Interested in getting started? Purchase the V5 corebook. Interested in joining one of our ongoing games? Contact Us. Gehenna Gaming launched its Vampire: the Masquerade 5th edition V5 shared universe in early , giving players a sandbox World of Darkness set in New England to explore. This led to the very first multi-table crossover gaming event at a single location for V5.
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My foolish children knew hunger. And loneliness. And fear. And it was good. Which might be entertaining IF it actually had any "Gothic Horror" in it.
Unfortunately, due to the average neckbeard's and landwhale's emotional immaturity, the game tone usually ends up as either an angsty angsty BAAAAAWfest or "Snatch, but with Fangs," depending on the players.
Yeah, we thought you might not expect horror in your horror-game, so we put a warning about the horror in the horror-game. The accepted history of the Kindred is collected in the Book of Nod, which is like the Vampire Bible. The first vampire was Caine , the farmer whom God cursed for slaying his shepherd brother Abel. Caine wandered for a time, refusing to repent for murdering Abel three times, and each time receiving a new curse, which ended up with him nocturnal, harmed by sunlight, and subsisting on human blood.
These first vampires lived in the First City as lords, and eventually as gods over the human populace. The three collectively created thirteen more vampires, creating a web of politics and infighting over Caine's favor that caused much grief and abuse for the humans slaves fed special herbs for better taste of blood and being bled to death in banquets were commonplace and the deaths of the Second Generation.
Understandably, God got pissed off with the edginess and flooded the world Basically just the Middle East as Tzimisce can attest, who took his herd to Ukraine , drowning the First City and killing most of humanity there. Caine and the Third Generation survived, the former cursing the latter for being a bunch of fuckwits who ruined the good thing he had going. The Third Generation shrugged and kept on making new vampires, passing on their curses to their childer and becoming the founders of the clans.
Vampires prowled the shadows for millennia, carving out positions of power for themselves wherever they could. Between the falls of Rome and Constantinople was the time of the Long Night, followed by the War of Princes as centralized power was lost.
Then came the Inquisition in a show of HFY , Anarch Revolt popped up, which broke the power of the elders and saw the rise of the two major factions that would last into the modern day: the Camarilla and the Sabbat. In modern nights, vampires are thought of as fiction.
This is thanks to the efforts of the Camarilla to hide the truth and police their members' actions. Among the vampires themselves, the Antediluvians are thought of as fiction. This is, again, thanks to the efforts of the Camarilla to enforce the idea that they're all either truly dead or so deep in torpor they'll never wake up. As the last few generations are barely expressing any clan qualities, the Kindred fear that the prophesied Time of Thin Blood is coming, which heralds the Final Nights and the end of the world.
This is where you come in, neonate. Make yourself useful to someone in power and you might survive a few more nights. First of all, being turned to a vampire don't change your personality. At all. You're still the same dude you were before you got embraced. Speaking of which, let's get the elephant in the room out of the way: your body is a corpse. A literal corpse, time of death being the moment your dying body was given vampiric vitae.
Now to go down the list of what that entails, along with other shit what you should expect to deal with:. Fledgling: After the immediate Embracing of a mortal, the victim will become a Fledgling.
The newly turned vampire must be able to stabilize The Beast within before gaining status. Ultimately, it is the responsibility of the Sire to ensure that the Childe is even worthy of the Embrace. When the vampire has at least passed through the initial stages of vampiric existence and no longer needs the protection of the Sire, the Fledgling will often be viewed as a Neonate.
That's the idea, anyway. Some sires, mostly Gangrel and Brujah, just embrace their childer and then abandon them to the wolves, to see if they can survive on their own.
If they don't die and prove themselves as survivors, they might take them in. Some bastards don't even bother coming back and see what happened to their childer. They are deadbeat parents like that. Neonate: A Neonate is a recently embraced vampire that has passed through the initial stages of vampiric existence, the fledgling stage. It is the sire's responsibility to ensure that the childe does not embarrass itself or its sire in vampiric society. Derogatorily, a neonate is often called a whelp.
Neonates are generally lightly involved in the true machinations of undead society. They aren't powerful enough to really matter, and are consequently used primarily as pawns by their elders. Conversely, they still have an investment in the mortal world of the 21st century and are less likely to adhere to the feudal character of vampiric society.
Ancillae: Ranking below the elders but above neonates, the ancillae sing. Certain ambitious younglings may achieve the rank prematurely.
Ancillae often serve as aides and agents for elders or the court. Ancillae usually play their own power games as well, though these are of lesser consequence than the manipulations of the elders. Due to the huge increase in world population over the past few centuries, the vast majority of vampires in the world are ancillae or neonates.
Elder: While there is no strict definition, one normally must be at least two centuries old, with appreciable claims to domain or a variety of other assets and far removed from their mortal past to qualify. The choices and sacrifices they have made in order to survive so long instills a degree of amorality and slow caution; it is not unusual for elders to design plans that take decades or centuries before coming to fruition.
Such beings are often cold, if not monstrous, and focused completely on their own interests and well-being, though a rare few struggle to maintain their human sentiments. There is a long-standing cycle of jealousy, contempt and resentment between elder and younger vampires, being especially pronounced between sires and their childer. Elders often use their greater power and influence to oppress those younger than them out of fear of being outnumbered and because most vampires of such age believe they know what's best in the same way that mortal elders feel that theirs is the better way.
Younger vampires naturally chafe under such treatment and grow jealous and resentful of the elders' positions and power. It was this cauldron of emotions that gave rise to the Anarch Revolt and all things thereafter.
Typically, elders of Europe are much older than those across the Atlantic Ocean. Most of the time Elders are the oldest active vampires in undead society. Methuselah: A Methuselah is a fourth or fifth Generation elder who has existed for at least a millennium or more. Many of these elders are generally old enough to have known their clan Antediluvian personally, and usually serve as lieutenants in the Jyhad. The term is also used to refer to elders who have very little to do with the Camarilla or Sabbat: their machinations are far deeper, subtle, and terrifying.
Methuselahs tend to fall into the borderline unplayable characters for Vampire: they often break the rules as they exist, e. A methuselah has several traits that betray him to those who know what to look after. Their speech is in general tinted with an accent of their native dialect, which, in general, has not survived the centuries.
Their unconscious body movement has completely stopped and many could be confused with statues when they do not move. Many have also reached a point where the kine's blood can no longer nourish them, forcing them to feed on other vampires. You do the math. For Vampire: the Masquerade , the flair is that Vampires come not only with amazing powers, but also with a capital "C" Curse. Eternal life and powers come with a price: The Beast. This "Beast", is, depending who you ask, either some dark thing possessing them, a dark part of their own soul, or the only remaining part of their soul: Freud's description of "Id" comes closest.
Point is, it kinda has a mind of its own, and it's fucking stupid, like animal-level stupid. One of the best planned but not well executed part of World of Darkness was Morality. The game isn't about playing the most badass motherfucker on the block: it is personal horror combined with existential crisis of simply being a bloodsucking monstrosity a week after having a barbeque with family or kissing a loved one. Great, you are now a vampire, and you have your Id inside you howling to tear apart the world.
How will you deal with it? Humans and many Vampires have their morality gauge set to Humanity for starters. In World of Darkness, morality rules have Ten Commandments of their own, each having a value of importance. Lightest crimes had 10, worst ones 1.
As the smallest infraction is done again and again, morality rating fell to the lower value of the corresponding crime. Manslaughter for example, has a rating of 5. Which means regularly doing said crime will set you to 4, but won't go lower unless you commit intentional murder, which has a rate of 4, reducing you to 3, and so on. As a Vampire breaks his morality code the Beast could attempt to gain more control over him, and as most vampires follow basic human morality called the Path of Humanity it's really easy for them to lose their Humanity at record speed, all with a murderous spirit hijacking their bodies from time to time, and murder being quite an immoral thing.
Losing one's Humanity is always the bad thing, as it lowers vampire's ability to interact with mortals, makes his vampiric traits more apparent pale skin, fangs, corpse-like appearance, even corpse smell at later stages , and at lower morality stages can cause mental derangements and even partial loss of control over his own actions as GM can hijack low-Humanity vampire at any point. If the vampire manages to lose all of his Humanity which is actually quite hard, as at low levels mundane sins no longer trigger the Beast he devolves into purely bestial mindless monster called a Wight.
The good news is that the beast being a fucking dumb animal have no concept of indirect actions, so it does not use, say, an orchestrated murder pulled through puppets as a possible alley of attack on vampire's Humanity, and any Disciplines that needs a semblance of intelligent action is no longer usable by the brute.
The bad news are that they are extremely good fighters, and that the Elders know this and use it with younger vampires serving as their puppets. Have fun with that. In case you're wondering how Sabbat manage to be Sabbat, everyone that survives for more than a year follows alternative morality systems called Paths, most of which are weird and kinda crazy if you think through them, but they work at keeping the Beast in check, so who the fuck cares. That being said actually embracing the Path is a rather difficult thing to do, as the aspirant first have to lose almost all of its Humanity and then perform some Olympic-level mental gymnastics with a price of failing being losing itself to the Beast completely and likely being hunted down by fellow Kindred if they fuck up.
Aside from being hard and dangerous to embrace, Paths also have a number of disadvantages tied to the lack of ties to Humanity: those who follow the Paths cannot hide their undeath by spending blood, cannot act at all during the day Kiss your ass goodbye when the hunter finds your haven following the trail of horror you left behind and often have harder time resisting the Beast, but can actually control it to a certain extent once it takes over.
Not all Paths are Sabbat-exclusive though Path of Harmony for example celebrates natural balance, keeps humans in high regard not as high as themselves but as part of nature and not something to be tormented and accepts the Beast as part of their being.
In theory, many of these paths are quite logical and creative since the character can no longer feel equal to humanity and has to make changes, particularly cool ones practiced by Ventrue Sabbat such as "Path of Honorable Accord". This path for example, still forbids senseless murder of innocents, but allows killing for honor and defending Sabbat.
Path of Caine, a very old path predating Sabbat itself orders its followers to adopt Caine's outlook on life, and diablerizing murderfuckrapeabsorb other vampires that don't agree with the player's morality it should be noted that the Path of Caine is basically one of the most condoned by the Sabbat, who see themselves as the agents of Caine. Still it also ordered avoiding killing humans, rationalizing it as "If possible, leave the children of Seth alone and coexist with them".
Onyx Path Publishing: Many Worlds. One Path.
Email Address:. Open Development , Vampire: The Masquerade. This has led to a lot of… spirited … discussion online, and Rich has since posted what we mentioned at the show. However, I have to approach this differently than I have before. Now you have my attention. Seriously, though, this alone makes for a major enough reason to differentiate between editions to get me very interested in this project. As for events that should be referenced, I assume you mean Gehenna related events and not world events.
In Noddist mythology, Gehenna is the Kindred eschaton. It is the time when the Antediluvians will rise from their slumbers and devour their descendants. Gehenna scenarios are fairly well outlined in The Book of Nod , the Erciyes Fragments , Revelations of the Dark Mother and other sources, so much so that Gehenna cultists can provide Jack Van Impe -style outlines of the events leading up to the end of Kindred society. While certain signs notably the prophecies of Octavio outline peripheral events, the main sequence from the Book of Nod is roughly as follows:. The Erciyes fragments provides additional commentary and extensions on these events. Among the folklore of the vampires of the Dark Medieval was the arrival of a comet called Wormwood,  which was identified as the Red Star during the Final Nights.