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** On an organisational level the Camarilla are so far from "the good guys" it's almost funny but the rules they enforce on their members for reasons of PragmaticVillainy ''does'' make things significantly easier on humans in their territory than in Sabbat held cities.
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* LiteraryWorkOfMagic: Dracula influenced Stoker's writing as a "parting gesture" to Kindred society. In ''TabletopGame/VampireTheRequiem'', meanwhile, the Ordo Dracul, a vampire society Dracula founded, are suspicious of the book's origins--it seems too much of a ContrivedCoincidence--but ultimately don't know what's up with it.

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* OurGhoulsAreCreepier: Ghouls are mortal servants of vampires who gain magical powers (and an overwhelming addiction) by drinking the blood of their masters. They're routinely coerced/forced into unspeakable acts and are extra-prone to mental illness, and the resulting behavior is a big part of the reason they're called "ghouls" to begin with.

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* OurGhoulsAreCreepier: Ghouls There are mortal three different meanings to the term "ghoul". The foremost usage indicates living drinkers of vampire blood or vitae. Another usage, spelled "ghul", is for an independent creature that hunts humans for their flesh. The third usage of "ghul" is a term of insult against vampires used by mummies.
** As per ''Ghouls: Fatal Addiction'', ghouls are living beings who drink vitae, thereby gaining some of the powers of a vampire and some of the weaknesses. For instance, one perk is that the aging process stops, but only as long as a ghoul drinks vitae regularly. Would their supply stop, they revert to their true age, which is deadly for a ghoul past their natural lifespan. Another example exclusive to animal ghouls is that they grow beyond their species usual size, which also reverts without vitae. Most ghouls exist as carefully selected and devoted
servants of the vampires that nourish them, whether those vampires are good masters or not, but there are also self-made ghouls who gain magical hunt vampires for their vitae like vampires do humans for blood. There are two notable variants of ghouls: fleshcrafted ghouls and revenants. Fleshcrafted ghouls belong to Clan Tzimisce, who use their powers (and an overwhelming addiction) by drinking to mold the blood of their masters. They're routinely coerced/forced into unspeakable acts ghouls' flesh to suit combat and not much else. The szlachta are extra-prone to mental illness, the enhanced soldiers, the vozhd consist of many bodies fused together, and the resulting behavior fleshweld ghouls look like regular soldiers but can fuse together at will. Clan Tzimisce also is a big part of on revenants; more than any other clan. Revenants are born ghouls bred from made ghouls over multiple generations. Revenants generate their own vitae and aren't dependent on a vampire, but are loyal servants still because that's the reason they're called "ghouls" family business.
** As per ''Tribebook: Silent Striders'', ghuls are Arabian creatures that take the forms of beautiful women
to begin with.trick travelers and eat them.
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*** [[spoiler: Shame that the Brujah Antediluvian knows [[TimeTravel Temporis]]...]]
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* GoodShapeshiftingEvilShapeshifting: Though vampires rarely qualify as clear-cut heroes, two Clans possess shapeshifting powers: the Gangrel have the ability to become animals like wolves and bats, their powers gradually accelerating to becoming mist, soil, or even fire - their choice of strictly natural forms cementing their nature as anti-heroes. The Tzimisce, on the other hand, have the ability to warp their flesh by touch, allowing them to not only disguise themselves as human beings, but also transform into armour-plating killing machines, animate puddles of blood, and giant carnivorous bats - easily identifying the Tzimisce clan as a villain faction even if you aren't aware of their ''other'' [[ForcedTransformation unpleasant]] [[ColdBloodedTorture habits]].

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* GoodShapeshiftingEvilShapeshifting: Though vampires rarely qualify as clear-cut heroes, two Clans possess shapeshifting powers: the Gangrel have the ability to become animals like wolves and bats, their powers gradually accelerating to becoming mist, soil, or even fire - their choice of strictly natural forms cementing their nature as anti-heroes. The Tzimisce, on the other hand, have the ability to [[{{Biomanipulation}} warp their flesh by touch, touch]], allowing them to not only disguise themselves as human beings, but also transform into armour-plating armor-plated killing machines, animate puddles of blood, and giant carnivorous bats - easily identifying the Tzimisce clan as a villain faction even if you aren't aware of their ''other'' [[ForcedTransformation unpleasant]] [[ColdBloodedTorture habits]].
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* GoodShapeshiftingEvilShapeshifting: Though vampires rarely qualify as clear-cut heroes, two Clans possess shapeshifting powers: the Gangrel have the ability to become animals like wolves and bats, their powers gradually accelerating to becoming mist, soil, or even fire - their choice of strictly natural forms cementing their nature as anti-heroes. The Tzimisce, on the other hand, have the ability to warp their flesh by touch, allowing them to not only disguise themselves as human beings, but also transform into armour-plating killing machines, animate puddles of blood, and giant carnivorous bats - easily identifying the Tzimisce clan as a villain faction even if you aren't aware of their ''other'' [[ForcedTransformation unpleasant]] [[ColdBloodedTorture habits]].
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* ForcedAddiction: In both this game and its SpiritualSuccessor ''TabletopGame/VampireTheRequiem'', [[FantasticMedicinalBodilyProduct vampire blood]] is highly addictive, and drinking the same vampire's blood three times makes the drinker slavishly devoted to the vampire. Less-moral vampires take full advantage of this through force or [[TamperingWithFoodAndDrink guile]], since it's a quick and easy way to recruit [[TheRenfield human minions]].

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* ForcedAddiction: In both this game and its SpiritualSuccessor ''TabletopGame/VampireTheRequiem'', game, [[FantasticMedicinalBodilyProduct vampire blood]] is highly addictive, and drinking the same vampire's blood three times makes the drinker slavishly devoted to the vampire. Less-moral vampires take full advantage of this through force or [[TamperingWithFoodAndDrink guile]], since it's a quick and easy way to recruit [[TheRenfield human minions]].



** The Anarchs. They tend to be popular amongst younger Kindred for their ideals of fighting against the oppressive Camarilla. [[FullCircleRevolution However, they prove to be just as oppressive]] [[TheRevolutionWillNotBeCivilized if not more so as the elders they claim to combating]]. Also, their leadership tends to boil down to whoever is the oldest and has the most power and influence, [[{{Hypocrite}} just like the Camarilla]].

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** The Anarchs. They tend to be popular amongst younger Kindred for their ideals of fighting against the oppressive Camarilla. [[FullCircleRevolution However, they prove to be just as oppressive]] [[RevolutionariesWhoDontDoAnything if not more so as the elders]] [[TheRevolutionWillNotBeCivilized if not more so as the elders they claim to combating]]. Also, their leadership tends to boil down to whoever is the oldest and has the most power and influence, [[{{Hypocrite}} just like the Camarilla]].
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* DemonicVampires: Not long after Caine was banished and branded by God, he met Lilith who taught him magic. After partaking in a ceremony in which he drank Lilith's blood from a bowl, he was met by three angels. One by one, each angel offered Caine a chance for redemption and each time [[RedemptionRejection he rejected it]]. With each rejection both Caine and his children are given a curse by a particular angel: Michael curses Caine to fear his living flame, Raphael cursed Caine to fear and to be burned by the sun, and Uriel curses Caine to drink only blood, eat only ash, cling to the dark and to have a body so cold it freezes to the touch.
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** Any character with 0 Resources qualifies too. 0 Resources means the character has no home, vehicle or other assets; they own 20$, whatever clothes they are wearing, and, if the Storyteller is kind, a weapon or small item of sentimental value.
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** The Anarchs. They tend to be popular amongst younger Kindred for their ideals of fighting against the oppressive Camarilla. [[FullCircleRevolution However, they prove to be just as oppressive]] [[TheRevolutionWillNotBeCivilized if not more so as the elders they claim to combating]]. Their leadership tends to boil down to whoever is the oldest and has the most power and influence, [[{{Hypocrite}} just like the Camarilla]].

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** The Anarchs. They tend to be popular amongst younger Kindred for their ideals of fighting against the oppressive Camarilla. [[FullCircleRevolution However, they prove to be just as oppressive]] [[TheRevolutionWillNotBeCivilized if not more so as the elders they claim to combating]]. Their Also, their leadership tends to boil down to whoever is the oldest and has the most power and influence, [[{{Hypocrite}} just like the Camarilla]].
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* DisciplinesOfMagic: There are several magic disciplines a Cainite can learn. Three come easily depending on which clan the vampire belongs too; learning another discipline requires more effort.

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*** Which is kinda amusing as modern idea of vampires (and even the word itself) came from Slavic mythology yet WoD Nosferatu have pretty much nothing in common with Russian mythological vampires. Well, other than being blood-drinkng undead.

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*** Which is kinda amusing as modern idea of vampires (and even the word itself) came from Slavic mythology yet WoD the Nosferatu in the World of Darkness have pretty much nothing in common with Russian mythological vampires. Well, other than being blood-drinkng undead.



* VillainProtagonist: The Kindred are not FriendlyNeighborhoodVampires. Vampires can be as good or as evil as any human, but it's tough to stay a nice guy and also stay alive (or undead) in the World of Darkness.
* VillainWithGoodPublicity: The Camarilla. They're nearly as bad as the Sabbat when you get down to it, especially the upper echelons, with Princes tyrannizing and diablerizing to their heart's content because they can get away with it, but they've done a fantastic job of pretenting the whole "humane vampire" thing was their idea and is what the sect is all about. In large parts, you have Clan [[TheBeautifulElite Torea]][[FriendlyNeighborhoodVampire dor]] to thank for that, being the excellent propaganda artists that they are.

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* VillainProtagonist: The Kindred are not FriendlyNeighborhoodVampires.{{Friendly Neighborhood Vampire}}s. Vampires can be as good or as evil as any human, but it's tough to stay a nice guy and also stay alive (or undead) in the World of Darkness.
* VillainWithGoodPublicity: VillainWithGoodPublicity:
**
The Camarilla. They're nearly as bad as the Sabbat when you get down to it, especially the upper echelons, with Princes tyrannizing and diablerizing to their heart's content because they can get away with it, but they've done a fantastic job of pretenting pretending the whole "humane vampire" thing was their idea and is what the sect is all about. In large parts, you have Clan [[TheBeautifulElite Torea]][[FriendlyNeighborhoodVampire dor]] Clan]] [[FriendlyNeighborhoodVampire Toreador]] to thank for that, being the excellent propaganda artists that they are.are.
** The Anarchs. They tend to be popular amongst younger Kindred for their ideals of fighting against the oppressive Camarilla. [[FullCircleRevolution However, they prove to be just as oppressive]] [[TheRevolutionWillNotBeCivilized if not more so as the elders they claim to combating]]. Their leadership tends to boil down to whoever is the oldest and has the most power and influence, [[{{Hypocrite}} just like the Camarilla]].



** Though all vampires technically qualify, vampires tend to find keeping the facade of humanity up becoming more and more difficult as they grow older and more powerful, and truly ancient vampires tend to morph into.... something else. For example, the Tzimisce Antediluvian exists as a MeatMoss in a metropolitan sewer system, and the Lasombra and Malkavian Antediluvians only exist as disembodied consciousnesses.

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** Though all vampires technically qualify, vampires tend to find keeping the facade of humanity up becoming more and more difficult as they grow older and more powerful, and truly ancient vampires tend to morph into....into... something else. For example, the Tzimisce Antediluvian exists as a MeatMoss in a metropolitan sewer system, and the Lasombra and Malkavian Antediluvians only exist as disembodied consciousnesses.
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* VillainWithGoodPublicity: The Camarilla. They're nearly as bad as the Sabbat when you get down to it, especially the upper echelons, with Princes tyrannizing and diablerizing to their heart's content because they can get away with it, but they've done a fantastic job of pretenting the whole "humane vampire" thing was their idea and is what the sect is all about.

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* VillainWithGoodPublicity: The Camarilla. They're nearly as bad as the Sabbat when you get down to it, especially the upper echelons, with Princes tyrannizing and diablerizing to their heart's content because they can get away with it, but they've done a fantastic job of pretenting the whole "humane vampire" thing was their idea and is what the sect is all about. In large parts, you have Clan [[TheBeautifulElite Torea]][[FriendlyNeighborhoodVampire dor]] to thank for that, being the excellent propaganda artists that they are.
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* VillainWithGoodPublicity: The Camarilla. They're nearly as bad as the Sabbat when you get down to it, especially the upper echelons, with Princes tyrannizing and diablerizing to their heart's content because they can get away with it, but they've done a fantastic job of pretenting the whole "humane vampire" thing was their idea and is what the sect is all about.

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* PragmaticVillainy: The main difference between the Sabbat and the Camarilla is that the Sabbat use their vampire abilities to be the biggest dicks they can. The Camarilla favor a lower profile; not because they're not also dicks, but because it's easier to manipulate others if you're not a ''raging'' dick.

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* PragmaticVillainy: PragmaticVillainy:
**
The main difference between the Sabbat and the Camarilla is that the Sabbat use their vampire abilities to be the biggest dicks they can. The Camarilla favor a lower profile; not because they're not also dicks, but because it's easier to manipulate others if you're not a ''raging'' dick.dick.
** The Camarilla don't pursue the Path of Humanity because it's the morally right thing to do, but because it's the only Path which brings with it the ability to convincingly pass as human. That it makes it really easy for them to present themselves as the good guys that way, especially to impressionable neonates, is just a nice bonus. Additionally, because Humanity is somewhat pacifistic in nature, it inhibits the violently rebellious sentiments of a Prince's subjects, making it easier for a ruler to stay in power.
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* BlackHumor: The Sabbat's hyperviolent tendencies are occasionally played in a BloodyHilarious manner. For instance, there is spinoff material saying they like to host [[Franchise/DungeonsAndDragons D&D campaigns]]... using real mortals under MindControl as their player characters and Tzimisce-made BodyHorror creatures as the monsters, needless to say with actual combat to the death.

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* BlackHumor: BlackComedy: The Sabbat's hyperviolent hyper-violent tendencies are occasionally played in a BloodyHilarious {{Comedic Sociopath|y}}ic manner. For instance, there is spinoff material saying they like to host [[Franchise/DungeonsAndDragons [[TabletopGame/DungeonsAndDragons D&D campaigns]]... using real mortals under MindControl as their player characters and Tzimisce-made BodyHorror creatures as the monsters, needless to say with actual combat to the death.
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* BlackHumor: The Sabbat's hyperviolent tendencies are occasionally played in a BloodyHilarious manner. For instance, there is spinoff material saying they like to host [[Franchise/DungeonsAndDragons D&D campaigns]]... using real mortals under MindControl as their player characters and Tzimisce-made BodyHorror creatures as the monsters, needless to say with actual combat to the death.
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* WritersCannotDoMath: The most recent vampire generation in the modern day is the 15th and kindred have been around for at least 6000-10000 years. Also, most Antediluvians were still active in antiquity and that seems to be around the time most of them have started siring. Not only does this mean most of them apparently waited ''millenia'' before making use of their gift to create progeny, it would also translate to each vampire generation only making childer at most every few centuries to result in a total of so few generations. While theoretically possible, with some clans indeed being very picky about whom they embrace, this still rather contradicts the game's main theme of vampire elders being greedy and very callous about ripping mortals out of their lives in order to use them as footsoldiers and pawns in their own games of power, as well as the ratio of embraces we see in the modern day.

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* FallenHero: The Banu Haqim were originally the Clan of Judges, punishing those who broke the Traditions and fighting the Baali. However, the Baali used captured Banu Haqim in a Dark Thaumaturgical ritual that laid a curse which spread through the clan, making the warrior caste addicted to vampire blood. The result is that the warriors, the majority of the clan, are now ravening assassins with an entire Path based on diablerie. This trait was toned down in later editions.

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* FallenHero: FallenHero:
**
The Banu Haqim were originally the Clan of Judges, punishing those who broke the Traditions and fighting the Baali. However, the Baali used captured Banu Haqim in a Dark Thaumaturgical ritual that laid a curse which spread through the clan, making the warrior caste addicted to vampire blood. The result is that the warriors, the majority of the clan, are now ravening assassins with an entire Path based on diablerie. This trait was toned down in later editions.



* TheWorldIsAlwaysDoomed: Zig-zagged. The metaplot builds up to Gehenna, and finally it happens... then gets walked back for fifth edition.

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* TheWorldIsAlwaysDoomed: Zig-zagged.Zig-Zagged. The metaplot builds up to Gehenna, and finally it happens... then gets walked back for fifth edition.
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*** Which is kinda amusing as modern idea of vampires (and even the word itself) came from Slavic mythology yet WoD Nosferatu have pretty much nothing in common with Russian mythological vampires. Well, other than being blood-drinkng undead.
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* AttackSpeedBuff: Celerity grants the vampire extra actions per turn to attack, move, and perform physical tasks.
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* PrimalPolymorphs:
** Efrain Sortano (AKA the Zookeeper) of ''Mexico City By Night'' is a surprising case of this, given the Tzimisce clan's reputation for [[ClassicalMovieVampire Old World nobility]] and [[ProudScholarRace scholarly pursuits]]. One of the few non-Gangrel to have learned Protean, his mastery of both the Discipline and Vicissitude allows him to become almost any animal imaginable. These days, he prefers to live exclusively in animal form and doesn't even remember what he looked like in life; in fact, he's so enamored with animal life that his territory is the zoo in Chapultepec Park - hence his alias.
** In the ''Gehenna'' scenario "Fair Is Foul," one of the seven Apostates serving Lilith is a master shapeshifter by the name of Ikopabe. Believed to be either a Gangrel Methuselah, the forefather of the Akunanse legacy, or even the MonsterProgenitor of the Laibon, he's not only mastered Protean but an African shapeshifting Discipline, Abombwe. And as his profile reveals, he's ''very'' primal: he loves to hunt, struggles to comprehend lying, abides by a strict code of honour, and almost never speaks... and when he does, it's in an ancient African dialect that only Lilith and the other Apostates are [[TimeAbyss old enough to remember]].
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* BewareTheSillyOnes: The Malkavians can sometimes be childish or amusing, but messing with them is a very bad idea, as [[MindRape|causing insanity]] is only one of the many tools at their disposal.

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* BewareTheSillyOnes: The Malkavians can sometimes be childish or amusing, but messing with them is a very bad idea, as [[MindRape|causing [[MindRape causing insanity]] is only one of the many tools at their disposal.
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* BewareTheSillyOnes: The Malkavians can sometimes be childish or amusing, but messing with them is a very bad idea.

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* BewareTheSillyOnes: The Malkavians can sometimes be childish or amusing, but messing with them is a very bad idea.idea, as [[MindRape|causing insanity]] is only one of the many tools at their disposal.
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* StrongerWithAge: Vampires of older generations are much stronger than those of younger generations, to the point that those merely a few generations younger than the first vampire Caine are still pretty much PhysicalGod.
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* SinisterNudity:
** [[HumanoidAbomination Ur-Shulgi]] of the Assamites [[note]]known as the Banu Haqim in more recent editions[[/note]] is a terrifyingly powerful Methuselah of the Clan who likes to emphasize just how inhuman he's become over the course of his millennia-long unlife by refusing to wear clothes except on special occasions. For added horror and revulsion, ur-Shulgi is an eyeless UndeadChild CoveredWithScars.
** The Baali Clanbook kicks off with a Baalite [[UndeadChild child vampire]] brutally torturing a PedophilePriest he hopes to recruit, beginning with an OrificeInvasion of live maggots and rapidly escalating to BodyHorror. In both the narration and the accompanying images, the kid is completely naked (groin out of view, thankfully) and covered in scuttling insects that routinely crawl in and out of the boy's orifices.
*** In the same Clanbook, Baalite vampires from various points in their history are occasionally depicted nude in the accompanying images, usually while committing atrocities and made to seem as inhuman as possible.
** In keeping with the Gangrel Clan's image as animalistic and borderline-FeralVampires, their revised Clanbook features several images of them naked, usually while caught in the act of fighting, feeding, or just looking really creepy. One of the most notable is an image of the clan's [[MonsterProgenitor Antediluvian]], [[PhysicalGod Ennoia]]: she's nude except for a few vague {{Censor Shadow}}s around her breasts and groin, and of all the disrobed Gangrel in the book, she at first appears to be the most human... except for the fact that she's [[TheBeastmaster flanked by two huge wolves]] and her face is so hidden by shadows that it appears [[TheBlank almost featureless]], making her come across as a HumanoidAbomination - which she is.
** In the revised Lasombra Clanbook, the character template "Angry Young Man" [[note]]also the book's viewpoint character, Andrew Emory[[/note]] is depicted naked except for the mass of {{Living Shadow}}s pooling around his groin; as a [[FullyEmbracedFiend dedicated member]] of the Sabbat, his nudity is meant to demonstrate his increasing distance from humanity.
** Tzimisce are not above casual nudity, in keeping with their nature as [[PosthumanNudism terrifying vampiric posthumans]]. As such, their Revised Clanbook features an image of a lone Tzimisce wading through the mud of a WWI-era battlefield, surrounded by corpses, completely naked except for a few shadows... and ''[[TheFourthWallWillNotProtectYou looking right at the reader]].''
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* PowerCreep: In the earliest editions, the Tremere were supposed to be unique, powerful and feared for their access to vampiric sorcery. By the end of the pre-V5 era, ''every'' non-Camarilla clan had a sorcerous tradition of some kind.

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* AuthorityGrantsAsskicking: Vampires' supernatural powers, as a rule, grow and develop with age, and positions of authority are usually occupied by old vampires. It also bears mentioning that Princes (and other vampire overlords) who can't kick ass tend not to remain in authority for long.



** Camarilla elders will punish diablerists with horrible deaths and ban the practice in strongest terms -- but quite a few of them got to where they are the very same way. In general, elder vampires don't tend to have any ''moral'' objections against diablerie. They're trying to discourage it because they don't like competition from younger vampires getting ideas, and because they don't want to be the ones becoming food. Although, younger, high-generation vampires diablerizing older low-generation ones tends to result in the elder taking control of the diablerist's body, [[HypocriteHasAPoint so younger vampires should be discouraged from trying anyway.]]

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** Camarilla elders will punish diablerists with horrible deaths and ban the practice in strongest terms -- but quite a few of them got to where they are the very same way. In general, elder vampires don't tend to have any ''moral'' objections against diablerie. They're trying to discourage it because they don't like competition from younger vampires getting ideas, and because they don't want to be the ones becoming food. Although, younger, high-generation vampires diablerizing older older, low-generation ones tends to result in the elder taking control of the diablerist's body, [[HypocriteHasAPoint so younger vampires should be discouraged from trying anyway.]]


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* RankScalesWithAsskicking: Vampires' supernatural powers, as a rule, grow and develop with age, and positions of authority are usually occupied by old vampires. It also bears mentioning that Princes (and other vampire overlords) who can't kick ass tend not to remain in authority for long.
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crosswicking a new trope

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* ForcedAddiction: In both this game and its SpiritualSuccessor ''TabletopGame/VampireTheRequiem'', [[FantasticMedicinalBodilyProduct vampire blood]] is highly addictive, and drinking the same vampire's blood three times makes the drinker slavishly devoted to the vampire. Less-moral vampires take full advantage of this through force or [[TamperingWithFoodAndDrink guile]], since it's a quick and easy way to recruit [[TheRenfield human minions]].
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* GodzillaThreshold: The Ravnos antediluvian awakening and going on a rampage is this for...pretty much everybody. The Technocracy throws everything they have at it, and orders their people to make no attempt to limit casualties, either their own or civilian--the ''only'' thing that matters is taking down Zapathasura, and if everybody involved dies, so be it. (For context, the normal amount of acceptable civilian casualties for a Technocrat operation is 0.)

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