Quote: I told you not to do it. You didn’t listen. I’ve been Equipment: You own a green Chevrolet Berretta and
around long enough know what we can and can’t do without maintain a private apartment as your haven. You sleep with
pissing of the bishop. Let’s hit the Rack. I’m hungry. the pack about half the time. You carry no weapons except
duringJYhad,when You carry SomesortofautomatlcweaPon.
Prelude: You were always the stra1ght-A student. You
always did everything right, and your siblings really didn’t You always dress in nice clothes of the latest
like you because of it. After college,you decided to go to law
school on a corporategrant. You did well, but everyone knew
you would. Then your life suddenly changed all at once.
Jyhad was raging in the city and you became a recruit for
the Sabbat. You were dragged out of your apartment to the
graveyard,whereyou received the CreationRites. You were
smart and survived the Jyhad,though your roommate,who
.. .. . . .was also chosen, was killed. You -pr.oved your ability;
advisor to the pack, while they see you
as little more than an irritant.
Roleplaying Tips: You love to tell
others what to do. You can be very annoy-
ing, but you are usually right. You like to
tell people, “Itold you so,”when they screw
up. You know they would probably do the
same to you but you seldom do anything
wrong. You speak with confidence and
often talk over the heads of your fellow
pack members. It gives you pleasure to
point out their ignorance to them.
Name: VAMPIRE: The Masquerader" 4
Player=
Nature: Praise-Seeker Clan: Ventrue antitribu
--Chronicle:
Demeanor=Critic Generation: 11th
Concept=Whiner Haven: Apartment
--Physical Attributes .....Mental
Social 0oooooo
Strength (1000000 Charisma Perception 0.. 00000
000
Dexterity 0 (1.0000 0 Manipulation- ...OOO 00 Intelligence
Stamina 0 (10 00000 Appearance ..000000 Wits ..000000
Abilities ~
Talents Knowledge
Acting 0~000000 Bureaucracy .0000000
Alertness e0000000 Computer .0000000
Athletics .0000000 Finance .0000000
Brawl .0000000 Investigation ..000000
Dodge .0000000 Law
.a 00000
Empathy .0000000 Linguistics ..000000
Intimidation 00000000 Medicine 00000000
Leadership 00000000 Occult .0000000
Streetwise 00000000 Politics .0000000
Subterfuge .0000000 Science .0000000
-Advantages
Disciplines Backgrounds Virtues
Auspex 0 a 0000 00 Generation oooooo Callousness .....e000
0
Dominate 00000000 Resources e.OOOOOO Instincts
Fortitude .0000000 00000000
00000000
00000000 00000000
00000000 00000000 Morale ..000
00000000 00000000
- - -of Health
-=-Other Traits- -Path
00000000 Honorable Accord BrUkd 0
Hurt
oooooooo ---0 e 0 0 0 0 o o o o Injured -1 0
Willpower -=--
00000000 -1 0
oooooooo 0 0 0 0 0 0 0000 W d -2 0
00000000 0000000000 Mauled 22 0
00000000
00000000 crippled -5 0
oooooooo -Blood Pool- --Tnca$tated 0
00000000 0000000000 Weakness-
oOoooooo 0000000000
oOoooooo
#-.
Appendix One:
Unusual Weapons for Vampire
Force is not a remedy.
-John Bright, speech at Birmingham
The Sabbat are known for their wildness,and their pre- Straight Razor: The straight razor is awicked-lookingweapon.
ferred weapons reflect this. While most Kindred avoid It is not very effectiveas a meleeweapon despite its appearance, but
flamethrowers,t h t m~ ay be used by hunters. The other it is very useful for drawing blood.
weapons may be used by almost m y character. Difficulty: 5 Damage: Strength + 1
Chainsaw: The chainsaw k.\ certainly an unwieldyweapon,but Ability: Melee Weight: 3-6 02. Conceal: P
it is incredibly intimidating a i d can inflict some grisly wounds. Flamethrower: O n l y the most twisted Sabbat would risk using
a flamethrower, but some are that crazed. There are a variety of
Chainsaws are available in vartous sizes and blade lengths. The flamethrowers, but the technology and ability of them has not
improved much since World War 11, so consider the following
average chainsaw has the following rating (this may be altered for statistics applicable to most flamethrowers. Adjustments can be
extremely small or large blades)
Difficulty: 8 Damage: Strength + 7
Ability: Melee Weight: 17-25 lbs. Conceal: N made to compensate for the exact model, ranging from the old
Note that the high difficulty of the weapon means more German flammenwerfers of World War I to the modern Russian
botches will be rolled. Playerswhose characters botch their attacks LPO-50 manpack flamethrower.
should receive no pity whatsoever from the Storyteller, and will Difficulty: 6
most likely take severe and gruwome damage. Damage: One die of damage per hit. Hits are cumulative and
Machete: The machete is wielded much like a saber,but it has the flame will bum continuously, causing the same damage each
a shorter blade. It is used extensively by the Sabbat of South turn until extinguished.
America and is the preferred weapon among Sabbat pirates. Weight: 45-60 lbs. Range: 35
Difficulty: 5 Damage: Strength + 3 Fire Rate: 1 Capacity: 20 turns’ worth of fuel
Ability: Melee Weiqht: 1-2 Ibs. Conceal: J Note: If the fuel tank is shot, it will explode 70 percent of the
time, causing a fiery explosion and 20 dice of damage. All attempts
to hit the fuel tank are at +3 to the difficultyfactor.
Appendix Two:
SabbatRelics andMagical Devices
Members of the Sabbat have obtained a number of magical Here are a few items believed to exist, though some may exist
devices and supernaturally potent relics. However, mystical items only in legend. Keep in mind that the Storyteller is the final
areextremelyrare. Mostbelong to sect elders,but somemaybe given authority on magic items.
to neonatesby their siresassigns(andproof) of lineage.All the items Aaron’s Feeding Razor
presented herein may be considered rare, particularly the more A Malkavian who despisedhaving to touch people created this
unique and potent items. Certainly the body parts are one-of-a-
kind. magic razor blade in the early 17th century with which to draw
blood. He preferred not to drink directly from vessels for fear of
Mystical devices will ha\-e a strong impact on the game, having them dirty him. The razor has been passed along for many
possibly overshadowing the characters. Magic item proliferation years, and supposedly has the power to choose victims with pure
can ruin a good game by taking away the entire ambience that is virgin blood (Aaron’s favorite). The blade is also believed to have
Vampire. As a guideline, magic items should come into play in only the power to cause aggravated wounds.
10 percent of your stories. This maintains the drama and the
supernatural feel that should accompany such objects. Also keep in Black Gloves
mind that the more powerful wmpires will take from the weaker,
even in the Sabbat, and they keep their own treasures well hidden. Thispair of women’s gloves is madeof black velvet. The gloves
Characters should not expect til own a number of mystical items, allow the wearer to extend claws of black metal from the fingertips.
and most should not own any. The clawsare capable of doing aggravateddamage,and are thought
to have once been attached to a Gangrel.
IIIIIIIIIIII I
Appendices 153
Brass Heart Shield Martinelli’sRing of ClearThought
A Tremerevivisectionistcreated this devicein the 1400s.This This gold ring was the propertyof a Malkavianelderdestroyed
brass plate, when inserted over the heart of a vampire, deflects all during the Anarch Revolt. A ghoul created it for her as a gift.
non-magical stakes. The Tremere was murdered by a number of
Sabbat who literally ripped him apart. They discovered that the Wearing the ring removes all fears, phobias,Derangementsand any
plate could be placed under the skin with a small vertical incision. mental flaws the individualwearing the ringmight have. Removing
The plate then sinks through the flesh and rests above the heart. the ring brings them back twice as strong, and the wearer becomes
Once inserted within a given vampire, the plate is only removable obsessed with recovering it.
upon the death of the vampire wearing it.
Phylacteryof Recorded Memory
Concoctionof Vitality
An ancient Celtic Druid created this amulet. It looks like a
This magical potion allowsa vampireto become human again, smooth piece of granite bound in two gold bands, and allows the
wearer to evoke the memories of any previous owner of the amulet.
but only for 24 hours. Thus, the vampire can go out in the daylight,
The amulet may aid in skills,languages, and many other areas. The
eat, breathe and do all the other things a human can. However,the
vampire is also just as vulnerable to harm as any other human, and amulet also slowsthe aging of any mortalwearing it. Thephylactery
all Disciplines are temporarilylost. It takes four to six hours for the is believed to have passed through the hands of a couple of mages,
potion to take full effect. While mortal, the character will age as if a Camarilla elder, and a faerie. Occasionally, the wearer will
he had never died. uncover memories so alien that their mere presencesendshim into
crazed fits. If a Storyteller does not want to decide what memories
Femur of Toomler it contains, she can have the character roll Intelligence (difficulty
This relic has very little supernatural power, but is valued by 9). A botch means the wearer has called up memories he would
many Tzimisces. The bone, supposedly made from a fourth genera-
tion Tzimisce, has the power to cause aggravated damage when rather not have.
striking a vampire. Toomler allegedly possessed very unusual pow-
ers, including the ability to disassembleparts of his body and then PumpingHeartof Nizchetrrs
reconnect them. The femur was supposedly used after Toomler’s
demise by another Tzimisce to kill one of the founders of the This heart is said to be sealed in a greenglassjar. The heart was
Tremere. that of a powerful Toreador, and some say the heart still beats, due
to either its own magic or magic contained in the jar and its fluids.
Giants’ Blood The heart is thought to bring good luck if kept on a mantelpiece in
the owner’shaven, possiblylowering the owner’sdifficultynumbers.
This is exactly what it reads -giants’ blood. In the ancient
days when the giants walked the earth, only foolhardy vampires Talbot’s Chainsaw
would prey upon these loathsome creatures. A few vampires did, During the 195Os, a deranged Gangrel went on a seven-state
however, and they made sure they bottled the remainder of the killing spree. The rusty yellow chainsaw she used is believed to
possess some unknown supernatural powers. Rumors include: com-
prized blood that they could not consume immediately. The blood, plete immunityto bullets, blades and fire,aswell asthe ability to call
at least temporarily, and possiblypermanently, increases avampire’s up zombie-like creatures.
Potence score dramatically.
Tongue of Jarthis the Slaver
Hand of Conrad
Jarthis was a fat Giovanni who existed for a number of centu-
This supernatural relic is the severed hand of a powerful ries. Hedevelopedan overwhelminglylucrativeslavetrade,especially
Brujah. The hand appears to be mummified, but if held to the wrist with the triangle trade of the 1700s.Jarthishad the power to tell lies
of a vampire it will attach itself and come to life. Of course, the better than almost anyone, and was able to spot a well-spoken lie
vampire wishing to use the hand must first sever her own hand to
provide a stumpfor Conrad’s hand. The hand supposedlygrants the with ease. Jarthis was killed in 1823; the Assamite responsible
possessor increased Potence, Courage and Brawl. The hand is also
rumored to have the power to raise the dead, but many believe this removed his tongue and returned it to theNosferatu whosanctioned
to be pure speculation. the killing. The Nosferatu used a debt owed him by a Tremere to
have Jarthis’ talents of lying imbued in the tongue. It has passed
Ivory Bow through many hands, and now looks like a dried-up, leathery strip
This is a magical bow made of ash and ivory. Any arrow fired of meat. If a person puts the tongue in her mouth, she can tell a lie
from the bow causes aggravated wounds to Lupines and vampires. without being discovered. If sheholds it to her ear, she can ascertain
whether or not a given statement is a lie.
Jomm of Kinsmanship
Vestment of Vileness
This is a bowl made of an unidentified blackish-redwood and
carved with intricate patterns. Its origins remain a mystery. If this This unholy article of clothing is a priestly vestment with a
jorum is used in a Vaulderie ceremony,all the participants receive Sabbatblessingand curse upon it. The cursedoomstheownerto lose
any loved one who touches the robe. The blessing allows the
an automatic 10 in their Vinculum score for all the other partici- vampire to useNecromancy (asthe GiovanniDiscipline)up to level
pants. This bowl is currently the property of the Cardinal of four. The necromantic powers of the robe are not compatiblewith
any Necromancy the vampire may already have.
Northwest America. There is rumored to be a second bowl which
surfaced in Prague last year, but the truth of this story is unknown.
Index
A Dementation 15, 106
Diabolists. See Evil Revelations, The Path of
Advantages 58 Disciplines 58
Africa 30 Dreaming 101
Alternate Identity 123
Anarchs 11 E
Antediluvians 11
Antitribu 14 Eastern Europe 29
Arcanum 9, 12 Enlightenment, Paths of 60
Archbishops 19 Evil Revelations, The Path of
Asia 30
Assamite Antitribu 16, 57. 64 F
Assamites 12
Auctorita Rime 14 Festivo dell0 Estinto 15, 49
Australia 29
Austria 28 Fire Dance 49
Fire Eating 102
B Fire Walking 103
Followers of Set 12
Background Changes for Sabbat 127 Fortune Telling 102
Backgrounds 59 France 27
Bishops 19
BlackHand 14, 21 Frenzy 131
Black Hand Knowledge 105
Black Hand Membership 1.26 Fun and Games 42
Blind Fighting 102
BloodBath 48 G
Blood Bonds 46
Blood Feast 48 Games of Instinct 49
Body Alteration 102 Gangrel Anticribu 17, 58, 68
Bone Gnawers 35 Gehenna 30
Brujah Antitribu 17, 58, 6'7 Germany 28
Gift of Morpheus 114
C Giovanni 12
Caine, Path of 86 H
Callousness 131
Camarilla 11 Harmony, The Path of 94
Elders 12 Holy Crusades, The 31
Camarilla Lore 105 Honorable Accord, The Path of 96
Canada 27 Hunters 9
Cathari, The Path of 88 I
Central America 27 Ignoblis R i m 15, 50
Inconnu 12
Character Concept 57
Character Templates 133 Instincts 131
Choosing Abilities 58 Italy 29
Choosing Attributes 58
Clan Knowledge 105 K
CodeofMilan 14, 54
Common Rituals 50 Kine 35
Convention of Thorns 14
Creation Rites 44, 49 L
D Lasombra 15, 16, 57, 61
Death and the Soul, The Path of 91 Lasombra Antitribu 37
------ Loyalists 20
IIIIII Lupines 9, 12
Bone Gnawers 35
M
Mages 9
--------
I I I I I I I I- 155
Appendices
Magi 12 S
Wizard Society 35
Sabbat 16
Malkavian Antitribu 17, 58, 71 Achilles’ Heels 36
Allies 35
Merits and Flaws 129 History 23
Ideology 30
Mexico 27 Inquisition 22
Middle East and Near East 30 Justice 55
Monomacy 15, 20, 49
Morale 131 Present 25
Mortals 13 Rituals 48
N Scouting Missions 33
NewYork 9 Virtues 59
Nosferatu Antitribu 17, 58, 73
What is it? 7
0
Sabbat Clans 16
Obtenebration 15, 109 Sabbat Lore 105
Sabbat Virtues 131
P Scandinavia 29
Seraphim 16
Pack Recognition 127
Packs 39, 60 Sermons of Caine 49
Serpents of the Light 18, 58, 79
Unlife with 40
Sewer Lore 105
Palla G r a d 15, 49 Snake Charming 103
Panders 17, 58 South America 27
Panders (Caitiff) 74 Spain 28
Special Customs 53
Panhandling 102
Special Sect Practices 50
Path of Caine, The 86
Path of Cathari, The 88 T
Path of Death and the Soul, The 91
Paths of Enlightenment. See Enlightenment, Paths of Thaumaturgy 114
Tightrope Walking 104
Path of Evil Revelations, The 93 Toreador Anticribu 18, 58, 80
Path of Harmony, The 94 Torpor 131
Torture 104
Path of Honorable Accord, The 96 Tremere Antihibu 18, 58, 81
Path of Power and the Inner Voice, The 98 Tzimisce 16, 57, 63
Tzimisces 37
PathRolls 86
U
Potential Rituals 5 1
United States 27
Power and the Inner Voice, The Path of 98
Priests 19 V
Prisci 19
Vaulderie 16, 47, 50
R
VentrueAntihibu 18, 58, 83
Ravnos 12 Vicissitude 16, 112
RavnosAntitribu 18, 58, 76 Vinculum 16, 47, 60
Regent 19 Vinculum Ratings 131
Rituals, Thaumaturgic 116 Virtues (Sabbat) 59, 131
Rituals, Timing of 53 Voivode 16
W
War Parties 50
West Indies 27
WildHunt 50
Willpower 59
--------------
IIIIIIIIIIIIII
156 The Players Guide to the Sabbat
~ ~ ~~~
VAMPIRE The Masquerade"
-
Name: Nature: Clan:
Player=
Demeanor: Generation:
Chronicle:
Concepe Haven:
Attributes
Physical Social Mental
Strength oooooo Charisma ooooooo Perception .0000000
Manipulation ooooooo
Dexterity 0 0000000 Intelligence .0000000
Stamina @ 0000000 Appearance @~0000000 Wits eooooooo
Talents Abilities Knowledge
Skills
Acting oooooooo Bureaucracy 00000000
Alertness 00000000 Computer 00000000
00000000
Athletics 00000000 Fi'nance
Brawl 00000000 Investigation 00000000
Law 00000000
Dodge 00000000
Empathy 00000000 Linguistics 00000000
Intimidation 00000000 Medicine 00000000
Leadership 00000000 occult 00000000
Streetwise
oaoooooo Politics 00000000
Subterfuge 00000000 Science 00000000
Advantages
Disciplines Backgrounds Vies
00000000 oooooooo Callousness .0000
00000000
00000000 00000000
00000000
00000000 00000000 .0000
00000000
oooooooo Instincts
- 00000000
Other Traits 00000000
-00000000 Morale .0000
Path of00000000 -Health
00000000 -0 0 0 0 0 0 0 0 0 0 Bd 0
00000000 Willpower ====-+-
00000000 Hurt -1 0
00000000 Injured -1 0
00000000
00000000 - - -0 0 0 0 0 0 0 0 0 0 Wounded -2 0
Mauled 02 0
00000000 ooooonoooo
00000000 Tncapacitated 0
Blood Pool
oooooooo Weakness-
ooOooooo 0000no00 00
no0 on00 000
<
Pack Name Pack Pack Priest
Pack City Pack Rials
Pack Leader Pack Hunting Orounds
Pack m e To Whom Pack Answers
Pack Haven
Viicdnmsd
Boand To Rating Bound To Rating
Merits &: Flaws
YKial -Derangements Level
Name Level Name
Brawling Table
Maneuver Accuracy Damage
Bite strength+I
Punch 5
6 SWh
Grapple 6 strength
claw 6 strength+2
1
Kick 7 strength +I
Bodyslam Special;see Options
:The Masquerade"
xpanded Background
Mentor
I( Contacts (Major) Pack Recognition
Resources
II I
Contacts ( M o r )
Aerd Retainers
fI I Sabbat Status
I Inflnence Experience
tl I TUE'AL SPENT.
mm. Spent On:
Gained From:
ear (Carried) Possession-- Equipment (Owned)
Feeding Grounds Vehicles
Location
Havens
Description
Hist0
Prelude
Description
Apparent Age
Date of Birth
RIP
Hair
Eyes
Race
Nationality
Height
Weight
Sex
p VV,WI7
. ..
. ., ,
an# 3eteaaaq
The Sabbat: a sect of diabolists and murderreerrsswwhose I
sole purpose seems to be wanton destruction. These
Night Fiends rejecctt'tthe ancient laws of the undead and
revel in the fear and hatred they inspire, considering
them tributes to their strength and courage.
But there is a method to their madness. They are the
true saviors of the undead, something only they can or
will see. The Sabbat has gathered power for centuries,
-allying with the darkest powers of the supernatural,
growing and expanding with only one purpose the
utter destruction of the Antediluvians.
The Players Guide to the Sabbat includes:
the history and secrets of the Sabbat, 'including i&
myths and traditions;
rules on creating Sabbat characters for use by players
or Storytellers; and
new clans, bloodlines, Disciplines, Abilities, rituals and
much, much more.
45984 STONEGATE IND. BLVD.
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