CORE RULES
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V5 is a return to Vampire's original vision, moving boldly into the 21st century. While the rules have been redesigned, this new edition honors the deep story of the original, advancing the metaplot from where it left off and detailing exactly what has happened in the world of the Kindred up until tonight. Included are all of the basic rules needed to run and play the game.
PLAYER'S COMPANION
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The Player's Companion contains information on three additional vampire clans - the Tzimisce, Ravnos, and Salubri — their unique powers, extra merits for players to use when creating characters and rules for playing ghouls and mortals in sessions.
SECT BOOK: ANARCHS
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For centuries the Anarch Movement enjoyed an uneasy truce with the Camarilla, but no longer. Claiming the nighttime streets as their own, the Anarchs seek independence from the despotic Elders, by any means necessary. Only the toughest and smartest of self-made vampires will survive. Includes rules for playing The Ministry clan.
SECT BOOK: CAMARILLA
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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, now it retreats into itself . Includes rules for characters of the Banu Haqim clan.
SECT BOOK: SABBAT
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An antagonists’ guide to the cultic fanatics of the Sabbat, this book contains descriptions of the Paths of Enlightenment, the foundations of Sabbat identity. It also details the Gehenna War, and how the Sabbat opposes the dread Antediluvians. As well as new Storyteller tools to expand your chronicles, including Discipline powers, versatile antagonists, and the horrifying Ritae of the Black Hand
THE BLACK HAND
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The Black Hand: Playing the Sabbat is a comprehensive players guide to the inhuman Cainite of the Sabbat. This book details the process of supplanting Humanity with one of the many Paths of Enlightenment, with full write-ups of the accompanying ritae. Additional powers — both Disciplines and Path-based — are presented, as well as new Loresheets that your entire pack can use.
THE BOOK OF NOD
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The Book of Nod is a collection of mythic texts presented as an epic poem. The Book of Nod is an in-game resource, viewed as sacred by Noddist scholars and most vampire elders, especially of the Sabbat. Rather than a book of game mechanics, this book can be used as a prop and for lore, as it outlines the genesis of vampires with the mythology of Caine.
CULTS OF THE BLOOD GODS
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This supplement includes guidance on how to use ecclesiastical horror and construct cults in Vampire, making them a vivid backdrop for your own stories, including new coterie styles focused on cult play. It also features the history, structure, and ambitions of the Hecata, the vampire group known as the Clan of Death, as well as a chapter dedicated to playing a vampire among the Necromancers, and the ceremonies for their death-defying Discipline: Oblivion.
CHILDREN OF THE BLOOD
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Offering a broad selection of new SPCs for Storytellers to introduce as antagonists and supporting characters, with many linked to strange and dangerous cult organizations. As well as ready-made characters for players, along with coteries for them to form. Perhaps most excitingly are the new Bloodlines, Loresheets, Merits, and Flaws — all available to help expand your player options!
FORBIDDEN RELIGIONS
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Explore a wide selection of belief systems, some widespread and cloaked in secrecy, others extreme in their focus, from Golconda-seekers and Gehenna cults to infernal religions and churches dedicated to methuselahs. This supplement also includes new powers, rituals, Loresheets, Merits and Flaws, as well as coterie types befitting these religions.
TRAILS OF ASH AND BONE
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Centered around the resurrected Clan of Death, Trails of Ash and Bone offers four stories, each of a different theme. One set in the forests outside Copenhagen, another in decadent Atlantic City, one in arcane Florence, and the last in urban Birmingham. Also includes are new Loresheets and additional Oblivion Ceremonies.
BOSTON BY NIGHT
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Hazel Iversen, the Swan, is the new Prince of the Boston Camarilla. An iron hand in a velvet glove, she intends to assert her power and reinforce the Masquerade. However, the best-laid plans of mice and men are often torn asunder. Rumors of betrayal, murder, and power struggles reach fever pitch, forcing those that would work from shadows to protect their Sect into a frantic investigation as the city of Boston is plunged into Chaos. Boston by Night introduces two new Loresheets, as well as expands upon the characters and domain from Vampire: The Masquerade — Swansong.
CHICAGO BY NIGHT
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Chicago By Night includes all the information you need to build ongoing chronicles. From courtly intrigue within the Masquerade to confrontations at the Succubus Club, this setting sourcebook will help Storytellers develop rich and rewarding tales of excess set in the Windy City. It also includes information and game rules for Clan Lasombra, and their shadowy discipline of Oblivion.
THE CHICAGO FOLIOS
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Chicago contains sufficient stories and mysteries to entice any neonate and bewitch any Kindred scholar. From accounts of clandestine meetings to encounters with horrific beasts, these folios provide a deeper insight into the city’s darkest tales. Includes new Loresheets and new Blood Sorcery rituals, handling the Thaumaturgical powers devised in the domains of Chicago and Milwaukee.
LET THE STREETS RUN RED
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Deep coverage of the vampire domains of Chicago, Milwaukee, Indianapolis, and Gary and some of those cities’ undead inhabitants. New Loresheets for inclusion in your game, allowing player characters to start with a foot, claw, or fang already planted in the roots of the chronicles within this book, and beyond.
THE FALL OF LONDON
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The Fall of London is a Chronicle set in London in 2012, exploring the events that led to the canonical destruction of the city’s Kindred by the Second Inquisition. It is centered around a group of members of the Cult of Mithras who are awakened during the turmoil to retrieve five ancient relics of the Kindred god-ruler of Britain.
THE SECOND INQUISITION
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An antagonists’ guide to the rising Second Inquisition, this book contains opponents of your Kindred, and their special forces and equipment. Also detailed are the fires rising against the world’s vampires, stoked by the Society of St. Leopold and the American FIRSTLIGHT black ops program. Storytellers can also enjoy new tools to expand their chronicles, including eldritch Artifacts, dozens of dangerous antagonists, and the tactics a coterie may use to fight back.
HUNTER: THE RECKONING
CORE RULES
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You saw what you shouldn’t have, the veil pulled back from the secret world and the monsters who prowl it. You chronicled the tragedies they wrought, and the victims upon whom they preyed. You grasped the extent of their influence and witnessed the corruption of the organizations formed. And you vowed to do something about it. Tonight, you act.