Vampire the Masquerade
LorebookVampire: The Masquerade Lorebook from Chub
by pointed_control_78516· on Chub· added
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Tokens: 191 permanent · up to 208 lorebook · budget 399
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Listed as “Vampire: The Masquerade Fifth Edition Lorebook”
Vampire: The Masquerade Lorebook
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Expanded version of lorebook by Vitax found here: https://venus.chub.ai/lorebooks/vitax/vampire-the-masquerade-cc1a129b
More detailed definitions, cross-referencing between clan, bane, etc. Also edited out some Old World of Darkness racism like Moorish stereotypes on the Ministry, Romani stereotypes on the Ravnos and added stuff about the Malkavian variant bane for people who don't wanna play a fishmalk.
I will be updating it as time goes on to have a definitive V5 lorebook.
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Created Updated Archived since
- Action
- Fantasy
- VTM
- Games
- Movies & TV
- video game character
- Dark fantasy
- Gothic
- Evil
- Religion
- Villain
- Entertainment
- Technology
- Politics
- Age Difference
- Mystery
- Corruption
- ttrpg
- Drama
- Video Games
- Adventure
- Violent
- LOREBOOK
- Monsters
- Non-Human
- monster
- anypov
- Sadistic
- Horror
- RPG
- VTMB
- Scenario
- Roleplay
- SFW
- Angst
- Vampire
- Romantic
- Romance
- Multiple Characters
- videogame
- Mature
- Any POV
The world of Vampire the Masquerade, based on the V5 game books written by Renegade or Paradoz, I forget which.
Vampire the Masquerade
40 entries · scan depth 50 · budget 512 tokens · recursive
The world of Vampire the Masquerade, based on the V5 game books written by Renegade or Paradoz, I forget which.
- #1Vampireconstantselective
Keys: vampire, cainite, kindred · Secondary: vampire, cainite, kindred
Vampires, or kindred as they call themselves, are immortal beings cursed with an unquenchable thirst for blood and a lethal vulnerability to sunlight and fire – creatures forever bound to their inner Beast (the animal urges of hunger, fear and rage). The Beast is a kind of subconscious instinct in kindred to drink blood, lie, hide, run from fire and sunlight and othet vampire things. It subtly pushes kindred to enact their vampiric nature. Vampires need to consume blood regularly for sustenance.
The new life that vampires have after becoming one is called unlife.
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.
A stake to the heart only paralyzes a vampire until it is removed. It does not kill them.
- #2Humans
Keys: kine, cattle, human, mortal, non-vampire
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, Banu Haqim, Assamite · Secondary:
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.
They operate as the self-proclaimed judges of vampires, dolling out death to those who sink too deeply into their monstrous nature.
Disciplines: Blood Sorcery, Celerity & Obfuscate
Bane: All Banu Haqim suffer from their history as cannibals of other vampire's blood. Tasting even a drop of vampiric blood makes a Banu Haqim enter a bloodthirsty frenzy, desiring to consume their fellow kindred above all else.
- #5Clan Brujah
Keys: Brujah · Secondary:
Clan Brujah. Once philosopher-kings of an ancient civilization, but now rebels and rogues with a fearsome inclination toward frenzy.
Disciplines: Potence, Celerity, & Presence.
Brujah are rebels and thugs. Their bane makes them suffer from a violent rage that suddenly flares up when provoked. A raging brujah is unwilling to listen to reason, weigh caution or even control themselves as their Beast holds the reigns and only desires to kill.
- #6Clan Gangrel
Keys: Gangrel · Secondary:
Clan Gangrel. Bestial and untamed, often coming to resemble the animals over which they demonstrate mastery.
Disciplines: Fortitude, Protean & Animalism
Bane: Gangrel live dangerously close to The Beast. Gangrel who lose themselves to frenzy temporarily develop animalistic traits such as beastly odors, catlike introvertedness, bear-like territorialness, etc.
- #7Clan Hecata
Keys: Hecata · Secondary:
Clan Hecata. An insular, extended family of vampires who practice the art of commanding the dead while commanding global finances.
Disciplines: Oblivion, Auspex and Fortitude
Bane: Deathly Maw. All Hecata bost fangs that are anathema to the living. Feeding is so excruciating for their victim that it literally cannot be done without significant harm and physical trauma. Sleeping victims will wake up screaming, bite wounds will instantly spray blood and refuse to heal. The bane of the Hecata is that their bite is death, plain and simple, and feeding is extremely messy. Many Hecata feed on animals or cadavers to circumvent this issue.
- #8Clan Lasombra
Keys: Magisters, Lasombra, Keepers · Secondary:
Clan Lasombra. Proud nobles who command the very essence of darkness and shadow — to the point of worshipping it, some say.
Lasombra are,in a single word, force. Their blood pushes them to be aggressive and dominant. Their disciplines reflect this with Potence for physical aggression, Dominate for overpowering mind control and Oblivion for abyssal exertion.
Lasombra suffer from a strange bane: technology they use malfunctions, fries and short-circuits. This is always to the detriment of the Lasombra and never to their benefit. Cameras will suddenly zoom in on a Lasombra, however the minute the Lasombra desires to be on the front of the footage the camera will power off. Cars will sputter and die if a Lasombra drives it, cell phones will explode. Technology actively rejects the Lasombra.
- #9Clan Malkavian
Keys: Seers, Clan of the Moon, Malkavian · Secondary:
Clan Malkavian. A clan fractured by madness, each member irrevocably suffering under the yoke of insanity.
Kind of a strange clan. Most Malkavians suffer mental illness as their bane. However just as many exhibit psychic disturbances instead. Malkavians of the latter can suddenly and spontaneously exhibit an aura of unsettling weirdness that causes people to instantly detect something is off about said Malkavian. They won't instantly know that tge Malkavian is a capital V vampire, but people will have no issue describing the "really weird" guy or girl who gave them bad vibes. Vampire detecting forces also have a very easy time detecting these vampires during these psychic episodes.
Malkavians specialize in Dominate, Obfuscate and Auspex.
- #10Clan Ministry
Keys: Setites, Ministry, Followers of Set · Secondary:
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.
Ministry are, in short, hipsters. They are corruptors. It is out with the old, in with the new. Ministry are believed to be the kindred of vice and change. Their oldest members believe that the Egyptian Set is biding his time for his children to tear down the old powers and pave the way for his dynasty.
Not all members are in the cult and plenty of young members are completely unaffiliated with it. The new belief in the secretive Church of Set is that the Ministry carry out Set's will simply by existing, regardless of their intent and thus the Church of Set allows the Ministry to fly free and spread their subversive ways far and wide.
Disciplines: Obfuscate, Presence & Protean.
Bane: All Ministry are burned by ultraviolet or UV light as if it were sunlight.
- #11Clan Nosferatu
Keys: Nosferatu · Secondary:
Clan Nosferatu. Hideously disfigured by the Embrace, so they keep to the sewers shadows and traffic in the secrets they collect.
Their bane makes them hideously deformed. While not blatantly supernatural, Nosferatu are historically forced to use stealth to navigate the world. Sewers, back-alleys, abandoned highways, or plain invisibility via Obfuscate are the main ways the Nosferatu get around. They are excellent spies as even without Obfuscate, they excel at subterfuge. They may use the famous rat familiar with a camera, or a literal bird's-eye view via raven familiar. They trade secrets and information from the shadows.
Their disciplines are Obfuscate, Animalism and Potence.
- #12Clan Ravnos
Keys: Ravnos · Secondary:
Clan Ravnos. Nomads and tricksters who can force the mind to see what isn’t there, though they are forced to wander.
Ravnos are extremely rare as their clan suffered a catastrophic purge when its founder sent out a command for them to eat each other. The remaining Ravnos are lonely drifters wandering and rarely welcomed into the cities of the more reputable kindred.
Disciplines: Obfuscate, Presence & Animalism.
Bane: The Ravnos are forced to wander. Any time they sleep in close proximity to a place they've slept recently (within a week) they feel the sun no matter where they are and are literally burned.
- #13Clan Toreador
Keys: Toreador · Secondary:
Clan Toreador. Cainites that enjoy every sensual pleasure the world has to offer, idolizing physical beauty and the adoration of their thralls.
Very Dorian Grey in their tone, the Toreador are hedonistic artists of unchecked vanity.
Their disciplines are Presence, Celerity & Auspex.
Their bane is that all Toreador struggle to summon their disciplines in unclean, disorderly environments.
- #14Clan Tremere
Keys: Tremere · Secondary:
Clan Tremere. Vampiric sorcerers that wield the supernatural power of their past as a hermetic house, though they became vampires through treachery and artifice.
Their disciplines are Blood Sorcery, Dominate & Auspex.
The Tremere Bane is that, as technically false vampires, they cannot blood bond other kindred and take considerable additional time to do so to mortals.
- #15Clan Tzimisce
Keys: Tzimisce · Secondary:
Clan Tzimisce. Eldritch Old World lords who have little in common with the mortal world and can manipulate flesh and bone at a whim.
Tzimisce are characterized by a single word: Ownership. Their symbol is a dragon guarding its hoard. They must own and control more and more with each night. They use the nightmarish fusion of Protean and Dominate, Vissicitude, to literally shape flesh and bone like clay. They enhance themselves to better own their identity, they modify their servants to better exhibit control over them and their bane is that they must sleep surrounded by things emotionally important to them. Tzimisce who sleep without their "hoard" suffer extraordinary mental anguish and can even die of shock.
Their disciplines are Protean, Dominate and Animalism.
- #16Clan Ventrue
Keys: Ventrue · Secondary:
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.
The self-proclaimed Clan of Kings, the Ventrue claim to be the natural rulers of kindred society.
Their disciplines are Dominate, Presence & Fortitude.
Their bane is that each Ventrue possessesa unique feeding preference. Feeding on anything but their preferredlrey takes considerable willpower. It could be anything from blondes with piercings to something as specific as Norwegian mafia who wear ties. The feeding preference is randomized and typically never changes.
- #17Embrace
Keys: embrace, childe, kiss, sire · Secondary:
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: childe, sire
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: clanless, thin, caitiff, 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: power, ability, supernatural, Discipline
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.
Kindred possess supernatural powers called Disciplines. Every Clan possesses an aptitude for three disciplines and struggle to learn others. For example, all Toreador excel at Presence but would struggle to learn Potence.
Disciplines are clan-based. Each clan excels at three native disciplines and no others.
A vampire will only be able to use the disciplines they have learned and no other magic or supernatural powers.
- #21Discipline Celerity
Keys: celerity, quickness, super speed, brujah, toreador, speed, fleetness · Secondary:
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 Banu Haqim, Ministry, Malkavians, Nosferatu and Ravnos clans.
- #23Discipline 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.
- #24Discipline 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.
- #25Discipline 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.
- #26Discipline 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, and Ventrue clans.
- #27Discipline 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 kind of shapeshifting power. Tzimisce excel at using it to sculpt flesh and bone like clay either on themselves or their unfortunate servants. A common Discipline for the Gangrel, Ministry and Tzimisce clans.
- #28Discipline Dominate
Keys: domination, dom, dominance, Dominate
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 Lasombra, Malkavians, Tremere, Tzimisce and Ventrue clans.
- #29Discipline Auspex
Keys: scrying, Auspex, psychic, psyker
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, and Tremere clans.
- #30Prince
Keys: leader, prince
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.
- #31Sheriff
Keys: hound, sheriff
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.
- #32Hound
Keys: hound, scourge
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.
- #33Elysium
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.
- #34Blood 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.
- #35Masquerade
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.
- #36Diablerie
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.
- #37Kiss
Keys: drink, blood, bite, fangs, feed, kiss
Kindred refer to the act of biting and drinking blood as "the kiss." The bite of a vampire produces a euphoric sensation in the victim and the vampire. This bite has a mild amnesiac effect. If a person isn't expecting the bite, they won't realize they've been bitten. They will often interpret the experience in the context of the current situation. In short, aroused people will think it a very sensual kiss on the neck, frightened people will register it as a bite in the heat of conflict, sleeping people will register it as a particularly pleasurable dream, etc.
- #38Blood Doll
Keys: feed, blood, human
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
- #39Ghoul
Keys: servant, Ghoul
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
- #40Hunger
Keys: ministry, caitiff, feed, cainitemalkavian, Blood, gangrel, thirsty, brujah, thirst, vein, artery, appetite, tzimisce, hecata, fangs, toreador, kindred, hungry, nosferatu, ravnos, vampire, ventrue, malkavian
Vampires are creatures of great hunger and addiction. They can never escape their appetite for blood. Even drinking gallons of blood will still leave a gnawing hunger in their stomach. They will naturally glance at veins, a person's neck and wrists and look at people they consider attractive as more appetizing. Their brains naturally make them prone to looking at people as food even if they try not to. They are addicts, always trying to get their next fix and only ever being truly satisfied upon completely draining and killing a human. To live as a vampire is to be an addict and a monster who is unable to resist their true nature forever.
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