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V AMPIRE : T HE M ASQU ERAD E

for

Risus: The Anything RPG

Written by Timothy Groves


Vampire: The Masquerade is White Wolf. Risus is Cumberland Games. In no way do I hallen!e their opyri!hts. "lease don#t sue me. 1

Table of Contents
The World of Darkness....................................... ......................3
Character Creation.....................................................................................3

Special Cliches............................................. ............................4 The Clans................................................... ..............................5


The r!"ah..................................................................................................5 The Gan#rel................................................................................................$ The %alkavians...........................................................................................$ The &osferat!.............................................................................................' The Toreador..............................................................................................' The Tremere...............................................................................................( The )entr!e................................................................................................( The Caitiff...................................................................................................*

The &at!re +f The ,indred............................................... ......1The Society of the ,indred................................................ ......1$ The Traditions............................................................ .............1* Disciplines........................................................................ ......../nimalism................................................................................................../!spe0.......................................................................................................1 Celerity.......................................................................................................1 Dominate.................................................................................................... 1ortit!de...................................................................................................... +bf!scate..................................................................................................3 2otence......................................................................................................3 2resence....................................................................................................4 2rotean......................................................................................................4 Tha!mat!r#y..............................................................................................5

Character /dvancement.................................. ........................$


The /dvancement 3oll..............................................................................$

/dversaries................................................................. .............'
The Sabbat................................................................................................' The 4asombra............................................................................................' The T5imisce.............................................................................................' The 6ndependent Clans.............................................................................( &e7 Disciplines.........................................................................................* 8!nters.....................................................................................................3Were7olves..............................................................................................3%a#es.......................................................................................................31

The W orld o f D arkness

he World of Darkness is a complete role9playin# environment: created by White Wolf. ;p !ntil abo!t .--3: it 7as <!ite nice. Thereafter: it kind of backslid. Vampire: The Masquerade did not #et hit <!ite as hard as the others in the series: b!t many players of the #ame still prefer the earlier editions. This book conforms mostly to the 1irst =dition back#ro!nd. 4ar#ely: the World of Darkness is the 7orld as 7e kno7 it> "!st darker: more #rimy: and 7ith vampires and 7ere7olves r!nnin# abo!t. +h: and ma#ic 7orks. That sort of st!ff. So yo! can basically !se 7hat yo! kno7 abo!t the 7orld today as yo!r back#ro!nd. 6f yo! 7ant a more in9depth look at the World of Darkness: ac<!ire some White Wolf books> my b!d#et for this book is 3. pa#es.

Character Creation
Characters in 36S;S )ampire are created !sin# ten si09sided dice: 7ith no more than fo!r dice in any one clich?. oth 8ooks and Tales are permitted: #rantin# one bon!s die each if !sed. )ampires have lost some of the fle0ibility that they had in life> beca!se of this: do!ble9p!mpable clich?s are not permitted. =ach )ampire belon#s to one of thirteen Clans: 7ith the e0ception of the Caitiff. 2layer Characters are ass!med to be from one of the seven Clans of the Camarilla: or else Caitiff. =ach Clan has an associated Clan 8ook. This 8ook is above and beyond the normal 8ook allo7ed the character: b!t the bon!s die from this 8ook m!st be placed in the character@s Clan clich?. The e0ception to this r!le is the Caitiff: 7ho may place their bon!s die any7here they please. 6n addition: all )ampires start 7ith three )irt!e clich?sA Conscience: Self9Control and Co!ra#e. =ach of these three clich?s #ains one bon!s die. So: all told: a )ampire starts 7ith fo!rteen dice. &ot too shabby...!ntil one considers the do7n sides to bein# a )ampire. !t more on that later. S!##ested 8ooks incl!de the follo7in#A 2hysical or %ental defects: s!ch as missin# limbs: blindness: or insanity> C!rsedA The )ampire "!st happens to have bad l!ck: and once per #ame session: the G% can hose him for no apparent reason> 6nefficient Di#estionA The )ampire m!st b!rn t7ice as many lood 2oints as normal to !se any lood9po7ered effects> +rphanedA The )ampire has little to no kno7led#e of the Traditions of the Camarilla: and may #et himself destroyed thro!#h some bl!nder> astard ChildeA The )ampire 7as created 7itho!t the permission of her Sire@s 2rince: and may be le#ally destroyed by any )ampire> Clan 8ookA The )ampire has a 8ook chosen from a different Clan: in addition to his o7n Clan 8ook. Weak loodA The )ampire is fo!rteenth #eneration: and cannot Sire pro#eny. She is also vie7ed as sc!m.
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Spe !al C l! hes

ome clich?s have special !ses or differin# p!rchase costs. Some are specific to )ampires: 7hile others may be selected by their Gho!ls and their follo7ers. Conscience. / )ampire is a creat!re of hi#h emotions: and constantly r!ns the risk of e0plodin# in a ra#e. +nly the )ampire@s Conscience prevents this. /ny time the )ampire is s!fficiently an#ered that the G% believes she mi#ht fly into a fren5y: he can re<!ire a Conscience roll a#ainst a Diffic!lty he sets. 1ail!re res!lts not only in the )ampire #oin# into a ra#e fren5y: b!t also res!lts in the permanent loss of one die of Conscience. This loss can only be recovered thro!#h character advancement. Courage. )ampires can be as fearless as anyone else: b!t 7hen confronted 7ith fire or s!nli#ht: their instincts force them to flee. There is #ood reason for this> only fire or s!nli#ht can permanently destroy a )ampire. / Co!ra#e roll 7ill allo7 them to remain in the presence of fire or s!nli#ht. !t fail!re in this roll 7ill not only force the )ampire to flee: b!t also res!lts in the permanent loss of one die of Co!ra#e. This loss can only be recovered thro!#h character advancement. Generation. The f!rther a )ampire is removed from Caine: the 7eaker his blood and the less po7erf!l he is: both physically and socially. )ampires start at the thirteenth Generation> for each die placed in this clich?: the )ampire is of one lo7er Generation. Generation cannot be improved d!rin# play> the dice yo! start 7ith is all yo!@ll ever have. Followers. =ach die p!t into 1ollo7ers allo7s yo! to place three dice 7orth of clich?s into vario!s 1ollo7ers. 1ollo7ers may not be ,indred: nor may they have 1ollo7ers of their o7n. 1ollo7ers may have do!ble9p!mpable clich?s: at a cost of t7o of their dice per rank. They may also have Wealth: b!t may not have any other clich?s detailed on this pa#e. Self-Control. )ampires are dra7n to blood: and m!st fi#ht the instinct to feed 7henever they are faced 7ith s!ch. Whenever e0posed to open blood: the )ampire m!st make a Self9Control roll. The Diffic!lty for this roll is t7enty: min!s five per point of lood in the )ampire@s system. 1ail!re means that the )ampire m!st feed: ri#ht no7: and 7ill drink !ntil they are f!ll or their victim is drained. 1ail!re also res!lts in the permanent loss of one die of Self9Control> this loss can be recovered thro!#h character advancement. Wealth. D!e to their lon# lifespans: )ampires often ac<!ire a considerable amo!nt of material 7ealth. / Wealth roll is re<!ired only if the )ampire 7ishes to b!y somethin# <!ite e0pensive. ;nlike other rolls: fail!re does not res!lt in the loss of a die. 3ather: su ess ca!ses the permanent loss of one die. This can be recovered thro!#h character advancement. Willpower. Willpo7er may be p!rchased at one die per rank: or do!ble9p!mpable at t7o dice per rank. / die of Willpo7er may be @b!rned@ to resist a 1ren5y or 3otschrek: or to add one die to any other clich? before the roll is made. +ne die of Willpo7er may be recovered at the end of each session. Willpo7er is also fre<!ently rolled as a resistance to po7ers.
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The Cl ans

"

f the thirteen Clans of the ,indred: seven banded to#ether many cent!ries a#o to form the Camarilla: a #ro!p dedicated to protectin# the )ampires from their enemies. These seven Clans may be selected for a 2layer9Character )ampire.

The Clan Clich?


The Clan clich? is !sed for many thin#s: beyond 7hat is disc!ssed in the Clan se#ments belo7. 6t is a #eneral9p!rpose )ampire clich?: rolled for h!ntin# and for kno7led#e of Clan and Camarilla 4ore. 6t is also !sed for po7er politics> more dice in a Clan clich? represents hi#her standin# 7ithin the Clan itself. When h!ntin#: a )ampire can roll her Clan clich?> each die that comes !p sho7in# an odd n!mber represents one lood 2oint #ained. =ach Clan has three Clan Disciplines. The Disciplines are the s!pernat!ral abilities of the )ampire: and are detailed startin# on pa#e .-. When rollin# a Discipline clich?: the )ampire may add one point per die in her Clan clich? to the roll if the Discipline is a Clan Discipline. 1or e0ample: a Toreador B3C !sin# /!spe0 B4C 7ill roll 4dD3: as /!spe0 is a Clan Discipline for the Toreador Clan.

The Bru ah
The r!"ah Clan are passionate: free97illed and non9conformist. They are fond of dressin# in #oth or biker styles: tho!#h those that 7ith to appear truly non9conformist 7ill dress formally. They sho7 no respect for the 7eak: little re#ard for a!thority: and don@t react 7ell to bein# told 7hat to do. %any 7ish to overthro7 the c!rrent po7er system: 7hether %ortal or ,indred: and replace it 7ith their o7n vie7 of 7hat thin#s sho!ld be. Despite their obvio!sly rebellio!s 7ays: the r!"ah are vie7ed 7ith a remarkable amo!nt of tolerance. /ctions that 7o!ld lead to o!tri#ht destr!ction if committed by a Cainite of any other Clan merely dra7 a shr!# and an offhand comment. The r!"ah are al7ays <!ick to come to one another@s defence. 1or the !ltimate o!tsider: those on the o!tside are the only friends yo! can call on. =ven if yo! do feel the b!rnin# need to occasionally kick their heads in. 6n the end: their passions bind them to#ether "!st as certainly as they t!rn them a7ay from the others of the lood. Clan !isciplinesA Celerity: 2otence: 2resence. "oo#A The r!"ah@s fierce passions can 7ork a#ainst them> 7henever the r!"ah m!st roll a#ainst Conscience: they have a D. Diffic!lty per die they have in the r!"ah clich?. T$pical Clich%s: iker: Terrorist: Skinhead: 2!nk 3ocker: Criminal: /narchist: 3ebellio!s Teena#er: Drifter.
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The Gangrel
/lone amon# the ,indred: the Gan#rel do not fear to 7alk the 7ilds. They are not at ease in the city: preferrin# more r!stic places. They speak 7ith the animals: and can roam 7ith them 7ith imp!nity. 6t is common for a Gan#rel to have the +rphaned or astard Childe 8ooks: as the Gan#rel often create Childer: then abandon them. 1or this reason: the Gan#rel are very s!rvivalistic> if one can s!rvive one@s first year: then the odds improve in their favo!r. The Gan#rel are shape9shifters: !sin# their Discipline of 2rotean to blend in 7ith the creat!res of the Wild. They can even fool a 4!pine into acceptin# them as a normal creat!re. They have close ties to the Gypsies: and are e0pected to aid them 7henever possible. Similarly: the Gypsies are !s!ally 7illin# to aid a Gan#rel in need. Clan !isciplinesA /nimalism: 1ortit!de: 2rotean. "oo#A ein# a shapechan#er 7ith a close link to one@s bestial nat!re has its do7n sides. /ny time a Gan#rel fails a )irt!e roll: they 7ill #ain an animalistic feat!re chosen by the G%. This is in addition to the normal penalties for failin# s!ch a checkE T$pical Clich%sA Drifter: Wilderness Sco!t: 1orest 3an#er: S!rvivalist: =nvironmental Scientist.

The Mal#a&ians
6n madness: one can find 7isdom> none believe this as stron#ly as the %alkavians. =ach is to!ched 7ith madness in some 7ay: and as they #ro7 older: the madness 7ill manifest more often and more po7erf!lly. 8o7ever: %alkavians often see 7ith #reater clarity than any amon# the ,indred. Despite their insanities: they are often cons!lted on matters of import. 2art of this is the fact that often: a %alkavian@s deran#ement is not visible: and almost never comes to the fore. The %alkavians embody chaos more thoro!#hly than any other Clan: even more so than the r!"ah. They deli#ht in practical "okes: b!t al7ays attempt to incl!de a meanin# in the prank. 8opef!lly: the s!b"ect of the prank 7ill learn somethin#...ass!min# he s!rvives the prank itself. S!rprisin#ly: the %alkavians are very picky abo!t 7hom they =mbrace. The completely mad are left alone: as are the completely sane. The %alkavians favo!r those 7ho are borderin# madness: and "!st need a little p!sh. Clan !isciplinesA /!spe0: Dominate: +bf!scate. "oo#A The 2layer m!st choose some form of madness. 6n any sit!ation 7here the madness mi#ht come into play: the %alkavian s!ffers a D. Diffic!lty to all rolls: per die of the %alkavian clich? she possesses. T$pical Clich%sA /ny. The %alkavians prefer to =mbrace those 7ith a to!ch of madness: or those 7ho are close to death.
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The 'osferatu
/ll )ampires !nder#o some physical alterations 7hen they s!ffer the 1irst Death> for the &osferat!: the transformation is hideo!sly painf!l and leaves the !nfort!nate 7retches scarred: t7isted and deformed. /ll &osferat! are #r!esome beyond belief. eca!se of this: the &osferat! live deep !nder#ro!nd: vent!rin# o!t only 7hen mas<!ed by +bf!scate. Within their !nder#ro!nd 7arrens: ho7ever: the &osferat! are !ndisp!ted. =very city has miles of t!nnels: fortified a#ainst accidental discovery by %ortals or a#ainst p!rposef!l assa!lt by Cainite or 4!pine. Some areas are common for all &osferat!> others are held as private 8avens by the individ!al Cainite 7ithin. The &osferat! are rather anti9social: not even #ettin# alon# 7ith each other: let alone other Clans. !t their #rasp of the #oin#s9on in ,indred society p!ts them in an e0cellent position as so!rces of information F a fact that they p!t to #reat benefit: in both cash and 2restation. Clan !isciplinesA /nimalism: +bf!scate: 2otence. "oo#A eca!se of their horrid appearance: a &osferat! a!tomatically loses any kind of social challen#e if their tr!e appearance is visible. T$pical Clich%sA Criminal: Drifter: 8omeless 1ormer C6/ /#ent: Crippled %ercenary: 4a7yer. !m: /ntisocial Sh!t96n:

The Toreador
4ike the ,indred themselves: #ood art is immortal. The Toreador hold that these immortal thin#s sho!ld be cherished: and dedicate themselves to bea!ty. 6ronically: the =mbrace has left the Toreador static and !ncreative> they can no lon#er create tr!e bea!ty themselves. They search for a tr!th beyond mere life: or even beyond their 6mmortal state. %ore Toreador find themselves on the road to Golconda than any other Clan. The Toreador are often taken for hedonists: b!t this is perhaps too e0treme a 7ord. They love the bea!tif!l: and they love pleas!re: b!t the most hi#hly9minded of the Toreador feel that descendin# to the level of a mere sens!alist is to cheapen the #ift of 6mmortality. The Toreadors are also conservationists. +ften: a Toreador@s 8aven 7ill be filled 7ith art: stretchin# back to the time of the )ampire@s death and even before. Clan !isciplinesA /!spe0: Celerity: 2resence. "oo#A / Toreador in the presence of somethin# bea!tif!l m!st make a Self9Control roll: or spend the entire ro!nd starin# at it raptly. 1ail!re on this roll does not ca!se the loss of a die> "!st the loss of the ro!nd. T$pical Clich%sA 2ainter: %odel: %!sician: 2oet: 8airdresser: ;seless b!t ea!tif!l Socialite: Sc!lptor.
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The Tremere
%any cent!ries a#o: the Tremere 7ere 7i5ards of #reat reno7n: part of the +rder of 8ermes. The 4eader of 8o!se Tremere so!#ht immortality: and he fo!nd it...in the blood of the ,indred. &o7: despite their past: the Tremere are an accepted member of the Camarilla...b!t far less than loved> most ,indred hate and fear the Tremere. The Tremere are dedicated and or#ani5ed. Their internal Clan #oals differ some7hat from those of the Camarilla: b!t they are close eno!#h that the Tremere =lders are 7illin# to 7ork 7ith the other si0 Clans...for no7. Seven Clan =lders #overn the Tremere from their primary Chantry in )ienna. %any other Chantries have been b!ilt thro!#ho!t the 7orld: at least one for each ma"or city. Clan !isciplinesA /!spe0: Dominate: Tha!mat!r#y. "oo#A /ll Tremere are lood9 o!nd to their Clan. /ttempts to i#nore or disobey a Tremere =lder: or to other7ise resist the 7ill of the Clan: re<!ire a Self9Control roll a#ainst the Character@s o7n Clan clich?E ;nlike most Self9Control rolls: fail!re does not ca!se a loss of dice: ho7ever. T$pical Clich%sA Child of the Tremere: 8ed#e Wi5ard: St!dent: 4a7yer: /mbitio!s !sinessman: 2olitician: Witch.

The Ventrue
There are leaders: and there are follo7ers> the )entr!e believe that they are the nat!ral leaders of the Camarilla. They have a taste for the fine life: and an arro#ant mien. Despised by the r!"ah: and mistr!sted by the other Clans: they hold themselves above all other ,indred. The )entr!e are fo!nd in the !pper cr!st of both Cainite and %ortal society. They choose their &eonates from amon# the !pper class: !s!ally older men and 7omen 7ho are near the ends of their %ortal span. The )entr!e !s!ally hold to tradition: m!ch more so than any other Clan: b!t deny that they are @livin# in the past@. There is a lon#9standin# tradition: often referred to amon# the )entr!e as the Seventh Tradition: that any )entr!e may seek ref!#e at the 8aven of any other member of their Clan. &one 7ho seek s!ch ref!#e may be t!rned a7ay. 8o7ever: since harbo!rin# a kno7n f!#itive can be ha5ardo!s to one@s health: the )entr!e 7ho s!spects that s!ch a boon 7ill be re<!ested 7ill take steps to aid his Clan member before the need arises. Clan !isciplinesA Dominate: 1ortit!de: 2resence. "oo#A =ach )entr!e has a preferred type of preyA red9heads: vir#ins: children: 7hatever. They #ain no no!rishment from so!rces other than their preferred prey. / )entr!e re<!ires t7ice as lon# to h!nt as other ,indred. T$pical Clich%sA &obleman: ,ni#ht Commander: General: Wealthy anker: 6nd!stry Tycoon: Social Scientist.
(

The Caitiff
These are the dispossessed of ,indred society: those of !nkno7n: !ncertain or 7eak Clan ori#in. Some Caitiff are those 7ho have chosen to leave their Clan> others simply have no idea as to 7hich Clan they belon#. %any )ampires 7ith the Weak lood 8ook are Caitiff. / Caitiff may "oin a Clan: if the local Clan =lders accept him. She m!st #ain one die in the Clan clich?: b!t does not s!ffer the Clan 8ook. 6f a Caitiff has chosen to s!ffer from a Clan 8ook Bfor her normal 8ook selectionC: she can only "oin the appropriate Clan. Clan !isciplinesA &oneE "oo#A esides their lack of Clan Disciplines: the Caitiff are despised and ab!sed by other ,indred: and have no Clan to speak on their behalf. /s s!ch: no Caitiff may ever hold any position in ,indred society. T$pical Clich%sA Drifter: Criminal: +!tcast: Con /rtist: Soldier of 1ort!ne: Circ!s 2erformer. 6f the Caitiff@s Clan is kno7n to the player: there is no reason 7hy she sho!ld not choose one of the s!##ested clich?s for that Clan.

+ther Clans
The Camarilla represents only a s!bset of ,indred Clans. They 7ere the only Clans 7illin# to attend the Co!ncil at )enice: the only seven 7illin# to follo7 the 2ath of 8!manity and the Si0 Traditions. There are si0 other Clans kno7n to e0ist: b!t not bein# part of the Camarilla. Some belon# to the Sabbat: a Sect of )ampires opposed to the Camarilla> others are independent: belon#in# to neither Sect. They areA The /ssamitesA Silent: stealthy assassins: from a %!slim c!lt!re> The 1ollo7ers of SetA Snake9lovin# corr!ptors: hated by all> The GiovanniA %afioso and masters of &ecromancy> The 4asombraA %asters of shado7: and the leaders of the Sabbat> The 3avnosA %asters of ill!sion: and companions to Gypsies> The T5imisceA Scholars: b!t also cr!el and t7isted shapechan#ers. These Clans are detailed in the /dversaries section: pa#e .'. There are also many loodlines: minor offshoots of Clans: s!ch as the Da!#hters of Cacophony: the Serpents of the 4i#ht: the ,iasyd: the /hrimanes: the &a#ara"a: the &ict!c!: the lood rothers: the Gar#oyles: the Samedi: and the Sal!bri.

The # at$re "f T he % !ndred

ven the 7eakest of ,indred: far from Caine: is s!bstantially more po7erf!l than any %ortal. The follo7in# r!les define the r!les !sed 7hen playin# ,indred.

6mmortality
This is the core of the )ampire@s nat!reA They are immortal. They never a#e: cannot bear children: and 7ill never die of nat!ral ca!ses. Tho!#h they can s!ffer the effects of many diseases: they 7ill never die of s!ch. Cancer is impossible: d!e to their static nat!re> heart disease irrelevant to the )itae. While fe7 normal forms of dama#e can tr!ly destroy a )ampire: many can certainly make their lives more diffic!lt. / )ampire loses clich? dice from combat: "!st as a %ortal does. !t if a )ampire loses his last die in in"!rin# combat: he is not slain> rather: he falls !nconscio!s. While in this state: the )ampire may heal himself by spendin# lood: as described in the section on lood: pa#e 11. 6f the )ampire has no lood 7ith 7hich to heal: he enters a state of hibernation: kno7n as Torpor. Torpor is detailed more f!lly on pa#e 1..

Generation
The f!rthest a )ampire may be from Caine is fo!rteenth Generation> all )ampire 2layer Characters start at thirteenth Generation. 1or each die in Generation: this is red!ced one step: so a )ampire 7ith si0 dice Bthe ma0im!mC in Generation 7ill be seventh Generation. Generation has a fe7 benefits: s!ch as a hi#her lood capacity and the ability to i#nore another )ampire@s Dominate Discipline. Generation may also be rolled in social combat: as those ,indred 7ho are closer to Caine are a!tomatically #iven more respect. Generation also modifies the ma0im!m n!mber of dice allo7ed in a clich?. 1or any p!rely m!ndane clich?: the die cap is increased by one for every die of Generation. )ampiric Disciplines have their cap increased by one for every t7o dice of Generation. So Generation is a #ood thin# to have.

The )irt!es
/s has been stated before: the three )irt!e clich?s BConscience: Co!ra#e and Self9ControlC are De#radin# clich?s> !nder most circ!mstances: a failed roll res!lts in a permanent loss of one die: rather than a temporary loss. 6n the event of a character losin# all dice in one )irt!e: the character falls into a final fren5y: and 7ill <!ickly be h!nted do7n and destroyed by other ,indred. %ake a ne7 character.

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lood
lood: or )itae: is the most val!able commodity to a )ampire. 6t keeps them alive from ni#ht to ni#ht: and po7ers their abilities. =ach )ampire can hold three points of lood in their system: pl!s t7o per die in the Generation clich?. Those of Weak lood: the fo!rteenth Generation: still can hold three points of lood. /t any time: a )ampire may spend one lood point to #ain a bon!s die to any clich?. &o roll need be made to do so. lood points may also be re<!ired to activate certain Disciplines. They can also be !sed to recover lost clich? dice: as o!tlined in the ne0t section. / )ampire may only spend one lood point per ro!nd. 8o7ever: sho!ld the )ampire have the Generation clich?: he can roll to spend more lood. 1or each point of lood past the first spent in a ro!nd: the )ampire m!st make a Generation roll 7ith a umulati$e Diffic!lty of 1- F that is: 1- for the second lood point spent in a ro!nd: .- for the third: 3- for the fo!rth: and so on. / )ampire m!st also spend one point of lood each evenin# !pon a7akenin#. 6f the )ampire is !nable to do so: she falls into a state of torpor: !nable to ro!se. Torpor is covered in #reater detail in the section belo7.

3ecoverin# Clich? Dice


)ampire Characters may recover one clich? die each t!rn merely by spendin# one lood point and doin# nothin# else. This may be done at any time: !nless the )ampire is in Torpor. This 7ill not 7ork: ho7ever: for Willpo7er> rather: a )ampire recovers one die of Willpo7er at the end of each session. 6t 7ill also not 7ork for dice lost from )irt!e clich?s. 6n addition to the above: every time a )ampire sleeps thro!#h the day: she 7ill recover one die from each clich?: save Ba#ainC for Willpo7er and dice lost from )irt!e clich?s.

The ,iss
+ne mi#ht ask: "!st ho7 e0actly does a )ampire feed 7itho!t its prey yellin# bloody m!rderG The )ampire@s bite is not painf!l: !nless it@s bein# !sed to inflict combat dama#e. 6n %ortals: it prod!ces a feelin# of e!phoria: leavin# them rather bef!ddled abo!t 7hat happened after7ards. eca!se of this: the )ampires refer to the act of feedin# as The ,iss. The )ampire@s saliva closes the 7o!nd after feedin#: provided the )ampire remembers to lick the 7o!nd. The blood loss ca!sed by a )ampire@s feedin# res!lts in the loss of one die from the victim@s hi#hest clich? per lood point taken. 6f all clich? dice are lost d!e to the feedin#: the victim 7ill fall !nconscio!s: and 7ill re<!ire medical attention to avoid dyin#. ,illin# one@s prey is considered a violation of the %as<!erade: as e0san#!inated bodies dra7 the attention of 8!nters.

11

6f one does not 7ish to role9play The ,iss: the G% may simply state that the )ampire re<!ires one ho!r of feedin# to re#ain lood points. This time is do!bled for )entr!e: or for any other ,indred 7ith the )entr!e Clan 8ook: beca!se they are picky eaters. 3oll the )ampire@s Clan clich?. 1or each die that comes !p odd: the )ampire #ains one lood 2oint.

/##ravated Dama#e
Certain types of dama#e are harder to recover from> these types of dama#e are kno7n as /##ravated Dama#e. 1or a )ampire: /##ravated Dama#e is ca!sed by fire: s!nli#ht and the teeth and cla7s of a s!pernat!ral creat!re F 7ere7olves: spirits and other )ampires. =ach time a )ampire s!ffers /##ravated Dama#e: she #ains one /##ravated Dama#e point: rather than losin# any clich? dice. 1or each /##ravated Dama#e point: the )ampire may roll one less die on any clich? roll. /##ravated Dama#e may only be healed by spendin# three lood points and one Willpo7er clich? die per point of /##ravated Dama#e healed.

Torpor
/ )ampire that has lost all dice in one clich?: or is !nable to spend a lood point !pon a7akenin#: slips into a state called Torpor. This is a deep sleep: !na7are of all events aro!nd the )ampire. / )ampire in Torpor 7ill a7aken in time: the amo!nt of time based !pon her hi#hest )irt!e clich?. Virtue $d 5d 4d 3d Time to wa#e +ne 7eek Three 7eeks T7o months Si0 months

.d T7o years 6t is possible to a7aken a 1d Si0 years )ampire before the listed time has elapsed. %erely feed the )ampire a lood point: from another )ampire 7ith more dice in Generation. +f co!rse: this 7ill leave the Torpored )ampire one step lood o!nd to the one 7ho a7akens her. / )ampire 7ho #ains more /##ravated Dama#e than he has dice in his hi#hest clich? 7ill be destroyed: rather than droppin# into Torpor.

S!nli#ht
The bane of all )ampires. S!nli#ht 7ill rapidly char a )ampire: and can <!ickly red!ce her to ash. eca!se it is so harmf!l to them: most )ampires provide their havens 7ith m!ltiple layers of defence a#ainst s!nli#ht. +nly after the s!n has #one do7n can a )ampire safely vent!re from her haven. 6t is possible to resist dama#e from s!nli#ht if the )ampire has 1ortit!de. 3oll 1ortit!de vs. the s!n@s stren#th each ro!nd that a )ampire is e0posed to s!nli#ht. S!ccess means that the )ampire takes no dama#e this ro!nd> fail!re means that the )ampire takes a point of /##ravated Dama#e. Stren#th of s!nli#ht ran#es from 1d Bd!rin# a th!nderstorm: in the early mornin#C to 5d Bclear skies at noonC.
1.

The =mbrace
The =mbrace is the proced!re !sed to create a ne7 )ampire. The )ampire drains a %ortal of all blood: b!t before the %ortal dies: the )ampire #ives him a drop of her o7n blood. The =mbrace is painf!l> the %ortal s!ffers from the 1irst Death: and his body reshapes itself to become a )ampire. The pain of the =mbrace lasts no more than an ho!r: and fre<!ently m!ch less. +nce completed: the %ortal is no7 ,indred: re<!irin# blood to s!rvive b!t other7ise immortal.

The lood ond


)ampiric lood is f!ll of ma#ical ener#y. This ener#y s!stains the )ampire@s body: and allo7s him to !se her Disciplines. Sho!ld another drink )itae: she 7ill fall !nder the control of the )ampire. This is kno7n as the lood ond. 6t takes three drinks of )itae to form the lood ond. The first drink 7ill ca!se a feelin# of kinship to7ards the )ampire> the second: and the drinker feels the )ampire to be his best friend> the third: and the drinker becomes the devoted slave of the )ampire. The lood ond can affect )ampires: "!st as easily as it can affect %ortals: and )ampires are 7ary of drinkin# )itae. 2rinces often !se a drink of their )itae as a p!nishment for minor infractions. 6t 7o!ld seem a common thin# for all )ampires to lood Childer: b!t in fact this is rarely done: e0cept amon# the Tremere. ind their

/ character may not be lood o!nd to more than one person: 7ith the e0ception of the Tremere. Tremere all start 7ith a minor lood indin# to their Clan: b!t can be bo!nd to another as 7ell. The Tremere are said to have a rit!al to shatter an e0istin# lood ond: b!t if so: they@ve never offered to !se it for anyone. The lood ond is not f!lly formed !ntil the third drink: so a person can be partially ond to m!ltiple people.

Gho!ls
)ampires 7ill often lood ond a %ortal: to serve them and protect them as they sleep. These %ortals are kno7n as Gho!ls. Gho!ls #ain a meas!re of )ampiric immortality> they cease to a#e. / Gho!l m!st be #iven one lood point: above and beyond those !sed to bind him in the first place. /s lon# as the Gho!l retains this lood point: he 7ill not a#e. Sho!ld the Gho!l lose the lood point: he 7ill be#in to a#e as normal. Gho!ls can !se their lood point in the same manner as )ampires: b!t beca!se they are not )ampires: they cannot feed. They can only re#ain their lood point by bein# #iven it by their %aster. Gho!ls cannot store more than one lood point. Gho!ls can #ain !p to t7o dice in one )ampiric Discipline: provided their %aster kno7s the Discipline in <!estion. Gho!ls can learn only Celerity: 1ortit!de or 2otence.
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Gho!ls are: of necessity: familiar 7ith the Camarilla@s Traditions: and 7ith )ampiric nat!re in #eneral. /s s!ch: they are a potential threat to the %as<!erade. They are considered Childer for the p!rposes of the fo!rth Tradition: that of /cco!ntin#. 1aithf!l Gho!ls: 7ho have served their %aster lon# and 7ell: are sometimes #iven the =mbrace as a re7ard for this service. The =mbrace 7ill shatter the lood ond: so it@s not somethin# the %aster 7ill do 7itho!t consideration.

lood Gho!ls
This rather reprehensible practice is l!ckily rare> on occasion: a )ampire 7ill lood ond a mortal for the simple reason of providin# the %aster 7ith an easy so!rce of lood. These are not tr!e Gho!ls: !nless the %aster #rants them a lood Trait.

Stakes
The classic Stake Thro!#h The 8eart 7ill not act!ally kill a )ampire: all myths and movies to the contrary. 6t 7ill: ho7ever: paralyse the )ampire: leavin# him in a state similar to Torpor: !ntil the Stake is removed. /n attempt to stake a )ampire thro!#h the heart must be p!mped: or else it 7ill a!tomatically fail. 6f the tar#et is staked: it does not lose any clich? dice: b!t instead enters Torpor. ;nstakin# a )ampire is simple eno!#h> "!st #rab and p!ll. Stakin# is a common means of disposal nonetheless> a )ampire 7ho is staked cannot escape the risin# s!n. 1or this reason: stakin# is m!ch feared: and a 2rince often need merely mention the stake to #et the f!ll co9 operation of another )ampire.

Diablerie
This is the most heino!s of )ampire crimes: the drinkin# of the so!l of another )ampire. 6t is also the only 7ay in 7hich Generation can be increased: 7hich helps e0plain 7hy it still happens. 6n order to commit Diablerie: the )ampire m!st s!bd!e another: then drain all the )itae remainin# in his system. This 7ill destroy the victim: re#ardless of 7hether or not Diablerie is s!ccessf!l. The Diabolist m!st then roll his Self9Control a#ainst the victim@s Generation. 1ail!re res!lts in the permanent loss of Self9Control: as !s!al> s!ccess means that the Diabolist has absorbed the so!l of the )ampire. / s!ccessf!l Diabolist 7ill #ain one die in Generation: if and only if the victim@s Generation clich? 7as hi#her than her o7n. The Diabolist 7ill also #ain one die in any Discipline possessed by the victim. Whether or not the Diablerie 7as s!ccessf!l: the Diabolist m!st make a Conscience roll: a#ainst a Diffic!lty of .-. S!ccess is meanin#less> fail!re res!lts in the permanent loss of one die of Conscience: as !s!al.
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/ Diabolist is easy to spot !sin# /!spe0> her a!ra radiates black lines. She can mask this mark 7ith Self9Control B7itho!t riskin# permanent loss of a dieC: b!t event!ally: it 7ill come o!t. Diablerie is a violation of the Si0th Tradition: not to mention an act that en#enders dis#!st in all ,indred: and a 2rince 7ho learns of a Diabolist in her city 7ill certainly call the lood 8!nt: and probably send messen#ers to other cities lettin# them kno7 the identity of the Diabolist.

The ook of &od


Caine: the first son of /dam: is said to be the ori#inal )ampire. &ot all the ,indred believe this: b!t eno!#h of them hold it as tr!th that it has infl!enced most of the ,indred mytholo#y. 2art of this mytholo#y holds that 7hen Caine 7as driven a7ay from his family: he fo!nded the first city in the land of &od. 8ere: s!rro!nded by his pro#eny: he 7rote several scrolls: that 7ere #athered to#ether and serve as a sort of ible for the ,indred. These scrolls are referred to as the ook of &od. The ook of &od does not e0ist as a sin#e tome: b!t rather as scraps of parchment scattered thro!#ho!t the libraries of the ,indred F and: probably: those of the 8!nters and the /rcan!m. The story they paint is: of co!rse: <!ite fra#mentary: b!t it to!ches on the ori#ins of the )ampire: the Disciplines: the Clans: and the =nd Times: kno7n as Gehenna. 2ossession of any fra#ment of the ook of &od can #ive #reat infl!ence to the )ampire 7ho is l!cky eno!#h to o7n it.

Golconda
2art of the ook of &od holds that it is possible for a Cainite to enter into a state of peace: in 7hich he permanently lays aside the east. The road to Golconda is so!#ht by many ,indred: b!t acco!nts of those 7ho have reached s!ch a state are apocryphal at best. Sho!ld a Cainite reach Golconda: she 7ill never a#ain 1ren5y: 7ill feel no fear at the si#ht of flame or the s!n. 8er thirst for lood 7ill be slated> she 7ill have to spend b!t one point of lood every 7eek to a7aken. +ther acco!nts s!##est that a Cainite in Golconda 7ill no lon#er be seared by the li#ht of the s!n> some even hold that a Cainite in Golconda 7ill revert to her previo!s mortal state.

Gehenna
=ach of the thirteen tribes of )ampires has a sin#le: third9#eneration Cainite as its fo!nder. These Cainites have not been seen for millenia> it is believed that they are all in Torpor: b!ried some7here deep 7ithin the =arth. 6t is also said that they thirst for ,indred lood: that none other can slake their thirst. The ook of &od tells of the end times of )ampires: 7hen the Thirteen /ntedil!vians 7ill arise from the =arth to feed on their Childer. %any )ampires: especially the =lders: believe this to be mere s!perstition.
15

The S o !et& of the %!ndred

ll )ampires feel a certain kinship 7ith each other: even bet7een the Camarilla and other: opposed: Sects> they refer to themselves as The ,indred. /t the same time: ho7ever: each )ampire feels a bestial nat!re 7ithin himself: drivin# him to territoriality: h!n#er and fren5y. This d!ality: kinship and the east: defines the nat!re of )ampiric society.

The 2rince
The 2rince is the r!lin# )ampire of a city: often Btho!#h not al7aysC the =ldest ,indred. The title @2rince@ is !sed re#ardless of the ori#inal #ender of the 2rince. ;nder the Second and 1ifth Traditions: the 2rince controls all h!ntin# 7ithin the city: and 7ill desi#nate h!ntin# areas for individ!al ,indred. ;s!ally: s!ch desi#nation is done by the ,indred@s re<!est: tho!#h the 2rince and the 2rimo#en 7ill take first pick. The 2rince is also responsible for all appointments to positions 7ithin the city: tho!#h the 2rimo#en in some cities appoint their o7n members.

The Seneschal
This is the 2rince@s second in command. While the 2rince is 7ithin his city: the Seneschal has no po7er> if the 2rince sho!ld leave: the Seneschal takes his place. +ften: the Seneschal 7ill be appointed from amon# the 2rimo#en> a fe7 2rinces have chosen an /!tarkis as Seneschal.

The 2rimo#en
These are the )ampires 7ho serve as the 2rince@s advisers. 6n some cities: they are the seven =ldest ,indred: one from each Clan. 6n others: they are merely the =ldest: of any Clan: 7ho 7ish to serve. Their po7er is second only to the 2rince: and in some areas e0ceeds it.

The Sheriff
The Sheriff is the )ampire char#ed 7ith !pholdin# la7 and order 7ithin the ,indred of a city. @4a7 and order@ is #enerally defined as the Si0 Traditions: =lysi!m and the decrees of the 2rince. The Sheriff does not #enerally hold the ri#ht to Destr!ction: b!t it is an easy matter to #et s!ch in any partic!lar case from his 2rince.

The Clan Whips


These )ampires are the local heads9of9Clan for a city: typically the )ampire of the Clan 7ho is closest to Caine. 6n those cities 7here the 2rimo#en are selected one per Clan: the Whips act as their seconds9in9 command.
1$

The H!sticars
=ach )ampire Clan appoints one member: !s!ally their =ldest: to serve as H!sticar. That@s one for the entire 7orld: not one per city. The H!sticars are char#ed 7ith !pholdin# )ampiric 4a7: and may be called to a city by its 2rince: or sent directly by the 6nner Circle of the Camarilla. =ven 2rinces 7atch their step aro!nd a H!sticar: for they hold the 3i#ht of Destr!ction over all ,indred. +f co!rse: no H!sticar can be every7here at once. To administer in their name: the H!sticars 7ill appoint a n!mber of !nderlin#s: referred to as /rchons. =ach of these /rchons speaks 7ith the force of her H!sticar behind her.

The /!tarkis
Some )ampires choose to live apart from their ,indred. These /!tarkis ackno7led#e no 2rince: tho!#h they often live 7ithin a 2rince@s Domain. They are #enerally re#arded 7ith s!spicion. /bo!t the only thin# that keeps the 2rince from destroyin# an /!tarkis is that: often: the /!tarkis sho7s proper respect to the 2rince: 7hile still maintainin# his independence. Some fe7 2rinces: ho7ever: ref!se to accept an /!tarkis: and call the lood 8!nt !pon them as soon as they are revealed.

Conclave
When the Camarilla 7as fo!nded: the Conclave 7as declared as a meetin#: to be called by a H!sticar or /rchon: to "!d#e and pass sentence on another )ampire. When Conclave is called by a H!sticar: any ,indred of the Camarilla is free to attend. /ny s!ch can raise #rievances or ask for "!stice F or mercy F from the H!sticar. +ver time: Conclave has #ained an additional meanin#. When called by a 2rince or 2rimo#en: it is a meetin# of all the ,indred 7ithin a city. /s 7ith the #reater Conclaves: )ampires of the city may be# a boon from the 2rince or 2rimo#en. When the 2rince calls Conclave: it is best to attend: or else have a really #ood reason 7hy yo! cannot. %issin# Conclave is not a deadly offence: #enerally: b!t if one does so too often or for too poor a reason: he may find his h!ntin# area c!rtailed: or he may lose stat!s 7ithin the city.

=lysi!m
=lysi!m is a place 7ithin a city in 7hich no violence may be performed. =ven a )ampire !nder the lood 8!nt may find ref!#e 7ithin =lysi!m. The sole e0ception is that a H!sticar may enter =lysi!m and destroy a )ampire 7ithin: tho!#h even H!sticars 7ill !s!ally simply 7ait for the )ampire to #et h!n#ry. y Camarilla edict: any place of holy #ro!nd is a!tomatically =lysi!m. / 2rince 7ill often desi#nate a fe7 additional places as =lysi!m. +ften: the site of a 2rince@s Conclave 7ill be =lysi!m.
1'

The ,eeper of =lysi!m


The ,eeper of =lysi!m #enerally monitors areas desi#nated as =lysi!m: and reports infractions to the Sheriff. 8is po7er to do anythin# abo!t s!ch infractions is limited. 6n addition: the ,eeper may also be responsible for the maintenance of =lysi!m locations: partic!larly the site of Conclave.

Coterie
This is a term !sed to describe a small #ro!p of ,indred: 7orkin# to7ards a common #oal. The player character party mi#ht 7ell be described as a Coterie. %ost 2rinces re<!ire that a Coterie be declared as s!ch to him: 7ith a properly chosen leader.

2restation
ein# 6mmortal: )ampires nat!rally have a lon# memory for boons and favo!rs. The record of s!ch boons is referred to as 2restation. / )ampire 7ho does another a favo!r #ains 2restation over that )ampire. She can demand that the Cainite she aided #ive her a boon in ret!rn. oons are divided into three cate#ories. (esser Boons are small chan#e> a !nit of lood from a blood bank: a s!m of money: or the ac<!isition of somethin# rather diffic!lt to find. They may be repayed 7ith another 4esser oon: and some ,indred merely dismiss them o!t of hand. Great Boons incl!de the teachin# of Disciplines> a ne7 8aven> the life of a faithf!l retainer F the thin#s that make life m!ch less diffic!lt for a Cainite. %ost ,indred allo7 the repayment of a Great oon 7ith m!ltiple 4esser oons. (ife Boons are rare F a Cainite 7ith a 4ife oon has saved the life of another )ampire. 6t may be by protectin# him from his enemies: or defendin# him at Conclave a#ainst the lood 8!nt. Some ,indred allo7 the repayment of a 4ife oon 7ith a n!mber of Great oons> others demand that the life of the )ampire they saved no7 belon#s to them: and 7ork this o!t as a seemin#ly endless list of 4esser oons.

The 8arpies
The administration of 2restation is the province of the 8arpies. esides keepin# track of 7ho o7es 7hom a boon: they also collect all the dirty secrets of a city Bthat they are privy to: at any rateC: and pass them alon# to any interested listeners. 6n any city: it is the 8arpies 7ho have the tr!e po7er to brin# do7n a 2rince: so fe7 ,indred do anythin# to an#er them. +nce a 8arpy has made a statement on 2restation: it has the force of 4a7. 1e7 princes 7ill risk the 7rath of the 8arpies to interfere 7ith their administration of 2restation. %ost 8arpies take their "obs serio!sly: as their "obs are not proof a#ainst the ton#!es of another 8arpy.
1(

The Tr ad!t!ons
Within the Camarilla: )ampires protect themselves: and those aro!nd them: 7ith la7s: kno7n as the Si0 Traditions.

The 1irst TraditionA The %as<!erade


&o )ampire shall reveal himself as s!ch to any not of the lood. This Tradition is the most important: as it keeps the )ampire 8!nters a7ayE The p!nishment for violatin# the %as<!erade is !s!ally destr!ction.

The Second TraditionA Domain


&o )ampire shall h!nt 7ithin the Domain of another ,indred. =ach )ampire tends to stake o!t a h!ntin# #ro!nd. The 2rince of a city 7ill !s!ally declare the entire city his h!ntin# #ro!nd: and as s!ch: permission to h!nt 7ithin m!st be so!#ht !nder the 1ifth Tradition: belo7. 2!nishment for violatin# Domain remains in the hands of the )ampire 7hose Domain 7as violated: b!t cannot e0ceed the mandates of the Traditions.

The Third TraditionA 2ro#eny


The ri#ht to create ne7 )ampires lies 7ithin the hands of the =ldest. This is the oldest of the Traditions: #oin# back to Caine. Generally: the city@s 2rince m!st be asked before a Childe can be created: tho!#h in some cities: the 2rimo#en also may #rant permission. )iolatin# 2ro#eny #enerally res!lts in the destr!ction of the Childe: and possibly of its Sire.

The 1o!rth TraditionA The /cco!ntin#


/ny crimes committed by a Childe are acco!ntable to its Sire. +nce a Childe has been released: #enerally by presentation to the 2rince: it is its o7n person: b!t prior to that: p!nishment prono!nced a#ainst a Childe can also be prono!nced a#ainst its Sire.

The 1ifth TraditionA 8ospitality


+ne m!st ask permission before h!ntin# 7ithin another@s Domain. This is the corollary to Domain. / 2rince 7ill often cite the 1ifth Tradition 7hen assi#nin# h!ntin# #ro!nds to a ne7comer to his city. )iolatin# this Tradition may res!lt in banishment: forfeit!re of h!ntin# ri#hts: or even destr!ction.

The Si0th TraditionA Destr!ction


The 3i#ht of Destr!ction belon#s only to one@s =lder. +nly the 2rince or the 2rimo#en may destroy another )ampire 7ith imp!nity. They may dele#ate this a!thority to another: or even declare a lood 8!nt F #rantin# the ri#ht to destroy one )ampire to all members of their city. 2!nishment for violatin# Destr!ction is !s!ally destr!ction: ordered by the 2rince.
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D!s !pl!nes

he Disciplines are the s!pernat!ral po7ers of the ,indred. =ach Clan has a selection of three Disciplines: their Clan Disciplines: for 7hich they #ain the bon!ses covered on pa#e 5. /mon# the Clans of the Camarilla: there are ten commonly9kno7n Disciplines. =ach die placed or #ained in a Discipline #rants ne7 po7ers. Characters may place no more than t7o dice into any Discipline at character creation: b!t may improve the po7ers as hi#h as si0 dice Bor even hi#her: for those 7ith dice in GenerationC. Dice beyond the fifth do not #rant any ne7 po7ers. Certain Disciplines BCelerity: 1ortit!de and 2otence: to be e0actC do not have individ!al po7ers by die level: b!t instead #rant bon!ses in most forms of combat.

)nimalism
This Discipline is !sed to speak to or control animals: and can also be !sed to affect the east 7ithin a )ampire. Sweet Whispers 9 1d. The )ampire may roll his /nimalism vs. Diffic!lty 1- to speak 7ith an animal. / ne7 check m!st be made for each ne7 enco!nter: re#ardless of the species of the animal or 7hether or not the )ampire has spoken to the animal in the past. The Bec#oning F .d. The )ampire may s!mmon an animal to aid him. The )ampire b!rns one die of Willpo7er: and s!mmons an animal 7ith as many dice in clich?s as the )ampire has in /nimalism: to serve as a Team %ember in combat. Song of Serenit$ F 3d. This Discipline 7ill calm the east 7ithin a tar#et. The )ampire to!ches his tar#et and rolls his /nimalism vs. the tar#et@s Willpo7er. The tar#et may not 1ren5y: and loses as many dice in Willpo7er as the )ampire has in /nimalism. 6f the tar#et 7as already in a 1ren5y: she is forced back to normal: b!t does not lose any Willpo7er Bsave for the one die for losin# the initial challen#eC. Sharing of Spirits F 4d. The )ampire can take control of an animal. She m!st defeat the animal in a combat of /nimalism vs. the animal@s clich?. While possessin# the animal@s body: the )ampire may roll no more dice than she has in /nimalism: and the )ampire@s body becomes still and lifeless: as in Torpor. !rawing *ut The Beast F 5d. 6n the event of a 1ren5y: the )ampire may attempt to force his east into another nearby s!b"ect. The )ampire enters a mental combat: his Willpo7er vs. the tar#et@s Willpo7er> the character that r!ns o!t of Willpo7er first enters into 1ren5y. This po7er 7ill even 7ork on a %ortal: tho!#h the 1ren5y of a %ortal is not partic!larly dan#ero!s.

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)uspe+
This Discipline #ives a )ampire senses beyond those normal for a %ortal. "eighted Senses F 1d. The )ampire may add one point for each die in /!spe0 to attempts to find: spot or locate ob"ects or people. 8o7ever: the )ampire@s improved senses leave him v!lnerable to sensory overload. /ny attempt to blind or deafen a )ampire !sin# this po7er #ains one point for every die the )ampire has in /!spe0. This po7er may be s7itched on and off at 7ill. )ura ,erception F .d. The )ampire may roll his /!spe0 vs. Diffic!lty 1- to see the tar#et@s a!ra. This allo7s the )ampire to determine a tar#et@s mood: identity: level of hostility: and so forth. )ampires have pale a!ras: makin# them obvio!s to this po7er> Diabolists have black lines thro!#h their a!ras: makin# them "!st as obvio!s. The Spirit-s Touch F 3d. The )ampire may to!ch an ob"ect: and 7ith a s!ccessf!l roll of /!spe0 vs. Diffic!lty 1-: may see @snapshots@ of the ob"ect@s past: incl!din# 7ho else has handled the ob"ect. %ore si#nificant or emotionally9char#ed events 7ill sho7 !p more clearly: 7hich helps in siftin# thro!#h an ob"ect@s past to find the important events. .n&eil the Shrouded Mind F 4d. The )ampire may probe the s!rface tho!#hts of a nearby person. This po7er 7orks a!tomatically a#ainst %ortals: b!t if attempted a#ainst a )ampire: the character m!st roll /!spe0 vs. the tar#et@s Willpo7er. 2robin# for tho!#hts takes some time> a mental combat sho!ld be rolled: /!spe0 vs. Willpo7er: sho!ld the )ampire 7ish some specific detail. )/andon 0arthl$ Form F 5d. The )ampire can pro"ect his conscio!sness beyond his body. 8is spirit may roam !p to a tho!sand miles from his body: and can perceive the normal 7orld. The )ampire@s body enters into a Torpor9like state !ntil the spirit ret!rns.

Celerit$
This is a combat9boostin# clich?: the po7er of )ampiric speed. 6t is probably the most po7erf!l of s!ch: and has a correspondin#ly hi#h cost. +ne lood point m!st be spent to po7er this Discipline for one combat ro!nd. When active: the )ampire can add the dice from Celerity directly into his combat roll. Celerity may be !sed in any form of in"!rin# combat: or in other forms of combat if havin# boosted speed 7o!ld aid. 6n addition: each die of Celerity 7ill do!ble the speed at 7hich the )ampire can travel> this !se of Celerity re<!ires one lood Trait per ho!r of travel. &ote: ho7ever: that !sin# Celerity can violate the 1irst Tradition. / )ampire in a 1ren5y of ra#e 7ill a!tomatically spend lood 2oints to po7er Celerity. / )ampire in 3otschrek F a 1ren5y of fear F 7ill also spend lood 2oints to activate Celerity F so she can r!n a7ay fasterE
.1

!ominate
This po7er allo7s the )ampire to control the actions of another. )ampires can !s!ally !se this po7er 7ith little to no effort on a %ortal. /#ainst a )ampire: a mental challen#e or combat is !s!ally re<!ired. Dominate 7ill not f!nction on a )ampire if the )ampire in <!estion has more dice in Generation that the )ampire attemptin# to Dominate her. Command The Wearied Mind F 1d. The )ampire can #ive one97ord commands to the tar#et: 7hich m!st be obeyed. +bedience is a!tomatic and instinct!al> more than one )ampire has made a mistake in his choice of command: and s!ffered from it. / <!ick challen#e of Dominate vs. Willpo7er is re<!ired to !se this po7er. Mesmeri1e F .d. The )ampire can implant a s!##estion in the !nconscio!s mind of his tar#et. This s!##estion !s!ally takes the form of a command combined 7ith a tri##er. The tri##er can be time9based: or event9 based. 6n either case: 7hen the tri##er #oes off: the s!b"ect 7ill carry o!t the command. This po7er is s!btle> the tar#et !s!ally does not kno7 7hy she has done 7hat she did: or rationali5es it into her o7n motivations. ;sin# this po7er re<!ires a <!ick challen#e of Dominate vs. Willpo7er. The Forgetful Mind F 3d. The )ampire can steal: create or erase memories from the tar#et. This can take some time: as the )ampire m!st 7ork at real9time to alter memories. Creatin#: readin#: or s!ppressin# memories take as lon# as the act!al event> re97ritin# memories takes three times as lon# Bonce to vie7: once to erase: once to 7riteC. / mental combat of Dominate vs. Willpo7er is re<!ired to open the mind before the )ampire can manip!late its memories. Conditioning F 4d. The )ampire can render another easier to Dominate. =ach time this Discipline is !sed on another: the )ampire m!st spend one die of Willpo7er: and the tar#et #ains a dice of Conditioned. 4ater Dominate effects may roll the tar#et@s Conditioned dice in addition to the )ampire@s Dominate dice: but only if the %ominatin! Vampire is the one who pla ed the di e on the tar!et to be!in with. ,ossession F 5d. The )ampire can !s!rp control over the tar#et@s body. The tar#et@s spirit is s!ppressed> the )ampire@s body enters a state m!ch like Torpor. The )ampire may !se Disciplines 7hile 2ossessin# a tar#et: b!t not if they re<!ire spendin# lood points.

Fortitude
/nother combat clich?: 1ortit!de is an improvement on the )ampire@s s!pernat!ral to!#hness. 1ortit!de may be rolled as a Team %ember in in"!rin# combat F that is: rolled separately b!t contrib!tin# only its si0es. 1ortit!de may also be rolled alone to resist dama#e from /##ravated so!rces: s!ch as fire or s!nli#ht. 1ortit!de is constantly on: and cannot be s!ppressed by the )ampire. 4!ckily: it is diffic!lt for a %ortal to reco#ni5e 1ortit!de for 7hat it is.
..

*/fuscate
This is the po7er of concealment. 6t can be !sed to hide from detection: or to dis#!ise oneself. 6t is a mind9affectin#: psycholo#ical effect: and as s!ch does not 7ork for sec!rity cameras or photo#raphs. Cloa# of Shadows F 1d. The )ampire needs some tiny amo!nt of concealment to !se this po7er: and m!st roll +bf!scate vs. Diffic!lty 1-: b!t once activated: the Cloak of Shado7s may be rolled as a Team %ember on Stealth attempts. The )ampire may not move 7hen !sin# Cloak of Shado7s. .nseen ,resence F .d. /s 7ith Cloak of Shado7s: save that the )ampire may move 7hile concealed: even into plain si#ht: 7itho!t bein# revealed. When movin#: the )ampire mi#ht be discovered: b!t the searcher m!st roll a#ainst the character@s +bf!scate dice. /ttackin# another 7ill break the concealment: b!t merely makin# noise 7ill not do so. Mas# of the Thousand Faces F 3d. The )ampire may alter her appearance. / random @Generic@ face re<!ires an +bf!scate vs. Diffic!lty 1roll: 7hile imitatin# a specific person is Diffic!lty 15. / person attemptin# to see thro!#h the %ask m!st roll a <!ick challen#e of 6nvesti#ator Bor a similar clich?C vs. the )ampire@s +bf!scate dice. Vanish from Mind-s 0$e F 4d. /s 7ith ;nseen 2resence: save that the )ampire may disappear even in plain si#ht. 1!rthermore: any vie7ers m!st roll Willpo7er vs. +dd Dice Bthat is: any dice rolled 7hen the po7er 7as activated that came !p oddC or for#et that the )ampire 7as even thereE %ortals 7ho 7itness s!ch a disappearin# act 7ill likely be scared senseless: b!t l!ckily: the memory of this shock 7ill soon fade. Cloa# The Gathering F 5d. This po7er may be !sed to d!plicate ;nseen 2resence or %ask of the Tho!sand 1aces: save that the )ampire may no7 e0tend his +bf!scate to cover others nearby. +ne person may be concealed or dis#!ised for each die in +bf!scate. 6f one person violates the Cloak: then she is no lon#er concealed: b!t the concealment remains for the other members of the #ro!p. 6f the )ampire 7ho created the effect violates the concealment: then all those protected by Cloak the Gatherin# 7ill also lose their concealment or dis#!ise.

,otence
This is the )ampire@s s!pernat!ral stren#th. 4ike 1ortit!de: it can be rolled as a Team %ember: contrib!tin# only its si0es: in in"!rin# combat. This may only be done if the in"!rin# combat is hand9to9hand or 7ith melee 7eapons. 3an#ed 7eapons F even bo7s F do not lend themselves to br!te stren#th. 2otence can also be rolled 7henever br!te stren#th is needed to accomplish a task. 2otence is al7ays on: b!t can be s!ppressed by the )ampire F essentially holdin# back his stren#th. / )ampire 7ho is in a 1ren5y of ra#e 7ill not hold back his stren#th: b!t 7ill a!tomatically !se 2otence in combat.
.3

,resence
)ampires have a certain innate charm> 2resence enhances that f!rther. 6t can be !sed to ensnare the senses: or to fri#hten the victim: and can even be !sed to dra7 another over #reat distances to the )ampire. )we F 1d. The )ampire m!st roll 2resence vs. Diffic!lty 1- to !se this po7er: b!t then may !se her 2resence as a Team %ember in social combat. !read Ga1e F .d. The )ampire bares fan#s and cla7s: hissin# lo!dly: and the tar#et m!st roll Willpo7er vs. the )ampire@s 2resence. 1ail!re means that the tar#et m!st fleeE &osferat! may !se this po7er as tho!#h 2resence 7as a Clan Discipline for them Btho!#h it is notC. 0ntrancement F 3d. The )ampire may ca!se a tar#et to become his close personal friend: as tho!#h lood o!nd B<.v.: pa#e 13C. ;nlike the lood ond: this bond 7ill fade 7hen the mornin# s!n rises. Summon F 4d. The )ampire may s!mmon any person from any distanceE The )ampire enters into a social combat of 2resence vs. the tar#et@s Willpo7er. 6f the tar#et@s Willpo7er is depleted: he 7ill move as <!ickly as he can to the )ampire: !ntil he reaches her and is ackno7led#ed. +nce ackno7led#ed: the tar#et recovers one Willpo7er and is free to act. Ma est$ F 5d. The )ampire radiates po7er and charm. The )ampire may al7ays roll 2resence as a Team %ember in social combat. Consider it a permanently activated /7e. 1!rther: a tar#et m!st 7in a <!ick challen#e of Willpo7er vs. 2resence to be less than cordial to the )ampire: and m!st 7in a mental combat of Willpo7er vs. 2resence to act!ally attack the )ampireE

,rotean
This Discipline is the personal property of the Gan#rel Clan: and if they catch anyone else kno7in# it: they 7ill likely kill them. 1or a non9Gan#rel to start 7ith this Discipline: they m!st spend one additional die for their first die. Gleam of 2ed 0$es F 1d. The )ampire may see perfectly in normal Btho!#h not totalC darkness. Wolf Claws F .d. This po7er allo7s the )ampire to #ro7 inch9lon# cla7s. / lood 2oint m!st be spent to e0tend the cla7s: 7hich allo7 the )ampire to inflict /##ravated Dama#e 7ith hand9to9hand combat. 0arth Meld F 3d. The )ampire may spend a point of lood to sink into the =arth. When melded 7ith the =arth: s!nli#ht cannot reach the )ampire: b!t the )ampire cannot interact 7ith the normal 7orld !ntil he ret!rns. Shadow of the Beast F 4d. The )ampire may take the form of a 7olf or bat. Dice in 2rotean become dice in the appropriate east clich?. +ne lood 2oint m!st be spent to activate this Discipline. Form of Mist F 5d. The )ampire may: by spendin# a lood Trait: become a clo!d of mist. 6n this form: the )ampire can seep thro!#h cracks: and cannot be en#a#ed in in"!rin# combat.
.4

Thaumaturg$
This is )ampiric ma#ic. The Tremere vie7 this Discipline as their o7n: and 7ill kill anyone else !sin# it. &on9Tremere m!st spend one additional die to start 7ith this Discipline: in addition to dice spent on 2aths Bsee belo7C. Tha!mat!r#y allo7s the )ampire to do almost anythin#: provided he has the correct 2ath. Common 2aths incl!de the 2ath of lood: the Gift of %orphe!s B!sed to ind!ce sleepC: the 4!re of 1lames: and Weather S!mmonin#. Gainin# a 2ath re<!ires e0pendin# one die: so even the Tremere m!st spend one additional die to #ain their first 2ath. This die is not rolled> it is #one: cons!med to #ain the 2ath: and therefore does not co!nt to7ards the si09die limit on clich?s.

The 2ath of lood


The 2ath of lood is the most common 2ath: the one the Tremere vie7 as the most important. )itae is rich in ma#ical ener#y: and the 2ath of lood allo7s the Tremere to manip!late this ener#y for vario!s p!rposes. 1oolish is the Cainite that allo7s a Tremere some of her bloodE ) Taste For Blood F 1d. The Tremere m!st have a to!ch of )itae from the )ampire this po7er is !sed !pon. The Tremere rolls her Tha!mat!r#y: and for each die that comes !p odd: the Tremere #ains one piece of information abo!t the tar#et. The Tremere may choose 7hat information is learned. Blood 2age F .d. The Tremere may roll Tha!mat!r#y vs. his tar#et@s Willpo7er to force the tar#et )ampire to spend lood 2oints. The Tremere chooses ho7 the lood 2oints are spent: b!t they m!st be spent in a manner le#al for the tar#et. +ne lood 2oint may be spent per die the Tremere has in Tha!mat!r#y Blood of ,otenc$ F 3d. The Tremere m!st roll Tha!mat!r#y vs. Diffic!lty 15. 6f s!ccessf!l: the Tremere may add dice into Generation e<!al to her dice in Tha!mat!r#yE This effect lasts for a bare t7o ho!rs: and the Tremere may not have a total Generation of more than nine dice. !t these dice may be considered the Tremere@s tr!e Generation: for die caps: lood capacity: Dominate: and Diablerie: for the entire d!ration. Theft of Vitae F 4d. The Tremere may roll Tha!mat!r#y vs. the tar#et@s Willpo7er to drain lood from the tar#et: at !p to a t7enty foot ran#e. =ach lood Trait stolen takes five f!ll seconds to transfer. )itae stolen from a )ampire !sin# this Discipline 7ill not form a lood ond. Cauldron of Blood F 5d. With a to!ch: the Tremere may tar#et@s blood to boilE The Tremere m!st defeat the tar#et in challen#e of Tha!mat!r#y vs. any clich? the tar#et chooses> if the is s!ccessf!l: she rolls her Tha!mat!r#y a second time. =ach comes !p +dd res!lts in the tar#et s!fferin# a point of /##ravated and losin# one lood Trait. ca!se a a <!ick Tremere die that Dama#e

.5

Chara ter A d'an e(ent


Character /dvancement in RISUS )ampire is tracked !sin# /dvancement 2oints B/2C. =ach clich? on the character@s sheet can #ain /dvancement 2oints. 6n partic!lar: an individ!al clich? 7ill #ain an /2 !nder each of the t7o circ!mstancesA The first time in the session that a )ampire s!ccessf!lly !ses the clich? at a non9trivial moment> and The first time in the session that a )ampire rolls all si0es on a clich? roll. 6n addition: each character can #ain any7here from one to ei#ht IfreeJ /dvancement 2oints per session. These /2 are IfreeJ beca!se they are not a!tomatically assi#ned to any one clich?> ho7ever: before any /dvancement Checks are made: the )ampire m!st have no !nassi#ned /2. /2 can be assi#ned to any clich? 7ith five dice or less: or to a ne7 clich? not c!rrently possessed by the character. I1reeJ /2 can be #ained for the follo7in#A +ne for participatin# in the session> +ne for at least attemptin# to role9play the character> +ne if the character made a si#nificant discovery> +ne if the character displayed heroic behavio!r> +ne if the character solved a si#nificant challen#e> +ne to three if a Story 7as completed: based !pon the diffic!lty of the Story.

The )d&ancement 2oll


/t the end of any session: a character may attempt an /dvancement 3oll for any clich? that has /dvancement 2oints invested into it. This incl!des for ne7 clich?s: 7hich are ass!med to have one die for p!rposes of this roll. The character rolls the clich?@s dice: and if he matches or #oes !nder the total /2 for the clich?: then the clich? increases by one die: and all /2 are removed from the clich?. 6f: ho7ever: the /dvancement 3oll fails: the character 7ill lose /2 from the clich? e<!al to its c!rrent n!mber of dice.

2rotean and Tha!mat!r#y


These clich?s cost additional dice to #ain at character creation> they are considered to be at t7o dice Bfor a Tremere #ainin# Tha!mat!r#y: or a non9Gan#rel #ainin# 2roteanC or three dice Bfor a non9Tremere #ainin# Tha!mat!r#yC if #ained after character creation. These e0tra dice are not rolled to improve an e0istin# Tha!mat!r#y or 2rotean Discipline. Tha!mat!r#y has m!ltiple 2aths> each 2ath costs one die to #ain. So a s!ccessf!l /dvancement 3oll in Tha!mat!r#y may be e0pended to #ain a ne7 2ath. 2aths do not co!nt to7ards the die9co!nt 7hen makin# an /dvancement 3oll. 1or e0ample: a Tremere 7ith Tha!mat!r#y B4C and three 2aths only rolls three dice on an /dvancement 3oll: not seven.
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Ad'ersar!es

ampires: over the co!rse of their lon# lifespans: nat!rally #ain many enemies: some personal and some 7ho fi#ht a#ainst )ampires in #eneral. The most feared and hated: amon# the Camarilla: are the Sabbat.

The Sa//at
The Sabbat are opposed to the Camarilla@s philosophy of retainin# one@s 8!manity. 3ather: they celebrate their )ampiric nat!re. &ine Clans have "oined the sect kno7n as the Sabbat. T7o of these: the 4asombra and the T5imisce: have "oined completely> the other seven are members of the Camarilla Clans 7ho: disaffected 7ith their Clan@s decision to "oin that sect: have rallied instead to the Sabbat. These )ampires are kno7 as the &ntitribu. The Sabbat travel in 2acks: 7ith a 2ack 4eader B!s!ally a 4asombra: r!"ah &ntitribu: or )entr!e &ntitribuC and a 2ack 2riest B!s!aly a T5imisceC. %embers of a 2ack are typically lood o!nd to the 2ack: !sin# a 3it!al kno7n as the )inic!l!m. /s s!ch: they are very diffic!lt to s7ay from the 2ack@s #oals. Some differences e0ist 7ithin the /ntitrib! Clans. The Gan#rel &ntitribu have the Clan Disciplines of Celerity: +bf!scate and 2rotean F a deadly combination. The %alkavian &ntitribu possess a Discipline called Dementation: in place of Dominate: 7hich allo7s them to inflict madness on their tar#et. The )entr!e &ntitribu lack Dominate: and have /!spe0 instead.

The (asom/ra
The 4asombra are nat!ral leaders: like the )entr!e. 8o7ever: their desire to lead stems from their need to maintain their ima#e. They are a vain and obsessed lot: demandin# obedience rather than bein# 7illin# to serve by leadin#. Clan !isciplinesA 2otence: Dominate and +btenebration. "oo#A The 4asombra have no reflection in mirrors: 7hich makes them easy to spot.

The T1imisce
They have been called scholars> they have also been called t7isted evil monsters. oth are tr!th. They sho7 little remorse or pity to friend or enemy: and take an evil "oy in playin# 7ith the livin# flesh of their foes. The most famo!s member of this Clan is )lad Tepes: better kno7n as Drac!la. Clan !isciplinesA /nimalism: /!spe0: )icissit!de "oo#A The T5imisce m!st sleep each day in a coffin filled 7ith the earth of their homeland: or they 7ill recover no clich? dice.
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The 3ndependent Clans


1o!r Clans have chosen to "oin neither the Camarilla nor the Sabbat: tho!#h their &ntitribu have "oined both on occasion. These Clans either dislike both Sect@s philosophies: or are simply not 7illin# to thro7 in 7ith any other Clans.

The /ssamites
These )ampires are silent assassins. They follo7 %!slim traditions: and have a lon# apprenticeship re<!ired before becomin# )ampires. They 7ill hire o!t to both %ortals and )ampires. 1rom %ortals: they merely re<!ire cash> from ,indred: they re<!ire their payment in )itae. Clan !isciplinesA Celerity: +bf!scate: K!iet!s "oo#A The /ssamites are completely !nable to drink )itae> to do so ca!ses them an /##ravated 7o!nd.

The 1ollo7ers of Set


1ollo7ers of an ancient God: 7hom they believe is the fo!nder of their Clan: the Setites seek to corr!pt all those aro!nd them. The Camarilla invited them to "oin: b!t breathed a si#h of relief 7hen they ref!sed. Clan !isciplinesA +bf!scate: 2resence: Serpentis "oo#A The 1ollo7ers of Set are more sensitive to li#ht> they take t7o /##ravated 7o!nds per t!rn e0posed to s!nli#ht.

The Giovanni
This Clan is a family b!siness> only members of the Giovanni family are ever =mbraced. They are necromancers: b!sinessmen and %afiosi. Clan !isciplinesA Dominate: &ecromancy: 2otence "oo#A Giovanni have bl!nt fan#s: and make nasty painf!l 7o!nds. )ictims of their feedin# lose t7o clich? dice for each lood point taken.

The 3avnos
The 3avnos are a co!sin clan to the Gan#rel: sharin# many of their Clan Disciplines. They are masters of ill!sion: and often travel 7ith Gypsies. They are mistr!sted by the 2rinces of the Camarilla. Clan !isciplinesA /nimalism: Chimerstry: 1ortit!de "oo#A =ach 3avnos is addicted to some form of minor crime: and m!st make a Self9Control roll each time they have a chance to perform it. The Diffic!lty of the roll is set by the G%: b!t fail!re does not ca!se the permanent loss of Self9Control.

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'ew !isciplines
4ike 2rotean: for a Camarilla )ampire to learn any of these Disciplines 7ill cost one additional die. The r!les that apply to #ainin# the Disciplines after character creation also follo7 the same r!les as 2rotean.

Chimerstry
This is the art of ill!sion. Creatin# an ill!sion re<!ires e0pendin# a Willpo7er: as 7ell as a roll 7ith a Diffic!lty of 5 per sense affected. The tar#et of the ill!sion Bfor there can be only oneC resists 7ith Willpo7er.

&ecromancy
This is the ability to comm!nicate 7ith and control the spirits of the dead. The Discipline incl!des the ability to bind the dead back to their bodies> tho!#h it cannot restore f!ll life: or re9animate a )ampire: it can be !sed to animate 5ombies. Controllin# dead spirits is Diffic!lty 15> creatin# 5ombies is Diffic!lty .-.

+btenebration
This Discipline allo7s its !ser to control the shado7s aro!nd him. Simply modifyin# an e0istin# shado7 is a Diffic!lty 1- roll> makin# shado7s solid is Diffic!lty 15: and makes a nasty 7eapon. +btenebrists can even travel bet7een shado7s: teleportin# from one shado7 to another> this is Diffic!lty .-. +ne die in this Discipline #rants the ability to see in the dark.

K!iet!s
This is the art of silent killin#: 7hich incl!des both techni<!es of silence and of manip!latin# )itae. The Discipline can be !sed for stealth: or for in"!rin# combat. When combined 7ith +bf!scate: it is rolled as a Team %ember: contrib!tin# only its si0es: for stealth.

Serpentis
This Discipline incl!des the ability to mesmerise a tar#et: to red!ce a person@s resistance to pers!asion Bby clich? dice lossC: and the ability Blike 2roteanC to ass!me snakelike attrib!tes. Takin# f!ll snake form is Diffic!lty .-> to #rant one snakelike feat!re is Diffic!lty 1-.

)icissit!de
Callin# this Discipline evil is an !nderstatement. 6t can be !sed to reshape the flesh and bones of any other creat!re: ca!sin# severe pain as it does so: and the T5imisce !se it both to dama#e their foes and to a!#ment their Gho!ls. ;pon attainin# si0 dice in )icissit!de: the )ampire@s blood becomes hi#hly acidic: ca!sin# an /##ravated 7o!nd to any 7ho drink it. When this level is reached: the )ampire also loses the ability to Sire.
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"unters
There e0ist many #ro!ps of )ampire 8!nters. Some are backed by the Catholic Ch!rch: as part of the 6n<!isition> others are backed by a shado7y #ro!p kno7n as the /rcan!m. Still others are independent: and it@s here that yo! find the most m!ddled: as 7ell as the most effective. Some have s!pernat!ral abilities> others: merely a kno7led#e Bpossibly acc!rateC of )ampiric nat!re. 8!nters are al7ays e<!ipped 7ith 7ooden stakes: and often have more m!ndane 7eaponry as 7ell. They may also carry #arlic: holy 7ater: crosses: and other s!ch thin#s believed to 7ork on )ampires. "unterA )ampire 8!nter B5C: )ampiric 4ore B3C: Ties To The Ch!rch B.C .ntrained "unterA )ampire 8!nter B3C: )ampiric 4ore B1C Muddled "unterA )ampire 8!nter L4M: 8ookA 6#norance of )ampires

Werewol&es
Were7olves are the !ltimate eco9terrorists: fi#htin# to protect the 7orld from corr!ption. They are s7orn enemies of the )ampires: destroyin# any 7ho vent!re into the Wild. They possess a #ift that allo7s them to tell: at a #lance: 7ho is )ampire and 7ho is %ortal. The e0ception to this are the Gan#rel and the 3avnos: 7hom the Were7olves cannot seem to tell from %ortals. Were7olves are divided into t7elve Tribes: each 7ith their o7n personalities and stereotypes. 8o7ever: one thin# is common amon# Were7olvesA They all 7ant to fi#ht. They especially 7ant to fi#ht )ampires. 1or some reason: they vie7 )ampires as the !ltimate e0pression of evil: and 7ant to see them all dead. Well: more so. Were7olves travel in packs: typically n!mberin# bet7een three and nine 7olves. +ccasionally: they 7ill make raids into cities: h!ntin# and killin# )ampires. +n a fe7 occasions: a 2rince 7ill c!t a deal 7ith a Were7olf =lder: keepin# them o!t of his city in e0chan#e for a service rendered by the ,indred. The most important thin# to remember abo!t Were7olves is that they #ain three bon!s dice: on top of their clich? dice: 7hen in their hybrid: half9 man half97olf form. The more po7erf!l Were7olves also possess ma#ical Gifts: 7hich Bif yo! are not !sin# RISUS Were7olfA The /pocalypseC can be sim!lated !sin# Disciplines. WerewolfA i# 8airy &asty 7ith cla7s L5M

Werewolf 0lderA i# 8airy &asty 7ith cla7s L5M: 2resence B.C: /nimalism B3C: +bf!scate B1C: Spirit!alist B4C. Nes: this one@s a $ery bi# do#.

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Mages
%a#es are those 7ith the ability to force the 7orld to conform to their desires. The practitioners of %a#ick. )ampires tread caref!lly aro!nd %a#es: as they are no more protected a#ainst their %a#icks than any %ortal. 4!ckily: %a#es and )ampires rarely find reasons to disa#ree. 6f yo! are not !sin# RISUS %a#eA The /scension: a %a#e@s po7ers can be sim!lated !sin# Disciplines. 2resented belo7 are a n!mber of %a#es: from vario!s Traditions: rendered !sin# Disciplines. )#ashic MageA Celerity B.C: 2otence B.C: %artial /rts %aster L3M Celestial Chorus MageA /!spe0 B3C: 2resence B1C: Ch!rch 4eader L3M *rder of "ermes MageA Tha!mat!r#y B5C B4!re of 1lamesC: /rcane 4ore B3C: S7ordsman B1C Ver/ena MageA /nimalism B.C: 2rotean B3C: )icissit!de B.C: ,no7led#e of /nimals and 2lants B3C

%en 6n lack
These are the enforcers of the #ro!p of %a#es kno7n as the &e7 World +rder. Whenever a %ythic 3emnant Bs!ch as a )ampireC r!ns amok: the %en 6n lack arrive in their black limo!sine: and control the sit!ation. Controllin# the sit!ation means modifyin# memories: removin# evidence: and #enerally makin# s!re anyone in the area does not notice 7hat happened: so they can #o abo!t their happy lives. %en 6n lack al7ays travel in threes: one of 7hich 7ill have Dominate. The other t7o 7ill be selected to have Disciplines likely to be !sef!l in the c!rrent sit!ation. When defeated: they melt into p!ddles of #oo: 7hich <!ickly evaporates. The Dominate !sed by %en 6n lack 7ill 7ork on any Cainite: re#ardless of her Generation. Man 3n Blac#A Discipline B4C: Government +fficial B.C

S!periors
The S!periors are #enetically9created s!permen. ;nfort!nately: they tend to be psychotic. They 7ere created by the technocratic %a#es kno7n as the 2ro#enitors: and are typically trained as assassins or soldiers. SuperiorA /ssassin B(C: Cra5y 2sycho With &o 3eal 3eason To 4ive B3C: 8ookA 2sychotic

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+ther Games by the /!thor


G;32S Caverns and Creat!res F a 1$-9pa#e fantasy role9playin# s!pplement for the Generic ;niversal 3ole92layin# System. H!st add a copy of G;32S 4ite 3rd =dition: and start playin#E RISUS Star Wars F The cinematic feel of Star Wars: and the cinematic play9style of 36S;S F a perfect matchE 6ncl!des r!les on The 1orce: alien races: #ad#ets and starships: all in only t7elve statement9si5ed pa#esE RISUS %a#eA The /scension F The 7orld@s !ltimate %a#ick system: no7 playable in si0ty seconds or less. e#in yo!r <!est to liberate the minds of the 7orld: 7ith this statement9si5ed thirty9t7o pa#e #!ide to the /scension WarE RISUS Were7olfA The /pocalypse F The RISUS #!ide to bein# bi# and f!rry: in only thirty9t7o statement9si5ed pa#es. Take on the Wyrm: h!nt )ampires: and #et completely ra#ed o!tE

/ll #ames are completely free to do7nload and play. Check them all o!t atA httpAOO777.tailkinker.netOrp#.htm

RISUS 7as created by S. Hohn 3oss: of C!mberland Games BhttpAOO777....pair.comOs"ohnOris!s.htmC. This doc!ment mentions specific r!les from RISUS, partic!larly the Team7ork 3!les and elements of the Character Creation system: b!t does not directly <!ote from the RISUS r!lebook. /s s!ch: it <!alifies as a Type /: or RISUS S!pplemental: doc!ment. The a!thor 7o!ld like to e0press his #ratit!de to %r. 3oss for s!ch a neat #ame. The ankh on the front cover is P White Wolf: b!t e0pertly rendered by en"amin Carver BbencarverQcharter.netC.

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