Both of these skills lie in the Dialogue tree. As an all-around character, it's important to choose the Jack of All Trades Character Profile for Emem, which evenly distributes her points throughout each Skill tree.
Each of these skills hones in on Leysha's ability to investigate the area without being noticed. Make sure to select the Investigator Character Profile for Leysha to get the most effective early game impact, filling in the above skills in due time.
This latest evolution in the World of Darkness series focuses on three very different bloodsuckers, all with very different skills. There's Galeb, a brooding and cynical 300-year-old member of clan Venture. Leysha is a prophet and a mother, and a member of the enigmatic clan Malkavian. Emem is just a sprightly 100 years old, a jazz diva and member of the seductive Toreador clan.
\"You can be an expert in speech and persuasion and dominate others, or you can develop your technology skills so you can hack computers and locks. The heroes also have vampire powers of their own: the Disciplines. For example, Leysha can Obfuscate to conceal her presence, Emem uses Celerity to reach otherwise inaccessible locations and Galeb makes others his puppet using Domination.\"
Why the errata: 2nd edition introduced the idea of secondary skills: They were defined as skills that were less applicable than \"regular\" skills, and could therefore be bought more cheaply. In practice, a secondary skill was any skill that wasn't on the character sheet.
It became clear that many of these \"secondary skills\" are just as general than those included in the standard set. Each of White-Wolf's parallel games (Mage, Werewolf, etc.) have their own slightly different set of perfectly legitimate \"standard\" skills. 3rd edition dropped the concept, and it hasn't been picked up again. Instead, the most current rules require that all skills, no matter how specialized, cost the same basic amount.
Several \"alternate\" skills, such as dreaming, meditation, and memory have become important (perhaps vital) in our game, however, and some characters have bought others like seduction and game-play.
There has always been a certain amount of overlap between some skills, and some things are extremely narrow, but not adequately covered by general skills. For instance Dark Ages and Modern rules use different skills to accurately place a lightning bolt: One uses firearms while the other uses archery. Both are equally legitimate (or perhaps illegitimate), but archery certainly cannot be used to accurately fire a gun. Perhaps a specific skill, such as visual estimation could be used instead.
Most vampires understand how powerful feigning mortality can be, and know how to use the Blush of Health Merit to their advantage. The Veil of Blood allows a ghoul to train herself to mimic the appearance of a vampire, in order to navigate vampire society, intimidate curious passersby, or even perform certain tasks for an insistent master. The ghoul cannot significantly alter her physical appearance to resemble a vampire of a specific Clan or bloodline. She can, however, master the ability to drain the blood from the surface of her skin and all but silence her heartbeat.
While it does not make sense for most ghouls who operate in the service of a master to pretend to be a vampire, learning this Professional Skill is valuable for ghouls who need to remain hidden among other vampires.
Both elder and ancient ghouls also tend to have Veil of the Blood, and ancient ghouls are masters of it. Having the ability to feign the appearance of a vampire acts as a means of self-protection for these long-lived ghouls who, despite all their years, are still mortal.
You are knowledgeable in occult areas such as mysticism, curses, magic, folklore, and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard facts. Much of what you know may well be rumor, myth, speculation, or hearsay. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of vampire lore, as well as a good grounding in other aspects of the occult. At the very least, you can discern what is patently false.
Vampire: The Masquerade Bloodhunt, lets you play as a vampire in the hunt to be the last one standing in this battle royale game. Picking the appropriate Archetype will give you a distinct advantage in the competition.
There are a variety of skills and powers that each Vampire has that give them advantages and drawbacks in combat. Choosing the Vampire The Masquerade Bloodhunt archetype with abilities that fit your play style is essential since each archetype is unique from the others.
In Swansong, you take control of three vampires in the midst of a crisis. Negotiation talks with the Hartford Chantry went awry causing the destruction of some high-ranking vampires from their cabal as well as your own circle, The Camarilla. The head of your cabal, Prince Hazel Iverson, has instructed the three to investigate what went wrong during this crisis and reveal the traitor amidst your midst.
Each vampire has its own unique physical discipline, such as Emem who has Celerity (teleportation), Galeb is more combat-oriented, and Leysha has stealth. However, their investigative and speech traits are more uniform, where you can tailor-fit each vampire with their own style of uncovering information. You can make one vampire more persuasive, intimidating, or more logical, and it allows a better handle of the RPG aspect of the game, which makes the narrative gameplay more interactive than just inputting quicktime events.
You can also use the other resource type, which is the utilization of your Discipline (vampire talents). This increases your Hunger meter, which has an effect on other actions. To slake your hunger, you feed on humans or other sources. Disciplines are more powerful than skills and can actually give you a better boost in Swansong, but I personally like the exploration use of it more than when using it in dialogue. (More on that later)
Where other tabletop RPGs might have classes, in Vampire: The Masquerade vampires are from one of a number of different bloodlines, like a mystic genealogy. Every clan has its own choice of vampiric powers (called disciplines), as well as a uniquely dreadful bane that afflicts them. This choice will also determine who your sire is (the person that turned you into a vampire), as they share your clan.
Next, work through choosing your character attributes and skills. Attributes are your foundational stats like Strength or Wits, while skills are more specific with Occult, Larceny and Brawl all being options. All of these stats will be between zero and five dots: zero being the bare minimum, five being virtuosic. Some attributes will decide your willpower, how adept you are at staving off terror and rage, while your Stamina will determine how much damage you can take before the Final Death - when you will crumble to ash and really, truly die.
Making dice rolls in Vampire: The Masquerade is simple and fun. Most dice rolls will consist of an attribute and a skill combined. For example, a car chase might be Dexterity and Drive. The Storyteller decides which attributes and skills are most suitable, and how many successes you need to execute your plans. Any die result over five is a success; you just need enough of them to beat the number set by your Storyteller. Rolling a rattling handful of eight dice will feel powerful and confident. Rolling two dice might feel desperate.
Enter hunger. Hunger can range from zero to five: completely satisfied to dangerously ravenous. Disciplines, powers or even just waking up can cause it to rise, and it never lessens unless you feed. The only way to ever reach zero hunger is to kill your victim, so most vampires are at least a little hungry all the time. For every dot of hunger you have, you must replace one of your normal dice with a hunger die - and hunger dice are nasty.
The final fear is falling into frenzy. When your vampire is faced with a primal threat, be it fire, sunlight, rage or hunger, there is a risk of frenzy. Rolling nothing but your remaining willpower and what humanity you have left, you roll to resist your most base urges. If you fail, you lose control of your vampire - quite literally. The Storyteller takes control and dictates what your vampire does in their darkest hour, and it will be bad. You might run through the streets, howling and covered in blood for all to see, tearing apart anyone who strays close. Once you regain control, you must reckon with whatever it is you have done.
Uncovering the mysteries in VTM Swansong makes you interact with the vampire and human worlds, talking with everyone you can to find the clues you need. As part of this adventure, you must choose a profile for each of the three playable characters in the game: Emem, Galeb, and Leysha.
The Jack Of All Trades is a profile that you should choose in case you want to cover a wide range of interactions. Unlike the investigator that has a strong relationship with the Knowledge skills, Jack Of All Trades has one point in each attribute, making it a more general character who has mastery in no specific area. It can be an interesting option if you want the character to deal with several situations.
Disciplines are the other aspect of character customisation that you need to pay attention to. These are specific to each character and they work as a different set of skills that use Hunger points. Keep in mind that characters can share a Discipline, but they also have their own distinct one.
Vampire Bloodhunt is a fast-paced battle royale game in which you have the option to play as different Vampires. As one would expect, every Vampire has different skills and abilities that give them advantages (and disadvantages) on the battlefield.
A Thinblood eventually joining a vampire clan is unconventional in the World of Darkness setting, but apparently the story will deal with the fact that players will be joining as an outsider. Joining a clan also doesn't mean giving up your Thinblood powers. 153554b96e