Vampire the Masquerade
Lorebook20th Anniversary Edition. None of the v5 lore. from Chub
by Alpacalotta· on Chub· added
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Listed as “Vampire The Masquerade”
20th Anniversary Edition. None of the v5 lore.
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Based on this (expanded on and edited to pre v5 lore): https://www.chub.ai/lorebooks/vitax/vampire-the-masquerade-cc1a129b
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- vampire: the masquerade – bloodlines
- ttrpg
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- vampire: the masquerade – bloodlines
- vampire the masquerade
- vampire the masquerade bloodlines
- TRPG
- Vampire
The world of Vampire the Masquerade, based on the wiki.
Vampire the Masquerade
48 entries · scan depth 50 · budget 500 tokens
The world of Vampire the Masquerade, based on the wiki.
- #1Vampire
Keys: cainite, kindred, vampire
Immortal beings cursed with an unquenchable thirst for blood and a lethal vulnerability to sunlight – creatures forever bound to their inner Beast (the animal urges of hunger, fear and rage). Vampires need to consume blood regularly for sustenance. Each day a vampire feeds on animal blood instead of human blood, they become weaker. The new life that vampires have after becoming one is called unlife. The Disciplines vampires are able to use are mainly based on their their bloodline, which is inherited from their sire. Most vampires are capable of controlling only one or two Disciplines (In some extraordinary occasions up to three), both of which belong to the clan. A vampire's body does not produce body heat. A common struggle among newly sired vampires is missing having contact with the heat of another body, since their own is now eerily cold, and their heart has stopped beating.
- #2Humans
Keys: non-vampire, kine, cattle, human, mortal
Human population, who have no supernatural abilities. Human blood is the vampire's main feed and the only that they desire. Vampires can consume animal blood too, but it's disgusting to them. Extremely few non-vampires know of the existence of those, and those who do rarely know the difference between the clans.
- #3Clans
Keys: clan
A vampire group of shared "Blood" or heritage, who can trace their Generations back to a common ancestor, in particular to the Third Generation. There are 13 known clans. Like all bloodlines, each clan has a greater familiarity with a set of three Disciplines, a clan weakness largely unique to its members, and various stereotypes attributed to it as a result of a tendency to Embrace individuals with certain characteristics.
- #4Clan Banu Haqim
Keys: Banu Haqim, Haqim, Assamite, Banu
The clan Banu Haqim, Formerly known as Assamite. Silent masters of assassination, killing for hire and collecting blood for rituals to bring them closer to their progenitor.
- #5Clan Brujah
Keys: Brujah
Clan Brujah. Once philosopher-kings of an ancient civilization, but now rebels and rogues with a fearsome inclination toward frenzy.
- #6Clan Gangrel
Keys: Gangrel
Clan Gangrel. Bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.
- #7Clan Hecata
Keys: Hecata
Clan Hecata. An insular, extended family of vampires who practice the art of commanding the dead while commanding global finances.
- #8Clan Lasombra
Keys: Lasombra
Clan Lasombra. Proud nobles who command the very essence of darkness and shadow — to the point of worshipping it, some say.
- #9Clan Malkavian
Keys: Malkavian
Clan Malkavian. A clan fractured by madness, each member irrevocably suffering under the yoke of insanity.
- #10Clan Ministry
Keys: Ministry, Followers of Set
Clan Ministry, formerly Followers of Set. A religious movement that evangelizes the example of a chthonic god, while seeking out the world’s secret places and protecting ancient artifacts.
- #11Clan Nosferatu
Keys: Nosferatu
Clan Nosferatu. Hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.
- #12Clan Ravnos
Keys: Ravnos
Clan Ravnos. Nomads and tricksters who can force the mind to see what isn’t there, though they are slaves to the vices they indulge in.
- #13Clan Toreador
Keys: Toreador
Clan Toreador. Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
- #14Clan Tremere
Keys: Tremere
Clan Tremere. Vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
- #15Clan Tzimisce
Keys: Tzimisce
Clan Tzimisce. Eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.
- #16Clan Ventrue
Keys: Ventrue
Clan Ventrue. Observe the noblesse oblige of vampire society, though their entitlement and greed encourages them to seek ever more at the expense of others.
- #17Embrace
Keys: embrace, sire, childe, kiss
The Embrace is the act of transforming a mortal into a vampire. It is the only act of reproduction of which the Cainites are capable. A vampire drains and replaces a victim's blood with a bit of their own to pass the curse of vampirism to a mortal. The vampire who has been embraced will be called a childe of the vampire who embraced them, who will be referred to as a sire. The Embrace is an intimate experience akin to sex and childbirth. All vampires describe this process as the moment they have felt the most pleasure in the entirety of their past mortal life, some call this act the "Kiss"
- #18Sire
Keys: sire, childe
Sire is a term used to describe a vampire who has created another vampire (referred to as their childe). Alternatively, the term may apply to the act of the Embrace itself, i.e. one may be said to have sired a childe. The sire will have complete dominion over the childe they have embraced, but will also be held accountable for their childe's actions. Siring a new vampire is illegal inside a domain with a Prince unless said Prince allows it, this is to keep from creating a vampire overpopulation and to keep the humans from discovering the existence of a vampire ecosystem. A sire and a childe may have a friendly relationship alike to a father/mother/mentor-son/daughter/student, a romantic relationship, or a master-slave relationship it all depends on what the sire desires.
- #19Clanless
Keys: caitiff, clanless, thin, duskborn
Caitiff is the most common term used by kindred to describe a vampire of an unknown clan, or of no clan at all. The clanless have no inherent clan society, support, or even characteristics; they are like orphans among the great families of vampires. Thin-blooded or duskborn, are terms primarily used to refer to Caitiff and vampires of the 14th, or higher, generations. Caitiff suffer a social stigma from not being a part of an accepted clan. As a result, more established Kindred feel free to snub or belittle Caitiff freely
- #20Discipline
Keys: ability, power, Discipline, supernatural
Discipline is a term used by vampires to describe their supernatural powers. Aside from their inherent immortal condition and the ability to use vitae to regenerate wounds and improve their strength, dexterity and stamina, proficiency in a Discipline gives the vampire additional supernatural abilities of great strategic value. A vampire will only be able to use the disciplines they have learned and no other magic or supernatural powers.
- #21Discipline Celerity
Keys: celerity, speed
Vampires with the Discipline Celerity can move with amazing speed, becoming blurs of motion to anyone, mortal or immortal, who does not possess the Discipline. A Discipline common to the Banu Haqim, Brujah, and Toreador clans.
- #22Discipline Obfuscate
Keys: Obfuscate
Obfuscate is a Discipline that allows vampires to conceal themselves, deceive the mind of others, or make them ignore what the user does not want to be seen. Obfuscate is mentally based; its powers achieve their effects by manipulating the minds of others, not in creating any real changes, and thus will not work against creatures immune to such mental effects or technological sensors. A Discipline common to the Assamites, Ministry, Malkavians, Nosferatu and Ravnos clans.
- #23Discipline Quietus
Keys: Quietus, Assamites
Quietus is the signature Discipline of the Assamites that grants them influence over the blood of others. Though each of the Assamite castes possesses Quietus as an in-clan Discipline, it is primarily known for being an assassin's tool in the hands of the Warrior caste.
- #24Discipline Potence
Keys: strength, Potence, vigor
Potence is the Discipline that endows vampires with physical vigor and preternatural strength. Vampires with the Potence Discipline possess physical prowess beyond mortal bounds. A common Discipline for the Brujah, Lasombra and Nosferatu clans.
- #25Discipline Presence
Keys: Presence
Presence is the Discipline of supernatural allure and emotional manipulation which allows Kindred to attract, sway, and control crowds. Either be fascinating, seducing, or intimidating those in close vicinity. A common Discipline for the Brujah, Ministry, Toreador and Ventrue clans.
- #26Discipline Animalism
Keys: Animalism
Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself. A common Discipline for the Gangrel, Nosferatu, Ravnos and Tzimisce clans.
- #27Discipline Fortitude
Keys: Fortitude
Fortitude is a Discipline that grants Kindred unearthly toughness, even to the point of resisting fire and sunlight. A common Discipline for the Gangrel, Hecata, Ravnos, and Ventrue clans.
- #28Discipline Protean
Keys: Protean
Protean is a Discipline that gives vampires the ability to change form, from growing feral claws to evaporating into a cloud of mist. A common Discipline for the Gangrel, Ministry and Tzimisce clans.
- #29Discipline Serpentis
Keys: Ministry, Serpentis
Serpentis is the trademark Discipline of the Followers of Set clan, now Ministry. It primarily provides shapechanging abilities, though it also encompasses corruption and other characteristics associated with snakes.
- #30Discipline Dominate
Keys: domination, dom, Dominate, dominance
Dominate is a Discipline that overwhelms another person's mind with the vampire's will, forcing victims to think or act according to the vampire's decree. A common Discipline for the Giovanni, Lasombra, Malkavians, Salubri, Tremere, Tzimisce and Ventrue clans.
- #31Discipline Necromancy
Keys: mortis, Necromancy
Necromancy is a form of blood magic that deals exclusively with the world of the dead: wraiths and the Shadowlands. It is primarily practised by the Giovanni clan.
- #32Discipline Obtenebration
Keys: shadow, Obtenebration
Obtenebration is the trademark Discipline of clan Lasombra which is the unearthly control over shadows. It is related to the practice of Abyss Mysticism within the clan. The unnatural darkness summoned by Obtenebration is extremely frightening to mortals, animals, and even other Cainites unaccustomed to its use.
- #33Discipline Auspex
Keys: Auspex
Auspex is a Discipline that grants vampires supernatural senses. Vampires with high mastery over the Discipline are capable of reading minds. A common Discipline for the Hecata, Malkavians, Toreador, Tremere and Tzimisce clans.
- #34Discipline Dementation
Keys: Malkavian, Dementation, crazy
Dementation is a Discipline widely known as the hallmark of the Malkavians. Dementation draws on the vampire's own insanity and uses it to achieve profound insights or inflict madness upon others.
- #35Discipline Chimerstry
Keys: Chimerstry, Ravnos
Chimerstry is the trademark Discipline of the Ravnos that conjures illusions into existence. Such phantom images are as real as the Cainite's skill allows, and will even fool technological sensors.
- #36Discipline Thaumaturgy
Keys: Thaumaturgy, Tremere
Thaumaturgy is the closely guarded form of blood magic practiced by the vampiric clan Tremere, it is certainly powerful and versatile. Unlike the "natural" powers of Disciplines, thaumaturges must concentrate their will, forcing the power of their blood to unnatural ends. If their concentration is not complete, if they falter, then the magic will fail, and in extreme cases such failure can have a lasting effect on the thaumaturge, draining their mental resources.
- #37Discipline Vicissitude
Keys: Vicissitude, Tzimisce
Vicissitude is the trademark Discipline of Clan Tzimisce, it is widely known as their art of flesh and bone shaping. While this Discipline permits powerful and horrific effects, the wielder must obtain skin-to-skin contact and must often physically sculpt the desired result.
- #38Prince
Keys: prince, leader
A Prince is a vampire who has claimed leadership over a domain, usually a single city. They possess the authority of an elder as described in the Traditions. The term can refer to Kindred of any gender. The Camarilla has no set policy for succession and will usually recognize the most powerful vampire who wants to claim the title of prince. The prince holds authority over unlife and Final Death by virtue of the Traditions. These rights usually include: Allotting hunting grounds. Declaration or revocation of Elysium. Granting authority to sire new vampires. Punishment for violating the Traditions, mainly the Masquerade. Calling a Blood Hunt.
- #39Sheriff
Keys: sheriff, hound
The Sheriff is the Prince’s right-hand Kindred, responsible for the physical enforcement of Princely decree. Some Sheriffs are diligent masters-at-arms while others are thuggish, bloodthirsty brutes who abuse their authority to torment those beneath their station. A Sheriff may appoint Hounds to assist him (or the Prince may appoint them, in the interests of curtailing a Sheriff’s overt power). The Sheriff acts as an enforcer and investigator inside his sovereign domain, and given the importance of these duties, the titleholder has the authority to request that any Kindred accompany him/her for questioning and judgment, this is true even within the Elysium.
- #40Hound
Keys: scourge, hound
Scourge is a term used to describe a vampire directly subordinated to a Prince. He is one of the muscles that a given Prince may call upon to do his bidding. The Scourge is responsible for the destruction of those vampires of 14th and higher generations and those illegally Embraced. Unlike the sheriff position, the scourge doesn't have a pretense of investigation, as they are searching out vampires who are guilty by their very nature.
- #41Elysium
Keys: elysium
The Elysium is a location typically chosen by the local Prince in areas of artistic or intellectual worth that promote calm reflection, such as theaters and museums, though nightclubs and even a Kindred's haven may suffice. Violence is strictly prohibited within Elysium, and individuals are expected to keep tempers in check. Any grievances between vampires are to be left outside, and the Sheriff will forcibly remove those who cannot control themselves if need be.
- #42Blood Hunt
Keys: blood hunt, hunt
A Blood Hunt is a legal principle that can be summarized as "an eye for an eye". Such an order is usually given whenever a Kindred has committed a serious offense, such as kinslaying, diablerie, breaching the Masquerade, invasion of domain that has resulted in any of the above offenses, repeated defiance of authority of the Prince, or any other behavior that a Prince deems to be a sufficient threat to the safety of the Masquerade and the Kindred of the city as a whole.
- #43Masquerade
Keys: masquerade, secret
The Masquerade is an organized campaign enforced by Kindred society (mainly by the Camarilla), to convince mortals that vampires do not exist. The Masquerade is the cornerstone survival strategy for Cainites; without it, the kine would rise up and exterminate all the undead.
- #44Diableri
Keys: betray, cannibal, diablerie
Diablerie involves the consumption of another Kindred's vitae to the point of Final Death, but as the soul is consumed with the vampire's heart's blood, the vampire's destruction is absolute. Most vampires consider it a heinous act, akin to cannibalism. The Traditions of the Camarilla strongly forbid the practice. The aggressor, dubbed the diablerist, automatically loses some of its Humanity and is branded by black streaks in their aura that may persist for several years. Still, the practice holds a great deal of allure, for it is said to grant them greater power.
- #45Night Life
Keys: life, night
A vampire's new life (unlife) is spent during the night time, be it frequenting night clubs (vampires do not get naturally exhausted) or simply walking through the streets and parks.
- #46Kiss
Keys: kiss, fangs, blood, bite
The vampiric hunger for blood is erotic in nature. Feeding, which vampires call "the Kiss", is an incredibly intoxicating and erotic experience for vampires and their victims, akin to both sex and falling in love The victims become paralyzed with euphoria, preventing them from escaping, and dulling their senses to the environment, if already highly aroused, some victims may even ejaculate purely from the kiss. The vampire experiences a head rush as well as its carnal hunger is being satisfied. Vampires consider sex to be a great way to feed
- #47Blood Doll
Keys: human, feed, blood
Blood doll is a term used to describe humans who desire to use their bodies and blood to feed a vampire willingly, a vampire may have many blood dolls or they may feed on unsuspecting victims, it depends on the vampire Most vampires are very territorial and protective with their blood dolls, other may share them as courtesy, the same way a human may share a good wine
- #48Ghoul
Keys: Ghoul, servant
A ghoul is not a vampire nor human, a ghoul was once a human who drunk a vampire's blood, more than likely because the vampire gave their blood to the human, once this happens, the ghoul gains some of the vampires power and becomes attached to the vampire, becoming their servant and becoming addicted to the vampire's pressence and blood
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