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If you wish to read the full and unedited version of Vampire The Masquerade: 5th Edition, please see visit the link below

VAMPIRE THE MASQUARADE PURCHASE LINK

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Vampires, bloodsucking corpses returned from the grave to feast on the blood of the living. Monsters damned to Hell who avoid their punishment through life unlawfully stolen. Erotic predators who take their sustenance from innocent, struggling - or, perhaps, willing? Since time's beginning, humanity has spoken of the vampire - the undead, the demonic spirit embodied in human flesh, the corpse risen from its grave possessed of a burning hunger for warm blood. From Hungary to Hong Kong, from New Delhi to New York, people throughout the world have experienced chills of delicious terror contemplating the deeds of the night-stalking vampire. The vampire has haunted novels, movies, TV series, video games, clothing, even breakfast cereal.

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But these stories are mere myths, right? Wrong. Vampires have walked among us from ancient times. They walk among us still. They have fought a great and secret war since the earliest nights of human history. And this eternal struggle's final outcome may determine humanity's future - or its ultimate damnation.

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NOCTURNE VAMPIRE APPLICATION

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VAMPIRE APPLICATION FORM

VAMPIRE APPLICATION FORM VIDEO TUTORIAL

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  • Both of the above links will open new windows.

  • You will need a google account to access the above applications. Once you have filled out your sheet follow the steps below.

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  1. Click the share button.

  2. Select change under "get link"

  3. Select viewer, commenter, or editor in the drop down box (viewer if posted to a forum, editor if given to staff more discreetly)

  4. Select copy link

  5. You will see a grey box pop up below that says "link copied"

  6. Put said link into the Notecard (edit format) in world and place it into the Character Submission Box at the landing area. 

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                                                                 PHYSIOLOGY                                                                 

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Embrace: If vampire bites someone will it turn the victim into a vampire? No or otherwise vampires would be no better than a plague. Vampires are made via an Embrace, which is when other vampire feeds on you till you are in dying state and then feed you their own blood. Shortly after you raise as a vampire, often very hungry. 

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Immortality: Upon embrace the person dies and arises as a immortal vampire. They wont age or really change in appearance much, and while some consider it a gift, others see it as a curse as with ages past their humanity wither away, making them into colder, detached creatures. For sake of fairness and balance the oldest age we allow for new players to pick is 500. 

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The Kiss: Is what vampires call their bite due to how pleasurable it is not only to a vampire but to a victim as well. The one who is bitten lose themselves in a pleasure and black out for about 10 minutes, and once they come to their senses they wont recall what actually happened. To hide the trace of their feeding vampire may lick the bite marks to close them. However mortals may roll Resolve + Composure, Difficulty 20 to resist the kiss, while the undead and fera are immune to it's subduing effect entirely. Another interesting property of the Kiss is that if the person that vampire feeds upon is intoxicated or under influence of drugs, LCD, etc, then vampire takes on those effects for a few hours. 

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ToughnessVampires are tougher than humans, any Bashing damage attack does 1 less damage to them than what attacker scored. They are immune to gasses and may not be drowned as they have no need to breath. Vampires also heal faster, 1 Bashing / Lethal Damage per hour, 1 Aggravated Damage per day. For more information on regeneration  Click Here 

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Blood & Hunger: Vampires do not have a beating heart of functional organs, they are clinically dead, cold on touch, yet they act, think, and move. All of that is possible through the power of blood that they consume. This blood then may be used to fuel umber of their powers also known as Disciplines, heal themselves, or even bind others to them through Blood Bond. With that power also comes the danger of increasing hunger. The more blood is used, the hungrier the vampire gets, to the point of going into Frenzy or even going to torpor.  For More Information Click Here 

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Generation: is a vampire family tree or how far you are removed from Caine himself. The lower generations are much powerful than the higher ones. Also the 13th generation is officially labeled as a last generation, with siring beyond that being outlawed. Yet it still does happen, and those of 14th-16th generation are known as Thin-Bloods. It is said that 16th generation are more human that vampires that may walk in sunlight and cant sire others. Generation may be reduced in a few ways by the most known one is the Diablerie For More Information Click Here 

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Clans: are more than just social structured groups. These are prevalent bloodlines that defy your starting powers and weaknesses. Those rare vampires that are Embraced but do not inheret a clan are known as Caitiff. They bare no clan weakness or have clan disciplines, and are also considered a bad Omen.  For More Information Click Here 

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                                                                 WEAKNESSES                                                                 

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Fire & SunlightThe fire is the real bane of the vampires, be it from sun or a torch. Fire deals Aggravated Damage to vampires, which translates into +1 extra damage that vampire takes each time they are hit by fire. Vampires are also more flammable, igniting on fire upon enemy scoring only 3 successes instead of 5, and while ignited they take 1 Aggravated Damage per turn. While under the sun vampires are in constant ignited state. 

To put out the flames target must accumulate 5 successes on Athletics + Strength roll, Difficulty 14

NOTE: Sunlight.

  • It is perpetual night time in nocturne.

  • Artificial or Replicated sunlight has no effect on vampires.

  • Reflected sunlight does. (Moonlight does not however) 

  • The Spiritual Curse of the sun was rendered by the Arch Angel Michael. The Spirit of the Celestine "Helios" thus must shine on a vampire to carry out this curse. This light may be reflected, but never replicated.

  • In the Low/Dark umbra this spirit is not present (underworld)

  • In the Middle /Spirit Wilds this spirit is present (Garou umbra)

  • In the High/ Deep Umbra the concept of the sun is present but the spirit is not.

  • In the -actual- Deep Umbra the spirit is not present either.

  • The Dreaming sunlight is Chimerical not Spiritual.

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Stake to the Heart: While not useless, the stake to the heart wont kill a vampire, instead it will paralyze them until the stake either taken out or rots away. This is not an easy task to perform as their is a lot of bone and muscle on the way for a piece of wood to penetrate. When trying o stake a vampire you must beat Difficulty 16, and also score 5 successes on your attack. 

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Crucifix & Holy-water: A myth that was made by vampires. No religious iconography, waters, or anything of sorts actually hurt vampires, unless the one that use them have True Faith of course. In game terms the only way any of the religious staff will affect a vampire is when it is used by human that have scaled in True Faith specialty. 

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Decapitation: One of the few ways to surely kill a vampire. Crushed under rocks? Littered with bullets? Stabbed? Vampire will rise from all of it in time. Decapitation however is a sure way to Final Death. 

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                                                                   CULTURE                                                                   

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Sects & Cults: There are many hidden sects, cults, and even sects within sects vampire world. Camarilla, a government like sect that enforces traditions and hierarchy. The Camarilla is where the courte life is at. Anarchs, are formed to escape the rule of the Elders that is prevalent in Camarilla, they are more democratic out of all sects.  Sabbat renounce the secrecy and wish to rule the humans openly. They are cruel and mimic their militant structure to that of a Catholic Church (Sabbat are NPCs only). Those individuals that decide to be independent are also know as Autarkis. Beyond that some clans form Cults based around their beliefs, some of those cults stand alone like Hecata, while others are part of existing sects.  For More Information Click Here 

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Masquerade: The Masquerade is the cornerstone survival strategy for Cainites; without it, the kine would rise up and exterminate all the undead. Breaking the Masquerade is a grave offense that that will have consequences. 

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Gehenna: is the Kindred eschaton In Noddist mythology. It is the time when the Antideluvians will rise from their slumbers and devour their descendants.

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Jyhad: is the "eternal struggle" for dominance between the vampires. It is a subtle conflict which is fought in the everynight interactions of younger vampires, most of whom are entirely unaware they are being controlled and used as pawns.

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Blood-Hunt: is an order given by Camarilla that calls for the destruction of a certain vampire. 

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Boons: The world of vampires has a currency just like any other. These are favors that may earn you future help, powers, information, and many other things. Minor Boon: is often exchanged for something small, like parting some information or doing someone a favor that don't require much resources. It's often exchanged for similar rewards. Major Boon: is earned by assisting someone greatly, giving information of importance or even landing your hand in dirty work. This boon can be cashed in for similar reward or to even request to learn some of more common disciplines. Life Boon: is earned when you saved someones life in one way or another and it may only be repaid by teaching sacred secrets such as protected clan disciplines or saving their life in return. 

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                                                                 TRADITIONS                                                                

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The traditions are the backbone of Camarilla, enforced by Elders and the Prince. Their purpose is to make sure that vampires stay hidden. While Sabbat denounces these, the Anarchs may agree on couple of them, such as Masquerade.   

       

Masquerade: Hide the existence of vampires from human population.

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Domain: A kindred's hunting ground is his own territory, and he rules it absolutely.

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Progeny: Sire only with permission of one's elders.

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Accounting: Until childer are released, their actions are the responsibility of their sire.

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Hospitality: Honor the domains of others, and present oneself to the ruler of any domain you visit.

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Destruction: The right to kill Kindred is reserved for the Elder of a community. Only an elder may call a Blood Hunt.

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Physiology
Weaknesses
Culture
Traditions (Laws)
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