Vampire The Masquerade 5th Edition Core Book
The global blood opera of the Camarilla story continues. As the eldest vampires begin to vanish, the Ivory Tower starts to crack under the weight of its own decay. Once it was the mightiest faction of vampires in the world, a stronghold of immortality. Now it retreats into a maze of neo-feudal conspiracies to protect itself against the deadly threat of the Second Inquisition, struggling to enforce the Masquerade in the face of modern technology. Camarilla sourcebook contains information on the powerful vampire faction and its place in the modern world, as well as ruleset and lore for clan Banu Haqim (formerly known as Assamites).
Vampire the Masquerade 5th edition core book
Vampire: The Masquerade is a tabletop role-playing game in the World of Darkness series, in which players take the roles of vampires. It was originally released by White Wolf Publishing in 1991, and with new editions released in 1992 (second edition), 1998 (Revised Edition), 2011 (20th Anniversary Edition), and 2018 (fifth edition), each of which updated the game rules. These have been supported with supplementary game books, expanding the game mechanics and setting.
The supplements include the By Night series, each covering a city as portrayed in the setting; the Clanbook series, covering the vampire clans; guides to the game; sourcebooks for sects and factions; and various other books. The supplements often introduce gradual change to the game's setting, advancing the overarching narrative. Adventure modules have been released, but only rarely, as White Wolf Publishing has preferred to let storytellers[a] construct their own adventures, an uncommon choice in tabletop role-playing games that they could afford due to the World of Darkness series' success and longevity. In the mid-1990s, new World of Darkness books were often top sellers, and by 2001, Vampire: The Masquerade was the second best selling tabletop role-playing game after TSR, Inc.'s Dungeons & Dragons.
This book details the alliance vampires call Second Inquisition between government agencies and Vatican secret socities ready to burn any vampires that step out from behind The Masquerade. This book is built as a book of enemies but it includes several excellent tools and techniques vampires can use in their struggles. Most people expect vampire hunters to use stakes and crosses, but what about gentification?
Sabbat illuminates the most radically changed sect in the most recent edition of the game. Once a dark mirror to the Camarilla, these vampires have given up politics with a renewed religious fervor to terrorize human and mortal alike until Caine returns. As such, they are framed as antagonists in the book, though an enterprising Storyteller might yet tell the tale of a Sabbat pack tonight.
There are more sourcebooks and accessories available such as specialty dice that speed up game play and PDF sourcebooks that include deeper setting info and additional stories but this is a good start. Vampire also thrives in the realm of actual play. New York By Night currently tells the tale of two different groups of vampires, one Camarilla and one Anarch in the City That Never Sleeps.
Like the Kult: Divinity Lost 4th Edition - Black Edition, the book starts with 32 pages of fluff containing stories, narratives, letters, e-mails and extracts about the World of Darkness, a world where vampires exist and thrive. It is our world, not another; mortals are simply not aware of it. Who cares about them however? The players play the Vampires, they are the predators and not the prey, the bad, and not the good guys. The group should be considerate about the horror themes and subjects a chronicle will touch upon so that all the players feel comfortable, all in all however the themes that the game explores are dark, horrifying and malevolent. The Concepts chapter describes the story so far: the Camarilla, the disappearing Princes, and their dwindling authority, as well as the Anarchs, the Sabbat, and the human Second Inquisition.
Kindred Society discusses ancient and contemporary outlooks of the vampires, like how the vampires kept on adapting or why at times they remained stuck in a rather harmful way of reasoning. It tackles the Jyhad, the Camarilla, and the six traditions, the core of governance among the Kindred: the Masquerade (not revealing their true nature), the Domain (respect the vampire Prince of a city), the Progeny (creating more vampires only if elder vampires allow it), the Accounting ('the sins of the sons shall be visited upon the fathers'), Hospitality (presenting yourself to another domain's Prince when you visit it), and Destruction (vampires should not kill one another, unless lex talionis allows them to). One learns of vampire fashion in and out of court, their symbols and icons, the Anarch movement and the Autarkis; apparently, not every prince is Camarilla or Anarch. The whole material is rounded up in a 4-page Lexicon of the Damned with 100 entries.
Seeing how players impersonate practically immortal beings, it is recommended to start the game with a prelude, a rapid presentation of a character's human life and the cruelty that surrounded their embrace. Character creation begins with the vampire's core concept, a one-liner that broadly describes your character like 'Nosferatu cosmetic surgeon' or 'vampire hit man'. There are a few questions to answer at this point to round this out. A player chooses a clan from the ones on offer and creates a relationship map. At the beginning, each vampire will have a positive and a negative relationship with the rest of his group. He also decides on his Sire, the vampire that Embraced him, as well as two NPCs (called SPCs in this game).
Tools is the book's final chapter. It presents antagonists (be them mortals, animals, other vampires, or creatures of horror) and items (weapons, gear and supernatural equipment) that can spice up a story. More importantly, it includes lore sheets: 15 one-page presentations relating to the game's metaplot. Not all of them are pertinent for all Chronicles. It is in fact expected that only a handful will apply in each. Expect themes like Sect War Veteran and Knowledgeable about the First Inquisition.
V:tM used to have a lot of backstory and canon. Previous editions hammered on the fact that most of humanity's main achievements allegedly happened through vampiric interference. The present book sidebrushes most of that history and lore. I can understand the reasons behind such a design approach, if however a Storyteller tries to run the game based on this book alone, and without previous exposure to the ideas behind Vampire, his game will be shallow at best. The personal focus is one thing, yet going as far as to sidebrush millennia of involvement into human affairs is another. How will your vampire learn from other vampires if the Storyteller has extremely limited information to give you? How do old grudges resurface, how does one instill pride and loyalty in one's clan? A much better balance should have been found between the overbearing metaplot of yore and the present, rather directionless freedom.
Vampire: The Masquerade is the original and ultimate roleplaying game of personal and political horror. You are a vampire, struggling for survival, supremacy, and your own fading humanity - afraid of what you are capable of, and fearful of the inhuman conspiracies that surround you.Modiphius Entertainment will be releasing Vampire: The Masquerade 5th Edition beginning this August ("White Wolf Unveils First 'Vampire: The Masquerade' Fifth Edition Releases" and "First Products for 'Vampire: The Masquerade 5E'"). Here's a preview of each product's cover art. Vampire: The Masquerade 5th Edition Core BookSRP: $55.99Release Date: August 2018 Vampire: The Masquerade 5th Edition - Deluxe RulebookSRP: $137.99Release Date: September 2018Deluxe edition version of the core book comes with a special marbled faux leather cover finish with red foil print. Vampire: The Masquerade 5th Edition - Luxury RulebookSRP: $688.99Release Date: Fall 2018 & 2019Luxury edition version of the core book comes with the same content as the Deluxe version, but is only one of 500 which will ever be issued. It has a hand-crafted cover, is hand numbered and comes with a certificate of authenticity. Vampire: The Masquerade - The Anarch (Sourcebook)SRP: $48.99Release Date: Fall 2018Featuring all-new essays on nocturnal survival and politics from Juhana Pettersson. Vampire: The Masquerade - The Camarilla (Sourcebook)SRP: $48.99Release Date: Fall 2018Featuring insights and perspectives on unlife in the Camarilla from Mark Rein-Hagen and Matthew Dawkins. Vampire: The Masquerade Slip Case SetSRP: $137.99Release Date: Fall 2018This special Slip Case set features a copy of the core book, plus the Camarilla and Anarch supplements collected in a special slip case cover. Vampire: The Masquerade - Storyteller ScreenSRP: $27.99Release Date: September 2018Vampire: The Masquerade artwork wraps around the outer facing 4 panels of the screen. 32-page Storyteller booklet containing tables, key rules, and tools and advice on creating and running a Vampire: The Masquerade chronicles. Vampire: The Masquerade - Dice SetSRP: $20.99Release Date: September 2018This dice set contains: A set of 20 official ten-sided dice for Vampire: The Masquerade 5th Edition. 15 black Vampire dice and 5 blood red Hunger dice.Click on the Gallery below to see full sized images of each release.