GANGREL REQUIEM PDF

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History[ edit ] White Wolf combined their new World of Darkness setting and rule system in a single game book, The World of Darkness , and simultaneously released Vampire: The Requiem , a sourcebook that supplemented The World of Darkness by offering up all the rules needed to play as a vampire in the setting.

Vampires are unliving humans created when a Vampire drains a human dry of blood and then feeds the corpse a few drops of its own vampiric blood. Vampires that have inherited common physical powers and qualities group themselves into "clans", but they also join "covenants" along religious, political or philosophical lines. These groups differ radically in purpose and outlook and are often in conflict, though they agree that they must hide their existence from humans. Vampires generally dwell in large cities, where they can find plenty of prey and easily remain inconspicuous.

Vampires do not need to kill humans to steal blood; humans go into a trance when a vampire feeds on them and do not remember the moment, and a vampire can erase the bite marks it made by licking them. While Vampires use the stolen blood they call vitae to bolster their physical prowess, heal wounds, and wield Disciplines, it is also the fuel the use to arise every night; a Vampire cannot awaken if it does not have any blood.

Clans and covenants[ edit ] Main article: Clans in Vampire: The Requiem Similar to the previous game, Kindred are brought into one of five clans as part of their metamorphosis into vampires. The Gangrel embody the idea of vampires as predatory feral demons.

An upper level in the feeding chain with little or no interest in humans as anything other than food, they represent vampirism as crude predation and evoke ideas of basic instinct, untamed ferocity and freedom that are commonly associated with predators.

The Mekhet are mysterious conspiratorial occultists, obsessed with knowledge and information, who hide in the shadows and manipulate others from afar. Nosferatu vampires are the repulsive, yet fascinating, alien and hideous monsters of legend such as Count Orlok of their movie namesake.

Within these clans are many sub-clans, known as bloodlines. There are also many political or religious factions, known as Covenants. These include: The Carthian Movement works towards finding the best form of government for the Kindred, basing its experiments on mortal systems like Democracy, Fascism and the like. It is the only Covenant that elects leaders, and is the newest major Covenant. The Invictus also known as the "First Estate" is an order of vampires that represents the old order of things and act as old nobility, they are also concerned with material gain and power and therefore are heavily involved in city politics and business.

The Unaligned is simply a catch-all term for any Vampires that do not belong to a covenant. A more potent vampire can store more blood points and access greater supernatural powers. However, his feeding needs become more stringent as well: the weakest vampires can live on animal blood, but the most powerful vampires can only live on the blood of other vampires.

Powerful vampires who cannot meet this need usually go into a prolonged slumber either by their own will or from hunger; either way, the centuries weaken the blood so that they may feed again. Kindred can use a variety of supernatural powers called Disciplines, reflecting such traits as inhuman speed, strength, or charisma, as well as other vampiric attributes such as control over vermin and predators. These are special abilities associated with their curse which, like their undead bodies, are "fed" in a way by the living blood they take from mortals.

Weaknesses[ edit ] Unlike many fictional portrayals, Vampires in Requiem are not universally repelled by crucifixes, garlic or holy water, and they can enter any private domain without invitation. A stake through the heart merely paralyses them. Fire, sunlight and the claws and fangs of supernatural creatures inflict terrible injuries that take significant time and blood to heal. During the daytime most Vampires slumber; while their bodies will not begin to degrade unless exposed to the sun or other means of harm they cannot otherwise be distinguished from corpses.

Vampires all have an aspect of their personality they refer to as "The Beast," which exists only to feed when hungry and kill when upset. When a Vampire is sufficiently distraught, either through threat, injury, hunger, or humiliation, they enter a berserk rage called Frenzy during which the Beast takes hold.

In addition to the ever-present threat of losing oneself to the Beast, the Kindred have other motivations to maintain their humanity: Vampires with lower humanity are also more grievously harmed by exposure to sunlight, spend longer in the extended slumber called torpor, and their alien perspective makes it more difficult for them to relate to humans. Antagonists[ edit ] Vampires have many enemies, most from within their own clans and covenants.

There are some that stand out as being opposed to Vampire society as a whole, and some of the most prominent enemies Vampires face are Fampires themselves. The Covenant claims that the Damned originate from Hell itself, and exalt in the spread of misery and pain.

They are intended to be more straightforward enemies, as their goals spreading wanton misery and violence, heedless of whether they expose the existence of Vampires are antithetical to nearly any character. The second edition also focuses on a different race with vampiric traits that have often clashed with the Kindred: Strix Vampires that were never human, the Strix also known as Owls or Nemeses are monsters inspired by Roman spirits of the same name , as well as classical, more ghoulish myths of vampires.

Strix are living shadows who seek to take over physical bodies so they may experience physical sensation. They are completely amoral beings who despise the very concept of humanity, to the point where even draugr, insane vampires who have lost their Humanity completely, are usually too much like the living for their liking.

LEY 158-01 PDF

Gangrel bloodlines

History[ edit ] White Wolf combined their new World of Darkness setting and rule system in a single game book, The World of Darkness , and simultaneously released Vampire: The Requiem , a sourcebook that supplemented The World of Darkness by offering up all the rules needed to play as a vampire in the setting. Vampires are unliving humans created when a Vampire drains a human dry of blood and then feeds the corpse a few drops of its own vampiric blood. Vampires that have inherited common physical powers and qualities group themselves into "clans", but they also join "covenants" along religious, political or philosophical lines. These groups differ radically in purpose and outlook and are often in conflict, though they agree that they must hide their existence from humans. Vampires generally dwell in large cities, where they can find plenty of prey and easily remain inconspicuous. Vampires do not need to kill humans to steal blood; humans go into a trance when a vampire feeds on them and do not remember the moment, and a vampire can erase the bite marks it made by licking them.

AL MATSURAT PAGI PDF

Gangrel Beat Sheet

Edit The Gangrel are considered the most feral and predatory of the Kindred , and because of their reclusive natures, animalistic tendencies and loose organization, are the least social of the Cainites , preferring solitude to society. They do have their role and reputation among the kindred as fierce warriors, but to get a Gangrel to agree to work with others, even other Gangrel, can be a difficult, if not impossible, task. Most of the Clans legends and myths, as well as the ways to garner prestige within the Clan, are done orally. Storytelling and being able to hold a crowd are considered fairly valuable social currency, as there is little else to do in gatherings out in the wilderness besides entertain each other with bravado and song. Most of these stories are true, but a good, satisfying tale is regarded as more important than the facts of the details.

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