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This document is intended to list the differences between the rules given in Revised Edition Vampire: The Masquerade Mind's Eye Theatre books and the rules used for UnMasqued. If a rule change isn't listed here or in the Influence Rules, assume that the Storytellers will use the ruling listed in Laws of the Night [WW5013], Laws of the Night: Camarilla Guide [WW5017], Laws of the Night: Anarch Guide [WW5013], Laws of the Night: Sabbat Guide [WW5018], Laws of the Night: Storytellers Guide [WW5021], Dark Epics [WW5057] or an appropriate Revised Edition Clanbook with Mind's Eye Theatre compatible rules.

This document was last updated: 2010-03-11. The most recent changes will be displayed in bold.

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General

Abilities
Appearance Tags
Attribute Traits
Backgrounds
Blood
Blood Bonds/Vinculum
Blood Magic (Paths)
Blood Magic (Rituals)
Character Sheets
Clans
Diablerie
Combat
Disciplines
Drugs and Poisons
Experience
Flaws
Merits
NPCs and GPCs
Paths of Enlightenment
Status and Prestation
Willpower
General
  • The Rule on Rules - Any "rule" that differs from those set down in a Revised Edition Vampire: The Masquerade Mind's Eye Theatre book that does not appear on this site is not an UnMasqued house rule. Rulings that differ may be made on a case by case basis by Storytellers and are binding for the scene or game session, but are not considered permanently binding until they appear on this page. Some exceptions are made for rules pertaining to obscure Blood Magic, crossover supernaturals and other bizarre things, such as that the player base may be kept in the dark as to how the more arcane trappings of the world they live in work.

  • The Other Rule on Rules - Characters who have Abilities, Disciplines, Backgrounds, Flaws, Merits or other special powers or aptitudes not found in Laws of the Night [WW5013] may have rules for those capabilities explained on their character sheets. When these explanations are not duplicated on this website, they shall still have the full weight of house rules.

  • The Inigo Montoya Rule - Players should take pains to avoid plot that their former characters were involved in. To this end, a player's character should be of a different Clan from his or her last character. Current characters should not benefit from former characters which the player has portrayed and should not attempt to undertake actions to avenge former characters which have been killed or otherwise forced to leave play.

  • Absentee Policy - If a player misses three consecutive games without giving the Storytellers any notice, the Storytellers will stop printing that player's character sheet in preparation for games. If a player misses five consecutive games without notice, the Storytellers will remove that character from the active UnMasqued Grapevine file to conserve space. If a player misses eight consecutive games without notice, that character becomes an NPC and is considered the property of the Storytellers.

  • Storyteller Adjudication - During any challenge or scene, any player may request that a Storyteller or Narrator oversee or adjudicate. For difficult or complicated actions, Storytellers may enforce extra Traits bid or other penalties at their sole discretion.

  • Items Need Cards to Exist - If an item of any kind is used for any reason in a Challenge, any player may ask to see the item card representing the item. If the player using the item cannot produce an item card initialed by a Storyteller, the item does not exist and cannot be used. This should be reported to a Narrator or Storyteller.

  • What You're Entitled To By Default Unless a player otherwise indicates, the Storytellers will assume the following about any given character:

    • The name that the character uses is their given name.

    • The character has a haven that protects him or her from sunlight.

    • The character speak English as his or her native language. (If English is not a character's native Language, he or she must purchase Linguistics (English) to speak English.)

    • The character has a traceable real life mailing address that is not a PO Box.

    • All of the character's money is in one non-interest bearing checking account.

    • If the character is young enough for knowledge of their real age not to constitute a Masquerade violation, he or she possesses an accurate ID that has his or her real birth date.

    • If the character is old enough for knowledge of their real age to constitute a Masquerade violation, he or she possesses a simple false ID that can be traced with Bureaucracy x1.

    • Any car the character owns is licensed under his or her real name with accurate information and is stored in a publicly accessible location.

    • The character can be assumed to know how to drive a car with an automatic transmission, even without the Drive Ability.

    • The character does not have a criminal record.

    • The character can be assumed to have a high school education.

    • If a character has Resources x1 or Finance Influence x1 or the Finance Ability, that character has credit cards in his or her name. Every character's credit history is assumed to start out good.

    • The character was Embraced with sufficient hair and facial hair to explain any discrepancies in the character's appearance caused by players changing their own appearance.


  • Havens and Transportation - If a player does not specify a haven for his or her character (a type of dwelling and borough of New York in which it is located), the character will take one Aggravated damage per game. There is a two week grace period after character creation before this rule takes effect.

    If a player does not specify a mode of general transportation for his or her character, they will be assumed to be using the subway, and will be traceable via Transportation influence.

  • Nature Retests - When taking an action that is in direct accordance with their Nature, players may invoke their Nature to gain a free retest on a Challenge. A Storyteller may be called upon to ensure that this use of the character's Nature is justified.

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Abilities

This section includes rules pertaining to Abilites. As UnMasqued is a game that encourages players to use common-sensical, human skills to approach problems rather than resorting to supernatural powers, many Abilities have been modified to have more uses, and many additional Abilities have been created or imported from other books.

General

  • Abilities at Character Creation - All characters may take fifteen free Abilities at character creation rather than five.

    All characters also receive the following free Abilities at character creation: Lore: Kindred, Lore: (Clan), and Lore (Sect). Independent characters begin with two levels of Lore: (Clan) rather than a level of Lore: (Sect). The Lores in question are determined by the characters Clan and Sect.

    Characters possessing any form of Blood Magic will further receive one free level of Lore appropriate to their tradition.

  • Ability Specializations - A character may possess one Ability specialization for each level of the Ability he or she has. Ability specializations may not be taken in Disciplines. (ex: A character may not take an Intimidation specialization in Dominate.)

  • Ability Foci - (LotN [Rev]: 86) Academics, Crafts, Linguistics, Performance, Science and Theology require a focus at purchase. A focus does not require the expenditure of additional Experience Points and does not grant any Trait Bonuses as a specializations does. Additional specializations may be bought once a focus is selected. (ex: Performance: Saxophone may be further specialized to Performance: Saxophone (Jazz) with the expenditure of an Experience Point, and the character possessing this Ability will receive a one-trait Bonuses to instances where they are playing jazz saxophone specifically.)

Specific Abilities

  • Academics (LoTN [Rev]: 87) - Academics generally relates to Humanities and Social Sciences. Academics must have a focus. (ex: Academics: Classical History, Academics: Sociology, Academics: Philology). Different foci in Academics will be split into separate categories on a character's sheet. If a character would like to possess Academics without a specific field, he or she may take the Ability Academics: General.

  • Archery (DE: 48) - A character possessing Archery may employ Mental Traits rather than Physical Traits when operating a bow or crossbow. Archery may also be used as a retest when firing such a weapon.

  • Alertness (LoA: 96) - A character with Alertness, may make a Static Mental Challenge (Difficulty determined by a Storyteller or Narrator) to pick up on mundane happenings around him or her. (ex: noticing somebody has pulled a gun, hearing the click before a car bomb goes off). A character may also spend a dot of the Ability to react normally in a surprise round during combat.

  • Athletics (DE: 48) - Characters attempting to swim must possess the Ability Athletics or be willing to spend a Willpower to simulate it. They also must win a Static Physical Test (Difficulty determined by a Storyteller or Narrator) to stay reasonably buoyant. If a character possesses a specialization in Swimming, the ability to swim will be automatic and not require a Challenge.

    When a character falls from a far enough height to take damage, levels of Athletics may be spent to permit tests for the sake of avoiding damage. Each win the player achieves through these tests will negate one level of Bashing damage. If a character possesses an Athletics specialization in Acrobatics, he or she will also negate damage on ties thrown. If a character possesses this Athletics (Acrobatics) in conjunction with Fortitude x4 or higher, they are considered immune to all Bashing damage taken from falls, although Storytellers may overrule this in exceptional circumstances.

  • Awareness (LoTN [Rev]: 87) - Any character who is targeted by a Discipline whose use is not immediately apparent, may make a Static Mental Test against the Discipline user's applicable Traits (Mental Traits for Mental Disciplines, Social Traits for Social Disciplines, Physical Traits for Physical Disciplines) to notice that something has occurred. The retest for this Test is Awareness. The character does not have to have any levels of the Awareness Ability to initiate this Test. If the challenger is successful, they are aware that a supernatural power was used on them.

    For a character to detect powers not being targeted at them or to detect that a supernatural character is present, he or she must spend a level of the Awareness Ability before making a Static Mental Test against the applicable Traits of the Discipline user or supernatural creature. The retest for this Test is Occult. If the challenger is successful, they are aware that a supernatural power has been used (although they may not necessarily know the target) or that a given character is supernatural in nature (although they may not know the type).

  • Blood Preparation (DSotBH: 70) - The Blood Preparation Ability allows a character to flavor the blood of mortals. In order to flavor a mortal's blood, a character must be able to completely control that mortal's dietary habits. It takes two weeks to fully flavor a mortal. Toreador will become entranced by any blood they imbibe which has been prepared with Blood Preparation x3 or greater. The period of this entrancement will last fifteen minutes, allowing for the taste of the exquisite repast to fade from their palettes.

  • Blindfighting (DE: 49) - This Ability functions as per Dark Epics rather than as per Laws pf the Night: Sabbat Guide. Each level of this Ability negates one Trait of the two Trait penalty to fighting in darkness. A single level may also be expended each round to negate the mandatory retest for fighting in darkness.

  • Computer (LotN [Rev]: 87) - Storytellers may require some characters to possess a dot of Computer before they allow characters to use in character knowledge that the player gleaned though use of Wikipedia and Google. Storytellers can furthermore deem certain information unfindable via Internet research at their discretion.

  • Crafts (LotN [Rev]: 88) - Crafts must have a focus. (ex: Crafts: Beadwork, Crafts: Painting, Crafts: Gourmet Cooking). Different foci in Crafts will be split into separate categories on a character's sheet. Crafts may not be taken without a focus.

    When making an item with Crafts a player must make a Static Mental or Physical Test (Type and difficulty determined by a Storyteller) to see if the piece is made at your highest level of Crafts the character possesses or at one level lower. Storytellers may also determine that a character may create a work above his or her functioning level of Crafts given a detailed description of what the character is attempting to make and how.

    A character possessing Crafts: Forgery may spend a level of this focused Ability to invest a document, work of art or other item he or she is falsifying with seeming authenticity. Should another character wish to identify the item as a counterfeit, he or she will need to make a Static Mental Test against the counterfeiters Mental Traits at the time the artifact was forged. For each additional level of Crafts: Forgery spent on the item at the time of the forging, the counterfeiter may add an additional phantom Mental Trait to his or her pool of effective Traits for the purposes of this test.

    Focused Abilities such as Crafts: Armor Making, Crafts: Gunsmithing and Crafts: Swordworking may be used to attempt to make arms and armor with better Bonuses or fewer Negative Traits than standard armaments, provided that appropriate facilities and materials are available (as might be acquired through Industry influence). Such pieces will require Storyteller consultation and approval on a case by case basis. To conceivably create weapons that will not shatter with the use of Puissance, a character must possess an additional specialization in (Potence Reinforcement), which can only be bought with storyteller approval.

  • Disguise (Storyteller's Companion 23) - When a character is using Mask of a Thousand Faces (Obfuscate x3) to imitate a target with more Social Attributes than the character, levels of the Disguise Ability may be spent in lieu of blood traits to make up the difference.

    A character may also use the Disguise Ability to disguise themselves to look like someone else. Each time another character is in a position to examine the disguised character, he or she may initiate a Contested Mental Challenge to notice the deception (The character utilizing the Disguise Ability must offer up this Challenge to those interacting with them should they be approached and their cumulative permanent levels of the Ability total less than three).

    A disguised character may use Disguise as a retest for this test, with the challenger using Investigation. Trait bonuses or penalties between -2 and +2 Traits will be applied at Storyteller discretion to the character attempting to notice the use of Disguise based on how well he or she knows the person that the disguised character is imitating and also based on the inherent differences in the appearance, build and gender between the impersonator and the person they are imitating.

  • Drinking (Gypsies 49) - The Drinking Ability allows a character to simulate having the Subterfuge Ability as a defensive retest against uses of the Empathy Ability when they have any alcohol-tainted blood in their system. This Ability also allows a character to simulate having the Empathy Ability against an opponent with alcohol-tainted blood in their system.

  • Empathy (LotN [Rev]: 88) - In addition to its listed powers, the Empathy Ability may also be used in a Contested Social Challenge to determine the vague emotional state of another character. It should be noted that information gleaned through the Empathy Ability should never be treated as being as conclusive as uses of Auspex might be.

  • Expression (DE: 50) - A character possessing Expression may spend a level of the Ability to invest a piece of writing, or any work made with Crafts or Performance with a specific emotion. Should another character encounter or witness this work, he or she will need to make a Static Social Test against the creator's Social Traits at the time the work was made. If the Challenge is lost, the beholder is overcome with a brief burst of the emotion that the creator specified. For each additional level of Expression spent on the work at its creation, the creator may add an additional phantom Social Trait to his or her pool of effective Traits for the purposes of this test.

  • Fortune-Telling (LotN [Rev] - Sabbat Guide: 69) - Fortune-Telling must be specifically designated (ex: Fortune-Telling: Oneiromancy, Fortune-Telling: Tarot, Fortune-Telling: Tea Reading etc...). Different specializations in Fortune-Telling will be split into separate categories on your sheet. If a character would like to possess Fortune-Telling without a specific field, he or she may take the Ability Fortune-Telling: General.

  • Gambling - The Gambling Ability allows a player to "undo" a single move in a game of chance, much as the Etiquette Ability allows one to redact a single faux pas.

  • Gardening - The Gardening Ability allows a player to make a Static Mental Test to determine the identity and health of a plant they encounter. A character possessing Gardening may to attempt to breed or isolate one simple characteristic (unique color, slight toxicity, abnormal size) in plants they are growing. It takes two months of play to breed a characteristic into a plant. Each plant may contain no more unique characteristics than the player has levels in the Gardening Ability.

  • Herbalism (Storyteller's Companion: 24) - While the Gardening Ability allows a character to grow and tend plants, the Herbalism Ability may be used to correctly mix and prepare plants for medicines or poisons. A character may spend a level of the Herbalism Ability and make Static Mental Test (Difficulty determined by a Storyteller) to attempt to concoct a basic poison or medicinal mixture with herbs available. The effectiveness of such concoctions will be determined by a Storyteller.

  • Hunting (LotN [Rev] - Cam Guide: 24) - The Hunting Ability allows a character to retest in situations pertaining to stalking/subduing people for blood that occur in a feeding scene. It may also be applied to calculations of downtime feeding actions to help determine a character's rate of success.

  • Interrogation (LoA - Companion: 52) - A character possessing the Interrogation Ability may ask a character whom he or she has been in an obvious position of social superiority for a full scene (fifteen minutes to an hour) a single yes or no question up to ten words in length and initiate a Contested Social Challenge with him or her. If the Challenge is successful, the targeted character must answer the question truthfully with "Yes," "No," or "I don't know." The retests for this Test are Interrogation or Intimidation for the aggressor and Subterfuge for the defender.

  • Intimidation (LotN [Rev]: 89) -Intimidation is a valid defensive retest against Dominate.

  • Investigation (LotN [Rev]: 89) - In order to use the Investigation Ability to ascertain if another character is carrying weapons, a Contested Mental Challenge must be made. The defender may retest with the Style Ability. (It indicates an aptitude for dressing to cover weaponry.)

  • Jury-Rig (LoA - Companion: 52) - A character made use the Jury-Rig Ability to bring a simple item back up to minimum functionality once it has been broken, smashed or otherwise rendered unusable. It may also be used to employ totally inappropriate item for a purpose which it is not normally intended. (ex: using your briefcase with a cookie tray duct-taped to it as a shield) To use this Ability, a character must make a Static Test (Ties are won automatically.) for each level of the Ability he or she possesses. Each success gained allows the item to endure for a single round of use. Body armor may not be repaired beyond one Health Level using this Ability.

  • Linguistics (LotN [Rev]: 90) - Linguistics must have a focus. The number of languages a character may know with the Linguistics Ability is as written in Dark Epics, not as in Laws of the Night [Rev.]. With one level of this Ability a character may know one extra language in addition to their native one. Two levels allows for two extra languages. Three allows for four. Four allows eight. Five allows sixteen. The Natural Linguist Merit doubles these numbers.

  • Meditation (DE: 51) - The Meditation Ability allows a character to regain one Willpower Trait for fifteen minutes spent actively role-playing the acts of meditation in game. During downtime, a player may throw one Static Test (Ties are lost automatically.) for each level of the Meditation Ability that he or she possesses. Each success gained allows the character to regain one additional Willpower Trait during downtime. Storytellers may regulate how much of this Ability a character possesses, and may deny some characters access to it.

  • Performance (LoTN [Rev]: 87) - Performance must have a focus. (ex: Performance: Accapella, Performance: Beatboxing, Performance: Yodeling). Different foci in Performance will be split into separate categories on a character's sheet. Performance may not be taken without a focus.

    The Focused Abilities Performance: Acting or Performance: Mimicry may be used to retest Social Challenges involving impersonation or imitation (ex: sounding like somebody else over a phone or recording device) and may be used to great effect when combined with Obfuscate or with the Disguise Ability.

    The Focused Ability Performance: Hypnotism may only be used upon a willing character, or upon a character with no Temporary Willpower Traits and with a Nature conducive to hypnosis. (ex: Child, Conformist, Dreamer, Listener) A character possessing Performance: Hypnotism may initiate a Static Social Challenge against another character's Mental Traits after at least fifteen minutes of role-playing the process of guiding him or her into a trance state. The targeted character may not relent to this Challenge, although the hypnotist may gain one Bonus Trait to this Test for each additional level of the Performance: Hypnotism Ability he or she spends. If the Test is successful, the hypnotist may command the targeted character to perform one simple action (as per Mesmerism) so long as it is not immediately harmful to him or her. The hypnotist may choose instead to ask the targeted character to accurately recall a particular memory or set of memories, which the he or she must truthfully do. Uses of this Focused Ability might be able to uncover past uses of Forgetful Mind, with enough time.

    A level of the Focused Ability Performance: Ventriloquism may be spent to make a character's voice seem to emanate from a different source. Characters investigating the source of the sound may make a Static Mental Test against the ventriloquist's Mental Traits to determine the source of the sound. Should the Focused Ability be combined with Performance: Mimicry, a player may ask a Storyteller to speak or make noise for his or her character.

  • Psychology (LotN [Rev] - Cam Guide: 24) - A character possessing the Psychology Ability may make a Contested Mental Challenge against another character with whom he or she has role-played having an in depth discussion regarding topics pertinent to the targeted character's Nature or Derangements. The discussion must also last at least fifteen minutes. If the Challenge is successful, the character using the Psychology Ability may ask the targeted character to reveal either their Nature or a current Active Derangement. The Psychology Ability may also be used as a retest in Mental Challenges where a character is trying to sound out somebody's motivations.

    Extended use of high levels of the Psychology Ability combined with role-play may help to provide a character with justification for buying off a Derangement. (Primary Malkavian Derangements are, of course, exempt from this.)

  • Repair (LotN [Rev]: 91) - A character may spend a level of the Repair Ability to make a Static Physical Test (Difficulty determined by a Storyteller). If the Test is successful, a character may restore a Health Level to an item which has lost Health Levels due to damage (such as Body Armor) or may restore a Bonus Trait to an item which has lost Bonus Traits due to damage (such as a gun). A character may only attempt to Repair an item in this fashion once each game cycle.

    The Repair Ability may also be used to attempt to modify an item such as to remove one of it's Negative Traits. The same mechanics apply, although this may only be attempted once a moth and the base Difficulty is always harder than it is to repair damage.

  • Science (LoTN [Rev]: 92) - Science must have a focus. (ex: em>Science: Geology, Science: Meteorology, Science: Astronomy) Different foci in Science will be split into separate categories on a character's sheet. Science may not be taken without a focus.

  • Scrounge - Levels of the Scrounge Ability may be spent to pull a random item from the "Scrounge Box", which contains all manner of marvelous things that happen to be lying around somewhere in UnMasqued's New York City.

  • Sleight of Hand (Storyteller's Companion: 27) - A character may expend a level of the Sleight of Hand Ability to have a gun ready to fire when they draw it, rather then taking two actions to draw the gun and then to fire it.

    A character possessing Sleight of Hand may make a Mass Contested Physical Challenge against the Mental Traits of his opponents in a card game. The retest for the defender is Alertness. If the Challenge is successful, he or she is then able to slip any card he likes from the deck into his hand during the game.

    A character possessing Sleight of Hand may also make a Contested Physical Challenge against the Mental Traits of hanother character to attempt to pick his or her pocket. The defensive retest is Alertness. If the Challenge is successful, the victim must take all of the item cards on their person representing portable items and fan them before the pickpocket face down, at which point, he or she may select one at random.

    The Sleight of Hand Ability may also be used in soft role-play to enact any number of charming parlor tricks, rig a three-card monte, or pull a coin charmingly from behind another character's ear. A character possessing Sleight of Hand may add their levels of Celerity to their Physical Traits for the purposes of resolving ties.

  • Streetwise (LotN [Rev]: 92) - Levels of the Streetwise Ability may be spent to pull a random encounter card from the "Streetwise Box", which contains all manner of all manner of interesting people that happen to be somewhere in UnMasqued's New York City.

  • Style (Storyteller's Companion: 20) - The Style Ability allows a character to cloak one obvious Negative trait, so long as their outfit remains intact. By expending a level of the Style Ability, a character may remove one obvious Negative Trait from his or her Appearance tag. This does not eliminate the Trait, but makes it non-obvious. It still has ill effects if correctly called against the character.

    Style may also be used as a defensive restest in Contested Mental Challenges initiated by the use of the Investigation Ability to uncover hidden weapons on a character's person.

  • Survival (LotN [Rev]: 92) - When defending against an attack with a Stamina-related Trait (attempting to soak the damage), players may use the Survival Ability as a retest.

  • Torture (LoA - Companion: 58) - The Torture Ability operates as per the Laws of Ascension Companion, not as per Laws pf the Night: Sabbat Guide. When a character engages in torturing another character, he or she may spend a level of the Torture Ability and make a Contested Mental Challenge against his or her victim. The retest for the defender is Meditation. If this Challenge is successful, the victim loses a Temporary Willpower Trait in place of any Health Levels for that round.

    Should the Torture Ability be used upon a character who lacks any Temporary Willpower Traits, successes result in the loss of a Permanent Willpower Trait, althoguh a character may not be stripped of more than one Permanent Willpower Trait per week in this fashion.

    Should a victim lose all of his or her Permanent Willpower through use of the Torture Ability, the character must relent to all Challenges and will suffer the effects of the Derangement Catatonia.

  • Theology (LotH: 56) - Theology must have a focus. (x: Theology: Catholicism, Theology: Judaism, Theology: Islam). Different foci in Theology will be split into separate categories on a character's sheet. If a character would like to possess Theology without a specific field, he or she may take the Ability Theology: General. A character may spend a level of Theology to instantly recall a prayer, even if the player does not know the prayer OOC, or they may use it to enact a Contested Social Challenge to convince someone that the character is a devotee of a faith not their own.

  • Throwing (DE: 51) - A character possessing Archery may employ Mental Traits rather than Physical Traits when throwing knives or shuriken. Archery may also be used as a retest when using such a weapon.

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Appearance Tags

This section includes rules pertaining to the use of Appearance tags to describe characters. While UnMasqued does employ these tags as a rule, we still would like to encourage players to costume their character's physical appearance to the best of their ability.

  • All players must wear a tag describing the immediately noticeable characteristics of their character. Tags and safety pins will generally be provided at game and Storytellers will be willing to help players create appropriate tags if necessary. Each tag must minimally have the following:

    • The character's cumulative total Appearance-related Traits.

    • The character's apparent age if it differs greatly from the player's apparent age.

    • Any of the following Negative Traits possessed by the character: Decrepit, Delicate, Flabby, Ghastly, Lame (if not costumed), Puny, Bestial (if not costumed), Feral, Repugnant (if not costumed)

    • Any of the following Merits/Flaws possessed by the character: Blush of Health, Enchanting Voice, Huge Size, Short, Disfigured (if not costumed), One-Eye (if not costumed), Child, Deformity (if not costumed), Lame (if not costumed), Eerie Presence, Sanctity

    • The descriptor "Obviously Inhumane", if the character possesses less than two Path Rating on a Conscience-based Path or is currently on any Conviction-based Path.

  • Tags may also include the words "Touch Rule Waived," to indicate to other players that that player is waiving their right not to have physical contact made with him or her, and that they may be hugged, lightly pushed, petted, or otherwise accosted. (Use common sense. Violence and unwanted sexual contact will get this rule off the books very quickly, and will get you banned.)

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Attribute Traits

This section includes rules pertaining to Attribute Traits.

  • Attribute Traits at Character Creation - Characters must have more Positive Traits than Negative Traits in each category at character creation.

  • Attribute Trait Caps - The current cap for all Attribute Traits is twelve, regardless of Generation or creature type.

    No character may possess more than five Appearance-related Traits (any combo of Alluring, Elegant, Gorgeous, Magnetic, Seductive) unless they have used some manner of supernatural power (Obfuscate or Vicissitude) to achieve a higher number.

  • Attributes Traits Lost in Challenges - The Attribute Traits bid during a Challenge are lost at the completion of the Challenge, after all retests. The losing player of the entire Challenge loses the Trait(s) bid. In the event of a tie (push) both players lose any Traits bid.

  • Calling Inappropriate Attribute Traits - A player may always choose to accept an inappropriate Trait for any Challenge.

  • Calling Negative Traits - Negative Traits do not function as in Laws of the Night [Rev]. If a player correctly bid an opponent's Negative Trait(s) during a Challenge, his or her opponent is that many Traits down on the resolution of ties. He or she does not have to bid additional Traits. Should a player incorrectly call Negative Trait(s), his or her character is down a number of Traits equal to the number of Negative Traits called.

  • Negative Traits from Frenzy - (LoTN [Rev]: 209) Losing a Virtue Test does not result in the addition of a Negative Trait (Gangrel being the obvious exception).

  • Spending Permanent Traits - Characters must have a Temporary Attribute Trait to spend a Permanent Attribute Trait.

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Backgrounds

This section includes rules pertaining to non-Influence, non-Status Backgrounds, and does not include rules for Contacts, Status, Prestige or any Influence category. For more information on those Backgrounds, please consult the Influence Rules page or go to the Status and Prestation section of this page.

  • Generation Availability - The Storytellers will endeavor to create a balance in which no more than 10% of the game's active haracters will be comprised of 8th generation vampires and no more than 20% of the game's characters will be comprised of 9th generation vampires. If these numbers are met, a new character of the respective generation will not be approved.

  • Generation Cycling - Players may not play a character possessing the same Generation as a previous character until they have played characters of all other possible Generations once. For example, if a player plays an 8th generation character who dies, that player may not play another 8th Generation character until he or she has played characters of the 9th, 10th, 11th, 12th, and 13th Generations. Characters of the 14th or 15th Generations do not count towards this cycle, although they may be played in lieu of playing a character of the 13th Generation.

  • Herd - Each dot of Herd may be used to produce three Blood Traits per game. Blood garnered from the Herd Background will not automatically be added to your feeding results.

  • Kindred Allies - This Background is unique to UnMasqued, and serves to represent Allies on a Kindred, rather than mortal, level. As Kindred are more potent friends to have than mortals, this Background costs two Experience Points of Freebie Points per level.

    This Background is functionally identical to Allies as listed in Laws of the Night [Rev.], save that the Ally/Allies it represents are Kindred, and they may hence make use of Disciplines, Status and position in Cainite society on a character's behalf.

    A character may buy different Kindred Allies at differing levels of pointage. Separate instances of Kindred Allies will be separated on a character sheet.

  • Kindred Contacts - This Background is unique to UnMasqued, and serves to represent Contacts on a Kindred, rather than mortal, level. As Kindred are more potent friends to have than mortals, this Background costs two Experience Points of Freebie Points per level.

    Possessing this Background allows a character to get information, trade boons, and acquire small favors or gossip from particular cities and regions that have fellow Kindred amicable to the character's Sect (i.e. A Camarilla character is unlikely to be able to buy Kindred Contacts in Mexico City, which is run by the Sabbat.) As with the Linguistics Ability, the number of cities a character may possess contacts in increases exponentially with his or her level of this Background. With one level of this Background a character may possess contacts in one Domain. Two levels allows for two Domains. Three allows for four. Four allows eight. Five allows sixteen.

    Players ought expect that any significant requests made to Kindred Contacts may be recorded as a Boon, depending on the relationship that the character establishs with his or her contacts through role-play.

    Officers and highly respected Kindred are often contacted by those outside the city, giving them people they can contact in return. If a character holds the station of Prince or Grand Harpy, he or she will gain two free points in this Background automatically. If a character holds the station of Seneschal, Sheriff or a Primogen, he or she will gain one free point in this Background automatically. Positional levels of this Background do not stack with other positional levels (ex: If a character holds the offices of both Primogen and Sheriff, they only receive one level of this Background), but it should be noted that positional levels do not count towards the Background's five Trait maximum.

  • Resources - Resources are figured by the chart below, which has been adjusted for inflation since the time that LoTN was first published.

    Resources Income Per Game
    x0 $0
    x1 $700
    x2 $1,400
    x3 $4,200
    x4 $14,000
    x5 $42,200

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Blood

    This section includes rules pertaining to the mechanics of vampiric vitae and feeding.

  • Pre-game Feeding - All feeding results will be done pregame by the Storytellers who will assign blood to characters based on a random dice roll. Flaws and Merits such as Blunt Fangs, Conspicious Consumption, Efficient Digestion, Feeding Restriction, Grip of the Damned or Guilt-Wracked may impact feeding results, as may the possession of ghouled retainers. Players may submit conditional influence or personal actions for feeding in an attempt to bolster the number of blood traits they have at a game session's start. Poorly thought out feeding plans may result in penalties or pre-scenes.

  • Healing Damage - One blood heals two Bashing levels of damage, or one Lethal level of damage. It takes three Blood Traits, one Willpower, and a full night rest to heal each Aggravated level of damage.

    A character who wishes to heal during combat may do so, but this takes one full round, and the character may do nothing else but move during that round.

  • Poor Quality Blood - It should be noted that continually drinking blood from low quality sources (ex: taken from animals, gleaned from blood banks) will eventually take it's toll on characters who regularly feed only from these sources, and that the Storytellers may enforce appropraite penalties for such feeding routinues at their discretion

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Blood Bonds/Vinculum

This section includes rules pertaining to Blood Bonds and Vinculum.

  • What Creates a Blood Bond - It takes three drops of pure vampiric vitae to create a Blood Bond. However, if blood is mixed with any other substance, be it food, wine, or someone else's blood, then it has been diluted. In such cases, whether the blood is too diluted to produce a Blood Bond or not is left to Storyteller discretion.

  • What Characters Know about Blood Bonds - Players should not assume that their character knows a Blood Bond has broken unless told so by an Storyteller. Additionally, if a character succumbs to a Blood Bond in a covert manner, that character is not aware of the cause for his new emotions toward the regnant. If a player feels that they have sufficient cause to suspect a blood bond, they should consult a Storyteller.

    The Blood Bond is also not a radar. It gives neither the Regnant nor the Thrall any insight into the location or emotional state of the other.

  • Breaking Blood Bonds - A Blood Bond takes one year and one day away from the presence of a Regnant to reduce itself by one level. Permanent Willpower has no effect on this.

    A Blood Bond does not necessarily break upon the death of a Regnant unless the regnant is killed directly through the actions of the thrall.

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Blood Magic (Paths)

This section includes rules pertaining to Paths from any form of Blood Magic, including Thaumaturgy, Necromancy, Akhu, Dur-An-Ki, Koldunism, Sadhana, Wanga or Nahaulotl. Listedhouse rules to specific mechanics only pertain to powers described in Laws of the Night. For more information on house rules regarding powers of Blood Magic not found in Laws of the Night, please consult a Storyteller. You should also download the Necromancy Packet or Thaumaturgy Packet for a more complete rules regarding either Discipline.

Rarity

For reference, the following is a comprehensive rarity list of the Paths of Blood Magic available in UnMasqued. These rarity ratings are helpful to determining how difficult Rituals are to learn or to recognize in use. For more information, one may wish to consult the pages for Thaumaturgy and Necromancy Lore, as well as the Influence Rules pertaining to Occult Influence. If you do not see a Ritual listed below, assume that it is not available to characters in this game.

  • Very Common Paths

    Thaumaturgy Paths: The Green Path, Lure of Flames, Movement of the Mind, Neptune's Might, Path of Blood, Path of Conjuring

    Necromancy Paths: Sepulchre Path

  • Common Paths

    Thaumaturgy Paths: Alchemy

    Necromancy Paths: Ash Path, Bone Path

  • Uncommon Paths

    Thaumaturgy Paths: Path of Corruption, Spirit Manipulation, Weather Control

  • Rare Paths

    Thaumaturgy Paths: Biothaumaturgy, Elemental Mastery, Oneiromancy, Path of Levinbolt, Path of the Blood's Curse, Technomancy, Vine of Dionysus

    Necromancy Paths: Cenotaph Path (Ghilberti Only)

General

  • Gestures and Incantations - Unless indicated otherwise, all Paths require gestures or invocations to use. When a power is first learned, both gestures and invocations are required for its use. Thereafter, as the thaumaturge progresses from Basic to Intermediate to Advanced mastery of the path, these restrictions gradually weaken. A magus who had mastered the Advanced level of a Path would need to use both gestures and invocations to perform the advanced level of the path, would require one or the other to perform the intermediate levels and could perform the basic levels of the path without use of either. Powers that require the target to be touched or only target the caster require one less. Combat powers which require the target to be touched may be performed with gestures. Doing so requires a Physical Action by the caster the turn prior to utilizing the power. (Note: Where the above guidelines are contradicted by house rules specifically referring to a Path, follow the house rules specifically referring to the Path. The above guidelines inform UnMasqued house rules pertaining to gestures and invocations, but have exceptions.)

    Gestures need not be very conspicuous, nor do invocations need to be very loud. It is not possible to gesture while grappled. It is not possible to use invocations if you are unable to speak.

  • Acquiring Blood Magic Out of Clan - Blood Magic is extraordinarily difficult to acquire out of Clan. To learn traditional Thaumaturgy, a non Tremere character will have to either spend several years of time acclimating themselves to the workings of hermetic magic or will have to have the ritual Inherited Affinity cast upon them. In either case, dire Storyteller enforced circumstances will occur if any Tremere is caught teaching Thaumaturgy without due permission from the Tremere hierarchy. Learning Necromancy as taught by a Giovanni or Samedi likewise carries concerted risks from non-player characters if do so without appropriate authorization from the powers that be. Akhu, Dur-An-Ki, Koldunism, Sadhana, Wanga and Nahaulotl are rare enough in UnMasqued that any instance of a player character possessing them will be dealt with on a case by case basis.

Specific Paths

  • Path of Blood: A Taste for Blood (LoTN [Rev]: 177) - This power requires the use of gestures when first learned. Once the thaumaturge reaches the first Intermediate level of the Path of Blood, no gestures or invocations are required. No invocations are used with this power. This power only requires the consumption of one drop of blood, not an entire blood trait and it does not requires tasting enough blood to become blood bound.

  • Path of Blood: Blood Rage (LoTN [Rev]: 177) - Using this power may require a Physical Challenge to initiate physical contact. This Challenge takes place during this physical phase of combat on the same turn that the power is to be used. Forced blood expenditures count against the victim's Blood Trait expenditures for the next combat turn. This power may not force a character to spend more blood in a turn than the limit of their Generation allows.

  • Path of Blood: Theft of Vitae (LoTN [Rev]: 177) - This power can only be used to consume the blood being stolen. It cannot be used to steal blood and channel it into a container.

  • Path of Blood: Blood Cauldron (LoTN [Rev]: 177-178) - This power always requires incantations. Using this power may require a Physical Challenge to initiate physical contact. This Challenge takes place during this physical phase of combat on the same turn that the power is to be used.

  • Bone Path Necromancy: Soul Stealing (LoTN [Rev]: 156): If the body of a vampire that has been the victim of Soul Stealing takes a level of Lethal or Aggravated damage, the soul returns to the body.

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Blood Magic (Rituals)

This section includes rules pertaining to Rituals from any form of Blood Magic, including Thaumaturgy, Necromancy, Akhu, Dur-An-Ki, Koldunism, Sadhana, Wanga or Nahaulotl. Listed house rules to specific mechanics only pertain to powers described in Laws of the Night. For more information on house rules regarding powers of Blood Magic not found in Laws of the Night, please consult a storyteller. You should also download the Necromancy Packet or Thaumaturgy Packet for a more complete run down.

Rarity

For reference, the following is a comprehensive rarity list of the Paths of Blood Magic available in UnMasqued. These rarity ratings are helpful to determining how difficult Rituals are to learn or to recognize. For more information, one may wish to consult the pages for Thaumaturgy and Necromancy Lore, as well as the Influence Rules pertaining to Occult Influence. If you do not see a Ritual listed below, assume that it is not available to PCs in our game.

  • Very Common Rituals

    Thaumaturgy Rituals: Communication with Kindred Sire, Purify Blood, Rite of Introduction, Sangiuineous Phial, Wake with Evening's Freshness

  • Common Rituals

    Thaumaturgy Rituals: Blood Contract, Bone of Lies, Craft Bloodstone, Defense of the Sacred Haven, Deflection of the Wooden Doom, Devil's Touch, Encrypt Missive, Extinguish, Major Creation, The Open Passage, Power of the Pyramid, Principal Focus of Vitae Infusion, Rutor's Hands, Sanguine Assistant, The Scribe, Scry, Sense the Mystical, Soul of the Homonculus, Stone of True Form, Wards vs. Ghouls, Warding Circle vs. Ghouls, Wake with Evening's Freshness

    Necromancy Rituals: Cadaver's Touch, Call of the Hungry Dead, Call on the Shadow's Grace, Circle of Cerberus, Eyes of the Grave, Grasp the Ghostly, the Ritual of the Unearthed Fetter, Spirit Beacon

  • Uncommon Rituals

    Thaumaturgy Rituals: Bind the Accursed Tongue, Blood Allergy, Brand of the Paramour, Cleansing of the Flesh, Engage the Vessel of Transference, Enhancing the Curse, Impressive Visage, the Imp's Affliction, Inscription, Machine Blitz, Pavis of the Foul Presence, Purge the Inner Demon, Purity of the Flesh, Rebirth of Mortal Vanity, Ritual's Recognition, Shaft of Belated Quintessence, Splinter Servant, Stolen Kiss, Stone Slumber, Track Transgressor, and Unweave Ritual, Wards vs. Demons/Kindred/Lycanthropes/Spirits/Wraiths, Warding Circle vs. Demons/Kindred/Lycanthropes/Spirits/Wraiths

    Necromancy Rituals: Bastone Diabolico, Drink of Lethe's Waters, Drink of Styx's Waters, Esilio, Judgment of Rhadamanthus, Minestradi Morte, Occhio D'Uomo Morte, Part the Veil, Tempesta Scudo

  • Rare Rituals

    Thaumaturgy Rituals: A Touch of Nightshade, Bureaucratic Condemnation, Dedicate the Chantry, Deny the Intruder, Expedient Paperwork, Impassable Trail, Jinx, Learning of the Mind Enslumbered, Mark of the Amarath, Mourning Life Curse, Nectar of the Bitter Rose, Return of the Heart, Scent of the Lupine's Passing, Severed Hand, Transubstantiation of the Seven, Umbra Walk, Ward vs. Fae, Warding Circle vs. Fae, Whispers of the Ghost.

    Necromancy Rituals: Chill of Oblivion, Divine Sign (Pisanob Only), Eldritch Beacon, Eyes of the Dead, Garb of Hades, Din of the Damned, Peek Past the Shroud, Puppet, Ritual of Potchli (Pisanob and Ghiberti Only), Ritual of the Smoking Mirror (Pisanob Only), Ritual of Xipe Totec (Pisanob Only)

General

  • Unless the ritual write-up or house rules specifically say otherwise, characters are aware as to whether or not they have cast a ritual successfully.

  • Any ritual that refers to the caster's permanent Mental Traits refers to the Caster's Traits at time of casting. Should, for example, a character create a warding circle and subsequently purchase additional mental traits, the strength of the circle would still be determined by the caster's earlier number of Mental Traits.

Specific Paths

  • Pavis of the Foul Presence (LoTN [Rev]: 187) - This ritual simply cancels an opponent's use of Awe and Summon; causes the backfire of Dread Gaze and Entrancement; and has no effect on Majesty. It also gives the user of the ritual the Negative Social Traits Odious x3

  • Ward Versus Kindred (Guide to the Camarilla 113) - This ritual is counted as Advanced and not as Intermediate.

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Character Sheets
  • Valid Character Sheets - All new character sheets must be approved before a character enters play. This is represented by receiving signatures from a majority of Storytellers present at the game.

    If a player possesses a character sheet that was not printed and provided by the Storytellers other player(s) may request to see that the sheet has been signed by at least two Storytellers. If it has not, the player must relent to all Challenges for the remainder of the evening.

  • Sheet Changes - The night of game is always extremely hectic for the Storytellers, who accordingly do not have the time to immediately give every new character sheet the full attention it deserves. Thus, the focus when reviewing sheets night of game is to insure that the sheet has no major problems and get the player into game as quickly as possible. Sheets will be further reviewed following game and players will be contacted should there be any problems.

    Likewise, after submitting a character sheet, players will have a "grace period" of two games to petition the Storytellers to make minor changes to their character. After this span, the character sheet is fixed.

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Clans

    This section includes rules pertaining to the playability of certain Clans, as well as modifications and clarifications of Clan Advantages and Disadvantages.

  • Restricted Clans and Bloodlines - Anda, Ahrimanes, Baali, Blood Brothers, Children of Osiris, Daughters of Cacophony, Gargoyles, Harbingers of Skulls, Kiasyd, Jocastatians, Lamiae, Lasombra (antitribu or otherwise), Lhiannan, Mariner Gangrel, Mnemosyne, Nagaraja, Noiad, Old Clan Tzimisce, Ravnos, Salubri, Samedi, Tzimisce, True Brujah, and any other Clans and Bloodlines not found in LoTN [Rev] will require Storyteller approval as player characters. (Don't expect to get said approval.)

  • Imaginary Friend Rule - Just because there is only one PC in a Clan/Sect does not mean that that character has no friends or allies. The Storytellers recognize that some Independent Clans cannot function effectively without a support structure. Storytellers may provide that support structure if there are no players doing so.

  • Nosferatu - Nosferatu, in addition to automatically gaining a level of the Stealth and Survival Abilities at character creation, also gain a level of the Contacts Background.

  • Toreador - Toreador should consider themselves entranced by any person with four or more Appearance-related Traits. In the case of pieces created with Crafts, Blood Preparation, Expression or Performance, a Toreador will become entranced by any traditionally artistic work (paintings, songs, poetry) created with at least three levels of the applicable Ability. Toreador will also become entranced by any non-artistic object (power point presentations, lamp-posts, ceiling panels) created with four or more levels of these Abilities. The Toreador Clan Flaw should be role-played appropriately, and characters whom are entranced should demonstrate that they are, in fact, psychologically contemplating the object of their entrancement. (Simply staring at an object and then nonchalantly asking somebody to break your line of sight is considered to be in poor taste.)

  • Light Sensitive Flaw - Lasombra, Setites, and Serpents of the Light may suffer the stacked effects of their Clan Disadvantage and the Flaw Light Sensitive if they have it.

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Combat

    This section includes rules that are helpful in instances of combat. Several of the rules listed here appear in other sections as well.

  • No Whining Rule - If a player feels that a Storyteller has made a bad ruling in a combat, he or she may make one concise appeal at the time of the incident. Afterwards, players will be expected to wait until the end of game to bring the matter up again.

  • Death - Active characters may only be killed or otherwise rendered unplayable in a scene. Downtime actions that might render a character unplayable must be scened. This includes non-player character attempts to kill player characters (i.e. hunters and Sabbat). This rule does not apply to characters whose bodies have already been transformed into item cards.

    Death is a deliberate action. No matter how much damage a character takes, he or she will fall into Torpor at the end of the turn. It takes a deliberate action to cause death.

  • Order of Challenges - (LoTN [Rev]: 196) The order of challenges in a multiple-challenge situation is first determined by the categories of Attributes bid. Spending blood to power Disciplines and heal wounds is the first action, followed by Social Challenges, then Mental Challenges, then Physical Challenges. The only way to preempt a challenge is with Alacrity (one cannot, for example, interrupt a declared Physical Challenge with a Mental action without Alacrity). Alacrity actions can preempt only detected Challenges. Trait levels are used to determine which challenger goes first among a set of Challenges in a like category.

  • Alacrity Actions (LoTN [Rev]: 134) - A Social Action can be preempted with a Social Action, and a Mental Action can be preempted with a Social or Mental Action, except in the event of surprise. Actions that are not detectable may not be pre-empted. Necromancy and Thaumaturgy cannot be used in Alacrity. Social and Mental Actions are impossible when using Celerity higher than Alacrity.

  • Defending Agianst a Celeritous Attacker (LoTN [Rev]: 140) - When defending against follow-up actions granted by an opponent's Celerity, a character may only use Dexterity-related Physical Traits to defend against them if he or she can match your opponent's number of follow-ups with your own Celerity. Otherwise, characters must defend with Stamina-related Traits or relent.

  • Defending with Potence (LoTN [Rev]: 165) - Potence may not be used to defend against any attack that does damage.

  • Combat Dominate - Prior to using of Dominate in combat, a character may be required to spend a Social Action attracting the target's attention for the purposes of eye contact.

  • Firearms Effects on Vampires - Most firearms will deal Bashing damage to vampires, instead of Lethal damage, given that vampire physiology (with mostly non-functional organs) would not be as adversely effected by gunfire as that of a human. Exceptions will be noted on the item cards.

  • Negative Traits on Weapons - (LoTN [Rev]: 203) When bidding extra Positive Traits for a weapon, an assailant must automatically subtract any Negative Traits (Clumsy, Loud, etc...) from their sum.

  • Special Weapon Abilities - (LoTN [Rev]: 203) UnMasqued does not use the Speed ability.

  • Healing Damage - One blood heals two Bashing levels of damage, or one Lethal level of damage. It takes three Blood Traits, one Willpower, and a full night rest to heal each Aggravated level of damage.

    A character who wishes to heal during combat may do so, but this takes one full round, and the character may do nothing else but move during that round.

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Diablerie

This section includes rules pertaining to Diablerie.

  • Overview of Benefits and Setbacks - A Storyteller must be present for any Diablerie attempt. Successful Diablerie, even if no Generation boost occurs, automatically gives the Diablerist 2 Experience Traits to spend at their leisure.

    Successful Diablerie further entitles the diablerist to a three month period under which they suffer from Storyteller-determined Flaws (Nightmares and various Derangements are popular) to simulate the agony of digested soul reverberating throughout one's being.

    (LoTN [Rev]: 216) Diablerie does not force a character to automatically lose a Path Rating, however, a Conscience or Conviction Challenge to test for the loss of Path Rating must still transpire, if applicable.

  • Diablerie Veins - If a character has committed Diablerie in the past three months and is subject to successful use of the Discipline Aura Perception, the player must volunteer that there are black veins present in his or her character's aura.

  • No Diablerie Cakes - Diablerie may not provide any game benefit if performed on characters who have been in play for less than three games or non-player characters Embraced by player characters.

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Drugs and Poisons

This section includes rules pertaining to mind-affecting substances that may be present in imbibed blood.

  • Alcohol - The character gains the Negative Traits Clumsy (Physical), Uninhibited (Social), and Oblivious (Mental) automatically. The player should add one to each of these traits for every three alcohol-tainted blood traits in his or her blood pool. If more than 2/3 of a character's blood pool becomes alcohol-tainted, he or she must bid a Stamina-related Trait in a Static Challenge (Diff: Number of Alcohol-related Traits in his or her blood pool) to avoid temporary unconsciousness (15 minutes). Storytellers may enforce Tests for addiction with regular on-going use.

  • Caffeine - The character may make a simple test for each hour he or she wishes to stay up past sunrise. On a win, the character may forgo spending a Willpower to stay up. Once a character has three caffeine-tainted traits in his or her system, he or she will gain the Negative Traits Twitchy (Physical) and Hyper (Mental). The player should add one to each of these traits for every three additional caffeine-tainted blood traits in his or her character's blood pool.

  • Cocaine - The difficulties of all Frenzy chops are increased by one. The charater gains the Negative Traits Unsteady (Physical) and Impatient (Mental) automatically. The player should add one to each of these Negative Traits AND to the difficulty to resist frenzy for every three cocaine-tainted blood traits in his or her character's blood pool (If a character reaches an effective 0 Self-Control this way, that character frenzies automatically). If more than 2/3 of a character's blood pool becomes cocaine-tainted, he or she gains the temporary derangement Paranoia. Storytellers may enforce Tests for addiction after a few uses.

  • Hallucinogens - The character gains the temporary derangement Schizophrenia and the Negative Traits Incomprehensible (Social) and Distracted (Mental) automatically. The player should add one to each of these Negative Traits for every three hallucinogen-tainted blood traits in his or her character's blood pool. A character under the effects of hallucinogens is down a variable number of Traits to resist the effects of the Discipline Chimestry at the Storytellers discretion.

  • Heroin - After acquiring heroin-tainted blood, a character may not initiate any Challenge (although he or she may respond defensively) for fifteen minutes, as he or she is overcome with euphoria. Afterwards, the character gains the Negative Traits Lethargic (Physical), Dull (Social), and Oblivious (Mental). The player should add one to each of these Negative Traits for every three heroin-tainted blood traits in his or her character's blood pool. As long as there is heroin-tainted blood in a character's system, he or she takes a two Trait penalty to any Mental Challenge or Dexterity-based Physical Challenge. If more than 2/3 of a character's blood pool becomes heroin-tainted, he or she must must bid a Stamina-related Trait in a Static Challenge (Diff: Number of heroin-related Blood Traits in his or her blood pool) to avoid falling into one day of torpor. Storytellers may enforce tests for addiction after one use.

  • Marijuana - The character loses any benefit from the \>Merit Time Sense. The difficulties of all Frenzy chops are reduced by one. The character gains the Negative Traits Docile (Physical), Dull (Social) and Shortsighted (Mental) automatically. The player should add one to each of these traits for every three marijuana-tainted blood traits in in his or her character's blood pool. If a charactet possesses the Merit: Eat Food, he or she should seek out munchies.

  • Methamphetamines - The character gains the effective derangement Paranoia and the Negative Traits Unsteady (Physical), Incomprehensible (Social) and Distracted (Mental). The player should add one to each of these negative traits for every three methamphetamine-tainted blood traits in his or her character's blood pool. The character may make a simple test for each hour he or she wishes to stay up past sunrise. On a win or tie, the character may forgo spending a Willpower to stay up. If more than 2/3 of a character's blood pool becomes becomes methamphetamine-tainted, the character gains the temporary derangement Schizophrenia (You are full of Goddamn Spiders!) in addition to the Paranoia. Storytellers may enforce tests for addiction after one use.

  • PCP - The character gains the temporary derangement Schizophrenia and the Negative Traits Numb (Physical), Incomprehensible (Social) and Violent (Mental). The player should add one to each of these Nnegative Traits for every three PCP-tainted blood traits in his or her character's blood pool. The chaarcter gains the effects of Fortitude x1 while under the effects of PCP, but is unable to assess any damage they have taken or attempt to heal it. Storytellers may enforce tests for addiction after a few uses.

  • Sempreverde - Sempreverde is a fictional drug unique to the the world of UnMasqued. The high it produces is a very mellow one, during which one's perceptions become temporarilly more acute while remaining hard to focus. It is unique in that it can be taken by Kindred directly via tablet, and does not have to be diluted within mortal blood. After taking the drug, the character gains the Negative Traits Oblivious x2 (Mental). The player should add two more Oblivious traits for every three sempreverde-tainted blood traits in his or her character's blood pool. The character is down three traits on all Mental challenges not related to Perception while under the effects of the drug. The player should a phantom level of Awareness to his or her sheet. Storytellers may enforce tests for addiction with regular on-going use.

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Disciplines

This section includes rules pertaining to Vampiric Disciplines.

General

  • Out-of-Clan Disciplines - No out-of-Clan Disciplines may be purchased at character creation.

Animalism

  • Animalism: Quell the Beast (LoTN [Rev]: 135) - Quell the Beast does not prevent the spending of Willpower Traits for the purpose of Aegis.

Auspex

  • Auspex: Heightened Senses (LoTN [Rev]: 137) - Heightened Senses will not allow characters to senses things outside outside of the normal spectrum of human sensation. (i.e. Characters may not hear dog whistles nor see ultraviolet or infared light.)

  • Auspex: Aura Perception (LoTN [Rev]: 137) - A character may use Aura Perception to determine the number and rough location of auras in a room (useful for finding out if there are wraiths or astral presences around). To do this, a character must throw a Static Mental Test against a difficulty equal to the number of auras in the room. If the character succeeds, he or she is able to sense the auras in the room for about five seconds, which is long enough to try a more specific use of Aura Perception on one of the auras. When Aura Perception is used in this fashion, the player should ignore the auras of characters using Obfuscate, unless he or she has previously pierced their Obfuscate and can seen them normally.

    If a character on the astral plane employs Obfuscate, he or she may not be detected by characters on the physical plane.

    It should be noted that if a character has committed Diablerie in the past three months and is subject to successful use of the Discipline Aura Perception, the player must volunteer that there are black veins present in his or her character's aura.

  • Auspex: Telepathy (LoTN [Rev]: 138-139) - Breaking into a character's head with Telepathy requires the expenditure a Mental Trait and a Contested Mental Challenge. Once a character establishes Telepathy he or she may hear the target's surface thoughts automatically and may send mental words and pictures to attempt to communicate.

    The content of surface thoughts are left up to the player of the character being targeted by Telepathy and may be as vague or vivid as the player desires.

    A character may search for memories and information regarding the topics of his or her target's surface thoughts or the topics of a normal conversation by engaging in a Simple Mental Test. The target may not relent to this Challenge. No Traits are risked by either party and the telepath may retest this Challenge normally. Questions that may be answered in this way include: What is the name or location of the person, place, or thing about which you are thinking/speaking? Why do you hold the particular opinion you have just expressed (verbally or mentally)? What are your memories of the topic of conversation/thought? (This can include a search for the most significant memory of such type, or memories of such within a certain period of time).

    Once a character has received an answer to questions such as these and uncovered new memories, he or she may then make another Simple Mental Test to attempt to acquire more information about these memories or to locate other memories that are in some way connected to them.

    If a character wishes to ask a question about something that isn't relevant to the target's current thoughts or conversation, they may spend a Mental Trait and throw a Simple Mental Test as above, to uncover the answer to any question desired. Such questions may include: What is one of your Flaws or Negative Traits, if any? What is one of your Derangements, if any? Where were you last night? What is your deepest fear? Who do you love most in this world?

    If the telepath fails any Challenge to find information via Telepathy, the player must wait for five minutes of real time to pass before he or she may ask the same question again. Other questions, however, may be posed in the mean time.

    A character may make a Contested Mental Challenge (retesting using the Awareness Ability) to determine if Telepathy is being employed upon him or her. Once a character is aware that somebody is using Telepathy on him or her, he or she may make a Contested Willpower Challenge (no expenditure required) to attempt to break off the telepathic link. This Challenge may be repeated every five minutes in real time.

  • Auspex: Psychic Projection (LoTN [Rev]: 139) - The astral plane is run with vague consideration for written material on the High Umbra. Character who venture too far into it may encounter astral spirits, constructs, or flat out bizarre things.

Celerity

  • Celerity (LoTN [Rev]: 140) - When defending against follow-up actions granted by an opponent's Celerity, a character may only use Dexterity-related Physical Traits to defend against them if he or she can match your opponent's number of follow-ups with your own Celerity. Otherwise, characters must defend with Stamina-related Traits or relent.

  • Celerity: Alacrity (LoTN [Rev]: 134) - A Social Action can be preempted with a Social Action, and a Mental Action can be preempted with a Social or Mental Action, except in the event of surprise. Actions that are not detectable may not be pre-empted. Necromancy and Thaumaturgy cannot be used in Alacrity. Social and Mental Actions are impossible when using Celerity higher than Alacrity.

Chimestry

  • Chimestry (LoTN [Rev]: 142) - If a Chimera is simple and freestanding but runs on a program of some sort (ex: a bird that sings at various hours of the day, a man that gives a pre-set lecture) this will cost one additional Willpower Trait. If a Chimera could be considered multi-part in some way (ex: a nest of birds, a small group of people chatting) and also requires programing or a schedule this will cost an additional two Willpower. Objects in a "multi-part" Chimera cannot be seperated from the illusion or act independently of it.

  • Chimestry (LoTN [Rev]: 142) - A Contested Social Challenge is required to disbelieve in the reality of any given Chimera. Once the Chimera is disbelieved, it still remains visible to all parties (including the disbeliever) until actively disproved through a Physical Action (ex: passing a hand through it). A character may not accidentally disprove a Chimera. If the illusionist informs a character that a Chimera is illusionary, he or she may act as though they have won the Challenge to disbelieve. Penalties are also applied to the illusionists bid in a the Contested Social Challenge for disbelief ased on the absurdity of the creation, as described below:

    • No Penalty

      Description: Chimera is realistic and is something that the illusionist might have in their possesion that might well be wherever they are.
      Examples: Guns, hamsters, nunchuku, dildos, pizzas, bling, strange sounds, laptops, maracas, tickle-me-elmos, small children, four leaf, pictures of Adam Jones naked, ice cream cones, X-Box 360s, manatees, flamethrowers.

    • -1 Trait Penalty

      Description: Chimera is realistic, but is either rare or seems really out of place.
      Examples: African elephants (not in Africa or a zoo), celocanths, Al Gore, diamonds larger than a grape, Gutenberg bibles, three headed baby ducks, pictures of Adam Jones engaging in illict acts with a platypus, an emperor scorpion trained to wear a miniature derby hat and dance slightly on command.

    • -2 Trait Penalty

      Description: Chimera is realistic, but is inherantly unique and is something it is VERY not likely that the illusionist would have.
      Examples: the Mona Lisa, the severed head of the current Pope, a living Dodo, Rasputin's penis in a jar, a small child with three heads, Lenin's corpse, another player character's backstory character.

    • -5 Trait Penalty (-3 with use of Horrid Reality)

      Description: Chimera is not realistic, but could be explained with holograms or magnets or strange science or something...
      Examples: Life destroying laser-guns, Lenin's corpse animated with cyborg technology, the indian rope trick, dinosaurs, giant mechas, lightsabers, realistic looking unicorns, another player character's *dead* backstory character

    • Auto Relent (-4 with use of Horrid Reality)

      Description: Chimera is obviously fantastical, but could be the result of Thaumaturgy or bizarre wonk or something...
      Examples: Disney villains, realistic looking unicorns that shoot fireballs and can fly, were-walruses, demons, angels, that water-carrying broom from Fantasia, the Cheshire cat, another player character' *dead* backstory character engaging in a menage a trois with Adam Jones and Lenin's corpse animated with cyborg technology

    • Auto Relent (-5 with use of Horrid Reality)

      Description: Chimera is blatantly disobeying the laws of consensual physical reality.
      Examples: Liquid cats that changes color and speak with the voice of your dead mother, a house designed by MC Escher, a stick figure that jumps off of a page and remains two-dimensional

    • Auto Relent (All Cases. Horrid Reality does not apply.)

      Description: Object is technically impossible to conceive of by a human mind.
      Examples: Four-dimensional items, platonic ideals, Cthulu

  • Chimestry (LoTN [Rev]: 142) - Chimera, even ones made without Horrid Reality can seem to physically restrain or even push another character in a non-damaging way. If this occurs, however, an automatic Contested Social Challenge for disbelief must be made, with all penalties applying. Should the target lose the Contested Social Challenge, the Illusionist responsible for the Chimera still must make another Contested Social Challenge against the defendant's Physical Traits to see if the Chimera can restrain or displace them.

  • Chimestry (LoTN [Rev]: 142) - Animals are affected by Chimera, and are, in fact, unlikely to disbelieve a great number of illusions that humans would normally find absurd. However, Chimerical animals will almost never deceive real animals, unless the illusionist can reproduce all the sensory effects of an animal accurately (i.e makings dogs smell right to other dogs, making insects display the correct ultraviolet patterns to other insects, etc...)

  • Chimestry: Horrid Reality (LoTN [Rev]: 143) - All present can see a Chimera created with Horrid Reality. However, only one target can receive psychosomatic effects or injury from it.

Dementation

  • Dementation (LoTN [Rev]: 144) - All Malkavians with Dementation know when they invoke madness, except for the two Basic levels.

  • Dementation: Voice of Madness (LoTN [Rev]: 145) - If a character must make a Courage Test for Rötschreck as a result of Voice of Madness, that character may not use Willpower to surpress their fear.

  • Dementation: Total Insanity (LoTN [Rev]: 145) - If a player possesses this Discipline, they should consult with a Storyteller before he or she makes a deck.

Dominate

  • Dominate - Prior to using of Dominate in combat, a character may be required to spend a Social Action attracting the target's attention for the purposes of eye contact.

  • Dominate - Dominate may not be used to command a target to perform an involuntary bodilly action, such as sleeping (even if it's in the book). Should a character be Dominated to "Sleep", they will attempt to compose themselves to sleep to the best of their ability (lying down, closing their eyes, doing relaxation exercises... whatever), but they will not automatically fall unconscious.

  • Dominate (LoTN [Rev]: 146) - Intimidation is a valid defensive retest against Dominate.

  • Dominate (LoTN [Rev]: 146) - A vampire can suspect that they were Dominated. If a character feels that he has been Dominated, the player should seek out a Storyteller. Dominate requires the presence of a Storyteller or Narrator, especially for the comparison of Generation which should be a secret to both players.

  • Dominate: Forgetful Mind (LoTN [Rev]: 147) - The identity of the domitor is not automatically discovered when true memories are revealed. Forgetful Mind does not allow a character to cycle through another character's memories at will and review them.

Fortitude

  • Fortitude - (LoTN [Rev]: 149) Fortitude protects against staking. If you successfully test down all damage taken, then you are not staked.

  • Fortitude: Aegis - (LoTN [Rev]: 150) Aegis has, in addition to the powers listed in the book, has the constant effect that the character possessing this level of Fortitude wins all ties on tests made to lessen damage using levels 3 and 4 of Fortitude.

Obfuscate

  • Obfuscate - All uses of Animalism, Chimestry, Dementation, Presence and Obtenebration will break Obfuscate.

Obtenebration

  • Obetenbration (LoTN [Rev]: 163) - Using Obtenebration is considered a Mental Action.

  • Obetenbration: Shroud of Night (LoTN [Rev]: 164) - The retested success a victim suffers due to fighting blindly in a Shround of Night is enforced on the character's first successful Challenge.

    A Shroud of Night is centered on a point in space. It will only move with a full turn of complete concentration, during which its center may move three steps.

  • Obetenbration: Arms of the Abyss (LoTN [Rev]: 164) - One tendril may be created as a Mental Action with a full turn of concentration and the normal expenditures. The number of tentacles that may exist at any given time is limited by the number of levels a character possesses in this Discipline. Tendrils are controlled during the Physical phase of combat and they may not be used in the same turn that either a Shroud of Night or other Arms of the Abyss are being created.

Potence

  • Potence (LoTN [Rev]: 165) - Potence may not be used to defend against any attack that does damage.

Presence

  • Presence (LoTN [Rev]: 167) - Most powers of this Discipline are not obvious while in use or after they wear off. Players should consult a Storyteller if they feel their characters should be aware of their use.

  • Presence: Awe (LoTN [Rev]: 167) - Awe may not be used as a retest for Chimestry or for any form of Blood Magic.

  • Presence: Summon (LoTN [Rev]: 168) - The use of Summon requires the expenditure of a Willpower Trait.

    Summon also includes a "danger clause." Solely at the discretion of the Storyteller running the scene, a use of Summon may fail due to an obvious threat of death in the summoned character's path.

    A character who is Summoned does not know the location of their summonet until they arrive.

    Summon may be performed on a character who has been contacted according to the specified Summon requirements, even if they are contacted by a mortal under the influence of the summoners use of the Dominate power Posession.

  • Presence: Majesty (LoTN [Rev]: 168) - Majesty affects all those within line of sight.

Quietus

  • Quietus: Scorpion's Touch, Baal's Caress (LoTN [Rev]: 171-172) - For Quietus, a weapon can hold a maximum number of toxic Blood Traits based on its concealability rating.
    Concealability Blood Traits
    Pocket 1 Trait
    Jacket 2 Traits
    Trenchcoat 3 Traits
    None 4 Traits


  • Quietus: Dagon's Call (LoTN [Rev]: 172) - Using this power may require a Physical Challenge to initiate physical contact, as per Thaumaturgy's Path of Blood.

  • Quietus: Taste of Death (LoTN [Rev]: 172) - Use of this power deals two levels of Aggravated damage.

Serpentis

  • Serpentis: Eyes of the Serpent (LoTN [Rev]: 173) - The victim of this power may take no Physical Action while the power is maintained. This includes speaking. Non-verbal powers, however, such as Dementation or Presence may be invoked while under the effects of this Discipline.

  • Serpentis: Skin of the Adder (LoTN [Rev]: 173) - The bite attack utilized in this form causes an additional wound level with a win or tie on a Simple Test made after biting. In addition to those Traits given in LotN [Rev], Skin of the Adder also grants the Physical Trait Wiry.

  • Serpentis: Form of the Cobra (LoTN [Rev]: 173) - Characters may accelerate the time taken to shift to this form down to two turns with the expenditure of a Blood Trait, or to one turn with the expenditure of a Blood Trait and a temporary Willpower Trait. In addition to those powers given in LotN [Rev], Form of the Cobra also grants the Traits Tough, Lithe, and Alert. Characters in Form of the Cobra may not use the Disciplines Necromancy, Protean, Vicissitude or Thaumaturgy (including Akhu and other froms of Blood Magic) while in this form, and may only use Dominate if the requirement of speech is somehow bypassed.

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Experience

    This section includes rules pertaining to Expereince, how it is gained and how to spend it.

  • Experience at Character Creation - First time characters in UnMasqued receive ten Experience Traits at character creation. Characters played by players who have had previous UnMasqued characters will receive five Experience Traits.

  • Experience Ramping - All players (assuming they partcipated and came in costume) receive three Experience Traits for each game session, until they achieve thirty-five cumulative Experience Traits. Afterwards, players receive two Experience Traits for each game session until they achieve seventy cumulative Experience Traits. After this, players will still receive two Experience Traits for each game session, but one Experience Traits must be spend immediately at the end of game on Backgrounds or Abilities.

  • Spending Experience - All Experience Trait expenditures must be indicated on the back of the character sheet which a player turns in at the end of game. Deviation from this rule may cause expenditures to not take place.

    Only one Trait per category (ie Social, Mental, Physical, Ability, etc) may be purchased per game played.

    Buying Influences in game requires a justification for the purchase or the Influence will cost twice as much.

  • Banking Experience - A maximum of ten Experience Traits may be banked for future use. Excess XP will be spent on your character by the Storytellers at their discretion.

  • Recruitment Experience - Players may receive one bonus Experience Trait for bring a new player into game. However, the new player must play a character for at least two full game sessions, and the new character must not be part of a coterie or influence bloc which directly aids the character of the player receiving the Experience Traits.

  • Backstory Experience - One to three Experience Traits may be awarded for the submission of a character backstory, depending on the quality.

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Flaws

This section includes rules pertaining to Flaws.

  • Restricted Flaws - Flaws not found in Laws of the Night: Revised, Laws of the Night: Camarilla Guide, or Laws of the Night: Sabbat Guide require Storyteller approval.

  • No-Point Flaws - The following Flaws are worth no points: Cannot Embrace, Cast No Reflection, Flashbacks, Flesh of the Corpse, Infertile Vitae, Lunacy and Prey Exclusion (Children).

  • Light Sensitive - Lasombra, Setites, and Serpents of the Light may suffer the stacked effects of their Clan Disadvantage and the Flaw Light Sensitive if they have it.

  • Flaws vs. Derangements - Amnesia and Phobia will serve as Derangements and not as Flaws.

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Merits

This section includes rules pertaining to Merits.

  • Restricted Flaws - Merits not found in Laws of the Night: Revised, Laws of the Night: Camarilla Guide, or Laws of the Night: Sabbat Guide require Storyteller approval.

    The following Merits are banned: Lucky, Nine Lives, and True Faith.

  • Ability Aptitude - The Merit Ability Aptitude does not grant bonus traits to any form of Discipline use.

  • Code of Honor - Code of Honor requires a written description and Storyteller approval.

  • Eidetic Memory - Eidetic Memory only allows characters to remember things which their players have taken the time to write down in their out of character Eidetic Memory Book. Storytellers are not obligated to provide characters with this Merit any additional reminders about what they would know.

  • Enchanting Voice - The effects of Enchanting Voice and Natural Leader do not stack.

    Enchanting Voice grants no bonus Traits to uses of Dominate.

  • Iron Will - Iron Will will provide one free defensive retest on Dominate Challenges. This retest may be used at any point in the challenge. Both Iron Will and a Willpower retest may be used in the same Challenge. This Merit's effect on mind-affecting Thaumaturgy remains the same.

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NPCs and GPCs
  • NPC Sheet Rule - If a player encounters any non-player character (excluding those made up on the fly for a specific scene (ex: the random hobo eaten while feeding)), the player may request to see that a character sheet for that non-player character exists. If no sheet can be shown, the non-player character must relent to all challenges.

  • Guided Player Characters - A GPC (Guided Player Character) is a player character who must give deference to the Storytellers in certain endeavors, as they are often designated to have certain special in-game Abilities, Backgrounds or goals.

    If you are playing a restricted Clan, possess a restricted Merit, Ability or Power, or are reprising a shelved player character, you will likely be asked to play the character as a guided player character.

    If you are playing a guided player character, you should consult the Storytellers before taking any action designed to remove a player character from play or making plans that would effect the game on a large scale.

  • Character Shelving Policy - UnMasqued generally does not allow for shelved characters. Exceptions may be made if a player arranges with the Storyteller crew in advance to shelve a character, explains when your character will be unshelved, and tells the Storytellers in advance what they are doing during their absence. The Storytellers do not guarantee that players will be allowed to shelve a character even if these specification are met. (Note: From time to time, former player characters appear in game as non-player characters. In these situations, the Storytellers will often consult with the former player.)

  • Former Player Characters - When a player character is retired by the player for any reason, that player character becomes an non-player character and its actions are subject to the will of the Storytellers. Players may role play their former player characters only at the express permission (and often only at the express request) of the Storytellers. In such cases, players must outline their intentions to the Storytellers beforehand and have an Storyteller present for all downtime bluebooking scenes that might take place with that non-player character.

    If you wish to contact a former player character, please send an e-mail to the Storyteller list, rather than contacting the former player of the character. Also if you once played a character that is now an non-player character, we request that you not take the initiative to have him or her contact any current character or request that scenes be run with your former character initiating. We will contact you if your former character needs to input into a scene or story.

    Players may request that Storytellers not make use of their former characters at all and such petitions will generally be complied with, although these requests are occasionally subject to refusal under extreme circumstances. Player input on how to run former player characters is appreciated, and the crew will do its best to not ruin the original vision that players possessed for their characters.

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Paths of Enlightenment

This section includes rules pertaining to Paths of Enlightenment and Virtue Related Challenges.

  • Paths of Enlightenment are Restricted. Period. - Characters are not guaranteed the ability play a Path of Enlightenment, even if they are of a Clan able to do so. All Paths of Enlightenment other than Humanity will require Storyteller approval.

  • Losing Path Rating - Characters may not lose more than one Path Rating per game session. (This applies to Diablerie)

  • Negative Traits from Frenzy - (LoTN [Rev]: 209) Losing a Virtue Test does not result in the addition of a Negative Trait (Gangrel being the obvious exception).

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Status and Prestation

This section includes rules pertaining to Status, Prestige and Prestation. The Prestige section is largely homebrew and was developed due to the lack of available MET rules for Clan Prestige

General

  • Boons (LoTN [Rev]: 187) - Characters do not gain extra Social Traits in Challenges from holding boons. The boon conversion table illustrated in LoTN will not be used.

  • Status at Character Creation - No character may enter game with more than four cumulative Status (including Acknowledged or Committed).

  • Clan Prestige - Clan Prestige exists in UnMasqued. Like Status, Prestige can be added to ones Social Traits in non-Discipline related Social Challenges, but only with members of your own Clan, who are also within your own Sect (Nosferatu being the exception). No character may come into game with more than three cumulative Clan Prestige.

  • Positional Prestige as Prince - Holding the position of Prince grants a character of a traditional Camarilla Clan the Clan Prestige Empowered and Successful as positional Prestige.

  • Positional Prestige as Primogen - Holding the position of Primogen grants a character of a traditional Camarilla Clan the Clan Prestige Respected as positional Prestige. Holding the postion of Whip grants such a character the Prestige Useful.

Assamite Prestige

Assamite Prestige works separately for each Caste, although any Caste Prestige may be used in Social Bids against other Assamites, regardless of their lineage. Prestige is generally either awarded by Assamite non-player characters or is acquired through rank, following the guidelines set forth in Clanbook: Assamite [Rev] (p 36-38). All Loyalist Assamites considered in good standing start out with the Prestige Inducted.

Below are some of the typical Prestiges awarded based on the ranking system within the Loyalist Sect of the Clan:

  • Inducted [All castes]: This Prestige is earned with the rank of Aspirant (Viziers and Sorcerers) or with the rank of Fida'i (Warriors), and as long as the character is a Loyalist Assamite in good standing, this Prestige cannot be removed.

  • Established [All castes]: This Prestige is positional with the rank of Associate (Viziers and Sorcerers) or with the rank of Rafiq (Warriors). It stacks with the Prestige Inducted.

  • Ace [Warriors]: This Prestige is given to Warriors who have successfully killed five or more non-Assamite of greater or equal strength.

  • Da'i [Warriors]: This Prestige is given to Warriors who have demonstrated a great deal of learning and knowledge in theological or scholarly matters. It is generally common with Cainites on the Path of Blood.

  • Learned [Sorcerers and Viziers]: This Prestige is positional with the rank of Master. It stacks with the Prestige Inducted and Established.

  • Accomplished [Sorcerers and Viziers]: This Prestige is positional with the rank of Full Master. It stacks with the Prestige Inducted, Established and Learned.

  • Distinguished [Sorcerers and Viziers]: This Prestige is positional with the rank of Full Master. It stacks with the Prestige Inducted, Established, Learned and Accomplished.

Brujah Prestige

Brujah Prestige is generally either awarded by Brujah non-player characters or via a majority agreement at an in character Brujah Rant. For a Rant to hold enough to weight to bestow Prestige on a Brujah PC, at least five or more Brujah characters (player characters or non-player characters) must be present.

Below are some common examples of Brujah Prestige with specific connotations:

  • Hardcore: This Prestige is indicative of precisely what you think it is indicative of.

  • Enduring: This Prestige is indicative of a Brujah renowned for having successfully "run the Gauntlet" and remained standing. It can carry a somewhat sinister or negative connotation.

  • Eloquent: This Prestige is indicative of a Brujah renowned for their ability as a speaker on issues of import. (Characters coming into play with this Prestige require at least Expression x4 and Performance: Oration x1)

  • Utopist: This Prestige is indicative of a Brujah renowned for their knowledge of the Carthaginian civilization. (Characters coming in with this Prestige require at least Lore: Brujah x4, Academics (Carthaginian History) x1 and Linguistics (Phoenician) x1)

Gangrel Prestige

Gangrel Prestige is generally either awarded by Gangrel non-player characters or via a majority agreement at an in character Gangrel Gather or Thing. For a Thing to hold enough to weight to bestow Prestige on a Gangrel character, at least five or more Gangrel characters (player characters or non-player characters) must be present.

Below are some common examples of Gangrel Prestige with specific connotations:

  • Berkut: This Prestige is indicative of a Gangrel who has successfully slain a lycanthrope. It is named for a breed of golden eagle used by the Kyrgyz to hunt wolves.

  • Unbested: This Prestige is indicative of a Gangrel renowned for their prowess in combat, who has not yet been defeated in any formal one-on-one battle. (Characters coming into play with this Prestige require a at least Brawl x4)

  • Well-Spoken: This Prestige is indicative of a Gangrel renowned for their ability as a storyteller. (Characters coming into play with this Prestige require at least Expression x4 and Performance: Storytelling x1 )

Giovanni Prestige

As Clan Giovanni is already constructed of a family, Prestige works in a very roundabout way - given the fact that most other Giovanni a PC might petition are in some way related to them by blood.

As a basic rule of thumb, however, Giovanni can be ranked into four categories: The Unico Sangue (Giovanni proper), the Doppio Sangue (Dunsirn, Milliners, Pisnob), the lesser families (della Passaglia, Ghiberti, Putanesca, Rosselini), and the rare nearly forgotten families (Beryn, Koenig, Li Weng, Rothsteins, St. Johns). Given the inherent Giovanni nepotism that runs throughout the family, those closer to the Unico Sangue will almost always have a better time of things.

As such, any Giovanni Clan Member may hold Prestige as a player character may normally, but they will always be limited by their lineage should they attempt to challenge a member of a family more prominent than they. As such, in a Social Challenge where Prestige is invoked, a full-blooded Giovanni is two traits up against a Dunsirn, Milliner or Pisanob; three traits up against a della Passaglia, Ghiberti, Putanesca or Rosselini and four traits up against a Beryn, Koenig, Li Weng, Rothstein, or St. John.

Below are some common examples of Giovanni Prestige with specific connotations:

  • Comprehending: This Prestige is indicative of a Giovanni with a great deal of insight into the other world and the nature of death. (Characters coming in with this Prestige need to possess either at least Lore: Wraith x4 or come in with a Path Rating of four or more on the Path of Bones)

  • Influential: This Prestige is conferred upon Giovanni of local importance who are known as favor-traders and brokers. ( Characters coming into play with this Prestige require at least four levels of two Backgrounds considered "useful")

  • Pure-Blooded: This Prestige is indicative of a Giovanni with a prominent lineage, free from any inter-marrying into other families... yet not Pure-Blooded enough to warrant an Inbred Flaw.

  • Talented: This Prestige is indicative of a Giovanni notably skilled in the arts of Necromancy. (Characters coming into play with this Prestige need to possess the Necromancy Discipline as well as at least Occult x3, Lore: Necromancy x3 or Lore: Wraith x3)

Malkavian Prestige

Malkavian Prestige is one of the most fluid Prestiges in the game. However, like other Prestiges, interactions with high ranking non-player characters and general contributions to the Clan are likely to earn brownie points.

Below are some vaguely common examples of Malkavian Prestige with specific connotations:

  • Comic: This Prestige is indicative of a Malkavian particularly adept with the tradition of pranking, who has pulled several notable, clever or ingenious pranks.

  • Sybilline: This Prestige is indicative of a Malkavian noted for their abilities as a seer or prophet. (Characters coming into play with this Prestige require at least Awareness x4)

Nosferatu Prestige

Nosferatu Prestige: Nosferatu Prestige generally arises through taking certain actions that will generate Clan renown on a large social scale. Unlike other Clan Prestiges, Nosferatu Prestige is unique in that it can transcend Sect.

Below are some common examples of Nosferatu Prestige with specific connotations:

  • Accomplished: This Prestige is indicative of a Nosferatu renowned as an architect or warrenmaster.

  • Erudite: This Prestige is indicative of a Nosferatu renowned as a Loremaster and scholar. (Characters coming into play with this Prestige require at least 10 points to have been spent in Lore-related Abilities)

  • 1337: This Prestige is indicative of a Nosferatu renowned for their abilities with Schrek-Net. (Characters coming into play with this Prestige require at least Computer x4)

  • Well-Informed: This Prestige is indicative of a Nosferatu known as a reliable go to source for rumors and information - even among the Nosferatu.

Toreador Prestige

Toreador Prestige: Toreador Prestige is generally accumulated through nebulous but forceful public opinion and often arises through in-game endeavors (such as holding in character balls or creating pieces of artwork).

Below are some common examples of Toreador Prestige with specific connotations:

  • Gifted: This Prestige is indicative of a Toreador coming in with an unparalleled skill at some form or artwork (Characters coming into play with this Prestige require either Crafts x5, Expression x5 or Performance x5)

  • Eminent: This Prestige is indicative of a Toreador with a great deal of sway in the Prestation system, possibly holding a place among the Harpies.

  • Exquisite: This Prestige is indicative of a Toreador known for their physical beauty, but who has counterbalanced this with artistic skill, and hence avoided the label "Pouseur." (Characters coming into play with this Prestige require at least four Appearance-related traits and at least four levels of the Crafts, Expression or Performance Abilities)

  • Patron: This Prestige is indicative of a Toreador known to support and foster mortal artists on a large scale (Characters coming into play with this Prestige require at least Resources x4 and will need to utilize some part of it to propagating the arts to maintain this Prestige)

  • Pioneer: This Prestige is indicative of a Toreador known for their skill in an unconventional style of artwork or media. It may not always be well-received or recognized with older members of the Clan. (Characters coming in with this Prestige require at least four levels of the Crafts, Expression or Performance Abilities with an "uncommon" specialization - consult an Storyteller to see what is considered uncommon.)

Tremere Prestige

The structure of Clan Tremere already inherently groups it's members into a hierarchy through the assignment of Circles of Mystery. As such, while Tremere Prestige does exist as a note of merit among the Clan, such Prestige is only applicable to members of Clan Tremere within the rank and Circle of Mysteries as any character trying to utilize Prestige. For example, a Fifth Circle Apprentice cannot make use of his Prestige Efficient in a social bid against his Sixth Circle comrade. However, he may certainly utilize it against other Fourth Circle Apprentices, or against Apprentices of the Third Circle or lower.

In addition to nullifying the use of Prestige in Social Challenges big against them, Tremere of higher Circles are also considered a number of traits equal to the difference in Circles between them and their opponent in Social Challenges against other Tremere where rank is invoked.

As with other Clans, up to three Prestige may be purchased at character creation. Circles of Mystery may also be purchased at Character Creation at a cost of one Freebie Point per Circle with Storyteller permission. If no Circles are purchased, the Tremere is assumed to start as an Apprentice of the Fourth Circle. Should a Tremere character ascend to a higher Circle of Mysteries over the course of game play, any current Prestige carries over.

Tremere may gain Prestige only when it is granted by Clan members (player character or non-player character) of higher rank or is positional with an office.

Setite Prestige

Setite Prestige is generally awarded by Setite non-player characters or through taking specific actions that directly help to serve the goals of the Clan and cult of Set that will be widely recognized. All Setites start out with the Prestige Pious. As a general rule, UnMasqued uses the guidelines set forth in Clanbook: Followers of Set [Rev] (p 60), augmented with some of the adjectives suggested by the OWBN Setite Genre Packet (We claim no OWBN affiliation).

Below are some common examples of Setite Prestige with specific connotations:

  • Pious: This Prestige is held by any Setite in good standing with their Sire and the local Clan, and as long as this remains true, this Prestige cannot be removed.

  • Broken: This Prestige is conferred upon notable Theophidian scholars. (Characters coming into play with this Prestige require at least Lore: Follower of Set x4 and Theology x2)

  • Devoted: This Prestige is conferred upon notable artists and poets of the Clan. (Characters coming into play with this Prestige require at least Crafts x4 or Expression x4)

  • Emptied: This Prestige is conferred on any Setite knowledgeable in the arts of Akhu.

  • Exalted: This Prestige is conferred upon important cult officers in major temples and upon the leaders of major cults.

  • Influential: This Prestige is conferred upon Setites of local importance who are known as favor-traders and brokers. (Characters coming into play with this Prestige require at least eight levels of Backgrounds considered "useful")

  • Initiated: This Prestige is conferred upon warriors within a major cult.

  • Lost: This Prestige is conferred upon notable occultists and esoteric scholars. (Characters coming into play with this Prestige require at least Occult x4 or Lore: Akhu x4)

  • Princely: This Prestige is held by elders of the Clan. (Characters coming into play with this Prestige should be at least 200 years old and have sufficient backstory to justify Elder status)

  • Vengeful: This Prestige is conferred upon notable warriors of the Clan. (Characters coming into play with this Prestige require at least Brawl x4 and Melee x4)

  • Worshipful: This Prestige is conferred upon any leader of any cult, major or minor.

Ventrue Prestige

Ventrue Prestige is generally awarded by Ventrue non-player characters or through ascending to appropriate ranks within the Gerousia or Directorate (see Clanbook: Ventrue [Rev] 39-45). All Ventrue who have undergone the Agoge (which is not as great a requirement in UnMasqued canon as it is in White Wolf canon) and/or are simply considered members of the Clan in good standing start out with the Prestige Capable.

Below are some of the typical Prestiges awarded based on the ranking system within the Clan:

  • Capable: This Prestige is earned after the completion of the Agoge and as long as a Venture remains in good standing with the Clan, this Prestige cannot be removed.

  • Authoritative: This Prestige is positional with the rank of Praetor (PCs are not able to enter game with this position, but may ascend to it later).

  • Distinguished: This Prestige is positional acceptance into the Peerage.

  • Invaluable: This Prestige is positional with the rank of Lictor. (PCs are not able to enter game with this position, but may ascend to it later.)

  • Reliable: This Prestige is positional with the rank of Aedile.

  • Sovereign: This Prestige is positional with the rank of Praetor (PCs are not able to enter game with this position, but may ascend to it later).

  • Useful: This Prestige is positional with the rank of Quaestor.

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Willpower

This section includes rules pertaining to the use of Willpower.

  • Willpower at Character Creation - All starting characters begin the game with four Willpower Traits, independent of Generation. The Willpower Trait cap for all player characters is ten.

  • Hole Punching Rule - Players must punch a hole in their sheets to document any use of Willpower.

  • Willpower Retests - Willpower may be used as a retest for any Challenge, excepting challenges involving using or piercing Obfuscate.

  • Regaining Willpower - Temporary Willpower is regained at the rate of one Trait per game.

    Storytellers may restore Willpower Traits if characters perform actions that hold particularly true to their Nature. Players should consult a Storyteller if they feel their characters have done this.

  • Spending Permanent Willpower - Characters must have a Temporary Willpower Trait to spend the Permanent Willpower Trait.

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Vampire: The Masquerade, the names of the Clans, Sects, the Clan and Sect symbols and logos and the name White Wolf are all copyrighted by White Wolf, Inc.

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