Vampire The Masquerade Bloodlines Disciplines

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Paradox Interactive today released new information on some of the vampirical abilities players can use in the hotly anticipated upcoming action-RPG, Vampire: The Masquerade Bloodlines 2.Unlike its predecessor, players begin will begin the upcoming sequel as a newly embraced second-class group of vampires known as Thinbloods. As the story progresses, players will eventually have the opportunity to join one of the five full-blooded Kindred clans.The publisher explains the backstory of the 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.”Choosing a discipline is one of the first key decisions players will make after starting a new game of Bloodlines 2. Each discipline grants unique combat and traversal abilities that can be upgraded throughout the game to enhance effectiveness or add special effects.Chiropteran, Mentalism, and Nebulation are Thinblood disciplines adapted for Bloodlines 2 from the pen and paper tabletop RPG. You can check out the description of the progression trees from each discipline 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.

Vampire: The Masquerade - Bloodlines Earlier this year, we received our first look at the sequel to Troika Games’ 2004 action RPG, Vampire: The Masquerade - Bloodlines. It’s a title that quickly achieved cult classic status for its acclaimed writing and robust narrative, despite a number of bugs, technical problems, and an overall lack of polish.

Discipline Vtm

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.Like Thinbloods, players can expect each of the five full-blood clans to have thier own unique abilities and upgrades. More information on the Kindred Clans is incoming from Paradox Interactive over the coming weeks.You can check out a lore video below to learn more about Thinbloods and get a sneak peek at their abilities in Vampire: The Masquerade – Bloodlines 2.

DisciplinesDisciplines 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.AnimalismType: TargetedClans:,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 RavensCost: 1 BloodTargets: SingleBreaks Masquerade: YesDescription: 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 BeetleCost: 1 BloodTargets: SingleBreaks Masquerade: YesDescription: 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 WolfCost: 2 BloodTargets: SingleBreaks Masquerade: YesDescription: 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 CommunionCost: 3 BloodTargets: SingleBreaks Masquerade: YesDescription: 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: PestilenceCost: 3 BloodTargets: MultipleBreaks Masquerade: YesDescription: 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.AuspexType: PassiveClans:,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 1Cost: 1 BloodTargets: N/ABreaks Masquerade: NoDescription: One point added to Wits.

Reveals the auras of mortal and the undead within a short distance. Lasts for 20 seconds per activation.Level 2Cost: 1 BloodTargets: N/ABreaks Masquerade: NoDescription: 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 3Cost: 1 BloodTargets: N/ABreaks Masquerade: NoDescription: 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 4Cost: 1 BloodTargets: N/ABreaks Masquerade: NoDescription: 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 5Cost: 1 BloodTargets: N/ABreaks Masquerade: NoDescription: 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.CelerityType: PassiveClans:,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 1Cost: 1 BloodTargets: N/ABreaks Masquerade: NoDescription: Character moves with a level 1 speed enhancement. Costs one blood per activation.

Lasts 14 seconds per activation.Level 2Cost: 1 BloodTargets: N/ABreaks Masquerade: YesDescription: Character moves with a level 2 speed enhancement. Costs one blood per activation. Lasts 14 seconds per activation.Level 3Cost: 1 BloodTargets: N/ABreaks Masquerade: YesDescription: Character moves with a level 3 speed enhancement. Costs one blood per activation.

Lasts 14 seconds per activation.Level 4Cost: 1 BloodTargets: N/ABreaks Masquerade: YesDescription: Character moves with a level 4 speed enhancement. Costs one blood per activation. Lasts 14 seconds per activation.Level 5Cost: 1 BloodTargets: N/ABreaks Masquerade: YesDescription: Character moves with a level 5 speed enhancement. Costs one blood per activation. Lasts 14 seconds per activation.DementationType: TargetedClan:A discipline unique to the insane Malkavians, it allows them to channel their madness into the minds of those around them.Level 1: HysteriaCost: 1 BloodTargets: SingleBreaks Masquerade: NoDescription: 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 HallucinationCost: 2 BloodTargets: Any within radius of playerBreaks Masquerade: NoDescription: 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 DeathCost: 2 BloodTargets: SingleBreaks Masquerade: NoDescription: 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: BerserkCost: 3 BloodTargets: SingleBreaks Masquerade: NoDescription: 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: BedlamCost: 4 BloodTargets: Any within radius of targetBreaks Masquerade: NoDescription: 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.DominateType: TargetedClans:,Dominate allows you to leverage the power of the vampire mind against mortals and other vampires alike.Level 1: TranceCost: 1 BloodTargets: SingleBreaks Masquerade: NoDescription: 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: BrainwipeCost: 2 BloodTargets: Any within radius of playerBreaks Masquerade: NoDescription: 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: SuicideCost: 2 BloodTargets: SingleBreaks Masquerade: NoDescription: 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: PossessionCost: 3 BloodTargets: SingleBreaks Masquerade: NoDescription: 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 SuicideCost: 4 BloodTargets: Any within radius of the targetBreaks Masquerade: NoDescription: 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.FortitudeType: PassiveClans:,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 1Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 1 guaranteed point to all soak feats, greatly increasing your damage reduction.

Lasts 25 seconds per activation.Level 2Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 2 guaranteed points to all soak feats, greatly increasing your damage reduction. Lasts 25 seconds per activation.Level 3Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 3 guaranteed points to all soak feats, greatly increasing your damage reduction. Lasts 25 seconds per activation.Level 4Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 4 guaranteed points to all soak feats, greatly increasing your damage reduction. Lasts 25 seconds per activation.Level 5Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 5 guaranteed points to all soak feats, greatly increasing your damage reduction. Lasts 25 seconds per activation.ObfuscateType: PassiveClans:,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: HideCost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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 InvisibilityCost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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 KillerCost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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 InvisibilityCost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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 ForceCost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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.PotenceType: PassiveClans:,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 1Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 1 point of strength to melee and brawl attacks.

Lasts 25 seconds per activation.Level 2Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 2 points of strength to melee and brawl attacks. Lasts 25 seconds per activation.Level 3Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 3 points of strength to melee and brawl attacks. Lasts 25 seconds per activation.Level 4Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 4 points of strength to melee and brawl attacks. Lasts 25 seconds per activation.Level 5Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: Adds 5 points of strength to melee and brawl attacks.

Lasts 25 seconds per activation.PresenceType: PassiveClans:,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 1Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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 2Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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 3Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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 4Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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 5Cost: 1 BloodTargets: SelfBreaks Masquerade: NoDescription: 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.ProteanType: PassiveClan: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 EyesCost: 1 BloodTargets: SelfBreaks 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 ClawsCost: 1 BloodTargets: SelfBreaks 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 WolfCost: 1 BloodTargets: SelfBreaks 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 NightCost: 1 BloodTargets: SelfBreaks 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 FormCost: 1 BloodTargets: SelfBreaks Masquerade: YesDescription: 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.ThaumaturgyType: TargetedClan: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 StrikeCost: 1 BloodTargets: SingleBreaks Masquerade: YesDescription: 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: PurgeCost: 2 BloodTargets: Multiple (any within melee range)Breaks Masquerade: YesDescription: 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 ShieldCost: 3 BloodTargets: SelfBreaks Masquerade: YesDescription: Envelops the Tremere in a magical barrier that soaks a portion of any damage inflicted.

Vampire The Masquerade Bloodlines Disciplines

After absorbing a certain amount of damage the spell will wear off.Level 4: Blood SalvoCost: 3 BloodTargets: Any within a cone of the vampire's reticuleBreaks Masquerade: YesDescription: 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 BoilCost: 3 BloodTargets: Single/Area of EffectBreaks Masquerade: YesDescription: 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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