Vampir: Maskarad - Vampire: The Masquerade - Wikipedia

Vampir: Maskarad
Muqovada yashil marmar ustiga qizil atirgul fotosurati keltirilgan
Qayta ko'rib chiqilgan nashrning muqovasi
Dizayner (lar)Mark Reyn-Xagen, Grem Devis, Tom Dovd, Liza Stivens, Styuart Wiek[1]
Nashriyot (lar)
Nashr qilingan sana
  • 1991 (Birinchi nashr)
  • 1992 (Ikkinchi nashr)
  • 1998 (Qayta ko'rib chiqilgan nashr)
  • 2011 (20 yilligi)
  • 2018 (5-nashr)
Janr (lar)Shaxsiy dahshat
Tizim (lar)Storyteller tizimi
SeriyaZulmat olami

Vampir: Maskarad a rol o'ynaydigan stol usti (stol usti RPG) tomonidan yaratilgan Mark Reyn-Xagen va 1991 yilda chiqarilgan "Oq bo'ri" nashriyoti birinchisi sifatida Storyteller tizimi uning uchun o'yinlar Zulmat olami sozlash chizig'i.[3][4] U zamonaviy dunyoning xayoliy "gotik-pank" versiyasida joylashgan bo'lib, u erda o'yinchilar rollarni o'z zimmalariga oladilar. vampirlar, "Kindred" deb nomlangan va tunda tunda o'zlarining hayvonot tabiatiga, vampir ovchilariga va bir-biriga qarshi kurashlari bilan shug'ullanishadi.[5]

Bir nechta tegishli mahsulotlar asosida ishlab chiqarilgan Vampir: Maskarad, shu jumladan jonli-harakatli rol o'ynash o'yinlari (Aql ko'zlari teatri ), zar, yig'iladigan karta o'yinlari (Vampir: abadiy kurash ), video O'yinlar (Vampir: Maskarad - Qutqarish, Vampir: Maskarad - Qonli chiziqlar, Vampir: Maskarad - Swansong va Vampire: Masquerade - Bloodlines 2 ) va ko'plab romanlar. 1996 yilda o'yinga asoslangan qisqa muddatli televizion shou, Mehribon: quchoqlagan tomonidan ishlab chiqarilgan Aaron imlosi uchun Fox Broadcasting Company.

Rivojlanish

Vampir kabi RPGlardan ilhomlangan Kthulxuning chaqiruvi va RuneQuest, shuningdek, yozuvlari Jozef Kempbell kabi vampir filmlar Yo'qotilgan bolalar.[6][7] Reyn-Xagen vampirlarni ov qilish, o'yinning asosiy sharti sifatida, zerikib ketishini sezdi, shuning uchun u o'yinchilar vampirlarni ovlash o'rniga o'ynaydigan o'yin g'oyasini ilgari surdi.[6][7] Reyn-Xagen maxsus ravishda Anne Raysnikini o'qimaganligini aytdi Vampir yilnomalari rivojlanish jarayonida "juda kechgacha", ammo u vampir filmlariga ta'sir ko'rsatganligini tan oldi.[6] U Anne Vaysning shaxsiy vampirlarni yaratish orqali qilgan ishidan, butun vampirlarning maxfiy jamiyati va madaniyati bilan chegaradan chiqmoqchi edi.[6][7]

Ba'zi Vampir'Reyn-Xagenning diniy tarbiyasi asosida vujudga kelgan e'tiqod kuchining asosiy mavzulari. Oq bo'ri biznes sherigi tomonidan unga berilgan chiziq romanidan ilhomlangan Styuart Wiek, Reyn-Xagenning la'natlangan xarakteri degan fikrni rivojlantirdi Muqaddas Kitobdagi Qobil asl vampir edi. "Menga biron bir narsani so'rang" intervyusida Reddit Reyn-Xagen Keynning g'oyasini barcha vampirlarning ajdodi deb atagan va "katta burilish nuqtasi" deb atagan.[6] U yana shunday izoh berdi: "Men dindan qochishga harakat qilardim. Shundan so'ng ... men hamma narsani qildim. O'yin va dunyo din va e'tiqodga aylandi. Otam lyuteranlarning vaziri edi va menimcha bu juda katta rol o'ynadi. nafaqat ichida Vampir lekin butun WoD seriyali. Hech qachon ishonmaganga o'xshaganimda, odamlarni shunchalik kuchli ishontirishga majbur qiladigan narsa meni doim hayratda qoldirar edi. Ushbu mavzu haqida gapirish, ishonchning kuchi, ikkinchi yarmini kuchaytirdi Vampir o'yin dizayni. "[6]

Vampir ko'p jihatdan yangi edi. Bu TSR-ga qaytgan noyob gotik tuyg'uga ega bo'lgan qorong'u, kayfiyatni shahar fantaziya o'yini sifatida o'ylab topilgan. Ravenloft.[8] Bu bir xil o'yin dunyosini baham ko'rgan bog'langan o'yinlar seriyasining birinchisi bo'ladi.[8] Yashil marmarga qo'yilgan atirgulning oddiy muqovali surati o'yin ohangini o'rnatdi va uni bozordagi boshqa o'yinlardan ajratib turdi. Uning mazmuni ham yangi edi, chunki o'yin to'g'ridan-to'g'ri zindon stsenariylaridan farqli o'laroq fitna, fitna va hikoyalarga qaratilgan. Umuman olganda, RPG sanoati yanada hikoyaviy yondashuvga intilayotganda, Vampir bu narsalarga e'tibor qaratadigan birinchi turdagi o'yinlardan biri edi.[8]

Dahshatli o'yinlar an'anaviy ravishda RPG sanoatida qiyin sotuvga aylangan edi, ammo Vampir tarkibiga dahshatli o'yin emas, balki qorong'i superqahramon o'yini bo'lgan elementlar kiritilgan. O'ziga xos kuchlar, tezkorlik va qat'iyatlilik, shuningdek sirli hislar, aqlni boshqarish va qon sehrlari kabi boshqa kuchlarni o'z ichiga olgan intizomlar deb nomlangan keng g'ayritabiiy kuchlarning keng ro'yxati o'yinchi belgilariga dahshat emas, balki g'ayritabiiy his-tuyg'ularni berdi. Rivojlanish jarayoni oxirida qo'shilgan 13 klan o'yinchilar orasida juda mashhur bo'lgan vampir arxetiplari asosida juda zarur bo'lgan belgilar sinfiga o'xshash tizimni taqdim etdi.[8]

Rein-Xagen mexanik elementlari uchun murojaat qildi Tom Dovd, ning hammuallifi Shadowrun (1989). Vampir'"taqqoslash" zar havuzlari tizimi tomonidan yaratilgan mexanikadan foydalanilgan Shadowrun faqat o'ralgan zar turini o'zgartirish; olti tomondan emas, balki o'n tomonlama. O'ralgan zarlar sonini aniqlaydigan mahorat ko'rsatkichlari kabi o'yinlarda ishlatilgan Chempionlar, ammo zarlarning natijasini jami qo'shishdan ko'ra, Vampir muvaffaqiyat yoki muvaffaqiyatsizlik darajasini aniqlash uchun zar natijasini belgilangan qiymat bilan taqqosladi. Mahorat darajasi nisbatan past bo'lib, odatda birdan beshgacha o'zgargan va raqamlar o'rniga nuqta bilan ifodalangan, bu uning zamondoshlarining standarti bo'lgan. O'yinchilar zarlar havzasini osongina aniqlay olishdi va belgilangan qiyinchiliklar reytingiga qarab siljishdi. Ushbu tizim hikoyani mexanikadan ustun qo'yadigan hikoya uslubi uchun foydali bo'ldi, chunki yangi o'yinchilarni tezda anglash oson edi,[8] ammo tez-tez kutilmagan natijalarni ta'minladilar, masalan, yuqori malakali belgi xato qilish ehtimoli ko'proq.

O'yin

Kontseptsiya

O'yin axloq, buzuqlik, inson holati (yoki yo'qligida inson holatini qadrlash), najot va shaxsiy dahshat mavzularini o'rganish uchun fon sifatida la'natlangan, vampir holatidan foydalanadi.[iqtibos kerak ] Vampirlar yashaydigan haqiqiy dunyoning g'amgin va bo'rttirilgan versiyasi "Zulmat olami "allaqachon noaniq tuvali shakllantiradi, unga qarshi qahramonlarning hikoyalari va kurashlari tasvirlangan. O'yin hal qilishga intilayotgan mavzularga personajning o'zini o'zi, insonparvarligi va aql-idrokini saqlab qolish, shuningdek, shunchaki achchiqlanishdan saqlanish kiradi. o'lik va g'ayritabiiy antagonistlarning qarama-qarshiligi va achchiqroq tarzda siyosat, xiyonat va ko'pincha o'zlarining zo'ravon ambitsiyalaridan omon qolish.

O'yin tizimi

Vampir Storyteller tizimiga asoslangan. Storytellerning umumiy qoidalaridan tashqari, u vampir mavjudligini simulyatsiya qilishga qaratilgan bir qator o'ziga xos mexanikadan foydalanadi. Vampirda a bor qon havzasi inson qoni miqdorini bildiruvchi yoki tarjimai hol hozirda ularning tanasida; bu qonni qobiliyatlarni kuchaytirish va g'ayritabiiy fokuslar uchun sarflash mumkin. Ushbu fokuslar filmda tasvirlanganlarning aksariyatini taqlid qiladi, masalan, hayvonlar yoki tumanga aylanish, erga uxlash yoki g'ayritabiiy xarizma va gipnoz taklifining kuchi.

O'yinning markaziy mavzusiga yaqin - insoniyat. Vampirlarning har biri "Insoniyat" ballariga ega, ular bilan qanchalik yaqin aloqada ekanligini o'lchaydilar inson tabiati ular; insoniyat kamaygan sari, vampirlar ularga nisbatan sezgir bo'lib qolmoqda Hayvon, vampir ruhning g'azab, ochlik va Xudoga va insoniyatga nisbatan nafratiga to'la g'ayritabiiy tomoni. Shafqatsiz, axloqsiz harakatlar vampirning Insoniyat balini pasayishiga olib keladi. Agar shaxsning Insoniyligi nolga tushib qolsa, Yirtqich o'z o'rnini egallaydi va vampir doimiy g'azablanish holatida bo'ladi Wassail.

O'yin davomida qilingan harakatlar yordamida ifoda etiladi o'n tomonlama zar. Amaldagi zarlar soni o'yinchining hozirgi mahorat darajasiga to'g'ri keladi, ko'pincha o'yinchining qobiliyatini ifodalovchi ikki xil mahoratga asoslangan. Masalan, zarba berish uchun personajning epchilligi va janjal mahorati birlashtirilgan. Olingan raqam bu vazifani bajarish uchun o'ralgan zarlarning soni. Qanday qilib zar zarbasi muvaffaqiyat sifatida baholanishi kerakligini hikoya qiluvchi o'zi belgilaydi (odatda standart harakatlar uchun 6 ta).

Vampirlar ichkariga Zulmat olami

Zulmat dunyosidagi vampirlar afsona va afsonalarda vampirlarning bir nechta tanish troplaridan foydalanadilar, masalan, o'lmaslik va qonga kuchli tashnalik. Ular haqiqatan ham o'likdir, chunki ularning yuraklari urmaydi, ular ovqat va ichimlik ichishni talab qilmaydi, ular yoshi o'tmaydi, terilari sovuq va oqaradi va ularga kerak bo'lgan yagona oziq-ovqat qondir. O'lik holatiga qaramay, bu dunyoning vampirlari fikrlash, his-tuyg'ular va hamdardlik qobiliyatiga ega bo'lgan fikrlash, his qilish mavjudotidir (garchi bu qobiliyat yoshga qarab kamayishi yoki "Insoniyatni yo'qotish" deb nomlangan axloqsiz harakatlar natijasida kelib chiqadigan desensitizatsiya tufayli).[9]:8 Boshqa trop yoki zaif tomonlar shunchaki afsonalar yoki xurofotlar deb ta'riflanadi, masalan, vampir qurboni tishlashdan vampirga aylanadi. Garchi ular odatda sarimsoq yoki muqaddas ramzlar tomonidan qaytarilmasa ham, belgilarga shu tarzda ta'sir qilishi mumkin bo'lgan fazilatlar va kamchiliklar tizimi mavjud, garchi ular o'yin uslubiga ko'ra ba'zi bir jinlar ruhi tomonidan jonlantirilgan bo'lmasa ham.[9]:8

Zaif tomonlari

Quyosh nurlari ushbu kanonning vampirlari uchun qo'rqinchli va o'likdir va ko'pi bilan ular halok bo'lishidan oldin bir necha soniya ta'sir qilishlariga toqat qiladilar. Yurak orqali o'tin qoziq bu jonzotlar uchun o'lik emas, balki ularni olib tashlanmaguncha ularni harakatsiz qiladi.[9]:8 Aytish mumkinki, ularning eng katta kuchsizligi - bu o'yin ichidagi deb nomlanadigan narsa Hayvon. Yirtqich hayvon - bu barcha vampirlarda vahshiy, tana go'shti yirtqichi. Yirtqich jonzot nafaqat tirik qolish istagini qondirishga intiladi. G'azab, o'lik tahdidlar, ochlik yoki qon to'kilishi - bu Yirtqich hayvonning ko'tarilishiga olib keladigan ba'zi narsalar. Yirtqich hayvon vampirning ongli ongini egallab olishga qodir, ularni g'azablangan holatga keltirib, ular zo'ravonlik bilan, aksariyat hollarda chuqur pushaymon bo'lishlari mumkin, aks holda ular buni amalga oshirishi mumkin emas. Mavzularidan biri Vampir bu qahramonlarning zo'ravonlik, yirtqich tabiati va axloqiy jihatdan javobgar bo'lishlari o'rtasidagi muvozanatni o'rnatish uchun janglari, bu kuchli kuch o'z ichidagi bu kuchga ta'sir qiladi.[9]:16–17 Ushbu mavzu aksiomada "Men hayvonman, bo'lmasam hayvon bo'lmasin" deb aks ettirilgan.[9]:14

Vampirlar o'limga o'xshash uyquga kirishi mumkin. Torpor o'limga yaqin jarohatlar tufayli kelib chiqishi yoki ixtiyoriy ravishda tuzilishi mumkin. O'yinda vampirning insonparvarlik darajasi ularning qancha vaqt uxlashini belgilaydi.[9]:283–284 Garchi ular keksalikdan o'lishlari mumkin emas bo'lsa-da, bu erda vampirlar o'lishi mumkin. Yong'in, quyosh nuri, boshni kesish, g'ayritabiiy kuchlar yoki klan kuchsizligiga berilish vampirni yakuniy o'lim deb ataladigan narsaga - chindan ham o'lishga olib kelishi mumkin.[9]:283–284 Torpor vampirni ekzistensial og'riqdan xalos qilishga imkon beradi, ammo bu ularni zaiflashtirishi mumkin. Ushbu holatdagi vampirlar, agar yaxshi yashirilmagan bo'lsa, o'zlarini himoya qilishda qiynalishi mumkin va vampir ovchilari yoki boshqa vampirlar tomonidan Diablerie tomonidan yo'q qilinishi mumkin.[9]:283–284

Tarjimai hol

Bu dunyodagi belgilar o'zlarini qo'llab-quvvatlaydigan tanadagi g'ayritabiiy qonni anglatadi tarjimai hol. Vampirlar qon ichish orqali vujudga keladilar. O'yinda vita bu to'planishi a deb ataladi qon havzasi.[10] Bu o'yinchining g'ayritabiiy kuchlarni yoqish, yaralarni davolash yoki jismoniy kuchini, epchilligi yoki chidamliligini oshirish uchun sarf qiladigan hayoti miqdorini anglatadi. Belgilar yo'qolgan Vitae o'rnini ko'proq qon ichish bilan to'ldirishi mumkin.

Vampirning vujudi atrofdagilar tomonidan mast bo'lsa, yolg'on muhabbat tuyg'usini qo'zg'atishi va qaramlikni tarbiyalashi mumkin. Vampirik qonga bo'lgan bunday qaramlik "Qon aloqasi" deb nomlanadi. Bog'lanishni amalga oshiradigan vampir Regnant, bog'langan esa Thrall deb nomlanadi. Ko'pgina hollarda, jabrlanuvchi yopishib qolish uchun uchta alohida kechada bir xil vampirdan uch marta ichishi kerak. Birlashtirilgandan so'ng, jabrlanuvchi vampirga nisbatan o'ralgan sevgiga o'xshash narsani sezadi va ular hayotidagi eng muhim odamga aylanishadi. Ular, shuningdek, ushbu vampir tomonidan aqlni boshqarishga moyil bo'lib, har qanday narsaga tayyor, hatto o'z hayotini xavf ostiga qo'yib, o'z regnantiga yordam berishga tayyor. Mortallar, hayvonlar va hatto boshqa vampirlar va boshqa g'ayritabiiy mavjudotlar bog'langan bo'lishi mumkin. Sabbat mazhab orasida sodiqlik va soddalikni ilhomlantiradigan Vaulderie deb nomlangan qadimgi Tzimisce Blood Magic-ni o'z ichiga olgan holda qonni yopishtirishning boshqa shakli bilan shug'ullanadi. Bundan tashqari, odatdagi vampir tomonidan, odatda Pack Ruhoniy tomonidan to'g'ri bajarilsa, u an'anaviy qon birikmalarini darhol buzadi. Shuningdek, ularni Bond qancha (bir, ikki yoki uch qadamlar) ketganiga, iroda kuchiga va regnantning uzoq vaqt yo'qligiga qarab uzoq vaqt davomida inkor etilishi mumkin.[9]:286–288

Quchoq

Vampirlar o'zlarini ko'proq yaratishi mumkin, chunki odamni o'limgacha quritib, so'ngra qurbonga qonining bir qismini to'ydiradi. Vampire yaratuvchisi a nomi bilan tanilgan otam, yangi yaratilgan vampir a bolalarcha va yaratish jarayoni "deb nomlanadi quchoqlamoq. Metamorfozni qo'zg'atishi uchun juda oz miqdordagi tarjimai hol talab etiladi, ammo qurbon yangi o'lgan bo'lishi kerak. U bir necha daqiqadan ko'proq bo'lgan murdalarda ishlamaydi.

Vampirning nisbiy kuchi ularning quchog'iga olinadigan "ularning avlodi" deb nomlangan narsa bilan cheklanadi. Avlod - bu vampirning irqi afsonaviy asoschisi Qobildan masofasi, u birinchi vampir deb da'vo qilmoqda. Masalan, to'qqizinchi avlod Qobildan to'qqiz avlod. Agar bu to'qqizinchi avlod vampiri kimnidir quchoqlashi kerak bo'lsa, ularning avlodlari necha marta qilganlaridan qat'i nazar, o'ninchi avlod bo'lar edi.[9]:28 Avlod asosan belgilangan xususiyatdir, ammo belgilar o'zlarining avlodlarini bajarish orqali kamaytirishi mumkin diablerie - quyi avlod vampirining ruhini iste'mol qilish. Diableriyalarga munosabat jinoyatchilikdan ozodlik harakatiga qadar. Nima bo'lishidan qat'iy nazar, diableriya - bu beparvo bo'lmaslik uchun jiddiy harakat.[9]:24, 28

Quchoq atrofidagi turtki va boshqalar klan va mazhabdan farq qiladi. Ba'zi mazhablarda, masalan, Camarilla-da, yangi vampirlarni yaratish qat'iy nazorat ostida.[9]:22–23 Sabbat yoki Anarxlar orasida me'yorlar ancha yumshoq.[9]:19 Shaxsiy klanlar, ayniqsa Mustaqil Klanlar yangi vampirlarni yaratish bilan bog'liq turli xil me'yorlar, marosimlar va cheklovlarga ega. Ba'zilar faqat ma'lum bir etnik guruhni qamrab olishadi, masalan, Ravnos bilan Ravnos bilan[9]:64 yoki Jovanni singari ba'zi o'lik oilalarda.[9]:47, 56–57 Boshqalar shunchaki omon qolish qobiliyati, aql, qiziquvchanlik yoki badiiy iste'doddan foydalanish kabi ba'zi fazilatlarni izlashadi. Ba'zilar hokimiyat uchun boshqa vampirlarni, boshqalari do'stlik uchun, ba'zilari esa o'yin uchun markaziy bo'lgan Jyhad deb nomlanuvchi abadiy, qadimiy to'qnashuvlar uchun ozuqa sifatida yaratilgan.

Miflar va kelib chiqishi

Zulmat dunyosidagi vampirlarning fikriga ko'ra, ularning irqi Bibliyadagi shakldan kelib chiqqan Qobil. Qobil ukasini o'ldirgani uchun vampirlik holati bilan Xudo tomonidan la'natlangan deb aytilgan. Ushbu kanonning vampirlari o'zlarini Muqaddas Kitobning ajdodlaridan kelib chiqqan deb hisoblashadi.

Aytishlaricha, Qobil o'zining la'natlangan holatini boshqalarga etkaza olgan va shu bilan ularni o'ziga o'xshagan darajada zaiflashtirgan. Ikkinchi avlod deb nomlanuvchi ushbu birinchi bola uni yaqin tutish uchun qilingan deb aytilgan va ular o'z navbatida uchinchi avlodni yaratgan. Uchinchisi go'yoki o'n uchtadan iborat edi va o'n uchta asl klanlarning yarim afsonaviy asoschilari. O'yin ichidagi afsonaga ko'ra, bu vampirlarning barchasi afsonaviy shahar sifatida Qobil boshqaruvi ostida tinch-totuv yashagan Xanox yoki Birinchi shahar. Xudo sabab bo'lganida Katta toshqin ammo, shahar vayron bo'ldi va Qobil g'oyib bo'ldi, Childer-ni o'zlarini boqish uchun qoldirdi. Uchinchi avlod oxir-oqibat ko'tarilib, otalarini o'ldirdi. Qobil, buni bilib, ularni la'natladi. Qobilning la'nati, go'yoki har bir klanning o'ziga xos ojizligiga sababdir.[11] Ushbu afsonalar o'yin ichidagi shubhali ishonchga ega hujjatda to'plangan Nod kitobi. Afsonaviy vampirning kelib chiqishini o'rganuvchilar Noddistlar deb ataladi. Noddist mifologiyasiga ko'ra, Qobil oxirzamonda o'z avlodlarini hukm qilish uchun qaytib keladi degan da'volar mavjud: Antediluviyaliklar va ulardan kelib chiqqan barcha vampirlar. Ushbu tadbir Gehenna deb nomlanadi, bu barcha vampir musobaqalarining oxiri. Boshqalar Gehenna shunchaki o'z avlodlarining qoni bilan ovqatlanish uchun qaytib kelgan Antediluviyaliklarning uyg'onishi deb da'vo qiladilar.[9]:30

Miflarning turli xil talqinlari vampir jamiyatini ajratib turadi. Masalan, dam olish kunlari afsonalarni so'zma-so'z qabul qiladi va vampirlarni qadimgi odamlarning depressiyasidan himoya qilish ularning maqsadi deb hisoblaydi. Kamarilla ko'proq mensimaydi, yoki Qobil afsona yoki metaforadan boshqa narsa emas yoki afsonalar va ularni o'rganishni bostirishdan boshqa narsa emas, deb da'vo qilmoqda. Vampirlar va Gehennaning kelib chiqishi atrofidagi turli xil jamiyatlar o'rtasidagi kelishmovchiliklar Jyhad uchun xarakterdagi ularning dunyosini tushunishga rang beradigan muhim o'yin motivlari hisoblanadi. Afsonalar o'yin kontekstida haqiqat bo'ladimi yoki yo'qligiga qaramay, Qobil haqidagi afsona metaplotda taqdim etilgan muhim mavzular, masalan, otaning farzandlariga qaytishi, qiyomat tahdidi, imon masalalari, fitnalar, va asrlar urushi.[9]:14–15, 28

Golconda - bu vampirlarga Hayvon bilan kurashishdan xalos bo'lishni taklif qiladigan ajoyib ma'rifat holati. Golconda nima ekanligi haqida har xil nashrlar turli darajadagi tafsilotlarni ko'rib chiqdilar, ammo barchasi bu tushunarsiz va sirli holat ekanligiga rozi bo'lishadi va o'yinda yoki unga qanday erishish mumkinligi haqida juda kam ma'lumot mavjud.[9]:30

Maskarad

Yilda Vampir: Maskarad, Maskarad asosan vampirlar mavjud emasligiga keng jamoatchilikni ishontirish uchun birinchi navbatda Kamarilla tomonidan uyushtirilgan uyushtirilgan fitnani anglatadi. Kamarilla Maskaradni Kindred uchun omon qolish strategiyasi deb hisoblaydi va u holda sigir ko'tarilib, barcha o'liklarni yo'q qilishidan qo'rqadi.[9]:14, 22, 33

Kindredning mavjudligini oshkor qilishga qarshi taqiqlar XV asrgacha an'ana deb nomlangan qadimiy qonunlar to'plamida mavjud edi. Birinchi urf-odatda shunday deyilgan:

"Qonga tegishli bo'lmaganlarga o'zingizning asl tabiatingizni oshkor qilmaysiz. Bunday qilsangiz, qon haqidagi da'volaringizdan voz kechasiz."[9]:22–23

XV asr inkvizitsiyasi talab qilmaguncha, bu qat'iylik qat'iy va qat'iy ravishda amalga oshirilmadi. Bu davrda vampirlar vampir ovchilari tomonidan ko'p miqdorda yo'q qilindi, bu asosan Camarilla deb nomlanuvchi mazhabning shakllanishiga turtki bo'ldi, uning asosiy maqsadi maskaradni omon qolish vositasi sifatida targ'ib qilish va amalga oshirish edi.[9]:38

Maskarad asosan o'zini o'zi politsiya qilish yo'li bilan amalga oshiriladi, ammo buni amalga oshirish birinchi navbatda Kamarilla nazorati ostidagi shaharlardagi shahzodaning vazifasidir. Knyazlar vampir jamiyatining yashirin bo'lishini ta'minlash va Maskaradni buzganlar munosib jazolanishini ta'minlash uchun qo'llaridan har qanday usulni qo'llashlari mumkin. Buzilishlar uchun jazolar bir qatorga ega, ammo Maskaradning jiddiyligi tufayli odatda keskin xarakterga ega. Oxirgi o'lim, ko'pincha boshqa vampirlar tomonidan urf-odatga aylangan "Qonli ov" yordamida kamdan-kam uchraydi. Buzilishlar sodir bo'lganda, Camarilla ularni tiklash uchun juda ko'p azob chekadi. Bunga, g'ayritabiiy kuchlardan foydalangan holda, o'lgan odamning xotiralarini o'chirishdan, voqealarni ommaviy axborot vositalaridan saqlash uchun o'lim piyonlarini boshqarish bilan bog'liq har qanday narsa kirishi mumkin.[9]:38–39

Maskarad - zulmat dunyosidagi vampirlarning ikki asosiy guruhi o'rtasidagi o'yinning asosiy tortishuvlaridan biri. Ko'plab vampirlar Maskaraddagi pragmatizmni ko'rishsa, ba'zilari bunga qo'shilmaydi. Masalan, Sabbat Maskaradning ijro etilishini oqlaydigan An'anani qo'llab-quvvatlamaydi, lekin yopiq eshiklar ortida ham ular qonunbuzarliklarga yo'l qo'ymaslik uchun ba'zi choralarni ko'rishadi.[9]:40–47

2000-yillarning boshlarida o'yin davomida dunyoning razvedka idoralari SchreckNET-ning mavjudligini aniqladilar, ular bunga javoban Ikkinchi inkvizitsiya deb nomlanishdi. Vatikan davrida kanonizatsiya qilingan Avliyo Leopold Jamiyati haqidagi bilimlardan foydalanib, ular dunyo bo'ylab yuz minglab vampirlarni o'ldirdilar. O'yin dunyosida ikkinchi darajali maskarad choralarini ko'rishga majbur bo'lgan reaktsiyaga ko'ra, Vampirlar endi bruser telefonlari va bir martalik elektron pochtadan tortib, tashuvchi kaptar va ma'lumotlarning o'lik tomchilaridan foydalanadilar, ba'zida gipnoz qilingan yoki xayolparast odamlardan ma'lumot uzatadilar. Bundan tashqari, Kamarilla firqasi ko'proq yopiq jamiyatga aylandi, faqat taniqli qarindoshlarni qabul qildi, so'nggi paytlarda o'zlarini himoya qilish uchun kamarilla maskaradining asoslarini qabul qilgan Anarx mazhabi tomonidan so'yish yoki asrab olish uchun o'zlarini qabul qilishdi.[12]

Jamiyat

Ning diagrammasi nasabnoma Assamitlardan

Zulmat dunyosidagi vampirlar turli mafkuralar, maqsadlar va kelib chiqishi bilan boy, murakkab va xilma-xil maxfiy jamiyatga ega. Tarkiblar asosan vampirlar o'rtasida hokimiyatni taqsimlash, vampirlarning inson dunyosidagi o'rni va vampirlarning kelib chiqishi va maqsadlarini tushuntirib beradigan qadimgi afsonalar bilan bog'liq mafkuraviy nizolar bo'yicha bo'linadi.

Yoshi

Ushbu sharoitda vampirlar o'rtasida ijtimoiy farqlanishning muhim vositasi yoshga bog'liq. Hurmat va qudratni istagan yosh vampirlar o'zlarini oqsoqollariga ko'rsatishlari kerak. Shuhratparastlik boqiylar orasida yuqori darajadagi harakatchanlikni ta'minlasa-da, ko'pincha omon qolishlarini isbotlay oladiganlarga hurmat ko'rsatiladi.[9]:18–19 Belgilar erkin ravishda bir necha yosh guruhlariga bo'linadi. Yoshlar unvon yoki ish emas, balki vampirning rivojlanishi va qarish bilan birga keladigan ijtimoiy kutishlarni tavsiflovchi bo'sh tavsiflar.[9]:19

  • Flinggling - vampirlar jamiyatiga rasman kirib kelmagan yangi qabul qilingan vampirlar. Farzandlar hali ham nodon va kuchsiz bo'lib, o'z-o'zidan omon qololmaydilar (garchi ba'zi bir Sabbat buni boshqaradi) va himoya qilish va ta'lim olish uchun o'zlarining Sireslariga bog'liqdirlar.
  • Yangi tug'ilgan chaqaloqlar - Hali ham yosh bo'lsa-da, yangi tug'ilgan chaqaloq o'z-o'zidan omon qolishi mumkinligini isbotladi va o'z jamiyatining to'laqonli a'zosi sifatida qaraldi.
  • Ancilla - Ancilla bir necha o'n yillar yoki ehtimol bir necha asrlarda omon qolgan. Ehtimol, ular o'z vaqtida o'z mazhablari yoki klanlari uchun biron bir narsani amalga oshirgan bo'lsalar-da, bu farq qilishi mumkin.
  • Oqsoqol - Vampirni ko'rsatadigan nisbiy atama 200 yoshdan 1000 yoshgacha bo'lgan har qanday joyda mavjud. Ular odatda Jyhadda katta boylik, ta'sir kuchi yoki kuchga ega.
  • Metuselah - Metuselah 1000 yoshdan 2000 yoshgacha. Bu yoshda vampirlar jamiyatdan chekinishni boshlaydilar va ko'pchilik bu uzoq vaqt omon qolish natijasida yuzaga kelgan chuqur o'zgarishlardan omon qolmaydi.
  • Antediluviya - Antediluviyaliklar Qobilning asl farzandlaridan chiqqan Uchinchi avlod vampirlari deb ishonishadi. Ularning atigi o'n uchtasi ekanligi haqida mish-mishlar mavjud.[9]:19

Klanlar va sektalar

Vampirlar siyosiy va mafkuraviy jihatdan o'zlarini o'lmagan jamiyatlar uchun boshqaruv tuzilmasini tashkil etuvchi firqalarga ajratadilar. Vampirlarning o'lim dunyosidagi o'rni, ovqatlanish, kemalarga ishlov berish, vampir axloqi, maxfiyligi, ovqatlanish joylari, Gehenna va kuch taqsimotiga oid qonunlar va me'yorlar ushbu bo'linishlarning asosini tashkil etadi. Ikki asosiy mazhab - Kamarilla va Sabbat, ammo boshqa mazhablar ham bor, masalan, Inconnu yoki Anarxlar. Sekta - bu belgi o'yinda tanlanishi mumkin bo'lgan narsadir, ammo bu qarorni ular ko'pincha Sire tomonidan tanlaydilar. Bir tomonga yoki boshqa tomonga o'girilish mumkin, ammo katta xavf tug'diradi, chunki Jyhadni turtki beradigan narsa, bu Kamarilla va Sabbat o'rtasidagi g'oyaviy farqlardir.[9]:19–22

Sektalar

Vampir: Maskarad o'yinchilarga vampir jamiyati ustidan mazhablar hukmronlik qilayotgan siyosiy jihatdan xilma-xil dunyoda o'ynash imkoniyatini taqdim etadi. O'yinda ko'plab fraksiyalar va subektalar mavjud bo'lsa-da, asosiy e'tibor Kamarilla, Sabbat va Anarxlar o'rtasidagi ziddiyatga qaratilgan.

  • Kamarilla - "Fil suyagi minorasi" laqabini olgan Kamarilla an'analar deb nomlanuvchi qadimiy qonunlar to'plamiga qat'iy amal qiladi. Kamarilla inkvizitsiyaga reaktsiya sifatida yaratilgan va uning maqsadi Maskaradni barcha Kindredlarning omon qolishini ta'minlash vositasi sifatida saqlash deb biladi. An'analar amal qiladi va har bir yurisdiksiyadagi tartibni (odatda, o'lim dunyosidagi bitta shahar) shahzoda deb nomlanuvchi qudratli rahbar boshqaradi. An'analarni sharhlash va hakam, hakamlar hay'ati va jallod vazifasini bajarish shahzodaning vazifasidir. Kamarilla o'zini idealistik nuqtai nazardan ta'riflaydi, bu uning o'lmagan tengdoshlarining muloyim jamiyati, ammo qadimiy raqobat va ashaddiy siyosiy hiyla-nayranglarni keltirib chiqaradigan ulkan, murakkab va qat'iy ierarxiyaga ega. Camarilla Gehenna va irqning afsonaviy qadimiy asoschilari haqidagi afsonalarni faol ravishda rad etadi yoki bostiradi.[9]:19–22 Kamarilla vampirlari o'zlarini (va boshqa barcha vampirlarni) o'zlarini insoniyatdan kelib chiqishlarini eslatib turish vositasi sifatida "Kindred" deb atashadi. Kamarilla vampirlari ko'pincha odamlarni "Kine "uchun arxaik atama qoramol.
  • Anarx harakati - Anarxiya harakati - bu Camarilla tarkibidagi fraksiya, bu butun dunyoga tarqalgan vampirlarning markazlashtirilmagan guruhlari bo'lib, ular Kamarillaning eskirgan boshqaruv vositasi deb bilganlarini shubha ostiga olishadi. Unda turli xil mafkuralar mavjud, ammo ular Kindred o'rtasida hokimiyatning tengroq taqsimlanishiga ishonadilar.[9]:19–22
  • Dam olish kuni - "Qobil qilichi" laqabini olgan Sabbat Anarx qo'zg'oloni paytida oqsoqol vampirlarining zulmkor hukmronligiga javoban tashkil topgan. Dam olish kunlari an'analarga ochiq amal qilmaydi, aksincha Milan kodeksida ko'rsatilgan o'z-o'zini boshqarish, erkinlik va o'zaro bog'liqlik tizimiga amal qiladi. Dam olish kunlari jahannam haqiqat ekanligiga ishonishadi va kainitlarni antediluviyaliklar o'ljasidan himoya qilish ularning vazifasi. Shabbat o'zlarini odamlardan ustun deb biladi va oxir-oqibat ular insoniyat dunyosidan yashirinish o'rniga uni boshqarish kerak deb hisoblaydi. Ko'pchilik Jihadda ishlatgan shafqatsiz taktika bilan tasdiqlangan inson hayotiga beparvo qarashadi. Kimdir go'yo Camarilla a'zosiga da'vo qilishi mumkin bo'lsa-da, Sabbat shafqatsiz boshlash marosimlariga ega, bu erda belgilar sodiqligini isbotlashlari kerak. Ular sodiqlikni ta'minlash uchun kultga o'xshash marosimlarni va "Vaulderie" deb nomlangan "Qonni bog'lash" marosim guruhining bir turini qo'llaydilar.[9]:19–22, 288 Sabbat vampirlarning Kindred bo'lish g'oyasini rad etadi va o'zlarini kainitlar deb ataydi va ularning kelib chiqishini qonda ta'kidlaydi. Qobil. Ular ko'pincha odam tomirlari uchun ko'proq vulgar epitetlardan foydalanadilar.[9]:19–22
  • Inconnu - Golconda-ga erishganligi yoki uni ta'qib qilayotgani haqida mish-mishlar bo'lgan oqsoqollarning sirli sektasi; la'natlanganlar uchun bir xil qutqaruvchi transsendensiya. Sektaning eng ko'zga ko'ringan alomati - bu ba'zan bir hududda yashashni boshlaydigan Monitorlar.[9]:22
  • Tal'Mahe'Ra - Aks holda "Haqiqiy Qora qo'l" deb nomlanuvchi Tal'Mahe'Ra g'alati va sershik mazhab bo'lib, o'zining operatsion bazasi soyaning soyasida joylashgan. Uning motivlari va maqsadi noma'lum va ko'pchilik bu haqda juda kam ma'lumotga ega.[9]:22
  • Mustaqillar - Mustaqil klanlar Camarilla yoki Sabbat tashqarisida ishlaydi. Ularning ko'plari Setning izdoshlari yoki Jovanni kabi kichik ko'lamli mazhablar kabi faoliyat yuritadilar, aniq kun tartiblarini hisobga olgan holda. Ravnos kabi boshqalar, ko'proq individualdir. Assamitlar Yaqin Sharqda markazlashgan ierarxiyaga ega bo'lgan, ammo odatda yollanma yollanma xodimlar sifatida faoliyat yuritadigan bu haddan tashqari holatlar orasida. Bular mustaqil deb hisoblanadigan to'rtta to'g'ri Klanlardir (o'yinning uchinchi nashridan oldin, unda Klan Gangrel rasmiy ravishda Kamarillani tark etgan), ammo boshqa klanlarning "Antitribu" parchalari mustaqil agentliklarga aylanishi mumkin, chunki kichikroq "Bloodlines" "to'liq Klan maqomiga ega emas.[9]:22

Har qanday mazhab va klan bilan bo'lgan barcha uyushmalardan voz kechadigan vampir "Avtarkis" nomi bilan tanilgan. Leybon, chaqirdi Qara Shohlikning mehribonlari G'arbiy Kindred tomonidan bu mazhab emas, balki madaniy guruh, chunki er va Afrika xalqlari bilan kuchli ma'naviy aloqalar bir-biriga bog'langan. The Sharq mehribon, g'arbiy Kindred bilan yuzaki o'xshashlikni baham ko'rish bilan birga, aslida g'ayritabiiy mavjudotning mutlaqo boshqa xilma-xilligi.

Klanlar

Klan - bu qahramonning vampir oilasi. Klanning barcha a'zolari go'yo klanning Antediluviya asoschisidan kelib chiqqan. O'n uchta asoschilarga ega bo'lgan o'n uchta klan borligi keng tarqalgan, ammo ularning barchasi texnik jihatdan Antediluvian emas. Giovanni yoki Tremere kabi ba'zi bir klan asoschilari Diablerie orqali o'z mavqelarini zo'rlab olishgan. Klanlar ular uchun ijtimoiy yoki siyosiy tarkibiy qismga ega bo'lishi mumkin, ammo klan bu belgi tanlagan narsa emas; bu ularga quchoq ochilgan narsadir. Klani bo'lmaganlar Caitiff nomi bilan tanilgan va tashqi odamlar deb hisoblanadilar.[9]:19–22

13 klanlar

Vampir: Maskarad o'yinda 13 ta klan (yoki asosiy qon tomirlari) dan foydalanishni tanishtiradi. Qabul qilingan har bir klan o'z kelib chiqishini an nomi bilan tanilgan 13 oqsoqol vampiridan birini izlashi mumkin Antediluviya, chunki ular omon qolishdi Xudo Injil toshqini. Har bir Antediluvian "grandchilde" dir Qobil, kim o'ldirgan Hobil va Xudo va Uning bosh farishtalari tomonidan la'natlanib, birinchi vampirga aylandi. O'yinning orqa hikoyasi orqali Antediluviyaliklar o'zaro urush boshladilar Jyhad va ular uchun bu urushga qarshi kurashish uchun o'z klanlarini ishlating.

Har bir klan va qon to'dasi intizomlar deb nomlangan o'ziga xos kuchlar to'plamiga va o'zlarining zaif tomonlariga ega, shuningdek, vampirning o'ziga xos shoxiga xosdir.

  • Banu Haqim Ilgari sifatida tanilgan Assamit 5-nashrdan oldin: O'rta sharqda joylashgan o'lmagan qotillarga sig'inish. Ular yollash uchun o'ldirishadi va klan a'zolarini Qobilga yaqinlashtiradigan maxsus marosimlarda foydalanish uchun Vitae-da to'lanadi. Ular yashirincha va o'ldirishda yordam beradigan Quietus nomli ixtisoslashtirilgan intizomga ega. Qadimgi o'tmishda Tremere ularning keng tarqalib ketgan Diablilarini jilovlash uchun butun klanga la'nat qo'ygan. Natijada, klan Vitaeni dahshatli jarohatlarsiz iste'mol qila olmadi va Diablerie'dan foydalana olmadi. (Ushbu la'nat o'yinning uchinchi nashrida buzilgan va Sabbatdagi "Antitribu" fraktsiyasi unga hech qachon ta'sir qilmagan; la'nati bo'lmagan Assamitlar "qonga qaramlik" ga juda moyil bo'lib, boshqa vampirlarga majburan hujum qilishlari mumkin. ularning hayoti). Assamitlar asosan mazhablardan mustaqil.[9]:20, 49 Kamarillaga qo'shilgandan so'ng ular rasmiy ravishda Banu Haqim "Haqimning farzandi" deb tan olindi, chunki avvalgi nomi ularning madaniyatidagi kamsitish edi.
  • Bruja: Qadimgi davrlarda Bruja zodagon faylasuflar va jangchi-shoirlarning klani bo'lgan. Karfagen shahrini yo'qotishdan beri, bu ularning toj kiyimi edi, ular malontantlar, isyonchilar, firibgarlar va avtoritarlarga qarshi klanga aylanishdi. Bruja juda katta ehtirosga ega, ammo aynan shu ehtiros ularga hayvonga qarshi turishni qiyinlashtiradi. Bruja - Kamarillaning ettita klanlaridan biri.[9]:20, 51 Pragada Hardestadtni o'ldirgan Teo Bellning qo'zg'olonidan so'ng, ular Anarx harakatiga qo'shilish uchun son-sanoqsiz ketishdi va odatda etakchilar.[12]
  • Gangrel: Shaharlardan tashqarida sahroga qochadigan hayvonlar shaklini o'zgartiruvchilarning klani. Mustaqil va o'z hayotini saqlab qolish uchun ko'proq manfaatdor bo'lgan Gangrel, boshqalar bilan siyosat o'ynashdan ko'ra, yovvoyi hayvonlar bilan yugurishni afzal ko'radi. Gangrel - intizom oqsilining ustalari, bu ularga tanalarini hayvonlar shaklida o'zgartirishga imkon beradi. Gangrel g'azablansa, ular hayvonlarga o'xshab, ranglarini o'zgartirib, Yirtqich hayvonga o'xshaydilar. Gangrel - bu Kamarillaning ettita asos solgan klanlaridan biri, garchi ularning etakchiligi koinotda 1990-yillarning oxiriga kelib undan ajralib chiqqan bo'lsa ham.[9]:20, 54–55 Endi Anarx mazhabi bilan ko'proq bog'laning yoki Kamarillaga sodiq qolgan bir necha kishi bilan mustaqil sifatida harakat qiling.[12]:140, 406
  • Jovanni: Giovanni Venedikning boy savdogar savdogar oilasidan kelib chiqqan bo'lib, uning patriarxi Avgust Giovanni Kapododiya klaniga qabul qilingan. Jovanni ota-klanni yo'q qildi, uning asoschisini Diablerizatsiya qildi va yangi klanni tashkil qildi, ammo bu bilan Kindred jamoasining dushmanligini oldi. "Iblis Kindred" tamg'asi ostida Giovanni boshqa klan bilan tinchlik o'rnatdi va Jyhadda betaraf bo'lishga qasam ichdi. Jovanni mahkam va yuqori darajada uyushgan va ular faqat ba'zi bir o'lik oilalarda qamrab olinadi. Jovanni birinchi navbatda boylik va boylik bilan qiziqtiradi, ammo bu shunchaki maqsadga erishish vositasidir. Klan asoschisi oliy hukmronlik qilish uchun tirik olam va o'liklar o'rtasidagi to'siqni olib tashlamoqchi. Klanning zaifligi shundaki, ularning ısırığı (boshqa vampirlarda odatda jabrlanuvchiga yoqadi) og'riqli og'riqlarni keltirib chiqaradi. Jovanni mustaqil.[9]:20, 56–57 Ikkinchi inkvizitsiya va boshqa omillarni qamal qilgandan so'ng, klan qadimgi qal'alar bundan mustasno, yo'q bo'lib ketgan deb hisoblanadi.[12]:63
  • Lasombra: Qorong'u aristokratik vampirlar, Lasombra boshqalar ustidan hokimiyatni va o'z-o'zini egallashni o'zlarining asilatsiz majburiyati deb biladi. Sabbatning ikkita asos solgan klanlaridan biri sifatida ular o'zlarining Antediluviya asoschisini yo'q qilishlari bilan mashhur edilar. Lasombrada "Obtenebration" deb nomlangan intizom qo'llaniladi, bu ularga soyalar va zulmatni boshqarishga imkon beradi. Ehtimol, ularning imzosi intizom natijasida ular ko'zgularda yoki uning rivojlanishida nometall ishlatadigan filmda ko'rinmaydi.[9]:20, 58–59 Lasombra rahbariyati rasman The Camarilla-ga 5-nashrning Chikago By Night versiyasida qo'shildi.[13]:126
  • Malkaviya: Malkavianlar - jinniliklar klani, jinnilik ularga g'alati tushunchalarni beradi. Their Discipline of Dementation allows them to spread their insanity like a plague (prior to the third edition, knowledge of this Discipline was suppressed within the Camarilla). All members of this clan are insane in some way. They are one of the seven founding clans of the Camarilla.[9]:20, 60–61
  • Nosferatu: The clan Nosferatu are doomed to wear their bestial nature on the outside. The Embrace turns its victims into hideous and deformed monsters who are marginalized by their appearance and forced to dwell in the shadows of the sewers. However, their lives on the fringes and their stealthy abilities allow them to learn secrets others would rather keep hidden; as a result, they often traffic in information. All Nosferatu are ugly and obviously monsters to the point that appearing openly would break the Masquerade. They are one of the founding members of the Camarilla.[9]:20, 62–63
  • Ravnos: The clan Ravnos are reputed as outcasts, troublesome thieves, and charlatans. While some among them follow Indian spiritual beliefs concerning cycles of incarnation, others are simple opportunists taking advantage of whatever chaos can be had. Ravnos rarely embrace those not of Eastern European Romani backgrounds. They practice a special Discipline known as Chimestry which allows them to create illusions. All Ravnos indulge in a particular vice as their clan weakness. The Ravnos are independent.[9]:20, 64–65After the siege of the Second Inquisition & other factors, the clan is considered near extinct with exception of ancient strongholds [12]:63
  • Vazirlik, ilgari Set izdoshlari: Originally, a clan of cultists who worship their Antediluvian progenitor, the Egyptian snake god O'rnatish. They are masters of secret and forbidden lore and foster corruption and desperation in the world as part of their worship of their god. Their signature Discipline was Serpentis which allows them to take on aspects of snakes. Setites are especially sensitive to light and take twice as much damage from sunlight as other Kindred. Followers of Set independent of the sects consider themselves a sect unto themselves.[9]:20, 52–53 Under the rebrand of the Ministry they've allied themselves with the Anarchs, with this rebrand they've seemingly tempered their views and occultist ideals for a more o'z-o'zini din where Set exist inside each of his followers.[14]:91, 178–185
  • Toreador: Toreador are sensitive, artistic, and sometimes debauched hedonists fascinated by the mortal world and its artistic creations. Enthralled by the ever-changing mortal world, they are one of the few clans who seek to keep up with it. Toreador often Embrace for beauty or to preserve artistic talent. Beauty can utterly captivate them, immobilizing them for a period of time. They are one of the founding seven clans of the Camarilla.[9]:20, 68–69
  • Tremere: Tremere are a clan of blood sorcerers and mages originally belonging to the Germes ordeni. The Tremere gained their immortal status by experimenting with Tzimisce Vitae. Their ambitious founder Diablerized the Antediluvian of the former clan Salubri, solidifying the Tremere's status as a clan. Their Discipline of Thaumaturgy allows them to use the power of their blood to cast spells, but their dependency on Vitae makes them more easily susceptible to Blood Bonds. The clan is highly organized, and its members are all partially Blood Bound to the ruling seven Elders of the clan. They are one of the founding seven clans of the Camarilla.[9]:20, 68–69 After the Chantry in Vienna was destroyed in 2008, cutting off the 'head' of the Pyramid the clan fractured into Four houses: One still calling itself House Tremere, under the Camarilla with leadership of Karl Schrekt upholding tradition, House Goratrix resurged sticking to stringent recruitment but not much else is known, House Carna who takes on all seeking membership, also seeking to modernizing & the newly formed House Ipsissimus, which is fully Anarch aligned focusing on the spirituality of their condition over the structure.[12]:94, 385[14]:170–172
  • Tzimisce: Otherworldly and scholarly, the Tzimisce ruled over their lands in Eastern Europe for centuries. Like the Lasombra, the Tzimisce also claim to have destroyed their founder and are pillars of the Sabbat. Alien but mystical, the Tzimisce use their unique flesh and bone shaping Discipline of Vicissitude to transform themselves into superior beings. The Tzimisce are deeply tied to the lands where they were Embraced. If they do not rest within proximity of at least two handfuls of the land where they were born or Embraced, they become increasingly debilitated.[9]:20, 70–71 In 5th edition, they're said to be one of the only two remaining clans in the Sabbat, but are left alone when Lasombra Join the Camarilla.[12]:63 [13]:126
  • Ventrue: The Ventrue are the aristocrats and kings of vampires, having historically played a leadership role among the clans. Ventrue seeks power and wealth to support its legacy of rulership over Kindred and Kine. Ventrue, as a clan, may only feed from a specific kind of vessel (e.g. virgins, blondes, youngest siblings) which the player selects using character creation.[9]:20, 72–73

Antitribu

Most Sabbat vampires consider themselves to be the “anti-Clans” or antitribu in rebellion against their parent clans' values, goals, or loyalties. For example, Toreador within the Sabbat consider themselves Toreador antitribu. Some rebel or twist the expectations of their clans, while others take a more radical view of their lineage's core ideas. Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name.[9]:43 The Lasombra and Tzimisce do not consider themselves antitribu as most of their members are within the Sabbat. Lasombra outside the Sabbat are considered antitribu while the Tzimisce outside the Sabbat are referred to as Old Clan. A Sabbat offshoot of the Followers of Set is known as the Serpents of the Light, and have rejected both the clan founder and his Egyptian origin, in favor of the cultural trappings of Caribbean voodoo.[9]:436, 439

Qon tomirlari

Bloodlines, on the other hand, either cannot trace their lineage to an Antediluvian founder or are too little in number to be considered a major player in the Jyhad. Some Bloodlines are considered to be offshoots of existing clans. All bloodlines are treated as exceptionally rare in the game, leaving most of the interactions and story lines centered around the clans.[9]:393

  • Baali: An obscure and malevolent bloodline of demon-worshiping vampires legendarily descended from Baal-the-Destroyer. Baali practice a dark Discipline called Daimoinon which allows them to summon the powers of hell, learn dark secrets, or exploit other's weaknesses. Baali are repulsed by holy symbols. If the Baali join a sect at all, they do so under false pretenses. Their true loyalties are to their infernal master.[9]:395
  • Qon birodarlar: Members of the Sabbat. Artificially created as shock troops, they are born in groups of seemingingly identical "twins" or "triplets" et cetera, and have the power to share wounds, appendages and even disciplines with other members of the same group.
  • Daughters of Cacophony: A mysterious mix of Malkavian, Toreador, and Ventrue, who all claim parentage for the bloodline, the Daughters of Cacophony are devoted to singing of all kinds. They practice a special discipline called Melpominee which allows them to enhance their voices to increase their beauty, or even cause madness or wounds. Daughters exist in small numbers in both sects or as independents.[9]:398–399
  • Gargoyl: Created by the Tremere from other Kindred during their early nights to defend them from their enemies the Gargoyle bloodline is exactly what the name entails: stone-skinned, demonic-looking, winged monsters who are designed to haunt the exterior of castles. Some remain enslaved by Tremere magic but others have freed themselves and joined the Camarilla. Besides being hideous, Gargoyles easily fall prey to supernatural mind control.[9]:400–401
  • Harbingers of Skulls: Rumored to be an ancient bloodline freshly awakened from torpor, the Harbingers of Skulls are necromancers loyal only to the Sabbat. They resemble rotting corpses similar to the Samedi.[9]:402–403 Some believe that they are the long lost remains of the Cappidocians.
  • Kiasyd: The calm and studious, fey-touched Kiasyd descend from the clan Lasombra. They are a rare bloodline ostensibly loyal to the Sabbat but more interested in their scholarship than the Jyhad. Iron inflicts terrible wounds on them and may even cause them to frenzy.[9]:405–406
  • Leybon: Originally presented as a single Bloodline of African vampires, which were later expanded into a multi-clan society with their own hardcover sourcebook.
  • Lamiya: A particularly obscure Bloodline, thought extinct.
  • Lhiannon: Celtic vampires with powers of druidic witchcraft. Thought extinct.
  • Nagarajah: Members of the True Black Hand. Asiatic vampires who eat flesh as well as drink blood.
  • Old Clan Tzimisce: Members of the True Black Hand. The Tzimisce clan as they were prior to joining the Sabbat and being "infected" by the Vissicitude discipline. The legendary Dracula is likely a member of the Old Clan, and others of the Bloodline share similar characteristics - a background in Slavic aristocracy, a deep tie to the lands of Carpathia, and so forth.
  • Salubri: The Salubri were one of the thirteen original clans until their founder, Saulot, was diablerized by Tremere. Since then the bloodline has been nearly hunted to extinction by the hands of their usurpers. Far from the reputation of their evil diablerists the former clan practices a Discipline known as Obeah which has the power to heal bodies and minds. The bloodline intentionally keeps itself small with only seven in existence at any given time. The entire bloodline is devoted to finding Golconda. Salubri cannot feed from unwilling victims. All of this is untrue of the Sabbat branch of the Salubri, who are as "evil" as the original Salubri are "good", practicing compulsive warfare and using their "Valeren" discipline, a perversion and reversal of Obeah, to literally steal human souls. Due to a mix of Tremere propaganda and encounters with the Antitribu faction, Salubri in general are feared and reviled by nearly all vampires, which keeps them on the fringes of vampire society.[9]:409–410
  • Samedi: A loathsome necromantic bloodline arising from the Caribbean, being embraced by the Samedi literally causes the victim to appear as a walking corpse. One of the few vampires as horrendous as the Nosferatu, the Samedi practice necromancy and a special Discipline called Thanatosis which they use to weaken or cause death in others. Samedi exist in small numbers in both sects or as independents.:410–411
  • True Brujah: Members of the True Black Hand. Ostensibly the original Brujah clan, whose Antediluvian was displaced by a renegade offspring of their founder. Virtually the exact opposite of "false" Brujah, the bloodline's members are coldly unemotional, but possess the ability to manipulate the flow of time.

Qabul qilish

1991 yil noyabrdagi nashrida Ajdaho (175-son), Allen Varney did not like unprofessional production values of the gamebook, pointing to "amateurish" artwork and poor copy-editing. Varney also found the rules remarkably lacking in detail. However, he applauded the wide-ranging campaign advice. "There are whole chapters on how to plot stories, maintain suspense, handle players, and so on." He concluded, "If you’re up for a potent and even passionate role-playing experience, look for this game."[15]

In a 1996 reader poll by Arkan barcha davrlarning eng mashhur 50 ta rol o'ynash o'yinlarini aniqlash uchun jurnal, Vampir: Maskarad was ranked 6th. Editor Paul Pettengale commented: "Vampir has always proved the most popular of the World of Darkness games, a testament both to the continuing appeal of the vampire itself, and to the structure and design of the game. Hammasi singari Hikoyachi range, it's not an easy game to get right, and it relies heavily on both the players and the referee putting a lot of effort and imagination into their roles. With a good group, though, it can be an immensely interesting and thought-provoking game, and one of the most effective horror RPGs around. Despite its tendency to take itself a little seriously, Vampir: Maskarad has a great deal to offer the more mature and serious gamer."[16]

1991 yilda, Vampir: Maskarad was one of the top ten best selling tabletop role-playing games of the year in the United States.[17]

Mukofotlar

  • 1992 yilda, Vampir: Maskarad g'olib bo'ldi Origins mukofoti uchun 1991 yildagi eng yaxshi rol ijro etish qoidalari.[18]
  • In 1993, the second edition of Vampir: Maskarad yutuq Casus Belli"s awards for the best role-playing game of 1992, and for the best French translation of a role-playing game of 1992[19]
  • In 2007, the game was inducted into the Origins Awards Hall of Fame.[20]

Versiyalar

The original 1991 version was superseded by a ikkinchi nashr 1992 yilda va a qayta ishlangan nashr 1998 yilda.

The Vampir: Maskarad game line was discontinued in 2004, at which point it was superseded by Vampir: Rekviyem.

On March 17, 2011, White Wolf announced the 20th Anniversary Edition, which was published during the Grand Masquerade event in New Orleans on September 15–17, 2011, released to the attendees. Customers not attending The Grand Masquerade were offered a limited time preorder option. The 20th Anniversary Edition contains revisions of rules and is a compendium of most information provided in supplemental material in the game's earlier life. The 20th Anniversary Edition officially revived Vampir: Maskarad as part of White Wolf Publishing's shift to a print on demand business model,[21] and multiple new Maskarad products have been announced.[22] All of White Wolf's tabletop roleplaying games are published by Oniks yo'lini nashr etish, shu jumladan Vampir through its 20th Anniversary Edition, while all of White Wolf's Aql ko'zlari teatri products are now published through By Night Studios.[23]

A 5th edition of Vampir: Maskarad 2018 yil boshida chiqarildi.[24] Development of the new edition is being led by game designer Kennet Hite, and will be distributed by Modiphius Entertainment.[25]

Bog'lanish va moslashtirish

RPG adaptions and spinoffs

  • Stiv Jekson o'yinlari ning moslashuvini nashr etdi Vampir: Maskarad using their popular GURPS generic table-top roleplaying system. They followed this book up with a supplement called GURPS: Vampire Companion. Both books were produced for use with the Third Edition of the GURPS rules and are no longer in print. The Steve Jackson company also produced GURPS conversions of Kurt-bo'ri: qiyomatva Mage: yuksalish. Steve Jackson Games had the original copyright to the World of Darkness setting.[iqtibos kerak ] Initially, SJ Games decided not to release their version; however, after the massive popularity the game setting received during the White Wolf Company's release, SJ Games, which still held their official rights of release on the system, published its version.[iqtibos kerak ]
  • Vampir: Rekviyem is a spiritual successor to the game, introduced when the original game was ended in 2004. Although it is an entirely new game, it uses many elements of the old game, including many clan and discipline names and an modified version of the Storyteller rules system deb nomlangan Storytelling system. At the White Wolf Kamarilla meeting in October 2009 it was decided to re-support the Storyteller games both in the official Camarilla fan club and outside to Table Top players.

Live Action Roleplay

Non-roleplaying tabletop games

  • Vampir: abadiy kurash (first published 1994), formerly known as Jyhad, an'anaviy yig'iladigan karta o'yini based on "Vampire", was produced by Sohil sehrgarlari and later by White Wolf. Hozirda u tomonidan ishlab chiqarilgan Black Chantry, a company founded solely for this purpose, under licence by Paradoks Interaktiv, who now own the White Wolf brand, by republishing old cards and making minor balancing adjustments to the rules or card texts, with a fifth edition scheduled for October 2020. The relaunch by Black Chantry changes the mode of distribution by scrapping mustahkamlovchi paketlar in favour of non-randomised precompiled card sets.

In 2020, Paradox licensed the setting to several game production companies, leading to multiple kickstarter campaigns.

Video O'yinlar

Non-gaming media

Talab bo'yicha chop etish

As of mid-2010, White Wolf switched exclusively to a print-on-demand model via online role playing game store DriveThruRPG.com, offering the new and classic World of Darkness source books through the DriveThruRPG web site starting with a number of formerly out of print Vampir: Maskarad books and gradually adding more as they were ready for print. DriveThruRPG and White Wolf have indicated that eventually all World of Darkness material will be available in this way.

Izohlar

  1. ^ Rein-Hagen, Mark;Wiek, Styuart;. Vampire: The Masquerade (First Edition). White Wolf, 1991.
  2. ^ Jarvis, Matt (2020-11-12). "Kids on Bikes" studiyasi "Darkness of World" RPG-lari uchun yangi noshirga aylandi, chunki Paradox uy sharoitida rivojlanishni boshladi ". Dicebreaker. Geymerlar tarmog'i. Arxivlandi asl nusxasidan 2020-11-12. Olingan 2020-11-12.
  3. ^ Vasilakos, Jorj (2007). "Vampir: Maskarad". Yilda Pastroq, Jeyms (tahrir). Xobbi o'yinlari: eng yaxshi 100 ta. Yashil Ronin nashriyoti. 348-351 betlar. ISBN  978-1-932442-96-0.
  4. ^ Konzack, Lars (2015). Mark Rein•Hagen’s Foundational Influence on 21st Century Vampiric Media. https://www.academia.edu/17844167/Mark_Rein_Hagen_s_Foundational_Influence_on_21st_Century_Vampiric_Media
  5. ^ Melton, Gordon (1994). Vampir kitobi: O'liklarning ensiklopediyasi (1-nashr). Detroyt, MI: Ko'rinadigan siyoh matbuoti. p. 852. ISBN  0-8103-2295-1.
  6. ^ a b v d e f Rein-Hagen, Mark (2014). "I am Mark Rein-Hagen, world creator and game designer. AskmeAnything". Reddit. Olingan 31 avgust, 2015.
  7. ^ a b v stygianjim (September 13, 2012). "The Wyrm's Turn: Interview with Mark Rein-Hagen". popcults.com. Olingan 31 avgust, 2015.
  8. ^ a b v d e Appelcline, Shannon (2007). "O'yinning qisqacha tarixi # 11: Oq bo'ri, birinchi qism: 1986-1995". RPG.net. Olingan 17 sentyabr, 2015.
  9. ^ a b v d e f g h men j k l m n o p q r s t siz v w x y z aa ab ak reklama ae af ag ah ai aj ak al am an ao ap aq ar kabi da au av aw bolta ay az ba bb mil bd bo'lishi Justin Achilli; Russell Bailey; Metyu Makfarland; Eddi Uebb. The Masquerade (20th Anniversary Edition). White Wolf, 2011.
  10. ^ Vampire the Masquerade: 20th Anniversary Edition. White Wolf Publishing. 2011. p. 121 2.
  11. ^ David Gragert; Sem Chupp; Endryu Grinberg. Nod kitobi. White Wolf, 1995.
  12. ^ a b v d e f g Martin Ericcson;Kennet Hite; Metyu Dokins; Kiram Muammar; Juhana Pettersson.Vampire the Masquerade". White Wolf Entertainment, 2018.
  13. ^ a b Jiba Molei Anderson; John Burke; Matthew Dawkins; Jose Garcia; Klara Horskjær Herbøl; Kira Magrann; Crystal Mazur; Juhana Pettersson; Lauren Roy; Myranda Sarro; Malcolm Sheppard; Chris Spivey; Mike Tomasek; Allen Turner; Rachelle Udell; Eddy Webb. Chicago By Night. Onyx Path Publishing, 2019.
  14. ^ a b Juhana Pettersson & Metyu Dokins. Anarx. White Wolf Entertainment, 2018.
  15. ^ Varni, Allen (1991 yil noyabr). "Rollarni ijro etish bo'yicha sharhlar". Ajdaho. TSR, Inc. (175): 85.
  16. ^ Pettengeyl, Pol (Rojdestvo 1996). "Arcane 1996 yilgi eng yaxshi 50 ta rol o'ynash o'yinlarini taqdim etadi". Arkan. Kelajakdagi nashr (14): 25–35.
  17. ^ "Spend your holiday cash on one of the top 10 selling roleplaying games of 1991". Qiyinchilik. № 57. O'yin dizaynerlari ustaxonasi. Fevral 1992. p. 34.
  18. ^ "Origins mukofoti g'oliblari (1991)". Sarguzashtlar o'yinlari san'ati va dizayn akademiyasi. Arxivlandi asl nusxasi 2008-03-15. Olingan 2008-01-12.
  19. ^ "Trophées Casus Belli 1992 du jeu de rôle". Casus Belli (frantsuz tilida). № 74. Excelsior nashrlari. March–April 1993. pp. 18–19.
  20. ^ "2007 yil g'oliblari ro'yxati". Sarguzashtlar o'yinlari san'ati va dizayni akademiyasi. Arxivlandi asl nusxasi 2009-06-04 da. Olingan 2011-11-06.
  21. ^ "At GenCon we announced our partnership with DriveThruRPG in their Now in Print program, offering out-of-print and PDF-exclusive products as physical books through print-on-demand technology". "Oq bo'ri" nashriyoti. Olingan 2011-08-31.
  22. ^ "Oq bo'rini chiqarish jadvali 2011-2012". White Wolf Publishing. Arxivlandi asl nusxasi 2011-09-10. Olingan 2011-08-09.
  23. ^ "Vampire The Masquerade". Oniks yo'lini nashr etish. Olingan 1 sentyabr, 2015.
  24. ^ "White Wolf - News". Vampire the Masquerade - Sverige - White Wolf.
  25. ^ "WHITE WOLF ANNOUNCES DISTRIBUTION PARTNERSHIP WITH MODIPHIUS ENTERTAINMENT FOR VAMPIRE: THE MASQUERADE 5TH EDITION". Modifiy.
  26. ^ Romano, Sal (2019-06-04). "Vampire: The Masquerade – Coteries of New York announced for Switch, PC". Gematsu. Arxivlandi asl nusxasidan 2019-06-04. Olingan 2019-06-04.
  27. ^ Yin-Puul, Uesli (2019-10-19). "Swansong - Vampirning nomi: Maskarad o'yinida 2021 yilda chiqish kerak". Evrogamer. Geymerlar tarmog'i. Arxivlandi asl nusxadan 2019-10-19. Olingan 2019-10-19.
  28. ^ "DriveThruRPG.com - Moonstone - World of Darkness - The Largest RPG Download Store!". rpg.drivethrustuff.com.
  29. ^ McMillan, Graeme (2020-03-17). "'Vampire: The Masquerade' Comic in the Works". Hollywood Reporter. MRC. Arxivlandi asl nusxasidan 2020-08-07. Olingan 2020-08-07.
  30. ^ Kogod, Theo (2020-10-17). "Vault's Vampire: The Masquerade Comic Resurrects a '90s Gothic Classic". Komikslar manbalari. Arxivlandi asl nusxasidan 2020-10-18 yillarda. Olingan 2020-12-03.

Adabiyotlar

  • Axilli, Jastin. Vampir: Maskarad Qayta ko'rib chiqilgan nashr. White Wolf Game Studio, 1998. ISBN  1-56504-249-2.
  • Justin Achilli et al., Qara Shohlikning mehribonlari, White Wolf Game Studio, 2003, ISBN  1-58846-239-0
  • Robert Xetch va boshq., Zulmat olami (Ikkinchi nashr), White Wolf Game Studio, 1996, ISBN  1-56504-207-7
  • Dean Shomshak & Ari Marmell, Blood Sacrifice: The Thaumatrugy Companion, (White Wolf Game Studio, 2002, ISBN  1-58846-222-6
  • Jeyms A. Mur va boshq., Qon sehri: Taumaturgiya sirlari, White Wolf Game Studio, 2000, ISBN  1-56504-246-8
  • Justin Achilli et al., Dam olish kunlari uchun qo'llanma, White Wolf Game Studio, 1999, ISBN  1-56504-263-8
  • "Oq bo'ri" nashriyoti Tunning bolalari, White Wolf Game Studio, 1999, ISBN  1-56504-244-1
  • Justin Achilli, Clanbook: Cappadocian, White Wolf Game Studio, 1997, ISBN  1-56504-280-8
  • Justin Achilli, Klanlar kitobi: Jovanni by White Wolf Game Studio) (1997) ISBN  1-56504-218-2
  • White Wolf Publishing et al., Vampire Storytellers uchun qo'llanma, White Wolf Game Studio, 2000, ISBN  1-56504-264-6
  • Sven Skoog & Lucien Soulban, Clanbook: Baali, White Wolf Game Studio, 1998, ISBN  1-56504-213-1
  • White Wolf Games Studio et al., Vampire Storytellers hamrohi White Wolf Game Studio, 1998, ISBN  1-56504-259-X
  • Andrew Greenberg, Vampir o'yinchilar uchun qo'llanma, White Wolf Game Studio, 1993, ISBN  1-56504-053-8
  • Lucien Soulban & James Stewart et al., Clanbook: Tzimisce, White Wolf Game Studio, 2001, ISBN  1-58846-202-1
  • Justin Achilli et al., Guide to the Sabbat, White Wolf Game Studio, 1999, ISBN  1-56504-263-8
  • Justin Achilli al., Vampire: The Masquerade Revised Edition, White Wolf Game Studio, 1998, ISBN  1-56504-249-2
  • Steven C. Brown & Ken Meyer, The Storytellers Handbook to the Sabbat, White Wolf Game Studio, 1995, ISBN  1-56504-042-2
  • Steven C. Brown & Jeff Starling, A Players Guide to the Sabbat, White Wolf Game Studio, 1995, ISBN  1-56504-042-2
  • http://www.white-wolf.com

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