A VAMPIRE: The Masquerade Primer

A VAMPIRE: The Masquerade Primer
By Dan Shaurette
Written March 31, 1996


DISCLAIMER: This text describes, in an attempt to briefly introduce, the clans, bloodlines, settings, and backgrounds of the gaming/Storytelling system created by White Wolf Game Studios. It is in no way meant to challenge their trademarks and/or copyrights. This primer is meant to be a supplement to their terrific collection of books. In fact, I highly recommend that you refer to those books for more detail than can possibly be found in this document.

Section I: The Setting – A World Of Darkness
The time is now. The place is here. In the modern cities, towns, and back alleys. Imagine a world very much like our own, yet darker. There are elements at work in the shadows. They plan and scheme. They hunt and feed. They fight amongst themselves, in small incidents and in great Jyhads. They are Kindred. They are legion. They are vampires.

The Kindred are involved in a grand Masquerade – one in which they live like those that they feed on for survival. These are the Kine... mortals... humans. But some Kine would not go so gentle into that good night, and fight back and try to make the vampires the Hunters Hunted.

Not all vampires seek to bleed Humanity dry. Some fall in love with the Kine and will Embrace them and make them their Childer. Sometimes the vampire seeks a slave or possibly a daytime protector and will make a Ghoul from a mortal. In both cases, the permission of the Prince of a city is usually asked for such... acquisitions. More for creating Childer than Ghouls, but it is always wise to involve the Vampire Prince in such decisions.

Yes, vampires do struggle for power and position. And the Prince of a city is a powerful vampire indeed... unless he’s the puppet of someone more powerful. And it is very common for the ancient vampires, the Antediluvians, the use the younger generations, or Anarchs, as pawns in their mysterious and grand Jyhad.

Where battling for power, or for blood, is concerned, we must mention the act of Diablerie. This is the forbidden act of killing a fellow Kindred and taking of their blood. You gain power if you kill a vampire of an older generation and drink their Vitae (or blood). This is not appreciated amongst the Kindred, especially the Elders, whether it may be necessary or not. There are six unwritten, but well-known, Traditions that the Kindred live by. Diablerie and the Hunting of fellow vampires is covered in the Sixth Tradition.

Section II: The Six Traditions
The First Tradition: The Masquerade
~ Never reveal your true nature to the Kine.
~ Ever since the Inquisition, this Tradition has been the most important to all Kindred. To violate this would be to put yourself and possibly all Kindred in jeopardy.

The Second Tradition: The Domain
~ Your Domain is your own concern. All others must respect you and your word while in your Domain.
~ It is this Tradition that allows the most powerful elder vampires in a city declare themselves to be Prince. Each Kindred is also responsible for the area around their Haven. Some Anarchs have decided to declare "turf" from time to time, but the Prince has the ultimate say on what goes on in his/her city.

The Third Tradition: The Progeny
~ Only with the permission of your Elder may you create Childer of your own.
~ This Tradition is of extreme importance if you wish to Embrace a mortal. Originally, this meant you needed only your own Sire’s permission, but as of late, it may also include the permission of your city’s Prince. European vampires hold this in stricter accord than do Americans. The price for violating this tradition varies from the Prince declaring the Progeny as their own, to casting both you and your Progeny out of their Domain, to both of you being put to death.

The Fourth Tradition: The Accounting
~ Those that you create are your own children. Until you should release them, you shall command them in all things. While still a Childe under your care, they have no rights of their own. You are also to be held responsible for their actions, until they are Released.
~ The Childe will be brought to the Prince of the city for acceptance into his Domain. Should the Prince accept the Childe, they will be Released from their Sire’s care and considered "One of the Blood" and on their own, allowed to dwell in the city with full rights. Should the Prince not accept the Childe, it must leave and find another city to live in.

The Fifth Tradition: Hospitality
~ Honor each other’s Domain. When you come to a foreign city, you should introduce yourself to the Elder who rules there. Without his word of acceptance, you are Nothing.
~ This is a matter of politeness – one should always knock before entering. Perhaps it also this Tradition that Hollywood picked up and used to claim that a vampire couldn’t enter your house without your permission. Don’t believe everything you see in the movies.

The Sixth Tradition: Destruction
~ You are forbidden to destroy another Kindred. The right of Destruction belongs only to your Elder. Only the Eldest among you can call Lextalionis.
~ This is certainly the most controversial Tradition. Making it even more so is that many Princes have taken on the role of "Elder" and claim the right to call a Blood Hunt, or Lextalionis. A Blood Hunt is never called lightly, and the Prince usually investigates the "murder" to find the killer. The killer is declared persona non grata so anyone who finds him may perform justice – this includes partaking of the offender’s blood.

Section III: A Forgotten Sunday School Lesson
A long, long time ago, in a garden far, far away, a being of Light, who has many names, but to be short, let’s call Him "God", got bored with his omnipotence. At least it seems that way to me. But what do I know? Enough, let me tell you. Actually, I can’t right now... they’ll be coming for me soon and I have just enough time for one story. The First Story.
God, in His infinite wisdom, decided that a little do-it-yourself project was in order... seeing as how the Universe was in chaos and needed a little Order. So, he figured it would only take a week, and well you know God, or well maybe you don’t, I wouldn’t know, but if you knew God like I know God, you’d know that once he sets his mind on something, he’s bloody well gonna do it. But if you ask me, he did a rush job... I mean he only had a week to divide the Universe into the Heavens and the Earth and the Oceans, populate it with creatures big and small, do the Hokey-Pokey and turn himself around (it’s in the Apocrypha somewhere). And then... in a stroke of Ineffable genius, he made Man and Woman, and they were Adam and Lilith.

This is where the story may differ from what you learned in Sunday School. You probably heard that Adam was first and then God made Eve, but Eve was actually Adam’s second wife, and I’ll get to her in a minute. In the meantime, find a Rabbi that knows the mythology concerning Lilith if you don’t believe me when I say that she and Adam were made at the same time, from the same earth.

Anyway, Lilith was beautiful. Her beauty almost rivaled that of the angels who art in Heaven. The angels thought that her beauty was wasted on a Human soul, so they gave her wings so that she might be more like them. A gift she prided herself on and which made Adam quite jealous. His jealousy made him make demands on her – and her pride wouldn’t let her give in to them. So, quite upset, she begged God to help her deal with Adam – suddenly God realized he had to play Marriage Counselor and this was something he hadn’t expected to do. (He kinda figured they’d content themselves in being fruitful and multiplying off somewhere.) God being a guy took Adam’s side, so she spoke The Ineffable Name of God and flew off, leaving Adam high and dry and as horny as all get out. Now Adam whined to God for Him to bring her back. Rather than listen to Adam whine, He sent three angels to seek Lilith out. They failed at retrieving her (which is a story in itself for another time) so God decided to replace her instead.
This time, God made Woman from Man, from Adam’s rib while he was sleeping, and her name was Eve. Now I’m sure you know the rest of the Story. Or, well, most of it. Eve tempted Adam with the Apple from the Tree of Knowledge that grew in the center of the Garden of Eden. God got rather upset about that and kicked them out of the Garden, to somewhere to the east of Eden. Later, Adam and Eve had two children, Cain and Abel.
One day, God demanded a sacrifice – something special – from each of the brothers. Abel sacrificed some his finest herd. God was pleased with this sacrifice. Cain gave a gift from his finest crops. God did not like that gift... it wasn’t enough of a personal sacrifice. Now, you probably thought that Cain killed his brother Abel in revenge for showing him up. Au contraire. Cain loved his brother very much and realized that to sacrifice his dear brother would be the ultimate sacrifice. God didn’t seem to agree. Neither did Adam. Upon learning of Abel’s death, Adam cast Cain out into the Land of Nod, ironically in much the same way that God cast Adam out of Eden... you think that’s spooky, Lincoln had a secretary named Kennedy and Kennedy had a secretary named Lincoln. But I digress, even if it is fun. Adam and Eve had another child, Seth, from whom all of Kine are descendant.

Section IV: The Awakening of Cain
But Cain was left to wander the dark, cold land of Nod. One day, Lilith found him. She fed him, clothed him and comforted him. When Cain asked how Lilith was able to exist out in the dark wastes of Nod, she told him that she has been Awakened and that she had the Power to make what she needed. He begged her to Awaken him, and she didn’t want to at first because she did not know how the Awakening would affect one as Cursed as he was. But she loved him so she agreed. Into a bowl she let some of her blood flow and he drank from it. Her Power overwhelmed him and he fell into a great Abyss of darkness. When he Awakened, he became Caine, the first Vampire.
Amongst the darkness, one day, the archangel Michael came to Caine and told him that though he done a great crime, God’s forgiveness is greater, and asked Caine to repent. Caine refused, and Michael cursed him to fear the flame. Then Raphael came and made the same deal. But Caine again refused, so Raphael cursed him to fear the dawn and sunlight. Finally, Uriel came and made one last attempt to save Caine. But Caine was who he was and he could not be changed, so Uriel cursed him, condemning him and his children to a life of darkness, never dying, living off of "blood and ashes".
Gabriel, angel of mercy, eventually came and told Caine that there is still a path to the Light, called Golconda. But when Gabriel left, there was no light around him, except Lilith’s eyes. And when he looked around, he realized that he had been Awakened and was endowed with certain abilities.

Section V: The Disciplines
Caine had been endowed with the following abilities:
Celerity - Lightning Speed
Potence - Superior Strength
Fortitude - Virtual Invulnerability
Obfuscation - Invisibility or otherwise stealthful Hiding
Domination - Command Obedience
Presence - Demand Respect and Attention
Protean - Alter Forms
Animalism - Dominion over animals
Auspex - Mental powers beyond Sight

Section VI: The First City
The children of Seth made a beautiful city, The First City. Caine came upon the city, and the people accepted him, due to the Mark that was laid upon him. They loved him so much that they made him King of the First City. One of Seth’s sons, Enosh, begged Caine to give him the dark gift.
Uriel came again to Caine and warned him that his childer would be cursed as he is. But, Caine loved Enosh so he Embraced him and Enosh became Enoch, which Caine decided to name the First City, also. Enoch begged for a sister and brother, and Caine Embraced Zillah and Irad. They learned how to make their own childer and did so from Seth’s kin without Caine’s permission. This disturbed Caine, so he commanded them to stop. For many ages they did. But eventually the world was darkened by sin and Caine’s childer indulged themselves creating a Third Generation.
The City was destroyed by a great Flood, which destroyed all of Seth’s kin except for Noah and his kin. Caine felt great sorrow for this and fled into solitude, deep within the earth, leaving his childer to their own means. There were thirteen vampires who sought the children of Noah and decided to create their own broods. These broods eventually became 13 of 14 major clans.

Section VII: The Thirteen Clans of the Third Generation
Here is a list of the Thirteen Clans, plus the Tremere and Caitiffs, and their natural Disciplines:

Brujah
The founder of this clan was apparently the inventor of written language. They were once protectors of Knowledge in all forms. However, the early lineage killed their founder and were banished from the First City. Today, they are considered riffraff and rebels, and therefore usually support the Anarchs – the only thing they can ever seem to agree on.
Disciplines: Celerity, Potence, Presence

Ventrue
Their founder was slain, apparently by a member of the Brujah clan. Because of this they achieved a great separation from the Jyhad early in their history and have become probably the most civilized of the clans. They are well suited to leadership and political machinations. Indeed, most Princes are Ventrue. In addition they are clearly the leaders of the Camarilla, a sect consisting of seven of the clans, and that is described below.
Disciplines: Dominate, Fortitude, Presence

Gangrel
Their founder still concerns herself with the welfare of her progeny – both her Kindred and Kine descendants, the Gypsies. The Gypsies are sworn to protect members of Clan Gangrel, and vice-versa. The Gangrel are the most honest – often brutally honest – of the clans. They are natural storytellers and enjoy swapping stories with others of their clan, especially the first time they meet. They are also very animalistic, which brings them closest to the Werewolves – though the Werewolves would rip even a Gangrel to shreds unless some honor or blood bond existed between them. The Sires of this clan as a rule abandon their Childer early in their childehood, but always observe them from afar, and do take responsibility for their actions.
Disciplines: Animalism, Fortitude, Protean

Malkavian
Ah, the Malkies. Certainly the most curious and entertaining of the Kindred. You see, they are quite insane. But with insanity comes a unique perspective on the world around them. Do not treat them like outcasts or invalids – they have a unique wisdom that other clans envy – though they fear the path they would have to seek to gain that knowledge. It is said that it was Caine himself who cursed Malkav with the Insanity.
Disciplines: Auspex, Dominate, Obfuscate

Nosferatu
Ack, the Nossies. Certainly the most unpleasant to look at, but there’s no one better to ask for information – if you can find them, they tend to hide themselves quite well. It is said that Caine cursed Nosferat also, making him wear his savage soul on the outside. Most Nosferatu are cool-headed and are well-respected, no longer ruled by the Beast Within as their founder was.
Disciplines: Animalism, Obfuscate, Potence

Toreador
Now these guys know how to throw a party. Throughout history, this has been a clan of Artists. While this notoriety has gained them much respect, it has also labeled many as hedonists and degenerates. But Artists are always misunderstood.
Disciplines: Auspex, Celerity, Presence

Assamites
The Assassins. Not much more to say, except that they usually don’t feed except on those that they are paid to kill, and they are paid in blood.
Disciplines: Unknown.

Giovanni
Mobsters from Hell. If they make you a deal you can’t refuse – DON’T. Don Corleone, eat your heart out – wait, they’ll be happy to do that for you.
Disciplines: Unknown.

Lasombra, Tzmisce, Ravnos, Setites (or Followers of Set), and Saulot
Not much is said about these clans, primarily because they are not involved in the Camarilla, and history seems to pay more attention to that sect than the others. Let’s just say though, that what most clans do know and say about these clans, isn’t kind.
Disciplines: Unknown.

Those are the clans that have a direct lineage from the Third Generation. But Clan Tremere is a clan just the same. They have a rather interesting history, a unique gift, and are feared and distrusted because of it. Legend has it, about 1000 years ago, a group of Mages from an ancient Transylvanian order were Embraced. With their new and old powers combined, they easily took over the clan and drank the blood of their elders, including their founder. They have a rigid hierarchical structure of power, making them even more powerful. Their unique gift is the Discipline of Thaumaturgy, or Blood Magick. Their other Disciplines are Auspex and Dominate.

There are lesser Bloodlines out there, that I may cover in another document later. There are also vampires that do not belong to any clan, the Caitiffs. They are abandoned by their Sires, or perhaps had outcast Sires, so they are considered outcast themselves. As they are Clanless, they have had no training and therefore have no native Disciplines.

Section VIII: Sects and the Modern Vampire
There are three major divisions, or sects, amongst these clans.

The Camarilla
This sect is formed by the Ventrue, Brujah, Gangrel, Malkavian, Nosferatu, Toreador, and Tremere Clans, though anyone is welcome to join. The Camarilla was formed in response to the Inquisition and it’s chief weapon is Surprise... Surprise and Fear... ahem, sorry. It’s chief concern is the Masquerade. The Inner Circle of the Camarilla meets every 13 years in Venice. Each clan is allowed one representative with one vote, though anyone may speak at these meetings. Other meetings of the Camarilla get held, which are called Conclaves. These can be called anytime, but traditionally only by a Justicar of the Camarilla – a judge appointed from a clan, one Justicar for each clan. The Meeting of the Inner Circle’s main purpose is to choose these Justicars. Justicars have the true authority in matters involving the Six Traditions. The Camarilla supports most positions held by the Princes, but the Justicars have final say in any matters brought to them.

The Sabbat
Known also as The Black Hand, this sect is dominated by the Lasombra and Tzimisces Clans. Though anyone could possibly be allowed to join, almost all members are made, and it isn’t a pretty process. This sect apparently has control over Detroit, Toronto, Montreal, New York, Philadelphia, Pittsburgh and Portland. It therefore becomes obvious that the Black Hand gains control by using such diverse tactics as fear and physical violence, anger and hatred. They actively participate in Diablerie. They meet in graveyards, tombs, and other death-related establishments. Pretty much a nasty bunch all around.

The Inconnu
The Inconnu is more of a classification than a sect – these are the vampires who have distanced themselves from their kind. Most of the Inconnu are fourth and fifth generation, so they’ve come to reach the point of not really giving a rat’s ass about anything in particular. They are tired of the Jyhad especially. And, surprise, surprise, some of the Inconnu have achieved Golconda.

Section IX: The Hunters Hunted
The Kindred have many enemies in the mortal world.

The Government
It is doubtless that the FBI, KGB, and Scotland Yard, among other Government agencies, really have a collection of X-Files containing investigations into supernatural phenomena. Certainly, in these files, circumstantial evidence, at least, exists about the existence of vampires. Homicide investigations all of them, I’m sure. But somehow, they have never gotten hold of that final, clinching proof of the existence of vampires.

The Society of Leopold
Nobody expected the Spanish Inquisition. And undoubtedly they never expected to actually find Vampires among all those "heretics" they tortured in the 13th Century. But they did. Today, the Inquisitors are a bunch of scholars who are no longer sanctioned by The Church. Now they call themselves The Society of Leopold. And don’t believe them when they say they are only interested in research – they are Witch Hunters, pure and simple. Fortunately for the Kindred, they don’t know much beyond old texts and superstitions. Unfortunately, their ignorance makes them even more dangerous. As a result, the Camarilla has decreed that the Kindred avoid them at all costs lest you fuel their suspicions.

The Arcanum
The Arcanum is another organization of scholars investigating paranormal phenomena. However, the Arcanum does genuinely avoid encountering that which they record. They are everything that the Society of Leopold is not. They honestly do not interfere with the Kindred and they have more accurate records. To say that the Society of Leopold are a bunch of hacks compared to the professional Arcanum would be a humorous understatement. It is believed that the Arcanum believes Kindred to be legend to be studied. If they had modern evidence, who knows what actions they might take. The Camarilla has therefore decreed the same warning – do not interfere with the Arcanum. The Masquerade is still at risk with them, and that is just as dangerous as a bunch of witch hunters.

Section X: We Are Not Alone
The Kindred are not the only creatures that go bump in the night in the World of Darkness. Au contraire, mon ami. In actuality, the list is ever-growing, just as is the list of bloodlines and disciplines. Here are the old-standbys.

The Lupines
Werewolves, and other Lycanthropes, also exist here. The Werewolves are the most dangerous, however, as they really, REALLY hate vampires. They’d be cool friends otherwise, I expect. There is a lot of common ground with them. But they believe that vampires are the spawn of The Wyrm – the source of Evil in the World. So the little good-doers will rip you to shreds the first chance they get.
The only vampires they might tolerate are of the Gangrel clan. But that is because a powerful Gangrel can use his Protean Discipline to shapechange and masquerade as a Lupine. Many Lupine have befriended Gangrels before, some knowing they were vampires, some not.

The Rom
The Rom, or Gypsies in common parlance, are said to be the mortal descendants of the founder of Clan Gangrel. All Kindred are forbidden to Embrace or kill a Gypsy, as they will find her vengeance breathing cold down their neck. The Gangrel are sworn to protect the Rom, and the Gypsies do the same.
The Rom certainly believe in vampires – whether they know that the Gangrel are Kindred or not, is not known. It wouldn’t matter if they did. A Gypsy would risk his life to protect a Gangrel. A noble and honor bound people, they would probably protect any Kindred if they swore their allegiance to them. A good way to do this is to save the life of one of their kin.

The Magi
Magicians of the Order of Hermes, and others, are best to be left alone. They are not enemies of the Kindred, but they’ll gladly blink you out of existence if you stand in their way. They do, however, hate "those treacherous, traitorous Tremere" for obvious reasons.

Ghouls
Ghouls are the result of a vampire giving blood to a mortal without draining them to the point of death first. Three drinks from the same vampire and they are Blood Bound to their new master. They make loyal servants and retainers.
The Camarilla holds that a Prince’s permission must be garnered first, just as is the case with vampire Childer since it technically breaks the Tradition of the Masquerade. But most Ghouls aren’t told much about their masters and wouldn’t tell anything even if they realized what their master was, either out of fear or the power of the Blood Bond.

Immortals of the Quickening
Not an official spawn of WhiteWolf’s World of Darkness, these creations of Gregory Widen’s imagination have an almost innate right to exist in this world. These are the Immortals that you find in the "Highlander" movies and television series. The MacLeod clan of Glenfinnan, Scotland has the unique distinction of having two Immortals in its lineage – Conner and Duncan MacLeod.

They were mortal once, but when they died, they came back. They are not invincible – they can be wounded, but they heal quickly. They cannot die unless you decapitate them. As a result, as a matter of survival, they have become quite proficient at swordplay, and carry a sword with them at all times. They can sense each others presence, called the Buzz, so they can identify each other. They experience a transfer of knowledge and power, called the Quickening, when they take the head of an opponent. They never fight on Holy Ground, because the Quickening will be absorbed into the Holy Ground itself and lost. And they deny their supernatural existence to the mortals that they live amongst. Although there is an organization called The Watchers that records their activities, but never gets involved.
With so many parallels to the Kindred, they make excellent Third-Party additions to the World Of Darkness. Some special rules withstanding, they are easily incorporated into a WOD game. Specifically, Immortals cannot become Kindred. To become a vampire you must die – well, whether you follow that they are already dead, or that they could never be drained to the point of death, you’ll see that they can’t be brought across. They also cannot be Blood Bound as Ghouls, just as they can not be poisoned, drugged, or inebriated to death – the Quickening destroys all foreign elements like that. If a vampire takes the head of an Immortal, the Quickening is lost to the earth – the same would happen if a mortal took an Immortal’s head. The exception is that a Mage might be able to capture the Quickening as "Quintessence" – the energy which Magi believe binds all living things, sort of like the Force from "Star Wars".

Section XI: Epilogue
Well, that about does it for this primer on the World Of Darkness. You’ll notice the conspicuous absence of rules, dice-rolling, and technical stuff like that. Who knows, I might write a followup to this document with that info. But, in the meantime, buy the books, or find a Storyteller. I wrote this to introduce you all to the atmosphere and whet your appetite. If this has piqued your interests, find a decent bookstore, comics shoppe, or gaming supplies store, and invest not only in "VAMPIRE: The Masquerade" but the clanbook of your respective Clan of choice. You get more detail from the Clanbook on your specific clan than anything else out there.

Enjoy, and remember... "Monsters we are, lest monsters we become."

-- Thanks to everyone at White Wolf for creating such a bloody good gaming universe --