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Old 12-04-2006, 11:59 AM
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Default Vampire: The Masquerade - Bloodlines


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Vampire: The Masquerade - Bloodlines brings White Wolf's famous pen-and-paper role playing game to the back to the PC . For the first time players can explore the World of Darkness from a first person perspective in a game which utilizes Valve's striking Source Engine.

Unlike third person role playing games, Bloodlines will put you in the shoes of the character you control. You will get up close and personal with the brilliantly animated characters that populate the game world and tangled in the web of intrigue that is the staple of Troika Games' roleplaying titles.

Although set in the same universe, Bloodlines is not a sequel to the last Vampire title: Redemption.

You begin your journey this time in modern day Los Angeles as a newly embraced vampire. By creating you without the consent of your clan's Elders, your sire has violated one of vampire society's most hallowed laws. As punishment for the crime he has been put to death. Normally you would be expected to share the same fate but the newly installed Prince of Los Angeles thinks you might have some merit: you're a newly embraced vampire with no sire to guide you; you are unfamiliar with the world of vampires and their laws and customs. You would be useful and expendable pawn in his grand scheme.

You will employ a variety of firearms and skills such as computer hacking and lock picking as well as your devastating array of vampiric powers called Disciplines. And what would a game about vampires be if there wasn't some blood drinking?

You choose to play as a member of one of seven diverse and specialized vampire clans and you'll need to employ all of your preternatural skills to survive. You'll need to charm, sneak, intimidate and fight your way through the dangerous world the vampires inhabit and along the way decide just who you really owe your allegiance to.

With so many different clans, as many as 5 different endings and the ability pursue several avenues of specialization as you upgrade your character, Bloodlines will provide a great deal of replayability.


F.A.Q.
What is Vampire: The Masquerade - Bloodlines?

Bloodlines is a first person shooter/role playing game hybrid, similar in concept to games such as System Shock 2 and Deus Ex. Unlike an ordinary first person shooter, Bloodlines uses elements which are the staple of the role-playing genre:

* a diverse range of playable characters with their own inherent strengths and weaknesses
* interaction with non-player characters (NPC's)
* a branching mission structure in which players can make choices that affect the outcome of the game, and
* the ability to improve their characters' skills as the game progresses with several avenues of specialty.



Who is behind Bloodlines?

Bloodlines is based upon the popular pen and paper (PnP) roleplaying game "Vampire: The Masquerade" developed by White Wolf in 1991. A license to produce computer games based on their property was acquired by Actvision and a game called Redemption was developed by Nihilistic Studios for Activision and released in June of 2000. For the next game in the series, Activision has signed Troika Games as the developer. Troika was founded in April 1998 when Leonard Boyarsky, Jason Anderson and Tim Cain who formerly worked at Interplay set off to create their own studio.


What's so good about it?

Where to begin? It was developed by the same team who delivered the much loved Arcanum and the founders of Troika are responsible for the legendary Fallout, it is powered by Valve's Source Engine which is the technology behind Half Life 2 and its deep story unfolds in the dark underbelly of a world where death awaits at every turn. Cool, huh?


What are the system requirements?

* 3D hardware accelerator card required - 100% DirectX® 9.0c-compatible 64MB video card and drivers
* 1.2 GHz Athlon(tm) or 1.2 GHz Pentium® III processor or higher
* 384MB of RAM (512MB of RAM recommended)
* Microsoft® Windows® 98/ME/2000/XP
* Quad-Speed CD-ROM drive (600 K/sec sustained transfer rate) and drivers
* 3.3 GB of uncompressed hard disk space for game files and saved games (plus 1.4 GB for Windows® swap file)
* 100% DirectX® 9.0-compatible 16-bit sound card and drivers
* 100% Windows® 98/ME/2000/XP-compatible mouse, keyboard, and drivers
* DirectX® 9.0c (Included)

Supported Chipsets for 98/ME/2000/XP:

* All ATI® Radeon® Chipsets
* All NVIDIA® GeForce(tm) Chipsets
* Matrox® Parhelia(tm) Chipset




Where does Bloodlines take place?

The story of Bloodlines unfolds in modern day Los Angeles within White Wolf's "World of Darkness" (WoD). The WoD is very similar to the real world we live in only it's a darker and much more sinister place. Think of the bleaker settings and dysfunctional societies from movies such as The Crow or Dark City and you have some idea of how the WoD is supposed to feel.

Vampires, werewolves and other creatures exist within the WoD although their presence is largely unknown to the general population as their machinations take place behind the scenes of our every day lives.


What is Bloodlines about?

In Bloodlines you play the role of a newly created ("embraced") vampire. However, you were created illegally. In vampire society there are very specific rules about creating new vampires. A vampire seeking to create another first needs the permission of their clan's elders to do so and usually a vampire who was created without authorization from the elders would be destroyed along with his sire (creator).

You're fortunate though - even though your sire was killed for his breach of the rules and by rights the same fate should befall you, a recent upheaval in the highest ranks of the vampire ruling class of Los Angeles has seen a new Prince (the vampire ruler of a given city) installed. The new Prince of Los Angeles could make use of a vampire like you and so you're spared your sire's fate. After all, you're young, naive, easily manipulated, entirely expendable and too weak to be a threat to him.

Or are you?


What do you do in Bloodlines anyway?

It's a safe assumption that you've played a first person shooter before although (somewhat regrettably) it's possible that not too many people reading this FAQ will have played a solid RPG.

It won't be a simple matter of getting your mission briefing and then shooting your way to the end of a level. Bloodlines requires the use of your wits as much as your crosshairs and left mouse button.

There's more than one way to skin a cat, and there's more than one way to play Bloodlines. You can choose to play one of seven different vampire clans in Bloodlines. Each has their own strengths and weaknesses and all are predisposed in one way or another to a certain style of gameplay.

Do you want to be a strong, shoot-first-ask-questions-later Brujah? A smooth talking Toreador? A sneaky Nosferatu? An intimidating Ventrue? Your choice of clan will affect a raft of things in the game including how NPC's react to you, your approach to different problems and what dialogue options you will have. For example a Toreador cornered in an alley by a bunch of enemy vampires will have an easier time talking his way out of a fight than a Brujah, but at least if you're a Brujah you'll be a lot better at kicking their asses.

You will also get to use your vampiric powers, called "Disciplines" to help you along the way. These include powers we're used to attributing to vampires like mesmerizing mortals, super-human speed and strength, drinking blood and also other more exotic things like seeing auras through walls, turning yourself invisible and even making people regurgitate their own blood. This game won't be for the faint of heart.

As you complete quests and gain experience points you can allocate them to improving aspects of your character. You can increase your firearms skill allowing you to use more powerful guns (and use them more effectively) or you could use them to improve your charisma and give you an edge in conversations by broadening your range of responses.

A role playing game is all about choices. Bloodlines takes the best of RPG and combines it with the best of FPS.


What are the different clans and what sets them apart?

If you would like more information on the playable clans you should take a look at the Clans section of the site.


What are these disciplines and what do they do?

Discplines are special vampiric powers. They have all sorts of different uses. Check out the Disciplines section to see what they're all about.


Is this your first FAQ?

Uh, yeah... does it show?

No, no... you're doing fine.

Really?

Honest, I like it.

Well, good. Remember if you have any suggestions for additions to this FAQ you can just email them to feedback@planetvampire.com, were I'm on the Forum staff under another name...
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Old 12-04-2006, 08:02 PM
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Clans:
In Bloodlines you can play as a vampire from one of the seven clans that are members of the Camarilla sect. Each clan conforms to a popular vampire archetype. There are the decadent Toreador, reminiscent of the vampires from Anne Rice novels; the aristocratic Ventrue (Dracula was probably one of these); and the deformed, skulking Nosferatu similar to the vampire from the 1922 Murnau classic film. Each clan is geared toward a different style of play so you'll definitely find one that suits you.



Brujah

The Brujah are brutes and thugs with a bad, bad temper. Punks, bikers, metal heads, social outcasts and left-wing radicals make up their ranks. Their clan is an oxymoron; they're united by their rebellious streak and they somehow manage to remain in the Camarilla despite their dislike of authority. They can rely on each other though, and while their clan is largely disorganized they will rally together to help their clan mates in times of need.

Nickname: Rabble

Disciplines: Celerity, Potence, Presence

Merits: The Brujah love to fight and prefer to get their message across as personally as possible - with their fists. They a +1 bonus to Unarmed Combat.

Flaws: Due to their hot temper, the Brujah have only tenuous control over the Beast within. They are more likely to frenzy when taking damage in combat.



Gangrel

The Gangrel are loners and wanderers. They can go for years at a time without encountering another member of their own clan, much less another vampire. They are attuned to the natural world and prefer their solitude far from the hustle and bustle of modern civilization where they can live and hunt in peace. As isolationists they have become very self-reliant and while that means there may not be any allies around should a Gangrel find himself in a predicament, they are less likely to need help than the other clans anyway. Such a basic and primal existence brings the Gangrel into a close relationship with their inner Beast.

Nickname: Outlanders

Disciplines: Animalism, Fortitude, Protean

Merits: Living alone and in the wild hones their survival instincts. When a Gangrel frenzies those instincts take over and they get a +5 bonus to Strength, Stamina and Wits.

Flaws: Having a great affinity with natural forces means that the Beast is closer to the surface of their consciousness than with the other clans. Gangrel are more likely to frenzy when taking damage in combat.



Malkavians

The Malkavians are insane. Their madness dwells in their blood and is passed from sire to childe generation after generation. Of course, madness is a subjective thing. Those afflicted with it might regard it as a gift more so than a malady. The forms that the madness takes run the gamut of known archetypes - from the loony prankster to the tripped out conspiracy nut to the stoic but sadistic psychopath who might seem outwardly normal and not reveal the extent to which insanity rages within him.

Nickname: Kooks

Disciplines: Auspex, Dementation, Obfuscate

Merits: Due to their unique 'insights' the Malkavians get a +2 bonus to their Inspection feat and the voices they hear will sometimes give them helpful clues.

Flaws: They're completely mad. Their dialog is bizarre and sometimes entirely incomprehensible. The voices aren't always right, or even telling the truth.



Nosferatu

The Nosferatu are a walking horror to mortals. Upon being embraced their cursed blood twists and contorts the afflicted into hideous, foul creatures. When one looks the way a Nosferatu does one would tend to stick to the shadows - and that's exactly what the Nosferatu do. They seldom reveal their presence, preferring to move through the dark alleys and sewers where others wouldn't dare tread. They hear a lot of things from their vantage point in the dark, too. The Nosferatu trade in information and their library of secrets on the other clans is considerable. They're the ones you go to when you need to know. But it will come at a price.

Nickname: Sewer Rats

Disciplines: Animalism, Obfuscate, Potence

Merits: Used to a life dwelling in the fetid sewers they make their homes in, they're no strangers to making do with a limited menu. The Nosferatu get a bonus when feeding on rats. After all, they're plentiful and they don't care what you look like.

Flaws: Monstrous creatures, their appearance can never go above 0. You can also forget about sweet-talking a mortal into giving you her phone number or charming them into an alley for a quick snack.



Toreador

Decadent, hedonistic, shallow. These words might best describe the Toreador to an outsider but in reality they're far more sophisticated than that. The embrace brings with it a (sometimes paralyzing) fascination with beauty. Works of art, designer clothes and classical music are as vital to a Toreador as the precious blood upon which they subsist. Not all are content to merely admire and among the Toreador are many artists who pour their passion into canvas, paper or music. Their fascination with beauty isn't without its problems though. Imagine if you will a vampire who stays up too late and becomes fixated on the beauty of a morning sunrise...

Nickname: Degenerates

Disciplines: Auspex, Celerity, Presence

Merits: Still fascinated with the trappings of the mortal world, the Toreador are perhaps not as removed from their former mortal selves than the other clans. As such they their cost for buying humanity is halved and their humanity rewards are doubled.

Flaws: The higher you are the further you fall. Because of their stronger grasp on humanity the Toreador have an acute sense of ethics not shared by the other clans. When you do commit an act that reduces your humanity the effects are doubled.



Tremere

The Tremere are relative newcomers to the world of Vampires. Originally a cabal of sorcerers and mages, some outsiders claim that they are in fact not Vampires at all and they have merely mastered a form of magic that grants them immortality and share all the hallmarks that is the curse of Caine. Some say that their founder, Tremere, succeeded in capturing one of the Antediluvians and diablerizing him - thus becoming an extremely powerful vampire himself before then passing the curse on to the rest of his mages. Either way the Tremere are regarded as interlopers in the world of Vampires and are not trusted by the other clans. Despite this, they maintain a strong and increasing presence in the Camarilla although they are perhaps only tolerated due to the consequences of having the insidious Tremere as foes instead of allies. They practice and ancient form of blood magic called Thaumaturgy which was made only more powerful with the introduction of Cainite blood into their veins. They are shrewd, devious and utterly without remorse.

Nickname: Warlocks

Disciplines: Auspex, Dominate, Thaumaturgy

Merits: They have Thaumaturgy at their disposal - a unique discipline that grants them terrible powers no other clan possesses.

Flaws: The Tremere devote their time to scholarly pursuits. As a consequence their physical development suffers. No physical stat can be raised above 4.



Ventrue

The Ventrue aristocratic and influential. The members of clan Ventrue tend to rise to (and be drawn from) the upper echelons of society. As such their ranks are filled by intelligent, strong willed and powerful people. They are sophisticated and organized; they founded the Camarilla and still lead the sect to this day. They ensure that Traditions are maintained for the good of all vampire society and direct the jyhad against the Sabbat. While their status affords them comfortable unlives they are perhaps a bit spoiled by this and are regarded as old fashioned and a little detached from the "real world" by some of the other clans.

Nickname: Blue Bloods

Disciplines: Dominate, Fortitude, Presence

Merits: They can use their Dominate discipline in conversation with other characters giving them more dialog choices and increasing their chances for favorable outcomes. Their status within Kindred society is also a bonus and they are more readily accepted by other Camarilla.

Flaws: Life at the top means they're not accustomed to getting by at the bottom of society. Only the blood of upper class mortals can sate them. If they feed from a bum or a prostitute there is a chance they will only vomit it straight back up again and they can't feed on rats at all.
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Old 12-04-2006, 08:05 PM
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Sects:
In the Modern Nights two groups of vampire clans called "Sects" with opposing ideologies vie for supremacy behind the scenes: the Camarilla and the Sabbat. You play as one of the seven member clans of the Camarilla.



Camarilla

The largest sect of vampires in existence, the Camarilla concerns itself with the Masquerade, thereby hoping to maintain a place for Kindred in the modern nights. The Camarilla is an open society; it claims all vampires as members (whether they want to belong or not), and any vampire may claim membership, regardless of lineage.

According to the often-contradictory history of the Kindred, the Camarilla came to be at the end of the Anarch Revolt, sometime in the 15th century. The Kindred of Clan Ventrue loudly claim to have been instrumental in the sect's formation, to which many Kindred owe their unlives. With the enforcement of the Masquerade, Kindred had a means of foiling the Inquisition, a Church office sworn to the destruction of supernatural creatures.

Though the Camarilla is the largest sect, just over half of the 13 known vampire clans actively participate in its affairs. The sect holds meetings attended by active clans' representatives; these gatherings are known as convocations. It also calls periodic conclaves, which are open to any and all members of the sect, to discuss matters of imminent sect importance. Only justicars, officers elected by the Inner Circle to attend to matters of the Traditions, may call conclaves. Justicars are always of great age, and rightly feared; as such, their interpretations of the Traditions are heeded out of self-preservation. Coteries of vampires known as archons attend the justicars; meeting an archon is usually a portentous event.

Officially, the Camarilla does not recognize the existence of the Antediluvians or Caine. It reasons that these vampires, if they ever existed at all, have long since suffered the Final Death, and those who allude to them are publicly derided.

Clans: [Brujah|Gangrel|Malkavian|Nosferatu|Toreador|Tremer e |Ventrue]




Sabbat

Rumored to have its origins in a medieval death cult, the Sabbat is greatly feared by Kindred who do not belong to it. The sect is monstrous and violent, and no longer clings to any trappings of human philosophy or morality. Members instead revel in their vampiric unlives. Sometimes referred to as the Black Hand, the Sabbat actively seeks the overthrow of the Traditions, the destruction of the Camarilla, and the subjugation of humankind.

The Sabbat recruits wherever it takes hold, spreading like a poisonous weed and tearing down the established institutions around it. Unlike the Camarilla, the Sabbat recognizes the existence of the Antediluvians, though it rabidly opposes them. According to Sabbat propaganda, the Antediluvians pull the strings of the entire world, and it is this malignant control they oppose. They see the Camarilla as pawns of the Ancients, and oppose its members politically as well as physically. Most Sabbat express bilious contempt for the vampires of the Camarilla, whom they see as cowardly wretches unable to accept their predatory natures.

Outsiders know little about the Sabbat's inner workings. Some Camarilla Kindred even doubt its existence, believing it to be a rumor created by elders to keep troublesome childer in line - an undead boogeyman. Lurid tales about the sect spread like wildfire, including claims that its members indulge in ceaseless diablerie, worship demons, hunt and kill other vampires, and possess the ability to break blood bonds. The only consistent rumor attributed to the Sabbat is its members’ apparent love of fire - the sect has a fearsome reputation for leaving burning wakes behind it.
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Disciplines:

Disciplines are vampiric powers. Vampires can use their cursed blood to perform amazing feats and terrible acts. Each clan has 3 disciplines that they can call upon and within each discipline there are 5 levels of varying effect or increased power. Three clans have a unique discipline shared by no other: the Malkavian's Dementation, Gangrel's Protean and Tremere's Thaumaturgy. Some disciplines also have an area of effect; afflicting several targets at once.

Disciplines come in two forms: passive and targeted.

Passive disciplines do not require a target in order to be activated. When the allocated time for a passive discipline is up the discipline will automatically spend another blood point to renew its effect. You can deactivate your active disciplines by pressing F8. All passive disciplines require one blood point to activate regardless of the level. You will automatically use the highest level of any passive discipline you have.

Targeted disciplines require the vampire to select a target whether it be an enemy vampire, a neutral NPC or yourself. Unlike passive disciplines, the outcomes of the different levels of targeted disciplines vary a great deal so you must choose which level you wish to use prior to activating it so that you may get the desired results.

Some disciplines result in an obvious display of supernatural powers and as such are a Masquerade violation. These should not be performed in public. Others are subtle and can be used among mortals without fear of giving away your true nature.

Generally, superhuman creatures (vampires and other monsters) are less susceptible to the effects of disciplines than are mortals.

Animalism

Type: Targeted
Clans: Gangrel, Nosferatu

This is a set of powers that allow the Kindred to use their Beast to contact and manipulate nearby animals. These animals then be used as agents against your enemies.

Level 1: Nightwisp Ravens
Cost: 1 Blood
Targets: Single
Breaks Masquerade: Yes
Description: When activated a flock of black ravens appears and swarms the target, preventing it from taking any actions. The flock will dissipate after a short amount of time and any action taken against the target will cause the flock to dissipate immediately.

Level 2: Burrowing Beetle
Cost: 1 Blood
Targets: Single
Breaks Masquerade: Yes
Description: When activated a single beetle flies at the target and beings burrowing into their body. The beetle causes damage to the target as it burrows deeper.

Level 3: Spectral Wolf
Cost: 2 Blood
Targets: Single
Breaks Masquerade: Yes
Description: A spectral wolf emerges from a cloud of dust at the feet of the target and mauls the victim. Once the wolf has completed its task it returns to the mist it came from.

Level 4: Bloodsucker's Communion
Cost: 3 Blood
Targets: Single
Breaks Masquerade: Yes
Description: A swarm of ghostly bats emerges from the darkness and descends upon the target. They burst in and out of the victim, draining the target of their blood before returning to the caster and delivering the blood they have collected.

Level 5: Pestilence
Cost: 3 Blood
Targets: Multiple
Breaks Masquerade: Yes
Description: Summoned insects swarm and wash over any targets within line of sight. Some may be able to fend off the swarm until the discipline expires but others will be overpowered and have their flesh eaten from their bones.

Auspex

Type: Passive
Clans: Malkvian, Toreador, Tremere

Auspex allows you to see the auras of those nearby. As well as being able to see enemies through walls you'll receive stat boosts and heightened senses. Characters will have different colored auras depending on their status: a white aura means the character is neutral; a red aura means they are hostile; and a blue aura means they're scared. Additionally, supernatural creatures have different auras from mortals. Vampires, for example, show up as a black smoky cloud.

Level 1
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: No
Description: One point added to Wits. Reveals the auras of mortal and the undead within a short distance. Lasts for 20 seconds per activation.

Level 2
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: No
Description: Adds one point to Wits and one point to Perception. Reveals the auras of mortals and undead within a modest distance. Lasts 24 seconds per activation.

Level 3
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: No
Description: Adds two points to Wits and one point to Perception. Reveals the auras of mortals and undead within a large distance. Lasts 28 seconds per activation.

Level 4
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: No
Description: Adds two points to Wits and two points to Perception. Reveals the auras of mortals and undead within a great distance. Lasts 32 seconds per activation.

Level 5
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: No
Description: Adds three point to Wits and three points to Perception. Reveals the auras of mortals and undead within a vast distance. Lasts 36 seconds per activation.

Celerity

Type: Passive
Clans: Brujah, Toreador

Celerity enables a vampire to move at superhuman speed. As you move faster the world around you appears to slow down. You can avoid incoming fire and close long distance quickly to deliver powerful blows before you opponent can react.

Level 1
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: No
Description: Character moves with a level 1 speed enhancement. Costs one blood per activation. Lasts 14 seconds per activation.

Level 2
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: Yes
Description: Character moves with a level 2 speed enhancement. Costs one blood per activation. Lasts 14 seconds per activation.

Level 3
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: Yes
Description: Character moves with a level 3 speed enhancement. Costs one blood per activation. Lasts 14 seconds per activation.

Level 4
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: Yes
Description: Character moves with a level 4 speed enhancement. Costs one blood per activation. Lasts 14 seconds per activation.

Level 5
Cost: 1 Blood
Targets: N/A
Breaks Masquerade: Yes
Description: Character moves with a level 5 speed enhancement. Costs one blood per activation. Lasts 14 seconds per activation.

Dementation

Type: Targeted
Clan: Malkavian

A discipline unique to the insane Malkavians, it allows them to channel their madness into the minds of those around them.

Level 1: Hysteria
Cost: 1 Blood
Targets: Single
Breaks Masquerade: No
Description: Summoning up a crazed humor from deep inside the target, they will become incapacitated with laughter. Taking any action against the NPC will cause them to return to their senses.

Level 2: Mass Hallucination
Cost: 2 Blood
Targets: Any within radius of player
Breaks Masquerade: No
Description: Causes anyone near the user to suffer hallucinations. The distraction affects several of the victims skills resulting in a -2 reduction to their Firearms, Melee, Brawl, Defense and Resistance to Feeding.

Level 3: Vision of Death
Cost: 2 Blood
Targets: Single
Breaks Masquerade: No
Description: Makes the target's greatest fear manifest within their minds. The vision is so real that the target is overwhelmed with terror and collapses and dies from the stress and shock to their system. May not be as effective against supernatural creatures.

Level 4: Berserk
Cost: 3 Blood
Targets: Single
Breaks Masquerade: No
Description: Similar to the Frenzy a vampire experiences when the Beast is awakened, the target of Berserk is propelled into a bloodthirsty rage and attacks any allies around them. The frenzy lasts until the victim has been killed. May not be as effective against supernatural creatures.

Level 5: Bedlam
Cost: 4 Blood
Targets: Any within radius of target
Breaks Masquerade: No
Description: A wave of dementia washes over any NPCs and any others in close proximity to them. The target and those nearby suffer randomly from the previous levels of Dementation.

Dominate

Type: Targeted
Clans: Tremere, Ventrue

Dominate allows you to leverage the power of the vampire mind against mortals and other vampires alike.

Level 1: Trance
Cost: 1 Blood
Targets: Single
Breaks Masquerade: No
Description: This level causes the target to fall into a deep trance. Any action taken against the target will cause them to snap out of it.

Level 2: Brainwipe
Cost: 2 Blood
Targets: Any within radius of player
Breaks Masquerade: No
Description: Briefly erases the short term memory of anyone in the area of effect. They'll forget what they were just doing including that they were fighting you or even that you're around at all.

Level 3: Suicide
Cost: 2 Blood
Targets: Single
Breaks Masquerade: No
Description: Similar in result to Dementation's Vision of Death, Suicide causes the victim to suffer a fatal fit. May not be as effective against supernatural creatures.

Level 4: Possession
Cost: 3 Blood
Targets: Single
Breaks Masquerade: No
Description: Your survival becomes the most important in the world to the victim. They will try desperately to defend you and attack anyone who tries to harm you. The effect lasts until the victim eventually dies of cardiac arrest. May not be as effective against supernatural creatures.

Level 5: Mass Suicide
Cost: 4 Blood
Targets: Any within radius of the target
Breaks Masquerade: No
Description: An area effect version of Suicide. The target and those nearby will suffer a collective fatal episode. May not be as effective against supernatural creatures.

Fortitude

Type: Passive
Clans: Gangrel, Ventrue

Fortitude increases a vampire's ability to withstand damage. Fortitude also soaks aggravated damage which is particularly harmful to vampires as it increases the likelihood of entering Frenzy. It will stack upon other soak from Stamina and blood buffs.

Level 1
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 1 guaranteed point to all soak feats, greatly increasing your damage reduction. Lasts 25 seconds per activation.

Level 2
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 2 guaranteed points to all soak feats, greatly increasing your damage reduction. Lasts 25 seconds per activation.

Level 3
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 3 guaranteed points to all soak feats, greatly increasing your damage reduction. Lasts 25 seconds per activation.

Level 4
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 4 guaranteed points to all soak feats, greatly increasing your damage reduction. Lasts 25 seconds per activation.

Level 5
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 5 guaranteed points to all soak feats, greatly increasing your damage reduction. Lasts 25 seconds per activation.

Obfuscate

Type: Passive
Clans: Malkavian, Nosferatu

The power to make one's self disappear, whether in dark shadows or under the glare of a spotlight. Those who use Obfuscate can hide from anyone including those standing just a few feet away. At all levels, if the character is "lurking" (i.e. not moving or performing any actions), the Obfuscate timer will not run down. The vampire can stay invisible indefinitely as long as he or she does not move. If a vampire is seen moving the effect is broken until the vampire is hidden again, at which point the timer resumes. A vampire cannot enable Obfuscate if an NPC is looking at him or her.

Level 1: Hide
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: The vampire can turn and look around, stand and crouch and remain invisible. If any other actions are performed, Obfuscate will be broken. Lasts 18 seconds per activation.

Level 2: Limited Invisibility
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: The vampire can move while crouched. Any other actions such as interacting with the environment or bumping into NPCs will break Obfuscate. Lasts 20 seconds per activation.

Level 3: Hidden Killer
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: The vampire can move while crouched and perform stealth kills as long as the vampire does not touch the NPC beforehand. Any other actions, such as interacting with the environment, overt combat, moving while standing or bumping into NPCs will break Obfuscate. Any melee attack that breaks Obfuscate 3 (i.e. a surprise attack) receives a 50% damage bonus. Lasts 22 seconds per activation.

Level 4: Advanced Invisibility
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: The vampire can perform all movement, both crouched and standing, and perform stealth kills as long as the vampire does not touch the NPC beforehand. Any other actions, such as interacting with the environment overt combat or bumping into NPCs will break Obfuscate. Any melee attack that breaks Obfuscate 4 (i.e. a surprise attack) deals double damage. Lasts 24 seconds per activation.

Level 5: Unseen Force
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: The vampire can move freely and interact with the environment (e.g. pick up objects, open doors, take items, etc). Any actions, including bumping into NPCs and combat actions will break Obfuscate. Any melee attack that breaks Obfuscate 5 (i.e. a surprise attack) deals triple damage. Lasts 26 seconds per activation.

Potence

Type: Passive
Clans: Brujah, Nosferatu

Potence allows vampires to channel their blood and increase their strength to superhuman levels. Potence will stack on top of any other blood buffs and any extra damage caused by this Discipline cannot be defended against.

Level 1
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 1 point of strength to melee and brawl attacks. Lasts 25 seconds per activation.

Level 2
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 2 points of strength to melee and brawl attacks. Lasts 25 seconds per activation.

Level 3
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 3 points of strength to melee and brawl attacks. Lasts 25 seconds per activation.

Level 4
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 4 points of strength to melee and brawl attacks. Lasts 25 seconds per activation.

Level 5
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Adds 5 points of strength to melee and brawl attacks. Lasts 25 seconds per activation.

Presence

Type: Passive
Clans: Brujah, Toreador, Ventrue

A vampire with the power of presence can instill dread and abject fear in those nearby. It can reduce their ability to fight the user or mesmerize them, rendering them paralyzing them with fear.

Level 1
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Any NPCs within a small radius of the vampire become dazed and suffer a -1 penalty to Strength, Wits and Perception and a reduced rate of attack. Lasts 16 seconds per activation.

Level 2
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Any NPCs within a large radius of the vampire have a 10% chance of becoming mesmerized. They will be unable to move or fight unless damaged by the vampire. All others will suffer a -2 penalty to Strength, Wits and Perception and a reduced rate of attack. Lasts 16 seconds per activation.

Level 3
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Any NPCs within a large radius of the vampire become dazed and suffer a -3 penalty to Strength, Wits and Perception and reduced rate of attack. There's a 20% chance anyone caught in the radius will become mesmerized. Lasts 16 seconds per activation.

Level 4
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Any NPCs within a large radius of the campfire become dazed and suffer a -4 penalty to Strength, Wits and Perception and reduced rate of attack. There's a 20% chance anyone caught in the radius will become mesmerized. Lasts 16 seconds per activation.

Level 5
Cost: 1 Blood
Targets: Self
Breaks Masquerade: No
Description: Any NPCs within a large radius of the campfire become dazed and suffer a -5 penalty to Strength, Wits and Perception and reduced rate of attack. There's a 25% chance anyone caught in the radius will become mesmerized. Lasts 16 seconds per activation.

Protean

Type: Passive
Clan: Gangrel

A discipline unique to the Gangrel clan, it allows them to make physical changes to their bodies thus enhancing their potency in combat. The changes range from the subtle glowing eyes from Gleam of Red Eyes to the bestial transformation they undergo in War Form. The degree of physical change increases from level to subsequent level. All bonuses are cumulative from the previous levels such that level 2 will also grant the same effects as level 1; level 3 will grant the same effects as levels 1 and 2; and so on.

Level 1: Gleam of Red Eyes
Cost: 1 Blood
Targets: Self
Breaks Masquerade: Variable. See below.
Description: Enhancing their already superhuman eyesight, Gleam of Red Eyes makes the Gangrel's eyes turn a glowing red. This gives them a 1 point bonus to Wits and the ability to see in the dark. Although safe to use from a distance, up close a mortal will notice the change in their eyes and this will cause a Masquerade violation. Lasts 25 seconds per activation.

Level 2: Feral Claws
Cost: 1 Blood
Targets: Self
Breaks Masquerade: Variable. See below.
Description: Level 2 of Protean transforms the Gangrel's hands into long, razor sharp claws in addition to the effects of level 1. The claws deal aggravated damage which is particularly effective against other vampires. Mortals might not notice the claws from a long way off but at a medium distance they will stand out and cause a Masquerade violation. Lasts 25 seconds per activation.

Level 3: Will of the Wolf
Cost: 1 Blood
Targets: Self
Breaks Masquerade: Variable. See below.
Description: This level grants the Gangrel a +2 bonus to Stamina in addition to the effects of levels 1 and 2. Mortals might not notice from a long way off but at a medium distance they will stand out and cause a Masquerade violation. Lasts 25 seconds per activation.

Level 4: Hunter of the Night
Cost: 1 Blood
Targets: Self
Breaks Masquerade: Variable. See Below.
Description: This level grants the Gangrel a +2 bonus to strength in addition to the effects of all previous levels. Now decidedly inhuman in appearance, the Gangrel with level 4 Potence activated will cause a Masquerade violation if seen by mortals, even from a long distance.

Level 5: War Form
Cost: 1 Blood
Targets: Self
Breaks Masquerade: Yes
Description: The apogee of the Protean discipline. This level brings with it increased claw damage in addition to all of the bonuses from the previous levels. A Gangrel with level 5 protean is a terrifying and formidable opponent. Lasts 25 seconds per activation.

Thaumaturgy

Type: Targeted
Clan: Tremere

Unique to clan Tremere, Thaumaturgy is the vampiric progression of the blood magic the sorcerers had been refining for centuries when they were still mortal. As the power of their blood was increased by the introduction of the vampire curse, so too was the power of their magic.

Level 1: Blood Strike
Cost: 1 Blood
Targets: Single
Breaks Masquerade: Yes
Description: Blood Strike fires a red projectile at its target. When it strikes it will return to the user and deliver some blood stolen from the victim. Should the user move from the spot the strike was cast from or use another Blood Strike before the first returns, the blood will be lost. This is also true if the Blood Strike is the final blow that kills the target. Again, no blood will be returned.

Level 2: Purge
Cost: 2 Blood
Targets: Multiple (any within melee range)
Breaks Masquerade: Yes
Description: Those around the user become violently sick and being to vomit blood. Damage is caused to mortal and supernatural enemies alike. Useful for stopping swarms of enemies.

Level 3: Blood Shield
Cost: 3 Blood
Targets: Self
Breaks Masquerade: Yes
Description: Envelops the Tremere in a magical barrier that soaks a portion of any damage inflicted. After absorbing a certain amount of damage the spell will wear off.

Level 4: Blood Salvo
Cost: 3 Blood
Targets: Any within a cone of the vampire's reticule
Breaks Masquerade: Yes
Description: Same as Blood Strike, only it is effecting against several targets. All the same limitations that apply to Blood Strike apply to Blood Salvo.

Level 5: Blood Boil
Cost: 3 Blood
Targets: Single/Area of Effect
Breaks Masquerade: Yes
Description: Literally causes the blood in the target's body to heat up and boil before finally making them explode like a bomb. NPCs caught within the explosion will be damaged by the force of the blast, searing hot blood and shards of bone turned shrapnel. Will effectively kill most opponents outright although may only damage some bosses.
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Old 12-04-2006, 08:12 PM
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Bloodlines Jeanette/Tourette conversation FAQ
Version: 1.01
By Arandie

Overview:
Therese and Jeanette (Tourette) Voerman

Jeanette, a Malkavian, is the game's signature character whose likeness is displayed on the game's box. She can be found in Santa Monica at the Asylum club, which she runs with her sister Therese, Baron of Santa Monica, who is also Malkavian, but fancies herself to be a Ventrue, as displayed by her lofty attitude and hatred for the Nosferatu. They share an interesting love-hate relationship and, as the player eventually discovers, the same body. Jeanette turns out to be a personality concocted by Therese as an escape from the sexual abuse she endured at the hands of her father. The player is given the opportunity to either help destroy ("kill") one of these personalities or to help the two sisters reconcile and coexist peacefully. The resulting merged personality is referred to as Tourette in the game documentation. It is possible for characters of either gender to sleep with Tourette, but extremely difficult—if the wrong reply is chosen at any point during any conversation with Therese, Jeanette or Tourette, the option does not become available. This option has been made more accessible in the fan patches.
__________________________________________________ ______________________________

Here is the correct conversation choices you must choose to either:

A) Have sex with Jeanette.

or

B) Save them both and get 1 extra experience point.

First we'll start off with how to get Jeanette into bed with you, the responses are arranged in the order that you recieve them. While in the conversations, just pick the correct response.

__________________________________________________ ______________________________
Sleeping with Jeanette:
__________________________________________________ ______________________________

You need a Seduction Feat of 2. Then just choose the conversation choices
provided here.

__________________________________________________ ______________________________
First Meeting, entering her club for the first time:
__________________________________________________ ______________________________

Need a Seduction of 2, not Malkavian -

2. Frightening isn't the word I'd use. . .exciting is more like it.

1. Fire hoses?

2. That's what I was thinking. What's your name?

2. Aren't you the tease? Got a name I can remember you by?

2. Soon can't come soon enough. Goodbye.

--------------------------------------------------------------------------------

Need a Seduction of 2, are Malkavian -

1. I see before me a beauty who shares the madness of my mind...

1. Greetings, daughter of Janus...

1. You are the whiteness, she of alabaster and ivory...

2. Fear and love are two sides of the same coin. . .

1. You mean we're both rolled up and twisted?

2. Burn, baby, burn. Give me the pleasure of your label...

2. My heart beats like a thousand primal drums. Give me the gift of your name...

2. Until our shattered selves once again collide.


__________________________________________________ ______________________________
Second Meeting, after the events at the Hotel:
__________________________________________________ ______________________________

Need a Seduction rating of 2, not Malkavian -

3. Yes, as a matter of fact, I did. I couldn't stop thinking about you.

3. All the time, Jeanette. What do I do in your thoughts?

1, 2, or 3, doesn't matter.

2. Of course. Here, take it.

3. It would look good on you. I'm sure anything does.

1. Listen, Therese told me she'd call off the feud with Tung.

4. I can't stand her type.

1 or 2, doesn't matter.

1. What?

2. For you, anything.

1 or 2, doesn't matter.

2. I'd never intentionally keep you waiting, Jeanette. Goodbye.

--------------------------------------------------------------------------------

Need a Seduction of 2, is Malkavian -

3. All of my selves are intoxicated with you, white mistress...

3. You haunt my fark dreams, but what deeds do I do in your own?

1, 2, or 3, doesn't matter.

2. Yes. Here is the ghostly locket...

1. I would like to see it glistening against your bloodless pale heart-place...

1. Your father's darker daughter said she would forgive the hiding worm...

4. Nightmares and needles. She sickens my very skin...

1 or 2, doesn't matter.

1. Yes, white mistress?

2. For you I would face the flame at noontime...

1 or 2, doesn't matter.

2. I will think of you only as I slash these splatterings...


__________________________________________________ ______________________________
Third Conversation, on the telephone at the diner:
__________________________________________________ ______________________________

Need Seduction of 2, not Malkavian -

2. Of course I'll save you. But first, tell me what happened.

1 or 2, doesn't matter.

--------------------------------------------------------------------------------

Need Seduction of 2, is Malkavian -

2. I shall be your white knight, ivory goddess. First tell me yout tale...

1 or 2, doesn't matter.


__________________________________________________ ______________________________
3rd Meeting, Tourette:
__________________________________________________ ______________________________

Not Malkavian -

1. Jeanette?

2. Go on, Jeanette.

2. Go on, Jeanette.

2. That doesn't give you the right to tell her what to do.

2. You're right, Jeanette. Therese tried to have me killed!

1. What happened to your father, Jeanette?

2. I can't believe you killed your own father, Therese.

1. Grab the gun, Jeanette.

1. I understand. Goodbye.

1 or 2, doesn't matter.

--------------------------------------------------------------------------------

Is Malkavian -

1. Ivory princess?

2. Please continue, ivory goddess. . .

2. Go on, ivory princess.

2. She owes you nothing, dark daughter.

2. Yes! The dark one called down the reaper on me!

1. What of Janus, white mistress?

2. A dark deed for the dark daughter...

1. Grab the boom-stick, ivory princess!

1. Your words are clear, white mistress...

1 or 2, doesn't matter.

__________________________________________________ ______________________________

Now, after you return from the Elizabeth Dane, head over to the club to see
Jeanette.


__________________________________________________ ______________________________
4th Meeting, after returning from the Dane:
__________________________________________________ ______________________________

Have at least 2 Blood, not Malkavian

1. Are you lonely?

2. I know something we can do. But I'm not sure it's possible. . .

--------------------------------------------------------------------------------

Have at least 2 Blood, is Malkavian

1. Do you swim in a sea of solitude, ivory princess?

2. I remember sweet, human things. But can we enjoy them undead?

__________________________________________________ ______________________________



Congrats! You have now slept with Jeanette, and only missed out on 2 experience
points by doing so.

Now, incase you'd rather not sleep with Jeanette, or you really want those 2
XP, here's the way to save them both.


__________________________________________________ ______________________________
Saving Jeanette and Therese (Tourette):
__________________________________________________ ______________________________

You need to have a Persuasion Feat of 4 and a seduction rank of 4 or higher for
both of them in order to save Tourette, here are the conversation choices you
have to pick to get those ratings.

__________________________________________________ ______________________________
First meeting with Jeanette:
__________________________________________________ ______________________________

Need a Seduction of 2, not Malkavian -

2. Frightening isn't the word I'd use. . .exciting is more like it.

1. Fire hoses?

2. That's what I was thinking. What's your name?

2. Aren't you the tease? Got a name I can remember you by?

2. Soon can't come soon enough. Goodbye.

--------------------------------------------------------------------------------

Need a Seduction of 2, are Malkavian -

1. I see before me a beauty who shares the madness of my mind...

1. Greetings, daughter of Janus...

1. You are the whiteness, she of alabaster and ivory...

2. Fear and love are two sides of the same coin. . .

1. You mean we're both rolled up and twisted?

2. Burn, baby, burn. Give me the pleasure of your label...

2. My heart beats like a thousand primal drums. Give me the gift of your name...

2. Until our shattered selves once again collide.


__________________________________________________ ______________________________
First meeting with Therese:
__________________________________________________ ______________________________

Not Malkavian -

2. I'm just glad she's gone. You are Therese?

1. I need you to call off the feud with Bertram Tung.

2. Why do you hate him?

1. Then can you put out the word that you've got no feud with him?

1. That's unfortunate, but I do need to see him.

2. Gladly. What do I have to do?

1. I'll do it if you promise to call off the feud.

2. I can respect that. And I appreciate it. Goodbye.

1. If that's what it takes to get the job done.

2. Right. Goodbye.

--------------------------------------------------------------------------------

Is Malkavian -

2. I could stomach her oozings no longer. You are Therese, the dark daughter?

1. Call off your conflict with the worm, dark one. . .

2. What has brought your darkness upon him?

1. Please tell the worm that all is forgiven. . .

1. I am no politicking blood-sucker. I need to see the worm. . .

2. Speak your quest, dark one. . .

1. If you will give word that to the worm that he is not wanted, I will go.

2. Your words are ;like the reddest nectar, dark daughter. Farewell.

1. I will do what needs be done, dark one. . .

2. Then I am off to the House on the Ocean.


__________________________________________________ ______________________________
Second Meeting with Jeanette, after the events at the Hotel:
__________________________________________________ ______________________________

Need a Seduction rating of 2, not Malkavian -

3. Yes, as a matter of fact, I did. I couldn't stop thinking about you.

3. All the time, Jeanette. What do I do in your thoughts?

1, 2, or 3, doesn't matter.

2. I'm not giving it to anyone but Therese.

2 or 3, doesn't matter.

3 or 4, doesn't matter.

3 or 4, doesn't matter.

1, 2, or 4, doesn't matter.

2. For you, anything.

1 or 2, doesn't matter.

2. I'd never intentionally keep you waiting, Jeanette. Goodbye.

--------------------------------------------------------------------------------

Need a Seduction of 2, is Malkavian -

3. All of my selves are intoxicated with you, white mistress...

3. You haunt my fark dreams, but what deeds do I do in your own?

1, 2, or 3, doesn't matter.

2. Your sister only receives this treasure...

2 or 3, doesn't matter.

3 or 4, doesn't matter.

3 or 4, doesn't matter.

1, 2, or 4, doesn't matter.

2. For you I would face the flame at noontime...

1 or 2, doesn't matter.

2. I will think of you only as I slash these splatterings...


__________________________________________________ ______________________________
2nd Meeting with Therese, after returning from the Gallery:
__________________________________________________ ______________________________

Not Malkavian -

1. I-

1. But-

1. I didn't do it! I swear!

1. Yeah. I have the item from the Ocean House too.

1. And how do I do that?

1. I'll go - then the feud is off?

--------------------------------------------------------------------------------

Is Malkavian -

1. I-

1. But-

1. I don't know what your lips are saying!

1. Yes. And I have brought you ghostly bauble, sweet darkness. . .

1. How might this deed be done?

1. This is more convoluted than my psyche. I will find her, and then we finish
this. . .


__________________________________________________ ______________________________
4th Meeting, Tourette:
__________________________________________________ ______________________________

Persuasion of 4, not Malkavian -

4. Why are you both fighting?

3. Both of you stop.

3. Stop it, right now. Both of you.

3. If you both want to continue to exist, you're going to have to live with
each other.

3. Both of you have been working against the other. Together, you'd be a power.

3. That's all in the past. Forget about it.

3. No matter what happened, you two need each other to move on.

3. Think of how powerful you could both be if you worked together.

1. Therese, let Jeanette have more responsibility.

1. Jeanette, stop sabotaging your sister's plans.

1. If you'll call a truce and run this place equally, there's no need to kill
each other.

1. You both must have gotten along at one time.

1. You don't really want to kill each other, do you?

1. Give me the gun, Therese.

1 or 2, doesn't matter.

--------------------------------------------------------------------------------

Persuasion of 4, is Malkavian -

4. From where this hateful quarrel?

3. Both sides need to cease this conflict. . .

3. Become mute both mouths! Both sides need to cease this conflict. . .

3. You must both learn to live in the same skin...

3. If you could learn to join hands, think of the strength you command. . .

3. The past is a worn garment, Dispose of it...

3. History's shadow need not fall on you both...

3. Work together, and your power will more than double...

1. Dark one, let the light carry more of the burden...

1. White mistress, stand not in the way of the dark one's plans...

1. Run this house as a family, and you both may unlive another day...

1. Was here never a time when you looked each other in the eye?

1. You don't really wish to become an only child?

1. Give me boom-stick, dark one...

1 or 2, doesn't matter.

__________________________________________________ ______________________________

Congrats! You have now saved them both.
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Old 12-14-2006, 10:41 AM
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There's something uniquely satisfying about being evil. Evil gets to play with the best toys, listen to the best music, wear the best clothes and generally be sinister, introspective and cool. In game terms, being evil also means that you get to do all the things that make the good guys wince, like bursting people with blood-magic or biting them in the face. Vampire - The Masquerade: Bloodlines is the latest excuse to be deliciously evil. From developer Troika the game takes advantage of both the rich heritage of White Wolf's role-playing game, and Valve's spanking new Source engine, which powers Half-Life 2; an undeniably exciting concept.

In practice the game is a thrilling merger of RPG sensibilities and frenetic, brutal action...with just a dash of stealth and lateral thinking thrown in for good measure. The player takes command of a fledgling vampire in the dangerous employ of Prince Le Croix - the vampire overlord of Los Angeles. Like any good RPG, Vampire allows you to choose an avatar for your character from a number of different models, both male and female. The species of vampire you choose will, to some extent, dictate what sort of player you'll be in the game. Action fans will probably be at home with the more physically powerful vampires such as the Brujhar, whose natural instincts for combat will confer increased power and accuracy. More conservative or cerebral players may prefer to outsmart or out-magic their opponents - there's even a chance to play as the sanity-challenged Malkavians, which leads to some unique conversations and scenarios.

You can choose to play from either the first-person, like a traditional shooter, or to view your character in the third-person, which is useful for melee combat or to judge jumps. There's no great emphasis on any one aspect of play - combat or puzzle solving - and the fact that experience points are rewarded for completing missions rather than killing enemies means that players are invited to explore as they see fit, and solve problems in a manner of their choosing. Skillful players are able to sneak past sentries, or talk their way past an opponent. Or they could just choose to pull his head off. There is a huge variety of weapons, both ranged and melee to experiment with, as well as a great implementation of `Thermaturgy' - vampire blood magic.

Like other games such as Morrowind, or semi-RPG action games like Grand Theft Auto, there are central plot missions that need to be completed in order to really progress through the game. However, the giant sandbox world that Troika has crafted means that there's seldom a dull moment in between times, and sub-missions are often just as fun and rewarding to undertake.

Visually, the game is a treat, with the Source technology really shining through. There is a realistic physics engine that allows in-game objects to react to the players' (and other characters') actions - gun fire may dislodge boxes, doors and walls can be smashed apart...in a more gruesome touch blood and viscera has a tendency to splatter and stain the environment. Aurally, the effects are crisp and detailed. There is a huge amount of spoken dialogue, with multiple variations depending on who you `are' and what you say - coupled with multiple endings this game has oodles of replay value.

System-wise, you'll need a decent rig to play this game. I've recently upgraded my system to cope with Half-Life 2, and this game runs smoothly on what I would consider mid to high settings - 32bit color depth, 1280x960 resolution, mid-range sound etc. My system is a P4 2.6 with a gig of ram and a 9600 pro graphics card. If Doom 3 proved completely unplayable on your system then you'll find this over your head as well, but the game seems a little more scaleable than Doom, with more allowance for the average machine. One thing you will need is plenty of free hard drive space - a gig+ if you like to have as much as possible on the drive.

In the spirit of great games like Deus Ex, this game is going to appeal to both straight up action and RPG gamers, as well as any fans of the 'Vampire' series, who'll flip for the great attention to detail and the immersive visuals. It's difficult to suppress a smile when you're slinking through alleys, vaulting over high walls and slitting the throats of your vampire and supernatural foes, or going in gun's blazing with your Uzi and katana combo! This is certainly not a game for either kids, or the faint hearted; but for anyone who thinks having a taste for claret and no pulse sounds cool, this is the game for you.
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Old 12-14-2006, 11:31 AM
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Send a message via Yahoo to Ferren Ezhno
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Have you noticed that no one else reads this but you? i am not trying to be mean, but just let it purge itself.
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Old 12-14-2006, 05:14 PM
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Quote:
Originally Posted by Ferren Ezhno
Have you noticed that no one else reads this but you?
So, I don't give a flying **** what you, or almost everyone else, thinks about Bloodlines. Now please desist spamming my topic with your futile whining.
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Old 06-20-2007, 12:37 AM
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Default Re: Vampire: The Masquerade - Bloodlines

Don't worry many have laid their eyes upon this thread...

Kaiza Killa:
Definately a Ventrue...


Kaiza Killa
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Old 07-05-2007, 09:04 PM
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Default Re: Vampire: The Masquerade - Bloodlines

This looks like a cool game!

Does it play like the KOTOR games?
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[sub:59a1839e95]The Force may have no dark or light side, but we do. We must choose.
-Luke Skywalker[/sub:59a1839e95]
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