Leorgrium
Educated
Hey guys..what's the code?
Also, where are my Lasombra?
MALKAVIAN
Malkavians have been traditionally ostracized by the Seattle Kindred. While a few managed to claim territory in less desirable districts, very few have ever managed to rise to the levels of the other clans. Because of this, there is a persistent bias against the Malkavian clan that still exists into modern nights.
None of the many nicknames for Clan Malkav - "Lunatics", "Jesters", "Visionaries", "Madmen", and so on - is as fitting as "Oracles". To be of the Clan is to understand things nobody else does; and to be affected by that understanding. Among the clan, this shows itself in psychosis, depression, compulsive disorders, or uncounted other mental illnesses. This hasn't kept the Clan of the Moon from finding a place in Kindred society. Advisers, strategists, preachers, hunters and yes, rulers; all Malkavians walk their very own path.
DEMENTATION
All Malkavians see further than a mortal could. No Malkavian is left untouched by what they see. Their signature Discipline allows the clan’s members to impart an imperfect version of their psychosis on others, with often drastic results.
• Haunt (Blood Cost: 2), the first active Dementation power, imparts an unseen spectre in the victims’ minds. Unable to control themselves, they’ll try to flee in a panic. The • • and • • • • • slots upgrade Haunt.
• • • Berserk (Blood Cost: 4), the second active power, fills the vampire’s targets with an uncontrollable rage, causing them to lash out at anything nearby - even the air itself, if no better target is available. The • • • • and • • • • • slots enhance Berserk.
Use of Dementation, while thoroughly unsettling, is not a Masquerade Violation.
AUSPEX
Nothing stays hidden to those who gain the Discipline of Auspex. Their senses expanding beyond the boundaries of their bodies, these Kindred slip ever deeper into their condition.
• Aura Sense (Blood Cost: 2), Auspex’ first active, makes the vampire spot NPCs even through walls, read crowds at a glance, and mark individuals, staying aware of them even over long distances. It also reveals the weaknesses in the marked NPC’s attack and defense. The • • and • • • • • slots enhance Aura Sense.
• • • Psychic Projection (Blood Cost: 2), the second active, forces the vampire’s mind from their body. Untethered, they will explore the area in astral form, remaining free to use Aura Sight to mark any character they spot. Even more: The vampire’s own senses have developed to such an extent that they may end up telepathically overwhelming the senses of others for a short while. The • • • • slot enhances Psychic Projection.
Use of Auspex is not a Masquerade Violation.
It should be fairly obvious, then, that the Malkavians are going to be a challenge for the team. On the one hand, a few loud voices in the community are convinced that the Malks won’t be in Bloodlines 2, and if they are they’ll be ruined by political correctness gone, ahaha, mad. On the other, there’s a very good argument that in 2019 a character whose signature trait is mental illness is probably not going to come off well. As I write this, it seems to me that Malkavians are very much like a simulated nuclear war, in that the only winning move is not to play. But that doesn’t sound like it was an option.
The mark of great art has always been the overwhelming desire to avoid controversy and/or hurt feelings.
Yeah, I thought they were the standard versions of the PCs that could be modified. I like the Tremere character (didn't even notice the nose ring until someone mentioned it). The others are kind of meh. The lighting and color palette don't help either. This is UE4, right? Let's see how the facial animations compare to VtMB.
Now that we know, these concepts are all NPCs in the game, I have to say, they look relatively bland compared to VtMB.
I told you bro, I told you.
Red hair.
Flashy coat.
Even LaCroix has a cooler suit than this dude.
The mark of great art has always been the overwhelming desire to avoid controversy and/or hurt feelings.
I don't know didn't a lot of dudes cry and get hurt feelings because they offered a pronoun option, sis?
It's not about bewbs. It's the overall art style and the grey lighting, maybe too realistic. It could look different in the game, but VtMB's characters are more colorful.
Bloodlines was made in Source engine. A very unfinished version of Source engine. Bloodlines 2 is being made in Unreal 4. That alone should suffice for differences in visuals, though I agree with you that the original Bloodline seems to have more color to its cast of characters, but to be fair to Bloodlines 2, we've only ever seen renders and still screenshots with brief snippets of gameplay. Maybe it might end up looking differently in the end? If not, I'm sure someone will make Reshade presets for the game to give it more color.
old/ugo feminists on the design team and cucks.There is this new trend in the western games that you need to make characters look ugly, speacially if they're female. It has anything to do with realism or the engine.
Here you have some good character design from Unreal Engine 4
no, calling you cis would be rudeThe mark of great art has always been the overwhelming desire to avoid controversy and/or hurt feelings.
I don't know didn't a lot of dudes cry and get hurt feelings because they offered a pronoun option, sis?
Don't call me sis. It just makes you seem uneducated.
Well, hopefully this time you'll be able to use the mouse button. It was weird how a PC game forced you to select dialogue options with the number keys.You mean dialogue trees??? The only thing unusual about the dialogue system in Bloodlines is that they mixed up the fonts.
Depends on how they do it, I guess. Doing diablerie (or maybe being forced into it) and dealing with the fallout would maybe be an adventure hook and also justify gaining a clan's powers, though also the Camarilla would probably be really pissed about that unless there's some kind of crazy justification. You can't really change generations normally, but I think that's one of the ways changing from thinblood status can happen and it's certainly an iconic VTM thingOf all the V5-introduced mechanics, I find myself wondering about "predator type" the most. I suspect it won't feature at all, but hope it does, be it in character creation or something developed organically through play. The former would be truer to tabletop of course, and the latter more of a capitalization on the strengths of the medium.
... And I'm not even remotely implying that "developing organically through play" is always preferable. Like giving our thin-blooded character a choice of clan dilutes the power of the Embrace thematically. But whatever.
I used mouse for selection dialogue options in Bloodlines.Well, hopefully this time you'll be able to use the mouse button. It was weird how a PC game forced you to select dialogue options with the number keys.You mean dialogue trees??? The only thing unusual about the dialogue system in Bloodlines is that they mixed up the fonts.