This document is intended to list any differences between the rules given in any White Wolf published books and the rules used for UnMasqued. If a rule change isn't listed here, assume that we will use the Laws of the Night: Revised rules. This document was last updated: 2008-02-24. The most recent changes will be displayed in bold.
You can download a .doc version of the houserules here.
NECROMANCY PACKET: The House Rules pertaining to Necromancy are now available in packet form. If you are a Necromancer, we suggest you download them here. An HTML page may be forthcoming soon.
THAUMATURGY PACKET: The House Rules pertaining to Hermetic Thaumaturgy are now available in packet form. If you are a Thaumaturge, we suggest you download them here. An HTML page may be forthcoming soon.
General
Abilities
Appearance Tags
Attribute Traits
Backgrounds
Blood
Blood Bonds/Vinculum
Blood Magic (Paths)
Blood Magic (Rituals)
Character Sheets
Clans
Diablerie
Combat
Disciplines
Drugs and Poisons
Experience
Flaws
Merits
NPCs and GPCs
Paths of Enlightenment
Status and Prestation
Willpower
- The Rule on Rules - Any "rule" that differs from those set down in a Vampire: The Masquerade Revised Edition MET book that does not appear on this site is NOT an UnMasqued house rule. Rulings that differ may be made on a case by case basis by STs and are binding for the scene or game session, but are not considered permanently binding until they appear on this page. Exceptions are made for rules pertaining to obscure Blood Magic, crossover supernaturals and other such bizarre things, such as that the general playerbase may be kept in the dark as to how the more arcane trappings of the world they live in works and suspension of disbelief may be upheld.
- Inigo Montoya Rule - Players should take pains to avoid plot that their former PCs were involved in. To this end, a player's PC should be of a different Clan from his or her last PC. PCs should not benefit from former PCs or attempt to avenge them should they have left play.
- Absentee Policy - If you miss three consecutive games without giving the STs any notice of your intentions, we will stop printing your sheet in preparation for games. If you miss five, we more you out of the active characters file. If you miss eight, your character becomes an NPC and is considered the property of the STs.
- During any challenge or scene, any player may request that a Storyteller or narrator oversee or adjudicate.
- For difficult or complicated actions, Storytellers may enforce extra traits bid or other penalties at their sole discretion.
- Characters who have Abilities, Disciplines, Merits, etc. not found in Laws of the Night [Revised] may have rules for those capabilities explained on their character sheets. When these explanations are not duplicated in this packet or at unmasqued.com, they shall still have the full weight of house rules.
- If an item of any kind is used for any reason in a challenge, ANY player may ask to see the item card representing the item. If the player using the item cannot produce an item card initialed by an ST, the item does not exist, and cannot be used. This should be reported to a narrator or ST.
- Unless you as a player otherwise indicate, the STs will assume the following about your PC:
- The name that you use is your given name.
- You have a haven that protects you from sunlight.
- You speak English as a native language. (If English is not your native Language, you must purchase Linguistics (English) to speak English.)
- You have a traceable real-life mailing address that is not a PO box.
- All of your money is in one non-interest bearing checking account.
- You have an accurate ID that has your real birth date OR you have a fake ID that can be traced with Bureaucracy x1. (note: If your backstory/influence would allow different set ups, submit an action accordingly, separate from backstory.)
- Any car you own is licensed under your name with your information.
- Your car is stored in a publicly accessible location.
- You do not have a criminal record.
- Your character can be assumed to have a high school education.
- Your character can be assumed to know how to drive an automatic transmission.
- If you have Resources x1 or Finance Influence x1 or the Finance ability, you have credit cards in your name. Your credit history starts out good.
- If you are a Tremere, you submit a blood sample to your Regent. In our game, additional links are required.
- Your character can be assumed to have been Embraced with a full head of luxuriant hair flowing down to their waist and a full foot-long beard, if you so like. This can be declared as true at any point in time to account for discrepencies in a player's personal appearance due to haircuts/growth of beards/whatever. Other players should not quibble IC over seeming growth of a character's. Similar guidelines apply to tattoos, weight gain/loss, or other physical changes to the player not consistent with vampiric physiology.
- The name that you use is your given name.
- If you do not specify a haven for your character (a type of domicle and burrough in which it is located), you will take one Aggravated damage per game. You have two weeks after creating a character creation before this rule takes full effect.
- If you do not specify a mode of general transportation for your character, you will be assumed to be using the subway, and will be traceable via Transportation influence.
General
- All UnMasqued characters may take fifteen free abilities at character creation rather than five.
- All characters receive the following free Abilities at character creation: Lore: Kindred, Lore: (Clan), and Lore (Sect). Independent PCs begin with two levels of Lore: (Clan) rather than a level of Lore: (Sect). The Lores in question are determined by the PC's Clan and Sect.
- Characters possessing any form of Thaumaturgy or Necromancy receive one free level of Lore appropriate to their blood magic tradition.
- A character may possess one Ability Specialization for each level of the Ability he has. Ability specializations may not be taken in Disciplines. (i.e. no Intimidation specialization in Dominate.)
- Some Abilities in UnMasqued (Academics, Crafts, Linguistics, Performance, Science, Theology) require a Specialization at purchase. These Specializations do not require the expenditure of additional XP and do not grant any trait bonuses, although additional Specializations may be bought within the specified Ability category. (Ex: Performance: Saxophone may be further specialized to Performance: Saxophone (Jazz) with the expenditure of an XP, and the character possessing this Ability will thenceforth receive bonuses to instances where they are playing jazz saxophone specifically.)
Specific Abilities
- Academics (LoTN [Rev]: 87) - Academics generally relates to Humanities and Social Sciences. Academics must be specifically designated (ex: Academics: Classical History, Academics: Sociology, Academics: Philology etc...). Different specializations in Academics will be split into separate categories on your sheet. If you would like to possess Academics without a specific field, you may take the Ability Academics: General.
- Archery (DE: 48) - As per Dark Epics, you may use a dot of Archery in a manner similar to Firearms to use your Mental Traits rather than your Physical traits in operating a bow or crossbow.
- Alertness (LoA: 96) - You may use Alertness in a manner similar to Awareness to pick up on mundane happenings around you (ex: noticing somebody has pulled a gun in your peripheral vision, hearing the click before your car bomb goes off). You may also spend a dot of the Ability to react normally in a surprise round during combat.
- Athletics (DE: 48) - If a character wishes to swim as a vampire, they must possess Athletics or be willing to spend a Willpower in simulating it for the sake of a Static Physical Test. Should they possess Athletics with a specialization in Swimming, the ability to swim will be automatic for them, with no test required.
Each level of Athletics may also be used to make a Static Physical Test (difficulty determined by the STs) to test down damage taken from falling. If a character possesses a specialization in Acrobatics, the PC who is testing down the damage will automatically win on ties for tests of this nature. Should a character possess this Ability/Specialization in conjunction with Fortitude x4 or higher, they are rendered effectively immune to all Bashing damage taken from falls, although STs may overrule this in exceptional circumstances. - Awareness (LoTN [Rev]: 87) - A character's awareness that he is being manipulated through the use of a Discipline does not render him immune to its effects. This means, among other things, that even if you know that you are being Summoned, you cannot override the Summon!
The Awareness ability has three functions related to the detection and identification of supernatural phenomenon. First, it may be used as a retest in tests to notice supernatural effects or creatures. Secondly, one level of the ability must be expended prior to testing to notice the presence of a supernatural being or the use of a supernatural effect (Discipline or otherwise) against someone other than yourself. Finally, a character's permanent Awareness determines the quality of the results obtained from tests to notice supernatural effects and creatures.
Whenever a character is targeted by a Discipline whose use is not immediately apparent, that character may make a Static Mental Test against the Discipline user's applicable traits to notice that something is amiss (i.e., the test would be against Social Traits for a character targeted by Presence). If the character has no Awareness, then they will simply get a sense that something just does not feel right - it might be a Discipline, it might be something they ate, it might be a sudden chill. This might suggest the possibility of Discipline use in the area, but should not be taken, in-character, as conclusive proof that something is happening.
The Awareness Ability may be used to detect either the presence of a supernatural being, or the use of a supernatural effect (Discipline or otherwise) against someone else. To use Awareness in this fashion, a dot of the Ability must be expended and a Mental Test should be thrown against the appropriate traits of the individual you are trying to detect the supernatural upon. If multiple characters of supernatural origin are in the room, or multiple Disciplines are being used in your scene, you will need to contact an ST or Narrator.
Awareness does NOT automatically grant you the ability to determine what specific creature type a supernatural is, what specific Disciplines are being used around you, or whether or not they are, in fact, being used upon you and not someone else in the area. If a PC possesses high levels of the Ability, they may get more information about the situation, depending on their current temporary dots in the Ability. Knowledge gained per levels of Awareness is illustrated in the chart below:
Permanent Awareness Effects 1-2 With a successful test, you may determine that powers are being used in the area, or that a certain person has a supernatural quality to them. 3-4 With a successful test, you may determine the directions in which the supernatural powers in the area are being used (either around you or directed at you). 5-6 With a successful test, you may determine roughly what sort of powers are being employed (although you may not get the specific Discipline) and on whom. - Blood Preparation (Dirty Secrets of the Black Hand: 70) - Blood Preparation allows a character to flavor the blood of mortals whom they hold complete control over (i.e. are able to completely control the dietary habits) to their liking, by feeding them a mix of foods that will imbue them with the appropriate taste. It takes two weeks to fully flavor a human. Toreador will become entranced by any blood they imbibe which has been prepared with Blood Preparation x3 or greater. The period of this entrancement will last fifteen minutes, allowing for the taste of the exquisite repast to fade from their palettes.
- Blindfighting (DE: 49) - This Ability functions as per Dark Epics rather than as it appears in Laws pf the Night: Sabbat Guide. Each level of this Ability negates a single level of the two-trait penalty to fighting in darkness, and a single level may be expended each round to negate the restest for fighting blind.
- Computer (LotN [Rev]: 87) - STs may require some characters to possess a dot of Computer before they allow characters to use IC knowledge that the player gleaned though zealous use of Wikipedia and Google. STs can furthermore deem certain information un-Google-able for the purposes of game balance.
- Crafts (LotN [Rev]: 88) - Crafts must be specifically designated (ex: Crafts: Beadwork, Crafts: Painting, Crafts: Gourmet Cooking etc...). Different specializations in Crafts will be split into separate categories on your sheet. You may not take Crafts without a specialization.
When making an item with Crafts you must make a static Mental or Physical Test (depending on the Craft) with an ST to see if the piece you produce is made at your highest level of Crafts or one level lower. STs may also determine that you can create a work above your functioning level of Crafts depending on your description of what you are attempting to make and how.
You may utilize Crafts: Forgery in a manner similar to Expression and spend a dot of this Ability to invest the document, art or other item you are falsifying with seeming authenticity. Should a person wish to identify the item as a counterfeit, they will need to make a Static Mental Challenge against your Mental Traits at the time you forged the artifact. For every additional level of Crafts: Forgery you spend on the item at the time of the forging, you may add an additional phantom Mental Trait to this pool.
Abilities such as Crafts: Armor Making, Crafts: Gunsmithing and Crafts: Swordworking may be used to attempt to make arms and armor with better bonuses or fewer Negative Traits than standard armaments, provided that appropriate facilities and materials are available (as might be acquired through Industry influence). Such pieces will require ST consultation and approval on a case by case basis. To conceivably create weapons that will not shatter with the use of Puissance, you must possess an additional specialization in (Potence Reenforcement), which can only be bought with ST approval. - Disguise (Storyteller's Companion 23) - When a character is using Mask of a Thousand Faces (Obfuscate x3) to imitate a target with more Social Attributes than the character, dots of Disguise may be spent in lieu of blood traits to make up the difference.
A character may also use the Disguise ability to disguise themselves to look like someone else. Each time another character is in a position to examine the disguised character, those perceiving the disguised Character may initiate a Contested Mental Challenge to notice the deception (The character utilizing the Disguise ability must offer a Mental Challenge to those interacting with them should they be approached and their cumulative permanent levels of the Ability total less than three).
The disguised character may use Disguise as a retest for this test, with the aggressor using Investigation. Trait bonuses or penalties between -2 and +2 Traits will be applied at ST discretion to the characters attempting to notice the Disguise based on how well they actually know the character the disguised character is imitating and also based on the inherent differences in the appearance, build and gender between the character utilizing Disguise and the individual they are impersonating. - Drinking (Gypsies 49) - This Ability allows a character to simulate having Subterfuge as a defensive retest versus Empathy when they have any alcohol-tainted blood in their system. It also allows a character to simulate having full use of a dot of the Empathy Ability, when used in Social Challenges against an opponent with alcohol-tainted blood in their system.
- Empathy (LotN [Rev]: 88) - In addition to it's listed powers, Empathy may also be used in a Contested Social Challenge to determine a the rough emotional state of another character, although it is not as accurate as Aura Perception. It should be noted that as Empathy is representative of a character's emotional instincts about other people, information gleaned through use of the ability should not be treated as conclusive in the way that uses of Auspex might be.
- Expression (DE: 50) - Expression operates as per Dark Epics. When you create any sort of poetry, prose, Crafts or Performance and wish to generate a specific emotional response, you may spend a dot of Expression. Thereafter, a character who encounters the completed work must engage in a challenge of their Social Traits against a static difficulty equal to your Mental Traits at the time you created the piece. If the viewer loses the challenge, he is overcome with a brief burst of the emotion that you set out to generate. For every additional level of Expression you spend on the item at the time of the piece's creation or performance, you may add an additional phantom Mental Trait to this pool.
- Fortune-Telling (LotN [Rev] - Sabbat Guide: 69) - Fortune-Telling must be specifically designated (ex: Fortune-Telling: Oneiromancy, Fortune-Telling: Tarot, Fortune-Telling: Tea Reading etc...). Different specializations in Fortune-Telling will be split into separate categories on your sheet. If you would like to possess Fortune-Telling without a specific field, you may take the Ability Fortune-Telling: General.
- Gambling - This Ability allows a player to "undo" a single move in a game of chance, much as the Etiquette ability allows one to redact a single faux pas.
- Gardening - This Ability allows a player to make a Static Mental Test to determine the identity and health of a plant they encounter. In a manner vaguely similar to Animal Ken's effects on teaching tricks, it may also allow a character to attempt to breed or isolate one simple characteristic (unique color, slight toxicity, abnormal size) in plants they are growing. It takes two months of play to breed a characteristic into a plant. Each plant may contain no more unique characteristics than the player has ranks in this Ability.
- Herbalism (Storyteller's Companion: 24) - While Gardening allows a character to grow and tend plants, Herbalism is used to correctly mix and prepare plants for either medicines or posions. You may spend a dot of Herbalism and make Static Mental Test (Difficulty ST determined) to attempt to concoct a basic poison or medicinal mixture if herbs are available. The effectivity of such concoctions will be ST determined.
- Hunting (LotN [Rev] - Cam Guide: 24) - As per Laws of the Night: Camarilla Guide. The Hunting Ability allows you to retest in situations pertaining to stalking/subduing people for blood in a feeding scene. It can also be applied to downtime feeding actions to help determine your rate of success.
- Interrogation (LoA - Companion: 52) - You may use Interrogation in a Contested Social Challenge to gather information from a character with whom you have been in a scene (fifteen minutes to an hour) where you are in an obvious position of social superiority and have been enacting an interrogation through role-play.
You may ask one yes or no question up to ten words in length before making the challenge. If the challenge is successful, the target must answer your question truthfully with "Yes," "No," or "I don't know." The subject can defend the Interrogation challenge with Subterfuge. The interrogator may retest with Interrogation or Intimidation. - Investigation (LotN [Rev]: 89) - In order to ascertain if another character is carrying weapons, a Contested Mental Challenge must be made. The defendant may retest with Style as it indicates an aptitude for dressing to cover for weaponry.
- Jury-Rig (LoA - Companion: 52) - You may use Jury-Rig to bring a simple item back up to minimum functionality once it has been broken, smashed or otherwise rendered unusable. You may also use it to employ totally inappropriate item for a purpose which God never intended (Ex: using your briefcase with a cookie tray duct-taped to it as a shield). You must make a Static Mental Test (with ties going to the Jury-Rigger) for each level of the Ability you possess. Each success you make will allow the item to endure for a single round of use. Body armor may not be repaired beyond one Health Level using this Ability.
- Linguistics (LotN [Rev]: 90) - This ability must be specifically designated. The number of languages you know with your dots of linguistics is as written in Dark Epics, not as in Laws of the Night [Rev.]. That is, with one dot you know one extra language, two gives you two extra, three gives you four extra, four gives you eight extra, and five gives you sixteen extra. The Natural Linguist Merit doubles these numbers.
- Meditation (DE: 51) - This Ability allows a player to regain one Willpower per 15 minutes spent actively role-playing meditation in game. During downtime, a player may throw one chop per dot of Meditation they possess, and regain one Willpower in downtime for every win. STs may regulate how much of this Ability a character possesses, and may deny some characters access to it.
- Performance (LotN [Rev]: 91) - Performance must be specifically designated (ex: Performance: Accapella, Performance: Beatboxing, Performance: Yodeling etc...). Different specializations in Performance will be split into separate categories on your sheet. You may not take Performance without a specialization.
Performance: Acting or Performance: Mimicry may be used to retest Social Challenges involving impersonation or imitation (ex: sounding like somebody else over a phone or recording device), and may be used to great effect when combined with Obfuscate or the Disguise Ability.
Performance: Hypnotism may only be used on a willing character, or a character with no effective Willpower and a Nature conducive to hypnosis (Child, Conformist, Dreamer, Listener, etc...). To use Performance: Hypnotism, you must successfully win a Static Social Challenge against the targets Mentals after fifteen minutes of role-playing that you are guiding them into a trance state. The target may not relent to this Challenge, although you may spend additional levels of Performance: Hypnotism to gain phantom Social Traits for the sake of this test. Should you be successful, you may either command the target to perform one simple action (as per Mesmerism) so long as it is not immediately harmful to the target, or you may ask the target to accurately recall a particular memory or set of memories, as with Forgetful Mind. Uses of this power might be able to uncover past uses of Forgetful Mind, with enough time.
Performance: Ventriloquism may be spent to make your voice seem to be coming from a different source. Characters investigating the source of the sound may make a Static Mental Test against your Mental Traits to determine that you are the source. Should you combine this skill with Performance: Mimicry, an ST will make the appropriate words or noise for you, such as that your voice as a player will not immediately be recognizable. - Psychology (LotN [Rev] - Cam Guide: 24) - As per Laws of the Night: Camarilla Guide. The Psychology Ability will allow you to make a Contested Mental Challenge against a target you have spent fifteen minutes to an hour of gametime having an in depth IC discussion with on topics pertinent to that character's Nature or Derangements. If you are successful, you may ask the target what their nature or active Derangement is. Different tests need to be done for each. Psychology may also be used as a retest in Mental Challenges where you are trying to sound out somebody's motivations.
Extended use of Psychology at high levels combined with role-play may help to provide a character for justification in buying off a derangement (assuming that the character afflicted is not a Malkavian). - Repair (LotN [Rev]: 91) - If you wish to repair an item which has lost Health Levels (in the case of body armor) or has lost bonus Traits (in the case of weapons) due to damage, you may spend a dot of Repair, and make a Simple Static Physical Test (Difficulty ST determined). You may only attempt to Repair an item in this fashion once per game cycle.
You may also use Repair to attempt to modify an item so as to remove one of it's Negative Traits, although you may only attempt this once a month, and the base difficulty is always harder than it is to simply repair damage. - Science (LotN [Rev]: 92) - Science must be specifically designated (ex: Science: Geology, Science: Meteorology, Science: Astronomy etc...). Different specializations in Science will be split into separate categories on your sheet. You may not take Science without a specialization.
- Scrounge - The Scrounge Ability may be used as specified in Laws of the Night, or points of Scrounge may be spent to pull a random item from the "Scrounge Box", which contains all manner of marvelous things that happen to be lying around somewhere in New York.
- Sleight of Hand (Storyteller's Companion: 27) - The Sleight of Hand Ability has a number of uses.
A character may expend a level of Sleight of Hand to have a gun ready to fire when they draw it, rather then taking two actions to draw the gun and fire it.
It may be used to cheat at games of cards, in which the character attempting to cheat must make a Mass Contested Physical Challenge against the Mental Traits of his opponents, with the defensive retest being Alertness. Should he succeed, he will be able to slip any card he likes from the deck into his hand during the game.
It may also be used to attempt to pick another character's pocket IC. Should the pickpocket win the Physical Challenge (same as in the card cheating scenario), the victim must take all of the item cards on their person representing portable items and fan them before the pickpocket face down, at which point, he may select one at random.
It may also be used in soft role-play to enact any number of charming parlor tricks, rig a three-card monte, or pull a coin charmingly from behind another character's ear. A character possessing Sleight of Hand may add their levels of Celerity to their Physical Traits for the purposes of resolving ties. - Streetwise (LotN [Rev]: 92) - The Streetwise Ability may be used as specified in Laws of the Night, or points of Streetwise may be spent to pull a random item from the "Streetwise Box", which contains all manner of interesting people who you might meet wandering about our fictional New York City.
- Style (Storyteller's Companion: 20) - This Ability allows a character to cloak one obvious Negative trait, so long as their outfit remains intact. By expending a dot of Style, you may remove one obvious Negative trait from your Appearance tag. This does not eliminate the trait, but rather makes it non-obvious. It will still have ill effects if correctly called against you.
- Torture (LoA - Companion: 58) - Torture operates as per the Laws of Ascension Companion, not as per Laws pf the Night: Sabbat Guide. When you engage in torturing a character, you may spend a dot of the Torture Ability and make a Contested Mental Challenge against your victim (The defendant may retest Meditation). If this is successful, you may do a point of Willpower damage that round instead of taking away Health Levels.
Should you continue to apply Torture to a character who lacks any temporary Willpower, you may begin to do damage to your victim's permanent Willpower, although the target cannot be stripped of more than one permanent Willpower per week.
Should you succeed in stripping a victim of all levels of permanent Willpower, the character in question will relent to all Challenges and will suffer the effects of the Derangement Catatonia. They are likely no longer a playable PC. - Theology (LotH: 56) - Theology must be specifically designated (ex: Theology: Catholicism, Theology: Judaism, Theology: Islam etc...). Different specializations in Theology will be split into separate categories on your sheet. If you would like to possess Theology without a specific field, you may take the Ability Theology: General.
A character may spend a dot of Theology to instantly recall a prayer, even if the player does not know the prayer OOC, or they may use it to enact a Contested Social Challenge to convince someone that they are a devotee of a faith not their own. - Throwing (DE: 51) - As per Dark Epics, you may use a dot of Throwing in a manner similar to Firearms to use your Mental Traits rather than your Physical traits in throwing knives or shuriken.
- All players must wear a tag describing the immediately noticeable characteristics of their character. Tags and safety pins will generally be provided at game and STs will be willing to help you create an appropriate tag for your character if necessary. Each tag must minimally have the following:
- The character's cumulative total Appearance-related Traits.
- The character's apparent age if it differs greatly from the player's apparent age.
- Any of the following Negative Traits possessed by the character: Decrepit, Delicate, Flabby, Ghastly, Lame (if not costumed), Puny, Bestial (if not costumed), Feral, Repugnant (if not costumed)
- Any of the following Merits/Flaws possessed by the character: Blush of Health, Enchanting Voice, Huge Size, Short, Disfigured (if not costumed), One-Eye (if not costumed), Child, Deformity (if not costumed), Lame (if not costumed), Eerie Presence, Sanctity
- The descriptor "Obviously Inhumane", if the character possesses less than two Path Rating on a Conscience-related Path or is currently on any Conviction-related Path.
- The character's cumulative total Appearance-related Traits.
- The current cap for all Attribute Traits is twelve, regardless of Generation.
- You must have more Positive Traits than Negative Traits in a category at character creation.
- The Attribute Traits you bid during a challenge are lost at the completion of the challenge, after all retests. The losing player of the entire challenge loses the Trait(s) bid. In the event of a tie (push) both players lose any traits bid.
- When bidding, your opponent can always choose to accept an inappropriate Trait.
- Negative Traits do not function as in Laws of the Night [Rev]. If a player correctly bid an opponent's Negative Traits during a challenge, their opponent is that many traits down on the resolution of ties. They do not have to bid additional Traits. Should a player incorrectly call a Negative Trait on an opponent, they are down as many incorrect Negative Traits as they called.
- No character may possess more than five Appearance-related Traits (any combo of Alluring, Elegant, Gorgeous, Magnetic, Seductive) unless they have used some supernatural power to achieve a higher number (such as Obfuscate or Vicissitude).
- You must have the Temporary Trait to spend the Permanent.
- When defending against an attack with a Stamina-related Trait (attempting to soak the damage), you may use the Survival Ability as a retest.
This section includes rules pertaining to non-Influence, non-Status Backgrounds, and does not include rules for Resources, Contacts, Status, Prestige or any Influence category. For more information on those Backgrounds, please consult the Influence Rules page or go to the Status and Prestation section of this page.
- Generation - No more than 10% of the game's characters will be comprised of 8th generation vampires. No more than 20% of the game's characters will be comprised of 9th generation vampires. If these numbers are met, a new character of the respective generation will not be approved. You must play through the cycle of generations before you can play any given generation again. For example, if you play an 8th generation character that dies, you cannot play 8th generation again until you have played 9th, 10th, 11th, 12th, and 13th or 14th generations.
- Herd - Each dot of Herd can be used to produce three blood traits per game.
- Kindred Allies - This Background is unique to UnMasqued, and serves to represent Allies on a Kindred, rather than mortal level. As Kindred are more potent friends to have than mortals, this Background costs 2 XP per level.
This Background is functionally identical to Allies as listed in Laws of the Night [Rev.], save that the Ally/Allies it represents are Kindred, and can also make use of Disciplines, Status and positions in Cainite society on your behalf.
You may buy as many different Kindred Allies as you desire, at whatever levels seem appropriate. Separate instances of Kindred Allies will be separated on your sheet. - Kindred Contacts - This Background is unique to UnMasqued, and serves to represent Contacts on a Kindred, rather than mortal level. As Kindred are more potent friends to have than mortals, this Background costs 2 XP per level.
Possessing this Background allows you to designate that you have the pull to get information, boon trading, small favors and gossip from particular cities and regions that have fellow Kindred amicable to your Sect (i.e. A Camarilla character is unlikely to be able to buy Kindred Contacts in Mexico City, which is run by the Sabbat). Like the Linguistics Ability, the number of cities you may possess contacts in increases exponentially with your level of this Background. That is, with one dot you know Kindred from one city/region, two gives you two regions, three gives you four regions, four gives you eight regions, and five gives you sixteen regions.
Expect that any favor you request of these Contacts beyond a Trivial Boon is going to be recorded as a Boon or favor of equal value that you owe them in return. If you maintain pleasant terms with your friends or if you negotiate heavily, you may be able to get away with owing a lesser Boon than the favor you asked for. Be aware that haggling too strongly is considered impolite by many Kindred, and is something one does with rivals, not with friends.
Officers and highly respected Kindred are often contacted by those outside the city, giving them people they can contact in return. If you are the Prince or Grand Harpy, you have two free points in this Background, automatically. If you are the Seneschal, Sheriff or a Primogen, you have one free point in this Background, automatically. Such positional points do not stack with each other and do not count towards the five-point maximum. Kindred Contacts also will be automatically stacked on top of your character's extant Status/Prestige for the sake of Status/Prestige based Clan and Sect rumors.
To use this Background for anything beyond a basic information request, cross off a dot on your character sheet. These refresh every game. If you wish to use this background during downtime, you may, but only those levels which were not expended during the previous game.
- All feeding results will be done pregame by the STs. The result of your hunting will be shown on your character sheet. You may submit conditional influence or personal actions to feed in the event you have low blood. You may be subject to ST-rolled random encounters if you do so and may be asked to run a pre-scene to deal with the consequences of these encounters.
- It should be noted that continually drinking blood from low quality sources (ex: taken from animals, gleaned from blood banks) may eventually take it's toll on your character, and that
- As per LoTN [Rev], you are hungry when you have five or fewer Blood Traits in your system.
- Licking a wound closes it only for feeding.
- Assume that you do not know if a Blood Bond breaks. Additionally, if you succumb to a Blood Bond in a covert manner, your character is probably not aware of the cause for his new emotions toward the regnant. If you feel that you should be aware, consult a Storyteller.
- Three drops of pure blood creates a Blood Bond. However, if blood is mixed with any other substance, be it food, wine, or someone else's blood, then it has been diluted. In such cases, whether the blood is too diluted to produce a blood bond or not is left to ST discretion.
- A Blood Bond takes one year and one day away from the presence of the regnant to reduce itself by one level. Permanent Willpower has no effect on this.
- A Blood Bond does not necessarily break upon the death of a regnant unless the regnant is killed directly through the actions of the thrall.
- The Blood Bond is not a radar. It gives neither the regnant nor the thrall any insight into the location or emotional state of the other.
This section includes rules pertaining to Paths from any form of Blood Magic, including Thaumaturgy, Necromancy, Akhu, Dur-An-Ki, Koldunism, Sadhana, Wanga or Nahaulotl. Listed house rules to specific mechanics only pertain to powers described in Laws of the Night. For more information on house rules regarding powers of Blood Magic not found in Laws of the Night, please consult a storyteller. You should also download the Necromancy Packet or Thaumaturgy Packet for a more complete run down.
Rarity
For reference, the following is a comprehensive rarity list of the Paths of Blood Magic available in UnMasqued. These rarity ratings are helpful to determining how difficult Rituals are to learn or to recognize in use. For more information, one may wish to consult the pages for Thaumaturgy and Necromancy Lore, as well as the Influence Rules pertaining to Occult Influence. If you do not see a Ritual listed below, assume that it is not available to PCs in our game.
- Very Common Paths
Thaumaturgy Paths: The Green Path, Lure of Flames, Movement of the Mind, Neptune's Might, Path of Blood, Path of Conjuring
Necromancy Paths: Sepulchre Path - Common Paths
Thaumaturgy Paths: Alchemy
Necromancy Paths: Ash Path, Bone Path - Uncommon Paths
Thaumaturgy Paths: Path of Corruption, Spirit Manipulation, Weather Control
- Rare Paths
Thaumaturgy Paths: Biothaumaturgy, Elemental Mastery, Oneiromancy, Path of Levinbolt, Path of the Blood's Curse, Technomancy, Vine of Dionysus
Necromancy Paths: Cenotaph Path (Ghilberti Only)
General
- Unless indicated otherwise, all Paths require gestures or invocations to use. When a power is first learned, both gestures and invocations are required for its use. Thereafter, as the thaumaturge progresses from basic to intermediate to advanced mastery of the path, these restrictions gradually weaken. A magus who had mastered the advanced level of a path would need to use both gestures and invocations to perform the advanced level of the path, would require one or the other to perform the intermediate levels and could perform the basic levels of the path without use of either. Powers that require the target to be touched or only target the caster require one less. Combat powers which require the target to be touched may be performed with gestures. Doing so requires a physical action by the caster the turn prior to utilizing the power. (Note: where the above guidelines are contradicted by house rules specifically referring to a path, follow the house rules specifically referring to the path. The above guidelines inform UnMasqued house rules pertaining to gestures and invocations, but have exceptions.)
Gestures need not be very conspicuous, nor do invocations need to be very loud. It is not possible to gesture while grappled. It is not possible to use invocations if you are unable to speak. - Blood Magic is EXTRAORDINARILY difficult to acquire out of Clan. To learn traditional Thaumaturgy, a non Tremere character will have to either spend several years of time acclimating themselves to the workings of hermetic magic or will have to have the ritual Inherited Affinity cast upon them. In either case, dire ST enforced circumstances will occur if any Tremere is caught teaching Thaumaturgy without due permission from the Tremere hierarchy. Learning Necromancy as taught by a Giovanni or Samedi likewise carries concerted risks from NPCs if do so without appropriate authorization from the powers that be. Akhu, Dur-An-Ki, Koldunism, Sadhana, Wanga and Nahaulotl are rare enough in UnMasqued that any instance of a PC possessing them will be dealt with on a case by case basis.
Specific Paths
- Path of Blood: A Taste for Blood (LoTN [Rev]: 177) - This power requires the use of gestures when first learned. Once the thaumaturge reaches the first Intermediate level of this path, no gestures or invocations are required. No Invocations are possible with this Path. This power only requires the consumption of one drop of blood, not an entire blood trait and it does not requires tasting enough blood to become blood bound.
- Path of Blood: Blood Rage (LoTN [Rev]: 177) - Using this power may require a Physical challenge to initiate physical contact. This challenge takes place during this physical phase of combat of combat of the same turn that the power is used. Forced blood expenditures count against the victim's blood trait expenditures for the next combat turn. This power may not force a character to spend more blood in a turn than they would otherwise be able to due to their generation.
- Path of Blood: Theft of Vitae (LoTN [Rev]: 177) - This power can only be used to consume the blood being stolen. It cannot be used to steal blood and channel it into a container.
- Path of Blood: Blood Cauldron (LoTN [Rev]: 177-178) - This power requires incantations. Using this power may require a physical challenge to initiate physical contact. This challenge takes place during this physical phase of combat of the same turn that the power is used.
- Bone Path Necromancy: Soul Stealing (LoTN [Rev]: 156): If the body of a vampire that
has been the victim of Soul Stealing takes a level of lethal or aggravated damage, the soul returns to the body.
This section includes rules pertaining to Rituals from any form of Blood Magic, including Thaumaturgy, Necromancy, Akhu, Dur-An-Ki, Koldunism, Sadhana, Wanga or Nahaulotl. Listed house rules to specific mechanics only pertain to powers described in Laws of the Night. For more information on house rules regarding powers of Blood Magic not found in Laws of the Night, please consult a storyteller. You should also download the Necromancy Packet or Thaumaturgy Packet for a more complete run down.
Rarity
For reference, the following is a comprehensive rarity list of the Paths of Blood Magic available in UnMasqued. These rarity ratings are helpful to determining how difficult Rituals are to learn or to recognize. For more information, one may wish to consult the pages for Thaumaturgy and Necromancy Lore, as well as the Influence Rules pertaining to Occult Influence. If you do not see a Ritual listed below, assume that it is not available to PCs in our game.
- Very Common Rituals
Thaumaturgy Rituals: Communication with Kindred Sire, Purify Blood, Rite of Introduction, Sangiuineous Phial, Wake with Evening's Freshness
- Common Rituals
Thaumaturgy Rituals: Blood Contract, Bone of Lies, Craft Bloodstone, Defense of the Sacred Haven, Deflection of the Wooden Doom, Devil's Touch, Encrypt Missive, Extinguish, Major Creation, The Open Passage, Power of the Pyramid, Principal Focus of Vitae Infusion, Rutor's Hands, Sanguine Assistant, The Scribe, Scry, Sense the Mystical, Soul of the Homonculus, Stone of True Form, Wards vs. Ghouls, Warding Circle vs. Ghouls, Wake with Evening's Freshness
Necromancy Rituals: Cadaver's Touch, Call of the Hungry Dead, Call on the Shadow's Grace, Circle of Cerberus, Eyes of the Grave, Grasp the Ghostly, the Ritual of the Unearthed Fetter, Spirit Beacon - Uncommon Rituals
Thaumaturgy Rituals: Bind the Accursed Tongue, Blood Allergy, Brand of the Paramour, Cleansing of the Flesh, Engage the Vessel of Transference, Enhancing the Curse, Impressive Visage, the Imp's Affliction, Inscription, Machine Blitz, Pavis of the Foul Presence, Purge the Inner Demon, Purity of the Flesh, Rebirth of Mortal Vanity, Ritual's Recognition, Shaft of Belated Quintessence, Splinter Servant, Stolen Kiss, Stone Slumber, Track Transgressor, and Unweave Ritual, Wards vs. Demons/Kindred/Lycanthropes/Spirits/Wraiths, Warding Circle vs. Demons/Kindred/Lycanthropes/Spirits/Wraiths
Necromancy Rituals: Bastone Diabolico, Drink of Lethe's Waters, Drink of Styx's Waters, Esilio, Judgment of Rhadamanthus, Minestradi Morte, Occhio D'Uomo Morte, Part the Veil, Tempesta Scudo - Rare Rituals
Thaumaturgy Rituals: A Touch of Nightshade, Bureaucratic Condemnation, Dedicate the Chantry, Deny the Intruder, Expedient Paperwork, Impassable Trail, Jinx, Learning of the Mind Enslumbered, Mark of the Amarath, Mourning Life Curse, Nectar of the Bitter Rose, Return of the Heart, Scent of the Lupine's Passing, Severed Hand, Transubstantiation of the Seven, Umbra Walk, Ward vs. Fae, Warding Circle vs. Fae, Whispers of the Ghost.
Necromancy Rituals: Chill of Oblivion, Divine Sign (Pisanob Only), Eldritch Beacon, Eyes of the Dead, Garb of Hades, Din of the Damned, Peek Past the Shroud, Puppet, Ritual of Potchli (Pisanob and Ghiberti Only), Ritual of the Smoking Mirror (Pisanob Only), Ritual of Xipe Totec (Pisanob Only)
General
- Unless the ritual write-up or house rules specifically say otherwise, you are aware of whether or not you cast a ritual successfully.
- Any ritual that refers to the caster's permanent Mental traits refers to the caster's traits at time of casting. Should, for example, a character create a warding circle and subsequently purchase additional mental traits, the strength of the circle would still be determined by the caster's earlier number of mental traits.
Specific Paths
- Pavis of the Foul Presence: (LoTN [Rev]: 187) - This ritual simply cancels an opponent's use of Awe and Summon; causes the backfire of Dread Gaze and Entrancement; and has no effect on Majesty. It also gives the user of the ritual the Negative Social Traits Odious x3
- Ward Versus Kindred: (Guide to the Camarilla 113) - This ritual is counted as Advanced and not as Intermediate.
- All character sheets must be approved. This is represented by receiving signatures from a majority of Storytellers present at the game.
- If a player with a hand-written character sheet, or one that was not printed and provided by the Storytellers, engages in any challenges, the other player(s) may request to see that the sheet has been signed by at least three Storytellers. If it has not, the player must relent to all challenges. This should be reported to Narrator or Storyteller.
- The night of game is always extremely hectic for the STs, who accordingly do not have the time to immediately give every new character sheet the full attention it deserves. Thus, the focus when reviewing sheets night of game is to insure that the sheet has no major problems and get the player into game as quickly as possible. Sheets will be further reviewed following game and players will be contacted should there be any problems.
- After submitting a character sheet, players have a "grace period" of two games to petition the Storytellers to make minor changes to their character. After this span, the character sheet is fixed.
- Anda, Ahirmanes, Baali, Blood Brothers, Children of Osiris, Daughters of Cacophony, Gargoyles, Harbingers of Skulls, Kiasyd, Lasombra (antitribu or otherwise), Mariner Gangrel, Nagaraja, Old Clan Tzimisce, Ravnos, Salubri, Samedi, Tzimisce, True Brujah, and any Clans and Bloodlines not found in LoTN [Rev] will require ST approval as PC characters (Don't expect to get said approval).
- Nosferatu, in addition to getting a dot of the Stealth, and Survival abilities at character creation, also gain a level of the Contacts Background.
- Toreador should consider themselves entranced by any person with four or more Appearance-related Traits. In the case of pieces created with Crafts, Blood Preparation, Expression or Performance, a Toreador will become entranced by any traditionally artistic work (paintings, songs, poetry) created with at least three levels of the applicable ability. Toreador will also become entranced by any non-artistic object (power point presentations, lamp-posts, ceiling panels) created with four or more levels of these abilities.
- Lasombra, Setites, and Serpents of the Light may suffer the stacked effects of their Clan Disadvantage and the Flaw Light-Sensitive if they have it.
- Just because there is only one PC in a Clan/Sect does not mean that that character has no friends or allies. We recognize that some Independent Clans cannot function effectively without a support structure. We will provide that support structure if there are no PCs doing so.
- Order of Challenges (LoTN [Rev]: 196): The order of challenges in a multiple-challenge situation is first determined by the categories of Attributes bid. Spending blood to power Disciplines and heal wounds is the first action, followed by Social, then Mental, then Physical challenges. The only way to
preempt a challenge is with Alacrity (one cannot, for example, interrupt a declared Physical Challenge with a Mental action without Alacrity). Alacrity actions can preempt only detected Challenges. Trait levels are used to determine which challenger goes first among a set of challenges in a like category.
- Active characters may only be killed or otherwise rendered unplayable in a scene. Downtime actions that might render a character unplayable must be scened. This includes NPC attempts to kill PCs (i.e. hunters and Sabbat). This rule does not apply to characters whose bodies have already been transformed into item cards.
- Death is a deliberate action. No matter how much damage a character takes, he falls into Torpor at the end of the turn. It takes a deliberate action to cause death.
- If you feel that a Storyteller has made a bad ruling in a combat, you may make one concise appeal at that time. Otherwise, please wait until the end of game to bring the matter up again.
- Most firearms will deal bashing damage, instead of lethal. However, exceptions will be noted on the item cards.
- When bidding extra Positive Traits for a weapon, the assailant must AUTOMATICALLY subtract any Negative Traits (Clumsy, Loud, etc...) from their sum. (LoTN [Rev]: 203).
- UnMasqued does not use the Speed ability. (LoTN [Rev]: 203).
- One blood heals two Bashing, or one Lethal. It takes three Blood Traits, one Willpower, and a full night rest to heal each Aggravated wound.
- A character who wishes to heal during combat may do so, but this takes one full round, and the character can do nothing else but move during that round.
- A Storyteller must be present for any Diablerie attempt.
- Successful Diablerie, even if no Generation boost occurs automatically gives the Diablerist 2 XP to spend at their leisure.
- Successful Diablerie entitles the diablerist to a three month period under which they suffer from ST-determined Flaws (Nightmares and Derangements are popular) to simulate the agony of digested soul reverberating throughout one's being.
- If you have committed Diablerie in the past three months and are subject to successful use of the Discipline Aura Perception, you must volunteer that there are black veins present in your aura.
- (LoTN [Rev]: 216 ) Diablerie does not force you to automatically lose a Path rating. You still MUST make a Path check, however.
- Diablerie may not provide any game benefit if performed on characters who have been in play for less than three games.
This section includes rules pertaining to mind-affecting substances that may be present in imbibed blood.
- Alcohol: Gain the negative traits Clumsy (Physical), Uninhibited (Social), and Oblivious (Mental) automatically. Add one to each of these traits for every three alcohol-tainted blood traits in your pool. If more than 2/3 of your blood pool becomes alcohol-tainted, bid a Stamina-related trait in a contested challenge (Diff: Number of Alcohol-related traits in your system) to avoid temporary unconsciousness (15 minutes). STs may enforce tests for addiction with regular on-going use.
- Caffeine: You may make a simple test each hour you wish to stay up past sunrise. On a win, you may forgo spending a Willpower if you wish to stay up. Once you have three Caffeine-tainted traits in your system, gain the negative physical traits Twitchy (Physical) and Hyper (Mental). Add one to each of these traits for every three additional caffeine-tainted blood traits in your pool.
- Cocaine: The difficulties of all Frenzy chops are increased by one. Gain the negative traits Unsteady (Physical) and Impatient (Mental) automatically. Add one to each of these negative traits AND to the difficulty to resist frenzy for every three coke-tainted blood traits in your pool (If you reach an effective 0 Self-Control this way, you frenzy automatically). If more than 2/3 of your blood pool becomes coke-tainted,
gain the effective derangement Paranoia. STs may enforce tests for addiction after a few uses.
- Hallucinogens: Gain the effective derangement Schizophrenia and the negative traits and Incomprehensible (Social) and Distracted (Mental) automatically. Add one to each of these negative traits for every three Hallucinogen-tainted blood traits in your pool. You are down a variable number of traits to resist the effects of the Discipline Chimestry (ST discretion).
- Heroin: For 15 minutes, you may not initiate any challenge (although you
may respond defensively) as you are overcome with euphoria. Afterwards, gain the negative traits Lethargic (Physical), Dull (Social), and
Oblivious (Mental). Add one to each of these negative traits for every three Heroin-tainted blood traits in your pool. For the duration of the drug being in your system, take a -2 trait penalty to any Mental Challenge or Dexterity-based physical challenge. If more than 2/3 of your blood pool becomes heroin-tainted, bid a Stamina-related trait in a contested challenge (Diff: Number of Heroin-related traits in your system) to avoid falling into one day of torpor. STs may enforce tests for addiction after one use.
- Marijuana: Lose any benefit from the Merit: Time Sense. The difficulties of all Frenzy chops are reduced by one. Gain the negative traits Docile (Physical), Dull (Social) and Shortsighted (Mental) automatically. Add one to each of these traits for every three marijuana-tainted blood traits in your pool. If you possess the Merit: Eat Food, seek out munchies.
- Meth: Gain the effective derangement Paranoia and the negative traits Unsteady (Physical), Incomprehensible (Social) and Distracted (Mental). Add one to each of these negative traits for every three Meth-tainted blood traits in your pool. You may make a simple test each hour you wish to stay up past sunrise. On a win or tie, you may forgo spending a Willpower if you wish to stay up. If more than 2/3 of your blood pool becomes meth-tainted, develop Schizophrenia (You are full of Goddamn
Spiders!) in addition to your Paranoia. STs may enforce tests for addiction after one use.
- PCP: Gain the effective derangement Schizophrenia and the negative traits
Numb (Physical), Incomprehensible (Social) and Violent (Mental). Add one to each of these negative traits for every three PCP-tainted blood traits in your pool. You gain the effects of Fortitude x1 while under the effects of PCP, but are unable to assess any damage taken or heal it. STs may enforce tests for addiction after a few uses.
- Sempreverde: Sempreverde is a fictional drug unique to the the world of UnMasqued. The high it produces is a very mellow one, during which one's perceptions become temporarilly more acute while remaining hard to focus. It is unique in that it can be taken by Kindred directly via tablet, and does not have to be diluted within mortal blood. After taking the drug, gain the negative trait Oblivious x2 (Mental). Add two more Oblivious traits for every three Sempre-tainted blood traits in your pool. You are down -3 traits on all Mental challenges not related to perception while under the effects of the drug. Add a phantom level of Awareness to your sheet. STs may enforce tests for addiction with regular on-going use.
General
- No out-of-clan Disciplines may be purchased at character creation.
Animalism
- Animalism: Quell the Beast (LoTN [Rev]: 135) - Quell the Beast does not prevent the spending of willpower for purposes of Aegis.
Auspex
- Auspex: Heightened Senses (LoTN [Rev]: 137) - Heightened Senses will not allow characters to senses things outside outside of the normal spectrum of human sensation. (i.e. You cannot hear dog whistles. You cannot see ultraviolet or infared light.)
- Auspex: Aura Perception (LoTN [Rev]: 137) - Before you may throw a test and ask any of the questions listed under Aura Perception, you must first stare intently at your target for at least five seconds, concentrating solely on them. In addition, you may use Aura Perception to determine the number and rough location of auras in the room (useful for finding out if there are wraiths or astral presences around). You must concentrate solely upon this for five seconds and then spend a mental trait and throw a Static Mental Test against the difficulty of the number of auras in the room. If you succeed, you sense the auras in the room for about five seconds, long enough to try the more specific use of Aura Perception on one of the auras to determine creature type, etc. You ignore the auras of obfuscated people, unless you have previously pierced their obfuscate with Heightened Senses and can seen them normally. If an astral form is Obfuscated, you cannot detect it.
- Auspex: Telepathy (LoTN [Rev]: 138-139) - Breaking into someone's head with Telepathy requires spending a Mental Trait and a Contested Mental Challenge. Once in someone's head, you hear their surface thoughts automatically and may, if you wish, send mental words and pictures to them, to which they may respond.
The content of surface thoughts are left up to the player of the character being telepathied and may be as vague or vivid as the player desires.
You may search for memories and information regarding topics of the person's surface thoughts or conversation by engaging in a Simple Mental Test. The person whose mind is being searched cannot relent to this challenge. No traits are risked by either party. The telepath may retest this challenge normally. The questions that may be answered in this way include: What is the name or location of the person, place, or thing about which you are thinking/speaking? Why do you hold the particular opinion you have just expressed (verbally or mentally)? What are your memories of the topic of conversation/thought? (This can include a search for the most significant memory of such type, or memories of such within a certain period of time).
Once you have received an answer to questions such as these and uncovered new memories, you may then make another test in the same way to find more information about those memories or locate other memories connected to them. If, on the other hand, you want to ask a question about something that isn't relevant to the person's current thought or conversation, and you don't want to follow a chain or memories in search of it, you may spend a Mental Trait and throw a Simple Mental Test, as above, to uncover the answer to any question you want, including such questions as: What is one of your flaws or negative traits, if any? What is one of your derangements, if any? ]Where were you last night? What is your deepest fear? Who do you love most? and really just about anything else you can think of.
If you fail in a challenge to find information in someone's mind, you must wait five minutes before you can ask the same question again, but you can ask other questions in the mean time. If you are aware that someone is using Telepathy on you, then you may, once every five minutes, make a Contested Willpower Challenge (no expenditure required) to try to break off the telepathic link. - Auspex: Psychic Projection (LoTN [Rev]: 139) - When manifesting from the astral plane, one Willpower allows you to manifest for one round (three seconds).
The astral plane is run with vague consideration for written material on the High Umbra. You may encounter astral spirits, constructs, or flat out bizarre things if you wander too far in it.
Celerity
- Celerity (LoTN [Rev]: 140) - When defending against follow-up actions granted by an opponent's Celerity, you can only use Dexterity-related Physical Traits to defend against them if you can match your opponent's number of follow-ups with your own Celerity. Otherwise, you must defend with Stamina-related Traits or relent.
- Celerity: Alacrity (LoTN [Rev]: 134) - A Social Action can be preempted with a Social Action, and a Mental Action can be preempted with a Social or Mental Action, except when you are surprised. Actions that are not detectable cannot be pre-empted. Necromancy and Thaumaturgy cannot be used in Alacrity. Social and Mental Actions are impossible when using Celerity higher than Alacrity.
Chimestry
- Chimestry (LoTN [Rev]: 142) - If a Chimera is simple and freestanding but runs on a program of some sort (ex: a bird that sings at various hours of the day, a man that gives a pre-set lecture) this will cost one additional Willpower. If the Chimera could be considered multi-part in some way (ex: a nest of birds, a small group of people chatting) and also requires programing or a schedule this will cost an additional two Willpower. Objects in a "multi-part" Chimera cannot be seperated from the illusion or act independently of it.
- Chimestry (LoTN [Rev]: 142) - A Contested Social Challenge is required to disbelieve in the reality of any given Chimera. Once the Chimera is disbelieved, it still remains visible to all parties (including the disbeliever) until actively disproved through a physical action (ex: passing your hand through it). You cannot accidentally disprove a Chimera. If the illusionist informs you the Chimera is illusionary, you may act as though you have won the challenge to disbelieve. Penalties are also applied to the illusionists bid in a disbelief test based on the absurdity of the creation, as described below.
- No Penalty
Description: Chimera is realistic and is something that the illusionist might have in their possesion that might well be wherever they are.
Examples: Guns, hamsters, nunchuku, dildos, pizzas, bling, strange sounds, laptops, maracas, tickle-me-elmos, small children, four leaf, pictures of Adam Jones naked, ice cream cones, X-Box 360s, manatees, flamethrowers. - -1 Trait Penalty
Description: Chimera is realistic, but is either rare or seems really out of place.
Examples: African elephants (not in Africa or a zoo), celocanths, Al Gore, diamonds larger than a grape, Gutenberg bibles, three headed baby ducks, pictures of Adam Jones engaging in illict acts with a platypus, an emperor scorpion trained to wear a miniature derby hat and dance slightly on command. - -2 Trait Penalty
Description: Chimera is realistic, but is inherantly unique and is something it is VERY not likely that the illusionist would have.
Examples: the Mona Lisa, the severed head of the current Pope, a living Dodo, Rasputin's penis in a jar, a small child with three heads, Lenin's corpse, another PC's backstory character. - -5 Trait Penalty (-3 with use of Horrid Reality)
Description: Chimera is not realistic, but could be explained with holograms or magnets or strange science or something...
Examples: Life destroying laser-guns, Lenin's corpse animated with cyborg technology, the indian rope trick, dinosaurs, giant mechas, lightsabers, realistic looking unicorns, another PC's *dead* backstory character - Auto Relent (-4 with use of Horrid Reality)
Description: Chimera is obviously fantastical, but could be the result of Thaumaturgy or bizarre wonk or something...
Examples: Disney villains, realistic looking unicorns that shoot fireballs and can fly, were-walruses, demons, angels, that water-carrying broom from Fantasia, the Cheshire cat, another PC's *dead* backstory character engaging in a menage a trois with Adam Jones and Lenin's corpse animated with cyborg technology (some things get higher penalties when combined) - Auto Relent (-5 with use of Horrid Reality)
Description: Chimera is blatantly disobeying the laws of consensual physical reality.
Examples: Liquid cats that changes color and speak with the voice of your dead mother, a house designed by MC Escher, a stick figure that jumps off of a page and remains 2-dimensional - Auto Relent (All Cases! Horrid Reality won't save you!)
Description: Object is technically impossible to conceive of by a human mind.
Examples: 4-dimensional items, platonic ideals, Cthulu
- No Penalty
- Chimestry (LoTN [Rev]: 142) - Chimera, even ones made without Horrid Reality can seem to physically restrain or even push another PC in a non-damaging way. If this occurs, however, an automatic disbelief check must be made, with all penalties applying. Should the belief check fail, the Illusionist responsible for the Chimera still must make a Contested Social Challenge against the defendant's Physicals to see if the Chimera can restrain or displace them.
- Chimestry (LoTN [Rev]: 142) - Animals are affected by Chimera, and are, in fact, unlikely to disbelieve a great number of illusions that humans would normally find absurd. However, Chimerical animals will almost never deceive real animals, unless the illusionist can reproduce all the sensory effects of an animal accurately (i.e makings dogs smell right to other dogs, making insects display the correct ultraviolet patterns to other insects, etc...)
- Chimestry: Horrid Reality (LoTN [Rev]: 143) - All present can see a Chimera created with Horrid Reality. However, only one target can receive psychosomatic effects or injury from it.
Dementation
- Dementation (LoTN [Rev]: 144) - All Malkavians with Dementation know when they invoke madness, except for the two basic levels. The most a Malkavian can get away with is claiming that sometimes the madness just flows, and he has little control.
- Dementation: Voice of Madness (LoTN [Rev]: 145) - If a character must test for Rö tschreck as a result of use of this discipline, that character cannot use Willpower to surpress it their fear.
- Dementation: Total Insanity (LoTN [Rev]: 145) - If you possess this Discipline, consult with an ST before you make a TI Deck.
Dominate
- Dominate - Prior to using of Dominate in combat, a character may be required to spend a Social Action attracting the target's attention for the purposes of eye contact.
- Dominate - Dominate may NOT be used to command a target to perform an involuntary bodilly action, such as sleeping (even if it's in the book). Should a character be Dominated to "Sleep", they will attempt to compose themselves to sleep to the best of their ability (lying down, closing their eyes, doing relaxation exercises... whatever), but they will not automatically fall unconscious.
- Dominate (LoTN [Rev]: 146) - Intimidation is a valid defensive retest against Dominate.
- Dominate (LoTN [Rev]: 146) - A vampire can suspect that they were Dominated. If a character feels that he has been Dominated, the player should seek out a Storyteller. Dominate requires the presence of a Storyteller or narrator, especially for the comparison of generation which should be a secret to both players.
- Dominate: Forgetful Mind (LoTN [Rev]: 147) - The identity of the Dominator is not automatically discovered when true memories are revealed. Forgetful Mind does not allow you to cycle through a person's memories at will and review them.
Fortitude
- Fortitude - (LoTN [Rev]: 149) Fortitude protects against staking. If you successfully test down all damage taken, then you are not staked.
- Fortitude: Aegis - (LoTN [Rev]: 150) Aegis has, in addition to the power listed in the book, the constant effect that the character possessing this level of Fortitude wins all ties on tests involving resisting damage (including tests made to lessen damage using levels 3 and 4 of Fortitude), unless other circumstances of the challenge would normally cause them to lose on ties, in which case traits are compared normally.
This power costs either a Willpower and a Physical Trait, or three Physical Traits, due to Willpower's reduced cost in UnMasqued.
Obfuscate
- Obfuscate - All uses of Animalism, Chimestry, Presence and Obtenebration will break Obfuscate.
Obtenebration
- Obetenbration (LoTN [Rev]: 163) - Using Obtenebration is considered a Mental Action.
- Obetenbration: Shroud of Night (LoTN [Rev]: 164) - The retested success a victim suffers due to fighting blindly in a Shround of Night is enforced on the character's first successful test.
A Shroud of Night is centered on a point in space. It will only move with a full turn of complete concentration which moves its center three steps. - Obetenbration: Arms of the Abyss (LoTN [Rev]: 164) - One tentacle can be created as a Mental Action with a full turn of concentration and the normal expenditures. The number of tentacles that can exist at any given time is limited by the number of levels you possess in this discipline. Tentacles are controlled during the Physical phase of combat and they cannot be used in the same turn that either a Shroud of Night or other Arms of the Abyss are being created.
Potence
- Potence (LoTN [Rev]: 165) - Potence cannot be used to defend against any attack that does damage.
Presence
- Presence (LoTN [Rev]: 167) - Most powers are not obvious while in use or after they wear off. Consult a Storyteller if you feel the character should be aware of their use.
- Presence: Awe (LoTN [Rev]: 167) - Awe may not be used as a retest for Chimestry or any form of Blood Magic.
- Presence: Summon (LoTN [Rev]: 168) - Use of Summon requires a Willpower expenditure.
Summon also includes a "danger clause." Solely at the discretion of the ST running the scene, a use of Summon may fail due to an obvious threat of death in the Summoned character's path.
A character who is Summoned does not know the location of their Summoner until they arrive.
Summon may be performed on a character whom you have contacted according to the specified Summon requirements through the vehicle of a mortal under the influence of the Dominate power Posession. - Presence: Majesty (LoTN [Rev]: 168) - Majesty affects all those within line of sight.
Quietus
- Quietus: Scorpion's Touch, Baal's Caress (LoTN [Rev]: 171-172) - For Quietus, a weapon can hold a maximum number of toxic Blood Traits based on its concealability rating.
Concealability Blood Traits Pocket 1 Trait Jacket 2 Traits Trenchcoat 3 Traits None 4 Traits - Quietus: Dagon's Call: (LoTN [Rev]: 172) Using this power may require a Physical Challenge to initiate physical contact, as per Thaumaturgy's Path of Blood.
- Quietus: Taste of Death: (LoTN [Rev]: 172) Use of this power deals two Aggravated damage, not one.
Serpentis
- Serpentis: Eyes of the Serpent: (LoTN [Rev]: 173) The victim of this power can take no physical action while the power is maintained. This includes speaking. Non-verbal powers, however, such as Presence may be invoked while under the effects of this Discipline.
- Serpentis: Skin of the Adder: (LoTN [Rev]: 173) The bite attack you can utilize in this form causes an additional wound level if you win or tie a Simple Test after biting. In addition to those Traits given in LotN [Rev], you gain the Physical Trait Wiry.
- Serpentis: Eyes of the Serpent: (LoTN [Rev]: 173) You may accelerate the time taken to shift to this form down to two turns with the expenditure of a Blood Trait, or to one turn with the expenditure of a Blood Trait and a temporary Willpower Trait. In addition to those powers given in LotN [Rev], you gain the Traits Tough, Lithe, and Alert. You may not use the Disciplines Protean, Vicissitude, Necromancy, or Thaumaturgy (including Akhu and other Blood Magic) while in this form, and you may only use Dominate if you can bypass the requirement of speech.
- Players (assuming they partcipated and came in costume) receive 3 XP per each game session, until they achieve 35 cumulative XP. Afterwards, they receive 2 XP per each game session until they achieve 70 cumulative XP. After this, they still receive 2 XP per each game session, but 1 XP MUST be spend immediately at the end of game on backgrounds or abilities.
- All experience expenditures must be indicated on the back of the character sheet you turn in at the end of game. Deviation from this rule may cause your expenditures to not take place.
- If the character you are creating is your first character in UnMasqued you will receive 10 XP points to spend on him/her. If you have already played a character prior to the one you are creating, you will receive 5 XP.
- A maximum of 10 XP may be banked for future use. Excess XP will be spent on your character by the Storytellers at their discretion.
- Only one trait per category (ie Social, Mental, Physical, Ability, etc) may be purchased per game played.
- Buying Influences in game requires a justification for the purchase or the influence costs double XP.
- Players may receive 1 bonus XP for bring a new player into game. However, the new player must play a PC for at least two full game sessions, and the new PC must NOT be part of a coterie or influence bloc which directly aids the PC of the player receiving the XP.
- 1-3 XP may be awarded for the submission of a character backstory, depending on the quality.
- Flaws not found in Laws of the Night: Revised, Laws of the Night: Camarilla Guide, or Laws of the Night: Sabbat Guide require ST approval.
- The following Flaws are worth no points: Cannot Embrace, Cast No Reflection, Flashbacks, Flesh of the Corpse, Infertile Vitae, Lunacy and Prey Exclusion (Children).
- Amnesia and Phobia will serve as Derangements and not as Flaws.
- Merits not found in Laws of the Night: Revised, Laws of the Night: Camarilla Guide, or Laws of the Night: Sabbat Guide require ST approval.
- The following Merits are banned: Introspection, Lucky, Nine Lives, and True Faith.
- Ability Aptitude does not grant bonus traits to any form of Discipline use.
- Code of Honor requires a written description and ST approval.
- The effects of Enchanting Voice and Natural Leader do not stack.
- Enchanting Voice grants no bonus traits to uses of Dominate (For a rough Dominate-friendly equivalent, you may wish to look into the Dark Ages Merit Penetrating Gaze).
- Iron Will will provide one free defensive retest on Dominate effects. This retest may be used at any point in the challenge. Both Iron Will and Willpower may be used in the same challenge. This Merit's effect on mind-affecting Thaumaturgy remains the same.
- If a player encounters any NPC (excluding those made up on the fly for a specific scene (ex: the random hobo you eat while feeding)), the player may request to see that a character sheet for that NPC exists. If no sheet can be shown, the NPC must relent to all challenges.
- A GPC (Guided Player Character) is a PC who must give deference to the STs in certain endeavors, as they are often designated to have certain special in-game abilities, backgrounds or goals. Although this is not always the case.
If you are playing a restricted Clan, possess a restricted Merit, Ability or Power, or are reprising a shelved PC, you will be asked to play the character as a GPC.
If you are playing a GPC, you should consult the STs before taking any action designed to remove a PC from play or making general overtures that would effect the game on a large scale. - UnMasqued DOES NOT allow for shelved characters. Exceptions may be made if you arrange with the ST crew in advance to shelve a character, explain to us when your character will be unshelved, and tell us in advance what they are doing during their absence. We do not guarantee you will be allowed to shelve a character even if these specification are met. (Note: From time to time, ex-PCs appear in game as NPCs. In these situations, we often consult with the former player. We do not guarantee this either. See rules below for details.)
- When a PC is retired by the player for any reason, that PC becomes an NPC and it's actions are subject to the will of the ST crew. Players may role play their former NPCs *only* at the express permission (and usually only at the express *request*) of the STs, and must outline their intentions to the ST crew beforehand and have an ST present for all downtime bluebooking scenes that might take place with that PC..
If you wish to contact a former PC, please send an e-mail to the ST list, rather than contacting the former player of the PC. Also if you once played a PC that is now an NPC, we request that you not take the initiative to have him/her contact any PCs or request that scenes be run with your former character initiating. We will contact you if your former PC needs to input into a scene or story.
Players may request that STs not make use of their former characters at all and such petitions will generally be complied with, although these requests are occasionally subject to refusal under extreme circumstances. Player input on how to run ex-PCs is also appreciated, and we will do our best to not ruin the original vision players have for their characters, although it should be clear at all times that former PCs are ultimately the property of the crew.
- (LoTN [Rev]: 209) Losing a Virtue Test does not result in the addition of a Negative Trait (unless you're a Gangrel).
- You may not lose more than one virtue trait per game session. (This applies to Diablerie)
- We do not guarantee that your new character will be allowed to play a Path of Enlightenment, even if they are of a Clan able to do so.
- The Path of Evil Revelations and Paths of Enlightenment not found in Laws of the Night: Revised or Laws of the Night: Sabbat Guide will require ST approval.
- (LoTN [Rev]: 187) You DO NOT get extra Social Traits from holding boons. A trivial boon is NOT 1/5th of a Life boon. Boons operate with due consideration for common sense.
- No PC can come into game with more than four cumulative Status (including Acknowledged or Committed).
- Clan Prestige exists in UnMasqued. Like Status, Prestige can be added to ones Social Traits in non-Discipline related challenges, but only with members of your own Clan, who are also within your own Sect (Nosferatu being the exception). No PC can come into game with more than three Clan Prestige.
- Holding the position of Prince grants a PC of a traditional Camarilla Clan the Clan Prestige Empowered and Successful as positional Prestige.
- Holding the position of Primogen grants a PC of a traditional Camarilla Clan the Clan Prestige Respected as positional Prestige. Holding the postion of Whip grants such a PC the Prestige Useful.
- Assamite Prestige: Assamite Prestige works separately for each Caste, although any Caste Prestige may be used in Social Bids against other Assamites, regardless of their lineage. Prestige is generally either awarded by Assamite NPCs or is acquired through rank, following the guidelines set forth in Clanbook: Assamite [Rev] (p 36-38). All Loyalist Assamites considered in good standing start out with the Prestige Inducted. Below are some of the typical Prestiges awarded based on the ranking system within the Loyalist Sect of the Clan:
- Inducted [All castes]: This Prestige is earned with the rank of Aspirant (Viziers and Sorcerers) or with the rank of Fida'i (Warriors), and as long as the character is a Loyalist Assamite in good standing, this Prestige cannot be removed.
- Established [All castes]: This Prestige is positional with the rank of Associate (Viziers and Sorcerers) or with the rank of Rafiq (Warriors). It stacks with the Prestige Inducted.
- Ace [Warriors]: This Prestige is given to Warriors who have successfully killed five or more non-Assamite of greater or equal strength.
- Da'i [Warriors]: This Prestige is given to Warriors who have demonstrated a great deal of learning and knowledge in theological or scholarly matters. It is generally common with Cainites on the Path of Blood.
- Learned [Sorcerers and Viziers]: This Prestige is positional with the rank of Master. It stacks with the Prestige Inducted and Established.
- Accomplished [Sorcerers and Viziers]: This Prestige is positional with the rank of Full Master. It stacks with the Prestige Inducted, Established and Learned.
- Distinguished [Sorcerers and Viziers]: This Prestige is positional with the rank of Full Master. It stacks with the Prestige Inducted, Established, Learned and Accomplished.
- Inducted [All castes]: This Prestige is earned with the rank of Aspirant (Viziers and Sorcerers) or with the rank of Fida'i (Warriors), and as long as the character is a Loyalist Assamite in good standing, this Prestige cannot be removed.
- Brujah Prestige: Brujah Prestige is generally either awarded by Brujah NPCs or via a majority agreement at an IC Brujah Rant. For a Rant to hold enough to weight to bestow Prestige on a Brujah PC, at least five or more Brujah characters (PCs or NPCs) must be present. Below are some common examples of Brujah Prestige with specific connotations:
- Hardcore: This Prestige is indicative of precisely what you think it is indicative of.
- Enduring: This Prestige is indicative of a Brujah renowned for having successfully "run the Gauntlet" and remained standing. It can carry a somewhat sinister or negative connotation.
- Eloquent: This Prestige is indicative of a Brujah renowned for their ability as a speaker on issues of import. (Characters coming in with this Prestige require at least Expression x4 and Performance: Oration x1)
- Utopist: This Prestige is indicative of a Brujah renowned for their knowledge of the Carthaginian civilization. (Characters coming in with this Prestige require at least Lore: Brujah x4, Academics (Carthaginian History) x1 and Linguistics (Phoenician) x1)
- Hardcore: This Prestige is indicative of precisely what you think it is indicative of.
- Gangrel Prestige: Gangrel Prestige is generally either awarded by Gangrel NPCs or via a majority agreement at an IC Gangrel Gather or Thing. For a Thing to hold enough to weight to bestow Prestige on a Gangrel PC, at least five or more Gangrel characters (PCs or NPCs) must be present. Below are some common examples of Gangrel Prestige with specific connotations:
- Berkut: This Prestige is indicative of a Gangrel who has successfully slain a lycanthrope. It is named for a breed of golden eagle used by the Kyrgyz to hunt wolves.
- Unbested: This Prestige is indicative of a Gangrel renowned for their prowess in combat, who has not yet been defeated in any formal one-on-one battle. (Characters coming in with this Prestige require a at least Brawl x4)
- Well-Spoken: This Prestige is indicative of a Gangrel renowned for their ability as a storyteller. (Characters coming in with this Prestige require at leastExpression x4 and Performance: Storytelling x1 )
- Berkut: This Prestige is indicative of a Gangrel who has successfully slain a lycanthrope. It is named for a breed of golden eagle used by the Kyrgyz to hunt wolves.
- Giovanni Prestige: As Clan Giovanni is already constructed of a family, Prestige works in a very roundabout way - given the fact that most other Giovanni a PC might petition are in some way related to them by blood.
As a basic rule of thumb, however, Giovanni can be ranked into four categories: The Unico Sangue (Giovanni proper), the Doppio Sangue (Dunsirn, Milliners, Pisnob), the lesser families (della Passaglia, Ghiberti, Putanesca, Rosselini), and the rare nearly forgotten families (Beryn, Koenig, Li Weng, Rothsteins, St. Johns). Given the inherent Giovanni nepotism that runs throughout the family, those closer to the Unico Sangue will almost always have a better time of things.
As such, any Giovanni Clan Member may hold Prestige as a PC may normally, but they will always be limited by their lineage should they attempt to challenge a member of a family more prominent than they. As such, in a Social Challenge where Prestige is invoked, a full-blooded Giovanni is two traits up against a Dunsirn, Milliner or Pisanob; three traits up against a della Passaglia, Ghiberti, Putanesca or Rosselini and four traits up against a Beryn, Koenig, Li Weng, Rothstein, or St. John.
Below are some common examples of Giovanni Prestige with specific connotations:
- Comprehending: This Prestige is indicative of a Giovanni with a great deal of insight into the other world and the nature of death. (Characters coming in with this Prestige need to possess either at least Lore: Wraith x4 or come in with a Path Rating of four or more on the Path of Bones)
- Influential: This Prestige is conferred upon Giovanni of local importance who are known as favor-traders and brokers. (Characters coming in with this Prestige require at least four levels of two Backgrounds considered "useful")
- Pure-Blooded: This Prestige is indicative of a Giovanni with a prominent lineage, free from any inter-marrying into other families... yet not Pure-Blooded enough to warrant an Inbred flaw.
- Talented: This Prestige is indicative of a Giovanni notably skilled in the arts of Necromancy. (Characters coming in with this Prestige need to possess the Necromancy Discipline as well as at least Occult x3, Lore: Necromancy x3 or Lore: Wraith x3)
- Comprehending: This Prestige is indicative of a Giovanni with a great deal of insight into the other world and the nature of death. (Characters coming in with this Prestige need to possess either at least Lore: Wraith x4 or come in with a Path Rating of four or more on the Path of Bones)
- Malkavian Prestige: Malkavian Prestige is one of the most fluid Prestiges in the game. Frankly, the STs can slap it onto your sheet on a whim. However, like other Prestiges, interactions with high ranking NPCs and general contributions to the Clan are likely to earn you brownie points. Below are some vaguely common examples of Malkavian Prestige with specific connotations:
- Comic: This Prestige is indicative of a Malkavian particularly adept with the tradition of pranking, who has pulled several notable, clever or ingenious pranks.
- Sybilline: This Prestige is indicative of a Malkavian noted for their abilities as a seer or prophet. (Characters coming in with this Prestige require at least Awareness x4)
- Comic: This Prestige is indicative of a Malkavian particularly adept with the tradition of pranking, who has pulled several notable, clever or ingenious pranks.
- Nosferatu Prestige: Nosferatu Prestige is generally arises through taking certain actions that will generate Clan renown on a large social scale. Unlike other Clan Prestiges, Nosferatu Prestige is unique in that it can transcend Sect. Below are some common examples of Nosferatu Prestige with specific connotations:
- Accomplished: This Prestige is indicative of a Nosferatu renowned as an architect or warrenmaster.
- Erudite: This Prestige is indicative of a Nosferatu renowned as a Loremaster and scholar. (Characters coming in with this Prestige require at least 10 points to have been spent in Lore-related abilities)
- 1337: This Prestige is indicative of a Nosferatu renowned for their abilities with Schrek-Net. (Characters coming in with this Prestige require at least Computer x4)
- Well-Informed: This Prestige is indicative of a Nosferatu known as a reliable go to source for rumors and information - even among the Nosferatu.
- Accomplished: This Prestige is indicative of a Nosferatu renowned as an architect or warrenmaster.
- Toreador Prestige: Toreador Prestige is generally accumulated through nebulous but forceful public opinion and often arises through in-game endeavors (such as holding IC balls or creating pieces of artwork). Below are some common examples of Toreador Prestige with specific connotations:
- Gifted: This Prestige is indicative of a Toreador coming in with an unparalleled skill at some form or artwork (Characters coming in with this Prestige require either Crafts x5, Expression x5 or Performance x5)
- Eminent: This Prestige is indicative of a Toreador with a great deal of sway in the Prestation system, possibly holding a place among the Harpies.
- Exquisite: This Prestige is indicative of a Toreador known for their physical beauty, but who has counterbalanced this with artistic skill, and hence avoided the label "Pouseur." (Characters coming in with this Prestige require at least 4 Appearance-related traits and at least four levels of the Crafts, Expression or Performance Abilities)
- Patron: This Prestige is indicative of a Toreador known to support and foster mortal artists on a large scale (Characters coming in with this Prestige require at least Resources x4 and will need to utilize some part of it to propagating the arts to maintain this Prestige)
- Pioneer: This Prestige is indicative of a Toreador known for their skill in an unconventional style of artwork or media. It may not always be well-received or recognized with older members of the Clan. (Characters coming in with this Prestige require at least four levels of the Crafts, Expression or Performance Abilities with an "uncommon" specialization - consult an ST to see what we consider uncommon.)
- Gifted: This Prestige is indicative of a Toreador coming in with an unparalleled skill at some form or artwork (Characters coming in with this Prestige require either Crafts x5, Expression x5 or Performance x5)
- Tremere Prestige: The structure of Clan Tremere already inherently groups it's members into a hierarchy through the assignment of Circles of Mystery. As such, while Tremere Prestige does exist as a note of merit among the Clan, such Prestige is only applicable to members of Clan Tremere within the rank and Circle of Mysteries as any character trying to utilize Prestige. For example, a Fifth Circle Apprentice cannot make use of his Prestige Efficient in a social bid against his Sixth Circle comrade. However, he may certainly utilize it against other Fourth Circle Apprentices, or against Apprentices of the Third Circle or lower.
In addition to nullifying the use of Prestige in Social Challenges big against them, Tremere of higher Circles are also considered a number of traits equal to the difference in Circles between them and their opponent in Social Challenges against other Tremere where rank is invoked.
As with other Clans, up to three Prestige may be purchased at character creation. Circles of Mystery may also be purchased at Character Creation at a cost of 1 Freebie Points per Circle with ST permission. If no Circles are purchased, the Tremere is assumed to start as an Apprentice of the Fourth Circle. Should a Tremere PC ascend to a higher Circle of Mysteries over the course of game play, any current Prestige simply increases in it's applicability.
Tremere may gain Prestige only when it is granted by Clan members (PC or NPC) of higher rank. - Setite Prestige: Setite Prestige is generally awarded by Setite NPCs or through taking specific actions that directly help to serve the goals of the Clan and cult of Set that will be widely recognized. All Setites start out with the Prestige Pious. As a general rule, UnMasqued uses the guidelines set forth in Clanbook: Followers of Set [Rev] (p 60), augmented with some of the adjectives suggested by the OWBN Setite Genre Packet (We claim no OWBN affiliation). Below are some common examples of Setite Prestige with specific connotations:
- Pious: This Prestige is held by any Setite in good standing with their Sire and the local Clan, and as long as this remains true, this Prestige cannot be removed.
- Broken: This Prestige is conferred upon notable Theophidian scholars. (Characters coming in with this Prestige require at least Lore: Follower of Set x4 and Theology x2)
- Devoted: This Prestige is conferred upon notable artists and poets of the Clan. (Characters coming in with this Prestige require at least Crafts x4 or Expression x4)
- Emptied: This Prestige is conferred on any Setite knowledgeable in the arts of Akhu.
- Exalted: This Prestige is conferred upon important cult officers in major temples and upon the leaders of major cults.
- Influential: This Prestige is conferred upon Setites of local importance who are known as favor-traders and brokers. (Characters coming in with this Prestige require at least four levels of two Backgrounds considered "useful")
- Initiated: This Prestige is conferred upon warriors within a major cult.
- Lost: This Prestige is conferred upon notable occultists and esoteric scholars. (Characters coming in with this Prestige require at least Occult x4 or Lore: Akhu x4)
- Princely: This Prestige is held by elders of the Clan. (Characters coming in with this Prestige should be at least 200 years old and have sufficient backstory to justify Elder status)
- Vengeful: This Prestige is conferred upon notable warriors of the Clan. (Characters coming in with this Prestige require at least Brawl x4 and Melee x4)
- Worshipful: This Prestige is conferred upon any leader of any cult, major or minor.
- Pious: This Prestige is held by any Setite in good standing with their Sire and the local Clan, and as long as this remains true, this Prestige cannot be removed.
- Ventrue Prestige: Ventrue Prestige is generally awarded by Ventrue NPCs or through ascending to appropriate ranks within the Gerousia or Directorate (see Clanbook: Ventrue [Rev] 39-45). All Ventrue who have undergone the Agoge (which is not as great a requirement in UnMasqued canon) and/or are simply considered members of the Clan in good standing start out with the Prestige Capable. Below are some of the typical Prestiges awarded based on the ranking system within the Clan:
- Capable: This Prestige is earned after the completion of the Agoge and as long as a Venture remains in good standing with the Clan, this Prestige cannot be removed.
- Authoritative: This Prestige is positional with the rank of Praetor (PCs are not able to enter game with this position, but may ascend to it later).
- Distinguished: This Prestige is positional acceptance into the Peerage.
- Invaluable: This Prestige is positional with the rank of Lictor. (PCs are not able to enter game with this position, but may ascend to it later.)
- Reliable: This Prestige is positional with the rank of Aedile.
- Sovereign: This Prestige is positional with the rank of Praetor (PCs are not able to enter game with this position, but may ascend to it later).
- Useful: This Prestige is positional with the rank of Quaestor.
- Capable: This Prestige is earned after the completion of the Agoge and as long as a Venture remains in good standing with the Clan, this Prestige cannot be removed.
- All starting characters begin the game with four Willpower traits, independent of generation. The Willpower cap for all player characters is ten.
- Willpower may be bought at a cost of 2 XP, rather than the listed price of 3 XP.
- A Storyteller or Narrator punching a hole in your character sheet must document any use of Willpower. Willpower may not be spent without a Storyteller or Narrator present.
- Temporary Willpower is regained at the rate of one trait per game.
- Willpower may be used as a retest for any challenge, excepting challenges involving using or piercing Obfuscate.
- Storytellers may restore Willpower if characters perform actions that hold particularly true to their Nature. Consult a Storyteller if you feel this is the case.
- You must have the temporary trait to spend the permanent.

