In either case, combat will be a standard activity, required almost every gaming session. This means a high mortality rate among characters, no matter how tough they are and no matter how experienced the players. However, if the troupe enjoys lots of action, this is the most plausible way of giving it to them.
For founded packs, the best way to get characters out of city intrigue is to give them a special mission. After all, they will leave out of loyalty to the sect, not requiring numerous personal reasons.
There are always special missions - assassinations, scouting, tracking traitors, etc. Additionally, scouts often report back to their bishop through coven members of their home city. Storytellers might even have the characters go on "good will" missions into anarch territory to find some defectors. This would definitely provide a good chance for conflict. If the players really enjoy violent chronicles, place their characters in a very tough pack.
Some packs go around wreaking havoc, killing mortals, burning down small towns, getting into barroom brawls, running drugs, working with gangs, etc. Their unlives tend to be very short.
Storytellers may want to throw a Wild Hunt right in the middle of a story that has nothing to do with the hunt itself. This will really confuse and intensify the situation. Finally, ther e is always the threat of Monomacy. This will loom over the heads of all the characters who manage to achieve positions of power within the sect.
There will always be someone who thinks he is tough enough to not take orders from the character. The rules of Monomacy are also a means for characters to gain positions of power.
Just remember, those who use Monomacy this way tend to lose their friends and allies very fast. Nobody will trust them. Going beyond the Mindless Brutality Once you've decided on a killing First you make a stone of your heart And if you find your hands are still willing Then you can turn a murder into art. In a Sabbat chronicle, Storytellers might find themselves relying on a large number of War Parties, Crusades, interpack rivalries and jyhad with the Camarilla. All the action can be extremely enjoyable, but it can also take away from another fundamental aspect of the game - the roleplaying.
Combat gets very tiresome when all the characters do is kill things every story. Some of the fun to in playing the Sabbat comes from exploring sect politics, factionalism, philosophical studies and the intricate web of loyalties, disloyalties, manipulations and subterfuge.
The best guide is to follow what your players prefer, but not to let them control the game. For example, they might like going off on War Parties, coming home a generation lower and much stronger, but they are cheating themselves of a much better time spent avoiding the snares and queries of the sect's inhouse Inquisition. Political aspects of the Sabbat often come into focus within a story, as when the controlling, double-dealing Lasombra, backed and possibly controlled by the Tzimisce, presents a problem to all characters.
After all, leadership is not achieved solely through fervor and ability. It takes a skilled hand at intrigue to become a bishop or archbishop, and those even higher up are masters at the game. This provides players with as many opportunities for intrigue as do the subtle and corrupted manipulations of the Camarilla.
Like the Camarilla, the Sabbat also relies on prestation, the system of favors and boons. The Sabbat is similar to the Camarilla in its unwillingness to take sides in such disputes, except to handle those leaders who exploit situations against the good of the sect.
There is one real exception to prestation, however, and that is within the pack. Within packs, no boons and favors are passed. All pack members are expected to help their comrades whenever possible, even if it might mean Final Death. Some Sabbat will help certain members of their pack only if specifically called upon to do so, but it is disloyal to allow any fellow Sabbat to fall before the enemy if such can be prevented.
All of this provides a great deal of excitement and strained loyalty - within packs. Imagine what happens when the character is called on 11 Players Guide To The Sabbat to honor a boon by betraying her pack; there are plenty of great storytelling ideas in this alone.
Stood in firelight, sweltering. Bloodstain on chest like map of violent new continent. The pack itself can also become caught up in the games of prestation.
The pack as a whole may be in debt to a certain bishop or a member of the Black Hand and be owed a debt by a nomad pack. Characters who join the pack late, never having been a part of these earlier deals, will find themselves as bound by these debts as an original member.
Felt cleansed. Felt dark planet turn under my feet and knew what cats know that makes them scream like babies in the night. The Sabbat is an organization bound by disjointed and unequal loyalties. There is a great deal of intrigue among Sabbat, despite what may appear at first glance. It is impossible for one character to know the strength of the Vinculum felt for him by another Sabbat.
Thus he can never know if the loyalty shown to him by a comrade is real or feigned until it is too late. This problem leads to betrayal, manipulation and the culmination of personal goals at the expense of packmates. The Sabbat is not a sect of mindless fanatics.
It is more a sect of liars and manipulators who further their personal power, "for the good of the sect. While it is possible to settle disputes under the rules of Monomacy, most cases are never really settled for there is always revenge. The in-house Inquisition can pose another great threat to the characters, especially if one or more of them are accused of Infernal Diablerie. Storytelling the investigation, the torture and the trial can be great fun, though somewhat less so for the player of the accused.
The drama can be heightened if some players can be convinced of the accused character's guilt while others race to find the real threat before it is too late. The political factions dividing the sect are another source for dividing characters over issues. Wars fought here will most likely be in the social arena, which can be almost as deadly and far harder to resolve. Pander characters will find great adventure and strife as pawns of the Lasombra and Tzimisce.
Then again, those strong-minded enough might find themselves at odds with powerful m embers of those clans if they serve their own interests instead. The Black Hand can also be a source of political suspicion, executing a number of schemes that could pit the characters against one another, especially if one or more belong to that august or ganization. The religious, historical and moral quests of those characters who devote themselves to walking the Paths of Enlightenment faithfully provide great contrast if the other characters do not follow the same Path.
The roleplaying will become more sophisticated, as each character faces the same situation in her own, personal way while trying to remain an active member of a group. Smart characters will learn to make their goals coincide. Others will be at each other's throats in an instant. A good amount of storytelling may come out of a simple scouting mission. Characters may find themselves caught up in the conniving world of the Camarilla, with no one to count on but each other.
They will face the threat of a Blood Hunt or worse if their alternate identities are not believable. Conducting a Crusade Stood in the street. Watched it burn. Imagined limbless felt torsos inside; breasts blackening; bellies smoldering; bursting into flame one by one. Watched for an hour. Nobody got out. Handling the Crusade step by step, the outline should make this chaotic task a little easier on both Storytellers and players alike. It includes ideas on when and when not to have a Crusade, as well as how it should influence the characters' unlives.
If Storytellers ever allow characters in their chronicles the opportunity to participate in a Crusade, they will find it is one of the most enjoyable - and nerve-racking experiences in storytelling. The chosen city will provide its own unique advantages and disadvantages. The city should be one with which you are familiar because the players will constantly be asking questions about it, wanting to know such things as where the cemeteries or airports are?
A Storyteller can improvise, but looking up the information or already knowing where things are can add to the realism of the game. Of course, this is the Gothic-Punk world, so Storytellers can fashion the entire city from their imaginations if so desired. Assume the scouting phase is coming to a close and the actual siege will soon begin.
When will the characters become involved? Will their leader bring them in as early agents, or will she hold them back until the main assault? If the Storyteller is trying to incorporate a Crusade as part of a larger chronicle, make sure there is no problem with leaving ongoing story lines for a while. Crusades eat up time. Developing all the material needed to run a Crusade is time-consuming, so Story tellers need to make sure they have time to create all the needed information.
Step Three: Develop the Enemy The Storyteller needs to create descriptions of all Camarilla Kindred within the city, including their loyalties, weaknesses, political ties, personal abilities, personalities and goals. This will not be an easy job. In effect you are creating all the information needed to run a Camarilla chronicle, but using it for the Sabbat. The Sabbat's enemies must be developed so the Sabbat can apply its tactics to each of the Kindred, causing a breach in the Masquerade and dissension among the Kindred.
Storytellers can use the Storyteller Character Reference Sheets contained in this sourcebook to keep the information organized and simple.
Step Four: Develop the Sabbat involved in the Crusade A siege is too large for the characters to handle alone. Powerful leaders, reaching as high as prisci and the cardinals, oversee siege operations. Where there is a siege, the Black Hand is involved.
Seraphim and dominions a ct as field leaders. This information is necessary, but Storytellers should feel free to change it at any time during the game. The Sabbat is loosely organized, so leaders come 12 Players Guide To The Sabbat and go, getting out if they smell trouble by moving on to larger schemes or by directing things from a safe position.
The Storyteller Character Reference Sheets can be used to keep up with all this information. The characters are told to whom they should report in preparation for the siege. If there are only a few characters, they might be instructed to create new recruits for the upcoming jyhad. Among the character types involved in a crusade are archbishops, bishops, cardinals, prisci, priests, seraphim, dominions, Black Hand both individually and as units , packs, and War Parties. Storytellers should feel free to use and modify the Sabbat Stereotypes for all characters they do not wish to develop.
If the characters are part of the second wave, they will be sent in as anarchs or under some other hastily contrived identities. They will have their hands full killing mortal and ghoul servants of the Camarilla. They will also have the opportunity to persuade Camarilla Kindred to join the Sabbat or die. The characters will not have much backup from the Sabbat, but they will see a lot of action. They do get the chance to dissuade Camarilla Kindred from remaining loyal to their sect and help them join the Sabbat.
Once the main assault commences, few if any attempts will be made to gather converts. Step Five: The Scouts' Report Information provided to the Sabbat and the characters in particular is seldom fully accurate. Just because you, the Storyteller, know about the Camarilla, Sabbat you are running should not have the same information.
Feel free to let Sabbat leaders make bad decisions based on inaccurate information. The misinformation will also probably affect the characters. Keep in mind that the Camarilla will not know a siege is going on until it is well underway. However, Camarilla leaders are not so naive that they will not eventually figure out that the Sabbat is behind it.
They may even recognize certain Sabbat leaders by reputation. Remember, sieges are not as rare as they once were, so the Camarilla is not completely blind to Sabbat tactics - it just has trouble defending itself. Storytellers might even consider leaving characters in the dark about why they were given certain orders and may even leave out who or what they are facing. Step Six: Send in the First Wave During the first wave, Sabbat leaders send in socially adaptable troops to begin breaking down the Kindred's loyalty to each other.
This period of psychological warfare is a frantic and deadly time. Sabbat charged with this duty will have good alternate identities. They will move in and attempt convert anarchs, Nosferatu and some of the younger Kindred.
Only a small number of Sabbat are involved during the first stage of the siege. If the characters are not a part of it, they will not hear much about what is going on; they will not even be told which Sabbat packs are involved.
Sabbat leaders do not want low -ranking, loose-lipped neonates getting in the way, so if the characters get too interested and begin nosing about, they will be severely reprimanded. If the characters are involved, they will have to be very careful in going about the operation or they will be destroyed rather quickly. Anarchs are particularly suspicious of Sabbat, so attempts to convert them will be difficult though well worth the effort. The characters must build loyalties by aiding the anarchs and playing by their rules.
The characters will not be involved in destroying the Masquerade at this stage, but they are preparing to do so by recording all human contacts and keeping track of who is loyal to whom.
Step Seven: Send in the Second Wave It is completely up to the Storyteller and the players on when characters get involved in the Crusade, but this is a good entry point.
The siege opens up, allowing a larger number of Sabbat to move in and begin the final breakdown before the final assault. If the characters are not involved in the Crusade at this point, they will begin hearing rumors about what is happening in the city: their fellow Sabbat breed dissension among the anarchs, cause the harpies and primogen to suspect one another of treason, and set up the city for an Step Eight: Organizing the Main Assault Because all these steps may run together, finding a good stopping point before the city is overrun by Sabbat is very helpful.
Storytellers should take some time to formulate the tactics of the Sabbat and the Camarilla response before the big battles start. Storytellers might wish to have notes on all the characters involved in certain events. That way, when events do not go as planned, changing things will be a bit easier. Storytellers might find it simpler to use the Sabbat stereotypes provided in this book as the statistics for some of the characters, modifying them where necessary to fit special needs.
Roleplaying each battle is unnecessary; however, the Storyteller should be prepared enough to orchestrate each battle for the players as a narrative, possibly having another Sabbat or even an anarch relate what happened to the characters. Step Nine: The Main Assault After tearing apart the Masquerade, leaving both Kindred and kine quaking in fear, the Sabbat sends in the final force to either destroy the Kindred or chase them out of the city.
The Sabbat will summon all available packs and Black Hand units to participate. At this point Sabbat leaders order mass creation of new recruits. The ba ttle will commence with an assault on the Tremere Chantry for the city and the almost -simultaneous assassination of the prince.
Following this is a call for War Parties to hunt down primogen and important or notorious Kindred. The various packs destroy a ll Camarilla Kindred they encounter without a second's hesitation. The savagery of Sabbat vampires leaves the Camarilla Kindred terrified and concerned with only their own survival and divided they fall.
Some coteries and bonds are so strong, however, that small groups of the city's Kindred face down the Sabbat. Their knowledge of the city gives them an edge, but it seldom compensates for the overwhelming number of Sabbat.
At this stage, the characters become involved in many different areas. They spend som e time creating new recruits to be used as expendables. They may join a War Party for the chance at diablerie and prestige. They can participate in the raiding of the Chantry for the chance to gain magick books and artifacts. They may even be involved in the assassination of the prince, but this is highly unlikely unless they are templars or Black Hand assassins.
Most importantly, the characters hunt down harpies before they can leave the city with word of the assault. Many events transpire during the main assault.
One of the best ways to handle this is by recording events set to occur 13 Players Guide To The Sabbat each night on a timeline or calendar. Allow the characters to learn about some recent events through conversations with other Sabbat or the enemy. Storytellers should not be too strict in the progress of events, but they can control when most events occur.
Keep a list of which characters have been destroyed in order to mark them off for future events. Figuring out who killed whom, which characters survived, which ones escaped, which ones defected, etc.
If the city fell, determining which packs move into the city and set up permanent residence is very important. The Storyteller must also determine which characters claim positions of power in the city and whether they are challenged by other Sabbat. This in itself may lead to inside fighting over contested positions. After all has been said and done, the Storyteller must determine the final outcome of all the in-fighting and who assumes final control. On a final note, ask your players direct questions concerning your storytelling ability.
Do not take what they say personally; use it to become a better Storyteller. Also ask what types of stories they prefer; there are travels into the unknown, rescue missions, mysteries, and more. See whether they enjoy lots of magic and want t o encounter ghosts, mages, mummies, lupines or other supernatural threats. Also ask them which parts of the game they feel are too drawn out and which parts could be developed more.
Finally, act on this advice. Listening to Your Players No man is wise enough by himself. After all, if they do not like the stories, they probably will not stay around long enough for you to tell more.
If you plan to tell stories for Sabbat characters, it is best to know certain things at the start. First, ask your players if they would prefer their characters to be members of covens, where they can grow in power more quickly, be involved in intrigue and stand a much greater chance of survival, or whether they would like them to be members of a nomadic pack, so they will have the opportunity to travel around the country, see more combat and, because of this, stand a greater chance of Final Death.
All your players may not be able to choose, but most should have some idea based on other games they have played or the types of characters they want t o handle. Once you decide on the type of pack, begin to develop stories and possibly a chronicle. Remember, both types of packs are distinct in a number of ways, and these differences will definitely come out in play. If the players seem dissatisfied over the type of pack, changing it is not a major problem, but do not make it an easy task for the players; the pack should suffer.
A nomadic pack might become a founded one by establishing itself in a recently fallen city. A founded pack might take up a nomadic lifestyle if its city fell to the Camarilla or if a powerful Sabbat leader or rival pack forces them out. If your players like action more than intrigue or vice versa, give them what they want but do not leave out the other. Vampire, and the Sabbat in pa rticular, loses some of its luster if either aspect is ignored. Players might find they enjoy the other side of the coin more than they imagined.
On a related note, discover those attributes about vampires and the Sabbat that appeal to and repel your play ers, and nurture both in the game. Also look for any personal fears the players might have and play upon them to make the game even more intense and scary. In choosing a first mate, observe your players to see what type of characters they are good at playing and play upon their strengths and their weaknesses.
You all might find it enjoyable if the players get the opportunity to play types of characters they have never played before. It's up to you to seek the truth To know your history, the difference between me and you In the Camarilla, all young Kindred are subjected to propaganda, especially if they are anarchs. Camarilla leaders believe all young Kindred need to be indoctrinated in Ca marilla ideology.
Propaganda is spread to keep them from listening to the Sabbat because Camarilla neonates are actively sought by Sabbat. Because they are the frontline fighters for the Camarilla cause and because they are most like Sabbat vampires, anarchs are often the focus of this propaganda.
The Storyteller needs time to keep relations between Sabbat vampires and Camarilla Kindred in a constant state of turmoil. Neither side trusts or respects the other - each is the enemy. The main reason for the distrust is that neither side looks past the differences to see the commonalty.
For the Sabbat, most propaganda is directed at priests and the younger leaders because they are more active "in the field. The Sabbat does not fear traitors due to its extreme punishment methods and the tracking skill of the Black Hand. The eternal hatred of the en emy stems naturally from ideological differences, but the flames are fanned by propaganda promoted by leaders on both sides.
Each side misunderstands the other, and out of fear and anger, each refuses to listen to the other. The story most promoted in the propaganda of both sects is that the enemy's overriding goal is the destruction of all vampires not of its own sect, and even some within its own sect. The enemy consists of fools bent on the destruction of freedom and the vampire race. It is no accident that things a re the way they are. It is the work of Camarilla and Sabbat leaders. It is not in their best interests to allow the young of either sect to unite with one another.
Additionally, there has always been an enemy sect, and elders always want the status quo maintained. The Camarilla spreads rumors that all Sabbat are exactly alike and that they want to commit murderous diablerie on all young Kindred on whom they get their hands. They say the Sabbat is a ruthless, insane, millenarian sect of cannibals. Much of what the Camarilla says is correct, but it does not take into account that all Sabbat are not alike not all are so warlike, not all are so inhuman, not all are so mindless and not all are diabolists.
The Camarilla completely ignores Sabbat allegations that the Camarilla is the tool of the ancients. To Camarilla Kindred, especially leaders, it is a lie and, like all Sabbat propaganda, nothing but a lie. Neither side will give quarter nor open their minds to the enemy. Even in conversation with members of an opposing sect, licks seldom listen to their enemy's words because they believe the enemy wants to brainwash them with propaganda.
Instead of actually debating, they only preach. The Storyteller must maintain this wall of misinformation and propaganda. It should be an important consideration whenever characters encounter the enemy, especially if there is a chance it will be a peaceful encounter. The following is a guide to what kind of propaganda is promoted, who promotes it, to whom it is promoted and how it is confirmed. Who promotes the propaganda? Those who have something to gain from keeping the two sects apart.
The most common propagandists are elders and leaders of both sects. For the Camarilla this includes princes, justicars, the primogen and all elders who fear loss of power and the Final Death. For the Sabbat this includes all title-holding Sabbat, with the possible exception of priests and other young leaders. Sabbat leaders also spread rumors that all Camarilla Kindred are alike - weak, naive, humane and threatening to Sabbat security.
This is not true, but it does not matter. The Sabbat sees the Camarilla as the dupe and pawn of the vampire race. It says all Camarilla are close minded and better off destroyed. Most active in opposing this stereotype of the enemy are Brujah antitribu, but their efforts are hardly effective. When stories involve vampires from both sects, remember that both sides will not listen to the other, though they will attempt to convert their foes.
Put characters on the defensive with insults to their sect, and always point out statements by the enemy that help confirm stereotypes. The reason for this is that the indoctrination vampires of both sects undergo is deeply ingrained, becoming a hardened aspect of their personality.
It must be hard for 17 Players Guide To The Sabbat them to challenge what they have long been taught. The Brujah antitribu may be a little more open, as are Malkavians and Malkavian antitribu. Accepting the views of the enemy is not impossible for a vampire, but it should take a long period of time and should never occur overnight.
Even if a vampire comes to accept the enemy's perspective, he must still realize that they are enemies. This is especially important because it is difficult for members of the Camarilla to convert and virtually impossible for Sabbat. Whatever the case, devoting game time to maintaining the wall between the two rival sects is time that is both enjoyable and well spent. This faction sees the sect growing more and more structured despite Status Quo protestations t o the contrary.
This rigidity must be halted by giving all Sabbat more freedom to do as they please. This faction does not favor Crusades unless they are absolutely necessary. Most Moderates follow orders, but they are not against questioning their leaders if they disagree. Most Moderates lean to the Loyalists' way of thinking, but continue to follow their leaders because they do not wish to lose the respect of other Sabbat. The Ultra-Conservatives: This faction is made up of the eldest members of all Sabba t clans.
It greatly favors centralization and authoritarian rule. Ultra-Conservatives believe the time for total freedom must come to an end because Gehenna approaches. If the Sabbat has any hopes of surviving, it must become much more stable. This faction is slowly gaining the support of many Black Hand. Strangely, the Ultra-Conservatives are ready to recognize the Panders as a truly equal clan.
They believe the support of the Panders will be a necessity when the final conflict arrives. Ultra-Conservatives follow strong leaders and try to remove weak ones. They question the decisions of their leaders as much as the Moderates, but never fail to carry them out.
The Loyalists: This faction is composed mainly of the Ventrue and Brujah antitribu, though some you nger But baby baby why can't we survive members of the other clans also support this faction. The Loyalists believe they must disobey their leader's orders in We've got to get our heads untangled order to be truly loyal to the Sabbat. The Sabbat was And free our state of mind founded on total freedom, but the sect has moved far away - Lenny Kravitz, "The Difference is Why" from this original concept.
The Loyalists believe the sect's strength and tenacity is derived from its formlessness and The scope of the disunity in the Sabbat is tremendous. The its chaos. The Loyalists are known for their disobedience, sect can be divided into five basic categories, or factions, but they support all actions to reclaim territory lost to the but even within each of these factions are more factions.
They also have never don e anything that could The five primary factions are the Status Quo, the in any way be construed as harmful to the sect.
They Moderates, the Ultra-Conservatives, the Loyalists and the openly criticize leaders and force other Sabbat to consider Panders. These names are rarely used in general why they commit themselves to certain actions.
While not all his clan, for it has achieved a great deal. However, it has a Sabbat have joined a faction, enough have, which causes long way to go before it is equal in respect to the other clans. The Panders support any and all who respect them problems. The Sabbat believes strongly in the rule of "Divide and and help them increase their power.
This constantly leads Conquer," yet it itself is not unified. Despite the various them into supporting the Loyalists and the Status Quo factions, however, the Sabbat has managed to avoid simultaneously. They have no real political agenda other another civil war through the Vaulderie and the Code of than the acquisition of power. They follow orders they do Milan. The Black Hand also serves to keep the sect united not find degrading or overly dangerous. They will take by making very outspoken Sabbat disappear if they almost any mission that will increase either clan or personal prestige.
That we were to climb The factions are listed below in order of most to least powerful. They prefer that things remain the way they are. They do not want increased authoritarianism because they know it leads to rebellion, but they do not want to keep acquiescing to the demands of Moderates and Loyalists.
They believe the Lasombra should continue performing the leadership role for the sect. They also wish to maintain internal peace in order to maintain a strong defense against the Camarilla and the coming Gehenna.
Status Quo leaders constantly issue orders, but word them as requests. They play upon the social impropriety of refusing their requests, especially playing off the Moderates. From even the greatest of horrors, irony is seldom absent. The Moderates: This faction has the support of most of the Sabbat, including most of the sect's Gangrel, - H. It eats away at the very foundation of the sect, unstoppable and unseen by most. Treachery abounds with the Infernal Diabolists and their evil objective of demonic domination.
The Tzimisce engage in overwhelming levels of manipulation despite their facade of disinterest. The Lasombra make constant power plays, keeping the other clans from expanding their own influence. Panders and Moderates force their own brand of change on the political structure. Loyalists wreak havoc with what structure the sect does have, and UltraConservatives conspire with the Black Hand to increase their authority over everyone else.
The Sabbat is an extremely volatile sect on the brink of overwhelming success - or ultimate failure. Its precarious fate remains undetermined. Storytellers can make the Sabbat just as intriguing as the Camarilla by playing on the importance of sect politics.
To most sect members, where a lick stands on the issue of direct orders is just as important as his ability to face the enemy. To some Sabbat, the sect's greatest enemies are their fellow packmates and leaders. The Status Quo is the faction with the greatest power. Within it, the Tzimisce and Lasombra play their own games using the other clans as pawns.
The Moderates are their strongest tools. The Status Quo plays upon the fears of many, claiming the Loyalists will bring about the sect's downfall through total anarchy and the Panders will turn the Sabbat into a group of degenerates by returning to the old method of recruitment.
The Lasombra resists demands of most Sabbat for greater freedom, claiming its position is for the good of the sect. The Ultra-Conservatives, small in number but grand in political expertise, have used their time to gain support from the four Seraphim of Black Hand. How this will pay off remains to be seen, especially because most Sabbat still see the Black Hand as a supporter of the Status Quo. If the Loyalists notice this political shift, there will be added resistance, especially against elders.
The old guard would be challenged by the Moderate majority, whom they claim to represent. One major political issue is jyhad. Recent efforts to retake Camarilla-held territories gave the Sabbat's Status Quo leaders a strong rallying point for all sect members. They used this to decrease in-sect tension by redirecting aggression against a common foe, but how long this will last is anyone's guess. If the Loyalists sway the Moderates into supporting their sometimes treasonous machinations, the sect will suffer radical revisions, and it is probable that the Lasombra will lose their leading role in sect affairs, with either the Tzimisce or Ventrue antitribu taking the lead.
The Tzimisce will likely support the Ventrue antitribu before it takes the lead itself. A strange relationship has long bound these two clans. Since the very first days of this millenarian sect, Lasombra have been the leaders and the Tzimisce has sat back and played a supporting role. Some believe the Tzimisce are much like the Tremere, despite the hatred these two clans have for one another.
Both clans are believed to be prime manipulators, leading their respective sect toward its own goals. However, the Tzimisce is more of an enigma. It is obviou s the Tzimisce does not control the Lasombra in the same manner the Tremere attempt to control the Ventrue. The Lasombra is a clan of competitors. Lasombra plot against one another as much as they do against others. While most Lasombra consider their personal goals more important than those of their own clan, they hold their clan above everyone else's.
They aid their clan if they see it as an opportunity to weaken another clan or increase their own power. The Lasombra became the leader of the Sabbat when it sprang from the ruins of the anarch rebellion. Since that time, the Lasombra has become known to all as its brothers' and sisters' "keepers. The Lasombra and the Tzimisce enjoy a unique relationship. The Lasombra, despite its intense power hunger and competitive nature, bows to the wishes of the Tzimisce in matters in which the Tzimisce takes an interest, yet the Tzimisce makes no claim as a ruling clan.
It is rumored the Lasombra clan owes a boon to the Tzimisce clan for an unknown reason. Because of this, the Lasombra will not stand in the way of the Tzimisce from fear that breaking with prestation will destroy its credibility as the leading clan. Rulership, Not Leadership The blind leading the easily led, Circling - spiraling - losing our faith. This is a source of great oppression for many Sabbat, and with the hope of forcing a change, some Sabbat resort to violence.
They battle their leaders for their positions through Monomacy, but who is to say the challenger is any better than the one being challenged? When engaged in a Sabbat-based chronicle, players must realize that their characters' loyalties will be questioned if they disobey their leaders. No one will ev er tell the characters this outright, but all Sabbat know it as an unspoken practice.
Clanbook: Ravnos Vampire, the Masquerade. Clanbook: Ravnos Vampire: The Masquerade. Clanbook Setites Vampire - The Masquerade. Clanbook: Giovanni Vampire - The Masquerade. Clanbook: Lasombra Vampire: The Masquerade. Clanbook: Tremere Vampire: The Masquerade. Clanbook: Brujah Vampire: The Masquerade. Chaining the Beast Vampire: The Masquerade. Havens of the Damned Vampire: The Masquerade. Sins of the Blood Vampire: The Masquerade.
Nights of Prophecy Vampire: The Masquerade. Werewolves Are in the House! It's back! With rules on how to play every tribe, breed and auspice, not to mention rules on totems, Gifts, rites, moots and every other aspect of Garou existence, laws of the Wild is the complete guide to live-action Werewolf roleplaying. Once every eight years, the fantastic Witchlight Carnival touches down on your world, bringing joy to one settlement after the next.
Its owners, Mister Witch and Mister Light, know how to put on a good show. The carnival is a gateway to a fantastic Feywild domain unlike anything found on the Material Plane. Time has not been kind to this realm, however, and dark days lie ahead unless someone can thwart the dastardly schemes of the Hourglass Coven. The Wild Beyond the Witchlight takes adventurers from the Witchlight Carnival to Prismeer, a Feywild domain of delight, and is designed for characters of levels 1—8.
This book comes with a poster map that shows the carnival on one side and Prismeer on the other. The book that inspired HOME, now a major motion picture! It all starts with a school essay. When her mom started telling everyone about the messages aliens were sending through a mole on the back of her neck?
Maybe on Christmas Eve, when huge, bizarre spaceships descended on the Earth and the aliens—called Boov—abducted her mother? Or when the Boov declared Earth a colony, renamed it "Smekland" in honor of glorious Captain Smek , and forced all Americans to relocate to Florida via rocketpod? In any case, Gratuity's story is much, much bigger than the assignment. It involves her unlikely friendship with a renegade Boov mechanic named J. Fully illustrated with "photos," drawings, newspaper clippings, and comics sequences, this is a hilarious, perceptive, genre-bending novel from best-selling author Adam Rex.
From its ancient nights as a clan of mystic diabolists to its present as a group of revered and feared assassins, the Assamites have maintained a special place in the World of Darkness. From the author of Making Magick and Astral Projection for Beginners, this book presents 16 complete sabbat ritual texts - for covens, families and solitaries.
Horrifyingly ugly and relegated to the sewers and darkness by their beautiful brethren, these undead have created an entire world beneath the domain of mortals. The heroes of these tales are the Garou - tribal werewolves who are the defenders of Gaia, Mother Nature herself. For order information call Rene Lilly at Very few games seek to redefine the conventions of roleplaying as does the Mind's Eye Theatre line. There are no tables or dice involved in Mind's Eye Theatre games.
Instead, you become a part of the story. You assume the role of your character as soon as you step through the door, enacting every action, movement and gesture.
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