Vampire: The Requiem: Difference between revisions
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**Favored Disciplines: Animalism, Protean, Resilience | **Favored Disciplines: Animalism, Protean, Resilience | ||
**Favored Attributes: Composure and Stamina | **Favored Attributes: Composure and Stamina | ||
The Gangrel are still the same nature-vampires they were in V:TM, but in spite of their close connection to the Beast (or perhaps because of it) they have established themselves as scholars and philosophers of the Kindred's unique condition. That doesn't mean they won't tear you limb from limb if you piss one off, though. While they've lost their vulnerability to Frenzying, they do have trouble thinking rationally at times as their minds become more bestial | The Gangrel are still the same nature-vampires they were in V:TM, but in spite of their close connection to the Beast (or perhaps because of it) they have established themselves as scholars and philosophers of the Kindred's unique condition. That doesn't mean they won't tear you limb from limb if you piss one off, though. While they've lost their vulnerability to Frenzying, they do have trouble thinking rationally at times as their minds become more bestial. | ||
*'''Mekhet'''- ''The Shadows'' | |||
**Notable Bloodlines: Morbus, Sangiovanni | |||
**Favored Disciplines: Auspex, Celerity, Obfuscate | |||
**Favored Attributes: Intelligence and Wits | |||
The Mekhet are particularly attuned to shadows and darkness, and translate this attunement into a degree of finesse regardless of what they set their minds to. They're particularly adept at scholarly pursuits and infiltration but in many cases can branch out to do a little bit of everything. However, their connection to darkness also exacerbates the typical vampiric weaknesses to fire and sunlight, and with no natural talent for controlling animals or people they have to make extra effort to keep their interference in mortal affairs as shadowy as themselves. | |||
*'''Nosferatu'''- ''The Haunts'' | |||
**Notable Bloodlines: Baddacelli, Usiri | |||
**Favored Disciplines: Nightmare, Obfuscate, Vigor | |||
**Favored Attributes: Composure and Strength | |||
Like in V:TM, the Nosferatu are ugly as sin but compensate for it with a knack for stealth and an alarming amount of strength when provoked. They're also good record-keepers, and many Nosferatu are capable of communicating and commanding ghosts far more effectively than other Kindred. | |||
*'''Ventrue'''- ''The Lords'' | |||
**Notable Bloodlines: Malkovians, Gorgons | |||
**Favored Disciplines: Animalism, Dominate, Resilience | |||
**Favored Attributes: Presence and Resolve | |||
Still the same stuck-up egotistical assholes that they were in V:TM, and also the clan whose members are most likely to be either in positions of power or actively scheming to attain those positions of power. Their mind-control powers are just as good at helping them fulfill their ambitions as they were in V:TM, but it also tends to make them particularly vulnerable to acquiring derangements. After all, power corrupts- even among the undead. | |||
== See Also == | == See Also == |
Revision as of 18:47, 10 March 2015
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Vampire: The Requiem is the flagship title of White Wolf's New World of Darkness line, and, as its name suggests, the equivalent of the Old World of Darkness's Vampire: The Masquerade gameline. The changes are as follows:
- 13 Clans with fleshed out, restricting histories become 5 Clans with vague, open-ended histories and numerous Bloodlines (essentially sub-Clans). Naturally, both oWoD and nWoD fans believe their way to be the true way.
- The Camarilla becomes 5 Covenants with mutually exclusive goals. In-universe, the Camarilla used to exist in the past but disintegrated when the Roman Empire fell.
- The Sabbat becomes VII.
- The Infernalists become the more sporadic, less-organized Belial's Brood.
- Arguably the biggest difference is that you can't just make someone a Vampire by draining them and feeding them your blood, now you have to spend a dot of Willpower.
- A new group of antagonists called the Strix are added. They aren't exactly vampires, but instead are shadowy, demonic owl-like beings that despise all forms of life and Humanity (to the point where they consider a Humanity 0 vampire too human) and claim to be a physical manifestation of the Beast. While they don't normally possess physical forms, they can possess corpses and unfortunate vampires to use as meat-puppets.
There are all sorts of splats and expansions, including one for playing in the Roman Empire, one for various other historical settings (WW1 to Ancient Egypt), one for playing as a ghoul and one for the eighties (I am deadly serious).
Now into its second edition (originally released under the title of "Blood & Smoke"), which gave vampires a fairly big boost. For example, they no longer only downgrade bullets to bashing; they downgrade all Lethal damage to Bashing unless they're full of Bashing damage.
The Clans
- Daeva- The Succubi
- Notable Bloodlines: Toreador, Erzsébet
- Favored Disciplines: Celerity, Majesty, Vigor
- Favored Attributes: Dexterity and Manipulation
The Daeva are beautiful, but the adage "beauty is only skin deep" is very much in effect for them. For all their lustful attitudes, superficial charm, and espoused love of beauty, they're emotionally dead even by the standards of other vampires. This emotional deadening in turn leads many of their number to grow jaded and hedonistic, seeking ever-greater ways of indulging their vices in a desperate attempt to feel again. At the same time, they are more than willing to exploit their beauty and charm to manipulate both Kindred and kine alike.
- Gangrel- The Savages
- Notable Bloodlines: Bruja, Dead Wolves
- Favored Disciplines: Animalism, Protean, Resilience
- Favored Attributes: Composure and Stamina
The Gangrel are still the same nature-vampires they were in V:TM, but in spite of their close connection to the Beast (or perhaps because of it) they have established themselves as scholars and philosophers of the Kindred's unique condition. That doesn't mean they won't tear you limb from limb if you piss one off, though. While they've lost their vulnerability to Frenzying, they do have trouble thinking rationally at times as their minds become more bestial.
- Mekhet- The Shadows
- Notable Bloodlines: Morbus, Sangiovanni
- Favored Disciplines: Auspex, Celerity, Obfuscate
- Favored Attributes: Intelligence and Wits
The Mekhet are particularly attuned to shadows and darkness, and translate this attunement into a degree of finesse regardless of what they set their minds to. They're particularly adept at scholarly pursuits and infiltration but in many cases can branch out to do a little bit of everything. However, their connection to darkness also exacerbates the typical vampiric weaknesses to fire and sunlight, and with no natural talent for controlling animals or people they have to make extra effort to keep their interference in mortal affairs as shadowy as themselves.
- Nosferatu- The Haunts
- Notable Bloodlines: Baddacelli, Usiri
- Favored Disciplines: Nightmare, Obfuscate, Vigor
- Favored Attributes: Composure and Strength
Like in V:TM, the Nosferatu are ugly as sin but compensate for it with a knack for stealth and an alarming amount of strength when provoked. They're also good record-keepers, and many Nosferatu are capable of communicating and commanding ghosts far more effectively than other Kindred.
- Ventrue- The Lords
- Notable Bloodlines: Malkovians, Gorgons
- Favored Disciplines: Animalism, Dominate, Resilience
- Favored Attributes: Presence and Resolve
Still the same stuck-up egotistical assholes that they were in V:TM, and also the clan whose members are most likely to be either in positions of power or actively scheming to attain those positions of power. Their mind-control powers are just as good at helping them fulfill their ambitions as they were in V:TM, but it also tends to make them particularly vulnerable to acquiring derangements. After all, power corrupts- even among the undead.