User manual GAMES PC VAMPIRE-THE MASQUERADE-BLOODLINES

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Manual abstract: user guide GAMES PC VAMPIRE-THE MASQUERADE-BLOODLINES

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[. . . ] The Crusaders of the Order of the Swordbrethren had been on a forced march since dawn, chasing the faster, lighterarmoured barbarians. Sir Cuthbert had reluctantly allowed them to stop only when nightfall made further travel impossible. After pitching their tents, the Crusaders gratefully collapsed onto their straw mats. Friar Bertrand's energetic orations against the barbarians were stirring, but his perfunctory prayers gave little consolation to the eighteen-year-old Crusader. [. . . ] Key Attribute: Intelligence. TRUE SIGHT Mortals with this power can see through the effects of powers that hide others from normal sight, as long as the character's True Sight is more powerful than whatever power is keeping the other hidden. Key Attribute: Perception. PRAYER This power allows the character to focus his or her Faith and direct it in a ranged attack to damage an enemy. Those with particularly high levels of this power can affect several targets within a given area. Key Attribute: Faith. CHAPTER FOUR: ENEMIES AND EQUIPMENT In your travels, you will encounter many foes ­ both living and dead ­ and be able to find many treasures ranging from weapons and armour to artifacts of ancient power. and buboes. ) Some ghouls may also learn one level of a Discipline their masters are familiar with, but this is very uncommon. Ghouls have use of any kind of weaponry usable by humans, along with their learned Disciplines. NUMINA Numina consists of those strange and amazing powers which some few mortals have possessed throughout the ages, powers such as psychic abilities, spells and complete faith in a higher power. Humans power these abilities with Mana instead of blood. ENEMIES GHOULS Ghouls are mortal Kindred servants that have been fed vampiric blood by their masters. The ghoul does not age as long as it is supplied with vitae and gains some limited vampiric abilities (most notably level one Potence). Since they aren't affected by sunlight as Kindred are, they make useful servants and protectors during the daylight hours. Most ghouls appear as normal kine, but some long-term ghouls develop side effects resembling their domitor's clan weakness (i. e. a Nosferatu ghoul may begin sprouting unsightly boils KNIGHTS OF ST. A "base" Kindred is given various potions WRAITHS The wraiths in Redemption can harm Kindred using strange life draining spells. Seen as translucent apparitions, the wraiths normally occupy deserted places of worship or areas where scenes of torment or death have occurred. ZOMBU The Cappadocians create Zombu from corpses and fuel them with vampiric vitae. They usually crumble to dust after three days but, while animated, are mindless and capable of only simple labour or aggression. Their saving grace is an utter absence of fear; they will battle any opponent until destroyed. PREMYSL REVENANTS Revenants are families of ghoul servants that have been fed vitae for so many generations that they are now born with a tiny amount of vampiric blood already in their system. This allows them to exist as 46 47 VIPERS A powerful Setite (using the Serpentis Discipline) may disgorge from his mouth a large poisonous serpent. The Setites use these creations as guards, patrolling their temples. Most are individually marked with a pattern representing their creator. They attack with a fierce poisonous bite. identify an item, you must use the Spirit's Touch Discipline (which can also be found as a blood scroll). When you activate this Discipline, your cursor will change into the identify icon. Then, bring up the Inventory Pane of your character, and left click on the item that you wish to identify. The item should now be identified, and a description will appear when you leave your cursor on top of the item. WEAPONS There are many weapons to be found and used in V:TM Redemption, ranging from medieval swords to modern assault rifles. [. . . ] To a great degree, this patronage is true, as the clan claims many talented artists, musicians, writers, poets and other gifted creators. On the other hand, the clan possesses just as many "poseurs, " those who fancy themselves great aesthetes but lack the ability to create at all. Once a cabal of mortal sorcerers, the Tremere became obsessed with the search for immortality to permit them time enough to perfect their craft for eternity. Their efforts proved fruitful; although it took the deaths of an elder Cainite and many of their apprentices, the cabal achieved eternal life -- or so they thought. All they had truly claimed was vampirism. [. . . ]

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