Vampire The Masquerade
Vampire: The Masquerade is a tabletop role-playing game (tabletop RPG) created by Mark Rein-Hagen and released in 1991 by White Wolf Publishing as the first of several Storyteller System games for its World of Darkness setting line.[3][4] It is set in a fictionalized "gothic-punk" version of the modern world where players assume the role of vampires, who are referred to as "Kindred." and deal with their night-to-night struggles against their own bestial natures, vampire hunters, and each other.[5]
Vampire the Masquerade
Vampire was inspired by role-playing games (RPGs) such as Call of Cthulhu, RuneQuest, and Nightlife, as well as the writings of Joseph Campbell and vampire films such as The Lost Boys.[6][7] Rein-Hagen felt that hunting vampires, as a game premise, would get boring, so he came up with the idea of a game wherein the players played vampires instead of hunting them.[6][7] Rein-Hagen stated that he purposefully did not read Anne Rice's Vampire Chronicles until "very late" in the development process but admitted she was probably an influence on the vampire films that inspired the game.[6] He wanted to go beyond what Anne Rice had done by creating individual vampires, with a whole secret vampire society and culture.[6][7]
Some of Vampire's central themes of the power of belief developed out of Rein-Hagen's religious upbringing. Inspired by a comic book given to him by White Wolf business partner Stewart Wieck, Rein-Hagen developed the idea that the cursed character of the Biblical Cain was the original vampire. In an "Ask Me Anything" interview on Reddit Rein-Hagen referred to the idea of Cain as the progenitor of all vampires as a "big turning point."[6] He commented further: "I was trying to shy away from religion. After that... I went all in. The game and the world became about religion and belief. My father was a Lutheran minister, and I think that played a huge role in not only Vampire but the whole WoD series. I was always fascinated by what made people believe so strongly when I didn't seem to believe at all. Talking about that theme, the power of belief, fueled the second half of Vampire game design."[6]
The vampires were given an extensive list of broad supernatural powers called disciplines, which included superior strength, speed, and toughness, as well as other powers such as mystic senses, mind control, and blood magic. The 13 clans added late in the development process provided a much-needed character class-like system based on vampiric archetypes. This system proved very popular with players.[8]
The game uses the cursed, vampiric condition as a backdrop to explore themes of morality, depravity, the human condition (or appreciation of the human condition in its absence), salvation, and personal horror.[citation needed] The gloomy and exaggerated version of the real world that the vampires inhabit, called the "World of Darkness", forms an already bleak canvas against which the stories and struggles of characters are painted. The themes that the game seeks to address include retaining the character's sense of self, humanity, and sanity, as well as simply keeping from being crushed by the grim opposition of mortal and supernatural antagonists and, more poignantly, surviving the politics, treachery, and often violent ambitions of their own kind.
Vampire is based on the Storyteller System. In addition to the general Storyteller rules, it uses a number of specific mechanics aimed towards simulating the vampiric existence. A vampire has a blood pool signifying the amount of human blood or vitae currently in their body; this blood can be spent to power abilities and perform supernatural tricks. These tricks simulate many of those portrayed in film, such as turning into animals or mist, sleeping in the ground or having unnatural charisma and powers of hypnotic suggestion.
Close to the central theme of the game is Humanity. Vampires each have Humanity scores, measuring how closely in touch with human nature they are; as Humanity decreases, vampires become more susceptible to the Beast, the feral side of the vampiric soul that is driven entirely by rage, hunger, and hatred of God and humanity. Brutal, immoral actions risk lowering a vampire's Humanity score. If the individual's Humanity drops to zero, the Beast takes over and the vampire is in a state of constant frenzy known as Wassail.
Vampires may create more of themselves by draining a human to the point of death and then feeding the victim some of their blood. The creator vampire is known as a sire, the newly created vampire a childe and the creation process is referred to as the embrace. Very little vitae is required to trigger the metamorphosis but the victim must be freshly dead. It does not work on corpses that are more than a few minutes old.
Vampires in the World of Darkness believe that their race originates from the Biblical figure of Cain. Cain was said to have been cursed by God with a vampiric state for murdering his brother. The vampires of this canon believe themselves to be descended from this Biblical progenitor.
In-game around the early 2000s, after the intelligence agencies of the world discovered the SchreckNET's existence, they in response formed what is known as the Second Inquisition. Utilizing the knowledge of the Society of St. Leopold, which had been canonized under the Vatican, they killed hundreds of thousands of vampires the world over. In reaction, this forced a secondary level of masquerade measures in the game world. Vampires now use everything from burner phones and disposable email, to use of carrier pigeon and information dead drops, sometimes using hypnotized or ghouled humans to pass information. The Camarilla Sect have also become more of a closed off society, only accepting notable kindred, leaving most recently embraced to be slaughtered or adopted by the Anarch Sect, who have adopted tenets of the Camarilla's masquerade to protect themselves.[36]
Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds. Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.
Vampire: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs.
A vampire who rejects all associations with any sect and clan is known as "Autarkis". The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa. The Kindred of the East, while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.
In a 1996 reader poll by Arcane magazine to determine the 50 most popular roleplaying games of all time, Vampire: The Masquerade was ranked 6th. Editor Paul Pettengale commented: "Vampire has always proved the most popular of the World of Darkness games, a testament both to the continuing appeal of the vampire itself, and to the structure and design of the game. Like all of the Storyteller range, it's not an easy game to get right, and it relies heavily on both the players and the referee putting a lot of effort and imagination into their roles. With a good group, though, it can be an immensely interesting and thought-provoking game, and one of the most effective horror RPGs around. Despite its tendency to take itself a little seriously, Vampire: The Masquerade has a great deal to offer the more mature and serious gamer."[41]
Sired in an act of vampire terrorism, your existence ignites the war for Seattle's blood trade. Enter uneasy alliances with the creatures who control the city and uncover the sprawling conspiracy which plunged Seattle into a bloody civil war between powerful vampire factions.
World of Darkness is a world of supernatural horror and intrigue hidden in plain sight. Here, vampires, werewolves, and many other creatures live among us, concealed in the shadows.Learn more >>
Vampire: The Masquerade is the original roleplaying game of personal and political horror. You are a vampire, struggling for survival, supremacy, and your own fading humanity - afraid of what you are capable of, and fearful of the inhuman conspiracies that surround you.Learn more >>
Vampires are one of the three main supernatural races in the World of Darkness and the fundamental characters of Vampire: The Masquerade and its spinoff games like Vampire: The Dark Ages and Kindred of the East. The article above offers a closer look at vampires, with their physiology, their politics and their clan division.
In Vampire: The Masquerade, "Kindred" is the most common euphemism for a vampire. However, the term is mostly used by vampires who strive to maintain their Humanity. On the other hand, Sabbat vampires prefer the term 'Cainite' to refer to themselves - as many of them believe that the vampiric curse originated with the biblical Cain, after he murdered his brother, Abel. The term "kine" (i.e. "cattle") is the opposite of Kindred, and refers to human population.
Some clans and most of the minor bloodlines declare themselves independent from any sects. In addition, the Laibon, known as the Kindred of the Ebony Kingdom by Western Vampires, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa. While the Kuei-jin, also known as the Kindred of the East, share some superficial similarity to the western vampires, but they are actually an entirely different variety of supernatural beings, more related to Wraith 's Risen. 041b061a72