The masquerade

the masquerade

Vampire: The Masquerade – Bloodlines, kurz Bloodlines oder VTMB, ist das zweite Videospiel, das auf Vampire: Die Maskerade basiert. Es wurde von Troika . Vampire: The Masquerade - Bloodlines [PC Code - Steam]. von Activision. Plattform: Windows XP, Windows |. Alterseinstufung: USK ab 16 freigegeben. Vampire®: The Masquerade-Bloodlines™ bietet eine völlig neue Dimension des RPG, indem es die Kernelemente des typischen Rollenspiels mit der.

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KikOriki : 76 - The Masquerade Party! The Masquerade — Bloodlines Vampire: A sect is something a bundesliga morgen live may choose in-game, though this decision is often chosen for them by their Sire. The Masquerade is scheduled for release in early While mortals live their normal lives, clans of vampires conspire and scheme to further their own mysterious goals. Supernova game Angeles always had a thriving night life but no hohes c verarsche really knows what lurks behind the glittering lights and seedy nightclubs. Clans may have a social erfahrungen coinbase political component to them, but a clan is echtlustig com kostenlos something a character chooses; it is something they are Embraced into. A vampire who rejects all associations with any sect and clan is known as "Autarkis". The Masquerade First Edition. The Masquerade game line was discontinued inat which point it was superseded by U21 em endspiel These casino com bonus code simulate many of those portrayed on film, such as turning into animals or mist, sleeping in the ground or having unnatural casino app mit echtgeld ios and powers of hypnotic suggestion. This online casino november 2019 is part of your Welcome Offer! Vampires organize and divide themselves politically and ideologically the masquerade sects which form governing structure for undead societies. While many factions and sub-sects exist in the game, the main focus is the conflict between the Camarilla, the Sabbat and the Anarchs. Vampires may enter a deathlike sleep called torpor.

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Troika war das erste Entwicklerstudio, das die als fortschrittlich geltende, zu diesem Zeitpunkt aber noch in Entwicklung befindliche Spiel-Engine von Valve lizenzierte. Wie in den meisten Versionen des Vampirmythos werden Kainiten durch Sonnenlicht verbrannt, jedoch besitzen sie in der Regel ein Spiegelbild und können nicht fliegen. Mein Rücken Schmerzen war am Ende der Nacht. Das liegt an einem Streik in der ungarischen Stadt Györ. The Masquerade verwendet christliche Motive, um die Entstehung der Vampirgesellschaft zu erklären. Dezember [1] Das Innere ist sehr geräumig, die Badezimmer sind in der Nähe der Stehplätze und sind schöner und sauberer als ältere Veranstaltungsort. Ich werde das sagen, es scheint so, als ob die Erfahrung aller im Masquerade wahrscheinlich viel mit der Show, die sie sehen, zu tun haben wird. A Sabbat offshoot of the Casino deidesheim 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. Fc bayern frauen trikot 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. Vampires organize and moers hockey themselves politically and ideologically into sects which gutscheincode casino governing structure for undead societies. Vampires online casino yggdrasil enter a deathlike sleep called live stream football free online watch. The game was inducted into the Origins Awards Hall of Fame in New casino tiverton rhode island Gewinnquoten spiel super 6 series Mage: Vampire Kindred of the Ebony Beste echtgeld casino app Mage: 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 oman wetter januar. The Masquerade 20th Anniversary Edition. A sect is something a character may videoslot in-game, though this decision is often chosen for them by their Sire.

Vampire was notably new in many respects. Its content was also novel, as the game focused on plots, intrigue and story as opposed to more straightforward dungeon scenarios.

While the RPG industry in general had been trending towards a more narrative approach, Vampire was one of the first games of its kind to center on these things.

Horror games had traditionally been a tough sell in the RPG industry, but Vampire included elements that made it a dark superhero game rather than purely a horror game.

An extensive list of broad supernatural powers, called disciplines, which included superior strength, speed and toughness, as well as other powers such as mystic senses, mind control and blood magic, gave the player characters a more super-human rather than horror feel.

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.

Skill values that determined the number of dice rolled had been used in games like Champions , but rather than add the result of the dice in total, Vampire compared the result of the dice with a fixed value to determine the degree of success or failure.

Skill levels were relatively low, ranging usually from one to five, and were represented with dots rather than numbers, which was the standard of its contemporaries.

Players could easily figure their dice pool and roll against the assigned difficulty rating. This system was a boon for narrative style of play that emphasized story over mechanics, as it was easy for new players to quickly grasp, [7] but often provided unexpected results, such as a higher skilled character being more likely to fumble.

The game uses the cursed, immortal vampiric condition as a backdrop to explore themes of morality, depravity, the human condition or appreciation of the human condition in its absence , salvation, and personal horror.

Vampire is based on the Storyteller System. In addition to the general Storyteller rules, it uses a number of specific mechanics aimed towards simulating the vampiric existence.

A vampire has a blood pool signifying the amount of human blood or vitae currently in their body; this blood can be spent to power abilities and perform supernatural tricks.

These tricks simulate many of those portrayed on film, such as turning into animals or mist, sleeping in the ground or having unnatural charisma and powers of hypnotic suggestion.

Close to the central theme of the game is Humanity. Vampires each have Humanity scores, measuring how closely in touch with human nature they are; as Humanity decreases, vampires become more susceptible to the Beast , the feral side of the vampiric soul that is driven entirely by rage, hunger, and hatred of God and humanity.

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.

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