Glossary of Terms
|
Anarch |
Anarchs are vampires who reject the status quo of vampire society. They especially resent the privileged status held by Elders within the Camarilla and other vampire organisations. Anarchs are often targeted for recruitment by the Sabbat, but most respect the Masquerade and some of the other Traditions, even if they do not respect the vampires who enforce them. Anarchs, like all vampires, are considered members of the Camarilla by default, but unlike the Sabbat they are tolerated, as per the terms of the Convention of Thorns. |
Antediluvian |
The Antediluvians are the founders of the thirteen vampire clans. They are said to be vampires of incalculable power, each of whom survived the Great Flood. (Latin ante, before; diluvium, flood: hence antediluvian, one who comes before the flood) and who are believed to either be in torpor, or dead. Technically, the term Antediluvian can be applied to any Kindred who dates before the Great Flood, such as Caine or the Second Generation, but it typically refers to the Third Generation. The Camarilla asserts that the Antediluvians are dead or perhaps never even existed, and actively persecutes those who publicly say otherwise. This is part propaganda part genuine belief on their part. As secular knowledge becomes prevalent, more and more Kindred view the story of Caine and the Antediluvians as creation myths, nothing more. The Sabbat adheres to a pseudo-religious creed claiming it as their duty to destroy the Antediluvians and their servants. Most believe they are in a war for their very survival and that if the ancients are not stopped all vampires will be enslaved or devoured by them during Gehenna. The sect preaches that the Antediluvians manipulate all Cainites through the Jyhad, and that the Camarilla and surviving Methuselah are their pawns. |
Antitribu |
Antitribu is another way of
saying “anti-tribe”, or opposed to one’s clan. Specifically, it refers
to Vampires that have chosen a sect allegiance contrary to the standard
affiliation of their clan. For example, the Lasombra are primarily
affiliated with the Sabbat as a clan, but there are some Lasombra
antitribu who oppose the Sabbat and align themselves with the Camarilla
or remain independent of either sect. Likewise, if as a converse
example, a Ventrue or Toreador were to align themselves with the
Sabbat, they would be considered antitribu, as Clan Ventrue's and Clan
Toreador's primary affiliation is with the Camarilla. |
Arcanum |
The Arcanum is a society of scholars of the supernatural, and was founded in 1885 by Benjamen Holmscroft, a former member of the Hermetic Order of the Golden Day. A number of Arcanum agents act as hunters, though they usually act in the pursuit of esoteric lore rather than actively hunting supernatural creatures. Many Arcanum scholars are sorcerers, and a handful possess True Faith. While some occasionally might dabble in Hedge Magic or possess Psychic abilities, the role of ‘impartial observer’ tends to be compromised by such abilities and is frowned upon. For some unknown reason, the Inner Circle of the Camarilla has barred the Kindred from interfering with the Arcanum. |
Authorities * |
The Authorities for Beauty’s Castle Crypt Rooms refer to the presiding Crypt Monitors. |
The Beast |
The Beast refers to the innate
demonic predator that awakens in each and every vampire upon their
Embrace. The Beast stands in direct opposition to a vampire’s Humanity
and is responsible for many of the vampiric urges felt on a nightly
basis. In times of extreme distress the Beast can overwhelm a vampire
forcing them into a state of pure animalistic fight or flight, which is
referred to as Frenzy or Rötschreck. |
Blood Bond |
A Blood Bond is a supernatural
link of fidelity and dependency of one individual (the thrall) on a
vampire (the regnant), created and maintained by the repeated
consumption of vitae. Virtually anyone can be enthralled through it,
making the blood bond one of the most powerful vampiric tools. The
strength of this link varies based on several factors, but it is
incredibly difficult to break and likely will have many lasting effects
on the thrall. * For a mortal (human or animal) to be blood bound to a vampire, thus becoming a ghoul, only one drink of the vampire’s vitae is necessary, although the bond strengthens with each successive drink. For a vampire to become blood bound to another vampire, 3 successive drinks are necessary for a full bond. These initial three drinks of vitae must occur on 3 separate occasions within a period of one month. The first drink begins the process and the enthralled vampire will begin to feel closer or more drawn to the regnant vampire. The second drink strengthens this into more definite feelings of loyalty and attraction. The third drink completes the bond, and the enthralled vampire may even feel love and devotion towards the regnant vampire, although there may be residual feelings of whatever was felt before the bond. Once fully bonded, either mortal or vampire, the enthralled is unable to refuse the regnant vampire anything, and may risk life and limb to protect the regnant and do their bidding. Maintenance of a blood bond in all cases requires partaking of the regnant vampire's vitae at least once per month. The bond begins to fade if vitae is not consumed within this period, and continues to fade as deprivation/abstinence continues. The enthralled individual will experience symptoms of withdrawal, the severity of which depends on the strength and longevity of the bond. How long this period of withdrawal lasts until the bond is broken also depends on the strength of the bond. This period could take years. In the case of mortals, the person will resume their chronological age as it would be if they had never been bonded, and could result in them crumbling immediately to dust, or becoming a rotting corpse, depending on their chronological age. |
Blood Hunt |
A Blood Hunt is the persecution
of a vampire by the rest of vampiric society in order to kill
him/her. The blood hunt must be officially declared by the Prince of
the City, or in the Prince's absence, the Seneschal acting on the Prince's behalf. Once the order is given, it is customary* to allow the vampire
to flee the city. This mercy is extended until midnight, after which
any vampire is free to hunt down and destroy the persecuted subject. On
occasion, a reward might be offered to the one who delivers or kills
the victim. Any vampire who helps the subject of a blood hunt in any way is considered an accomplice and may himself become an additional target. In some cases it is traditional to let the victim's sire perform the execution. * In Beauty’s Castle Crypt RPG, extending the mercy of allowing the Hunted until midnight to flee the City upon issuing a Blood Hunt is mandatory. A Blood Hunt kill may occur in any of the Gaming rooms, and is not restricted to Kill Zones. Any kill, including a Blood Hunt kill, is not final until the Crypt Monitors make the final ruling. |
Camarilla |
The Camarilla is one of two main
Sects in Vampire: The Masquerade. The Camarilla are composed of six
clans, and are the largest organization of vampires in the World of
Darkness. They are the ruling body of Vampires in the World of Darkness
and do so through the Six Traditions. Camarilla policy is that vampires should try to fit in with and hide from the rest of humanity, as to easily feed on them. For this reason, they created a web of lies and misinformation, called the Masquerade, to make the public believe that supernatural beings like vampires could not possibly exist. The Camarilla also believes that the only way the vampire species can survive in these modern nights is if it unites—any breach of the Masquerade by any vampire risks exposing the entire race. Both viewpoints are fundamentally opposed by the Sabbat. |
Character * |
A character in the Vampire: The Masquerade roleplaying game at Beauty's Castle is the fictional representation of a person within the equally fictional setting of that game. Thus, vampire, werewolf, Prince, Seneschal, Sheriff, Hunter, psychopath, shopkeeper, cop, bartender, friend, enemy, etc., are fictional roles of characters. |
Chronicle |
A Chronicle is a single
storyline played within the game. A chronicle may contain several
subplots, but the main plot carries the chronicle through from start to
finish. |
Chylde/Childe |
The Chylde/Childe is the progeny
of a vampire (the Sire) and is non-gender-specific. A Chylde/Childe is
created by the Sire through The Embrace. Spelling with an ‘i’ or ‘y’ is
a matter of preference and varies from person to person. |
Clan |
A Clan is a lineage of vampires
descended from a common ancestor, thereby acquiring the
abilities/disciplines, archetypal characteristics, weaknesses and
strengths of that ancestor. There are a total of 13 Clans in Vampire: The Masquerade. |
Code of Milan |
The Code of Milan is the list of principles by which the Sabbat define themselves. Effectively the constitution of the Sabbat, the Code of Milan governs the political and social responsibilities of the sect. It determines the chain of command within the Sabbat, as well as guidelines for dealing with wayward members. |
Convention of Thorns |
The Convention of Thorns was an agreement between leaders of the Camarilla, the Anarchs and the Assamite clan made on October 23, 1493. Its name comes from the location of the meeting: the Abbey of the Sacred Crown near the small village of Thorns outside Silchester in England. It marked the end of open conflict between the three groups, and more specifically an end to the first Anarch Revolt. The Convention was proposed by the founders of the Camarilla, who had created the sect only seven years earlier. It called for a lasting truce with the Assamites and Anarchs, who were both offered a place in the Camarilla; the Anarchs accepted — they had little choice — while the Assamites declined. |
Coterie |
The term Coterie is used to denote a group of vampires who have banded together for a common purpose. Typically, they choose to band together on their own, under the belief that safety lies in numbers. On occasion, Princes have been known to assign neonates together as a “Coterie” for a specific task. |
Diablerie |
The act of Diablerie involves one Kindred draining another vampire of blood and then devouring their soul. Most vampires consider it a heinous act, akin to cannibalism. The aggressor, dubbed the diablerist, automatically loses a point of Humanity and is branded by black streaks in their aura that may persist for several years. Still, the practice holds a great deal of allure, for it is said to bestow the greatest pleasure imaginable, and can also grant greater power. The Traditions of the Camarilla strongly forbid the practice, but the majority of the Sabbat and Assamites consider it quite acceptable, one of the reasons both groups are viewed with such fear and disgust. |
Discipline |
A Discipline is a supernatural
power acquired by a vampire through its lineage (Clan). Each Clan has
an initial set of 3 Disciplines. Disciplines not native to a
vampire of a certain Clan
may be acquired through association and learning in the course of the
vampire's unlife and experience, but only to a limited extent.
Some Disciplines cannot be learned outside of the Clan to which it is
native. Disciplines may sometimes be referred to as “abilities” or “powers”. |
Domain |
Domain refers to the City of
Chicago as the Domain of the Prince. Only the Prince has the
authority to grant or deny rights of domain within the City. The
private dwelling or property of anyone within the city remains their
own, but still
comes under the purview of the Prince. |
Elder |
An elder is a vampire of
advanced age and status. While there is no strict definition, one
normally must be at least several centuries old and far removed from
their mortal past to be considered an Elder. Also, this mark of status is often contingent upon the recognition as such by other Elders. |
Elysium |
Elysium is neutral ground for
the vampires of a city. It is typically chosen by the local Prince in
areas of artistic or intellectual worth that promote calm reflection,
such as theatres and museums, though nightclubs, lounges and even a
Kindred’s
haven may suffice. Violence is strictly prohibited within Elysium, and individuals are expected to keep tempers in check. Any grievances between vampires are to be left outside, and if need be, presiding authorities will forcibly remove those who cannot control themselves. |
Embrace |
The Embrace is the process by
which vampires reproduce. A Sire embraces a Childe to create a new
vampire. The first step is to drain the candidate of blood. Any
technique
that results in a bloodless corpse will do (it doesn't have to be in
the form of feeding). Once the candidate is
drained of blood, the sire gives the candidate a small amount of his
own blood, and this instantly transforms the candidate into a new
childe. This initial taste of vitae must occur within minutes of the
draining, or the corpse will not revive. The first reaction most childer have after an Embrace is raw hunger. The childe will most likely enter a hunger Frenzy at the first sight of blood. After the Embrace, the fledgling may take several days before the full impact of the curse is apparent. |
Fair Play * |
Fair play in gaming refers to all participants having an equitable chance to pursue victory and acting toward others in an honest, straightforward, and dignified manner even when others may not play fairly. It includes respect for others including allies, opponents, and officials, as well as respect for the principles and rules of the game being played. |
Final Death |
When a vampire is destroyed
utterly and no longer exists as undead, it is said to have met “Final Death”. Standard means of sending a vampire to Final Death include beheading, or burning (either by fire or exposure to sunlight). A vampire may also be drained of blood by another vampire to the point of Final Death. This process is called Diablerie (definition above). |
Fledgling |
After the immediate Embracing of a mortal, the victim will become a Fledgling. The newly turned vampire must be able to stabilize the Beast within before gaining status. Ultimately, it is the responsibility of the Sire to ensure that the Childe is even worthy of the Embrace. When the vampire has at least passed through the initial stages of vampiric existence and no longer needs the protection of the Sire, the Fledgling will often be viewed as a Neonate. |
Frenzy |
Frenzy is a term describing a
supernatural fight-or-flight reaction. Frenzy occurs when the Beast
takes over the vampire's personality, usually a result of extreme
stress such as starvation, public humiliation or other extreme trauma.
In Vampire the term
only applies to the “fight” half of the “fight-or-flight” response
(Rötschreck is the “flight” half). The primary purpose of the frenzy is to kill or otherwise neutralize the stimulus responsible for it, so a vampire driven to Frenzy by hunger will attempt to feed on anything he or she can catch whereas a character entering Frenzy in combat will attempt to kill all nearby combatants. |
Garou |
Garou is a term used by the
werewolves of Werewolf: The Apocalypse to identify their race and
culture. The term is used nearly interchangeably with Garou Nation. |
Gehenna |
In Noddist mythology, Gehenna is the Kindred Eschaton (proverbial “end of the world”). It is the time when the Antediluvians will rise from their slumbers and devour their descendants. Even in modern nights, there is ample reason to believe that Gehenna or something like it will eventually occur. As vampires age, they must sustain themselves on increasingly potent blood. Vampires of low Generation are more powerful than their descendants. Given the power gap between vampires of 8th and 7th Generation, imagining a hungry Third Generation blood god isn't a large leap. |
Generation |
Generation measures a vampire’s
innate power and descent from the First Vampire. Vampires of low
generation are closer to the First Vampire and more powerful; they are
usually Elders. High generation vampires (9 or higher) are far removed
from the First Vampire and significantly weaker. The last few
generations (13 to
15) are considered so weak as to be nearly mortal with only superficial
vampiric characteristics. A Childe is one generation higher from its Sire. i.e., if the Sire was 10th generation, the childe is 11th. Generation is a measure of blood potency as a direct result of position in lineage from the First Vampire; age is a measure of the length of time since Embrace, and thus an indication of experience. |
Ghoul |
Ghouls are created when a
vampire feeds vitae to a living, mortal creature. As long as a ghoul
has vitae
in his system, he remains a ghoul and will not age. Vitae is lost at
the rate of one point per month, and when used to power Disciplines. Ghouls can learn vampiric Disciplines, but at a much slower rate than vampires. Most ghouls cannot learn more than the first or second level of a Discipline. Ghouls are prone to frenzy, although not as strongly as a vampire. In addition, they are addicted to vitae — apart from the effects of the blood bond, ghouls are subject to horrible side effects when the supply dries up. Without vitae, a ghoul will rapidly age physically to his actual chronological age, and ghouls over a century will crumble to dust quickly. |
God Moding * |
Godmoding is a term used in
role-playing games to describe the “god mode” found in many video
games, allowing a player to activate features such as invincibility,
omniscience, omnipresence, unlimited ammunition or lives, powers beyond
what their character has, or similar power boosts. It is regarded as a
form of cheating against the game’s tacit rules and is strictly
prohibited in
the Vampire: The Masquerade game at Beauty’s Castle. |
Golconda |
Golconda is a mystical state of enlightenment where a vampire is no longer subject to the Beast, or alternatively the Beast and human aspects of a vampire are in balance. As a mystical state, how Golconda is achieved is somewhat vague, however a rough outline of events has been developed in various Vampire supplements. To start a quest for Golconda, a character must first find out about Golconda, as the topic is not that commonly discussed in the Camarilla (and not discussed by the Sabbat). Golconda lore is rare, and like most things, can be used to trap an unwary vampire. |
Haven |
The residence of a vampire. |
Humanity |
Humanity is a measure of how closely a vampire clings to the morality and values of its life as a mortal human being, and consequently how well they are able to resist the urges of the Beast. Since every Kindred was a human before their Embrace, their most natural response in resisting the Beast’s feral, predatory nature is to cling to their humanity. This is generally represented by the strength of their conscience and self-control, virtues common to Kindred and mortals alike. Humanity is universally adopted by the vampires of the Camarilla, but even among the Sabbat it is the “natural” and most common way of dealing with the Beast. Some vampires however reject the mores of mortal existence and adopt an alien Path of Enlightenment, in which they learn or construct a wholly different standard of morality. |
Hunt |
When a vampire or other
supernatural creature in the World of Darkness hunts its prey, it is
called The Hunt. |
Hunter |
One who hunts Vampires, sometimes also called a Witch-hunter. Hunters in Vampire: The Masquerade are characterized by the concepts from the White Wolf sourcebook “The Hunters Hunted”. There are several types of hunters described in this sourcebook: mortal, mage, lupine and other vampires. Each type of hunter character would, of course, have differing motives and means for hunting vampires. The primary focus of Hunters Hunted is mortal hunters. Aside from motive and means, mortal hunters sometimes possess various strengths and advantages that may give them an edge over more “ordinary” mortals. Mortal hunters are not supernatural beings as vampires or werewolves are, nor do they have supernatural powers. Their advantages tend to be driven by the strength of their convictions and motivations for the hunt (usually hatred based on revenge, religious fervor, or even avid curiosity), and whatever skills and knowledge they may have acquired in their experience as Hunters. |
IC * |
Acronym for “In Character”. This
is used if a character has made a statement OOC (Out of Character) and
then wishes to indicate they are back "In Character" with the next
statement. |
Inconnu |
The Inconnu is an extremely secretive sect of vampires. Virtually nothing is known for certain about them, but some of the most popular theories claim the group is a coalition of Methuselah that exists to manipulate both the Camarilla and Sabbat from behind the scenes, made up entirely of ancients who have forsaken the Jyhad in order to pursue Golconda, or a powerful cult tied to the Antediluvians. Even the sect's age is disputed, with some believing it dates as far back as Rome. |
Inner Circle |
The Inner Circle is the organizing council of the Camarilla. Practically nothing is known about the Inner Circle, which takes pains to keep the identity of its members hidden. The public face of the Inner Circle are the Justicars and their Archon assistants. Members of the Inner Circle elect Justicars and otherwise establish the principles of Camarilla law. The Members meet once every 13 years in Venice, and at these meetings they select new Justicars and further decide the direction of the sect. |
Inquisition |
The Inquisition is an organization within the Roman Catholic Church tasked to rid the world of evil and heresy in all its forms in the name of God. This can include practitioners of witchcraft, vampires and possibly, all supernaturals. There have been four major Inquisitions: The first Inquisition was established in Languedoc (south of France) in 1184, known as the Medieval Inquisition. The second, the Spanish Inquisition, was established in 1478; the third, the Portuguese Inquisition was established in 1536; the fourth, the Roman Inquisition was established in 1542. The primary subset of The Inquisition tasked with the pursuit of supernaturals is the Society of Leopold. They probably know more about ALL supernaturals, and how to (permanently) destroy them, than any other organization (mortal or supernatural). |
Jyhad |
The Jyhad is the “eternal struggle” for dominance between Methuselahs (ancient Kindred, possibly including the Inconnu and the surviving Antediluvians). It is a subtle conflict which is fought in the everynight interactions of younger vampires, most of whom are entirely unaware they are being controlled and used as pawns. The Camarilla officially denies the reality of the Jyhad, as they do the existence of the Antediluvians. The Sabbat, on the other hand, exists largely to fight against the Jyhad and its players, especially the Antediluvians. |
Kill Zone * |
An area in which characters can
be killed in game play by any character in addition to the designated
Authorities. A killing can only take place on a Post-for-Post
basis. For game purposes and mechanics, there can be no such thing as a
“safe haven” in a Kill Zone. |
Kindred |
Kindred is the most common
euphemism for a vampire. The term is most commonly used by vampires who
strive to maintain their Humanity. Sabbat vampires tend to call
themselves Cainites. Kindred use the term “Kindred and Kine” to refer
to
all of humanity. |
Kine |
Kine is a derogatory term used
by the Kindred to refer to mortals. |
The Kiss |
The bite of a vampire to feed on
blood is called The Kiss. The vampire’s Kiss is almost always
experienced as ecstatic and enthralling. There are those however, such
as the Giovanni or Tzimisce, whose Kiss is excruciatingly painful
or otherwise
unpleasant for the victim. Some mortals can become addicted to The Kiss. |
Lupine |
Lupine is a term many vampires use to refer to werewolves, one of their oldest and most feared enemies. Werewolves, on the other hand, refer to themselves as Garou. |
Masquerade |
The Masquerade is an organized
campaign enforced by the Camarilla to convince mortals that vampires do
not exist. The Masquerade dictates that on pain of Final Death, no
vampire shall reveal their
true nature to non-vampires, and is the cornerstone survival strategy
for Kindred. |
Methuselah |
A Methuselah is an Elder who has existed for at least a millennium or more. Fourth and most fifth Generation vampires are Methuselahs. These elders are generally old enough to have known their clan Antediluvian personally, and usually serve as lieutenants in the Jyhad. The term is also used to refer to elders who have very little to do with the Camarilla or Sabbat: their machinations are far deeper, subtle and terrifying. Methuselahs tend to fall into the borderline unplayable characters for Vampire, as their logical power and characteristics in game mechanics would for the most part break the rules as they exist. |
Neonate |
A Neonate is a recently embraced vampire that has passed through the initial stages of vampiric existence, the Fledgling stage. (Derogatorily, a whelp). It is the Sire’s responsibility to ensure that the Childe does not embarrass itself or its Sire in vampiric society. |
No-Kill Zone * |
An area in which no killing can
occur, except by the designated IC Authorities in the process of enforcing
the Laws of the realm. |
Noddism/Noddist |
Noddism is the study of lore pertaining to Caine and Enoch. The term comes from the Land of Nod, “East of Eden” where Caine was banished after the murder of his brother Abel. Noddist scholars are also generally interested in the activities of the Antediluvians and Gehenna. Their “bible” is the elusive “Book of Nod”. |
NPC * |
Acronym for “Non-Playing
Character”. An NPC is a character that may be referred to for
purposes of the game and playing out the story, but is not actually
played by anyone. In other words, they are a character by
reference only. |
OOC * |
Acronym for “Out Of
Character”. This is used to identify a statement made outside of
the player’s game character for references that are not part of the
story or the character. |
Path of Enlightenment |
A Path of Enlightenment is an alternate code of morality to which a vampire subscribes in an effort to stave off or come to terms with the Beast. The purpose of a Path is to reconcile a vampire's beliefs and morals with their undead condition, to give their unlives a code of conduct that is compatible with the needs of the vampiric body and the demands of the Beast. Paths are active modes of morality, compared to Humanity's passivity. Paths are as diverse as mortal religions. They range from the completely practical, to the esoteric and religious. Some pursue the total subjugation of the Beast, while others strive for harmony and integration of the Beast and the rational self. Paths are most often the province of the Sabbat, whereas the majority of Camarilla vampires adopt Humanity at least partly to enforce the Masquerade. |
Player * |
A player in a game is the person who is participating in that game. In the Vampire RPG at Beauty’s Castle, players participate by portraying a fictional character. All participants in the Vampire RPG are players, and the interactions, traits and roles of the characters they portray are all fictional and representative of the character, not the player. Thus, vampire, werewolf, Prince, Seneschal, Sheriff, Hunter, psychopath, shopkeeper, cop, bartender, friend, enemy, etc., are fictional roles of characters, and do not represent the players themselves. |
Post-for-Post * |
The process by which scenes
within the story are played out within the game. That is,
characters responding to other characters In Character (IC) to act out
scenes of the
story during game play. This means that a player may choose NOT to interact if they do not wish to participate in a scene by NOT POSTING responses or comments to that scene. If you respond to gaming posts “In Character” (IC), your character will be deemed in consent to whatever transpires in that scene. Alternatively, you may state your desire not to engage by posting a single statement to that effect “Out Of Character” (OOC). For example, if another character, IC, attempts to engage your character in a fight, you will have consented to the fight by responding to the engagement IC, and will be expected to abide by the outcome as it is played out by the engaged characters. If, however, you choose NOT to respond to the attempt at engagement, whether a “fight” or any other kind of character interaction, or state your wishes in an OOC comment, the other character(s) is obliged to cease the attempt. If the attempt to engage is continued, this may be deemed harassment at the discretion of the designated Authorities, and subject to the Laws of both the Castle and the Crypt. With that stated, please keep in mind the principles of fair play (defined above) — should your character put itself in a situation during the course of playing a SL, it is fair to accept and play out the consequences of that development. Note: Slight variances apply to a fight/kill in the KILL ZONES, as well as Blood Hunt kills in any gaming room. Be sure to read ALL room Rules and gaming information thoroughly. |
Rötschreck |
“The Red Fear” is a fear-based
Frenzy, the “flight” half of the “fight-or-flight” response. Characters
under Rötschreck will hysterically flee from whatever caused the frenzy
in the first place, typically extreme pain caused by fire or sunlight.
Other elements that bring on other types of trauma may cause a
Rötschreck response, but Fire and Sunlight,
the elemental enemies of vampires are the most common causes. During Rötschreck, a fleeing vampire can inflict as much damage to anything in its way as they can through a fight Frenzy. |
Sabbat |
The Sabbat is a loose
organization of cainites who reject the Traditions. Unlike the
Camarilla, the Sabbat believes in the Antediluvians and Caine. |
Sire |
A vampire’s Sire is the person
who Embraced them, and is thus the vampire's “parent”. As with the
title “Prince”, there is no
distinction between male or female sires. |
Society of Leopold |
The Society of Leopold is a faction within the Inquisition who exist to pursue and fight supernaturals. They are a major threat to every group of supernaturals because of their extensive knowledge, training, equipment, and preparation. They are unofficially sponsored by the Catholic Church as the modern-day Inquisition to research supernatural and occult lore, discovering the best ways to hunt and kill supernatural beings using the latest technology and tactical methods. |
Torpor |
Torpor refers to the state of deep slumber that vampires enter into for prolonged periods of time. Torpor may be entered into voluntarily, such as when one seeks to escape the monotony of eternal life and awaken in a different age, or, more commonly, involuntarily when a vampire starves, is staked, or suffers aggravated damage sufficient to kill a mortal. The amount of time one spends in torpor depends on the reason for hibernating and the vampire’s strength against the Beast. Torpor is a deeper state of stasis compared to the sleep vampires normally experience during daylight hours. Ancient vampires often feel the need to enter voluntary torpor, or “the sleep of ages”. |
The Traditions |
There are Six Traditions which
are the fundamental laws of Camarilla Kindred society, supposedly
handed down by the First Vampire himself. |
Tribe |
A
Tribe is the “family” of a
Garou, determining a werewolf’s social ties, totem, and spiritual
connections. It is in some ways similar to the Clan of a
vampire. There are 13 Garou Tribes in Werewolf: The Apocalypse. |
Vampire |
A vampire is a fictional
creature in the role-playing games and books based on the World of
Darkness setting by White Wolf Game Studio. The concept of a vampire in
WoD takes many elements from the folklore surrounding traditional
vampires in Western culture, and adds a number of specific features and
characteristics for
the sake of game mechanics. |
Vampire: The Masquerade |
Vampire: The Masquerade is the
first World of Darkness game and the first Storyteller System game
published by White Wolf. It is a major departure from the more power
and heroics oriented games of the era. It is the parent and the most
popular of all the World of Darkness games, and was the genesis of
almost all the major ideas people associate with White Wolf. |
Vaulderie |
Vaulderie is a blood rite practised by the Sabbat to bond pack members together. Each member of the pack drips a small amount of Vitae into a cup; a special ritual is performed, and then the blood is shared amongst the pack. The ritual produces a communal, weak blood bond called the vinculum. It generally makes pack members supportive of and loyal to each other, though it does not produce the extreme reactions of a full bond. |
Vinculum |
A vinculum is a low level community blood bond that is created during the vaulderie. Vincula supercede traditional blood bonds, replacing the emotional attachments of the bond with a general positive feeling towards other participants. Sabbat vampires will have vincula of varying strength with other vampires, a general function of how often they engage in the vaulderie with those other vampires and their initial feelings towards them. |
Vitae |
In its most basic sense, vitae
is a term vampires use to refer to blood. More specifically, it is the
source of a vampire’s unlife and powers. The “blood” in a vampire’s
body is more than the admixture of plasma, platelets, hormones and
whatnot which courses through the veins of mortals. When blood enters a
vampire’s body it is mystically transformed into vitae, giving it the
power to form blood bonds, create childer, and use supernatural powers.
Vitae is more “concentrated” or “potent” than mortal blood, and its mystical nature gives it properties very different from the blood that runs in the veins of mortals. |
Werewolf |
Werewolves are fictional creatures and one of the three
main supernatural races in the World of Darkness and the principle
characters of Werewolf: The Apocalypse. They call themselves the
Garou. Most Vampires regard werewolves as feral chaotic things that if not controlled right can do serious damage to life and limb. Also most vampires who do know of werewolves note that most werewolves stay out in the country. So interaction between vampires and werewolves tend to be minimal as vampires stay mostly in the city. |
White Wolf Publishing, Inc. |
White Wolf is one of two
undisputed worldwide publishing leaders for pen and paper roleplaying
games. White Wolf properties have been licensed for television series,
comic books, action figures, console and computer video games,
coin-operated arcade games, professional wrestlers, replica props and
weapons, interactive media events, and a myriad of merchandise. More
information on White Wolf can be found at www.white-wolf.com. |
Witchhunter |
See the entry for “Hunter” above. |
World of Darkness |
Created by White Wolf, The World
of Darkness is a modern gothic setting, using the Storytelling System.
It presents an image of the modern world “through a looking glass
darkly”. Darker, more dangerous, less caring, and filled with monsters
of both
human and inhuman varieties. Designed to be flexible and allow for a multitude of horror stories, the World of Darkness is (intentionally) somewhat vague. For example, the difference between the World of Darkness and our “real life” world is like that between Gotham City in Batman, and New York City in the real world. |
All definitions and
references are copyright © White
Wolf Publishing, Inc. * These definitions are specific to game play in the Crypt Game Rooms at Beauty's Castle. |
Gaming Room Rules
Other Helpful Resources
Copyright
©1998- Sleeping
Beauty Publications Ltd.
Some materials Copyright and Trademarked by CCP, hf.