QUOTE(TheCheshireKhajiit @ May 23 2019, 03:58 AM)

QUOTE(Darkness Eternal @ May 22 2019, 08:09 PM)

QUOTE(SubRosa @ May 23 2019, 01:14 AM)

That explains it. Mostly. Though it makes my head hurt. Maybe I need a drink...

It does take getting used to! For sure!
The new game definitely shows traditional RPG classes that indeed simplifies plenty of things. I’m still getting used to the gameplay.
Brujah-DPS/Warrior
Tremere-Magic/Mage
Ventrue-Defense/Tank.
Are you playing the new game?!

No, no lol. I meant the first game. I’m still learning the ropes on that one.
Brujah abilities:The signature Discipline of the Brujah imbues their undead bodies with the pinnacle of raw Kindred strength. Nobody underestimates the strength of a Brujah twice.
• Fist of Caine (Blood Cost: 2), Potence’s first active power, allows the Brujah to deliver a devastating punch that turns walls into rubble and throws enemies through the air, tearing of limbs and causing collateral damage. The • • slot enhances these devastating effects even further.
• • • Earthshock (Blood Cost: 2), the second active power, smashes the ground with titanic force. The impact causes a shockwave around the player, damaging and knocking down anyone who dared to stray too close. After further upgrades with the • • • • and • • • • • slots, the ground cracks under the Brujah’s onslaught, sending fissures outwards and damaging anyone caught in this cataclysm.
CELERITY
Some Kindred strike faster, dodge quicker, and escape more nimbly than any mortal creature could hope to. They use Celerity, the Discipline of pushing their bodies’ speed beyond all limits.
• Unseen Storm (Blood Cost: 2), the first active, allows the vampire to dash in a direction of their choice at such a speed as to momentarily disappear from view, allowing them to land attacks, dodge around enemies, or get away before the dust has time to settle. Characters struck along the way of the dash get knocked down. The • • slot further enhances the Unseen Storm.
• • • Accelerate (Blood Cost: 5), the second active, opens up speeds so fast that everything else in the world appears to slow down to a virtual standstill. Assailants seem frozen in their attacks, cars crawl forward, bullets zip by lazily, and the vampire can get up to the kinds of stunts that, with a popular 80’s synth track in the background, would make an awesome movie scene. The • • • • and • • • • • slots allow the vampire to further improve their acceleration.
Tremere AbilitiesTHAUMATURGY
Few secrets are guarded more jealously by the Tremere than their signature Discipline: Blood sorcery. Followers of the Path of Blood gain almost unparalleled destructive power.
• Skewer (Blood Cost: 3), the first active Thaumaturgy power, launches a small portion of the vampire’s Vitae at the feet of their enemies, where it erupts in a patch of razor-sharp spikes. Once they dissolve, a stream of blood flows back to the caster. The • • slot upgrades Skewer.
• • • Purge (Blood Cost: 3), the second active power, allows the vampire to make their victims vomit up blood, damaging them heavily. A stream of blood flows back to the caster. The • • • • and • • • • • slots enhance Purge, until it reaches its ultimate potential.
• • • • • Blood Boil (Blood Cost: 2 x 3). A master of Thaumaturgy may cast Purge for a second time on an affected NPC, causing the blood in their veins to sear. The wretch explodes within moments; bystanders in a large area are damaged. Blood from each victim streams back to the caster.
AUSPEX
Nothing stays hidden to those who master the Discipline of Auspex. By expanding their own senses beyond the boundaries of their bodies, these Kindred inch ever closer to their personal idea of perfection.
• Aura Sense (Blood Cost: 2), Auspex’ first active, allows the vampire to spot NPCs even through walls, read crowds at a glance, and mark individuals to keep them in their sights over long distances. It also allows the user to spot the weaknesses in the marked NPC’s attack and defense. The • • and • • • • • slots enhance Aura Sense.
• • • Psychic Projection (Blood Cost: 2), the second active, detaches the vampire’s mind from their body. Untethered, they can explore the area in astral form, remaining free to use Aura Sight to mark any character they spot. Beyond that, the vampire’s mastery of their own senses has grown to such an extent that they can telepathically overwhelm the senses of others for a short while. The • • • • slot enhances Psychic Projection.
Ventrue abilitiesDOMINATE
Guardians of the Masquerade and Princes of uncounted cities, it runs in the Ventrues’ blood to be obeyed. Their signature Discipline allows them to Dominate the actions and memories of others.
• Mesmerize (Blood Cost: 3), the primary Dominate power, allows the Ventrue to place one NPC in a brief hypnotic trance. The person so affected is oblivious to the world around them, ignoring sound, touch and even pain. The • • slot intensifies Mesmerize’s effect.
• • • Command (Blood Cost: 0), the secondary Dominate power, significantly extends the Ventrue’s control over the Mesmerized NPC. They can now be ordered to move, remove obstacles, or even attack others. The • • • • and • • • • • slots upgrade Command.
FORTITUDE
Few things truly worry the vampire who masters Fortitude, the Discipline of physical resilience. After all, why fear the battle when you are certain to outlast your foe?
• Absorb (Blood Cost: 2), the first active, allows the vampire to take a brief defensive stance in which they may deflect all attacks they can see, healing their wounds for every would-be strike. The • • slot increases Absorb’s effects.
• • • Personal Armor (Blood Cost: 2), the second active power, hardens the vampire’s skin into a stone-like barrier. The • • • • and • • • • • slots upgrade this power to the point where a true master becomes impervious to attacks, causing attackers to stagger back from the recoil of their own strikes.