



Welcome back to another World of Dorkness review. In keeping with the intended tradition of reviewing the first published book after the corebook was released (except Mage, you know what you did) today were looking at our third Vampire supplement, The Players Guide.
Let us begin, as we always do with the cover.
Hey, remember that terrible piece of art I mentioned at the beginning of the Masquerade review that was almost the cover of that book? Ta-da! Its difficult to put into words everything thats wrong with this picture but I will do my best.
Why is the sky lit like sunrise? Wouldnt our vampire friend on the cover not be awake, let alone outside at that time of day? What the hell is going on with the perspective of the background? What is going on with that flaming motorcycle? WHAT IS WRONG WITH YOUR FAAAAAAACE?
This had to have been pitched as Cool vampire on the street with something in the background or something because ..I just .I cant with this cover. Although if Im being 100% honest, I did buy my physical copy of this book because of the cover. It was just too hilarious to pass up. The cover of the Storytellers Handbook also has a hilarious cover image, but Ill save that surprise for when we get there. Lets quit gawking at the terrible cover and flip this bad boy over and see what the back promises.
quote:
They drove me down, used me as their pawn. Never again, never more shall I be used by another. They thought they had all the power, that they pulled the strings, but now their strength is mine. Now, with the new might coursing through my body, I will have vengeance. -Juggler, No Apologies
The Players Guide
In the Gothic-Punk world of the Vampire, any advantage can mean the difference between survival and final, permanent death. Thus, The Players Guide - 128 pages of new clans, archetypes, skills, abilities, and equipment. Learn what it means to be one of the most powerful Elders, with Disciplines far surpassing those of the younger Kindred. Add Merits and Flaws to your character, balancing out mighty new powers with fascinating weaknesses. Learn new techniques for roleplaying in Vampire, written by some of the industry's leading designers. Prepare yourself for a whole new role in the immortal Jyhad.
Nice to see our pal Juggler from the corebook making a brief appearance again here on the back of the book. And as a fun little bonus we get a color version of the Gangrel clan image from the core on the back as well.
The blurb on the back is accurate about the contents within, were provided with 5 new clans, ranks 6-10 on all the original disciplines provided in the corebook as well 1-10 on the new Disciplines that have been introduced with our new clans. Also, good lord, there is so much equipment. Do Kindred need tanks? Probably not, but by God White Wolf gave us the information for them nonetheless!
The sticker price is $15, which adjusted for inflation would be $33.24. However, if you head over to drivethrurpg* you can pick up the PDF for $8.99 or $18.99 for a printed copy. Id like to give Drivethru the shout out here as I did not have a PDF of this book (somehow) and I was extremely pleased with how clean and clear the PDF copy they sell is. Ive complained in past reviews about sometimes iffy quality of the PDFs Im reviewing, but opening this one was a breath of fresh air as far as visual quality was concerned.
*I am not being sponsored by DriveThruRPG and receive nothing for you purchasing this book from them.
Lets crack this open and see what we have before us, shall we?
Credits:
- Concepts: Mark Rein*Hagen, Andrew Greenberg, Josh Timbrook
Authors: Andrew Greenberg, Mark Rein*Hagen, Greame Davis, Bill Bridges, Daniel Greenberg, Ryk Strong, Frank Fry, Aaron Voss, Travis Williams
Development: Mark Rein*Hagen, Andrew Greenberg, Stewart Wieck
Editing: Stewart Wieck, Andrew Greenberg, Ken Cliffe
Cover art: Dan Frazier
Art: Tim Bradstreet, Gail Van Voorhis, Josh Timbrook, John Bridges, Larry McDougal, Seri Mohm
Layout: Sam Chupp
Layout Peons: Mark Rein*Hagen, Andrew Greenberg, Kelly Norwood
Design Contributors: Ian Borchardt, Hank Driskill, Chet Allen Erez, Mary K Kuhner, Dave P. Martin, Ron Jarrell, John Daly, James Dunson, Carl Rigney, Bernard Cana, James r. Dunson, Jim Summers (Many thanks to all of you on the Internet Vampire mailing list!)
Vampire: The Masquerade was created by Mark Rein*Hagen
Special Thanks:
- Mark John Holmes Rein*Hagen: Very, very, very
Stewart Odds Fixin Wieck: For seeming to win all his football games. Hmmm
Josh My Quote! Timbrook: for embracing the Brujah state of mind
Wes Hey, lets use this new power Harris: for summoning unwanted gremlins.
Travis Bumbaras Clot Williams: For being a wanted gremlin
Ken Mythic Places is on schedule Cliffe, for his overly optimistic attitude
Chris Coyotes are good people McDonough: for really getting us in trouble
Sam How did you guess I stayed up all night? Chupp: for showing us the essence of a sugar rush
Leigh Ann Fertility Goddess Hildebrand-Chupp: For somehow managing to be patient and pregnant at the same time
Kelly Road Warrior Norwood: For designing some really rad wheels.
Dedication:
To Anne Rice, whose boundless imagination so inspired us, and who understands so well what it all means. Thanks for the nightmares .
quote:
Horror and mortal terror can never be exonerated. They have no real value. Pure evil has no place here ..except, perhaps, the art that repudiates evil the vampire comics, the horror novels, old gothic tales or in the roaring chants of the rock stars who dramatize the battles against evil that each mortal fights within himself Anne Rice, The Vampire Lestat
The Mythic Places referenced in the Special Thanks of this book is an Ars Magica title, as AM was still under the White Wolf banner at this point in the 90s. Why was MR*H given the John Holmes nickname here? Do I want to know the answer to this? Probably not.
Table of Contents
Chapter One: The World of the Kindred
Chapter Two: Character Creation
Chapter Three: The Expanded Character
Chapter Four: The Clans
Chapter Five: Roleplaying
Chapter Six: Equipment
Chapter Seven: Survival of the Fittest
Preface
quote:
The essence of Vampire lies in the undead characters, those doomed symbols of both good and evil. Powerful beyond human comparisons, yet damned with tragic defects of epic proportions, each Vampire is a unique reflection of its creator, and as such bears only limited resemblance to other Kindred. The soul of a Vampire is its individuality
Following through with this idea, the rest of the preface informs us that the book contains new information, rules and ideas to make player characters more interesting and unique, as well as each section of the book focusing on different elements of how Vampire can be played. Were also informed that this guide is a departure from how the crew typically writes books, as their focus is normally on Storytelling, Setting and Roleplaying, the focus here is on the players, and the attempt to provide a little something for every kind of Vampire player. It closes out
quote:
We had a lot of fun with this book. Its not as serious as most of our Vampire supplements are, but then this one is for you. And after all, its just a game. We hope you have as much fun with it as we did.
I dont know if I would say this book is wholly unserious, as it does present some important setting elements that flesh out Kindred society more, as well as the introduction of the new clans who all have their own parts to play in the great Jyhad. However, there does seem to be a bit more obvious humor at times, and the chapter dedicated to roleplaying can be taken rather seriously as it is advice about roleplaying itself.
Then again, we also get an image and the stats for a ghouled Chihuahua, so maybe the blood covered tongue really was firmly planted in cheek.
Ill just say this now, considering we have several Bradstreet images in this book, as well as the other art in this book that ranges from Bradstreets perfection to well .simply the pretty good, I am deeply confused as to why they thought the cover image should be used instead of literally any other piece that appears in this book. Of course, many of the Bradstreet images in this book were later reused for the Clanbook covers, so Im further confused about why we went with the nonsense that was slapped on the cover. I must assume it cost too much to commission the piece to not use it or something.
Chapter One: The World of the Kindred
Chapter one is dedicated to a lengthy in-character piece from a former Catholic priest named Alfonso Rialto, who has written the presented text as a letter sent to various, unknown recipients. The chapter opening quote comes from a Ventrue Archon, Vladmicov, who states that four copies of this letter were recovered and those whose possession it was found in were dealt with.
Alfonso was once a member of the Society of Leopold and the information he presents can be assumed to be in line with what the Order knows/believes about the Kindred.
The Evil
Alfonso writes at length about the evil he has been battling for many years, of the monsters who lurk in the darkness, away from the light and salvation of God.
The Kindred
The bulk of our Catholic friends' information related to the Kindred is presented here, such as vampires infesting cities, that they have their own society and that they control mortal society as well. In fact it seems Alfonso knows quite a bit about Kindred society, noting that the Camarilla (he does not use the term) resemble the medieval or Renaissance courts, ruled by a Prince and guided by a council of Elders. He even claims to have met an Elder once face to face in New Orleans, saving himself only by claiming to be the servant of another Elder whose name hed gained from questioning another Kindred.
Clans
Seems that Alfonso knows quite a bit about the Clans, though he has come to the misguided conclusion that the founders of the clans are demons from hell.
The Ventrue are the first he details, claiming they are beholden to Nebiros, Field Marshal to Satan himself. The Toreador he claims must feed on pleasure to survive and are the spawn of the demon Ayperos, demon of sensory delight.
The Assamites are assassins for the Ventrue and lead by the demon Glasyabolas, while the Brujah are secret allies of the Ventrue and controlled by Nuberus, the most cynical of demons.
The Ravnos are connected with the Romany (the book uses that term, that wasnt me making a correction) and are under the sway of the demon Sargatanas, brigadier of invisibility and trickery.
The Gangrel are also controlled by Sargatanas, but directly controlled by his lieutenant Valefar.
The Malkavians and the Giovanni unknowingly are controlled by the demon Agailarept, one of Lucifer's generals.
The Setites dont worship Set, they worship the demon Sargatannas.
The Masquerade
Alfonso knows about the Masquerade and explains the purpose behind the Masquerade. Allow me to simply quote our friend directly:
quote:
They certainly control the media, which is so openly contemptuous of what they call superstition. Secular humanism is their construct, as is the theory of evolution and those who support it. The so-called New Agers and other occultists are equally as much their pawns. They direct much of the counterculture which has so racked our society, including rock music in all its incarnations, and they have become leading distributors of drugs. Even some influential churches are controlled by them, such as the Unification Church, the Mormons and even the divisionist Anglicans. Communism is one of their failed experiments, but no length of time is too short for them to control vast populations. They are the dark power behind the rise of interracial marriages, the introduction of sex education classes and the conspiracy to add fluoride to the water.
Dear reader, I have not laughed so hard while reading a book, or at least not recently, as I did when I read that paragraph. To say that the authors nailed the voice and tone of a very specific brand of Catholic is an understatement. Blaming the Kindred for Anglicanism, Mormonism and interracial marriage is some Jack Chick levels of hysterical lunacy. Bravo to whoever wrote this chapter.
How to Destroy Them
Alfonso gives us the lowdown on how to kill a Kindred, noting that sunlight is effective, as is fire, and that when set on fire, the blood of a Kindred boils and begins to leak out of the pores. He notes that stakes are useful but that they wont kill a Kindred and that garlic does not work but that crosses have worked for him in the past.
Generations
The information Alfonso has regarding generations and how the age of a Kindred does not always indicate their generation is correct, and that Elder blood can enhance a younger Kindred but not the other way round.
Procreation and the Blood Oath
A recap of the Embrace and Blood Bond information, with a bit of flavor about how strong bonds can be, noting that he encountered a bonded pair of Kindred in Dusseldorf, and that even when doused in kerosene and threatened with a blowtorch, the Thrall would not act against its Regent.
Demonic Abilities
The Kindred Disciplines are demonic powers. Also, Alfonso knows that one of the clans supposedly descended from medieval alchemists, and this revelation suggests that If this be true, then perhaps we have enemies even more powerful than these creatures whose extinction I have devoted my life to
Yes Padre, there are much worse things lurking in your world than just the Kindred. I find it funny that this character's single-minded focus on the Kindred has left him seemingly oblivious to the Garou, Mages, etc.
Servants
A bit about Ghouls, nothing interesting here other than the mention of the murderers Fritz Haarman the Vampire of Hanover and I assume John Haigh the Acid Bath Murderer were possibly ghouls. Unfortunately, I cant 100% confirm that John Haigh is who the book is referencing, though he is the first name that comes up when searching Haigh Vampire, so well say hes the one they meant.
Golconda
Alfonso thinks Golconda is a bunch of horseshit, stating Obviously, this concept of Golconda is a myth a pathetic and blasphemous attempt to offer some hope of Salvation in the absence of Divine Grace. Lacking souls, the creatures offer themselves a Heaven on Earth for they deny themselves an afterlife. The end comes as oblivion, they believe, and the flames of Hell can never touch them
Hes at least semi-right about the Oblivion bit, that is indeed a thing that exists within the WoD and I suppose a Kindreds soul, whatever is left of it after the embrace and years of being a Kindred might go directly into Oblivion upon their Final Death. Maybe Golconda plays a part in if a Kindred soul goes on to the Far Shores? Who knows, Im just spit balling ideas here. Somebody who worked at White Wolf in the 90s, get back to me about if Kindred souls go to Oblivion or not upon death. Also send me the setting bible, please and thank you.
Valediction
Alfonso closes his letter explaining that he has given the generalities of his knowledge and that if a great enough need arises, he will try to dig into the Society of Leopold archives for more but warns us that the Society does not willingly allow the inspection of documents, out of concern that those seeking to do so are compromised. He finishes thus:
quote:
Beware of the monsters, for they will surely seek to destroy you now that you have a portion of my knowledge. Remember that although they appear to be human, they are not. They can scream in pain and weep and plead and offer such inducements as might vanquish all but St. Anthony, but do not forget they are monsters. Harden your heart against pity, for they are creatures of the Devil, without souls or salvation. Do not let them tempt you or move your feelings. Allow righteousness to guide you.
I enjoyed this chapter, and while the summaries Ive provided are relatively short, each of these segments goes on for several paragraphs. The writing is good, striking the right tone for a letter from a former Catholic priest who has dedicated his life to hunting vampires, blending game information that the readers will know to be correct along with the factoids that are utterly wrong or just plain hilarious. As a former Catholic, blaming vampires for Anglicanism just makes me howl with laughter. 10/10, no notes on that one.
Chapter Two: Character Creation
This chapter introduces two new ways to approach character creation, first with Character Templates for the fastest form of character creation, and secondly with the new (as of this book) mechanic of Merits and Flaws. Everything presented in this chapter assumes the standard character creation rules as laid out in the corebook, and reminds us that both the templates and the Merits/Flaws system are completely optional to the players. And as always, ask your ST before you use either element to make sure that it fits the Chronicle being played.
Character Templates
Character creation in Vampire can take some time, although if you really want to be quick about it, you can get it done in about five to ten minutes strictly using the rules as presented in the corebook, but as the authors point out, approaching character creation this way leaves you with a character who is not as complete or real as they should be.
But what happens if you need to make a character quick and youre just plum out of ideas for concepts? Enter the Templates. The templates provided are intended to be changed and updated as needed by the players using them and are also a handy tool for STs who may need a minor character.
The templates presented are described as being like half-baked bread, the authors have provided you with a head start on the process, but the rest is up to you. You could even think of them as clan Heroes for they reflect what those of that clan admire and the way in which they see themselves
As written, the templates provide all the Trait scores, and reflect the basic concept of the character presented, and all the players (or ST) need to do is spend the 15 freebie points to finish things up, however mixing up scores or adjusting things (within the rules of character creation of course) to taste is of course encouraged, and if you intend to use the new Merits/Flaws system, this is the point in the process to do so.
quote:
If you hate the idea of character Templates, and many do, then do not use them. They are certainly not for everyone (but keep them in mind when you need a character fast)
I feel a little called out by that line, especially after all I said about pre-written adventures in my review of Masquerade. But my general feeling about pre-written adventures extends to the character templates, as a resource for STs to use as inspiration or a jumping off point for their own creations I think theyre great and extremely useful, but I wouldnt use a character template as a player unless it was something like a one-shot game.
Each template provides a quote, a sample Prelude, an explanation of the concept as well as roleplaying tips and suggested equipment as well as a character sheet.
Brujah Rebel
Quote: Everyone round here hits the streets like they the Mac. Here, that kind of bullshit get you smoked, quick, fast and in a hurry. Just cause you Kin, dont mean you dont fall, G. Just means you put up a good fight
Prelude: Our rebel has been part of a gang since they could walk, eventually taking control of their gang at age 15 after killing a man eight years their senior. Leading the gang had its downsides of course, as our soon to be Brujah watched as their life-long friends were whittled away slowly but surely through gang violence and arrests. The anger burned in them until one night they were embraced by a Brujah and granted the power to fight back in ways they had only dreamed of.
Concept: Because the Brujah tend to embrace the young and rebellious, this character is a street gang leader either a punk or gangsta, having adopted a flamboyant, rebellious exterior to hide the true desire for things to go their way, with Attributes and Abilities reflecting a life on the streets.
Contacts for this character would be other low-life street folk, and their Herd and Allies likely tied to the gang itself, with a focus on knowledge of the area and the gangs turf with the rest of the city being less precise.
Willpower is at a 4, and Virtues, especially Conscience, are areas where freebie points are suggested to be spent to help retain Humanity. Intimidation and Leadership are the two Talents suggested to be boosted as well. The characters Sire can be noted as a Mentor, who would likely be using the character and the gang for odd jobs.
Roleplaying Tips: You owned the streets when you were alive, and now youve just gotten a whole lot tougher. Project confidence in everything you do, as you are the hippest of the hip and the cruelest of the cruel, taking no poo poo from anyone. Well, at least not from mortals. Youre still adjusting to being a vampire, but youd rather die than let anyone know youre unsure of yourself.
Equipment: Colt Anaconda, shoulder holster, switchblade, leather jacket, assorted jewelry, combat boots.
Gangrel Loner
Quote: The woods are quiet tonight. Thats the best time to run, when its cold and the grass is crisp beneath your toes. You understand the mortals well as such times; when their breath crystallizes in the air it speaks of what they are. There is a feeling of raw nature on your face as you run, and you can hear their hearts beat so frantically and smell the anguish in their warm blood
Prelude: Growing up in the woods, our soon to be Gangrel took up a job as a park ranger, fighting fires, tagging animals and protecting the forests. A week of unusual animal deaths caught their attention and after another week of investigation, they discovered the killer's lair, only to realize too late that the deaths had only been bait to draw them out and test their worth to the Kindred. After being embraced, they were abandoned to the earth.
Concept: Because of the Gangrel affinity for animals, a Park Ranger makes perfect sense with an emphasis on outdoor and survival skills over social graces. The characters Sire is still around as a Mentor, but the character knows little of them, while Allies are likely to be drawn from friends the character had in the Parks services.
Improving the characters Willpower is a good idea, as would some boosts to their combat skills, and of course additional outdoor skills would naturally fit. A suggestion towards personalization is to add a craft Skill or Knowledges outside of the obvious areas of interest.
Roleplaying Tips: Ill at ease with people and more developed areas, speak little and never raise your voice, always speaking softly so as not to startle nearby game. Move slowly in general and with blinding speed when needed, and never break eye contact when speaking to someone.
Equipment: Remington M-700, sleeping bag, backpack, flashlight, maps.
Malkavian Meddler
Quote: Youre very pretty hee, hee. Yes, of course I mean it; youre a lovely little creature. It doesnt matter what the others think, they cant touch you now. No, dont worry, you can go slow. Ill be back soon my little darling, so dont get all aroused and run about putting things in disarray. That would make me upset. Calm down child, why would you want to leave now? Your pumpkin is still a coach. Well, if you are so ungodly eager to leave, there is one thing you can do for me before you go .
Prelude: Hurting other children and small animals was enough to cause their parents to worry, and after a succession of doctors and analysts, our soon to be Malkavian found themselves in a small but comfortable room at an exclusive sanitarium where a strange presence took notice. They elevated creating misery and confusion to an art form, and for this they were chosen for embrace.
Concept: The least predictable and respected of the clans, this character is no exception. Having made a lifetime hobby of throwing wrenches into the works of all within their orbit, their Attributes and Abilities are centered around deception and sabotage.
The Heard and Retainers are likely inmates of whichever asylum the character has made their Haven, likely a high-class joint as their resources suggest a well-off family. The character weakness is again Willpower and a low Conscience rating, which could cause problems for them later. Any Trait can be acquired or upgraded as the character is a lifelong dilettante, able to indulge nearly any interest.
Roleplaying Tips: You consider yourself a master manipulator, and the world at large nothing more than an ant farm for your amusement, especially when dropping a rock on the whole thing to watch the scurry. On the surface youre polished and charming, but every so often a giggle escapes or worse, a flash of your psychotic temper.
Equipment: Straitjacket, antipsychotic drugs, hypodermic needle, crayons and coloring book.
Skulking Nosferatu
Quote: What are you looking at, pretty boy? Never seen anything as beautiful as me before have you? Thats right, just keep staring and you have anything to stare with much longer!
Prelude: As the Nosferatu typically draw from those who are twisted, lost or with nothing left to lose, our example Nos to be fit the bill perfectly, having been born on the streets and bouncing from orphanage to foster home their entire life. Joining the Army was an escape, but after a firefight in the jungle, they were left a shell of themselves, unable to hold a job and soon back on the streets with booze as their only solace. But there was something there, some spark of resilience that caught the attention of another. Now, they make their home beneath the streets in the sewer system.
Concept: Moving among the lowest rungs of human society and living on the streets, Traits are geared towards urban survival with accents of Stamina, Alertness, Streetwise, Stealth and Survival. Herd and Retainers are drawn from the homeless population of the city, and with the Mentor background, the character's Sire is still around, likely to have embraced the character as part of their intelligence gathering network.
Willpower of 4 is obviously not great, though the low Courage ranking fits nicely with the clans MO. Combat skills are not a priority as this character sees and hears all, while also hiding from most of the excitement themselves.
Roleplaying Tips: Revel in the shock and disgust you inspire in respectable people, who so often judge on appearance alone. Youve turned this into your sword and shield against the world, flinging this image in their faces whenever possible by being crass, offensive and obnoxious whenever the opportunity arises. You are different towards those that earn your respect, though your treatment of others is often a reflection of how they treat you.
Equipment: Sewer Haven (fully outfitted with cardboard box, carpet, mattress and decorations made from torn magazines) survival knife, filthy clothing, rope.
Toreador Dilettante
Quote: Who called this rubbish art? There is nothing here no soul, no heart, no feeling. Where is your inspiration? Maybe death would be a better muse!
Prelude: Coming from a life of luxury, there was never a concern about what this character would do with their life. Art seemed interesting and they seemed to have a bit of a knack for it. But what they excelled at beyond artistic skill was the appearance of being an artist and gaining the praise and adulation that comes with such an endeavor. All the right people at all the right parties called them artists and so they were. It was at one of these parties that the character met their most important and ultimately, final muse. For a month they created art as never before, all for the mysterious individual, and at the end they knew such creativity could not be lost and the character was embraced.
A month later, that same mysterious individual left, proclaiming the character a charlatan and a farce, undeserving of the gifts bestowed on them. Now, they live (such as it is) to prove them wrong.
Concept: The stereotypical Toreador, a moneyed lay about who dabbles in art and loves to be thought of as a connoisseur. Traits reflect this with a focus on socializing with a smattering towards arts.
Resources are likely family wealth and Retainers can be carried over from people the character knew in life. As with many of the other templates, Willpower could use a boost and additional points could be put towards artistic Traits to push the character closer to being an artist rather than simply a patron.
Roleplaying Tips: Always speak in a cultured tone, and never be non-committal or neutral about anything. Youre either always gushing with enthusiasm or sarcastic and contemptuous. Sprinkle in words and phrases from various languages and always seek to impress others with your culture unless youve branded them Philistines, in which case feel free to ignore them.
Equipment: Luxurious condo (decorated with original art and sculpture) a new Miata, credit cards, racks of designer clothing.
Tremere Occultist
Quote: Why do you ask me? Maybe I know, but I wont tell you. Even if I could, youre not worth it, for there is simply no gain in it for the risk I would take in telling such private details to the likes of you. Maybe after you have learned something of interest to me then we can talk
Prelude: Years ago, the character studied the occult by corresponding with various learned masters around the world. There was no greater purpose to this study beyond curiosity and an insatiable thirst for knowledge. It was one of these masters who took notice of the character and after some time corresponding, invited them to meet in Vienna, promising revelations beyond imagining.
Concept: One of the greatest Tremere stereotypes, the occultist, this template focuses on arcane knowledge with reasonable levels of general education and a proficiency in scheming.
Their Sire is their Mentor, as the Tremere are the most rigidly hierarchical of the Clans. Herd and Retainers could be mortal students of the occult or simply those that the chantry has provided.
Willpower and Conscience are both low, and while expensive to upgrade, Thaumaturgy would be worth the cost. A boost to general education might be useful as well.
Roleplaying Tips: Youre privileged to have been shown some of the Inner Mysteries, and now understand Truths which are beyond the comprehension of lesser minds. When dealing with other Clans, always remember their profound ignorance, either dont bother to explain anything or go into laboriously detailed explanations with bits of esoteric terminology sprinkled in. (Sounds like me trying to explain one of these games to my parents) Trust only your Tremere brothers and always try to gain information from any conversation.
Equipment: Feathers, penny, wood splinter or Sires locket, basement apartment, old Volvo.
Venture Manipulator
Quote: What do you mean, greed? Everything I have ever done was done for the good of us all! Were it not for those of my clan, our kind would be no more, destroyed by your fractiousness and inefficiency!
Prelude: Nothing could stop their rise to the top, from their beginnings as the most junior executive, their meteoric business career and incisive (if ruthless) decision making caught the attention of the corporate leaders. Called a leech and a parasite by the bleeding-heart types, they had no influence on the characters inevitable climb to power. Maybe it was because they had been marked for greatness that their eventual disappearance left everyone horrified (to the characters' great satisfaction). But it was another kind of Leech that had taken notice, and now power has an entirely new meaning.
Concept: Based around the concept of a business executive someone experienced at organizing and manipulating others. Traits are geared towards gaining obedience and cooperation from others, with a few businessy Knowledges tossed in.
Resources and Influence are relics of the characters' living days and may have been enhanced since being embraced. The characters greatest weakness is low Willpower and poor combat skills. The existing Traits could be enhanced to build up the tycoon's image, or other Traits could be purchased to make the character more well-rounded.
Roleplaying Tips: Youre used to being at the top or at least being on your way up. When you speak, people listen and when you give orders they obey. Dynamic and forceful with a loud voice and no interest in others' opinions or suggestions unless invited. Your rise to the top was far from bloodless, and youve got no qualms about the methods and acts needed to achieve your goals. Your ambitions are never satiated, and youve already plotted your rise to the top of your Clan and eventual Princedom. But you are aware of your many rivals and thus tread carefully.
Equipment: Large house, dozens of identical business suits, Glock-17, BMW
As quintessential stereotypes of the clans, I think these templates are pretty good, although as always, Im deeply confused as to why vampires are running around with guns. Of course, firearms are useful against squishy mortals but theyre not really going to do much to a Kindred other than piss them off because now they have a bunch of holes in them that need to be healed.
I know the simple answer is 90s RPG set in a contemporary setting so of course there are guns and boy howdy do we get into some guns later in this book, but its always been the one element of the World of Darkness that always struck me as somewhat odd. Why are these powerful supernatural creatures running around with guns?
I know the other answer is Because guns are cool, but it still just feels like an odd choice to me. Then again considering how armed Americans are in 2023, its probably a good idea for the various supernatural's to be packing heat as well.
Im a bit confused as to why the Malkavian template has a straitjacket and antipsychotics as equipment. The coloring book and crayons are a bit eye rolling but could be worked into the flow of things with a little effort, but seriously why the drugs? Its not like they can take said drugs and itll do anything. I assume that swallowing a pill would have a similar effect as attempting to consume anything that wasnt blood, Ie: projectile vomiting that poo poo right back out. Im also not hot on the serial killer in training poo poo from their childhood either, but considering the purpose of these templates, it makes sense.
Im rather fond of the Gangrel Loner template, their backstory is interesting and offers a lot of potential threads for a player to tug on for roleplaying ideas. My only other major complaint is that it seems like all these templates lean heavily on the low Willpower angle, which feels very in-line with the thought process I called out in the corebook review about keeping the players on edge by convincing them to constantly be low on Willpower. While I understand the thought process behind this and the intended outcome, as I said in that review, players dont like feeling like theyre low on resources, no matter how much more interesting it may make the story being told.
Next up were looking at the New (for this book at least) Merits and Flaws.
Merits and Flaws are a new system that add advantages and disadvantages to a character, and they can be used to better describe a character beyond what the basic rules provide. However, this is an optional rule, and players are not penalized for not taking Merits or Flaws, instead the character is simply different than who they could be (if they took Merits/Flaws)
Merits can only be bought with Freebie points, and Flaws give additional freebie points that can be used to purchase additional Merits or other elements of the character sheet that can be upgraded with Freebie Points.
Players may use all their Freebie points to purchase Merits if they wish, though this risks leaving other stats lowered. Each Merit has an associated cost provided. Each Flaw also provides how many Freebie points are gained for taking it, so buying Flaws can allow for additional points to be spent on Merits if the player chooses.
Note that players can only take up to 7 Flaws (thus making it impossible to go over 22 Freebie Points) and that Merits and Flaws can only be purchased at character creation, unless the ST makes an exception. As always, check with your ST to see if the Merits/Flaws system is something they are comfortable using at the table.
quote:
The more you abuse the Merits and Flaws in an attempt to create a super character, the less likely you will be allowed to take them again for your next character
Ah there it is, the passive aggressive White Wolf scolding of power gamers. Listen, I think power gamers suck as much as the next guy, but this is literally the first supplement released after Vampire was produced and were already scolding the hypothetical power gamer. Honestly, the World of Darkness games seem like exactly the wrong kind of games for power gamers, but Ive also read 12 of these books now and encountered this same attitude several times so either WW was paranoid or there really is a contingent of weirdo power gamers who latched onto the WoD of all things to get their power gaming fix.
Psychological Merits and Flaws
The following deals with the psychological makeup of the character, and can describe the motivations, ideals and pathologies of the character. Some of the Flaws can be avoided through the expenditure of Willpower and are noted accordingly. If you dont roleplay the effects of a Flaw when the ST thinks you should, they may have you deduct a point of Willpower to represent the suppression of the flaw. Flaws cannot be conveniently ignored.
Ohhhhh God drat it. I bitched about this in the Masquerade review, and Im almost certain its been a complaint Ive expressed in every review that its come up, but I hate this antagonistic ST stuff where you punish the players for forgetting some element of their character. Especially since so much in these corebooks scream about the players character being more than the numbers and words on their sheet. So, which is it? Is the character sheet intended as a guide or should I be punishing my players because they didnt roleplay some element on their sheet?
Now, I can understand if it becomes an obvious thing where a player is actively ignoring Flaws or Derangements that you would maybe need to do the Hey you lost a point of Willpower because you suppressed X but it would be far more effective to just pull the player aside before or after the game and TALK TO THEM LIKE AN ADULT. Five corebooks and none of them ever explicitly say Just pull your player aside and talk to them about fixing their behavior, instead its always this passive aggressive poo poo of punishing them at the table mechanically for acting out, or just booting them from the game because they arent playing nice.
I understand that problem players are a thing, Im not naive, Ive been on both sides of the DM screen before, and I know how much a problem player is for both other players and the DM/ST but the most effective way to curb that poo poo is just talking to them like an adult.
Code of Honor (1p Merit)You have a personal code of ethics which you strictly abide by. Even during Frenzy, you attempt to keep to this code (gaining 3 additional dice for self-restraint rolls if you risk breaking your code). You can automatically resist most temptations that would conflict with your code and gain 3 extra dice for resisting supernatural persuasions. The code must be created by the player with as much detail as possible, outlining the general rules of conduct by which they abide.
Higher Purpose (1pt Merit)You have a goal which drives and directs everything you do. While you may sometimes be driven by this purpose and find yourself forced to behave in ways counter to your own survival, you gain personal strength from this. Gain 2 extra dice on any roll related to your higher purpose. Player decides what their purpose is and should be discussed with the ST ahead of time. Note if you take the Driving Goal flaw, you cannot take Higher Purpose.
Berserker (2pt Merit)
The rage is in you, but you know how to direct it and make use of it. You can induce Frenzy in yourself at will and can reap the rewards without regard for the wound penalties. However, you still pay for any consequences incurred by Frenzy as normal, and you still have the same chance of going into a Frenzy, even if you dont want to.
Dual Nature (2pt Merit)You have two distinct Natures, both influence your personality and behavior. When choosing these Natures, carefully choose the Archetypes that are somewhat compatible (they can be opposite of the Demeanor however). Dual Nature is not schizophrenia (thats a Derangement) and players regain Willpower using both Natures.
I assume they mean that players can regain Willpower from using either Nature and not that they need to be combined in some way to achieve the Willpower refill.
Intolerance (1pt Flaw)
You have an unreasoning dislike of a certain thing, and can be an animal, class of people, a color, a situation, whatever. This adds a +2 difficulty on any rolls involving the object of your intolerance.
quote:
Note that some dislikes may be too trivial to be reflected here a dislike of White Wolf Magazine or tissue paper for instance, will have little effect on play in most Chronicles. The Storyteller is the final arbiter of what you can pick.
Very cute WW.
Over-Confident (1pt Flaw)
You have an exaggerated and unshakeable estimation of your own worth and capabilities. Of course, in a dangerous situation, your ability might not be enough. When you fail in some tasks, you are quick to find someone or something to blame other than yourself. If convincing enough however, you can infect others with your confidence.
Mild Phobia (1pt Flaw)
You have an overpowering fear of something and instinctively and illogically retreat from and avoid the object of your fear. Fire and Sunlight do not count for this Flaw. Whenever encountering the subject of your fear, an Intelligence + Courage roll must be made at a difficulty determined by the ST. Failure means you must retreat, and any less than 3 successes mean you will not approach. Fear of the Dark (Scotophobia) is not recommended, as it may prove an interesting flaw, though ultimately more likely to derail the game. ST has final say as always.
You refuse to hunt a certain class of prey, and this is tied to your personality, Ie: an animal lover might only hunt humans, or they may spare a specific class of people they admire (teachers, police, medics, clergy, peace activists, etc.). You are disturbed when others feed on this kind of prey and risk becoming enraged or even going into Frenzy (at ST discretion). Accidentally feeding on this class of prey causes an automatic Frenzy and triggers a Humanity roll (difficulty 8 or higher). This Flaw cannot be taken by Ventrue as it is not as restrictive as their Clan rule re: feeding.
Speech impediment (1pt Flaw)You have a stammer or other speech impediment which hampers verbal communication. All rolls related to verbal communication are a +2 difficulty. Players should not feel obligated to constantly roleplay this Flaw, instead bringing it forward during periods of distress or when dealing with outsiders.
Shy (1pt Flaw)You are distinctly ill at ease when dealing with people and will try to avoid social situations whenever possible. All rolls related to social dealings gain a +1 difficulty, and any rolls where you are the center of attention gain a +2 difficulty.
Compulsion (1pt Flaw)You have a psychological compulsion of some kind that causes you various issues. This compulsion can be anything from cleanliness, bragging, stealing, gambling or simply talking. Can be temporarily avoided by expenditure of a Willpower point but remains in effect all other times.
Soft Hearted (1pt Flaw)You cannot stand to see others suffering, not because you care what happens to them, but because you cant deal with the intensity of emotion. Whenever forced to witness suffering, the difficulty of all rolls for the next hour is increased by 2.
Nightmares (1pt Flaw)You experience horrendous nightmares every day and memories of them haunt your waking hours. Sometimes these memories are so bad they cause the loss of one die on all actions for the night (at STs discretion).
Dark Secret (1pt Flaw)You have some sort of secret that if uncovered would be of immense embarrassment to you and would make you a pariah within the Kindred community (such as the murder of an Elder or being a former Sabbat member). The secret should always be on your mind but will only come up in the story occasionally.
Low Self-Image (2pt Flaw)You lack self-confidence and dont believe in yourself. Suffer a -2 dice penalty in situations where you dont expect to succeed (STs discretion, however this can be lowered to -1 if you point out times this may affect you). At the STs option, you may be required to make a Courage roll to do things that require self-confidence or use a point of Willpower when others would not be obligated to do so.
Short Fuse (2pt Flaw)You are easily angered, so the difficulty of Frenzy rolls is always +2 no matter the provocation.
I assume they meant the roll to resist Frenzy.
Vengeance (2pt Flaw)You have a score to settle, and you are obsessed with vengeance on an individual (or entire coterie) and make it your priority in all situations. The need for vengeance can be overcome with a Willpower point, though this is a temporary solution. You will fulfill your need for vengeance at some point, but the ST likely wont make it easy.