Companion: A Sourcebook For Vampire: The Masquerade

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A SOURCEBOOK FOR VAMPIRE: THE MASQUER ADE

† COMPANION ¢
The Masquerade Companion
LEGAL AND CREDITS

W R IT T EN BY Justin Achilli, Alison Cybe, Erykah Fassett, and Karim Muammar


EDIT I NG A N D DI V ER SIT Y R E A DI NG: Stephanie Cohen

A RT DI R ECTOR: Tomas Arfert

Cover Art: Mark Kelly


Interior Art and Illustration: Tomas Arfert, Peter Bergting, Krzysztof Bieniawski, Mark Kelly, Martyna Zych
Graphic Design and Layout: Tomas Arfert
Special thanks to Khaldoun Khelil for developmental feedback on clan concepts.

WORLD OF DARKNESS BR AND MANAGEMENT

Brand Manager: Sean Greaney


Creative Lead: Justin Achilli
Art Director: Tomas Arfert
Editor: Karim Muammar
Community Developer: Martyna “Outstar” Zych
Marketing Manager: Jason Carl

© 2020 Paradox Interactive® AB. Vampire: The Masquerade® – are trademarks and/or registered
trademarks of Paradox Interactive AB in Europe, the U.S., and other countries.

Visit the World of Darkness online at www.worldofdarkness.com


TABLE OF CONTENTS

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.

— EDIT H N ESBIT, “HU R ST OF HU R STCOT E”

Welcome to the darkness...


The Vampire: The Masquerade Companion is intended as a thank you to
World of Darkness enthusiasts, provided as a complimentary gift to those who
have long been with us or who have just joined us on their first steps into this
world of shadows and secrets.
This book provides a number of fresh options for players and Storytellers
alike. From new clans to new Traits to a more expanded look at mortals and
ghouls as players’ characters, the Vampire: The Masquerade Companion
expands opportunities for characters to explore the World of Darkness.
We hope you enjoy it!

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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 I:

the clans
and
their aptitudes

Each of the clans presented herein is suitable to play in a


chronicle, whether around the table, at a virtual tabletop,
or in more emergent formats like online chat servers. As
always, the Storyteller has the authority to restrict access to
certain character types, clans, and Disciplines.

5
Rogues
Ravens
Daredevils
The Haunted
To dazzle and fade
— forever in motion
and always on the run

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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 Who Are the Ravnos?


clan almost annihilated in the opening
salvo of the Gehenna War, its embers
are now growing brighter with each Masters of misdirection, the Rogues prefer not
passing night. Others know them as to fight or bleed for something they can obtain
message-bearers, wanderers, and mind-fuckers, but through subtler means. They can charm and van-
the Ravnos know their legacy to be far greater. They ish within the same mortal breath, and those once
walk in the footsteps of Anansi, Coyote, Hanu- fooled quickly learn to question their very senses
man, Hermes, Rabbit, Loki, and their ilk, a flame of when in the company of Ravens. For that reason,
capricious divinity simmering in their Blood. They Ravnos vampires seldom advertise their nature, and
range across domains and continents, only rarely once their cover is blown they are quick to make
settling down, always a step ahead of the Antedilu- their escape. Not that they have much choice in
vian judgement that pursues them (and occasionally the matter, as inexorable doom lurks in their vitae,
brings them into conflict with clans like the Gan- threatening to consume them if they ever come to
grel, who otherwise might share an affinity for the rest. But as the flashover of the supposed destruc-
world’s liminal spaces). Their methods are not brute tion of their progenitor burns through the clan,
force, adoration of crowds, or meticulous centuries- new generations have managed to stay a step ahead
spanning plots, but rather wit and panache, artful of this blood-borne conflagration and are quietly
charm, and outright illusion. re-establishing the lineage.
Or, as one Ravnos put it: “Tomorrow we may Driven by omens of their own destruction and
burn, but tonight we’re on fire!” possessing a supernatural capacity for illusion, the
Ravnos have always attracted and been attracted

7
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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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

PRESENCE: The go-to method when natural


charm and persuasion isn’t enough. Few Daredevils Ravnos Archetypes
are without at least some measure of this Discipline.
They make frequent use of Presence to procure Midnight Motorcycle Courier
victims in a pinch, and the Discipline also has a part When the package absolutely needs to be delivered
to play in hallucinatory powers. in one piece, on time and in the dead of night, the
Midnight Motorcycle Courier is on the job. The
Bane Courier isn’t listed on any known website, but those
of note, mortal and undead, have their number on
The Ravnos are doomed. The sun’s fire that inciner- speed dial. The Courier knows which routes to take
ated their founder rages through the Blood of the when the sect war flares up, whose palms to grease
clan, erupting from their very flesh if they ever when domains are to be crossed,
settle down for long. If they slumber in the same and where to lay low when it
place more than once in seven nights, roll a number all comes tumbling down.
of dice equal to their Bane Severity. They receive Above all, they have options.
aggravated damage equal to the number of 10’s Playing the players of the city
(critical results) rolled as they are scorched from like a concrete Yojimbo, they
within. This happens every time they spend the day nevertheless have a gassed-up
in a location they’ve already slumbered less than unregistered cross-country
a week before. What constitutes a location in this dirt bike ready. Just in case.
regard depends on the scope of the chronicle, but
unless otherwise stated, two resting places need to
be at least a mile apart to avoid triggering the Bane.
Furthermore, a mobile haven, such as a movers’
truck, is safe so long as the place where the truck
is parked is at least a mile from the last location.
Ravnos characters cannot take the No Haven Flaw
at character creation.

COMPULSION: TEMPTING FATE


The vampire is driven by their Blood to court
danger. Haunted as they are by righteous fire burn-
ing its way up their lineage, why not? The next
time the vampire is faced with a problem to solve,
any attempt at a solution short of the most daring
or dangerous incurs a two-dice penalty. (Suitably
flashy and risky attempts can even merit bonus dice
for this occasion.) The Daredevil is free to convince
any fellows to do things their way, but is just as
likely to go at it alone. The Compulsion persists un-
til the problem is solved or further attempts become
impossible.

9
Part I: The Clans and Their Aptitudes

Operative for Hire Travel Agent


The Operative is a rare breed Seeing the world can be a daunting proposition for
among Rogues: discreet, profes- those who spontaneously combust in sunlight and
sional and above all, trustworthy. have the scattered eyes of global intelligence looking
They will perform their mission for them. That’s where the Travel Agent comes in.
according to spec, whether it Operating a discreet agency with contacts in the far
involves espionage, diplomacy or corners of the globe, nowhere is unreachable. Their
the occasional assassina- clients know what they sign up for, or they’re out of
tion. On payment, options anyway. Whether it means spending 13 days
they disappear until in a refrigerated truck trailer or playing the part as
called upon again. cargo raided by pirates from the Gulf of Guinea,
Everyone knows the the Travel Agent gets them to their destination. The
Operative works for client might not be quite the same when they get
all sides, but they’re there, but that’s a risk they’ll have to take.
just too damned
useful to move Antiquarian
against. And be- With a keen sense of history, an eye for detail, and
sides, nobody wants personal reasons to seek out forgotten artifacts, the
them as an enemy. Antiquarian seems forever on the verge of another
Most keep the Opera- significant discovery. Sometimes these translate into
tive on a small retainer, personal gains, such as by selling artifacts to mu-
to guard against that seums or private collectors. In other cases, though,
risk. The Operative the Antiquarian specializes in unearthing items
likes it that way of distinct interest to Kindred, whether bibelots
exalting individual lineages or relics of import to
the Damned as a whole. If it’s worth finding, the
antiquarian can find it and dig it up… or at least
convince you that’s what you’re seeing.

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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

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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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

T Who Are the Salubri?


he schemes of the Kindred yield winners
and losers, and each winner demands
a loser to pay the price of that success. Salubri childer are few — it is whispered that only
Such is the case with the Salubri, cen- seven ever exist at one time, but whether or not
turies ago renowned for wisdom and erudition, that remains true in the modern nights cannot be
but now little more than a despised footnote in the confirmed. According to their custom, Salubri sires
schemes of the Damned. Tonight, the Salubri are Embrace only when they reach Golconda, thereby
arguably no longer even a clan, their progenitor, so passing on their curse anew each time, but again,
it is told, having succumbed to the fangs of a more the current state of Kindred affairs calls this into
ambitious usurper who bolstered his own clan with question. Thus the choice of childer is an even more
that purloined Blood. Theirs is a legacy of tragedy, intensely personal decision for the Salubri than for
but also a bitter lesson in the millennia-spanning other Kindred. They seek those with inquisitive na-
Eternal Struggle, for in their destruction, those who tures, nigh-pious will, and no small note of personal
overtook them burdened them with the reputation difficulty about them. To Salubri sires considering
for the crime to which they were the victim. As if to progeny, a potential childe must have a problem to
compound the recognition of this guilt, every Salu- solve; Salubri do not Embrace on whim. They may
bri bears a third eye in the center of their forehead, Embrace the terminally ill, those who have endured
the indicator of their lineage. a family tragedy, or those with an unquenchable
drive to right a worldly wrong.
It is believed that the progenitor of the clan, the
enigmatic Saulot, was in fact the first Kindred to

13
Part I: The Clans and Their Aptitudes

attain Golconda, and his lineage


still attempts to walk that path
Few Princes want them in
their domains, because they’re Disciplines
centuries after his destruction. usually on the outs with some- AUSPEX: Much of the storied
They often lead troubled unlives, body, and even Anarch Barons wisdom of the Salubri comes
weighed down by the Kindred may feel sympathy for the from being able to perceive
condition but buoyed by the Salubri, but rarely to the extent beyond the ken of less observant
promise of redemption, however that they’re willing to harbor a Kindred. Considered by a philo-
elusive it may seem. Undaunted, fugitive in their territory. Much sophical mind, the hidden truths
the Salubri pursue the answer of the Salubri lot is being hated of the world reveal themselves.
to Caine’s damnation, and have and hunted for something their
even helped others find their own sires may or may not have done DOMINATE: The Salubri use
personal absolution. centuries ago. Dominate to unburden others of
Or have they? With the power The fate of the Salubri in the horrors of being a vampire —
to grant aid comes the power to these final nights is grim, but or from witnessing the atrocities
harm, especially to hear the tales they face their lot with a perspec- Kindred may commit. Whether
of soul-stealing and congress tive rare among the Kindred. erasing troubling memories or
with unholy entities that swirl in Willing as they are to help bolstering individuals against the
the wake of Clan Salubri’s ruin. others walk the difficult path of undesired consequences of their
This, combined with details Golconda, many Salubri seem actions, the Salubri have devel-
of the aggressive stance some to actually want to “solve” the oped the ability to on occasion
Salubri take toward their fellow problem of being a vampire apply this Discipline as a balm.
Kindred — hunting and destroy- rather than indulging it. Some
ing those they deem dangerously others vow to destroy the more FORTITUDE: A clan so
proximate to the Beast — have blatant transgressors of the despised needs every advantage
muddied the reputation of the Kindred condition and enlist it can to survive the modern
clan to those few who know the aid of others to pursue them, nights, and the Salubri have also
of them. But is this credible or redeeming or destroying Wights, learned to will forth their own
hearsay? low-Humanity vampires, and hardiness as a boon to others’
those who otherwise revel in well-being.
their damnation.

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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

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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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

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

17
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

18
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

more esoteric — but clearly defined and limited.


The Kindred must spend their daysleep surrounded
by their chosen charge. Historically this has often
meant slumbering in the soil of their land, but it
can also mean being surrounded by that which they
tonight rule: a certain kind of people, a building
deeply tied to their obsession, a local counterculture
faction, or other, more outlandish elements. If they
do not, they sustain aggravated Willpower damage
equal to their Bane Severity upon waking the fol-
lowing night.

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.

19
Part I: The Clans and Their Aptitudes

Gang Leader Grudgebearer


It’s not a gang so much as it is a way to make sure So long as the Tzimisce have claimed domain, they
everyone’s watching everyone else’s back when the have been in conflict with those who seek to take it
rest of the world has written them off. The Gang from them, which is often everyone to the covetous
Leader goes out of the way to show how everyone Fiends. In particular, the Tzimisce have longstand-
working toward a common goal that society tells ing hostilities toward the Tremere, Gangrel, and
them they can’t have simply needs to reach out Nosferatu, whom they see variously not only as
and take it. If they weren’t running usurpers of the Blood but also as interlopers in terri-
a drug cartel or a protection tories that rightfully belonged to them or their sires.
racket, the Gang Leader would Grudgebearers rise each night to exact some small
be hailed as a captain of industry. mote of cold revenge against those they perceive to
have slighted them, and that guilt may well have
transferred through a reviled lineage, leaving the
Stoker to prosecute vendettas against the childer of
childer of hated rivals.

Special Forces Commandant


Possessed not of a traditional land domain, the
Special Forces Commandant has instead the nigh-
fanatical respect of their unit, and their soldiers
would follow them into Hell itself. So the Special
Forces Commandant bides their time and trains
their troops, for when they can perhaps parlay an
insurrection or policing action into a greater claim
of domain.

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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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

21
Part I: The Clans and Their Aptitudes

Szlachta Standard Dice Pools: Physical 4, Social 2, Mental 4


The loyal minions of Tzimisce masters, szlachta are Secondary Attributes: Health 10, Willpower 4
often chosen for their existing loyalty rather than Exceptional Dice Pools: One specialised skill: 8
having it ingrained in them. Still, it never hurts to Disciplines: Two level 1 powers
be sure…. Special: When crafted for war, the rituals imbue
Szlachta take many forms, from the subtly the bone spurs of the szlachta with properties
altered majordomo of a Fiend’s estate to the twisted- equivalent to Feral Weapons. Some szlachta with
to-purpose bearers of the master’s sedan chair. especially ruthless conditioning are effectively im-
Especially among the retinues of young Tzimisce, mune to mind-bending powers and Disciplines such
more specialized and modern szlachta may be found as Dominate or Presence.
in service. Which is to say, there’s no such thing
as an “average” szlachta — presented below is a
baseline servant that Storytellers can modify to suit
story needs.

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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

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.

Standard Dice Pools: Physical


10, Social 0, Mental 4
Secondary Attributes: Health 14, Willpower 6
Exceptional Dice Pools: Brawl: 12 Melee: 12
Disciplines: Potence 3 Fortitude 3
Special: A vozhd has Vicissitude-augmented physi-
cal modifications that behave as weapons, deal-
ing non-halved Superficial damage (+4 damage
modifier) to vampires and other supernatural
creatures. They are also covered with the
equivalent of 4 (or more) points of armor,
and Storytellers are encouraged to be crea-
tive in regards to further modifications.
They are immune to mind-altering pow-
ers, let alone simple reasoning. Good
luck!

23
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

25
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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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

Protean layers of fat and cartilage, and appears increasingly


inhuman as the points so allocated increase.
Appearance: The user can change their appear-
Level 2 ance, either for the sake of hiding their identity,
vicissitude enhancing their Looks Merit, or to mimic someone
Amalgam: Dominate 2 else. This is a time-consuming affair, taking an
Rare outside clan Tzimisce, this power allows entire scene to perform, and requires a Dexterity +
the vampire to demand obedience of their own Craft test in order to succeed. Difficulty is 3 to hide
flesh. Skin, muscles, and even bone can be sculpted one’s identity, 4 to increase Looks (each level of the
or warped out of shape, the end result sometimes Merit counts as one change) and 5 to mimic a specif-
unnervingly beautiful but just as often monstrous. ic person. A failure on the test yields no result (but
Skilled users can craft bizarre characteristics or re- the Attribute dot is still lost) while a total failure
shape their entire bodies, though larger transforma- causes the Looks Merit to drop one level, potentially
tions exact a heavy toll on their physique. Kindred turning into a Flaw if at baseline. Nosferatu are un-
who use Vicissitude create everything from useful able to use this aspect of the power for anything but
body-tools to… expressive ornamentations. hiding their identity.
Dice Pools: Resolve + Protean Other changes: More creative uses of this power,
Cost: One Rouse Check such as creating a secret pouch somewhere on the
System: Roll Resolve + Protean. Every success body or moving eyes around, are beyond the scope
on the roll allows a single Vicissitude change to of these mechanics, and the Storyteller needs to
be made to the user, though the total number of decide on the number of changes (and Attribute
changes cannot exceed the user’s Protean rating, points lost) required, and the Difficulty and time
no matter the number of applications or successes. required for the operation. Dexterity + Craft and
Each change causes the loss of a single Physical Intelligence + Medicine are the most important
Attribute dot of the user, as the body mass must rolls in these cases.
come from somewhere. (No Attribute can be taken Changes can be mended as aggravated damage,
below 1.) Each use of the power takes one full turn with each change equivalent to a single level of dam-
to perform. age (restoring lost Attribute points accordingly).
Potential Vicissitude changes are listed below: Duration: Permanent
Redistribution: Add a single dot to any of the
user’s Physical Attributes. This cannot cause any Level 3
Attribute to exceed 5 dots. These changes are vis- fleshcrafting
ible, but not Masquerade-threatening. Amalgam: Dominate 2
Weapons (Once per subject only): The user gains Prerequisite: Vicissitude
the equivalent of a light piercing or heavy impact Extending their mastery over flesh, the vampire
weapon (+2 Damage) in the form of bone spurs or is now able to inflict their ministrations on the bod-
bludgeons of dense cartilage. (In contrast to Feral ies of others. The power is rightly feared, as many
Weapons, the damage caused by these weapons is of its users have a reputation for inhuman torture,
mundane, but Feral Weapons employed by a vam- though some employ it to great effect to enhance
pire proficient in Vicissitude often take the shape of and adapt their servants and allies.
similar osseous spikes and blades.) Dice Pools: Resolve + Protean vs Stamina
Armor: One Attribute point can be turned into + Resolve
two points of armor value (p. 304), with an upper Cost: One Rouse Check
limit of six points of armor. This often takes the System: In order to use this power, the user must be
form of reinforced sub-dermal reinforced bone or able to work undisturbed on the subject, who thus

27
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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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 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

29
Part II: Clans and Coteries

A Greater Purpose The Players’ Characters


Vampires are naturally predatory creatures, and To many Kindred, coteries feel unnatural. Solitary
fearful of one another’s monstrous natures — it is predators don’t form harmonious social groups.
uncommon for them to truly share bonds of trust. That said, the players’ characters have an advantage
As such, coteries usually emerge to facilitate a singu- in that the relationships among the players super-
lar goal or press a specific agenda. Coteries form sede this. The social unit around the game table
with a purpose. helps build a sense of belonging.
Trust, of course, is a rare and elusive emotion That doesn’t have to be the case, though.
among Kindred. Any vampire who has spent time Vampire society is treacherous, and certain troupes
in multiple coteries can attest to one strong similar- may enjoy some amount of suspenseful suspicion of
ity that they all share: Belonging to a coterie is less their fellow players.
like chilling with friends and more akin to swim- Take care when players welcome the concept
ming with fellow sharks. of betrayal. It can be tempting to play a backstab-
Any number of reasons may propel vampires bing vampire, and it can be equally rewarding to
into a coterie, but no matter those reasons, each play a group who play the long game, realizing their
member has their own objectives and agendas. All agendas and making something of lasting value.
vampires want something, every single one, and at Unlike Storyteller characters, whose actions often
the same time, no coterie has ever existed in which serve a crafted narrative, players’ characters are more
all Kindred have been aware of one another’s true free-willed, making the bonds that emerge between
intentions. Whether the coterie consists of indi- them more valuable.
vidual vampires who pursue blood, power, wealth,
knowledge or social leverage, those vampires are
always in some form of competition with one an- Coterie Perspectives
other. Underneath mutual protection lies personal
ambition.
by Clan
Despite this, only a shortsighted vampire would Every Kindred is an individual, but clans represent
ever throw their coterie-mate under the bus to both prevailing archetypes as well as social func-
pursue a personal goal. Vampires who do so quickly tions by which vampires seek progeny of like mind.
garner infamy and make enemies. The following sections describe a generalized out-
Outside of coteries formed for social reasons, look for how members of each clan might interact
august Kindred of certain domains sometimes with coteries they join.
mandate coteries with very specific goals in mind.
A Camarilla domain might find a Sheriff, Deputies, Merits of Membership
and Hounds to have formed a coterie, pursuing the To this end, each also includes a specific Coterie
objective of safeguarding their territory. A desperate Merit that a Kindred of that clan can purchase at
Anarch domain might see a Lupine-hunting pack character creation. The benefits of these Merits can
that reports to the Baron. An Ashirra coterie may be generally activated or enjoyed by anyone in the
find itself forced into particular vigilance against coterie, a sort of group resource that can either be
the Sabbat. The circumstances create the justifica- called upon collectively or that benefits the entire
tion that keeps a coterie together or the top-down coterie. After all, coteries exist to offer safety in
sanction for it. numbers, despite what insular elders or suspicious
ancillae may think — and that safety in numbers
sometimes comes in the form of advantage that can

30
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

31
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

32
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

the Damned, many coteries are willing to endure


the social cost of such unwholesome fellows. The
Hecata gain greater facility with the temporal world
and the coterie gains access to a shuddersome vein
of secrets.
This may seem transactional, and to an extent
it is, for which the Hecata bear the responsibility
of those assumptions. In both their necromantic
acumen and the dealings of the Giovanni family,
the Hecata have come to perceive many of their
nightly interactions as exchanges — this placation
of a spirit, that favor for the Toreador harpy. Such
a calculating outlook colors others’ perception of
them, but that makes coteries in which they are
truly accepted and understood as individuals rather
than tools all the more meaningful. And those who
surround themselves in the remains of the dead take
comfort in willing contact with others where they
may.

●● ARS MORIENDI (Clan Coterie Merit):


Almost all members of the Hecata clan are
at least cursorily familiar with death and the
dead. Once per session, the Lazarene is able
to mask the corpse of someone killed by a
member of the coterie. They can disguise foul
play in the case of a mortal corpse, or protect
the Masquerade by making the remains of a
destroyed vampire (usually a brittle skeleton
unless the vampire was very young) draw less
attention, usually by efficiently disposing of it.
These are quick-and-dirty fixes, though, and
will not divert someone already on their tail,
but they can provide some proverbial breathing
space to the coterie.

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

means to an end to drive their success. Success


brings reward, of course, and even failure brings
growth through tribulation. Steel is forged in
the fires of adversity.
That doesn’t mean the Lasombra see the
individuals in their coteries as tools, however.
With their clan history of exalted rank and
ecclesiastical power, elder Lasombra are familiar
with intricate webs of obligation, favor, and elective
cooperation upon which legacies are built, and these
lessons pervade the self-mythology of the Magisters,
even unto the ranks of neonates. Although few
Kindred tonight receive their peers and lessers in
baroque churches floored in black-veined marble,
the same proprieties among fellow Damned may
be made in a hotel ballroom or even on a nightclub
floor. The quality of the relationship is celebrated in
the ceremony that acknowledges it.
While other Kindred may maintain certain
wariness in welcoming a Lasombra into their cote-
rie, it is undeniable that Night Clan vampires bring
with them a multitude of benefits. Their affinity for
shadows and the use of Oblivion make them valu-
able to coteries whose preferred methods involve
secrecy, espionage, and hidden movement. Stories of
Lasombra willing to sacrifice coterie-mates for their
own immediate benefits are probably overblown…
but dealing with “the sins of the fathers” is ironi-
cally a burden many Lasombra bear when it comes
to reputation.

●● AT ANY COST (Clan Coterie Merit):


The Magister sets a ruthlessly effective example for
their coterie-mates. Once per session, a member
of the Lasombra’s coterie can choose to add two
successes to a test made. The test is then considered
a messy critical, including appropriate negative
consequences.

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

34
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.

35
Part II: Clans and Coteries

If the Tempter were to double-cross, betray, and


scheme their way through their unlife, they would
find their reputation catching up with them! It
can hardly be their fault if their customer wants
something to be true other than what the Setite is
offering. Let the buyer beware.

● DISCERNING (Clan Coterie Merit): Once per


session, the Ministry Kindred may discover some-
thing superficial a Storyteller character wants, so
long as any member of the coterie has spoken to that
character during the session, even if the Setite wasn’t
present. This may relate to the individual’s Desire
or Ambition or it could relate to a specific course
of action they were undertaking (but should not
expose any deep schemes or mysteries, especially if
the coterie is unaware of them). The character who
interacted with the Storyteller character in question
describes the encounter.

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

36
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

be intensely personal. Nosferatu may freely share


information with coterie-mates, simply for the
chance to interact with the “beautiful” part of the
world. This in itself is a huge benefit for a Nosferatu
who belongs to a cosmopolitan coterie: The chance
to simply hang out at a nightclub or walk the city
streets under starlight may do wonders to abate the
Orlok’s sense of alienation.
Of course, not all coteries are quite so accepting
of the Nosferatu, and some Sewer Rats simply can’t
bring themselves to trust other vampires. Their
unique clan curse presents a social barrier that many
Kindred must strive to overcome. Whilst every one
of the Damned harbors a Beast within, the Nosfera-
tu’s cursed blood exposes theirs for the world to see.
(Players interested in exploring these themes should
work with their fellow players and Storyteller to
ensure that they keep considerate play in mind and
respect all involved.)

●● CONTEXTUAL CONTACT (Clan


Coterie Merit): Nosferatu Kindred often know
more about their contacts than the contacts them-
selves, being able to leverage niche skills and hidden
talents of their associates and others’. Once per
session, a member of a coterie that has a Nosferatu A lone Ravnos finds themselves a ready target
with this Merit can add the highest single Contact for clans that look down on their peripatetic tenden-
rating of another member of the coterie to any cies. Although the clan cares little for the opinions
one test to recover information (such as recovering of so-called “high clans” who simply don’t under-
deleted data, using social engineering to acquire a stand the realities of Ravnos unlife, many Ravens
login password, or rifling a physical file cabinet). concede that they may have a point: Some roots are
The contact needs to be involved in some way, but better than no roots. If a Ravnos wants to survive,
the test is allowed to fall outside their usual area of there need to be some concessions made. What bet-
expertise for this test only. A Contact can only be ter way to develop those roots than among members
used once per story for this purpose. of a coterie? Coteries represent safety in numbers,
after all.
Ravnos When it comes to coteries, the Ravnos’ itiner-
The Gangrel’s nomadic nature gets the benefit ant nature has the potential to make them boon
of the doubt, their Blood being wilder than most. members. They know the best places to lie low in a
The Ravnos rarely enjoy such benefits, and though domain, having discovered them while evading their
the Ravnos can be found almost everywhere, doom, and are skilled at discerning secrets, whether
thriving in any environment, the more conserva- through subservient animals or inveigled mortals.
tive Kindred social structures often regard them as These secrets can then be used to the advantage of
weeds that need to be plucked from their carefully the coterie. Rogues keep their ears to the ground,
curated gardens. often hearing of threats long before they garner the

37
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

38
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.

● ● MULTI-LEVEL LOREKEEPING (Clan


Coterie Merit): Despite the Tremere reputation
for jealously hoarding occult knowledge, many
vestiges of the notorious Pyramid actually facilitate
the sharing of such among scholars of the forbid-
den. Once per game session, a single Kindred in a
coterie with a Tremere who has this Merit can use a
Loresheet Advantage that someone else in the cote-
rie possess, including clan-specific Loresheets, at the
Storyteller’s discretion. This additional Loresheet
Advantage is usable only for the game session, and
any knowledge supposed by the Loresheet Advan-
tage is not retained thereafter by the borrower.

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

40
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

Why Play a Mortal? ernments and corporations have increased surveil-


lance of the general populace. Any Kindred hoping
to evade the lex talionis and escape to Melbourne
The world belongs to the living. by sleeping in a coffin aboard an airplane is in for a
Consider what motivates a mortal to interact with rather unfortunate awakening when airport secu-
vampires. The relationship between mortals and rity notices a mismatch between the cargo scan and
Kindred may be antagonistic, but not exclusively so, the plane’s manifest.
though rarely is it equitable. A mortal has inargua- The growth of online social media platforms
ble advantages — anything from meeting a genuine has allowed mortals to connect like never before,
friend, tasting a freshly brewed cup of coffee, or with no shortage of anonymous communities where
watching the sun set and rise with their own eyes. mortals have turned an eye to monitoring undead
For a player or Storyteller, placing a focus on mortal activity in local areas. In the last two years alone,
characters can emphasize the personal horror of numerous Kindred have been confirmed destroyed
Vampire. by organized groups of mortals, many operating
Mortals have access to the resources of a society as vigilante “neighborhood watch” groups, but
built by themselves and for their own use. The mod- others as collateral damage for more noxious mortal
ern world isn’t designed for vampires, it’s designed activities. The cracks in the Masquerade have grown
for mortals (particularly those of considerable wider in the last decade, and humanity’s belligerent
wealth), and vampires can at best avail themselves alienation from itself has hastened the process.
of only certain elements of it. Maintaining the
Masquerade has become difficult as society’s gov-

41
Part III: At the Mercy of the Damned

Imbalance during the first Inquisition the dangers that mortals


Unlike with vampires, who spend their nights in a could pose to vampires, a lesson learned so well
perpetual state of conflict against one another, the that it resulted in the Tradition of the Masquerade.
struggle of the regular mortal is one of function- A lesson reinforced by the success of the Second
ing within their own society. Prevailing economics Inquisition tonight.... Like a lion that has just found
force mortals to compete for enough money to itself impaled on a buffalo’s horn, the predator
live comfortably. The struggle to make it through rarely expects the prey to fight back.
a 40-hour week at the local call center in order to Meanwhile, a more insidious compulsion some-
earn enough money to pay for rent and medical bills times draws many mortals toward the Kindred. Pop
is forgotten by vampires, who can ultimately drag culture is replete with seductive images of vampires,
any poor soul off a street and drink from them if emphasising the sensuality of their bloodlust, the
desperation strikes. sleekness of their bodies, and the temptation to
Kindred tend not to think about how being the relinquish one’s fears and anxieties to their one-
victim of the Kiss or being subjected to Dominate sided intimacies. Former victims of a vampire’s
may impact a mortal — more than a few former hunger may understand that this is a mere honey
security guards, boardroom executives, medical trap, though they do so with knowledge of just how
professionals and accounting clerks have lost their seductive a vampire’s illusion of immortality can be.
jobs, not to mention their mental health, as a result When a vampire draws a mortal into a relation-
of a vampire’s careless use of their supernatural ship with them, it is often one-sided. A vampire
gifts. The cumulative nature of society’s need for desires things the mortal can provide, from blood
people to remain in work can quickly lead to seri- to having agents who can operate in daylight hours,
ous repercussions for mortals. Many Americans to greater complexities like access to political or
have unreliable health care, therefore losing their societal structures that don’t function with vampire
job can lead to potentially fatal results for them or concerns in mind. Kindred often use this as a means
their loved ones. Few managers will accept “I don’t to gain power over others, and it’s not uncom-
remember who those guys who came into the office mon for a vampire to return this loyalty, whether
last night were” as an excuse from their employees. honestly or duplicitously. Such benevolence could
be a gift of wealth, providing luxurious lodgings, or
Dangerous Attraction even a risky glimpse into the reality of the Kindred’s
Many Kindred, whether through callousness or truth.
naiveté, regard mortals as little more than food, in- For many mortals, this flirtation with the
nately less than themselves. This pervasive mindset Damned is a heady thrill, an excitement intrinsic
is dangerous, but it is not one-sided. Humanity in being close to danger. The exhilaration of being
shares a curious fascination with vampires, par- able to interact with the world where these death-
ticularly in popular culture. For many, vampires less beings struggle is a high not many mortals will
represent a certain allure — a deadly supernatural ever know is possible, much less experience, and
threat equally predatory and seductive. for those who, it may take on the characteristics of
Some Kindred even forget that the Damned rely a rewarding relationship, if not genuine love, and a
on mortals for progeny, and care little for extending vampire may feel genuine affection for a mortal who
grace or civility to the living much as mortals often moves in their wake.
view farm animals raised for slaughter. Farm ani- But in the end, the vampire is almost certainly
mals, however, pose little threat to mortals, though the one who decides the terms of the relationship.
the same cannot be said for the relationship be-
tween mortals and vampires. Kindred learned well

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Archetypes chosen to make the offering. The intimacy of her


touch, her kiss on your neck, it leaves you eager for
the next night. But still, there’s more to strive for.
Suspicious Investigator You share the house with many of your brothers
You don’t remember exactly what happened. One and sisters, but only one of you can be First. You are
minute you were filing your report at the station, ashamed to admit it, but you’re envious of the First,
filling out forms on a bizarre assault case, then the the mistress’ chosen, for they enjoy the full glory
next thing you knew you were home. You’re pretty of your mistress’ attention. Maybe soon you’ll be
sure somebody came into the office and spoke to chosen to be First as well, if you are loyal enough.
you. Can’t quite remember what it was about, but Or maybe there’s another mistress who can see your
you think they said to forget about something. The true worth.
next day, the chief called you into her office and
asked about missing files. Now you’re on unpaid “Pizza” Delivery
leave. Whoever did it didn’t realize that they were You had another phone call last night. Same place
tangling with a department veteran. You’re on the as before, Pier 17. Same delivery as before, none of
trail now. You’re certain it’s connected to the new your fucking business. A few wooden crates marked
nightclub in town, and if you can just speak to the with Cyrillic letters, you make the delivery, and,
owner, you’ll have all the info you need. when the money changes hands, you kick a little
up to the guy at the other end of the line. You only
Troubled Partner know him as Seb, but you know from his accent
Your partner hasn’t been the same since July. He that he’s not from around here. You don’t know
definitely looks unhealthy, much paler than usual. where he gets the goods. That’s his business. All
You’ve been worried — there’s a pandemic happen- you know is that he sure calls you a lot. Pay’s worth
ing and he hasn’t been eating properly. In fact, you it, though. But there’s always a way to sweeten the
don’t know when the last time he ate a full meal deal. Like tonight. Tonight you’re bringing a few
was. So, last weekend you told him you want to friends. When Seb shows up, you’re going to have
know what’s really going on, he either tells you the words, see about keeping a little more of the cut for
truth or you’re walking out the door. And he laid yourself.
it out for you, the whole truth. You still don’t quite
believe it, and you definitely don’t buy that he’s…
shit, even just thinking the “v-word” sounds out- The Role of Mortals
landish. Even so, ever since he told you, it’s like he’s The following rules allow players to create mortal
vanished off the face of the Earth. But now, every characters for participation as part of the troupe
few nights, you’re sure you catch sight of someone (if not the coterie proper…). This set of options
watching you, and they vanish when you turn your allows for a player to explore the relationship that
full attention to them. a vampire holds with mortal kin or colleagues and,
perhaps, even their own Touchstones.
Lost Hopeful
When you first joined the family, you were amazed Portraying a Touchstone
how easy it all sounded. Live in a big house, don’t Touchstones represent vampires’ immediate con-
worry about money or taxes or anything. All you nections to Humanity, both as a game trait and as a
had to think about was her: how to please her, how society. As such, it can be very rewarding to explore
many ways to love her, how she wanted you to look. what the mortal gets out of this arrangement (if
You’re part of her family now, and that’s just fine. they’re even aware of what it represents to the vam-
On nights when things are fortunate, you might be pire in the first place).

43
Part III: At the Mercy of the Damned

The first question a player who is interested


in this form of play should ask is if their player’s Creating a Mortal
character is aware of their nature as a Touchstone.
(Remember, though, that the character doesn’t
Character
know about rules like Touchstones.) Do they know The process of creating a mortal character is very
the vampire for what that vampire is? Some Kindred similar to that of creating a vampire, with a few
opt to hide their presence, heeding mortal Touch- significant differences.
stones from afar. A scarred Nosferatu, for instance,
might lurk outside a window to check in on their Character Concept
former fiancé. Defining your character’s core concept is important
Alternatively, the vampire may choose to try to and takes the same form as it does for vampire char-
conceal their supernatural nature: A Ventrue may acters as described in Vampire: The Masquerade.
opt to retain her seat as a board member simply to As with Kindred, the core concept is the summary
be close to her aging father. This carries with it an of who the character is, and likely implies motiva-
additional challenge, in that the mortal will doubt- tions and calls to action. Consider if the character
less come to notice that time refuses to age the is aware of the existence of vampires or not. Some
vampire. concepts for a mortal character include:
How does the mortal feel? Has their loved one
vanished and been replaced with some monstrous ■ A son who believes his father was killed by a
creature that wears their face? Or if they are simply vampire and is driven by revenge
watched from afar, does the Touchstone feel ■ A grieving spouse tracking down her missing
haunted, stripped of their value, or dehumanized? partner
Does the love that the vampire attempts to express ■ A human trafficker who has no idea what he is
come across instead as artificial or disturbing, or dealing with
even fill their mortal beloved with fear that they are ■ Former security guard
now perceived through the senses of the Beast? ■ Unsuspecting college student
■ Adrenaline junkie
Cultivating the Embrace ■ Tech-savvy hacktivist
One other potent theme suited for playing a mortal ■ Blood doll who gets off on being fed from
character is with an eye toward becoming a vampire.
A troupe may establish a few sessions of its chroni- Choose your Ambition and Desire as normal.
cle to act as a Prelude to each of the characters’
Embrace, or as part of Session Zero (see Vampire: Clan and Sire
The Masquerade, p. 135 and 138). Players’ charac- Mortals do not begin play with a clan or sire
ters may be Embraced together, or separately over (though they can gain them if they are Embraced
the duration of the chronicle or Prelude. during gameplay or downtime).
Alternatively, a player may wish their character
to be the childe of an existing player’s character. Do- Set Your Attributes
ing so allows for the players to establish a relation- Before deciding which dots go where, consider your
ship organically between their characters. This may character concept and what they are best at, what
be the natural culmination of a Kindred desperately is their weakest aspect, and where they are mostly
trying to hold onto the vestiges of their days as a competent.
mortal, or in a doomed attempt to maintain a lover’s
affection.

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Part III: At the Mercy of the Damned

Best Attribute 4 Dots view their “Haven” in a manner that’s markedly


Three Attributes 3 Dots different from how vampires do, but it does remain
Four Attributes 2 Dots available to them.
Worst Attribute 1 Dot Players who wish to use Kindred-exclusive
Loresheets for their mortal characters may not nec-
Now derive two more Traits from your Attributes essarily gain any mechanical benefits from doing so,
as follows: and are encouraged to work with their Storyteller to
■ Add three to your Stamina to derive your ensure that mortals with vampire-specific Loresheet
Health. knowledge suits the chronicle.
■ Add your Resolve to your Composure to derive
your Willpower. Convictions & Touchstones
Select one to three Convictions and the same num-
Choose Your Skills ber of Touchstones (see Vampire: The Masquerade,
Think about your character concept and history p. 172-173). Consider the character’s core concept
to formulate the set of skills that make sense with and personal values when selecting Touchstones.
how your character lives their life. Are they a well- Mortals do not regard Touchstones in the same
rounded executive? Dabbling student? Street-savvy manner as vampires do and, because they still live
dilettante? among mortal society, often have more immediate
Mortals use the quick skill assignment method. options in who they can designate as Touchstones.
That is: Good choices include family and friends, but also
JACK OF ALL TRADES: One Skill at 3; eight professional contacts, aspirational figures, unre-
Skills at 2; ten Skills at 1 solved relationship partners, or even a celebrity
BALANCED: Three Skills at 3; five Skills at 2; — more than one mortal could cite a parasocial
seven Skills at 1 relationship with a talented actress, for example.
SPECIALIST: One Skill at 4; three Skills at 3; three Mortals start with Humanity at 7.
Skills at 2; three Skills at 1
Add free specialties to Academics, Craft, Per-
formance, and Science Skills. Take one more free MORTALS, GHOULS, AND HUMANITY
specialty. Specialties can be applied only to skills In a Vampire: The Masquerade story, keeping
with at least one level. the Beast at bay and the ethical accountability for
one’s actions is one of the primary themes of the
Disciplines and Predator Type game. For this reason, mortals and ghouls also keep
Mortals are not able to use Disciplines (but see track of their Humanity scores in this context, even
Ghouls, below), nor does the Predator Type Trait though what Humanity actually represents is the
apply to them. Kindred’s desire to pretend that they remain human,
as a coping mechanism for what they’ve become.
Advantages In a larger sense, mortals don’t actually have a
Mortals take 7 points of Advantages and 2 points of Humanity score. Since they are human, they don’t
Flaws. They may not spend any points on Kindred- have to pretend to be human. In other World of
exclusive or ghoul-exclusive Advantages or Flaws, Darkness games with different thematic focuses,
though some Merits and Flaws are available only to “normal humans” will have different ethical contexts
mortals. — you won’t necessarily need to carry over the
Mortals may not spend points in the follow- Humanity Trait into a different game.
ing Advantages; Archaic, Domain, Feeding, Herd,
Mythic, Status, or Thin-Blooded. Mortals surely

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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

47
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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Ghouls Kindred society who have just as keen an interest in


their undead overlords. This can range from casual
curiosity from someone with a passing familiarity
Why Play a Ghoul? with the occult to an all-out obsession that threat-
In the World of Darkness, the focus of the story ens their livelihood and personal relationships.
often lingers on Kindred, with mortals holding a It’s one thing to experience the stories of vampires
nominal and transactional focus to the intrigues fictionalized in the written word or on the silver
of those bearing the Curse of Caine and haunted screen, but it’s a whole other thing when you realize
by the Beast. Ghouls, however, allow for a distinct that they actually exist, and that maybe, just maybe,
niche for storytelling and engagement that makes they turn others among the still-living to their
them compelling as players’ characters in their own monstrous ends.
right. Occupying the strange space between mortal The degree to which these mortals pursue their
and Kindred, ghouls offer all of the benefits of be- interest in Kindred society varies, but it usually
ing a mortal — ability to function and act during results in either becoming part of the vampire’s
the day, interfacing with the full breadth of mortal sphere of influence or becoming one of their faith-
society, and the like — with some supernatural ben- ful attendants. In doing so, these mortals have
efits granted to them by the Blood of their Kindred opened themselves up to a whole new world, where
domitor. danger lurks in around every corner if they are not
The word “domitor” is believed to be a perver- cautious. Rival Kindred, coteries, and sects clash
sion of the Latin dominus meaning “lord” or “mas- for supremacy in domains. All of these play a role
ter,” describing the vampire to whom a mortal is in their new existence, leading to decisions one
bound. Vampires who consider themselves cultured thought unthinkable. Choice becomes less about
or more refined may prefer more affected terms for what is right or wrong, but what it takes to survive
the relationship, but, semantics aside, it doesn’t and navigate the world now thrust upon you, safety
change the fundamental truth. One is subservient being but a distant memory.
to the other, with vitae being the tie that binds them
to one another. Fatal Addiction
Most mortals go through life without realizing All relationships involving Kindred are undoubt-
that danger and power coexist in the shadows, bliss- edly parasitic, and the relationship between mortals
fully unaware of what lurks beneath the veneer of and Kindred is no different. Mortals use other mor-
normality they experience daily. But the nighttime tals, Kindred use mortals. It’s cyclical and perhaps
is when the lines between what is perceived to be more symbiotic than parasitic, but those are just
reality and the world that lies beneath blur. semantics that ghouls use to justify their reliance on
Maybe you stumbled upon a vampire feed- their Kindred masters. They can lie to themselves
ing on a panhandler in an alleyway, or you were about having things like “ethics” and “morals,” but
mesmerized by a creature of impossible beauty and when it comes down to it, they’re willing to cast
magnetism in the club. Whatever was the inciting those aside for a number of things, such as another
event that opened your eyes, one thing was certain: hit of vitae, the continued support a vampiric pa-
You caught just a hint, a glance of something darker, tron offers, and the ability to forego aging without
something primal, and you’ve not been able to get it losing the ability to exist without the baggage of the
out of your head since. Curse.
Being a ghoul causes complications, certainly.
In the Half-Light Ghouls are more than an average mortal, arguably
Just as vampires have an interest in mortals to comparable in might to some thin-bloods, but far
meet their vital needs, there exist mortals aware of less than Kindred in the eyes of most vampires. A

49
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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Archetypes your capability, your discretion, and above all, your


ability to remember and then forget.
Unwitting Subject
They told you it was a medical trial, but the place Maverick
sure wasn’t a hospital and they sure didn’t look like Where others are content to go with the flow and
doctors. Usual suspects showed up, though, and the follow every order given to them, you buck every
money was real. Had you sign stuff, but looking at expectation and social trend. It’s not that you’re
the guy by the door, lawyers weren't the main thing a contrarian, but rather that you possess a strong
that scared you. Still, the stuff was potent. Had you sense of self that’s difficult to circumvent, and
up all night, like some high-grade research chemical mundane attempts to manipulate you tend to fall
straight off the Dark Web. Probably was, too. The flat. There is a give and take in your relationship:
second time had fewer volunteers, and you all got as- While your domitor didn’t quite know what they
signed tasks as well. “For metrics,” they said. Weird, were getting with you, your ardent self-advocacy
but the pay was too good to pass up, not to mention and frankness has been the talk of the domain ever
the buzz. The third time they handed the four of since. While it is important to you to stay in your
you who were left a list of names and instructions. domitor’s good graces, you also have a life outside of
You wonder how many will show up next time. them — wholly separate, and you would prefer it to
stay that way.
Cleaning Specialist
Creating a
Kindred needs are a bloody business, and some-
times the pangs of their monstrous hunger means
that a more thorough clean-up is necessary. It is
not always as easy as dumping a body wrapped in Ghoul Character
plastic into some dumpster in a back alley. It can be
as involved as erasing a person wholesale from the Character Concept
system, and in the most extreme cases, snipping the Like their vampiric counterparts, character con-
loose threads so that evidence cannot be traced back cepts for ghouls are limited only by your imagina-
to any one person. At any rate, it’s a demanding tion. Ghouls can come from all walks of life, from
profession. One that requires a strong stomach, but medical professionals to social media influencers to
if push comes to shove at least you have the skills to runaways living on the fringes of society.
cover up deaths — or fake one, if need be. Ghouls also can be chosen for any reason that
suits their domitor. Ventrue may create ghouls from
Mnemonic Courier those closely aligned with their financial or political
When something needs to be delivered discreetly goals, but no one too far up the corporate ladder
and prying eyes kept looking elsewhere, your because when the time comes to dispose of them,
masters call on you. A life-long courier, graduating the Blue Blood probably doesn't want them to be
from drugs to weapons to near-extinct exotics, you missed.
now ply your trade transporting the most volatile Some young Kindred detest the practice of
merchandise of all: information. Their secrets are creating ghouls but even they understand its utility.
safe with you. After all, you never learn them. All These are more likely to work with their ghoul in
you ever remember is the masters’ eyes and a queasy something approaching an equitable fashion. A few,
sense of falling. At your destination, a word sets in their naiveté, find themselves assisting so-called
your cargo free, flowing from your lips while you “independent ghouls” (see p. 55), which rarely ends
sink into the river of unmemory. Whether travelling well for an altruistic neonate.
across town or the world, your masters can rely on

51
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.)

53
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

54
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

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

Mortals and Ghoul


Generation and Blood Potency table on p. 214 of
Vampire: The Masquerade.
■ Humanity score remains the same as the ghoul’s at
the time of the Embrace. Characters in Variant
Independent Ghouls Chronicles
Many ghouls, whether willing or coerced, manage While Vampire: The Masquerade is a game about
to adapt to whatever relationship exists with their vampires, much can be gained from stories in which
domitor. In most cases, in return for assistance with the players aren’t themselves vampires, at least to
functions that the Kindred cannot attend to (or be begin with. It’s possible to experience the horrors of
bothered with), ghouls gain some amount of protec- undeath from outside, as servants, agents, or poten-
tion, attention, and the blood that sustains their tial victims. What follows are examples of the ways
existence. mortals or somewhat-mortals can be used to great
Such a lifestyle isn’t for everyone, and some effect in a chronicle.
ghouls acknowledge no domitor, avoid blood bonds,
and effectively do favors in return for vitae. Or they The All-Mortal Chronicle
just straight-up steal it. Have every player create a mortal character, with the
These so-called Independent Ghouls are consid- aim to have them Embraced at some point (turning
ered loose cannons proximate to Kindred society, the chronicle into a one about vampires) or set them

55
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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-

Mortals, Ghouls, and


bial light.

Ghouls, Ghouls, Ghouls


The misadventures of a retinue of ghouls lends
Player Consent
itself extremely well to chronicle play. Unlike many Consent is paramount when players portray char-
vampires, ghouls are either expected to serve, or acters with intimate connections to another player’s
(if independent) have a clear objective with which character. Portraying a mortal with an intimate
to occupy their day-to-day activities. Whether as connection to another player’s character requires a
specialists set to unsavory purposes by an undead significant amount of collaboration between both
master dangling the carrot of eternity ahead of players, and the acknowledgement of the Storyteller.
them, or as a motley group of servitude survivors For more information on considerate play, see
struggling with a fatal addiction, their days and Appendix III of Vampire: The Masquerade.
nights will never be dull.
Mortals
Mixed Mortalities Especially when the Kindred are involved, the na-
Power dynamics is the name of the game when mor- ture of relationships between vampires and mortals
tals (including ghouls) and vampires share a table. isn’t one that fairly represents both sides’ interests.
Make sure players understand the lopsided strength The relationship between such players requires both
disparities and swinging spotlight distribution that consent and understanding of one another’s emo-
can result from this. During the night, the vampires tional boundaries. This implies an intimacy that is
reign supreme, with mortals likely at their beck and best suited for consenting players willing to respect
call, while daylight sees the vampires’ players idle each other’s boundaries and know when to back off
for long periods of time while their unlives hinge on if the interactions become too intense.
the actions of the mortals. Make sure that everyone Some of the themes that arise from playing a
agrees to this kind of setup before embarking on it Touchstone may include betrayal, stalking, obses-
and that all participants adhere to the practices of sion, and other potentially traumatic experiences.
considerate play (see below). Characters who are being groomed for the Embrace
raise similar questions of trauma and intensity. At
Troupe-Style Play no point should a player be surprised by an in-game
In this form of chronicle, each player creates at least relationship with the potential for an emotional
one mortal or ghoul character in addition to their intensity to which they didn’t agree beforehand.
vampire. These characters represent retainers, allies, And even if the player did agree beforehand, they
or the associates of the other players or the coterie as have the right to revoke consent at any time if the
a whole. When one player takes on the role of their experience isn’t something they enjoy.
vampire character, the other players assume control A vampire may inflict her curse upon a mor-
of these associates, changing it up on a session-by- tal for any number of reasons. The psychological
session basis. This works best for groups in which impact of suffering the Embrace by a loved one can
the vampire characters are less hands-on and work be staggering. Feelings of resentment, betrayal, or

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.

58
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

59
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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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 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

61
Part IV: Errata and Rules Update

Compulsions from DESIGNER’S COMMENT: Presence (round up) to one Social


Messy Criticals Keeping the Difficulties of tests Attribute of their choice. This
Compulsions can result from secret and letting the players benefit lasts for a single night.
Messy Criticals just as they do themselves decide when to roll and Once it fades, withdrawal strikes
from Bestial Failures. (Included when to Take Half not only speeds and all the victim’s actions not
in future printings.) up the game but also hands more spent working toward acquiring
control to the player in regard to a new fix receive a dice penalty
DESIGNER’S COMMENT: Hunger and its potentially volatile equal to the initial bonus. A
Limiting Compulsions to Bestial effect on otherwise mundane victim in withdrawal can spend
Failures makes them too rare in situations. This is how Vampire’s Willpower to ignore the penalties
play, and allowing them to result 5th edition was run for most of its for a scene, and the penalties go
from Messy Criticals helps in por- playtest cycle, but this exact method away after a number of nights
traying otherwise tricky-to-explain was never explicitly detailed in the equal to the user’s Presence rat-
messes, such as on Awareness tests core rulebook, ending up between ing.
and other passive actions. (Noth- the intent of Automatic Wins and This power cannot be used
ing is really lost by combining the Take Half (fixed Difficulties) for on other vampires by a user who
options from Messy Criticals and Storyteller characters. is under the thrall of a Blood
Bestial Failures into a smörgås- Bond. Also, vampires with
bord of complications applicable Lingering Kiss Errata the Unbondable Merit cannot
to both.) The Kiss of a vampire induces acquire this power.
near-ecstasy in the victim, but Duration: A number of nights
Expanding on this power leaves other Kisses in equal to the user’s Presence rat-
the dust. Victims fed upon by ing.
Taking Half as the user are temporarily empow-
a Player ered, but also become addicted DESIGNER’S COMMENT:
In addition to handing out Au- to the Kiss, obsessing over it and We appreciated the revised effect
tomatic Wins (see Vampire: The even seeking the vampire out on this power as printed in the lat-
Masquerade, p. 120) where mer- for repeated feedings. Mortals est set of core books, as tempting the
ited, Storytellers are encouraged often become anemic, self-harm, player, rather than just the charac-
to let players Take Half — count- or even die from this addiction. ter, is the best form of temptation.
ing half the dice pool as regular Addicting other vampires is also However, the benefits of the revised
successes — rather than roll in possible, with the caveat that power ended up off the scale, and
cases where the player wants obsessed vampires demanding to many have found it far too open
to ensure a win on an easy test be fed from risk the user becom- for exploits, especially for a Level
or doesn’t want to risk Hunger ing Blood Bound. Once under a 2 power. Thus, we wanted to keep
complications. To keep things Blood Bond, a vampire becomes the concept in place while reining
interesting, Storytellers should unable to use this power on in the effects and making it more
keep the exact Difficulties of tests other vampires, being limited to appropriate to its level and parent
secret, though descriptive hints employing it on mortals. Discipline.
such as “this seems really beneath Cost: Free This latest version of the power
you” or “you’re not sure you can System: The vampire can choose is also available in the latest
crack this without serious effort” to use this power during each Vampire Errata document, as
are all fine. feeding where they sate at least well as future printings.
one Hunger. The victim gains
a bonus equal to half the user’s

62
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

blood blood surge damage discipline discipline bane feeding penalty


potency mended ( per power bonus rouse check severity
rouse check ) re - roll

0 Add 1 die 1 point of Super- None None 0 No effect


ficial damage
1 Add 2 die 1 point of Super- None Level 1 2 No effect
ficial damage
2 Add 2 die 2 point of Super- Add 1 die Level 1 2 Animal and bagged blood
ficial damage slakes half Hunger
3 Add 3 dice 2 point of Super- Add 1 die Level 2 and 3 Animal and bagged blood
ficial damage below slakes no Hunger
4 Add 3 dice 3 point of Super- Add 2 dice Level 2 and 3 Animal and bagged blood
ficial damage below slakes no Hunger
Slake 1 less Hunger per
human
5 Add 4 dice 3 point of Super- Add 2 dice Level 3 and 4 Animal and bagged blood
ficial damage below slakes no Hunger
Slake 1 less Hunger per
human
Must drain and kill a hu-
man to reduce
Hunger below 2
6 Add 4 dice 3 point of Super- Add 3 dice Level 3 and 4 Animal and bagged blood
ficial damage below slakes no Hunger
7 Add 5 dice 3 point of Super- Add 3 dice Level 4 and 5 Slake 2 less Hunger per
ficial damage below human
Must drain and kill a hu-
man to reduce
Hunger below 2
8 Add 5 dice 4 point of Super- Add 4 dice Level 4 and 5 Animal and bagged blood
ficial damage below slakes no Hunger
9 Add 6 dice 4 point of Super- Add 4 dice Level 5 and 6 Slake 2 less Hunger per
ficial damage below human
Must drain and kill a
human to reduce Hunger
below 3
10 Add 6 dice 5 point of Super- Add 5 dice Level 5 and 6 Animal and bagged blood
ficial damage below slakes no Hunger
Slake 3 less Hunger per
human
Must drain and kill a hu-
man to reduce
Hunger below 3

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

Mature Advisory: contains graphic and written content of a


mature nature, including violence, sexual themes, and strong
language. Reader discretion is advised.

65

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