Clans don’t Embrace people, people Embrace people, and people don’t Embrace without a reason. Why would anyone Embrace instead of just ghouling?
Secrets of the Masquerade’s Guide to Siring includes:
A clear and short explanation of the importance of Preludes;
12 psychological reasons why a Sire might seek to Embrace a Childe with a nameless example to illustrate;
Exclusive... [click here for more]
“No plan survives contact with the enemy players.”
Secrets of the Masquerade’s latest work is now available! The Guide to Storytelling aims to aid new and old storytellers alike to run the story they envision in a fun, suitable ambiance around the table (be it physical, virtual, play by post, chat, delayed or live). Due to the varying nature and... [click here for more]
Elysia are known as elegant gatherings, where the Kindred of the domain may come together to socialize, or play politics. At times, though, things may seem a little... calm.
These games are for those times.
The games are questions, which characters ask of each other and risk boons to answer (or not answer). They are called A Game of Questions and A Game of Philosophy, but may as well be called... [click here for more]
Vampire etiquette may seem a contradiction in terms... but is in reality anything but.
The world of the Kindred (or Cainite, as sect may be), is dangerous and fraught with pitfalls. Elders set in their ways insist on manners from days long past, and the young have no choice but to acquiesce.
This volume covers etiquette among the Camarilla and the Sabbat, with chapters focusing on the Anarchs... [click here for more]
The Prince is dead, her Primogen stand accused and the Camarilla will have its vengeance.
One cell. Seven Kindred. Everyone has a terrible secret. One must bleed or all will die.
Something must break is a playbook for Mind’s Eye Theatre: Vampire the Masquerade. It contains all the material you need to run this scenario straight out of the box, including
A coterie... [click here for more]