Vampire The Masquerade Bloodlines Disciplines

Vampire The Masquerade Bloodlines Disciplines Rating: 4,9/5 3904 reviews

Vampire: The Masquerade – Bloodlines is based on the pen-and-paper RPG Vampire: The Masquerade. In the beginning, the player creates the protagonist, choosing between vampire clans, each with its own unique abilities and disciplines: Brujah vampires are suitable for melee fighting, Tremeres can cast spells, etc. Vampire: The Masquerade – Bloodlines 2 Disciplines: all your vampiric powers detailed You start with the choice of three powers, but you later unlock more ways to extract crimson goodness from. Publisher Paradox Interactive and developer Hardsuit Labs have released new information on the March-announced Vampire: The Masquerade – Bloodlines 2 detailing the background and disciplines of.

Vampire The Masquerade Bloodlines Disciplines

Malkavian Clan and DisciplinesLast Edited: May 30, 2019 at 12:41 AMThe Malkavian clan is one of five clans in Vampire The Masquerade Bloodlines 2. This page includes the introduction trailer for the clan, a brief history of Malkavian, and their Disciplines. Malkavian Clan History Traditionally, Malkavians have been outcasted by the Seattle Kindred. A few have been able to claim territory in some less desirable districts but very few have been able to rise to the levels of the other clans.

Vampire The Masquerade Discipline List

For this reason, there’s a persistent bias against the Malkavian clan. Malkavian Clan Discipline Abilities Below are the abilities the Malkavians have along with descriptions for those abilities. Dementation All Malkavians can impart an imperfect version of their psychosis on others, with often drastic results. 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 (TBA) and (TBA) 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 (TBA) and (TBA) slots enhance Berserk.Note: Use of Dementation, while thoroughly unsettling, 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 TBA and (TBA) 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 (TBA) slot enhances Psychic Projection.Note: Use of Auspex is not a Masquerade Violation.

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