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- Al p h a v e r s i o n -

R U L E B O O K
1 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version
W hat ’ s in the box ?

- 1 Core box - 45 Scenarios


- 1 Rule book - 20 Scenario tiles
- 8 Character miniatures - 40+ Dialogue booklets
- 8 Character boards - 100+ Investigation cards
- 8 Character sheets - 200+ Events cards
- 1 blank Character sheets pad - 50 money tokens (or cards - TBD)
- 120 Character Skill cards - 40 Enemy standees
- 100 Combat cards - 120 Item cards
- 120 Enemy Fighting-cards - 30 Status cards
- XXX Enemy State cards - 120 Effect tokens
- 24 Boons tokens

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W hat is the W orld of D arkness ?
The World of Darkness looks like the current world, but in the gloomier, darker and more dangerous version. Decadence,
cynicism and blatant corruption are common.

Mortals are unaware victims and pawns of vast secret organizations of supernatural creatures. Vampires —among other
creatures — struggle with internal factionalism and against other species in secret wars of intrigue for control of reality.

The battles in these wars may last centuries, beyond the realization or comprehension of ordinary humans.

W hat is V ampire : T he M asquerade ?


Vampire: The Masquerade is a tabletop role-playing game (tabletop RPG) created by Mark Rein-Hagen and released in
1991 by White Wolf Publishing as the first of several Storyteller System games for its World of Darkness setting line. It
is set in a fictionalized «gothic-punk» version of the modern world, where players assume the roles of vampires, who are
referred to as «Kindred», and deal with their night-to-night struggles against their own bestial natures, vampire hunters
and each other.

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C amarilla traditions
The Traditions form the legal backbone of Camarilla society, although in modern nights, the Prince fulfills the Elder role
outlined in the traditions. Most vampiric culture springs from the Traditions – presentation is outlined in the Tradition of
Hospitality, the Blood Hunt in the Tradition of Destruction and the parceling of land in the Tradition of Domain.

FIRST TRADITION: THE MASQUERADE


HIDE THE EXISTENCE OF VAMPIRES

Thou shall not reveal thy true nature to those not of the Blood.
Doing such shall renounce thy claims of Blood.
SECOND TRADITION: THE DOMAIN
A KINDRED’S HUNTING GROUND IS HIS OWN TERRITORY, AND HE RULES IT ABSOLUTELY.

Thy domain is thine own concern.


All others owe thee respect while in it. None may challenge thy word while in thy domain.

THIRD TRADITION: THE PROGENY


SIRE ONLY WITH PERMISSION OF ONE’S ELDERS

Thou shall only Sire another with the permission of thine Elder.
If thou createst another without thine Elder’s leave, both thou and thy Progeny shall be slain.

FOURTH TRADITION: THE ACCOUNTING


UNTIL CHILDER ARE RELEASED, THEIR ACTIONS ARE THE RESPONSIBILITY OF THEIR SIRE

Those thou create are thine own children. Until thy Progeny shall be Released, thou shall command
them in all things. Their sins are thine to endure.

FIFTH TRADITION: THE HOSPITALITY


HONOR THE DOMAINS OF OTHERS, AND PRESENT ONESELF TO THE RULER OF ANY DOMAIN YOU VISIT

Honor one another’s domain. When thou comest to a foreign city, thou shall present thyself tto the
one who ruleth there. Without the word of acceptance, thou art nothing.

SIXTH TRADITION: THE DESTRUCTION


THE RIGHT TO KILL KINDRED IS RESERVED FOR THE ELDER OF A COMMUNITY. ONLY AN ELDER MAY CALL A BLOOD HUNT

Thou art forbidden to destroy another of thy kind. The right of destruction belongeth only to thine
Elder. Only the Eldest among thee shall call the Blood Hunt.

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W hat is V ampire :
T he M asquerade - CHAPTERS?
Vampire: The Masquerade - CHAPTERS is a World of Darkness narrative co-op board game. A thrilling adventure where
tactical combat, branching dialogues and investigations mechanisms will impact your story.

This Role Playing Board Game is a bridge between Narrative Board Game and Tabletop RPG. The result is what we call an
“RPG in a box” campaign experience.

The plot takes place in Montreal, more than 10 years after the appearance of the Second Inquisition and the fall of Sabbat.

The Sabbat is a loose organization of Cainites who reject the Traditions of the Camarilla. Accepting their Vampiric natures,
they reject their humanity and can be terrifying monsters. After 3 centuries of complete domination over Montreal and most
of the Canadian territory, the Sabbat fell.

The second inquisition is the new emergence of mortals realizing the existence of Supernatural creatures (and Vampire
especially).

What is now called the “Night of Ashes”, was a terrible event for the Sabbat. FIRSTLIGHT, a special group formed with
information agencies over the world and Vatican, wiped out all Cainites in Montreal at once. Thus piercing a stake in the
heart of Sabbat city of black faith.

The Sabbat has never been discreet with their nature or to mortals. While they enjoyed living their vampiric nature with no
mortal morals, it finally caused their fall in Montreal.

The Sabbat sect, formerly created after the first inquisition (in 1493), was against following older vampire dominance and
refused to hide their existence to mortals ( and preserving The Masquerade).

Nowadays, Montreal has been mainly recovered by the Camarilla. A well-organized sect of old and powerful kindred ori-
ginated from Europe, observing the Masquerade principles and traditions (p.4). Today, they’re mainly represented by the
following clans: Ventrue, Toreador, Malkavian, Nosferatu, and Tremere.

Montreal city is also split with small groups of Anarchs: Disorganized, rebellious, free and dangerous Kindred. They do
not bend the knee to any sect but respect the Masquerade principle. They coexist with Camarilla for now but not without
some tension.

They’re formed primarily with the following clans: Gangrel and Brujahs.

---

Each player will select one of the 8 playable characters and start exploring dark hidden secrets of Montreal.

Player’s characters are neonates, young vampires, under a century old, still figuring out their place in this freshly restruc-
tured city. Their story is about to begin, and players will decide how their characters act, talk and evolve.

Your approaches and decisions will impact the story and experience.

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B egin your adventure
by choosing a character

CHARACTER SHEET
Every character begins with a preset sheet. It will be specialized in a particular set of Attributes, Skills and Disciplines.
Some might be shaped for combat while others will excel in dialogues or investigation. But nothing is set in stone. As a
player, you will decide how your character will evolve through the campaign by using your experience points.

When a character is selected, it will be yours for the whole adventure. You may be able to select another character at
some specific moment throughout the campaign.

But before you decide, find out how characters sheets are built:

1) VAMPIRE CLAN SYMBOL

2) ATTRIBUTES

6 3) SKILLS

4) DISCIPLINES

5) HUMANITY LEVEL

6) YOUR NOTES AND EXPERIENCE POINTS

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A vailable C haracters
All vampires are unique creatures with their own personality and story.
But vampire belongs to a clan that has a common legacy. They share the same disciplines and heritage.

VENTRUE NOSFERATU:
Ventrue is one of the proudest lineages of vampires. They see Nosferatus are disfigured, hideous and monstrous. They are the
themselves as the enforcers of the Camarilla traditions and the masters of the underground, living in the sewers and are the spy-
rightful leaders of Kindred society. The Ventrue work hard to main- masters of the undead society, collecting information and selling it
tain a reputation of respectability, efficiency, and leadership. … for a price,

Disciplines: Presence, Dominate, Fortitude, Disciplines: Obfuscate, Potence, Animalism


Flaw: High standards: Can’t drink blood from animals. Flaw: Hideous Presence: -2 Social dice with human interaction.

TOREADOR
Toreadors are beautiful, sensual and seductive. Clan of the artists and innova-
tors.They are famous for their ability to inspire, create and passionately live
their unlife.

Disciplines: Presence, Auspex, Celerity


Flaw: Aesthetic Sensitivity: -1 to +1 die depending on the environment.

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MALKAVIAN TREMERE
Malkavians are enigmatic, disturbed and insightful. Every member of Tremeres are opportunists, usurpers and strict. They are the
this clan is irredeemably insane and capable of seeing things beyond sorcerers among vampires. Well known to be protectors of the
traditional conception. Camarilla, their clan is experiencing troubled times, schisms and
political instability.
Disciplines: Dementation (Dominate subclass), Auspex, Obfuscate.
Flaw: Anxiety: -1 social die per 2 hunger point. (Rounded down, Disciplines: Blood Sorcery - Thaumaturgy, Auspex, Dominate
maximum 2) Flaw: Usurper’s blood: Unable to perform Blood surges (p.xx).

BRUJAH GANGREL
Brujahs are quick to anger and always passionate. They are Gangrels are closer to nature than their city-bound cousins. Their
considered to be ungovernable rebels and roughnecks that should animal inner Beast is strong. Wild, unmated and fierce. They
not be messed with. Anarch instigators and founders of the recently joined the Anarch movement.
movement.
Disciplines: Protean, Fortitude, Animalism
Disciplines: Potence, Celerity, Presence Flaw: Feral: -1 Mental die per 2 hunger point (Rounded down,
Flaw: Rage: Hunger cap at 4 maximum 2).

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But some vampires derogate from the rule. They are called
Caitiffs. They have no clan and are like a blank page, yours to
appropriate. (Recommended for experienced players)

CAITIFF
The clanless Kindred have no inherent clan society, support, or even
characteristics; Considered with pity or anger, the orphans among the
great families of vampires are usually shunned, disdained or frowned
upon.

Disciplines: Choose your own set of 3 disciplines (no restrictions)


Flaw: Lack of Lineage: Disciplines XP cost increased (x6 instead of x5)

A dditional clans

The World of Darkness is composed by many vampire clans. Some of them are rarer and scattered.
Vampire: The Masquerade – CHAPTERS offers the opportunity to incarnate 3 of these rarer clans.

They are optional buys available in the Kickstarter campaign.

BANU HAQIM MINISTRY


Traditionally called “Assamites”, they’re seen as dangerous The ancients “Followers of Set” are liars, conspirators, and corrup-
assassins and diablerists. The children of Haqim have recently in- tors. They see themselves as liberators and transgressors here to
tegrated the Camarilla as sheriffs, warriors, and scholars. Efficient break the invisible morals chains of Kindred. Independent, they are
and organized, they are still feared and respected. skilled opportunists.

Disciplines: Blood Sorcery - Quietus, Celerity, Obfuscate Disciplines: Serpentis (Protean subclass), Presence, Obfuscate.
Flaw: Blood Cursed: Blood Frenzy will make you target the closest Flaw: Enemy of the light: Double the damages of fire and sunlight
vampire NPC not the closest human. ☀
your receive. -1 die in bright light environments ( ).

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LASOMBRA
Lasombras are elegant and ruthless social Darwinists. The clan of
Shadow is drawn to the Abyss and will do anything to survive and
thrive. Recently defected from the Sabbat, they are slowly integrating
the Camarilla.

Disciplines: Oblivion, Potence, Dominate.


Flaw: Ruthless: Start with 5 in Humanity,. High Masquerade breach
potential on specific scenarios.

A ttributes
Attributes are traits that measure a character’s innate capabilities to engage a physical, social or mental activity.

Attributes represent the number of dice the player will roll when there are trying to accomplish a specific
task. The more dots you have in an attribute, the more dice you roll. Therefore, the more likely you are to
succeed in an action.

PHYSICAL:
Represents your character’s physical general ability: Health, strength, dexterity or stamina. Dice players will roll when
associated with a skill (example: Physical + Brawl in a combat situation)

SOCIAL:
Represents your character’s social general ability: Charisma, Manipulation or Composure. Dice players will roll when
associated with a skill (example: Social + Persuasion in a Dialogue situation)

MENTAL:
Represents your character’s Mental general ability: Intelligence, Wits, and Resolve. Dice players will roll when associated
with a skill (example: Mental + Investigation in an Investigation situation)

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S kills
Skills represent the character’s ability to succeed in a specific task. Attributes are generic, skills are what defines charac-
ter expertise.

Skills are considered automatic success when players try to accomplish a task. The more checkmarks you
have in a skill, the more effective you are performing this task.

(Example: in a dialogue situation, you need 3 successes to convince someone. With 2 in the Social Attribute and 2
in Persuasion skill, you get 2 automatic successes. You roll 2 dice (Attribute) and obtain 1 success. You get a
total of 3 success and are able to persuade that person.)

Attribute/Skills restriction rule: You can’t have more skills checkmarks in a Skill than the amount of the corresponding
attributes (example: you can’t have 3 in Persuasion if you have 2 in Social attribute)

LIST OF DIFFERENT SKILLS:

Athletics: Defines how fast and far you can move.

Brawl: How to fight, dodge and attack.

Weapons: How to fight with a weapon (melee and distance).

Stealth: Sneak, ambush and stay undetected.

Persuasion: Persuade and convince.

Insight: Understand what motivates others.

Intimidation: Use fear, coercion or threat.

Subterfuge: How to lie, deceit or fake.

Investigation: Where to look, link evidences and clues.

Awareness: How aware you are of your environment.

Technology: How to hack computers, alarms, phones, and use modern tools.

Occult: Your knowledge of the supernatural world.

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D isciplines
Disciplines are the common vampiric powers of each clan.

Using a Discipline power is using a part of the Vitae (vampiric blood) contained in your body. This blood
usage gets you closer to getting starved of blood and gives the Beast, inside you, more control.

Every time you use a discipline power, you need to do a “Rouse Check” which will lead you closer to the Beast (more
info p.25).

OVERVIEW OF THE DIFFERENT DISCIPLINES:

Animalism: Communicate and manipulate animals and the Beast within Kindred.

Auspex: Get supernatural senses and understand your environment.

Blood Sorcery - Thaumaturgy: Rituals and Magic abilities.

Blood Sorcery - Quietus: Blood alchemy improving combat abilities.

Celerity: Supernatural speed.

Dementation: A “Dominate” subclass that uses your mental abilities to achieve profound insights.

Dominate: Force your surroundings to obey.

Fortitude: Supernatural resilience of the body and the mind.

Obfuscate: Conceal and deceive naked eyes.

Oblivion: Call upon the Shadows and the Abyss.

Presence: Charm and persuade others.

Potence: Supernatural strength.

Protean: Infuse your form with wolf abilities.

Serpentis: A “Protean” subclass that infuses your form with snake abilities.

More details p.xx

H umanity
Humanity is what remains of your human morality since you became a vampire.

It is the last rampart against the Beast inside you, wanting more power, more blood, and more control. You will lose
humanity by doing terrible deeds (murders, diableries and immoral acts). Increase your Humanity level by accomplishing
acts of bravery and empathy.

Your character starts at 7 Humanity (except Lasombra who starts at 5).

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Doing good or evil deeds will increase or decrease your humanity. Having more Humanity will give you a Persuasion
bonus with mortals. Having less will give you an Intimidation bonus with mortals but increase your “Hunger”.

Humanity 9: Start each scenario at Hunger 0 (+2 in Persuasion with mortals)

Humanity 8: Start each scenario at Hunger 1 (+1 in Persuasion with mortals)

Humanity 7: Start each scenario at Hunger 1

Humanity 5: Start each scenario with hunger 2 (+1 in intimidation with mortals)

Humanity 3: Start each scenario with hunger 3 (+2 in intimidation with mortals)

If you reach Humanity 0: Open the sealed envelope number XX.

N otes and XP
Finishing a scenario or succeeding in a particular action way will give a number of experience points (XP) to your charac-
ter. You can use XP to improve your character sheet.

You can level up your character before the beginning of a scenario.

Level up Skill: Desired level x3

Level up Attribute: Desired level x4

Level up Discipline: Desired level x5

(Example: Your character has 2 points in the Persuasion Skill. In order to increase it to level 3, the player will have to
spend 9 XP.)

Attribute-Skills restriction rule: You can’t have more skills in a category than the corresponding attributes (example:
you can’t have 3 in Persuasion if you have 2 in Social attribute) You need to increase your Social attribute first to level 3
(costing 12 XP) and then you could get the third point in Persuasion (costing 9 XP).

Consecutive points rule: You have to purchase each level independently, you can’t get a number 3 points from a num-
ber 1; You need to get number 2 before.

Total XP: You should always keep a record of your total XP! At some point in the game, you might be able to change
your character for another. You can apply your Total XP earned to this new character. XP is in fact attributed to a player
and not to a specific character.

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C reate your own character
( by choosing the C aitiff )
While every playable character has a past, a history, a personality and a preset character sheet, the Caitiff is a blank
page. In the World of Darkness, Caitiffs are often perceived as impure blood and low class kindred. Which confer a cer-
tain level of freedom. This will allow experimented players to create a character sheet from scratch.

Here are the points you can distribute as you see fit:

1 Attribute at 3 / 2 Attributes at 2

2 Skills at 3 / 2 Skills at 2 / 2 Skills at 1

2 Disciplines at 1 point (in any combination of disciplines)

Health track: Physical Attribute + 2

Willpower track: Social Attribute + Mental Attribute

Humanity level: 7

H ow to play your character ?

1 6

4 1) CLAN SYMBOL AND NAME


5
2) ILLUSTRATION REPRESENTING THE CHARACTER

3) HEALTH TRACK

4) WILLPOWER TRACK

5) HUNGER TRACK

6) CHARATER SHEET AREA

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H ealth track
The Health track represents how many damages your character can take before going into torpor, (end of a scenario for
this character).

Your total health is calculated by combining your Physical Attribute + 2.

(Example: The Gangrel character starts with Physical Attribute (3) + 2. Therefore, she has 5 points in her permanent
Health track.

In a fight, the character takes some damage from an enemy and is hurt. Being at 5 health points and taking 4 damages
makes the character able to survive this round with 1 remaining health point.)

You can heal your wounds and recover health points on your Health track by using a vampiric ability called “Mending
Wounds” (p.XX)

Increasing your Physical Attribute (with experience points) increase your permanent health track.

W illpower track

The Willpower track represents your ability to concentrate on a specific task and force the outcome in your favor by your
sheer will. By using a Willpower point, you can re-roll up to 3 black dice on a roll, increasing your potential successes on
a specific action.

Your Willpower track is calculated by combining your Mental + Social Attributes value.

All your Willpower points reset at the beginning of a new scenario (except in certain indicated cases).

(Example: The Ventrue character starts with Social Attribute (3) + Mental Attribute (2). Therefore, has 5 points in its
Willpower track. While persuading a kindred in a dialogue, the characters needs 4 successes to convince his interlocutor.
With 3 points in the Persuasion Skill and 3 points in Social Attribute, he gets 3 automatic successes. But, after rolling his
three dice of Social Attribute, he got no additional successes (bad luck).

Using a Willpower point the player re-roll the three black dice of his Social Attribute and gets 2 successes, totalizing 5
successes. Thus succeeding the difficulty 4 to persuade the kindred in his dialogue.)

Increasing your Mental or Social Attribute (with experience points) increase your Willpower track.

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H unger track
The Hunger track represents how the Beast lives inside you. As a vampire, you are inhabited by a Beast, an evil, egoistic,
power-mongering and sadistic force, urging you to kill, dominate and control your surroundings.

Begin every scenario with a Hunger level of 1 (except in certain indicated cases).

If you reach the maximum level of your Hunger track, your character enters in Frenzy and becomes out of control.
(Know more about Frenzy p.XX).

Using your Disciplines (p.26), Mending a wound, Surging the blood (p.25) or specific social situations gives the
Beast a way to get deeper into your psyche, urging your basic needs to be satisfied. In those situations, you will need to
do a “Rouse Check” which will often lead to increasing your Hunger level.

For each Hunger level, you have to swap one black die of your rolls with a red one (you can’t re-roll a red die with
Willpower). Only blood satisfies the Beast. Blood only can decrease your Hunger level.

YOU CAN DRINK BLOOD BY FEEDING ON:


Humans: Recover up to 2 Hunger points.

Animals (rats, dogs, cats, ...): Recover 1 Hunger point (the animal dies and get removed from the playing tile).

Vampire: Recover up to 3 points of Hunger.

Note: You can’t drink blood from your coterie members (other players).

You can also decide to drink prey until they die.


This an evil process among vampires, and consequences can be disastrous.

If you decide to kill a human NPC by feeding you will :

• Recover your full Hunger track

• Loose 1 Humanity point

• Need to hide the body in a “Stealth” area. A dead body discovered by a witness can lead to a Masquerade
breach (p.XX)

If you decide to drink the last drop of blood from a vampire NPC you will:

• Recover your full Hunger track.

• Loose 1 Status point.

• Take the Effect card “Diablerist”.

• If witnessed by another vampire NPC, open envelope XX.

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D ice
For each Hunger level, you have to swap one black die of your rolls with a red one (you can’t re-roll a red die with
Willpower).

2
1

1) NO SUCCESS

6 2) DOUBLE SUCCESS

5 3) SIMPLE SUCCESS

4) RED DIE 1 SUCCESS


4
5) RED DIE 2 SUCCESS

6) CRITICAL FAILURE

DESIGN UNDER DEVELOPMENT

S tatus tracker
The Status tracker measures the reputation of your coterie with other Kindred. Vampires will react to your prestige or
shame in many ways. Whether high society vampires may denigrate you with malus effects on Social rolls, others may
appreciate your low taste. Benefit best prices on items or unlock specific dialogues with NPC.

Begin your adventure with a status level at 2. Status can increase or decrease over the campaign.

** This section is under development and tetsing**

STATUS LEVELS EFFECTS:


Level 5: +2 dice Social rolls (Camarilla clans)

Level 4: +1 die Social rolls (Camarilla clans)

Level 3: Best prices on items purchase

Level 2: Normal state

Level 1: -1 die Social rolls (Camarilla clans)

Level 0: Open envelope XX

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M asquerade tracker
The Masquerade tracker measures your level of discretion over your vampiric condition.

Almost every Kindred share the same interest in remaining discreet about their true nature. Revealing your vampiric
condition may lead to another “Night of Ashes” and get the inquisition back in town. But sometimes, you can’t avoid it.
Your actions may reflect a supernatural behavior and attract attention. It is called a “Masquerade breach”.

WHAT ACTIONS LEAD TO A MASQUERADE BREACH?

If a human NPC witnesses you :

• Using a “supernatural” Discipline.

• Feeding on someone (human, vampire or animal)

If a human NPC falls upon:

• A dead body not hidden

• An event or a situation described in a card.

In such a situation, the NPC will try to escape the tile by the shortest path.
If you don’t catch him before he escapes, increase the Masquerade tracker by 1 point.

The Discipline power Dominate “Cloud memory” will make a witness forget what he just saw. When possible, try a
dialogue to persuade with well-chosen words or simply eliminate the threat (but beware of your humanity).

MASQUERADE BREACH LEVEL OUTCOMES:

1 point: The sheriff is pissed but you are neonates. He is magnanimous this time.

2 points: You seriously attract too much attention to Kindred society and the Prince has heard your failure. Open enve-
lope XX

3 points: Inquisitors of the First Light have heard rumors. They send elite troops in Montreal to verify. Add one Inquisitor
NPC at the beginning of every “outside area” scenario.

4 points: Inquisition is back in Town. You put all Kindred at risk. Your Status falls to 0. Add 2 Inquisitors NPC at the
beginning of every “outside area” scenario.

5 points: All interactions with any Kindred has an increased difficulty of -2. Open envelope XX.

The Masquerade breach level will rarely decrease along the campaign! So be careful and remain discreet. The game
difficulty with high Masquerade level could be very hard to handle.

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G ameplay O verview
SET UP A SCENARIO

11
3

9
7

6
5
8

10
2

DESIGN UNDER DEVELOPMENT

4 1

1) CHARACTER BOARD 5) SCENARIO TILE 9) EVENTS & INVESTIGATION CARDS

2) CHARACTER SHEET 6) CHARACTER SKILLS CARDS 10) ITEM AND STATUS CARDS

3) DICE 7) ENEMY COMBAT CARDS 11) SCENARIO DIALOGUE BOOKLET

4) STORYBOOK - AT THE RIGHT SCENARIO PAGE 8) NPC STATE CARDS

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S torybook - S cenario page
Each Scenario starts by reading the narrative introduction in the Storybook. You can also read the previous Narrative
conclusion to refresh your memory. The Narrative introduction gives you the context and reason of your presence at this
place. What you are currently doing, your goal, where to start and what you are supposed to achieve. Once the goal is
reached, you’ll be allowed to flip the scenario page and read the scenario narrative outcome.

(Example: In the Gangrel prologue, the story is a flashback in her memory right before her embrace. She’s got to fight
her opponent until death).

We invite players not to read scenarios they did not unlock throughout their adventure. This may spoil or affect your
experience with the game.

Note: VtM CHAPTERS is a highly re-playable game. Once the campaign is completed, don’t hesitate to give it another
shot with a total different approach. Some scenarios you haven’t played will, therefore, be available. And some you
already played can be experienced in slightly various ways: new gameplay tactics, new dialogues options, and surprising
events.

1) SCENARIO NUMBER (OR CLAN PROLOGUE)

1 2) NARRATIVE INTRODUCTION: TO READ BEFORE STARTING THE SCENA-


RIO. WILL ESTABLISH THE CONTEXT AND THE STORY EVOLUTION OVER
THE CAMPAIGN.

3) GOAL: WHAT YOU ARE SUPPOSED TO DO, ACHIEVE AND REALIZE


DURING THIS SCENARIO

2 4) ACTION: THE FIRST ACTION PLAYERS HAVE TO DO BEFORE STARTING


THE SCENARIO

5) INITIAL SCENARIO TILE SETUP (WHERE TO PLACE NPC AND ITEMS)

3
5

DESIGN UNDER DEVELOPMENT

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S cenario tiles
The campaign takes place in Montreal city. You will
discover iconic places, intimate havens and under-
ground locations. They anchor your characters in
the narrative process and offer advanced gameplay
challenges. Every scenario happens on a tile. Some
scenarios may deploy on multiple tiles (this will be
indicated during the scenario). All tiles are printed
both sides and numbered. Take the tile corresponding
to the scenario you’re about to play (indicated in the
set-up section of the scenario introduction page).

C haracter S kill cards ( fighting )


Many skill cards will be available in the game. They are tactics a player can apply during a tour. This may alter an action
for more efficiency. Fighting, for instance, is the most tactical portion playable with cards. This document will be updated
frequently to present other Skills cards type.

2 1

2
1 2

1) NATURE OF THE FIGHTING SKILL CARD


(BRAWL OR WEAPONS)

2) NATURE OF THE FIGHT APPROACH: AT-


TACK, DEFENSE OR COMBAT (A MIX OF THE
PREVIOUS TWO)

3) NAME OF THE FIGHTING TACTIC

4) SKILL LEVEL REQUIRED TO USE THAT SKILL


CARD
5 6
5) BONUS OFFERED BY THE SKILL CARD

6) PENALTY YOU GET USING THAT SKILL CARD

DESIGN UNDER DEVELOPMENT

Fighting Skill cards with an Attack specialization Fighting Skill cards with a Defense specialization Fighting Skill cards with a Combat speciali-
consist of attributing all your successes in consist of attributing all your successes in protec- zation consist on attributing your successes
damages to an enemy. It is an all-in strategy ting yourself from an enemy attack. Every remaining either in Attack, Defense or a mix of both (you
focused on giving damages only. success from an enemy attack gives you an Initia- can divide the successes as you see fit). It’s a
tive bonus for the next tour. It is an all-in strategy balanced and versatile fighting move.
focused on protecting yourself instead of attacking.

21 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


NPC S tate cards
Every character (NPC) you will encounter during your adventure will have a State card. This card must be placed face
down only revealing its name, line of sight and behavioral intention (aggressive, responsive, neutral or friendly). An
aggressive NPC will attack you as soon as you enter his line of sight or get caught from a stealth approach. A responsive
NPC will replay to your attack by attacking you in return but won’t initiate combat. Neutral NPC can be attacked but will
try to escape the tile and won’t fight back (they don’t have Fighting-cards). Friendly NPC can’t be attacked.

Once you move your character to the closest hex of an NPC, you can flip its State card, revealing his abilities. Some
powers allow you to flip State cards from distance. This information is helpful in many manners. It will indicate the abili-
ties of an NPC helping you choose your Active hand with care.

2 4

7
6

2
8

DESIGN UNDER DEVELOPMENT

1) NPC STANDEE 4) NPC NATURE: (AGGRESSIVE, HE DOES PER ROUND)


NEUTRAL
2) NAME (OR TYPE) 7) RESISTANCE (NUMBER OF DAMAGES
OR FRIENDLY)
HE NULLIFIES PER ATTACK)
3) LINE OF SIGHT
5) INITIATIVE OF THE ENEMY
8) HEALTH TRACK (NUMBER OF DA-
6) ATTACK LEVEL (NUMBER OF DAMAGE MAGES, THE ENEMY HAVE SUSTAINED)

1) TYPE OF FIGHTING TECHNIQUE


(ATTACK, DEFENSE OR WEAPONS)

NPC F ighting
2) NAME OF THE TECHNIQUE
cards 3) MODIFIER APPLIED TO THE ENEMY
ACTION FOR THIS TURN.

Every character that you can fight will have its own pile of
1
Fighting-cards. Their tactics will vary depending on their
abilities and the context. For example, a policeman is more
2
likely to attack you with his gun while a nightclub bouncer
will probably use his fists.

22 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


B oons
They are favor commodities, currencies and immortal debts among vampires.

All along with the multiple scenarios of the campaign, you find and earn clan
boons. They are some sort of exchangeable favors that may help you in
your adventure. Some boons can unlock specific dialogue options, let you
in a guarded place, get you a special weapon, etc… They’re pretty rare and
powerful assets.

D ialogue , E vents and I nvestigation


In Vampire: the Masquerade - CHAPTERS, interaction with characters and places is a major pillar of gameplay. During a
scenario, three types of interactions are available by the usage of cards. Each scenario will hold its own piles of Dialogue
cards, Investigation cards and Events cards.

DIALOGUE BOOKLETS:
In the game, you evolve as a coterie of vampires (even in solo mode). When you engage a conversation with an NPC,
you speak in the name of your coterie and not an individual voice. But, only you decide which branch to choose. If many
players engages the conversation (on the closest hex to the NPC), they decide what branch to choose as a group.

Dialogue booklets are dedicated to talking situations. For instance, if you want to engage a dialogue with an NPC, move
your character to the closest hex and take the booklet, select the right NPC and read the first Dialogue page (D.1) to
start the conversation. Read the card and follow the indicated steps. It will lead you through various branches and define
the conversation you had with the NPC. It may result in many ways such as avoid combat, grab information, extort mo-
ney, push a threat away, etc...

1 1)- EVENT CARD NUMBER

2) CURRENT SITUATION AND DEVELLOPMENT


2 OF PREVIOUS CHOICE

3) CHOICES AND APPROACHS YOU CAN CHOSE

3 4) CHOICE AND APPROACH YOU CAN CHOOSE


WHERE A SPECIFIC SKILL WILL BE USED

DESIGN UNDER DEVELOPMENT

23 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


EVENTS CARDS:
Events cards are situations that happen during a scenario. It creates
diversity and dynamism throughout the adventure. When indicated, pick
up the right Event card and read its outcome.

Mechanism is similar to the dialogue booklets.

INVESTIGATION CARDS (WIP)


Investigation cards are dedicated to a situation where your character
may search a certain place, examine evidence or extract information by
interviewing someone. In an investigation situation, pick the first card
from the pile and follow the same principle as Dialogue. Some informa-
tion will only be accessible with a certain level of expertise and remain
coded (readable with the red filter). An experienced investigator can
collect many clues and therefore, learn things about specific enemies DESIGN UNDER DEVELOPMENT
or situations. It also helps discover hidden items that can be useful to
complete a scenario in specific ways.

I tem cards
During the campaign, you will collect several items.
2 Weapons, clues, tools, money, and accessories that will
1
enhance your Skills or your overall experience in the World
of Darkness. Some of these items will be found during your
3 scenarios, so keep your eyes and senses aware. Other
items will be available to purchase at a certain moment
in your story. You’ll be able to buy items before starting a
4
scenario.

1) SKILL ASSOCIATED ITEM

2) NAME OF THE ITEM

3) BONUS OFFERED BY THE ITEM


(+1 DAMAGE IF THE ATTACK SUCCEED)

4) PENALTY OF THE ITEM (WHEN APPLICABLE)

• PRICE OF THE ITEM (YET TO COME)

DESIGN UNDER DEVELOPMENT

24 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


V ampiric abilities & F laws
HEAL & SURGE
Mending wounds:

Vampires are tough and resistant creatures. Undead, they do not breathe, eat food or sleep.

Even when they are close to Torpor or Final death (p.XX), vampires can call the Beast within and use the power of their
blood to heal their wounds. When you decide to use this ability, you can heal up 2 damage points in a single round.

Doing so requires a “Rouse Check”.

Blood Surge:

Vampires, as undead entities, can use Vitae in their body to improve one Attribute (Physical, Social or Mental). For one
round, a Vampire can increase one of their Attribute by one die (but it doesn’t affect their Health track or Willpower track).

Doing so requires a “Rouse Check”.

ROUSE CHECK
A “Rouse Check” is a single black D10 die roll.

• If it hit a success, your Hunger stays where it’s at;

• If it hit a blank side (failure), your Hunger rise by 1.

For each Hunger level you have, swap one black die of your rolls with a red one (you can’t re-roll a red die with Willpower).

(Example: The Gangrel character is hurt and has 1 Health point left. Using a vampiric ability to Mend wounds, the player
rolls a die to Rouse Check and get a failure, increasing the Hunger level from 1 to 2. Now, if the player wishes to use a
Willpower point to re-roll black dice (using Willpower) 2 of the dice won’t be re-rollable.)

DISCIPLINES
Vampires are supernatural creatures. Their Blood endows them with multiple powers (based on their clan) that give them
an advantage at specific moments and situations.

Using a Discipline power requires a “Rouse Check”.

Animalism: Communicate and manipulate animals and the Beast within.

• Animal Succulence: Obtain triple the amount of blood from animals.

•• Feral Whispers: Summon a swarm of rats (or a Wild dog): for diversion or combat (for 1 round), doing “animalism
rating” damage for one round.

••• Quell the Beast: Absorb or transfer 2 hunger points to another player (Allies only). (Range max: Line of sight)

25 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


Auspex: Get supernatural senses and understand your environment

• Sense the Unseen: Add your “Auspex rating” to your Mental roll in an Awareness, Investigation or Insight Skill check,
for the next round.

•• Premonition: Sneak peek an enemy sheet card or the next two combat cards (before it is revealed). (Range max:
Line of sight)

••• Heightened Senses: Add 1 to your initiative, for a whole scene.

Dominate: Force your surroundings to obey

• Cloud Memory: Wipe mortal memories (melee range required)

•• Inception: Have someone rationalize your command, believing that it was their idea all along. Add your “Dominate
rating” to your Social roll in Persuasion or Subterfuge skill check, for a round.

••• Mesmerize: Force an enemy to fight on your side for his next action. (Range max: “Intimidation or Subterfuge
rating” hexes).

Dementation: (A subclass of Dominate) Uses your mental abilities to achieve profound insights as well as Dominate
Kindred and Kine.

1 - Sap Will: Insidious whispers dull the victim’s mind. Decrease the success requirement of your Persuasion and Sub-
terfuge Skill check by your *Dementation rating* for the next roll.

2 - Mental confusion: Infusing confusion to your enemy and withdraw one stat of his enemy sheet of your *Dementa-
tion rating* (perception or attack or resistance) (Range max: “Awareness rating” hexes)

3 - Mesmerize: Force an enemy to fight on your side for his next action. (Range max: “Intimidation or Subterfuge rating”
hexes).

Presence: Charm and persuade others

• Awe: Add your *Presence rating* to your Social roll in a Persuasion or Intimidation skill check, for a round.

•• Entrancement: By charming or frightening someone, you can Pull or Push an Enemy for “Presence rating” hexes.
(Range max: 4 hexes, line of sight required)

••• Majesty: Immobilize an NPC where he stands, for the next round. (Range max: 5 hexes, line of sight required)

Potence: Supernatural strength

• Prowess: Add your *Potence rating* to your Physical roll when combined with a Brawl or Weapons (Melee only) skill
check, for the next scene.

•• Soaring Leap: Jump up to *Potence rating* hexes over an obstacle or an enemy.

••• Shatter: For the rest of the round, you hit so hard that you reduce the resistance of your enemy by 3. After the end
of your turn, the enemy is pushed 3 hexes in a straight-line direction.

Celerity: Supernatural speed

• Fleetness: Add your Celerity rating to your movement for the round.

•• Rapid Reflexes: Add your Celerity rating to your initiative for the round.

••• Lightning strike: +1 action for the round.

26 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


Protean: Infuse your form with Wolf’s abilities.

• Aspect of the wolf: Express the beast in 1 part of your body for a whole scene.
- Eyes (see in the dark)
- Claws (+ 1 to brawl)
- Fangs (+2 bite damages)

•• Shapechange: Transform into a monstrous and feral beast (+2 dice Physical attribute) for the scene.

••• SwarmForm: Change into a swarm of rats, passing through obstacle, becoming untouchable and doubling your
movement. Can’t interact physically until the next round.

Serpentis: (A subclass of Protean) Infuse your form with Snake abilities.

• Aspect of the Snake: Express the beast in 1 part of your body for a whole scene.
- Eyes (hypnotize and immobilize enemy)
- Fangs (On a successful Brawl attack, poison and withdraw 1 in the resistance of the enemy for the rest of the fight)
- Scale Skin (+1 Resistance)

•• Shapechange: Transform into a majestic and huge Cobra (+2 dice Physical attribute) for the scene.

••• Swarm form: Change into a swarm of snakes, passing through an obstacle, becoming untouchable and doubling
your movement. Can’t interact physically until the next round.

Obfuscate: Conceal and deceive naked eyes.

• Mask of a Thousand Faces: Impersonate someone inconspicuous that is supposed to be present in the location.

•• Unseen passage: Add your Obfuscate rating as automatic successes for your next stealth Skill check.

••• Vanish: Disappear from enemy eyes and minds. Until your next action, you are considered to be stealthed. Any
reprehensible action you might have done in the scene is forgotten by the NPC(s).

Fortitude: Supernatural resilience of the body and the mind.

• Resilience: Add your Fortitude rating to your health track, for the scene.

•• Unswayable mind: You can use a temporary willpower point (for 1 round)

••• Toughness: You can deduce your “Fortitude rating” from the upcoming damages, for the rest of the scene.

Blood Sorcery | Thaumaturgy: Ritual and magic abilities

• Drain Blood: Draining your enemy life essence, you do *blood sorcery rating* damage and reduce by 1 your hunger.
(Range max: “Occult rating” hexes)

•• Telekinetic force: Vaporizing your blood, you create a shock wave pushing an enemy to *occult skill rating* range.
(Range max: “Occult rating” hexes)

••• Boiling blood: By touching an enemy you force its blood to boil. You do “Blood sorcery rating” damages and impose
an Initiative malus of -3 to the enemy for the next round. (Range: melee)

27 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


Blood Sorcery | Quietus: Blood Sorcery improving combat abilities

• Hand of Blood: Stun an enemy for his next action (Melee range required).

•• Corrosive Blood: Soak your melee weapon with blood (+2 damage your melee attack) for the rest of the scene.

••• Scorpion touch: Soak your melee weapon with poisonous blood. If you successfully hit and damage your enemy
with your next melee attack, it will reduce the enemy resistance by 2 for the scene.

Oblivion: Call upon the Shadows and the Abyss

• Arms of Ahriman: Summon a supernatural shadow to create a diversion or attack an enemy doing *Oblivion rating*
damages. (Range: Line of sight)

•• Stygian shackles: Use the enemy’s own shadow to suffocate, disturb and restrain its action. -1 movement, -1 attack
level and -1 resistance to this enemy until the end of the scene.

••• Tenebrous form: Call upon the darkness and transform yourself with Abyss abilities.

Your body becoming part shadow, exuding arms of Ahriman and protection you from damages. Create two temporary
defense tokens every round, up to 2 maximums. Last 1 scene.

FLAWS

Every Clan share a common heritage, a set of discipline and a bane. While clan members are usually easily characte-
rized, every kindred in a clan is not identical and stereotypical.

Those are the specific flaws of the playable characters of this story, based on their banes, their psychological traits, and
personal history.

Ventrue | High standards: Can’t drink blood from animals.

Toreador | Aesthetic Sensitivity: -1 ou +1 die depending on the surroundings (Example: Sewers or Elysium)

Nosferatu | Hideous presence: -2 Social dice with human interaction (even obfuscated).

Malkavian | Anxiety: -1 social per 2 hunger points, (Rounded down, maximum 2).

Tremere | Usurper’s blood: Unable to perform Blood surges.

Brujah | Rage: Hunger cap at 4

Caitiff | Lack of Lineage: Disciplines XP cost increased (x6 instead of x5)

Gangrel | Feral: -1 Mental per 2 hunger point (Rounded down, maximum 2).

Banu Haqim | Blood Cursed: Blood Frenzy will make you target the closest vampire NPC first and if non-available,
human and then animals.

Ministry | Enemy of the light: Double damage from fire and sunlight, -1 die in a bright light environment.

Lasombra | Ruthless: Start at 5 Humanity. High Masquerade breach potential on specific scenarios.

28 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


B egin a scenario

NUMBER OF PLAYERS MODIFIER


Vampire: The Masquerade - CHAPTERS can be played solo or up to 4 players. Depending on the number of players,
the number of enemies and overall difficulty will vary.

W.I.P

PROLOGUES
All prologues are meant to be played solo and are considered optional (but strongly recommended). They serve as an
introduction to the World Of Darkness, to your character background and to learn a certain gameplay mechanism. In a
way, they are tutorials that will plunge you into the main story.

Gangrel: Combat mechanism (single opponent)

Brujah: Combat mechanism (multiple opponents)

Malkavian: Investigation and deduction

Ventrue: Dialogue and politics

Nosferatu: Hunger and stealth

Tremere: Masquerade breach

Toreador: Humanity and Touchstones

Caitiff: Vampiric society and hierarchy

NATURE OF A SCENARIO
To complete a scenario, you must reach the goal indicated in the storybook scenario page. If you (or your party) fails,
you must start the scenario over and succeed in order to finish it. Then, you’ll be and move forward in the story.

In some circumstances, certain scenarios won’t have a successful goal to reach to be completed. The choices and
consequences of the actions in these specific scenarios will ripple in the story and impact the branching of your adven-
ture.

Each scenario can be approached by the strategy of your choice. Only the goal matters to complete a scenario. So only
you and your coterie may decide which tactics to privilege.

As a cooperative board game, we encourage all decisions to be taken as a group.

29 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


G ameplay
SNEAK AND INFILTRATION
Players can sneak and infiltrate places without being noticed. By declaring an action (sneaking) and applying the Sneak
token to their miniature, players can try to pass unnoticed through rooms and NPC.

NPC LINE OF SIGHT AGRESSIVE SYMBOL: NPC ATTACKS YOU ON SIGHT


3

This NPC has a passive Awareness of 3. (Enemy sheet of 3) + 0 = When a player tries to remain unnoticed and sneak at
When not already aware of a player’s presence, an enemy one hexes from an enemy line of sight but stays on the flank
can start detecting a player presence at 3 hexes in his line of of the Enemy, he needs success a Physical + Stealth Skill
sight. check of 3, which represent the passive awareness of the
enemy (3) and the proximity modifier (+0)

+1 = When a player tries to remain unnoticed and sneak at three +2 = When a player tries to remain unnoticed and sneak at Two
hexes from an enemy line of sight, he needs success a Physical hexes from an enemy line of sight, he needs success a Physical
+ Stealth Skill check of 4, which represent the passive aware- + Stealth Skill check of 5, which represent the passive aware-
ness of the enemy (3) and the proximity modifier (+1) ness of the enemy (3) and the highest proximity modifier (+2)

30 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


What if a player passes the Physical + Stealth Skill check?

Players need to succeed the Stealth Skill check based on the highest proximity modifier along with their move. If a
player moves through a +1, +2 and +3 zone, apply the +3 modifier.

If a player succeeds in the Stealth skill check, the player can keep moving unnoticed on the tile.

Every Stealth skill check is individual and requires a skill check per player.

What if a player doesn’t pass the Physical + Stealth Skill check?

If a player didn’t succeed the Stealth Skill check the player is spotted by the NPC.

Flip the NPC State Card and discover its abilities.

If the NPC is “Aggressive”, a combat starts and the Enemy begins the fight with a bonus of +1 to its initiative.

If the NPC is “Neutral” and got a dialogue available in the dedicated scenario dialogue booklet associated, you automati-
cally engage the conversation with him.

Otherwise, nothing particular happens.

FIGHTING OVERVIEW
Some NPC you will encounter will automatically attack you on sight . Other NPC won’t be aggressive but you might
decide to fight them for various reasons. The NPC State card is flipped which reveals his abilities and the combat can
begin. The fighting mechanism follows 4 simple steps.

1) Establish a strategy

Just after you decide to fight an enemy (or get attacked by one), you must decide which fighting strategy to adopt. Se-
lect the amount of Fighting Skill cards of your choice corresponding to your Brawl level. This will constitute your “Active
hand”. During a fighting sequence, you can’t change your Active hand. You must end the fight to change your strategy.

2) Calculate Initiative

Your initiative is calculated by your Physical Attribute + Mental Attribute (indicated at the right corner of your charac-
ter sheet.)

- Choose and reveal your Fighting Skill card for the first round and apply the Initiative modifier of your card
to the result (Character own Initiative + Initiative modifier of the skill card)

- Shuffle the NPC fighting pile cards face down and reveal the first one.
Combine the modifier (if so) to their initiative for the round (Enemy initiative + Attack modifier)

- Compare Character and NPC initiative result.


The higher score have the advantage and can initiate the fight (In case of initiative score equality,
Players have an advantage)

- Players can decide to avoid the Initiative calculation and therefore act after the NPC.

Now that the initiative and order of the attack have been defined, NPC and Players will attack one by one.

31 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


3) Fighting round

NPC will attack the closest player-character, and perform his tour in that particular order:

- Moving (line of sight hexes)

- Use Special Abilities (if any)

- Then attacking (calculate their Attack level + Modifier)

Players can do, in ANY particular order :

- Do 1 action: Skill Card or Move 2 hexes.

- Use a vampiric Abilities (Discipline, Blood Surge, Mend wound)

- Move (Athletics Skill level +1 hexes).

Fighting Skill cards reminder:

Skill cards can be played more than once by players. However, if you decide to play the same card right after your pre-
vious action, the Bonus won’t apply. You need to diversify your tactics to recover card bonuses.

Fighting Skill cards with an Attack specialization consist of attributing all your successes in damages to an enemy. It is an all-in strategy
focused on giving damages only.

Fighting Skill cards with a Defense specialization consist on attributing all your successes in protecting yourself from an enemy attack.
Every remaining success from an enemy attack gives you an Initiative bonus for the next tour. It is an all-in strategy focused on protec-
ting yourself instead of attacking.

Fighting Skill cards with a Combat specialization consist of attributing your successes either in Attack, Defense or a mix of both (you can
divide the successes as you see fit). It’s a balanced and versatile fighting move.

4) Dispatch damages

If a player-character had the initiative:

Calculate total damages you inflict (Brawl level + Card modifier + Discipline (is used)) through enemy resistance value.
Apply all remaining damages to the NPC health track. If the NPC reaches 0 on his health track, he is automatically dis-
patched and is considered unconscious, defeated and out of the combat right away.

At the end of your turn, calculate the damages you take (Attack value + Card modifier(if any)) . If you chose a Combat
card and kept successes for your defense, deduct the value and apply remaining damages to your Health track.

32 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


If the NPC had the initiative:

When NPC attack, place the appropriate amount of damage tokens in front of your character board. Calculate the
damages you take and deduct the Defense and Combat cards you selected previously. Apply remaining damages to your
Health track. When it’s your turn. Calculate the total of damages you inflict to the NPC (Brawl level + Card modifier +
Discipline (if used)). Deduct NPC resistance value + modifier (if any).

All remaining damages apply to the NPC health track.


If you chose a “Defense” card your turn is over, you can start a new round.

Defender bonus:

If Players have more defensive success than damages, players place defensive tokens onto their character sheet. If
players still got defensive tokens by the end of the turn, those tokens are converted into initiative bonuses for the next
turn.

Fighting with weapons: WIP | Fighting with multiple enemies: WIP

When everyone (NPC and Players) have played and applied damages, start a new round and define the new Initiative
order.

STATES OF COMBAT
Pull: Players or NPC pulled are forced to move in the direction of the source of the attraction (they move at their maxi-
mum movement pace without using extra powers)

Push: Players or NPC pushed are violently forced to move in the opposite direction of the source of the pushing force

Stun: Player or NPC can not play its NEXT action (his resistance or defensive power are still active)

Immobilize: Player or NPC can not move for its NEXT action (his resistance, defensive or active powers are still active)
immobilized NPC will try to attack from a distance if they are immobilized.

TORPOR: WHAT HAPPENS IF A CHARACTER GETS TO 0 TEMPORARY HEALTH POINT?


Torpor is comparable to a coma. When a vampire has sustained too many physical damages and is on the verge of dying
(for good this time) the vampire fell in a state of mental and physical inactivity. As such, a playable character falling into
torpor cannot continue to play. If you play solo, the scenario is considered failed and must be played again.

FRENZY: WHAT HAPPENS IF THE BEAST TAKES OVER?


If a character gets to its maximum Hunger level, and fail another rouse check, he or she goes into Blood Frenzy. Sub-
merged by the Beast, the player doesn’t control its character anymore and is considered as an NPC during the Frenzy
sequence.

A vampire in Frenzy will search for the closest source of blood in this particular order:

Human NPC > Animals NPC > Vampire NPC

To stop the Frenzy sequence, the character will drink his prey until the last drop of blood and therefore kill it. Apply all
applicable rules regarding damages, Masquerade breach and Humanity.

If no source of blood is present on the tile during a scenario, the scenario is considered failed and must be replayed.

33 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


V ampire : T he M asquerade L exicon
These words are in common use among all echelons of Jyhad, The: The secret, self-destructive war waged between all kindred. Elder vampires
manipulate their lessers, using them as pawns in a terrible game whose rules defy
Kindred society. comprehension.

Anarch: A member of the Anarch Movement, or any Kindred rebel who opposes the
Kindred: The race of vampires as a whole, or a single vampire. According to rumor,
tyranny of elders.
this term came about in the 15th or 16th century, after the Great Anarch Revolt. Sabbat

Anarch Movement, The: The Sect outside the Camarilla who want to reform or vampires scorn the term, preferring the word “Cainite” instead.

overthrow the rule of the elders.


Kiss, The: To drink blood, especially from a mortal. The Kiss causes feelings of ecstasy

Barrens, The: The areas of a city unfit for life, including graveyards, abandoned in those who receive it.

buildings, industrial wastelands, and areas of irreversible urban blight.


Lupine: A werewolf, the natural and mortal enemy of the vampire race.

Book of Nod, The: A collection of Kindred legend and history.


Masquerade, The: The habit (or Tradition) of hiding the existence of vampires from

Beast, The: The inchoate drives and urges that threaten to turn a vampire into a humanity. Designed to protect vampires from destruction at the hands of mankind, the

mindless, ravening monster. Masquerade was adopted after the Inquisition claimed many Kindred unlives.

Blood: A vampire’s heritage; that which makes a vampire a vampire. Usage: I doubt her Prince: A vampire who has claimed a given expanse of domain as her own, generally a

claims to such esteemed Blood. city, and supports that claim against all others. The term can refer to a Kindred of either
sex. In the Sabbat, this Cainite is called the “Archbishop,” and in Anarch cities she is
Blood bond: A mystical power over another individual engendered by partaking of a called the “Baron.”
particular vampire’s blood thrice; accepting blood from a vampire is an acknowledgment
of her mastery. Sabbat, The: A Sect of vampires that rejects humanity, embracing their monstrous
natures. The Sabbat is bestial and violent, preferring to lord over mortals rather than
Caitiff: A vampire of unknown Clan and belongs to no sect. Typically, caitiff are hide from them.
abandoned by their sires, and in some cases may not even know what they are. Their
ignorance of the traditions make them serious Masquerade threats. Sect: A group of vampires arguably united under a common philosophy. The three most
widely known Sects currently populating the night are the Camarilla, the Sabbat, and the
Camarilla, The: A Sect of vampires devoted primarily to maintaining the Traditions, Anarch Movement.
particularly that of the Masquerade.
Sire: A vampire’s “parent”; the Kindred who created her.
Clan: A group of vampires who share common characteristics passed on by the blood.
There are 13 known Clans, all of which were reputedly founded by members of the Third Vessel: A source of vitae for sustenance or pleasure, primarily mortal.

Generation.

Coterie: A small group of Kindred, united by the need for support and sometimes
common interests. In the Sabbat, coteries are called “packs.” The elders typically use these turns of phrase, which

Diablerie: The consumption of another Kindred’s blood, to the point of the victim’s Final
have existed since long before the modern nights. One is
Death. This is a capital crime in the Camarilla, and an accepted practice in the Sabbat. advised to use these words carefully — in some company,
domain: The area of a particular vampire’s influence. Princes claim entire cities as their their use may be seen as humorously anachronistic, while
domains, sometimes allowing lesser vampires to claim domain within. in the company of Anarchs, for example, they may be
elder: A vampire who has experienced at least two or more centuries of unlife. Elders misconstrued as elders’ propaganda.
are the most active participants in the Jyhad.
Amaranth: The act of consuming another Kindred’s blood, q.v. diablerie.
Elysium: A place where vampires may gather without fear of harm (although some
Ancilla: A “proven” vampire, between the elders and the neonates. Plural ancillae.
Sects, such as the Sabbat, respect Elysium less than the Camarilla does). Elysium is
commonly established in opera houses, theaters, museums, and other locations of Antediluvian: A member of the dreaded Third Generation, one of the eldest Kindred in
culture. existence.

Embrace, The: The act of transforming a mortal into a vampire. The Embrace requires Antitribu: An “anti-Clan,” or one who has turned her back on the Sect that her Clan has
the vampire to drain her victim and then replace that victim’s blood with a bit of her own. founded (usually by joining the Sabbat). Some antitribu have evolved into new bloodlines.

Final Death, The: When a vampire ceases to exist, crossing the line from undeath into Becoming, The: The moment one passes from being a fledgling into “full” vampire
death. status as a neonate. In the Camarilla, one may not Become until her sire deems her
ready and gains the Prince’s approval.
Fledgling: A newly created vampire, still under her sire’s protection.
Blood oath: See blood bond.
Gehenna: The rumored Armageddon when the Antediluvians will rise from their torpor
and devour the race of vampires and the world. Cainite: A vampire; a member of the race of Caine. Primarily used by the Sabbat, with
their belief in the Cain origin myth.
Generation: The number of “steps” between a vampire and the mythical Caine; how far
descended from the First Vampire a given vampire is. Cauchemar: A vampire who feeds exclusively on sleeping victims.

Ghoul: A minion created by giving a bit of vampiric vitae to a mortal without draining her Consanguineous: Literally, “of the same blood,” generally denotes lineage.
of blood first (which would create a vampire instead).
Cunctator: A vampire who avoids killing when delivering the Kiss; one who takes so
Haven: A vampire’s “home”; where she finds sanctuary from the sun. little blood as to avoid bringing about her prey’s death.

Hunger, The: The urge to feed. For vampires, the Hunger replaces all other drives with Domitor: A ghoul’s master; one who feeds her blood and issues her commands.
its own powerful call.

34 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version


Footpad: One who feeds from derelicts and other chaff of society. Footpads may not Head: A Kindred who feeds upon those who have imbibed alcohol or drugs, so as to
maintain permanent havens. vicariously experience the same sensations. Those Kindred who prefer individual drugs
have their “poison” prefixed to the term head (e.g., methhead, dopehead, smackhead).
Kine: A term for mortals, largely contemptuous. The phrase “Kindred and kine” refers to
the world at large; everything. Juicebag: A contemptuous term for mortals, indicating that their sole use is for
sustenance. Also “juice box.”
Lineage: A vampire’s bloodline; the Kindred’s sire, sire’s sire, etc.
Lick: A vampire; one of the race of Kindred.
Methuselah: A vampire who has existed for a millennium or more; an elder who no
longer participates in Kindred society. Methuselahs are rumored to hail from the Fourth Rack, The: The hunting ground of choice, including bars, nightclubs, drug dens,
and Fifth Generations. whorehouses and other bacchanalian locales, where mortals go missing all the time (see
Papillon).
Neonate: A young Kindred, recently Embraced.
Sandman: A vampire who feeds only upon sleeping victims.
Praxis: The right of Princes to govern; the Prince’s claim to domain. This term also
refers to the Prince’s matters of policy and individual edicts and motions. Slumming: The practice of feeding from derelicts, the homeless, and other dregs of
society; one who does this regularly is known as a Slummer.
Regnant: A Kindred who holds a blood bond over another.
Stalker: A mortal who hunts down and destroys Kindred (see Witch-hunter).
Retainer: A human who serves a vampiric master. This term is almost archaic, referring
to a time when vampires kept vast entourages of mortal servants as part of their estate. Tease: A term for a female Casanova.

Vitae: Blood. Turf: 1) A modern affectation used in reference to a domain. 2) The area under a given
gang’s influence.
Whelp: A derogatory term for a young Kindred, originally used with exclusive reference
to one’s own progeny. Vegetary: A term of contempt for one who drinks exclusively from animals (see
Farmer).
Witch-hunter: A mortal who searches out and destroys vampires.

Whig: A contemptuous term for a vampire who possesses an interest in mortal trends
and fashions.

These terms are slang, the modern equivalents of older Vampire: The Masquerade - CHAPTERS is still under
turns of phrase which have fallen out of favor due to their development. Several gameplay mechanics will be
association with the elder ranks. These words are asso- tested, improved and added to the game. This rulebook
ciated with the younger Kindred, who seek to establish is just an alpha version.
their own vampiric cultures.
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Alleycat: A vampire who keeps no permanent haven, but sleeps in a different location
each night. This term also refers to a vampire who feeds exclusively from the homeless, social medias to know more about the game progress
vagrants, and other elements of low society. and updates.
Banking: The practice of “withdrawing” blood from blood banks and hospital reserves.
This blood has little taste, though it will sustain a vampire, and elder Kindred eschew this
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base indulgence. A Kindred who engages in this practice is known as a Banker.

Black Hand: A mistaken misnomer for the Sabbat as a whole used by Camarilla
vampires (the Black Hand is actually a faction within the Sabbat).

Blister: A vampire “Typhoid Mary” who contracts a mortal disease and spreads it to each
vessel upon whom he feeds.
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www.vampirethemasquerade-chapters.com
Bloodline: 1) A vampire’s heritage (see lineage). 2) A pedigree of vampires similar to a
Clan, but that cannot trace their creation back to one of the Third Generation.

Blood doll: A mortal who freely gives her blood to a vampire. Most blood dolls gain a
perverse satisfaction from the Kiss, and actively seek out vampires who will take their
vitae.

Butterfly: One who mingles among the mortal highsociety element and feeds exclu-
sively from the famous and wealthy.

Casanova: A vampire who seduces mortals to take their blood, but does not kill them.
Casanovas typically erase the memory of their presence from their vessels’ minds (see
Cauchemar).

Change, The: The moment an individual ceases to be a mortal and becomes one of
the Kindred.

Damned, The: The race of Cainites; all vampires.

Donor: A sarcastic term for a vessel, typically human.

Farmer: A term of mockery for vampires who refuse to feed on human blood, instead
taking sustenance from animals.

Fief: A sarcastic term for a vampire’s domain or claim thereof, most commonly used in
reference to a Prince.

35 Vampire: The Masquerade – CHAPTERS Rulebook ALPHA version

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