Appendix C - Vampire Terminology Glossary White Wolf do love their crazy names for things and you’ve been exposed to a lot of new words through these guides. This glossary is an attempt to make sure you don’t confuse your Diablerie with your Dementate in the heat of a session. It includes technical terms as well as terms that vampires use within the game and should help when people are throwing around things you don’t quite understand. Abilities: Split into Talents, Skills and Knowledges, these are a large number of traits used in skill checks. Aggravated damage: Damage which particularly hurts vampires, usually from sunlight, fire or supernatural sources. Anarch (plural Anarchs): The group of young vampires who rebelled against the Camarilla in the Anarch Revolt. (old) A member of the group who have rejected both the Camarilla and the Sabbat. This is different to the Independent clans who are loyal to each other. The Anarch Movement in the modern nights want all vampires to be equal. They are few in number and relatively disorganised. (new) Ancilla (plural ancillae): A vampire who has been undead for a number of years and knows their way around Kindred society. Older than a fledgling or neonate but far from being an elder vampire. Animalism: The vampiric discipline that allows one to speak to animals. Antediluvian: One of the thirteen members of the dreaded 3rd Generation. The Camarilla consider them a myth. Antitribu: The word for any vampire who did not follow their clan following the Anarch Revolt, so a Ventrue antitribu would be a member of the Sabbat whereas a Lasombra antitribu would be a member of the Camarilla. Archon: A high-ranking member of the Camarilla. Above prince but below Justicar. They tend to move around a lot. Nicolai also used this title (ironically?) when he was in charge of the city. Assamites: A predominantly Middle Eastern clan, some of whom very recently joined the Camarilla. Attributes: Split into Physical, Social and Mental, these are a group of nine traits your character has that determine what they are like. Aura: A normally-invisible cloud around a mortal or vampire that can reveal their mood and whether they have committed diablerie amongst other things. Auspex: Vampiric super-senses. Not just limited to sight but includes smell, hearing and even touch. Autarkis, (Oath of) (singular and plural): Some vampires want nothing to do with Camarilla, Sabbat or the Anarchs and swear an oath to this effect. Backgrounds: Things that have happened to your character in their life (and undeath). A full written background is extremely useful to both you and your ST as they can use it to write plot specific to you and you can use it to decide how they would react in a new situation, based on their past experience. It’s also worth one experience point. Baron: Sort of an anarch prince. Nicolai used the title for a group of vampires like the primogen in Swansea. Bashing damage: Low-level damage. Vampires only take bashing damage from bullets as they do not have internal organs to be ruptured. Beast, the: All creatures have an animalistic side to them. The Beast is unleashed when a vampire frenzies. If a vampire loses all of his Humanity, he is said to have “fallen to the Beast”. See also Wassail. Blood Bond: When a mortal or vampire drinks from a vampire’s blood three times over three nights, they become bound to them and become obsessed with them. See also Blood Oath. Blood Hunt, the: When a vampire is hunted by all the Camarilla members in a city, usually only performed if they have committed a terrible crime. Also called the Amaranth and Lextalionis. A vampire is usually given 24 hours to flee the city before the Hunt starts. Blood Oath: A Blood Bond between two vampires. One is usually in charge of the other, although mutual blood bonds are not unheard of. Also known as the Regnancy. Blood Point: Many Disciplines require the use of blood in order to work. On top of that, vampires can spend a blood point to heal a point of bashing or lethal damage or five blood points to heal a single point of aggravated damage. Vampires cannot usually spend more than one point of blood in a turn. Blood Pool: How many Blood Points (equivalent to about 0.56 litres of blood) a vampire can store in his body at a time. Humans have a blood pool of 10. The loss of more than 7 will likely kill them. Book of Nod, the: The vampiric equivalent to the Bible which some people trust and others ignore. It is officially considered a metaphor by the Camarilla. It details the vampire apocalypse, Gehenna. Boon: Vampire society is a fragile thing, so vampires often do favours for one another in exchange for other favours to engender mutual trust. Obviously social vampires favour trading rumours but do occasionally need more physical help from others in exchange for their talents with Dominate etc. Botch (noun or verb): When a one is rolled along with no successes on any roll it is called a botch and there will be disastrous consequences. Brujah (pronounced brew-har): A Camarilla vampire clan stereotyped as ignorant bikers. Caine: The Biblical figure cursed by God in Genesis to become the first vampire as detailed in the Book of Nod. Cainite: A vampire. (Used by the Sabbat) Caitiff (singular and plural): A vampire that shows no typical attributes of any one clan. The Sabbat refer to them as Pander. In the Camarilla, to be a Caitiff is very hard as nobody respects you; in the Sabbat, it is worn as a badge of pride to be so far removed from the Antediluvians. Sometimes called Orphans. Camarilla, the: A group of clans that uphold the Masquerade and are in charge in Swansea. They are the largest organisation of vampires, but do suffer from some infighting. Cape (slang): One who dresses like a “stereotypical” vampire or an elder. Usually used derisively. Celerity: The discipline of super-speed. Characters: The name for the vampires roleplayed by the players involved in the story. See also Player Character and Non-Player Character Childe (pronounced “child”, plural “childer”): A young vampire. Used in the following manner: “X is the childe of Y” or “Y is X’s childe”. Childer are usually the same clan as their sire, except for those who become Caitiff. This is only possible if their sire is a very high generation. Chronicle: The name for the story in the game. Our chronicle is called Sunday Vampire. Clans: Groups of vampires like an extended family – with all the rivalries that implies. There are 13 clans, one for each Antediluvian. Some of them are extremely rare, others are extinct. Concept: The basic idea behind your character, usually one or two words. A concept is often what they did for a job before they were Embraced. Conscience: Rolled when you do something that is inhuman or morally questionable in some way. Coterie: A group of vampires who work together, either because they are friends or because an elder has told them to. Courage: Rolled to avoid Rötschreck and running away in other terrifying situations. D10: The name for the ten-sided dice used in Vampire: The Masquerade and other White Wolf games. A six-sided die is a d6, a twenty-sided die a d20 etc. Damned, the (slang): A term for vampires collectively. Demeanor: Usually one word that describes your character’s current mood. Nature covers who your vampire really is underneath their surface appearance. Dementation (noun), dementate (verb): A power possessed by Malkavians that allows them to inflict their madness on others. Dex.: Short form of the Dexterity Attribute. Dhampir: The offspring of a thin-blood and a mortal. They are very similar in their attributes to Ghouls. Diablerie (noun), Diablerise (verb), Diablerist (one who diablerises): The act of consuming another vampire’s soul after you have drained them of their blood. This leads immediately to their Final Death. It is considered extremely evil except amongst the Sabbat. Dice Pool: The total number of dice you roll on a given check, modified by things like wound penalties. Difficulty: The target number to roll on any given check. The default is six, but it can be higher or lower depending on circumstances. Disciplines: Vampiric magic powers. Each clan has three that they are specialised in. Caitiff can learn any mixture (ask an ST first). Vampires can learn disciplines that they do not start with if they have a suitable teacher and the experience required. Dominate (noun and verb): The vampiric power to control the minds of others. Downtime: The time in between games isn’t white noise, it allows your character to do other things. You receive experience points for this as well as doing things there isn’t time for in the session. Elysium: Neutral ground usually provided by the prince where the city’s vampires can meet without fear. There are rules of Elysium that protect art and forbid weapons or the use of disciplines. Embrace, the: The act of turning a mortal into a vampire. Experience Points: As time goes on, your character can learn new skills, abilities, disciplines etc. There are costs for all of these things. Final Death: The name for when a vampire dies without being able to be brought back. Different from torpor, where a vampire can be revived with blood. When a vampire suffers Final Death, they immediately revert to their true age, often crumbling straight to dust. Final Nights, the: A term for recent vampire history (the last 100-200 years). Named as vampires believe Gehenna is coming soon. Flaws: Some characters have things wrong with them, ranging from being cursed by a witch to halitosis to being doomed to violently and unpleasantly die. In return for these Flaws, they get extra points at character creation. See also Merits. Fledgling: A young vampire or one who is not yet trusted to do things alone. They are the looked after by an older vampire until the Prince deems them ready for Kindred society. Fortitude: Vampire super-resistance. It allows one to soak aggravated damage, amongst other things. Frenzy (noun and verb): When a vampire loses control of himself and attacks those around him. It is considered extremely crass to frenzy in Elysium. Gangrel: Former Camarilla vampire clan who are in touch with their Beast. Gehenna: The vampire apocalypse, supposedly coming about soon. Signs are apparently present due to the Thin-Blooded. Generation: How far removed from Caine a vampire is. In the modern nights, most new vampires are 14th generation in our game. Generation determines the size of your blood pool, amongst other things. Vampires of sufficiently high generation cannot Embrace. Ghosts: Sometimes when people die their spirits remain. Vampires cannot usually see ghosts and many of them are sceptical of their existence. Ghoul (noun or verb): Human blood-slaves who have been Blood Bound by vampires. Giovanni: A family-based clan of vampiric necromancers. They are to be killed on sight in Camarilla cities. Golconda: The (possibly mythic) vampiric equivalent of Nirvana. Harpy: A vampire appointed by the prince in charge of disputes between vampires. Haven: Where a vampire sleeps during the day. Usually a house or quiet bit of the sewers. Humanity: A measure of how close to human your character is. You can lose it for performing immoral acts. Normal human humanity is seven. Hunter: One who hunts vampires for revenge, religious reasons, fear or the thrill. Some hunters are known to exhibit superhuman abilities. Inconnu: Possibly fictional group of vampires rumoured to have reached Golconda. Initiative: The order in which people act, usually only used for combat. Unlike most skill checks, initiative rolls only one die, to which each player adds the sum of their Dexterity and their Wits. Inquisition, the: A group of humans who persecuted vampires and witches in the name of the Catholic Church. Stories tell of an organisation of vampire hunters that has lasted until now under the name of the Society of Leopold. Justicar: A very high-ranking Camarilla member of which there are only six in the world. They have the ultimate say in what happens to those who violate one of the six traditions. Jyhad, the: The war between the Camarilla and the Sabbat. Also the way elder vampires use younger vampires to fight with one another. Kindred (singular and plural): How vampires refer to themselves. Something of a euphemism. Kine: A derogatory term for mortals used by Kindred. Kiss, the: When a vampire takes blood from a mortal. Extremely pleasurable for the human involved and even addictive. This is different to the Embrace. LARP (noun and verb): See Live-action roleplaying Lasombra: A Sabbat clan with the power over shadows. Lethal damage: Damage from bladed weapons. Humans take lethal damage from fire and attacks to their vital organs. Lick (noun) (slang): A vampire. Live-action roleplaying: Different to tabletop roleplaying as described on page three. Our game of Vampire: The Masquerade is mostly a LARP. Lupine: The kindred word for a werewolf. Mages: Magic-using humans. Malkavians: An insane clan of Camarilla vampires. Masquerade: Both the game itself and the way that vampires hide their true nature from the world. Arguably can be applied to the way they lie to themselves about what they have become. Merits: Some characters have useful natural abilities such as being really large or having a lot of Resources in a trust fund without having to work for it. They spend extra points at character creation for these. See also Flaws. Metaplot: The plot beyond the current story. There are usually some plots that are not intended to run for very long and others that are interconnected. See also Plot. Modern Nights, the: Recent vampire history. See also Final Nights, the. Mortals: Ordinary human beings, nearly all of whom know nothing about the existence of vampires or other supernaturals. Nature: Who your character really is, under their surface appearance. Demeanor covers their outside appearance. Neonate: A young vampire, one that has only recently been Embraced. Your first character will likely be a neonate. Newspaper, the: A physical piece of paper written by the STs(meant to represent The Swansea Herald) with events in the city, usually of a supernatural nature, even if the reporter doesn’t realise that. Non-Player Character (NPC): A character that your characters interact with controlled by the Storyteller. Nosferatu: Scary-looking Camarilla clan who are excellent information gatherers. They tend to hide in the sewers due to their appearance. Obfuscate (noun and verb): Vampiric invisibility. Obs. (noun or verb: “I'm using obs”, “I obs”, “I'm obsed” etc.): Short form of Obfuscate. Ones Cancel: If a player rolls a 1 on a skill check, it cancels a success. If they fail to roll any successes and roll at least one 1, the roll is Botched. Opposed Rolls: Some rolls are made against a difficulty, others (usually interactions between characters) have one Skill Check for each party and the one with a larger number of successes is the winner. Paths: Not all vampires still follow their Humanity, some have been undead so long they no longer think like human beings and are on Paths (of Enlightenment) instead. Also, there are different types of Thaumaturgy with different effects that are referred to as Paths. Player Character (PC): A character controlled by a player. Often used interchangeably as a term for the people actually playing them. Plot: What happens in a game. Usually generated by the ST, but often from players too. Potence: Vampiric super-strength. Presence: A Discipline that makes the vampire extremely attractive to those who see him. Primogen: A small group of powerful vampires who aid and support the prince in return for power and his favour. The primogen in Swansea used to have one representative from each clan on a primogen council. This has since been dissolved. Prince, the: Usually the most powerful vampire in the city, responsible for keeping the traditions in his city and the absolute authority. He is, in turn, responsible to elder members of the Camarilla. The Sabbat have Archbishops and the Anarchs have Barons in charge of their cities. Progeny: The childer of a vampire. The creation of new progeny is forbidden in the third Tradition. Protean: The vampiric discipline that covers the power of change. Usually the domain of the Gangrel. Pump: Vampires can spend Blood Points to increase any of their physical characteristics by one point, up to a maximum of six. Ravnos: Indian vampire tricksters. They are almost extinct as a clan. Regnancy: Another name for the Blood Oath. See also Regnant. Regnant: The “ruling” half of a Blood Oath – the vampire that gives blood to the other. Typically, elders are Regnants over neonate Thralls. Resisted Rolls: See Opposed Rolls. Retainers: Ghouled or dominated servants of a vampire. Rituals: Individuals with Thaumaturgy can perform rituals to protect themselves and their havens. Roleplaying: A combination of a lot of things that is better experienced than described. Rötschreck (noun and verb): The Red Fear – vampiric fear of sunlight and fire that can cause them to flee in its presence. Rule of Ones: See Ones Cancel. Sabbat, the: The clans who refused to join the Camarilla and actively fight against it after the Anarch Revolt. They are smaller in number than the Camarilla, but more willing to “fight dirty”. Scene: As with a play, each sequence of events that occurs takes place in a single scene. There are certain things that can only be done once in each scene. This is not usually strictly enforced in our game. Scourge: A vampire appointed by the prince to do his dirty work (usually executions). Sect: A group of vampires who work together (usually secretively) Self-Control: A score on the sheet that dictates how easily a vampire frenzies when insulted. Seneschal: Sort of a vampire secretary or PA, appointed by the prince to organise events, art etc. in Elysium. Set, Followers of/Setites: Independent clan of Vampires originally from Egypt who are deal brokers that tend to offer favours in exchange for what they want. Session: We normally meet for around four hours to play every two weeks. These meets are called [game] sessions. Sheriff: A vampire appointed by the prince to guard the Masquerade in a city and to take appropriate action against those who break it. Shovelhead (noun or verb) (slang): A Sabbat vampire. Used derisively by the Camarilla. So called because of the Sabbat initiation where the newly created vampire is buried and forced to get to the surface in a symbolic rebirth. The joke is that they are supposedly beaten to death with the shovels used to dig their “graves” first. To shovelhead is to create a vampire in this way. Sire (gender neutral): A vampire’s creator. Also grand-sire etc. if applicable. They are responsible for teaching their childe the basics of vampire society. Skill check: When your character attempts something, they roll dice equal to the number of one of their Attributes added to one of their Abilities. If they roll higher than the check’s Difficulty, they get a success. That is usually enough for them to perform the action they wanted to successfully. Soak: Vampires can absorb damage that would kill humans. They can soak both lethal and bashing damage. Stake (noun and verb): If a vampire is impaled through the heart by a wooden stake, they become immobilised. This can lead to Torpor. Storyteller (ST): The person (or people, in the case of Sunday Vamp) in charge of the game. They describe events as they happen to the players, sort out rules disputes and are the final authority on any questions you have. They work harder than you can guess for the game’s benefit, so please thank them occasionally. Thaumaturgy: Blood magic performed by the Tremere. Not strictly a Discipline, but dangerous nonetheless and ill-understood by most vampires. There are several Paths and rumours that other clans have their own variations on Thaumaturgy. Thin-blood: A derogatory term for a vampire who is of such high generation that they are not obviously members of any clan. The Final Nights are also called the Time of Thin Blood. They are unable to Embrace humans. Thrall: The lower half of a Blood Oath. Typically neonates are Thralls to elder Regnants. Time-in: A phrase used at the start of a session to let people know they can start acting in-character. Toreador: An artistic Camarilla clan who are more “human” than most other vampires. Torpor: When a vampire is badly-damaged enough, they slip into sort of a coma called Torpor. Torpor can also be caused by loss of blood. The time for a vampire to come out of torpor is determined by their Humanity. Traditions, the: The six rules that Camarilla princes expect to be followed in their cities. They include: forbidding revealing that vampires exist to the kine; forbidding feeding in another’s domain without permission; forbidding siring new vampires; the acceptance that a vampire is responsible for the actions of their childe; the acceptance that one must present oneself to the prince when one arrives in his domain and finally forbidding the destruction of another vampire. Trait: An Ability, Attribute, Advantage or something else that can be described in terms of dots. Tremere: Former magicians who turned themselves into vampires. They are the newest clan in the Camarilla and are both feared and distrusted for their mastery of Thaumaturgy. It is not common knowledge that they were previously human. Turn (verb) (slang): To make someone a vampire. Not used, except by Buffy fans. Tzimisce (pronounced Zhim-e-see): Freaky Sabbat vampire clan. Wassail: When a vampire loses the last point of his humanity and falls to the Beast. Werewolf: Big and furry and extremely dangerous. Natural enemies of the vampires who avoid cities and make the countryside a deathtrap. Wight: A vampire who has fallen to the Beast and is beyond redemption. Wraiths: See Ghosts. Vampire: Not often used by vampires themselves as it is a word connected with blood and the body and things that vampires would rather forget. They do rather like to pretend they’re still human. See also Kindred. Vegetary (slang): A term for a vampire who feeds exclusively on animals. Ventrue: They claim to be born to rule and are often found in positions of power within the Camarilla. Often arrogant and rude to other vampires, they prefer to solve their problems with words and social ostracism for those who they dislike than with violence. Vitae: Vampire blood. White Wolf: The name for the company who write Vampire: The Masquerade and other games set in the World of Darkness. Willpower: A statistic that determines how strong the vampire’s will (to stay alive) is. It can be used for an automatic success on most rolls and to resist Frenzy or Rötschreck. World of Darkness: The name for the setting of Sunday Vamp. It is a universe like ours but noticeably more unpleasant, not least because of the vampires, werewolves etc. living in it. XP: see Experience Points.