spends one blood point as the 
  vampire drips her vitae onto the corpse. The player 
  then rolls Intelligence + Medicine (difficulty 6). One 
  success is all that is needed to render the corpse into 
  dust, although the process takes a number of turns 
  equal to five minus the successes. 
  •• Rigor Mortis
  One of the first changes that comes over a dead body 
  is rigidity; the corpse becomes stiff as a board, frozen 
  in a single pose. The Cainite who wields Rigor Mortis 
  is able to push a living or undead body to that frozen 
  point using only his will and understanding of the forc-
  es of decay. She forces her target to become rigid and 
  unable to move without enormous effort of will, as his 
  very muscles betray him.
  System: The player spends a point of Willpower and 
  rolls Intelligence + Medicine (difficulty 7). Each suc-
  cess freezes the target in place for one turn. A failure 
  simply indicates the loss of the Willpower point, while 
  a botch renders the target immune to powers in the 
  Grave’s Decay path for the next 24 hours. The target 
  must be visible and within about 25 yards or meters for 
  this ability to take effect. A frozen target is treated as 
  though he has been staked (see p. 280). With a Will-
  power roll (difficulty 7) and two successes, the target 
  can break out of the rigor on her turn. Failure causes 
  her a level of bashing damage and means another turn 
  wasted and frozen.
  ••• Wither
  Reminiscent of some of the powers of Vicissitude, 
  Wither allows a vampire to cripple an opponent’s limb. 
  Whether the foe is living or undead, muscle shrivels 
  away, skin peels, and bone becomes brittle. The tar-
  get is unable to exert any noteworthy strength in the 
  crippled limb. This injury lasts for far longer than most 
  injuries trouble vampires, and in mortals it simply does 
  not heal.
  Wither doesn’t have to be used on a limb, although 
  that is its usual purpose. It can also be used simply to 
  affect the target’s face and hair, making him appear far 
  older than his years. It could also be applied to a tar-
  get’s eye or ear, killing the sense in that organ (and 
  thus requiring two uses to permanently blind or deaf-
  en). Wither cannot be used as an “instant-kill” power 
  — necromancers cannot wither internal organs — but 
  it can inflict a wide variety of injuries on a foe.
  System: The player spends a Willpower point. The 
  character chooses a limb on the target and then touch-
  es that limb. If the target is trying to avoid contact, the 
  invoker’s player rolls Dexterity + Brawl to hit as nor-
  mal. If the character succeeds in touching the intended 
  limb, the target suffers two aggravated wounds. Unless 
  the target soaks both wounds (such as with Fortitude), 
  the struck limb is crippled and unusable until both of 
  those wounds have healed. Kindred heal the wounds as 
  
  172 
  CHAPTER FOUR: DISCIPLINES
  they would any other aggravated wound (see p. 285). 
  Mortals are incapable of healing aggravated wounds, so 
  they suffer throughout their lives unless they are healed 
  through supernatural means. A withered limb does not 
  degenerate further, even on a mortal. The character 
  may be crippled for life, but the limb won’t become 
  infected or gangrenous.
  The effects of the withering depend on the affected 
  limb. A crippled arm has a Strength of 0, cannot ben-
  efit from Potence, and cannot carry anything heavier 
  than about half a pound (200 grams). A crippled leg 
  prevents the character from moving faster than a stut-
  tering hop or dragging limp. The character suffers the 
  effects of the Lame Flaw (see p. 482). A single withered 
  eye or ear imposes a +1 difficulty to relevant Perception 
  rolls. Losing both eyes or both ears imposes the effects 
  of the Blind or Deaf Flaws (see pp. 484 and 483). A 
  withered tongue imposes the effects of the Mute Flaw 
  (p. 483), while a withered face reduces the target’s Ap-
  pearance by one for each aggravated wound suffered.
  •••• Corrupt the Undead Flesh
  Corrupt the Undead Flesh blurs the line between life 
  and undeath, turning an undead creature into some-
  thing just living enough to carry and suffer from dis-
  ease. The disease inflicts the target, causing lethargy, 
  dizziness, loss of strength, clumsiness, and the inabil-
  ity to keep blood in his system. This pernicious influ-
  ence is extremely virulent among mortals. They pick 
  the disease up simply by spending a few hours near the 
  victim. Other vampires have a harder time acquiring 
  the disease. They must consume the victim’s blood to 
  do so, but afterward, they suffer just as much as the 
  original target — including passing the affliction on 
  to others.
  The disease fades after roughly a week.
  System: The player chooses a target within her 
  character’s line of sight and no more than 20 yards or 
  meters away. She rolls Intelligence + Medicine (diffi-
  culty 6) and spends a point of Willpower. The victim’s 
  player must roll Stamina (+ Fortitude, if appropriate) 
  against a difficulty equal to the attacker’s Willpower. If 
  the player scores more successes than the victim, he ac-
  quires a virulent disease immediately. The disease has 
  the following effects: 
  • The victim’s Strength and Wits are halved (round 
  down).
  • The victim loses one point of Dexterity.
  • The victim’s player must spend one additional 
  blood point every evening for the vampire to rouse 
  himself to consciousness. Mortals lose one health level 
  per day instead.
  • The victim’s player must roll Self-Control or In-
  stinct each time the character feeds (difficulty 8). On 
  a failure, the vampire cannot keep the blood he just 
  ingested inside his body, and he vomits it up in great 
  horrifying gouts of gore, losing any benefit the blood 
  might have provided. Humans vomit up food.
  Every evening at sunset, the victim has a chance to 
  throw off the plague. The victim’s player rolls Stamina, 
  with a difficulty equal to 10 minus the number of sun-
  sets since acquiring the plague. On a successful roll, the 
  character fights the disease to a standstill and begins 
  to recover. He instantly regains his ability to manage 
  blood, and he heals back one lost Attribute point per 
  hour until all have returned.
  ••••• Dissolve the Flesh
  This ability brings the Grave’s Decay path full circle, 
  as it causes Destroy the Husk to apply to vampires. Dis-
  solve the Flesh allows a necromancer to attempt to 
  turn vampiric flesh to dust or ash, as though the target 
  had been burned or left out in the sun.
  System: The player spends two blood points and a 
  Willpower point as the vampire extracts a quantity of 
  her vitae charged with the power of the grave. If she 
  drips it onto a single Kindred victim anytime within 
  the next few turns (most of the blood must reach the 
  victim, so flinging a few drops is ineffective), it causes 
  whole chunks of the victim’s body to crumble to ash. 
  The player rolls Willpower against a difficulty of the 
  victim’s Stamina + 3. For every success, the target 
  takes one aggravated wound. 
  The undead flesh damaged by this power turns to 
  dust (gone for the time being), and it must be regen-
  erated painstakingly by the victim, should he survive. 
  That dust doubtlessly has mystical properties that vari-
  ous sorcerers might be able to take advantage of. Every 
  wound inflicted by this ability represents the loss of 
  about one-eighth of the target’s weight; the Storyteller 
  chooses where the loss comes from. (It might also be 
  shed from all over, leaving the victim a bit gaunter or 
  missing chunks of flesh.)
  Regenerating body parts occurs naturally while heal-
  ing aggravated wounds at the normal rate (see p. 285).
  
  173 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Path of the Four Humors
  Philosophically, the four humors represent different 
  qualities, split along two axes: hot and cold, and wet 
  and dry. Blood is hot and wet; phlegm is cold and wet; 
  yellow bile is hot and dry; and black bile is cold and dry. 
  Historically, when a mortal was out of sorts or ill, it was 
  said that his humors were out of balance, and a philoso-
  pher or physician would try to heal him by bringing his 
  humors back into balance. Ancient necromancers be-
  lieved that in their undead forms, all four humors were 
  held in a mystical stasis, and that they could tap into all 
  four of them instead of merely tapping into blood in the 
  form of vitae as other vampires did.
  This antiquated path was primarily considered the 
  knowledge of the Lamia bloodline, and certainly very 
  few necromancers have learned this path without tu-
  toring from a Lamia. Since the loss of the Lamia, elder 
  necromancers have searched everywhere (both in this 
  world and the next) for clues to its existence.
  • Whispers to the Soul
  The necromancer with this ability can let slip a little 
  of her own undead bilious humor as she speaks to an-
  other being (whether mortal or Kindred). The wicked 
  vapor slips into the target’s ear and whispers night-
  mares to the target throughout the day and night. The 
  target has a harder time sleeping, and becomes irritable 
  and distracted during his waking hours.
  System: The character must whisper the target’s 
  name (as she knows it) into his ear. The victim rolls 
  Willpower (difficulty 8). If the roll fails, the victim suf-
  fers from nightmares and hears mad, wicked mutter-
  ings while awake, for a number of full days equal to the 
  necromancer’s Manipulation. The victim loses one die 
  from all dice pools while thus afflicted, and at the Sto-
  ryteller’s discretion, the difficulty to resist Rötschreck 
  may be increased by one at the same time.
  •• Kiss of the Dark Mother
  Kiss of the Dark Mother allows the necromancer 
  who uses it to mix her vitae with black bile, turning it 
  into a noxious poison. The necromancer forces it into 
  her mouth as saliva might once have come; the vitae 
  tastes acrid and bitter, as though it had been scorched. 
  Once the necromancer coats her teeth and lips with it, 
  she can inflict terrible damage with her bite.
  System: The player spends one blood point; activat-
  ing this power is a reflexive action, but it must be done 
  before making a bite attack. If the bite hits, the aggra-
  vated damage inflicted by a single bite is doubled be-
  fore soak is calculated. This power does not affect the 
  character’s ability to drain blood from the target, nor 
  does it increase the amount of damage done by blood 
  loss. The necromancer’s bite remains potent until this 
  ability is discharged by a successful hit or she spends 
  one turn cleansing the dark blood from her mouth.
  ••• Dark Humors
  The vampire can exude a coat of a particular humor 
  onto her skin, causing all that touch it to experience 
  the most intense form of that humor. After a necro-
  mancer has used this power, she generally feels the 
  opposite of the sensation the humor usually conveys: 
  Using blood leaves her depressed and pessimistic; using 
  yellow bile renders her calm and placid; using black 
  bile leaves her optimistic; and using phlegm makes her 
  aroused and angry.
  System: The player spends two blood points. The 
  necromancer chooses which humor she wishes to ex-
  crete. The humor can simply coat the skin — in which 
  case touching the victim’s skin lets the humor take ef-
  fect — or it can act as a poison if placed in a bever-
  age (or in vitae). The victim must make a Stamina roll 
  (difficulty 8) to resist the effects of the humor:
  • Phlegm: Target becomes lethargic; all dice pools 
  are reduced by two for the remainder of the scene.
  • Blood (vitae): Target becomes prone to excessive 
  bleeding, and any lethal or aggravated wounds he suf-
  fers deal an additional health level of damage on the 
  turn after they originally occur. Vitae altered by Dark 
  Humors will not turn a human into a ghoul if ingested, 
  nor will it initiate a blood bond.
  • Black Bile: Target suffers a number of health levels 
  of damage equal to the necromancer’s Stamina. This 
  damage is considered lethal and can be soaked (if the 
  victim is normally capable of soaking such damage), 
  though armor does not protect against it.
  • Yellow Bile: Target becomes melancholic and is 
  plagued with visions of death. He cannot spend Will-
  power for the remainder of the scene, and all Willpow-
  er rolls receive a +2 difficulty.
  •••• Clutching the Shroud
  Blood, the sanguine humor, was regarded by philoso-
  phers as being both hot and wet. Blood from a cold 
  corpse has been transubstantiated into a dead form — 
  a cold incarnation of a hot, wet element. This trans-
  formation of the living into death holds great power; 
  the necromancer knows how to infuse her own being 
  with the blood of a cold corpse and transform herself 
  
  174 
  CHAPTER FOUR: DISCIPLINES
  into something not wholly vampiric. Instead, the nec-
  romancer edges closer to being an animated corpse in 
  fact as well as name. She grows distant and chill, as 
  though possessed by the spirit of Death itself; she has to 
  work to push her attention into the physical world.
  System: The character must drink, and then spend, 
  five blood points from a cold corpse (one dead for 24 
  hours or more, but generally less than three days). It 
  will generally take at least two turns to consume that 
  blood, and the power is not activated until the char-
  acter can spend all of it. For example, if the character 
  is Twelfth Generation, Clutching the Shroud takes at 
  least seven turns total to activate (two to consume the 
  blood and five to spend it). 
  After the power is active and for the rest of the scene, 
  the necromancer gains several benefits. First, she re-
  ceives two additional soak dice, which may be used to 
  soak any sort of damage, even if the character does not 
  possess Fortitude. Second, she gains a mystic sense of 
  how far those in the area are from death — whether 
  they are healthy or infirm, suffer from diseases, or are 
  undead, ghouls, or mortals. Finally, a Manipulation + 
  Occult roll lets her speak with ghosts freely. The dif-
  ficulty for this roll depends on how attuned to death a 
  locale is; a cemetery would be difficulty 5, while a cozy 
  apartment might be difficulty 7. However, this ability 
  makes the necromancer much more susceptible to the 
  effects of powers used by ghosts, which means that she 
  must act carefully.
  ••••• Black Breath
  A necromancer who has mastered this path can har-
  ness the undead black bile that festers at the core of her 
  being; she pulls that melancholy to her lungs and lets it 
  mingle with her outgoing breath. She then exhales the 
  dark mist, letting it engulf those nearby. The necro-
  mancer feels curiously lightheaded and optimistic after 
  using this power, as she has forced some of her most 
  depressed nature out into the world; those caught in 
  the black vapors grow despairing and hopeless.
  System: The player spends one Willpower and one 
  blood point, and rolls Stamina + Athletics (difficulty 
  7). Black Breath allows the character to exhale a dark 
  cloud of vapor that is five yards or meters in diameter per 
  success rolled. Those caught in the mists may attempt 
  a Dexterity + Athletics roll to escape it if they have an 
  available action; otherwise, they may be overwhelmed 
  by depression to the point of suicide. Those who can-
  not escape the mists must immediately roll Willpower 
  (difficulty 8 for mortals, 7 for supernatural beings) and 
  achieve more successes than the invoker did. Mortals 
  who fail in this actively attempt to kill themselves on 
  their next turn. They do not attempt such ludicrous 
  suicides as praying for a lightning bolt or holding their 
  breath; they use the most effective means at hand to 
  end their own lives. If prevented from suicide, they at-
  tempt it again as soon as an opportunity presents itself. 
  This impulse lasts for the rest of the scene, and the Sto-
  ryteller may impose flare-ups over the next day or so at 
  his discretion. Those who succeed on the Willpower 
  roll still become enchanted with the prospect of death, 
  whether mortal or Kindred, and lose two dice from all 
  dice pools for the rest of the scene.
  Kindred who fail the Willpower roll do not attempt 
  suicide; as they are already dead, the malign influences 
  of undead humors do not have as strong an effect on 
  them. Instead, the affected vampire sinks into torpor. 
  The duration of this torpor is based on the vampire’s 
  Humanity or Path rating, just as if lethal wounds had 
  forced him into it.
  Vitreous Path
  The Vitreous Path allows a necromancer to control 
  and influence the energies pertaining to death. This 
  extremely rare path manipulates entropy, a force that 
  even most necromancers are uncomfortable harness-
  ing. A development of the Nagaraja bloodline (p. 406, 
  although they sometimes call the path “Nihilistics”), 
  the Vitreous Path makes a formidable complement to 
  the necromantic craft, and those obsessed with mas-
  tery over death and souls — such as the Harbingers of 
  Skulls — would certainly risk much to uncover this 
  path’s secrets.
  Like most necromancers, Nagaraja generally learn 
  the Sepulchre Path before any others. The Vitreous 
  Path is usually their second focus of study.
  • Eyes of the Dead
  The necromancer employing the Eyes of the Dead 
  can see with the perceptions of the Restless Dead 
  (called Deathsight). To such a manipulator of ghostly 
  energies, the auras of surrounding beings give off tell-
  tale hints as to their health and even their ultimate 
  fate; the necromancer can see the energies of death 
  flowing through everyone, just as ghosts can. By look-
  ing at the entropic markings on a person’s body, the 
  necromancer can gain rough knowledge of how far that 
  person is from death, how soon that person is likely to 
  die, and even what the cause of her death is likely to 
  
  175 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  be. The information thus gained is not exact by any 
  means, but it gives the necromancer an edge over those 
  she scrutinizes.
  System: The player rolls Perception + Occult, dif-
  ficulty 6. One success lets a necromancer determine 
  whether someone is injured, diseased, or dying, as well 
  as whether the individual labors under any sort of curse 
  or baleful magic. 
  Further, the vampire can divine the target’s eventual 
  demise, depending on the successes scored. One suc-
  cess means the character can guess how long the tar-
  get has to live to within a few weeks. Three successes 
  means the character can estimate how long the target 
  has to live and what the probable source of death will 
  be, as the entropic markings show the wounds that will 
  someday exist on that person. Five successes means the 
  character can actually see where and when the event 
  will occur by interpreting the black marks on the tar-
  get’s soul. 
  This ability lasts for one scene, though the necro-
  mancer may choose to end the power early. It can be 
  used to read the fate of only one target at a time. Story-
  tellers should exercise judgment with this power, since 
  the markings of death are typically unavoidable. He 
  may decide to roll the dice himself, so that the player 
  has no way of knowing whether her insight is correct.
  •• Aura of Decay
   The necromancer can strengthen the feeling of en-
  tropy around her to the point where it breaks down 
  nonliving objects and machines. It can gnarl wood, 
  rust metal, crack silicon chips, and erode plastic, glass, 
  and dead organic material. This power has a range of 
  one yard or meter from the necromancer’s body, but all 
  those in the presence of the vampire can feel her cor-
  ruption as an icy wind.
  System: No roll is required, but this power does cost 
  at least one blood point. Objects subjected to this Aura 
  of Decay break down and become useless after being 
  targeted. How the object gives out, as well as the exact 
  mechanism of failure, is up to the Storyteller. Corro-
  sion, metal fatigue, or sheer brittleness are all suitably 
  likely for any given item’s demise, but the in-game ef-
  fect of using a doomed item is as if the owning charac-
  ter rolled a botch. The speed at which an item breaks 
  down depends on how many blood points are spent.
     Blood Spent  Time to Breakdown
  One  
  One week
  Two  
  One day
  Three  
  End of scene
  Four  
  Five turns
  Five  
  One turn
  Note that since this power requires the expenditure 
  of blood points, a character cannot cause an Aura of 
  Decay while staked. 
  ••• Soul Feast
  Just as the necromancer can release entropic ener-
  gies from within, she may also pull them into herself 
  as a source of power. Soul Feasting allows the caster 
  to either draw on the ambient death energies around 
  her or to actively feed on a ghost, stealing the wraith’s 
  substance and mystically transforming that energy into 
  sustenance.
  System: The player spends one Willpower point to 
  allow the vampire to feed on the negative energies of 
  the dead. If the character is drawing the energies from 
  the atmosphere, she must be in a place where death has 
  occurred within the hour or in a place where death is 
  common, such as a cemetery, a morgue, or the scene of 
  a recent murder. Generally, the necromancer can draw 
  anywhere from one to four points of entropy from such 
  a location, although the difficulty in using all Nec-
  romancy and similar deathly powers within the area 
  increases by an equal amount for a number of nights 
  equal to the points taken. The energies of such an area 
  may only be drained once until the area’s entropy re-
  plenishes.
  In cases when the necromancer feeds on a ghost, the 
  vampire must actually attack the wraith as if feeding 
  normally. Wraiths have up to 10 “blood points” that 
  may be taken from them, and they become less and 
  less substantial as their spirit essence drains away. The 
  character is vulnerable to any attack the ghost might 
  make, even those that do not normally affect the phys-
  ical world; while feeding, the vampire is essentially in 
  a half-state, existing in both the living lands and the 
  Underworld simultaneously. The wraith so attacked is 
  considered immobilized and cannot run or escape un-
  less it can defeat the vampire in a resisted Willpower 
  roll (difficulty 6 for both sides). This power may also 
  be used in conjunction with Ash Path Necromancy, 
  allowing the vampire to drain power (though not sus-
  tenance) from ghosts while traveling in the lands of 
  the dead.
  This soul energy may be used just like blood in ev-
  ery respect except for when the vampire rises for the 
  
  176 
  CHAPTER FOUR: DISCIPLINES
  night. It can activate Disciplines, heal wounds, boost 
  Attributes, etc. Botching this power renders the vam-
  pire unable to feed through the Shroud for the rest of 
  the night. However, she remains susceptible to the as-
  saults of ghosts and spirits for several turns (generally, 
  a number of turns equal to the amount of energy that 
  could have been drawn from the area, or one turn if at-
  tacking a ghost) as she hovers between worlds, unable 
  to function effectively in either.
  •••• Breath of Thanatos
  The Breath of Thanatos allows the necromancer to 
  draw out entropic energy and focus it upon an area 
  or person by taking a deep breath and then forcefully 
  exhaling a fog of necromantic energy. This cloud of 
  virulence is completely invisible to anyone without the 
  ability to see the passing of entropy. The energy of this 
  cloud is like a beacon for Spectres, and they are drawn 
  to the entropic force like moths to a flame.
  Once the energy is pulled from the necromancer’s 
  body, she can either disperse it over a large area as a 
  lure for Spectres, or use the mist for more sinister pur-
  poses. Channeled into an object or person, the death-
  mist inflicts the subject with a debilitating, wasting ill-
  ness. Furthermore, the focused energies are tainted and 
  eerie, and though generally invisible (except to powers 
  such as Aura Perception), they tend to cause people 
  and animals to feel uncomfortable around the victim.
  System: The player spends one blood point and rolls 
  Willpower (difficulty 8). Only one success is needed to 
  draw out the Breath of Thanatos. If dispersed to sum-
  mon Spectres, the energies cover roughly one-quarter 
  of a mile (400 meters) in radius, centered around the 
  necromancer. The range increases by an additional 
  one-quarter mile or 400 meters for every additional 
  blood point expended. 
  Spectres summoned with this power will ignore the 
  summoning necromancer for the duration of the pow-
  er unless provoked, but may well go out of their way 
  to wreak havoc on anyone else in the vicinity. The 
  necromancer can then use other Necromancy powers 
  (such as those in the Sepulchre Path) to manipulate 
  and affect these Spectres.  Ghosts so targeted may then 
  interact with the necromancer as normal, although the 
  other Spectres in the area will continue to ignore both 
  the vampire and the targeted ghost. This energy dis-
  perses after a scene, after which the Spectres leave to 
  find new prey. Mechanics for Spectres can be found on 
  p. 385.
  If the cloud is directed toward a particular target, the 
  necromancer must either touch the target or direct the 
  stream of entropy using Dexterity + Occult (difficulty 
  7). A target laden with entropy suffers one (and only 
  one) level of aggravated damage; this generally mani-
  fests as sudden illness or decay. The target’s social dif-
  ficulties while interacting with those unfamiliar with 
  the touch of death — most normal humans, as well as 
  some supernatural creatures — increase by 2. Further-
  more, supernatural perceptions indicate the target is 
  tainted with decay, which can be dangerous. This form 
  of taint lasts until sunrise; a victim already plagued by 
  this power cannot be affected again until the previous 
  fog of entropy has dispersed.
  A botch on the roll to control this power indicates 
  that the vampire has turned the energy upon himself, 
  and suffers all the effects of the vitriolic breath. This 
  inflicts the usual injury and may subject the necroman-
  cer to the possibly dangerous attention of provoked 
  Spectres and other creatures from beyond the grave.
  ••••• Night Cry
  The breath of entropic energy becomes a scream of 
  pure chaos. The necromancer can issue an unearthly cry 
  (heard both in the living world and in the Shadowlands). 
  The howl pours icy oblivion into a target or group of 
  targets — either sweeping away the inherent entropy or 
  collecting that destruction and unleashing it. 
  System: The vampire chooses a number of targets 
  within one yard or meter per dot of Necromancy and 
  invokes Night Cry with a terrible scream. The player 
  spends a Willpower point and a blood point for each 
  target beyond the first. (In other words, she spends 
  no blood if only going after one target, or one blood 
  for two targets. Generational blood limits apply, and 
  the vampire may not “pre-spend” blood prior to using 
  Night Cry.) 
  The player then chooses whether the vampire will aid 
  or harm the targets, and rolls Manipulation + Occult 
  (difficulty 6). If she chooses to aid the target or targets, 
  each success gives each affected target a -2 difficulty 
  modifier to all of his actions for one turn per success. If 
  she instead chooses harm, each success causes an aggra-
  vated wound to each target. Targets may be any kind of 
  living creature, including supernatural ones.
  No matter the result, the Night Cry is heard on both 
  sides of the Shroud, attracting the attention of anyone 
  nearby. On a botch, the necromancy may summon un-
  ruly ghosts or Spectres, similar to Breath of Thanatos 
  
  177 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  (although the ghosts are under no compulsion to ig-
  nore the necromancer…).
  Necromantic Rituals
  The rituals connected with Necromancy are a hodge-
  podge lot. Some have direct relations to the paths, while 
  others seem to have been taught by ghosts themselves, 
  for whatever twisted reason. All beginning necroman-
  cers gain one Level One ritual automatically, but any 
  others learned must be gained through in-game play. 
  Necromantic rituals are otherwise identical to Thau-
  maturgy rituals (pp. 230-240) and are learned in similar 
  fashion, though the two are not at all compatible.
  System: Casting times for necromantic rituals vary 
  widely; see the description for particulars. The player 
  rolls Intelligence + Occult (difficulty 3 + the level of 
  the ritual, maximum 9). Success indicates the ritual 
  proceeds smoothly, failure produces no effect, and a 
  botch indicates something has gone horribly wrong.
  Level One Rituals
  Call of the Hungry Dead
  Call of the Hungry Dead takes only 10 minutes to 
  cast and requires a hair from the target’s head. The rit-
  ual climaxes with the burning of that hair in the flame 
  of a black candle, after which the victim becomes 
  able to hear snatches of conversation from across the 
  Shroud. If the target is not prepared, the voices come 
  as a confusing welter of howls and unearthly demands; 
  he is unable to make out anything intelligible, and may 
  go briefly mad. 
  Eldritch Beacon
  Eldritch Beacon takes 15 minutes to cast. The mate-
  rial component is a green candle, the melted wax from 
  which must be collected and molded into a half-inch 
  (1.5 cm) sphere. Whoever carries this sphere, whether 
  in his hand or in a pocket, is highlighted in the Shad-
  owlands with a sickly-glowing green-white aura. All 
  ghostly powers affect this individual with greater ease 
  and severity. The sphere retains its power for one hour 
  per success on the casting roll.
  Insight
  This ritual allows a necromancer to stare into the 
  eyes of a corpse and see reflected there the last thing 
  the dead man witnessed. The vision appears only in 
  the eyes of the cadaver and is visible to no one ex-
  cept the necromancer using Insight. The player rolls 
  as normal as the vampire stares into the target’s eyes 
  for five minutes. The number of successes on the roll 
  determines the clarity of the vision. A botch shows the 
  necromancer his own Final Death, which can provoke 
  a Rötschreck roll (see p. 299).
  This power cannot be used on the corpses of vampires 
  who have reached Golconda, or on bodies in which 
  both eyes are missing or advanced decomposition has 
  already occurred.
     Successes 
  Result
  1 success 
  A basic sense of the subject’s death
  2 successes 
  A clear image of the subject’s death  
   
   
  and the seconds preceding it
  3 successes 
  A clear image, with sound, of the  
   
   
  minutes preceding death
  4 successes 
  A clear image, with sound, of the  
   
   
  half-hour before the subject’s demise
  5 successes 
  Full sensory perception of the hour  
   
   
  leading up to the target’s death
  Knowing Stone
  By use of her own blood and the proper rituals, a 
  necromancer can mark a person’s spirit, allowing the 
  vampire to see where her subject is at any time, even 
  after he has died. In this fashion many of the spirit-
  haunted vampires keep tabs on their close kin and 
  their enemies. 
  The necromancer cuts her skin or otherwise bleeds 
  herself, and then uses the vitae to paint the name of 
  the target on a consecrated stone. If the ritual is suc-
  cessful, she can afterward learn the target’s current 
  whereabouts by dancing around the stone in a trance 
  state until one of the spirits whispers the desired infor-
  mation into her ear. The stone loses its powers on the 
  night of All Saints Day unless the vampire spends a 
  blood point.
  Minestra di Morte
  The necromancer obtains a piece of a dead body and 
  simmers it in a pot with half a quart (or half a liter) 
  of vampiric vitae. To this stew, the necromancer adds 
  rosemary (for remembrance), basil (the funerary herb), 
  and salt (the alchemic principle of clarification). After 
  bringing the concoction to a full boil, the necromancer 
  eats it.
  If the roll to activate this ritual is successful, the 
  character discovers whether the subject of the grisly 
  
  178 
  CHAPTER FOUR: DISCIPLINES
  rite became a wraith or Spectre after death, or if indeed 
  she became either. Unfortunately, this information can 
  be learned only about the person from whose body the 
  “stew meat” was taken.
  The blood component is spent progressively through 
  the ritual: If the Necromancer takes the blood from 
  another Kindred, she doesn’t become partially bound 
  from drinking it, nor does she add a point to her blood 
  pool. Similarly, if she uses her own blood, her pool de-
  creases by a point but does not increase when she con-
  sumes the soup.
  Necromantic vampires without the Eat Food Merit 
  (see p. 480) can’t keep the soup down, but can still use 
  the ritual and gain the information.
  Ritual of the Smoking Mirror
  This ritual allows the necromancer to use an obsidian 
  mirror to see as ghosts do. By gazing into the mirror’s 
  ebony depths, the vampire may discover an object’s 
  flaws, assess the general health of mortals, or even read 
  a being’s aura.
  At the start of the ritual, the Kindred decides which 
  of the ritual’s two aspects she will use — she may not 
  use both at the same time. With Lifesight, the nec-
  romancer may read auras as if she had the level two 
  Auspex power Aura Perception. Deathsight, on the 
  other hand, grants the necromancer the ability to see 
  ghosts and the Shadowlands. It also shows the stain of 
  oblivion on the living, as per Eyes of the Dead (p. 174).
  At the Storyteller’s discretion, the Kindred may make 
  a similar study of an inanimate object’s flaws and how 
  to repair them, if that object has a strong link to either 
  life- or death-energies (such as a murderer’s knife or a 
  window box used to grow healing herbs).
  To perform the ritual, the necromancer grasps an ob-
  sidian mirror that has had its edge sharpened so that it 
  cuts the flesh of whoever takes hold of it. As the vitae 
  flows onto the mirror’s surface, it allows the mirror’s re-
  flective power to bridge the worlds of the living and the 
  dead, much as it allows the necromancer herself to do. 
  The player then rolls to activate the ritual as normal. 
  If successful, the Necromancer may view the world as 
  a ghost does via the reflective surface of the mirror, for 
  one scene. On a botch, the vampire may well invoke 
  the ire of the spirits upon whom she calls.
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Level Two Rituals
  Eyes of the Grave
  This ritual, which takes two hours to cast, causes the 
  target to experience intermittent visions of her death 
  over the period of a week. The visions come without 
  warning and can last up to a minute. The caster of the 
  ritual has no idea what the visions contain, as only the 
  victim sees them. Each time a vision manifests, the tar-
  get must roll Courage (difficulty 7) or be reduced to 
  quivering panic. The visions, which come randomly, 
  can also interfere with activities such as driving, study-
  ing, shooting, and so on.
  Eyes of the Grave requires a pinch of soil from a fresh 
  grave.
  The Hand of Glory
  The Hand of Glory is a mummified hand used by the 
  necromancer to anesthetize a home’s residents and, 
  thereby, allow him free rein to do what he will in the 
  residence. To create one, the necromancer wraps the 
  severed hand of a condemned murderer in a shroud, 
  draws it tight to squeeze out any remaining blood, and 
  preserves the hand in an earthenware jar with salt, salt-
  peter, and long peppers. After a fortnight, the vampire 
  removes the hand and dries it in an oven with vervain 
  and fern. At the end of this process, if the roll to ac-
  tivate the ritual garners any successes, the creation is 
  viable.
  To use the Hand of Glory, the vampire first coats 
  the fingertips of the mummified hand with a flammable 
  substance derived from the fat of a hanged man and 
  sets the fingers alight. The necromancer then recites 
  the phrase, “Let all those who are asleep be asleep, and 
  let those who are awake be awake.” All mortals within 
  a household who are affected fall into a deep sleep and 
  cannot be roused (the hand has no effect on supernatu-
  ral creatures). For each unaffected occupant of a home, 
  one finger of the hand will refuse to light. Botches may 
  result in all of the fingers being lit but no one in the 
  home being asleep. The hand may be extinguished at 
  any time by the necromancer who created it. Anyone 
  else wishing to douse the hand must use milk to do so 
  — nothing else works. Once made, the Hand of Glory 
  may be reused indefinitely. Effects last for one scene.
  Occhio d’Uomo Morto
  To cast this ritual, the necromancer needs an eye 
  from a corpse whose absent soul became a ghost or 
  Spectre. The eye is ritually prepared in a process in-
  volving incense, the new moon, and a period of mid-
  night chanting. The chanting climaxes when the nec-
  romancer removes one of her own eyes and replaces it 
  with the one from the corpse (fresher is better). Kin-
  dred healing takes over at that point, sealing the eye 
  within the socket. 
  If the ritual succeeds, the Necromancer permanently 
  gains the Shroudsight ability (see p. 163). This ability 
  is always active and does not require a roll. 
  Furthermore, if it was a Spectre’s corpse, the vampire 
  can hear the vague murmuring of any Spectres in the 
  area. This ability isn’t very precise; rather than mind 
  reading, it’s more like trying to overhear a low-voiced 
  conversation in the next room. With a Perception + 
  Occult roll, the Necromancer can glean a very vague 
  impression of what nearby Spectres are up to. Botching 
  this roll may well earn the necromancer a new derange-
  ment (at the Storyteller’s discretion), as the whispers 
  creep into the caster’s subconscious. 
  This ritual has some major drawbacks, the first being 
  that its proper result is hideously ugly. Unless the vam-
  pire wears sunglasses or finds some other way to con-
  ceal her eye, her Appearance is reduced by one dot.
  Also, dead or rotted tissue is not the best for normal 
  perception. Any mundane visual Perception rolls are at 
  +1 difficulty (possibly more if the corpse had bad eye-
  sight in life). On the other hand, since the eye offers 
  a window into a different soul than the necromancer, 
  it offers some protection against powers requiring eye 
  contact. These Disciplines are used against the dead-
  eyed necromancer at +1 difficulty.
  Most importantly, however, the ghost whose body 
  was desecrated knows it, and very likely hates it. The 
  ghost can find the necromancer possessing his eye any-
  where, and all ghostly powers used against the necro-
  mancer by that particular ghost are at –1 difficulty.
  Puppet
  Used primarily to facilitate conversations with the 
  recently departed, though also applied as a method of 
  psychological torture, Puppet prepares a subject (will-
  ing or unwilling) as a suitable receptacle for ghostly 
  possession. Over the course of one hour, the necroman-
  cer smears grave soil across the subject’s eyes, lips, and 
  forehead. For the remainder of the night, any wraith 
  attempting to take control of the subject gains two au-
  tomatic successes. The ritual’s effects remain even if 
  the soil is washed off.
  
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  CHAPTER FOUR: DISCIPLINES
  The Ritual of Pochtli
  This ritual cannot be cast by itself, but only in con-
  junction with another Necromantic ritual, or with the 
  heavily ritualized use of a Necromantic path. The ac-
  tion of the ritual is this: Two or more Kindred necro-
  mancers restrain a mortal vessel and inflict incisions in 
  the shape of blasphemous symbols (typically subverted 
  Egyptian hieroglyphs or Aztec symbols). They then 
  drink from these injuries. Each participating Necro-
  mancer must make his own cut and drink from no oth-
  er cut. Thereafter, the Necromantic power the Kindred 
  seek to employ gains the benefit of all the participants’ 
  knowledge. This ritual makes it possible for Necroman-
  cers to create truly fearsome feats of death magic.
  The player rolls to activate this ritual as normal. If 
  the roll succeeds, the Kindred who have participated 
  in the ritual may work together on the path or ritual 
  the Ritual of Pochtli is intended to assist, and players 
  share successes. Note that the primary application of 
  Necromancy requires its own roll, and that successes 
  (and failures) garnered by the group are pooled. All 
  Kindred participating in the ritual must know the Rit-
  ual of Pochtli as well as the ritual or path power the 
  group seeks to enact.
  The downside of this power is that a single player’s 
  botch negates the successes of the entire group, result-
  ing in a horrific failure for all the ritual workers.
  Two Centimes
  The necromancer ceremonially “kills” a mortal, lay-
  ing him out on a pallet and putting pennies on his eyes. 
  The mortal’s soul journeys to the Underworld, which 
  he perceives, initially at least, as a way-station. The 
  mortal can interact with the souls of the dead and trav-
  el elsewhere in the Underworld, while also retaining 
  the power to speak to the vampire and describe what 
  he’s experiencing. While in the Underworld, however, 
  the subject’s soul cannot affect the environment. Al-
  though he may talk to other spirits, he may not physi-
  cally interact with them or their surroundings — he is 
  a “ghost among ghosts,” as it were. Minions may vol-
  untarily undergo the ritual to assist necromancers, or 
  the vampire may use Two Centimes to terrify unwill-
  ing victims.
  Level Three Rituals
  Blood Dance
  The Blood Dance allows a ghost to communicate 
  with a living relative. Necromancers sometimes per-
  form this ritual for people in exchange for money or 
  favors.
  The vampire must dance and chant for two hours, 
  calling forth the right spirit and entreating all other 
  ghosts to leave the area. While dancing, the vampire 
  pours colored sands and ocean salt on the ground in a 
  precise pattern and then makes the link between the 
  living person and the deceased. If successful, the ghost 
  “appears” within the necromancer’s sand-sigil and the 
  living person can communicate with her for one hour. 
  Failure means the spirit could not be contacted.
  Divine Sign
  Upon learning a person’s birth date, the necroman-
  cer’s player may roll to activate this ritual. If successful, 
  the Kindred may use this to predict the target’s next 
  course of action, allowing him to deal with it accord-
  ingly. The effect on ghosts is quite different: Instead, 
  the ritual imparts upon the necromancer so intimate 
  an understanding of the wraith in question that it acts 
  as a connection to the ghost, making it easier to invoke 
  other Necromancy effects on that spirit. For story pur-
  poses, it’s the equivalent to holding one of that wraith’s 
  fetters (see Ritual of the Unearthed Fetter, below).
  Din of the Damned
  This ritual is similar to the Level One Ritual Call 
  of the Hungry Dead (see p. 177) in that it makes the 
  sounds of the Underworld audible in the physical realm. 
  However, Din of the Damned is an area-effecting rit-
  ual used to ward a room against eavesdropping. Over 
  the course of half an hour, the necromancer draws an 
  unbroken line of ash from a crematorium along the 
  room’s walls (this line may pass over doorframes to al-
  low entrance and egress). For the rest of the night, any 
  attempt to listen in on events inside the room, whether 
  simple (such as a glass to the wall), electronic (like a 
  laser microphone), or mystic (including powers such as 
  Heightened Senses), requires the eavesdropper to score 
  more successes in a Perception + Occult roll (difficulty 
  7) than the caster of the ritual scored. Failure to beat 
  this mark gives the listener an earful of ghostly wailing 
  and moaning and the sound of howling winds; a botch 
  deafens him for the rest of the night.
  Nightmare Drums
  The necromancer using this ritual sends the dead to 
  haunt the dreams of an enemy, using the ghosts to drive 
  an opponent slowly insane. Once the ritual is cast, the 
  vampire has no control over this power, except to stop 
  it from continuing. The shape of the nightmares and 
  
  181 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  the images that assault the target are not under the 
  control of the necromancer; they are under the control 
  of the ghosts who actually do the haunting.
  The necromancer uses his own blood and a personal 
  possession of the target’s in this ritual. Once the item 
  has been coated with blood, the vampire must burn the 
  item, sending a ghostly icon of it to the Shadowlands 
  both as an identifying badge and as a reward to the 
  ghosts who agree to haunt the target. While the item 
  burns, the necromancer (and assistants, if available) 
  pound out a relentless beat on gigantic drums of hu-
  man skin. The drums are inaudible in this realm but 
  thunderous in the home of the dead. To silence the 
  deafening drums, the ghosts resignedly agree to negoti-
  ate with the necromancer. They promise to send night-
  mares to the victim for as long as the vampire demands, 
  in return for a favor. Their request normally runs along 
  the lines of passing a message to a living relative or ex-
  acting revenge against someone who slighted them.
  Ritual of The Unearthed Fetter
  This ritual requires that a necromancer have a fin-
  ger bone from the skeleton of the particular ghost he’s 
  interested in. When the ritual is cast, the finger bone 
  becomes attuned to something vitally important to the 
  wraith, the possession of which by the necromancer 
  makes the casting of Necromantic powers against that 
  ghost much easier (see the Sepulchre Path, p. 160, for 
  an example). Most necromancers take the attuned fin-
  ger bone and suspend it from a thread, allowing it to 
  act as a sort of supernatural compass and following it to 
  the special item in question.
  Ritual of the Unearthed Fetter takes three hours to 
  cast properly. It requires both the name of the ghost 
  targeted and the finger bone already mentioned, as 
  well as a chip knocked off a gravestone or other marker 
  (not necessarily the marker of the bone’s former own-
  er). During the course of the ritual the stone crumbles 
  to dust, which is then sprinkled over the finger bone. 
  Tempesta Scudo
  Unlike most rituals, Tempesta Scudo can be cast 
  speedily. The necromancer performs a short and awk-
  ward dance that ends with her biting through her own 
  lip and spitting the blood in a circle around her. All 
  ghosts’ actions within the circle of blood are made at 
  +2 difficulty.
  To cast this ritual successfully, the necromancer must 
  spend one combat turn performing the dance. At the 
  end of the turn, she makes a Dexterity + Performance 
  roll against difficulty 7 (if done outside of combat, the 
  difficulty is only 6). During the next combat turn, she 
  bites through her own lips (taking a level of bashing 
  damage) and spits (spending one blood point). Then 
  the normal ritual roll is made to see whether the power 
  takes effect.
  Level Four Rituals
  Baleful Doll
  A baleful doll is a powerful figure that is linked di-
  rectly to the spirit of the target. This doll must be hand-
  crafted, and is only finished when it has been painted 
  with the blood of the necromancer and dressed in some 
  article of clothing from the victim (which should be 
  unwashed for a better connection). Once the doll has 
  been cursed, the vampire can use it to cause physical 
  damage to the target. If the doll is injured (often with 
  pins or other items), the victim takes six dice of bash-
  ing damage. If the doll is destroyed, the target suffers 
  six dice of lethal damage.
  The necromancer must craft the doll, using ritual 
  chants throughout the process. This normally takes 
  four to five hours. The player rolls Stamina + Crafts 
  (difficulty 8) to succeed in this part of the ritual — a 
  doll that does not resemble its victim is useless for the 
  purposes of this ritual, though some necromancers sell 
  failures as “authentic voodoo dolls” to tourists.
  Bastone Diabolico
  Casting this ritual is tricky because it requires the 
  removal of a leg bone from a living person. The donor 
  must survive the removal, at least for a little while. The 
  bone is then submerged in molten lead. Once it cools, 
  the thin lead coating is inscribed with various runes. 
  The necromancer then uses this metal-shod bone 
  to beat its donor to death while repeating a droning 
  Greek chant.
  With a successful roll, this ritual produces a bastone 
  diabolico or “devil stick.” The stick can be activated by 
  anyone who holds it and expends a point of Willpower. 
  Activation lasts for a scene, and during that time any 
  ghost hit with the devil stick loses a point from its Pas-
  sion pool (see p. 385). In addition to its normal effects, 
  this club does an additional die of damage when used 
  against the walking dead (not vampires), and such 
  damage is aggravated. 
  Unfortunately for the necromancer, ghosts can sense 
  that the bastone diabolico is bad news, even if they don’t 
  know exactly what the thing does. They tend to stay 
  
  182 
  CHAPTER FOUR: DISCIPLINES
  away from anybody carrying one, which means that all 
  rolls for such a character to use powers that summon or 
  attract ghosts occur at +1 difficulty.
  Cadaver’s Touch
  By chanting for three hours and melting a wax doll in 
  the shape of the target, the necromancer turns a mortal 
  target into a corpselike ruin. As the doll loses the last 
  of its form, the target becomes cold and clammy. His 
  pulse becomes weak and thready, and his flesh pale and 
  chalky. For all intents and purposes, he becomes a rea-
  sonable facsimile of the walking dead. This can have 
  some adverse effects in social situations (+2 difficulty 
  on all Social rolls). The effects of the ritual wear off 
  only when the wax of the doll is permitted to solidify. 
  If the wax is allowed to boil off, the spell is broken.
  Peek Past the Shroud
  This hour-long ritual enchants a handful of ergot 
  fungi mold to act as a catalyst for second sight. By eat-
  ing a pinch of the mold, a subject gains the benefits of 
  Shroudsight (p. 163) for a number of hours equal to the 
  necromancer’s Stamina score. Three doses of the en-
  chanted ergot are created for every success on the roll. 
  Ergot is normally poisonous to some degree; this ritual 
  removes its toxic properties. However, a botch renders 
  the ergot highly and instantaneously toxic, inflicting 
  eight dice of lethal damage on any subject who ingests 
  it — including vampires.
  Ritual of Xipe Totec
   To perform the ritual, the Kindred removes his vic-
  tim’s top layer of skin with an obsidian dagger, tak-
  ing care to damage the skin as little as possible in the 
  process. The victim must survive this process (though 
  she may well die of blood loss shortly after the ritual 
  if not seen to properly). He then drains the victim’s 
  blood into a large ceremonial golden bowl. There the 
  blood is mixed with octli, amaranth flower, and other 
  ingredients. When imbibed by the necromancer, this 
  mixture causes him to sweat a glistening sheen of blood 
  (equal to one blood point). The Kindred then dons the 
  skin of his victim, which on a successful roll absorbs 
  the Kindred vitae and begins to heal, forming a second 
  skin over the vampire’s own. The victim needs to be of 
  similar stature — otherwise, the features become dis-
  torted and the disguise is rendered useless. This power 
  also has no effect on supernatural creatures (although 
  it can affect ghouls).
  Under normal visual scrutiny, the ruse is flawless. Of 
  course, it imparts none of the victim’s knowledge or 
  
  183 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  mannerisms (and does nothing to mask the Kindred’s 
  own undead nature). Therefore, it works best for situ-
  ations in which contact with friends and family may 
  be minimized. To preserve the skin’s condition, the 
  Kindred must bathe it in a blood point’s worth of vi-
  tae nightly. When the necromancer removes the skin 
  (which causes one level of unsoakable lethal damage 
  to the user and must be done with the same knife used 
  to flay the victim in the first place), it is ruined in the 
  process.
  Level Five Rituals
  Chill of Oblivion
  Performed over the course of 12 hours (reduced by 
  one hour per success on the casting roll), this ritual 
  infuses the necromancer or a willing subject with the 
  chill of the grave. The ritual’s material component is a 
  one-foot (half-meter) cube of ice, which is slowly melt-
  ed on the subject’s chest (inflicting three health levels 
  of bashing damage on mortal subjects). The subject 
  must lie naked on bare earth for the entire duration 
  of the ritual. Once the ritual is completed, its effects 
  remain for a number of nights equal to the caster’s Oc-
  cult rating.
  An individual affected by Chill of Oblivion treats 
  aggravated damage from fire and high temperatures as 
  if it were lethal damage. Furthermore, he may attempt 
  to extinguish any fire by rolling Willpower (difficulty 
  9); each success reduces the fire’s soak difficulty (see  
  p. 297) by 1, and a fire with a soak difficulty of 2 dwin-
  dles to glowing embers. 
  However, this ritual has several drawbacks. First 
  and foremost, the subject’s aura is laced with writhing 
  black veins that resemble those left by diablerie, and 
  may well be mistaken for such by any observer who is 
  not familiar with this ritual. The subject also radiates a 
  palpable aura of cold that extends to about arm’s length 
  from him; this can be extremely disconcerting to mor-
  tals, though it causes no damage, and its game effects 
  mirror those of the Flaws Touch of Frost (p. 494) and 
  Eerie Presence (p. 495). Finally, the mystical nimbus of 
  the ritual draws hostile ghosts to the subject, who may 
  plague him with unwholesome acts.
  Dead Man’s Hand
  The necromancer takes a rag stained in the blood, 
  sweat, or tears of the intended victim. She takes a 
  freshly severed human hand (which can come either 
  from a corpse or a living “donor”) and closes it around 
  the rag. As the hand decomposes, so does the victim. 
  His flesh bloats, turns gray and then green, then starts 
  to slough off. The victim’s brain remains fresh until the 
  very end, so he can see the maggots writhe in the pu-
  trescent rack of meat that once was his healthy body.
  The necromancer makes the standard roll and spends 
  two blood points for each point of Stamina (and Forti-
  tude) possessed by the victim. The victim loses health 
  levels according to the timetable below. Only the re-
  moval of the rag from the hand can stop the process. 
  If this happens, health levels return, also according to 
  the chart below.
     Health Level 
     Time Until Next Loss
  Bruised 
   
  12 hours
  Hurt  
   
  12 hours
  Injured 
   
  Six hours
  Wounded 
   
  Three hours
  Mauled 
   
  One hour
  Crippled 
   
  30 minutes
  Incapacitated  
  12 hours
  Mortal characters who suffer more than 12 hours of 
  incapacitation die, while Kindred who remain Inca-
  pacitated for more than 12 hours succumb to torpor.
  Esilio
  Like Tempesta Scudo, Esilio is a quick and dirty ritual. 
  The necromancer simply speaks five syllables. No one 
  can identify the casting language, but according to the 
  ritual’s oblique history, the language is what God gave 
  humankind before the confusion of Babel. The legend 
  further states that while the particular meaning of the 
  words is lost, they are what Caine’s father said to him 
  while exiling him to Nod.
  Regardless of the truth of the matter, the Words of 
  Exile are not spoken lightly. When the ritual is cast 
  successfully, it opens a hole within reality itself — a rip 
  between the lands of the living and the darkest depths 
  of the Underworld. This tear is invisible to normal vi-
  sion, but to Witness of Death or Shroudsight it looks 
  like a black vortex opening within the vampire’s own 
  body (the very few unfortunate enough to look into the 
  gap with high levels of Auspex are generally unwill-
  ing or unable to discuss it). Any ghost clutched to the 
  Kindred’s chest is instantly torn to shreds. Grabbing a 
  ghost in this fashion requires a Clinch or Tackle ma-
  neuver. Destroyed spirits don’t come back for at least 
  
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  CHAPTER FOUR: DISCIPLINES
  a month, if ever. A wraith destroyed in this fashion 
  tends to return as a Spectre, if it returns at all.
  The necromancer may clutch and destroy a number 
  of spirits equal to the number of successes she rolled. 
  After that, the vortex closes. It closes at the end of the 
  scene if it hasn’t already.
  Of course, using one’s body as a portal between our 
  world and what some people might call Hell is neither 
  simple nor healthy. For starters, it costs a blood point 
  and a point of Willpower (which does not give an au-
  tomatic success on the ritual roll). More importantly, 
  each success rolled inflicts a level of unsoakable lethal 
  damage on the necromancer. Most significantly, every 
  use of Esilio permanently reduces the necromancer’s 
  Humanity by one point if he follows that morality, and 
  may impact other Paths at the Storyteller’s discretion.
  Grasp the Ghostly
  Requiring a full six hours of chanting, this ritual al-
  lows a necromancer to bring an object from the Un-
  derworld into the real world. It’s not simple, however 
  — a wraith may object to having his possessions stolen 
  and fight back. Furthermore, the object taken must be 
  replaced by a material item of roughly equal mass, oth-
  erwise the target of the ritual snaps back to its previous, 
  ghostly existence. 
  Objects taken from the Underworld tend to fade away 
  after about a year. Only items recently destroyed in the 
  real world (called “relics” by ghosts) may be recaptured 
  in this manner. Artifacts created by wraiths themselves 
  were never meant to exist outside the Underworld, and 
  vanish on contact with the living world.
  Obfuscate
  Obfuscate is the uncanny ability for Kindred to con-
  ceal themselves from sight, sometimes even in full 
  view of a crowd. An Obfuscated vampire doesn’t actu-
  ally become invisible, however — rather, he is able to 
  delude observers into believing that he has vanished. 
  Obfuscate also allows Kindred to change their features 
  and conceal other people or objects. Typically vam-
  pires using Obfuscate must be within a short range of 
  their witnesses (approximately five yards or meters per 
  dot of Wits + Stealth) for their power to be effective.
  Unless the Kindred chooses to make herself seen, 
  she can remain obscured for as long as she wills it. At 
  higher levels, the vampire can actually fade from sight 
  so subtly that those nearby can’t actually recall the mo-
  ment at which she left.
  Usually, few mortals or supernaturals (even those 
  trained in Awareness) can pierce through the fog of 
  Obfuscate. Animals, who rely more on their instincts 
  than their normal senses, can sometime perceive (and 
  be frightened by) the vampire’s presence. Children and 
  those to whom deception is foreign may also be able 
  to pierce the illusion, at the Storyteller’s discretion. 
  Finally, the Auspex Discipline enables Kindred to see 
  through Obfuscate. Even that is not guaranteed, how-
  ever; refer to “Seeing the Unseen,” p. 142, for more 
  details. (Storytellers needing a die roll for animals or 
  children can use this quick and dirty guideline: treat 
  them as if they had Auspex 1 in terms of contesting 
  Obfuscate. They do not have the Auspex 1 power, but 
  are considered to have it when determining whether a 
  vampire is noticed.)
  Since Obfuscate clouds the mind of the viewer, vam-
  pires can’t use it to hide their presence from electronic 
  or mechanical devices. Video and photo cameras, for 
  example, capture the vampire’s image accurately. Even 
  so, the person using, say, her cell phone to record an 
  Obfuscated vampire will still have her mind impacted 
  by the power, and she won’t see the Kindred’s im-
  age until she views the video at a later date (if even 
  then).
  Several Clans cultivate this power — the Assa-
  mites, Followers of Set, and Malkavians, for example 
  — but the Nosferatu are particularly known for this 
  Discipline. Some elder Kindred believe that Caine, or 
  perhaps Lilith, bestowed the Clan with this Discipline 
  to compensate for the hideous physical deformities its 
  members suffer.
  Most Obfuscate powers last for a scene, or until the 
  vampire ceases maintaining them. Once evoked, they 
  require very little mental effort to keep in place.
  • Cloak of Shadows
  At this level, the vampire must rely on nearby shad-
  ows and cover to assist in hiding his presence. He steps 
  into an out-of-the-way, shadowed place and eases him-
  self from normal sight. The vampire remains unnoticed 
  as long as he stays silent, still, under some degree of 
  cover (such as a curtain, bush, door frame, lamppost, 
  or alley), and out of direct lighting. The immortal’s 
  concealment vanishes if he moves, attacks, or falls un-
  der direct light. Furthermore, the vampire’s deception 
  cannot stand up to concentrated observation without 
  fading.
  
  185 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  System: No roll is required as long as the character 
  fulfills the criteria described above. So long as he re-
  mains quiet and motionless, virtually no one but an-
  other Kindred with a high enough Auspex rating will 
  see him.
  •• Unseen Presence
  With experience, the vampire can move around 
  without being seen. Shadows seem to shift to cover 
  him, and people automatically avert their gazes as he 
  passes by. Others move unconsciously to avoid contact 
  with the cloaked creature; those with weak wills may 
  even scurry away from the area in unacknowledged 
  fear. The vampire remains ignored indefinitely unless 
  someone deliberately seeks him out or he inadvertently 
  reveals himself.
  Since the vampire fully retains his physical sub-
  stance, he must be careful to avoid contact with any-
  thing that may disclose his presence (knocking over a 
  vase, bumping into someone). Even a whispered word 
  or the scuffing of a shoe against the floor can be enough 
  to disrupt the power.
  System: No roll is necessary to use this power unless 
  the character speaks, attacks, or otherwise draws atten-
  tion to himself. The Storyteller should call for a Wits + 
  Stealth roll under any circumstances that might cause 
  the character to reveal himself. The difficulty of the 
  roll depends on the situation; stepping on a squeaky 
  floorboard might be a 5, while walking through a pool 
  of water may require a 9. Other acts may require a cer-
  tain number of successes; speaking quietly without giv-
  ing away one’s position, for instance, demands at least 
  three successes. Upon success, the vampire, all her 
  clothing, and objects that could fit into a pocket are 
  concealed.
  Some things are beyond the power of Unseen Pres-
  ence to conceal. Although the character is cloaked 
  from view while he smashes through a window, yells 
  out, or throws someone across the room, the vampire 
  becomes visible to all in the aftermath. Bystanders snap 
  out of the subtle fugue in which Obfuscate put them. 
  Worse still, each viewer can make a Wits + Awareness 
  roll (difficulty 7); if successful, the mental haze clears 
  completely, so those individuals recall every move the 
  character made up until then as if he had been visible 
  the entire time.
  ••• Mask of a Thousand Faces
  The vampire can influence the perception of others, 
  causing them to see a face different from his. Although 
  the Kindred’s physical form does not change, any ob-
  server who cannot sense the truth sees whomever the 
  vampire wishes her to see.
  The vampire must have a firm idea of the visage he 
  wishes to project. The primary decision is whether to 
  create an imaginary face or to superimpose the features 
  of another person. Manufactured features are often 
  more difficult to compose in believable proportions, 
  but such a disguise is easier to maintain than having to 
  impersonate someone else. Of course, things get sim-
  pler if the Kindred borrows the face but doesn’t bother 
  with the personality.
  System: The player rolls Manipulation + Perfor-
  mance (difficulty 7) to determine how well the disguise 
  works. If the character tries to impersonate someone, 
  he must get a good look at the subject before putting 
  on the mask. The Storyteller may raise the difficulty if 
  the character catches only a glimpse. The chart below 
  lists the degrees of success in manufacturing another 
  appearance. Vampires wishing to mask themselves as 
  a person more attractive than they are must pay ad-
  ditional blood points equal to the difference between 
  the vampire’s Appearance rating and the Appearance 
  of the mask (which means that younger vampires may 
  need to take longer in order to spend the blood neces-
  sary).
     Successes      Result
  1 success 
  The vampire retains the same height  
   
   
  and build, with a few slight  
   
   
   
  alterations to his basic features.   
   
   
  Nosferatu can appear as normal,  
   
   
  albeit ugly, mortals.
  2 successes 
  He looks unlike himself; people don’t  
   
   
  easily recognize him or agree about  
   
   
  his appearance.
  3 successes 
  He looks the way he wants to appear.
  4 successes 
  Complete transformation, including  
   
   
  gestures, mannerisms, appearance,  
   
   
  and voice.
  5 successes 
  Profound alteration (appear as the  
   
   
  opposite sex, a vastly different age,  
   
   
  or an extreme change of size).
  Actually posing as someone else carries its own prob-
  lems. The character should know at least basic infor-
  mation about the individual; especially difficult decep-
  tions (fooling a lover or close friend) require at least 
  some familiarity with the target in order to succeed.
  
  186 
  CHAPTER FOUR: DISCIPLINES
  •••• Vanish from the Mind’s Eye
  This potent expression of Obfuscate enables the 
  vampire to disappear from plain view. So profound is 
  this vanishing that the immortal can fade away even if 
  he stands directly in front of someone. 
  While the disappearance itself is quietly subtle, its 
  impact on those who see it is anything but. Most kine 
  panic and flee in the aftermath. Especially weak-willed 
  individuals wipe the memory of the Kindred from their 
  minds. Although vampires are not shaken so easily, 
  even Kindred may be momentarily surprised by a sud-
  den vanishing.
  System: The player rolls Charisma + Stealth; the 
  difficulty equals the target’s Wits + Alertness (use the 
  highest total in the group if the character disappears 
  in front of a crowd). With three or fewer successes, 
  the character fades but does not vanish, becoming an 
  indistinct, ghostlike figure. With more than three, he 
  disappears completely. If the player scores more suc-
  cesses than an observer’s Willpower rating, that person 
  forgets that the vampire was there in the first place.
  Tracking the character accurately while he appears 
  ghostlike requires a Perception + Alertness roll (dif-
  ficulty 8). A successful roll means the individual can 
  interact normally with the vampire (although the 
  Kindred looks like a profoundly disturbing ghostly 
  shape). A failed roll results in a +2 difficulty modi-
  fier (maximum 10) when attempting to act upon, or 
  interact with, the vampire. The Storyteller may call 
  for new observation checks if the vampire moves to an 
  environment in which he’s difficult to see (heads into 
  shadows, crosses behind an obstacle, proceeds through 
  a crowd). When fully invisible, the vampire is handled 
  as described under Unseen Presence, above.
  A person subject to the vanishing makes a Wits + 
  Courage roll (mortals at difficulty 9, vampires at dif-
  ficulty 5). A successful roll means the individual reacts 
  immediately (although after the vampire performs his 
  action for that turn); failure means the person stands 
  uncomprehending for two turns while her mind tries to 
  make sense of what she just experienced.
  ••••• Cloak the Gathering
  At this degree of power, the vampire may extend 
  his concealing abilities to cover an area. The immor-
  tal may use any Obfuscate power upon those nearby as 
  well as upon himself, if he wishes.
  Any protected person who compromises the cloak 
  exposes himself to view. Further, if the one who in-
  vokes the power gives himself away, the cloak falls 
  from everyone. This power is particularly useful if the 
  vampire needs to bring his retinue through a secure lo-
  cation without drawing the notice of others.
  System: The character may conceal one extra indi-
  vidual for each dot of Stealth he possesses. He may be-
  stow any single Obfuscate power at a given time to the 
  group. While the power applies to everyone under the 
  character’s cloak, his player need only make a single 
  roll. Each individual must follow the requirements de-
  scribed under the relevant Obfuscate power to remain 
  under its effect; any person who fails to do so loses the 
  cloak’s protection, but doesn’t expose the others. Only 
  if the vampire himself errs does the power drop for ev-
  eryone.
  ••••• • Conceal
  The vampire may mask an inanimate object up to 
  the size of a house (Obfuscate cannot be used to dis-
  guise inanimate objects without the use of this power). 
  If the object is hidden, so are all of its contents. While 
  Conceal is in effect, passersby walk around the con-
  cealed object as if it were still visible, but refuse to ac-
  knowledge that they are making any kind of detour.
  System: In order to activate this power, a character 
  must be within about 30 feet (approximately 10 me-
  ters) of the object to be concealed and the item must 
  hold some personal significance for him. The Conceal 
  power functions as Unseen Presence for purposes of 
  detection, as well as the duration and durability of the 
  disguise.
  Conceal can be used on a vehicle in which the char-
  acter is traveling. In this instance, traffic patterns seem 
  to flow around the vehicle, and accidents are actually 
  less likely as other drivers subconsciously maneuver 
  away from the concealed auto. A police radar gun still 
  registers a speeding car masked in this fashion, but the 
  officer behind the gun is disinclined to make a traffic 
  stop of the phantom blip. Using Conceal on aircraft 
  is problematic, as the power’s range generally doesn’t 
  extend far enough to cover air traffic controllers and 
  the like.
  ••••• • Mind Blank
  A vampire with this power is able to shrug off tele-
  pathic contact, easily withstanding invasive probes of 
  her mind.
  System: Any attempt to read or probe the character’s 
  mind first requires a successful Perception + Empathy 
  roll (difficulty equal to the character’s Wits + Stealth). 
  
  187 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Even if a potential intruder does succeed, his dice pool 
  for the attempt is then limited to the number of suc-
  cesses he scored on the initial roll.
  ••••• • Soul Mask 
  In addition to concealing her form, a vampire who 
  has developed Soul Mask is able to conceal her aura. 
  She may display whatever combination of colors and 
  shades she wishes, or may appear to have no aura what-
  soever. This power is of particular use to those of elder 
  Generation who have reached such heights of power 
  through diablerie.
  System: The use of this power allows the projec-
  tion of only one aura (or lack thereof) — the vampire 
  chooses the precise colors to be displayed when she first 
  develops Soul Mask. If the character has no experience 
  with the use of Aura Perception, she may not choose 
  an alternate aura, as she has no idea what one would 
  look like, though she can still choose to display no aura 
  whatsoever. Soul Mask can be bought multiple times, 
  if desired, in order to give a vampire multiple alternate 
  auras from which to choose.
  Unless the player states otherwise, Soul Mask is al-
  ways in effect. If the character has bought Soul Mask 
  two or more times, her “default” aura displayed is the 
  first one she learned.
  ••••• •• Cache
  Most Obfuscate powers require the individual using 
  them to be within a short distance of the subjects of 
  the concealment. Cache extends this range consider-
  ably, allowing an elder with this power to leave people 
  or objects safely hidden while he goes about his busi-
  ness elsewhere.
  System: A character must be within the normal re-
  quired distance to initiate an Obfuscate power. Once 
  this is done, the player spends a Willpower point, which 
  activates Cache on top of the already functioning use 
  of the Discipline. The concealment will now remain 
  in effect as long as the vampire is within a distance 
  equal to his Wits + Stealth in miles (or one and half 
  times that in kilometers) from the object or person he 
  wishes to conceal. The enhanced concealment fades at 
  the next sunrise, or breaks (as always) if the Obfuscate 
  subject reveals himself.
  ••••• •• Veil of Blissful Ignorance
  This power’s development is attributed to the Mal-
  kavians, but many Nosferatu have also found it to be 
  highly useful. The Veil of Blissful Ignorance allows a 
  vampire to Obfuscate an unwilling victim, removing 
  him from the notice of others. Some Nosferatu use this 
  power to teach a humbling lesson to individuals who 
  take the presence and aid of others for granted, while 
  others utilize it to remove an essential member of a 
  group in the midst of a crisis.
  System: The character must touch the victim to ac-
  tivate this power. The player spends a blood point and 
  rolls Wits + Stealth (difficulty equals the victim’s Ap-
  pearance + 3). If the roll is a success, the victim is sub-
  ject to the effects of Vanish From the Mind’s Eye for a 
  length of time determined by the number of successes 
  the player rolls.
     Successes      Result
  1 success 
  Three turns
  2 successes 
  One minute (20 turns)
  3 successes 
  15 minutes
  4 successes 
  One hour
  5 successes 
  One night
  The victim of Veil of Blissful Ignorance does not nec-
  essarily know that he is under the effect of this power. 
  He is only aware that everyone around him has sud-
  denly begun acting as if he were not there. The victim 
  cannot break this effect, even with violence; if he at-
  tacks someone, the target ascribes the act to the visible 
  individual nearest to him. More than one fatal brawl 
  has been incited by this side-effect. The Veil persists 
  even if the vampire who activated it leaves the area.
  Curiously enough, Veil of Blissful Ignorance can 
  never be used on anyone who is ready and willing to 
  accept its effects.
  ••••• ••• Old Friend
  Many elder Nosferatu have made reputations for om-
  niscience with the secrets they learn through creative 
  uses of this power. A variation of Mask of a Thousand 
  Faces, Old Friend allows a vampire to probe a subject’s 
  subconscious and take the semblance of the individual 
  whom that victim trusts over anyone else. Someone 
  using this power does not appear as someone who the 
  victim is frightened of or awed by, but rather someone 
  to whom the victim feels comfortable revealing inti-
  mate secrets. Old Friend doesn’t necessarily make its 
  user appear as someone who is still among the living; a 
  long- dead friend or relative is just as likely, and in such 
  cases the subject remembers the encounter as a dream 
  or a ghostly visitation.
  
  188 
  CHAPTER FOUR: DISCIPLINES
  System: The player rolls Manipulation + Subterfuge 
  (difficulty equal to the victim’s Perception + Alert-
  ness or Awareness, maximum 10). The more successes, 
  the more convincing the impersonation. This power 
  only affects one victim at a time; other observers see 
  the vampire as she truly is, unless she also establishes 
  a Mask of a Thousand Faces in addition to using Old 
  Friend.
  ••••• •••• Create Name
  Some Toreador call this power the ultimate develop-
  ment of method acting. Create Name allows a charac-
  ter to create a completely new identity; face, speech 
  pattern, aura, even thought processes are constructed 
  according to the vampire’s desired identity. The power 
  can be used to impersonate an existing individual, or 
  it can project the semblance of a completely fictional 
  identity with perfect accuracy.
  System: A vampire working with Create Name must 
  spend three hours a night in relatively uninterrupted 
  quiet to establish a new personality by means of this 
  power. The player makes an extended roll of Intelli-
  gence + Subterfuge (difficulty 8), one roll per night. A 
  total of 20 successes are necessary to construct a new 
  identity, while a botch removes five successes from the 
  vampire’s total. Once a new identity has been success-
  fully created, however, the character can step into it at 
  any time without any sort of roll. Any outside observer 
  without Auspex 9 or the equivalent sees the artificial 
  identity. The character’s face, aura, Nature, Demeanor, 
  even thoughts and Psychological Merits and Flaws all 
  appear to be those of the persona selected and crafted 
  by the character.
  The only way to pierce this disguise, other than Aus-
  pex 9, is to notice any discrepancies between the as-
  sumed identity and the Abilities it logically ought to 
  possess. A character with no dots in Medicine should 
  have a hard time pulling off a created identity as a neu-
  rosurgeon, for example. The Storyteller should make a 
  secret roll of Perception + Alertness (difficulty 9) for 
  each character who should catch a slip made by the 
  impostor.
  Obtenebration
  The signature power of the Lasombra, Obtenebra-
  tion grants the vampire power over darkness itself. The 
  nature of the darkness invoked by Obtenebration is 
  a matter of intense debate among Kindred. Some be-
  lieve it to be merely shadows, while others feel that the 
  power gives control over the stuff of the vampire’s soul, 
  coaxing it tangibly outward.
  Regardless, the effects of Obtenebration are terrify-
  ing, as waves of darkness roil out from the Cainite, en-
  veloping those in their path like an infernal wave. As 
  Obtenebration is mostly known as a Sabbat Discipline, 
  any Camarilla vampire caught using the power had 
  better have a damned good explanation.
  Note: Vampires using Obtenebration can see through 
  the darkness they control, though other vampires (even 
  those that also have Obtenebration) cannot. Dreadful 
  tales of rival Lasombra struggling to blind and smother 
  each other with the same wisps of darkness circulate 
  among young members of the Clan, though no elders 
  have come forth to substantiate these claims.
  • Shadow Play
  This power grants the vampire limited control over 
  shadows and other ambient darkness. Though the vam-
  pire cannot truly “create” darkness, she can overlap and 
  stretch existing shadows, creating patches of gloom. 
  This power also allows Kindred to separate shadows 
  from their casting bodies and even shape darkness into 
  the shadows of things that are not there.
  Once a Kindred takes control of darkness or shadow, 
  it gains a mystical tangibility. By varying accounts cold 
  or hellishly hot and cloying, the darkness may be used 
  to aggravate or even smother victims. Certain callous 
  Lasombra claim to have choked mortals to death with 
  their own shadows.
  System: This power requires no roll, but a blood 
  point must be spent to activate it. Shadow Play lasts for 
  one scene and requires no active concentration. Kin-
  dred cloaking themselves in shadow gain an extra die 
  in their Stealth dice pools and add one to the difficul-
  ties of ranged weapon attacks against them. Vampires 
  who use the darkness to make themselves more terrify-
  ing add one die to Intimidation dice pools. Opponents 
  plagued by flapping shadows and strangling darkness 
  subtract one die from all Stamina dice pools (includ-
  ing soak). Mortals, ghouls, and other air-breathers re-
  duced to zero Stamina by strangling shadows begin to 
  asphyxiate; vampires lose all appropriate dice but are 
  otherwise unaffected. Only one target or subject may 
  be affected by this power at any given time, though 
  some modicum of concealment is offered to a relatively 
  motionless group.
  The unnatural appearance of this power proves ex-
  tremely disconcerting to mortals and animals (and, at 
  the Storyteller’s discretion, Kindred who have never 
  
  189 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  seen it before). Whenever this power is invoked within 
  a mortal’s vicinity, that individual must make a Cour-
  age roll (difficulty 8) or suffer a one-die penalty to all 
  dice pools for the remainder of the scene, due to fear of 
  the monstrous shadows.
  •• Shroud of Night
  The vampire can create a cloud of inky blackness. 
  The cloud completely obscures light and even sound 
  to some extent. Those who have been trapped within 
  it (and survived) describe the cloud as viscous and un-
  nerving. This physical manifestation lends credence to 
  those Lasombra who claim that their darkness is some-
  thing other than mere shadow.
  The tenebrous cloud may even move, if the creating 
  Kindred wishes, though this requires complete concen-
  tration.
  System: The player rolls Manipulation + Occult 
  (difficulty 7). Success on the roll generates darkness 
  roughly 10 feet (three meters) in diameter, though 
  the amorphous cloud constantly shifts and undulates, 
  sometimes even extending shadowy tendrils. Each 
  additional success doubles the diameter of the cloud 
  (though the vampire may voluntarily reduce the area 
  she wishes to cover). The cloud may be invoked at 
  a distance of up to 50 yards/meters, though creating 
  darkness outside the vampire’s line of sight adds two 
  to the difficulty of the roll and requires a blood point’s 
  expenditure.
  The tarry mass actually extinguishes light sources it 
  engulfs (with the exception of fire), and muffles sounds 
  until they are indistinguishable. Those within the 
  cloud lose all sense of sight and feel as though they’ve 
  been immersed in pitch. Sound also warps and distorts 
  within the cloud, making it nearly impossible to ac-
  complish anything (+2 difficulty, as per Blind Fight-
  ing on p. 274). Even those possessed of Heightened 
  Senses, Eyes of the Beast, Tongue of the Asp, and simi-
  lar powers suffer the penalty for blindness due to the 
  unnatural darkness. Additionally, being surrounded by 
  the Shroud of Night reduces Stamina-based dice pools 
  by two dice, as the murk smothers and agitates the vic-
  tims. This effect is not cumulative with Shadow Play, 
  although targets asphyxiate as per Shadow Play if they 
  reach 0 Stamina; more than one unfortunate mortal 
  has “drowned” in darkness.
  Mortals and animals surrounded by the Shroud 
  of Night must make Courage rolls per Shadow Play, 
  above, or panic and flee.
  ••• Arms of the Abyss
  Refining his control over darkness, the Kindred can 
  create prehensile tentacles that emerge from patches of 
  dim lighting. These tentacles may grasp, restrain, and 
  constrict foes.
  System: The player spends a blood point and makes 
  a simple (never extended) Manipulation + Occult roll 
  (difficulty 7); each success enables the creation of a 
  single tentacle. Each tentacle is six feet (two meters) 
  long and possesses Strength and Dexterity ratings equal 
  to the invoking vampire’s Obtenebration Trait — Po-
  tence and Celerity dots are added to these Strength and 
  Dexterity ratings, respectively. If the vampire chooses, 
  she may spend a blood point either to increase a single 
  tentacle’s Strength or Dexterity by one or to extend its 
  length by another six feet or two meters. Each tentacle 
  has four health levels, is affected by fire and sunlight 
  as if it were a vampire, and soaks bashing and lethal 
  damage using the vampire’s Stamina + Fortitude. Ag-
  gravated damage may not be soaked. 
  Tentacles may constrict foes, inflicting (Strength +1) 
  lethal damage per turn. Breaking the grasp of a ten-
  tacle requires the victim to win a resisted Strength roll 
  against the tentacle (difficulty 6 for each). However, 
  tentacles cannot be used for any kind of manipulation, 
  such as typing or driving.
  All tentacles need not emanate from the same source 
  — so long as there are multiple patches of suitable 
  darkness, there are sources for the Arms of the Abyss. 
  Controlling the tentacles does not require complete 
  concentration; if the Kindred is not incapacitated or 
  in torpor, she may control tentacles while carrying out 
  other actions.
  •••• Black Metamorphosis
  The Cainite calls upon his inner darkness and in-
  fuses himself with it, becoming a monstrous hybrid of 
  matter and shadow. His body becomes mottled with 
  spots of tenebrous shade, and wispy tentacles extrude 
  from his torso and abdomen. Though still humanoid, 
  the vampire takes on an almost demonic appearance, 
  as the darkness within him bubbles to the surface.
  System: The player spends two blood points and 
  makes a Manipulation + Courage roll (difficulty 7) — 
  vampires of lower Generation may have to take two 
  turns to make the transition. Failure indicates the vam-
  pire cannot undergo the Black Metamorphosis (though 
  he spends the blood points nonetheless). A botch in-
  flicts two unsoakable health levels of lethal damage on 
  the vampire as darkness ravages his undead body.
  
  190 
  CHAPTER FOUR: DISCIPLINES
  While under the effects of the Black Metamorphosis, 
  the vampire possesses four tentacles similar to those 
  evoked via Arms of the Abyss (though their Strength 
  and Dexterity ratings are equal to the vampire’s own 
  Attributes, including dice from Celerity and Potence). 
  These tentacles, combined with the bands of darkness 
  all over the Kindred’s body, subtract two dice from the 
  Stamina and soak dice pools of opponents physically 
  touched in combat, for as long as the vampire remains 
  in contact with the victim. This is not cumulative 
  with other powers in Obtenebration, although targets 
  can asphyxiate at Stamina 0, as per Shadow Play. The 
  vampire may make an additional attack without pen-
  alty by using the tentacles (for a total of two attacks, 
  not one additional attack per tentacle). Additionally, 
  the vampire can sense his surroundings fully even in 
  pitch darkness.
  The vampire’s head and extremities sometimes ap-
  pear to fade away into nothingness, while at other 
  times they seem swathed in otherworldly darkness. 
  This, combined with the wriggling tentacles writhing 
  from his body, creates an unsettling sight. Mortals, ani-
  mals, and other creatures not accustomed to this sort 
  of display must make Courage rolls (difficulty 8) or suc-
  cumb to a panic that amounts to Rötschreck (though 
  it is inspired by the darkness rather than fire). Many 
  Kindred cultivate this devilish aspect, and the Black 
  Metamorphosis adds three dice to the invoking Kin-
  dred’s Intimidation dice pools.
  ••••• Tenebrous Form
  At this level, the Kindred’s mastery of darkness is so 
  extensive that she may physically become it. Upon ac-
  tivation of this power, the vampire becomes an inky, 
  amoeboid patch of shadow. Vampires in this form are 
  practically invulnerable and may slither through cracks 
  and crevices. In addition, the shadow-vampire gains 
  the ability to see in natural darkness.
  System: The transformation costs three blood points 
  (which may need to occur over three turns, depend-
  ing on the vampire’s Generation). The vampire is im-
  mune to physical attacks while in the tenebrous form 
  (though she still takes aggravated damage from fire and 
  sunlight), but may not herself physically attack. She 
  may, however, envelop and ooze over others, affect-
  ing them in the same manner as a Shroud of Night, 
  in addition to using mental Disciplines. Vampires in 
  Tenebrous Form may even slither up walls and across 
  
  191 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ceilings or “drip” darkness upward — they have no 
  mass and are thus unaffected by gravity. Rötschreck 
  difficulties from fire and sunlight do increase by one for 
  vampires in this form, as the light is even more painful 
  to their shadowy bodies.
  Mortals (and others not used to such displays) who 
  witness the vampire transform into unholy shadow re-
  quire Courage rolls (difficulty 8) in order to avoid the de-
  bilitating terror described under Black Metamorphosis.
  ••••• • The Darkness Within
  This power allows the Cainite to call forth the dark-
  ness contained in her black soul. This enormous, turbu-
  lent shadow vomits from the vampire’s mouth, though 
  some vampires are said to cut themselves and let the 
  blackness seep from their veins. The shadow-cloud en-
  gulfs a chosen target, burning it with a soul-scarring 
  chill and siphoning its blood away in torrents.
  System: The player makes a Willpower roll (difficul-
  ty 6) and spends a blood point. The resulting shadow 
  envelops the target and, though it does not physically 
  harm the victim, it may strike terror into him. Indi-
  viduals observing the Darkness Within, whether as tar-
  gets or onlookers, may suffer from the terror described 
  under Black Metamorphosis, unless they are already 
  familiar with the Kindred’s power.
  Individuals touched by The Darkness Within lose one 
  point of blood per turn, though targets may resist this ef-
  fect by succeeding on a Stamina roll (difficulty 6) each 
  turn the target remains in contact with the cloud.
  The Cainite invoking The Darkness Within must 
  devote all her attention to maintaining the cloud. If 
  the vampire is attacked, the darkness immediately re-
  turns to her through whatever orifice it originated. The 
  Cainite can summon the darkness back at any time, 
  gaining a number of blood points equal to one-half the 
  number the shadow siphoned from its victims (round 
  up). Taking blood from another in this fashion is sim-
  ilar to drinking from that vampire, and blood bonds 
  may result. Additionally, the Darkness Within may 
  take blood from only one individual per turn, though it 
  may be in contact with many.
  ••••• • Shadowstep
  The vampire has such fine control over the darkness 
  that he may become it briefly and reform himself from 
  other darkness close by. The vampire may Shadowstep 
  through walls, floors, and even mystical barriers. The 
  Cainite simply steps “into” a shadow and re-emerges 
  from another shadow a short distance away (or next to 
  the barrier, if there is no shadow on the other side).
  System: The player rolls Dexterity + Occult, and on 
  a successful roll, the character may emerge from anoth-
  er shadow no more than 50 feet (or 15 meters) away. 
  Failing the roll means simply that the character cannot 
  step through the shadow-realm, while a botch signi-
  fies the character has become trapped between shad-
  ows (which fiendish Storytellers should have a heyday 
  with). Pulling another individual through the shadow 
  requires a Strength + Occult roll, with consequences 
  for failure similar to failing by oneself.
  ••••• •• Shadow Twin
  The vampire’s control over darkness has progressed 
  to such a degree that he may bestow upon it a lim-
  ited degree of sentience. By animating his own shadow 
  or that of another, the Cainite can actually “free” the 
  shadow cast by light. While this power is active, the 
  subject casts no shadow, as it has left to pursue the 
  vampire’s commands.
  This power can unnerve mortals and even a few inex-
  perienced vampires. The Kindred wielding Obtenebra-
  tion commands the individual’s shadow; some vampires 
  report having seen mortals literally scared to death, as 
  their shadows leapt away to taunt or menace them.
  System: The player spends a blood point and makes 
  a Willpower roll (difficulty 8). If the roll succeeds, the 
  shadow springs to unholy freedom for one hour per 
  success (though it disappears at sunrise regardless of 
  how many successes the vampire had). The Shadow 
  Twin has Attribute and Ability ratings equal to half 
  those of its parent body; they won’t do much talking 
  or thinking, so Mental and Social Traits don’t matter 
  much, though Wits may come into play. Additionally, 
  the Shadow Twin has an Obtenebration score equal 
  to one-half of that of the vampire who animated it 
  (rounded down). Mortals and vampires unused to Ob-
  tenebration require a Courage roll upon witnessing 
  this, as per Shadow Play.
  The twin may separate itself from the parent and 
  travel up to 50 feet or 15 meters away, crawling 
  through crevices or sliding up walls. It may attack and 
  be attacked, though it takes and does only half dam-
  age (again, round down). Flame and supernatural at-
  tacks (such as vampire fangs, mystical powers, etc.) do 
  full damage. If the Shadow Twin is killed, its parent 
  loses half her Willpower points and must roll to avoid 
  Rötschreck (difficulty 9).
  
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  CHAPTER FOUR: DISCIPLINES
  ••••• ••• Oubliette
  By creating a “chamber” of pure darkness, the Cain-
  ite may entrap or smother her enemies. No air exists 
  in this shadow-trap, and mortals suffocate within its 
  chilling void. Even vampires have little recourse once 
  trapped — they may leave only at their captor’s whim. 
  The Oubliette appears as a dense patch of shadow, un-
  affected by ambient light around it.
  System: The vampire spends a blood point, but no 
  roll is necessary to create the Oubliette. To actually 
  create the Oubliette around someone requires a con-
  tested Wits + Larceny roll against the target’s Dexterity 
  + Occult (difficulty 7 for both rolls). Mortals suffocate 
  within a number of minutes equal to their Stamina 
  (though the Lasombra may choose to leave their heads 
  exposed or trap a quantity of air inside as well), while 
  vampires are simply suspended impotently in darkness 
  and may not use Disciplines or take other actions. The 
  Oubliette vanishes instantly when touched by sunlight 
  — which has left more than one vampire exposed to the 
  sun’s unforgiving rays — or when the Kindred chooses 
  to relax it. A vampire may maintain only one Oubliette 
  at a time (which can only contain one target at a time), 
  which leads some Cainite philosophers to argue that it 
  is a prison created from the vampire’s very soul.
  ••••• •••• Ahriman’s Demesne
  This power allows the vampire to summon a dark-
  ness so oppressive that it extinguishes the light of life 
  — or unlife — of any victim trapped within it. Ahri-
  man’s Demesne creates a 50-foot (or 15-meter) radius 
  of void that issues from the Cainite’s hand and takes 
  away the bodies of those it claims when it vanishes. 
  The overwhelming darkness destroys friend and foe 
  alike, claiming anyone unfortunate enough to be with-
  in its circumference.
  System: The player spends two points of Willpower 
  and concentrates for three turns. During this time, the 
  blackness billows out of the character’s hand, growing 
  to fill the area. At the end of the third turn, the player 
  rolls Manipulation + Occult (difficulty 6). Everyone 
  in the darkness’ area suffers that many health levels of 
  damage (aggravated, if the victims are vampires) out-
  right — six successes yield six levels of damage, not 
  six dice of damage. After Ahriman’s Demesne does its 
  damage, it collapses, taking with it the bodies of any 
  who died when they came in contact with the dreadful 
  shadow.
  Potence
  Kindred endowed with Potence possess unnatu-
  ral strength. This Discipline enables vampire to leap 
  massive distances, lift tremendous weights, and strike 
  opponents with brutal force. Even low ranks of this 
  power can give Kindred physical power beyond mor-
  tal bounds. More powerful Kindred can leap so far that 
  they appear to be flying, toss cars like soda cans, and 
  punch through walls like cardboard. While the more 
  subtle mental Disciplines can be awe-inspiring, the 
  brutal effectiveness of Potence is formidable in its own 
  right.
  The Brujah, Giovanni, Lasombra, and Nosferatu are 
  naturally gifted with this Discipline, but members of 
  other Clans often make a point to find someone who 
  can teach them the awesome power of Potence.
  System: Each dot that the vampire has in Potence 
  adds one die to all Strength-related dice rolls. Further, 
  the player can spend one blood point and change his 
  Potence dice into an equal number of automatic suc-
  cesses to all Strength-related rolls for the turn. In me-
  lee and brawling combat, successes from Potence (ei-
  ther rolled or automatic) are applied to the damage roll 
  results.
  Potence 6+
  While flesh and blood have their limits, undead sin-
  ews and vitae have a bit more latitude when it comes 
  to feats of strength. Vampires who are close to Caine in 
  descent are sometimes capable of strength-based ma-
  neuvers that awe even other vampires. A product of 
  blood and will as much as of muscle and bone, mastery 
  of Potence gives a vampire the ability to do far more 
  than just lift progressively heavier objects — if the 
  vampire himself is willing to learn an alternate way.
  Advanced Potence powers can be purchased in the 
  same fashion as advanced Celerity or Fortitude powers: 
  A character can choose to learn an alternate power in-
  stead of advancing along the Discipline’s normal pro-
  gression, and can later go back and re-purchase what 
  he’s missed.
  ••••• • Imprint
  A vampire with extensive knowledge of Potence can 
  squeeze very, very hard. As a matter of fact, she can 
  squeeze (or press, or push) so hard that she can leave 
  an imprint of her fingers or hand in any hard surface 
  up to and including solid steel. A use of Imprint can 
  
  193 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  simply serve as a threat, or it can be used, for example, 
  to dig handholds into sheer surfaces for purposes of 
  climbing.
  System: Imprint requires a point of blood to activate. 
  The power remains active for the duration of a scene. 
  The depth of the imprint the vampire creates with Im-
  print is up to the Storyteller — decisions should take 
  into account how much force the vampire can bring to 
  bear, the toughness of the material, and its thickness. 
  If the object the vampire grasps is thin enough, at the 
  Storyteller’s discretion, the vampire might simply be 
  able to push through it (in the case of a wall) or tear it 
  off (in the case of a spear or pipe).
  ••••• •• Earthshock
  According to some pundits, Potence is merely the 
  art of hitting something very hard. But what do you 
  do when your target is too far away to hit directly? The 
  answer is, if you’re sufficiently talented with the Dis-
  cipline, to employ Earthshock. On its simplest level, 
  Earthshock is the ability to hit the ground at point A, 
  and subsequently have the force of the blow emerge 
  from the ground at point B.
  System: The use of Earthshock requires the expendi-
  ture of two blood points, as well as a normal Dexterity 
  + Brawl roll. The vampire punches or stamps on the 
  ground, and, if the attack is a success, the force of the 
  blow emerges from the ground as a geyser of stone and 
  earth directly underneath the target. The attack can be 
  dodged at a +2 difficulty.
  Earthshock’s range is 10 feet or three meters for ev-
  ery level of Potence the vampire has, up to the limits 
  of visibility. A failure on the attack roll means that 
  the strike goes errant and is liable to explode anywhere 
  within range; a botch means that the vampire pulver-
  izes the ground beneath him and may well bury himself 
  in the process.
  ••••• ••• Flick 
  It is a truism that “the great ones always make it look 
  easy.” In the case of Flick, that saying stops being a 
  truism and becomes literal truth. With this power, a 
  master of Potence can make the slightest gesture — a 
  wave, a snap of the fingers, the toss of a ball — and 
  have it unleash the full, devastating impact of a dead-
  on strike. The attack can come without warning, limit-
  ing the target’s ability to dodge or anticipate; this makes 
  Flick one of the most feared applications of Potence.
  System: Flick costs a point of blood, and requires 
  a Dexterity + Brawl roll (difficulty 6). The vampire 
  must also make some sort of gesture directing the blow. 
  What the gesture is remains up to the player — any-
  thing from a snap of the fingers to a blown kiss has 
  worked in the past.
  Flick‘s range is equal to the limit of the Kindred’s 
  perception, and the blow struck does damage equal to 
  a normal punch (including all bonuses).
  Presence
  Presence is the Discipline of emotional manipula-
  tion. Vampires with this power can inspire passionate 
  fervor or unreasoning terror in mortals and Kindred 
  alike. In addition, unlike most Disciplines, some of 
  Presence’s powers can be used on entire crowds at one 
  time. Presence can transcend race, religion, gender, 
  class, and (most importantly) supernatural nature. As 
  such, this subtle power is one of the most useful Disci-
  plines a vampire can possess.
  Anyone can resist Presence for one scene by spend-
  ing a Willpower point and succeeding on a Willpower 
  roll (difficulty 8), but the affected individual must keep 
  spending points until he is no longer in the presence 
  of the vampire (or, in the case of Summon, until the 
  effect wears off). Vampires three or more Generations 
  lower than the wielder need only spend a single Will-
  power to ignore the Presence for an entire night and 
  need not roll Willpower to do so.
  The major drawback of Presence is that it controls 
  only the emotions. It causes others to feel a certain 
  way toward the vampire, but does not give her outright 
  control over them. While people weigh strongly the 
  orders that the vampire declares, their minds are still 
  their own. Suicidal or ridiculous directives don’t sound 
  any more sensible just because the person giving them 
  is unusually fascinating. Still, inspired eloquence or 
  significant wealth used in combination with this Dis-
  cipline can enable the vampire to urge others along a 
  desired course.
  The Brujah, Followers of Set, Toreador, and Ventrue 
  Clans are all adept in this Discipline. The Ventrue are 
  arguably the most skilled with its application, however, 
  due to their ability to use Presence and Dominate in 
  efficient combination. 
  • Awe
  Those near the vampire suddenly desire to be closer 
  to her and become receptive to her point of view. Awe 
  is extremely useful for mass communication. It matters 
  
  194 
  CHAPTER FOUR: DISCIPLINES
  little what is said — the hearts of those affected lean 
  toward the vampire’s opinion. The weak want to agree 
  with her; even if the strong-willed resist, they soon 
  find themselves outnumbered. Awe can turn a chancy 
  deliberation into a certain resolution in the vampire’s 
  favor almost before her opponents know that the tide 
  has turned.
  Despite the intensity of this attraction, those so smit-
  ten do not lose their sense of self-preservation. Danger 
  breaks the spell of fascination, as does leaving the area. 
  Those subject to Awe will remember how they felt in 
  the vampire’s presence, however. This will influence 
  their reactions should they ever encounter her again.
  System: The player spends a blood point and rolls 
  Charisma + Performance (difficulty 7). The number of 
  successes rolled determines how many people are af-
  fected, as noted on the chart below. If there are more 
  people present than the character can influence, Awe 
  affects those with lower Willpower ratings first. The 
  power stays in effect for the remainder of the scene or 
  until the character chooses to drop it.
     Successes      Result
  1 success 
  One person
  2 successes 
  Two people
  3 successes 
  Six people
  4 successes 
  20 people
  5 successes 
  Everyone in the vampire’s immediate  
   
   
  vicinity (an entire auditorium, a mob)
  Those affected can use Willpower points to overcome 
  the effect, but must continue spending Willpower ev-
  ery scene for as long as they remain in the same area as 
  the vampire. As soon as an individual spends a number 
  of Willpower points equal to the successes rolled, he 
  shakes off the Awe completely and remains unaffected 
  for the rest of the night. 
  •• Dread Gaze
  While all Kindred can frighten others by physically 
  revealing their true vampiric natures — baring claws 
  and fangs, glaring with malevolence, hissing loudly with 
  malice — this power focuses these elements to insanely 
  terrifying levels. Dread Gaze engenders unbearable ter-
  ror in its victim, stupefying him into madness, immobil-
  ity, or reckless flight. Even the most stalwart individual 
  will fall back from the vampire’s horrific visage.
  System: The player rolls Charisma + Intimidation 
  (difficulty equal to the victim’s Wits + Courage). Suc-
  
  195 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  cess indicates the victim is cowed, while failure means 
  the target is startled but not terrified by the sight. Three 
  or more successes means he runs away in abject fear; 
  victims who have nowhere to run claw at the walls, 
  hoping to dig a way out rather than face the vampire. 
  Moreover, each success subtracts one from the target’s 
  action dice pools next turn.
  The character may attempt Dread Gaze once per turn 
  against a single target, though she may also perform it 
  as an extended action, adding her successes in order to 
  subjugate the target completely. Once the target loses 
  enough dice that he cannot perform any action, he’s so 
  shaken and terrified that he curls up on the ground and 
  weeps. Failure during the extended action means the 
  attempt falters. The character loses all her collected 
  successes and can start over next turn, while the victim 
  may act normally again.
  A botch at any time indicates the target is not at all 
  impressed — perhaps even finding the vampire’s antics 
  comical — and remains immune to any further uses of 
  Presence by the character for the rest of the story.
  ••• Entrancement
  This power bends others’ emotions, making them 
  the vampire’s willing servants. Due to what these in-
  dividuals see as true and enduring devotion, they heed 
  the vampire’s every desire. Since this is done willingly, 
  instead of having their wills sapped, these servants re-
  tain their creativity and individuality.
  While these obedient minions are more personable 
  and spirited than the mind-slaves created by Domi-
  nate, they’re also somewhat unpredictable. Further, 
  since Entrancement is of a temporary duration, dealing 
  with a lapsed servant can be troublesome. A wise Kin-
  dred either disposes of those she Entrances after they 
  serve their usefulness, or binds them more securely by a 
  blood bond (made much easier by the minion’s willing-
  ness to serve).
  System: The player spends a blood point and rolls 
  Appearance + Empathy (difficulty equal to the target’s 
  current Willpower points); the number of successes 
  determines how long the subject is Entranced, as per 
  the chart below. (Subjects can still spend Willpower to 
  temporarily resist, like any other Presence power.) The 
  Storyteller may wish to make the roll instead, since the 
  character is never certain of the strength of her hold 
  on the victim. The vampire may try to keep the subject 
  under her thrall, but can do so only after the initial 
  Entrancement wears off. Attempting this power while 
  Entrancement is already in operation has no effect.
     Successes      Result
  Botch  
  Subject cannot be entranced  
   
   
   
  for the rest of the story.
  Failure 
  Subject cannot be entranced  
   
   
   
  for the rest of the night.
  1 success 
  One hour
  2 successes 
  One day
  3 successes 
  One week
  4 successes 
  One month
  5 successes 
  One year
  •••• Summon
  This impressive power enables the vampire to call to 
  herself any person whom she has ever met. This call 
  can go to anyone, mortal or supernatural, across any 
  distance within the physical world. The subject of the 
  Summons comes as fast as he is able, possibly without 
  even knowing why. He knows intuitively how to find 
  his Summoner — even if the vampire moves to a new 
  location, the subject redirects his own course as soon 
  as he can. After all, he’s coming to the vampire herself, 
  not to some predetermined site.
  Although this power allows the vampire to call some-
  one across a staggering distance, it is most useful when 
  used locally. Even if the desired person books the next 
  available flight, getting to Kyoto from Milwaukee can 
  still take far longer than the vampire needs. Obviously, 
  the individual’s financial resources are a factor; if he 
  doesn’t have the money to travel quickly, it will take 
  him a far greater time to get there. 
  The subject thinks mainly of reaching the vampire, 
  but does not neglect his own well-being. This is less 
  of a consideration if he only has to cross a room, un-
  less he must get through a gang of gun-wielding punks 
  to do so. The individual retains his survival instincts, 
  and while he won’t shirk physical violence to reach 
  the vampire’s side, he won’t subject himself to suicidal 
  situations.
  The Summoning dissipates at dawn. Unless the sub-
  ject is trained to continue toward the vampire after the 
  first call, the immortal must Summon each night until 
  the target arrives. Still, as long as the vampire is will-
  ing and able, she is assured to greet her desired subject 
  some night — as long as nothing happens to him along 
  the way, of course.
  System: The player spends a blood point and rolls 
  Charisma + Subterfuge. The base difficulty is 5; this in-
  
  196 
  CHAPTER FOUR: DISCIPLINES
  creases to difficulty 7 if the subject was met only briefly. 
  If the character used Presence successfully on the target 
  in the past, this difficulty drops to 4, but if the attempt 
  was unsuccessful, the difficulty rises to 8. 
  The number of successes indicates the subject’s speed 
  and attitude in responding:
     Successes      Result
  Botch  
  Subject cannot be Summoned by  
   
   
  that vampire for the rest of the story.
  Failure 
  Subject cannot be Summoned by that  
   
   
  vampire for the rest of the night.
  1 success 
  Subject approaches slowly  
   
   
   
  and hesitantly.
  2 successes 
  Subject approaches reluctantly and  
   
   
  is easily thwarted by obstacles.
  3 successes 
  Subject approaches with  
   
   
   
  reasonable speed.
  4 successes 
  Subject comes with haste,  
   
   
   
  overcoming any obstacles in  
   
   
   
  his way.
  5 successes 
  Subject rushes to the vampire, doing  
   
   
  anything to get to her.
  ••••• Majesty
  At this stage, the vampire can augment her super-
  natural mien a thousandfold. The attractive become 
  paralyzingly beautiful; the homely become hideously 
  twisted. Majesty inspires universal respect, devo-
  tion, fear — or all those emotions at once — in those 
  around the vampire. The weak scramble to obey her 
  every whim, and even the most dauntless find it almost 
  impossible to deny her. 
  People affected find the vampire so formidable that 
  they dare not risk her displeasure. Raising their voices 
  to her is difficult; raising a hand against her is unthink-
  able. Those few who shake off the vampire’s potent 
  mystique enough to oppose her are shouted down by 
  the many under her thrall, before the immortal need 
  even respond.
  Under Majesty’s influence, hearts break, power trem-
  bles, and the bold shake. Wise Kindred use this power 
  with caution against mortal and immortal alike. While 
  Majesty can cow influential politicians and venerable Pri-
  mogen, the vampire must be careful that doing so doesn’t 
  come back to haunt her. After all, a dignitary brought 
  low before others loses his usefulness quickly, while a hu-
  miliated Kindred has centuries to plan revenge.
  System: No roll is required on the part of the vam-
  pire, but she must spend a Willpower point. A subject 
  must make a Courage roll (difficulty equal to the vam-
  pire’s Charisma + Intimidation, to a maximum of 10) if 
  he wishes to be rude or simply contrary to the vampire. 
  Success allows the individual to act normally for the 
  moment, although he feels the weight of the vampire’s 
  displeasure crushing down on him. A subject who fails 
  the roll aborts his intended action and even goes to 
  absurd lengths to humble himself before the vampire, 
  no matter who else is watching. The effects of Majesty 
  last for one scene.
  ••••• • Love
  The blood bond is one of the most powerful tools in 
  an elder’s inventory. However, more and more childer 
  are aware of how to avoid being bound, so alterna-
  tives are needed. The Presence power called Love is 
  one such alternative, as it simulates the effects of the 
  bond without any of the messy side effects. While not 
  as sure a method of control as a true blood bond, nor 
  as long-lasting, Love is still an extremely potent means 
  of command.
  System: The player spends a blood point and rolls 
  Charisma + Subterfuge (difficulty equal to the target’s 
  current Willpower points). Success on the roll indi-
  cates that the victim feels as attached to the character 
  as if he were blood bound to her. Each success also re-
  duces the victim’s dice pool by one die for any Social 
  rolls to be made against the character. A botch makes 
  the target immune to all of the character’s Presence 
  powers for the rest of the night. This power lasts for 
  one scene and can be applied to the same victim over 
  multiple scenes in the same night.
  ••••• • Paralyzing Glance
  Some elders have honed their mastery of Dread Gaze 
  to such a degree that they are said to be able to para-
  lyze with a look. The power‘s name is something of a 
  misnomer, as victims of this power are not precisely 
  paralyzed in a physical sense, but rather frozen with 
  sheer terror.
  System: The character must make eye contact  
  (p. 152) with her intended victim. The player then 
  rolls Manipulation + Intimidation (difficulty equal to 
  the target’s current Willpower points). Success renders 
  the victim so terrified that he falls into a whimpering, 
  catatonic state, unable to take any actions except curl-
  
  197 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ing into a fetal position and gibbering incoherently. 
  The condition lasts for a length of time determined by 
  the number of successes rolled. If the victim’s life is di-
  rectly threatened (by assault, impending sunrise, etc.), 
  the poor wretch may attempt to break out of his paraly-
  sis with a Courage roll (difficulty equal to the charac-
  ter’s Intimidation + 3). One success ends the paralysis. 
  A botch sends the victim into a continuous state of 
  Rötschreck for the rest of the night.
     Successes 
  Result
  1 success 
  Three turns
  2 successes 
  Five minutes
  3 successes 
  Remainder of the scene
  4 successes 
  One hour
  5 successes 
  Rest of the night
  6+ successes A week (or more, at Storyteller   
   
   
  discretion) 
   
  ••••• • Spark of Rage
  A vampire possessing this power can shorten tem-
  pers and bring old grudges and irritations to the boiling 
  point with a minimum of effort. Spark of Rage causes 
  disagreements and fights, and can even send other 
  vampires into frenzy.
  System: The player spends a blood point and rolls 
  Manipulation + Subterfuge (difficulty 8). The num-
  ber of individuals affected is determined by how many 
  successes are rolled. If this power is used in a crowd, 
  those affected are the people in closest proximity to 
  the character. A vampire affected by this power must 
  spend a Willpower point or roll Self-Control/Instinct 
  (difficulty equal to the character’s Manipulation + 
  Subterfuge); failure sends the target into a frenzy. A 
  botch by the vampire using Spark of Rage sends the 
  invoking character into immediate frenzy.
     Successes 
  Result
  1 success 
  Two people
  2 successes 
  Four people
  3 successes 
  Eight people
  4 successes 
  20 people
  5 successes 
  Everyone in the character’s  
   
   
   
  immediate vicinity
  
  198 
  CHAPTER FOUR: DISCIPLINES
  ••••• •• Cooperation
  Any elder knows that Kindred are the most difficult 
  beings in existence to force to work together. Peaceful 
  coexistence is not a common tenet of vampiric society. 
  With that in mind, this power can be used to nudge 
  those affected by it into a fragile spirit of camaraderie. 
  Some cynical (or realistic) Ventrue claim that their 
  Clan’s mastery of this Presence effect is the sole reason 
  that anything is ever accomplished in Camarilla con-
  claves. Ventrue who voice this opinion too loudly also 
  tend to have numerous chances to test just how effec-
  tive Cooperation is.
  System: To invoke Cooperation, the player spends a 
  blood point and rolls Charisma + Leadership (difficulty 
  8). The number of individuals affected is determined by 
  how many successes the player rolls. Cooperation lasts 
  for the remainder of the scene in which it is invoked, 
  though particularly strong users of Presence may create 
  longer-lasting feelings of non-aggression (at Storyteller 
  discretion) by spending Willpower. While this power 
  is in effect, all those under its influence are more favor-
  ably disposed toward one another and are more willing 
  to extend trust or make cooperative plans.
  For the most part, players should simply roleplay Co-
  operation’s effects, but there are some concrete ramifi-
  cations to the power‘s use. For example, Self-Control/
  Instinct difficulties to resist frenzy in response to insults 
  from within the target group are decreased by three, 
  and certain Social Flaws may be decreased in impact 
  for the duration of Cooperation.
     Successes 
  Result
  1 success 
  Two people
  2 successes 
  Four people
  3 successes 
  Eight people
  4 successes 
  20 people
  5 successes 
  Everyone in the character’s  
   
   
   
  immediate vicinity
  ••••• ••• Ironclad Command
  Any individual can normally resist the powers of 
  Presence for a brief time through an effort of will. Some 
  elder Toreador and Ventrue have developed such force 
  of personality that their powers of Presence cannot be 
  resisted without truly heroic efforts.
  System: This power is always in effect once it has 
  been learned. A mortal may not spend Willpower to re-
  sist the character’s Presence (for purposes of this power, 
  the definition of “mortal” does not include supernatu-
  rally active humans such as ghouls or those who possess 
  True Faith). A supernatural being must roll Willpower 
  (difficulty of the character’s Willpower + 2; difficulties 
  over 10 mean that the roll cannot even be attempted) 
  the first time he attempts to spend a Willpower point 
  to overcome the character’s Presence. For the rest of 
  the night, the maximum number of Willpower points 
  he can spend to resist the vampire’s Presence powers 
  is equal to the number of successes he rolled. A botch 
  doubles the character’s Presence dice pools against the 
  hapless victim for the remainder of the night.
  ••••• •••• Pulse of the City
  A vampire who has developed her Presence to this 
  terrifying degree can control the emotional climate of 
  the entire region around her, up to the size of a large 
  city. This power is always in effect on a low level, at-
  tuning those who dwell in the area to the Kindred’s 
  mood, but it can also be used to project a specific emo-
  tion into the minds of every being in the area. Pulse 
  of the City affects residents much more strongly than 
  tourists, and also has a significant impact on those in-
  dividuals who might be elsewhere at the time but who 
  still have strong ties to the affected city.
  System: The character must be present in the city in 
  question, and have at least a casual, personal knowl-
  edge of its streets and makeup (maps won’t help). The 
  player spends a Willpower point and rolls Charisma + 
  Streetwise (difficulty 9, though specializations or Sto-
  ryteller fiat may decrease this difficulty if the character 
  is intimately familiar with a particular city). The num-
  ber of successes indicates how long mortal residents are 
  affected by the particular emotion that the character 
  broadcasts; visitors with no ties to the area and super-
  natural beings are affected for a duration one success 
  step lower. The character can choose to terminate this 
  effect at any time before it expires.
     Successes 
  Result
  1 success 
  One minute
  2 successes 
  10 minutes
  3 successes 
  One hour
  4 successes 
  One day
  5 successes 
  One week
  Pulse of the City can be used by a character in torpor. 
  
  199 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Protean
  Protean allows the Kindred the mystical ability to 
  manipulate his physical form. Some vampires believe 
  the power stems from a heightened connection to the 
  natural world, while others consider it to be a magni-
  fication of the mark of Caine. Whatever its basis may 
  be, those that develop this Discipline can grow bestial 
  claws, take on the forms of bats and wolves, turn them-
  selves into mist, and even meld into the very earth it-
  self.
  Transformed Kindred can generally use other Disci-
  plines — vampires in wolf form can still read auras and 
  communicate with other animals, for example. How-
  ever, the Storyteller may rule that certain Disciplines 
  may not be used in specific situations. The Kindred’s 
  clothes and personal possessions also change when he 
  transforms (presumably absorbed within his very sub-
  stance), although armor and the like do not provide 
  any benefit while transformed. 
  Vampires cannot change or transform large objects or 
  other beings; Protean is a personal expression of power. 
  A Kindred who has been staked (thereby trapping his 
  soul within his body) cannot transform. Some vam-
  pires believe that those who have mastered the highest 
  levels of Protean can deny this limitation, however.
  The Gangrel Clan is well known for their mastery of 
  Protean, although other Kindred have learned some of 
  this Discipline’s secrets from these bestial Cainites.
  • Eyes of the Beast
  The vampire sees perfectly well in pitch darkness, 
  not requiring a light source to notice details in even 
  the darkest basement or cave. The vampire’s Beast is 
  evident in his red glowing eyes, a sight sure to disturb 
  most mortals.
  System: The character must declare his desire to call 
  forth the Eyes. No roll is necessary, but the change re-
  quires a full turn to complete. While manifesting the 
  Eyes, the character suffers a +1 difficulty to all Social 
  rolls with mortals unless he takes steps to shield his 
  eyes (sunglasses are the simplest solution). (A vampire 
  without this power who is immersed in total darkness 
  suffers blind-fighting penalties as per p. 274.)
  •• Feral Claws
  The vampire’s nails transform into long, bestial claws. 
  These talons are wickedly sharp, able to rend flesh with 
  ease and even carve stone and metal with little trouble. 
  The Beast is prominent in the claws as well, making 
  them fearsome weapons against other immortals. It’s 
  rumored that some Gangrel have modified this power 
  to change their vampiric fangs into vicious tusks.
  System: The claws grow automatically in response to 
  the character’s desire, and can grow from both hands 
  and feet. The transformation requires the expenditure 
  of a blood point, takes a single turn to complete, and 
  lasts for a scene.
  The character attacks normally in combat, but the 
  claws inflict Strength + 1 aggravated damage. Other 
  supernaturals cannot normally soak this damage, al-
  though a power such as Fortitude may be used. Addi-
  tionally, the difficulties of all climbing rolls are reduced 
  by two.
  ••• Earth Meld
  One of the most prized powers within Protean, 
  Earth Meld enables the vampire to become one with 
  the earth. The immortal literally sinks into the bare 
  ground, transmuting his substance to bond with the 
  earth.
  Though a vampire can immerse himself fully into the 
  ground, he cannot move around within it. Further, it 
  is impossible to meld into earth through another sub-
  stance. Wood slats, blacktop, even artificial turf blocks 
  Earth Meld’s effectiveness — then again, it’s a rela-
  tively simple matter for a vampire at this level of power 
  to grow claws and rip apart enough of the flooring to 
  expose the raw soil beneath.
  By interring himself in the ground, the vampire gains 
  full protection from daylight when outdoors. It is also 
  the method of choice for those Kindred who wish to 
  sleep away the centuries; these vampires lock them-
  selves in the earth’s embrace, gaining strength and 
  power as they rest. Superstitious and paranoid Kindred 
  whisper that thousands of Ancients sleep within the 
  ground and will awaken when Gehenna arrives.
  While so interred, the vampire is in a transitional 
  state between flesh and earth. His physical presence 
  exists between the physical world and the astral plane. 
  As such, the vampire is difficult to sense, even through 
  supernatural means. However, a disruption to the soil 
  that the immortal occupies, or to his presence on the 
  astral realm, returns him immediately to the physical 
  world (and to full wakefulness), showering dirt out-
  ward as his body displaces the soil.
  System: No roll is necessary, although the charac-
  ter must spend a blood point. Sinking into the earth is 
  
  200 
  CHAPTER FOUR: DISCIPLINES
  automatic and takes a turn to complete. The character 
  falls into a state one step above torpor during this time, 
  sensing his surroundings only distantly. The player 
  must make a Humanity or Path roll (difficulty 6) for 
  the character to rouse himself in response to danger 
  prior to his desired time of emergence.
  Since the character is in an in-between state, any at-
  tempts to locate him (catching his scent, scanning for 
  his aura, traveling astrally, and so on) are made at +2 
  difficulty. Astral individuals cannot affect the vampire 
  directly, instead meeting with a kind of spongy resis-
  tance as their hands pass through him. Similarly, dig-
  ging in the material world encounters incredibly hard-
  packed earth, virtually as dense as stone. 
  Attempts at violence upon the submerged vampire 
  from either side return him to his physical nature, ex-
  pelling the soil with which he bonded in a blinding 
  spray (all Perception-based rolls are at +2 difficulty for 
  the turn). The character himself subtracts two from 
  his initiative for the first turn after his restoration, due 
  to momentary disorientation. Once expelled from the 
  earth, the vampire may act normally.
  •••• Shape of the Beast
  This endows the vampire with the legendary ability 
  to transform into a wolf or bat. A Kindred changed 
  in this way is a particularly imposing representative 
  of the animal kingdom. Indeed, he is far superior to 
  normal animals, even ones possessed by Subsume the 
  Spirit. He retains his own psyche and temperament, 
  but can still call upon the abilities of the beast form 
  — increased senses for the wolf and flight for the bat. 
  Gangrel are reputed to change to other animal forms 
  better suited to their environment — jackals in Africa, 
  dholes in Asia, and even enormous rats in urban envi-
  ronments — a feat that other Clans learning Protean 
  cannot seem to duplicate.
  System: The character spends one blood point to as-
  sume the desired shape. The transformation requires 
  three turns to complete (spending additional blood 
  points reduces the time of transformation by one turn 
  per point spent, to a minimum of one). The vampire 
  remains in his beast form until the next dawn, unless 
  he wishes to change back sooner.
  While in the animal’s shape, the vampire can use any 
  Discipline he possesses except Necromancy, Serpen-
  tis, Thaumaturgy, or Vicissitude (as well as any others 
  the Storyteller deems unavailable). Furthermore, each 
  form gives the character the abilities of that creature. 
  In wolf form, the vampire’s teeth and claws inflict 
  Strength + 1 aggravated damage, he can run at double 
  speed, and the difficulties of all Perception rolls are re-
  duced by two. In bat form, the vampire’s Strength is re-
  duced to 1, but he can fly at speeds of up to 20 miles per 
  hour, difficulties for all hearing-based Perception rolls 
  are reduced by three, and attacks made against him are 
  at +2 difficulty due to his small size. 
  The Storyteller may allow Gangrel to assume a dif-
  ferent animal shape, but should establish the natural 
  abilities it grants the character.
  ••••• Mist Form
  This truly unsettling power enables the vampire to 
  turn into mist. His physical shape disperses into a hazy 
  cloud, but one still subject entirely to the immortal’s 
  will. He floats at a brisk pace and may slip under doors, 
  through screens, down pipes, and through other tiny 
  openings. Although strong winds can blow the vam-
  pire from his chosen course, even hurricane-force winds 
  cannot disperse his mist shape. 
  Some Kindred feel that this power is an expression of 
  the vampire’s ultimate control over the material world, 
  while others believe that it is the immortal’s soul made 
  manifest (damned though it may be).
  System: No roll is required, although a blood point 
  must be spent. The transformation takes three turns to 
  complete, although the character may reduce this time 
  by one turn for each additional blood point spent (to 
  a minimum of one turn). Strong winds may buffet the 
  character, although Disciplines such as Potence may 
  be used to resist them. Vampires in Mist Form can per-
  ceive their surroundings normally, although they can-
  not use powers that require eye contact.
  The vampire is immune to all mundane physical at-
  tacks while in mist form, although supernatural attacks 
  affect him normally. Also, the vampire takes one fewer 
  die of damage from fire and sunlight. The character may 
  not attack others physically while in this state — this 
  includes encountering another vampire in mist form. 
  He may use Disciplines that do not require physical 
  substance, however.
  ••••• • Earth Control
  An Earth Melded character with this power is no 
  longer confined to the resting place she selected the 
  night before. She can pass through the ground as if it 
  were water, “swimming” through the earth itself. Some 
  elders use this as a means of unobstructed and unobtru-
  sive travel, while others find it a highly effective means 
  of maneuvering in combat.
  
  201 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  System: This power is in effect whenever a character 
  is Earth Melded, with no additional roll or expenditure 
  necessary. While in the ground, a vampire can propel 
  herself at half of her normal walking speed. She cannot 
  see, but gains a supernatural awareness of her under-
  ground surroundings out to a range of 50 yards or me-
  ters. Water, rock, tree roots, and cement all effectively 
  block her progress; she can only move through earth 
  and substances of similar consistency, such as sand or 
  fine gravel. If two or more vampires attempt to inter-
  act underground, only direct physical contact is pos-
  sible. All damage dice pools in this case are halved, 
  and dodge and parry attempts are at -2 difficulty. If 
  an underground chase takes place, it is resolved with 
  an extended, contested Strength + Athletics roll (see  
  p. 261).
  ••••• • Flesh of Marble
  Tales have long spoken of the combat prowess of 
  Gangrel elders and of their inhuman resilience. Poorly 
  informed individuals believe the stories of swords shat-
  tering and bullets flattening against immortal skin 
  to be exaggerated reports of the effects of Fortitude. 
  Those with more reliable information know that such 
  tales result from encounters with vampires who have 
  developed Flesh of Marble. The skin of an elder with 
  Flesh of Marble becomes in essence a sort of flexible 
  stone, although it appears (and feels) no different than 
  normal skin and muscle. 
  System: The player spends three blood points to ac-
  tivate Flesh of Marble, which goes into effect instantly. 
  The effects of the power last for the remainder of the 
  scene. While the power is functioning, the damage dice 
  pools of all physical attacks made against the character 
  are halved (round down). That includes assaults made 
  with fists, claws, swords, firearms, and explosions, but 
  not fire, sunlight, or supernatural powers (unless the 
  effect in question is a direct physical attack, such as a 
  rock hurled by means of Movement of the Mind). Ad-
  ditionally, while this power is in effect, a character can 
  attempt to parry melee attacks with his bare hands as if 
  he were holding some form of weapon.
  ••••• •• Restore the Mortal Visage
  Cainites are of two opinions regarding this power. 
  Those who are politically active, or who associate ex-
  tensively with mortals, view it as both necessary and 
  acceptable. Those Kindred who embrace their more fe-
  ral sides, however, see it as a disgusting defiance of the 
  very nature of vampirism. The schism comes because 
  the power allows the elder who possesses it to tempo-
  
  202 
  CHAPTER FOUR: DISCIPLINES
  rarily return his appearance to what it was before the 
  Embrace, removing the bestial features he has accu-
  mulated over the centuries. Restore the Mortal Visage 
  has only been displayed by Gangrel; several Nosferatu 
  elders have attempted to develop it, and it is whispered 
  that they met spontaneous, grotesque Final Deaths 
  when they attempted to take their mortal forms.
  System: The player spends three blood points and 
  a Willpower point and rolls Willpower (difficulty 8). 
  Success restores the character’s appearance to what it 
  was just before he was first Embraced, erasing all physi-
  cal or social animalistic features gained from frenzies 
  (see p. 55). The power also affects any of the charac-
  ter‘s affected Traits relating to social interaction, re-
  turning them to their original values (for example, lost 
  Appearance dots return, but Humanity points removed 
  due to frenzy are not). A botched Willpower roll earns 
  the character another feature, as per the Gangrel Clan 
  weakness. Once activated, Restore the Mortal Visage 
  lasts for the remainder of the scene.
  ••••• •• Shape of the Beast’s Wrath
  Users of this power are often mistaken for Tzimisce 
  employing the Vicissitude power Horrid Form. A vam-
  pire employing this power shifts into a huge, monstrous 
  form, gaining half her height again and tripling her 
  weight. Her overall shape flows into an unholy amal-
  gamation of her own form and that of the animal she 
  feels the closest kinship to (wolves, rats, and great cats 
  are the most common manifestations, though ravens, 
  serpents, bats, and stranger beasts have been reported). 
  The vampire’s new shape does bear some vague resem-
  blance to the war-forms of the werecreatures, but the 
  difference quickly becomes apparent.
  System: The player spends three blood points, the 
  expenditure of which triggers the change. The charac-
  ter’s transformation takes three turns (the player may 
  spend additional blood points to reduce this time at a 
  cost of one point per turn of reduction). Once trans-
  formed, the character remains in this form until sunrise 
  or until she shifts back voluntarily.
  The precise Traits of this form are determined when 
  the character first learns this power, as is the animal 
  whose appearance the character takes on. The vam-
  pire’s new form adds a total of seven dots to the char-
  acter’s Physical Attributes. At least one dot must go 
  into each Physical Attribute, meaning that no more 
  than five can go into any one (so a character could 
  have +5 Strength, +1 Dexterity, and +1 Stamina, but 
  not +2 Strength and +5 Dexterity). These bonuses are 
  always the same once they are selected; a different al-
  location requires that the character buy this power a 
  second time and thus purchase another alternate form. 
  Additionally, the character inflicts Strength + 2 dice 
  of aggravated damage with both bite and claw attacks 
  when in monstrous form. She also gains an extra Hurt 
  health level, and doubles her normal running speed. 
  Finally, the character’s perceptions are also height-
  ened. She is assumed to have both the Auspex power 
  Heightened Senses and the Protean power Eyes of the 
  Beast after transformation, with all of the benefits and 
  drawbacks of each.
  This form does carry two additional drawbacks. The 
  first is a lack of communication ability. The character’s 
  Social Attributes all drop to 1, or to 0 if they already 
  were 1 (except when making Intimidation rolls) when 
  the transformation occurs. The second problem that 
  a character in this form encounters is the suddenly 
  heightened power of her Beast. All difficulties of rolls 
  to resist frenzy are increased by two for the duration of 
  the power’s effect, and the player may not spend Will-
  power points on such rolls.
  ••••• •• Spectral Body
  This powerful variation on Mist Form allows a vam-
  pire to take a shape with most of the advantages of the 
  lesser power but fewer of the disadvantages. A vampire 
  who assumes Spectral Form retains his normal appear-
  ance, but becomes completely insubstantial. He walks 
  through walls and bullets with equal ease, and can pass 
  through the floor on which he stands if he chooses to. 
  Although his lungs are no longer solid, the vampire can 
  still speak, a fact in which some elders of the Daughters 
  of Cacophony bloodline have expressed great interest.
  System: The player spends three blood points. The 
  transformation takes one turn to complete, and lasts 
  for the rest of the night unless the character decides to 
  reverse it. When the power takes hold, the character 
  becomes completely insubstantial, but remains fully 
  visible. Henceforth, he is unaffected by any physical 
  attacks, and he doubles his dice pool to soak damage 
  from fire and sunlight. The vampire may even ignore 
  gravity if he chooses to do so, rising and sinking through 
  solid objects if he does not wish to stand on them (al-
  though he may move no faster than his normal walk-
  ing speed while “flying” in this manner). While in this 
  form, the character may also use any Disciplines that 
  do not require physical contact or a physical body. On 
  the downside, while in Spectral Form, a vampire can 
  physically manipulate his environment only through 
  the use of powers such as Movement of the Mind.
  
  203 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••••• ••• Purify the Impaled Beast
  Camarilla records indicate that a disproportionately 
  small number of Gangrel elders were killed by mortals 
  and Anarchs during the Inquisition and the Anarch 
  Revolt. This power is one of the primary reasons for 
  the survival of these Kindred. An elder with this Pro-
  tean power can expel foreign objects from her body 
  with great force, even excising stakes that transfix her 
  heart.
  System: The player spends three blood points and 
  rolls Willpower (difficulty 6, or 8 if the vampire is para-
  lyzed by an object impaling her heart). One success is 
  sufficient to remove all foreign objects and substances 
  from the character’s body. Dirt, bullets, and even stakes 
  through the heart are instantly and violently removed. 
  The larger the object, the farther away it is hurled by 
  this power. Objects expelled thus are considered to 
  have an attack dice pool of three for any bystanders, 
  and to have a dice pool of one to four (depending on 
  size) for damage. If the character wishes to leave an ob-
  ject in his body (such as a prosthetic limb) or partially 
  in (expelling a stake from his heart but leaving it stick-
  ing out of his breastbone as a ruse), the player must also 
  spend a Willpower point when activating this power.
  ••••• •••• Inward Focus
  This power has no outwardly visible effects what-
  soever. Indeed, its very existence is unknown outside 
  those Gangrel Methuselahs who have developed it. 
  The internal effects of this razor-sharp honing of Pro-
  tean, however, are in some ways more dramatic than 
  any external manifestation. A vampire with this power 
  can heighten the efficiency of his undead body’s inter-
  nal workings to levels undreamed of by lesser Kindred, 
  withstanding inconceivable amounts of injury and 
  moving with blinding speed and shattering strength.
  System: The player spends four blood points to ac-
  tivate this power and an additional two blood points 
  for every turn past the first that Inward Focus is main-
  tained. There are three effects of this power: First, the 
  character gains a number of extra actions during each 
  turn equal to his unmodified Dexterity score. Second, 
  the damage of his physical attacks is increased by three 
  dice per dice pool. Finally, all damage inflicted on the 
  character is halved and rounded down after the soak 
  roll is made (so an attack that inflicts five health levels 
  after soak is reduced to two health levels).
  This power may be used in conjunction with other 
  Protean powers that modify the character‘s combat 
  abilities, such as Shape of the Beast’s Wrath (above). 
  It may also be used in conjunction with Celerity, For-
  titude, and Potence, turning a vampire who has mas-
  tered this power into a truly terrifying opponent.
  Quietus
  The Discipline of silent death, Quietus is practiced 
  by those of Clan Assamite. Based on elements of 
  blood, poison, vitae control, and pestilence, Quietus 
  focuses on the destruction of a target through a variety 
  of means. This Discipline doesn’t always cause a quick 
  death, but the Assamites rely on its lethality to hide 
  their involvement with their victims.
  • Silence of Death
  Many Assamites claim never to have heard their 
  targets’ death screams. Silence of Death imbues the 
  vampire with a mystical silence that radiates from her 
  body, muting all noise within a certain vicinity. No 
  sound occurs inside this zone, though sounds originat-
  ing outside the area of effect may be heard by anyone 
  in it. Rumors abound of certain skilled Assamite viziers 
  who have the ability to silence a location rather than a 
  circumference that follows them, but no proof of this 
  has been forthcoming.
  System: This power (which costs one blood point to 
  activate) maintains a 20-foot (6-meter) radius of utter 
  stillness around the Kindred for one hour.
  •• Scorpion’s Touch
  By changing the properties of her blood, a vampire 
  may create powerful venom that strips her prey of his re-
  silience. This power is greatly feared by other Kindred, 
  and all manner of hideous tales concerning methods of 
  delivery circulate among trembling coteries. Kindred 
  with Quietus are known to deliver the poison by coat-
  ing their weapons with it, blighting their opponents 
  with a touch, or spitting it like a cobra. An apocryphal 
  account speaks of a proud Prince who discovered an 
  Assamite plotting her exsanguination and began to 
  diablerize her would-be assassin. Halfway through the 
  act, she learned that she had ingested a dire quantity of 
  tainted blood and was then unable to resist the weak-
  ened hashashiyyin’s renewed attack.
  System: To convert a bit of her blood to poison, the 
  Kindred’s player spends at least one blood point and 
  rolls Willpower (difficulty 6). If this roll is successful, 
  and the vampire successfully hits (but not necessarily 
  damages) her opponent, the target loses a number of 
  Stamina points equal to the number of blood points 
  
  204 
  CHAPTER FOUR: DISCIPLINES
  converted into poison — vampires attempting to drink 
  the blood of the Kindred with Scorpion’s Touch are 
  automatically considered to be “successfully hit.” 
  The victim may resist the poison with a Stamina + 
  Fortitude roll (difficulty 6); successes achieved on the 
  resistance roll subtract from the vampire’s successes. 
  The maximum number of blood points a Kindred may 
  convert at any one time is equal to her Stamina. The 
  number of successes scored indicates the duration of 
  the Stamina loss.
     Successes      Result
  1 success 
  One turn
  2 successes 
  One hour
  3 successes 
  One day
  4 successes 
  One month
  5 successes 
  Permanently (though Stamina may  
   
   
  be bought back up with experience)
  If a mortal’s Stamina falls to zero through use of Scor-
  pion’s Touch, she becomes terminally ill and loses any 
  immunity to diseases, her body succumbing to sickness 
  within the year unless she somehow manages to in-
  crease her Stamina again. If a Kindred’s Stamina falls 
  to zero, the vampire enters torpor and remains that way 
  until one of her Stamina points returns. If a Kindred is 
  permanently reduced to zero Stamina, she may recover 
  from torpor only through mystical means.
  To afflict someone with the poison, the Cainite must 
  touch her target’s flesh or hit him with something that 
  carries the venom. Many Assamites lubricate their 
  weapons with the excretion, while others pool the tox-
  in in their hands (or fleck their lips with the poison, 
  for a “kiss of death”) and press it to their opponents. 
  Weapons so envenomed must be of the melee variety 
  — arrows, sling stones, bullets, thrown weapons, and 
  the like cannot carry enough of the stuff to do damage, 
  or it drips off in flight. Players whose vampires wish to 
  spit at their targets must make a Stamina + Athlet-
  ics roll (difficulty 6). No more than two blood points’ 
  worth of poison may be expectorated, and a Kindred 
  may spit a distance of 10 feet (3 meters) for each point 
  of Strength (and Potence) the character possesses. 
  Vampires with Quietus are immune to their own poi-
  son, but not the blood-venom of other Kindred with 
  this power.
  ••• Dagon’s Call
  This terrible power allows a vampire to drown her 
  target in his own blood. By concentrating, the Kindred 
  bursts her target’s blood vessels and fills his lungs with 
  vitae that strangles him from within. The blood actu-
  ally constricts the target’s body from the inside as it 
  floods through his system; thus, it works even on un-
  breathing Kindred. Until the target collapses in agony 
  or death throes, this power has no visible effect, and 
  many Kindred like it because it leaves no trace of their 
  presence.
  System: The vampire must touch her target prior 
  to using Dagon’s Call. Within an hour thereafter, the 
  vampire may issue the call, though she need not be in 
  the presence or even in the line of sight of her target.
  Invoking the power costs one Willpower point. 
  The Kindred’s player makes a contested Stamina roll 
  against the target’s Stamina; the difficulty of each roll 
  is equal to the opponent’s permanent Willpower rat-
  ing. The number of successes the vampire using Da-
  gon’s Call achieves is the amount of lethal damage, in 
  health levels, the victim suffers. For an additional point 
  of Willpower spent in the next turn, the vampire may 
  continue using Dagon’s Call by engaging in another 
  contested Stamina roll. So long as the Kindred’s player 
  continues to spend Willpower, the character may con-
  tinue rending her opponent from within.
  •••• Baal’s Caress
  The penultimate use of blood as a weapon (short of 
  diablerie itself), Baal’s Caress allows the Kindred to 
  transmute her blood into a virulent ichor that destroys 
  any living or undead flesh it touches. In nights of yore, 
  when Assamites led the charges of Saracen legions, the 
  Assassins were often seen licking their blades, slicing 
  open their tongues and lubricating their weapons with 
  this foul secretion.
  Baal’s Caress may be used to augment any bladed 
  weapon; everything from poisoned knives and swords 
  to tainted fingernails and claws has been reported.
  System: Baal’s Caress does not increase the damage 
  done by a given weapon, but that weapon inflicts ag-
  gravated damage rather than normal. No roll is nec-
  essary to activate this power, but one blood point is 
  consumed per hit. For example, if a Cainite poisons his 
  knife and strikes his opponent (even if he inflicts no 
  damage), one blood point’s worth of lubrication disap-
  pears. For this reason, many vampires choose to coat 
  
  205 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  their weapons with a significant quantity of blood. If 
  the vampire misses, no tainted blood is consumed.
  ••••• Taste of Death
  A refinement of Baal’s Caress, Taste of Death allows 
  the Cainite to spit caustic blood at her target. The 
  blood coughed forth with this power burns flesh and 
  corrodes bone; some vampires have been reported to 
  vomit voluminous streams of vitae that reduce their 
  targets to heaps of sludge.
  System: The vampire may spit up to 10 feet (3 me-
  ters) for each dot of Strength and Potence he possesses. 
  Hitting the target requires a Stamina + Athletics roll 
  (difficulty 6). Each blood point spewed at the target 
  inflicts two dice of aggravated damage, and there is no 
  limit (other than the vampire’s capacity and per-turn 
  expenditure maximum) to the quantity of blood with 
  which a target may be deluged.
  ••••• • Blood Sweat
  Although vampires do not have functioning se-
  baceous glands, they are still capable of sweating at 
  times of extreme stress. This “sweat” is actually a thin 
  sheen of blood on the Cainite’s forehead and palms. 
  Most Kindred see blood sweat as an admission of fear 
  or guilt. The vampire who has mastered Blood Sweat is 
  capable of inducing these feelings in a subject to a pre-
  ternatural degree. The victim experiences a torrential 
  outpouring of vitae if he harbors the tiniest shred of 
  remorse for any action he has ever undertaken.
  System: The character must be within line of sight 
  of the subject and spend three turns concentrating. 
  The player spends a Willpower point and rolls Manip-
  ulation + Intimidation (difficulty equal to the target’s 
  current Willpower points). The target loses one blood 
  point per success. Mortals sustain injury as if they had 
  lost blood from being fed upon. The target actually 
  “sweats out” the lost blood in a sudden rush of sangui-
  nary perspiration that soaks his clothes. Large amounts 
  may even form puddles at his feet. Blood lost through 
  this process is considered dead, inert mortal blood, and 
  provides minimal nutrition (half normal) for Cainites 
  desperate enough to lick it up from the floor or wring 
  it out of towels. It provides no sustenance for the indi-
  vidual from whom it emerged.
  In addition to the blood loss, the victim is overcome 
  by a sense of remorse and guilt for his past transgres-
  sions (if he has a strong conscience) or an overwhelm-
  ing compulsion to brag (if he is of sufficiently coarse 
  moral character). The severity of this impulse depends 
  
  206 
  CHAPTER FOUR: DISCIPLINES
  on the number of successes rolled: One success could 
  cause a slight twinge of conscience, while five successes 
  may result in the subject breaking down and pouring 
  out a full confession of his crimes. This effect is more 
  story-oriented than mechanical, and the Storyteller is 
  the final authority on what the victim feels compelled 
  to confess or boast.
  Note that this power’s existence is not widely known. 
  Vampires and mortals alike tend to shrink away from 
  someone who begins spontaneously sweating blood, 
  and experiencing such an affliction may panic even the 
  staunchest individual.
  ••••• • Selective Silence
  Although Silence of Death is an effective tool for 
  the battlefield and the court alike, it is indiscriminate 
  in its effects. The assassin who uses it in preparation 
  for firing a shotgun also silences the radio over which 
  her comrades might warn her of an oncoming guard. 
  The courtier who suppresses a room full of dissenting 
  voices is likewise unable to speak her own mind. Se-
  lective Silence allows the skilled Cainite to overcome 
  these limitations by silencing only those individuals or 
  objects that she wants to silence.
  When using this power, most individuals exhale a 
  thin mist of blood that clings to the selected subjects, 
  gradually evaporating as Selective Silence’s effects 
  fade. Some vampires also use a similar technique when 
  invoking Silence of Death, in which case the mist sur-
  rounds them and moves with them.
  System: The player spends two blood points and 
  rolls Stamina + Stealth (difficulty 7). Each success al-
  lows for one individual or object that the character can 
  silence with this use of the power. Each subject must 
  be within 20 yards or meters of the character. Objects 
  larger than a man count as more than one subject: a 
  heavy machine gun counts as two, a car as three, and 
  a small aircraft as five. Objects larger than a private jet 
  or creatures larger than an elephant cannot be silenced 
  through the use of this power.
  Each subject is completely silenced for a number of 
  minutes equal to the character’s permanent Willpower. 
  Nothing it does generates sound, though the secondary 
  effects of its actions will do so normally. For example, a 
  gun silenced with this power will not produce an audi-
  ble explosion when fired, but its bullets still make noise 
  as they break the sound barrier. A silenced victim can 
  scream all he likes and not make a sound, but may be 
  able to summon help by smashing a window.
  ••••• • Ripples of the Heart
  According to Assamite lore, this technique origi-
  nated with a Byzantine scholar who wanted to protect 
  his herd from the thirst of other Cainites. Ripples of 
  the Heart allows a Cainite to leave emotions within 
  the bloodstream of any mortal from whom he feeds. 
  Any other vampire who subsequently drinks from that 
  mortal experiences those emotions as if they were his 
  own.
  System: The character drinks at least one blood 
  point from the subject mortal then spends a minute in 
  physical contact with the subject while concentrating 
  on the emotion he wishes to leave in her blood. The 
  player spends a point of Willpower and rolls Charisma 
  + Empathy (difficulty 7 under normal circumstances, 
  5 if the subject is currently experiencing the intended 
  emotion, 9 if he is currently experiencing a strong op-
  posite emotion). The subject’s blood carries the weight 
  of the intended emotion for one lunar month per suc-
  cess rolled. A mortal’s blood can only carry one emo-
  tion at a time. Subsequent attempts to use Ripples of 
  the Heart on the same individual have no effect until 
  the previous application has worn off.
  Any vampire who drinks from a vessel under the ef-
  fects of Ripples of the Heart must succeed in a Self-
  Control/Instinct roll (difficulty of the mortal’s current 
  Willpower points) as soon as she swallows the first 
  blood point. If she fails this roll, the vitae-borne emo-
  tion immediately overtakes her. The strength of the 
  emotion depends on how many blood points she drinks. 
  One blood point results in a momentary mood swing, 
  two causes a significant shift in demeanor, and three 
  or more generates a complete change in emotional 
  state. Depending on the circumstances and the precise 
  emotion, the effects of this may be spectacular or cata-
  strophic. A vampire overtaken by romantic passion 
  may temporarily believe she is in love with the mortal 
  (or any other convenient bystander). One who drinks 
  from a hate-infused vessel may rend her prey to shreds, 
  and one who takes a draught of a mortal touched with 
  fear may run away screaming. The vampire remains 
  subject to the emotion for a number of hours equal to 
  the mortal’s permanent Willpower, though she is still 
  subject to other feelings after the initial rush of sensa-
  tion.
  The mortal who is under the effects of Ripples of the 
  Heart is unaware of the power’s effects on him, though 
  he is slightly predisposed toward the emotion in ques-
  tion while the power is in effect. The vampire who 
  
  207 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  used Ripples of the Heart on a mortal is immune to any 
  effects from that use.
  ••••• • Purification
  Although most mortal cultures affix negative con-
  notations to the spilling of blood, most Assamites 
  — indeed, most vampires — have quite the opposite 
  reaction to it. For them, blood is an unlife-affirming 
  and reinvigorating substance. Purification works on 
  this principle, using the power of vitae to cleanse and 
  restore. Rather than purging foreign taints from the 
  body, Purification allows its wielder to cleanse other 
  individuals’ minds and souls of stains, including those 
  left by the mind control of other Kindred. The vampire 
  using this power expels his own blood through his skin 
  and allows it to soak through his subject, slowly dissi-
  pating. As it does so, it carries away spiritual impurities 
  and outside influences.
  System: The character touches the forehead of her 
  intended subject, and both parties spend a minimum of 
  five minutes in deep concentration. The player spends 
  a number of blood points equal to the subject’s perma-
  nent Willpower. The subject rolls Willpower once for 
  every external supernatural influence (a vampiric Dis-
  cipline, usually) to which his mind has been subjected. 
  The difficulty equals the level of the power in question 
  +4 (or a difficulty of 7 if the power level is unknown, 
  such as one used by a different kind of supernatural 
  creature). A success nullifies that effect.
  Purification has its limits. It can remove directly in-
  trusive influences such as Dominate-implanted com-
  mands, Dementation-generated derangements, or the 
  imperatives caused by elder vampires’ Presence. It can-
  not dispel influences that are transmitted by blood, in-
  cluding a blood bond or the dispositions imparted by 
  one’s Clan or bloodline, nor can it erase those caused 
  by purely mundane techniques such as persuasion, 
  hypnosis, or brainwashing, or genuine emotional states 
  such as love and hate. It can remove mind-altering 
  blood magic effects, but either the character wield-
  ing Purification or the power’s beneficiary must have 
  a level of Thaumaturgy equal to or greater than that 
  with which the effect was placed. A character cannot 
  use Purification on herself.
  ••••• •• Baal’s Bloody Talons
  The toxin generated by Baal’s Caress is not enough to 
  significantly harm some truly fearsome foes. This pro-
  gressive development of that lesser technique allows its 
  user to envenom his weapon with a blood-based poison 
  so potent that it corrodes the very weapon that bears 
  it, eating away at the strongest metal in a minute or 
  less. However, its effects on its victims are spectacular 
  enough to make the loss of even the most treasured 
  blades worthwhile. This power’s effects are of very lim-
  ited duration, as the substance it creates will quickly 
  evaporate away.
  System: The character coats an edged weapon with 
  her own blood, as per Baal’s Caress. The player spends 
  one or more blood points and rolls Willpower (difficul-
  ty 7). The weapon now does aggravated damage. It also 
  gains a number of additional damage dice equal to the 
  number of successes rolled plus the number of blood 
  points spent. These extra dice fade at a rate of one per 
  turn as the poison dissipates, drips off, and reacts with 
  the weapon’s material. Once the extra damage dice 
  are all gone, the weapon’s base damage dice begin to 
  fade at the same rate. The weapon breaks if used when 
  its base damage is reduced to the wielder’s Strength or 
  less. The only weapons that can resist this corrosion 
  are those created with a supernatural power of a level 
  equal to or greater than the character’s Quietus rating, 
  though even this is subject to the Storyteller’s discre-
  tion.
  Baal’s Bloody Talons is subject to the same limita-
  tions as Baal’s Caress, except the limit on the num-
  ber of successful strikes that do aggravated damage. A 
  weapon affected by Baal’s Bloody Talons does aggra-
  vated damage with every successful attack until it is 
  destroyed.
  At the Storyteller’s discretion, the character may use 
  the venom this power produces for other purposes, such 
  as burning through a padlock or destroying an incrimi-
  nating tape. He may not, however, store this poison for 
  later use — even if a container proves resistant to it, 
  the substance becomes inert within a few minutes of 
  leaving its creator’s body.
  ••••• •• Poison the Well of Life
  Beyond leaving emotional traces in a subject’s blood, 
  the master of this Quietus power can now taint that 
  same vitae, making it into a deadly poison for any other 
  Cainite who drinks from that mortal. Some vampires 
  use Poison the Well of Life to guard their own herds 
  against “poachers” or to ward specific vessels against 
  indiscriminate feeding. Others have been known to 
  employ it as a subtle trap for other vampires, turning 
  herds against their owners.
  System: The character touches the mortal he wishes 
  to taint and smears a streak of his own vitae on the 
  victim’s skin. The player spends three blood points 
  
  208 
  CHAPTER FOUR: DISCIPLINES
  and rolls Stamina + Occult (difficulty 7). For a num-
  ber of months equal to the number of successes, any 
  other vampire who drinks that mortal’s blood sustains 
  two health levels of aggravated damage for every blood 
  point imbibed. This damage manifests as a combina-
  tion of acid burns and something akin to toxic shock. 
  While a mortal is poisonous to vampires, his body’s 
  alchemical balance is slightly altered toward toxicity. 
  He gains two extra points of Stamina for the purposes 
  of resisting the effects and damage of poisons and acids. 
  However, his bodily excretions, especially his sweat, 
  are slightly more noxious than normal. He suffers a 
  one-die penalty to all Social dice pools if whomever 
  he chooses to interact with has a particularly sensitive 
  nose and is close enough to smell him.
  ••••• ••• Songs of Distant Vitae
  Blood magic practitioners and individuals skilled at 
  Auspex have long known that vitae can carry residual 
  impressions of emotion and personality. This power 
  invokes those impressions to overwhelm its victim 
  with “remembered” images and sensations drawn from 
  the vessels who held that blood before the vampire 
  fed from them. Particularly strong-willed or hardened 
  subjects may shrug off these visions as daydreams, but 
  those who are less self-possessed can be permanently 
  changed by the experience. A side effect of the use of 
  this power is the partial destruction of the vitae from 
  which the images are drawn. Some viziers theorize that 
  this is the result of motes of the vessels’ consciousness 
  making an effort to escape their usurper.
  System: The character touches his target and spends 
  a turn in concentration. The player spends four blood 
  points and rolls Wits + Intimidation in a contested 
  roll against the victim’s permanent Willpower (diffi-
  culty 7). If the target has committed diablerie within a 
  number of nights equal to the character’s Perception, 
  the attacker gains one automatic success. The result 
  depends on the number of net successes the attacker 
  rolls. Note that in all invocations of this power, the 
  sensations that the subject relives are expressly nega-
  tive and terrifying — for example, he experiences none 
  of the pleasure that would normally accompany the 
  Kiss when he flashes back to such an event.
  In addition to the effects listed below, the subject of 
  a successful attack loses a number of blood points equal 
  to the number of successes rolled. This vitae oozes from 
  his body in warm red trickles that do no damage but are 
  certain to terrify onlookers.
     Successes      Result
  Botch  
  The attacker enters a flashback   
   
   
  sequence in which he relives his last  
   
   
  feeding from the vessel’s point of  
   
   
  view. If the player rolled three or  
   
   
  more “1”s, the character acquires a  
   
   
  permanent derangement related to  
   
   
  feeding.
  Failure 
  The target is unharmed and immune  
   
   
  to this power for a number of nights  
   
   
  equal to his Willpower.
  1 success 
  The target experiences a brief (10- 
   
   
  second/3-turn) flashback sequence in  
   
   
  which he relives his last feeding from  
   
   
  the vessel’s point of view. During this  
   
   
  time, he is at +2 difficulty to all rolls.
  2 successes 
  The target experiences a brief   
   
   
  montage (15 seconds/5 turns) of  
   
   
  flashbacks during which his viewpoint  
   
   
  flashes between various feedings from  
   
   
  the vessels’ points of view. During  
   
   
  this time, he is at +3 difficulty to all  
   
   
  rolls. Once the initial rush of  
   
   
   
  sensation passes, he is unsettled and  
   
   
  at +1 difficulty to all rolls until he  
   
   
  succeeds on a Self-Control/Instinct  
   
   
  roll (difficulty 8), which he may  
   
   
  attempt once per scene.
  3 successes 
  The target experiences a composite  
   
   
  memory, assembled by his own   
   
   
  subconscious, of the terror that   
   
   
  various vessels felt while being   
   
   
  stalked and fed upon. He must   
   
   
  succeed in a Courage roll (difficulty  
   
   
  8) or instantly enter Rötschreck. If  
   
   
  he succeeds in this roll, he is still at  
   
   
  +3 difficulty on all actions for the  
   
   
  rest of the scene due to the  
   
   
   
  distraction that his visions impose.
  4 successes 
  The target is stunned and completely  
   
   
  unable to act for a number of  
   
   
   
  turns equal to 8 - his Self-Control/ 
   
   
  Instinct as he is bombarded by a  
   
   
  sequence of the most terrifying   
   
   
  memories of his various vessels. Once  
   
   
  this initial onslaught subsides, he  
   
   
  must roll Courage (difficulty 9) or  
   
   
  enter Rötschreck. If he fails this roll,  
   
   
  he must roll Self-Control/ 
   
  
  209 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
   
   
  Instinct (difficulty 8) or gain the  
   
   
  Sanguinary Animism derangement.
  5 successes 
  The target is thrown into a  
   
   
   
  nightmarish reenactment of the  
   
   
  greatest fears of every individual  
   
   
  upon whom he has ever fed. He must  
   
   
  make a successful Self-Control/  
   
   
  Instinct roll (difficulty 9) or fall into  
   
   
  torpor for (10 - the target’s Stamina)  
   
   
  nights, at the end of which he loses  
   
   
  half his permanent Willpower and  
   
   
  gains the derangement Sanguinary  
   
   
  Animism. If he succeeds on the   
   
   
  Self-Control/Instinct roll, he enters  
   
   
  Rötschreck for the rest of the night,  
   
   
  during which time his greatest fear is  
   
   
  of his own image. At the end of the  
   
   
  night, he must succeed at a  
   
   
   
  Willpower roll (difficulty 9) or lose a  
   
   
  permanent Willpower point and gain  
   
   
  the derangement Sanguinary  
   
   
   
  Animism.
  ••••• •••• Condemn the Sins of  
  the Father
  Although the Second City’s judges recognized that 
  heritage does not equal guilt, they also encountered 
  many situations in which a vampire’s entire brood had 
  committed the same crime. In such cases, the judges 
  often decreed the same punishment for all transgres-
  sors. This technique, which modern viziers believe to 
  have originated at that time, allows its wielder to ad-
  minister such judgments. Through Condemn the Sins 
  of the Father, a Cainite can apply lesser Quietus pow-
  ers to an entire lineage.
  System: After successfully using any lesser Quietus 
  power on another vampire, the player spends a perma-
  nent Willpower point and 10 blood points and rolls 
  Stamina + Occult. The difficulty of this roll is equal 
  to four plus the number of Generations of the original 
  target’s descendants that the player wants to affect, up 
  to a maximum difficulty of 10. If the roll succeeds, ev-
  ery descendant of the original target within the speci-
  fied range of Generations suffers the same effects that 
  the original target experienced, resisting with his own 
  relevant Traits. The player may exempt a number of 
  potential subjects from this effect equal to twice the 
  character’s Wits, but the character must know their 
  faces or have tasted their vitae.
  Serpentis
  Serpentis is believed to be the legacy of Set himself, a 
  gift to his children. The Followers of Set are very care-
  ful to guard this Discipline’s secrets, only teaching the 
  art to those who they deem worthy. Most vampires fear 
  the Setites because of the powers of Serpentis and its 
  connection to snakes and reptiles; this Discipline can 
  evoke a primordial fear in others, particularly those 
  who recall the tale of Eden.
  • The Eyes of the Serpent
  This power grants the vampire the legendary hyp-
  notic gaze of the serpent. The Kindred’s eyes become 
  gold with large black irises, and mortals in the char-
  acter’s vicinity find themselves strangely attracted to 
  him. A mortal who meets the vampire’s beguiling gaze 
  is immobilized. Until the character takes his eyes off 
  his victim, the person is frozen in place.
  System: No roll is required, but this power can be 
  avoided if the mortal takes care not to look into the 
  vampire’s eyes. Vampires and other supernatural crea-
  tures can also be affected by this power if the Cainite’s 
  player succeeds on a Willpower roll (difficulty 9). If at-
  tacked or otherwise harmed, supernatural creatures can 
  spend a point of Willpower to break the spell.
  Note: This is different than normal eye contact de-
  tailed on p. 152. The target must be able to see the 
  vampire’s eyes for Eyes of the Serpent to work.
  •• The Tongue of the Asp
  The vampire may lengthen her tongue at will, split-
  ting it into a fork like that of a serpent. The tongue 
  may reach 18 inches or half a meter, and makes a ter-
  rifyingly effective weapon in close combat.
  System: The lash of the tongue’s razor fork causes ag-
  gravated wounds (difficulty 6, Strength damage). If the 
  Kindred wounds her enemy, she may drink blood from 
  the target on the next turn as though she had sunk her 
  fangs into the victim’s neck. Horrifying though it is, the 
  tongue’s caress is very like the Kiss, and strikes mortal 
  victims helpless with fear and ecstasy. Additionally, 
  the tongue is highly sensitive to vibrations, enabling 
  the vampire to function effectively in the darkness the 
  Clan prefers. By flicking his tongue in and out of his 
  mouth, the vampire can halve any penalties relating to 
  darkness (p. 274).
  
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  CHAPTER FOUR: DISCIPLINES
  ••• The Skin of the Adder
  By calling upon her Blood, the vampire may trans-
  form her skin into a mottled, scaly hide. A vampire in 
  this form becomes more supple and flexible.
  System: The vampire spends one blood point and 
  one Willpower point. Her skin becomes scaly and 
  mottled; this, combined with the character’s increased 
  flexibility, reduces soak difficulties to 5. The vampire 
  may use her Stamina to soak aggravated damage from 
  claws and fangs, but not from fire, sunlight, or other su-
  pernatural energies. The vampire’s mouth widens and 
  fangs lengthen, enabling her bite to inflict an extra die 
  of damage. Finally, the vampire may slip through any 
  opening wide enough to fit her head through.
  The vampire’s Appearance drops to 1, and she is ob-
  viously inhuman if observed with any degree of care, 
  though casual passersby might not notice, if the vam-
  pire is in darkness or wearing heavy clothing.
  •••• The Form of the Cobra
  The Cainite may change his form into that of a huge 
  black cobra. The serpent weighs as much as the vam-
  pire’s human form, stretches over 10 feet or three me-
  ters long, and is about 20 inches (50 cm) around. The 
  Form of the Cobra grants several advantages, including 
  a venomous bite, the ability to slither through small 
  spaces, and a greatly enhanced sense of smell. The 
  character may use any Disciplines while in this form 
  save those that require hands (such as Feral Claws). 
  System: The vampire spends one blood point; the 
  change is automatic, but takes three turns. Clothing 
  and small personal possessions transform with the vam-
  pire. The vampire remains in serpent form until the 
  next dawn, unless he desires to change back sooner. 
  The Storyteller may allow the Setite bonus dice on all 
  Perception rolls related to smell, but the difficulties for 
  all hearing rolls are increased by two. The cobra’s bite 
  inflicts damage equal to the vampire’s, but the vampire 
  does not need to grapple his victim; furthermore, the 
  poison delivered is fatal to mortals.
  ••••• The Heart of Darkness
  A Kindred with mastery of Serpentis may pull her 
  heart from her body. She can even use this ability on 
  other Cainites, although this requires several hours of 
  gruesome surgery. This power can only be invoked dur-
  ing a new moon. If performed under any other moon, 
  the rite fails. Upon removing her heart, the vampire 
  places it in a small clay urn, and then carefully hides or 
  
  211 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  buries the urn. While her heart is hidden, she cannot 
  be staked by any wood that pierces her breast. More-
  over, because the heart is the seat of emotion, the dif-
  ficulties of all her rolls to resist frenzy are two lower 
  while this power is in effect.
  Cainites are careful to keep their hearts safe from 
  danger. If someone seizes her heart, the vampire is 
  completely at that person’s mercy. The heart can be 
  destroyed only by casting it into a fire or exposing it to 
  sunlight. If this happens, the Kindred dies where she 
  stands, boiling away into a blistering heap of ash and 
  blackened bone. Plunging a wooden stake into an ex-
  posed heart drives the vampire into instant torpor.
  A vampire may carry her heart with her, or have 
  several false hearts buried in different places. A smart 
  Kindred often avoids her heart’s hiding place, to deter 
  discovery. Those wise in Setite lore whisper that the 
  corrupt elders of the Clan often hold their underlings’ 
  hearts as yet another method of control.
  System: This power requires no roll. Those who wit-
  ness a vampire pull his heart from his breast (or cut 
  the heart from another vampire) must make Courage 
  rolls. Failure indicates anything from strong uneasiness 
  to complete revulsion, possibly even Rötschreck.
  ••••• • Cobra Fangs
  A character using Form of the Cobra gains a venom-
  ous bite along with his serpentine form. Unfortunately, 
  huge black cobras tend to make people run away as fast 
  as they can. This Serpentis power enables a vampire 
  to gain the deadly bite without the full-body transfor-
  mation, making it more useful for taking victims by 
  surprise. The police do ask questions when someone 
  dies from a cobra bite under unlikely circumstances, so 
  Cobra Fangs still requires some discretion in its use.
  System: The Kindred expends one blood point, and 
  in one turn his fangs become hollow, more slender and 
  venomous. The vampire injects venom when he bites. 
  He must still grapple with the victim to deliver a bite 
  attack, and the bite does the usual amount of damage; 
  the venom, however, kills mortals within one minute. 
  Bitten vampires or other supernaturally resilient crea-
  tures suffer (10 – victim’s Stamina and Fortitude) levels 
  of aggravated damage over the course of five minutes.
  ••••• •• Divine Image
  Many of the low-Generation Setite elders no lon-
  ger need the illusions of Obfuscate to appear as a god. 
  Through this Serpentis power, a vampire can physical-
  ly metamorphose into the form of a god. Male Kindred 
  generally take the form of Set himself: a muscular man 
  with the head of the “Typhonic Beast,” an animal with 
  a long, narrow snout and upstanding, square-topped 
  ears. Less often, they take the form of the crocodile-
  headed god Sobek, whom the Egyptians often linked 
  to Set, or the wolf-headed war-god Wepwawet, often 
  identified with Set’s son Anubis. Female vampires gen-
  erally assume the form of the cobra-headed goddess 
  Renenet, wife of Sobek, or the hippopotamus-goddess 
  Taweret, sometimes considered a consort of Set. Both 
  were goddesses of pregnancy and childbirth. Setite 
  doctrine labels all four deities as Set’s eldest childer.
  While assuming the Divine Image, the vampire be-
  comes stronger, tougher, and more impressive. More 
  importantly, perhaps, the vampire’s will becomes more 
  powerful as he identifies with a divine forebear.
  System: The character expends three blood points 
  and transforms into the Divine Image in one turn. In 
  the Divine Image, the vampire gains two dots each of 
  Strength and Stamina and a dot each of Charisma and 
  Manipulation, but her Appearance drops to 1. These 
  enhancements can push the vampire over his genera-
  tional limit. The character also gains two full dots of 
  Willpower (to a maximum of 10). The Cainite can stay 
  in the Divine Image for a full scene.
  A vampire has only one Divine Image form (unless 
  the player buys this power twice). The character does 
  not know what Divine Image he will manifest until he 
  invokes the power the first time, although the player 
  can freely choose the preferred form. 
  ••••• ••• Heart Thief
  The Serpentis power Heart of Darkness normally 
  takes hours to perform upon other vampires, and only 
  works at the dark of the moon. Some elders, however, 
  can pull the heart from another vampire’s chest with 
  a quick snatch. This does not destroy the victim, un-
  less the attacker then destroys the stolen heart. Heart 
  Thief is not an easy power to use despite its speed, but 
  few Discipline effects can place one vampire in anoth-
  er’s power so suddenly and completely.
  System: The character must expend one Willpower 
  point. Removing the heart of a reluctant vampire is a 
  difficult feat, comparable to staking: the attacker must 
  garner at least three successes on a Dexterity + Brawl 
  attack (difficulty 9). The victim may use Fortitude to 
  “soak” the attacker’s successes, but mundane Stamina 
  has no effect against this magical attack.
  A vampire who loses his heart this way takes one 
  unsoakable level of aggravated damage, and receives 
  
  212 
  CHAPTER FOUR: DISCIPLINES
  all the benefits and drawbacks of the Heart of Darkness 
  power. Resisting frenzy becomes easier (-2 difficulty) 
  and he cannot be staked by wood that impales his 
  breast. On the other hand, thrusting a stake through 
  the removed heart will instantly force the vampire into 
  torpor and exposing the heart to fire or sunlight will 
  bum the vampire to ash; even biting into the heart will 
  cause aggravated wounds to the vampire in question.
  ••••• •••• Shadow of Apep
  Only Set and Set’s own childer can perform this terri-
  fying power. These ancient monsters can take the form 
  of Set’s defeated enemy, Apep. The vampire becomes 
  a giant serpent of fluid, glittering Darkness — not mere 
  shadow, but anti-light, like the black force commanded 
  by Obtenebration. In this form, physical force cannot 
  harm the vampire: not claws or fangs, not bullets, not 
  explosions, nothing but fire, sunlight, or mystical pow-
  ers. Physical barriers cannot easily stop the vampire, 
  whose shadowy form can seep through even the tiniest 
  crack. The vampire, however, can still exert physical 
  and supernatural force quite freely.
  System: Taking the form of Apep costs a Willpower 
  point. The transformation takes three turns to com-
  plete; once the vampire has transformed, her body re-
  mains changed for one scene. In this form, the vampire 
  takes no damage from any physical attack: fists, weap-
  ons, or falling buildings pass through the vampire as if 
  she were a shadow. Fire and sunlight inflict the nor-
  mal aggravated damage, however, and mystical pow-
  ers (such as Thaumaturgy) still affect the transformed 
  vampire. The vampire’s new body gains three dots in 
  each Physical Attribute. Ignore generational limits for 
  this purpose. The transformed vampire can use her 
  Strength to make normal close combat attacks and 
  can bite for Strength + 2 dice of damage. The vampire 
  can also employ any Discipline that does not require 
  hands.
  Thaumaturgy
  Thaumaturgy encompasses blood magic and other 
  sorcerous arts available to Kindred. The Tremere Clan 
  is best known for their possession (and jealous hoard-
  ing) of this Discipline. The Tremere created Thauma-
  turgy by combining mortal wizardry with the power 
  of vampiric vitae, and as a result it is a versatile and 
  powerful Discipline. Although there are whispers of 
  the existence of Tremere antitribu in the Sabbat, other 
  Clans in the Sword of Caine have also researched and 
  developed access to such mystical might. Nevertheless, 
  the Tremere of the Camarilla remain this Discipline’s 
  masters. 
  Like Necromancy, the practice of Thaumaturgy is 
  divided into paths and rituals. Thaumaturgical paths 
  are applications of the vampire’s knowledge of blood 
  magic, allowing her to create effects on a whim. Ritu-
  als are more formulaic in nature, most akin to ancient 
  magical “spells.” Because so many different paths and 
  rituals are available to the arcane Tremere, one never 
  knows what to expect when confronted with a practi-
  tioner of this Discipline.
  When a character first learns Thaumaturgy, the play-
  er selects a path for the character. That path is consid-
  ered the character’s primary path, and she automati-
  cally receives one dot in it, as well as one Level One 
  ritual. Thereafter, whenever the character increases 
  her level in Thaumaturgy, her rating in the primary 
  path increases by one as well. Additional rituals are 
  learned separately, as part of a story; players need not 
  pay experience points for their characters to learn ritu-
  als up to the level equal to their overall rating in Thau-
  maturgy, though they must find someone to teach the 
  rituals in question. Path ratings never exceed 5, though 
  the overall Thaumaturgy score may. If a character 
  reaches a rating of 5 in her primary path and increases 
  her Thaumaturgy score afterward, she may allocate her 
  “free” path dot to a different path. (Experience costs 
  are covered on p. 124.)
  Many Kindred fear crossing the practitioners of 
  Thaumaturgy. It is a very potent and mutable Disci-
  pline, and almost anything the Kindred wishes may be 
  accomplished through its magic.
  Thaumaturgical Paths
  Paths define the types of magic a vampire can per-
  form. A vampire typically learns his primary path from 
  his sire, though it is not unknown for some vampires to 
  study under many different tutors.
  As mentioned before, the first path a character learns 
  is considered her primary path and increases automati-
  cally as the character advances in the Discipline itself. 
  Secondary paths may be learned once the character 
  has acquired two or more dots in her primary path, and 
  they must be raised separately with experience points. 
  Furthermore, a character’s rating in her primary path 
  must always be at least one dot higher than any of her 
  secondary paths until she has mastered her primary 
  path. Once the character has achieved the fifth level 
  
  213 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  of her primary path, secondary paths may be increased 
  to that level.
  Each time the character invokes one of the powers 
  of a Thaumaturgical path, the thaumaturge’s player 
  must spend a blood point and make a Willpower roll 
  against a difficulty equal to the power’s level +3. Only 
  one success is required to invoke a path’s effect — path 
  levels, not successes, govern the power of blood magic. 
  Failure on this roll indicates that the magic fails. A 
  botch causes some kind of loss or catastrophic backfire, 
  such as losing a Willpower point (or dot!), spontane-
  ous combustion, or accidentally letting a living statue 
  run rampant. Thaumaturgy is an unforgiving art.
  Various Sects and Clans have different access to each 
  path, but unless the Storyteller decides otherwise, it is 
  assumed the Tremere have some access to all of them. 
  (“Having access” does not mean the same thing as “eas-
  ily gained,” especially within the Tremere power struc-
  ture.) The paths start with one of the most common 
  (The Path of Blood), and thereafter are presented in al-
  phabetical order. (The unusual “path” of Thaumaturgi-
  cal Countermagic is also presented, although it is con-
  sidered a separate Discipline – see p. 228 for details.)
  The Path of Blood
  Almost every Tremere studies the Path of Blood as 
  her primary path. It encompasses some of the most fun-
  damental principles of Thaumaturgy, based as it is on 
  the manipulation of Kindred vitae. If a player wishes to 
  select another path as her character’s primary path, the 
  Storyteller may require additional reasoning (though 
  choosing a different path is by no means unheard of).
  • A Taste for Blood
  This power was developed as a means of testing a 
  foe’s might — an extremely important ability in the 
  tumultuous early nights of Clan Tremere. By merely 
  touching the blood of his subject, the caster may de-
  termine how much vitae remains in the subject and, if 
  the subject is a vampire, how recently he has fed, his 
  approximate Generation and, with three or more suc-
  cesses, whether he has ever committed diablerie.
  System: The number of successes achieved on the 
  roll determines how much information the thauma-
  turge gleans and how accurate it is.
  •• Blood Rage
  This power allows a vampire to force another Kin-
  dred to expend blood against his will. The caster must 
  touch her subject for this power to work, though only 
  the lightest contact is necessary. A vampire affected 
  by this power might feel a physical rush as the thau-
  maturge heightens his Physical Attributes, might find 
  himself suddenly looking more human, or may even 
  find himself on the brink of frenzy as his stores of vitae 
  are mystically depleted.
  System: Each success forces the subject to spend one 
  blood point immediately in the way the caster desires 
  (which must go towards some logical expenditure the 
  target vampire could make, such as increasing Physical 
  Attributes or powering Disciplines). Note that blood 
  points forcibly spent in this manner may exceed the 
  normal “per turn” maximum indicated by the victim’s 
  Generation. Each success gained also increases the 
  subject’s difficulty to resist frenzy by one. The thauma-
  turge may not use Blood Rage on herself to circumvent 
  generational limits.
  ••• Blood of Potency
  The thaumaturge gains such control over his own 
  blood that he may effectively “concentrate” it, mak-
  ing it more powerful for a short time. In effect, he may 
  temporarily lower his own Generation with this power. 
  This power may be used only once per night.
  System: One success on the Willpower roll allows 
  the character to lower his Generation by one step for 
  one hour. Each additional success grants the Kindred 
  either one step down in Generation or one hour of ef-
  fect. Successes earned must be spent both to decrease 
  the vampire’s Generation and to maintain the change 
  (this power cannot be activated again until the origi-
  nal application wears off). If the vampire is diablerized 
  while this power is in effect, it wears off immediately 
  and the diablerist gains power appropriate to the cast-
  er’s actual Generation. Furthermore, any mortals Em-
  braced by the thaumaturge are born to the Generation 
  appropriate to their sire’s original Generation (e.g., a 
  Tenth-Generation Tremere who has reduced his ef-
  fective Generation to Eighth still produces Eleventh-
  Generation childer).
  Once the effect wears off, any blood over the char-
  acter’s blood pool maximum dilutes, leaving the char-
  acter at his regular blood pool maximum. Thus, if a 
  Twelfth-Generation Tremere (maximum blood pool 
  of 11) decreased his Generation to Ninth (maximum 
  blood pool 14), ingested 14 blood points, and had this 
  much vitae in his system when the power wore off, his 
  blood pool would immediately drop to 11.
  
  214 
  CHAPTER FOUR: DISCIPLINES
  •••• Theft of Vitae
  A thaumaturge using this power siphons vitae from 
  her subject. She need never come in contact with the 
  subject — blood literally streams out in a physical tor-
  rent from the subject to the Kindred (though it is often 
  mystically absorbed and need not enter through the 
  mouth).
  System: The number of successes determines how 
  many blood points the caster transfers from the sub-
  ject. The subject must be visible to the thaumaturge 
  and within 50 feet (15 meters). Using this power pre-
  vents the caster from being blood-bound, but other-
  wise counts as if the vampire ingested the blood her-
  self. This power is spectacularly obvious, and Camarilla 
  princes justifiably consider its public use a breach of 
  the Masquerade.
  ••••• Cauldron of Blood
  A thaumaturge using this power boils her subject’s 
  blood in his veins like water on a stove. The Kindred 
  must touch her subject, and it is this contact that sim-
  mers the subject’s blood. This power is always fatal to 
  mortals, and causes great damage to even the mightiest 
  vampires.
  System: The number of successes gained determines 
  how many blood points are brought to boil. The sub-
  ject suffers one health level of aggravated damage for 
  each point boiled (individuals with Fortitude may soak 
  this damage using only their Fortitude dice). A single 
  success kills any mortal, though some ghouls with ac-
  cess to Fortitude are said to have survived after soaking 
  all of the aggravated damage.
  Elemental Mastery
  This path allows a vampire limited control over and 
  communion with inanimate objects. Elemental Mas-
  tery can only be used to affect the unliving — a vam-
  pire could not cause a tree to walk by using Animate 
  the Unmoving, for instance. Thaumaturges who seek 
  mastery over living things generally study paths such 
  as The Green Path (p. 215).
  • Elemental Strength
  The vampire can draw upon the strength and resil-
  ience of the earth, or of the objects around him, to in-
  crease his physical prowess without the need for large 
  amounts of blood. 
  System: The player allocates a total of three tem-
  porary bonus dots between the character’s Strength 
  and Stamina. The number of successes on the roll to 
  activate the power is the number of turns these dots 
  remain. The player may spend a Willpower point to 
  increase this duration by one turn. This power cannot 
  be “stacked” — one application must expire before the 
  next can be made.
  •• Wooden Tongues
  A vampire may speak, albeit in limited fashion, with 
  the spirit of any inanimate object. The conversation 
  may not be incredibly interesting, as most rocks and 
  chairs have limited concern for what occurs around 
  them, but the vampire can get at least a general im-
  pression of what the subject has “experienced.” Note 
  that events which are significant to a vampire may not 
  be the same events that interest a lawn gnome.
  System: The number of successes dictates the amount 
  and relevance of the information that the character re-
  ceives. One success may yield a boulder’s memory of a 
  forest fire, while three may indicate that it remembers 
  a shadowy figure running past, and five will cause the 
  rock to relate a precise description of a local Gangrel.
  ••• Animate the Unmoving
  Objects affected by this power move as the vampire 
  using it dictates. An object cannot take an action that 
  would be completely inconceivable for something with 
  its form — for instance, a door could not leap from 
  its hinges and carry someone across a street. However, 
  seemingly solid objects can become flexible within rea-
  son: Barstools can run with their legs, guns can twist 
  out of their owners’ hands or fire while holstered, and 
  humanoid statues can move like normal humans.
  System: This power requires the expenditure of a 
  Willpower point with less than four successes on the 
  roll. Each use of this power animates one object no 
  larger than human-sized; the caster may simultaneous-
  ly control a number of animate objects equal to his In-
  telligence rating. Objects animated by this power stay 
  animated as long as they are within the caster’s line of 
  sight or up to an hour, although the thaumaturge can 
  take other actions during that time.
  •••• Elemental Form
  The vampire can take the shape of any inanimate 
  object of a mass roughly equal to her own. A desk, a 
  statue, or a bicycle would be feasible, but a house or a 
  pen would be beyond this power’s capacity.
  System: The number of successes determines how 
  completely the character takes the shape she wishes 
  to counterfeit. At least three successes are required for 
  
  215 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  the character to use her senses or Disciplines while in 
  her altered form. This power lasts for the remainder of 
  the night, although the character may return to her 
  normal form at will.
  ••••• Summon Elemental
  A vampire may summon one of the traditional spir-
  its of the elements: a salamander (fire), a sylph (air), 
  a gnome (earth), or an undine (water). Some thau-
  maturges claim to have contacted elemental spirits of 
  glass, electricity, blood, and even atomic energy, but 
  such reports remain unconfirmed (even as their au-
  thors are summoned to Vienna for questioning). The 
  caster may choose what type of elemental he wishes to 
  summon and command.
  System: The character must be near some quantity 
  of the classical element corresponding to the spirit 
  he wishes to invoke. The spirit invoked may or may 
  not actually follow the caster’s instructions once sum-
  moned, but generally will at least pay rough attention 
  to what it’s being told to do. The number of successes 
  gained on the Willpower roll determines the power 
  level of the elemental.
  The elemental has three dots in all Physical and 
  Mental Attributes. One dot may be added to one of 
  the elemental’s Physical Attributes for each success 
  gained by the caster on the initial roll. The Storyteller 
  should determine the elemental’s Abilities, attacks, 
  and damage, and any special powers it has related to 
  its element.
  Once the elemental has been summoned, the thau-
  maturge must exert control over it. The more power-
  ful the elemental, the more difficult a task this is. The 
  player rolls Manipulation + Occult (difficulty of the 
  number of successes scored on the casting roll + 4), 
  and the number of successes determines the degree of 
  control: 
     Successes      Result
  Botch  
  The elemental immediately attacks  
   
   
  the thaumaturge.
  Failure 
  The elemental goes free and may  
   
   
  attack anyone or leave the scene  
   
   
  at the Storyteller’s discretion.
  1 success 
  The elemental does not attack its  
   
   
  summoner.
  2 successes 
  The elemental behaves favorably  
   
   
  toward the summoner and may   
   
   
  perform a service in exchange for  
   
   
  payment (determined by the  
   
   
   
  Storyteller).
  3 successes 
  The elemental performs one service,  
   
   
  within reason.
  4 successes 
  The elemental performs any one task  
   
   
  for the caster that does not jeopardize  
   
   
  its own existence.
  5 successes 
  The elemental performs any task that  
   
   
  the caster sets for it, even one that  
   
   
  may take several nights to complete  
   
   
  or that places its existence at risk.
  The Green Path
  The Green Path deals with the manipulation of 
  plant matter of all sorts. Anything more complex than 
  an algae bloom can theoretically be controlled through 
  the appropriate application of this path. Ferns, roses, 
  dandelions, and even ancient redwoods are all valid 
  targets for this path’s powers, and living and dead plant 
  matter are equally affected. While not as immediately 
  impressive as some other more widely practiced paths, 
  the Green Path (sometimes disparagingly referred to as 
  “Botanical Mastery”) is as subtle and powerful as the 
  natural world which it affects.
  • Herbal Wisdom
  With a touch, a vampire can commune with the 
  spirit of a plant. Conversations held in this manner are 
  often cryptic but rewarding — the wisdom and experi-
  ence of the spirits of some trees surpasses that of the 
  oracles of legend. Crabgrass, on the other hand, rarely 
  has much insight to offer, but might reveal the appear-
  ance of the last person who trod upon it.
  System: The number of successes rolled determines 
  the amount of information that can be gained from the 
  contact. Depending on the precise information that 
  the vampire seeks, the Storyteller might require the 
  player to roll Intelligence + Occult in order to inter-
  pret the results of the communication.
     Successes      Result
  1 success 
  Fleeting cryptic impressions
  2 successes 
  One or two clear images
  3 successes 
  A concise answer to a simple query
  4 successes 
  A detailed response to one or more  
   
   
  complex questions
  5 successes 
  The sum total of the plant-spirit’s  
   
   
  knowledge on a given subject
  
  216 
  CHAPTER FOUR: DISCIPLINES
  •• Speed the Season’s Passing
  This power allows a thaumaturge to accelerate a plant’s 
  growth, causing roses to bloom in a matter of minutes or 
  trees to shoot up from saplings overnight. Alternately, 
  she can speed a plant’s death and decay, withering grass 
  and crumbling wooden stakes with but a touch.
  System: The character touches the target plant. The 
  player rolls normally, and the number of successes de-
  termines the amount of growth or decay. One success 
  gives the plant a brief growth spurt or simulates the ef-
  fects of harsh weather, while three noticeably enlarge 
  or wither it. With five successes, a full-grown plant 
  springs from a seed or crumbles to dust in a few min-
  utes, and a tree sprouts fruit or begins decaying almost 
  instantaneously. If this power is used in combat, three 
  successes are needed to render a wooden weapon com-
  pletely useless. Two successes suffice to weaken it, while 
  five cause it to disintegrate in the wielder’s hand.
  ••• Dance of Vines
  The thaumaturge can animate a mass of vegetation 
  up to his own size, using it for utilitarian or combat pur-
  poses with equal ease. Leaves can walk along a desktop, 
  ivy can act as a scribe, and jungle creepers can strangle 
  opponents. Intruders should beware of Tremere work-
  shops that harbor potted rowan saplings.
  System: Any total amount of vegetation with a mass 
  less than or equal to the character’s own may be animat-
  ed through this power. The plants stay active for one turn 
  per success scored on the roll, and are under the complete 
  control of the character. If used for combat purposes, the 
  plants have Strength and Dexterity ratings each equal 
  to half the character’s Willpower (rounded down) and 
  Brawl ratings one lower than that of the character.
  Dance of Vines cannot make plants uproot them-
  selves and go stomping about. Even the most energetic 
  vegetation is incapable of pulling out of the soil and 
  walking under the effect of this power. However, 200 
  pounds (100 kilograms) of kudzu can cover a consider-
  able area all by itself….
  •••• Verdant Haven
  This power weaves a temporary shelter out of a sufficient 
  amount of plant matter. In addition to providing physical 
  protection from the elements (and even sunlight), the 
  Verdant Haven also establishes a mystical barrier which 
  is nearly impassable to anyone the caster wishes to ex-
  clude. A Verdant Haven appears as a six-foot-tall (two-
  meter-tall) hemisphere of interlocked branches, leaves, 
  
  217 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  and vines with no discernible opening, and even to the 
  casual observer it appears to be an unnatural construc-
  tion. Verdant Havens are rumored to have supernatural 
  healing properties, hut no Kindred have reported experi-
  encing such benefits from a stay in one.
  System: A character must be standing in a heavily 
  vegetated area to use this power. The Verdant Haven 
  springs up around the character over the course of three 
  turns. Once the haven is established, anyone wishing 
  to enter the haven without the caster’s permission 
  must achieve more than the caster’s original number of 
  successes on a single roll of Wits + Survival (difficulty 
  equal to the caster’s Willpower). The haven lasts until 
  the next sunset, or until the caster dispels or leaves it. 
  If the caster scored four or more successes, the haven is 
  impenetrable to sunlight unless physically breached.
  ••••• Awaken the Forest Giants 
  Entire trees can be animated by a master of the 
  Green Path. Ancient oaks can be temporarily given 
  the gift of movement, pulling their roots from the soil 
  and shaking the ground with their steps. While not as 
  versatile as elementals or other summoned spirits, trees 
  brought to ponderous life via this power display awe-
  some strength and resilience.
  System: The character touches the tree to be ani-
  mated. The player spends a blood point and rolls nor-
  mally. If the roll succeeds, the player must spend a blood 
  point for every success. The tree stays animated for one 
  turn per success rolled; once this time expires, the tree 
  puts its roots down wherever it stands and cannot be 
  animated again until the next night. While animated, 
  the tree follows the character’s verbal commands to 
  the best of its ability. An animated tree has Strength 
  and Stamina equal to the caster’s Thaumaturgy rating, 
  Dexterity 2, and a Brawl rating equal to the caster’s 
  own. It is immune to bashing damage, and all lethal 
  damage dice pools are halved due to its size.
  Once the animating energy leaves a tree, it puts 
  down roots immediately, regardless of what it is cur-
  rently standing on. A tree re-establishing itself in the 
  soil can punch through concrete and asphalt to find 
  nourishing dirt and water underneath, meaning that it 
  is entirely possible for a sycamore to root itself in the 
  middle of a road without any warning.
  Hands of Destruction
  This Path is practiced most commonly by the various 
  thaumaturges of the Sabbat. Though it is not widely 
  seen outside that Sect, a few Camarilla Tremere have 
  managed to learn the secrets of this path over the cen-
  turies. The Hands of Destruction has an infamous his-
  tory, and some Tremere refuse to practice it due to ru-
  mors that it is demonic in origin.
  • Decay
  This power accelerates the decrepitude of its target, 
  causing it to wither, rot, or otherwise break down. The 
  target must be inanimate, though dead organic matter 
  can be affected.
  System: If the roll is successful, the inanimate ob-
  ject touched by the thaumaturge ages 10 years for every 
  minute the Kindred touches it. If the vampire breaks 
  physical contact and wishes to age the object again, 
  another blood point must be spent and another roll 
  must be made. This power does not affect vampires.
  •• Gnarl Wood
  This power warps and bends wooden objects. 
  Though the wood is otherwise undamaged, this power 
  often leaves the objects completely useless. This power 
  may also be used to swell or contract wood, in addi-
  tion to bending it into unwholesome shapes. Unlike 
  other powers of this path, Gnarl Wood requires merely 
  a glance rather than physical contact.
  System: Fifty pounds or twenty-five kilograms of vis-
  ible wood may be gnarled for each blood point spent 
  on this power (the thaumaturge may expend as much 
  blood as she likes on this power, up to her per-turn 
  generational maximum). It is also possible to warp 
  multiple visible objects — like all the stakes a team of 
  vampire-hunters wields.
  ••• Acidic Touch
  The vampire secretes a bilious, acidic fluid from any 
  portion of his body. The viscous acid corrodes metal, 
  destroys wood, and causes horrendous chemical burns 
  to living tissue.
  System: The player spends one blood point to create 
  the acid — the blood literally transmutes into the vola-
  tile secretion. One blood point creates enough acid to 
  burn through a quarter-inch or half a centimeter of steel 
  plate or three inches (seven centimeters) of wood. The 
  damage from an acid-augmented hand-to-hand attack 
  is aggravated and costs one blood point per turn to use. 
  A thaumaturge is immune to her own acidic touch.
  •••• Atrophy
  This power withers a victim’s limb, leaving only a desic-
  cated, almost mummified husk of bone and skin. The effects 
  are instantaneous; in mortals, they are also irreversible.
  
  218 
  CHAPTER FOUR: DISCIPLINES
  System: The victim may resist the effects of Atrophy 
  by scoring three or more successes on a Stamina + Ath-
  letics roll (difficulty 8). Failure means the limb is per-
  manently and completely crippled. Partial resistance 
  is possible: One success indicates that the difficulty of 
  any roll involving the use of the arm increases by two, 
  though these effects are still permanent with regard to 
  mortals. Two successes signify that difficulties increase 
  by one. Vampires afflicted by this power may spend five 
  blood points to rejuvenate atrophied limbs. Mortals are 
  permanently crippled. This power affects only limbs or 
  parts of limbs (arms, legs, hands); it does not work on 
  victims’ heads, torsos, etc.
  ••••• Turn to Dust
  This fearsome power accelerates decrepitude in its 
  victims. Mortals literally age at the mere touch of a 
  skilled thaumaturge, gaining decades in moments.
  System: Each success on the roll ages the victim by 
  10 years. A potential victim may resist with a Stami-
  na + Courage roll (difficulty 8), but must accumulate 
  more successes than the caster’s activation roll — it’s 
  an all-or-nothing affair. If the victim succeeds, he does 
  not age at all. If he does not acquire more successes 
  than the thaumaturge, he ages the full amount. Obvi-
  ously, this power, while it affects vampires, has no det-
  rimental effect on them (they’re immortal). At most, a 
  Kindred victim grows paler and withers slightly (-1 to 
  Appearance) for one night.
  The Lure of Flames
  This path grants the thaumaturge the ability to con-
  jure forth mystical flames — small fires at first, but 
  skilled magicians may create great conflagrations. Fire 
  created by this path is not “natural.” In fact, many vam-
  pires believe the flames to be conjured from Hell itself. 
  The Lure of Flames is greatly feared, as fire is one of the 
  surest ways to bring Final Death upon a vampire. See 
  “Fire” (p. 297) for more information on how vampires 
  suffer from flame.
  Fire conjured by The Lure of Flames must be released 
  for it to have any effect. Thus, a “palm of flame” does 
  not burn the vampire’s hand and cause an aggravated 
  wound (nor does it cause the caster to frenzy) — it 
  merely produces light. Once the flame has been re-
  leased, however, it burns normally and the character 
  has no control over it.
  System: The number of successes determines how 
  accurately the vampire places the flame in his desired 
  location (declared before the roll is made). One suc-
  cess is all that is necessary to conjure a flame in one’s 
  hand, while five successes place a flame anywhere in 
  the Kindred’s line of sight. Less successes mean that 
  the flame appears somewhere at the Storyteller’s dis-
  cretion — as a rough rule of thumb, the thaumaturge 
  can accurately place a flame within 10 yards or meters 
  of themselves per success.
  Individual descriptions are not provided for each 
  level of this path — fire is fire, after all (including po-
  tentially causing frenzy in other vampires witnessing 
  it). The chart below describes the path level required 
  to generate a specific amount of flame. To soak the 
  damage at all, a vampire must have the Fortitude Dis-
  cipline. Fire under the caster’s control does not harm 
  the vampire or cause him to frenzy, but fires started as 
  a result of the unnatural flame affect the thaumaturge 
  normally.
  • 
   
  Candle (difficulty 3 to soak, one  
   
   
  health level of aggravated damage/ 
   
   
  turn)
  •• 
   
  Palm of flame (difficulty 4 to soak,  
   
   
  one health level of aggravated   
   
   
  damage/turn)
  •••  
  Campfire (difficulty 5 to soak,   
   
   
  two health levels of aggravated   
   
   
  damage/turn)
  ••••  
  Bonfire (difficulty 7 to soak, two  
   
   
  health levels of aggravated damage/ 
   
   
  turn)
  ••••• 
  Inferno (difficulty 9 to soak, three  
   
   
  health levels of aggravated damage/ 
   
   
  turn)
  Neptune’s Might
  Vampires are rarely associated with the ocean in 
  most mythologies, and most Kindred have nothing 
  to do with water in large quantities simply because 
  they have no reason to do so. Nevertheless, Neptune’s 
  Might has enjoyed a small, but devoted, following for 
  centuries among Camarilla thaumaturges. This path is 
  based primarily around the manipulation of standing 
  water, although some of its more disturbing effects de-
  part from this principle.
  Once a character reaches the third level of Neptune’s 
  Might, the player may choose to specialize in either 
  fresh water or salt water. Such specialization lowers all 
  Neptune’s Might difficulties by one when dealing with 
  the chosen medium but raises them by one when deal-
  
  219 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ing with the opposite. Blood is considered neither fresh 
  nor salty for this purpose, and difficulties in manipulat-
  ing it are unaffected.
  • Eyes of the Sea
  The thaumaturge may peer into a body of water and 
  view events that have transpired on, in, or around it 
  from the water’s perspective. Some older practitioners 
  of this art claim that the vampire communes with the 
  spirits of the waters when using this power; younger 
  Kindred scoff at such claims.
  System: The number of successes rolled determines 
  how far into the past the character can look.
     Successes      Result
  1 success 
  One day
  2 successes 
  One week
  3 successes 
  One month
  4 successes 
  One year
  5 successes 
  10 years
  The Storyteller may require a Perception + Occult 
  roll for the character to discern very small details in the 
  transmitted images. This power can only he used on 
  standing water; lakes and puddles qualify, but oceans, 
  rivers, sewers, and wine glasses do not.
  •• Prison of Water
  The thaumaturge can command a sufficiently large 
  quantity of water to animate itself and imprison a sub-
  ject. This power requires a significant amount of fluid 
  to be fully effective, although even a few gallons can be 
  used to shape chains of animated water.
  System: The number of successes scored on the roll 
  is the number of successes the victim must score on a 
  Strength roll (difficulty 8; Potence can add to this roll) 
  to break free. A subject may be held in only one prison 
  at a time, although the caster is free to invoke multiple 
  uses of this power upon separate victims and may dis-
  solve these prisons at will. If a sufficient quantity of 
  water (at least a bathtub’s worth) is not present, the 
  difficulty of the Willpower roll to activate this power 
  is raised by one. 
  ••• Blood to Water
  The thaumaturge has now attained enough power 
  over water that she can transmute other liquids to this 
  basic element. The most commonly seen use of this 
  power is as an assault; with but a touch, the victim’s 
  blood transforms to water, weakening vampires and 
  killing mortals in moments.
  System: The character must touch her intended vic-
  tim. The player rolls Willpower normally. Each success 
  converts one of the victim’s blood points to water. One 
  success kills a mortal within minutes. Vampires who 
  lose blood points to this power also suffer dice pool 
  penalties as if they had received an equivalent number 
  of health levels of injury. The water left in the target’s 
  system by this attack evaporates out at a rate of one 
  blood point’s worth per hour, but the lost blood does 
  not return.
  At the Storyteller’s discretion, other liquids may be 
  turned to water with this power (the difficulty for such 
  an action is reduced by one unless the substance is par-
  ticularly dangerous or magical in nature). The charac-
  ter must still touch the substance or its container to use 
  this power.
  •••• Flowing Wall
  Tales of vampires’ inability to cross running water 
  may have derived in part from garbled accounts of this 
  power in action. The thaumaturge can animate water 
  to an even greater degree than is possible with the use 
  of Prison of Water, commanding it to rise up to form a 
  barrier impassable to almost any being.
  System: The character touches the surface of a 
  standing body of water; the player spends three Will-
  power points and the normal required blood point and 
  rolls normally. Successes are applied to both width and 
  height of the wall; each success “buys” 10 feet/three 
  meters in one dimension. The wall may be placed any-
  where within the character’s line of sight, and must be 
  formed in a straight line. The wall lasts until the next 
  sunrise. It cannot be climbed, though it can be flown 
  over. To pass through the barrier, any supernatural be-
  ing (including beings trying to pass the wall on other 
  levels of existence, such as ghosts) must score at least 
  three successes on a single Willpower roll (difficulty 
  9).
  ••••• Dehydrate
  At this level of mastery, the thaumaturge can direct-
  ly attack living and unliving targets by removing the 
  water from their bodies. Victims killed by this power 
  leave behind hideous mummified corpses. This power 
  can also be used for less aggressive purposes, such as 
  drying out wet clothes — or evaporating puddles to 
  keep other practitioners of this path from using them.
  
  220 
  CHAPTER FOUR: DISCIPLINES
  System: This power can be used on any target in the 
  character’s line of sight. The player rolls normally; the 
  victim resists with a roll of Stamina + Fortitude (dif-
  ficulty 9). Each success gained by the caster translates 
  into one health level of lethal damage inflicted on the 
  victim. This injury cannot be soaked (the resistance 
  roll replaces soak for this attack) but can be healed 
  normally. Vampires lose blood points instead of health 
  levels, though if a vampire has no blood points this at-
  tack inflicts health level loss as it would against a mor-
  tal. The victim of this attack must also roll Courage 
  (difficulty equal to the number of successes scored by 
  the caster + 3) to be able to act on the turn following 
  the attack; failure means he is overcome with agony 
  and can do nothing.
  Movement of the Mind
  This path gives the thaumaturge the ability to move 
  objects telekinetically through the mystic power of 
  blood. At higher levels, even flight is possible (but be 
  careful who sees you…). Objects under the character’s 
  control may be manipulated as if she held them — they 
  may be lifted, spun, juggled, or even “thrown,” though 
  creating enough force to inflict actual damage requires 
  mastery of at least the fourth level of this path. Some 
  casters skilled in this path even use it to guard their 
  havens, animating swords, axes, and firearms to ward 
  off intruders. This path may frighten and disconcert 
  onlookers.
  System: The number of successes indicates the dura-
  tion of the caster’s control over the object (or subject). 
  Each success allows one turn of manipulation, though 
  the Kindred may attempt to maintain control after 
  this time by making a new roll (she need not spend 
  additional blood to maintain control). If the roll is suc-
  cessful, control is maintained. If a thaumaturge loses or 
  relaxes control over an object and later manipulates it 
  again, her player must spend another blood point, as 
  a new attempt is being made. Five or more successes 
  on the initial roll means the vampire can control the 
  object for duration of the scene.
  If this power is used to manipulate a living being, the 
  subject may attempt to resist. In this case, the caster 
  and the subject make opposed Willpower rolls each 
  turn the control is exercised.
  Like The Lure of Flames, individual power levels are 
  not provided for this path — consult the chart below 
  to see how much weight a thaumaturge may control. 
  Once a Kindred reaches a rating of 3, she may levi-
  tate herself and “fly” at approximately running speed, 
  no matter how much she weighs, though the weight 
  restrictions apply if she manipulates other objects or 
  subjects. Once a Kindred achieves 4, she may “throw” 
  objects at a Strength equal to her level of mastery of 
  this path.
  • 
   
  One pound/one-half kilogram
  •• 
   
  20 pounds/10 kilograms
  •••  
  200 pounds/100 kilograms
  ••••  
  500 pounds/250 kilograms
  ••••• 
  1000 pounds/500 kilograms
  The Path of Conjuring
  Invoking objects “out of thin air” has been a staple 
  of occult and supernatural legend since long before the 
  rise of the Tremere. This Thaumaturgical path enables 
  powerful conjurations limited only by the mind of the 
  practitioner.
  Objects summoned via this path bear two distinct 
  characteristics. They are uniformly “generic” in that 
  each object summoned, if summoned again, would look 
  exactly as it did at first. For example, a knife would be 
  precisely the same knife if created twice; the two would 
  be indistinguishable. Even a specific knife — the one a 
  character’s father used to threaten her — would appear 
  identical every time it was conjured. A rat would have 
  repeated “tiled” patterns over its fur, and a garbage can 
  would have a completely uniform fluted texture over 
  its surface. Additionally, conjured objects bear no 
  flaws: Weapons have no dents or scratches, tools have 
  no distinguishing marks, and cellphones all look like 
  they just came out of their packaging.
  The limit on the size of conjured objects appears to 
  be that of the conjurer: nothing larger than the thau-
  maturge can be created. The conjurer must also have 
  some degree of familiarity with the object he wishes 
  to call forth. Simply working from a picture or imagi-
  nation calls for a higher difficulty, while objects with 
  which the character is intimately familiar (such as the 
  knife described above) may actually lower the difficul-
  ty, at the Storyteller’s discretion.
  When a player rolls to conjure something, the suc-
  cesses gained on the roll indicate the quality of the 
  summoned object. One success yields a shoddy, imper-
  fect creation, while five successes garner the caster a 
  nearly perfect replica.
  
  221 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  • Summon the Simple Form
  At this level of mastery, the conjurer may create 
  simple, inanimate objects. The object cannot have any 
  moving parts and may not be made of multiple mate-
  rials. For example, the conjurer may summon a steel 
  baton, a lead pipe, a wooden stake, or a chunk of gran-
  ite.
  System: Each turn the conjurer wishes to keep the 
  object in existence, another Willpower point must be 
  spent or the object vanishes.
  •• Permanency
  At this level, the conjurer no longer needs to pay 
  Willpower costs to keep an object in existence. The 
  object is permanent, though simple objects are still all 
  that may be created.
  System: The player must invest three blood points 
  in an object to make it real.
  ••• Magic of the Smith
  The Kindred may now conjure complex objects of 
  multiple components and with moving parts. For ex-
  ample, the thaumaturge can create guns, bicycles, 
  chainsaws, or cellphones.
  System: Objects created via Magic of the Smith are 
  automatically permanent and cost five blood points 
  to conjure. Particularly complex items often require a 
  Knowledge roll (Crafts, Science, Technology, etc.) in 
  addition to the basic roll.
  •••• Reverse Conjuration
  This power allows the conjurer to “banish” into non-
  existence any object previously called forth via this 
  path.
  System: This is an extended success roll. The con-
  jurer must accumulate as many successes as the original 
  caster received when creating the object in question. 
  This can also be used by the thaumaturge to banish 
  object she created herself with this Path.
  ••••• Power Over Life
  This power cannot create true life, though it can 
  summon forth impressive simulacra. Creatures (and 
  people) summoned with this power lack the free will 
  to act on their own, mindlessly following the simple 
  instructions of their conjurer instead. People created 
  in this way can be subject to the use of the Dominate 
  power Possession (p. 155), if desired.
  System: The player spends 10 blood points. Imper-
  fect and impermanent, creatures summoned via this 
  path are too complex to exist for long. Within a week 
  after their conjuration, the simulacra vanish into in-
  substantiality.
  The Path of Corruption
  The origins of this path are hotly debated among 
  those who are familiar with its intricacies. One theory 
  holds that its secrets were taught to the Tremere by de-
  mons and that use of it brings the practitioner danger-
  ously close to the infernal powers. A second opinion 
  has been advanced that the Path of Corruption is a 
  holdover from the days when Clan Tremere was still 
  mortal. The third theory, and the most disturbing to 
  the Tremere, is that the path originated with the Fol-
  lowers of Set, and that knowledge of its workings was 
  sold to the Tremere for an unspecified price. This last 
  rumor is vehemently denied by the Tremere, which au-
  tomatically makes it a favorite topic of discussion when 
  the matter comes up.
  The Path of Corruption is primarily a mentally and 
  spiritually oriented path centered on influencing the 
  psyches of other individuals. It can be used neither to 
  issue commands like Dominate nor to change emo-
  tions in the moment like Presence. Rather, it produces 
  a gradual and subtle twisting of the subject’s actions, 
  morals, and thought processes. This path deals inti-
  mately with deception and dark desires, and those who 
  work through it must understand the hidden places 
  of the heart. Accordingly, no character may have a 
  higher rating in the Path of Corruption than he has in 
  Subterfuge.
  • Contradict
  The vampire can interrupt a subject’s thought pro-
  cesses, forcing the victim to reverse his current course 
  of action. An Archon may be caused to execute a pris-
  oner she was about to exonerate and release; a mortal 
  lover might switch from gentle and caring to sadistic 
  and demanding in the middle of an encounter. The re-
  sults of Contradict are never precisely known to the 
  thaumaturge in advance, but they always take the form 
  of a more negative action than the subject had origi-
  nally intended to perform.
  System: This power may be used on any subject 
  within the character’s line of sight. The player rolls as 
  per normal. The target rolls Perception + Subterfuge 
  (difficulty equal to the number of successes scored by 
  the caster + 2). Two successes allow the subject to real-
  
  222 
  CHAPTER FOUR: DISCIPLINES
  ize that she is being influenced by some outside source. 
  Three successes let her pinpoint the source of the ef-
  fect. Four successes give her a moment of hesitation, 
  neither performing her original action nor its inverse, 
  while five allow her to carry through with the original 
  action.
  The Storyteller dictates what the subject’s precise 
  reaction to this power is. Contradict cannot be used in 
  combat or to affect other actions (at the Storyteller’s 
  discretion) that are mainly physical and reflexive.
  •• Subvert
  This power follows the same principle as does Con-
  tradict, the release of a subject’s dark, self-destructive 
  side. However, Subvert’s effects are longer-lasting than 
  the momentary flare of Contradiction. Under the in-
  fluence of this power, victims act on their own sup-
  pressed temptations, pursuing agendas that their mor-
  als or self-control would forbid them to follow under 
  normal circumstances.
  System: This power requires the character to make 
  eye contact (see p. 152) with the intended victim. The 
  player rolls normally. The target resists with a roll of 
  Perception + Subterfuge (difficulty equal to the target’s 
  Manipulation + Subterfuge). If the thaumaturge scores 
  more successes, the victim becomes inclined to follow 
  a repressed, shameful desire for the length of time de-
  scribed below.
     Successes      Result
  1 success 
  Five minutes
  2 successes 
  One hour
  3 successes 
  One night
  4 successes 
  Three nights
  5 successes 
  One week
  The Storyteller determines the precise desire or 
  agenda that the victim follows. It should be in keep-
  ing with the Psychological Flaws that she possesses or 
  with the negative aspects of her Nature (for example, 
  a Loner desiring isolation to such an extent that she 
  becomes violent if forced to attend a social function). 
  The subject should not become fixated on following 
  this new agenda at all times, but should occasionally be 
  forced to spend a Willpower point if the opportunity to 
  succumb arises and she wishes to resist the impulse.
  
  223 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••• Dissociate
  “Divide and conquer” is a maxim that is well-under-
  stood by the Tremere, and Dissociate is a powerful tool 
  with which to divide the Clan’s enemies. This power 
  is used to break the social ties of interpersonal rela-
  tionships. Even the most passionate affair or the oldest 
  friendship can be cooled through use of Dissociate, and 
  weaker personal ties can be destroyed altogether.
  System: The character must touch the target. The 
  player rolls normally. The target resists with a Will-
  power roll (difficulty of the thaumaturge’s Manipula-
  tion + Empathy). The victim loses three dice from 
  all Social rolls for a period of time determined by the 
  number of successes gained by the caster:
     Successes      Result
  1 success 
  Five minutes
  2 successes 
  One hour
  3 successes 
  One night
  4 successes 
  Three nights
  5 successes 
  One week
  This penalty applies to all rolls that rely on Social 
  Attributes, even those required for the use of Disci-
  plines. If this power is used on a character who has 
  participated in the Vaulderie or a similar ritual, that 
  character’s Vinculum ratings are reduced by three for 
  the duration of Dissociate’s effect.
  Dissociate’s primary effect falls under roleplaying 
  rather than game mechanics. Victims of this power 
  should be played as withdrawn, suspicious, and emo-
  tionally distant. The Storyteller should feel free to re-
  quire a Willpower point expenditure for a player who 
  does not follow these guidelines.
  •••• Addiction
  This power is a much stronger and more potentially 
  damaging form of Subvert. Addiction creates just that 
  in the victim. By simply exposing the target to a par-
  ticular sensation, substance, or action, the caster cre-
  ates a powerful psychological dependence. Many thau-
  maturges ensure that their victims become addicted to 
  substances or thrills that only the mystic can provide, 
  thus creating both a source of income and potential 
  blackmail material.
  System: The subject must encounter or be exposed 
  to the sensation, substance, or action to which the 
  character wants to addict him. The thaumaturge then 
  touches his target. The player rolls normally; the vic-
  tim resists with a Self-Control/Instinct roll (difficulty 
  equal to the number of successes scored by the caster 
  + 3). Failure gives the subject an instant addiction to 
  that object.
  An addicted character must get his fix at least once 
  a night. Every night that he goes without satisfying his 
  desire imposes a cumulative penalty of one die on all of 
  his dice pools (to a minimum pool of one die). The vic-
  tim must roll Self-Control/Instinct (difficulty 8) every 
  time he is confronted with the object of his addiction 
  and wishes to keep from indulging. Addiction lasts for 
  a number of weeks equal to the thaumaturge’s Manipu-
  lation score.
  An individual may try to break the effects of Addic-
  tion. This requires an extended Self-Control/Instinct 
  roll (difficulty of the caster’s Manipulation + Subter-
  fuge), with one roll made per night. The addict must 
  accumulate a number of successes equal to three times 
  the number of successes scored by the caster. The vic-
  tim may not indulge in his addiction over the time 
  needed to accumulate these successes. If he does so, all 
  accumulated successes are lost and he must begin anew 
  on the next night. Note that the Self-Control/Instinct 
  dice pool is reduced every night that the victim goes 
  without feeding his addiction.
  ••••• Dependence
  Many former pawns of Clan Tremere claim to have 
  felt a strange sensation similar to depression when not 
  in the presence of their masters. This is usually attrib-
  uted to the blood bond, but is sometimes the result of 
  the vampire’s mastery of Dependence. The final power 
  of the Path of Corruption enables the vampire to tie 
  her victim’s soul to her own, engendering feelings of 
  lethargy and helplessness when the victim is not in her 
  presence or acting to further her desires.
  System: The character engages the target in con-
  versation. The player rolls normally. The victim rolls 
  Self-Control/Instinct (difficulty equals the number of 
  successes scored by the caster + 3). Failure means that 
  the victim’s psyche has been subtly bonded to that of 
  the thaumaturge for one night per success rolled by the 
  caster.
  A bonded victim is no less likely to attack his con-
  troller, and feels no particular positive emotions to-
  ward her. However, he is psychologically addicted to 
  her presence, and suffers a one-die penalty to all rolls 
  when he is not around her or performing tasks for her. 
  
  224 
  CHAPTER FOUR: DISCIPLINES
  Additionally, he is much less resistant to her com-
  mands, and his dice pools are halved when he attempts 
  to resist her Dominate, Presence (or other mental or 
  emotional control powers), or mundane Social rolls. 
  Finally, he is unable to regain Willpower when he is 
  not in the thaumaturge’s presence.
  The Path of Mars
  Those rare Sabbat who have retained Thaumaturgical 
  talents have turned their focus to the assistance of the 
  Sect in times of war. This path has proven useful, turn-
  ing the tides of several confrontations with elder vam-
  pires. The path adopts a very martial stance, whereas 
  other blood magics tend to have subtler, less violent ef-
  fects. It is rumored that some Camarilla Tremere have 
  learned this path, but very few of them have the right 
  temperament to wield this path effectively.
  • War Cry
  A vampire on the attack can focus his will, making 
  him less susceptible to battle fear or the powers of the 
  undead. The vampire shouts a primal scream to start the 
  effect, though some thaumaturges have been known to 
  paint their faces or cut themselves open instead.
  System: For the duration of one scene, the vampire 
  adds one to his Courage Trait. Additionally, for the 
  purposes of hostile effects, his Willpower is considered 
  to be one higher (though this bonus applies only to the 
  Trait itself, not the Willpower pool). A character may 
  only gain the benefits of War Cry once per scene.
  •• Strike True
  The vampire makes a single attack, guided by the 
  unholy power of her Blood. This attack strikes its foe 
  infallibly.
  System: By invoking this power, the player need 
  not roll to see if the vampire’s attack hits — it does, 
  automatically. Only Melee or Brawl attacks may be 
  made in this manner. These attacks are considered to 
  be one-success attacks; they offer no additional dam-
  age dice. Also, they may be dodged, blocked, or parried 
  normally, and the defender needs only one success (as 
  the attacks’ number of success is assumed to be one). 
  Strike True has no effect if attempted on multiple at-
  tacks (dice pool splits) in a single turn from one char-
  acter.
  ••• Wind Dance
  The thaumaturge invokes the power of the winds, 
  moving in a blur. She gains a preternatural edge in 
  avoiding her enemies’ blows, moving out of their way 
  before the enemy has a chance to throw them.
  System: The player can dodge any number of attacks 
  with her full dice pool in a single turn. This advantage 
  applies only to dodges — if the character wishes to at-
  tack and dodge, the player must still split her dice pool. 
  This power lasts for one scene.
  •••• Fearless Heart
  The vampire temporarily augments his abilities as a 
  warrior. Through the mystical powers of blood magic, 
  the character becomes a potent fighting force.
  System: Fearless Heart grants the vampire an extra 
  point in each of the Physical Attributes (Strength, 
  Dexterity, and Stamina). These Traits may not exceed 
  their generational maximums, though the player may 
  use blood points to push the character’s Traits even 
  higher. The effects last for one scene, and a character 
  may gain its benefits only once per scene. The vampire 
  must spend two hours in a calm and restful state fol-
  lowing the use of Fearless Heart, or lose a blood point 
  every 15 minutes until he rests.
  ••••• Comrades at Arms
  This ability extends the power of the previous abili-
  ties in the path. It allows any of the earlier effects to be 
  applied to a group such as a pack or War Party.
  System: The player chooses one of the lower-level 
  powers in the path, invoking it as normal. Afterward, 
  he touches another character and (if the roll for Com-
  rades at Arms is successful) bestows the benefit on her 
  as well. The same power may be delivered to any num-
  ber of packmates, as long as the rolls for Comrades at 
  Arms are successful and the thaumaturge pays the ap-
  propriate blood costs.
  The Path of Technomancy
  The newest path to be accepted by the Tremere 
  hierarchy as part of the Clan’s official body of knowl-
  edge, the Path of Technomancy is a relatively recent 
  innovation, developed in the latter half of the 20th 
  century. The path focuses on the control of electronic 
  devices, from cellphones to laptops, and its proponents 
  maintain that it is a prime example of the versatility of 
  Thaumaturgy with regards to a changing world. More 
  conservative Tremere, however, state that mixing 
  Tremere magic with mortal science borders on treason 
  or even blasphemy, and some European Regents have 
  gone so far as to declare knowledge of Technomancy 
  
  225 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  grounds for expulsion from their chantries. The Inner 
  Council did approve the introduction of the path into 
  the Clan’s grimoires, but has yet to voice any opinion 
  on the conservative opposition to Technomancy.
  • Analyze
  Mortals are constantly developing new innovations, 
  and any vampire who would work Technomancy must 
  be able to understand that upon which he practices his 
  magic. The most basic power of this path allows the 
  thaumaturge to project his perceptions into a device, 
  granting him a temporary understanding of its purpose, 
  the principles of its functioning, and its means of op-
  eration. This does not grant permanent knowledge, 
  only a momentary flash of insight which fades within 
  minutes.
  System: A character must touch the device in order 
  to apply this power. The number of successes rolled de-
  termines how well the character understands this par-
  ticular piece of equipment. One success allows a basic 
  knowledge (on/off and simple functions), while three 
  successes grant competence in operating the device, 
  and five successes show the character the full range of 
  the device’s potential. The knowledge lasts for a num-
  ber of minutes equal to the character’s Intelligence.
  This power can also be used to understand a non-
  physical technological innovation — generally a piece 
  of software — at +2 difficulty. The character must 
  touch the computer on which the software is installed 
  — simply holding the flash drive or CD-ROM is not 
  enough. Software applied remotely to a device (such 
  as through an app store) also cannot be analyzed until 
  it is installed.
  •• Burnout
  It is usually easier to destroy than to create, and sen-
  sitive electronics are no exception to this rule. Burnout 
  is used to cause a device’s power supply (either inter-
  nal or external) to surge, damaging or destroying the 
  target. Burnout cannot be used to directly injure an-
  other individual, although the sudden destruction of 
  a pacemaker or a car’s fuel injection control chip can 
  certainly create a health hazard.
  System: A character can use this power at a range 
  of up to 10 times her Willpower in yards or meters, 
  although a +1 difficulty is applied if she is not touching 
  the target item. The number of successes determines 
  the extent of the damage:
     Successes      Result
  1 success 
  Momentary interruption of operation  
   
   
  (one turn), but no permanent   
   
   
  damage.
  2 successes 
  Significant loss of function; +1   
   
   
  difficulty to use using the device for  
   
   
  the rest of the scene.
  3 successes 
  The device breaks and is inoperable  
   
   
  until repaired.
  4 successes 
  Even after repairs, the device’s   
   
   
  capabilities are diminished  
   
   
   
  (permanent +1 difficulty to use).
  5 successes 
  The equipment is a total write-off;  
   
   
  completely unsalvageable.
  Large enough systems, such as a server cluster or 
  a passenger aircraft, impose a +2 to +4 difficulty (at 
  Storyteller discretion) to affect with this power. Ad-
  ditionally, some systems, such as military and banking 
  networks, may be protected against power surges and 
  spikes, and thus possess one to five dice (Storyteller 
  discretion again) to roll to resist this power. Each suc-
  cess on this roll (difficulty 6) takes away one success 
  from the Thaumaturgy roll.
  Burnout may be used to destroy electronic data stor-
  age, in which case three successes destroy all informa-
  tion on the target item, and five erase it beyond any 
  hope of non-magical recovery.
  ••• Encrypt/Decrypt
  Electronic security is a paramount concern of gov-
  ernments and corporations alike. Those thaumaturges 
  who are techno-savvy enough to understand the issues 
  at stake have become quite enamored of this power, 
  which allows them to scramble a device’s controls mys-
  tically, making it inaccessible to anyone else. Encrypt/
  Decrypt also works on electronic media; a DVD under 
  the influence of this power displays just snow and static 
  if played back without the owner’s approval. Some ne-
  onates have taken to calling this power “DRM.”
  System: The character touches the device or data 
  container that he wishes to encrypt. The player rolls 
  normally. The number of successes scored is applied as 
  a difficulty modifier for anyone who attempts to use the 
  protected equipment or access the scrambled informa-
  tion without the assistance of the character. The caster 
  can dispel the effect at any time by touching the target 
  item and spending a point of Willpower.
  
  226 
  CHAPTER FOUR: DISCIPLINES
  This power may also be used to counter another 
  thaumaturge’s use of Encrypt/Decrypt. The player rolls 
  at +1 difficulty; each success negates one of the “own-
  er’s.”
  The effects of Encrypt/Decrypt last for a number of 
  weeks equal to the character’s permanent Willpower 
  rating.
  •••• Remote Access
  With this power, a skilled thaumaturge can bypass 
  the need for physical contact to operate a device. This 
  is not a form of telekinesis; the vampire does not ma-
  nipulate the item’s controls, but rather touches it di-
  rectly with the power of his mind.
  System: This power may be used on any electronic 
  device within the character’s line of sight. The num-
  ber of successes rolled is the maximum number of dice 
  from any relevant Ability that the character may use 
  while remotely controlling the device. (For instance, if 
  Fritz has Technology 5 and scores three successes while 
  using Remote Access on a keypad lock, he can only 
  apply three dots of his Technology rating to any rolls 
  that he makes through any use of the power.) Remote 
  Access lasts for a number of turns equal to the number 
  of successes rolled, and can only be used on one item 
  at a time.
  If an item is destroyed while under the effects of Re-
  mote Access, the character takes five dice of bashing 
  damage due to the shock of having his perceptions 
  rudely shunted back into his own body.
  ••••• Telecommute
  A progressive derivation of Remote Access, Tele-
  commute allows a thaumaturge to project her con-
  sciousness into the Internet, sending her mind through 
  network connections as fast as they can transfer her. 
  While immersed in the network, she can use any other 
  Technomancy power on the devices with which she 
  makes contact.
  System: The character touches any form of commu-
  nications device: a cellphone, 3G-equipped netbook, 
  Wi-Fi tablet, or anything else that is connected directly 
  or indirectly to the Internet. The player rolls normally 
  and spends a Willpower point. Telecommute lasts for 
  five minutes per success rolled, and may be extended by 
  10 minutes with the expenditure of another Willpower 
  point. The number of successes indicates the maximum 
  range that the character can project her consciousness 
  away from her body:
     Successes      Result
  1 success 
  25 miles/40 kilometers
  2 successes 
  250 miles/400 kilometers
  3 successes 
  1000 miles/1500 kilometers
  4 successes 
  5000 miles/8000 kilometers
  5 successes 
  Anywhere in the world
  While in the network, the character can apply any 
  other Path of Technomancy power to any device or 
  data with which she comes in contact. A loss of con-
  nection, either through the destruction of a part of the 
  network or simply a loss of cell signal, hurls her con-
  sciousness back to her body and inflicts eight dice of 
  bashing damage.
  A character traveling through the Internet by means 
  of this power can use her Path of Technomancy powers 
  at a normal difficulty. Using any other abilities or pow-
  ers while engaged thus is done at a +2 difficulty.
  The Path of the  
  Father’s Vengeance
  This path, based loosely on a powerful thaumaturge’s 
  interpretations of the Book of Nod, devotes itself to de-
  livering justice to the race of Cainites. Each power sup-
  posedly has some precedent in the parables of the an-
  cient book, and focuses on teaching the lessons of Caine 
  via the power of blood magic. Use of this path is hotly 
  debated in the Sabbat, as some consider it tantamount 
  to claiming to hold Caine’s right over all vampires one-
  self. Camarilla vampires don’t have the same knowledge 
  of the Book of Nod that the Sabbat do, but the path is 
  not entirely unheard of in Tremere chantries.
  The power of this path comes not only from the 
  magic of blood, but also incantation of verses from the 
  Book of Nod. For any of these powers to take effect, 
  the caster must speak the actual condemnation. For ex-
  ample, to invoke the third-level power, the caster must 
  state plainly to his target that she may eat only ashes. 
  The subject must generally be able to hear the caster 
  for these powers to take effect, though writing them 
  and showing them to the subject will do.
  These powers apply to vampires only. They do not af-
  fect mortals, ghouls, or any other supernatural creatures.
  • Zillah’s Litany
  Zillah, the wife of Caine, unknowingly drank from 
  her husband and sire three times, thus becoming bond-
  
  227 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ed to him. This power reveals existing blood bonds and 
  Vinculi to the thaumaturge.
  System: If the subject has any blood bonds or Vin-
  culi to other vampires, this power reveals them to the 
  caster. Although the caster may not know the vam-
  pires in question, this power does reveal the names and 
  gives rough psychic impressions of the individuals in 
  question.
  •• The Crone’s Pride
  This power inflicts the curse of the crone, who bound 
  Caine to her as he fled his wife’s spurning. Hideously 
  ugly, the crone had to resort to trickery to get others to 
  help or serve her.
  System: This power reduces the target’s Appearance 
  to zero. All Social rolls during this time generally fail, 
  unless the character attempts to intimidate or brow-
  beat the subject. This power lasts for one night.
  ••• Feast of Ashes
  Primarily used against wanton or excessive vampires, 
  this power temporarily removes a vampire’s dependen-
  cy on blood. While some would say this negates the 
  Curse of Caine, it reduces the vampire to little more 
  than a wretched scavenger, as he must consume literal 
  ashes, though he gains little sustenance from them.
  System: The victim of this power can no longer con-
  sume blood, vomiting it up as he would mortal food or 
  drink. Instead, the victim can eat only ashes, and the 
  “blood points” he gains from this may be used only to 
  rise each night. Ashen “blood points” may not be used 
  to power Disciplines, raise Attributes, or feed ghouls 
  (though actual blood points in the character’s body at 
  the time this power is invoked may still be used for 
  such). One blood point’s worth of ash is roughly one 
  pint or half-liter, and any ash will do — cigarette ash, 
  campfire leftovers, or vampire corpses destroyed by fire 
  or sunlight. This power lasts for one week.
  •••• Uriel’s Disfavor
  This power invokes the darkness of the Angel of 
  Death. All but the dimmest of light causes the subject 
  excruciating pain, and some artificial forms of bright 
  light may even damage the vampire. Uriel delivered 
  God’s curse on Caine, shielding him in the blackness 
  of his wings.
  System: The presence of any light makes the subject 
  uncomfortable, and bright light of any kind — flash-
  
  228 
  CHAPTER FOUR: DISCIPLINES
  lights, headlights, etc. — inflict one health level of ag-
  gravated damage on the character for every turn he re-
  mains under its direct focus. Most vampires who suffer 
  this curse elect to sleep for the duration, hiding away in 
  the darkness of their havens until they can walk again 
  among the living without pain. This power lasts for 
  one week.
  ••••• Valediction
  Many Sabbat rightfully fear this power, though very 
  few have ever seen it used. It levies a punishment for 
  breaking one of Caine’s greatest commandments — 
  the ban against diablerie. As most Sabbat attain their 
  power and station through some measure of diablerie, 
  they must reconcile their beliefs with the admonitions 
  of Caine, and this power engenders a great sense of hu-
  mility.
  System: When this power takes effect, the subject 
  immediately reverts to her original Generation. This 
  change may entail losing points in certain Traits due to 
  generational maximums. This power lasts for one week, 
  after which any Traits reduced to higher-Generation 
  maximums return to normal. It takes three turns to speak 
  the full verse that implements this power’s effects.
  Thaumaturgical  
  Countermagic
  This is less of a path than it is a separate Discipline, 
  as the power to resist Thaumaturgy can be taught inde-
  pendently of Thaumaturgy, even to those Kindred who 
  are incapable of mastering the simplest ritual. Though 
  the techniques of Thaumaturgical Countermagic are 
  not officially taught outside Clan Tremere, unofficial 
  methods are likely to exist. Any non-Tremere who 
  displays the ability to resist Thaumaturgy quickly be-
  comes the subject of potentially fatal scrutiny from the 
  entirety of Clan Tremere. 
  System: Thaumaturgical Countermagic is treated as 
  a separate Discipline, although it uses the usual rules 
  for Thaumaturgy (including experience costs and the 
  fact that it is limited to only five levels). It cannot be 
  taken as a character’s primary path, and a rating in it 
  does not allow the character to perform rituals. 
  The use of Thaumaturgical Countermagic is treated 
  as a free action in combat and does not require a split 
  dice pool. To oppose a Thaumaturgy power or ritual, a 
  character must have a Thaumaturgical Countermagic 
  rating equal to or greater than the rating of that power 
  or ritual. The player spends a blood point and rolls the 
  number of dice indicated by the character’s Thauma-
  turgical Countermagic rating (difficulty equal to the 
  difficulty of the power in use). Each success cancels one 
  of the opposing thaumaturge’s successes.
  Thaumaturgical Countermagic is only at full effec-
  tiveness when used against Thaumaturgy. It works with 
  halved dice pools against Necromancy and other mys-
  tical Disciplines, and is completely ineffective against 
  non-vampiric magics and powers.
  Thaumaturgical Countermagic can be learned by 
  characters who are unable to learn Thaumaturgy (e.g., 
  those with the Merit Magic Resistance). Any non-
  Tremere character with a rating in this power automat-
  ically gains the Flaw Clan Enmity (Tremere), receiv-
  ing no freebie points for it. This power cannot be taken 
  during character creation and cannot be spontaneously 
  developed. Whether the character has Thaumaturgy as 
  an in-Clan power or not, it costs the same as any other 
  non-Clan Discipline to learn.
  • 
   
  Two dice of countermagic. The   
   
   
  character can attempt to cancel only  
   
   
  those powers and rituals that directly  
   
   
  affect him, his garments, and objects  
   
   
  on his person.
  •• 
   
  Four dice of countermagic.
  •••  
  Six dice of countermagic. The   
   
   
  character can attempt to cancel a  
   
   
  Thaumaturgy power that affects  
   
   
  anyone or anything in physical   
   
   
  contact with him.
  ••••  
  Eight dice of countermagic.
  ••••• 
  Ten dice of countermagic. The   
   
   
  character can now attempt to cancel  
   
   
  a power or ritual that targets anything  
   
   
  within a radius equal to his  
   
   
   
  Willpower in yards or meters, or one  
   
   
  that is being used or performed within  
   
   
  that same radius.
  Weather Control
  Command over the weather has long been a staple 
  power of wizards both mortal and immortal, and this 
  path is said to predate the Tremere by millennia. The 
  proliferation of usage of this path outside the Clan tends 
  to confirm this theory; Weather Control is quite com-
  mon outside the Tremere, and even outside the Cama-
  
  229 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  rilla. Lower levels of this path allow subtle manipula-
  tions, while higher stages of mastery allow a vampire to 
  call up raging storms. The area affected by this power is 
  usually rather small, no more than three or four miles 
  (five to six kilometers) in diameter, and the changes 
  the power wreaks are not always immediate.
  System: The number of successes rolled indicates 
  how long it takes the weather magic to take effect. 
  One success indicates an entire day may pass before the 
  weather changes to the thaumaturge’s liking, while a 
  roll with five successes brings an almost instant effect.
  The difficulty of the Willpower roll necessary to in-
  voke this power may change depending on the current 
  local weather conditions and the weather the charac-
  ter is attempting to create. The Storyteller should im-
  pose a bonus (-1 or -2 difficulty) for relatively minor 
  shifts, such as clearing away a light drizzle or calling 
  lightning when a severe thunderstorm is already rag-
  ing. Conversely, a penalty (+1 or +2 difficulty) should 
  be applied when the desired change is at odds with the 
  current conditions, such as summoning the same light 
  drizzle in the middle of the Sahara Desert or calling 
  down lightning from a cloudless sky.
  If the character tries to strike a specific target with 
  lightning, the player must roll Perception + Occult 
  (difficulty 6 if the target is standing in open terrain, 
  8 if he is under shelter, or 10 if he is inside but near a 
  window) in addition to the base roll to use Thauma-
  turgy. Otherwise the bolt goes astray, with the relative 
  degree of failure of the roll determining where exactly 
  the lightning strikes.
  Effects of the power default to the maximum area 
  available unless the caster states that he’s attempting 
  to affect a smaller area. At Storyteller discretion, an 
  additional Willpower roll (difficulty 6) may be required 
  to keep the change in the weather under control.
  Weather Control is not the sort of power that lends 
  itself well to indoor application. While certain of 
  the path’s uses (changes of temperature, high winds, 
  and possibly even fog) do make a certain amount of 
  sense in interior settings, others (precipitation of any 
  sort, lightning) don’t. The difficulty for all rolls to use 
  Weather Control indoors is at +2, and the Storyteller 
  should feel free to disallow any proposed uses that don’t 
  make sense.
  Individual power descriptions are not provided for 
  this path, as the general principle is fairly consistent. 
  Instead, the strongest weather phenomenon possible at 
  each level is listed.
  • 
   
  Fog: Vision is slightly impaired and  
   
   
  sounds are muffled; a +1 difficulty is  
   
   
  imposed on all Perception rolls that  
   
   
  involve sight and hearing, and the  
   
   
  effective range of all ranged attacks  
   
   
  are halved.
   
   
  Light breeze: A +1 difficulty is   
   
   
  imposed on all Perception rolls that  
   
   
  involve smell.
   
   
  Minor temperature change: It is  
   
   
  possible to raise or lower the local  
   
   
  temperature by up to 10 degrees  
   
   
  Fahrenheit or 5 degrees Celsius.
  •• 
   
  Rain or snow: As Fog, but  
   
   
   
  Perception rolls are impaired to a  
   
   
  much greater extent; the difficulty  
   
   
  modifier for all such rolls rises to +2.  
   
   
  In addition, the difficulty on all Drive  
   
   
  rolls increases by two.
  •••  
  High Winds: The wind speed   
   
   
  rises to around 30 miles per hour or  
   
   
  50 kilometers per hour, with gusts of  
   
   
  up to twice that. Ranged attacks  
   
   
  are much more difficult: + 1 to   
   
   
  firearm attacks and +2 to thrown  
   
   
  weapons and archery. In addition,  
   
   
  during fierce gusts, Dexterity rolls  
   
   
  (difficulty 6) may be required to  
   
   
  keep characters from being knocked  
   
   
  over by the winds. When gale-force  
   
   
  winds are in effect, papers go flying,  
   
   
  objects get picked up by the winds  
   
   
  and hurled with abandon, and other  
   
   
  suitably cinematic effects are likely.
   
   
  Moderate temperature change: The  
   
   
  local temperature can be raised or  
   
   
  lowered by up to 20 degrees  
   
   
   
  Fahrenheit or 10 degrees Celsius.
  ••••  
  Storm: This has the effects of both  
   
   
  Rain and High Winds.
  ••••• 
  Lightning Strike: This attack inflicts  
   
   
  10 dice of lethal damage. Body armor  
   
   
  does not add to the target’s dice pool  
   
   
  to soak this attack.
  
  230 
  CHAPTER FOUR: DISCIPLINES
  Rituals
  Rituals are Thaumaturgical formulas, meticulously 
  researched and prepared, that create powerful magical 
  effects. Rituals are less versatile than paths, as their ef-
  fects are singular and straightforward, but they are bet-
  ter suited to specific ends.
  All thaumaturges have the ability to use rituals, 
  though each individual ritual must be learned sepa-
  rately. By acquainting herself with the arcane practice 
  of blood magic, the caster gains the capacity to ma-
  nipulate these focused effects.
  Thaumaturgical rituals are rated from 1 to 5, each 
  level corresponding to both the level of mastery of 
  Thaumaturgy the would-be caster must possess and the 
  relative power of the ritual itself. Unless stated other-
  wise, a ritual requires five minutes per level to cast. 
  Casting rituals requires a successful Intelligence 
  + Occult roll, for which the difficulty equals 3 + the 
  level of the ritual (maximum 9). Only one success is 
  required for a ritual to work, though certain spells may 
  require more successes or have variable effects based 
  on how well the caster’s roll goes. Should a roll to ac-
  tivate a ritual fail, the Storyteller is encouraged to cre-
  ate strange occurrences or side effects, or even make it 
  appear that the ritual was successful, only to reveal its 
  failure at a later time. A botched ritual roll may even 
  indicate a catastrophic failure or summon an ill-tem-
  pered demon.
  Rituals sometimes require special ingredients or re-
  agents to work — these are noted in each ritual’s de-
  scription. Common components include herbs, animal 
  bones, ceremonial items, feathers, eye of newt, tongue 
  of toad, etc. Acquiring magical components for a pow-
  erful ritual may form the basis for an entire story.
  At the first level of Thaumaturgy, the vampire au-
  tomatically gains a single Level One ritual. To learn 
  further rituals, the thaumaturge must find someone 
  to teach him, or learn the ritual from a scroll, tome, 
  or other archive. Learning a new ritual can take any-
  where from a few nights (Level One ritual) to months 
  or years (Level Five ritual). Some mystics have studied 
  individual rituals for decades, or even centuries.
  Level One Rituals
  Bind the Accusing Tongue
  This ancient ritual is said to have been one of the 
  first developed by the Tremere and a primary reason 
  for the lack of cohesive opposition to their expansion. 
  Bind the Accusing Tongue lays a compulsion upon 
  the subject that prevents him from speaking ill of the 
  caster, allowing the thaumaturge to commit literally 
  unspeakable acts without fear of reprisal.
  System: The caster must have a picture or other im-
  age or effigy of the ritual’s target, a lock of the target‘s 
  hair, and a black silken cord. The caster winds the cord 
  around the hair and image while intoning the ritual’s 
  vocal component. Once the ritual is complete, the tar-
  get must score more successes on a Willpower roll (dif-
  ficulty of the caster‘s Thaumaturgy rating + 3) than the 
  caster scored in order to say anything negative about 
  the caster. The ritual lasts until the target succeeds at 
  this roll or the silk cord is unwound, at which point the 
  image and the lock of hair crumble to dust.
  Blood Rush
  This ritual allows the vampire to create the sensation 
  of drinking blood in himself without actually feeding. 
  The ritual can be used for pleasure, but it is more of-
  ten used to prevent frenzy when confronted with fresh 
  blood. The vampire must carry the fang of a predatory 
  animal on his person for this ritual to work.
  System: Performance of the ritual results in the 
  Beast being kept in check automatically. Blood Rush 
  allows the vampire to resist hunger-based frenzy for up 
  to one hour, at which point the Cainite feels hungry 
  again (assuming he did before). This ritual takes only 
  one turn to enact.
  Communicate with Kindred Sire
  By enacting this ritual, the caster may join minds 
  with her sire, speaking telepathically with him over 
  any distance. The communication may continue until 
  the ritual expires or until either party ends the conver-
  sation. The caster must possess an item once owned by 
  her sire for the ritual to work.
  System: The caster must meditate for 30 minutes 
  to create the connection. Conversation may be main-
  tained for 10 minutes per success on the activation 
  roll.
  Defense of the Sacred Haven
  This ritual prevents sunlight from entering an area 
  within 20 feet (six meters) of this ritual’s casting. A 
  mystical darkness blankets the area, keeping the bale-
  ful light at bay. Sunlight reflects off windows or magi-
  cally fails to pass through doors or other portals. To 
  invoke this ritual’s protection, the caster draws sigils in 
  
  231 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  her own blood on all the affected windows and doors. 
  The ritual lasts as long as the thaumaturge stays within 
  the 20-foot (6-meter) radius.
  System: This ritual requires one hour to perform, 
  during which the caster recites incantations and in-
  scribes glyphs. One blood point is required for this 
  ritual to work.
  Deflection of Wooden Doom
  This ritual protects the caster from being staked, 
  whether she is resting or active. While this ritual is in 
  effect, the first stake that would pierce the vampire’s 
  heart disintegrates in the attacker’s hand. A stake 
  merely held near the caster is unaffected; for this ritual 
  to work, the stake must actively be used in an attempt 
  to impale the vampire.
  System: The caster must surround herself with a cir-
  cle of wood for a full hour. Any wood will work: furni-
  ture, sawdust, raw timber, 2’ x 4’s, whatever. The circle 
  must remain unbroken, however. At the end of the 
  hour, the vampire places a wooden splinter under her 
  tongue. If this splinter is removed, the ritual is nulli-
  fied. This ritual lasts until the following dawn or dusk.
  Devil’s Touch
  Thaumaturges use this ritual to place curses upon 
  mortals who earn their ire. Using this ritual marks an 
  individual invisibly, causing all those who come in 
  contact with him to receive him poorly. The mortal is 
  treated as the most loathsome individual conceivable, 
  and all who deal with him do everything in their power 
  to make him miserable. Even bums spit at an afflicted 
  individual, and children taunt him and barrage him 
  with vulgarities.
  System: The effects of this ritual last one night, dis-
  appearing as the sun rises. The mortal (it doesn’t work 
  on vampires) must be present when the ritual is in-
  voked, and a penny must be placed somewhere on his 
  person (in a pocket, shoe, etc.).
  Domino of Life
  A vampire wanting or needing to simulate a human 
  characteristic can do so once Domino of Life is cast. For 
  one entire night, the vampire can eat, breathe, main-
  tain a normal body temperature, assume a human flesh 
  tone, or display some other single trait of humankind 
  she desires. Note that only one trait can be replicated 
  in this fashion. The vampire must have a vial of fresh 
  human blood on his person to maintain this ritual.
  System: Using this ritual adds one die to the caster’s 
  dice pools when attempting to pass as human. Un-
  less onlookers are especially wary, the Domino of Life 
  should fool them into thinking the caster is mortal — 
  not that they should have any reason to suspect oth-
  erwise.
  Engaging the Vessel of Transference
  This ritual enchants a container to fill itself with 
  blood from any living or unliving being who holds it, 
  replacing the volume of blood taken with an equal 
  amount previously held inside the container. When 
  the ritual is enacted, the vessel (which must be between 
  the size of a small cup and a one-gallon/four-liter jug) is 
  sealed full of the caster’s blood and inscribed with the 
  Hermetic sigil which empowers the ritual. Whenever 
  an individual touches the container with his bare skin, 
  he feels a slight chill against his flesh but no further 
  discomfort. The container continues to exchange the 
  blood it contains until it is opened. The two most com-
  mon uses of this ritual are to covertly create a blood 
  bond and to obtain a sample of a subject’s blood for 
  ritual or experimental purposes.
  System: This ritual takes three hours to enact (re-
  duced by 15 minutes for each success on the casting 
  roll) and requires one blood point (although not nec-
  essarily the caster’s blood), which is sealed inside the 
  container. The ritual only switches blood between it-
  self and a subject if it is touched with bare skin — even 
  thin cotton gloves keep it from activating.
  Individuals with at least four dots in Occult recog-
  nize the Hermetic sigil with two successes on an Intel-
  ligence + Occult roll (difficulty 8).
  Illuminate the Trail of Prey
  This ritual causes the path of the subject’s passing 
  to glow in a manner that only the vampire can see. 
  The tracks shine distinctly, but only to the eyes of the 
  caster. Even airplane trajectories and animal tracks 
  shine with unhealthy light. The ritual is nullified if the 
  target wades through or immerses himself in water, or 
  if he reaches the destination of his journey. The caster 
  must burn a length of white satin ribbon that has been 
  in her possession for at least 24 hours for this ritual to 
  take effect.
  System: The thaumaturge must have a mental pic-
  ture of or know the name of her prey. The individual’s 
  wake glows with a level of brightness dependent on 
  how long it has been since he passed that way — old 
  tracks burn less brightly, while fresh tracks blaze.
  
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  CHAPTER FOUR: DISCIPLINES
  Incantation of the Shepherd
  This ritual enables the caster to mystically locate all 
  members of his herd. While intoning the ritual’s vocal 
  component, he spins in a slow circle with a glass object 
  of some sort held to each of his eyes. At the end of the 
  ritual, he has a subliminal sense of the direction and 
  distance to each of his regular vessels.
  System: This ritual gives the character the location 
  (relative to him) of every member of his Herd. If he 
  does not have the Herd Background, Incantation of the 
  Shepherd locates the closest three mortals from whom 
  the caster has fed at least three times each. This ritual 
  has a maximum range of 10 miles or 15 kilometers times 
  the character’s Herd Background, or five miles (eight 
  kilometers) if he has no points in that Background.
  Purity of Flesh
  The caster cleanses her body of all foreign mate-
  rial with this ritual. To perform it, she meditates on 
  bare earth or stone while surrounded by a circle of 13 
  sharp stones. Over the course of the ritual, the caster 
  is slowly purged of all physical impurities: dirt, alcohol, 
  drugs, poison, bullets lodged in the flesh, and tattoo 
  ink are equally affected, slowly rising to the surface of 
  the caster’s skin and flaking away as a gritty gray film 
  that settles within the circle. Any jewelry, makeup, or 
  clothes that the caster is wearing are also dissolved.
  System: The player spends one blood point before 
  rolling. Purity of Flesh removes all physical items from 
  the caster’s body, but does not remove enchantments, 
  mind control, or diseases of the blood.
  Wake with Evening’s Freshness
  This ritual allows a vampire to awaken at any sign 
  of danger, especially during the day. If any potentially 
  harmful circumstances arise, the caster immediately 
  rises, ready to face the problem. This ritual requires the 
  ashes of burned feathers to be spread over the area in 
  which the Kindred wishes to sleep.
  System: This ritual must be performed immediately 
  before the vampire goes to sleep for the day. Any inter-
  ruption to the ceremonial casting renders the ritual in-
  effective. If danger arises, the caster awakens and may 
  ignore the Humanity/Path dice pool limit rule for the 
  first two turns of consciousness. Thereafter, the penalty 
  takes effect, but the thaumaturge will have already ris-
  en and will be able to address problematic situations.
  Widow’s Spite
  This ritual causes a pain, itch, or other significant 
  (but not deadly) sensation in the subject. Similar in 
  effect to legendary “voodoo doll” effects, this ritual is 
  used more out of scorn or malice than actual enmity. In 
  fact, it requires a wax or cloth doll that resembles the 
  target, which bleeds when the power takes effect.
  System: The ceremonial doll must resemble, how-
  ever rudely, the victim of the ritual. It produces no me-
  chanical effect, other than a simple physical stimulus. 
  The caster may determine where on the subject’s body 
  the pain or itch appears.
  Level Two Rituals
  Blood Walk
  A thaumaturge casts this ritual on a blood sample 
  from another vampire. Blood Walk is used to trace the 
  subject’s Kindred lineage and the blood bonds in which 
  the subject is involved.
  System: This ritual requires three hours to cast, re-
  duced by 15 minutes for each success on the roll. It 
  requires one blood point from the subject. Each success 
  allows the caster to “see back” one Generation (to a 
  limit of the Fourth Generation — the Third Genera-
  tion do not give up their secrets so easily), giving the 
  caster both the true name of the ancestor and an image 
  of his face. The caster also learns the Generation and 
  Clan or bloodline from which the subject is descended. 
  With three successes, the caster also learns the identi-
  ties of all parties with whom the subject shares a blood 
  bond, either as regnant or thrall.
  Burning Blade
  Developed during Clan Tremere’s troubled incep-
  tion, Burning Blade allows a caster to temporarily en-
  chant a melee weapon to inflict unhealable wounds on 
  supernatural creatures. While this ritual is in effect, the 
  weapon flickers with an unholy greenish flame.
  System: This ritual can only be cast on melee weap-
  ons. The caster must cut the palm of her weapon hand 
  during the ritual — with the weapon if it is edged, oth-
  erwise with a sharp stone. This inflicts a single health 
  level of lethal damage, which cannot be soaked but 
  may be healed normally. The player spends three blood 
  points, which are absorbed by the weapon. Once the 
  ritual is cast, the weapon inflicts aggravated damage on 
  all supernatural creatures for the next few successful at-
  tacks, one per success rolled. Multiple castings of Burn-
  ing Blade cannot be “stacked” for longer durations. 
  
  233 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Furthermore, the wielder of the weapon cannot choose 
  to do normal damage and “save up” aggravated strikes 
  — each successful attack uses one aggravated strike 
  until there are none left, at which point the weapon 
  reverts to inflicting normal damage.
  Donning the Mask of Shadows
  This ritual renders its subject translucent; her form 
  appears dark and smoky, and the sounds of her foot-
  steps are muffled. While it does not create true invis-
  ibility, the Mask of Shadows makes the subject much 
  less likely to be detected by sight or hearing.
  System: This ritual may be simultaneously cast on a 
  number of subjects equal to the caster’s Occult rating; 
  each individual past the first adds five minutes to the 
  base casting time. Individuals under the Mask of Shad-
  ows can only be detected if the observer possesses a 
  power (such as Auspex) sufficient to penetrate Obfus-
  cate 3. The Mask of Shadows lasts a number of hours 
  equal to the number of successes rolled when it is cast 
  or until the caster voluntarily lowers it.
  Eyes of the Night Hawk
  This ritual allows the vampire to see through the 
  eyes of a bird, and to hear through its ears. The bird 
  chosen must be a predatory bird, and the vampire must 
  touch it when initiating this ritual. At the end of this 
  ritual, the caster must put out the bird’s eyes, or suffer 
  blindness herself.
  System: The vampire is able to mentally control 
  where the bird travels for the duration of the ritual. 
  The bird will not necessarily perform any other action 
  than flight — the caster cannot command it to fight, 
  pick up and return an object, or scratch a target. The 
  bird returns to the vampire after finishing its flight. If 
  the vampire does not put out the bird’s eyes, she suffers 
  a three-night period of blindness. This ritual ceases ef-
  fect at sunrise.
  Machine Blitz
  Machines go haywire when this ritual is cast. It 
  takes effect instantly and lasts as long as the vampire 
  concentrates on it. This ritual may be used to kill car 
  engines, erase flash drives, drain the battery of a cell-
  phone, stop life-support machines, et cetera. Essen-
  tially, Machine Blitz stops any machine more complex 
  than a rope-and-pulley. The thaumaturge must have a 
  scrap of rusted metal in her possession for this ritual to 
  work, though some vampires use a variant that requires 
  a knot steeped in human saliva to be untied.
  
  234 
  CHAPTER FOUR: DISCIPLINES
  System: This ritual only stops machines; it does not 
  grant any control over them. The effects of this ritual 
  are invisible and appear to be coincidental.
  Principal Focus of Vitae Infusion
  This ritual imbues a quantity of blood within an 
  object small enough for the vampire to carry in both 
  hands. (The object may not be any larger than this, 
  though it may be as small as a dime.) After the ritual 
  is conducted, the object takes on a reddish hue and 
  becomes slick to the touch. At a mental command, the 
  caster may release the object from its enchantment, 
  causing it to break down into a pool of blood. This 
  blood may serve whatever purpose the vampire desires; 
  many thaumaturges wear enchanted baubles to ensure 
  they have emergency supplies of vitae.
  System: An object may store only one blood point of 
  vitae. If a Kindred wishes to make an infused focus for 
  an ally, she may do so, but the blood contained within 
  must be her own. (If the ally then drinks the blood, he 
  is one step closer to the blood bond). The ally must be 
  present at the creation of the focus.
  Recure of the Homeland
  The vampire calls on the power of the earth to heal 
  grave wounds she may have received. The thaumaturge 
  must use at least a handful of dirt from the city or town 
  of her mortal birth and recite a litany of her mortal 
  family tree as she casts this ritual.
  System: The Cainite must mix the earth with two 
  points of her own blood to make a healing paste. One 
  handful will heal one aggravated wound, and only one 
  handful can be used per night. This ritual can only be 
  used on the vampire who knows it.
  Ward Versus Ghouls
  Wary Tremere created this ritual to protect them-
  selves from the minions of vengeful rivals. By invoking 
  this ritual, the caster creates a glyph that causes great 
  pain to any ghouls who come in contact with it. The 
  Kindred pours a point’s worth of blood over the ob-
  ject he wishes to ward (a piece of parchment, a coin, 
  a doorknob, etc.), and recites the incantation, which 
  takes 10 minutes. In 10 hours, the magical ward is com-
  plete, and will inflict excruciating pain on any ghoul 
  unfortunate enough to touch the warded object.
  System: Ghouls who touch warded objects suffer 
  three dice of lethal damage. This damage occurs again 
  if the ghoul touches the object further; indeed, a ghoul 
  who consciously wishes to touch a warded object must 
  spend a point of Willpower to do so.
  This ritual wards only one object — if inscribed on 
  the side of a car, the ward affects only that door or 
  fender, not the whole car. Wards may be placed on 
  weapons, even bullets, though this usually works best 
  on small-caliber weapons. Bullets often warp upon fir-
  ing, however, and for a ward to remain intact on a fired 
  round, the player needs five successes on the Firearms 
  roll.
  Warding Circle versus Ghouls
  This ritual is enacted in a manner similar to that of 
  Ward versus Ghouls, but creates a circle centered on 
  the caster into which a ghoul cannot pass without be-
  ing burned. The circle can be made as large and as per-
  manent as the caster desires, as long as she is willing to 
  pay the necessary price. Many Tremere chantries and 
  havens are protected by this and other Warding Circle 
  rituals.
  System: The ritual requires three blood points of 
  mortal blood. The caster determines the size of the 
  warding circle when it is cast; the default radius is 10 
  feet/3 meters, and every 10-foot/3-meter increase raises 
  the difficulty by one, to a maximum of 9 (one addition-
  al success is required for every increase past the number 
  necessary to raise the difficulty to 9). The player spends 
  one blood point for every 10 feet/3 meters of radius and 
  rolls. The ritual takes the normal casting time if it is to 
  be short-term (lasting for the rest of the night) or one 
  night if it is to be long-term (lasting a year and a day).
  Once the warding circle is established, any ghoul 
  who attempts to cross its boundary feels a tingle on his 
  Other Warding Circle Rituals
  The Tremere have access to several other 
  Warding Circle rituals: Warding Circle versus 
  Lupines (Level Three), Warding Circle versus 
  Kindred (Level Four), and Warding Circles 
  versus Spirits, Ghosts, and Demons (Level 
  Five). Each Warding Circle ritual must be 
  learned separately. The material components 
  required for each warding circle are the same 
  as those needed for the corresponding ward, 
  but in larger amounts. The effects against the 
  targeted beings are the same as for Warding 
  Circle versus Ghouls.
  
  235 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  skin and a slight breeze on his face — a successful In-
  telligence + Occult roll (difficulty 8) identifies this as 
  a warding circle. If the ghoul attempts to press on, he 
  must roll more successes on a Willpower roll (difficulty 
  of the caster’s Thaumaturgy rating + 3) than the caster 
  rolled when establishing the ward. Failure indicates 
  that the ward blocks his passage and inflicts three dice 
  of bashing damage, and his next roll to attempt to en-
  ter the circle is at +1 difficulty. If the ghoul leaves the 
  circle and attempts to enter it again, he must repeat 
  the roll. Attempts to leave the circle are not blocked. 
  Level Three Rituals
  Clinging of the Insect
  This ritual allows the caster to cling to walls or ceil-
  ings, as would a spider. She may even crawl along these 
  surfaces (as long as they can support her). Use of this 
  power seriously discomfits mortal onlookers. The char-
  acter must place a live spider under her tongue for the 
  duration of the ritual (though the spider may die while 
  in the thaumaturge’s mouth without canceling the 
  power).
  System: The character may move at half her nor-
  mal rate while climbing walls or ceilings. This power 
  lasts for one scene, or until the vampire spits out the 
  spider.
  Flesh of Fiery Touch
  This defensive ritual inflicts painful burns on anyone 
  who deliberately touches the subject’s skin. It requires 
  the subject to swallow a small glowing ember, which 
  does put off some vampires with low pain thresholds. 
  Some vain thaumaturges use this ritual purely for its 
  subsidiary effect of darkening the subject’s skin to a 
  healthy sun-bronzed hue.
  System: Flesh of Fiery Touch takes two hours to cast 
  (reduced by 10 minutes per success). It requires a small 
  piece of wood, coal, or other common fuel source, 
  which ignites and is swallowed at the end of the ritual. 
  The subject who swallows the red-hot ember receives 
  a single aggravated health level of damage (difficulty 6 
  to soak with Fortitude). Until the next sunset, anyone 
  who touches the subject’s flesh receives a burn that in-
  flicts a single aggravated health level of damage (again, 
  difficulty 6 to soak with Fortitude). The victim must 
  voluntarily touch the subject; this damage is not in-
  flicted if the victim is touched or accidentally comes in 
  contact with the subject.
  
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  CHAPTER FOUR: DISCIPLINES
  This ritual darkens the subject’s skin to that which 
  would be obtained by long-term exposure to the sun in 
  a mortal. The tone is slightly unnatural and metallic, 
  and is clearly artificial to any observer who succeeds in 
  a Perception + Medicine roll (difficulty 8).
  Incorporeal Passage
  Use of this ritual allows the thaumaturge to make 
  herself insubstantial. The caster becomes completely 
  immaterial and thus is able to walk through walls, pass 
  through closed doors, escape manacles, etc. The caster 
  also becomes invulnerable to physical attacks for the 
  duration of the ritual. The caster must follow a straight 
  path through any physical objects, and may not draw 
  back. Thus, a Kindred may walk through a solid wall, 
  but may not walk down through the earth (as it would 
  be impossible to reach the other side before the ritual 
  lapsed). This ritual requires that the caster carry a shard 
  from a shattered mirror to hold her image.
  System: This ritual lasts a number of hours equal to 
  the number of successes scored on a Wits + Survival 
  roll (difficulty 6). The caster may prematurely end the 
  ritual (and, thus, her incorporeality) by turning the 
  mirror shard away so that it no longer reflects her im-
  age.
  Mirror of Second Sight
  This object is an oval mirror no less than four inches 
  (10 cm) wide and no more than 18 inches (45 cm) in 
  length. It looks like a normal mirror, but once created, 
  the vampire can use it to see the supernatural: It re-
  flects the true form of Lupines and faeries, and enables 
  the owner to see ghosts as they move though the Un-
  derworld. The caster creates the mirror by bathing an 
  ordinary mirror in a quantity of her own blood while 
  reciting a ritual incantation.
  System: The ritual requires one point of the vam-
  pire’s blood. Thereafter, the mirror reflects images of 
  other supernatural creatures’ true forms — werewolves 
  appear in their hulking man-wolf shapes, magi glow in 
  a scintillating nimbus, ghosts become visible (in the 
  mirror), and so on. Sometimes, the mirror also reveals 
  those possessed of True Faith in clouds of golden light.
  Pavis of Foul Presence
  The Tremere joke privately that this is their “ritual 
  for the Ventrue.” Kindred who invoke the Presence 
  Discipline on the subject of this ritual find the effects of 
  their Discipline reversed, as if they had used the power 
  on themselves. For example, a vampire using Presence 
  to instill fear in a Kindred under the influence of this 
  ritual feels the fear herself; a vampire summoning the 
  caster is instead drawn to the thaumaturge’s location. 
  This ritual is an unbroken secret among the Tremere, 
  and the Warlocks maintain that its use is unknown 
  outside their Clan. The magical component for this 
  ritual is a length of blue silken cord, which must be 
  worn around the caster’s neck.
  System: This ritual lasts against a number of effects 
  equal to the successes rolled, or until the sunrise af-
  ter it is enacted. Note that the Presence Discipline 
  power must actually succeed before being reversed by 
  the ritual. As such, only powers that specifically target 
  the caster (and thus, require a roll to succeed) can be 
  reversed — “passive” powers such as Majesty are not 
  affected.
  Sanguine Assistant
  Thaumaturges often need laboratory assistants whom 
  they can trust implicitly. This ritual allows the intrepid 
  vampire to conjure a temporary servant. To cast the 
  ritual, the thaumaturge slices open his arm and bleeds 
  into a specially prepared earthen bowl. The ritual sucks 
  in and animates whatever random unimportant items 
  the wizard happens to have lying around his workshop 
  — glass beakers, dissection tools, pencils, crumpled pa-
  pers, semiprecious stones — and binds the materials 
  together into a small humanoid form animated by the 
  power of the ritual and the blood. Oddly enough, this 
  ritual almost never takes in any tool that the caster 
  finds himself needing during the assistant’s lifespan, 
  nor does it take the physical components of any other 
  ritual nor any living thing. The servant has no per-
  sonality to speak of at first, but gradually adopts the 
  mannerisms and thought processes that the thauma-
  turge desires in an ideal servant. Sanguine Assistants 
  are temporary creations, but some vampires become 
  fond of their tiny accomplices and create the same one 
  whenever the need arises.
  System: The player spends five blood points and 
  rolls. The servant created by the ritual stands a foot 
  (30 cm) high and appears as a roughly humanoid shape 
  composed of whatever the ritual sucked in for its own 
  use. It lasts for one night per success rolled. At the end 
  of the last night, the assistant crawls into the bowl used 
  for its creation and falls apart. The assistant can be re-
  animated through another application of this ritual; if 
  the caster so desires, it re-forms from the same materi-
  als with the same memories and personality.
  A Sanguine Assistant has Strength and Stamina of 
  1, and Dexterity and Mental Attributes equal to those 
  
  237 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  of the caster. It begins with no Social Attributes to 
  speak of, but gains one dot per night in Charisma and 
  Manipulation until its ratings are equal to those of the 
  caster. It has all of the caster’s Abilities at one dot low-
  er than his own. A Sanguine Assistant is a naturally 
  timid creature and flees if attacked, though it will try to 
  defend its master’s life at the cost of its own. It has no 
  Disciplines of its own, but has a full understanding of 
  all of its master’s Thaumaturgical knowledge and can 
  instruct others if so commanded. A Sanguine Assistant 
  is impervious to any mind-controlling Disciplines or 
  magic, so completely is it bound to its creator’s will.
  Shaft of Belated Quiescence
  This ritual turns an ordinary stake of rowan wood 
  into a particularly vicious weapon. When the stake 
  penetrates a vampire’s body, the tip breaks off and be-
  gins working its way through the victim’s flesh to his 
  heart. The trip may take several minutes or several 
  nights, depending on where the stake struck. The stake 
  eludes attempts to dig it out, burrowing farther into the 
  victim’s body to escape surgery. The only Kindred who 
  are immune to this internal attack are those who have 
  had their hearts removed by Serpentis.
  System: The ritual takes five hours to enact, minus 
  30 minutes per success. The stake must be carved of 
  rowan wood, coated with three blood points of the 
  caster’s blood, and blackened in an oak-wood fire. 
  When the ritual is complete, the stake is enchanted to 
  act as described above.
  An attack with a Shaft of Belated Quiescence is per-
  formed as with a normal stake: a Dexterity + Melee 
  roll (difficulty 6, modified as per the normal combat 
  rules; the attack does not need to specifically target the 
  heart) with a lethal damage rating of Strength + 1. If 
  at least one health level of damage is inflicted after the 
  target rolls to soak, the tip of the stake breaks off and 
  begins burrowing. If not, the stake may be used to make 
  subsequent attacks until it strikes deep enough to ac-
  tivate.
  Once the tip of the stake is in the victim’s body, the 
  Storyteller begins an extended roll of the caster’s Thau-
  maturgy rating (difficulty 9), rolling once per hour of 
  game time. Successes on this roll are added to the suc-
  cesses scored in the initial attack. This represents the 
  tip’s progress toward the victim’s heart. A botch indi-
  cates that the tip has struck a bone and all accumulated 
  successes are lost (including those from the initial at-
  tack roll). Removing the part of the body where the tip 
  impacted (such as a Tzimisce turning into blood or a 
  vampire cutting off their arm) may stop the tip’s prog-
  ress, depending on the number of successes acquired 
  and the Storyteller’s discretion. When the shaft accu-
  mulates a total of 15 successes, it reaches the victim’s 
  heart. This paralyzes Kindred and is instantly fatal to 
  mortals and ghouls.
  Attempts to surgically remove the tip of the shaft 
  can be made with an extended Dexterity + Medicine 
  roll made once per hour (difficulty 7 for Kindred and 8 
  for mortals). The surgeon must accumulate a number 
  of successes equal to those currently held by the shaft 
  in order to remove the tip. Once surgery begins, how-
  ever, the shaft begins actively evading the surgeon’s 
  probes, and its rolls are made once every 30 minutes for 
  the duration of the surgery attempt. Each individual 
  surgery roll that scores less than three successes inflicts 
  an additional unsoakable level of lethal damage on the 
  patient.
  Shaft of Belated Quiescence may be performed on 
  other wooden impaling weapons, such as spears, ar-
  rows, practice swords, and pool cues, provided that 
  they are made of rowan wood. It may not, however, 
  create a Bullet of Belated Quiescence.
  Ward versus Lupines
  This wards an object in a manner identical to that of 
  the Level Two ritual Ward Versus Ghouls, except that 
  it affects werewolves.
  System: Ward versus Lupines behaves exactly as does 
  Ward versus Ghouls, but it affects werewolves rather 
  than ghouls. The ritual requires a handful of silver dust 
  rather than a blood point.
  Level Four Rituals
  Bone of Lies
  This ritual enchants a mortal bone so that anyone 
  who holds it must tell the truth. The bone in question 
  is often a skull, though any part of the skeleton will 
  do — some casters use strings of teeth, necklaces of 
  finger joints, or wands fashioned from ribs or arms. The 
  bone grows blacker as it compels its holder to tell the 
  truth, until it has turned completely ebony and has no 
  magic left.
  This ritual binds the spirit of the individual to whom 
  the bone belonged in life; it is this spirit who wrests 
  the truth from the potential liar. The spirit absorbs 
  the lies intended to be told by the bone’s holder, and 
  as it compels more truth, it becomes more and more 
  corrupt. If summoned forth, this spirit reflects the sins 
  
  238 
  CHAPTER FOUR: DISCIPLINES
  it has siphoned from the defeated liar (in addition to 
  anger over its unwilling servitude). For this reason, 
  anonymous bones are often used in the ritual, and the 
  bone is commonly buried after it has been used to its 
  full extent. A specific bone may never be used twice 
  for this ritual, though different bones from the same 
  corpse can.
  System: The bone imbued with this magical power 
  must be at least 200 years old and must absorb 10 blood 
  points on the night that the ritual is cast. Each lie 
  the holder wishes to tell consumes one of these blood 
  points, and the holder must speak the truth immedi-
  ately thereafter. When all 10 blood points have been 
  consumed, the bone’s magic ceases to work.
  Firewalker
  This ritual imbues the vampire with an unnatural re-
  sistance to fire. Only a foolish vampire would actually 
  attempt to walk on or through fire, but this ritual does 
  grant an advanced tolerance to flame. Some Sabbat use 
  this ritual to show off, while other thaumaturges use 
  it only for martial concerns. To enact the ritual, the 
  caster must cut off the end of one of his fingers and 
  burn it in a Thaumaturgical circle.
  System: Cutting off one’s finger does not do any 
  health levels of damage, but it hurts like hell and re-
  quires a Willpower roll to perform. This ritual may be 
  cast on other vampires (at the expense of the caster’s 
  fingertips...). If the subject has no Fortitude, he may 
  soak fire with his Stamina for the duration of this ritu-
  al. If the vampire has Fortitude, he may soak fire with 
  his Stamina + Fortitude for the duration of the ritual. 
  This ritual lasts one hour.
  Heart of Stone
  A vampire under the effect of this ritual experiences 
  the transformation suggested by the ritual’s name: his 
  heart is completely transmuted to solid rock, render-
  ing him virtually impervious to staking. The subsidiary 
  effects of the transformation, however, seem to follow 
  the Hermetic laws of sympathetic magic: The vam-
  pire’s emotional capacity becomes almost nonexistent, 
  and his ability to relate to others suffers as well.
  System: This ritual requires nine hours (reduced by 
  one hour for every success). It can only be cast on one-
  self. The caster lies naked on a flat stone surface and 
  places a bare candle over his heart. The candle burns 
  down to nothing over the course of the ritual, causing 
  one aggravated health level of damage (difficulty 5 to 
  soak with Fortitude). 
  At the end of the ritual, the caster’s heart hardens 
  to stone. The caster gains a number of additional dice 
  equal to twice his Thaumaturgy rating to soak any at-
  tack that aims for his heart and is completely impervi-
  ous to the effects of a Shaft of Belated Quiescence (see 
  p. 237). Additionally, the difficulty to use all Presence 
  or other emotionally manipulative powers on him is 
  increased by three due to his emotional isolation. The 
  drawbacks are as follows: the caster’s Conscience/Con-
  viction and Empathy scores drop to 1 (or to 0 if they 
  already were at 1) and all dice pools for Social rolls ex-
  cept those involving Intimidation are halved (includ-
  ing those required to use Disciplines). All Merits that 
  the character has pertaining to positive social interac-
  tion are neutralized. Heart of Stone lasts as long as the 
  caster wishes it to.
  Splinter Servant
  Another ritual designed to enchant a stake, Splinter 
  Servant is a progressive development of Shaft of Be-
  lated Quiescence. (The two rituals, however, are mu-
  tually exclusive.) A Splinter Servant consists of a stake 
  carved from a tree which has nourished itself on the 
  dead. The stake must be bound in wax-sealed night-
  shade twine. When the binding is torn off, the Splin-
  ter Servant leaps to life, animating itself and attacking 
  whomever the wielder commands — or the wielder, if 
  she is too slow in assigning a target. The servant splits 
  itself into a roughly humanoid form and begins single-
  mindedly trying to impale the target’s heart. Its exer-
  tions tear it apart within a few minutes, but if it pierces 
  its victim’s heart before it destroys itself, it is remark-
  ably difficult to remove, as pieces tend to remain be-
  hind if the main portion is yanked out.
  System: The ritual requires 12 hours to cast, mi-
  nus one per success, and the servant must be created 
  as described above. When the binding is torn off, the 
  character who holds it must point the servant at its 
  target and verbally command it to attack during the 
  same turn. If this command is not given, the servant 
  attacks the closest living or unliving being, usually the 
  unfortunate individual who currently carries it.
  A Splinter Servant always aims for the heart. It has 
  an attack dice pool of the caster’s Wits + Occult, a 
  damage dice pool of the caster’s Thaumaturgy rating, 
  and a maximum movement rate of 30 yards or meters 
  per turn. Note that these values are those of the caster 
  who created the servant, not the individual who acti-
  vates it. A Splinter Servant cannot fly, but can leap 
  its full movement rating every turn. Every action it 
  takes is to attack or move toward its target; it cannot 
  
  239 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  dodge or split its dice pool to perform multiple attacks. 
  The servant makes normal stake attacks that aim for 
  the heart (difficulty 9), and its success is judged as per 
  the rules for a normal staking (see p. 280). A Splinter 
  Servant has three health levels, and attacks directed 
  against it are made at +3 difficulty due to its small size 
  and erratic movement patterns.
  A Splinter Servant has an effective life of five com-
  bat turns per success rolled in its creation. If it has not 
  impaled its victim by the last turn of its life, the servant 
  collapses into a pile of ordinary, inanimate splinters. 
  Three successes on a Dexterity roll (difficulty 8) are 
  required to remove a Splinter Servant from a victim’s 
  heart without leaving behind shards of the stake.
  Ward versus Kindred
  This warding ritual functions exactly as do Ward 
  versus Ghouls and Ward versus Lupines, but it inflicts 
  injury upon Cainites.
  System: Ward versus Kindred behaves exactly as 
  does Ward versus Ghouls, but it affects vampires rather 
  than ghouls. The ritual requires a blood point of the 
  caster’s own blood and does not affect the caster.
  Level Five Rituals
  Blood Contract
  This ritual creates an unbreakable agreement be-
  tween the two parties who sign it. The contract must 
  be written in the caster’s blood and signed in the blood 
  of whoever applies their name to the document. This 
  ritual takes three nights to enact fully, after which both 
  parties are compelled to fulfill the terms of the con-
  tract.
  System: This ritual is best handled by the Storytell-
  er, who may bring those who sign the blood contract 
  into compliance by whatever means necessary (it is 
  not unknown for demons to materialize and enforce 
  adherence to certain blood contracts). The only way 
  to terminate the ritual is to complete the terms of the 
  contract or to burn the document itself — attempts to 
  add a clause forbidding burning the contract have re-
  sulted in the contract spontaneously combusting upon 
  completion of the ritual. One blood point is consumed 
  in the creation of the document, and an additional 
  blood point is consumed by those who sign it.
  Enchant Talisman
  This ritual is the first taught to most Tremere once 
  they have attained mastery of their first path. Create 
  Talisman allows the caster to enchant a personal magi-
  cal item (the fabled wizard’s staff) to act as an amplifier 
  for her will and thaumaturgical might. Many talismans 
  are laden with additional rituals (such as every ward 
  known to the caster). The physical appearance of a 
  talisman varies, but it must be a rigid object close to 
  a yard or a meter long. Swords and walking sticks are 
  the most common talismans, but some innovative or 
  eccentric thaumaturges have enchanted violins, shot-
  guns, pool cues, and classroom pointers.
  System: This ritual requires six hours per night for 
  one complete cycle of the moon, beginning and ending 
  on the new moon. Over this time, the vampire care-
  fully prepares her talisman, carving it with Hermetic 
  runes that signify her true name and the sum total of 
  her thaumaturgical knowledge. The player spends one 
  blood point per night and makes an extended roll of 
  Intelligence + Occult (difficulty 8), one roll per week. 
  If a night’s work is missed or if the four rolls do not 
  accumulate at least 20 net successes, the talisman is 
  ruined and the process must be begun again.
  A completed talisman gives the caster several advan-
  tages. When the character is holding the talisman, the 
  difficulty of all magic that targets her is increased by 
  one. The player receives two extra dice when rolling 
  for uses of the character’s primary path and one extra 
  die when rolling for the character’s ritual castings. If 
  the talisman is used as a weapon, it gives the player 
  an additional die to roll to hit. If the thaumaturge is 
  separated from her talisman, a successful Perception + 
  Occult roll (difficulty 7) gives her its location.
  If a talisman is in the possession of another individu-
  al, it gives that individual three additional dice to roll 
  when using any form of magic against the talisman’s 
  owner. At the Storyteller’s discretion, rituals that tar-
  get the caster and use her talisman as a physical com-
  ponent may have greatly increased effects.
  A thaumaturge may only have one talisman at a 
  time. Ownership of a talisman may not be transferred 
  — each individual must create her own.
  Escape to a True Friend
  Escape to a True Friend allows the caster to travel to 
  the person whose friendship and trust she most values. 
  The ritual has a physical component of a yard-wide/
  meter-wide circle charred into the bare ground or 
  floor. The caster may step into the circle at any time 
  and speak the true name of her friend. She is instantly 
  transported to that individual, wherever he may be at 
  the moment. She does not appear directly in front of 
  
  240 
  CHAPTER FOUR: DISCIPLINES
  him, but materializes in a location within a few min-
  utes’ walk that is out of sight of any observer. The circle 
  may be reused indefinitely, as long as it is unmarred.
  System: This ritual takes six hours a night for six 
  nights to cast, reduced by one night for every two suc-
  cesses. Each night requires the sacrifice of three of the 
  caster’s own blood points, which are poured into the 
  circle. Once the circle is complete, the transport may 
  be attempted at any time. The caster may take one 
  other individual with her when she travels, or a maxi-
  mum amount of “cargo” equal to her own weight.
  Paper Flesh
  This dreadful ritual enfeebles the subject, making 
  her skin brittle and weak. Humors rise to the surface 
  and flesh tightens around bones and scales away at the 
  slightest touch. Used against physically tough oppo-
  nents, this ritual strips away the inherent resilience of 
  the vampiric body, leaving it a fragile, dry husk. The 
  thaumaturge must inscribe his subject’s true name 
  (which is much harder to discern for elders than it is 
  for young vampires) on a piece of paper, which he uses 
  to cut himself and then burns to cinders.
  System: This ritual causes the subject’s Stamina and 
  Fortitude (if any) to drop to 1 each. For every Genera-
  tion below Eighth, the subject retains one extra point 
  of Stamina or Fortitude (keeping Fortitude first, though 
  she may not exceed her original scores). For example, a 
  vampire of the Fourth Generation with Fortitude tar-
  geted by Paper Flesh would drop to a Stamina + For-
  titude score of 6 (assuming the score was 6 or more to 
  begin with). This ritual lasts one night.
  Ward versus Spirits
  This warding ritual functions exactly as Ward versus 
  Ghouls, but it inflicts injury upon spirits. Several other 
  versions of this ward exist, each geared toward a par-
  ticular type of non-physical being.
  System: Ward versus Spirits behaves exactly as does 
  Ward versus Ghouls, but it affects spirits (including those 
  summoned or given physical form by Thaumaturgy Paths 
  such as Elemental Mastery). The material component 
  for Ward versus Spirits is a handful of pure sea salt.
  The other versions of this ward, also Level Five ritu-
  als, are Ward versus Ghosts and Ward versus Demons. 
  Each of these three Level Five wards affects its respec-
  tive target on both the physical and spiritual planes. 
  Ward versus Ghosts requires a handful of powdered 
  marble from a tombstone, while Ward versus Demons 
  requires a vial of holy water.
  
  241 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Vicissitude
  Vicissitude is the signature power of the Tzimisce, 
  and is rarely shared outside the Clan (though it is 
  known to some other Cainites of the Sabbat). Similar 
  to Protean in some ways, Vicissitude allows vampires 
  to shape and sculpt flesh and bone. When a Kindred 
  uses Vicissitude to alter mortals, ghouls, and vampires 
  of higher Generation, the effects of the power are per-
  manent; vampires of equal or lower Generation can 
  choose to heal the effects of Vicissitude as though they 
  were aggravated wounds. A wielder of Vicissitude can 
  always reshape her own flesh.
  The wielder must establish skin-to-skin contact and 
  must often manually sculpt the desired result for these 
  powers to take effect. This also applies to the use of the 
  power on oneself. Tzimisce skilled in Vicissitude are 
  often inhumanly beautiful; those less skilled are simply 
  inhuman.
  There are rumors that Vicissitude is a disease rather 
  than a “normal” Discipline, but only the Fiends know 
  for sure, and they aren’t talking.
  Note: Nosferatu always “heal” Vicissitude altera-
  tions, at least the ones that make them better-looking. 
  The ancient curse of the Clan may not be circumvent-
  ed through Vicissitude. The same applies to physical 
  deformities from the Gangrel Clan weakness.
  Body Crafts
  Vampires who wish to use Vicissitude well 
  often specialize their knowledge of Medicine 
  in an art known as Body Crafts. This spe-
  cialization enables its possessor to make all 
  manner of alterations to living and dead flesh 
  and bone. It also gives insight into more mun-
  dane techniques; many Tzimisce are skilled at 
  flaying, bone-carving, embalming, taxidermy, 
  tattooing, and piercing.
  • Malleable Visage
  A vampire with this power may alter her own bodily 
  parameters: height, build, voice, facial features, and 
  skin tone, among other things. Such changes are cos-
  metic and minor in scope — no more than a foot (30 
  cm) of height gained or lost, for example. She must 
  physically mold the alteration, literally shaping her 
  flesh into the desired result.
  System: The player must spend a blood point for 
  each body part to be changed, then roll Intelligence + 
  Medicine (difficulty 6). To duplicate another person or 
  voice requires a Perception + Medicine roll (difficulty 
  8), and five successes are required for a flawless copy; 
  fewer successes leave minute (or not-so-minute) flaws. 
  Increasing one’s Appearance Trait has a difficulty of 9, 
  and the vampire must spend an additional blood point 
  for each dot of Appearance increased beyond their nat-
  ural total. A botch permanently reduces the Attribute 
  by one. 
  •• Fleshcraft
  This power is similar to Malleable Visage, above, but 
  allows the vampire to perform drastic, grotesque altera-
  tions on other creatures. Tzimisce often use this power 
  to transform their servitors into monstrous guards, the 
  better to frighten foes. Only flesh (skin, muscle, fat, 
  and cartilage, but not bone) may be transformed.
  System: After spending a blood point, the vam-
  pire must grapple the intended victim. The player of 
  the Flescrafting vampire makes a successful Dexter-
  ity + Medicine roll (difficulty variable: 5 for a crude 
  yank-and-tuck, up to 9 for precise transformations). A 
  vampire who wishes to increase another’s Appearance 
  Trait does so as described under Malleable Visage; re-
  ducing the Attribute is considerably easier (difficulty 
  5), though truly inspired disfigurement may dictate a 
  higher difficulty. In either case, each success increases 
  or reduces the Attribute by one.
  A vampire may use this power to move clumps of 
  skin, fat, and muscle tissue, thus providing additional 
  padding where needed. For each success scored on a 
  Dexterity + Medicine roll (difficulty 8), the vampire 
  may increase the subject’s soak dice pool by one, at the 
  expense of either a point of Strength or a health level 
  (vampire’s choice).
  ••• Bonecraft
  This terrible power allows a vampire to manipulate 
  bone in the same manner that flesh is shaped. In con-
  junction with Fleshcraft, above, this power enables a 
  Vicissitude practitioner to deform a victim (or herself) 
  beyond recognition. This power should be used in con-
  junction with the flesh-shaping arts, unless the vam-
  pire wants to inflict injury on the victim (see below).
  
  242 
  CHAPTER FOUR: DISCIPLINES
  System: The vampire’s player must spend a blood 
  point and make a Strength + Medicine roll (difficulties 
  as above). Bonecraft may be used without the flesh-
  shaping arts, as an offensive weapon. Each success 
  scored on the Strength + Medicine roll (difficulty 7) 
  inflicts one health level of lethal damage on the vic-
  tim, as his bones rip, puncture, and slice their way out 
  of his skin.
  The vampire may utilize this power (on herself or 
  others) to form spikes or talons of bone, either on the 
  knuckles as an offensive weapon or all over the body 
  as defensive “quills.” If bone spikes are used, the vam-
  pire or victim takes one health level of lethal damage 
  (the vampire’s comes from having the very sharp bone 
  pierce through his skin — this weaponry doesn’t come 
  cheaply). In the case of quills, the subject takes a num-
  ber of health levels equal to five minus the number of 
  successes (a botch kills the subject or sends the vampire 
  into torpor). These health levels may be healed nor-
  mally. Knuckle spikes inflict Strength +1 lethal dam-
  age. Defensive quills inflict a hand-to-hand attacker’s 
  Strength in lethal damage unless the attacker scores 
  three or more successes on the attack roll (in which 
  case the attacker takes no damage); the defender still 
  takes damage normally. Quills also enable the vampire 
  or altered subject to add two to all damage inflicted via 
  holds, clinches, or tackles.
  A vampire who scores five or more successes on the 
  Strength + Medicine roll may cause a rival vampire’s 
  rib cage to curve inward and pierce the heart. While 
  this does not send a vampire into torpor, it does cause 
  the affected vampire to lose half his blood points, as 
  the seat of his vitae ruptures in a shower of gore.
  •••• Horrid Form
  Kindred use this power to become hideous and dead-
  ly monsters. The vampire’s stature increases to a full 
  eight feet (two and a half meters), the skin becomes a 
  sickly greenish-gray or grayish-black chitin, the arms 
  become apelike and ropy with ragged black nails, and 
  the face warps into something out of a nightmare. A 
  row of spines sprouts from the vertebrae, and the exter-
  nal carapace exudes a foul-smelling grease.
  System: The Horrid Form costs two blood points to 
  awaken. All Physical Attributes increase by three, but 
  all Social Attributes drop to zero, except when dealing 
  with others also in Horrid Form. However, a vampire 
  in Horrid Form who is trying to intimidate someone 
  may substitute Strength for a Social Attribute. Dam-
  age inflicted in brawling combat increases by one due 
  to the jagged ridges and bony knobs creasing the crea-
  ture’s hands. 
  ••••• Bloodform
  A vampire with this power can physically transform 
  all or part of her body into sentient vitae. This blood 
  is in all respects identical to the vampire’s normal vi-
  tae; she can use it to nourish herself or others, create 
  ghouls, or establish blood bonds. If all this blood is im-
  bibed or otherwise destroyed, the vampire meets Final 
  Death.
  System: The vampire may transform all or part of 
  herself as she deems fit. Each leg can turn into two 
  blood points worth of vitae, as can the torso; each arm, 
  the head, and the abdomen convert to one blood point 
  each. The blood can be reconverted to the body part, 
  provided it is in contact with the vampire. If the blood 
  has been utilized or destroyed, the vampire must spend 
  a number of blood points equal to what was originally 
  created to regrow the missing body part.
  A vampire entirely in this form may not be staked, 
  cut, bludgeoned, or pierced, but can be burned or ex-
  posed to the sun. The vampire may ooze along, drip up 
  walls, and flow through the narrowest cracks, as though 
  she were in Tenebrous Form (p. 190).
  Mental Disciplines may be used, provided no eye 
  contact or vocal utterance is necessary, although the 
  vampire can perceive her surroundings just fine (but 
  the perceptions are always centered on the largest pool 
  of blood). If a vampire in this form “washes” over a 
  mortal or animal, that mortal must make a Courage 
  roll (difficulty 8) or fly into a panic.
  ••••• • Chiropteran Marauder
  Similar to Horrid Form, the Chiropteran Marauder 
  is a terrifying, bipedal bat, bearing a wickedly fanged 
  maw and veined, leathery wings. This power confers all 
  of the benefits of the Horrid Form, in addition to a few 
  others. The mere sight of the marauder is enough to 
  make mortals or weak-willed vampires flee in horror.
  System: The vampire gains all the effects of the Hor-
  rid Form. Further, the Marauder’s fluted wings allow 
  flight at 25 mph (40 kph), during which the vampire 
  may carry, but not manipulate, objects no larger than 
  it can hold in its hands. If the player chooses to, she 
  may make a Strength + Medicine roll (difficulty 6) to 
  extend bony claws at the ends of the vampire’s wings. 
  These claws inflict Strength +2 aggravated damage. 
  Also, the vampire subtracts two from all hearing-based 
  Perception rolls (though he adds one to vision- based 
  
  243 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Wits and Perception rolls). Assuming the mantle of 
  the Chiropteran Marauder costs three blood points.
  ••••• • Blood of Acid
  At this level of mastery, the vampire has converted 
  his blood to a viscous acid. Any blood he consumes 
  likewise becomes acid, which is corrosive enough to 
  burn human (and vampiric flesh) as well as wood. This 
  effect is particularly potent when the vampire assumes 
  the Bloodform. One of the side effects of this power 
  is the complete inability to create new vampires and 
  ghouls, or give blood to another vampire — the acid 
  would corrode them as they drank it. The obvious ben-
  efit, however, is that would-be diablerists are likewise 
  unable to devour the Cainite’s blood.
  System: Each acidified blood point that comes in 
  contact with something other than the vampire him-
  self does five dice worth of aggravated damage. If the 
  vampire is injured in combat, his blood may spatter on 
  an opponent — foes must make Dexterity + Athletics 
  rolls to avoid the blood, which must be accomplished by 
  splitting their dice pools. (Unless an opponent knows 
  the vampire has this power, she’s unlikely to split her 
  dice pool on her first attack, which causes many Tzi-
  misce to cackle with glee.)
  ••••• •• Cocoon
  The Cainite can form an opaque cocoon from blood 
  and other fluids excreted from her body. The cocoon 
  hardens after a few moments, turning into a tough, 
  white shell. This cocoon provides considerable protec-
  tion to the vampire, even shielding her from sunlight 
  and, to a limited degree, fire.
  System: A vampire may only cocoon herself, and the 
  process takes 10 minutes. Additionally, creating a co-
  coon costs three blood points. The cocoon offers com-
  plete protection from sunlight, and provides a number 
  of dice of soak equal to twice the vampire’s unmodified 
  Stamina against all damage, aggravated or otherwise. 
  It lasts as long as the Cainite wishes, and she may dis-
  solve it at her whim, emerging from a pulpy, bloody 
  paste. A vampire contained within a cocoon may still 
  use mental Disciplines that do not require eye contact 
  or other conditions to be met.
  ••••• ••• Breath of the Dragon
  The vampire becomes like one of the terrible draculs 
  of the Old World, able to exhale a deadly gout of flame. 
  This flame does not hurt the vampire himself, though 
  he may become trapped in flames if it engulfs flamma-
  ble objects.
  System: The flaming cloud affects a six-foot area, do-
  ing two dice of aggravated damage to anyone in the 
  flames’ circumference. This fire may cause combustible 
  items to ignite, and it may ignite victims who suffer fire 
  damage as per the fire rules on page 297.
  ••••• •••• Earth’s Vast Haven
  This power, developed in the nights when the Tzi-
  misce were the terrible masters of Eastern Europe, 
  allows the vampire to sink into and disperse himself 
  through the ground. Unlike the Protean power of Earth 
  Meld, however, the vampire actually dissolves his body 
  into the ground; nothing short of a wide-area explo-
  sion can affect him, and he may not be dug up bodily. 
  In addition, from sunset to sunrise, the vampire may 
  see and hear everything happening in his environment 
  through his mystical connection to the land. The mere 
  fact that this power exists terrifies many Tzimisce, who 
  are secretly unsure of whether or not the diablerie of 
  their Antediluvian was successful.
  System: This power costs six blood points to acti-
  vate, and it lasts as long as the vampire wishes to re-
  main contained within the soil. As per the Cocoon, 
  the vampire may use mental Disciplines that do not 
  require physical solvency or eye contact. He may com-
  municate mentally with anyone who wanders into the 
  area under which he rests.
  
  244 
  CHAPTER FIVE: RULES
  
  245 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter Five: 
  Rules
  It may seem odd for a “storytelling game” to have a 
  specific set of rules that govern how the story plays out, 
  but remember that the “game” portion of the hobby 
  shares equal billing with the “storytelling” aspect.
  Game rules exist to impart a sense of fairness among 
  the story participants. When two players attempt to have 
  an interaction with the world, they know they’re doing 
  it with the same opportunity, if not the same chances of 
  success. They may have different dice pools, for example, 
  or different modifiers affecting what they’re trying to ac-
  complish, but ultimately, they’re interacting with the 
  world on consistent terms they know will be consistent.
  The dice, then, are the agents of fate, not an arbi-
  trary rules system that changes depending on who’s 
  adjudicating the action. Dramatic fear and uncertainty 
  come from using the rules wisely in conjunction with 
  the situations created by the Storyteller.
  Luckily, Vampire uses only a few basic rules to get things 
  done, but these rules can have countless permutations in 
  the context of the game. This chapter covers the very 
  basics, such as rolling dice; more specific, detail-oriented 
  rules can be found throughout the book. Don’t worry about 
  mastering all the permutations at once — learn these basic 
  rules first, and then everything else will come naturally.
  The Golden Rule
  After twenty years, this is still the most important 
  rule of all, and the only real rule worth following: The 
  rules are what you make of them. You should fashion this 
  game into whatever you need it to be. Whether you’re 
  running a nearly diceless chronicle of in-character so-
  cialization or a long-running tactical campaign with 
  each player controlling a small coterie of vampires, if 
  the rules in this book interfere with your enjoyment 
  of the game, change them. The world is far too big — 
  it can’t be reflected accurately in any set of inflexible 
  rules. This book is nothing more than a collection of 
  guidelines, suggested but not mandatory ways of cap-
  turing the World of Darkness in the format of a game. 
  You’re the arbiter of what works best in your game — 
  mutually determined in play with the Storyteller and 
  other players — and you’re free to use, alter, abuse, 
  or ignore these rules at your leisure. Besides, there are 
  scores of fan communities online that delight in tin-
  kering with the rules to get just the experience they 
  want, and the exact rule you’re looking for may be just 
  a Google search away.
  "For surely it is better to rule in the darkness  
  than to humble myself falsely in the light." 
  - The Erciyes Fragments
  245 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  246 
  CHAPTER FIVE: RULES
  Rolling Dice
  Vampire uses 10-sided dice. You can find these in 
  most game stores or through online retailers, or use a 
  number of software options (including quite a few apps 
  for smartphones). The Storyteller may need a num-
  ber of dice; players need plenty as well, but can share 
  among themselves. Ten dice are all that a beginning 
  character will need at a given time.
  You roll dice whenever the outcome of an action is 
  in doubt or the Storyteller thinks there’s a chance your 
  character might fail. Your character’s strengths and 
  weaknesses affect the number of dice you roll, and thus 
  directly affect your chances of success. While the dice 
  are present to give a sense of chance or destiny to a 
  situation that calls for a roll, they do so objectively for 
  everyone, so that every player has a fair shake to suc-
  ceed at her character’s actions, or to fail interestingly.
  That last bit is important. If the potential for fail-
  ure isn’t interesting, the Storyteller should question 
  whether a roll is even necessary. Calling for a roll slows 
  down the pace of the game session. Moderating the 
  pace of the story can be one of the Storyteller’s best 
  techniques, but Storytellers shouldn’t toss a dice roll 
  into the proceedings just to alter the tempo. If a roll 
  of the dice doesn’t create multiple possible interesting 
  outcomes, there’s not much benefit in calling for one. 
  At the Storyteller’s discretion, a situation might not 
  need a roll to proceed with a reasonable outcome.
  Consider the use of dice rolls in the following ex-
  amples:
  The characters find themselves in the back room 
  of a nightclub where an unmarked envelope contains 
  a clue critical to the plot. Initially, this seems like a 
  situation that would require, say, a Wits + Investiga-
  tion roll, but with further consideration, the characters 
  should probably ultimately find the envelope without 
  the Storyteller necessitating a dice roll. If the charac-
  ters don’t find the critical clue, after all, the story can’t 
  progress. Does the Storyteller really want to trust the 
  entire future of the storyline to whether or not the dice 
  turn up in the players’ favor? In fact, with a little dif-
  ferent planning, the Storyteller could probably have 
  avoided this situation altogether, perhaps rewarding 
  the players’ characters with the envelope at the conclu-
  sion of some other challenge — say, among the belong-
  ings of a ghoul they overpower or in the library of the 
  Primogen while they’re snooping around her haven.
  The characters engage in combat with a Storyteller 
  character: This is perhaps the archetypal example of 
  using dice to generate a situation of chance and ten-
  sion. Here, the outcome isn’t pre-ordained, nor is it 
  paced at the sole outcome of the Storyteller’s choice. 
  Combat (and, indeed, most forms of conflict) occur at 
  the whim of the dice so the players feel risk. They don’t 
  have story immunity guaranteeing their success or sur-
  vival. They may ace the engagement — or they may 
  end up staked, bound, and in the cellar of the Tremere 
  diablerist.
  A character conducts occult research into a nec-
  romantic ritual: This is an example of what would 
  almost certainly be an extended action (see p. 251). 
  The role of the dice here determines, as is the function 
  of the extended action rules, how long the occult re-
  search actually takes. Does the occultist have a burst of 
  insight and complete his blasphemous ritual in a single 
  month? Or do his grisly depredations take half a year to 
  yield their ghastly results?
  Actions
  Over the course of a game, a character will do many 
  things. Some of these tasks are considered actions, 
  while others aren’t. Actions are anything that might 
  produce an interesting outcome to the direction the 
  story takes. Trying to use a Discipline on the Prince, 
  hiding in the shadows to ambush a rival pack, scaling 
  a cemetery wall, attempting to forge a damning note 
  from the Toreador Primogen, rending one’s claws 
  through the guts of a frenzied Tzimisce — these are 
  all examples of actions. One action typically takes one 
  turn to complete. (See p. 254 for more information on 
  increments of game time.)
  In most cases, speaking and conversations aren’t 
  considered actions. Although interesting develop-
  ments may certainly arise from things the Kindred say 
  to one another or to the other residents of the World 
  of Darkness, talking is typically free in terms of game 
  mechanics. The Storyteller may rule otherwise, such as 
  whether a vampire manages to scream out the location 
  where the Methuselah has the ghouls trapped before 
  the sunlight burns him to ash, but for the most part, 
  the game places as few limitations as possible on com-
  munication among players and characters.
  It’s easy enough to attempt an action — just tell 
  the Storyteller what your character’s trying to do and 
  how she plans to go about it. Most actions — cross-
  
  247 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ing the street or loading a pistol, for instance — are 
  easy enough to be considered automatically success-
  ful. However, if you’re trying to cross a four-lane high-
  way full of speeding trucks, or trying to reload while 
  you’re hanging from a fire escape by one hand, there’s 
  a chance you might fail. So when there’s reasonable 
  doubt whether an action will succeed or not, you may 
  have to roll dice to determine the results.
  If you need only one success to accomplish an action, 
  the action in question is called a simple action. Actions 
  that require more successes or longer periods of time 
  to complete are called extended actions. See p. 251 for 
  more information on extended actions.
  Reflexive Actions
  In some cases, taking a particular significant action 
  doesn’t actually take any appreciable amount of time. 
  These actions often come as a result of or are triggered 
  by other actions. In game terms, these are called re-
  flexive actions, and performing one may break the nor-
  mal sequence of play and action resolution. A reflexive 
  action doesn’t require “taking an action” as described 
  above to accomplish. Your character can perform one 
  whenever the opportunity arises, and may also take his 
  normal action, without any penalty.
  For instance, spending a blood point to increase an 
  Attribute is considered to take less than a second of 
  game time — no dice are rolled, and your character 
  can do this while doing something else. Soaking — 
  withstanding the damage from an attack — is likewise 
  a reflexive action. Making a Humanity roll is a reflex-
  ive action, though it may well lead to other, standard 
  actions.
  In most cases, the only prerequisite for performing 
  a reflexive action is that the character be conscious 
  (or otherwise capable of choosing to take the action, 
  in the case of dream sequences or other deviations 
  from consciousness that still allow choice) in order to 
  choose to do so. Unless otherwise specified, a character 
  may perform any number of reflexive actions, and they 
  don’t get in the way of anything else she may want to 
  do in a turn.
  Ratings
  Although your character’s personality is limited only 
  by your imagination, his capabilities are defined by his 
  Traits — all of his innate and learned aptitudes and 
  abilities. Each Trait is described by a “dot” rating of 1 
  to 5 (usually); a 1 in a Trait is barely competent, while 
  a 5 is the pinnacle of human achievement. Most peo-
  ple’s Traits range from 1 to 3; a 4 in a Trait indicates an 
  exceptional person, while a 5 is nearly incomparable 
  — among humans, at any rate. Think of this as similar 
  to the “star” rating system of movie reviews and restau-
  rants — a 1 is barely passable while a 5 is superb. It’s 
  also possible to have a zero in a Trait, which usually 
  represents a skill that the character never learned, but 
  some exceptions (such as the hideous Nosferatu’s lack 
  of an Appearance Trait) do occur.
  x 
   
  Abysmal
  • 
   
  Poor
  •• 
   
  Average
  •••  
  Good
  ••••  
  Exceptional
  ••••• 
  Superb
  Dice Pools
  Whenever you roll dice, you roll one die for every dot 
  your character possesses in the appropriate Trait. For 
  instance, if your character is trying to find something 
  and he has three dots in Perception, you would roll 
  three dice. However, you almost never simply roll the 
  number of dice you have in an Attribute. Raw poten-
  tial is modified by skill, after all, and so the most com-
  mon rolls in the game involve adding the dice gained 
  from an Attribute to the dice gained from an Ability.
  For instance, if your character were trying to trick 
  the Nosferatu elder’s ghoul into revealing her master’s 
  location, the Storyteller might have you roll Manipu-
  lation + Subterfuge:  an Attribute plus an Ability. In 
  this case, you might take three dice for your Manipula-
  tion of 3, plus as many dice as your character has in 
  Subterfuge — say, two — so you get two more dice 
  from that. Thus, you roll a total of five dice to deter-
  mine your character’s success or failure at confound-
  ing the ghoul. These dice are called the dice pool: the 
  total number of dice you roll for a single action. Most 
  often, you’ll calculate a dice pool for only one action 
  at a time, though you can modify it to be able to per-
  form multiple tasks in a turn (for more information, see 
  “Multiple Actions,” below).
  Not every roll requires an Ability to be added to an 
  Attribute. For example, lifting an object is a pure ap-
  plication of Strength alone, while a Humanity roll to 
  
  248 
  CHAPTER FIVE: RULES
  test for moral degradation obviously draws its dice pool 
  solely from the Humanity Trait.
  If your dice pool involves a Trait whose maximum 
  rating is 10 (such as Humanity, Path, or Willpower), 
  you can’t add any other Traits to your dice pool. It’s ef-
  fectively impossible for a normal human being to have 
  more than 10 dice in a dice pool.
  Elder vampires, on the other hand.…
  Multiple Actions
  Occasionally, a player will want her character to per-
  form more than one action in a turn. For example, a 
  character may be trying to search through a notebook 
  to find a password while creeping stealthily through a 
  hallway, or might be trying to sidestep an incoming 
  attack while firing a pistol into her assailant’s gut. In 
  such situations, the player can attempt actions nor-
  mally, though all actions become more difficult as the 
  character’s attention is split among them.
  The player declares the total number of actions he 
  wishes his character to attempt and determines which 
  of those dice pools is the smallest. He may then allo-
  cate that number dice among the actions as he sees fit.
  Example: You want your character to hang a sharp 
  right turn in a stolen taxi cab while simultaneously scream-
  ing at the surprised cabbie in the passenger seat to calm the 
  hell down or you’ll tear him in half. This is a Dexterity + 
  Drive roll (for which your character has seven dice) and 
  a Charisma + Intimidation roll (for which your character 
  has five dice). Five dice is the smaller dice pool, and you 
  may thus divide five dice among the number of actions you 
  want to take. That is, you may allocate these five dice as 
  you see fit between the driving maneuver and intimidating 
  the cabbie.
  At the Storyteller’s discretion, certain action combi-
  nations that are wildly disparate may incur a difficulty 
  increase (see below) on top of the split dice pool limi-
  tations. Composing a stirring poem while showering an 
  enemy with a hail of bullets is a task not lightly under-
  taken. As well, at the Storyteller’s discretion, splitting 
  dice pools to a certain degree may well just be plain 
  impossible.
  Vampires with the Discipline of Celerity (p. 142) 
  may take multiple actions without subtracting dice 
  from their dice pools. These extra actions may not 
  themselves be divided into multiple actions.
  
  249 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Difficulties
  There’s no point in rolling dice unless you know what 
  results you’re looking for. Whenever you try to perform 
  an action, the Storyteller will decide on an appropriate 
  difficulty number and tell you her decision. A difficulty 
  is always a number between 2 and 10 (but generally 
  between 3 and 9). Each time you score that number or 
  higher on one of your dice, you’re considered to have 
  gained a success. For example, if an action’s difficulty is 
  a 6 and you roll a 3, 3, 8, 7 and 10, then you’ve scored 
  three successes. The more you get, the better you do. 
  You need only one success to perform most actions suc-
  cessfully, but that’s considered a marginal success. If 
  you score three or more, you succeed completely. Also, 
  a result of a 10 is always a success, no matter the dif-
  ficulty number.
  The following charts should give you a good idea of 
  how to combine difficulties and degrees of success.
  Difficulties
  Three 
  Trivial (scanning a small crowd   
   
   
  for a familiar face)
  Four 
  Easy (following a trail of blood)
  Five 
  Straightforward (seducing some  
   
   
  one who’s already “in the mood”)
  Six  
  Standard (firing a gun)
  Seven 
  Challenging (locating where  
   
   
               those agonized whispers are  
   
   
   
  coming from)
  Eight 
  Difficult (convincing a cop that  
   
   
  this isn’t your cocaine)
  Nine 
  Extremely difficult (walking a   
   
   
  tightrope)
  Naturally, the lower the difficulty, the easier it is to 
  score successes, and vice versa. Six is the default dif-
  ficulty, indicating actions neither exceptionally tricky 
  nor exceptionally easy to accomplish. If the Storyteller 
  or rulebook ever calls for you to make a roll, but doesn’t 
  give you a specific difficulty number, assume the task is  
  difficulty 6. 
  The Storyteller is the final authority on how difficult 
  attempted actions are — if the task seems impossible, 
  he’ll make the difficulty appropriately high, while if the 
  task seems routinely easy, the difficulty will be low (if 
  the Storyteller decides you even have to roll at all). A 
  difficulty 3 task is so easy that it probably doesn’t merit 
  a die roll, but a fluke failure or extraordinary success 
  might sometimes make it worth the chance. 
  At difficulty 10, the results curve becomes very anoma-
  lous – indeed, there are a few dice pools for which the 
  likelihood of botching actually increases over having a 
  smaller (and thus theoretically “worse”) dice pool. Be care-
  ful when assigning such a high difficulty to an action.
  Failure
  If you score no successes on a roll, your character 
  fails his attempted action: He misses his punch. The 
  file is encrypted too well. The Prince doesn’t believe 
  her alibi. Failure, while usually disappointing, is not so 
  catastrophic as a botch (below).
  Example: Your character is attempting to eavesdrop on 
  the greasy-looking guy with a bag of pills who’s talking to 
  the blonde in the corner of the bar, and is trying to look 
  nonchalant by the pool table. The Storyteller tells you to 
  Degrees of Success
  One Success 
  Marginal (getting a  
   
   
   
   
  broken refrigerator to   
   
   
   
  keep running until the   
   
   
   
  repairman arrives)
  Two Successes 
  Moderate (making a  
   
   
   
   
  handicraft that’s ugly but  
   
   
   
  useful)
  Three 
   
  Complete (fixing  
   
   
   
               something so that it’s   
   
   
   
  good as new)
  Four 
   
  Exceptional (increasing  
   
   
   
  your car’s efficiency in   
   
   
   
  the process of repairing   
   
   
   
  it)
  Five or More 
  Phenomenal (creating a  
   
   
   
  masterwork)
  
  250 
  CHAPTER FIVE: RULES
  roll your character’s Wits + Subterfuge (difficulty 7). You 
  roll and the dice turn up 2, 5, 6, 6, 4, 3 — no successes. 
  The Storyteller rules that the greasy guy notices you mak-
  ing an awkward show of pretending to chalk your cue 
  and stops talking to the girl, staring your character down 
  instead. He doesn’t draw a weapon or bolt for the back 
  door, but whatever this deal is isn’t going any further….  
  Storytellers, bear in mind that failure is simply that: 
  failure. All it means is that the attempt didn’t produce 
  the desired result. Judge the narrative accordingly, but 
  a failure probably doesn’t in itself result in any harm 
  to the character unless the circumstances would dic-
  tate such. A failed attempt to jump the gap between 
  two buildings probably doesn’t result in a breakneck 
  plummet, but perhaps the character lands clumsily on 
  a fire escape below the intended rooftop, or maybe she 
  knocks the wind out of herself and is desperately hang-
  ing onto the ledge.
  Botches
  Bad luck can ruin anything. One more basic of a roll 
  is a “botch.” Whenever one of the dice comes up as a 
  1, it cancels out a success. Completely. Take the die 
  showing 1 and one of the dice showing a success and 
  set them aside. In this manner, an otherwise successful 
  action may be reduced to failure.
  Occasionally, truly bad fortune strikes. If none of 
  your dice comes up a success, and one or more dice are 
  dice showing 1, the roll is a botch. If you score at least 
  one success, even if that success is canceled out and 
  additional 1s remain, it’s just a simple failure.
  A botch is much worse than a normal failure — it’s 
  dramatic misfortune. For instance, rolling a botch 
  when trying to fast-talk the Sheriff might make him 
  think you’d better go see the Prince to explain yourself. 
  Botching a Stealth roll when breaking into an apart-
  ment makes so much racket the neighbor calls the po-
  lice. Botching an Animal Ken roll enrages the animal. 
  Botching an Athletics roll means you gauged the width 
  of the gap between the two buildings incorrectly... and 
  look at all that chain-link fence and razor wire rising up 
  to meet you. The Storyteller decides exactly what goes 
  wrong; a botch may produce a minor inconvenience or 
  might result in wholesale catastrophe. 
  Of course, some Storytellers may find that botches 
  are cropping up a little too frequently in their chron-
  icles (the laws of probability often warp around dice, 
  as any veteran roleplayer can attest). In that case, it’s 
  the Storyteller’s privilege to give everyone, player and 
  Storyteller character alike, one botch “free” — in oth-
  er words, the first botched roll of the session doesn’t 
  count. This rule tends to make unlife a little easier on 
  the players — but then again, there’s less chance of 
  their enemies suffering a run of bad luck as well.…
  Example: Your character is desperately fleeing from the 
  Archbishop’s most zealous Paladins, and all that’s stand-
  ing between him and the safety of his haven is a freight 
  elevator that leads up to the service docks of the meatpack-
  ing plant. You roll your character’s Stamina + Athletics 
  (difficulty 8), hoping to outpace your pursuers to the 
  elevator and get 9, 1, 1, 8, 1. The 1s outnumber the suc-
  cesses, but because you rolled any successes at all to begin 
  with, the action simply fails. The Storyteller rules that you 
  make it to the elevator — but it’s two floors up.
  You dash toward the staircase, but you’re not so lucky as 
  the chase continues. The Stamina + Athletics dice come up 
  1, 3, 4, 3, 7. This time, not only did a “1” occur, but no 
  successes were scored at all, so the action is a botch. The 
  Storyteller rules that the Sabbat thought you might try to 
  run away like a punk bitch, and backed a forklift into the 
  stairwell, blocking it entirely. No choice but to turn around 
  and face them....
  Botching is a place where some creativity on the 
  part of the Storyteller goes a long way. There’s noth-
  ing wrong with having a botch signify a dropped gun 
  or stalling out a car in a chase, but a botch might also 
  be an odd fluke that happens at an incongruous time 
  or a butterfly effect that may haunt the chronicle at 
  a later point. Instead of dropping the gun, maybe a 
  botched firearms roll signifies that the gun went off to 
  close to the shooter’s face, blinding or deafening her. 
  Maybe the botched Drive roll suggests that, as the car 
  fishtailed around the corner, the captive Toreador in 
  the back seat made a break for it or the manila enve-
  lope full of the incriminating photos fell out the open 
  window. Botches should create a new dramatic twist to 
  the scene in which they occur. They don’t have to be 
  reliable pratfalls.
  Automatic Success
  Sometimes rolling dice is unnecessary, particularly 
  when the task is a relatively simple one for a character, 
  or when there’s not much at dramatic stake to neces-
  sitate determining how well a character succeeds or 
  fails. Remember, anything that streamlines play and 
  reduces distractions is a good thing. Vampire employs 
  a simple system for automatic successes, allowing you 
  
  251 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  to skip rolling for tasks that your character would find 
  frankly mundane.
  Simply put, if the number of dice in your dice pool is 
  equal to or greater than the task’s difficulty, your char-
  acter automatically succeeds. No dice roll is necessary. 
  Mind you, this does not work for all tasks, and never 
  works in combat or other stressful situations. Further-
  more, an automatic success is considered marginal, just 
  as if you’d gotten only one success on the roll. If quality 
  is an issue — the dramatic necessity mentioned ear-
  lier — you might want to roll the dice pool anyway to 
  try for more successes (although you still risk potential 
  failure). But for simple and often-repeated actions, this 
  system works just fine.
  There’s another way to get an automatic success on 
  a roll: Simply spend a Willpower point (p. 267). You 
  can do this only once per turn, and since you have a 
  limited supply of Willpower you can’t do this too often, 
  but it can certainly help when you’re under pressure to 
  succeed.
  Trying It Again
  Failure often produces stress, which often leads to 
  further failure. If a character fails an action, he may 
  usually try it again (after all, failing to pick a lock does 
  not mean the character may never try to pick the lock 
  again). In such cases, though, the Storyteller should 
  increase the difficulty number of the second attempt by 
  one. (Note that the Storyteller may choose not to in-
  crease this difficulty, at her discretion.) If the attempt is 
  failed yet again, the difficulty of a third attempt should 
  increase by two, and so on. Eventually, the difficulty 
  will be so high that the character has no chance of suc-
  ceeding: The lock is simply beyond her ability to pick 
  and she’s frustrated with the whole affair.
  Examples of when to use this rule are: climbing a 
  fence, searching a computer archive, or interrogating 
  a prisoner. After all, if you couldn’t find a handhold, 
  discern the proper file name, or get the prisoner to talk 
  the first time, there’s a reasonable chance you might 
  not be able to do it at all.
  Sometimes the Storyteller shouldn’t invoke this rule. 
  For example, failing to shoot somebody with a gun, de-
  tect an ambush, or keep on another driver’s tail are 
  to be expected in stressful situations. Such failure does 
  not automatically lead to frustration and failed future 
  attempts. The intent with the Trying It Again rules is 
  to increase the likelihood of either success or interest-
  ing failure.
  Example: Your character has been “asked” to do a 
  little bit of liaising between an up-and-coming Ventrue 
  and a pack of Gangrel who claim the domain the Ven-
  true wants as her own. You’re meeting the pack’s bigshot 
  behind a coffee shop in an ethnic ghetto, and things aren’t 
  going well. You try to put a positive spin on the Ventrue’s 
  interest in the Gangrel domain, so the Storyteller suggests 
  that you roll Wits + Streetwise (difficulty 6) to gracefully 
  describe the Gangrel domain as a liability they’d be better 
  off letting go. You roll the dice, but your effort fails, and 
  the Gangrel leader objects to your characterization of his 
  domain as a shit-stained urban blight. You try to make 
  amends, but this time the Storyteller tells you the difficulty 
  is 7. Your character has some backpedaling to do, but you 
  can’t backpedal so far that you make the Gangrel want to 
  stay. Good luck.
  Complications
  The preceding rules should be enough to get you 
  going, and for chronicles that favor storytelling over 
  dice-rolling, they might be all you ever need. However, 
  they don’t necessarily cover all instances — for exam-
  ple, what if you’re trying to do something while a Sto-
  ryteller character is actively trying to stop you? What if 
  a fellow Tremere tries to help you uncover a ritual? 
  The various ways to complicate matters below are 
  intended to bring extra color to games. You don’t have 
  to use them, but they might add more realism and sus-
  pense to your game.
  The following complications are relatively simple and 
  generic, usable to describe a wide variety of actions. For 
  situation-specific complications, see Chapter Six. 
  Extended Actions
  Sometimes completing a task takes longer than the 
  increment of time in which the Storyteller chooses to 
  conduct the scene. When you need multiple successes 
  to score even a marginal success, you’re undertaking 
  an extended action.  For example, a Nosferatu might 
  spend all night listening in on a conversation between 
  to scheming Kindred, or a Gangrel might be engaged 
  in fleeing (or pursuing…) mortal police for a prolonged 
  period of time.
  In an extended action, you roll your dice pool over 
  and over at subsequent intervals, trying to collect 
  enough successes to succeed. For example, your char-
  acter is trying to dig a temporary haven in the forest 
  
  252 
  CHAPTER FIVE: RULES
  floor, using only his bare hands. The Storyteller tells 
  you that you need 15 successes to hollow out a den 
  that provides sufficient protection from the sun. You’ll 
  eventually succeed, but the longer you go, the more 
  chance there is of you botching and collapsing the 
  tunnel. What’s more, if you have only so many turns 
  before dawn, the speed with which you finish your task 
  becomes doubly important. The Storyteller in all cases 
  is the final authority on which tasks are extended ac-
  tions and which aren’t.
  You can usually take as many turns as you want to 
  finish an extended action (but situations being what 
  they are in Vampire, you won’t always have that lux-
  ury). If you botch a roll, however, you probably have 
  to start over again from scratch, and likely have some 
  other resultant catastrophe to worry about. Depending 
  on what you’re trying to do, the Storyteller may even 
  rule that you can’t start over again at all; you’ve failed 
  and that’s that.
  Because extended actions are often quite apropos 
  for describing certain feats, they’re used frequently in 
  Chapter Six. However, because of the amount of dice-
  rolling involved, extended actions should probably be 
  kept out of the more intense sessions of roleplaying. 
  Note that the interval for a roll in an extended action 
  need not be only a turn. It can be any segment of game 
  time as determined by the Storyteller. For example, a 
  Giovanni searching tombs for corpses with special qual-
  ities might roll once to determine the progress made 
  in a night’s grave robbing. A Ventrue might attempt a 
  long-term seduction of a rival’s mortal daughter. Many 
  protracted Discipline powers (like Conditioning) in-
  voke extended actions that take place over a long pe-
  riod of time. For more information on time intervals 
  and how they relate to game systems, see p. 254.
  Example: Veronica Abbey-Roth is trying to drum up 
  a large portion of capital for a certain upcoming project 
  of hers. Even though she has Resources 4, the Storyteller 
  rules that she’d have to liquidate much of her belongings 
  to get the money she wants. So Veronica decides to play 
  fast and dirty with her money, running a number of illegal 
  operations and playing a very intricate game with the 
  stock market to raise the money she needs. The Storyteller 
  decides that for Veronica to reach her goal, Lynn will have 
  to score 18 successes on an extended Wits + Finance roll 
  (difficulty 7 — this is an intrinsically tricky way to earn 
  money). What’s more, since this sort of thing takes time, 
  she can make only one roll per night of game time.
  Veronica has Wits 3 and Finance 4, so Lynn rolls seven 
  dice each night. She gets three successes on her first roll — 
  things are opening up nicely. On her second roll, she gets 
  two successes, for a total of five. Unfortunately, luck isn’t 
  with her on the third roll. She gets 3, 4, 1, 6, 4, 1, 6 — a 
  botch! The Storyteller rules that one of Veronica’s brokers 
  has gone sour, and she’s actually lost money on the transac-
  tion. But the efforts of three nights’ work have been neatly 
  condensed into five minutes or so of real time. As the game 
  continues, Veronica is left with a tighter budget for a while, 
  and the choice of trying again (and running the risk of at-
  tracting the Justice Department’s attention) or abandoning 
  her grandiose plot.…
  Resisted Actions
  A simple difficulty number might not be enough to 
  represent a struggle between characters. For instance, 
  you may try to batter down a door while a charac-
  ter on the other side tries to hold it closed. In such 
  a case, you’d make a resisted roll — each of you rolls 
  dice against a difficulty (often determined by one of 
  your opponent’s Traits), and the person who scores the 
  most successes wins.
  However, you’re considered to score only as many 
  successes as the amount by which you exceed your oppo-
  nent’s successes. In other words, the opponent’s success-
  es eliminate your own, just as 1s do. If, for example, you 
  score four successes and your opponent scores three, 
  you’re considered to have only one success: a marginal 
  accomplishment. It’s difficult to achieve an outstand-
  ing success on a resisted action simply because some-
  one else is working to prevent you from achieving your 
  objective. Even if your opponent can’t beat you, he can 
  still diminish the effect of your efforts.
  Some actions (debating an opponent in front of an 
  assembled Elysium, a cat-and-mouse pursuit) may be 
  both extended and resisted. In such cases, one or the 
  other of the opponents must achieve a certain number 
  of successes to succeed. Each success above the rival’s 
  total number in a given turn is added to a running tally. 
  The first to achieve the designated number of successes 
  wins the contest.
  Example: Veronica, prowling for trouble at the latest 
  Camarilla soiree, has determined by night’s end to spite 
  her rival, a Ventrue by the name of Giselle. Giselle ar-
  rived at the fête with her latest childe in tow: Tony, a 
  talented and delicious young man with a medical license 
  and a much-vaunted pedigree. Veronica decides that there 
  would be nothing more amusing than stealing Giselle’s 
  
  253 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  childe away from her for the evening — of course, that’ll 
  take some doing, as Giselle will be watching him like a 
  hawk.
  Lynn (Veronica’s player) and the Storyteller roleplay 
  out much of the initial three-way conversation (as well as 
  the covert knife-edged glances) between Veronica, Giselle, 
  and Tony. Finally, the Storyteller has Lynn roll Veronica’s 
  Manipulation (3) + Subterfuge (3), resisted by Giselle’s 
  Manipulation (3) + Subterfuge (4). Lynn rolls six dice ver-
  sus a difficulty of 7 (Giselle’s Manipulation + Subterfuge). 
  The Storyteller rolls Giselle’s seven dice versus difficulty 6 
  (Veronica’s Manipulation + Subterfuge). Lynn manages 
  to score four successes, while Giselle remarkably manages 
  only three. Giselle’s successes subtract from Lynn’s, leav-
  ing Lynn with one success. Tony opts to make the rounds 
  with Veronica, although her marginal success means he 
  casts a few longing glances Giselle’s way.…
  Teamwork
  You don’t always have to go it alone. If the situa-
  tion warrants (usually during an extended action such 
  as staking out a suspected Sabbat or decoding an Ara-
  maic inscription), characters can work together to col-
  lect successes. If the Storyteller decides that teamwork 
  is possible for the task in question, two or more char-
  acters can make rolls separately and add their successes 
  together. Their players do this by each rolling their 
  own character’s appropriate dice pool (they do not 
  combine their Traits into one dice pool).
  Teamwork can be effective in many situations — re-
  straining the frenzied Gangrel, gathering some physical 
  resource, or doing research in the library, for instance. 
  However, it can actually prove to be a hindrance in 
  certain situations (including most social interaction 
  such as fast-talking or seducing a subject, where too 
  many people can overwhelm a single subject). As well, 
  one person’s botch can bollix the whole attempt.
  Using the Storyteller Dice 
  Pool System
  One of the greatest strengths of the Storyteller sys-
  tem is its flexibility. Storytellers should keep the ver-
  satile nature of the core dice pool rule system in mind 
  when establishing challenges and resolving conflict. A 
  given situation might have multiple possible resolu-
  tions under the dice pool system. For example, a car 
  chase might be resolved using the contested action 
  system, or it might be resolved with extended actions, 
  with each participant in the chase “racing” to accumu-
  late a number of successes before the other.
  The best advice to Storytellers here is to use what 
  best suits the pacing and objectives of the story. If the 
  players are getting antsy, let them roll some dice. If 
  they’re more interested in the interpersonal relations 
  of the session, use a simpler resolution with less atten-
  tion to dice rolls.
  With a few examples aside (remember, rules exist to 
  let every player know that the playing field is equal), 
     Action 
  Example 
   
   
   
  Description
  Simple 
  Dodging a sinkhole, sensing an ambush Task is completed with one roll. The Storyteller  
   
   
   
   
   
   
   
  announces the difficulty and the players roll dice.  
   
   
   
   
   
   
   
  Automatic success is possible.
  Extended 
  Mountain climbing, research 
   
  Task is completed when a given number of successes  
   
   
   
   
   
   
   
  are obtained, which may require more than one roll  
   
   
   
   
   
   
   
  (which provides more chances of botching).
  Resisted 
  Shadowing 
   
   
   
  A contest of skill between two individuals. They  
   
   
   
   
   
   
   
  compare their number of successes; the character  
   
   
   
   
   
   
   
  with the most successes wins.
  Extended 
  Arm wrestling  
   
   
  As a resisted action; the contest requires a given  
     and Resisted  
   
   
   
   
  number of successes and may take more than one  
   
   
   
   
   
   
   
  turn to complete.
  
  254 
  CHAPTER FIVE: RULES
  there’s no “right” way to resolve a dramatic situation. 
  Go with what feels right, what emphasizes your troupe’s 
  tastes for narrative or gameplay, and what gets the best 
  response from everyone at the table. The system isn’t 
  a blunt instrument to be wielded by the Storyteller 
  against the players at the table; it’s the tool that you 
  mutually employ to tell a thrilling story.
  Time
  Over the course of the game, time is presumed to 
  pass as it would in the normal world — Tuesday fol-
  lows Monday, month after month, and so on. Howev-
  er, there’s no need to devote attention to every second 
  ticking away. There’s a huge difference between the 
  speeds at which time in the game world and real time 
  pass. Over a four-hour game session, a week, month, or 
  even year might pass in the setting of the game — or 
  the entire session might be spent detailing the events 
  of an action-packed half-hour. You can play out a com-
  bat turn by turn, taking it in three-second increments, 
  or you can let months pass away in a few minutes of 
  real time. In the Storyteller system, the passage of time 
  without players taking any real actions is called “down-
  time,” and learning to use this little trick can help the 
  pacing of a Storyteller’s chronicle immensely.
  To help maintain a general sense of the passage of 
  time without resorting to tedious charts and the like, 
  Vampire uses six basic units to describe game time:
  • Turn — The amount of time you need to take a 
  fairly simple action. This can range anywhere from 
  three seconds to three minutes, depending on the pace 
  of a given scene.
  • Scene — Like the basic division of plays and mov-
  ies, a scene is a compact period of action and interac-
  tion that takes place in a single location. This could be 
  the storming of a Tremere chantry, or a moonlit con-
  versation on a park bench. There are exactly as many 
  turns in a scene as the scene requires — there might 
  not even be any turns if the scene consists of nothing 
  but dialogue and character interaction. As well, the 
  length of a turn can vary from one scene to the next in 
  a chronicle. A combat scene might have frenzied ac-
  tion with short turns, while a suspenseful scene might 
  have a slower pace in which the turns culminate in a 
  burst of revelation.
  • Chapter — An independent part of a story, virtu-
  ally always played out in one game session. It consists 
  of any number of scenes interconnected by downtime 
  (see below); essentially, like a chapter in a novel or an 
  act in a play.
  • Story — A full tale, complete with introduction, 
  rising action, and climax. Some stories can take sev-
  eral chapters to complete. Others can be finished in 
  one. Some short stories are effectively vignettes that 
  are nothing more than a single scene.
  • Chronicle — A series of stories connected by the 
  characters themselves and their ongoing narrative, pos-
  sibly even by a common theme or overarching plot. 
  • Downtime — Time that is “glossed over” with de-
  scription rather than played out turn by turn or scene 
  by scene. If the Storyteller says, “You wait in the foy-
  er for four hours before the Prince’s ghoul summons 
  you,” rather than actually letting the characters play 
  out their wait, the Storyteller is considered to be in-
  voking downtime. Downtime allows trivial or tedious 
  passages of time to be played through quickly. If the 
  Storyteller allows it, players may conduct simple, un-
  challenged activities during downtime — “You stop by 
  your haven to pick up the Inquisitor’s rosary before you 
  arrive at the Prince’s manor.” Alternatively, a situation 
  that begins as downtime might become a turn, scene, 
  or even story if the players decide to undertake some-
  thing dramatic in what the Storyteller thought would 
  be glossed-over time. Finally, such bursts of downtime 
  might be explored by players outside the troupe — see 
  p. 361 for more.
  Examples of Rolls
  The Storyteller rules system is designed with flex-
  ibility in mind, and as a result, there are about 270 
  combinations of Attributes and Abilities. This daunt-
  ing number is just the beginning, too — you can cer-
  tainly use Hobby Talent, Professional Skill, and Expert 
  Knowledge (see Chapter Three) to devise more Abili-
  ties if you think there’s need. In this manner, you have 
  a huge variety of rolls to simulate actions — whatever 
  you think is most appropriate. The following examples 
  of rolls are meant to give you some idea of the possibili-
  ties that might come up in a game. 
  • You want to conduct yourself flawlessly at the gov-
  ernor’s formal dinner (and you can’t actually eat any-
  thing). Roll Dexterity + Etiquette (difficulty 8).
  
  255 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  • You’re miles from your haven, and the sun will 
  be up soon. Roll Wits + Survival (difficulty 7) to find 
  shelter for the day.
  • You try to distract the bodyguard with your left 
  hand while surreptitiously slipping your knife back into 
  your belt with your right. Roll Dexterity + Subterfuge 
  (difficulty of the bodyguard’s Perception + Alertness).
  • You lock gazes with the gang leader, trying to cow 
  him into submission before his gang — and he wants to 
  do the same to you. Make a Charisma + Intimidation 
  roll, resisted by his Charisma + Intimidation. 
  • The ritual requires three days of nonstop chanting. 
  Can you stay awake even through the daylight hours to 
  finish it? Roll Stamina + Occult (difficulty 9).
  • You need to board up the door to your haven in 
  record speed — and it needs to be durable, too. Roll 
  Wits + Crafts (difficulty 7). 
  • You’ve got access to the chantry library for exact-
  ly one night — you’d better find the name you want 
  quickly, but there are a lot of books here. Roll Wits + 
  Occult (difficulty 8) every hour; you need to achieve 
  15 successes.
  • It’s not the message of the song, but it’s how good 
  you look singing it. Roll Appearance + Performance 
  (difficulty 6) to have your choice of groupies.
  • How long can you remain motionless in the bushes 
  while the guards chat about the football game? Roll 
  Stamina + Stealth (difficulty 7). Each success allows 
  you to hold still for one hour.
  • It would be foolish to threaten your rival openly 
  while in the confines of Elysium. Roll Manipulation + 
  Intimidation (difficulty 8) to properly veil your threat 
  without leaving her in doubt as to your intentions.
  • Suddenly, a man pushes a crate out of the van 
  you’ve been chasing — roll Wits + Drive (difficulty 6) 
  to swerve out of the way in time.
  • Can you distract the guard dogs while you slip in? 
  Roll Manipulation + Animal Ken (difficulty 8).
  • Did she just threaten you? Roll Perception + In-
  timidation (difficulty 5) to figure out what that Lick 
  meant by that comment.
  • You try to get his attention by driving your knife 
  through his hand and into the oak bar. Roll Strength + 
  Melee (difficulty 6).
  • You try to pull alongside the fleeing Mercedes so 
  your friends can leap aboard. Make an extended Dex-
  terity + Drive roll, resisted by the Mercedes driver’s 
  Wits + Drive. If you accumulate five total successes 
  more than his total successes, you’re in position. If he 
  accumulates a total of five more successes than you get, 
  he escapes.
  • The new gang in town’s been awfully good at 
  picking out Kindred-run operations to take over. Roll 
  Charisma + Streetwise (difficulty 8) to see what people 
  know about them. The more successes you get, the 
  more information you receive, but the legwork will 
  take an entire night regardless.
  • What sort of alarm system does this place have? 
  Roll Perception + Larceny (difficulty 6).
  • Whose story will the Prince believe — yours or 
  your enemy’s? Roll Manipulation + Expression, resist-
  ed by your rival’s Manipulation + Expression.
  • You try convincing the clerk of the court that 
  you’re an IRS auditor and that you need to see the 
  court records. Roll Manipulation + Finance (difficulty 
  8).
  • Can you read the German edition of The Book of 
  Nod without losing something in the translation? Roll 
  Intelligence + Academics (difficulty 8).
  • You have to keep running if you’re going to out-
  distance your pursuers. Make an extended Stamina + 
  Athletics roll (difficulty 7); if you collect 15 successes, 
  you’ve outlasted them.
  • You need to convince the judge to release you be-
  fore the sun rises. Roll Charisma + Law (difficulty 8) to 
  make a plea eloquent enough.
  
  256 
  CHAPTER SIX: SYSTEMS AND DRAMA
  
  257 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter Six:  
  Systems  
  and Drama
  While Vampire’s focus is on roleplaying and charac-
  ter interaction, dramatic scenes often involve some ele-
  ment of dice rolling. As Chapter Five shows, the basic 
  Storyteller rules are designed to streamline this process 
  as much as possible, allowing you to pay attention to 
  the story. To assist you and the Storyteller further, this 
  chapter covers more specific dice mechanics, including 
  general dramatic systems, combat, injury, and recovery.
  If, in your chronicles, you come up with a resolution 
  system you like better, by all means use it, as discussed 
  on p. 245 (“The Golden Rule”). Also — particularly 
  when dealing with social actions like seductions and 
  diplomacy — the dice should never get in the way of 
  roleplaying. If a player has his character make a par-
  ticularly inspired (or painful) speech, deliver a particu-
  larly smooth (or cheesy) opening line, or come up with 
  a brilliant (or laughable) alibi, feel free to let the char-
  acter succeed (or fail) automatically, regardless of what 
  the dice and Traits say.
  Dramatic Systems
  The only things limiting your actions are your imagi-
  nation and your character’s skill. During a game session, 
  characters — both player and Storyteller personalities 
  — may attempt numerous diverse and complicated ac-
  tivities. The Storyteller is responsible for keeping all 
  of this action organized while determining success or 
  failure for all characters.
  Dramatic systems simplify the Storyteller’s job by 
  supplying rules for a number of common activities. 
  Generally, a character attempting to accomplish a task 
  adds together an Attribute and an Ability. If a task falls 
  within a character’s specialty (p. 96), that character 
  gains two successes in place instead of one for each 
  “10” the player achieves on his roll.
  Storytellers should, and will undoubtedly have to, 
  invent their own dramatic systems for new situations. 
  The list of systems below is in no way exhaustive, but 
  provides a solid foundation on which to base events. 
  Bear in mind that for rolls involving Talents and Skills, 
  characters lacking a specific Ability may default to the 
  Attribute on which the Ability is based (albeit at +1 
  difficulty for Skill-based actions).
  Most of these systems involve taking one or more 
  actions (p. 246) over one or more turns (p. 254). A 
  number of these systems may be tried again if the first 
  attempt is unsuccessful. Subsequent efforts may suffer 
  257 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  “Mortals thought they were fighting their own wars, but it is 
  for us that they spilt their blood.” 
  -The Book of Nod
  
  258 
  CHAPTER SIX: SYSTEMS AND DRAMA
  a difficulty penalty, at the Storyteller’s discretion (see 
  “Trying It Again,” p. 251).
  Automatic Feats
  Automatic feats require the character to take an 
  action, but don’t involve a dice pool roll under most 
  circumstances. The following are common automatic 
  feats. Storytellers may decide that other feats are auto-
  matic, at their discretion.
  • Blood Use (Healing, Augmenting Attributes, 
  etc.): Vampire characters may spend blood to heal 
  themselves. To do so, the character must concentrate 
  and do nothing else for one full turn. A character may 
  attempt to heal while performing other actions, but 
  this requires success on a Stamina + Survival reflexive 
  roll (difficulty 8). Failing this roll means the vampire 
  loses all expended blood points with no effect, while 
  a botch causes the vampire to lose both an additional 
  blood point and an additional health level. Spending 
  blood to raise Physical Attributes or power Disciplines 
  may be done automatically, without the need for con-
  centration. A character may spend an amount of vitae 
  equal to her per-turn rating, as dictated by her Genera-
  tion (p. 270).
  • Getting to Your Feet: Characters may rise from 
  the ground in one turn without making a roll. If a char-
  acter wishes to get to her feet while doing something 
  else in the same turn, she must take a multiple action 
  (see “Multiple Actions,” p. 248) with a Dexterity + 
  Athletics roll (difficulty 4) to rise successfully.
  • Movement: Characters may choose to walk, jog, 
  or run. If walking, a character moves at seven yards/
  meters per turn. If jogging, a character moves at (12 + 
  Dexterity) yards/meters per turn. If all-out running, a 
  character moves at (20 + [3 x Dexterity]) yards/meters 
  per turn.
  Characters may move at up to half maximum run-
  ning speed, then subsequently attack or perform an-
  other action; see p. 274 for particulars. Characters may 
  also wish to move while taking another action. This is 
  possible, but each yard or meter moved subtracts one 
  from the other action’s dice pool.
  Note that injured characters (p. 282) cannot move 
  at maximum speed.
  • Readying a Weapon: This can involve drawing 
  a weapon or reloading a gun with a prepared clip. In 
  most cases, no roll is required, so long as the character 
  takes no other action that turn. If the character wishes 
  to ready a weapon while doing something else in the 
  same turn, the player must reduce his dice pool (see 
  “Multiple Actions,” p. 248) and roll Dexterity + Melee 
  or Firearms (difficulty 4) for the readying attempt.
  • Starting a Car: This takes an action, but requires 
  no roll.
  • Yielding: The character allows the character with 
  the next-highest initiative (p. 271) to act. She may 
  still act at the end of the turn. If all characters (player 
  and Storyteller) yield during a turn, no one does any-
  thing that turn.
  Physical Feats
  These systems cover actions involving the three 
  Physical Attributes (Strength, Dexterity, and Stami-
  na). These feats typically require a roll. Remember that 
  Celerity, Fortitude, and Potence add dice to Physical 
  Attributes when making many of these rolls.
  • Climbing [Dexterity + Athletics]: When your 
  character climbs an inclined surface (rocky slope, side 
  of building), roll Dexterity + Athletics. Climbing is 
  typically an extended roll. For an average climb with 
  available handholds and nominal complications, your 
  character moves 10 feet (three meters) for every suc-
  cess. The Storyteller adjusts this distance based on the 
  climb’s difficulty (easier: 15 feet/five meters per suc-
  cess; more difficult: five feet/two meters per success). 
  The number of handholds, smoothness of the surface, 
  and environmental factors can all affect rate of travel. 
  A short, difficult climb may have the same difficulty 
  as a long, easy climb. The extended action lasts until 
  you’ve accumulated enough successes to reach the de-
  sired height. Botching a climbing roll can be bad: Your 
  character may only slip or get stuck, or she may fall.
  If the character activates the Protean power of Feral 
  Claws, constructs bone spurs with the Vicissitude pow-
  er of Bonecraft, or uses a similar power to assist them, 
  all climbing difficulties are reduced by two.
  • Driving [Dexterity/Wits + Drive]: A Drive roll 
  isn’t needed to steer a vehicle under normal circum-
  stances, assuming your character has at least one dot 
  in the Drive Skill. That said, bad weather, the ve-
  hicle’s speed, obstacles, and complex maneuvers can 
  challenge even the most competent drivers. Specific 
  difficulties based on these circumstances are up to the 
  Storyteller, but should increase as the conditions be-
  come more hazardous. 
  For example, driving in heavy rain is +1 difficulty, 
  but going fast while also trying to lose pursuers increas-
  es the difficulty to +3. Similarly, maneuvering in heavy 
  
  259 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  traffic is +1, but doing so at a breakneck pace while 
  avoiding pursuit bumps the difficulty to +3. A failed 
  roll indicates trouble, requiring an additional roll to 
  avoid crashing or losing control. Characters in control 
  of a vehicle, and who have no dots in the Drive Skill, 
  need a roll for almost every change in course or proce-
  dure. On a botch, the vehicle may spin out of control 
  or worse.
  Because different cars handle differently — some are 
  designed for speed and handling while others are de-
  signed for safety — the following chart helps calculate 
  the difficulty for any maneuver. Generally, for every 10 
  miles or 15 kilometers per hour over the safe driving 
  speed of a vehicle, the difficulty of any maneuver is 
  increased by one. Exceedingly challenging stunts and 
  bad road conditions should also increase the difficulty 
  accordingly. The maximum number of dice a driver can 
  have in her dice pool when driving is equal to the ma-
  neuver rating of the vehicle. Simply put, even the best 
  driver will have more trouble with a dump truck than 
  she will with a Ferrari.
  • Carrying Capacity [Strength]: A character can 
  carry 25 lbs/10 kg per point of Strength without pen-
  alty. Should a character exceed this total, every action 
     Vehicle 
   
  Safe Speed (mph/kph)  
  Max Speed (mph/kph)  
  Maneuver 
  6-Wheel Truck 
  60/95  
   
   
  90/145  
   
   
  3
  Tank (modern) 
  60/95  
   
   
  100/160 
   
   
  4
  Tank (WWII) 
  30/50  
   
   
  40/65  
   
   
  3
  Bus  
   
  60/95  
   
   
  100/160 
   
   
  3
  18-Wheeler  
  70/110  
   
   
  110/175 
   
   
  4
  Sedan 
   
  70/110  
   
   
  120/195 
   
   
  5
  Minivan 
   
  70/110  
   
   
  120/195 
   
   
  6
  Compact 
   
  70/110  
   
   
  130/210 
   
   
  6
  Sporty Compact 
  100/160 
   
   
  140/225 
   
   
  7
  Sport Coupe  
  110/175 
   
   
  150/240 
   
   
  8
  Sports Car 
   
  110/175 
   
   
  160/255 
   
   
  8
  Exotic Car 
   
  130/210 
   
   
  190+/305+ 
   
   
  9
  Luxury Sedan  
  85/135  
   
   
  155/250 
   
   
  7
  Sport Sedan  
  85/135  
   
   
  165/265 
   
   
  8
  Midsize 
   
  75/120  
   
   
  125/200 
   
   
  6
  SUV/ Crossover 
  70/110  
   
   
  115/185 
   
   
  6
  Formula One Racer 
  140/225 
   
   
  240/385 
   
   
  10
  involving physical skills incurs an automatic +1 dif-
  ficulty due to the added weight. Also, every 25 lbs/10 
  kg over the limit halves the character’s base movement 
  (see “Movement,” p. 258). A character bearing a total 
  weight of double her Strength allocation can’t move. 
  This system is a guideline, intended to reflect being 
  laden by bulk and weight, so the Storyteller should not 
  call for an inventory accounting every time your char-
  acter picks up a pen.
  • Hunting [Various]: It is the nature of the vam-
  pire to hunt. For each hour the vampire spends search-
  ing for human prey, allow the player to make a roll 
  against a difficulty based on the area in which the vam-
  pire hunts. The Attribute and Ability combination 
  used should correspond to the method by which the 
  player describes the character’s hunting technique. For 
  example, Appearance + Subterfuge might represent a 
  lusty tryst at a nightclub that ends in one of the lov-
  ers slaking her thirst, Stamina + Athletics would sug-
  gest a harrowing chase across a swath of city parkland, 
  and Wits + Streetwise might be interpreted as a deadly 
  game of cat-and-mouse. 
  
  260 
  CHAPTER SIX: SYSTEMS AND DRAMA
     Area  
   
   
   
  Difficulty
  Slum neighborhood/The Rack 
  4
  Lower-income/bohemian 
   
  5 
  Downtown business district 
   
  6
  Warehouse district 
   
   
  6
  Suburb 
   
   
   
  7
  Heavily patrolled area  
   
  8
  Success on this roll indicates that the vampire has 
  found and subdued prey, in a manner appropriate to 
  her methods and the area. She may now ingest as many 
  blood points as she wishes to take from the victim (or, 
  if the Storyteller prefers, a single die’s worth of blood 
  points). Failure indicates that the hour is spent look-
  ing fruitlessly, while a botch indicates a complication 
  (perhaps the character accidentally kills a vessel, picks 
  up a disease, enters the domain of a rival vampire, or 
  suffers assault from a street gang). If a botch does occur, 
  the Storyteller should quickly set up the scene and let 
  the character try to work her way out of trouble. Story-
  tellers and players should both be creative in proposing 
  and describing the hunt to make it dramatic and ex-
  citing. After all, finding prey isn’t necessarily the hard 
  part — it’s holding on to one’s Humanity or preserving 
  the Masquerade when the Beast hungers.
  If the character catches prey, but currently has fewer 
  blood points in her body than [7 minus Self-Control or 
  Instinct], the character is considered to be hungry and 
  a frenzy check (p. 298) is necessary — Self-Control to 
  see if the character frenzies, or Instinct to see if the 
  character can control her frenzy while feeding. If the 
  player fails this roll, the character continues to gorge 
  on the vessel until she is completely sated (at full blood 
  pool), the victim dies from blood loss, or she somehow 
  manages to regain control of herself.
  The Fame and Domain Backgrounds reduce difficul-
  ties of hunting rolls by one per dot (to a minimum of 
  3), while the Herd Background adds one die per dot 
  in the Background (so long as one’s herd could con-
  ceivably be in the area). However, Storytellers may 
  increase hunting difficulties for particularly inhuman 
  vampires (Nosferatu, some Gangrel, vampires with 
  Humanity ratings of 4 or below, or who are on Paths 
  of Enlightenment), as such monsters find it difficult to 
  blend in with a crowd.
  For more information on hunting scenes, see p. 365.
  • Intrusion [Dexterity/Perception + Larceny]: In-
  trusion covers breaking and entering, evading simple 
  security devices, picking locks, cracking safes — and 
  preventing others from doing the same. When bypass-
  ing active security, your roll must succeed on the first at-
  tempt, and failure activates any alarms present (opening 
  manual locks may be attempted multiple times, though). 
  Intrusion rolls can range from 5 (standard locks) to 9 
  (Fort Knox), depending on a security system’s complex-
  ity (the Storyteller decides the actual difficulty). Certain 
  tasks might require a minimum level of Larceny Skill for 
  the character to have any chance of succeeding (e.g., 
  Larceny 1 might let you pick a simple lock, but not crack 
  a safe). Bear in mind that most intrusion tasks require 
  lockpicks or other appropriate tools. On a botch, the 
  character’s clumsy break-in attempt goes horribly awry.
  Setting up security measures is a standard action, but 
  multiple successes achieved in the effort increase the 
  system’s quality (essentially adding to the difficulty for 
  it to be breached).
  Note, here, that the Larceny Skill comes into ques-
  tion when evading the physical, mechanical aspects of 
  the intrusion effort. Dealing with the technology be-
  hind the systems themselves involves the Technology 
  Knowledge. The intrusion example is an example of 
  getting into or out of somewhere, not rewiring alarm 
  systems or confounding surveillance camera feeds.
  • Jumping [Strength, or Strength + Athletics for a 
  running jump]: Typically, jump rolls are made versus a 
  difficulty of 3. Each success on a jump roll launches your 
  character two feet/50 cm vertically or three feet/one me-
  ter horizontally. To jump successfully, a character must 
  clear more distance than the distance between her and 
  her destination. On a failure, the character fails to clear 
  the required distance, but the player may make a Dexter-
  ity + Athletics roll (typically versus difficulty 6) to allow 
  the character to grab onto a ledge or other safety as she 
  falls. On a botch, your character may slip on the preci-
  pice, leap right into a wall, or fall to her doom.
  If the player makes a Perception + Athletics roll (dif-
  ficulty 6, three successes required) before attempting a 
  jump, he may gauge exactly how many successes are 
  needed to make the leap.
  • Lifting/Breaking [Strength]: The following chart 
  provides the minimum Strength needed to deadlift 
  various weights or break objects without a die roll. 
  Characters of lower Strength may roll to affect heavier 
  weights than their Strength ratings allow for. The roll 
  is made not with Strength, but with Willpower, and is 
  difficulty 9. Each success advances the character by one 
  level on the chart.
  
  261 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Characters can work together to lift an object. This 
  is a “teamwork roll” for which the individual players 
  roll separately and combine any resulting successes.
  Lifting is all or nothing — if you fail the roll, nothing 
  happens. At the Storyteller’s discretion, your charac-
  ter’s effective Strength may be raised if all she wants 
  to do is drag something a short distance instead of pick 
  it up. On a botch, your character may pull a muscle or 
  drop the object on her own foot.
  • Opening/Closing [Strength]: Opening a door with 
  brute force calls for a Strength roll (difficulty 6 to 8, 
  depending on the material of the door). A standard in-
  terior door requires only one success to bash open or 
  slam shut. A reinforced door generally takes five suc-
  cesses. A vault door might take 10 or more successes. 
  These successes may be handled as an extended action. 
  While teamwork is possible (and recommended), a 
  door can still be forced open through a single individu-
  al’s repeated hammering. A botch causes a health level 
  of lethal damage to your character’s shoulder.
  Certain doors (metal vault doors and the like) may 
  require a Strength minimum just to make an attempt.
  • Pursuit [Dexterity + Athletics/Drive]: Vampires 
  must often pursue their terrified prey, and sometimes 
  they themselves must flee. Generally, pursuit can be 
  resolved automatically by using the formulas for calcu-
  lating movement (p. 258); if one party is clearly faster 
  than another, the faster party catches or evades the 
  slower party eventually. However, dramatic situations 
  may occur if two characters are of equal or nearly equal 
  speeds, or if one character is slower but might lose the 
  faster character or make it to safety before she catches 
  him. In these cases, use the system below.
  Basic pursuit is an extended action. The target starts 
  with a number of free extra successes based on his dis-
  tance from the pursuer. This breaks down as follows: 
  on foot, one for every two yards/meters ahead of pursu-
  ers; in vehicles, one for every 10 yards/meters ahead of 
  pursuers. For chases involving vampires and mortals, 
  remember that mortals tire, but the undead do not.
  The target and pursuers make the appropriate roll 
  (depending on the type of pursuit) each turn, adding 
  new successes to any successes rolled in previous turns. 
  When the pursuer accumulates more total successes 
  than the target has, she catches up and may take fur-
  ther actions to stop the chase. As the target accumu-
  lates successes, he gains distance from his pursuers and 
  may use that lead to lose his opponents. Each success 
  that the quarry accumulates beyond the pursuer’s total 
  acts as a +1 difficulty to any Perception roll a pursuer 
  must make to remain on the target’s tail. The Story-
  teller may call for the pursuer to make a Perception roll 
  at any time (though not more than once each turn). 
  If the pursuer fails this roll, her target is considered to 
     Strength 
   
  Feats 
   
   
   
   
   
  Lift (lbs/kg)
  1 
   
   
  Crush a beer can 
   
   
   
  40/20
  2 
   
   
  Break a wooden chair 
   
   
   
  100/45
  3 
   
   
  Break down a wooden door 
   
   
  250/115
  4 
   
   
  Break a wooden plank  
   
   
  400/180
  5 
   
   
  Break open a metal fire door 
   
   
  650/295
  6 
   
   
  Throw a motorcycle 
   
   
   
  800/360
  7 
   
   
  Flip over a small car 
   
   
   
  900/410
  8 
   
   
  Break a lead pipe 
   
   
   
  1000/455
  9 
   
   
  Punch through a cement wall   
   
  1200/545
  10 
   
   
  Rip open a steel drum  
   
   
  1500/680
  11 
   
   
  Punch through 1”/2.5 cm thick sheet metal 
  2000/910
  12 
   
   
  Break a metal lamp post  
   
   
  3000/1360
  13 
   
   
  Throw a station wagon  
   
   
  4000/1815
  14 
   
   
  Throw a van 
   
   
   
   
  5000/2265
  15 
   
   
  Throw a truck  
   
   
   
  6000/2720
  
  262 
  CHAPTER SIX: SYSTEMS AND DRAMA
  have slipped away (into the crowd, into a side street). 
  On a botch, the pursuer loses her quarry immediately. 
  If the quarry botches, he stumbles or ends up at a dead 
  end.
  • Shadowing [Dexterity + Stealth/Drive]: Shadow-
  ing someone requires that your character keep tabs on 
  the target without necessarily catching her — without 
  being noticed. At the Storyteller’s discretion, or if the 
  target suspects she’s being pursued, the target’s player 
  can roll Perception + Alertness whenever she has a 
  chance to spot her tail (the Storyteller decides when 
  such an opportunity arises). The pursuer’s player op-
  poses this with a Dexterity + Stealth roll (or Dexterity 
  + Drive, if the shadower is in a vehicle). The difficulty 
  for both rolls is typically 6, but can be modified by con-
  ditions (heavy crowds, empty streets, etc.). The target 
  must score at least one more success than her shadow 
  does to spot the tail; if she does, she may act accord-
  ingly. 
  Shadowers who have trained together can combine 
  their separate rolls into one success total.
  • Sneaking [Dexterity + Stealth]: A sneaking 
  character uses Dexterity + Stealth as a resisted action 
  against Perception + Alertness rolls from anyone able 
  to detect her passing. The difficulty of both rolls is typi-
  cally 6. Unless observers score more successes than the 
  sneaking character does, she passes undetected. Noise, 
  unsecured gear, lack of cover, or large groups of ob-
  servers can increase Stealth difficulty. Security devices, 
  scanners, or superior vantage points may add dice to 
  Perception + Alertness rolls. On a botch, the character 
  stumbles into one of the people she’s avoiding, acci-
  dentally walks into the open, or performs some other 
  act that compromises her.
  Note that vampires using the Obfuscate Discipline 
  (p. 184) may not have to make rolls at all.
  • Swimming [Stamina + Athletics]: Assuming your 
  character can swim at all (being able to do so requires 
  one dot of Athletics), long-distance or long-duration 
  swimming requires successful swimming rolls versus a 
  difficulty determined by water conditions. After all, 
  although vampires can’t drown, they are corpses and 
  thus have little buoyancy. The first roll is necessary 
  only after the first hour of sustained activity, and only 
  one success is needed. If a roll fails, the character loses 
  ground — perhaps pulled out of her way by a current. 
  If a roll botches, she starts to sink, or might even be hit 
  by a heedless motorboat.
  Vampires caught in shallow water during the day will 
  take damage from sunlight (assume that a submerged 
  vampire has protection equivalent to being under 
  cloud cover). 
  • Throwing [Dexterity + Athletics]: Objects (Mo-
  lotov cocktails, knives, beer bottles) with a mass of two 
  pounds/one kilogram or less can be thrown a distance 
  of Strength x 5 yards/meters. For every additional two 
  pounds/one kilogram of weight that an object has, this 
  distance decreases by five yards/meters (particularly 
  heavy objects don’t go very far). As long as the ob-
  ject’s mass doesn’t reduce throwing distance to zero, 
  your character can pick up and throw it. If an object 
  can be lifted, but its mass reduces throwing distance 
  to zero, the object can be hurled aside at best — about 
  one yard or meter of distance. Obviously, if an object 
  can’t be lifted, it can’t be thrown at all (refer instead to 
  “Lifting/Breaking,” p. 260).
  The Storyteller may reduce throwing distances for 
  particularly unwieldy objects or increase them for aero-
  dynamic ones. Throwing an object with any degree of 
  accuracy requires a Dexterity + Athletics roll versus dif-
  ficulty 6 (to half maximum range) or 7 (half maximum 
  to maximum range). This difficulty can be adjusted for 
  wind conditions and other variables at the Storyteller’s 
  discretion. On a botch, your character may drop the 
  object or strike a companion with it, or she might toss 
  something that wasn’t what she intended to throw, af-
  ter all….
  Mental Feats
  These systems cover tasks involving the three Men-
  tal Attributes (Perception, Intelligence, and Wits), as 
  well as tasks using the Virtues, Humanity and Paths, 
  and Willpower. Mental tests can provide you with in-
  formation about things your character knows but you, 
  the player, don’t. Still, you should depend on your cre-
  ativity when solving problems — not on dice rolls.
  • Awakening [Perception, Humanity/Path]: Vam-
  pires are nocturnal creatures and find it difficult to 
  awaken during the day. A vampire disturbed in his ha-
  ven while the sun is in the sky may roll Perception (+ 
  Auspex rating, if the vampire has it) versus difficulty 
  8 to notice the disturbance. Upon stirring, the vam-
  pire must make a Humanity or Path roll (difficulty 8). 
  Each success allows the vampire to act for one turn. 
  Five successes mean the vampire is completely awake 
  for the entire scene. Failure indicates the vampire slips 
  back into slumber, but may make the Perception roll 
  
  263 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  to reawaken if circumstances allow. A botch means the 
  vampire falls into deep sleep and will not awaken until 
  sundown.
  While active during the day, the vampire may have 
  no more dice in any dice pool than his Humanity or 
  Path rating.
  • Creation [variable]: Some vampires were artists, 
  musicians, writers, or other creative types in life. Oth-
  ers spend centuries trying to rekindle the spark of pas-
  sion that undeath has taken from them. Certainly, the 
  society of the Damned has gazed upon many wondrous 
  (and horrific) works of art never seen by human eyes. 
  When trying to create something, a variety of rolls 
  can be used, depending on what it is the character 
  wishes to create. Perception (to come up with a sub-
  ject worthy of expression) + Expression or Crafts (to 
  capture the feeling in an artistic medium) is a common 
  roll. In all cases, the player must decide the general pa-
  rameters of what she wants her character to create — a 
  haiku about roses, a portrait of the Prince, an epigram 
  for the Archbishop’s sermon, etc. 
  The difficulty is variable, depending on the nature 
  of the creation (it’s easier to write a limerick than a 
  Petrarchan sonnet). The number of successes governs 
  the quality of the creation: With one success, the char-
  acter creates a mediocre, uninspired, but not terrible 
  work, while with five successes the character creates 
  a literary or artistic masterpiece. Some works (novels, 
  large sculptures, vast murals) might require extended 
  success rolls. On a botch, the character creates what 
  she knows is the greatest work ever known to Kindred 
  or kine (while everyone else who sees it immediately 
  realizes what crap it actually is), or perhaps she embar-
  rasses a patron, leaves out a pivotal figure, or goes off 
  on a tangent that neglects her original intent and is 
  thus unsuitable for her original purposes.
  At the Storyteller’s discretion, a vampire who creates 
  a particularly inspired masterwork might be eligible for a 
  rise in Humanity or certain Paths, via experience points. 
  Likewise, a creative epiphany may be suitable for work-
  ing through and curing a derangement (see p. 290).
  • Computer Use [Intelligence/Wits + Computer]: 
  Most business and political transactions involve the 
  use of computers, which can give neonates a surprising 
  advantage in the Jyhad. In times when almost everyone 
  carries some sort of computer, the edge truly belongs to 
  those who can collect information as it is needed, as 
  well as quickly disseminating it. Haughty elders may 
  
  264 
  CHAPTER SIX: SYSTEMS AND DRAMA
  sneer at fledglings hunched over their smartphones in-
  stead of dispensing bon mots at Elysium, but if those 
  fledglings are using social media to coordinate an am-
  bush on one of those hated elders once court comes to 
  a close, it’s undeniable that a little computer savvy can 
  even the odds that formerly favored the elders greatly.
  Generally, Computer rolls are those that collect, dis-
  play, or transfer information. Creating physical results 
  (like remotely turning off a security system or activat-
  ing a restricted elevator) is usually the purview of the 
  Technology Knowledge. Of course, a single end result 
  can sometimes be achieved by multiple methods.
  Using computers typically falls under two distinct 
  types of behavior.
  The first type is comparatively benign or personal use. 
  Tasks such as performing research, writing software, 
  building a website, or participating in social networks 
  can involve Computer in their dice pools if using the 
  computer is the primary component of the action. For 
  example, performing search-engine research on a topic 
  might invoke an Intelligence + Computers roll to yield 
  facts, while a botch would turn up completely mislead-
  ing information. In most cases, these won’t see much 
  stressful dice-pool action unless performed in bizarre 
  circumstances or with devices the user isn’t familiar 
  with. Additionally, what constitutes a computer can 
  vary wildly, from a netbook in a cafe to a smartphone 
  on the go to a traditional desktop machine.
  Storytellers, life in a modern world inherently in-
  volves a certain quantity of computer use, so ask if it’s 
  really necessary to have a player roll to check his email 
  unless there are interesting dramatic outcomes of fail-
  ure. Note, too, that in some cases, even though the 
  character is using a computer, the Computer Knowl-
  edge might not be the relevant Ability. For example, a 
  player trying to join an online community of vampire 
  hunters is probably using Wits + Subterfuge or Cha-
  risma + Expression, even though she’s at a keyboard.
  The second type of behavior is generally referred to as 
  “hacking.” In game terms, hacking is subverting com-
  puter security to obtain information that someone has 
  made secure in order to control that information. Even 
  more broadly, hacking can also describe turning a de-
  vice or computer program against or beyond its original 
  intent. Often, the result of this latter type of hacking is 
  also to gain information, but in some cases, the hacker 
  seeks to create a specific result. He might display a mes-
  sage on a screen that wouldn’t normally receive it or 
  create a nonexistent mortgage on the Ventrue Primo-
  gen’s haven and marking it as in foreclosure. Resolve 
  these situations in the same way as information-driven 
  hacking, for the sake of simplicity.
  A would-be hacker’s player rolls Intelligence or Wits 
  + Computer versus a variable difficulty (6 for standard 
  systems, up to 9 for complicated situations like corpo-
  rate server clusters, old government mainframes, and 
  the like). Successes indicate the number of dice (up 
  to the normal dice pool) that can be rolled to interact 
  with the system once it’s been breached.
  Actively blocking a hacker is a resisted action; the 
  opponent with the most successes wins. On a botch, 
  the character may alert security to her presence or 
  even reveal her identity to the system she’s trying to 
  breach.
  Remember, too, that hacking is almost always an ex-
  tended action. Storytellers, set the number of successes 
  for extended actions via hacking high — it’s all too 
  tempting for players to use this as the “do anything I 
  want because, you know, computers” Ability. It should 
  take far more than a single success to evict a Kindred 
  from her haven or to delete one’s own birth records, 
  for example.
  • Investigation [Perception + Investigation]: Any 
  search for clues, evidence, or hidden contraband in-
  volves Investigation. The Storyteller may add to the 
  difficulty of investigations involving obscure clues or 
  particularly well-concealed objects. One success re-
  veals basic details, while multiple successes provide 
  detailed information and may even allow deductions 
  based on physical evidence. On a botch, obvious clues 
  are missed or even destroyed accidentally.
  • Repair [Dexterity/Perception + Crafts]: Depend-
  ing on the precise specialty, the Crafts Skill allows for 
  repairs of everything from pottery to automobile en-
  gines (though not computers). Before repairing a de-
  vice that’s on the fritz, your character must identify its 
  problems (accomplished as a standard research roll; see 
  below). Then, if repair is required, the Storyteller sets 
  the difficulty of the repair roll. This difficulty depends 
  on the problem’s severity, whether the proper tools or 
  any replacement parts are on hand, and if adverse con-
  ditions exist. An inspired research roll may offset these 
  factors somewhat. A simple tire change is difficulty 4, 
  while rebuilding an entire engine might be difficulty 
  9. Basic repairs take at least a few turns to complete. 
  More complex repairs are extended actions that last 
  10 minutes for each success needed. On a botch, your 
  character may simply waste time and a new part, or 
  may make the problem worse.
  
  265 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  • Research [Intelligence + Academics/Occult/Sci-
  ence]: Research is performed when searching computer 
  databases for historical facts, when looking for obscure 
  references in ancient documents, or when trying to 
  learn the true name of a Methuselah. In all cases, the 
  number of successes achieved determines the amount 
  of information discovered; one success gives you at 
  least basic information, while extra successes provide 
  more details. The Storyteller may assign a high diffi-
  culty for particularly obscure data. On a botch, your 
  character may not find anything at all or may uncover 
  completely erroneous information.
  • Tracking [Perception + Survival]: Unlike shad-
  owing, tracking requires you to follow physical evi-
  dence to find a target. Discovering footprints, broken 
  twigs, blood trails, or other physical signs leads the 
  tracker right to the subject. Following such a trail is 
  a standard action; multiple successes provide extra in-
  formation (subject’s rate of speed, estimated weight, 
  number of people followed). The quarry can cover her 
  tracks through a successful Wits + Survival roll. Each 
  success on this roll adds one to the difficulty of track-
  ing her. Abnormal weather, poor tracking conditions 
  (city streets, Elysium), and a shortage of time also add 
  to tracking difficulty. On a botch, your character not 
  only loses the trail, but destroys the quarry’s signs of 
  passage.
  Social Feats
  These systems cover tasks involving the three Social 
  Attributes (Charisma, Manipulation, and Appear-
  ance). Roleplaying usually supersedes any Social skill 
  roll, for better or worse. Storytellers may ignore the So-
  cial systems when a player exhibits particularly good, 
  or excruciatingly bad, roleplaying.
  • Carousing [Charisma + Empathy]: You influence 
  others (particularly potential vessels) to relax and have 
  fun. This might include showing a potential ally a good 
  time, loosening an informant’s tongue, or making in-
  stant drinking buddies who come to your aid when a 
  brawl starts. The difficulty is typically 6 (most people 
  can be persuaded to loosen up, regardless of intellect 
  or will), though it might be higher in the case of large 
  (or surly) groups. Certain Natures (Bon Vivant, Cur-
  mudgeon) can also influence the roll’s difficulty. On a 
  botch, your character comes off as an obnoxious boor, 
  or people begin to question why your character hasn’t 
  touched her own food and drink.…
  • Credibility [Manipulation/Perception + Subter-
  fuge]: The Subterfuge Talent is used with Manipu-
  lation when perpetrating a scam or with Perception 
  when trying to detect one (a scam can range from im-
  personating the authorities to using forged papers). All 
  parties involved, whether detecting the lie or telling it, 
  make an appropriate roll (typically difficulty 7). The 
  scam’s “marks” must roll higher than the perpetrator to 
  detect any deception. False credentials and other con-
  vincing props may add to the difficulty of uncovering 
  the dupe, while teamwork may help reveal the scam. 
  Hacking and/or intrusion rolls may be called for to pull 
  off an inspired scam successfully. On a botch, the en-
  tire plan falls apart.
  • Fast-Talk [Manipulation + Subterfuge]: When 
  there’s no time for subtlety, baffle them with nonsense. 
  The target can be overwhelmed with a rapid succession 
  of almost-believable half-truths. Hopefully, the subject 
  believes anything she hears just to get away from the 
  babble — or becomes so annoyed that she ignores your 
  character completely. This is a resisted action — your 
  character’s Manipulation + Subterfuge against the tar-
  get’s Willpower. The difficulty of both rolls is typically 
  6, and whoever scores more successes wins. On a tie, 
  more babbling is needed. On a botch, your character 
  goes too far, angering the target and rambling without 
  effect.
  • Interrogation [Manipulation + Empathy/Intimi-
  dation]: Anyone can ask questions. With interroga-
  tion, you ask questions and have leverage. Interrogat-
  ing someone peacefully (Manipulation + Empathy) 
  involves asking strategic questions designed to reveal 
  specific facts. This method is a resisted action between 
  your character’s Manipulation + Empathy and the 
  subject’s Willpower. Both actions are typically made 
  against a difficulty of 6. Rolls are made at key points 
  during questioning, probably every few minutes or at 
  the end of an interrogation session.
  Violent interrogation (Manipulation + Intimidation) 
  involves torturing the victim’s mind and/or body until 
  she reveals what she knows. This is a resisted action 
  between your character’s Manipulation + Intimidation 
  and the target’s Stamina + 3 or Willpower (whichever 
  is higher). Rolls are made every minute or turn, de-
  pending on the type of torture used. The subject loses 
  a health level for every turn of physical torture, or one 
  temporary Willpower point per turn of mental torture. 
  The combined effect of physical and mental torture 
  has devastating results. A botched roll can destroy the 
  subject’s body or mind.
  Two or more interrogators can work together, com-
  bining successes; this works even if one interrogator 
  
  266 
  CHAPTER SIX: SYSTEMS AND DRAMA
  is using Empathy while another is using Intimidation 
  (the classic “good cop/bad cop” ploy).
  Whatever the interrogation method used, if you roll 
  more successes in the resisted action, the target divulg-
  es additional information for each extra success rolled. 
  If your extra successes exceed the victim’s permanent 
  Willpower rating, she folds completely and reveals ev-
  erything she knows. The extent and relevance of shared 
  information are up to the Storyteller (details are often 
  skewed to reflect what the subject knows or by what 
  she thinks her interrogator wants to hear).
  • Intimidation [Strength/Manipulation + Intimida-
  tion]: Intimidation has two effects. Intimidation’s pas-
  sive effect doesn’t involve a roll; it simply gives your 
  character plenty of space — whether on a bus or in a 
  bar. The higher your Intimidation rating, the wider the 
  berth that others give him.
  Intimidation’s active application works through sub-
  tlety or outright threat. Subtlety is based on a perceived 
  threat (losing one’s job, being arrested, pain and agony 
  later in life). Roll Manipulation + Intimidation in a re-
  sisted action against the subject’s Willpower (difficulty 
  6 for both rolls); the target must get more successes or 
  be effectively cowed.
  The blatant form of intimidation involves direct 
  physical threat. In this case, you may roll Strength 
  + Intimidation in a resisted roll (difficulty 6) against 
  either the subject’s Willpower or her Strength + In-
  timidation (whichever is higher). On a botch, your 
  character looks patently ridiculous and doesn’t impress 
  anyone in attendance for the rest of the scene.
  • Oration [Charisma + Leadership]: From a gener-
  al’s rousing speeches to a politician’s slick double-talk, 
  the capacity to sway the masses creates and destroys 
  empires. When your character speaks to an audience, 
  from a small board meeting to a large crowd, roll Cha-
  risma + Leadership. Difficulty is typically 6; the Sto-
  ryteller may increase the difficulty for a huge, cynical, 
  dispassionate, or openly hostile audience. Oration is 
  hit or miss — your character either succeeds or fails. 
  On a botch, your character may damage her reputation 
  or even be assaulted by the audience.
  If the character has time to prepare a speech before-
  hand, the Storyteller may roll the character’s Intelli-
  gence + Expression (difficulty 7). Success on this roll 
  reduces the subsequent Charisma + Leadership diffi-
  culty by one. Failure has no effect, while a botch actu-
  ally increases the Charisma + Leadership difficulty (the 
  character inserts a gaffe into the speech).
  • Performance [Charisma + Performance]: Vam-
  pires are certainly egotistical creatures, and some among 
  their number are actors, poets, musicians, or other sorts 
  of entertainers. When a character performs live before 
  an audience, roll Charisma + Performance (difficulty 
  7). As with oration, the audience’s mood can increase 
  the difficulty, as can the performance’s complexity. 
  One success indicates an enjoyable, if uninspired, ef-
  fort, while additional successes make the performance 
  a truly memorable event to even the surliest crowd. On 
  a botch, your character forgets lines, hits the wrong 
  chord, or otherwise flubs.
  • Seduction [variable]: Vampires are master seduc-
  ers, for their very sustenance often depends on coaxing 
  potential prey into an intimate liaison. The particular 
  situation and style of the seduction determine which 
  Ability is used. 
  Seduction is an involved process involving several 
  different rolls and Abilities:
  • First roll (approach/opening remarks): The player 
  rolls Appearance + Subterfuge versus a difficulty equal 
  to the subject’s Wits + 3. Each success beyond the first 
  adds one die to the vampire’s dice pool for the second 
  roll. A failure means the subject expresses his disinter-
  est; a botch means the subject might grow disgusted or 
  angry.
  • Second roll (witty repartee): The player rolls Wits 
  + Subterfuge versus a difficulty equal to the subject’s 
  Intelligence + 3. Again, each success beyond the ini-
  tial one adds one die to the dice pool for the final roll. 
  If the roll fails, the subject breaks off the contact, but 
  might prove receptive at a later date (after all, the first 
  impression was good).
  • Third roll (suggestive/intimate conversation): The 
  player rolls Charisma + Empathy versus a difficulty of 
  the subject’s Perception + 3. If the third roll succeeds, 
  the subject is enamored with the character and agrees 
  to accompany her to a private spot. What happens 
  next is best handled with roleplaying.
  On a botch, the vampire likely ends up with a drink 
  in her face.
  Spending Willpower
  Willpower is one of the most active and important 
  Traits in Vampire. Because there are so many ways to 
  expend, regain, and use Willpower, it fluctuates more 
  than any other Trait (besides blood pool) in the game. 
  
  267 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Willpower is a very versatile Trait, so make sure you 
  understand how to use it.
  • A player may spend one of her character’s Will-
  power points to gain an automatic success on a single 
  action. Only one point of Willpower may be used in 
  a single turn in this manner, but the success is guar-
  anteed and may not be canceled, even by botches. By 
  using Willpower in this way, it is possible to succeed at 
  a given action simply by concentrating. For extended 
  rolls, these extra successes may make the critical differ-
  ence between accomplishment and failure.
  Note: You must declare that you are spending a 
  Willpower point before you make an actual roll for 
  a character’s action; you can’t retroactively cancel a 
  botch by spending a Willpower point at the last min-
  ute. Also, the Storyteller may declare that a Willpower 
  point may not be spent on a given action (such as at-
  tacking in combat).
  • Sometimes, the Storyteller may rule that a charac-
  ter automatically takes some action based on instinct 
  or urge — for example, stepping back from a chasm or 
  leaping away from a patch of sunlight filtering through 
  a window. The Storyteller may allow a player to spend 
  a Willpower point and avoid taking this reactive ma-
  neuver. It should be noted that the impulse may re-
  turn at the Storyteller’s discretion; a player may need 
  to spend multiple Willpower points over the course of 
  a few turns to stay on task. Sometimes the urge may be 
  overcome by the force of the character’s will; at other 
  times, the character has no choice but to follow his in-
  stinct (i.e., the character runs out of Willpower points 
  or no longer wishes to expend them).
  • A Willpower point may be spent to prevent a de-
  rangement from manifesting, with the Storyteller’s 
  permission. Eventually, if enough Willpower points are 
  spent (as determined by the Storyteller), the derange-
  ment may be overcome and eliminated, as enough 
  denial of the derangement remedies the aberration. 
  Malkavians may never overcome their initial derange-
  ment, though Willpower may be spent to deny it for a 
  short period of time.
  • By spending a Willpower point, wound penalties 
  can be ignored for one turn. This allows a character to 
  override pain and injury in order to take one last-ditch 
  action. However, an incapacitated or torpored charac-
  ter may not spend Willpower in this manner.
  Regaining Willpower
  Willpower may be recovered as well as spent. The 
  following situations earn the character back a point 
  or more of Willpower, though a character’s Willpow-
  er pool may never exceed her Willpower rating. The 
  only way to increase a character’s Willpower rating is 
  through experience-point expenditure. 
  Generally, a character’s Willpower pool may be re-
  plenished whenever the character fulfills a goal or has 
  an opportunity to restore her self-confidence. Ulti-
  mately, specific instances of Willpower restoration are 
  up to the Storyteller. For this reason, Storytellers are 
  advised to be prudent in allowing characters to regain 
  Willpower; it is a powerful and versatile Trait, and per-
  mitting players to rely on it too much strips much of 
  the challenge from a story.
  • Characters’ Willpower pools replenish fully at the 
  end of a given story (and that’s story, not session). The 
  Storyteller may restrict this by requiring that the char-
  acters achieve (or partially achieve) a goal or otherwise 
  boost their self-esteem. For example, if the characters 
  didn’t destroy a powerful and corrupt elder but did 
  manage to obstruct his immediate plans, allow them to 
  replenish their Willpower pools.
  • (Storyteller’s Option) Characters regain one Will-
  power point each night when they first rise. This is 
  easy on the bookkeeping, and allows a steady stream 
  of Willpower replenishment (not to mention the fact 
  that players are already writing on that part of the 
  character sheet when they mark off their nightly blood 
  consumption). 
  • (Storyteller’s Option) If a character attains some 
  extraordinary goal or fulfills an outstanding objective, 
  the Storyteller may reward her with a point of Will-
  power. For example, if a character manages to deter 
  a team of vampire-hunters from her sire’s haven, the 
  Storyteller may award a Willpower point to that char-
  acter.
  • (Storyteller’s Option) If a character behaves in a 
  manner that fulfills her Nature Archetype, the Story-
  teller may reward the character with one to three Will-
  power points (as stated in the Archetype descriptions). 
  For example, if a Rebel character rabidly opposes a 
  powerful elder, and that elder is later revealed to be 
  a Sabbat spy, that character may be given a point of 
  Willpower.
  Storytellers are encouraged to create their own sys-
  tems or modify our systems to suit their troupe’s style 
  of play. Indeed, the manner in which a Storyteller al-
  lows, or refuses to allow, Willpower replenishment can 
  determine the overall mood of the chronicle. 
  
  268 
  CHAPTER SIX: SYSTEMS AND DRAMA
  Using Blood Pool
  Vampires must subtract one blood point from their 
  blood pools every night, whether they rise for the eve-
  ning or not, as the unnatural magics animating their 
  dead bodies consume the vitae they have taken from 
  their prey. Blood points may also be spent in a variety 
  of ways, and may be replenished only by consuming 
  blood.
  Blood pool also affects Self-Control (or Instinct) 
  rolls, which come into play when a character’s frenzy 
  becomes imminent. A player may never roll more dice 
  for a Self-Control or Instinct roll than the character 
  has blood pool. For example, if a character has only 
  two blood points left, her player may roll only two dice 
  for a Self-Control roll, even if the character’s Self-
  Control rating is 4. Voracious vampires just don’t fight 
  the Beast very well.
  Spending Blood Pool
  As previously mentioned, every vampire expends 
  one blood point each night when she awakens, wheth-
  er or not she actually goes out and about. Characters 
  may also use blood points in a variety of other ways. 
  A vampire may spend only a certain number of blood 
  points per turn; this number is dependent on the vam-
  pire’s Generation. See the Generation chart (p. 270) 
  to determine this number.
  • A vampire may spend one blood point to heal 
  one normal (bashing or lethal) health level of dam-
  age. Characters must be resting and relatively inactive 
  for this healing to take place, though this recovery is 
  rapid: One blood point per turn may be spent to heal 
  one health level, though vampires of lower Genera-
  tions may heal as many health levels per turn as they 
  can spend blood points.
  Note that blood expenditure is the only way that 
  vampires can heal wounds. Just as their immortality 
  prevents the Kindred from aging and dying naturally, 
  so it also inhibits the recuperative processes natural to 
  a living body.
  • A player may spend one blood point to increase a 
  single Physical Attribute (Strength, Dexterity, Stami-
  na) by one dot for the duration of the scene. The player 
  must announce at the beginning of the turn that he is 
  doing this. A player may spend as many blood points on 
  increasing Physical Attributes as the vampire may use 
  in a turn (based upon Generation), but may only freely 
  increase these Traits up to one higher than their gen-
  
  269 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  erational maximum (i.e., a Tenth-Generation vampire 
  may increase Traits to a maximum of 6). With effort, a 
  character may increase a Physical Attribute to above 
  this limit, but each dot above the limit lasts for only 
  three turns after the character stops spending blood. 
  This enables vampires to perform truly amazing physi-
  cal feats, such as throwing cars, moving preternaturally 
  quickly, and withstanding blows that would fell trees.
  Note: No character may increase Physical Attributes 
  above 10.
  • A vampire may give a number of blood points to 
  another Kindred, thereby enabling the recipient to use 
  the blood as if it were her own. This is often a grisly 
  prospect, as the “donor” must open his own vein and 
  physically deliver the blood to the needy Kindred. Of 
  course, if a vampire is ever in a situation in which she 
  needs blood, she’s likely all out of it herself, and may 
  frenzy and take too much from the donor. Blood gifts 
  should be given with care.
  If a vampire (or mortal) partakes of another Kin-
  dred’s blood three times, she becomes bound to that 
  vampire through the mystical properties of vitae. This 
  is known as the blood bond. For more on blood bonds, 
  see p. 286.
  • A vampire may gift a mortal or animal with a dose 
  of his vitae, allowing the mortal in question to inject or 
  ingest it. For so long as the mortal retains the Kindred 
  vitae in her system, she is considered a ghoul (see the 
  Appendix, p. 496, for more on ghouls).
  • Though most vampires (with the exception of 
  Nosferatu) appear much as they did in life, they still 
  display certain corpselike features; for example, their 
  skin is unnaturally cold and grows more ashen with 
  age, and they do not breathe. By spending a variable 
  number of blood points, a vampire may will himself 
  to appear more human for a scene: flushing his skin, 
  drawing breath, even becoming capable of engaging in 
  sexual intercourse (this last, while helpful in certain 
  types of feeding, in no way means that the vampire 
  may inseminate a mortal or become pregnant; a corpse 
  is still a corpse, after all). Performing these actions for 
  a scene requires an expenditure of blood points equal 
  to (8 minus Humanity); thus, Kindred with Humanity 
  ratings of 8 or higher may accomplish these feats auto-
  matically, while vampires with low Humanity find the 
  process exceedingly arduous.
  Only vampires with Humanity may use blood in this 
  manner; vampires on a Path have forsaken their hu-
  man sides entirely.
  • Blood may be spent to fuel certain vampiric Dis-
  ciplines. Consult Chapter Four or Chapter Ten to see 
  which individual powers require blood expenditure.
  Earning Blood Pool
  Vampires replenish blood pool by taking it from oth-
  ers. “Others” need not be human, though a vampire 
  who is too squeamish to take sustenance from the kine 
  is often ridiculed by his peers — vampires are preda-
  tors, after all, no matter how unnatural.
  Drinking blood is a risky proposition. As vampires 
  gorge on the vitae of their victims, there is always the 
  chance that they may take too much. Unhygienic 
  vampires may communicate disease by exposing a ves-
  sel to bacteria and viruses carried in other blood that 
  still stains their fangs. A vampire may take only 20 per-
  cent of a vessel’s blood (2 blood points for a normal 
  human) and leave it relatively safe. Taking half of a 
  vessel’s blood necessitates hospitalization for that ves-
  sel. Taking all a vessel’s blood will kill it.
  A vampire may take up to three blood points from a 
  given vessel in a turn. The shorter the turn, the more 
  forcefully the Kindred steals the vitae. It is generally 
  impossible to take more than three blood points from a 
  vessel in three seconds (the shortest a turn gets), though 
  some Nosferatu with hideously distended mouths are 
  able to take more through sheer surface area bleed. 
  Most vampires drink their victim’s blood slowly, so as 
  to savor the luscious fluid and draw as much pleasure as 
  possible out of the experience.
  Once the Kindred breaks her vessel’s skin with her 
  fangs, that vessel no longer resists the vampire (if he 
  did in the first place). Indeed, the ecstasy caused by 
  the vampire’s bite is called the Kiss, and it engenders 
  as much exquisite, subtly painful pleasure in vampires 
  as it does in mortals. Exceptionally strong-willed mor-
  tals (9+ Willpower) may continue to resist, but even 
  these vessels eventually succumb to the pleasure. Some 
  Kindred and kine even develop lusts for the Kiss and 
  actively seek out those who will drink their blood.
  Note: While Kindred find the Kiss pleasurable, they 
  may resist it more readily than mortals can. Any Kin-
  dred, regardless of Willpower, may make a Self-Con-
  trol/Instinct roll (difficulty 8) to avoid succumbing to 
  the Kiss. This enables vampiric victims of diablerie  
  (p. 293) to have a chance at fighting back.
  Wounded characters typically have less blood than 
  healthy characters. Assume that a normal-sized human 
  has one fewer blood point in his system for each health 
  level of damage he currently suffers. Mortals regain one 
  
  270 
  CHAPTER SIX: SYSTEMS AND DRAMA
  blood point per day (unless, of course, they are infused 
  with vitae from some other source). Vampires do not 
  lose blood points to wounds in this manner, though 
  they often spend blood to heal wounds they have suf-
  fered.
  The blood of animals is not as nourishing as the blood 
  of humans. Though an animal may physically have a 
  greater volume of blood than a man, vampires draw less 
  sustenance from it. Hence, animals have fewer blood 
  points, even if they have more blood.
  Old blood is never as nourishing as fresh blood. In 
  fact, many vampires refuse to drink old blood, whether 
  it comes from human corpses, blood banks, or a vam-
  pire’s private reserve. However, the blood of other vam-
  pires, particularly elders, is quite potent. When drink-
  ing from elder vampires, each blood point taken may 
  be so concentrated that it is actually worth two — or 
  more! — normal blood points in use. Thus it is possible 
  to obtain a vast amount of blood points by partaking of 
  elder blood, though such prized vitae is rarely available 
  to neonates or even ancillae. Essentially, elders have 
  greater blood pools not because they are bodily larger 
  than younger vampires, but because the blood they in-
  gest is more concentrated in their ancient veins. Were-
  wolf blood is similarly potent.
     Vessel 
     Blood Pool
  Vampire 
   
  10+
  Werewolf 
   
  20
  Average human 
  10
  Child  
   
  5
  Cow  
   
  5
  Dog  
   
  2
  Cat  
   
  1
  Plasma bag 
   
  1
  Bird  
   
  1/2
  Bat/Rat 
   
  1/4
     Generation 
     Max. Trait Rating 
     Blood Pool Max.          Blood Points/Turn
  Third  
   
  10 
   
   
   
  ??? 
   
   
  ???
  Fourth 
   
  9 
   
   
   
  50 
   
   
  10
  Fifth  
   
  8 
   
   
   
  40 
   
   
  8
  Sixth  
   
  7 
   
   
   
  30 
   
   
  6
  Seventh 
   
  6 
   
   
   
  20 
   
   
  4
  Eighth 
   
  5 
   
   
   
  15 
   
   
  3
  Ninth 
   
  5 
   
   
   
  14 
   
   
  2
  Tenth 
   
  5 
   
   
   
  13 
   
   
  1
  Eleventh 
   
  5 
   
   
   
  12 
   
   
  1
  Twelfth 
   
  5 
   
   
   
  11 
   
   
  1
  Thirteenth +  
  5 
   
   
   
  10 
   
   
  1
  Max Trait Rating: This indicates the highest permanent Trait rating (excluding Humanity/Path rat-
  ings and Willpower ratings) a vampire of the given Generation can have. This is especially important 
  with regard to Disciplines and Attributes.
  Blood Pool Max: The maximum number of blood points a vampire may keep in her system. Remem-
  ber that elder vampires concentrate their blood — while the volume of blood in their bodies is no greater 
  than any other vampire’s, each pint of blood is worth more than one point.
  Blood Points/Turn: This indicates how many blood points a vampire can spend in a single turn.
  
  271 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Combat Systems
  Combat in Vampire attempts to capture the drama 
  of violent conflict without downplaying its grim reality. 
  Every effort has been made to create a system has the 
  feeling of dynamic, vicious combat while still leaving 
  room for the unique (and often spectacular) elements 
  that vampires bring to it.
  The Storyteller should be flexible when arbitrating 
  combat situations; no rules can fully reflect the vari-
  ety of situations encountered in warfare. If these sys-
  tems slow the game or cause bickering, don’t use them. 
  Combat systems are meant to add depth to the game, 
  not create conflict between the players and the Story-
  teller.
  Types of Combat
  There are two types of combat, each involving the 
  same basic system with minor differences:
  • Close Combat: This covers unarmed combat 
  (Dexterity + Brawl) and melee (Dexterity + Melee). 
  Unarmed combat can involve a down-and-dirty bar 
  brawl or an honorable test of skill. Opponents must be 
  within touching distance (one yard/meter) to engage 
  in unarmed combat. Melee involves handheld weap-
  ons, from broken bottles to swords. Opponents must 
  be within two yards/meters of each other to engage in 
  melee.
  • Ranged Combat: Armed combat using projectile 
  weapons — pistols, rifles, shotguns, etc. Opponents 
  must normally be within sight (and weapon range) of 
  each other to engage in a firefight.
  Combat Turns
  In combat, many things happen at virtually the same 
  time. Since this can make things a bit sticky in a game, 
  combat is divided into a series of three-second turns. 
  Each combat turn has three stages — Initiative, At-
  tack, and Resolution — to make it easier to keep track 
  of things.
  Stage One: Initiative
  This stage organizes the turn and is when you declare 
  your character’s action. Various actions are possible 
  — anything from leaping behind a wall to shouting a 
  warning. You must declare what your character does, 
  in as much detail as the Storyteller requires.
  Everyone, player and Storyteller character alike, rolls 
  one die and adds it to their initiative rating (Dexterity + 
  Wits); the character with the highest result acts first, 
  with the remaining characters acting in decreasing or-
  der of result. (Storytellers looking for a slightly faster 
  or more predictable system can choose to use Dexter-
  ity + Wits + 6 for each character’s initiative, forgo-
  ing the die roll.) If two characters get the same total, 
  the one with the higher initiative rating goes first. If 
  initiative ratings are also the same, the two characters 
  act simultaneously. Wound penalties subtract directly 
  from a character’s initiative rating, while Celerity dots 
  that aren’t being used for extra actions add to it (see 
  Celerity, p. 142).
  Although you declare your character’s action now 
  (including stating that your character delays her ac-
  tion to see what someone else does), you wait un-
  til the attack stage to implement that action. At this 
  time, you must also state if any multiple actions will 
  be performed, if Disciplines will be activated, and/or if 
  Willpower points will be spent. Characters declare in 
  reverse order of initiative, thus giving faster characters 
  the opportunity to react to slower characters’ actions.
  All of your character’s actions are staged at her rank 
  in the order of initiative. There are three exceptions to 
  this rule: The first is if your character delays her action, 
  in which case her maneuvers happen when she finally 
  takes action. Your character may act at any time after 
  her designated order in the initiative, even to inter-
  rupt another, slower character’s action. If two charac-
  Describing the Scene
  Before each turn, the Storyteller should 
  describe the scene from each character’s 
  perspective. Sometimes this will be a wrap-up 
  of the last turn, making what occurred clear 
  to all players. This constant description is es-
  sential to avoid confusion.
  This is the Storyteller’s chance to organize 
  and arrange events so that all goes smoothly 
  when the players interact with the environ-
  ment she has created. The Storyteller should 
  make her descriptions as interesting as pos-
  sible, leaving open all sorts of possibilities for 
  characters’ actions.
  
  272 
  CHAPTER SIX: SYSTEMS AND DRAMA
  ters both delay their actions, and both finally act at the 
  same time, the one with the higher initiative rating for 
  the turn acts first.
  The second breach of the initiative order occurs in 
  the case of a defensive action (see “Aborting Actions” 
  and “Defensive Maneuvers,” both on p. 274), which 
  your character may perform at any time as long as she 
  has an action left.
  Finally, all additional actions that turn (including 
  actions gained through Celerity) occur at the end of 
  the turn. If two or more characters take multiple ac-
  tions, the actions occur in order of initiative rating. An 
  exception is made for defensive multiple actions, such 
  as multiple dodges, which happen when they need to 
  happen in order to avert attack.
  Stage Two: Attack
  Attacks are the meat of the combat turn. An action’s 
  success or failure and potential impact on the target are 
  determined at this stage. You use a certain Attribute/
  Ability combination depending on the type of combat 
  in which your character is engaged:
  • Close Combat: Use Dexterity + Brawl (unarmed) 
  or Dexterity + Melee (armed).
  • Ranged Combat: Use Dexterity + Firearms (guns) 
  or Dexterity + Athletics (thrown weapons).
  Remember, if your character doesn’t have points in 
  the necessary Ability, simply default to the Attribute 
  on which it’s based (in most cases, Dexterity).
  In ranged combat, your weapon may modify your dice 
  pool or difficulty (due to rate of fire, a targeting scope, 
  etc.); check the weapon’s statistics for details. 
  Most attacks are made versus difficulty 6. This can be 
  adjusted for situational modifiers (long range, cramped 
  quarters), but the default attack roll is versus 6. If you 
  get no successes, the character fails her attack and in-
  flicts no damage. If you botch, not only does the attack 
  fail, but something nasty happens: The weapon jams or 
  explodes, the blade breaks, an ally is hit, and so on.
  Stage Three: Resolution
  During this stage, you determine the damage inflicted 
  by your character’s attack, and the Storyteller describes 
  what occurs in the turn. Resolution is a mixture of 
  game and story; it’s more interesting for players to hear 
  “Your claws rip through his bowels; he screams in pain, 
  dropping his gun as he clutches his bloody abdomen” 
  than simply “Uh, he loses four health levels.” Attack 
  and damage rolls are merely ways of describing what 
  happens in the story, and it’s important to maintain 
  the narrative of combat even as you make the die roll.
  Normally, additional successes gained on a Trait roll 
  simply mean that you do exceptionally well. In com-
  bat, each extra success you get on an attack roll equals 
  an additional die you add automatically to your dam-
  age dice pool. This creates cinematic and often fatal 
  combat.
  Damage Types
  All attacks have specific damage ratings, indicat-
  ing the number of dice to roll for the attack’s damage 
  (called the damage dice pool). Some damage dice pools 
  are based on the attacker’s Strength, while others are 
  based on the weapon used. Damage dice rolls are made 
  versus difficulty 6. Each success on the damage roll in-
  flicts one health level of damage on the target. How-
  ever, the damage applied may be one of three types:
  • Bashing: Bashing damage comprises punches and 
  other blunt trauma that are less likely to kill a victim 
  (especially a vampire) instantly. All characters use 
  their full Stamina ratings to resist bashing effects, and 
  the damage heals fairly quickly. Bashing damage is ap-
  plied to the Health boxes on your character sheet with 
  a “/.”
  • Lethal: Attacks meant to cause immediate and fa-
  tal injury to the target. Mortals may not use Stamina to 
  resist lethal effects, and the damage takes quite a while 
  to heal. Vampires may resist lethal damage with their 
  Stamina. Lethal damage is applied to the Health boxes 
  on your vampire’s character sheet with a “X.”
  • Aggravated: Certain types of attacks are deadly 
  even to the undead. Fire, sunlight, and the teeth and 
  claws of vampires, werewolves, and other supernatural 
  beings are considered aggravated damage. Aggravated 
  damage cannot be soaked except with Fortitude, and it 
  takes quite a while to heal. Aggravated damage is ap-
  plied to the Health boxes on your character sheet with 
  an asterisk (“*”). 
  Damage dice pools can never be reduced to lower 
  than one die; any attack that strikes its target has at 
  least a small chance of inflicting damage before a soak 
  roll is made. Moreover, damage effect rolls cannot 
  botch; a botched roll simply means the attack glances 
  harmlessly off the target. Specifics on applying damage 
  effects are described on pp. 284-285.
  Soak
  Characters can resist a certain degree of physical 
  punishment; this is called soaking damage. Your char-
  
  273 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  acter’s soak dice pool is equal to her Stamina. A nor-
  mal human can soak only bashing damage (this reflects 
  the body’s natural resilience to such attacks). A vam-
  pire (or other supernatural being) is tougher, and can 
  thus use soak dice against lethal damage. Aggravated 
  damage may be soaked only with the Discipline of For-
  titude. Fortitude also adds to the defender’s soak rating 
  against bashing or lethal damage (so a character with 
  Stamina 3 and Fortitude 2 has five soak dice against 
  bashing and lethal damage, but only two soak dice 
  against aggravated damage).
  Combat Summary Chart
  Stage One: Initiative
  • Roll initiative (or add 6 to the initiative 
  rating). Everyone declares their actions. The 
  character with the highest initiative performs 
  her action first. Actions can be delayed to any 
  time later in the order of initiative.
  • Declare any multiple actions, reducing dice 
  pools accordingly. Declare Discipline activa-
  tion and Willpower expenditure.
  Stage Two: Attack
  • For unarmed close-combat attacks, roll 
  Dexterity + Brawl.
  • For armed close-combat attacks, roll Dex-
  terity + Melee.
  • For ranged combat, roll Dexterity + Fire-
  arms (guns) or Dexterity + Athletics (thrown 
  weapons).
  • A character can abort to a defensive action 
  (block, dodge, parry) at any time before her 
  action is performed, as long as you make a 
  successful Willpower roll (or a Willpower 
  point is spent).
  Stage Three: Resolution
  • Determine total damage effect (weapon 
  type or maneuver), adding any extra dice 
  gained from successes on the attack roll.
  • Targets may attempt to soak damage, if 
  possible.
  
  274 
  CHAPTER SIX: SYSTEMS AND DRAMA
  After an attack hits and inflicts damage, the defender 
  may make a soak roll to resist. This is considered a re-
  flexive action; characters need not take an action or 
  split a dice pool to soak. Unless otherwise stated, soak 
  rolls are made versus difficulty 6. Each soak success sub-
  tracts one die from the total damage inflicted. As with 
  damage rolls, soak rolls may not botch, only fail.
  Armor
  Armor adds to your character’s soak. The armor’s rat-
  ing combines with your base soak for purposes of re-
  ducing damage. Light armor offers a small amount of 
  protection, but doesn’t greatly hinder mobility. Heavy 
  armor provides a lot of protection, but can restrict flex-
  ibility.
  Armor protects against bashing, lethal, and aggra-
  vated damage from teeth and claws; it does not protect 
  against fire or sunlight. Armor is not indestructible. If 
  the damage rolled in a single attack equals twice the 
  armor’s rating, the armor is destroyed.
  Armor types, their ratings, and other specifics are de-
  scribed on p. 280.
  Combat Maneuvers
  These maneuvers give you a variety of choices in 
  combat. Roleplaying combat is more entertaining if 
  you can visualize your character’s moves instead of 
  simply rolling dice. Most of these maneuvers take one 
  action to execute.
  General Maneuvers
  • Aborting Actions: You can abandon your char-
  acter’s declared action in favor of a defensive action 
  as long as your character hasn’t acted in the turn. Ac-
  tions that can take the place of a previously declared 
  action include block, dodge, and parry. A successful 
  Willpower roll versus difficulty 6 (or the expenditure of 
  a Willpower point) is required for a character to abort 
  an action and perform a defensive one instead. When 
  spending Willpower for an abort maneuver, a charac-
  ter may declare the Willpower expenditure at the time 
  of the abort. A Willpower roll to abort is considered a 
  reflexive action. (See “Defensive Maneuvers,” below, 
  for descriptions of block, dodge, and parry.)
  • Ambush: Ambushes involve surprising a target to 
  get in a decisive first strike. The attacker rolls Dexter-
  ity + Stealth in a resisted action against the target’s 
  Perception + Alertness. If the attacker scores more suc-
  cesses, she can stage one free attack on the target; she 
  then adds any extra successes from the resisted roll to 
  her attack dice pool. On a tie, the attacker still attacks 
  first, although the target may perform a defensive ma-
  neuver. If the defender gets more successes, he spots 
  the ambush, and both parties determine initiative nor-
  mally. Targets already involved in combat cannot be 
  ambushed.
  • Blind Fighting/Fire: Staging attacks while blind 
  (or in pitch darkness) usually incurs a +2 difficulty, and 
  ranged attacks cannot be accurately made at all. Pow-
  ers such as Heightened Senses (p. 134) and Eyes of the 
  Beast (p. 199) mitigate this penalty.
  • Flank and Rear Attacks: Characters attacking 
  targets from the flank gain an additional attack die. 
  Characters attacking from the rear gain two additional 
  attack dice.
  • Movement: A character may move half of her run-
  ning distance (see “Movement,” p. 258) and still take 
  an action in a turn. Other maneuvers such as leaping 
  or tumbling may be considered separate actions, de-
  pending on their complexity.
  • Multiple Actions: If you declare multiple actions, 
  declare the total number of actions you wish to attempt 
  and determine which of the dice pools is the smallest. 
  Then, divide that number of dice between all of your 
  actions. If a character performs only defensive actions 
  in a turn, use the appropriate block, dodge, or parry sys-
  tem. See Chapter Five, p. 248 for more information.
  • Targeting: Aiming for a specific location incurs 
  an added difficulty, but can bypass armor or cover, or 
  can result in an increased damage effect. The Story-
  teller should consider special results beyond a simple 
  increase in damage, depending on the attack and the 
  target.
     Target Size  
  Difficulty 
  Damage
  Medium 
   
  +1 
   
  No modifier 
     (limb, briefcase)
  Small  
   
  +2 
   
  +1 
     (hand, head, cellphone)
  Precise 
   
  +3 
   
  +2 
     (eye, heart, lock)
  Defensive Maneuvers
  It’s a given that your character tries to avoid being hit 
  in combat — that’s why everyone makes attack rolls to 
  try to hit you. Sometimes, though, all your character 
  wants to do is avoid attacks. You may announce a de-
  
  275 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  fensive action at any time before your character’s op-
  ponent makes an attack roll, as long as your character 
  has an action left to perform. You can declare a defen-
  sive action on your character’s turn in the initiative, 
  or can even abort to a defensive maneuver. You must 
  make a successful Willpower roll (or may simply spend 
  one point of Willpower) to abort. If the Willpower roll 
  fails, your character must carry out the action that you 
  declared originally.
  There are three types of defensive actions: block, 
  dodge, and parry. Your character can defend against 
  virtually any kind of attack with these three maneu-
  vers. However, your character may not be able to 
  avoid every single attack that’s directed at her. She 
  can’t dodge when there’s no room to maneuver, and 
  she can’t block or parry if she doesn’t know an attack 
  is coming. 
  Each defensive maneuver uses the same basic system: 
  The defensive action is a resisted roll against the oppo-
  nent’s attack roll. Unless the attacker gets more total 
  successes, he misses. If the attacker gets more success-
  es, those that he achieves in excess of the defender’s 
  successes, if any, are used to hit (the attacker doesn’t 
  necessarily use all the successes he rolled). So if the de-
  fender has fewer successes than the attacker does, the 
  defender’s maneuver can still reduce the effectiveness 
  of the attack, even if the maneuver can’t counteract it 
  completely.
  • Block: A Dexterity + Brawl maneuver using your 
  character’s own body to deflect a hand-to-hand bash-
  ing attack. Lethal and aggravated attacks cannot be 
  blocked unless the defender has Fortitude or is wearing 
  armor.
  • Dodge: A Dexterity + Athletics maneuver use-
  ful for avoiding attacks of all types. Your character 
  bobs and weaves to avoid Melee or Brawl attacks (if 
  there’s no room to maneuver, she must block or parry 
  instead). In gunfights, your character moves at least 
  one yard/meter and ends up behind cover (if there’s no 
  room to maneuver or no cover available, she can drop 
  to the ground). If your character remains under cover 
  or prone, cover rules apply against further Firearms at-
  tacks (see “Cover,” p. 278). 
  • Parry: A Dexterity + Melee maneuver using a 
  weapon to block a Brawl or Melee attack. If a charac-
  ter makes a Brawl attack and the defender parries with 
  a weapon that normally causes lethal damage, the at-
  tacker can actually be hurt by a successful parry. If the 
  defender rolls more successes than the attacker does 
  in the resisted action, the defender rolls the weapon’s 
  base damage plus the parry’s extra successes as a dam-
  age dice pool against the attacker.
  Block, dodge, and parry can be performed as part of 
  a multiple action in your character’s turn (punching 
  then blocking, shooting then dodging, parrying then 
  striking). Using a multiple action to act and defend is 
  advantageous because your character can still accom-
  plish something in a turn besides avoiding attacks.
  Rather than having to divide your dice pool among 
  multiple defensive actions, you may declare that your 
  character spends an entire turn defending. The normal 
  multiple-action rules are not used in this case. Instead, 
  you have a full dice pool for the first defensive action, 
  but lose one die, cumulatively, for each subsequent de-
  fense action made in the same turn. It is still difficult 
  to avoid several incoming attacks, but not as difficult as 
  trying to attempt multiple things at once.
  Remember that any actions, including defensive 
  ones, versus multiple attackers still suffer difficulty 
  penalties (see “Multiple Opponents,” p. 276).
  Close Combat Maneuvers
  This is simply a listing of the common maneuvers 
  used in close combat; feel free to develop your own 
  Maneuver Characteristics
  Maneuvers are typically performed versus 
  difficulty 6. Maneuvers with specific combat 
  effects may modify your attack roll, difficulty, 
  or damage dice pool.
  Traits: The Trait combination used for the 
  action taken. If your character doesn’t have 
  a rating in the needed Ability, default to its 
  base Attribute.
  Accuracy: The dice added to the roll to hit 
  an opponent. A “+3” adds three dice to the 
  dice pool for that attack.
  Difficulty: Any additions or subtractions to 
  an attack’s difficulty (which is most often 6). 
  A “+2” means the difficulty of an attack, if 
  initially 6, is increased to 8.
  Damage: The damage dice pool used.
  
  276 
  CHAPTER SIX: SYSTEMS AND DRAMA
  moves (with the Storyteller’s approval). All hand-to-
  hand attacks inflict bashing damage unless stated oth-
  erwise. The damage inflicted by melee attacks depends 
  on the weapon type (see the Melee Weapons Chart, 
  p. 280). It is typically lethal, though clubs and other 
  blunt instruments inflict bashing damage. All refer-
  ences to Strength also gain the benefit of Potence, as 
  detailed on p. 192.
  Difficulty and damage for these maneuvers may be 
  modified at the Storyteller’s discretion, depending on 
  the combat style the character uses. As always, drama 
  and excitement take precedence over rules systems.
  • Bite: This maneuver is available only to vampires 
  (or other supernatural creatures with sharp teeth, such 
  as werewolves). A bite maneuver is a “combat” bite, 
  intended to cause damage rather than drain blood. Bite 
  damage is aggravated. To use a bite attack, the vampire 
  must first perform a successful clinch, hold, or tackle 
  maneuver (see below). On the turn following the suc-
  cessful attack, the player may declare the bite attempt 
  and make a roll using the modifiers below.
  Alternatively, a player can declare her vampire’s bite 
  to be a “Kiss” attack. A Kiss is resolved in the same way 
  as a normal bite, but inflicts no health levels of dam-
  age. Upon connecting with a Kiss, the vampire may 
  begin to drain the victim’s blood at the normal rate, 
  and the victim is typically helpless to resist (see p. 269 
  for specifics). Following the Kiss, a vampire may, if she 
  chooses, lick the puncture wound of the Kiss closed, 
  thereby removing any evidence that she has fed.
  Traits: Dexterity + Brawl 
  Difficulty: Normal
  Accuracy: +1  
   
  Damage: Strength +1
  • Claw: This attack is available to vampires with 
  claws, such as those from the Protean power of Feral 
  Claws or bone spurs constructed with the Vicissitude 
  power of Bonecraft. A few other supernatural creatures, 
  such as werewolves, also have claws. A claw attack in-
  flicts aggravated damage (if Feral Claws) or lethal dam-
  age (if a Vicissitude-constructed weapon).
  Traits: Dexterity + Brawl 
  Difficulty: Normal
  Accuracy: Normal 
   
  Damage: Strength +1
  • Clinch: On a successful attack roll, the attacker 
  goes into a clinch with the target. In the first turn, the 
  attacker may roll Strength damage. In each subsequent 
  turn, combatants act on their orders in the initiative. 
  A combatant can inflict Strength damage automati-
  cally or attempt to escape the clinch. No other actions 
  are allowed until one combatant breaks free. To escape 
  a clinch, make a resisted Strength + Brawl roll against 
  the opponent. If the escaping character has more suc-
  cesses, she breaks free; if not, the characters continue 
  to grapple in the next turn.
  Traits: Strength + Brawl 
  Difficulty: Normal
  Accuracy: Normal 
   
  Damage: Strength
  • Disarm: To strike an opponent’s weapon, the at-
  tacker must make an attack roll at +1 difficulty. If suc-
  cessful, the attacker rolls damage normally. If successes 
  rolled exceed the opponent’s Strength rating, the op-
  ponent takes no damage but is disarmed. A botch usu-
  ally means the attacker drops her own weapon or is 
  struck by her target’s weapon.
  Traits: Dexterity + Melee 
  Difficulty: +1
  Accuracy: Normal 
   
  Damage: Special
  • Hold: This attack inflicts no damage, as the intent 
  is to immobilize rather than injure the subject. On a 
  successful roll, the attacker holds the target until the 
  subject’s next action. At that time, both combatants 
  roll resisted Strength + Brawl actions; the subject re-
  mains immobilized (able to take no other action) until 
  she rolls more successes than the attacker does.
  Traits: Strength + Brawl 
  Difficulty: Normal
  Accuracy: Normal 
   
  Damage: None
  • Kick: Kicks range from simple front kicks to aerial 
  spins. The base attack is at +1 difficulty and inflicts the 
  attacker’s Strength +1 in damage. These ratings may 
  be modified further at the Storyteller’s discretion, in-
  creasing in damage and/or difficulty as the maneuver 
  increases in complexity.
  Ability: Dexterity + Brawl 
  Difficulty: +1
  Accuracy: Normal 
   
  Damage: Strength +1
  • Multiple Opponents: A character who battles 
  multiple opponents in close combat suffers attack and 
  defense difficulties of +1, cumulative, for each oppo-
  nent after the first (to a maximum of +4).
  • Strike: The attacker lashes out with a fist. The 
  base attack is a standard action and inflicts the char-
  acter’s Strength in damage. The Storyteller may adjust 
  the difficulty and/or damage depending on the type of 
  punch: hook, jab, haymaker, karate strike.
  Traits: Dexterity + Brawl 
  Difficulty: Normal
  Accuracy: Normal 
   
  Damage: Strength
  • Sweep: The attacker uses her own legs to knock 
  the legs out from under her opponent. The target takes 
  Strength damage and must roll Dexterity + Athletics 
  
  277 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  (difficulty 8) or suffer a knockdown (see “Maneuver 
  Complications,” p. 279).
  The attacker can also use a staff, chain, or similar im-
  plement to perform a sweep. The effect is the same, al-
  though the target takes damage per the weapon type.
  Traits: Dexterity + Brawl/Melee Difficulty: +1
  Accuracy: Normal 
   
  Damage: Str;   
   
   
   
   
  knockdown
  • Tackle: The attacker rushes her opponent, tack-
  ling him to the ground. The attack roll is at +1 dif-
  ficulty, and the maneuver inflicts Strength +1 damage. 
  Additionally, both combatants must roll Dexterity 
  + Athletics (difficulty 7) or suffer a knockdown (see 
  “Maneuver Complications,” p. 279). Even if the tar-
  get’s Athletics roll succeeds, he is unbalanced, suffer-
  ing +1 difficulty to his actions for the next turn.
  Traits: Strength + Brawl 
  Difficulty: +1
  Accuracy: Normal 
   
  Damage: Strength +1
  • Weapon Length: It is difficult to get in range with 
  a punch or knife if someone else is wielding a sword or 
  staff. A character being fended off with a longer weap-
  on must close in one yard/meter before striking, losing 
  a die from her attack roll in the process.
  • Weapon Strike: A slashing blow, thrust, or jab, 
  depending on the weapon used. See the Melee Weap-
  ons Chart, p. 280, for particulars.
  Traits: Dexterity + Melee 
  Difficulty: Normal
  Accuracy: Normal 
   
  Damage: Weapon type
  Ranged Combat Maneuvers
  Many physical conflicts involve ranged weapons. 
  The following maneuvers allow for a number of use-
  ful actions during a firefight. Don’t feel limited by this 
  list; if the need arises, try developing a new maneuver 
  (at the Storyteller’s discretion). Refer to the Ranged 
  Weapons Chart, p. 281, for specific information.
  • Aiming: The attacker adds one die to her attack 
  dice pool on a single shot for each turn spent aiming. 
  The maximum number of dice that can be added in 
  this way is equal to the character’s Perception, and a 
  character must have Firearms 1 or better to use this 
  maneuver. A scope adds two more dice to the attack-
  er’s pool in the first turn of aiming (in addition to those 
  added for Perception). The attacker may do nothing 
  but aim during this time. Additionally, it isn’t possible 
  to aim at a target that is moving faster than a walk.
  
  278 
  CHAPTER SIX: SYSTEMS AND DRAMA
  • Automatic Fire: The weapon unloads its entire 
  ammunition clip in one attack against a single target. 
  The attacker makes a single roll, adding 10 dice to her 
  accuracy. However, the attack roll is at a +2 difficulty 
  due to the weapon’s recoil. Extra successes add to the 
  damage dice pool, which is still treated as equivalent 
  to one bullet. An attacker using automatic fire may not 
  target a specific area of the body.
  This attack is permissible only if the weapon’s clip is 
  at least half-full to begin with.
  Traits: Dexterity + Firearms Difficulty: +2
  Accuracy: +10 
   
  Damage: Special
  • Cover: Cover increases an attacker’s difficulty to 
  hit a target (and often the target’s ability to fire back). 
  Difficulty penalties for hitting a target under various 
  types of cover are listed below. A character who fires 
  back from behind cover is also at something of a dis-
  advantage to hit, as he exposes himself and ducks back 
  under protection. Firearms attacks made by a defender 
  who is under cover are at one lower difficulty than list-
  ed below. (If a listed difficulty is +1, then the defender 
  suffers no penalty to make attacks from under that 
  cover.) If your character hides behind a wall, attackers’ 
  Firearms rolls have a +2 difficulty. Your character’s at-
  tacks staged from behind that wall are at +1 difficulty.
  Note that difficulties for combatants who are both 
  under cover are cumulative. If one combatant is prone 
  and one is behind a wall, attacks staged by the prone 
  character are at +2 difficulty, while attacks staged by 
  the character behind the wall are also at +2 difficulty.
     Cover Type 
   
  Difficulty Increase
  Light (lying prone) 
   
  +1
  Good (behind wall)  
  +2
  Superior (only head exposed) +3
  • Multiple Shots: An attacker with a fast firearm 
  may try to take more than one shot in a turn. The at-
  tacker can divide his attack dice pool by how many 
  shots she wants to fire at a similar number of targets, 
  up to the weapon’s rate of fire (multiple attacks against 
  the same target are covered under maneuvers like “Au-
  tomatic Fire” and “Three-Round Burst”). Each attack 
  is then rolled separately.
  Ability: Dexterity + Firearms Difficulty: Normal
  Accuracy: Special 
   
  Damage: Weapon type
  • Range: The Ranged Weapons Chart (p. 281) lists 
  each weapon’s short range; attacks made at that range 
  are versus difficulty 6. Twice that listing is the weap-
  on’s maximum range. Attacks made up to maximum 
  range are versus difficulty 8. Attacks made at targets 
  within two meters are considered point blank. Point-
  blank shots are made versus difficulty 4.
  • Reloading: Reloading takes one full turn and re-
  quires the character’s concentration. Like any other 
  maneuver, reloading can be performed as part of a mul-
  tiple action.
  • Strafing: Instead of aiming at one target, fully-au-
  tomatic weapons can be fired across an area. Strafing 
  adds 10 dice to accuracy on a standard attack roll, and 
  empties the clip. A maximum of three yards/meters 
  can be covered with this maneuver.
  The attacker divides any successes gained on the at-
  tack roll evenly among all targets in the covered area 
  (successes assigned to hit an individual are added to 
  that target’s damage dice pool, as well). If only one 
  target is within range or the area of effect, only half 
  the successes affect him. The attacker then assigns any 
  leftover successes as she desires. If fewer successes are 
  rolled than there are targets, only one may be assigned 
  per target until they are all allocated.
  Dodge rolls against strafing are at +1 difficulty.
  Ability: Dexterity + Firearms Difficulty: +2
  Accuracy: +10 
   
  Damage: Special
  • Three-Round Burst: The attacker gains two ad-
  ditional dice on a single attack roll, and expends three 
  shots from the weapon’s clip. Only certain weapons 
  may perform this maneuver; see the Ranged Weapons 
  Chart for particulars. Attacks are made at +1 difficulty 
  due to recoil. As with automatic fire, the damage dice 
  pool is based on one bullet from the weapon in ques-
  tion.
  Ability: Dexterity + Firearms Difficulty: +1
  Accuracy: +2  
   
  Damage: Weapon type
  • Two Weapons: Firing two weapons is considered 
  performing a multiple action, complete with divid-
  ing the dice of the lowest pool between two different 
  targets. Additionally, the attacker suffers +1 difficulty 
  for the attack with her off-hand (unless she’s ambidex-
  trous). Each attack is rolled and resolved separately 
  — multiple attacks made against the same target are 
  covered by maneuvers such as “Automatic Fire” and 
  “Three-Round Burst.”
  Ability: Dexterity + Firearms Difficulty:  
   
   
   
   
   
  +1/off-hand
  Accuracy: Normal 
   
  Damage: Weapon type
  
  279 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Maneuver Complications
  The following are common combat complications. 
  The Storyteller should add any others as the situation 
  warrants.
  • Blinded: Add two dice to attack rolls made against 
  a blinded target. Furthermore, blind characters are at 
  +2 difficulty on all actions.
  • Dazed: If, in a single attack, the attacker rolls a 
  number of damage successes greater than the target’s 
  Stamina (for mortals) or Stamina + 2 (for vampires 
  and other supernatural beings), the victim is dazed. 
  The target must spend her next available turn shak-
  ing off the attack’s effects. Only damage successes that 
  penetrate the defender’s soak attempt count toward 
  this total.
  • Immobilization: Add two dice to attack rolls made 
  on an immobilized (i.e., held by someone or something) 
  but still struggling target. Attacks hit automatically if 
  the target is completely immobilized (tied up, staked, 
  or otherwise paralyzed).
  • Knockdown: The victim falls down. After suf-
  fering a knockdown, the subject makes a Dexterity + 
  Athletics roll. If successful, she may get back on her 
  Close Combat Maneuvers Table
  Maneuver 
   
  Traits  
   
  Accuracy 
  Difficulty 
  Damage
  Bite  
   
  Dex + Brawl 
   
  +1 
   
  Normal  
  Str +1 (A)
  Block  
   
  Dex + Brawl 
   
  Special  
  Normal  
  None (R)
  Claw  
   
  Dex + Brawl 
   
  Normal  
  Normal  
  Str +1 (A)
  Clinch 
   
  Str + Brawl 
   
  Normal  
  Normal  
  Str (C)
  Disarm 
   
  Dex + Melee 
   
  Normal  
  +1  
   
  Special
  Dodge 
   
  Dex + Athletics 
  Special  
  Normal  
  None (R)
  Hold  
   
  Str + Brawl 
   
  Normal  
  Normal  
  None (C)
  Kick  
   
  Dex + Brawl 
   
  Normal  
  +1 
   
  Str +1
  Parry  
   
  Dex + Melee 
   
  Special  
  Normal  
  None (R)
  Strike  
   
  Dex + Brawl 
   
  Normal  
  Normal  
  Str
  Sweep 
   
  Dex + Brawl/Melee 
  Normal  
  +1 
   
  Str (K)
  Tackle 
   
  Str + Brawl 
   
  Normal  
  +1 
   
  Str +1 (K)
  Weapon Strike 
  Dex + Melee 
   
  Normal  
  Normal  
  Weapon
  (A): The maneuver inflicts aggravated damage.
  (C): The maneuver carries over on successive turns.
  (K): The maneuver causes knockdown.
  (R): The maneuver reduces an opponent’s attack successes.
  Ranged Combat Maneuvers Table
  Maneuver 
   
  Traits  
   
  Accuracy 
  Difficulty 
  Damage
  Automatic Fire 
  Dex + Firearms  
  +10 
   
  +2 
   
  Special
  Multiple Shots 
  Dex + Firearms  
  Special  
  Normal  
  Weapon
  Strafing 
   
  Dex + Firearms  
  +10 
   
  +2 
   
  Special
  3-Round Burst 
  Dex + Firearms  
  +2 
   
  +1 
   
  Weapon
  Two Weapons 
  Dex + Firearms  
  Normal  
  +1/off-hand 
  Weapon 
  
  280 
  CHAPTER SIX: SYSTEMS AND DRAMA
  feet immediately, but her initiative is reduced by two 
  in the next turn. On a failed roll, the subject spends 
  her next action climbing to her feet, if she chooses to 
  rise. On a botch, she lands particularly hard or at a se-
  vere angle, taking an automatic health level of bashing 
  damage.
  Maneuvers like tackle and sweep are intended to 
  knock an opponent down. However, an especially 
  powerful attack of any kind may send the target to the 
  ground. Such instances are best left to the Storyteller’s 
  discretion, and should occur only when appropriately 
  cinematic or suitable to the story.
  • Stake Through Heart: A vampire can indeed be 
  incapacitated by the classic wooden stake of legend. 
  However, the legends err on one point: A Kindred 
  impaled through the heart with a wooden stake is not 
  destroyed, but merely paralyzed until the stake is re-
  moved.
  To stake a vampire, an attacker must target the heart 
  (difficulty 9). If the attack succeeds and inflicts at least 
  three health levels of damage, the target is immobi-
  lized. An immobilized victim is conscious (and may use 
  perception powers, such as those in the Auspex Disci-
  pline), but may not move or spend blood points.
  Melee Weapons Chart
  Weapon 
  Damage 
   
  Conceal
  Sap+ 
  Strength +1 
   
  P
  Club+ 
  Strength +2 
   
  T
  Knife 
  Strength +1 
   
  J
  Sword 
  Strength +2 
   
  T
  Axe 
  Strength +3 
   
  N
  Stake* 
  Strength +1 
   
  T
  + Denotes a blunt object. Blunt objects inflict 
  bashing damage unless targeted at the head 
  (see “Targeting,” p. 274). Head shots inflict 
  lethal damage.
  * May paralyze a vampire if driven through 
  the heart. The attacker must target the heart 
  (difficulty 9) and score three damage suc-
  cesses.
  Armor Chart
  Class 
   
  Armor Rating Penalty
  Class One  
  1 
   
  0 
  (reinforced clothing) 
  Class Two  
  2 
   
  1 
  (armor T-shirt) 
  Class Three  
  3 
   
  1 
  (Kevlar vest) 
  Class Four  
  4 
   
  2 
  (flak jacket) 
  Class Five  
  5 
   
  3 
  (full riot gear)
  Armor adds its rating to the character’s soak 
  dice pool against bashing damage, lethal 
  damage, and aggravated damage from fangs 
  and claws. It does not protect against fire 
  or sunlight. However, armor also subtracts 
  a number of dice from dice pools related to 
  bodily coordination and agility (most Dexter-
  ity-based dice pools). This is reflected in the 
  penalty listing. Attackers may make targeting 
  rolls to hit unprotected portions of a defender 
  and thus ignore the armor (Storyteller assigns 
  difficulty penalty — typically +1 or +2).
  
  281 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Ranged Weapons Chart
  Type 
   
   
  Damage 
  Range  
  Rate 
   
  Capacity 
  Conceal
  Example
  Revolver, Lt. 
   
  4 
   
  12 
   
  3 
   
  6 
   
  P
  SW Bodyguard (.38 Special)
  Revolver, Hvy.  
   
  6 
   
  35 
   
  2 
   
  6 
   
  J
  Ruger Redhawk (.44 Magnum)
  Pistol, Lt.  
   
  4 
   
  20 
   
  4 
   
  15+1 
   
  P
  HK USP (9mm)
  Pistol, Hvy.  
   
  5 
   
  25 
   
  3 
   
  13+1 
   
  J
  Springfield XDM (.45 ACP)
  Rifle 
   
   
  8 
   
  200 
   
  1 
   
  3+1 
   
  N
  Beretta Tikka T3 (30.06)
  SMG, Small* 
   
  4 
   
  20 
   
  3 
   
  17+1 
   
   J
  Glock 18 (9mm)
  SMG, Large* 
   
  4 
   
  50 
   
  3 
   
  30+1 
   
  T
  HK MP5 (9mm)
  Assault Rifle* 
   
  7 
   
  150 
   
  3 
   
  30+1 
   
  N
  FN SCAR (5.56mm)
  Shotgun 
   
   
  8 
   
  20 
   
  1 
   
  5+1 
   
  T
  Remington 870 (12-Gauge)
  Shotgun, Semi-auto  
  8 
   
  20 
   
  3 
   
  6+1 
   
  T
  Benelli M4 Super 90  (12-Gauge)
  Crossbow**  
   
  5 
   
  20 
   
  1 
   
  1 
   
  T
  Damage: Indicates the damage dice pool. Against mortals, firearms are considered lethal damage. 
  Versus vampires, firearms are considered bashing damage unless the head is targeted (see “Targeting,” 
  p. 274), in which case the damage is considered lethal. 
  Range: This is the practical shot range in yards or meters. Weapons may be fired at twice this distance, 
  but the attacks are considered long range (difficulty 8). 
  Rate: The maximum number of bullets or three-round bursts the gun can fire in a single turn. This rate 
  does not apply to full-auto or spray attacks. 
  Capacity: The number of shells a gun can hold. The +1 indicates a bullet can be held in the chamber, 
  ready to fire. 
  Concealment: P = Can be carried in the pocket; J = Can be hidden in a jacket; T = Can be hidden in 
  a trenchcoat; N = Cannot be concealed on the person at all. 
  *Indicates the weapon is capable of three-round bursts, full auto, and sprays.
  **The crossbow is included for characters who wish to try staking an opponent. Crossbows require five turns to reload. Unless 
  the crossbow is aimed at the head or heart, it inflicts bashing damage on Kindred. It inflicts lethal damage versus mortals.
  
  282 
  CHAPTER SIX: SYSTEMS AND DRAMA
  Health
  As mentioned in Chapter Three, your character has a 
  Health Trait comprising seven health levels. Although 
  vampires are immortal and do not die naturally, suf-
  ficient injury can incapacitate them, drive them into 
  lengthy periods of dormancy, or even kill them once 
  more (this time for good).
  The Health Chart
  The Health chart on the character sheet helps you 
  track your character’s current physical condition. It 
  also lists the penalty imposed on your dice pool for 
  each level of injury that your character sustains. As 
  your character suffers more injuries, her health declines 
  until she becomes incapacitated or dies.
  Every character has seven health levels, ranging 
  from Bruised to Incapacitated. Characters can also be 
  in full health (with no health levels checked off), in 
  torpor, or dead. When an attacker scores a success on 
  a damage roll, your character takes one health level of 
  damage. This is marked on your character sheet in the 
  appropriate box, although the mark you make depends 
  on the type of damage inflicted (see “Applying Dam-
  age,” below). 
  The number to the left of the lowest marked box 
  indicates your current dice penalty. As your character 
  gets more and more battered, it’s increasingly difficult 
  for him to perform even the simplest of tasks. The dice 
  penalty is subtracted from your dice pool for every ac-
  tion (except reflexive actions such as soak) until the 
  wound heals.
  The penalty also indicates impaired movement. For 
  convenience, we reprint the Health chart from Chap-
  ter Three.
  • Incapacitated: The stage immediately before tor-
  por, incapacitation differs from unconsciousness in 
  that your character collapses from the combined effects 
  Health Levels
  Health Level 
  Dice Pool Penalty 
  Movement Penalty
  Bruised 
   
  0 
   
   
  Character is only bruised and suffers no dice pool penalties  
   
   
   
   
   
   
  due to damage.
  Hurt 
   
  -1 
   
   
  Character is superficially hurt and suffers no movement   
   
   
   
   
   
   
  hindrance.
  Injured 
   
  -1 
   
   
  Character suffers minor injuries and movement is mildly  
   
   
   
   
   
   
  inhibited (halve maximum running speed).
  Wounded  
  -2 
   
   
  Character suffers significant damage and may not run  
   
   
   
   
   
   
   
  (though he may still walk). At this level, a character may  
   
   
   
   
   
   
  only move or attack; he always loses dice when moving   
   
   
   
   
   
   
  and attacking in the same turn.
  Mauled 
   
  -2 
   
   
  Character is badly injured and may only hobble about   
   
   
   
   
   
   
  (three yards/meters per turn).
  Crippled 
   
  -5 
   
   
  Character is catastrophically injured and may only crawl  
   
   
   
   
   
   
  (one yard/meter per turn).
  Incapacitated 
   
   
   
  Character is incapable of movement and is likely  
   
   
   
   
   
   
   
  unconscious. Incapacitated vampires with no blood in   
   
   
   
   
   
   
  their bodies enter torpor.
  Torpor 
   
   
   
   
  Character enters a deathlike trance. He may do nothing,  
   
   
   
   
   
   
  not even spend blood, until a period of time has passed.
  Final Death 
   
   
   
  Character is killed permanently.
  
  283 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  of physical trauma and pain. She falls to the ground 
  and may do nothing except spend blood points to heal 
  damage. Further damage suffered by an incapacitated 
  vampire sends her into torpor or, if the damage is ag-
  gravated, inflicts Final Death on her.
  • Torpor: Torpor is the deathlike sleep common to 
  the undead, particularly among ancient vampires. Tor-
  por may be entered voluntarily (certain undead, weary 
  of the current age, enter torpor in hopes of reawakening 
  in a more hospitable time) or involuntarily (through 
  wounds or loss of blood). Once in torpor, a character 
  remains dormant for a period of time depending on her 
  Humanity or Path rating. 
  As mentioned, characters with zero blood points in 
  their blood pools begin to lose health levels each time 
  the rules call for them to spend blood. When a vam-
  pire falls below Incapacitated in this fashion, she en-
  ters torpor. There she will remain until someone feeds 
  her at least a blood point. If this happens, she may rise, 
  regardless of Humanity or Path rating. This sort of re-
  vivification works only for vampires who enter torpor 
  from blood loss. 
  Vampires who enter torpor due to wounds must rest 
  for a period depending on their Humanity or Path rat-
  ing:
     Humanity/Path 
     Length of Torpor
  10 
   
   
  One day 
  9 
   
   
  Three days
  8 
   
   
  One week
  7 
   
   
  Two weeks
  6 
   
   
  One month
  5 
   
   
  One year
  4 
   
   
  One decade
  3 
   
   
  Five decades
  2 
   
   
  One century
  1 
   
   
  Five centuries
  0 
   
   
  Millennium+
  Following this period of rest, the player may spend 
  a blood point and make an Awakening roll (p. 262) 
  for her character to rise. If the vampire has no blood 
  in her body, she may not rise until she is fed; if the 
  player fails the Awakening roll, she may spend another 
  
  284 
  CHAPTER SIX: SYSTEMS AND DRAMA
  blood point and make an Awakening roll the following 
  night. If the vampire rises successfully, she is consid-
  ered Crippled and should either spend blood or hunt 
  immediately.
  A character may enter torpor voluntarily. This state 
  resembles the character’s normal daily rest, but is a 
  deeper form of slumber and should not be entered into 
  lightly. A vampire in voluntary torpor may rise after 
  half the mandatory time period for involuntary torpor, 
  but must make an Awakening roll to do so. A torpid 
  vampire may ignore the nightly need for blood; she is 
  effectively in hibernation.
  Mortals have no torpor rating; if reduced below Inca-
  pacitated, they die.
  • Final Death: If a vampire is at the Incapacitated 
  health level or in torpor and takes one more level of 
  aggravated damage, he dies permanently. A player’s 
  character who meets Final Death is removed from the 
  game; the player must create a new character if she 
  wishes to continue play.
  An incapacitated or torpid vampire may also be sent 
  to Final Death through massive amounts of bashing 
  or lethal trauma (decapitated, trapped under a 10-ton 
  rock, fed into a wood chipper, caught at ground zero 
  of an explosion, crushed by deep-sea pressure, etc.). 
  Typically, this damage must be enough to destroy or 
  dismember the corpse beyond repair.
   
  Optional Rule: Extras
  To make large fights cinematic and easy to 
  manage, assign “extra” Storyteller characters 
  only four health levels: Hurt -1, Maimed -3, 
  Incapacitated, and Dead. Extras are name-
  less (usually mortal or ghoul) thugs whom 
  characters run into from time to time, not key 
  Storyteller characters. They’re diversions who 
  are usually controlled by the more important 
  enemies whom your characters are really after. 
  These extras are a plot device, and shouldn’t 
  interfere with the main story. After taking 
  a few lumps, extras retreat, surrender, or fall 
  over so the real action can get underway.
  Applying Damage
  There are three damage types in Vampire. Bashing 
  damage includes all forms of temporary injury — from 
  punches, clubs, and other blunt trauma. Vampires, and 
  only vampires, consider firearms attacks to be bashing 
  damage as well — unless the bullets are aimed at the 
  head (difficulty 8), in which case they are considered 
  lethal. Vampires can suffer bashing damage, but consid-
  er it more of an annoyance than anything else. Lethal 
  damage covers permanent, killing wounds. Humans 
  die easily from lethal injury, and even the undead can 
  be traumatized by massive amounts of lethal damage. 
  Finally, aggravated damage includes those forces even 
  other vampires fear — fire, sunlight, and the teeth and 
  claws of their own kind.
  All types of injuries are cumulative, and the combined 
  injury determines your character’s current health level. 
  Specifics on each type of damage are provided below.
  Bashing and lethal damage differ in their effects, 
  but for vampires, both types of damage are considered 
  normal. Bashing damage is recorded as a slash (“/”) in 
  the appropriate Health chart box, while lethal damage 
  is marked with an “X.” Aggravated damage is marked 
  with an asterisk (“*”) for each level inflicted. Aggra-
  vated damage always gets marked above lethal, which 
  gets marked above bashing. So if you mark a level of 
  lethal damage in the Bruised box, and take one aggra-
  vated health level later on, “move down” the lethal 
  level to the Hurt box by marking that box with a “X.” 
  The aggravated level is then noted by simply drawing 
  another line through the Bruised box, turning it into 
  “*.” Bashing and lethal levels taken after aggravated 
  levels are simply drawn in on the next open box. Nor-
  mal damage isn’t as severe as aggravated, so it’s always 
  marked last and healed first (see below).
  
  285 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Bashing Damage
  Bashing damage covers all forms of injury that aren’t 
  likely to kill instantly and that fade relatively quick-
  ly. Most forms of hand-to-hand combat — punches, 
  clinches, kicks, tackles, and the like — inflict bashing 
  damage. Bashing damage generally impairs less than 
  lethal damage does, and heals faster.
  Vampires are relatively unaffected by bashing dam-
  age — a punch to the gut has little effect on the un-
  dead. However, massive concussive trauma can send a 
  vampire into torpor. 
  Mortals may soak bashing damage with their Stamina, 
  while vampires may also soak bashing damage with their 
  Stamina (+ Fortitude, if they have that Discipline). Af-
  ter the soak roll, any bashing damage applied to a vam-
  pire is halved (round down) — the Kindred’s corpselike 
  bodies simply don’t bruise and break like the kine’s.
  If your character falls to Incapacitated and then takes 
  another level of bashing damage, she enters torpor  
  (p. 283). If your character falls to Incapacitated due to 
  bashing damage but then takes a level of aggravated 
  damage, she meets Final Death. 
  Lethal Damage
  Lethal damage is just that — lethal, at least to mor-
  tals. Even vampires take a sword-wielder seriously — a 
  vampire who is hacked to bits or decapitated will die the 
  Final Death, though not as readily as a mortal. Knives, 
  bullets, swords, and the like all cause lethal wounds. At 
  the Storyteller’s option, blunt attacks aimed at a vital 
  body part such as a kidney (difficulty 8 or 9 to target) 
  can cause lethal damage, particularly versus mortals.
  Lethal damage is intended to cause immediate and 
  grievous injury. For the kine, lethal injuries take a long 
  time to heal and usually require medical attention for any 
  hope of recovery. For well-fed vampires, knife wounds, 
  shotgun blasts, and the like are simply annoying.
  Mortal characters may not soak lethal damage at all 
  — all such damage is applied directly to their health 
  levels. Kindred characters may soak lethal damage nor-
  mally with Stamina (+ Fortitude, if they have it). Lethal 
  damage that penetrates the soak roll is applied normally 
  to their health levels. However, lethal damage is consid-
  ered normal for the purpose of healing, so vampires may 
  easily nullify lethal damage by spending blood points.
  When your character’s Health boxes fill to Incapaci-
  tated and she takes a further level of lethal damage, she 
  enters torpor (p. 283). If your character is reduced to 
  Incapacitated via lethal damage, and she takes a further 
  level of aggravated damage, she meets Final Death.
  Aggravated Damage
  Certain attacks are anathema to the undead. Fire 
  and the rays of the sun inflict terrible wounds on the 
  undead, as can the teeth and claws of other vampires 
  (and werewolves or other supernatural creatures). 
  As mentioned, each level of aggravated damage should 
  be marked with an “*” on the Health chart. Aggravated 
  damage may not be soaked except with the Discipline 
  of Fortitude. Moreover, aggravated damage is far more 
  difficult to heal. A level of aggravated damage may be 
  healed only with a full day of rest and the expenditure 
  of five blood points (though a vampire may, at the end 
  of the full day’s rest, cure additional aggravated health 
  levels by spending an additional five blood points and 
  one Willpower point per extra aggravated health level 
  to be healed). Worst of all, a vampire who loses his 
  last health level due to aggravated damage meets Final 
  Death — his eternal life ends at last, and he goes to 
  whatever awaits him beyond the grave.
  Mortals may ignore sunlight, but still take damage 
  from fire, fangs, and claws. Aggravated damage to mor-
  tals is treated as lethal wounds instead.
  Mortals’ Healing Times
  Though the power of their Blood enables vampires 
  to heal most wounds instantly, mortal “licksticks” are 
  not so fortunate. The following systems allow Story-
  tellers to simulate the effects of damage on vampires’ 
  mortal foes, friends… and prey.
  Like vampires, mortals have seven health levels and 
  suffer dice pool penalties for wounds. Unlike vampires, 
  mortals can heal their wounds only through time, rest, 
  and medical care. Moreover, mortals have no “torpor” 
  state; any amount of damage below the Incapacitated 
  level kills them. Mortals can soak bashing damage, but 
  cannot soak lethal or aggravated damage (though mor-
  tals take no damage from sunlight).
  Each level of damage to a mortal (whether bashing or 
  lethal) must be healed individually. Thus, if a mortal takes 
  enough bashing damage to reduce him to Incapacitated, 
  he spends a full 12 hours in a delirious state before healing 
  to Crippled. Healing that level takes six hours, and so on.
  Healing Bashing Damage
  Bashing damage up to the Wounded level can be cared 
  for without medical skill; these wounds heal on their own, 
  
  286 
  CHAPTER SIX: SYSTEMS AND DRAMA
  without treatment. Bashing damage beyond Wounded may 
  have deeper consequences. A mortal’s vision or hearing 
  may be altered due to a concussion, she may suffer excru-
  ciating pain from internal bruising, or she may experience 
  some other extreme discomfort. These effects can be ne-
  gated if the mortal receives adequate medical attention.
     Health Level 
     Recovery Time
  Bruised to Wounded One hour
  Maimed 
   
  Three hours
  Crippled 
   
  Six hours
  Incapacitated  
  12 hours
  Once bashing levels reach Incapacitated, mortals fall 
  unconscious, but do not sink below Incapacitated… 
  yet. However, any further bashing wounds are X’d over 
  previous bashing ones, making them lethal. At that 
  point, recovery is handled as lethal damage. In this 
  way, a mortal can be slowly beaten to death.
  Healing Lethal Damage
  Lethal damage of any sort can be deadly — that’s why 
  it’s called lethal. Lethal wounds that go unattended may 
  continue to bleed until the mortal passes out and dies 
  from blood loss. Other dangers can also arise from in-
  fection, cellular damage, or broken limbs. (Aggravated 
  damage is considered to be lethal to a mortal.)
  Any lethal damage past Hurt requires medical treat-
  ment to prevent further harm. Untreated lethal wounds 
  worsen by one level of lethal damage per day. When a 
  mortal sustains lethal damage down to Incapacitated, 
  he’s one health level away from death. If he takes one 
  more wound (whether bashing or lethal), he dies.
  If the individual is at Maimed or higher, he may re-
  cover with rest over the times listed below. However, if 
  the mortal is Crippled or Incapacitated, no recovery is 
  possible unless he receives medical attention. Indeed, 
  at Incapacitated the individual is comatose at worse 
  and delirious at best, and could still die.
     Health Level 
     Recovery Time
  Bruised 
   
  One day
  Hurt  
   
  Three days
  Injured 
   
  One week
  Wounded 
   
  One month
  Maimed 
   
  Two months
  Crippled 
   
  Three months
  Incapacitated  
  Five months
  States of Being
  The World of Darkness is a hostile place. The dan-
  gers inherent to such an uncivilized environment are 
  many, and they inflict the same kinds of harm that 
  combat does. In addition, a vampire’s greatest enemy 
  lies within, in the form of the Beast. Whether a vam-
  pire suffers the fiery grip of frenzy or the slow descent 
  into monstrousness, the Beast is ever willing to batter 
  the Damned.
  The following systems present a variety of ways that 
  characters can suffer injury, whether physical, mental, 
  or emotional. As well, this section presents a couple of 
  rare and precious ways whereby the Damned can hope 
  to rise above their state.
  Blood Bond
  One of the most wondrous and terrible properties of 
  Kindred vitae is its ability to enslave nearly any being 
  who drinks of it three times. Each sip of a particular 
  Kindred’s blood gives the Kindred in question a greater 
  emotional hold over the drinker. If a being drinks three 
  times, on three separate nights, from the same Kindred, 
  she falls victim to a state known as the blood bond. A 
  vampire who holds a blood bond over another being is 
  said to be that victim’s regnant, while the being subor-
  dinate to the bond is called the thrall.
  Put simply, the blood bond is one of the most potent 
  emotional sensations known. A blood-bound victim is 
  absolutely devoted to her regnant and will do nearly 
  anything for him. Even the most potent uses of Domi-
  nate cannot overcome the thrall’s feelings for her reg-
  nant; only true love stands a chance against the bond, 
  and even that is not a sure thing.
  The blood bond is most commonly used to ensnare 
  mortals and ghouls, but Kindred can bind each other 
  as well. Such is the blood bond’s power that a mighty 
  elder can be bound to a lowly neonate; in this respect, 
  the blood of a Thirteenth-Generation fledgling is (pre-
  sumably) as strong as that of Caine himself. As such, 
  the blood bond forms an essential strategy in the Jyhad; 
  some Ancients are said to hold dozens of influential 
  Kindred in secret thrall.
  • First drink: The drinker begins to experience in-
  termittent but strong feelings about the vampire. She 
  may dream of him, or find herself “coincidentally” fre-
  quenting places where he might show up. There is no 
  mechanical effect at this stage, but it should be role-
  played. All childer have this level of bond toward their 
  
  287 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  sires, for the Embrace itself forces one drink upon the 
  childer; they may love their “parents,” hate them, or 
  both, but are rarely indifferent toward them. 
  • Second drink: The drinker’s feelings grow strong 
  enough to influence her behavior. Though she is by 
  no means enslaved to the vampire, he is definitely an 
  important figure in her life. She may act as she pleases, 
  but might have to make a Willpower roll to take ac-
  tions directly harmful to the vampire. The vampire’s 
  influence is such that he can persuade or command her 
  with little effort (Social rolls against the thrall are at 
  -1 difficulty).
  • Third drink: Full-scale blood bond. At this level, 
  the drinker is more or less completely bound to the 
  vampire. He is the most important person in her life; 
  lovers, relatives, and even children become secondary 
  to her all-consuming passion.
  At this level, a regnant may use the Dominate Disci-
  pline on a thrall, even without the benefit of eye con-
  tact. Merely hearing the regnant’s voice is enough. Ad-
  ditionally, should the thrall try to resist the Dominate 
  (or similar mental control power) for some reason, the 
  difficulty of such resistance is increased by two. Natu-
  rally, a higher-Generation vampire still cannot use 
  Dominate on a lower-Generation thrall.
  The blood bond is true love, albeit a twisted and per-
  verse version of it. Ultimately, we can’t reduce the va-
  garies of love down to a simple “yes/no” system. Some 
  thralls (particularly people with Conformist or other 
  dependent Natures, or with Willpower 5 or less) will 
  commit any act, including suicide or murder, for their 
  beloved; other characters have certain core principles 
  that they will not violate.
  A full blood bond, once formed, is nearly inviolate. 
  Once bound, a thrall is under the sway of her regnant 
  and her regnant only. She cannot be bound again by 
  another vampire unless the first blood bond wears away 
  “naturally.” A vampire can experience lesser (one- and 
  two-drink) bonds toward several individuals; indeed, 
  many Kindred enjoy such bonds, as they create artifi-
  cial passion in their dead hearts. Upon the formation 
  of a full blood bond, though, all lesser sensations are 
  wiped away. Vampire lovers occasionally enter into 
  mutual blood bonds with each other; this is the closest 
  thing the undead can feel to true love. Even this sen-
  sation can turn to disgust or hate over the centuries, 
  though, and in any event few Kindred trust each other 
  enough to initiate it.
  
  288 
  CHAPTER SIX: SYSTEMS AND DRAMA
  A blood bond is a mighty force, but it is at its most 
  potent when perpetually reinforced with further drinks. 
  Feeding a thrall often reinforces the bond, while de-
  priving a thrall of vitae may cause the bond to grow 
  tepid over time. Like any other relationship, treatment 
  and courtesy play a part in the dynamics of the bond. 
  A thrall who is treated well and fed often will likely 
  fall even more deeply in love, while a thrall who is de-
  graded and humiliated may find resentment and anger 
  eating away at the bond.
  It is possible, though difficult, for a vampire to tem-
  porarily resist a blood bond. Doing so requires the 
  player to make a Willpower roll (difficulty is typically 
  8, though this can be modified depending on the reg-
  nant’s treatment and the thrall’s Nature) and accu-
  mulate a number of successes equal to the number of 
  times the thrall has partaken of the regnant’s blood, to 
  a maximum of difficulty 9. The thrall must then spend 
  a Willpower point. Upon doing so, the bond is negated 
  for a variable amount of time: from one scene (if the 
  thrall merely wishes to plot against the regnant, deliver 
  confidential information to an enemy, etc.) to one turn 
  (if the thrall wishes to attack the regnant physically). 
  The thrall can continue to expend Willpower to ex-
  tend the duration of “freedom,” but once she ceases do-
  ing so, the blood bond resumes at full force.
  A blood bond can be broken, though this requires 
  the thrall to not only avoid the regnant entirely for an 
  extended period of time, but also spend great amounts 
  of Willpower to overcome the addiction. As a gener-
  al rule, a thrall who neither sees nor feeds from her 
  regnant for a period of (12 - Willpower) months finds 
  her bond reduced by one level (so, a fully bound thrall 
  with a Willpower of 5 has her blood bond reduced to 
  the equivalent of two drinks if she goes seven straight 
  months without any contact with the regnant). If the 
  bond is reduced to zero in this fashion (a feat typical-
  ly accompanied by the expenditure of a great deal of 
  Willpower on the thrall’s part, as she resists the gnaw-
  ing urge to seek out her sire), it is nullified entirely.
  Another, though somewhat less certain, way to be rid 
  of the bond is to kill the regnant. Such a choice is ex-
  tremely perilous on many levels, and makes no guaran-
  tees that everything will go smoothly. Those who have 
  been released by such means claim the bond shatters like 
  spun glass upon the moment of the regnant’s Final Death. 
  The thrall’s Nature may play a large part in whether the 
  control is completely ended, though, and such aftermath 
  is best left in the hands of the Storyteller.
  The Vaulderie
  The vampires of the Sabbat take their nightly struggle 
  seriously — so seriously that they tolerate no dissent in 
  their ranks. From the lowliest new recruit to the most 
  exalted Cainite, the Sabbat ensure loyalty to one an-
  other through a bloody rite known as the Vaulderie.
  The Vaulderie is similar to a blood bond, though it 
  differs in intent and function. No Sabbat would ever 
  voluntarily succumb to a blood bond, reasoning that 
  such bonds are the tools the elders use to enslave their 
  childer. Rather, the Sabbat swear the Vaulderie to 
  each other, bonding themselves to the pack instead of 
  an individual, and, thus, to the Sabbat’s greater cause.
  Those who are ignorant of the Vaulderie’s finer de-
  tails believe it to be a simple commingling of vam-
  pire vitae in a vessel and the subsequent drinking of 
  it. In truth, the matter is far more mystical. To start 
  the ritual, the priest takes a tool used specifically for 
  the Vaulderie and nothing else and cuts her wrist. The 
  ritual cutting tool could be a small knife, silver straight 
  razor, or awl. To impart more gravity to the rite, many 
  packs use elaborate ritual bloodletters decorated with 
  engraved swirls, spirals, or blood droplets. The priest 
  then bleeds into a vessel and passes the cutting device 
  to each Sabbat member present, who pierces his own 
  flesh and bleeds into the chalice. The vessel is then 
  passed around the pack until everyone has poured their 
  blood in, before the priest recites an incantation over 
  it, consecrating it as a terrible sacrament before every 
  member of the pack draws a draught.
  Vaulderies take place at any time — before assaults, 
  during important Sabbat gatherings, at the initiation or 
  Creation Rites of new members, and almost infallibly 
  at pack gatherings. This rite is perhaps the foundation 
  of the Sect, and it is afforded the most reverent status.
  The result of this rite is known as a Vinculum, or blood-
  tie. These ties connect each member of the pack to one 
  another, engendering a mutual loyalty in addition to bol-
  stering pack morale. Because of the mystical nature of the 
  Vaulderie, however, Vinculi are imperfect — what one 
  pack member feels toward another one night may pale in 
  comparison to what he feels toward her the next. Vincu-
  lum ratings may change every time the rite is observed.
  Without the Vaulderie, the Sabbat would probably 
  collapse under its own weight and dogma — the chaos 
  and anarchy that follows the Sect would erode what 
  little organization it has without the loyalty and sym-
  pathy created by the rite. Those who refuse the Vaul-
  derie or oppose it are not viewed favorably by other 
  
  289 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Sabbat. Vampires who refuse to partake of the Vaul-
  derie at least monthly suffer ostracism from the pack at 
  best — and may be destroyed outright at worst.
  The first time a character observes the Vaulderie 
  (or during creation of a Sabbat character), roll a die 
  for each character whose vitae is part of the rite. That 
  number reflects the Vinculum the character feels to-
  ward the individual whose blood she ingested; see the 
  chart for effects generated by individual Vinculi. Every 
  time a new member participates in the Vaulderie, each 
  player should roll a die and record the score for her 
  Vinculum rating toward that character.
  Afterwards, each time the pack partakes of the Vaul-
  derie, each player should roll one die for each of her 
  Vinculi. If the result is higher than the Vinculum score, 
  increase that Vinculum score by one (to a maximum of 
  10). If the result is a 1, lower the Vinculum score by 
  one (to a minimum of 1).
  It bears mention that, like the emotions engendered 
  by blood bonds, these feelings are artificial, as they are 
  created through ingestion of blood. It is quite possible 
  for a character to utterly hate someone for whom she 
  would risk her unlife, just as it is possible to have im-
  mense love for someone who has little in the way of 
  Vinculum. Players are encouraged to explore the full 
  range of these complexities in their packs through role-
  playing.
  At times, a character may be at odds with herself over 
  how to react to a given situation because of Vinculi 
  she possesses toward another vampire. In cases such as 
  these, the player should decide which party her char-
  acter would favor outside the Vinculum. The character 
  then rolls a number of dice for each party equal to her 
  Vinculum score for that individual against a difficulty 
  of 5 (for the party favored regardless of Vinculum) or 7 
  (for all other parties). The individual who receives the 
  greatest number of successes earns the character’s aid. 
  Such is the nature of the Damned and the Vinculum — 
  a character who knows better may sometimes be forced 
  into an obviously bad course of action by following her 
  emotions. Storytellers should consider Vinculum rolls 
  for matters of dramatic significance, but too much reli-
  ance on Vinculum rolls may leave players upset at be-
  ing railroaded by dice rolls.
  The Vaulderie can also corrode existing blood bonds. 
  Multiple draughts of the Vaulderie may be required, 
  but sooner or later, the pack‘s blood will overcome all 
  but the most potent of vampiric vitae. A vampire wish-
  ing to break a blood bond via Vaulderie must have no 
  more than one blood point in his blood pool, and must 
  Vinculum Ratings
  Vinculum Effect
  10  
  You will readily give your life —  
   
   
  or take the life of another — for  
   
   
  the individual.
  9 
   
  You will do practically anything  
   
   
  for him, including putting  
   
   
   
  yourself in great danger.
  8 
   
  You will gladly offer resources or  
   
   
  influential assistance to   
   
   
   
  the individual.
  7 
   
  You may put yourself at   
   
   
   
  moderate risk of harm for the   
   
   
  individual and, depending on   
   
   
  your code of ethics, may kill  
   
   
   
  for him.
  6 
   
  You feel strongly for the  
   
   
   
  individual and help him even if it  
   
   
  inconveniences you. You will   
   
   
  gladly fight for the individual.
  5 
   
  You respect the individual and   
   
   
  help him out so long as it’s no   
   
   
  huge risk or bother.
  4 
   
  You will aid the individual as   
   
   
  long as it doesn’t involve risk or  
   
   
  anything out of your way.
  3 
   
  You are loyal to the individual as  
   
   
  long as that loyalty doesn’t  
   
   
   
  interfere with your own designs.
  2 
   
  You have a minor sense of  
   
   
   
  kinship toward the individual,   
   
   
  but you’re not going to go out of  
   
   
  your way to help him unless  
   
   
   
  something’s in it for you.
  1 
   
  Fuck ’em. This isn’t necessarily   
   
   
  hostility, but you don’t care  
   
   
   
  about this person on a Vinculum  
   
   
  level, though you may on a  
   
   
   
  personal level.
  
  290 
  CHAPTER SIX: SYSTEMS AND DRAMA
  ingest six points of Vaulderie vitae. At that point, the 
  old blood bond fades rapidly, replaced almost as quick-
  ly by Vinculi toward those whose blood composed the 
  Vaulderie. On the other hand, a vampire attempting to 
  replace Vinculi with a new blood bond is in for a dis-
  appointment — unless her blood is powerfully potent, 
  Vinculi may not be so easily erased. Unlike normal 
  blood bonds, Vinculi do not fade over time — a Vincu-
  lum left after a Vaulderie with a vampire in nights hun-
  dreds of years past is still as potent as the night it arose. 
  Indeed, many elder Sabbat have vast webs of Vinculi 
  connecting them to Sect members across the world.
  Derangements
  Derangements are behaviors that are created when 
  the mind is forced to confront intolerable or conflicting 
  feelings, such as overwhelming terror or profound guilt. 
  When the mind is faced with impressions or emotions 
  that it cannot reconcile, it attempts to ease the inner 
  conflict by stimulating behavior such as megalomania, 
  bulimia, or hysteria to provide an outlet for the tension 
  and stress that the conflict generates.
  Vampires or mortals receive derangements under 
  conditions of intense terror, guilt, or anxiety. If a play-
  er botches a Virtue or Willpower roll (for example, 
  when confronted with Rötschreck), the Storyteller 
  may decide that the experience causes a derangement 
  in the character. Other examples of derangement-in-
  ducing events include killing a loved one while in a 
  frenzy, being buried alive as part of a Sabbat ritual, or 
  seeing hundreds of years of careful scheming dashed in 
  an instant of bad luck. Generally, any experience that 
  causes intense and unpleasant emotion or thoroughly 
  violates a character’s beliefs or ethics is severe enough 
  to cause a derangement. The Storyteller determines 
  which derangement a character receives, working with 
  the player to choose (or create) one appropriate to the 
  character’s personality and the circumstances of the 
  event that caused the disorder.
  It must be noted that people who are “crazy” are 
  neither funny nor arbitrary in their actions. Insanity 
  is frightening to those who are watching someone rage 
  against unseen presences or hoard rotten meat to feed 
  to the monsters that live next door; even something 
  as harmless-sounding as talking to an invisible rabbit 
  can become disturbing to observers. The insane, how-
  ever, are only responding to a pattern known to them, 
  stimuli that they perceive in their own minds. To their 
  skewed perceptions, what’s happening to them is per-
  fectly normal. Your vampire’s derangement is there 
  for a reason, whether he’s a Malkavian who resided at 
  Bedlam before his Embrace or a Ventrue pack member 
  who escaped from five months of torture at the hands 
  of an Inquisitor. What stimuli is his insanity inflicting 
  on him, and how is he reacting to what’s happening? 
  The player should work with his Storyteller to create a 
  pattern of provocations for his derangement, and then 
  decide how his character reacts to such provocation. 
  Derangements are a challenge to roleplay, without 
  question, but a little time and care can result in an ex-
  perience that is dramatic for all involved.
  Bipolar Disorder
  Bipolar individuals suffer from severe mood swings, 
  sometimes resulting from severe trauma or anxiety. Vic-
  tims may be upbeat and confident one moment, then 
  uncontrollably lethargic and pessimistic the next.
  Kindred with this derangement are constantly on a 
  hair trigger, never knowing when the next mood swing 
  will strike. Whenever the vampire fails a task, the Sto-
  ryteller has the option of secretly making a Willpower 
  roll (difficulty 8) for the character. If the character fails 
  the roll, she lapses into depression. Additionally, the 
  vampire will go into depression whenever one of her 
  rolls is botched, or if her blood pool ever drops below 
  2. The Storyteller should roll a die to determine how 
  many scenes the character remains depressed, keeping 
  the number a secret.
  Vampires in a depressive state have their Willpower 
  ratings halved (minimum 1). In addition, the vampire 
  may not access her blood pool to raise Attributes. Upon 
  emerging from the depressive state, the character is en-
  ergetic, relentlessly upbeat and active (obsessively so) 
  for a number of scenes proportionate to the time spent 
  in depression. When a vampire is in this manic state, 
  the difficulty of all rolls to resist frenzy is raised by one.
  Bulimia
  Individuals with bulimia assuage their guilt and in-
  security by indulging in activities that comfort them 
  — in this case, consuming food. A bulimic will eat 
  tremendous amounts of food when subjected to stress, 
  then empty her stomach through drastic measures so 
  she can eat still more.
  In the case of vampires with this derangement, the 
  need to feed is a means of relieving the fear and anxiety 
  endemic to the World of Darkness. A bulimic vampire 
  may feed four or more times a night — gorging herself, 
  burning the blood in pointless (or not so pointless) ac-
  tivity, then starting the cycle again.
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  A vampire with bulimia gets hungry much more quickly 
  than other vampires do. When feeding, a bulimic vampire 
  must make a Conscience or Conviction roll (difficulty 7). 
  If she fails the roll, she feeds until her blood pool is full, 
  whether the vampire needs the extra blood or not. A vam-
  pire who is forcibly kept from feeding risks frenzy (make a 
  frenzy roll, difficulty 6). The difficulty increases by one for 
  every 15 minutes that she is prevented from drinking.
  Fugue
  Victims suffering from fugue experience “blackouts” 
  and loss of memory. When subjected to stress, the indi-
  vidual begins a specific, rigid set of behaviors to remove 
  the stressful symptoms. This differs from multiple per-
  sonalities, as the individual in the grip of a fugue has 
  no separate personality, but is on a form of “autopilot” 
  similar to sleepwalking.
  Kindred suffering from this derangement require 
  a Willpower roll when subjected to extreme stress or 
  pressure (difficulty 8). If the roll fails, the player must 
  roleplay her character’s trancelike state; otherwise, 
  control of the character passes to the Storyteller for a 
  number of scenes determined by the roll of a die. Dur-
  ing this period, the Storyteller may have the character 
  act as she sees fit to remove the source of the stress. At 
  the end of the fugue, the character “regains conscious-
  ness” with no memory of her actions.
  Hysteria
  A person in the grip of hysteria is unable to control 
  her emotions, suffering severe mood swings and violent 
  fits when subjected to stress or anxiety.
  Hysterical Kindred must make frenzy checks whenever 
  subjected to stress or pressure. The difficulties of these 
  rolls are normally 6, increasing to 8 if the stress is sudden 
  or especially severe. Additionally, any action that results 
  in a botch causes the vampire to frenzy automatically.
  Megalomania
  Individuals with this derangement are obsessed with 
  accumulating power and wealth, salving their insecuri-
  ties by becoming the most potent individuals in their 
  environment. Such individuals are invariably arrogant 
  and supremely sure of their abilities, convinced of their 
  own inherent superiority. The means of achieving their 
  status can take many forms, from devious conspiracies 
  to outright brutality. Any individual of equal or higher 
  status than the victim is perceived to be “competition.”
  
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  CHAPTER SIX: SYSTEMS AND DRAMA
  Kindred with this derangement constantly struggle 
  to rise to the height of power and influence, by what-
  ever means necessary. In a megalomaniac’s view, there 
  are only two classes of people: those who are weaker, 
  and those who do not deserve the power they have and 
  must be made weaker. This belief extends to everyone 
  around the vampire, including members of her own co-
  terie. This derangement lends an extra die to all of the 
  victim’s Willpower rolls, due to her towering sense of 
  superiority.
  If a megalomaniacal vampire is presented with a 
  realistic chance to diablerize a more potent Kindred, 
  she will be sorely tempted. A Willpower roll (difficulty 
  9) is needed for the vampire to avoid taking “what is 
  rightfully hers.”
  Multiple Personalities
  The trauma that spawns this derangement fractures 
  the victim’s personality into one or more additional 
  personas, allowing the victim to deny her trauma or 
  any actions the trauma causes by placing the blame on 
  “someone else.” Each personality is created to respond 
  to certain emotional stimuli — an abused person might 
  develop a tough-as-nails survivor personality, create a 
  “protector,” or even become a murderer in order to 
  deny the abuse she is suffering. In most cases none of 
  the personalities is aware of the others, and they come 
  and go through the victim’s mind in response to spe-
  cific situations or conditions.
  When a vampire suffers this derangement, the Sto-
  ryteller and the player must agree upon how many and 
  what kind of personalities develop, and the situations 
  that trigger their dominance in the victim. Each per-
  sonality should be relevant to the trauma that causes 
  it. Not only is each personality distinct, but in the case 
  of Kindred, the different personalities might believe 
  themselves to be from different Clans and sires. 
  Kindred with multiple personalities can manifest 
  different Abilities and even Virtues for each of their 
  personalities, but it is the Storyteller’s responsibility to 
  determine the specific details.
  Obsessive-Compulsive
  The trauma, guilt, or inner conflict that causes this 
  derangement forces the individual to focus nearly all 
  of her attention and energy onto a single repetitive be-
  havior or action. Obsession relates to an individual’s 
  desire to control her environment — keeping clean, 
  keeping an area quiet and peaceful, or keeping undesir-
  able individuals from an area, for example. A compul-
  sion is an action or set of actions that an individual is 
  driven to perform to soothe her anxieties: for example, 
  placing objects in an exact order, or feeding from a 
  mortal in a precise, ritualistic fashion.
  Vampires with an obsessive-compulsive derangement 
  must determine a set of specific actions or behaviors, as 
  described above, and follow them to the exclusion of 
  all else. The effects of obsessive-compulsive behavior 
  can be negated for the course of one scene by spend-
  ing a temporary Willpower point. The difficulty of any 
  attempt to coerce or Dominate a vampire into ceasing 
  her behavior is raised by one. If a vampire is forcibly 
  prevented from adhering to her derangement, she au-
  tomatically frenzies.
  Paranoia
  The victim of paranoia believes that her misery and 
  insecurity stem from external persecution and hostil-
  ity. Paranoid individuals obsess about their persecution 
  complexes, often creating vast and intricate conspiracy 
  theories to explain who is tormenting them and why. 
  Anyone or anything perceived to be “one of them” is 
  often subjected to violence.
  Kindred who suffer from paranoia have difficulty 
  with social interaction; the difficulties of all dice rolls 
  involving interaction are increased by one. They are 
  distrustful and suspicious of everyone, even their own 
  blood-bound progeny. The slightest hint of suspicious 
  behavior is enough to provoke a frenzy roll, with the 
  difficulty relative to the degree of the behavior. This 
  paranoia may even extend to complex and rigorous 
  feeding practices, to keep “them” from contaminating 
  the vampire’s food supply.
  Sanguinary Animism
  This derangement is unique to the Kindred, a re-
  sponse to vampires’ deep-seated guilt regarding the act 
  of feeding on the blood of mortals. Kindred with this 
  derangement believe that they do not merely consume 
  victims’ blood, but their souls as well, which are then 
  made a part of the vampire’s consciousness. In the 
  hours after feeding, the vampire hears the voice of her 
  victim inside her head and feels a tirade of “memories” 
  from the victim’s mind — all created by the vampire’s 
  subconscious. In extreme cases, this sense of possession 
  can drive a Kindred to carry out actions on behalf of her 
  victims. Diablerie would be particularly unwise for an 
  animist. Whenever a vampire with this derangement 
  feeds on a mortal, a Willpower roll is needed (difficulty 
  6, or 9 if she drains the mortal to the point of death). If 
  the roll succeeds, she is tormented by the “memories” 
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  of the person whose soul she has partially consumed, 
  but is still able to function normally. If the roll fails, 
  then the images in her mind are so strong that it is akin 
  to having a second personality inside her, an angry and 
  reproachful personality that seeks to cause harm to the 
  vampire and her associates. The player must roleplay 
  this state as if the mind of her victim in control. Dur-
  ing the moments just before dawn, control reverts to 
  the vampire. 
  Schizophrenia
  Conflicting, unresolveable sets of feelings and im-
  pulses can cause a victim to develop schizophrenia, 
  which manifests as a withdrawal from reality, violent 
  changes in behavior, and hallucinations. Roleplaying 
  this derangement requires careful thought, because the 
  player must determine a general set of behaviors rel-
  evant to the trauma that caused the derangement. The 
  hallucinations, bizarre behavior, and unseen voices 
  stem from a terrible inner conflict that the individual 
  cannot resolve. The player needs to establish a firm 
  idea of what that conflict is and then rationalize what 
  kind of behavior this conflict will cause.
  Kindred with this derangement are unpredictable 
  and dangerous. In situations that trigger a vampire’s in-
  ner conflict, the difficulties of all rolls to resist or direct 
  frenzy increase by three, and the vampire loses three 
  dice from all Willpower rolls.
  Deterioration
  A vampire who is staked or otherwise paralyzed con-
  tinues to spend blood at the rate of one point per night. 
  If the vampire is further deprived of blood, the decay-
  ing process that unlife has held at bay begins again. 
  A vampire with no blood begins consuming all excess 
  moisture within his body at a rate of one health level 
  per day. As the process continues, the vampire begins 
  to resemble a mummified corpse. At first the vampire 
  appears merely emaciated, but as the body is complete-
  ly dehydrated, the meat and ligaments, along with the 
  mostly useless organs within the body, begin to wither. 
  By the seventh day, when the character has reached 
  Incapacitated on the Health chart, the character’s eyes 
  shrivel within his skull, the tendons and ligaments 
  within the body draw painfully tight, the gums recede 
  from the teeth, and the lips draw back in a death rictus. 
  At this point, the character enters torpor. 
  Once in torpor, the character cannot rise unless 
  supplied with enough blood to bring him back to In-
  jured on the Health chart (at least four blood points). 
  A vampire emerging from this state is ravenous to the 
  point of insanity, and will attack whatever source of 
  blood is closest, regardless of any emotional ties. 
  Leaving a vampire staked until he reaches this near-
  death state, then reviving him with just enough blood 
  to prolong the agony, is a favorite method of torture 
  for both mortal hunters and the Sabbat. Most vampires 
  undergoing this form of torture suffer permanent men-
  tal damage as a result.
  Diablerie
  There is one thing that elder Kindred dread even 
  more than fire or the light of the sun. This is the sin 
  known as diablerie. Among Camarilla society, dia-
  blerie is the ultimate crime; those who practice it are 
  subject to the harshest punishments imaginable. It is 
  as loathed and feared as cannibalism is among mortal 
  society. The vampires of the Sabbat are said to indulge 
  in diablerie freely, which is yet another reason why Ca-
  marilla elders hate them so.
  Quite simply, diablerie is the act of feeding on a vam-
  pire in the way that a vampire feeds on a mortal. In so 
  doing, not only does the murderer consume the vic-
  tim’s blood (and vampire blood is far, far sweeter than 
  even the tastiest mortal’s), but the victim’s power as 
  well. By stealing the life of a vampire closer to Caine, 
  the vampire can permanently enrich his own vitae. In 
  this manner even the youngest vampire can gain the 
  power of the elders.
  Elders know the crime as the Amaranth; in olden 
  nights, it is said, an amaranth flower was presented to 
  the victim a week before he was to be hunted. Kin-
  dred legend tells many dark tales of murderous childer 
  betraying and cannibalizing their own sires, and it is 
  for this reason more than any other that elder Kindred 
  harbor such distrust for the neonates among them. In-
  deed, the great Jyhad itself may well have its roots in 
  this eternal and savage struggle for power.
  Committing Diablerie
  A vampire seeking to commit diablerie must drain 
  all the blood from his Kindred victim. Following this 
  act, the vampire must continue to suck, for (according 
  to Kindred legend) the very soul is withdrawn from the 
  victim’s body and taken into the diablerist’s. The effort 
  involved in diablerie is monumental, for the vampiric 
  soul is a greedy thing and clings tenaciously to unlife, 
  hoping to regenerate its body and rise once again.
  
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  CHAPTER SIX: SYSTEMS AND DRAMA
  Once a vampire’s body has been drained of all blood, 
  the true struggle begins. The diablerist’s player makes 
  an extended Strength roll (difficulty 9). Each success 
  inflicts one automatic health level on the victim (the 
  victim cannot soak, and damage is considered aggra-
  vated). When all the victim’s health levels have been 
  drained, the victim’s essence is taken into the attacker 
  and the emptied body begins decaying immediately.
  A vampire committing diablerie is quite vulnerable 
  to attack. Total concentration goes into the struggle to 
  draw forth the essence of the victim, and stopping for 
  even a moment ruins the chance of capturing the spir-
  it. All attacks against a vampire attempting diablerie 
  are made versus a difficulty of 2. 
  The Rewards of Diablerie
  Upon successful completion of diablerie, the diabler-
  ist is overwhelmed by euphoria, and a Self-Control/In-
  stinct roll is necessary (difficulty 10 minus the charac-
  ter’s Humanity or Path rating) to avoid losing control. 
  The sensation is akin to orgasm, but much more pow-
  erful — so powerful, in fact, that certain Kindred are 
  addicted to the sensation. All other Kindred fear these 
  vampires for their addiction to the pleasures of Ama-
  ranth makes them a threat to everyone. Even vampires 
  too weak to provide additional power are devoured for 
  the simple pleasure of the act.
  The true benefit of diablerie becomes evident if the 
  diablerist feeds on the vitae of a vampire of lower Gen-
  eration (e.g., if a Ninth-Generation vampire commits 
  diablerie on a Seventh-Generation vampire). The dia-
  blerist literally steals the power and potency of the vic-
  tim’s own blood, and thus permanently lowers her own 
  Generation by one, bringing her closer to the mythical 
  power of Caine. All benefits of the lowered Generation 
  — a larger and more potent blood pool, the ability to 
  Dominate more Kindred and, in some cases, the ability 
  to increase Traits above 5 — are bestowed upon the 
  vampire.
  If the victim was of far greater power (five or more 
  Generation levels) than the diablerist, the Storyteller 
  may rule that the predator lowers her Generation by 
  more than one step. This is particularly likely if the 
  victim was ancient (two millennia or more). It would 
  not be unreasonable for a Twelfth-Generation neo-
  nate who drank the blood of a 3000-year-old member 
  of the Fifth Generation to advance three or even more 
  Generation steps. Ultimately, this decision rests in the 
  Storyteller’s hands.
  Moreover, drinking the vitae of elder vampires can in-
  duce a temporary increase in the diablerist’s Discipline 
  levels (by one, two, or even more dots), as the potent 
  blood augments the predator’s own mystic arts. If the elder 
  vampire was several Generations removed from the dia-
  blerist’s own Generation, the effects can seem miraculous, 
  even if they are short lived. These increased powers last for 
  a single scene, unless the Storyteller decides otherwise.
  To commit diablerie, the diablerist must take blood 
  directly and immediately from the victim; the blood 
  may not be stored and used later. Moreover, only one 
  diablerist may commit the act on a given victim; a pack 
  of neonates cannot swarm around an elder like hungry 
  sharks, no matter how potent the victim’s blood.
  The Perils of Diablerie
  Committing diablerie seems like the perfect crime 
  to many power-hungry neonates. There is no body left 
  when the deed is done, as most vampires over a decade 
  old quickly rot into unrecognizable mounds of carrion. 
  Without solid evidence, it’s difficult for even the most 
  despotic Prince to make an outright accusation of mur-
  der. But those who commit the atrocity soon learn that 
  diablerists wear the evidence of their crime on their very 
  souls. Vampires with the Auspex Discipline can detect a 
  diablerist by using Aura Perception. The stolen energies 
  of the victim mingle with the energies of the diablerist, 
  leaving thick black marks running through the diabler-
  ist’s aura. These marks stand out as clearly as motor oil 
  on a crystal-clear pond, covering the softer colors of the 
  vampire’s own aura and betraying the crime. 
  Not all vampires know of diablerie or the stains it 
  leaves behind. Many younger Kindred might simply 
  question the odd discoloration on the vampire’s aura. 
  Most elder vampires understand what the stains mean, 
  though, and could well call for the diablerist’s imme-
  diate punishment or use the information as blackmail 
  at a later date. These marks remain in evidence for a 
  number of years equal to the difference between the 
  victim’s Generation and the diablerist’s original Gen-
  eration (mimimum one year, even if the victim was 
  higher Generation). In example, if a Twelfth-Gener-
  ation vampire drinks the blood of a Ninth-Generation 
  vampire (becoming Eleventh Generation in the pro-
  cess), the evidence remains on his aura for three years. 
  Additionally, practitioners of Thaumaturgy can use 
  the Path of Blood to detect the diablerist’s sin, even 
  centuries after the crime was committed. For that rea-
  son, in particular, practitioners of the Amaranth fear 
  the Tremere. 
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Even those without special perceptions often sense 
  a “taint” about the diablerist. For one month per Gen-
  eration removed from the victim, a diablerist gives off 
  a “vibe” that leaves more sensitive Kindred unsettled. 
  The Kindred in question may not actually know what 
  the diablerist did, but they’ll feel uncomfortable around 
  him just the same. A player whose vampire comes in 
  contact with a diablerist may make a Perception roll 
  (difficulty of 12 minus the sensing vampire’s Human-
  ity rating — vampires with high Humanity are more 
  aware of such things) to notice that something about 
  the diablerist just “doesn’t feel right.” Followers of al-
  ternate Paths of morality (see Chapter Ten) generally 
  fail to notice the unusual sensation, as they are no lon-
  ger attuned to their emotions in the same way. The 
  Storyteller has final say in these matters. 
  A few rumors speak of diablerists displaying certain 
  mannerisms of their late victims, particularly if the vic-
  tims were of great psychic fortitude (Willpower 10) and 
  of much stronger Blood than their murderers. If this is 
  true, and the soul of a particularly mighty undead can 
  manifest in the body of its killer, the implications are 
  frightening, particularly in light of the Jyhad.
  Such is the horror of diablerie that, according to 
  most elders, even a blood hunt is no grounds for its 
  practice. Hunters may drink a victim’s blood, even to 
  the last drop, but may not continue the process of dia-
  blerie once the victim is drained. Indeed, by decree of 
  the Inner Circle, only a sire is permitted to diablerize 
  her childe, and then only during a blood hunt. In prac-
  tice, many younger Kindred take every opportunity a 
  blood hunt’s chaos affords, and Princes may look the 
  other way if the criminal was heinous enough.
  Lastly, for Camarilla vampires and others who adhere 
  to the way of Humanity, there is the loss of Humanity 
  to consider. Diablerie is worse than murder: The Ama-
  ranth literally absorbs the victim’s soul, destroying any 
  chance of the victim finding peace in the afterlife. Such 
  a heinous crime strips a minimum of one Humanity dot 
  from the character’s Humanity rating. Additionally, for 
  extremely vicious attacks, the Storyteller might require 
  a Conscience roll (difficulty 8). Failure means the loss 
  of an additional Humanity point, while a botch could 
  well mean the loss of even more.
  Disease
  There are certain advantages to being a walking 
  corpse. One of the biggest is a natural immunity to 
  most diseases. AIDS, SARS, cancer, syphilis, and oth-
  er illnesses mean little or nothing to the undead.
  But immunity to disease doesn’t mean the vampires 
  can ignore diseases. Any illness that can be transmit-
  ted by the blood is a potential problem for vampires, 
  because they can carry the illness and transmit it from 
  victim to victim. Indeed, several Kindred have become 
  active carriers for HIV. By drinking from someone in-
  fected with HIV and then feeding on different victims, 
  these vampires have helped to spread a particularly 
  virulent infection.
  In some fiefdoms, any vampire found carrying such 
  a blood-borne disease is locked away for the good of 
  the herd. In rare cases such carriers have even been 
  put to Final Death for spreading disease. Such plague-
  dogs are frowned upon heavily in the Camarilla, for 
  not only does disease threaten the human populace, 
  but victims of the disease might speak of their affilia-
  tion with vampires, putting the Masquerade in grave 
  danger. Even the vampires of the Sabbat, with their 
  lack of concern for the herd, have begun to consider 
  regulations regarding disease carriers. 
  An Intelligence + Medicine roll (difficulty 7) will al-
  low characters to detect the presence of blood-related 
  diseases. On a failed roll, the vampire does not notice 
  the symptoms and exposes himself to disease (Stamina 
  roll, difficulty 6, to avoid). A botch indicates the char-
  acter feeds sloppily and automatically becomes a car-
  rier for the disease. 
  Kindred legends speak of certain plagues potent 
  enough to affect vampires. Very few vampires have 
  any knowledge of such ailments, and those who do are 
  highly prized. Despite the Kindred’s formidable pow-
  ers, they are ill-prepared to handle the occasional ill-
  ness that can cause them harm.
  Electrocution
  Vampires are not nearly so affected by simple elec-
  tricity as are mortals. Nonetheless, electrocution might 
  occasionally prove a danger. The strength of the elec-
  trical flow determines the amount of lethal damage 
  a character takes from electrocution. She suffers the 
  damage effect noted below each turn until contact 
  with the source is severed (Strength roll to pull away; 
  difficulty 5 for vampires, 9 for mortals). Vampires may 
  soak this damage normally, but, if a soak roll is botched, 
  the damage is considered aggravated — the vampire’s 
  bloodstream and brain are fried.
  Electrical damage is a lethal effect, and armor doesn’t 
  protect against it (depending on the subject’s defenses, 
  the circumstance, and the Storyteller’s decision).
  
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  CHAPTER SIX: SYSTEMS AND DRAMA
     Health Levels/Turn  Electrical Source
  One  
   
  Minor; wall socket
  Two  
   
  Major; protective fence
  Three  
   
  Severe; vehicle battery,   
   
   
   
  junction box
  Four  
   
  Fatal; main feed line,   
   
   
   
  subway rail
  If a mortal character is subjected to significant 
  amounts of electrical damage (that reduce her to Inca-
  pacitated), she may suffer permanent damage. This can 
  be physical impairment (reduced Physical Attributes), 
  permanent memory loss, brain damage (reduced Men-
  tal Attributes), or disfigurement (reduced Appear-
  ance). Specifics are up to the Storyteller.
  Faith
  According to Kindred legend, the Curse of Caine has 
  made all vampires forever outcast in the eyes of God. 
  This might or might not be the case, but it is quite 
  true that symbols or persons of great religious faith can 
  cause discomfort or even harm to the Damned.
  Most mortals, even supposedly devout ones, lack the 
  ability to affect the Kindred with faith alone. However, 
  certain mortals — those with the True Faith Trait — 
  can use their devotion as a defense or weapon against 
  vampires. See page 372 for further information.
  Falling
  Even vampires can suffer great damage from falling 
  significant distances. The Storyteller rolls one die of 
  bashing damage for every 10 feet or 3 meters (rounded 
  down) that your character falls before hitting some-
  thing solid.
  Falling damage may be soaked normally. Landing on 
  sharp objects can change the damage from bashing to 
  lethal at the Storyteller’s discretion.
  If your character plummets 100 feet (30 meters) or 
  more, she reaches terminal velocity. The damage ef-
  fect reaches a maximum of 10 dice at this point, and it 
  is considered lethal damage. Additionally, any armor 
  your character wears in a terminal-velocity fall func-
  tions at only half its rating (rounded down), since it’s 
  not designed for this sort of punishment.
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Fire and Burns
  Vampires fear fire, for it is one of the few things that 
  can end their immortal existences. Fire damage is ag-
  gravated and ignores armor; it may be soaked only with 
  Fortitude. A fire’s size determines the levels of aggra-
  vated damage a character endures per turn, while its 
  heat determines the difficulty of the Fortitude soak roll. 
  A character suffers the full damage effect for each turn 
  that she’s in contact with the flames; she must leave 
  the area and/or put out any fire on her to stop taking 
  damage. All damage inflicted by fire is automatically 
  successful unless soaked (i.e., a character trapped in a 
  bonfire takes two automatic health levels of damage per 
  turn, not the results of two damage dice per turn).
     Soak Difficulty 
     Heat of Fire 
  3 
   
   
  Heat of a candle  
   
   
   
   
  (first-degree burns) 
  5 
   
   
  Heat of a torch   
   
   
   
   
  (second-degree burns)
  7 
   
   
  Heat of a Bunsen burner  
   
   
   
  (third-degree burns)
  8 
   
   
  Heat of an electrical fire 
  9 
   
   
  Heat of a chemical fire
  10 
   
   
  Molten metal
     Health Levels/Turn    Size of Fire
  One  
   
  Torch; a part of the body is  
   
   
   
  exposed to flame
  Two  
   
  Bonfire; half of the body is  
   
   
   
  exposed to flame
  Three  
   
  Raging inferno; entire body is  
   
   
   
  engulfed in flame
  If your character falls to Maimed, she is scarred tem-
  porarily by the flames (reduce Appearance by one until 
  her wounds recover to Bruised). If she is reduced to 
  Crippled or Incapacitated by the fire, the burns cov-
  er the majority of her body, reducing Appearance by 
  two.
  Frenzy and Rötschreck
  Trapped within the false civility of the Camarilla and 
  the forced camaraderie of the Sabbat, there is a hidden 
  truth: Vampires are monsters, possessed of an inner 
  Beast. Though, like humans, they have the capability 
  to overrule their baser instincts, sometimes they fail. 
  When this occurs, the Hunger and the Beast become 
  uncontrollable, and no one is safe from their excesses. 
  Older vampires refer to the ensuing savage fits as “suc-
  cumbing to the Beast Within.” Younger Kindred refer 
  to these outbursts simply as frenzies.
  The Nature of the Beast
  During a frenzy, a character literally — and usually 
  unwillingly — gives into the darkest instincts of the 
  vampiric nature. The character is consumed with rage 
  or hunger, unable — or unwilling — to consider the 
  effects of any action. Friends, foes, lovers, ethics: None 
  of these things matter to a vampire in frenzy. If a vam-
  pire in frenzy is hungry, he will feed from whoever is 
  closest without regard for the vessel’s well-being. If the 
  vampire is angry, he will do everything in his power 
  to destroy the cause of his anger. A vampire struck by 
  fear will commit any atrocity to remove himself from 
  the source of his terror, regardless of the consequences. 
  The character completely surrenders to the basest as-
  pects of his Nature, shunting aside the Demeanor most 
  commonly presented to those around him. He is, in 
  short, the Beast.
  In the Camarilla, succumbing to frenzy is seen as 
  weakness, a humiliating loss of control. Vampires who 
  frenzy often, and especially in public, run the risk of 
  social rejection or worse. Though many among the Ca-
  marilla Kindred are monsters through and through, the 
  laws of the Masquerade and simple civility require that 
  the Beast be kept in check; those who cannot do so 
  are not vampires, but animals, and should be put down 
  for the good of all. Among the Sabbat, frenzy is seen 
  as a natural urge, like mortals’ needs for food and sex. 
  Sabbat vampires deride the Camarilla’s attitude toward 
  frenzy as that of weak-willed fools who cannot accept 
  their true predatory nature. Accordingly, Sabbat typi-
  cally seek not to prevent frenzy, but to control it and 
  use it to their advantage. 
  A frenzy can be induced by many things, but great 
  rage or hunger are the most common provocations. 
  It is dangerous to deny or humiliate the undead. For 
  
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  CHAPTER SIX: SYSTEMS AND DRAMA
  this reason, vampires of the Camarilla commonly veil 
  slights and threats in webs of double-talk and subtlety, 
  lest they suddenly trigger an outburst in Elysium or con-
  clave. Ultimately, the Storyteller can call for a vampire 
  to make a frenzy roll at any time, whenever he feels the 
  character might have cause to lose control.
  A vampire in frenzy gains several temporary benefits 
  from the state. Vampires in frenzy completely ignore all 
  dice pool penalties inflicted by injury, until the frenzy 
  ends. Once the frenzy is finished, the pain comes back 
  and the crippling effects of the wounds take hold again. 
  All difficulties to Dominate or otherwise mentally con-
  trol a frenzied character are increased by two, and all 
  difficulties to resist the effects of such mental control 
  are reduced by two. The character never needs Will-
  power rolls to accomplish a feat, because the rage fuel-
  ing the vampire’s actions is both a catalyst to height-
  ened state of mind and a barrier against unwanted 
  intrusions. Lastly, characters in frenzy are immune to 
  the detrimental effects of Rötschreck.
  Systems
  The rules for handling a frenzy are deliberately 
  vague, and the Storyteller is encouraged to make what-
  ever changes she deems necessary to accommodate her 
  chronicle. 
  In some cases, Kindred can manage to overcome the 
  urge to frenzy. A vampire on the verge of frenzy must 
  make a Self-Control roll against a variable difficulty. 
  (Vampires with the Instinct Virtue always frenzy — 
  see p. 315 for more). The difficulty is often 6 to 8, but if 
  trying to overcome the urge to commit a blatantly evil 
  act, the vampire’s player can roll against a difficulty 
  of (9 minus Conscience) instead. The character must 
  score five successes to completely overcome the desires 
  for violence, but even one success halts the frenzy tem-
  porarily. For each success below five, the character can 
  resist the urge to frenzy for one turn. After this dura-
  tion expires, the character may try again to gain extra 
  successes and thus continue to resist the frenzy. Once 
  five successes are acquired, over a longer or shorter pe-
  riod, the vampire resists the Beast’s urges.
  Failure means the character goes into an emotional 
  rampage, doing exactly what she wants to do with no 
  worries of later repercussions. Botching the Self-Con-
  trol roll means the character remains in a frenzy until 
  the Storyteller decides otherwise, and (at the Story-
  teller’s discretion) she may gain a derangement related 
  to the frenzy. 
  The following list shows common stimuli that can 
  incite a frenzy, and the typical difficulty for a character 
  to resist. If the frenzy has the potential to cause the 
  vampire to commit an atrocity (killing a child or other 
  innocent, for example), the Storyteller can rule that 
  the difficulty is (9 minus Conscience or Conviction) 
  instead.
     Provocation  
   
   
  Difficulty
  Smell of blood (when hungry)  
  3 (or higher  
   
   
   
   
   
  in extreme  
   
   
   
   
   
  cases)
  Sight of blood (when hungry)  
  4 (or higher  
   
   
   
   
   
  in extreme  
   
   
   
   
   
  cases)
  Being harassed 
   
   
  4
  Life-threatening situation 
   
  4
  Malicious taunts 
   
   
  4
  Physical provocation  
   
  6
  Taste of blood (when hungry)  
  6 (or higher  
   
   
   
   
   
  in extreme  
   
   
   
   
   
  cases)
  Loved one in danger  
   
  7
  Outright public humiliation  
  8
  Note: The Storyteller has final say in what can or 
  cannot provoke a frenzy. In some cases the Storyteller 
  might completely ignore what the players feel should 
  send their characters into a rage, and instead have some 
  minor event cause a frenzy. This is commonly done in 
  situations where the Storyteller feels a frenzy can make 
  a point about a character’s personality, or enhance the 
  events of a story. 
  Roleplaying Frenzy
  Characters in a frenzy are not themselves — or, more 
  accurately, reveal more of themselves than they nor-
  mally would. They will do anything to sate their hun-
  ger or destroy the source of the frenzy, even attacking 
  other players’ characters. Characters in a frenzy gener-
  ally attack their enemies first, but if no enemies are 
  present, friends are perfectly acceptable fodder for their 
  baser instincts. Even lovers and family can fall victim 
  to vampires in frenzy. The character might feel remorse 
  and hideous guilt later, but while the frenzy occurs, 
  nothing matters save the immediate gratification of the 
  character’s desires. This can lead to subsequent degen-
  eration checks (p. 309). Therefore, repeated frenzies 
  
  299 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  can prove very detrimental to a vampire’s Humanity 
  or Path.
  Some players might feel hesitant about roleplaying a 
  frenzy, but such is the nature of the vampire. Players are 
  encouraged to portray the frenzy effectively. A player 
  whose character is in the midst of frenzy may choose to 
  spend a Willpower point. This enables him to control 
  one action of his character for one turn. In this man-
  ner, a vampire may give her victim-to-be a chance to 
  run, or an offending mortal the chance to stammer out 
  an apology. This moment of self-control lasts for only a 
  turn, possibly two; it does not stop the frenzy, but only 
  allows the character to control it slightly. As Story-
  teller, if a frenzied character takes an action you deem 
  inappropriate, you may allow the action, but rule that 
  the character has just spent a Willpower point to take 
  the action.
  The Storyteller decides how long any frenzy lasts, but 
  one scene typically suffices. If a character is knocked 
  unconscious or trapped alone for an extended period, 
  the odds are good she will eventually regain control of 
  herself. 
  Rötschreck: The Red Fear
  Though there are few things that can kill a vam-
  pire — and though many among the Damned claim 
  to loathe their immortality — certain sources of injury 
  frighten all vampires. Sunlight and fire can bring about 
  a terrified flight-or-fight mentality. While under the 
  spell of this Rötschreck, a vampire flees in blind panic 
  from the source of her fear, frantically lashing out at 
  anything in her way regardless of any personal attach-
  ments or affiliations. Rötschreck is in most ways similar 
  to any other frenzy; just as the Beast sometimes seizes 
  control in times of anger, so it does in times of great 
  fear.
  Relatively innocuous stimuli, or stimuli directly 
  under the character’s control, are unlikely to induce 
  Rötschreck. For example, a character who sees a lit 
  cigarette in a nightclub, or a screened-in fireplace in an 
  ally’s home, might grow uneasy, but is unlikely to suc-
  cumb to the Red Fear. If that same cigarette is pointed 
  threateningly at the vampire, though, or the fireplace 
  suddenly flares up…
  A vampire seeking to avoid Rötschreck requires a 
  Courage roll. As with frenzy, five successes must be ac-
  cumulated to ignore the Beast completely, though few-
  er successes enable the vampire to overcome her fear 
  for a greater or lesser period of time. Failure means the 
  vampire flees madly from the danger, making a beeline 
  for safety and tearing apart anything or anyone that 
  gets in her way. Any attempt to restrain a vampire suf-
  fering from Rötschreck results in an immediate attack, 
  just as if the character were in frenzy. One Willpower 
  point may be spent to maintain control for one turn.
  A character who is the victim of a botched Courage 
  roll immediately frenzies and remains in a frenzy until 
  the Storyteller decides otherwise.
     Provocation  
   
  Difficulty
  Lighting a cigarette 
   
  3
  Sight of a torch 
   
  5
  Bonfire 
   
   
  6
  Obscured sunlight 
   
  7
  Being burned  
   
  7
  Direct sunlight 
   
  8
  Trapped in burning building  9
  Golconda and  
  Other Means of Salvation
  For most Kindred, to be vampire is to be eternally 
  Damned. Many legends speak of vampirism as the 
  curse not only of Caine, but of the Devil himself. To 
  become vampire means being forever forsaken by God 
  and man, and so an unlife of horror leads, at last, to an 
  afterlife in hell. Even those vampires who scorn such 
  “superstition” nonetheless see a secular hell of sorts in 
  their Beast, their Hunger, and the all-consuming ennui 
  that comes with centuries of existence. 
  It is not surprising, then, that some Kindred speak of 
  a state of being whereby they may transcend their eter-
  nal hunger and rage. Vampires who attain this state, 
  which is called Golconda, are said to have mastered the 
  Beast to such an extent that it no longer controls their 
  actions. While still tied to the need for blood, vampires 
  in Golconda need far less of it than their ravenous kin. 
  Moreover, they are able to quell the urges of the Beast 
  to such an extent that they need never fear losing con-
  trol to it. They are no longer properly Kindred, but a 
  different, higher species of creature entirely.
  As the stories go, Golconda is known only to a few 
  among the undead, and these no longer participate in 
  the Jyhad or the society of their kind. They live in the 
  wild places, at one with the beasts of the field and the 
  birds of the sky. Even the werewolves leave the masters 
  
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  CHAPTER SIX: SYSTEMS AND DRAMA
  of Golconda be. Vampires in Golconda occasionally 
  enter the larger society of undead, seeking disciples 
  whom they can guide along the path to Golconda — 
  but only in secret, for they wish nothing to do with the 
  Jyhad. A few stories say that one of the Antediluvians 
  has found the path to Golconda, and that this being 
  seeks both to bring other Damned into Golconda’s 
  grace and to frustrate the schemes of its rivals. In truth, 
  none will — or can — say.
  Among the Camarilla, Golconda is seen as a pleas-
  ant but ultimately whimsical fable — an allegory for 
  maintaining one’s Humanity, but nothing more than 
  that. Some among the Inconnu are said to possess the 
  secrets of Golconda, and to aid actively in its attain-
  ment — then again, there are many rumors concerning 
  these recluses. The Sabbat, by contrast, scorn Golcon-
  da and its seekers as unworthy vampires. Wolves, they 
  say, should not seek to emulate sheep.
  Storytellers are free to include Golconda in their 
  chronicles, and players may pursue it if they choose. 
  Attaining Golconda, though, cannot be simulated 
  with charts or experience points. It is as ephemeral, 
  yet as powerful, as love or self-acceptance, and its at-
  tainment should be the focus of an entire chronicle. In 
  general, characters learn of Golconda only after spend-
  ing some time among the undead, for Golconda lore is 
  spread in puzzling riddles and whispered from seeker to 
  seeker. Many vampires never hear of it at all.
  Pursuit of Golconda entails not only seeking out 
  cryptic lore, but also seeking the truth in the vampire’s 
  own being. It is certain that vampires who wish to at-
  tain Golconda must feel — and display — remorse. The 
  greater a vampire’s sins, the greater the penance neces-
  sary. Vampires wishing to enter Golconda must seek out 
  the families of old victims and make amends, protect 
  those weaker than they, and try to make the World of 
  Darkness a better place. This inevitably entails main-
  taining one’s Humanity and spending Willpower to 
  commit good deeds (and avoid monstrous ones) when-
  ever possible. (Vampires on Paths of Enlightenment are 
  believed to be unable to achieve Golconda.)
  As mentioned, attaining Golconda should come only 
  at the end of a long and arduous chronicle (spanning 
  months, if not years, of real time). During this chronicle, 
  characters must meet certain criteria. They must attain 
  Humanity ratings of 7 or higher and Conscience ratings 
  of 4 or higher, and they must maintain those ratings over 
  lengthy periods. They must seek always to overcome the 
  worst effects of frenzy, fighting the urge and spending 
  Willpower points if necessary to avoid committing atroc-
  ities. Moreover, they must consistently display penitent, 
  abstinent, and honorable behavior over dozens of stories. 
  Power, indiscriminate feeding, and the games of the Jyhad 
  are to be avoided by vampires seeking the higher path.
  Typically, at about the midpoint of the chronicle, 
  prospective Golconda-seekers travel in search of a 
  mentor reputed to harbor the secrets of Golconda. If 
  they find a mentor, the vampires must prove them-
  selves worthy through the undertaking of quests and 
  answering of riddles. Such tasks often lead the questers 
  through grave perils to both body and soul.
  The culmination of the chronicle comes when a 
  worthy vampire undergoes a ritual called the Suspire. 
  Sometimes the vampire is approached by others already 
  in Golconda, who guide the vampire through the test; 
  other times, the mentor conducts the Suspire; still oth-
  er times, the vampire travels into the wilderness and 
  undergoes the Suspire alone. The precise effects of the 
  ritual are unknown (and in the Storyteller’s hands), 
  save that it involves a perilous journey into the world 
  of dreams and, ultimately, into the vampire’s own soul. 
  It is extraordinarily difficult, and many vampires fail to 
  survive it with unlives or sanity intact. Still others re-
  turn from the Suspire whole, but having forever failed 
  to gain Golconda. There are no second chances, and so 
  perhaps the lot of the latter is the most bitter of all.
  Should a vampire actually gain this legendary state, 
  the effects are most miraculous. Foremost among them 
  is a total immunity to frenzy or Rötschreck. The vampire 
  will never again commit an evil act at the Beast’s urging 
  (though the player can still choose to sin, the dice will 
  never again force a character to do wrong). Though a 
  vampire in Golconda must drink vitae, he need never 
  fear inadvertently taking too much from a victim. 
  In addition, the character does not need to drink 
  blood as often. The character loses only one blood 
  point per week rather than one blood point per night. 
  He must still spend blood normally to power Disci-
  plines, heal wounds, etc.
  Furthermore, a vampire in Golconda partly tran-
  scends the Curse binding his own Blood to the fount 
  of Caine. In so doing, he may increase any Trait to as 
  high as 10, regardless of Generation. His blood pool 
  remains as it was, though.
  A vampire in Golconda must maintain rigid stan-
  dards of physical and mental purity. Should his Hu-
  manity rating ever slip below 7, or his Conscience rat-
  ing ever fall below 4, the vampire loses all benefits of 
  Golconda, including heightened Traits.
  
  301 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Becoming Mortal
  Besides the tales of Golconda, certain legends among 
  the Kindred speak of vampires who have thrown off 
  the Curse of Caine completely and become mortal 
  once more. No vampire seems to actually know any 
  of their kind who has done such a thing; all such tales 
  involve “the lover of my grandsire’s ally” or “the childe 
  of a distant Prince” or some other indeterminate figure. 
  The catalysts behind such a change can be anything 
  from slaying one’s sire to finding true love to sacrificing 
  oneself unselfishly for another (and becoming mortal 
  in the dying). Most Kindred, cynical and jaded as they 
  are, scoff at such tales — then again, acts of true love 
  or unselfish sacrifice in the world of the Damned are 
  rare indeed. Ultimately, the truth of such things is up 
  to the Storyteller.
  Poisons and Drugs
  As undead, vampires have little fear of conventional 
  poisons. However, they may succumb to poisons or 
  drugs contained within the bloodstream of their vic-
  tims. Indeed, certain vampires actively seek out vic-
  tims under the influence of alcohol or drugs to receive 
  a vicarious buzz.
  Following are some examples of what might happen 
  if a vampire were to drink the blood of a poisoned or 
  drugged victim. A vampire with low Willpower (4 or 
  less) and/or an appropriate Nature (Bon Vivant, Child) 
  might risk addiction to a certain substance, but this is 
  unlikely. In general, the effects of most drugs on vam-
  pires are far less than their effects on humans.
  • Alcohol: The vampire subtracts one from Dexter-
  ity and Intelligence dice pools for every two drinks’ 
  worth of alcohol in his victims’ blood. This effect fades 
  at the rate of one die per hour, as the alcohol purges 
  itself from the bloodstream.
  • Cocaine/meth/speed: Vampires with the Celerity 
  Discipline gain an extra level of the Discipline for (10 
  minus Stamina) minutes after drinking. Difficulties to 
  resist or control frenzy are increased by one.
  • Hallucinogens: The vampire lowers all dice pools 
  by one to three (inability to concentrate). He suffers 
  effects similar to the Level Two Dementation power 
  The Haunting. Depending on the precise nature of the 
  “trip,” he may gain extra dice in one particular Abil-
  ity (such as Awareness) or find his Auspex Discipline 
  raised by a dot or more. The effects last for (8 minus 
  Stamina) hours.
  
  302 
  CHAPTER SIX: SYSTEMS AND DRAMA
  • Heroin/morphine/barbiturates: The vampire sub-
  tracts two from Dexterity and all Ability dice pools for 
  (10 minus Stamina) minutes, and experiences a dream-
  like state for (12 minus Stamina) hours. Difficulties of 
  frenzy rolls are decreased by one.
  • Marijuana: The vampire experiences a slightly al-
  tered perception of time, as well as a one-die reduction 
  to Perception dice pools. Difficulties of frenzy rolls are 
  decreased by one, due to the calming effect of the drug. 
  The effects last for about half an hour.
  • Poison: The vampire subtracts one from all dice 
  pools and takes from one to three levels of lethal dam-
  age per scene or even turn, depending on the intensity 
  of the poison. Few poisons have any real effect on the 
  undead, and most inflict a fixed maximum amount of 
  damage before wearing off. The vampire may purge the 
  blood at his normal expenditure rate, and the effects 
  heal automatically within minutes to hours after purg-
  ing the blood.
  • Salmonella (food poisoning): The vampire be-
  comes nauseated, unable to consume more blood (roll 
  Stamina, difficulty 6, to overcome), and suffers one 
  health level of bashing damage. The effects last about 
  a day.
  Sunlight
  Sunlight, even more than fire, is deadly to vampires. 
  Even diffuse sunlight running through a heavy curtain 
  can cause burns, and direct sunlight sears to ash all but 
  the most powerful vampires. Unless a character has 
  Fortitude, the rays of the sun cause burns. Characters 
  with Fortitude (and only characters with Fortitude) 
  may attempt to soak sun damage, using a soak dice pool 
  equal to the level of the Discipline. The difficulty to 
  soak the damage depends on the intensity of the light, 
  while the amount of damage taken depends on the 
  amount of protection between the vampire’s skin and 
  the sunlight. 
  No part of a vampire is immune to the rays of the 
  sun. Any character looking into direct sunlight is 
  blinded instantly, her retinas burned by the illumina-
  tion. Fortunately for vampires, the light reflected from 
  the moon is not strong enough to inflict any serious 
  damage, though some suffer the equivalent of mild 
  sunburn if they are exposed to the light of a full moon 
  and aren’t wearing any protective gear. 
  As with fire, sunlight inflicts automatic damage per 
  turn unless soaked.
     Soak Difficulty  
  Intensity of Light
  3 
   
   
  Faint light coming through a  
   
   
   
  closed curtain; heavy cloud  
   
   
   
  cover; twilight
  5 
   
   
  Fully protected by heavy  
   
   
   
  clothes, sunglasses, gloves,  
   
   
   
  and a wide-brimmed hat
  7 
   
   
  Indirect light coming through  
   
   
   
  a window or light curtains
  9 
   
   
  Outside on a cloudy day; hit  
   
   
   
  by one ray of direct light;  
   
   
   
  catching the sun’s reflection  
   
   
   
  in a mirror
  10 
   
   
  Direct rays from an  
   
   
   
   
  unobscured sun
     Health Levels/Turn Exposure 
  One  
   
  Small part of body exposed  
   
   
   
  — a hand or part of the face
  Two  
   
  Large part of body exposed  
   
   
   
  — a leg, an arm, or the whole  
   
   
   
  head
  Three  
   
  Fifty percent or more of the  
   
   
   
  body exposed — wearing thin  
   
   
   
  clothing
  Temperature Extremes
  Vampires, being undead, suffer little from the priva-
  tions of temperature. However, very high (200+ °F or 
  100+ °C) temperatures might have the same effects as 
  fire, at the Storyteller’s discretion. Vampires suffering 
  from extreme cold might be forced to spend additional 
  blood points or suffer from the effects of frostbite (-1 
  or more to Dexterity-based dice pools). In general, 
  though, vampires should not suffer greatly from most 
  “normal” temperature fluctuations.
  
  303 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Example of Play
  [Joseph has gathered Kelley, Michelle, and David to-
  gether for a Vampire story. Joseph is the Storyteller. 
  Kelley plays Jillian Brand, a Toreador dilettante; Mi-
  chelle plays DMZ, a Gangrel gangbanger/would-be 
  Anarch; and David plays MortyxX, a loathsome Nos-
  feratu ex-coroner. The three have gathered to inves-
  tigate strange activities in the Barrens of the inner 
  city, activities which have led to the disappearance 
  of Jillian’s sire Miranda, open warfare among DMZ’s 
  gangsta allies, and the firebombing of a Nosferatu ten-
  ement-aerie. The three characters, realizing that fate 
  has thrown them together, have agreed to meet at a 
  popular Kindred nightclub.]
  [Kelley arrives a few minutes before the other play-
  ers, so, to pass the time, she and Joseph launch into 
  a one-on-one storytelling exercise involving Jillian’s 
  interaction with her herd.]
  An hour after sundown. Jillian lies pale and languor-
  ous on velvet sheets, entwined in the romance-novel-
  model arms of Miguel, her latest doll. His mouth on 
  her neck is simultaneously enticing and vaguely irri-
  tating, his breath pungent and mammalian; she twists 
  her head about to dislodge him, presses her lips to his 
  waiting ones, nibbles at his lower lip and then slowly 
  sinks her teeth into the fleshy bit.
  A sharp intake of breath — from him, not her — as 
  she sucks. Muttered exclamation of pain. 
  “There, there, sweetness,” she mutters abstractedly, 
  kissing the wound closed. “Such a brave lad you are. 
  See. Just a love bite.” She rolls up, assuming a sitting 
  position. This wasn’t distracting her. Images of Miran-
  da superimposed themselves over the kine’s vapid fea-
  tures. “Now, M, lie back. Jill has errands to attend to 
  this evening. Perhaps we should rendezvous at… no, I 
  might be out a while. Sleep, dearest, then go home, and 
  I’ll call you sometime.” Miguel gives a bovine grunt of 
  half-conscious assent, already sinking into slumber.
  [Michelle and David arrive, so Joseph and Kelley cut 
  their freestyle roleplay short and begin the game as a 
  whole.]
  Jillian drives herself — even with all eternity ahead of 
  her, there’s nothing like effortlessly whipping a BMW 
  down a busy thoroughfare — to the agreed-upon spot, 
  valet-parks, and waves to the bouncer in lieu of paying. 
  Even by mortal standards, this club has seen an absurd 
  number of incarnations, so it’s a perfect rendezvous for 
  younger Licks seeking to avoid the attentions of their 
  change-wary elders. Now it plays techno, or dubstep, 
  or whatever the children are listening to this week. 
  There’s the amusingly named DMZ, uncharacteristi-
  cally early, face set in that sullen pout that signifies 
  vulnerability hidden under faux indifference. It’s only 
  a so-so hunting mechanism for mortals, better when 
  coupled with the ability to eviscerate prey with a back-
  hand swat.
  [Joseph sits back, sets the scene at the club, and 
  watches as Kelley, Michelle, and David guide their 
  characters through a little roleplaying and one-ups-
  manship.]
  Jillian saunters over as DMZ sneers. Normally, she 
  loves baiting the shrill little Anarch, but she’s too 
  anxious about Miranda. Besides, a cursory aura-glance 
  reveals that the Gangrel’s not in the mood to lose a 
  duel of repartee, so Jillian decides to come right to the 
  point. “Any news on what’s up?”
  “Shit.” DMZ dry-spits in disgust at the dance floor. 
  “Not a goddamn one of the motherfuckers is saying 
  anything. All anybody knows is that some motherfuck-
  ers with extreme firepower are setting up shop, no con-
  nections to anyone known, and fuck any boundaries.” 
  DMZ sniffs at the air, in the manner of a dog. “I smell a 
  bad time rising in this city. Maybe time to move on.”
  “Werewolves’d make sushi of you, flavor it with that 
  chip on your shoulder.” It’s MortyxX, creeping up on 
  them as usual, presumably just crawled up out of what-
  ever hellhole he rested in during the day. Jillian can 
  barely make him out; shadows mercifully cloak the 
  patchwork thing he calls a body, revealing only the 
  odd lump or appendage bent in decidedly unnatural 
  fashion.
  “Ahh… I thought the place smelled of formalde-
  hyde,” Jillian mutters.
  “What you smell, sweetie, is a lead as to what’s going 
  on, which is more than any of the rest of you’ve got. But 
  if you’re going to cop an attitude…” MortyxX seems to 
  shrug in the shadows, then turn his bulk away.
  “Go on, then, Rat,” Jillian says. “Who’ll help you? 
  The Prince? Unlikely. The rest of your foul brood? 
  You’re doing this to earn status with your sewermates, 
  not toady to ‘em. Why don’t you just spit out what 
  you’ve got so we can move on?”
  
  304 
  CHAPTER SIX: SYSTEMS AND DRAMA
  “Well, then. A little bird in a certain shipping com-
  pany tells me that, while all this hubbub’s been going 
  on, trucks have been driving over to, and unloading 
  crates at, the Devil’s Playground — that abandoned 
  tenement turned squatter zone. Now what use would 
  a bunch of crackheads and derelicts have for crates full 
  of stuff — right on the borders of a war zone in your 
  turf, Anarch?”
  “Crates of what?”
  “Don’t know. Mysterious how the invoices just up 
  and disappeared. I caught a glimpse of some of the box-
  es in a temporary — sunproof — storage facility. Big 
  enough for weapons — or your sire, Jill, or maybe just 
  pieces of her.”
  “That’s all you’ve got? Strictly circum—” Jillian halts 
  in midsentence as MortyxX holds up a distinctive pur-
  ple scarf. 
  “Interesting how things get left lying around,” Mor-
  tyxX says. “I seem to recall your sire wearing this little 
  trinket to one of those high-society soirees I wasn’t 
  invited to but crashed anyway. What’s it doing in a 
  rundown and dirty warehouse? And why are Kindred 
  being moved through the middle of a gangland battle-
  ground — unless someone’s got a decided use for some-
  thing they’ve got — like their blood?”
  There’s no more to say. The three leave the club and 
  hop in Jillian’s car. Jillian spins the BMW into town, 
  taking care to avoid the Avenue — where their move-
  ments will be plain as day to gossiping Harpies — and 
  discreetly circumventing the Five Bowers region — de 
  facto territory of Candlemas, a Lunatic of great age and 
  uncertain humors.
  [Because the players state that they wish to avoid 
  notice from the Kindred community as a whole, the 
  Storyteller has Jillian roll Wits + Stealth (difficulty 5) 
  to avoid scrutiny. She rolls three dice for her Wits, plus 
  one for her Stealth rating of 1, and gets one success.]
  The neighborhoods deteriorate around them — 
  prime Anarch hunting grounds. Jillian, not wanting to 
  park her car close to the Devil’s Playground or alert 
  anyone within the building, parks the car on a desert-
  ed side street, praying that no one trashes the vehicle 
  while she’s away. The three Kindred get out, walking 
  through an urban version of purgatory. Sirens wail in 
  the distance, groans echo from nearby alleyways, and 
  once a chopper swoops over the blighted zone.
  “Nice neighborhood you live in, Z,” Jillian mutters.
  “Fuck you, you skanky bitch!” DMZ retorts. “What 
  the fuck would you know about having a neighbor-
  hood, since you get handed everything on both sides 
  of life?”
  “Oh, spare me the—” Jillian’s rebuttal is interrupted 
  as the disgusted MortyxX, eschewing subtlety, walks 
  out right under a flickering streetlight — an action, 
  Jillian notes, that flouts the Prince’s law more mean-
  ingfully than all of DMZ’s posturing — and brazenly 
  snatches a woman off the street. 
  [While they walk through the adjoining tenements to 
  the Devil’s Playground, David, realizing that MortyxX 
  is low on blood, asks Joseph if he can make a hunting 
  roll. Joseph says okay, but decides to raise the difficulty 
  by one — after all, MortyxX’s attention is elsewhere. 
  The difficulty is 5 — they’re more or less in red-light 
  central — and MortyxX has a Perception rating of 3. 
  He rolls 1, 9, 8 — one success total. Prey is in the area, 
  and Joseph decides to act out the hunt.]
  The woman, obviously a prostitute, screeches and 
  beats at MortyxX’s implacable talons. “Get yer damn 
  hands off me, asshole. You want a blow job, it’s gonna 
  be—” The glassy-eyed woman catches a glimpse of 
  MortyxX’s lump of a face under the streetlight. “What 
  the fuck is that, some kinda mask, or are you just—”
  “It isn’t a mask, you stupid, dead bitch,” MortyxX 
  hisses, and wrenches her neck with one hand. The ver-
  tebrae separate with a crack that would have churned 
  Jillian’s stomach in her breathing days. Pressing the 
  spasming body against the alley wall and the horrified 
  face to his own, MortyxX gnaws away at the corpse’s 
  skin in a parody of passion, then sucks luridly at the 
  tatters of the face. In the nearby buildings, lights flicker 
  prudently off.
  [Because MortyxX so greatly overpowers his victim, 
  the Storyteller dispenses with combat rolls, simply al-
  lowing MortyxX to kill the girl. MortyxX still retains 
  Humanity, though, and murder is a gross violation of 
  the Hierarchy of Sins (covered in Chapter Ten). Jo-
  seph calls for David to make a Humanity roll, using 
  MortyxX’s Conscience rating (2) versus a difficulty 
  of 8. David scores 3 and 9 — one success. MortyxX is 
  gripped with a sense of the pointlessness of the slaugh-
  ter, and will probably dream of the girl for days after-
  ward. He does not lose a point of Humanity — this 
  time.]
  [Figuring the woman might be on drugs or have a 
  disease, Joseph decides to secretly roll a die — 1 to 5, 
  
  305 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  she’s sick or on something, 6 to 10, she’s clean. The roll 
  comes up 8, so MortyxX is no filthier than usual.]
  Leaving the corpse twisted in a dumpster, MortyxX 
  leads the trio two more blocks, then motions them 
  around a corner. In front of them, the edifice known as 
  the Devil’s Playground looms against the dead gray sky. 
  Fires crackle on the rooftop, and laughter reverberates 
  from broken doorways whose gaping interiors dance 
  with fireflies of blue flame.
  DMZ gives a long, low whistle. “My sire told me that 
  when the Sabbat came to his city in the ‘50s, they lit 
  fires everywhere. Burned the damn Primogen hall down 
  under cover of a race riot. Bastards love to burn shit.”
  The three Kindred carefully begin walking around 
  the sides of the tenement, staying close to the shad-
  ows. As Jillian walks, though, her foot crunches on 
  something that hisses at her — a huge rat! Jillian yelps, 
  startled, and answering shouts echo from one of the 
  tenement’s broken doorways.
  [The coterie decides to sneak around the sides of the 
  building, looking for an entrance or anything else of 
  relevance. MortyxX, not wishing to be invisible to his 
  companions, eschews Obfuscate. Joseph calls for the 
  trio to make Dexterity + Stealth rolls versus difficulty 
  7. David rolls MortyxX’s Dexterity (3) + Stealth (3) 
  and scores 2, 8, 4, 8, 4, 5 — two successes. Michelle 
  rolls DMZ’s Dexterity (4) and Wits (2) and scores 9, 1, 
  7, 5, 5, 5 — one success. Kelley, though, after totaling 
  Jillian’s Dexterity (2) and Stealth (1), rolls 1, 5, 4 — a 
  botch!]
  Three figures emerge from the doorway, knives in 
  hand. The huge, shambling shapes lumber toward the 
  vampires, and Jillian’s Heightened Senses smell the 
  distinctive scent of augmented vitae characteristic of 
  ghouls.
  [Joseph calls for Kelley, Michelle, and David to make 
  initiative rolls for their characters. Kelley adds Jillian’s 
  Dexterity (2) to her Wits (3) and rolls a die, scoring 
  5, for a total of 10. David totals MortyxX’s Dexterity 
  (3) and Wits (3), then rolls a 9, for an exceptional 16. 
  Michelle does the same thing for DMZ’s Dexterity (4) 
  and Wits (2), as well as her Celerity (1), then rolls a 
  7, scoring 12. Joseph, rolling for all the ghouls at once, 
  scores a 6 and adds it to the ghouls’ Dexterity (3) + 
  Wits (2). The ghouls will go on 11.]
  [Now actions are declared, in reverse order of initia-
  tive. Kelley, speaking for Jillian, decides that she will 
  spend a blood point to raise her Stamina to 3 (a reflex-
  ive action), then use her Presence power of Dread Gaze 
  
  306 
  CHAPTER SIX: SYSTEMS AND DRAMA
  on the ghoul closest to her. Joseph decides that the 
  ghouls will split up, one ghoul for each player’s char-
  acter. Michelle, for her part, says that DMZ will spend 
  a blood point to extrude her Talons of the Beast — an 
  automatic action — then launch herself at the ghoul 
  closest to her. Finally, David declares MortyxX’s in-
  tent to run back into a nearby alley, at which point he 
  hopes to be able to use his Obfuscate power of Unseen 
  Presence.]
  MortyxX springs back toward the shadows of the 
  alley whence he’d just emerged, leading a ghoul in 
  pursuit. Snarling with fury, DMZ pounces toward an-
  other ghoul, baring fangs and claws as she leaps. Jillian, 
  meanwhile, composes herself, doing her best to evoke 
  her unearthly powers of Presence as her assailant balls 
  a meaty fist and shambles toward her, grinning.
  DMZ and the ghoul meet in the middle of the de-
  serted street. Ducking beneath the ghoul’s swing, 
  DMZ slashes frantically, and disembowels the ghoul 
  in one blow. The ghoul wails, a high, piercing shriek, 
  and drops to the ground. DMZ snarls, a predator’s cry, 
  and dips her fanged maw toward her fallen foe… then 
  thinks better of it and shakes off the haze of bloodlust. 
  The ghoul chasing MortyxX runs into the alley after 
  the Nosferatu, but sees only empty shadows. Mean-
  while, Jillian stands firmly as the last creature cocks a 
  fist and slams it into her gut. She staggers back, but the 
  undead are seldom hindered by such blows. “Is that the 
  best you can do, sweetness?” she purrs, then contorts her 
  face into a mask of rage and hisses at the ghoul. Like a 
  building hit by a wrecking ball, the creature falls to the 
  ground, sobbing, in front of his much smaller assailant.
  [Now the resolution phase of the turn begins. Mor-
  tyxX is fastest, and he’s simply moving, so Joseph al-
  lows the action to take place unhindered. Next goes 
  DMZ, who activates her Protean power, moves into 
  combat range — without penalty, since the ghouls are 
  less than half his movement maximum away — and 
  slashes at her opponent. Michelle takes eight dice for 
  DMZ’s Dexterity (4) + Brawl (3) + one dot of Celer-
  ity, and rolls versus difficulty 6, scoring a 3, 1, 10, 9, 7, 
  4, 3, and 6. The “1” cancels out the “10,” but that still 
  leaves a respectable three successes. Because the ghoul 
  was not attempting to dodge, Michelle rolls DMZ’s 
  damage pool — 3 (for Strength) + 1 (for a claw) + 2 
  (for the extra successes over the one needed to hit). 
  Furthermore, because Talons of the Beast inflict aggra-
  vated damage, the ghoul cannot hope to soak the dam-
  age unless he has the Fortitude Discipline (he doesn’t). 
  The dice come up 10, 8, 8, 9, 6, 6! Six successes — 
  enough to drop the ghoul from Healthy to Crippled in 
  one strike. Though technically the ghoul is still in the 
  fight, Joseph decides that such damage more than suf-
  fices to dispatch the lowly minion. The ghoul sinks to 
  his feet, dead or soon to be.]
  [However, Joseph does decide that such a quick kill 
  might be enough to provoke a blood-frenzy in the vam-
  pire. He tells Michelle to roll DMZ’s Self-Control rat-
  ing (2) versus a difficulty of 5. Michelle rolls a 2 and 5 
  — one success, and barely that. DMZ manages to rein 
  in her Beast, but only just.]
  [The ghoul chasing MortyxX continues his pursuit. 
  Because MortyxX reaches shadow, and Joseph thinks 
  it would be dramatic for him to turn the tables on his 
  pursuers, he tells David that he’ll allow the Obfuscate 
  power’s use if she makes a successful Wits + Stealth roll 
  (difficulty 8). David takes six dice (for MortyxX’s Wits 
  of 3 + Stealth of 3) and rolls 2, 1, 10, 9, 8, 6. The “1” 
  cancels the “10,” but David still scores two successes. 
  The ghoul chases MortyxX into the alley’s mouth… 
  and sees no one.]
  [Meanwhile, the ghoul swings at Jillian, who elects 
  not to dodge (in hopes of making her Dread Gaze all 
  the more intimidating). The ghoul has a Dexterity of 
  3 and a Brawl of 2, so he rolls five dice versus difficulty 
  6 to hit. He rolls 5, 1, 9, 6, 5 — because the “1” can-
  cels out the “9,” the ghoul scores only one success, not 
  enough to add damage successes to the punch. Still, 
  he’s a strong fellow (3) and has a dot of Potence, so 
  he rolls four dice for a punch. His damage roll (ver-
  sus difficulty 6) comes up 7, 3, 8, 2 — three successes, 
  pretty good. Jillian attempts to soak and fails outright, 
  rolling 4, 1, 9. However, because Jillian is undead and 
  concussive trauma means relatively little to her, she 
  halves the result to one level. The punch drops her 
  to Bruised, but doesn’t cause her to suffer any wound 
  penalties. Kelley says that Jillian laughs in the ghoul’s 
  face, then hisses menacingly.]
  [Because Jillian basically shrugged off a strong man’s 
  full-on punch, Joseph elects to reduce the difficulty of her 
  Dread Gaze roll by one. Kelley rolls Jillian’s Charisma (3) 
  + Intimidation (2) versus a difficulty of only 4. She scores 
  3, 10, 10, 9, 6 — easily enough to cow the ghoul. The 
  ghoul shrieks, then drops into a fetal ball, sobbing.]
  [And so the combat continues, until one side or the 
  other wins. Are the ghouls indeed minions of the Sab-
  bat? Will Jill find her sire, or are they being led into an 
  elaborate trap? Is MortyxX trustworthy at all, or is he 
  stringing them along? Only a continuation of the story 
  will answer any of these questions.]
  
  307 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  308 
  CHAPTER SEVEN: MORALITY
  
  309 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter Seven: 
  Morality
  Morality is integral to Vampire. “A Beast I am, lest 
  a Beast I become” has been an iconic phrase for the 
  game, and summarizes the struggle between moral-
  ity and monstrosity. The curse of vampirism can strip 
  away the character’s mortal nature, and the character’s 
  Humanity is a vital part of the game. Even those Cain-
  ites who have shed their human morality to follow a 
  new Path of Enlightenment often do so as a specific 
  refutation of Humanity. A vampire without any form 
  of morality is nothing more than a mindless killer en-
  slaved by her thirst for vitae, so Humanity and Paths 
  are an intimate part of every Vampire character. Hu-
  manity and Paths, unlike most other Traits, are rated 
  on a scale of 1 to 10.
  Degeneration
  Despite all efforts to the contrary, a vampire is going 
  to succumb to moral failure sooner or later in his un-
  life. Willfully or otherwise (ethics are particularly hard 
  to maintain in frenzy), a vampire occasionally commits 
  an atrocity and risks losing to the Beast. If the char-
  acter feels remorse for his actions, he knows that his 
  morality is still intact. If he commits a wrongful act and 
  callously disregards it, however, his resistance to the 
  Beast is obviously waning.
  One of the most important themes of Vampire is the 
  Kindred’s struggle to retain their souls and avoid the 
  clutches of the Beast. Thus, it is extremely important 
  to use morality in a consistent, dramatic manner. If the 
  Storyteller allows the players to (sometimes literally) 
  get away with murder, the story will suffer as one of the 
  tragedies of vampiric existence vanishes. If the Story-
  teller is too strict with the morality rules, though, all 
  the characters will be ravening, blood-gorged maniacs 
  by the end of the first session. Keeping a handle on 
  morality is a hard thing to do, but the degeneration 
  system is designed to help that. (Since most vampires 
  are on Humanity, from this point forward we’ll talk ex-
  clusively in those terms — special rules for those on 
  Paths of Enlightenment start on p. 313.)
  The system is simple: Whenever a character takes 
  an action that the Storyteller decides is morally ques-
  tionable, the character may suffer degeneration — a 
  permanent loss of Humanity. If degeneration is a pos-
  sibility, the player whose character commits the act 
  should make a Conscience roll for that character. The 
  difficulty is 8 — reprehensible acts are hard to justify 
  309 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  "Rape me into ashes if you will. I can take it."
  - Rachel Dolium, Revelations of the Dark Mother
  
  310 
  CHAPTER SEVEN: MORALITY
  — though the Storyteller may modify this. Willpower 
  may not be spent for an automatic success on this roll 
  — all the ego in the world won’t protect a character 
  from guilt.
  If the player makes the roll with even one success, 
  the character loses no Humanity — he feels enough 
  remorse or somehow manages to justify his transgres-
  sion. If he fails the roll, the character loses a point of 
  Humanity. If the player botches, the character loses 
  a point of both Humanity and Conscience, and also 
  gains a derangement, decided upon by the Storyteller. 
  Obviously, morality is not something a Kindred can af-
  ford to take lightly. Remember that a vampire whose 
  Humanity drops to zero becomes a character controlled 
  by the Storyteller.
  On the Brink
  A Storyteller should always warn a player before she 
  takes an action that may cause degeneration. Players 
  should understand the consequences of their charac-
  ters’ actions, and should have the opportunity to enjoy 
  making the decision. Likewise, a player whose char-
  acter is in frenzy should be told when the character is 
  about to do something heinous. (Remember, though, 
  that a player may spend a point of Willpower in or-
  der to stave off the pangs of frenzy for a turn.) Players 
  should not be allowed to think they can get away with 
  anything. Make it obvious that a roll may become nec-
  essary if vicious characters persist in committing self-
  centered deeds. Likewise, don’t bait and switch. If you 
  warn them that a roll is imminent, go through with it, 
  or you risk ruining the mechanic’s usefulness.
  Using Hierarchies of Sin
  Degeneration checks may seem arbitrary or ill-
  defined. To some degree, they are, but this is inten-
  tional. Moreover, degeneration checks are not random 
  so much as they are subjective. A Storyteller has carte 
  blanche to monitor character morality in her chroni-
  cle. This is a huge responsibility for the Storyteller, but 
  one that ultimately makes for a great deal of tragedy 
  and horror, as the characters gradually descend into 
  a state of utter monstrosity though they desperately 
  rail against it. Storytellers, beware — players should 
  never feel that you are screwing them out of Human-
  ity or, consequently, their characters. Use degenera-
  tion checks consistently but sparingly, lest the tragedy 
  erode to an incessant series of failed die rolls.
  To lend a sense of order to degeneration checks, 
  consult the Hierarchy of Sin for Humanity on p. 312. 
  (Other Paths use Hierarchies of Sin as well, though 
  their ideas of “sin” are different.) Whenever a charac-
  ter commits a dubious act, see how that action relates 
  to the hierarchy. If the action is at or below the level of 
  the character’s Humanity rating, a roll is warranted — 
  as a character falls further down the Humanity scale, 
  she becomes increasingly callous, and minor peccadil-
  loes cease to bother her. The use of the term “viola-
  tion” in the hierarchy is deliberately vague, to aid the 
  Storyteller. A violation may be anything questionable, 
  and is presented to avoid inclining the scale toward 
  any single transgression. Violation may be killing, cal-
  lous injury, rape (what do you think taking blood by 
  force is?), or any other villainy.
  Bearing
  A vampire’s morality has a direct impact on 
  her bearing — a feeling the Kindred uncon-
  sciously projects. The greater the vampire’s 
  Humanity or Path rating, the stronger this ten-
  dency is. For example, vampires on Humanity 
  have a bearing of normalcy; the humane con-
  nection that such vampires hold keeps them 
  from seeming strange and terrifying to mortals.
  Generally, a vampire’s bearing has little or no 
  direct effect on her nightly activities — it’s 
  only a vague impression. Very high or low 
  morality ratings impose a bonus or penalty to 
  specific rolls associated with the character’s 
  bearing — for Humanity, the bearing modifier 
  affects Social rolls for appearing normal and 
  winning sympathy. These modifiers can affect 
  rolls used for Disciplines, where relevant. Paths 
  of Enlightenment have their own bearings, 
  which are listed with each Path description.
  Humanity/Path Rating 
  Bearing Modifier
  10  
   
   
  -2 difficulty
  9-8  
   
   
  -1 difficulty
  7-4  
   
   
  no modifier
  3-2  
   
   
  +1 difficulty
  1 
   
   
   
  +2 difficulty
  
  311 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  It seems hard to slide to the lowest echelons of the 
  scale, but consider the prominence of the Beast as Hu-
  manity falters. Sooner or later, the character will be 
  committing depravity outside her own volition. The 
  Storyteller is free to decree that characters of low Hu-
  manity (4 or less) occasionally act according to vari-
  ous urges and impulses that must be resisted with Con-
  science rolls or Willpower expenditure. This is the crux 
  of Vampire — how closely can the character walk with 
  the Beast before it drags her into damnation?
  Humanity
  Let’s make one thing clear: just because a vampire 
  follows the Path of Humanity doesn’t mean she is a 
  friendly, congenial saint. Vampires are predators by na-
  ture, and Humanity only gifts them with the ability to 
  pretend they’re not. It is an internal charade that pro-
  tects a Kindred from herself, much as the Masquerade 
  protects vampires from the mortals outside.
  Unfortunately, the very nature of existence as a vam-
  pire is anathema to one’s Humanity. As the centuries 
  wear on, the Beast takes hold, and Kindred become less 
  and less concerned with the wellbeing of the kine (after 
  all, they’ll die eventually, anyway). As such, characters 
  are likely to lose Humanity over the course of the game.
  Mortals also typically follow the Path of Human-
  ity, though this is largely out of ignorance: They don’t 
  know they can be anything else. As such, this mechani-
  cal system for morality rarely comes into play for them. 
  Certainly, some mortals — rapists, murderers, and the 
  like — have low Humanity ratings, but they have no 
  Beast roiling within them, as do the Kindred. It is pos-
  sible for a vampire with a high Humanity rating to be 
  more humane than some mortals are!
  X 
   
   
  Monstrous
  • 
   
   
  Horrific
  •• 
   
   
  Bestial
  •••  
   
  Cold
  ••••  
   
  Unfeeling
  ••••• 
   
  Distant
  ••••• • 
   
  Removed
  ••••• •• 
   
  Normal
  ••••• •••  
  Caring
  ••••• ••••  
  Compassionate
  ••••• ••••• 
  Saintly
  Effects of Humanity
  A Kindred’s Humanity rating reflects how much of a 
  character’s mortal nature remains despite the curse of 
  Caine. It influences how well a character may deny her 
  vampiric state, as well as how effectively she may pass 
  for mortal.
  • Vampires sleep unnaturally deeply and are loath 
  to rise even if presented with danger. Vampires with 
  higher Humanity rise earlier in the evening than vam-
  pires with lower Humanity ratings. Also, if a Kindred 
  is forced to act during the day, the maximum dice pool 
  he may employ for any action is equal to his Humanity 
  rating.
  • Humanity also affects a character’s Virtues. When-
  ever a certain Virtue is called into question, a player 
  may not roll more dice for a Virtue than her character 
  has dots in Humanity. Obviously, as the character sinks 
  ever more deeply into the arms of damnation, questions 
  of morality and self-preservation mean less and less. As 
  Humanity depletes, the character creeps slowly toward 
  the night when she loses all self-control.
  • The length of time a Kindred spends in torpor  
  (p. 283) relates directly to his Humanity rating. A vam-
  pire with low Humanity remains in torpor for a longer 
  time than a vampire with a higher Humanity rating.
  • Humanity determines how human a character ap-
  pears and how easily she may pass among the populace. 
  Vampires with low Humanity acquire unnatural and 
  disturbing features like sunken eyes, perpetual snarls, 
  and bestial countenances (a reflection of the vampire’s 
  bearing — see the sidebar on the previous page).
  • If a character’s Humanity rating ever drops to zero, 
  that persona is no longer suitable for use as a player’s 
  character. Completely controlled by his Beast, the 
  character is mindless and falls under the Storyteller’s 
  control.
  Humanity ratings fluctuate based upon the Hierar-
  chy of Sin — if a vampire accidentally or purposefully 
  commits an act rated lower than her Humanity rating, 
  she must roll her Conscience Trait to see whether she 
  accepts the act (and thus loses Humanity) or feels re-
  morse and maintains her current level. Humanity may 
  be raised only by spending experience points on it.
  The Downward Spiral
  Vampires are monsters, and even a Kindred with 
  the highest of Humanity ratings is nothing more than 
  a wolf in sheep’s clothing. Nonetheless, as Human-
  
  312 
  CHAPTER SEVEN: MORALITY
  ity erodes, vampires not only become capable of, but 
  also actively pursue, ever more depraved acts. It is in a 
  vampire’s nature to hunt and kill, and eventually every 
  vampire finds himself holding the corpse of a vessel he 
  had not intended to murder.
  It is important, then, to know how vampires change 
  as their Humanity ratings deteriorate. Vampires’ be-
  havior, even under the auspices of Humanity, may 
  become so utterly depraved and alien that the very 
  thought of her causes discomfort in others. After all, a 
  low Humanity rating indicates that very little connects 
  the Kindred with her mortal origins.
  Humanity 10-8
  Kindred with Humanity ratings this high are, ironi-
  cally, more human than human. Many fledgling vam-
  pires sometimes adhere to codes more rigorous than 
  they ever held in life, as a reaction against becoming a 
  predator. Older Kindred scoff at this practice, laughing 
  at the thought of newly whelped neonates cowering 
  beneath fire escapes and subsisting on the foul blood of 
  rats, vainly rebelling against their murderous natures. 
  In truth, vampires who maintain high ratings in Hu-
  manity are rare, as every Kindred must kill sooner or 
  later. Vampires with high Humanity are almost un-
  bearable by their peers, who find frustration in their 
  perceived naiveté and self-righteousness; most Kindred 
  prefer to suffer through unlife without kicking them-
  selves. High Humanity ratings indicate aversion to 
  killing and even distaste for taking more vitae than is 
  necessary. Though not necessarily passive or preachy, 
  Kindred with high Humanity uphold excruciatingly 
  exacting standards, and often have very clearly defined 
  concepts of moral right and wrong.
  Humanity 7
  Most human beings have Humanity ratings of 7 or 
  so, so vampires at this level of Humanity can usually 
  manage to pass for mortals. Vampires with 7 Humanity 
  typically subscribe to “normal” social mores — it’s not 
  acceptable to hurt or kill another person, it’s wrong to 
  steal something that another person owns, but some-
  times the speed limit is just too damn slow. The vam-
  pire is still concerned with the natural rights of others 
  at this stage of morality, though more than a little self-
  ishness shines through. 
  Humanity 6-5
  People die. Stuff breaks. A vampire below the cul-
  tural human norm has little difficulty with the fact that 
  she needs blood to survive, and she does what needs 
  to be done to get it. Though she won’t necessarily go 
  out of her way to destroy property or end a victim’s 
  life, she accepts that sometimes that’s what fate has 
  in store for some folks. Though not constantly horrid, 
  Kindred at this stage of Humanity are certainly at least 
  mildly unpleasant to be around. Their laissez-faire at-
  titudes toward others’ rights offend many more moral 
  individuals.
  Humanity 4
  The vampire begins an inevitable slide into urge 
  indulgence. A Humanity of 4 indicates that killing is 
  acceptable to this Kindred, so long as his victim is “de-
  serving.” Many vampire elders hover around this level 
  of Humanity, if they haven’t adopted some other moral 
  code. Destruction, theft, injury — these are all tools, 
  rather than taboos, for a vampire with Humanity 4. 
  The vampire’s own agenda becomes paramount at this 
  point, and screw whoever gets in the way. 
  Humanity 3-2
  The lives and property of others are irrelevant to 
  a Kindred this far gone. The vampire likely indulges 
  twisted pleasures and aberrant whims, which may in-
  Hierarchy of Sin — Humanity
  Humanity Moral Guideline
  10  
  Selfish thoughts
  9 
   
  Minor selfish acts 
  8 
   
  Injury to another (accidental or   
   
   
  otherwise)
  7 
   
  Theft
  6 
   
  Accidental violation (drinking a  
   
   
  vessel dry out of starvation)
  5 
   
  Intentional property damage
  4 
   
  Impassioned violation   
   
   
   
  (manslaughter, killing a vessel in  
   
   
  frenzy)
  3 
   
  Planned violation (outright  
   
   
   
  murder, savored exsanguination)
  2 
   
  Casual violation (thoughtless   
   
   
  killing, feeding past satiation)
  1 
   
  Utter perversion or heinous acts
  
  313 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  clude any manner of atrocity. Perversion, callous mur-
  der, mutilation of victims, and wickedness for its own 
  sake are the hallmarks of a Kindred with very low Hu-
  manity. Few vampires maintain ratings this low and 
  lower for very long — their damnation is all but certain 
  at this point. Physical changes show up at this stage; 
  while not hideous in the sense of the Nosferatu or cer-
  tain Gangrel, the vampire acquires a pallid, corpselike, 
  and noticeably unwholesome aspect.
  Humanity 1
  Only nominally sentient, Kindred with Humanity 1 
  teeter on the edge of oblivion. Little matters to vam-
  pires this far gone, even their own desires outside of 
  sustenance and rest. There is literally nothing a vam-
  pire with Humanity 1 won’t do, and only a few tattered 
  shreds of ego stand between him and complete devolu-
  tion. Many who attain this stage find themselves no 
  longer capable of coherent speech, and spend their 
  nights gibbering blasphemy in their gore-spattered ha-
  vens.
  Humanity 0
  Must sleep. Must feed. Must kill. Players may not run 
  characters with Humanity 0. Vampires at this stage are 
  completely lost to the Beast.
  Alternate Virtues  
  and Paths of  
  Enlightenment
  Some vampires forgo the petty mortal concerns em-
  bodied by the concept of Humanity. These Kindred 
  reason that they are no longer human, so they have 
  no need to apply the sentiments of the living to them-
  selves.
  Whether or not a Kindred chooses to follow the mor-
  al tenets of Humanity, some sort of behavioral system 
  must exist. To accept utter randomness is to invite the 
  Beast to rule, and no vampire wishes to sink into the 
  clutches of mindless depravity. Even those vampires 
  who plumb the depths of immorality have some ethi-
  cal bulwark they use to anchor themselves against the 
  Beast.
  Kindred who voluntarily abandon Humanity follow 
  behavioral codes known as Paths of Enlightenment. 
  While mechanically similar to Humanity, these codes 
  have very little — in fact, sometimes nothing — to do 
  with the mores of mortal culture. Adopting a Path of 
  Enlightenment means giving up everything that mat-
  ters to a “normal” person (or indeed, many vampires).
  Only those Cainites who have truly abandoned 
  themselves to the dark majesty of vampirism follow 
  Paths, and rarely do any turn back. Players may choose 
  between a variety of different Paths (at the Storyteller’s 
  discretion). It is important to know a few things before 
  you commit to a Path of Enlightenment, however.
  • Paths are exclusive. Few Kindred are initiated into 
  the secrets of the Paths. Most vampires — even those 
  of the independent Clans and the Sabbat — follow the 
  ways of Humanity; they simply tend to degenerate to 
  very low levels over time. Not just anyone can follow 
  a Path; becoming such an inhuman creature requires 
  discipline and spiritual strength, albeit of a distinctly 
  alien sort. A person seeking to join a Path must have 
  the capacity to discard her human nature, as well as the 
  fortitude to survive the process.
  • Paths are utterly inhuman. Players wishing their 
  characters to adopt Paths of Enlightenment are in for 
  extremely demanding roleplaying experiences. These 
  are codes of immortal ethics that Kindred have spent 
  hundreds of years, if not millennia, studying. It’s fine 
  and good to have a Lasombra character following the 
  Path of Night, but the player will have to devote an 
  enormous amount of energy toward understanding 
  how that character really thinks.
  • Paths shock conventional moralities. Paths use 
  game systems similar to Humanity, but the codes that 
  constitute these ideas emphasize such alien ideals that 
  mortal characters observing an adherent is likely to be 
  put off. Some codes espouse killing, while others can-
  not be bothered with it. Indeed, some codes are so self-
  ish that even thinking about helping others constitutes 
  a moral failure.
  These Paths are here to illustrate how utterly inhu-
  man and removed the Kindred are from humankind, 
  and to give them spiritual protection from the talons 
  of the Beast. Use the Paths when the story or character 
  demands them, not to free the characters from penal-
  ties for wanton murder or perversion.
  Systems
  Characters on Paths of Enlightenment use the same 
  systems for degeneration as characters who still sub-
  scribe to Humanity. Each Path has its own Hierarchy 
  of Sin, which functions the same as the one on p. 312. 
  Some Paths are so far removed from conventional hu-
  
  314 
  CHAPTER SEVEN: MORALITY
  man morality that concepts like Conscience and Self-
  Control do not apply to them at all. For these codes of 
  ethics, different Virtues apply. Depending upon which 
  Path a character follows, Conscience may be replaced 
  by the Virtue of Conviction, while Self-Control may 
  be replaced by the Virtue of Instinct. No character 
  may have both Conscience and Conviction or Self-
  Control and Instinct. Which Virtues the character ac-
  tually possesses depends upon which Path he follows. 
  Remember, however, that all characters have Courage, 
  regardless of Path.
  Conviction
  The Conviction Virtue quantifies a character’s abil-
  ity to maintain a sense of reason when faced with de-
  sire, suffering, or need. Conviction represents the rec-
  onciliation of the predatory urge with the character’s 
  capacity for atrocity.
  As opposed to Conscience, which deals with remorse 
  and atonement for Path transgressions, a character 
  with Conviction recognizes his failure and plans to 
  overcome it. Conviction is completely inhuman; the 
  character who has this Trait can no longer pass for hu-
  man under anything but the most cursory of scrutiny. 
  Creatures who can sense the Beast (vampires, were-
  wolves, etc.) immediately recognize someone with the 
  Conviction Virtue for what he truly is: a monster. Like 
  Conscience, Conviction comes into question when a 
  character must check for degeneration.
  • 
   
  Steady
  •• 
   
  Determined
  •••  
  Driven
  ••••  
  Brutal
  ••••• 
  Completely self-assured
  Instinct
  The Instinct Virtue refers to a character’s ability to 
  control the Beast by familiarity rather than denial. It 
  allows characters to “ride the wave” of frenzy and emo-
  tional excess by keeping a close rein on their passion, 
  rather than letting passion control them. As atavistic 
  as Conviction, Instinct is the Virtue of a monster who 
  accepts his nature rather than maintaining a sense of 
  human compassion.
  Instinct allows the character to harness the Beast’s 
  destructive power; a character with high Instinct is 
  primal and turbulent. A player rolls Instinct when 
  attempting to control a character’s existing frenzy. 
  
  315 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  When a character who possesses the Instinct Virtue 
  faces frenzy, she always enters the frenzy, unless the 
  difficulty to avoid it is less than her Instinct Trait, in 
  which case she may choose whether or not to frenzy. 
  Thereafter, for the duration of the frenzy, the character 
  is wholly under the Beast’s sway, and must be run by the 
  player (or controlled by the Storyteller) in an appropri-
  ate fashion. Any time the player wishes the character 
  to consciously take an action (known as “riding the 
  wave”), she must roll Instinct against the difficulty to 
  avoid the frenzy. Frenzies affect the character normally 
  (including ignoring wound penalties, etc.), though she 
  may sometimes exert a bit of control while so enraged.
  • 
   
  Intuitive
  •• 
   
  Feral
  •••  
  Bestial
  ••••  
  Visceral
  ••••• 
  Primal
  Creating a Path Follower
  If a player wishes to create a beginning character on 
  a Path, a few changes in the character-creation rules 
  take place.
  • Alternate Virtues begin at zero: While every hu-
  man (and thus every recently Embraced Kindred) has 
  a modicum of their “natural” Virtues, vampiric Virtues 
  must be learned from the ground up. So, while a charac-
  ter with Conscience, Self-Control, and Courage is cre-
  ated with one free dot in each Virtue, then has seven 
  points to spend on Virtues, a character with Convic-
  tion, Self-Control, and Courage begins with only two 
  free dots (in Self-Control and Courage). A character 
  with Conviction, Instinct, and Courage begins with 
  only one free dot (in Courage). All characters receive 
  seven points to spend, but must use points to buy the 
  inhuman Virtues to at least 1. This may seem unfair, 
  but shunting off one’s human nature is not undertaken 
  lightly. Even monsters are not created overnight.
  • A vampire following a Path of Enlightenment must 
  begin the game with a Willpower Trait of 5, minimum: 
  This can be achieved by spending points on Courage or 
  raising Willpower with freebie points. Beings of lesser ego 
  simply do not have the spiritual vigor needed to break 
  down their souls and rebuild them from the ground up.
  • Beginning characters may not start the game with 
  Path ratings above 5: If the combination of the char-
  acter’s Virtues would indicate a Path rating of higher 
  than 5, simply record “5.” Likewise, freebie points may 
  not be spent to increase a beginning character’s Path 
  rating above 5, either. Beginning character vampires 
  who subscribe to these codes still have only 25 or fewer 
  years of experience as Kindred — hardly enough time 
  to master the rigors of inhuman codes of behavior. 
  (Players starting with older characters may start with 
  increased Path ratings at Storyteller discretion.)
  • In all other ways, unless otherwise specified, in-
  human Paths and Virtues are used like their human 
  counterparts. So, if a roll calls for the player to use Per-
  ception + Self-Control, and the character has Instinct, 
  roll Perception + Instinct. Mechanically the Virtues 
  often fulfill the same purpose, even if some of the ap-
  plication differs.
  Switching from Humanity  
  to a Path
  A character may also elect to eschew his human na-
  ture in favor of a Path. This is exceedingly difficult, 
  and those who fail find themselves permanently soul-
  scarred as a result.
  A character seeking to switch from Humanity to a 
  Path must have a Humanity rating of 3 or below, as 
  well as ratings of 1 in whichever Virtue or Virtues are 
  to change to their counterparts. For example, a vam-
  pire seeking to follow a Path espousing Conviction and 
  Instinct must have Conscience and Self-Control rat-
  ings of 1. 
  During the chronicle, a candidate is typically ap-
  proached by a Kindred already on the Path; in this 
  sense, Paths resemble secret fraternal orders, approach-
  ing candidates they deem worthy rather than being 
  open to solicitation. This process should be roleplayed. 
  If the character chooses to initiate himself toward the 
  Path, he begins a program of rigorous study, and a vam-
  pire already on the Path is assigned as the initiate’s 
  mentor. An initiate spends at least a year in contem-
  plation and study of the Path’s ways. During this time, 
  the initiate must forcibly degenerate his human Vir-
  tues, dropping them to “acceptable” levels (Humanity 
  3 or below, ratings of 1 in appropriate Virtues), if he 
  has not done so already.
  The vampire then undertakes a test, which can be 
  roleplayed by the player and Storyteller. This test can 
  involve study of forbidden lore, answering of riddles, 
  completion of ordeals and tasks, or whatever else the 
  Storyteller deems appropriate for the given Path. How-
  ever, part of the test always involves the vampire com-
  mitting an act that, in human terms, would be viewed 
  
  316 
  CHAPTER SEVEN: MORALITY
  as an atrocity. Such a deed is undertaken not for the 
  sake of mindless evil, but rather to impart a lesson 
  about the character’s nature in relation to the Path.
  Following the completion of the test, the character 
  makes a Willpower roll. If the character’s Humanity is 
  3, the difficulty of the roll is 8. If the character’s Hu-
  manity is 2, the difficulty is 7, and if the character’s 
  Humanity is 1, the difficulty is 6. Willpower may not 
  be spent to gain automatic successes on this roll. If the 
  character succeeds, he sheds his human nature and the 
  Virtues that accompany it, gains ratings of 1 in all ap-
  propriate Path Virtues, and gains a Path rating of 1. If 
  the character earns three or more successes, he experi-
  ences a profound (if twisted) enlightenment, gaining a 
  Path rating of 2.
  If the character fails the roll, he commits a stupid, 
  pointless atrocity without gaining any corresponding 
  understanding. He loses a point of Humanity, fails to 
  attain the rudiments of the Path, but may reattempt the 
  test (at a difficulty appropriate to his lowered Human-
  ity Trait) in a month’s time. If the character botches 
  the roll, he loses a point of Humanity and may not re-
  attempt the test for an entire year.
  Should a character be driven to Humanity zero in 
  this fashion, his soul is lost to the Beast, and the char-
  acter is permanently taken over by the Storyteller.
  The Path of Blood
  Nickname: Dervishes
  Virtues: Conviction and Self-Control
  Bearing: Resolve. Followers of the Path of Blood 
  know the seriousness of their task and are incredibly 
  dedicated to it. Their aura modifier affects Willpower 
  rolls.
  Basic Beliefs: This Path is practiced almost exclu-
  sively by the assassins of Clan Assamite, although only 
  vampires who demonstrate true loyalty to the Clan 
  learn its harsh code. The founding principle of this 
  Path explains that the children of Caine (or Khayyin, 
  as the Assamites refer to him) are wicked failures, fit 
  primarily to bring the brood of Haqim (the Assamites’ 
  name for their own Clan founder) closer to “the One,” 
  a state of mystical transcendence. Haqim instructs 
  his childer to salvage or strike down Khayyin’s other 
  childer to destroy the taint they inflict on the world.
  Assamites on this Path follow two basic precepts. 
  First and foremost, the Clan seeks to convince other 
  Kindred of their flawed, cursed nature, and thus con-
  vert them to the service of those on the Path. Kindred 
  as a whole are a blight upon the earth, and only by up-
  holding Haqim’s righteous code can they redeem them-
  selves. Should vampires resist attempts at conversion, 
  the Assamites kill them. Before they were cursed, As-
  samites would diablerize their victims, using the blood 
  of the fallen to lower their Generations and thus return 
  to Haqim’s bounty. Now, unable to drink the blood of 
  other vampires, they instead collect blood from vam-
  pires as payment, using that to follow Haqim’s direc-
  tives until the night when the curse upon them can 
  be lifted. Although they are not inherently psychotic 
  murderers, Assamites on the Path of Blood place little 
  value on the unlives of other Kindred, and must have 
  good reason not to slay most vampires with whom they 
  come in contact. Vampires on this Path pose a serious 
  threat to other Kindred around them, and do not fre-
  quently associate with non-Assamite Kindred. Blood is 
  blood, however, and Assamites are not so fatuous as to 
  disregard the value of the vast web of Kindred society.
  Few young Assamites follow this Path or even know 
  of its existence — Clan Assamite conspires to keep its 
  beliefs secret from most other Kindred of the world. 
  Hundreds of years ago, the Assamites’ bloodthirsty 
  ways united all other Children of Caine against them, 
  and they are loath to face the concerted opposition of 
  Khayyin’s bastard brood again. As such, only the most 
  accomplished and able Assamites learn this Path’s te-
  nets.
  The Ethics of the Path
  • Faithfully follow the teachings of Haqim.
  • Mortals are beneath the notice of vampires. Feed 
  from them only when necessary.
  • Lose no opportunity to obtain Kindred blood of 
  any Generation. The power of the Blood shall ensure 
  the clan’s victory.
  • Withstand the Beast’s fury — failing to master 
  oneself results in lessened prowess.
  • Seek knowledge that may aid the Clan in its war 
  on the cursed spawn of Khayyin.
  • Extend the glory of Haqim’s cause to other Kin-
  dred. Should they refuse, use them to further your own 
  journey back to Khayyin’s grace.
  History
  The Assamites practiced an early version of this 
  Path for hundreds of years before the formations of 
  the Camarilla and Sabbat. Their bloodlust led them 
  
  317 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  into open conflict with powerful elder Kindred, who 
  desperately sought to stifle the marauding diablerists. 
  The Assamites found themselves in the same situation 
  as the Anarchs during the time of the Anarch Revolt, 
  and the Camarilla levied a curse on the Clan, making 
  it impossible for the Assamites to consume Kindred vi-
  tae. For centuries, the Clan have followed a debased 
  version of the Path, crippled by its members’ inability 
  to commit diablerie directly.
  Current Practices
  The fatal nature of this Path with regard to other 
  Kindred stands behind much of the fear and mistrust 
  of Clan Assamite. Predominantly practiced by proven 
  ancillae and elders of the Clan, the Path of Blood leads 
  these beings into direct conflict with non-Assamite 
  vampires. Kindred on the Path of Blood gracefully at-
  tempt to convince other Kindred of their “one true 
  way,” so a few individuals from other Clans also sup-
  port this Path.
  Practitioners of little understanding seek merely 
  to follow the teachings of Haqim, doing so without 
  question. However, those of greater wisdom seek to 
  explore just what “becoming One” entails. By taking 
  the cursed blood of the Antediluvians and their spawn, 
  the followers of the Path hope to concentrate the curse 
  of Khayyin in the hands of those who will use it re-
  sponsibly (namely, the Assamite Clan). In such a way, 
  according to Path doctrine, can the great endgame of 
  Gehenna be averted. Accordingly, Assamite Ancients 
  practice rigorous purity and meditation, and rumors of 
  a Golconda-like state among these beings have recent-
  ly trickled into the larger Kindred community.
  Description of Followers
  Study, proselytism, and selective strikes against the 
  rest of the Kindred world occupy the nights of Kindred 
  on this Path. Fanatical in their quest, the Assassins 
  bring Final Death to those who would get in the way of 
  collecting the blood payments or sending a portion of 
  those payments back to their sires and leaders in Ala-
  mut. Mostly, however, Assamites seek to convert those 
  of high Generation, as they are farther removed from 
  their progenitors and, thus, the taint of evil.
  Path of Blood Hierarchy of Sins
     Rating          Moral Guideline 
     Rationale
  10 
   
  Killing a mortal for sustenance  
  Human blood is nourishing to the body, but the   
   
   
   
   
   
   
   
  murder of lessers is poison to the soul.
  9 
   
  Breaking a word of honor 
   
  Solidarity is important to the Assamites’ holy cause. 
   
   
  to a Clanmate
  8 
   
  Refusing to offer a non-Assamite 
  The childer of Khayyin are accursed and must be  
   
   
  an opportunity to convert  
   
  saved.
  7 
   
  Failing to destroy an unrepentant 
  Those who do not accept Haqim’s teachings forfeit  
   
   
  Kindred outside the Clan  
   
  their unlives.
  6 
   
  Succumbing to frenzy 
   
   
  Haqim teaches ascendance, not indulgence.
  5 
   
  Failing to pursue the lore of Khayyin 
  To oppose one’s enemies successfully, one must learn  
   
   
   
   
   
   
   
  all about them.
  4 
   
  Failing to demand blood as payment 
  Other members of the Clan may benefit from such  
   
   
   
   
   
   
   
  vitae, no matter how diluted.
  3 
   
  Refusal to aid a more advanced  
  To act selfishly is to fall into the snares of Khayyin’s  
   
   
  member of the Path  
   
   
  pawn.
  2 
   
  Failing to tithe blood 
   
   
  Haqim has decreed this as paramount to his childer’s  
   
   
   
   
   
   
   
  cause.
  1 
   
  Acting against another Assamite 
  This is treason to the Path and the Clan.
  
  318 
  CHAPTER SEVEN: MORALITY
  Following the Path
  This Path espouses the liberal practice of Kindred 
  murder and the acquisition of blood. More enlightened 
  Kindred on the Path of Blood also seek to uncover lore 
  and knowledge that may lead them to a key to remove 
  the Tremere ritual that cripples them. As such, vam-
  pires who follow the Path of Blood are not mindless 
  monsters murdering Kindred in the streets, but would-
  be saviors of the entire world. All Kindred on the Path 
  of Blood strive to attain “Oneness” with the mythical 
  Haqim, though few who have reached this lofty goal 
  deign to explain its nature. Most Dervishes believe 
  that Oneness resembles Golconda, or another state 
  wherein vampires can cast off their curse and revel in 
  their Cainite natures.
  Common Abilities: Combat and occult Abilities 
  aid followers in their pursuit of the Path’s principles. 
  Athletics, Brawl, Melee, Intimidation, and Occult are 
  among the Abilities prized by Path of Blood support-
  ers.
  Preferred Disciplines: This Path lends itself to the 
  refinement of Quietus, Obfuscate, and Celerity. Some 
  followers cultivate knowledge of Thaumaturgy to aid 
  them in their quests.
  Path of Blood, Post-Curse
  If you are playing an Assamite who is not 
  under the effects of the Tremere ritual (and 
  thus, using the weakness listed in the sidebar 
  on p. 428), the Path of Blood demands that 
  the Dervish must diablerize Kindred when 
  they have the opportunity instead of sharing 
  their payments of blood with the Clan. As 
  such, the 4 rating for the Hierarchy of Sin is 
  replaced with “Failing to pursue lesser blood,” 
  and the 2 rating is replaced with “Failing to 
  take an opportunity to lower one’s  
  Generation.”
  The Path of the Bones
  Nickname: Gravediggers
  Virtues: Conviction and Self-Control
  Bearing: Silence. The Gravediggers, accustomed as 
  they are to long hours of quiet study and contempla-
  tion of the grave, radiate the stillness of death. The 
  bearing modifier applies to rolls involving Stealth and 
  attempts to go unnoticed.
  Basic Beliefs: The Path of the Bones, it is believed, 
  grew out of a warped code upheld by the morbid vam-
  pires who sired the Giovanni: Human, Kindred, or oth-
  erwise, every being sooner or later ends up in death’s 
  arms. The most ardent followers of this Path espouse 
  “giving oneself over to the comprehension of life’s in-
  evitable end.” Vampires who follow this Path seek the 
  knowledge of precisely what death is: Is it simply the 
  end of life? The transition of the soul to what lies after 
  life? Is it the end of the soul’s desire to exist? These 
  questions haunt the followers of the Path of the Bones 
  each night.
  Many vampires believe that the Path of the Bones is 
  a degenerate Path that encourages followers to partici-
  pate in all manner of murder and deviance. Those who 
  uphold the Path and those who are familiar with it, 
  however, know that it involves itself with a pursuit of 
  life’s — and unlife’s — meaning. Followers of the Path 
  seek to understand death’s nature and purpose, and 
  thus the roles individuals play in the greater scheme of 
  the world. Mortality is inevitable, except for vampires, 
  who have somehow managed to cheat the cycle.
  Kindred nature, however, is generally outside the av-
  enues this Path explores. It is truly a scholar’s code, as 
  the Kindred who follow it forsake even their own com-
  fort to advance their understanding of mortality’s mys-
  teries. These Kindred are not necessarily cruel — they 
  merely value comprehension more than human life.
  At its simplest, the Path of the Bones seeks to define 
  not only what death is, but also its meaning to those 
  who have escaped it. It is a Path of knowledge and 
  power, and many who support it learn to wield great 
  influence over the living and dead alike. Many among 
  the Path become quite erudite in the ways of ghosts, 
  but even these odd beings fail to answer many of the 
  Gravediggers’ questions — what, for example, happens 
  to a ghost that resolves its psychic struggle or discorpo-
  rates into the void?
  
  319 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Ethics of the Path
  • Study death in all its permutations.
  • Determine when death occurs; define it.
  • Search for a purpose for death and the life that 
  prefaces it.
  • Quantify the differences of death by various 
  causes.
  • Achieve a comfort with death and unlife — distin-
  guish between damnation and salvation.
  • Hasten death’s arrival, should it seem to be un-
  naturally delayed.
  History
  This Path grew out of a moral code upheld by the 
  Cappadocians, whom the Giovanni destroyed in their 
  bid for greater power. A select few Giovanni saw more 
  than a means to an end in their practice of Necroman-
  cy, and upheld the rituals and studies of their forebears. 
  Although the Path is not widely practiced among the 
  Clan, followers of its precepts pioneered most of the 
  Giovanni’s advances in Necromancy.
  Current Practices
  Elder members of Clan Giovanni follow this Path, as 
  do those with a sincere interest in improving their nec-
  romantic knowledge for a purpose other than temporal 
  power. Giovanni who uphold the Path of the Bones 
  rarely deal with mortals, as their grim inquisitiveness 
  often proves fatal for mortals with whom they come in 
  contact.
  Description of Followers
  Vampires on this Path are genuinely curious, wishing 
  to learn exactly what purpose individuals serve. Thana-
  tology is more a science than a philosophy to Kindred 
  on the Path of the Bones. This Path is quite introspec-
  tive, and greedy Giovanni rarely follow it, preferring 
  the more materially comfortable outlook of Human-
  ity. Gravediggers support the Giovanni family primar-
  ily through the knowledge they bring it, rather than 
  through advancing the political aims of the Clan.
  Following the Path
  Vampires who subscribe to the tenets of the Path 
  of the Bones should be detached yet inquisitive. Al-
  though they are not cavalier about death, Gravediggers 
  seldom aid anyone about to die, preferring to watch 
  and learn. Less fatalistic vampires may take issue with 
  this, and the Kindred on this Path will not act against 
  them should they seek to aid the dying individual. Ob-
  viously, their time has not yet come.
  Path of the Bones Hierarchy of Sins
     Rating          Moral Guideline 
     Rationale
  10 
   
  Showing a fear of death  
   
  Fear inhibits learning.
  9 
   
  Failing to study an occurrence of death 
  Refusal to learn indicates refusal to understand.
  8 
   
  Accidental killing  
   
   
  There is no opportunity to gain insight.
  7 
   
  Postponing feeding when hungry 
  Denial of the self serves no greater purpose.
  6 
   
  Succumbing to frenzy 
   
   
  The Beast is irrational, and emotion serves little to  
   
   
   
   
   
   
   
  advance understanding.
  5 
   
  Refusing to kill when an opportunity 
  Experimentation proves theory, and without proof,   
   
   
  presents itself 
   
   
   
  there is no conclusion.
  4 
   
  Making a decision based on emotion 
  Vampires are dead; so, too, are their emotions. 
   
   
  rather than logic
  3 
   
  Inconveniencing oneself for another’s 
  Death is inevitable; what meaning does easing   
    
   
  benefit  
   
   
   
  another’s doomed discomfort have?
  2 
   
  Needlessly preventing a death  
  One must not prevent the cycle, but should learn  
   
   
   
   
   
   
   
  from it.
  1 
   
  Actively preventing a death 
   
  Such emotional ties befit humans, not Kindred.
  
  320 
  CHAPTER SEVEN: MORALITY
  Common Abilities: Kindred on this Path naturally 
  specialize in those proficiencies that advance their ma-
  cabre research. Knowledges are favored, particularly in 
  the realms of Medicine, Occult, and Science.
  Preferred Disciplines: Followers of this Path obvi-
  ously favor Necromancy, and also refine their aptitude 
  with Auspex. As well, certain elders of the Path are 
  rumored to have developed unique mystic arts related 
  to the study of death.
  Path of Death and the Soul
  During the formation of the Sabbat, the 
  Tzimisce took similar inspiration from the 
  Cappadocians and created a variant Path 
  called Death and the Soul. The Sabbat claim 
  their version of the Path is distinct, but most 
  outside observers have difficulty telling the 
  difference between adherents of Path of the 
  Bones and Path of Death and the Soul. As 
  such, the mechanics for both Paths are func-
  tionally identical. 
  The Path of Caine
  Nickname: Noddists
  Virtues: Conviction and Instinct
  Bearing: Faith. The righteousness of the Cainite is 
  apparent to all. The bearing modifier affects all rolls 
  that rely on the vampire’s image as a devout Kindred 
  and scholar of Caine’s teachings.
  Basic Beliefs: Scholars of nights long past, in seek-
  ing keys to the nature of vampiric existence, pursued 
  fragments of knowledge from the Book of Nod. Drawing 
  upon the history from that book as well as other esoter-
  ic sources, Cainite scholars concluded that only Caine, 
  as the first vampire, is the paragon of vampiric nature. 
  The Noddists seek to become more like Caine, in order 
  to discover the limits and powers of the undead form. 
  By learning from Caine’s example, the Noddists claim, 
  one can understand the true nature of vampirism and 
  how vampiric existence differs from one’s mortal life.
  Noddists seek knowledge and history, recording the 
  experiences of Caine, so that they may learn from his 
  
  321 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  example. To them, Caine’s life reveals the mystery of 
  the vampiric curse; by understanding the undead form, 
  they transcend their mortal weaknesses. They prize any 
  knowledge about the vampiric condition, but the writ-
  ings and stories of the First Vampire form the core of 
  Noddist lore. As Caine was marked and cast out from 
  mortal society, the Noddists believe that he exemplifies 
  most keenly the differences between vampires and hu-
  mans. Therefore, this Path‘s adherents cast aside their 
  humanity as inadequate and useless, emulating Caine’s 
  exile and seeking new rules to govern their predatory 
  drives.
  The heart of the Path of Caine lies in the exem-
  plification of vampiric nature: The questions of exis-
  tence, the limits of the vampiric form and the changes 
  wrought by the Embrace all drive the Noddists into 
  endless speculation, debate, and research. Scholarship 
  and historical insight are valuable, but the vampire 
  must simultaneously develop spiritually and physical-
  ly, to explore the limits of his undead form. Diablerie 
  serves as more than a simple theft of power; it allows 
  the practitioner to learn from the experiences of other 
  undead, thereby developing greater understanding. 
  Other vampires lose themselves in attempts to save 
  lost humanity or find meaning in obscure philosophy. 
  The Path of Caine, instead, finds meaning in the fun-
  damentals of vampirism.
  The Path of Caine is demanding and rigorous; few 
  vampires follow its tenets in the modern nights. This 
  Path places a high emphasis on scholarship, insight, 
  and personal discipline. With the eternal patience at-
  tributed to Caine, say the followers of the Path, comes 
  the opportunity to slowly refine oneself.
  The Ethics of the Path
  • Search for the history of Caine. Learn from his ac-
  tions.
  • Develop your willpower and predatory instinct. 
  The Beast, like the rest of the vampiric form, may be 
  mastered.
  • Take the vitae of the unworthy so that you may 
  become closer to Caine. Temper this accrual with an 
  understanding of your own potential so that you do not 
  take the Curse for granted.
  • Adapt to the needs of your new condition; cast 
  aside your lost humanity.
  • Study your abilities and the abilities of Caine to 
  discover what belongs within you. Examine the limits 
  and meanings of vampirism.
  History
  The Path of Caine developed in the early 16th cen-
  tury as vampires sought new insights into personal en-
  lightenment during the Renaissance. Many vampires 
  felt the need for a system of self-improvement that 
  circumvented the limitations of humanistic beliefs, as 
  human morality conflicted with vampiric nature. This 
  Path gained a great following over the next 200 years, 
  as many vampires viewed Caine as an ideal figure. Fol-
  lowing the Enlightenment, this Path began to decline 
  in favor of newer Paths. Few vampires maintained the 
  discipline and studiousness necessary to uphold this 
  Path, so it dwindled to a small but devoted following. 
  The remaining Noddists maintained a respected place 
  in the Sabbat and continued to recruit from the most 
  intellectual and insightful prospects. As the modern 
  Sabbat selects more fledglings based on their individual 
  potential and achievement, this Path has experienced 
  an influx of new followers.
  Current Practices
  This Path appeals to some of the most introspective 
  and reflective of vampires, but all Sabbat subscribe to 
  parts of the theory (if not the practice) of this Path. 
  Followers focus on personal growth, but also lead mis-
  sions to garner hidden knowledge and powerful elder 
  vitae. Additionally, many of this Path‘s students often 
  oversee and participate in rituals and plays celebrat-
  ing the history of vampirism. Noddists are loath to 
  Embrace randomly, instead choosing recruits from 
  promising mortals. Recently, many Noddists have es-
  chewed scholarship in favor of traveling, experiencing 
  the world and emulating Caine’s wanderings. Many of 
  these “adventurous” Noddists travel the globe to chase 
  bits of information and experience the variety of vam-
  piric existence.
  Description of Followers
  Noddists are often reserved and educated, with a 
  strong knowledge of history and a drive for self-aware-
  ness. Followers of the Path are not inquisitive in the 
  sense of seeking deductive answers to problems; rather, 
  they study traditions and historical events in hopes of 
  finding solutions for their questions. Cainites who es-
  pouse this Path often display a great deal of self-mas-
  tery. Additionally, Noddists tend to engage in debate 
  with other vampires, to discern how other Cainites ex-
  perience the Curse. Noddists tend to assume positions 
  of spiritual authority in the Sabbat, as Pack Priests or 
  Bishops. Many other Cainites find followers of this 
  Path haughty and vain.
  
  322 
  CHAPTER SEVEN: MORALITY
  Following the Path
  Sons and Daughters of Caine should always seek in-
  formation regarding the vampiric condition, through 
  experience, personal growth, and the pursuit of oc-
  cult lore. Diablerie, development of Disciplines, and 
  self-mastery are all valid means of refining the vam-
  piric form. Noddists rarely engage in politics, choosing 
  instead to acquire new information and experiences. 
  They also serve as priests who lead vampires to seek 
  awareness — and development — of their undead con-
  dition. Those on this Path lead by example, embracing 
  their monstrous natures and striving to attune them-
  selves to their differences from humans, then helping 
  other vampires do the same. Noddists do not hesitate 
  to share their insights, so that all vampires have the 
  opportunity to become closer to Caine, though they 
  hoard dangerous secrets to prevent misuse.
  Common Abilities: Vampires who adhere to the 
  Path of Caine are studious and philosophical. Follow-
  ers primarily favor Knowledges — especially Occult — 
  but Noddists are expected to be capable of developing 
  the vampiric form to its greatest potential, so Survival, 
  Melee, and Athletics are encouraged. Additionally, 
  those who would engage in debate prefer Expression, 
  Subterfuge, and Leadership.
  Preferred Disciplines: Followers of the Path of 
  Caine prefer those Disciplines considered “natural” to 
  vampires, such as Auspex and Presence. Disciplines 
  that augment the physical form — Celerity, Fortitude, 
  and Potence — are particularly valuable. Some Nod-
  dists dislike the use of Disciplines that are not expressly 
  noted in the Book of Nod, such as Thaumaturgy and 
  Serpentis, claiming that these Disciplines do not con-
  form to Caine’s development. Other followers of the 
  Path claim that such Disciplines simply represent a 
  heightened mastery of the vampiric condition. Most 
  Cainites of this Path learn only the Disciplines listed 
  by Caine in the early fragments of the Book of Nod.
  Path of Caine Hierarchy of Sins
     Rating          Moral Guideline 
     Rationale
  10 
   
  Failing to engage in research or study 
  The search for truth requires dedication. 
   
   
  each night, regardless of circumstances
  9 
   
  Failing to instruct other vampires in 
  All vampires must have the opportunity to explore  
   
   
  the Path of Caine  
   
   
  their potential.
  8 
   
  Befriending or co-existing with mortals Caine was separated from mortals, as all vampires  
   
   
   
   
   
   
   
  should be.
  7 
   
  Showing disrespect to other students 
  All of the Children of Caine deserve the respect due  
   
   
  of Caine 
   
   
   
  their heritage, as long as they strive to understand  
   
   
   
   
   
   
   
  themselves.
  6 
   
  Failing to ride the wave in frenzy 
  Direct the Beast; do not be directed by it.
  5 
   
  Succumbing to Rötschreck 
   
  Master your fear. Terror is for lesser beings.
  4 
   
  Failing to diablerize a “humane”  
  Those who do not explore their potential forfeit that  
   
   
  vampire 
   
   
   
  potential.
  3 
   
  Failing to regularly test the limits of 
  Develop your capabilities to their limits in order to  
   
   
  abilities and Disciplines  
   
  discern your true nature.
  2 
   
  Failing to pursue lore about vampirism Every scrap of knowledge adds a piece to the puzzle of  
   
   
  when the opportunity arises  
   
  undead existence.
  1 
   
  Denying vampiric needs (by refusing  
  To be a vampire, one must satisfy a vampire’s needs. 
   
   
  to feed, showing compassion, or failing   
   
   
   
   
   
   
   
   
  to learn about one’s vampiric abilities)
  
  323 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Path of Cathari
  Nickname: Albigensians
  Virtues: Conviction and Instinct
  Bearing: Seduction. The Cathari are temptation in-
  carnate, and they have an uncanny knack for knowing 
  the desires of others. The bearing modifier affects rolls 
  to tempt and seduce others.
  Basic Beliefs: The Path of Cathari sprang from the 
  Catharist heresy of the Middle Ages. A dualistic phi-
  losophy, Cathar doctrine holds that the world was cre-
  ated in equal parts by a good (“light”) creator respon-
  sible for virtue and spirit, and an evil (“dark”) creator 
  who fashioned the material world and its vices. The 
  original Cathars believed the soul to be the root of all 
  that is pure in humanity, while the material body was 
  a shell in the corrupt physical world. Cathars pointed 
  to the noble aspects of the spirit — compassion, sac-
  rifice, honesty, and the like — as proof that the only 
  true good lay in the ephemeral. The material world, 
  with its suffering and misery, bore obvious flaws and 
  imperfections. After much persecution, this dualistic 
  doctrine vanished from the mortal world, crushed by 
  papal declarations of heresy. Over the years, the vam-
  pires who favored tenets of the philosophy adopted it 
  as their own.
  According to the vampires who follow this Path, the 
  undead are minions of the evil creator, given eternal 
  existence to tempt others with the lures of the material 
  world. Followers of the Path believe that they fulfill a 
  destiny as creatures tied to the physical world through 
  vampiric immortality. Because vampires have been 
  denied the spiritual realms of death, the Albigensians 
  reason that they must serve the vices of the physical 
  realm. Therefore, they seek to spread evil and corrup-
  tion, seeing iniquity as their natural state.
  The Albigensians have perfected a code of evils in 
  which to indulge, however. Theirs is not a Path of 
  pointless amorality. Taking the beliefs of the original 
  Cathar priests and twisting them, these vampires delib-
  erately search for means of spreading evil. They pursue 
  sins of greed, lust, and pride avidly. Cathars seek mate-
  rial wealth and comforts, and they encourage others to 
  do the same. A vampire can serve his proper purpose 
  only by embracing the flaws inherent to his form and 
  to the world, and accepting his duties as a purveyor of 
  vice. Followers of the Path of Cathari thus ironically 
  find spirituality in depravity.
  The Ethics of the Path
  • Indulge in vice. Wealth, sensuality, and material 
  power are hallmarks of the physical world.
  • Lead others to temptation. It is your role to pro-
  mote the depravity of the world.
  • Grant the Curse of Caine to those with great pas-
  sion. Undeath is an evil curse, but those with great 
  conviction can use it well.
  • The entire material world and its denizens are cor-
  rupt. Expect betrayal and wickedness.
  • Your role as a creature of evil is predestined. Ac-
  cept it and fulfill your purpose.
  • Death simply leads to reincarnation. Mortals re-
  turn after you kill them. However, you should avoid Fi-
  nal Death, since you will return as a mortal if you die.
  History
  The Path of Cathari grew out of the aftermath of the 
  Albigensian Crusade in the 13th century. The Man-
  icheanist beliefs in dualism influenced some members 
  of the Church, leading to a 30-year war that many 
  believe led to the creation of the mortal Inquisition. 
  After Albigensian vampires resurfaced following the 
  crusade, they developed this moral system out of the 
  logical consequences of their philosophy, seeing vam-
  pires as tied to the mortal world and therefore purveyors 
  of evil, while the spirits of humans possessed the only 
  potential for good. Soon, many vampires took it upon 
  themselves to fulfill their “duty” as providers of the 
  mortal world’s corruption. Over the intervening years, 
  the Path changed to include broader philosophies and 
  less formal religious overtones. The Path continued to 
  prove adaptable, keeping the core belief of vampires as 
  traffickers in the vices of the material world. Quite a 
  few vampires find purpose in the business of pleasure 
  — and damnation.
  Current Practices
  The Albigensians lead others to temptation, despoil-
  ing the purity of the spirit. Neonates and elders alike 
  can be found among the Albigensians. Many practi-
  tioners see the fast-paced, decaying modern world as 
  a sign of success for the forces of the evil creator, and 
  they seek out ever more challenging converts among 
  mortals and vampires alike.
  Description of Followers
  Albigensians are hedonistic and impulsive, but they 
  believe that they serve a purpose. The followers of this 
  
  324 
  CHAPTER SEVEN: MORALITY
  Path are not lazy; rather, they undertake their duties 
  with fanatical abandon. Each Albigensian considers it 
  his duty to embody the vices of the material world and 
  to share those comforts and pleasures with others. The 
  Cathari encourage others to explore their monstrous 
  natures and to spread hedonism among mortals.
  Following the Path
  Cathari are usually quite passionate, devoted to vul-
  garity and pleasure. They see the mortal world as a vast 
  playground wherein they may satiate their base urges 
  and encourage others to do likewise. Believing them-
  selves to be agents of immorality, the followers of this 
  Path are often highly social, befriending and using oth-
  ers to serve their sinful purposes.
  Common Abilities: Followers of the Path of Cath-
  ari indulge freely in vices and materialism, and they 
  seek to spread these excesses. Thus, Social Abilities 
  like Subterfuge and Streetwise are most useful. Some 
  Albigensians also use Finance and Bureaucracy to earn 
  money, making their unlives more luxurious. A few of 
  the more studious followers of the Path indulge in Oc-
  cult knowledge and Academics in order to study the 
  roots of the Path.
  Preferred Disciplines: Albigensians prefer Disciplines 
  that allow them to fulfill their grim purpose. Dominate 
  and Presence are most valued for the ability to coerce 
  mortals into cooperation. They regard the Discipline 
  of Animalism highly as well, due to its reflection in 
  Biblical powers, from which the followers of this Path 
  take some of their beliefs.
  The Path of the  
  Feral Heart
  Nickname: Beasts
  Virtues: Conviction and Instinct
  Bearing: Menace. Those in the presence of a Beast 
  know that she is a true hunter, just as deer do when 
  confronting a wolf. The bearing modifier applies to 
  rolls aimed at terrifying or cowing an opponent.
  Basic Beliefs: Vampires are the ultimate hunters — 
  immortal and invulnerable. The Beast Within is mere-
  ly the expression of the predator’s instinct. To deny 
  one’s atavistic impulses is to go against the dictates of 
  nature, or so this Path’s followers believe. A vampire 
  Path of Cathari Hierarchy of Sins
     Rating 
  Moral Guideline 
   
   
  Rationale
  10 
   
  Exercising restraint 
   
   
  One’s purpose is excess, not moderation.
  9 
   
  Showing trust  
   
   
  Use or be used.
  8 
   
  Failing to pass on the Curse to the 
  The depraved can serve evil better as vampires; the  
   
   
  passionately wicked or virtuous  
  virtuous can be overcome by the Curse.
  7 
   
  Failing to ride the wave in frenzy 
  The Beast, as well as the higher self, must be indulged.
  6 
   
  Acting against another Albigensian 
  Those of like purpose should fulfill that purpose, not  
   
   
   
   
   
   
   
  quarrel among themselves.
  5 
   
  Impassioned killing 
   
   
  Murder achieves no greater end; dead men cannot  
   
   
   
   
   
   
   
  sully their souls.
  4 
   
  Sacrificing gratification for someone 
  Promote physical pleasures, not altruistic  
   
   
   
  else’s convenience 
   
   
  achievements.
  3 
   
  Refraining from indulgence 
   
  The material world is a place for the gratification of  
   
   
   
   
   
   
   
  the flesh.
  2 
   
  Arbitrary killing 
   
   
  Killing a mortal prevents his bringing about his own  
   
   
   
   
   
   
   
  damnation.
  1 
   
  Encouraging others to exercise restraint Vampires are creatures of evil; the vampire’s purpose  
   
   
   
   
   
   
   
  is to corrupt, not save.
  
  325 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  can only survive by adhering to her inner character 
  and accepting the monstrous drives that accompany 
  the unliving state. Though the Beasts do not revel in 
  their predations, neither do they avoid them. By learn-
  ing to accept the role of hunter, thereby acknowledg-
  ing the proper role of the unliving, a vampire becomes 
  like an animal: feral, predatory, but ultimately in her 
  proper place.
  A follower of this Path feels that the Beast is a natu-
  ral part of being a vampire and that its needs must be 
  satiated. Still, the vampire is intelligent, and a cunning 
  hunter is a more effective one. Therefore, it is impor-
  tant to strike a balance between Beast and Man — the 
  feral cunning and vicious instincts of the vampire are 
  excellent survival tools, tempered by the reasoning and 
  insight of the mind. By satiating the Beast’s urges from 
  time to time, the vampire ironically gains a greater de-
  gree of personal control.
  Vampires on the Path of the Feral Heart (sometimes 
  called the Path of the Beast) have little use for the 
  trappings of civilization or education. Modern trans-
  portation and weaponry is unnecessary, for the unliv-
  ing form provides the necessary tools to stalk and kill. 
  Subterfuge and politics are trivial concerns; politick-
  ing does not bring blood to one’s throat. Vampires are 
  made to hunt and kill, and the followers of this Path 
  excel at both.
  The Ethics of the Path
  • Survival is your first concern.
  • Politics or technology simply get in the way of the 
  hunt.
  • Learn to strike a balance with your Beast. Engage 
  in the brutal actions necessary to survive, but retain 
  your intelligence and cunning.
  • The “natural world” is an illusion. All things must 
  live according to their forms, and even civilization is 
  natural because it is the form of humanity.
  • Although fire can kill you, you must master your 
  fear so that you can kill those who would use it against 
  you.
  • Whether running alone or with a pack, your loyal-
  ties must be absolute. You have no time for shifting 
  allegiances.
  History
  The Path of the Feral Heart seems to have grown 
  out of ancient codes by which vampiric berserkers ac-
  cepted their animalistic nature. Espoused originally by 
  the Gangrel, the Path spread to a few other vampires 
  who learned to elevate their predatory ways. This Path 
  was never a popular one, but its constituency remained 
  constant throughout the ages. The Path has changed 
  relatively little over the years. Beasts see no real need 
  to “adapt” the Path to a more modern age.
  Current Practices
  Beasts have no real organization, and they rarely 
  engage in any sort of concerted rituals or traditions. 
  Some few nomads, though, exist as wandering hunters. 
  When Beasts meet, they often indulge in the Gangrel 
  practice of sharing stories or indulging in a little prac-
  tice combat. Beasts also serve as frighteningly effective 
  assassins; their loyalty, once given, is unquestionable. 
  Beasts who feel that a particular individual is a threat 
  to themselves or their pack are relentless in hunting 
  and destroying the opposition.
  Description of Followers
  Most Beasts care little for fashion or attire, instead 
  choosing functional clothing that serves well while 
  hunting. Some Beasts even disdain ornamentation and 
  clothing completely, though these are rare. Followers of 
  this Path often have a great attunement to their senses, 
  and such individuals are often noted carefully listening 
  to and watching their surroundings at all times, or even 
  staying in constant slow motion and sniffing at the air 
  so as to avoid hidden adversaries. Many Gangrel follow 
  this Path, and they invariably have animalistic features 
  that they do not bother to conceal.
  Following the Path
  Beasts must always recognize and indulge in their 
  predatory natures. Followers of this Path therefore 
  strive to develop their prowess as hunters. A Beast has 
  little desire to use the trappings of technology, believ-
  ing that the vampiric form provides him with all of the 
  powers necessary to survive. Indulgence in politics is 
  frowned upon, as there are more important matters to 
  handle; force is a simpler and often more effective tool. 
  Mercy and compassion have no place in the predator’s 
  heart, and enemies must be harshly destroyed while al-
  lies and packmates are protected, as they in turn pro-
  tect the individual. Beasts do not kill whimsically, but 
  when killing is necessary, there must be no hesitation.
  Common Abilities: Not surprisingly, most Beasts are 
  highly skilled trackers and hunters. Survival is para-
  mount among these vampires, as well as Brawl and 
  Athletics. Animal Ken is common, though a Beast 
  
  326 
  CHAPTER SEVEN: MORALITY
  is just as likely to feed upon an animal as to emulate 
  it. Because they are in touch with their inner natures, 
  many followers of this Path develop a great deal of 
  Empathy — not that they feel any pity for their prey, 
  but rather they intuitively understand the motives of 
  their victims. Intimidation is also fairly common, for 
  the simmering fury just below the surface of the Beast’s 
  outward calm is truly terrifying.
  Preferred Disciplines: Disciplines are a matter of 
  survival for followers of this Path. Animalism is useful 
  in learning from lesser predators and for feeding. Forti-
  tude is valued, as Beasts must be rugged enough to sur-
  vive any conditions. The natural weapons and hunting 
  benefits of Protean are likewise considered valuable, 
  and some Beasts learn Obfuscate or Celerity to become 
  faster and cagier hunters.
  The Path of  
  Honorable Accord
  Nickname: Knights
  Virtues: Conscience and Self-Control
  Bearing: Devotion. The Knights keep their word, 
  and are very difficult to sway from their duty. The bear-
  ing modifier affects rolls to resist attempts to manipu-
  late or force them to go against their given purpose.
  Basic Beliefs: In a world rife with corruption, ma-
  levolence, and insanity, some vampires find direction 
  through a firm and unyielding code of personal con-
  duct. These vampires do not delve into philosophical 
  questions of existence or wanton indulgence of their 
  monstrous sides. Instead, they focus upon one singu-
  Path of the Feral Heart Hierarchy of Sins
     Rating           Moral Guideline 
     Rationale
  10 
   
  Hunting with means other than your 
  The perfect hunter needs no tools. 
   
   
   
   
  own vampiric powers
  9 
   
  Engaging in politics 
   
   
  Political struggles do not yield sustenance.
  8 
   
  Remaining in the presence of fire or 
  There is no sense in courting Final Death. 
   
   
   
  sunlight, except to kill an enemy
  7 
   
  Acting in an overly cruel manner 
  Death is natural; feeding is natural. Torture and   
   
   
   
   
   
   
   
  cruelty are not.  
  6 
   
  Failing to hunt when hungry 
   
  The vampire’s purpose is to feed.
  5 
   
  Failing to support your pack or allies 
  Support your family, and it will support you.
  4 
   
  Killing without need 
   
   
  A dead vessel may not be fed from in the future.
  3 
   
  Failing to follow one’s instincts  
  Instinct is the basis of predatory nature.
  2 
   
  Killing a creature other than for  
  A kill’s purpose is sustenance. 
   
   
   
   
   
  survival 
  1 
   
  Refusing to kill to survive 
   
  Vampires are hunters; everyone else is the hunted.
  The Path of Harmony
  In past nights, the Path of the Feral Heart was 
  known as the Path of Harmony, espousing a 
  strong connection to nature and to the preda-
  tory characteristics of individual vampires. 
  Although a Harmonist feels no remorse for 
  doing what he must do by nature (hunting, 
  feeding, and killing) he tempers these actions 
  with an understanding of his place in the 
  natural world. As a result, Harmonists espouse 
  the virtues of Conscience, rather than  
  Conviction.
  
  327 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  lar principle: honor. Order, fairness, and duty are the 
  watchwords of these undead, and though still mon-
  strous, they abide by standards of conduct that are rig-
  idly understandable.
  To a follower of this Path, unlife must be given direc-
  tion and purpose. These vampires choose honor as their 
  guiding hand. By focusing on firm rules and personal 
  boundaries, the Knights keep the rage of the Beast at 
  bay. Accepting a duty and fulfilling its obligations pro-
  vides the Knights with goals to achieve. Bound by their 
  codes of honor, these vampires uphold causes with the 
  utmost devotion, even to the ends of their unlives.
  Make no mistake; the vampires who follow this Path 
  are not compassionate or humane in any sense. Indeed, 
  they see humans as little more than chattel or food, 
  and undeserving of the considerations of honor that 
  are bestowed upon other vampires. Even so, a Knight 
  will never willingly break his given word or renege 
  on an agreement, as doing so would be a disgrace to 
  personal honor. The subject of commitment matters 
  little to a follower of this Path. It is the strength of the 
  commitment and the unyielding determination that is 
  important.
  Many of the beliefs of the followers of this Path mir-
  ror the feudal codes of chivalry or the bushido of the 
  samurai. Knights gladly suffer Final Death before show-
  ing cowardice or betraying their allies. Similarly, this 
  Path‘s soldiers uphold the policies of their Sects and 
  organizations with fanatical zeal. Pitted against an un-
  yielding or recalcitrant foe, a solitary Knight is a fatal-
  istic and deadly warrior.
  The Ethics of the Path
  • Always keep your word and honor your agree-
  ments.
  • Never show cowardice. Overcome your fears.
  • Duty comes before personal matters.
  • Treat your equals and betters fairly and equitably. 
  The dishonorable are beneath your contempt.
  • Always repay your debts.
  • Support your comrades-at-arms in all things, ex-
  cept where they counsel treachery.
  History
  The Path of Honorable Accord grew out of bygone 
  nights, as vampires of the Dark Ages grappled with the 
  problems of human morality by finding a harsh and un-
  yielding code of conduct to replace the ethics of man-
  kind. Sabbat followers of the Path turned their loyalty 
  
  328 
  CHAPTER SEVEN: MORALITY
  to the idealism of the Sect and the letter of the Code 
  of Milan, in the process acquiring the moniker “follow-
  ers of the Code.” There are also some Camarilla Ar-
  chons and Alastors who follow the Path, loyal agents 
  reserved for the most dangerous or difficult missions. A 
  rare few Camarilla elders, primarily Ventrue, hold on 
  to the precepts of this Path from their nights of vam-
  piric, medieval chivalry.
  Bound by loyalty to the ideals of their Sects, com-
  bined with a strong sense of duty and honor, the Knights 
  fought to uphold the unity of both the Camarilla and 
  the Sabbat over the centuries. Now, the Path of Hon-
  orable Accord forms the backbone of the Sabbat. The 
  dedicated Knights are the core of the Sect, serving the 
  ideals of the Sabbat with inhuman devotion.
  Current Practices
  Followers of the Path of Honorable Accord have al-
  ways placed a high value on ritual and ceremony. As a 
  whole, the followers of the Path seek to knit together 
  disparate factions under the common banner of loyalty 
  to a cause. Although alternately ignored or derided by 
  followers of other Paths, the Knights are a stern ex-
  ample of the best qualities of any vampire, and they 
  cannot be faulted by their brethren. Knights do not of-
  ten take leadership positions (as they find the political 
  duplicity appalling), though they are at the forefront 
  of many battles, showing courage and discipline un-
  matched by any other soldiers among the undead.
  Description of Followers
  Knights are by turns cold and aloof, yet honorable 
  and trustworthy. A Knight never goes back on his word 
  and always honors his agreements. He does not shirk 
  his duty or flee from battle. Still, he is far from humane: 
  The Knight sees humans as a resource, just as another 
  warrior might see a fine warhorse as admirable but far 
  from an equitable associate. Many of this Path’s follow-
  ers display a grim and taciturn image, but the Knights 
  are capable of humor and joviality — they simply find 
  that duty outweighs personal gratification.
  Following the Path
  A follower of the Path of Honorable Accord must al-
  ways keep honor foremost in his mind. A Knight can-
  not act rashly or in haste; he must always be aware of 
  the nature and consequences of his actions. The devout 
  student of this Path must hold onto courage and disci-
  pline at all times while he seeks to dispense justice and 
  fairness. The true Knight fights and dies for his cause.
  Common Abilities: Knights study Melee, Brawl, and 
  Athletics. Leadership and Expression are valued assets, 
  as the Knight is often called upon to mediate disputes 
  Path of Honorable Accord Hierarchy of Sins
     Rating           Moral Guideline 
     Rationale
  10 
   
  Failing to uphold all the precepts of 
  True duty to a cause requires sterling character.  
   
   
  your group
  9 
   
  Failing to show hospitality to your allies Hospitality and generosity are the wealth of the soul.
  8 
   
  Associating with the dishonorable 
  Serve as an example, but do not be dragged into  
   
   
   
   
   
   
   
  pettiness. 
   
  7 
   
  Failing to participate in your group’s 
  Tradition and ritual are important parts of heritage. 
   
   
  rituals
  6 
   
  Disobeying your leader  
   
  Loyalty is the keystone of hierarchy.
  5 
   
  Failing to protect your allies 
   
  Defend those who are worthy of your esteem.
  4 
   
  Placing personal concerns over duty 
  Duty is the vampire’s purpose.
  3 
   
  Showing cowardice 
   
   
  Honor lies in fighting for a cause, not in fleeing it.
  2 
   
  Killing without reason  
   
  Life and death are God’s to decree.
  1 
   
  Breaking your word or oath; failing to 
  To break one’s oath is to be without the honor that  
   
   
  honor an agreement 
   
   
  defines existence.
  
  329 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  fairly. Similarly, Investigation and Law can help to dis-
  cern truth and justice.
  Preferred Disciplines: Fortitude and Presence are 
  considered the epitome of the Knightly way; these 
  vampires are stalwart in defense and eloquent in dis-
  course. Since so many Knights follow a martial destiny 
  in the turbulent modern nights, Potence is fairly com-
  mon as well. The Salubri antitribu of the Sabbat also 
  develop the puissant abilities of Valeren.
  The Path of Lilith
  Nickname: Bahari, Lilins
  Virtues: Conviction and Instinct
  Bearing: Tribulation. The Bahari see enlightenment 
  through pain and conflict, and they learn to turn pain 
  to their advantage. The bearing modifier affects rolls 
  impacted by their own wound penalties.
  Basic Beliefs: Considered heretical by most Cainites 
  of the Sabbat, the fragments of Lilith’s teachings — 
  sometimes erroneously referred to as the Lilith Cycle 
  — showcase an elaborate history and an alternate tale 
  of Creation itself. Cast out from the first garden for the 
  crimes of elevating herself with the Fruits of Knowledge 
  and Life, and for seeking to be equal to both man and 
  God, Lilith wandered the unformed and barren world, 
  becoming a power of creation equaling the deities of 
  old. Through tribulation and pain she discovered the 
  ways of survival; by fire and thorn she created her own 
  garden, a mirror of the suffering and enlightenment 
  that she endured. The architect of Caine’s power, the 
  creator of magick, and the mother to gods, Lilith wa-
  tered the seeds of wisdom with her own blood, which 
  empowered anyone to walk through the fire and swim 
  through the frost to come to the revelation of ultimate 
  freedom and self-empowerment.
  Claiming followers among vampires and other deni-
  zens of the hidden world, the Bahari practice the an-
  cient ways handed down by Lilith. By following the 
  image of the mother-goddess, they raise themselves 
  from the status of children. Like a parent disciplin-
  ing an errant child, Lilith passes on a legacy of pain 
  that teaches, and so the Bahari seek to overcome the 
  weaknesses of their blind, helpless births, ascending to 
  understanding and power. By walking in fire, impaling 
  themselves on thorns and blades, suffering deprivation, 
  and plunging into icy water, the Bahari excite their 
  bodies and minds to true sensation, and open their 
  consciousness to the entirety of the world. From the 
  dizzying heights of comprehension, at the needlepoint 
  of pain, they learn the true measure of creation, that 
  they may take the formless stuff of the world and cast 
  it in a new image.
  Make no mistake, the Bahari have little room for 
  compassion or conscience. They fully believe that one 
  must grasp the blade of enlightenment — and suffer its 
  lacerations — before rising to the truth. Those who do 
  not have the will or the insight to learn through suf-
  fering are chaff, cast aside sadly but unhesitatingly. No 
  time or resource is wasted on those who do not have 
  the overpowering need to suffer, change, and grow. 
  The Hierophants, the vampire-priests of Lilith, choose 
  those who have heard Lilith’s song and punish, flagel-
  late, and excoriate them until they arrive on the cusp 
  of seething awareness. Only then are the tears brushed 
  away with lover’s care, the wounds comforted, and the 
  supplicants brought into the fullness of Lilith’s glorious 
  Path.
  The Ethics of the Path
  • Only through pain are we elevated.
  • Be teacher, torturer, and lover to any who seek 
  enlightenment.
  • Practice what you learn. Wisdom is meaningless 
  unless it accompanies action.
  • Cultivate a garden, that you may show the power 
  of your own creation.
  • Seek out those on the border of awareness and ini-
  tiate them.
  • Gather with your brothers and sisters to share your 
  learning and anguish.
  History
  According to apocryphal tales, the cult of Lilith 
  started when a vampire Methuselah, searching for an-
  cient artifacts in Africa some millennia ago, discovered 
  strange writings purported to tell of the Dark Mother. 
  Although this Cainite could not acquire the artifacts, 
  he carried with him the knowledge of what he had 
  seen. Soundly defeated by the mortal and demonic 
  guardians of the writings, he retreated to gather others 
  to him with the knowledge and insight to delve into 
  the mysteries pieced together from the fragments. Over 
  the years, followers of the Path of Lilith slowly spread 
  their archaic knowledge, drawing in small numbers 
  of erudite and mystically curious vampires. The Path 
  eventually took on aspects of religion as it absorbed the 
  rituals and ceremonies of its followers’ native lands.
  
  330 
  CHAPTER SEVEN: MORALITY
  The Path of Lilith never had very much of a follow-
  ing in the Sabbat, where the antithetical Path of Caine 
  took sway, but enough followers existed to ensure that 
  the Path survived. Indeed, even some elders of the Ca-
  marilla came to follow the Path. As rumors of Gehenna 
  grow, more vampires are drawn to the apocryphal teach-
  ings of this Path. The visions of Caine as a blundering 
  fool, cursed with incredible power that he refuses to un-
  derstand, draw together vampires who seek an alternate 
  means to survive the End Times. Through the auspices of 
  the Dark Mother, they hope to rise above their Cainite 
  nature and become untouchable to the Antediluvians.
  Current Practices
  Modem Bahari inherit many of the traditions of their 
  ancient forebears. The followers of this Path rarely 
  discard rituals or beliefs, for only true understanding 
  of all of the world’s mysteries can unlock the door to 
  enlightenment. As such, the Bahari employ many and 
  varied rites of worship. They often cultivate the hid-
  den knowledge of alien cultures, and they are quick to 
  absorb and adapt new and different occult practices. 
  Because of this openness, Bahari engage in a loose net-
  work of vampires who trade lore and mystical knowl-
  edge, even dealing with wizards, ghosts, and other 
  keepers of ancient secrets. Bahari often practice rituals 
  that are bizarre even by the standards of the Sabbat, 
  and though they are loyal as long as they may continue 
  to practice their rites, the final loyalty of all Bahari is 
  ultimately to themselves.
  Description of Followers
  Bahari live fast-paced, hectic unlives, constantly 
  striving for the next change and the next learning ex-
  perience. Anything that shocks or outrages the sensi-
  bilities of others is fair game, since there is always the 
  hope of pushing someone beyond the boundaries of 
  the banal. Bahari cherish the development of personal 
  understanding, so followers of this Path can be found 
  equally among the squalid and the wealthy. When mov-
  ing among mortals, Bahari are flamboyant and mysteri-
  ous. In their ceremonies, they often wear flowing, open 
  cloaks and ceremonial masks of wood or bone.
  Contrary to some beliefs, this Path is not exclusively 
  followed by women, although they do make up a ma-
  jority of its practitioners. Anyone who throws away the 
  caul of childish ignorance for painful maturity is wel-
  come in the circle of Lilith. 
  Path of Lilith Hierarchy of Sins
     Rating           Moral Guideline 
     Rationale
  10 
   
  Feeding immediately when hungry 
  Deprivation and hunger taught Lilith to survive.
  9 
   
  Pursuing temporal wealth or power 
  True wealth comes from inside, not from money or  
   
   
   
   
   
   
   
  influence. 
   
  8 
   
  Not correcting the errors of others 
  Caine was a murderer, traitor, and fool who deserves  
   
   
  regarding Caine and Lilith 
   
  no reverence.
  7 
   
  Feeling remorse for bringing pain to 
  Pain and suffering help others to learn and grow. 
   
   
  someone
  6 
   
  Failing to participate in a Bahari ritual 
  The rituals handed down through time contain clues 
   
   
   
   
   
   
   
  to awakening.
  5 
   
  Fearing death  
   
   
  Death is simply an inevitable change to a new form  
   
   
   
   
   
   
   
  of existence. 
  4 
   
  Killing a living or unliving being 
  Death denies one the chance to transcend.
  3 
   
  Not seeking out the teachings of Lilith 
  Lilith hid her works in many places; they must   
   
   
   
   
   
   
   
  be found.
  2 
   
  Failing to dispense pain and anguish 
  Be a teacher through the pain.
  1 
   
  Shunning pain  
   
   
  Only through pain are we reborn.To shun pain is  
   
   
   
   
   
   
   
  to embrace ignorance.  
   
   
   
   
  
  331 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Following the Path
   A Lilin breaks with convention, flouting “accepted 
  society” in order to force others to re-evaluate their 
  views of the world. With the branding-iron and the 
  scourge, the Cainite brings painful lessons that, if sur-
  vived, make the postulant stronger. Those who hover 
  on the edge of awareness are watched carefully for 
  the final soul-wrenching revelation that brings them 
  strength. To visit pain and even death is the greatest 
  gift that can be given, for through these trials the in-
  dividual comes to understand herself. Each must dis-
  cover her own inward seeds of Knowledge and Life, so 
  as to become a universe unto herself and an architect 
  of creation. The garden, the symbol of life shaped and 
  cultivated with care, is the manifestation of the Ba-
  hari’s devotion to expressing what she has created and 
  learned.
  Common Abilities: Medicine, an understanding of 
  the body in order to dispense pain without killing, is 
  first and foremost among a Lilin’s skills. As mystics of 
  the ancient secrets, Occult is crucial. Academics and 
  Science are also valuable tools in the search for truth.
  Preferred Disciplines: Lilith is said to have invoked 
  various powers in herself as she walked the unformed 
  earth, powers that aided in her survival. Bahari often 
  emulate these powers, focusing upon the Disciplines of 
  Animalism, Celerity, Fortitude, and Obfuscate.
  The Path of  
  Metamorphosis
  Nickname: Metamorphosists
  Virtues: Conviction and Instinct
  Bearing: Inhumanity. Metamorphosists work steadi-
  ly to become something other than human. Bearing 
  modifiers apply to Intimidation, as well as any Manipu-
  lation rolls that can be positively affected by frighten-
  ing the target.
  Basic Beliefs: The world is made up of evolutionary 
  chains. Animals are below humans, who are below the 
  Kindred. The metaphysical, arcane members of Clan 
  Tzimisce follow this Path, which focuses on defining 
  and attaining the state of being beyond the curse of 
  vampirism. Citing their transformative use of Vicissi-
  tude, the Tzimisce believe they have the potential to 
  transcend the constraints of the flesh. Hearing Meta-
  morphosist Fiends speak, however, reveals the true 
  monstrosity of their philosophy. They believe that the 
  next step is a state akin to apotheosis, and they will do 
  anything — anything — to achieve it.
  The Tzimisce are characteristically thorough in their 
  study of this Path’s ideals. By coordinating their exper-
  iments on living, dead, and undead subjects (as well as 
  other curiosities they may come across, like werewolves 
  or the errant faerie), the Fiends have formed complex 
  theories as to precisely what the next step in vampiric 
  transcendence is. The solitary and suspicious Tzimisce 
  rarely compare notes, however, and the Path’s devel-
  opment suffers as each follower spends much of her 
  unlife learning the rudiments that other Kindred have 
  already deciphered.
  The Ethics of the Path
  • Learn the characteristics of all stages of life and 
  death.
  • One should not concern oneself overly with mor-
  tals — they are a step below the Kindred, not above 
  them.
  • Do not share knowledge with others, as it is too 
  valuable to trust to flawed creatures.
  • Indulge the Beast and deny it; true comprehension 
  of unlife requires a broad range of experience.
  • One should alter and augment one’s body — 
  changing the flesh may pave the way toward changing 
  the soul.
  • Do not heed the needs or desires of others, as their 
  lack of introspection may distract even the keenest in-
  tellect.
  History
  The Tzimisce have researched this Path in their soli-
  tary way for literally thousands of years. They have al-
  ways been creatures of tremendous mystical potential; 
  the followers of this Path seek to realize that potential. 
  Followers of this Path relate very little to the world 
  outside themselves, and many relate this fact to the in-
  exorable decline of the Clan itself.
  Current Practices
  Most Metamorphosists claim membership in the 
  Sabbat but pay it little more than lip service, involved 
  as they are in more esoteric pursuits. In truth, this Path 
  predates any Sect, and Kindred committing themselves 
  to it subscribe to beliefs and creeds far older than petty 
  notions of Kindred politics.
  
  332 
  CHAPTER SEVEN: MORALITY
  Description of Followers
  Followers of the Path of Metamorphosis are truly 
  some of the most alien creatures any Kindred could 
  meet. Metamorphosists are cold, utterly inhuman, and 
  exactingly scientific. Their concerns are metaphysi-
  cal rather than ethical, and it is precisely this frame 
  of mind that leads many to believe that the Metamor-
  phosists have literally begun their transformation into 
  something else. Some take this a step further by altering 
  their flesh in various means until they no longer have a 
  recognizable gender or look even remotely human.
  Following the Path
  Metamorphosists conduct all manner of bizarre ex-
  periments, most of which take place far from others’ 
  eyes. It is a distant, lonely philosophy, removed from 
  any needs other than the matter of sustenance. Follow-
  ers should be heedless of others around them, existing 
  only to satisfy their personal concerns.
  Common Abilities: This Path concerns itself almost 
  exclusively with Knowledges, particularly those of Oc-
  cult, Medicine, and Science. Many Metamorphosists 
  also specialize Academics in areas such as philosophy 
  and theology in hopes of uncovering secrets unexplored 
  in larger fields of study.
  Preferred Disciplines: The Tzimisce Metamorpho-
  sists favor attention to their unique powers of Vicissi-
  tude. Thaumaturgy and Auspex are also highly prized.
  The Path of Night
  Nickname: Nihilists
  Virtues: Conviction and Instinct
  Bearing: Darkness. Nihilists give off a faint air of in-
  ner darkness, inspiring those around them to dwell on 
  their darkest fears and thoughts. Their bearing modi-
  fier applies to any attempts to bring out a victim’s in-
  ner darkness, such as eliciting dirty secrets from a well-
  respected politician or convincing a saint to break her 
  vow of chastity.
  Basic Beliefs: Those vampires who follow the Path 
  of Night wholly accept their damnation; indeed, they 
  believe that, as vampires, it is their preordained role to 
  act as agents of damnation. Unlife is nothing without 
  pain, and misery enjoys company. This Path is prac-
  Path of Metamorphosis Hierarchy of Sins
     Rating           Moral Guideline 
     Rationale
  10 
   
  Postponing feeding when hungry 
  Hunger causes distraction.
  9 
   
  Indulging in pleasure 
   
   
  Hedonism deters one from greater ends.
  8 
   
  Asking another for knowledge  
  The lessons of Metamorphosis are secrets that must  
   
   
   
   
   
   
   
  be uncovered, not copied.
  7 
   
  Sharing knowledge with another  
  Knowledge must be learned, not simply illustrated.
  6 
   
  Refusing to kill when knowledge may 
  Before transcending death, the Metamorphosist   
   
   
  be gained from it 
   
   
  must understand it.
  5 
   
  Failing to ride out a frenzy 
   
  A Kindred must know the Beast to transcend it.
  4 
   
  Considering the needs of others  
  Those who cannot be bothered to attain  
   
   
   
   
   
   
   
   
  Metamorphosis are beneath one’s attention.
  3 
   
  Failure to experiment, even at risk to 
  The Path can be understood only through empirical  
   
   
  oneself  
   
   
   
  research.
  2 
   
  Neglecting to alter one’s own body 
  Physical change must be attained before any more  
   
   
   
   
   
   
   
  significant metamorphosis.
  1 
   
  Exhibiting compassion for others 
  The fates of others drag one into devolution, not  
   
   
   
   
   
   
   
  transcendence.
  
  333 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ticed largely by young Kindred of Clan Lasombra, who 
  gladly mortify their own souls in the interests of bring-
  ing atrocity to the world.
  The Path of Night borrows heavily from Catholic 
  dogma, though it concerns itself more with abandon-
  ment and damnation than redemption. The vampire’s 
  purpose in unlife, according to this Path, is to scourge 
  the Earth, to act as an agent of evil and, thus, ultimate-
  ly to do the bidding of the greater powers that dictate 
  good and evil alike. No one lives without original sin, 
  and those who follow this Path are beholden to expose 
  and exacerbate that sin. Life and unlife are varying 
  states of damnation; those who fail to realize their full 
  potential are lost sheep, suitable only for slaughter.
  This is one of the most terrible Paths in existence, 
  as it concerns itself with the outright and intentional 
  persecution of others. Its followers are more than mere 
  bullies or sadists, however. One who receives the curse 
  of Caine is bound by fate and duty to wreak vengeance 
  upon the Children of Seth. In so doing, vampires on 
  this Path hope that, by fulfilling the roles meant for 
  them, they can transcend those roles and find ultimate 
  peace. This final goal aside, though, the Path of Night 
  is a Path of hostility and antagonism, and the company 
  of those who follow it is extremely hard to abide.
  The Ethics of the Path
  • Leave no being untouched by your taint.
  • Tempt and horrify those around you; the weak will 
  fall, while the strong will be tempered by your testing 
  of them.
  • Inspire others to accept their inner darkness.
  • Experience every sensation imaginable, and then 
  some.
  • Death is a means, not an end.
  • Kindred, as souls damned by God, fulfill their pur-
  pose by preying upon mortals.
  History
  Few, if any, have certifiably chronicled this Path’s 
  inception or evolution. By varying accounts the out-
  growth of medieval death cults, Satanic cabals, de-
  based Methuselahs, or the practices upheld by Adam’s 
  first wife Lilith and her children, the Path of Night 
  has been forsaken by most Kindred with any sense of 
  Humanity at all. Some suspect a coterie of Lasombra 
  known as the Black Angels foment dissension among 
  the Clan, turning impressionable Keeper neonates 
  down the Path’s unwholesome trail.
  
  334 
  CHAPTER SEVEN: MORALITY
  Current Practices
  No sin is too vile for a follower of this Path to in-
  dulge, and no trust is too sacred to break. Kindred on 
  the Path of Night tie their fates very closely to mortals, 
  who bear the brunt of their depredations. As harbin-
  gers of damnation, the Nihilists cull the secret fears 
  and sorrows of humans around them, inflicting these 
  terrors upon the kine as the whim takes them.
  Ironically, vampires on this Path often have great rev-
  erence for those whom they perceive as truly “good” or 
  “blessed.” Indeed, one infamous Keeper, who plagued 
  a family of witch-hunters down three generations and 
  was finally destroyed by a scion of the line, is rumored 
  to have praised his destroyer for her resolve.
  Description of Followers
  This Path is upheld almost exclusively by Lasombra, 
  though the Keepers find occasional converts among 
  other Clans. Lasombra who follow this Path are held 
  in low regard by many other Keepers, as there is no 
  room for nobility on this Path. While most Lasombra 
  maintain other codes of morality drawn from the Sab-
  bat, the ones who follow this Path are true fiends. 
  Following the Path
  Vampires on the Path of Night terrorize their vic-
  tims, a term which may apply to anyone to whom the 
  Nihilist is drawn. Kindred on this Path are loath to 
  kill — that removes potential targets, though they are 
  not above doing so if the death may cause great grief 
  to others or if preventing it would inconvenience their 
  own existence. To some degree, the Nihilists shepherd 
  the kine, showing them what may await them if they 
  are unrepentant. However, no follower of this Path 
  would openly admit such a thing. In their own minds, 
  they are devils, pure and simple.
  Common Abilities: Kindred on this Path specialize 
  in Abilities that allow them to torment others. Brawl, 
  Intimidation, Melee, and Medicine (for physiological 
  knowledge) all have their value.
  Preferred Disciplines: Followers of this Path culti-
  vate Obtenebration for the sheer terror it inspires, as 
  well as Potence for the pain it allows one to inflict.
  Path of Night Hierarchy of Sins
     Rating          Moral Guideline 
     Rationale
  10 
   
  Killing a mortal for food  
   
  Dead mortals feel no dread.
  9 
   
  Acting in the interests of another 
  There is no time to fulfill petty agendas.
  8 
   
  Failing to be innovative in one’s 
  Familiarity for one’s vile acts breeds contempt for  
   
   
  depredations 
   
   
   
  them in others, and they may soon fail to shock.
  7 
   
  Asking aid of another  
   
  Those who cannot provide for themselves fulfill   
   
   
   
   
   
   
   
  their ends poorly.
  6 
   
  Accidental killing  
   
   
  God has made Kindred horrors, not murderers.
  5 
   
  Bowing to another Kindred’s will 
  The games of the Jyhad are diversions from the   
   
   
   
   
   
   
   
  Damned’s true purpose.
  4 
   
  Intentional or impassioned killing 
  Death serves no one; it merely deprives one of a   
   
   
   
   
   
   
   
  victim.
  3 
   
  Aiding another  
   
   
  Compassion has no place in a vampire’s undead heart.
  2 
   
  Accepting another’s claim to superiority All Kindred are equal under God’s plan.
  1 
   
  Repenting one’s behavior 
   
  The Kindred’s purpose is to cause repentance, not  
   
   
   
   
   
   
   
  to practice it.
  
  335 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Path of Paradox
  Nickname: Shilmulo (a Romani word for vampire)
  Virtues: Conviction and Self-Control
  Bearing: Confidence. The Shilmulo believe that 
  they are in the exact place and time they are meant to 
  be, doing what they are meant to do — and it shows. 
  The bearing modifier applies to attempts to manipulate 
  or lead others.
  Basic Beliefs: Inspired by Hinduism and upheld pre-
  dominantly by vampires of the Ravnos Clan, the Path of 
  Paradox concerns itself with the vampires’ karmic duty 
  to continue the grand cycle of ages. According to the 
  Path of Paradox, Kindred are locked perpetually out-
  side the illusory cycle of the universe (maya). Whereas 
  most beings are reincarnated through samsara, a con-
  tinual “entanglement” in the cycle of rebirth, Kindred 
  have eluded that cycle. Every individual has his own 
  purpose, or svadharma, according to the Path of Para-
  dox, although vampires, excluded from the cycle, have 
  lost theirs. In place of the dharma they once followed, 
  each Kindred must now try to advance maya, hopefully 
  understanding it in the process and finally penetrat-
  ing the great illusions that shroud Ultimate Truth from 
  their eyes.
  The means by which the Ravnos undertake this cy-
  clical advancement, however, is by selective decep-
  tion. Other vampires look upon the Ravnos as un-
  trustworthy, and can hardly be expected to take the 
  advice of the Deceivers. As such, the Ravnos have 
  had to resort to elaborate ruses in order to get other 
  vampires — or, indeed, anyone with whom they come 
  in contact at all — to undertake a course of action. 
  Ravnos vampires see their undead state as a curse, like 
  many other Kindred do. However, the Ravnos believe 
  this is due to their failure to understand maya. Other 
  Kindred, also removed from the karmic wheel, often 
  fail to realize the necessity of their return to the cycle. 
  Shilmulo understand this — and expedite their return 
  by destroying them.
  The Ethics of the Path
  • Embrace only if absolutely necessary, and then 
  only from the jati (family line).
  • Interpret the svadharma of others and aid them in 
  their fulfillment of it.
  • Destroy other Kindred, for they are unnatural to 
  maya.
  • Erase karmic debt, dispel maya’s illusions and re-
  turn to the samsara.
  • Use deception to achieve your ends, as others bear 
  the fault of distrust.
  • Confuse the Antediluvians by returning their 
  childer to the cycle.
  History
  This Path arose among the Ravnos during the latter 
  nights of the Roman Empire. The deceit the Ravnos 
  command is even believed by some to have played a 
  major role in the collapse of the empire. The Path, ac-
  cording to many Ravnos, had become debased shortly 
  after Rome’s collapse and had remained so for hundreds 
  of years until a stirring (and secret) event contrived to 
  encourage the Ravnos to rethink their ways. 
  Current Practices
  It is too simple a conceit to say that the Ravnos de-
  stroy vampires and burn karma. In fact, the Path of 
  Paradox is arduous and demanding. Many of the Rav-
  nos’ deceptions are, in reality, complicated tests de-
  signed to cause the subject to reveal hidden aspects of 
  herself. Thus, the Ravnos travel the world, ousted by 
  ignorant Kindred who fail to realize the necessity of 
  the Shilmulo’s duties.
  Description of Followers
  Most followers of this Path are Ravnos, though small 
  numbers of Malkavians and Gangrel adhere to the 
  Path. Increasingly cosmopolitan Kindred have sur-
  faced among the Ravnos Clan, indicating that either 
  the Ravnos pay little heed to their code or that jati are 
  more extended than one might think.
  Following the Path
  Kindred on the Path of Paradox commonly hold 
  other vampires in contempt, believing that they igno-
  rantly or arrogantly refuse to seek their reintroduction 
  to the cycle. As such, the Ravnos have taken the re-
  sponsibility upon their shoulders to do it for them. This 
  may require concocting complex webs of deception in 
  order to ascertain what a given person’s svadharma is, 
  or simply destroying a vampire and placing her back in 
  the cycle, where a new svadharma awaits.
  Common Abilities: Kindred on this Path focus on 
  Abilities that allow them to gain advantage over oth-
  ers, such as Alertness, Empathy, Subterfuge, Stealth, 
  and Investigation.
  
  336 
  CHAPTER SEVEN: MORALITY
  Preferred Disciplines: Followers of this Path prac-
  tice Chimerstry in order to dupe their subjects and as a 
  means of manipulating the illusions intrinsic to maya. 
  Shilmulo favor Fortitude as well, to protect themselves 
  from their subjects’ ire. Many also master Auspex, with 
  which they may better divine hidden secrets.
  The Path of Power 
  and the Inner Voice
  Nickname: Unifiers
  Virtues: Conviction and Instinct
  Bearing: Command. Unifiers are destined for power, 
  and they know it. Those around them can feel their 
  commanding presence. Their bearing modifier affects 
  rolls to command or lead others.
  Basic Beliefs: When given eternal life, incredible 
  power, and inhuman thirsts, the only true existence is 
  as an undying overlord. There is no use in pining for 
  lost humanity or in secreting oneself away to study ar-
  cane lore; vampires are without honor or compassion. 
  The role of a vampire is the role of a master.
  The followers of this Path see the exercise of power 
  and control as the best reason for vampiric existence. 
  Control of the self and of the external world is the only 
  goal worth pursuing. To this end, a vampire must de-
  velop her abilities, extend her influence and play her 
  pawns. By bending the world to her will, the vampire 
  creates order and stability. Every form of power, in-
  fluence, or control can be used to further some end. 
  Therefore, Unifiers seek all forms of power, whether 
  political, material, or spiritual.
  Unifiers follow their own insight when exercising their 
  authority. Although this Path is highly concerned with 
  temporal power, it is also quite spiritual; Unifiers are 
  avid pursuers of wisdom and enlightenment. Of course, 
  all such knowledge ultimately turns to the pursuit of 
  personal power. By understanding oneself, it is possible 
  to begin to describe the motivations of others. True un-
  derstanding, therefore, allows the vampire to unlock the 
  secrets of enemies and allies alike, to carefully dissect 
  any situation and discern the most proper course of ac-
  tion. From such judgments, the vampire decides upon 
  the most favorable means of taking or keeping control.
  The followers of this Path are rightly feared and re-
  spected. No adherent to this Path tolerates weakness 
  Path of Paradox Hierarchy of Sins
     Rating           Moral Guideline 
     Rationale
  10 
   
  Embracing a woman 
   
   
  Women should be bearers of life, not death.
  9 
   
  Embracing outside the jati 
   
  Most others fail to comprehend the depth of the  
   
   
   
   
   
   
   
  Paradox philosophy.
  8 
   
  Destroying another Shilmulo 
   
  Charity does not, as is widely believed, begin at home.
  7 
   
  Killing a mortal for sustenance  
  Death robs a person of the ability to fulfill their   
   
   
   
   
   
   
   
  svadharma.
  6 
   
  Failing to destroy a vampire on   
  Those who cannot see the true way should be returned  
   
   
  another Path 
   
   
   
  to a productive role in the cycle.
  5 
   
  Killing a mortal for reasons other than A person may not have achieved her svadharma, and  
   
   
  survival  
   
   
   
  preventing such is anathema.
  4 
   
  Failure to aid another’s svadharma 
  The gods have set this as the Shilmulo’s purpose.
  3 
   
  Allowing one’s Sect affairs to take 
  One’s allegiance should be to the gods, not one’s  
   
   
  precedence over one’s dharma  
  companions.
  2 
   
  Becoming blood bound  
   
  One may never destroy one’s regnant, which is the  
   
   
   
   
   
   
   
  whole purpose of this Path.
  1 
   
  Embracing needlessly or out of  
  One must return others to the cycle, not extract them  
   
   
  personal desire  
   
   
  from it.
  
  337 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  or failure; punishment is swift and often fatal. Indeed, 
  punishment serves not only to remonstrate the offend-
  er, but as an example to others. Thus, Unifiers have no 
  mercy or compassion. Sabbat packs with Unifier Ducti 
  are Darwinian in the extreme.
  Unifiers are consummate politicians and strategists. 
  Although blood bonds and emotional ties can moti-
  vate followers, the pragmatic students of this philoso-
  phy recognize that such measures can be fought and 
  compromised. Thus, vampires of this Path believe that 
  control should only be woven through methods that 
  cannot be subverted: Pain, rage, desire, and depravity 
  are key among their tools. A recruit who serves out of 
  loyalty can be bought; a follower who serves out of duty 
  can be blackmailed; an adherent who serves out of love 
  can be disillusioned. Therefore, fear and respect for 
  power, anger, and hate directed towards one’s enemies, 
  the fulfillment of lust and the lessons of pain make the 
  most persuasive directives.
  The Ethics of the Path
  • Do not tolerate failure — including your own. 
  Punish it visibly and harshly.
  • Be sporadic in your rewards. Drive your followers 
  to excel, but never let them assume that reward follows 
  excellence.
  • Strive for control by any means. Dominate the 
  world around you and bend it to your will.
  • Use the most effective tool for any undertaking. 
  Hate, fear, and anger are key among these tools, but 
  feign benevolence.
  • Show respect to those in authority, but replace 
  them when they falter.
  • Deal from a position of power. Do not show weak-
  ness.
  History
  The Path of Power and the Inner Voice supposedly 
  started with a Lasombra by the name of Lord Marcus, 
  in the early 16th century. The Path‘s constant push 
  to develop power and influence led to many followers 
  who devoutly supported the Sabbat in its early nights, 
  and as such, many of the Path‘s adherents assumed po-
  sitions of authority during the formation of the Sab-
  bat. Even tonight, the Path is well-respected within 
  the Sabbat, and some of its precepts have even started 
  to gain grudging acceptance among the power-hungry 
  and jaded elders of the Camarilla.
  Modern nights have seen an explosion of member-
  ship in this Path. Though always popular, the Path 
  has attracted many new followers from the expand-
  ing ranks of the Sabbat. The sheer ruthlessness and 
  shrewdness of many of these recruits is responsible for 
  the slow evolution of the Path from a respectable but 
  dictatorial philosophy into a Path of iron-fisted, Ma-
  chiavellian social tyranny.
  Current Practices
  Followers of the Path of Power and the Inner Voice 
  do not have an organized association, but they do en-
  gage in many similar practices. All Unifiers participate 
  in War Parties and blood hunts, often assuming roles 
  of leadership. Various displays of willpower are a means 
  to demonstrate power and self-mastery, so Unifiers par-
  ticipate in many such rituals or opportunities as well.
  Description of Followers
  Unifiers are driven, confident, and even megalo-
  maniacal. The need for control combined with intro-
  spection makes followers of this Path into corrupt and 
  brutish tyrants. Some followers of the Path espouse 
  dictatorship, but the truly enlightened use martial phi-
  losophy and an understanding of psychology to incite 
  their followers. The typical Unifier accepts no excuses, 
  drives himself and his subjects mercilessly, and shows 
  no pity or compassion for failure.
  Following the Path
  A Unifier accepts no defeat. The appearance of be-
  nevolence is useful, but all failure must be punished 
  eventually. The follower of the Path must always strive 
  to control the situations around him and heed his own 
  judgment. Respect should be given to those in posi-
  tions of authority, but those who falter must be cast 
  down and replaced. Followers of this Path seek wealth, 
  influence, and support. Rule should be achieved by any 
  means necessary — when alliances or honor are useful, 
  they are used, but otherwise, fear and hate are more 
  appropriate. The Unifier constantly seeks out means 
  of developing his own capabilities and furthering his 
  own agenda.
  Common Abilities: Leadership, Intimidation, Poli-
  tics, Subterfuge, and similar Abilities are highly appro-
  priate to followers of this Path. Unifiers often make a 
  study of some sort of combat prowess, be it Brawl or 
  Melee, in order to back up their authority. Empathy 
  can also highlight the way to inner awareness.
  
  338 
  CHAPTER SEVEN: MORALITY
  Preferred Disciplines: Dominate and Presence are 
  most valued among the Unifiers for their ability to 
  exert direct control. Unifiers place emphasis on other 
  Disciplines according to their own means of gathering 
  power. All Unifiers invariably seek to develop their 
  natural Disciplines to their fullest potential.
  The Path of Typhon
  Nickname: Theophidians (only among themselves; 
  the outside world knows them as Corrupters or by the 
  Followers of Set nickname, Serpents)
  Virtues: Conviction and Self-Control
  Bearing: Devotion. The Theophidians do every-
  thing with an eye to how they might best serve Set. 
  The bearing modifier aids in attempts to win converts 
  and in rolls to resist powers based on other faiths (such 
  as True Faith – see p. 372).
  Basic Beliefs: Vampires who follow the Path of Ty-
  phon have a truly sinister purpose in mind. Theophid-
  ians seek the resurrection of their patron and father, 
  Set. Though most vampires view Set simply as a mythi-
  cal member of the Third Generation, Theophidian 
  doctrine teaches that Set was, in fact, a divine being 
  even before his Embrace. Indeed, Theophidians view 
  Caine as a lesser being than Set, and claim that Set in 
  fact allowed Caine to Embrace him so that he might 
  use the descendants of Caine to strike at his divine 
  counterparts, such as the mythical Gaia and Lilith. In 
  this manner Set and the Setites fulfill their place in 
  the universe, acting as agents of entropy and breaking 
  down the old so that the new may blossom.
  Accordingly, this Path preaches the importance of 
  influence and control. Many Setites on the surface ap-
  pear to be little more than pimps, pushers, and fixers; 
  in truth, they are much more. Setites commonly view 
  other individuals as tools or resources to be used. By 
  gaining control over others, the Setites may exploit 
  them to fulfill their own ends. Thus, rather than owing 
  those who provide them with information or services, 
  the Setites reverse the role, and instead have their 
  marks come to them first.
  Followers of this Path revere Set as something more 
  than a vampire — Set is attributed a deified status, al-
  most a literal translation of the Egyptian god of the 
  Path of Power and the Inner Voice Hierarchy of Sins
     Rating           Moral Guideline 
     Rationale
  10 
   
  Denying responsibility for your actions Dereliction of responsibility is a failure to lead   
   
   
   
   
   
   
   
  properly.
  9 
   
  Treating your underlings poorly  
  Reward competence as an incentive, but do so   
   
   
   
   
   
   
   
  sparingly.
  8 
   
  Failing to respect your superiors  
  Give the respect that is due, that you might learn  
   
   
   
   
   
   
   
  something in turn.
  7 
   
  Helping others when it is not to your 
  Always gain something from your actions. 
   
   
   
  advantage
  6 
   
  Accepting defeat 
   
   
  Succeed, or die.
  5 
   
  Failing to kill when it’s in your interests Do not hesitate to eliminate those who would   
   
   
   
   
   
   
   
  stand against you.
  4 
   
  Submitting to the error of others 
  Be right and you will be vindicated. Follow a fool and  
   
   
   
   
   
   
   
  you will suffer for it.
  3 
   
  Not using the most effective tools for 
  Power must be seized. Be iron-fisted and resolute. 
   
   
  control
  2 
   
  Not punishing failure 
   
   
  Failure is instructive only when used as a negative  
   
   
   
   
   
   
   
  example.
  1 
   
  Turning down the opportunity for power Personal power is the means to all ends.
  
  339 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Underworld. Ways to achieve this reincarnation differ, 
  and for this reason, the Followers of Set extend their 
  influence in hopes of finding information wherever it 
  resides.
  The Ethics of the Path
  • Gather information, secret or otherwise, and learn 
  how it applies to the resurrection of Set.
  • Contribute to the Clan’s greater goal of reviving its 
  slumbering master.
  • Bring others under your sway, increasing your in-
  fluence and capability.
  • Subjugate the Beast, as its reckless wiles serve only 
  itself.
  • Maintain a veil of secrecy, for others look poorly 
  upon this Path’s methods.
  • Look for Set’s hidden signs and act upon them.
  History
  Theophidians claim a history dating back to nights 
  before the First City. Whether or not this is true is 
  a matter of much debate, especially among detrac-
  tors. Nevertheless, the widespread presence of human 
  myths that mimic the relationship between Set and 
  Osiris lends credence to its longevity. For millennia, 
  the Theophidians have plied their degenerate trade 
  from back alleys to holy temples and everywhere in 
  between. Many leaders among the Kindred and kine 
  alike owe their acquisition of power to the followers of 
  this Path, though the prices they have paid are high.
  Current Practices
  Theophidians support no Sect other than their own 
  Clan, though some Setites have forsaken the resur-
  rection of Set and actually oppose his quest from the 
  ranks of the Sabbat. Many followers of this Path cul-
  tivate blood cults of devout followers and indenture 
  legions of desperate individuals to themselves. While 
  the Theophidians are not averse to doing “dirty work” 
  themselves — quite the contrary — they reason that, 
  with others serving their purposes, they can accom-
  plish much more. Thus, followers of this Path play 
  many roles: seekers, fixers, scholars, courtesans, and 
  harvesters of souls.
  Description of Followers
  The Theophidians are frequently social chameleons, 
  given their need to move through many different cir-
  cles. They are smooth, ingratiating, and wholly inspired 
  by their greater cause. Followers of this Path rarely ask 
  
  340 
  CHAPTER SEVEN: MORALITY
  favors of others; they prefer to help satisfy the desires of 
  others and then call in favors. It is this side that non-
  Setite Kindred see most frequently and despise; they 
  publicly decry the vice-peddling and corruption of the 
  Followers of Set as breaches of the Masquerade or the 
  puppetry of the Ancients. The Setites know the truth, 
  however: Other Kindred are loath to acknowledge the 
  desires that a canny Theophidian can satisfy. Clever 
  Setites have even managed to convince non-Setite 
  Kindred to follow this Path after long periods of cor-
  ruption, dependency, and debasement.
  Following the Path
  Followers of the Path of Typhon are first and fore-
  most seekers of arcane lore, though their keen social 
  graces also make them silver-tongued diplomats. These 
  Kindred are also insidious, working their way into ex-
  isting vampire societies with serpentine façades of false 
  identities and cadres of loyal followers. The eldest 
  Theophidian in a given locale often erects a temple 
  to Set in some out-of-the-way place to better serve the 
  slumbering god.
  Common Abilities: Any Ability that helps the Kindred 
  achieve her end is prized by the followers of this Path. As 
  such, the Theophidians have very diverse and capable 
  members. Abilities of particular favor among the Setites 
  include Empathy, Intimidation, Streetwise, Subterfuge, 
  Performance, Academics, Investigation, and Politics.
  Preferred Disciplines: Theophidians are masters of 
  the reptilian Discipline of Serpentis, though their deal-
  ings with others inspire them to pursue the Setite Clan 
  Disciplines of Presence and Obfuscate.
  Path of Typhon Hierarchy of Sins
     Rating 
  Moral Guideline 
   
   
  Rationale
  10 
   
  Pursuing one’s own indulgences  
  The slide into vice is a tool, not a recreation. 
   
   
   
  instead of another’s
  9 
   
  Refusing to aid another follower of 
  Teams work more efficiently than individuals to  
   
   
  the Path 
   
   
   
  raise Set.
  8 
   
  Failing to destroy a vampire in  
  Those who have transcended their desires cannot  
   
   
  Golconda 
   
   
   
  brought under sway.
  7 
   
  Failing to observe Setite religious ritual You must not deny Set his due.
  6 
   
  Failing to undermine the current 
  Other Kindred are purposeless or misled, and this 
   
   
  social order in favor of the Setites 
   indolence delays Set’s revival.
  5 
   
  Failing to do whatever is necessary to 
  The more individuals in the Setites’ debt, the better. 
   
   
  corrupt another
  4 
   
  Failing to pursue arcane knowledge 
  The mysteries of Set’s resurrection may be hidden  
   
   
   
   
   
   
   
  anywhere.
  3 
   
  Obstructing another Setite’s efforts 
  The ranks of the righteous are no place for petty  
   
   
   
   
   
   
   
  power plays.
  2 
   
  Failing to take advantage of another’s 
  Compassion has no place in Set’s greater plans.  
   
   
  weakness
  1 
   
  Refusing to aid in Set’s resurrection 
  This is the purview of unbelievers.
  
  341 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  342 
  CHAPTER EIGHT: STORYTELLING
  
  343 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  BOOK THREE:  
  THE PERMUTATIONS
  On the day when the moon runs as blood  
  and the sun rises black in the sky,  
  that is the day of the Damned,  
  when Caine’s children will rise again. 
  And the world will turn cold  
  and unclean things will boil up from the ground  
  and great storms will roll,  
  lightning will light fires,  
  animals will fester  
  and their bodies, twisted, will fall.  
  So, too, our Grandsires will rise from the ground. 
  They will break their fast on the first part of us. 
  They will consume us whole.
  
  344 
  CHAPTER EIGHT: STORYTELLING
  
  345 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter Eight: 
  Storytelling
  Tell me a story.
  Forget about the pages of rules and the handfuls of 
  dice. Close the book, turn out the lights, and tell me a 
  story about dark desires and relentless hunger. I’ll tell 
  you about a vampire, about her talents and her weak-
  nesses, and you tell me what kind of challenges she 
  faces, what rewards or perils come her way. You plan 
  the twists and turns the story will take, and I will tell 
  you how the vampire navigates them. Neither of us 
  will quite know how the story ultimately ends, or how 
  the vampire will arrive there.
  That is the challenge of storytelling. Vampire is 
  about the inner struggle between humanity and mon-
  strosity in the face of unfettered power and eternal life. 
  No mortal law binds the Kindred, and no moral code 
  restrains them. Only fading passions or ideals nurtured 
  in mortal life keep a vampire from indulging her horrific 
  nature, and those memories become harder and harder 
  to recall as the years stretch into centuries. In short, 
  Vampire is about the characters and how they develop 
  — or wither — in the face of tragedy and temptation. 
  Can a mortal steeped in religious faith reconcile her 
  deeply-held beliefs with her lust for blood? Can a vam-
  pire resist the temptation to Embrace her lover rather 
  than face an eternity of loneliness? The Beast awaits 
  any Kindred who surrenders herself completely to her 
  predatory urges. The Storyteller draws on the charac-
  ters’ backgrounds, hopes, and ambitions to create sto-
  ries that challenge their — and their players’ — con-
  victions and beliefs. As a result, taking on the role of a 
  Storyteller in a Vampire game is demanding, requiring 
  careful thought and background work to build char-
  acter-driven chronicles and stories. You must create a 
  world that is a nightmare reflection of our own, erotic 
  and grotesque, exhilarating and horrifying. You must 
  evoke the thrill of inhuman power and a fear of what 
  might happen if the character ever loses control. And 
  you can’t let the characters just keep to themselves and 
  survive off daring thefts from the local blood bank. The 
  night air is thick with the intrigues of the elders, and 
  the ancillae manipulate neonates as they see fit, prom-
  ising great rewards — and even greater risks. 
  Storytelling sounds like a lot to manage all at once, 
  and it is at first. Fortunately, the Storyteller doesn’t 
  have to do it all herself. The secret to successful sto-
  rytelling is actually the work of the players. Fulfilling 
  the expectations and interests of a chronicle’s players is 
  the first trick to creating the game’s setting. Then — if 
  the chronicle and its overall story have been carefully 
  developed — the actions of the characters, both good 
  345 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  "I gave a cry of anguish at this terrible curse and tore at my flesh. I wept 
  blood. I caught the tears in a cup and drank them." 
  - The Book of Nod
  
  346 
  CHAPTER EIGHT: STORYTELLING
  and bad, will have consequences that in turn spawn 
  further stories. Never forget: The more the players are 
  involved with what happens in a chronicle, the less 
  work you, the Storyteller, must take upon yourself. 
  You aren’t supposed to do it all alone. The Storyteller 
  should have as much fun with the game as the players.
  This chapter illustrates the process of creating and 
  running a Vampire chronicle, and offers advice for 
  making the most out of the individual stories that carry 
  the chronicle along. Building a detailed and cohesive 
  background, a world for your players to hunt in, begins 
  with input from your players and your own ideas for 
  what kind of an overall story you would like to tell. 
  Once you have decided on the details of the setting, 
  the next step is creating characters to fill it, again keep-
  ing in mind the kind of overarching story you want to 
  tell. After the characters are in place, you can then get 
  to writing the chronicle in earnest, working out the 
  intrigues and events that move the overall story along 
  and draw on each character’s goals and motivations. 
  Finally, we offer some techniques to use when running 
  the chronicle, advice to keep each evening of gaming 
  engaging and fresh.
  The First, Fleeting 
  Glimpse
  It starts with a couple of ideas. You read through the 
  book, and some things jump out at you. Maybe it’s the 
  concept of a haughty Prince ruling a city with an op-
  pressive hand, the image of an Archbishop in robes 
  preaching to a legion of inhuman monsters, or perhaps 
  you like the idea of a band of Anarchs making their 
  own rules and living like wolves in the urban wilder-
  ness. Something catches your eye and sets off a spark 
  in your mind, and you think, “This could make a cool 
  chronicle.” The question is, how do you turn these 
  nebulous ideas into a well-rounded foundation for the 
  stories you want to tell?
  The first step begins with the players. Before you can 
  really develop the foundation for your chronicle, you 
  must have a strong grasp on what sorts of characters 
  they want to play and how their concepts relate to 
  your ideas. Suppose you are considering a chronicle set 
  against the backdrop of a Prince’s meteoric rise and fall 
  in a large, important city. You might envision stories 
  of intrigue, treachery, and the corrupting influence of 
  great power. But what if one player has her heart set 
  on playing a Nosferatu Anarch, and another wishes 
  to be a fanatical, inhuman Toreador antitribu, neither 
  of which is compatible with your overall concept? It’s 
  never a good idea to force a character concept on a 
  player, because you want players to feel like they are 
  contributing to the game and playing characters in 
  whom they are really interested. At this point comes 
  some amount of negotiation and compromise; perhaps 
  you can interest them in your backdrop of political 
  conflicts and double-dealing, but shift the focus of the 
  chronicle to center instead on the characters’ struggles 
  to avoid the plots of their elders while pursuing their 
  individual agendas. Or perhaps the Toreador might 
  work better as an infiltrator for the Sabbat while the 
  Anarch acts as an “ambassador” for his gang to the lo-
  cal court? The important point is to make sure that 
  your ideas and the players’ expectations are in synch 
  before you even begin to develop the chronicle. This 
  way they players can add their ideas to your own and 
  make your job much easier in the long run.
  Once everyone agrees on the general idea of the 
  chronicle, the players can begin to create their char-
  acters and you can begin to create the world in which 
  they will hunt. It’s worthwhile to do this simultane-
  ously, because it allows your ideas and theirs to play 
  off one another, and might point you in directions 
  that you could have missed otherwise. Suppose, for ex-
  ample, that a player wants her character to have been 
  a government agent prior to her Embrace. You could 
  then take this idea and expand upon it: The character 
  worked for a covert division within the Department 
  of Homeland Security, performing counterintelligence 
  work that specifically investigates high-level corporate 
  executives and politicians as potential terrorist plants. 
  This division has in fact been subverted by a powerful 
  vampire who uses it as a resource to gather influential 
  information and hinder the activities of her rivals. To 
  add yet another level of conflict, you might decide that 
  this Primogen is now eyeing another member of the 
  division for the Embrace, someone whom the charac-
  ter was close to as a mortal. You can then encourage 
  the player to further develop the agency her character 
  worked for, letting her provide details such as a his-
  tory and important personalities that you blend into 
  your world. This lets her flesh out her character, allows 
  her to contribute to the game as a whole, and gives 
  you valuable resource material for your chronicle. Get 
  your players to go into a lot of detail when creating 
  
  347 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  their characters. Sit in with them during the creation 
  process, and brainstorm about their backgrounds, then 
  make the most of the information they come up with. 
  They can provide you with a whole host of characters, 
  situations, and conflicts that will be of use to you later. 
  (The prelude is a great method for this — see p. 352 
  for more.)
  It is important to take the characters’ Backgrounds 
  into account and develop them in detail. Encourage 
  the purchase of Allies, Contacts, and Resources, then 
  brainstorm with the player to flesh them out. Where 
  do a character’s Resources come from? Is she an heir-
  ess? Did she win the lottery? Did she stumble onto a 
  drug deal gone sour and steal the bloodstained cash? 
  What effect do these circumstances have on who the 
  character is and her place in the chronicle? Likewise, 
  Allies or Contacts are more than just dots on the char-
  acter sheet — they are people with their own feelings 
  and emotions. For instance, suppose a player wants her 
  character to have a midlevel contact in the police de-
  partment. Who is this contact, and how did the char-
  acter establish this relationship? The contact might 
  be the character’s uncle, a veteran homicide detective 
  who has a habit of asking pointed questions about the 
  character’s lifestyle and activities (particularly if he 
  catches her at the scene of a recent murder!).
  Each Background is an added dimension to the char-
  acter concept, containing a wealth of ideas to inspire 
  a Storyteller. How do the characters handle the sud-
  den and irrevocable separation from everything they 
  have ever known or loved? Do they fake their deaths, 
  or simply walk away from their mortal lives? Do the 
  characters leave loved ones who will go to any lengths 
  to find them? Can the characters stay away from spous-
  es or children, torn by love yet knowing what might 
  happen one night when the Hunger overtakes them? 
  These situations are some of the first dilemmas that the 
  characters must face, and can influence their actions in 
  many subtle ways. While it is always tempting to just 
  gloss over the particulars of each character’s Embrace 
  and get on with “being a vampire,” this leaves out a 
  vital dimension in the character’s struggle to maintain 
  her humanity, and provides you with a fertile field to 
  draw ideas and supporting characters.
  Once you have determined a general direction for 
  your chronicle and incorporated elements of the play-
  ers’ characters, you can make some decisions about the 
  world in which their stories will take place. 
  A Dark and  
  Deadly World 
  Before your chronicle can be written, there must be 
  a stage where its actions can be played out. You need 
  to create a setting for your stories, a world that sup-
  ports the themes and ideas you want to explore in your 
  chronicle and starkly illustrates the glories and terrors 
  of undead existence. The world of the vampire is dark, 
  dangerous, enigmatic, sensual, and rich in imagery. 
  Consider these example guidelines when inventing the 
  details of your world:
  • The Extinction of Virtue: There are few illusions 
  left in the World of Darkness. Centuries of greed and 
  deceit (on the part of humans as well as Kindred) have 
  eroded humanity’s innocence. Cynicism and despair 
  permeate everything. No one dares to believe in much 
  of anything, because virtues like compassion and char-
  ity are just invitations to be victimized. A gentle soul 
  and a loving heart are rare as diamonds, and as pre-
  cious.
  • Blood and Money: Life is cheap, and desperate 
  people resort to violence out of frustration, fear, ha-
  tred, and greed. Crime is ever-present, and many fami-
  lies and neighborhoods adapt a siege mentality against 
  the rest of the world. It’s us or them.
  • No More Good Guys: The world has lost its he-
  roes. They were caught in sex scandals or taking bribes, 
  or perhaps they fell victim to endemic urban violence. 
  There is no strong leadership, no faith in politicians, 
  and no belief in building a better tomorrow. People 
  know better.
  • Haunted Houses: Humanity is rotting from within, 
  continuing a sad, slow decline, and symbols of its de-
  cay are everywhere in the weathered façades of Gothic 
  churches and granite office buildings. Amid soulless 
  towers of steel and glass sits an abandoned cathedral 
  whose stained glass is rich with color and beauty from 
  a time now lost. Such a place serves as a haunting re-
  minder of what might have been, or could be again.
  These points illustrate the essence of the World of 
  Darkness, and they are important because they height-
  en the dilemmas that your characters face as they grap-
  ple with their fading humanity. Despair and resignation 
  are all around them; violence and death are common. 
  What is one more killing, one more lie? How much 
  
  348 
  CHAPTER EIGHT: STORYTELLING
  difference can one person, even a vampire, make? This 
  struggle is the source of the game’s triumph and trag-
  edy, and the decisions you make in developing your 
  setting should take this into account. It is important to 
  point out that you don’t have to adhere religiously to 
  these concepts, and the degree to which you empha-
  size them is strictly a matter of personal taste — for 
  example, a game in which the Paths of Enlightenment 
  are dominant might focus more on exaltation of this 
  decay rather than the struggle with it. The only truly 
  important thing to remember is that your environment 
  should be one in which doing the right and honorable 
  thing is difficult and daunting.
  There is no limit to the possible physical locations 
  you can choose for your chronicle — with enough 
  imagination and forethought, a Vampire chronicle can 
  be set anywhere from New York City to the Amazon 
  Basin. The best locations are major cities, because they 
  allow for a large population of vampires and are focal 
  points for the money and power that most Kindred 
  seek. Some Storytellers prefer to set their chronicles in 
  dark reflections of their own hometowns, which allows 
  them and their players to draw upon everyday knowl-
  edge to help envision the places that their characters 
  visit. However, if you wish to locate your chronicle in 
  a large city that you are unfamiliar with, feel free — the 
  Internet has a wealth of useful information, which you 
  can then reinterpret to suit your purposes. You aren’t 
  constrained to be faithful in every detail, though; this 
  is the World of Darkness, and you can shape it any way 
  you choose. You can even make a completely fictional 
  city, one that can be crafted to be exactly what your 
  chronicle needs.
  As you map out the length and breadth of your locale, 
  draw ideas from important city features, combining 
  function with symbolism to make interesting images. 
  For instance, an abandoned and decaying train station 
  in the center of the city might make an ideal site for 
  Elysium, with its high, vaulted halls and faded gran-
  deur. A little-used cathedral might become a haven for 
  the city’s Caitiff, who are drawn to its symbolism of 
  sanctuary and redemption. A half-built zoo could serve 
  as the Sabbat’s playground, or a block of skeletal con-
  struction sites could give the Nosferatu an aerie to look 
  out over the streets. Vampires are territorial creatures, 
  and the places they claim invariably mirror their indi-
  vidual character and attitudes. Again, don’t let hard 
  reality dissuade you from going with a cool idea; if you 
  want your Prince to rule from a Victorian mansion but 
  your city doesn’t have one, make one and put it where 
  you want. In Vampire, details always take a back seat 
  to mood and imagery.
  At this point you have three sources to draw on to 
  build the setting of your chronicle: You have your own 
  general ideas, you have all the details provided by your 
  players during character creation, and you have at least 
  some knowledge of the locale you have chosen. Now 
  comes the time to develop your chronicle in detail.
  Written in Blood
  The chronicle is the overall story that the Storyteller 
  wishes to tell with his players. It is made up of a series 
  of smaller stories in which the player characters are the 
  central figures. What happens in each individual story 
  depends a lot on the course of the chronicle as a whole. 
  It’s this stage of development — deciding on the main 
  thrust of that larger-scale story — that is the most de-
  manding and time-consuming for the Storyteller. 
  Unlike many other open-ended roleplaying game 
  “campaigns,” Vampire chronicles often have a definite 
  beginning, middle, and end. Accordingly, you need 
  to detail this structure in advance in order to organize 
  your thoughts, realize when to pick up the pace, and 
  provide tension over the course of individual stories. A 
  chronicle loses its focus and energy if there is no real 
  end in sight; you want to close things off with a bang, 
  not a whimper. A small journal, online wiki, or word 
  processing document can help to hold notes and ideas 
  as you outline the course of events in your chronicle. 
  Don’t try to keep it all in your head.
  At this point, you have a pretty large amount of infor-
  mation to help guide your development of the chron-
  icle. Now you have to flesh out the course the stories 
  will take and blend all of the details into a workable 
  whole. The first step is to choose a governing theme, 
  the central idea that describes the basic plotline of the 
  overall story. Themes are important because they let 
  you focus the events and actions of your chronicle, giv-
  ing it consistency and emotional resonance, which you 
  can build to a climactic finale. Some suitable themes 
  for Vampire chronicles were mentioned in Chapter 
  One (pp. 14-15), but you may have some other ideas 
  suitable for your own game.
  Once you have chosen a theme (or themes!), you 
  can begin to develop the course of events that your 
  chronicle will take, from beginning to climax. Like any 
  good story, a chronicle must have a satisfying climax to 
  be truly effective, and if you know where the chronicle 
  
  349 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  is going, you will have much more confidence in your 
  stories. Consider your initial ideas, the characters and 
  themes you have chosen, and then flesh out the details 
  of your chronicle as a rough outline of events. 
  For example, let’s go back to the initial idea of a 
  group of characters whose Embrace and unlife begin 
  against the backdrop of a charismatic vampire’s rise 
  and fall as Prince of a city. You might decide on two 
  themes for your chronicle: A War of Ages and Con-
  spiracy. You like the idea of giving the characters a vi-
  sion of the freedom and power that elder Kindred pos-
  sess, then drawing them into an ever-tightening mesh 
  of intrigue and deceit as they find themselves in a posi-
  tion to grab power and status by the side of the would-
  be Prince. Once in power, the façade of idealism and 
  enlightenment falls away, and the new Prince proves 
  to be every bit the despot that her predecessor was. 
  The characters, for all their newfound influence, are 
  trapped in a web of obligations and allegiances to the 
  Prince and her other allies, no more free to do as they 
  please than they were as neonates. As events worsen, 
  rumbles of dissent spread throughout the city, and the 
  characters must question not only their loyalty to the 
  current regime, but also the worthiness of the Cama-
  rilla’s philosophies as a whole. You want the chronicle 
  to end in a blazing climax, during which the characters 
  must decide whether to hold true to their loyalties for 
  the sake of honor and principle, or to bring down the 
  Prince they helped raise to power and choose a new 
  course for the city. 
  Now you need to determine a rough outline sequence 
  of events to get the characters to that point. Things 
  should start out simply, because the characters will 
  need some time to get acquainted with the city and its 
  denizens. You decide that the first stories will center on 
  each character’s Embrace and relationship with their 
  sires, challenging the characters to reconcile their new 
  existences with the ties of their mortal lives. How the 
  characters react to their new situation can spawn con-
  flicts and goals that you can expand as subplots over the 
  course of the chronicle. Along the way, the characters 
  come into contact with some of the other Kindred in 
  the city, before they are presented before the city’s cur-
  rent Prince. You want to emphasize the atmosphere of 
  unrest in the city as the Kindred chafe under the iron 
  hand of a tyrant, so as the characters explore the city 
  you plan for several encounters which will give them 
  firsthand experience with the Prince’s tyranny. They 
  might witness the brutal excesses of Primogen who 
  support the Prince, or their sires might call upon them 
  
  350 
  CHAPTER EIGHT: STORYTELLING
  to carry messages of dissent to other powerful elders. 
  Perhaps they might even become involved in a blood 
  hunt, called on a hapless Kindred for a highly dubious 
  offense. 
  Over the course of these incidents, the characters ac-
  quaint themselves with another Kindred — an ancilla 
  who is cautious but eloquent in his opposition to the 
  current order. The characters might listen and sympa-
  thize, they might denounce him, or the coterie might 
  be torn along conflicting lines of loyalty and philoso-
  phy. As time passes, it becomes clear that this Kindred 
  seeks to claim the title of Prince for himself. The char-
  acters stand to gain status and power by supporting 
  the usurper, or lesser rewards from the current regime 
  by exposing the rebellion. You choose to leave these 
  events open-ended. The players are the central figures 
  in the chronicle and should make their own decisions, 
  according to their individual concepts and agendas.
  Ultimately the rebellion must come to a head, and 
  you choose, for the interests of the story, that the rebel-
  lion succeeds, thanks to (or in spite of) the characters’ 
  actions. Depending on the choices that they made, the 
  characters must meet the challenges of the aftermath. 
  Either they are powerful and influential members of the 
  new order, or they are hounded and reviled as support-
  ers of the old regime. How the characters cope with 
  these changes occupies the latter half of the chronicle, 
  as time progresses and the new Prince sheds his noble 
  pretensions and is revealed as no less a tyrant than his 
  predecessor. Now the characters have assumed the 
  roles of the elders whom they envied as neonates, but 
  find that such lofty heights are no less fraught with 
  peril and constraints. In the end, the chronicle brings 
  the characters full circle; depending on which choices 
  they made in the beginning, they may find themselves 
  part of the oppressive regime, or charismatic firebrands 
  seeking support among the neonates for a rebellion of 
  their own.
  You now have a basic outline of the overall events 
  in your chronicle. In addition to these major points, 
  smaller plotlines will be spawned by the characters’ 
  personal goals and backgrounds. These subplots can be 
  tied to the overall plot, or they may be entirely uncon-
  nected, contributing to the whole through character 
  development and added conflict. For example, while 
  the would-be usurper gathers his support to overthrow 
  the Prince, he may have designs on Embracing a mor-
  tal in a key position of power at a company the Prince 
  controls. This mortal in question happens to be a 
  friend of one of the characters, or perhaps the char-
  acters might find themselves opposed to the Embrace 
  on grounds of principle or personal philosophy. Some 
  ideas for subplots suggest themselves at the beginning 
  of your chronicle, provided by the characters’ back-
  grounds and personalities. Others arise over the course 
  of the game, as relationships and important decisions 
  influence the course of events. Incorporate as many of 
  these subplots into your chronicle as you feel comfort-
  able with, because they provide alternate storylines 
  that add dimension to the characters and the chronicle 
  as a whole. 
  Other possibilities for chronicles and the themes 
  they can explore include:
  • Search for Hidden Secrets: The characters could 
  be the brood of a single sire, or a coterie of individu-
  als who must search out the millennia-old secrets of 
  the Antediluvians and identify their schemes. Themes 
  conducive to this kind of chronicle revolve around the 
  quest for power and the manipulations of unseen forc-
  es, or the temptations that vast powers make upon the 
  soul. The Storyteller can add elements of terror and 
  suspense, as the characters draw closer to horrible se-
  crets that perhaps no one — mortal or Kindred — was 
  ever meant to know.
  • Live Free or Die: The characters are a gang of 
  Anarchs rebelling against the dictates of an overbear-
  ing, authoritarian Prince (or perhaps a pack of Loyal-
  ist chafing under an oppressive Archbishop). Perhaps 
  they are outspoken in their defiance of the Kindred 
  ruler, actively fomenting disobedience and an end to 
  the established order. The Prince or Archbishop coun-
  ters this by claiming that her authority alone keeps the 
  enemy at bay, bringing order and stability, which the 
  characters gravely threaten. Relevant themes for this 
  kind of chronicle can include self-will versus an im-
  posed order, or freedom of thought and expression in 
  the face of oppression.
  • The Cold Company of Sharks: The characters are 
  high-society vampires scheming to gain power and sta-
  tus among the ancillae and elders of a city. Power poli-
  tics, intrigue, and betrayal are the order of the day, as 
  rivals welcome one another with cordial smiles while 
  their underlings wage a silent, ruthless war on the city 
  streets. This chronicle explores the potent themes of 
  trust, friendship, loyalty, and the corrupting taste of 
  power.
  • No Place Called Home: The characters are refu-
  gees from a city torn apart by the intrigues of the Jy-
  had. They must find a new existence in a different 
  
  351 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  city, choosing to return to the heights of power they 
  formerly enjoyed, or perhaps to exist in seclusion and 
  shun the intrigues of the local Cainites. Then come in-
  dications that this city, too, is about to suffer the same 
  fate as their former home. Do the characters attempt to 
  take a stand and avert another disaster, or will they flee 
  again? This chronicle can explore themes like courage 
  and honor, friendship, or betrayal.
  • Conquistadors: This chronicle tells of the triumph 
  or tragedy of founding a new fiefdom in a distant city. 
  At the bidding of either the Sabbat or the Camarilla 
  (or acting without the blessing of either Sect), the 
  characters must attempt to wrest the city from the forc-
  es, both human and supernatural, who might already 
  claim it. Suitable themes for such a chronicle can be 
  anything from the Jyhad to complex ideas revolving 
  around the value of “progress” versus the value of an 
  indigenous culture.
  • The Free City: An ambitious council of Anarchs 
  declare a city to be free and open to Kindred and kine 
  alike, a place of peace where all can coexist. But can 
  the dream work? The characters can be the agents 
  working to build this daunting dream, making friends 
  and allies out of former enemies. Then tragedy strikes 
  — a misunderstanding (or outright sabotage) breaks 
  the truce, and friend turns against friend. Themes of 
  this chronicle can range from the poison of prejudice 
  to themes of honor, courage, and compassion.
  • Golconda: Rumors emerge of a mysterious stranger, 
  newly arrived in the city, claiming to be a Methuselah 
  who has found the way to Golconda. Does she speak 
  the truth, or is she an agent of the Jyhad sent to divide 
  the city at the bidding of her masters? The characters 
  must find out, and along the way face the temptations 
  of what the mysterious figure offers. Suitable themes 
  for this chronicle can center on redemption, humanity, 
  greed, loyalty, and compassion.
  • Angels of Mercy, Angels of Death: The charac-
  ters rebel against the teachings of their sires, horrified 
  at what they have become and the means by which 
  they were Embraced. Defiant and headstrong, they 
  declare their own personal war against the creatures 
  who spawned them, fighting for the sake of people who 
  would see little difference between the Dark Angels 
  and the forces they do battle with. Suitable themes for 
  this chronicle may include honor, humanity, courage, 
  prejudice, and betrayal.
  • Tale of Two Cities: The characters are a coterie or 
  pack of vampires who decide to defect to the opposing 
  Sect. The characters must somehow make their way to 
  their former enemies, show their interests are genuine, 
  and overcome whatever challenges are necessary to be 
  accepted into the new Sect. Then they are enlisted in 
  a campaign to conquer their former home. Themes for 
  this chronicle can include greed, love, friendship, be-
  trayal, truth, and deceit.
  Courts of Crimson and 
  Alabaster
  Once you have created your central themes and de-
  tailed the course of the chronicle, you are ready to get 
  down to specifics about your setting and the Storyteller 
  characters who exist there. The outline you have devel-
  oped should give you a guideline as to which characters 
  you need. For instance, in the example of the usurper 
  Prince, the Storyteller would initially develop the ma-
  jor vampires of the city and their holdings, as well as 
  details of the city’s Elysium and the current Prince. 
  As play progresses, the Storyteller can fill in details of 
  the rest of the city’s Kindred, from the up-and-comers 
  to the disenfranchised Caitiff, as well as mortals who 
  might play roles in the chronicle. The point is that 
  you, as the Storyteller, should not feel like you have to 
  generate a whole world in a single day. Figure out what 
  you will need for the immediate point in the chronicle, 
  develop those elements in detail, then work ahead to 
  address your future needs.
  Vampire works best with well-crafted Storyteller 
  characters that make the chronicle potent and chal-
  lenging with their actions. Storyteller characters are 
  the heart and soul of a chronicle, giving your landscape 
  life, action, and energy. Paint them in vivid detail, and 
  act through them to evoke emotions and ideas in your 
  players. The first Storyteller characters you are likely to 
  create will be those generated by your players’ charac-
  ter Backgrounds. This is a good place to start, because 
  the players will help you brainstorm their affiliates’ his-
  tories and characteristics. From there, the other Sto-
  ryteller characters will either be logical needs for your 
  chronicle, or will come through the ebb and flow of 
  collaborative gameplay.
  When creating your Storyteller characters, work 
  along the following guidelines:
  Envision the role: Each character performs a role 
  in your chronicle, even down to the accountant who 
  crosses a dark parking lot and falls prey to a charac-
  
  352 
  CHAPTER EIGHT: STORYTELLING
  ter’s hunger. Establish what role the character is to 
  play, then determine what qualities are necessary for 
  the character to fulfill the role effectively. A victim 
  embodies qualities of sympathy, terror, and pathos. An 
  antagonist, on the other hand, evokes qualities of ruth-
  lessness, or cleverness, or even brute belligerence.
  Paint a picture: Envision what the character looks 
  like, taking into account the qualities you have cho-
  sen. Pick out one or two characteristics that make the 
  character interesting to you. If you are envisioning one 
  of the characters’ herd, for instance, the image of a 
  tall, broad-shouldered man with a broken nose offers a 
  memorable picture, and suggests other interesting im-
  ages which have appeal. The picture of a brawler help-
  less in a smaller Kindred’s embrace evokes the power 
  and horror of the vampire.
  Choose a name: Carefully chosen names enhance 
  characters, while poor ones detract from the character 
  image and can lessen the overall mood of the scenes 
  in which the character appears. If we took the brawler 
  from the example above and named him Poindexter 
  or Dick Johnson, the players would have a hard time 
  getting past the name, much less appreciating the char-
  acter and his plight.
  Age: A character’s age is significant when creating 
  vampire characters for your chronicle. Immortality 
  wears away at all the ties that connect vampires to the 
  mortal life they once knew. For the Kindred, each year 
  separates them further from mortal society, as their 
  experiences and ambitions broaden and their perspec-
  tives become increasingly alien. A vampire who has 
  existed and schemed for millennia has no more regard 
  for the mortal societies she coldly manipulates than a 
  beekeeper has for his hives. 
  Personality: Choose one or two words that embody 
  the character’s personality. The Natures and Demean-
  ors provided for character creation are a good starting 
  point, but don’t feel constrained by them — you can 
  expand your repertoire of archetypes as needed. To 
  make interesting characters, consider choosing per-
  sonality types that seem to run counter to the “role” 
  that you intend them to play in your chronicle. For ex-
  ample, if you are envisioning a master villain who will 
  haunt the player characters at every turn, you could 
  challenge the players’ expectations and make the char-
  acter friendly, outgoing, even compassionate — some-
  one who believes that destroying the characters is a 
  regretful necessity, but one that will benefit everyone 
  in the long run.
  Past History: Every significant character in your 
  chronicle benefits from some amount of past history. 
  What conflicts has the character faced; whom has she 
  loved or hated? Are there enemies or former lovers out 
  there who might cross paths with the players’ charac-
  ters at some point? Did the character have a mentor, 
  and how did that relationship affect the character? Es-
  tablish a character’s past history in as much detail as 
  you deem relevant to the chronicle. A character who 
  performs very limited roles, like a street contact or a 
  mortal family member, might not merit as much detail, 
  whereas the course of a century-old Archbishop’s exis-
  tence could benefit from a record of the Kindred’s past 
  experiences. 
  Quirks: Everyone, mortal or Kindred, has quirky 
  habits accumulated over time. Whether it’s drinking 
  milk right out of the carton or only feeding on a mortal 
  to the music of Die Fledermaus, individual quirks fur-
  ther define characters and make them memorable.
  Weaknesses: Nobody’s perfect. All people have 
  weaknesses or character flaws against which they strug-
  gle. This is especially important with regards to major 
  adversaries. Villains who do nothing wrong, make no 
  mistakes, and are afraid of nothing are not only dis-
  couraging but boring as well. Blind spots or flaws pro-
  vide chinks in a villain’s armor that the characters can 
  exploit, or give an extra level of pathos to a heroic 
  character who must battle not only external demons, 
  but internal ones as well.
  Statistics: Many Storytellers do this last. Storyteller 
  characters do not have to be constructed along the 
  careful lines of a player’s character. You can assign a 
  Storyteller character whatever dots and skills you wish. 
  At the end of the day, though, if the characters aren’t 
  unique and interesting, the best set of numbers in the 
  world won’t do any good for your chronicle.
  The Prelude
  A person’s past is the foundation on which his per-
  sonality is built. For that reason, players often like to 
  have some idea of their character’s life before the Em-
  brace, the better to understand who he is. The prelude 
  is something of a one-on-one mini-story — just you 
  and the player, roleplaying events from the character’s 
  life before the actual start of the chronicle. This serves 
  as a storytelling device that can help detail his mortal 
  existence and personality up until the point that the 
  first story begins. 
  
  353 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  “You meet your old boyfriend for lunch at the old café 
  you used to visit. The place has gone downhill since then 
  — or maybe you just romanticized it in your memory. 
  He’s wearing a nice suit — apparently law’s paying off 
  well for him — but he looks ragged around the edges, like 
  he hasn’t been getting much sleep. Halfway through lunch, 
  he admits to having problems with his wife. How do you 
  respond?” 
  Each player undergoes the prelude alone with the 
  Storyteller; the one-on-one format helps concentrate 
  the feeling that the prelude is very personal — the 
  character’s past and his alone. It’s possible for two 
  characters to share part of a prelude, but this should be 
  done only if they were friends and spent a lot of time 
  together before the Embrace. Don’t worry too much 
  about neglecting the other players during the prelude; 
  although you should certainly make every effort to in-
  volve everyone when the game proper begins, a little 
  anticipation can whet the appetite for what’s to come.
  It’s okay to take a much heavier hand in controlling 
  the action. Give the player plenty of decisions to make, 
  and don’t spread them out over a long period of time 
  — make him think quickly, so that he goes for the in-
  stinctive reaction. Unless you want to spend an entire 
  evening on each character’s prelude (which makes for 
  more detailed characters), you should compress things 
  so that the character gets a more concentrated feel of 
  what his life was like. It’s certainly potent that way.
  Let the player explore both the setting and the rules 
  during his prelude. He probably shouldn’t get involved 
  in any combat during the prelude; if it seems to be nec-
  essary, then simply describe the results of any fights. It 
  won’t do to kill the character before the game begins!
  “It’s a November afternoon, but it’s already sliding 
  into twilight. You were supposed to meet your sister at the 
  park, but it’s been half an hour and she still hasn’t shown 
  up. You hear a dog bark somewhere in the distance, and 
  the sound suddenly makes you realize that you’re all alone 
  — there isn’t another human being anywhere within view. 
  Except one, maybe — a derelict, stumbling down the walk 
  toward you. What do you do?”
  You want to let the player explore the setting as well 
  as the rules. Have him try out a few rolls. Let him swap 
  a few Traits around if it becomes clear during the pre-
  lude that his Traits don’t accurately reflect the charac-
  ter. Find out why he has the Backgrounds that he does 
  — introduce his allies as characters, or visit his job (if 
  any) to reinforce how he gets rent money.
  It may seem odd to be playing through perfectly 
  mundane scenes in the prelude, but these actually 
  build a sense of normalcy that can be shattered when 
  the supernatural takes the stage. Once you juxtapose 
  the tedium of mortal life with the suddenly horrific at-
  tack, Embrace, and subsequent rebirth as a vampire, 
  the dramatic tension of becoming one of the undead 
  is exhilarating. 
  Even as you describe things, let the player interrupt 
  with his own ideas and details concerning the events as 
  they occur. Remember, you’re telling this story togeth-
  er; the player is your partner in this. You can also throw 
  in details that provoke the player’s emotions — “Your 
  girlfriend has tears in her eyes as she tells you that she’s 
  pregnant” — once the character becomes a vampire, 
  he can’t really be there for her or their baby anymore. 
  Vampire is a horror game at heart, and the player must 
  feel a profound sense of loss to truly understand what 
  it’s like to be one of the Damned. 
  “The shabby man shoves you against the subway doors. 
  You try to scream, but there’s nobody in the car to hear 
  you. The lights flicker overhead. The noise of the train 
  pounds in your ears, and the terrible reek of your attacker 
  makes you want to faint. Then you feel his teeth in your 
  neck, and the world starts to fade away.”
  Finally, don’t forget that a character’s Embrace 
  should be roleplayed — this moment, more than 
  anything else, can define how he will be changed by 
  existence as a vampire. Play up the sensation of be-
  ing watched. Build the tension of an unseen predator 
  stalking the unwitting character. Although the player 
  knows what’s coming, he shouldn’t know exactly how; 
  describe the attack in great detail so that it seems all 
  the more real and frightening. Carefully play through 
  the transformation. Let the player feel the trauma of 
  the change. Although you may still want to play out 
  some details of the character’s existence as a vampire 
  before the chronicle opens, you want the player to re-
  member the Embrace for a long time to come. 
  Questions and Answers
  The following questions are meant to be used by the 
  player as a springboard to fill out the character’s back-
  ground as much as possible. Even if there isn’t time for 
  a detailed prelude, players can try to answer as many of 
  these questions as possible, either in writing or as part 
  of a conversation with you and the other players at the 
  table. You can also use them as a good guide for the 
  kinds of details that a prelude should touch on. 
  
  354 
  CHAPTER EIGHT: STORYTELLING
  How old are you?
  When were you born? How old were you when 
  you were Embraced? How long have you existed 
  as a vampire? How old do you look? Are you more 
  mature than you seem? Less?
  What was unique about your  
  childhood?
  How did you spend your early years? How were 
  your basic motivations and attitudes forged? Where 
  did you go to school? Who were your immediate 
  family? What is your clearest childhood memory? 
  Did you go to high school? Did you have a home-
  town, or was your family constantly on the move? 
  Did you go to college? Did you run away from 
  home? Did you play sports? Did any of your child-
  hood friendships last to adulthood?
  What kind of person were you?
  Were you a decent person, or were you an as-
  shole? Were you popular? Did you have a family? 
  How did you earn a living? Did you have any real 
  friends? What kept you going from day to day? Will 
  anyone miss you?
  What was your first brush with 
  the supernatural?
  When did you realize you were being stalked? 
  Did you believe in the occult before your Embrace? 
  When did you first meet a vampire? Were you 
  afraid? Disbelieving? Angry? What frightened you 
  most?
  How did the Embrace change you?
  How did your sire catch you? Was the Embrace 
  painful? Did you get a kinky pleasure out of it? Did 
  the Hunger tear at you? Did it frighten you? Did 
  it feel right? Are you grateful to your sire? Do you 
  want to kill him for what he did to you?
  Who was your sire, and how did 
  he treat you?
  What do you know of your sire? Was he abusive, 
  arrogant, cryptic. or open? Why do you think he 
  chose you? Did you even know your sire at all? 
  How long did you stay with your sire? Did he teach 
  you anything at all? How long was your “appren-
  ticeship”? Where did you stay? Where did you go? 
  Did you meet any other vampires during that time 
  (such as the Prince or Archbishop)? Do you judge 
  other vampires in general by your opinion of your 
  sire? When did he teach you the laws of your Sect?
  How did you meet the others in 
  your coterie or pack?
  Were you brought together by chance or design? 
  Are you all of one Sect? Are you united in purpose 
  and attitude? How long have you been together in 
  the city? Did you know any of the others before the 
  Embrace? Are your sires in cooperation, or are they 
  rivals? What holds your coterie together when things 
  are at their worst?
  Where is your haven?
  Where do you hide during the day? Do you have 
  a permanent home at all? Do you stay in the place 
  you inhabited in your mortal life? Do you hide in 
  an abandoned building? The sewers? Do you have 
  anyone to protect you during the day?
  Do you retain any connections to 
  your mortal life?
  Are you presumed dead? Do you still watch over 
  relatives from afar? Do you pretend to be still alive? 
  Did you abandon your mortal existence entirely?
  What are your habitual feeding 
  grounds?
  Whom do you feed upon, and where? Do you 
  have a territory that you consider exclusively yours? 
  Is your favorite hunting ground used by others? Do 
  you compete with others? What is your preferred 
  prey? Do you ever kill when you feed? Do you have 
  a specific herd? Do you seduce your prey? Kidnap 
  them? Assault them on the street? Do they come to 
  you?
  What motivates you?
  Do you seek revenge on any enemies? Do you 
  long to return to your mortal life? Do you have 
  ambitions in Kindred society? If you could achieve 
  anything in the world, what would it be? 
  
  355 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Into the Fire
  You have outlined the chronicle you want to tell, 
  as well as built the world and detailed the characters 
  who inhabit it. You have watched your players create 
  their characters, helped them with their preludes, and 
  enmeshed their ideas with your own to give the players 
  their own stake in your creation. Now it’s time to begin 
  the tale. Here is where all that background work will 
  pay off and let you concentrate on telling your stories 
  in the best way you can.
  With the outline of your chronicle in mind, establish 
  the events that bring each character into the coterie, 
  pack, or brood. Many Storytellers prefer simply to talk 
  over these details, make some assumptions with the 
  players, and then get right to the action. Others prefer 
  going into detail, allowing both players and Storyteller 
  to explore significant events in their characters’ devel-
  opment. Introducing the characters to one another and 
  watching their relationships forged over the course of 
  the first story can give the players greater insight into 
  the chemistry of the group and set the stage for possible 
  conflicts. 
  The way in which a group of characters can be 
  brought together depends in part on the type of coterie 
  that they are to form. Some examples are:
  • The Sire’s Ready Hand: A powerful vampire has 
  carefully chosen the characters to form a group of tal-
  ented and efficient agents. Each individual is chosen 
  for her talents and mortal connections and brought 
  into the brood, though sometimes Kindred from other 
  Clans can be “adopted” into the coterie if their abilities 
  are particularly useful. Members of such a coterie are 
  sometimes brought into the group against their wishes, 
  usually through coercion or manipulation, which can 
  be the nucleus of a story.
  • Spirits of Like Mind: Vampires are by nature ter-
  ritorial and solitary creatures, but this doesn’t mean 
  that they cannot form relationships based on common 
  interests and shared experiences. Such a coterie could 
  comprise very diverse characters and Clans, linked to-
  gether by a common belief or crisis. Suppose a group of 
  neonates find themselves thrown together when their 
  territories are raided by the Sabbat? Conversely, the 
  characters might be relatively weak vampires who de-
  cide to ally themselves to carve out hunting grounds of 
  their own in opposition to more powerful but solitary 
  Kindred. More ambitious possibilities include banding 
  together to supplant the city’s controlling packs, resist-
  ing the perceived influence of the Jyhad, or protecting 
  mortal society from the depredations of vampire ma-
  nipulation. The storytelling advantages of such a co-
  terie include possible conflicts and tensions stemming 
  from the characters’ sense of loyalty and friendship in 
  the face of Clan/brood/pack ties.
  • The Wild Ones: This is a classic coterie of neo-
  nate vampires who band together under a charismatic 
  leader and defend their hunting grounds from all com-
  ers. Most such coteries are Anarchs who are giving the 
  finger to the Prince, but this doesn’t necessarily have 
  to be the case. These coteries also lend themselves to 
  chronicles in which the characters are a pack of dia-
  blerists, gaining power by stalking and slaying the city’s 
  elders. Diablerie can be a ticket to vast power, but ex-
  acts a cost on the characters’ safety and souls.
  • By Your Command: The characters are bound to-
  gether at the behest of the Prince or Archbishop of the 
  city, ostensibly to perform a specific task or responsibil-
  ity. The ties that bind them together can be as informal 
  as a promise and a handshake or as powerful as shared 
  blood. With the exception of this unifying element, 
  though, the characters can be entirely opposed to one 
  another, even mortal foes. This is easily the most dif-
  ficult kind of coterie to play, requiring hard work from 
  players and Storyteller to find ways for the characters 
  to put aside their differences and work together, but it 
  can also make for some excellent storytelling.
  • The Outcasts: The characters are pariahs, because 
  of their actions or their status in society, and are thrown 
  together simply because there is safety in numbers, and 
  they have less reason to be haughty. This is the typi-
  cal coterie for Caitiff, but it can apply to characters 
  from any Clan. Perhaps the characters were set up by 
  a powerful and mysterious rival, and they must come 
  together to clear their names.
  When uniting characters in a brood, coterie, or pack, 
  some thought must be given beforehand as to whether 
  or not conflict between characters will be permitted, 
  or if mutually agreed-upon loyalty and good relations 
  will be allowed to prevail. Vampires are creatures of 
  ambition and manipulation, and even within a coterie, 
  each Kindred is likely to have her own personal agenda 
  based upon individual backgrounds and goals. When 
  the individual agendas within a group are at cross-
  purposes, treachery and deception are powerful themes 
  that the Storyteller can draw upon to starkly illustrate 
  the ultimately solitary nature of each vampire. 
  Treachery within a coterie should not be forced upon 
  the characters simply for the sake of the chronicle; in-
  
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  CHAPTER EIGHT: STORYTELLING
  stead, by forming a group of vampires with potentially 
  opposing personal goals, the Storyteller can set out 
  the conditions to engender treachery and deception 
  amongst the coterie, and then let events take their 
  course. For example, consider a coterie containing a 
  character who is a diablerist, feeding on the vitae of 
  more powerful Kindred out of a sense of revenge, while 
  another character in the same group is a Toreador who 
  believes herself to be in love with a powerful Primogen. 
  Yet another character in the coterie might have politi-
  cal aspirations and is eager to court allies among the 
  city’s elders. Will the diablerist manipulate the Tore-
  ador to ambush and destroy the Primogen? Conversely, 
  might the Toreador be forced to betray the diablerist 
  out of love for the Primogen? Or will the political aspi-
  rant manipulate them both, assisting in the destruction 
  of the Primogen, then betraying the diablerist in hopes 
  of filling the void left by the Primogen’s destruction?
  Creating Stories
  There are several key elements to the storytelling pro-
  cess which you should consider when developing your 
  stories. These are plot, conflict, setting, and mood.
  Plot
  The plot is the sequence of events and actions that 
  the characters follow from beginning to end. One of 
  the first questions you should ask yourself when sitting 
  down to design a story is what the plot will be. Like 
  your chronicle, you need to have a clear idea of where 
  the story will go and how you will build the action to a 
  satisfying end. There are two types of plots: Main plots 
  are stories which are integral parts of your chronicle 
  and move the overall story along, while subplots are 
  unconnected stories which may or may not have any-
  thing to do with the chronicle, but provide entertain-
  ing diversions. The best way to run a chronicle is to 
  intersperse subplots in between your main plots to give 
  you some breathing room between major events, and 
  to allow you to try out interesting ideas without signifi-
  cantly impacting the main story.
  For your main plots, refer back to your chronicle out-
  line and use it to suggest the next step that your story 
  needs to take. Are the characters still getting their 
  bearings in the city and meeting its inhabitants? Per-
  haps they should be sent as an envoy from their sire 
  to another powerful vampire, where they might detect 
  the first hints of unrest under the oppressive hand of 
  the city’s Prince, setting the stage for the themes you 
  wish to explore. The outline that you created for the 
  chronicle is there to give you guideposts in creating 
  and directing the flow of your main plots.
  With subplots, anything goes. Perhaps they encoun-
  ter a band of vampire-hunters who make up for skill 
  and knowledge with a little reckless enthusiasm and a 
  lot of homemade weapons. If the characters are becom-
  ing a little cavalier about their undead existence, you 
  can create a story involving a mortal family member 
  or lover who has run afoul of the Kindred. Subplots 
  are good for experimentation and as transition pieces 
  between one major plot and another, or run parallel 
  to the main story you are telling. If enough detail has 
  been devoted to the creation of the players’ charac-
  ters, many of the stories you create can have additional 
  complications for individual members of the coterie. 
  By working a character’s background (or current re-
  lationships) into your stories, you further enmesh the 
  player’s ideas into the chronicle and actively involve 
  that player in telling the story.
  Any plot should be able to have its central idea 
  summed up in a few short sentences. For example:
  • The coterie is sent to negotiate terms with a nearby 
  Prince, but the Nosferatu Primogen will attempt to cap-
  ture them along the way.
  • The characters are approached by a mysterious Cai-
  tiff who seeks their help to investigate some disappearances 
  among the homeless herds.
  • The characters’ Ductus makes his move to depose the 
  current Archbishop.
  If you cannot explain the main idea of the story in a 
  couple of sentences, you are probably trying to do too 
  much at one time. Focus your ideas into one or two 
  central actions, and then develop the course of these 
  events.
  Conflict
  After determining the plot for your story, you then 
  must concentrate on the central conflict. Conflict 
  is the obstacles or opposing forces that the charac-
  ters must overcome to resolve the plot. Conflict can 
  stem from many sources, both within and without the 
  troupe. Suppose the characters’ sire has ordered the co-
  terie to eliminate several key mortal servants of a rival 
  Kindred. The characters must overcome the mortals’ 
  bodyguards and other security measures, while working 
  
  357 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  within the restrictions of the Masquerade — and then 
  there are ethical considerations. Characters with high 
  Humanity could object to what is essentially a series of 
  cold-blooded assassinations while those with low Hu-
  manity or on a Path may consider it merely efficient, 
  which creates conflict both within the character group 
  and without. More than any other kind of conflict, 
  moral conflict presents the characters with an obstacle 
  that they can’t simply overcome with brute force. It 
  makes them think, and that’s the best kind of chal-
  lenge there is.
  Conflict can be created in any number of combina-
  tions. Some obvious sources include:
  • The Clash of Kindred: Vampires are ever at odds 
  with one another, competing for hunting grounds, po-
  litical influence, and more.
  • The Feuds of Clans or Packs: On a greater scale, 
  the Clans or packs of a city often come into conflict 
  over territory, resources, or simply prejudice. Interne-
  cine struggles within a Sect can be as vicious as any war 
  between Sects.
  • The Onus of Authority: Younger generations fear 
  and resent the power of their elders, and Anarchs with at-
  titude but little wisdom chafe under the rule of a Prince.
  • Trials of Tyranny: Power corrupts. All too often 
  the powerful Princes and Archbishops of a city abuse 
  their authority for their own ends, causing all manner 
  of tragedy.
  • The War of the Undead: The Camarilla and the 
  Sabbat represent different visions of the world, and the 
  two are locked in a bitter battle for supremacy. Cities 
  across Europe and America are battlegrounds for these 
  longtime enemies.
  • The Terror of the Wilds: The Kindred are not 
  the only creatures to hunt the night. The wilderness is 
  home to the werewolves, a race of shapeshifters whose 
  rage is terrible to behold. From time to time their cam-
  paign against the Kindred finds its way onto their en-
  emies’ home streets.
  • The Weight of the Mask: Maintaining the Mas-
  querade is the one iron law of the Camarilla, one which 
  even the most despotic Prince would not dare to break. 
  Sometimes action must be taken to keep the secrets of 
  the Kindred, and while the risks are great, the rewards 
  can be greater.
  • Hounds and the Hunter: Certain mortal agencies 
  suspect the existence of vampires, and are determined 
  to hunt them down.
  
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  CHAPTER EIGHT: STORYTELLING
  • The Soul of the Beast: The Beast is real, raging, 
  and wearing away at every vampire’s self-control. The 
  battle against the monster within is central to every 
  vampire’s existence, and is a universal conflict that 
  should permeate every chronicle to some degree.
  Setting and Mood
  With the plot and its conflicts firmly in mind, you 
  can consider the elements of the setting and mood for 
  your story. Setting is as important a consideration for 
  each story as it is for the chronicle as a whole; well-
  chosen details can evoke images and impressions that 
  enhance the impact of the tale you want to tell. Try 
  to make the setting echo the feelings that you find to 
  be appropriate to the story. For instance, suppose you 
  wish to have the characters enter the lair of a powerful 
  Nosferatu. Because of the way you envision the lair and 
  the creature who lives there, you want the players to 
  feel a sense of helplessness and despair:
  The steps of the shelter are crowded, even at midnight. 
  Homeless derelicts sit singly or in small groups, muttering 
  to one another and watching the street with furtive, glassy 
  eyes. Past the weathered wooden doors is a wide hall filled 
  with silent, still forms. Some sleep, clutching trash bags 
  filled with their worldly belongings and wrapped in layers 
  of grimy clothes. Others sit on the cots or against the 
  walls, staring into space, their expressions lost, as if strug-
  gling to remember who they were and how they came to 
  this cheerless existence. Across the room, past the cold and 
  empty pots of the soup line, lies a dark doorway and the 
  stairs that lead down into the vampire’s chambers.
  Creating the mood for the story (such as the ones 
  presented on p. 15) goes hand-in-hand with choos-
  ing your setting, because it relates again to the kind of 
  atmosphere you want to convey to the players. If the 
  setting consists of evocative surroundings for the story, 
  the mood is the way in which you choose to describe 
  the surroundings, and the actions of the characters in 
  them. The secret to evoking a proper mood is to em-
  phasize details that paint the picture you want to con-
  vey, while minimizing others. For example:
  (Fear) The children stare at you with eyes that are glassy 
  and round from shock. They scamper away as you ap-
  proach, whimpering as they retreat into the shadows. All 
  of them avoid the iron door looming at the other end of the 
  cellar.
  (Anger) Someone in the crowd screams, a sound of pure 
  rage, and then a bottle smashes against the side of a car. A 
  storefront window shatters, and then the sounds of fists and 
  clubs thudding into flesh echo down the street.
  (Loneliness) The theater had once seen days of glory; 
  now its grand marquee is dark, and the windowpanes in 
  the ticket booth are long since broken. Along one wall, yel-
  lowed posters linger under grimy glass panes, celebrating 
  the premiere of blockbusters and sultry starlets now lost to 
  time.
  (Despair) They built the boardwalk at the turn of the 
  century for lovers and children, with brightly painted carni-
  val rides and seaside stands selling candy and confections, 
  or offering prizes to tempt an eager suitor. Now the rides 
  are rusted and dull, their skeletons creak in the cold sea air, 
  and the only souls haunting the graffiti-stained shacks are 
  the derelicts, caring for nothing more than a little shelter and 
  a place to drink.
  A carefully-chosen setting and clear details hit the 
  players in the gut, getting under their skin and giving 
  them memorable images that make the gaming experi-
  ence more tangible and immediate.
  Scenes
  Once you have a strong grasp of these elements, you 
  have to put them together into individual scenes that 
  hook the players, set the stage for the action, build the 
  action to a climax, then resolve the story in a way that 
  ties up any loose ends and sets the stage for the next 
  story.
  The Hook: The first step in any story is to involve 
  the characters and pique their interest. The hook can 
  be a stranger appealing to the characters for help, a 
  summons to the court of the Prince, or the witness-
  ing of a sudden and startling event. Storytellers should 
  create their story hooks to appeal directly to the char-
  acters’ personality and backgrounds. For instance, a 
  character who was a detective in her mortal life can 
  be drawn into a story by a baffling murder or theft that 
  sets the events of the story in motion. If a character has 
  political ambitions, she would be drawn into a story 
  that hints at opportunities for advancement or lever-
  age against her competition. 
  Setting the Stage: Once you have the characters in-
  terested, you have to draw them into the story and set 
  out the challenges that lie ahead. Don’t lay all your 
  cards on the table at once; the best way to keep play-
  ers curious is to give them only a piece of the puzzle 
  at a time. Let them have a sense of what they need 
  to accomplish, an immediate objective toward achiev-
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ing their goal, and give them hints of what might lie 
  beyond. If the players are smart, they will try to look 
  ahead and figure out where their characters’ actions 
  will lead them. If not, they will be open to all sorts 
  of plot twists and complications to make their unlives 
  interesting. 
  For example, suppose the characters learn of a child 
  who has been kidnapped by an unknown Kindred. The 
  characters might be drawn to save the child for diverse 
  personal reasons (one character might feel strongly 
  about protecting children, another might be obsessed 
  with feeding on the child, still another might want to 
  rescue the child simply to thwart the plans of the kid-
  napper), but in the beginning, all the information they 
  have is the child’s identity and accounts describing the 
  kidnapping. From there they must learn the identity of 
  the kidnapper and the kidnapper’s motives, which can 
  add new implications to the story. What if the kidnap-
  per is a powerful Primogen whose favor the characters 
  have been courting for some time? Do they thwart his 
  plans and forfeit their previous efforts?
  Building the Action: As the players progress, the 
  challenges the characters face should become increas-
  ingly difficult, with perhaps a few surprises thrown in 
  to complicate things. When you design a story, throw 
  in some hidden complications that the players don’t 
  know anything about and can be learned only with a 
  little initiative and forethought. For example, the man 
  the characters want to kidnap might have recently in-
  vested in several highly-paid bodyguards, or the Kin-
  dred who is supposed to be providing the characters 
  with information and assistance might be blood-bound 
  to someone else. Try to pull the rug out from under 
  the players at least once during the story, though al-
  low them the chance to head off the problem if they 
  use their heads and are resourceful. As the difficulties 
  increase and the tensions mount, you can build the ac-
  tion to a dramatic finale.
  The Climax: Your ultimate finale must be worth the 
  effort the characters went through to get there. This is 
  a golden rule of storytelling. Anticlimaxes work fine in 
  books, but not when a group of people has put in hours 
  of effort to reach a goal. The more the players and their 
  characters have to endure, the more dramatic the cli-
  max has to be, or they will come away disappointed.
  Resolution: Also known as cause and effect, this 
  is the point in the story where the characters see the 
  effects of their actions and resolve any loose ends or 
  questions which came up along the way. If possible, try 
  to play out the aftermath of a story, letting the players 
  see the consequences of their decisions and the effects 
  of their characters’ work. This denouement helps build 
  the sense of a bigger picture while sustaining players’ 
  interest and curiosity.
  Dancing with the 
  Dead
  It is not enough to design a good story — it must be 
  well told, presented with detail and energy. When you 
  tell your story, strive to make the most of the following 
  qualities:
  Description: Make each scene vivid with detail. The 
  quality of your descriptions affects everything from 
  the mood you want to convey to the action of a bru-
  tal firefight. Describe people, places, and activities in 
  a way that engages all of your players’ senses. It isn’t 
  enough to say, “After a few hours stalking the streets, 
  you feed on a mortal leaving from work.” Instead, say 
  “The streets are rimed with patches of dirty gray ice, 
  and a knife-sharp December wind howls between the 
  tall buildings. You keep to the shadows, stalking the 
  alleys and the silent parking garages — anywhere that 
  a lone mortal might stray. You force your lungs to draw 
  in great gusts of air, wincing at the reek of car exhaust 
  and rotting trash while you search for the telltale hint 
  of warm flesh and blood. Hunger sharpens your senses, 
  narrowing your focus to one single set of impressions 
  — the sight, sound, and smell of your prey. Suddenly 
  you hear the hollow echo of footsteps, a single pair of 
  feet crossing the concrete floor of a garage. The Hunger 
  claws at you as you start to run.” Sometimes it’s better 
  to gloss over an unimportant event and move on, but 
  in general the more detail you can give, the easier the 
  scene is to envision, and the more alive it becomes.
  Characterization: Make your Storyteller characters 
  individuals. This is much harder for you than for the 
  players, because they only have one character to con-
  centrate on, while you have an entire city. The amount 
  of attention you can give to each character depends on 
  how important she is to your chronicle. Major charac-
  ters should be treated with all the depth and detail of a 
  player’s character. Get inside their heads and use their 
  histories to determine what kind of personality that 
  they might have. Give them hates, fears, and hobbies. 
  For minor characters, single out a few distinguishing 
  
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  CHAPTER EIGHT: STORYTELLING
  characteristics. Make them absent-minded, or abrasive, 
  or neurotic. Don’t be afraid to use little quirks that you 
  might observe about people in everyday life. Also, make 
  your Kindred characters vampires. They are undead, 
  their bodies pale and cold, and their personalities fla-
  vored by their origins in civilizations that are hundreds, 
  even thousands of years old. Incorporate manners of 
  speech, modes of dress, or customs that the character 
  would have had ingrained into her in her mortal life.
  Dialogue: This goes hand-in-hand with characteriza-
  tion, and it is possibly the most important skill a Story-
  teller must master. When characters talk to one another 
  in the game, act out the conversation. You can bring out 
  more depth to your characters and make the experience 
  more immediate with dialogue, expression, and body 
  language. Give each character a distinctive voice and 
  mannerisms appropriate to her personality. Acting out 
  dialogue doesn’t come easily — it takes a quick mind and 
  some improvisational skills, and a little bit of courage if 
  you are self-conscious. Don’t get stressed — you’re play-
  ing a game with friends. Encourage the players to par-
  ticipate, even give an extra experience point at the end 
  of each session for good interplay if you want. Conversa-
  tion is an art and a skill, and it gets better with practice.
  Action: The World of Darkness is cold and brutal, 
  and vampires are the epitome of the human predator. 
  Make your action scenes dynamic and explosive — 
  bones crunch, blood sprays, guns thunder, and objects 
  blow apart under a hail of bullets. Keep the dice-rolling 
  in combat scenes to a minimum, interpret the results 
  quickly, and then launch into pulse-pounding descrip-
  tion. “The Brujah leaps over the bar with a howl and 
  swings the bat one-handed at Clive. The aluminum 
  club hits him in the mouth with a crunch of bone and 
  a spray of blood and enamel, knocking Clive off his 
  feet.” The key element is the intensity of the experi-
  ence. Don’t be afraid to fudge results sometimes to 
  keep the action and pace at a fever pitch.
  Mystery: Keep the players guessing. Never show 
  them the full picture of what is going on. One of the 
  fundamental facts of Kindred existence is that knowl-
  edge is power and the key to survival. Nothing in the 
  World of Darkness is quite what it appears to be, and it 
  is good to emphasize this point with plot twists, betray-
  als, and hidden complications to your stories.
  Influencing Events: Vampire is about telling a good 
  story, which requires careful planning and an idea of 
  where the events of your chronicle are leading. The 
  problem is that sometimes the players will throw you 
  a curve ball. Perhaps they will miss the obvious clue 
  that will expose the central mystery of the chronicle, 
  or maybe they will go in a totally unexpected direction 
  and stumble onto a part of the story that they weren’t 
  supposed to deal with yet. Worse yet, one of them 
  gets a lucky hit in battle and kills off the major villain 
  whom you had planned to be their major adversary for 
  the next 12 stories. 
  There are no easy solutions to these situations, but 
  basically you have two courses of action to choose from: 
  Roll with the punches and adapt to the changes, or use 
  your godlike powers to avoid the problem entirely. The 
  best rule of thumb is to fudge events directly only if it 
  enhances the game as a whole. If the characters miss a 
  vital piece of data, steer them back to it. If you would 
  rather see your major villain killed off in a more dra-
  matic way, fudge his soak rolls and let him limp away. 
  Still, use this sparingly. It is your privilege as the Story-
  teller, but if you abuse it you will convince the players 
  that their characters can’t really succeed at anything, 
  which ruins the game. The best stories are the ones 
  told collaboratively, and the players should feel like 
  they have a real impact on how each story unfolds.
  Ten Pieces of Storytelling Advice
  The art of storytelling is a process, like any 
  artistic endeavor, and at first it seems like an 
  overwhelming task. The main elements to 
  remember, though, can be broken down into 
  five “dos” and five “dont’s”: ten easy pieces of 
  advice to keep in mind at the table.
  Do:
  • Involve the Players Whenever Possible. 
  Incorporate their ideas and backgrounds 
  into your city and chronicle. This will take 
  some of the burden of world-building off 
  your shoulders and give the players more of a 
  stake in the story you are telling. Ultimately, 
  the players should be the most important — 
  though not necessarily the most powerful — 
  denizens of your chronicle.
  • Accommodate the Players’ Expectations. 
  It’s their game too. You need to have some 
  idea of what kind of game the players want to 
  play before developing your chronicle.
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  • Be Prepared. You don’t have to have 
  everything worked out, but even some notes 
  ahead of time works wonders, and gives you 
  more time to spend at the table presenting 
  the story to your players.
  • Prioritize Story over Rules. Your tale 
  shouldn’t get held back by the rules. You can 
  make or break the rules as you see fit, if do-
  ing so enhances the story and makes it more 
  enjoyable for the players.
  • Use Description, Dialogue, and Action. 
  Make your world come alive with vibrant 
  description, involving sights, smells, taste, 
  and touch. Encourage roleplaying by acting 
  out conversations, using different voices to 
  individualize your characters. Keep the pace 
  and intensity high with dynamic action.
  Don’t:
  • Overuse Stereotypes: Every once in a 
  while a stereotype helps to move the action 
  along, but nothing drains the life out of your 
  chronicle faster than an endless parade of 
  identical, cardboard characters.
  • Forget the Payoff: If the players work hard 
  and make smart decisions, their characters’ 
  success must be in proportion to the challeng-
  es they have faced, or they will feel cheated.
  • Tell Them Everything: Much of the chal-
  lenge in a game is in the mystery, the parts of 
  the story that you hold back for the players 
  and their characters to discover on their own.
  • Abuse Your Power: You are the final arbi-
  ter of events. Your word is law, but you can-
  not use this authority to beat the characters 
  into doing what you want them to do. It is a 
  game, it’s for fun, and everyone should have 
  a good time, whether it follows the script or 
  not.
  • Panic: If the players pull the rug out from 
  under you, don’t be afraid to call a break and 
  take some time to collect your thoughts. Even 
  veteran Storytellers sometimes need to take a 
  moment and think about some new wrinkle 
  they hadn’t anticipated.
  Storytelling Tips and 
  Techniques
  Movies, books, and television use a variety of tricks 
  that can be adapted easily to the realm of dramatic sto-
  rytelling. Directors, writers, and editors use techniques 
  like these to heighten their story’s clarity, to ma-
  nipulate our emotions, and heighten our fears. These 
  unique approaches give perspective and focus to parts 
  of the stories that the tales’ creators want to emphasize 
  and underscore.
  As Storytellers, we have our own techniques, too. 
  These techniques provide you with similar benefits 
  to those that creators of non-interactive media have. 
  Storytellers are always looking for ways to make their 
  games less static, more dramatically satisfying, and 
  more distinctive. Here are some that have worked for 
  Vampire Storytellers over the past twenty years, as well 
  as some new ones based on what we’ve learned.
  These tips and techniques can enrich your chronicle 
  dramatically. Use your imagination and don’t ever be 
  afraid to try something new or different. They may 
  not be easy but, because they make you think in emo-
  tional comparisons and contrasts, they’ll add depth to 
  a chronicle in ways that are poignant, visual, and ful-
  filling.
  Downtimes
  Downtime (sometimes called “blue-booking”) is a 
  storytelling technique that allows offstage action (also 
  called “downtime”) to be explored in greater depth. 
  It’s a solo participation technique in which a player 
  tells the Storyteller, in narrative form, about what hap-
  pens during a bit of offstage business. Often, interesting 
  action takes place outside of the main plot line that 
  you may wish to explore with a single player or with a 
  small group of them. Downtime gives them a writing 
  assignment to tell you, in first-person form, about what 
  happens to their character offstage at that particular 
  moment. 
  This technique doesn’t have to be used only to keep 
  direct and indirect actions secret. It can also be used 
  to play out the details of more personal material, and 
  even material that’s adult-oriented and might be em-
  barrassing to the rest of the group. (Sexual material can 
  be played out this way, especially if the majority of the 
  troupe is uncomfortable with it, but adult-oriented ma-
  
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  CHAPTER EIGHT: STORYTELLING
  terial isn’t just limited to sex.) Downtime can also be 
  used to highlight a character’s backstory and success-
  fully keep the game from slowing down because not 
  everyone is directly involved in the action.
  Some players email or write down their downtimes 
  to give directly to the Storyteller. Others keep blogs, 
  wiki pages, or some other method of presenting their 
  character downtimes in a way that other players (and 
  even those who aren’t playing in the chronicle) can 
  read and enjoy. Whether this is acceptable to the oth-
  er players or the Storyteller depends on the individual 
  troupe — some prefer to keep information secret so as 
  not to spoil the surprise, while others consider it more 
  like a scene in which the other players are spectators 
  rather than participants, allowing them to enjoy the 
  ongoing story as audience members.
  Cut Scenes
  A cut scene is a storytelling technique that enhances 
  a story by jumping between two bits of simultaneous ac-
  tion that can be directly related to each other, in direct 
  opposition in emotion and tone or both. When used in 
  horror or suspense, they’re extremely effective if they 
  juxtapose the monstrous nature of a specific plot point 
  with something innocuous or even joyous. This tech-
  nique underscores the horror and makes it seem even 
  more terrible because it’s contrasted with something 
  that’s pointedly not horrific. When used in a chronicle, 
  a Storyteller can use a cut scene to enhance the direct 
  action of the plot and quickly take it elsewhere — to 
  another simultaneous bit of direct action that contrasts 
  with the previous action. This enhances the emotional 
  tone of the original scene and counterpoints it.
  How do you use this technique in your chronicle? 
  Maybe you want to underscore terror and despair as a 
  particular character is Embraced. You could alternate 
  the direct action, the Embrace, and all the stalker-ver-
  sus-prey games that lead up to it, with scenes from the 
  character’s background, such as scenes of home, friend-
  ship, and love. By “quick-cutting” between images of 
  death (the moment of capture, the tearing of clothing, 
  fangs ripping into skin, the slow, tortuous draining of 
  precious vitae) and scenes of life (horsing around in the 
  grass with friends during a scrub football game, taking 
  an erotically charged shower with a lover, laughing with 
  friends at a Friday-night bar rendezvous), you can make 
  the terror of Embrace all the more vivid and emphasize 
  the fact that this loss is immediate and life-ending.
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Try different approaches by enlisting the services of 
  other players to play the “bit parts” in a scene; try using 
  cut scenes to bring the metaphorical tone of your scene 
  back to your chronicle’s theme by making the “cut-to” 
  images representative of that theme. Use them to show 
  the similarities and differences between the player-
  characters and your Storyteller characters by cutting 
  back and forth between your troupe’s actions and the 
  supporting cast’s actions. Use your imagination, think 
  about your theme, concept, and mood, and pick “cut-
  to” and “cut-from” images that represent your theme 
  and concept visually and emotionally. By using this 
  technique, you can draw the plot action and the emo-
  tional tone of your chronicle into a cohesive whole.
  Cut scenes are very difficult to use without bogging 
  down the story. They require great effort on the part of 
  the Storyteller to handle the rapid shifts in perspective, 
  and they require dedication on the part of the players 
  to give the situation their full attention. Otherwise, 
  the scene has the potential to fall flat or be awkward.
  Flashbacks
  Flashbacks are storytelling devices that take scenes 
  that happened in the past and tell them in a whole, 
  cohesive moment. While cut scenes can draw from 
  backstory to underscore a particular piece of chronicle 
  action happening in the now, flashbacks tell that past 
  moment in its entirety. Flashbacks can also be complete 
  stories themselves (stories that may not even be drawn 
  from the pasts of the initial scene’s characters) that tell 
  something about what is happening to the characters 
  now. Flashbacks are a technique of visual and emotion-
  al foreshadowing or allegory that works because they 
  tell the direct scene’s characters something about what 
  is happening to them. You can use them to add flesh 
  to the bones of your troupe characters’ backgrounds by 
  playing through them, as well as to foreshadow prob-
  lems that your troupe characters’ are facing.
  Flashbacks can impart insight to the players by show-
  ing what happened to the flashback scene’s participants. 
  You can use flashbacks to give your troupe characters 
  epiphanies and enlightenment, and you can connect 
  those character insights to your chronicle’s theme, con-
  cept, and mood. Flashbacks are a very valuable tech-
  nique to use in horror because you can use them to 
  impart a sense of immediate danger, despair, and fear. 
  You can use them to show your troupe the face of the 
  enemy, and add to their fear because they’ve seen what 
  the enemy has done before. Additionally, they can be 
  used to underscore direct chronicle action in much the 
  same way that the cut scene can, but to tell an extended 
  version of the contrasting action. Try different mixes 
  — tell complete stories or whole singular scenes with 
  dialogue. Try using them to tell related stories that con-
  trast with your main story. It’s up to you. 
  For instance, maybe the pack is in league with a 
  particular up-and-comer in the local Sabbat hierar-
  chy. The direct action of a certain scene involves the 
  troupe meeting with the Archbishop to participate in 
  a ritual at the Archbishop’s haven where the up-and-
  comer plans to “expose” a rival as a traitor. Perhaps one 
  of the characters is a Malkavian antitribu with Auspex 
  and, after an interlude with the politico, he touches 
  her shoulder to get her attention. This touch imparts 
  a vision to the Malkavian that tells him a whole story 
  about exactly what she’s done to frame the rival for her 
  own betrayal of the Archbishop. As the Storyteller, 
  you use the flashback technique to draw all the other 
  characters into a first person narrative of the betrayal 
  and the frame-up. You play the real traitor and work to 
  show a complete picture of her activity and pull your 
  players into the action by simply assigning them the 
  fill-in roles on the spot. After you use this technique to 
  show what’s happened in the past, you break the vision 
  and pull the action back into the present by bringing 
  the room back into direct focus. What you’ve done is 
  shown, rather than told, the players that the politico 
  is a lying, cheating bastard and a danger to the Arch-
  bishop in a way that’s infinitely better than just telling 
  the Malkavian that “your Auspex roll shows that the 
  politico is the real traitor.”
  It’s tricky, but it works. 
  Dream Sequences
  The dream sequence is a storytelling device that uses 
  the dream state to impart story information. Think 
  about it: vampires dream just like everyone else (maybe 
  more so, because the older they get, the longer they 
  “sleep” in torpor), and dreams seek to purify the sub-
  conscious mind by emptying it of troubling, disturbing 
  thoughts. While dreams can be pleasant, they can also 
  be awful and terrifying. A character’s slumber allows 
  you, the Storyteller, to play all sorts of nasty, para-
  noid, heinous, or even uplifting and unlife-changing 
  games that draw the characters’ fears, hopes, and am-
  bitions into the panorama of your chronicle. You can 
  use dream images that are prophetic, foreshadowing 
  something that will happen to the coterie, or you can 
  use them as simple worries and fears that play out in a 
  way that will never actually happen. Remember that 
  
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  CHAPTER EIGHT: STORYTELLING
  dreams are largely symbolic; sometimes they impart in-
  formation in ways that are totally unintelligible.
  A Storyteller can use dreams to spectacular effect. 
  In a dream, you can show the characters their mistakes 
  and magnify them. You can then show them their suc-
  cesses, and make those successes seem microscopic 
  in comparison with their mistakes. Dreams are also a 
  great vehicle for bringing in visual references to the 
  Merits and Flaws your participants choose. Does one of 
  the characters have the flaw Nightmares? Give him the 
  flavor of the worst possible outcome of that Flaw am-
  plified in a dreamscape. You can use dream sequences 
  to impart a sense of purpose to your characters, or you 
  can even use dreams to give the characters a particular 
  challenge or quest. You can comfort a character with 
  images of forgotten acquaintances living their lives 
  happily and reach back to draw the character into 
  close camaraderie for a bittersweet, nostalgic interlude, 
  or you can tease him with weird, Dalí-esque images 
  of everything he aspires to be as a vampire, placing 
  his feet on that path for the first few tentative steps. 
  Then, when night falls, you let them wake in a sheen 
  of blood-sweat to tremble out of their havens and look 
  at the enchanted picture of the world you’ve drawn for 
  them with new insight… and paranoia.
  Parallel Stories
  This technique takes the players and puts them into 
  the ancillary plot of the chronicle and lets them look 
  at it from a different viewpoint. Parallel stories can also 
  be used to tell a separate but connected story that runs 
  alongside your main plot line. 
  Parallel stories are interesting because they give you 
  and your troupe a breather from the primary plotline 
  of your chronicle. It gives the story new life because it 
  allows players to see their impact on the world through 
  others’ eyes. It also allows the players to change the 
  face of the chronicle as they change their own faces un-
  der the guise of new personas. Parallel stories can also 
  help support the emotional subtext of your chronicle 
  by connecting those stories to a supporting cast drawn 
  from the main characters’ backgrounds. However, they 
  work well in a variety of other instances as well. 
  Storytellers can give information from the main story 
  to the parallel characters and then connect them to the 
  main characters. Parallel stories’ characters can create 
  a sense of tension and opposition by placing themselves 
  directly in the path of the players’ main characters and 
  giving the parallel characters a sense of what monsters 
  the primary characters have become. For instance, the 
  ancillary characters could be witch-hunters hot on the 
  trail of the coterie, provided skilled storytelling allows 
  the players to doubt the wellbeing of their original 
  characters. This technique also allows the players to 
  flesh out their ghouls, retainers, and childer and gives 
  them insight into those supporting characters. In this 
  way, a Storyteller can show the daylight hours, when 
  the main characters are asleep, instead of simply skip-
  ping over the daytime. 
  Parallel stories also give another perspective to the 
  results of certain Disciplines, like Dementation, by 
  placing the player whose character caused the Demen-
  tation literally inside their victim’s mind, painting the 
  picture of what madness can be much more vividly. 
  Additionally, a hunter chronicle can illustrate the 
  sorts of lives that the coterie can never live — and, 
  ironically, the obsession which drives the hunters, for-
  ever removing them from “normal” lives. Recognize 
  the potential of this device for your chronicle, connect 
  it to your theme and concept, and then let it illustrate 
  the mood of the piece by comparison or contrast to the 
  main plot action.
  Boot Camp
  Boot camp is a technique where the players play 
  mortal characters for an extended period of time. It 
  folds the characters’ human backgrounds into the be-
  ginning of the chronicle more centrally than preludes 
  often can. It can be viewed as an extended prelude be-
  cause all the characters start play as mortals, and they 
  very possibly play through a whole story arc as mortals. 
  This technique has value because it adds substance to 
  characters by forcing players to start their characters as 
  people and exploring all the changes vampirism impos-
  es on them. It’s a more thorough way for your troupe 
  to get a handle on their characters than by just starting 
  them with a short prelude, because they must evolve as 
  people and then evolve as vampires. It helps the play-
  ers explain why their vampires are the way they are, 
  without just assuming it. It isn’t for everybody — many 
  troupe members want to jump directly into the game as 
  vampires — but with the right group, it adds layers of 
  motivation to their characters by contrasting all things 
  human with the Curse of Caine. 
  This is also a viable technique for introducing special 
  Storyteller characters from the characters’ backgrounds 
  and letting those relationships evolve organically. It 
  can show characters the faces of their sires prior to the 
  Embrace and makes the hunt of predator and childe-
  to-be much more personal. Boot camp also spawns 
  
  365 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ideas for individual plot hooks for every character in 
  the coterie: It can sow the seeds of Characters’ ambi-
  tions and carry rivalries from life to unlife. The process 
  is much the same for the characters’ allies. It lets the 
  characters touch their human families and makes the 
  loss of those families much more poignant, giving them 
  a more immediate sense of how unattainable and how 
  lost those former lives have become. Boot camp sto-
  ries drive home the difference between Humanity and 
  the Beast by letting characters experience the friends, 
  family, love interests, etc. whom they might later be 
  tempted to Embrace instead of abandoning.
  Hunting Scenes
  One of the most iconic scenes in a vampire story is 
  when the vampire drinks blood from her victim. Just 
  about any vampire novel, movie, or television show 
  has a scene (or scenes) in which we witness how the 
  vampire hunts and feeds. And yet, it’s not always an 
  easy scene to run for a Vampire game — if done poor-
  ly, it can be tedious, awkward, or leave the other play-
  ers bored. So, rather than one technique you can use, 
  as with the previous sections, we’ve given you a variety 
  of options you can use, depending on what effect you’re 
  going for. You can stick with one method that your 
  group likes, or change and adapt based on the current 
  needs of your chronicle.
  Quick-And-Dirty Scenes:  
  The One-Roll Method
  The default method for hunting is detailed in Chapter 
  Six on p. 259. It basically boils down to a single dice roll 
  — success means the vampire gets blood, while failure 
  means she doesn’t, and a botch introduces a complica-
  tion. And, as a high-level scene, that works just fine. If 
  your story is in the middle of a lot of different plots and 
  twists and the players really just want to fuel up and get 
  back into things, a quick dice roll or two combined with 
  a short bit of narration does the trick. Unfortunately, 
  this method can take a lot of the horror and monstrosity 
  out of the act of drinking blood, turning it into merely 
  numbers of points to be collected and spent as needed.
  Detailed Scenes:  
  The Three-Stage Hunt
  In some situations, you might want to have the play-
  er go through each step of the hunt, playing through 
  the conflict between hunter and prey. This method 
  takes more time than the single-roll structure, but can 
  be useful to help players get into the mindset of playing 
  a vampire, to add a dash of complexity in an otherwise 
  slow part of the story, or just to spend some more time 
  digging into the nature of the hunt. In this case, you 
  can break the scene down into three stages: the con-
  tact, the hunt, and the defeat.
  The contact is the stage in which the vampire looks 
  for and finds a suitable target — scanning a dance floor 
  for a lonely date, looking for a homeless person in an 
  alleyway, scouring through sewers for a stray animal, 
  and so on. The roll itself depends on what method of 
  hunting the vampire is using, but it likely uses Per-
  ception, since the vampire is merely trying to find an 
  appropriate target that looks vulnerable at this point. 
  The difficulty varies, but the table on p. 260 that puts 
  the range of difficulty at 4-8 is a good basis. Failure 
  means that an appropriate target isn’t available that 
  scene — either there’s no one around, or all of the po-
  tential victims are too well-protected or too visible to 
  easily feed from. A botch at this stage isn’t too painful, 
  probably indicating that security is unusually high, an 
  unexpected party is going on, or there’s some other fac-
  tor that keeps the vampire from feeding successfully in 
  that area for the rest of the night.
  The hunt is when the vampire approaches and engag-
  es the victim, getting them into a position where the 
  vampire can feed. At a nightclub, the vampire might 
  use Subterfuge to flatter and seduce the victim into a 
  private corner. In an alleyway, he might use Stealth to 
  follow the homeless man into a dead end. And in the 
  sewers, the vampire may use Animal Ken to be able to 
  creep up on a rat without spooking it. The stakes are 
  higher than the contact stage, but they aren’t too high 
  yet: failure means that something is preventing the vic-
  tim from being easily fed upon (the club girl won’t leave 
  her friends, the homeless man gets hassled by a police 
  officer, the rat scuttles back just out of reach), while a 
  botch means that the victim avoids the approach, send-
  ing the vampire back to searching for a new victim.
  Finally, the defeat is when the vampire feeds: she 
  nuzzles the neck of the club girl, shoves the homeless 
  man against the wall, or makes a grab for the rat. At 
  this point, the risk is high — success means blood (as 
  much as the vampire wants to take, although you can 
  say the vampire can’t have more blood points than the 
  player scores successes), but failure means the victim 
  escapes. A botch introduces a major complication at 
  this point: the club kid screams and gets the attention 
  of everyone on the dance floor, a policeman sees the 
  assault and calls for backup, or the rat turns out to be 
  some sort of were-creature.
  
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  CHAPTER EIGHT: STORYTELLING
  One way to help keep other players involved in this 
  kind of lengthy scene is to have them play the part of 
  the victim and associated characters, similar to a flash-
  back. The victim is roleplayed based on the vampire 
  player’s rolls. This can not only help to get more play-
  ers involved, but also add a level of emotional intimacy 
  to the scene as the other players help to add life to this 
  encounter.
  Poignant Scenes:  
  Flashes of Life
  If you want to introduce an element of humanity 
  into the hunt, you can use this quick rule: For every 
  success made on the hunting roll (either the one-roll 
  scene or in stage three of the hunt), the player gets one 
  image about the victim’s life, some emotional snapshot 
  that flashes through the victim’s mind as they feel the 
  blood leaving their body. These images can be like 
  photographs spliced into the “film” of your game. Some 
  examples:
  A broken doll, dangling from a child’s hand.
  •	
  The victim and his wife, laughing at the beach.
  •	
  Holding the hand of a loved one as she lies in a 
  •	
  hospital bed.
  A beloved pet curled in the victim’s lap.
  •	
  This isn’t necessarily information the vampire would 
  know (although some powers, such as Auspex and Thau-
  maturgy, might make it available) — the idea is to bring 
  home to the player that their character is doing some-
  thing terrible to a human being. You’ll probably want to 
  keep a list of random elements on hand to use for these 
  scenes, so you don’t have to improvise at the table.
  For an additional level of emotional impact, you can 
  organize the images based on the style of feeding the 
  vampire is doing. An aggressive vampire attempting to 
  intimidate his victim might result in scenes of violence 
  from the victim’s past, while a more seductive scene 
  may bring uncomfortable moments of intimacy.
  Narrative Scenes:  
  Something Always Goes Wrong
  If a player really wants his character to get blood, he 
  can volunteer the vampire for a narrated feeding scene. 
  Effectively, the player is choosing to forgo the dice roll 
  for hunting, gaining as many blood points as the Story-
  teller will allow. In return, however, something in the 
  hunting scene will go wrong, as if the vampire’s player 
  had rolled a botch. The scene should be played out as 
  normal, but until the complication sets up, there’s no 
  need to roll the dice — the fate of the vampire is now 
  set on a particular path. These scenes add a level of 
  tension because they are usually called for by the player: 
  The situation is desperate enough that the blood is nec-
  essary, and the player is willing to accept the conse-
  quences. It also ties into the undercurrent of nihilism in 
  Vampire — there is no situation that can’t get worse.
  The Impact of Hunger
  If you want hunting scenes to come up more 
  often, you can press the issue of hunger (or, 
  if the game has hit a lull, you can simple ask 
  your players “Is anyone hungry?”). A hungry 
  vampire is more inclined to hunt, even if they 
  have more than one blood point remaining — 
  a Kindred can generally be considered hungry 
  when they have fewer blood points than (7 
  minus Self-Control or Instinct). There are a 
  few ways in which you can encourage players 
  to take their character’s hunger into account.
  First, you can simply have a persistent re-
  minder. Give each character an index card 
  or token, with one side labeled “Hungry” and 
  the other side labeled “Satiated.” The player 
  makes a note on her sheet of what point 
  her character goes hungry, and when that 
  number is reached, she flips the card over to 
  the “Hungry” side. This helps remind play-
  ers (and the Storyteller) of the character’s 
  current state, and can also encourage players 
  to portray their characters accordingly. If you 
  need a little extra encouragement, you can try 
  offering a reward, such as awarding a Will-
  power point because vampires that indulge in 
  feeding while hungry reinforce their inherent 
  vampiric nature. Or, you can impose a small 
  penalty for failing to feed while hungry, such 
  as making all Willpower rolls +1 difficulty be-
  cause the vampire is too distracted with hun-
  ger to concentrate. For some groups, though, 
  just the reminder is enough — it’s easy to 
  forget your vampire’s needs when there’s a 
  lot of other stuff going on, and this is a good 
  way to help track the vampire’s thirst and let 
  everyone get on with the rest of the game.
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  368 
  CHAPTER NINE: THE OTHERS
  
  369 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter Nine:  
  The Others
  The Kindred are not alone in calling the night their 
  home. Other creatures prowl the shadows and stalk the 
  dark places of the World of Darkness, and rarely are they 
  the friends of either man or vampire. This chapter de-
  scribes many of these fellow supernatural denizens. While 
  most have plenty of reason to despise the Kindred (for 
  reasons from territory dispute to ancient vendetta to a 
  fundamental inability to understand each other), there’s 
  no guarantee that even the direst of enemies won’t be 
  able to find a common enemy or mutual interest. Story-
  tellers, use these entries as dubious allies or implacable 
  enemies at your discretion. The only constant that faces 
  the Kindred with regard to the other night-dwellers is 
  that nothing can be taken at face value.
  Witch-Hunters
  The Kindred remember the Burning Times. Before 
  such things as the Camarilla and Sabbat existed, Cain-
  ites dwelled in a superstitious world of ignorant peas-
  ants, venal clergy, and decadent aristocracy. In that 
  age of muck and misery, few Kindred saw any reason 
  to heed the Tradition of the Masquerade, reasoning 
  that mankind had enough of its own social problems 
  to occupy them and would be powerless to resist local, 
  feudal lords of decidedly darker origin.
  The retribution of mortals was swift and bloody. 
  Agents of the Church had no desire to see their flocks 
  tormented by blood-drinking minions of the Adversary, 
  and the nobles of the age guarded their own author-
  ity jealously. The Inquisition, an agency of the Holy 
  Church tasked with extinguishing heresy, took upon 
  itself the task of rooting out the scourge of the Damned. 
  All across Europe, vampires found themselves seized in 
  their havens, clapped into irons, and dragged before an 
  Inquisitor — if not burned on the spot. The subsequent 
  chaos stoked the War of Ages, as cagey elders sacrificed 
  neonates in order to buy them time while crafty ancil-
  lae led the fires of the Inquisition to the doors of their 
  sires for the same reason.
  Some Kindred say that from the ashes of these fires rose 
  the ivory towers of the Camarilla and the phoenix-wings 
  of the wild Sabbat. Tonight, who can say how much of 
  the secret history is truth or myth? What remains true is 
  that there are those among the mortals, whether with the 
  zeal of the Church, the righteousness of the governments 
  of men, or the unquenchable thirst for knowledge of the 
  occult, who seek out the Kindred for their own reasons.
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  "There will come a time, in the last days, when the Moon-Beasts will grow uneasy... 
  and so they will find us and they will kill us."
   - The Book of Nod
  
  370 
  CHAPTER NINE: THE OTHERS
  The Society of Leopold
  Historians think of the Inquisition as that frighten-
  ing face the Catholic Church showed the world from 
  1231 to 1834. But Kindred know that the Inquisition 
  didn’t end in the 19th century, but endures to the pres-
  ent night, more fearsome than ever. Indeed, few mor-
  tals conjure dread among knowledgeable vampires the 
  way modern Inquisitors do. 
  The public at large, and even some of the Church’s 
  highest officials — including the Pope — know noth-
  ing of the Inquisition’s current activities, due to the 
  organization’s intense secrecy. The Society of Leopold, 
  to which it’s referred tonight, is primarily (but no lon-
  ger exclusively) comprised of Roman Catholics. The 
  Inquisition’s “interfaith” membership devotes itself to 
  the eradication of vampires and other supernatural en-
  tities, an agenda the Society pursued vigorously under 
  the guidance of Monsignor Amelio Vittore. When the 
  monsignor suffered a stroke, though, the Society had to 
  deal with an internal crisis that had loomed gradually 
  under his tenure.
  During that time, the godlessness of modern exis-
  tence had led all but the most hot-blooded Inquisitors 
  to conclude that the Apocalypse was not (yet) immi-
  nent. However, every member of the Society felt cer-
  tain that the Adversary’s earthly forces would attach 
  tremendous importance to this calendrical turning 
  point and possibly carry out some devastating world-
  wide sacrilege. A similar fin de siècle gripped much of 
  the mortal world, under such appellations as the “Y2K 
  crisis” and fear of the Mayan doomsday of 2012. 
  While some Leopolders feared the Savior might nev-
  er return (though none ever said so), all of them recog-
  nized the real and present threat that creatures of the 
  darkness posed to humanity. Worse, the populace that 
  Inquisitors risked their lives to protect seemed ready 
  to emulate, even embrace, these evil beings. Morale 
  in the Society also suffered because of the mounting 
  controversy over torture, which the Monsignor him-
  self had banned officially as an unacceptable Inquisito-
  rial tool. Of course, unofficial and clandestine torture 
  was the rule for some of the Society’s members, who 
  saw their war as otherwise unwinnable. All this fear 
  and uncertainty combined to pave the way for a leader 
  who was sure of herself and her techniques: onetime 
  Austrian Ingrid Bauer, known behind her back as “The 
  Original Iron Maiden.”
  Vampires never realized how relatively easy their 
  unlives were during the previous leadership. Granted, 
  through the years the venerable old Monsignor pre-
  sided (directly or indirectly) over the destruction of 
  many Cainites and ghouls, so the prevalent Kindred 
  attitude toward the Inquisition then was general wari-
  ness. If you didn’t irritate the Inquisition, they were 
  likely to pass you by in favor of vampires brazen (or 
  stupid) enough to antagonize the Society purposely. 
  A few Kindred were even bold and clever enough to 
  make the Inquisition their catspaw in the Jyhad. 
  Now, elders trade rumors of turncoat Inquisitors who 
  betrayed their Cainite masters: a high-ranking Ventrue, 
  her Lasombra rival, and a tiny sect of renegade Nosfer-
  atu of French lineage. These Kindred and more sup-
  posedly still languish in an unknown dungeon where 
  they suffer tortures at witch-hunters’ hands. Neonates 
  whisper tales of coteries routed by sword-wielding Leo-
  polders who display previously unknown fierceness and 
  skill. Most troubling to the Kindred are recent reports 
  of organized assaults against longtime havens, some of 
  them lairs that had remained inviolate since the time 
  of Queen Victoria.
  Bauer, of course, is the force behind such activities. 
  Only a handful of Kindred elders have enough infor-
  mation to make that link, however, as an exhaustive 
  purge of disloyal elements from the Inquisition’s ranks 
  coincided with the new Inquisitor General’s rise to 
  power. The Society’s Censors carted off nearly every 
  member who was actively spying for the Kindred, a 
  sizable percentage of individuals “sympathetic” to the 
  plight of the Damned, and a few entirely innocent Leo-
  polders who learned the true meaning of suffering for a 
  cause. Only a handful of moles survived this “Inquisi-
  tors’ Inquisition,” and they now live in fear of their 
  comrades and of belated discovery. For the most part, 
  these spies have abandoned their undead patrons, fear-
  ing traps that might lead to the Society’s oubliettes. 
  A new vigor prevails among most Inquisitors, but a 
  familiar malaise endures as well — in a slightly differ-
  ent guise. Even as Bauer sees to it that braziers are lit, 
  racks are oiled, and molten lead is at hand in Inquisi-
  tion dungeons on five continents (Asia continues to 
  defy the organization), the use of torture again becomes 
  a thorny issue. Whereas before there was a vocal ma-
  jority that wanted such methods reinstated, now there 
  is a silent minority that agonizes over such practices. 
  The real problem here is that these moral qualms are 
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  actually eroding one of the Inquisition’s most power-
  ful weapons against vampires: True Faith. This quality, 
  inherent to certain individuals, can repel a vampire 
  without the need for crosses, holy water, or any other 
  sacred emblem — in fact, in the hands of nonbelievers, 
  such items are useless against Kindred. The Monsignor 
  understood the soul-deadening, faith-damping effects 
  of using torture against any creature, even an undead 
  one. He saw the speedy destruction of vampires not as 
  murder, but as a mercy; torture, however, he consid-
  ered a descent into the enemy’s repulsive cruelty. 
  Alas, Inquisitor General Bauer is immune to such 
  qualms, convinced as she is of the rightness of her cru-
  sade and her methods alike. Interestingly, she is one of 
  the rare Inquisitors with both extensive experience as 
  a torturer and impressive True Faith. Even more wor-
  risome, especially to the strong Catholic membership 
  of the Order, are her claims that this “dualism” — her 
  word — gives her an advantage over the creatures of 
  the night. In their minds, the whole thing is not only 
  morally perilous, but strangely redolent of the heresies 
  of the centuries before the Burning Times. 
  In the eyes of some of its most orthodox and devout, 
  the Society of Leopold has paid a price for choosing 
  Bauer as its leader. True, she is waging the holy war 
  against the Kindred and their ilk (she sees werewolves, 
  among others, as vampires’ tools) that most Inquisitors 
  wanted — and needed — to fight. With the combat 
  colleges she has established in Nevada’s Black Rock 
  Desert and in the Spanish Pyrenees, she is also im-
  proving the organization’s readiness for that war. Now, 
  many Inquisitors in the field carry a sword-cane or a 
  “gladius dei” and are quite adept in their use. Bauer 
  even personally instructs her subordinates in the prop-
  er techniques for organizing congregations into witch-
  hunting mobs, even to the point of using modern me-
  dia and social networks. 
  Unfortunately, she is unable to address her troops’ 
  spiritual woes, which are substantial. Alcoholism, de-
  pression, and addiction to pornography are rife among 
  Leopolders. Plus, it’s undeniable that significant num-
  bers of the Society’s ethical elite have split from their 
  fellows over the torture issue, though these highly moral 
  individuals have yet to take any formal action against 
  their fellows. As for Bauer herself, she has shown sig-
  nificant stress from the ongoing rigors of her position. 
  In the time since her ascendancy, her hair has turned 
  completely white, she has excommunicated some of 
  her vocal opposition, and has annulled without their 
  consent the marriages of lay members whose personal 
  lives “intruded” upon their vigilance. 
  Inquisitor
  Attributes: Strength 2, Dexterity 3, Stamina 3, Cha-
  risma 4, Manipulation 3, Appearance 2, Perception 3, 
  Intelligence 3, Wits 3
  Abilities: Academics (Theology) 3, Alertness 2, 
  Athletics 2, Brawl 2, Drive 1, Expression 2,  
   
  Leadership 3, Melee (Sword-Cane) 3, Occult 3,   
  Stealth 2
  Humanity: 5 to 10 (Inquisitors can be holy or as de-
  praved as the monsters they fight), Willpower: 9
  Equipment: Sword-cane, rosaries, crucifix, stakes, 
  Bible, propane torch
  Note: A few Inquisitors have ratings of 1 or higher in 
  the True Faith Trait. Such individuals usually, though 
  not necessarily, have Humanity ratings of 9 or above.
  
  372 
  CHAPTER NINE: THE OTHERS
  True Faith
  True Faith is a special Trait that only a few 
  people in the World of Darkness possess. 
  While many mortals are more or less devoted 
  to a belief in some form of higher being or 
  purpose, only a small number have the burn-
  ing zeal, the profound conviction that can 
  protect them against creatures like vampires. 
  Note that, while most vampire legends por-
  tray the Damned being repelled by crosses and 
  the like, Faith can manifest in any religious 
  form. A devout Jew might be able to ward off 
  vampires with her Star of David, or a Taoist 
  might be able to intone special prayers, while 
  a Christian lacking True Faith finds his cruci-
  fix impotent against the undead.
  This Faith is not necessarily increased 
  through experience. Certainly, it may rise as a 
  result of a person’s experience, but it is more 
  vital than that, more a measure of conviction 
  and strength of mind. Nor is it something that 
  comes from outside the individual, from some 
  God or angel. Whether or not their beliefs are 
  correct, these people believe so unwaveringly 
  that their own conviction protects them. At 
  the Storyteller’s discretion, Faith should rise 
  or fall to reflect a person’s religious certainty 
  and zeal.
  The Faith Trait has a rating of 1 to 5. Exactly 
  what protection is afforded to the individual 
  by the Trait depends on this rating, as de-
  scribed below. These are just guidelines, 
  however. Storytellers should amend them as 
  required to fit the tone of their chronicles, or 
  to add drama to their stories.
  • Any character with Faith may attempt to 
  ward off vampires by brandishing a holy sym-
  bol or uttering prayers. The person rolls Faith 
  against a difficulty equal to the vampire’s 
  current Willpower points. The number of suc-
  cesses indicates the number of steps backward 
  the vampire is forced to take. If no successes 
  are scored, the vampire need not step back 
  but may not advance. A botch indicates that 
  the vampire may advance unhindered. Fur-
  ther, if the cross, Bible, or other holy symbol 
  is placed against the vampire’s body, each 
  success causes an aggravated health level of 
  damage, burning into the flesh.
  •• A mortal with a Faith rating of 2 or more 
  may resist Dominate and similar vampiric 
  mind-control powers by spending Willpower 
  (one point protects for a few turns).
  ••• A person with a Faith of 3 or more may 
  be able to sense the presence of a vampire, 
  and can purchase the Awareness Skill. She 
  need not consciously try to sense a vampire’s 
  presence, but must be in peaceful, quiet 
  surroundings — perhaps alone in thought, 
  praying, reading the Torah, meditating on 
  the Bible, etc. The person will not sense the 
  vampire’s presence if she is preoccupied (e.g., 
  arguing) or in a crowded, noisy place (jostled 
  by a mob, in the midst of a raucous banquet, 
  etc.). This ability is not infallible; the Story-
  teller should let the person sense the vampire 
  only when it is dramatically convenient, or 
  only after a successful Awareness roll. Note 
  that the person cannot know exactly what 
  she senses through her Faith; all that she will 
  know is that something unclean or evil is 
  nearby.
  •••• The mortal may not be turned into a 
  ghoul, and is immune to any mind-altering 
  Disciplines such as Dominate, Presence, and 
  Obfuscate.
  ••••• The person is so pure, so holy, that 
  she can fill a vampire with self-loathing, 
  disgust, terror, and even physical pain. Any 
  vampire hearing the person pray, preach, 
  or recite psalms, or who is touched by the 
  faithful, may be forced to flee immediately. 
  A vampire who is unable to flee is reduced to 
  a gibbering wreck, flailing on the floor and 
  screaming, sobbing, or begging forgiveness. 
  To avoid fleeing, the vampire must either 
  expend one Willpower point per turn or make 
  a Stamina roll each turn (difficulty of 5 + her 
  own Intelligence) — the higher the vampire’s 
  Intelligence, the higher the difficulty, as the 
  more tortured and guilty she feels.
  
  373 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  In theory, a mortal might have a Faith rating 
  of greater than 5, but these people are one in a 
  billion — the sort of people who are venerated 
  as saints. They are unlikely to enter a chroni-
  cle, but their powers would be enormous.
  There is actually one easy way for a vampire 
  to detect a person with a Faith rating, other 
  than bitter experience — the use of Aura Per-
  ception can find it. A mortal with Faith has 
  her aura permanently altered so that she has 
  a silver or gold “halo” around her body. The 
  strength of the Faith determines the bright-
  ness of the halo.
  Remember that Faith represents a person’s 
  total commitment to her beliefs. That person 
  will act accordingly. Those with high Faith 
  ratings may seem fanatical, even insane to 
  those not of their religion.
  Cainites do not normally have Faith ratings, 
  although it is still possible (see the Merit on 
  p. 494).
  The U.S. Government 
  Government in the World of Darkness tends to be 
  a nihilistic monolith that moves little as a whole, but 
  which empowers numerous individually-motivated bu-
  reaus and organizations. Given the influences exerted 
  by conspirators, secret societies, and assorted cabals 
  — and these schemers are in addition to the vampire 
  factions that fancy themselves masters of the puppet-
  masters — the efforts of all these manipulators largely 
  cancel each other out or run afoul of things as mundane 
  as bureaucratic incompetence or unswerving greed.
  Miracles sometimes do occur in the midst of such 
  chaos, though — or, as with the National Security 
  Agency’s discovery of the “Kindred menace,” through 
  a literal mechanism of chaos. By tortuous paths, the 
  NSA, an information-monitoring arm of the US in-
  telligence community, obtained devices that can dis-
  tinguish vampires and ghouls from mortals. With as-
  tonishing alacrity and utter secrecy, the organization 
  deployed these “chaoscopic scanners” in locations 
  including Dulles International Airport, the Pentagon, 
  the Eisenhower Executive Office Building, the Capi-
  tol, and the White House, all behind the façades of 
  new metal detectors. Significantly, no one outside the 
  NSA is privy to the true nature of these added check-
  points, including the operators of the various metal 
  detectors. Not even the President is aware that he 
  and his staff are monitored daily by NSA operatives 
  looking for so-called “negative bodies,” a reference to 
  Cainites’ appearance when viewed through a chao-
  scope. Of the NSA’s own personnel, only three people 
  in decision-making positions know the truth: General 
  Rex Shivers, Colonel Alec Riley, and Colonel George 
  Johnstone. Add to them the actual monitoring staff, 
  and the total comes to two dozen… and one of them is 
  a rogue ghoul, acknowledging no master and using this 
  information for his own purposes.
  The NSA’s discretion in this matter stems, in part, 
  from established procedure. Spymasters, canny in their 
  paranoia, trust no one, especially not their fellow agen-
  cies. Shivers’ people aren’t even sharing with their ci-
  vilian counterparts at the NSA any information about 
  governmental encroachment by these mysterious nega-
  tive-body entities. Plus, there’s the natural question of 
  just how influential these inhuman infiltrators may be: 
  Do they already control the FBI, the CIA, Congress, the 
  Department of Homeland Security, the President? Most 
  important, however, is the larger uncertainty implicit 
  in that question: The NSA knows its discoveries aren’t 
  quite human, but the organization’s members don’t yet 
  understand exactly what the negative bodies are.
  Hobbling these covert watchers is the rationality 
  that spurred them to use the chaoscope, and that has 
  plagued them since the first time NSA brass saw one 
  of these machines demonstrated at the headquarters 
  of the Paranormal Research Wing, a Vermont-based 
  think tank. After General Shivers got a glimpse of 
  ghosts cavorting in the Underworld, he suggested that 
  PRW scientists had actually discovered some parallel 
  dimension rather than an afterlife existence. He then 
  ordered the PRW’s security clearances hiked and, on 
  a hunch, a streamlined version of the chaoscope to 
  be installed at the White House. Four months and a 
  billion dollars later, he was watching for things like 
  the ones he’d seen at PRW. What he saw ultimately 
  were ghouls and a vampire attending a state dinner, 
  but viewed chaoscopically these creatures were easy to 
  mistake for the disembodied dead Shivers had already 
  glimpsed. The conclusion he reached was entirely rea-
  sonable — that his transdimensional entities were pos-
  sessing Washington officials to manipulate the govern-
  
  374 
  CHAPTER NINE: THE OTHERS
  ment. Since then, that initial billion-dollar investment 
  has ballooned into a two-billion-dollar-a-year budget, 
  spent under the auspices of manpower, ongoing re-
  search, additional chaoscopy hardware, and R&D.
  To some extent, the NSA’s military triumvirate is 
  “reinventing the wheel” with its expensive new toys. 
  A great deal of money could have been saved if anyone 
  had bothered to train infrared cameras on a few of those 
  room-temperature Cainites. Even without such tools, 
  Shivers’ predecessor, General Arthur Clifford, had a 
  far more accurate understanding of what the Kindred 
  are. Unfortunately, that knowledge was mutual, and 
  unknown Cainite elements were able to discredit Clif-
  ford and have him ousted. Thus, Shivers, Riley, and 
  Johnstone rose to the top at NSA because they were 
  skeptics regarding the supernatural — in contrast with 
  the deluded, utterly credulous figure Clifford was made 
  to seem at his downfall. 
  Nevertheless, Clifford’s replacements now know 
  a lot of the same things he knew — and then some 
  — but they’re interpreting the data quite differently. 
  They’re aware, for example, of their organization’s trai-
  tors, operatives Bruce Higgins and Felicity Price. More 
  importantly, the NSA has also identified the vampires 
  who control these two pawns. The agency is already 
  cataloging what it dubs “known extradimensionals” 
  and their “normal” contacts. As the extent of Kindred 
  influence in world commerce, media, and governance 
  becomes clear to General Shivers and his staff, the “war 
  of reconnaissance” the NSA is waging will seem ever 
  more of a luxury. When that time comes, the NSA op-
  eratives who’ve been training in armored moon suits 
  with aural inhibitors and mirrored faceplates will learn 
  firsthand what they’ve been prepared to fight. And the 
  Kindred will discover the folly of dismissing technol-
  ogy, just as the masters of that technology will discover 
  that the world is full of stranger things than science 
  and rationality can ever explain.
  Of course, the other federal intelligence-gathering 
  and law-enforcement agencies (and even out-of-the-
  loop civilian personnel within the NSA) are carrying 
  on largely as they did before the advent of the chao-
  scope, given the covert nature of the device. At the 
  DHS and the CIA, only scattered handfuls of agents 
  (some of them moles placed years ago by the NSA’s 
  General Clifford) have the vaguest clue about super-
  
  375 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  natural activity. The FBI’s secret Special Affairs De-
  partment (also known as SAD), for example, lingers 
  on only because of the undying support of Senator Jesse 
  Grubbholb. After all, Arthur Clifford’s fall hasn’t made 
  it any easier to get any above-board federal money for 
  pursuing supernaturals. Similarly, this is what prevents 
  the Department of Homeland Security from devoting 
  significant attention to what its agents suspect are “do-
  mestic terrorists of paranormal radicalization.” Bring-
  ing up anything of the sort at a briefing is an excellent 
  way to find oneself laughed out of the department and 
  reassigned to duty watching an ideological wall sepa-
  rating the US from Mexico “in case any chupacabras 
  hop the fence,” so Homeland Security agents with an 
  interest in the Kindred have to make do with poaching 
  intelligence where they can.
  More’s the pity, because the hunting in and around 
  the bureaucracy alone would be incredible. At the 
  Centers for Disease Control in Atlanta, several stra-
  tegically placed individuals, most of them under vam-
  piric sway, keep the lid on incidents that involve “sus-
  picious” (i.e., Cainite) blood or corpses. The lack of 
  blood-bound servitors here was a conscious effort by 
  various Kindred masters to avoid entanglements with 
  nosy epidemiologists, as vitae remains chemically dis-
  tinct from mortal blood even in ghouls. However, that 
  dodge also insulates these conspirators from chaoscopic 
  detection. The devices are useless in identifying victims 
  of Dominate and Presence. Still, it wouldn’t take much 
  for a key piece of evidence to slip past these guardians 
  and allow the agency’s legitimate disease detectives to 
  glimpse the full picture. 
  At the state, county, and municipal levels of law 
  enforcement, things look much like they do at the 
  top: vast numbers of common cops, sheriffs, and state 
  troopers trying to do their jobs, most of them utterly 
  oblivious of the various factions that struggle nightly 
  to co-opt, deflect, or otherwise influence the police. 
  Ghoul cops exist, but they’re pretty much beneath the 
  NSA’s radar. And, as at the top, the myriad efforts to 
  preserve the Masquerade or uncover it, to detain this 
  one or arrest that one often end in a wash, and the cops 
  carry out their business as usual.
  Government Agent
  Attributes: Strength 3, Dexterity 2, Stamina 3, Cha-
  risma 2, Manipulation 3, Appearance 2, Perception 3, 
  Intelligence 3, Wits 3
  Abilities: Alertness 3, Athletics 3, Brawl 3, Com-
  puter 1, Drive 3, Firearms 3, Investigation 4, Melee 2, 
  Occult 1, Politics 2, Stealth 2
  Humanity: 6 to 8, Willpower: 7
  Equipment: Heavy pistol, black suit, sunglasses, 
  badge and ID card, electronic surveillance devices
  The Arcanum
  This secret society’s members are among the fore-
  most mortal pursuers of supernatural knowledge in 
  the World of Darkness. They are scholars, librarians, 
  and archaeologists; epopts, Hermetics, and herbalists; 
  Kabbalists, cryptographers, and students of the occult. 
  Since the Victorian era, the Arcanum’s academics and 
  explorers have ventured into the world’s oddest, most 
  remote corners to learn everything they can about the 
  unseen and the unknown. 
  Long ago, these mortals learned that the unseen and 
  the unknown sometimes have very sharp teeth and 
  most unsavory appetites. Arcanists also learned that 
  vampires do not like being the objects of investigation, 
  a fact harshly emphasized by Cainites’ torching of the 
  group’s Boston Chapter House in 1910. The resulting 
  loss of life and destruction of irreplaceable books (the 
  latter perhaps more than the former) left the Arca-
  num wary of delving into Kindred secrets. Nonethe-
  less, vampires remained a focus for the group’s curiosity 
  — and for its collective guilt. Various members argued 
  over the years that turning a blind eye to the activities 
  of vampires was complicity in genocide.
  Lately, unbeknownst to most of their fellows, several 
  Arcanists have taken action in this area. None of the or-
  ganization’s members qualify as fools, however, and few 
  consider themselves warriors, so “action” in this context 
  means the judicious synthesis and redirection of infor-
  mation. Therefore, several strikes by the Inquisition 
  (which Arcanists also learned about long ago) against 
  Kindred lairs had their secret origins in the Arcanum’s 
  archives. Similarly, the Reverend Jebediah Brown, an 
  independent witch-hunter and former Arcanist, still be-
  lieves his ongoing theft of intelligence from Arcanum 
  chapter houses goes unnoticed — but, in truth, he is but 
  another tool in an intricate armchair war.
  Not even all of the Arcanum participants in these 
  redirection efforts are aware of one another’s work. 
  Because of the intense danger vampiric investigation 
  might pose to the entire organization, such activity is 
  grounds for dismissal. Thus, Arcanists engage in “sic-
  
  376 
  CHAPTER NINE: THE OTHERS
  cing the witch-hunters” singly or in groups of two or 
  three at most, and always with extreme care to preserve 
  their anonymity. No member risks more with these 
  clandestine pursuits than Sandeep D’Souza, Chancel-
  lor of the New Delhi Chapter House, who is poised 
  to assume the Arcanum’s Grand Chancellorship. Yet, 
  since finding himself amidst rioting Sabbat vampires in 
  Frankfurt and witnessing their depredations up close, 
  D’Souza is a changed man. He doesn’t understand why 
  he was spared, which further fanned his guilt and ulti-
  mately propelled the Arcanist onto his current course. 
  D’Souza is uncomfortable with using people as pawns 
  against the Kindred, but he now finds inaction to be 
  unthinkable.
  Most of the organization’s seekers of mysteries con-
  tinue to encounter vampires unexpectedly, as mortals 
  always have. It was through analyzing accounts by Ar-
  canists who were looking for other things entirely (in-
  cluding the Grail) that D’Souza and his ilk have been 
  able to pinpoint many Kindred havens. Of course, 
  some of their suppositions are based on where missing 
  colleagues are thought to have vanished. With much 
  of the world in a state of religious agitation, the Ar-
  canum has found Kindred in greater numbers and of 
  more varied ideologies than they had guessed existed. 
  This fact makes the Chancellor’s abstinence ever more 
  difficult to maintain — though he has gone so far as 
  to “suggest” that discreet Arcanum fellows of immedi-
  ate means test their own boundaries. D’Souza wishes to 
  gauge their success in these clandestine endeavors, and 
  has no idea how close his own secret machinations are 
  to those of the feared and hated vampires he observes.
  Arcanum Scholar
  Attributes: Strength 2, Dexterity 2, Stamina 2, Cha-
  risma 2, Manipulation 2, Appearance 2, Perception 4, 
  Intelligence 4, Wits 3
  Abilities: Academics 4 (or higher), Athletics 1, 
  Computer 3, Drive 1, Etiquette 2, Expression 2, Inves-
  tigation 3, Melee 1, Occult 4, Science 3
  Humanity: 8, Willpower: 7
  Equipment: Laptop or tablet computer, extensive 
  library, sedan, collected occult paraphernalia, sizable 
  bank account
  
  377 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Criminals
  Kindred long ago cemented their influence over parts 
  of La Cosa Nostra, the Russian Mafiya, and the Cali 
  and Medellín drug cartels, as well as assorted ethnic, 
  biker, and street gangs. Vampires use such criminals as 
  cannon fodder, obstacles for the authorities, scapegoats 
  when the Jyhad’s skirmishes draw the attention of any 
  media not under vampiric sway, and even as sustenance 
  that goes largely unmissed should a Cainite get greedy 
  while feeding. Given the superstition and ignorance 
  common amongst criminals, there’s some advantage 
  to be gained from rumors that the “Big Boss” can see 
  through walls or laugh off a gunshot. Most vampires 
  choose to exert their will from total secrecy, however, 
  and so most crooks have no idea of the Kindred’s exis-
  tence or agenda.
  Recently, someone has been altering this equation. 
  Some carefully-chosen midlevel thugs, including sever-
  al Mafia lieutenants, Organizatsiya chiefs, a Cali Cartel 
  street boss and others with a range of affiliations, have 
  been hearing lectures on Cainite history, morphology, 
  and power structures. The informants in question are 
  knowledgeable and calculating. They share kernels of 
  wisdom that are likely to incite an individual boss or 
  gang against a specific vampire or Kindred in general. 
  By playing on mortal fears and ambitions, these mys-
  terious visitors have already ignited what promises to 
  be a gang war of epic — if not apocalyptic — propor-
  tions.
  In several areas of Detroit, for example, street vio-
  lence is at an all-time high. After a man presented 
  himself to the members of the local Columbian drug 
  posse, demonstrated supernatural powers, claimed to 
  be a messenger from God, and tricked the crew’s Cain-
  ite leader into revealing his true nature, things got ugly 
  fast. Intergang conflict quickly followed as mafioski, 
  armed with stakes and AK-47s, joined the party. Local 
  Giovanni vampires reacted harshly after some of their 
  normally civil Colombian colleagues raided a Clan ha-
  ven and chainsawed apart a few ghouls. Similar strife 
  plagues Miami, Los Angeles, and Chicago.
  Most of the affected Kindred reacted swiftly enough 
  to avoid harm in the first wave of violence. Quelling the 
  gang warfare has thus far defied both individual efforts 
  and concerted ones. The ongoing violence and perva-
  sive Sabbat presence have hampered investigations by 
  Camarilla Justicars in the targeted cities, but neither 
  factor has prevented widespread realization among the 
  Kindred that these events were a patently orchestrated 
  assault. One consistent detail about the informants has 
  surfaced: While they vary by race, gender, and descrip-
  tion in the reports assembled thus far, all consistently 
  identified themselves as “Caitiff.”
  Of course, this tidbit met with both consternation 
  and skepticism among Cainites. It seemed too trans-
  parent an attempt at further dividing their ranks, and 
  rather a stupid, pointless ploy for these dispossessed 
  vampires to attempt anyway. Nevertheless, whoever 
  committed this act of war (in every sense) clearly knew 
  Kindred culture. The culprits — or perhaps culprit, as 
  some vampires suspect a lone metamorph of some sort 
  — surely must be supernatural, as many of the infor-
  mants claimed to be angels helping to redeem gangsters’ 
  “immortal souls” and displayed unearthly abilities. Un-
  fortunately for the Cainites, many of the criminals so 
  approached were susceptible to such arguments.
  Immediate consequences of this enemy action in-
  clude the reduced usefulness of organized criminals for 
  the Kindred and the unsavory possibility that key pawns 
  may have to be purged from a variety of gangs. The long-
  range alternative is less pleasant, as some Kindred worry 
  that bounties for vampires could become popular among 
  crooks very quickly indeed. The mood on the streets of 
  the major metropolitan centers is decidedly uneasy, and 
  only the most powerful (or foolhardy) Cainites now 
  supervise criminal organizations directly. Whether the 
  situation could worsen still — especially given the ano-
  nymity of the perpetrator — remains to be seen. 
  Criminal Enforcer/Boss
  This template represents a reasonably tough, savvy 
  member of the underworld. Typical thugs and gang-
  bangers will be much less threatening, while a Mafia 
  Don or similar fellow will have higher Mental Attri-
  butes and extra Knowledges.
  Attributes: Strength 4, Dexterity 3, Stamina 3, Cha-
  risma 3, Manipulation 4, Appearance 1, Perception 2, 
  Intelligence 2, Wits 3
  Abilities: Alertness 2, Athletics 3, Brawl 3, Drive 2, 
  Finance 2, Firearms 3 (or higher), Larceny 3, Melee 2, 
  Stealth 2, Streetwise 3 (or higher), Subterfuge 2
  Humanity: 6 (often lower), Willpower: 6
  Equipment: SMG, bulletproof vest, midsized car, 
  knife, digital copy of detailed operations
  
  378 
  CHAPTER NINE: THE OTHERS
  Werewolves
  The cities belong to the Kindred, and the race of 
  Caine adopts their gilded cage as a badge of pride. The 
  truth of the situation is a bit more complex, however. 
  The interstices between cities and the swaths of unten-
  anted wilderness that surround communities belong to 
  the creatures calling themselves the Lupines. These are 
  the wolf-men, the werewolves, and in the territories 
  outside the cities, their wrathful will is law.
  Vampires speak fearfully of the Lupines’ capacities 
  for violence. Even the most hardened Brujah and the 
  deadliest Assamite give the werewolves a wide berth, 
  for the shapeshifters consider themselves a warrior race 
  and their rage lies close to the surface. Indeed, the Kin-
  dred and the Lupines have been at war since time out of 
  mind, and to the shapeshifters, it is every bit a holy war. 
  Even what fleeting commonalities certain Kindred may 
  share with the werewolves — affinity with animals, a 
  Beast that guides their movements, the ability to take 
  on other forms — is no help. When vampires and Lu-
  pines meet, bloodshed is almost certain to follow.
  Even elders wisely fear the viciousness of the wolf-
  men, as much for their near-indestructibility as their 
  ability to inflict carnage. Savvy Kindred say the greatest 
  threat posed by a werewolf isn’t just his potential to in-
  voke violence, but to withstand it as well. One werewolf 
  is a match for a whole coterie of young Kindred, and 
  certain revered Lupines may well be able to stand toe-
  to-toe with a coterie of elder vampires. The werewolf 
  reputation for formidability is so great that cocky packs 
  of Sabbat sometimes take on the challenge of hunting 
  these creatures down and proving their own superiority. 
  It’s a boast upon which few Cainites can deliver.
  Whispers among well-traveled vampires imply that 
  the wolf-men aren’t the only creatures who can take 
  on the skins of savage beasts. Those who can take the 
  form of ravens, sharks, great cats, or even spiders cir-
  culate among the realm of night. Whether there is any 
  truth to these tales has yet to be undeniably confirmed, 
  but in the modern nights, it’s only a matter of time.
  Powers and Weaknesses
  • Lupines can take the forms of humans and wolves, 
  as well as some forms that combine the traits of both. 
  Most terrifying of all is their “wolfman” battle form, a 
  wolf-headed, nine-foot humanoid killing machine that 
  inspires a supernatural terror in humans. In this form, 
  all their Physical Attributes are doubled, but they can-
  not use Social Attributes in connection with creatures 
  other than werewolves and wild beasts (save to intimi-
  date or terrify, of course).
  • Werewolves create an effect known as the De-
  lirium that is similar to a “forced Masquerade.” When 
  non-supernatural creatures observe a Lupine in battle 
  form or using a mystical power, they are very likely to 
  flee, and then later to rationalize the event in their 
  minds, no matter how far they have to reach to justify 
  it. This can occasionally help a Kindred protect her 
  own breaches of the Masquerade, though a Kindred in 
  close proximity to a werewolf probably has other, more 
  immediate concerns at hand.
  • Werewolves can attack several times each turn, of-
  ten taking two to six actions in a single turn (like those 
  actions provided by Celerity). They also fly into frenzy 
  as readily as any Brujah, and in this killing state they 
  suffer no health level penalties for wounds.
  • Lupines heal incredibly rapidly, regenerating a 
  health level each turn. Only fire, silver, or the teeth 
  and claws of other supernatural creatures (such as a 
  vampire’s fangs) can cause lasting injuries to a were-
  wolf — and a werewolf can even heal these wounds 
  as a normal human can. Worse, werewolves can soak 
  such damage with ease. Consider all damage — bash-
  ing, lethal, and aggravated — to be soakable with the 
  werewolf’s normal Stamina. However, because they are 
  living beings, werewolves do not halve bashing damage 
  applied to them, as the undead do.
  • Werewolves fuel their supernatural powers with 
  Gnosis, a measure of their innate spiritual energy. 
  Werewolves can store a quantity of Gnosis in a reserve 
  of sorts, like vampires’ blood points. When they use 
  equivalent Disciplines that call for blood points, use 
  Gnosis instead. They regain Gnosis through long med-
  itation or from bargaining with spirits. 
  • Lupines are apparently able to travel invisibly 
  through the “spirit world,” sometimes appearing from 
  nowhere to attack their foes. 
  • Wolfsbane avails nothing against the Lupines, 
  though silver is indeed their downfall. Werewolves 
  cannot soak damage from silver weapons, and cannot 
  regenerate such wounds as quickly as those from nor-
  mal weapons.
  • Lupines can call on strange mystical powers, not 
  entirely dissimilar to vampiric Disciplines. Given time, 
  they can also work certain rituals in the manner of 
  Thaumaturgy. These powers depend on the werewolf’s 
  area of specialization, and can be represented by Disci-
  
  379 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  plines — presume that a scout has something akin to 
  Obfuscate, a shaman can ape Thaumaturgy or Necro-
  mancy, and so on.
  • Werewolves do not have the same morality as vam-
  pires, but a Humanity score is provided as a rough met-
  ric and for mechanical effects that require such a score.
  Adolescent Werewolf 
  Attributes (human form): Strength 3, Dexterity 3, 
  Stamina 3, Charisma 2, Manipulation 2,  
   
  Appearance 2, Perception 3, Intelligence 2, Wits 3
  Abilities: Academics 1, Alertness 3, Animal Ken 2, 
  Athletics 2, Awareness 2, Brawl 3, Crafts 2,  
   
  Firearms 2, Intimidation 3, Investigation 2,  
   
  Leadership 1, Melee 2, Occult 1, Stealth 3, Survival 3
  Equivalent Disciplines: Celerity 3, Potence 1,  
  Protean 4
  Humanity: 7, Willpower: 5, Gnosis: 4
  Veteran Lupine
  Attributes (human form): Strength 4, Dexterity 3, 
  Stamina 4, Charisma 3, Manipulation 2,  
   
  Appearance 3, Perception 4, Intelligence 3, Wits 4
  Abilities: Academics 1, Alertness 3, Animal Ken 3, 
  Athletics 2, Awareness 3, Brawl 4, Crafts 2,  
   
  Expression 1, Firearms 2, Intimidation 3,  
   
  Investigation 2, Leadership 1, Medicine 1, Melee 3, 
  Occult 3, Stealth 3, Survival 4
  Equivalent Disciplines: Celerity 4, Potence 2,  
  Protean 4
  Humanity: 6, Willpower: 7, Gnosis: 6
  Elder Shapeshifter
  Attributes (human form): Strength 5, Dexterity 4, 
  Stamina 5, Charisma 5, Manipulation 3,  
   
  Appearance 3, Perception 5, Intelligence 3, Wits 4
  Abilities: Academics 1, Alertness 4, Animal Ken 4, 
  Athletics 4, Awareness 3, Brawl 5, Crafts 2,  
   
  Expression 3, Firearms 2, Intimidation 4,  
   
  Investigation 2, Leadership 4, Medicine 1, Melee 5, 
  Occult 4, Stealth 4, Survival 5
  Equivalent Disciplines: Celerity 6, Dominate 2,  
  Fortitude 2, Obfuscate 3, Potence 3, Protean 4, one 
  other Discipline at 4
  Humanity: 5, Willpower: 9, Gnosis: 8
  
  380 
  CHAPTER NINE: THE OTHERS
  Dangerous Draughts
  Lupine blood is potent vitae, and a powerful 
  allure to the Kindred. A werewolf’s blood is 
  so rich that, though its body holds the equiva-
  lent physical volume of 10 blood points, a 
  vampire can draw 20 or more actual blood 
  points from the Lupine before its veins run 
  dry. Even if a Cainite has time to guzzle only 
  a blood point’s worth, he gains two points for 
  his pool. However, the supernatural power of 
  werewolf blood can also be dangerous. 
  A vampire who feasts on werewolf blood is 
  far more susceptible to frenzy and Rötschreck 
  while the Lupine blood remains in her system. 
  Every blood point of werewolf blood increases 
  the difficulty to resist frenzy by one — that 
  is, if a character drinks only two blood points 
  worth of vitae from a Lupine, her difficulties 
  to resist frenzy are two higher (even though 
  the points manifest as four total blood points 
  in the vampire’s system). Even if the vampire 
  successfully staves off her Beast, she becomes 
  paranoid and short-tempered for as long as 
  the blood remains in her system. In some 
  cases, vampires have even gained temporary 
  derangements from feasting on particularly 
  volatile werebeasts.
  There are rumors that Lupine blood can 
  even temporarily grant levels of Potence or 
  Celerity. However, this isn’t always the case. 
  It seems to have something to do with the 
  werewolf’s own bloodline, and how pure its 
  heritage is. Unfortunately for would-be hunt-
  ers, the more purely bred Lupines are often in 
  positions of leadership in their packs, and it is 
  a deadly proposition to go through the rank-
  and-file to catch the alpha.
  Magi
  There is nothing more terrifying than things we 
  don’t understand, and vampires of any age simply can-
  not understand the magi. Even ancient Kindred who 
  once claimed brotherhood to the mages are puzzled by 
  them. Enlightened by mad wisdom, magi can pick at 
  the underpinnings of creation and move them to their 
  liking — and that kind of power terrifies the Kindred.
  Where sorcery (or “magick,” as the wizards insist on 
  spelling it) originally came from is a secret lost in time. 
  Some claim that Lilith herself learned the magick Arts, 
  and that she passed them on to those mortals that she 
  favored. If that’s true, then the magi are related to the 
  Kindred through the same lineage, and it’s possible 
  that the ancient feud between the followers of Caine 
  and the followers of Lilith may have been passed on to 
  the vampires and the mages.
  Regardless of its origins, however, magick is a real 
  force, and it comes in many varieties. A powerful wiz-
  ard can perform amazing feats worthy of a fantasy film, 
  but most prefer subtler effects. Strange coincidences 
  are the tools of the modern mage, not a fireball or a 
  rampaging demon. Since mages are mortal, they often 
  hide in plain sight, conducting their business daily un-
  til they are ready to take on the Kindred. A mage is no 
  match for a vampire in a straight-up fight, however, 
  so wizards often lay traps and scheme, much like the 
  vampires themselves. Conflicts between vampires and 
  mages more often resemble chess matches than cage 
  matches, but when necessary, the mage still has the 
  power to turn a Cainite to stone or burn him with the 
  power of the sun.
  Kindred have tried for centuries to learn the secrets 
  of the magi, but to no avail. Blood bonds, Embraces, 
  mystical pacts, and even ripping apart their minds have 
  produced only wisps of true magick. It seems that life 
  itself is somehow tied to these Arts, and that is the one 
  thing that vampires can never truly have.
  The conflicts, abilities, and politics of the magi have 
  divided them into several distinct, often conflicting 
  factions:
  Wizards, Witches,  
  and Miracle-workers
  When the typical vampire thinks of mages, they usu-
  ally think of those mortals that practice the arts of sor-
  cery and witchcraft, people draped in New Age clothes 
  
  381 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  and surrounded by ritual trappings. Many neonates as-
  sume that such magicians are frauds, until a withering 
  curse or a coincidental lighting strike shows them the 
  error of their ways.
  The Warlocks of Clan Tremere often reference their 
  long historical association with hermetic mages. One 
  such group, the Order of Hermes, has a complex love/
  hate relationship with the Tremere that goes back 
  nearly a thousand years, to the foundation of the Clan 
  itself. Centuries of wars, truces, and alliances later, 
  the two groups have decided to just avoid each other 
  whenever possible. Naturally, this means that they se-
  cretly spy on each other and lie in wait for the other 
  side to make a mistake.
  Other magician-cults are more hidden and far less 
  predictable. For example, one faction keeps to the pa-
  gan ways of their ancestors, practicing a form of blood 
  magick that allows them to act as shapeshifting warriors 
  and peaceful healers in equal measure. While many el-
  ders have at least heard of these gory rituals, few have 
  attended personally, and even fewer have managed to 
  successfully convert one into a pawn.
  Shamans and Yogi
  These mages are enigmas, honing their minds and 
  bodies in strange and powerful ways. Some commune 
  quietly with spirits, while others practice mystical mar-
  tial arts, and still others barter with ghosts and dead 
  gods using primitive rituals.
  In general, such wizards tend to be secretive. They 
  affect the dress and language of lost tribes, or mix and 
  match to integrate more seamlessly into “modern prim-
  itive” subculture. Unlike the mages of other factions, 
  these 21st-century shamans avoid flashy magick, focus-
  ing instead on manipulating emotions, thoughts, or 
  elements. In general, they want to exist outside of the 
  Jyhad, only bringing their mighty power to bear when 
  forced to deal with the Kindred. Aside from some Gan-
  grel and the occasional Setite, vampires are happy to 
  leave them the hell alone.
  Techno-Freaks
  Intriguing to some neonates but incomprehensibly 
  terrifying to most elders, these magi blend technology, 
  magick, and humanity in bizarre ways. Some build in-
  tensely powerful computer viruses, infecting huge da-
  tabases and taking critical services offline, while others 
  lurk on the Internet, searching for secret information to 
  use in their ongoing conflicts. Strangest of all are those 
  that actually graft mechanical parts into their own 
  bodies, acquiring Discipline-like powers — inhuman 
  strength, amazing sensory perception, and even hidden 
  weaponry. Some of these are so deeply entwined with 
  their machinery that their blood has become toxic to 
  vampires, barely resembling mortal vitae at all.
  These mystical factions are as likely to attack each 
  other as the Kindred, locked in a shadowy struggle 
  that the vampires can barely comprehend. Elders 
  speak of wizard-wars that destroyed towns back in the 
  Dark Ages, and there is little to suggest that they have 
  stopped in the modern nights. Whatever the truth, the 
  magi are a mysterious group, and any vampire that val-
  ues immortality would do well to avoid these powerful 
  mortals as much as possible.
  Powers and Weaknesses
  Magickal powers are diverse. To simulate a magi-
  cian’s repertoire, the Storyteller may assign a group 
  of Disciplines as his “arsenal.” Common Disciplines 
  include Thaumaturgy, Auspex, Dominate, Presence, 
  Protean, Obfuscate, and Obtenebration. Uncommon 
  powers include Animalism, Celerity, Fortitude, Po-
  tence, Necromancy, and Chimerstry. A young magi-
  cian would command five or so dots, an experienced 
  one 10 or more, and a powerful wizard might have 
  more than 20.
  A few other things are worth remembering:
  • Magi are mortal. While they can attempt to soak 
  bashing attacks, they cannot soak lethal or aggravated 
  damage without conjuring some sort of armor or utiliz-
  ing cybernetic protection. Magi do not heal damage 
  without the passage of time unless some medicinal spell 
  is employed (curing one health level per success). 
  • While a rare few possess a Celerity-like power, 
  most magicians act only once per turn.
  • Wizards are not immune to the blood bond, and 
  the Embrace destroys their power forever.
  • Magick demands will; hence, magicians often have 
  Willpower ratings between 6 and 10. 
  • Mages have access to energy called Quintessence, 
  which they can replenish through exposure to mystical 
  areas or access to magic items that store such energy. 
  When using equivalent Disciplines, they spend Quin-
  tessence points instead of blood points, similar to were-
  wolves and Gnosis (p. 378).
  • Although the magi do not depend on age for their 
  Arts, powerful ones may have effective Generation Back-
  
  382 
  CHAPTER NINE: THE OTHERS
  grounds to reflect their arcane prowess. The more power-
  ful the magus, the higher her effective “Generation.”
  • An odd syndrome known as Paradox attacks 
  magi whose spells are too blatant. A naturally rolled 
  “1” on an exceedingly obvious spell (flight, a fireball, 
  shapechanging, a chain-gun rising from the mage’s 
  back, etc.) causes things to go horribly wrong. Para-
  doxed wizards find their spells backfiring or their bod-
  ies collapsing. Some are swept off to Hell by demonic 
  forces. Thus, magi are wary about using magick openly, 
  even around the Kindred.
  • A vampire with Thaumaturgy or Thaumaturgical 
  Countermagic can try to counter a magickal spell di-
  rected at her; a Wits + Occult roll (difficulty 6) “soaks” 
  such spells, reducing the attack’s potency by one level 
  (or die) per success. A vampire who eliminates a ma-
  ge’s successes neutralizes the wizard’s spell. A magi can 
  also turn this ability around on vampires as well, using 
  their countermagic against Kindred Disciplines.
  • Mages do not have the same morality as vampires, 
  but a Humanity score is provided as a rough metric and 
  for mechanical effects that require such a score.
  Young Cultist
  Attributes: Strength 3, Dexterity 3, Stamina 3, Cha-
  risma 3, Manipulation 4, Appearance 3, Perception 2, 
  Intelligence 4, Wits 4
  Abilities: Academics 2, Alertness 3, Athletics 2, 
  Awareness 3, Brawl 2, Drive 2, Empathy 2, Firearms 3, 
  Intimidation 2, Melee 2, Occult 4, Streetwise 3, Sub-
  terfuge 3
  Equivalent Disciplines: Auspex 2, Dominate 2, Pres-
  ence 1, Protean 1, Thaumaturgy 3 (one or two paths)
  Humanity: 7, Willpower: 5, Quintessence: 10
  Equipment: Knife, several guns, ritual instruments 
  (candles, rope, chalk, robes, chalice), intimidating 
  clothes
  High Wizard
  Attributes: Strength 2, Dexterity 2, Stamina 2, Cha-
  risma 3, Manipulation 5, Appearance 2, Perception 4, 
  Intelligence 4, Wits 4 
  Abilities: Academics 5, Alertness 3, Athletics 2, 
  Awareness 4, Drive 1, Empathy 4, Etiquette 3,   
  Finance 2, Firearms 1, Intimidation 4, Investigation 3, 
  Leadership 2, Medicine 2, Occult 5, Subterfuge 3
  Equivalent Disciplines: Auspex 4, Chimerstry 3, 
  Dominate 2, Fortitude 2, Obfuscate 4, Presence 3, 
  Thaumaturgy 5 (many paths and rituals)
  Humanity: 5, Willpower: 9, Quintessence: 12
  Equipment: Sanctuary, extensive library, ritual in-
  struments (books, blades, chalk, candles, potions, in-
  cense), sword-cane, tailored clothing
  Technological Abomination
  Note: Drinking the Abomination’s poisonous blood 
  is damaging — it causes one aggravated health level 
  per blood point consumed by the vampire.
  Attributes: Strength 5, Dexterity 4, Stamina 5, Cha-
  risma 2, Manipulation 2, Appearance 2, Perception 4, 
  Intelligence 3, Wits 4 
  Abilities: Alertness 3, Athletics 3, Awareness 4, 
  Brawl 3, Computer 4, Drive 3, Firearms 4,  
   
  Intimidation 4, Investigation 4, Larceny 5, Law 2, 
  Melee 3, Occult 4, Science 3, Stealth 2, Streetwise 2, 
  Technology 4
  Equivalent Disciplines: Auspex 2, Dominate 2, For-
  titude 4, Potence 3, Presence 3
  Humanity: 3, Willpower: 8, Quintessence: 10 
  Equipment: Automatic weapons, body armor, su-
  percomputer disguised as a smartphone, black armored 
  sedan, black trenchcoat, mirrored sunglasses
  
  383 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Faeries
  The fae are strange, enigmatic beings that live among 
  both mortals and supernaturals without leaving any 
  evidence of their existence. Modern faeries are very 
  different from the sprites and tree-lords of legend. In-
  stead, they hide their magic in human form, although 
  why they walk in the World of Darkness is unknown.
  Elders remember the faeries of old, and such Kindred 
  claim that the fae have changed little in nature. They 
  are still wild, alien, and capricious — and best avoided 
  altogether. Few vampires who have dealings with the 
  fae come out ahead, and even those that do are often 
  left changed or driven mad by the experience. Even 
  the very presence of the fae can cause Kindred to suffer 
  crippling feelings of loss and agony as their physical 
  beauty awakens long-dead feelings. A desperate crav-
  ing for lost innocence or a yearning to believe in mira-
  cles can drive Cainites to despair.
  Much of the time faeries are masked as mortals, their 
  true selves hidden away. Only those who know what 
  to look for can pierce the illusion that conceals them, 
  and even then it is neither easy nor safe to do so. The 
  fae like privacy and do not react well to those seek-
  ing to unmask them. They prefer to show their true 
  natures only when they choose, and not before. The 
  fae take many forms. Some are regal and exquisitely 
  beautiful, while others are hideous and gruesome. Af-
  ter they make their presence known, the encounter is 
  often forgotten, as though it were a fading dream.
  Some Kindred (such as the Malkavians, the Ravnos, 
  and the Tremere) hunt faeries for their blood, believ-
  ing it to be far more potent than mortal blood. Among 
  those who claim to have tasted this sweet vitae, the 
  experience is quite varied. Some claim that fae blood 
  tastes little or no different from mortal blood; others 
  speak of rapturous bliss, hallucinations, or transcendent 
  experiences. Some compare it to feeling the morning 
  sun shining upon one’s face once more — both in its 
  exhilaration and in its excruciating pain.
  Little is known of the customs or society of the fae. 
  It does seem that fae activity increases greatly during 
  certain times of the year, such as the equinoxes and 
  solstices, as well as during festivals like Mardi Gras. 
  Vampires may encounter faeries at any time, however, 
  even if they aren’t aware of it. 
  Even less is understood about their magic. Those fa-
  eries inclined to speak (and speak truthfully) on the 
  matter claim their powers are fueled from a source they 
  call Glamour, though how this Glamour is used and 
  restored remains a mystery. Certain members of Clan 
  Toreador believe that faeries gain their power through 
  a connection to mortal art and artists, and more than 
  one Toreador has come into conflict with the fae over 
  a particularly talented artist or musician.
  Faeries encountered in a Vampire story should re-
  main distant and mysterious. Even if a vampire some-
  how befriends one of these beings, the alienation 
  should be constantly reinforced. Additionally, the fact 
  that the fae are so vibrant and full of life will serve as 
  a constant reminder of what the vampire has lost by 
  joining the legions of the undead — a situation that 
  could quickly prove intolerable.
  Powers and Weaknesses
  • Faeries heal as mortals, though many know healing 
  magic. They may soak lethal damage, but do not halve 
  bashing damage. They take aggravated damage only 
  from fire. If attacked with a weapon made of “cold” 
  (unforged) iron, the faerie cannot soak the damage.
  • They find the presence of vampires distasteful, and 
  tend to avoid the undead. They may conceal their fa-
  erie forms from a vampire’s sight, but Auspex often al-
  lows a vampire to pierce the disguise.
  • Faeries spend Glamour to power equivalent Disci-
  plines in the same way that werewolves do with Gnosis 
  (p. 378).
  • The fae do not have the same morality as vampires, 
  but a Humanity score is provided as a rough metric and 
  for mechanical effects that require such a score.
  Pooka Trickster
  This trickster often resembles an animal, at least 
  when she reveals her faerie self. Kindred scholars of 
  fae lore believe that pooka can shift into the form of 
  the animal that they represent, in a manner similar to 
  the Lupines, though this has never been observed. The 
  pooka take delight in teasing and tormenting others.
  Attributes: Strength 2, Dexterity 5, Stamina 2, Cha-
  risma 4, Manipulation 5, Appearance 2, Perception 3, 
  Intelligence 2, Wits 2
  Abilities: Alertness 3, Animal Ken 2, Athletics 5, 
  Awareness 3, Brawl 3, Larceny 5, Performance 3, Oc-
  cult 2, Stealth 5, Subterfuge 4
  Equivalent Disciplines: Animalism 2, Auspex 2, 
  Chimerstry 3, Celerity 2, Obfuscate 4, Protean 4
  Humanity: 6, Willpower: 6, Glamour: 6
  
  384 
  CHAPTER NINE: THE OTHERS
  Redcap Warrior
  This brutish faerie thrives on carnage. His bloodlust 
  can be as fierce as that of a vampire in blood-frenzy. In 
  ancient times, redcaps delighted in dipping their caps 
  in the blood of freshly fallen victims.
  Attributes: Strength 3, Dexterity 4, Stamina 4, Cha-
  risma 1, Manipulation 3, Appearance 1, Perception 3, 
  Intelligence 2, Wits 4
  Abilities: Alertness 3, Athletics 3, Brawl 4, Intimida-
  tion 4, Larceny 2, Melee 4, Streetwise 3, Stealth 2
  Equivalent Disciplines: Celerity 3, Fortitude 2,  
  Obfuscate 3, Potence 2
  Humanity: 4, Willpower: 5, Glamour: 5
  Sidhe Enchantress
  To look upon one of these magnificent beings is 
  to look upon Heaven itself. The beauty of a sidhe is 
  enough to overwhelm even the most jaded vampire. 
  She can weave glamours and illusions that astound the 
  senses and leave victims paralyzed with fear or awe.
  Attributes: Strength 2, Dexterity 4, Stamina 3, Cha-
  risma 4, Manipulation 4, Appearance 7, Perception 3, 
  Intelligence 3, Wits 4
  Abilities: Alertness 2, Athletics 2, Awareness 5, 
  Empathy 3, Etiquette 4, Expression 4, Intimidation 3, 
  Leadership 4, Occult 4, Performance 4, Subterfuge 2
  Equivalent Disciplines: Celerity 1, Chimerstry 5, 
  Dominate 4, Obfuscate 4, Presence 5
  Humanity: 2, Willpower: 7, Glamour: 10
  Ghosts
  The restless dead, lingering spirits of departed mor-
  tals, have been around as long as Cainites have, per-
  haps longer. Many call themselves wraiths, and they 
  are bound to the living world by some Passion, some 
  unfinished business in the realm of the living. Not ev-
  ery dead mortal manifests as a ghost, but all who do so 
  retain links to people, places, or things from their mor-
  tal lives. Such physical anchors can sway the emotion-
  driven existences of wraiths, who sustain themselves 
  with strong emotions much as Kindred do with blood.
  Wraiths, though normally incorporeal, can appear 
  among the living in a variety of guises and through a range 
  of powers similar to vampiric Disciplines. The invisibly 
  hurled plate, the sourceless whisper, the worm-riddled 
  visage that flickers at the edge of perception — these are 
  
  385 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  all possible for ghosts, and vampires aren’t immune to 
  such tricks. Haunted vampires are doubly damned, and 
  such unfortunates typically find themselves shunned by 
  Kindred society. But ghosts can’t howl and rattle their 
  way around the Skinlands — the living world, our world 
  — with impunity. Impeding them is the Shroud, a spiri-
  tual wall that separates the living from the dead. 
  Most Cainites, save necromancers like those the Gio-
  vanni Clan, manage to elude any entanglement with 
  ghosts. A dead person with a grudge against a vampire 
  can be an annoyance or a threat, and most vampires are 
  intolerant of either option. Only those with a grasp of 
  Necromancy have any recourse against the restless dead.
  Powers and Weaknesses
  • Wraiths “feed” on emotion; this recharges their Pas-
  sion pool, which is used to power their magical abilities 
  (much like blood points). Kindred in frenzy may actu-
  ally find themselves strengthening a ghostly opponent. 
  • Wraiths manifest most effectively in “haunted” 
  sites and places where great suffering or trauma has left 
  a psychic residue (battlefields, torture chambers, “sui-
  cide bridge,” etc.). In such places, the Shroud between 
  the worlds of the living and the dead is weak.
  • Cainites’ physicality and wraiths’ incorporeality 
  make conventional fights between them out of the 
  question. Vampires can influence one of the Restless by 
  manipulating her fetters (objects or persons important 
  to the ghost in life), or they can affect a wraith directly 
  with Necromancy or other Disciplines. Conversely, 
  wraiths can possess mortals in order to attack a Cain-
  ite, or they can invisibly propel inanimate objects. 
  • Wraiths are normally invisible unless they choose 
  to be seen. Vampires can perceive them through the 
  use of Necromancy, however, and sometimes with 
  Auspex.
  • Some necromancers have encountered ghosts of 
  true malice and hatred, who set about making their 
  would-be masters’ lives an absolute misery. These dark 
  spirits seem to “live” only for inflicting pain, and in-
  deed seem to thrive on it. Other ghosts seem to fear 
  them, and refer to them as Spectres.
  • Wraiths can affect the lands of the living, albeit 
  with great effort. In the Shadowlands, however, they 
  can easily inflict damage to the foolish who invade 
  their home turf. (Stats to the right of the “/” in the stat 
  blocks below reflect the wraith’s power in the Shadow-
  lands.)
  Recently Deceased
  This newly made wraith is most likely quite cocky 
  and still has significant ties with the mortal world. 
  However, he is inexperienced about the ways of the 
  Underworld and the supernatural, often leading to a 
  few rude surprises. 
  Attributes: Strength 0/2, Dexterity 3, Stamina 3, 
  Charisma 2, Manipulation 3, Appearance 2, Percep-
  tion 3, Intelligence 2, Wits 3
  Abilities: Academics 2, Alertness 3, Athletics 2, 
  Awareness 2, Brawl 1, Computer 2, Empathy 3, Intimi-
  dation 2, Investigation 1, Law 2, Melee 1, Occult 2, 
  Politics 1, Stealth 1, Streetwise 1, Subterfuge 2
  Equivalent Disciplines: Auspex 1, Chimerstry 1, 
  Dementation 2, Dominate 1, Vicissitude 1
  Humanity: 6, Willpower: 5, Passion Pool: 5
  Spectre
  Death and time have not improved this wraith. Per-
  haps he died with such rage and hate in his heart that 
  
  386 
  CHAPTER NINE: THE OTHERS
  his dark side consumed him utterly upon death, or 
  perhaps his bitterness slowly drove him into darkness. 
  Whatever the reason, he now keeps fear and pain as his 
  companions. Spectres seem to communicate by way of 
  a shared consciousness, and if one requires aid, at least 
  three more will answer his summons.
  Attributes: Strength 0/3, Dexterity 3, Stami-
  na 5, Charisma 2, Manipulation 3, Appearance 1,  
  Perception 2, Intelligence 4, Wits 3
  Abilities: Alertness 3, Athletics 4, Awareness 3, 
  Brawl 4, Intimidation 3, Melee 3, Occult 2, Stealth 2, 
  Streetwise 3, Subterfuge 3
  Equivalent Disciplines: Auspex 2, Chimerstry 4, 
  Dementation 4, Obfuscate 2, Obtenebration 3,  
  Presence 2, Protean 2, Vicissitude 4
  Humanity: 3, Willpower: 7, Passion Pool: 9
  Old Soul
  She may have been dead for a decade or centuries. 
  Those of such power are not often seen in the Shadow-
  lands, as time has worn away some of their connections 
  to the mortal world. Those who do appear are consid-
  ered some of the strongest and most feared wraiths.
  Attributes: Strength 0/4, Dexterity 5, Stami-
  na 5, Charisma 3, Manipulation 4, Appearance 1,  
  Perception 5, Intelligence 3, Wits 3
  Abilities: Academics 2, Alertness 3, Athletics 3, 
  Awareness 5, Brawl 2, Bureaucracy 4, Computer 3, 
  Empathy 3, Intimidation 3, Investigation 1, Law 2, 
  Melee 2, Occult 2, Politics 1, Stealth 3, Streetwise 1, 
  Subterfuge 3
  Equivalent Disciplines: Auspex 2, Chimerstry 1,  
  Dementation 4, Dominate 3, Presence 2, Thaumaturgy 3 
  (The Lure of Flames 3, Movement of the Mind 3),  
  Vicissitude 3
  Humanity: 1, Willpower: 9, Passion Pool: 10
  Demons
  The Kindred believe themselves the masters of his-
  tory. They have ruled mankind from the shadows and 
  shaped its beliefs for time immemorial. Yet there are 
  creatures older than the Kindred, creatures which 
  claim to predate all of humanity. These creatures have 
  their own place in mortal belief, and their own agen-
  das in the cities which vampires rule. These creatures 
  possess the bodies of the weak and depraved, or haunt 
  ancient relics and places.
  Few vampires consider the existence of demons; after 
  all, are not the Kindred themselves fallen and Damned? 
  Why go looking for creatures more wretched? To most 
  vampires, demons are creatures of myth, figments of 
  the mortal imagination and perhaps the dreams of de-
  luded Kindred cultists. Even those who believe typi-
  cally adhere to mortal legend. Vampires who have en-
  countered demons, however, know that they are as 
  real as the claws of the Lupines. They have seen things 
  which should not be, which neither man nor vampire 
  was meant to know.
  Of course, some vampires worship demons... and some 
  even hunt them. The Baali believe that demons are the 
  children of night itself, cast out of the sky by a narcissist 
  God who created humanity to satisfy His vanity. They 
  say that these spirits slumber in the earth, beneath the 
  ruins of the first cities. They believe that the demons’ 
  names grant them power, but that knowing them grants 
  the demons power over them. They claim that demons 
  were the true power behind the most ancient of mor-
  tals’ false gods. The most powerful among them can 
  bring demons forth into the material world.
  Some of the demons themselves claim that they were 
  not always creatures of darkness. Indeed, many owe al-
  legiance to a creature called the Lightbringer. The de-
  mons say that they were the servants of God before 
  mortals were created, and that they fell only because 
  they loved humanity too much. They say that they wit-
  nessed Caine slay Abel, and saw the tide of blood un-
  leashed by the first murder. So demons say... but they 
  are also notorious liars.
  The Fallen, those demons who are ensconced in mor-
  tal flesh, operate much as vampires do. They scheme 
  against each other for sway over mortals, whose prayers 
  they devour. They even organize themselves into feu-
  dal hierarchies which span cities and regions. They 
  grant power to their cultists, who carry forth their blas-
  phemous word. They may not wield the influence that 
  vampires do over human institutions, but they certain-
  ly covet it.
  The Earthbound, demons who haunt objects or plac-
  es, are of a different order. They also scheme, but their 
  ancient minds are maddened, and their plans emerge 
  from fevered dreams. They claim that they were once 
  mankind’s gods, just as the Baali say. Their cults are 
  thusly more ancient, spanning innumerable genera-
  tions. They demand sacrifice and depravity of their 
  followers. The Earthbound are the most powerful of 
  demons, but are trapped in their haunts or reliquaries.
  
  387 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Powers and Weaknesses
  • All demons practice some form of possession; with-
  out a host, they are torn screaming back into whatever 
  hell they came from. The Fallen are lesser demons, whose 
  essence can be contained in a mortal shell. They possess 
  humans whose souls are loosely bound to their bodies, 
  such as the young, the infirm, or those utterly steeped in 
  sin. The Earthbound are usually more potent, and possess 
  ancient artifacts or unholy places. If these greater demons 
  attempt to possess a mortal host, they swiftly destroy it 
  from the inside out. A few demons have been able to pos-
  sess vampires, but rarely for long; their ends in such bod-
  ies are usually disastrous for the original owners.
  • Demons can take on apocalyptic forms that show 
  their true nature, and which manifest monstrous traits 
  like wings, horns, and claws. Some do this by trans-
  forming their hosts, while others are able to temporarily 
  project themselves outside their bodies or reliquaries. 
  Powers like Aura Perception can reveal this form to cu-
  rious Kindred.
  • Demons are immune to all forms of mind control. 
  However, when summoned, they can be bound by the 
  terms of bargains with humans or vampires.
  • Many demonic powers parallel those of vampires, 
  such as the ability to bind mortals to their will, reshape 
  human flesh, or summon infernal fire. The Fallen typi-
  cally exhibit powers equivalent to Disciplines in the 
  one to five dot range, while the Earthbound command 
  powers of six dots or greater.
  • Like vampires, demons take their power from mor-
  tals. Where the Kindred feed on blood, these creatures 
  feed on the faith of their followers. A mortal cultist 
  or thrall must willingly offer her devotion, though the 
  demon may lie in order to obtain it. Those mortals who 
  make pacts with demons provide them with a steady 
  flow of this energy, which they can then use to fuel 
  their powers (use “Faith” in place of blood for equiva-
  lent Disciplines).
  • Some cultists are imbued with the power of de-
  mons, and may manifest the spirits’ dark miracles with-
  out being directly possessed.
  • Demons are constantly tormented by dark memo-
  ries and a spiritual pull back to their infernal prison. 
  Additionally, the Fallen are often confused by the 
  memories of their hosts. This torment can result in er-
  ratic behavior, spoiling otherwise dangerous plans.
  Fallen Tempter
  Attributes: Strength 2, Dexterity 2, Stamina 2,  
  Charisma 
  3, 
  Manipulation 
  4, 
  Appearance 
  3,  
  Perception 3, Intelligence 4, Wits 4
  Abilities: Alertness 2, Awareness 4, Computer 1, 
  Drive 2, Empathy 2, Etiquette 4, Expression 3, Finance 4,  
  Intimidation 4, Law 3, Leadership 4, Occult 2,  
  Performance 2, Politics 5, Stealth 1, Subterfuge 5
  Equivalent Disciplines: Dominate 2, Fortitude 2, 
  Daimoinon 4
  Humanity: 3, Willpower: 7, Faith: 7
  Earthbound Defiler in Darkness
  Attributes: Strength 2, Dexterity 2, Stamina 2,  
  Charisma 
  3, 
  Manipulation 
  4, 
  Appearance 
  3,  
  Perception 5, Intelligence 5, Wits 5 (possesses physical 
  Attributes only when projecting demonic form)
  Abilities: Alertness 3, Awareness 4, Expression 3, 
  Finance 4, Intimidation 3, Leadership 4, Medicine 3, 
  Melee 3, Occult 3, Performance 2, Politics 3, Stealth 1, 
  Subterfuge 5
  Equivalent Disciplines: Dominate 6, Potence 6 
  (only in demonic form), Vicissitude 6
  Humanity: 1, Willpower: 10, Faith: 10
  
  388 
  CHAPTER NINE: THE OTHERS
  Bestiary
  Vampires are creatures of the cities and rarely interact 
  with the beasts of the wild. Indeed, most animals fear 
  the Kindred, hissing or snarling as the unnatural crea-
  tures approach. Nonetheless, certain vampires (par-
  ticularly those with the Animalism Discipline) employ 
  animals as companions, spies, or soldiers. Further, ani-
  mals are occasionally changed into ghouls, particularly 
  by the vampires of Clans Gangrel and Nosferatu.
  Normal animals are described with only Physical 
  and Mental Traits. They also have Abilities, reflect-
  ing innate or trained abilities. Traits in square brackets 
  are instilled through human contact and training; an 
  animal in the wilderness does not have these Abilities. 
  Trained animals can also gain Willpower. Animals 
  whose health levels include Incapacitated can survive 
  longer than those without it — others die when they 
  run out of health levels. The blood pool Trait reflects 
  how many points a feeding Cainite can drain from a 
  beast. (Note that animal blood is far less satisfying than 
  human vitae; some animals that have more blood than 
  a human actually have lower blood pool ratings.) Dam-
  age inflicted by animals is lethal, although small crea-
  tures might inflict bashing damage at the Storyteller’s 
  discretion.
  Any of the beasts below can be turned into ghoul 
  retainers with a monthly dose of at least one point of 
  vampire blood; such companions gain Willpower, a 
  dot of Potence, a useable blood pool of 2, and trained 
  Abilities (more information on ghouls is on p. 496). 
  Dogs are frequently made into ghouls because of their 
  loyalty and intelligence. Dogs also rarely attract atten-
  tion, and can be easily trained. Cats have been linked 
  to creatures of the night, and more than one vampire 
  has kept a feline companion through the transition 
  from mortal to immortal. Still, these are not the limits 
  of ghoul pets. Most domestic (and many wild) animals 
  have been turned into ghouls at one point or another.
  Alligator
  Attributes: Strength 4, Dexterity 2, Stamina 4,  
  Perception 3, Intelligence 2, Wits 3
  Abilities: Alertness 2, Athletics 2, Brawl 2, Stealth 3
  Willpower: 3, Health Levels: OK, OK, OK, -1, -1, 
  -1, -2, -5, Incapacitated
  Attack: Bite for seven dice; tail slap for six dice
  Blood Pool: 5
  Note: Alligators and crocodiles have one soak die of 
  armor, usable against bashing or lethal damage.
  Bat
  Attributes: Strength 1, Dexterity 3, Stamina 2,  
  Perception 3, Intelligence 1, Wits 2
  Abilities: Alertness 3, Athletics 3, Stealth 2
  Willpower: 2, Health Levels: OK, -1,-3
  Attack: Bite for one die
  Blood Pool: 1/4 (1 blood point equals four bats)
  Note: Bats can fly at 25 mph/40 kph. Vampires who 
  employ the Protean Discipline to change into bats that 
  are larger than the bats presented here.
  Bear
  Attributes: Strength 5, Dexterity 2, Stamina 5, Per-
  ception 3, Intelligence 3, Wits 2
  Abilities: Alertness 3, Brawl 3, Intimidation 2, 
  Stealth 1
  Willpower: 4, Health Levels: OK, OK, OK, -1, -1, 
  -1, -3, -3, -5, Incapacitated
  Attack: Claw for seven dice; bite for five dice
  Blood Pool: 5
  Birds
  Small Bird (Finch, Parrot, etc.)
  Attributes: Strength 1, Dexterity 3, Stamina 2,  
  Perception 3, Intelligence 2, Wits 3
  Abilities: Alertness 3 [Performance (Mimicry) 3]
  Willpower: 1, Health Levels: OK, -1, -2, -5
  Attack: Harassment (-1 die on all dice pools to  
  target while being harassed)
  Blood Pool: 1/4 (1 blood point equals four small 
  birds)
  Large Bird (Hawk, Raven, etc.)
  Attributes: Strength 2, Dexterity 3, Stamina 3,  
  Perception 3, Intelligence 2, Wits 3
  Abilities: Alertness 3, Athletics 2, Brawl 1,  
  Intimidation 2 [Brawl 3, Empathy 4, Intimidation 4]
  Willpower: 3, Health Levels: OK, -1, -1, -2, -5,  
  Incapacitated
  Attack: Claw for two dice; bite for one die (only in 
  desperation)
  
  389 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Blood Pool: 1/2 (1 blood point equals two large birds)
  Note: A bird can typically fly at 25 to 50 mph (40 
  to 80 kph).
  Camel
  Attributes: Strength 6, Dexterity 3, Stamina 3,  
  Perception 3, Intelligence 3, Wits 2
  Abilities: Alertness 3, Athletics 3, Brawl 4
  Willpower: 3, Health Levels: OK, OK, -1, -1, -2, -2, 
  -5, Incapacitated
  Attack: Kick for six dice; bite for four dice
  Blood Pool: 6
  Cats
  Bobcat
  Attributes: Strength 3, Dexterity 3, Stamina 3, Per-
  ception 3, Intelligence 2, Wits 3
  Abilities: Alertness 3, Athletics (Climbing) 3, Brawl 3
  Willpower: 3, Health Levels: OK, -1, -1, -2, -5,  
  Incapacitated
  Attack: Bite for four dice; claw for three dice
  Blood Pool: 4
  House Cat
  Attributes: Strength 1, Dexterity 3, Stamina 3,  
  Perception 3, Intelligence 2, Wits 3
  Abilities: Alertness 3, Athletics (Climbing) 3, Brawl 2, 
  Intimidation 2, Stealth 4 [Empathy 2, Subterfuge 2]
  Willpower: 3, Health Levels: OK, -1, -2, -5,  
  Incapacitated
  Attack: Bite for one die; claw for one die
  Blood Pool: 1
  Leopard (Jaguar, Panther, etc.)
  Attributes: Strength 4, Dexterity 3, Stamina 3,  
  Perception 3, Intelligence 2, Wits 3
  Abilities: Alertness 3, Athletics 3, Brawl 3  
  [Intimidation 4, Stealth 3]
  Willpower: 4, Health Levels: OK, -1, -1, -2, -2, -5, 
  Incapacitated
  Attack: Bite for five dice; claw for four dice
  Blood Pool: 5
  Tiger (Lion, etc.)
  Attributes: Strength 5, Dexterity 4, Stamina 4,  
  Perception 4, Intelligence 3, Wits 3
  Abilities: Alertness 3, Athletics 3, Brawl 3  
  [Intimidation 4, Stealth 3]
  Willpower: 5, Health Levels: OK, -1, -1, -2, -2, -5, 
  Incapacitated
  Attack: Bite for six dice; claw for five dice
  Blood Pool: 5
  Chimpanzee
  Attributes: Strength 4, Dexterity 4, Stamina 3,  
  Perception 3, Intelligence 3, Wits 4
  Abilities: Alertness 3, Athletics (Climbing) 3, Brawl 2 
  [Empathy 2, Sign Language or Pictogram Language Merit]
  Willpower: 5, Health Levels: OK, -1, -1, -2, -2, -5, 
  Incapacitated
  Attack: Bite for five dice; claw for four dice
  Blood Pool: 4
  Dogs
  Small Dog (Chihuahua, Pug, etc.)
  Attributes: Strength 1, Dexterity 3, Stamina 2,  
  Perception 3, Intelligence 1, Wits 3
  Abilities: Alertness 3, Athletics 3 [Empathy 2,  
  Performance 1, Stealth 3]
  Willpower: 3, Health Levels: OK, -1, -5
  Attack: Bite for two dice
  Blood Pool: 1
  Medium Dog  
  (Beagle, Border Collie, etc.)
  Attributes: Strength 2, Dexterity 3, Stamina 3,  
  Perception 3, Intelligence 2, Wits 3
  Abilities: Alertness 3, Athletics 3, Survival  
  (Tracking) 3 [Empathy 2, Intimidation 1, Stealth 2]
  Willpower: 3, Health Levels: OK, -1, -1, -2, -5,  
  Incapacitated
  Attack: Bite for three dice; claw for two dice
  Blood Pool: 2
  
  390 
  CHAPTER NINE: THE OTHERS
  Large Dog  
  (German Shepherd, Great Dane, etc.)
  Attributes: Strength 4, Dexterity 3, Stamina 3,  
  Perception 3, Intelligence 2, Wits 3
  Abilities: Alertness 3, Athletics 3, Brawl 3, Survival 
  (Tracking) 3 [Empathy 2, Intimidation 3, Stealth 2]
  Willpower: 5, Health Levels: OK, -1, -1, -2, -2, -5, 
  Incapacitated
  Attack: Bite for five dice; claw for four dice
  Blood Pool: 2
  Horses
  Small Horse (Pony, foal, etc.) 
  Attributes: Strength 4, Dexterity 2, Stamina 3,  
  Perception 3, Intelligence 2, Wits 2
  Abilities: Alertness 3, Athletics 3, Brawl 1 [Brawl 2, 
  Empathy 2]
  Willpower: 2, Health Levels: OK, OK, -1, -1, -2, -2, 
  -5, Incapacitated
  Attack: Trample or kick for six dice; bite for three
  Blood Pool: 3
  Large Horse  
  (Stallion, Clydesdale, etc.)
  Attributes: Strength 6, Dexterity 2, Stamina 5,  
  Perception 3, Intelligence 2, Wits 2
  Abilities: Alertness 3, Athletics 3, Brawl 1 [Brawl 3, 
  Empathy 2, Intimidation 2]
  Willpower: 4, Health Levels: OK, OK, -1, -1, -2, -2, 
  -5, Incapacitated
  Attack: Trample or kick for seven dice; bite for three
  Blood Pool: 4
  Note: Horses typically fear the undead, but can be 
  trained as mounts.
  Pigs
  Small Pig (Domestic Pigs)
  Attributes: Strength 2, Dexterity 2, Stamina 4,  
  Perception 3, Intelligence 2, Wits 2
  Abilities: Alertness 2, Athletics 2, Brawl 2
  Willpower: 3, Health Levels: OK, OK, -1, -1, -2, -4, 
  Incapacitated
  Attack: Bite for two dice
  Blood Pool: 3
  Large Pig (Boar)
  Attributes: Strength 4, Dexterity 2, Stamina 5,  
  Perception 3, Intelligence 2, Wits 2
  Abilities: Alertness 2, Athletics 2, Brawl 2  
  [Intimidation 2]
  Willpower: 3, Health Levels: OK, OK, -1, -1, -2, -4, 
  Incapacitated
  Attack: Bite for four dice; gore for five
  Blood Pool: 4
  Rat
  Attributes: Strength 1, Dexterity 2, Stamina 3,  
  Perception 2, Intelligence 1, Wits 1
  Abilities: Alertness 2, Athletics 3, Brawl 1, Stealth 3
  Willpower: 4, Health Levels: OK, -1, -5
  Attack: Bite for one die
  Blood Pool: 1/4 (1 blood point equals 4 rats)
  Note: Rats are often turned into ghouls and used as 
  spies and guards by Nosferatu. They frequently attack 
  in swarms (see the rules below).
  Snakes
  Constrictor Snake
  Attributes: Strength 2, Dexterity 3, Stamina 3,  
  Perception 3, Intelligence 1, Wits 2
  Abilities: Alertness 3, Athletics 3, Brawl 3
  Willpower: 4, Health Levels: OK, -1, -1, -2, -2, -5, 
  Incapacitated
  Attack: Constrict for four dice per turn
  Blood Pool: 2
  Poisonous Snake
  Attributes: Strength 1, Dexterity 3, Stamina 3,  
  Perception 3, Intelligence 1, Wits 2
  Abilities: Alertness 3, Athletics 3, Brawl 3
  Willpower: 4, Health Levels: OK, -1, -2, -5,  
  Incapacitated
  Attack: Bite for two dice (see Poisons and Drugs,  
  p. 301)
  Blood Pool: 1
  
  391 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Spider
  Attributes: Strength 0, Dexterity 3, Stamina 1,  
  Perception 1, Intelligence 1, Wits 3
  Abilities: None
  Willpower: 3, Health Levels: OK, Squashed
  Attack: No damage, but bite may be poisonous (see 
  p. 301)
  Blood Pool: None
  Note: Characters must make an Alertness + Percep-
  tion roll (difficulty 7) to notice spiders on them.
  Wolf
  Attributes: Strength 3, Dexterity 3, Stamina 3,  
  Perception 3, Intelligence 2, Wits 3
  Abilities: Alertness 2, Athletics 1, Brawl 3, Stealth 2
  Willpower: 3, Health Levels: OK, -1, -1, -3, -5,  
  Incapacitated
  Attack: Bite for four dice; claw for four dice
  Blood Pool: 2
  Packs and Swarms
  Although the Traits listed above detail individual 
  creatures, some animals attack en masse. If a swarm of 
  hornets or horde of rats accosts the characters, instead 
  of trying to determine what each and every member of 
  a pack or swarm does, simply roll to see if the swarm it-
  self harms a character. Narrate the results from there. 
  Each beast type is given a listing on the chart below. 
  Roll the damage dice pool listed once per turn (dif-
  ficulty 6), and allow the characters to try to dodge or 
  soak the result. This damage is lethal, or possibly bash-
  ing in the case of small or weak creatures. Packs attack 
  once per turn per target, and act on the initiative given 
  on the chart. 
  If a character dodges, he can move normally for the 
  remainder of the turn. Otherwise, his attackers slow 
  him down to half his usual movement. If they score 
  more than three health levels’ worth of damage in one 
  turn (after the target soaks), or if the player botches 
  an appropriate roll, the character is knocked down and 
  overrun. He can only move 1-2 yards/meters per turn, 
  and the swarm’s damage difficulty falls to 5. Efforts to 
  get back up and continue moving (see “Knockdown,” 
  p. 279) are typically at +1 or +2 difficulty.
  The health levels listed reflect the amount of damage 
  it takes to disperse a pack or swarm. An additional two 
  health levels destroy the attackers completely. Pistols, 
  rifles, and small melee weapons (knives, brass knuck-
  les, bottles, claws, bare hands) inflict a single health 
  level per strike, no matter how many attack or damage 
  successes are rolled (that is, the strike hits only one 
  creature). Shotguns, submachine guns, and large melee 
  weapons (swords, staves, boards, chainsaws) do normal 
  damage (each damage success rolled eliminates one 
  health level of the swarm as a whole), as do large-area 
  attacks (Molotov cocktails, frost storms, gusts of wind, 
  explosions). Swarms and packs don’t soak. 
  Depending on the size of the pack, two or more char-
  acters might be affected by it and can attack it in re-
  turn. Anyone who helps an overrun character can be 
  attacked as well. A human can outrun some packs or 
  swarms (those consisting of rats or bugs), but can’t hope 
  to outrun others (those consisting of hyenas or birds).
     Animal 
     Damage           Health Levels    Initiative
  Small bugs 
   
  1 
   
  5 
   
  2
  Large bugs 
   
  2 
   
  7 
   
  3
  Flying bugs 
   
  2 
   
  5 
   
  4
  Birds, bats 
   
  4 
   
  9 
   
  5
  Rats  
   
  3 
   
  7 
   
  3
  Large rats 
   
  4 
   
  9 
   
  3
  Feral cats 
   
  4 
   
  6 
   
  6
  Wild dogs, wolves 
  6 
   
  15 
   
  4
  
  392 
  CHAPTER TEN: BLOODLINES
  
  393 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Chapter Ten: 
  Bloodlines
  In the years since Vampire was first published, the 
  seven Clans grew into 13, with an impressive number 
  of former Clans, sub-Clans, and bloodlines to boot. This 
  chapter includes write-ups of many of these bloodlines, 
  so that old fans can enjoy playing with them again, and 
  new players can get a glimpse of how diverse Vampire 
  really is. 
  Playing Bloodlines
  The bloodlines described in this chapter are rare, or in 
  some cases, entirely extinct in the modern nights. Does 
  that mean that such characters are not viable for play-
  ers to portray? Not in the least. Playing the last surviving 
  member of, say, the Telyavic Tremere is an opportunity for 
  great drama. It just requires that the player and the Story-
  teller be ready for the kinds of situations that creates. 
  It could be argued, then, that a player who creates 
  such a character is just trying to be “more unique” than 
  other vampires. Possibly, but so what? If the goal is to 
  tell a compelling story, to focus on the characters that 
  are, by default, more interesting than any others (that 
  is, your characters), then why not create something 
  that doesn’t exist anywhere else? If you feel compelled 
  to play a Blood Brother that has somehow broken the 
  bonds of the circle and achieved autonomy, then do 
  it (with Storyteller approval). Just be aware that do-
  ing so makes a statement about the World of Darkness 
  that playing a Toreador painter does not — and maybe 
  that’s not a bad thing.  
  History and Vampires
  While modern neonates have little understanding of 
  how their elders survived in past centuries, some vam-
  pires still active tonight remember the Cappadocians, 
  the Lamia, and other such bloodlines. As such, it’s ap-
  propriate to note that the Camarilla and the Sabbat 
  were both created after the fall of some of the Clans. 
  Up until the middle of the 15th century or so, vampire 
  society broke the Clans down into two groups: High Clans 
  and Low Clans. The High Clans were the Brujah, Cappa-
  docians, Lasombra, Toreador, Tzimisce, and Ventrue. The 
  Low Clans were the Assamites, Followers of Set, Gangrel, 
  Malkavians, Nosferatu, Ravnos, and Tremere (still consid-
  ered usurpers for what they did to the Salubri). The blood-
  lines that did not survive beyond (or much beyond) the 
  Dark Ages — the Anda, Cappadocians, Lamia, Lhiannan, 
  and Noaid — have stereotypes and quotes drawn from 
  these groups, rather than the Camarilla and Sabbat.
  393 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  "I learned from them to take the blackness from the blood,  
  the wounds from the flesh, the evil from the world.  
  And though I may die, you, my childer will live on." 
  - The Book of Nod
  
  394 
  CHAPTER TEN: BLOODLINES
  Baali
  History — or legend, perhaps — claims that the chil-
  de of an Antediluvian made a pact with forces beyond 
  human understanding in order to make war on the 
  thirteen Clans. He took the name Baal-the-Destroyer, 
  and he led his apostles against the Second City. The 
  battle was terrible, and none caught in its wake were 
  spared — Demon and Kindred alike perished. But the 
  Baali and their unholy allies were routed and fled, and 
  over the millennia, they faded from memory, to leg-
  end, to cautionary tale. 
  The Baali do still exist, though. The Inquisition 
  weeded out the stupid and the careless, but left the 
  clever and the patient. Some went into torpor, while 
  others simply claimed membership in another Clan 
  and begged for sanctuary. Now, in modern nights, the 
  bloodline sees more concentrated activity than it has 
  for centuries. Baali are explorers and seekers of secrets. 
  They will do almost anything and sacrifice almost any-
  one to gain access to occult mysteries. They squander 
  the wealth they have accumulated, they make deals 
  they cannot possible hope to live up to, and they 
  do so with no apology and no attempt at excuse. 
  They seem to know that they are in decline, and 
  that their bloodline is disappearing into the mists 
  of time. 
  The bloodline has enemies, after all. Infernal-
  ists — those who call up and worship demons — 
  are one of the very few beings that can be called 
  “common enemies” by most of the denizens of the 
  World of Darkness, Kindred and otherwise.
  Despite their small numbers and host of en-
  emies, the Baali are dangerous. They are not 
  Faustian bargainers, looking for comfort or even 
  knowledge. They do not wish to reign in Hell. 
  They believe — they know — that the world is 
  doomed. The End Times are here, and every sac-
  rifice they make, every murder they incite, is one 
  more chink in the dam holding back the deluge of 
  blood called Gehenna. If they have to die to break 
  that dam, so be it. They die knowing that what they 
  do is what must be done.
  Nickname: Demons
  Sect: While individual Baali might pretend to 
  membership in the Camarilla or, less commonly, the 
  Sabbat, the bloodline as a whole claims no Sect. 
  Even monsters have their bogeymen, and Kindred 
  are no exception. Sires often attempt to keep neonates 
  from growing drunk on their own power as vampires, 
  and one method for doing so is to explain to them what 
  sorts of twisted, evil power awaits them in the dark. 
  The Baali are one such power. 
  
  395 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Appearance: Some neonates adorn themselves with 
  Satanic paraphernalia. Some Baali dress in expensive 
  clothing, and some don’t bother. Some become so fix-
  ated that they neglect outer appearance. Older Baali 
  surround themselves with insects, rats, or other ver-
  min. 
  Haven: Baali tend to nest in places of antiquity. Li-
  braries, universities, and stately homes attract the De-
  mons. No matter where the Baali make their havens, 
  though, the vampire’s very presence changes the place. 
  Vermin creep in first, and no amount of effort can keep 
  them out. 
  Background: The Baali value temperament above 
  profession. Teachers, defrocked priests, laborers, artists 
  — all have joined the ranks of the Baali. The bloodline 
  even breeds their own recruits, drawing from ghoul fam-
  ilies raised over the years to produce offspring suckled 
  on the unholy truths that the Baali recite as gospel. 
  Character Creation: Mental Attributes, especially 
  Perception, are usually primary. A Baali’s ability to 
  tempt and entice depend on his insight into what a 
  person truly wants. Social Attributes are also helpful, 
  as the Baali need both to keep their identities a secret 
  and convince others to open up to them. 
  Clan Disciplines: Daimoinon, Obfuscate, Presence
  Weakness: Baali cannot bear to look upon or han-
  dle objects of any faith. Demons must avert their gazes 
  from such objects, and touching them burns their flesh. 
  In addition, should a Baali run afoul of True Faith, any 
  hindering or damage effects are doubled. 
  Organization: The Baali gather in cabals number-
  ing three to 13. Supposedly, these cabals answer to the 
  bloodline’s founder. Any Demon is willing to die to 
  protect his cabal-mates; not out of any loyalty or affec-
  tion for them, but because they’re all doomed anyway. 
  Stereotypes
  Camarilla: Sooner or later, the masks have to 
  come off. Take all the time you need. We’ll wait.
  Sabbat: A honeycomb in which to hide. Just 
  learn how the little bees dance first.
  Followers of Set: They have the right idea. 
  They’re just playing for the wrong team.
  The View From Without
  Camarilla: Satanists? They’re not… wait. You 
  think they care about Satan?
  Sabbat: There’s a reason we spend so much time 
  ensuring loyalty, and it’s not because we think the 
  Camarilla Licks are going to infiltrate us.
  Ravnos: You wouldn’t believe what I’ve seen.
  Quote: ‘And behold, a pale horse, and his name that sat on him was Death, and 
  Hell followed with him.’ Ever noticed it’s in past tense? That’s not a mistranslation.
  
  396 
  CHAPTER TEN: BLOODLINES
  Blood Brothers
  Nickname: Frankensteins 
  Sect: The Blood Brothers belong to the Sabbat ex-
  clusively. A Blood Brother that comes through the 
  creation process with his individuality intact is de-
  stroyed. 
  The Blood Brothers are Kindred only in a very 
  loose sense. They are Sabbat shock troops, created by 
  Tremere and Tzimisce sorcerers in order for the Sword 
  of Caine to have loyal soldiers that can still pass for 
  human. The process of creation (for the Blood Broth-
  ers do not undergo an Embrace) washes away any indi-
  viduality and personality, leaving only strong, savage, 
  and near-mindless quasi-vampires. 
  Blood Brothers are usually created in small groups of 
  three to 10. These groups — called “circles” — become 
  family units connected by a kind of hive mind. The 
  Sabbat also usually arranges for a Tzimisce to fleshcraft 
  the circle’s faces so that they are identical. 
  The Frankensteins are a secret weapon for the Sab-
  bat for several reasons. The Sabbat finds that while 
  the loyalty of the Blood Brothers is beyond reproach, 
  they don’t possess much in the way of creativity. They 
  aren’t capable of trickery, clever tactics, or impro-
  visation, and unless another vampire can di-
  rect them in the field in real time (which 
  isn’t impossible, given modern commu-
  nication technology), they aren’t good 
  for much beyond simple, direct missions. 
  Second, they are difficult and risky to 
  create. Creating a circle of Blood Broth-
  ers means killing half a dozen people. 
  While the Sabbat doesn’t have a 
  problem with that in itself, a pattern 
  of disappearances can clue in mortal 
  authorities and Camarilla watchers 
  alike that the Sword of Caine is up to 
  something. 
  Finally, the Blood Brothers are more 
  useful as a surprise attack, and survivors 
  of those attacks run the risk of pass-
  ing along knowledge of the Brothers’ 
  weaknesses. Creating too many, even 
  if it were possible or practical, would 
  mean that eventually some Cama-
  rilla Tremere would figure out how 
  to hurt them, or even how to re-
  verse the magic that keeps them 
  mindless, loyal, and useful. Some 
  rumors say that this has already 
  happened, but that the Tremere 
  aren’t willing to share this knowl-
  edge with the Camarilla just yet. 
  
  397 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Appearance: A Blood Brother often looks identical 
  to the others in his circle, barring any burns or other 
  marks that he might have picked up in battle. They 
  usually dress alike. The members of the circle grow agi-
  tated when they see each other as “different.”
  Haven: Blood Brothers stay in whatever haven is 
  provided for them by the Sabbat. As long as the circle 
  is allowed to stay together, they don’t seem to care 
  much about amenities. 
  Background: A Blood Brother’s mortal life is irrel-
  evant. All that a person needs to do to become a Blood 
  Brother is cross the wrong vampire’s path on the wrong 
  night. The Sabbat kills the target, removes his body 
  hair, smooths over his features, and places him with 
  four or five others, and after that no trace of the man-
  that-was remains. 
  Character Creation: Blood Brothers prioritize Physi-
  cal Attributes and Talents. Nature and Demeanor are 
  usually the same; common choices are Conformist, 
  Bravo, and Monster. Blood Brothers don’t usually have 
  much in the way of Backgrounds apart from Genera-
  tion and Mentor (their handler or creator). 
  Clan Disciplines: Fortitude, Potence, Sanguinus
  Weakness: Blood Brothers cannot Embrace. If they 
  attempt it, the mortal simply dies. 
  In addition, the Frankensteins literally feel each oth-
  er’s pain. When a Blood Brother suffers a wound pen-
  alty, all members of the circle suffer the same penalty 
  for the next turn. If two Blood Brothers are wounded, 
  only the greater wound penalty applies. Blood Brothers 
  do not continually suffer these penalties unless one of 
  them suffers a new wound. 
  Organization: The bloodline as a whole has no or-
  ganization. It is loyal to the Sabbat, and the members 
  are otherwise loyal to their circles. The Blood Brothers 
  treat their handlers with complete loyalty, bordering 
  on sycophancy. They treat other Sabbat Kindred with 
  quiet deference. 
  Stereotypes
  Anyone Not Sabbat: Kill. Do not obey.
  Sabbat: Obey. Do not kill.
  The View From Without
  Camarilla: I used to have a muse. He was 
  lovely, chiseled, golden-honey hair. He vanished 
  one night. And then I chanced to pass through 
  Detroit, and I saw him on the street. Six of him.
  Sabbat: I know they’re creepy. Don’t think of 
  them as Cainites.
  Followers of Set: Why didn’t we think of that?
  Quote: Stranger. Kill? Watch. Watching. Kill? Watching. Kill?
  
  398 
  CHAPTER TEN: BLOODLINES
  Daughters of Cacophony
  Indeed, the Daughters of Cacophony base their 
  unlives on song. They wander through eternity with 
  music always in their ears, and that makes them seem 
  unfocused or flighty to other Kindred. This is one of 
  the reasons, along with their rarity, that neither major 
  Sect of vampires considers them a threat or much more 
  than a diversion. Individual Kindred, however, might 
  have occasion to meet a Siren and wonder why it is 
  that those who spend too much time listening to their 
  songs always seemed changed by the experience. 
  Nickname: Sirens
  Sect: Sirens might fall in with whichever Sect holds 
  power locally. If asked, most Daughters either identify 
  as independents or claim membership in the Cama-
  rilla.
  Appearance: A Siren might be a street musician 
  dressed in thrift-store chic, a pierced and tattooed 
  punk rocker, or a high-class entertainer with money 
  and prestige. Apart from the fact that the Daughters 
  are largely female, their appearance varies widely.
  Haven: Most Sirens have a quiet room with good 
  acoustics where they can sing without anyone listen-
  ing. As much as most Daughters love performing, they 
  would prefer to be alone after the “show” ends, and so 
  the outward appearance of their havens isn’t as im-
  portant as maintaining its secrecy. 
  Background: The majority of Sirens were singers 
  before the Embrace as well. Very occasionally, a 
  Daughter Embraces someone who never developed 
  her skill at singing, but these discover their talents 
  swiftly. 
  The Daughters do not discriminate based on musi-
  cal style. Jazz singer, nu-metal waif, opera diva, sultry 
  lounge performer — any chanteuse might be a Siren. 
  Character Creation: Social Attributes tend to be 
  primary. Expression and Performance are almost al-
  ways high, and many have Fame. Sirens who die 
  with a following reap the benefit of their fans 
  (Herd). Those less lucky often still have Con-
  tacts in show business. 
  Clan Disciplines: Fortitude, Melpominee, 
  Presence
  Weakness: The Daughters of Cacophony 
  hear music constantly. This might be a form 
  of synesthesia, or it might be a hallucination. 
  The Daughters of Cacophony emerged as a distinct 
  bloodline sometime during the 19th century. Before 
  that, of course, there were always Kindred who saw 
  music and song as a way to remain sane. Kindred schol-
  ars believe that the Daughters sprang from the blood of 
  either Clan Toreador (for their passionate artistic pur-
  suit) or Malkavian (given their propensity for causing 
  madness), but their supernatural powers point more 
  toward Clan Ventrue. It’s something of a moot point, 
  as the “first” Daughter of Cacophony 
  is unknown. Regardless of their 
  origins, the Sirens (as they are 
  called in Kindred circles) are 
  all singers, and the blood-
  line has always been pre-
  dominantly female.
  
  399 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  This constant song distracts the Daughters as much as 
  it guides them. The difficulties of all their Perception 
  rolls increase by two. No Daughter of Cacophony may 
  have Alertness above 3 dots. 
  Organization: Their numbers are too small for them 
  to be truly organized, yet sometimes the Sirens act as 
  one. Every so often, Sirens everywhere put on a perfor-
  mance on the same night. They don’t necessarily sing 
  the same songs, but all of the waking Sirens sing at 
  exactly the same time. 
  Stereotypes
  Camarilla: Would you like to hear another, my 
  lord?
  Sabbat: Very well. You don’t mind if I hum a 
  bit, though?
  Toreador: If only your art had real power, like 
  mine.
  The View From Without
  Camarilla: It’s the Prince’s policy not to let 
  fratricide go unanswered, even among the less 
  important Clans — would you please stop singing 
  a moment? 
  Sabbat: If we can’t get ‘em our way, you get ‘em 
  yours, sisters! 
  Giovanni: I don’t know what songs they’re talk-
  ing about. I’ve got a nasty suspicion, though, that 
  I could listen in if I wanted to. 
  Quote: I heard the song as I died. It led me out of darkness and cold, and 
  it came to my lips with my mother-sister’s blood. And now I sing, because to 
  end the song would be to end all.
  
  400 
  CHAPTER TEN: BLOODLINES
  Gargoyles
  The Tremere unveiled the Gargoyle bloodline in 
  AD 1167, and the Slaves have been a steady, if infre-
  quent, part of Kindred society ever since. Gargoyles 
  might, in fact, be one reason that the Tremere weren’t 
  exterminated entirely in their first few centuries of 
  existence. These odd quasi-Kindred often look like 
  their stone namesakes — rocky-skinned, ugly, 
  winged creatures that exist only to serve 
  their masters.
  Or such was the case for sev-
  eral hundred years. Recently, 
  though, many of the Slaves 
  have thrown off their 
  chains and joined the 
  Camarilla. Why the 
  Gargoyles choose 
  to ally them-
  selves with the 
  Sect that also 
  protects their 
  former 
  mas-
  ters is anyone’s 
  guess. One of 
  the going theories 
  is that it’s a slap in the Warlocks’ col-
  lective face, but most Kindred don’t give 
  the Gargoyles credit for being that sophis-
  ticated. More likely, the Rockheads simply 
  realize that in the Camarilla, their talents will be rec-
  ognized and no one will try and order them around (at 
  least not directly).
  Gargoyles are created out of other Kindred, and this 
  ugly fact makes their creation a seldom-discussed 
  topic in polite vampiric society. The Tremere 
  start with a Gangrel, Nosferatu, or Tzimisce 
  vampire and perform obscene, bloody rituals 
  using its blood, heart, and skin. Vitae from 
  another vampire (from one of the other two 
  Clans) is used to provoke a violent mutation, 
  with the result that some Gargoyles look purely 
  hideous (Nosferatu base), some look feral (Gan-
  grel base), and some look fleshy and sport bony pro-
  trusions (Tzimisce base). No Gargoyle can pass for 
  human.
  The Tremere tolerate the Gargoyles’ presence in the 
  Camarilla as best they can — it’s not as though they 
  can easily re-enslave them, after all. But relations are 
  obviously strained. The Gargoyles’ revolt and induc-
  tion into the Camarilla has all but doomed the re-
  maining slave Gargoyles, as their masters now monitor 
  
  401 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  them ruthlessly for any sign of betrayal. The Tremere 
  also aren’t above planting hypnotic suggestions in their 
  Slaves’ minds, so that if they ever do rebel, they still 
  serve a function for the Clan.
  Nickname: Traditionally Slaves, though free Gar-
  goyles have been known to crack heads over it. Other 
  common nicknames are Rockheads, Runaways, Free-
  men, and Grotesques.
  Sect: Gargoyles usually join the Camarilla. It’s not 
  impossible for a Slave to join the Sabbat, but the 
  bloodline as a whole frowns on this.
  Appearance: Not all Gargoyles look like the stone 
  grotesques found spitting rainwater over old buildings, 
  but all are nightmarish. Some have tufts of hair pro-
  truding randomly over their bodies, or odd, galloping 
  walks. Most Gargoyles have gray, rock-like skin. All 
  Gargoyles have wings. These grow as the character’s 
  Flight (see p. 447) increases.
  Haven: Slave Gargoyles sleep wherever their 
  masters allow them — closets, basements, crypts, 
  cells. Free Gargoyles prefer sleeping in havens 
  high above the ground. Bell towers and disused 
  high-rises are favorites. Gargoyles are often 
  muscle for other Kindred, sometimes in ex-
  change for a bare-bones haven.
  Background: Gargoyles creation rarely 
  shows a discernible pattern. The Change 
  tortures the new Gargoyle’s body, as bones 
  elongate and split to form the wings. The face 
  warps, leaving nothing to recognize the mortal 
  or vampire by. They rarely remember their un-
  life or mortal existence.
  Character Creation: Created to be slaves, 
  Gargoyles specialize in Physical Attributes, Tal-
  ents, and a few select Skills (Melee, for instance). 
  All Gargoyles start with a free dot of the Flight 
  Discipline. Appearance is always zero. Gargoyles 
  created by the Tremere are at the same Generation 
  as the Kindred that act as their “base.”
  Clan Disciplines: Flight, Fortitude, Potence, Vis-
  ceratika
  Weakness: The Slaves are hideous. That grotesquery 
  takes different forms, but always results in an Appear-
  ance of zero. They are also highly susceptible to mind 
  control from any source. A Gargoyle’s Willpower score 
  (current or permanent) is considered two points lower 
  when used to resist such powers.
  Organization: Gargoyles have a strong sense of com-
  munity. They often keep communal havens. Some-
  times Gargoyles petition the Prince for the release of 
  slave Gargoyles, but more often they just tear slave 
  owners to pieces. With no community, Gargoyles are 
  likely to Embrace and build their own.
  Stereotypes
  Camarilla: Our new home. Here, no one shouts 
  or strikes us or burns us with mirrors and light. 
  Here, they ask politely, and we are free to ask for 
  payment in blood. Paradise.
  Sabbat: They are so brutal. And they love each 
  other so. And yet, when I think of them, my eyes 
  begin to burn. Why should this be?
  Tremere: I will never be a slave again. Never.
  The View From Without
  Camarilla: Fuck you, Merlin. They belong to 
  all of us now.
  Sabbat: Where d’ya think they get the raw ma-
  terials to make those monsters? Oh, the civilized 
  Camarilla.
  Ravnos: You headed into the city? Good luck! 
  Don’t forget to look up!
  Quote: Master. Why did you burn her? She only wanted to fly free for one night… 
  yes, master. I obey.
  
  402 
  CHAPTER TEN: BLOODLINES
  Harbingers of Skulls
  The Harbingers of Skulls are a small bloodline that 
  emerged from the mists of the past and threw their lot 
  in with the Sabbat. The Harbingers are alleged to all be 
  elders, and frighteningly powerful. While their sudden 
  appearance suggests a long bout of torpor, they don’t 
  behave like recently-awakened vampires. Indeed, they 
  claim they have been dead these past five centuries. 
  The Harbingers of Skulls resemble rotting corpses, 
  much like the Samedi. Indeed, vampires that know of 
  both bloodlines suggest a common origin, but since 
  neither the Samedi nor the Harbingers discuss their 
  origins publically, it’s just speculation. 
  The Harbingers have only been members of the Sab-
  bat for a short time, but during that time they have 
  made themselves invaluable. The Sword of Caine, 
  lacking Giovanni members, has difficulty dealing with 
  ghosts. This can lead to problematic hauntings, since 
  the Sabbat kills enough people that ghostly visitation 
  can become an issue. The Harbingers can exorcises 
  these vengeful shades, or, better yet, turn them into 
  incorporeal spies and slaves. And for all of this, the 
  Harbingers ask nothing except for favors to be re-
  paid at a later date. 
  The Sabbat, for its part, isn’t usually given 
  to the favor-trading that one finds in the Ca-
  marilla, but what the Harbingers bring to the 
  table is too valuable to miss. And besides, 
  whether one believes the fairy tale about 
  noble origins and “revenge on the traitorous 
  moneylenders” that the Harbingers sometimes 
  spin, their passion is palpable. That kind of 
  murderous zeal is always welcome in the Sword 
  of Caine. 
  Nickname: Lazarenes 
  Sect: The Harbingers of Skulls belong entirely 
  to the Sabbat. That said, given that the bloodline 
  obviously has many secrets buried, it’s impossible 
  to know if any Lazarenes claim membership in the 
  Camarilla or remain independent. 
  Appearance: The Harbingers prefer to stay hidden 
  in their havens, or at least remain among Kindred, 
  and for good reason. They resemble emaciated, 
  shrunken corpses. Their skin grows taut and white, 
  and the gums recede, giving the impression of a 
  bleached, grinning skull. Most Harbingers wear-
  ing flowing garments or burial shrouds, the better to 
  highlight their affinity for death. 
  Haven: Unlike most Sabbat Kindred, the Harbin-
  gers of Skulls do not join packs, and therefore do not 
  use communal havens. They usually choose lairs away 
  from mortal interference, but close enough to the liv-
  ing that they don’t want for blood (or fresh corpses for 
  
  403 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  their horrific arts). Crypts, disused laboratories, and 
  slaughterhouses are common choices. 
  Background: The background of a “typical” Harbin-
  ger is impossible to know. They are all elders, and who 
  they were in life has been lost to time. They do seem to 
  show evidence of a classical education, and one survi-
  vor of a battle between a Harbinger and a gang of Ca-
  marilla Brujah mentions that the Lazarene used a style 
  of fighting that originated in Florence. Beyond those 
  sparse clues, however, the Harbingers’ true identities 
  are unknown. 
  Character Creation: The Harbingers of Skulls tend 
  toward morbid and somewhat violent concepts. They 
  are obsessed with revenge, death, and the horrors be-
  yond the grave. Social Attributes and Abilities aren’t a 
  priority. Mental Attributes and Knowledges are gener-
  ally highly rated, but their status as elders means that 
  they are formidable across the board (and imply a sig-
  nificant amount spent on the Generation Background 
  to boot).
  Clan Disciplines: Auspex, Fortitude, Necromancy
  Weakness: No matter how much blood a Harbinger 
  consumes, her skin remains deathly pale. Moreover, all 
  Harbingers look like shriveled corpses. They have Ap-
  pearance ratings of 0 and automatically fail Appear-
  ance rolls. 
  Organization: The Harbingers have some kind of in-
  ternal organization, and they do keep in contact and 
  even meet with one another occasionally. They keep 
  in touch using ghostly messengers, and they travel to 
  meet each other using methods that other Kindred can-
  not match. Most of the Sabbat doesn’t quite know how 
  many Harbingers exist or what they might be doing. 
  Stereotypes
  Camarilla: The more things change….
  Sabbat: They can’t win. But we don’t want to 
  win. 
  Giovanni: Payback is coming very soon, and on 
  that day all of your money will mean nothing.
  The View From Without
  Camarilla: What do I have to do, spell it out for 
  you? 
  Sabbat: You should have seen the look on the 
  goombas’ faces when their ghosty slaves all turned 
  around and jumped on ‘em. I love these guys! 
  Giovanni: How many times do I have to say 
  it? The Cappadocians are dead. We killed them. 
  Period.
  Quote: It’s amazing what the dead can teach you about re-
  venge. We have been listening to them for centuries. 
  
  404 
  CHAPTER TEN: BLOODLINES
  Kiasyd
  The Kiasyd are a bloodline of the Lasombra Clan; 
  that much is obvious, given that these odd Kindred 
  make use of the Obtenebration Discipline. But their 
  aversion to iron, their odd power of Mytherceria, and 
  their very appearance speak to even stranger ancestry.
  The Kiasyd are independent, focused more on their 
  studies than on the causes of the Sword of Caine. The 
  ones that do claim membership in the Sabbat aren’t 
  passionately involved in the Sect’s activities. Some 
  speculate that the Lasombra hold some power over 
  them — did the Keepers create the Kiasyd, the way the 
  Tzimisce created the Blood Brothers? Do the Kiasyd, 
  whatever their origin, owe the Lasombra some debt? 
  Whatever the nature of their relationship, it seems to 
  benefit the Sabbat.
  The Kiasyd are, as a rule, calm and studious. They 
  prefer to remain ensconced within their havens, por-
  ing over ancient texts, maps, artifacts, and other bits 
  of antiquity. Other Kindred, it seems, can’t understand 
  how a lineage of vampires that is so very strange could 
  be nothing more than scholars. To hear the rumor-mill 
  tell it, the Kiasyd can feed only on the blood of infants, 
  or faeries, or unspoiled virgins. Their otherworldly her-
  itage comes not from the Good Folk, but from demons 
  and the forces of Hell. Their odd appearance isn’t be-
  cause of mutation in their vitae, but a God-given warn-
  ing: These are not Kindred. They are other.
  Nickname: Weirdlings
  Sect: Most Kiasyd belong to the Sabbat, at least 
  nominally. A rare few identify as Camarilla vampires, 
  and others are independent. Since the Kiasyd don’t 
  spend much time around each other if they can help it 
  (see below), drawing a conclusion about their collec-
  tive preferences is difficult.
  Appearance: The Kiasyd aren’t called “Weirdlings” 
  just because of their behavior. Most of them are well 
  over six feet tall (two meters or more), willowy, and 
  thin. Their skin isn’t just pale, as with most vampires, 
  but glows faintly in moonlight. Their eyes are almond-
  shaped and have no visible pupils. They are often vio-
  let or jet black in color. Their ears are slightly pointed. 
  The Kiasyd cover this with a hat or headband when 
  going out amongst mortals, but even so, their height 
  and skin tone make them stand out.
  Haven: Most Kiasyd spend years building up their 
  havens, improving security, library facilities, and other 
  amenities. They are fiercely protective of their homes, 
  and they do not allow guests without explicit invita-
  tions. When they do invite guests, however, they treat 
  them well, offering vintage vitae, comfortable rooms 
  and, of course, plenty of reading material.
  
  405 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Background: Museum curators, talented students, li-
  brarians, rare book experts, and academics of all stripes 
  are likely choices for Kiasyd Embraces. The Weirdlings 
  want their progeny to be studious, polite, and educated, 
  and they don’t want to take the time instructing them 
  in the basics of erudite understanding.
  Character Creation: Mental Attributes and Knowl-
  edges are usually primary, though all Kiasyd have some 
  degree of Etiquette. Occult is, of course, a common 
  Ability. Resources, Generation, and Contacts (with 
  other Kindred) are the only common Backgrounds. Ki-
  asyd have difficulty mingling with mortals long enough 
  to gain others.
  Clan Disciplines: Dominate, Mytherceria, Obten-
  ebration
  Weakness: Besides their somewhat freakish appear-
  ance, Kiasyd also have an allergy to iron. Touching 
  iron requires an immediate roll to avoid frenzy, and any 
  weapons made from cold iron inflict aggravated dam-
  age to Kiasyd.
  Organization: The Kiasyd don’t enjoy each other’s 
  company, which is strange, considering how little they 
  have in common with everyone else. After a short peri-
  od of instruction (50 years at the most, and this period 
  has grown much shorter in modern nights), a Kiasyd 
  childe is released from her sire’s haven and is no longer 
  the elder Kiasyd’s responsibility.
  Stereotypes
  Camarilla: A grand experiment. I don’t think 
  it has run its course quite yet, but it has so much 
  ground to make up.
  Sabbat: What is the color of regret? What is the 
  flavor of a bad debt? Like rust in my mouth.
  Ravnos: They have some sense of how reality 
  really works. A shame that they squander it on 
  parlor tricks. 
  The View From Without
  Camarilla: Proof positive that the Sabbat needs 
  to be exterminated now. They’ll accept anyone, 
  even demon worshippers.
  Sabbat: Three vampires walk into a bar, and the 
  fourth was a Weirdling, so the bar decapitated 
  him. Get it?
  Ravnos: Do not turn your back on these guys, 
  spit on the ground where they’ve walked, and for 
  the love of all that’s holy, do not steal their books.
  Quote: I didn’t invite you in. Leave. Touch nothing except the 
  floor and the doorknob, or I swear on the moon and the stars I will 
  have you on the other side of that mirror by morning.
  
  406 
  CHAPTER TEN: BLOODLINES
  Nagaraja
  A bizarre bloodline of flesh-eating witches, the Na-
  garaja are legends, feared by Kindred on all sides of the 
  Jyhad. As a result of their hideous appetites, the Naga-
  raja have been hunted to near extinction in the mod-
  ern nights by political enemies and the ghosts upon 
  whom they prey. A few of these vampires still prowl 
  the darkness, however, continuing their subtle plans.
  Although not particularly forthcoming with their 
  origins, the Nagaraja supposedly hail from the 
  Middle East. They are associated with 
  a death cult in that region that ritu-
  ally consumed human flesh and opened 
  gateways into the lands of the dead. 
  How these cultists became vampires is 
  lost to history, but those few Kindred 
  that have met the Nagaraja have 
  theories: maybe a wandering Gio-
  vanni trader Embraced them, perhaps 
  they tried to follow in Tremere’s 
  footsteps, or they could be the last 
  surviving Cappadocians. The Na-
  garaja refuse to confirm or deny 
  such speculations, however, 
  so the truth and rumor 
  continue 
  to 
  entwine 
  around these mysteri-
  ous Kindred.
  Some of the Flesh-
  Eaters belong to a Sect 
  of vampires called 
  the Tal’Mahe’Ra or 
  the “True Black Hand,” apparently distinct 
  from the Black Hand of the Sabbat. What 
  the Tal’Mahe’Ra is doing in the Deadlands 
  isn’t clear, nor why they war with the Rest-
  less Dead, but their city in the Underworld is 
  home to a number of the Nagaraja. Those 
  in the land of the living are independent, 
  now seeking to eke out whatever unlife 
  they can.
  Nickname: Flesh-Eaters
  Sect: The Nagaraja as a whole 
  refuse membership in either the 
  Camarilla or the Sabbat, but in 
  Camarilla cities they follow the 
  rules as well as they can (given 
  their weakness).
  Appearance: Nagaraja have pointed, irregular teeth, 
  rather than the usual retractable fangs. This means 
  that they seldom smile, and they tend to speak quietly 
  around mortals — unless they plan to eat them.
  Haven: The Nagaraja take havens where they can. 
  One thing that the Flesh-Eaters do try to incorporate 
  into their havens, when they can, is a means for dis-
  posing of bodies. They do not have the luxury of 
  merely sipping a bit of blood the way 
  other Kindred do.
  Background: Most Na-
  garaja are well-educated, and 
  many have some medical 
  knowledge (either from 
  their mortal lives or ac-
  quired post-Embrace). The 
  bloodline’s small numbers 
  make further assertions diffi-
  cult to support. Some Naga-
  raja were priests or cultists 
  before the Embrace, some 
  antiquarians, and some exor-
  cists or ghost-hunters.
  Character Creation: Nag-
  araja usually have solitary or 
  selfish concepts and Natures, 
  though their Demeanors may 
  be practically anything. Men-
  tal Attributes are usually pri-
  mary, as are Knowledges. The 
  most common Backgrounds 
  for Nagaraja are Contacts, 
  Resources, 
  and 
  Retainers, 
  though a few twisted Mentors 
  sometimes Em-
  brace childer.
  Clan Dis-
  ciplines: 
  A u s p e x , 
  Dominate, 
  N e c r o -
  mancy
  W e a k -
  ness: The Na-
  garaja 
  require 
  raw flesh in 
  
  407 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  addition to blood to survive. For every night a Nagaraja 
  goes without consuming flesh, he loses one cumulative 
  die from all his Physical dice pools. Eating one point 
  worth of flesh restores one die to these pools until the 
  vampire has “caught up.” A human body has 10 “flesh 
  points,” which work just like blood points: A Naga-
  raja consuming one flesh point increases his blood pool 
  by one. Unlike blood points, however, taking a “flesh 
  point” from a vessel does one health level of unsoak-
  able lethal damage to that vessel. The flesh the Naga-
  raja consume must be relatively fresh, though not nec-
  essarily “alive.” Indeed, some Nagaraja keep stores of 
  ritually preserved corpses in their havens. This weak-
  ness does not allow them to eat food or consume other 
  liquids.
  Organization: While some claim this bloodline 
  belongs to the Tal’Mahe’Ra in its entirety, there are 
  ample exceptions. A given Nagaraja might keep con-
  tact with another, but the bloodline as a whole has no 
  organization.
  Stereotypes
  Camarilla: An umbrella, until the drops grow 
  heavy enough to break it.
  Sabbat: Perhaps we can kill enough of them? 
  No. The contagion has taken root.
  Giovanni: You think you’re so powerful and 
  decadent? How quaint.
  The View From Without
  Camarilla: Ghost problem? Go out to that 
  busted-down house on 65th and follow the smell. 
  You’ll find a guy that can help you. Bring along a 
  mortal you don’t like.
  Sabbat: These guys have backup you can’t see or 
  touch. Beyond that, no idea.
  Giovanni: Hey, when did we pick up a bunch of 
  towel-heads?
  Quote: Your fate is inevitable, but serve me, and I will protect you 
  from it for as long as I can.
  
  408 
  CHAPTER TEN: BLOODLINES
  Salubri
  The Salubri were once a true Clan. Their Clan 
  founder, Saulot, was said to be a superlative warrior 
  as well as a fair-minded judge. It was also said that he 
  grew progressively more disgusted with Kindred affairs 
  over time, and weary of the constant, bloody cycles of 
  violence and betrayal. He left his home for lands far to 
  the east. When he returned, he was changed. He was 
  tranquil and contemplative, but also somewhat fatalis-
  tic. Most surprisingly, though, he had developed a third 
  eye in his forehead. Saulot Embraced new childer, and 
  his Clan slowly split into two distinct lines — the “war-
  rior” and “healer” Salubri. For centuries, they acted as 
  advisors, bodyguards, and sages to other Kindred and, 
  to a lesser extent, mortals. 
  And then came the diablerie of Saulot.
  The mages of the newly created Tremere line found 
  Saulot’s torpid body, and drained his blood and soul. 
  They usurped the power of the one of the Clans of 
  Caine, and sent the Salubri into a downward spiral from 
  which they never really recovered. Tonight, rumor has 
  it that only seven members of the once-respected line 
  exist at any given time.
  The rumors die hard, however. Modern Kindred 
  know of the Salubri as diablerists who consume their 
  own sires (and do it openly — patricide is hardly un-
  known among the other Clans, but they don’t admit to 
  it) and remove the souls of other Kindred. The Soul-
  suckers are, supposedly, a Clan of defilers and liars from 
  centuries past, possibly involved with demon worship, 
  and demonstrably part of the Sabbat (see Salubri an-
  titribu, p. 431). They ask, quite reasonably, how the 
  Salubri are able to achieve Golconda with any regular-
  ity. They wonder how any line can sustain itself with 
  so few members. And, finally, they pose this question: 
  even if these first two notions are taken as given, why 
  would the Salubri need to submit to diablerie? Why do 
  their childer need to consume their sires’ souls, if not 
  for some defect in the bloodline itself?
  Nickname: Cyclops, or, less kindly, Soulsuckers
  Sect: The Salubri are independent, though they do 
  sometimes masquerade as other Clans and blend in 
  with the Camarilla. The Salubri, however, are just try-
  ing to survive long enough to reach Golconda and pass 
  along their blood. Sectarian politics mean nothing to 
  them.
  Appearance: Each Salubri has a third eye in the cen-
  ter of their forehead. Otherwise, the Salubri are too 
  few in number for any generalization about their ap-
  pearances to be possible. Their ranks in modern nights 
  have included children, the elderly, and adults of all 
  races.
  
  409 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Haven: Salubri are unwelcome in most cities, and 
  that means their havens are situated in isolated en-
  vironments. They also usually have multiple escape 
  routes, and only have what possessions the character 
  can carry in a backpack. Quick departures are not un-
  common for the members of this bloodline, so Salubri 
  don’t get attached to their havens.
  Background: The Salubri Embrace people whom 
  they feel can find Golconda. Healers, teachers, em-
  paths, and other people with high Humanity ratings 
  are good choices, although occasionally Salubri Em-
  brace evil people in hopes of seeing them redeemed 
  (or, at least, setting them on that path).
  Character Creation: Social or Mental Attributes are 
  often primary, as are Knowledges. Most Salubri also 
  have decent ratings in Empathy. All Salubri must take 
  five dots of Generation (to represent their diablerie of 
  their sires), and most have at least a dot of Herd as 
  well.
  Clan Disciplines: Auspex, Fortitude, Obeah
  Weakness: Salubri have difficulty feeding on unwill-
  ing vessels. If a Cyclops attempts it, she loses a point 
  of Willpower.
  Organization: The Salubri are not, as a bloodline, 
  organized. In fact, when Salubri do meet, it tends to 
  be on the instruction of their sires — the dying wish 
  Quote: I say this and mean it truly — no burden I have 
  ever carried is heavier than what this new eye has seen.
  of a given Cyclops to her childe might be to seek out 
  another member of the bloodline and deliver a message 
  or pay respects.
  Stereotypes
  Camarilla: Judge a man by the company he 
  keeps.
  Sabbat: Fish gotta swim, birds gotta fly, warriors 
  gotta make war.
  Tremere: The enemy. For them, there can be no 
  forgiveness.
  The View From Without
  Camarilla: Yeah, yeah. I’ve heard the same 
  things you have. Consider the source.
  Sabbat: We’ve got some open slots, any time you 
  folks wanna man up.
  Giovanni: Hey, Tremere. I feel your pain. 
  
  410 
  CHAPTER TEN: BLOODLINES
  Samedi
  Samedi, in legend, was a loa of death and ancestor wor-
  ship. The vampires that bear his name and visage (for 
  Samedi is often portrayed as a corpse, albeit not one 
  so disgusting as the Stiffs) also often share his rude, 
  blunt demeanor. In fact, a vampire going by the name 
  of “Baron Samedi” seems to be the founder, or at least 
  the oldest extant member, of the bloodline.
  The Samedi might seem to be an offshoot of the 
  Nosferatu, but their powers of Thanatosis — a Disci-
  pline dedicated to manipulating dead flesh — speak of 
  a connection to the Giovanni or their doomed prede-
  cessors, the Cappadocians. If that is the case, though, 
  the Samedi and the Giovanni went their separate ways 
  long ago, for neither has anything good to say about 
  the other. The reason for this enmity is not something 
  that members of either line discuss in public, but the 
  Giovanni apparently have a history with Baron Same-
  di himself. The Baron, still active in the bloodline’s 
  affairs, refuses to discuss the “deal” that he had with 
  Augustus Giovanni, but it must have been something 
  of gravity for the mutual dislike to persist.
  Samedi take the roles of enforcers and assassins 
  in Kindred society. They don’t do it on ideologi-
  cal grounds, like the Assamites, and thus they find 
  work with Kindred who want 
  to get what they paid for. 
  The Samedi do not take 
  contracts against Nos-
  feratu or, strangely, 
  Giovanni Kindred 
  without a heavy 
  fee, speaking to some 
  regard or fear of these 
  Clans. As with so many 
  other facts about their 
  line, the Samedi have noth-
  ing to say on the matter. 
  Nickname: Stiffs
  Sect: Samedi occasionally join 
  the Camarilla or the Sabbat, but 
  for the most part they consider 
  themselves independent. 
  Appearance: Saying that a Same-
  di resembles a rotting corpse is, sadly, in no 
  way a euphemism. Their flesh is soft and 
  tends to leak fluid if poked too hard. Their 
  If the Nosferatu are repulsive and the Harbingers of 
  Skulls are hideous, a word hasn’t yet been invented to 
  describe the Samedi. Resembling nothing so much as 
  walking, rotting corpses, these odd vampires take their 
  name and their origin from the Caribbean and the re-
  ligion of vodoun (popularly known as voodoo). Baron 
  
  411 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ears and noses rot away (but still function normally), 
  and tiny bits of their skin tend to slough off and regrow. 
  Skin retracts from the eyes and teeth, giving them the 
  appearance of grinning skulls, but too much meat clings 
  to the cranium for them to achieve the cleaner horror 
  of the Harbingers of Skulls. Some Samedi are leathery 
  and dry, like unwrapped mummies. These Stiffs still 
  stink, but their stench is more reminiscent of rotted 
  flowers and old decay than fresh putrescence. 
  Haven: The Samedi make havens in places where 
  a moldering corpse and its stench aren’t out of place. 
  Morgues, mortuaries, graveyards, and meat packing 
  plants house the occasional Samedi. Some members of 
  the bloodline choose to dwell below ground like the 
  Nosferatu, but this does lead to conflict between the 
  Stiffs and the Sewer Rats. 
  Background: The Samedi are a relatively young 
  line. No Samedi older than 250 years is known to exist. 
  Most of the older ones hail from the Caribbean islands 
  or the southern United States. Neonate Samedi don’t 
  always share this connection to vodoun, but frequently 
  were close to death (one way or another) before the 
  Embrace. 
  Character Creation: While Physical Attributes are a 
  priority for those Samedi working as killers and enforc-
  ers, many Samedi lean toward Mental Traits. Samedi 
  rarely have the Herd or Resources Backgrounds, and 
  their standoffish and solitary nature means that Men-
  tor and Allies are equally rare. 
  Clan Disciplines: Fortitude, Obfuscate, Thanatosis
  Weakness: The Samedi, as mentioned, are putrid 
  beyond words. Samedi characters have Appearance 
  ratings of 0, and automatically fail Appearance rolls. 
  Organization: The Samedi are too rare to be orga-
  nized. They might cross each other’s paths occasion-
  ally and trade stories, but no plan or schedules exists 
  for these meetings, at least as far as anyone outside the 
  bloodline can tell. 
  Stereotypes
  Camarilla: Careful. These jokers have a built-in 
  reason to set us on fire, and they aren’t afraid to 
  use it.
  Sabbat: They’re more honest than the Cama-
  rilla, anyway. But I smell like a dead asshole al-
  ready; I don’t need to actually be a dead asshole.
  Giovanni: Just because you’re older than me 
  don’t mean I give a fuck what you think, dago.
  The View From Without
  Camarilla: We’re all agreed that our continued 
  survival rests on the mortals not knowing about 
  us, right? How about we get rid of the walking, 
  talking, Masquerade breach? 
  Sabbat: They follow the Baron, I prefer to dance 
  with Erzulie. But it’s nice to know that the family 
  still talks. 
  Giovanni: So they can stuff shit into their dead 
  stomachs. That’s not Necromancy. That’s, like, 
  biology. 
  Quote: Make fun of me one more time and I’ll hug you, 
  you prissy bitch.
  
  412 
  CHAPTER TEN: BLOODLINES
  True Brujah
  The Clan Brujah that most Kindred know in the 
  modern nights is not, according to legend, the true 
  lineage of the Antediluvian known as “Brujah.” The 
  strange bloodline known as the True Brujah claim that 
  Brujah’s childe, Troile, committed 
  diablerie upon him and stole con-
  trol of the Clan. Brujah, it is 
  said, was not the hot-blooded 
  warrior/scholar that many 
  vampires associate with the 
  Rabble, but rather a staid, 
  passionless introvert. Why, 
  then, he chose to Embrace a 
  maniac like Troile in the first 
  place is a mystery that will likely 
  never be fully explained.
  The 
  True 
  Brujah 
  were never subject to 
  a massive purge as the 
  Salubri or the Cappa-
  docians were, but they 
  don’t Embrace often 
  and never recovered 
  from the theft of their 
  Clan 
  status. 
  Their 
  city — the Carthage 
  of Kindred myth, in 
  which vampires openly 
  ruled over mortals — 
  supposedly died out due 
  to the treachery of Troile’s 
  childer (though other stories 
  suggest demonic influence). 
  From there, the bloodline 
  faded from history. A few 
  notable members of the 
  bloodline appear through-
  out history, but by the 
  modern nights only Kin-
  dred historians or those 
  who chance to meet 
  them can speak of their 
  existence. 
  Whatever the truth 
  of their origins, the 
  True Brujah have re-
  mained a small but 
  constant presence in Kindred society. Sometimes they 
  wear their true nature openly, while other times they 
  claim membership in other Clans (stating their Clan 
  as “Brujah,” for example, and not bothering to correct 
  the misapprehension that ensues). Their primary focus 
  is the pursuit of knowledge, and to that end they have 
  made some strange alliances. The True Brujah occa-
  sionally ally with the Followers of Set, and sometimes 
  even provide services as consultants to the Sabbat in 
  exchange for access to secrets and locations normally 
  closed to them. 
  Nickname: Sages 
  Sect: The Sages have become more or less indepen-
  dent. They follow the Camarilla’s rules when in their 
  cities, and avoid the Sabbat lest they become pressed 
  into service or destroyed. While it isn’t impossible for a 
  True Brujah to join the Sword of Caine, most of them 
  can’t summon up the necessary fervor. 
  Appearance: In nights past, the True Brujah were 
  predominantly of Greek or North African descent. As 
  the centuries wore on, though, the Sages Embraced 
  progeny from across Europe and, eventually, the New 
  World. In modern nights, True Brujah tend to dress 
  professionally, the better to fit in with the academic 
  settings they prefer. 
  Haven: Some True Brujah maintain multiple ha-
  vens around the world, which they use as they travel 
  pursuing whatever kind of knowledge they find most 
  fascinating. Others stay closer to a given city, gener-
  ally with a centuries-old university or other center of 
  learning nearby. In either case, their havens tend to be 
  clean, well-maintained, and austere. 
  Background: It’s not entirely accurate to say that 
  the True Brujah only Embrace academics and schol-
  ars, but it’s fairly rare for them to do otherwise. Sages 
  sometimes Embrace out of curiosity or even spite, but 
  for the most part they choose people whose capacity of 
  learning and accumulated knowledge will benefit their 
  sires. 
  Character Creation: Mental Attributes and Knowl-
  edges are usually primary. True Brujah sires instruct 
  their childer in the basics of Occult and some form of 
  combat (it’s just not practical to be unable to fight). 
  Nature and Demeanor are often similar, if not identi-
  cal, and never anything forceful or passionate. Com-
  
  413 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  mon Backgrounds include Resources, Contacts, and 
  Herd. 
  Clan Disciplines: Potence, Presence, Temporis
  Weakness: True Brujah lose much of their emotional 
  capacity when they are Embraced, and their ability for 
  sympathy continues to deteriorate as they grow older. 
  All Conscience and Conviction rolls are made at +2 
  difficulty (maximum 10), and ratings in Conscience, 
  Conviction, Humanity, and Paths of Enlightenment 
  cost double the normal experience costs. 
  Organization: While their rarity precludes frequent 
  meetings, the bloodline comes together twice a cen-
  tury to discuss matters that affect them all. The eldest 
  members of the bloodline determine the location and 
  specific time of the meeting. Outside of these larger 
  meetings, many True Brujah stay in contact via letters, 
  whether handwritten or online. 
  Stereotypes
  Camarilla: After a certain point, a system be-
  comes self-sustaining, and even if it no longer has 
  any resemblance to its original purpose, it is too 
  large to dismantle. 
  Sabbat: I strongly suspect that the future of all 
  Kindred can be found in this Sect. I also hope I 
  am wrong. 
  Brujah: A misguided, angry thief is still a thief.
  The View From Without
  Camarilla: Yeah, they seem all smart and shit. 
  My sire told me stories. Don’t trust ‘em, just 
  stake ‘em. 
  Sabbat: I spent a very pleasant evening conver-
  sation with one of their number some years back. 
  I lament that their temperament doesn’t induce 
  them to join us. At least they are tactful.
  Followers of Set: Our newest friends. We are 
  still, I admit, at a loss for how best to tempt them. 
  They don’t seem to want anything. 
  Quote: I spared you last night because we hadn’t finished our conversation. I 
  might spare you tonight, if I think that tomorrow you might still interest me.
  
  414 
  CHAPTER TEN: BLOODLINES
  Ahrimanes
  The strange tale of the Ahrimanes begins with a Sab-
  bat Gangrel antitribu named Muricia. Caught between 
  two warring factions of Sabbat Gangrel, she watched 
  as her packmates were pulled into the conflict and 
  ultimately killed. She renounced the Sabbat and the 
  Gangrel Clan entirely, now calling herself “an 
  Ahrimane,” and called upon shamanic magic 
  to alter herself. How exactly this was ac-
  complished is still a mystery. One theory 
  is that Muricia was an anomaly even 
  before she attempted her magical work-
  ing, and had access to powers 
  that other vampires didn’t. An-
  other (possibly more plausible) 
  theory is that Muricia had help 
  from mortal sorcerers who 
  were hoping the effect 
  would spread throughout 
  the Kindred of the world, 
  sterilizing them and pre-
  venting any new vampires 
  from being created. 
  Regardless of the origin, 
  Muricia found that she 
  was not able to create 
  childer or blood bonds. 
  She 
  did, 
  however, 
  retain the ability to 
  turn other Kindred 
  (at 
  least 
  other 
  Gangrel) 
  i n t o 
  what-
  e v e r 
  s h e 
  had become. She kept the animalistic features that she 
  can gained during her previous unlife, however, and it 
  may have been her cat-like eyes that lent her bloodline 
  its nickname. 
  Muricia extended the offered of “becoming Ahri-
  mane” to any female Gangrel who wished it. She 
  made it quite clear she was not interested in 
  performing the process on male Kindred, 
  though the specific reasons for this remain 
  unclear. A few Gangrel joined her, taking 
  havens in the southern United States and 
  avoid contacting with other Sab-
  bat. 
  The Ahrimanes were nev-
  er numerous, and although 
  they remained nominally al-
  lied with the Sabbat, Muricia 
  made it quite clear that they 
  were to be left alone. This iso-
  lation may have doomed them, 
  however. In the late 1990s, all 
  contact with the Cats ceased. 
  Investigators found, sometime 
  later, that their havens were 
  empty, and no one has heard 
  from them since. Most Sabbat 
  believe that the Ahrimanes 
  were destroyed, but concede 
  that it is possible that Mu-
  ricia might have led her 
  line on a 
  
  415 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  spiritual pilgrimage somewhere out of the Kindred’s 
  reach. 
  Nickname: Cats
  Sect: The Ahrimanes were an independent Sect, or 
  more accurately, a group of independent individuals. 
  They identified more with the Sabbat than the Cama-
  rilla, if only because they did not wish to answer to any 
  elder (expect perhaps Muricia). 
  Appearance: All Ahrimanes were female, and most 
  were either of African American or Native American 
  descent (Muricia, apparently, was not partial to Cauca-
  sian vampires). Most Ahrimanes never went anywhere 
  unarmed, and dressed to fight. Many Ahrimanes had 
  animal features left over from their time as Gangrel.
  Haven: Muricia was a vampire of some means, and 
  she purchased houses on the outskirts of several cities 
  in the American South (in Louisiana, Mississippi, and 
  Georgia especially). New Ahrimanes could make their 
  own arrangements or stay in one of these homes. 
  Background: All Ahrimanes were Gangrel before 
  their magical transformation. As such, their Back-
  grounds varied just as much as the Beasts’. The sort of 
  Gangrel who became an Ahrimane was female, usually 
  non-white, and frustrated by the situation in her Sect 
  or city. 
  Character Creation: All Ahrimanes had at least 
  three dots in Mentor, to represent Muricia’s guidance. 
  Combat Abilities and Physical Attributes were com-
  mon, but this was as much from the Ahrimanes’ Gan-
  grel background as anything else. Likewise, a dot or two 
  of Protean or Fortitude was common, since Ahrimanes 
  began unlife as Gangrel.
  Clan Disciplines: Animalism, Presence, Spiritus
  Weakness: An Ahrimanes’ blood was inert. They 
  were unable to create childer or blood bonds, and a 
  person consuming Ahrimane blood did not become a 
  ghoul. 
  Organization: Since all Ahrimanes effectively had 
  the same “sire,” they were all beholden to Muricia. She 
  did not attempt to control or rule her creations, but did 
  keep tabs on them and help them develop their pow-
  ers of Spiritus. The bloodline was fairly tight-knit, as 
  vampire “families” go, and threatening one Ahrimane 
  generally meant battling several. 
  Stereotypes
  Camarilla: I would suffocate under their rule. 
  Sabbat: Let them think they run us. They fear 
  us, and they are not wrong to do so.
  Gangrel: The only vampires that understand 
  true freedom.
  The View From Without
  Camarilla: I do wonder, sometimes, if I was 
  wrong in rejecting her offer. Would I see the 
  things she claims to have seen? Would others 
  think I was as crazy as I thought her?
  Sabbat: You know you can’t train a fucking cat. 
  Assamites: Changing the blood is possible. I 
  don’t like the change they made, but still, their 
  ambition is admirable. 
  Quote: We are an evolution of your disease, an awakening from the 
  nightmare of Caine. Come, sister. Awaken.
  
  416 
  CHAPTER TEN: BLOODLINES
  Anda
  The Anda were a Gangrel offshoot, created by a Me-
  thuselah called Dobrul the Brave. Dobrul, a wanderer 
  with great respect for the Mongol hordes, Embraced 
  several of their warriors. These vampires became the 
  spirit warriors of the steppe, following the nomadic 
  Mongol tribes and protecting them from outward 
  threats. 
  The Anda had intricate rites governing the Embrace 
  of new Kindred. Once a candidate was selected, any 
  Anda in the area met for a discussion on that candi-
  date’s qualities. The prospective Tartar had to be an 
  impressive warrior, but tempered enough in nature 
  to understand that only by protecting his tribe 
  from outward supernatural threats could he keep 
  it healthy enough to feed from. Once the deci-
  sion was made, the prospective sire would wash the 
  candidate in a river, a ritual funerary bathing in the 
  Mongol tradition. He would then drain and Embrace 
  the new vampire. 
  This kind of ritual and observance governed much of 
  the Anda’s existence. Long and lonely nights wander-
  ing the steppe, either with the Mongols or alone (and 
  they did wander alone, sometimes even into Western 
  Europe), the Anda’s Beast was the only company. 
  Small wonder that these Kindred viewed themselves as 
  spiritual warriors, their brutal ethos the only bulwark 
  against madness and depredation. 
  The Anda made war against a variety of foes. They 
  would join their nomad tribes against whatever en-
  emies they chose (as far as they could, since not all 
  battles were fought at night). They also clashed with 
  native Chinese shapeshifters and vampires, and it was 
  this latter group that proved the undoing of the Anda 
  in the 14th century. The bloodline’s heyday was the 
  reign of Kublai Khan, and during this time they could 
  be found openly celebrating their undead nature in 
  China. When Kublai died, the Anda fell into decline, 
  and in the modern nights none are known to exist. 
  Nickname: Tartars
  Sect: Wandering Anda might join a particular vam-
  pire’s court, at least for a time, but their irresistible 
  push to keep moving prevented them from becoming 
  permanent fixtures anywhere in Europe. In their own 
  lands, they watched over Mongol tribes called yasun, 
  parasitically protecting and feeding from the mortals. 
  Appearance: The Anda Embraced exclusively from 
  the Mongol tribes, so they were short, stocky, and bow-
  legged from a lifetime of riding. The skin of an Anda 
  faded to an odd brown-yellow following the Embrace. 
  
  417 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Haven: The Anda dwelled on the steppe, far enough 
  away from their yasun to avoid discovery, but close 
  enough to catch up with them when night fell. The 
  truly monstrous or depraved among them did not pro-
  tect a tribe, but led a solitary unlife, feeding as oppor-
  tunity permitted. These poor souls typically fell to tor-
  por from hunger, and if any Anda still exist, it is likely 
  one of these horrors, sleeping buried in somewhere in 
  China. 
  Background: The Anda did not Embrace capri-
  ciously. They chose their candidates carefully, since 
  this choice made a statement about who would protect 
  their people. All Anda were skilled horsemen, track-
  ers, warriors, and, to some degree, shamans. 
  Character Creation: Unlife on the steppe was harsh. 
  Physical Attributes were generally primary, with Tal-
  ents and Skills sharing priority (especially martial ones 
  — all Anda had some facility in Melee, Brawl, and 
  Survival). All of the Anda’s Disciplines were impor-
  tant, but neonate Anda generally found that learning 
  Earth Meld was a matter of survival. 
  Clan Disciplines: Animalism, Fortitude, Protean
  Weakness: Like the Gangrel from which they were 
  descended, Anda gained animal features from frenzy-
  ing. Unlike the Gangrel, though, Anda gained such a 
  feature once every other frenzy. However, the Anda suf-
  fered a further weakness — for each day after the third 
  that an Anda slept within the same one-mile area, all 
  dice pools were halved (to a minimum pool of one).
  Organization: On the night of the new moon, all 
  Anda within a given radius met to discuss the move-
  ments of their yasun and what kinds of threats might 
  require their collective attention. The eldest Anda in 
  such a gathering was called the khan, and all others 
  were expected to submit to his authority. 
  Stereotypes
  High Clans: Strange tribes. Strange khans.
  Low Clans: Some truly do seem low — dis-
  eased, mad, weak. And others I would glad call 
  brother.
  The View From Without
  High Clans: Savages that ride with the Tartars. 
  The low-born know their own. 
  Low Clans: They wander the world, drinking 
  only blood, sleeping in the dirt. They are closer to 
  Caine than I, then, and I thank them for it. 
  Quote: I am not a monster. I am a shepherd. I protect the sheep 
  from wolves like you, because I wish to eat them.
  
  418 
  CHAPTER TEN: BLOODLINES
  Cappadocians
  The story of Clan Cappadocian is tragic, but illustra-
  tive of the parasitic cycle of Kindred existence. Noth-
  ing lasts forever in vampiric circles, but nothing ever 
  truly dies.
  The Cappadocians were a Clan that focused on death 
  and undeath. Their founder, an ancient known simply 
  as “Cappadocius” (“of Cappadocia”), did not attempt 
  to rule his Clan. He asked only that they continue the 
  search for truth and the secrets of life and death. The 
  Clan’s ancestral roots were rumored to be somewhere 
  in Asia Minor, but by the end of the Dark Ages they 
  had spread throughout Europe. Known as scholars, 
  mystics, and necromancers, the Cappadocians were as 
  firmly entrenched in the Cainite society of their time 
  as any of the Clans of the Camarilla are tonight. 
  The Graverobbers expanded their knowledge base 
  by Embracing members of important families or prom-
  ising scholars. By the 13th century they had inroads 
  across Europe, in monasteries, universities, and in the 
  courts of royalty, but also members and ghouls among 
  the working classes. Everyone must eventually die, 
  the Cappadocians realized, and every death was 
  potentially a lesson. 
  Their inclusive attitude may have spelled the 
  Clan’s doom. They accepted a Venetian mer-
  chant family called the Giovanni (the family’s 
  propensity for summoning up and controlling 
  ghosts had as much to do with their Em-
  brace as their skill with finance). Over the 
  following centuries, the Giovanni worked 
  their way into the hierarchy of the Clan, un-
  til Augustus Giovanni committed diablerie 
  upon Cappadocius. Over the next few centu-
  ries, the Giovanni systematically destroyed the 
  remaining Cappadocians. In modern nights, only 
  small remnants survive, such as the Harbingers of 
  Skulls. The lineage of these remnants is largely un-
  known.
  Nickname: Graverobbers
  Sect: The Cappadocians did not survive long 
  enough to take a side in the Camarilla/Sabbat di-
  vide. 
  Appearance: The Graverobbers were pale and 
  corpse-like, even for vampires. Their hair often dark-
  ened slightly after the Embrace, giving them even more 
  of an ethereal appearance. The Cappadocians dressed 
  appropriately for their station and role. 
  Haven: Cappadocians preferred a measure of solitude 
  when choosing their havens. Although they had to stay 
  close enough to mortals to feed, they often chose quiet 
  
  419 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  locales to make their homes — monasteries, crypts, 
  and even sewers or cisterns. The Cappadocians acting 
  as scholars or advisors enjoyed a better standard of un-
  life, but even they often chose places that mortals had 
  no interest in exploring. 
  Background: As a general rule, the Cappadocians 
  were not concerned with ethnicity or nationality when 
  Embracing, meaning that it wasn’t uncommon to find 
  Moors, Jews, or even pagans brought into the Clan. 
  The Graverobbers were more inclined to Embrace peo-
  ple with an interest in death. That didn’t necessarily 
  mean causing death (though certainly they Embraced 
  their share of soldiers and hunters), but scholars of the 
  afterlife and religion, gravediggers, priests, and hermits 
  all found their way to Clan Cappadocian. 
  Character Creation: Mental Attributes and Knowl-
  edges were often primary, and rare was the Cappado-
  cian without at least a few dots of Occult. The Clan 
  included warriors as well as scholars and priests, and 
  a Cappadocian who chose to be a tyrant could be a 
  frightening creature indeed. For the most part, though, 
  the Clan tended more toward intellectual and spiritual 
  pursuits, and choices of Abilities and Backgrounds re-
  flected that. 
  Clan Disciplines: Auspex, Fortitude, Necromancy
  Weakness: As mentioned, the Cappadocians ex-
  hibited a deathly pallor, and this only worsened as the 
  vampire grew older. Young Cappadocians were able 
  to pass for human (though mortals that knew what to 
  look for could pick them out easily), but elder Cappa-
  docians showed shriveled skin and a much more with-
  ered countenance. 
  Organization: Clan Cappadocian was, in its heyday, 
  an important Clan historically. It claimed domain in 
  several important cities across Europe, and it wasn’t 
  uncommon for Graverobbers to act as spiritual or mys-
  tical advisors to other medieval Princes. Internally, the 
  Clan had little strict hierarchy, though as the years 
  wore on the Clan’s core became more localized around 
  the founder (which, in turn, allowed the Giovanni to 
  take it over). 
  Stereotypes
  High Clans: We have seen the death of kings, 
  and it is much like the death of peasants. But the 
  final resting places are grand, and maybe that 
  makes the difference.
  Low Clans: When towers have fallen and kings 
  are thrown down, who will remember us? It will 
  be the low-blooded, and I hope they are kind in 
  their eulogies. 
  The View From Without
  High Clans: Noble and wise Cainites, though 
  perhaps a bit too curious. Not every door need be 
  opened.
  Low Clans: Pretenders. Do you want to know 
  what death can really do? Come to my domain 
  and listen to the death-rattles. 
  Quote: Everyone must ride with Charon, by and by. We merely 
  wish to know what to ask him before we step onto his boat.
  
  420 
  CHAPTER TEN: BLOODLINES
  Children of Osiris
  Egyptian mythology abounds with tales of the rivalry 
  between Set and his brother, Osiris. Knowledgeable 
  vampires are aware that the Followers of Set claim de-
  scent from an Antediluvian who took his name from 
  that Egyptian serpent-god (though the Setites certain-
  ly seem to think Set actually was the god). If that’s the 
  case, such Kindred wonder, who was Osiris? A mortal 
  spellcaster that was Embraced? Set’s childe? Or perhaps 
  another Antediluvian, lost to time and destroyed mil-
  lennia ago? 
  Whatever the truth about Set, there was once a pow-
  erful vampire called Osiris. He was a philosopher and 
  a scholar in an Egyptian court (whose dynasty is un-
  known), Embraced by an unknown vampire who be-
  lieved that his knowledge of the law would make him 
  a useful ally in the battle to bring Egypt under Kindred 
  influence. Osiris, however, was horrified by his new 
  condition. Rather than meet the sun, though, he be-
  came determined to face and banish his personal de-
  mons, and especially his own Beast. His studies on sub-
  limating the vampiric impulses may have helped form 
  the basis for the search for Golconda. At the very least, 
  they expanded it.
  The Children of Osiris might have become a Clan 
  and continued into the modern nights, but Set slew 
  Osiris. As mortal legendry has it, Set dismembered his 
  “brother” and scattered his body throughout the land 
  of Egypt. His sister, Isis (perhaps another vampire, but 
  no one still extant seems to know for sure) found the 
  pieces and reassembled them, and impossibly, Osiris 
  was resurrected. Death, however, had taken its toll. His 
  blood was inert, and he could no longer create more 
  childer. This, however, did not stop him from spread-
  ing his path. 
  Nickname: Since even the Kindred who know about 
  the Children of Osiris assume them all to be dead, they 
  do not have a common nickname. 
  Sect: Strictly speaking, the Children of Osiris are a 
  Sect, rather than a bloodline. They do not (and, by 
  virtue of their own laws, cannot) join the Sabbat or 
  the Camarilla. 
  Appearance: Since the Children can hail from any 
  Clan or bloodline, their appearance can vary widely. 
  They all shave their heads every evening upon awak-
  ening, and when in their temples they wear white robes 
  adorned with mystical symbols and hieroglyphs. When 
  leaving their temples on business, they dress simply 
  and stay inconspicuous. 
  Haven: The few remaining Children of Osiris in the 
  world dwell in one of several temples. These temples 
  are well-hidden and kept secret from other Kindred, 
  
  421 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  meaning that they tend to be in areas that don’t boast 
  much of a vampire population. 
  Background: Children of Osiris renounce their 
  Clans because they hate their condition, but do not 
  wish to commit suicide. The search for Golconda leads 
  some Kindred to the Children, while others encounter 
  the Sect after running afoul of the Followers of Set. 
  Character Creation: Children of Osiris can be from 
  any Clan (except the Followers of Set; while the Chil-
  dren might be willing to accept a truly repentant Set-
  ite, the situation has never come up). The character 
  can have any combination of Attributes and Abilities, 
  and they retain whatever knowledge of Disciplines 
  they had before joining. Nature and Demeanor tend to 
  be the same — the Children of Osiris are straightfor-
  ward and honest. 
  Clan Disciplines: As appropriate for the character’s 
  original Clan. Children of Osiris can also learn Bardo 
  as an in-Clan Discipline. 
  Weakness: As appropriate for the character’s origi-
  nal Clan. 
  Organization: Each temple is under the supervision 
  of an elder Child of Osiris (called the Undying King), 
  and the entire Sect answers to a mysterious vampire 
  called the Grand Undying King, rumored to be a di-
  rect childe of Osiris from before he lost the ability to 
  Embrace. The Sect focuses on maintaining their Hu-
  manity, which is of course a difficult enough concern, 
  but also thwarting the machinations of the Followers 
  of Set without the Serpents knowing they still exist. 
  Stereotypes
  Camarilla: The best option for most Kindred, 
  and still not nearly good enough.
  Sabbat: If they are less evil than the Serpents, it 
  is only because the Sword of Caine occasionally 
  kills them.
  Followers of Set: Osiris came back from death 
  to avenge himself on Set. And so shall we.
  The View From Without
  Camarilla: My research indicates that Osiris and 
  Set may have actually existed as Kindred at one 
  time. Strange, then, that Set’s “descendants” are 
  hale and healthy and selling drugs on the corner, 
  while Osiris’ seem to have vanished entirely. 
  Sabbat: Nah, man. Luis went soft. We hit that 
  gang of Setites last month, we got separated, and 
  then he’s talking about “I won’t kill anymore” 
  or some bullshit. Bishop probably torched him. 
  Forget it. 
  Followers of Set: Feels good to win, even if 
  the loser hasn’t really been a real concern in a 
  thousand years. 
  Quote: I could meet the sun, but I fear my heart would not balance the 
  feather of Ma’at. Until I am sure, I will remain. 
  
  422 
  CHAPTER TEN: BLOODLINES
  Lamia
  While she died and the Change took her, Lilith gave 
  her a vision, a deep understanding of her future and 
  that of the Cappadocians. When she recovered, she 
  whispered something to Lazarus, and the Cappadocian 
  elder fled in terror.
  Lamia did find her way back to the Clan, though, 
  and her bloodline became the guardians of the Cap-
  padocians. They were never very numerous, but im-
  portant Graverobbers often had at least one Gorgon 
  standing at their side. The Lamia learned to feed spar-
  ingly, since their bite carried disease, and developed 
  their own path of Necromancy based on the four hu-
  mors. Over the centuries, they became an important 
  resource for the Cappadocians. And yet, behind their 
  loyalty was perhaps a greater dedication to the Dark 
  Mother and to the vision of their founder. 
  The Revelation of the Dark Mother seems to have 
  led the line to tragedy, however. The Lamia died de-
  fending the Cappadocians when the Giovanni sub-
  sumed the Clan. Augustus Giovanni murdered Lamia 
  herself following his diablerie of Cappadocius, and the 
  last known member of the bloodline was destroyed in 
  1718 as part of a Camarilla blood hunt. 
  Nickname: Gorgons
  Sect: The Lamia were somewhere between the High 
  and Low Clans. They were not a Clan, but were con-
  sidered part of Clan Cappadocian in most Cainites’ 
  understanding. Other Cainites, however, treated them 
  respectfully as servants or soldiers, both out of defer-
  ence to their skills and to their patrons.
  Appearance: The Lamia did not share the Cap-
  padocians’ pallor. Many of them were of Mediterra-
  nean or Semitic descent, though as the 
  Cappadocians traveled across Europe 
  with their Gorgon 
  bodyguards, other 
  nationalities came 
  into the bloodline as 
  well. The bloodline was 
  predominantly female, but it wasn’t un-
  common for Lamia to dress as men (usu-
  ally armed and armored). 
  Haven: The Lamia shared havens 
  with their Cappadocian patrons. When 
  they made their own, they often chose 
  crypts and sarcophagi, preferring to be 
  The Lamia were a bloodline of Cainites devoted 
  to defending Clan Cappadocian. The founder of the 
  bloodline, Lamia, claimed to be a daughter of Lilith, 
  Adam’s first wife. According to legend, a Cappadocian 
  elder named Lazarus found her performing sacred rites 
  to Lilith, the Dark Mother. Impressed by her skill and 
  perhaps taken with her fierce beauty, he Embraced her. 
  
  423 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  alone among the dead (feeding on the recently dead 
  also minimized their chance of starting an outbreak of 
  plague). 
  Background: Since the Lamia Embraced women 
  almost exclusively, they seldom had the chance to 
  Embrace trained warriors. Instead, the Gorgons often 
  chose women who had some experience with death. 
  Women who had attempted or contemplated suicide, 
  or had recently committed murder, were common 
  choices. Likewise, women with a pronounced inter-
  est in black magic or scholarly pursuits in general were 
  candidates for the Lamia Embrace. Training in combat 
  could come after the gift of immortality. 
  Character Creation: All Lamia had some combat 
  training, usually from their sires. Physical or Mental 
  Attributes might be primary, as were Skills. The Lamia 
  also tended to have some familiarity with Occult, both 
  from the rites taught to them by their own bloodline 
  and simply by proximity to the Cappadocians. 
  Clan Disciplines: Fortitude, Necromancy, Potence
  Weakness: The Lamia carried the “Seed of Lilith,” a 
  wasting disease spread by their bite. Anyone the Lamia 
  fed upon was required to make a Stamina roll (diffi-
  culty 6 for women, 8 for men). If the roll failed, the 
  victim contracted a Black Plague-like pox that was fa-
  tal within several days. Any vampire that consumed 
  Lamia blood became a carrier of the disease until all of 
  the Lamia vitae had been purged from his body.
  Organization: The sire-childe relationship in the La-
  mia was very strong, as most Lamia had to remain with 
  their sires for at least a year to achieve the necessary 
  combat skill to be of use. Lamia remained the leader 
  of the bloodline until her destruction, but her first and 
  most important order to her daughter was to serve the 
  Cappadocians. 
  Stereotypes
  High Clans: Our masters’ fellows cannot be 
  trusted. Bow, but with one hand on your blade.
  Low Clans: Their humors are purer. Sometimes 
  far too pure.
  The View From Without
  High Clans: The Graverobbers have their own 
  class of bodyguards. Hmm. It’s sad that they 
  need them.
  Low Clans: Something is horribly wrong with 
  these plague-bringers. 
  Quote: Approach the Prince when I bid you, or lose your hands. 
  
  424 
  CHAPTER TEN: BLOODLINES
  Lhiannan
  The Lhiannan boasted a strange creation story. They 
  claimed that their founder — a vampire simply known 
  as the Crone — became bonded with a spirit of the 
  forests. This spirit was a desperate, jealous being that 
  could apparently see that people would destroy the for-
  ests and burn the trees that comprised them. Joining 
  with an undying predator, then, was apparently the 
  spirit’s attempt at dodging this fate. Whether or not 
  any of that is true, the Lhiannan did have a connection 
  to the natural world that no other vampire, not even 
  the Gangrel, can equal. 
  Whenever a Lhiannan Embraced, a shard of that orig-
  inal spirit broke off and empowered the new Cainite. 
  This spirit-shard allowed Lhiannan to use their Ogham 
  Discipline, which, in turn, enabled the style of unlife 
  that the Lhiannan enjoyed. It also made the Lhian-
  nan territorial above all else, and the Druids were quite 
  limited in their mobility. The Lhiannan, much like the 
  Telyavelic Tremere (see p. 438) found common cause 
  with the pagan peoples of Europe. This, unfortunately, 
  put them into conflict with Cainites and mortals who 
  followed the Christian faith.
  The bloodline was never numerous (especially since 
  creating a new Lhiannan meant that the sire grew 
  weaker), but the fires of the Inquisition and the spread 
  of the Christian religion took a harsh toll on the Dru-
  ids. By the end of the 14th century, they had all been 
  destroyed. In modern times, though, Gangrel trade 
  rumors of powerful Kindred in European forests deco-
  rated with strange, bloody symbols, so perhaps some 
  of them survived — or perhaps the forest spirit that 
  initially created the bloodline has resurfaced.
  Nickname: Druids
  Sect: The Lhiannan did not survive to see the dawn-
  ing of the Sabbat or the Camarilla. In historical 
  nomenclature, they were decidedly on the Low 
  Clan side of the social divide, and most Cainites 
  probably wouldn’t have known them from the 
  Gangrel. Lhiannan rarely joined coteries, limited 
  as they were in mobility. 
  Appearance: The Druids resembled the native peo-
  ple of the regions of Europe that they called home — 
  the British Isles, for the most part. 
  Haven: The Lhiannan made their havens in the 
  forests of Europe, constructing simple dwellings or 
  finding natural shelter. They would sometimes find a 
  man-made haven and kill or enslave the inhabitants, 
  or very rarely eke out an existence on the periphery of 
  human civilization by taking the role of a shaman or 
  wise woman. 
  
  425 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Background: Since performing the Embrace meant 
  growing weaker, the Druids only created childer out 
  of sheer loneliness or when they found someone who 
  truly impressed them. A pagan spirit-speaker with real 
  devotion to her craft, or a woodsman with impeccable 
  respect for the forests might be enough to get a Lhi-
  annan’s attention. The Lhiannan refused to Embrace 
  Christians, Jews, or Muslims. 
  Character Creation: All Lhiannan were capable of 
  surviving in the wilderness, and so Physical Attributes, 
  Skills, and Talents were important. A Lhiannan acting 
  as a counsel to a mortal settlement was likely to have 
  higher Social Attributes and appropriate Abilities. 
  Herd and Retainers (animals) were common Back-
  grounds. 
  Clan Disciplines: Animalism, Ogham, Presence
  Weakness: The Lhiannan were part nature spirit, 
  and the mark of their inhumanity ran strong within 
  them. All difficulties to detect their nature via Aus-
  pex were reduced by two, and even normal humans felt 
  vaguely uncomfortable in their presence. Additionally, 
  any Lhiannan who left her territory became agitated 
  — all dice pools were reduced by one die per week (to 
  a minimum of the character’s Stamina) that she was 
  gone. Once she re-entered her territory, her dice pools 
  returned to normal within a few hours.
  Organization: Once a Lhiannan Embraced a childe, 
  she generally kept the new vampire around for a few 
  years until that childe was ready to fend for himself (and 
  the novelty of having someone else around wore off). 
  The sire would then send the childe away to find his 
  own haven and territory. The Lhiannan were generally 
  aware of members of their bloodline whose territories 
  were adjacent, but there was no system of communica-
  tion in place. This, of course, may have contributed to 
  their eventual destruction. 
  Stereotypes
  High Clans: No one who wears such heavy, 
  false robes or who shies away from blood is a 
  leader to me.
  Low Clans: By accepting the title of “low,” they 
  show it to be accurate.
  The View From Without
  High Clans: Watch, my childe. This is history 
  happening before your eyes. 
  Low Clans: Hunt as you please, but spare the 
  mad, the women heavy with child, and anyone 
  who lives near the eastern forests. And stay far 
  from those woods, especially as you wear the 
  cross.
  Quote: When the trees are pulling you apart, you may feel free to call 
  out for your god. If he saves you, I shall give up my glade. 
  
  426 
  CHAPTER TEN: BLOODLINES
  Noiad
  Few Kindred have ever beheld the Northern Lights. 
  The trek to the far reaches of the world, in a place in-
  hospitable to man, beast, or vampire, with no reliable 
  way to feed is enough to put even the most curious 
  Cainite off the idea. And yet, a bloodline of vampires 
  managed to dwell close enough to see these lights on 
  a regular basis. This line — the Noiad — felt it was 
  their sacred duty to witness the Northern Lights and 
  interpret the will of the gods. Their mortal charges, a 
  nomadic tribe called the Samí, lived in fear 
  and awe of their godlike protectors. 
  The Noiad defended the Samí from 
  outside threats, both natural and su-
  pernatural, and acted as shamans and teachers 
  for these wanderers. In return, the Samí gave of 
  their blood and kept the Noiad safe during the 
  long months with no darkness. 
  Of course, the touch of the Kindred corrupts ev-
  erything. The Noiad protected the Samí from mon-
  sters from the wastes, and their blood allowed the 
  mortals to survive times of famine, but the Wan-
  derers also refused to allow their mortal herds to 
  change or improve. Interlopers were turned aside 
  or killed, regardless of their intentions. When it 
  became clear that the march of Christianity (and 
  Lasombra working within the Church) could not 
  be stopped, the Noiad pushed the Samí further 
  north, away from the herds that would sustain 
  them and away from the dawning of a new 
  era. Whether the Noiad saw something in the 
  Northern Lights that spurred them to this deci-
  sion, or whether it was simply fear of change, is 
  not important in the end. The Noiad drove the 
  Samí almost to destruction. 
  Nickname: Wanderers
  Sect: The Noiad never belonged to a Sect, and were 
  largely apart from the vampire politics of the day (at 
  least until war pushed far enough north to inconve-
  nience them). As a Gangrel offshoot, other Cainites 
  would have considered them a Low Clan, on the rare 
  occasion that other Cainites learned enough about 
  them to have opinions at all. 
  Appearance: The Noiad dwelled openly among the 
  Samí, and Embraced exclusively from this population. 
  Most Noaid were dark-haired and strongly built from 
  their demanding lifestyles pre-Embrace. Their skin 
  tone, of course, tended to be lighter than their still-
  living comrades. 
  Haven: The Samí constructed mobile “havens” that 
  could be dragged behind them as they traveled by day. 
  If terrain or numbers made this impossible, the Samí 
  would watch in awe as their heavenly protectors sank 
  into the earth, only to rejoin them the next night. 
  Background: The Samí selected for Embrace tended 
  to be those with talent for divination, as well as dream 
  and star interpretation. The Noiad also watched chil-
  dren descended from families that included at least one 
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  vampire, looking for the traits they favored. Physicality 
  was not a primary concern, but only because Samí that 
  were not physically capable of thriving in the harsh 
  climates didn’t live long enough to be considered for 
  the Embrace anyway. 
  Character Creation: Physical Attributes weren’t 
  necessarily primary, but tended to be no worse than 
  average. All Noiad had good ratings in Survival and 
  Animal Ken, and at least a dot or two in Athletics, and 
  Melee. Finally, all Noiad had at least a dot of the Herd 
  Background. 
  Clan Disciplines: Animalism, Auspex, Protean
  Weakness: The Noiad were so intrinsically tied to 
  the Samí and to their role as the divine protectors of 
  the tribe that one of the legends about them came true. 
  The Samí’s protectors, it was said, could not sup from 
  animals, but could only take sustenance from the blood 
  of the chosen (that is, the Samí). The Noiad, in fact, 
  could not drink from animals, though they were capa-
  ble of drinking from any mortal or Cainite, regardless 
  of nationality or ethnicity. 
  Organization: The Noiad usually saw one another 
  when they came to witness the Northern Lights (this 
  also gave them the opportunity to make sure the gods 
  were all telling them the same things). The Noiad also 
  used animals, either ghouls or those controlled by the 
  Animalism Discipline, to keep in some kind of con-
  tact. 
  Stereotypes
  High Clans: They can pretend to know of their 
  god’s mind all they want. They wrote the book, 
  and they want to claim their god did it. I know 
  this trick.
  Low Clans: Too many have already been 
  fooled. The ones that haven’t know to leave us 
  alone.
  The View From Without
  High Clans: They know more of the truth than 
  they realize. I have no doubt that God speaks to 
  them in the lights at the end of the world. I just 
  doubt they truly hear Him. 
  Low Clans: The wolf that hides in the flock must 
  remember that it is not, itself, a sheep. 
  Quote: We are the children of Midnight Sun. We have a family. We have 
  what you never could. And you want to tear it all down, don’t you?
  
  428 
  CHAPTER TEN: BLOODLINES
  Variations of the 
  Blood
  The rest of this chapter deals with minor bloodlines 
  and other variations on the Clans. For the most part, 
  these are offshoots of the main Clans that differ only in 
  outlook or culture. In other cases, some game mechan-
  ics (generally weakness or Clan Disciplines) change. 
  These subtle differences might not be visible to outside 
  observers, but they are part of what makes Kindred so-
  ciety so diverse, and so confusing.
  The first group are the antitribu of the Sabbat, fol-
  lowed by other bloodlines in the modern nights, as well 
  as some who have come and gone.
  Canonical Changes
  Two Clans were heavily impacted in some of 
  the edition changes during Vampire’s history.
  Assamite Developments
  In the Vampire continuity, the Assamites 
  managed to break the Tremere ritual that 
  forced them to abstain from Kindred vitae. If 
  the Storyteller chooses to exercise this option, 
  the Assamites revert to their ancient weak-
  ness, which is an addiction to Kindred blood. 
  In this case, when an Assamite so much as 
  tastes Kindred vitae, the player must make a 
  Self-Control or Instinct roll (difficulty equal 
  to the number of blood points ingested +3). 
  If this roll fails, the addiction rises to the fore, 
  and she must make another Self-Control or 
  Instinct roll the next time she comes in con-
  tact with Kindred vitae. If this roll fails, the 
  Assamite frenzies, doing whatever she can to 
  partake of more vampiric blood.
  In the same continuity, a faction of Assamites 
  has recently made a formal effort to bring the 
  Clan under the auspices of the Camarilla, 
  for both protection and opportunity (and to 
  replace the Gangrel Clan, who has just left 
  the Sect).
  Ravnos Developments
  At the Storyteller’s option, she may choose to 
  set the chronicle after an event known as the 
  Week of Nightmares. If this is the case, the 
  Ravnos are broken, having lost their Ante-
  diluvian in a false start to the End Times, 
  when some of the most powerful supernatural 
  entities in the world collaborated, in fragile 
  detente, to bring down the threat of the an-
  cient blood-god.
  This option has no mechanical effect on 
  Ravnos vampires. In the setting however, the 
  Ravnos briefly went mad in the wake of their 
  progenitor’s destruction, and underwent a pe-
  riod of cannibalism and frenzy that left their 
  numbers a paltry fraction of their previous 
  status as they tore each other apart.
  Other Developments
  There are a number of other developments of 
  note, such as the Gangrel leaving the Ca-
  marilla and the Malkavians of the Camarilla 
  having Dominate instead of Dementation as 
  an in-Clan Discipline. Whichever of these 
  elements you decide to use are up to you as 
  Storyteller.
  Sabbat Antitribu
  Assamite Antitribu
  When the Tremere of the Camarilla subjected Clan 
  Assamite to their curse, rendering Kindred blood a 
  deadly poison to the Clan of Assassins, not every mem-
  ber of that Clan succumbed. Some broke away from the 
  main body of the Clan, willing to face whatever doom 
  awaited rather than submit to the infidel’s magic. The 
  result was the Assamite antitribu. 
  These vampires are Cainites in a more direct sense 
  than many Sabbat. They regard Haqim as an abomina-
  tion, just one of the hated Antediluvians. Instead, they 
  revere Caine, and work to become closer to the Third 
  Mortal. Their method, of course, is to lower their Gen-
  eration through diablerie. 
  Beyond that, though, no much differentiates the An-
  gels of Caine from the “mainstream” Assamites. Both 
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  are masters of hunting and killing, and both observe 
  strict codes of honor and fierce zeal where their ongo-
  ing crusade is concerned. Both grow darker of skin as 
  they grown older and more powerful. And both forms 
  of Assamite believe that in the Final Nights, the truly 
  reverent and devout shall be rewarded, while the weak 
  perish at their fangs. 
  Nickname: Angels of Caine
  Disciplines: Celerity, Obfuscate, Quietus
  Weakness: Assamite antitribu have the post-curse 
  weakness mentioned in the sidebar on the previous 
  page. In fact, their weakness never changed, while the 
  rest of the Clan shackled with the blood curse of the 
  Tremere. Whenever an Assamite antitribu drinks vam-
  pire blood, the player must roll Self-Control or Instinct 
  (difficulty 3 + the number of blood points consumed). 
  If this roll fails, the character is addicted. 
  Once addicted, the character will indulge in drink-
  ing Kindred blood whenever possible. When she is 
  given the opportunity to do so, the player must roll 
  Self-Control or Instinct (difficulty 6). If this roll fails, 
  the character frenzies, attacks the target and drinks as 
  much blood as she can. 
  Quote: What gives me the right to take your blood? Oh, 
  I don’t have a “right.” I have a duty.
  Brujah Antitribu
  The Brujah antitribu are, perhaps, the historical 
  founders of the Sabbat. It was the young members of 
  Clan Brujah, after all, who broke with their elders dur-
  ing the Anarch Revolt, and it was these same volatile 
  Kindred that fought against the agents of those elders 
  when other vampires might have considered compro-
  mise. 
  Brujah antitribu are just as unstable and angry as their 
  Camarilla counterparts, but unlike the Rabble, they 
  don’t have to pretend to be in control. When a Brujah 
  antitribu wants something — blood, money, property, 
  or a new childe — he takes it. This attitude has led 
  to the bloodline being one of the most numerous in 
  the Sabbat, and one that supports the Sect with fer-
  vor. They turn their infamously violent passion toward 
  every cause that the Sabbat puts forth. While they tra-
  ditionally don’t assume leadership roles, when they do 
  undertake their own missions, they execute them with 
  brutal and ostentatious abandon. 
  The Brutes take pains to make others uncomfortable. 
  Whether that’s by their manner of dress, their barely 
  concealed appetite for blood, or simply that they sel-
  dom retract their fangs even around mortals, the blood-
  line does what it can to stand out. That might mean a 
  breach of the Masquerade, of course, but the Brujah 
  antitribu reason that they are the Damned — so why 
  shouldn’t they raise a little hell?
  Nickname: Brutes
  Disciplines: Celerity, Potence, Presence
  Weakness: The bloodline has the same weakness as 
  the main body of the Clan (p. 51): All frenzy difficul-
  ties are increased by two, to a maximum of 10. Unlike 
  Camarilla Brujah, though, the Brutes aren’t in the least 
  bit sensitive about their tempers. Indeed, they revel in 
  their rage.
  Quote: Heads, we kill everybody here. Tails, we only 
  kill the ones that stay after I tear that faggot’s ears off.
  City Gangrel
  The Sabbat boasts two Gangrel lines, the City and 
  the Country Gangrel. The City Gangrel remind some 
  Kindred of coyotes — they are creatures well-suited for 
  wilderness life, but they adapt to an urban existence 
  quite smoothly. The high preponderance of prey in the 
  cities, coupled with the Gangrel’s inherent mutability 
  of blood, has allowed the line to flourish. Their associa-
  tion with the Sabbat means that they Embrace prolifi-
  cally, but also that their unlife expectancy is short.
  Unlike Country Gangrel, who can afford to let their 
  animalistic ways take over and their appearances grow 
  truly bestial, the City Gangrel must either adopt a more 
  Nosferatu-like approach to unlife or blend in with 
  their prey. To outward appearance, then, these latter 
  Kindred seem human, dress as appropriate to their area 
  and the social class that they mimic. But City Gangrel 
  are largely Sabbat vampires, and that means they are 
  predators. Any disguise they adopt is strictly that, cam-
  ouflage to allow them to get close enough to bite. 
  Nickname: Coyotes 
  Disciplines: Celerity, Obfuscate, Protean
  Weakness: City Gangrel suffer the same weakness 
  as the main line of the Clan (p. 55). Whenever a City 
  Gangrel frenzies, he gains a temporary animalistic 
  feature of some kind (which may replace an existing 
  temporary one). The mechanical impact of such a fea-
  ture is up to Storyteller discretion. City Gangrel tend 
  to develop features reminiscent of the animals com-
  monly found in urban environments — rats, dogs, cats, 
  pigeons, and even insects. 
  Quote: The new community center is finally open. Call 
  up the pack.
  
  430 
  CHAPTER TEN: BLOODLINES
  Country Gangrel
  The Country Gangrel resemble the independent and 
  Camarilla Gangrel — they are savage, vicious hunters, 
  more comfortable in the wilds between cities than the 
  concrete jungles. The Sabbat has seen a influx of Gan-
  grel converts from the Camarilla, and these Hunters 
  easily lost themselves in stalking and killing. 
  The Country Gangrel serve the Sabbat as assassins 
  and scouts, using their command of animals to gather 
  intelligence on the comings and goings of other Kin-
  dred. Travel between cities was never exactly safe, as 
  Lupines seem to prowl any patch of land large enough 
  to grow a few trees (or so Camarilla elders have always 
  told their childer), but with the Hunters prowling 
  about, looking for wayward neonates, itinerant Kin-
  dred face even more dire threats. 
  This might sound like Camarilla propaganda, but the 
  Country Gangrel do all they can to make it true. Free 
  from the constraints of having to look human, these 
  creatures relish the chance to hunt as wolves hunt — 
  savagely and in packs. If they have a regret, it’s that 
  their prey can’t usually run fast enough to make the 
  hunt last. 
  Nickname: Hunters
  Disciplines: Animalism, Fortitude, Protean
  Weakness: The Hunters have the same weakness 
  as their non-Sabbat counterparts (p. 55). Each time 
  a Country Gangrel frenzies, he gains a temporary ani-
  malistic feature, which may replace an existing tempo-
  rary one. The mechanical impact of such a feature is up 
  to Storyteller discretion. 
  Quote: Lost? Bad place for lost. Wanna run now?
  Malkavian Antitribu
  The Malkavians are insane. It is their defining fea-
  ture, and while not every Lunatic is dangerous, they 
  are all unstable and unpredictable. And so the Mal-
  kavians of the Sabbat, the vampires of the Camarilla 
  suspect, must be even crazier. They are quite correct. 
  Malkavian antitribu are just as varied in dementia as 
  their Camarilla brethren, but their madness carries with 
  it a desperate, cloying edge. They are not satisfied with 
  setting others on edge or forcing the “sane” vampires 
  to challenge their own philosophies. They want — in-
  asmuch as they can be said to collectively want any-
  thing — for the world to share their madness. Maybe 
  they feel that their madness is overflowing, forcing its 
  way from their minds into the minds of others through 
  their Dementation Discipline. Whatever the case, the 
  Clan at large — even outside the Sabbat — seems to 
  have heard the message.
  Within the Sabbat, the Freaks take on roles appro-
  priate to their madness. The truly vicious and uncon-
  trollable ones are locked away in crypts and unleashed 
  when the Sabbat needs shock and awe. The more func-
  tional Freaks lead war parties, perform ritae, or divine 
  the future of the Sect from the entrails of their victims 
  (often while those victims look on in horror). No mat-
  ter what their role, though, the underlying goal of the 
  Malkavian antitribu seems to be to bestow the gift of 
  madness upon everyone around them.
  Nickname: Freaks
  Disciplines: Auspex, Dementation, Obfuscate
  Weakness: Like all Malkavians (p. 61), the Freaks 
  are completely insane. At character creation, the play-
  er must choose a derangement that the character can 
  never overcome. 
  Quote: Consult the haruspex once again. Always learn 
  the same lesson. Follow the tract, and it ends in the same 
  place. We’re there, boys. We’re in the shit.
  Nosferatu Antitribu
  The Nosferatu of the Sabbat aren’t too different from 
  their Camarilla brethren. Both branches of the Clan 
  tend toward subterranean havens, and both branches 
  use their considerable skill in stealth and control of 
  vermin to traffic in information. Just as the more beau-
  tiful Kindred of the Camarilla must occasionally get 
  their feet dirty going to see a Nosferatu information 
  broker, the Cainites call upon their deformed com-
  rades for secrets and tactics. 
  Interestingly, the Nosferatu antitribu are less brutal 
  than many Sabbat Kindred. This may be because they 
  know what it is to be a monster — it’s there, in their 
  faces, from the first night of undeath. They don’t need 
  to overcompensate, and so bloody excesses are unnec-
  essary. This by no means makes the Creeps human, or 
  even especially humane. It just means that if a Nosfer-
  atu antitribu does engage in wholesale slaughter or hor-
  rific violence, he’s doing it for a specific reason, rather 
  than just for fun. 
  But the Creeps may have another reason for avoid-
  ing overt depravity — they wish to stay as far under 
  the radar as possible. While the Nosferatu antitribu are 
  careful to avoid letting Clan business get out into the 
  rumor mill, gossip occasionally surfaces that the Clan 
  is terrified of its Antediluvian founder, more so than 
  other Clans of the Sabbat. 
  
  431 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Nickname: Creeps
  Disciplines: Animalism, Obfuscate, Potence
  Weakness: Sabbat Nosferatu are just as hideous as 
  their Camarilla counterparts, and suffer the same weak-
  ness (p. 63): they all have an Appearance score of zero, 
  and they may never improve it
  Quote: There’s always a scarier beastie. Look: You’re 
  scarier than Dahmer or Gacy. I’m scarier than you. 
  And… well. There are things scarier than me. Let’s leave 
  it at that. 
  Panders
  The Caitiff of the Sabbat, Panders are on the front 
  lines when the Sword of Caine goes to war. That means, 
  of course, that the vast majority of casualties in violent 
  action come from their ranks. But as precarious as this 
  position within the Sabbat may be, it is their position, 
  and the rest of the Sect recognizes this. Recognition, as 
  any Caitiff trying desperately to survive under a Cama-
  rilla Prince will tell you, goes a long way. 
  Any Sabbat vampire that does not know his Clan, 
  or any vampire Embraced by an established Pander, is 
  considered a Mutt. This means that when the Sabbat 
  goes looking for shock troops, it tends to be Panders 
  that swell their ranks (since mass Embrace definitely 
  qualifies as dangerous work). The Panders became an 
  established part of the Sabbat in the 1950s, when a 
  low-level Sabbat vampire named Joseph Pander unit-
  ed the Clanless Sabbat under his banner (and name). 
  Ever since then, the term has been applied to these 
  Kindred. They take on the dress and mannerisms of 
  bikers, homeless, punks, and the dispossessed among 
  humanity, the better to feed on and Embrace from 
  these dregs. But rare is the Pander that bemoans his lot 
  in unlife — these Cainites are true, loyal Sabbat. 
  Nickname: Mutts
  Disciplines: Panders do not have Clan Disciplines, 
  meaning that the player may choose any Discipline at 
  character creation (subject to Storyteller approval). In 
  addition, Panders are subject to the same rules for rais-
  ing Disciplines with experience points as Caitiff (see 
  p. 124). 
  Weakness: Panders do not have a specific weak-
  ness. Pander characters cannot start lower than Ninth 
  Generation, though they can subsequently lower their 
  Generation via diablerie. 
  Quote: Call me a Mutt, yeah? That’s fine. Purebreds go 
  crazy as they get older. And Cainites, well, we live “dog 
  eat dog.”
  Ravnos Antitribu
  Shortly after the formation of the Sabbat, a small 
  group of Ravnos decided that following the orders of 
  their elders and searching for the same “truths” the 
  Clan always had wasn’t what they wanted out of un-
  life. They wanted the freedom that the Sabbat prom-
  ised, and so they renounced their heritage and became 
  part of the Sword of Caine. From there, they Embraced 
  just as any Sabbat vampires did, and so the Ravnos an-
  titribu are still an important part of the Sabbat. The 
  Rogues lurk amongst the nomadic Sabbat packs, acting 
  as scouts and con artists. 
  The Ravnos antitribu may be thieves and liars, but 
  if one gives his solemn word (accompanied by spit-
  ting blood into his hand), he will keep that vow even 
  unto Final Death. They share their Clan’s propensity 
  for vice, and for nomadic unlife. The freedom to pull 
  up stakes and leave an area whenever trouble comes 
  knocking — combined with the freedom to feed as 
  they please — makes the Sabbat the only conceivable 
  way of unlife for these Cainites. 
  Nickname: Rogues
  Disciplines: Animalism, Chimerstry, Fortitude
  Weakness: Each Ravnos antitribu, just like their par-
  ent Clan (p. 65), has a penchant for some sort of vice 
  — breaking taboos is hard-wired into the Rogues just 
  as it is into the Ravnos proper. When presented with 
  the opportunity to engage in that vice, the Rogue must 
  indulge it unless her player succeeds on a Self-Control 
  or Instinct roll (difficulty 6). 
  Quote: Freedom means not giving a fuck about ma-
  rime. 
  Salubri Antitribu
  The Salubri of the Sabbat are not the quiet, con-
  templative Kindred that seek Golconda in persecuted 
  exile. No, these Kindred call themselves “Furies,” and 
  they seek the blood of the Camarilla vampires — 
  the Tremere especially — with a venomous passion. 
  In nights past, as mentioned in the Salubri spread  
  (p. 408), the Clan contained both healers and warriors. 
  And now, in the modern nights, the warriors have re-
  emerged — and stand to be counted with the Sabbat. 
  The Salubri antitribu are devoted to the cause of kill-
  ing Camarilla vampires, but not necessarily to other 
  Sabbat agendas. They take part in the ritae of the Sect, 
  and they share their blood, but what truly fires them up 
  is the chance to invade Camarilla territory and burn 
  some Tremere. If the ancient rumors of the Salubri 
  
  432 
  CHAPTER TEN: BLOODLINES
  warriors being honorable knights are true, then times 
  have indeed changed. These Kindred do not know 
  “honorable combat” from “IED.” They just want to 
  watch their enemies crumble to dust. 
  Nickname: Furies
  Disciplines: Auspex, Fortitude, Valeren
  Weakness: Unlike their nonviolent brethren, Sab-
  bat Salubri must consume blood taken by force, pref-
  erably in the heat of battle. Unless the vampire feeds 
  on blood from a fallen foe or fights his target before 
  feeding, the Vitae offers no nourishment. In addition, 
  Salubri antitribu cannot start lower than Tenth Gen-
  eration or higher than Twelfth, as their blood has yet 
  to spread across a wider spectrum than that.
  Quote: I’d wear your skin, but I don’t want to smell like 
  fear and gasoline. 
  Serpents of the Light 
  The Serpents of the Light are the antitribu of the Fol-
  lowers of Set. They began as a splinter group, a Setite 
  heresy that rejected the worship of the Clan’s found-
  er as a god. This Sect made its way to Haiti, study-
  ing vodoun and the mysticism thereof, and during the 
  1970s came under the sway of the Sabbat. The Clan 
  proper tried to bring the Serpents of the Light back 
  in line with “orthodox” Setite belief, but to no avail. 
  As with several other splinter groups of the Clans, the 
  Serpents of the Light found the freedom of the Sword 
  of Caine too alluring. 
  The bloodline’s methods are familiar to those who 
  know the Setites. The Cobras engage in seduction and 
  sexual manipulation in order to achieve their ends (and, 
  of course, to find the blood they need to survive). They 
  dabble in drugs, prostitution, and any other method 
  they can find to bring mortals into slavery to their own 
  vices. In fact, apart from religious outlook, very little 
  separates them from the Followers of Set. Some Kin-
  dred wonder, in fact, if the whole schism isn’t part of 
  some much longer and intricate scheme, one that only 
  the eldest of the line are fully privy to. 
  Nickname: Cobras
  Disciplines: Presence, Obfuscate, Serpentis
  Weakness: The Serpents of the Light, despite the 
  name, are just as vulnerable to bright illumination as 
  their parent Clan (p. 53). They suffer two additional 
  health levels of damage from sunlight, and a one-die 
  penalty to all rolls when subject to bright light of any 
  kind. 
  Quote: Let’s dance, you and I. No one watching but 
  the loa. And hell, let’s invite them to join us. Roll up your 
  sleeve.
  Toreador Antitribu
  The Toreador of the Sabbat are just as prone to cre-
  ative expression and love of beauty as their Camarilla 
  counterparts, but they enjoy a much higher regard 
  within their Sect. This is because the Toreador anti-
  tribu codified much of the Sabbat’s present structure, 
  forming its rites and expressing its philosophy in such 
  as a way as to appeal to the young vampires of the time. 
  They layered discourse with meaning, showing through 
  satire, poetry, and (when necessary) straightforward 
  explanation that the Sabbat held the keys to the future 
  of all Cainites. 
  These vampires haven’t lost their creative edge over 
  the centuries. While Camarilla Toreador express them-
  selves through fairly conventional means of art, the 
  Perverts tend more toward extreme, bloody, and pain-
  ful presentations. Torture is an art form, and body art 
  — whether performed with tattoo needles or scalpels 
  — is popular among the Perverts. Since such modifica-
  tions are not permanent (unless the Pervert in question 
  is able to learn Vicissitude, that is), the undead form is 
  a constantly renewing canvas. The Toreador antitribu 
  take advantage of this to send messages coded within 
  the art of their own bodies, using a system of symbols 
  that takes the vampires a lifetime to truly master. 
  Nickname: Perverts or Pervs
  Disciplines: Auspex, Celerity, Presence 
  Weakness: Over time, the propensity for the Tore-
  ador to become fascinated by beauty has twisted itself 
  into a perverse need for cruelty. When faced with an 
  opportunity to inflict emotional or physical pain — a 
  captive that might be tortured, or a protégé whose am-
  bitions might be squashed — the Toreador antitribu’s 
  player must make a Self-Control or Instinct roll (dif-
  ficulty 6), or spend a Willpower point. If the roll fails, 
  the character must indulge in her savage desires. 
  Quote: Hold that pose. That’s good. Can you stop 
  bleeding from the neck so much, please?
  Tremere Antitribu
  Centuries ago, a small group of Tremere, fearful that 
  the Sabbat would destroy the Camarilla and their Clan 
  in the process, defected to the smaller Sect. They of-
  fered their skills as thaumaturgists to the Sword of 
  Caine, in exchange for safety from their former Clan. 
  
  433 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Sabbat, not able to turn down the benefits of blood 
  magic (despite how much the Tzimisce objected), took 
  them in. 
  Reaction from Clan Tremere was swift, of course. 
  The Warlocks conjured a curse that branded every 
  Tremere antitribu with a mark, one that only “true” 
  Tremere could see. Unable to hide what they were, the 
  Tremere antitribu stayed in chantries, providing sup-
  port and knowledge to their comrades. 
  This state of affairs continued for centuries. The 
  Tremere antitribu contributed much to the Sabbat. 
  They worked with the Tzimisce to create the Blood 
  Brothers, they prevented the Camarilla Tremere from 
  destroying the Sect from afar, and, of course, they tu-
  tored other Sabbat Cainites in blood magic. And then 
  one horrible night, they all died, burning to death in 
  a mysterious conflagration that afflicted each and ev-
  ery Tremere subject to the traitor’s mark. Interestingly, 
  those few Sabbat Tremere who had defected from the 
  Sabbat to the Camarilla were not destroyed, which 
  might shed some light on the massacre’s origins. 
  Nickname: Spellbinders
  Disciplines: Auspex, Dominate, Thaumaturgy
  Weakness: The Tremere antitribu were all immedi-
  ately recognizable as traitors to Camarilla Warlocks. 
  The mark wasn’t a physical disfigurement, but a change 
  to the character’s very presence. This wasn’t a weak-
  ness that carries an immediate mechanical disadvan-
  tage, but once identified, the Tremere antitribu could 
  expect to be hunted down and burned as soon as the 
  Tremere can possibly manage it. They were also still 
  susceptible to the power of the blood, gaining a +1 to 
  all Vinculum rolls.
  In addition, Tremere antitribu were barred from tak-
  ing leadership roles in the Sabbat. 
  Quote: It’s always been inevitable. That’s why we joined 
  up in the first place. 
  Ventrue Antitribu
  The Ventrue pretend to nobility, but they are nothing 
  more than the ruling class of the dying world — mer-
  chants and moneylenders. Clan Ventrue has a glorious 
  past, a lineage of knights, paladins, and warrior-kings. 
  The Blue Bloods of tonight relish backroom dealings, 
  compromise and favor-trading. In other words, say the 
  Ventrue antitribu, they are no better than the sniveling 
  Tremere. 
  The Ventrue antitribu might not be the moral back-
  bone of the Sabbat, but they are definitely some of the 
  most idealist Cainites therein (although there are ru-
  mors that there may be two distinct bloodlines both 
  claiming to be the “true” Ventrue antitribu). They carry 
  with them the notions of noblesse oblige and chivalry. 
  They believe that their Camarilla counterparts have 
  betrayed not only the true nature of the vampiric race, 
  but the role of their Clan in particular and feel that 
  only by taking up the mantle of Warriors of Caine can 
  they atone. When Gehenna comes and the skies rain 
  fire and blood, it will not be the Crusaders that hide 
  in their havens and pray that doom passes them by. 
  These devout Kindred will be at the forefront, swords 
  — or machine guns — hoisted high and the ancient 
  motto of their Clan proudly on their lips: Regere san-
  guine, regere in veritatem est (“To rule in blood is to rule 
  in truth”). 
  Nickname: Crusaders
  Disciplines: Dominate, Fortitude, Auspex or Pres-
  ence
  Weakness: Sabbat Ventrue have the same weakness 
  as their Camarilla brethren (see p. 73). The player de-
  cides with the Storyteller what specific type of blood 
  suits the Crusader, and this choice is permanent. Blood 
  of other types (even animals) simply offers the vampire 
  no blood pool increase, no matter how much he con-
  sumes
  Quote: You’re not worthy of the blood you’re carrying. 
  Time to give it to a real child of Veddartha.
  Other Bloodlines
  Assamites
  Assamite Sorcerers
  Outsiders to Clan Assamite don’t see the caste divi-
  sions clearly, but the Saracens have a history of blood 
  magic that predates that of the Tremere. Assamite 
  sorcerers began in the Second City, conscripted or 
  lured into the Clan with the promise of immortality 
  in which to perfect their magic. They were tasked with 
  providing magical support, and for centuries, they were 
  simply one caste of the Assamite Clan.
  And then came the Tremere. The Assamite sorcer-
  ers found themselves facing foes as magically tenacious 
  as they were, foes that were quite happy to steal their 
  knowledge. The sorcerers fought against this new men-
  ace as best they could, but then the Tremere levied 
  their blood curse on the line. The sorcerers became ob-
  
  434 
  CHAPTER TEN: BLOODLINES
  sessed with finding a cure, an obsession which remains 
  tonight. 
  Nickname: Magi (singular, “Magus”) 
  Disciplines: Assamite Sorcery, Obfuscate, Quietus
  Weakness: The line as a whole has practiced the art 
  for so long that it permeates their blood, making each 
  individual sorcerer stand out like a beacon to anyone 
  with supernatural perception. Any use of a supernatu-
  ral power on a sorcerer for purposes of perception en-
  joys a -2 difficulty. Additionally, attempts to penetrate 
  a sorcerer’s supernatural concealment using an opposed 
  power are considered to operate one level higher than 
  normal (so a character with Auspex 2 trying to pen-
  etrate a sorcerer’s Obfuscate has an effective Auspex 
  of 3).
  Quote: We were calling down gentle rain and terrible 
  storms when your people were still making crude charcoal 
  marks on cave walls. Don’t presume to know us.
  Assamite Viziers
  Assamite viziers are and always have been a vital part 
  of the Clan. Magical knowledge and research remains 
  the purview of the sorcerers, but the viziers are nec-
  essary for compiling and uncovering information on 
  philosophy, government, the arts, and religion. The 
  viziers have acted as leaders within the Clan — not 
  where matters of war are concerned (this they wisely 
  leave to the warrior Assamites), but when it comes to 
  understanding and relating to mortals, the viziers make 
  the best consultants. 
  Unfortunately, while they can learn, understand, 
  and interpret mortal customs and mores, they have dif-
  ficulty actually relating to them. Assamite viziers are 
  driven to accumulate knowledge with a zeal that bor-
  ders on obsessive. They can understand why people act 
  the way they do on a large scale, but understanding the 
  motives of a particular person is much more difficult. 
  For many years, Assamite viziers and sorcerers were 
  regarded as one caste (this is why sorcerers are still re-
  ferred to as “viziers” by the ignorant). In modern nights, 
  the viziers have emerged from the shadows to conduct 
  their scholarly research more visibly. Whether this will 
  open the viziers to greater danger from the Assamites’ 
  enemies or bring the caste more power remains to be 
  seen. 
  Nickname: Scholars or Artisans
  Disciplines: Auspex, Celerity, Quietus
  Weakness: The viziers are mad. Every vizier finds 
  himself caught up in the continuance of his chosen 
  pursuits to the exclusion of trivial concerns such as 
  daily shelter or nightly nourishment. Each vizier has 
  an Obsessive-Compulsive derangement (p. 292) as-
  sociated with his highest-rated intellectual or creative 
  Ability. If the character’s focus of effort shifts, so does 
  the focus of the derangement.
  Quote: Seventy virgins. Seventy Kindred in the city. 
  Virgin blood — have any of the Kindred in the city con-
  sumed the blood of their own childer? Well, find out! 
  Followers of Set
  Daitya
  The Daitya are an Indian bloodline of the Followers 
  of Set. They revere Shiva the Destroyer as an incarna-
  tion of Set, and believe that by casting the world into 
  greater depths of depravity, they can help it reach its 
  nadir of true evil. When that happens, Shiva will open 
  his third eye and gaze upon the world, destroying it, 
  and setting the stage for the next cycle of existence. 
  Like many Indian Kindred, the Daitya do not accept 
  the Caine myth. They believe that they are demons, 
  and that by killing, corrupting, and enslaving people, 
  they are doing what it is in their nature as demons to 
  do. They observe a caste system similar to that of mor-
  tals, and feel that being Embraced indicates a previous 
  life of sin and profanity. By doing their duty in this 
  incarnation (which can last many lifetimes), then the 
  Daitya feel that reincarnation in a higher station is 
  possible. 
  Many Daitya run or are involved with a cult to Shi-
  va, and recruit ghouls and childer from the cult. The 
  bloodline is scholarly and devout, in its way. The Da-
  itya are not, however, humble — they believe that the 
  gods themselves listen to their prayers, and that they 
  are the vehicles that will bring the world to judgment. 
  Nickname: Blasphemers 
  Disciplines: Presence, Obfuscate, Serpentis
  Weakness: The Daitya suffer the same weakness as 
  the Followers of Set (p. 53): They suffer two additional 
  health levels of damage from sunlight, and a one-die 
  penalty to all rolls when subject to bright light of any 
  kind.
  Quote: Tonight we fast. Keep your hunger under con-
  trol. Kill the mortal whelp if you wish, if it helps, but do 
  not feed. 
  
  435 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Tlacique
  When the Spanish came to what is now Mexico, 
  they carried Kindred with them in the holds of their 
  ships. These undead stepped into the nights of the 
  New World… and found that other vampires already 
  claimed domain here. One bloodline of such Kindred 
  was the Tlacique. 
  Claiming descent from Tezcatlipoca, the Aztec god 
  of night and black magic, the Tlacique might have 
  forged alliances with the Kindred that arrived with 
  the Spaniards, had those conquistadores not destroyed 
  the civilizations on which the Tlacique preyed and in-
  fected their people with smallpox. As their society fell, 
  the Tlacique briefly allied with the Sabbat, but when 
  the two factions took the time to examine the others, 
  they found their belief systems quite incompatible. The 
  Sword of Caine eventually slew the weakened Tlaci-
  que, and the bloodline as a whole vanished from view. 
  They still exist, however: a handful scattered across 
  Central America and the southwestern United States. 
  The Tlacique are unquestionably a Setite line, 
  though only their vulnerability to sunlight marks them 
  as such. They are mystics one and all, and status within 
  the line depends in part by learning magic. In addi-
  tion to their Disciplines, they practice a form of Thau-
  maturgy called Nahuallotl (in game terms, this Path is 
  identical to the Path of Blood, found on p. 213, al-
  though they pay out-of-Clan costs to learn it). 
  Nickname: Jaguars 
  Disciplines: Obfuscate, Presence, Protean
  Weakness: The Tlacique’s weakness is one of the 
  only ways to trace the line’s lineage to the Setites. 
  They, like the Followers of Set (p. 53), suffer two ad-
  ditional health levels of damage from sunlight, and a 
  one-die penalty to all rolls when subjected to bright 
  light of any kind.
  Quote: A heart to make the sun rise. The blood within 
  the heart to sustain the sun through his nightly sleep. You 
  are blessed — you get to provide both.
  Warrior Setites
  Not all Followers of Set are subtle, forked-tongued 
  seducers. A number of them prefer to walk a more 
  martial path, becoming holy warriors for their god. 
  The warrior Setites eschew the Obfuscate Discipline 
  for Potence — no slinking in the dark for these ser-
  pents. They are proud and brutal soldiers for Set, and 
  are perfectly willing to go into battle to back up their 
  subtler brethren. They act as enforcers, assassins, and 
  even martyrs for the rest of the line, although think-
  ing of them as mindless brutes is a mistake. A warrior 
  Setite is still very much a Setite, and quite capable of 
  leading others into all sorts of temptation. They just 
  have the strength to make their points forcefully when 
  necessary. 
  The warrior Setite line is interesting in that it is not 
  passed down by the Embrace. A mortal Embraced by a 
  warrior Setite becomes a “normal” member of the line 
  (that is, learning Obfuscate as a Clan Discipline) un-
  less trained as a warrior from childe-hood. The line is 
  therefore an example of how training and ideology can 
  change the basic makeup of a vampire’s Clan. 
  Warrior Setites generally embrace passionate ideo-
  logues. The ideology that they espouse isn’t important. 
  A fanatical Christian’s fervor can be turned to Set as 
  easily as the zeal of a pro-union rabble rouser, given the 
  right amount of Kindred vitae and religious revelations 
  from Set. 
  Nickname: Horned Vipers
  Disciplines: Potence, Presence, Serpentis
  Weakness: The warriors suffer same weakness as the 
  Followers of Set (p. 53): They suffer two additional 
  health levels of damage from sunlight, and a one-die 
  penalty to all rolls when subjected to bright light of 
  any kind.
  Quote: The Serpent of Eden had his approach. Mine is 
  more honest — that should be refreshing for you.
  Gangrel
  Mariners
  The Mariners are Gangrel who have chosen to dwell 
  full-time in the ocean. Gangrel aquarii (as they are 
  sometimes known to scholarly Kindred) swim below 
  the sunlit zone, their Fortitude Discipline keeping 
  them safe from the pressure that would otherwise crush 
  them. They ascend at night to feed, usually on sharks 
  and whales, but they aren’t choosy — anything with 
  blood is fair game. A shipwreck is a smorgasbord for 
  the Mariners, and a large enough disaster is one of the 
  few events that might draw more than one to the same 
  region. 
  Mariners sometimes act in defense of the oceans, 
  sneaking aboard polluting vessels and killing everyone 
  aboard. One some level this makes sense — if their 
  prey dies off, they’ll have to return to the land (or quest 
  ever further into the Deeps). 
  
  436 
  CHAPTER TEN: BLOODLINES
  The Camarilla and the Sabbat have, on the rare oc-
  casions they find them, offered Mariners membership. 
  The Mariners decline. They have no sectarian inter-
  ests, and escaping the Jyhad might have been why the 
  first Mariner left the land to begin with. No one knows 
  how long ago that was, but most of the Mariners are of 
  low Generation, and some of them date to the Age of 
  Exploration.
  Nickname: None (the few Kindred that know of 
  them simply call them “Mariners” or “aquatic Gan-
  grel”)
  Disciplines: Animalism, Fortitude, Protean 
  Weakness: As with most Gangrel (p. 55), the Mari-
  ners gain an animalistic feature each time they frenzy. 
  These features, though, resemble fish, aquatic worms, 
  cephalopods, and other sea creatures (the rare Gangrel 
  develops a cetacean or seal-like feature). The alien 
  nature of these features should be taken into consid-
  eration by Storytellers determining the mechanical 
  impact of such features. 
  Quote: Why did I leave the land? Because in the sea, the 
  sharks just swim up and bite you. They don’t smile first.
  Lasombra
  Angellis Ater
  The Angellis Ater are an odd bloodline, one that 
  crosses boundaries between Baali and Lasombra. The 
  so-called “black angels” believe that vampires are the 
  instrument of Satan, and they worship sin and the dark-
  ness of the soul. Their Lasombra blood lets them reach 
  into the blackness, pull it forth and manipulate it, and 
  the black angels become dependent upon and addicted 
  to use of the Obtenebration Discipline over time.
  The bloodline has been around since at least the 
  Middle Ages, descended in part from a powerful Baali 
  called Azaneal. This monstrous vampire acted as a 
  leader within the Baali line for a time, and twisted the 
  orthodoxy of some Kindred enough to create a kind of 
  heresy, one that was all too attractive to the Lasom-
  bra. The Clan of Shadows’ power base traditionally 
  included the Catholic Church, and over time the An-
  gellis Ater made at least some inroad with these pious 
  (or pious-seeming) Lasombra. How much influence in 
  the Church they were able to wield is not known, but 
  they did survive the Inquisition. Angellis Ater are rare 
  in modern nights, but they do exist. 
  Nickname: Black Angels
  Disciplines: Daimoinon, Dominate, and one of Po-
  tence, Presence, or Obtenebration
  Weakness: The Angellis Ater have the same weak-
  ness as other Lasombra (p. 59) — they do not cast re-
  flections. 
  Quote: We reach into the shadows, reach into hell. We 
  pull out what you find there, and paint the world with it. 
  Lasombra Antitribu
  Lasombra antitribu are simply members of Clan La-
  sombra who either predate the Sabbat and refused to 
  join, or who disagree with the Sabbat’s philosophies. 
  They are rare in either case, because the Sabbat goes 
  out of its way to destroy them, but a few persist. Some 
  join the Camarilla, while others remain independent. 
  As a rule, they carry the Machiavellian attitude that 
  typifies the Lasombra — they fully expect that they 
  will win the Jyhad, and they are willing to do what is 
  necessary to do so. They just feel that their Clan as a 
  whole made the wrong choice. 
  While some Camarilla vampires know that these 
  Kindred exist, at least in theory, the Magisters them-
  selves try to stay out of the spotlight. The Sabbat has 
  been known to stage raids on Camarilla cities, raids that 
  they cannot hope to bring to a victory, just to destroy 
  a Lasombra antitribu. Some Kindred put this down to 
  the tenacity and spite of the Sabbat, but others point 
  out that it tends to be the Sabbat Lasombra — well 
  known for being good tacticians — who initiate these 
  raids. What are they so afraid that the Lasombra anti-
  tribu might reveal? 
  Nickname: Magisters (this was the Clan’s sobriquet 
  for centuries before the Anarch Revolt)
  Disciplines: Dominate, Obtenebration, Potence
  Weakness: In addition to the Clan’s usual problem 
  with reflections (p. 59), Lasombra antitribu also have 
  the “weakness” of being hunted relentlessly by the Sab-
  bat, and targeted for destruction whenever their exis-
  tence is made public.
  Quote: I watched the fires of the Reconquista. I saw the 
  trenches of the Great War and the fires that burned Dres-
  den. The so-called “Sword of Caine” does not fill me with 
  dread. 
  Malkavians
  Dominate Malkavians
  For the most part, other Kindred don’t differentiate 
  between Dominate Malkavians and the main body of 
  
  437 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  the Clan. Vampires don’t carry badges detailing their 
  acuity in the various Disciplines, after all, and it’s by no 
  means impossible for a Malkavian to wield both pow-
  ers. As with so many things related to the Moon Clan, 
  most vampires wouldn’t know about it if the Malkavi-
  ans didn’t tell them. 
  For some reason, the Clan felt it was important for 
  the Camarilla to know that some of their number re-
  tained skill with the Dominate Discipline. Likewise, 
  their nickname — Carriers — is self-applied. The im-
  plication is clear: These Malkavians are immune to 
  Dementation (at least as far as “contracting” it the way 
  the rest of the Clan did), but they are capable of spread-
  ing it. Rumors fly that these Malkavians are capable 
  of spreading Dementation — and the accompanying 
  madness — even to non-Malkavian Kindred. 
  Whether or not that’s true hasn’t been established, 
  but it is true that Dominate Malkavians tend to be 
  more outwardly stable than other members of their 
  Clan. That isn’t to say they aren’t mad — they are. 
  Their derangements, though, tend more toward cold 
  sociopathy or quiet hallucinations that the screaming, 
  full-blown madness that afflicts much of the rest of the 
  Clan. Likewise, Dominate Malkavians show no partic-
  ular propensity for prophetic wisdom, and often seem 
  somewhat contemptuous of the ones that do.
  Nickname: Carriers
  Disciplines: Auspex, Dominate, Obfuscate (Note: If 
  you wish to set your Vampire game before the events 
  of the “Great Prank” that gave every Malkavian De-
  mentation, nearly every Lunatic has these Disciplines 
  – only the Malkavian antitribu at the time have access 
  to Dementation.)
  Weakness: Like all Malkavians (p. 61), the Carriers 
  are irretrievably insane. As a rule, their insanity tends 
  to be “quieter” than the average Lunatic’s, but the 
  Dominate Malkavians still have at least one derange-
  ment that cannot be cured. 
  Quote: If you’re expecting me to flip out and start hitting 
  people with fish, well, you’ve got the wrong weirdo. I’m not 
  here to amuse you. 
  Ravnos
  Brahman
  The elders of Clan Ravnos long ago divided them-
  selves up into castes, much like mortal Indian society. 
  In theory, only a member of a given vampire caste could 
  Embrace a member of the appropriate mortal caste. In 
  
  438 
  CHAPTER TEN: BLOODLINES
  practice, though, the Clan’s elders couldn’t maintain 
  such strict control over its members, even in India, and 
  certainly not in the rest of the world. 
  For the most part, these vampire castes (called jati) 
  were identical to the main body of the Clan in terms of 
  ability and blood. The Brahman Ravnos, though, have 
  a gift of sight that the other jati do not, and often use it 
  to divine the future or the locations of their enemies. 
  They act as advisors and seers to their Clan in India. 
  Another branch of the Clan, called the Phuri Dae, 
  followed the Roma (Gypsies) along their travels in Eu-
  rope. They are mechanically identical to the Brahman, 
  and served much the same function. 
  Disciplines: Animalism, Auspex, Chimerstry
  Weakness: The Brahman suffer the same weakness 
  as the main body of Clan Ravnos (p. 65). Each one has 
  a preferred form of vice (though the Brahman have a 
  special love for swindling through psychic readings and 
  séances). Whenever the Brahman is given the chance 
  to indulge in his favorite vice, the player must roll Self-
  Control or Instinct (difficulty 6) to resist the tempta-
  tion. 
  Quote: Our traditions are not meaningless now, childe. 
  If anything, they mean more now. We have so much more 
  to preserve, and so few voices left to accomplish it. 
  Salubri
  Wu Zao
  Saulot left Europe and traveled east, where he met 
  native creatures that, though they fed on blood, were 
  not truly Kindred. These “Wan Kuei” called him Zao-
  lat, and regarded him as a trickster, a thief, and a bar-
  barian. 
  Unwelcome though he was, Zao-lat managed to leave 
  a legacy behind — the Wu Zao. These Kindred are the 
  descendants of two vampires Embraced by Zao-lat dur-
  ing his time in the Middle Kingdom (named Zao-zei 
  and Zao-xue). These two vampires helped Zao-lat un-
  cover the arcane secrets of the East, break into the lairs 
  of demons, and learn their weaknesses.
  But the local vampires eventually drove Zao-lat from 
  their lands, leaving behind his two childer to carry on 
  his work. Since then, the Wu Zao have been intrigued 
  or (more accurately) obsessed by whatever areas of ar-
  cane study pique their interests. Their scholarly ways 
  have served them well — when news of Saulot’s de-
  struction reached them, some few went into hiding 
  and avoided purges in their own lands. The bloodline 
  survives in modern nights — rare and quiet, but pres-
  ent. 
  Nickname: Orphans
  Disciplines: Auspex, Fortitude, Obeah or Valeren 
  (player’s choice at character creation)
  Weakness: The Wu Zao are scholars by nature, and 
  each of them has a special focus. At character creation, 
  the player must select an area of arcane study — the 
  Wan Kuei, the culture of a specific mortal group, a 
  group of mystical tomes lost to the ages, etc. Whenever 
  the opportunity arises to learn something about this 
  subject, the player must make a Willpower roll (dif-
  ficulty 6) to avoid pursuing that lead to the exclusion 
  of all else. 
  Quote: How much? Ha! For that old trinket! Never! 
  Wait, wait. How much again?
  Tremere
  Telyavelic Tremere
  In the early nights of Clan Tremere, before the dia-
  blerie of Saulot, a small band of Warlocks made its way 
  into Lithuania. Clan records state that the original 
  goal of this journey was to expand the Clan’s influence 
  into these lands, or to find allies. Some elder Tremere, 
  though, claim that these pilgrims took the journey to 
  escape from the clutches of their Clan once and for 
  all. 
  Whatever the original motive behind the exodus, 
  when the Tremere arrived, they fell in with the pagan 
  peoples of Lithuania and learned of Telyavel, the pro-
  tector of the dead. The local people saw the vampires 
  — nocturnal, bloodthirsty, and obviously magical — 
  as incarnations or avatars of their death-gods, and the 
  Tremere grew to believe them. They cast off the name 
  “Tremere,” and simply became the “Telyavs.” While 
  they had some infrequent contact with chantries out-
  side of Lithuania, for the most party they remained pa-
  trons and predators to the villagers. 
  This was not to last, however. In the late 13th cen-
  tury, the Ventrue warlord Jürgen the Sword-Bearer 
  destroyed one of the last remaining enclaves of the 
  Telyavs. The bloodline managed to limp along for an-
  other few centuries, but by the 16th century, the main 
  body of the Tremere reported that all of them had been 
  destroyed. 
  Nickname: Telyavs, Shepherds
  Disciplines: Auspex, Presence, Thaumaturgy
  
  439 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Weakness: The Telyavs bound their fates so tightly 
  to their pagan herds that they took on some of the same 
  fears and enemies. They are weak against Christian 
  symbols and faith. Difficulties to resist frenzy are two 
  higher than normal when confronted by an enemy us-
  ing True Faith as a defense. They recoil from the sight 
  of the cross or other symbols of the Christian faith. 
  Quote: We reached too high. Power and enlightenment 
  aren’t found in formulae. They are found in dirt, wood, 
  and blood. 
  Tzimisce
  Kolduns
  The koldun are the oldest sorcerers among the Kin-
  dred, or at least they claim to be. Their magic is an-
  cient, to be sure. This magic does not depend on for-
  mulae and lifeless, categorized rotes. Rather, it draws 
  power from the most unlikely source: the living earth. 
  Koldunic Sorcery excels in manipulating the natural 
  elements in subtle and grandiose ways, yet its paths fol-
  low no other directions. Many of its rituals build on 
  spirituality and vitality thought lost to vampires. Kol-
  duns, then, are Tzimisce wizards who are in tune with 
  the land around them to a frightening degree.
  The kolduns aren’t protectors of the land, though, 
  at least not in the way that the phrase usually implies. 
  They use the land, drinking in its energy and reshap-
  ing it into weapons. They protect the land because it 
  is theirs, and therefore they display the same territori-
  alism for which the Tzimisce in general are so widely 
  known. 
  For many years, Koldunic Sorcery was the province 
  of a few very powerful elder Tzimisce, almost all Old 
  Clan (see below). In recent nights, though, the knowl-
  edge of the magic has filtered down through the Clan’s 
  ranks, and even neonates may learn it. This is a huge 
  departure from previous practices. It remains to be seen 
  what effect Koldunic Sorcery will have on the world 
  at large. 
  Nickname: None
  Disciplines: The kolduns aren’t truly a bloodline. 
  Rather, koldunism is a practice within the Tzimisce 
  where the vampire learns Koldunic Sorcery (at out-of-
  Clan costs). Koldun Clan Disciplines, therefore, are 
  Auspex, Animalism, and either Dominate or Vicissi-
  tude (depending on whether the koldun is an Old Clan 
  Tzimisce or not). 
  Weakness: As with the rest of the Clan (p. 71): The 
  koldun must rest in the proximity of at least two hand-
  fuls of native soil. Failure to meet this requirement 
  halves the koldun’s dice pools every 24 hours, until all 
  pools fall to one die. This penalty remains until they 
  are able to rest for a full day in their earth.
  Quote: I am the land. You have not violated my home… 
  you have violated me. And now you reap the consequences.
  Old Clan Tzimisce
  The Old Clan Tzimisce are a small group of Fiends 
  who predate the use of fleshcrafting. They regard Vicis-
  situde as a disease of the soul, and refuse to learn or em-
  ploy it. In most other respects, though, they resemble 
  the rest of the Clan. They share the Clan’s propensity 
  for manners and respect for territory, and as most of 
  the surviving members of this “bloodline” still reside in 
  what is now Romania, they govern their territories us-
  ing Old World methods and customs. In some remote 
  places, they rule more or less openly, taking blood tithe 
  from the mortals under their “protection” and keep-
  ing out other supernatural threats. As the world grows 
  smaller through the use of information technology, 
  though, those nights may be coming to an end. 
  The Old Clan would prefer never to have to deal 
  with the “defiled” members of Clan Tzimisce, but fam-
  ily is family and they can’t survive the modern nights 
  with no support. They make treaties and trade favors 
  with other Fiends, sometimes lending support to the 
  Sabbat as a whole in exchange for help and support 
  when they need. One thing they refuse to do, though, 
  is share blood with a Sabbat vampire. One never knows 
  what might be swimming in it. 
  Nickname: The Old Clan
  Disciplines: Animalism, Auspex, Dominate
  Weakness: As with the rest of the Clan (p. 71), the 
  Old Clan Tzimisce must sleep in at least two hand-
  fuls of soil from their homeland. Failure to meet this 
  requirement halves the Tzimisce’s dice pools every 24 
  hours, until all pools fall to one die. This penalty re-
  mains until they are able to rest for a full day in their 
  earth.
  Quote: Old ways do not die. Like old Cainites, they 
  merely sleep, awaiting sufficient blood to reawaken them.
  
  440 
  CHAPTER TEN: BLOODLINES
  Disciplines
  These are the alphabetized Disciplines for the blood-
  lines presented in this chapter.
  Assamite Sorcery
  From a purely functional standpoint, the blood magic 
  that the Assamite sorcerer caste practices differs little 
  from that wielded by the Tremere. From a philosophi-
  cal perspective, however, worlds of difference separate 
  the two. The Tremere force every piece of knowledge 
  they incorporate into the structured, rigid framework 
  of high Hermetic invocation. By contrast, the sorcerer 
  caste’s practices are the result of millennia of adapta-
  tion and melding, and are too disparate to be consid-
  ered “structured” in any real sense. The modern body 
  of knowledge that is Assamite Sorcery draws its con-
  tent from a wide array of magical traditions, from the 
  ecstatic rites of Kali and Shiva’s followers to the sub-
  tle precision of feng shui to the elegant symbolic and 
  mathematical transformations of Islamic alchemists 
  and astronomers. 
  Assamite Sorcery is mechanically identical to the 
  more common Thaumaturgy that appears on pp. 212-
  240. However, though they work on similar principles 
  (the use of vampiric vitae to fuel exertions of conscious 
  will in order to effect change upon the physical or 
  spiritual world), the two are not cross-compatible. A 
  Tremere strives to perform his magic the same way, all 
  the time, every time. An Assamite might never enact 
  the same ritual the same exact way twice in a millen-
  nium. 
  As may be expected, students of Assamite Sorcery 
  have great difficulty learning the practices of other 
  blood magic traditions. All experience points costs to 
  learn other blood magic paths and rituals are increased 
  by half (round up) for Assamite sorcerers. In addition, 
  even once the sorcerer has incorporated these lessons 
  into her repertoire, they are still alien to her. All in-
  vocations of a “foreign” path require one extra blood 
  point and all rituals take triple the normal time and 
  require one extra success for any desired result.
  Awakening of the Steel
  Although combat mastery is hardly the sorcerer 
  caste’s primary goal, they have a long tradition of 
  standing ready to defend themselves and, if need be, 
  assisting the warrior caste on the battlefield. Awak-
  ening of the Steel is one legacy of this preparedness, 
  a path that some say began with the alchemists who 
  studied in the forges of Toledo and Damascus. This set 
  of techniques focuses on the symbolism of the sword 
  as the ultimate extension of a trained warrior’s body, 
  drawing on the myths that various warrior traditions 
  attached to their swords and daggers: European Cru-
  saders and their blessed blades, the kris of Indonesian 
  Pentjak-Silat practitioners, and Indian Ghurkas and 
  their kukri knives, among others. The practitioner of 
  Awakening of the Steel focuses on this symbolism as 
  he uses the power of his blood to enhance his weapon 
  and his skill.
  Equivalent Assamite  
  Paths and Rituals
  The sorcerers have equivalent teachings for 
  many common blood magic techniques in 
  addition to their own unique lessons. The 
  following list is not an exhaustive coverage 
  of everything in the Great Library, but it is a 
  starting point for players and Storytellers who 
  wish to determine the capabilities of Assamite 
  sorcerers. Names in parentheses are the names 
  that the sorcerer caste prefers to use for each 
  item, if the Assamite name differs from the 
  commonly accepted one. Paths marked with 
  an asterisk are usually options for an Assamite 
  sorcerer to learn as his primary path, provided 
  his instructor approves.
  Paths: The Path of Blood, The Lure of 
  Flames*, Movement of the Mind*, The Path 
  of Conjuring, Hands of Destruction
  Rituals: Defense of the Sacred Haven (Cur-
  tain of Will), Wake with Evening’s Freshness 
  (Black Sunrise), Communicate with Kindred 
  Sire (Speak with Sire), Deflection of Wooden 
  Doom (Turn the Impaling Shaft), Ward ver-
  sus Ghouls, Principal Focus of Vitae Infusion 
  (Draught of the Pebble), Incorporeal Passage 
  (Passage of the Ghul), Bone of Lies (Stain of 
  Guilt)
  
  441 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  A student of Awakening of the Steel finds that a 
  keen understanding of both the form and the function 
  of a blade is necessary for full mastery of this path. A 
  character must have a level of either Melee or Crafts 
  Ability equal to his level in Awakening of the Steel. 
  Those who practice this path also find that its lessons 
  are tightly focused, perhaps to the point of overspecial-
  ization. The path is at its most effective with swords 
  and knives, and the wielder can only extend its effects 
  to other edged weapons. Any attempt to use a tech-
  nique of this path on another edged weapon is at +1 
  difficulty. 
  • Confer with the Blade
  Although few Assamites claim to have actually spo-
  ken to a weapon’s soul, blacksmiths and warriors alike 
  have ascribed spiritual qualities to hand-forged blades 
  for centuries. Practitioners of Auspex are familiar with 
  the manner in which inanimate objects can bear im-
  pressions of their own history. Confer with the Blade 
  allows a weapon’s wielder to delve into the events that 
  have occurred around his weapon. Some practitioners 
  of this power claim this makes the weapon feel more 
  “comfortable” in their hands, while others speak of the 
  sense of history that an ancient blade bears. The actual 
  impressions only take an instant to gain, though many 
  prefer to spend much longer in contemplation if time 
  permits.
  System: The number of successes determines the 
  amount of information the sorcerer gains regarding the 
  blade’s history and its present state, as well as all infor-
  mation yielded by a lesser number of successes. With 
  three or more successes, the sorcerer may lower the 
  difficulty on his next attempt to apply a blood-magic 
  ritual to the weapon by one.
  •• Grasp of the Mountain
  The best scimitar in all creation does its owner no 
  good if it’s lying five yards away from him. Grasp of 
  the Mountain strengthens the spiritual bond between 
  the sword and the swordsman in order to reinforce the 
  wielder’s physical grip on his weapon. A blade that 
  is under the effect of this art never leaves its master’s 
  hand unless he so wills it.
  System: For the rest of the scene, the character has 
  a number of automatic successes to resist all attempts 
  to disarm him, equal to the number of successes rolled. 
  He cannot accidentally drop the blade (which means 
  his botches are likely to result in self-mutilation in-
  stead of an empty hand). If the character is somehow 
  disarmed in spite of Grasp of the Mountain, he may 
  call the blade back to his hand by successfully invoking 
  this power again, assuming he has a clear line of sight 
  to the weapon.
  ••• Pierce Steel’s Skin
  At this level of understanding, the sorcerer can com-
  mand his blade with such precision that he can strike 
  at an opponent’s physical protection rather than his 
  body. The sword transfers its full fury to the intended 
  target, shredding even the toughest chain or plate. This 
  strips away the victim’s defenses, leaving him vulner-
     Successes 
     Result
  One success  
  Physical information only: precise length and weight (to the micrometer and  
   
   
   
   
  milligram), chemical composition (assuming the character understands metallurgy),  
   
   
   
  number of damage dice and type of damage (lethal or aggravated).
  Two successes  
  Historical overview: when and where the blade was forged, the name and face of its  
   
   
   
  smith, brief glimpses of significant events in its existence.
  Three successes 
  Sorcerous understanding: the type and relative level of power of any enchantments  
   
   
   
  or supernatural enhancements that the blade possesses as well as the name and face  
   
   
   
  of the individual who laid them.
  Four successes  
  Subliminal synthesis: comprehensive knowledge of the sword’s history. For the next  
   
   
   
  seven nights, the character recognizes the taste of any blood that has ever stained  
   
   
   
  the blade if she tastes it herself.
  Five successes  
  Total communion: The sword and the wielder become linked at a level deeper than  
   
   
   
  the physical and more enduring than the immediate. The Storyteller determines   
   
   
   
  what information the sword holds for the character, but it may include any event  
   
   
   
  in the blade’s history or any aspect of its present existence and condition.
  
  442 
  CHAPTER TEN: BLOODLINES
  able to the next attack. While this power is of limited 
  utility in modern nights, as traditional armor has fallen 
  by the wayside, it remains in the path’s progression of 
  lessons due to its utility in destroying other obstacles.
  System: While Pierce Steel’s Skin is in effect, an at-
  tack against an unarmored target inflicts half damage 
  (rounded down). However, for a number of turns equal 
  to the number of successes rolled, each successful at-
  tack the character makes against an armored foe in-
  flicts damage on the target’s body armor rather than in-
  juring him directly. Only metal armor can be damaged 
  by this power. When the character makes a successful 
  attack against an armored target, the player does not 
  roll damage. Instead, he rolls a number of dice equal 
  to the sword’s damage bonus (the number of dice that 
  it adds to his Strength) against a difficulty of 7. Each 
  success reduces the armor’s soak bonus by one die. Ar-
  mor that is reduced to zero soak dice in this manner 
  is completely destroyed and unsalvageable. Additional 
  successes beyond those needed to destroy a piece of ar-
  mor have no effect. 
  At the Storyteller’s discretion, Pierce Steel’s Skin 
  may destroy other inanimate objects (walls, doors, cars, 
  dramatically appropriate obstacles) without significant 
  damage to the sword. For the purposes of this power, 
  Fortitude counts as part of the target’s Stamina, not 
  external armor.
  •••• Razor’s Shield
  Many swordsmen hold that the duel is the ultimate 
  test of the warrior because it places all opponents on an 
  equal footing: Death is only three feet of steel away, and 
  only the skill of the combatants determines who walks 
  away. However, observers who are more pragmatic than 
  romantic note that an enemy with a ranged weapon 
  (be it bow, sling, or gun) has the advantage of strik-
  ing from much farther away than arm’s length. While 
  Awakening of the Steel cannot completely counteract 
  this advantage, this power allows the skilled sorcerer 
  some measure of defense as the sword interposes itself 
  between its master and attacks from afar.
  System: For a number of turns equal to the number 
  of successes rolled, the character may attempt to parry 
  projectiles. This requires one action for each projectile 
  that the player wishes to block, and the character must 
  be able to see the shot coming (Heightened Senses al-
  lows visual tracking of bullets). Each parrying attempt 
  requires a Dexterity + Melee roll, with a difficulty de-
  termined by the speed of the projectile. Thrown ob-
  jects have a difficulty of 6, arrows and crossbow bolts a 
  difficulty of 7, and bullets a difficulty of 9. Each success 
  subtracts one success from the attacker’s attack roll.
  Razor’s Shield does not allow the character to parry 
  ranged attacks that do not incorporate solid projectiles, 
  such as flame, lightning, or spat blood.
  ••••• Strike at the True Flesh
  Although pacifists may find other uses for blades, a 
  warrior knows that swords were created for one pur-
  pose: to carve an enemy’s flesh into bloody ruin. Strike 
  at the True Flesh invokes the very essence of the sor-
  cerer’s weapon, reducing it to the embodiment of its 
  very definition (or, as the more classically minded 
  would put it, invoking the Platonic form) while sim-
  plifying its target to a similarly basic level. The results 
  of such an invocation are usually devastating on both a 
  philosophical and practical level as weapon and victim 
  momentarily lose all supernatural attributes.
  System: The effects of Strike at the True Flesh last 
  for a number of turns equal to the number of successes 
  rolled, and they end with the first successful attack that 
  the character makes within this time period. The sword 
  inflicts only the base amount of lethal damage that a 
  weapon of its size and type would normally cause, dis-
  regarding all enhancements that it may have received 
  (though augmentations to the wielder’s strength or 
  speed, such as Potence and Celerity, still have their nor-
  mal effects, as do extra successes on the attack roll).
  However, all the target’s supernatural defenses (in-
  cluding Fortitude) are likewise negated — he soaks the 
  attack only with his base Stamina. If the negation of 
  his powers and defenses renders the target unable to 
  soak lethal damage, he cannot soak the attack at all. 
  Body armor does protect against this attack, as it is a 
  mundane form of defense.
  Bardo
  This Discipline has been handed down since Osiris 
  himself first discovered this path. It involves attain-
  ment of a constant state of mystical consciousness, only 
  achieved by the rigid, ascetic unlife of the Children. 
  This Discipline is not the same state as Golconda. Gol-
  conda is a realization and acceptance of the way things 
  are, while the Children’s Disciplines are based on deni-
  al. They deny the Beast within them by intensely con-
  centrating on their Humanity and their state of death. 
  If a Child was to give up his meditations and discipline, 
  he would be assailed by his Beast. 
  
  443 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Child must maintain Humanity equal to their 
  highest level of ability, or else lose that ability. For 
  example, a Child must have a Humanity of 9 to gain 
  the ninth level of attainment. If the Child’s Humanity 
  ever drops below the required level, then the ability of 
  that level is lost and must be bought all over again with 
  experience points. The Child can counteract this with 
  Restore Humanitas (below).
  A Child of Osiris cannot follow any type of moral 
  code other than Humanity. 
  • Restore Humanitas
  The first thing that the Children of Osiris are taught 
  is that Humanity does not have to be an inexorable 
  slide into depravity. Instead, it is more akin to a climb 
  up an extremely steep hill. The vampire is going to lose 
  some ground, but with perseverance and strength, he 
  can regain it. 
  System: When the vampire loses a dot of Humanity, 
  he can attempt to regain it without spending experi-
  ence points by using this power. The Child must use 
  this power within a week of losing the Humanity, and 
  must not have lost any more Humanity since the initial 
  loss (that is, if the character falls from Humanity 8 to 
  Humanity 7, and then falls to Humanity 6 before using 
  this power, Restore Humanitas can only be used to re-
  cover Humanity 7). The character meditates for sever-
  al hours, and spends all of the blood points currently in 
  his body. The player then rolls Conscience (difficulty 
  equal to the level of Humanity being regained). If the 
  roll succeeds, the character regains the dot of Human-
  ity and (if applicable) the dot of Conscience lost to 
  a botched degeneration roll. If the character gained a 
  derangement, it fades within a week of using Restore 
  Humanitas. 
  •• Banishing Sign of Thoth
  The character gestures, turning aside any supernatu-
  ral effect aimed at her. The source of the effect does not 
  matter. She can thwart, or at least blunt, the strength 
  of any mystical attack. This sign was supposedly taught 
  to Osiris by Thoth, the Egyptian god of wisdom and 
  magic. What Thoth actually was — vampire, mortal, 
  or spellcaster — is lost to time. 
  System: The player spends a blood point and rolls 
  Dexterity + Occult (difficulty 7). This power can be 
  used to “dodge” any incoming attack of a mystical na-
  ture, including any Disciplines that target the charac-
  ter (whether or not they actually inflict damage). Any 
  successes the player rolls are subtracted from the suc-
  cesses on the attacker’s roll. The sign does not serve 
  to turn aside magically enhanced physical attacks; a 
  punch from a vampire with the Potence Discipline still 
  has the full effect. 
  ••• Gift of Apis
  All vampires must consume blood, no matter how 
  good their intentions. While this basic fact of undeath 
  cannot be circumvented, the Children of Osiris can at 
  least avoid drinking human blood. 
  System: Animal blood is just as nourishing to the 
  character as human blood. An animal is considered to 
  have a blood pool equal to the number of health lev-
  els it has, rather than the lesser value usually assigned 
  to represent the creature’s less-than-filling fluids (see  
  p. 270 for more on drinking from animals). This ability 
  is always active.
  •••• Pillar of Osiris
  In the center of every temple is a Pillar of Osiris, a 
  place of meditation and power in which the Children’s 
  magic is greatly increased. At this level of Bardo, the 
  character learns to create such a Pillar, meaning that 
  he can create his own temple. 
  System: Creating the Pillar of Osiris requires a 
  night-long ritual, with the difficulty determined by the 
  location. The more remote and free from violence the 
  location is, the lower the difficulty. A cave far from 
  human populations that has never seen violence might 
  be difficulty 5, which the site of a grisly murder-suicide 
  in a downtown area would be difficulty 9. The player 
  spends a Willpower point and rolls Willpower. Success 
  creates the Pillar, which does not require a physical pil-
  lar — the Pillar of Osiris is conceptual, not literal. 
  Once the Pillar is created, any vampire with at least 
  one dot of Bardo receives a -3 to the difficulties of any 
  Discipline or other mystical activity (including blood 
  magic) performed at the Pillar. However, this requires 
  regular trips to the Pillar. Once the vampire has cre-
  ated a Pillar, he must visit it at least once a month, or 
  it ceases to function. In addition, for every week he 
  is away from a Pillar (not necessarily the one he cre-
  ated), the difficulties of all rolls to avoid frenzy increase 
  by one. The Beast, long denied by the Child’s ascetic 
  practices, grows in strength while away from the Pil-
  lar, and eventually pushes the vampire to frenzy and 
  (likely) Humanity loss. The Children of Osiris, for this 
  and other reasons, do not leave their temples for long.
  
  444 
  CHAPTER TEN: BLOODLINES
  ••••• Paradox
  The Child utters a phrase or a riddle that lays bare 
  the truth of the universe to a listener. That truth — the 
  perspective of that one listener’s importance weighed 
  against the whole of creation — is enough to immo-
  bilize the target for short while. Although this expe-
  rience would seem to be disheartening, after the fact 
  the targets are loath to harm the Child. Whether that’s 
  because of a newfound appreciation for one’s place in 
  the world, or out of fear that the vampire will reveal 
  the paradox again, no one really knows. 
  System: The vampire speaks the phrase, and the 
  player spends a point of Willpower and rolls Manipula-
  tion + Occult (difficulty equal to the listener’s current 
  Willpower). If multiple listeners are present, the player 
  rolls against the highest difficulty. If the roll is success-
  ful, the listener(s) is immobilized for the scene as he 
  contemplates what he has heard. Striking the victim 
  snaps him out of it. At the end of the scene, the para-
  dox is gone, and the target can’t ever quite explain it. 
  He does, however, suffer a permanent +1 difficulty to 
  harm or act against the Child of Osiris. 
  ••••• • Boon of Anubis
  The vampire can protect a mortal from Embrace, 
  leaving instructions for Anubis, the judge of the dead, 
  not to take this particular mortal to his scales. If the 
  mortal is Embraced while under the power of this Dis-
  cipline, she simply sleeps for a full night and day, and 
  awakens aching and sick, but unharmed. 
  In order to enact this power, the Child of Osiris must 
  kiss the mortal, usually on the forehead. 
  System: The vampire spends a point of Willpower 
  and rolls Humanity. If the roll succeeds, the target is 
  immune to the Embrace for a number of months equal 
  to the successes rolled. The player can spend a dot of 
  Willpower to make the effect permanent. Note that 
  this Discipline does not protect against any other form 
  of death than the Embrace. If a vampire drains the un-
  fortunate victim dry and then shoots her in the head, 
  she dies just the same. However, the difficulty to avoid 
  degeneration when killing or harming someone under 
  protection of this power is increased by three.
  ••••• •• Bring Forth the Dawn
  This power does not actually cause the sun to rise, but 
  rather triggers the daysleep in Kindred. The Child sim-
  ply gestures, and the target’s Beast responds as though 
  the sun had just risen outside. The Child can then beat 
  a hasty retreat — or stake and behead the vampire now 
  lying helpless before him. 
  System: The player spends a blood point for each 
  vampire to be affected and rolls Manipulation + Oc-
  cult in a contested roll against each target’s Humanity 
  or Path (both rolls at difficulty 7). If the target wins, 
  the power fails. If the Child wins, however, all affected 
  vampires fall asleep for a number of hours equal to the 
  Child’s net successes. Followers of Set and other blood-
  lines that share their weakness suffer a -2 to their dice 
  pool for this roll. Any Disciplines or Thaumaturgy ritu-
  als which protect the Kindred during their sleep also 
  work in defending against this level of Bardo.
  ••••• ••• Mummification
  The Children of Osiris have an uneasy relationship 
  with destroying other vampires. They would prefer not 
  to do so, but some Kindred are too evil to be allowed 
  to exist. For the vampires that straddle the line — that 
  are wicked, but retain a spark of Humanity — the Chil-
  dren sometimes use Mummification. 
  This long ritual allows a vampire to be put into tor-
  por for as long as the Child wishes. The target can at-
  tempt to struggle free, but only once per century. Once 
  the vampire is mummified, the Children usually seal 
  her up in a deep tomb, where (hopefully) she will re-
  main undisturbed. 
  System: The target must be immobilized, ritually 
  bound in strips of fabric, and prepared with incense 
  and special herbs. The player then rolls Willpower in a 
  contested action against the target’s Willpower (both 
  difficulty 8). If the Child wins, the target enters tor-
  por. If the victim wins, he remains awake and the ritual 
  cannot be completed for another night (meaning that 
  resistance is usually temporary). The target can also at-
  tempt to shake the spell free once per century, with a 
  Willpower roll (difficulty 9). 
  Ghouls can also be mummified, but they get no 
  chance to escape. 
  ••••• •••• Ra’s Blessing
  This ritual is difficult, but allows the vampire to ac-
  complish the impossible — walking in sunlight, fully 
  experiencing the day once more. Gaining Ra’s Blessing 
  requires a month-long period of fasting and meditation, 
  at the end of which the character might be granted the 
  chance to spend a few precious hours in sunlight. Even 
  this brief period, however, can bolster the character’s 
  Humanity. 
  
  445 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  System: After completing the month of contempla-
  tion, the character ritually washes herself and prepares 
  to greet the dawn. The player spends 10 blood points 
  and rolls Humanity (difficulty 9). Every success allows 
  the character to withstand the sunlight as if she were 
  mortal for a single hour. If the roll fails or botches, the 
  character cannot attempt Ra’s Blessing for a decade. 
  If the roll succeeds, though, the character can use 
  the reaffirmation of seeing sunlight as a way to boost 
  her Humanity and Virtues. For every hour spent un-
  der the sun, the Child can roll his Humanity, or one 
  of his Virtues, against a difficulty of 9. Success means 
  that trait is raised by one, while failure or botching this 
  room means no gain.
  Daimoinon
  These are the mysteries of the Baali, black arts torn 
  whole and beating from the sorcerer-kings of ancient 
  cultures and prehistoric civilizations, incoherent 
  memories passed from tome to tongue, hearkening to 
  times of oblivion. They are sibilant secrets in which all 
  begins to end and begin again. With every new night 
  and novice brought into the circle, the telling grows 
  shorter.
  • Sense the Sin
  A real mark always convinces himself. The most 
  dangerous Baali aren’t the ones that use extortion, 
  threats, or over displays of power; the most dangerous 
  Demons simply know how to talk their victims into 
  cutting their own throats. This power allows the Baali 
  to find a target’s particular vice. 
  System: The player rolls Perception + Empathy 
  against living or undead beings; the difficulty is equal 
  to the subject’s Self-Control or Instinct +4. If success-
  ful, the Baali can sense the subject’s greatest weakness. 
  The significance of this information is dictated by the 
  degree of success: One success might determine a low 
  Virtue, weak Willpower, or a poorly defended avenue 
  of approach, while two might yield a closely guarded 
  secret or conversational misstep. Three or more yields 
  a central derangement or formative trauma from the 
  subject’s past.
  •• Fear of the Void Below
  Once the Baali has mastered reading a subject’s dark-
  est secrets, he can reach into the victim’s mind and 
  twist what he finds there. The shock of feeling one’s 
  most deeply held beliefs and darkest fears manipulated 
  can send the victim into catatonia or fits of panic.
  System: The Baali must first employ Sense the Sin 
  (above) or use some other method to discern the tragic 
  flaw of the target. She must then speak to the target, 
  playing upon his inadequacies and the inescapable 
  consequences of his shortcomings. A successful Wits 
  + Intimidation roll (difficulty of the subject’s Courage 
  +4) drives the victim into fits of terror (one success), 
  mindless panic-borne flight similar to Rötschreck (two 
  successes), or even unconsciousness (three or more 
  successes). All effects last for the remainder of the 
  scene. Kindred targets may resist with a Courage roll 
  (difficulty equal to the Baali’s Willpower) — they are 
  accustomed to dealing with their Beasts. If the Kindred 
  target garners more successes than the Baali did on her 
  original roll, he resists the power completely.
  ••• Conflagration
  Not all of the Baali’s powers are designed for manipu-
  lation and subtlety. The Demons can also call up the 
  fire from the realms of their infernal patrons, hurling it 
  at their enemies in exultation of the Outer Dark. This 
  fire spreads and burns normally, but at the moment of 
  creation it is black and cold, as though drawn from a 
  place where terrestrial physics do not apply. 
  System: The player spends a blood point. This creates 
  a bolt of black flame that inflicts one die of aggravated 
  damage; more blood points may be spent to increase 
  the size and damage of the flame. Such fires are fleeting 
  and dissipate at the end of the turn, unless the Baali 
  continues to spend blood points on Conflagration over 
  several turns, gradually creating a larger flame. The 
  player also rolls Dexterity + Occult (difficulty 6) to hit 
  his target, who may dodge as normal. Vampires con-
  fronted with this black fire make Rötschreck tests as if 
  confronted with a similar quantity of normal flame.
  •••• Psychomachia
  With this power, the Baali combines his ability to 
  read the psyche of a victim with the ability to summon 
  up matter from the Outer Dark. Psychomachia pits a 
  victim against the most dangerous, shameful parts of 
  her own subconscious. 
  System: The vampire, after learning the targets trag-
  ic flaw (such as after using Sense the Sin, above), forces 
  the subject’s player to roll her lowest Virtue (difficulty 
  6). Failing this roll pits the target against an apparition 
  summoned from her darker self, perceptible to the sub-
  ject only. The target may see or feel his abusive father, 
  
  446 
  CHAPTER TEN: BLOODLINES
  a long-dead lover, a childhood bogeyman, or (for Kin-
  dred victims) even the Beast itself. A botch indicates 
  the target has been overwhelmed and frenzies — or, 
  worse, becomes possessed by his inner demons.
  This imaginary antagonist may be wholly narrated, 
  or assigned Traits equivalent or slightly inferior to the 
  victim’s, at the Storyteller’s option. All injuries sus-
  tained by the target in such an encounter are illusory 
  (substitute catatonia or torpor for death as appropriate) 
  and vanish upon the phantasm’s defeat or the Baali’s 
  loss of concentration.
  ••••• Condemnation
  The Baali levies a curse upon the victim. The more 
  skillful in her dark studies the Baali has become, the 
  more dire the curse is likely to be. Legend states that 
  some Baali can wield curses so foul that the victims at-
  tempt suicide after a single night — only to find that 
  they can no longer die. 
  System: An Intelligence + Occult roll (difficulty 
  equal to the subject’s Willpower) dictates the length 
  and severity of the curse. Successes must be split be-
  tween both these effects, as per the sidebar below.
  The player must split successes between effect and 
  duration – curses with zero successes allotted to dura-
  tion last for one night. For example, if the Baali’s player 
  rolls four successes, she can inflict a two-success curse 
  for one month, a three-success curse for up to week, 
  or a four-success curse for one night. At any time, the 
  Baali may choose to end the curse. Storytellers should 
  feel free to invent creative or story-appropriate curses.
  ••••• • Concordance
  The Baali makes a Devil’s bargain and takes the 
  unholy nature of his masters into his own being. This 
  warps his body both to his detriment and benefit. A 
  truly dedicated Demon might make numerous such 
  pacts, growing more grotesque and more powerful each 
  time. 
  System: The most typical manifestation of this 
  power incorporates immunity to the damaging effects 
  of fire, though other equivalently-powered assets may 
  be available at the Storyteller’s option. Most of these 
  tributes take the form of left-handed “gifts” with un-
  foreseen consequences (a telltale bronze tint to flame-
  resistant flesh, a vestigial set of wings, visible talons or 
  horns that cannot be concealed, etc.). This Discipline 
  may be purchased more than once at greater cost to 
  body and soul. (The current shaitan is said to have been 
  so gnarled and twisted by the Masters as to be no lon-
  ger even remotely mistakable for human.)
  Note that three of the banes particular to the Baali 
  — piety, vulnerability to sunlight, and dependency on 
  blood for sustenance — may not be overcome by this 
  Discipline under any circumstances. In the end, it is 
  up to the Storyteller’s discretion what the Baali can or 
  cannot withstand.
  ••••• •• Summon the Herald of Topheth
  Using the same skill that allows for calling up de-
  mon-fire, the Baali can call a minion of his masters to 
  Earth. Although the names assigned them differ (an-
  gel, demon, daeva, djinn, efreet, malakim, shedim, and 
     Successes 
  Duration 
   
  Example
  1 success 
  Up to one week  
  “No voice shall be lent your lying tongue.” — All Subterfuge rolls  
   
   
   
   
   
  suffer a +3 difficulty.
  2 successes 
  One month 
   
  “Sicken and wither, infidel… a babe’s weakness upon you.” —   
   
   
   
   
   
  All Strength rolls suffer a +2 difficulty, or vampire cannot use blood  
   
   
   
   
   
  to boost Strength.
  3 successes 
  One year 
   
  “Reap this bitter harvest — may your closest friends turn foe.” —  
   
   
   
   
   
  The character’s friends do not trust him. This can have any number  
   
   
   
   
   
  of mechanical effects (higher difficulty on Social rolls, friends might  
   
   
   
   
   
  be more prone to frenzy around the character) at the Storyteller’s  
   
   
   
   
   
  discretion.
  4 successes 
  Ten years 
   
  “Barren be thy seed and the loins of all your line.” — The character  
   
   
   
   
   
  becomes sterile or barren, or (if Kindred) cannot Embrace childer or  
   
   
   
   
   
  create ghouls.
  5 successes 
  Permanent 
   
  “The mark of doom — all you touch must fail.” — Simple failures  
   
   
   
   
   
  are considered botches while the curse is in effect.
  
  447 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  countless others), the end results are the same. This 
  being is under the Baali’s control, at least for a short 
  time after being summoned. Yet scholars who have 
  studied the blasphemous rite by which this Discipline 
  is enacted note that no provision is made for banishing 
  the Herald. 
  System: To summon a Herald of Topheth, the De-
  mon must spend at least three blood points and per-
  form an infernal ceremony. Heralds of Topheth have 
  the following stats: Attributes 10/7/3, Abilities (15 
  points worth), Willpower 8, Disciplines (10 points 
  worth), Fortitude of at least 3, and the capacity to heal 
  one health level at least every other round. Storytell-
  ers should feel free to alter these guidelines based on 
  the power level of the troupe and the form the Herald 
  takes. Though most celestial beings chafe at the notion 
  of wearing a single shape, many adopt those common 
  to myth and legend; preternatural succubi or angels, 
  reptilian horrors, and bat-winged monsters are among 
  the most often seen.
  ••••• ••• Contagion
  The most damaging disease is human sin. Pandora 
  learned it to her detriment, as did the ungrateful and 
  impolite denizens of Sodom. The Baali, of course, revel 
  in the slow decay of human settlements, and Methu-
  selahs of the bloodline learn to infect a mortal com-
  munity with jealousy, slander, hate, and bigotry. Crime 
  and violence soar, petty angers give rise to seething 
  hatreds, and local economies take a downward spiral. 
  Marriages end over trivial quarrels and the world be-
  comes a nastier place in general. In the history of the 
  Baali, entire towns and villages have been temporarily 
  enslaved to an infernal master’s will.
  System: Successes garnered on an Intelligence + Oc-
  cult roll (difficulty 9) must be divided between the in-
  tensity and the area of the desired effect – at least two 
  successes are needed to cover both area and effect. Suf-
  ficiently high degrees of Auspex or powers that detect 
  demons may be able to pick up on this vague, malevo-
  lent aura; otherwise they will simply assume that times 
  have taken a dire change for the worse.
     Successes 
  Area 
   
  Effect
  1 success 
  Immediate 
  Ill-tempered/out-of-  
   
   
  vicinity  
  sorts behavior
  2 successes 
  An office 
  Civil/domestic   
   
   
  complex 
  unrest, prejudice
  3 successes 
  A city block 
  Angry (even riotous)  
   
   
   
   
  dissent
  4 successes 
  A stadium or 
  Bar-brawls,hate  
   
   
  apartment 
  crimes, blood in the  
   
   
  complex 
  streets
  5+ successes An entire city A throng of blood 
   
   
   
   
  thirsty single-minded  
   
   
   
   
  Philistines
  ••••• •••• Call the Great Beast
  This Discipline is largely theoretical. Baali have, in 
  the past, boasted that their most powerful elders know 
  a ritual that can tear a rift to the Outer Dark and allow 
  the creatures that dwell there into our world. Occa-
  sionally, a vampire destroys a Baali and sees the begin-
  nings of such a ritual carved on a wall or tattooed onto 
  a minion’s flesh. But even among the Kindred who 
  know of the Baali and what they are capable of, the 
  ability to Call the Great Beast doesn’t meet with much 
  credence. This isn’t because the Kindred don’t think 
  it’s possible, but because they realize that if a Demon 
  ever succeeded in using it, there wouldn’t be much to 
  be done anyway. 
  System: The preparatory ritual requires a tremen-
  dous investment of time and sacrifice; veiled allusions 
  such as “fivescore souls, plucked clean and whole” and 
  “when three times sets the hooded sun” indicate a se-
  lective sacrificial rite spanning days, nights, and dozens 
  of victims. (Deviation or imperfection in this litany 
  may well have unforeseen consequences, ranging from 
  simple failure to unwelcome demonic attention)
  At this point, the high priest expends all of his per-
  manent Willpower and releases his consciousness in a 
  desperate attempt to breach the gulf Beyond, becom-
  ing an empty vessel for whatever will most effectively 
  end the world as your chronicle knows it. You’re the 
  Storyteller — what would the Devil do to your world? 
  (Call the Great Beast has two main functions in the 
  chronicle. It’s either a plot device that the characters 
  must work to prevent, or a means to change the world 
  of Vampire into a demon-infested apocalypse. Either is 
  useful, but it’s not the sort of power that a vampire just 
  pulls out casually.)
  Flight
  Gargoyles possess a fourth in-clan Discipline, called 
  Flight. All Gargoyles start with a free dot, and it can 
  be increased like any other Discipline. As the Gargoyle 
  gains dots of Flight, he becomes capable of flying faster, 
  as follows:
  
  448 
  CHAPTER TEN: BLOODLINES
  • The character cannot actually fly, but can soar like 
  a hang-glider. He also cannot carry anything (he needs 
  his hands to help steer). Maximum speed is equal to 
  prevailing winds, or 15 miles/25 kilometers per hour 
  in calm air.
  •• The character can make a running takeoff and 
  carry 20 pounds/10 kilograms while flying. Maximum 
  speed is 30 miles/50 kilometers per hour. 
  ••• The character can make a straight, vertical 
  takeoff if unencumbered, or can make a running take-
  off carrying up to 50 pounds/25 kg. Maximum air speed 
  is 45 miles/70 kilometers per hour.
  •••• The character can now make a vertical takeoff 
  with up to 50 pounds/25 kg of baggage, but can carry up 
  to 100 pounds/45 kg while flying. Maximum speed is 60 
  miles/95 kilometers per hour.
  ••••• The character can now carry up to 200 
  pounds/90 kg, easily enough to carry away an adult 
  person (or vampire). Maximum speed is 75 miles/120 
  kilometers per hour. 
  Further dots in the Discipline add 100 pounds/45 kg 
  of weight and 20 miles/30 kilometers per hour to the 
  speed. Gargoyles don’t think of Flight as a Discipline. 
  To them, it’s just flight, part and parcel to being a Gar-
  goyle, and may be baffled by notions such as teaching 
  it to other vampires. 
  Koldunic Sorcery
  The actual casting of Koldunic sorcery requires more 
  than a clumsy exertion of will. Such magic demands 
  perfection of form and mastery of the appropriate lore. 
  The caster’s player spends one blood point and rolls 
  (Attribute) + Occult against a difficulty of the power’s 
  level + 3, with the specific Attribute listed for each 
  path or “way.” Vampires always use the base Attribute, 
  ignoring any bonuses gained from blood expenditure 
  or other Disciplines. All kolduns must select one of the 
  ways listed below as their primary path.
  The Way of Earth
  Capable of great destruction and great healing, the 
  earth is the womb of life and the sepulcher of death. It 
  drinks all blood violently spilled upon its soil, and so 
  mirrors the vampire. It is by association with the earth 
  as a source of strength that a koldun enacts his will.
  Attribute: Stamina
  • Grasping Soil
  A koldun invoking this power may command earth 
  to rise in a spray of dirt and crawl up a victim’s legs. 
  This power can only command soil, not stone, and may 
  only target victims standing on the earth.
  System: The koldun may direct any patch of earth 
  within a 100-foot/30-meter radius to ensnare a target 
  for two turns per success rolled. Animated dirt ascends 
  and constricts midway between the victim’s knees and 
  hips, holding her fast unless her player scores five suc-
  cesses on Strength + Survival roll (difficulty 6). It is 
  also possible to use this power as an attack, in which 
  case the grasping earth crushes once and then releases. 
  Used in this manner, each success on the casting in-
  flicts one level of lethal damage. Such damage mani-
  fests as broken legs and crushed feet.
  •• Endurance of Stone
  Drawing the essence of earth into himself, a koldun 
  may gain a measure of its preternatural resilience. Un-
  der the effects of this power, a vampire’s skin resembles 
  a horrid fusion of flesh and stone that cracks and flows 
  impossibly with every movement.
  System: A successful activation roll grants the kol-
  dun two extra dots of Stamina for the rest of the scene. 
  These dots are considered part of the character’s natu-
  ral Stamina and may aid in any uses of that Attribute, 
  including soak.
  ••• Hungry Earth
  Expanding on the power of Grasping Soil, a koldun 
  may use this power to drag a victim into the earth. 
  He need only gesture and the soil beneath his victim 
  opens like the maw of a great beast. This power may 
  ensnare any victim who stands upon the earth within 
  100 feet/30 meters of the koldun.
  System: Like Grasping Soil, every success on the ac-
  tivation roll leaves the victim immobile for one turn. 
  However, the difficulty of the Strength + Survival roll 
  to break free increases to 8 and doing so still requires 
  five successes. As the earth continues to shift and grasp 
  while the power remains active, this roll must be made 
  as a single (though repeatable) attempt rather than an 
  extended test. In addition, beings trapped in the crush-
  ing pit suffer one level of lethal damage each turn. Be-
  ings capable of soaking this damage may do so, but at 
  difficulty 7. At the end of the power’s duration, the 
  earth yawns once more to release the victim.
  
  449 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  •••• Root of Vitality
  As with Hungry Earth, the koldun may direct the 
  land to bury any target standing on the earth within 
  a 100-foot/30-meter radius. Yet this power is far more 
  benevolent in its intent, if no less disturbing in its 
  manifestation. The soil ripples, parting and closing like 
  some obscene womb as it draws the target a full yard 
  beneath the surface. Living beings entombed in this 
  fashion do not suffocate, as the enchanted soil pumps 
  air from above in undulating breaths. Better still, the 
  fertile essence of the earth presses upon her flesh and 
  restores it to new health. Still, the process is highly 
  disturbing and unnatural, especially as targets remain 
  wholly aware in silent, helpless immobility for the full 
  duration. It is possible for a koldun to heal himself with 
  this power.
  System: The player spends as many blood points as 
  desired (which may require multiple turns depending 
  on Generation) and makes the activation roll. Each 
  success permits the earth to heal two levels of bash-
  ing damage or one level of lethal damage. Healing ag-
  gravated damage requires two successes per level. The 
  total number of health levels that may be restored with 
  each use of this power is the number of blood points 
  invested or the number of successes on the activation 
  roll, whichever is lower. Any blood points spent be-
  yond the number of successes drain away to no effect. 
  The actual healing process takes one turn per bashing 
  level, one minute per lethal level, and one hour per 
  aggravated level. Once the healing is complete or the 
  power is interrupted through determined excavation, 
  the earth expels the target back to the surface.
  ••••• Kupala’s Fury
  Mortals pray in fear when the mountains shake. 
  They fear the wrath of the Old Gods, and rightfully so. 
  This is not a power used lightly or capriciously, because 
  it represents one of the greatest weapons available to 
  Koldunic Sorcery.
  System: This power requires a Willpower point in 
  addition to the usual cost and activation roll. The kol-
  dun smites the earth with his fist, and his anger flows 
  through the soil to any target in his line of sight. The 
  quake erupts outward from that point, inflicting 10 
  dice of lethal damage on everything and everyone in 
  the area of effect. Most wooden structures collapse 
  entirely and even buildings of concrete and steel may 
  grow cracked and pitted with superficial damage from 
  the shaking earth. This tremor lasts one turn and af-
  fects an area determined by the number of successes 
  rolled. It is not possible to apply fewer successes than 
  those rolled.
     Successes 
  Area
  1 success 
  One house or single storefront
  2 successes 
  Five lesser structures or a small city  
   
   
  block
  3 successes 
  An entire side street or a large   
   
   
  city block
  4 successes 
  Multiple square blocks or a large  
   
   
  structure (like a stadium)
  5 successes 
  An entire neighborhood or massive  
   
   
  industrial complex
  The Way of Wind
  Subtler than mastery over earth, this way evokes the 
  air in the breath of the living and last rattle of a dying 
  man. In stillness or motion, koldun turn all aspects of 
  air to their unliving design.
  Attribute: Perception
  • Breath of Whispers
  Even in their absence, koldun instill deep fear in 
  their servants. This power carries the vampire’s words 
  on a light breeze and returns with the target’s reply. 
  The vampire need only address the target by name and 
  forcibly mimic a deep exhalation of breath as he speaks 
  his message.
  System: Every time the koldun wishes to send a 
  new message via this power, his player makes the usual 
  activation roll. However, the player need only spend 
  blood the first time the power is used during a given 
  scene. Each success permits one turn of speech. After 
  the vampire concludes the message, swift winds carry 
  it to its destination. Within a minute, the target hears 
  the koldun as if the vampire whispered in his ear. He 
  may reply or remain silent, but anything he says within 
  a number of turns equal to the koldun’s successes flies 
  back to the koldun. This power may bring words to 
  anyone within a mile (one and a half kilometers) who 
  is not in a sealed room. While using this power, a kol-
  dun must concentrate fully. Any disturbance breaks 
  the communication.
  •• Biting Gale
  Vengeful koldun sought to invoke a wind as chill 
  as air atop the Carpathian Mountains. This power 
  achieves that end, unleashing a cutting wind that can 
  freeze a man’s blood in his veins as it swirls through an 
  
  450 
  CHAPTER TEN: BLOODLINES
  area of his choosing. Besides its obvious combat appli-
  cations, this power also facilitates a dramatic entrance 
  for those so inclined.
  System: With a successful activation roll, the kol-
  dun summons a freezing wind within a maximum of 
  a 100-yard/meter radius. Anyone caught in this frig-
  id blast suffers one die of bashing damage each turn 
  (which may be soaked normally), loses two dice from 
  all Dexterity pools, and moves at half normal speed. 
  The winds last as long as the koldun wills, provided he 
  maintains concentration. Any non-reflexive actions 
  on the part of the vampire cause the winds to still and 
  dissipate. This includes any movement.
  ••• Breeze of Lethargy
  Although they cannot induce immediate sleep, the 
  winds evoked by this power bring growing exhaustion 
  and numbing weariness through every muscle. Victims 
  of this power often smell a hint of bittersweet smoke 
  before they fall entranced.
  System: For two turns per success, the koldun cre-
  ates a wind inflicting extreme lethargy within a 200-
  foot/60-meter radius. Players of characters caught in 
  this wind must roll Stamina + Survival (difficulty 8). 
  This roll is made once every ten minutes of exposure. 
  Failure means the character halves all dice pools in-
  volving physical actions for the remaining duration of 
  the wind and halves all movement rates for the scene. 
  A botch puts the character to sleep (or a state of light 
  torpor for vampires) for the scene. Sleeping characters 
  awaken if prodded, shaken, or otherwise manhandled, 
  though they move slowly and may suffer halved dice 
  pools if the wind persists.
  •••• Ride the Tempest
  A koldun employing this power moves at incredible 
  speeds as he rides along the winds. While traveling 
  with this power, a vampire assumes a blurred form that 
  coalesces as he reaches his destination.
  System: With a successful activation roll, the koldun 
  fades into the wind and flies at 250 mph/400 kph to his 
  destination. This power cannot effectively function in 
  caves, buildings, or other enclosed areas. Outside, the 
  vampire’s flight navigates all obstacles. Once the kol-
  dun arrives at his destination or the scene ends, the 
  vampire descends to earth and solidifies. 
  ••••• Tempest
  Applying fury magnified by blood and will, a koldun 
  may project the full measure of his anger into the night 
  sky. Churning gray clouds blot out stars and moon, 
  unleashing spiraling gusts and a driving downpour of 
  freezing rain. Lightning arcs overhead, with each thun-
  derous flash casting jagged shadows.
  System: With a successful activation roll and a point 
  of Willpower (in addition to the usual blood), a koldun 
  may conjure a terrible storm. It takes six hours for the 
  clouds to gather and thicken overhead, minus one hour 
  for every success rolled. If this results in a duration of 
  less than one hour, the clouds blossom outward from 
  directly overhead like a black canopy, filling the sky in 
  mere minutes. Once the clouds form, the rain begins 
  to fall in torrents and the lightning begins. The storm 
  persists at full strength for one hour per success rolled. It 
  gradually dissipates over the hour following that. During 
  the peak of its fury, the storm may cause flooding and 
  certainly chills any exposed mortal to the bone (1 die 
  of unsoakable bashing damage every five minutes of full 
  exposure). Lightning strikes regularly, far more than a 
  usual storm. Indeed, for a cost of one Willpower point, 
  a koldun may direct lightning at a foe using his Percep-
  tion + Occult (difficulty 6). A successful strike inflicts 
  10 dice of lethal damage (which can be soaked normal-
  ly). Only one such attack may be made each turn.
  The Way of Water
  Largely practiced by koldun with havens near a large 
  water source, this way can raise watery spirit slaves and 
  dash a ship to splinters. More subtly, the vampire may 
  lurk in the depths or conjure illusions to confound and 
  dazzle his foes.
  Attribute: Wits
  • Pool of Lies
  This versatile power creates three-dimensional illu-
  sions along the surface of a water source. How a koldun 
  uses such illusions depends on his temperament and 
  will. It is just as easy to feign a divine visitation as a 
  cunning seduction.
  System: With a successful activation roll, the kol-
  dun may project an illusion on any water surface in line 
  of sight. The illusion may speak and move however the 
  vampire wishes, though it has no substance and can-
  not step beyond the bounds of the water. The phantom 
  lasts one turn per success rolled, after which it slowly 
  dissipates into fine mist. It is possible to extend this 
  lifespan with subsequent activations of the power, each 
  of which stack in determining final duration. Rolls to 
  extend an illusion’s duration add one to the base dif-
  ficulty, but require no blood. Once an illusion fades 
  away, it must be cast anew.
  
  451 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  •• Watery Haven
  Just as the Gangrel meld with the earth, so may a 
  koldun with this power sink beneath the water to es-
  cape the sun. The vampire does not so much submerge 
  as merge with the water. Though his slumbering form 
  may be visible at odd angles from above, only the most 
  determined splashing can disturb his rest.
  System: This power requires no blood. If the player gains 
  two or more successes on the activation roll, the vampire 
  sinks into the water as per the Protean power Earth Meld. 
  A body of water must be at least two feet deep and as large 
  in other dimensions as the vampire’s body to contain him. 
  Catching a glimpse of a hidden koldun in the water requires 
  a successful Perception + Alertness roll (difficulty 8).
  ••• Fog Over Sea
  Moving with the unnatural grace of a ghost, a koldun 
  employing this power may stride across water as readily 
  as land, leaving nary a ripple to mark his passing. Some 
  vampires delight in using this power in conjunction 
  with Pool of Lies to conjure phantasms to attend them.
  System: For every success on the activation roll, the 
  koldun may walk on water for one scene or one hour, 
  whichever is longer. A koldun may choose to drop 
  the effects of this power in order to submerge or swim; 
  however, the vampire may not walk on water again un-
  less he reactivates the power.
  •••• Minions of the Deep
  By dripping his blood into a body of water, a koldun 
  may summon or rouse embodied water elementals to 
  serve him for a night. Such minions are infallibly loyal, 
  if not especially clever. Despite their liquid form, they 
  are solid enough to grab a man and drag him to a wa-
  tery grave or pummel him like the crashing surf.
  System: The player spends one Willpower point and 
  makes the standard activation roll. With success, the 
  player may spend blood to summon elemental minions. 
  This blood must be dripped or flung into a body of wa-
  ter, which may require multiple turns depending on 
  generational limits for blood expenditure. 
  Once the last drop of blood falls, the water rises into 
  whatever form the koldun desires. The caster may cre-
  ate as many minions as blood points spent, though not 
  more than the total number of successes rolled. Re-
  gardless of their form, the spirits have a rating equal to 
  the vampire’s Wits in all Traits. These beings have no 
  Knowledges and no Skills apart from Stealth. Further-
  
  452 
  CHAPTER TEN: BLOODLINES
  more, their Mental and Social Attributes are considered 
  to have a rating of 1 except in passive or defensive situ-
  ations (such as to resist persuasion or mind-control). 
  Water elementals soak and otherwise suffer damage as 
  vampires, including from sunlight. Fire harms them less, 
  inflicting bashing damage only. Moreover, the watery 
  creatures may extinguish flames with their liquid bod-
  ies, though not without suffering injury. An elemental 
  who leaves the body of water that spawned it suffers 
  one level of aggravated damage per hour. Minions re-
  generate one level of damage of any kind (including 
  aggravated) each turn they remain in contact with a 
  large body of water, but do not otherwise heal. Unless 
  destroyed, summoned minions last until the next dawn 
  before collapsing into inanimate puddles.
  ••••• Doom Tide
  Many ships lie at the bottom of the Black Sea, shat-
  tered by the whirlpools of the koldun. Victims of this 
  power must fight with every ounce of their strength or 
  fall into the whirling, airless depths below.
  System: The player spends a Willpower point in ad-
  dition to the usual blood. For every success on the ac-
  tivation roll, the resulting whirlpool has a radius of five 
  feet/1.5 meters, centered anywhere in the vampire’s line 
  of sight. Whirlpools have a base Strength of 15, increas-
  ing by 5 dots per success after the first. Victims must suc-
  cessfully oppose this Strength with their own Strength + 
  Survival (difficulty 8) in order to break free. Those who 
  fail are sucked into the depths and pounded with crushing 
  currents. Living beings drown normally, while vampires 
  and other non-breathing creatures simply remain trapped 
  helplessly in the vortex. This power lasts for one scene.
  The Way of Fire
  The ancient anathema of vampires, the element of 
  fire offers the most powerful and dangerous tool avail-
  able to koldun. The Way of Fire shares aspects with the 
  Way of Earth, in that it focuses more on magma and 
  fiery rock than pure, naked flame.
  Attribute: Manipulation
  • Fiery Courage
  No vampire can master an element he fears, so this pow-
  er dims that fear to a mere ember of its former intensity.
  System: Once learned, this power is permanent and 
  requires no activation roll or blood. The koldun sub-
  tracts his rating in the Way of Fire from the difficulty 
  of Courage rolls to resist Rötschreck from exposure or 
  proximity to flame. This power does not aid in resist-
  ing the panic that accompanies sunlight or any other 
  causes apart from actual fire. If this reduces the diffi-
  culty of a Courage roll below two, the koldun simply 
  does not succumb to the Red Fear. Koldun never risk 
  Rötschrek from fire and magma they conjure.
  •• Combust
  The Cainite’s eyes flash vivid orange with sorcerous 
  power as superheated air coils around the target. In 
  moments, the target bursts into spontaneous flame.
  System: For every success on the activation roll, the 
  target suffers one level of aggravated damage. This at-
  tack may be dodged, but not blocked, and can affect 
  living (or unliving) beings at +2 difficulty. It is only 
  possible to make one fiery attack per turn.
  ••• Wall of Magma
  The koldun raises his hand and the earth splits, 
  spraying a wall of glowing magma 10 feet/3 meters 
  high. Normally, this wall forms a 10-foot/3-meter ra-
  dius circle around the vampire, although the sorcerer 
  can raise other shapes with practice and skill.
  System: The wall of magma summoned with this 
  power has a lifespan of two turns per success rolled. If 
  the koldun wishes to release the magma along a shape 
  other than a protective circle, increase the base dif-
  ficulty by one. Characters cannot approach a wall of 
  molten rock without a Courage roll (difficulty 8), and 
  even then, the close blistering heat inflicts a level of 
  aggravated damage. Actual contact with the lava in-
  creases the damage to three levels and raises the soak 
  difficulty to 9, assuming any sort of soak is possible. The 
  koldun takes no damage from his proximity to the sum-
  moned magma (although contact with it still damages 
  him as normal).
  •••• Heat Wave
  The koldun acts as a conduit for steam geysers and 
  channels a blast of desiccating air at a victim within 
  line of sight. This fiery wind appears as a rippling heat 
  wave enveloping the victim. Individuals slain with 
  this gruesome power appear as withered, mummified 
  husks.
  System: On a successful activation roll, the victim 
  suffers five levels of lethal damage that may be soaked 
  by beings capable of such. Vampire targets also lose five 
  blood points, regardless of the damage inflicted.
  
  453 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••••• Volcanic Blast
  At the final mastery of Way of Fire, a koldun com-
  mands lava to explode from the ground in a huge gey-
  ser. The molten rock spews across a wide swath before 
  crashing to earth and flowing in all directions. Any-
  thing in the path of the molten rock burns, melts, or 
  vaporizes within moments. The caster may direct the 
  lava to erupt anywhere in his line of sight.
  System: This power costs one Willpower point in ad-
  dition to a blood point. For every success on the activa-
  tion roll, the initial lava burst lasts one turn. The rivers 
  of burning liquid rock then flow sluggishly for twice 
  this duration before suddenly cooling and hardening. 
  Even if an object survives the heat, it now lies trapped 
  beneath the rock. Anything that makes contact with 
  lava (including the koldun) suffers a minimum of three 
  levels of aggravated damage. For objects that don’t 
  have health levels, the Storyteller must decide how 
  many turns they last before melting or erupting into 
  their own inferno. A botch on this power opens the 
  lava geyser under an unintended target, possibly the 
  koldun himself.
  Melpominee
  Named for Melpomene, the Greek Muse of tragedy, 
  the unique Discipline of the Daughters of Cacophony 
  is one of speech and song. The powers of this Disci-
  pline explore the various uses of the voice for both 
  benefit and harm. As is the case with mortal art, it is 
  not always clear which of those directions these powers 
  take. No character may have a rating in Melpominee 
  higher than her Performance rating. Melpominee af-
  fects the subject’s soul as well as the ears; thus, it works 
  perfectly well on deaf subjects, and has caused at least 
  one known breach of the Masquerade due to this effect. 
  Additionally, the powers of Melpominee work only on 
  those who are present when it is used — Daughters 
  of Cacophony cannot record Melpominee effects, send 
  them across radio waves, or have them streamed over 
  the Internet.
  Daughters of Cacophony can use some of the powers of 
  the Melpominee Discipline in concert, as it were. If more 
  than one Siren uses the same level of this Discipline si-
  multaneously, the difficulty for the roll falls by one for 
  each Daughter involved beyond the first. The difficulty 
  cannot fall lower than 3, however. The Discipline levels 
  that can benefit from this rule are noted below. 
  • The Missing Voice
  The character can “throw” her voice anywhere with-
  in her line of sight. This enables the Daughter to carry 
  on surreptitious conversations, sing duets with herself, 
  or cause any number of distractions. This power can 
  also be combined with other Melpominee powers to 
  disguise their source (and some Daughters use it to 
  conceal the fact that Melpominee powers do not func-
  tion through recorded media).
  System: This power functions automatically as long 
  as the character wills it. However, using The Missing 
  Voice while performing any action other than speech 
  or singing incurs a penalty of two dice on that action 
  due to the disruption of the character’s concentration.
  •• Phantom Speaker
  The Daughter can project her voice to any indi-
  vidual she has personally met. Distance is no object, 
  but it must be night wherever the target presently is. 
  The vampire can sing, talk, or otherwise project her 
  voice in any way she sees fit (including other uses of 
  Melpominee), but she cannot hear what she is saying, 
  and therefore suffers a +1 difficulty to any rolls accom-
  panying her utterance. For instance, the vampire could 
  project her voice to an enemy in an attempt to intimi-
  date him, but would suffer a +1 to the difficulty of the 
  Charisma + Intimidation roll. 
  System: The player rolls Wits + Performance (dif-
  ficulty 7) and spends a blood point. Each success al-
  lows one turn of speech; three or more successes allow 
  speech for an entire scene.
  ••• Madrigal
  Music has the power to sway the listener, engender-
  ing specific emotions through artful lyrics, pounding 
  crescendo, or haunting melody. The Daughters of Ca-
  cophony can tap into music’s power, forcing listeners 
  to feel whatever they wish. The emotion becomes so 
  powerful that the listener must act, though what a lis-
  tener does isn’t something the Siren can directly con-
  trol. 
  System: The player rolls Charisma + Performance 
  (difficulty 7). Each success instills the chosen emotion 
  in a fifth of the Kindred’s audience (more than five suc-
  cesses have no additional effect). The Storyteller de-
  cides precisely which members of the audience are af-
  fected. Characters may resist this power for the duration 
  of the scene with the expenditure of a Willpower point, 
  but only if they have reason to believe that they are 
  
  454 
  CHAPTER TEN: BLOODLINES
  being controlled by outside individuals. The song the 
  vampire sings must also reflect the emotion she wishes 
  to engender — no one’s going to mob the concert se-
  curity no matter how well she sings “High Hopes,” but 
  they might if she performs “I Predict a Riot.” 
  Affected individuals should act in accordance with 
  their Natures — enraged Conformists would join a riot 
  but not start one, aroused Bravos may force their atten-
  tions on the object of their desire, and jealous Direc-
  tors may send cronies after their rivals.
  Multiple Daughters may use this Discipline in concert.
  •••• Siren’s Beckoning
  The Daughters of Cacophony don’t spread madness 
  as surely (or as visibly) as the Malkavians, but their 
  songs are definitely detrimental to one’s sanity. With 
  this power, the Daughter can drive any listener to mad-
  ness. Most of the time, the victim is too fascinated to 
  realize that he should leave the area and block out the 
  music from his mind. 
  System: Siren’s Beckoning requires an extended, 
  resisted roll. The player rolls Manipulation + Perfor-
  mance (difficulty equal to the target’s current Will-
  power); the victim resists with a Willpower roll (diffi-
  culty equal to the singer’s Appearance + Performance). 
  If the singer accumulates five more successes than the 
  victim at any point, the hapless soul acquires a new 
  derangement or Psychological Flaw of the Storyteller’s 
  choice. This derangement normally lasts for one night, 
  with an additional night per success over five. With 
  a total of 20 net successes, the Daughter can make it 
  permanent.
  Multiple Daughters may use this Discipline in con-
  cert.
  ••••• Virtuosa
  Most of the low-level Melpominee powers can only 
  be used on one target at a time. When the Daughter 
  reaches this level of mastery in her Discipline, she can 
  “entertain” a wider audience. Each member of the au-
  dience hears the same message.
  System: The Daughter may use Phantom Speaker or 
  Siren’s Beckoning on a number of targets equal to her 
  Stamina + Performance. The player must spend one 
  blood point for every five targets beyond the first.
  ••••• • Shattering Crescendo
  The Daughter can sing powerfully enough to rend 
  flesh, split skin, and crack bone. While some Kindred 
  unfortunate enough to witness this power make refer-
  ence to the fact that even mortal singers can shatter 
  glass at the right frequency, others note that volume 
  and intensity don’t seem to matter when a Daughter 
  employs Shattering Crescendo. The Siren can sing a 
  soothing lullaby and still kill a target. 
  System: Use of this power requires that the victim 
  be within hearing range (characters with hearing dif-
  ficulties — or Heightened Senses — are affected at the 
  same range as other victims). The player spends one 
  blood point and rolls Manipulation + Performance 
  (difficulty of the target’s Stamina + Fortitude). Each 
  success inflicts one health level of aggravated damage, 
  which may not be soaked. If using this power on an in-
  animate object, the Storyteller determines how many 
  dice (if any) the object may use to “soak” and how 
  many successes are needed to completely shatter it.
  Multiple Daughters may use this Discipline in concert.
  ••••• •• Persistent Echo
  The Daughter can sing, speak, or even use a Mel-
  pominee power and leave the effect hanging in the air, 
  waiting for someone to come along and hear it. The 
  character can control who can trigger her latent song, 
  meaning that combined with Shattering Crescendo or 
  Siren’s Beckoning, this power can be used as a trap. 
  System: The player rolls Stamina + Performance 
  (difficulty 8) and spends a blood point. Each success 
  yields one turn of speech that may be left to be heard 
  later. If the player wishes to time-delay another Mel-
  pominee power, the roll for that power must be made 
  at +1 difficulty. The echo stays suspended for a maxi-
  mum number of nights equal to twice the vampire’s 
  Stamina + Performance before fading.
  The Kindred may choose to make the echo audible to 
  anyone who stands in her position for the duration of the 
  power — in effect, an endlessly looped mystic recording. 
  Conversely, she may choose for it to fade away once it 
  is heard for the first time. She may also choose to leave 
  it dormant until activated by the presence of a specific 
  individual with whom she is familiar. If the echo is made 
  a one-time-only effect, all traces of the power disappear 
  once the vampire’s words echo to the intended recipient. 
  If a character uses Heightened Senses in an area 
  where an “unactivated” echo exists, he will hear a faint 
  murmur. Three successes on a Perception + Occult roll 
  (difficulty 8) are necessary to hear the message, and a 
  botch on this roll will deafen the listener for the rest 
  of the night.
  Multiple Daughters may use this Discipline in concert.
  
  455 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Mytherceria
  Whatever odd commingling of blood which pro-
  duced the Kiasyd has led to a number of weird effects, 
  not least of which is the Mytherceria Discipline. This 
  collection of powers mimics the abilities of faeries — 
  or at least, that’s the best guess of the Kindred who are 
  familiar with it. The Kiasyd use this power to alter and 
  beguile the minds of their foes, as well as to force others 
  to tell the truth. The Kiasyd do not, in general, teach 
  this Discipline to those outside the bloodline, and sup-
  posedly it would require oaths sworn on the lifeblood 
  of the student to learn.
  • Folderol
  The Kiasyd can cleave truth from lies. The exact ef-
  fect varies from vampire to vampire. Some Kiasyd ex-
  perience bleeding from the eyes or ears when they hear 
  a lie, while some Weirdlings’ eyes glow when told a 
  falsehood. Whatever the effect, this power detects lies, 
  not mistakes, meaning that a target has to know he is 
  lying in order for this power to work.
  System: The character knows when a target is de-
  liberately lying. No roll or expenditure is necessary for 
  this power to work, but the character must deliberately 
  activate it. Note that this power does not provide any 
  insight into what the truth might be, nor does it enable 
  the vampire to tell if a target is simply stating some-
  thing false that he believes to be true.
  •• Fae Sight
  The Kiasyd’s knowledge of magic isn’t just theoreti-
  cal. Their strangely-colored eyes are capable of detect-
  ing the arcane energies of the fae, as well as magic from 
  other, more esoteric sources. They are not, however, 
  capable of using this power to detect the residue of 
  ghosts or vampiric magic.
  System: The Kiasyd sees faeries and other fae-
  touched mortals for what they really are, with no roll 
  required. Additionally, the player can detect any form 
  of magic that does not stem from ghosts or the undead, 
  including magic from mages, werewolves, and other 
  such odd sources. The character can recognize these 
  for what they truly are, provided he has seen similar 
  effects before.
  ••• Aura Absorption
  The Kiasyd is capable of seeing images of events and 
  emotions past by touching an object or an area. How-
  ever, unlike the Auspex Power The Spirit’s Touch, 
  this power absorbs the images, making them harder for 
  other beings with similar powers to access. Anyone at-
  tempting to use this power, Spirit’s Touch, or a similar 
  ability to see what the Kiasyd has seen finds that the 
  images are hard to hold, slipping through his mind’s 
  eye like minnows through a stream.
  System: The player must make a Perception + Em-
  pathy roll. The difficulty is determined by the Sto-
  ryteller based on the age of the impressions and the 
  mental and spiritual strength of the person who left 
  them. The number of successes determines the amount 
  of information gained, both in terms of images of the 
  scene when the object was being held or touched, and 
  the nature of the person who was holding the object. 
  One scene-type image and one aspect of the person’s 
  identity (Nature, Demeanor, aura, name, sex, or age) 
  becomes clear for each success the player garners on 
  the roll. Anyone attempting to use this power or The 
  Spirit’s Touch on the same object subsequently must 
  accumulate more successes than the Kiasyd did to get 
  any impression at all. The first Kiasyd’s successes sub-
  tract from the number of successes scored by anyone 
  trying to read the object thereafter.
  •••• Chanjelin Ward
  The vampire inscribes a ward on an object, a loca-
  tion, or a person. That ward disorients and befuddles 
  anyone that sees it, meaning that even if an intruder 
  can penetrate a Weirdling’s security and steal an object 
  of value, he’s unlikely to be able to find his way to the 
  exit. Spiteful Kiasyd use these wards as punishment — 
  one story tells of a Weirdling that drew a ward on an 
  enemy’s shirt as dawn approached, and then watched 
  (from safety) as the unfortunate vampire burned in the 
  sun, unable to remember which way to run.
  System: The vampire creating the ward inscribes the 
  symbol in a visible location — on a library door, book-
  shelf, or an individual’s clothing — and the player rolls 
  Intelligence + Larceny (difficulty 7 for inanimate ob-
  jects, or the subject’s current Willpower +2). Anyone 
  entering the warded area or touching the warded ob-
  ject loses two dice from her Intelligence dice pools as 
  long as she maintains contact with or proximity to the 
  ward. Additionally, anyone seeing the ward becomes 
  addled and lost unless she succeeds on a Wits + Inves-
  tigation roll (difficulty 8). The Kiasyd is immune to his 
  own wards. The glyphs last for a duration indicated by 
  the number of successes on the Intelligence + Larceny 
  roll:
  
  456 
  CHAPTER TEN: BLOODLINES
     Successes      Duration
  1 success 
  One hour
  2 successes 
  One night
  3 successes 
  One week
  4 successes 
  One month
  5 successes 
  One year
  ••••• The Riddle Phantastique
  The Kiasyd whispers a riddle to an opponent, and 
  the riddle consumes his mind. The target can do noth-
  ing until he solves the riddle, and no one can help him 
  — answers provided by others, even correct answers, 
  fail to counteract this affliction.
  System: The player rolls Manipulation + Occult 
  (difficulty of the victim’s current Willpower). After a 
  successful roll, the victim can do nothing but sit and 
  ponder the Riddle until she accumulates three times 
  the riddler’s successes. The subject rolls Wits + Oc-
  cult (difficulty 8, plus or minus the number of derange-
  ments the victim has, at the Storyteller’s discretion). 
  She makes this roll as soon as she is told the Riddle, 
  and then once per hour until she has gathered enough 
  successes. Should the victim botch on a roll to solve 
  the Riddle, she takes one level of lethal damage as the 
  mystical enigma racks her body, and she loses all suc-
  cesses from the accumulated total. This damage cannot 
  be healed until the Riddle has been solved. The riddler 
  can end this trance by telling the victim the answer, 
  but no one else can.
  ••••• • Steal the Mind
  Legends tell of the Fair Folk taking the memories and 
  faculties of their victims, leaving these hapless people 
  drooling idiots for the rest of their lives. While modern 
  thinking is that these stories actually referred to stroke 
  victims, elder Kiasyd display a power with a similar ef-
  fect. The victim of Steal the Mind loses his memories 
  and all knowledge he has accumulated. The Kiasyd 
  gains these memories for a short time, and generally 
  uses this time to inscribe them before they revert to 
  the original owner… assuming the Weirdling lets that 
  happen.
  System: The player selects a mortal or supernatu-
  ral target and rolls Perception + Subterfuge (difficulty 
  equal to the target’s current Willpower). While the 
  Kiasyd has “stolen” her subject’s mind, she retains her 
  own consciousness, but has complete access to all of 
  the subject’s thoughts and memories. Subjects have no 
  knowledge that they have been affected in this man-
  ner, though any attempts to harm them — by the Ki-
  asyd or anyone else — return their wits to them imme-
  diately. Subjects have no access to their Knowledges 
  while this power is active, but Talents and most Skills 
  (those that work on muscle memory) are still present. 
  The Storyteller might need to exercise discretion as to 
  which Abilities are lost. 
  Those who are victims of this power for long periods 
  of time may starve, though they will eat food presented 
  to them. The number of successes determines the dura-
  tion of the effect, though the Kiasyd may return the 
  subject’s mind at any time before this period ends. If 
  the victim dies before the memories return, the Weir-
  dling keeps them. If the Kiasyd kills the target to keep 
  his memory, the character may need to roll for degen-
  eration (see p. 309) depending on what Path they fol-
  low — Kiasyd on Humanity must always roll.
     Successes      Duration
  1 Success 
  10 minutes
  2 Successes 
  One hour
  3 Successes 
  One night
  4 Successes 
  One week
  5 Successes 
  One month
  ••••• •• Absorb the Mind
  This power, similar to Steal the Mind, allows the 
  vampire to absorb Abilities from her victim. These 
  traits are transferred permanently; the victim loses the 
  knowledge, and the Kindred gains it. Absorb the Mind 
  is an extremely invasive and insidious power, and for-
  tunately only a bare handful of Kindred in the world 
  know of it.
  System: The player rolls Perception + Empathy (dif-
  ficulty equal to the target’s current Willpower). The 
  target may resist with a Willpower roll (difficulty equal 
  to the Kiasyd’s current Willpower). The difference be-
  tween the two determines the effect. If the target gets 
  more successes, he resists completely and the Kiasyd 
  may never use Absorb the Mind on this target again. 
  The Kiasyd, if successful, may select a combination of 
  Abilities to her satisfaction. 
  Taking some of a victim’s Ability dots may leave a 
  remainder — the Kiasyd need not take all of a subject’s 
  dots in a given Ability. For example, a character with 
  three dots in Occult, from whom a Kiasyd steals one, 
  retains an Occult of 2. If a Kiasyd takes fewer dots than 
  
  457 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  she already has in a given Ability, these points do not 
  serve to raise her own rating. (In the previous example, 
  the Kiasyd would not increase his Occult rating if he 
  already had a rating of one or more, as he took only 
  one dot.) If the Kiasyd fails in an attempt to use this 
  power on a target, no subsequent attempt can be made 
  on that target for a year and a day. 
  In all cases, the maximum to which the Kiasyd can 
  raise an Ability is the level the target has in that Abili-
  ty, so if a victim has only one dot in Law and the Kiasyd 
  gets 2 successes, she can’t gain 2 dots in Law. Genera-
  tional restrictions do apply: a Sixth-Generation Kiasyd 
  can have a maximum of seven dots in an Ability, for 
  example. All losses of Abilities on the part of the vic-
  tim are permanent, though they may be returned to 
  their original levels via experience-point expenditure.
     Successes      Effect
  1 Success 
  Steal 1 dot
  2 Successes 
  Steal 2 dots in one Ability
  3 Successes 
  Steal 3 dots in up to two Abilities
  4 Successes 
  Steal 4 dots in up to three Abilities
  5 Successes 
  Steal 5 dots in up to four Abilities
  ••••• ••• The Grandest Trick
  The Kiasyd can fool himself into believing that he is 
  not, and has never been, a vampire. This trick lasts for 
  a short time, during which the character gives up all 
  blessings (but loses all drawbacks) of being Kindred. 
  He retains all of his other knowledge, but the magic 
  of the Grandest Trick deftly prevents him from figur-
  ing out the truth (notes that explain the truth van-
  ish, knowledge of clues that would lead him to it don’t 
  make sense, etc.). The Grandest Trick is useful for 
  throwing vampire hunters off a character’s scent, but 
  also for gathering information that can only be ob-
  tained during the day. Rumors among younger Kiasyd 
  also persist that some elders of the bloodline use the 
  Grandest Trick to meet during the day once every 50 
  years, exchanging documents and letters that, for that 
  day, make no sense to any of them. It is only after the 
  Trick wears off that they remember who they are and 
  can read what their Clanmates wrote.
  System: The player spends eight blood points and 
  makes a Willpower roll (difficulty 9). If this roll is 
  successful, the character becomes mortal at the next 
  sunrise for a duration determined by the number of 
  successes on the roll. The Kiasyd knows, however sub-
  liminally, the duration of the power, and he automati-
  cally attempts to return to safety, should daylight be a 
  problem at the power’s end. After this power ends, the 
  Kiasyd retains all memories of his brief return to the 
  world of mortals. During his time as a mortal, the char-
  acter’s Traits are limited to ratings of 5 (which return 
  to their original levels when the character becomes a 
  vampire again), and the character has no access to her 
  Disciplines. Likewise, the character may not use blood 
  points for any vampiric benefits while mortal.
     Successes      Duration
  1 success 
  10 minutes
  2 successes 
  One hour
  3 successes 
  Four hours
  4 successes 
  12 hours
  5 successes 
  24 hours
  Obeah
  The bloodline known in modern nights simply as 
  the Salubri is actually descendant of one half of the 
  ancient Clan. In bygone nights, one might have spo-
  ken of “healer” and “warrior” Salubri. In the modern 
  nights, the last vestiges of the warrior Salubri are the 
  antitribu of the Clan, and practice their Discipline of 
  Valeren (see p. 474). The rest of the bloodline know 
  the Discipline of Obeah. This Discipline allows the Sa-
  lubri to judge and even improve a subject’s health. As 
  the vampire grows more powerful, Obeah lets her heal 
  a target’s soul directly. It is this power that forms the 
  basis of the “soulsucker” charge that dogs the bloodline 
  these nights. 
  This Discipline gives its practitioners a third eye in 
  the center of the vampire’s forehead when the Kindred 
  masters the second level of Obeah.
  • Sense Vitality
  With a touch, the Salubri can instantaneously read 
  a target’s injuries. She may learn how much damage a 
  target has incurred, and therefore make a guess at what 
  must be done to save him. This power can also be used 
  for diagnostic purposes — useful for a victim who can 
  no longer speak.
  System: The Salubri must touch the target to see how 
  close to death she is. He must then make a Perception 
  + Empathy roll (difficulty 7). One success on this roll 
  identifies a subject as a mortal, vampire, ghoul, or other 
  
  458 
  CHAPTER TEN: BLOODLINES
  creature. Two successes reveal how many health levels 
  of damage the subject has suffered. Three successes tell 
  how full the subject’s blood pool is (if a vampire) or 
  how many blood points she has left in her system (if a 
  mortal or other blood-bearing form of life). Four suc-
  cesses reveal any diseases in the subject’s bloodstream. 
  A player may opt to learn the information yielded by 
  a lesser degree of success — for example, a player who 
  accumulates three successes may learn whether or not 
  a subject is a vampire as well as the contents of his 
  blood pool.
  Alternately, each success on this roll allows the player 
  to ask the Storyteller one question about the subject’s 
  health or health levels. “Was he drugged?” or “Are his 
  wounds aggravated?” are valid questions, but “Did the 
  Sabbat do this?” or “What did the Lupine who attacked 
  him look like?” are not. The Salubri may use this power 
  on herself if she has injuries but has somehow lost the 
  memory of how the wounds were received.
  Additionally, at the cost of one blood point, the Sa-
  lubri may use Empathy for a roll instead of Medicine.
  •• Anesthetic Touch
  The vampire can ease a target’s pain or place him 
  into a deep, soothing sleep with nothing but a touch. 
  This power is intended to heal the pain or succor the 
  mind of willing targets, but the character can, with 
  some effort, employ the power against someone who 
  does not wish it.
  System: If the subject is willing to undergo this 
  process, the player spends a blood point and makes a 
  Willpower roll (difficulty 6) to block the subject’s pain. 
  This allows the subject to ignore all wound penalties 
  for one turn per success. A second application of this 
  power may be made once the first one has expired, at 
  the cost of another blood point and another Willpow-
  er roll. If the subject is unwilling for some reason, the 
  player must make a contested Willpower roll against 
  the subject (difficulty 8).
  To put a mortal to sleep, the same system applies. 
  The mortal sleeps for five to 10 hours — whatever his 
  normal sleep cycle is — and regains one temporary 
  Willpower point upon awakening. He sleeps peace-
  fully and does not suffer nightmares or the effects of 
  
  459 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  any derangements while asleep. He may be awakened 
  normally (or violently).
  Kindred, including the Salubri herself, are unaffected 
  by this power — their corpselike bodies are too tied to 
  death. 
  ••• Corpore Sano
  The Salubri can heal wounds with a laying-on of 
  hands. The subject feels a warm, tingling sensation 
  over the affected areas as pain leaves the body and 
  flesh knits. The vampire’s third eye opens during this 
  process.
  System: This power works on any living or undead 
  creature, but the character must touch the actual in-
  jury (or the closest part of the victim’s body, in the case 
  of internal injuries). Each health level to be healed re-
  quires the expenditure of one blood point and one turn 
  of contact. Aggravated wounds may also be healed in 
  this manner, but the vampire must spend two blood 
  points instead of one for each aggravated health level.
  •••• Shepherd’s Watch
  The Salubri with this level of mastery of Obeah can 
  create an invisible barrier between those under his 
  care and those who would do them harm. The Salubri 
  himself must stand among his charges as he generates 
  this barrier; he cannot defend them from afar. Enemies 
  armed with guns or other ranged weapons can still at-
  tack, but none may approach closer than a few paces.
  System: The player spends two Willpower points. 
  Erecting this barrier is a standard action, but maintain-
  ing it from turn to turn or dropping it is a reflexive 
  action. The invisible barrier extends to about a 3-yard/
  meter radius from the character, and no one outside 
  that barrier may cross it while she maintains the power. 
  Those within it at its creation may leave and return, 
  however. The barrier moves with the Salubri. It can-
  not be maintained at a distance.
  Those who wish to cross the barrier from the outside, 
  whether friendly or hostile, must best the character in 
  an extended, resisted Willpower roll (difficulty equals 
  the opponent’s current Willpower for the Salubri, and 
  the Salubri’s current Willpower for the opponent). 
  The opponent may cross the barrier as soon as he ac-
  cumulates three more net successes than the Salubri.
  ••••• Mens Sana
  With this power, the Salubri can heal madness, qui-
  eting inner demons and bringing a soul to peace. In-
  deed, ancient stories of the Salubri state that Saulot 
  used this power to bring sweet, if temporary, relief to 
  his “brother” Malkav. Other, more recent stories claim 
  that Saulot caused Malkav’s madness in the first place.
  System: The player spends two blood points and 
  rolls Intelligence + Empathy (difficulty 8). The use of 
  Mens Sana takes at least 10 minutes of relatively un-
  interrupted conversation. Success cures the subject of 
  one derangement of the Salubri player’s choice. This 
  power cannot cure a Malkavian of his core derange-
  ment, though it alleviates its effects for the rest of the 
  scene. A botch inflicts the same derangement on the 
  Salubri for the rest of the scene. This power may not be 
  used by the Salubri to cure her own derangements.
  ••••• • Unburdening the Bestial Soul
  This power is the leverage that the Tremere have 
  used for years to tarnish the Salubri’s name. The War-
  locks claim that the Salubri use this power to remove 
  the souls of their victims, alter them in horrible ways, 
  or simply consume them and then make mindless slaves 
  from the blasted husks. The truth is that the Cyclops 
  use this power to rebuild a target’s tattered soul, at the 
  expense of their own mental fortitude.
  The Salubri draws the subject’s soul out of his body, 
  and into the vampire’s third eye. There, the vampire 
  repairs the soul. During this time, the target’s body 
  is vacant, but alive. It obeys the Salubri’s commands 
  (and the vampire must command it to eat and drink, 
  or else it will starve — repairing the soul is not a quick 
  undertaking).
  By a similar process, the character can cleanse a 
  person, place, or object of demonic or evil influence. 
  This isn’t a simple banishment, however. It is a battle, 
  pitting the Salubri’s moral and spiritual purity against 
  whatever malign entity is present. If the Salubri loses 
  the contest, she might lose her own soul in the pro-
  cess.
  System: This power may be used to draw out the soul 
  of any character except those with Humanity or Path 
  ratings of 1 or 0 or those who follow particularly inhu-
  man Paths of Enlightenment – some souls are beyond 
  redemption. The player rolls Stamina + Empathy (dif-
  ficulty of 12 minus the subject’s Humanity or Path rat-
  ing). A botch gives the Salubri the subject’s derange-
  ment for the remainder of the scene. The Salubri must 
  make eye contact with the subject and the subject must 
  be willing to be subjected to this power.
  A soul drawn out in this manner becomes part of the 
  Salubri’s soul while the healing process takes place. She 
  may return it to its proper body at any time. While the 
  
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  CHAPTER TEN: BLOODLINES
  soul is within the Salubri, she may spend a permanent 
  Willpower point to restore a point to the subject’s Hu-
  manity or Path rating. The Salubri may restore a maxi-
  mum number of points equal to her Empathy rating, 
  and may not raise the subject’s Humanity or Path high-
  er than the sum of his relevant Virtues (for example, a 
  character subscribing to Humanity with Conscience 3 
  and Self-Control 3 could not have his Humanity raised 
  above 6 in this manner).
  While a soul is being held by the Salubri, its body 
  is an empty husk, comatose or in torpor, with no mo-
  tivating force within it. A soul whose body is killed 
  immediately vanishes, its disposition unknown to any 
  (although the Salubri strongly suspect that souls that 
  vanish in this manner are completely and irreversibly 
  destroyed). Killing the body of a drawn-out soul may 
  warrant a Conscience or Conviction roll if the killer 
  knows of the soul’s absence, at the Storyteller’s discre-
  tion.
  If used to draw out a demon, the player spends a 
  Willpower point if the subject is willing and the cor-
  rupting agent does not resist (a rare occurrence). If the 
  subject is possessed by a conscious entity, the demon 
  (or other foreign consciousness) fights the Salubri for 
  dominance. This takes place via an extended, contest-
  ed roll of the Salubri’s Humanity or Path versus the 
  opponent’s Willpower (each party’s difficulty is equal 
  to the other’s current Willpower). The winner is the 
  first one to achieve three net successes more than the 
  other. If the player fails, the attempt at purification 
  also fails. If the player botches, the demon takes over 
  the Salubri’s body. This purification cannot be used on 
  oneself and has no effect on the Beast or an alternate 
  personality.
  Once the initial removal has been successfully per-
  formed, the player spends a second Willpower point. 
  The Salubri thrusts the demon into a nearby item, 
  animal, or person, trapping the demon in the selected 
  vessel. This must be accomplished within two turns of 
  the Purification and the target must be within physical 
  reach. If this cannot be accomplished, the demon is 
  likely to go free… or find another suitable vessel (such 
  as the Salubri). If the vampire places the demon in 
  a being who is likely to suffer from its presence, the 
  player must make an immediate Conscience or Con-
  viction roll (difficulty 8) if the Storyteller believes that 
  the character’s morality would object. A botch, in ad-
  dition to the normal consequences, releases the demon 
  into the world.
  ••••• •• Renewed Vigor
  At this level of power, the Salubri no longer has to 
  repair a target’s body wound by wound. With a touch 
  and a moment’s concentration, she can restore the 
  body to full health.
  System: The Salubri touches the target and spends 
  a full turn concentrating. The player spends a point of 
  Willpower. At the end of the turn, the target is healed 
  of all damage, including aggravated damage. If the 
  character attempts any other action but the laying of 
  hands during this turn, the Willpower point is lost and 
  no healing occurs. The Salubri can use this power on 
  herself.
  ••••• ••• Safe Passage
  The Salubri radiates a non-threatening aura, altering 
  the minds of those around her to seem safe, pleasant, 
  and harmless. Crowds unconsciously part for her, pur-
  suers lose interest, and passers-by are willing to provide 
  assistance. In the event that someone does attempt to 
  do her harm, the rest of the crowd may even protect 
  her.
  System: This power is always activate, though the 
  Salubri can turn it off if she so desires. While Safe Pas-
  sage is active, anyone in a crowd (defined as more than 
  10 people in close proximity) who wants to harm the 
  Salubri must engage in a contested Willpower roll with 
  the vampire’s player (difficulty 6). If the pursuer wins, 
  he may do as he wishes. If the vampire wins, her net 
  successes act as a dice pool penalty on any hostile ac-
  tion the pursuer chooses to take. This manifests as lost 
  interest in the vampire (the pursuers wonders why he is 
  chasing this person rather than doing something more 
  interesting).
  Safe Passage can also assist a Salubri in finding help 
  or shelter. The player rolls Charisma + Expression dif-
  ficulty 7). Each success reduces the difficulty of a sub-
  sequent, appropriate Social roll by one. This affects 
  only attempts to gain seemingly harmless or innocent 
  assistance, such as a place to stay or advice on the bad 
  parts of town — a Salubri won’t be able to get auto-
  matic weapons or low-grade heroin more easily with 
  this power. The effects of this power last until the next 
  sunrise. Safe Passage affects only those who know the 
  Salubri casually or not at all. Anyone who has known 
  her long enough to form an opinion of her cannot be 
  touched by this power.
  
  461 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••••• •••• Unburden the Flesh-Clad Soul
  Some few Salubri elders can (or could, at least) 
  achieve an understanding of the soul that allowed 
  them to free it from its fleshly confines. The character 
  allows a willing subject’s soul to fly free, able to explore 
  the world as an astral projection and transcend that 
  existence whenever it wishes.
  System: The vampire and a willing subject must 
  both enter a deep meditative trance for a minimum 
  of one uninterrupted hour as the Salubri performs the 
  ritual necessary to separate soul from flesh without 
  damaging either. During this period, the player spends 
  a number of blood points equal to twice the permanent 
  Willpower of the subject. At the end of the ritual, the 
  subject’s body slips into a coma and dies by the end of 
  the night. Many Tremere and other cautious Kindred 
  warn that the Salubri may misrepresent themselves 
  and convince others to volunteer for a “release” from 
  mortal concerns, when in truth they wish to trap the 
  soul in another plane of existence.
  The subject’s soul is released from her body and en-
  ters the astral plane (such as the Auspex power Psychic 
  Projection on p. 138). This separation is permanent 
  and irreversible. The subject is treated as an astrally-
  projecting character in terms of rules mechanics. How-
  ever, she no longer has a silver cord and no longer 
  needs one, as she exists independently of her body. If 
  she is reduced to zero Willpower through astral com-
  bat, she loses one point of permanent Willpower and 
  re-forms after a year and a day at the place where this 
  power was used upon her. A character reduced to zero 
  permanent Willpower is destroyed forever.
  This power may only be used upon mortals (exclud-
  ing mages) and vampires who are in Golconda, and 
  the subject must have a full understanding of what this 
  ritual entails — including its permanence and the im-
  possibility of a reversal. The body of a vampire who is 
  Unbound decays at sunrise. It is possible to drink the 
  blood remaining in the vampire’s body, but no benefits 
  are gained from an attempt at diablerie. Any attempt 
  to Embrace the body of an Unbound mortal automati-
  cally fails. The free-flying soul may choose to dissipate, 
  moving on to whatever awaits beyond death, at any 
  time (and is therefore not a ghost).
  The Salubri may use this power on herself, provided 
  she is in Golconda.
  Ogham
  The Ogham Discipline is only found among the Lhi-
  annan bloodline; they do not (some say cannot) share 
  its secrets with those who do not suffer from their line’s 
  curse. All Lhiannan share a splinter of a dark, once-
  vast, and powerful forest spirit. Ogham allows them to 
  tap into that spirit’s power, and into its communion 
  with free spirits of its ilk. 
  Ogham is a limited form of blood magic; it is neither 
  as flexible nor as powerful as Tremere Thaumaturgy, 
  nor other Clans’ blood sorcery, but within the bounds 
  set by the Lhiannan’s territorial nature it is quite pow-
  erful. Ogham is strongest within a Lhiannan’s home 
  territory. More than 50 miles (80 km) from her home 
  territory, the difficulty of using Ogham increases by one 
  across the board, as the Lhiannan’s own spirit-shard 
  comes into conflict with unfamiliar local spirit life.
  • Consecrate the Grove
  The Lhiannan with this ability can use the power 
  of her blood to awaken the spirits of plant life in her 
  territory; they will act in her defense against any un-
  welcome intruder. Roots tangle feet, grass grasps at 
  boots, trees sway unnaturally in foes’ way, and so on. 
  Typically the Lhiannan slits a wrist and whirls in place, 
  or stabs a palm and walks a spiral pattern through the 
  foliage that she wishes to awaken.
  System: The player spends from one to three blood 
  points, and the character must undertake the process 
  described above. One blood point rouses the plant life 
  in a 10-foot (3-meter) diameter; two blood points dou-
  bles that to 20 feet (6 meters); three makes it 40 feet 
  (12 meters). Tracing the desired area takes one turn 
  per blood point spent.
  When the blood has been sown, the player rolls Cha-
  risma + Survival (difficulty 6). If the roll garners even 
  one success, the plant life animates as the local spirit 
  world is roused to action. Enemies in the area suffer a -2 
  to all dice pools from distraction and physical interfer-
  ence. Additionally, interlopers must make a Stamina 
  + Athletics roll to avoid three dice of bashing damage 
  from the local flora (provided the local plant life is ca-
  pable of such damage; trees and brambles probably are, 
  but a grassy meadow doesn’t contain the kind of flora 
  necessary for such an assault). Botching this roll causes 
  the plants to turn on the Lhiannan instead.
  This power lasts for one scene.
  
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  CHAPTER TEN: BLOODLINES
  •• Crimson Woad
  The Lhiannan traces mystical runes or script on her 
  own body in vitae, inviting spirits of war to infuse her 
  and gird her for battle. While so imbued, she ignores 
  many wounds and retains greater control of her mind 
  as the spirits direct her Beast. The Lhiannan can also 
  lash out at her enemies with a fierce, blood-borne at-
  tack.
  System: The character spends one scene tracing 
  the woad on her body; this costs one blood point. The 
  player then rolls Intelligence + Occult (difficulty 7). 
  Each success enables the character to ignore one die of 
  wound penalties from injury. It also subtracts one from 
  the difficulty to avoid frenzy or Rötschreck. This abil-
  ity lasts through one scene. Additionally, if the char-
  acter receives more than four health levels of damage, 
  the mystic inscriptions are ruined, and the spirits flee 
  her body. 
  The Lhiannan may also lash out at her enemies, add-
  ing the fury of the woad to her attack. The player may 
  add the number of successes achieved on the above roll 
  to the number of dice rolled for damage for a single 
  close-combat attack (this ability can only be used once 
  per application of Crimson Woad).
  ••• Inscribe the Curse
  The Lhiannan inscribes the name of an enemy on 
  her body in vitae, in whatever language or set of sym-
  bols she likes. When the name is so inscribed and the 
  Lhiannan’s enemy can see it, baleful spirits become 
  bound to the name and enact a curse upon that enemy. 
  The curse takes effect the moment the victim sees his 
  name scrawled in blood. 
  System: The player spends three blood points. The 
  Lhiannan must write the foe’s name in blood, and it 
  must be displayed on a part of her body visible to in-
  tended target in order for Inscribe the Curse to take 
  effect. The player chooses which curse to enact on the 
  target from the list below; the curse takes effect as soon 
  as the target sees his name. He does not need to un-
  derstand the language used, but if he can comprehend 
  it, he may resist the curse with a Wits + Occult roll 
  (difficulty 8). 
  The curses described below expire when the glyph is 
  erased, worn off, or defaced by the Lhiannan’s taking 
  four or more health levels of damage. The curse works 
  differently depending on where the Lhiannan inscribes 
  the target’s name.
  Body: Inscribe the name on arms, legs, or belly. The 
  victim’s body becomes ill and weak (+2 to all diffi-
  culties on Physical rolls, and all wound penalties are 
  increased by one die) or, in the case of Cainites, the 
  victim cannot use blood other than the one point per 
  day necessary to remain active.
  Mind: Inscribe the name across the forehead. The 
  foe becomes confused as parts of his mind become dis-
  connected from one another; he must spend one Will-
  power point in order to attempt any Knowledge roll or 
  use any magical ability or Discipline (other than Ce-
  lerity, Fortitude, or Potence). This Willpower doesn’t 
  buy him a success on that roll; it simply allows him to 
  make it.
  Voice: Inscribe the name on the throat. The victim 
  loses the power of speech; he can grunt or moan, but 
  cannot say any words.
  Soul: Inscribe the name down the sternum and over 
  the heart. The subject loses his will to resist the Beast: 
  difficulties to avoid frenzy are increased by two. Non-
  vampires are overcome by fear. The target must flee the 
  Lhiannan’s territory unless he succeeds in a Courage 
  roll (difficulty 8).
  •••• Moon and Sun
  The life of a Cainite is dominated by two celestial 
  bodies: the sun, which she must fear and hate; and the 
  moon, her only safe source of light. A Lhiannan can 
  trace ancient sigils of those two orbs on her body to 
  gain gifts – the spirit of the moon, ever the vampire’s 
  friend, blesses her by its current phase, while the sun’s 
  spirit wards off some of that orb’s fiery curse.
  System: The player spends three blood points. The 
  Lhiannan inscribes the desired sigil on her body over 
  the course of 15 minutes. The sigil can be inscribed 
  anywhere, but must be exposed. The character may 
  choose to inscribe both the moon and the sun, but 
  each symbol requires the blood expenditure and 15 
  minutes to trace it. She can also inscribe these sigils on 
  any voluntary subject.
  The sun emblem protects a vampire from the worst 
  effects of fire and sunlight. So long as the symbol re-
  mains on the character’s body, the player makes a 
  Stamina roll (difficulty 8) when afflicted by fire or sun-
  light. If the roll is successful, the damage is considered 
  lethal and the player may roll to soak it normally. This 
  roll must be made every time the character faces such 
  damage.
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The moon emblem adds one to the difficulties of Self-
  Control/Instinct rolls to avoid frenzy (but not Courage 
  rolls to avoid Rötschreck). Other effects of the moon 
  emblem depend on the current phase of the moon:
  New Moon: Add one die to Dexterity and Stealth 
  dice pools.
  Crescent Moon: Add one die to Wits and Occult dice 
  pools.
  Half Moon: Add one die to Perception and Subter-
  fuge dice pools.
  Gibbous Moon: Add one die to Charisma and Expres-
  sion dice pools.
  Full Moon: Add one die to Strength and Brawl dice 
  pools.
  ••••• Drink Dry the Earth
  The spirit within every Lhiannan is drawn to sites 
  of mystical energy, whether ancient stone circles, fa-
  erie rings, or dragon tracks. That spirit-shard can wrest 
  spiritual energy out of those places of power and use 
  it to aid the Lhiannan. A word of caution, however: 
  stealing too much power from any mystical site renders 
  it barren and lifeless, much as if the Cainite had con-
  sumed the very blood of the Earth. Also, wizards and 
  werewolves frequent these same sites, and destroying 
  these places can rouse their ire.
  System: The player rolls Perception + Occult (dif-
  ficulty 8). One success determines if a given location 
  is a suitable site (a decision generally left in the Story-
  teller’s hands, though a Lhiannan with a high Domain 
  Background may have such a site within her holdings). 
  Two or more successes on this roll grants a rough idea 
  of the site’s power on a scale of 1 to 5. If the character 
  wishes to tap the power of that location, she must spend 
  a scene and one blood point marking various parts of 
  the site with sigils of power, keys for her spirit-shard to 
  unlock the location’s energies.
  Once the site is prepared, the player makes a second, 
  reflexive Perception + Occult roll (difficulty 7). Any 
  successes beyond the site’s power rating are ignored. 
  For each success, the player gains two dice, which she 
  may add to any dice pools (except those to avoid frenzy 
  or Rötschreck) for the remainder of the scene. These 
  dice are gone when used, but the character may tap the 
  same location again from turn to turn. The player must 
  make the Perception + Occult roll each time. Each 
  “drink” of the site’s energies depletes it, however, as 
  described below. 
  The Lhiannan’s spirit-shard is a greedy thing, wear-
  ing as it does the garb of a Cainite’s Beast, and drinks 
  the site’s energies recklessly. A Lhiannan can only gar-
  ner a number of successes equal to 10 times the site’s 
  power rating, after which point the area turns into a 
  barren wasteland, incapable of sustaining life. This sort 
  of activity in particular is certain to attract the atten-
  tion of Lupines or wizards. A site may replenish itself 
  over a period of years. However, a site that is tapped 
  with Drink Dry the Earth at any point during the year 
  is unable to replenish lost dice at all that year, and if 
  the site is completely drained, it is irrevocably dead.
  ••••• • Inscribe the Forgotten Names
  When the Lhiannan reaches this level of Ogham, 
  she reverses the relationship between herself and her 
  spirit-shard and can dominate and extract informa-
  tion from it. The Lhiannan’s ancient spirit knows the 
  names of many mythical beings, and it can be blud-
  geoned into giving the Lhiannan one of those names 
  so that she may invoke such a creature. These beings 
  are dangerous, and not to be trifled with. Many are on 
  a par with Methuselahs.
  Inscribe the Forgotten Names allows its wielder to 
  communicate with the being she summons, but it does 
  not give her domination or control over that creature. 
  She must appease it in whatever manner she can, and 
  hope that it does not take offense at being called up.
  System: The player spends three blood points. The 
  Lhiannan must spend one half hour undisturbed as 
  blood oozes from her skin to sate the spirit-shard’s 
  hunger. At the end of this time, the player rolls In-
  telligence + Occult (difficulty 9, or 8 if the character 
  has summoned this particular being before). If the roll 
  succeeds, a powerful creature arrives in the immediate 
  vicinity before the end of the current scene. 
  The Storyteller is free to assign game statistics to any 
  creature summoned. Such creatures have their own 
  desires and demands, and many do not take kindly to 
  being called.
  Sanguinus 
  Sanguinus is the unwholesome Discipline granted 
  to the Blood Brothers by the Tzimisce who created 
  them. A curious relative of Vicissitude, Sanguinus al-
  lows vampires who practice it to combine parts of their 
  bodies, loan them out to others, and coordinate their 
  minds and appendages. Even low levels of it are unset-
  
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  CHAPTER TEN: BLOODLINES
  tling to watch. Use of the higher levels is disgusting, 
  indeed, as flesh parts and exposed organs, atrophied by 
  the Blood Brothers’ state of undeath, merge and pulse. 
  Mortals observing the spectacle of this Discipline’s 
  more obvious powers must make Courage rolls (diffi-
  culty 4), spend a point of Willpower, or flee the area 
  in nausea.
  • Brother’s Blood
  A circle of Blood Brothers is closer than any Sab-
  bat pack, any blood-bound pair of vampiric lovers, 
  any ghoul family. The circle shares flesh, mind, and, 
  of course, blood. The members of the circle can spend 
  blood to heal each other’s bodies, no matter how far 
  apart they are. 
  System: The player spends a blood point, which may 
  be used to heal any member of the circle, regardless of 
  distance from the character. The Blood Brother may 
  also “bank” blood, spending five points to heal anoth-
  er’s aggravated wound over the course of several turns. 
  This power takes effect automatically; no roll is nec-
  essary. Blood spent by another Frankenstein does not 
  count against the maximum amount of vitae the target 
  character can spend per turn.
  •• Octopod
  The Blood Brother circle can donate limbs and or-
  gans to one another. This isn’t meant for healing af-
  ter the battle, but for use during the battle. An oppo-
  nent facing down the Blood Brothers might see one of 
  his opponents grow a second set of legs (making him 
  nearly impossible to knock down), another pair of arms 
  (meaning he can block or parry almost any incoming 
  attack), extra eyes for 360 degree vision, or an extra 
  mouth for an greater blood consumption. Of course, 
  the Frankenstein that gives up the organ might be left 
  a limbless, eyeless, mouthless lump of flesh on the side 
  of the battlefield, but the Blood Brothers never seem 
  to mind that.
  System: The “donor” player spends a blood point for 
  each limb or organ he wishes to loan to the other circle 
  member. (Only the donor needs to have this level of 
  mastery of Sanguinus; the recipient may be any other 
  member of the donor’s circle.) The loaned organs ap-
  pear at the end of that turn, in whatever location the 
  recipient wishes — eyes on the back of heads or on the 
  ends of hands have been seen, as have entire heads lo-
  cated between a Blood Brother’s legs. Use of this power 
  does not impart any extra attacks, but it may allow for 
  additional sensory input, more blood to be consumed 
  in a single turn, or extra hands to hold weapons or pin 
  down foes. Only external organs may be loaned in this 
  manner — hearts, stomachs, and brains cannot.
  ••• Gestalt
  Blood Brothers share a hive-mind; this ability was 
  one of the guiding principles behind their creation. 
  The Gestalt power is that hive-mind, the ability of the 
  Frankensteins to coordinate silently and perfectly in 
  battle, to avoid mind-controlling powers, and to act 
  in unison. 
  System: This power confers several benefits on the 
  Blood Brothers. For this power to work, however, every 
  Blood Brother in the circle must spend a blood point. 
  If even one member cannot or will not spend a blood 
  point, this power fails. Once a Blood Brother has met 
  the Final Death, he is no longer a part of the circle, so 
  the power continues to function among the still-un-
  dead members of the group. Gestalt lasts for one scene. 
  While this power is active:
  • Dominate, Presence, and the like take effect 
  against the highest Willpower rating in the circle. For 
  example, if a vampire attempts to Dominate a Blood 
  Brother under the influence of Gestalt, she must roll 
  against the highest Willpower rating any of the vam-
  pires in the circle possesses, even if her subject has the 
  lowest Willpower rating in the circle. Additionally, a 
  Blood Brother affected by powers in this manner drops 
  out of the Gestalt, though Gestalt remains active for 
  others. This mental “fuse” was supposedly created to 
  prevent the entire circle from being Dominated by a 
  vampire looking into the eyes of one Blood Brother.
  • Perception difficulties for all Blood Brothers in the 
  circle decrease by three, as they share the sensory input 
  of other vampires in the circle.
  • By taking no action other than concentrating, a 
  Blood Brother may “loan” an Ability to another broth-
  er. For example, a wounded vampire with Melee 4 may 
  step out of combat and loan a circle-mate with Melee 
  2 his mastery of that Skill. The “borrowing” vampire 
  makes Ability checks against the loaned Trait as if it 
  were his own.
  • The Blood Brothers in the Gestalt may communi-
  cate through telepathy, allowing them to coordinate 
  actions. In game terms, only one initiative roll is made 
  for the circle, based on the character with the highest 
  initiative rating (see p. 271).
  Not all Blood Brothers in the circle need to have 
  this level of Sanguinus to benefit from the Gestalt. If 
  
  465 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  a given character does not know this power, though, 
  the player rolls Wits + Occult (difficulty 7) when the 
  power is enacted. If this roll fails, the character can 
  still receive loaned Abilities, but gains no other ben-
  efits from the Gestalt.
  •••• Walk of Caine 
  The sorcerous theory behind the Blood Brothers 
  reads like a philosophical treatise on the nature of in-
  dividuality, free will, and hematology. The Franken-
  steins are not a group of vampires but are one vampire 
  in several bodies, or so goes the theory. As such, any 
  of their characteristics must be viewed as a continuum 
  — they are not individually Twelfth, Eleventh, and 
  Thirteenth Generation, for example, but they are col-
  lectively Ninth Generation at any given time. While 
  the metaphysics of this kind of thinking makes most 
  vampires’ heads ache, there seems to be something to 
  it. A Blood Brother can draw strength from his circle, 
  lowering his Generation to allow for greater feats of 
  vitae expenditure. 
  System: Each member of the circle can “donate” one 
  step in Generation. In the example listed above, the 
  vampire of Eleventh Generation could take one step 
  from his two circle-mates and drop to Ninth, but the 
  vampire of Thirteenth Generation couldn’t drop lower 
  than Eleventh. No matter how big the circle, no Blood 
  Brother can drop to an effective Generation lower 
  than Fourth. Likewise, a Thirteenth Generation Blood 
  Brother can drop to an effective Generation of Four-
  teenth, which carries with it the penalties listed for the 
  Fourteenth Generation Flaw (p. 481). (He cannot go 
  to Fifteenth Generation, however.)
  As with Gestalt, only one Blood Brother needs to 
  know this power in order to begin the process. Any 
  that don’t have Walk of Caine need to make a Stamina 
  + Awareness roll (difficulty 7). If this roll fails, they 
  may not participate in the action.
  ••••• Coagulated Entity
  The Blood Brothers merge into a fleshy, bleeding 
  mound of horror. This juggernaut surges forward, crush-
  ing and consuming anything in its path. The Sabbat 
  has learned to its chagrin that if the Blood Brothers are 
  not explicitly told to separate after using this power, 
  they won’t. This merger is, apparently, what the Blood 
  Brothers truly want. 
  System: Every vampire in the circle who wishes to 
  become part of the Coagulated Entity spends three 
  blood points. Three turns after the process begins, the 
  monster is complete and able to act. The vampire of 
  the lowest Generation who is part of the construct 
  guides the creature’s actions. The actual Generation of 
  the creature itself, however, is the highest Generation 
  of any vampire present in the construct, less one for 
  each additional vampire present in the construct. (Us-
  ing the previous example, the Eleventh-Generation 
  vampire would be the guide but the highest Genera-
  tion is 13, so the overall Entity would be 13 minus 2, or 
  Eleventh Generation.) 
  The creature’s Strength, Stamina, and Perception 
  are equal to the guide’s, with a +1 for every additional 
  vampire contained within. (Generational limits do not 
  apply to this creature — through sheer size, a Coagu-
  lated Entity may have a Strength of 7 or more.) All 
  physical actions undertaken by the monstrosity gain 
  one extra die to the pool for each vampire beyond 
  the first present in the construct (before splitting dice 
  pools). 
  Only one vampire in the circle needs to possess San-
  guinus at Level Five for this power to work. Body parts 
  tend to shift during the creation of a Coagulated En-
  tity — fanged maws at the ends of hands and eyes atop 
  fleshy stalks have been reported by terrified survivors. 
  Storytellers should feel free to give any bonuses (or 
  penalties) to the construct as they see fit. 
  A Coagulated Entity may not be staked, as it has 
  too many hearts in unconventional places for any but 
  the blindest luck to impale. It has a vampire’s normal 
  seven health levels, plus two for each additional vam-
  pire who becomes part of the entity (treat these extra 
  health levels as Bruised). The entity remains congealed 
  for one scene, unless the Storyteller wishes to rule that 
  no one told the Blood Brothers to separate.
  Spiritus
  The Discipline of Spiritus opens the vampire up to 
  worlds and vistas — and methods of feeding — that 
  most Kindred can never touch. Vampires are spiritu-
  ally dead, unable to create life. The shamanic ritual 
  that created the Ahrimanes, though, allowed a spiritu-
  al connection between the undead and the vast, living 
  world all around them. While the vampire can barely 
  scratch the surface of what living shamans can accom-
  plish, the Discipline of Spiritus is still formidable. 
  
  466 
  CHAPTER TEN: BLOODLINES
  • Aid from Spirits
  Spirits are everywhere, but invisible to most living 
  (and unliving) beings. This power allows the vampire 
  to briefly rouse the spirit of an object, making that ob-
  ject perform its intended function better and more ef-
  ficiently. It in no way makes the spirit well-disposed 
  toward the vampire — not that this usually matters to 
  the Ahrimane.
  System: The character touches the object, and the 
  player spends a blood point and rolls Manipulation + Oc-
  cult (difficulty 6). If the roll succeeds, the player receives a 
  bonus to her dice pool using that item, equal to the num-
  ber of successes rolled. For example, if the character uses 
  this power on a gun and the player rolls three successes, 
  she then receives a +3 to her next Firearms roll made with 
  that gun. Unused bonuses fade at the end of the scene, 
  and multiple uses of this power do not combine (the most 
  recent use trumps any previous uses). The character can, 
  however, use the power on multiple objects she uses in 
  the same scene, so long as she has the blood for it.
  •• Summon Spirit Beasts
  The vampire might not fully understand the link be-
  tween “animal” and “animal-spirit,” but spirits of ag-
  gressive animals are usually more than willing to take 
  on a physical body and fight for the vampire. Spirits of 
  curious animals, meanwhile, seem to enjoy unlocking 
  doors or following people. With this power, the Ahri-
  mane can summon up the spirit of an animal indigenous 
  to the area and send it to do what comes naturally.
  The spirit assumes the corporeal form of the appro-
  priate animal, and is capable of whatever the animal 
  would normally be able to do. The animal can follow 
  simple telepathic commands, and is slightly more in-
  telligent than a normal animal would be (but still not 
  as intelligent as a person).
  System: The animal summoned must be native to 
  the area — just because the local zoo hosts a tiger 
  doesn’t mean there are tiger-spirits running about. The 
  player must spend one blood point and roll Charisma 
  + Animal Ken (difficulty 7). The number of successes 
  indicates how long the spirit remains material. The 
  spirits have the same number of health levels their 
  physical counterparts would normally have (see p. 388 
  for some sample animals traits). If they are reduced to 
  Incapacitated, they discorporate.
     Successes      Duration
  1 Success 
  One Turn
  2 Successes 
  Five Turns
  3 Successes 
  One Hour
  4 Successes 
  One Night
  5 Successes 
  One Week
  ••• Aspect of the Beast
  Instead of calling up animal spirits, the vampire 
  learns to emulate aspects of those spirits herself. In this 
  way, she can become faster, stronger, tougher, or gain 
  the special powers of nearly any animal, provided that 
  the spirit is local to the area.
  System: The player spends a blood point and rolls 
  Manipulation + Occult (difficulty 7). The power lasts 
  for one turn per success, unless otherwise noted. Some 
  examples of aspects are given below, though the player 
  and Storyteller are welcome to make up others:
  Beaver’s Bite — This makes the Ahrimane’s bite 
  strong and sharp enough to cut through almost any 
  substance (though it does no additional damage to liv-
  ing or unliving targets).
  Chameleon’s Colors — The Ahrimane becomes ca-
  pable of changing color to suit the environment (-2 
  difficulties to all Stealth rolls involving hiding).
  Ears of the Hare — The Ahrimane can hear as well 
  as a rabbit, reducing the difficulty of Perception rolls 
  involving hearing by two.
  Falcon’s Eye — The Ahrimane can see great distanc-
  es as if she had the eyes of a falcon (-3 to all Perception 
  rolls involving vision).
  Ferocity of the Cougar — All Courage rolls are made 
  at -2 difficulty.
  Leapfrog — This grants the Ahrimane the ability to 
  leap three times the normal height and distance. (See 
  p. 260 for jumping rules.)
  Nose of the Hound — The Ahrimane’s sense of smell 
  is far greater than that of a mortal. She can even track 
  by scent with on a Perception + Survival roll (difficulty 
  set by Storyteller).
  Serpent’s Venom — The Ahrimane’s bite transmits 
  a venomous toxin that causes two health levels of 
  damage in living victims per turn (see “Poisons and 
  Drugs,” p. 301). The damage continues until the toxin 
  is removed or nullified, or until the Ahrimane’s spirit 
  power ends. 
  Sound of the Cricket — This grants the power to pro-
  duce an annoying, grating sound loud enough to deafen 
  those nearby. The target suffers a +4 to all Perception 
  
  467 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  rolls related to hearing for the next scene unless he suc-
  ceeds on a Willpower roll (difficulty 7).
  Squirrel’s Balance — The Ahrimane can move about 
  in the branches and limbs of trees or across tightropes 
  with little fear of falling. All such Athletics rolls have 
  their difficulties decreased by two.
  Strength of the Bear — This gives the Ahrimane two 
  extra dots of Strength.
  Swiftness of the Stag — The Ahrimane can move at 
  twice her normal running speed.
  •••• Engling Fury
  Spirits abound — supposedly everything, from one’s 
  shirt to the very air, has one. The Ahrimane can take 
  those spirits into herself, break them down, and refresh 
  her own mental reserves. This destroys the spirit, but 
  no repercussions have been reported. 
  System: The player rolls Manipulation + Intimida-
  tion (difficulty 8). Every success allows her to regain a 
  point of Willpower, but each use of this power destroys 
  another spirit.
  ••••• The Wild Beast
  The Ahrimane grows leaner, lithe, and strong. She 
  hunches over slightly, her eyes become slitted and cat-
  like, and she grows vicious claws on her hands. Her 
  features become slightly feline, and in this form she is 
  an even more formidable predator than usual. Animals 
  react with fear to the Wild Beast, and mortals see her 
  as a monster — if they see her at all. 
  System: The change does not require a roll, but 
  the player must spend two blood points. The change 
  raises the vampire’s Strength by three, and Dexterity 
  and Stamina each by two. Appearance falls to 0 and 
  Manipulation is reduced by three. The vampire’s fangs 
  inflict an extra die of damage, and she grows claws that 
  inflict aggravated damage. The character can see in the 
  dark, and all difficulties involving scent, hearing, and 
  vision fall by two. The character can retain the Wild 
  Beast form for a number of hours every night equal to 
  her Willpower rating.
  Temporis
  The True Brujah bloodline claims a peculiar Disci-
  pline that allows them some control over the flow of 
  time. Masters of Temporis often grow ever more de-
  tached from the passage of ages. This, combined with 
  the natural tendency for Sages to grow emotionally 
  and spiritually distant, makes True Brujah elders ex-
  ceptionally dangerous. They know that all life is finite, 
  and so they feel no compunction about ending it.
  • Hourglass of the Mind
  Masters of Temporis value patience and clarity. Time 
  is too complex and dangerous to manipulate incau-
  tiously or on a whim. Thus, the first power of Temporis 
  focuses entirely on perception and serves as a perma-
  nent alteration of a vampire’s senses.
  System: Once purchased, this Discipline gives a 
  vampire a perfect sense of time. The vampire knows 
  events to the nearest second or better. Moreover, the 
  Cainite knows whenever the flow of time is mystically 
  disturbed by use of Celerity, greater levels of Tempo-
  ris, mortal wizardry, or stranger things. Sensing distur-
  bances is instinctive and reflexive, though it requires 
  a successful Perception + Awareness roll (difficulty 6 
  for most phenomena, as modified by the Storyteller for 
  distance and intensity).
  •• Recurring Contemplation
  A vampire with this power may trap a target’s mind 
  into reviewing a set of events over and over until inter-
  rupted. This power is extremely subtle and ill-suited 
  to combat or other situations rich in sensory stimuli. 
  However, a cunning vampire can trick a sentry into 
  reliving the tedium of his uneventful watch even as 
  the Cainite draws close enough to strike or slip past. 
  Other uses include the maddening infliction of déjà 
  vu to induce paranoia or make a victim question her 
  senses and her sanity.
  System: The vampire concentrates on a single vic-
  tim in his line of sight. The player rolls Manipula-
  tion + Occult (difficulty equal to the victim’s current 
  Willpower). With any successes, the victim falls into 
  a light trance and relives the most recent experiences 
  that preceded her fugue. Alternately, the vampire may 
  evoke another set of specific memories and circum-
  stances from the victim’s past, provided that he has 
  some means of telepathically drawing them forth. The 
  recurring events must be relatively benign, insofar as 
  nothing noteworthy happens or nothing happens that 
  would demand the victim’s immediate action. Thus, in 
  the example of the sentry, the vampire could entrance 
  him and walk past unobserved, but not if the sentry 
  spotted him before invoking the power. Ordinarily, 
  the fugue lasts one minute per success. If the vampire’s 
  player spends a blood point to fuel this power, deter-
  mine the trance’s duration according to the following 
  chart:
  
  468 
  CHAPTER TEN: BLOODLINES
     Successes 
  Duration
  1 success 
  one minute
  2 successes 
  10 minutes
  3 successes 
  one hour
  4 successes 
  six hours
  5+ successes one day
  Entranced victims are oblivious to their surroundings 
  and the actual flow of time around them. However, the 
  fugue ends immediately if the victim suffers any dam-
  age or experiences a sudden jolt to her senses, such as a 
  thunderclap or even a gentle nudge. Normal conversa-
  tion does not break the trance, although shouting does.
  ••• Leaden Moment
  With this power, a vampire may begin to alter the flow 
  of time itself rather than mere perception of events. The 
  vampire gestures and slows the desired object almost to 
  a dead stop. This power can slow incoming bullets to 
  the pace of drifting clouds, or cause an enemy warrior to 
  see the battlefield quicken to a blur of dizzying carnage 
  even as his every motion slows to a crawl.
  System: The player spends one blood point and rolls 
  Intelligence + Occult. The difficulty depends on the 
  size and nature of the target: a single thrown brick is 
  only difficulty 4, while a crazed ghoul has a difficulty 
  of 9. Targets larger than an adult human cannot be 
  affected with Leaden Moment. It is possible to affect 
  small, closely grouped inanimate objects of the same 
  nature as a single object, though this increases the dif-
  ficulty by two or more at the Storyteller’s discretion (a 
  hail of bullets might be difficulty 9). This power may 
  be activated reflexively as a defensive action against 
  projectiles, but otherwise requires a full action on the 
  vampire’s initiative. Though failure carries no special 
  penalty apart from wasting blood, a botch means the 
  vampire mistakenly slows himself rather than the tar-
  get, counting every 1 as a success for that purpose. 
  If the vampire succeeds, the object slows to one-half its 
  true speed. Every two successes beyond the first reduce 
  this speed by one additional factor, so three successes 
  slows the target to one third its speed, five successes 
  yields quarter speed, etc. The actual mechanics of such 
  slowing depend on the situation. For projectiles, multi-
  ply any successes to hit and final damage by the speed 
  factor, rounded down. Similarly apply the speed modi-
  fier to the successes of other actions involving Dexter-
  ity, Wits, or Strength for slowed characters. Characters 
  with Celerity may spend one blood point to negate one 
  factor of speed reduction at the expense of the usual 
  extra action provided – for example, one blood point 
  cancels a reduction to one half speed, two blood points 
  cancel one third, etc. Leaden Moment lasts one turn for 
  every two successes rolled, rounded up.
  •••• Patience of the Norns
  The vampire can now suspend an inanimate object in 
  time, keeping it frozen in perfect stasis as time passes at 
  normal speed around it. As with lesser Temporis pow-
  ers, this stasis has both combat and non-combat appli-
  cations. True Brujah warriors may halt bullets outright 
  rather than merely slowing their approach or casually 
  sidestep a collapsing building. Higher-level variations 
  on this power preserve precious scrolls and artifacts 
  without risk of mold or decay. If any solid object or 
  nontrivial volume of liquid touches a frozen object that 
  did not touch it at the moment of suspension, the item 
  re-enters time with the same properties and velocity 
  as when it stopped. Thus, touching a suspended object 
  with anything more substantial than a raindrop releas-
  es it exactly as it was before it stopped.
  System: The player spends two blood points and rolls 
  Intelligence + Occult (difficulty 6). The vampire must 
  be able to perceive the object that he’s suspending, so 
  the player may need to make a Perception + Alertness 
  roll at a difficulty determined by the Storyteller in or-
  der to freeze fast-moving objects. If an object exceeds 
  the speed of mortal perception, superhuman percep-
  tion such as Auspex is required in order to see and stop 
  it (as such, bullets can be stopped with this power, but 
  only if the vampire has at least a dot of Auspex). Ob-
  jects frozen by this power remain halted according to 
  the number of successes rolled:
     Successes 
  Duration
  1 success 
  one turn
  2 successes 
  one minute
  3 successes 
  10 minutes
  4 successes 
  one hour
  5 successes 
  one day
  6+ successes one week per success over 5
  Suspended objects retain all energy in their suspen-
  sion, releasing none to the outside universe. A sus-
  pended knife has no kinetic energy as far as the rest of 
  the world is concerned and hangs suspended in mid-air 
  until the power is interrupted or the duration expires. 
  Suspended alchemical or chemical processes also halt, 
  including fire. However, any physical contact more sub-
  stantial than a falling raindrop breaks the suspension.
  
  469 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••••• Clotho’s Gift
  With this power, a vampire momentarily accelerates 
  time through himself. In this brief instant, he moves 
  with the preternatural speed of Celerity. Unlike that 
  Discipline, however, the time dilation of Clotho’s Gift 
  permits any type of action. A vampire may still move 
  or strike faster than the eye can see, but also think, 
  plan, and even invoke other Disciplines that require 
  full concentration. Only the last presents a danger, as 
  it overtaxes the vampire’s unliving stasis.
  System: The player spends three blood points and 
  rolls Intelligence + Occult (difficulty 7). For a number 
  of turns equal to half the vampire’s Temporis rating, 
  rounded up, the character may take a number of ex-
  tra actions at her full dice pool equal to the number 
  of successes rolled. These actions follow the timing 
  rules associated with Celerity, but may be used to take 
  any action. A vampire may use the actions granted by 
  Clotho’s Gift to activate Disciplines multiple times, 
  even Disciplines that cannot be used more than once 
  in a turn (such as Dominate or Thaumaturgy). How-
  ever, for every action spent activating a Discipline, the 
  vampire suffers one level of unsoakable lethal damage. 
  Only one important exception exists: Any attempt to 
  stack extra actions through Celerity, subsequent appli-
  cations of Clotho’s Gift or other powers results in im-
  mediate Final Death, as the vampire collapses into ash 
  as though burned by the sun.
  ••••• • Kiss of Lachesis
  True Brujah with this power gain limited mastery 
  over the physical age of objects and individuals. It 
  is a trivial matter to accelerate time in a compressed 
  rush, aging a target decades or even centuries in the 
  blink of an eye. It is far more difficult to absorb and 
  unweave entropy, lessening time’s hold. This power 
  does not reverse history in any way; it merely reverses 
  or accelerates the effects of time in terms of wear and 
  tear. Moreover, a target cannot regress to an earlier or 
  incomplete state of being. For inanimate objects, this 
  is the point at which they were assembled. For living 
  beings, it is either adult maturity or the time of birth 
  (or its equivalent). For the undead and other corpses, 
  it is the moment of death.
  System: In order for the vampire to age a target, the 
  player spends two blood points and rolls Manipulation 
  + Occult. The difficulty equals the target’s true physi-
  cal age in decades or effective physical age in the case 
  of target’s that have aged unnaturally, such as by means 
  of this power. This difficulty cannot rise higher than 10 
  or drop below 4. The vampire touches the target and 
  concentrates for a turn. The Cainite may age the target 
  a maximum number of years as determined by the fol-
  lowing table, although his player may choose to apply 
  a lesser effect. The Storyteller remains the final arbiter 
  of time’s effect on an object, but living beings aged past 
  their natural lifespan quickly perish.
     Successes      Elapsed Time
  1 success 
  up to one year
  2 successes 
  up to five years
  3 successes 
  up to 10 years
  4 successes 
  up to 50 years
  5 successes 
  up to 100 years
  6+ successes up to one century per success over 5
  Removing the effects of time requires greater effort, 
  increasing the difficulty of the activation roll by one. 
  In addition, the vampire suffers one level of unsoak-
  able lethal damage for every success her player chooses 
  to apply. As noted, objects cannot return to an earlier 
  or incomplete state. A silver coin may lose its tarnish 
  and seem newly minted, but it will not revert to an 
  unformed block of metal. Likewise, while an adult may 
  revert to the cusp of his adulthood or a child to a new-
  born, neither could regress to a prenatal state. Also, 
  this power only accounts for damage and wear due to 
  time. A child amputee reverted to a baby will not re-
  generate her missing arm, nor will a broken sword be-
  come anything but finely crafted shards.
  In either application, this power does not change a 
  subject’s mental or mystical properties. Sentient beings 
  retain all memories and any derangements. A vampire 
  regressed to the point of death remains a vampire, not 
  an inanimate corpse — and the regressed Cainite still 
  remembers all Disciplines and keeps any changes in 
  Generation due to diablerie. However, a vampire aged 
  far enough pales considerably or loses any signs of dia-
  blerie from his aura.
  ••••• •• Cheat the Fates
  Where a vampire with Clotho’s Gift may accelerate 
  with respect to the world, a vampire with this power 
  may step outside of time entirely. During this brief so-
  journ, the Cainite perceives the world frozen at a stand-
  still. He can walk about at a leisurely pace to sidestep 
  blows or retreat without being observed. He may even 
  exert force, such as by striking a blow, though no dam-
  age is resolved until he re-enters time. However, this 
  power wreaks terrible destruction on a vampire’s unliv-
  
  470 
  CHAPTER TEN: BLOODLINES
  ing body. Used incautiously, a vampire may saunter out 
  of time, only to fall to ash when he returns.
  System: The player spends one Willpower point and 
  three blood points, and then rolls Wits + Occult (dif-
  ficulty 7). This power may be activated reflexively as 
  a defensive action; however, such hasty use reduces 
  the maximum duration to a single turn. Failure does 
  nothing apart from wasting effort and blood, while a 
  botch inflicts one level of aggravated damage for every 
  1 rolled. 
  If successful, the vampire steps out of time for a num-
  ber of turns equal to the successes rolled (outside of 
  combat, a turn still only lasts three to five seconds for 
  the purposes of this power). These turns occur for the 
  vampire only while the rest of the world stands still. 
  He may take any action or actions during this time, 
  as many as desired, but he has no access to Disciplines 
  — even innate or perpetual Disciplines such as Po-
  tence. The vampire must direct every aspect of Caine’s 
  Curse toward holding back time. If the vampire attacks 
  someone in this state, the target cannot dodge or parry. 
  Resolve the attack normally but do not apply damage. 
  However, if the vampire suffers injury, such as by ex-
  posure to sunlight or walking through a frozen flame, 
  apply this damage immediately. 
  The vampire may end his sojourn at any point or wait 
  until the full duration of the power passes, at which 
  point time resumes. Before anything else happens, in-
  cluding resolution of damage inflicted by the vampire, 
  roll one die for every turn the vampire moved out of 
  time. The difficulty is equal to the vampire’s Temporis 
  rating. For every success, the Cainite suffers one level 
  of unsoakable aggravated damage. Apply this damage 
  concurrently with damage suffered by halted victims 
  and continue play on the same turn and initiative the 
  vampire stepped out of time. 
  ••••• ••• Clio’s Kiss
  One of the most subtle manifestations of Temporis’ 
  higher levels, this power allows a vampire to reach into 
  the past and summon events, objects, or even individu-
  als. Clio’s Kiss, named for the muse of history, is the 
  power to bypass the flow of time and bring something 
  — or someone — forward to the present. Some True 
  Brujah scholars use this to observe history as it truly 
  occurred, while others look to the past for aid or to 
  retrieve lost possessions. At least two coordinated at-
  tempts by the True Brujah to summon their Antedilu-
  vian progenitor have met with catastrophic failure. 
  No one knows if a Sage capable of this power remains. 
  The hope is that Clio’s Kiss faded from knowledge — 
  the bloodline cannot afford a third attempt.
  System: The player spends half of the character’s 
  current blood pool, rounded up, and rolls Stamina + 
  Occult (difficulty 8). This power automatically fails 
  if the player spends fewer than five blood points. The 
  number of successes determines the maximum amount 
  of time through which the character may reach:
     Successes      Time
  1 success 
  24 hours
  2 successes 
  one month
  3 successes 
  one year
  4 successes 
  10 years
  5+ successes one century per success over 4
  When a vampire uses this power successfully, the 
  scene she seeks to retrieve materializes around her, 
  briefly supplanting the current environment. This 
  change extends to a maximum volume of a ballroom or 
  similarly proportioned outdoor space (at Storyteller’s 
  discretion). The power affects everyone inside this area 
  by granting them awareness of the summoned events, 
  but the vampire is the only person who may choose to 
  interact with the scene (though he may remain invis-
  ible and disembodied). All others must remain incor-
  poreal observers until time reasserts itself and the scene 
  fades. They may move about to change their vantage 
  point, but can take no other action.
  If the vampire wants to remove an object or individu-
  al from the scene, bringing them forward to the present, 
  the player must spend a dot of Willpower. Once this is 
  done, the conjured scene fades away and present reality 
  returns. Only the summoned object or person remains.
  This power can never alter the course of history in 
  any significant manner. Should an object or person 
  have a meaningful role yet to play at the time it is re-
  moved, the weight of time crashes upon the vampire 
  and he vanishes in its current. Whether such folly re-
  sults in destruction or propels the vampire far into the 
  future remains unknown and likely unknowable. Like-
  wise, any changes the vampire makes to a summoned 
  scene unravel as soon as he departs. Like a play, time 
  may be altered by the removal of extras, but the script 
  stays the same — however cruel a fate, Carthage must 
  be destroyed. 
  As always, the Storyteller remains the final judge 
  of what this power can achieve and need not reveal 
  
  471 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  all limitations until a vampire attempts a change. It 
  is possible to summon a person from a point close to 
  his death, assuming he perished without observers. 
  Likewise, a manuscript destroyed when the Library of 
  Alexandria burned can be called after it is last read. 
  Calling the very library from Alexandria would be im-
  possible, not only for its size but also the necessity and 
  significance of its ruins. Finally, the previous form of a 
  currently existing object cannot be summoned, if only 
  because its continued existence validates a role in his-
  tory. Storytellers need not consider every ramification 
  of paradox, but this power has tremendous potential 
  for abuse and should be adjudicated accordingly.
  ••••• •••• Tangle Atropos’ Hand
  This manifestation of Temporis is at once the most 
  flagrant and subtle twist of time — the power of second 
  chances. The existence of such power is only a theory 
  and a fearfully whispered rumor, for who can ever know 
  when or how time itself unraveled and changed?
  System: The player spends a dot of Willpower and 
  three blood points and rolls Wits + Occult (difficulty 
  8). Every additional point of permanent Willpower 
  spent beyond the first adds one automatic success to 
  the roll. Use of this power is reflexive and may be done 
  at any moment, even on a turn in which the vampire 
  has used other Disciplines. If successful, the Cainite’s 
  mind flashes back to his earlier self with full memory of 
  the events that transpired and now only might transpire. 
  This rewind encompasses one turn for every success 
  rolled, and inflicts an equal number of levels of unsoak-
  able aggravated damage. Assuming the vampire does 
  nothing, every event plays out exactly as before. Once 
  the vampire takes a new action of any sort, time shifts 
  to encompass a new future and fate is no longer fixed.
  Thanatosis
  This Discipline is an exclusive development of the 
  Samedi bloodline, and it is tied intrinsically to the 
  Stiffs’ identity and history. Although Thanatosis ap-
  pears to deal closely with death and the energies of 
  decay, no Giovanni have ever claimed mastery of this 
  power. Outsiders assume the Giovanni must be inter-
  ested in learning this Discipline. However, the Gio-
  vanni view the Samedi with distrust and loathing, 
  while the Samedi take on the Giovanni is usually ex-
  pressed by muttering a curse on the Clan and spitting 
  blood. Thus, the possibility of an exchange of informa-
  tion approaches nil.
  • Hag’s Wrinkles
  Perpetual rot makes the character’s flesh malleable. 
  The Samedi can open large folds in her flesh, storing 
  objects in them like a kangaroo’s pouch. She can also 
  massage the slimy flaps of fatty tissue to alter her ap-
  pearance slightly (though this does nothing for the 
  smell). Other Kindred can learn this Discipline, of 
  course, but if they do not possess the “advantage” of 
  having skin that already falls in droops and folds, large 
  wrinkles and bulges may be visible. 
  System: This power requires one turn to shape the 
  wrinkles and the expenditure of a blood point. If the 
  power is used to distort a character’s features, the 
  Samedi player must roll Stamina + Subterfuge (diffi-
  culty 8). Success raises the difficulty to visually identify 
  the character by one and lasts for one hour per success 
  rolled. If the character is attempting to hide a small 
  object (a wallet, a letter, a small pistol), the roll and 
  duration are the same, but all rolls made to see if the 
  object is detected (for example, a pat-down search or a 
  security guard’s visual inspection) are at +2 difficulty.
  •• Putrefaction
  The character can, with a touch, inflict decay upon 
  a target. Hair falls out, teeth loosen, flesh rots and fun-
  gus grows on the skin. This power works on targets liv-
  ing and undead, and is obviously quite unsettling both 
  physically and psychologically. 
  System: This power first requires that the character 
  touch his intended target. The player then rolls Dex-
  terity + Medicine (difficulty of the target’s Stamina + 
  Fortitude) and spends a blood point. Success inflicts 
  one health level of lethal damage on the target and 
  removes one point of the victim’s Appearance. This 
  Appearance loss returns to vampires at the rate of one 
  point per night, but is permanent for mortals (though 
  plastic surgery can correct mortals’ physical disfigure-
  ment). If a mortal suffers three or more health levels of 
  damage from repeated uses of this power in one scene, 
  gangrene or other ailments may occur.
  Putrefaction can also be used on plants, in which 
  case the target becomes blighted and withered. It can-
  not, however, be used on inanimate objects such as 
  cars or wooden stakes.
  ••• Ashes to Ashes
  The character collapses into a thick, sticky white 
  powder. While in this form, the character cannot move 
  and is only dimly aware of her surroundings, but is im-
  mune to fire and sunlight (meaning that this power is 
  
  472 
  CHAPTER TEN: BLOODLINES
  an effective escape in some situations). The character 
  must take care, though — if the ashes are scattered, she 
  might never be able to reform. 
  System: The transformation to ashes requires one 
  turn and the expenditure of two blood points. While 
  the character is in ash form, the player must make a 
  Perception + Alertness roll (difficulty 9) for any scene 
  in which she wishes her character to be aware of her 
  surroundings. Reforming from the heap of ashes takes 
  one turn. If the character is in a confined space (such 
  as an urn), she explodes from it in a suitably dramatic 
  manner as she brings herself back to full size. If a Same-
  di is scattered while in this form, one health level and 
  one blood point are lost for each tenth (roughly) of the 
  character that has been dissipated. Five blood points 
  are required to heal each health level lost in this man-
  ner. At the Storyteller’s discretion, the Samedi may be 
  missing limbs or vital organs (though never the head or 
  the heart) until the missing health levels are healed.
  •••• Withering
  The Stiff can shrivel and render useless an oppo-
  nent’s limb. This power works on Kindred as well as 
  mortals. Kindred, of course, are horrified by the power, 
  as they tend to think of their bodies as immortal and 
  invulnerable to such ravages.
  System: The Samedi must touch the limb he intends 
  to shrivel. The player spends a Willpower point and 
  rolls Manipulation + Medicine (difficulty equal to the 
  victim’s Stamina + Fortitude). Three successes are re-
  quired for this power to shrink a limb. With one or two 
  successes, the victim takes one health level of bashing 
  damage, which may be soaked normally, but is other-
  wise unaffected. (If the Withering attempt is success-
  ful, the subject suffers no health level of damage, but 
  rather the withering of the limb itself.) 
  The effects of Withering fade after one night if a vam-
  pire or other supernatural creature is the victim, but mor-
  tals (including mages) are permanently afflicted unless 
  some type of supernatural healing is used. If this power 
  is used on an arm or leg, the limb instantly becomes use-
  less. If this power is used on an opponent’s head, mortal 
  victims die instantly. Kindred lose two points from all 
  Mental Attributes while their heads are shrunken and 
  are unable to use any Disciplines except Celerity, For-
  titude, and Potence. Multiple uses of this power on the 
  same appendage have no additional effect.
  
  473 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ••••• Necrosis
  A more horrific and potent form of Putrefaction, this 
  power causes flesh to decay and slough off, exposing 
  the bone beneath. Use of this power can render an op-
  ponent unable to move from lack of muscle tissue. 
  System: The Samedi must make contact with the 
  victim. The player spends two blood points and rolls 
  Dexterity + Medicine (difficulty of the target’s Stamina 
  + Fortitude). The victim takes a number of health lev-
  els of lethal damage equal to the number of successes 
  rolled and suffers additional effects as listed below.
     Successes      Effects
  1 success 
  No additional effects
  2 successes 
  Lose one point of Appearance
  3 successes 
  Lose a point each of Appearance and  
   
   
  Dexterity
  4 successes 
  Lose a point each of Appearance,  
   
   
  Dexterity, and Strength
  5+ successes Lose two points of Appearance and  
   
   
  one each of Dexterity and Strength
  Attributes lost in this manner are regained when all 
  damage from the Necrosis attack is healed. If a victim 
  is reduced to zero Strength or Dexterity, he is unable 
  to move except for weak flailing and crawling but may 
  still use Disciplines and spend blood points normally.
  ••••• • Creeping Infection
  Rumors state that Samedi, especially elders, are in-
  fectious, that their presence or touch causes a wast-
  ing disease. This power might be the source of these 
  rumors. Creeping Infection allows the Samedi to use 
  Putrefaction, Withering, or Necrosis, but prevent the 
  Discipline from taking effect until the Samedi is well 
  away. This power allows for subtle curses, or insurance 
  against someone who might hire the Samedi and then 
  refuse to pay up.
  System: The player must successfully roll for a use 
  of Putrefaction, Withering, or Necrosis, as above, and 
  may delay the effect for a number of months equal to 
  the Samedi’s Stamina. The player may spend a blood 
  point at any time during this period in order to activate 
  the dormant power. If the Creeping Infection is not 
  used before the end of its duration, it fades away with 
  no effect.
  ••••• •• Dust to Dust
  With this power, the Samedi retains cohesion, aware-
  ness, and mobility while in ash form. While not as im-
  pressive as the Tzimisce Horrid Form, a clever Stiff can 
  find many tactical uses for such a power. 
  System: While a pile of ash, the Samedi remains fully 
  conscious and may use any Discipline powers that being 
  a pile of dust would permit (for instance, Majesty will 
  make the pile of dust very impressive, and no maid in 
  her right mind would dare sweep it up). The character 
  cannot be blown apart by high winds, and any deliber-
  ate attempt to separate the pile of ash may be resist-
  ed with a die pool equaling the character’s combined 
  Strength, Stamina, Potence, and Fortitude. The char-
  acter may move voluntarily at a speed no higher than 
  that at which a pile of normal dust would be blown by 
  the wind, even if he is indoors. He does not have to 
  move in the direction of the prevailing air currents, and 
  may “flatten” himself by spreading his ashes thinly so 
  as to slip under doors and through cracks. This power 
  functions like Ashes to Ashes in all other respects.
  ••••• ••• Putrescent Servitude
  The practice of creating zombified servants is an old 
  one in vodoun, though most powerful Samedi can per-
  form feats of reanimation that put the finest houngan 
  to shame. The Stiff can raise a recently dead person as 
  an undead servant. The zombie can’t think critically or 
  move faster than a quick walk, but it is tough, strong, 
  and unquestioningly loyal. 
  System: The first application of this power allows 
  the Samedi to feed some of her blood to a recently dead 
  corpse (maximum time since death equal to the Same-
  di’s Stamina in weeks) in order to animate it. Three 
  blood points must be spent to bring the corpse back to 
  a semblance of life. A reanimated corpse has the same 
  Physical Attributes as it did in life. It is capable of lim-
  ited reasoning (reduce all Mental Attributes by one), 
  but free thought is beyond it and the only person it can 
  clearly understand is its master or an individual who 
  its master has directed it to obey. Reanimated corpses 
  possess two levels of Fortitude and three extra health 
  levels. They suffer no dice pool penalties from wounds 
  until they lose their last health level, at which point 
  they collapse and cannot be reanimated again.
  A reanimated corpse crumbles to dust at the third 
  sunrise after its creation. Its “lifespan” can be extended 
  by feeding it more blood at creation — one blood point 
  per extra night.
  This power can also be used on a mortal. The Samedi 
  creates a ghoul in the normal fashion, by feeding the 
  subject one blood point. The player then rolls Manipula-
  tion + Medicine (difficulty equal to the mortal’s perma-
  
  474 
  CHAPTER TEN: BLOODLINES
  nent Willpower). Three or more successes are required 
  to turn the mortal into a zombie. If this roll succeeds, 
  the mortal loses all free will, becoming completely sub-
  jugated to the Samedi’s command. The mortal may try 
  to break free once per night by rolling his Willpower 
  (difficulty equal to the Samedi’s Manipulation + Lead-
  ership). If the mortal frees himself, he is still considered 
  a ghoul but regains his free will and normal Mental and 
  Social Attributes (see below). A mortal who botches 
  his Willpower roll or who becomes blood-bound to the 
  Samedi may never again attempt to break free.
  A mortal under the influence of Putrescent Servitude 
  becomes pale and corpselike. He loses one point from 
  all Social and Mental Attributes (to a minimum value 
  of one). He gains three extra health levels and takes 
  no dice pool penalties from injuries until he reaches 
  Incapacitated, at which point he collapses. One more 
  lethal wound will kill him once he reaches this point. 
  The mortal also gains one level of Potence, as a normal 
  ghoul would, and has the potential to learn other Dis-
  ciplines if the Samedi feels inclined to teach him.
  A ghoul zombie who goes a month without vampir-
  ic blood loses all benefits of being a ghoul, as would 
  normally occur. He also loses all effects of this power 
  and regains his free will, though he may still be blood-
  bound to his master.
  Valeren
  Valeren is a warrior’s Discipline, a holdover from the 
  nights when warrior Salubri acted as noble fighters and 
  Kindred knights. The Discipline is still applicable to 
  the modern nights, but the Salubri antitribu put it to 
  decidedly more vicious ends. 
  Like Obeah, Valeren imparts its practitioners with 
  the fabled third eye of Saulot. The third eye appears at 
  the time the vampire masters the second level of Val-
  eren. The precise nature and purpose of the eye are all 
  but unknown to vampires outside the Salubri antitribu. 
  Some suspect the eye grants them sight beyond sight, 
  while others venture that the eye allows them to see the 
  infernal taint in the non-Sabbat Salubri themselves.
  • Sense Vitality
  A healer learns a subject’s illnesses to cure them. The 
  Salubri antitribu, however, learn how close to death a 
  target is so that they may hasten the process. 
  System: This power works identically to the Obeah 
  power of the same name (p. 457). 
  •• Anesthetic Touch
  The Salubri antitribu can ameliorate a subject’s pain, 
  allowing him to bolster a ghoul’s effectiveness in com-
  bat. This power can also put a mortal to sleep, which 
  has obvious applications for escaping human scrutiny 
  (though the Fury is probably just as likely to kill the 
  mortal in question). 
  System: This power works identically to the Obeah 
  power of the same name (p. 458). 
  ••• Burning Touch
  The character’s hands bring searing pain, as though 
  the target is being burnt with red-hot metal. Although 
  the power does not inflict actual damage, prolonged 
  or repeated exposure can be enough to traumatize a 
  victim. This power works extremely well as a torture 
  method. 
  System: The vampire must touch his subject for this 
  power to take effect, and the effects diminish rapidly 
  after he removes his hand. The player spends at least 
  one blood point to activate this power, and each blood 
  point spent reduces the victim’s dice pools by two while 
  the Fury is in contact with the victim. This power is 
  often used for interrogation or torture, wearing down 
  the subject’s resistance and rendering him much more 
  tractable.
  •••• Armor of Caine’s Fury
   The Salubri antitribu is surrounded by a shining, 
  crimson halo. This phantom armor protects the vam-
  pire against most physical injury, as well as against 
  Rötschreck.
  System: The player spends one blood point and rolls 
  Stamina + Melee (difficulty 7). For each success, the 
  character gains one point of armor protection against 
  bashing and lethal damage, to a maximum of five points 
  of protection. Additionally, for every two successes 
  rolled, she gains an additional die to resist Rötschreck 
  from the effects of battle (but not fire or sunlight). This 
  power works for one scene.
  ••••• Vengeance of Samiel
  The Salubri antitribu strikes his foe with superhu-
  man accuracy and strength, as his third eye opens and 
  changes to a furious, icy blue. Some Furies invoke the 
  names of ancient Salubri warriors, while others sim-
  ply close their normal eyes and let Samiel guide their 
  hands. 
  System: This power costs three blood points. Any 
  single attack made by the vampire automatically hits 
  
  475 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  the target as mystic forces guide the blow. Attacks 
  made in this manner may not be dodged, though they 
  may be blocked, parried, and soaked as normal. The 
  blow strikes as if the Salubri antitribu had succeeded 
  with all of his Dexterity + Melee or Brawling dice pool 
  (which makes for significant damage). This power may 
  be used only once per turn, and only then the Salubri 
  antitribu’s sole action is the attack. Additionally, this 
  power does not work for ranged weapons; only bare 
  hands or melee weapons.
  ••••• • Blissful Agony
  The vampire may cause pain with a mere touch, as 
  per Burning Touch, but this pain lingers and swells 
  even after the Fury has removed her hand. It is be-
  lieved that this power was originally used to acclimate 
  warrior Salubri to the pain they would experience in 
  battle, but among the Sabbat Salubri, Blissful Agony 
  has been turned to more brutal uses. If applied with 
  enough intensity, Blissful Agony can drive vampires to 
  the point of frenzy, incapacitate Lupines, and even kill 
  mortals outright.
  System: The player makes a Willpower roll (difficul-
  ty 8) and spends a blood point. The power lasts for one 
  scene, though this duration may be prolonged if the 
  Salubri antitribu wishes by making a subsequent Will-
  power roll (though no additional blood points need be 
  spent). The character must touch her subject for the 
  power to take effect initially.
  At the vampire’s option, she may cause actual physi-
  cal damage to the victim at the rate of one health level 
  per blood point spent, though touch must be main-
  tained for this to happen. Damage to vampires and 
  other supernatural creatures in this fashion vanishes at 
  the next sunset, but mortals must heal the damage nor-
  mally. This damage is considered lethal damage, and 
  mortals may not soak it (though vampires and other 
  supernatural entities may).
  To induce frenzy in a victim, the Fury must cause 
  damage in excess of the subject’s Willpower. At that 
  point, the subject must make a Willpower roll (diffi-
  culty 6) or succumb to frenzy.
  Visceratika
  Visceratika is an extension of the Gargoyles’ natural 
  affinity for stone and earth. Certain Visceratika pow-
  ers closely resemble some aspects of Protean and, to 
  a lesser extent, Vicissitude. Tremere in a position to 
  know insist that this is pure coincidence, but the few 
  among the Gargoyles who retain scholarly aspirations 
  insist that the Gangrel and Tzimisce blood used to cre-
  ate the bloodline still maintains a certain hold over its 
  members.
  For many years, Visceratika was regarded as endemic 
  to the Gargoyle condition, just like the repulsive visage 
  and the wings with which other Kindred associate the 
  bloodline. That is, vampires — including the Tremere 
  — believed that they couldn’t have the one without 
  the others. Supposedly this isn’t true, and provided one 
  can find a Gargoyle tutor, any vampire can learn the 
  Discipline. Of course, that assumes one can find a will-
  ing tutor — the Gargoyles aren’t eager to reveal these 
  secrets. Furthermore, few Kindred want to bet that the 
  Tremere are wrong and risk waking up with wings and 
  horns. 
  • Skin of the Chameleon 
  This basic power has saved countless Gargoyles 
  breaching the Masquerade — and has allowed just as 
  many to ambush unsuspecting intruders. When Skin 
  of the Chameleon is in effect, the Gargoyle’s skin takes 
  on the color and texture of the surrounding environ-
  ment. This coloration changes reflexively as long as 
  the Gargoyle maintains a walking pace or slower. More 
  rapid movement causes the Gargoyle’s appearance to 
  blur, negating the camouflaging effect. If this power is 
  used while the Gargoyle is in flight, his skin becomes 
  a reasonable facsimile of the night sky (though it will 
  not shift to mimic nearby skyscrapers or star patterns, 
  and a black silhouette against a brightly lit skyline is 
  likely to be noticed).
  System: The player spends one blood point. For the 
  rest of the scene, the Gargoyle’s Stealth dice pool is in-
  creased by five. This power is subject to the limitations 
  described above. Any ground movement faster than a 
  walk negates this power’s effect, as does flight (at the 
  Storyteller’s discretion).
  •• Scry the Hearthstone
  The Gargoyles’ first function for the Tremere was 
  that of guardian and watchdog. This power allows 
  them to know instinctively where anyone is inside a 
  given structure. It even allows the Gargoyle to detect 
  characters concealed by magical means, if the Slave is 
  perceptive enough. 
  System: The player spends a Willpower point to ac-
  tivate this power, which remains in effect as long as the 
  Gargoyle is within or in contact with the target struc-
  
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  CHAPTER TEN: BLOODLINES
  ture, or until the next sunset. Scry the Hearthstone may 
  be used on anything up to the size of a cave complex, a 
  large theatre, a parking garage, or a mansion. The char-
  acter gains an innate sense of the location and approxi-
  mate size and physical condition of all living (or unliv-
  ing) beings within the structure. To pinpoint a specific 
  individual’s location with this power, the player must 
  succeed in a Perception + Awareness roll (difficulty 6). 
  If the subject is attempting to hide, he may oppose this 
  roll with a roll of Wits + Stealth (difficulty 6).
  Scry the Hearthstone may be used to detect the pres-
  ence of characters who are under Obfuscate or simi-
  lar powers. In this case, the Gargoyle only knows that 
  there is someone present — she cannot actually see the 
  individual in question. To determine the Gargoyle’s 
  ability to detect Obfuscated characters, compare the 
  relative levels of the Gargoyle’s Visceratika minus one 
  and the intruder’s Obfuscate as per the “Seeing the 
  Unseen” sidebar on p. 142.
  ••• Bond with the Mountain
  The Gargoyle sinks into a stone surface, disappear-
  ing into the rock until he wishes to reappear. This 
  power allowed Gargoyles to invade their masters’ en-
  emies’ strongholds, fight until sunrise, then meld with 
  the rocks or stone walls and reappear the next evening. 
  In modern nights, it can take the place of a haven for 
  itinerant Runaways. Unlike the Earth Meld power  
  (p. 199) which it resembles, Bond with the Mountain 
  does not conceal the Gargoyle completely. A faint out-
  line of his body can be seen in the rock where he hides. 
  System: The player spends two blood points, and the 
  merge takes four turns to complete. This power func-
  tions in a fashion similar to the Protean 3 power of 
  Earth Meld, and may only be performed upon bare rock 
  or a similar substance. However, the Gargoyle does not 
  sink fully into the substance with which he merges, 
  and his outline can be detected within the stone with 
  a successful Perception + Alertness roll (difficulty 9). 
  A Gargoyle attacked while Bonded with the Moun-
  tain has triple his normal soak dice pool against all 
  forms of attack. However, if he sustains three or more 
  lethal health levels of damage from a single attack, he 
  is forced out of his bond and suffers disorientation simi-
  lar to that experienced by an Earth Melded character 
  whose slumber is interrupted.
  •••• Armor of Terra
  At this level of Visceratika, the Gargoyle’s skin 
  hardens and becomes truly rock-like to the touch. The 
  Slave becomes harder to harm, even with fire, and 
  grows inured to injury. A non-Gargoyle learning this 
  level of Visceratika would find her skin becoming gray 
  and rock-like, putting lie to the claim that the Disci-
  pline doesn’t carry the risk of the Gargoyle’s curse. 
  System: This power is automatic and requires no roll; 
  it is always in effect. A vampire with Armor of Terra 
  has one extra soak die for all aggravated and lethal at-
  tacks and two for all bashing attacks, reduces all wound 
  penalties by one, and halves the damage dice pool of 
  any fire-based source of injury (this Discipline does not 
  change the rules for Rötschreck, however). The diffi-
  culty of all touch-based Perception rolls is increased by 
  two, due to the desensitization of the character’s skin.
  ••••• Flow Within the Mountain 
  The Gargoyle is no longer restricted to hiding within 
  stone. Now, he can flow through stone like lava work-
  ing its way down a mountainside, emerging from the 
  hiding place at any point he wishes. Since this power 
  works on cement or concrete as well as rock, the streets 
  of a modern metropolis afford a Gargoyle some very 
  interesting assassination tools. 
  System: Once the character has used Bond with the 
  Mountain, the player spends two more blood points to 
  activate Flow Within the Mountain for the duration 
  of the scene. The Gargoyle can move within stone 
  and cement (otherwise using the same rules as the 
  Protean power Earth Control, p. 200). The character 
  can also use this power to walk through a stone wall 
  and emerge on the other side without first using Bond 
  with the Mountain. In this case, the player spends one 
  blood point and rolls Strength (difficulty 8; Potence 
  adds dice or successes normally). The Gargoyle may 
  flow through a maximum thickness in feet equal to the 
  number of successes rolled, or 30 times the number of 
  successes rolled in centimeters. If the wall or barrier is 
  thicker than this, the character is trapped within it un-
  til he is chiseled out or uses Flow Within the Mountain 
  to escape.
  
  477 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  
  478 
  APPENDIX
  
  479 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Appendix
  Merits and Flaws
  Merits and Flaws are optional Traits that a Storytell-
  er may choose to include, or prohibit, in her chronicle. 
  Properly used, Merits and Flaws help players create and 
  individualize their characters. Merits are special abili-
  ties or advantages that are rare or unique in the general 
  Kindred population, while Flaws are liabilities or disad-
  vantages that pose challenges to a character’s nightly 
  existence. These Traits can provide player characters 
  with added depth and personality, but Storytellers 
  should be careful to ensure that any Traits chosen will 
  not adversely influence the course of the chronicle or 
  give one character an unfair advantage over the rest.
  Merits and Flaws can be selected only during char-
  acter creation and are purchased using freebie points 
  (although existing Merits and Flaws can be removed 
  or new ones added by the Storyteller during the course 
  of the chronicle). Each Merit has its own point cost, 
  while each Flaw has a point value which adds to the 
  amount of freebie points a player can spend during the 
  creation process. A character may take as many Mer-
  its as the player can afford, but no character may have 
  more than seven points’ worth of Flaws (which would 
  give a character a total of 22 freebie points to spend in 
  other areas).
  Merits and Flaws are divided into four categories: 
  physical, mental, social and supernatural. The physi-
  cal category describes Merits or Flaws that deal with 
  a character’s physical makeup or abilities, while the 
  mental category addresses intellectual abilities or pat-
  terns of behavior. The social category comprises rela-
  tionships and status in Kindred or mortal society, while 
  supernatural Merits and Flaws concern the paranormal 
  abilities of vampires and the way they interact with the 
  physical world. Storytellers are encouraged to not only 
  restrict and disallow any Merits and Flaws that don’t fit 
  with their chronicles or for specific characters, but also 
  to create their own to reflect unique elements of their 
  games. Some example restrictions are given in the text 
  of each Merit and Flaw, but Storytellers can allow (or 
  disallow) any combination that don’t make sense for 
  their games.
  Physical
  Acute Sense (1pt. Merit)
  One of your senses is exceptionally sharp, be it sight, 
  hearing, smell, touch, or taste. The difficulties for all 
  479 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  "Friends, friends... I thought we were committed to science, 
  not mythology." 
  - Albertus Magnus, Encyclopaedia Vampirica
  
  480 
  APPENDIX
  tasks involving the use of this particular sense are re-
  duced by two. This Merit can be combined with the 
  Discipline of Auspex to produce superhuman sensory 
  acuity.
  Ambidextrous (1pt. Merit)
  You have a high degree of off-hand dexterity and 
  can perform tasks with the “wrong” hand at no pen-
  alty. The rules for taking multiple actions still apply, 
  but you do not suffer a difficulty penalty if you use two 
  weapons or are forced to use your off hand.
  Bruiser (1pt. Merit)
  Your appearance is sufficiently thug-like to inspire 
  fear (or at least disquiet) in those who see you. While 
  you’re not necessarily ugly, you do radiate a quiet men-
  ace, to the point where people cross the street to avoid 
  passing near you. All Intimidation rolls against those 
  who have not demonstrated their physical superiority 
  to you are at -1 difficulty.
  Catlike Balance (1pt. Merit)
  You possess an innately perfect sense of balance. 
  Characters with this Merit reduce difficulties of all bal-
  ance-related rolls (e.g., Dexterity + Athletics to walk 
  along a narrow ledge) by two.
  Early Riser (1pt. Merit)
  No one can explain it, but you seem to have the abil-
  ity to work on less rest than your fellow vampires. You 
  always seem to be the first to rise and the last to go to 
  bed even if you’re been out until dawn. Your Human-
  ity or Path score is considered to be 10 for purposes of 
  deciding when you rise each evening. Vampires with 
  this Merit cannot take the Deep Sleeper Flaw.
  Eat Food (1pt. Merit)
  You have the capacity to eat food and even savor its 
  taste. While you cannot derive any nourishment from 
  eating regular foods, this ability will serve you well in 
  pretending to be human. Of course, you can’t digest 
  what you eat, and there will be some point during the 
  evening when you have to heave it back up.
  Friendly Face (1pt. Merit)
  You have a face that reminds everyone of someone, 
  to the point where strangers are inclined to be well-
  inclined toward you because of it. The effect doesn’t 
  fade even if you explain the “mistake,” leaving you at 
  -1 difficulty on all appropriate Social-based rolls (yes 
  for Seduction, no for Intimidation, for example) when 
  a stranger is involved. This Merit only functions on a 
  first meeting.
  Blush of Health (2pt. Merit)
  You look more hale and healthy in appearance than 
  other vampires, allowing you to blend with human so-
  ciety much more easily. You still retain the color of a 
  living mortal, and your skin feels only slightly cool to 
  the touch.
  Enchanting Voice (2pt. Merit)
  There is something about your voice that others 
  cannot ignore. When you command, they are cowed. 
  When you seduce, they swoon. Whether thundering, 
  soothing, persuading, or simply talking, your voice com-
  mands attention. The difficulties of all rolls involving 
  the use of the voice to persuade, charm, or command 
  are reduced by two.
  Daredevil (3pt. Merit)
  You are good at taking risks, and even better at sur-
  viving them. When attempting exceptionally risky 
  non-combat actions (such as leaping from one moving 
  car to another), characters with this Merit add an ad-
  ditional three dice to their rolls, and negate a single 
  botch die that may result from such a roll. Generally, 
  such actions must be at least difficulty 8 and have the 
  potential to inflict at least three health levels of dam-
  age if failed.
  Efficient Digestion (3pt. Merit)
  You are able to draw more than the usual amount 
  of nourishment from blood. When feeding, you gain 
  an additional point to your blood pool for every two 
  points of blood you consume. This does not allow you 
  to exceed your blood pool maximum.
  Huge Size (4pt. Merit)
  You are abnormally large in size, at least 6’10” and 
  300 pounds in weight (well over two meters tall and 
  over 130 kgs). Aside from making you extremely no-
  ticeable in public, this extra mass bestows an addition-
  al Bruised health level. Characters with this Merit may 
  also gain bonuses to push objects, open barred doors, 
  avoid being knocked down, etc.
  Hard of Hearing (1pt. Flaw)
  Your hearing is defective. The difficulties of any rolls 
  involving the use of hearing are increased by two.
  
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  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Short (1pt. Flaw)
  You are well below average height — four and a half 
  feet (1.5 meters) tall or less. You have difficulty reach-
  ing or manipulating objects designed for normal adult 
  size, and your running speed is one-half that of an aver-
  age human.
  Smell of the Grave (1pt. Flaw)
  You exude an odor of dampness and newly turned 
  earth, which no amount of scents or perfumes will 
  cover. Mortals in your immediate presence become 
  uncomfortable, so the difficulties of all Social rolls to 
  affect mortals increase by one.
  Tic/Twitch (1pt. Flaw)
  You have some sort of repetitive motion that you 
  make in times of stress, and it’s a dead giveaway as to 
  your identity. Examples include a nervous cough, con-
  stantly wringing your hands, cracking your knuckles, 
  and so on. It costs one Willpower to refrain from en-
  gaging in your tic.
  Bad Sight (1 or 3pt. Flaw)
  Your sight is defective. The difficulties of any die 
  rolls involving the use of your eyesight are increased by 
  two. As a one-point Flaw, this condition can be cor-
  rected with glasses or contacts; as a three-point Flaw, 
  the condition is too severe to be corrected.
  Fourteenth Generation (2pt. Flaw)
  You were created five or fewer years ago by a mem-
  ber of the Thirteenth Generation. Though you have 
  10 blood points in your body, only eight of them may 
  be used to heal wounds, power Disciplines, raise Attri-
  butes, etc. You can still use the final two blood points 
  for other purposes, though. The blood point costs of 
  nightly rising, creating and sustaining ghouls, and cre-
  ating blood bonds remains the same as for other vam-
  pires. You cannot raise any Discipline above four dots.
  Taking this Flaw precludes you from taking the Gen-
  eration Background, and you may not start with Status, 
  either. You are likely a Clanless Caitiff, for your blood 
  is probably too thin to pass down the distinguishing 
  characteristics of a Clan. Most Fourteenth-Genera-
  tion vampires should also take the Thin Blood Flaw  
  (p. 483).
  Fifteenth Generation (4pt. Flaw)
  Your vitae is so weak that only six of your 10 blood 
  points can be used for Disciplines, healing or raising 
  Attributes. For these functions, you must expend two 
  blood points to obtain the effect a normal vampire 
  would achieve with one. (The cost for nightly rising 
  remains a single blood point.) What’s more, you can-
  not create or sustain ghouls, create a blood bond, or 
  sire a vampiric childe. You can use the remaining four 
  blood points to survive through the day and wake up 
  each night, nothing more.
  You cannot raise any Discipline above three dots.
  The weakening of the Curse of Caine has compen-
  sations, though (which distinguish this Flaw from the 
  Thin Blood Flaw itself). Sunlight does lethal damage 
  to you, instead of aggravated damage as it does to other 
  vampires. You can hold down mortal food and drink 
  for an hour or so; other vampires vomit immediately if 
  they try (unless they have the Eat Food Merit). Strang-
  est of all, once in a while you might actually have a 
  child the normal, human way... though it will hardly 
  be a normal, human child.
  Disfigured (2pt. Flaw)
  A hideous disfigurement makes your appearance dis-
  turbing and memorable. The difficulties of all die rolls 
  relating to social interaction are increased by two. You 
  may not have an Appearance rating greater than 2.
  Dulled Bite (2pt. Flaw)
  For some reason your fangs never developed fully, 
  or they may not have manifested at all. When feed-
  ing, you need to find some other method of making 
  the blood flow. Failing that, you must achieve double 
  the normal number of successes in order to make your 
  bite penetrate properly. A number of Caitiff and high-
  Generation vampires often manifest this Flaw.
  Infectious Bite (2pt. Flaw)
  You may not automatically lick the wounds of your 
  feeding closed. In fact, your bites have a one in five 
  chance of becoming infected and causing mortal vic-
  tims to become seriously ill. The precise nature of the 
  infection is determined by the Storyteller.
  One Eye (2pt. Flaw)
  You have only one eye — which eye is missing is up 
  to you. The difficulties of all Perception rolls involving 
  eyesight are increased by two, and the difficulties of all 
  die rolls requiring depth perception are increased by 
  one (this includes ranged combat).
  
  482 
  APPENDIX
  Vulnerability to Silver (2pt. Flaw)
  To you, silver is as painful and as deadly as the rays of 
  the sun. You suffer aggravated wounds from any silver 
  weapons (bullets, knives, etc.), and the mere touch of 
  silver objects discomfits you.
  Open Wound (2 or 4pt. Flaw)
  You have one or more wounds that refuse to heal, 
  and which constantly drip blood. This slow leakage 
  costs you an extra blood point per evening (marked off 
  just before dawn), in addition to drawing attention to 
  you. If the wound is visible, you are at + 1 difficulty for 
  all Social-based rolls. For two points, the Flaw is simply 
  unsightly and has the basic effect mentioned above; for 
  four points the seeping wound is serious or disfiguring 
  and includes the effects of the Flaw Permanent Wound 
  (below).
  Addiction (3pt. Flaw)
  You suffer from an addiction to a substance, which 
  must now be present in the blood you drink (or you 
  automatically frenzy, as per the Prey Exclusion Flaw). 
  This can be alcohol, nicotine, hard drugs, or simply 
  adrenaline. This substance always impairs you in some 
  fashion (see “Poisons and Drugs,” p. 301, for particu-
  lars).
  Child (3pt. Flaw)
  You were a small child (between five and 10 years 
  old) at the time of your Embrace, leaving your Physical 
  Attributes underdeveloped and making it difficult to 
  interact with some aspects of mortal society. You may 
  not have more than two dots in Strength or Stamina 
  at character creation, except when raising Physical At-
  tributes with blood points, and the difficulties of all die 
  rolls when attempting to direct or lead mortal adults 
  are increased by two. Characters with this Flaw should 
  also take the Short Flaw.
  Deformity (3pt. Flaw)
  You have some kind of deformity — a misshapen 
  limb, hunchback, or clubfoot, for example — which 
  affects your physical abilities and interactions with 
  others. A hunchback, for instance, would lower a char-
  acter’s Dexterity by two dots and increase the difficulty 
  of die rolls relating to social skills by one. It is the re-
  sponsibility of the Storyteller to determine the specific 
  effects of the deformity chosen.
  Glowing Eyes (3pt. Flaw)
  You have the stereotypical glowing eyes of vampire 
  legend, which gives you a -1 difficulty on Intimidation 
  rolls when you’re dealing with mortals. However, the 
  tradeoffs are many; you must constantly disguise your 
  condition (no, contacts don’t cut it); the glow impairs 
  your vision and puts you at +1 difficulty on all sight-
  based rolls (including the use of ranged weapons); and 
  the radiance emanating from your eye sockets makes 
  it difficult to hide (+2 difficulty to Stealth rolls) in the 
  dark.
  Lame (3pt. Flaw)
  Your legs are damaged, which prevents you from run-
  ning or walking easily. You are forced to walk with a 
  cane or possibly leg braces, and you have a pronounced 
  limp to your stride. Your walking speed is one-quarter 
  that of a normal human, and running is impossible.
  Lazy (3pt. Flaw)
  You are simply lazy, avoiding anything that requires 
  effort on your part. Preferring to let others do the hard 
  work, you lounge around. For any action that requires 
  preparation, there’s a good chance you didn’t properly 
  prepare. Difficulty rolls for spontaneous Physical ac-
  tions (including combat, unless it’s part of a planned 
  offensive) increase by one.
  Monstrous (3pt. Flaw)
  Your physical form was twisted during the Embrace, 
  and now reflects the Beast that rages inside you. Char-
  acters with this Flaw appear to be savage monsters and 
  have Appearance ratings of zero. Nosferatu and other 
  bloodlines whose weaknesses cause them to start off 
  with Appearance zero cannot take this Flaw.
  Permanent Fangs (3pt. Flaw)
  Your fangs do not retract, making it impossible for 
  you to hide your true nature. While some mortals may 
  think you’ve had your teeth filed or are wearing pros-
  thetics, sooner or later you’re going to run into some-
  one who knows what you truly are. You are also limited 
  to a maximum Appearance rating of 3.
  Permanent Wound (3pt. Flaw)
  You suffered injuries during your Embrace which your 
  transformation somehow failed to repair. At the begin-
  ning of each night, you rise from sleep at the Wounded 
  
  483 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  health level, though this may be healed by spending 
  blood points.
  Slow Healing (3pt. Flaw)
  You have difficulty healing wounds. It requires two 
  blood points to heal one health level of bashing or le-
  thal damage, and you heal one health level of aggra-
  vated damage every five days (plus the usual five blood 
  points and Willpower expenditure).
  Disease Carrier (4pt. Flaw)
  Your blood carries a lethal and highly contagious dis-
  ease. The disease can be anything from rabies to HIV, 
  and Kindred who drink your blood have a 10% chance 
  of becoming a carrier as well. You must spend an extra 
  blood point each night on awakening, or you will begin 
  manifesting symptoms of the disease (increased chance 
  to frenzy for rabies, reduced soak rolls for HIV, etc.).
  Deaf (4pt. Flaw)
  You cannot hear. While you may be more resistant 
  to some applications of Dominate, you also may not 
  listen to electronic or vocal media, and the difficulties 
  of many Perception rolls are increased by three.
  Mute (4pt. Flaw)
  You cannot speak. You may communicate with the 
  Storyteller and describe your actions, but cannot talk 
  to player or Storyteller characters unless everyone 
  concerned purchases a commonly understood sign 
  language (via the Language Merit) or you write down 
  what you wish to say.
  Thin Blood (4pt. Flaw)
  Your blood is thin, weak, and does not sustain you 
  well. All blood point costs are doubled (e.g., using 
  blood-related Disciplines or healing damage), although 
  you only lose one blood upon rising in the evening. 
  Furthermore, you are unable to create a blood bond, 
  and efforts to sire other vampires succeed only one in 
  five times.
  Flesh of the Corpse (5pt. Flaw)
  Your flesh does not fully regenerate itself once it is 
  damaged. While you are able to heal yourself to the 
  point of regaining full functionality, your skin still 
  retains the cuts, tears, bullet holes, and other visible 
  damage that you have incurred. Depending on the na-
  ture of the damage, this Flaw will make social dealings 
  exceedingly difficult, and may decrease your Appear-
  ance dots over time (even to 0).
  
  484 
  APPENDIX
  Infertile Vitae (5pt. Flaw)
  During your Embrace, something went horribly 
  wrong, causing your blood to mutate under the stress 
  of dying and rising again. All those you try to Embrace 
  die. No matter what you do, you may not create any 
  childer. However, your blood can still be used in blood 
  rituals like Thaumaturgy and the Vaulderie, or for any 
  other vampiric needs like making ghouls.
  Blind (6pt. Flaw)
  You cannot see. Characters can compensate for the 
  loss of vision by becoming more attuned to other sen-
  sory input, but visual cues and images are lost to them. 
  Difficulties of all Dexterity-based rolls are increased by 
  two. Oddly, vampires with Aura Perception (Auspex 
  2) are still able to use this ability, thought the informa-
  tion is interpreted via the other senses. On the other 
  hand, vampires who need make eye contact to enact 
  powers like Dominate against you are only at a penalty 
  to do so (see the sidebar on p. 152).
  Mental
  Coldly Logical (1pt. Merit)
  While some might refer to you as a “cold fish,” you 
  have a knack for separating factual reporting from emo-
  tional or hysterical coloration. You may or may not be 
  emotional yourself, but you can see clearly when others 
  are clouding the facts with their feelings (-1 difficulty 
  on all related rolls).
  Common Sense (1pt. Merit)
  You have a significant amount of practical, every-
  day wisdom. Whenever you are about to act in a way 
  contrary to common sense, the Storyteller can make 
  suggestions or warnings about the implications of said 
  action. This is a very useful Merit for beginning players 
  unfamiliar with the game.
  Concentration (1pt. Merit)
  You have the ability to focus your mind and shut out 
  any distractions or annoyances. Characters with this 
  Merit are unaffected by any penalties stemming from 
  distracting circumstances (e.g., loud noises, strobe 
  lights, or hanging upside down).
  Introspection (1pt. Merit)
  You have keen insight into the ulterior motives of all 
  your actions. Through this nightly exercise, you also 
  have incredible insight into the underlying motives of 
  others’ actions. Add two dice to your Perception dice 
  pool when you must take an action against someone 
  with the same Nature or Demeanor as you.
  Language (1pt. Merit)
  You know a language in addition to your native one. 
  You can take this Merit multiple times, each reflecting 
  a different language.
  Time Sense (1pt. Merit)
  You have an innate sense of time and are able to es-
  timate the passage of time accurately without using a 
  watch or other mechanical device.
  Useful Knowledge (1pt. Merit)
  You have expertise in a specific field that makes your 
  conversation intriguing to an older Kindred. So long 
  as your knowledge holds the other vampire’s attention, 
  he has a vested interest in keeping you around. Then 
  again, once he’s pumped you for every iota of informa-
  tion you possess, that patronage may suddenly vanish. 
  (Note: This Merit should be played like a 1-dot Men-
  tor with a specific interest. However, unlike a Mentor, 
  Useful Knowledge does not imply a permanent rela-
  tionship.)
  Code of Honor (2pt. Merit)
  You have a personal code of ethics to which you ad-
  here. The specifics of this code must be worked out with 
  the Storyteller prior to play, and the character must 
  follow it strictly. Characters with this Merit gain two 
  additional dice to all Willpower or Virtue rolls when 
  acting in accordance with their code (e.g., defending 
  the helpless) or when attempting to avoid situations 
  that might force them to violate their code.
  Computer Aptitude (2pt. Merit)
  You are familiar with and talented in the uses of 
  computer equipment. Other Kindred may not under-
  stand computers, but to you they are intuitive. All rolls 
  involving computers are at -2 difficulty for you.
  Eidetic Memory (2pt. Merit)
  You remember, with perfect detail, things you see and 
  hear. Documents, photographs, conversations, etc., 
  can be committed to memory with only minor concen-
  tration. Under stressful conditions involving numerous 
  distractions, you must make a Perception + Alertness 
  roll (difficulty 6) to summon enough concentration to 
  absorb what your senses detect.
  
  485 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Light Sleeper (2pt. Merit)
  You can awaken instantly at any sign of trouble or 
  danger, and do so without any sleepiness or hesitation. 
  You may ignore rules regarding how Humanity or your 
  morality Path restricts the number of dice available 
  during the day.
  Natural Linguist (2pt. Merit)
  You have a flair for languages. You may add three dice 
  to any dice pool involving written or spoken languag-
  es, and each purchase of the Language Merit (previous 
  page) gives you two languages instead of just one.
  Calm Heart (3pt. Merit)
  You are naturally calm and do not easily fly off the 
  handle. You receive two extra dice when attempting to 
  resist a frenzy. Brujah may not take this Merit.
  Iron Will (3pt. Merit)
  When you are determined and your mind is set, noth-
  ing can thwart you from your goals. Characters using 
  Dementation, Dominate, or any other mind-altering 
  magic, spell, or Thaumaturgy path against your charac-
  ter are at +3 difficulty. 
  Elder levels of powers like Dementation and Domi-
  nate may overwhelm even this resistance. Against 
  Level Six powers, the expenditure of a Willpower point 
  through Iron Will only raises the difficulty of the Disci-
  pline roll by two. Against Level Seven powers, the dif-
  ficulty is increased by only one. Level Eight and higher 
  powers cannot be resisted with Iron Will.
  This Merit does not affect Presence or other powers 
  dealing with the emotions. Characters will Willpower 
  scores below 8 cannot take this Merit.
  Precocious (3pt. Merit)
  You learn quickly. The time for you to pick up a par-
  ticular Ability (or Abilities, at Storyteller discretion) is 
  cut in half, as is the experience cost.
  Deep Sleeper (1pt. Flaw)
  When you sleep, it is very difficult for you to awaken. 
  The difficulty of any roll to awaken during the day is 
  increased by two.
  Impatient (1pt. Flaw)
  You have no patience for standing around and wait-
  ing. You want to do things now — fuck those slowpokes 
  trying to hold you back. Every time you are forced to 
  wait around instead of acting, a Self-Control roll is re-
  quired to see if you go tearing off on your own instead.
  Nightmares (1pt. Flaw)
  You experience horrendous nightmares every time 
  you sleep, and memories of them haunt you during 
  your waking hours. Upon awakening, you must make 
  a Willpower roll (difficulty 7) or lose a die on all ac-
  tions for that night. A botched Willpower roll indi-
  cates that, even when awake, you still believe that you 
  are locked in a nightmare.
  Prey Exclusion (1pt. Flaw)
  You refuse to hunt a certain class of prey. You might 
  refuse to feed on drug dealers, policemen, accountants, 
  or rich people — if you accidentally feed upon such 
  an individual, you automatically frenzy and must make 
  a roll to prevent Humanity or Path loss (difficulty 7). 
  Witnessing other Kindred feeding on the object of 
  your exclusion might also provoke a frenzy, at the Sto-
  ryteller’s discretion. Ventrue, owing to the limitations 
  already imposed on their feeding by their Clan weak-
  ness, may not take this Flaw.
  Shy (1pt. Flaw)
  You are distinctly ill at ease when dealing with peo-
  ple and try to avoid social situations whenever possi-
  ble. Difficulties for all rolls involving social interaction 
  with strangers are increased by two. If the character 
  becomes the center of attention in a large group, dif-
  ficulties are increased by three.
  Soft-Hearted (1pt. Flaw)
  You cannot stand to watch others suffer. You avoid 
  any situation that involves causing someone physical 
  or emotional pain, unless you make a Willpower roll 
  (difficulty 8). You must have a Humanity rating of 7 
  or above to take this Flaw — vampires on Paths of En-
  lightenment can only take this Flaw with Storyteller 
  approval.
  Speech Impediment (1pt. Flaw)
  You have a stammer or other speech impediment 
  that hampers verbal communication. The difficulties 
  of all die rolls involving verbal communication are in-
  creased by two. This Flaw must be roleplayed when-
  ever possible.
  Unconvinced (1pt. Flaw)
  You fail to see the need for the core ideologies of 
  your Sect or Clan, and have gone on record as saying 
  so. Taking your stand has made you suspect in the eyes 
  of your superiors, and may have attracted the attention 
  of your enemies as well.
  
  486 
  APPENDIX
  Amnesia (2pt. Flaw)
  You are unable to remember anything about your 
  past, yourself, or your family (whether mortal or vam-
  piric), though your past might well come back to haunt 
  you. Your origins and the circumstances behind your 
  amnesia are for the Storyteller to determine, and she is 
  encouraged to make it as interesting as possible.
  Lunacy (2pt. Flaw)
  You are affected by the phases of the moon, increas-
  ing your chances to frenzy. Under the crescent moon, 
  difficulties to avoid frenzy increase by one. Under the 
  half or gibbous moon, difficulties rise by two. When 
  the moon is full, difficulties increase by three.
  Phobia (2pt. Flaw)
  You have an overpowering fear of something. Spi-
  ders, snakes, crowds, and heights are examples of com-
  mon phobias. You must make a Courage roll every time 
  you encounter the object of your fear. The difficulty of 
  the roll is determined by the Storyteller. If you fail the 
  roll, you must retreat from the object.
  Short Fuse (2pt. Flaw)
  You are easily angered. Difficulties to avoid frenzy are 
  two greater. Brujah vampires cannot take this Flaw, as 
  they already suffer from a similar weakness.
  Stereotype (2pt. Flaw)
  You buy heavily into all of the vampire stories you’ve 
  read and heard. You wear a cape or body glitter, speak 
  with an accent, and otherwise act in a cartoonish fash-
  ion. Such behavior is embarrassing in the extreme to 
  other Kindred, who are likely to ostracize or mock you 
  (+2 difficulty to Social rolls with other vampires who 
  don’t share your habits). You also stand out to hunters.
  Territorial (2pt. Flaw)
  You are extremely territorial, staking out a particular 
  area as your hunting ground and reacting aggressively 
  to trespassers. If another vampire enters your territory 
  uninvited, you must make a frenzy roll. If you fail, you 
  immediately attack the interloper and continue at-
  tacking until the intruder is dead or has left your hunt-
  ing grounds. You are reluctant to leave your territory 
  except in desperate circumstances.
  Thirst for Innocence (2pt. Flaw)
  The sight of innocence — of any sort — arouses in 
  you a terrible bloodlust. Roll Self-Control or Instinct, 
  or else frenzy and attack the source of your hunger.
  Vengeful (2pt. Flaw)
  You have a score to settle, incurred either during 
  your mortal days or after the Embrace. You are obsessed 
  with taking your revenge on an individual or group, 
  and it is your overriding priority in any situation where 
  you encounter the object of your revenge. You may 
  temporarily resist your need for vengeance by spending 
  a Willpower point.
  Victim of the Masquerade (2pt. Flaw)
  The Camarilla’s propaganda machine did too good a 
  job on you. Even after your Embrace you refused to be-
  lieve you were a vampire. You remain convinced that 
  there is some logical explanation for your condition, 
  and spend as much time as you can searching for it. 
  You also have problems feeding, and may insist on try-
  ing to eat regular food. None of these habits makes you 
  particularly pleasant company for other Kindred. This 
  Flaw must be roleplayed at all times, and is generally 
  taken by Camarilla vampires.
  Weak-Willed (3pt. Flaw)
  You are highly susceptible to Dominate and intimida-
  tion by others; Dominate attempts automatically affect 
  you unless the Discipline wielder is of higher Genera-
  tion, and your difficulties to resist Social abilities such 
  as Intimidation or Leadership, as well as mind-altering 
  spells or magic, are increased by two. Your Willpower 
  Trait may never rise above 4.
  Conspicuous Consumption (4pt. Flaw)
  It is not enough for you to draw nourishment from 
  the blood of mortals — you believe you must also con-
  sume your victim’s heart, liver, and other blood-rich 
  tissue. Of course, this will necessitate the deaths of all 
  of your victims (unless you are extremely creative), 
  which might lead to numerous problems with main-
  taining Humanity (and a low profile). Characters with 
  this Flaw should additionally purchase the Eat Food 
  Merit.
  Guilt-Wracked (4pt. Flaw)
  You simply cannot come to grips with the fact that 
  you must drink blood to survive. You suffer horrible 
  guilt over each time you feed (roll Conscience, diffi-
  culty 7, or else frenzy every time you feed — characters 
  with the Conviction Virtue cannot take this Flaw) and 
  try to avoid doing so as much as possible. This means 
  that you rarely have much blood in your system, leav-
  ing you vulnerable to both attacks and hunger-based 
  frenzies.
  
  487 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Flashbacks (6pt. Flaw)
  You managed to make it through the Creation Rites or 
  other similarly traumatic experience, but not wholly in-
  tact. The most insignificant thing can throw you into a 
  different mood or state of mind, and as such your behav-
  ior is extremely unpredictable. Because of your precarious 
  emotional state, your Willpower fluctuates. At the begin-
  ning of each story, make a Willpower roll (you may not 
  spend Willpower for an automatic success). If you succeed, 
  you may participate in the story as normal. If you fail, how-
  ever, your Willpower score is considered to be 1 for the 
  duration of that session, and you only have one Willpower 
  point to spend. You may roll again at the beginning of the 
  next session to see if you regain your Willpower.
  Social
  Elysium Regular (1pt. Merit)
  You spend an unusual amount of time in Elysium. 
  You see and are seen to such an extent that all of the 
  movers and shakers of Elysium at least know who you 
  are. Extended time spent in Elysium also gives you ex-
  tended opportunities to interact with the Harpies and 
  other Kindred of that stature — and they’ll know your 
  name when you approach them. This Merit is gener-
  ally taken by vampires that respect and attend Elysium 
  on a regular basis.
  Former Ghoul (1pt. Merit)
  You were introduced to the Blood long before you 
  were made Kindred. Your long experience as a ghoul 
  gives you insight into and comfort with vampiric soci-
  ety. You are at -1 difficulty on all Social rolls when in 
  the presence of other neonates (particularly those who 
  haven’t been educated by their sires), and have a -1 
  difficulty on all rolls relating to vampiric knowledge.
  Harmless (1pt. Merit)
  Everyone in the city knows you, and knows that 
  you’re no threat to their plans. While that sort of es-
  timation may seem insulting, it’s also what’s kept you 
  from being killed. No one considers you worth their 
  time to deal with, and that low opinion keeps you safe. 
  If you start acting in a way that demonstrates that you 
  are no longer harmless, others’ reactions to you will 
  likely change as a result.
  Natural Leader (1pt. Merit)
  You are gifted with a certain magnetism to which 
  others naturally defer. You receive two extra dice when 
  
  488 
  APPENDIX
  making Leadership rolls. You must have a Charisma 
  rating of 3 or greater to purchase this Merit.
  Prestigious Sire (1pt. Merit)
  Your sire has or had great status in her Sect or Clan, 
  and this has accorded you a certain amount of pres-
  tige. Though your sire may no longer have any dealings 
  with you, the simple fact of your ancestry has marked 
  you forever. This prestige might aid you greatly in deal-
  ings with other vampires, or it might engender jealousy 
  or contempt.
  Protégé (1pt. Merit)
  Your sire watched you for some time before Embrac-
  ing you, and spoke glowingly of you to acquaintances. 
  These vampires may be inclined to look favorably on 
  you by dint of your sire’s recommendation; you are at 
  -1 difficulty on Social rolls with all those who’ve heard 
  good things about you.
  Rep (1pt. Merit)
  Your fame has exceeded the bounds of your Sect. Ev-
  eryone knows who you are, what you’ve done and what 
  you’re supposed to have done (which might not be the 
  same thing). The publicity can be good or bad; what 
  matters is that everybody knows your name. Wheth-
  er individuals outside of your immediate social circle 
  know enough to match your face to your name is a dif-
  ferent matter.
  Sabbat Survivor (1pt. Merit)
  You’ve lived through at least one Sabbat attack or 
  attempted recruitment. Your experience helps you 
  anticipate situations where you might potentially 
  be endangered by the Sabbat once again. You are at 
  -1 difficulty on all Perception rolls when it comes to 
  Sabbat-based matters. This Merit is generally taken by 
  groups in conflict with the Sabbat, and comes into play 
  most frequently as a means of avoiding ambushes.
  Boon (1-6pt. Merit)
  Someone owes you a favor. The vampire in your debt 
  might be the lowliest neonate in the city or might be 
  the Prince herself; it all depends on how many points 
  the Merit costs. You only have that single favor owed 
  you (unless you take the Merit multiple times), so us-
  ing it properly is of paramount importance. Depending 
  on status and other factors, the vampire who owes you 
  a favor may well resent his debt, and might go out of 
  his way to “settle” it early — even going so far as to 
  create situations from which he must “rescue” you and 
  thus clear the slate.
  Bullyboy (2pt. Merit)
  You’re part of the brute squad the local Sheriff or 
  Bishop calls on when he needs some muscle. As a 
  result, you get in on action that others miss entirely, 
  score points with those in power, and occasionally get 
  a chance to act outside of the law. How far outside 
  the law you can go depends on circumstance and how 
  much the vampire you report to likes you.
  Old Pal (2pt. Merit)
  An acquaintance from your breathing days was Em-
  braced at the same time you were. Fortunately, your 
  friendship has endured even death and unlife, and you 
  find a constant source of support and aid in your old 
  friend. She expects the same of you, which isn’t always 
  convenient, but at least you each have someone to 
  hang onto who remembers the good old nights — and 
  days. The Storyteller should play the Old Pal as a very 
  loyal Ally.
  Lawman’s Friend (2pt. Merit)
  For whatever reason (maybe your winning smile or 
  perhaps just your superb groveling technique), the lo-
  cal Sheriff or Bishop in charge of discipline likes you. 
  He’s inclined to overlook your minor trespasses and let 
  you in on things you’re not supposed to know about. 
  He even gives you warnings about occasional crack-
  downs and times when the higher-ups aren’t feeling 
  generous. Of course, abusing this connection might 
  well turn a friendly vampire into an enemy — and the 
  change might not be apparent until it’s too late. 
  Open Road (2pt. Merit)
  Unlike many Kindred, you like to travel. You have 
  a solid knowledge of safe travel routes and methodolo-
  gies, not to mention haven space available in any num-
  ber of destinations. Unless someone out there knows 
  your exact route and is specifically looking for you, you 
  can move between cities unimpeded by random en-
  counters with Lupines, overzealous state troopers, and 
  the like.
  Sanctity (2pt. Merit)
  This Merit is sometimes called the halo effect; ev-
  eryone considers you pure and innocent, though not 
  necessarily naïve. You have a saint-like quality that is 
  hard to pinpoint but cannot be denied. You are trust-
  ed, even if you are not trustworthy. At the Storyteller’s 
  discretion, you tend to receive lesser punishments for 
  wrongdoing, and you are liked by most.
  
  489 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Scholar of Enemies (2pt. Merit)
  You have taken the time to learn about and special-
  ize in one particular enemy of your Sect. You are aware 
  of at least some of the group’s customs, strategies, abili-
  ties, and long-term goals, and can put that knowledge 
  to good use. This Merit is worth a -2 difficulty for all 
  non-combat rolls pertaining specifically to the subject 
  of your specialization. On the other hand, you are at a 
  +1 difficulty when it comes to dealing with other en-
  emies, simply because you’re so thoroughly focused on 
  your field.
  Scholar of Others (2pt. Merit)
  This Merit functions identically to Scholar of Ene-
  mies, except that it applies to a group that is not neces-
  sarily inimical to your Sect.
  Friend of the Underground  
  (3pt. Merit)
  While you’re not a Nosferatu, you know your way 
  around the sewers, tunnels, ducts, subway tubes, and 
  other subterranean passages of your hometown. The lo-
  cal Nosferatu (and any other creatures dwelling down 
  in the muck) may not actually like you, but they’re not 
  inclined to kill you on sight when they see you in their 
  territory. You are at -1 difficulty on any rolls involving 
  the subterranean world (sneaking from place to place 
  underground, finding routes into sub-basements, and 
  so on). Nosferatu cannot purchase this Merit.
  Mole (3pt. Merit)
  You have an informer buried in one of your Sect’s 
  enemy organizations who funnels you all sorts of in-
  formation as to what her peers are up to. What you 
  do with the information is up to you, but abusing the 
  knowledge might be a good way to get your informer 
  killed. The other side has spies too….
  Rising Star (3pt. Merit)
  You’re one of the up-and-comers in the city, a rising 
  star in your Sect. Everyone wants to know you and be 
  your friend, even as those in power groom you for posi-
  tions of greater responsibility. You are at -1 difficulty 
  on all Social rolls against any vampires in your Sect 
  who aren’t actively opposing your ascent.
  Broken Bond (4pt. Merit)
  You were once blood-bound but have secretly slipped 
  the leash, and you are free to act as you will once more. 
  Your regnant has no idea that you are not in fact bound, 
  and continues to treat you as if you were. At Storyteller 
  discretion, the experience of having been bound once 
  may render you immune to ever being enthralled again. 
  Sabbat vampires cannot take this Merit.
  Clan Friendship (4pt. Merit)
  One particular Clan (not your own) has a special lik-
  ing for you. You might have done the Clan as a whole a 
  favor at some point, or perhaps you’re just a loud voice 
  in support of their aims. Whatever the case, you’re at 
  -2 difficulty on all friendly Social rolls involving mem-
  bers of the Clan in question. Of course, the reaction 
  your cozy relationship with another Clan is likely to 
  draw from your own Clan leaders is an entirely differ-
  ent can of worms.
  Primogen/Bishop Friendship  
  (4pt. Merit)
  The ruling vampires of the city value you and your 
  opinions. You are called in to consult on decisions, and 
  your recommendations carry great weight. Your posi-
  tion may not be an official one, but it’s powerful none-
  theless.
  Botched Presentation (1pt. Flaw)
  When your sire presented you to the Prince of the 
  city, you flubbed it. Now you’re convinced His Majesty 
  hates you (whether he does or not). You need to suc-
  ceed on a Willpower roll (difficulty 7) just to stand in 
  front of the Prince or one of his duly authorized rep-
  resentatives without running, blubbering, or otherwise 
  making a fool of yourself. This Flaw can only be taken 
  by Camarilla vampires.
  Dark Secret (1pt. Flaw)
  You have some sort of secret that, if uncovered, 
  would be of immense embarrassment to you and would 
  make you a pariah in the local Kindred community. 
  This could be anything from having murdered an elder 
  to being a member of the Anarchs.
  Expendable (1pt. Flaw)
  Someone in power doesn’t want you around. Maybe 
  she wants territory you possess, or is jealous of the at-
  tention you’re getting from a prize mortal retainer — 
  the details are irrelevant. What does matter is that she 
  has the power to maneuver you into dangerous situa-
  tions “for the good of the Sect,” and has no compunc-
  tions about doing so.
  
  490 
  APPENDIX
  Incomplete Understanding (1pt. Flaw)
  The whole matter has been explained to you, but 
  you’re still not quite sure how things in your Sect work. 
  Your imperfect understanding of the rules and regula-
  tions of your new existence means that sooner or later, 
  you’re going to make a mistake. It’s only a matter of 
  time….
  Infamous Sire (1pt. Flaw)
  Your sire was, and perhaps still is, distrusted and dis-
  liked by many of the city’s Kindred. As a result, you are 
  distrusted and disliked as well.
  Mistaken Identity (1pt. Flaw)
  You look similar to descriptions of another Kin-
  dred, which cause cases of mistaken identity. This can 
  prompt numerous awkward or even dangerous situa-
  tions, especially if your “twin” has a terrible reputation 
  or is wanted for some crime.
  New Arrival (1pt. Flaw)
  You’ve just arrived in your new city of residence, and 
  don’t know anyone in the place. Existing factions may 
  try to recruit or eliminate you, while vampires in posi-
  tions of authority size you up and take your measure. 
  Meanwhile, your ignorance of the city’s current events, 
  history, and politics (not to mention the personality 
  quirks of the vampires already in place) may cause you 
  to make a serious blunder.
  New Kid (1pt. Flaw)
  You’re the latest in the city to be Embraced or have 
  yet to prove yourself to your Sect, and everyone knows 
  it. That automatically puts you at the bottom of the 
  social totem pole. Other neonates take every oppor-
  tunity to demonstrate your inferiority, or rival packs 
  constantly test your worthiness to the Sabbat. Even 
  if someone else is added to the ranks of the unliving, 
  you’re still regarded as something as a bit of a geek by 
  your peers — a distinction that can have dangerous 
  consequences if bullets start flying. All Social-related 
  rolls are at +1 difficulty when you are dealing with oth-
  er neonates. (Ancillae and elders lump you in with all 
  the other neonates under their general disdain.)
  Recruitment Target (1pt. Flaw)
  Someone in one of your Sect’s enemy organizations 
  wants you, and they want you bad. Every effort is being 
  made to recruit you, willing or no, and the press gangs 
  usually show up at the worst possible time.
  Sire’s Resentment (1pt. Flaw)
  Your sire dislikes you and wishes you ill. Given the 
  smallest opportunity, she will actively seek to do you 
  harm. Your sire’s allies also work against you, and many 
  elders may resent you. 
  Special Responsibility (1pt. Flaw)
  Shortly after your Embrace, you volunteered for 
  some task in order to gain respect and approval from 
  the vampires around you. Now, you wish you had nev-
  er opened your damn mouth! While you are not given 
  any special credit for performing this duty, you would 
  lose a lot of respect if you were to stop. The nature 
  and the details of your duty should be worked out with 
  the Storyteller in advance. Ideas can range from lend-
  ing money to other Kindred to acting as a messenger 
  or possibly gathering victims for ritae (such as Blood 
  Feasts).
  Sympathizer (1pt. Flaw)
  You have publicly expressed sympathy for some of 
  the goals and policies of the enemies of your Sect. Your 
  outspoken views on the subject have made you suspect 
  in the eyes of the city’s hierarchy, and you may be sus-
  pected of (or arrested for) treason.
  Enemy (1-5pt. Flaw)
  You have an enemy, or perhaps a group of enemies, 
  who seek to harm you. The power of the enemy de-
  pends upon how many points the player wishes to 
  spend (five points indicate the wrath of a Methuselah 
  or other potent supernatural foe).
  Bound (2pt. Flaw)
  You are blood bound to another vampire. Your reg-
  nant may not necessarily treat you badly, but the fact 
  remains that your will is not entirely your own. The 
  knowledge gnaws at you, even as you find yourself lost 
  in devotion to your vampiric master. Sabbat vampires 
  cannot take this Flaw.
  Catspaw (2pt. Flaw)
  You’ve done dirty work for someone high up in the 
  city’s hierarchy in the past — the Sheriff, the Bishop, 
  or even someone higher. However, instead of granting 
  you favor, your deeds have made you an embarrassment 
  or a liability. For the moment, your former employer’s 
  concern is to keep you quiet. In the long term, it’s to 
  get rid of you.
  
  491 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Escaped Target (2pt. Flaw)
  You had targeted a mortal for the Embrace, but 
  someone else got there first. You cannot stand the hu-
  miliation of being cheated of your prize, and fly into a 
  rage (+2 difficulty to avoid frenzy) whenever you see 
  the one who got away. This hatred may lead you into 
  other irrational behaviors, like Embracing enemies of 
  the neonate, creating unauthorized childer, or even 
  trying to kill your rival. Furthermore, your petty and 
  irrational behavior is well-known and quite noticeable, 
  and as a result you are at + 1 difficulty on all Charisma 
  rolls until the situation is resolved.
  Failure (2pt. Flaw)
  You once held a title in the city, but failed catastroph-
  ically in your duties. Now you are branded incompe-
  tent, excluded from circles of power and responsibility, 
  and generally ostracized by those on their way up. Your 
  exclusion may make you a target for recruitment by 
  the Sect’s enemies (or so the whispers run, making you 
  even more distrusted). Conversely, the consequences 
  of your error might come back to haunt you.
  Masquerade Breaker (2pt. Flaw)
  In your first nights as a vampire, you accidentally 
  broke the Masquerade — and were spotted doing so. 
  Someone else covered for your mistake, but holds the 
  favor over you. Now you exist in fear that your error 
  will be revealed. In the meantime, your “savior” takes 
  pitiless advantage of you. This Flaw can only be taken 
  by vampires in Sects or Clans that respect the Mas-
  querade.
  Hunted (4pt. Flaw)
  You are pursued by a fanatical witch-hunter who 
  believes (perhaps correctly) that you are a danger to 
  humanity. All those with whom you associate, be they 
  mortal or Kindred, may be hunted as well.
  Old Flame (2pt. Flaw)
  Someone you once cared deeply for is now with the 
  enemy. He still attempts to play on your sympathies 
  “for old times’ sake” while working against you. Unless 
  you succeed on a contested Manipulation + Expression 
  roll against your former friend, you cannot act against 
  him unless the situation becomes life-threatening.
  Rival Sires (2pt. Flaw)
   The flip side of Escaped Target, two vampires want-
  ed to gift you with the Embrace. One succeeded, one 
  failed — and she’s not happy about that failure. You, 
  
  492 
  APPENDIX
  your actual sire, or both of you have become the target 
  of the failed suitor’s ire. Regardless, your persecutor is 
  at +2 difficulty to refrain from frenzy in your presence. 
  In addition, she may well be working actively to dis-
  credit or destroy you.
  Uppity (2pt. Flaw)
  You are proud of your new status in the Sect — so 
  proud that you’ve shot your mouth off to other Kindred 
  and made some enemies. Wiser vampires laugh at you 
  and chalk your rudeness up to youth, but others find 
  you arrogant and insulting. These enemies will take ac-
  tion to embarrass or harm you. Furthermore, you are 
  at +2 difficulty on all Social rolls against any vampires 
  you have alienated through your yammering — and 
  you may not know who they are.
  At Storyteller discretion, you may also be required 
  to make a Willpower roll (difficulty 6) to keep your 
  mouth shut any time the opportunity presents itself for 
  you to brag about your pack, your Clan, or your status.
  Disgrace to the Blood (3pt. Flaw)
  Your sire regards the fact that he Embraced you to 
  be a titanic mistake, and has let everyone know it. You 
  are mocked at gatherings, taunted by your peers, and 
  actively despised by the one who should be giving you 
  guidance. Any request or petition you make is likely to 
  be looked down upon by friends of your sire, and your 
  achievements are likely to be discounted.
  Former Prince (3pt. Flaw)
  Once, you held near-absolute power in a city, but 
  those nights are gone now. Perhaps you stepped down, 
  perhaps you were deposed, or perhaps your city fell 
  to the Sabbat; it matters little in your reduced state. 
  What does matter is that the Prince in the city where 
  you now dwell is aware of your prior employment, and 
  has concerns that you might be trying to make a come-
  back. The machinery of the Camarilla in the city where 
  you now make your home is subtly stacked against you, 
  and if the Prince sees an opportunity to get rid of you 
  he just might take it. This Flaw can only be taken by 
  Camarilla vampires.
  Hunted Like a Dog (3pt. Flaw)
  Another Sect or group of vampires has decided that 
  you’re a target for extermination, and pursues you re-
  lentlessly. On the bright side, the enemies of your en-
  emy may well wish to help you out, potentially garner-
  ing you allies.
  Narc (3pt. Flaw)
  You are known to be a snitch, an informer firmly 
  planted in the pocket of the vampires in charge. Those 
  on whom you might yet inform loathe you as a result, 
  feeding you misinformation when they can in an attempt 
  to discredit you. Given the opportunity, they might do 
  you mischief. Regardless, your reputation as a weasel pre-
  cedes you, putting you at +1 difficulty on all Social rolls 
  against those who don’t agree with your politics.
  Sleeping With the Enemy (3pt. Flaw)
  You have some sort of intimate connection with a 
  member of an opposing Sect or inimical Clan. You may 
  have a lover, a childe, a friend, or a contact working 
  the other side of the fence, but regardless of politics 
  you retain a friendly (or more than friendly) relation-
  ship with your putative foe. Your close ties to someone 
  on the other side would be regarded as treason by your 
  superiors within the Sect, and if you are discovered, 
  the penalty will surely be death.
  Clan Enmity (4pt. Flaw)
  One Clan in particular wants you dead. You have of-
  fended the entire Clan, from elders to neonates, and as a 
  result every member of that bloodline wants your head on 
  a plate. The effects of the Flaw may manifest as anything 
  from very public snubs and insults to actual attempts on 
  your unlife. You are also at +2 difficulty on all Social 
  rolls relating to members of the Clan in question.
  Loathsome Regnant (4pt. Flaw)
  Not only are you blood bound, but you are also in 
  thrall to a vampire who mistreats you hideously. Per-
  haps you are publicly abused or humiliated; perhaps 
  your master forces you to commit unspeakable acts for 
  him. In any case, existence under the bond is a never-
  ending nightmare, with your regnant serving to con-
  duct the symphony of malice. Sabbat vampires cannot 
  take this Flaw.
  Overextended (4pt. Flaw)
  You’ve got your fingers in too many pies, and people 
  are starting to notice. You have too many ghouls, too 
  many retainers, or too much influence, which means 
  that a lot of people have a vested interest in trimming 
  back your operations. These enemies take every oppor-
  tunity to reduce your power and influence, and if that 
  means lying, cheating, or killing, so be it. Furthermore, 
  your enemies block every attempt you make to move 
  into new areas of control. You’re boxed in, and the box 
  is getting smaller.
  
  493 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Probationary Sect Member (4pt. Flaw)
  You are a defector. You turned traitor to the Cama-
  rilla, Sabbat, or other Sect, and you still have much to 
  prove before you are accepted by the Kindred you have 
  defected to. Other vampires treat you with distrust and 
  even hostility, and your reputation might even sully 
  those whom you regularly associate with.
  Blood Hunted (4 or 6pt. Flaw)
  You have been made the target of a blood hunt, and 
  for you to return to your home city is death. For four 
  points, this Flaw means that only your home city is off-
  limits to you. For six, it means that the entire Cama-
  rilla is howling for your vitae. This Flaw can only be 
  taken by Camarilla vampires.
  Laughingstock (5pt. Flaw)
  Somehow you’ve drawn the scorn of the local Har-
  pies, who make you their favorite target. You are at 
  a +2 difficulty on all Social rolls in Elysium and a +1 
  anywhere else in the city. In addition, you are at +2 
  difficulty to use Intimidation or any Dominate pow-
  ers on anyone who has heard the stories mocking you. 
  This Flaw can only be taken by Camarilla vampires.
  Red List (7pt. Flaw)
  You are either being considered for or are already on 
  the dreaded Red List, the registry of those vampires the 
  Camarilla most wants extinguished. Any Camarilla 
  vampire will either attack you on sight or, more likely, 
  call in for a great deal of help.
  Supernatural
  Deceptive Aura (1pt. Merit)
  Your aura is unnaturally bright and colorful for a 
  vampire. You register as a mortal on all attempts to 
  read your aura.
  Healing Touch (1pt. Merit)
  Normally vampires can only seal the wounds they 
  inflict from feeding by licking them. With but a touch, 
  you can achieve the same effect, closing the puncture 
  wounds left by drinking blood.
  Inoffensive to Animals (1pt. Merit)
  With rare exceptions, animals usually despise the 
  Kindred. Some flee, others attack, but all dislike being 
  in the presence of a vampire. You have no such prob-
  lem. Animals may not enjoy being in your company, 
  but they don’t actively flee from you.
  Medium (2pt. Merit)
  You possess the natural affinity to sense and hear spir-
  its, ghosts, and shades. Though you cannot see them, 
  you can sense them, speak to them and, through plead-
  ing or cajoling, draw them to your presence. You may 
  call upon them for aid or advice, but there will always 
  be a price. Also, your difficulty is reduced by two for all 
  Awareness rolls involving the spirits of the dead.
  Magic Resistance (2pt. Merit)
  You have an inherent resistance to the rituals of the 
  Tremere and the spells of the mages of other Clans. 
  The difficulty of all such magic, both malicious and be-
  neficent, is two higher when directed at you. You may 
  never learn magical Disciplines such as Thaumaturgy 
  and Necromancy.
  Hidden Diablerie (3pt. Merit)
  The tell-tale black streaks of diablerie do not mani-
  fest in your aura.
  Lucky (3pt. Merit)
  You were born lucky — or else the Devil looks after 
  his own. Either way, you may repeat any three failed 
  rolls per story, including botches, but you may try only 
  once per failed roll.
  Oracular Ability (3pt. Merit)
  You can see and interpret signs and omens. You are 
  able to draw advice from these omens, for they pro-
  vide hints of the future and warnings of the present. 
  When the Storyteller feels that you are in position to 
  see an omen, you will be required to make a Perception 
  + Awareness roll, with the difficulty relative to how 
  well the omen is concealed. If successful, you may then 
  roll Intelligence + Occult to interpret what you have 
  seen; the difficulty is again relative to the complexity 
  of the omen.
  Spirit Mentor (3pt. Merit)
  You have a ghostly companion and guide. The iden-
  tity and exact powers of this spirit are up to the Story-
  teller, but it can be called upon in difficult situations 
  for help and guidance.
  True Love (4pt. Merit)
  You have discovered, perhaps too late, a true love. 
  He or she is mortal, but is the center of your existence, 
  and inspires you to keep going in a world of darkness 
  and despair. Whenever you suffer, the thought of your 
  true love gives you the strength to persevere. This Mer-
  
  494 
  APPENDIX
  it grants you one automatic success on all Willpower 
  rolls, which can be negated only by a botch die. This 
  can be a great gift but also a hindrance, for your true 
  love may require protection and occasionally rescue.
  Additional Discipline (5pt. Merit)
  You can take one additional Discipline (Storyteller 
  discretion) as if it were a Clan Discipline. All costs 
  to learn that Discipline are paid out as if it were na-
  tive to your Clan. A character cannot take this Merit 
  more than once, and Caitiff vampires cannot take this 
  Merit.
  Unbondable (5pt. Merit)
  You are immune to being blood bound. Tremere can-
  not take this Merit.
  Nine Lives (6pt. Merit)
  Fate has granted you the opportunity to come as 
  close to Final Death as anyone can get and still survive. 
  When a roll occurs that would result in your death, the 
  roll is made again. If the next roll succeeds, then you 
  live — and one of your nine lives is used up. If that 
  subsequent roll fails, then another reroll is made, until 
  either a successful roll occurs or your nine lives are used 
  up. The Storyteller should keep careful count of how 
  many lives the character has remaining.
  True Faith (7pt. Merit)
  You have a deep-seated faith in and love for God, or 
  whatever name you choose to call the Almighty. You 
  begin the game with one point of True Faith (see the 
  sidebar on p. 372); this Trait adds one die per point to 
  all Willpower and Virtue rolls. You must have a Hu-
  manity of 9 or higher to choose this Merit, and if you 
  lose even a single point, all your Faith points are lost 
  and may be regained only when the lost Humanity is 
  recovered. Individuals with True Faith are capable of 
  performing magical acts akin to miracles, but the exact 
  nature of those acts are up to the Storyteller.
  Cast No Reflection (1pt. Flaw)
  You actually cast no reflection, just like the vampires 
  of legend. This can have a detrimental effect when try-
  ing to pass as a human. Vampires of Clan Lasombra au-
  tomatically have this Flaw (and you may be mistaken 
  for one of them if you possess this).
  Cold Breeze (1pt. Flaw)
  A chill wind follows you everywhere you go. While 
  it may make for dramatic entrances, this effect also dis-
  comfits mortals (+1 difficulty on all appropriate Social 
  rolls) and marks you as obviously supernatural. Cold 
  winds sweeping through executive offices or crowded 
  nightclubs can raise all sorts of questions.
  Repulsed by Garlic (1pt. Flaw)
  You cannot abide garlic, and the smallest whiff of its 
  scent will drive you from a room unless you make a suc-
  cessful Willpower roll (difficulty based on the strength 
  of the odor).
  Touch of Frost (1pt. Flaw)
  Plants wither as you approach and die at your touch. 
  Your touch leeches heat from living beings, as though 
  you were made of ice.
  Cursed (1-5pt. Flaw)
  You are the recipient of a supernatural curse. The 
  strength and pervasiveness of the curse depend upon 
  how many points you wish to incur. Examples follow:
  • If you pass on a secret you were entrusted with, 
  your betrayal will come back to harm you in some way. 
  (1 pt.)
  • You stutter uncontrollably when you try to describe 
  what you have seen or heard. (2 pts.)
  • Tools break or malfunction when you try to use 
  them. (3 pts.)
  • You are doomed to make enemies of those whom 
  you most love or admire. (4 pts.)
  • Every one of your accomplishments or triumphs 
  will eventually become soiled or fail in some way. (5 
  pts.)
  Beacon of the Unholy (2pt. Flaw)
  You radiate palpable evil. Clergy and devout mor-
  tals know instinctively that there is something horribly 
  wrong with you, and react accordingly.
  Deathsight (2pt. Flaw)
  Everything appears rotted and decayed to you. The 
  world appears to you as a corpse; mortals look diseased 
  or skeletal, buildings seem decrepit, and your fellow 
  Kindred seem to be walking, moldering cadavers. You 
  are at -2 difficulty to resist all rolls based on Appear-
  
  495 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  ance, but by the same token you are at +2 difficulty 
  on all Perception-based rolls. In addition, you find so-
  cial interaction difficult and are at +1 difficulty on all 
  Social-based rolls.
  Eerie Presence (2pt. Flaw)
  Mortals have an unconscious awareness of your un-
  dead nature, which makes then anxious and ill at ease 
  in your presence. Because of this, difficulties of all rolls 
  relating to social interaction with mortals are increased 
  by two.
  Lord of the Flies (2pt. Flaw)
  Buzzing harbingers of decay swirl around you every-
  where. Their constant presence makes it difficult for 
  you to interact socially (+1 difficulty when appropri-
  ate) and nearly impossible to sneak up on someone 
  or hide effectively. The buzzing of the flies inevitably 
  gives you away — all Stealth rolls are at +2 difficulty.
  Can’t Cross Running Water  
  (3pt. Flaw)
  You believe in the old folklore, and cannot cross run-
  ning water unless you are at least 50 feet (15 meters) 
  above it. Running water is considered to be any body of 
  water at least two feet (half a meter) wide in any direc-
  tion and not completely stagnant. 
  Haunted (3pt. Flaw)
  You are haunted by an angry and tormented spirit, 
  most likely one of your first victims. This spirit actively 
  attempts to hinder you, especially when feeding, and 
  does its utmost to vent its anguish upon you and any-
  one in your presence. The Storyteller determines the 
  exact nature of the spirit, its powers, and whether or 
  not it can eventually be laid to rest.
  Repelled by Crosses (3pt. Flaw)
  You are repelled by the sight of ordinary crosses, 
  believing them to be symbols of holy might. When 
  confronted by a cross, you must make a Willpower roll 
  (difficulty 9) or flee from the symbol for the duration 
  of the scene. If you botch the roll, not only must you 
  attempt to flee, but the touch of the cross can cause ag-
  gravated damage (one health level of damage per turn 
  that the cross touches your skin). This damage cannot 
  be soaked, even if the vampire possesses Fortitude.
  Grip of the Damned (4pt. Flaw)
  There is no ecstasy in your Embrace — only terror 
  and pain. Mortals upon whom you feed struggle and 
  shriek while you attempt to feed, requiring you to 
  grapple with them for as long as you wish to take their 
  blood. For vampires with high Humanity, this experi-
  ence may require a Humanity roll, at the discretion of 
  the Storyteller. Giovanni cannot take this Flaw.
  Dark Fate (5pt. Flaw)
  You are doomed to experience Final Death or, worse, 
  suffer eternal agony. No matter what you do, you can-
  not avoid this terrible fate. At some point during the 
  chronicle, your Dark Fate will come upon you. Even 
  more ghastly is the fact that you occasionally have vi-
  sions of this fate, and the malaise these images inspire 
  requires an expenditure of a temporary Willpower 
  point to avoid, or else you lose a die from all of your ac-
  tions for the remainder of the night. It is up to the Sto-
  ryteller to determine the exact nature of this fate, and 
  when it will occur. This is a difficult Flaw to roleplay; 
  ironically, though it may seem as though it removes 
  all free will, the knowledge of one’s death can be quite 
  liberating.
  Light-Sensitive (5pt. Flaw)
  You are even more sensitive to sunlight than other 
  vampires are. Sunlight causes double normal damage, 
  and the light of the moon can cause lethal damage in a 
  manner similar to the sun, though it must shine direct-
  ly upon you. Even bright lights hurt your eyes, requir-
  ing the use of sunglasses. Followers of Set and related 
  bloodlines cannot take this Flaw, as they already have 
  a worse version of it.
  
  496 
  APPENDIX
  Ghouls
  A vampire’s blood has great power — power that 
  can be passed on. Long ago, the Kindred discovered 
  that mortals who drank vampiric blood would become 
  possessed of supernatural abilities and dark appetites. 
  Soon it became common practice for vampires to keep 
  certain favored servants, fattening them on vitae, and 
  blood bonding them in the process. In doing so, they 
  created undying, hellishly loyal servitors — ghouls.
  Most ghouls exist at the whim of their domitors (mas-
  ters), serving loyally in exchange for vitae. As they are 
  as susceptible to the blood bond as anyone, ghouls are 
  almost without exception unfailingly devoted to their 
  masters — and if the domitor has more than one ghoul 
  servant, the result may be a jealous struggle between 
  them for the domitor’s favor. A ghoul’s emotions run to 
  extremes with the heady drug of vitae in his veins — such 
  a creature often falls prey to great rages and disturbing 
  cravings. The name “ghouls” was not chosen at random.
  Types of Ghouls
  Vassals
  “No, you listen to me. I don’t care who you are or who 
  you’re with; the lady asked not to be disturbed. And she 
  isn’t going to be. Capisce?”
  When most vampires think of ghouls, they picture 
  the vassal. Many Cainites find it inconceivable to cre-
  ate ghouls for any other purpose; indeed, to most Kin-
  dred, any ghouls other than vassals are blasphemies. 
  By and large, vassals are the “normal people” among 
  ghouls. Most of them didn’t ask for their new power or 
  immortality, although few complain too much once the 
  blood bond takes effect. Scant few of them know even 
  a quarter what a neonate does about Kindred society. 
  Somewhere along the line, they were just singled out 
  by something old and powerful, something that wanted 
  another pair of hands. Although a vassal’s supply of vi-
  tae is pretty much assured, that’s really all she has to 
  look forward to. In fact, she’d better be on her very 
  best behavior if she wants to keep her liquid strength 
  coming regularly. She also has to come to terms with 
  the fact that she’s in love — truly, passionately, in a 
  way she didn’t think she’d ever feel again after her first 
  love left — with a person who treats her with passing 
  kindness at best and draconian cruelty at worst.
  The sad thing is that the great majority of vassals 
  really have no idea what’s going on. They don’t know 
  why they feel the way they do; they don’t know what’s 
  in that miracle drink their new friend gives them. But 
  they’re loyal, if for no other reason than they don’t 
  want the magic to stop. They don’t want to go back to 
  the monochromatic, tasteless lives they knew before. 
  And you know what? Those are the lucky ones. Be-
  cause once a ghoul’s been dragged to the other side of 
  that mystery, once the Masquerade’s been broken, she 
  exists entirely at the sufferance of her domitor.
  Independents
  “You know just us well as I do that you can’t do 
  everything yourself, or have you forgotten that you’re 
  exclusively nocturnal? Trust me, I’m reliable help, and my 
  price isn’t hard to pay at all.”
  You think being a junkie is rough? Try doing it when 
  the dealers want to shoot you on sight. An indepen-
  dent‘s road is a hard one. Kindred view these masterless 
  ghouls as dangerous and uncontrollable, and a vampire 
  very much mistrusts what he doesn’t control. Usually, 
  the only recourse is to kidnap and kill vampires in or-
  der to gain their blood. Others serve vampires as free-
  lance “help,” taking care of particularly nasty daylight 
  problems.
  Independent ghouls come from all places, but they 
  put a bit of distance between themselves and ordinary 
  people. They aren’t pawns; they do what they do delib-
  erately. Usually, they’re orphans: A domitor dies, and 
  his enemies are careless enough to let a servant or two 
  get away. Sometimes the orphan’s been a ghoul for so 
  long that he knows he’ll wither away to old age in a 
  month if he doesn’t get some vitae. Desperation gets a 
  lot of independents started down this road.
  Of course, some independents have more compli-
  cated stories. Some may have stumbled across Cain-
  ite society accidentally, and eventually discovered the 
  power that vitae contains. Others may have been cult-
  ists who discovered that there was a variety of blood 
  that worked much better in rituals. Some few might 
  even have been cannibalistic killers who picked an un-
  usually strong victim, and learned the source of that 
  strength. But even without the blood bond, the addic-
  tion remains, and only a handful of those who’ve tasted 
  vitae never try to taste it again.
  Revenants
  “What? What’s wrong? You look… disconcerted. 
  Please, don’t be. Come inside. I want you to meet the 
  family. I think they’ll like you.”
  
  497 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Revenants are ghouls for whom the condition has 
  become hereditary, and who are capable of generat-
  ing vitae within their own veins. These long-lived, 
  decadent ghouls are almost always found in service 
  to the Sabbat, but there are exceptions. All the per-
  verse urges and dark drives that boil up in the average 
  ghoul are magnified in the revenant. Revenants hold 
  curious family revels, typically of the sort that involve 
  debauchery, drugs, or victims (or all three). They see 
  themselves as superior to humanity, and therefore ex-
  empt from society’s mores. Some worship vampires as 
  virtual gods, while others aspire to vampirism them-
  selves. Humanity, on the other hand, receives nothing 
  but contempt from loyal revenant scions.
  Revenants are a clannish, insular lot, and different 
  families are unlikely to trust one another very much. 
  In particular, the Grimaldis and Zantosas have feuded 
  too often to consider each other friends. Although rev-
  enants work with ghouls from rival families when nec-
  essary, they rarely like it.
  Creating a Ghoul
  Step One: Character Concept
  Character concepts for ghouls can be just as broad 
  as those for Kindred. A ghoul can be anybody, and 
  people have been ghouled for just about any reason. 
  If a Toreador catches sight of a pretty face in a crowd, 
  ghouling said darling is far less risky than giving her 
  the Embrace. When the vampire grows tired of her, 
  no one will complain when she turns up on a milk car-
  ton. A childe is forever — a ghoul is only for as long 
  as it suits you. Since the standards for ghouldom are 
  less exacting, your basic concept could range anywhere 
  from a world-renowned linguist to “that quiet guy next 
  door.”
  Your concept includes your basic identity, Nature, 
  and Demeanor. It also defines your role in the chroni-
  cle. Generally speaking, your character begins the game 
  either as a vassal under the blood bond to a domitor, as 
  a member of a revenant family, or as an independent 
  with alternate means of obtaining vitae to preserve her 
  powers. Whichever disposition you pick, consider the 
  following questions to flesh out your character.
  • How did you first find out you were twice as strong 
  as before, and what did you do with your newfound 
  power? What’s your day job? Do you have trouble there 
  these days? Have you ever been driven into a frenzy, 
  and how? Do you know you’re an addict, or do you fool 
  even yourself? How do you rationalize your habit? Do 
  Character Creation Process
  • Step One: Character Concept
  Choose concept, Nature, and Demeanor, then 
  Vassal, Independent, or Revenant.
  • Step Two: Select Attributes
  Prioritize the three categories: Physical, Social, 
  Mental (6/4/3). Your character automatically has 
  one dot in each Attribute.
  Rate Physical Traits: Strength, Dexterity, 
  Stamina.
  Rate Social Traits: Charisma, Manipulation, 
  Appearance.
  Rate Mental Traits: Perception, Intelligence, 
  Wits.
  • Step Three: Select Abilities
  Prioritize the three categories: Talents, Skills, 
  Knowledges (11/7/4).
  Choose Talents, Skills, Knowledges.
  No Ability higher than 3 at this stage
  • Step Four: Select Advantages
  Choose Disciplines (1, plus Potence 1), Back-
  grounds (5), and rate Virtues (5 for revenants and 
  Sabbat ghouls, 7 for all others). Your character 
  automatically has one dot in each Virtue.
  • Step Five: Finishing Touches
  Record Humanity (equal to Conscience + Self-
  Control), Willpower (equal to Courage), and 
  Blood Pool (1). Ghouls cannot take a Path of En-
  lightenment.
  Spend freebie points (21). Optional: Choose 
  Merits and Flaws (max. 7 points).
  Freebie Points
     Trait             Cost
  Attribute 
  5 per dot
  Ability 
  2 per dot
  Discipline 
  10 per dot
  Background  1 per dot
  Virtue  
  2 per dot
  Humanity 
  1 per dot
  Willpower 
  1 per dot
  
  498 
  APPENDIX
  you hate anybody enough that you now feel like do-
  ing something about it — or have you done it already? 
  How would you describe the Blood? What metaphors 
  best sum up that incredible rush? Would you let a loved 
  one become a ghoul, or would you try to stop her?
  • For vassals, what sort of person were you before 
  you became a ghoul? Do you define yourself mainly by 
  your relationship to your master? Why were you cho-
  sen; what do you have to offer your domitor? Were you 
  tricked into becoming a ghoul, or did you go willingly? 
  Are you treated fairly, or is your liege abusive? What’s 
  your master’s Clan, and what do you know about her 
  role among the city’s Kindred? Have you ever felt any-
  thing as powerful as the blood bond?
  • If you were born a revenant, what family do you 
  belong to? How strong are those family ties? How did 
  your extremely prolonged childhood affect you? Were 
  you abused by your family? Do you have any sibling 
  rivalries? Have you run into trouble with the ghoul-
  hating members of your Sect? Why are you away from 
  home? Will you ever go back, and if so, how will you 
  be received?
  • As an independent, how did you receive your first 
  taste of vitae? How do you maintain your all-important 
  supply of the Blood? Do you interact with Kindred on 
  their own terms, or do you deliberately avoid becoming 
  entangled in their politics? Are you an escaped vassal? 
  If so, what was your role: paramour, soldier, aide? Do 
  you know about any other denizens of the World of 
  Darkness? Do you want to?
  Step Two: Select Attributes
  A ghoul has fewer dots to divide among her Attri-
  butes, as her starting capabilities are more mundane 
  than a vampire’s. However, you’ll get a bit more flex-
  ibility with freebie points in Step Four. You begin play 
  with one free dot in each Attribute. After prioritizing 
  Attribute categories, spend six dots among primary At-
  tributes, four among secondary, and three among ter-
  tiary.
  Step Three: Select Abilities
  Select primary, secondary, and tertiary groups for 
  Abilities. The primary group receives 11 dots, the sec-
  ondary group gets seven, and the tertiary group receives 
  four. Unlike Attributes, characters do not begin the 
  game with automatic dots in any Ability. No Ability 
  may be purchased above three dots during this stage of 
  character creation. You may raise Abilities higher with 
  freebie points in Step Four.
  
  499 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Step Four: Select Advantages
  Although weaker than Cainites, ghouls still have an 
  edge over ordinary men and women. All ghouls begin 
  play with one dot of Potence, which they learn instinc-
  tively and immediately. Each ghoul also has one dot in 
  another Discipline, which should be chosen according 
  to your character concept. The exceptions to this rule 
  are Protean, Thaumaturgy, and other Clan-exclusive 
  Disciplines. These highly specific Disciplines are avail-
  able only to vassals of the appropriate Clan.
  If you’re playing a vassal, you must pick a Discipline 
  that your domitor knows. Check with your Storyteller; 
  your domitor’s Clan will usually be a guide.
  If you’re playing a revenant, you should choose your 
  second Discipline from your family’s traditional Disci-
  plines. 
  Independent ghouls have no Clan restrictions, but if 
  you are creating an independent character, the Story-
  teller may require you to choose your second dot from 
  among the innate physical Disciplines (Celerity, Forti-
  tude, and Potence).
  Ghouls and revenants are typically limited to learn-
  ing only the first level of any Discipline. Their bor-
  rowed vitae simply isn’t potent enough to bestow more 
  powerful abilities. However, they can exceed this limit 
  by consuming blood from more powerful vampires. 
  The potency of said blood is directly connected to the 
  donor’s Generation — the closer the vitae to Caine, 
  the more powerful the Disciplines a ghoul may learn. 
  The ghoul must drink this potent blood for a consid-
  erable period of time (generally, long enough to gain 
  the requisite experience points to buy such advanced 
  Disciplines).
  The chart below gives a suggested correlation be-
  tween a donor’s Generation and the level of Disci-
  plines a ghoul may attain.
     Donor’s Generation    Maximum Discipline Level
  13th-8th 
   
  1
  7th 
   
   
  2 
  6th 
   
   
  3 
  5th 
   
   
  4 
  4th 
   
   
  5 
  Step Five: Last Touches
  The finishing touches are pretty much the same for 
  ghoul and vampire characters (ghouls start with one 
  blood point, and have a blood pool of 2 or more, de-
  pending on age — see p. 500 for details). Ghouls re-
  ceive 21 freebie points, more than starting vampire 
  characters. This reflects their mortal flexibility, as well 
  as the traits that initially made them attractive or use-
  ful to vampires.
  Experience Costs
  Trait  
   
   
  Cost
  New Ability  
   
  3
  New Discipline  
   
  20
  New Path (Necromancy  
  20 (Clan ghouls 
  or Thaumaturgy)   
  only)
  Attribute 
   
   
  current rating x 4
  Ability 
   
   
  current rating x 2
  Clan/Family Discipline 
  current level x 15*
  Other Discipline 
   
  current level x 25*
  Secondary Path  
   
  current level x 15  
  (Necromancy or  
   
  (Clan ghouls 
  Thaumaturgy)  
   
  only)
  Virtue 
   
   
  current rating x 2**
  Humanity  
   
  current rating x 2
  Willpower  
   
  current rating
  * A vassal gets a cost break on the Clan 
  Disciplines of her first domitor, regardless of 
  the domitor’s actual Disciplines. So, while a 
  Toreador may know Dominate, his ghoul still 
  pays current level x 25 for it. An independent 
  gets a cost break on Celerity, Fortitude, and 
  Potence. A revenant gets a cost break on her 
  family’s Disciplines.
  A vassal who leaves a vampire’s service is 
  treated as an independent from that point on, 
  while an independent who becomes blood 
  bound to a domitor is treated as a vassal.
  ** Increasing a Virtue through experience 
  does not increase Traits based on that Virtue 
  (Humanity, Willpower).
  
  500 
  APPENDIX
  Rules
  Revenants
  Revenants manufacture their own vitae, though they 
  may drink vampire vitae as well. Revenants may spend 
  their vitae normally and replenish their vitae supplies 
  at the rate of one blood point per day. This renewal 
  presupposes that the revenant in question is healthy 
  and properly nourished.
  Blood Bond
  Ghouls are still living beings, and so the mechanics 
  of blood bonding them differ from those used to govern 
  vampires. For a ghoul, a blood bond is not a sudden 
  plunge into love, but a gradual slide into an emotional 
  abyss.
  After the first drink, a ghoul displays strong feelings 
  toward the donor. There are no mechanical effects, but 
  the feelings or the battle to suppress them should be 
  roleplayed. Most independent ghouls, especially those 
  dealing with charismatic or attractive Kindred, prefer 
  to take one drink and move on.
  After the second drink, things aren’t so simple; the 
  ghoul is considered to be under an effect equivalent to 
  a Vinculum score of 5 (see p. 289).
  Ghouls with Willpower scores of 5 and below may 
  have to make Self-Control rolls to avoid taking a third 
  drink, and even ghouls with high Willpower scores 
  may have to roll if (in the Storyteller’s opinion) the 
  temptation to drink is strong. Unlike vampires, ghouls 
  may actually “wean” themselves off a blood bond by 
  refusing to accept blood from the domitor.
  Kindred folklore claims that a year is required to 
  become fully “emancipated.” In reality, the time re-
  quired depends on the ghoul. After a “dry” period of 
  12 months minus one month per Willpower dot, a 
  ghoul drops one level on the blood bond chart — for 
  example, a ghoul who was fully bound is considered to 
  be two steps toward being bound. Each such interval 
  of withdrawal reduces the bond by one level, until the 
  ghoul is “clean.”
  However, it is by no means easy to abstain. At the 
  Storyteller’s option, a ghoul may have to spend Will-
  power points to avoid the enticement of an ex-domi-
  tor’s vitae until she is completely free of the bond. If 
  the ghoul has an addiction-prone personality, such as a 
  Conformist or Child Nature, she may never completely 
  shake the craving.
  Disciplines
  Ghouls have much more difficulty learning Disci-
  plines than Kindred do. The powers passed down from 
  Caine reach their full potency only in his childer; they 
  are alien to mere mortals. Generally, a ghoul may learn 
  only those Disciplines known by her most recent “do-
  nor.” An independent wishing to learn Obtenebration 
  must spend some time feasting on Lasombra vitae; sim-
  ilarly, a Malkavian’s vassal is unlikely to pick up Nec-
  romancy. However, once she’s learned a Discipline, 
  any form of vitae will allow her to use it; revenants 
  may even use their own vitae to fuel foreign arts such 
  as Serpentis. The exceptions are the physical arts of 
  Celerity, Fortitude, and Potence, which are instinctive 
  enough to be accessible to any ghoul.
  Once a ghoul has learned a Discipline, the knowledge 
  will likely stay with her even if she doesn’t practice it 
  for a while (if her vitae supply is cut off, for instance). 
  Once her diet is restored, she may use her Disciplines 
  as usual. Of course, any unused talent will eventually 
  atrophy — after six months without drinking vitae, 
  a ghoul loses a dot in a Discipline. Each month after 
  that, she loses another dot in a Discipline until all are 
  gone.
  Most ghouls and revenants don’t understand the 
  Kindred well enough to teach Disciplines to them.
  Aging
  A ghoul’s immunity to aging is contingent on her 
  supply of vitae. If she misses her monthly feeding, she 
  could be in real trouble. As long as she is still within 
  I Was Embraced Yesterday
  When a ghoul character is Embraced, give 
  them any Attribute and Ability points neces-
  sary to raise them to the starting values for 
  vampires. 
  Backgrounds and Virtues are unchanged. Em-
  braced ghouls also receive the same Discipline 
  points as a starting vampire. They retain any 
  Disciplines learned as a ghoul when they are 
  Embraced, including Potence. They are now 
  also able to teach those Disciplines, to the 
  same extent as any other vampire.
  
  501 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  her natural life span, she resumes normal aging. But if 
  she’s lived from 100 to 250 years, then she begins aging 
  at 10 times the normal rate — a year becomes a decade, 
  and so on. Ghouls who have lived more than 250 years 
  crumble instantly to dust if their supply of vitae falters. 
  On the other hand, elder ghouls gain some benefits — 
  in many ways, such prolonged exposure to vitae trans-
  forms them into something not quite human.
  Elder revenants gain additional “storage capacity” 
  beyond their starting limit of two points. For each cen-
  tury of life, he gains one extra point in his blood pool 
  capacity. Elder ghouls who are not revenants may also 
  gain additional blood points, but at the rate of one per 
  two centuries of life (so an 800-year-old ghoul has a 
  Blood Pool of 6). Additionally, the difficulty to effect 
  regeneration decreases by one per century (see below).
  Healing
  Ghouls may heal using their blood pool, just as Kin-
  dred do. They can also regenerate limbs, though not 
  automatically. To make a regeneration attempt, a 
  ghoul must spend a Willpower point, spend an appro-
  priate number of blood points (one for a finger or eye, 
  two for a foot or forearm, three for an entire limb) and 
  make a Stamina roll (difficulty 8). If the roll fails or is 
  botched, the ghoul may never regrow the limb. Elder 
  ghouls find regeneration easier: for each century of age, 
  the difficulty of the roll decreases by one.
  Frenzy
  It is the Storyteller’s duty to decide what situations 
  might provoke frenzy in a ghoul character. While any 
  individual stimulus is relatively unlikely to send a 
  ghoul into frenzy, ghouls experience provocation much 
  more commonly than vampires do. Ghouls’ human na-
  tures battle constantly with their Beasts, and most are 
  not given instruction in how to prevent their pseudo-
  vampiric natures from taking over. However, since the 
  Beast is weaker in ghouls, they typically face lower dif-
  ficulties (usually, a ghoul’s frenzy difficulties are three 
  lower than a vampire’s).
  In order for a ghoul character to resist frenzy, the 
  ghoul’s player must make a Self-Control roll, the dif-
  ficulty of which varies. The player must score five suc-
  cesses before frenzy is overcome completely. With each 
  success rolled, frenzy is staved off for one turn. 
  Clan Weaknesses
  A few Clans’ vitae possesses contagious properties. 
  Ghouls imbibing or injecting five or more blood points 
  over time from certain Clans must make a Stamina 
  
  502 
  APPENDIX
  roll (difficulty 5) or “inherit” a lesser form of the domi-
  tor’s weakness; this lasts until the ghoul starts taking 
  in blood from a different Clan, diluting the influence. 
  The Clans for which this rule most commonly applies 
  are: 
  • Brujah: A ghoul “pumped” on Brujah blood frenzies 
  at difficulties equal to those of a non-Brujah vampire.
  • Follower of Set: Ghoul develops painful (-1 to dice 
  pools) rashes when in direct sunlight.
  • Malkavian: The ghoul gains a mild derangement.
  • Nosferatu: Appearance drops by one or two points, 
  but no lower than 1.
  • Ventrue: Ghoul gains a marked preference for 
  Ventrue blood, possibly endangering the domitor.
  • Any Sabbat: No mandatory effect, but remember 
  the possibility of contracting disease via the Vaulde-
  rie.
  At the Storyteller’s discretion, vitae from other Clans 
  or bloodlines may cause similar effects.
  Overdosing
  Ghouls can take in more vitae than their mortal bod-
  ies can comfortably handle, but this often causes dan-
  gerous side effects. For each point of Stamina a ghoul 
  has, she can “cram” an extra blood point into her body. 
  If a ghoul imbibes more vitae than she can contain, she 
  must make a Stamina check (difficulty 8). If she suc-
  ceeds, she may use the excess blood normally. 
  If she fails, she suffers one point of lethal damage per 
  blood point above her maximum. Moreover, the excess 
  blood can’t be used. It takes a full scene of vomiting to 
  burn off such “useless” blood points; until this takes place, 
  the ghoul cannot use any blood points whatsoever.
  While a ghoul is overdosed, her chance to frenzy be-
  comes equal to that of a vampire’s, though certainly the 
  ghoul will not hunger at this point. Reaction time in-
  creases (the ghoul temporarily gains a dot in Dexterity), 
  but the overdosed ghoul must make a Perception + Self-
  Control roll each scene or suffer from violent hallucina-
  tions (effects are up to the Storyteller’s discretion).
  Withdrawal
  Withdrawn ghouls suffer symptoms for a period of 
  weeks equal to six minus the ghoul’s Stamina. When-
  ever the opportunity to gain vitae arises, the ghoul 
  must make a Self-Control roll (difficulty 7) or attempt 
  to “score” however possible.
  Additionally, each week of withdrawal requires the 
  ghoul to make an Intelligence + Self-Control roll (dif-
  ficulty 6); if this roll fails, the ghoul begins to sublimate 
  her cravings for vitae into a desire for human blood, 
  flesh, or sex. A Willpower point may be spent to re-
  sist these cravings. If the roll is botched, no Willpower 
  may be spent, and the victim must act on her urges.
  War Ghouls
  The Tzimisce once crafted ghouls into shock troops 
  and guardians. Some of these monstrous creations still 
  exist tonight, waiting to be unleashed upon the ene-
  mies of the Fiends.
  Szlachta
  These horrible creatures are the fleshcrafted minions 
  of the Tzimisce. Many szlachta are lobotomized as part 
  of the process, making them bestial creatures who un-
  derstand only how to obey. Szlachta are typically twist-
  ed into nightmarish caricatures of living creatures.
  The appalling alterations they undergo serve two 
  purposes: First, they become more frightening, often a 
  crucial edge in battle. Second, no szlachta may ever 
  enter human society again. Without the temptation of 
  flight, szlachta are among the most brutally loyal ghouls 
  an unfortunate intruder may encounter.
  Physical: Strength 5, Dexterity 4, Stamina 5
  Social: Charisma 1, Manipulation 1, Appearance 0
  Mental: Perception 5, Intelligence 2, Wits 3
  Talents: Alertness 3, Athletics 2, Brawl 4
  Skills: Melee 1, Stealth 3, Survival (Tracking) 2
  Knowledges: Any three at 2
  Disciplines: Fortitude 1, Potence 1
  Backgrounds: None
  Virtues: Conscience 1, Self-Control 3, Courage 5
  Humanity: 2
  Willpower: 4
  Flaws: Monstrous
  Vozhd
  Run. 
  These nightmarish leviathans are hybrids creat-
  ed from 15+ ghouls who have been grafted together 
  through Vicissitude, Thaumaturgy, and Sabbat sadism. 
  A lobotomized Vozhd is immune to Animalism, Domi-
  nate, and Presence; a sentient one (if the rumors are 
  true) would be even worse.
  
  503 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Vozhd are rarely used in this age of media and Mas-
  querade. When they are deployed, they are treated as 
  walking bombs: Sabbat point them at their targets, 
  then run for cover. Vozhd are omnivorous, eating any-
  thing in their path. Other ghouls are as tasty as mortals 
  or vampires. 
  Physical: Strength 8, Dexterity 2, Stamina 6
  Social: All Attributes 0
  Mental: Perception 1, Intelligence 1, Wits 2
  Virtues: n/a
  Humanity: n/a
  Disciplines: Fortitude 4, Potence 6
  Revenant Families
  For untold centuries, the Tzimisce have practiced 
  the art of selective breeding on their most trusted (or 
  at least most useful) servants. In the early Middle Ages, 
  certain elders of the Clan undertook a long-term ex-
  periment studying the effects of regular vitae infusion 
  into the blood of several Eastern European noble fami-
  lies. The eventual result, a handful of generations later, 
  was the creation of their revenant families. 
  A millennium ago, over a dozen distinct revenant 
  lines served the Tzimisce. However, several were ex-
  terminated during the Inquisition and the Anarch Re-
  volt, and others were absorbed into surviving families 
  through intermarriage. It is rumored that others have 
  broken away from the Tzimisce and now serve other 
  masters, a distinctly dangerous proposition. The rev-
  enant families that have survived to the modern nights 
  are universally wretched and disturbing specimens by 
  any “normal” standard. Incest, pedophilia, cannibal-
  ism, bestiality, substance abuse, and fringe-movement 
  political activism are among the more tame hobbies 
  practiced by the revenant families. Such behavior ren-
  ders them all the more amusing to their masters, who 
  watch these depraved antics with a twisted glee.
  Bratovitch
  The Bratovitches mainly keep to their isolated rural 
  estates, breeding hellhounds and other unsavory beasts. 
  They emerge only to hunt Lupines and other creatures 
  of the night, to kidnap brides and studs, or to serve 
  as trackers for nomadic Sabbat packs. Members of this 
  family are, as a general rule, more subhuman than most 
  other revenants, and they delight in their perversity 
  and savagery. Most Sabbat tend to avoid Bratovitch es-
  tates unless they are truly desperate. This is not out of 
  fear — Bratovitches look up to Sabbat Cainites as “big, 
  nasty uncles” of a sort — but rather out of disgust.
  Cross a stereotypical back-country hill clan with a 
  Tzimisce, and season with a liberal amount of pure Ne-
  anderthal hunt-kill-mate mentality, and you’ll have a 
  good representation of a Bratovitch. The family pri-
  marily lairs in the North American wilderness, though 
  a handful of outposts can be found in South America, 
  and the family’s ancestral estate in Poland is still a re-
  spectably sized holding.
  Disciplines: Animalism, Fortitude, Vicissitude
  Weakness: Bratovitches are easily angered — some 
  would say psychotic. They make all rolls to resist frenzy 
  at +2 difficulty, and do not get along well with normal 
  mortals.
  Ducheski
  What little the Ducheski allow others to know about 
  them indicates a history of treachery. Like most of the 
  revenant bloodlines, the Ducheski claim to have once 
  served the hoary Tzimisce of the Old World. Since 
  those nights, however, something caused them to turn 
  their backs on their erstwhile masters and throw their 
  fates in with the Tremere. Needless to say, this has not 
  earned them any favor with the Fiends.
  Ducheski revenants are rare, indeed, and some say 
  the line is dying out after severing its connections with 
  the Tzimisce who bred them so long ago. Rumors at-
  tribute a few crumbling manses to the family’s holdings, 
  mostly spread through Europe. It is here that they serve 
  their new masters, the Tremere. Although a few Duch-
  eski sometimes receive the Embrace into the Clan, the 
  Tremere generally prefer to keep them in roles of subser-
  vience. A few prominent Warlocks maintain Ducheski 
  ghouls in their libraries, sanctums, and thaumaturgical 
  laboratories, but by and large the family remains a well-
  guarded secret even among the ranks of the Tremere.
  The true genius of the Ducheski manifests in their 
  talent with machines and contraptions. They are mas-
  ters of mechanical devices, sometimes devising works of 
  Da Vinci-like brilliance, though the purposes to which 
  these machines are turned are almost always grim. To 
  those elders who know of them, a Ducheski torture de-
  vice or system of alembics is a sign of status, much like 
  owning a piece of original artwork. To the Ducheski, it 
  is the price for which they have sold their souls to escape 
  the talons of the Tzimisce, a burden they silently bear.
  Disciplines: Auspex, Dominate, Thaumaturgy
  
  504 
  APPENDIX
  Weakness: As a result of centuries spent under the 
  thumb of the Tremere, the Ducheski have grown quite 
  far from the human side of their beings. Isolation and 
  inbreeding has caused an aberration in the minds, bod-
  ies, and personalities of the Ducheskis, who betray the 
  birth defects and skittish personalities of those too far 
  removed from outside human contact. No Ducheski 
  may ever have a Social Trait above 2.
  Grimaldi
  Once merchants in the Italian city-states of the 12th 
  Century, the Grimaldis still enjoy a profitable position 
  of go-between for the Sabbat’s dealings with mortal soci-
  ety. They are probably the most “normal” of the families, 
  though some would argue that extreme wealth sets one 
  apart as much as their vampire blood does. Grimaldis are 
  usually groomed for positions of power, and it is not un-
  common for a member of this family to hold a high politi-
  cal office or a corporate leadership role in his home city.
  Starting at birth, Grimaldis enjoy every luxury that 
  life has to offer, from private schools and tutors to 
  decadent vacations at the most exclusive resorts to the 
  most wonderful toys. In addition to furthering the po-
  litical agendas of their masters, the Grimaldis have a 
  second, more personal goal that is kept secret from all 
  but the leaders of the family.
  Grimaldi elders believe that their continued existence 
  hinges on their utility to the Sabbat, and their destruc-
  tion will be swift and total should the Tzimisce ever 
  withdraw their aegis. Accordingly, the Grimaldi have 
  begun to formulate contingency plans for a transfer of 
  family loyalty either to the Ventrue of the Camarilla 
  or to the Giovanni, should the Sabbat ever decide that 
  the Grimaldis have outlived their usefulness. Needless 
  to say, this information would ensure the family’s total 
  obliteration should it ever come to light, so the privi-
  leged few who know of these treasonous thoughts make 
  certain to stay well away from their nominal masters.
  Disciplines: Celerity, Dominate, Fortitude
  Weakness: All Grimaldis past puberty are blood 
  bound to Sabbat members of Bishop rank or above. 
  This began as a safety measure to ensure that the 
  Grimaldis did not betray the Sabbat in the course of 
  their extensive mingling with mortal society, but has 
  devolved to little more than a formal rite of passage 
  and sign of majority in modern nights. Most Sabbat 
  rarely call upon their thralls; those unlucky Grimaldi 
  whose regnants frequently impose their will upon them 
  are most likely be written off as “acceptable losses” if 
  and when the family decides to shift its allegiance.
  Obertus
  Reclusive scholars, the Obertuses have managed to 
  maintain their continued existence by avoiding the 
  Sabbat’s notice and by feeding their Tzimisce patrons a 
  steady trickle of research data. Originally librarians and 
  clerics for the Tzimisce lords of the Byzantine Empire, 
  the Obertus family moved first to the Clan’s ancestral 
  homelands in Eastern Europe, then to the New World 
  during the first waves of Sabbat colonization. They still 
  maintain a strong presence in the New England states 
  and the eastern Canadian provinces.
  The Obertuses can best be characterized as chthonic, 
  both in their reclusive small-town nature and in their 
  constant search for knowledge that they may not neces-
  sarily want. Obertus research tends toward the paranor-
  mal: ghoulies, ghosties, long-legged beasties, and things 
  that go bump in the night, among other subjects.
  Like the Grimaldis, the Obertuses have a secret objec-
  tive that might well lead to their destruction should the 
  Sabbat discover it. The Obertus family elders have come 
  to believe that revenant existence is the key to the next 
  logical step in human evolution: Homo obertus is destined 
  to replace Homo sapiens, just as modern humans extermi-
  nated the Neanderthal. To this end, the family conducts 
  experiments with various permutations on the Embrace 
  and the ghouling process, using vitae from several cap-
  tured Camarilla Kindred and one Tzimisce elder who was 
  foolish enough to enter voluntary torpor in an Obertus-
  controlled fishing town outside Boston. No definite re-
  sults have appeared yet, but the Obertuses believe they 
  may be close to discovering the secret of perpetuating 
  “ghoul” existence without a source of vampiric vitae.
  Disciplines: Auspex, Obfuscate, Vicissitude
  Weakness: The Obertuses were bred for intellectual 
  ability, sometimes at the expense of stability, and are 
  thus prone to monomania and similar psychological 
  disorders. The vast majority of Obertus revenants suf-
  fer from the Obsessive-Compulsive derangement (see 
  p. 292). At the Storyteller’s discretion, an Obertus may 
  suffer another appropriate derangement.
  Oprichniki
  The Oprichniki, the vassals of Russia’s Tzimisce, can 
  trace their origins down to the year. During the reign 
  of Ivan the Terrible, these mortal mercenaries served as 
  cutthroats to a mortal devil. Only Vlad Tepes himself 
  could match Ivan’s reign of blood. The Oprichniki, in 
  turn, carried out Ivan’s orders, performing acts of terror 
  against the populace, flaying anyone who complained 
  too loudly, and boiling the czar’s enemies.
  
  505 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  The Oprichniki barely survived the reign of Ivan the 
  Terrible, for they suffered his ministrations as well. He 
  turned them upon each other in his final years, and 
  only the vilest of their lot survived. The Russian Tzi-
  misce took them in and used them as vassals over the 
  remaining century. Surprisingly, the Oprichniki even-
  tually became revenants, even though they never once 
  served upon the Carpathians’ blighted soil. Fiends the-
  orize the Oprichniki cursed themselves by serving Ivan 
  the Terrible, though this is more fable than fact.
  Even before the rise and fall of the Iron Curtain, the 
  Oprichniki were a well-kept secret, especially from the 
  younger Transylvanian voivodes. The Russian Fiends 
  desired the Oprichniki to be their henchmen and ma-
  jordomos, whether they served as vassals, intermediar-
  ies, mouthpieces, bodyguards, or cutthroats. As such, 
  the Tzimisce train the Oprichniki from birth to fulfill 
  a variety of assignments and duties. Since the collapse 
  of the Soviet Union, the Tzimisce are finally free of 
  both Brujah idealists spouting proletariat rhetoric and 
  the superstitious elders of the Camarilla casting dubi-
  ous eyes toward the obviously exceptional skulkers in 
  darkness maintained by the Fiends. To this night, the 
  Oprichniki remain hidden from the majority of the 
  Clan, serving independent Russian Tzimisce.
  Disciplines: Animalism, Obfuscate, Vicissitude
  Weakness: The Oprichniki drawback manifests 
  more as a curse than a weakness. All revenants from 
  this family, regardless their ethnic background, suffer 
  at the hands of at least one ghost as per the 3-point Su-
  pernatural Flaw Haunted (see p. 495). Russian koldun 
  believe the ghosts are the victims of Novgorod, a Rus-
  sian city that the Oprichniki decimated in their mor-
  tal years. Ivan’s assault against Novgorod resulted in 
  the murder and torture of thousands of innocent civil-
  ians, a crime the revenants carry with them. Even if an 
  Oprichniki finds a way through Disciplines or magic to 
  rid himself of his ghost, another always takes its place.
  Zantosa
  The Zantosas don’t really seem to have a reason for 
  continued existence. In fact, if the average Sabbat 
  vampire was asked her opinion of them (assuming she 
  had even heard of revenant families), she would likely 
  reply with a blank look. The Zantosa family appears 
  to have outlived its usefulness, and exists primarily to 
  continue its members’ decadent, self-indulgent life-
  styles, and to provide entertainment for the Toreador 
  antitribu, Serpents of the Light, and Tzimisce.
  
  506 
  APPENDIX
  Once the cream of Eastern Europe’s social elite, 
  the Zantosas have curdled and withdrawn, forsaking 
  long-term socio-political manipulation for short-term 
  gratification. The primary family pursuits these nights 
  include petty crime, vice, black marketeering, and 
  pushing the boundaries of sensation. Indeed, the only 
  apparent reason the Zantosas haven’t been wiped out 
  by a Black Hand-led pogrom already is that the end re-
  sults wouldn’t be worth the effort expended to cleanse 
  their penthouses, nightclubs, and movie studios.
  Recently, an internal purge rocked the Zantosa family 
  estate in New York. No less than two dozen family mem-
  bers, most with previously impeccable reputations (as 
  Zantosa reputations go), were put to death in sudden and 
  grisly fashion by household elders. Sabbat inquiries were 
  notably cursory (“let them kill themselves off” seems to 
  have been the general attitude), and were met with re-
  sponses that the destroyed parties had been caught dab-
  bling in dark sorcery — a response that, curiously enough, 
  did not warrant an Inquisition investigation.
  The truth, known only to the Zantosa family’s upper-
  most echelon, is far more ominous. For the past several 
  centuries, the Zantosa family has guarded a torporous 
  form believed to be a Tzimisce vampire of great age. A 
  year or so ago, the crypt in which the body in question 
  lay was found empty with no prior warning and no evi-
  dence. No explanation has yet been forthcoming.
  Disciplines: Auspex, Presence, Vicissitude
  Weakness: Zantosas are rather weak-willed when it 
  comes to resisting temptation. Accordingly, whenever 
  a Zantosa is exposed to a particularly pleasurable ex-
  perience, she must make a Willpower roll (difficulty 
  determined by the Storyteller, depending on the expe-
  rience in question). Failure indicates that the Zantosa 
  is now obsessed with or addicted to that particular sen-
  sation (which can be anything from doing a new drug, 
  to performing a particular sexual position, to enjoying 
  a sumptuous wine, to the act of being fed upon), and 
  will do damn near anything to experience it again.
  Zantosas are also unable to spend Willpower to resist 
  any supernatural power that entices them toward a new 
  source of pleasure, and many have met untimely ends 
  at the hands of Cainites, fae, and stranger creatures.
  Others
  Other revenant families have come and 
  gone over the centuries. Some may still ex-
  ist tonight, while others have been crushed 
  beneath the wheels of history.
  Basarab: Charismatic leaders and warriors 
  who served the Tzimisce during the Dark 
  Ages. The legendary Dracula may have risen 
  from this line.
  Danislav: Kin of the dreaded Lupines who came 
  to serve the Tzimisce in ancient Transylvania.
  D’Habi: Cultists who served — and betrayed 
  — the Baali in the name of their vampire-god 
  Nergal.
  Enrathi: A family of slave traders and mer-
  chants with roots stretching back further than 
  the Roman empire. They dwell now in the 
  Underworld with the Tal’Mahe’Ra.
  Giovanni: Rumors say that some members of 
  the mortal Giovanni family have become rev-
  enants through long exposure to the Blood.
  Krevcheski: A long-dead line, murdered by 
  the Tzimisce after a great betrayal.
  Khazi: Servants of the “white god” Byelobog, 
  betrayed by their own and exterminated dur-
  ing the Crusades.
  Marijava: Thugee cultists who became the 
  spies and informers of the Nagaraja.
  Rafastio: Blood magicians who preserve the 
  Black Hand’s association with an ancient 
  lodge of human wizards.
  Szantovich: Transylvanian spies and infiltra-
  tors who allied with several Clans.
  Servants of Anushin-Rawan: Debased fisher-
  folk who served an eccentric Ventrue in early 
  modern Greece.
  
  507 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Sabbat Ritae
  The Sabbat values its bonds of loyalty and fraternity 
  above all else. To this end, the Sect has established 
  many rituals, which reinforce pack and Sect solidar-
  ity. The entire Sect observes the same auctoritas ritae, 
  while the ignoblis ritae vary greatly in number, subject, 
  and observation from pack to pack.
  Packs observe the auctoritas ritae at common times 
  — at esbats (Sabbat gatherings), before sieges, or when 
  bringing a new member into the pack, for example. 
  The ignoblis ritae may occur at any time, usually when 
  the Pack Priest believes them to be most appropriate. 
  Some packs observe greeting or parting ritae, feeding 
  ritae, ritae of diablerie, and any number of variations. 
  Basically, any event of import, common or otherwise, 
  might have an associated ignoblis ritus in a given 
  pack.
  System: Ritae may be conducted by anyone, in the-
  ory, though their mechanical effects only occur when 
  presided over by a vampire with the Rituals Back-
  ground. You can’t just mix a bunch of vitae in a paper 
  cup and have a Vaulderie.
  Auctoritas Ritae
  The entire Sect practices auctoritas ritae, due to 
  both tradition and their significance in Sabbat beliefs. 
  They strengthen the Sect’s bonds of loyalty and frater-
  nity, by providing emotional power through familiarity 
  with the ritae and the sorcery that accompanies them. 
  These are some of the auctoritas ritae practiced by the 
  Sect (including the Vaulderie, which can be found on 
  p. 288).
  The Blood Bath
  This ritus is performed whenever Sect leaders wish 
  to recognize a Sabbat vampire’s claim to a title, such 
  as Bishop or Cardinal. The Blood Bath formalizes the 
  vampire’s new status in the Sect. As many Sabbat as 
  possible who will serve under this new leader must at-
  tend the ceremony, for failing to do so without an ad-
  equate reason is a grave slight to the leader in question. 
  Starting with the priest conducting the ritus, attendant 
  Sect leaders and other Sabbat take turns coming for-
  ward, kneeling in front of and expressing their en-
  dorsement of or allegiance to the Cainite, and contrib-
  uting a quantity of blood into a large vessel. The newly 
  titled vampire gives praise and/or advice to each of the 
  vampires present, emphasizing the benefits the Sabbat 
  stands to gain through the sharing of her wisdom. She 
  then bathes in the blood donated to the pool. Follow-
  ing the ceremony, all vampires present drink from the 
  bathing vessel (the blood in which is sometimes conse-
  crated as a Vaulderie), symbolizing that they willingly 
  partake of everything the new leader has to offer.
  System: Most Sabbat refuse to acknowledge a leader 
  who has not been confirmed through a proper Blood 
  Bath ceremony, if they have reason to suspect such.
  The Blood Feast
  No formal Sabbat gathering would be complete 
  without a Blood Feast. It serves both as sustenance and 
  as a vehicle to express the Sabbat’s lust to exist as the 
  ultimate predator. The Blood Feast is a ritual “meal,” 
  in which captured vessels are suspended from the ceil-
  ing, bound to sculptures, or otherwise immobilized and 
  fed from at the leisure of all vampires present. The feast 
  itself is as much social gathering as it is a structured 
  ritus, and many Sabbat make grand entrances, wearing 
  the best of their finery.
  In preparation for a Blood Feast, a specially created 
  pack or hunting party will have collected humans or 
  even a rogue vampire or two the night before the feast. 
  Much shouting, cheering, and baring of fangs occurs 
  as the hunting party makes a formal presentation of 
  the night’s feast to the highest-ranking Sabbat present. 
  The official receives each victim and thanks the giver 
  by kissing her forehead. He then hands the victims 
  over to assistants, chosen to prepare the victims for the 
  feast. They bind the victims’ hands and feet together 
  and hoist them up on chains to hang at head level, or 
  they tie (or nail) the victims to objects that prevent 
  movement.
  The night after the preparation, ghouls or low-rank-
  ing Sabbat prepare the feast location by placing the 
  vessels. After all the guests have arrived — it is consid-
  ered grievously poor form to be fashionably late — the 
  priest, Bishop, or Archbishop holding the service con-
  ducts the ritus, dedicating the vessels to the Sabbat. 
  Cainites at the gathering then bite open the victims 
  and feed on the fresh vitae, often licking the wounds 
  closed so as not to waste. There is usually one victim 
  for every three vampires present at the feast; the pre-
  siding priest, Bishop, or Archbishop gets first choice of 
  the night’s treats, and he draws first blood.
  Some Cainites of the Sabbat have been formally cen-
  sured by higher-ranking Sabbat and even members of 
  the Inquisition and Black Hand for relying too heavily 
  on the Blood Feast. To be sure, mass-kidnappings and 
  
  508 
  APPENDIX
  the blood-stained halls left behind can lead vampire 
  hunters to the trail of careless vampires.
  System: Each blood point a Blood Feast victim pos-
  sesses mystically transforms into two as it leaves his 
  body. By the third night after a Blood Feast, however, 
  the blood once again condenses back down to its origi-
  nal amount (if it hasn‘t been used and remains in a 
  vampire’s body).
  Creation Rites
  To hear vampires outside the Sect talk, all Sabbat 
  are created on the fly, with recruits being drained, fed, 
  bashed over the head with a shovel, buried, and left to 
  claw their way to the surface in a starving frenzy. This 
  is not always the case. Most Sabbat use the “shovelhead 
  method” only in times of war. This infamous method 
  consists of collecting a number of victims, Embracing 
  them with the tiniest quantity of blood possible, bash-
  ing them over the head with a shovel (to knock them 
  unconscious before they frenzy), and burying them 
  in a mass grave. The newly Embraced Cainites rouse 
  quickly, and they must dig themselves out of the grave 
  to sate their frenzy, often at the expense of the weaker 
  vampires entombed with them. This method is simple, 
  relatively quick, and quite effective at stripping victims 
  of their Humanity. In any event, vampires created this 
  way have not actually received their Creation Rites. In 
  fact, the Sabbat does not even consider them vampires 
  yet, and it has little reservation against throwing le-
  gions of these frenzied horrors against their foes. 
  The Creation Rites themselves are much more se-
  rious, marking the passage from nonentity into True 
  Sabbat. After the Embrace, the new vampire is eligible 
  for the Creation Rites only after he has demonstrat-
  ed his worth to the Sect — perhaps the very night of 
  his Embrace, perhaps years afterward. The ritus itself 
  is quite simple — the priest merely touches a flaming 
  brand to the initiate’s head and leads him in an oath of 
  allegiance. The ceremony that precedes the Creation 
  Rites, however, varies widely, and it is wholly in the 
  hands of the Cainite’s sire. Some Panders and Brujah 
  antitribu have ceremonies not unlike gang initiations, 
  which involve pummeling the vampire in question un-
  til the sire decides he’s had enough. Tzimisce ceremo-
  nies are much more civil and formal affairs, often in-
  volving recitations of one’s lineage and praise of one’s 
  sire. Some vampires require no ceremony at all, decid-
  ing that they have all the proof that they need from a 
  given vampire’s performance, while still others require 
  Byzantine trials or bizarre acts like bestiality, kidnap-
  ping, murder, self-mutilation, or other depravity.
  The Rites serve several purposes, both practical and 
  symbolic. The flames help reduce the new Sabbat’s fear 
  of fire, while the ceremony teaches him what is ex-
  pected of a Sabbat member like himself. Immediately 
  following the Creation Rites comes a Vaulderie, which 
  binds the Cainite to the pack — his new, immortal 
  family.
  System: Without the Creation Rites, a vampire is 
  not truly a vampire in the eyes of Sabbat. Such an un-
  fortunate may not participate in Sabbat ritae or func-
  tions until he has received the Creation Rites, and is 
  often kicked about, abused, and ordered around at any 
  of the “real” vampires’ whims.
  Fire Dance
  To most vampires, fire is something to be feared and 
  avoided, yet not to the Sabbat. While they still fear it, 
  they are not above turning it loose on their enemies. 
  To be fully Sabbat, one must face the Rötschreck and 
  master it. 
  To enact this ritus, the priest lights a large bonfire 
  in a place secure from mortal eyes. Through the rhyth-
  mic beating of a drum, chanting, or both, participat-
  ing Cainites enter a trance-like frenzy, whirling around 
  the flames, writhing before them and even prostrating 
  themselves in front of the blaze. As the ceremony 
  reaches its peak, the vampires rave and chant, and en-
  courage each other to jump through the flames. They 
  make fantastic leaps, some even turning aerial somer-
  saults over and over again to the point of exhaustion. 
  The Fire Dance comes to a close when the last vampire 
  present has jumped through the flames and collapsed 
  from all the activity.
  System: For a vampire to even approach the blazes, 
  the player must succeed in a Courage roll (difficulty 
  only 5, because of the trance-frenzy). For a vampire 
  to successfully leap the flames, the player must make a 
  Dexterity + Athletics roll (difficulty 6 to simply jump 
  the flames, though Storytellers should feel free to in-
  crease the difficulty if the character tries to leap in a 
  particularly dramatic or acrobatic way).
  After a Fire Dance, characters who leapt through the 
  flames gain a temporary bonus point of Courage for the 
  three nights following the ritus. This bonus point may 
  even exceed the normal Virtue limit of 5.
  Games of Instinct
  The vampires of the Sabbat engage in numerous 
  sanctioned “games,” adjudicated by their Pack Priests 
  to maintain their predatory edge. These games take 
  
  509 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  various forms, and different packs practice different 
  styles — everything from parodies of children’s games 
  or sports to completely unique vampiric tests of skill 
  can be made into a Game of Instinct. The only com-
  monality between the games is that the priest presides 
  over them, consecrating them as righteous exercises. 
  Here are some common examples:
  • Cowboys and Indians/Cops and Robbers: The 
  object of Cowboys and Indians is to capture or inca-
  pacitate (but not kill) as many members of the other 
  side as possible. Because of vampires’ innate resistance 
  to damage, this is easier said than done, and bullets 
  aplenty fly during these games. The team that knocks 
  the other out of commission is the winner.
  • Demolition Derby: Starting at opposite ends of a 
  street or parking lot, pack members set their cars on fire 
  and charge another team’s car. After much bashing and 
  crashing, one team inevitably has to flee their car or 
  burn to death; the first team to exit its vehicle loses.
  • Dogtagging: The object of the game is to capture a 
  werewolf, tag its ear (with tags similar to kind used by 
  cattle ranchers), and turn it loose.
  • Rat Race: A human is sealed in a labyrinth of 
  some sort, such as an abandoned factory or part of a 
  sewer system. The human is given weapons that can 
  hurt vampires, such as handguns, knives, blow-torches, 
  or chainsaws. The participating vampires, starting in 
  different locations in the maze, hunt the human, while 
  the human tries desperately to escape the vampires. 
  Whichever vampire captures and drains the human 
  first, wins. An alternative to the Rat Race — the Bat 
  Race — involves vampires only.
  • Rousing the Beast: The participant has to dig up 
  the victim of a failed mass-Embrace. Once the crazed 
  creature breaks the surface and frenzies, it is up to the 
  game participant to immobilize her and destroy her.
  System: Storytellers and players are encouraged to 
  develop their own Games of Instinct; basically, any 
  mayhem works for this ritus as long as the Pack Priest 
  recognizes it and bestows her blessing upon it. Once 
  completed, for the duration of one story, the winner(s) 
  of a given Game of Instinct receive one bonus die to 
  the dice pool of the Ability they used the most during 
  the game. A player may not have more than one Skill 
  augmented in this way for any given story.
  Monomacy
  It is inevitable that, among vampires as headstrong 
  and violent as those of the Sabbat, differences of opin-
  ion occur. While the vast majority of these conflicts 
  are handled with all the civility and reason a Sabbat 
  can muster, some grievances are so deep as to warrant a 
  more serious solution. When two (or more) Sabbat are 
  unable to come to a resolution, the ritus of Monomacy 
  serves to settle the issue.
  Monomacy is usually practiced by only ranking mem-
  bers of packs. Many young Sabbat are too violent and 
  hotheaded to recognize the gravity of ritual combat to 
  the death, and would resort to it every time a packmate 
  took blood from a vessel they decided they liked. As 
  such, this ritus is conducted by the Pack Priest (or a 
  higher ranking Sabbat, if the challenge is cross-pack), 
  to whom a challenge is issued simultaneously with the 
  challenge to the rival. The priest then decides whether 
  or not the grudge is worth Monomacy, and whether or 
  not she chooses to preside over the ritual. Should the 
  priest deem the cause worthy, the challenged vampire 
  may decline. In theory, there is nothing wrong with 
  declining a challenge, but unless the challenger is of 
  such little consequence as to be below the challengee’s 
  notice, declining usually involves a great loss of face 
  (and perhaps an unsanctioned duel afterward).
  The actual practice of Monomacy varies widely — 
  no formal code exists as to the choice of weapons, loca-
  tions, or even terms of victory. Most often, Monomacy 
  duels are fought to Final Death in some ridiculously 
  dangerous or highly inaccessible place like an iron 
  foundry or atop a skyscraper. Whether or not the vam-
  pires may use weapons, Disciplines, or other assets is 
  typically the decision of the challenged. On the priest’s 
  invocation, the combat begins, and the last vampire 
  standing is declared the winner, usually followed by 
  other ritae and celebration.
  System: The details of Monomacy are best left to the 
  story — troupes should be encouraged to add all the 
  pomp and circumstance they wish to the ritus, though 
  the exact details differ from pack to pack. The chal-
  lenger decides upon the time and location of the duel. 
  The challenged decides whether or not weapons will 
  be used and what they will be, as well as any other de-
  tails (until first blood instead of Final Death, no Disci-
  plines, participants must wear blindfolds, participants 
  must ride the wave of frenzy during the duel, etc.).
  The priest administering the ritus is an adjudicating 
  official — the duel begins and ends on her word, and 
  it may be aborted at any time. It is even within the 
  priest’s power to declare a Monomacy null and void 
  after the fact, but the priest who does this to favor her 
  
  510 
  APPENDIX
  own candidate is looked upon with extreme displeasure 
  thereafter by other Sabbat.
  Sermons of Caine
  Some members of the Sabbat value their knowledge 
  of the Book of Nod. Others don’t know or care about 
  the book, and they see their role in the Sabbat as one 
  of endless war and violence. Those members who take 
  the story of their origins very seriously often gather to 
  hear sermons on their history to remind them who and 
  what they are. This reminder serves to strengthen their 
  loyalty to the Sect and their ideology. Pack members 
  take turns reciting from the Book of Nod, while the oth-
  ers sit in a semicircle holding lit candles and meditating 
  on the passages. The sermons are sometimes followed 
  by the Vaulderie, and, among more intellectual packs, 
  intense deliberation. Pack members often discuss the 
  passages read during the ritus almost until dawn.
  Vampire history, particularly as far back as Cainite 
  legendry is largely an oral tradition — very few copies 
  of the Book of Nod actually exist. Few, if any, Sabbat 
  packs can agree unanimously on the exact phraseology 
  of a given passage from the book. The Sect is divided 
  on this matter — some Sabbat believe that as long as 
  the spirit of the Book of Nod is preserved, the letter is 
  irrelevant, while others maintain that for all Sabbat to 
  have the same reference, a standard book needs to be 
  decided upon. This schism, of course, results in a wide 
  variety of individual positions on the matter, from vio-
  lent support on both ends of the spectrum to a profound 
  ambivalence for anything outside one’s pack‘s take on 
  the matter.
  System: While this ritus does not require a system 
  for a mechanical effect, some Storytellers may wish 
  to award experience points toward the Expert Knowl-
  edge: Noddist Lore or a specialization in Occult for 
  participation in this ritus. Otherwise, this convention 
  is simply an opportunity for Storytelling, roleplaying, 
  and revealing bits of the great Cainite mystery.
  The War Party
  The Sabbat thrives on diablerie and the destruction 
  of elders, and this dangerous ritus serves to facilitate 
  both of those urges.
  War parties consist of multiple packs that vie for the 
  blood of a non-Sabbat elder. Packs participating in the 
  War Party compete against one another for the privi-
  lege of killing and diablerizing the elder, but rarely do 
  the packs come into deadly conflict with each other, 
  reserving their violence for their target.
  In preparation for a War Party, the participating 
  packs gather and celebrate. They may also perform the 
  Fire Dance, listen to Sermons of Caine, and participate 
  in a Blood Feast or Vaulderie. The chief of the War 
  Party, usually the most accomplished or highest-rank-
  ing priest among the packs, offers the assembled packs 
  the challenge. She stands before the individual packs, 
  each lined up behind their leaders, and asks each of the 
  packs’ leaders in turn, “Do you come freely to war, and 
  do you take up this noble cause, never resting until the 
  blood of our enemy is spilled?” The leaders respond with 
  a forceful “We do!” Only after the packs have commit-
  ted to the hunt does he reveal the identity of their tar-
  get. A pack suffers great humiliation if it backs out of a 
  challenge after its members have committed themselves 
  to this most dangerous game. For the remainder of the 
  night, the vampires hold a revel, preparing themselves 
  for the hunt the next evening holds in store.
  The War Party sets out after its prey on the night 
  following the challenge — the hunt has begun. Sabbat 
  vampires on the warpath stop at nothing to take down 
  their prey. They kill, burn, smash, and overturn any-
  one or anything that stands between them and their 
  target. The winning pack is the one whose member 
  consumes the elder’s blood first. The target, unliving or 
  dead, or some recognizable portion of the target, must 
  be brought back to the place where the packs accept-
  ed the challenge. The Chief of the War Party accepts 
  this trophy and bestows her blessing over the winning 
  pack. Once the chief recognizes the winner, all bets are 
  settled and another celebration is held.
  System: The vampire partaking of the diablerie 
  gains the benefits of committing the Amaranth. Vam-
  pires who belong to the winning pack gain a tempo-
  rary point of Sabbat Status. This point disappears at 
  the end of the next War Party (unless the same pack 
  wins again), or at the end of the next grandiose Sabbat 
  affair. At the Storyteller’s option, this Sabbat Status 
  point may be made permanent if the hunted elder was 
  of exceptional power or reputation.
  The Wild Hunt
  One of the greatest crimes a Sabbat can commit is to 
  turn traitor, and the Sect protects its secrets. If a mem-
  ber reveals a Sect secret to the enemy, she is punished 
  severely. If a Sabbat leaks information of a vital nature, 
  a priest may call for a Wild Hunt. The Wild Hunt is 
  much like the blood hunt, but ends with the eradica-
  tion of the offending Sabbat Sect member, as well as 
  anyone — Kindred or kine — who may have knowl-
  
  511 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  edge of the betrayal. The gravity of the Wild Hunt 
  depends upon the traitor in question — the packs are 
  expected to police their own ranks, while high-profile 
  turncoats receive the attention of Archbishops, Prisci, 
  Cardinals, and all those who serve them.
  The priest assembles the local Sabbat and formally 
  calls them to the hunt, which is sometimes similar to 
  the preface of a War Party. Once caught, the offend-
  ing Sabbat is staked and immobilized. The pack takes 
  her before the Ductus and Pack Priest (or Bishop, etc.), 
  who recite her crimes to her packmates. The pack then 
  torments the offender in whatever manner it deems ap-
  propriate — hot irons, Vicissitude, and mutilation are 
  the least-creative forms of vengeance a righteous pack 
  can inflict on a traitor. Finally, the pack destroys the 
  traitor by throwing her (still staked) on a consecrated 
  burning pyre.
  After the traitor meets her end, the Sabbat pursues 
  those who either learned of the secret or were involved. 
  Sabbat justice is relentless — the Sect stops at nothing 
  to ensure their security. Naturally, the Sabbat cannot 
  know about every little (or even many of the big) se-
  crets that slip through the cracks. Frustration over this 
  fact often makes things doubly bad for those they do 
  catch.
  System: Sabbat who are subject to the Wild Hunt 
  are no longer Sabbat, and thus, no longer considered 
  by the Sect to be vampires at all. No amount of grov-
  eling can convince the Sect to take back a traitor, 
  though this harsh reality comes more out of security 
  than bullheadedness.
  Ignoblis Ritae
  Unlike the auctoritas ritae, the “low” or “common” 
  rituals vary widely from pack to pack. Several of these 
  ritae show up in some form or another in every Sabbat 
  pack, but many of them are unique to regions or even 
  individual packs. Storytellers and players are encour-
  aged to adapt or create their own ritae, to give a sense 
  of camaraderie and significance to the pack.
  Acceptance Ritus
  This ritus welcomes a new member to a particular 
  pack, to recognize the ascension of a recruit, or any 
  time a change in power or membership occurs (such as 
  a new Ductus or Pack Priest). Each member of the pack 
  must recognize the new position of their fellow Sabbat 
  in a personal manner, be it by sharing blood, the giving 
  of a gift, or whatever. The Sabbat being accepted must 
  make an oath of allegiance to each member of the pack, 
  and to the Sabbat cause in general. The Acceptance 
  Ritus differs from the Creation Rites because it is more 
  social than supernatural. A Sabbat may have received 
  his Creation Rites, but may be snubbed by a pack that 
  refuses to extend him the ritus of acceptance.
  Contrition Ritus
   Even Sabbat commit sins and indiscretions, for 
  which they sometimes need to atone. The Contrition 
  Ritus allows for this, much in the same manner a Cath-
  olic confession works. This ritus is perhaps the most 
  important of the ignoblis ritae, as many Inquisitors, 
  Black Hand operatives, Pack Priests, and Ducti offer 
  a choice of contrition or death to Sabbat who have 
  committed wrongs upon the Sect. All sensible Sabbat 
  take these ritae as seriously as they would any other, for 
  only by the grace of their betters can they continue to 
  exist. Of course, many disingenuous Sabbat may make 
  an insincere act of contrition, but they might not be 
  extended the option next time.
  Stealth Ritus
  In the interests of maintaining silence, some packs 
  take extra precautions and invoke favorable omens. In 
  the Stealth Ritus, all participating vampires bite out 
  each other’s tongues and spit them into a fire. Though 
  this causes no health levels of damage, the immediate 
  bleeding and healing consumes one blood point. The 
  Pack Priest or Ductus usually bows out so he can issue 
  orders, but some packs have developed complex hand 
  signal systems so they may communicate silently while 
  on stealth-intensive activities.
  Sun Dance
  The Sun Dance tests Cainites’ endurance and bravery. 
  During the ritus, vampires writhe and gyrate in a hyp-
  notic dance around a symbolic inscription of a fiery sun 
  from sunset to sunrise without pause, until they collapse 
  in exhausted heaps, covered in blood sweat. The ritus 
  always takes place during a full moon, and pack mem-
  bers usually dress for the occasion, wearing frightening 
  masks or red body paint. Pack members prove their 
  courage by seeing who among them, after an exhaust-
  ing night’s dancing, can remain in the open the longest. 
  A Blood Feast sometimes follows the Sun Dance (es-
  pecially when it is performed at heavily attended Sect 
  functions), as the vampires must replenish their spent 
  energy constantly for the duration of the ritual.
  
  512 
  512 
  GLOSSARY AND INDEX
  VAMPIRE THE MASQUERADE
  2
  My discourse is at an end; my treachery complete. By now, I 
  hope you will understand in some measure what impelled me to those 
  acts I shall always rue and why I felt it necessary now to place this 
  document before you. I cannot ask for your forgiveness – my crimes 
  are too great. But if there be pity in your heart, pray for me.
  I have changed a great deal since we last met. For many years 
  thereafter, I sought within myself for something inexpressible. Now, I 
  believe I have found it, or am about to. If Golconda be truly within my 
  reach, I may endure, for in the depths of introspection which promoted 
  my writing, I have found a desire for quietus at any price. That was a 
  partial reason for my discourse. I know full well that the knowledge I 
  have imparted could lead to the destruction of myself and my kind. The 
  will to live – if life this be – is too strong in any vampire to allow for a 
  more direct suicide.
  In parting, may I presume to render my condolences on the regret-
  table death of your husband, of which I read in the Times of London. 
  Your love for him is only too well-known to me. If the prayers of such a 
  creature may be of any comfort, know that you have mine.
  You shall hear no more from me unless you wish it. I say again, 
  my service is yours to command. I can be reached through the personal 
  columns of any major European newspaper; merely mention my 
  name, and your own, and my retainers shall pass on your message to 
  me.Adieu.
  Your most devoted and penitent servant,
  V.T.
  
  513 
  513 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  Game Terms Glossary
  The following terms are used throughout the rules 
  and are presented here for concise reference.
  • Ability: These are Traits that describe what a char-
  acter knows and has learned, rather than her physical 
  and psychological make-up. Abilities are Traits such as 
  Intimidation, Firearms, and Occult.
  • Action: An action is the performance of a deed, 
  which is a consciously willed physical, social, or mental 
  activity. When players announce that their characters 
  are doing something, they are taking an action. 
  • Advantage: This is a catchall category that de-
  scribes the mystical Disciplines and Backgrounds of a 
  character.
  • Attribute: These are Traits that describe what a 
  character inherently is. Attributes are such things as 
  Strength, Charisma, and Intelligence.
  • Botch: 1) A naturally rolled 1, which cancels out a 
  success die. 2) A disastrous failure, indicated by rolling 
  one or more 1s and no successes on the dice rolled for 
  an action.
  • Character: Each player creates a character, an in-
  dividual he portrays over the course of the chronicle.
  • Dice Pool: This describes the dice you have in 
  your hand after adding together your different Traits. 
  It is the number of dice you can roll for that action.
  • Difficulty: This is a number that can range from 2 
  to 10 (but usually from 3 to 9) which measures the dif-
  ficulty of an action a character takes. The player needs 
  to roll that number or higher on at least one of the dice 
  in his dice pool.
  • Downtime: The time spent between scenes, where 
  no roleplaying is done and turns are not used. Actions 
  might be made, and the Storyteller might give some 
  descriptions, but generally time passes quickly. It also 
  refers to a technique of “off-scene” roleplaying that 
  Storytellers can use.
  • Extended Action: An action that requires a cer-
  tain number of rolled successes, accumulated over sev-
  eral turns, for the character to succeed.
  • Health: This is a measure of the degree to which a 
  character is wounded or injured.
  • Points: The temporary score of a Trait such as 
  Willpower and blood pool — the squares, not the cir-
  cles.
  • Rating: A number describing the permanent value 
  of a Trait — most often a number from 1 to 5, though 
  sometimes a number from 1 to 10.
  • Reflexive Action: A situation in which dice might 
  be rolled, but that does not count as an action for the 
  purpose of calculating dice pools. Examples of reflexive 
  actions are soak rolls and Willpower rolls to resist mind 
  control.
  • Resisted Action: An action that two different 
  characters take against each other. Both compare their 
  number of successes, and the character with the most 
  wins.
  • Scene: A single episode of the story; a time and 
  place in which actions and events take place moment 
  by moment.
  • Simple Action:  An action that requires the player 
  to get only one success to succeed, though more suc-
  cesses indicate a better job or result.
  • Storyteller: The person who creates and guides the 
  story by assuming the roles of all characters not taken 
  by the players and determining all events beyond the 
  control of the players.
  • System: A specific set of complications used in a 
  certain situation; rules to help guide the rolling of dice 
  to create dramatic action.
  • Trait: Any Attribute, Ability, Advantage, or oth-
  er character index that can be described as a number 
  (in terms of dots).
  • Troupe: The group of players, including the Story-
  teller, who play Vampire, usually on a regular basis.
  • Willpower: A measure of a character’s self-con-
  fidence and internal control. Willpower works differ-
  ently from most Traits — it is often spent rather than 
  rolled.
  
  514 
  514 
  GLOSSARY AND INDEX
  Abilities, 100
   
  at character creation, 80
   
  cost to increase, 124
   
  see also Knowledges; Skills; Talents
  Academics, 107
  rolls using, 255, 265
  Accounting, the, 23-24
   
  see also childe; sire; Traditions
  acid
   
  blood into, 208, 217, 243
  actions, 246-247
   
  aborting, 275
   
  extended, 251-252
  multiple, 248
   
  reflexive, 247
   
  resisted, 252-253
   
  see also teamwork
  Acute Sense, 481-482
  Addiction (see Thaumaturgy)
   
  see also poisons and drugs
  Additional Discipline, 494
  Age, 18-19
   
  chart, 79
   
  of ghouls, 500-501
  Ahrimanes, 414-415
   
  see also Spiritus
  aiming, 274, 277
  Alastor, 26
  Alertness, 100, 398
   
  rolls using, 255, 262, 273, 451,  
   
  468, 471, 476, 484
  Allies, 111, 82
   
  see also Contacts; Retainers
  Ambidextrous, 278, 482
  ambush, 273-274
  Amnesia, 486
  Anarch Movement, the, 21, 25, 32, 44-45
  Ancilla, 19, 29, 34
   
  age of, 79
  Anda, 416-417
  Animal Ken, 103-104, 128, 250, 
   
  rolls using, 129, 131, 133, 255, 466
  Animalism, 128-134
  animals
   
  stats for, 388-391
  Antediluvian, 11, 19, 29, 34
  antitribu, 428-433, 436, 
   
  definition, 34
   
  see also Sabbat
  Appearance, 87, 98-99
   
  Clan flaw, 62, 84, 247, 400, 402,  
   
  410, 431, 501 
   
   
  mechanics affecting, 169, 172,  
   
  179, 185, 187, 202, 210, 211,  
   
  218, 241, 277, 296, 297, 467,  
   
  471, 473, 482, 483
   
  rolls including, 195, 255, 259,  
   
  266, 454
  Archbishop, 25, 118
   
  see also Prince
  Archetypes, 81, 84, 87-96
   
  see also character creation
  Archon, 26
   
  see also Justicar
  armor, 273
   
  mechanics affecting, 441
  rating chart, 280
   
  supernatural, 159, 474, 476
  art, creation of, 263
  Index
   
  see also Crafts; Expression
  Assamites, 48-49
   
  Assamite Sorcerers, 433-434
  Assamite Sorcery, 440-442
  Athletics, 100, 250
   
  combat use, 272-273, 275-277, 279
   
  mechanics affecting, 480
  rolls using, 174, 201, 204, 205,  
   
  218, 243, 255, 258-263, 279,   
   
  461, 466, 508
  attack
   
  see combat
  Attributes, 96-100
   
  see also character creation
  aura, 135-136, 140, 145, 151, 174, 178,  
   
  183, 373, 387, 455, 493
   
  concealing, 187, 188, 493
   
  diablerie streaks, 183, 294, 469, 493
   
  of objects, 177, 455
  Auspex, 82, 134-142, 294, 383
   
  and drugs, 301
  versus other Disciplines, 142,  
   
  145, 146, 184, 188
  Autarkis, 22, 34, 118
  automatic feats, 258
  awakening, 263
   
  see also Deep Sleeper; Early   
   
  Riser; Light Sleeper
  Awareness, 100-101, 142, 184
   
  and drugs, 301
   
  mechanics affecting, 493
  rolls using, 107, 137, 138, 139, 
  141, 142, 161, 163, 166, 188, 
  372, 465, 467, 475, 493
  Baali, 394-395
   
  see also demons
  Backgrounds, 78, 82, 85, 111-119
   
  cost, 82, 123
   
  pooling Backgrounds, 118-119
  Bad Sight, 481
  Bardo, 442-445
  Baron, 25, 44-45
   
  see also Prince
  Beacon of the Unholy, 494
  Beast, the, 16-17, 30, 32, 128, 171, 297
   
  mechanics affecting, 230
   
  and Virtues, 85, 120
   
  see also Animalism; frenzy;  
   
   
  Golconda; Humanity
  Bestiary
   
  see animals
  biology/physiology of vampires, 7-9, 16, 293
  Bishop, 27
  bite, 158, 276, 279, 422
   
  mechanics affecting, 173, 210- 
   
  212, 466, 482
  see also Embrace
  Black Hand, 112
   
  see also Tal’Mahe’Ra
  Blind, 484
  blind fighting, 274, 279
  blindness, 152, 171, 189, 279
   
  see also Perception
  block, 275
  blood
   
  Blood Pool, 86, 121, 270
  earning, 269-270
   
   
  see also Efficient  
   
   
   
  Digestion; hunting
  spending, 268-270
   
  transformations of, 173-174,   
   
  203-205, 207-208, 214, 217, 219,  
   
  242, 243
   
  use of, automatic feat, 258
  blood bond, 32, 226-227, 232, 269, 286-288
   
  Vaulderie and Vinculum, 289-290
   
  see also Bound; Broken Bond;  
   
  Loathsome Regnant; Unbondable
  Blood Brothers, 396-397
  blood hunt, 23, 24, 25, 28, 34, 39
   
  see also Traditions
  Blood Hunted (Flaw), 493
  bloodline, 35, 37, 428-439
   
  see Chapter 10: Bloodlines
   
  see also antitribu; Clan; individual  
   
  bloodlines
  Blush of Health, 480
  Boon (Merit), 490
  boons, 39
  Bound, 490
   
  see also blood bond
  botch, 250
   
  on extended actions, 252
   
  on teamwork actions, 253
   
  see also failure
  Botched Presentation, 489
  Brawl, 101-102
   
  in combat, 271-272
   
  rolls using, 171, 193, 211
  maneuvers, 275-277, 279
  mechanics affecting, 463
  breaking and entering
   
  see intrusion
  Broken Bond, 489
   
  see also blood bond
  Bruiser, 480
  Brujah, 50-51
   
  ghouls, 502
   
  see also True Brujah
  Bullyboy, 488
  burns
   
  see fire; sunlight
  Caine, 14-15, 27-28
  Caitiff, 20, 32, 37, 81
   
  character creation modifications,  
   
  85, 118
   
  Discipline costs for, 125
   
  Panders, 431
  Calm Heart, 485
  Camarilla, the, 38-39
  Can’t Cross Running Water, 495
  Cappadocians, 418-419
   
  see also Giovanni
  Cardinal, 27
  carousing, 103, 265
  carrying, 259
   
  and Flight, 448
  Cast No Reflection, 494
  Catlike Balance, 480
  Catspaw, 490
  Celerity, 82, 142-144
   
  and drugs, 301
   
  and initiative, 271-272
   
  and Lupines, 380
   
  and multiple actions, 248
   
  see also Temporis
  Changelings, 31-32, 383-384
   
  auras of, 135-136
  
  515 
  515 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
   
  seeing, 236
   
  see also Kiasyd
  character creation, 80-85
   
  ghouls, 497-499
   
  overview 80-82
   
  questions, 354
   
  Storyteller characters, 353-354
  character sheet
   
  overview, 78
  Charisma, 98
   
  mechanics affecting, 211, 463
  rolls using, 130, 139, 145, 148, 
  150, 154, 155, 186, 194-196, 198, 
  206, 255, 264, 265-266, 453, 460, 
  461, 466
  chases
   
  see pursuit
  Child, 484
  childe, 24, 33
   
  see progeny
  Children of Osiris, 420-421
  Chimerstry, 144-147
  Clan, 19-20, 25, 33, 37
   
  overview, 20
   
  see also antitribu; bloodlines;  
   
  Caitiff; individual Clans
  Clan Enmity, 492
  Clan Friendship, 489
  claw, 276, 279
   
  see also Protean
  climbing, 100, 258
   
  mechanics affecting, 199, 235
  clinch, 183, 276, 279
   
  mechanics affecting, 242
  Code of Honor, 484
  Code of Milan, 41
   
  see also Sabbat
  Cold Breeze, 494
  Coldly Logical, 484
  combat, 271-280
   
  blind, see blind fighting
   
  close, 271, 275-277
   
  ranged, 271, 277-278
   
  multiple opponents, 276
   
  summary chart, 273
   
  see also combat maneuvers
  combat maneuvers, 279
   
  close combat, 275-277
   
  complications, 279
   
  defensive, 274-275
   
  general, 273-274
   
  ranged, 277-278
   
  see also combat
  Common Sense, 484
  Computer, 107, 110
  rolls using, 263-264
   
  see also Technology
  Computer Aptitude, 484
  Concentration, 484
  conclave, 39
  Conscience, 86, 119-120, 300, 314
   
  and Humanity, 80
   
  mechanics affecting, 238, 310, 412
   
  rolls using, 291, 295, 309, 311,  
   
  443, 486
   
  see also Conviction
  Conspicuous Consumption, 487
  Contacts, 112 
   
  see also Allies
  Conviction, 314-315
   
  mechanics affecting, 238, 412
   
  rolls using, 291
   
  see also Conscience
  Courage, 120, 315
   
  mechanics affecting, 224, 452, 466
  rolls using, 141, 156, 179, 186, 
  189, 190, 191, 196, 197, 208, 211, 
  218, 220, 242, 445, 462, 464
   
  and Willpower, 80
  Crafts, 100, 104, 441
   
  rolls using, 181, 221, 225, 263, 264
  Cursed, 494
  Daimoinon, 445-447
  damage, 284-286
  Daredevil, 480
  Dark Fate, 495
  Dark Secret, 489
  Daughters of Cacophony, 398-399
  daytime actions, 263
  dazed, 279
  Deaf, 483
  Deathsight, 494-495
  Deceptive Aura, 493
  Deep Sleeper, 485
  Deformity, 482
  degeneration, 309-310
   
  see also Humanity; Paths of   
   
  Enlightenment
  Demeanor
   
  see Archetypes
   
  see also character creation
  Dementation, 147-151
  demons, 386-387
  derangements, 290-293
   
  Clan weakness, 60, 434, 504
   
  Lupine blood and, 380
   
  mechanics affecting, 133, 150,  
   
  207, 209, 263, 267, 454, 459
  Dexterity, 97
   
  and drugs, 302
   
  and initiative, 271
   
  mechanics affecting, 142-143,  
   
  172, 202, 224, 450, 462, 467, 473
  rolls using, 164, 171, 174, 176, 
  181, 191, 192, 193, 211, 229, 
  237, 239, 241, 243, 254-255, 258, 
  260-264, 268, 273, 275-279, 442, 
  443, 445, 472, 474, 508
  diablerie, 28, 33, 34, 48, 208, 228, 293- 
   
  295, 493, 510
   
  black veins from, see aura
   
  discovering, 213, 294
  dice pools, 246, 247
   
  and damage, 121-122
   
  maximum for daytime actions, 263
   
  see also individual Attributes,  
   
  Traits, and actions
  difficulty, 249-251
  disarm, 106, 278, 279, 441
  disease, 35, 172, 269, 295, 422, 458, 483
  Disciplines, 82, 85, 127
   
  see Chapter 4: Disciplines
   
  at character creation, 80, 86
   
  cost, 125
   
  for ghouls, 497, 499-500
   
  spending blood for, 258
   
  see also Additional Discipline  
   
  (Merit); individual Disciplines
  Disease Carrier, 485
  Disfigured, 482
   
  see also Appearance
  Disgrace to the Blood, 492
  dodge, 275
  Domain, 23, 24, 33, 35, 82, 112-114
   
  see also Traditions
  Dominate, 82, 151-158
   
  blood bonds and, 287
   
  eye contact and, 152
   
  Malkavians, 436-437
   
  removing, 207
   
  resisting, 158, 292, 298, 372
   
  zombies and, 164
  downtime, 254, 361-362
  driving, 104, 260-261
   
  Drive (skill), 104, 229, 259
   
  rolls using, 255, 258, 261, 262
   
  starting a car, 260
   
  see also vehicles
  drugs
  see poisons and drugs
  Ductus, 26, 42
  Dulled Bite, 482
  Early Riser, 480
  Eat Food, 480
  Eerie Presence, 495
  Efficient Digestion, 480
  Eidetic Memory, 484
  elder, 19, 33, 270
   
  age of, 79
   
  Disciplines, 127
  electrocution, 295-296
  Elysium, 33
  Elysium Regular, 487
  Embrace, 8, 9, 16, 33
   
  of ghouls, 500
  Empathy, 102
   
  mechanics affecting, 238
  rolls using, 130, 131, 134, 137, 
  139, 140, 145, 148-151, 154, 156, 
  157, 163, 186, 195, 206, 223, 265, 
  445-459
  Enchanting Voice, 480
  Enemy, 490
  Escaped Target, 491
  Etiquette, 104
   
  rolls using, 254
  Expendable, 489
  Experience, 78, 79
  earning experience, 123-125
   
  Experience Costs Table, 125
   
  starting experience, 79
  Expert Knowledge, 110
  Expression, 102
   
  rolls using, 255, 263, 264, 266,  
   
  460, 491
  extras, 284
   
  see also Storyteller characters
  eye contact, 152
   
  powers requiring, 129, 134, 150,  
   
  151, 152, 196, 222, 459
   
  protection from, 179
  faeries
   
  see Changelings
  failure, 249-250
   
  see also botch; success
  Failure (Flaw), 491
  faith, 9, 158, 296
   
  see also True Faith
  falling, 296
  Fame, 82, 114, 260
  fast-talking, 265
  feeding, 8, 28, 290
   
  Clan weaknesses, 56-57, 72, 408, 432
   
  and frenzy, 297
   
  from ghosts, 175
   
  mechanics affecting, 172, 206, 408
  terms for, 33-35
   
  see also blood; hunting
  Fifteenth Generation, 481-482
  Final Death, 122, 282, 284-285
   
  see also blood hunt
  Finance, 108
  
  516 
  516 
  GLOSSARY AND INDEX
   
  rolls using, 255
  fire, 285, 297-299
   
  see also Rötschreck;  
   
   
  Thaumaturgy: Lure of Flames
  Firearms, 104-105
   
  damage from, 284
   
  readying a weapon, 258
   
  use of and maneuvers, 272, 277- 
   
  279, 281
  flank attacks, 274
  Flashbacks, 487
  Flaws
   
  see Appendix; character  
   
   
  creation; individual Flaws
  fledgling, 16, 19, 24, 32, 33
   
  see also Embrace
  Flesh of the Corpse, 483
  Flight, 449-450
   
  Movement of the Mind, 220
  Followers of Set, 52-53
   
  ghouls, 502
   
  see also Children of Osiris;  
   
   
  Serpents of the Light
  following
   
  see shadowing
  Former Ghoul, 487
  Former Prince, 492
  Fortitude, 82, 158-159, 258, 272, 273,  
   
  285, 297, 302
   
  for ghouls, 499
   
  mechanics affecting, 170
   
  see also soak
  Fourteenth Generation, 481
  frenzy, 121, 297-299
   
  and drugs, 301-302
   
  ghoul, 501, 502
   
  mechanics affecting, 132, 133,  
   
  134, 149, 197, 212, 463
   
  resisting and controlling, 120,  
   
  131, 314-315
   
  and werewolf blood, 380
  Friend of the Underground, 489
  Friendly Face, 480
  Gangrel, 20, 54-55, 81
   
  City Gangrel, 429
   
  Country Gangrel, 430
   
  Mariners, 435
  Gargoyles, 400-401
  Gehenna, 11, 15, 19, 30, 33
  Generation, 18, 27, 28-30, 78, 82
  Generation (Background), 114
  Generational Trait Maximums chart, 270
   
  see also Fourteenth Generation;  
   
  Fifteenth Generation
  ghosts, 32, 384-386
   
  see also Necromancy
  ghouls, 33, 269, 496-506
   
  character creation overview, 497
   
  experience costs, 499
   
  ghouling animals, 388
   
  see also Retainers
  Giovanni, 20, 47, 56-57, 81
   
  Giovanni family ghouls, 506
  Glowing Eyes, 482
  Golconda, 22, 30, 34, 299-300
  grapple
  see clinch; hold
  Grip of the Damned, 495
  Guilt-Wracked, 486
  guns
   
  see Firearms; weapons, ranged
  Harbingers of Skulls, 402-403
  Hard of Hearing, 480
  Harmless, 487
  Harpy, 25
  Haunted, 495
  Healing Touch, 493
  Health, 121-122, 282-286
   
  see also armor; damage
  Herd, 9, 82, 114
  Hidden Diablerie, 495
  Hobby Talent, 103
  hold (combat), 278
  Hospitality, 23-24
   
  see also Traditions
  Hound, 25
  Huge Size, 480
  Humanity, 78, 86, 263, 311
   
  see Chapter 7: Morality
  cost to increase, 124
   
  roll to awaken, 262
   
  torpor length, 283
   
  see also degeneration; Paths of  
   
  Enlightenment
  hunters, 30-31, 35, 369-377
  Hunted, 491
  Hunted Like a Dog, 492
  hunting, 259-260, 365-366
  immobilization, 279
   
  see also staking
  Impatient, 485
  Incomplete Understanding, 490
  Inconnu, 22, 33
  Independents, 46-47
   
  see also Assamites; Followers of  
   
  Set; Giovanni; Ravnos
  Infamous Sire, 490
  Infectious Bite, 481
   
  see also disease
  Infertile Vitae, 484
  Influence, 114-115
  Initiative, 271-272, 273
   
  ambush, 274
   
  yielding, 260
  Inner Circle, 26
  Inoffensive to Animals, 493
  Instinct, 86, 120, 314-315
   
  and blood pool, 268
   
  and frenzy, 298
   
  mechanics affecting, 198, 268
   
  rolls using, 132, 133, 134, 197,  
   
  206, 208, 209, 223, 269
   
  see also Self-Control
  Intelligence, 99
   
  and drugs, 301
  rolls using, 137, 169, 171, 172, 
  177, 215, 230, 239, 241, 255, 263, 
  264, 265. 295, 446, 447, 455, 459, 
  462, 468, 469, 493, 502
  Intimidation, 102
   
  mechanics affecting, 169, 188,  
   
  190, 482
   
  rolls using, 134, 141, 147, 150,  
   
  151, 155, 194, 205, 208, 255,   
   
  265, 266, 445
  interrogation, 265-266
  Introspection, 484
  intrusion, 260
  Investigation, 108
  rolls using, 264
  Iron Will, 485
  jumping, 100, 260
  Justicar, 26, 39
  Jyhad, 10-11, 18, 33
  Keeper of Elysium, 25
   
  see also Elysium
  Kiasyd, 404-405
  kick, 276, 279, 285
  Kiss, the, 9, 33, 269, 276
   
  Clan weakness and, 56
   
  see also bite
  knockdown, 277, 279
  Knowledges, 107-110
   
  see also individual Knowledges
  Koldunic Sorcery, 439, 450-455
   
  Way of Earth, 448-449
   
  Way of Fire, 452-453
   
  Way of Water, 450-452
   
  Way of Wind, 449-450
  Lame, 482
  Lamia, 173, 422-423
  Language, 484
   
  see also Natural Linguist 
  Larceny, 105
   
  rolls using, 192, 255, 455
  Lasombra, 20, 58-59, 81, 436
  Laughingstock, 493
  Law, 108-109
   
  rolls using, 255
  Lawman’s Friend, 488
  Lazy, 482
  Leadership, 102-103
   
  rolls using, 154, 155, 157, 198, 266
  lexicon, 32-35
  Lextalionis
   
  see blood hunt
  Lhiannan, 424-425
  lifting, 247, 260-261
  Light-Sensitive, 495
  Light Sleeper, 485
  Loathsome Regnant, 492
   
  see also blood bond
  Lord of the Flies, 495
  Lucky, 493
  Lunacy, 486
  Lupines
   
  see werewolves
  lying, 265
  mages, 31, 142, 380-382
  Magic Resistance (Merit), 493
  Malkavian, 20, 60-61, 81
   
  antitribu, 430
   
  Dominate Malkavians, 436-437
   
  ghouls, 502
  maneuvers
   
  see combat maneuvers
  Manipulation, 97-98
   
  mechanics affecting, 211
  rolls using, 129, 130, 132, 133, 
  134, 137, 142, 146, 147, 148, 149, 
  150, 152, 153, 155, 157, 161, 162, 
  168, 174, 176, 185, 189, 192, 196, 
  197, 255, 265, 266, 444, 454, 456, 
  466, 467, 469, 472, 491
  Masquerade, the, 22, 23, 33, 39
  Masquerade Breaker, 491
  Medicine, 109
   
  rolls using, 156, 169, 171, 172,  
   
  236, 237, 241, 242, 295, 471,  
   
  472, 473
  Medium, 493
  Melee, 105
   
  in combat, 271-273
   
  rolls using, 237, 255, 258, 275,  
   
  277, 279, 442, 474
   
  see also weapons
  Melpominee, 453-454
  Mentor, 115
  Merits
   
  see Appendix; character  
   
   
  creation; individual Merits
  Methuselah, 19, 34
  
  517 
  517 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
   
  age of, 79
  Mistaken Identity, 490
  Mole, 489
  mood, 14-15
  Monstrous, 482
  Mortis, 168
  movement, 258
  multiple actions, 248
   
  and Celerity, 142
   
  in combat, 274
   
  see also actions
  multiple opponents, 276
  Mute, 483
  Mytherceria, 455-457
  Nagaraja, 406-407
  Narc, 492
  Natural Leader, 487-488
  Natural Linguist, 485
  Nature
   
  see Archetypes
  see also character creation
  Necromancy, 82, 159-184
   
  paths:
   
  Ash Path, 163-166
   
  Cenotaph Path, 166-168
   
  Corpse in the Monster, the, 168-171
   
  Four Humors, Path of the, 173-174
   
  Grave’s Decay, the, 171-172
   
  Sepulchre Path, 160-163
   
  Vitreous Path, 174-177
  rituals, 177-184
  see also Mortis
  neonate, 19, 34
   
  age of, 79
  New Arrival, 490
  New Kid, 490
  Nightmares, 485
  Nine Lives, 494
  Noiad, 426-427
  Nosferatu, 20, 62-63, 81
   
  antitribu, 430-431
   
  ghouls, 502
  Obeah, 457-461
  Obfuscate, 82, 184-188
   
  seeing through, 142
  Obtenebration, 82, 188-192
  Occult, 109
   
  mechanics affecting, 463
  rolls using, 148, 161-165, 167-
  170, 174-177, 179, 180, 189, 191, 
  192, 208, 209, 215, 219, 229-231, 
  235, 238, 239, 255, 265, 382, 
  443-446, 448, 450, 454, 456, 462, 
  465- 471, 493
  Ogham, 461-463
  Old Flame, 491
  Old Pal, 488
  One Eye, 481
  Open Road, 488
  Open Wound, 482
   
  see also Permanent Wound
  opening doors, 263
   
  see also intrusion; Larceny
  Oracular Ability, 493
  oration, 266
  Overextended, 492
  pack, 33, 42
  Pack Priest, 26-27
  Paladin
   
  see Templar
  Pander, 431
   
  see also Caitiff; Sabbat
  parry, 275
  Paths of Enlightenment, 313
  Paths:
  Blood, 316-318
  Bones, 318-320
  Caine, 320-322
  Cathari, 323-324
  Death and the Soul, 320
  Feral Heart, 324-326
  Harmony, 326
  Honorable Accord, 326-329
  Lilith, 329-331
  Metamorphosis, 331-332
  Night, 332-334
  Paradox, 335-336
  Power and the Inner Voice, 336-338
  Typhon, 338-340
  switching to, 315-316
  see also Humanity
  Perception, 99
   
  and drugs, 302
   
  mechanics affecting, 200, 210,  
   
  229, 242, 398, 463, 466
  rolls using, 106, 133-135, 137-
  139, 141, 142, 144, 157, 161, 163, 
  166, 167, 169, 175, 179, 180, 186, 
  219, 221, 222, 236, 239, 241, 255, 
  260, 262-265, 274, 315, 445, 449, 
  451, 454-457, 463, 467, 468, 472, 
  476, 493
  Performance, 106
   
  rolls using, 181, 194, 255, 266,  
   
  453, 454
  Permanent Fangs, 482
  Permanent Wound, 482
   
  see also Open Wound
  Phobia, 486
  poisons and drugs, 301-302
   
  supernatural, 173, 204, 207, 210
  Politics, 109
   
  see also Influence
  Potence, 82, 192-193
   
  for ghouls, 499, 500
   
  and Lupine blood, 380
  Praxis
   
  see Prince
  Precocious, 485
  Presence, 82, 193-198
   
  reversing, 236
  Prestigious Sire, 488
  Prey Exclusion, 485
  Primogen, 25-26
  Primogen/Bishop Friendship, 489
  Prince, 22, 23, 24-25, 34, 39
   
  see also Domain
  Priscus, 27
  Probationary Sect Member, 493
  Professional Skill, 107
  progeny, 23, 24, 34
   
  see also childe; Embrace; sire;   
   
  Traditions
  Protean, 82, 199-203
  Protégé, 488
  punch
   
  see strike
  pursuit, 261-262
  Quietus, 82, 203-209
  Rack, the, 260
  Ravnos, 20, 47, 64-65, 81
   
  antitribu, 431
   
  Brahman (aka Phuri Dae), 437-458
   
  Week of Nightmares, 428
  rear attack, 274
  Recruitment Target, 490
  Red List, 493
  reflexive actions, 247
   
  see also actions
  Regent, 27
   
  see also Sabbat
  regnant, 34
   
  see also blood bond
  Rep, 488
  repair, 264
  Repelled by Crosses, 495
  Repulsed by Garlic, 494
  research, 265
   
  see also Academics; Occult; Science
  Resources, 82, 115-116
  Retainers, 82, 116
   
  see also ghouls
  rising
   
  see awakening
  Rising Star, 489
  ritae, 43, 117, 507-511
  Rituals (Background), 117
  Rival Sires, 491-492
  Rötschreck, 299
   
  mechanics affecting, 149, 169,  
   
  171, 173, 191
   
  see also Courage; fire; frenzy
  running
   
  see movement
  Sabbat, 21, 25, 26-27, 40-43
   
  antitribu, 428-433
   
  rituals, see ritae
   
  see also Vaulderie
  Sabbat Survivor, 488
  Salubri, 408-409
   
  antitribu, 431-432
   
  Wu Zao, 438-439
  Samedi, 410-411
  Sanctity, 488
  Sanguinus, 463-464
  Scholar of Enemies, 489
  Scholar of Others, 489
  Science, 109-110
  Scourge, 25
  Sect, 19-22, 34
   
  see Chapter 2: Sects and Clans
   
  see also individual Sects
  seduction, 266
  Self-Control, 86, 120
   
  and blood pool, 268
   
  at character creation, 86
   
  mechanics affecting, 198, 
  rolls using, 64, 66, 132-134, 172, 
  197, 208, 209, 223, 294, 298, 
  428, 429, 431, 432, 438, 485, 
  486, 500-502
   
  see also frenzy; Instinct
  Serpentis, 82, 209-212
  Setites
   
  see Followers of Set
  shadowing, 262
   
  see also tracking
  Sheriff, 25
  Short, 481
  Short Fuse, 486
  Shy, 485
  sire, 23, 24, 34
   
  see also childe; Embrace; progeny
  Sire’s Resentment, 490
  Skills, 103-107
   
  see also individual Skills
  Sleeping With the Enemy, 492
  Slow Healing, 483
  Smell of the Grave, 481
  sneaking, 262
  soak, 121, 247, 272-274
   
  and Fortitude, 158
  
  518 
  518 
  GLOSSARY AND INDEX
   
  see also damage; Health
  Soft-Hearted, 485
  Special Responsibility, 490
  specialties, 96
   
  see also Attributes; Abilities
  Speech Impediment, 485
  Spirit Mentor, 493
  spirits, 215, 234, 240, 378, 381, 461,   
   
  462, 466, 467
   
  see also ghosts
  Spiritus, 465-467
  staking, 9, 280
   
  powers affecting, 203, 211, 231,  
   
  237, 238
  Stamina, 97, 272
   
  and disease, 295, 302, 422
   
  for ghouls, 502
   
  mechanics affecting, 188-190,  
   
  202, 211, 224, 240, 448, 467
  rolls using, 151, 159, 163, 169, 
  170, 172-174, 181, 191, 204, 205, 
  206, 208, 218, 255, 258, 259, 
  262, 372, 450, 459, 461, 462, 
  470, 471, 474
   
  see also soak
  Status, 118
   
  see also Fame
  Stealth, 105-106
   
  mechanics affecting, 188, 463,  
   
  466, 475, 482, 495
   
  rolls using, 184-187, 206, 255,  
   
  262, 274
  Stereotype, 486
  Streetwise, 103
   
  rolls using, 198, 255, 259
  Strength, 96-97, 261
   
  carrying capacity, 259
   
  and combat, 276-277
   
  mechanics affecting, 211, 214,  
   
  224, 268, 446, 463, 467, 473
   
  rolls using, 191, 201, 219, 242,  
   
  255, 260, 266, 276, 277, 294,  
   
  295, 476
  strike, 276
  Subterfuge, 103
   
  mechanics affecting, 446
  rolls using, 137, 142, 146, 147, 
  148, 150, 154, 188, 195, 196, 
  197, 222, 255, 259, 265, 266, 
  456, 471
  success, 249
   
  automatic, 250-251
   
  see also botch; failure
  sunlight, 302
  Survival, 107
   
  rolls using, 130, 159, 236, 255,  
   
  258, 265, 461, 466
  sweep, 276-277
   
  see also kick
  swimming, 262
  Sympathizer, 490
  tackle, 277
  Tal’Mahe’Ra, 22
  Talents, 100-103
   
  see also Abilities, individual Talents
  targeting, 274
   
  see also aiming
  teamwork, 253
  Technology, 110
  temperature extremes, 302
  Templar, 27
  Temporis, 467-471
  Territorial, 486
  Thanatosis, 471-474
  Thaumaturgy, 82, 212-240
   
  countermagic, 228
   
  paths:
  Blood, Path of, 213-214
   
  Conjuring, Path of, 220-222
   
  Corruption, Path of, 222-224 
   
  Elemental Mastery, 214-215
   
  Father’s Vengeance, Path of, 227-228
   
  Green Path, 215-217
   
  Hands of Destruction, 217-218
   
  Lure of Flames, The, 218
   
  Movement of the Mind, 220
   
  Neptune’s Might, 218-220
   
  Path of Mars, 224
   
  Technomancy, Path of, 224-227
   
  Weather Control, 228-229
  rituals, 230-240
  theme, 14-15, 350-351
  Thin Blood, 483
  Thirst for Innocence, 486
  throwing, 262
   
  see also weapons, ranged
  Tic/Twitch, 481
  time, 254
  Time Sense, 484
  Toreador, 20, 66-67, 81
   
  antitribu, 432
  torpor, 283-284
  Touch of Frost, 494
  tracking, 265
  Traditions, the, 22-24
  Traits, 77
   
  ratings, 247
   
  see also individual Traits
  Tremere, 20, 68-69, 81
   
  antitribu, 432-433
   
  and mages, 381
   
  Telyavic, 438-439
  True Black Hand
   
  see Tal’Mahe’Ra
  True Brujah, 412-413
   
  see also Brujah
  True Faith, 372-373
   
  True Faith (Merit), 494
  True Love, 493-494
  Tzimisce, 20, 70-71, 81
   
  kolduns, 439
   
  Old Clan Tzimisce, 439
  Unbondable, 496
  Unconvinced, 485
  Uppity, 492
  Useful Knowledge, 484
  Valeren, 474-475
  Vaulderie, 43, 288-290
   
  see also blood bond; ritae; Vinculum
  vehicles, 259
  Vengeful, 486
  Ventrue, 20, 72-73, 81
   
  antitribu, 433
   
  ghouls, 502
  Vicissitude, 82, 241-243
  Victim of the Masquerade, 486
  Vinculum, 288-290
   
  see also blood bond; Vaulderie
  Virtues, 119-120, 314-315
   
  at character creation, 80, 85-86
   
  cost to increase, 124
   
  and frenzy, 298
   
  for ghouls, 497
   
  and Humanity, 311
   
  mechanics affecting, 484, 494
   
  Paths of Enlightenment, 314-316
   
  see also degeneration; frenzy;   
   
  Rötschreck
  Virtue tests, 269, 309, 311
   
  Clan-specific, 64, 66, 428, 429,  
   
  431, 432, 438
   
  and derangements, 291
   
  diablerie, 294-295
  Disciplines requiring, 132, 133, 
  134, 141, 156, 172, 179, 186, 189, 
  190, 191, 196, 197, 206, 208, 209, 
  211, 218, 220, 223, 242, 443, 445, 
  462, 464
   
  frenzy, 298
   
  for ghouls, 500-502
   
  Merits and Flaws requiring, 485, 486
   
  see also degeneration; frenzy;   
   
  Rötschreck
  Visceratika, 475-476
  Vulnerability to Silver, 482
  waking up
   
  see awakening
  Weak-Willed, 486
  weapons,
   
  at a game, 7
  disarming, 276
  length, 277
  melee, 280
   
  readying, 260
   
  ranged, 281, 277-279
   
  striking with, 277
  werewolves, 10, 31, 378-380
  Willpower, 77, 78, 86, 120-121, 372, 388
   
  and blood bonds, 288
   
  at character creation, 80, 315
   
  in combat, 273, 274-275
   
  cost to increase, 124
   
  in frenzy, 299
   
  for ghouls, 499-500
  mechanics affecting, 131, 132, 
  141, 155, 209, 211, 224, 290, 
  366, 467, 484, 486, 487
  rolls using, 133, 144, 145, 164-
  166, 173, 174, 176, 183, 191, 
  193, 202, 203, 207, 209, 213, 
  219, 220, 229, 230, 235, 238, 
  291-293, 316, 438, 443, 457, 458, 
  475, 485, 488, 494, 506
  spending, 266-267, 285
   
  regaining, 84, 88, 267 
  see also Archetypes
  witches
   
  see mages
  Wits, 99-100
   
  and initiative, 271
   
  mechanics affecting, 172, 463
  rolls using, 110, 131, 154, 163, 
  164, 165, 185, 186, 187, 192, 208, 
  217, 236, 238, 255, 258, 259, 263, 
  264, 265, 266, 382, 445, 450, 453, 
  455, 456, 464, 470, 471
  wraiths
   
  see ghosts
  zombies, 164, 165, 473
  
  519 
  519 
  VAMPIRE THE MASQUERADE 20th ANNIVERSARY EDITION
  THE MASQUERADE
  20 T H ANNIVERSARY EDITION
  Name:
  Player:
  Chronicle:
  Nature:
  Demeanor:
  Concept:
  Clan:
  Generation:
  Sire:
  Attributes
  Strength___________
  Dexterity__________
  Stamina___________
  Physical
  Perception_________
  Intelligence_________
  Wits______________
  Mental
  Charisma__________
  Manipulation_______
  Appearance_________
  Social
  Abilities
  Alertness__________
  Athletics___________
  Awareness__________
  Talents
  Academics_________
  Computer__________
  Finance___________
  Knowledges
  Animal Ken________
  Crafts_____________
  Drive_____________
  Skills
  Brawl_____________
  Empathy___________
  Expression_________
  Investigation________
  Law______________
  Medicine__________
  Etiquette__________
  Firearms___________
  Larceny___________
  Intimidation________
  Leadership_________
  Streetwise__________
  Occult____________
  Politics____________
  Science____________
  Melee_____________
  Performance________
  Stealth____________
  Subterfuge_________
  _________________
  Technology_________
  _________________
  Survival___________
  _________________
  20 T H ANNIVERSARY EDITION
  20 T H ANNIVERSARY EDITION
  20 T H ANNIVERSARY EDITION
  _________________
  _________________
  _________________
  Disciplines
  Conscience/Conviction__
  Self-Control/Instinct___
  Virtues
  _________________
  _________________
  _________________
  Backgrounds
  _________________
  _________________
  _________________
  Courage___________
  _________________
  _________________
  _________________
  OOOOO
  OOOOO
  OOOOO
  Merit                                           Cost
  ___________________  ___
  ___________________  ___
  Merits & Flaws
  ___________________  ___
  ___________________  ___
  ___________________  ___
  Flaw                                           Cost
  ___________________  ___
  ___________________  ___
  ___________________  ___
  ___________________  ___
  ___________________  ___
  Attributes: 7/5/3 • Abilities:13/9/5 • Disciplines:3 • Backgrounds:5 • Virtues:7 • Freebie Points:15 (7/5/2/1)
  Humanity/Path
  O O O O O O O O O O
  __________________
  Bearing:___________(      )
  Willpower
  O O O O O O O O O O
           
  Health
  Bruised
  Hurt
  Injured
  Wounded
  Mauled
  Crippled
  Incapacitated
  
  
  
  
  
  
  
  - 1
  - 1
  - 2
  - 2
  - 5
  Weakness
  Experience
  Advantages
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  OOOOO
  Blood Pool
           
           
  Blood Per Turn:_____
  
  1 
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