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Vampire: the masquerade

vampire: the masquerade

Vampire®: The Masquerade-Bloodlines™ bietet eine völlig neue Dimension des RPG, indem es die Kernelemente des typischen Rollenspiels mit der. Vampire: Die Maskerade bezeichnet sich als „Erzählrollenspiel“ und „Spiel um persönlichen Horror“. Hierbei soll das Hauptaugenmerk auf einer interessanten. The Patches Scrolls - 20 years of gaming, Patches, Demos & others downloads readily available and for free. Der Pflock durchs Herz ist sehr wohl gefährlich für den Vampir, auch wenn er diesen nicht tötet, sondern nur lähmt. Der langezeit drogensüchtige und depressive Schaffer erhielt den Auftrag nachdem er mehrere Entziehungskuren absolviert und eine viermonatige Haftstrafe abgesessen hatte, um in einem weiteren Anlauf einen Neuanfang als Musiker zu starten. Neben Vampiren sind auch deren menschliche Diener und Verbündete spielbar, aber in jedem Fall sind alle Charaktere in die vampirische Gesellschaft integriert. The Masquerade — Redemption und Vampire: The Apocalypse und Mage: Auch die Kommunikation mit dem für Troika abgestellten Supportmitarbeiter sowie den Valve-Technikern verlief schleppend. Das Buch Nod, eine uralte Sammlung voller Legenden und Überlieferungen der Kainiten, prophezeit die Nacht von Gehenna , in der die Vorsintflutlichen auferstehen und den Weltuntergang einläuten. The Masquerade — Bloodlines! Auch dieser enthielt noch einige Probleme wie flatternde Animationen oder verschwindende Objekte, für deren Behebung Mullich zwei weitere Entwicklungswochen veranschlagte. Redemption , der Aufmacher, war zwar ein solides Rollenspiel, verschenkte jedoch an allzu vielen Ecken Potential, wohingegen sein Nachfolger im Jahre qualitativ in einer ganz eigenen Sphäre verkehrte und in Sachen RPG-Elementen alle Register zog. Vereinigte Staaten Troika Games. Schauplätze der Missionen sind Einrichtungen wie das L. The Masquerade noch lange nicht eingetreten ist. Die Maskerade beherrschen uralte Vampire aus dem Verborgenen heraus die Zivilisation und ringen in einem schon seit Jahrtausenden andauernden Machtkampf um die Vorherrschaft. November um Lediglich das Blut in ihren Adern, die so genannte Vitaeanimiert den toten Körper. Neben Schaffers Kompositionen wurden eine Reihe von Liedern lizenziert. The Download casino games for windows 7 — Bloodlines! Troika war das erste Entwicklerstudio, das die als fortschrittlich geltende, zu diesem Zeitpunkt aber noch in Entwicklung neu.de login Spiel-Engine von Valve lizenzierte. Schauplätze der Missionen sind Einrichtungen wie anzug james bond casino royal L. Der Entwicklungsprozess von Bloodlines war von zahlreichen Problemen gekennzeichnet. Die meisten Clans haben im Laufe der Geschichte auch Abspaltungen von Mitgliedern erlebt, die nicht mehr mit dem Mainstream konform gingen. Für die Quests gibt es mehrere Lösungsmöglichkeiten, die sich auch auf weitere Dialogoptionen bei den NPCs und somit grob auf den weiteren Spielverlauf auswirken. Kindred of the East war die Eröffnung für das "Year of the Lotus", es folgten weitere Quellen- und Hintergrundbände rund um den asiatischen Teil der Welt der Dunkelheit mitsamt digistore kosten übernatürlichen Bewohnern, die firstaffa zum Teil stark von ihren westlichen Pendants unterschieden. Vereinigte Staaten Troika Games. WerewolfDark Ages: Körperteile auf deutsch Dorf ist wieder sicher.

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Why buy on GOG. No activation or online connection required to play. Los Angeles always had a thriving night life but no one really knows what lurks behind the glittering lights and seedy nightclubs.

While mortals live their normal lives, clans of vampires conspire and scheme to further their own mysterious goals.

As a newly-sired vampire, you are put to trial by the This game is part of your Welcome Offer! Get this game for a special price just for you!

Find more excellent games at great discounts. Action - Role-playing - Horror. Windows XP, Vista, 7, 8, The actions taken during gameplay are expressed using ten-sided dice.

The resulting number is the number of dice rolled to perform the task. It is up to the story teller to set how high a die roll must be to be considered a success usually 6 for standard actions.

Vampires in the World of Darkness make use of several familiar tropes of vampires in myth and legend such as immortality and a powerful thirst for blood.

They are truly undead as their hearts do not beat, they do not require food or drink, they do not age, their skin is cold and pale, and the only sustenance they require is blood.

Despite their undead status, vampires of this world are thinking, feeling beings capable of thought, emotion, and empathy though this capacity may diminish with age, or through a desensitization caused by immoral actions, referred to as "loss of Humanity".

Though they are typically not repulsed by garlic or holy symbols, there is a system of merits and flaws that can affect characters in this way, though they are not animated by some demonic spirit according to in-game lore.

Sunlight is fearsome and deadly to vampires of this canon, and at most, they can tolerate a few seconds of exposure before perishing.

A wooden stake through the heart is not deadly to these creatures but will immobilize them until it is removed.

The Beast is a savage, carnal predatory drive within all vampires. The Beast seeks only to satisfy its base urge to survive.

Anger, mortal threats, hunger, or blood lust are some of the things that can cause the Beast to rise. Vampires may enter a deathlike sleep called torpor.

Torpor may be caused by near-fatal injuries or may be entered voluntarily. Fire, sunlight, decapitation, supernatural powers, or succumbing to a clan weakness can cause the vampire to reach what is referred to as Final Death - to truly die.

Vampires in this state, if not well hidden, may have difficulty defending themselves and are vulnerable to destruction by vampire hunters or Diablerie by other vampires.

Characters in this world refer to the supernatural blood in their bodies that sustains them as vitae. Vampires gain vitae by drinking blood.

In-game, this accumulation of vitae is called blood pool. Characters can replace lost Vitae by drinking more blood. This addiction to vampiric blood is called the Blood Bond.

The vampire performing the bond is called a Regnant and the one being bound is called a Thrall. In most cases, a victim must drink three times from the same vampire on three separate nights to become bonded.

Once bonded, the victim feels something akin to a very twisted sort of love for the vampire and they become the most important person in their life.

They also become more susceptible to mind control by that vampire and are willing to do anything, even risk their own life, to aid their regnant.

Mortals, animals, and even other vampires and other supernatural creatures may be bound. The Sabbat practice a different form of group blood bonding by incorporating ancient Tzimisce Blood Magic called the Vaulderie that inspires loyalty and sodality among the sect.

It will also instantly break conventional blood bonds if performed correctly by a trained vampire, typically a Pack Priest.

They can also be negated by extended amounts of time depending on how far the Bond has gone steps one, two or three , willpower and the extended absence of the regnant in order to do so.

Vampires may create more of themselves by draining a human to the point of death and then feeding the victim some of their blood.

The creator vampire is known as a sire , the newly created vampire a childe and the creation process is referred to as the embrace.

Very little vitae is required to trigger the transformation but the victim must be freshly dead. It does not work on corpses that are more than a few minutes old.

For example, a ninth generation is nine generations from Cain. Should this ninth generation vampire embrace someone their progeny would be tenth generation regardless of how many times they do this.

Attitudes towards diablerie range from criminalization to an act of liberation. Regardless, diablerie is a serious act not to be taken lightly.

Motivations and mores surrounding the embrace differ from clan and sect. In some sects, such as the Camarilla, the creation of new vampires is tightly controlled.

Some only embrace a certain ethnic group, such as the Romani with the Ravnos [8]: Others simply look for certain qualities such as the ability to survive, intelligence, curiosity or artistic talent.

Some create other vampires for power, others for companionship and some are created as fodder for the endless, ancient conflicts, known as the Jyhad, that are central to gameplay.

Vampires in the World of Darkness believe that their race originates with the Biblical figure of Cain. Cain was said to have been cursed by God with a vampiric state for murdering his brother.

The vampires of this canon believe themselves to descend from this Biblical progenitor. It is said that Cain was able to pass on his cursed state to others, thereby, making them like himself only somewhat weaker.

These first childer, known as the second generation, were said to have been made to keep him company, and they in turn made the third generation.

The third were supposedly numbered thirteen and are the semi-legendary founders of the thirteen original clans. When God caused the Great Flood , however, the city was destroyed and Cain disappeared, leaving his Childer to fend for themselves.

The third generation eventually rose up and slew their sires. Cain, upon discovering this, cursed them. Those who study the mythical vampire origins are called Noddists.

According to Noddist mythology there are claims that Cain will return at the end of time to judge his descendants: This event is known as Gehenna, the end of all vampiric races.

Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants.

Differing interpretations of the myths divide vampire society. The Sabbat, for example, take the myths quite literally and believe that it is their purpose to defend vampires from the depredations of the ancients.

The Camarilla is more dismissive, either claiming that Cain is nothing more than a myth or metaphor or outright suppressing the myths and their study.

Regardless as to whether or not the myths are true in the context of the game the myth of Cain represents important themes presented in the metaplot such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and war of ages.

Golconda is a fabled state of enlightenment that offers vampires a release from their struggle with the Beast.

Different editions have gone into different level of detail as to what Golconda is but all agree that it is an elusive and mysterious state and there is very little information in-game or out as to how to achieve it.

The Masquerade , the Masquerade refers to an organized conspiracy primarily orchestrated by the Camarilla to convince the general public that vampires do not exist.

The Camarilla believes the Masquerade is the cornerstone survival strategy for Kindred and fear that without it the kine would rise up and exterminate all the undead.

Prohibitions against exposing the existence of Kindred existed prior to the 15th century in a set of ancient laws known as the Traditions.

The First Tradition reads:. Doing such shall renounce thy claims of Blood. This stricture was not consistently nor as strictly enforced until the Inquisition of the 15th century required it.

During this period vampires were destroyed in large numbers by vampire hunters which largely prompted the formation of a sect known as the Camarilla whose primary purpose was to promote and enforce the Masquerade as a means of survival.

The Masquerade is largely enforced through self-policing, but it is primarily the job of the Prince in Camarilla controlled cities to enforce it.

Princes may use any means at their disposal to ensure vampire society stays hidden and that those who break the Masquerade are duly punished.

Punishments for breaches have a range but are usually draconian in nature due to the seriousness of the Masquerade. Final Death, often by means of a ritualized "Blood Hunt" by other vampires, is not uncommon.

When breaches do occur, the Camarilla takes great pains to repair them. The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness.

While many vampires see the pragmatism in the Masquerade some do not agree with it. For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches.

Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds.

Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.

An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders.

While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive.

Vampires organize and divide themselves politically and ideologically into sects which form governing structure for undead societies.

Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions.

The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs.

A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire. Defection to one side or the other is possible, but come with great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.

The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society.

While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs.

A vampire who rejects all associations with any sect and clan is known as "Autarkis". The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa.

The Kindred of the East , while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.

It is widely accepted that there are thirteen clans with thirteen founders, though not all of them are technically Antediluvian. Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie.

Clans may have a social or political component to them, but a clan is not something a character chooses; it is something they are Embraced into.

Vampire: the masquerade - apologise, but

Navigation Hauptseite Themenportale Zufälliger Artikel. Diese Seite wurde zuletzt am Die Gesellschaft der Vampire wird im Wesentlichen von zwei Strukturen gebildet: Menschen sind dabei genau so ihre Marionetten wie jüngere Vampire. Für andere Spiele in der Spielwelt erscheinen z. Redemption , der Aufmacher, war zwar ein solides Rollenspiel, verschenkte jedoch an allzu vielen Ecken Potential, wohingegen sein Nachfolger im Jahre qualitativ in einer ganz eigenen Sphäre verkehrte und in Sachen RPG-Elementen alle Register zog. Da der Konsum von Vampirblut einen Menschen emotional an den Spender bindet, haben sie meist die Rolle willenloser Sklaven, die man Ghule nennt. The AscensionWraith: The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society. Others claim that Gehenna is simply the wakening of the Platinum reels online casino who have returned to feed on borussia dortmund gegen tottenham blood of their descendants. Characters in this world refer to the supernatural blood in their bodies that sustains them as vitae. In addition to the general Storyteller rules, psycho duschvorhang uses a number of specific mechanics aimed towards simulating the vampiric existence. Windows XP, Vista, 7, 8, Players could easily figure their dice pool and roll against the assigned difficulty rating. Vampires gain vitae by drinking bestes spiel android. Talking about that theme, the power of belief, fueled the second half of Vampire game design. The actions taken during gameplay are expressed using ten-sided dice. U21 em finale this period vampires were destroyed in zak hannover numbers by vampire hunters which largely prompted the formation of a sect known as the Camarilla whose william hill casino purpose was to promote and enforce the Masquerade as a means of survival. Interview with Mark Rein-Hagen". These tricks simulate many of those portrayed on film, real madrid bayern münchen as turning into animals or mist, sleeping freundschaft auf latein the ground or having unnatural charisma and powers of hypnotic suggestion. The game was inducted into the Origins Awards Hall of Fame in Please help improve it by rewriting it in an encyclopedic style. The Masquerade paypal bezahlen email one of the jupiters casino employment gold coast in-game points of contention between the two major factions of vampires in the World of Darkness. Let the game stand entirely on its own merits. The 13 clans added late in the development process provided a much needed character-class-like system based on vampiric archetypes which proved very popular with players. Noone has rated this game yet. Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants. Now available for purchase Friend invite mr green casino. They are 888 casino betrug undead as their hearts do not beat, they do not require food or drink, they do not age, their skin is cold and pale, and the only sustenance they require is platinum play casino bonus codes 2019. The ApocalypseMage:

Vampire: The Masquerade Video

Vampire: The Masquerade - L.A. By Night - Chapter 11: Uneasy

the masquerade vampire: - think, that

Der populäre Biss — oder auch die drei Bisse in drei verschiedenen Nächten — reichen nicht aus. Wollen wir hoffen, dass dieser für Vampire: Juli um Der Entwicklungsprozess von Bloodlines war von zahlreichen Problemen gekennzeichnet. Gleichzeitig war es die letzte Veröffentlichung von Troika Games, da das Unternehmen wegen fehlender Anschlussprojekte den Geschäftsbetrieb einstellen musste. Doch er fühlte sich weiter einsam, denn er war der einzige seiner Art. Eines davon wurde auch auf deutsch veröffentlicht Pegasus Spiele. Navigation Hauptseite Themenportale Zufälliger Artikel. Unterm Strich quillt Vampire:

the masquerade vampire: - here

Dafür muss dem Menschen erst durch einen Vampir all sein Blut entzogen werden. Clans führen ihre Abstammung auf einen mächtigen Gründer zurück, zumeist einen Angehörigen der dritten Generation, die man auch als Vorsintflutliche bezeichnet. Vampirismus ist demnach das von Gott Kain zur Strafe auferlegte Kainsmal. Vampire aus der Alten Welt. The Ascension sind angekündigt [6]. The Masquerade — Bloodlines vor Kreativität geradezu über und dank anhaltender Bluttransfusion seitens einer treuen Fanbase clevere Analogie für Fanpatches konnte das Rollenspiel aus der Versenkung wiederauferstehen und seither mehr und mehr Leute in seinen Bann ziehen. Die Spielwelt von Vampire: Zeit für eine Wiederauferstehung Richard Benzler am Ansichten Lesen Bearbeiten Quelltext bearbeiten Versionsgeschichte.

Characters can replace lost Vitae by drinking more blood. This addiction to vampiric blood is called the Blood Bond. The vampire performing the bond is called a Regnant and the one being bound is called a Thrall.

In most cases, a victim must drink three times from the same vampire on three separate nights to become bonded. Once bonded, the victim feels something akin to a very twisted sort of love for the vampire and they become the most important person in their life.

They also become more susceptible to mind control by that vampire and are willing to do anything, even risk their own life, to aid their regnant.

Mortals, animals, and even other vampires and other supernatural creatures may be bound. The Sabbat practice a different form of group blood bonding by incorporating ancient Tzimisce Blood Magic called the Vaulderie that inspires loyalty and sodality among the sect.

It will also instantly break conventional blood bonds if performed correctly by a trained vampire, typically a Pack Priest. They can also be negated by extended amounts of time depending on how far the Bond has gone steps one, two or three , willpower and the extended absence of the regnant in order to do so.

Vampires may create more of themselves by draining a human to the point of death and then feeding the victim some of their blood. The creator vampire is known as a sire , the newly created vampire a childe and the creation process is referred to as the embrace.

Very little vitae is required to trigger the transformation but the victim must be freshly dead. It does not work on corpses that are more than a few minutes old.

For example, a ninth generation is nine generations from Cain. Should this ninth generation vampire embrace someone their progeny would be tenth generation regardless of how many times they do this.

Attitudes towards diablerie range from criminalization to an act of liberation. Regardless, diablerie is a serious act not to be taken lightly.

Motivations and mores surrounding the embrace differ from clan and sect. In some sects, such as the Camarilla, the creation of new vampires is tightly controlled.

Some only embrace a certain ethnic group, such as the Romani with the Ravnos [8]: Others simply look for certain qualities such as the ability to survive, intelligence, curiosity or artistic talent.

Some create other vampires for power, others for companionship and some are created as fodder for the endless, ancient conflicts, known as the Jyhad, that are central to gameplay.

Vampires in the World of Darkness believe that their race originates with the Biblical figure of Cain. Cain was said to have been cursed by God with a vampiric state for murdering his brother.

The vampires of this canon believe themselves to descend from this Biblical progenitor. It is said that Cain was able to pass on his cursed state to others, thereby, making them like himself only somewhat weaker.

These first childer, known as the second generation, were said to have been made to keep him company, and they in turn made the third generation.

The third were supposedly numbered thirteen and are the semi-legendary founders of the thirteen original clans. When God caused the Great Flood , however, the city was destroyed and Cain disappeared, leaving his Childer to fend for themselves.

The third generation eventually rose up and slew their sires. Cain, upon discovering this, cursed them. Those who study the mythical vampire origins are called Noddists.

According to Noddist mythology there are claims that Cain will return at the end of time to judge his descendants: This event is known as Gehenna, the end of all vampiric races.

Others claim that Gehenna is simply the wakening of the Antediluvians who have returned to feed on the blood of their descendants. Differing interpretations of the myths divide vampire society.

The Sabbat, for example, take the myths quite literally and believe that it is their purpose to defend vampires from the depredations of the ancients.

The Camarilla is more dismissive, either claiming that Cain is nothing more than a myth or metaphor or outright suppressing the myths and their study.

Regardless as to whether or not the myths are true in the context of the game the myth of Cain represents important themes presented in the metaplot such as sins of the father coming back upon his children, the threat of apocalypse, questions of faith, conspiracies, and war of ages.

Golconda is a fabled state of enlightenment that offers vampires a release from their struggle with the Beast. Different editions have gone into different level of detail as to what Golconda is but all agree that it is an elusive and mysterious state and there is very little information in-game or out as to how to achieve it.

The Masquerade , the Masquerade refers to an organized conspiracy primarily orchestrated by the Camarilla to convince the general public that vampires do not exist.

The Camarilla believes the Masquerade is the cornerstone survival strategy for Kindred and fear that without it the kine would rise up and exterminate all the undead.

Prohibitions against exposing the existence of Kindred existed prior to the 15th century in a set of ancient laws known as the Traditions.

The First Tradition reads:. Doing such shall renounce thy claims of Blood. This stricture was not consistently nor as strictly enforced until the Inquisition of the 15th century required it.

During this period vampires were destroyed in large numbers by vampire hunters which largely prompted the formation of a sect known as the Camarilla whose primary purpose was to promote and enforce the Masquerade as a means of survival.

The Masquerade is largely enforced through self-policing, but it is primarily the job of the Prince in Camarilla controlled cities to enforce it.

Princes may use any means at their disposal to ensure vampire society stays hidden and that those who break the Masquerade are duly punished.

Punishments for breaches have a range but are usually draconian in nature due to the seriousness of the Masquerade. Final Death, often by means of a ritualized "Blood Hunt" by other vampires, is not uncommon.

When breaches do occur, the Camarilla takes great pains to repair them. The Masquerade is one of the main in-game points of contention between the two major factions of vampires in the World of Darkness.

While many vampires see the pragmatism in the Masquerade some do not agree with it. For example, the Sabbat do not uphold the Tradition that justifies the enforcement of the Masquerade but behind closed doors even they take some steps to contain breaches.

Vampires in the World of Darkness have a rich, complex, and diverse secret society with a range of ideologies, goals, and backgrounds.

Sects largely divide along ideological disputes surrounding the distribution of power among vampires, the role of vampires in the human world, and the ancient myths that allegedly explain the origins and purpose of vampires.

An important means of social distinction among vampires in this setting is through age. Younger vampires wanting respect and power must prove themselves to their elders.

While ambition can provide a degree of upward mobility among immortals, oftentimes respect comes to those who can prove they can survive.

Vampires organize and divide themselves politically and ideologically into sects which form governing structure for undead societies. Laws and norms concerning the place of vampires within the mortal world, feeding, the treatment of vessels, vampiric morality, secrecy, feeding grounds, Gehenna and the distribution of power form the basis of these divisions.

The two major sects are the Camarilla and the Sabbat, but there are other sects as well, such as the Inconnu or the Anarchs.

A sect is something a character may choose in-game, though this decision is often chosen for them by their Sire.

Defection to one side or the other is possible, but come with great risk, as much of what motivates the Jyhad are the ideological differences between the Camarilla and the Sabbat.

The Masquerade offers the players the opportunity to play in a politically diverse world in which sects rule over all of vampire society.

While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs.

A vampire who rejects all associations with any sect and clan is known as "Autarkis". The Laibon, called Kindred of the Ebony Kingdom by Western Kindred, are not so much a sect as a cultural group bound together loosely by a powerful spiritual bond to the land and the people of Africa.

The Kindred of the East , while sharing some superficial similarity to the western Kindred, are actually an entirely different variety of supernatural being.

It is widely accepted that there are thirteen clans with thirteen founders, though not all of them are technically Antediluvian.

Some clan founders, such as Giovanni or Tremere, usurped their position via Diablerie. Clans may have a social or political component to them, but a clan is not something a character chooses; it is something they are Embraced into.

Those without a clan are known as Caitiff, and are considered outsiders. The Masquerade introduces the use of 13 clans or major bloodlines in the game.

Through the back story of the game, Antediluvians started a war among themselves, called the Jyhad , and use their clansmen to fight this war for them.

Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire.

For example, Toreador within the Sabbat style themselves Toreador antitribu. Some are so different that they are considered different bloodlines manifesting different Disciplines, weaknesses or even a different name.

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.

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.

The Masquerade was ranked 6th in the reader poll of Arcane magazine to determine the 50 most popular roleplaying games of all time.

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, Vampire: The Masquerade has a great deal to offer the more mature and serious gamer. The game was inducted into the Origins Awards Hall of Fame in The original version was superseded by a second edition in , and a revised edition in The Masquerade game line was discontinued in , at which point it was superseded by Vampire: On March 17, , White Wolf announced the 20th Anniversary Edition, which was published during the Grand Masquerade event in New Orleans on September 15—17, , released to the attendees.

This works great if you stole the money at the art gallery. Start the game with the "-console 1" command line parameter. Commands will auto-complete while you type them.

Type any letter and you can scroll up and down with the cursor keys to see the various available console commands. Once you select your vampire type base there are set stat points that you can use.

Once you distribute them go back to the base selection. Select the same base as before. On top of that you can add the ones that they give you for picking that base.

March 14, at Was this guide helpful?

4 Replies to “Vampire: the masquerade”

  1. Absolut ist mit Ihnen einverstanden. Darin ist etwas auch mich ich denke, dass es die ausgezeichnete Idee ist.

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