VAMPIRE: THE MASQUERADE
Introductory Kit - Section 3



Table of Contents

Section 1 - Introduction - What is Vampire: The Masquerade?

Section 2 - Setting - Vampire History and Hierarchy

Section 3 - Character Creation - Making Your Own Vampire

Character Creation
The Clans
Traits
Disciplines

Section 4 - Rules - Playing the Game and Story Ideas

Because of the mature themes involved, reader discretion is advised.


Based on the Vampire: The Masquerade game created by Steve Brown, Andrew Greenberg, Chris McDonough, Mark Rein-Hagen, Lisa Stevens, Joshua Gabriel Timbrook and Stewart Wieck

Check out White Wolf Online at http://www.white-wolf.com, alt.games.whitewolf and rec.games.frp.storyteller.

(c) 1997 White Wolf, Inc. All rights reserved. White Wolf and Vampire the Masquerade are registered trademarks of White Wolf, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by White Wolf, Inc. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.


Character Creation

Now that you know a little bit about the world of the undead, it is time to create a character. Character creation consists of three basic choices: choice of clan, ranking of Traits, and choice of Disciplines. Additionally, every vampire starts with 10 Blood Levels and seven Health Levels; Blood and Health Levels can increase or decrease as the character injures or heals herself, feeds or grows hungry.
Creating a character is easy, involving just a few simple choices. It is a good idea to have a general concept of what you want your vampire to be like (Was he a gangbanger abducted off the street? A rich boy chosen at a society ball? A computer specialist picked for expedience by an ancient vampire who knows nothing about "those infernal contraptions"?). Even this is not necessary, however; a concept can be created as you go.
The first thing to do is pick the character’s clan; this provides a lot of details about the character’s strengths, weaknesses and general outlook on existence. Do you want to be an angry Brujah punk? A loathsome, sewer-creeping Nosferatu? A gorgeous, immaculate Toreador? Once a clan is chosen, write down the listed Aptitude, Advantage and Weakness. Make a note of the Disciplines as well, so you’ll have them handy during the Discipline-choosing phase.
Next, you get to decide your character’s Trait levels. Characters have four Traits: Physical, Mental, Social and Psychic. Rank these from 1 to 4; 4 is the best, 1 is the worst. (Each number may only be assigned to one Trait; you can’t give your character a 4 in everything!) So, if you decide your character is really bright, in good shape, fairly self-disciplined, but abrasive and introverted, you might decide the character has Mental 4, Physical 3, Psychic 2, Social 1.
Now, pick your character’s Discipline Levels. Each clan teaches three Disciplines — magical powers — to its members, but some vampires are more adept with some Basic and Advanced. A beginning character may choose one of three "Discipline schemes":
That’s about it. Write down your character’s Blood Levels (10), Health Levels (7), and make up some further details about your vampire. What is her name? What does she look like? Does she still have mortal friends? Does she hate vampires of another clan? What outstanding personality traits does she have?
Once this is done, your character is ready to enter the world of the eternal night.
Details about clans, Traits and Disciplines can be found below.

Character-Creation Quick Chart

Choose clan: Write down the clan Aptitude, Advantage and Weakness. The choice of clan also determines which Disciplines you may select for your character.

Choose Traits: Rank the character’s Physical, Mental, Social and Psychic Traits from 1 to 4; 4 is the best, 1 is the worst.

Choose Disciplines: Each clan has three Disciplines listed with it. These are the clan Disciplines, powers in which a particular clan specializes. The player may choose one of three Discipline schemes:

All three listed Disciplines at the Basic level.

One Basic Discipline and one Advanced Discipline (player’s choice)

Two Basic Disciplines, plus an extra two points to place in Traits. (If this option is chosen, one Trait may be raised to 5 — a superhuman level of proficiency.)

Write down Health and Blood Levels: Beginning characters start with 10 Blood Levels (they are assumed to have recently fed).

Give your character a name, and make up some details about her appearance, personality, mannerisms and other features salient to roleplaying.

The Clans

According to the ancient myths, Caine’s grandchilder, the Antediluvians, numbered 13. Each of these Antediluvians, the stories continue, founded a great clan of vampiric descendants, all of whom bore the gifts — and the stigmata — of their progenitors.
Eons and lies have shrouded the truth of this story, but there can be no denying that 13 clans of Kindred walk the Earth. These clans bestow distinguishing benefices and taints upon vampires Embraced into them; thus the Nosferatu are infamous for their hideousness, for example, while the Brujah are notorious for their violent tempers.
Clans act as combination families, social cliques and schools. For example, the violent Brujah disciplines its childer to become inhumanly strong, fast and fearsome, while the sorcerous Tremere instructs its disciples in the ways of ESP, mind control and magic. Some clans are insular and tightly knit, with definite social structures and world-wide agendas; others are loose and anarchic, united by little save their common blood.
When creating a vampire, the player must choose one of these seven clans. (There are six other clans — four neutral and two Sabbat clans — but this kit does not concern itself with them.) Each clan provides an Aptitude (a certain mundane feat at which clan members excel), an Advantage (an area of supernatural specialty or societal influence), and a Weakness (a mystic curse laid upon the clan in ancient, or not so ancient, times). Each clan also provides certain Disciplines — mystic powers which the clan teaches to its members.

Brujah

The Brujah are inheritors of a majestic and ancient legacy, which is unfortunate. Tonight’s Brujah seem less like a clan and more like a mob. Punks, terrorists, revolutionaries, criminals, gangbangers and the like make up the Brujah; the clan seems to be united in nothing save its contempt for the institutions of vampire and mortal society. Well, this is not entirely true; Clan Brujah are among the most savage vampires, and the most trivial slight or annoyance may trigger a howling Brujah frenzy.
The Brujah’s disunity keeps the clan tenuously in the Camarilla, but Brujah thugs routinely defect to the anarchs, the better to strike against their hated elders. Even the "tamer" Brujah annoy the elders and princes routinely through acts of defiance and rebellion. Despite their recalcitrance, however, Brujah are valued as warriors; they are perhaps the most dangerous vampires in a straightforward battle. To anger a Brujah is nigh suicidal — and Brujah are notorious for their tempers.
Aptitude: +1 with combat. Brujah are natural fighters; when in combat, a Brujah may add one die to any one action taken per turn.
Advantage: Blood Rage. A Brujah may spend a Blood Level to enter a semicontrolled form of frenzy. While under the Blood Rage, the vampire may ignore the effects of pain, but must attack foes directly, without missiles or non-Physical Disciplines (no firearms when one has the opportunity to tear one’s foe apart with bare hands!).
Weakness: Blood Madness. Brujah anger much more quickly than other vampires do. All difficulties to resist frenzy increase by one (maximum 6).
Clan Disciplines: Celerity, Fortitude, Presence

Gangrel

Of all vampires, the Gangrel are perhaps closest to their inner nature. These nomadic loners spurn the constraints of society, preferring the comfort of the wilderness. How they avoid the wrath of the werewolves is unknown; perhaps it has something to do with the fact that the Gangrel are themselves shapeshifters. When a mortal speaks of a vam-pire changing into a wolf or a bat, she is probably speaking of a Gangrel.
Like the Brujah, Gangrel are fierce warriors; unlike the Brujah, Gangrel ferocity does not stem from anarchic rage, but from animalistic instinct. Gangrel have a keen understanding of the Beast in their souls, and prefer to spend their nights in communion with the animals whom they so emulate.
Aptitude: +1 in the outdoors. When in natural surroundings (a park counts; a city street doesn’t), a Gangrel may add one die to any one action taken per turn.
Advantage: Hunter’s Instinct. Gangrel are natural predators; by spending a Blood Level, the Gangrel may automatically gain the initiative next turn, even against foes with Celerity. Alternatively, the Gangrel may apply his instinct to hunting; by spending a Blood Level, he will automatically succeed in a hunt, unless there is absolutely no prey to be found in the vicinity.
Weakness: Bloodlust. Gangrel are tainted by the Beast Within. Over time, many Gangrel develop animal features, such as catlike eyes, fur, or batlike snouts and ears. In any event, Gangrel often find it difficult to spare wounded or beaten foes; to do so, the Gangrel must make a Psychic roll (difficulty 4).
Clan Disciplines: Animalism, Fortitude, Protean

Malkavian

At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad. Whether from the clan’s choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with).
Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians’ lunatic cackling and feverish rantings lie smatterings of insight, even wisdom.
Aptitude: +1 with trickery. When attempting to deceive (or avoid being deceived), a Malkavian may add one die to appropriate rolls.
Advantage: Lunatic’s Insight. Once per story, the Malkavian may make aMental roll (difficulty 4); if she succeeds, she may ask the Storyteller one yes-or-no question about the current situation, which must be answered truth-fully.
Weakness: Mad Fits. At the beginning of the game session, the Storyteller rolls a six-sided die. The number rolled is the number of times he may ask the Malkavian’s player to make a Psychic roll (difficulty 4). The Storyteller may call for this roll at any time. If the player fails, the Malkavian falls into a frothing, gibbering fit for one turn. While in the fit, the Malkavian may do nothing except writhe, babble and twitch; she may not even defend herself if attacked.
Clan Disciplines: Auspex, Dominate, Obfuscate

Nosferatu

Caine’s childer are called “The Damned,” and no vampires embody this more than do the wretches of Clan Nosferatu. While other vampires still look human and may travel in mortal society, Nosferatu are twisted and deformed by the curse of vampirism. To put it bluntly, the Embrace transforms them into hideous monsters. Unable to walk among humans, Nosferatu must dwell in subterranean sewers and catacombs. Other vampires revile Nosferatu, considering them disgusting and interacting with them only when they must.
Because of this stigma, however, Nosferatu are survivors par excellence. Few creatures, mortal or vampire, know the city’s back alleys and dark corners like the Nosferatu do. Additionally, Nosferatu have refined the crafts of sneaking and eavesdropping to fine arts; if anyone or anything has the latest dirt on mortal or vampiric society, it is the Nosferatu. Finally, millennia of shared deformity and abuse have fostered strong bonds among the monsters. Nosferatu forego the squabbling and feuds ubiquitous to the other clans, preferring to work in unison. You mess with one, you mess with ‘em all — and that can get messy indeed.…
Aptitude: +1 with stealth. Nosferatu are natural sneaks and may add one die to all situations involving hiding, moving silently, or other stealth-related feats.
Advantage: Horrid Visage. Nosferatu are hideous creatures, but this can actually serve them in good stead. When first confronting potential opponents or prey (appearing from invisibility, stepping out in front of them, etc.), the Nosferatu may roll six dice (difficulty of the target’s Psychic +2). If this roll succeeds, the opponent is so stunned with terror and disgust that he may take no action for one turn.
Weakness: Loathsome. As has been mentioned, Nosferatu are horrifically foul to look at, and not overly pleasant to boot. A Nosferatu’s Social Trait is considered to be zero — though when intimidating others, he may substitute his Physical Trait for a Social Trait.
Clan Disciplines: Animalism, Obfuscate, Potence

Toreador

The Toreador are called many things — “degenerates,” “artistes,” “poseurs,” and “hedonists” being but a few. But any such mass categorization does the clan a disservice. Depending on the individual and her mood, Toreador are alternately elegant and flamboyant, brilliant and ludicrous, visionary and dissipated. Perhaps the only truism that can be applied to the clan is its members’ aesthetic zeal. Whatever a Toreador does, she does with passion. Whatever a Toreador is, she is with passion.
To the Toreador, eternal life is to be savored. Many Toreador were artists, musicians or poets in life; many more have spent frustrating centuries producing laughable attempts at art, music or poetry. Toreador share the Ventrue’s love of high society, though not for them the tedium of actually running things — that’s what functionaries are for, darling. Toreador know that their place is to captivate and inspire — through their witty speech, graceful deeds, and simple, scintillating existence.
Aptitude: +1 to perception. Toreador are natural critics; while irritating, this trait occasionally serves them in good stead. Toreador add one die to any task involving observation or alertness (for example, detecting an ambush or spotting a hidden wall safe).
Advantage: Herd. Toreador glide elegantly through nightlife and are invariably at the center of whatever social scene they choose to grace. Accordingly, Toreador attract a following of friends, acquaintances, lovers, ex-lovers, sycophants and other hangers-on. Most of these mortals are unaware their “charming friend” is a vampire. The majority are relatively worthless, but some might know useful infor-mation or have useful skills. In any event, they are useful sources of blood; once per story, a Toreador with access to his herd may completely replenish his Blood Levels.
Weakness: Rapture. Toreador are lovers of the aesthetic and beautiful. When a Toreador views, hears or even smells something that is (in the Storyteller’s opinion) truly beautiful, he must make a Mental roll (difficulty 4) or become entranced by the sensation. The Toreador will stand in rapt fascination for a scene or until the beautiful thing withdraws. Enraptured Toreador may not even defend themselves if attacked, though being wounded allows them to make another Mental roll to “break the spell.”
Clan Disciplines: Auspex, Celerity, Presence

Tremere

Even among vampires, the insular Clan Tremere bears a reputation for treachery. This reputation is well earned; the Tremere were formerly a cabal of human wizards who, hungering for immortal life, wrested the secrets of vampirism from unwilling Kindred. Such vile deeds earned the clan a sinister reputation; even today, certain vampire clans would love nothing better than to destroy the entire Tremere line.
Nonetheless, Clan Tremere holds a place in the Camarilla, for its members were instrumental in suppressing the Inquisition and supporting the Masquerade. Then, too, the Tremere have proved themselves dangerous enemies — and powerful allies. Tremere still practice a version of the arcane arts they studied in life, and so these “warlocks” use their sorcerous powers in service to the Camarilla…almost as much as they use the Camarilla in service to themselves.
Aptitude: +1 with scholasticism. Tremere are studious creatures; they add one die to all Mental tasks involving scholarly knowledge (research, occult lore, science, deciphering languages, etc.).
Advantage: Wizard’s Familiar. All Tremere are taught a ritual to create a familiar. A familiar is a small creature alchemically created from the vampire’s blood. Some familiars look like black cats, others look like bats, and still others resemble grotesque little horned gargoyles. A familiar is usually about the size of a cat; it has ratings of 1 in all Traits, but when dodging or sneaking, its Physical is considered to be 4. It has four Health Levels and takes one die of pain penalties per Health Level lost. A familiar can telepathi-cally communicate with its master when within 50 feet of her. Familiars are most commonly used as spies. If slain, a familiar can be re-created via a five-night ritual and the expenditure of five Blood Levels (one per night).
Weakness: Hierarchy. All Tremere are expected to be loyal to the Seven Elders who rule the clan — but just in case, all Tremere are required to drink the blood of the Seven Elders. This ingestion creates a mystic link among all members of the Tremere, but particularly between elder and younger Tremere. A Tremere character must make a Psy-chic roll to resist a direct command from a Tremere elder (difficulty varies, depending on the absurdity of the command — for example, refusing a request to deliver a message would be difficulty 5 or 6, but refusing a command to kill oneself would be difficulty 2). Additionally, Tremere elders need spend one fewer Blood Level than usual when using Dominate powers against recalcitrant younglings.
Clan Disciplines: Auspex, Dominate, Thaumaturgy

Ventrue

Elegant, aristocratic and regal, the Ventrue are the lords of the Camarilla. It was Clan Ventrue that provided the cornerstone of the Camarilla, and it is Clan Ventrue that directs and coaxes the Camarilla in its darkest hours. Even in the modern age, the majority of princes descend from Clan Ventrue. The Ventrue would, of course, have things no other way. In the tradition of noblesse oblige, the Ventrue must lead the other clans for their own good.
In ancient nights, Ventrue were chosen from nobles, merchant princes or other wielders of power. In modern times the clan recruits from wealthy “old-money” families, ruthless corporate climbers, and politicians. Although Ventrue move in the same social circles as the Toreador, they do not fritter away their existences in frivolity and idle chatter. The Ventrue proudly wear the privileges of leadership, and stoically bear its burdens. Thus has it always been; thus shall it always be.
Aptitude: +1 with commands. Ventrue are nothing if not charismatic; they add one die to all Social rolls to lead or command others. This includes many uses of the Domi-nate Discipline.
Advantage: Wealth. Most Ventrue are filthy rich; even those who aren’t may call on the financial aid of their clanmates. Once per story, the character may access a large source of funds (perhaps a Swiss bank account, perhaps laundered money, perhaps a trust fund or a stipend from her sire).
Weakness: Rarefied Tastes. Ventrue are elegant and discriminating, even when it comes to blood. Not just any blood will do for a Ventrue; the player must pick a certain type of blood on which her character feeds (only from musicians, only from virgins, only from royalty, only Shriners, etc.). This blood, and only this blood, will satisfy the Ventrue’s palate; she will drink nothing else, even if starving.
Clan Disciplines: Dominate, Fortitude, Presence

Traits

The power and skill of a vampire are measured by her Traits: abilities possessed by all humans to some extent. These four Traits are:
Physical: This Trait measures a vampire’s physical prowess — her raw strength, agility and stamina. This Trait is used to resolve all tasks involving fighting, lifting things, running, etc.
Mental: This trait measures a vampire’s brains, reason-ing ability, wits and cunning. This Trait is used to resolve all tasks concerned with trying to notice something, puzzle out a clue or think quickly.
Social: This Trait measures a vampire’s charm, attrac-tiveness and presence. Social is used to resolve all tasks concerned with trying to coerce, seduce, convince or con some-one into doing something.
Psychic: This Trait measures a vampire’s inner strength: her willpower, inner discipline and self-mastery. In many ways it is a measure of a vampire’s soul. Psychic is used to resolve all tasks concerned with resisting intimidation, mind control or frenzy.
Traits are rated from 1 to 4; a rating of 1 indicates a mediocre level of ability, while a rating of 4 indicates a Trait at peak human ability (an Olympic athlete, a genius, a great statesman, or a near-Buddha). It is possible to have a zero in a Trait, reflecting a crippled or decrepit character (most characters do not start out with any zeros, though Nosferatu characters do have zeros in their Social Traits, reflecting their hideous appearance). It is also possible for vampires to attain superhuman scores — 5 or even higher (again, most characters do not start with such might, but vampire elders and those close in blood to Caine often have such Traits).
Most humans possess ratings of 1 or 2 in their Traits; beginning vampire characters, however, are considered the cream of the crop.

Trait Ratings

0 Abysmal
1 Mediocre
2 Pretty good
3 Really good
4 Human perfection
5+ Superhuman (vampires only)
Players creating new characters rank these Traits from 1 to 4. So, a player creating a stereotypical high-society Toreador might place a 4 in Social (she’s absolutely fabulous, dahling), a 3 in Mental (of course she knows the difference between Post-Modernism and Abstract Expressionism), a 2 in Physical (those ballet lessons weren’t a complete waste), and a 1 in Psychic (how dare you criticize her taste in vessels? What kind of Philistine are you? Ohhhh, the pain…).

Disciplines

Vampires are miraculous — or horrific — by dint of their very existence. One might think that the spectacle of a corpse rising from death to live again is wondrous in itself. But Caine’s curse bestowed other dark gifts on its victims. Though the Blood itself makes vampires formidable crea-tures, the Disciplines are what truly give the undead their power.
Disciplines come in two levels: Basic and Advanced. Each level gives a vampire access to a number of supernatural powers. A Blood Level must be spent for each power activated (two Blood Levels to use an Advanced Discipline power). Obviously, a vampire with an Advanced Discipline has mastered the Basic Level as well. Mastering a Discipline level gives access to all the powers listed under that Discipline.

Animalism

Vampires with the Discipline of Animalism find themselves with greater control over both the animal world and the Beast Within.

Basic

Beast Speech: The vampire may communicate telepathically with any animal larger than an insect. The power lasts for a scene.
Beast Summons: The vampire may summon any animals of a given species within one mile. The animals must actually exist in the area (i.e., summoning tigers in Brooklyn is unlikely to work), and they answer the summons as fast as their own mobility allows. The animals obey the caster’s commands if they are not too dangerous. If two opposing vampires both employ Beast Summons on the same animal, the one with the higher Social Trait wins.

Advanced

Song of Serenity: The vampire may sing a soothing song, pacifying all creatures in the vicinity. Beings who hear the song become lethargic and incapable of acting aggressively toward anyone. Mortals are automatically affected by the power; to target another vampire, the singer must make a Mental roll (difficulty of the victim’s Psychic +2).
Drawing out the Beast: The vampire may “cast” her Beast on another. To use this power, the vampire must be in a situation where she risks frenzy (see the frenzy rules, below). She may then transfer her inner Beast into another being’s soul by making a Psychic roll (difficulty of the opponent’s Psychic +2). If the transfer succeeds, the target immediately enters frenzy. Once the target’s frenzy ends, the Beast returns to its “owner.”

Auspex

The Discipline of Auspex bestows telepathic and ex-trasensory perception powers on its practitioners.

Basic

Heightened Senses: The vampire’s senses become superhuman. Sight and hearing are doubled, and the vampire may hear ultrasonic sounds (a dog whistle, whalesong, etc.). Smell becomes as acute as a wild animal’s, and the vampire may read the print on a page by touch. The vampire gains an extra die to all perception-oriented tasks.
Aura Perception: The vampire may sense the invisible “aura” surrounding all living creatures. For each success on a Mental roll (difficulty 4), the vampire may ask the Storyteller one yes-or-no question about another character’s emotional or physical state. (Permissible questions include: “Is she angry?” “Is he lying?” “Is she a vampire?” “Is he sane?” and the like.)

Advanced

Telepathy: The vampire may attempt to read a victim’s mind. The vampire must be able to see the person to be scrutinized. The vampire makes a Mental roll (difficulty of the opponent’s Psychic + 2). Success allows the vampire to read the victim’s surface thoughts, while three or more successes allow the vampire to read the victim’s subconscious thoughts, dark secrets, etc.
Astral Projection: The vampire may project her spirit from her body. The spirit is invisible and intangible. The spirit may travel up to 500 m.p.h., and may penetrate walls, doors, etc. The spirit may use any senses the vampire possesses. While the spirit roams, the vampire lies dormant and helpless. Use of this power costs three Blood Points.

Celerity

Vampires with Celerity are dangerous foes, for this Discipline enables them to move and attack at superhuman speeds. A character with activated Basic Celerity always gains initiative (the first move) over a character without such enhancement. Likewise, a character with activated Advanced Celerity always gains initiative over a character without Advanced Celerity. (The only exception is a character using the Gangrel Advantage Hunter’s Prowess; such a character gains initiative over everyone else.) If two characters have the same level of Celerity, defer to the normal initiative process (see “Initiative,” below).

Basic

The vampire’s movement rate doubles. Additionally, she gains an extra action per turn.

Advanced

The vampire’s movement rate triples, and she gains two additional actions per turn.

Dominate

Vampires with Dominate may mesmerize others, or even control their minds outright. Use of this power requires eye contact.

Basic

Command: The vampire may issue a one-word command (“Go!” “Stay!” “Halt!” and the like are acceptable; “Die!” is not) to another being. Unless the victim beats the vampire in a Psychic roll (difficulty 4 for both), the command must be obeyed. The victim must understand the vampire’s language. If the vampire gains no successes on her Psychic roll, the command does not take effect.
Mesmerize: The vampire may make hypnotic suggestions to her victim. After making a suggestion, the vampire makes a Social roll (difficulty varies, depending on the Storyteller’s interpretation of the order: 3 to make the victim do something she was inclined to do anyway, 4 to make the victim do something that isn’t terribly inconvenient, 5 to make the victim do something embarrassing or against his principles, 6 to make the victim do something life-threatening). If the vampire succeeds, the victim obeys the suggestion.

Advanced

Forgetfulness: The vampire may “block out” pieces of the victim’s memory (even the fact that the victim ever saw the vampire). To do so, the vampire must beat the victim in a Psychic roll (difficulty 4 for both). One success (over and above the victim’s successes) enables the vampire to “wipe” the victim’s memory for a scene; three successes enables the vampire to “wipe” the victim’s memory permanently.
Possession: The vampire may transfer his consciousness into the victim’s brain. This power works only on mortals. To use it, the vampire must make a Psychic roll (difficulty 4) and gain more successes than his victim, who makes the same roll. If he succeeds, the victim is his puppet; the vampire’s body goes dormant, but the vampire may make the victim do anything, even commit suicide. This power costs three Blood Levels to use.

Fortitude

Vampires with Fortitude prove unnaturally resistant to damage. They must often be literally hacked apart, like the walking corpses they are. Fortitude is always on (no Blood Levels need be spent to use it).

Basic

The vampire has +1 die for soak rolls, +1 Health Level (an extra “Light” level) and may soak fire, sunlight and other aggravated-damage attacks.

Advanced

The vampire has +2 dice for soak rolls, +2 Health Levels (both “Light”) and may soak damage from fire, sunlight and other aggravated attacks. Additionally, potential damage from long-term exposure to fire and sunlight is halved (i.e., the vampire only tallies damage from direct sunlight every other turn, from indirect sunlight every four turns, etc.).

Obfuscate

Obfuscate is the ability to mystically cloak oneself in illusions or shadows, thereby disguising or concealing one-self.

Basic

Cloak of Shadows: The vampire may step behind some sort of cover and thereby shroud herself from sight. Any sort of cover will do — for example, a 7’, 400-pound vampire could step behind a two-inch-wide post, and the power would still work. So long as the vampire remains perfectly still, no one may see her. Foes with the Auspex Discipline who are actively searching for the vampire may make a Mental roll (difficulty of the hidden vampire’s Psychic + 2) to see the concealed vampire.
Unseen Presence: The vampire may hypnotically cause others not to see him. So long as he confines himself to walking about and otherwise acting unobtrusively, others will simply ignore him. Should he speak or act in a violent fashion, he must make a Mental roll (difficulty 6) not to break the spell. To activate this power, the vampire must be hidden from view; he must then spend three turns in concentration and make a successful Mental roll (difficulty 4). Foes with Auspex may roll to detect the vampire per Cloak of Shadows, above.

Advanced

Mask of 1000 Faces: The vampire may evoke illusions and thereby disguise himself as another person. To disguise oneself as “Everyman/woman” (just a random, undistinguished person) requires no roll; to disguise oneself as a specific person requires a Mental roll (difficulty equals the Social +2 of the person one wishes to impersonate).
Vanish from Mind’s Eye: The vampire may disappear from plain sight. This requires a Mental roll (difficulty 4). If the vampire scores three successes, others in the vicinity will forget that they ever saw him at all. Again, foes with Auspex may roll to detect him per Cloak of Shadows, above.

Potence

Vampires with Potence are terrifying opponents, for they possess the strength of several humans. Potence is always on (no Blood Levels need be spent). When resolving any feat of strength (arm-wrestling, tug-of-war, etc.), a character with Basic Potence always beats a character without Potence. Likewise, a character with Advanced Potence always beats any character without a similar level of Potence. Two vampires with the same level of Potence resolve such Physical rolls normally.

Basic

The vampire inflicts +2 damage in hand-to-hand combat, and he may lift approximately 1000 pounds.

Advanced

The vampire inflicts +3 damage in hand-to-hand combat, and he may lift approximately one ton.

Presence

All vampires are impressive, scary creatures, but those with the Discipline of Presence are particularly captivating. Vampires with Presence can manipulate others’ emotions, becoming their victims’ dream lovers — or most terrifying nightmares.

Basic

Awe: The vampire gains a charismatic aura, becom-ing a natural leader, seducer and orator. The vampire’s Social score is effectively doubled.
Fear: The vampire, by hissing and baring fangs, instills an unnatural terror in foes. Unless they score a number of successes on a Psychic roll equal to the vampire’s Physical or Social Trait (whichever is higher), they must turn and flee for a scene.

Advanced

Entrancement: The vampire becomes superhumanly fascinating. If the vampire makes a successful Social roll (difficulty of the victim’s Psychic Trait + 2), the victim becomes convinced that the vampire is his friend, lover, or whatever — a figure to be protected and adored. This lasts for one day per point of the vampire’s Social Trait.
Majesty: Vampires with Majesty are quite literally awesome. Majesty bestows an almost godlike aura upon the vampire; mortals fall to their knees in worship or terror, and even vampires must make a successful Psychic roll (difficulty 4) to attack, insult, or be anything other than respectful and deferential to the vampire. Majesty costs three Blood Levels to invoke.

Protean

Protean is the purview of the shapeshifting Gangrel, though they have taught their secrets to a few other vam-pires. Vampires with Protean may shapeshift into a variety of forms.

Basic

Eyes of the Beast: The vampire may see in pitch darkness.
Talons of the Beast: The vampire may sprout claws inflicting +1 damage. This damage is aggravated; only vampires with Fortitude may roll to soak it.
Lair of the Beast: The vampire may mystically sink into the earth (earth only — not stone, concrete, etc.). She may not move or act while in this state, though she may will herself back to the surface at any time. This power can be used to escape sunlight and fire. Advanced
Form of the Beast: The vampire may transform into a wolf or bat. In wolf form, running speed is doubled and the vampire may bite for +1 damage. In bat form, Physical becomes 1 to attack, but +1 to dodge, and the vampire may fly at 25 m.p.h.
Form of Mist: The vampire may transform into mist. The vampire may not attack while in mist form, but can be damaged only by sunlight, fire or mental Disciplines.

Thaumaturgy

The study of Thaumaturgy is largely restricted to the Tremere, although certain vampires among the Sabbat are rumored to employ the Discipline. Thaumaturgy is vampiric sorcery: ritual spellcasting and blood magic. Unlike other Disciplines, Thaumaturgy requires both blood expenditure and a Psychic roll (difficulty 4) to use successfully. If the roll fails, the Blood Level is lost.

Basic

Blood Magic: The vampire may manipulate his own blood. The first success he rolls allows him to “charge” two Blood Levels in his body, making them of double potency if spent (i.e., a Blood Level “charged” in this manner heals two Health Levels or adds +2 Physical). Each additional success enables him to “charge” an additional Blood Level.
Defense of the Haven: The vampire casts this ritual on his haven before going to sleep for the day. This ritual darkens the haven, preventing any stray sunlight from reaching the vampire. Additionally, any stake thrust at the sleeping vampire’s heart automatically crumbles to dust.
Telekinesis: The vampire may levitate and move objects via psychic force. The amount of weight he can lift (in pounds) equals 50 times his Psychic Trait. Living beings may resist Telekinesis by scoring more successes on a Mental roll (difficulty 5) than the vampire scored on his Psychic roll.

Advanced

Fireballs: The vampire may hurl mystical fireballs. These inflict three levels of aggravated damage. Each fireball costs one Blood Level (not the normal two) to create.
Weather Control: The vampire may change or amplify existing weather patterns. Additionally, if under the open sky, the vampire may call down bolts of lightning on his foes (difficulty 5 to target accurately). Lightning inflicts three levels of normal damage.
Cauldron of Blood: The vampire may mystically boil the blood in an opponent’s body. Mortals affected by this power die instantly; vampires lose a number of Health and Blood Levels equal to the vampire’s successes.


To Vampire: The Masquerade Section To Section 4


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Created by Wolf Pack Inc, Friday, August 29, 1997
Most recent revision Thursday, September 25, 1997