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DEDICATED IN LOVING MEMORY, PAUL KRAAIJVANGER SR.

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TABLE OF CONTENTS
SHORT STORY:REDEMPTION ..................................................................3
CHAPTER ONE: INSTALLATION AND TECHNICAL SUPPORT ............10
Installing Vampire: The Masquerade Redemption ........................................................10
CHAPTER TWO: HOW TO PLAY VAMPIRE ..........................................12
Game Control Overview Sheets ..................................................................................17
Game Menus................................................................................................................19
Main Game Screen.......................................................................................................24
REDEMPTION
Some General Notes about Combat .............................................................................30
CHAPTER THREE: TRAITS AND DISCIPLINES .....................................32
Character Traits . . . . . . . . . . . . . . . . . 32 Potence . . . . . . . . . . . . . . . . . . . . . . . 40
Disciplines. . . . . . . . . . . . . . . . . . . . . 34 Presence. . . . . . . . . . . . . . . . . . . . . . . 40
Common Disciplines . . . . . . . . . . . . . 35 Protean . . . . . . . . . . . . . . . . . . . . . . . 40
Animalism . . . . . . . . . . . . . . . . . . . . . 35 Thaumaturgy - General . . . . . . . . . . . 41
Auspex. . . . . . . . . . . . . . . . . . . . . . . . 36 Thaumaturgy - Blood Magic . . . . . . . 41 A sliver of moon broke through the grey Christof paused at the peak of the hill and
Celerity . . . . . . . . . . . . . . . . . . . . . . . 37 Thaumaturgy - Lure of Flames . . . . . . 42 clouds as Christof reached the top of the hill. looked down. From his perch he could see
Dementation . . . . . . . . . . . . . . . . . . . 37 Thaumaturgy - Hands of Destruction . 42 The night wind cut through his battered the entire Crusader camp etched in cold
Dominate . . . . . . . . . . . . . . . . . . . . . 38 Thaumaturgy - Blood Rituals . . . . . . . 43 armour, chilling his overheated body. His moonlight. A dozen watch-fires glowed
Fortitude . . . . . . . . . . . . . . . . . . . . . . 38 Faith . . . . . . . . . . . . . . . . . . . . . . . . . 43 limbs ached as they never had before and reassuringly around the perimeter, warding
Mortis . . . . . . . . . . . . . . . . . . . . . . . . 38 Numina. . . . . . . . . . . . . . . . . . . . . . . 44 cried out for rest. But he had not prayed all off the terrors of the night. Most of the
Obfuscate . . . . . . . . . . . . . . . . . . . . . 39 day and would not let his body collapse until Crusaders slumbered, bone-weary from the
he had done so. day’s forced march. Even some of the watch
CHAPTER FOUR: ENEMIES AND EQUIPMENT......................................45 The Crusaders of the Order of the dozed fitfully at their posts. All was quiet,
Enemies........................................................................................................................45
Swordbrethren had been on a forced march except for a few unarmoured serfs who
Equipment and Treasure...............................................................................................48
since dawn, chasing the faster, lighter- scurried about the camp, hauling sacks of
Weapons.......................................................................................................................48
armoured barbarians. Sir Cuthbert had grain, digging a shallow cesspit and preparing
Armour.........................................................................................................................50 reluctantly allowed them to stop only when for the morning meal.
Other Equipment .........................................................................................................50 nightfall made further travel impossible. For the first time that day, Christof felt
Artifacts........................................................................................................................51 After pitching their tents, the Crusaders safe. He pulled off his heavy, battered helmet
CHAPTER FIVE: MULTIPLAYER AND STORYTELLING ......................52 gratefully collapsed onto their straw mats. and let it clatter to the ground. The cold
The Haven and Character Creation..............................................................................53 But Christof did not. He had a need greater night air lashed his long, brown hair, which
Creating A New Character ...........................................................................................53 than sleep. Friar Bertrand’s energetic orations was matted and dripping wet. He rubbed his
LAN Games: Lobby and Chat......................................................................................55 against the barbarians were stirring, but his eyes with a mailed fist, wiping away rust and
Internet Games: The WON Lobby and Rooms............................................................56 perfunctory prayers gave little consolation to sweat mingled with the grit of the road. His
Create A Game.............................................................................................................57 the eighteen-year-old Crusader. The Saviour armour was battered and in need of repair.
Playing in a Multiplayer Game.....................................................................................58 had decreed that Christians pray alone, in The white cloth over his mail hauberk was
Storytelling a Multiplayer Game...................................................................................59 their private chambers, and Christof had torn in many places and streaked with dull,
diligently followed that stricture every day brown dried blood. But the crimson cross
CHAPTER SIX: THE WORLD OF DARKNESS.......................................64 since childhood. But there were no private across the chest was still as bright and proud
CREDITS ....................................................................................................98 chambers in the wastelands of Moravia, so as the day he first wore it. His limbs ached
CUSTOMER SUPPORT............................................................................101 the desolate, windswept hilltop would have from weeks of marching. But Christof was
to suffice. not ready to rest.
SOFTWARE LICENSE AGREEMENT .......................................................102

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The massive pig wheeled to survey the disbelieving rage as the light slowly faded from
damage it had done. It snorted with its eyes.
satisfaction and lowered its yellowed tusks to The villagers poured into the green,
charge the screaming child again. Then it cheering. They hauled the monster off the
noticed Christof, now very alone on the green. gasping and bleeding Christof. The village
It charged in Christof ’s direction, testing the elders held a week-long festival in Christof ’s
lone, impudent creature who did not fly from honour, and for those seven days, he was great
his wrath. Christof quickly stepped sideways, as King David. “Christof, God hath given thee
toward a hut, narrowly evading the creature. a great gift of courage,” the elders said. “Thou
The boar sped past art meant for greater
him and hurtled back glory than life as a
around the green. freeman baker or
Satisfied that Christof cobbler! Perhaps thou
no longer defied him, shalt become the
the boar returned his youngest village elder.”
attention to the The vainglory felt
squalling child. sweet but also
Christof grabbed a embarrassed him. The
sharpened tent pole lasses adored him and
from the hut and lavished him with
approached the child. honeyed praise.
The boar snorted with “Christof, thou art the
rage, stomped the bravest man in
grass and charged Christendom! Blessed
Christof, determined is she thou takes to
to punish this act of wife!” The lads also
defiance. Christof admired him.
He drew his broadsword from its and always emerged unscathed, as if crouched low, planted “Christof, thou
scabbard, plunged the tip into the crust of protected from on high. Until the day a wild the butt end of the should’st fight for the
the dry earth and knelt before it. He pressed boar had thundered across the village green. spike in the ground glory of God! Go
his feverish brow into the handle, closed his The boar charged the villagers, who and braced against it. thou! Go far from St.
eyes and prayed quietly. scattered before it like geese, jabbering in He faced the beast Claire! Join the
“Our Father who art in Heaven....” terror as the boar snorted and slashed. Two and lowered the Crusade, and bring
But his mind did not stay on the prayer. watchmen panicked and fled, dropping their toward its onrushing fame to our village!”
The tension that had coiled around his hatchets as they ran past slower-moving jaws. But Christof barely
warrior’s spine slowly melted away. And as villagers. Christof easily outran the massive The spike snapped heard any of them.
the tension ebbed, a flood of memories rose pig, but a scream more piercing than all the like dry kindling as All he could see was
up, unbidden. And unwelcome. others cut through him like a razor. He the boar toppled Christof and gored his right the massive, oppressive face of the beast inches
turned and saw that the boar had trampled a shoulder. The beast snarled a blast of hot, foul from his face. Angry. Hateful. Fire
*** small child, who lay crying on the green. A breath in frustration as it realised that it had in its dead eyes.
white-hot fury ignited in Christof ’s chest. He charged, open-mouthed, right into the tent
In his sixteen years, Christof had never stopped, and held his ground as the slower spike. It stomped its hooves and ripped at ***
struck a blow in anger. In the little French villagers ran past him. In a moment, the Christof ’s chest, tusks inches from Christof ’s
village of St. Claire, he had raced against, village green was empty except for the child, face. But the spike had torn though the boar’s Christof shook his head to dispel the
wrestled and mock-duelled every lad and the boar and Christof. gaping mouth and shattered its neck bone. Its memory and focused again on his prayer. He
able-boded man. He won most of his bouts monstrous head glowered with impotent, was anxious to finish and eager to sleep. He
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continued quietly, “Forgive us our trespasses, earth, shuddered and lay still. But one hand backward, nearly toppling into Sir Cuthbert’s backward, blocking their path. The serf
as we forgive those who trespass against us....” stuck straight up, as though begging Christof tent. But the short serf effortlessly pulled the howled a hideous, high-pitched snarl and
for absolution. large man away from the tent and quietly turned, shredding the back of the tent with a
*** Christof stared down into the dead man’s lowered his body to the ground. Then the serf sweep of his razor-sharp talons. He bounded
hollow eyes. The piercing black pupils stared darted toward the guard at the opening of Sir through the hole and ran, toppling a Crusader
In his seventeen years, Christof had never back with the same accusing, disbelieving Cuthbert’s tent. who stood in his path.
killed a man. The hot sun beat down on him look as the boar. Christof looked away but Christof pulled the sword from the ground Christof found he could suddenly move
and a roaring filled his ears, drowning out knew the sight would never leave him for all as he leapt to his feet. He tried to cry out but again and charged after the serf. He ran
the angry clash of steel on steel. Sparks flew his days. no sound emerged from his mouth. He headlong through the dark, past groggy troops
before his eyes, and his head spun around as charged down the hill as the small serf gently rising from their deep and troubled sleep. An
the barbarian’s axe struck his helmet from *** lowered the second guard to the ground. uproar swept through the camp. Finally,
the right. Weary Crusaders glowered at Christof as he Christof slowed. He peered into the darkness
Christof was certain he was dead. He Again Christof tried to shake off the stormed past them. Only when the serf but to no avail. The creature had vanished
prayed that the Lord would find his soul in memory and focused on his prayer. But he disappeared inside Sir Cuthbert’s tent did into the chill of the night.
the midst of the battlefield wasteland and felt ill at ease, and the prayer brought him no Christof finally find his voice. Fear replaced exhaustion in the hearts of
blindly gave his sword one final thrust. The comfort. “Lead us not into temptation, but “Alarum! Alarum!” he shouted breathlessly, the Swordbrethren and banished all hope of
pommel rattled painfully in his hand as his deliver us from-” bursting into the tent. The serf was already sleep as word of the blood-mad devil raced
blade bit deeply into flesh and struck hard His attention drifted from the prayer but crouching over Sir Cuthbert, who lay atop his from man to man. Two of Sir Cuthbert’s
bone. The barbarian collapsed like a straw not to another memory. He opened his eyes straw palette, dead to the world. Christof officers found the shivering Christof and led
man at a harvest festival and lay still. and peered down the hill to the troops sword flashed in the torchlight and crashed him back to Sir Cuthbert’s tattered tent,
The ringing in Christof ’s ears subsided, slumbering below. The camp was quiet, down on the serf ’s head, where it bit deeply, which flapped in the night wind despite the
and his vision except for a few with a satisfying crunch. The skull caved in, efforts of several serfs to mend it. The tent was
slowly cleared. serfs finishing and a chunk of bone and gristle flew across now ringed with a barrier of Cuthbert’s
He tugged at their chores. the tent. But the serf did not fall. Instead he retainers, who muttered angrily to one
his sword, Though they turned and glowered at Christof with eyes that another, debating the most fitting punishment
which had carried heavy were black pools of hate. Christof froze. For a for the serf, once they caught him. Sir
pierced the packs that moment, all was still in the tent as the serf Cuthbert’s steward parted them and beckoned
barbarian’s weighed as locked eyes on him. Dead eyes. Full of hate. for Christof to enter. The retainers stepped
heart. But the much as a Then the serf snarled and clawed at aside to admit Cuthbert’s officers, but they
weapon did not Crusader’s arms Christof with long, cracked fingernails scowled suspiciously at Christof, who
budge. It was and armour, encrusted with filth. Christof dimly noticed his appeared indistinguishable from any other
caught on the they were sword bouncing silently off the hard earth at young, front-line soldier.
barbarian’s ribs, expected to his feet, and his right arm suddenly felt cold Inside the tent, the white-haired company
and would not labour while the and faraway. The serf paused to wipe his eyes empiric was examining a pale Sir Cuthbert,
dislodge. troops slept. All clean of the blood that flowed freely from the who looked weary, but solid as granite. At
Christof seemed well. gaping head wound Christof had delivered. length, the old man gruffly announced, “’Tis
gripped the hilt Christof was The serf crinkled his ashen face into a wicked the will of God that Sir Cuthbert be delivered
with both hands closing his eyes leer. His thin dry lips peeled back to reveal from the devil’s grasp! He is whole.”
and yanked again when he long, glistening yellow teeth. The yellowed The officers roared with relief and toasted
furiously. The realised that a fangs flashed in the torchlight as he silently his health. But an impatient Sir Cuthbert
barbarian’s guard outside lunged toward Christof ’s unarmoured head. pushed past them and strode out of the tent.
corpse vaulted Sir Cuthbert’s The stillness abruptly shattered with a roar, Outside, the anxious troops erupted in
upwards, as if rising from the dead. The tent was swaying drunkenly at his post. as shouting men in clanking mail burst into cheers. With an abrupt wave of his hand, Sir
shattered chest bones groaned like the hinges Christof opened his eyes and watched as a the tent. The serf unlocked his grasp on Cuthbert cut them off, and the camp fell
of Hell and snapped open as the sword burst small serf in a hood and tunic whispered into Christof ’s arm and pushed him toward the silent. Sir Cuthbert surveyed his men for a
free. The broken body crashed back to the the ear of the tall guard. The guard fell charging Crusaders. Christof stumbled long moment before speaking.
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“Saved,” he hoarsely bellowed, “by the “But is that wise?” the steward asked. “We
grace of God!” The troops cheered again, must rise before dawn! If we should delay
louder. further, that barbarian hoard shall surely-”
Christof tried to follow Sir Cuthbert out “We’ve lost those jackals,” Sir Cuthbert
of the tent, but the empiric blocked his path. snapped. “We could wander these hills for
The old man peeled back the blood-soaked weeks and not find their trail. The filthy
mail from Christof ’s right forearm and barbarians wear armour of fur so that they
gripped his bicep to stanch the blood flow. may run like deer and hide like mice. But it
He forced Christof to sit on a barrel. will protect them no more than it did the
“The demon unleashed a torrent of blood beast they skinned!” He paused and
from thy arm,” the old man scolded, pouring composed himself. “No. Let the men sleep
wine over the jagged claw marks. “Thy very past sunrise. We’ve pushed them hard enough
life leaks out upon the uncaring soil!” He for one week.”
gently rinsed grit from the wound and “Whither do we go after sunrise?” the
wrapped it tightly in fresh linen. “Disturb steward asked.
not this dressing,” he said sternly. When he “To the barbarian supply camp! We shall
finished, the empiric retrieved Christof ’s seek for it here in these Moravian hills. It was
broadsword from the ground. The old man doubtless the hoards destination. And we are
scowled as he handed Christof the weapon, close, by God, or their demon master would
saying, “When next thou are inclined to never have risked entering our camp, even by
chase the spawn of Hell... pray remember to night!”
bring thy sword!” And just for a moment, “Yes, my lord!” the steward replied. “But
Christof thought he saw a hint of smile on they will continue to seek thy murder!”
the sour face of the old man who had “Aye. My retinue will protect me, if God
witnessed so much suffering and death. wills it. Now fetch the men their brandy. “What is your name, boy?” asked Sir “Thou hast cleft the devil’s skull in twain
Outside the tent, Friar Bertrand intoned, Tomorrow we scout these hills. I want the Cuthbert. and lived to boast of it.”
“In the name of our Lord and God Jesus men full of vigour when we find the “Christof Romuald, of St. Claire.” Christof nodded slowly.
Christ, for His glory and for the exaltation of barbarian camp.” “Thou art a brave lad, and true, Christof “God has smiled upon thee. He spared
His holy faith. Amen. The barbarian dogs “It shall be so,” the steward nodded, Romuald of St. Claire. Dost thou love God?” thee from certain death because He has
felt the sting of God’s wrath in our swords, turning to leave. “Aye, my liege.” conceived a higher purpose for thee.
and they fear us. They flee our wrath like Sir Cuthbert glanced at Christof. “Seek ye salvation of thy sinner’s soul?” Therefore, fear not in battle, but give the
coward’s! They cannot win by honest force of “Who is this boy?” he snapped at “With all my heart, my liege.” devil his due, for thou art blessed!”
arms, so they have sent a devil to our camp the steward. “Art thou prepared to die for the “Aye.” Chirstof replied, though he was far
to slay your lord and master, Sir Cuthbert. “The very one who smote the demon and Kingdom of God?” from reassured.
But the Lord was with us this day and drove drove him from this tent!” “Aye, my liege.” Christof slept deeply that night, dragged
the devil from the sight of righteous men!” Cuthbert studied Christof a moment and “No longer shall thou fight upon the line. under by weariness and wine. For the first
The Crusaders cheered again, louder. As then motioned him to approach. Christof Thou shalt join my retinue and smite all who time, the hateful, hollow eyes of the dead
Friar Bertrand continued his litany, Sir stepped forward, trying to conceal the would kill me.” boar and the dead barbarian no longer
Cuthbert stepped back into the tent. He trembling in his knees. He had never been Christof felt light-headed. Almost giddy. haunted him. Instead, all he could see were
approached his steward and said, “Give the this close to the great Crusader before. “I obey, my liege,” he said, breathlessly. the hateful, living eyes of a dead man.
men an extra tot of brandy tonight, or they Christof fumbled as he clumsily sheathed his
will never rest.” sword and knelt.
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and you will have to restart this process. This is normally a slower, yet more
This method may be easier for those who damaging attack.
know an area well and wish to run quickly Next to the standard melee weapons,
through it without clicking repeatedly. there are a variety of ranged weapons in the

CHAPTER TWO: Depending on the distance to your


destination, your character will either
carefully walk towards the spot or run
game. Unlike melee weapons, ranged
weapons will require ammunition, which
can be found by defeating enemies or

HOW TO towards it. If the destination is near the


character, s/he will walk carefully to it. If
it is further away, then the character will
purchasing it from a store. On some of the
ranged weapons (e.g. pistols, revolvers,
bows, crossbows, rifles, etc), the secondary

PLAY VAMPIRE run to the location. If you want to make


the character run to a desired spot
regardless of the distance, then hold down
attack will fire rounds with a higher
accuracy, however this will be at the
expense of a slower firing rate. As you
the shift key and left click with the cursor progress through the game, you will also
over the spot. Also, if you have a three- encounter certain guns (e.g. machine guns,
button mouse, you can use the third chain guns) with which you can hold down
mouse button instead of clicking and the ALT key and point at the location
The following chapter explains the basic item: The cursors are Talk, Attack and holding down the shift key. where you would like to fire. You can then
information needed to play Vampire: The Pickup/Use. Rollover text will also appear Please note, if your character is badly focus your fire on an entire group of
Masquerade Redemption®. In V:TM in the text window, giving you more wounded, s/he will limp for several steps adversaries in the distance instead of one
Redemption, you will take on the role of information about your target. before resuming his or her normal single enemy.
Christof Romuald as he makes his journey walking speed. To use a throwing weapon (e.g. grenade
from the world of mortals to the world of CHARACTER MOVEMENT To operate doors and other portals, or holy-water vial), you will first have to
the undead. Travelling through four To move your character around the you must place your cursor on the portal select the item by either right or left
different cities across the span of time, you game world, position your mouse cursor and left click. When you first place your clicking on the item when it is in your
will venture into the dark underbelly of the over the spot you wish your character to cursor on the portal, it will highlight to inventory. If you have selected the item,
world in your undying quest for love. move towards, and then left click on that show that it has been targeted. After you then your icon will change into the image
Choices will be made that will affect your spot. If your character can move there, a left click on the portal, your character of the item that you have selected. Also, if
future, and you must learn to temper your movement target icon will appear on the will move toward and interact with it item the is in your quick items slot, then
unending thirst for blood brought on by the ground, and your character will (e.g. open the door.) If the portal cannot you can hit the corresponding quick item
Beast raging inside you. You will encounter immediately move towards it. If your be opened, then a message will appear in key to use the item (For more
all of this as you journey into the world of character cannot move to that spot, then a the text box in the middle of the screen. information, please see Chapter Two:
Vampire: The Masquerade Redemption. large red X icon will appear, and your Main Game Screen). To use the item on
character will stay where s/he is. ATTACKING an enemy, you will simply have to left
GAME CONTROLS If you do not wish to click on the In order to initiate an attack, move your click on your target, and the item will be
In this section, you will learn the destination for your character, there is cursor over an enemy, and the Attack icon thrown and it will then disappear from
various controls and commands used to another method of moving him as well. will appear. When you left-click on the your inventory. If you accidentally
play V:TM Redemption. To interact with You can click on your destination and, as target, the character you are controlling equipped an item and wish to return it to
anything in the game, position your mouse your character begins to move toward it, will then attack the target using whatever your inventory, you can left click on an
cursor over the desired object, which will hold down the mouse button and begin to weapon is in his or her hand at the time. If open spot in your inventory or right click
highlight to show that it is being targeted, move it to a new destination point. As you continue to hold the left mouse button anywhere on the in-game screen and the
and then press one of the mouse buttons long as you hold down the mouse button, down, your character will continue to auto item will be automatically returned to
to trigger a command. your character will redirect himself to attack your target until the target is killed your inventory. Special targeting modes
When you put your cursor over an wherever you place the mouse cursor. or until you are damaged. Pressing the such as ALT+Left Mouse click will work
object that highlights, the cursor will However, if your character runs into a wall third mouse button or holding the shift for thrown weapons as well as projectile
change shape to show what action will be or you leave you cursor in an area where key while attacking, will cause your weapons.
performed if you click on the highlighted he cannot walk, then he will stop moving character to perform a secondary attack.

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Using a scroll is done in a similar carefully control the attitudes and actions the entire coterie to return to the lead vessel of blood, there are other ways of
fashion as well. To prepare a scroll for use, of your coterie members. character. If you want the entire party to obtaining blood in the game. Rats that
right click or left click on the scroll when By default, the characters in a player meet at a specific point, move the cursor you can find scurrying around the city are
it is in your inventory. Your cursor should controlled coterie are set to a Neutral to that point and hold down the CTRL always good for a small supply of blood.
now become the image of the scroll stance, meaning that they will follow your key and left click on that location. Note, However, there is always a chance that
indicating that you are now ready to use lead character and engage in combat as when a coterie member is separated from they will infect your character with any
the scroll. To use the Discipline, place the needed and directed by their leader. To your group, s/he will not come to the lead disease that they may have. Also, bottles of
image of the scroll over the intended target switch characters, click on the head of the character’s aid if he is damaged nor will vitae can be found scattered throughout a
and press the Right Mouse button. Your character that you want to control in the this character engage any enemies at all. rival vampire’s haven and are excellent
character will then use the scroll on the middle bottom of the screen. This If you want to focus all of the coterie’s sources of blood. In certain cases, some
intended target (which may be an enemy character will then become the lead attacks on one enemy, then highlight the bottles of vitae may not only replenish
character, a friendly character, an item in character that the others take their cues enemy with the cursor and hold down the your Blood Pool but even hold some
your inventory, or comrade depending on from, and a red border will surround the CTRL key on your keyboard as you special powers when ingested.
the purpose of the scroll) and the scroll status bar of this character to indicate that attack. The entire coterie should then
will then disappear from your character’s you are currently controlling him. Also, focus their attacks on this enemy as long FRENZY
inventory. If you choose not to use a scroll you can hit the Tab key to cycle through as you continue to hold down the CTRL Vampires are monsters, possessed of an
which is being held, simply left click on an the characters until you find the one that key while you attack. inner Beast. Though, like humans, they
empty inventory slot, and the scroll will be you want to control. Another keyboard have the capability to overrule their baser
placed there. shortcut that you can use is the F6-F9
BLOOD instincts, sometimes they fail. When this
keys. Hitting F6 will allow you to take As a human, blood courses through occurs, the Hunger and the Beast become
DISCIPLINE USAGE control of Christof, F7 will allow you to your veins in order to sustain life. As a uncontrollable, and no one is safe.
To attack a target with a Discipline, take control of the character to the right of vampire, blood no longer courses through In the game, there is an orange bar,
make sure that you have the correct Christof, F8 will let you take control of your veins, but it is still as important as which monitors your Frenzy level. As you
Discipline selected and then right-click the character two slots to the right of ever in sustaining your unlife. In order to take damage from enemies, your Frenzy
over the highlighted target. If your place Christof, and F9 will let you control the be able to use your Disciplines, as well as level will increase until you can no longer
your cursor over the Discipline icon in the character in the fourth slot. to prevent your character from frenzying, control your actions, and friend and foe
Discipline window, a small description of When you control a character, you can you will require blood. In your character’s alike must be wary of you, since you will
the Discipline, which includes the target change the stance of the coterie members status bar, there is a red bar, which begin to attack indiscriminately. The rate
type, will appear in the status window, by clicking on the Offensive/Defensive indicates your Blood Pool. As you use at which you frenzy does depend on a few
which is located in the bottom middle of buttons, which are located in the lower left Disciplines, blood will be used from your variables including the clan type (some
the screen. Note: if you have selected a hand corner of the game interface. A Blood Pool, and this bar will go down. In Clans frenzy more quickly than others),
Discipline that does not require a target, character set to offensive will seek out order to replenish your Blood Pool, you Blood Pool level (if your character is
for example Blood Healing, that Discipline enemies to fight on his or her own and will need to Feed (for information on starving for blood, then he is more likely
will activate even if nothing is highlighted will be freer in their use of Disciplines and using the Feed Discipline, please see to frenzy), and the type of damage (some
by the cursor. Also, if you right click on a blood. A character set to defensive will Chapter 3: Traits and Disciplines) on other types of Aggravated damage such as fire
target and cannot use the Discipline, then conserve his or her resources and avoid creatures throughout the game. However, will increase the Frenzy level faster).
you may not have enough blood to use the combat wherever possible. You can return not all creatures can be fed upon, and Certain Disciplines will also cause a
Discipline or the selected target may not a character to neutral stance by clicking on there are many that will attempt to resist character to frenzy faster, and there are also
be affected by the selected Discipline. the Neutral button at any time. you. Failure to catch someone in your a few Disciplines that will lower the Frenzy
To gain more control over individual grasp will leave you in a vulnerable level as well. Eventually, your character will
COTERIE CONTROL coterie members, you can separate them position, and you will be open for a naturally become unfrenzied. However, if
In your travels through the World of from the group by clicking on the green counterattack. It is commonly known that you are on the verge of frenzying, the use
Darkness™, your party of vampires, light next to their character portrait. Once a creature under your powers can be more of the Heal Discipline has been known to
which is also known as a coterie, will a character is “out of the group” s/he will easily fed upon than creatures that still subside the need to rage.
encounter a variety of enemies. In order to no longer follow the lead character. have the use of their own free will.
survive in this world, you will need to Clicking the Regroup button will cause If you are unable to find a suitable

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AWAKEN SAVING/LOADING A GAME GAME CONTROLS OVERVIEW


If one of your characters is damaged In V:TM Redemption, there are two The following is a summary of the game controls in both Single Player and
until s/he no longer has any Health, then possible ways of saving a game. Multiplayer. Generally speaking the controls will do the following:
that character will fall into a state of torpor, First of all, you can choose to let the
which is a death like sleep. In order to game autosave for you. Every time you Left Click Walk to Location, Talk to Person, Attack an Enemy, Pickup Item
bring your character out of torpor, you will enter a new area (this occurs when the Left Click + Alt Fire at Ground (clicking on the ground), Pickup to Cursor (clicking on an item)
need another character to use the Awaken “loading” screen appears), all of your Left Click + Ctrl Party Attack (clicking on enemy), Party Regroups to Location (clicking on the ground)
Discipline on the fallen comrade. The character’s information and status will be Left Click + Space Hold Attack (enemy), Turn in Place (ground)
Awaken Discipline is available for use by automatically saved. The autosave is Hold down Left Click Automatic Attack
acquiring scrolls or learning the Discipline particularly useful when you are going Right Click Use Discipline or held scroll. Store held item back into inventory.
by spending experience. When you have the from one level of a dungeon to another Right Click + Space Use While Stationary
Awaken Discipline selected, simply right and you do not wish to travel back to the Third Mouse Button Acts like Shift + Left Click
click on the portrait of your fallen comrade, Haven in order to save the game.
and your character will use this Discipline. Second, you can save the game by For users with a Mouse with more than two buttons:
If your character is successful, then your clicking on a save cross (if you are human) Button 3 (middle) Acts like Shift-Left Click
fallen friend will Awaken with a low blood or a save ankh (if you are a vampire), Button 4 Zoom to first person view/Acts like “Z”
Button 5 Party Attack (clicking on enemy), Party Regoups to Location (clicking on the ground),
supply and a minimal amount of Health. which are located in your Haven. When
Group Toggle (clicking on the UI head ) / Acts like Ctrl + Left Click
For more on Disciplines, please see Chapter you clicking on the save cross/ankh, this + Space Stationary cast
Three: Traits and Disciplines. will bring up the save game screen. Simply
If all of your characters fall into a state click on the slot, where you wish to save The specific combination controls for single player and multiplayer are the following:
of torpor, then the game is over, and you the game, and then click on ok.
will need to load from an older saved game. To load a saved game, just go to Single MOUSE CONTROLS (SINGLE PLAYER)
Player, and then click on “Load a Saved Select current character Left click on character portrait
Game.” When the Load game screen Autowalk Hold down Left click on desired target location
appears, you can then click on Autosave (to Attack Left click on highlighted enemy to attack
load an autosaved game) or click on a Secondary Attack Third mouse button click on enemy to attack
specific game slot. In the game slots, the Activate door/switch Left click on door/switch
name of the level and the time, which you Talk to NPC Left click on NPC if talk cursor is present
saved, will be listed here. Once you have Pick up item Left click on item if pickup cursor is present
chosen the game that you wish to load, just Use current Right click on target to use Discipline
click on “OK”, and the game will load it up. Discipline/Numina (different powers have different targeting requirements)
Use inventory item Right click on item to use from inventory
Set current Left click on Discipline from quick-list or from the Discipline Pane
Discipline/Numina
Feed/Kiss Press “F” or select “Feed” Discipline from list and use as normal
Display Statistics Pane Left click on “Character” button
Display Inventory Pane Left click on “Inventory” button
Display Discipline Pane Left click on “Disciplines” button
Display Map Left click on “Map” button
Display Quest Log Left click on “Quest” button
Change Coterie stance Left click on desired stance from coterie controls icons
Take gold/money Left click on gold display, type in amount (defaults to half total).
from inventory Gold/money drops to the floor.
Remove stake from Left click on character to de-stake, the current character will approach and remove
coterie member the stake

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KEYBOARD CONTROLS (SINGLE PLAYER)


Pause game/display in-game menu Esc
GAME MENUS
TAB
Stop action
Cycle current character s, release Possession of character
Spacebar
MAIN MENU SINGLE PLAYER MENU
Force run to destination Shift + Left Click on destination
Display Character Pane “C”
Display Inventory Pane “I”
Display Discipline Pane “D”
Display Map “M”
Display Quest Log “Q”
Close all Panes Backspace
Use quick item F1 – F5
Quick Character Selection F6 – F9, F6 for Christof, F7 for character in slot two, etc.
Toggle Status Bar Display F11
Take Screenshot F12 (saves shotxxx.bmp in current directory)
Select active Discipline from quick list 1–6
Zoom Camera +/-
Regroup coterie R The main menu offers the main
NEW GAME
In/Out coterie toggle G options to the game. You may choose
This option starts a new game of V:TM
Switch to First Person View Hold down Z Single Player, Multiplayer, Options, View
Redemption. After selecting this option, the
Swivel View Toggle X or Numpad 5 Credits or Quit.
Fire at the ground (missile weapons only) ALT + Left click on the ground
game transitions into the opening
Party attack CTRL + Left click on target SINGLE PLAYER cutscene, and the game begins. Warning:
Party Regroup to Locations CTRL + Left click on destination This will start a Single Player game. Clicking on New Name will erase the
Secondary attack Shift + Left click on target You will be prompted to Start A New current autosave.
Force run Shift + Left click on the destination Game or Load A Saved Game.
Turn in place Space Bar + Left Click on the ground
LOAD GAME
Stationary Discipline casting Space Bar + Right Click on the target MULTIPLAYER You can use this option to load
Skip current conversation line Space This will start a Multiplayer game. You previously saved games. A list is presented
Abort/End current conversation Esc will be prompted to connect over the LAN containing the save game names. The first
Exit shop/conversation bar Esc
or the Internet. item on this list is always your autosave.
The names of the other saves consist of the
KEYBOARD CONTROLS OPTIONS save location, game date and time (e.g.
(ADDITIONS/CHANGES FOR MULTIPLAYER GAMES) This brings up the Options Menu. “Convent,” 3:54am). By selecting one of
Talk Enter these options and hitting ‘Ok’, the game
Toggle between Storyteller and Player Mode \
VIEW CREDITS loads and begins from the point at which
Toggle Possession (ST only) “P”
This will bring up the list of all the you saved. Selecting ‘Cancel’ on this
ST Actor Pane Toggle “A” screen returns you to the Main menu.
ST Object Pane Toggle “O”
people who have contributed to this game.
ST Controls Pane Toggle “V”
ST Locations Pane Toggle “L”
QUIT
ST Scenes Pane Toggle “S” This will exit the program.
Emote commands Type “wave,” “bow,” “menace,” etc. in talk prompt
Scroll Text Display Page Up / Page Down
Place ST Head (ST Only) Right click on target position
Jump to Location (ST Only) ALT+Right Click

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GAME MENUS GAME MENUS


MULTIPLAYER MENU INTERNET GAMES OPTIONS SCREENS DETAIL LEVEL: This allows you to
raise or lower the graphics detail to
optimise performance on your machine.
Detail level ranges from Very Low to High
and can be adjusted by clicking the arrows
next to the box.
BRIGHTNESS: This slider controls
the brightness of the game display. Slide
the arrow to choose a setting that is
compatible with your monitor’s settings

ADVANCED DISPLAY OPTIONS


The Advanced Display Options allow
you to customise the graphics settings for
Internet Games connect your computer the game on your machine. If a feature
LAN Select Options from the Main Menu to does not have a check box in it, then it is
to WON, where you can chat, find games
LAN games are played over a Local bring up the Game Options Screen. There most likely that your video card cannot
to play and connect with users from all
Area Network. You will not need to login are four options to select from the Game support this particular feature. Some of
over the world. You can connect to
(assuming your computer is constantly Options Screen. From any of the options these options are very video card
WON from any machine that has direct
connected) and will be taken directly to screens hit OK to accept the changes you dependent and may cause the game to
Internet access.
your Crypt when you choose this option. have made or CANCEL to return to the fail to run properly if they are enabled.
From here, you can log onto WON
In a LAN game, you will only be able to previous screen making no changes. Non-advanced users are cautioned
with an existing account or create a new
chat and play with other users that are on against any changes of these settings!
account. To use an existing account,
the same LAN as you are. DISPLAY
simply enter in your Username and
Should you wish a wider range of DRIVER INFO: This box displays
Password, and click the OK button. The Display Options Screen allows you
games and players, you will need to information about the video card currently
Remember, both your User Name and to optimise the look and performance of
connect to the Internet via WON. used by the game.
Password are case sensitive. the game based on the video card in your
system. The options are broken down into DRAW SKY: This box turns the sky on
FOR ALL NEW USERS TO WON: basic and advanced options. and off.
To create a new account, click on the 3D UI HEAD: This enables the
Create Member button. Your Internet BASIC SETTINGS animation of the 3D User Interface Head.
Browser will open, taking you to the WON DEVICE: Shows the current display REFLECTIONS: This will toggle
pages that allow you to create an account. driver installed on your computer, and whether the game displays reflections or
Please follow the onscreen instructions in allows you to change drivers between not.
order to create a new account. If you are primary and secondary cards (if you have a
having problems creating a new account, secondary card installed.) TEXTURE BIT DEPTH: This allows
please contact WON. you to switch between 16-bit and 32-bit
VIDEO MODE: Shows the current colour depth.
The panels on the right-hand side of display resolution and colour depth. Not
the login screen will take you to the all video cards will support all resolutions,
websites of WON, Activision, Nihilistic and colour depths and settings that are too
Software and White Wolf. high may severely impact performance.

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GAME MENUS GAME MENUS


TEXTURE FILTERING: This allows SHADOW DETAIL: This slider AUTOLOAD QUICK SLOT FROM AUTO-USE BUFF: This toggles if you
the selection of bilinear or trilinear texture controls the appearance of shadows from BACKPACK: This option toggles whether allow AI controlled characters to use
filtering. Filtering reduces jitter and simple blobs to detailed character silhouettes items on the Quick Inventory Slots are buffing (enhancing) Disciplines, e.g.
“sparkling” of textures as they move into reloaded from the character’s backpack if Fortitude
the distance and smoothes them when they SOUND the same item, e.g. a Blood Vial, exists in AUTO-USE DAMAGE: This toggles if
are close. This options menu allows you to adjust both places. you allow AI controlled characters to use
STATIC LIGHTING: This toggles the in-game sound settings. The following damaging Disciplines, e.g. Fireball.
between the use of lightmap or vertex- options are available: Coterie AI Options
AUTO-USE SPECIAL: This toggles if
based lighting. Lightmaps provide more 3D SOUND DRIVER: These selections USE QUICK DISCIPLINES ONLY: you allow AI controlled characters to use
accurate shadows but are slower. Vertex allow you to set the best sound driver for This sets the AI to only use the Disciplines special Disciplines, e.g. Earth Meld
lighting is faster but less detailed. your hardware should you have 3D sound in their Quick Discipline Slots.
STYLED LIGHTS: This turns styled available. USE QUICK ITEMS ONLY: This sets GAME OPTIONS
lights on or off. SPEAKER SETUP: These buttons allow the AI to only use Quick Inventory Slot The Game Options screen allows you
DYNAMIC LIGHT BLOBS: This you to chose the configuration of the items and not to reach into their backpack to turn blood and subtitles on or off.
enables dynamic lighting (from fireballs, speakers that best describes your AUTO-DISCIPLINE USE: NO BLOOD: Use this option to turn
muzzle flashes, torches). computer’s setup. the appearance of blood off in the game.
AUTO-USE HEALING: This toggles if
MODEL LOD: This slider sets the level MUSIC VOLUME: This slider allows you allow AI controlled characters to use SUBTITLING: Use this option to turn
of detail for character models. you to adjust the volume of the in-game healing Disciplines, e.g. Blood Healing subtitling during cutscenes on and off.
music.
UI HEAD LOD: This slider sets the
level of detail for the character portraits. SOUND FX VOLUME: This slider
allows you to adjust the volume of game
PARTICLE LOD: This slider sets the
sound effects.
level of detail for particle effects in the game.
DECALS: This slider sets the number CONTROL
and frequency of decals in the game. The Control Options menu allows
AUTOMATIC MIP LEVELS: This you to set some of the basic control options
determines how many mip levels of a of the game relating to the mouse and
texture the engine will auto-generate. coterie AI.
MIP SELECTION: This will allow
users, who have 3D cards with low Control Options
memory, to select a default mip map level ENABLE MOUSE PITCH: This
lower than the default. This causes textures options toggles whether moving the cursor
to appear blurrier, but uses less texture to the edge of the screen will move the
memory and increases performance. camera or not.
CHARACTER DYNAMIC LIGHTS: AUTO CAMARA SLEWING: This
This slider sets the level of dynamic option sets the camera to automatically
lighting on character models. swing into position behind your lead
CHARACTER SHADOWS: This slider character
sets the number of shadows that each AUTO REPEAT ATTACK: This option
character in the world casts. allows you to repeat attacks by holding
down the mouse button.

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MAIN GAME SCREEN COTERIE COMMANDS


These buttons allow
the Quick Inventory Slots are available for
AI use; and the Disciplines you place in
you to issue commands the Quick Use Slots are more likely to be
to the rest of your group used by the AI than any other powers. In
and are very useful in this way, you can influence the actions of
determining how your the characters that you are not directly
characters will react controlling. You can set many options
when not directly relating to coterie AI control from the
controlled by you. Control Options menu.
The first series of buttons, Aggressive/
Neutral/Defensive, set the stance of the AI
QUEST PANE
for each character in the coterie. This button opens the Quest
Characters set to Aggressive stance will be pane, which lists all the quests
much more proactive, seeking out and your coterie has undertaken
destroying enemies on their own initiative. and whether they have been
Also, they will burn a lot of blood, successfully completed or not.
choosing to use powerful Disciplines in When a new quest is available, the Quest
order to eradicate the opposition. Button will have a flashing red border to
Characters in the Neutral stance will indicate this. Also, when you complete a
follow the main (player-controlled) Quest, the red flashing border will appear
character’s lead, conserving their resources as well. After bringing up the Quest pane,
and staying closer together. Characters set if you leave your cursor over a specific
to the Defensive stance will protect quest, more description about that quest
themselves from harm and will show little will appear in the text box.
initiative even in dangerous situations.
Beneath these buttons is the Regroup
MAP PANE
button. Pressing this will cause all coterie This button opens the Map
members to rejoin the group and gather pane, displaying a map of the
close to the main character. Next to the city you are currently in. You
The Main Game Screen contains the In-Game Screen, Coterie Commands, Quest Health, frenzy and blood bars, there is a will notice that specific
window, Map window, Text box, Portrait box, five Quick Items slots, six Quick Discipline small green light. If you wish to separate a locations are identified by name
slots, Character window, Inventory window, Discipline window, Conversation box, particular character from your coterie (i.e. on this map and that your coterie’s current
Purchase window, Advancement Screen and the In-Game Menu. have the character ignore the player location is also displayed. While the Map
character’s actions), then simply click on pane is open, the game is paused.
The separate locations within a hub are
IN-GAME SCREEN The 3D view shows the environment
from a third person perspective, with the
the green light of the character that you
marked with diamonds on the map. The
want to separate. To have the character
camera view being behind the currently resume taking orders from the player one that is highlighted in green shows the
selected character at about a 45’ angle. You character, then click on the green light current location of your character. The
can alter the perspective by moving the again. When the light is on, then that map only shows the outside of the areas –
mouse cursor to the edges of the 3D particular coterie member will follow the you will have to explore the interiors of
window. Thus, you can tilt the camera up orders of the leader, and if the light is off, buildings and dungeons without a guide.
or down slightly, so you may look at the then that coterie member will be
horizon, cityscape and sky. independent of the player’s coterie.
If you press and hold-down the Z key, In addition to these specific tools, you
you can shift into first-person mode for a can influence the coterie AI in subtle ways:
better look at your surroundings. While in Items such as Blood Vials that you place in
first-person mode, your cursor is disabled.

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TEXT BOX being and whether or not s/he is about to CHARACTER WINDOW INVENTORY WINDOW
Below the In-Game Screen, but above die, run out of blood or enter into a frenzy.
the Portraits Box, is an area where you will If you place the cursor over a character’s
see various text messages displayed. These portrait you will receive a numerical display
text messages cover a variety of situations of his or her Health, Blood Pool and
Frenzy levels (Health, Mana and Faith for
but usually appear when you attempt an
humans.) You can transfer inventory items
action or something happens to one of
between characters by dragging an item
your characters. In multiplayer games, this
onto the character portrait. If the
area is also used to show text messages characters are close enough to each other,
from other players (refer to the Multiplayer the item will be transferred.
and Storytelling chapter for more
information on multiplayer games). QUICK ITEMS
Extended rollover text will appear in place
of the character portraits.
The character’s Traits are shown in this This window shows all of the items and
PORTRAIT BOX window: Their name, clan, rank and money that the character is carrying. A
generation followed by their Attributes, graphical icon, which takes up a certain
Within the status bar are five slots for Health, Blood Pool, Humanity and Frenzy number of inventory slots, represents items
quick use items. These items can be used levels. carried by the character. Characters are
by either right clicking on them or by The character’s Attributes are shown limited to how much they can carry in
pressing the function keys F1-F5. Items with the current level, influenced by their inventory by having a finite number
An animated head on the bottom of the may also be dragged/dropped from the wounds, Discipline use or magic, first of inventory slots. You will receive an
screen represents each person in your inventory screen into these slots. followed by their base level. This allows audio cue if your character is
coterie, including the main character, and you to gauge the effect of different overburdened and cannot carry any more
this portrait is used to show what state, or QUICK DISCIPLINES equipment and powers on your character. items. If a character is unable to use a
condition, each character is currently in. A Another important Attribute that is certain item, then it will highlight in red,
few of these conditions are listed below: listed is your Humanity level. Your actions and there will be an audio cue if you
Damaged: The portrait will show the within the story will change your attempt to use it.
character is under pain when taking damage. humanity, and if your Humanity falls to To equip an item, simply drag it to the
Unconscious: The character’s head will
zero, then your character will go mad, and appropriate spot on your character
roll back and stop moving when he is
the game will end. portrait. Items can only be placed in a
unconscious/dead.
The range for the character’s currently specific location on the character portrait.
Frenzy: The portrait will flash red; the
equipped weapon is displayed along with Weapons (e.g. bows, swords, guns) can
character’s portrait will show a frenzied look.
the damage type. Also, the soak totals for only be placed in the slot with the “sword”
The Kiss: As the character feeds, his or The status bar also displays six slots for all of your armour (including helms, icon, and shields or utility items (e.g.
her portrait is displayed with fangs bared. quick selection of Disciplines. Any of these shields and body armour) against both footman’s shield, torch, flashlight) can
Animal: If you change into an animal Disciplines can be selected as active by
form (e.g. a wolf ), the portrait will change normal damage and elemental attacks are only be placed in the slot with the “shield’
either left clicking on them or by pressing clearly shown here as well. icon. To equip armour, simply drag the
into that animal’s head. the numeric keys 1-6. You can set up
Below the portrait are three bars of All of these character Traits are piece of armour to the “chest” slot, and
which Disciplines are housed in the Quick explained in their own sections later in helms can be equipped by dragging it to
different colours, representing the status of Discipline slots by opening your Discipline
the characters Health (Blue), Blood (Red) this manual. the “head” slot. Finally, necklaces can be
Window and left-clicking on the desired placed in the slot to the left of the “head”
and Frenzy (Orange) statistics. A full bar Discipline’s icon and dragging/dropping it
means that the character is at his or her icon, and items such as rings can be placed
into the correct slot. in the “hand” slots.
maximum for that character Trait. As the
level falls, the Trait is correspondingly lower.
This is very useful information as it provides
quick access to a character’s overall state of

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Please note, if the sword or weapon CONVERSATION BOX When buying, you are presented with a points you have earned on the various
that you are equipping is a two-handed list of the merchant’s wares with prices. If character Attributes. In certain missions,
weapon (this can be seen by rolling your you highlight an item you will see it’s icon an advancement window will
cursor over the weapon and seeing “2H” and be able to hit the Buy button to automatically pop up after the mission is
appear in the item description), then you purchase it if you have sufficient money. complete. You can also visit your Haven at
cannot equip a shield or utility item. If The cost of the item will then be deducted any time to spend experience points for
you have a shield or utility item equipped, from your cash reserves. If you do not any of your coterie. To do this, when you
then you will have to first remove this have enough money to buy an item, then are at your Haven, just click on the coffin
item, prior to equipping the sword. Also, that item will be greyed out. Also, if an in your Haven to bring up the
some weapons and armour have a item is listed in red, then your character Advancement Screen. In multiplayer
minimum requirement to equip them. does not currently have the Attributes to games, you can click on the coffin in your
Some items may require a certain wield the weapon or wear the armour. You Haven to bring up the advancement
Strength, Humanity or even Faith can still purchase the item, however you screen, however it is also up to the
requirement before you can equip them. If will not be able to equip it until you meet Storyteller’s discretion to award extra
you cannot equip an item, please roll your During some conversations between the item’s minimum Attribute experience points for a well played
cursor over the item to bring up the item your characters and non-player characters, requirements. When selling, you can select scenario or completing a quest.
description. Verify that you have the you will be given the option to choose one any of the items that your character is The Advancement Screen shows your
requisite characteristics, if any, in order to of several responses. Your response has an carrying, and the price you are being character sheet with the current levels of
equip this item. affect upon how the non-player character offered will appear on the merchant’s side Attributes and Disciplines, and crosses
responds back to you and, in some cases, of the screen. If you accept the offer, hit next to each item that you may advance.
DISCIPLINE WINDOW the state of the game. When these response the Sell button, and the money will be To increase the level of your Attribute or
options appear, you must select one by added to your total. Discipline, simply click on the cross to
clicking on it with your cursor. On a side note, the price your character spend your experience points in exchange
pays for items and the money they receive for the increase. If you place your cursor
PURCHASE WINDOW for selling can be higher or lower over an Attribute or Discipline, the
depending on the Manipulation Attribute. experience point cost will appear in the
Thus, a Manipulation of 90 will garner a dialogue box at the bottom of the screen.
much better buying and selling price then You can cancel or reverse changes in order
if your character has a manipulation of 10. to tweak things as desired by hitting the
reverse arrow below your character sheet.
ADVANCEMENT SCREEN Once you are satisfied, hit the OK button.
As you gain experience from your
battles, your ranking will go up as well.
Starting as a Fledgling, your character will
A list of the character’s current climb the ranks as more experience is
Disciplines is displayed, including the gained. As your character’s ranking
current level of proficiency in each, increases, the character’s Health will also
indicated by the number of filled dots. increase, as well as the Blood Pool. Thus,
You may set up the Quick Discipline slots When dealing with merchants, a the Blood Pool and Health level of an
by dragging and dropping the Discipline purchase menu will appear, allowing you Antediluvian will far exceed a character,
icons into one of the six slots in the status to buy or sell items. The merchant’s wares who is merely a Neonate.
bar. You may also left-click to select a will be displayed on the left-hand side of The Storyteller has access to an
Discipline from this list (and later right- the screen, while your character’s inventory Advancement Screen similar to this,
click to use it) or right-click on any will be on the right. To switch the although s/he has the capability of
Discipline in this list from this pane to character that is purchasing or selling to Between completing quests in the modifying the experience you receive,
activateit immediately. the merchant, just hit TAB or click on the single player chronicle, you will have the along with what new Disciplines are
character’s portrait. opportunity to spend the experience available to you. There is an Advancement

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Screen for each character (showing the 3D LETHAL SOAKING STAKING


head and other stats of the character) from These are attacks meant to cause Before damage is applied, the victim When a vampire is impaled in the heart
which the Storyteller can assign and spend immediate and fatal injury to a victim. has the chance to absorb part or all of the with implements of wood, it renders them
experience points for each coterie member, Vampires can soak Lethal damage with damage before it affects the character’s completely immobile until the stake is
thereafter returning to the game their Stamina Attribute, but humans have Health. This ability to absorb damage is removed. If one of your characters is staked,
no natural resistance to it. also known as “soaking.” Soaking accounts another member of the coterie can remove
IN-GAME MENU for the existence of armour and other the stake by selecting the available character
AGGRAVATED natural and preternatural abilities to resist and then left-clicking on the staked
Attacks that are deadly even to the damage. As indicated above, there are character. Also, if you do not have a
undead, including fire, sunlight, the teeth specific requirements for soaking certain character that can unstake you, a staked
and claws of vampires and werewolves and types of damage. The factors involved in character will be able to expel the stake from
certain Holy attacks, are considered to be soaking are: his or her body after some time has passed.
Aggravated attacks. Aggravated damage Staking can occur with actual stakes
can only be soaked with the Fortitude ARMOUR (used as a melee weapon) or with ranged
Discipline. Armour allows soaking of all three weapons such as crossbows and stake-guns.
In addition to these three main types of forms of damage, except for the specialised If the stake hit is considered critical, a
damage, the game supports resistance or Aggravated types of fire, sunlight, holy, staking occurs.
sensitivity to the following specialised electrical and cold (some exceptions exist
forms of damage: here, like special grounding armour, COTERIE COMBAT AI
magically enhanced items or heated During play, all coterie members, other
You can press ESC at any time to bring devices.) than the ones you have selected, will move
up the In-Game Menu. This pauses the Electrical and attack on their own, but in accordance
game in single player and allows you to Includes lightning bolts, high- STAMINA with any coterie commands you have
resume the game, exit the game, load a voltage traps, etc. Humans may soak only Bashing selected. AI controlled characters can
saved game or adjust options. damage using their Stamina. Vampires use perform a wide range of tasks
Cold their Stamina to soak both Bashing and automatically, including reloading their
SOME GENERAL NOTES Freezing attacks, ice weapons, Lethal damage but not Aggravated. weapons, switching from a ranged attack
ABOUT COMBAT freezer traps, etc. to a melee weapon, as well as healing and
FORTITUDE replenishing their Blood Pools. Also, by
DAMAGE TYPES Fire Fortitude is a specialised Discipline that holding down CTRL and left-clicking on
There are three main types of damage Fireballs, fire traps, lava, hot allows soaking of Aggravated damage. It an enemy, you can tell the rest of your
that can be suffered in the game: Bashing, rooms, etc. has an advantage over items and armours coterie to concentrate their attacks on that
Lethal and Aggravated. These types are which normally only defend against a one opponent.
distinguished in order to allow for certain Sunlight limited number of Aggravated damage
resistances that vampires may have and to Direct sunlight or sunlight- types. Fortitude also adds to the soak
show how human and Kindred alike can casting artifacts. Only damages values for Bashing and Lethal damage.
soak them. vampires.

BASHING Holy
These attacks include punches, kicks Prayers, attacks with holy water
and any other kind of blunt trauma, which or holy ground. Only damages
are less likely to kill a victim instantly vampires.
(especially a vampire). All characters
(including humans) can use Stamina to
soak Bashing damage.

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Wits Disciplines drain anywhere from a small to


Wits is the ability to maintain your cool a large amount of your character’s Blood
and think on your feet, especially in intense Pool when activated (the rollover text will
situations. Most importantly, characters list each Discipline’s specific cost.)
with high Wits will have a slower Vampire characters may replenish their

CHAPTER THREE: progression towards becoming frenzied. Blood Pool by drinking blood from any
number of sources including bottles of

TRAITS AND SOCIAL ATTRIBUTES


Charisma
vitae or humans.

DISCIPLINES Charisma measures your character’s force


of personality and command. Characters
with a high Charisma are better able to
HEALTH
Health measures a character’s physical
condition, from perfect health to torpor or
overwhelm the minds of their foes with Final Death. As characters are wounded
Disciplines such as Dominate and Presence. their Health level goes down and they have
Manipulation a harder time performing actions. The
Manipulation is the ability to lie, more a character’s Health diminishes the
connive and convince others of your point harder it will be for him or her to do the
Much of a character’s life comes from the Dexterity of view. It is an insidious Attribute that things you want him or her to do. As a
way in which you describe and roleplay Dexterity modifies the base movement allows you to influence others. character loses Health, s/he will move
him. However, certain aspects of a character, and attack speeds for the character and also Manipulation grants you success at some slower and suffer penalties to his or her
his physical prowess, looks and special increases the aiming ability for projectile mental Disciplines and also lowers prices Attributes. Once a vampire’s Health
powers, are described in numerical terms weapons. A high Dexterity will also increase at shops. reaches zero, s/he will collapse into a
and used in conjunction with the mechanics a character’s chance of making a critical hit, Appearance comatose state know as torpor. Without
of the game. These features are called Traits which causes an enormous amount of Appearance is the measure of the the intervention of an ally with the
and Disciplines. damage. Also, some weapons have a character’s physical attractiveness, poise Awaken Discipline, this sleep of the ages
minimum Dexterity for usage. and natural beauty. This becomes can lead to Final Death.
CHARACTER TRAITS Stamina extremely important as you use the Note: Characters in frenzy ignore all
Most Traits are based on a 1-100 scale Stamina is the character’s constitutional Presence Disciplines. Health-related penalties.
for player characters, though there is no ability to soak damage. Humans use
upper numerical limit. Disciplines are the Stamina to soak only Bashing damage, RANK FRENZY RATING
exception, as they utilise a system of dots while Ghouls, Vampires and some Based on a character’s experience The Frenzy rating is the character’s
(•) to represent levels of power. The more monsters can soak Bashing and Lethal points, they are given a Rank. This can be tendency to frenzy and speed at which s/he
dots, the more power a character has in damage with their Stamina Attribute. very useful in quickly determining how will reach it. As a character takes damage
that particular Discipline, with the ancient, powerful and dangerous a or loses blood, s/he becomes more prone
maximum being five dots. MENTAL ATTRIBUTES particular character is. Refer to the to frenzy, eventual falling into an
Perception “Generations of Caine” section in Chapter uncontrolled rage. While a character is
PHYSICAL ATTRIBUTES Perception is the ability to observe one’s Six for detailed information on each Rank. frenzied, s/he will attack anyone without
Strength environment. In the game, a character’s rank will apply any discretion. Over time, the Frenzy level
The raw brute power the character can Intelligence bonuses to his or her Blood Pool and will subside and the character will regain
use for lifting, pushing and inflicting Intelligence is the character’s grasp of Health as s/he gains experience. his senses.
melee attacks. Strength allows the facts and knowledge and ability to reason
character to be able to move large objects and solve problems. A high Intelligence is BLOOD POOL HUMANITY RATING
and also modifies the amount of damage required for the most advanced Disciplines. A Character’s Blood Pool measures how The Trait of Humanity is an integral
inflicted by melee weapons. Some items, much blood (a.k.a. vitae) the vampire has part of the underlying theme of any V:TM
such as armour, have minimum Strength in his or her body, and it is from their game. It is a moral code that allows
limitations you must meet before you can Blood Pool that characters draw energy to vampires to retain their mortal sensibilities
utilise the equipment. use their supernatural powers. Most even though they’ve been transformed into

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parasitic monsters. In essence, it is what There are certain items in the game,
COMMON DISCIPLINES BLOOD STAMINA
keeps a vampire from becoming a mindless which may only be used by human This Discipline grants a
animal, enslaved by his or her thirst for characters. Likewise, humans may not use Note that in V:TM- Redemption all temporary increase of the
blood. In game terms, the lower a character’s Kindred Disciplines or mystical items. vampiric characters automatically character’s Stamina Attribute,
Humanity is, the more monstrous s/he start with the Feed and Blood which can allow for the soaking
appears to others. If a character’s Humanity DISCIPLINES Healing Disciplines. This represents the of more damage than normal.
rating reaches zero, then that character has Though vampirism is a curse, the Blood inherent ability of all vampires to feed and heal It does not grant you the ability to soak
lost all sense of reason and becomes nothing of Caine grants great mystical powers to themselves. In multiplayer games, all vampires Aggravated damage.
more than a mindless beast of evil over those with the insight and dedication to and ghouls will start with these abilities.
which you no longer have control. pursue them. These powers are known as However, human characters will not have any AWAKEN
Certain events during the chronicle may Disciplines. inherent Traits. This Discipline is normally
raise or lower your Humanity: Killing the Following is a list of the more common used to awaken, or reanimate,
innocent will almost always cause it to Disciplines wielded by vampires and other FEED another Vampire who has
drop, while protecting the weak may cause supernatural creatures. Rare vampires and Various levels of this Discipline nearly been killed and lies in
it to rise. stranger creatures may have powers not on indicate the ability to effectively torpor. Unless a character has
this list, as there are mysteries that remain drain a creature of its’ blood died an unequivocal Final Death, the use of
INCREASING TRAITS hidden within the World of Darkness. The without killing the victim. this Discipline allows the subject to be
Between completing quests in the term Discipline refers to both the Feeding is remarkably important awakened. Such characters will awaken
single player chronicle you will have the Discipline group (Animalism, for example) for a vampire, as it is the best way to replenish with little blood or Health and will need to
opportunity to visit your Haven to spend and the powers within that group (Feral your Blood Pool. As your level increases, your feed very soon, since they are quite prone to
the Experience Points (XP) you have Whispers.) Each clan possesses a group of ability to feed without killing your victim will frenzy with their need for blood.
earned. In multiplayer games you receive Disciplines that are common among their increase as well.
this opportunity after each scene in the ranks. However, it has been whispered that WALK THE ABYSS
story (or whenever the Storyteller decides.) vampires can learn Disciplines outside their BLOOD HEALING This dark power draws on the
To spend your characters’ experience clan’s strengths but at a much higher cost. This allows a vampire to convert connection between a vampire
points, you must go to your Haven and Most Disciplines are linked to a key Blood Pool points into Health and its Haven, opening a
click on the rest coffin. Attribute and will be resisted if used upon points, in order to heal his or mystical portal between the two.
an enemy. There is also a chance of failing her wounds. The various levels When this Discipline is used, a
HUMAN CHARACTERS to use a Discipline based upon the of the Discipline dictate how two-way gate opens between the coterie’s
Mortal characters, who are available in character’s Attributes and power in the fast you can heal and how much Health is current location and its Haven. To be able to
multiplayer games, differ from the Discipline. Almost all Disciplines have regained and may enable healing of open such a portal, you must know the
Kindred. They do not use blood, cannot minimum Attribute requirements; for extraneous things like disease. location of your Haven and the abyssal
frenzy and use Numina and Holy Power example, you cannot use Heightened portal can be blocked by mystical means.
instead of Disciplines. Senses unless you are already perceptive or BLOOD STRENGTH Key Attributes: Intelligence and Wits.
The Faith Trait, which is unique to Fireball unless you are very intelligent. This Discipline grants a
humans, empowers any holy powers they
possess. The Faith Trait can be raised with
As you gain more experience through temporary increase of the ANIMALISM
your battles, you can use this experience in character’s Strength Attribute,
experience and can also be temporarily order to increase your specialty in your which can be used to increase Vampires with the Discipline of
boosted by the possession of holy objects. Disciplines. As you increase in power, your melee damage or for any Animalism find themselves with
Many holy powers have a minimum Faith mastery over the Discipline will allow you Strength-related puzzles. greater control over both the
requirement. to cast the Discipline more effectively and animal world and the Beast Within. While
Instead of blood, human characters rely at a lower blood cost. Thus, if you have a BLOOD DEXTERITY the Gangrel are known to be the masters of
on Mana, which is used to fuel the spells Discipline of five dots, then you are truly a This Discipline grants a this Discipline group, other clans, such as the
and abilities of Holy Power and Numina. master, while a vampire with a Discipline temporary increase of the Nosferatu, have shown skill in Animalism
Unlike vampires, who need to feed to gain level of one dot will be casting it a very character’s Dexterity Attribute, as well.
power, humans naturally regenerate their rudimentary level. which can be used to increase Key Attributes are Charisma and
Mana pools over time. combat effectiveness. Manipulation.

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FERAL WHISPERS DRAWING OUT THE BEAST THE SPIRIT’S TOUCH PASSION
Makes the targeted animal Dumps the caster’s Frenzy level Allows the caster to determine The character may stir his victim’s
temporarily fight for the player’s onto another. This causes a the nature of an object – its base emotions, either heightening their
coterie. frenzy mode on enemies statistic limitations, its abilities fear or stirring them into a crazed
Key Attribute: Manipulation (frenzied enemies would attack /curses, its “true” name, etc. A frenzy.
each other, flee or generally successful use of this Discipline Key Attribute: Charisma.
BECKONING behave erratically, with all the advantages/ will give an enhanced description of that
Allows the caster to temporarily disadvantages frenzy offers). In mortals, it item from then on. When this effect is THE HAUNTING
enlist the assistance of an animal triggers the fear mode. Use of this should be activated, you will need to click on an This power is used to disturb the
ally, possibly lasting beyond limited to times when the Frenzy level is unidentified object in your possession to sensory centres of the target’s
the scope of a single combat. nearly full, but at the highest level, a full receive information about it. brain, flooding them with
The animal is summoned to the Frenzy level is not required to cast this. Key Attribute: Perception. visions, sounds, scents or feelings
action by the vampire’s will and disappears Key Attribute: Manipulation that aren’t really there. In effect,
when finished. The summoned animal acts PSYCHIC PROJECTION the victim will believe himself to be under
like a temporary member of the character’s AUSPEX Psychic projection allows you to attack from a host of nightmarish apparitions.
coterie, fighting with and travelling alongside control a “ghost” object, much Most mortals will flee in fear, while
the caster until the effect wears off. (For clans The Discipline of Auspex bestows like the ST ghost, to move supernatural creatures will be momentarily
that have separated themselves from the telepathic and extrasensory unseen through areas for a brief distracted as they fend off their imagined
natural world, the creature thus summoned perception powers on its pract- time. No interaction with objects ghostly assailants.
may be distinctly unnatural; for example, itioners. As the vampire’s powers grow, he will is possible in this state. Key Attribute: Manipulation.
Cappadocians summon a skeleton to fight at not only be able to sense the psychic aura and Key Attribute: Perception.
their side, and the Tremere a homunculus!) flow on creatures and objects, but he will also EYES OF CHAOS
Key Attribute: Charisma be able to project his or her body into an astral CELERITY This peculiar power allows the
form in order to see what is around him or user to take advantage of the
QUELL THE BEAST her. The death-loving Cappadocians, as well Those with Celerity are dangerous fractured wisdom hidden in
Has the effect of calming the as the Toredor and Tremere clans, all foes, for this Discipline enables insanity. With it, the character
target. When cast upon a coterie specialise in the Auspex Discipline. them to move and attack at can detect the aura of another.
member, this reduces his or her Key Attribute is Perception. superhuman speeds. To mortals, they appear Key Attribute: Perception.
frenzy amount, bringing him or to be nothing more than a blur. As the levels
her out of frenzy faster or indeed HEIGHTENED SENSES of this power increase, so does the speed of VOICE OF MADNESS
stopping it altogether. This allows the character to see the vampire and the duration of the With this power, the character
Key Attribute: Manipulation. invisible or hidden enemies and Discipline. can speak to another and pull
objects. forth the madness that resides in
SUBSUME THE SPIRIT Key Attribute: Perception. DEMENTATION the deepest recesses of the
Allows temporary possession of victim’s mind, focusing it into an
an animal. You will have full AURA PERCEPTION This Discipline is the special overwhelming wave of total insanity. This
control over the creature, The user of this Discipline legacy of the Malkavian clan, a power has driven countless victims, mortal
perceiving the world through its may sense the invisible “aura” mental sickness that allows those and supernatural alike, to unfortunate ends.
eyes until the effect ends or you surrounding all living creatures, infected with it to channel madness, focus Key Attribute: Manipulation.
hit TAB to return to your own body. allowing the caster to gain it and pour it into the minds of those
Key Attribute: Manipulation insight into the true nature of around them.
the target. The user will learn information Key Attributes: Charisma,
about the creature including the target type, Manipulation and Perception.
Health and Blood Pool.
Key Attribute: Perception.

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DOMINATE POSSESSION VIGOUR MORTIS OBFUSCATE


The user of this Discipline forces By feeding a corpse some of his
Those with Dominate may their will upon the target and blood, the character may Obfuscate is the ability to mystically
mesmerise others or even control takes total control of them. This reanimate the body, creating an cloak oneself in illusions or
their minds outright. Many of gives the player total control over undead servant that serves its shadows, thereby disguising or
the powers of Dominate are resisted by the the enemy character, seeing the master until it falls completely concealing oneself. With Obfuscate, you can
victim’s Wits Attribute. Kindred who world through his or her eyes and forcing into decay. To employ this power, the attack an enemy and then mystically fall back
specialise in the use of Dominate include the him or her to perform any action until the character must find a corpseto target. into the shadows. At higher levels, this ability
Giovanni, Lasombra, Tremere and Ventrue. effect expires. Key Attribute: Wits and Intelligence. will becomes more effective, and you will be
Key Attributes: Manipulation, Wits and Key Attribute: Charisma. able to strike your enemy before they can
Charisma. SUMMON SOUL realise it. Obfuscate can be defeated by the use

COMMAND
FORTITUDE With this power, the character is of other Disciplines, most notably Heightened
able to summon a wraith beyond Senses. If a creature has a Heightened Senses
This power allows the vampire Characters with Fortitude prove the shroud that separates the Discipline higher than your Obfuscate level,
to seize control of another’s unnaturally resistant to damage. world of the living from that of then he will be able to detect you with ease.
mind for a short time. While They must often be literally hacked the dead. The wraith can only While there are several clans that use this
the effect lasts, the victim is apart before they can be stopped, as even the exist in the world of the living for short power, it is the Nosferatu that has truly
under the total command of most devastating wounds prove nothing more period of time, but while there, it will do the perfected its use.
the vampire who used the power. than a nuisance. This Discipline also helps characters bidding. A wraith can only be Key Attribute: Wits.
Key Attribute: Manipulation. protect against damage from sources such as summoned at the scene of a recent death.
sunlight and fire. The Cappadocian, Gangrel Key Attribute: Perception. CLOAK OF SHADOWS
MESMERISE and Ventrue clans all have a natural The vampire may disappear
Use of this Discipline puts the predisposition to this Discipline. PLAGUE WIND from plain sight. The lowest level
target into a trance-like state, An advanced Mortis effect, this of this power allows the user to
whereby they cease all action MORTIS power conjures up a whirlwind remain effectively invisible if
and stand still. At higher levels, of decay and chaos. Any caught standing still within shadow.
the target will dreamily walk This Discipline was developed by within this cloud of destruction Higher levels of Obfuscate allow the user to
towards the character that mesmerised him the Cappadocians in an attempt will suffer massive amounts of remain invisible even while moving.
or her. The effects of Mesmerise are to uncover the secrets of death. It damage, as the full effects of Death’s cold Key Attribute: Wits.
cancelled if the target is attacked by one seeks to explore many aspects of death, breath are unleashed upon them.
who used the Discipline. from outright cheating it, to causing it with Key Attribute: Intelligence. CLOAK THE GATHERING
Key Attribute: Manipulation. a single touch. This Discipline is similar to
Key Attributes: Wits and Intelligence. BLACK DEATH Cloak of Shadows, save that it
THE FORGETFUL MIND This power turns the character’s affects the entire coterie. The
This power sends the target into SHAMBLING HORDES hand into the hand of Death level of this Discipline indicates
a dazed state and causes them to This power allows a character itself. By touching an individual, duration, and the effectiveness
forget about what they were to call forth the dead from their the character can cause the is equal to the equivalent level of the Cloak
doing. This will make enemies graves to fight alongside him or victim to experience an early of Shadows power.
ignore you and return to their her. Though weak and not death or, in the case of vampires, to enter Key Attribute: Wits.
normal routine. particularly adept, these undead torpor. This power inflicts massive damage
Key Attribute: Wits. allies can still be of great aid in battle. To on a single target.
use this power, target a fresh corpse close to Key Attribute: Intelligence.
the character.
Key Attribute: Wits.

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POTENCE ENTRANCEMENT EARTH MELD BLOOD RAGE


The character becomes super- Using this Discipline, the This power allows the character
Characters with Potence are humanly fascinating and the character can burrow into the to force another to spend blood
terrifying opponents, for they victim becomes convinced that earth and remain there, against his or her will. This act
possess the strength of several the character is his friend, lover basically safe, until he or she has two effects; it reduces the
humans. The higher the level of Potence is, or whatever - a figure to be chooses to emerge. The frenzy amount of blood the target has
the stronger the character. The Giovanni , protected and adored. reduction rate is doubled when buried, and in him or her, and increases the likelihood
Brujah, Lasombra and Nosferatu clans have Key Attribute: Appearance. the character also gains Health back slowly that the target will lose control of the Beast
superhuman strength through the use of (without further blood usage.) and enter frenzy.
this Discipline. MAJESTY Key Attribute: Intelligence and Wits.
Characters with Majesty are SHAPE OF THE BEAST
PRESENCE quite literally awesome. Majesty The character may transform BLOOD OF POTENCY
bestows an almost godlike aura into a wolf; gaining increased The character gains such control
All supernatural creatures are upon the vampire; mortals fall to movement speed and the ability over his own blood that he may
impressive, scary monsters, but their knees in worship or terror, to cause Aggravated damage with effectively concentrate, or focus it,
those with the Discipline of and even other supernatural creatures must his or her bite. The character may making his or her blood more
Presence are particularly captivating. struggle with themselves to attack, insult or not use any items or most other powers while powerful for a limited time.
Characters with Presence can manipulate be anything other than respectful and this Discipline is active. While this power is active, all other Disciplines
others’ emotions, becoming their victims’ deferential to the character. This power will cost less blood to use.
dream lovers - or their most terrifying allows the character to do anything without MIST FORM Key Attribute: Intelligence.
nightmares. Vampires must learn to be wary fear of reproach. The character transforms into
of their feelings when they are in the Key Attribute: Charisma. a cloud of misty vapour. The THEFT OF VITAE
company of a Brujah, Malkavian, Toreador character may not attack while in A character using this power
or Ventrue as these clans are known for their PROTEAN mist form but can be damaged can siphon blood from a distant
skills in this Discipline. only by sunlight or fire. target, effectively feeding from
Key Attribute is Charisma. Protean is the Discipline most the target without any physical

AWE
closely associated with the shape- THAUMATURGY contact. This power can cause

The character gains a charismatic


shifting Gangrel, though they - GENERAL serious harm to mortals and enrage vampires.
Key Attribute: Intelligence.
have taught their secrets to a few outside of
aura, becoming a natural leader, their clan. Characters with Protean may Thaumaturgy is a form of vampiric sorcery
seducer and orator. This power shape-shift into a variety of forms. that is divided into a number of Paths, each
CAULDRON OF BLOOD
draws mortal victims near and with its own focus and special range of spells. This dreadful power causes the
stops enemies from attacking. EYES OF THE BEAST These Disciplines are largely restricted to the blood within the target’s body to
Key Attribute: Charisma. This power increases a character’s boil and burst into flame. It
Tremere, although certain other clans are
visual senses. In some instances it causes Aggravated fire damage
rumoured to employ them as well, such as the
DREAD GAZE has been known to cause fear in Assamite viziers and the Koldunic sorcerers of
and “burns off ” a large portion
The character, by hissing and mortals that see it in action, as of his or her Blood Pool. Few beings can
the Tzimisce.
baring fangs, instills an the user’s eyes turn a sinister red survive even a single attack with this dreadful
power.
unnatural terror in foes. This in colour. THAUMATURGY Key Attribute: Intelligence.
power instills fear in those who
are targeted by it. FERAL CLAWS - BLOOD MAGIC
Key Attribute: Charisma. The character’s nails transform The Blood Path is based upon
into long, bestial claws. These the manipulation of blood, both
talons are wickedly sharp, able to mortal and Kindred vitae.
rend flesh with ease and even Key Attribute is Intelligence.
carve stone and metal with little
trouble. These talons cause Aggravated
damage and are feared by all in combat.

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THAUMATURGY THAUMATURGY TURN TO DUST IGNORE THE SEARING FLAME


- LURE OF FLAMES - HANDS OF DESTRUCTION This fearsome power accelerates This power temporarily makes
decrepitude in its victims. the caster immune to the effects
The Path Lure of Flames is based This Path is practiced almost Mortals literally crumble to dust of fire and, at higher levels,
upon the manipulation of fire; exclusively by the thaumaturges of at the mere touch of a skillful sunlight.
through it, a traditional bane of the Sabbat. Though it is not widely practitioner of this Discipline. Key Attribute: Intelligence
vampiric existence has been harnessed by the seen outside of that sect, a few non-Sabbat When used on supernatural creatures, this and Wits.
sorcery of the Tremere. have managed to learn its secrets. power causes massive damage. If a vampire
Key Attribute is Intelligence. Key Attributes: Intelligence and low dies from this damage, they too will crumble SUMMON ELEMENTAL
Humanity. to dust, leaving nothing behind to Awaken. The caster summons forth a
TORCH Key Attributes: Intelligence and Low supernatural creature of the
This power allows the character DECAY Humanity. elements that will remain under
to call forth a small magical flame This power accelerates the the character’s control for a short
that floats near his or her head. decrepitude of its target, causing THAUMATURGY period of time. Use of this power
The light from this flame is it to wither, rot or otherwise - BLOOD RITUALS has its dangers, as sometimes the summoned
similar to that of a hand-held break down. Key Attributes: elemental will attack the one who called
torch. Though this flame provides light, it Intelligence and Low Humanity. Rituals are unique thaumaturgical it forth.
does not generate any heat. formulas, meticulously researched Key Attribute: Intelligence and Wits.
Key Attribute: Intelligence. ACIDIC TOUCH and prepared, that create powerful
The caster secretes a bilious, magical effects. Rituals are less versatile than FAITH
FIREBALL acidic fluid from any portion of Paths, as their effects are singular and
The character may hurl mystical his body. The viscous acid straightforward, but they are better suited Faith is one of the few truly
fireballs that engulf their target in corrodes metal, destroys wood towards specific ends. powerful personal weapons a
a fiery conflagration. This spell and causes horrendous chemical Key Attributes: Intelligence and Wits. mortal has against his or her
may hurt friends as well as foes burns to living tissue. In combat, this power supernatural foes. With Faith, a hunter can
and so should be used with care. provides the user with an attack causing HEART OF STONE cause a Vampire to turn away or be unable to
Key Attribute: Intelligence. Aggravated damage. While it lasts, this ritual protects approach any further. Although the character
Key Attributes: Intelligence and Low the character from being staked. may believe that this power comes from a
FLAME RING Humanity. Key Attributes: Intelligence higher power, it is actually the strength of his
The character generates a pulse and Wits. or her belief that protects him or her.
of heat and flames that surrounds ATROPHY
him or her for an instant, This power withers a victim’s PRISON OF ICE HEAL
incinerating any nearby enemies. limbs, leaving only a desiccated, This power engulfs the target in This power draws on a mortal’s
The mystical nature of the flames almost mummified husk of an icy prison, immobilising him inner strength to repair damage
means that neither the caster nor those they bone and skin. The effects are or her for a short period, during to his or her body.
ally with can be harmed. instantaneous; in mortals, they which time s/he suffers from a Key Attribute: Faith
Key Attribute: Intelligence are also irreversible. Enemies so afflicted freezing form of Aggravated
suffer a long-term reduction in their physical damage.
IMMOLATE Attributes. Key Attributes: Intelligence and Wits.
This power calls a bolt of fire into Key Attributes: Intelligence and Low
existence that strikes a single Humanity. CALL LIGHTNING
enemy, doing extreme damage. The character calls forth a
Key Attribute: Intelligence bolt of lightning from above,
obliterating the intended target.
Key Attributes: Intelligence
and Wits.

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TRUE FAITH FLASH


True Faith is belief in a power, The character can create a flash
entity, consciousness that is of light that temporarily stuns
greater than oneself, and as such, supernatural creatures and may
it is not limited to any particular even trigger frenzy in vampires.
religion. A character with True
Faith is able to surround him- or herself with
Key Attribute: Intelligence.
CHAPTER FOUR:
a protective field that causes damage to any
supernatural creature coming into contact
TRUE SIGHT
Mortals with this power can ENEMIES AND
with it.
Key Attribute: Faith
see through the effects of
powers that hide others from
normal sight, as long as the
EQUIPMENT
PRAYER character’s True Sight is more
This power allows the character powerful than whatever power is keeping
to focus his or her Faith and the other hidden.
direct it in a ranged attack to Key Attribute: Perception.
damage an enemy. Those with
particularly high levels of this In your travels, you will encounter many and buboes.) Some ghouls may also learn
power can affect several targets within a foes – both living and dead – and be able to one level of a Discipline their masters are
given area. find many treasures ranging from weapons familiar with, but this is very uncommon.
Key Attribute: Faith. and armour to artifacts of ancient power. Ghouls have use of any kind of weaponry
usable by humans, along with their learned
NUMINA ENEMIES Disciplines.

Numina consists of those strange GHOULS KNIGHTS OF ST. JOHN


and amazing powers which some Ghouls are mortal Led by Grand Prior Pierre de Varreau,
few mortals have possessed Kindred servants that the Knights of St. John patrol the streets
throughout the ages, powers such as psychic have been fed of Prague, especially the Little Quarter
abilities, spells and complete faith in a higher vampiric blood by (Mala Strana), and keep the peace. Usually
power. Numina and Faith are unique to their masters. The heavily armed with armour,
mortals. Humans power these abilities with ghoul does not age shield and sword, these
Mana instead of blood. as long as it is mortals are formidable
supplied with vitae enemies, especially when
INVISIBILITY and gains some patrolling in
This power allows the mortal to limited vampiric groups. If the
hide from plain view, effectively abilities (most Knights witness
turning invisible. Higher levels notably level one an illegal act, they
of this power allows the Potence). Since will attack.
character to remain invisible they aren’t affected
while moving about and performing actions. by sunlight as Kindred are, they make
Key Attribute: Wits. useful servants and protectors during the
daylight hours. Most ghouls appear as
normal kine, but some long-term ghouls
develop side effects resembling their
domitor’s clan weakness (i.e. a Nosferatu
ghoul may begin sprouting unsightly boils

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SZLACHTA DARK AGES and is the focus of several rituals, after ghouls without needing to drink a
The Tzimisce use their Vicissitude CAPPADOCIAN KINDRED which a horrific transformation takes place vampire’s blood; something all other
Discipline to mould the flesh and bone of These vampires can be found with great black wings sprouting from the ghouls must do in order to retain their
their ghouls into horrific somewhere in medieval Prague, victim’s back and the addition of large supernatural powers.
shapes, most of which where they pursue their endless claws and a demonic visage. Gargoyles are
serve the purpose of being research of death. Dressed particularly dangerous opponents and SOCIETY OF LEOPOLD MEMBERS
“war-ghouls”, with in black robes and bearing easily capable of killing a careless vampire. The members of this order are
pointed bones a deathly white visage, they sworn to kill any creature of the
erupting from their attack using various
DEMONHOUNDS night. They arm themselves
arms and great maws Disciplines, mostly These demon-possessed dogs turn heavily with the weaponry of the
filled with razor-sharp death spells. night-black and grow to disturbing time, also including weapons
teeth. The Tzimisce proportions. Further evidence of their designed to fight vampires such as
also create Szlachta possessed nature is the sizzling saliva that holy water, stakes, torches and holy
from animals when HOMUNCULI HOPPER drips from their massive fangs and the way symbols. They wear the dress of
useful, including Homunculi Hoppers are small creatures, shadows seem to come alive in their scholar-priests and soldiers.
grotesque forms based on wolves, dogs, similar to a witches ““familiar,”” created presence. They can be found in packs
horses, etc. Szlachta use a variety of melee from a sacrifice of blood and flesh from guarding infernalist worship sites or GHOUL-SPIDERS
attacks, involving the use of their crafted their Tremere master. They are simple- private chambers, and they attack with Immense arachnids created by the
claws/teeth. minded and mischievous and require vicious bites. feeding of vampiric vitae.
regular feedings of blood from their They attack with a
GHOUL-RATS creator. These tiny homunculi are usually
WEREWOLVES venomous bite and leave
These ghouled rodents grow to large no larger than a rat, having large, staring Werewolves are the mortal enemies of sticky traps of web in
size, with horribly extruded fangs and eyes and opposable thumbs. They attack by vampires and will normally attempts to snare
claws. They create large tunnels clawing and biting their razor-sharp teeth attack them on sight. passers-by to appease
throughout their underground lairs, and into an unsuspecting enemy. They can be found in their hunger for blood.
are in constant search for blood. They forested areas, where
normally travel in packs. G ARGOYLES they roam hunting
W RAITHS
The Tremere created the wild beasts and
ZOMBU Gargoyles from the unliving seeking to The wraiths in Redemption
The Cappadocians create Zombu from flesh of captured restore the land can harm Kindred using
corpses and fuel them with vampiric vitae. Tzimisce, Nosferatu and to its rightful strange life draining spells.
They usually crumble to dust after three Gangrel. A “base” natural beauty. Seen as translucent
days but, while animated, are mindless and Kindred is given Their claws and apparitions, the wraiths
capable of only simple labour or various potions teeth make normally occupy deserted
aggression. Their saving grace is deadly weapons, and places of worship or areas
an utter absence of fear; they some werewolves will where scenes of torment or
will battle any opponent until “rage” when highly death have occurred.
destroyed. damaged, which results in quick, sporadic
attacks with great fury.

PREMYSL REVENANTS
Revenants are families of ghoul servants
that have been fed vitae for so many
generations that they are now born with a
tiny amount of vampiric blood already in
their system. This allows them to exist as

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VIPERS identify an item, you must use the Spirit’s is added to your base dexterity, when BLUNT WEAPONS
A powerful Setite (using Touch Discipline (which can also be found calculating the chance of you hitting an Any weapon without a
the Serpentis Discipline) as a blood scroll). When you activate this enemy. If a weapon has an Accuracy of 10 bladed edge or sharp point
may disgorge from his Discipline, your cursor will change into and you have a Dexterity of 20, then the is considered to be a blunt
mouth a large the identify icon. Then, bring up the game will assume that you are attacking weapon. Instead of cutting
poisonous serpent. Inventory Pane of your character, and left with a Dexterity of 30. Certain weapons their targets, these weapons
The Setites use click on the item that you wish to identify. will have an accuracy bonus while others deliver their damage
these creations as The item should now be identified, and a will not, and this usually depends on the through hard, crushing
guards, patrolling description will appear when you leave type of weapon, it’s size, ability to be blows. Painful bruises,
their temples. Most your cursor on top of the item. wielded easily, etc. Finally, speed is the broken bones and ruptured
are individually marked amount of time it takes for your character internal organs are the result of attacks
with a pattern representing their creator. WEAPONS to swing the weapon again. If the weapon from these weapons. In game terms, blunt
They attack with a fierce poisonous bite. There are many weapons to be found that you are wielding has a high number, weapons cause Bashing damage.
and used in V:TM Redemption, ranging then you will be able to swing this One-handed blunt weapons include any
GHOUL-ALLIGATORS from medieval swords to modern assault particular weapon faster than one with a blunt weapon that can be held in one
rifles. low number, which indicates that the hand. They occupy only the weapon slot
Within the sewers of NYC, the weapon cannot be swung as easily.
Weapons’ statistics fall into three on your character and can be used with a
Nosferatu have drawn all sorts of beasts to
categories: Damage, which determines how shield. Common examples include the
their lairs through the use of Animalism. BLADED WEAPONS
much hurt you can inflict with the Club, Mace and Flail.
The most dangerous of these is the small Bladed weapons include
weapon; Accuracy, which adds a bonus to Two-handed blunt weapons are slower
number of alligators in the sewers, flushed anything with a sharp edge
your chance-to-hit and increases the than their one-handed cousins but are
there by those in the city who won them and are primarily found in
chances of a critical strike; and Speed, capable of delivering much more damage
at Coney Island. They’ve since been the Dark Ages, but they
which determines how fast your character in any given attack. These weapons occupy
transformed by Nosferatu blood into continue to be used by some
can wield his or her weapon. This both the weapon and shield slots on your
horrendous creatures of great size and even in the modern nights.
information will appear in the rollover text character. Examples of these weapons
disfigurement, having enormous maws and In game terms, these sharp
for each weapon. include the Quarterstaff and Warhammer.
extruded points of bone. bladed weapons do Lethal
Not all weapons are created equal: You
EQUIPMENT AND may find rusty and other poor quality damage. RANGED WEAPONS
items on your travels as well as fine and One-handed blades include anything In both the Dark Ages
TREASURE even exquisite weaponry. The quality of with a sharp edge or pointy tip. One- and modern nights, there
Throughout your adventures, the the weapon adds bonuses to the base handed weapons come in a great variety of are many weapons that can
coterie will find many items – some of weapons statistics. Even modern firearms shapes and sizes and are the most common inflict damage from afar.
them mundane, others concealing secret can be modified to increase their power armaments found in the Dark Ages. They These weapons are
powers. You may also find unique items with laser sights and other adaptations. occupy the weapon slot on your character collectively referred to as
such as a Discipline Tome, which will give Some weapons have minimum and can be used with a shield. Examples of ranged weapons. Some
your character the ability to learn a new Attribute requirements representing a one-handed bladed weapons include the examples from the Dark
set of Disciplines that would normally not particular difficulty in using those items: Dagger, Hand-Axe, Broadsword and the Ages include the Short Bow
be available to him. For example, a Great Sword requires a feared Wooden Stake. and Crossbow. Modern examples include
Most items need to be equipped in high score in your Strength Attribute to Two-handed weapons are less common everything from a simple Pistol to such
your inventory to prove useful, and each wield. Likewise, characters with low and usually found in the hands of heavy weapons as the Rocket Launcher. A
has a specific place to go. Other items Strength cannot wear some heavy armour. professional soldiers. Due to their size, these unique component of ranged weapons is
require activation, which can be done with All weapons also have three different weapons occupy both the weapon and shield Ammo, each ranged weapon uses a certain
a right-click on the object or by using the stats: Damage, Accuracy and Speed. The slots on your character. Heavy, unwieldy, type of Ammo and becomes useless once
Quick Slot inventory hot-keys. damage number is quite simply the and quite dangerous examples include the that supply has been exhausted. Special
A few items that you find will require amount of damage that you will inflict on Great Sword, Battle-Axe and Spear. Ammo types can enhance, or even alter, a
identification to reveal their secrets. To an enemy. Accuracy is the amount, which ranged weapons affect.

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THROWN WEAPONS SHIELDS POTIONS AND VIALS so, according to legend, there is one for
Thrown weapons are a special class of Shields are a special class Ranging from witches brews to modern each Discipline group. The character that
ranged weapons. These items are all of armour that is equipped pharmaceuticals, potions can save a studies such a tome will unlock its
individually thrown at an opponent and in the character’s character’s life. Humans can use a range of Discipline group and be able to develop
disappear after one use. These weapons shield/utility slot. If you salves and cures ranging from Herbal powers from it.
can be activated by equipping them in the want to use a weapon that Salves (which restore lost Health) to
character’s hands or by using the Quick requires both hands, such as Disease Vaccines (which cure infections.)
TREASURE
Inventory slots. Examples include Greek the Halberd, you will not be able to equip Vampires scorn such mortal concerns, In addition to items that you can
Fire, Holy Water, Concussion Grenades a shield. Likewise, you may have to choose carefully hoarding vials of vitae and other equip, you can find many forms of
and Satchel Charges. between equipping a shield and equipping stranger blood with which to restore their treasure in the game: Such treasures range
a utility item such as a torch. Shields are strength. Kindred can find vitae in many from negotiable currency (silver coins to
ARMOUR more common in the medieval period than forms, including simple bottles and modern cash), precious stones and even
gold bullion. All of this treasure can be
There are many types of armour today, with the exception of police riot mystically created Bloodstones. Not all
shields. Example shields include the vitae is simple blood, and you may find sold to merchants to allow your characters
available in V:TM – Redemption, ranging
Buckler and the Footman’s Shield. strange blood vials with unpredictable to buy the equipment they need.
from simple leather clothing through full
Gothic plate and modern tailored Kevlar. effects such as Fae Blood or Elder Ichor.
Just like weapons, certain types of armour OTHER EQUIPMENT To use a potion, vial or stranger source ARTIFACTS
may require your character to have a Your character can find many other of blood, right-click on the item in your Unique and extremely rare, artifacts are
minimum level in an Attribute (normally pieces of equipment in the World of inventory or use the Quick Slot hot-keys. handcrafted items with mystical powers.
Strength) to be able to equip them. Darkness. Some of these items are merely Every artifact is a one-of-a-kind creation.
Each piece of armour provides soak cosmetic, others can be powerful indeed. SCROLLS There are a number of artifacts scattered
bonuses against Bashing, Lethal and Most of these items need to be equipped Scrolls are another product of sorcerous throughout the world, but examples
Aggravated damage. Some special armour in the appropriate inventory slot for their research – the essence of a Discipline or include the Ainkurn Sword, the Monocle
will also provide protection from power to take affect. Others require Numina encoded onto paper, their power of Clarity and any number of Holy Relics.
environmental damage and even True Faith. activation by right clicking on the object stored to be released at a later time.
Such special armour is very rare indeed. in question or activating them from a Human mages have created Numina scrolls AINKURN SWORD
Quick Item slot with keys F1 – F5. that temporarily awaken the power of An ancient Cainite relic, this blade is
PIECES OF ARMOUR human potential, and Kindred alchemists rumoured to have been quenched in the
Sets of armour usually UTILITY ITEMS have made Discipline scrolls (also known blood of an Antediluvian during its
come in individual pieces The most common utility items that as bloodscrolls) that unlock powerful forging. The blade is entirely black, with a
that can be equipped in the you will find are sources of light. Such Disciplines to any Cainite. matte look.
different slots of your items can be equipped in your character’s To use a scroll, either activate it from a
inventory. Helmets need to utility/shield slot thus negating the use of Quick Slot or right-click on it from your MONOCLE OF CLARITY
placed on the character’s a shield or two-handed weapon. Examples inventory. The power’s icon will appear in This device, created by the Tremere for
head; gloves and gauntlets include a Torch and a Flashlight. your Active Discipline slot. You can use the purpose of unmasking Nosferatu spies,
on their arms and hands; that power once, activating it as you appears a heavy glass monocle framed in
and large sets onto the RINGS AND JEWELLERY would any other Discipline (right-clicking gold and silver filigree.
character’s body slot: Thus, a character Rings and jewellery are often merely on an appropriate target). Using a scroll
may have a metal chest plate, leather cosmetic, but many conceal hidden costs neither blood nor Mana, and you HOLY RELICS
gloves and no headgear at all as his powers. You will need to equip rings on require no ability in the power being Items imbued with the venerated power
armour. Examples of armour include the character’s hands, bracelets on his or activated, so these items are greatly prized. of Faith, the use of these weapons is limited
Chain and Plate Mail, Tailored Armour, her arms and a necklace about his or her to mortals, as simply being in the presence
Full Helms and Motorcycle Helmets. neck. You may find magic jewellery that DISCIPLINE TOMES of one of these relics causes pain and
alters your character’s Attributes, makes These rare books contain the Cainite discomfort to most supernatural creatures.
the use of Disciplines easier and many wisdom of the ages, revealing secrets of the
other powers. blood that unlock great power. Each fabled
tome is named after a specific Discipline

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CHAPTER FIVE:
MULTIPLAYER AND
STORYTELLING
THE CRYPT AND CREATING A NEW
CHARACTER CHARACTER
CREATION There are several stages to creating a new
Whether you intend to be a Storyteller character, most of which are fairly self-
To begin a Multiplayer game, select the
Multiplayer option from the Main Menu
INTERNET GAMES or player, the first screen you visit will be explanatory.
Vampire: The Masquerade – Redemption the Crypt, where you can select a previously Should you decide you do not want to
and then choose your method of create a character right now, hit the CANCEL
supports Internet play exclusively through created character or create a new one.
connection: LAN or Internet. button to return to the Main Menu.
the World Opponent Network (WON). By On the right-hand side of the Crypt will
selecting Internet from the Multiplayer be a list of all your available characters:
LAN GAMES screen, you will be taken to the WON login listed by name and clan affiliation. If you NAMING YOUR CHARACTER
LAN games are played over a Local highlight one of the character names, a Your character’s name is important in
screen. Here, you are asked to input a name
Area Network. You will not need to login summary of his or her abilities as well as a that it will be how you are identified to
and password. Currently registered WON
(assuming your computer is constantly full-body character portrait will appear on others. The name you choose will colour
players may use their existing account info
connected) and will be taken directly to the left-hand side of the screen. If you have people’s initial expectations of your
to log in. New players not yet registered
your Haven when you choose this option. a lot of characters in your Crypt, use the character; for example other players will
with WON must click on the Create
In a LAN game, you will only be able to scroll bar to peruse the list of names until treat you differently if you call yourself
Member button to create a new WON
chat and play with other users that are on you find the one that you are looking for. Player*Killer rather than Lady Lilian
account, which is free of charge. The
the same LAN as you are. Should you wish to play that character, D’Arcy.
Should you wish to find a wider range process of creating a new WON account
highlight it and hit OK. Choose a name that you are
of games and players, you will need to takes place with your Internet browser,
If you wish to permanently remove a comfortable with and that suits the style of
connect to the Internet via WON. which will open automatically should you
character from your Crypt, hit DELETE. play you most enjoy.
select this option. You must select a WON
name, password and provide (optional) To begin creating a new character, hit
CREATE. SELECTING A TYPE OF
information to create an account. CHARACTER
Remember: Both your User Name and To return to the Main Menu, hit
CANCEL. The type of character you play
Password are case sensitive. determines your supernatural status and
The panels on the right-hand side of what powers and vulnerabilities you might
the login screen will take you to the have. You can play either as a Vampire, a
websites of WON, Activision, Nihilistic Human or a Ghoul.
and White Wolf.

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Vampires begin play with the most The character creation screen functions The Create Game button allows you to
basic vampiric abilities (Feed and Blood STARTING CLAN DISCIPLINES exactly the same as the character create your own game.
Healing) but are able to spend starting Brujah - Celerity, Potence and Presence advancement screen, which is used in The Player Setup button takes you back
points on three Discipline groups Cappadocian - Auspex, Fortitude and Mortis Single Player (See Chapter Two). to the Haven.
according to their clan. Gangrel - Animalism, Fortitude and Protean Next to each Attribute or Discipline The Join Game button allows you to
Ghouls are caught in the no-man’s land Giovanni - Dominate, Mortis and Potence that you can spend experience to increase join a game that is running. First highlight
between vampires and the mortal herd. Malkavian - Auspex, Dementation and Obfuscate will be a cross; clicking on that cross the name of the game in the window to
Gifted with blood and power by their Nosferatu - Animalism, Obfuscate and Potence spends the experience necessary to raise the top left, and then click this button.
masters, they can use basic vampiric Toreador - Auspex, Celerity and Presence that Trait to the next level. The rollover The Start Game button allows
Disciplines, according to their master’s Tremere - Auspex, Dominate and Thaumaturgy text will provide full details of the cost you to launch a game you have
clan, but cannot feed like a true vampire. Ventrue - Dominate, Fortitude and Presence and, for Disciplines, the minimum created or joined.
They must rely on stored blood (vials, Caitiff - Any requirements. The Game Options button will show
etc.) to restore their dark power. Once you have spent your initial you additional details of the game you
A Human is one of the herd, but no Each blood lineage defines itself experience point allocation, hit OK to have joined.
common mortal. Through faith, through the Disciplines its members excel continue. The Cancel button takes you back to
dedication or strange events, you can in. Each clan has immediate access to the main menu.
access the awakened powers known as three Discipline groups in addition to the
Faith and Numina. Lacking the great common powers of vampires, and you may STARTING AND JOINING A
supernatural powers of vampires, or even only spend your starting points on these LAN GAME
ghouls, a human character has to rely on powers. Choose your clan wisely, as it will
To join a LAN game that is already in
equipment for many tasks, such as healing determine your character’s future progress.
progress, highlight the name of the game,
or defending themselves. A human There are also the Caitiff, clanless
and click the Join Game button. After a
character does not have a Blood Pool but, vampires, who can chose from the full-
few seconds, you will have joined the game
instead, relies on Mana that regenerates range of Disciplines but pay greater
and be able to chat to the other players.
slowly over time. One major advantage of experience costs due to the lack of
When you are ready to start a game, click
a human character is that he will not refinement in their blood. The starting
on the Start Game button.
frenzy when damaged. As a result, the Disciplines that come with the blood are
Note: The Start Game button will be
frenzy bar is replaced by your Faith level, always the cheapest for you to learn and
greyed out until the host/Storyteller has
which indicates the level of strength and enhance, other Disciplines will always to
belief that you are crusading for the good harder for you to master. LAN GAMES: started a game.

forces in the world. More details on the vampire clans can LOBBY AND CHAT To create your own game, click on the
Create Game button to go to the game
be found in Chapter Six: the World of When you join a LAN game, you will
creation screen.
SELECTING A CLAN Darkness. begin in the LAN lobby. At the top left of
If you are a vampire or a ghoul, your the screen will be a list of all the players
choice of clan is very important. (Humans DEFINING YOUR TRAITS on the LAN, and to the right will be a list
may not choose a clan.) Your clan of all the games currently up. The two
determines your character’s blood lineage windows at the bottom of the screen are
from Caine and defines his or her for general (Lobby) chat and in-game chat.
supernatural abilities: As a ghoul, you are To chat with other players on the LAN,
selecting the clan of your domitor enter your text in the window to the left,
(vampire master) whose blood defines your and to chat to only the other players in the
supernatural abilities. Nine of the great same game as you enter type the text in
Cainite clans are available to play in the window to the right. You can use TAB
multiplayer games. to switch between the two boxes.

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CHATTING, STARTING AND You can also password lock your game
JOINING A GAME by entering a password in the window near
Once you have joined a room, you will the middle of the screen. To enable a
be able to chat with other players and password only game, click on the box until
create or join a game. it is red. You can give this password to
The windows at the top of the screen your friends so that only they can join
show the name of the room you have your games.
joined, the players in that room and any In this screen, you can set toggles that
games that are currently running. affect the game as a whole:
The two windows at the bottom of the The Co-op/Combative toggle sets
screen are for general room chat and in- whether the players in your game will be
game chat. To chat to other players on the able to attack one another or not. The
INTERNET GAMES: LAN, enter your text in the window to the CREATE A GAME default “on” setting is cooperative.
The Track Humanity toggle sets
left, and to chat to only the other players
THE WON LOBBY in the same game as you, enter text in the
When you create your own game, you
whether you want the players in your game
have access to several options.
AND ROOMS window to the right. You can use TAB to First, you should choose the chronicle
to suffer Humanity loss for evil actions or
After logging in to the WON network, switch between the two boxes. You can not. The default “on” setting means that
you want to play from the list of available
you will be taken to the Creating and only use in-game chat for a game that you Humanity will be lost for evil acts.
levels. Two of the chronicles are
Choosing a Room screen. Here there will have joined. The ST Moderation setting allows
prescripted, which means that all of the
be a list of the rooms currently open to The Create Game button allows you to whether or not the host can switch to ST
events and story line have been setup prior
play Vampire in. The first room is always create your own game. mode during the course of the game.
to the game launch. This makes it easier
the Lobby, which is a permanent room The Player Setup button takes you back Thus, the host can choose to either play as
for the Storyteller, since s/he will merely
that is always available. The other rooms to the Haven. one of the players or as the ST/Player. The
have to maintain the story or embellish it
on the list are all player created. The Join Game button allows you to default setting of “on” allows the host to
if s/he so chooses. The two chronicles that
join a game that is running. First highlight become the ST at any time.
are prescripted are “To Curse the
CHOOSING AND CREATING the name of the game in the window to Darkness,” which is a Dark Ages tale, and
Finally, the Automatic Storyteller
YOUR OWN ROOM the top left, and then click this button. “Leaves of Three,” which takes place in
option will enable java scripts that are
To join a room, highlight it’s name, The Start Game button allows you to built into the chronicle. The host can
modern day New York. For the more
and then click on the Join Room button. launch a game you have created or joined. choose to either have complete control of
seasoned Storyteller, we have also included
To create your own room, click on the The Game Options button will show all story events in the game or allow java
blank chronicles, which can be filled and
Create Room button. You will be asked to you additional details of the game you scripts to play out and sit back and watch
altered to the Storyteller’s imagination.
name your room and can create a have joined. the game events transpire. With the
These empty levels are “London by
password for it should you choose. The Cancel button takes you back to default setting of “on,” all scripts will be
Night,” “New York by Night,” “Prague by
Note: The Vampire Lobby is also the main menu. enabled.
Night” and “Vienna by Night.” Also, if
accessible from your Internet browser, go to When you are ready to begin, click on
you simply wish to chat with other players
http://vampire.won.net/ and select Elysium the Create Game button. You will be
in one of the game levels, we have also
Chat, and you will be able to chat with returned to the chat room you were in, and
included empty salons. These are small
other players without launching Vampire. your game will be visible to other players.
one-room areas, where players can enter
and interact as their vampiric characters.
The salons that we have included are Dark
Ages Inn, Prince’s Mansion and the Rave
Club. Finally, if you have a chronicle that
you have saved previously, you can choose
to load this at this time as well.

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PLAYING IN A CHAT CONTROLS FOR


Revive: If your character dies during
the course of the game, you can choose to STORY TELLER CONTROLS
MULTIPLAYER GAME MULTIPLAYER GAMES revive, which will place you at the start of End Possession Tab
The controls for a multiplayer game are (you must first hit “Enter” before doing the chronicle. Place ST Head Right click on
essentially the same as those used in the any of these commands) Options: This brings up the game target position
single player chronicle. You move the Options menu. Toggle Player and \
cursor around the screen, clicking on Whisper / Quit: This exits the game you are in. ST hud
selected targets to take an action. The core Whisper to ST . (fullstop) Actor Pane Toggle A
differences arise from interactions with Team Say , (comma) STORYTELLING A Object Pane Toggle O
other players and the Storyteller. Emote : wave, bow, menace,
taunt
MULTIPLAYER GAME Controls Pane Toggle V
Locations Pane Toggle L
CONTROLS ST Emote ; (doesn’t show name) The Storyteller has great power as well
Scenes Pane Toggle S
The core controls for your character are Shout ! as great responsibility. As a Storyteller, you
Jump to location ALT+ Right
identical to the ones used in single Roll one % (then hit Enter) have great control over the game, being able
Click
player games 10-sided Die to alter events, add or delete objects or
Toggle Possession P
Your character portrait has been moved Roll multiple %X (roll X d10s actors and basically control the game world.
to the left-hand side of the screen. In place 10-sided Dice where the outputs will
CORE STORYTELLER TOOLS
of the portrait window in the centre of the be comma delimited) OBJECT PANE
screen is the in-game chat window. This In Storyteller mode, you have a
area will display messages from other ROLLING DICE different set of controls over the game
players and the Storyteller. For those that are used to the pen and than do players. All objects in the world
paper game, the ST can use the 10-sided will highlight under your cursor. Click on
CHAT/TEXT INTERFACE die commands in order to make it easier to an object to centre your camera view over
Replacing the character portrait make a roll. To use this command, bring it; then you can use your Storyteller tools
window is the new chat window. Here up the chat window, type “%,” and hit to alter, delete or otherwise affect it.
messages from the other players and the “Enter” to roll one 10-sided die, or type To follow players through the
Storyteller will be displayed along with “%X,” where X is the amount of dice that chronicle, you can either click on their
rollover text. To chat to other players, hit you want to roll (e.g. if you type “%5” characters to attach your camera view to
“Enter” or click in the text box below the and then hit “Enter,” you will get five them or use TAB to switch your view
chat window, type your message and hit different rolls shown on your screen.) between all the characters in the game.
enter to send it. The message will appear Thus, if you happen to lose a player
as being spoken by your character. GAME MENU character, simply hit TAB, and you will
The Object Pane gives you the ability
There are several special chat commands Hit Escape to bring up the Game eventually find him.
to add new objects, props or actors to the
that you can use in multiplayer games. Menu: This does not pause a multiplayer There are several controls which are
world. You can highlight an item from any
game. The Game Menu has many of the exclusive only to the Storyteller in a
of the Object Pane lists and create it in the
same controls as the single player menu. multiplayer game:
world at your current location. The item
Resume: This returns you to the game will immediately be apparent to any
in progress. players present and will interact with the
Save As: As a player, this forces a save world normally.
of your character (to protect it from a Create Object: Hitting this button
crash or power surge, for example.) As a creates the selected item at your current
Storyteller this saves the current state of location. The item you have selected appears
the chronicle into your multiplayer saved in a text box above the main display.
games folder. As the ST, you can then load
this chronicle up in the future if you wish
to continue the game over another gaming
session.

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Short/Long List: This toggles the Go To: This button shifts your camera LOCATIONS PANE Advance Scene: This advances the
display between short (list of necessary point-of-view to the currently selected current scene to the next and makes all
items in a particular chronicle) and long actor. To do this, click on the actor’s name necessary changes to the game world.
(all the items in the game). that you want to view, and then click on Skip to Scene: This jumps the chronicle
Show Only Objects: This sets the the “go to” button. to the selected scene, skipping any
Object Pane display to show only objects – Possess: This button allows you to intermediary scenes.
items that can be picked up and used by possess an actor so that you have access to
characters such as weapons and armour. his or her abilities. Once you have CONTROLS PANE
Show Only Actors: This sets the Object possessed an actor, any text messages you
Pane display to show only actors – NPCs type will appear to come from that
that can move and interact with the world, character, not your own. To possess an
for example enemies. actor, click on the actor’s name that you
Show Only Props: This sets the Object want to possess, and then click on the
Pane display to show only props – the “possess” button.
background objects that add details to the Revive: This button instantly revives a The Locations Pane shows all the
world, such as trees. character from death or torpor. It is most locations available in the current chronicle.
useful to revive fallen PCs but can restore The one you have selected appears in a
ACTOR PANE an NPC also. text box above the main display.
Set Stance: This sets a character stance The list shows all the locations in the
between Talk, Neutral and Enemy. game, the one you are currently in is
Talk: This stance sets the NPC as a talk marked with a star (“*”).
only character. The PCs will not be able to Go To: This instantaneously moves The Controls Pane gives you meta-
attack them. your character to the selected location controls over access to the game.
Neutral: An NPC in Neutral stance will Jump All Players: This command moves
not be available either to talk or to be all the players in the game to the selected
AUTOMATIC STORYTELLER
attacked by the players. This effectively location.
CONTROLS
sets them as background. AI Enabled: This toggle turns enemy
Enemy: An NPC set to Enemy stance SCENE PANE AI on or off.
can be targeted by player attacks and will Lock Game: This locks the game from
actively seek to harm the players in the any new players who attempt to join.
game. Any opponents should be set to Lock Outside Communication: This
The Actor Pane shows all the actors Enemy mode. locks any messages from outside the game
(NPCs) at your character’s current location. Delete: This deletes the selected from (i.e. from the chat room) from being
The item you have currently selected the game. You cannot delete player displayed.
appears in a text box above the main display. characters. Elapsed Time: This shows the current
In the main window, all the actors that Kill: This automatically kills the length of time you have been in the game.
are in your current location will be shown, selected character. Player List and Kick: This display
along with the current state of their Health. shows all the players in the game. The kick
button to the right allows you to ban the
selected player from your game.
In addition to these windows, there are
The Scene Pane shows the pre-scripted several controls available from the main
scenes in the chronicle. Scenes govern the Storyteller UI.
players’ quests, as well as unlocking certain
location in the chronicle.

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PAUSE GAME ADVANCEMENT CHARACTER MODE Within the Nod Engine, the player will
This pauses all action in the game, When you hit this button, the When you switch into character mode, have access to the “Codex” tools, which
preventing characters from moving outside Advancement screen opens for each the normal character screen replaces your you can use to create your own scripted
of a restricted radius. This is useful for character (including your character) in Storyteller tools. The only exception being events and alter the parameters of various
running conversational scenes, while other turn. The multiplayer Advancement screen that underneath your character portrait is facets of the game. The programming
players are elsewhere. You can resume the is identical to the single player screen save a button that returns you to Storyteller language of the Codex tools is based on
game by clicking this button a second time. that, as the Storyteller, there is a plus-cross mode. You can go into character mode Java, with lots of special native function
next to the character’s earned experience. either in your character body (to calls that allow you to interact with the
STORYTELLER VIEWER If you click on this, a dialog box will experience the game as a player would) or game engine.
By hitting the Storyteller Viewer open, allowing you to assign a specific in the form of any of the NPCs. The editing tool, which is known as the
button, you create the Storyteller head: experience award to that character. “Embrace,” is based on QERadiant, which
This is invisible to players and can be used You can also spend experience for that CREATING YOUR is used to edit Quake levels. It is basically
a brush-based system where you place
to manipulate the environment without character directly by clicking on any of the OWN MULTIPLAYER walls, floors, etc., and the editor compiles
your character being present. There are crosses. When you are done, hit OK to
several uses for the Storyteller Viewer, move onto the next character.
CHRONICLE all the information to create a runnable
including the following: Finally, the buttons to the left of the The simplest way to create your own level file for you. Please note that it is not
The Storyteller interface was designed screen (replacing the character mode chronicle is to use one of the empty hubs BSP-based like Quake, so although the
to be similar to the normal player interface portrait) give you direct control over the we have included with the game (each tool looks the same on the surface, the
(so it would be easy and familiar to the item you have selected. based on the single player chronicle but resulting level files are not compatible and
players), which means a third-person empty of monsters, quests and items) and not at all similar.
camera centring on your currently POSSESS then populate it using the Storyteller tools. Those of you that are interested in
controlled character. As the Storyteller, This allows you to possess an actor of a With the ST tools, you can easily go creating your own chronicle should take a
you have the ability to select just about player in the game, giving you full control through the level and place enemies at look at Activision’s V:TM Redemption site
anything as your current character over his or her movements and abilities. your leisure. Once you have completed (http://www.activision.com/games/vampire/)
(players, NPCs, enemies, lamp-posts, etc). Once you have possessed an actor, any text your own version of the level, you can save and other online sources for information.
This basically “selects” the object and you enter as chat will appear to come from it by hitting the Escape key and then
clicking on Save. PLEASE NOTE: the use of the
allows the Storyteller to take action upon him or her and not your character. “Embrace” and “Codex” is up to the user
it, one of which could be deleting it. For more advanced users, the overall
discretion and risk. Help with the editor is
When this happens, you need an “object” REVIVE engine/toolset, which is known as the
not supported by Activision Customer
for your view to be centred around This instantly revives the selected “Nod Engine,” will be released to allow
players to create more complex chronicles. Support.
(since the previous object is now gone), character, bringing them back form death
and so the Storyteller Viewer is spawned or torpor.
at this position.
The main usage, however, is as a 3D STANCE
“pointer.” You can spawn the Storyteller This sets the actors stance between
Viewer at your current position (say your Talk, Neutral and Enemy. Be careful
camera was currently following behind a setting a stance other than Enemy for a
player as he or she was walking around player character, as this can detrimentally
town) and use it to specify the position at affect game play.
which you’ll be adding a creature or
object. You can walk the head around, just DELETE
like a normal character, and can also This allows you to delete the currently
teleport it instantly to locations you see on selected item from the game world. You
the screen by using CTRL and right click. may not delete player characters.

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Antediluvians, when they choose to rise from


their long sleep, affect all with whom they
come in contact; according to the few
fractured accounts of their doings, they
possess virtually godlike power. In Kindred

CHAPTER SIX: legend, there were 13 original Antediluvians,


though some have allegedly been destroyed.

THE WORLD OF Their eternal struggle, the Jyhad, touches all


Kindred, and innumerable layers of

DARKNESS manipulation and deception make the plots


of these Ancients almost imperceptible.
• Methuselahs: If the Antediluvians are
the Kindred’s gods, the terrible Methuselahs
are demigods and avatars. At a point
between a vampire’s thousandth and two-
thousandth year, a grave change overtakes
the Kindred. Sometimes the change is
The world of Vampire: The
Masquerade is not our own, though it is
THE GENERATIONS physical, while at other times, it is mental or

close enough for fearsome discomfort. AND CAINE emotional. Whatever the nature of the
change, the end result is that the vampire no
Rather, the world inhabited by vampires is One way the Damned distinguish
longer bears any semblance of humanity.
like ours, but through a looking glass, themselves is through a combination of age
Having truly moved from the earthly into
darkly. Evil is palpable and ubiquitous in and generation, or how far removed a
the realm of the supernatural, the
this world; the Final Nights are upon us, Kindred is from the progenitor vampire,
Methuselahs often retire into the earth,
and the whole planet teeters on a razor’s Caine. Young vampires must prove
where they may slumber, away from the
edge of tension. It is a world of darkness. themselves to their elders to be afforded any
thirsty fangs of younger vampires. Their
Superficially, the World of Darkness is bit of status, and Kindred society is often as
powers are so great, however, that they
like the “real” world we all inhabit. More stagnant and stultifying as the immortal
continue to direct their inscrutable plans
present than in our world, though, is the Damned themselves. There is a small degree
mentally, communicating magically or
undercurrent of horror — our world’s ills of mobility, however, as elder Kindred are
telepathically (and almost always invisibly)
are all the more pronounced in the World of always looking for assets and allies who may
with their minions.
Darkness. Its fears are more real. Its aid them against their rivals in the Jyhad.
Kindred greatly fear the Methuselahs,
governments are more degenerate. Its The greatest status is accorded to the
who are accorded any number of horrifying
ecosystem dies a bit more night. And Antediluvians, vampires of the Third
characteristics. Rumours speak of
vampires exist. Generation. Most vampires consider these
Methuselahs whose skin has become stone,
Many of the differences between our Kindred to be legendary — certainly, none
of everything from hideous disfigurements to
world and the World of Darkness stem from has been verifiably seen in the modern
unearthly beauty that cannot be looked
these vampires, or Kindred as they refer to nights. The lowest rung of status is held by
upon. Some are believed to drink only
themselves. Ancient and inscrutable, the rank neonates and the clanless Caitiff, those
vampire blood, while others control the fates
Kindred toy with humanity as a cat does claimed by no clan or with blood too weak
of entire nations from their cold tombs.
with a trapped mouse. The immortal to trace a proper lineage.
• Elders: Elders are Kindred who have
Kindred manipulate society to stave off the • Antediluvians: These ancient
existed for hundreds of years and typically
ennui and malaise that threaten them vampires, if they exist at all, are likely the
range from sixth to eighth generation. With
nightly or to guard against the machinations most powerful creatures in the world.
centuries of accumulated cunning and a
of centuries-old rivals. Immortality is a curse Members of the Third Generation, the
terrible thirst for power, elder Kindred are
to vampires, for they are locked in stagnant Antediluvians are only two steps removed
the most physically active participants in
existences and dead bodies. from the First Vampire, Caine.

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the Jyhad — they do not suffer the long fits


of torpor that hamper the Methuselahs and
THE CLANS AND SECTS their clan, not a sect. The sect known as the
Camarilla is arguably the largest and most
THE BEAST AND
Antediluvians, but they are not so powerless
If the myth of the Antediluvians is to be
prevalent in the modern nights, though its HUMANITY
believed, Caine sired a number Many of a Kindred’s first nights are
or easily manipulated as the younger rival the Sabbat has recently made
of progeny, who then sired spent learning what it means to be
Kindred. The term “elder” itself is a bit considerable inroads against it and still
childer themselves. These undead. The childe inevitably meets her
subjective; a Kindred who qualifies as an opposes the Camarilla at every turn.
childer, accordingly of the Beast — the wild, uncontrollable monster
elder in the New World might be just The Camarilla came about in an attempt
Third Generation, were the inside her that thrives on terror and
another ancilla in Europe or older corners to hold vampire society together against the
progenitors of the modern bloodlust — and either falls to frenzy or
of the Earth. Elders keep a stranglehold on power of the Inquisition in the 15th century.
the Kindred power structure, preventing clans, and all vampires learns early on how to subjugate its wild
Under its iron guidance, the Tradition of the
younger vampires from attaining positions descended from them call. The sire may offer aid and guidance
Masquerade grew from a cautious suggestion
of influence by exercising control they have shared common Traits and in thwarting the Beast, or he may watch as
to the guiding principle of Kindred life.
maintained for decades, if not centuries. characteristics. Certainly this it overtakes his childe, then admonish her
Even tonight, the Camarilla concerns itself
• Ancillae: Ancillae are relatively young is true to some degree, as for weakness afterward. It is now that the
with the enforcement of the Masquerade,
vampires (between one- and two-hundred each clan has a set of vampiric childe learns that undeath is indeed a curse
hiding among humans lest it be destroyed.
years of unlife) who have proved themselves powers its members learn — despite the power brought by the
The Camarilla’s archenemy is the
as valuable members of Kindred society. more readily than others, Embrace, she is no longer entirely herself
monstrous sect known as the Sabbat. While
Ancillae are the lackeys to greater Kindred and each clan also has a distinguishing the “Kindred” of the Camarilla espouse and must forever be wary of the Hunger
and — if they’re clever or lucky — weakness or character flaw by which its concealing themselves among mortals and that burns inside her.
tomorrow’s elders. Ancilla is the rank members may be identified. maintaining the tattered vestiges of their Also at this time, a Kindred learns —
between neonate and elder, signifying that Lineage is important to the Kindred. Humanity, the Sabbat favours a different too late! — to appreciate the emotional
the Kindred has cut her teeth (so to speak) Though they are loners and typically shun philosophy. Not content to cower like beaten capacity possessed by mortals. As a
but lacks the age and experience to become each other’s company by nature, the dogs from humans nor to act as pawns in the vampire, the childe’s heart has died,
a true master of the Jyhad. Because the Damned place great value on their heritage. schemes of their elders, Sabbat vampires leaving her a cold corpse incapable of truly
world’s population has grown so in the last The honour a vampire is due stems from instead prefer to revel in their undead nature. feeling anything. Most vampires
two centuries, the vast majority of vampires clan as much as generation, and even the compensate by making themselves feel,
are ancillae or neonates (see below). most dull-witted Kindred is afforded some conjuring up memories of emotions long
• Neonates: Neonates vary from newly modicum of respect if his legacy demands it. dead. These last vestiges of humanity are
released fledglings to indolent Kindred of a There are 13 known clans, each
hundred years or more. Marked by the supposedly spawned by one of the
stigma of not yet having proved themselves Antediluvians, but whispers circulate
to the elders, neonates are inexperienced through the Kindred world about “lesser”
vampires who might one night make clans or “bloodlines” that branched off from
something of themselves — but, more their parent genealogies somewhere in the
likely, will fall as pawns in the schemes of nights of history. Few vampires have ever
the other undead. met Kindred claiming to hail from these
• Fledglings: Also known more loosely mysterious bloodlines, and few of these have
as “childer” (although every vampire except turned out to be anything more than Caitiff
Caine is someone’s childe), fledglings are with delusions of self-importance. For more
newly reborn vampires still under the information on the clans themselves, please
tutelage and protection of their sires, the refer to the section on clans which is located
vampires who created them. Fledglings are later in this manual.
not considered full members of Kindred Sects are groups of vampires that
society and are often treated disrespectfully supposedly share a common ideology. They
or as the sire’s property. When her sire are a modern contrivance but an important
decides her childe is ready, the fledgling one. Most vampires belong to one sect or
may become a neonate, subject to the another; others claim independence, no
prince’s approval. preference or that they are affiliated with

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all that separate them from ravening rage,


from falling to the Beast completely. THE TRADITIONS
Desperation is all that remains in the hearts THE FIRST TRADITION: THE MASQUERADE
of many vampires, as they realise what they
Thou shalt not reveal thy true nature to those not of the Blood. Doing so shall
have lost as their mortal selves died.
renounce thy claims of Blood.
The unlife of a vampire is a litany of
bleak revelations. Many Kindred cannot THE SECOND TRADITION: THE DOMAIN
cope with the terrible new world of night Thy domain is thy concern. All others owe thee respect while in it. None may
into which they have been reborn and challenge thy word in thy domain.
choose to meet the obliterating rays of the
sun rather than continue their existences.
THE THIRD TRADITION: THE PROGENY
Thou shalt sire another only with permission of thine elder. If thou createst
THE TRADITIONS another without thine elder’s leave, both thou and thy progeny shalt be slain.
The Six Traditions that form the laws of THE FOURTH TRADITION: THE ACCOUNTING
vampire society are believed to have been Those thou create are thine own childer. Until thy progeny shall be released, thou
passed down since the wars that slew the shalt command them in all things. Their sins are thine to endure.
Second Generation. They are rarely written
down, but they have never been forgotten,
THE FIFTH TRADITION: HOSPITALITY
and they are known by all Kindred in some Honour one another’s domain. When thou comest to a foreign city, thou shalt
form. Even vampires who scorn the present thyself to the one who ruleth there. Without the word of acceptance, thou
Traditions know them; though their specific art nothing.
wordings may vary, the intent behind them THE SIXTH TRADITION: DESTRUCTION
never falters. Thou art forbidden to destroy another of thy kind. The right of destruction
It is a popular Camarilla conceit that a belongeth only to thine elder. Only the eldest among thee shall call the blood hunt.
sire recite the Traditions to his childe before
that childe is recognised as a neonate. Some
princes stage grand spectacles to honour new for his descendants. Others, however, think of controlling the younger generations. It’s
childer’s transition from fledgling to neonate, that the Antediluvians created them to time to drop the Traditions and live in the
while others need not even witness the maintain control over their childer or that modern age. The vampires of the Sabbat
release, trusting the sire with the proper they were simply a set of common-sense rabidly adhere to this reasoning, and their
execution. Almost all childer learn the ideas that were upheld over the millennia scorn for the Traditions is one of the primary
Traditions well before this recitation, but the because they worked. The Tradition of the motivations behind their constant attacks on
act is accorded great symbolism and gravity Masquerade, for example, is thought to the ancient power structures.
in Camarilla affairs. Staunch supporters of have existed in some form since the nights Most elders see the young as
the Camarilla and the Traditions maintain of the First City, but it changed in response temperamental adolescents who think they
that a newly Embraced Kindred has not to the Inquisition. know everything but who lack the wisdom
truly become a vampire until her sire speaks A number of young vampires, children of and experience of age. As many of the rebels
the Traditions to her. Obviously, the the modern world, see the Traditions as are anarchs and neonates, mostly powerless
Traditions are quite a serious matter, and the being merely a tool of the elders to maintain and without voice in Kindred society, it
sire is held accountable for the childe until, their stranglehold on Kindred society, and an should come as no great surprise that they
by speaking them to her, he makes her antique tool at that. The times that are so wild. However, not every elder takes
responsible for upholding the code herself. produced the need for the Masquerade are such an indulgent viewpoint. Many feel that
Some vampires believe that Caine himself over and done, ancient history. Caine, the reckless whelps who demand the
created the Traditions when he sired his Gehenna, the Antediluvians — all myths Traditions be dropped may get their wish
childer and that what modern vampires with about as much substance as the Flood when they bring mortal society down on
follow are their progenitor’s original wishes or the Tower of Babel — and all for the sake their heads. Natural selection takes care of a

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few of these, but such selection has


occasionally been “assisted” by a prince
Embrace, The: The act of
transforming a mortal into a vampire. The
THE LONG NIGHT AND
exasperated beyond patience with a Embrace requires the vampire to drain her THE FINAL NIGHTS
particularly recalcitrant young vampire. victim and then replace that victim’s blood
What follows is the most common with a bit of her own. THE DARK AGES
wording of the Traditions. Bear in mind Generation: The number of “steps” In the centuries
that this is the phrasing used by elders between a vampire and the mythical before the modern
and on formal occasions. The wording Caine; how far descended from the First nights, the Kindred
may change according to the clan, the age Vampire a given vampire is. skulk throughout the
of the vampire speaking or simple Ghoul: A minion created by giving a Dark Medieval world,
circumstance. During a childe’s bit of vampiric vitae to a mortal without where the shadowy sides
presentation to the prince, she may be draining her of blood first (which would of fantasy and reality
required to recite the Traditions as proof create a vampire instead). meet. Things are a little
that her sire has taught them to her. Jyhad, The: The secret, self-destructive more sinister, and the
war waged between the generations. Elder wind blows a little
LEXICON vampires manipulate their lessers, using colder on a moonless
The Kindred have their own dialect of them as pawns in a terrible game whose winter’s night. But it is
specialised words and phrases. Vampires rules defy comprehension. an exciting time to be alive, nonetheless…
have a tremendous capacity for double- Kindred: The race of vampires as a and an even more exciting time to be
talk; what they say often means something whole or a single vampire. among the walking dead.
other than its literal interpretation or Masquerade, The: The habit of hiding On the surface, little differs from the real
something in addition to its simple the existence of vampires from humanity. medieval age; castles serve as both homes
meaning. Designed to protect the Kindred from and fortresses to the nobility, while most
Beast, The: The inchoate drives and destruction at the hands of mankind, the peasants count themselves lucky to live with
urges that threaten to turn a vampire into Masquerade was adopted after the their families in drafty one-room buildings.
a mindless, ravening monster. Inquisition claimed many Kindred unlives. Wars are fought in the name of God and
Camarilla, The: A sect of vampires Sabbat, The: A sect of vampires that man, and to speak out against one’s liege is
devoted primarily to maintaining the rejects humanity, embracing their both blasphemy and treason. But in the
Traditions, particularly that of the monstrous natures. The Sabbat is bestial darkest hours of the night, undead spirits in
Masquerade. and violent, preferring to lord over mortals the shape of men walk in the shadows.…
Childe: A vampire created through the rather than hide from them. The so-called Dark Ages of our world
Embrace — the childe is the progeny of Sect: A group of Kindred arguably were the period between the fall of the
her sire. This term is often used united under a common philosophy. The Roman Empire and the beginning of the
derogatorily, indicating inexperience. two most widely known sects currently Renaissance. The glory that was Rome
Plural childer. populating the night are the Camarilla and crumbled, and the roads and bureaucracy
Clan: A group of vampires who share the Sabbat. the empire had brought to the continent
common characteristics passed on by the Sire: A vampire’s “parent”; the Kindred quickly fell apart. Trade decreased, and most
Blood. There are 13 known clans, all of who created her. people were too busy simply trying to
which were reputedly founded by Torpor: The death like sleep common to survive to spend time learning to read and
members of the Third Generation. the undead, particularly among ancient write. Knowledge of science and technology
Coterie: A group of Kindred who work vampires. Torpor may be entered voluntarily common during Roman occupation was
together under a common purpose, (certain undead, weary of the current age, forgotten, and a cloud of superstition
whether this be clan, gang, wartime or enter torpor in hopes of reawakening in a descended on theWestern world.
even diplomatically related. more hospitable time) or involuntarily
(though wounds or loss of blood).

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Times were difficult for the common


man during this period. Marauding armies
CAINITES AND SOCIETY youth to fight and are equipped with fine
armour and weaponry. On a day-to-day
Dark Medieval society is feudal, with
sacked towns and pillaged villages. Cities lay level, however, they are administrators and
power and rank dependent upon lands
in ruins. Most of the art produced during civil servants — running their lands,
held and military might. In the medieval
this time was portable and often practical, enforcing royal law, commanding garrisons,
world there is no such thing as “equality of
such as jewellery and pottery. Even some working as officers of the law courts or as
opportunity.” If your family is powerful,
rulers were illiterate, and only in scattered senior servants in ryal households.
then you will have an immediate and
Christian monasteries did reading, writing Cainites who dwell
tangible advantage over others. If your
and academic learning continue. Most among the mortal
family members are peasants, you will live
people were farmers, never blessed with the nobility have a dual
in poverty and die young. A man’s rank is
luxuries of art or learning, living hard short existence. They must
determined by his birth. A woman’s rank is
lives, more at risk from disease and function within the
determined by her husband’s.
starvation than from invasions. society of other nobles
Medieval men divide themselves into
But the “dark” part of Dark Medieval and lord over the lands
those who fight, those who work and
means something more and is not restricted and people of their fiefs.
those who pray.
to a single decade or century. The shadow Just as mortal nobles
that has fallen across much of Europe is a NOBILITY have responsibilities
moral darkness, a rejection of the spiritual.
The nobility are the military, to their overlords
Respect for one’s fellow man has been
landholding class. The great nobles own and underlings, so do vampire lords. Yet
eclipsed by the day-to-day struggle to
the land; petty nobles retain tracts of land Cainite nobles also have responsibilities to
survive. Many commoners obey the laws of
in exchange for military service and their undead kind, whether in positions of
God and man more out of fear of the
consequences than from any real belief in money. Many nobles are trained from their authority or subservience.
what is “good” or “right.” The vampires who
hold much of the power rule unchecked and
rarely face the consequences of their actions.
But the mortal world will not live in fear
forever, and the day may come when the
living will rise up against the predators in
their midst.
In the centuries that follow the Dark
Ages, vampires learn the importance of
hiding themselves away from mortal eyes.
Inquisitions of Church and state decimate
the Cainite population, and only those who
are able to blend into mortal society survive.
But those nights seem distant in the
Dark Ages. In the minds of most mortals,
vampires are creatures of the Devil, to be
feared — and either fought by the Church
or avoided entirely. With the power of their
vampiric Disciplines and a cunning born
from centuries of experience, some vampires
set themselves up as lords of outlying areas,
taking their tithes of blood from any
unfortunates who pass by. Others influence
the mortal rulers of the land, through
potent blood oaths and the work of their
half-mortal ghouls.

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The difficulties of observing the PEASANTS A clever Cainite who still lives as a serf to local parishes, and from every pulpit,
responsibilities of mortal gentility arise The medieval masses are the could make ghouls of the right people and those priests tell the people to obey God
from being undead. Vampire lords cannot peasants — the farmers who till justify her strange behaviour as part of her and their mortal masters. Few people
appear before their underlings and serfs the nobles’ fields. The more services “at the manor house.” The local outside the Church can read, nor do they
during the day and must arrange all affairs fortunate are “freemen,” who gossips could also be controlled to ensure own books. The monasteries and
to occur at night. Such nocturnal rent land from the nobles, that no ill word is spread or that rumours cathedrals of Europe own vast amounts of
behaviour cannot go unnoticed for long, working their plots in return are actually squelched. Ultimately, though, land and are the most important patrons
and that is when superstitious rumours for heavy rents, tithes and most vampires who are chosen from the of the arts. The power of the Church in
spread among the mortals. taxes. The less fortunate are peasantry break their mortal social bonds the Dark Medieval
The best way for a Cainite lord to “serfs,” peasants who are the and seek higher lifestyles. Why be a world can not be
manage her mortal affairs might be slaves of their noble masters, who predator of humans while living a lie as understated. The lords
through kine proxies or ghouls. A sheriff own nothing — not even their their prey? of the Church are very
can be an effective tool at enforcing the own bodies. A serf pays heavier wealthy and very
laws and seeing justice done, while a taxes and may not marry or
CLERGY influential. They tell
seneschal can arrange the affairs of the move away without his lord’s permission; if The Church is the single greatest people what to believe
manor house. Of course, should there be a a serf is assaulted, the attacker must pay a institution in the medieval world. and bribe and cajole
daytime emergency…. fine or compensation to the serf ’s lord for Arguably it is the only important them with the promise
The fact is, a feudal noble holds stable damaging his “property.” institution. The Church runs the of eternal life. An
power when his authority can be directly Although mortal social classes have little universities and cathedral schools of angered bishop may
attributed to a name and a face. When bearing on Cainite society, it is difficult for medieval Europe, educating the sons of the “excommunicate” an
many subjects fail to see the face of their neonates and others sired since the time of wealthy and powerful. It appoints priests unfortunate soul, cutting
master, it is easier to blame problems on Charlemagne to recognise the prominence
him. Still, there’s much to be said for the of some vampires over others. Vampires
ominous silhouette of a lord standing atop with such limited vision have particular
his battlements, the moon casting his difficulty with Cainites who were drawn
cold shadow across the cringing mortal from or exist among the mortal peasantry. It
souls below. is difficult for a newly sired vampire, who is
Other difficulties of feudal authority lie a noble or clergyman in mortal society, to
in reconciling mortal and immortal power. take orders from a vampire who is ostensibly
How does a duke explain his meekness a mortal freeman. That is the paradoxical
before a mere baron who comes calling nature of Cainite society, though, and the
after sunset? If a noble’s Cainite authority newcomer who cannot adapt quickly is
spreads much further than his mortal short-lived.
authority, how does he explain the Vampires who exist among kine peasants
presence of some of his ghouls in the lands do bear a terrible burden, though. To try
of another mortal lord? And what of a to remain true to her former lifestyle, a
group of rebellious vampires who won’t peasant Cainite must somehow account
answer to a mortal overlord, but will for her absence during the daytime, when
answer to a lesser lord, who also happens everyone else in the manor or town is
to be the local Cainite prince? working. She is also expected to go to
Mass with everyone else and would be
missed at the frequent festivals that manor
lords often allow their serfs.

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off a person from the Church and from


God’s mercy, and only a priest may absolve
often unfaithful, but there are some who
are not, and their conviction can be
GEOGRAPHY
In the Dark Medieval world, Europe is
a person of her sins. enough to stave off an attacker who would
dominated by a small number of powerful
Cainites who exist among the mortal hunt a Cainite in his very abbey or
kingdoms. The Holy Roman Empire is the
clergy have the greatest protection from monastery. All the Cainite brother need
largest state in Europe and covers
vampire and mortal opponents, but that know is who of faith should be avoided
Germany, northern Italy and part of
protection comes at a price. By posing as among the disciples.
western France. It is currently in the midst
God’s devout — though usually only The dangers of hiding among the clergy
of a long civil war fought between two rival
through lip service — vampires in the are immense, though. At some point it
Emperors, Otto of Brunswick and Philip of
clergy have the power of the Church must mean contact with True Faith.
Swabia. The empire actually comprises
behind them, the most influential Cainite power must also be wielded subtly
dozens of small duchies; the dukes owe
institution in the medieval world. If an for fear of raising suspicion and avoiding
allegiance to the emperor but often rule
opponent ever grows too strong, Cainites charges of diabolism. And the duties of the
their lands as independent monarchs, and
in the Church can bring the mortal clergy must be fulfiled to a point that is
it is the feuds between these rulers that so
authority of God down upon them. All the convincing to other brethren; an obvious
often divide the empire.
vampires need do is trump up the right lack of conviction would be as dangerous
The English kings (currently King
charges and provide the right “evidence.” to a vampire as exposure to too much.
Richard the Lionheart) rule lands in
Ironically, the Church also provides Vampires’ failure to hide their existence
England, Wales, northern France and
defences for its cursed brethren through properly within the Church may
(theoretically) Ireland. In 1199, Richard is
the power of faith. Mortal clergymen are ultimately lead to witch hunts.
killed in battle and is succeeded by his
vicious brother John. The Kingdom of
France under Philip II, perhaps the
strongest single kingdom in Europe and
certainly the best administered, is expanding
by seizing lands in northern France from
England. Constantinople, under the
Emperor Alexius III, controls an empire
including modern-day Turkey (disputed
with the Moors), Serbia and Greece.
Other kingdoms rule the fringes of
Europe, including the kingdoms of
Hungary, Poland, Jerusalem (actually based
on Cyprus, as Jerusalem itself is in Moslem
hands) and Scotland; the Principalities of
Russia; and the “Empire” of Bulgaria.
Numerous smaller kingdoms and
principalities also exist, such as the petty
kingdoms of Iberia, the four principalities of
Ireland, the tiny states of Switzerland and
the kingdom of Denmark. Europe also
contains one last bulwark against
Christianity, the pagan kingdom of
Lithuania and the lands surrounding it
along the Baltic coast.

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Perhaps the most powerful person in


Europe is the Pope. The Pope controls his
THE MODERN NIGHTS hereafter. Likewise, cults flourish in the
underground, promising power and
The world is more corrupt, the people
are spiritually bankrupt, and escapism
“Gothic-Punk” is perhaps the
own private principality in central Italy, redemption. The institutions that control often replaces hope.
best way to describe the
including the city of Rome itself, but more society are even more staid and As if this weren’t fearful enough, the
physical nature of the modern
importantly, he is the head of the Church conservative than they are in our world, last few years have seen a quiet but
World of Darkness. The
throughout Western Europe. For while the for many in power prefer the evil of the pervasive dread grip the Kindred
environment is a
earthly kingdoms are divided among world they know to the chaos engendered community. Many Kindred whisper of the
clashing mixture of
warring monarchs, all acknowledge the by change. It is a divisive world of have Jyhad, the eternal war or game said to
styles and influences,
Pope as a higher spiritual authority and have-not, rich and poor, excess and consume the most ancient vampires. This
and the tension caused
beneath whose jurisdiction all mortal squalor. struggle has been waged since the dawn of
by the juxtaposition of
kingdoms fall. Some also argue that as The Punk aspect is the lifestyle that time, but many vampires fear that, as one
ethnicities, social classes and
Christ’s representative on Earth, the Pope many denizens of the World of Darkness millennium passes to the next and the
subcultures makes the world
should have supreme authority on all have adopted. In order to give their lives curse of undeath grows weaker, an
a vibrant, albeit dangerous, place.
matters, and claim that all secular rulers meaning, they rebel, crashing themselves apocalyptic endgame is at hand. Signs and
The Gothic aspect describes the
should bow down in obedience to him. against the crags of power. Gangs prowl portents, many recorded in the prophetic
ambience of the World of Darkness.
The year 1198 sees the death of the Buttressed buildings loom overhead, the streets and organised crime breeds in Book of Nod, trouble vampires of all clans
moderate Pope, Celestine III, and his bedecked with classical columns and the underworld, reactions to the and lineages, even those who profess not
replacement by the shrewd and grimacing gargoyles. Residents are dwarfed pointlessness of living “by the book.” to believe. Whispers in Sabbat covens and
domineering Innocent III. by the sheer scale of architecture, lost amid Music is louder, faster, more violent or Camarilla salons alike speak of turmoil in
the spires that seem to grope toward hypnotically monotonous and supported the East, of armies of clanless rabble, of
Heaven in an effort to escape the physical by masses who find salvation in its escape. vampires whose blood is so thin that they
world. The ranks of the Church swell, as Speech is coarser, fashion is bolder, art is cannot Embrace, of meetings with
mortals flock to any banner that offers more shocking, and technology brings it mysterious elders whose vast power betrays
them a hope of something better in the all to everyone at the click of a button. no discernible lineage, of black crescent

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moons and full moons red as blood. All, — a vampire in a sizable city may go a Though the Camarilla is the largest sect, THE SABBAT
say the believers, are omens that the Final decade or more without ever seeing just over half of the 13 known vampire Rumoured to have its
Nights are approaching and that the end another Kindred, so of what use is a sect? clans actively participate in its affairs. The origins in a medieval death
of all thing is nigh. Regardless, most vampires belong to sect holds meetings attended by active cult, the Sabbat is greatly
Some Kindred believe that a Reckoning one sect or another; others claim clans’ representatives; these gatherings are feared by Kindred who do not
is at hand, that the powers of Heaven are independence, no preference or that they known as convocations. It also calls belong to it. The sect is
preparing at last to judge the vampires and are affiliated with their clan, not a sect. periodic conclaves, which are open to any monstrous and violent and no
what they have made of the world. Others The sect known as the Camarilla is and all members of the sect, to discuss longer clings to any trappings
speak of the Winnowing, or Gehenna, the arguably the largest and most prevalent, matters of imminent sect importance. Only of human philosophy or
night when the most ancient vampires will though its rival the Sabbat has recently justicars, officers elected by the Inner Circle morality. Members instead revel in their
rise to consume their progeny, taking their made considerable inroads against it and to attend to matters of the Traditions, may vampiric unlives. Sometimes referred to as
lessers’ cursed blood to sate their own still opposes the Camarilla at every turn. call conclaves. Justicars are always of great the Black Hand, the Sabbat actively seeks
hunger. Few admit to such superstitions, The secretive Inconnu, when it may be age and rightly feared; as such, their the overthrow of the Traditions, the
but most feel a palpable tension in these reached for comment, maintains that it is interpretations of the Traditions are heeded destruction of the Camarilla and the
nights. Elder vampires play their hands in not a sect, although it seems to be out of self-preservation. Coteries of subjugation of humankind.
one fell swoop, negating centuries-long organised and manages to steer clear of the vampires known as archons attend the The Sabbat recruits wherever it takes
schemes in a single mad flurry of action. other sects. On the opposite side of the justicars; meeting an archon is usually a hold, spreading like a poisonous weed and
The war packs of the dread Sabbat hurl coin, the anarchs make much show of portentous event. tearing down the established institutions
themselves at the fortresses of their pretending to be a sect, though they are Officially, the Camarilla does not around it. Unlike the Camarilla, the Sabbat
enemies, for they fear they might not get the first to enlist Camarilla aid when the recognise the existence of the Antediluvians recognises the existence of the
another opportunity. Cells of Assamite Sabbat appears at a city’s borders. Thus, or Caine. It reasons that these vampires, if Antediluvians, though it rabidly opposes
cannibals, formerly held in check by a the Camarilla considers the anarchs to be they ever existed at all, have long since them. According to Sabbat propaganda, the
great curse, hunt other vampires and under its purview. suffered the Final Death, and those who Antediluvians pull the strings of the entire
ravenously drink their blood. Vampires of allude to them are publicly derided. world, and it is this malignant control they
uncertain lineage are hunted down and THE CAMARILLA
destroyed by paranoid elders, who fear The largest sect of vampires in
them as harbingers of Gehenna. Though existence, the Camarilla concerns
patience is a special virtue among the itself with the Masquerade,
immortals, it is practiced less and less, and thereby hoping to maintain a
the whole Kindred world teeters on the place for Kindred in the modern
verge of a great collective frenzy. nights. The Camarilla is an open
society; it claims all vampires as
THE EVOLUTION OF THE SECTS members (whether they want to
Sects are groups of vampires and clans belong or not), and any vampire may claim
that supposedly share a common ideology. membership, regardless of lineage.
They are a modern contrivance but an According to the often-contradictory
important one. Sects as they are known in history of the Kindred, the Camarilla came
these nights first surfaced after the Great to be at the end of the Anarch Revolt,
Anarch Revolt, a continent-wide upheaval sometime in the 15th century. The Kindred
which took place in Europe during the of Clan Ventrue loudly claim to have been
15th century. Many elders accept sect instrumental in the sect’s formation, to
membership grudgingly, deriding sects as which many Kindred owe their unlives.
“foolishness — the Blood is all that With the enforcement of the Masquerade,
matters.” In the nights before the Great Kindred had a means of foiling the
Anarch Revolt and the Inquisition, these Inquisition, a Church office sworn to the
elders claim, there were no sects at all. destruction of super-natural creatures.
Other vampires argue that this is still true

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oppose. They see the Camarilla as pawns of pursue or have attained Golconda, a fabled Cainite histories and mythological actual or not, they reveal an unsettling
the Ancients, and oppose its members state of vampiric transcendence. fragments they can compile, the Kindred paranoia and a sense of urgency previously
politically as well as physically. Most Kindred who deal with the Inconnu seek to learn the true nature of Gehenna unknown. Stories of encounters with a
Sabbat express bilious contempt for the typically leave the encounter with a sense and possibly avert it. Elder vampires know, being who claims to be Caine are also
vampires of the Camarilla, whom they see of profound mystery and awe. Although however, of the implacable wills of the circulating like never before. Whereas it
as cowardly wretches unable to accept their the Inconnu seem to be informal and Antediluvians. Should they so will it, was once fashionable to mock such
predatory natures. loosely organised, they communicate very Gehenna shall come and overwhelm the preposterous conversation, many Kindred
Outsiders know little about the Sabbat’s well among themselves. Inconnu know world, destroying every mortal and wonder if there may be some legitimacy to
inner workings. Some Camarilla Kindred when to avoid Kindred, when to hide from vampire in a tide of blood and fire. the matter.
even doubt its existence, believing it to be them and when to unleash their significant Even so, the Kindred attempt to foil or The Sabbat has recently increased its
a rumour created by elders to keep power to turn vampires away. Their aid the Jyhad as they see their roles activity, actively vying for power in
troublesome childer in line — an undead agenda, if they even have one, is unknown. coming to critical culmination. The Chicago, Atlanta, Washington, DC, and
boogeyman. Lurid tales about the sect millennial tension that plagues the planet other elder-controlled cities. Animalistic
spread like wildfire, including claims that ANARCHS is certainly a precursor to the coming and monstrous, the sect has swarmed like
its members indulge in ceaseless diablerie, Anarchs are vampires who reject the apocalypse, and the Final Nights are upon locusts over the East Coast and southern
worship demons, hunt and kill other Traditions of Caine and the dictates of the us. Unless…. borders of the United States. Its influence
vampires and possess the ability to break elders who enforce them. Ironically, elders As the fear of Gehenna grips the in Canada has also increased, and it
blood bonds. The only consistent rumour grudgingly afford anarchs some degree of Kindred community, more and more appears as if the Sabbat is realising a grand
attributed to the Sabbat is its members’ status, due to the anarchs’ ability to obtain Gehenna cults form. These groups, which enfilade, surrounding the United States
apparent love of fire — the sect has a power in spite of the elders’ opposition. resemble secret societies or cliques, are and cutting off all access except that which
fearsome reputation for leaving burning Anarchs are also respected for their passion most common among the Camarilla, it grants. Many Kindred en route to
wakes behind it. and drive, which few elder Kindred, mired though some Gehenna cults pervade the Europe from the United States or vice
as they are in their age and dissatisfaction, Sabbat and even the independent clans. versa have been destroyed or disappeared
THE INCONNU can muster. Ultimately, however, most Due to the stigma of belonging to a altogether as the Sabbat exerts its influence
The Inconnu are not a sect so much as Kindred see anarchs as jackals, scavenging Gehenna cult, cult business is always where it can: at the borders.
they are a disparate group of like-minded their unlives from what slips through the conducted in secret, and the cults are It would seem that the West Coast is
vampires. No longer wishing to be the elders’ fingers. Although arguably officially derided as foolish rumour. In relatively free of Sabbat presence, but this
puppets of those older than they and tired members of the Camarilla, the anarchs are recent nights, though, they have is true only because an influx of exotic
of the incessant manoeuvring of those vocal in their desire to see Kindred affairs proliferated, and certain vampires of great vampires from Asia has taken root. The
younger than they, the Inconnu seem to change from the status quo. power and influence secretly belong to anarch holdings of California have become
have dropped out of the Jyhad altogether. Gehenna cults. battlegrounds, and the proud anarchs have
This is what distinguishes an Inconnu GEHENNA — THE END IS NEAR even begged the Camarilla’s Inner Circle
vampire from those of other sects — the Central to Kindred myth is the idea of THE STATE OF THE WORLD for aid in turning back the Asian peril.
Inconnu distance themselves from other Gehenna. The Kindred believe that this Much has come to pass recently in the The Kindred of the East have made
vampires and their contemptible approaching apocalypse bears down ever World of Darkness, and many Kindred are significant advances into the United States
machinations. more each night upon the world. When convinced that the Final Nights have from the West Coast, and their presence
The Inconnu are rumoured (as no one Gehenna arrives, the Antediluvians shall arrived. Numerous events portend the may soon shift the balance of power
ever really goes looking for them) to be of arise and make a wasteland of the world, movement of the Antediluvians; the world among the Children of Caine.
great age and potency. Many reportedly consuming Kindred and mortal alike in has undergone significant changes, as have The Camarilla as a whole seems less
spend much time in torpor or otherwise the culmination of their horrendous Jyhad. the Kindred themselves. and less dominant, its influence eroding by
sleeping, the better to avoid the Jyhad. Although few Camarilla Kindred would Varying accounts of Antediluvians, the night. Years ago, it seemed as if the
Some Kindred liken the Inconnu to the admit it, many vampires see the world on most unreliably accredited, have become sect virtually owned North America. As
Antediluvians, claiming that they have a downward plummet and believe that common, and it would seem that as the millennial hysteria rises, more and more
grown away from the world and into a Gehenna will occur soon — perhaps even world spirals toward its presumed slips through the ever-tightening grip of
timeless, inhuman mindset. Other within the next few years. Frantically destruction, some subtlety has been lost in the sect, leaving its members consistently
Kindred believe that the Inconnu all piecing together the signs from whatever the Jyhad. Whether these sighting are losing ground. Indeed, one of its greatest

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members, the mighty justicar known as Thus, the World of Darkness decays
Petrodon, was struck down and destroyed and crumbles more each night. With less
in Chicago by parties unknown. and less to be sure of and many more
The Sabbat has suffered its own losses, ominous portents becoming plainly visible,
however, and may hardly be said to have many Kindred wonder what the
the upper hand. Recently, all the Tremere immediate future holds, and it seems that
of the Sabbat were destroyed in a great immortality may not mean much if the
conflagration in Mexico City. Add to this end of the world is nigh.
the fact that the Sabbat Malkavians have The Crusaders brought back many tales from
communicated their terrible madness to THE CLANS the Holy Land, some of which concerned
their Camarilla and anarch brethren, and The following pages introduce the a band of fanatical killers. The
the Sabbat no longer has the edge it once characteristics of each of the 13 great clans word the Europeans coined for
did. Both sides suffer from incursions of of Kindred. At the top of each page is their these silent murderers was
independent Kindred, particularly the outlook during the Long Night, or Dark assassin. The Cainites, however,
Assamites, who pursue their murderous Ages; the bottom of each page presents already knew of a similar but
ways anew. Even the formerly carefree them as they appear in the modern nights. far more dangerous threat from
Ravnos have begun to act with greater Some of the Kindred have remained very Araby — the diablerists of Clan
purpose and malevolence, and some elders staid and static since almost a millennia Assamite. The vampires of the
wonder if, in dismissing the Deceivers, ago, while others have changed radically.… West had encountered the
they have ignored fangs long poised at Assamites long before the
their throats. Crusaders. Some say that the
conquerors who set out for the
East — Alexander, for
example — were pawns
of the Cainites who
feared the Assamites. Rumours aside, the Assamites
are dreaded for good reason — they seek to better
themselves through the practice of diablerie.
The Assamites are feared assassins from lands far to
the east. No other clan has earned such a deserved
reputation for diablerie, though they also sell their
murderous services to other Kindred, acting as
contract killers. Some Kindred believe that the
Assamites act at the behest of older powers,
perhaps preparing to play their part in the
Jyhad’s final moves.

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CAPPADOCIANS

The Brujah are the ultimate scholar-warriors, always Known among Cainites for millennia as the “Clan
striving toward perfection of mind and body. The of Death,” the Cappadocians are shunned even by
elders of the clan can recall the Golden Age their brethren for their macabre interests. Still,
and speak wistfully of lost Carthage. the secretive nature of the clan has caused as
Unfortunately, no wound stings worse many people to fear them as respect them. In
than a dream denied. The death of vampiric society, Cappadocians often fill the
Carthage seems to have only increased role of advisor to princes. They are respected
their rancor, and the other clans’ for their insight and wisdom and largely trusted
refusal to move beyond the due to their lack of interest in earthly power.
status quo leaves a bitter taste The clan has recently Embraced a small cabal of
in their mouths. So they fight. necromancers in order to further their studies.
They fight the Ventrue for
destroying Carthage, they fight
the Lasombra for encouraging the
status quo, they fight the Tremere
for slaying Saulot — the list
seems eternal. The Brujah are
nothing if not lovers of a cause.
In the modern nights, the Brujah are perceived as
little more than spoiled childer who have no sense of
pride or history. One of the mainstays of the Great
Anarch Revolt, the Brujah were barely brought
to heel by the founders of the Camarilla, and Reviled perhaps more than any other
the clan as a whole still resents the elders. single clan of Kindred, the Giovanni clan is a
Although technically members of the family of financiers and necromancers.
Camarilla, the Brujah are the sect’s firebrands Trafficking in the commodity of souls has given
and agitators, testing the Traditions and this clan a disproportionate amount of power,
rebelling in the name of while trafficking in world finance has made the
whatever causes they clan rich. Soon after
hold dear. Many Brujah becoming a vampire, the
are outright anarchs, Giovanni clan leader
defying authority and destroyed his sire,
serving no prince. reinventing the clan in his
own image.

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Few vampires would willingly Through the forest nights wander the lonely, nomadic
grant hospitality to a Follower of Gangrel. Unlike their brethren, Gangrel spurn the
Set, and for good reason. The trappings of civilisation, preferring to roam
Setites, as they call themselves, the deep wilds in solitude. The Gangrel
are servants of darkness and is a clan only in the loosest
corruption incarnate. The clan’s sense; its members tend to be
ultimate goal is to corrode the rugged individualists,
ethics away from humanity and indifferent to the protocols
Cainites alike, creating a surfeit of either mortal or
of slaves for themselves and their vampire. Indeed, Gangrel
dark master. Legends name Set as the clan’s tend to be more
founder. Some say Osiris banished Set, while comfortable with the creatures of the
others claim Horus defeated him. In any wilds than with the mortals they were or
event, Set swore to re-establish the vampires they have become.
his rule but this time from the The night-prowling Gangrel are feral
darkness. And in his vampires and possess disturbing
footprints walked his childer. animalistic tendencies and
Originally hailing from Egypt, the serpentine features. Rarely staying in
Setites are said to worship the undead vampire- one place, Gangrel are
deity Set, serving him in all their efforts. The nomadic wanderers, satisfied only when
Setites seem intent on “corrupting” others, running alone under the night sky. Distant, aloof
enslaving victims in snares of their own and savage, Gangrel are often tragic individuals;
weakness, but for what inscrutable purpose, although many hate the cities’ crowds and
none can guess. Other Kindred despise the constrictions, the presence of hostile
Followers of Set, and the clan claims no werewolves prevents most
allies. Inevitably, sin and debasement follow Gangrel from existing
in the Setites’ wake, and outside their
many Kindred refuse to confines.
allow them in their cities.

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Elegant yet predatory, the Lasombra honestly think of Clan Malkavian seems to be the most incoherent
themselves as the apex of Cainite bloodline of vampires. The gently deluded and
existence. Firm believers in Divine slavering psychotics are found in equal
Right and the rule of the superior, numbers, and they are but a taste of the
they have little patience, though diversity characterising this clan. If not for
often much pity, for those Cainites who the common trait of insanity, they would
are, through no fault of their own, scarcely seem a clan at all. But the other
inferior. The Lasombra character is a clans have no choice but to acknowledge
curious mix of noblesse oblige and them. Malkavian oracles have been part of
healthy contempt. They actively seek vampiric courts for generations, and even the
power wherever it may be found, from Lasombra and haughty Ventrue, if they seek
the halls of the cloisters to the corridors of information, will sup with the Malkavians —
palaces, yet they do not seek the titles and with a long spoon. Every member of Clan
glory that comes along with Malkavian is afflicted with madness, and all are
rule: Most Lasombra prefer slaves to their debilitating lunacy. The Malkavian
the role of kingmaker to the clan founder is
title of king. rumoured to
The Lasombra are have been one of
masters of darkness and the most important
shadow. Many Kindred see vampires of old, but in committing
the Ventrue and some grievous crime, Caine cursed him
Lasombra as twisted and his descendants with insanity.
reflections of each other. The Lasombra Throughout Cainite history,
have all but turned their backs on their Malkavians have been alternately
former nobility; the chaos of Kindred feared for their bizarre behaviour
history and the formation of the Sabbat and sought out for their even
have caused most of them to shun their more bizarre insight.
origins. Now, the Lasombra give
themselves wholly over to the
damnation of being
vampires.

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The Nosferatu bear an ancient and terrible curse, Tramps and thieves, the Ravnos are scattered like
for they are no longer made in God’s image; the chaff on the wind throughout Europe. Every country
vampiric transformation warps their forms, hosts a few, but where they can be
rendering them abominations in found varies from night to night
the eyes of men and angels. and whim to whim. Many travel
Outcast from mortal and with bands of roving tinkers or
vampire society alike, these other undesirables. It is rare for more
misshapen horrors haunt the than one or two to be found in the same
catacombs, wastes and other place at the same time, for they are solitary
hidden places of the Dark Cainites and prefer audiences and marks to
Medieval world. Recently, as company.
cities have grown, some Descendents of the Gypsy Roma and their
Nosferatu have ended their forebears in India, the Ravnos vampires lead nomadic
exile, but this is relatively unlives. The Ravnos are
uncommon; most other vampires still also known for their
revile and condemn them. ability to create amazing
The members of Clan Nosferatu illusions, the better with
suffer the most visible curse of all. which to trick their
The Embrace hideously deforms marks. Many vampires
them, twisting them into literal persecute the Ravnos
monsters. Nosferatu have because of the
reputations as information brokers and chaos that
harvesters of secrets, as their horrid follows these
appearances have forced them to perfect Kindred. The Ravnos return the
their mystical ability to hide, sometimes in scorn of their peers manyfold,
plain sight. holding other vampires in
contempt. Note: The Ravnos Clan
does not appear in Vampire:
The Masquerade
Redemption.

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From their beginning, the Once a cabal of mortal


Toreador have always been sorcerers, the Tremere became
devotees of beauty in all its obsessed with the search for
forms. Beauty means so much immortality to permit them
more to them, for they devote time enough to perfect their
the entirety of their vampiric craft for eternity. Their efforts
senses to it, immersing proved fruitful; although it
themselves in the aesthetic. took the deaths of an elder Cainite
They consider themselves the and many of their apprentices, the cabal
preservers and guardians of the exquisite, achieved eternal life — or so they
the bearers of the flame of inspiration. Of thought. All they had truly
all the clans, the Toreador are the ones claimed was vampirism.
who appreciate most the No clan is so
accomplishments of the human shrouded in deliberate
race. mystery as the
Prodigals of the Kindred, Tremere. The
Clan Toreador inventors and
indulges in excess practitioners of
and degeneracy, all terrible blood
while claiming to magics, the
maintain patronage of the arts. To a great secretive Tremere have
degree, this patronage is true, as the clan a tightly knit political structure
claims many talented artists, musicians, based on the acquisition of power. Some
writers, poets and other gifted creators. On Kindred claim that the
the other hand, the clan possesses Tremere are not truly
just as many “poseurs,” those vampires at all, but rather
who fancy themselves great mortal wizards who cursed
aesthetes but lack the ability to themselves for eternity while
create at all. studying the secret of
immortality.

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From time immemorial, the Tzimisce Striding from battlefield to battlefield and throne room to throne
have haunted Europe beyond the room, the Ventrue are the knights and kings of
Elbe. Along the Oder and Danube, the Cainite chessboard. Theirs are the
through the Pripet Marshes, amid conquests, the wars and the Crusades;
the Carpathian crags stalk the they rule from the manor
Fiends, each claiming its lair houses and the
and wrecking a terrible throne rooms.
vengeance on intruders. Many were
Millennia of defending their conquerors in life
holdings from all sides have made and have yet to
Tzimisce extremely vicious, and Tzimisce shake the habit in
cruelty is infamous even among death, while others
vampires. achieved success as
By the modern nights, the merchants or
Tzimisce have been uprooted moneylenders. All
from their Old Country triumphed,
manses and relocated into the however, and as a
clutches of the Sabbat. reward, were taken
Clan Tzimisce leads the into Clan Ventrue.
Sabbat in its rejection of There are no failures among the Ventrue, only successes
all things human. They practice a and the fondly remembered dead.
“fleshcrafting” Discipline that they use to The nominal leaders of the Camarilla, the Ventrue
disfigure their foes and sculpt themselves into claim to have created and supported the organisation of the sect
beings of terrible beauty. since its inception. Ventrue Kindred actively involve themselves in
the Jyhad, in which they exercise their formidable influence over
the doings of the kine. As reluctant aristocracy of the
Kindred, the Ventrue atone for their damnation by
enforcing the Traditions and the Masquerade.

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CREDITS Additional Modern Music


Rob Ross,
VP of Licensing/Marketing
Mike Tinney
QA Testers
Jeff Barthel
QA Special Thanks
Eric Zala
WON.net Quality Assurance
Eric Harmon
Sound Endeavours, Inc. Matthew Beal Matt Powers David Cain
V:tM Developer
NIHILISTIC SOFTWARE Ilya Berelson Sam Nouriani WON.net Beta Testers
Additional Conceptual Artwork Justin Achilli
Steve Boisvert Tim Vanlaw
Project Leader, Designer Peter Chan
Manual Editor Alex Coleman Jason Wong LOCALISATION
Ray Gresko Patrick Lambert
John Chambers Dan Carreker John Sherwood
Lead Programmer Seung Hong Localisation Coordinator
White Wolf Art Nick Castaneda Aaron King
Robert Huebner Kyushik Shim Stephanie O’Malley
Vince Locke, Greg Louden, Mark Cooke Todd Komesu
Manuel Planck,
Lead Level Designer William O’ Connor, Guy Davis, John Cung Bob McPherson Localisation Supervisor UK
Famous Frames, Inc.
Steve Tietze Mark Douglas Gary Bolduc
Ronald Kee, Rebecca Guay, Alex Sheikman, Peter Lykke Nielsen
Sion Rodriguez y Gibson Marietta Pashayan
Lead Artist Oholko Productions, Inc. Richard Thomas,
Chris Keim Localisation Assitant
Joshua Gabriel Timbrook Marat Gleyzer
Maarten Kraaijvanger QERadiant sourcecode licensed Indra Gunawan Mark Nutt
Luke Grannis
from id Software, Inc. Joule Middleton
Designer
Some tools based in part upon ACTIVISION, INC. Hector Guerrero
Jeff Poffenbarger
Artworker
Jacob Stephens David Hakim Alex Wylde
the work of the FreeType Team Producer Joe Favazza
Programmers Keith Harris
(www.freetype.org) Chris Hewish Ben DeGuzman
Yves Borckmans Adam Hartsfield GERMAN LOCALISATION
Voice Actors Jenny Cassell
Ingar Shu Global Brand Manager Thann Harvey
Nicholas Guest Visioneers Localisation Coordinators
John Heinecke Joseph Hemrick
Level Designers Michael Benyear Dizzy and Jack Bettina Bucher
Jason Kim
Steve Thoms Maggie Baird Press Relations Code Release Group Klaus Müller
Victor King
Brent McLeod Curtis Armstrong Michelle Nino Juan Valdes
Anthony Korotko Special thanks to:
Tara Charendoff Manual Authors
Artists Executive Producer Mike Kusupholnand Feder & Schwert for their
Joe Alaskey Chris Hewish
Yujin Kiem Mark Lamia Danny Lee consultancy work!
Kevin Killebrew Sion Rodriguez y Gibson
Anthony Chiang Associate Brand Manager Linda Lozano
Christine Burke Glenn Ige Voice Actors
Richard Servande Jamey Gottlieb Erin Martel
Mary Elizabeth McGlynn White Wolf Staff Johannes Steck
Jeff Moxley
VP of CS/QA Christina Puccita
EXTERNAL John Vickery Doug Rothman Short Story by
Dieter Kring
Tom Wyner Jim Summers Daniel Greenberg
DEVELOPMENT Marco Scataglini
Erik Borner
Dan Woren Staff Planning Lead Jeff Spierer Short Story Illustrations by
Interactive Screenplay, Story Co- John Rafter Lee Eva Gosciejevicz
Tanya Langston Jef Sedivy Richard Servande
Writer, Additional Voice Direction Jason Spivak Hans-Jörg Karrenbrock
Dave Stolfa
Daniel Greenberg External Test Coordinator Voice Recording/ Helge Heynold
Melodee Spevak Claude Conkrite
Stacey Drellishak Editing Engineers Helmut Winkelmann
Video Cutscenes Robert Neches David Hakim
QA Senior Project Lead Brian Bright Joachim Pütz
Oholoko Productions, Inc. Greg Ellis Ron Weibel
Bill Black, Big Fat Kitty Karl-Heinz Staudenmeier
Mary Weiss Nadine Theuzillot Jon Virtes
Sound Design and Mixing Productions Klaus Bauer
Onsite Testing Staff QA Project Lead Glen ViStante Kenny Ramirez
Nick Peck, Marianne Eisler
David Silverstein Eric Lee Yon Vo
Perceptive Sound Design Installer Markus Haase
Mark Cooke Eric Zimmerman
Production Testers Paul Baker Matthias Keller
Dark Ages Music, Joe Shackelford
Sion Rodriguez y Gibson Network Lab Lead John Fritts Peter Bauer
Cutscene Scoring
Aaron Gray Chris Keim Pit Krüger
Kevin Manthei, WHITE WOLF
KMM Productions Jim Hudson Compatibility Lab WON.NET Regine Vergeen
PUBLISHING, INC. Glenn Ige Neil Barizo Renier Baaken
Modern Day Music WON.net Producers
Steve Rosenthal Songard Böhlke
Chris Collins and Greg President Ross Perez
David Silverstein Wolf von Lindenau
Forsberg, Youth Engine Steve Wieck Scott Warren
Mike Stefan German recording sessions done
Computer Projects Director Chris Toft WON.net Engineering
by M&S Music
(V:TMR Manual Design) Jon Virtes Erik De Bonte
German engineering done by
Chris McDonough Mike Nicolino
Effective Media

98 99
Customer Support 
 
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Software License Agreement 
 
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INSTALLING, AND/OR USING THE PROGRAM AND ANY SOFTWARE PROGRAMS INCLUDED WITHIN OR, IF 
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including but not limited to selling, renting, leasing, licensing, distributing, or otherwise transferring the 
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procedures.  
 
In the U.S. 
When returning merchandise for replacement please send the original product disks only in protective 
packaging and include: 
1.  A photocopy of your dated sales receipt 
2.  Your name and return address, typed or clearly printed 
3.  A brief note describing the defect, the problem(s) you encountered and the system on which you 
are running the product 
4.  If you are returning the product after the 90‐day warranty period, but within one year after the 
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Note: Certified mail is recommended. 
 
In the U.S. send to: 
Warranty Replacements 
Activision Publishing, Inc. 
P.O. Box 67713 
Los Angeles, California 90067 
 
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When returning merchandise for replacement please send the original product disks only in protective 
packaging and include: 
1.  A photocopy of your dated sales receipt 
2.  Your name and return address, typed or clearly printed 
3.  A brief note describing the defect, the problem(s) you encountered and the system on which you 
are running the product 
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Note: Certified mail is recommended. 
 
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ACTIVISION (UK) Ltd., 3 Roundwood Avenue, Stockley Park, Uxbridge UB11 1AH, United Kingdom. 
Disc Replacement: +44 (0) 870 241 2148 
 
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For all Warranty replacements, please return to the store of purchase along with your receipt or proof of 
purchase. 
 
If you are returning the software product after the 90‐day warranty period, but within one year after the 
date of purchase, please contact Activision on 02 9869 0955.  Note: No returns will be issued unless you 
have contacted Activision first. 
 
If an Activision representative advises you that your game is valid for a return, please return the original 
software product disc to:  
 
In Australia send to: 
Activision Asia Pacific, Level 5, 51 Rawson St Epping, NSW 2121, Australia and include: 
 
1. A Photocopy of your dated sales receipt 
2. Your name and return address, typed or clearly printed 
3. A brief note describing the defect, the problem(s) you encountered and the system on which you are 
running the software product. 
4. Please include a cheque or money order for AUD $20 per CD or AUD $25 per DVD replacement (subject 
to availability). 
 
LIMITATION ON DAMAGES: IN NO EVENT WILL ACTIVISION BE LIABLE FOR SPECIAL, INCIDENTAL OR 
CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM, 
INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILURE OR MALFUNCTION AND, 
TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ACTIVISION HAS BEEN 
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ACTIVISION’S LIABILITY SHALL NOT EXCEED THE 
ACTUAL PRICE PAID FOR THE LICENSE TO USE THIS PROGRAM. SOME STATES/COUNTRIES DO NOT ALLOW 
LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITATION OF 
INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR 
LIMITATION OF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, 
AND YOU MAY HAVE OTHER RIGHTS WHICH VARY FROM JURISDICTION TO JURISDICTION. 
 
TERMINATION: Without prejudice to any other rights of Activision, this Agreement will terminate 
automatically if you fail to comply with its terms and conditions. In such event, you must destroy all 
copies of this Program and all of its component parts. 
 
U.S. GOVERNMENT RESTRICTED RIGHTS: The Program and documentation have been developed entirely 
at private expense and are provided as "Commercial Computer Software" or "restricted computer 
software." Use, duplication or disclosure by the U.S. Government or a U.S. Government subcontractor is 
subject to the restrictions set forth in subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer 
Software clauses in DFARS 252.227‐7013 or as set forth in subparagraph (c)(1) and (2) of the Commercial 
Computer Software Restricted Rights clauses at FAR 52.227‐19, as applicable. The 
Contractor/Manufacturer is Activision Publishing, Inc., 3100 Ocean Park Boulevard, Santa Monica, 
California 90405. 
 
INJUNCTION: Because Activision would be irreparably damaged if the terms of this Agreement were not 
specifically enforced, you agree that Activision shall be entitled, without bond, other security or proof of 
damages, to appropriate equitable remedies with respect to breaches of this Agreement, in addition to 
such other remedies as Activision may otherwise have under applicable laws. 
 
INDEMNITY: You agree to indemnify, defend and hold Activision, its partners, affiliates, licensors, 
contractors, officers, directors, employees and agents harmless from all damages, losses and expenses 
arising directly or indirectly from your acts and omissions to act in using the Product pursuant to the 
terms of this Agreement. 
 
MISCELLANEOUS: This Agreement represents the complete agreement concerning this license between 
the parties and supersedes all prior agreements and representations between them. It may be amended 
only by a writing executed by both parties. If any provision of this Agreement is held to be unenforceable 
for any reason, such provision shall be reformed only to the extent necessary to make it enforceable and 
the remaining provisions of this Agreement shall not be affected. This Agreement shall be construed 
under California law as such law is applied to agreements between California residents entered into and 
to be performed within California, except as governed by federal law and you consent to the exclusive 
jurisdiction of the state and federal courts in Los Angeles, California. 
 
VII. Legal 
 
© 2000 Activision Publishing, Inc. Activision is a registered trademark of Activision 
Publishing, Inc. All rights reserved. All other trademarks and trade names are the 
properties of their respective owners. 
 

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