VAMPIRE: THE MASQUERADE COMPANION
Archetypes your capability, your discretion, and above all, your
ability to remember and then forget.
Unwitting Subject
Maverick
They told you it was a medical trial, but the place
sure wasn’t a hospital and they sure didn’t look like Where others are content to go with the flow and
doctors. Usual suspects showed up, though, and the follow every order given to them, you buck every
money was real. Had you sign stuff, but looking at expectation and social trend. It’s not that you’re
the guy by the door, lawyers weren't the main thing a contrarian, but rather that you possess a strong
that scared you. Still, the stuff was potent. Had you sense of self that’s difficult to circumvent, and
up all night, like some high-grade research chemical mundane attempts to manipulate you tend to fall
straight off the Dark Web. Probably was, too. The flat. There is a give and take in your relationship:
second time had fewer volunteers, and you all got as- While your domitor didn’t quite know what they
signed tasks as well. “For metrics,” they said. Weird, were getting with you, your ardent self-advocacy
but the pay was too good to pass up, not to mention and frankness has been the talk of the domain ever
the buzz. The third time they handed the four of since. While it is important to you to stay in your
you who were left a list of names and instructions. domitor’s good graces, you also have a life outside of
You wonder how many will show up next time. them — wholly separate, and you would prefer it to
stay that way.
Cleaning Specialist
Creating a
Kindred needs are a bloody business, and some- Ghoul Character
times the pangs of their monstrous hunger means
that a more thorough clean-up is necessary. It is Character Concept
not always as easy as dumping a body wrapped in
plastic into some dumpster in a back alley. It can be Like their vampiric counterparts, character con-
as involved as erasing a person wholesale from the cepts for ghouls are limited only by your imagina-
system, and in the most extreme cases, snipping the tion. Ghouls can come from all walks of life, from
loose threads so that evidence cannot be traced back medical professionals to social media influencers to
to any one person. At any rate, it’s a demanding runaways living on the fringes of society.
profession. One that requires a strong stomach, but
if push comes to shove at least you have the skills to Ghouls also can be chosen for any reason that
cover up deaths — or fake one, if need be. suits their domitor. Ventrue may create ghouls from
those closely aligned with their financial or political
Mnemonic Courier goals, but no one too far up the corporate ladder
because when the time comes to dispose of them,
When something needs to be delivered discreetly the Blue Blood probably doesn't want them to be
and prying eyes kept looking elsewhere, your missed.
masters call on you. A life-long courier, graduating
from drugs to weapons to near-extinct exotics, you Some young Kindred detest the practice of
now ply your trade transporting the most volatile creating ghouls but even they understand its utility.
merchandise of all: information. Their secrets are These are more likely to work with their ghoul in
safe with you. After all, you never learn them. All something approaching an equitable fashion. A few,
you ever remember is the masters’ eyes and a queasy in their naiveté, find themselves assisting so-called
sense of falling. At your destination, a word sets “independent ghouls” (see p. 55), which rarely ends
your cargo free, flowing from your lips while you well for an altruistic neonate.
sink into the river of unmemory. Whether travelling
across town or the world, your masters can rely on
51
Part III: At the Mercy of the Damned
52
VAMPIRE: THE MASQUERADE COMPANION
A core character concept for your ghoul should Now derive two more Traits from your Attributes
include a basic identity (example: an unassuming as follows:
librarian or a workers’ rights activist), general dispo-
sition toward the world (and their domitor), and an ■ Add three to your Stamina to derive your Health.
ambition that drives them to do what they do. Then ■ Add your Resolve to your Composure to derive
spend some time considering the following ques-
tions to help further flesh your ghoul out: your Willpower.
■ Are you even aware of what you are? Choose Your Skills
■ Did you drink “from the tap,” or did you become a
Skills speak to a character’s everyday life, what they
ghoul more innocuously? know, how they perform certain actions, or even
■ What are your feelings toward your new “normal?” how they react to situations as they arise. A ghoul
■ Did you become a ghoul willingly or was the choice may have skills that their domitor lacks, such as
Streetwise or Technology, or ones they have gained
made for you? through education, a professional career, or through
significant life events. It is wise to consider Skills as
Keep in mind that though a ghoul depends upon part of the reason your domitor chose you, Skills
their domitor (unless circumstances liberate relevant to your current profession, or that display
them…), they still have their own drives, goals, some manner of personal interest. You are (prob-
thoughts, and motivations. Playing a ghoul whose ably) not a mindless drone — you are someone’s
domitor is a player’s character or Storyteller char- hand-picked attaché.
acter requires ongoing consideration regarding
consent (See p. 57). As well, consider for a moment what Skills
represent in the character’s life story. Did they learn
Ghouls do not have a Beast in the same sense about Politics during a summer when they were
that vampires do, but they still have Human- part of a grassroots canvassing campaign? Are they
ity scores, and actions they take, whether it be in part of an emergency response team, increasing
service to their domitor or otherwise, can negatively their knowledge of Medicine along the way? Being
affect their Humanity. The downward spiral for a top-notch brawler or expert marksman may help
mortals and ghouls is not constrained by being lost in combat situations, but without a rationale to
to the Beast. And while the Beast is not a personi- accompany having those skills, it doesn’t offer quite
fied, inchoate monster for a ghoul, ghouls nonethe- the same vitality into your character. Consider hob-
less have described the drive for vitae as everything bies and after-hours activities they may participate
from a dependency to an addiction to a relentless, in that manifest as low-level Skills.
consuming need that informs everything they do,
even if it isn’t figuratively whispering in their ear. You can choose your Skills on your own: Use
the Sample Professions Package (see Vampire: The
Choose your Ambition and Desire as normal. Masquerade, p. 145), or use the Quick Skills As-
signment method (see Vampire: The Masquerade,
Set Your Attributes p. 147).
Before deciding which dots go where, consider your Disciplines and Predator Type
character concept and what the character is best at,
what they are moderate at, and what is their weakest Upon becoming a ghoul, the character gains a
aspect. level-1 Discipline power in a Discipline possessed
by their domitor. Ghouls can purchase additional
Best Attribute 4 Dots level-1 powers at the cost of 10 experience points
Three Attributes 3 Dots each, but they must all belong to Disciplines pos-
Four Attributes 2 Dots sessed by their domitor. (The powers themselves do
Worst Attribute 1 Dot not need to be possessed by the domitor, however.)
53
Part III: At the Mercy of the Damned
Ghouls can never purchase actual dots in Ghouls can heal all damage done to them at
Disciplines, but always count as having a single double the rate of mortals with one exception: fire.
dot for the purpose of using Discipline powers. Bodies, even those augmented by vitae, still require
(In rare cases this rating can increase temporarily, a certain amount of downtime to heal burns.
but only from using external augmentation such as
Draughts.) It bears repeating that ghouls can use powers
above the first level due to other circumstances,
Ghouls are not vampires and do not have a such as Draught of Elegance, through Thin-Blood
Predator Type. Alchemy, or other means, but in doing so they take
1 point of Aggravated damage as opposed to mak-
Advantages ing a Rouse Check.
Ghouls take 7 points of Advantages and 2 points of Special Situations
Flaws. They may not spend any points on Kindred-
exclusive Advantages or Flaws, though they can Life is unpredictable, and it’s no different for a
generally use the same Merits and Flaws as mortals. ghoul. Ghouls may find themselves in situations
that can change the trajectory of their development
Like mortals, ghouls may not spend points in and how they interact with other characters.
the following Advantages; Domain, Feeding, Herd,
or Thin-Blooded. As with mortals, Haven isn’t the Changing Domitors
same concept for a ghoul as for a vampire, but the
Background remains available to them, with some The bond between ghoul and domitor runs deep,
amount of interpretation. Ghouls are not restricted with ghouls experiencing a degree of emotional and
from taking the Status Background, though this psychological dependence in addition to their need
Status almost certainly derives at least partially from for vitae. It is this type of relationship that makes
the esteem of their domitor. In fact, certain ghouls the very notion of changing domitors an unwel-
may be notorious or even infamous among the come event among ghouls.
Damned.
Sometimes a change in domitor is a necessity,
Regarding Loresheets, the same considerations such as when the domitor goes into torpor. At
apply for ghouls as for mortals, above. See p. 46 for that time, a domitor might “dismiss” their ghoul
more information, and consult with the Storyteller from service — which doesn’t change the ghoul’s
for what’s appropriate to the chronicle. dependency on the Blood. Indeed, this may result
in the domitor with an increasingly desperate thrall
Convictions & Touchstones standing vigil over them in their unnatural sleep.
Most ghouls would rather not face the rapid onset
Convictions and Touchstones are treated the same of age and so they may find themselves placed into
for ghouls as for mortals, and ghouls should choose the service of a domitor’s confidante or even at the
one to three of each. See p. 46, above, for more general disposal of their domitor’s coterie or clan.
information. It’s still an emotional event, but it at least allows for
an easier transition on part of the ghoul, and small
Ghouls start play with Humanity at 7. comforts are still comforts, as most ghouls are not
so fortunate when they are faced with the predica-
Health ment of changing domitors.
Ghouls are stronger and more resilient than their History has seen ghouls who have been bar-
mortal counterparts, and depending on their domi- tered, traded, and lost in gambling wagers. Others
tor’s clan and Disciplines, they can call upon feats have been stolen, seduced, or even taken as spoils
of strength, hardiness, and speed that exceed mortal of war between the sects. Where once you were the
limitations. loyal ghoul of a prestigious domitor, you may find
In general, treat ghouls the same way as mortals
in terms of healing and recovery, with a few notable
exceptions.
54
VAMPIRE: THE MASQUERADE COMPANION
yourself handed over to a social pariah. Worse still with more than one unwitting neonate or foolish
is the ghoul who has had to experience the death ancilla learning a hard lesson by dealing with them.
of a domitor and must choose between following Many Camarilla Kindred consider Independent
their master into death or continuing in the service Ghouls to be unacceptable, in that they’re a threat
of someone else. Keep these thoughts in mind and to carefully constructed social hierarchies, after
explore also what this change means and represents all. Many Anarchs, however, see these mercenary
to the character — the Blood Bond is powerful and individuals as worthy of respect — they managed
evokes emotions that weigh on such decisions. to hoodwink a lick and turn the power dynamic
around. Even an appreciative Anarch probably
What Happens If a Ghoul wouldn’t go so far as to trust an independent ghoul,
is Embraced? though.
So, you decided to get Embraced. Well, actually, the It’s not an easy existence and the wise independ-
choice may have been made for you by a desperate ent ghoul cultivates a network of Contacts, Allies,
domitor. Whichever way that cookie crumbled, and Influences, not to mention a great deal of Wits
a few new details now apply to your erstwhile and Resolve to stay one step ahead. Independent
ghoul’s situation. (Assuming, of course, that your ghouls must seek out vitae to maintain their state,
would-be sire isn’t thin-blooded… and if she is, hope and the savvy ones know to imbibe inert blood
that you’re one of the thin-blooded Embraces that rather than directly from a domitor, lest they risk a
doesn’t fail outright.) Blood Bond to a different “patron.” If they become
■ Ghoul-specific Advantages (both Merits and Flaws) too desperate, they’ll find themselves thrall to the
very bond they attempted to circumvent.
are lost, with the points refunded to buy new
Advantages for the character agreed upon by the Of course, this sort of attitude makes these
Storyteller. At the Storyteller’s discretion, a former already mistrusted ghouls an even bigger threat:
ghoul can maintain ghoul-specific Advantages. Predators do not like being targeted by what they
■ The fledgling gains Generation dependent on the see as their prey, or those who should be servile
Generation of your sire. Blood Potency starts at the instead of independent.
lowest value of that Generation’s bracket. See the
Generation and Blood Potency table on p. 214 of Mortals and Ghoul
Vampire: The Masquerade. Characters in Variant
■ Humanity score remains the same as the ghoul’s at Chronicles
the time of the Embrace.
While Vampire: The Masquerade is a game about
Independent Ghouls vampires, much can be gained from stories in which
the players aren’t themselves vampires, at least to
Many ghouls, whether willing or coerced, manage begin with. It’s possible to experience the horrors of
to adapt to whatever relationship exists with their undeath from outside, as servants, agents, or poten-
domitor. In most cases, in return for assistance with tial victims. What follows are examples of the ways
functions that the Kindred cannot attend to (or be mortals or somewhat-mortals can be used to great
bothered with), ghouls gain some amount of protec- effect in a chronicle.
tion, attention, and the blood that sustains their
existence. The All-Mortal Chronicle
Such a lifestyle isn’t for everyone, and some Have every player create a mortal character, with the
ghouls acknowledge no domitor, avoid blood bonds, aim to have them Embraced at some point (turning
and effectively do favors in return for vitae. Or they the chronicle into a one about vampires) or set them
just straight-up steal it.
These so-called Independent Ghouls are consid-
ered loose cannons proximate to Kindred society,
55
56
VAMPIRE: THE MASQUERADE COMPANION
against the undead. Or both. For many new players, toward private agendas — sometimes even against
diving head-first into the World of Darkness and the each other — trusting the mortal characters to dirty
Storyteller System is challenging enough without their hands on the vampires’ behalf. It also allows
also having to learn the ins and outs of being a con- players more license to “play to lose” as they can
spiratorial nocturnal leech. Likewise, experienced afford to dramatically sacrifice a character without
players often relish a change of perspective, allowing completely losing their tether to the story.
them to see the World of Darkness in a new prover-
bial light. Mortals, Ghouls, and
Player Consent
Ghouls, Ghouls, Ghouls
Consent is paramount when players portray char-
The misadventures of a retinue of ghouls lends acters with intimate connections to another player’s
itself extremely well to chronicle play. Unlike many character. Portraying a mortal with an intimate
vampires, ghouls are either expected to serve, or connection to another player’s character requires a
(if independent) have a clear objective with which significant amount of collaboration between both
to occupy their day-to-day activities. Whether as players, and the acknowledgement of the Storyteller.
specialists set to unsavory purposes by an undead For more information on considerate play, see
master dangling the carrot of eternity ahead of Appendix III of Vampire: The Masquerade.
them, or as a motley group of servitude survivors
struggling with a fatal addiction, their days and Mortals
nights will never be dull.
Especially when the Kindred are involved, the na-
Mixed Mortalities ture of relationships between vampires and mortals
isn’t one that fairly represents both sides’ interests.
Power dynamics is the name of the game when mor- The relationship between such players requires both
tals (including ghouls) and vampires share a table. consent and understanding of one another’s emo-
Make sure players understand the lopsided strength tional boundaries. This implies an intimacy that is
disparities and swinging spotlight distribution that best suited for consenting players willing to respect
can result from this. During the night, the vampires each other’s boundaries and know when to back off
reign supreme, with mortals likely at their beck and if the interactions become too intense.
call, while daylight sees the vampires’ players idle
for long periods of time while their unlives hinge on Some of the themes that arise from playing a
the actions of the mortals. Make sure that everyone Touchstone may include betrayal, stalking, obses-
agrees to this kind of setup before embarking on it sion, and other potentially traumatic experiences.
and that all participants adhere to the practices of Characters who are being groomed for the Embrace
considerate play (see below). raise similar questions of trauma and intensity. At
no point should a player be surprised by an in-game
Troupe-Style Play relationship with the potential for an emotional
intensity to which they didn’t agree beforehand.
In this form of chronicle, each player creates at least And even if the player did agree beforehand, they
one mortal or ghoul character in addition to their have the right to revoke consent at any time if the
vampire. These characters represent retainers, allies, experience isn’t something they enjoy.
or the associates of the other players or the coterie as
a whole. When one player takes on the role of their A vampire may inflict her curse upon a mor-
vampire character, the other players assume control tal for any number of reasons. The psychological
of these associates, changing it up on a session-by- impact of suffering the Embrace by a loved one can
session basis. This works best for groups in which be staggering. Feelings of resentment, betrayal, or
the vampire characters are less hands-on and work
57
violation are common among fledglings, and even Ghouls
more so when a substantial prior relationship ex-
ists. Because of this, it’s important that all players A ghoul’s existence is rife with difficult choices,
involved be aware of the developments that might necessitating complete dependency on a monstrous
arise between their characters. The Embrace itself being to sustain their survival, and requiring some
— the act of draining mortal blood and reinvigorat- personal sacrifice in the name of duty. Debasement
ing their body with vampiric Vitae — is exception- of the self is common, with many a ghoul watching
ally intimate. Be very careful when depicting violent in silent horror as their lives crumble around them
Embraces, and while a character might experience all for the sake of pleasing their domitor. They may
violation and betrayal, the player should never have be called upon to perform acts that would stain the
to suffer these feelings themselves. After all, few soul of a Kindred but do little to slow down the
fledgling Kindred who thought they were being ghoul in their pursuit of their domitor’s approval
granted glorious immortality were made aware of — and more vitae. The relationship is unequal, and
the full weight of Caine’s curse. in many cases, there is little in the need of consent
between the involved parties. The same cannot be
said about the relationship between the players of
these types of characters.
58
VAMPIRE: THE MASQUERADE COMPANION
Just like when playing a vampire, playing a ghoul able proceeding or if a session recess is warranted for
can lead to difficult situations where the character some decompression. For further information on
may be forced to engage in behaviors the player how to better manage intra-player consent regarding
may personally find abhorrent, but that fit within sensitive topics in the World of Darkness, see the
the ghoul’s motivations and development. This is “Advice for Considerate Play” section on p. 421 of
especially true in cases where the domitor is another Vampire: The Masquerade.
player’s character. When dealing with a ghoul-domi-
tor relationship at the game table, it is vital that the Advantages
lines of communication between both players — in
and outside of the gaming session — remain open The following Merits and Flaws are especially suited
and welcoming. It can be easy to get caught up in to ghouls and mortals. Unless otherwise specified,
the dynamic of the ghoul being deferential to their Merits and Flaws acquired as mortals continue to
domitor to the point of abuse. apply to ghouls, but mortals may not gain the ef-
fects of Advantages marked as relevant to ghouls.
General Consent
Note also that certain circumstances may fur-
The Storyteller should always be prepared to step ther negate the validity of certain Merits and Flaws,
in and ensure considerate play for their players. Be such as by becoming a ghoul or receiving the Em-
ready to prevent emotional bleed, and maintain brace. In general, the Storyteller will decide whether
consent practices whatever the format of the game. the player can reallocate the points of invalidated
Merits and Flaws, or if they’re simply abated. In
It is important to keep the chronicle Tenets in general, a player should be able to purchase new
mind when involving mortal and ghoul characters. Advantages for points spent on invalidated Merits
Much can be gained by having a ghoul (or two!) at (since they’re benefits the player pays for), while
the table during a chronicle. Ghouls are subservient, points from Flaws can be kept by the Storyteller, to
yes, and often defer to their domitor to make deci- be used as they see fit down the road.
sions. But that’s not the case one hundred percent
of the time, so some negotiation between players is BANEFUL BLOOD (Ghoul Flaw): Due to some
needed. Make no mistake: Ghouls are often abused mysterious property of the Blood, you experience
by their domitors and other Kindred and may even the bane of your first domitor’s clan to a degree.
be treated as little more than property by Kindred Your first domitor, the Kindred whose blood you
society, but abuse at the table between players is never tasted in order to become a ghoul, must be of Clan
permissible. Given consent, abusing a character is fine Lasombra, Malkavian, Ministry, Nosferatu, Ravnos,
— abusing a player is not. Salubri, or Toreador. Even if your domitor changes,
the bane you experience does not.
Discuss beforehand the line dividing what is
acceptable between the players of the ghoul and the ●: You experience the domitor’s bane at Bane
domitor as well as the Storyteller, focusing on each Severity 1
player’s comfort levels regarding certain themes.
Ghoul characters, either of their own volition or at ● ●: You experience the domitor’s bane at Bane
the command of their domitor, may engage in acts Severity 2
redolent of real-world violence, oppression, and
physical and psychological traumas that may be trig- ● ● ●: You experience the domitor’s bane at
gering or difficult for themselves or other players to Bane Severity 3
handle.
● ● BLOOD EMPATHY (Ghoul Merit): You
Be sure to check in with your players using a share a closer bond to your domitor than most
preferred Calibration Technique (p. 423 of Vam- ghouls, able to sense their emotional and psycholog-
pire: The Masquerade) to ensure they are comfort- ical state, even when not physically in their presence.
An astute ghoul can “feel” if their current domitor
59
Part III: At the Mercy of the Damned
is in peril or requires their presence immediately, fullest. When you are confronted with a chance to
but it does not allow for direct telepathic commu- indulge a risky temptation you haven’t done before
nication. You feel Blood Empathy at a distance of (such as snorting a new drug, imbibing vampire
one mile or less from your domitor, and the domitor blood, or taking a Kindred lover), you suffer a two-
to whom you feel Blood Empathy is the one whose dice penalty to all actions until you either partake
blood you have most recently consumed. Note that of the new experience or the scene ends. This Flaw
this does not require a Blood Bond, though the ef- won’t compel you to undertake suicidal actions...
fect feels stronger if one is present. but you may not always be able to accurately predict
● ● ● CRONE’S CURSE (Ghoul Flaw): When the consequences of your actions.
you partook of your domitor’s vitae, you aged ●● UNSEEMLY AURA (Ghoul Merit):
rapidly. You appear at least a decade older than you The Blood did something strange to you. Whereas
are. In addition, your health has suffered, and you your aura was once vibrant and full of the flush of
have one fewer box on your health tracker than you mortal-adjacent life, it has become muted and indis-
otherwise would. This Flaw is negated when you are tinguishable from that of a Kindred. While it may
Embraced. As well, this Flaw may persist even if you lead others to overestimate you, it could also lead to
are Embraced (in which case, the problem is you, not some awkward situations later down the line.
your domitor’s Blood), at the Storyteller’s discretion. ●● ● WEAK-WILLED (Psychological Flaw): You
●● DISTRESSING FANGS (Ghoul Flaw): The struggle to assert your own personality when con-
Blood, in addition to giving you increased healing, fronted with the will of another. You may not neces-
physical prowess, and use of some minor Disciplines, sarily be submissive; perhaps you feel more confident
also gave you sharpened teeth. But they’re strange, when following another person’s lead. You might
stunted, and unsettling to those who can discern be part of a vampire’s entourage or Herd, but you
them, causing mortals to think you’re part of some aren’t necessarily loyal to that vampire. Even when
questionable subculture (ahem). You lose one die on you’re aware of an attempt to sway you mentally or
Social pools involving mortals because your fangs emotionally (such as with Dominate or Presence),
make them uneasy. you may not use the active resistance systems to
● ● LIVING ON THE EDGE (Psychological avoid those effects.
Flaw): You’re one of those people who feel com-
pelled to take every chance to experience life at its
60
VAMPIRE: THE MASQUERADE COMPANION
Part IV:
errata and
rules update
W ith Vampire out in (See attached table on p. 63, to be to 1-6. (See attached table, to be
the wild for a couple included in future printings of included in future printings of
of years now, we want the core book.) the core book.)
to take the chance to address
and update some features that DESIGNER’S COMMENT: As DESIGNER’S COMMENT:
in extended play have proved to the majority of Vampire charac-
over- or underperform, and also ters have a Blood Potency of 1 or As the defining traits of the clans
to clarify a few things that could 2, getting a single die for the price the Banes often fall short, ending
have been more clearly defined of a Rouse Check is a pretty raw up more as nuisances than proper
in the core book. Please note that deal, and Blood Surge was rarely curses at lower Blood Potencies. By
just like all rules, these changes used to the extent it was intended. increasing them in a similar man-
are optional, and Storytellers We believe players will get more ner to the Blood Surge, they will
should not feel required to adopt mileage out of it now, especially be more keenly felt, accentuating
them if the old ways worked for at the lower Blood Potencies. This these failings inherited from dread
their troupe. Nobody knows also means that thin-bloods gain ancestors. While this also means
the needs of their table better this ability, but gain only a single that thin-bloods gain Bane Sever-
than those sitting at it, after all. die out of it. ity, they usually ignore it unless
Happy hunting! laden with the Clan Curse Flaw
Bane Severity (see Vampire: The Masquerade,
Blood Surge Increase Increase p. 183.)
Increase Blood Surge value by Increase Bane Severity value
one for all Blood Potency values, by one for all Blood Potency
taking the span from 0-5 to 1-6. values, taking the span from 0-5
61
Part IV: Errata and Rules Update
Compulsions from DESIGNER’S COMMENT: Presence (round up) to one Social
Messy Criticals Attribute of their choice. This
Keeping the Difficulties of tests benefit lasts for a single night.
Compulsions can result from secret and letting the players Once it fades, withdrawal strikes
Messy Criticals just as they do themselves decide when to roll and and all the victim’s actions not
from Bestial Failures. (Included when to Take Half not only speeds spent working toward acquiring
in future printings.) up the game but also hands more a new fix receive a dice penalty
control to the player in regard to equal to the initial bonus. A
DESIGNER’S COMMENT: Hunger and its potentially volatile victim in withdrawal can spend
effect on otherwise mundane Willpower to ignore the penalties
Limiting Compulsions to Bestial situations. This is how Vampire’s for a scene, and the penalties go
Failures makes them too rare in 5th edition was run for most of its away after a number of nights
play, and allowing them to result playtest cycle, but this exact method equal to the user’s Presence rat-
from Messy Criticals helps in por- was never explicitly detailed in the ing.
traying otherwise tricky-to-explain core rulebook, ending up between
messes, such as on Awareness tests the intent of Automatic Wins and This power cannot be used
and other passive actions. (Noth- Take Half (fixed Difficulties) for on other vampires by a user who
ing is really lost by combining the Storyteller characters. is under the thrall of a Blood
options from Messy Criticals and Bond. Also, vampires with
Bestial Failures into a smörgås- Lingering Kiss Errata the Unbondable Merit cannot
bord of complications applicable acquire this power.
to both.) The Kiss of a vampire induces Duration: A number of nights
near-ecstasy in the victim, but equal to the user’s Presence rat-
Expanding on this power leaves other Kisses in ing.
Taking Half as the dust. Victims fed upon by
a Player the user are temporarily empow- DESIGNER’S COMMENT:
ered, but also become addicted
In addition to handing out Au- to the Kiss, obsessing over it and We appreciated the revised effect
tomatic Wins (see Vampire: The even seeking the vampire out on this power as printed in the lat-
Masquerade, p. 120) where mer- for repeated feedings. Mortals est set of core books, as tempting the
ited, Storytellers are encouraged often become anemic, self-harm, player, rather than just the charac-
to let players Take Half — count- or even die from this addiction. ter, is the best form of temptation.
ing half the dice pool as regular Addicting other vampires is also However, the benefits of the revised
successes — rather than roll in possible, with the caveat that power ended up off the scale, and
cases where the player wants obsessed vampires demanding to many have found it far too open
to ensure a win on an easy test be fed from risk the user becom- for exploits, especially for a Level
or doesn’t want to risk Hunger ing Blood Bound. Once under a 2 power. Thus, we wanted to keep
complications. To keep things Blood Bond, a vampire becomes the concept in place while reining
interesting, Storytellers should unable to use this power on in the effects and making it more
keep the exact Difficulties of tests other vampires, being limited to appropriate to its level and parent
secret, though descriptive hints employing it on mortals. Discipline.
such as “this seems really beneath Cost: Free
you” or “you’re not sure you can System: The vampire can choose This latest version of the power
crack this without serious effort” to use this power during each is also available in the latest
are all fine. feeding where they sate at least Vampire Errata document, as
one Hunger. The victim gains well as future printings.
a bonus equal to half the user’s
62
VAMPIRE: THE MASQUERADE COMPANION
blood blood surge damage discipline discipline bane feeding penalty
potency power bonus rouse check severity
mended (per
rouse check) re-roll
None
0 Add 1 die 1 point of Super- None 0 No effect
ficial damage None Level 1
1 Add 2 die Add 1 die 2 No effect
1 point of Super- Add 1 die Level 1
2 Add 2 die ficial damage Add 2 dice 2 Animal and bagged blood
Level 2 and slakes half Hunger
3 Add 3 dice 2 point of Super- below
ficial damage Level 2 and 3 Animal and bagged blood
4 Add 3 dice below slakes no Hunger
2 point of Super-
ficial damage 3 Animal and bagged blood
slakes no Hunger
3 point of Super-
ficial damage Slake 1 less Hunger per
human
5 Add 4 dice 3 point of Super- Add 2 dice Level 3 and
ficial damage below 4 Animal and bagged blood
slakes no Hunger
6 Add 4 dice 3 point of Super- Add 3 dice Level 3 and
7 Add 5 dice ficial damage Add 3 dice below Slake 1 less Hunger per
human
8 Add 5 dice 3 point of Super- Level 4 and
9 Add 6 dice ficial damage below Must drain and kill a hu-
man to reduce
10 Add 6 dice 4 point of Super- Add 4 dice Level 4 and Hunger below 2
ficial damage Add 4 dice below
4 Animal and bagged blood
4 point of Super- Level 5 and slakes no Hunger
ficial damage below
5 Slake 2 less Hunger per
5 point of Super- Add 5 dice Level 5 and human
ficial damage below
Must drain and kill a hu-
man to reduce
Hunger below 2
5 Animal and bagged blood
slakes no Hunger
6 Slake 2 less Hunger per
human
Must drain and kill a
human to reduce Hunger
below 3
6 Animal and bagged blood
slakes no Hunger
Slake 3 less Hunger per
human
Must drain and kill a hu-
man to reduce
Hunger below 3
63
“The strength of the vampire is that
people will not believe in him.”
— g a r r e t t f o rt, Dracula (1931)
64
VAMPIRE: THE MASQUERADE COMPANION
† COMPANION ¢
Behold the
Burgeoning Darkness
As a thank you to World of Darkness enthusiasts, this
book contains:
^ Clan descriptions for the doomed Ravnos, the
hunted Salubri, and the covetous Tzimisce
^ Rules for playing mortals and ghouls
^ Extensive new traits to expand your chronicles,
from Discipline powers to clan-specific Advantages
to Merits and Flaws
Mature Advisory: contains graphic and written content of a
mature nature, including violence, sexual themes, and strong
language. Reader discretion is advised.
65