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DEDICATED IN LOVING MEMORY, PAUL KRAAIJVANGER SR.

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TABLE OF CONTENTS SHORT STORY:REDEMPTION ...... 3 CHAPTER ONE: INSTALLATION AND TECHNICAL SUPPORT ...... 10 Installing : The Masquerade Redemption ...... 10 CHAPTER TWO: HOW TO PLAY VAMPIRE...... 12 Game Control Overview Sheets ...... 17 Game Menus...... 19 Main Game Screen...... 24 RREDEMPTIONEDEMPTION Some General Notes about Combat ...... 30 CHAPTER THREE: TRAITS AND DISCIPLINES ...... 32 Character Traits ...... 32 Potence ...... 40 Disciplines...... 34 Presence...... 40 Common Disciplines ...... 35 Protean ...... 40 Animalism ...... 35 Thaumaturgy - General ...... 41 Auspex...... 36 Thaumaturgy - Blood Magic ...... 41 A sliver of moon broke through the grey Christof paused at the peak of the hill and Celerity ...... 37 Thaumaturgy - Lure of Flames ...... 42 clouds as Christof reached the top of the hill. looked down. From his perch he could see Dementation ...... 37 Thaumaturgy - Hands of Destruction . 42 The night wind cut through his battered the entire Crusader camp etched in cold Dominate ...... 38 Thaumaturgy - Blood Rituals ...... 43 armour, chilling his overheated body. His moonlight. A dozen watch-fires glowed Fortitude ...... 38 Faith ...... 43 limbs ached as they never had before and reassuringly around the perimeter, warding Mortis ...... 38 Numina...... 44 cried out for rest. But he had not prayed all off the terrors of the night. Most of the Obfuscate ...... 39 day and would not let his body collapse until Crusaders slumbered, bone-weary from the he had done so. day’s forced march. Even some of the watch CHAPTER FOUR: ENEMIES AND EQUIPMENT...... 45 The Crusaders of the Order of the dozed fitfully at their posts. All was quiet, Enemies...... 45 Swordbrethren had been on a forced march except for a few unarmoured serfs who Equipment and Treasure...... 48 since dawn, chasing the faster, lighter- scurried about the camp, hauling sacks of Weapons...... 48 armoured barbarians. Sir Cuthbert had grain, digging a shallow cesspit and preparing Armour...... 50 reluctantly allowed them to stop only when for the morning meal. Other Equipment...... 50 nightfall made further travel impossible. For the first time that day, Christof felt Artifacts...... 51 After pitching their tents, the Crusaders safe. He pulled off his heavy, battered helmet CHAPTER FIVE: MULTIPLAYER AND STORYTELLING ...... 52 gratefully collapsed onto their straw mats. and let it clatter to the ground. The cold The Haven and Character Creation...... 53 But Christof did not. He had a need greater night air lashed his long, brown hair, which Creating A New Character ...... 53 than sleep. Friar Bertrand’s energetic orations was matted and dripping wet. He rubbed his LAN Games: Lobby and Chat...... 55 against the barbarians were stirring, but his eyes with a mailed fist, wiping away rust and Internet Games: The WON Lobby and Rooms...... 56 perfunctory prayers gave little consolation to sweat mingled with the grit of the road. His Create A Game...... 57 the eighteen-year-old Crusader. The Saviour armour was battered and in need of repair. Playing in a Multiplayer Game...... 58 had decreed that Christians pray alone, in The white cloth over his mail hauberk was Storytelling a Multiplayer Game...... 59 their private chambers, and Christof had torn in many places and streaked with dull, diligently followed that stricture every day brown dried blood. But the crimson cross HAPTER IX HE ORLD OF ARKNESS C S : T W D ...... 64 since childhood. But there were no private across the chest was still as bright and proud CREDITS...... 98 chambers in the wastelands of Moravia, so as the day he first wore it. His limbs ached CUSTOMER SUPPORT...... 101 the desolate, windswept hilltop would have from weeks of marching. But Christof was to suffice. not ready to rest. SOFTWARE LICENSE AGREEMENT ...... 102

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The massive pig wheeled to survey the disbelieving rage as the light slowly faded from damage it had done. It snorted with its eyes. satisfaction and lowered its yellowed tusks to The villagers poured into the green, charge the screaming child again. Then it cheering. They hauled the monster off the noticed Christof, now very alone on the green. gasping and bleeding Christof. The village It charged in Christof’s direction, testing the elders held a week-long festival in Christof’s lone, impudent creature who did not fly from honour, and for those seven days, he was great his wrath. Christof quickly stepped sideways, as King David. “Christof, God hath given thee toward a hut, narrowly evading the creature. a great gift of courage,” the elders said. “Thou The boar sped past art meant for greater him and hurtled back glory than life as a around the green. freeman baker or Satisfied that Christof cobbler! Perhaps thou no longer defied him, shalt become the the boar returned his youngest village elder.” attention to the The vainglory felt squalling child. sweet but also Christof grabbed a embarrassed him. The sharpened tent pole lasses adored him and from the hut and lavished him with approached the child. honeyed praise. The boar snorted with “Christof, thou art the rage, stomped the bravest man in grass and charged Christendom! Blessed Christof, determined is she thou takes to to punish this act of wife!” The lads also defiance. Christof admired him. He drew his broadsword from its and always emerged unscathed, as if crouched low, planted “Christof, thou scabbard, plunged the tip into the crust of protected from on high. Until the day a wild the butt end of the should’st fight for the the dry earth and knelt before it. He pressed boar had thundered across the village green. spike in the ground glory of God! Go his feverish brow into the handle, closed his The boar charged the villagers, who and braced against it. thou! Go far from St. eyes and prayed quietly. scattered before it like geese, jabbering in He faced the beast Claire! Join the “Our Father who art in Heaven....” terror as the boar snorted and slashed. Two and lowered the Crusade, and bring But his mind did not stay on the prayer. watchmen panicked and fled, dropping their toward its onrushing fame to our village!” The tension that had coiled around his hatchets as they ran past slower-moving jaws. But Christof barely warrior’s spine slowly melted away. And as villagers. Christof easily outran the massive The spike snapped heard any of them. the tension ebbed, a flood of memories rose pig, but a scream more piercing than all the like dry kindling as All he could see was up, unbidden. And unwelcome. others cut through him like a razor. He the boar toppled Christof and gored his right the massive, oppressive face of the beast inches turned and saw that the boar had trampled a shoulder. The beast snarled a blast of hot, foul from his face. Angry. Hateful. Fire *** small child, who lay crying on the green. A breath in frustration as it realised that it had in its dead eyes. white-hot fury ignited in Christof’s chest. He charged, open-mouthed, right into the tent In his sixteen years, Christof had never stopped, and held his ground as the slower spike. It stomped its hooves and ripped at *** struck a blow in anger. In the little French villagers ran past him. In a moment, the Christof’s chest, tusks inches from Christof’s village of St. Claire, he had raced against, village green was empty except for the child, face. But the spike had torn though the boar’s Christof shook his head to dispel the wrestled and mock-duelled every lad and the boar and Christof. gaping mouth and shattered its neck bone. Its memory and focused again on his prayer. He able-boded man. He won most of his bouts monstrous head glowered with impotent, was anxious to finish and eager to sleep. He UK_Vampire 3/26/02 5:17 PM Page 6

continued quietly, “Forgive us our trespasses, earth, shuddered and lay still. But one hand backward, nearly toppling into Sir Cuthbert’s backward, blocking their path. The serf as we forgive those who trespass against us....” stuck straight up, as though begging Christof tent. But the short serf effortlessly pulled the howled a hideous, high-pitched snarl and for absolution. large man away from the tent and quietly turned, shredding the back of the tent with a *** Christof stared down into the dead man’s lowered his body to the ground. Then the serf sweep of his razor-sharp talons. He bounded hollow eyes. The piercing black pupils stared darted toward the guard at the opening of Sir through the hole and ran, toppling a Crusader In his seventeen years, Christof had never back with the same accusing, disbelieving Cuthbert’s tent. who stood in his path. killed a man. The hot sun beat down on him look as the boar. Christof looked away but Christof pulled the sword from the ground Christof found he could suddenly move and a roaring filled his ears, drowning out knew the sight would never leave him for all as he leapt to his feet. He tried to cry out but again and charged after the serf. He ran the angry clash of steel on steel. Sparks flew his days. no sound emerged from his mouth. He headlong through the dark, past groggy troops before his eyes, and his head spun around as charged down the hill as the small serf gently rising from their deep and troubled sleep. An the barbarian’s axe struck his helmet from *** lowered the second guard to the ground. uproar swept through the camp. Finally, the right. Weary Crusaders glowered at Christof as he Christof slowed. He peered into the darkness Christof was certain he was dead. He Again Christof tried to shake off the stormed past them. Only when the serf but to no avail. The creature had vanished prayed that the Lord would find his in memory and focused on his prayer. But he disappeared inside Sir Cuthbert’s tent did into the chill of the night. the midst of the battlefield wasteland and felt ill at ease, and the prayer brought him no Christof finally find his voice. Fear replaced exhaustion in the hearts of blindly gave his sword one final thrust. The comfort. “Lead us not into temptation, but “Alarum! Alarum!” he shouted breathlessly, the Swordbrethren and banished all hope of pommel rattled painfully in his hand as his deliver us from-” bursting into the tent. The serf was already sleep as word of the blood-mad devil raced blade bit deeply into flesh and struck hard His attention drifted from the prayer but crouching over Sir Cuthbert, who lay atop his from man to man. Two of Sir Cuthbert’s bone. The barbarian collapsed like a straw not to another memory. He opened his eyes straw palette, dead to the world. Christof officers found the shivering Christof and led man at a harvest festival and lay still. and peered down the hill to the troops sword flashed in the torchlight and crashed him back to Sir Cuthbert’s tattered tent, The ringing in Christof’s ears subsided, slumbering below. The camp was quiet, down on the serf’s head, where it bit deeply, which flapped in the night wind despite the and his vision except for a few with a satisfying crunch. The skull caved in, efforts of several serfs to mend it. The tent was slowly cleared. serfs finishing and a chunk of bone and gristle flew across now ringed with a barrier of Cuthbert’s He tugged at their chores. the tent. But the serf did not fall. Instead he retainers, who muttered angrily to one his sword, Though they turned and glowered at Christof with eyes that another, debating the most fitting punishment which had carried heavy were black pools of hate. Christof froze. For a for the serf, once they caught him. Sir pierced the packs that moment, all was still in the tent as the serf Cuthbert’s steward parted them and beckoned barbarian’s weighed as locked eyes on him. Dead eyes. Full of hate. for Christof to enter. The retainers stepped heart. But the much as a Then the serf snarled and clawed at aside to admit Cuthbert’s officers, but they weapon did not Crusader’s arms Christof with long, cracked fingernails scowled suspiciously at Christof, who budge. It was and armour, encrusted with filth. Christof dimly noticed his appeared indistinguishable from any other caught on the they were sword bouncing silently off the hard earth at young, front-line soldier. barbarian’s ribs, expected to his feet, and his right arm suddenly felt cold Inside the tent, the white-haired company and would not labour while the and faraway. The serf paused to wipe his eyes empiric was examining a pale Sir Cuthbert, dislodge. troops slept. All clean of the blood that flowed freely from the who looked weary, but solid as granite. At Christof seemed well. gaping head wound Christof had delivered. length, the old man gruffly announced, “’Tis gripped the hilt Christof was The serf crinkled his ashen face into a wicked the will of God that Sir Cuthbert be delivered with both hands closing his eyes leer. His thin dry lips peeled back to reveal from the devil’s grasp! He is whole.” and yanked again when he long, glistening yellow teeth. The yellowed The officers roared with relief and toasted furiously. The realised that a fangs flashed in the torchlight as he silently his health. But an impatient Sir Cuthbert barbarian’s guard outside lunged toward Christof’s unarmoured head. pushed past them and strode out of the tent. corpse vaulted Sir Cuthbert’s The stillness abruptly shattered with a roar, Outside, the anxious troops erupted in upwards, as if rising from the dead. The tent was swaying drunkenly at his post. as shouting men in clanking mail burst into cheers. With an abrupt wave of his hand, Sir shattered chest bones groaned like the hinges Christof opened his eyes and watched as a the tent. The serf unlocked his grasp on Cuthbert cut them off, and the camp fell of Hell and snapped open as the sword burst small serf in a hood and tunic whispered into Christof’s arm and pushed him toward the silent. Sir Cuthbert surveyed his men for a free. The broken body crashed back to the the ear of the tall guard. The guard fell charging Crusaders. Christof stumbled long moment before speaking. UK_Vampire 3/26/02 5:18 PM Page 8

“Saved,” he hoarsely bellowed, “by the “But is that wise?” the steward asked. “We grace of God!” The troops cheered again, must rise before dawn! If we should delay louder. further, that barbarian hoard shall surely-” Christof tried to follow Sir Cuthbert out “We’ve lost those jackals,” Sir Cuthbert of the tent, but the empiric blocked his path. snapped. “We could wander these hills for The old man peeled back the blood-soaked weeks and not find their trail. The filthy mail from Christof’s right forearm and barbarians wear armour of fur so that they gripped his bicep to stanch the blood flow. may run like deer and hide like mice. But it He forced Christof to sit on a barrel. will protect them no more than it did the “The demon unleashed a torrent of blood beast they skinned!” He paused and from thy arm,” the old man scolded, pouring composed himself. “No. Let the men sleep wine over the jagged claw marks. “Thy very past sunrise. We’ve pushed them hard enough life leaks out upon the uncaring soil!” He for one week.” gently rinsed grit from the wound and “Whither do we go after sunrise?” the wrapped it tightly in fresh linen. “Disturb steward asked. not this dressing,” he said sternly. When he “To the barbarian supply camp! We shall finished, the empiric retrieved Christof’s seek for it here in these Moravian hills. It was broadsword from the ground. The old man doubtless the hoards destination. And we are scowled as he handed Christof the weapon, close, by God, or their demon master would saying, “When next thou are inclined to never have risked entering our camp, even by chase the spawn of Hell... pray remember to night!” bring thy sword!” And just for a moment, “Yes, my lord!” the steward replied. “But Christof thought he saw a hint of smile on they will continue to seek thy murder!” the sour face of the old man who had “Aye. My retinue will protect me, if God witnessed so much suffering and death. wills it. Now fetch the men their brandy. “What is your name, boy?” asked Sir “Thou hast cleft the devil’s skull in twain Outside the tent, Friar Bertrand intoned, Tomorrow we scout these hills. I want the Cuthbert. and lived to boast of it.” “In the name of our Lord and God Jesus men full of vigour when we find the “Christof Romuald, of St. Claire.” Christof nodded slowly. Christ, for His glory and for the exaltation of barbarian camp.” “Thou art a brave lad, and true, Christof “God has smiled upon thee. He spared His holy faith. Amen. The barbarian dogs “It shall be so,” the steward nodded, Romuald of St. Claire. Dost thou love God?” thee from certain death because He has felt the sting of God’s wrath in our swords, turning to leave. “Aye, my liege.” conceived a higher purpose for thee. and they fear us. They flee our wrath like Sir Cuthbert glanced at Christof. “Seek ye salvation of thy sinner’s soul?” Therefore, fear not in battle, but give the coward’s! They cannot win by honest force of “Who is this boy?” he snapped at “With all my heart, my liege.” devil his due, for thou art blessed!” arms, so they have sent a devil to our camp the steward. “Art thou prepared to die for the “Aye.” Chirstof replied, though he was far to slay your lord and master, Sir Cuthbert. “The very one who smote the demon and Kingdom of God?” from reassured. But the Lord was with us this day and drove drove him from this tent!” “Aye, my liege.” Christof slept deeply that night, dragged the devil from the sight of righteous men!” Cuthbert studied Christof a moment and “No longer shall thou fight upon the line. under by weariness and wine. For the first The Crusaders cheered again, louder. As then motioned him to approach. Christof Thou shalt join my retinue and smite all who time, the hateful, hollow eyes of the dead Friar Bertrand continued his litany, Sir stepped forward, trying to conceal the would kill me.” boar and the dead barbarian no longer Cuthbert stepped back into the tent. He trembling in his knees. He had never been Christof felt light-headed. Almost giddy. him. Instead, all he could see were approached his steward and said, “Give the this close to the great Crusader before. “I obey, my liege,” he said, breathlessly. the hateful, living eyes of a dead man. men an extra tot of brandy tonight, or they Christof fumbled as he clumsily sheathed his will never rest.” sword and knelt. UK_Vampire 3/26/02 5:18 PM Page 12

and you will have to restart this process. This is normally a slower, yet more This method may be easier for those who damaging attack. know an area well and wish to run quickly Next to the standard melee weapons, through it without clicking repeatedly. there are a variety of ranged weapons in the Depending on the distance to your game. Unlike melee weapons, ranged destination, your character will either weapons will require ammunition, which CCHAPTERHAPTER TTWOWO:: carefully walk towards the spot or run can be found by defeating enemies or towards it. If the destination is near the purchasing it from a store. On some of the character, s/he will walk carefully to it. If ranged weapons (e.g. pistols, revolvers, HHOWOW TO TO it is further away, then the character will bows, crossbows, rifles, etc), the secondary run to the location. If you want to make attack will fire rounds with a higher PLAYLAY VAMPIREAMPIRE the character run to a desired spot accuracy, however this will be at the P V regardless of the distance, then hold down expense of a slower firing rate. As you the shift key and left click with the cursor progress through the game, you will also over the spot. Also, if you have a three- encounter certain guns (e.g. machine guns, button mouse, you can use the third chain guns) with which you can hold down mouse button instead of clicking and the ALT key and point at the location The following chapter explains the basic item: The cursors are Talk, Attack and holding down the shift key. where you would like to fire. You can then information needed to play Vampire: The Pickup/Use. Rollover text will also appear Please note, if your character is badly focus your fire on an entire group of ® Masquerade Redemption . In V:TM in the text window, giving you more wounded, s/he will limp for several steps adversaries in the distance instead of one Redemption, you will take on the role of information about your target. before resuming his or her normal single enemy. Christof Romuald as he makes his journey walking speed. To use a throwing weapon (e.g. grenade from the world of mortals to the world of CHARACTER MOVEMENT To operate doors and other portals, or holy-water vial), you will first have to the undead. Travelling through four To move your character around the you must place your cursor on the portal select the item by either right or left different cities across the span of time, you game world, position your mouse cursor and left click. When you first place your clicking on the item when it is in your will venture into the dark underbelly of the over the spot you wish your character to cursor on the portal, it will highlight to inventory. If you have selected the item, world in your undying quest for love. move towards, and then left click on that show that it has been targeted. After you then your icon will change into the Choices will be made that will affect your spot. If your character can move there, a left click on the portal, your character of the item that you have selected. Also, if future, and you must learn to temper your movement target icon will appear on the will move toward and interact with it item the is in your quick items slot, then unending thirst for blood brought on by the ground, and your character will (e.g. open the door.) If the portal cannot you can hit the corresponding quick item Beast raging inside you. You will encounter immediately move towards it. If your be opened, then a message will appear in key to use the item (For more all of this as you journey into the world of character cannot move to that spot, then a the text box in the middle of the screen. information, please see Chapter Two: Vampire: The Masquerade Redemption. large red X icon will appear, and your Main Game Screen). To use the item on character will stay where s/he is. ATTACKING an enemy, you will simply have to left GAME CONTROLS If you do not wish to click on the In order to initiate an attack, move your click on your target, and the item will be In this section, you will learn the destination for your character, there is cursor over an enemy, and the Attack icon thrown and it will then disappear from various controls and commands used to another method of moving him as well. will appear. When you left-click on the your inventory. If you accidentally play V:TM Redemption. To interact with You can click on your destination and, as target, the character you are controlling equipped an item and wish to return it to anything in the game, position your mouse your character begins to move toward it, will then attack the target using whatever your inventory, you can left click on an cursor over the desired object, which will hold down the mouse button and begin to weapon is in his or her hand at the time. If open spot in your inventory or right click highlight to show that it is being targeted, move it to a new destination point. As you continue to hold the left mouse button anywhere on the in-game screen and the and then press one of the mouse buttons long as you hold down the mouse button, down, your character will continue to auto item will be automatically returned to to trigger a command. your character will redirect himself to attack your target until the target is killed your inventory. Special targeting modes When you put your cursor over an wherever you place the mouse cursor. or until you are damaged. Pressing the such as ALT+Left Mouse click will work object that highlights, the cursor will However, if your character runs into a wall third mouse button or holding the shift for thrown weapons as well as projectile change shape to show what action will be or you leave you cursor in an area where key while attacking, will cause your weapons. performed if you click on the highlighted he cannot walk, then he will stop moving character to perform a secondary attack.

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Using a scroll is done in a similar carefully control the attitudes and actions the entire coterie to return to the lead vessel of blood, there are other ways of fashion as well. To prepare a scroll for use, of your coterie members. character. If you want the entire party to obtaining blood in the game. Rats that right click or left click on the scroll when By default, the characters in a player meet at a specific point, move the cursor you can find scurrying around the city are it is in your inventory. Your cursor should controlled coterie are set to a Neutral to that point and hold down the CTRL always good for a small supply of blood. now become the image of the scroll stance, meaning that they will follow your key and left click on that location. Note, However, there is always a chance that indicating that you are now ready to use lead character and engage in combat as when a coterie member is separated from they will infect your character with any the scroll. To use the Discipline, place the needed and directed by their leader. To your group, s/he will not come to the lead disease that they may have. Also, bottles of image of the scroll over the intended target switch characters, click on the head of the character’s aid if he is damaged nor will vitae can be found scattered throughout a and press the Right Mouse button. Your character that you want to control in the this character engage any enemies at all. rival vampire’s haven and are excellent character will then use the scroll on the middle bottom of the screen. This If you want to focus all of the coterie’s sources of blood. In certain cases, some intended target (which may be an enemy character will then become the lead attacks on one enemy, then highlight the bottles of vitae may not only replenish character, a friendly character, an item in character that the others take their cues enemy with the cursor and hold down the your Blood Pool but even hold some your inventory, or comrade depending on from, and a red border will surround the CTRL key on your keyboard as you special powers when ingested. the purpose of the scroll) and the scroll status bar of this character to indicate that attack. The entire coterie should then FRENZY will then disappear from your character’s you are currently controlling him. Also, focus their attacks on this enemy as long inventory. If you choose not to use a scroll you can hit the Tab key to cycle through as you continue to hold down the CTRL are monsters, possessed of an which is being held, simply left click on an the characters until you find the one that key while you attack. inner Beast. Though, like humans, they empty inventory slot, and the scroll will be you want to control. Another keyboard have the capability to overrule their baser BLOOD placed there. shortcut that you can use is the F6-F9 instincts, sometimes they fail. When this keys. Hitting F6 will allow you to take As a human, blood courses through occurs, the Hunger and the Beast become DISCIPLINE USAGE control of Christof, F7 will allow you to your veins in order to sustain life. As a uncontrollable, and no one is safe. To attack a target with a Discipline, take control of the character to the right of vampire, blood no longer courses through In the game, there is an orange bar, make sure that you have the correct Christof, F8 will let you take control of your veins, but it is still as important as which monitors your Frenzy level. As you Discipline selected and then right-click the character two slots to the right of ever in sustaining your unlife. In order to take damage from enemies, your Frenzy over the highlighted target. If your place Christof, and F9 will let you control the be able to use your Disciplines, as well as level will increase until you can no longer your cursor over the Discipline icon in the character in the fourth slot. to prevent your character from frenzying, control your actions, and friend and foe Discipline window, a small description of When you control a character, you can you will require blood. In your character’s alike must be wary of you, since you will the Discipline, which includes the target change the stance of the coterie members status bar, there is a red bar, which begin to attack indiscriminately. The rate type, will appear in the status window, by clicking on the Offensive/Defensive indicates your Blood Pool. As you use at which you frenzy does depend on a few which is located in the bottom middle of buttons, which are located in the lower left Disciplines, blood will be used from your variables including the clan type (some the screen. Note: if you have selected a hand corner of the game interface. A Blood Pool, and this bar will go down. In Clans frenzy more quickly than others), Discipline that does not require a target, character set to offensive will seek out order to replenish your Blood Pool, you Blood Pool level (if your character is for example Blood Healing, that Discipline enemies to fight on his or her own and will need to Feed (for information on starving for blood, then he is more likely will activate even if nothing is highlighted will be freer in their use of Disciplines and using the Feed Discipline, please see to frenzy), and the type of damage (some by the cursor. Also, if you right click on a blood. A character set to defensive will Chapter 3: Traits and Disciplines) on other types of Aggravated damage such as fire target and cannot use the Discipline, then conserve his or her resources and avoid creatures throughout the game. However, will increase the Frenzy level faster). you may not have enough blood to use the combat wherever possible. You can return not all creatures can be fed upon, and Certain Disciplines will also cause a Discipline or the selected target may not a character to neutral stance by clicking on there are many that will attempt to resist character to frenzy faster, and there are also be affected by the selected Discipline. the Neutral button at any time. you. Failure to catch someone in your a few Disciplines that will lower the Frenzy To gain more control over individual grasp will leave you in a vulnerable level as well. Eventually, your character will COTERIE CONTROL coterie members, you can separate them position, and you will be open for a naturally become unfrenzied. However, if In your travels through the World of from the group by clicking on the green counterattack. It is commonly known that you are on the verge of frenzying, the use Darkness™, your party of vampires, light next to their character portrait. Once a creature under your powers can be more of the Heal Discipline has been known to which is also known as a coterie, will a character is “out of the group” s/he will easily fed upon than creatures that still subside the need to rage. encounter a variety of enemies. In order to no longer follow the lead character. have the use of their own free will. survive in this world, you will need to Clicking the Regroup button will cause If you are unable to find a suitable

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AWAKEN SAVING/LOADING A GAME GAME CONTROLS OVERVIEW If one of your characters is damaged In V:TM Redemption, there are two The following is a summary of the game controls in both Single Player and until s/he no longer has any Health, then possible ways of saving a game. Multiplayer. Generally speaking the controls will do the following: that character will fall into a state of torpor, First of all, you can choose to let the which is a death like sleep. In order to game autosave for you. Every time you Left Click Walk to Location, Talk to Person, Attack an Enemy, Pickup Item bring your character out of torpor, you will enter a new area (this occurs when the Left Click + Alt Fire at Ground (clicking on the ground), Pickup to Cursor (clicking on an item) need another character to use the Awaken “loading” screen appears), all of your Left Click + Ctrl Party Attack (clicking on enemy), Party Regroups to Location (clicking on the ground) Discipline on the fallen comrade. The character’s information and status will be Left Click + Space Hold Attack (enemy), Turn in Place (ground) Awaken Discipline is available for use by automatically saved. The autosave is Hold down Left Click Automatic Attack acquiring scrolls or learning the Discipline particularly useful when you are going Right Click Use Discipline or held scroll. Store held item back into inventory. by spending experience. When you have the from one level of a dungeon to another Right Click + Space Use While Stationary Awaken Discipline selected, simply right and you do not wish to travel back to the Third Mouse Button Acts like Shift + Left Click click on the portrait of your fallen comrade, Haven in order to save the game. and your character will use this Discipline. Second, you can save the game by For users with a Mouse with more than two buttons: If your character is successful, then your clicking on a save cross (if you are human) Button 3 (middle) Acts like Shift-Left Click fallen friend will Awaken with a low blood or a save ankh (if you are a vampire), Button 4 Zoom to first person view/Acts like “Z” supply and a minimal amount of Health. which are located in your Haven. When Button 5 Party Attack (clicking on enemy), Party Regoups to Location (clicking on the ground), Group Toggle (clicking on the UI head ) / Acts like Ctrl + Left Click For more on Disciplines, please see Chapter you clicking on the save cross/ankh, this + Space Stationary cast Three: Traits and Disciplines. will bring up the save game screen. Simply If all of your characters fall into a state click on the slot, where you wish to save The specific combination controls for single player and multiplayer are the following: of torpor, then the game is over, and you the game, and then click on ok. will need to load from an older saved game. To load a saved game, just go to Single MOUSE CONTROLS (SINGLE PLAYER) Player, and then click on “Load a Saved Select current character Left click on character portrait Game.” When the Load game screen Autowalk Hold down Left click on desired target location appears, you can then click on Autosave (to Attack Left click on highlighted enemy to attack load an autosaved game) or click on a Secondary Attack Third mouse button click on enemy to attack specific game slot. In the game slots, the Activate door/switch Left click on door/switch name of the level and the time, which you Talk to NPC Left click on NPC if talk cursor is present saved, will be listed here. Once you have Pick up item Left click on item if pickup cursor is present chosen the game that you wish to load, just Use current Right click on target to use Discipline click on “OK”, and the game will load it up. Discipline/Numina (different powers have different targeting requirements) Use inventory item Right click on item to use from inventory Set current Left click on Discipline from quick-list or from the Discipline Pane Discipline/Numina Feed/Kiss Press “F” or select “Feed” Discipline from list and use as normal Display Statistics Pane Left click on “Character” button Display Inventory Pane Left click on “Inventory” button Display Discipline Pane Left click on “Disciplines” button Display Map Left click on “Map” button Display Quest Log Left click on “Quest” button Change Coterie stance Left click on desired stance from coterie controls icons Take gold/money Left click on gold display, type in amount (defaults to half total). from inventory Gold/money drops to the floor. Remove stake from Left click on character to de-stake, the current character will approach and remove coterie member the stake

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KEYBOARD CONTROLS (SINGLE PLAYER) Pause game/display in-game menu Esc GAME MENUS TAB Cycle current character s, release Possession of character MAIN MENU SINGLE PLAYER MENU Stop action Spacebar Force run to destination Shift + Left Click on destination Display Character Pane “C” Display Inventory Pane “I” Display Discipline Pane “D” Display Map “M” Display Quest Log “Q” Close all Panes Backspace Use quick item F1 – F5 Quick Character Selection F6 – F9, F6 for Christof, F7 for character in slot two, etc. Toggle Status Bar Display F11 Take Screenshot F12 (saves shotxxx.bmp in current directory) Select active Discipline from quick list 1 – 6 Zoom Camera +/- Regroup coterie R The main menu offers the main NEW GAME In/Out coterie toggle G options to the game. You may choose This option starts a new game of V:TM Switch to First Person View Hold down Z Single Player, Multiplayer, Options, View Redemption. After selecting this option, the Swivel View Toggle X or Numpad 5 Credits or Quit. Fire at the ground (missile weapons only) ALT + Left click on the ground game transitions into the opening Party attack CTRL + Left click on target SINGLE PLAYER cutscene, and the game begins. Warning: Clicking on New Name will erase the Party Regroup to Locations CTRL + Left click on destination This will start a Single Player game. Secondary attack Shift + Left click on target You will be prompted to Start A New current autosave. Force run Shift + Left click on the destination Game or Load A Saved Game. Turn in place Space Bar + Left Click on the ground LOAD GAME Stationary Discipline casting Space Bar + Right Click on the target MULTIPLAYER You can use this option to load Skip current conversation line Space This will start a Multiplayer game. You previously saved games. A list is presented Abort/End current conversation Esc will be prompted to connect over the LAN containing the save game names. The first Exit shop/conversation bar Esc or the Internet. item on this list is always your autosave. The names of the other saves consist of the EYBOARD ONTROLS K C OPTIONS save location, game date and time (e.g. (ADDITIONS/CHANGES FOR MULTIPLAYER GAMES) This brings up the Options Menu. “Convent,” 3:54am). By selecting one of Talk Enter these options and hitting ‘Ok’, the game Toggle between Storyteller and Player Mode \ VIEW CREDITS loads and begins from the point at which Toggle Possession (ST only) “P” This will bring up the list of all the you saved. Selecting ‘Cancel’ on this ST Actor Pane Toggle “A” people who have contributed to this game. screen returns you to the Main menu. ST Object Pane Toggle “O” ST Controls Pane Toggle “V” QUIT ST Locations Pane Toggle “L” ST Scenes Pane Toggle “S” This will exit the program. Emote commands Type “wave,” “bow,” “menace,” etc. in talk prompt Scroll Text Display Page Up / Page Down Place ST Head (ST Only) Right click on target position Jump to Location (ST Only) ALT+Right Click

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GAME MENUS GAME MENUS MULTIPLAYER MENU INTERNET GAMES OPTIONS SCREENS DETAIL LEVEL: This allows you to raise or lower the graphics detail to optimise performance on your machine. Detail level ranges from Very Low to High and can be adjusted by clicking the arrows next to the box. BRIGHTNESS: This slider controls the brightness of the game display. Slide the arrow to choose a setting that is compatible with your monitor’s settings

ADVANCED DISPLAY OPTIONS The Advanced Display Options allow you to customise the graphics settings for the game on your machine. If a feature LAN Internet Games connect your computer to WON, where you can chat, find games Select Options from the Main Menu to does not have a check box in it, then it is LAN games are played over a Local to play and connect with users from all bring up the Game Options Screen. There most likely that your video card cannot Area Network. You will not need to login over the world. You can connect to are four options to select from the Game support this particular feature. Some of (assuming your computer is constantly WON from any machine that has direct Options Screen. From any of the options these options are very video card connected) and will be taken directly to Internet access. screens hit OK to accept the changes you dependent and may cause the game to your Crypt when you choose this option. From here, you can log onto WON have made or CANCEL to return to the fail to run properly if they are enabled. In a LAN game, you will only be able to with an existing account or create a new previous screen making no changes. Non-advanced users are cautioned chat and play with other users that are on account. To use an existing account, against any changes of these settings! the same LAN as you are. simply enter in your Username and DISPLAY Should you wish a wider range of DRIVER INFO: This box displays Password, and click the OK button. The Display Options Screen allows you games and players, you will need to information about the video card currently Remember, both your User Name and to optimise the look and performance of connect to the Internet via WON. used by the game. Password are case sensitive. the game based on the video card in your system. The options are broken down into DRAW SKY: This box turns the sky on FOR ALL NEW USERS TO WON: basic and advanced options. and off. To create a new account, click on the 3D UI HEAD: This enables the Create Member button. Your Internet BASIC SETTINGS animation of the 3D User Interface Head. Browser will open, taking you to the WON DEVICE: Shows the current display REFLECTIONS: This will toggle pages that allow you to create an account. driver installed on your computer, and whether the game displays reflections or Please follow the onscreen instructions in allows you to change drivers between not. order to create a new account. If you are primary and secondary cards (if you have a having problems creating a new account, secondary card installed.) TEXTURE BIT DEPTH: This allows please contact WON. you to switch between 16-bit and 32-bit VIDEO MODE: Shows the current colour depth. The panels on the right-hand side of display resolution and colour depth. Not the login screen will take you to the all video cards will support all resolutions, websites of WON, Activision, Nihilistic and colour depths and settings that are too Software and White Wolf. high may severely impact performance.

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GAME MENUS GAME MENUS TEXTURE FILTERING: This allows SHADOW DETAIL: This slider AUTOLOAD QUICK SLOT FROM AUTO-USE BUFF: This toggles if you the selection of bilinear or trilinear texture controls the appearance of shadows from BACKPACK: This option toggles whether allow AI controlled characters to use filtering. Filtering reduces jitter and simple blobs to detailed character silhouettes items on the Quick Inventory Slots are buffing (enhancing) Disciplines, e.g. “sparkling” of textures as they move into reloaded from the character’s backpack if Fortitude the distance and smoothes them when they SOUND the same item, e.g. a Blood Vial, exists in AUTO-USE DAMAGE: This toggles if are close. This options menu allows you to adjust both places. you allow AI controlled characters to use STATIC LIGHTING: This toggles the in-game sound settings. The following damaging Disciplines, e.g. Fireball. options are available: Coterie AI Options between the use of lightmap or vertex- AUTO-USE SPECIAL: This toggles if based lighting. Lightmaps provide more 3D SOUND DRIVER: These selections USE QUICK DISCIPLINES ONLY: you allow AI controlled characters to use accurate shadows but are slower. Vertex allow you to set the best sound driver for This sets the AI to only use the Disciplines special Disciplines, e.g. Earth Meld lighting is faster but less detailed. your hardware should you have 3D sound in their Quick Discipline Slots. STYLED LIGHTS: This turns styled available. USE QUICK ITEMS ONLY: This sets GAME OPTIONS lights on or off. SPEAKER SETUP: These buttons allow the AI to only use Quick Inventory Slot The Game Options screen allows you DYNAMIC LIGHT BLOBS: This you to chose the configuration of the items and not to reach into their backpack to turn blood and subtitles on or off. enables dynamic lighting (from fireballs, speakers that best describes your AUTO-DISCIPLINE USE: NO BLOOD: Use this option to turn computer’s setup. muzzle flashes, torches). AUTO-USE HEALING: This toggles if the appearance of blood off in the game. MODEL LOD: This slider sets the level MUSIC VOLUME: This slider allows you allow AI controlled characters to use SUBTITLING: Use this option to turn of detail for character models. you to adjust the volume of the in-game healing Disciplines, e.g. Blood Healing subtitling during cutscenes on and off. music. UI HEAD LOD: This slider sets the level of detail for the character portraits. SOUND FX VOLUME: This slider allows you to adjust the volume of game PARTICLE LOD: This slider sets the sound effects. level of detail for particle effects in the game. DECALS: This slider sets the number CONTROL and frequency of decals in the game. The Control Options menu allows AUTOMATIC MIP LEVELS: This you to set some of the basic control options determines how many mip levels of a of the game relating to the mouse and texture the engine will auto-generate. coterie AI. MIP SELECTION: This will allow users, who have 3D cards with low Control Options memory, to select a default mip map level ENABLE MOUSE PITCH: This lower than the default. This causes textures options toggles whether moving the cursor to appear blurrier, but uses less texture to the edge of the screen will move the memory and increases performance. camera or not. CHARACTER DYNAMIC LIGHTS: AUTO CAMARA SLEWING: This This slider sets the level of dynamic option sets the camera to automatically lighting on character models. swing into position behind your lead CHARACTER SHADOWS: This slider character sets the number of shadows that each AUTO REPEAT ATTACK: This option character in the world casts. allows you to repeat attacks by holding down the mouse button.

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COTERIE COMMANDS the Quick Inventory Slots are available for MAIN GAME SCREEN These buttons allow AI use; and the Disciplines you place in you to issue commands the Quick Use Slots are more likely to be to the rest of your group used by the AI than any other powers. In and are very useful in this way, you can influence the actions of determining how your the characters that you are not directly characters will react controlling. You can set many options when not directly relating to coterie AI control from the controlled by you. Control Options menu. The first series of buttons, Aggressive/ UEST ANE Neutral/Defensive, set the stance of the AI Q P for each character in the coterie. This button opens the Quest Characters set to Aggressive stance will be pane, which lists all the quests much more proactive, seeking out and your coterie has undertaken destroying enemies on their own initiative. and whether they have been Also, they will burn a lot of blood, successfully completed or not. choosing to use powerful Disciplines in When a new quest is available, the Quest order to eradicate the opposition. Button will have a flashing red border to Characters in the Neutral stance will indicate this. Also, when you complete a follow the main (player-controlled) Quest, the red flashing border will appear character’s lead, conserving their resources as well. After bringing up the Quest pane, and staying closer together. Characters set if you leave your cursor over a specific to the Defensive stance will protect quest, more description about that quest themselves from harm and will show little will appear in the text box. initiative even in dangerous situations. AP ANE Beneath these buttons is the Regroup M P button. Pressing this will cause all coterie This button opens the Map members to rejoin the group and gather pane, displaying a map of the close to the main character. Next to the city you are currently in. You The Main Game Screen contains the In-Game Screen, Coterie Commands, Quest Health, frenzy and blood bars, there is a will notice that specific window, Map window, Text box, Portrait box, five Quick Items slots, six Quick Discipline small green light. If you wish to separate a locations are identified by name slots, Character window, Inventory window, Discipline window, Conversation box, particular character from your coterie (i.e. on this map and that your coterie’s current Purchase window, Advancement Screen and the In-Game Menu. have the character ignore the player location is also displayed. While the Map character’s actions), then simply click on pane is open, the game is paused. IN-GAME SCREEN The 3D view shows the environment the green light of the character that you The separate locations within a hub are from a third person perspective, with the want to separate. To have the character marked with diamonds on the map. The camera view being behind the currently resume taking orders from the player one that is highlighted in green shows the selected character at about a 45’ angle. You character, then click on the green light current location of your character. The can alter the perspective by moving the again. When the light is on, then that map only shows the outside of the areas – mouse cursor to the edges of the 3D particular coterie member will follow the you will have to explore the interiors of window. Thus, you can tilt the camera up orders of the leader, and if the light is off, buildings and dungeons without a guide. or down slightly, so you may look at the then that coterie member will be horizon, cityscape and sky. independent of the player’s coterie. If you press and hold-down the Z key, In addition to these specific tools, you you can shift into first-person mode for a can influence the coterie AI in subtle ways: better look at your surroundings. While in Items such as Blood Vials that you place in first-person mode, your cursor is disabled.

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TEXT BOX being and whether or not s/he is about to CHARACTER WINDOW INVENTORY WINDOW Below the In-Game Screen, but above die, run out of blood or enter into a frenzy. the Portraits Box, is an area where you will If you place the cursor over a character’s see various text messages displayed. These portrait you will receive a numerical display text messages cover a variety of situations of his or her Health, Blood Pool and Frenzy levels (Health, Mana and Faith for but usually appear when you attempt an humans.) You can transfer inventory items action or something happens to one of between characters by dragging an item your characters. In multiplayer games, this onto the character portrait. If the area is also used to show text messages characters are close enough to each other, from other players (refer to the Multiplayer the item will be transferred. and Storytelling chapter for more information on multiplayer games). QUICK ITEMS Extended rollover text will appear in place of the character portraits. The character’s Traits are shown in this This window shows all of the items and PORTRAIT BOX window: Their name, clan, rank and money that the character is carrying. A generation followed by their Attributes, graphical icon, which takes up a certain Within the status bar are five slots for Health, Blood Pool, Humanity and Frenzy number of inventory slots, represents items quick use items. These items can be used levels. carried by the character. Characters are by either right clicking on them or by The character’s Attributes are shown limited to how much they can carry in pressing the function keys F1-F5. Items with the current level, influenced by their inventory by having a finite number An animated head on the bottom of the may also be dragged/dropped from the wounds, Discipline use or magic, first of inventory slots. You will receive an screen represents each person in your inventory screen into these slots. followed by their base level. This allows audio cue if your character is coterie, including the main character, and you to gauge the effect of different overburdened and cannot carry any more this portrait is used to show what state, or QUICK DISCIPLINES equipment and powers on your character. items. If a character is unable to use a condition, each character is currently in. A Another important Attribute that is certain item, then it will highlight in red, few of these conditions are listed below: listed is your Humanity level. Your actions and there will be an audio cue if you Damaged: The portrait will show the within the story will change your attempt to use it. character is under pain when taking damage. humanity, and if your Humanity falls to To equip an item, simply drag it to the Unconscious: The character’s head will zero, then your character will go mad, and appropriate spot on your character roll back and stop moving when he is the game will end. portrait. Items can only be placed in a unconscious/dead. The range for the character’s currently specific location on the character portrait. Frenzy: The portrait will flash red; the equipped weapon is displayed along with Weapons (e.g. bows, swords, guns) can character’s portrait will show a frenzied look. the damage type. Also, the soak totals for only be placed in the slot with the “sword” The Kiss: As the character feeds, his or The status bar also displays six slots for all of your armour (including helms, icon, and shields or utility items (e.g. her portrait is displayed with fangs bared. quick selection of Disciplines. Any of these shields and body armour) against both footman’s shield, torch, flashlight) can Animal: If you change into an animal Disciplines can be selected as active by normal damage and elemental attacks are only be placed in the slot with the “shield’ form (e.g. a wolf), the portrait will change either left clicking on them or by pressing into that animal’s head. clearly shown here as well. icon. To equip armour, simply drag the the numeric keys 1-6. You can set up All of these character Traits are piece of armour to the “chest” slot, and Below the portrait are three bars of which Disciplines are housed in the Quick different colours, representing the status of explained in their own sections later in helms can be equipped by dragging it to Discipline slots by opening your Discipline this manual. the “head” slot. Finally, necklaces can be the characters Health (Blue), Blood (Red) Window and left-clicking on the desired and Frenzy (Orange) statistics. A full bar placed in the slot to the left of the “head” Discipline’s icon and dragging/dropping it icon, and items such as rings can be placed means that the character is at his or her into the correct slot. maximum for that character Trait. As the in the “hand” slots. level falls, the Trait is correspondingly lower. This is very useful information as it provides quick access to a character’s overall state of

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Please note, if the sword or weapon CONVERSATION BOX When buying, you are presented with a points you have earned on the various that you are equipping is a two-handed list of the merchant’s wares with prices. If character Attributes. In certain missions, weapon (this can be seen by rolling your you highlight an item you will see it’s icon an advancement window will cursor over the weapon and seeing “2H” and be able to hit the Buy button to automatically pop up after the mission is appear in the item description), then you purchase it if you have sufficient money. complete. You can also visit your Haven at cannot equip a shield or utility item. If The cost of the item will then be deducted any time to spend experience points for you have a shield or utility item equipped, from your cash reserves. If you do not any of your coterie. To do this, when you then you will have to first remove this have enough money to buy an item, then are at your Haven, just click on the coffin item, prior to equipping the sword. Also, that item will be greyed out. Also, if an in your Haven to bring up the some weapons and armour have a item is listed in red, then your character Advancement Screen. In multiplayer minimum requirement to equip them. does not currently have the Attributes to games, you can click on the coffin in your Some items may require a certain wield the weapon or wear the armour. You Haven to bring up the advancement Strength, Humanity or even Faith can still purchase the item, however you screen, however it is also up to the requirement before you can equip them. If will not be able to equip it until you meet Storyteller’s discretion to award extra you cannot equip an item, please roll your During some conversations between the item’s minimum Attribute experience points for a well played cursor over the item to bring up the item your characters and non-player characters, requirements. When selling, you can select scenario or completing a quest. description. Verify that you have the you will be given the option to choose one any of the items that your character is The Advancement Screen shows your requisite characteristics, if any, in order to of several responses. Your response has an carrying, and the price you are being character sheet with the current levels of equip this item. affect upon how the non-player character offered will appear on the merchant’s side Attributes and Disciplines, and crosses responds back to you and, in some cases, of the screen. If you accept the offer, hit next to each item that you may advance. ISCIPLINE INDOW D W the state of the game. When these response the Sell button, and the money will be To increase the level of your Attribute or options appear, you must select one by added to your total. Discipline, simply click on the cross to clicking on it with your cursor. On a side note, the price your character spend your experience points in exchange pays for items and the money they receive for the increase. If you place your cursor PURCHASE WINDOW for selling can be higher or lower over an Attribute or Discipline, the depending on the Manipulation Attribute. experience point cost will appear in the Thus, a Manipulation of 90 will garner a dialogue box at the bottom of the screen. much better buying and selling price then You can cancel or reverse changes in order if your character has a manipulation of 10. to tweak things as desired by hitting the reverse arrow below your character sheet. ADVANCEMENT SCREEN Once you are satisfied, hit the OK button. As you gain experience from your battles, your ranking will go up as well. Starting as a Fledgling, your character will A list of the character’s current climb the ranks as more experience is Disciplines is displayed, including the gained. As your character’s ranking current level of proficiency in each, increases, the character’s Health will also indicated by the number of filled dots. increase, as well as the Blood Pool. Thus, You may set up the Quick Discipline slots When dealing with merchants, a the Blood Pool and Health level of an by dragging and dropping the Discipline purchase menu will appear, allowing you Antediluvian will far exceed a character, icons into one of the six slots in the status to buy or sell items. The merchant’s wares who is merely a Neonate. bar. You may also left-click to select a will be displayed on the left-hand side of The Storyteller has access to an Discipline from this list (and later right- the screen, while your character’s inventory Advancement Screen similar to this, click to use it) or right-click on any will be on the right. To switch the although s/he has the capability of Discipline in this list from this pane to character that is purchasing or selling to Between completing quests in the modifying the experience you receive, activateit immediately. the merchant, just hit TAB or click on the single player chronicle, you will have the along with what new Disciplines are character’s portrait. opportunity to spend the experience available to you. There is an Advancement

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Screen for each character (showing the 3D LETHAL SOAKING STAKING head and other stats of the character) from These are attacks meant to cause Before damage is applied, the victim When a vampire is impaled in the heart which the Storyteller can assign and spend immediate and fatal injury to a victim. has the chance to absorb part or all of the with implements of wood, it renders them experience points for each coterie member, Vampires can soak Lethal damage with damage before it affects the character’s completely immobile until the stake is thereafter returning to the game their Stamina Attribute, but humans have Health. This ability to absorb damage is removed. If one of your characters is staked, no natural resistance to it. also known as “soaking.” Soaking accounts another member of the coterie can remove N AME MENU I -G for the existence of armour and other the stake by selecting the available character AGGRAVATED natural and preternatural abilities to resist and then left-clicking on the staked Attacks that are deadly even to the damage. As indicated above, there are character. Also, if you do not have a undead, including fire, sunlight, the teeth specific requirements for soaking certain character that can unstake you, a staked and claws of vampires and and types of damage. The factors involved in character will be able to expel the stake from certain Holy attacks, are considered to be soaking are: his or her body after some time has passed. Aggravated attacks. Aggravated damage Staking can occur with actual stakes can only be soaked with the Fortitude ARMOUR (used as a melee weapon) or with ranged Discipline. Armour allows soaking of all three weapons such as crossbows and stake-guns. In addition to these three main types of forms of damage, except for the specialised If the stake hit is considered critical, a damage, the game supports resistance or Aggravated types of fire, sunlight, holy, staking occurs. sensitivity to the following specialised electrical and cold (some exceptions exist forms of damage: here, like special grounding armour, COTERIE COMBAT AI magically enhanced items or heated During play, all coterie members, other You can press ESC at any time to bring devices.) than the ones you have selected, will move up the In-Game Menu. This pauses the Electrical and attack on their own, but in accordance game in single player and allows you to Includes lightning bolts, high- STAMINA with any coterie commands you have resume the game, exit the game, load a voltage traps, etc. Humans may soak only Bashing selected. AI controlled characters can saved game or adjust options. damage using their Stamina. Vampires use perform a wide range of tasks Cold their Stamina to soak both Bashing and automatically, including reloading their SOME GENERAL NOTES Freezing attacks, ice weapons, Lethal damage but not Aggravated. weapons, switching from a ranged attack ABOUT COMBAT freezer traps, etc. to a melee weapon, as well as healing and FORTITUDE replenishing their Blood Pools. Also, by DAMAGE TYPES Fire Fortitude is a specialised Discipline that holding down CTRL and left-clicking on There are three main types of damage Fireballs, fire traps, lava, hot allows soaking of Aggravated damage. It an enemy, you can tell the rest of your that can be suffered in the game: Bashing, rooms, etc. has an advantage over items and armours coterie to concentrate their attacks on that Lethal and Aggravated. These types are which normally only defend against a one opponent. distinguished in order to allow for certain Sunlight limited number of Aggravated damage resistances that vampires may have and to Direct sunlight or sunlight- types. Fortitude also adds to the soak show how human and Kindred alike can casting artifacts. Only damages values for Bashing and Lethal damage. soak them. vampires.

BASHING Holy These attacks include punches, kicks Prayers, attacks with holy water and any other kind of blunt trauma, which or holy ground. Only damages are less likely to kill a victim instantly vampires. (especially a vampire). All characters (including humans) can use Stamina to soak Bashing damage.

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Wits Disciplines drain anywhere from a small to Wits is the ability to maintain your cool a large amount of your character’s Blood and think on your feet, especially in intense Pool when activated (the rollover text will situations. Most importantly, characters list each Discipline’s specific cost.) with high Wits will have a slower Vampire characters may replenish their progression towards becoming frenzied. Blood Pool by drinking blood from any CHAPTER THREE: number of sources including bottles of SOCIAL ATTRIBUTES vitae or humans. TRAITS AND Charisma Charisma measures your character’s force HEALTH DISCIPLINES of personality and command. Characters Health measures a character’s physical D with a high Charisma are better able to condition, from perfect health to torpor or overwhelm the minds of their foes with Final Death. As characters are wounded Disciplines such as Dominate and Presence. their Health level goes down and they have Manipulation a harder time performing actions. The Manipulation is the ability to lie, more a character’s Health diminishes the connive and convince others of your point harder it will be for him or her to do the Much of a character’s life comes from the Dexterity of view. It is an insidious Attribute that things you want him or her to do. As a way in which you describe and roleplay Dexterity modifies the base movement allows you to influence others. character loses Health, s/he will move him. However, certain aspects of a character, and attack speeds for the character and also Manipulation grants you success at some slower and suffer penalties to his or her his physical prowess, looks and special increases the aiming ability for projectile mental Disciplines and also lowers prices Attributes. Once a vampire’s Health powers, are described in numerical terms weapons. A high Dexterity will also increase at shops. reaches zero, s/he will collapse into a and used in conjunction with the mechanics a character’s chance of making a critical hit, Appearance comatose state know as torpor. Without of the game. These features are called Traits which causes an enormous amount of Appearance is the measure of the the intervention of an ally with the and Disciplines. damage. Also, some weapons have a character’s physical attractiveness, poise Awaken Discipline, this sleep of the ages minimum Dexterity for usage. and natural beauty. This becomes can lead to Final Death. CHARACTER TRAITS Stamina extremely important as you use the Note: Characters in frenzy ignore all Most Traits are based on a 1-100 scale Stamina is the character’s constitutional Presence Disciplines. Health-related penalties. for player characters, though there is no ability to soak damage. Humans use upper numerical limit. Disciplines are the Stamina to soak only Bashing damage, RANK FRENZY RATING exception, as they utilise a system of dots while Ghouls, Vampires and some Based on a character’s experience The Frenzy rating is the character’s (•) to represent levels of power. The more monsters can soak Bashing and Lethal points, they are given a Rank. This can be tendency to frenzy and speed at which s/he dots, the more power a character has in damage with their Stamina Attribute. very useful in quickly determining how will reach it. As a character takes damage that particular Discipline, with the ancient, powerful and dangerous a or loses blood, s/he becomes more prone maximum being five dots. MENTAL ATTRIBUTES particular character is. Refer to the to frenzy, eventual falling into an Perception “Generations of Caine” section in Chapter uncontrolled rage. While a character is PHYSICAL ATTRIBUTES Perception is the ability to observe one’s Six for detailed information on each Rank. frenzied, s/he will attack anyone without Strength environment. In the game, a character’s rank will apply any discretion. Over time, the Frenzy level The raw brute power the character can Intelligence bonuses to his or her Blood Pool and will subside and the character will regain use for lifting, pushing and inflicting Intelligence is the character’s grasp of Health as s/he gains experience. his senses. melee attacks. Strength allows the facts and knowledge and ability to reason character to be able to move large objects and solve problems. A high Intelligence is BLOOD POOL HUMANITY RATING and also modifies the amount of damage required for the most advanced Disciplines. A Character’s Blood Pool measures how The Trait of Humanity is an integral inflicted by melee weapons. Some items, much blood (a.k.a. vitae) the vampire has part of the underlying theme of any V:TM such as armour, have minimum Strength in his or her body, and it is from their game. It is a moral code that allows limitations you must meet before you can Blood Pool that characters draw energy to vampires to retain their mortal sensibilities utilise the equipment. use their supernatural powers. Most even though they’ve been transformed into

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parasitic monsters. In essence, it is what There are certain items in the game, COMMON DISCIPLINES BLOOD STAMINA keeps a vampire from becoming a mindless which may only be used by human This Discipline grants a animal, enslaved by his or her thirst for characters. Likewise, humans may not use Note that in V:TM- Redemption all temporary increase of the blood. In game terms, the lower a character’s Kindred Disciplines or mystical items. vampiric characters automatically character’s Stamina Attribute, Humanity is, the more monstrous s/he start with the Feed and Blood which can allow for the soaking appears to others. If a character’s Humanity DISCIPLINES Healing Disciplines. This represents the of more damage than normal. rating reaches zero, then that character has Though vampirism is a curse, the Blood inherent ability of all vampires to feed and heal It does not grant you the ability to soak lost all sense of reason and becomes nothing of Caine grants great mystical powers to themselves. In multiplayer games, all vampires Aggravated damage. more than a mindless beast of evil over those with the insight and dedication to and ghouls will start with these abilities. which you no longer have control. pursue them. These powers are known as However, human characters will not have any AWAKEN Certain events during the chronicle may Disciplines. inherent Traits. This Discipline is normally raise or lower your Humanity: Killing the Following is a list of the more common used to awaken, or reanimate, innocent will almost always cause it to Disciplines wielded by vampires and other FEED another Vampire who has drop, while protecting the weak may cause supernatural creatures. Rare vampires and Various levels of this Discipline nearly been killed and lies in it to rise. stranger creatures may have powers not on indicate the ability to effectively torpor. Unless a character has this list, as there are mysteries that remain drain a creature of its’ blood died an unequivocal Final Death, the use of NCREASING RAITS I T hidden within the . The without killing the victim. this Discipline allows the subject to be Between completing quests in the term Discipline refers to both the Feeding is remarkably important awakened. Such characters will awaken single player chronicle you will have the Discipline group (Animalism, for example) for a vampire, as it is the best way to replenish with little blood or Health and will need to opportunity to visit your Haven to spend and the powers within that group (Feral your Blood Pool. As your level increases, your feed very soon, since they are quite prone to the Experience Points (XP) you have Whispers.) Each clan possesses a group of ability to feed without killing your victim will frenzy with their need for blood. earned. In multiplayer games you receive Disciplines that are common among their increase as well. this opportunity after each scene in the ranks. However, it has been whispered that WALK THE ABYSS story (or whenever the Storyteller decides.) vampires can learn Disciplines outside their BLOOD HEALING This dark power draws on the To spend your characters’ experience clan’s strengths but at a much higher cost. This allows a vampire to convert connection between a vampire points, you must go to your Haven and Most Disciplines are linked to a key Blood Pool points into Health and its Haven, opening a click on the rest coffin. Attribute and will be resisted if used upon points, in order to heal his or mystical portal between the two. an enemy. There is also a chance of failing her wounds. The various levels When this Discipline is used, a UMAN HARACTERS H C to use a Discipline based upon the of the Discipline dictate how two-way gate opens between the coterie’s Mortal characters, who are available in character’s Attributes and power in the fast you can heal and how much Health is current location and its Haven. To be able to multiplayer games, differ from the Discipline. Almost all Disciplines have regained and may enable healing of open such a portal, you must know the Kindred. They do not use blood, cannot minimum Attribute requirements; for extraneous things like disease. location of your Haven and the abyssal frenzy and use Numina and Holy Power example, you cannot use Heightened portal can be blocked by mystical means. instead of Disciplines. Senses unless you are already perceptive or BLOOD STRENGTH Key Attributes: Intelligence and Wits. The Faith Trait, which is unique to Fireball unless you are very intelligent. This Discipline grants a humans, empowers any holy powers they As you gain more experience through temporary increase of the ANIMALISM possess. The Faith Trait can be raised with your battles, you can use this experience in character’s Strength Attribute, experience and can also be temporarily order to increase your specialty in your which can be used to increase Vampires with the Discipline of boosted by the possession of holy objects. Disciplines. As you increase in power, your melee damage or for any Animalism find themselves with Many holy powers have a minimum Faith mastery over the Discipline will allow you Strength-related puzzles. greater control over both the requirement. to cast the Discipline more effectively and animal world and the Beast Within. While Instead of blood, human characters rely at a lower blood cost. Thus, if you have a BLOOD DEXTERITY the Gangrel are known to be the masters of on Mana, which is used to fuel the spells Discipline of five dots, then you are truly a This Discipline grants a this Discipline group, other clans, such as the and abilities of Holy Power and Numina. master, while a vampire with a Discipline temporary increase of the Nosferatu, have shown skill in Animalism Unlike vampires, who need to feed to gain level of one dot will be casting it a very character’s Dexterity Attribute, as well. power, humans naturally regenerate their rudimentary level. which can be used to increase Key Attributes are Charisma and Mana pools over time. combat effectiveness. Manipulation.

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FERAL WHISPERS DRAWING OUT THE BEAST THE SPIRIT’S TOUCH PASSION Makes the targeted animal Dumps the caster’s Frenzy level Allows the caster to determine The character may stir his victim’s temporarily fight for the player’s onto another. This causes a the nature of an object – its base emotions, either heightening their coterie. frenzy mode on enemies statistic limitations, its abilities fear or stirring them into a crazed Key Attribute: Manipulation (frenzied enemies would attack /curses, its “true” name, etc. A frenzy. each other, flee or generally successful use of this Discipline Key Attribute: Charisma. BECKONING behave erratically, with all the advantages/ will give an enhanced description of that Allows the caster to temporarily disadvantages frenzy offers). In mortals, it item from then on. When this effect is THE HAUNTING enlist the assistance of an animal triggers the fear mode. Use of this should be activated, you will need to click on an This power is used to disturb the ally, possibly lasting beyond limited to times when the Frenzy level is unidentified object in your possession to sensory centres of the target’s the scope of a single combat. nearly full, but at the highest level, a full receive information about it. brain, flooding them with The animal is summoned to the Frenzy level is not required to cast this. Key Attribute: Perception. visions, sounds, scents or feelings action by the vampire’s will and disappears Key Attribute: Manipulation that aren’t really there. In effect, when finished. animal acts PSYCHIC PROJECTION the victim will believe himself to be under like a temporary member of the character’s AUSPEX Psychic projection allows you to attack from a host of nightmarish apparitions. coterie, fighting with and travelling alongside control a “” object, much Most mortals will flee in fear, while the caster until the effect wears off. (For clans The Discipline of Auspex bestows like the ST ghost, to move supernatural creatures will be momentarily that have separated themselves from the telepathic and extrasensory unseen through areas for a brief distracted as they fend off their imagined natural world, the creature thus summoned perception powers on its pract- time. No interaction with objects ghostly assailants. may be distinctly unnatural; for example, itioners. As the vampire’s powers grow, he will is possible in this state. Key Attribute: Manipulation. Cappadocians summon a skeleton to fight at not only be able to sense the psychic aura and Key Attribute: Perception. their side, and the Tremere a homunculus!) flow on creatures and objects, but he will also EYES OF CHAOS Key Attribute: Charisma be able to project his or her body into an astral CELERITY This peculiar power allows the form in order to see what is around him or user to take advantage of the QUELL THE BEAST her. The death-loving Cappadocians, as well Those with Celerity are dangerous fractured wisdom hidden in Has the effect of calming the as the Toredor and Tremere clans, all foes, for this Discipline enables insanity. With it, the character target. When cast upon a coterie specialise in the Auspex Discipline. them to move and attack at can detect the aura of another. member, this reduces his or her Key Attribute is Perception. superhuman speeds. To mortals, they appear Key Attribute: Perception. frenzy amount, bringing him or to be nothing more than a blur. As the levels her out of frenzy faster or indeed HEIGHTENED SENSES of this power increase, so does the speed of VOICE OF MADNESS stopping it altogether. This allows the character to see the vampire and the duration of the With this power, the character Key Attribute: Manipulation. invisible or hidden enemies and Discipline. can speak to another and pull objects. forth the madness that resides in SUBSUME THE SPIRIT Key Attribute: Perception. DEMENTATION the deepest recesses of the Allows temporary possession of victim’s mind, focusing it into an an animal. You will have full AURA PERCEPTION This Discipline is the special overwhelming wave of total insanity. This control over the creature, The user of this Discipline legacy of the Malkavian clan, a power has driven countless victims, mortal perceiving the world through its may sense the invisible “aura” mental sickness that allows those and supernatural alike, to unfortunate ends. eyes until the effect ends or you surrounding all living creatures, infected with it to channel madness, focus Key Attribute: Manipulation. hit TAB to return to your own body. allowing the caster to gain it and pour it into the minds of those Key Attribute: Manipulation insight into the true nature of around them. the target. The user will learn information Key Attributes: Charisma, about the creature including the target type, Manipulation and Perception. Health and Blood Pool. Key Attribute: Perception.

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DOMINATE POSSESSION VIGOUR MORTIS OBFUSCATE The user of this Discipline forces By feeding a corpse some of his Those with Dominate may their will upon the target and blood, the character may Obfuscate is the ability to mystically mesmerise others or even control takes total control of them. This reanimate the body, creating an cloak oneself in illusions or their minds outright. Many of gives the player total control over undead servant that serves its shadows, thereby disguising or the powers of Dominate are resisted by the the enemy character, seeing the master until it falls completely concealing oneself. With Obfuscate, you can victim’s Wits Attribute. Kindred who world through his or her eyes and forcing into decay. To employ this power, the attack an enemy and then mystically fall back specialise in the use of Dominate include the him or her to perform any action until the character must find a corpseto target. into the shadows. At higher levels, this ability Giovanni, Lasombra, Tremere and Ventrue. effect expires. Key Attribute: Wits and Intelligence. will becomes more effective, and you will be Key Attributes: Manipulation, Wits and Key Attribute: Charisma. able to strike your enemy before they can Charisma. SUMMON SOUL realise it. Obfuscate can be defeated by the use FORTITUDE With this power, the character is of other Disciplines, most notably Heightened COMMAND able to summon a wraith beyond Senses. If a creature has a Heightened Senses This power allows the vampire Characters with Fortitude prove the shroud that separates the Discipline higher than your Obfuscate level, to seize control of another’s unnaturally resistant to damage. world of the living from that of then he will be able to detect you with ease. mind for a short time. While They must often be literally hacked the dead. The wraith can only While there are several clans that use this the effect lasts, the victim is apart before they can be stopped, as even the exist in the world of the living for short power, it is the Nosferatu that has truly under the total command of most devastating wounds prove nothing more period of time, but while there, it will do the perfected its use. the vampire who used the power. than a nuisance. This Discipline also helps characters bidding. A wraith can only be Key Attribute: Wits. Key Attribute: Manipulation. protect against damage from sources such as summoned at the scene of a recent death. sunlight and fire. The Cappadocian, Gangrel Key Attribute: Perception. CLOAK OF SHADOWS MESMERISE and Ventrue clans all have a natural The vampire may disappear Use of this Discipline puts the predisposition to this Discipline. PLAGUE WIND from plain sight. The lowest level target into a trance-like state, An advanced Mortis effect, this of this power allows the user to whereby they cease all action MORTIS power conjures up a whirlwind remain effectively invisible if and stand still. At higher levels, of decay and chaos. Any caught standing still within shadow. the target will dreamily walk This Discipline was developed by within this cloud of destruction Higher levels of Obfuscate allow the user to towards the character that mesmerised him the Cappadocians in an attempt will suffer massive amounts of remain invisible even while moving. or her. The effects of Mesmerise are to uncover the secrets of death. It damage, as the full effects of Death’s cold Key Attribute: Wits. cancelled if the target is attacked by one seeks to explore many aspects of death, breath are unleashed upon them. who used the Discipline. from outright cheating it, to causing it with Key Attribute: Intelligence. CLOAK THE GATHERING Key Attribute: Manipulation. a single touch. This Discipline is similar to Key Attributes: Wits and Intelligence. BLACK DEATH Cloak of Shadows, save that it THE FORGETFUL MIND This power turns the character’s affects the entire coterie. The This power sends the target into SHAMBLING HORDES hand into the hand of Death level of this Discipline indicates a dazed state and causes them to This power allows a character itself. By touching an individual, duration, and the effectiveness forget about what they were to call forth the dead from their the character can cause the is equal to the equivalent level of the Cloak doing. This will make enemies graves to fight alongside him or victim to experience an early of Shadows power. ignore you and return to their her. Though weak and not death or, in the case of vampires, to enter Key Attribute: Wits. normal routine. particularly adept, these undead torpor. This power inflicts massive damage Key Attribute: Wits. allies can still be of great aid in battle. To on a single target. use this power, target a fresh corpse close to Key Attribute: Intelligence. the character. Key Attribute: Wits.

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POTENCE ENTRANCEMENT EARTH MELD BLOOD RAGE The character becomes super- Using this Discipline, the This power allows the character Characters with Potence are humanly fascinating and the character can burrow into the to force another to spend blood terrifying opponents, for they victim becomes convinced that earth and remain there, against his or her will. This act possess the strength of several the character is his friend, lover basically safe, until he or she has two effects; it reduces the humans. The higher the level of Potence is, or whatever - a figure to be chooses to emerge. The frenzy amount of blood the target has the stronger the character. The Giovanni , protected and adored. reduction rate is doubled when buried, and in him or her, and increases the likelihood Brujah, Lasombra and Nosferatu clans have Key Attribute: Appearance. the character also gains Health back slowly that the target will lose control of the Beast superhuman strength through the use of (without further blood usage.) and enter frenzy. this Discipline. MAJESTY Key Attribute: Intelligence and Wits. Characters with Majesty are SHAPE OF THE BEAST PRESENCE quite literally awesome. Majesty The character may transform BLOOD OF POTENCY bestows an almost godlike aura into a wolf; gaining increased The character gains such control All supernatural creatures are upon the vampire; mortals fall to movement speed and the ability over his own blood that he may impressive, scary monsters, but their knees in worship or terror, to cause Aggravated damage with effectively concentrate, or focus it, those with the Discipline of and even other supernatural creatures must his or her bite. The character may making his or her blood more Presence are particularly captivating. struggle with themselves to attack, insult or not use any items or most other powers while powerful for a limited time. Characters with Presence can manipulate be anything other than respectful and this Discipline is active. While this power is active, all other Disciplines others’ emotions, becoming their victims’ deferential to the character. This power will cost less blood to use. dream lovers - or their most terrifying allows the character to do anything without MIST FORM Key Attribute: Intelligence. nightmares. Vampires must learn to be wary fear of reproach. The character transforms into of their feelings when they are in the Key Attribute: Charisma. a cloud of misty vapour. The THEFT OF VITAE company of a Brujah, Malkavian, Toreador character may not attack while in A character using this power or Ventrue as these clans are known for their PROTEAN mist form but can be damaged can siphon blood from a distant skills in this Discipline. only by sunlight or fire. target, effectively feeding from Key Attribute is Charisma. Protean is the Discipline most the target without any physical closely associated with the shape- THAUMATURGY contact. This power can cause AWE shifting Gangrel, though they - GENERAL serious harm to mortals and enrage vampires. The character gains a charismatic have taught their secrets to a few outside of Key Attribute: Intelligence. aura, becoming a natural leader, their clan. Characters with Protean may Thaumaturgy is a form of vampiric sorcery AULDRON OF LOOD seducer and orator. This power shape-shift into a variety of forms. that is divided into a number of Paths, each C B draws mortal victims near and with its own focus and special range of spells. This dreadful power causes the stops enemies from attacking. EYES OF THE BEAST These Disciplines are largely restricted to the blood within the target’s body to boil and burst into flame. It Key Attribute: Charisma. This power increases a character’s Tremere, although certain other clans are causes Aggravated fire damage visual senses. In some instances it rumoured to employ them as well, such as the and “burns off” a large portion DREAD GAZE has been known to cause fear in Assamite viziers and the Koldunic sorcerers of of his or her Blood Pool. Few beings can The character, by hissing and mortals that see it in action, as the Tzimisce. baring fangs, instills an the user’s eyes turn a sinister red survive even a single attack with this dreadful unnatural terror in foes. This in colour. THAUMATURGY power. power instills fear in those who Key Attribute: Intelligence. are targeted by it. FERAL CLAWS - BLOOD MAGIC Key Attribute: Charisma. The character’s nails transform The Blood Path is based upon into long, bestial claws. These the manipulation of blood, both talons are wickedly sharp, able to mortal and Kindred vitae. rend flesh with ease and even Key Attribute is Intelligence. carve stone and metal with little trouble. These talons cause Aggravated damage and are feared by all in combat.

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THAUMATURGY THAUMATURGY TURN TO DUST IGNORE THE SEARING FLAME - LURE OF FLAMES - HANDS OF DESTRUCTION This fearsome power accelerates This power temporarily makes decrepitude in its victims. the caster immune to the effects The Path Lure of Flames is based This Path is practiced almost Mortals literally crumble to dust of fire and, at higher levels, upon the manipulation of fire; exclusively by the thaumaturges of at the mere touch of a skillful sunlight. through it, a traditional bane of the Sabbat. Though it is not widely practitioner of this Discipline. Key Attribute: Intelligence vampiric existence has been harnessed by the seen outside of that sect, a few non-Sabbat When used on supernatural creatures, this and Wits. sorcery of the Tremere. have managed to learn its secrets. power causes massive damage. If a vampire Key Attribute is Intelligence. Key Attributes: Intelligence and low dies from this damage, they too will crumble SUMMON ELEMENTAL Humanity. to dust, leaving nothing behind to Awaken. The caster summons forth a TORCH Key Attributes: Intelligence and Low supernatural creature of the This power allows the character DECAY Humanity. elements that will remain under to call forth a small magical flame This power accelerates the the character’s control for a short that floats near his or her head. decrepitude of its target, causing THAUMATURGY period of time. Use of this power The light from this flame is it to wither, rot or otherwise - BLOOD RITUALS has its dangers, as sometimes the summoned similar to that of a hand-held break down. Key Attributes: elemental will attack the one who called torch. Though this flame provides light, it Intelligence and Low Humanity. Rituals are unique thaumaturgical it forth. does not generate any . formulas, meticulously researched Key Attribute: Intelligence and Wits. Key Attribute: Intelligence. ACIDIC TOUCH and prepared, that create powerful The caster secretes a bilious, magical effects. Rituals are less versatile than FAITH FIREBALL acidic fluid from any portion of Paths, as their effects are singular and The character may hurl mystical his body. The viscous acid straightforward, but they are better suited Faith is one of the few truly fireballs that engulf their target in corrodes metal, destroys wood towards specific ends. powerful personal weapons a a fiery conflagration. This spell and causes horrendous chemical Key Attributes: Intelligence and Wits. mortal has against his or her may hurt friends as well as foes burns to living tissue. In combat, this power supernatural foes. With Faith, a hunter can and so should be used with care. provides the user with an attack causing HEART OF STONE cause a Vampire to turn away or be unable to Key Attribute: Intelligence. Aggravated damage. While it lasts, this ritual protects approach any further. Although the character Key Attributes: Intelligence and Low the character from being staked. may believe that this power comes from a FLAME RING Humanity. Key Attributes: Intelligence higher power, it is actually the strength of his The character generates a pulse and Wits. or her belief that protects him or her. of heat and flames that surrounds ATROPHY him or her for an instant, This power withers a victim’s PRISON OF ICE HEAL incinerating any nearby enemies. limbs, leaving only a desiccated, This power engulfs the target in This power draws on a mortal’s The mystical nature of the flames almost mummified husk of an icy prison, immobilising him inner strength to repair damage means that neither the caster nor those they bone and skin. The effects are or her for a short period, during to his or her body. ally with can be harmed. instantaneous; in mortals, they which time s/he suffers from a Key Attribute: Faith Key Attribute: Intelligence are also irreversible. Enemies so afflicted freezing form of Aggravated suffer a long-term reduction in their physical damage. IMMOLATE Attributes. Key Attributes: Intelligence and Wits. This power calls a bolt of fire into Key Attributes: Intelligence and Low existence that strikes a single Humanity. CALL LIGHTNING enemy, doing extreme damage. The character calls forth a Key Attribute: Intelligence bolt of lightning from above, obliterating the intended target. Key Attributes: Intelligence and Wits.

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TRUE FAITH FLASH True Faith is belief in a power, The character can create a flash entity, consciousness that is of light that temporarily stuns greater than oneself, and as such, supernatural creatures and may it is not limited to any particular even trigger frenzy in vampires. religion. A character with True Key Attribute: Intelligence. Faith is able to surround him- or herself with CCHAPTERHAPTER FFOUROUR:: a protective field that causes damage to any TRUE SIGHT supernatural creature coming into contact Mortals with this power can EENEMIESNEMIES AND AND with it. see through the effects of Key Attribute: Faith powers that hide others from EQUIPMENTQUIPMENT normal sight, as long as the E PRAYER character’s True Sight is more This power allows the character powerful than whatever power is keeping to focus his or her Faith and the other hidden. direct it in a ranged attack to Key Attribute: Perception. damage an enemy. Those with particularly high levels of this In your travels, you will encounter many and buboes.) Some ghouls may also learn power can affect several targets within a foes – both living and dead – and be able to one level of a Discipline their masters are given area. find many treasures ranging from weapons familiar with, but this is very uncommon. Key Attribute: Faith. and armour to artifacts of ancient power. Ghouls have use of any kind of weaponry usable by humans, along with their learned NUMINA ENEMIES Disciplines. Numina consists of those strange GHOULS KNIGHTS OF ST. JOHN and amazing powers which some Ghouls are mortal Led by Grand Prior Pierre de Varreau, few mortals have possessed Kindred servants that the Knights of St. John patrol the streets throughout the ages, powers such as psychic have been fed of Prague, especially the Little Quarter abilities, spells and complete faith in a higher vampiric blood by (Mala Strana), and keep the peace. Usually power. Numina and Faith are unique to their masters. The heavily armed with armour, mortals. Humans power these abilities with ghoul does not age shield and sword, these Mana instead of blood. as long as it is mortals are formidable supplied with vitae enemies, especially when INVISIBILITY and gains some patrolling in This power allows the mortal to limited vampiric groups. If the hide from plain view, effectively abilities (most Knights witness turning invisible. Higher levels notably level one an illegal act, they of this power allows the Potence). Since will attack. character to remain invisible they aren’t affected while moving about and performing actions. by sunlight as Kindred are, they make Key Attribute: Wits. useful servants and protectors during the daylight hours. Most ghouls appear as normal kine, but some long-term ghouls develop side effects resembling their domitor’s clan weakness (i.e. a Nosferatu ghoul may begin sprouting unsightly boils

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SZLACHTA DARK AGES and is the focus of several rituals, after ghouls without needing to drink a The Tzimisce use their Vicissitude CAPPADOCIAN KINDRED which a horrific transformation takes place vampire’s blood; something all other Discipline to mould the flesh and bone of These vampires can be found with great black wings sprouting from the ghouls must do in order to retain their their ghouls into horrific somewhere in medieval Prague, victim’s back and the addition of large supernatural powers. shapes, most of which where they pursue their endless claws and a demonic visage. Gargoyles are OCIETY OF EOPOLD EMBERS serve the purpose of being research of death. Dressed particularly dangerous opponents and S L M “war-ghouls”, with in black robes and bearing easily capable of killing a careless vampire. The members of this order are pointed bones a deathly white visage, they sworn to kill any creature of the EMONHOUNDS erupting from their attack using various D night. They arm themselves arms and great maws Disciplines, mostly These demon-possessed dogs turn heavily with the weaponry of the filled with razor-sharp death spells. night-black and grow to disturbing time, also including weapons teeth. The Tzimisce proportions. Further evidence of their designed to fight vampires such as also create Szlachta possessed nature is the sizzling saliva that holy water, stakes, torches and holy from animals when HOMUNCULI HOPPER drips from their massive fangs and the way symbols. They wear the dress of useful, including Homunculi Hoppers are small creatures, shadows seem to come alive in their scholar-priests and soldiers. grotesque forms based on wolves, dogs, similar to a witches ““familiar,”” created presence. They can be found in packs HOUL SPIDERS horses, etc. Szlachta use a variety of melee from a sacrifice of blood and flesh from guarding infernalist worship sites or G - attacks, involving the use of their crafted their Tremere master. They are simple- private chambers, and they attack with Immense arachnids created by the claws/teeth. minded and mischievous and require vicious bites. feeding of vampiric vitae. regular feedings of blood from their They attack with a EREWOLVES GHOUL-RATS creator. These tiny homunculi are usually W venomous bite and leave These ghouled rodents grow to large no larger than a rat, having large, staring Werewolves are the mortal enemies of sticky traps of web in size, with horribly extruded fangs and eyes and opposable thumbs. They attack by vampires and will normally attempts to snare claws. They create large tunnels clawing and biting their razor-sharp teeth attack them on sight. passers-by to appease throughout their underground lairs, and into an unsuspecting enemy. They can be found in their hunger for blood. are in constant search for blood. They forested areas, where normally travel in packs. GARGOYLES they roam The Tremere created the wild beasts and WRAITHS ZOMBU Gargoyles from the unliving seeking to The wraiths in Redemption The Cappadocians create Zombu from flesh of captured restore the land can harm Kindred using corpses and fuel them with vampiric vitae. Tzimisce, Nosferatu and to its rightful strange life draining spells. They usually crumble to dust after three Gangrel. A “base” natural beauty. Seen as translucent days but, while animated, are mindless and Kindred is given Their claws and apparitions, the wraiths capable of only simple labour or various potions teeth make normally occupy deserted aggression. Their saving grace is deadly weapons, and places of worship or areas an utter absence of fear; they some werewolves will where scenes of torment or will battle any opponent until “rage” when highly death have occurred. destroyed. damaged, which results in quick, sporadic attacks with great fury.

PREMYSL REVENANTS Revenants are families of ghoul servants that have been fed vitae for so many generations that they are now born with a tiny amount of vampiric blood already in their system. This allows them to exist as

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VIPERS identify an item, you must use the Spirit’s is added to your base dexterity, when BLUNT WEAPONS A powerful Setite (using Touch Discipline (which can also be found calculating the chance of you hitting an Any weapon without a the Serpentis Discipline) as a blood scroll). When you activate this enemy. If a weapon has an Accuracy of 10 bladed edge or sharp point may disgorge from his Discipline, your cursor will change into and you have a Dexterity of 20, then the is considered to be a blunt mouth a large the identify icon. Then, bring up the game will assume that you are attacking weapon. Instead of cutting poisonous serpent. Inventory Pane of your character, and left with a Dexterity of 30. Certain weapons their targets, these weapons The Setites use click on the item that you wish to identify. will have an accuracy bonus while others deliver their damage these creations as The item should now be identified, and a will not, and this usually depends on the through hard, crushing guards, patrolling description will appear when you leave type of weapon, it’s size, ability to be blows. Painful bruises, their temples. Most your cursor on top of the item. wielded easily, etc. Finally, speed is the broken bones and ruptured are individually marked amount of time it takes for your character internal organs are the result of attacks with a pattern representing their creator. WEAPONS to swing the weapon again. If the weapon from these weapons. In game terms, blunt They attack with a fierce poisonous bite. There are many weapons to be found that you are wielding has a high number, weapons cause Bashing damage. and used in V:TM Redemption, ranging then you will be able to swing this One-handed blunt weapons include any particular weapon faster than one with a GHOUL-ALLIGATORS from medieval swords to modern assault blunt weapon that can be held in one low number, which indicates that the Within the sewers of NYC, the rifles. hand. They occupy only the weapon slot Weapons’ statistics fall into three weapon cannot be swung as easily. Nosferatu have drawn all sorts of beasts to on your character and can be used with a categories: Damage, which determines how their lairs through the use of Animalism. shield. Common examples include the much hurt you can inflict with the BLADED WEAPONS The most dangerous of these is the small Club, Mace and Flail. weapon; Accuracy, which adds a bonus to Bladed weapons include number of alligators in the sewers, flushed Two-handed blunt weapons are slower your chance-to-hit and increases the anything with a sharp edge there by those in the city who won them than their one-handed cousins but are chances of a critical strike; and Speed, and are primarily found in at Coney Island. They’ve since been capable of delivering much more damage which determines how fast your character the Dark Ages, but they transformed by Nosferatu blood into in any given attack. These weapons occupy can wield his or her weapon. This continue to be used by some horrendous creatures of great size and both the weapon and shield slots on your information will appear in the rollover text even in the modern nights. disfigurement, having enormous maws and character. Examples of these weapons for each weapon. In game terms, these sharp extruded points of bone. include the Quarterstaff and Warhammer. Not all weapons are created equal: You bladed weapons do Lethal damage. EQUIPMENT AND may find rusty and other poor quality RANGED WEAPONS items on your travels as well as fine and One-handed blades include anything In both the Dark Ages TREASURE even exquisite weaponry. The quality of with a sharp edge or pointy tip. One- and modern nights, there Throughout your adventures, the the weapon adds bonuses to the base handed weapons come in a great variety of are many weapons that can coterie will find many items – some of weapons statistics. Even modern firearms shapes and sizes and are the most common inflict damage from afar. them mundane, others concealing secret can be modified to increase their power armaments found in the Dark Ages. They These weapons are powers. You may also find unique items with laser sights and other adaptations. occupy the weapon slot on your character collectively referred to as such as a Discipline Tome, which will give Some weapons have minimum and can be used with a shield. Examples of ranged weapons. Some your character the ability to learn a new Attribute requirements representing a one-handed bladed weapons include the examples from the Dark set of Disciplines that would normally not particular difficulty in using those items: Dagger, Hand-Axe, Broadsword and the Ages include the Short Bow be available to him. For example, a Great Sword requires a feared Wooden Stake. and Crossbow. Modern examples include Most items need to be equipped in high score in your Strength Attribute to Two-handed weapons are less common everything from a simple Pistol to such your inventory to prove useful, and each wield. Likewise, characters with low and usually found in the hands of heavy weapons as the Rocket Launcher. A has a specific place to go. Other items Strength cannot wear some heavy armour. professional soldiers. Due to their size, these unique component of ranged weapons is require activation, which can be done with All weapons also have three different weapons occupy both the weapon and shield Ammo, each ranged weapon uses a certain a right-click on the object or by using the stats: Damage, Accuracy and Speed. The slots on your character. Heavy, unwieldy, type of Ammo and becomes useless once Quick Slot inventory hot-keys. damage number is quite simply the and quite dangerous examples include the that supply has been exhausted. Special A few items that you find will require amount of damage that you will inflict on Great Sword, Battle-Axe and Spear. Ammo types can enhance, or even alter, a identification to reveal their secrets. To an enemy. Accuracy is the amount, which ranged weapons affect.

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THROWN WEAPONS SHIELDS POTIONS AND VIALS so, according to legend, there is one for Thrown weapons are a special class of Shields are a special class Ranging from witches brews to modern each Discipline group. The character that ranged weapons. These items are all of armour that is equipped pharmaceuticals, potions can save a studies such a tome will unlock its individually thrown at an opponent and in the character’s character’s life. Humans can use a range of Discipline group and be able to develop disappear after one use. These weapons shield/utility slot. If you salves and cures ranging from Herbal powers from it. can be activated by equipping them in the want to use a weapon that Salves (which restore lost Health) to REASURE character’s hands or by using the Quick requires both hands, such as Disease Vaccines (which cure infections.) T Inventory slots. Examples include Greek the Halberd, you will not be able to equip Vampires scorn such mortal concerns, In addition to items that you can Fire, Holy Water, Concussion Grenades a shield. Likewise, you may have to choose carefully hoarding vials of vitae and other equip, you can find many forms of and Satchel Charges. between equipping a shield and equipping stranger blood with which to restore their treasure in the game: Such treasures range a utility item such as a torch. Shields are strength. Kindred can find vitae in many from negotiable currency (silver coins to ARMOUR more common in the medieval period than forms, including simple bottles and modern cash), precious stones and even gold bullion. All of this treasure can be There are many types of armour today, with the exception of police riot mystically created Bloodstones. Not all sold to merchants to allow your characters available in V:TM – Redemption, ranging shields. Example shields include the vitae is simple blood, and you may find to buy the equipment they need. from simple leather clothing through full Buckler and the Footman’s Shield. strange blood vials with unpredictable Gothic plate and modern tailored Kevlar. effects such as Fae Blood or Elder Ichor. Just like weapons, certain types of armour OTHER EQUIPMENT To use a potion, vial or stranger source ARTIFACTS may require your character to have a Your character can find many other of blood, right-click on the item in your Unique and extremely rare, artifacts are minimum level in an Attribute (normally pieces of equipment in the World of inventory or use the Quick Slot hot-keys. handcrafted items with mystical powers. Strength) to be able to equip them. Darkness. Some of these items are merely Every artifact is a one-of-a-kind creation. Each piece of armour provides soak cosmetic, others can be powerful indeed. SCROLLS There are a number of artifacts scattered bonuses against Bashing, Lethal and Most of these items need to be equipped Scrolls are another product of sorcerous throughout the world, but examples Aggravated damage. Some special armour in the appropriate inventory slot for their research – the essence of a Discipline or include the Ainkurn Sword, the Monocle will also provide protection from power to take affect. Others require Numina encoded onto paper, their power of Clarity and any number of Holy Relics. environmental damage and even True Faith. activation by right clicking on the object stored to be released at a later time. Such special armour is very rare indeed. in question or activating them from a Human mages have created Numina scrolls AINKURN SWORD Quick Item slot with keys F1 – F5. that temporarily awaken the power of An ancient Cainite relic, this blade is PIECES OF ARMOUR human potential, and Kindred alchemists rumoured to have been quenched in the Sets of armour usually UTILITY ITEMS have made Discipline scrolls (also known blood of an Antediluvian during its come in individual pieces The most common utility items that as bloodscrolls) that unlock powerful forging. The blade is entirely black, with a that can be equipped in the you will find are sources of light. Such Disciplines to any Cainite. matte look. different slots of your items can be equipped in your character’s To use a scroll, either activate it from a inventory. Helmets need to utility/shield slot thus negating the use of Quick Slot or right-click on it from your MONOCLE OF CLARITY placed on the character’s a shield or two-handed weapon. Examples inventory. The power’s icon will appear in This device, created by the Tremere for head; gloves and gauntlets include a Torch and a Flashlight. your Active Discipline slot. You can use the purpose of unmasking Nosferatu spies, on their arms and hands; that power once, activating it as you appears a heavy glass monocle framed in and large sets onto the RINGS AND JEWELLERY would any other Discipline (right-clicking gold and silver filigree. character’s body slot: Thus, a character Rings and jewellery are often merely on an appropriate target). Using a scroll may have a metal chest plate, leather cosmetic, but many conceal hidden costs neither blood nor Mana, and you HOLY RELICS gloves and no headgear at all as his powers. You will need to equip rings on require no ability in the power being Items imbued with the venerated power armour. Examples of armour include the character’s hands, bracelets on his or activated, so these items are greatly prized. of Faith, the use of these weapons is limited Chain and Plate Mail, Tailored Armour, her arms and a necklace about his or her to mortals, as simply being in the presence Full Helms and Motorcycle Helmets. neck. You may find magic jewellery that DISCIPLINE TOMES of one of these relics causes pain and alters your character’s Attributes, makes These rare books contain the Cainite discomfort to most supernatural creatures. the use of Disciplines easier and many wisdom of the ages, revealing secrets of the other powers. blood that unlock great power. Each fabled tome is named after a specific Discipline

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CCHAPTERHAPTER FFIVEIVE:: MMULTIPLAYERULTIPLAYER AND AND SSTORYTELLINGTORYTELLING THE CRYPT AND CREATING A NEW CHARACTER CHARACTER CREATION There are several stages to creating a new Whether you intend to be a Storyteller character, most of which are fairly self- To begin a Multiplayer game, select the INTERNET GAMES or player, the first screen you visit will be explanatory. Multiplayer option from the Main Menu Vampire: The Masquerade – Redemption the Crypt, where you can select a previously Should you decide you do not want to and then choose your method of supports Internet play exclusively through created character or create a new one. create a character right now, hit the CANCEL connection: LAN or Internet. the World Opponent Network (WON). By On the right-hand side of the Crypt will button to return to the Main Menu. selecting Internet from the Multiplayer be a list of all your available characters: AMING OUR HARACTER LAN GAMES screen, you will be taken to the WON login listed by name and clan affiliation. If you N Y C LAN games are played over a Local screen. Here, you are asked to input a name highlight one of the character names, a Your character’s name is important in Area Network. You will not need to login and password. Currently registered WON summary of his or her abilities as well as a that it will be how you are identified to (assuming your computer is constantly players may use their existing account info full-body character portrait will appear on others. The name you choose will colour connected) and will be taken directly to people’s initial expectations of your to log in. New players not yet registered the left-hand side of the screen. If you have your Haven when you choose this option. character; for example other players will with WON must click on the Create a lot of characters in your Crypt, use the In a LAN game, you will only be able to treat you differently if you call yourself Member button to create a new WON scroll bar to peruse the list of names until chat and play with other users that are on Player*Killer rather than Lady Lilian account, which is free of charge. The you find the one that you are looking for. the same LAN as you are. D’Arcy. process of creating a new WON account Should you wish to play that character, Should you wish to find a wider range Choose a name that you are takes place with your Internet browser, highlight it and hit OK. of games and players, you will need to comfortable with and that suits the style of which will open automatically should you If you wish to permanently remove a connect to the Internet via WON. play you most enjoy. select this option. You must select a WON character from your Crypt, hit DELETE. name, password and provide (optional) To begin creating a new character, hit CREATE. SELECTING A TYPE OF information to create an account. CHARACTER Remember: Both your User Name and To return to the Main Menu, hit CANCEL. The type of character you play Password are case sensitive. determines your supernatural status and The panels on the right-hand side of what powers and vulnerabilities you might the login screen will take you to the have. You can play either as a Vampire, a websites of WON, Activision, Nihilistic Human or a Ghoul. and White Wolf.

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Vampires begin play with the most The character creation screen functions The Create Game button allows you to basic vampiric abilities (Feed and Blood STARTING CLAN DISCIPLINES exactly the same as the character create your own game. Healing) but are able to spend starting Brujah - Celerity, Potence and Presence advancement screen, which is used in The Player Setup button takes you back points on three Discipline groups Cappadocian - Auspex, Fortitude and Mortis Single Player (See Chapter Two). to the Haven. according to their clan. Gangrel - Animalism, Fortitude and Protean Next to each Attribute or Discipline The Join Game button allows you to Ghouls are caught in the no-man’s land Giovanni - Dominate, Mortis and Potence that you can spend experience to increase join a game that is running. First highlight between vampires and the mortal herd. Malkavian - Auspex, Dementation and Obfuscate will be a cross; clicking on that cross the name of the game in the window to Gifted with blood and power by their Nosferatu - Animalism, Obfuscate and Potence spends the experience necessary to raise the top left, and then click this button. masters, they can use basic vampiric Toreador - Auspex, Celerity and Presence that Trait to the next level. The rollover The Start Game button allows Disciplines, according to their master’s Tremere - Auspex, Dominate and Thaumaturgy text will provide full details of the cost you to launch a game you have clan, but cannot feed like a true vampire. Ventrue - Dominate, Fortitude and Presence and, for Disciplines, the minimum created or joined. They must rely on stored blood (vials, Caitiff - Any requirements. The Game Options button will show etc.) to restore their dark power. Once you have spent your initial you additional details of the game you A Human is one of the herd, but no Each blood lineage defines itself experience point allocation, hit OK to have joined. common mortal. Through faith, through the Disciplines its members excel continue. The Cancel button takes you back to dedication or strange events, you can in. Each clan has immediate access to the main menu. access the awakened powers known as three Discipline groups in addition to the Faith and Numina. Lacking the great common powers of vampires, and you may STARTING AND JOINING A supernatural powers of vampires, or even only spend your starting points on these LAN GAME powers. Choose your clan wisely, as it will ghouls, a human character has to rely on To join a LAN game that is already in determine your character’s future progress. equipment for many tasks, such as healing progress, highlight the name of the game, There are also the Caitiff, clanless or defending themselves. A human and click the Join Game button. After a vampires, who can chose from the full- character does not have a Blood Pool but, few seconds, you will have joined the game range of Disciplines but pay greater instead, relies on Mana that regenerates and be able to chat to the other players. experience costs due to the lack of slowly over time. One major advantage of When you are ready to start a game, click refinement in their blood. The starting a human character is that he will not on the Start Game button. Disciplines that come with the blood are frenzy when damaged. As a result, the Note: The Start Game button will be always the cheapest for you to learn and frenzy bar is replaced by your Faith level, greyed out until the host/Storyteller has enhance, other Disciplines will always to which indicates the level of strength and started a game. harder for you to master. LAN GAMES: belief that you are crusading for the good To create your own game, click on the More details on the vampire clans can LOBBY AND CHAT forces in the world. Create Game button to go to the game be found in Chapter Six: the World of When you join a LAN game, you will creation screen. SELECTING A CLAN Darkness. begin in the LAN lobby. At the top left of If you are a vampire or a ghoul, your the screen will be a list of all the players choice of clan is very important. (Humans DEFINING YOUR TRAITS on the LAN, and to the right will be a list may not choose a clan.) Your clan of all the games currently up. The two determines your character’s blood lineage windows at the bottom of the screen are from Caine and defines his or her for general (Lobby) chat and in-game chat. supernatural abilities: As a ghoul, you are To chat with other players on the LAN, selecting the clan of your domitor enter your text in the window to the left, (vampire master) whose blood defines your and to chat to only the other players in the supernatural abilities. Nine of the great same game as you enter type the text in Cainite clans are available to play in the window to the right. You can use TAB multiplayer games. to switch between the two boxes.

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CHATTING, STARTING AND You can also password lock your game JOINING A GAME by entering a password in the window near Once you have joined a room, you will the middle of the screen. To enable a be able to chat with other players and password only game, click on the box until create or join a game. it is red. You can give this password to The windows at the top of the screen your friends so that only they can join show the name of the room you have your games. joined, the players in that room and any In this screen, you can set toggles that games that are currently running. affect the game as a whole: The two windows at the bottom of the The Co-op/Combative toggle sets screen are for general room chat and in- whether the players in your game will be game chat. To chat to other players on the able to attack one another or not. The LAN, enter your text in the window to the CREATE A GAME default “on” setting is cooperative. INTERNET GAMES: The Track Humanity toggle sets left, and to chat to only the other players When you create your own game, you THE WON LOBBY whether you want the players in your game in the same game as you, enter text in the have access to several options. to suffer Humanity loss for evil actions or AND ROOMS window to the right. You can use TAB to First, you should choose the chronicle not. The default “on” setting means that After logging in to the WON network, switch between the two boxes. You can you want to play from the list of available Humanity will be lost for evil acts. you will be taken to the Creating and only use in-game chat for a game that you levels. Two of the chronicles are The ST Moderation setting allows Choosing a Room screen. Here there will have joined. prescripted, which means that all of the whether or not the host can switch to ST be a list of the rooms currently open to The Create Game button allows you to events and story line have been setup prior mode during the course of the game. play Vampire in. The first room is always create your own game. to the game launch. This makes it easier Thus, the host can choose to either play as the Lobby, which is a permanent room The Player Setup button takes you back for the Storyteller, since s/he will merely one of the players or as the ST/Player. The that is always available. The other rooms to the Haven. have to maintain the story or embellish it default setting of “on” allows the host to on the list are all player created. The Join Game button allows you to if s/he so chooses. The two chronicles that become the ST at any time. join a game that is running. First highlight are prescripted are “To Curse the Finally, the Automatic Storyteller CHOOSING AND CREATING the name of the game in the window to Darkness,” which is a Dark Ages tale, and option will enable java scripts that are YOUR OWN ROOM the top left, and then click this button. “Leaves of Three,” which takes place in built into the chronicle. The host can To join a room, highlight it’s name, The Start Game button allows you to modern day New York. For the more choose to either have complete control of and then click on the Join Room button. launch a game you have created or joined. seasoned Storyteller, we have also included all story events in the game or allow java To create your own room, click on the The Game Options button will show blank chronicles, which can be filled and scripts to play out and sit back and watch Create Room button. You will be asked to you additional details of the game you altered to the Storyteller’s imagination. the game events transpire. With the name your room and can create a have joined. These empty levels are “London by default setting of “on,” all scripts will be password for it should you choose. The Cancel button takes you back to Night,” “New York by Night,” “Prague by enabled. Note: The Vampire Lobby is also the main menu. Night” and “Vienna by Night.” Also, if When you are ready to begin, click on accessible from your Internet browser, go to you simply wish to chat with other players the Create Game button. You will be http://vampire.won.net/ and select Elysium in one of the game levels, we have also returned to the chat room you were in, and Chat, and you will be able to chat with included empty salons. These are small your game will be visible to other players. other players without launching Vampire. one-room areas, where players can enter and interact as their vampiric characters. The salons that we have included are Dark Ages Inn, Prince’s Mansion and the Rave Club. Finally, if you have a chronicle that you have saved previously, you can choose to load this at this time as well.

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PLAYING IN A Revive: If your character dies during CHAT CONTROLS FOR the course of the game, you can choose to STORY TELLER CONTROLS MULTIPLAYER GAME MULTIPLAYER GAMES revive, which will place you at the start of End Possession Tab The controls for a multiplayer game are (you must first hit “Enter” before doing the chronicle. Place ST Head Right click on essentially the same as those used in the any of these commands) Options: This brings up the game target position single player chronicle. You move the Options menu. Toggle Player and \ cursor around the screen, clicking on Whisper / Quit: This exits the game you are in. ST hud selected targets to take an action. The core Whisper to ST . (fullstop) Actor Pane Toggle A differences arise from interactions with Team Say , (comma) STORYTELLING A Object Pane Toggle O other players and the Storyteller. Emote : wave, bow, menace, MULTIPLAYER GAME Controls Pane Toggle V taunt Locations Pane Toggle L The Storyteller has great power as well CONTROLS ST Emote ; (doesn’t show name) Scenes Pane Toggle S as great responsibility. As a Storyteller, you The core controls for your character are Shout ! Jump to location ALT+ Right have great control over the game, being able identical to the ones used in single Roll one % (then hit Enter) Click to alter events, add or delete objects or player games 10-sided Die Toggle Possession P Your character portrait has been moved Roll multiple %X (roll X d10s actors and basically control the game world. to the left-hand side of the screen. In place 10-sided Dice where the outputs will CORE STORYTELLER TOOLS of the portrait window in the centre of the be comma delimited) OBJECT PANE screen is the in-game chat window. This In Storyteller mode, you have a area will display messages from other ROLLING DICE different set of controls over the game players and the Storyteller. For those that are used to the pen and than do players. All objects in the world paper game, the ST can use the 10-sided will highlight under your cursor. Click on CHAT/TEXT INTERFACE die commands in order to make it easier to an object to centre your camera view over Replacing the character portrait make a roll. To use this command, bring it; then you can use your Storyteller tools window is the new chat window. Here up the chat window, type “%,” and hit to alter, delete or otherwise affect it. messages from the other players and the “Enter” to roll one 10-sided die, or type To follow players through the Storyteller will be displayed along with “%X,” where X is the amount of dice that chronicle, you can either click on their rollover text. To chat to other players, hit you want to roll (e.g. if you type “%5” characters to attach your camera view to “Enter” or click in the text box below the and then hit “Enter,” you will get five them or use TAB to switch your view chat window, type your message and hit different rolls shown on your screen.) between all the characters in the game. enter to send it. The message will appear Thus, if you happen to lose a player character, simply hit TAB, and you will as being spoken by your character. GAME MENU The Object Pane gives you the ability eventually find him. There are several special chat commands Hit Escape to bring up the Game to add new objects, props or actors to the There are several controls which are that you can use in multiplayer games. Menu: This does not pause a multiplayer world. You can highlight an item from any exclusive only to the Storyteller in a game. The Game Menu has many of the of the Object Pane lists and create it in the multiplayer game: same controls as the single player menu. world at your current location. The item Resume: This returns you to the game will immediately be apparent to any in progress. players present and will interact with the Save As: As a player, this forces a save world normally. of your character (to protect it from a Create Object: Hitting this button crash or power surge, for example.) As a creates the selected item at your current Storyteller this saves the current state of location. The item you have selected appears the chronicle into your multiplayer saved in a text box above the main display. games folder. As the ST, you can then load this chronicle up in the future if you wish to continue the game over another gaming session.

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Short/Long List: This toggles the Go To: This button shifts your camera LOCATIONS PANE Advance Scene: This advances the display between short (list of necessary point-of-view to the currently selected current scene to the next and makes all items in a particular chronicle) and long actor. To do this, click on the actor’s name necessary changes to the game world. (all the items in the game). that you want to view, and then click on Skip to Scene: This jumps the chronicle Show Only Objects: This sets the the “go to” button. to the selected scene, skipping any Object Pane display to show only objects – Possess: This button allows you to intermediary scenes. items that can be picked up and used by possess an actor so that you have access to characters such as weapons and armour. his or her abilities. Once you have CONTROLS PANE Show Only Actors: This sets the Object possessed an actor, any text messages you Pane display to show only actors – NPCs type will appear to come from that that can move and interact with the world, character, not your own. To possess an for example enemies. actor, click on the actor’s name that you Show Only Props: This sets the Object want to possess, and then click on the Pane display to show only props – the “possess” button. background objects that add details to the Revive: This button instantly revives a The Locations Pane shows all the world, such as trees. character from death or torpor. It is most locations available in the current chronicle. useful to revive fallen PCs but can restore The one you have selected appears in a CTOR ANE A P an NPC also. text box above the main display. Set Stance: This sets a character stance The list shows all the locations in the between Talk, Neutral and Enemy. game, the one you are currently in is Talk: This stance sets the NPC as a talk marked with a star (“*”). only character. The PCs will not be able to Go To: This instantaneously moves The Controls Pane gives you meta- attack them. your character to the selected location controls over access to the game. Neutral: An NPC in Neutral stance will Jump All Players: This command moves UTOMATIC TORYTELLER not be available either to talk or to be all the players in the game to the selected A S attacked by the players. This effectively location. CONTROLS sets them as background. AI Enabled: This toggle turns enemy Enemy: An NPC set to Enemy stance SCENE PANE AI on or off. can be targeted by player attacks and will Lock Game: This locks the game from actively seek to harm the players in the any new players who attempt to join. game. Any opponents should be set to Lock Outside Communication: This The Actor Pane shows all the actors Enemy mode. locks any messages from outside the game (NPCs) at your character’s current location. Delete: This deletes the selected from (i.e. from the chat room) from being The item you have currently selected the game. You cannot delete player displayed. appears in a text box above the main display. characters. Elapsed Time: This shows the current In the main window, all the actors that Kill: This automatically kills the length of time you have been in the game. are in your current location will be shown, selected character. Player List and Kick: This display along with the current state of their Health. shows all the players in the game. The kick button to the right allows you to ban the selected player from your game. In addition to these windows, there are The Scene Pane shows the pre-scripted several controls available from the main scenes in the chronicle. Scenes govern the Storyteller UI. players’ quests, as well as unlocking certain location in the chronicle.

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PAUSE GAME ADVANCEMENT CHARACTER MODE Within the Nod Engine, the player will This pauses all action in the game, When you hit this button, the When you switch into character mode, have access to the “Codex” tools, which preventing characters from moving outside Advancement screen opens for each the normal character screen replaces your you can use to create your own scripted of a restricted radius. This is useful for character (including your character) in Storyteller tools. The only exception being events and alter the parameters of various running conversational scenes, while other turn. The multiplayer Advancement screen that underneath your character portrait is facets of the game. The programming players are elsewhere. You can resume the is identical to the single player screen save a button that returns you to Storyteller language of the Codex tools is based on game by clicking this button a second time. that, as the Storyteller, there is a plus-cross mode. You can go into character mode Java, with lots of special native function next to the character’s earned experience. either in your character body (to calls that allow you to interact with the STORYTELLER VIEWER If you click on this, a dialog box will experience the game as a player would) or game engine. By hitting the Storyteller Viewer open, allowing you to assign a specific in the form of any of the NPCs. The editing tool, which is known as the button, you create the Storyteller head: experience award to that character. “Embrace,” is based on QERadiant, which This is invisible to players and can be used You can also spend experience for that CREATING YOUR is used to edit Quake levels. It is basically to manipulate the environment without character directly by clicking on any of the OWN MULTIPLAYER a brush-based system where you place your character being present. There are crosses. When you are done, hit OK to walls, floors, etc., and the editor compiles several uses for the Storyteller Viewer, move onto the next character. CHRONICLE all the information to create a runnable including the following: Finally, the buttons to the left of the The simplest way to create your own level file for you. Please note that it is not The Storyteller interface was designed screen (replacing the character mode chronicle is to use one of the empty hubs BSP-based like Quake, so although the to be similar to the normal player interface portrait) give you direct control over the we have included with the game (each tool looks the same on the surface, the (so it would be easy and familiar to the item you have selected. based on the single player chronicle but resulting level files are not compatible and players), which means a third-person empty of monsters, quests and items) and not at all similar. camera centring on your currently POSSESS then populate it using the Storyteller tools. Those of you that are interested in controlled character. As the Storyteller, This allows you to possess an actor of a With the ST tools, you can easily go creating your own chronicle should take a you have the ability to select just about player in the game, giving you full control through the level and place enemies at look at Activision’s V:TM Redemption site anything as your current character over his or her movements and abilities. your leisure. Once you have completed (http://www.activision.com/games/vampire/) (players, NPCs, enemies, lamp-posts, etc). Once you have possessed an actor, any text your own version of the level, you can save and other online sources for information. it by hitting the Escape key and then This basically “selects” the object and you enter as chat will appear to come from PLEASE NOTE: the use of the allows the Storyteller to take action upon him or her and not your character. clicking on Save. For more advanced users, the overall “Embrace” and “Codex” is up to the user it, one of which could be deleting it. discretion and risk. Help with the editor is When this happens, you need an “object” REVIVE engine/toolset, which is known as the “Nod Engine,” will be released to allow not supported by Activision Customer for your view to be centred around This instantly revives the selected Support. (since the previous object is now gone), character, bringing them back form death players to create more complex chronicles. and so the Storyteller Viewer is spawned or torpor. at this position. The main usage, however, is as a 3D STANCE “pointer.” You can spawn the Storyteller This sets the actors stance between Viewer at your current position (say your Talk, Neutral and Enemy. Be careful camera was currently following behind a setting a stance other than Enemy for a player as he or she was walking around player character, as this can detrimentally town) and use it to specify the position at affect game play. which you’ll be adding a creature or object. You can walk the head around, just DELETE like a normal character, and can also This allows you to delete the currently teleport it instantly to locations you see on selected item from the game world. You the screen by using CTRL and right click. may not delete player characters.

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Antediluvians, when they choose to rise from their long sleep, affect all with whom they come in contact; according to the few fractured accounts of their doings, they possess virtually godlike power. In Kindred legend, there were 13 original Antediluvians, CHAPTERHAPTER SIXIX: though some have allegedly been destroyed. C S : Their eternal struggle, the Jyhad, touches all Kindred, and innumerable layers of TTHEHE WWORLDORLD OF OF manipulation and deception make the plots of these Ancients almost imperceptible. DDARKNESSARKNESS • Methuselahs: If the Antediluvians are the Kindred’s gods, the terrible Methuselahs are demigods and avatars. At a point between a vampire’s thousandth and two- thousandth year, a grave change overtakes the Kindred. Sometimes the change is The world of Vampire: The THE GENERATIONS physical, while at other times, it is mental or Masquerade is not our own, though it is AND CAINE emotional. Whatever the nature of the close enough for fearsome discomfort. change, the end result is that the vampire no One way the Damned distinguish Rather, the world inhabited by vampires is longer bears any semblance of humanity. themselves is through a combination of age like ours, but through a looking glass, Having truly moved from the earthly into and generation, or how far removed a darkly. Evil is palpable and ubiquitous in the realm of the supernatural, the Kindred is from the progenitor vampire, this world; the Final Nights are upon us, Methuselahs often retire into the earth, Caine. Young vampires must prove and the whole planet teeters on a razor’s where they may slumber, away from the themselves to their elders to be afforded any edge of tension. It is a world of darkness. thirsty fangs of younger vampires. Their bit of status, and Kindred society is often as Superficially, the World of Darkness is powers are so great, however, that they stagnant and stultifying as the immortal like the “real” world we all inhabit. More continue to direct their inscrutable plans Damned themselves. There is a small degree present than in our world, though, is the mentally, communicating magically or of mobility, however, as elder Kindred are undercurrent of horror — our world’s ills telepathically (and almost always invisibly) always looking for assets and allies who may are all the more pronounced in the World of with their minions. aid them against their rivals in the Jyhad. Darkness. Its fears are more real. Its Kindred greatly fear the Methuselahs, The greatest status is accorded to the governments are more degenerate. Its who are accorded any number of horrifying Antediluvians, vampires of the Third ecosystem dies a bit more night. And characteristics. Rumours speak of Generation. Most vampires consider these vampires exist. Methuselahs whose skin has become stone, Kindred to be legendary — certainly, none Many of the differences between our of everything from hideous disfigurements to has been verifiably seen in the modern world and the World of Darkness stem from unearthly beauty that cannot be looked nights. The lowest rung of status is held by these vampires, or Kindred as they refer to upon. Some are believed to drink only rank neonates and the clanless Caitiff, those themselves. Ancient and inscrutable, the vampire blood, while others control the fates claimed by no clan or with blood too weak Kindred toy with humanity as a cat does of entire nations from their cold tombs. to trace a proper lineage. with a trapped mouse. The immortal • Elders: Elders are Kindred who have • Antediluvians: These ancient Kindred manipulate society to stave off the existed for hundreds of years and typically vampires, if they exist at all, are likely the ennui and malaise that threaten them range from sixth to eighth generation. With most powerful creatures in the world. nightly or to guard against the machinations centuries of accumulated cunning and a Members of the Third Generation, the of centuries-old rivals. Immortality is a curse terrible thirst for power, elder Kindred are Antediluvians are only two steps removed to vampires, for they are locked in stagnant the most physically active participants in existences and dead bodies. from the First Vampire, Caine.

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the Jyhad — they do not suffer the long fits THE CLANS AND SECTS their clan, not a sect. The sect known as the THE BEAST AND of torpor that hamper the Methuselahs and Camarilla is arguably the largest and most If the myth of the Antediluvians is to be Antediluvians, but they are not so powerless prevalent in the modern nights, though its HUMANITY believed, Caine sired a number or easily manipulated as the younger rival the Sabbat has recently made Many of a Kindred’s first nights are of progeny, who then sired Kindred. The term “elder” itself is a bit considerable inroads against it and still spent learning what it means to be childer themselves. These subjective; a Kindred who qualifies as an opposes the Camarilla at every turn. undead. The childe inevitably meets her childer, accordingly of the elder in the New World might be just The Camarilla came about in an attempt Beast — the wild, uncontrollable monster Third Generation, were the another ancilla in Europe or older corners to hold vampire society together against the inside her that thrives on terror and progenitors of the modern of the Earth. Elders keep a stranglehold on power of the Inquisition in the 15th century. bloodlust — and either falls to frenzy or clans, and all vampires the Kindred power structure, preventing Under its iron guidance, the Tradition of the learns early on how to subjugate its wild descended from them younger vampires from attaining positions Masquerade grew from a cautious suggestion call. The sire may offer aid and guidance shared common Traits and of influence by exercising control they have to the guiding principle of Kindred life. in thwarting the Beast, or he may watch as characteristics. Certainly this maintained for decades, if not centuries. Even tonight, the Camarilla concerns itself it overtakes his childe, then admonish her is true to some degree, as • Ancillae: Ancillae are relatively young with the enforcement of the Masquerade, for weakness afterward. It is now that the each clan has a set of vampiric vampires (between one- and two-hundred hiding among humans lest it be destroyed. childe learns that undeath is indeed a curse powers its members learn years of unlife) who have proved themselves The Camarilla’s archenemy is the — despite the power brought by the more readily than others, as valuable members of Kindred society. monstrous sect known as the Sabbat. While Embrace, she is no longer entirely herself Ancillae are the lackeys to greater Kindred and each clan also has a distinguishing the “Kindred” of the Camarilla espouse and must forever be wary of the Hunger and — if they’re clever or lucky — weakness or character flaw by which its concealing themselves among mortals and that burns inside her. tomorrow’s elders. Ancilla is the rank members may be identified. maintaining the tattered vestiges of their Also at this time, a Kindred learns — between neonate and elder, signifying that Lineage is important to the Kindred. Humanity, the Sabbat favours a different too late! — to appreciate the emotional the Kindred has cut her teeth (so to speak) Though they are loners and typically shun philosophy. Not content to cower like beaten capacity possessed by mortals. As a but lacks the age and experience to become each other’s company by nature, the dogs from humans nor to act as pawns in the vampire, the childe’s heart has died, a true master of the Jyhad. Because the Damned place great value on their heritage. schemes of their elders, Sabbat vampires leaving her a cold corpse incapable of truly world’s population has grown so in the last The honour a vampire is due stems from instead prefer to revel in their undead nature. feeling anything. Most vampires two centuries, the vast majority of vampires clan as much as generation, and even the compensate by making themselves feel, are ancillae or neonates (see below). most dull-witted Kindred is afforded some conjuring up memories of emotions long • Neonates: Neonates vary from newly modicum of respect if his legacy demands it. dead. These last vestiges of humanity are released fledglings to indolent Kindred of a There are 13 known clans, each hundred years or more. Marked by the supposedly spawned by one of the stigma of not yet having proved themselves Antediluvians, but whispers circulate to the elders, neonates are inexperienced through the Kindred world about “lesser” vampires who might one night make clans or “bloodlines” that branched off from something of themselves — but, more their parent genealogies somewhere in the likely, will fall as pawns in the schemes of nights of history. Few vampires have ever the other undead. met Kindred claiming to hail from these • Fledglings: Also known more loosely mysterious bloodlines, and few of these have as “childer” (although every vampire except turned out to be anything more than Caitiff Caine is someone’s childe), fledglings are with delusions of self-importance. For more newly reborn vampires still under the information on the clans themselves, please tutelage and protection of their sires, the refer to the section on clans which is located vampires who created them. Fledglings are later in this manual. not considered full members of Kindred Sects are groups of vampires that society and are often treated disrespectfully supposedly share a common ideology. They or as the sire’s property. When her sire are a modern contrivance but an important decides her childe is ready, the fledgling one. Most vampires belong to one sect or may become a neonate, subject to the another; others claim independence, no prince’s approval. preference or that they are affiliated with

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all that separate them from ravening rage, from falling to the Beast completely. THE TRADITIONS Desperation is all that remains in the hearts THE FIRST TRADITION: THE MASQUERADE of many vampires, as they realise what they Thou shalt not reveal thy true nature to those not of the Blood. Doing so shall have lost as their mortal selves died. renounce thy claims of Blood. The unlife of a vampire is a litany of bleak revelations. Many Kindred cannot THE SECOND TRADITION: THE DOMAIN cope with the terrible new world of night Thy domain is thy concern. All others owe thee respect while in it. None may into which they have been reborn and challenge thy word in thy domain. choose to meet the obliterating rays of the HE HIRD RADITION HE ROGENY sun rather than continue their existences. T T T : T P Thou shalt sire another only with permission of thine elder. If thou createst THE TRADITIONS another without thine elder’s leave, both thou and thy progeny shalt be slain. The Six Traditions that form the laws of THE FOURTH TRADITION: THE ACCOUNTING vampire society are believed to have been Those thou create are thine own childer. Until thy progeny shall be released, thou passed down since the wars that slew the shalt command them in all things. Their sins are thine to endure. Second Generation. They are rarely written HE IFTH RADITION OSPITALITY down, but they have never been forgotten, T F T : H and they are known by all Kindred in some Honour one another’s domain. When thou comest to a foreign city, thou shalt form. Even vampires who scorn the present thyself to the one who ruleth there. Without the word of acceptance, thou Traditions know them; though their specific art nothing. wordings may vary, the intent behind them THE SIXTH TRADITION: DESTRUCTION never falters. Thou art forbidden to destroy another of thy kind. The right of destruction It is a popular Camarilla conceit that a belongeth only to thine elder. Only the eldest among thee shall call the blood hunt. sire recite the Traditions to his childe before that childe is recognised as a neonate. Some princes stage grand spectacles to honour new for his descendants. Others, however, think of controlling the younger generations. It’s childer’s transition from fledgling to neonate, that the Antediluvians created them to time to drop the Traditions and live in the while others need not even witness the maintain control over their childer or that modern age. The vampires of the Sabbat release, trusting the sire with the proper they were simply a set of common-sense rabidly adhere to this reasoning, and their execution. Almost all childer learn the ideas that were upheld over the millennia scorn for the Traditions is one of the primary Traditions well before this recitation, but the because they worked. The Tradition of the motivations behind their constant attacks on act is accorded great symbolism and gravity Masquerade, for example, is thought to the ancient power structures. in Camarilla affairs. Staunch supporters of have existed in some form since the nights Most elders see the young as the Camarilla and the Traditions maintain of the First City, but it changed in response temperamental adolescents who think they that a newly Embraced Kindred has not to the Inquisition. know everything but who lack the wisdom truly become a vampire until her sire speaks A number of young vampires, children of and experience of age. As many of the rebels the Traditions to her. Obviously, the the modern world, see the Traditions as are anarchs and neonates, mostly powerless Traditions are quite a serious matter, and the being merely a tool of the elders to maintain and without voice in Kindred society, it sire is held accountable for the childe until, their stranglehold on Kindred society, and an should come as no great surprise that they by speaking them to her, he makes her antique tool at that. The times that are so wild. However, not every elder takes responsible for upholding the code herself. produced the need for the Masquerade are such an indulgent viewpoint. Many feel that Some vampires believe that Caine himself over and done, ancient history. Caine, the reckless whelps who demand the created the Traditions when he sired his Gehenna, the Antediluvians — all myths Traditions be dropped may get their wish childer and that what modern vampires with about as much substance as the Flood when they bring mortal society down on follow are their progenitor’s original wishes or the Tower of Babel — and all for the sake their heads. Natural selection takes care of a

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few of these, but such selection has Embrace, The: The act of THE LONG NIGHT AND occasionally been “assisted” by a prince transforming a mortal into a vampire. The exasperated beyond patience with a Embrace requires the vampire to drain her THE FINAL NIGHTS particularly recalcitrant young vampire. victim and then replace that victim’s blood What follows is the most common with a bit of her own. THE DARK AGES wording of the Traditions. Bear in mind Generation: The number of “steps” In the centuries that this is the phrasing used by elders between a vampire and the mythical before the modern and on formal occasions. The wording Caine; how far descended from the First nights, the Kindred may change according to the clan, the age Vampire a given vampire is. skulk throughout the of the vampire speaking or simple Ghoul: A minion created by giving a Dark Medieval world, circumstance. During a childe’s bit of vampiric vitae to a mortal without where the shadowy sides presentation to the prince, she may be draining her of blood first (which would of fantasy and reality required to recite the Traditions as proof create a vampire instead). meet. Things are a little that her sire has taught them to her. Jyhad, The: The secret, self-destructive more sinister, and the war waged between the generations. Elder wind blows a little LEXICON vampires manipulate their lessers, using colder on a moonless The Kindred have their own dialect of them as pawns in a terrible game whose winter’s night. But it is specialised words and phrases. Vampires rules defy comprehension. an exciting time to be alive, nonetheless… have a tremendous capacity for double- Kindred: The race of vampires as a and an even more exciting time to be talk; what they say often means something whole or a single vampire. among the walking dead. other than its literal interpretation or Masquerade, The: The habit of hiding On the surface, little differs from the real something in addition to its simple the existence of vampires from humanity. medieval age; castles serve as both homes meaning. Designed to protect the Kindred from and fortresses to the nobility, while most Beast, The: The inchoate drives and destruction at the hands of mankind, the peasants count themselves lucky to live with urges that threaten to turn a vampire into Masquerade was adopted after the their families in drafty one-room buildings. a mindless, ravening monster. Inquisition claimed many Kindred unlives. Wars are fought in the name of God and Camarilla, The: A sect of vampires Sabbat, The: A sect of vampires that man, and to speak out against one’s liege is devoted primarily to maintaining the rejects humanity, embracing their both blasphemy and treason. But in the Traditions, particularly that of the monstrous natures. The Sabbat is bestial darkest hours of the night, undead spirits in Masquerade. and violent, preferring to lord over mortals the shape of men walk in the shadows.… Childe: A vampire created through the rather than hide from them. The so-called Dark Ages of our world Embrace — the childe is the progeny of Sect: A group of Kindred arguably were the period between the fall of the her sire. This term is often used united under a common philosophy. The Roman Empire and the beginning of the derogatorily, indicating inexperience. two most widely known sects currently Renaissance. The glory that was Rome Plural childer. populating the night are the Camarilla and crumbled, and the roads and bureaucracy Clan: A group of vampires who share the Sabbat. the empire had brought to the continent common characteristics passed on by the Sire: A vampire’s “parent”; the Kindred quickly fell apart. Trade decreased, and most Blood. There are 13 known clans, all of who created her. people were too busy simply trying to which were reputedly founded by Torpor: The death like sleep common to survive to spend time learning to read and members of the Third Generation. the undead, particularly among ancient write. Knowledge of science and technology Coterie: A group of Kindred who work vampires. Torpor may be entered voluntarily common during Roman occupation was together under a common purpose, (certain undead, weary of the current age, forgotten, and a cloud of superstition whether this be clan, gang, wartime or enter torpor in hopes of reawakening in a descended on theWestern world. even diplomatically related. more hospitable time) or involuntarily (though wounds or loss of blood).

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Times were difficult for the common CAINITES AND SOCIETY youth to fight and are equipped with fine man during this period. Marauding armies armour and weaponry. On a day-to-day Dark Medieval society is feudal, with sacked towns and pillaged villages. Cities lay level, however, they are administrators and power and rank dependent upon lands in ruins. Most of the art produced during held and military might. In the medieval civil servants — running their lands, this time was portable and often practical, world there is no such thing as “equality of enforcing royal law, commanding garrisons, such as jewellery and pottery. Even some opportunity.” If your family is powerful, working as officers of the law courts or as rulers were illiterate, and only in scattered then you will have an immediate and senior servants in ryal households. Christian monasteries did reading, writing tangible advantage over others. If your Cainites who dwell and academic learning continue. Most family members are peasants, you will live among the mortal people were farmers, never blessed with the in poverty and die young. A man’s rank is nobility have a dual luxuries of art or learning, living hard short determined by his birth. A woman’s rank is existence. They must lives, more at risk from disease and determined by her husband’s. function within the starvation than from invasions. Medieval men divide themselves into society of other nobles But the “dark” part of Dark Medieval those who fight, those who work and and lord over the lands means something more and is not restricted those who pray. and people of their fiefs. to a single decade or century. The shadow Just as mortal nobles that has fallen across much of Europe is a NOBILITY have responsibilities moral darkness, a rejection of the spiritual. to their overlords Respect for one’s fellow man has been The nobility are the military, and underlings, so do vampire lords. Yet eclipsed by the day-to-day struggle to landholding class. The great nobles own Cainite nobles also have responsibilities to survive. Many commoners obey the laws of the land; petty nobles retain tracts of land their undead kind, whether in positions of God and man more out of fear of the in exchange for military service and consequences than from any real belief in money. Many nobles are trained from their authority or subservience. what is “good” or “right.” The vampires who hold much of the power rule unchecked and rarely face the consequences of their actions. But the mortal world will not live in fear forever, and the day may come when the living will rise up against the predators in their midst. In the centuries that follow the Dark Ages, vampires learn the importance of hiding themselves away from mortal eyes. Inquisitions of Church and state decimate the Cainite population, and only those who are able to blend into mortal society survive. But those nights seem distant in the Dark Ages. In the minds of most mortals, vampires are creatures of the Devil, to be feared — and either fought by the Church or avoided entirely. With the power of their vampiric Disciplines and a cunning born from centuries of experience, some vampires set themselves up as lords of outlying areas, taking their tithes of blood from any unfortunates who pass by. Others influence the mortal rulers of the land, through potent blood oaths and the work of their half-mortal ghouls.

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The difficulties of observing the PEASANTS A clever Cainite who still lives as a serf to local parishes, and from every pulpit, responsibilities of mortal gentility arise The medieval masses are the could make ghouls of the right people and those priests tell the people to obey God from being undead. Vampire lords cannot peasants — the farmers who till justify her strange behaviour as part of her and their mortal masters. Few people appear before their underlings and serfs the nobles’ fields. The more services “at the manor house.” The local outside the Church can read, nor do they during the day and must arrange all affairs fortunate are “freemen,” who gossips could also be controlled to ensure own books. The monasteries and to occur at night. Such nocturnal rent land from the nobles, that no ill word is spread or that rumours cathedrals of Europe own vast amounts of behaviour cannot go unnoticed for long, working their plots in return are actually squelched. Ultimately, though, land and are the most important patrons and that is when superstitious rumours for heavy rents, tithes and most vampires who are chosen from the of the arts. The power of the Church in spread among the mortals. taxes. The less fortunate are peasantry break their mortal social bonds the Dark Medieval The best way for a Cainite lord to “serfs,” peasants who are the and seek higher lifestyles. Why be a world can not be manage her mortal affairs might be slaves of their noble masters, who predator of humans while living a lie as understated. The lords through kine proxies or ghouls. A sheriff own nothing — not even their their prey? of the Church are very can be an effective tool at enforcing the own bodies. A serf pays heavier wealthy and very LERGY laws and seeing justice done, while a taxes and may not marry or C influential. They tell seneschal can arrange the affairs of the move away without his lord’s permission; if The Church is the single greatest people what to believe manor house. Of course, should there be a a serf is assaulted, the attacker must pay a institution in the medieval world. and bribe and cajole daytime emergency…. fine or compensation to the serf’s lord for Arguably it is the only important them with the promise The fact is, a feudal noble holds stable damaging his “property.” institution. The Church runs the of eternal life. An power when his authority can be directly Although mortal social classes have little universities and cathedral schools of angered bishop may attributed to a name and a face. When bearing on Cainite society, it is difficult for medieval Europe, educating the sons of the “excommunicate” an many subjects fail to see the face of their neonates and others sired since the time of wealthy and powerful. It appoints priests unfortunate soul, cutting master, it is easier to blame problems on Charlemagne to recognise the prominence him. Still, there’s much to be said for the of some vampires over others. Vampires ominous silhouette of a lord standing atop with such limited vision have particular his battlements, the moon casting his difficulty with Cainites who were drawn cold shadow across the cringing mortal from or exist among the mortal peasantry. It below. is difficult for a newly sired vampire, who is Other difficulties of feudal authority lie a noble or clergyman in mortal society, to in reconciling mortal and immortal power. take orders from a vampire who is ostensibly How does a duke explain his meekness a mortal freeman. That is the paradoxical before a mere baron who comes calling nature of Cainite society, though, and the after sunset? If a noble’s Cainite authority newcomer who cannot adapt quickly is spreads much further than his mortal short-lived. authority, how does he explain the Vampires who exist among kine peasants presence of some of his ghouls in the lands do bear a terrible burden, though. To try of another mortal lord? And what of a to remain true to her former lifestyle, a group of rebellious vampires who won’t peasant Cainite must somehow account answer to a mortal overlord, but will for her absence during the daytime, when answer to a lesser lord, who also happens everyone else in the manor or town is to be the local Cainite prince? working. She is also expected to go to Mass with everyone else and would be missed at the frequent festivals that manor lords often allow their serfs.

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off a person from the Church and from often unfaithful, but there are some who GEOGRAPHY God’s mercy, and only a priest may absolve are not, and their conviction can be In the Dark Medieval world, Europe is a person of her sins. enough to stave off an attacker who would dominated by a small number of powerful Cainites who exist among the mortal hunt a Cainite in his very abbey or kingdoms. The Holy Roman Empire is the clergy have the greatest protection from monastery. All the Cainite brother need largest state in Europe and covers vampire and mortal opponents, but that know is who of faith should be avoided Germany, northern Italy and part of protection comes at a price. By posing as among the disciples. western France. It is currently in the midst God’s devout — though usually only The dangers of hiding among the clergy of a long civil war fought between two rival through lip service — vampires in the are immense, though. At some point it Emperors, Otto of Brunswick and Philip of clergy have the power of the Church must mean contact with True Faith. Swabia. The empire actually comprises behind them, the most influential Cainite power must also be wielded subtly dozens of small duchies; the dukes owe institution in the medieval world. If an for fear of raising suspicion and avoiding allegiance to the emperor but often rule opponent ever grows too strong, Cainites charges of diabolism. And the duties of the their lands as independent monarchs, and in the Church can bring the mortal clergy must be fulfiled to a point that is it is the feuds between these rulers that so authority of God down upon them. All the convincing to other brethren; an obvious often divide the empire. vampires need do is trump up the right lack of conviction would be as dangerous The English kings (currently King charges and provide the right “evidence.” to a vampire as exposure to too much. Richard the Lionheart) rule lands in Ironically, the Church also provides Vampires’ failure to hide their existence England, Wales, northern France and defences for its cursed brethren through properly within the Church may (theoretically) Ireland. In 1199, Richard is the power of faith. Mortal clergymen are ultimately lead to witch hunts. killed in battle and is succeeded by his vicious brother John. The Kingdom of France under Philip II, perhaps the strongest single kingdom in Europe and certainly the best administered, is expanding by seizing lands in northern France from England. Constantinople, under the Emperor Alexius III, controls an empire including modern-day Turkey (disputed with the Moors), Serbia and Greece. Other kingdoms rule the fringes of Europe, including the kingdoms of Hungary, Poland, Jerusalem (actually based on Cyprus, as Jerusalem itself is in Moslem hands) and Scotland; the Principalities of Russia; and the “Empire” of Bulgaria. Numerous smaller kingdoms and principalities also exist, such as the petty kingdoms of Iberia, the four principalities of Ireland, the tiny states of Switzerland and the kingdom of Denmark. Europe also contains one last bulwark against Christianity, the pagan kingdom of Lithuania and the lands surrounding it along the Baltic coast.

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Perhaps the most powerful person in THE MODERN NIGHTS hereafter. Likewise, cults flourish in the The world is more corrupt, the people Europe is the Pope. The Pope controls his underground, promising power and are spiritually bankrupt, and escapism “Gothic-Punk” is perhaps the own private principality in central Italy, redemption. The institutions that control often replaces hope. best way to describe the including the city of Rome itself, but more society are even more staid and As if this weren’t fearful enough, the physical nature of the modern importantly, he is the head of the Church conservative than they are in our world, last few years have seen a quiet but World of Darkness. The for many in power prefer the evil of the pervasive dread grip the Kindred throughout Western Europe. For while the environment is a world they know to the chaos engendered earthly kingdoms are divided among clashing mixture of community. Many Kindred whisper of the by change. It is a divisive world of have warring monarchs, all acknowledge the styles and influences, Jyhad, the eternal war or game said to and have-not, rich and poor, excess and Pope as a higher spiritual authority and the tension caused consume the most ancient vampires. This squalor. beneath whose jurisdiction all mortal by the juxtaposition of struggle has been waged since the dawn of The Punk aspect is the lifestyle that kingdoms fall. Some also argue that as ethnicities, social classes and time, but many vampires fear that, as one many denizens of the World of Darkness Christ’s representative on Earth, the Pope subcultures makes the world millennium passes to the next and the have adopted. In order to give their lives should have supreme authority on all a vibrant, albeit dangerous, place. curse of undeath grows weaker, an meaning, they rebel, crashing themselves matters, and claim that all secular rulers The Gothic aspect describes the apocalyptic endgame is at hand. Signs and against the crags of power. Gangs prowl should bow down in obedience to him. ambience of the World of Darkness. portents, many recorded in the prophetic The year 1198 sees the death of the Buttressed buildings loom overhead, the streets and organised crime breeds in Book of Nod, trouble vampires of all clans moderate Pope, Celestine III, and his bedecked with classical columns and the underworld, reactions to the and lineages, even those who profess not replacement by the shrewd and grimacing gargoyles. Residents are dwarfed pointlessness of living “by the book.” to believe. Whispers in Sabbat covens and domineering Innocent III. by the sheer scale of architecture, lost amid Music is louder, faster, more violent or Camarilla salons alike speak of turmoil in the spires that seem to grope toward hypnotically monotonous and supported the East, of armies of clanless rabble, of Heaven in an effort to escape the physical by masses who find salvation in its escape. vampires whose blood is so thin that they world. The ranks of the Church swell, as Speech is coarser, fashion is bolder, art is cannot Embrace, of meetings with mortals flock to any banner that offers more shocking, and technology brings it mysterious elders whose vast power betrays them a hope of something better in the all to everyone at the click of a button. no discernible lineage, of black crescent

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moons and full moons red as blood. All, — a vampire in a sizable city may go a Though the Camarilla is the largest sect, THE SABBAT say the believers, are omens that the Final decade or more without ever seeing just over half of the 13 known vampire Rumoured to have its Nights are approaching and that the end another Kindred, so of what use is a sect? clans actively participate in its affairs. The origins in a medieval death of all thing is nigh. Regardless, most vampires belong to sect holds meetings attended by active cult, the Sabbat is greatly Some Kindred believe that a Reckoning one sect or another; others claim clans’ representatives; these gatherings are feared by Kindred who do not is at hand, that the powers of Heaven are independence, no preference or that they known as convocations. It also calls belong to it. The sect is preparing at last to judge the vampires and are affiliated with their clan, not a sect. periodic conclaves, which are open to any monstrous and violent and no what they have made of the world. Others The sect known as the Camarilla is and all members of the sect, to discuss longer clings to any trappings speak of the Winnowing, or Gehenna, the arguably the largest and most prevalent, matters of imminent sect importance. Only of human philosophy or night when the most ancient vampires will though its rival the Sabbat has recently justicars, officers elected by the Inner Circle morality. Members instead revel in their rise to consume their progeny, taking their made considerable inroads against it and to attend to matters of the Traditions, may vampiric unlives. Sometimes referred to as lessers’ cursed blood to sate their own still opposes the Camarilla at every turn. call conclaves. Justicars are always of great the Black Hand, the Sabbat actively seeks hunger. Few admit to such superstitions, The secretive Inconnu, when it may be age and rightly feared; as such, their the overthrow of the Traditions, the but most feel a palpable tension in these reached for comment, maintains that it is interpretations of the Traditions are heeded destruction of the Camarilla and the nights. Elder vampires play their hands in not a sect, although it seems to be out of self-preservation. Coteries of subjugation of humankind. one fell swoop, negating centuries-long organised and manages to steer clear of the vampires known as archons attend the The Sabbat recruits wherever it takes schemes in a single mad flurry of action. other sects. On the opposite side of the justicars; meeting an archon is usually a hold, spreading like a poisonous weed and The war packs of the dread Sabbat hurl coin, the anarchs make much show of portentous event. tearing down the established institutions themselves at the fortresses of their pretending to be a sect, though they are Officially, the Camarilla does not around it. Unlike the Camarilla, the Sabbat enemies, for they fear they might not get the first to enlist Camarilla aid when the recognise the existence of the Antediluvians recognises the existence of the another opportunity. Cells of Assamite Sabbat appears at a city’s borders. Thus, or Caine. It reasons that these vampires, if Antediluvians, though it rabidly opposes cannibals, formerly held in check by a the Camarilla considers the anarchs to be they ever existed at all, have long since them. According to Sabbat propaganda, the great curse, hunt other vampires and under its purview. suffered the Final Death, and those who Antediluvians pull the strings of the entire ravenously drink their blood. Vampires of allude to them are publicly derided. world, and it is this malignant control they uncertain lineage are hunted down and THE CAMARILLA destroyed by paranoid elders, who fear The largest sect of vampires in them as harbingers of Gehenna. Though existence, the Camarilla concerns patience is a special virtue among the itself with the Masquerade, immortals, it is practiced less and less, and thereby hoping to maintain a the whole Kindred world teeters on the place for Kindred in the modern verge of a great collective frenzy. nights. The Camarilla is an open society; it claims all vampires as THE EVOLUTION OF THE SECTS members (whether they want to Sects are groups of vampires and clans belong or not), and any vampire may claim that supposedly share a common ideology. membership, regardless of lineage. They are a modern contrivance but an According to the often-contradictory important one. Sects as they are known in history of the Kindred, the Camarilla came these nights first surfaced after the Great to be at the end of the Anarch Revolt, Anarch Revolt, a continent-wide upheaval sometime in the 15th century. The Kindred which took place in Europe during the of Clan Ventrue loudly claim to have been 15th century. Many elders accept sect instrumental in the sect’s formation, to membership grudgingly, deriding sects as which many Kindred owe their unlives. “foolishness — the Blood is all that With the enforcement of the Masquerade, matters.” In the nights before the Great Kindred had a means of foiling the Anarch Revolt and the Inquisition, these Inquisition, a Church office sworn to the elders claim, there were no sects at all. destruction of super-natural creatures. Other vampires argue that this is still true

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oppose. They see the Camarilla as pawns of pursue or have attained Golconda, a fabled Cainite histories and mythological actual or not, they reveal an unsettling the Ancients, and oppose its members state of vampiric transcendence. fragments they can compile, the Kindred paranoia and a sense of urgency previously politically as well as physically. Most Kindred who deal with the Inconnu seek to learn the true nature of Gehenna unknown. Stories of encounters with a Sabbat express bilious contempt for the typically leave the encounter with a sense and possibly avert it. Elder vampires know, being who claims to be Caine are also vampires of the Camarilla, whom they see of profound mystery and awe. Although however, of the implacable wills of the circulating like never before. Whereas it as cowardly wretches unable to accept their the Inconnu seem to be informal and Antediluvians. Should they so will it, was once fashionable to mock such predatory natures. loosely organised, they communicate very Gehenna shall come and overwhelm the preposterous conversation, many Kindred Outsiders know little about the Sabbat’s well among themselves. Inconnu know world, destroying every mortal and wonder if there may be some legitimacy to inner workings. Some Camarilla Kindred when to avoid Kindred, when to hide from vampire in a tide of blood and fire. the matter. even doubt its existence, believing it to be them and when to unleash their significant Even so, the Kindred attempt to foil or The Sabbat has recently increased its a rumour created by elders to keep power to turn vampires away. Their aid the Jyhad as they see their roles activity, actively vying for power in troublesome childer in line — an undead agenda, if they even have one, is unknown. coming to critical culmination. The Chicago, Atlanta, Washington, DC, and boogeyman. Lurid tales about the sect millennial tension that plagues the planet other elder-controlled cities. Animalistic spread like wildfire, including claims that ANARCHS is certainly a precursor to the coming and monstrous, the sect has swarmed like its members indulge in ceaseless diablerie, Anarchs are vampires who reject the apocalypse, and the Final Nights are upon locusts over the East Coast and southern worship demons, hunt and kill other Traditions of Caine and the dictates of the us. Unless…. borders of the United States. Its influence vampires and possess the ability to break elders who enforce them. Ironically, elders As the fear of Gehenna grips the in Canada has also increased, and it blood bonds. The only consistent rumour grudgingly afford anarchs some degree of Kindred community, more and more appears as if the Sabbat is realising a grand attributed to the Sabbat is its members’ status, due to the anarchs’ ability to obtain Gehenna cults form. These groups, which enfilade, surrounding the United States apparent love of fire — the sect has a power in spite of the elders’ opposition. resemble secret societies or cliques, are and cutting off all access except that which fearsome reputation for leaving burning Anarchs are also respected for their passion most common among the Camarilla, it grants. Many Kindred en route to wakes behind it. and drive, which few elder Kindred, mired though some Gehenna cults pervade the Europe from the United States or vice as they are in their age and dissatisfaction, Sabbat and even the independent clans. versa have been destroyed or disappeared THE INCONNU can muster. Ultimately, however, most Due to the stigma of belonging to a altogether as the Sabbat exerts its influence The Inconnu are not a sect so much as Kindred see anarchs as jackals, scavenging Gehenna cult, cult business is always where it can: at the borders. they are a disparate group of like-minded their unlives from what slips through the conducted in secret, and the cults are It would seem that the West Coast is vampires. No longer wishing to be the elders’ fingers. Although arguably officially derided as foolish rumour. In relatively free of Sabbat presence, but this puppets of those older than they and tired members of the Camarilla, the anarchs are recent nights, though, they have is true only because an influx of exotic of the incessant manoeuvring of those vocal in their desire to see Kindred affairs proliferated, and certain vampires of great vampires from has taken root. The younger than they, the Inconnu seem to change from the status quo. power and influence secretly belong to anarch holdings of California have become have dropped out of the Jyhad altogether. Gehenna cults. battlegrounds, and the proud anarchs have This is what distinguishes an Inconnu GEHENNA — THE END IS NEAR even begged the Camarilla’s Inner Circle vampire from those of other sects — the Central to Kindred myth is the idea of THE STATE OF THE WORLD for aid in turning back the Asian peril. Inconnu distance themselves from other Gehenna. The Kindred believe that this Much has come to pass recently in the The Kindred of the East have made vampires and their contemptible approaching apocalypse bears down ever World of Darkness, and many Kindred are significant advances into the United States machinations. more each night upon the world. When convinced that the Final Nights have from the West Coast, and their presence The Inconnu are rumoured (as no one Gehenna arrives, the Antediluvians shall arrived. Numerous events portend the may soon shift the balance of power ever really goes looking for them) to be of arise and make a wasteland of the world, movement of the Antediluvians; the world among the Children of Caine. great age and potency. Many reportedly consuming Kindred and mortal alike in has undergone significant changes, as have The Camarilla as a whole seems less spend much time in torpor or otherwise the culmination of their horrendous Jyhad. the Kindred themselves. and less dominant, its influence eroding by sleeping, the better to avoid the Jyhad. Although few Camarilla Kindred would Varying accounts of Antediluvians, the night. Years ago, it seemed as if the Some Kindred liken the Inconnu to the admit it, many vampires see the world on most unreliably accredited, have become sect virtually owned North America. As Antediluvians, claiming that they have a downward plummet and believe that common, and it would seem that as the millennial hysteria rises, more and more grown away from the world and into a Gehenna will occur soon — perhaps even world spirals toward its presumed slips through the ever-tightening grip of timeless, inhuman mindset. Other within the next few years. Frantically destruction, some subtlety has been lost in the sect, leaving its members consistently Kindred believe that the Inconnu all piecing together the signs from whatever the Jyhad. Whether these sighting are losing ground. Indeed, one of its greatest

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members, the mighty justicar known as Thus, the World of Darkness decays Petrodon, was struck down and destroyed and crumbles more each night. With less in Chicago by parties unknown. and less to be sure of and many more The Sabbat has suffered its own losses, ominous portents becoming plainly visible, however, and may hardly be said to have many Kindred wonder what the the upper hand. Recently, all the Tremere immediate future holds, and it seems that of the Sabbat were destroyed in a great immortality may not mean much if the conflagration in Mexico City. Add to this end of the world is nigh. the fact that the Sabbat Malkavians have The Crusaders brought back many tales from communicated their terrible madness to THE CLANS the Holy Land, some of which concerned their Camarilla and anarch brethren, and The following pages introduce the a band of fanatical killers. The the Sabbat no longer has the edge it once characteristics of each of the 13 great clans word the Europeans coined for did. Both sides suffer from incursions of of Kindred. At the top of each page is their these silent murderers was independent Kindred, particularly the outlook during the Long Night, or Dark assassin. The Cainites, however, Assamites, who pursue their murderous Ages; the bottom of each page presents already knew of a similar but ways anew. Even the formerly carefree them as they appear in the modern nights. far more dangerous threat from Ravnos have begun to act with greater Some of the Kindred have remained very Araby — the diablerists of Clan purpose and malevolence, and some elders staid and static since almost a millennia Assamite. The vampires of the wonder if, in dismissing the Deceivers, ago, while others have changed radically.… West had encountered the they have ignored fangs long poised at Assamites long before the their throats. Crusaders. Some say that the conquerors who set out for the East — Alexander, for example — were pawns of the Cainites who feared the Assamites. Rumours aside, the Assamites are dreaded for good reason — they seek to better themselves through the practice of diablerie. The Assamites are feared assassins from lands far to the east. No other clan has earned such a deserved reputation for diablerie, though they also sell their murderous services to other Kindred, acting as contract killers. Some Kindred believe that the Assamites act at the behest of older powers, perhaps preparing to play their part in the Jyhad’s final moves.

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CAPPADOCIANS

The Brujah are the ultimate scholar-warriors, always Known among Cainites for millennia as the “Clan striving toward perfection of mind and body. The of Death,” the Cappadocians are shunned even by elders of the clan can recall the Golden Age their brethren for their macabre interests. Still, and speak wistfully of lost Carthage. the secretive nature of the clan has caused as Unfortunately, no wound stings worse many people to fear them as respect them. In than a dream denied. The death of vampiric society, Cappadocians often fill the Carthage seems to have only increased role of advisor to princes. They are respected their rancor, and the other clans’ for their insight and wisdom and largely trusted refusal to move beyond the due to their lack of interest in earthly power. status quo leaves a bitter taste The clan has recently Embraced a small cabal of in their mouths. So they fight. necromancers in order to further their studies. They fight the Ventrue for destroying Carthage, they fight the Lasombra for encouraging the status quo, they fight the Tremere for slaying Saulot — the list seems eternal. The Brujah are nothing if not lovers of a cause. In the modern nights, the Brujah are perceived as little more than spoiled childer who have no sense of pride or history. One of the mainstays of the Great Anarch Revolt, the Brujah were barely brought to heel by the founders of the Camarilla, and Reviled perhaps more than any other the clan as a whole still resents the elders. single clan of Kindred, the Giovanni clan is a Although technically members of the family of financiers and necromancers. Camarilla, the Brujah are the sect’s firebrands Trafficking in the commodity of souls has given and agitators, testing the Traditions and this clan a disproportionate amount of power, rebelling in the name of while trafficking in world finance has made the whatever causes they clan rich. Soon after hold dear. Many Brujah becoming a vampire, the are outright anarchs, Giovanni clan leader defying authority and destroyed his sire, serving no prince. reinventing the clan in his own image.

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Few vampires would willingly Through the forest nights wander the lonely, nomadic grant hospitality to a Follower of Gangrel. Unlike their brethren, Gangrel spurn the Set, and for good reason. The trappings of civilisation, preferring to roam Setites, as they call themselves, the deep wilds in solitude. The Gangrel are servants of darkness and is a clan only in the loosest corruption incarnate. The clan’s sense; its members tend to be ultimate goal is to corrode the rugged individualists, ethics away from humanity and indifferent to the protocols Cainites alike, creating a surfeit of either mortal or of slaves for themselves and their vampire. Indeed, Gangrel dark master. Legends name Set as the clan’s tend to be more founder. Some say Osiris banished Set, while comfortable with the creatures of the others claim Horus defeated him. In any wilds than with the mortals they were or event, Set swore to re-establish the vampires they have become. his rule but this time from the The night-prowling Gangrel are feral darkness. And in his vampires and possess disturbing footprints walked his childer. animalistic tendencies and Originally hailing from Egypt, the serpentine features. Rarely staying in Setites are said to worship the undead vampire- one place, Gangrel are deity Set, serving him in all their efforts. The nomadic wanderers, satisfied only when Setites seem intent on “corrupting” others, running alone under the night sky. Distant, aloof enslaving victims in snares of their own and savage, Gangrel are often tragic individuals; weakness, but for what inscrutable purpose, although many hate the cities’ crowds and none can guess. Other Kindred despise the constrictions, the presence of hostile Followers of Set, and the clan claims no werewolves prevents most allies. Inevitably, sin and debasement follow Gangrel from existing in the Setites’ wake, and outside their many Kindred refuse to confines. allow them in their cities.

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Elegant yet predatory, the Lasombra honestly think of Clan Malkavian seems to be the most incoherent themselves as the apex of Cainite bloodline of vampires. The gently deluded and existence. Firm believers in Divine slavering psychotics are found in equal Right and the rule of the superior, numbers, and they are but a taste of the they have little patience, though diversity characterising this clan. If not for often much pity, for those Cainites who the common trait of insanity, they would are, through no fault of their own, scarcely seem a clan at all. But the other inferior. The Lasombra character is a clans have no choice but to acknowledge curious mix of noblesse oblige and them. Malkavian oracles have been part of healthy contempt. They actively seek vampiric courts for generations, and even the power wherever it may be found, from Lasombra and haughty Ventrue, if they seek the halls of the cloisters to the corridors of information, will sup with the Malkavians — palaces, yet they do not seek the titles and with a long spoon. Every member of Clan glory that comes along with Malkavian is afflicted with madness, and all are rule: Most Lasombra prefer slaves to their debilitating lunacy. The Malkavian the role of kingmaker to the clan founder is title of king. rumoured to The Lasombra are have been one of masters of darkness and the most important shadow. Many Kindred see vampires of old, but in committing the Ventrue and some grievous crime, Caine cursed him Lasombra as twisted and his descendants with insanity. reflections of each other. The Lasombra Throughout Cainite history, have all but turned their backs on their Malkavians have been alternately former nobility; the chaos of Kindred feared for their bizarre behaviour history and the formation of the Sabbat and sought out for their even have caused most of them to shun their more bizarre insight. origins. Now, the Lasombra give themselves wholly over to the damnation of being vampires.

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The Nosferatu bear an ancient and terrible curse, Tramps and thieves, the Ravnos are scattered like for they are no longer made in God’s image; the chaff on the wind throughout Europe. Every country vampiric transformation warps their forms, hosts a few, but where they can be rendering them abominations in found varies from night to night the eyes of men and angels. and whim to whim. Many travel Outcast from mortal and with bands of roving tinkers or vampire society alike, these other undesirables. It is rare for more misshapen horrors haunt the than one or two to be found in the same catacombs, wastes and other place at the same time, for they are solitary hidden places of the Dark Cainites and prefer audiences and marks to Medieval world. Recently, as company. cities have grown, some Descendents of the Gypsy Roma and their Nosferatu have ended their forebears in India, the Ravnos vampires lead nomadic exile, but this is relatively unlives. The Ravnos are uncommon; most other vampires still also known for their revile and condemn them. ability to create amazing The members of Clan Nosferatu illusions, the better with suffer the most visible curse of all. which to trick their The Embrace hideously deforms marks. Many vampires them, twisting them into literal persecute the Ravnos monsters. Nosferatu have because of the reputations as information brokers and chaos that harvesters of secrets, as their horrid follows these appearances have forced them to perfect Kindred. The Ravnos return the their mystical ability to hide, sometimes in scorn of their peers manyfold, plain sight. holding other vampires in contempt. Note: The Ravnos Clan does not appear in Vampire: The Masquerade Redemption.

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From their beginning, the Once a cabal of mortal Toreador have always been sorcerers, the Tremere became devotees of beauty in all its obsessed with the search for forms. Beauty means so much immortality to permit them more to them, for they devote time enough to perfect their the entirety of their vampiric craft for eternity. Their efforts senses to it, immersing proved fruitful; although it themselves in the aesthetic. took the deaths of an elder Cainite They consider themselves the and many of their apprentices, the cabal preservers and guardians of the exquisite, achieved eternal life — or so they the bearers of the flame of inspiration. Of thought. All they had truly all the clans, the Toreador are the ones claimed was vampirism. who appreciate most the No clan is so accomplishments of the human shrouded in deliberate race. mystery as the Prodigals of the Kindred, Tremere. The Clan Toreador inventors and indulges in excess practitioners of and degeneracy, all terrible blood while claiming to magics, the maintain patronage of the arts. To a great secretive Tremere have degree, this patronage is true, as the clan a tightly knit political structure claims many talented artists, musicians, based on the acquisition of power. Some writers, poets and other gifted creators. On Kindred claim that the the other hand, the clan possesses Tremere are not truly just as many “poseurs,” those vampires at all, but rather who fancy themselves great mortal wizards who cursed aesthetes but lack the ability to themselves for eternity while create at all. studying the secret of immortality.

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From time immemorial, the Tzimisce Striding from battlefield to battlefield and throne room to throne have haunted Europe beyond the room, the Ventrue are the knights and kings of Elbe. Along the Oder and Danube, the Cainite chessboard. Theirs are the through the Pripet Marshes, amid conquests, the wars and the Crusades; the Carpathian crags stalk the they rule from the manor Fiends, each claiming its lair houses and the and wrecking a terrible throne rooms. on intruders. Many were Millennia of defending their conquerors in life holdings from all sides have made and have yet to Tzimisce extremely vicious, and Tzimisce shake the habit in cruelty is infamous even among death, while others vampires. achieved success as By the modern nights, the merchants or Tzimisce have been uprooted moneylenders. All from their Old Country triumphed, manses and relocated into the however, and as a clutches of the Sabbat. reward, were taken Clan Tzimisce leads the into Clan Ventrue. Sabbat in its rejection of There are no failures among the Ventrue, only successes all things human. They practice a and the fondly remembered dead. “fleshcrafting” Discipline that they use to The nominal leaders of the Camarilla, the Ventrue disfigure their foes and sculpt themselves into claim to have created and supported the organisation of the sect beings of terrible beauty. since its inception. Ventrue Kindred actively involve themselves in the Jyhad, in which they exercise their formidable influence over the doings of the kine. As reluctant aristocracy of the Kindred, the Ventrue atone for their damnation by enforcing the Traditions and the Masquerade.

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Additional Modern Music VP of Licensing/Marketing QA Testers QA Special Thanks WON.net Quality Assurance CREDITS Rob Ross, Mike Tinney Jeff Barthel Eric Zala Eric Harmon Sound Endeavours, Inc. Matthew Beal Matt Powers David Cain V:tM Developer NIHILISTIC SOFTWARE Ilya Berelson Sam Nouriani WON.net Beta Testers Additional Conceptual Artwork Justin Achilli Steve Boisvert Tim Vanlaw Project Leader, Designer Peter Chan Manual Editor Alex Coleman Jason Wong Ray Gresko Patrick Lambert LOCALISATION John Chambers Dan Carreker John Sherwood Seung Hong Lead Programmer Nick Castaneda Aaron King Localisation Coordinator Kyushik Shim White Wolf Art Robert Huebner Mark Cooke Todd Komesu Stephanie O’Malley Manuel Planck, Vince Locke, Greg Louden, John Cung Bob McPherson Lead Level Designer Famous Frames, Inc. William O’ Connor, Guy Davis, Localisation Supervisor UK Gary Bolduc Steve Tietze Rebecca Guay, Alex Sheikman, Mark Douglas Peter Lykke Nielsen Ronald Kee, Marietta Pashayan Richard Thomas, Sion Rodriguez y Gibson Lead Artist Oholko Productions, Inc. Chris Keim Localisation Assitant Joshua Gabriel Timbrook Marat Gleyzer Maarten Kraaijvanger QERadiant sourcecode licensed Mark Nutt Luke Grannis Indra Gunawan from id Software, Inc. Designer Hector Guerrero Joule Middleton Artworker Some tools based in part upon ACTIVISION, INC. Jacob Stephens David Hakim Jeff Poffenbarger Alex Wylde the work of the FreeType Team Producer Joe Favazza Programmers Keith Harris (www.freetype.org) Chris Hewish Ben DeGuzman Yves Borckmans Adam Hartsfield GERMAN LOCALISATION Voice Actors Jenny Cassell Ingar Shu Global Brand Manager Thann Harvey Visioneers Localisation Coordinators Nicholas Guest John Heinecke Joseph Hemrick Level Designers Dizzy and Jack Bettina Bucher Michael Benyear Jason Kim Steve Thoms Press Relations Code Release Group Klaus Müller Maggie Baird Victor King Brent McLeod Michelle Nino Juan Valdes Curtis Armstrong Anthony Korotko Special thanks to: Manual Authors Artists Tara Charendoff Executive Producer Mike Kusupholnand Feder & Schwert for their Chris Hewish Yujin Kiem Joe Alaskey Mark Lamia Danny Lee consultancy work! Sion Rodriguez y Gibson Anthony Chiang Kevin Killebrew Linda Lozano Associate Brand Manager Glenn Ige Voice Actors Richard Servande Christine Burke Erin Martel Jamey Gottlieb White Wolf Staff Johannes Steck Mary Elizabeth McGlynn Jeff Moxley Christina Puccita John Vickery VP of CS/QA Doug Rothman Short Story by EXTERNAL Dieter Kring Tom Wyner Jim Summers Marco Scataglini Daniel Greenberg DEVELOPMENT Erik Borner Dan Woren Staff Planning Lead Jeff Spierer Short Story Illustrations by Eva Gosciejevicz Interactive Screenplay, Story Co- John Rafter Lee Tanya Langston Jef Sedivy Richard Servande Hans-Jörg Karrenbrock Writer, Additional Voice Direction Jason Spivak Dave Stolfa External Test Coordinator Voice Recording/ Helge Heynold Daniel Greenberg Melodee Spevak Claude Conkrite Stacey Drellishak Editing Engineers Helmut Winkelmann Robert Neches David Hakim Video Cutscenes Brian Bright Joachim Pütz Greg Ellis QA Senior Project Lead Ron Weibel Oholoko Productions, Inc. Bill Black, Big Fat Kitty Karl-Heinz Staudenmeier Mary Weiss Nadine Theuzillot Jon Virtes Sound Design and Mixing Productions Klaus Bauer Glen ViStante Nick Peck, Onsite Testing Staff QA Project Lead Kenny Ramirez Marianne Eisler Yon Vo Perceptive Sound Design David Silverstein Eric Lee Markus Haase Eric Zimmerman Installer Mark Cooke Matthias Keller Dark Ages Music, Production Testers Paul Baker Joe Shackelford Network Lab Lead Peter Bauer Cutscene Scoring Sion Rodriguez y Gibson John Fritts Chris Keim Pit Krüger Kevin Manthei, Aaron Gray WHITE WOLF Regine Vergeen KMM Productions Jim Hudson Compatibility Lab WON.NET PUBLISHING, INC. Glenn Ige Renier Baaken Neil Barizo WON.net Producers Modern Day Music Steve Rosenthal Songard Böhlke President Ross Perez Chris Collins and Greg David Silverstein Wolf von Lindenau Forsberg, Youth Engine Steve Wieck Scott Warren Mike Stefan German recording sessions done Computer Projects Director WON.net Engineering Chris Toft by M&S Music (V:TMR Manual Design) Erik De Bonte Jon Virtes German engineering done by Chris McDonough Mike Nicolino Effective Media

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