Vampire: The Masquerade Corebook

From VTM Wiki
Jump to navigation Jump to search
Vampire: The Masquerade Corebook
Corebook cover.png

Author(s):Kenneth Hite, Mark Rein-Hagen, Matthew Dawkins, Juhanna Peterson, Martin Ericsson, Karim Muammar

Artist(s):Tomas Arfert, Mary Lee, Mark Kelly, Sarah Horrocks, Anders Muammar, Mike Mignola, and the CCP Atlanta art team directed by Reynir Harðarson, consisting of Erling Ingi Sævarsson, John Van Fleet, Vince Locke, Michael Gaydos, Matthew Mitchell

Published:August 2nd 2018


Format:PDF, Hardback

Where to buy:RenegadeRenegade store
DriveThruRPGDriveThruRPG store

Book Contents

The corebook contains the necessary mechanics and systems for playing Vampire: The Masquerade. It also contains information regarding character creation, clans, disciplines and more for making a vampire in the World of Darkness. Within this book is the base lore for the game as well outlining what is currently going on within this dark fantasy world and what dangers are lurking for vampires.


The book’s first chapter covers different concepts of playing in the World of Darkness. The various themes of chronicles, what to expect when playing or Storytelling, and how the setting has changed from past editions. It also gives an overview of many topics that will delved into in later chapters and helps players and Storytellers get an idea of play.

Kindred society

A chapter covering in broad strokes how kindred operate in the night and what is expected of there societal norms. The sects are explained, kindred lingo, and the new antagonist, the Second Inquisition.


The main clans are listed here and an overview of how they operate. This section explains their discipline layout and how the clan may use their gifts of the blood. They explain archetypes of each clan and each clan’s bane. Brujah, Gangrel, Malkavians, Nosferatu, Toreador, Tremere, Ventrue, the Caitiff, and Thin Bloods are included.


Mechanics are covered in this section starting with a basic concepts on the different lengths of time the system uses. Then it covers the dice systems and how to use the character sheet to make a player’s dice pool as well as the hunger system. Tests, conflicts, and their resolutions are covered with this chapter. Basic combat rules, damage, and healing are referenced here.


Main article: Character creation

How to build a character from their background as a human to their life as a kindred. It also covers the mechanics of their stats listed in these sections. Merits and backgrounds are also listed in this section. The section ends with coterie creation prompting players to work collaboratively with the storyteller. The Relationship Map and what is in this section.


The lore strength and weaknesses of the vampires are covered in this section; covering how vampires in Vampire the Masquerade typically function. A deeper dive into the hunger system and its effects on the character during play as well as how it can lead to various compulsions. This chapter will instruct a player on how to feed and why their victim matters for resonance or slaking. What a kindred can do when they rouse the blood. Also the importance of generation, blood potency, frenzy, and blood bond. It also details dangers to a kindred be it torpor, staking, true faith, final death, and diablerie. Humanity system is detailed here noting how a kindred can stain, and how they can rise.


Main article: Disciplines

This section goes over the main line disciplines kindred have access to. General rules are discussed then it deep dives into each of the disciplines and the powers each level confers. The powers listed: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, Presence, Protean, Blood sorcery, Blood sorcery rituals, and Thin-blood alchemy.

Advanced Systems

This sections builds off the rules sections and other parts of the book for the Storyteller to have tools to adjust the game. Such as using scene and time in different forms. It covers type of play, extended tests, and advanced conflict rules. More details to Physical and Social Combat are given. Aid in setting up how to hunt, variations in compulsions, memoriam, and Presentation.


This chapter details domains, cities, and the kindred power structures within. Comparing Anarch and Camarilla cities and how they conduct their domain. This section gives storytellers ideas how the urban environment can shape hunting and conflict by shaping the setting with atmosphere and city history. Kindred graffiti is in this section.


This chapter gives ideas on how to construct a chronicle and use the various tools to make a compelling game. It goes over different type of storytelling, themes to play with, and dynamics a storyteller can test on a coterie. Narrative control, running the game, structuring a session, and how to introduce the SI is listed here.


This chapter lists things a story teller may need on occasion. Stats for antagonists are detailed here be it human, animal, or supernatural. Various items a storyteller may include in their game from mundane weapons and gear to more mystical items.


Main article: Loresheets

Loresheets are listed here, these connect characters to the wider World of Darkness


These appendices gives Storytellers and players ideas for how to perform feats, how to do projects, and start the talk for considerate play.

Game concepts
Beginner's guide Vampire: The MasqueradeConsiderate playOfficial TTRPG sources
Character creation Merits and FlawsCoterie Backgrounds and MeritsLoresheetsPredator typesMortals and ghouls
Quick references Hunger systemResonanceHumanityIndex
Clans Banu HaqimBrujahGangrelCaitiffHecataLasombraMalkavianThe MinistryNosferatuRavnosSalubriToreadorTremereTzimisceVentrueThin-blood
Disciplines AnimalismAuspexBlood SorceryBlood Sorcery RitualsCelerityDominateFortitudeObfuscateOblivionOblivion CeremoniesPotencePresenceProteanThin-Blood Alchemy
Factions CamarillaAnarchCults
Antagonists Second InquisitionSabbat