Dark Ages: Vampire takes you to the nights before the Camarilla, when kine truly had reason to be afraid of the dark.
The vampires of this bygone age ride the dark as lords, play their games with the crowned heads of Europe. and travel to the mysterious land of the East as they wage their ages-old war.
Come share in the rich terror and heady thrill of the 13th century.
Learn what it means to be one of the Lords of the Long Night.
There are a few gifts that are listed in the Dark Ages books that are not in the 20th anniversary, those gifts for convenience sake are listed here, or if they had a name change the old name vs the modern one is given for reference.
Cornered Rat (old) modern name Cornered Rat's ferocity.
Plague Visage (Level Two) - Anyone in his right mind fears a leper. This Gift allows the character to draw an illusion of terrible disease on his features, repelling even the most stouthearted onlookers. A useful trick for survival, it can earn charity from a well-meaning monk, terrify locals and even serve as a way of blending in since lepers are all but ubiquitous in some places. This gift is taught by a rat spirit.
System: The player rolls Manipulation + medicine; the illusion of disease lasts for one scene. The imaginary disease may appear to be anything that the character is familiar with, such as leprosy or small pox, or even something entirely invented. Players of humans who view the illusion must roll a Willpower (difficulty 8), lest those humans shirk away from the character in revulsion. Supernatural beings that are immune to disease have less fear, so their difficulty is only 6.
Call the Rust (level 3) – by whistling softly through his teeth, the character can summon sudden and destructive rust onto any metal within his immediate vicinity. Spearheads crumble, sword corrode, and armor falls to pieces at the werewolf’s command/ Some Bone Gnawers use this trick to protect their kinfolk from armed thugs, while others prefer poetic justice – such as attending the nearest circus and causing the bars confining abused animals to sudden turn to powder. This gift is taught by a water elemental
System: The player spends a point of Gnosis and rolls wits + crafts, difficulty dependent on the amount of metal being affected by the Gift (Storyteller’s discretion). Each success allows the werewolf to corrode one ferrous metal object into fragile uselessness, although detailed metal work such as a chain hauberk should count as at least two objects. The character need not be touching the object the time, but he must be able to see the object.
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