Ampire He Asquerade N P G H R B: Ew Layer Uide and Ouse Ules Ook
Ampire He Asquerade N P G H R B: Ew Layer Uide and Ouse Ules Ook
ampire:The masquerade
kind. Besides the other Kindred are there are the Lupines, the Magi, the Arcadian brethren, and the shades of the netherworld. Though not all oppose you, they do not tolerate your presence in thier realms, and sometimes your fates become intertwined. Above all other dangers stands the wash of humanity. You are a parasite and if your host knew of your existence, you would be crushed like a little flea between two pinched fingers. The slightest mistake can bring the Inquisition, with toches burning, to the door of your haven. The Masquerade must remain unbroken and none must learn of your existence -- lest life-in-death become final rest. Though you face great peril, there is no doubt that you are a creature of immense power. Your mystical powers are vast and your potential uparalleled. The only thing over which you do not have complete control is youself. Your linitations lie not in what you can do, but in who and what you are. The beast that lurks withing you may rise up at any time, destroying all that you touchand dare to love. You, not the perils and enemies =you face, make your unlife a nightmare. And as your humanity slowly slips away, you may begin to realize just what it is you have lost...
he world oF darkNess
In the beginning there was only Caine Caine who murdered his brother out of rage Caine who was cast out Caine who was cursed with immortality And lust for blood It is Caine from whom we all come our Sires Sire. -- Bood of Nod
See, over there red dont go -Some places, reds all they know -- Ice-T, Midnight
The centuries stretch before you beckoning. Little in this world is beyonf your reach or grasp. Now you are free, no longer a gear within a machine. The world is your stage and all of its people mere props in your hands. You are a predator, a hunter who feeds upon others to sustain your life. Around you moves a great herd, blind to your presence, unaware of th threat you pose. You do not crave money or clothing, riches or fame, though you may desire such as passing fancy. The only thing you truly need is blood -- the river of life coursing through the viens of each and every human. That is the price of what you have become -- and it may cost you your soul. Blood is the be-all and end-all of your existence. But what and existence it is! Day has become night and night has become day. in the night you are all powerful; no mortal can surpasss you potency. Neither bullets nor blades can end your existence. You fear only the sun. Its accursed rays being the kiss of death. However, you are not along. Others call this world thier playground, and the playground is only larger enough for so many. All the Kindred are your brothers and sisters, but even brother may kill his brother, as did the first of your 2
By agreement, though some say by nature, the vampire is a creature of the city. The wilds of the countryside are left to the werewolves and thier ilk. This suits most Kindred. Why roam far and wide in search of sustenance when a few square blocks of even the smallest city provide move than enough vessels? Younger Kindred sometimes feel the need to roam, but that desired usually fades as they age. Older Kindred are mored likely to have become comfortable in one location and have made thier haven at that spot. Those who do choose to wander the coutryside almost invariably encounter the Lupines, and the hatred between werewolves and Kindred runs deep. Thus the city has bcome a gilded prison for the Kindred. Though the cities are the centers of Civilization, and in this day and age often comver enormous expanses of terrain, they are still cells from which the Kindred are unable to escape. They are trapped in both body and spirit. Imprsonment only increases the tension between the campires, and caged animals always on one another.
treetS of
Blood
To understand the World of Darkness, you must be able to savor its mood. This world is stark and brooding, but with an underlying sensuality. It is an erotic and provocative nightmare in which reason does not always play a role -- a neo-Gothic vision of romance laid atop todays hyperkinetic MTV world. The World of Darkness is not our world , at least not quite. It is a Gothic-Pink vision of our reality, a place of extremes -- monolithic, magestic and altogether twisted. It is a world where vampires have influenced and perverted the course of human affairs for millenia. A world of paradox and extremes. It is a place where packs of street thigs prowl urban jungles while bureaucratic sharks hunt amid oceans of politics and business. Skulking in every dark recess are ancient vampires who vie for control of the mortal and immortal world. The omnipotent Methuselahs manipulate lesser vampires like playing pieces in a great game of chessIn turn, these lesser Kindred band together in sects, such as the Camarilla or Sabbat, seeking control over those beneath them. At the bottom are the anarchs, young vampires who seek to steal the power of the elders. There is no escape from the madness. A hell of a way to spend eternity.
What is it like to live in a world of perpetual night? To dance under the blood-red moon? To lust for the blood of living, intelligent prey? City life is as quicksilver as the Cainite itself. Long periods of peace can explode without warning into spasms of great strife and turmoil. The wampoire is and animal of twisted emotion and instinct. One Kindreds obsessions and 3
ordS of darkneSS
perversions can suddenly bring her into conflict with another. Though the Kindreds obsession and perversions can suddenly being her into conflict with another. Though the Kindred can live with one another in peace for years, eventually the truce ends and the cannabalistiv was begins anew. The Jyhad never truly ends -- it only casts a smaller shadow for a time. Normally, a balance is reached among the Kindred of a city, whether by formal or tacit agreement. Efforts are made to minimize conflict, though strife is often unavoidable. When conflict does occur, it is almost always hidden beheath the veil of the Masquerade, and rarely noticed by the mortals in the city. This a war may be waged without the elders fearing the return of the Inquisition. Cities are extremely large places, and it is not difficult to isolate oneself from ones peers. However, somtimes even the most solitary vampire can be thrust into the politics of the night -- in times of turmoil, recluseds are mercilessly rooted out, interrogated and often exectured for the crimes of others.
laws, but they are nevertheless known by all Kindred. The Masquerade - This age-old law demands that the existence of true vampires be kept secret from mortal society. Violation of this Tradition is the most serious offense a vampire can commit. Domain - A kindred must honor the domain of other Kindred, doing no harm to it. In many cities only the prince has power of Domain. Progeny - Most princes insist on granting permission before any mortal is Embraced and often destroy those who disobey. The Accounting - One who sires a childe assumes responsibility for that childes existence. If a childe takes actions that threaten the secuity of other Kindred, the sire is responsible. Hospitality - Ancient custom dictates that when entering a new domain, newcomers must Present themselves to the prince, but if welcomed the may partake, for a time, of the city. Right of Destruction - The prince claims that she has the power of life and death over Kindred. All others are forbidden to destroy other Kindred. All others are forbidden to destroy other Kindred. Most often, the prince enforces her right of destruction by calling a Blood Hunt.
membership, regardless of lineage. In fact, the Camarilla assumes that all vampires may claim membership regardless of lineage. In fact the Camarilla assumes that all vampires are member of the sect whether they want to be or not. The founders of the sect view the Camarilla as the Great Society of undead, and take offense at any suggestion otherwise. Most players characters are assumed to be member of the Camarilla. The Sabbat is rumored to have evolved from a medieval death cult. It isthe largest sect next to the Camarilla, its arch rival, and agressivly attmepts to take over Camarilla cities. Concerned soley with power in all its forms, the Sabbart rules through fear, hatred, anger and physucal violence. the Sabbat veiws mortals as lesser beasts, to be dominated and used as need requires. Its members revel in thier vampiric nature and pride themselves on the ferocity of thier inner Beasts. They are the enemies of every Camarilla character. Although the main ideas of this game are to roleplay and tell stories, there are still some rules. They are used to resolve what happens when a character does something a Cast Member cant do (like transorm into a bat and fly around). Rules are also necesssary to settle arguments -- Band Bang, youre dead!No Im not! -- and to add a vital dose of reality to the story.
But first on earth as vampire sent, Thy corpse shall from its tomb be rent; Then ghastly haunt they native place, And suck the blood of all thy race. -- Lord Byron
the anarchs, who value freedom more that they do saftey. The anarchs rebel against the elders, their hated enemies, whose laws are represented by the princes power. These fledglings believe that there is little to fear in the modern world , and that the old superstitions and Traditions should be thrown away. Some believe that the masquerade is but an embodiment of the terror of Kindred grown too old and too fearful.
There are a number of social strata among the Kindred. For the most part, vampries are distinguished by a combination of age and generation (how many steps one is removed from Caine, the first vampire) Childer - Childer have not yet been introduced to the prince and are not considered full members of vampiric society. They are given no respect and are treated as children. Neonates - Though neonates have been Presented to the prince, they have not yet made thier mark in vampiric society. If they behave themselves and do notjoin the anarchs, they may eventually become ancillae Anarchs - The anarchs have rejected vampiric society, but are tolerated as long as they stay out of sight. Though they are often the enemies of the elders, they are respected for thier energy, drive and tenacity. Ancillae - These vampires have proved thier value and loyalty to the elders. These young Kindred play by the rules (mostly) in order to achieve greater power and status. Elders: When vampires reach a certain age, status and power, they become recognized as elders. Elders are accorded 5
tatuS
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ampiriC soCieTy
I am a brother to dragons and a companion to owls, My skin is black upon me, and my bones are burned with heat. -- Job, ch.30 vs. 29-30
The traditions form the age-old code of the laws of the kindred, passed down from the early days following the kin-slaying that begat the second cycle. The Traditions are not formal, written
he
traditionS
Over the past few centureies two contending groups have emerged among the Kindred. The Largest and most dominant sect is the Camarilla, but the smaller and more radical Sabbat contends with it on every front. The Camarilla is the largest single sect of vampires as well as the most open; theoretically any vampure may claim
he
SectS
Vampiric society is ruled by eldest of the Kindred. The elders hold most of the power, so they bestow respect and status. however, they are opposed by
considerable respect, and rule vampiric society. Methuselahs - Those few vampires who reach 1000 years of age usually retreat from the world. the constant struggle of facing the young reckless ones, who seek power through consumption of the blood of thier elders, grows numbing. Most Methuselahs, however, remain involved in the Jyhad, but do so indirectly and in anonimity, using other Kindred as thier pawns.
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B
While they lack orgnization. Brujah are not without common purpose. Diversity is thier strength, but they always answer the call of thier brethren in thime of need. Regardless of past antagonism, qwhen the call is made the clan responds. Advantage: You have the protection and might of the clan supporting you. If you are attacked you have the right to summon the clan, and as long as you have not made too much a fool of yourself, your brethren will come. For this reason, many Kindred hesitate to attack Brujah Disadvantage: All brujah are cursed by the Beast withing, mnuch more so that other Kindred. The Beast is always there, watching and waiting for the opportunity to leap forth and wreak havoc. This predisposition makes it easy for others to provoke you into frenzies. Nearly anything can set off a frenzy. Disciplines: Celerity, Potence, Presence
Scoffing at the petty intrigues of other Kindred the way any adult scoffs at a childs infatuation with toys, Malkavians manipulate others only to alleviate thier boredom. They believe the insights they have distilled from madeness prove that othe Kindred, not they, are insane. Malkavians have no clan ordinaces or requirements, they pay no dues and sign no contacts. As a Malkavian you only have to be yourself -- except , of course, on your unbirthday, when you are allowed to be anyone. Of course if you choose to be just yourself, no-one will chastise you. You are free of the bonds of sanity and ennui of normalcy, You have the priveledge of dancing the line, running the edge of the abyss, and fiddling with the Devil and Kindred alike.You are a Malkavian, gifted beyond compare. Welcome to the Greatest Show on Earth. Advantage: Malkavians are percieved as clowns and allowed excesses of behavior that would cause other kindred to be summarily extinguished. While not given leeway to break the Traditions, they are allowed to bend social conventions. Malkavians are free to treat others with high status in any way they see fit, and are not usually penalized for doing so. Disadvantage: You have been granted the gift: of madness. Others would call this a disadvantage, but you think of it as a third eye, a window upon true reality. Choose a derangesment,a nd roleplay it constantly, this derangement can never be lost. Disciplines: Dominate Auspex, Obfuscate,
P P
The title of prince is used to refer to the elder who controls a specific city. In formal terms, a prince holds the power of domain; he or she makes the laws and is responsible for keeping order. In practical terms, the prince is the most dominant vampire in teh city, and the one best able to keep the anarchs in their place.
rince
A prince is Advised by a group of elders collectivly known as the primogen. These elders can be considered the most powerful Kindred in the city; individually, they are not quite as powerful as the prince, or do not care to endanger or bore themselves with the duties of princedom. The primogen are extremely influential, and serve as an important check on the dictatorial powers of the prince.
rimogen
The brujah are the most rebellious and antisocial of all the clans. Its members forever search for the ul;timate expression of thier individuality. They are all rebels. They tend to be stubborn, aggressive, ruthless, sensitive to slights, and extremely vengeful. Brujah appear in a myriad of guises: punks, socialists, skinheads, beat poets, bikers, philosophers, rockers, goths, freaks, and anarchists. Members of the Brujah consider it thier duty and right to challenge authority and the powers that claim it. Brujah possess a fierce hunger for freedom and refuse to serve as others puppets. They fearlessly sink into chaos in thier pursuit of chnage and transformation. many in the clan believe Kindred society would be completely corrupt if not for them. Fanatical in thier disparate beliefs, the only thing that unites the clan is its members desire to overhrow the system. Most are bullheaded crusaders of the worst sort fanatically devoted to thier causes and blind to any other shade of truth. tyhis brings them closer to the Beast, but also drives them to grewat achievements.
alkavian
In every Kindred soul burns the currupting breath of the ravenous Beast. The beast scars each immortal differently, granting powers and weaknesses according to bloodline and ancestry. To those of malkavian blood, the beast has gifted wisdome, insight -- and madness. While the weak-minded erect barriers to protect thier sanity, Malkavians revel in the chaos of reality.
oSferatu
I dont look for trouble, and if it comes, I hide. Damn right, pretty boy. You may call me chicken, but Ive known a lot of Kindred over the years who got smart just a few seconds too late. Its not like we cant die, its just that it dont come so easy now.
prove thier appearance (not that there is much they can do). Indeed, they are cheerful amid thier squalor, especially when others are forced to enter thier realm. Nosferatu are known for being grumpy and lewd, and cannot be tusted to maintain the standards of civilized society. Though theri power of Obfuscate enabloed Nosferatu to travel through mortal society, Nosferatu are not able to interact with it. They must therefore live apart. The habits that derive from such an existence extend to thier interactions with other vampires. Nosferatu avoid all contact, preferring thier own solitary existence to the chaos of interacting with others. Though they do not interact with other vampires, they remain congnizant of the pulse of the city. Nosferatu often listen to the converstaions of other vampires fom hiding. They have been known to sneak into the princes haven to discover the elders deepest secrets. If a vampire wants to know any information about the city or its immortal inhabitants, she need only to speak with a Nosferatu. Advantage: You and the others of your clans control the sewers. You may use the sewers freely. and you may even avoud detection by other Nosferatu in doing so. Your affinity with rats alerts you to strangers in the sewers. You are able to travel through the sewers to nearly anywhere in the city. Other characters can travel with you if you lead hem, but they are much slower that you. Disadvantage: You are so ugly that you cannot wih a Socail challenge of any sort when your true visage is apparent to others (unless youre threatening or intimidating someone). Disciplines: Animalism, Obfuscate, Potence
oreador
I remember my first love, a beautiful woman with a silver laugh. For ten years we were constant companions, but in the end I had to let her go. She begged me to take her but I could not. You may call me cruel, but in the end I realized she was not a real artist, but an imitator, She was unworthy I dont think I have ever recovered.
The Nosferatu are the least hum in appearance of all the clans. They look something like feral animals. Thier smell and appearence are revolting -one could even say monstrous. They have long bulbous ears, course- skinned skulls covered with turfts ofhair, and elongated faces covered with disgusting warts and lumps. After a mortal has been embraced by a Nosferatu, the poor individual undergoes and exeptionally painful period of transpfrmation. Over several weeks he slowly shifts from hus mortal guise to his nosferatu visage. In the begining the childe may revel in his newfound powers, but the pain and changes soon beging. Its likely that the psychcological trauma is more painful than the physical. Nosferatu only Embrace those mortals who are twisted in one way or another: emotionally, physically, spiritually of intelectually. They consider the Embrace too horrific to bestow on worthwhile human beings. By changing mortals into vampires, the sires hope somehow to redeem the childer. It is surprising how often this works. Underneath their grim exteriots, the Nosferatu are practical and mostly sane. It is said that Nsoferatu recel in being dirty and disgusting and do little to im-
The members of this clan are known for their hedonism, though that description is a misinterpretation of thier true nature. They are indeed proud and regal Kindred, highly excitable and possessed of expensive tastes, but hedonism is going a bit too far. artists are akwyas so misunderstood. The Toreador are known to be the most sophisticated of the clans. They are concerned with beauty in a way no mortal can fathom. They use he rarified senses and tasted given to them by the Embrace to become as consumed and impassioned as possible. For a todeador, nothing matters as much as beauty, though in many cases the search for beauty becomes a simple search for pleasure, and the Toreador indeed becomes a little more than a hedonist. Like all true artists, Toreador search for truth beyond an existence they fear to be meaningless. It is this struggle for truth, and ultimately salvation, that has insipred the clan with what it consideres its mission: to protect the genius of the human race. Todeador are truly in love with the vigor and passion of mortals, and never tire of marveling at mortal creations. The clan as a whole considers itself a clan of conservators; its protectorate
consists of the worlds great artists. Todeador specifically seek out those whom they consider the most worthy,. and Embrace them, thus preserving thier genius from the ravages of aging and death. Toreador constantly search for new talent and spend a great deal of time deciding whom to preserve and whom to leave to thier fate. Among the Toreador are some of the greatest musicians and artists who ever lived. The greatest weakness of Todeador is thier sensitivity to beauty. They so reflexivly surround themselves with elegance and luxury that they sometimes turn into hedonists of extraodinary degree. Some of this lineage become concerned with nothing but thier own continued pleasure -- the reputation of the entire plan is sullied by thier excesses. Advantage: You ave developeda network of willing blood donors, a herd of fans and sycophants upon whom you can feed at will, at nearly any time of the night. These artists, rockers, clubgoers, students, intellectuals and dillettantes willingly give themselves to you. You must locate them, however, and go where they are. Disadvantage: you have such a high apreciation of art and music that you can become entranced by it. You are inexorably drawn to beauty and can become so captivatedby truly beautiful things that you must spend Willpower trait to leave thier presence ( you might spend up to a hour in appreciation of a piece). Disciplines: Auspex, Celerity, Presence
remere
We must survive Gehenna and establish the tenets of the new world order once the horror is overcome. If we are to suceed, we must control the other clans. No more time can be wasted. If the Kindred
Vienna, although the clan has chantries on every continent of the world. A council of seven elders is said to control the entire clan from the Vienna chantry. From that locus, they maintain a tightly ordered, highly hierarchical group, and allow no one outside the lineage to view the clans inner workings. Young members of clan Tremere are expected to obey thier elders without question, but this is not as true as it once was. Tremere typically have immense love for the loyalty to thier clan, largely because many are Blood Bound to the seven elders of the clan. Tremere come to love the clan because of the love they feel for thier masters. Though there are some rebels and anarchs from the Tremere line, it is likely they are posing as such on the orders of the clan, as part of its long-term plots. Advantage: You are a member of the Tremere chantry which possesses and extensice occult library and can serve as a second haven. The elders of the chantry serve as mentors and advisors to you. For a fee of blood (yours and anothers) , they will even conduct rituals with you. Furthermore, the chantry holds three Blood Traits. These are held in reserve, and you may ask to partake of them if desperate. However, drinking or otherwise using the blood has its price. Disadvantage: You are one step toward being Blood Bound, not only to the leader of your chantry but to the seven elders of the Clan Tremere. The slightest infraction of the clans rules will be punished with another drink, and another step toward the Blood Bond. Disciplines: Dominate, Fortitude, Presence Auspex, Dominate, Thaumaturgy
entrue
Every jungle has its Tiger. It is natural and just that we rise to the top of this urban jungle, for we have been ordained to lead. The sceptre of leadership is our blood-given, blood-fought right.
The members of this clan are dedicated and extremely well organized. Others, however, think of them as arcane and untrustworthy. They are agressive, highly intellectual and manipulative, and respect only those who stuggle and persevere agaist all odds. The Tremere believe they must use the other clans in order to prosper. Be friendly with them, let them think we are one with them, but never forget that we serve our clan first and foremost. If you use your friends in service of the clan, then you know your time has not been wasted. Tremere are an odd lot indeed. They claim to have once been wizards who voluntarily gave up thier art for the powers and eternal life of the vampire. they have never named a founder, and some claim they have none, having discovered and harnessed mystical powers to achievetheir state. Many of the elder Kindred discount this claim, as they have met those made by the so-called magicians of Europe, who are almost uniformly deluded or schizophrenic. The clans link to the substance of blood apparently runs deep, as its members are rumored to be able to use blood in special ways to gain extraordinary powers. Some believe elder Tremere were actually practitioners of some ancient blood magic. They also believe the knowledge of those prectices has been passed down from generation, and is now viewed by young tremere as natural and commonplace -- certainly not magical. The leaders of this clan are based in 10
closely with one another to maintain their control over the Camarilla. By long-standing tradition they extend favors to one another without question (but still by the rules of prestation). You begin with one free Finance Influence Trait, which provides you with the wealth required to live your unlife in the luxury common to those of your line. Disadvantage: Your rareified tastes are the bane of your existence. You are forced to seek the blood of an exclusive class of mortals -- for example, virgins, old women, or homeless vagrants -- upon which to feed. You are free to choose the exact type of person at character creation, but once you begin play, only blood from these vicitms satisfies you. For hatever mystical reason, the blood of all victims oither that those specified provides no sustenance to you. Disciplines: Presence Dominate, Fortitude,
Culture. Civilization. Sophistication. The ventrue are proudly dedicated to these tenents. When the Inquisition blazed across the world and scourged Kindred ancient and young, it was the Ventrue who united the clans into the Camarilla. It is the Ventrue who maintain the traditional structures that allow vampires to ignore the lesser concerns of safety and sustenance. Vampires are thus free to attend to higher concerns and more sophisticated pursuits. The Ventrue, to thier own minds, serve as the Pillars of society, though wise leadership and diplomatic politics. they seek to avoid brutish violence, preferring to settle disputes through genteel politics and enlightened debate. It is the clans hope that by displaying its unity and strength, its courage and resolution, its foresight and knowledge, all vampires may follow its good example and a true utopia may arise. Ventrue assume great authority and status as a clan. They feel responsible for Kindred society and seek to impose order upon it -- thier own order. As part of this order, young Ventrue are taught to respect thier elders. the childe of the Ventrue is the quintessence of nobility, with eternity as his dynasty. Advantage: The Ventrue work very
ouse rules*
The Inigo Montoya Rule Players characters should be of a different Clan from his or her last character. Current characters should not benefit from former characters which the player has portrayed and should not attempt to undertake actions to avenge former characters which have been killed or otherwise forced to leave play. Absentee Policy - If a player misses four consecutive games without giving the Storytellers any notice, the Storytellers will stop printing that players character sheet in preparation for games. The Storytellers will remove
* Work In Progress, updates can and will be made. Please direct questions and concerns to the Storyteller Staff.
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that character from the active Children of The Evening Grapevine file to conserve space. Storyteller Adjudication - During any challenge or scene, any player may request that a Storyteller or Narrator oversee or adjudicate. For difficult or complicated actions, Storytellers may enforce extra Traits bid or other penalties at their sole discretion. Items Need To Be On Character Sheets to Exist - If an item of any kind is used for any reason in a Challenge, any player may ask a narrator for item confirmation. Transportation - If a player does not specify a mode of general transportation for his or her character, they will be assumed to be using various forms of public transit, and will be traceable via Transportation influence. Nature Retests - When taking an action that is in direct accordance with their Nature, players may invoke their Nature to gain a free retest on a Challenge. At narrator or storyteller discretion. Restricted Clans and Bloodlines - See Player point dispersment at the time of characters creation.
characters native Language, he or she must purchase Linguistics (English) to speak English.) If the character is young enough (withing 8 Years of now) for knowledge of their real age not to constitute a Masquerade violation, he or she possesses an accurate ID that has his or her real birth date. The character can be assumed to know how to drive a car with an automatic transmission, even without the Drive Ability. The character does not have a criminal record.
Generation Availability - The staff will see to it that the system they have in place for maintaining a balanced ratio of generations throught the character base will be informed to the players at the time of thier characters creation. Generation Cycling - Players may not play a character possessing the same Generation and clan as a previous character until they have played another character. For example, if a player plays an 8th generation character who dies, that player may not play another 8th Generation of the same clan character until he or she has played characters of another clan of generation. Generation Willpower - When taking a generation lower that 13 one will start with the willpower of a gen 13 vampire and buy thier way up to the minimum willpower of thier generation.
preseNCe
Most powers of this Discipline are not obvious while in use or after they wear off. Players should consult a Storyteller if they feel their characters should be aware of their use. Summon - Summoning by the book, tests handled by the storyteller.
xPerience
This
seCTioN iNCludes rules
perTaiNiNG To
experieNCe,
how iT is
Negative Traits - A character can have no more than three negative traits in a catagory, and 5 total. One may only take a second negative trait if you have a negative trait in all three catergories. No character may possess more than five Appearance-related Traits (any combo of Alluring, Elegant, Gorgeous, Magnetic, Seductive) unless they have used some manner of supernatural power (Obfuscate or Vicissitude) to achieve a higher number.
raitS
Buying Influences in game requires a justification for the purchase or the Influence will cost twice as much. Banking Experience - A maximum of ten Experience Points may be banked for future use, unless players have notified a narrator or storyteller that they are saving up. Recruitment Experience - Players may receive one bonus Player Trait for bring a new player into game. However, the new player must play a character for at least four game sessions. Backstory Experience - One experience point will be awarded for a backstory and depending upon its quality, modifications may be made to the character at Storyteller and Staff discretion.
Retests - With Narrator discresion one may use a differing ability to retest if the ability is a logical one.
BiliteS
uNless a player oTherwise iNdiCaTes, The sToryTellers will assume The FollowiNG aBouT aNy GiVeN CharaCTer: The name that the character uses is their given name. The character has a haven that protects him or her from sunlight.
efault entitlementS
BN
This
iNG
This
iSciPlineS
seCTioN iNCludes rules
perTaiNiNG To
VampiriC disCipliNes.
ackgroundS
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INflueNce, or
oBFusCaTe
All uses of Animalism, Presence and Obtenebration will break Obfuscate. Interacting with anything, including touching a fellow player will break obfuscate.
StatuS
The character speaks English as his or her native language. (If English is not a 12
To NoN-iNFlueNCe, NoN-sTaTus BaCkGrouNds, aNd does NoT iNClude rules For CoNTaCTs, sTaTus, presTiGe or aNy iNFlueNCe CaTeGory. For more iNFormaTioN oN Those BaCkGrouNds, please CoNsulT The iNFlueNCe rules paGe or Go To The sTaTus aNd presTaTioN seCTioN oF This paGe.
oBTeNeBraTioN
Arms of the Abyss - You may summon as many arms as you have social traits, you may use brawl with the arm, but they only do bashing.
Character Shelving Policy - Children of the Evening generally does not allow for shelved characters. Exceptions may be made if a player arranges with the Storyteller crew in advance to shelve a character, explains when your character will be unshelved, and tells the Storytellers in advance what they 13
haracter PolicieS
are doing during their absence. The Storytellers do not guarantee that players will be allowed to shelve a character even if these specification are met. (Note: From time to time, former player characters appear in game as nonplayer characters. In these situations, the Storytellers will often consult with the former player. Former Player Characters - When a player character is retired by the player for any reason, that player character becomes an non-player character and its actions are subject to the will of the Storytellers.
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Combat Movement - You are allowed three steps and an action or six steps and no action.
are two traits down. Furthermore, you may only employ Willpower only when survival is at stake or it is appropriate to your nature. (3 Trait Flaw) Occult Library - You possess a library of occult materials, which may include a fragment of The Book of Nod. You are no necessarily familiar wih the contents of these volumes of knowledge (That is a function of your abilites), but in time of need your librar can be an invaluable source of research . (2 Trait Merit) (Restricted) (Requires Backstory) Magic Suseptability - You are susceptible to magical rituals of the tremere, as well as to spells of mages of other creed and orders. You are two traits down on all spells cast upon you, and all spells cast have twice the normal effect upon you. (2 Trait Flaw) Insane sire - Your sire has completely lost his grip on reality and has become dangerously insane. Any wrong he commits may affect your standing, and some of your sires dangerous schemes may somehow involve you . Because thier sires are already assumed insane Malkavians cannot take this flaw. (1 Trait Flaw) (with backstory) Twisted Upbringing - Your sire was quite malevolent and taught you all the wrong things about Kindred society, Everything you know is wrong. Over time a narrator may tell you that you can buy this flaw off, but until them you ontinue to believe what you were taught, without question. (1 Trait Merit) (with backstory) Allergic - You are allergic to some substance in a manner not unlike mortal allergies. While you do not get hives or sneeze, you are incapacitated by your reaction. If the substance was in the blood you drank, the reaction will be strong, though touch alone is enough to disturb you. If it was in the blood you are three traits down on all challenges 15
Forbidden Flaws - Fourteenth Generation, Thin blood, and True Faith. A player may not under any circumstances take these flaws. Restricted Flaws/Merits - See staff for details as to what flaws are available at the time, due to the fact that other players may already have restricted flaws or merits. Grip of the Damned, Touch of Frost, Repulsed by Garlic, Cast No Reflection Documentation - Any merit or flaw that involves character history requires a written background for the character. Merits and flaws that require documentation: Code Of Honor (Requires Approved Code) Vengeful Prestigious Sire Debt of Gratitude Enemy Dark Secret Infamous Sire Diabolic Sire Insane Sire Mistaken identity Sires Resentment Hunted Probationary Sect Member Spirit Mentor (Heavily restricted) Unbondable (Restricted) Cursed Boon (Restricted)
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Higher Purpose - You have dedicated yourself to higher purpose. You find no interest in worrying about petty thing or casual concerns. You gain two extra traits in any challenge that has something to do with your higher purpose (1 Trait Merit) (With backstory) Overconfident - You are magnificent. There is no need for you to get help from anyone as you can easily do the task yourself. Should you fail at something, you find something or someone else to blame, afterall it wasnt your fault because you are fantastic. (1 Trait Flaw) Low self-image - Youre useless, or at least you think so, in any challenge that you dont think you can succeed you are down two traits. If the narrator wishes to they may require you to spend a willpower in order to do something that requires confidence. (2 Trait Flaw) Driving Goal - Your personal goal compells and drives you.. This goal of yours is impossible to achieve. You must work toward the goal tirelessly. (3 Trait Flaw) (with backstory) Hatred - You have an illogical hatred of something. This fiery hate may be toward anything that you wish. You seek every opporunity to harm or gain power over the thing you hate. You may spend 1 willpower to avoid it for a scene. (3 Trait Faw) Weak Willed - You are highly suseptible to Dominate and intimidation by others. On all related challenges you
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Paths of Enlightenment are Restricted - Characters are not guaranteed the ability play a Path of Enlightenment, even if they are of a Clan able to do so. All Paths of Enlightenment other than Humanity will require Storyteller approval. All Characters must start on the path of Humanity.
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Willpower Retests - Willpower may be used as a defensively retest any non static mental or social challenge. Regaining Willpower - Temporary Willpower is regained at the rate of one Trait per game. Storytellers may restore Willpower Traits if characters perform actions that hold particularly true to their Nature. 14
for 20 minutes. If you just touched it, the penalty is reduced to one trait. ( 1 to 3 Trait Flaw) Nightmares - you may choose one of two different nightmares. 1 Trait - You throw a test at the opening of the night to see if your nightmares affected you. 3 Trait - A narrator will pull you aside everyonce in a while to run a scene with you. You suffer from the regualar negative traits automatically.
self by feeling absolutely nothing. You insulate yourself in a world of logic and intellectual vigor where emotions have no place. By isolating your incompatble needs and thoughts into seperate compartments, you avoid losing control. However, the pressure inevitabley mounts, and the dam eventually bursts during stressful situations. Panzaism - Since your induction into the world of the supernatural, you have become completely detached. When this Derangement is at its mildest, you have some trouble with the idea of the world at large being real. You seem to be halfway out of your body, in a way. When the Derangemnet is at its worst, however, things get really interesting. When thus afflicted, you realize that nothing is real. Nothing. You are nothing. Everything is unreal. You cant affect it, and it cant affect you because there is nothing there. When everything seems to be going wrong, you wrap yourself up in this idea and dont come out until things are more to your liking. Quixotism - This Derangement is the opposite of Panzaism. You believe absolutely in everything you see to hear. Yes, there are faeries. That guy with all the hair, hes a werewolf. This pendant came from Atlantis. Youll be out challenging windmills to personal combat, at least metaphorically. When stress overtakes you, you are down two mental traits.
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Compulsive Lying - Everything you say is a lie. In times of stress or uncomfortableness When you are being presssured about something, this Derangement can be triggered and you must spend willpower not to lie outrageously. Delusional - You place yourself in your happy place when stressed, misinterpreting things to make the tough situation seem softer. Hebrephrenia - The horror of the World of Darkness unveiled has shattered your perceptions of everything you once held as logical and real. This mental trauma has plunged into a state of mind where you maintain your sanity by clinging to the idea that everything is going on in your head. Everyone you know is but a character in the little play world your mind created. Those around you are pretty wad when you are rude with them, but it doesnt matter because they arent even real. Who cared if a figment of your imagination gets annoyed, anyway? Intellectualization - You have recoiled from the horror of your entrance into vampire society, and you protect your16