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===Tremere=== | ===Tremere=== | ||
Wizards and warlocks, the Tremere are one of the youngest clans having stole the secrets of vampirism through their command of magic. In the act, they lost access to their mortal magic but quickly compensated by developing the unique discipline of [[#Thaumaturgy|Thaumaturgy]]. A dangerous and mysteriously | Wizards and warlocks, the Tremere are one of the youngest clans having stole the secrets of vampirism through their command of magic. In the act, they lost access to their mortal magic but quickly compensated by developing the unique discipline of [[#Thaumaturgy|Thaumaturgy]]. A dangerous and mysteriously insular clan, they pride order and thus are a backbone of the Camarilla. | ||
*Advantage: Access to the blood magic of [[#Thaumaturgy|Thaumaturgy]] | *Advantage: Access to the blood magic of [[#Thaumaturgy|Thaumaturgy]] | ||
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*[[#Abilities|Abilities]]: 2 [[#Talents|talents]], 1 [[#Skills|skill]], 3 [[#Knowledge|knowledges]] | *[[#Abilities|Abilities]]: 2 [[#Talents|talents]], 1 [[#Skills|skill]], 3 [[#Knowledge|knowledges]] | ||
*[[#Disciplines|Disciplines]]: [[#Auspex|Auspex]], [[#Dominate|Dominate]], [[#Thaumaturgy|Thaumaturgy]] | *[[#Disciplines|Disciplines]]: [[#Auspex|Auspex]], [[#Dominate|Dominate]], [[#Thaumaturgy|Thaumaturgy]] | ||
===Ventrue=== | ===Ventrue=== | ||
Haughty and noble, the Ventrue hold possission as the wealth and power brokers backing the Camarilla. Elegent and refined to a fault, they hold themselves as superior to their fellow kindred. Natural leaders, they are often found holding positions within the Camarilla heirarchy. | Haughty and noble, the Ventrue hold possission as the wealth and power brokers backing the Camarilla. Elegent and refined to a fault, they hold themselves as superior to their fellow kindred. Natural leaders, they are often found holding positions within the Camarilla heirarchy. |
Revision as of 00:37, 29 January 2012
Clan
Each clan is different providing a specific strength and weakness. Each clan provides a set of three disciplines to use throughout the game. The chosen clan will also affect your starting stat distribution.
Brujah
Hot-headed, brash, idealists, and rebels, the Brujah are a rather militant clan. Quick to pick a fight and just as likely to win. Brujah are harbingers of change and seekers of a vampiric Utopia.
- Advantage: +1 to brawl skills
- Disadvantage: -2 to frenzy checks
Stat Distribution
- Attributes: 2 physical, 1 mental
- Abilities: 3 talents, 2 skills, 1 knowledge
- Disciplines: Celerity, Potence, Presence
Gangrel
Wild and feral, Gangrels are animalistic and insulure. They care little for politics or society sticking mostly to themselves and their clan.
- Advantage: +5 to strength, stamina, and wits during frenzy
- Disadvantage: -1 to frenzy checks
Stat Distribution
- Attributes: 2 physical, 1 mental
- Abilities: 2 talents, 3 skills, 1 knowledge
- Disciplines: Animalism, Fortitude, Protean
Malkavian
Cooks and crazies. The Malkavians are a clan embraced by madness. The depth of their oft unsettling insantiy can provide abnormal insight. This insight and the instability of their condition make them unpredictable and dangerous foes especially since they have been known to spread their madness to others.
- Advantage: +2 Inspection
- Disadvantage: Insanity - unique dialogue and gameplay
Stat Distribution
- Attributes: 1 social, 2 mental
- Abilities: 1 talent, 2 skills, 3 knowledges
- Disciplines: Auspex, Dementation, Obfuscate
Nosferatu
The monsterous and deformed Nosferatu are cursed to live eternally with a horrible visage. They are forced to stick to the sewers and dark shadows as their appearance would quickly cause a panic. Information brokers and double dealers, the Nosferatu have made an art form of bargaining.
- Advantage: Extra blood gained when feeding on rats
- Disadvantage: Appearance 0 - can not be raised higher
Stat Distribution
- Attributes: 1 physical, 2 mental
- Abilities: 1 talent, 3 skills, 2 knowledges
- Disciplines: Animalism, Obfuscate, Potence
Toreador
Children of high society, the Toreador strive to maintain a connection to the beauty and life that the undead no longer truly possess. Artists, entertainers, and seductive beauties all squeezing the most life out of their death. They are social butterflies whose connection to society can be both a boon and a burden.
- Advantage: Double humanity gains
- Disadvantage: Double humanity losses
Stat Distribution
- Attributes: 2 social, 1 mental
- Abilities: 3 talents, 1 skill, 2 knowledges
- Disciplines: Auspex, Celerity, Presence
Tremere
Wizards and warlocks, the Tremere are one of the youngest clans having stole the secrets of vampirism through their command of magic. In the act, they lost access to their mortal magic but quickly compensated by developing the unique discipline of Thaumaturgy. A dangerous and mysteriously insular clan, they pride order and thus are a backbone of the Camarilla.
- Advantage: Access to the blood magic of Thaumaturgy
- Disadvantage: physical attributes can never be raised above 4
Stat Distribution
- Attributes: 1 physical, 2 mental
- Abilities: 2 talents, 1 skill, 3 knowledges
- Disciplines: Auspex, Dominate, Thaumaturgy
Ventrue
Haughty and noble, the Ventrue hold possission as the wealth and power brokers backing the Camarilla. Elegent and refined to a fault, they hold themselves as superior to their fellow kindred. Natural leaders, they are often found holding positions within the Camarilla heirarchy.
- Advantage: Special treatment in kindred society
- Disadvantage: No nourishment from feeding on rats. Feeding on lowborn humans may induce vomiting
Stat Distribution
- Attributes: 2 social, 1 mental
- Abilities: 2 talents, 1 skill, 3 knowledges
- Disciplines: Dominate, Fortitude, Presence
Feats
Feats are derived stats from your scores in both attributes and abilities.
Combat
- Unarmed: Modifies damage while fighting unarmed
- Melee: Modifies damage when using melee weapons
- Ranged: Modifies damage done using firearms
- Defense: Improves chance to avoid taking damage from all forms of combat
Covert
- Lockpicking: Improves ability to open locked doors
- Sneaking: Reduces chance to be spotted while hiding
- Hacking: Grants the ability to break passwords on computers
- Inspection: Improves ability to spot hidden objects and passages
- Research: Grants the ability to read tomes to improve stats
Mental
- Haggle: Reduces cost of buying items and improves the amount gained when selling
- Intimidate: Improves ability to force people into agreeing with you
- Persuasion: Improves ability to convince others to agree with you
- Seduction: Improves ability to use your appearance to your advantage
Soak
- Bashing: Reduces damage suffered from blunt damage types
- Lethal: Reduces damage suffered from slashing or piercing weapons
- Aggrevated: Reduces *damage taken from fire, electricity, claws, and fangs
Attributes
Physical
- Strength: Adds +1 to unarmed and melee
- Dexterity: Adds +1 to stealth and lockpicking
- Stamina: Adds +1 to soak bashing
Social
- Charimsa: Adds +1 to persuasion
- Manipulation: Adds +1 to haggle
- Appearance: Adds +1 to seduction
Mental
- Perception: Adds +1 to ranged and inspection
- Intelligence: Adds +1 to research and intimidate
- Wits: Adds +1 to defense and hacking
Abilities
Talents
- Brawl: Adds +1 to unarmed
- Dodge: Adds +1 to defense
- Intimidation: Adds +1 to intimidate
- Subterfuge: Adds +1 to seduction
Skills
- Firearms: Adds +1 to ranged
- Melee: Adds +1 to melee
- Security: Adds +1 to lockpicking
- Stealth: Adds +1 to sneaking
Knowledges
- Computer: Adds +1 to hacking
- Finance: Adds +1 to haggle
- Investigation: Adds +1 to inspection
- Scholarship: Adds +1 to research and persuasion
Disciplines
Each clan has access to only 3 disciplines. They are very powerful and expensive to improve. They all cost blood to activate. Some may break the Masquerade if seen by humans.
Animalism
Rank | Effect | Cost/Duration |
---|---|---|
1 | Nightwisp Ravens: Summons a pack of ravens to incapacitate the target | 1 blood |
2 | Burrowing Beetle: A bonecrunching beetle invades the target's body inflicting damage | 1 blood |
3 | Spectral Wolf: Summons a phantasmal wolf to attack the target | 2 blood |
4 | Bloodsucker's Communion: Summons a swarm of bats to drain blood from the victim and transfer it to you | 3 blood |
5 | Pestilence: Summons a carrion swarm of insects to devour the target | 3 blood |
Auspex
Reveals aura of nearby targets
Rank | Effect | Cost/Duration |
---|---|---|
1 | +1 to wits | 1 blood per 20 seconds |
2 | +1 to wits and perception | 1 blood per 24 seconds |
3 | +2 to wits and +1 to perception | 1 blood per 28 seconds |
4 | +2 to wits and perception | 1 blood per 32 seconds |
5 | +3 to wits and perception | 1 blood per 36 seconds |
Celerity
Rank | Effect | Cost/Duration |
---|---|---|
1 | Gain level 1 speed boost | 1 blood per 14 seconds |
2 | Gain level 2 speed boost | 1 blood per 14 seconds |
3 | Gain level 3 speed boost | 1 blood per 14 seconds |
4 | Gain level 4 speed boost | 1 blood per 14 seconds |
5 | Gain level 5 speed boost | 1 blood per 14 seconds |
Dementation
Rank | Effect | Cost/Duration |
---|---|---|
1 | Hysteria: Causes the victim to laugh uncontrolably | 1 blood |
2 | Mass Hallucination: All targets near you suffers -2 to all combat feats | 2 blood |
3 | Visions of Death: Target falls over dead, lesser effect on supernatural creatures | 2 blood |
4 | Berserk: Target randomly attacks all nearby targets before falling over dead, lesser effect on supernatural creatures | 3 blood |
5 | Bedlam: Randomly inflicts one of the four lower ranks on all victims in the target area | 4 blood |
Dominate
Rank | Effect | Cost/Duration |
---|---|---|
1 | Trance: Target is temporarily incapacitated | 1 blood |
2 | Brainwipe: All nearby targets ignore you | 2 blood for 5 seconds |
3 | Suicide: Target dies | 2 blood |
4 | Possession: Target defends you with their life before dying from a heart attack | 3 blood |
5 | Mass Suicide: All targets within an area die | 4 blood |
Fortitude
Rank | Effect | Cost/Duration |
---|---|---|
1 | +1 to all soak feats | 1 blood per 25 seconds |
2 | +2 to all soak feats | 1 blood per 25 seconds |
3 | +3 to all soak feats | 1 blood per 25 seconds |
4 | +4 to all soak feats | 1 blood per 25 seconds |
5 | +5 to all soak feats | 1 blood per 25 seconds |
Obfuscate
Activating Obfuscate activates only your highest level gaining the benefit of lower levels
Rank | Effect | Cost/Duration |
---|---|---|
1 | Become invisible while motionless, movement will break obfuscate | 1 blood per 18 seconds |
2 | Able to move invisibly while crouched, interacting with the environment or bumping anyone breaks obfuscate | 1 blood per 20 seconds |
3 | Able to perform stealth kills while obfuscated, bumping anyone or interacting with the environment breaks obfuscate. Inflicts +50% damage on melee attacks that break obfuscate | 1 blood per 22 seconds |
4 | Inflicts +100% damage on melee attacks that break obfuscate | 1 blood per 24 seconds |
5 | Able to interact with the environment while obfuscated. Inflicts +200% damage on melee attacks that break obfuscate. | 1 blood per 26 seconds |
Potence
Extra damage from potence can not be soaked
Rank | Effect | Cost/Duration |
---|---|---|
1 | Adds 1 damage to melee and unarmed | 1 blood per 25 seconds |
2 | Adds 2 damage to melee and unarmed | 1 blood per 25 seconds |
3 | Adds 3 damage to melee and unarmed | 1 blood per 25 seconds |
4 | Adds 4 damage to melee and unarmed | 1 blood per 25 seconds |
5 | Adds 5 damage to melee and unarmed | 1 blood per 25 seconds |
Presence
Rank | Effect | Cost/Duration |
---|---|---|
1 | Victims suffer -1 to strength, wits, perception | 1 blood per 16 seconds |
2 | Victims suffer -2 to strength, wits, perception, and 10% chance to be mesmerized | 1 blood per 16 seconds |
3 | Victims suffer -3 to strength, wits, perception, and 20% chance to be mesmerized | 1 blood per 16 seconds |
4 | Victims suffer -4 to strength, wits, perception, and 20% chance to be mesmerized | 1 blood per 16 seconds |
5 | Victims suffer -5 to strength, wits, perception, and 25% chance to be mesmerized | 1 blood per 16 seconds |
Protean
Activating Protean activates your highest level and gains the benefit of all the lower levels
Rank | Effect | Cost/Duration |
---|---|---|
1 | Gleam of the Red Eye: Gain heat vision and +1 wits | 1 blood per 25 seconds |
2 | Feral Claws: Turns hands into claws that inflict aggrevated damage | 1 blood per 25 seconds |
3 | Will of the Wolves: Gain +2 stamina | 1 blood per 25 seconds |
4 | Hunter of the Night: Gain +2 strength and improves claw damage | 1 blood per 25 seconds |
5 | War Form: Assume a hulking monsterous form with even greater claw damage | 1 blood per 25 seconds |
Thaumaturgy
Rank | Effect | Cost/Duration |
---|---|---|
1 | Blood Strike: Fire a bolt of blood at the target returning with stolen blood if you remain still | 1 blood |
2 | Purge: All nearby victims suffer damage as they vomit blood | 2 blood |
3 | Blood Shield: Surrounds yourself in a casing of blood that absorbs damage | 3 blood |
4 | Blood Salvo: Fires bolts of blood at nearby targets returning with stolen blood if you remain still | 3 blood |
5 | Blood Boil: Causes the victim's blood to boil resulting in a bloody and explosive death | 4 blood |