Vampire The Masquerade Dark Ages Pdf Download

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Mozell Gentges

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Jul 4, 2024, 10:03:56 AM7/4/24
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The scenario presented by this edition takes place in 1230 CE, approximately thirty years after Vampire: The Dark Ages. The Long Night has ended, and now the War of Princes rages across Europe. The vampires who fought the War of Princes are riven across complex boundaries of clan and Road, with additional caste boundaries caused by the divisions between High and Low clans.

Vampire: The Dark Ages is set in medieval Europe in 1197, in the World of Darkness;[2] the updated version Dark Ages: Vampire moves the timeline forward to 1230,[3] and Vampire Twentieth Anniversary Edition: The Dark Ages further to 1242.[4] Players take the roles of vampires, who believe themselves to have descended from the biblical Caine, the first murderer. Each vampire belongs to one of thirteen clans with different vampiric powers and weaknesses, and with different relationships with other clans. Vampires hold a lot of power, and humans know of their existence, unlike in the modern setting of Vampire: The Masquerade; because cities were smaller in the time of Vampire: The Dark Ages, however, it is more difficult for vampires to hide their activities, and they need to face enemies directly as they do not have access to modern technology. In addition to vampires, all other beings from the World of Darkness games appear in the Dark Ages setting, including werewolves, changelings, wraiths and mages.[2]

More for wargames and roleplay. Games Workshop have their own press churning out loads of novels to supplement their games, and Vampire has any number of novels for dark ages and modern day. Some are quite good

And here there be bigger and nastier things to throw at them: the Antagonists chapter mentions mortals of all sorts (including the obligatory Catholic Church-sponsored vampire slayers), werewolves (who got their own Dark Ages book last year), mages, wraiths, the fae (the traditional denizens of the World of Darkness get quick and dirty conversion rules for the Dark Ages, and there's a bit of crosover info as well), not to mention other vampires, and demons as well (speaking of vampires and demons, the Baali are also covered, rather superficially).

In Vampire: The Masquerade, the clans are the major vampire lineages that comprise vampiric society. Like all bloodlines, each clan has greater familiarity with a set of three Disciplines, a weakness largely unique to its members, and various stereotypes attributed to it as a result of a tendency to Embrace individuals with certain characteristics. The clans are generally differentiated and set above bloodlines by their greater number and influence throughout the world, identification with an Antediluvian progenitor, a history that reputedly extends back to the Second City, and clan weaknesses that were said to be handed down by Caine himself. In the modern nights, the thirteen recognized clans are:

> Fair enough. I'm no expert on the Lasombra clan but their motto could make
> sense if you think of it as a view on vampires kontra mortals. In that sense
> their motto speak of the superior vampire over the weak humans. After all,
> the Lasombra clan is one of the main powers behind the Sabbat (or will be in
> a Dark Ages context) and the Sabbats contempt for mortals is a fact.
> Just a thought.
>
> Mr Anax Pretty much...it essencially translates into "Above Death" or maybe
even "Above Humanity"--
"Through the darkness of future past, The Magician longs to see, One chants out between two worlds, Fire Walk With Me!"-Twin Peaks"SWALLOW YOUR SOUL, SWALLOW YOUR SOUL, SWALLOW YOUR SOUL!"- Evil Dead 2, said by the severed headAntricault, "The" Oracle, and finder of all things quirky.

Animalism is a clam Discipline for the Gangrel, Nosferatu, Ravnos and Tzimisce. Their twisted visages and outre habits push these vampires farthr away from the embrace of immortal culture and out into the company of beasts. Nosferatu, many of whom are devoutly religious (whether Jewish, Christian or Muslim), believe that Animalism is one of the last remnants of God's blessing over man. They frequently refer back to biblical stories to help explain their manifestations of the Discipline. The Gangrel, most of whom do not even believe that they descend from Caine, see this Discipline as a reflection of their role as supreme hunters who are favored by their gods. The Tzimisce, in a somewhat similar light, see themselves as absolute masters of their faraway mountain domains and believe that it is only right that they dominate the creatures of their lands as easily as they do the peasants who toil under them. Many Ravnos treat the animals that they turn to their service as faithful companions or servants, at least as valued as any human ghoul. In these nights, Animalism is a useful Discipline for nearly any Cainite, but many of the High Clans eschew it in favor of those abilities that more directly affect the human psyche. Animalism is favored by those on the Road of the Beast in particular. Regardless of clan, those who live as peasants, knights or travelers find much value in Animalism.

This ability - named by those Cainites who believe that Noah called on all the wild creatures to come to his ark before the flood - allows a character to call out a summons for a particular kind of creature. In order to use Noah's Call on a particular kind of animal, the vampire must already have used Feral Speech on an animal of that species in the past. The Cainite then uses his sublimated memories of that "language" to cry out audibly and summon as much of the local population of that animal as he can. Not all of those creatures definitely come to the character's assistance, but those that do aid the character as best they can. The character can call a somewhat broad group of animals - all those of a single species, by modern parlance - or he can be more precise. He could to try summon all dogs in an area, or all female red-tailed hawks between the ages of one and three years inclusive. Obviously, the former summons brings more creatures and the latter might not bring any at all.

Many vampires with high levels of Auspex cease to perceive events in the same way that mortals do. What a farmer's wife might think of as a foul stench, a Cainite's nose breaks down into its component scents, identifying the source of the odor, its distance and its age. Such vampires stop making value judgements about strong odors, harsh sounds or strange sights, instead taking such vistas in and considering their components individually. Vampires of such refined sensibilities are apt to lose themselves as they take in the physical world; bright lights can sometimes stun them as they consider the darkness, or harsh sounds as they examine a faint cry.

Auspex is said to be part of God's curse on Caine because it encourages vampires to obsess on minutiae. Rather than witnessing God's plan for creation - or another Cainite's plan for the future - the high Auspex vampire occupies his time dwelling on insignificant details. However, rare is the Cainite who cannot take advantage of Auspex in some fashion.

The most basic ability of auspex doubles the range and sensitivity of a vampire's senses. The character can see and hear twice as far, and can see better in faint light than other vampires do. Similarly, she can pick up scents as well as a hunting dog and follow them if she learns to do so. Her senses of taste and touch do not increase in rage, of course, but they do become vastly more sensitive. A character with Heightened Senses might detect the vintage in a victim's blood or recognize a long-absent mortal acquaintance in pitch darkness.

Most Cainites assume that Caine or the Antediluvians developed this ability to enable them to hunt more effectively, which is a paradox of sorts, since using it for any length of time costs the user as much blood as she might gain from a successful hunt. Other vampires claim that Celerity is part of Caine's curse on his undead children, as the great speeds it bequeaths a vampire are fleeting, and leave the Discipline's user exhausted, hungry and impatient with the ordinary, slow pace of nightly life. Perhaps the world's speed might catch up with a Celerity-using vampire's desires in the distant future, but for now, he must suffer through a quiet world of horse-drawn carts and trudging through the dark from city to city.

There are a few exceptions to these guidelines. Characters who experience damage from sources created with Horrid Reality or Mass Horror and then become convinced of its illusory nature can be relieved of the pain they have suffered. In addition, vampires with Auspex and others with forms of supernatural perception have chances to both detect and learn to "filter out" the illusion, hence seeing through illusory darkness or hearing past an illusory scream. Detecting an illusion in this manner is automatic if the watcher's Auspex level is higher than the caster's Chimerstry level. If it is equal to or less than the Chimerstry level, she must convince herself of the illusory nature of the apparition through mundane means (such as plunging her hand into illusory fire). To filter out an illusion once the vampire knows it is false, the player rolls Perception + Alertness against a difficulty equal to 6 + caster's Chimerstry - observer's Auspex. A single success filters it out of all her senses.

This power lets its user bombard a target with maddening visions for hours or even months, assailing her sanity and degrading the boundary between reality and imagination. The character cannot predict or control the images beyond a certain point: He can decide on a desired effect, but the images are spawned entirely from the victim's mind and are invisible to the vampire using the power.

Invoking this power is a dramatic display. The Cainite must make a statement of affirmation (such as, "I accept your oath," or, "May your word be as law to you,"), and power tangibly surges between the vampire and the oath-taker. None witnessing it can have any doubt that, somehow, the oath has been supernaturally enforced. (Savvy Cainites will invoke rhe power of God, while suspicious onlookers may infer darker powers at work.)

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