

The Factions of Vampire: The Masquerade – Bloodlines 2

They may also leave their own body behind and travel the aether to spot secrets and overwhelm an enemy’s senses. Auspex lets a vampire see auras and look into a person’s mind and unearth buried weaknesses. Enemies will run from you, or even start attacking their buddies with no rhyme or reason.Īuspex – With insanity comes clarity. The Malkavian don’t suffer from mental illness, they enjoy it thanks to the following disciplines:ĭementation – With Dementation, the Malkavian can drive other people into uncontrollable panic or a fit of rage. Your new unlife won’t be easy at first – not only do we need to quickly adapt to the rules of the Masquerade, but some older vampires hunt Thinbloods to try and prevent an ancient prophecy. They are weak, despised, and unwelcome among most vampires.

Thinbloods aren’t exactly a clan, but a general name for all the newly vamped.

As you rank up and improve your skills, you’ll unlock more powers, and maybe even join one of the six playable vampire clans. Break it, and you risk incurring the wrath of the rest of Seattle’s vampires.Īs a newly-turned creature of the night, you start with only one discipline – a vampiric superpower of sorts. All the while, we must adhere to The Masquerade – a strict code allowing vampires to assimilate into human society unseen. We’re left to fend for ourselves, figure out our vampiric powers, and survive the intricate politics of the various vampire factions ruling the city. Time of Thin Blood is easily my favorite Masquerade supplement, because it finally gave us things that are scary to vampires not because they're so damned powerful, but because they're unpredictable.the idea that even with all the upheavals that might go on in the Jyhad over centuries, cities rising and falling, clans disappearing and being replaced, &c., that's really just another kind of stasis when something actually new rears its head in the Kindred's world, they're all plunged into the same big unknown.Bloodlines 2 drops us in Seattle, Washington, where we play a fledgling vampire sired during an act of “vampire terrorism.” There are a few ideas, like the last generations are close enough to mortals that they retain some power of creation lost to the stronger Kindred, that maybe it's only the Kindred raised outside "the system" who were never told they couldn't do whatever they want, or that this is just a divine sign that the End Times are near. As far as the in-game reasoning, like a lot of stuff in the late stages of the game, it's unclear. Once you go down that road, you pretty much have to have the player and Storyteller working closely together on it. There are mechanical guidelines, but no hard and fast rules. But then, I thought the Kinetics discipline was in there too, and I was wrong about that. I believe the only real place it's discussed is in Time of Thin Blood itself.
