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Victorian Masquerade Player's Guide
Victorian Masquerade Player's Guide
Victorian Masquerade Player's Guide
Victorian Vampire
Character Creation, Rules and
Setting Details
Lucien Doomdark
1897
Contents
Introduction.................................................................................. 4
Part One: Character Creation........................................................5
First Steps.................................................................................. 5
Concepts.................................................................................... 5
Nature and Demeanour.............................................................7
Archetypes.............................................................................7
Clans.......................................................................................... 9
Brujah..................................................................................... 9
Gangrel................................................................................... 9
Malkavian.............................................................................10
Nosferatu..............................................................................12
Toreador................................................................................13
Tremere................................................................................13
Ventrue.................................................................................15
Attributes.................................................................................16
Abilities.................................................................................... 18
Disciplines............................................................................... 20
Backgrounds............................................................................20
Allies..................................................................................... 22
Contacts............................................................................... 22
Domain.................................................................................22
Fame..................................................................................... 22
Herd...................................................................................... 22
Influence...............................................................................22
Mentor..................................................................................24
Resources.............................................................................24
Retainer................................................................................24
Generation...............................................................................24
Virtues and Humanity..............................................................24
Part Two: Rules............................................................................26
Standard Tests.........................................................................26
2
Contents
Introduction
This guide is intended to help you through various aspects of our
Victorian Vampire chronicle, set in a fictional British city: Edcaster
in the year 1897, from character creation and game rules to
setting and history. The Victorian period (1837 1901) is one of
the founding settings in Gothic literature: fogbound streets,
flickering gas-lamps and mysterious monsters coming out of the
mist. In this campaign, youll be playing one of these monsters: a
vampire based on White Wolfs: Vampire: The Masquerade
setting and their Minds Eye Theatre: Laws of the Night rules.
While owning a copy of the books is likely to be very helpful (in
particular; Laws of the Night, The Camarilla Guide and Dark
Epics), it shouldnt be necessary to play the game as this guide
abbreviates much of their content as a quick reference guide but
be aware that in many cases we will default to the rulebooks and
in others, we will utilise the amended rules here (itll be noted
where we do so rather than arbitrarily deciding and what to
change).
In 1837, Queen Victoria ascended to the throne ruling. During her
reign, Englands population rose significantly from almost 17
million people in 1851 to 31 million at the end of Victorias reign
in 1901. In addition, the British Empire was one of the most
significant global economic powers with interests across the face
of the planet. Public health improved, social care became an
increasing force in the public consciousness, Darwin published
his Origin of Species but equally, 1897 begins with the punitive
Benin Expedition, one of the great atrocities of colonial Britain,
and although child labour laws are now in place; the gap between
the rich and poor. It is important to remember that the Victorian
world is as much one of fabulous progress and optimism as it
monstrous hypocrisy and decadence. Within less than twenty
years, the world will be set afire by the First World War and will
change radically beyond anything that has gone before.
4
Concepts
This is perhaps the most difficult aspect of character creation but
it is also the most fundamental to the game. Concepts
encapsulate who or what your character was before they became
a vampire, it might add insight into why they were chosen to be
turned or it may help the Storyteller create personal plot for your
character and improve and enhance yours and others play.
Jot down a few words or phrases that might describe the type of
character you want to play. Brainstorming a few ideas might also
help you nuance what might otherwise be a two-dimensional
character, but dont worry, most characters find depth through
character creation and ultimately through play.
For example, Dave sketches out a character using a massively
pretentious graphic (shown below). Hes interested in creating a
character based upon the intellectual writers and social
reformers of the time such as George Bernard Shaw or Oscar
Wilde. He starts off with an idea of playing a neonate (a term for
a young vampire) who might be familiar with the Communist
Manifesto and filled with big ideas about changing the
Camarillas hierarchical structure.
He jots down his initial idea that of socialism and draws off lines
denoting ideas that connect as they come to him. Marxism he
writes off and while likes the idea of the Fabian Society, the idea
of a subversive artist appeals. Figuring he might as well take the
stereotype further, Dave jots down Homosexual and in short
order, Dorian Gray considering a character with a dark secret or
high-ranking position?
Deviant Normal? You have no use for social norms and mores.
Director - You feel an overriding need to impose order.
Fanatic You hold to your ideals with zeal unmatched by
others.
Gallant Everything you do is geared towards flamboyance
and excess as you need the attention.
Judge You have a deep sense of right and wrong, and you
seek justice guided by your principles.
Loner You dont belong, either through choice or by design.
Martyr Everyone benefits when you shoulder the burdens of
your ideals.
Masochist You test yourself through suffering and find
meaning in enduring hardship.
Monster You serve a purpose, as a bad example.
Pedagogue Everyone can learn from your example and
experience; you were born to teach others.
Penitent You must atone for your sins.
Perfectionist Everything you do must be flawless.
Rebel You must bring down the system.
Rogue First and foremost, look out for number one.
Survivor Nothing stops you; your drive to pull through is
indomitable.
Thrill-Seeker Youre always after the next high, by pushing
danger to the edge.
Traditionalist The old ways are the best ways so you preserve
and protect them.
Trickster Existence is absurd, fill it with laughter to dull the
pain.
Visionary A goal fills your mind and your dreams bring faith
to others.
Continuing the example above, Dave decides that his character
is probably a Rebel by Nature, but has difficulty deciding which
to choose for his characters Demeanour. After a session or two,
Dave finds that his character, while mannered is quite
9
10
Clans
12
Gangrel
Commonly referred to as Animals by the other clans, the Gangrel
are primal and deeply connected to their inner Beast in a way
other vampires are not. They are generally solitary predators and
frequently spend a great deal of time in the wilds dodging
Lupines and living off the land. Frequently, they ignore the
politics of the undead in order to focus on the hunt for fresh
blood.
Strengths
Time apart from others and away from civilisation, leads to a
hardy, sharper vampire better able to live off the beasts that
inhabit the wilderness, thus the Gangrel clan all gain the Animal
Ken and Survival Ability traits for free at character creation.
Weaknesses
Regrettably, the Gangrels unique relationship with their inner
Beast manifests itself in their personal appearance. Every time
an Animal frenzies (loses control of themselves to the Beast),
they gain one of the: Bestial, Feral or Repugnant Negative
Social Attributes (see below for more details on Attributes).
However, no character can earn more than five Negative Social
Attributes through this weakness. This weakness must be
shown either by wearing a badge with the traits written on it or
through make up, costume or some other phys-rep.
Disciplines
Animalism The ability to communicate and control beasts
Fortitude Supernatural toughness
Protean Shape changing powers
Malkavian
With a name like the Lunatics, the Malkavians have a heavy
burden to bear. While respected for their insights and wisdom,
they are more often shunned and rejected for their insanities.
Every Malkavian has some sort of eccentricity and although those
13
held city. They gain both one free trait of both the Stealth and
Survival Abilities for free at character creation.
Weaknesses
Of all the clans, apart from possibly the Gangrel or the
Malkavians, the Nosferatu are definitely characterised by their
most visible weakness. Each member of the clan gains three
Repugnant Negative Social Attributes at character creation,
and can never acquire the Alluring, Gorgeous or Seductive Social
Attributes at any time. Finally, a Nosferatu cannot initiate a
Social Challenge (see below), without some form of disguise,
except to intimidate others.
Disciplines
Animalism The ability to communicate and control beasts
Obsfucate The ability to hide yourself from others
Potence Supernatural strength
Toreador
The Toreador clan mingle with artists, socialites and various
creative types, as well as those other parasites that that kind
attracts: critics, patrons and hangers-on. Their interest in the
finer things in unlife has led other clans to label them as the
Degenerates, a slur rarely heard in the clans presence given
their influence in mortal circles.
Strengths
The Toreador are connected to many of the finer institutions that
make up mortal society. As a result, they gain two free traits out
of a choice of Academics, Crafts, Performance or Subterfuge
Abilities at character creation. Furthermore, the Toreador can
bid these traits and time-out for 15 minutes in order to tap their
circles as if they possessed the Herd Background (see below).
Weaknesses
Unfortunately, the delicate sensibilities of the Toreador are their
undoing. They are entranced by beauty and must spend a
Mental Attribute to resist the reverie; although, the trance can
15
17
Attributes
The next step in creating your vampire is defining the core traits
and abilities of their personality, their physique and even their
mental capacity. Attributes are divided into three categories:
Physical, Social and Mental. At character creation, you assign
them in order of preference: primary, secondary and tertiary, and
select relevant traits from the list below. The number of traits you
can take is limited: you can select seven traits in your primary
category, five in your secondary category and only three in your
tertiary. You can choose to spend traits to take an Attribute
multiple times to represent a particular aspect of the character.
Physical
Social
Mental
Agile
Brawny
Brutal
Dextrous
Enduring
Energetic
Ferocious
Graceful
Lithe
Nimble
Quick
Resilient
Robust
Rugged
Stalwart
Steady
Tenacious
Tireless
Tough
Vigorous
Wiry
Alluring
Beguiling
Charismatic
Charming
Commanding
Dignified
Diplomatic
Elegant
Eloquent
Empathetic
Expressive
Friendly
Genial
Gorgeous
Ingratiating
Magnetic
Persuasive
Seductive
Witty
Astute
Attentive
Clever
Creative
Cunning
Dedicated
Determined
Discerning
Disciplined
Insightful
Intuitive
Knowledgeable
Observant
Patient
Rational
Reflective
Shrewd
Vigilant
Wily
Wise
18
Abilities
Next, you select your characters Abilities. These are skills and
talents at which your vampire particularly excels such as the arts
and sciences, sports or music, or even combat. At character
creation, you can select up to five Abilities, but you can choose to
take an Ability more than once to represent a degree of skill and
specialisation in an area.
You have a knowledge of the Humanities: History,
Academic
Philosophy etc. You are literate and capable of
s
reading and writing.
Animal
Ken
Athletics
Awarenes
s
Brawl
Crafts
Dodge
Empathy
Etiquette
Expressio
n
Finance
Firearms
Intimidati
on
Investigati
on
Law
Leadershi
p
Linguistic
s
Medicine
Melee
Occult
Performan
ce
Politics
Science
Security
Stealth
Streetwis
e
Subterfug
e
Survival
Disciplines
Every vampire has a unique powers and abilities. For a full
reference, see , where there are handy cut-out-and-keep cards
for each application. However, for simplicitys sake, Disciplines
are divided into three tiers: Basic, Intermediate and Advanced. At
character creation, you may select three Basic Disciplines, of
which two must be from your clans preferences.
In addition, Disciplines must be bought in order. For example, you
must purchase Heightened Senses in order to buy Aura
Perception (both Auspex Basic Disciplines), and then your
character may purchase The Spirits Touch (the first
Intermediate Auspex power), when they have sufficient
Experience points (see below).
Backgrounds
Many vampires retain or require connections to the mortal world.
These anchors are represented by Backgrounds and you can
spend five traits on these at character creation.
Allies
These are friends and acquaintances that might help your
character out from time to time. Mostly they are not used outside
of Downtime (see ), and will require a favour in return. Allies can
be purchased with traits as individuals or you can expend traits
to make an Ally more effective.
Contacts
These represent a pool of individuals who your character can use
to find out about a particular area. Contacts can pass gossip or
information back to your character but are less reliable than
Allies or Retainers. However, they are more flexible and can be
directed into different areas in Downtime.
Domain
This represents an individual vampires residence and feeding
ground. Traits are allocated to a particular area that a character
has physical control over such as a rookery or slum, palatial
manor house with a number of tenants or even just a modest
townhouse in the burgeoning suburbs.
Fame
This Background represents celebrity. A character with one trait
of Fame might be well-known to a small section of society, while
a character with two traits might be a well-known music hall
performer or local worthy, and so on. Vampires as a general rule
tend to avoid the limelight but many were chosen to be turned
for their fleeting influence.
Herd
Many vampires maintain a stable of mortals from whom they
feed regularly. Taking this Background means you have accrued a
circle around you to draw blood from without having to hunt or
risk the Masquerade. Every trait invested can be used to get your
character an additional Blood Trait at time-in, or should they may
time-out for 15 minutes per trait to receive the equivalent
number of Blood.
Influence
This represents sway in a particular aspect of mortal life or
institution. Vampires compete heavily to control various areas for
a number of reasons such as the Masquerade or personal power.
There are number of Influences available listed below:
Bureaucracy
Church
Finance
Health
High Society
Industry
Legal
Media
Occult
Police
Street
Transportation
University
Mentor
Some non-player characters may take an interest in your
character: teaching them, lending them status or other
temporary benefits. Mentors keep an eye out for your character
offering them help in some situations, however, they also expect
favours in return similar to Allies.
Resources
Assets, cash or money, Resources represent the financial
strength of your character. It will allow you to purchase
equipment in Downtime or during play, and generally
represents spending money that might be necessary for a
luxurious lifestyle that vampires frequently enjoy.
Retainer
Servants and handymen are always useful and this Background
represents someone in the characters employ who can be used
to carry out tasks during Downtime and can be used to manage
other assets such as Influence or Contacts.
Generation
As a vampire, your character is descended from their clan
founder through the process of transformation. Allegedly, all of
the clans descend from Caine, who killed his brother Abel and
was cursed by God to become a vampire. Most vampires in the
19th Century are of 12th Generation, essentially 10 times
removed from the First Vampire (being bizarrely the First
Generation).
Conscience, and then you must spend seven traits across those
three. Finally, you calculate your Humanity score by working out
the average of your Conscience and Self-Control ratings and
rounding up.
Each of these Virtue traits is rated from one to five. For example,
a vampire with a Conscience of one is practically inhuman and
completely without remorse, while a vampire with Self-Control of
three has a higher than average resolve in the face of trouble
and a vampire with a Courage of five traits would be almost
suicidally brave.
Overbidding
Due to age, potency and malice, many elder vampires are less
likely to lose to rank fledglings whove barely taken their first sip.
To represent this, there is a system called overbidding. If a player
character loses a test, then the player may declare an overbid
and bid another trait from the same category. Then the two
players must declare the number of traits they have in the
relevant categories starting with the overbidder. Should the
overbidder have double or more traits in the relevant category
then they can initiate another test. This can only be done once
per challenge.
Simple Tests and Static Challenges
These are tests against the Storyteller. Static Challenges follow
the same rules as Standard Tests but are against the
environment (the Storyteller), rather than other players. Simple
Tests are uncommon but occasionally required to activate a
Discipline. These are simply tests made against a Storyteller that
also win on a tie.
Simply, put these rules form the basic mechanics for tests made
during uptime play in Victorian Masquerade.