TEXT: VV AMPIRE
  AMPIRE :  T
  :  T HE
  HE  
  M
  M ASQU ERAD E
  ASQU ERAD E
  for
  Risus:  The Anything RPG
  Written by Timothy Groves
  Vampire:  The Masquerade is © White Wolf.  Risus is © Cumberland Games.  In no way 
  do I challenge their copyrights.  Please don't sue me.
  1
  
  Table of  Contents
  The World of Darkness....................................... ......................3
  Character Creation.....................................................................................3
  Special Cliches............................................. ............................4
  The Clans................................................... ..............................5
  The Brujah..................................................................................................5
  The Gangrel................................................................................................6
  The Malkavians...........................................................................................6
  The Nosferatu.............................................................................................7
  The Toreador..............................................................................................7
  The Tremere...............................................................................................8
  The Ventrue................................................................................................8
  The Caitiff...................................................................................................9
  The Nature Of The Kindred............................................... ......10
  The Society of the Kindred................................................ ......16
  The Traditions............................................................ .............19
  Disciplines........................................................................ .......20
  Animalism.................................................................................................20
  Auspex......................................................................................................21
  Celerity......................................................................................................21
  Dominate..................................................................................................22
  Fortitude....................................................................................................22
  Obfuscate.................................................................................................23
  Potence.....................................................................................................23
  Presence...................................................................................................24
  Protean.....................................................................................................24
  Thaumaturgy.............................................................................................25
  Character Advancement.................................. .......................26
  The Advancement Roll.............................................................................26
  Adversaries................................................................. ............27
  The Sabbat...............................................................................................27
  The Lasombra...........................................................................................27
  The Tzimisce............................................................................................27
  The Independent Clans............................................................................28
  New Disciplines........................................................................................29
  Hunters.....................................................................................................30
  Werewolves..............................................................................................30
  Mages.......................................................................................................31
  2
  
  The W orld o f D arkness
  he World of Darkness is a complete role-playing environment, created by 
  White Wolf.  Up until about 2003, it was quite nice.  Thereafter, it kind of 
  backslid.  Vampire:  The Masquerade did not get hit quite as hard as the 
  others in the series, but many players of the game still prefer the earlier 
  editions.  This book conforms mostly to the First Edition background.
  T
  Largely, the World of Darkness is the world as we know it;  just darker, 
  more grimy, and with vampires and werewolves running about.  Oh, and 
  magic works.  That sort of stuff.  So you can basically use what you know 
  about the world today as your background.  If you want a more in-depth look 
  at the World of Darkness, acquire some White Wolf books;  my budget for 
  this book is 32 pages.
  Character Creation
  Characters in RISUS Vampire are created using ten six-sided dice, with 
  no  more than  four  dice  in  any  one  cliché.   Both  Hooks  and  Tales  are 
  permitted, granting one bonus die each if used.  Vampires have lost some of 
  the flexibility that they had in life;  because of this, double-pumpable clichés 
  are not permitted.
  Each Vampire belongs to one of thirteen Clans, with the exception of 
  the Caitiff.  Player Characters are assumed to be from one of the seven 
  Clans of the Camarilla, or else Caitiff.  Each Clan has an associated Clan 
  Hook.   This  Hook  is  above  and  beyond  the  normal  Hook  allowed  the 
  character, but the bonus die from this Hook must be placed in the character's 
  Clan cliché.  The exception to this rule is the Caitiff, who may place their 
  bonus die anywhere they please.
  In addition, all Vampires start with three Virtue clichés:  Conscience, 
  Self-Control and Courage.  Each of these three clichés gains one bonus die. 
  So, all told, a Vampire starts with fourteen dice.  Not too shabby...until one 
  considers the down sides to being a Vampire.  But more on that later.
  Suggested Hooks include the following:
  ➢ Physical or Mental defects, such as missing limbs, blindness, or insanity;
  ➢ Cursed:  The Vampire just happens to have bad luck, and once per game 
  session, the GM can hose him for no apparent reason;
  ➢ Inefficient Digestion:  The Vampire must burn twice as many Blood Points 
  as normal to use any Blood-powered effects;
  ➢ Orphaned:  The Vampire has little to no knowledge of the Traditions of 
  the Camarilla, and may get himself destroyed through some blunder;
  ➢ Bastard Childe:  The Vampire was created without the permission of her 
  Sire's Prince, and may be legally destroyed by any Vampire;
  ➢ Clan Hook:  The Vampire has a Hook chosen from a different Clan, in 
  addition to his own Clan Hook.
  ➢ Weak Blood:  The Vampire is fourteenth generation, and cannot Sire 
  progeny.  She is also viewed as scum.
  3
  
  Special C li ches
  ome clichés have special uses or differing purchase costs.  Some are 
  specific to Vampires, while others may be selected by their Ghouls and 
  their followers.
  S
  Conscience.  A Vampire is a creature of high emotions, and constantly 
  runs the risk of exploding in a rage.  Only the Vampire's Conscience prevents 
  this.  Any time the Vampire is sufficiently angered that the GM believes she 
  might fly into a frenzy, he can require a Conscience roll against a Difficulty he 
  sets.  Failure results not only in the Vampire going into a rage frenzy, but 
  also results in the permanent loss of one die of Conscience.  This loss can 
  only be recovered through character advancement.
  Courage.  Vampires can be as fearless as anyone else, but when 
  confronted with fire or sunlight, their instincts force them to flee.  There is 
  good  reason  for  this;   only  fire  or  sunlight  can  permanently  destroy  a 
  Vampire.  A Courage roll will allow them to remain in the presence of fire or 
  sunlight.  But failure in this roll will not only force the Vampire to flee, but also 
  results in the permanent loss of one die of Courage.  This loss can only be 
  recovered through character advancement.
  Generation.  The further a Vampire is removed from Caine, the weaker 
  his blood and the less powerful he is, both physically and socially.  Vampires 
  start at the thirteenth Generation;  for each die placed in this cliché, the 
  Vampire is of one lower Generation.  Generation cannot be improved during 
  play;  the dice you start with is all you'll ever have.
  Followers.  Each die put into Followers allows you to place three dice 
  worth of clichés into various Followers.  Followers may not be Kindred, nor 
  may they have Followers of their own.  Followers may have double-pumpable 
  clichés, at a cost of two of their dice per rank.  They may also have Wealth, 
  but may not have any other clichés detailed on this page.
  Self-Control.  Vampires are drawn to blood, and must fight the instinct 
  to feed whenever they are faced with such.  Whenever exposed to open 
  blood, the Vampire must make a Self-Control roll.  The Difficulty for this roll is 
  twenty, minus five per point of Blood in the Vampire's system.  Failure means 
  that the Vampire must feed, right now, and will drink until they are full or their 
  victim is drained.  Failure also results in the  permanent loss of one die of 
  Self-Control;  this loss can be recovered through character advancement.
  Wealth.   Due  to  their  long  lifespans,  Vampires  often  acquire  a 
  considerable amount of material wealth.  A Wealth roll is required only if the 
  Vampire wishes to buy something quite expensive.  Unlike other rolls, failure 
  does not result in the loss of a die.  Rather, success causes the permanent 
  loss of one die.  This can be recovered through character advancement.
  Willpower.   Willpower  may  be  purchased  at  one  die  per  rank,  or 
  double-pumpable at two dice per rank.  A die of Willpower may be 'burned' to 
  resist a Frenzy or Rotschrek, or to add one die to any other cliché before the 
  roll is made.  One die of Willpower may be recovered at the end of each 
  session.  Willpower is also frequently rolled as a resistance to powers.
  4
  
  The Cl ans
  f  the  thirteen  Clans  of  the  Kindred,  seven  banded  together  many 
  centuries ago to form the Camarilla, a group dedicated to protecting the 
  Vampires from their enemies.  These seven Clans may be selected for a 
  Player-Character Vampire.
  O
  The Clan Cliché
  The Clan cliché is used for many things, beyond what is discussed in 
  the Clan segments below.  It is a general-purpose Vampire cliché, rolled for 
  hunting and for knowledge of Clan and Camarilla Lore.  It is also used for 
  power politics;  more dice in a Clan cliché represents higher standing within 
  the Clan itself.  When hunting, a Vampire can roll her Clan cliché;  each die 
  that comes up showing an odd number represents one Blood Point gained.
  Each  Clan  has  three  Clan  Disciplines.   The  Disciplines  are  the 
  supernatural abilities of the Vampire, and are detailed starting on page 20. 
  When rolling a Discipline cliché, the Vampire may add one point per die in 
  her Clan cliché to the roll if the Discipline is a Clan Discipline.  For example, 
  a Toreador (3) using Auspex (4) will roll 4d+3, as Auspex is a Clan Discipline 
  for the Toreador Clan.
  The Brujah
  The Brujah Clan are passionate, free-willed and non-conformist.  They 
  are fond of dressing in goth or biker styles, though those that with to appear 
  truly non-conformist will dress formally.  They show no respect for the weak, 
  little regard for authority, and don't react well to being told what to do.  Many 
  wish to overthrow the current power system, whether Mortal or Kindred, and 
  replace it with their own view of what things should be.
  Despite their obviously rebellious ways, the Brujah are viewed with a 
  remarkable  amount  of  tolerance.   Actions  that  would  lead  to  outright 
  destruction if committed by a Cainite of any other Clan merely draw a shrug 
  and an offhand comment.
  The Brujah are always quick to come to one another's defence.  For the 
  ultimate outsider, those on the outside are the only friends you can call on. 
  Even if you do feel the burning need to occasionally kick their heads in.  In 
  the end, their passions bind them together just as certainly as they turn them 
  away from the others of the Blood.
  Clan Disciplines:  Celerity, Potence, Presence.
  Hook:  The Brujah's fierce passions can work against them;  whenever 
  the Brujah must roll against Conscience, they have a +2 Difficulty per die 
  they have in the Brujah cliché.
  Typical Clichés:  Biker, Terrorist, Skinhead, Punk Rocker, Criminal, 
  Anarchist, Rebellious Teenager, Drifter.
  5
  
  The Gangrel
  Alone among the Kindred, the Gangrel do not fear to walk the wilds. 
  They are not at ease in the city, preferring more rustic places.  They speak 
  with the animals, and can roam with them with impunity.  It is common for a 
  Gangrel to have the Orphaned or Bastard Childe Hooks, as the Gangrel often 
  create Childer, then abandon them.  For this reason, the Gangrel are very 
  survivalistic;  if one can survive one's first year, then the odds improve in 
  their favour.
  The Gangrel are shape-shifters, using their Discipline of Protean to 
  blend in with the creatures of the Wild.  They can even fool a Lupine into 
  accepting them as a normal creature.  They have close ties to the Gypsies, 
  and are expected to aid them whenever possible.  Similarly, the Gypsies are 
  usually willing to aid a Gangrel in need.
  Clan Disciplines:  Animalism, Fortitude, Protean.
  Hook:  Being a shapechanger with a close link to one's bestial nature 
  has its down sides.  Any time a Gangrel fails a Virtue roll, they will gain an 
  animalistic feature chosen by the GM.  This is in addition to the normal 
  penalties for failing such a check!
  Typical Clichés:  Drifter, Wilderness Scout, Forest Ranger, Survivalist, 
  Environmental Scientist.
  The Malkavians
  In madness, one can find wisdom;  none believe this as strongly as the 
  Malkavians.  Each is touched with madness in some way, and as they grow 
  older, the madness will manifest more often and more powerfully.  However, 
  Malkavians  often  see  with  greater  clarity  than  any  among  the  Kindred. 
  Despite their insanities, they are often consulted on matters of import.  Part 
  of this is the fact that often, a Malkavian's derangement is not visible, and 
  almost never comes to the fore.
  The Malkavians embody chaos more thoroughly than any other Clan, 
  even more so than the Brujah.  They delight in practical jokes, but always 
  attempt to include a meaning in the prank.  Hopefully, the subject of the 
  prank will learn something...assuming he survives the prank itself.
  Surprisingly, the Malkavians are very picky about whom they Embrace. 
  The  completely  mad  are  left  alone,  as  are  the  completely  sane.   The 
  Malkavians favour those who are bordering madness, and just need a little 
  push.
  Clan Disciplines:  Auspex, Dominate, Obfuscate.
  Hook:   The  Player  must  choose  some  form  of  madness.   In  any 
  situation where the madness might come into play, the Malkavian suffers a 
  +2 Difficulty to all rolls, per die of the Malkavian cliché she possesses.
  Typical Clichés:  Any.  The Malkavians prefer to Embrace those with a 
  touch of madness, or those who are close to death.
  6
  
  The Nosferatu
  All Vampires undergo some physical alterations when they suffer the 
  First Death;  for the Nosferatu, the transformation is hideously painful and 
  leaves  the  unfortunate  wretches  scarred,  twisted  and  deformed.   All 
  Nosferatu are gruesome beyond belief.  Because of this, the Nosferatu live 
  deep underground, venturing out only when masqued by Obfuscate.
  Within  their  underground  warrens,  however,  the  Nosferatu  are 
  undisputed.   Every  city  has  miles  of  tunnels,  fortified  against  accidental 
  discovery by Mortals or against purposeful assault by Cainite or Lupine. 
  Some areas  are  common  for  all  Nosferatu;   others  are  held  as  private 
  Havens by the individual Cainite within.
  The Nosferatu are rather anti-social, not even getting along with each 
  other, let alone other Clans.  But their grasp of the goings-on in Kindred 
  society puts them in an excellent position as sources of information – a fact 
  that they put to great benefit, in both cash and Prestation.
  Clan Disciplines:  Animalism, Obfuscate, Potence.
  Hook:  Because of their horrid appearance, a Nosferatu automatically 
  loses any kind of social challenge if their true appearance is visible.
  Typical Clichés:  Criminal,  Drifter, Homeless Bum, Antisocial Shut-In, 
  Former CIA Agent, Crippled Mercenary, Lawyer.
  The Toreador
  Like the Kindred themselves, good art is immortal.  The Toreador hold 
  that these immortal things should be cherished, and dedicate themselves to 
  beauty.  Ironically, the Embrace has left the Toreador static and uncreative; 
  they can no longer create true beauty themselves.  They search for a truth 
  beyond mere life, or even beyond their Immortal state.  More Toreador find 
  themselves on the road to Golconda than any other Clan.
  The Toreador are often taken for hedonists, but this is perhaps too 
  extreme a word.  They love the beautiful, and they love pleasure, but the 
  most highly-minded of the Toreador feel that descending to the level of a 
  mere sensualist is to cheapen the gift of Immortality.
  The Toreadors are also conservationists.  Often, a Toreador's Haven 
  will be filled with art, stretching back to the time of the Vampire's death and 
  even before.  
  Clan Disciplines:  Auspex, Celerity, Presence.
  Hook:  A Toreador in the presence of something beautiful must make a 
  Self-Control roll, or spend the entire round staring at it raptly.  Failure on this 
  roll does not cause the loss of a die;  just the loss of the round.
  Typical Clichés:  Painter, Model, Musician, Poet, Hairdresser, Useless 
  but Beautiful Socialite, Sculptor.
  7
  
  The Tremere
  Many centuries ago, the Tremere were wizards of great renown, part of 
  the Order of Hermes.  The Leader of House Tremere sought immortality, and 
  he found it...in the blood of the Kindred.  Now, despite their past, the Tremere 
  are an accepted member of the Camarilla...but far less than loved;  most 
  Kindred hate and fear the Tremere.
  The Tremere are dedicated and organized.  Their internal Clan goals 
  differ somewhat from those of the Camarilla, but they are close enough that 
  the Tremere Elders are willing to work with the other six Clans...for now.
  Seven Clan Elders govern the Tremere from their primary Chantry in 
  Vienna.  Many other Chantries have been built throughout the world, at least 
  one for each major city.
  Clan Disciplines:  Auspex, Dominate, Thaumaturgy.
  Hook:  All Tremere are Blood-Bound to their Clan.  Attempts to ignore 
  or disobey  a Tremere  Elder,  or to otherwise  resist  the will of the Clan, 
  require a Self-Control roll against the Character's own Clan cliché!  Unlike 
  most Self-Control rolls, failure does not cause a loss of dice, however.
  Typical  Clichés:   Child  of  the  Tremere,  Hedge  Wizard,  Student, 
  Lawyer, Ambitious Businessman, Politician, Witch.
  The Ventrue
  There are leaders, and there are followers;  the Ventrue believe that 
  they are the natural leaders of the Camarilla.  They have a taste for the fine 
  life, and an arrogant mien.  Despised by the Brujah, and mistrusted by the 
  other Clans, they hold themselves above all other Kindred.
  The Ventrue are found in the upper crust of both Cainite and Mortal 
  society.  They choose their Neonates from among the upper class, usually 
  older men and women who are near the ends of their Mortal span.  The 
  Ventrue usually hold to tradition, much more so than any other Clan, but 
  deny that they are 'living in the past'.
  There is a long-standing tradition, often referred to among the Ventrue 
  as the Seventh Tradition, that any Ventrue may seek refuge at the Haven of 
  any other member of their Clan.  None who seek such refuge may be turned 
  away.  However, since harbouring a known fugitive can be hazardous to 
  one's health, the Ventrue who suspects that such a boon will be requested 
  will take steps to aid his Clan member before the need arises.
  Clan Disciplines:  Dominate, Fortitude, Presence.
  Hook:  Each Ventrue has a preferred type of prey:  red-heads, virgins, 
  children, whatever.  They gain no nourishment from sources other than their 
  preferred prey.  A Ventrue requires twice as long to hunt as other Kindred.
  Typical Clichés:  Nobleman,  Knight  Commander,  General,  Wealthy 
  Banker, Industry Tycoon, Social Scientist.
  8
  
  The Caitiff
  These  are the dispossessed  of Kindred  society,  those  of unknown, 
  uncertain or weak Clan origin.  Some Caitiff are those who have chosen to 
  leave their Clan;  others simply have no idea as to which Clan they belong. 
  Many Vampires with the Weak Blood Hook are Caitiff.
  A Caitiff may join a Clan, if the local Clan Elders accept him.  She must 
  gain one die in the Clan cliché, but does not suffer the Clan Hook.  If a Caitiff 
  has chosen to suffer from a Clan Hook (for her normal Hook selection), she 
  can only join the appropriate Clan.
  Clan Disciplines:  None!
  Hook:  Besides their lack of Clan Disciplines, the Caitiff are despised 
  and abused by other Kindred, and have no Clan to speak on their behalf.  As 
  such, no Caitiff may ever hold any position in Kindred society.
  Typical  Clichés:   Drifter,  Criminal,  Outcast,  Con  Artist,  Soldier  of 
  Fortune, Circus Performer.  If the Caitiff's Clan is known to the player, there 
  is no reason why she should not choose one of the suggested clichés for that 
  Clan.
  Other Clans
  The Camarilla represents only a subset of Kindred Clans.  They were 
  the only Clans willing to attend the Council at Venice, the only seven willing 
  to follow the Path of Humanity and the Six Traditions.  
  There are six other Clans known to exist, but not being part of the 
  Camarilla.  Some belong to the Sabbat, a Sect of Vampires opposed to the 
  Camarilla;  others are independent, belonging to neither Sect.  They are:
  ➢ The Assamites:  Silent, stealthy assassins, from a Muslim culture;
  ➢ The Followers of Set:  Snake-loving corruptors, hated by all;
  ➢ The Giovanni:  Mafioso and masters of Necromancy;
  ➢ The Lasombra:  Masters of shadow, and the leaders of the Sabbat;
  ➢ The Ravnos:  Masters of illusion, and companions to Gypsies;
  ➢ The Tzimisce:  Scholars, but also cruel and twisted shapechangers.
  These Clans are detailed in the Adversaries section, page 27.
  There are also many Bloodlines, minor offshoots of Clans, such as the 
  Daughters  of  Cacophony,  the  Serpents  of  the  Light,  the  Kiasyd,  the 
  Ahrimanes, the Nagaraja, the Nictucu, the Blood Brothers, the Gargoyles, the 
  Samedi, and the Salubri.
  9
  
  The N ature Of  T he K indred
  ven the weakest of Kindred, far from Caine, is substantially more powerful 
  than any Mortal.  The following rules define the rules used when playing 
  Kindred.
  E
  Immortality
  This is the core of the Vampire's nature:  They are immortal.  They 
  never  age,  cannot  bear  children,  and  will  never  die  of  natural  causes. 
  Though they can suffer the effects of many diseases, they will never die of 
  such.   Cancer  is  impossible,  due  to  their  static  nature;   heart  disease 
  irrelevant to the Vitae.
  While few normal forms of damage can truly destroy a Vampire, many 
  can certainly make their lives more difficult.  A Vampire loses cliché dice from 
  combat, just as a Mortal does.  But if a Vampire loses his last die in injuring 
  combat, he is not slain;  rather, he falls unconscious.  While in this state, the 
  Vampire may heal himself by spending Blood, as described in the section on 
  Blood, page 11.  If the Vampire has no Blood with which to heal, he enters a 
  state of hibernation, known as Torpor.  Torpor is detailed more fully on page 
  12.
  Generation
  The furthest a Vampire may be from Caine is fourteenth Generation;  all 
  Vampire Player Characters start at thirteenth Generation.  For each die in 
  Generation,  this  is  reduced  one  step,  so  a  Vampire  with  six  dice  (the 
  maximum) in Generation will be seventh Generation.
  Generation has a few benefits, such as a higher Blood capacity and the 
  ability to ignore another Vampire's Dominate Discipline.  Generation may 
  also be rolled in social combat, as those Kindred who are closer to Caine are 
  automatically given more respect.
  Generation also modifies the maximum number of dice allowed in a 
  cliché.  For any purely mundane cliché, the die cap is increased by one for 
  every die of Generation.  Vampiric Disciplines have their cap increased by 
  one for every two dice of Generation.  So Generation is a good thing to have.
  The Virtues
  As  has  been  stated  before,  the  three  Virtue  clichés  (Conscience, 
  Courage  and  Self-Control)  are  Degrading  clichés;  
   under  most 
  circumstances, a failed roll results in a permanent loss of one die, rather than 
  a temporary loss.  
  In the event of a character losing all dice in one Virtue, the character 
  falls into a final frenzy, and will quickly be hunted down and destroyed by 
  other Kindred.  Make a new character.
  10
  
  Blood
  Blood, or Vitae, is the most valuable commodity to a Vampire.  It keeps 
  them alive from night to night, and powers their abilities.  Each Vampire can 
  hold three points of Blood in their system, plus two per die in the Generation 
  cliché.  Those of Weak Blood, the fourteenth Generation, still can hold three 
  points of Blood.
  At any time, a Vampire may spend one Blood point to gain a bonus die 
  to any cliché.  No roll need be made to do so.  Blood points may also be 
  required to activate certain Disciplines.  They can also be used to recover 
  lost cliché dice, as outlined in the next section.
  A Vampire  may only  spend  one Blood  point  per  round.   However, 
  should the Vampire have the Generation cliché, he can roll to spend more 
  Blood.  For each point of Blood past the first spent in a round, the Vampire 
  must make a Generation roll with a cumulative Difficulty of 10 – that is, 10 for 
  the second Blood point spent in a round, 20 for the third, 30 for the fourth, 
  and so on.
  A Vampire must also spend one point of Blood each evening upon 
  awakening.  If the Vampire is unable to do so, she falls into a state of torpor, 
  unable to rouse.  Torpor is covered in greater detail in the section below.
  Recovering Cliché Dice
  Vampire Characters may recover one cliché die each turn merely by 
  spending one Blood point and doing nothing else.  This may be done at any 
  time, unless the Vampire is in Torpor.   This  will not work, however,  for 
  Willpower;  rather, a Vampire recovers one die of Willpower at the end of 
  each session.  It will also not work for dice lost from Virtue clichés.
  In addition to the above, every time a Vampire sleeps through the day, 
  she will recover one die from each cliché, save (again) for Willpower and dice 
  lost from Virtue clichés.
  The Kiss
  One might ask, just how exactly does a Vampire feed without its prey 
  yelling bloody murder?
  The Vampire's bite is not painful, unless it's being used to inflict combat 
  damage.  In Mortals, it produces a feeling of euphoria, leaving them rather 
  befuddled about what happened afterwards.  Because of this, the Vampires 
  refer to the act of feeding as The Kiss.  The Vampire's saliva closes the 
  wound after feeding, provided the Vampire remembers to lick the wound.
  The blood loss caused by a Vampire's feeding results in the loss of one 
  die from the victim's highest cliché per Blood point taken.  If all cliché dice 
  are lost due to the feeding, the victim will fall unconscious, and will require 
  medical attention to avoid dying.  Killing one's prey is considered a violation 
  of the Masquerade, as exsanguinated bodies draw the attention of Hunters.
  11
  
  If one does not wish to role-play The Kiss, the GM may simply state that 
  the Vampire requires one hour of feeding to regain Blood points.  This time is 
  doubled for Ventrue, or for any other Kindred with the Ventrue Clan Hook, 
  because they are picky eaters.  Roll the Vampire's Clan cliché.  For each die 
  that comes up odd, the Vampire gains one Blood Point.
  Aggravated Damage
  Certain types of damage are harder to recover from;  these types of 
  damage are known as Aggravated Damage.  For a Vampire, Aggravated 
  Damage is caused by fire, sunlight and the teeth and claws of a supernatural 
  creature – werewolves, spirits and other Vampires.
  Each  time  a  Vampire  suffers  Aggravated  Damage,  she  gains  one 
  Aggravated Damage point, rather than losing any cliché dice.  For each 
  Aggravated Damage point, the Vampire may roll one less die on any cliché 
  roll.  Aggravated Damage may only be healed by spending three Blood 
  points and one Willpower cliché die per point of Aggravated Damage healed.
  Torpor
  A Vampire that has lost all dice in 
  one  cliché,  or  is  unable  to  spend  a 
  Blood point upon awakening, slips into 
  a state called Torpor.  This is a deep 
  sleep,  unaware  of  all  events  around 
  the Vampire.  A Vampire in Torpor will 
  awaken  in  time,  the  amount  of  time 
  based upon her highest Virtue cliché.
  It  is  possible  to  awaken  a 
  Vampire  before  the  listed  time  has 
  elapsed.  Merely feed the Vampire a 
  Blood point, from another Vampire with more dice in Generation.  Of course, 
  this will leave the Torpored Vampire one step Blood Bound to the one who 
  awakens her.
  A Vampire who gains more Aggravated Damage than he has dice in his 
  highest cliché will be destroyed, rather than dropping into Torpor.
  Sunlight
  The bane of all Vampires.  Sunlight will rapidly char a Vampire, and can 
  quickly reduce her to ash.  Because it is so harmful to them, most Vampires 
  provide their havens with multiple layers of defence against sunlight.  Only 
  after the sun has gone down can a Vampire safely venture from her haven.
  It  is  possible  to  resist  damage  from  sunlight  if  the  Vampire  has 
  Fortitude.  Roll Fortitude vs. the sun's strength each round that a Vampire is 
  exposed to sunlight.  Success means that the Vampire takes no damage this 
  round;  failure means that the Vampire takes a point of Aggravated Damage. 
  Strength of sunlight ranges from 1d (during a thunderstorm, in the early 
  morning) to 5d (clear skies at noon).
  12
  Virtue
  Time to wake
  6d
  One week
  5d
  Three weeks
  4d
  Two months
  3d
  Six months
  2d
  Two years
  1d
  Six years
  
  The Embrace
  The Embrace is the procedure used to create a new Vampire.  The 
  Vampire drains a Mortal of all blood, but before the Mortal dies, the Vampire 
  gives him a drop of her own blood.  
  The Embrace is painful;  the Mortal suffers from the First Death, and his 
  body reshapes itself to become a Vampire.  The pain of the Embrace lasts no 
  more than an hour, and frequently much less.  Once completed, the Mortal is 
  now Kindred, requiring blood to survive but otherwise immortal.
  The Blood Bond
  Vampiric Blood is full of magical energy.  This energy sustains the 
  Vampire's body, and allows him to use her Disciplines.  Should another drink 
  Vitae, she will fall under the control of the Vampire.  This is known as the 
  Blood Bond.
  It takes three drinks of Vitae to form the Blood Bond.  The first drink will 
  cause a  feeling of kinship towards the Vampire; the second, and the drinker 
  feels the Vampire to be his best friend;  the third, and the drinker becomes 
  the devoted slave of the Vampire.
  The Blood Bond can affect Vampires, just as easily as it can affect 
  Mortals, and Vampires are wary of drinking Vitae.  Princes often use a drink 
  of their Vitae as a punishment for minor infractions.
  It would seem a common thing for all Vampires to Blood Bind their 
  Childer, but in fact this is rarely done, except among the Tremere.
  A character may not be Blood Bound to more than one person, with the 
  exception of the Tremere.  Tremere all start with a minor Blood Binding to 
  their Clan, but can be bound to another as well.  The Tremere are said to 
  have a ritual to shatter an existing Blood Bond, but if so, they've never 
  offered to use it for anyone.  The Blood Bond is not fully formed until the third 
  drink, so a person can be partially Bond to multiple people.
  Ghouls
  Vampires will often Blood Bond a Mortal, to serve them and protect 
  them as they sleep.  These Mortals are known as Ghouls.  Ghouls gain a 
  measure of Vampiric immortality;  they cease to age.
  A Ghoul must be given one Blood point, above and beyond those used 
  to bind him in the first place.  As long as the Ghoul retains this Blood point, 
  he will not age.  Should the Ghoul lose the Blood point, he will begin to age 
  as  normal.   Ghouls  can  use  their  Blood  point  in  the  same  manner  as 
  Vampires, but because they are not Vampires, they cannot feed.  They can 
  only regain their Blood point by being given it by their Master.  Ghouls cannot 
  store more than one Blood point.
  Ghouls can gain up to two dice in one Vampiric Discipline, provided 
  their Master knows the Discipline in question.  Ghouls can learn only Celerity, 
  Fortitude or Potence.  
  13
  
  Ghouls are, of necessity, familiar with the Camarilla's Traditions, and 
  with Vampiric nature in general.  As such, they are a potential threat to the 
  Masquerade.  They are considered Childer for the purposes of the fourth 
  Tradition, that of Accounting.
  Faithful  Ghouls,  who  have  served  their  Master  long  and  well,  are 
  sometimes given the Embrace as a reward for this service.  The Embrace will 
  shatter the Blood Bond, so it's not something the Master will do without 
  consideration.
  Blood Ghouls
  This  rather  reprehensible  practice  is  luckily  rare;   on  occasion,  a 
  Vampire will Blood Bond a mortal for the simple reason of providing the 
  Master with an easy source of Blood. These are not true Ghouls, unless the 
  Master grants them a Blood Trait.
  Stakes
  The classic Stake Through The Heart will not actually kill a Vampire, all 
  myths and movies to the contrary.  It will, however, paralyse the Vampire, 
  leaving him in a state similar to Torpor, until the Stake is removed.
  An attempt to stake a Vampire through the heart must be pumped, or 
  else it will automatically fail.  If the target is staked, it does not lose any cliché 
  dice, but instead enters Torpor.  Unstaking a Vampire is simple enough;  just 
  grab and pull.
  Staking is a common means of disposal nonetheless;  a Vampire who is 
  staked cannot escape  the rising  sun.   For this reason, staking  is much 
  feared, and a Prince often need merely mention the stake to get the full co-
  operation of another Vampire.
  Diablerie
  This is the most heinous of Vampire crimes, the drinking of the soul of 
  another  Vampire.   It  is  also  the  only  way  in  which  Generation  can  be 
  increased, which helps explain why it still happens.
  In order to commit Diablerie, the Vampire must subdue another, then 
  drain all the Vitae remaining in his system.  This will destroy the victim, 
  regardless of whether or not Diablerie is successful.  The Diabolist must then 
  roll his Self-Control against the victim's Generation.  Failure results in the 
  permanent loss of Self-Control, as usual;  success means that the Diabolist 
  has absorbed the soul of the Vampire.
  A successful Diabolist will gain one die in Generation, if and only if the 
  victim's Generation cliché was higher than her own.  The Diabolist will also 
  gain one die in any Discipline possessed by the victim.
  Whether or not the Diablerie was successful, the Diabolist must make a 
  Conscience roll, against a Difficulty of 20.  Success is meaningless;  failure 
  results in the permanent loss of one die of Conscience, as usual.
  14
  
  A Diabolist is easy to spot using Auspex;  her aura radiates black lines. 
  She can mask this mark with Self-Control (without risking permanent loss of 
  a die), but eventually, it will come out.  Diablerie is a violation of the Sixth 
  Tradition, not to mention an act that engenders disgust in all Kindred, and a 
  Prince who learns of a Diabolist in her city will certainly call the Blood Hunt, 
  and probably send messengers to other cities letting them know the identity 
  of the Diabolist.
  The Book of Nod
  Caine, the first son of Adam, is said to be the original Vampire.  Not all 
  the Kindred believe this, but enough of them hold it as truth that it has 
  influenced most of the Kindred mythology.  Part of this mythology holds that 
  when Caine was driven away from his family, he founded the first city in the 
  land of Nod.  Here, surrounded by his progeny, he wrote several scrolls, that 
  were gathered together and serve as a sort of Bible for the Kindred.  These 
  scrolls are referred to as the Book of Nod.
  The Book of Nod does not exist as a singe tome, but rather as scraps of 
  parchment scattered throughout the libraries of the Kindred – and, probably, 
  those of the Hunters and the Arcanum.  The story they paint is, of course, 
  quite  fragmentary,  but  it  touches  on  the  origins  of  the  Vampire,  the 
  Disciplines, the Clans, and the End Times, known as Gehenna.  Possession 
  of any fragment of the Book of Nod can give great influence to the Vampire 
  who is lucky enough to own it.
  Golconda
  Part of the Book of Nod holds that it is possible for a Cainite to enter 
  into a state of peace, in which he permanently lays aside the Beast.  The 
  road to Golconda is sought by many Kindred, but accounts of those who 
  have reached such a state are apocryphal at best.
  Should a Cainite reach Golconda, she will never again Frenzy, will feel 
  no fear at the sight of flame or the sun.  Her thirst for Blood will be slated; 
  she will have to spend but one point of Blood every week to awaken.  Other 
  accounts suggest that a Cainite in Golconda will no longer be seared by the 
  light of the sun;  some even hold that a Cainite in Golconda will revert to her 
  previous mortal state.
  Gehenna
  Each of the thirteen tribes of Vampires has a single, third-generation 
  Cainite as its founder.  These Cainites have not been seen for millenia;  it is 
  believed that they are all in Torpor, buried somewhere deep within the Earth. 
  It is also said that they thirst for Kindred Blood, that none other can slake 
  their thirst.
  The Book of Nod tells of the end times of Vampires, when the Thirteen 
  Antediluvians will arise from the Earth to feed on their Childer.
  Many  Vampires,  especially  the  Elders,  believe  this  to  be  mere 
  superstition.
  15
  
  The S ociety of  the Kindred
  ll Vampires feel a certain kinship with each other, even between the 
  Camarilla and other, opposed, Sects;  they refer to themselves as The 
  Kindred.  At the same time, however, each Vampire feels a bestial nature 
  within himself, driving him to territoriality, hunger and frenzy.  This duality, 
  kinship and the Beast, defines the nature of Vampiric society.
  A
  The Prince
  The Prince is the ruling Vampire of a city, often (though not always) the 
  Eldest Kindred.  The title 'Prince' is used regardless of the original gender of 
  the Prince.  
  Under the Second and Fifth Traditions, the Prince controls all hunting 
  within  the  city,  and  will  designate  hunting  areas  for  individual  Kindred. 
  Usually,  such  designation  is  done  by  the  Kindred's  request,  though  the 
  Prince and the Primogen will take first pick.
  The Prince is also responsible for all appointments to positions within 
  the city, though the Primogen in some cities appoint their own members.
  The Seneschal
  This is the Prince's second in command.  While the Prince is within his 
  city, the Seneschal has no power;  if the Prince should leave, the Seneschal 
  takes his place.  Often, the Seneschal will be appointed from among the 
  Primogen;  a few Princes have chosen an Autarkis as Seneschal.
  The Primogen
  These are the Vampires who serve as the Prince's advisers.  In some 
  cities, they are the seven Eldest Kindred, one from each Clan.  In others, 
  they are merely the Eldest, of any Clan, who wish to serve.  Their power is 
  second only to the Prince, and in some areas exceeds it.
  The Sheriff
  The Sheriff is the Vampire charged with upholding law and order within 
  the  Kindred  of  a  city.   'Law  and  order'  is  generally  defined  as  the  Six 
  Traditions, Elysium and the decrees of the Prince.  The Sheriff does not 
  generally hold the right to Destruction, but it is an easy matter to get such in 
  any particular case from his Prince.
  The Clan Whips
  These Vampires are the local heads-of-Clan for a city, typically the 
  Vampire of the Clan who is closest to Caine.  In those cities where the 
  Primogen are selected one per Clan, the Whips act as their seconds-in-
  command.
  16
  
  The Justicars
  Each Vampire Clan appoints one member, usually their Eldest, to serve 
  as Justicar.  That's one for the entire world, not one per city.  The Justicars 
  are charged with upholding Vampiric Law, and may be called to a city by its 
  Prince, or sent directly by the Inner Circle of the Camarilla.  Even Princes 
  watch their step around a Justicar, for they hold the Right of Destruction over 
  all Kindred.
  Of course, no Justicar can be everywhere at once.  To administer in 
  their name, the Justicars will appoint a number of underlings, referred to as 
  Archons.  Each of these Archons speaks with the force of her Justicar behind 
  her.
  The Autarkis
  Some Vampires choose to live apart from their Kindred.  These Autarkis 
  acknowledge no Prince, though they often live within a Prince's Domain. 
  They are generally regarded with suspicion.  About the only thing that keeps 
  the Prince from destroying an Autarkis is that, often, the Autarkis shows 
  proper respect to the Prince, while still maintaining his independence.  Some 
  few Princes, however, refuse to accept an Autarkis, and call the Blood Hunt 
  upon them as soon as they are revealed.
  Conclave
  When the Camarilla was founded, the Conclave was declared as a 
  meeting, to be called by a Justicar or Archon, to judge and pass sentence on 
  another Vampire.  When Conclave is called by a Justicar, any Kindred of the 
  Camarilla is free to attend.  Any such can raise grievances or ask for justice – 
  or mercy – from the Justicar.
  Over time, Conclave has gained an additional meaning.   When called 
  by a Prince or Primogen, it is a meeting of all the Kindred within a city.  As 
  with the greater Conclaves, Vampires of the city may beg a boon from the 
  Prince or Primogen.
  When the Prince calls Conclave, it is best to attend, or else have a 
  really  good  reason  why  you  cannot.   Missing  Conclave  is not a deadly 
  offence, generally, but if one does so too often or for too poor a reason, he 
  may find his hunting area curtailed, or he may lose status within the city.
  Elysium
  Elysium is a place within a city in which no violence may be performed. 
  Even a Vampire under the Blood Hunt may find refuge within Elysium.  The 
  sole exception is that a Justicar may enter Elysium and destroy a Vampire 
  within, though even Justicars will usually simply wait for the Vampire to get 
  hungry.
  By Camarilla edict, any place of holy ground is automatically Elysium. 
  A Prince will often designate a few additional places as Elysium.  Often, the 
  site of a Prince's Conclave will be Elysium.
  17
  
  The Keeper of Elysium
  The  Keeper  of  Elysium  generally  monitors  areas  designated  as 
  Elysium, and reports infractions to the Sheriff.  His power to do anything 
  about  such  infractions  is  limited.   In  addition,  the  Keeper  may  also  be 
  responsible for the maintenance of Elysium locations, particularly the site of 
  Conclave.
  Coterie
  This is a term used to describe a small group of Kindred, working 
  towards a common goal.  The player character party might well be described 
  as a Coterie.  Most Princes require that a Coterie be declared as such to him, 
  with a properly chosen leader.
  Prestation
  Being Immortal, Vampires naturally have a long memory for boons and 
  favours.  The record of such boons is referred to as Prestation.
  A  Vampire  who  does  another  a  favour  gains  Prestation  over  that 
  Vampire.  She can demand that the Cainite she aided give her a boon in 
  return.  Boons are divided into three categories.
  Lesser Boons are small change;  a unit of Blood from a blood bank, a 
  sum of money, or the acquisition of something rather difficult to find.  They 
  may  be  repayed  with  another  Lesser  Boon,  and  some  Kindred  merely 
  dismiss them out of hand.
  Great Boons include the teaching of Disciplines;  a new Haven;  the life 
  of a faithful retainer – the things that make life much less difficult for a 
  Cainite.  Most Kindred allow the repayment of a Great Boon with multiple 
  Lesser Boons.
  Life Boons are rare – a Cainite with a Life Boon has saved the life of 
  another Vampire.  It may be by protecting him from his enemies, or defending 
  him at Conclave against the Blood Hunt.  Some Kindred allow the repayment 
  of a Life Boon with a number of Great Boons;  others demand that the life of 
  the  Vampire  they  saved  now  belongs  to  them,  and  work  this  out  as  a 
  seemingly endless list of Lesser Boons.
  The Harpies
  The administration of Prestation is the province of the Harpies.  Besides 
  keeping track of who owes whom a boon, they also collect all the dirty 
  secrets of a city (that they are privy to, at any rate), and pass them along to 
  any interested listeners.  In any city, it is the Harpies who have the true 
  power to bring down a Prince, so few Kindred do anything to anger them.
  Once a Harpy has made a statement on Prestation, it has the force of 
  Law.  Few princes will risk the wrath of the Harpies to interfere with their 
  administration of Prestation.  Most Harpies take their jobs seriously, as their 
  jobs are not proof against the tongues of another Harpy.
  18
  
  The Tr aditions
  Within the Camarilla, Vampires protect themselves, and those around 
  them, with laws, known as the Six Traditions.
  The First Tradition:  The Masquerade
  No Vampire shall reveal himself as such to any not of the Blood.  This 
  Tradition is the most important, as it keeps the Vampire Hunters away!  The 
  punishment for violating the Masquerade is usually destruction.
  The Second Tradition:  Domain
  No Vampire shall hunt within the Domain of another Kindred.  Each 
  Vampire tends to stake out a hunting ground.  The Prince of a city will usually 
  declare the entire city his hunting ground, and as such, permission to hunt 
  within must be sought  under  the Fifth Tradition,  below.  Punishment for 
  violating Domain remains in the hands of the Vampire whose Domain was 
  violated, but cannot exceed the mandates of the Traditions.
  The Third Tradition:  Progeny
  The right to create new Vampires lies within the hands of the Eldest. 
  This is the oldest of the Traditions, going back to Caine.  Generally, the city's 
  Prince must be asked before a Childe can be created, though in some cities, 
  the Primogen also may grant permission.  Violating Progeny generally results 
  in the destruction of the Childe, and possibly of its Sire.
  The Fourth Tradition:  The Accounting
  Any crimes committed by a Childe are accountable to its Sire.  Once a 
  Childe has been released, generally by presentation to the Prince, it is its 
  own person, but prior to that, punishment pronounced against a Childe can 
  also be pronounced against its Sire.
  The Fifth Tradition:  Hospitality
  One must ask permission before hunting within another's Domain.  This 
  is the corollary to Domain.  A Prince will often cite the Fifth Tradition when 
  assigning hunting grounds to a newcomer to his city.  Violating this Tradition 
  may result in banishment, forfeiture of hunting rights, or even destruction.
  The Sixth Tradition:  Destruction
  The Right of Destruction belongs only to one's Elder.  Only the Prince 
  or the  Primogen  may destroy  another  Vampire with impunity.  They  may 
  delegate this authority to another, or even declare a Blood Hunt – granting 
  the right to destroy one Vampire to all members of their city.  Punishment for 
  violating Destruction is usually destruction, ordered by the Prince.
  19
  
  Dis ciplines
  he Disciplines are the supernatural powers of the Kindred.  Each Clan 
  has a selection of three Disciplines, their Clan Disciplines, for which they 
  gain the bonuses covered on page 5.  
  T
  Among  the  Clans  of  the  Camarilla,  there  are ten  commonly-known 
  Disciplines.  Each die placed or gained in a Discipline grants new powers. 
  Characters may place no more than two dice into any Discipline at character 
  creation, but may improve the powers as high as six dice (or even higher, for 
  those with dice in Generation).  Dice beyond the fifth do not grant any new 
  powers.
  Certain Disciplines (Celerity, Fortitude and Potence, to be exact) do not 
  have individual powers by die level, but instead grant bonuses in most forms 
  of combat.
  Animalism
  This Discipline is used to speak to or control animals, and can also be 
  used to affect the Beast within a Vampire.  
  Sweet Whispers - 1d.  The Vampire may roll his Animalism vs. Difficulty 
  10 to speak with an animal.  A new check must be made for each new 
  encounter, regardless of the species of the animal or whether or not the 
  Vampire has spoken to the animal in the past.
  The Beckoning – 2d.  The Vampire may summon an animal to aid him. 
  The Vampire burns one die of Willpower, and summons an animal with as 
  many dice in clichés as the Vampire has in Animalism, to serve as a Team 
  Member in combat.
  Song of Serenity – 3d.  This Discipline will calm the Beast within a 
  target.   The Vampire touches his target  and rolls his  Animalism vs. the 
  target's Willpower.  The target may not Frenzy, and loses as many dice in 
  Willpower as the Vampire has in Animalism.  If the target was already in a 
  Frenzy, she is forced back to normal, but does not lose any Willpower (save 
  for the one die for losing the initial challenge).
  Sharing of Spirits – 4d.  The Vampire can take control of an animal. 
  She must defeat the animal in a combat of Animalism vs. the animal's cliché. 
  While possessing the animal's body, the Vampire may roll no more dice than 
  she has in Animalism, and the Vampire's body becomes still and lifeless, as 
  in Torpor.
  Drawing Out The Beast – 5d.  In the event of a Frenzy, the Vampire 
  may attempt to force his Beast into another nearby subject.  The Vampire 
  enters  a  mental  combat,  his  Willpower  vs.  the  target's  Willpower;   the 
  character that runs out of Willpower first enters into Frenzy.  This power will 
  even work on a Mortal, though the Frenzy of a Mortal is not particularly 
  dangerous.
  20
  
  Auspex
  This Discipline gives a Vampire senses beyond those normal for a 
  Mortal.
  Heighted Senses – 1d.  The Vampire may add one point for each die in 
  Auspex to attempts to find, spot or locate objects or people.  However, the 
  Vampire's improved senses leave him vulnerable to sensory overload.  Any 
  attempt to blind or deafen a Vampire using this power gains one point for 
  every die the Vampire has in Auspex.  This power may be switched on and 
  off at will.
  Aura Perception – 2d.  The Vampire may roll his Auspex vs. Difficulty 
  10 to see the target's aura.  This allows the Vampire to determine a target's 
  mood, identity, level of hostility, and so forth.  Vampires have pale auras, 
  making them obvious to this power;  Diabolists have black lines through their 
  auras, making them just as obvious.
  The Spirit's Touch – 3d.  The Vampire may touch an object, and with a 
  successful roll of Auspex vs. Difficulty 10, may see 'snapshots' of the object's 
  past,  including  who  else  has  handled  the  object.   More  significant  or 
  emotionally-charged events will show up more clearly, which helps in sifting 
  through an object's past to find the important events.
  Unveil the Shrouded Mind – 4d.  The Vampire may probe the surface 
  thoughts  of  a  nearby  person.   This  power  works  automatically  against 
  Mortals, but if attempted against a Vampire, the character must roll Auspex 
  vs. the target's Willpower.  Probing for thoughts takes some time;  a mental 
  combat should be rolled, Auspex vs. Willpower, should the Vampire wish 
  some specific detail.
  Abandon  Earthly  Form –  5d.   The  Vampire  can  project  his 
  consciousness beyond his body.  His spirit may roam up to a thousand miles 
  from his body, and can perceive the normal world.  The Vampire's body 
  enters into a Torpor-like state until the spirit returns.
  Celerity
  This is a combat-boosting cliché, the power of Vampiric speed.  It is 
  probably the most powerful of such, and has a correspondingly high cost. 
  One Blood point must be spent to power this Discipline for one combat 
  round.  
  When active, the Vampire can add the dice from Celerity directly into 
  his combat roll.  Celerity may be used in any form of injuring combat, or in 
  other forms of combat if having boosted speed would aid.  In addition, each 
  die of Celerity will double the speed at which the Vampire can travel;  this 
  use of Celerity requires one Blood Trait per hour of travel.  Note, however, 
  that using Celerity can violate the First Tradition.
  A Vampire in a Frenzy of rage will automatically spend Blood Points to 
  power Celerity.  A Vampire in Rotschrek – a Frenzy of fear – will also spend 
  Blood Points to activate Celerity – so she can run away faster!
  21
  
  Dominate
  This  power  allows  the  Vampire  to  control  the  actions  of  another. 
  Vampires can usually use this power with little to no effort on a Mortal. 
  Against a Vampire, a mental challenge or combat is usually required.
  Dominate will not function on a Vampire if the Vampire in question has 
  more dice in Generation that the Vampire attempting to Dominate her.
  Command The Wearied Mind – 1d.  The Vampire can give one-word 
  commands to the target, which must be obeyed.  Obedience is automatic and 
  instinctual;  more than one Vampire has made a mistake in his choice of 
  command, and suffered from it.  A quick challenge of Dominate vs. Willpower 
  is required to use this power.
  Mesmerize –  2d.   The  Vampire  can  implant  a  suggestion  in  the 
  unconscious mind of his target.  This suggestion usually takes the form of a 
  command combined with a trigger.  The trigger can be time-based, or event-
  based.  In either case, when the trigger goes off, the subject will carry out the 
  command.  This power is subtle;  the target usually does not know why she 
  has done what she did, or rationalizes it into her own motivations.  Using this 
  power requires a quick challenge of Dominate vs. Willpower.
  The Forgetful Mind – 3d.  The Vampire can steal, create or erase 
  memories from the target.  This can take some time, as the Vampire must 
  work  at  real-time  to  alter  memories.   Creating,  reading,  or  suppressing 
  memories take as long as the actual event;  re-writing memories takes three 
  times as long (once to view, once to erase, once to write).  A mental combat 
  of Dominate vs. Willpower is required to open the mind before the Vampire 
  can manipulate its memories.
  Conditioning –  4d.   The  Vampire  can  render  another  easier  to 
  Dominate.  Each time this Discipline is used on another, the Vampire must 
  spend one die of Willpower, and the target gains a dice of Conditioned.  Later 
  Dominate effects may roll the target's Conditioned dice in addition to the 
  Vampire's Dominate dice, but only if the Dominating Vampire is the one who 
  placed the dice on the target to begin with.
  Possession – 5d.  The Vampire can usurp control over the target's 
  body.  The target's spirit is suppressed;  the Vampire's body enters a state 
  much like Torpor.  The Vampire may use Disciplines while Possessing a 
  target, but not if they require spending Blood points.
  Fortitude
  Another combat cliché, Fortitude is an improvement on the Vampire's 
  supernatural toughness.  Fortitude may be rolled as a Team Member in 
  injuring combat – that is, rolled separately but contributing only its sixes. 
  Fortitude  may  also  be  rolled  alone  to  resist  damage  from  Aggravated 
  sources, such as fire or sunlight.
  Fortitude is constantly on, and cannot be suppressed by the Vampire. 
  Luckily, it is difficult for a Mortal to recognize Fortitude for what it is.
  22
  
  Obfuscate
  This  is  the  power  of  concealment.   It  can  be  used  to  hide  from 
  detection, or to disguise oneself.  It is a mind-affecting, psychological effect, 
  and as such does not work for security cameras or photographs.
  Cloak of Shadows – 1d.  The Vampire needs some tiny amount of 
  concealment to use this power, and must roll Obfuscate vs. Difficulty 10, but 
  once activated, the Cloak of Shadows may be rolled as a Team Member on 
  Stealth  attempts.   The  Vampire  may  not  move  when  using  Cloak  of 
  Shadows.
  Unseen Presence – 2d.  As with Cloak of Shadows, save that the 
  Vampire may move while concealed, even into plain sight, without being 
  revealed.  When moving, the Vampire might be discovered, but the searcher 
  must roll against the character's Obfuscate dice.  Attacking another will break 
  the concealment, but merely making noise will not do so.
  Mask of the Thousand Faces –  3d.   The  Vampire  may  alter  her 
  appearance.  A random 'Generic' face requires an Obfuscate vs. Difficulty 10 
  roll, while imitating a specific person is Difficulty 15.  A person attempting to 
  see through the Mask must roll a quick challenge of Investigator (or a similar 
  cliché) vs. the Vampire's Obfuscate dice.
  Vanish from Mind's Eye – 4d.  As with Unseen Presence, save that the 
  Vampire may disappear even in plain sight.  Furthermore, any viewers must 
  roll Willpower vs. Odd Dice (that is, any dice rolled when the power was 
  activated that came up odd) or forget that the Vampire was even there! 
  Mortals who witness such a disappearing act will likely be scared senseless, 
  but luckily, the memory of this shock will soon fade.
  Cloak The Gathering – 5d.  This power may be used to duplicate 
  Unseen Presence or Mask of the Thousand Faces, save that the Vampire 
  may now extend his Obfuscate to cover others nearby.  One person may be 
  concealed or disguised for each die in Obfuscate.  If one person violates the 
  Cloak, then she is no longer concealed, but the concealment remains for the 
  other members of the group.  If the Vampire who created the effect violates 
  the concealment, then all those protected by Cloak the Gathering will also 
  lose their concealment or disguise.
  Potence
  This is the Vampire's supernatural strength.  Like Fortitude, it can be 
  rolled as a Team Member, contributing only its sixes, in injuring combat.  This 
  may only  be  done  if the  injuring  combat  is hand-to-hand  or with melee 
  weapons.  Ranged weapons – even bows – do not lend themselves to brute 
  strength.
  Potence  can  also  be  rolled  whenever  brute  strength  is  needed  to 
  accomplish a task.  Potence is always on, but can be suppressed by the 
  Vampire – essentially holding back his strength.  A Vampire who is in a 
  Frenzy of rage will not hold back his strength, but will automatically use 
  Potence in combat.
  23
  
  Presence
  Vampires  have  a  certain  innate  charm;   Presence  enhances  that 
  further.  It can be used to ensnare the senses, or to frighten the victim, and 
  can even be used to draw another over great distances to the Vampire.
  Awe – 1d.  The Vampire must roll Presence vs. Difficulty 10 to use this 
  power, but then may use her Presence as a Team Member in social combat.
  Dread Gaze – 2d.  The Vampire bares fangs and claws, hissing loudly, 
  and the target  must  roll  Willpower  vs.  the  Vampire's  Presence.   Failure 
  means that the target must flee!  Nosferatu may use this power as though 
  Presence was a Clan Discipline for them (though it is not).
  Entrancement – 3d.  The Vampire may cause a target to become his 
  close personal friend, as though Blood Bound (q.v., page  13).  Unlike the 
  Blood Bond, this bond will fade when the morning sun rises.
  Summon –  4d.   The  Vampire  may  summon  any  person  from any 
  distance!  The Vampire enters into a social combat of Presence vs. the 
  target's Willpower.  If the target's Willpower is depleted, he will move as 
  quickly as he can to the Vampire, until he reaches her and is acknowledged. 
  Once acknowledged, the target recovers one Willpower and is free to act.
  Majesty – 5d.  The Vampire radiates power and charm.  The Vampire 
  may always roll Presence as a Team Member in social combat.  Consider it a 
  permanently activated Awe.  Further, a target must win a quick challenge of 
  Willpower vs. Presence to be less than cordial to the Vampire, and must win 
  a mental combat of Willpower vs. Presence to actually attack the Vampire!
  Protean
  This Discipline is the personal property of the Gangrel Clan, and if they 
  catch anyone else knowing it, they will likely kill them.  For a non-Gangrel to 
  start with this Discipline, they must spend one additional die for their first die.
  Gleam of Red Eyes – 1d.  The Vampire may see perfectly in normal 
  (though not total) darkness.
  Wolf Claws – 2d.  This power allows the Vampire to grow inch-long 
  claws.  A Blood Point must be spent to extend the claws, which allow the 
  Vampire to inflict Aggravated Damage with hand-to-hand combat.
  Earth Meld – 3d.  The Vampire may spend a point of Blood to sink into 
  the Earth.  When melded with the Earth, sunlight cannot reach the Vampire, 
  but the Vampire cannot interact with the normal world until he returns.
  Shadow of the Beast – 4d.  The Vampire may take the form of a wolf or 
  bat.  Dice in Protean become dice in the appropriate Beast cliché.  One 
  Blood Point must be spent to activate this Discipline.
  Form of Mist – 5d.  The Vampire may, by spending a Blood Trait, 
  become a cloud of mist.  In this form, the Vampire can seep through cracks, 
  and cannot be engaged in injuring combat.
  24
  
  Thaumaturgy
  This is Vampiric magic.  The Tremere view this Discipline as their own, 
  and will kill anyone else using it.  Non-Tremere must spend one additional 
  die to start with this Discipline, in addition to dice spent on Paths (see below). 
  Thaumaturgy allows the Vampire to do almost anything, provided he 
  has the correct Path.  Common Paths include the Path of Blood, the Gift of 
  Morpheus  (used  to  induce  sleep),  the  Lure  of  Flames,  and  Weather 
  Summoning.  
  Gaining a Path requires expending one die, so even the Tremere must 
  spend one additional die to gain their first Path.  This die is not rolled;  it is 
  gone, consumed to gain the Path, and therefore does not count towards the 
  six-die limit on clichés.
  The Path of Blood
  The Path of Blood is the most common Path, the one the Tremere view 
  as the most important.  Vitae is rich in magical energy, and the Path of Blood 
  allows the Tremere to manipulate this energy for various purposes.  Foolish 
  is the Cainite that allows a Tremere some of her blood!
  A Taste For Blood – 1d.  The Tremere must have a touch of Vitae from 
  the Vampire this power is used upon.  The Tremere rolls her Thaumaturgy, 
  and  for  each  die  that  comes  up  odd,  the  Tremere  gains  one  piece  of 
  information about the target.  The Tremere may choose what information is 
  learned.
  Blood Rage – 2d.  The Tremere may roll Thaumaturgy vs. his target's 
  Willpower to force the target Vampire to spend Blood Points.  The Tremere 
  chooses how the Blood Points are spent, but they must be spent in a manner 
  legal for the target.  One Blood Point may be spent per die the Tremere has 
  in Thaumaturgy
  Blood of Potency –  3d.   The  Tremere  must  roll  Thaumaturgy  vs. 
  Difficulty 15.  If successful, the Tremere may add dice into Generation equal 
  to her dice in Thaumaturgy!  This effect lasts for a bare two hours, and the 
  Tremere may not have a total Generation of more than nine dice.  But these 
  dice may be considered the Tremere's true Generation, for die caps, Blood 
  capacity, Dominate, and Diablerie, for the entire duration.
  Theft of Vitae – 4d.  The Tremere may roll Thaumaturgy vs. the target's 
  Willpower to drain Blood from the target, at up to a twenty foot range.  Each 
  Blood Trait stolen takes five full seconds to transfer.  Vitae stolen from a 
  Vampire using this Discipline will not form a Blood Bond.
  Cauldron of Blood – 5d.  With a touch, the Tremere may cause a 
  target's  blood  to  boil!   The  Tremere  must  defeat  the  target  in  a  quick 
  challenge of Thaumaturgy vs. any cliché the target chooses;  if the Tremere 
  is successful,  she  rolls  her Thaumaturgy  a second time.  Each  die that 
  comes up Odd results in the target suffering a point of Aggravated Damage 
  and losing one Blood Trait.
  25
  
  Character A dvancement
  Character  Advancement  in  RISUS Vampire  is  tracked  using 
  Advancement Points (AP).  Each cliché on the character's sheet can gain 
  Advancement Points.  In particular, an individual cliché will gain an AP under 
  each of the two circumstances:
  ➢ The first time in the session that a Vampire successfully uses the cliché at 
  a non-trivial moment; and
  ➢ The first time in the session that a Vampire rolls all sixes on a cliché roll.
  In addition, each character can gain anywhere from one to eight “free” 
  Advancement Points per session.  These AP are “free” because they are not 
  automatically assigned to any one cliché;  however, before any Advancement 
  Checks are made, the Vampire must have no unassigned AP.  AP can be 
  assigned to any cliché with five dice or less, or to a new cliché not currently 
  possessed by the character.
  “Free” AP can be gained for the following:
  ➢ One for participating in the session;
  ➢ One for at least attempting to role-play the character;
  ➢ One if the character made a significant discovery;
  ➢ One if the character displayed heroic behaviour;
  ➢ One if the character solved a significant challenge;
  ➢ One to three if a Story was completed, based upon the difficulty of the 
  Story.
  The Advancement Roll
  At the end of any session, a character may attempt an Advancement 
  Roll  for  any  cliché  that  has  Advancement  Points  invested  into  it.   This 
  includes for new clichés, which are assumed to have one die for purposes of 
  this roll.  The character rolls the cliché's dice, and if he matches or goes 
  under the total AP for the cliché, then the cliché increases by one die, and all 
  AP are removed from the cliché.  If, however, the Advancement Roll fails, the 
  character will lose  AP from the cliché equal to its current number of dice.
  Protean and Thaumaturgy
  These clichés cost additional dice to gain at character creation;  they 
  are considered to be at two dice (for a Tremere gaining Thaumaturgy, or a 
  non-Gangrel  gaining  Protean)  or  three  dice  (for  a  non-Tremere  gaining 
  Thaumaturgy) if gained after character creation.  These extra dice are not 
  rolled to improve an existing Thaumaturgy or Protean Discipline.
  Thaumaturgy has multiple Paths;  each Path costs one die to gain.  So 
  a successful Advancement Roll in Thaumaturgy may be expended to gain a 
  new Path.   Paths  do  not  count  towards  the  die-count  when  making  an 
  Advancement Roll.  For example, a Tremere with Thaumaturgy (4) and three 
  Paths only rolls three dice on an Advancement Roll, not seven.
  26
  
  Adversaries
  ampires,  over the course  of their long lifespans, naturally  gain  many 
  enemies,  some  personal  and  some  who  fight  against  Vampires  in 
  general.  The most feared and hated, among the Camarilla, are the Sabbat.
  V
  The Sabbat
  The  Sabbat  are  opposed  to  the  Camarilla's  philosophy  of  retaining 
  one's Humanity.  Rather, they celebrate their Vampiric nature.  Nine Clans 
  have joined the sect known as the Sabbat.  Two of these, the Lasombra and 
  the Tzimisce, have joined completely;  the other seven are members of the 
  Camarilla Clans who, disaffected with their Clan's decision to join that sect, 
  have  rallied  instead  to  the  Sabbat.   These  Vampires  are  know  as  the 
  Antitribu.
  The Sabbat travel in Packs, with a Pack Leader (usually a Lasombra, 
  Brujah Antitribu, or Ventrue Antitribu) and a Pack Priest (usualy a Tzimisce). 
  Members of a Pack are typically Blood Bound to the Pack, using a Ritual 
  known as the Viniculum.  As such, they are very difficult to sway from the 
  Pack's goals.
  Some differences exist within the Antitribu Clans.  The Gangrel Antitribu 
  have the Clan Disciplines of Celerity, Obfuscate and Protean – a deadly 
  combination.   The  Malkavian  Antitribu  possess  a  Discipline  called 
  Dementation, in place of Dominate, which allows them to inflict madness on 
  their target.  The Ventrue Antitribu lack Dominate, and have Auspex instead.
  The Lasombra
  The Lasombra are natural leaders, like the Ventrue.  However, their 
  desire to lead stems from their need to maintain their image.  They are a vain 
  and obsessed lot, demanding obedience rather than being willing to serve by 
  leading.
  Clan Disciplines:  Potence, Dominate and Obtenebration.
  Hook:  The Lasombra have no reflection in mirrors, which makes them 
  easy to spot.
  The Tzimisce
  They have been called scholars;  they have also been called twisted 
  evil monsters.  Both are truth.  They show little remorse or pity to friend or 
  enemy, and take an evil joy in playing with the living flesh of their foes.  The 
  most famous member of this Clan is Vlad Tepes, better known as Dracula.
  Clan Disciplines:  Animalism, Auspex, Vicissitude
  Hook:  The Tzimisce must sleep each day in a coffin filled with the 
  earth of their homeland, or they will recover no cliché dice.
  27
  
  The Independent Clans
  Four Clans have chosen to join neither the Camarilla nor the Sabbat, 
  though their  Antitribu have joined both on occasion.  These Clans either 
  dislike both Sect's philosophies, or are simply not willing to throw in with any 
  other Clans.
  The Assamites
  These Vampires are silent assassins.  They follow Muslim traditions, 
  and have a long apprenticeship required before becoming Vampires.  They 
  will hire out to both Mortals and Vampires.  From Mortals, they merely require 
  cash;  from Kindred, they require their payment in Vitae.
  Clan Disciplines:  Celerity, Obfuscate, Quietus
  Hook:  The Assamites are completely unable to drink Vitae;  to do so 
  causes them an Aggravated wound.
  The Followers of Set
  Followers of an ancient God, whom they believe is the founder of their 
  Clan, the Setites seek to corrupt all those around them.  The Camarilla 
  invited them to join, but breathed a sigh of relief when they refused.
  Clan Disciplines:  Obfuscate, Presence, Serpentis
  Hook:  The Followers of Set are more sensitive to light;  they take two 
  Aggravated wounds per turn exposed to sunlight.
  The Giovanni
  This Clan is a family business;  only members of the Giovanni family 
  are ever Embraced.  They are necromancers, businessmen and Mafiosi.
  Clan Disciplines:  Dominate, Necromancy, Potence
  Hook:  Giovanni have blunt fangs, and make nasty painful wounds. 
  Victims of their feeding lose two cliché dice for each Blood point taken.
  The Ravnos
  The Ravnos are a cousin clan to the Gangrel, sharing many of their 
  Clan Disciplines.  They are masters of illusion, and often travel with Gypsies. 
  They are mistrusted by the Princes of the Camarilla.
  Clan Disciplines:  Animalism, Chimerstry, Fortitude
  Hook:  Each Ravnos is addicted to some form of minor crime, and must 
  make a Self-Control roll each time they have a chance to perform it.  The 
  Difficulty  of  the  roll  is  set  by  the  GM,  but  failure  does  not  cause  the 
  permanent loss of Self-Control.
  28
  
  New Disciplines
  Like Protean, for a Camarilla Vampire to learn any of these Disciplines 
  will cost one additional die.  The rules that apply to gaining the Disciplines 
  after character creation also follow the same rules as Protean.
  Chimerstry
  This is the art of illusion.  Creating an illusion requires expending a 
  Willpower, as well as a roll with a Difficulty of 5 per sense affected.  The 
  target of the illusion (for there can be only one) resists with Willpower.
  Necromancy
  This is the ability to communicate with and control the spirits of the 
  dead.  The Discipline includes the ability to bind the dead back to their 
  bodies;  though it cannot restore full life, or re-animate a Vampire, it can be 
  used to animate zombies.  Controlling dead spirits is Difficulty 15;  creating 
  zombies is Difficulty 20.
  Obtenebration
  This  Discipline  allows  its  user  to  control  the  shadows  around  him. 
  Simply modifying an existing shadow is a Difficulty 10 roll;  making shadows 
  solid is Difficulty 15, and makes a nasty weapon.  Obtenebrists can even 
  travel between shadows, teleporting from one shadow to another;  this is 
  Difficulty 20.  One die in this Discipline grants the ability to see in the dark.
  Quietus
  This is the art of silent killing, which includes both techniques of silence 
  and of manipulating Vitae.  The Discipline can be used for stealth, or for 
  injuring combat.  When combined with Obfuscate, it is rolled as a Team 
  Member, contributing only its sixes, for stealth.
  Serpentis
  This Discipline includes the ability to mesmerise a target, to reduce a 
  person's resistance to persuasion (by cliché dice loss), and the ability (like 
  Protean) to assume snakelike attributes.  Taking full snake form is Difficulty 
  20;  to grant one snakelike feature is Difficulty 10.
  Vicissitude
  Calling this Discipline evil is an understatement.  It can be used to 
  reshape the flesh and bones of any other creature, causing severe pain as it 
  does so, and the Tzimisce use it both to damage their foes and to augment 
  their Ghouls.  Upon attaining six dice in Vicissitude, the Vampire's blood 
  becomes highly acidic, causing an Aggravated wound to any who drink it. 
  When this level is reached, the Vampire also loses the ability to Sire.
  29
  
  Hunters
  There exist many groups of Vampire Hunters.  Some are backed by the 
  Catholic Church, as part of the Inquisition; others are backed by a shadowy 
  group known as the Arcanum.  Still others are independent, and it's here that 
  you find the most muddled,  as well as the most effective.  Some have 
  supernatural abilities;  others, merely a knowledge (possibly accurate) of 
  Vampiric nature.
  Hunters are always equipped with wooden stakes, and often have more 
  mundane weaponry as well.  They may also carry garlic, holy water, crosses, 
  and other such things believed to work on Vampires.
  Hunter:  Vampire Hunter (5), Vampiric Lore (3), Ties To The Church (2)
  Untrained Hunter:  Vampire Hunter (3), Vampiric Lore (1)
  Muddled Hunter:  Vampire Hunter [4], Hook:  Ignorance of Vampires
  Werewolves
  Werewolves are the ultimate eco-terrorists, fighting to protect the world 
  from corruption.  They are sworn enemies of the Vampires, destroying any 
  who venture into the Wild.  They possess a gift that allows them to tell, at a 
  glance, who is Vampire and who is Mortal.  The exception to this are the 
  Gangrel and the Ravnos, whom the Werewolves cannot seem to tell from 
  Mortals.
  Werewolves  are  divided  into  twelve  Tribes,  each  with  their  own 
  personalities  and  stereotypes.   However,  one  thing  is  common  among 
  Werewolves:  They all want to fight.  They especially want to fight Vampires. 
  For some reason, they view Vampires as the ultimate expression of evil, and 
  want to see them all dead.  Well, more so.
  Werewolves travel in packs, typically numbering between three and 
  nine wolves.  Occasionally, they will make raids into cities, hunting and killing 
  Vampires.  On a few occasions, a Prince will cut a deal with a Werewolf 
  Elder, keeping them out of his city in exchange for a service rendered by the 
  Kindred.
  The most important thing to remember about Werewolves is that they 
  gain three bonus dice, on top of their cliché dice, when in their hybrid, half-
  man half-wolf form.  The more powerful Werewolves also possess magical 
  Gifts, which (if you are not using RISUS Werewolf:  The Apocalypse) can be 
  simulated using Disciplines.
  Werewolf:  Big Hairy Nasty with claws [5]
  Werewolf  Elder:   Big  Hairy  Nasty  with  claws  [5],  Presence  (2), 
  Animalism (3), Obfuscate (1), Spiritualist (4).  Yes, this one's a very big dog.
  30
  
  Mages
  Mages are those with the ability to force the world to conform to their 
  desires.   The  practitioners  of  Magick.   Vampires  tread  carefully  around 
  Mages, as they are no more protected against their Magicks than any Mortal. 
  Luckily, Mages and Vampires rarely find reasons to disagree.
  If you are not using RISUS Mage:  The Ascension, a Mage's powers 
  can  be  simulated  using  Disciplines.   Presented  below  are  a  number  of 
  Mages, from various Traditions, rendered using Disciplines.
  Akashic Mage:  Celerity (2), Potence (2), Martial Arts Master [3]
  Celestial Chorus Mage:  Auspex (3), Presence (1), Church Leader [3]
  Order of Hermes Mage:  Thaumaturgy (5) (Lure of Flames), Arcane 
  Lore (3), Swordsman (1)
  Verbena Mage:  Animalism (2), Protean (3), Vicissitude (2), Knowledge 
  of Animals and Plants (3)
  Men In Black
  These are the enforcers of the group of Mages known as the New 
  World Order.  Whenever a Mythic Remnant (such as a Vampire) runs amok, 
  the Men In Black arrive in their black limousine, and control the situation. 
  Controlling the situation means modifying memories, removing evidence, and 
  generally making sure anyone in the area does not notice what happened, so 
  they can go about their happy lives.
  Men In Black always travel in threes, one of which will have Dominate. 
  The other two will be selected to have Disciplines likely to be useful in the 
  current  situation.   When  defeated,  they  melt into  puddles  of goo,  which 
  quickly evaporates.  The Dominate used by Men In Black will work on any 
  Cainite, regardless of her Generation.
  Man In Black:  Discipline (4), Government Official (2)
  Superiors
  The Superiors are genetically-created supermen.  Unfortunately, they 
  tend to be psychotic.  They were created by the technocratic Mages known 
  as the Progenitors, and are typically trained as assassins or soldiers.
  Superior:  Assassin (8), Crazy Psycho With No Real Reason To Live 
  (3), Hook:  Psychotic
  31
  
  Other Games by the Author
  GURPS  Caverns  and  Creatures  –  a  160-page  fantasy  role-playing 
  supplement for the Generic Universal Role-Playing System.  Just add a copy 
  of GURPS Lite 3rd Edition, and start playing!
  RISUS Star Wars – The cinematic feel of Star Wars, and the cinematic 
  play-style of RISUS – a perfect match!  Includes rules on The Force, alien 
  races, gadgets and starships, all in only twelve statement-sized pages!
  RISUS Mage:  The Ascension – The world's ultimate Magick system, 
  now playable in sixty seconds or less.  Begin your quest to liberate the minds 
  of the world, with this statement-sized thirty-two page guide to the Ascension 
  War!
  RISUS Werewolf:  The Apocalypse – The  RISUS guide to being big 
  and furry, in only thirty-two statement-sized pages.  Take on the Wyrm, hunt 
  Vampires, and get completely raged out!
  All games are completely free to download and play.
  Check them all out at:
  http://www.tailkinker.net/rpg.htm
  RISUS was  created  by  S.  John  Ross,  of  Cumberland  Games 
  (http://www222.pair.com/sjohn/risus.htm).  This document mentions specific 
  rules from  RISUS,  particularly the Teamwork Rules and elements of the 
  Character Creation system, but does not directly quote from the  RISUS 
  rulebook.   As  such,  it  qualifies  as  a  Type  A,  or  RISUS Supplemental, 
  document.  The author would like to express his gratitude to Mr. Ross for 
  such a neat game.
  The ankh on the front cover is © White Wolf, but expertly rendered by 
  Benjamin Carver (bencarver@charter.net).
  32
  
SOURCE: textdata/thevault/Kid Friendly/3. Rules Lite Collection/Risus/Supplements/Vampire Risus.pdf