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Laws of the Night is the core rulebook for the Mind's Eye Theatre adaptation of Vampire: The Masquerade. The MET Vampire rules were originally titled The Masquerade and published in the same larger format as the tabletop roleplaying game that inspired it; LOTN and nearly all future MET books instead used a smaller format that would be more easily portable for live-action play.

Summary[]

From the White Wolf catalog:

Even in the Darkness
Clans. Bloodlines. Disciplines. Character Creation. Derangements. Influences. Merits and Flaws. Paths. Archetypes. Abilities. FAQs. Everything you need to be a vampire. It's in here. All of it.
There Are Rules.
Laws of the Night is a pocket rule guide to Masquerade. Designed for quick reference and in-game use, it collects everything you need to make your Mind's Eye Theatre experience as smooth and free of rules hassles as possible.
Read and Obey.

Contents[]

Introduction[]

Chapter One: Character Creation[]

The cornerstone of any roleplaying game is character. This is especially true to live roleplaying, where dice, character sheets and other typical trappings of gaming vanish. Below are the basic rules of generating a character for Masquerade, including the variations necessary to create Sabbat characters.

  • Step One: Inspiration
    • Clan
    • Nature and Demeanor
  • Step Two: Attributes
  • Step Three Advantages
  • Step Four: Last Touches
    • Blood Traits
    • Willpower
    • Humanity
    • Status
    • Negative Traits
    • Generation
    • Health
  • Step Five: Spark of Life
    • Nature and Demeanor
      • Archetypes: Architect, Bravo, Caregiver, Child, Conformist, Conniver, Deviant, Director, Fanatic, Gallant, Hedonist, Jester, Judge, Loner, Martyr, Rebel, Survivor, Traditionalist, Visionary
      • Sabbat Archetypes: Daredevil, Dark Pioneer, Dark Poet, Drunk Uncle, Interrogator, Recruiter, Shamanist, Stalker, Sorority Sister, Torturer
    • Attributes
      • Physical Traits: Athletic, Brawny, Brutal, Dexterous, Enduring, Energetic, Ferocious, Graceful, Lithe, Nimble, Quick, Resilient, Robust, Rugged, Stalwart, Steady, Tenacious, Tireless, Tough, Vigorous, Wiry
      • Negative Physical Traits: Clumsy, Cowardly, Decrepit, Delicate, Docile, Flabby, Lame, Lethargic, Puny, Sickly
      • Social Traits: Alluring, Beguiling, Charismatic, Charming, Commanding, Compassionate, Dignified, Diplomatic, Elegant, Eloquent, Empathetic, Expressive, Friendly, Genial, Gorgeous, Ingratiating, Intimidating, Magnetic, Persuasive, Seductive, Witty
      • Negative Social Traits: Bestial, Callous, Condescending, Dull, Naive, Obnoxious, Repugnant, Shy, Tactless, Untrustworthy
      • Mental Traits: Alert, Attentive, Calm, Clever, Creative, Cunning, Dedicated, Determined, Discerning, Disciplined, Insightful, Intuitive, Knowledgeable, Observant, Patient, Rational, Reflective, Shrewd, Vigilant, Wily, Wise
      • Negative Mental Traits: Forgetful, Gullible, Ignorant, Impatient, Oblivious, Predictable, Shortsighted, Submissive, Violent, Witless
    • Abilities: Animal Ken, Brawl, Bureaucracy, Computer, Drive, Finance, Firearms, Investigation, Law, Leadership, Linguistics, Medicine, Melee, Occult, Performance, Repair, Science, Scrounge, Security, Streetwise, Subterfuge, Survival
      • Sabbat Abilities: Black Hand Knowledge, Blind Fighting, Camarilla Lore, Fire Walking, Fortune Telling, History, Panhandling, Ritual Knowledge, Sabbat Lore, Sewer Lore, Snake Charming, Torture
    • Influence: Bureaucracy, Church, Finance, Health, High Society, Industry, Legal, Media, Occult, Police, Politics, Street, Transportation, Underworld, University
  • Beast Traits
    • Rage: Subhuman Beast Traits: Vigilante, Frustrated, Item; Monstrous Beast Traits: Furious, Violent, Bullied
    • Control: Subhuman Beast Traits: Blood, Hunger, Lust; Monstrous Beast Traits: Blood Smell, Desire, Diablerie
    • Courage: Subhuman Beast Traits: Phobia, Sunlight, Fire; Monstrous Beast Traits: Pain, Shame, Religion
  • The Paths of Enlightenment
  • Derangements: Amnesia, Crimson Rage, Hunger, Immortal Terror, Intellectualization, Manic-Depression, Multiple Personalities, Obsession, Paranoia, Perfection, Power Madness, Regression, Undying Remorse, Vengeful
  • Sabbat Derangements: Blood Addict, Blood Taste, Confusion, Creation Memory, Handler, Hangover Helper, Ideology Fanatic, Mercenary, Obsession, Pack Feeding, Paranoid of Ancients, Passion Player, Path Lust, Progenitor, Promise, Ritual Freak, Sect Fanatic, Strangler, Wrist Slitter
  • Merits and Flaws
    • Psychological: Code of Honor (1 Trait Merit), Higher Purpose (1 Trait Merit), Berserker (2 Trait Merit), Compulsion (1 Trait Flaw), Dark Secret (1 Trait Flaw), Intolerance (1 Trait Flaw), Nightmares (1 Trait Flaw), Phobia - Mild (1 Trait Flaw), Prey Exclusion (1 Trait Flaw), Overconfident (1 Trait Flaw), Shy (1 Trait Flaw), Soft Hearted (1 Trait Flaw), Speech Impediment (1 Trait Flaw), Low Self-Image (2 Trait Flaw), Short Fuse (2 Trait Flaw), Vengeance (2 Trait Flaw), Driving Goal (3 Trait Flaw), Hatred (3 Trait Flaw)
    • Mental: Light Sleeper (2 Trait Merit), Calm Heart (3 Trait Merit), Iron Will (3 Trait Merit), Deep Sleeper (1 Trait Flaw), Confused (2 Trait Flaw), Weak-Willed (3 Trait Flaw), Absent-Minded (3 Trait Flaw)
    • Awareness: Acute Hearing (1 Trait Merit), Acute Sense of Smell (1 Trait Merit), Acute Sense of Taste (1 Trait Merit), Acute Vision (1 Trait Merit), Hard of Hearing (1 Trait Flaw), Bad Sight (2 Trait Flaw), One Eye (2 Trait Flaw), Deaf (3 Trait Flaw)
    • Aptitudes: Computer Aptitude (1 Trait Merit), Eat Food (1 Trait Merit), Pitiable (1 Trait Merit), Daredevil (3 Trait Merit), Jack-of-All-Trades (5 Trait Merit), Illiterate (1 Trait Flaw)
    • Supernatural: Inoffensive to Animals (1 Trait Merit), True Love (1 Trait Merit), Medium (2 Trait Merit), Danger Sense (2 Trait Merit), Faerie Affinity (2 Trait Merit), Magic Resistance (2 Trait Merit), Occult Library (2 Trait Merit), Spirit Mentor (3 Trait Merit), Unbondable (3 Trait Merit), Luck (4 Trait Merit), Destiny (4 Trait Merit), Guardian Angel (6 Trait Merit), True Faith (7 Trait Merit), Cursed (1-5 Trait Flaw), Repulsed by Garlic (1 Trait Flaw), Magic Susceptibility (2 Trait Flaw), Can't Cross Running Water (2 Trait Flaw), Repelled by Crosses (3 Trait Flaw), Haunted (3 Trait Flaw), Dark Fate (5 Trait Flaw), Light-Sensitive (5 Trait Flaw)
    • Kindred Ties: Boon (1-3 Trait Merit), Prestigious Sire (1 Trait Merit), Special Gift (1-3 Trait Merit), Reputation (2 Trait Merit), Clan Friendship (3 Trait Merit), Pawn (3 Trait Merit), Enemy (1-5 Trait Flaw), Infamous Sire (1 Trait Flaw), Insane Sire (1 Trait Flaw), Mistaken Identity (1 Trait Flaw), Sire's Resentment (1 Trait Flaw), Twisted Upbringing (1 Trait Flaw), Clan Enmity (2 Trait Flaw), Diabolic Sire (2 Trait Flaw), Notoriety (3 Trait Flaw)
    • Physical: Baby Face (1 Trait Merit), Double-jointed (1 Trait Merit), Misplaced Heart (2 Trait Merit), Efficient Digestion (3 Trait Merit), Huge Size (4 Trait Merit), Allergic (1-3 Trait Flaw), Disfigured (2 Trait Flaw), Selective Digestion (2 Trait Flaw), Child (3 Trait Flaw), Deformity (3 Trait Flaw), Lame (3 Trait Flaw), Monstrous (3 Trait Flaw), One Arm (3 Trait Flaw), Permanent Wound (3 Trait Flaw), Mute (4 Trait Flaw), Thin-blooded (4 Trait Flaw), Paraplegic (5 Trait Flaw)
  • Experience

Chapter Two: Clans, Disciplines and Bloodlines[]

Included in this chapter are all of the clans and bloodlines available to players of The Masquerade. Also listed are the Disciplines that characters can learn.

  • Clans
  • Bloodlines
  • Disciplines
    • Animalism: Basic: Beast Within, The Beckoning; Intermediate: Song of Serenity; Advanced: Embrace the Beast
    • Auspex: Basic: Heightened Senses, Aura Perception; Intermediate: Spirit's Touch, Telepathy; Advanced: Psychic Projection
    • Bardo: Basic: Restore Humanitas, Banishing Sign of Thoth; Intermediate: Boon of Anubis, Pillar of Osiris; Advanced: Mummification Ritual, Ra's Blessing
    • Celerity: Basic: Alacrity, Swiftness; Intermediate: Rapidity; Advanced: Fleetness
    • Chimerstry: Basic: Basic Illusion; Intermediate: Complex Illusion; Advanced: Horrid Reality
    • Dementation: Basic: Mind Tricks; Intermediate: Confusion, Eyes of Chaos; Advanced: Total Insanity
    • Dominate: Basic: Command, Forgetful Mind; Intermediate: Mesmerism, Conditioning; Advanced: Possession
    • Fortitude: Basic: Endurance, Mettle; Intermediate: Resilience; Advanced: Aegis
    • Melpominee: Basic: Tourett's Voice; Intermediate: Toreador's Bane; Advanced: Death of the Drum
    • Mytherceria: Basic: Fey Sight; Intermediate: Faerie Wards; Advanced: Stone Travel
    • Necromancy: Basic: Summon Spirit; Intermediate: Compel Spirit; Advanced: Soul Stealing
    • Obeah: Basic: Healing Touch; Intermediate: Neutral Guard; Advanced: Healing the Mind
    • Obfuscate: Basic: Unseen Presence, Mask of 1000 Faces; Intermediate: Cloak the Gathering; Advanced: Soul Mask
    • Obtenebration: Basic: Shadow Play; Intermediate: Shroud of Night, Arms of the Abyss; Advanced: Shadow Body
    • Potence: Basic: Prowess, Might; Intermediate: Vigor; Advanced: Puissance
    • Presence: Basic: Dread Gaze, Entrancement; Intermediate: Summon; Advanced: Majesty
    • Protean: Basic: Wolf's Claws, Earth Meld; Intermediate: Shadow of the Beast; Advanced: Form of Mist
    • Quietus: Basic: Silence of Death; Intermediate: Poison Blade; Advanced: Blood Sweat
    • Serpentis: Basic: Eyes of the Serpent; Intermediate: The Serpent's Tongue; Advanced: Form of the Serpent, Heart of Darkness
    • Spiritus: Basic: Speak With Spirit; Intermediate: Aspect of the Beast; Advanced: The Wildebeest
    • Thanatosis: Basic: Putrefaction; Intermediate: Ashes to Ashes; Advanced: Withering
    • Thaumaturgy:
      • The Path of Blood: Basic: Body Mastery, Inquisition of Captive Vitae; Intermediate: Theft of Vitae, Potency of the Blood; Advanced: Cauldron of Blood
      • Other Paths
        • Lure of Flame: Basic: Hand of Flame, Flamebolt; Intermediate: Engulf; Advanced: Firestorm
        • Movement of the Mind: Basic: Force Bolt, Manipulate; Intermediate: Flight/Snare; Advanced: Major Manipulation/Lifting/Control
        • Weather Control: Basic: Cloak of Fog, Downpour; Intermediate: Tempest; Advanced: Call Lightning
    • Rituals: Basic: Crimson Sentinel, Defense of the Sacred Haven, Deflection of the Wooden Doom, Devil's Touch, Purity of Flesh, Engaging the Vessel of Transference, Ward Versus Ghouls; Intermediate: Bone of Lies, Pavis of the Foul Presence, Ward Versus Lupines; Advanced: Night of the Red Heart, Nectar of the Bitter Rise, Abandon the Fetters of Blood, Ward Versus Kindred
    • Antitribu Paths
      • Gift of Morpheus: Basic: Cause Sleep, Mass Slumber; Intermediate: Enchanted Slumber; Advanced: Dream Mastery
      • Antitribu Rituals: Basic: Blood Rush, Domino of Life, Rotten-wood; Intermediate: Fire in the Blood, Iron Mind, Recure of the Homeland; Advanced: Chill of the Windsaber, Invisible Chains of Binding, Thirst Unquenchable
    • Vicissitude: Basic: Changeling, Fleshcraft; Intermediate: Bonecraft; Advanced: Horrid Form

Chapter Three: Systems and Rules[]

This chapter covers the remainder of the basic rules for The Masquerade and presents a brief primer on the Sabbat.

  • Combat
    • Weapon Examples
      • Knife
      • Club
      • Wooden Stake
      • Broken Bottle
      • Sword
      • Pistol
      • Rifle
      • Shotgun
      • Submachine Gun
  • Sabbat Status Traits: Battle-Scarred, Blessed, Blooded, Confirmed, Devoted, Enlightened, Enriched, Feared, Hunted, Infamous, Initiated, Loyal, Ominous, Proven, Respected, Undefeated
  • Sabbat Rituals
    • Auctoritas Ritae
      • The Creation Rites
      • The Vaulderie
      • Monomacy
      • Sermons of Caine
      • War Parties
      • Wild Hunt
      • Games of Instinct
    • Ignoblis Ritae
      • Acceptance Rites
      • Initiation Rites
      • Welcome and Farewell Rites
      • Blessings
      • Call to Caine
      • Confession
      • Ghost Dance
      • Jyhad Rites
      • Oaths of Fealty
      • Sacrificial Rites
      • Pack Creed
      • Thanksgiving Ritual
      • Sunrise Service
      • Rituals of Justice

Appendix[]

Basic MET rules, FAQ on Clans and Disciplines, Other Rules Questions and World of Darkness Questions (Werewolf).

FAQ[]

  • Clans and Disciplines
  • Other Rules Questions
  • World of Darkness Questions

Index[]

(...)

Background Information[]

  • The ad at the back of the book is for: The Camarilla Fanclub.
  • Very Special Thanks is made to: Steven Herman, Adam Cristian, Eberle, Allen Tower, Rene Hawthorne, the folks from the Coterie of the Pale Heart in Kansas City, Michael Rollins and Kyle Vogt for all of the input on what needed to be fixed.

Memorable Quotes[]

(...)

Terminology[]

Abilities, Aggravated Wounds, Ahrimanes, Ancilla, Anarch, Antediluvian, Archetypes, Archon, Attributes, Auctoritas Ritae, Beast, Beast Traits, Bidding, Black Hand, Blood, Blood Bond, Bloodline, Blood Pool, Book of Nod, Boons, Caitiff, Camarilla, Challenges, Childe, Children of Osiris, Clan, Coterie, Damned, Daughters of Cacophony, Derangements, Diablerie, Disciplines, Domain, Elder, Elysium, Embrace, Experience, Frenzy, Garou, Generation, Gehenna, Ghoul, Golconda, Haven, Healing, Health, Ignoblis Ritae, Inconnu, Influences, Jyhad, Kiasyd, Kindred, Lupine, Masquerade, Methuselah, Neonate, Numina, Pack, Path Traits, Prestation, Progeny, Regnant, Retainers, Rites, Sabbat, Salubri, Samedi, Sect, Sire, Stations: Prince, Seneschal, Primogen, Harpy, Whip, Sheriff, Keeper of Elysium; Status, Thrall, Trait, Vaulderie, Vinculum, Vessel, Vitae, Willpower, Witch-hunter,

References[]

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