The Masquerade Glossary

Diabolique

They see me rooooollin.
Here, I will try to explain what all of these fancy terms really mean.


The Masquerade:
For centuries, Vampires have made Humans believe that they do not exist. They have mingled with them, lived among them, even loved them-- but the Human was never made aware that the Kindred was something more than a mortal. This blanket of obscurity that prevents Humans from realizing that Vampires exist is known as "The Masquerade." All Vampires are required to uphold The Masquerade, and failure to do so is known as "Breaking Masquerade." Those Vampires who do this, without the ability to correct their error, are often times either shunned or hunted and put to execution to avoid future Breaks.


Dark Kiss:
The Vampire's bite. This is a thing of many causes and outcomes. A Kindred may give his/her Dark Kiss in order to Embrace a mortal. They may also use their bite as an attack. Lastly, and most importantly, the Vampire will use their Dark Kiss to feed. In the case of the latter, after feeding from a mortal, a Vampire simply needs to lick the puncture wound in order to heal and conceal the act entirely. The Vampire's bite is, at first, very painful. After all, you're having two long canines pierce your flesh. After a few moments, however, the mortal is overcome with a sense of euphoria and pleasure, giving in to the Vampire and forgetting their pain entirely.


Elysium: Area dedicated for neutrality. No harm shall come to any Vampire in Elysium.
Elysium is located within St Paul's Cathedral in the City of London.


Vitae: Blood.

Kine: Human

Kindred: Modernized term for Vampire

Cainite: Dark Ages term for Vampire.

Domain: A Vampire's territory.

Childe: Another word for fledgeling.

Sire: One who Emraces a mortal.

Embrace: The act of being made into a Vampire.

Discipline: Vampire's abilities / powers.

Ghoul: Human, who is servant to a Vampire.

Haven: Refers to the residence of a Vampire.

Elder: Vampire that is 300 - 500 years old.

Ancillae: Vampire that is 100 - 300 years old.

Neonate: Vampire that is 50 - 100 years old.

Fledgling: Newly created Vampire, up to 50 years old.

Beast: Ferocious instinct for a Vampire to sleep, feed, then repeat.

Frenzy: Temporary, uncontrollable fit of bestial rage (see below).

Traditions: Laws of Vampire society, enforced by Elders (see below).

Blood Hunt: Hunting a Vampire to give them their Final Death.

Final Death: Destroying a Vampire in such a way that they cannot return.

Diablerie: The act of one Vampire draining all Vitae from another Vampire, then devouring their soul.
The Diablerist takes part of the victim into themselves, and the Victim experiences their Final Death.
Diablerie is punishable by Final Death.

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Frenzy Explained


Overview:
There is, trapped within the false civility of the Camarilla and the alleged camaraderie of the Sabbat, a hidden truth. Vampires are monsters, possessed of an inner Beast. Though, like humans, while they have the capability of overruling their baser instincts, sometimes they fail. When this occurs, the Hunger and the Beast become uncontrollable, and no one is safe from their excesses. Older vampires refer to the ensuing savage fits as "succumbing to the Beast Within." Younger Kindred refer to these outbursts simply as experiencing Frenzy.

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Frenzy
Characters in a frenzy are not themselves -- or, more accurately, reveal more of themselves than they normally would. They will do anything to sate their hunger or destroy the source of the frenzy, even attacking other players' characters. Characters in a frenzy generally attack their enemies first, but if no enemies are present, friends are perfectly acceptable fodder for their baser instincts. Even lovers and family can fall victim to vampires in frenzy. The character might feel remorse and hideous guilt later, but while the frenzy occurs, nothing matters save the immediate gratification of the character's desires, be it hunger or destroying the source of one's anger or fear.

Some players might feel hesitant about roleplaying a frenzy, but such is the nature of the vampire. Players should be encouraged to portray the frenzy effectively. If they cannot do so, then they shouldn't force it... otherwise they risk placing their character in either dangerous or even ineffective storylines.

A player whose character is in the midst of frenzy may have a single post that is a momentary laps of Frenzy. This enables the Vampire to control himself/herself for that single post. In this manner, the vampire may give his/her victim-to-be a chance to run, or an offending mortal the chance to stammer out an apology. This moment of self-control lasts for only the single post, possibly two; it does not stop the frenzy, merely allows the character to control it slightly.

The player/owner of the character experiencing the Frenzy decides how long any frenzy lasts, but one scene (not to be confused with one post) typically suffices. If a character is knocked unconscious or trapped alone for an extended period, the odds are good she will eventually regain control of herself. Slapping, shaking, etc are not effective ways of ending a Frenzy -- instead, it will only fuel it.

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The Nature of the Beast
During a frenzy, a character literally -- and usually unwillingly -- gives into the darkest instincts of the vampiric nature. The character is consumed with rage or hunger, unable -- or unwilling -- to consider the effects of any action. Friends, foes, lovers, ethics: None of these things matter to a vampire in frenzy. If a vampire in frenzy is hungry, he will feed from whoever is closest without regard for the vessel's well-being. If the vampire is angry, he will do everything in his power to destroy the cause of his anger. A vampire struck by fear will commit any atrocity to remove himself from the source of his terror, regardless of the consequences. The character completely surrenders to the basest aspects of his nature, shunting aside the demeanor most commonly presented to those around him. He is, in short, the Beast.

Among the Camarilla, succumbing to Frenzy is seen as weakness, a humiliating loss of control. Vampires who frenzy often, and especially in public, run the risk of social rejection or worse. Though many among the Camarilla Kindred are monsters through and through, the laws of the Masquerade and simple civility require that the Beast be kept in check; those who cannot do so are not vampires, but animals, and should be put down for the good of all. Among the Sabbat, Frenzy is seen as a natural urge, like mortals' need for food and sex. Sabbat vampires deride the Camarilla's attitude toward frenzy as that of weak-willed fools who cannot accept their true predatory nature. Accordingly, Sabbat typically seek not to prevent frenzy, but to control it and use it to their advantage.

A frenzy can be induced by many things, but great rage or hunger are the most common provocations. It is dangerous to deny or humiliate the undead. For this reason, vampires of the Camarilla commonly veil slights and threats in webs of double-talk and subtlety, that they no suddenly trigger an outburst in Elysium or conclave.

A vampire in frenzy gains several temporary benefits from the state. Vampires in frenzy completely ignore all pain caused by injury until the frenzy ends. Once the frenzy is finished, the pain comes back and the crippling effects of the wounds take hold. During a Frenzy, it becomes almost impossible to Dominate a frenzied character. The rage fueling the vampire's actions is both a catalyst to heightened state of mind and a barrier against unwanted intrusions.

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Traditions

The First Tradition: The Masquerade
You shall not reveal your true nature to those not of the Blood.
Doing such shall renounce all claims of Blood.


The Second Tradition: The Domain
Your domain is your own concern.
All others owe you respect while in it.
None may challenge your word while in your domain.


The Third Tradition: The Progeny
You shall only Sire another with the permission of the Elder.
If you another without the Elder’s leave, both you and your Progeny shall be slain.


The Fourth Tradition: The Accounting
Those you create are your own children.
Until the Progeny shall be released, you shall command them in all things.
Their sins are yours to endure.


The Fifth Tradition: The Hospitality
Honor one another’s domain.
When you come to a foreign city, you shall present yourself to the one who rules there.
Without the word of acceptance, you are nothing.


The Sixth Tradition: The Destruction
You are forbidden to destroy another of your kind.
The right of destruction belongs only to the Elder.
Only the Eldest among the Kindred shall call the Blood Hunt.

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If you run into any other terms you'd like me to add, feel free to add a post to this thread.
 
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