Malkavian Clan [ΕΝΗΜΕΡΩΣΗ #5] Οι Malkavians, οι εξορισμένοι από τους Kindred βρυκόλακες, κατάφεραν να επανέλθουν στην κορυφή μετά από χρόνια βασάνων. Οι εκλεκτοί αυτής της φυλής καταλαβαίνουν τα μυστικά της όπως κανείς άλλος. Malkavian Malkavians have been traditionally ostracized by the Seattle Kindred. While a few managed to claim territory in less desirable districts, very few have ever managed to rise to the levels of the other clans. Because of this, there is a persistent bias against the Malkavian clan that still exists into modern nights. None of the many nicknames for Clan Malkav – “Lunatics”, “Jesters”, “Visionaries”, “Madmen”, and so on – is as fitting as “Oracles”. To be of the Clan is to understand things nobody else does; and to be affected by that understanding. Among the clan, this shows itself in psychosis, depression, compulsive disorders, or uncounted other mental illnesses. This hasn’t kept the Clan of the Moon from finding a place in Kindred society. Advisers, strategists, preachers, hunters and yes, rulers; all Malkavians walk their very own path. Never-Ending, Never Alone Unease, curiosity, distrust, pity; the Clan of the Moon elicits many reactions. Still, no vampire sees more than a Malkavian. Players who choose to join their ranks gain access to the secrets of two new Disciplines on top of the individual powers from their Thinblooded past. Disciplines Each of the Ventrue disciplines and their progression are detailed below: Dementation – All Malkavians see further than a mortal could. No Malkavian is left untouched by what they see. Their signature Discipline allows the clan’s members to impart an imperfect version of their psychosis on others, with often drastic results. (Use of Dementation, while thoroughly unsettling, is not a Masquerade Violation.) • Haunt (Blood Cost: 2) – The first active Dementation power, imparts an unseen spectre in the victims’ minds. Unable to control themselves, they’ll try to flee in a panic. The • • and • • • • • slots upgrade Haunt. • • • Berserk (Blood Cost: 4) – The second active power, fills the vampire’s targets with an uncontrollable rage, causing them to lash out at anything nearby – even the air itself, if no better target is available. The • • • • and • • • • • slots enhance Berserk. Auspex – Nothing stays hidden to those who gain the Discipline of Auspex. Their senses expanding beyond the boundaries of their bodies, these Kindred slip ever deeper into their condition. (Use of Auspex is not a Masquerade Violation.) • Aura Sense (Blood Cost: 2) – Auspex’ first active, makes the vampire spot NPCs even through walls, read crowds at a glance, and mark individuals, staying aware of them even over long distances. It also reveals the weaknesses in the marked NPC’s attack and defense. The • • and • • • • • slots enhance Aura Sense. • • • Psychic Projection (Blood Cost: 2) – The second active, forces the vampire’s mind from their body. Untethered, they will explore the area in astral form, remaining free to use Aura Sight to mark any character they spot. Even more: The vampire’s own senses have developed to such an extent that they may end up telepathically overwhelming the senses of others for a short while. The • • • • slot enhances Psychic Projection. Venture Clan [ΕΝΗΜΕΡΩΣΗ #4] H Venture Clan, ως μια από τις κυρίαρχες φυλές, εκμεταλλεύται την ιστορία και τα πλούτη της. Προσπαθεί να εξελιχθεί μέσα από την εξέλιξη του 21ου αιώνα και αντιστέκεται σε όσους θέλουν να επαναφέρουν τις δόξες του παρελθόντος. Ventrue Historically, Seattle has been the site of many industrial booms, and of course, the Ventrue have been there to capitalize on its fortunes. As more and more billion-dollar corporations shape the local and global landscape, enterprising Ventrue have entrenched themselves in the businesses of the 21st century, paving the way for a prosperous future for their clan… and making enemies of the residents who preferred the way things used to be. The blood of rulers has flown in the veins of the Ventrue since time immemorial – be they high priests, emperors, investment bankers, or chairmen of the board. No surprise then that lineage and loyalty are held in high esteem; even less that others might mistake them for pompous nepotists. The Clan of Kings sees the truth: they are the architects of vampire society, the guardians of the Masquerade. In these modern nights, they are the only thing to stand between the Kindred and extinction. Knowing this, how could they not stick together, to better weather the onslaught? To command the right to rule, for everyone’s betterment? And to swiftly deal with anyone to fall short of these exacting standards? Lions and Sheep Kings and kingmakers, the Ventrue claim the wisdom, restrain, and control to rule. Of course, not everyone loves this assertiveness, yet there are few who don’t fear the powers of the Patricians. Players who choose clan Ventrue gain access to two of their Disciplines in addition to their Thinblood powers. Disciplines Each of the Ventrue disciplines and their progression are detailed below: Dominate – Guardians of the Masquerade and Princes of uncounted cities, it runs in the Ventrues’ blood to be obeyed. Their signature Discipline allows them to Dominate the actions and memories of others. (Using Dominate powers is not a Masquerade violation.) • Mesmerize (Blood Cost: 3) – The primary Dominate power, allows the Ventrue to place one NPC in a brief hypnotic trance. The person so affected is oblivious to the world around them, ignoring sound, touch and even pain. The • • slot intensifies Mesmerize’s effect. • • • Command (Blood Cost: 0) – The secondary Dominate power, significantly extends the Ventrue’s control over the Mesmerized NPC. They can now be ordered to move, remove obstacles, or even attack others. The • • • • and • • • • • slots upgrade Command. Fortitude – Few things truly worry the vampire who masters Fortitude, the Discipline of physical resilience. After all, why fear the battle when you are certain to outlast your foe? (Allowing a mortal to witness your Fortitude under attack is a Masquerade Violation.) • Absorb (Blood Cost: 2) – The first active, allows the vampire to take a brief defensive stance in which they may deflect all attacks they can see, healing their wounds for every would-be strike. The • • slot increases Absorb’s effects. • • • Personal Armor (Blood Cost: 2) – The second active power, hardens the vampire’s skin into a stone-like barrier. The • • • • and • • • • • slots upgrade this power to the point where a true master becomes impervious to attacks, causing attackers to stagger back from the recoil of their own strikes. Toreador Clan [ΕΝΗΜΕΡΩΣΗ #3] Η Toreador Clan, ακόμα μια από τις clans του παιχνιδιού, αγαπάει την μουσική, την τέχνη, και την ομορφιά. Οι παίκτες θα μπορούν να επιλέξουν να γίνουν μέλη της ή να της εναντιωθούν για την κυριαρχία. Toreador From its music, gardens and parks, and iconic architecture, it would almost appear as though Seattle was shaped by artists. And with good reason – two of Seattle’s former Princes were Toreador, and they remain one of the most numerous Kindred in the city. Influencing the political, social, and cultural elite, the Toreador have been well entrenched within Seattle’s power structure since its days as a pioneer settlement. One look at the modern landscape of Downtown could paint a different picture – as if the massive cranes reshaping the city represent hands plucking the petals off of the rose. Another music venue gets demolished, a block of cookie-cutter townhouses replaces a mid-century modern home, an eccentric district becomes a family-friendly shadow of itself. You will still find the Toreador on the arms of the influential and on the dance floor of exclusive clubs, but there is a sense that this clan is partying like it’s their last. Obsessed with beauty in all forms, there are those Toreador who would claim that their Clan only chooses the most accomplished artists of each generation – whether they wielded the brush, the pen, their voice, body or mind. It’d only be half a lie. There are true visionaries among the Clan of the Rose, but it also contains its share of one-hit wonders and posers embraced in a moment of fleeting passion. All of them are cursed to spend eternity between the short-lived bliss of true beauty… And the ever-increasing spans of ennui in between. Ever seeking the next surprise, the next experience, the next chance to feel, some Toreador descend into depravity. Others fight grimly to retain the shreds of their humanity, whether by immersing or withdrawing themselves from the mortal world. Among it all, new ideas and trends constantly wash through the Clan, and other Kindred often look to the Toreador to guide them. The Divas know this, and the shrewd among them manage to turn it to their advantage. A Beautiful Way to Die Only fools would mistake the Toreador for shallow hedonists. In truth, the Clan of the Rose is one of the most formidable forces among the Kindred: they’re the clan that creates. Players who choose to join them gain access to two of their rarefied Disciplines on top of the individual powers from their Thinblooded past. Disciplines Each of the Toreador disciplines and their progression are detailed below: Presence – Toreador relish in their ability to turn a crowd into an audience, distraction into rapt attention, and aggression into adoration, by just entering the room. Their signature Discipline of Presence is at the root of this supernatural charm. (Using Presence powers is not a Masquerade Violation.) • Awe (Blood Cost: 2) – The first active Presence power, allows the vampire to strike a pose that freezes all before them into adoring wonder. For a short while after, these new admirers will be oblivious to anything but what they just saw. The • • and • • • • • slots upgrade Awe. • • • Entrance (Blood Cost: 2) – The second active power, forms a group of admirers around the vampire. For an extended period, these hangers-on will follow wherever the object of their adulation may go, distracting nearby enemies along the way. The • • • • and • • • • • slots upgrade Entrance. Celerity – Some Kindred are faster, dodge more elegantly, and can move with unimaginable grace. They use Celerity, the Discipline of pushing their bodies’ speed beyond mortal imagination. (Showing off Celerity to innocent mortals is a Masquerade Violation.) • Unseen Storm (Blood Cost: 2) – The first active, allows the vampire to dash in any direction at such a speed as to confound their audience. They can land attacks, dodge around enemies, or get away in a lazy dust cloud. Characters struck along the way of the dash get knocked down. The • • slot further enhances the Unseen Storm. • • • Accelerate (Blood Cost: 5) – The second active, opens up speeds so fast that everything else in the world appears to slow down to a virtual standstill. The crowds seem frozen in their steps, as the vampire dances between cars and bullet streaks. A more gauche clan might wish for a popular 80’s synth track in the background. The • • • • and • • • • • slots allow the vampire to further improve their acceleration. Tremere Clan [ΕΝΗΜΕΡΩΣΗ #2] Για άλλη μια φορά, η Paradox και η Hardsuit δημοσίευσαν μερικές νέες πληροφορίες για την τρίτη Vampire Clan του παιχνιδιού, της Tremere Clan. Πιο συγκεκριμένα: Tremere Tremere were not allowed in significant numbers throughout Seattle’s history, though that has changed recently. After the fall of the Pyramid, Tremere have sought allies wherever they can find them, offering services and secrets that were once only kept to themselves. At least a few Tremere have managed to settle in the Pacific Northwest. However, not all Kindred in Seattle warmly welcome the warlocks into their city, citing historical precedent and general distrust of their ways. Still, the blood magic of the Tremere cannot be denied as a force to be respected. Whether or not the Tremere are here to stay is another matter entirely… In nights long before Seattle, the Tremere were something else. Back then, as occultists seeking immortality, they found a way to live forever—but not on their own terms. The heavy price they paid bound their magic to blood, with it becoming both the focus of their powers and the cost for using them. The mostly forgotten origin of their curse still colors their interactions with other Kindred, who mistrust them instinctually. History repeats itself for the Tremere, with war, suspicion and grudges marking both their origin and their modern nights. The Path of Blood Knowledge-obsessed, usurpers, warlocks, heretics, blood witches; the Tremere get called many things. Players who choose to join their ranks gain access to the secrets of two new Disciplines on top of the individual powers from their Thinblooded past. Disciplines Each of the Tremere disciplines and their progression are detailed below: Thaumaturgy – Few secrets are guarded more jealously by the Tremere than their signature Discipline: Blood sorcery. Followers of the Path of Blood gain almost unparalleled destructive power. (Use of Thaumaturgy in front of witnesses is a Masquerade Violation.) • Skewer (Blood Cost: 3) – The first active Thaumaturgy power, launches a small portion of the vampire’s Vitae at the feet of their enemies, where it erupts in a patch of razor-sharp spikes. Once they dissolve, a stream of blood flows back to the caster. The • • slot upgrades Skewer. • • • Purge (Blood Cost: 3) – The second active power, allows the vampire to make their victims vomit up blood, damaging them heavily. A stream of blood flows back to the caster. The • • • • and • • • • • slots enhance Purge, until it reaches its ultimate potential. • • • • • Blood Boil (Blood Cost: 2 x 3) – A master of Thaumaturgy may cast Purge for a second time on an affected NPC, causing the blood in their veins to sear. The wretch explodes within moments; bystanders in a large area are damaged. Blood from each victim streams back to the caster. Auspex – Nothing stays hidden to those who master the Discipline of Auspex. By expanding their own senses beyond the boundaries of their bodies, these Kindred inch ever closer to their personal idea of perfection. (Use of Auspex is not a Masquerade Violation.) • Aura Sense (Blood Cost: 2) – Auspex’ first active, allows the vampire to spot NPCs even through walls, read crowds at a glance, and mark individuals to keep them in their sights over long distances. It also allows the user to spot the weaknesses in the marked NPC’s attack and defense. The • • and • • • • • slots enhance Aura Sense. • • • Psychic Projection (Blood Cost: 2) – The second active, detaches the vampire’s mind from their body. Untethered, they can explore the area in astral form, remaining free to use Aura Sight to mark any character they spot. Beyond that, the vampire’s mastery of their own senses has grown to such an extent that they can telepathically overwhelm the senses of others for a short while. The • • • • slot enhances Psychic Projection. Brujah Clan [ΕΝΗΜΕΡΩΣΗ] H Paradox Interactive και η Hardsuit Labs δημοσίευσαν νέες πληροφορίες για την δεύτερη Clan του Vampire: The Masquerade: Bloodlines 2, την Brujah Clan. H εταιρεία γράφει συγκεκριμένα: The Pacific Northwest has a long history of attracting outcasts and drifters, those looking to keep some level of anonymity and independence. The Brujah have never been a large part of the Seattle Kindred community, but when they do show up to a party, they make their presence known immediately. Many of the Seattle Brujah are leftovers from failed Anarch movements in the past century, most choosing to remain unaffiliated or loosely affiliated with the city’s political factions – or at least, they like to claim that. Generally, Brujah gather at a “bash,” which can be loosely summed up as a sort of fight club for the undead. They use these events to assert their physical superiority to the rest of the clans and to celebrate the raw power of their bloodline. That’s not to say they don’t invite other clans to enter, but it’s rare that any but the Brujah dominate the bash. The champions of these fights are rumored to make good money hiring themselves out as muscle for anyone who can afford them. Supposedly, business is booming in Seattle these nights… Rebels, Rabble, and Rejects Among vampires, the Brujahs’ powers are as overwhelming as their convictions. For the player who chooses to join the Rabble, two new ancient Disciplines become available in addition to their individual powers from their Thinblooded past. Disciplines Each of the Brujah disciplines and their progression are detailed below: Potence – The signature Discipline of the Brujah imbues their undead bodies with the pinnacle of raw Kindred strength. Nobody underestimates the strength of a Brujah twice. (Use of Potence powers in front of unsuspecting mortals is a Masquerade Violation.) • Fist of Caine (Blood Cost: 2) – Potence’s first active power, allows the Brujah to deliver a devastating punch that turns walls into rubble and throws enemies through the air, tearing of limbs and causing collateral damage. The • • slot enhances these devastating effects even further. • • •Earthshock (Blood Cost: 2) – The second active power, smashes the ground with titanic force. The impact causes a shockwave around the player, damaging and knocking down anyone who dared to stray too close. After further upgrades with the • • • • and • • • • • slots, the ground cracks under the Brujah’s onslaught, sending fissures outwards and damaging anyone caught in this cataclysm. Celerity – Some Kindred strike faster, dodge quicker, and escape more nimbly than any mortal creature could hope to. They use Celerity, the Discipline of pushing their bodies’ speed beyond all limits. (If any innocent mortal can spot a use of Celerity, it’s a Masquerade Violation.) • Unseen Storm (Blood Cost: 2) – The first active, allows the vampire to dash in a direction of their choice at such a speed as to momentarily disappear from view, allowing them to land attacks, dodge around enemies, or get away before the dust has time to settle. Characters struck along the way of the dash get knocked down. The • • slot further enhances the Unseen Storm. • • • Accelerate (Blood Cost: 5) – The second active, opens up speeds so fast that everything else in the world appears to slow down to a virtual standstill. Assailants seem frozen in their attacks, cars crawl forward, bullets zip by lazily, and the vampire can get up to the kinds of stunts that, with a popular 80’s synth track in the background, would make an awesome movie scene. The • • • • and • • • • • slots allow the vampire to further improve their acceleration. Thinbloods [ΑΡΧΙΚΟ] H Paradox Interactive και η Hardsuit Labs have έδωσαν στην δημοσιότητα μερικές νέες πληροφορίες για το επερχόμενo Vampire: The Masquerade – Bloodlines 2. Οι πληροφορίες αυτές έχουν να κάνουν με την Thinblood Clan, την οποία οι παίκτες θα μπορούν να επιλέξουν ή να συναντήσουν στο παιχνίδι. Φυσικά, δεν λείπει και το αντίστοιχο trailer. Σύμφωνα με την περιγραφή, οι παίκτες ξεκινούν το παιχνίδι ως ένας νέος Thinblood, ένας δεύτερης-κατηγορίας βρυκόλακας με δυνάμεις αδύναμες σε σχέση με τις πιο δυνατές clans. Καθώς η ιστορία προχωράει, θα κλιθούμε να γίνουμε μέλος μιας από τις πέντε οικογένεις που θα αποκαλύπτονται σταδιακά μέσα στις επόμενες εβδομάδες. H εταιρεία γράφει για τους Thinbloods: Thinbloods are a recent, weaker strain of vampire who face a constant struggle to survive in the World of Darkness. While they are often treated as second-class citizens by full-blood Kindred, Seattle’s leadership has been uncharacteristically tolerant of Thinbloods. As Seattle has only relatively recently come under Camarilla control, it remains a city of opportunity where Thinbloods can navigate their way into the higher circles of vampire society; however, they are rarely shown the same respect or legal standing that full-blood clan members enjoy.At the beginning of Bloodlines 2 players choose one of three Thinblood disciplines, Chiropteran, Mentalism, or Nebulation. These Thinblood disciplines were adapted for Bloodlines 2 from the pen and paper tabletop RPG and grant unique combat and traversal abilities that can be upgraded throughout the game to enhance effectiveness or add special effects.Each of the Thinblood disciplines and their progression are detailed below: Chiropteran – Strong affinity for bats, allowing vampires to move through the air and summon swarms. Glide — first active power. Glide greatly lowers the weight of the vampire’s skeleton and muscle mass to allow them to briefly float, reaching otherwise inaccessible areas, swoop down on NPCs to knock them down, or rain down other Disciplines from afar. Bat Swarm — second active power. The vampire can summon a small swarm of bats to attack a target NPC, temporarily disabling them and dealing low damage. This power can be upgraded until a true Maelstrom of leathery wings surrounds the vampire, harrying and damaging those who come too close. Mentalism – Use telekinesis to manipulate objects and even pull weapons from enemy hands. Pull — first active power. Manipulate inanimate objects using telekinesis, even weapons held by NPCs. Levitate — second active power. Suspends a living NPC in the air. Its strength can be enhanced until the vampire can levitate everyone and everything in an area, and throw suspended enemies around like ragdolls. Nebulation – Allows the vampire to summon and command mist. Mist Shroud — first active power. Summon a shroud of mist that surrounds the player for a short period. The shroud muffles the sound of footsteps and reduces the range at which the player can be seen. In addition, the player may partially transform into a cloud of mist to perform a choking attack on an NPC or travel through a tight space, like a ventilation fan or duct. Envelop — second active power. Create a stationary, swirling cloud of mist on a target that surrounds, blinds and forcefully enters the lungs of NPCs that it touches.