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Its content was also novel, as the game focused on plots, intrigue and story as opposed to more straightforward dungeon scenarios. While the RPG industry in general had been trending towards a more narrative approach, Vampire was one of the first games of its kind to center on these things.
Horror games had traditionally been a tough sell in the RPG industry, but Vampire included elements that made it a dark superhero game rather than purely a horror game.
An extensive list of broad supernatural powers, called disciplines, which included superior strength, speed and toughness, as well as other powers such as mystic senses, mind control and blood magic, gave the player characters a more super-human rather than horror feel.
The 13 clans added late in the development process provided a much needed character-class-like system based on vampiric archetypes which proved very popular with players.
Skill values that determined the number of dice rolled had been used in games like Champions , but rather than add the result of the dice in total, Vampire compared the result of the dice with a fixed value to determine the degree of success or failure.
Skill levels were relatively low, ranging usually from one to five, and were represented with dots rather than numbers, which was the standard of its contemporaries.
Players could easily figure their dice pool and roll against the assigned difficulty rating. This system was a boon for narrative style of play that emphasized story over mechanics, as it was easy for new players to quickly grasp,  but often provided unexpected results, such as a higher skilled character being more likely to fumble.
The game uses the cursed, immortal vampiric condition as a backdrop to explore themes of morality, depravity, the human condition or appreciation of the human condition in its absence , salvation, and personal horror.
Vampire is based on the Storyteller System. In addition to the general Storyteller rules, it uses a number of specific mechanics aimed towards simulating the vampiric existence.
A vampire has a blood pool signifying the amount of human blood or vitae currently in their body; this blood can be spent to power abilities and perform supernatural tricks.
These tricks simulate many of those portrayed on film, such as turning into animals or mist, sleeping in the ground or having unnatural charisma and powers of hypnotic suggestion.
Close to the central theme of the game is Humanity. Vampires each have Humanity scores, measuring how closely in touch with human nature they are; as Humanity decreases, vampires become more susceptible to the Beast , the feral side of the vampiric soul that is driven entirely by rage, hunger, and hatred of God and humanity.
The actions taken during gameplay are expressed using ten-sided dice. The resulting number is the number of dice rolled to perform the task.
It is up to the story teller to set how high a die roll must be to be considered a success usually 6 for standard actions. Vampires in the World of Darkness make use of several familiar tropes of vampires in myth and legend such as immortality and a powerful thirst for blood.
They are truly undead as their hearts do not beat, they do not require food or drink, they do not age, their skin is cold and pale, and the only sustenance they require is blood.
Despite their undead status, vampires of this world are thinking, feeling beings capable of thought, emotion, and empathy though this capacity may diminish with age, or through a desensitization caused by immoral actions, referred to as "loss of Humanity".
Though they are typically not repulsed by garlic or holy symbols, there is a system of merits and flaws that can affect characters in this way, though they are not animated by some demonic spirit according to in-game lore.
Sunlight is fearsome and deadly to vampires of this canon, and at most, they can tolerate a few seconds of exposure before perishing.
A wooden stake through the heart is not deadly to these creatures but will immobilize them until it is removed. The Beast is a savage, carnal predatory drive within all vampires.
The Beast seeks only to satisfy its base urge to survive. Anger, mortal threats, hunger, or blood lust are some of the things that can cause the Beast to rise.
Vampires may enter a deathlike sleep called torpor. Torpor may be caused by near-fatal injuries or may be entered voluntarily. Fire, sunlight, decapitation, supernatural powers, or succumbing to a clan weakness can cause the vampire to reach what is referred to as Final Death - to truly die.
Vampires in this state, if not well hidden, may have difficulty defending themselves and are vulnerable to destruction by vampire hunters or Diablerie by other vampires.
Characters in this world refer to the supernatural blood in their bodies that sustains them as vitae. Vampires gain vitae by drinking blood.
In-game, this accumulation of vitae is called blood pool. Characters can replace lost Vitae by drinking more blood. This addiction to vampiric blood is called the Blood Bond.
The vampire performing the bond is called a Regnant and the one being bound is called a Thrall. In most cases, a victim must drink three times from the same vampire on three separate nights to become bonded.
Once bonded, the victim feels something akin to a very twisted sort of love for the vampire and they become the most important person in their life.
They also become more susceptible to mind control by that vampire and are willing to do anything, even risk their own life, to aid their regnant.
Mortals, animals, and even other vampires and other supernatural creatures may be bound. The Sabbat practice a different form of group blood bonding by incorporating ancient Tzimisce Blood Magic called the Vaulderie that inspires loyalty and sodality among the sect.
It will also instantly break conventional blood bonds if performed correctly by a trained vampire, typically a Pack Priest.
They can also be negated by extended amounts of time depending on how far the Bond has gone steps one, two or three , willpower and the extended absence of the regnant in order to do so.
Vampires may create more of themselves by draining a human to the point of death and then feeding the victim some of their blood.
The creator vampire is known as a sire , the newly created vampire a childe and the creation process is referred to as the embrace. Very little vitae is required to trigger the transformation but the victim must be freshly dead.
It does not work on corpses that are more than a few minutes old. For example, a ninth generation is nine generations from Cain. Should this ninth generation vampire embrace someone their progeny would be tenth generation regardless of how many times they do this.
Attitudes towards diablerie range from criminalization to an act of liberation. Regardless, diablerie is a serious act not to be taken lightly.
Motivations and mores surrounding the embrace differ from clan and sect. In some sects, such as the Camarilla, the creation of new vampires is tightly controlled.
Some only embrace a certain ethnic group, such as the Romani with the Ravnos : Others simply look for certain qualities such as the ability to survive, intelligence, curiosity or artistic talent.
Some create other vampires for power, others for companionship and some are created as fodder for the endless, ancient conflicts, known as the Jyhad, that are central to gameplay.
Vampires in the World of Darkness believe that their race originates with the Biblical figure of Cain. Cain was said to have been cursed by God with a vampiric state for murdering his brother.
The vampires of this canon believe themselves to descend from this Biblical progenitor. It is said that Cain was able to pass on his cursed state to others, thereby, making them like himself only somewhat weaker.
Reid awakens, cursed with a terrible thirst for human blood. In his quest to find a cure for his vampiric condition, he tries to maintain a rational and scientific method — all while coming to terms with a strange, supernatural world.
In the aftermath of the Great War, London is ravaged by a mysterious illness that is tearing the city apart. As a doctor, you have taken an oath to heal those in need, and your medical expertise has given you the means to find a cure that will save the city.
As a newly-turned vampire, you now also have the power to defend London from the strange creatures roaming at night. You are a vampire, with foes both human and supernatural.
To better survive against these deadly foes, you must evolve your arsenal of supernatural vampire abilities. Can you resist the allure of purer blood?
Delve into their daily routines to learn about their lives, and their relationships. Every character you talk to has a purpose in the world; a job, a family, and a story.
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