Companion: A Sourcebook For Vampire: The Masquerade
Companion: A Sourcebook For Vampire: The Masquerade
Companion: A Sourcebook For Vampire: The Masquerade
† COMPANION ¢
The Masquerade Companion
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Introduction 4
Pt. I: The Clans and Their Aptitudes 5
Ravnos 6
Salubri 12
Tzimisce 16
Discipline Powers 24
Pt. II: Clans and Coteries 29
Pt. III: At the Mercy of the Damned 41
Mortals 41
Ghouls 49
Pt. IV: Errata and Rules Update 61
Introduction
Introduction
I think — don’t you? — that there are some things one is not meant to know, and
some one is meant not to know.
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Part I:
the clans
and
their aptitudes
5
Rogues
Ravens
Daredevils
The Haunted
To dazzle and fade
— forever in motion
and always on the run
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Part I: The Clans and Their Aptitudes
to mortals who gamble with their lives and those as likely to see port, delivered safely by a mysterious
of others. Confidence artists, confidantes, venture benefactor, as to arrive at port empty, a ghost ship,
capitalists, performance artists, and plain wayfar- with bones and bloodstains the only signs of its past
ers all contribute to the manifold cast that is the passengers.
Ravnos clan in the modern nights. Which isn’t to For these reasons and more an increasing
say that they’re harmless or even sympathetic — number of Daredevils are making do on their own,
much risk-taking requires a heart hardened to the or fighting their curse in an attempt to settle in es-
plight of others, and more than a few Daredevils tablished domains. To avoid their curse they set up
were “self-interested” even before they became multiple havens and frequently employ an equally
blood-drinking night-haunts. Still, that makes for impressive number of mortal masks. No clan is
an easier transition, and many Ravnos fledglings as adept at blending in as the Ravnos, and many
do take to the undead state with more ease than operate under the radar of the Kindred community
those of other clans, having already cut their ties to of the domain, or present themselves as innocuous
friends, family, and society. Caitiff. Those who do fly the colours of their herit-
While the nomadic habits — even requirements age tend to adopt a staunchly independent position,
— of the clan make any kind of proper organiza- selling their services as spies, saboteurs, and negotia-
tion difficult, something like a Ravnos revival is tors to the highest bidding sect. Few Ravens can
forming, taking root among the more communal maintain this for long, though, and most eventu-
members of the clan. A complex set of signs and ally find themselves packing. Whether due to an
signals, known and taught only to members of the accumulation of enemies, vengeance-driven victims,
clan, helps them find and identify each other, as or the doom seething through their very Blood, a
well as set up occasional gatherings to swap rumors Ravnos vampire always ends up on the run. This is
and trade information on the state of Kindred af- fine with most other Kindred, who can’t help but
fairs across domains. Storytelling is popular, and see a cautionary lesson in the Ravnos, as they repre-
a mythology of sorts is emerging among young sent the most final outcomes of the Gehenna War.
Ravens in which they identify as descendants of
various mythological trickster deities, going so far as
to form coteries or Embrace broods devoted to one Disciplines
clever god or another. Lacking still-active ancestors, ANIMALISM: The Ravnos maintain an almost
they make up their own, elevating their craft to affable relationship with animals, especially ra-
divine mandate. vens, foxes, coyotes, spiders, and monkeys. (At the
The Ravnos’ relationship to mortals varies. His- Storyteller’s discretion, reduce the Difficulty for
torically they have latched on to various subaltern Animalism tests involving these animals by one and
societies, where the imbalance of power means that increase it for all other kinds of animals.) Employ-
even should they be discovered, few of their victims ing these familiars as spies, distractions, and the
would be in a position to do anything about it. occasional companion, a Ravnos is never truly alone
Numerous Ravens have even attached themselves to on the road.
itinerant commercial groups such as traveling carni-
vals, where they not only have a steady cycle of prey, OBFUSCATE: While many Rogues are able to
but might even be able to turn their talents to a vanish from sight and remain hidden, the clan is
profit. As with most relationships of the Kindred to also adept at extending the use of Obfuscate to craft
their herds, the Rogues’ vampiric influence is rarely elaborate and sustained hallucinations, effectively
benign, and while some Ravnos genuinely care for using their Presence to propel the properties of the
their charges, others see them merely as tools or ves- Discipline to encompass more than their own vis-
sels, to be used and disposed of. A ship of refugees is age.
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Part I: The Clans and Their Aptitudes
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11
Cyclops
Soul-Thieves
Dajjals
Saulot’s progeny
To make one’s haven
in the vale of sorrows
and forever tread
a path of thorns
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Part I: The Clans and Their Aptitudes
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Bane
The Salubri are hunted: Kindred
of other clans are especially...
appreciative of Salubri vitae.
When a non-Salubri partakes of
the blood of a Cyclops, they of-
ten find it difficult to pull them-
selves away. Consuming enough
to abate at least one Hunger level
requires a Hunger Frenzy test
(See Vampire: The Masquerade,
p. 220) at a Difficulty 2 + the
Salubri’s Bane Severity (difficulty
3 + the Salubri’s Bane Severity
for Banu Haqim). If the test fails,
they just keep consuming, to the
point that they may have to be
physically fought off.
Additionally, the third eye
Salubri
that Saulot opened while on COMPULSION: AFFECTIVE
one of his many journeys passes EMPATHY
down through the bloodline
every time a Salubri Embraces.
When a Salubri suffers a Com-
pulsion, the Kindred becomes
Archetypes
This third eye is not always overwhelmed with empathy for There are too few Salubri extant
recognizably human in origin, a personal problem that afflicts in the modern nights for arche-
and rumors persist of vertical, someone in the scene, seeking to types to be relevant. If a Salubri
serpentine pupils, or even worm- further its resolution. The scale is present in the chronicle’s do-
like eyespots. While this third of the personal problem isn’t im- main, they’re there for a purpose.
eye can be physically covered, portant; the Salubri understands
such as with a headscarf or that sometimes suffering is part
hood, it is always present, and no of a cumulative situation and not
supernatural power can obscure an isolated stimulus. Any action
it. Any time a Salubri activates a not taken toward mitigating that
Discipline power, the third eye personal tragedy incurs a two-
weeps vitae, its intensity correlat- dice penalty. The Compulsion
ing to the level of the Discipline persists until the sufferer’s bur-
being used, from welling up den is eased or a more immediate
to a torrential flow. The blood crisis supersedes it, or the end of
flow from the third eye triggers a the scene.
Hunger Frenzy test from nearby
vampires with Hunger 4 or more.
15
Dragons
The Old Clan
Voivodes
Stokers
Not to lead, not to
triumph, but to rule
— to own utterly
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T
o the Tzimisce, possession is all. They and have decidedly traditional relationships with
aim to conquer and rule the subject of their childer, whom they may even regard as prop-
their possessiveness, jealously guarding erty in extreme cases. If pushed to the edge they’d
it like their namesake dragon would its rather burn with their charge than let it fall into the
hoard. The clan’s charges have traditionally been hands of others; as dragons, they are utterly famil-
defined geographically, such as a land or a regional iar with the meaning of “scorched earth.” Even
people, and elder Tzimisce have reputations for tonight, they are the iron fist, with the velvet glove
being the shuddersome lord in the castle that looms entirely optional. In a few cases their subjects are
above the crags. The young generations, though, willing, but in most cases these subjects live in fear
have extended their obsessions to more liberal of an aloof master caring not about the happiness of
claims of possession: cults, companies, gangs, even its prize — only that it stays theirs. Visiting mem-
military units. Their covetousness limited only by bers of other clans are occasionally shocked to see
lack of expansive ambitions, they are exceedingly Tzimisce domains that are run-down, neglected, or
hard to dislodge once they’ve sunk their claws in. barren, until they remember that the Dragons don’t
necessarily care whether their charges flourish, only
Who Are the Tzimisce? that they are wholly owned. A decrepit tenement is
just as likely to be a Tzimisce holding as an opulent
To have been Embraced a Tzimisce means to own estate on ancestral lands.
for the sake of owning, and to keep it out of the This relentless possessiveness extends as well to
hands of others at all costs. In fact, many Tzimisce the physical form — and beyond — of the Tzimisce,
regard the Embrace itself as an act of ownership, who consider themselves the ultimate owners of
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Part I: The Clans and Their Aptitudes
their bodies, even beyond the limitations of the desirable domains often drives young Tzimisce into
Curse of Caine itself. Many Dragons practice a the modern ways of the Anarchs, as they redefine
specialization of the Protean Discipline known as themselves and their charges to claim holdings
Vicissitude that allows them to rework their bodies relevant to the night. Some few Tzimisce, generally
and those of subjects and even less willing victims. arch-traditionalists, find a familiar (some would
Indeed, those savvy to the lore of the clan recall say anachronistic or even stagnant...) comfort in
the early nights of Vicissitude, when the Tzimisce the neofeudalism of the Camarilla, but these are
refused to heed Protean limitations of wolf- and bat- comparatively rare, and most Camarilla courts have
forms, and pushed their mastery even further. little love for their avarice. Few Tzimisce see sect as
Even beyond the practice of physical Vicissitude, much more than a means to a personal end, and the
the Dragons are eager to extend that mastery into Camarilla gives them little trust in return. At their
the realm of the mind and spirit. These Tzimisce worst, the Tzimisce are tyrants, without the sense of
practice a form of transcendentalism that concerns obligation or duty that nobility usually conveys.
itself with the very limits of vampirism itself. They
transform themselves into statues or ikons, or alter
the traits of gender (such vestigial mortal trap- Disciplines
pings...), or cultivate retinues of lookalikes to sub- ANIMALISM: Some Tzimisce cultivate Animal-
sume their own individuality. To hear the hoariest ism as an extension of their oneness with their
tales, some Voivode lords have themselves become domains. Others see it as a tool the better to com-
one with their havens, or even suffused themselves mand hosts of lesser beasts in order to claim those
into their homelands, merging their consciousness domains. In any case, Tzimisce have long felt an
with the very soil of the domain. What better way affinity with the more bestial denizens of their
to show ownership of the land and its folk than to ancestral lands.
become that very land and sustain the generations
to come? DOMINATE: The perfect Discipline for enforcing
As might be expected, this makes for harsh di- one's edicts through sheer mental force. Dominate
vides between young Tzimisce, who often have little not only helps the Dragons seize the object of their
that would be considered property in the traditional obsession, but also conditions long-term servitors
sense, and older Dragons, who have had time to into extensions of the Fiend's unquestionable will.
claim and redouble their precious holdings, and this
has been true since time out of mind. No surprise, PROTEAN: As masters of their own physical
then, to learn that the Tzimisce participated vigor- forms, the Tzimisce use Protean to force themselves
ously in the Anarch Revolt, and were one of the into other shapes, especially those associated with
founding clans of the Sabbat, rebelling against the many of the ancestral lands of the Old Clan, such as
tyranny of elders. Even tonight this wariness exists, the bat and wolf. Beyond these traditional Kindred
and Dragons are exceptionally cunning when it guises, many Tzimisce practice the methods of
comes to defining the charges over which they claim Vicissitude, which allows them to transcend the rote
ownership, lest a more-covetous voivode seize the forms of Protean and treat their own bodies and
charge for their own. those of their subjects as primal clay.
Few carry a grudge or hate an elder like a
Tzimisce, and the clan has numerous members in
both the Sabbat and the Anarchs. Among the Black Bane
Hand, a nigh-medieval mindset drives the grasp- The Tzimisce are grounded: Each Tzimisce must
ing Dragons to destroy the pawns of the despised choose a specific charge — a physical domain, a
ancients. Similarly, being shut out of the most group of people, an organization, or even something
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COMPULSION: COVETOUSNESS
When a Tzimisce suffers a Compulsion, the Kin-
dred becomes obsessed with possessing something
in the scene, desiring to add it to their proverbial
hoard. This can be anything from an object to a
piece of property to an actual person. Any action
not taken toward this purpose incurs a two-dice
penalty. The Compulsion persists until ownership
is established (the Storyteller decides what consti-
tutes ownership in the case of a non-object) or the
object of desire becomes unattainable.
Tzimisce Archetypes
Landlord
Since time immemorial, the Tzimisce have been the
lords of their domains. In the modern nights, how-
ever, the lord on the mountain has all but vanished.
The Tzimisce are a crafty clan, though, and though
they may no longer be manorial lords in ancestral
Old World estates, they find ways to exert control
over urban domains and rural territories where they
may. Landlords may own tenement slums or fash-
ionable high-rises, but the result is the same: They
bleed their tenants for their wealth just as they bleed
their victims for their blood, and they consider both
to be extensions of their property.
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Part I: The Clans and Their Aptitudes
Servitor Ghouls
More than just fleshcrafted victims, infamous
Tzimisce ghouls known as szlachta and vozhd are
created through long-forgotten rituals, endowing
them with Blood-imbued weaponry and a loy-
alty far beyond even Blood Bound thralls. While
extremely rare in the modern nights, still-active
elder Fiends have been known to make use of these
inhuman creatures, if only as a last resort, and some
now-masterless thralls may still protect the havens
of long-departed Kindred.
Beyond even these shuddersome creatures,
rumors persist of entire families of ghouls in service
to hoary elders, the Tzimisce foremost among them.
Whether that means such elders feed great torrents
of their blood to entire families or have somehow
contrived a way to have the quality of being a ghoul
pass on through familial congenital is too foul to
think.
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Part I: The Clans and Their Aptitudes
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Vozhd
These nightmarish leviathans are hybrids created from dozens
of szlachta who have been grafted together through Vicissitude
and Blood Sorcery. Primeval juggernauts, they are said to be
employed in remote areas almost like the siege engines of
eras past, with terror and mayhem as its primary
goals.
The vozhd has no personality. It cannot
choose to defy its master, nor can it creatively
interpret its purpose. That also means
it cannot be tricked, though it may
be evaded, outrun or even, however
unlikely the thought, defeated by even
more potent combatants. It needs noth-
ing to eat to sustain it, other than the
master’s blood once per month, yet its
appetite seems infinitely ravenous.
Storytellers should feel free to
adjust individual Traits to reflect the
unique nature of each vozhd, but
players are unlikely to deal with
these war-ghouls frequently enough
for such nuances to be truly recog-
nizable.
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Part I: The Clans and Their Aptitudes
discipline powers
Auspex Level 5
unburdening the bestial soul
Level 2 Amalgam: Dominate 3
obeah Prerequisite: Obeah
Amalgam: Fortitude 1 As seekers of the promises of Golconda, some
The vampire soothes the mental or emotional vampires explore ways to remedy the turbulent
turmoil of their subject, restoring to them a modi- souls of their fellow Damned. This power shares
cum of steadfastness. It is especially effective when some amount of the vampire’s moral serenity with
used on mortals, either to help them through mo- a repentant Kindred, allowing some semblance of
mentary agitation, or to calm them before feeding remorse to be restored while also keeping the Beast
on them. at bay. It does require the user to take on part of the
Cost: One Rouse Check and additional Willpower mind and spirit of their subject, shackling their will
depending on circumstances to that of the user. (Most often seen among the Sa-
Dice Pool: Composure + Auspex lubri, this power has no doubt contributed to their
System: The vampire rolls Composure + Auspex reputation as monstrous soul-thieves...)
against Difficulty 2 and restores a number of super- Cost: Two Rouse Checks, gain one Stain
ficial Willpower damage levels equal to the margin Dice Pool: Composure + Auspex vs. Humanity
on the roll. Alternatively, the user restores one System: The vampire spends a scene in seclusion
aggravated Willpower damage level for every three with the subject and rolls Composure + Auspex
successes in the margin. vs. the Humanity of the subject. For every success
If successfully used on a mortal, Obeah similarly in the margin, they can remove one Stain from the
calms them if they’re in a turbulent emotional state, subject, or erect a psychological “shield” that will
or puts them otherwise at ease. protect the subject from future Stains on a one-for-
Use of this power takes a whole turn. If the vam- one basis. For example, a margin of three applied to
pire spends an entire scene instead, reduce the Dif- a subject with no Stains would effectively “cancel
ficulty to 0. Obeah must be used on someone other out” up to three Stains acquired later in the session.
than the vampire invoking the power. A subject can On a critical win the user can choose to forgo the
be affected by the power only once per night. above benefits, instead restoring a single point of
If the user soothes more than one subject per Humanity to the subject, but no vampire can gain
night, the user suffers superficial Willpower damage that benefit more than once, ever.
equal to half the number of successes in the margin Unburdening the Bestial Soul works only on
for every additional subject, as they take on the vampires, and only on subjects whose Humanity is
burden of so many charges. lower than that of the user.
Duration: N/A No matter the benefits received, for the rest of
the session the subject is numbed, having part of
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
their mind merged with the user, and any Dominate System: The vampire rolls Intelligence + Fortitude
powers used on them by this power’s user succeed against Difficulty 2 and mends a number of super-
automatically with no eye contact necessary. ficial Health damage levels equal to the margin on
When the power expires, all psychological the roll. Alternatively, the user mends one aggra-
“shields” not used up are lost, though Stains re- vated Health damage level for every three successes
moved or Humanity gained on initial application in the margin.
do not revert. Use of this power takes a whole turn. If the
Duration: One session vampire spends an entire scene instead, reduce the
Difficulty to 0. Valeren must be used on someone
Dominate
other than the vampire invoking the power, and can
be used only on vampires. A subject can be affected
by the power only once per night.
Level 2 If the user mends more than one subject per
domitor ’s favor night, the user suffers superficial Health damage
Kindred are creatures of cruel irony, and the name equal to half the number of successes in the margin
of this Discipline power is one such example. While for every additional subject, as they take on the
conditioned with the Domitor’s Favor, a thrall with burden of so many charges.
a Blood Bond to that vampire finds it much more Duration: N/A
difficult to act against their master. Domineering
Obfuscate
Tzimisce are especially fond of this power, using it
to ensure the loyalty of their servants.
Cost: One Rouse Check
System: Defiance rolls for willful thralls under the Level 2
effects of Domitor’s Favor are made at a three-dice chimerstry
penalty and thralls may not spend Willpower on Amalgam: Presence 1
them. Additionally, total failure on a defiance roll The vampire is able to create brief but vivid hal-
means that the Blood Bond does not weaken that lucinations, distracting and drawing the attention
month. See pp. 233-244 of Vampire: The Mas- of those affected. A hallucination can affect any
querade for more information on Blood Bonds and single sense — it can be visual, audial, tactile, etc.
rolls made to defy them. — occurring long enough to make an impression
Duration: One month before ceasing. The user decides on the specifics of
the hallucination, though due to its brief nature it
Fortitude
cannot convey more than something glimpsed in
the corner of the eye or a voice faintly heard (it can-
not be employed to create a fake ID, for example).
Level 2 Dice Pools: Manipulation + Obfuscate vs Compo-
valeren sure + Wits
Amalgam: Auspex 1 Cost: One Rouse Check
The vampire projects their Fortitude outwardly, System: The vampire rolls their Manipulation +
willing the power of their Blood to mend the in- Obfuscate. Anyone unprepared and within eyesight
jured body of another vampire. of the vampire and eligible to experience the hal-
Cost: One Rouse Check and additional Health lucination (by being in line of sight of its projected
depending on circumstances appearance, or by being the target of a tactile
Dice Pool: Intelligence + Fortitude sensation) is distracted, losing two dice on their next
action. Additionally, those who fail to resist using
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Part I: The Clans and Their Aptitudes
their Composure + Wits lose their next active action System: The user makes a Manipulation + Obfus-
if they fail. (However, they can still defend and cate test against a Difficulty equal to one plus the
resist as normal, with a two-dice penalty.) number of senses the hallucination targets. (An
Other effects resulting from the hallucination audio-visual hallucination would thus be Difficulty
are up to the Storyteller, but they are advised to err 3, while a complete five-sensory experience would
on the side of caution. be Difficulty 6.) The easiest visual hallucinations to
These hallucinations can never be recorded or create are fairly small or discreet — increase the Dif-
transmitted (such as by using Ghost in the Ma- ficulty by one for room-sized hallucinations, two for
chine). house-sized hallucinations, and so on. Further com-
Duration: One turn plications can add additional Difficulty, but that is
left to the Storyteller’s discretion. Any attempt to
Level 3 mimic the appearance of a specific individual or in
fata morgana other ways deceive can require additional Perfor-
Amalgam: Presence 2 mance or Subterfuge tests as appropriate.
The vampire can craft elaborate hallucinations, Vampires and other supernatural creatures have
making any subjects in their vicinity see, hear, and a chance to disbelieve the hallucination, but mortals
feel whatever the user can devise. From seeing and can do this only if they have reason to suspect it to
tasting a takeout container filled with maggots and be fake. In both cases they roll Intelligence + Aware-
rice to a thunderous torrent of reeking, rancid blood ness against the user’s Manipulation + Presence. A
boiling out of the sewers, Fata Morgana causes wit- success means that the individual in question is no
nesses to experience circumstances that just aren’t longer affected by the hallucination, and it effective-
real. ly disappears for them. Any attempt to interact with
There is no limit to the number of victims who the hallucination will also cause it to lapse entirely,
can be affected simultaneously, but in order to be af- as everyone present will become aware of its unreal
fected by Fata Morgana a subject needs to be able to nature (as with the collapsing staircase example, if
see the user or vice versa, though they do not need someone is using the staircase). Note that the use of
to be actively aware of them. The vampire does not this power is not overt, so even if the hallucination
need to remain present once a victim is affected. is revealed, it is not obvious from whom it origi-
Visual effects are always separate objects. They nated.
cannot be used to “mask” or otherwise disguise These hallucinations can never be recorded or
items or individuals, and can never entirely block transmitted (such as by using Ghost in the Ma-
line of sight. Fata Morgana hallucinations cannot chine).
appear to affect the surrounding reality: The torrent Duration: One scene, unless the vampire chooses
of blood won’t wash away cars parked in the street to let it lapse before that.
or pedestrians, and an explosion created with Fata
Morgana will not cause any damage, hallucinatory
or otherwise. A collapsing staircase won’t tumble
anyone currently descending the staircase. Sensory
effects created by Fata Morgana cannot blind or
deafen or in other ways overload senses, not even
those supernaturally augmented. Similarly, halluci-
nations are not caught on camera or other kinds of
recording devices.
Cost: One Rouse Check
Dice Pool: Manipulation + Obfuscate
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Part I: The Clans and Their Aptitudes
either needs to be willing or restrained. For a will- rolled while using Horrid Form for any reason are
ing subject, follow the same system as Vicissitude considered messy criticals, and any Frenzy test taken
(above). An unwilling subject can resist with their is done at a +2 Difficulty level. The vampire also
Stamina + Resolve, with the user’s margin counting assumes an unmistakably inhuman appearance and
as Vicissitude successes. Each use of this power takes is unable to communicate in anything but grunts,
a full scene to perform. Again, the total number of hisses, and roars.
changes cannot exceed the user’s Protean rating, no Duration: One scene, unless voluntarily ended
matter the number of applications or successes. In sooner.
case of multiple users working on a single subject,
only count the highest Protean rating. Level 5
Changes can be mended as aggravated damage, one with the land
with each change equivalent to a single level of dam- Amalgam: Animalism 2
age. (Mortals will thus require extensive surgery.) Prerequisite: Earth Meld
Duration: Permanent The Kindred possesses such mastery over their
own form that they may extend it even into their
Level 4 domain itself. Not only may the vampire sink into
horrid form the very earth, they maintain a preternatural aware-
Amalgam: Dominate 2 ness of events transpiring within the domain.
Prerequisite: Vicissitude Cost: Two Rouse Checks
With a mastery of the body so complete that it System: As with Earth Meld (see Vampire: the
surpasses natural limitations, the vampire can take Masquerade, p. 270), except the vampire is not
on a truly monstrous form, complete with vicious limited by the makeup of the surface where they
claws, protruding fangs, ridged features, and corded take their rest. Some vampires have been known to
muscles. Although its exact traits can vary between suffuse themselves into the walls of their manors
occasions, the form often has an individual, specific while others secrete themselves beneath the warped
appearance that manifests every time this power is floorboards of a squat, or even hide beneath a shal-
used, a vision of the user’s Beast made flesh. Some low pool of “dead water.”
look like hellishly malformed animals, some look Additionally, in a distance of one mile in any di-
demonic or atavistic, and some defy any sense of rection from where the vampire’s body has become
worldly familiarity. Many incorporate the traits of One with the Land, the vampire may elect to experi-
other vampires in nature, such as leeches, bats, ticks, ence any sensory stimuli within that area, such as
and mosquitoes, magnified to grotesque propor- listening to a conversation therein, physically enjoy-
tions. ing a lovers’ tryst, or catching the scent of a fire that
Dice Pools: None an unruly mob may be stoking. The vampire experi-
Cost: One Rouse Check ences these senses through the presence of animals,
System: Horrid Form takes a full turn to activate, however minute, in the vicinity of the events. If the
during which time the vampire can only defend, us- events are discreet or intentionally hidden, a Wits +
ing their pre-Horrid Form dice pools. It then grants Animalism test vs. the relevant opposing dice pool
the vampire a number of free Vicissitude changes used is required.
(no Attribute dots are lost) equal to their Protean Rising from this state before nightfall the day af-
rating. These can be spent on Redistribution, Weap- ter it has been entered requires a Resolve + Protean
ons, and Armor. Generous Storytellers can also con- test at Difficulty 4, and even then it can take up to
sider other changes such as wing-like membranes an hour for the vampire to fully reemerge. A critical
allowing the vampire to glide, extended limbs for win allows them to rise instantly, however.
reach, or other creative (but fair) uses. However, Duration: One day or more, or until physically
with the Beast so close to the surface, any criticals disturbed
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Part II:
clans and
coteries
T
he term coterie may have originally and Ravnos; a burrow of Gangrel and Nosferatu; a
come into use to designate a small group goddammit of Tremere, Toreador, and Ventrue; and
of vampires who work together with a so on.
single goal in mind. By contrast, a sect Coteries sometimes serve as a means of ensur-
is a larger faction of vampires who share a common ing dependency between members of a greater
philosophy, while a court, domain, territory, or conspiracy, replacing more holistic interpersonal
other terms may define all of the Kindred in a single connections. Modern Kindred may form coteries as
geographic locality. With that in mind, despite the an enterprise of common interest, a ritual of cama-
modern prevalence of the term, many vampires raderie among like-minded vampires, or even as an
consider “coterie” to be archaic speech. expression of affection, insofar as the Kindred can
The term is also not without contention. Some feel it. Coteries persist in the modern nights due to
young vampires feel “coterie” is a phrase weighed the strong, traditional role that they hold in Kin-
down by the pretentiousness of the Camarilla, and dred society. When groups form, whether as social
may have fallen completely out of use in certain cliques, familial broods, information networks, or
Anarch domains. Especially among young Kindred, simply as outcasts, mutual protection is the primary
groups of vampires are often described with a stylis- expectation.
tic phrase to which they can relate: a gang of Brujah
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Part II: Clans and Coteries
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
put those vampires a step ahead of a rival. Note that see value in renewing lapsed relations with reliable
in some cases, only one member of the coterie can Kindred to rejoin a coterie or form a new one after
use a given Merit in a session, on a who-needs-it- departing it.
most basis. For the Clan of the Hunt, new prey is ever on
the horizon.
Banu Haqim
The external perception of the Banu Haqim often ●● CALL TO PURPOSE (Clan Coterie Merit):
identifies them as driven, sombre, and severe. In Once per session, the Banu Haqim motivates a
general, the children of Haqim have little interest in coterie-mate they can see with a rousing statement
countering this perception. Clan culture rewards reminding her of her Convictions or even an intense
those who are goal-oriented, which emphasizes stare that calls her to action. The coterie-mate
actions and deeds. Esteem among the Banu Haqim gains the effects of a Willpower point that must be
follows what they do, rather than exalting lineage or used immediately, such as to reroll three dice or to
honoring tradition for its own sake. Clan members, briefly master a frenzy. This “Willpower point” isn’t
therefore, take a pragmatic approach, making allies taken from the Banu Haqim, and must be given to
where they must in order to pursue their goals and a coterie-mate (the Banu Haqim cannot use it on
accomplish their agendas. themselves.) See Vampire: The Masquerade,
Among the Banu Haqim, coteries are heavily p. 158, for more information on using Willpower.
focused. Every group has a goal, whether that is as
judges, enforcers, or exerting influence over a sector Brujah
of mortal infrastructure. Brujah sires often Embrace on a whim, in the throes
In more cosmopolitan coteries, Banu Haqim of emotion, or seemingly without the discretion of
may find themselves the recognized motivational other clans. Apocryphally, some domains are so rife
force in a coterie. They gravitate toward roles in with Rabble, it’s almost impossible to find a coterie
which they determine the direction of the group, without at least one Brujah!
or interpreting commonly agreed objectives. Banu Perhaps that’s to be expected given their history.
Haqim Kindred regard this as leadership — other The Brujah are descendants of ancient warrior-
vampires, however, can chafe at what they perceive philosophers, rebels against oppressive causes, or
as being ordered around, especially young Kindred crusaders against perceived injustices. In such times,
who aren’t necessarily seeking a regimented or task- Brujah relied on coterie-mates to watch their backs
oriented dynamic in their coteries. Interactions with and conspire to bring down those who would wield
the coterie also vary greatly by the faction to which power against them. Tonight, this premise hasn’t
a given Child of Haqim belongs. Quite simply, the changed, whether it now manifests as revolutionary
methods and fellows of the clan’s conflicting or- cells dedicated to overthrowing a corrupt social sys-
thodoxies are different, and whether one shares the tem, or as outlaw biker gangs that kneel to no law.
perspective of a number of influential Banu Haqim This might make them come across as hard cases
high in the clan’s ranks also bears weight. and solitary iconoclasts, but that’s rarely true. The
As always, individual motivations vary, but emotional call that brought them into the night
this same focus on specific objectives often means sustains them. Brujah look to Kindred coteries as
that Banu Haqim membership in a coterie may comrades in arms or even siblings. A coterie is as
be a temporary thing. Almost akin to serial entre- close to family as vampires can afford.
preneurship, a Child of Haqim may find common Brujah don’t necessarily care if you’re a Nos-
cause with a different coterie that better suits her. feratu or a Malkavian. So long as you’re trustworthy
Kindred with whom they have shared a coterie with and reliable, they’re ride-or-die for you. What often
in the past often remain valuable associates. Many matters to a Brujah is that the coterie is pulling in
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Part II: Clans and Coteries
the same direction (though this might be a lofty everyone is kept safe. While not all Gangrel code-
goal, given the contrarian tendencies of the Bru- switch “packs” for coteries, they can’t deny that it
jah…). That’s not to say that some preferential atti- suits their purposes and needs. As the adage goes,
tudes or power struggles don’t exist, whatever form the lone wolf dies, but the pack survives. Any co-
the safe house takes. But the Anarch movement has terie with a Gangrel among its number has little to
grown and the Brujah fortunes have risen in the fear should a physical threat arise, for few clans are
modern nights, and so long as their coterie-mates’ as strong or tenacious as the Gangrel in combat.
attitudes don’t cause static with a Brujah colleague, In addition to bearing puissant tooth and claw,
they’re willing to kick against the pricks with any- Gangrel sometimes pull double-duty as pathfind-
one by their side. ers to those seeking safe passage through known
Those who join coteries with Brujah often find hazardous areas of domains. In the rare instances
the closeness of those bonds to be one of the most a coterie deigns to travel outside the gilded cages
memorable and integral factors. The unique famil- of cities, its members become acutely aware of the
ial surrogacy that Brujah may instill (or project...) benefits that a Gangrel member gives them.
upon a group is unlike that of any other clan. Yet
a coterie for a Brujah is not a transactional “team,” ●●● PACK TACTICS (Clan Coterie Merit):
it’s something more. Earning the trust of a Brujah, A lone wolf against an enemy risks much, but a pack
especially one who particularly values loyalty, is of wolves working together can take down even the
often enough to inspire these vampires to powerful largest and most dangerous prey. When in combat,
displays of unity. so long as you have another member of your coterie
alongside you, you more effectively harry your
● BOOT AND RALLY (Clan Coterie Merit): common foe: Anyone attacking the same enemy as
Sometimes the best way out of a bad situation is to you adds a single die to their dice pools for Brawl
try again, harder, and have a frenzy-prone coterie- or Melee attacks. This Merit is non-cumulative; no
mate impress upon you the error of your ways. Once matter how many Gangrel with it gang up on some
per session, the Brujah inspires a flagging coterie- poor fool, it offers only a single additional die to
mate, who may then reroll all regular dice on a failed each of them.
Physical Skill test.
Hecata
Gangrel The Hecata have managed to carve out a place for
Kindred have become so disconnected from their themselves in innumerable domains, yet frequently
roots, from their primal nature, that they can no find themselves considered an unwelcome presence.
longer survive without edifices of brick and glass. Although the Kindred as a whole might view the
Kindred have grown so spoiled and dependent upon Hecata as distasteful, one can always count on them
the luxuries these modern nights have brought them to give an unvarnished opinion, if not an honest
that they have forgotten how to survive without. one.
The Gangrel have not forgotten these things. The It is perhaps their narrow focus that makes the
Beasts acknowledge their true nature, claiming pragmatic Hecata realize how greatly they rely on
territory for themselves where they can in the global other Kindred, as a greater society and as individual
landscape, whether in perilous urban spaces or the members of coteries. Their affinity for the dead
differently dangerous unknown domains between and ability to speak to spirits means that they have
them. access to information that others may have thought
For the Gangrel, a coterie is just a pack by long gone, and that information makes the Hecata
another name, and a pack is a group of individuals valuable to others in return. And since informa-
working toward a common cause, ensuring that tion is such a valuable currency in the world of
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Lasombra
Few clans are as ruthlessly efficient as the
Lasombra when it comes to achieving goals.
Whether crushing rivals or consolidating
influence, the Lasombra take no half-measures.
This drive for success leads them to being the
allies everyone wants, but no one wants to ad-
mit they need. From a classical economics per-
spective, the Lasombra see coteries as a tool, a
33
Part II: Clans and Coteries
Malkavian
Each Malkavian’s view of the world is so individual-
ly misaligned with those around them, even within
their own clan, that it can pose a significant chal-
lenge for such a vampire to find someone willing
to see the world from the Malkavian’s own unique
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
perspective. Those of Clan Malkavian often have gathering of information. The Oracle is then able to
an optimistic outlook toward coteries, seeing them interpret the results, gaining the same information
as a chance for social interaction they may other- as the original pool would have yielded, depending
wise struggle to indulge. As a result, the potential on the margin of success as usual.
to form social bonds with others in a coterie can
be both exciting and terrifying. Malkavians want The Ministry
to relate to their Kindred, but their bane makes it To hear a member of the Ministry tell it, they can
difficult to do so. bring everything to a coterie. Everything. The Setites
Occasionally, a Malkavian’s senses may propel want to be everybody’s confidante, and want to stay
them into the limelight, yielding the chance to enjoy close to those in their coteries, making sure that
the adulation of other vampires, while at other the group’s needs are met, no matter what those
times they feel an overwhelming urge to withdraw needs might be. Viewing the world as a marketplace,
and shut themselves off from those around them. Ministry Kindred strive to ensure that they can
Social interaction can be particularly demanding for offer everything their fellows can, but better. If you
the Malkavians, and trying for the other members need guns, they’ll give you a silver Lexus with a
of their coterie. trunk full of AR15s. If you need vitae, they’ll bring
Not all vampires, of course, are interested in tak- you blood from vessels high on top-shelf heroin. If
ing the time to form an emotional support structure you need to get out of the country, they know a guy
for Malkavian Kindred. For some vampires, their with a private jet. If you need a herd, they’ll give you
view of the Malkavians’ curse is colored by the a key to their downtown apartment where a number
prejudices that they carried in mortal life — Kin- of unidentified refugees are “couch surfing until
dred society is replete with fear of the Malkavians’ they find a permanent place to stay.”
difficulties relating. Often, this means that the presence of a Setite
Some Kindred, especially those raised in a less within a coterie introduces an element of quid pro
enlightened age, may view a Malkavian’s bane as quo. The Ministry can provide for their fellows, but
judgement for their sins, a trade-off for their “gifts” may expect favors and social benefits in return. Such
of insight, or simply a tool to be exploited. One recompense could be a widening of the Tempter’s
apocryphal elder sequesters a Malkavian in an iron- network of connections or even recruitments for
lined coffin, staked and sealed in perpetual night. their spiritual flock. For the Ministry, this in no way
This wretched Malkavian emerges only at the whim precludes social bonds or represents an exception
of this cruel coterie-mate, thereafter to be sealed to forming alliances. The Ministry would rather
away again for God only knows how long. Few Mal- deal with their local community, starting with their
kavians would choose to be part of such an arrange- coteries. What better customers than people who
ment, making for quite the cautionary tale. know the people one knows, after all?
Those who share a coterie with a member of the
●●● EVERYTHING IS CONNECTED (Clan Ministry are generally quite aware of this. Canny
Coterie Merit): The Malkavian is able to extract vampires are quick to take advantage of the benefits
secrets from the most unlikely sources, such as dis- of maintaining ties with the Setites, even if they’re
cerning the location of an elder’s vault from some- cautious of the Ministry’s ulterior motives. Some
one’s casual exchange about the weather or unearth- vampires may balk at the idea of working with the
ing an adversary’s deepest fears from the way they Ministry, fearful of what scheme the Tempter might
take a right at an intersection. Once per session, the be working right under the coterie’s nose. In truth,
Malkavian has the ability to let another member of the Ministry Kindred is often entirely upfront and
their coterie substitute one Skill pool for another of even honest about their intentions. Nobody wants
their choice (that they possess) in a test involving the to deal with an oily used-car salesman, after all.
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Part II: Clans and Coteries
Nosferatu
So far as many Nosferatu are concerned, a coterie
is a makeshift family unit, and the clan is already a
member of one of the largest family units that exist.
A Nosferatu’s bond with other Sewer Rats is poten-
tially already strong, in no small part due to their
nature as outcasts among Kindred society. Whether
dwelling in underground warrens or remote hide-
outs, many Nosferatu come to view the world as
a binary: the host of “presentable” Kindred, and
themselves.
This pragmatic outlook creates an interesting
consequence, in that Nosferatu tend to be fairly
open-minded in terms of which coteries they join.
A single Nosferatu may even be a member of several
coteries at any given time, each without the knowl-
edge of each other. There’s probably no attempted
duplicity in this; rather, a Nosferatu may simply
compartmentalise their social circles, regarding one
coterie as valuable for one purpose and another co-
terie for other goals. One of these might even be an
all-Nosferatu coterie that transcends sect allegiance.
Enterprising Nosferatu across the history of the
Kindred have acted as information brokers, and
many of the clan continue to play this part even
tonight. How they use information, though, can
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Part II: Clans and Coteries
notice of more prominent and therefore powerful. a small price to pay for doors to be opened.
Whatever other clans may think of the Ravnos, they For the Toreador, les petit salons, as some are
often have the ability to come through in the clutch fond of calling coteries, are a regular part of their
just as it’s needed. existence. They are tiny but extremely valuable com-
Almost like they planned it that way. munities in which the Clan of the Rose may gain
new artistic insight or reignite a waning inspiration,
●●● CRYPTOLECT (Clan Coterie Merit): but also to continue to further their own personal
Being forever on the move means having to find network. Everyone wishes they were a Toreador, but
new ways to communicate with allies. Using coded in lieu of having the Blood, having a Toreador in
language, onomatopoeia, and gestures, this Merit your coterie often does the trick. The more impor-
provides the Ravnos and their coterie with their tant the Diva is to a domain, the better. It’s easier
own pidgin for the express purposes of communi- to get things done when one can bend the ear of
cating with each other — practically no one outside those with high status and offer the coterie’s luster
the coterie understands it, short of expert surveil- to them in return. If one can handle the slings and
lance. The coterie’s cryptolect is not eloquent or ro- arrows of Kindred social fortune and indulge the
bust, but can be used to convey high-level concepts Divas’ fits of pique, one will find a strong ally with
quickly and securely, and isn’t identifiable as any all the connections they could ever need.
other language. It also requires face-to-face pres-
ence to function, as its gestures and signs diminish ● ALL ACCESS (Clan Coterie Merit): Whether
when observed over phone or video calls. Leaving it’s the premiere of a film by a budding auteur, a
the coterie or losing its Ravnos member means the fundraising gala for an aspiring politico, or the dive
Kindred are no longer up-to-date on the cryptolect bar that suddenly has a dress code because it doesn’t
and can’t use it to communicate subsequently. like the looks of you, you know how to get yourself
in — even without an actual invitation. Once per
Toreador game session, when a coterie is faced with a barrier
If it’s exclusive access to the inner circles of power to enter a mortal event or facility, they can get past
or the dangerous proximity to fame you seek, look the bouncers or security guards by being on the
no further than the Toreador. The Divas have the guest list or having a connection to whatever passes
knack for homing in on the desires of others and for owner or patron. This applies only to situations
turning them to their own gain. While the Ventrue with some kind of door staff or guest list; it doesn’t
like to brag about their successes and pedigree, the circumvent security systems, mystical wards, or the
Toreador watch from afar with an air of smug satis- like, and the Storyteller is of course free to block
faction. Sometimes, it is better to show and not tell. entry if this would somehow short-circuit a story
Few understand the social needs of Kindred (but should then provide the players with a juicy
more than the self-styled doyennes of Kindred clue instead).
culture. The clan boasts of invite-only salons whose
guest list may as well read as a who’s who. Con- Tremere
nected at every level of society, from the perennially It is difficult to say whether a coterie is fortunate or
popular to the brightest rising stars among the neo- cursed to have a Tremere in its ranks. Many Kin-
nates, they can put you into contact with whomever dred look upon the Usurpers as being more arro-
you desire. Their reach also extends outside of gant than they have any right to be, and the Tremere
Kindred society, and into the mortal world. Ever in return see their cunning and ruthlessness in their
want to meet your idol or get a taste of their blood? pursuit of knowledge as an advantage that the other
A Diva can arrange that. All you have to do is model clans tend to dismiss. The Tremere know what
for a sculpture or indulge in a night of passion. Such they bring to Kindred society: knowledge and true
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
mastery of certain mystic secrets. bodies in their wake. Of course, the social dynamics
Blood Sorcery is perhaps the most potent of ad- of most coteries operate on a far less vertical model,
vantages to which the Tremere have access that lend but even so, many Kindred may see a value in feed-
well to their inclusion in coteries. Second is their ing the Tzimisce’s ego.
ability to quickly adapt to changing situations, us- Individual vampires of Tzimisce frequently con-
ing their keen minds to implement solutions to the sider themselves the most important of all Kindred,
obstacles they may encounter. There is one thing and though they may observe delicate and fraught
that is certain: When you have a Tremere in your hospitalities as a courtesy to their fellows, this is of-
coterie, you probably have meticulous accounting, ten a somewhat obvious facade. Dragons can nurse
planning, and resource management on your side. grudges against other Tzimisce with enough vitriol
The Tremere see the value in having connections to put a Toreador vendetta to shame.
to these loose associations of “like-minded” Kin- More often, Tzimisce join coteries with mem-
dred. One doesn’t think of the Usurpers as especial- bers of other clans. Even though the Voivodes may
ly adept in social matters, but their occult networks
offer another way to attain knowledge, whether
through mutual exchange or carefully conducted
experiments that their peers are unaware of — but
that may nonetheless yield a timely edge.
Tzimisce
The Tzimisce are an intimidating force for any
social group, in no small part due to their demea-
nor. Most Dragons would regard the coterie as theirs
much as they would consider an estate or household
as their own. Whether when claiming six blocks as
inviolate domain or executing takeover of a mortal
zaibatsu, relating to a world outpacing them can
pose a significant hindrance. A Tzimisce may, for
instance, see little wrong with controlling the minds
of a score of mortals and may even believe that this
is an act of “subtlety” on account of having left no
39
Part II: Clans and Coteries
presume a certain superiority over their colleagues, to power” means. The connections an ambitious
this does not preclude affection, as peculiar a form Venture cultivates are often their own reward for
as it may take. The Tzimisce perspective is broad, a Ventrue’s coterie-mates, whether in the form of
and they may view coterie-mates as fellows, rivals, talented and ambitious retainers, well-connected
compatriots, attendants, or even vassals under their allies, or the luxuries of extensive resources. Need
care. For some Dragons, coteries are a source of to lock down an intersection to occlude a Masquer-
status: something to be hoarded, cultivated, and ade breach? Foreclose on a rival’s haven? Launder
ultimately used as a badge of honour. This anach- money from a dockside deal? A savvy Ventrue can
ronistic perspective affords value to the recognition do that, and so much more — all you need to do is
and prestige of having an entourage and ultimately ask.
being responsible for them, as an Old World lord Which isn’t to say that the Ventrue is a magic
might. wand for the coterie’s temporal problem-solving.
The coteries themselves have every reason to One does not cultivate a Clan of Kings, carefully
count a Tzimisce among them. After all, being building networks spanning centuries with ghouls,
part of a Tzimisce’s cadre means that you are under willing mortals, and neonates acting as their eyes
their protection, as the custom of hospitality (or the and ears at every level of world government and ar-
notion of ownership…) demands. For coteries of an istocracy, by running errands for those less capable
especially strong stomach, the powers that a Tzi- than oneself. God created ghouls and mortals to do
misce can wield are often enough to support claims the scutwork, after all. The premise of a Ventrue’s
of territory. With their affinity for manipulating participation in a coterie is to occupy a position of
corporeal forms, a Tzimisce is often equally capable value, and if that Blue Blood ends up developing the
in the Horrid Form as an aesthetic virtuoso, reshap- coterie into a willing subsidiary of Ventrue, Inc.,
ing coterie-mates into paragons of physical beauty. well, the coterie should have piped up earlier if it
had a problem with the value proposition.
●● OLD-WORLD HOSPITALITY (Clan
Coterie Merit): Enter freely and of your own will. ●● KINDRED LEGACIES (Clan Coterie
At the beginning of a session, any members of the Merit): The Ventrue understand that a vampire’s
coterie who stayed at the Tzimisce’s haven when the legacy carries with it an accounting of the deeds
previous session concluded restore an additional of their progenitors. For some Blue Bloods, this
Superficial Willpower damage. emerges via written histories while others may have
certain sires or scholars among their acquaintances.
Ventrue However it manifests, once per session, a member
Those who hold the keys to the kingdom seek ever of the coterie with a Ventrue who has this Merit
to extend their control, and if the Kindred of the may ask the Storyteller to reveal a piece of relevant
Clan of Kings desire one thing in common, it is information about the history of a single vampire
the ability to derive more power from their existing with whom they’ve come in contact. This could
power capital. Financial, political, governmental — be something specific, such as “the Ministry club
they cultivate a facility in every source of worldly owner smuggled fugitive Anarchs out of town after
power imaginable, making them the ally everyone an uprising in LA,” or more mysterious such as
wants, but the price of doing business with them is “the allegations levied against that Kindred’s great-
too costly for the Blood of many. It may be difficult grandsire having committed diablerie were untrue,
for Kindred of other clans to find common ground but his childe still carries the shame to this night.”
with the Ventrue without feeling that they’re com-
petitors or, worse, obstacles.
Coteries that have at least one Blue Blood among
them quickly learn what the phrase “proximity
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
Part III:
at the mercy of
the damned
41
Part III: At the Mercy of the Damned
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
43
Part III: At the Mercy of the Damned
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
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Part III: At the Mercy of the Damned
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
Health Willpower
Mortals suffer damage with greater severity than Recovering from Superficial and Aggravated Will-
vampires, and cannot use their blood to mend in- power damage is detailed on p. 127 of Vampire:
jury. Mortals receive Superficial damage from blunt The Masquerade.
force trauma: punching, falling, and so on. Heavy Mortals may spend one point of Willpower
force trauma, such as being struck with a baton, to ignore being Impaired or other Health-related
baseball bat or run over by a car deal Aggravated penalties for one turn. This represents the human
damage, as does penetrating, cutting, or pierc- will to persevere in the face of adversity, tragedy, or
ing damage such as that from knives and bullets. ruinous physical trauma. Perhaps best described
Mortals do not sustain Aggravated damage from as “the human spirit,” this motivation drives the
sunlight, but do receive it from other sources that living to accomplishment. Perhaps in the face of the
indicate such (fire, Feral Weapons, etc.). knowledge of their finite existence, the light that
Recovering Superficial and Aggravated Health burns half as long burns more brightly.
damage is detailed on p. 127 of Vampire: The
Masquerade. Humanity
Health damage for mortals also has a few ad- Mortals begin play with a Humanity value of 7.
ditional considerations. Loss of Humanity is as perilous for mortals
During a session, one point of Superficial health as it is for vampires, but unlike vampires, mortals
damage takes four days of rest to recover. (This is in have no Beast. Without an internal personification
addition to the Health levels recovered at the start of their nature upon which to levy blame for their
of the session.) The rest may occur during down- baser acts, mortals have to reconcile their eroding
time, but it is cumulative. For example, healing 3 Humanity with their own choices.
Superficial health damage takes 12 days. Unless the Humanity loss can be expressed in many ways.
individual is hospitalized, one Aggravated health Mortals who have chosen to undertake actions that
damage takes three weeks of rest to recover, using lead to Humanity degeneration sometimes blame
the same method. These are general downtime- their actions on external forces. Indeed, blaming
elapsing guidelines that the Storyteller can adjust, others for one’s own actions may be what caused
but remember that mortals are inherently more Humanity loss in the first place. This may take
fragile than vampires. the form of an outside group that the individual
This method of healing does not account for feels derision for; some might blame all people of a
long-term scarring or life-changing injuries. The certain gender for their own dissatisfaction, hold all
Storyteller may declare that any notable injury people of a certain income bracket as less deserving
may leave a scar or other permanent changes to the of anything but disdain, or turn their aggression
mortal’s body, such as by sustaining great damage toward a specific individual as a target for abuse. Or
from a single source, or withstanding one’s last eroding Humanity may lead the individual to be-
tracker box of health damage. Such injuries could come more distant from others, unable (or unwill-
range from a disfigurement to bone or joint damage. ing...) to empathize with their fellows. Selfishness,
In extreme cases, recovering from damage might cruelty, the inability to relate to others: All of these
result in the loss of one point from a Physical At- attitudes represent a dwindling connection to what
tribute trait of the Storyteller’s choice. This should it means to be human.
never feel arbitrary or punitive; again, mortals are When portraying a mortal character who has
inherently less resilient than vampires, and Trait loss fallen to Humanity 3 or less, the player and Sto-
should come as a result of great danger or sacrifice. ryteller should agree upon a Compulsion that
represents the character’s slide into selfishness. This
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Part III: At the Mercy of the Damned
Compulsion can be one of the Compulsions from Kindred would concede that from the moment of
Vampire: The Masquerade or can be an original the Embrace, the Beast grows. For the fledgling, the
expression, but the result is the same: Whenever the feeling of having lost a vital part of themselves and
player attempts an action that yields a total failure, having it replaced with something inexorable and
the Compulsion comes to the fore. (See Vampire: undeniable will doubtless linger, a sensate reminder
The Masquerade p. 208 for more on Compul- of having a part of themself tainted by vampiric
sions.) Note, too, that Willpower cannot be used blood. Within them now dwells the Beast, lurking
to allay a Compulsion — the aberrant behavior in the recesses of a fledgling’s consciousness, gnaw-
very quickly comes to dominate the personality of ing, lustful, and hungry to devour more. In many
the mortal whose Humanity has so significantly cases, such things would be played out during a
degraded. scene in which the Embrace occurs, but if the player
When a mortal has no Humanity, they do not doesn’t want to focus on those details, the systems
succumb to the Beast and do not enter wassail in can stand in.
the way that vampires do. Instead, their Compul-
sion comes to the fore and thereafter dictates their
every choice. For a mortal with zero Humanity,
they do not even derive pleasure from pursuing
these acts; any positive feeling other than satisfy-
ing the Compulsion has long since left them. Upon
reaching zero Humanity, that character is no longer
playable and control of that character falls to the
Storyteller as it does with any other character of the
same Humanity score.
Storyteller Options:
High Humanity and Corrupting
Embrace
At the Storyteller’s discretion, a mortal may begin
play with a Humanity score higher than 7, if that’s
a reasonable conclusion from the character concept
or history. Note that, since they have no Beast, high-
Humanity mortals don’t enjoy the same systemic
benefits that high-Humanity vampires do. Rather,
mortals with a high Humanity score often feel com-
pelled to maintain that value for its own sake, or
because they feel a higher calling. Players portraying
mortals with high Humanity scores obviously want
to deal with stories about temptation, redemption,
or other themes associated with maintaining a high
degree of ethics and compassion.
At the Storyteller’s discretion, if a mortal is Em-
braced, reduce their Humanity by 1. The mortal
may feel some amount of their soul turning upon
itself, growing foul and demanding attention. Most
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Part III: At the Mercy of the Damned
number of vampires associated with the Anarchs How a ghoul copes with their existence is
may have a more progressive view of ghouls, but the entirely up to the player. Just how much has the
more palatable rhetoric doesn’t change the fact that character bought into this society they now find
ghouls and Kindred aren’t equals. themselves a part of, whether willingly or forcibly?
Are there individuals who deliberately court Some ghouls learn to accept their place as less-than,
danger by moving in the same circles as Kindred, if and even those not under the Bond may develop
they’ve somehow learned about them? Of course, a twisted love for their Kindred masters, owing to
though they likely don’t remain an “innocent” their dependency on vitae and the imbalance power
bystander to the world of the Damned for long. dynamic. Some learn to repress the deeds they have
On the other side of the spectrum are those who done in the name of gaining some diminished praise
through either happenstance or misfortune find or approval in a sort of blissful ignorance. Others
themselves in the wrong place at the wrong time. find a way to make the most of it, perhaps through
Or they find themselves at death’s door, faced with careful cultivation of relationships within the soci-
the possibility of death or being inextricably linked ety, and transform their place into that of a coveted
to a vampire. Regardless of the circumstances that ally.
brought ghoul and domitor together, this relation- The Storyteller should make efforts to ensure
ship will play an important role in the ghoul’s life. that this optional character type can thrive under
Ghouls also must come to grips with their new the chronicle’s Tenets if they choose to permit
reality. They’re beholden to creatures who prey on player ghouls. These characters are more than just
mortals; perhaps their friends, their peers, their servants to their Kindred masters. They are wholly
community, even their loved ones. It is common for realized individuals who have been pulled into a
ghouls to act as a sort of gateway to these groups, world previously hidden from them, a world where
which their domitor can use as a herd to sustain ghouls are equally as complicit (and culpable) in
their existence. Kindred need mortal blood to sur- perpetuating monstrous acts alongside their domi-
vive, and ghouls need Kindred blood — a continu- tors.
ous cycle of reliance. Like young generations of vampires, ghouls have
The shroud has been pulled back, and reality is familial and other relationship ties that have nar-
changed. rative gravity. Ties that can be used to manipulate
Ghouls, too, are forever changed. or blackmail ghouls can make for a darker turn.
Playing a ghoul lends itself to emotionally intense
The Role of Ghouls roleplaying, especially when balancing the demands
The place of a ghoul in Kindred society is best of a domitor and the ghoul’s own needs, desires,
described as liminal. They exist on the outermost and responsibilities. There will always be difficult
fringes of the vampires’ world of secrets, never truly choices to be made, decisions that have long-lasting
recognized for what they bring to it, but play a vital ramifications: Do you obey your domitor or do you
role in its upkeep nonetheless. However, without follow your conscience? How many times can you
ghouls to act as their eyes and ears during the day- tell a domitor “no” before they decide you are too
light hours or being their connection to the modern tiresome to deal with?
world, the society of the Damned would begin to These are the situations a ghoul will inevitably
break down. While ghouls occupy lower rungs of find themselves grappling with. The place of the
vampire society than their domitors, and are often ghoul is a perilous one, walking a fine line between
even considered disposable, they are also necessary. maintaining their own Humanity while serving as
Needless to say, the vast majority of ghouls labor thrall to creatures of the night.
under an all-consuming vitae addiction, if they’re
not outright Blood Bonded.
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Part III: At the Mercy of the Damned
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
A core character concept for your ghoul should Now derive two more Traits from your Attributes
include a basic identity (example: an unassuming as follows:
librarian or a workers’ rights activist), general dispo-
sition toward the world (and their domitor), and an ■ Add three to your Stamina to derive your Health.
ambition that drives them to do what they do. Then ■ Add your Resolve to your Composure to derive
spend some time considering the following ques- your Willpower.
tions to help further flesh your ghoul out:
Choose Your Skills
■ Are you even aware of what you are? Skills speak to a character’s everyday life, what they
■ Did you drink “from the tap,” or did you become a know, how they perform certain actions, or even
ghoul more innocuously? how they react to situations as they arise. A ghoul
■ What are your feelings toward your new “normal?” may have skills that their domitor lacks, such as
■ Did you become a ghoul willingly or was the choice Streetwise or Technology, or ones they have gained
made for you? through education, a professional career, or through
significant life events. It is wise to consider Skills as
Keep in mind that though a ghoul depends upon part of the reason your domitor chose you, Skills
their domitor (unless circumstances liberate relevant to your current profession, or that display
them…), they still have their own drives, goals, some manner of personal interest. You are (prob-
thoughts, and motivations. Playing a ghoul whose ably) not a mindless drone — you are someone’s
domitor is a player’s character or Storyteller char- hand-picked attaché.
acter requires ongoing consideration regarding As well, consider for a moment what Skills
consent (See p. 57). represent in the character’s life story. Did they learn
Ghouls do not have a Beast in the same sense about Politics during a summer when they were
that vampires do, but they still have Human- part of a grassroots canvassing campaign? Are they
ity scores, and actions they take, whether it be in part of an emergency response team, increasing
service to their domitor or otherwise, can negatively their knowledge of Medicine along the way? Being
affect their Humanity. The downward spiral for a top-notch brawler or expert marksman may help
mortals and ghouls is not constrained by being lost in combat situations, but without a rationale to
to the Beast. And while the Beast is not a personi- accompany having those skills, it doesn’t offer quite
fied, inchoate monster for a ghoul, ghouls nonethe- the same vitality into your character. Consider hob-
less have described the drive for vitae as everything bies and after-hours activities they may participate
from a dependency to an addiction to a relentless, in that manifest as low-level Skills.
consuming need that informs everything they do, You can choose your Skills on your own: Use
even if it isn’t figuratively whispering in their ear. the Sample Professions Package (see Vampire: The
Choose your Ambition and Desire as normal. Masquerade, p. 145), or use the Quick Skills As-
signment method (see Vampire: The Masquerade,
Set Your Attributes p. 147).
Before deciding which dots go where, consider your
character concept and what the character is best at, Disciplines and Predator Type
what they are moderate at, and what is their weakest Upon becoming a ghoul, the character gains a
aspect. level-1 Discipline power in a Discipline possessed
by their domitor. Ghouls can purchase additional
Best Attribute 4 Dots level-1 powers at the cost of 10 experience points
Three Attributes 3 Dots each, but they must all belong to Disciplines pos-
Four Attributes 2 Dots sessed by their domitor. (The powers themselves do
Worst Attribute 1 Dot not need to be possessed by the domitor, however.)
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Part III: At the Mercy of the Damned
Ghouls can never purchase actual dots in Ghouls can heal all damage done to them at
Disciplines, but always count as having a single double the rate of mortals with one exception: fire.
dot for the purpose of using Discipline powers. Bodies, even those augmented by vitae, still require
(In rare cases this rating can increase temporarily, a certain amount of downtime to heal burns.
but only from using external augmentation such as It bears repeating that ghouls can use powers
Draughts.) above the first level due to other circumstances,
Ghouls are not vampires and do not have a such as Draught of Elegance, through Thin-Blood
Predator Type. Alchemy, or other means, but in doing so they take
1 point of Aggravated damage as opposed to mak-
Advantages ing a Rouse Check.
Ghouls take 7 points of Advantages and 2 points of
Flaws. They may not spend any points on Kindred-
exclusive Advantages or Flaws, though they can Special Situations
generally use the same Merits and Flaws as mortals. Life is unpredictable, and it’s no different for a
Like mortals, ghouls may not spend points in ghoul. Ghouls may find themselves in situations
the following Advantages; Domain, Feeding, Herd, that can change the trajectory of their development
or Thin-Blooded. As with mortals, Haven isn’t the and how they interact with other characters.
same concept for a ghoul as for a vampire, but the
Background remains available to them, with some Changing Domitors
amount of interpretation. Ghouls are not restricted The bond between ghoul and domitor runs deep,
from taking the Status Background, though this with ghouls experiencing a degree of emotional and
Status almost certainly derives at least partially from psychological dependence in addition to their need
the esteem of their domitor. In fact, certain ghouls for vitae. It is this type of relationship that makes
may be notorious or even infamous among the the very notion of changing domitors an unwel-
Damned. come event among ghouls.
Regarding Loresheets, the same considerations Sometimes a change in domitor is a necessity,
apply for ghouls as for mortals, above. See p. 46 for such as when the domitor goes into torpor. At
more information, and consult with the Storyteller that time, a domitor might “dismiss” their ghoul
for what’s appropriate to the chronicle. from service — which doesn’t change the ghoul’s
dependency on the Blood. Indeed, this may result
Convictions & Touchstones in the domitor with an increasingly desperate thrall
Convictions and Touchstones are treated the same standing vigil over them in their unnatural sleep.
for ghouls as for mortals, and ghouls should choose Most ghouls would rather not face the rapid onset
one to three of each. See p. 46, above, for more of age and so they may find themselves placed into
information. the service of a domitor’s confidante or even at the
Ghouls start play with Humanity at 7. general disposal of their domitor’s coterie or clan.
It’s still an emotional event, but it at least allows for
Health an easier transition on part of the ghoul, and small
Ghouls are stronger and more resilient than their comforts are still comforts, as most ghouls are not
mortal counterparts, and depending on their domi- so fortunate when they are faced with the predica-
tor’s clan and Disciplines, they can call upon feats ment of changing domitors.
of strength, hardiness, and speed that exceed mortal History has seen ghouls who have been bar-
limitations. tered, traded, and lost in gambling wagers. Others
In general, treat ghouls the same way as mortals have been stolen, seduced, or even taken as spoils
in terms of healing and recovery, with a few notable of war between the sects. Where once you were the
exceptions. loyal ghoul of a prestigious domitor, you may find
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yourself handed over to a social pariah. Worse still with more than one unwitting neonate or foolish
is the ghoul who has had to experience the death ancilla learning a hard lesson by dealing with them.
of a domitor and must choose between following Many Camarilla Kindred consider Independent
their master into death or continuing in the service Ghouls to be unacceptable, in that they’re a threat
of someone else. Keep these thoughts in mind and to carefully constructed social hierarchies, after
explore also what this change means and represents all. Many Anarchs, however, see these mercenary
to the character — the Blood Bond is powerful and individuals as worthy of respect — they managed
evokes emotions that weigh on such decisions. to hoodwink a lick and turn the power dynamic
around. Even an appreciative Anarch probably
What Happens If a Ghoul wouldn’t go so far as to trust an independent ghoul,
is Embraced? though.
So, you decided to get Embraced. Well, actually, the It’s not an easy existence and the wise independ-
choice may have been made for you by a desperate ent ghoul cultivates a network of Contacts, Allies,
domitor. Whichever way that cookie crumbled, and Influences, not to mention a great deal of Wits
a few new details now apply to your erstwhile and Resolve to stay one step ahead. Independent
ghoul’s situation. (Assuming, of course, that your ghouls must seek out vitae to maintain their state,
would-be sire isn’t thin-blooded… and if she is, hope and the savvy ones know to imbibe inert blood
that you’re one of the thin-blooded Embraces that rather than directly from a domitor, lest they risk a
doesn’t fail outright.) Blood Bond to a different “patron.” If they become
■ Ghoul-specific Advantages (both Merits and Flaws) too desperate, they’ll find themselves thrall to the
are lost, with the points refunded to buy new very bond they attempted to circumvent.
Advantages for the character agreed upon by the Of course, this sort of attitude makes these
Storyteller. At the Storyteller’s discretion, a former already mistrusted ghouls an even bigger threat:
ghoul can maintain ghoul-specific Advantages. Predators do not like being targeted by what they
■ The fledgling gains Generation dependent on the see as their prey, or those who should be servile
Generation of your sire. Blood Potency starts at the instead of independent.
lowest value of that Generation’s bracket. See the
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
against the undead. Or both. For many new players, toward private agendas — sometimes even against
diving head-first into the World of Darkness and the each other — trusting the mortal characters to dirty
Storyteller System is challenging enough without their hands on the vampires’ behalf. It also allows
also having to learn the ins and outs of being a con- players more license to “play to lose” as they can
spiratorial nocturnal leech. Likewise, experienced afford to dramatically sacrifice a character without
players often relish a change of perspective, allowing completely losing their tether to the story.
them to see the World of Darkness in a new prover-
57
violation are common among fledglings, and even Ghouls
more so when a substantial prior relationship ex- A ghoul’s existence is rife with difficult choices,
ists. Because of this, it’s important that all players necessitating complete dependency on a monstrous
involved be aware of the developments that might being to sustain their survival, and requiring some
arise between their characters. The Embrace itself personal sacrifice in the name of duty. Debasement
— the act of draining mortal blood and reinvigorat- of the self is common, with many a ghoul watching
ing their body with vampiric Vitae — is exception- in silent horror as their lives crumble around them
ally intimate. Be very careful when depicting violent all for the sake of pleasing their domitor. They may
Embraces, and while a character might experience be called upon to perform acts that would stain the
violation and betrayal, the player should never have soul of a Kindred but do little to slow down the
to suffer these feelings themselves. After all, few ghoul in their pursuit of their domitor’s approval
fledgling Kindred who thought they were being — and more vitae. The relationship is unequal, and
granted glorious immortality were made aware of in many cases, there is little in the need of consent
the full weight of Caine’s curse. between the involved parties. The same cannot be
said about the relationship between the players of
these types of characters.
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
Just like when playing a vampire, playing a ghoul able proceeding or if a session recess is warranted for
can lead to difficult situations where the character some decompression. For further information on
may be forced to engage in behaviors the player how to better manage intra-player consent regarding
may personally find abhorrent, but that fit within sensitive topics in the World of Darkness, see the
the ghoul’s motivations and development. This is “Advice for Considerate Play” section on p. 421 of
especially true in cases where the domitor is another Vampire: The Masquerade.
player’s character. When dealing with a ghoul-domi-
tor relationship at the game table, it is vital that the Advantages
lines of communication between both players — in The following Merits and Flaws are especially suited
and outside of the gaming session — remain open to ghouls and mortals. Unless otherwise specified,
and welcoming. It can be easy to get caught up in Merits and Flaws acquired as mortals continue to
the dynamic of the ghoul being deferential to their apply to ghouls, but mortals may not gain the ef-
domitor to the point of abuse. fects of Advantages marked as relevant to ghouls.
Note also that certain circumstances may fur-
General Consent ther negate the validity of certain Merits and Flaws,
The Storyteller should always be prepared to step such as by becoming a ghoul or receiving the Em-
in and ensure considerate play for their players. Be brace. In general, the Storyteller will decide whether
ready to prevent emotional bleed, and maintain the player can reallocate the points of invalidated
consent practices whatever the format of the game. Merits and Flaws, or if they’re simply abated. In
It is important to keep the chronicle Tenets in general, a player should be able to purchase new
mind when involving mortal and ghoul characters. Advantages for points spent on invalidated Merits
Much can be gained by having a ghoul (or two!) at (since they’re benefits the player pays for), while
the table during a chronicle. Ghouls are subservient, points from Flaws can be kept by the Storyteller, to
yes, and often defer to their domitor to make deci- be used as they see fit down the road.
sions. But that’s not the case one hundred percent
of the time, so some negotiation between players is BANEFUL BLOOD (Ghoul Flaw): Due to some
needed. Make no mistake: Ghouls are often abused mysterious property of the Blood, you experience
by their domitors and other Kindred and may even the bane of your first domitor’s clan to a degree.
be treated as little more than property by Kindred Your first domitor, the Kindred whose blood you
society, but abuse at the table between players is never tasted in order to become a ghoul, must be of Clan
permissible. Given consent, abusing a character is fine Lasombra, Malkavian, Ministry, Nosferatu, Ravnos,
— abusing a player is not. Salubri, or Toreador. Even if your domitor changes,
Discuss beforehand the line dividing what is the bane you experience does not.
acceptable between the players of the ghoul and the ●: You experience the domitor’s bane at Bane
domitor as well as the Storyteller, focusing on each Severity 1
player’s comfort levels regarding certain themes. ● ●: You experience the domitor’s bane at Bane
Ghoul characters, either of their own volition or at Severity 2
the command of their domitor, may engage in acts ● ● ●: You experience the domitor’s bane at
redolent of real-world violence, oppression, and Bane Severity 3
physical and psychological traumas that may be trig-
gering or difficult for themselves or other players to ● ● BLOOD EMPATHY (Ghoul Merit): You
handle. share a closer bond to your domitor than most
Be sure to check in with your players using a ghouls, able to sense their emotional and psycholog-
preferred Calibration Technique (p. 423 of Vam- ical state, even when not physically in their presence.
pire: The Masquerade) to ensure they are comfort- An astute ghoul can “feel” if their current domitor
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Part III: At the Mercy of the Damned
is in peril or requires their presence immediately, fullest. When you are confronted with a chance to
but it does not allow for direct telepathic commu- indulge a risky temptation you haven’t done before
nication. You feel Blood Empathy at a distance of (such as snorting a new drug, imbibing vampire
one mile or less from your domitor, and the domitor blood, or taking a Kindred lover), you suffer a two-
to whom you feel Blood Empathy is the one whose dice penalty to all actions until you either partake
blood you have most recently consumed. Note that of the new experience or the scene ends. This Flaw
this does not require a Blood Bond, though the ef- won’t compel you to undertake suicidal actions...
fect feels stronger if one is present. but you may not always be able to accurately predict
the consequences of your actions.
● ● ● CRONE’S CURSE (Ghoul Flaw): When
you partook of your domitor’s vitae, you aged ● ● UNSEEMLY AURA (Ghoul Merit):
rapidly. You appear at least a decade older than you The Blood did something strange to you. Whereas
are. In addition, your health has suffered, and you your aura was once vibrant and full of the flush of
have one fewer box on your health tracker than you mortal-adjacent life, it has become muted and indis-
otherwise would. This Flaw is negated when you are tinguishable from that of a Kindred. While it may
Embraced. As well, this Flaw may persist even if you lead others to overestimate you, it could also lead to
are Embraced (in which case, the problem is you, not some awkward situations later down the line.
your domitor’s Blood), at the Storyteller’s discretion.
● ● ● WEAK-WILLED (Psychological Flaw): You
● ● DISTRESSING FANGS (Ghoul Flaw): The struggle to assert your own personality when con-
Blood, in addition to giving you increased healing, fronted with the will of another. You may not neces-
physical prowess, and use of some minor Disciplines, sarily be submissive; perhaps you feel more confident
also gave you sharpened teeth. But they’re strange, when following another person’s lead. You might
stunted, and unsettling to those who can discern be part of a vampire’s entourage or Herd, but you
them, causing mortals to think you’re part of some aren’t necessarily loyal to that vampire. Even when
questionable subculture (ahem). You lose one die on you’re aware of an attempt to sway you mentally or
Social pools involving mortals because your fangs emotionally (such as with Dominate or Presence),
make them uneasy. you may not use the active resistance systems to
avoid those effects.
● ● LIVING ON THE EDGE (Psychological
Flaw): You’re one of those people who feel com-
pelled to take every chance to experience life at its
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Part IV:
errata and
rules update
W
ith Vampire out in (See attached table on p. 63, to be to 1-6. (See attached table, to be
the wild for a couple included in future printings of included in future printings of
of years now, we want the core book.) the core book.)
to take the chance to address
and update some features that DESIGNER’S COMMENT: As DESIGNER’S COMMENT:
in extended play have proved to the majority of Vampire charac- As the defining traits of the clans
over- or underperform, and also ters have a Blood Potency of 1 or the Banes often fall short, ending
to clarify a few things that could 2, getting a single die for the price up more as nuisances than proper
have been more clearly defined of a Rouse Check is a pretty raw curses at lower Blood Potencies. By
in the core book. Please note that deal, and Blood Surge was rarely increasing them in a similar man-
just like all rules, these changes used to the extent it was intended. ner to the Blood Surge, they will
are optional, and Storytellers We believe players will get more be more keenly felt, accentuating
should not feel required to adopt mileage out of it now, especially these failings inherited from dread
them if the old ways worked for at the lower Blood Potencies. This ancestors. While this also means
their troupe. Nobody knows also means that thin-bloods gain that thin-bloods gain Bane Sever-
the needs of their table better this ability, but gain only a single ity, they usually ignore it unless
than those sitting at it, after all. die out of it. laden with the Clan Curse Flaw
Happy hunting! (see Vampire: The Masquerade,
Bane Severity p. 183.)
Blood Surge Increase Increase
Increase Blood Surge value by Increase Bane Severity value
one for all Blood Potency values, by one for all Blood Potency
taking the span from 0-5 to 1-6. values, taking the span from 0-5
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Part IV: Errata and Rules Update
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63
“The strength of the vampire is that
people will not believe in him.”
— ga rre t t fo rt, Dracula ( 1931 )
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VA M P I R E : T H E M A S Q U E R A D E C O M PA N I O N
† COMPANION ¢
Behold the
Burgeoning Darkness
As a thank you to World of Darkness enthusiasts, this
book contains:
^ Clan descriptions for the doomed Ravnos, the
hunted Salubri, and the covetous Tzimisce
^ Rules for playing mortals and ghouls
^ Extensive new traits to expand your chronicles,
from Discipline powers to clan-specific Advantages
to Merits and Flaws
65