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. 1991 (1st edition). 1992 (2nd edition).

1998 (Revised edition). 2011 (20th Anniversary). 2018 (5th edition)Genre(s)PersonalSystem(s)Vampire: The Masquerade is a (tabletop RPG) created by and released in 1991 by as the first of several games for its setting line. It is set in a fictionalized 'gothic-punk' version of the modern world, where players assume the roles of, who are referred to as 'Kindred', and deal with their night-to-night struggles against their own bestial natures, vampire hunters and each other.Several associated products were produced based on Vampire: The Masquerade, including ( ), dice, ( ), ( and ), and numerous novels. In 1996, a short-lived television show loosely based on the game, was produced by for the. Contents.Development Vampire was inspired by RPGs such as and, as well as the writings of and vampire films such as.

Rein-Hagen felt that hunting vampires, as a game premise, would get boring so he came up with the idea of a game where the players played vampires instead of hunting them. Rein-Hagen specifically stated that he purposefully didn't read Anne Rice's until 'very late' in the development process but admitted she was probably an influence on the vampire films that inspired the game. He wanted to go beyond what Anne Rice had done by creating individual vampires, with a whole secret vampire society and culture.Some of Vampire 's central themes of the power of belief developed out of Rein-Hagen's religious upbringing. Inspired by a comic book given to him by White Wolf business partner, Rein-Hagen developed the idea that the cursed character of the was the original vampire. In an 'Ask Me Anything' interview on Rein-Hagen referred to the idea of Cain as the progenitor of all vampires as a 'big turning point'.

He commented further: 'I was trying to shy away from religion. I went all in.

The game and the world became about religion and belief. My father was a Lutheran minister, and I think that played a huge role in not only Vampire but the whole WoD series. I was always fascinated by what made people believe so strongly when I didn't seem to believe at all.

Talking about that theme, the power of belief, fueled the second half of Vampire game design.' Vampire was notably new in many respects. It was conceived as a dark, moody urban fantasy game with a unique gothic feel that harkened back to TSR's. It would also be the first of a series of linked games sharing the same game world. Its simple cover photo of a rose on green marble set the tone for the game and differentiated it from other games on the market.

Its content was also novel, as the game focused on plots, intrigue and story as opposed to more straightforward dungeon scenarios. While the RPG industry in general had been trending towards a more narrative approach, Vampire was one of the first games of its kind to center on these things.Horror games had traditionally been a tough sell in the RPG industry, but Vampire included elements that made it a dark superhero game rather than purely a horror game. An extensive list of broad supernatural powers, called disciplines, which included superior strength, speed and toughness, as well as other powers such as mystic senses, mind control and blood magic, gave the player characters a more superhuman rather than horror feel. The 13 clans added late in the development process provided a much needed character-class-like system based on vampiric archetypes which proved very popular with players.For its mechanical elements Rein-Hagen turned to, co-designer of Shadowrun (1989). Vampire 's system of 'comparative' dice pools drew on the mechanics innovated by Shadowrun changing only the type of dice rolled; ten sided rather than six sided. Skill values that determined the number of dice rolled had been used in games like, but rather than add the result of the dice in total, Vampire compared the result of the dice with a fixed value to determine the degree of success or failure.

Skill levels were relatively low, ranging usually from one to five, and were represented with dots rather than numbers, which was the standard of its contemporaries. Players could easily figure their dice pool and roll against the assigned difficulty rating. This system was a boon for the narrative style of play that emphasized story over mechanics, as it was easy for new players to quickly grasp, but often provided unexpected results, such as a higher skilled character being more likely to fumble.Gameplay Concept The game uses the cursed, vampiric condition as a backdrop to explore themes of morality, depravity, the human condition (or appreciation of the human condition in its absence), salvation, and personal horror. The gloomy and exaggerated version of the real world that the vampires inhabit, called the ',' forms an already bleak canvas against which the stories and struggles of characters are painted.

The themes that the game seeks to address include retaining the character's sense of self, humanity, and sanity, as well as simply keeping from being crushed by the grim opposition of mortal and supernatural antagonists and, more poignantly, surviving the politics, treachery, and often violent ambitions of their own kind.Game system. Main article:Vampire is based on the Storyteller System. In addition to the general Storyteller rules, it uses a number of specific mechanics aimed towards simulating the vampiric existence. A vampire has a blood pool signifying the amount of human blood or vitae currently in their body; this blood can be spent to power abilities and perform supernatural tricks. These tricks simulate many of those portrayed in film, such as turning into animals or mist, sleeping in the ground or having unnatural charisma and powers of hypnotic suggestion.Close to the central theme of the game is Humanity. Vampires each have Humanity scores, measuring how closely in touch with they are; as Humanity decreases, vampires become more susceptible to the Beast, the feral side of the vampiric soul that is driven entirely by rage, hunger, and hatred of God and humanity.

Brutal, immoral actions risk lowering a vampire's Humanity score. If the individual's Humanity drops to zero, the Beast takes over and the vampire is in a state of constant frenzy known as Wassail.The actions taken during gameplay are expressed using. The number of dice used correspond to the player's current skill level, often based on two different skills that together represent the player's ability. For example, to land a punch, the character's dexterity and brawl skill are combined. The resulting number is the number of dice rolled to perform the task. It is up to the story teller to set how high a die roll must be to be considered a success (usually 6 for standard actions).Vampires in World of Darkness Vampires in the World of Darkness make use of several familiar tropes of vampires in myth and legend such as immortality and a powerful thirst for blood. They are truly undead as their hearts do not beat, they do not require food or drink, they do not age, their skin is cold and pale, and the only sustenance they require is blood.

Despite their undead status, vampires of this world are thinking, feeling beings capable of thought, emotion, and empathy (though this capacity may diminish with age, or through a desensitization caused by immoral actions, referred to as 'loss of Humanity').: 8 Other tropes or weaknesses are described as mere legends or superstitions, such as a vampire's victim becoming a vampire simply from a bite. Though they are typically not repulsed by garlic or holy symbols, there is a system of merits and flaws that can affect characters in this way, though they are not animated by some demonic spirit according to in-game lore.: 8 Weaknesses Sunlight is fearsome and deadly to vampires of this canon, and at most, they can tolerate a few seconds of exposure before perishing. A wooden stake through the heart is not deadly to these creatures but will immobilize them until it is removed.: 8 Arguably their biggest weakness is what is known in-game as the Beast. The Beast is a savage, carnal predatory drive within all vampires. The Beast seeks only to satisfy its base urge to survive. Anger, mortal threats, hunger, or bloodlust are some of the things that can cause the Beast to rise.

The Beast is capable of taking over the vampire's conscious mind, forcing them into a frenzied state where they take violent, often deeply regrettable, actions that they perhaps otherwise would not. One of the major themes of Vampire is characters' battles to strike a balance between their violent, predatory nature and being morally responsible before their humanity is eroded by this powerful force within themselves.: 16-17 This theme is summed up in the axiom, 'A Beast I Am, Lest a Beast I Become.' : 14Vampires may enter a deathlike sleep called torpor. Torpor may be caused by near-fatal injuries or may be entered voluntarily. In-game, the level of the vampire's humanity determines how long they sleep for.: 283-284 Though they cannot die of old age, vampires in this setting can die.

Fire, sunlight, decapitation, supernatural powers, or succumbing to a clan weakness can cause the vampire to reach what is referred to as Final Death - to truly die.: 283-284 Torpor allows the vampire release from their existential pain but it also may make them vulnerable. Vampires in this state, if not well hidden, may have difficulty defending themselves and are vulnerable to destruction by vampire hunters or Diablerie by other vampires.: 283-284 Vitae Characters in this world refer to the supernatural blood in their bodies that sustains them as vitae. Vampires gain vitae by drinking blood. In-game, this accumulation of vitae is called a blood pool. This represents the amount of vitae the player has available to expend to fuel supernatural powers, to heal wounds, or to increase their physical strength, agility, or stamina.

Characters can replace lost Vitae by drinking more blood.A vampire's vitae can inspire false feelings of love and foster dependency if drunk by others. This addiction to vampiric blood is called the Blood Bond. The vampire performing the bond is called a Regnant and the one being bound is called a Thrall.

In most cases, a victim must drink three times from the same vampire on three separate nights to become bonded. Once bonded, the victim feels something akin to a very twisted sort of love for the vampire and they become the most important person in their life. They also become more susceptible to mind control by that vampire and are willing to do anything, even risk their own life, to aid their regnant.

Mortals, animals, and even other vampires and other supernatural creatures may be bound. The Sabbat practice a different form of group blood bonding by incorporating ancient Tzimisce Blood Magic called the Vaulderie that inspires loyalty and sodality among the sect. It will also instantly break conventional blood bonds if performed correctly by a trained vampire, typically a Pack Priest. They can also be negated by extended amounts of time depending on how far the Bond has gone (steps one, two or three), willpower and the extended absence of the regnant in order to do so.: 286-288 The Embrace Vampires may create more of themselves by draining a human to the point of death and then feeding the victim some of their blood. The creator vampire is known as a sire, the newly created vampire a childe and the creation process is referred to as the embrace. Very little vitae is required to trigger the metamorphosis but the victim must be freshly dead.

It does not work on corpses that are more than a few minutes old.A vampire's relative power is limited by something called their Generation, which is set at the time of their embrace. Generation is the vampire's distance from the race's mythical founder, Cain, who is alleged to be the first vampire. For example, a ninth generation is nine generations from Cain. Should this ninth generation vampire embrace someone their progeny would be a tenth generation regardless of how many times they do this.: 28 Generation is largely a fixed trait but characters can lower their generation by committing diablerie — the consumption of the soul of a vampire of lower generation.

Attitudes towards diablerie range from criminalization to an act of liberation. Regardless, diablerie is a serious act not to be taken lightly.: 24, 28Motivations and more surrounding the embrace differ from clan and sect. In some sects, such as the Camarilla, the creation of new vampires is tightly controlled.: 22-23 Among the Sabbat or the Anarchs the norms are much looser.: 19 Individual clans, especially the Independent Clans, have different norms, rituals and restrictions surrounding the creation of new vampires.

Some only embrace a certain ethnic group, such as the Romani with the Ravnos: 64 or within certain mortal families as with the Giovanni.: 47, 56-57 Others simply look for certain qualities such as the ability to survive, use intelligence, curiosity or artistic talent. Some create other vampires for power, others for companionship and some are created as fodder for the endless, ancient conflicts, known as the Jyhad, that are central to gameplay.Myths and origins Vampires in the World of Darkness believe that their race originates from the Biblical figure of. Cain was said to have been cursed by God with a vampiric state for murdering his brother. The vampires of this canon believe themselves to be descended from this Biblical progenitor.It is said that Cain was able to pass on his cursed state to others, thereby, making them like himself only somewhat weaker. These first childer, known as the second generation, were said to have been made to keep him company, and they in turn made the third generation. The third were supposedly numbered thirteen and are the semi-legendary founders of the thirteen original clans. According to in-game legend, all of these vampires lived in peace under Cain's rule in the legendary city known as, or the First City.

When God caused the, however, the city was destroyed and Cain disappeared, leaving his Childer to fend for themselves. The third generation eventually rose up and slew their sires. Cain, upon discovering this, cursed them. Cain's curse is supposedly the reason each clan now has its own weakness. These myths are collected in an in-game document of dubious reliability known as the Book of Nod. Those who study the mythical vampire origins are called Noddists. According to Noddist mythology there are claims that Cain will return at the end of time to judge his descendants: the Antediluvians and all vampires descended from them.

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This event is known as Gehenna, the end of all vampiric races. Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants.: 30Differing interpretations of the myths divide vampire society. The Sabbat, for example, take the myths quite literally and believe that it is their purpose to defend vampires from the depredations of the ancients. The Camarilla is more dismissive, either claiming that Cain is nothing more than a myth or metaphor or outright suppressing the myths and their study. Contentions between the different societies surrounding the origins of vampires and Gehenna are important in-game motivations for the Jyhad that color the character's understanding of their world.

Regardless as to whether or not the myths are true in the context of the game the myth of Cain represents important themes presented in the metaplot such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and war of ages.: 14-15, 28Golconda is a fabled state of enlightenment that offers vampires a release from their struggle with the Beast. Different editions have gone into different level of detail as to what Golconda is but all agree that it is an elusive and mysterious state and there is very little information in-game or out as to how to achieve it.: 30 The Masquerade In Vampire: The Masquerade, the Masquerade refers to an organized conspiracy primarily orchestrated by the Camarilla to convince the general public that vampires do not exist. The Camarilla believes the Masquerade is the cornerstone survival strategy for Kindred and fear that without it the kine would rise up and exterminate all the undead.: 14, 22, 33Prohibitions against exposing the existence of Kindred existed prior to the 15th century in a set of ancient laws known as the Traditions. The First Tradition reads:'Thou shall not reveal thy true nature to those not of the Blood.

Doing such shall renounce thy claims of Blood.' : 22-23This stricture was not consistently nor as strictly enforced until the Inquisition of the 15th century required it. During this period vampires were destroyed in large numbers by vampire hunters which largely prompted the formation of a sect known as the Camarilla whose primary purpose was to promote and enforce the Masquerade as a means of survival.: 38The Masquerade is largely enforced through self-policing, but it is primarily the job of the Prince in Camarilla controlled cities to enforce it.

Princes may use any means at their disposal to ensure vampire society stays hidden and that those who break the Masquerade are duly punished. Punishments for breaches have a range but are usually draconian in nature due to the seriousness of the Masquerade. Final Death, often by means of a ritualized 'Blood Hunt' by other vampires, is not uncommon. When breaches do occur, the Camarilla takes great pains to repair them. This could include anything from erasing a mortal's memories using supernatural powers to manipulating mortal pawns in order to keep events out of the media.: 38-39The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness. While many vampires see the pragmatism in the Masquerade some do not agree with it. For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches.: 40-47In-game around the early 2000s, the intelligence agencies of the world discovered the SchreckNET's existence, they in response formed what is known as the Second inquisition.

Utilizing the knowledge of the Society of St. Leopold, which had been canonized under the Vatican, they've killed hundreds of thousands of vampires the world over. In reaction that had forced a secondary level of masquerade measures in the game world, Vampires now use everything from burner phones and disposable email to use of carrier pigeon and information dead drops, sometimes using hypnotized or ghouled humans to pass information.

Also the Camarilla Sect have become more of a closed off society, only accepting notable kindred, leaving most recently embraced to be slaughtered or adopted by the Anarch Sect, who have adopted tenants of the camarilla's masquerade to protect themselves. Main article:Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds. Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.Age An important means of social distinction among vampires in this setting is through age.

Younger vampires wanting respect and power must prove themselves to their elders. While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive.: 18-19 Characters are loosely divided into several age groups. Ages aren't titles or jobs but rather loose descriptions to describe a vampire's development and the social expectations that come with aging.: 19. Fledgling - Newly Embraced vampires who have yet to formally enter vampire society. Fledglings are still too ignorant and weak to survive on their own (though some among the Sabbat manage it) and are dependent on their Sires for protection and education. Neonates - Though still young, a neonate has proved that they can survive on their own and is seen as a full-fledged member of their society.

Ancilla - Ancilla have survived a few decades or perhaps a few centuries. They have also likely accomplished something in their time for their sect or clan though what this might be varies. Elder - A relative term that could indicate a vampire is anywhere between 200 and 1,000 years old. They generally have a great deal of wealth, influence, or power to leverage in the Jyhad. Methuselah - Methuselah range between 1,000 and 2,000 years old. At this age, vampires begin to retreat from society and many do not survive the profound changes brought on by surviving this long. Antediluvian - Antediluvians are believed to be those vampires of the Third Generation who are descended from Cain's original children.

There are rumored to be only thirteen of them.: 19Clans and sects Vampires organize and divide themselves politically and ideologically into sects which form a governing structure for undead societies. Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions. The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs. A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire.

Defection to one side or the other is possible, but comes with a great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.: 19-22 Sects Vampire: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs. The Camarilla — Nicknamed the 'Ivory Tower', the Camarilla strictly adheres to a set of ancient laws known as the Traditions. The Camarilla was created as a reaction to the Inquisition and sees its purpose as maintaining the Masquerade as a means of ensuring the survival of all Kindred. The Traditions are enforced and order in each jurisdiction (usually one city in the mortal world) is maintained by a powerful leader known as a Prince. It is the Prince's duty to interpret the Traditions and act as judge, jury, and executioner.

The Camarilla describes itself in idealistic terms suggesting it is a genteel society of undead peers but harbors a vast, complex, and rigid hierarchy that breeds ancient rivalries and vicious political machinations. The Camarilla actively denies or suppresses myths about Gehenna and the race's legendary ancient founders.: 19-22 Camarilla vampires refer to themselves (and all other vampires) as 'Kindred' as a means of reminding themselves of their origins in humanity. Camarilla vampires often refer to humans as ', an archaic term for. The Anarch Movement — Ostensibly a faction within the Camarilla, the Anarch Movement are decentralized groups of vampires spread out across the world who question what they see as the Camarilla's outmoded means of governing.

It contains a diverse range of ideologies but they believe in a more equitable redistribution of power between Kindred.: 19-22. The Sabbat — Nicknamed the 'Sword of Cain', the Sabbat was formed during the Anarch Revolt in response to the oppressive rule of the Elder vampires. The Sabbat do not openly follow the Traditions but instead adhere to a system of self-rule, freedom, and interdependence as outlined in the Code of Milan. The Sabbat actively believe that Gehenna is real and it is their duty to protect Cainites from the predation of the Antediluvians. The Sabbat believe themselves superior to humans and ultimately believe that they should rule over the human world rather than hide from it.

Many have a flagrant disregard for human life which is evinced in the brutal tactics they use in the Jyhad. While anyone may ostensibly claim membership in the Camarilla, the Sabbat have brutal initiation rites where characters must prove their loyalty. They also practice cult-like rituals and a form of ceremonial group Blood Bonding, called Vaulderie, to ensure loyalty.: 19-22, 288 The Sabbat scorn the idea of vampires being Kindred, referring to themselves as Cainites and emphasizing their origins in the blood of. They often use more vulgar epithets for their human vessels.: 19-22.

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The Inconnu — A mysterious sect of elders rumored to have achieved or are in pursuit of Golconda; a sort of redemptive transcendence for the Damned. The most visible sign of the sect are its Monitors who sometimes take up residence in a territory.: 22.

Tal’Mahe’Ra — Otherwise known as the 'True Black Hand', the Tal’Mahe’Ra is a strange and insular sect with its base of operations deep in the Shadowlands. Its motivations and purpose are unknown and most know very little about it.: 22. The Independents — The Independent Clans operate outside of the Camarilla or the Sabbat. Many of them function like small-scale Sects, such as the Followers of Set or the Giovanni, with specific agendas in mind. Others, such as the Ravnos are more individualistic.

The Assamites lie between these extremes, having a centralized hierarchy in the Middle East, but generally operating as freelance mercenaries. These are the only four proper Clans to be regarded as independent (prior to the game's third edition, in which Clan Gangrel formally left the Camarilla), but 'Antitribu' splinters of other clans may become independent agencies, as may the more minor 'Bloodlines' which do not hold full Clan status.: 22A vampire who rejects all associations with any sect and clan is known as 'Autarkis'. The Laibon, called by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa. The, while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.Clans A clan is the character's vampire family. All members of a clan allegedly descend from the clan's Antediluvian founder. It is widely accepted that there are thirteen clans with thirteen founders, though not all of them are technically Antediluvian. Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie.

Clans may have a social or political component to them, but a clan is not something a character chooses; it is something they are Embraced into. Those without a clan are known as Caitiff, and are considered outsiders.: 19-22 The 13 Clans Vampire: The Masquerade introduces the use of 13 clans (or major bloodlines) in the game.

Each accepted clan can trace its origins to one of 13 elder vampires known as an, for they survived 's biblical flood. Each Antediluvian is a “grandchilde” of, who killed and was cursed by God and His archangels into becoming the first vampire.

Through the back story of the game, Antediluvians started a war among themselves, called the, and use their clansmen to fight this war for them.Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire. Banu Haqim Formerly known as Assamite Before 5th edition: A cult of undead assassins based in the middle east. They kill for hire, and are paid in Vitae for use in special rituals that bring the clan's members closer to Cain.

They possess a specialized Discipline called Quietus, which aids in stealth and killing. In the ancient past, the Tremere placed a curse on the entire clan in order to curb their rampant Diablerie. As a result, the clan could not consume Vitae without suffering terrible wounds and is unable to benefit from Diablerie. (This curse was broken in the game's third edition, and the 'Antitribu' faction in the Sabbat was never affected by it; un-cursed Assamites are instead highly susceptible to 'blood addiction', and may be driven to compulsively attack other vampires for their Vitae). Assamites are largely independent of sects.: 20, 49 After joining the Camarilla they officially were recognized as Banu Haqim 'Child of Haqim' as it came to light the previous name was a disparagement in their culture.

Brujah: In ancient times, the Brujah were a clan of noble philosophers and warrior-poets. Since the loss of their city of Carthage, which was their crowning achievement, they have become a clan of malcontents, rebels, rogues, and anti-authoritarians. Brujah possess great passion, but this same passion makes it more difficult for them to resist the Beast. Brujah are one of the seven founding clans of the Camarilla.: 20, 51 After the revolt of Theo Bell, who killed Hardestadt in Prague, they left in numbers to join the Anarch movement and are commonly leaders.

Gangrel: A clan of animalistic shape-shifters who shun the cities for the wilderness beyond. Independent and more interested in their own survival, the Gangrel prefer to run with wild animals rather than play politics with others of their kind. Gangrel are masters of the Discipline Protean which allows them to change their bodies into bestial shapes. When Gangrel frenzy, they resemble the Beast, taking on animal features and disfigurements. Gangrel are one of the seven founding clans of the Camarilla, although their leadership broke from it close to the end of the 1990s in universe.: 20, 54-55 Now more associated with the Anarch Sect or act as Independents with a few staying loyal to the Camarilla.: 140, 406. Giovanni: The Giovanni originated from a wealthy Venetian merchant family of necromancers whose patriarch, Augustus Giovanni, was embraced into the clan Cappodocian. Giovanni exterminated the parent clan, Diablerized its founder, and founded a new clan, but in doing so gained the enmity of the larger Kindred community.

Branded 'Devil Kindred,' the Giovanni made peace with the rest of the clan by swearing to remain neutral in the Jyhad. The Giovanni are tight-knit and highly organized, and they embrace only within certain mortal families. The Giovanni are primarily interested in wealth and necromancy, but these are simply a means to an end. The clan's founder wishes to remove the barrier between the living world and the dead in order to reign supreme.

The clan's weakness is that their bite (which in other vampires is normally pleasurable to the victim) causes excruciating pain. The Giovanni are independent.: 20, 56-57 After the siege of the Second Inquisition & other factors, the clan is considered near extinct with exception of ancient strongholds.: 63.

Clanbook Baali Revised Pdf 2016

Lasombra: Darkly aristocratic vampires, Lasombra see power over others and self-mastery as their noblesse oblige. As one of the two founding clans of the Sabbat, they gained notoriety for allegedly destroying their Antediluvian founder. The Lasombra practice a Discipline known as Obtenebration that allows them to manipulate shadows and darkness.

Perhaps as a result of their signature Discipline they do not appear in mirrors or on film that uses mirrors in its development.: 20, 58-59 Leadership of Lasombra have officially joined The Camarilla in 5th Edition's version of Chicago By Night.: 126. Malkavian: Malkavian are a clan of lunatics whose madness grants them strange insights. Their Discipline of Dementation allows them to spread their insanity like a plague (prior to the third edition, knowledge of this Discipline was suppressed within the Camarilla). All members of this clan are insane in some way. They are one of the seven founding clans of the Camarilla.: 20, 60-61.

Nosferatu: The clan Nosferatu are doomed to wear their bestial nature on the outside. The Embrace turns its victims into hideous and deformed monsters who are marginalized by their appearance and forced to dwell in the shadows of the sewers. However, their lives on the fringes and their stealthy abilities allow them to learn secrets others would rather keep hidden; as a result, they often traffic in information. All Nosferatu are ugly and obviously monsters to the point that appearing openly would break the Masquerade. They are one of the founding members of the Camarilla.: 20, 62-63. Ravnos: The clan Ravnos are reputed as outcasts, troublesome thieves, and charlatans. While some among them follow Indian spiritual beliefs concerning cycles of incarnation, others are simple opportunists taking advantage of whatever chaos can be had.

Ravnos rarely embrace those not of Eastern European Romani backgrounds. They practice a special Discipline known as Chimestry which allows them to create illusions. All Ravnos indulge in a particular vice as their clan weakness. The Ravnos are independent.: 20, 64-65After the siege of the Second Inquisition & other factors, the clan is considered near extinct with exception of ancient strongholds: 63. The Ministry, formerly known as the Followers of Set: Originally, a clan of cultists who worship their Antediluvian progenitor, the Egyptian snake god. They are masters of secret and forbidden lore and foster corruption and desperation in the world as part of their worship of their god.

Their signature Discipline was Serpentis which allows them to take on aspects of snakes. Setites are especially sensitive to light and take twice as much damage from sunlight as other Kindred. Followers of Set independent of the sects consider themselves a sect unto themselves.: 20, 52-53 Under the rebrand of the Ministry they've allied themselves with the Anarchs, with this rebrand they've seemingly tempered their views and occultist ideals for a more where Set exist inside each of his followers.: 91, 178-185. Toreador: Toreador are sensitive, artistic, and sometimes debauched hedonists fascinated by the mortal world and its artistic creations.

Enthralled by the ever-changing mortal world, they are one of the few clans who seek to keep up with it. Toreador often Embrace for beauty or to preserve artistic talent.

Beauty can utterly captivate them, immobilizing them for a period of time. They are one of the founding seven clans of the Camarilla.: 20, 68-69. Tremere: Tremere are a clan of blood sorcerers and mages originally belonging to the. The Tremere gained their immortal status by experimenting with Tzimisce Vitae. Their ambitious founder Diablerized the Antediluvian of the former clan Salubri, solidifying the Tremere's status as a clan.

Their Discipline of Thaumaturgy allows them to use the power of their blood to cast spells, but their dependency on Vitae makes them more easily susceptible to Blood Bonds. The clan is highly organized, and its members are all partially Blood Bound to the ruling seven Elders of the clan. See also:. Under the title White Wolf also provides a in the same setting, using their system., a based on 'Vampire', was produced by and later by White Wolf., a series based on Vampire, was produced by. A based upon the Vampire milieu is, developed by and published in 2000 by. Another game followed in 2004:.

Developed by and published by, it uses 's. is a video game in development by Draw Distance, planned for release in 2019.

Vampire: The Masquerade – Swansong is a role-playing video game in development by Big Bad Wolf, planned for release in 2021. A, called, was released by Dancing Ferret Discs to serve as a for the Vampire. published a series of comic book adaptations of Vampire: The Masquerade which are now hard to find, but some of them made it into 's service. published an adaptation of Vampire: The Masquerade using their popular generic table-top roleplaying system. They followed this book up with a supplement called GURPS: Vampire Companion. Both books were produced for use with the Third Edition of the GURPS rules and are no longer in print.

The Steve Jackson company also produced GURPS conversions of Werewolf: The Apocalypse, and Mage: The Ascension. Steve Jackson Games had the original copyright to the World of Darkness setting. Initially, SJ Games decided not to release their version; however, after the massive popularity the game setting received during the White Wolf Company's release, SJ Games, which still held their official rights of release on the system, published its version. , and are other titles set in the.In August 2004, the original game set in the Classic World of Darkness was replaced. Vampire: The Masquerade (First Edition). White Wolf, 1991.

(2007). 'Vampire: The Masquerade'. Hobby Games: The 100 Best. Pp. 348–351. Konzack, Lars (2015). Mark Rein.Hagen’s Foundational Influence on 21st Century Vampiric Media.

(1994). Detroit, MI: Visible Ink Press. P. 852. ^ Rein-Hagen, Mark (2014).

Retrieved August 31, 2015. ^ stygianjim (September 13, 2012). Retrieved August 31, 2015. ^ Appelcline, Shannon (2007). Retrieved September 17, 2015. ^;;;.

The Masquerade (20th Anniversary Edition). White Wolf, 2011. Vampire the Masquerade: 20th Anniversary Edition. White Wolf Publishing. The Book of Nod. White Wolf, 1995. ^;;;;.

Vampire the Masquerade'. White Wolf Entertainment, 2018. ^; ;; ;;;;;;; ;;; ;. Chicago By Night. Onyx Path Publishing, 2019. ^ &. White Wolf Entertainment, 2018.

(November 1991). 'Roleplaying Reviews'. (175): 85. Pettengale, Paul (Christmas 1996). 'Arcane Presents the Top 50 Roleplaying Games 1996'. (14): 25–35.

Academy of Adventure Gaming Arts & Design. Archived from on 2008-03-15. Retrieved 2008-01-12. Academy of Adventure Gaming Arts and Design. Archived from on 2009-06-04. Retrieved 2011-11-06. White Wolf Publishing.

Retrieved 2011-08-31. White Wolf Publishing.

Archived from on 2011-09-10. Retrieved 2011-08-09. Onyx Path Publishing. Retrieved September 1, 2015. Vampire the Masquerade - Sverige - White Wolf. Modiphius. Romano, Sal (2019-06-04).

From the original on 2019-06-04. Retrieved 2019-06-04. Yin-Poole, Wesley (2019-10-19). Gamer Network. From the original on 2019-10-19.

Retrieved 2019-10-19. Rpg.drivethrustuff.com.References. Vampire: The Masquerade Revised Edition.