Vampire - The Masquerade (English).pdf

(2224 KB) Pobierz
V3 Quick Start
THE MASQUERADE
INTRODUCTORY
KIT
Table of Contents
Introduction — What is Vampire: The Masquerade ? 2
Setting — Vampire History and Hierarchy 4
Character Creation — Making Your Own Vampire 7
Clans — The Children of Caine 8
Traits and Disciplines — Vampiric Powers 16
Blood and Health — The Vampire’s Strength 19
Rules — Playing the Game 20
Combat Physical Confrontation 22
Story Ideas — Suggested Starting Points 24
Sample Adventure 25
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.
© 1997 White Wolf, Inc. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden,
except for the purposes of reviews. 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.
VAMPIRE INTRODUCTORY KIT
1
VAMPIRE:
3993649.051.png 3993649.062.png 3993649.071.png 3993649.072.png 3993649.001.png 3993649.002.png 3993649.003.png 3993649.004.png 3993649.005.png 3993649.006.png 3993649.007.png 3993649.008.png 3993649.009.png 3993649.010.png 3993649.011.png 3993649.012.png 3993649.013.png 3993649.014.png 3993649.015.png 3993649.016.png 3993649.017.png 3993649.018.png 3993649.019.png 3993649.020.png 3993649.021.png 3993649.022.png 3993649.023.png 3993649.024.png 3993649.025.png 3993649.026.png 3993649.027.png 3993649.028.png 3993649.029.png 3993649.030.png 3993649.031.png 3993649.032.png 3993649.033.png 3993649.034.png 3993649.035.png 3993649.036.png 3993649.037.png 3993649.038.png 3993649.039.png 3993649.040.png 3993649.041.png 3993649.042.png 3993649.043.png 3993649.044.png 3993649.045.png 3993649.046.png 3993649.047.png 3993649.048.png 3993649.049.png 3993649.050.png 3993649.052.png 3993649.053.png 3993649.054.png 3993649.055.png 3993649.056.png 3993649.057.png 3993649.058.png 3993649.059.png 3993649.060.png 3993649.061.png 3993649.063.png 3993649.064.png 3993649.065.png 3993649.066.png
Welcome to Vampire: The Masquerade
Vampire: The Masquerade is a roleplaying game. It is a beautifully illustrated, hardcover book
that details the passions and powers of mythic vampires. It gives you rules for creating your own
vampire character, and describes the dark and compelling world in which your vampire exists.
What happens next is up to you.
This booklet is a simplified version of Vampire: The Masquerade. It gives you the highlights of
the Vampire setting and rules, the information you need to play a game.
Try it out. If you like it, the rulebook is available in most book, hobby and comic stores. When
you’re ready, we’ll be there —
waiting for you to invite us in.
S TORYTELLING
The rules pamphlet you hold provides an introductory
look at Vampire: The Masquerade , a storytelling game from
White Wolf Publishing. With the rules in this kit, you and
your friends are able to take the roles of night-stalking vam-
pires and tell stories about the characters’ triumphs, failures,
dark deeds and glimmerings of goodness.
In a lot of ways, storytelling resembles games such as How
to Host a Murder . Players take the role of a character — in this
case, a vampire — and engage in a form of improvisational
theatre, saying what the vampire would say and describing
what the vampire would do.
In a storytelling game, players take their characters through
adventures, called (appropriately enough) stories. Stories are
told through a combination of the wishes of the players and
the directives of the Storyteller (see below).
P LAYERS AND S TORYTELLERS
Most people who play Vampire are players. They create
vampire characters — imaginary protagonists similar to those
found in novels, films and comics. In each group, however,
one person must take the role of the Storyteller. The Story-
teller acts as a combination director, moderator, narrator and
referee. The Storyteller creates the drama through which the
players direct their characters. The Storyteller also creates and
takes the roles of supporting cast — both allies with whom the
characters interact, and antagonists against whom the charac-
ters fight. The Storyteller invents the salient details of the
story setting — the bars, nightclubs, businesses and other
institutions the characters frequent. The players decide how
their characters react to the situations in the game, but it is the
Storyteller (with the help of the rules) who decides if the
characters actually succeed in their endeavors and, if so, how
well. Ultimately, the Storyteller is the final authority on the
events that take place in the game.
Example: Rob, Brian, Cynthia and Alison have gathered
to play Vampire . Rob, Brian and Cynthia are players: Rob is
playing Baron d’Havilland, a Ventrue aristocrat; Brian is
playing Palpa, a Nosferatu sewer-dweller; and Cynthia is
playing Maxine, a Brujah street punk. Alison is the Story-
teller, and has decreed that the characters have been brought
before the vampire prince of the city to face judgment. The
players may now decide what to do: Rob, speaking as Baron
d’Havilland, may try to smooth-talk his way out of the prince’s
ire; Cynthia, as Maxine, may angrily denounce the prince as
a “fascist”; and Brian, as Palpa, may simply decide to use
magical invisibility to flee the situation. Ultimately, though,
it is Alison, the Storyteller, who determines the prince’s
reaction to the characters’ words or acts; it is Alison, speaking
as the prince, who roleplays the prince’s reaction; and it is
Alison who determines whether the characters’ actions, if
any, succeed or fail.
W HAT I S A V AMPIRE ?
Storytelling and roleplaying games may feature many
kinds of protagonists. In TSR’s Dungeons & Dragons, players
assume the roles of heroes in a fantasy world. In Hero Games’
Champions , players take on the roles of superheroes. In Vam-
pire , appropriately enough, players assume the personas of
vampires — the immortal bloodsuckers of the horror genre —
and guide these characters through a world virtually identical
to our own.
The vampires who walk the Earth in modern nights are
both similar to and different from what we might expect. It is
perhaps best to begin our discussion of the undead as if they
were a separate species of being — sentient, with superficial
similarities to the humans they once were, but displaying a
myriad of physiological and psychological differences.
In many ways, vampires resemble the familiar monsters of
myth and cinema. (There is enough truth in the old tales that
perhaps they were created by deluded or confused mortals.)
However — as many an intrepid vampire hunter has learned
to his sorrow — not all of the old wives’ tales about vampires
are true.
Vampires are living dead, and must sustain them-
selves with the blood of the living. True. A vampire is
clinically dead —˚ its heart does not beat, it does not breathe,
its skin is cold, it does not age — and yet it thinks, and walks,
and plans, and speaks…and hunts and kills. For, to sustain its
artificial immortality, the vampire must periodically consume
blood, preferably human blood. Some penitent vampires eke
2
VAMPIRE INTRODUCTORY KIT
3993649.067.png
out an existence from animal blood, and some ancient vam-
pires must hunt and kill others of their kind to nourish
themselves, but most vampires indeed sustain themselves
from the blood of their former species.
Anyone who dies from a vampire’s bite rises to
become a vampire. False. If this were true, the world would be
overrun by vampires. Vampires feed on human blood, true,
and sometimes kill their prey — but most humans who die
from a vampire’s attack simply perish. To return as undead, the
victim must be drained of blood and subsequently be fed a bit
of the attacking vampire’s blood. This process, called the
Embrace, causes the mystical transformation from human to
undead.
Vampires are monsters —˚ demonic spirits embodied
in corpses. False…and true. Vampires are not demons per se ,
but a combination of tragic factors draws them inexorably
toward wicked deeds. In the beginning, the newly created
vampire thinks and acts much as she did while living. She does
not immediately turn into an evil, sadistic monster. However,
the vampire soon discovers her overpowering hunger for
blood, and realizes that her existence depends on feeding on
her species. In many ways, the vampire’s mindset changes —
she adopts a set of attitudes less suited to a communal omni-
vore and more befitting a solitary predator.
At first reluctant to feed, the vampire is finally forced to
do so by circumstance or need — and feeding becomes easier
and easier as the years pass. Realizing that she herself is
untrustworthy, she ceases to trust others. Realizing that she is
different, she walls herself away from the mortal world. Real-
izing that her existence depends on secrecy and control, she
becomes a manipulative user of the first order. And things
only degenerate as the years turn to decades and then centu-
ries, and the vampire kills over and over, and sees the people
she loved age and die. Human life, so short and cheap in
comparison to hers, becomes of less and less value, until the
mortal “herd” around her means no more to her than a swarm
of annoying insects. Vampire elders are among the most jaded,
unfeeling, paranoid — in short, monstrous — beings the world
has ever known. Maybe they are not demons exactly —˚ but at
that point, who can tell the difference?
Vampires are burned by sunlight. True. Vampires
must avoid the sun or die, though a few can bear sunlight’s
touch for a very short period of time. Vampires are nocturnal
creatures, and most find it extremely difficult to remain awake
during the day, even within sheltered areas.
•˚ Vampires are repulsed by garlic and running water.
False. These are myths and nothing more.
Vampires are repulsed by crosses and other holy
symbols. This is generally false. However, if the wielder of the
symbol has great faith in the power it represents, a vampire
may suffer ill effects from the brandishing of the symbol.
Vampires die from a stake through the heart. False.
However, a wooden stake — or arrow, crossbow bolt, etc. —
through the heart will paralyze the monster until it is removed.
•˚ Vampires have the strength of 10 humans; they can
command wolves and bats; they can hypnotize the living and
heal even the most grievous wounds. True and false. The
power of a vampire increases with age. Young, newly created
vampires are often little more powerful than humans. But as
a vampire grows in age and understanding, she learns to use
her blood to evoke secret magical powers, which vampires call
Disciplines. Powerful elders are often the rivals of a fictional
Lestat or Dracula — and the true ancients, the Methuselahs
and Antediluvians who have stalked the nights for thousands
of years, often possess literally godlike powers.
T HE H UNT
When all is said and done, the most fundamental differ-
ence between humans and vampires lies in their methods of
sustenance. Vampires may not subsist on mortal food; instead,
they must sustain their eternal lives through the consumption
of blood — fresh human blood.
Vampires acquire their sustenance in many fashions.
Some cultivate “herds” of willing mortals, who cherish the
ecstasy of the vampire’s kiss. Some creep into houses by night,
feeding from sleeping humans. Some stalk the mortals’ play-
grounds — the nightclubs, bars and theatres — enticing
mortals into illicit liaisons and disguising their predation as
acts of passion. And yet others take their nourishment in the
most ancient fashion — stalking, attacking and incapacitat-
ing (or even killing) mortals who wander too far down lonely
nocturnal alleys and empty lots.
T HE N OCTURNAL W ORLD OF THE V AMPIRE
Vampires also value power, for its own sake and the
security it brings — and vampires find it ridiculously easy to
acquire mundane goods, riches and influence. A mesmerizing
glance and a few words provide a cunning vampire with access
to all the wealth, power and servants he could desire. Some
powerful vampires are capable of implanting posthypnotic
suggestions or commands in mortals’ minds, then causing the
mortals to forget the vampire’s presence. In this way, vampires
can easily acquire legions of unwitting slaves. More than a few
“public servants” and corporate barons secretly answer to
vampire masters.
Though there are exceptions, vampires tend to remain
close to the cities. The city provides countless opportunities
for predation, liaisons and politicking — and the wilderness
often proves dangerous for vampires. The wilds are the home
of the Lupines, the werewolves, who are vampires’ ancestral
enemies and desire nothing more than to destroy vampires
outright.
VAMPIRE INTRODUCTORY KIT
3
3993649.068.png
T HE E MBRACE
Vampires are created through a process called the Em-
brace. The Embrace is similar to normal vampiric feeding —
the vampire drains her chosen prey of blood. However, upon
complete exsanguination, the vampire returns a bit of her own
immortal blood to the drained mortal. Only a tiny bit — a drop
or two — is necessary to turn the mortal into an undead. This
process can even be performed on a dead human, provided the
body is still warm.
Once the blood is returned, the mortal “awakens” and
begins drinking of his own accord. But, though animate, the
mortal is still dead; his heart does not beat, nor does he
breathe. Over the next week or two, the mortal’s body under-
goes a series of subtle transformations; he learns to use the
Blood in his body, and he is taught the special powers of his
clan. He is now a vampire.
Some vampire clans Embrace more casually than others,
but the Embrace is almost never given lightly. After all, any
new vampire is a potential competitor for food and power. A
potential childe is often stalked for weeks or even years by a
watchful sire, who greedily evaluates whether the mortal
would indeed make a good addition to the clan and the line.
H ISTORY
Vampires — or Kindred, as they call themselves —˚ exist
for centuries and often seem unchanging to mortal eyes. Even
Kindred society, however, has undergone evolution, upheaval
and strife. Let us look at history as the Kindred view it, that we
might better understand their actions tonight.
C AINE AND THE F IRST N IGHTS
According to Kindred myth, the first of their kind was
Caine, the first murderer. For his crime, Caine was cursed by
God and thereby transformed into a vampire. Exiled from his
people, Caine was forced to stalk the fringes of civilization,
fearful of the sun and ravenous for blood.
In his loneliness, Caine came upon a mighty witch named
Lilith, who had been Adam’s first wife. Lilith taught Caine
how to use his blood for mighty magic (indeed, a few heretics
claim that Lilith, not Caine, was the First Vampire). Lilith
taught Caine many things, including how to use his blood to
evoke mystic powers — and how to create others of his kind.
T HE S ECOND G ENERATION AND THE F IRST C ITY
At first Caine refused to beget, believing it wrong to curse
the world with others of his kind. But eventually he grew
lonely and brought three others into the vampiric fold. These
three in turn begat 13 more, and these voracious monsters
went among the early peoples of the world, carelessly feeding
and using mortals as puppets in their sibling feuds. Caine,
outraged by this behavior, forbade the creation of any more
progeny. Gathering his childer and grandchilder to him,
Caine built a great city — the First City in the world —˚ and
here vampires and mortals coexisted in peace.
T HE A NTEDILUVIANS AND THE C LANS
It could not last. Caine’s childer squabbled for their sire’s
affections, and once again the mortals were used as pawns in
the feud. Finally the city was thrown down —˚ some say a
natural disaster was the cause; others, that a spurned childe’s
vengeful sorcery precipitated the cataclysm. Caine vanished
into the wastes, never to be heard from again. The three
vampires of the Second Generation likewise disappeared into
the mists of legend. But Caine’s 13 grandchilder, free from
restraint, began breeding new vampires with abandon. The 13
vampires became known as Antediluvians, and their childer,
created in their images, inherited the Antediluvians’ magical
gifts and curses. Thus were the clans formed.˚
T HE D ARK A GES
The clans spread across the world, sowing discord and
misery. Though each successive generation of vampires proved
weaker than the last, they made up for it with greater numbers.
In the ziggurats of Babylon, in the palaces of Crete, in the
tribunals of Rome, vampires ruled as shadowy tyrants, forever
using mortals as food and unwitting soldiers. Vampire warred
with vampire, clan with clan, and thus — from the ancient
rivalries of the First City — was born the great Jyhad, which
is still fought today.
The Kindred reached their worst excesses during the
early Middle Ages. During this period, many vampires ruled
openly, smothering peasant and lord alike beneath their
nocturnal grip. The vampiric population reached unhealthy
numbers, and it seemed that the Earth would belong to the
Kindred forever.
T HE A NARCH R EVOLT
Again, it could not last. The Children of Caine, in their
hubris, began to flaunt their power flagrantly. Terrified peas-
ants whispered of the monsters in their midst — and the
Church began to listen. The reports of a few horrified priests
spawned a frenzied Inquisition, and vengeful mortals rose up
in a tide of fire and blood. Though individually much more
powerful than mortals, even the mightiest vampires could not
stand against the humans’ sheer numbers; vampire after vam-
pire was dragged from its lair and hurled into fire or sunlight.
In the throes of the Inquisition, a current of revolt gripped
the Children of Caine. Younger vampires, who were being
deployed as sacrificial lambs by terrified elders, began to rise up
against their sires and masters. In Eastern Europe, a group of
vampires learned how to sever the mystic bonds through
which sires controlled their childer. Soon all of Europe seethed
beneath a nocturnal revolt, as rebellious childer threw off the
yoke of their masters. Between the Inquisition and the revolt
of the vampire “anarchs,” it seemed as though the Kindred
would not survive.
And so, in the 15th century, a council was called. Seven
of the 13 clans united in an organization called the Camarilla.
With its advantage of numbers, the Camarilla suppressed the
anarchs and agreed to exist behind a great Masquerade. Never
4
VAMPIRE INTRODUCTORY KIT
3993649.069.png
THE SIX TRADITIONS
Camarilla vampires swear to uphold the legend-
ary Six Traditions of Caine, the laws which Caine
supposedly passed to his progeny. Like any other laws,
the Traditions are commonly ignored, bent or
violated outright.
But, though hidden, vampires were still quite real. The
wars of the Jyhad raged on, though the nights of open battle
were replaced by sudden ambushes and maneuvering of hu-
man pawns. Weaving their webs throughout the
ever-expanding cities, the Kindred eschewed their previous
games for more methodical but no less deadly ones.
T HE M ODERN N IGHTS AND G EHENNA
And the wars continued down the centuries, and con-
tinue still. The Jyhad rages as it always has — though skyscrapers
take the place of castles, machine-guns and missiles replace
swords and torches, and stock portfolios substitute for vaults of
gold, the game remains the same. Kindred battles Kindred,
clan battles clan, Camarilla battles Sabbat, as they have for
eons. Vampiric feuds begun during the nights of Charlemagne
play themselves out on the streets of New York City; an insult
whispered in the court of the Sun King may find itself
answered by a corporate takeover in Sao Paolo. The ever-
swelling cities provide countless opportunities for feeding,
powermongering — and war.
Increasingly, vampires speak of Gehenna — the long-
prophesied night of apocalypse when the most ancient
vampires, the mythical Antediluvians, will rise from their
hidden lairs to devour all the younger vampires. This Gehenna,
so the Kindred say, will presage the end of the world, as
vampires and mortals alike are consumed in an inexorable tide
of blood. Some vampires strive to prevent Gehenna, some
fatalistically await it, and still others consider it a myth. Those
who believe in Gehenna, however, say that the end time
comes very soon — perhaps in a matter of years.
T HE C AMARILLA
The Camarilla is a great sect of vampires that formed in
the late medieval period. A vampire “United Nations” of
sorts, it was formed to protect vampires from the purges of the
Inquisition, to uphold the Traditions of Caine, and to enforce
the great Masquerade. Many Camarilla vampires, remember-
ing the nights of fire when vampires were uprooted and
destroyed, uphold the Masquerade fanatically. Camarilla vam-
pires reject the idea of vampires as monstrous predators,
instead preferring to live clandestinely among mortals and
feed cautiously.
The Camarilla is the most populous sect, and (in theory)
the most powerful. But it comprises seven clans of vampires,
each with its own culture and agenda, and this
T HE
FF IRST
IRST T
TT RADITION
RADITION :
ASQUERADE
Thou shall not reveal thy nature to those not of the Blood.
Doing so shall renounce thy claims of Blood.
T HE
HHE M
M M ASQUERADE
ASQUERADE
HHE S
SS ECOND
ECOND T
TT RADITION
RADITION :
T HE
H HE D
D D OMAIN
OMAIN
Thy domain is thine own concern. All others owe thee
respect while in it. None may challenge thy word while in
thy domain.
H HE
OMAIN
T HE
TT HIRD
HIRD T
TT RADITION
RADITION :
T HE
HHE P
PP ROGENY
ROGENY
Thou shall sire another only with the permission of thine
elder. If thou createst another without thine elder’s leave,
both thee and thy progeny shall be slain.
T HE
HHE
ROGENY
HHE F
F F OURTH
OURTH T
T T RADITION
RADITION :
T HE
HHE A
AA CCOUNTING
CCOUNTING
Those thou create are thine own childer. Until thy
progeny shall be released, thou shall command them in all
things. Their sins are thine to endure.
T HE
HHE
CCOUNTING
HHE F
FF IFTH
RADITION :
H OSPITALITY
IFTH T
TT RADITION
RADITION
OSPITALITY
Honor one another’s domain. When thou comest to a
foreign city, thou shall present thyself to the one who
ruleth there. Without the word of acceptance, thou art
nothing.
OSPITALITY
T HE
SS IXTH
IXTH T
TT RADITION
RADITION :
DD ESTRUCTION
ESTRUCTION
Thou art forbidden to destroy another of thy kind. The
right of destruction belongeth only to thine elder. Only the
eldest among thee shall call the blood hunt.
ESTRUCTION
renders it
prone to discord. Ruled as it is by a fractious sort of
parliamentarianism, the Camarilla is slow to act and often
indecisive in the face of threats; when it brings its combined
might to bear, however, the Camarilla is virtually unstop-
pable.
Beginning characters are assumed to be Camarilla vam-
pires, and to belong to one of the seven clans. The clans are:
Brujah: A clan of violent, antiauthoritarian vampires
espousing freedom from societal restrictions.
more shall vampires rule openly, the lords of the Camarilla
decreed. We shall hide among the mortals, and conceal our
natures from our prey, and in a few decades the mortals will
know vampires only as myths.
Thus, the Masquerade was born, and the Inquisition
gradually forgot its original target. Those anarchs who would
not join the Camarilla were driven into the wastes, from
which they would later emerge as the dread Sabbat cult. With
the discovery of the New World and the dawn of science,
humanity gradually forgot about the Kindred, relegating them
to the status of childhood legends.
VAMPIRE INTRODUCTORY KIT
5
THE SIX TRADITIONS
F F
T T
HHE F
HHE
IRST
RADITION
M M
T HE
H HE
SS
TT
HHE
ECOND
RADITION
D D
HHE T
TT
TT
HHE
HIRD
RADITION
PP
F F
T T
H HE
OURTH
RADITION
A A
FF
TT
HHE
IFTH
S S
T T
HHE S
HHE
IXTH
RADITION
DD
D
3993649.070.png
Zgłoś jeśli naruszono regulamin