Vampire the masquerade 2nd edition pdf download






















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Given the subject matter, as you can see above, V5 raises the stakes of that intimacy considerably. And yet, the team at White Wolf have dedicated only a very small section of their book — about a third of one page — specifically to taking care of your fellow players at the table. Your characters have to hunt for blood — an evil act in itself. They might slide further on the scale of morality, murdering and killing just to survive.

As they go deeper into vampire society, they have to stand by as ancient monsters commit terrible crimes. The limits of which horrors are too much are very individual, and these boundaries are something you want to talk about as a troupe before the game starts. The best way to approach this collaboration is not to hector your players, instead accepting the individual idiosyncrasies everyone has. Our experience suggests that these individual limits have nothing to do with how severe any given evil act is.

A player can be fine after a horrific torture scene, yet find even a suggestion of domestic violence to be too much. The beauty of a tabletop roleplaying game is that you can tailor it for the specific individuals sitting around your gaming table. In the moment, inhabiting William was kind of fun. But it was very different than swinging an axe at a dragon.

In a way, Carl created her based on the feedback I had given him during character creation. Having been in the shoes of the game master myself on many occasions, I know where that impulse comes from. At the table, you hope to give the players what you think they want. It was as if another part of my mind was experiencing a kind of pain during feeding.

After it was over, the next day, I was uncomfortable with what had happened. I knew it was fiction, but it was a fiction that I helped bring to life. There was a part of me that wanted to take it back.

As Carl explained to me, after our play session, White Wolf is planning to publish another game supplement. In V5 there are ways to remove certain triggering subjects from the game.

During character creation, players are encouraged to make their feelings known about what kind of subject matter and gameplay is acceptable to them. Many people are familiar with vampire and horror role-playing and already know what to expect from a Vampire game.

One solution to that problem is to finish the supplement as soon as they can and get it into the hands of players. But also, Carl said, White Wolf needs to show the game in action. That potential oversight is, unfortunately, a pattern with White Wolf. During the production of V5 that team has made some unforced errors, including toeing the line of pedophilia in one early playtest adventure. There was also a recent episode where a writer accused the organization of catering to neo-Nazis and the alt-right, a claim that developer White Wolf Entertainment vehemently denies.

Vampire: The Masquerade is an excellent role-playing product, ably accomplishing its goals of bringing dark horror to the tabletop. Its world feels fully fleshed out, and the mechanics are easy to teach. It will contain the following content warning:. For the past several decades, Vampire: The Masquerade has addressed the darkness in the real world through horror stories: it has talked about AIDS, capitalist exploitation, sexual predation, the resurgence of far-right political extremism, religious fanaticism, state and private surveillance, and many other issues.

After all, in the power game most humans are way outclassed by the bloodsuckers. Below is information on how to design a mortal character, and some roles mortals can fill in a Vampire chronicle.

This section includes details on troupe-style play, allowing a player occasionally to play a mortal aide to her main Kindred character. To help the poor mortals out, information is included about Numina, supernatural powers only mortals may possess.

On the down side, this section also explains what happens to a mortal who reaches zero Humanity. Other dangers can also keep groups together. After all, there is safety in numbers. If characters insist on constantly separating, the Storyteller can easily have the wanderers be worked over by gang members, threatened by Kindred rivals of their vampire buddies, or have other equally unpleasant experiences.

After all, life in the world of the Kindred is no picnic. A second possibility is to make sure all the players have at least one mortal character they can use when the mortals venture off on their own during daylight hours.

It is even possible to run a dual chronicle in which players generally use their mortal characters during the day and their Licks at night. Vampires have abilities far outside the range of most mortals. Only werewolves, mages and other supernatural entities can rival their immense power. But perhaps not. There is no question that playing a mortal character, even a highly skilled one, who nightly interacts with the Kindred is not the easiest of roles.

That kind of job description could send life insurance premiums through the roof. The process of creating a mortal character is little different from that of creating a Cainite. There are a few differences in the specifics, though. The mortal lickstick There are several reasons to play mortal characters in a Vampire chronicle.

Playing a human is perhaps playing closer to the bone, for we, as players, are mortal. To play a character who not only has monsters for enemies but also for partners or even friends is to delve even deeper into the realm of horror. Even if one or two other members of the troupe are human, the mortal character is constantly aware of her mortality and isolation, and consequently her Humanity.

Additionally, playing a mortal allows for greater subtleties in roleplaying. Here is a character who still has a good chance for redemption, but who freely endangers her Humanity by associating with the Kindred.

The challenges are much more intense, with an emphasis on wits and an ability to walk the proverbial social tightrope. Of course, when one walks a tightrope, one misstep can lead to a long fall, and when dealing with the children of Caine there rarely is a safety net waiting below.

Human characters can also play extremely important roles for the Kindred. Mortals can walk in the sunlight. They also look human, and can deal more subtly, and often more effectively, with other humans. Simply put, when dealing with other humans mortal characters have far greater freedom of action than the immortal vampires.

However, the additional options open to mortals can easily lead to the separation of the party. This can be a real headache for players and Storyteller alike if the Storyteller must deal with a number of separate situations during one session.

Little is more boring than spending an evening sitting around waiting for a chance to roleplay. To avoid this problem the Storyteller can use plotlines that have built-in reasons for the mortals to stick with the Licks. Perhaps there are strong emotional ties between the particular mortals and vampires involved, and the Kindred do not want their kine friends to fall prey to the vagaries of Kindred politics.

On the plus side, the player does get more freebie points to spend on her mortal - 21, as opposed to Mortals may also choose from a slightly different range of Merits and Flaws. Finally, players may choose to use some of their freebie points on Numina psychic abilities, Thaumaturgy, and Faith for these warm-blooded folks.

The Hunters Hunted discusses at length how to create a mortal character, and gives many examples of Numina, as well as new Merits and Flaws for mortals. Below is a brief overview of the Numina, as well as some new psychic abilities for mortals. There is also a modified character sheet for use when playing a mortal. Feel free to copy it for your personal use. Numina There are three basic types of Numina: Faith, Thaumaturgy and psychic abilities. Faith: True Faith is only possessed by people who devote their lives to their religions.

People possessing true Faith may sometimes hold vampires at bay, and even cause the creatures to flee. Holy symbols have real power when brandished by a character with true Faith in the power represented by the holy symbol.

Even miracles are sometimes possible. Very few people, however, possess this level of Faith. The number of successes is the number of steps backwards the character can force the vampire to take. This damage is not aggravated, but if five or more successes are scored, the vampire needs to make a Courage roll or enter the Rotschreck.

It costs five freebie points to buy a level of Faith. It should be emphasized that Faith is not used like a gun. True Faith only occasionally has an obvious effect in a story, and is all the more powerful for its rarity. Thaumaturgy: There are two basic levels of Thaumaturgy. Unless the character is a mage, she will not. Vampire The Masquerade Second Edition: Players Guide be able to use true Thaumaturgy, which requires years of dedicated study to the exclusion of almost all else.

Examples of spells of this type can be found in The Hunters Hunted. Unless there is a powerful story -driven reason why a character who does not begin with Thaumaturgical abilities would gain them, only characters who begin with magical abilities should be allowed to learn new sorcerous spells. Psychic Abilities: Extrasensory powers are possessed by a small minority of humans in the world of Vampire.

Most psychics possess but one, or at best two, of these rare powers. The player may normally only choose psychic powers when first creating the character. This is because most psychics discover their powers early in life. As with other Traits, a power, once selected, may be improved over the course of time. Psychic powers cost seven freebie points per level during character creation.

It costs twice as much 14 points to purchase a second psychic power. In addition to the psychic abilities detailed in The Hunters Hunted, two new psychic abilities are presented below. Astral Form: This power is the ability to disconnect the spirit or soul from the body. A botch indicates the character cannot again attempt to leave his body for 24 hours.

It is possible to travel rapidly while in this form. While outside his body, the character has no idea what is happening to it unless he is still in the same room with it.

The character may not affect the material world while in astral form, but may physically contact other astral beings such as spirits or ghosts. Astral travel is a difficult power to master. A point of Willpower must be expended to attempt to leave the restraints of the physical body. An additional point of Willpower is expended every hour the character remains away from her body. If the character has another psychic ability, it may be used while astral, although the difficulty of such use is increased by two.

The only sense to which you have access is sight. You may not travel farther than a mile from your body. You can hear in your astral form. You may travel up to miles from your bod y. No verbal communication is possible. All senses except touch are now available to you. When visually manifesting, you appear solid to observers unless they touch you! You are now powerful enough to speak albeit in a whisper when visually manifesting.

Psychometry: This is the ability to sense information about a person, place or event by touching an object of importance to that individual or place. A botch indicates a false. Roles for Mortals There are two main ways in which mortal characters can be incorporated into a Vampire chronicle. These can be characterized as troupe-style play and individual play. With individual play, the player simply chooses to have a mortal for his character.

Examples of potential roles for mortals are given further along in this section. First, however, troupe-style play will be explained. Troupe-Style Play Some players and Storytellers may wish to relegate mortals to minor roles. Troupe-style play is one way to do this. Thus, instead of simply sending mortal lackeys to kidnap the mortal scholar who is changing planes at your airport during the day and who also happens to be transporting an important manuscript, the contents of which violate the Masquerade , the proposed kidnapping can actually be roleplayed.

The players merely switch to their secondary mortal characters for the duration of the scene. This kind of play can keep the players much more involved in the plot affecting their main characters. It also provides a rest from playing the main, vampiric characters. It can be very liberating for the players to roleplay secondary characters of whom they may not feel as protective. The following section on individual play is also relevant to troupe-style play, as even secondary kine characters need to hav e personalities and reasons for hanging around the bloodsuckers.

Individual Play Mortals can play many different roles in the convoluted world of the Kindred. These roles range in scope, intimacy and danger, and one role does not necessarily preclude another. Below are a variety of possible roles for mortal characters in a Vampire chronicle.

You can use the roles suggested below if they prove helpful, but you should also. Vampire The Masquerade Second Edition: Players Guide feel free to create new roles for any mortal characters you want to play. Hunters: These mortals loathe bloodsuckers, and usually give up all semblance of a normal life in order to turn the Leeches into ash.

This is the most dangerous role for a mortal to play when interacting w ith the Kindred, for vampires truly are the most dangerous game. They are adept at seeing through deception of all kinds. Saviors: These brave souls often have the Faith Numina. Characters who wish to help redeem vampires are probably going to need that, and perhaps a little divine intervention to boot!

Characters who work to save the vampires face the most difficult of tasks; furthermore, unlike hunters or knowledge seekers, they inevitably face it head-on. These individuals do not use subterfuge. They truly feel a calling to help those whom most would brand beyond redemption. It is possible that certain bands of vampires with high levels of Humanity might allow a missionary into their midst.

Players interested in creating hunter characters should read The Hunters Hunted for more information on these brave but foolhardy souls. Retainers: These mortals are normally hirelings of the vampires. Some are ghouls, while others are mere mortals.

The range of possible services is almost unlimited. Retainers are especially well suited to troupe-style play see above. It is also possible to run a completely Retainers-based chronicle. Chronicles of this type are rife with possibilities for scheming and intrigue, as well as outbursts of great violence.

Does your Retainer secretly wish to become one of the undead? Does she yearn to free herself from the sordid life in which she has become entangled? Mortal associates of the Kindred walk a dangerous path in which the multitude of themes explored in a Vampire chronicle can be played out from a different, mortal perspective. If the vampire is a neonate, the mortal character may well have known and loved the new Lick when she was human.

Unlike many, this brave person decided to stick by the new vampire, perhaps out of determination to help her kind a cure or simple devotion to the neonate. It is also possible for a Lick to have formed a bond of genuine friendship and respect with a mortal even after the Change took place.

This type of role opens up many new avenues for roleplaying because it establishes an important, ongoing relationship. This kind of character also constantly reminds the vampire of the fact that she has lost part of her essential Humanity. How the neonate deals with this living reminder of her past, and how the mortal accepts the Change in a loved one, are wonderful roleplaying hooks for mortal and immortal characters alike.

Scholars: Some mortals are fascinated by occult knowledge. A mortal character who would risk her very life in search of this knowledge might wish not just to interview a vampire, but to discover all about his unlife.

Of course, this breaks the Masquerade, and most vampires will not allow this sort of behavior. However, it might be possible to convince certain nonconformist vampires to allow this.

But what happens if they change their minds or other vampires find. The Danger-Addicted: Some few, foolish licksticks are simply in it for the thrill. For some mad reason they get off on walking the ultimate knife edge: hanging out with the Big Boys. Blood Dolls who know or suspect the real truth, and other vampire wannabes, of ten fall into this category. There are mortals whose deeds rival those of the most monstrous of Licks. Serial killers, sadistic spouses, child abusers and many other monsters can be found living in the sunlight.

These monsters can surpass even the children of Caine in their ability to horrify, as they have freely given away their essential Humanity. It has not been torn away in an unholy Embrace.

A mortal loses Humanity in the same manner as a vampire. Humans with high Humanity must carefully regulate their own behavior or risk losing part of t heir precious link to others.

A human with high Humanity may risk such a loss simply by consorting with Licks. Things are even bleaker for a mortal who has abandoned most of her Humanity. She stands at the brink of the abyss; madness and depravity lie but a step or two before her. Unlike a vampire character, when a human character reaches zero Humanity the player does not immediately lose control of the character.

Instead, the character is given back one point of Humanity, so her Humanity score remains at one instead of dropping to zero. While alive and mortal a human always maintains some shred of her Humanity the part of herself that is unassailably human. However, such a step into the abyss does not come without price. Each time a human drops to zero Humanity she gains a Derangement.

This Derangement always reflects the reason for her dip into inhumanity. The character is immediately given back one point of Humanity. However, she also now begins to feel as though every homeless person who sees her knows of her heinous crime. The scratch of a branch outside her window at night might be one of them tapping at her window. The hooting of an owl might be the mocking taunts of the burned and broken children. The lazy scum are after her. Vampire The Masquerade Second Edition: Players Guide In this case, the mortal has developed a feeling of paranoia about a certain type of person.

Of course, once a character has gained a Derangement, she is in great danger of sliding into a cycle wherein she loses her one point of Humanity, gains it back with an accompanying Derangement, and then loses her Humanity point yet again.

The more deranged the character, the more likely she is to lose Humanity. This cycle can be just as destructive, and the result just as inevitable, as the slow descent into the belly of the Beast undergone by most vampires. Only if the mortal takes drastic measures might this process be halted.

Perhaps the human realizes she is losing all perspective and goes to a monastery or begins intensive therapy. She may well have to cut off all ties to the Licks if she wishes to have any chance at all to salvage the tatters of her Humanity. Unfortunately, her vampiric associates may not be sympathetic to her condition. Sample Derangements Tips on roleplaying Derangements and some examples of common Derangements are given in Vampire.

The information also applies to humans with Derangements, and should be referenced before giving a character a Derangement. Players might also want to refer to Clanbook: Malkavian for more information. Following are a few examples of types of Derangements that might be given to mortal characters who reach zero Humanity.

Keep in mind that this is but a small sampling of Derangements. There are many other possible psychoses. What is important is to make sure the Derangement fits the act s that induced it.

In other words, let the punishment fit the crime. Compulsion: You feel a compulsive need to perform some sort of physical act. The murderous Lady Macbeth. Perhaps you feel the same way. Whatever the action, you must perform it regularly or something very, very horrible will happen.

Fits: You suffer t errible fits in stressful situations. The form of the fit varies with the situation, but it is always inappropriate. You might break into hysterical laughter at a funeral, wracking sobs when you are trying to impress some bigshots with your finesse, or epileptic seizures when it would be better to remain still.

When you find yourself in a stressful situation you become very nervous, always wondering when your curse will overtake you and betray you for an uncontrolled fool. Obsession: You are obsessed by som ething - a person, an activity or even a thing. You find it extremely difficult to think of anything else. Even if you want to ignore your fixation, its siren call beckons, diverting your attention from matters at hand.

You cannot help thinking about it, even if the object of your obsession is too terrible for words. You spend every available moment dwelling on the obsession. If it is something you desire, you work toward attaining even the impossible.

You will attempt almost anything in the pursuit of your obsession or in trying to escape the horror. If you murdered someone, you might see the dying face of your victim over and over again in your mind, the horror and denial in her face as consciousness faded for the last time. Or you might be obsessed abou t becoming a vampire. Whatever the obsession, the thought of it consumes you.

Phobia: You have a deep-seated fear of something. Whatever it is, you dream of it at night, waking to soaked sheets and your own choked screams of terror. Nothing is more horrible than being confronted with the object of your fear.

You will go to almost any lengths to avoid this kind of confrontation. You know it is always possible for you to find yourself in a nightmare from which you can not escape, because you are already awake. We are living in the 20th century, not the 18th.

May I bring you up to date, sir? We are not alive at all. Within this chapter are new Abilities, Disciplines and Thaumaturgical rituals for your character. Nothing from this chapter should be used without the permission of the Storyteller; some of these new Traits may be inappropriate for some chronicles.

The Storyteller is always the final arbitrator. Remember: this is your game, these are your rules, and you may do with them as you see fit. What you find herein is only advice - nothing more, nothing less. Following are a number of new Abilities for use in any Storyteller game.

These Secondary Abilities are often more specialized than the basic ones listed in Vampire, thus enabling a player to define her character more exactly. Some of these Abilities may seem less significant and useful than many of the more general Abilities described in Vampire itself. In fact, some Secondary Abilities are subcategories of other, more general Abilities.

For instance, Sense Deception performs a function similar to that of Empathy; the former merely does so more directly. This is why these Traits are known as Secondary Abilities. The Storyteller can deal with this discrepancy in one of two ways.

First of all, the difficulty of a given feat can be lowered for a character using a more specialized Ability, making the Secondary Ability more selective but more powerful.

Alternately, the Storyteller can decide to let players purchase Secondary Abilities at a lower cost. For instance, for every one point spent on a Secondary Ability during Step Three of the character creation process, two dots are gained.

Likewise, using this system, Secondary Abilities only cost one freebie point to raise by one dot during Step Five. Finally, Secondary Abilities purchased in this manner only cost the current rating in experience points to raise by one dot after the chronicle has begun. The Storyteller does not necessarily have to take either course, but the option is certainly there and would be appropriate in many chronicles. In our own games, we resolve Secondary Abilities on a case-by -case basis. The Storyteller may allow a certain Ability to be raised more cheaply than the others, for reasons based on the purchasing character instead of the Ability itself.

In other. You have the talent to produce works of art in various media. You can produce saleable works of two- or threedimensional art, and understand something of the technical aspects of paintings and sketches. You are able to sketch a reasonably accurate rendition of a place or person. You are invited to teach at local art colleges. Your work commands enormous prices, and is found in art museums as well as commercial galleries and private collections.

Carousing This is the ability to have a good time at a party or other social occasion, and to make sure others around you also. Normally, it involves a mixture of eating, drinking and good cheer. For vampires, however, things are a little different. Carousing also includes the ability to appear to eat and drink normally, without actually doing so. Using this Ability, one of the Kindred could attend an opening-night cast party without arousing any suspicion.

The difficulty of the roll depends on the social event: three or less for a house party with a buffet, seven or more for a sitdown dinner. This Ability can also be used to determine how entertaining and popular the character is at a party or event. Possessed by: Gypsies, Fortunetellers, New Agers. Failure means the price does not budge. You have the ability to deal with people of all types and creeds. Even when handling touchy subjects, you are able to get results without ruffling too many feathers.

You are skilled at delicate negotiations and mediating disputes getting along with others without overt manipulation and without letting your own aims fall to the wayside. This Ability involves a knowledge of the formal rules of give and-take, as well as the official cultural rules of conduct and politeness. Fortune Telling You may or may not have the gift to tell accurate fortunes, but you can make people believe you do. This Ability may prove useful as a plot device or as a means for the character to earn money.

Instruction You have a knack for imparting information and skills to others. You might have worked as a teacher, or you may be a clan leader who teaches necessary Abilities to neonates.

In any event, you can explain things and demonstrate techniques in such a way that anyone who listens to you can easily learn. For example, if you have three dots in Music, you cannot teach someone enough to raise him to four dots in that Skill. One roll may be made per month of teaching. The number of successes is the number of experience points the student can apply toward that Ability. A student may become too discouraged or distracted with other things to pay attention to his teacher.

Frequent interruptions may cost a student a number of Willpow er points, or may simply prevent him from learning anything. In these cases, it is good to roleplay some of the training sessions, to get a few good licks in on the student and see if he learns anything. Talents such as Empathy or Alertness cannot be taught; they must be learned the hard way.

For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches. Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds. Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.

An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders.

While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive. Ages aren't titles or jobs but rather loose descriptions to describe a vampire's development and the social expectations that come with aging. Vampires organize and divide themselves politically and ideologically into sects which form governing structure for undead societies.

Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions. The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs.

A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire. Defection to one side or the other is possible, but come with great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat. Vampire: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society.

While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs. A vampire who rejects all associations with any sect and clan is known as 'Autarkis'.

The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa. The Kindred of the East, while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.

A clan is the character's vampire family. All members of a clan allegedly descend from the clan's Antediluvian founder. It is widely accepted that there are thirteen clans with thirteen founders, though not all of them are technically Antediluvian. Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie. Clans may have a social or political component to them, but a clan is not something a character chooses; it is something they are Embraced into.

Those without a clan are known as Caitiff, and are considered outsiders. Vampire: The Masquerade introduces the use of 13 clans or major bloodlines in the game. Each accepted clan can trace its origins to one of 13 elder vampires known as an Antediluvian, for they survived God's biblical flood. Through the back story of the game, Antediluvians started a war among themselves, called the Jyhad, and use their clansmen to fight this war for them.

Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire. For example, Toreador within the Sabbat style themselves Toreador antitribu. Some rebel or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas.

Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name. Lasombra outside the Sabbat are considered antitribu while the Tzimisce outside the Sabbat are referred to as Old Clan.

A Sabbat offshoot of the Followers of Set is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo. Bloodlines, on the other hand, either cannot trace their lineage to an Antediluvian founder or are too little in number to be considered a major player in the Jyhad.

Some Bloodlines are considered to be offshoots of existing clans. All bloodlines are treated as exceptionally rare in the game, leaving most of the interactions and story lines centered around the clans.

Vampire: The Masquerade was ranked 6th in the reader poll of Arcane magazine to determine the 50 most popular roleplaying games of all time. The UK magazine's editor Paul Pettengale commented: ' Vampire has always proved the most popular of the World of Darkness games, a testament both to the continuing appeal of the vampire itself, and to the structure and design of the game.

Like all of the Storyteller range, it's not an easy game to get right, and it relies heavily on both the players and the referee putting a lot of effort and imagination into their roles.

With a good group, though, it can be an immensely interesting and thought-provoking game, and one of the most effective horror RPGs around. Despite its tendency to take itself a little seriously, Vampire: The Masquerade has a great deal to offer the more mature and serious gamer.

The original version was superseded by a second edition in , and a revised edition in The Vampire: The Masquerade game line was discontinued in , at which point it was superseded by Vampire: The Requiem.



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