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Published for TFN 1.5 HD


Table of Contents Blood Heal .................................. 26
Blood Buff .................................. 26
Opening Letter ................................ 3
Celerity ....................................... 27
Requirements ................................... 4
Daimoinon .................................. 28
Installation ....................................... 5
Fortitude...................................... 29
FAQ ............................................... 6-7
Obeah .......................................... 30
Feats ............................................. 8-15
Obfuscate .................................... 31
Unarmed ....................................... 8
Potence........................................32
Melee ............................................ 8
Quietus ........................................ 33
Ranged.......................................... 9
Presence ...................................... 34
Defense......................................... 9
Serpentis ..................................... 35
Lockpicking ............................... 10
Thanatosis ................................... 36
Sneaking ..................................... 10
Occult Items ............................. 37-40
Hacking ...................................... 11
Game Mechanics ............................ 41
Inspection ................................... 11
Bloodloss Timer System....... 42-43
Research ..................................... 12
Q&A ...................................... 43
Haggle ........................................ 12
How to modify ...................... 44
Intimidate ................................... 13
Masquerade Violation System.... 45
Persuasion .................................. 13
Q&A ................................ 46-47
Seduction .................................... 14
Humanity/Frenzy System ..... 48-49
Bashing....................................... 15
Q&A ................................ 49-50
Lethal.......................................... 15
Weapon System .......................... 51
Aggravated ................................. 15
Q&A ................................ 52-53
Clans ............................................... 16
Weapon Stats Table ............... 54
Assamite ..................................... 17
An Inside Look ................ 55-59
Baali ........................................... 18
Prostitution System .................... 60
Warriors of Set ........................... 19
Q&A ................................ 60-61
Ishtarri ........................................ 20
Music ......................................... 62-63
Osebo ......................................... 21
Credits ............................................. 64
Salubri ........................................ 22
Samedi ........................................ 23
Disciplines ...................................... 24
Auspex........................................ 25

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Dear Vampire the Masquerade community,

One of the first things you may notice in the title is that the "B" is missing
from VTMB; this is not an accident. The Final Nights is an expansion to an
otherwise flawless video game built upon the success of the Camarilla Edition
series of mods. The "B" has been removed because this expansion can no longer
bare the name Bloodlines as it is so far removed from the original game as to
warrant the name change. The idea behind this expansion is, and always will be the
notion of a completely new experience unlike we've seen so far. With 7 completely
brand new clans, 5 new disciplines, extra quests, new NPCs, new game mechanics
and new music, the features seem endless. All of this, being built upon the
Camarilla Edition series incorporating such things as the blood timer system,
pedestrian blood dolls, and a new combat system. Combined we feel the name
Bloodlines must be removed from this game, and thus we now simply have "The
Final Nights".

This game manual is meant to provide an accurate account of information for the
player to use and navigate with, throughout the game. Most questions should be
answered after reading this however you can always visit our official forum at
www.camarillaedition.darkbb.com to ask questions. This manual will explain
installation instructions, the new clans, disciplines, game mechanics, and
frequently asked questions. Anything that is not explained here can be addressed at
our forum. This version of the manual was specifically written for TFN version 1.5
HD and may have changes inconsistent with prior versions of TFN.

Game Download Locations:


http://camarillaedition.darkbb.com/t851-the-final-nights-download-center
http://www.moddb.com/mods/vtm-the-final-nights/downloads

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 3D hardware accelerator card-100% DirectX
9.0c-compatible 64MB video card and drivers

 1.2 GHz Athlon or 1.2 GHz Pentium III processor


or higher

 384MB of RAM (512MB or RAM recommended)

 English version of Microsoft Windows 98/ME/2000/XP

 Quad-Speed CD-ROM drive and drivers

 3.3GB of uncompressed hard disk space for game files


and saved games (plus 1.4GB for Windows swap files)

 100% DirectX 9.0c-compatible 16-bit sound card and drivers

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Installing The Final Nights is very simple and straight forward. First, you
will want a clean copy of Vampire the Masquerade: Bloodlines without any mods,
patches, or expansions installed. DO NOT use the official or unofficial patches
with TFN; the official patch 1.2 and unofficial patch 6.5 are already included. We
built TFN on UP 6.5 and began fixing our own issues from that point forward so
do not use anything but TFN.

Install Instructions

1.) Download The Final Nights and save the .exe to your desktop.
2.) If you are using a Steam copy of Bloodlines, disable “Steam Community in
Game” and “Automatic Updates” before installing The Final Nights.
3.) Double click the installer and read the instructions. The changelogs are
included on the information page. After viewing, click Next and choose your
install directory.
4.) By default, the install directory is “C:\Program Files\Activision\Vampire –
Bloodlines” however this is the default location for installing the retail CDs.
If you are using a Steam version of Bloodlines, you will need to point this to
their location of “\Vampire – Bloodlines\”.
5.) After the installation is complete, you will want to create a desktop shortcut
to the “Vampire.exe” file, using the new Mod Loader program which comes
with 1.5 HD. Right click on this shortcut and open properties. You will want
to modify the target file so it looks like this...

“C:\folder path\vampire.exe” –game tfn


Make sure to include the quotations and a space between –game and tfn.

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Q: Can I use other mods with The Final Nights?
A: Yes and No. Overhaul mods like Clan Quest Mod or Companion Mod will not
be compatible because they overwrite the same files that TFN uses. Patches like
the Unofficial Patches will also not be compatible as explained in the installation
instructions. Simple mods that change the skins, textures, models, sounds, or music
are perfectly fine to use.

Q: Can I play as the original 7 clans from the vanilla game?


A: Unfortunately the game engine only allows us to have 7 clans at one time so
this isn‟t possible. We don‟t have plans to revert the 7 clans back to the original 7.

Q: I can‟t use some of my higher level disciplines because they don‟t appear on the
mouse wheel
A: When we changed the blood cost of the disciplines, it broke the mouse wheel
functionality. This is an issue that cannot be fixed because of engine limitations.
An easy way around this is to setup the higher level disciplines through the hotkey
menu (default button: K). You can assign these disciplines to number keys 0-9 and
choose them that way.

Q: When creating a new character, I can assign dots and then choose a new clan
and assign more dots. This allows me to cheat.
A: This is a bug with the vanilla version also and can‟t be fixed. We setup a system
where Jack will detect if you‟ve gone over your dot limit and will make you start a
new character if you have. It‟s a bit of an Easter egg so we advise you to cheat just
so you can experience the humor of it all. 

Q: I‟m getting strange graphical bugs like floating toasters and door knobs
swimming instead of fish, just freaky weird stuff!
A: Welcome to an early version of the Source engine. Things like that happened in
the vanilla version as well as every other version of Bloodlines. You can try
updating your graphics drivers but typically just getting out of the game and back
in again, will fix it.

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Q: I can‟t access the female Samedi model.
A: At launch, we did not have all of the PC models finished so we slowly
introduced them into the subsequent patches. The female Samedi is the last model
that needs to be completed.

Q: Whenever I start the Mafia quest downtown, Akeem the book dealer
disappears.
A: This is because Akeem knows what‟s about to go down so he leaves the area to
go hunt for a while. Once things get resolved between Venus and the Russian mob
boss, Akeem will return to his spot.

Q: Where can I post bugs that I encounter during the game?


A: The best place would be to create an account at our official forum; then go to
http://camarillaedition.darkbb.com/f12-bug-reporting. You can also post your
questions at our ModDB page, but our official forum is checked more frequently
and typically have several members who can help you with your question.

Q: Can I play TFN 1.5 HD in a resolution other than 1920x1080?


A: Absolutely! However, it should be noted that 1.5 HD was specifically designed
to be played in 1080p, so you may experience graphical errors or glitches. Before
posting these errors on our website, try changing the resolution back to 1920x1080
to see if that fixes the issue.

Q: The “Skip Intro” button is over to the left too far in the character sheet.
A: Yes, unfortunately we‟re not sure how to fix that yet. If we find a fix, we‟ll be
sure to include it in subsequent updates.

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Name: Unarmed
Description: Measures your character's ability to do damage in unarmed combat,
and feed on the unwilling. The Strength attribute and the Brawl ability both
contribute to the Unarmed combat feat.
Dependencies: Strength & Brawl
Information: The Unarmed feat is your basic hand to hand fighting ability but it
also affects how easy you can grapple and feed on an unwilling victim. It‟s
especially helpful for feeding during combat. Unfortunately your fists only do
Bashing damage so they won‟t be very helpful against other kindred or
supernaturals. The good news is that your character can persuade Strauss to sell
you the Fang of Vukodlak which when worn, makes your fists do Lethal damage
instead. You will need a Persuasion of 3 or higher to do this. You may also buy
books from Jimmy or Akeem to raise Unarmed, or ask Nines to teach you to fight
which will also raise this feat. Lastly, your fists are not only the fastest weapons in
the game, but paired with the Serpentis 3: Apep‟s Semblance or Daimoinon 5:
Concordance, can make your character a dangerous foe indeed.

Name: Melee
Description: Measures your character's ability to damage with melee weapons such
as knives and clubs. The Strength attribute and the Melee ability both contribute to
the Melee Combat feat.
Dependencies: Strength & Melee
Information: The Melee feat controls the damage you do with all hand-held
weapons, not just knives and clubs. Bashing weapons such as the baton or the
sledgehammer do more damage than a bladed weapon, however, bladed weapons
such as knives, the bush hook, or the Japanese swords do lethal damage which will
affect kindred much greater. A good strategy would to use bashing weapons on
humans such as hunters and the police, and bladed weapons on kindred.

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Name: Ranged
Description: Measures your accuracy and damage with firearms of all kinds. The
Perception attribute and the Firearms ability both contribute to the Ranged Combat
feat.
Dependencies: Perception and Firearms
Information: The description is a bit misleading because the Ranged feat also
dictates the accuracy and damage of non-firearm weapons as well; like crossbows
and flame throwers. One thing to point out is that traditional firearms that use
bullets are extremely effective at killing humans but are considered bashing
damage to kindred, meaning they only take half damage. Another important aspect
of the Ranged feat is as you increase in power, not only do you do additional
damage but the crosshair reticules will tighten meaning your shot grouping will be
closer. In additional, your crosshairs will narrow down faster after running
meaning you can focus on your target quicker.

Name: Defense
Description: Measures your character's ability to avoid taking damage of all types
in combat. The Wits attribute and the Dodge ability both contribute to the Defense
feat.
Dependencies: Wits and Dodge
Information: Often an overlooked feat because the effects aren‟t immediately
apparent, but the Defense feat is your first line of protection when an enemy
successfully hits your character. When your opponent attacks, their damage is
calculated against your Defense feat and each point in Defense has a 50% chance
of reducing each point in lethality. The total damage is calculated and then your
soak feat subtracts the rest. Whatever is left over is the damage you take. Have you
ever punched an enemy but did 0 damage? That‟s because their Defense feat was
much greater than your total lethality minus the skill requirement. Certain weapons
like the knife can also grant your character a bonus to Defense when wielding the
weapon.

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Name: Lockpicking
Description: Measures your character's skill at breaking into places you're not
supposed to be. The Dexterity attribute and the Security ability both contribute to
the Lockpicking feat.
Dependencies: Dexterity and Security
Information: Lockpicking has many uses in The Final Nights. Obviously it allows
you to break into places and things that you shouldn‟t be, and allows you to steal
variable treasures and high priced items, but it also allows you to enter locations
that you would otherwise spend time looking for the proper key allowing you to
bypass many missions and enemies. In The Final Nights, many chests, safes, and
vaults have been placed in various locations loaded with money, items, or blood
bags. Overall more than 15 boxes have been placed requiring a Lockpicking feat of
5 or higher to open them. Over the course of the game, this can net the player large
amounts of cash and other nice assets. In fact, a set of body armor exists in the
Santa Monica suites but requires a Lockpicking feat of 10 to open. You can get the
body armor right at the beginning of the game and it‟s up to you on how quickly
you want to level up this feat to get it.

Name: Stealth
Description: Measures your character's ability to avoid detection. The Dexterity
attribute and the Stealth ability both contribute to the Sneaking feat.
Dependencies: Dexterity and Stealth
Information: Stealth was made more challenging in The Final Nights. It takes a
higher score to remain invisible and the player must stick closer to the shadows to
avoid detection. Some missions will grant a bonus to experience if you can make it
through undetected and some missions can‟t even be completed if you are seen.
Many fights can be avoided by remaining hidden and stealth kills are a fantastic
way to eliminate opponents without ever making a sound or using your weapon. In
fact, certain weapons like the Ninjato grant a Stealth bonus when equipped. Some
clans have an innate ability to Obfuscate, however Stealth can still be an effective
feat because not only does Stealth not cost blood to use, but you can become
hidden even while people are looking at you; unlike Obfuscate where you must be
hidden initially to activate it.

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Name: Hacking
Description: Measures your character‟s ability to crack into computers and other
electronic devices. The Intelligence attribute and the Computer ability both
contribute to the Hacking feat.
Dependencies: Intelligence & Computer
Information: Hacking serves many purposes in The Final Nights. Not only can you
break into computer systems to gain access to private areas and unlock security
devices like safes, but you can also hack NPC‟s bank accounts to steal money. In
The Final Nights, 17 computer systems now have an optional “TCI Online
Banking” option that allows you to steal money from an NPC directly, if your
Hacking feat is high enough. Stealing from kindred or evil kine will not gain you a
humanity loss, however, stealing from innocent kine will, but only if your current
humanity is 6 or higher. Increasing your Intelligence and Computer abilities are not
the only way to increase your Hacking feat. The Auspex discipline at higher levels
also temporarily increase Hacking, however you cannot use disciplines in Elysium
areas so you may need to spend the experience in some areas. Also be wary,
certain NPCs will be angered if you hack their computers in front of them,
however, if their view is blocked, they won‟t know.

Name: Inspection
Description: Measures your character‟s ability to notice hidden details. The
Perception attribute and the Investigation ability both contribute to the Inspection
feat.
Dependencies: Perception & Investigation
Information: Inspection has been completely overhauled in The Final Nights.
Every single item including certain side quest items have been hidden in plain
sight. In order to see these items, your Inspection must be high enough. Simple
items like Morphine and car stereos and even side quest items like Bertram‟s CD
or Pisha‟s occult items have been hidden in this way. Auspex has been reworked so
that activating it will reveal items in real-time and disappear when deactivated.
Walking around with Auspex turned on is a great way to find hidden items,
including certain occult items and armor/weapons in various locations. Inspection
can also be used in dialogue to reveal secrets that an NPC may be hiding, and can
net you increased experience for finding out these secrets. Inspection is an
extremely useful feat in The Final Nights.

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Name: Research
Description: Measures your character‟s ability to read books, and learn new
abilities. The Intelligence attribute and the Scholarship ability both contribute to
the Research feat.
Dependencies: Intelligence & Scholarship
Information: Research for the most part has been left untouched in The Final
Nights. You still need a high enough Research feat in order to read the appropriate
level of book. One major change in The Final Nights is that books are no longer
found, but rather they are sold by book vendors. There are two vendors in the game
where you can purchase books. The first is named Jimmy Reed and can be found at
a payphone on the Santa Monica pier. Speak with Trip at the Pawnshop for details
on his whereabouts. The second is the old and powerful Assamite Vizier named
Akeem. He can be found at the end of the street in downtown Los Angeles near the
Empire Arms hotel.

Name: Haggle
Description: Measures your character‟s ability to buy and sell goods, as well as
haggle for information, bribe others, and barter the price of prostitution. The
Manipulation attribute and the Finance ability both contribute to the Haggle feat.
Dependencies: Manipulation & Finance
Information: Haggle is arguably the most important feat for obtaining money. Not
only does Haggle dictate the cost for selling and buying goods from vendors, but it
also determines how much money the player will receive whenever a monetary
reward is given. Take for instance; you complete a quest for LaCroix who in turn
gives you a bit of cash. The amount of cash he gives you is determined by your
Haggle feat. Also, there are many times in the game where you can persuade,
manipulate, or intimidate your way into gaining access to an area or make an NPC
do something for you, however, the Haggle feat also allows you to pay money to
bribe them instead and the amount of money needed for the bribe, is determined by
your Haggle feat. Lastly, prostitutes typically charge the player $50 to let you feed
on them but in The Final Nights, your Haggle feat determines the price of this too.
For every level in Haggle your character has, the amount charged by the prostitute
drops by $5 for a total cost of 5$ with a level 10 Haggle. Characters with poor
social skills can highly benefit from the Haggle feat, or those who require the
constant spending of cash for bullets or ammunition.

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Name: Intimidate
Description: Measures your character‟s ability to instill fear in others and force
their cooperation. The Manipulation attribute and the Intimidation ability both
contribute to the Intimidate feat.
Dependencies: Manipulation & Intimidation
Information: The Final Nights hasn‟t done much in the way of overhauling the
Intimidation feat however; it still has its uses. Intimidation is handy when you‟re
trying to gain information from an uncooperative NPC, or when used to threaten
someone to give you money or sellable loot. Those with a high intimidation can
even get vendors to sell you illegal goods that they otherwise wouldn‟t.
Intimidating someone can be risky however; such is the case with Dennis the drug
dealer. TCI has future plans to expand this often overlooked feat.

Name: Persuasion
Description: Measures your character‟s ability to convince people that they want
what you want. The Charisma attribute and the Scholarship ability both contribute
to the Persuasion feat.
Dependencies: Charisma & Scholarship
Information: When it comes to social skills, most players chose to invest their
experience into the Persuasion feat, and for good reason. The Persuasion feat is
superior to every other feat when it comes to convincing others to bend to your
thinking. While Haggle is the top dog for obtaining money and Seduction is the
best for obtaining risk free blood, Persuasion is superior for gathering secret
information or getting someone to do something they were apprehensive to do
before. A good example of this would be a Baali character, with a high persuasion,
can convince Strauss that he is a Tremere, and gain entry into the chantry. Another
example would be getting the bitchy nurse at the medical clinic to let you go into
the back rooms. While there are other methods to accomplish many of the same
goals, they almost always come with a monetary price, but persuading someone is
generally free.

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Name: Seduction
Description: Measures your character‟s ability to titillate others into helping you
and determines the chance of seducing blood dolls. The Appearance attribute and
the Subterfuge ability both contribute to the Seduction feat.
Dependencies: Appearance & Subterfuge
Information: Seduction is a kindred‟s greatest weapon for obtaining blood from
mortals. Not only can you gain information, items, and entry by enticing your foes,
but you can sexually lure an unsuspecting victim into lowering their defenses
allowing you to feed. And while Haggle primarily dictates the price of a prostitute,
having a high Seduction can also reduce the cost slightly as well.

Soaking Damage

Soaking damage is a way that both players and non-player characters can absorb
damage taken. When a player‟s Defense can‟t ignore the damage dealt, your soak
feats kick in and attempt to absorb it. Every time the player takes damage, they get
a 50% chance of absorbing 1 lethality point for every point in damage of that
specific damage type. There are three different types of damage; Bashing, Lethal,
and Aggravated. Different weapons deal different types of damage.

While humans soak Bashing damage in a normal fashion, kindred only take 50%
of the damage. Bullets and blunt melee weapons deal Bashing damage. Any form
of bladed or cutting weapon deals Lethal damage which both humans and kindred
soak normally. Aggravated damage is especially harmful to vampires because they
suffer the full damage value and heal it much slower than the other two damage
types. Supernatural claws, electrical attacks, and fire are examples of Aggravated
damage.

Notes: The Warriors of Set clan weakness is a -1 to all soak feats.


The Potence discipline grants an automatic success for blows landed and cannot be
ignored or soaked.
The Fortitude discipline is the opposite of Potence and automatically succeeds all
chances of soak.

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Name: Bashing
Description: Your ability to shrug off damage from bullets and blunt melee
weapons. Bashing can be soaked by anyone but Kindred reduce all bashing
damage by 50%. Bullets are treated as bashing against Kindred and as lethal
against everyone else. Stamina, as well as clothing or body armor, contributes to
Bashing soak.
Information: Bashing weapons like baseball bats and firearms naturally do more
damage than Lethal ones. Because of this, it is recommended to use Bashing
weapons on humans but Lethal or Aggravated ones on kindred and other
supernaturals.

Name: Lethal
Description: Your ability to shrug off damage from bladed weapons. While
vampires may defend against lethal damage with their Defense feat, they are nearly
helpless once the blow is landed. Clothing and body armor add to your Lethal soak
feat.
Information: Kindred don‟t get a damage reduction to Lethal based damage so it‟s
best to find heavy clothing or armor early to make up for this. The Stamina
attribute does nothing to raise the Lethal soak feat.

Name: Aggravated
Description: Your ability to shrug off damage from claws, fangs, fire, and
electricity. Aggravated damage is deathly serious. Vampires can defend against
claws and fangs with their Defense feat, but are helpless against fire and electricity.
Aggravated damage can be soaked through supernatural means but hardly through
clothing and body armor.
Information: The Fortitude discipline is hands down the best way to increase your
Aggravated soak feat. Other disciplines that affect the Aggravated soak feat would
include Apep‟s Semblance and Anesthetic Touch. The special occult item called
the Key of Alamut is also known to increase all three forms of soak.

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Clans: In Vampire: The Masquerade, the clans are the major vampire lineages that
comprise vampiric society. Like all bloodlines, each clan has a greater familiarity
with a set of three disciplines, a weakness largely unique to its members, and
various stereotypes attributed to it as a result of a tendency to embrace individuals
with certain characteristics. The clans are generally differentiated and set above
bloodlines by their greater number and influence throughout the world,
identification with an antediluvian progenitor, a history that reputedly extends back
to the Second City, and clan weaknesses that were said to be handed down by
Caine himself.

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Clan: Assamite (Vizier Caste)
Nickname: Assassins
Disciplines: Auspex, Celerity, Quietus
Merits: Assamite Viziers will devote their undead
lives to a chosen talent, skill, or knowledge – and will
greatly excel in that field.
Flaws: The Viziers chosen field will become their obsession, and though they will
excel in that field, other fields will fall to the way side.

Backgrounds: 24-Hour Locksmith, Blackhat, Curious Chronicler, Jack of Blades,


M.M.A. Fighter, Precise Sharpshooter, Queen of Blades, Tenacious Gumshoe, The
Grandmaster, The Unseen

Information: Based in the Middle East, the Assamites are viewed as dangerous
assassins and diablerists by Western kindred, but in truth they are warriors,
guardians, and scholars who seek to distance themselves from the Jyhad.
Throughout their existence, they have remained self-sufficient and independent.
History shows this bloodline as loosely united, until Ur-Shulgi, the eldest clan
member, would declare that all would renounce religious freedom and begin
worshipping their Antediluvian, Haqim. This caused the Schism, or break-up
within the clan leading to the formation of three separate castes. Your caste are
known as the Viziers and make up the smallest part of the clan. Viziers are
scholars, artisans, and librarians who seek the devotion to their craft above all else,
which is also their weakness. At some point in their unlives, all Viziers will
dedicate themselves to a talent, skill, or knowledge and though they will excel
greatly in their given art, the other two abilities will fall by the wayside. This
obsessive pursuit of perfection will stain their aura with madness, to the point
where vampires with Auspex may be able to discern exactly what it is the
Assamite so doggedly pursues.

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Clan: Baali
Nickname: Demons
Disciplines: Daimoinon, Obfuscate, Presence
Merits: Genius comes natural to the Baali granting them
the ability to learn quickly and adapt to any situation
giving them a bonus to XP whenever 3 or more points are
gained.
Flaws: Due to their black hearts, members of the Baali
clan cannot raise their Humanity past 6 and dancing does not increase their
Humanity.

Backgrounds: Abused Altar Boy, Creepy Curator, Eerie Yoga Instructor,


Maleficent Magnate, Malevolent Lemonade Stand, Practitioner of Evil, Sinister
Daycare Worker, Withdrawn Track-Star, Sexy Kleptomaniac, Paranormal
Investigator, Pop Culture Icon

Information: Cold, cruel, callous, and utterly evil, the Baali are the "boogie-men"
other kindred tell their childer about to scare them. The line originated in
Mesopotamia and is generally thought to have been eradicated centuries ago by a
coalition of the other clans who couldn't stomach the Baalis' depraved practices.
Baali are devil worshippers and only embrace the most intelligent, driven, and
callous of kine. They are not senseless killers; rather they are the gentle corrupter
who tempts mankind. They nurture friendships with kindred and kine alike, often
going out of their way to help others. They commit selfless deeds, shy away from
brutality, and advocate peace, but all with the goal of eventual corruption. The
Baali's schemes are unperceivable because of their ability to adapt to any situation.
Because of this they gain a +1 experience bonus whenever 3 experience or more is
gained, but due to their black hearts suffer a penalty to Humanity and cannot raise
it past 6.

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Clan: Followers of Set (Warriors)
Nickname: Horned Vipers
Disciplines: Potence, Presence, Serpentis
Merits: The Warriors of Set glide through social
interactions like snakes do through tall grass granting
them a +1 to Persuasion. They also possess the unique
talent to use their Serpentis discipline in dialogue.
Flaws: These creatures of the most ancient darkness have
a severe allergy to light for a -1 penalty to all soak feats.

Backgrounds: Practitioner of Evil, Eccentric Librarian, Foreign Recruit, Loan


Officer, Maleficent Magnate, Precise Sharpshooter, The Amazing Pharaoh, The
Scarlet Gypsy, Sexy Kleptomaniac, Paranormal Investigator, Pop Culture Icon

Information: Allegedly a descendant from the dark god Set, the Setites claim to
have a divine mandate to revive their antediluvian, in order to create an era of
"paradise" for all kindred alike. Originating in ancient Egypt, the Setites avoid the
political Jyhad and are set on furthering their goals in any way possible without
drawing attention to themselves. Not all Followers of Set are subtle, forked-
tongued seducers. A number of them prefer to walk a more martial path, becoming
holy warriors for their god. The Warrior Setites eschew the Obfuscate discipline
for Potence - no slinking in the dark for these horned vipers. However, the
Warriors of Set are still very much a Setite, and quite capable of leading others into
all sorts of temptation, granting them a +1 to Persuasion. On the other hand, these
creatures of the most ancient darkness have a severe sensitivity to light for a -1
penalty to all soak feats.

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Clan: Ishtarri
Nickname: Gluttons
Disciplines: Celerity, Fortitude, Presence
Merits: The beautiful are a common target for Ishtarri
embraces granting them a +1 Appearance. The Ishtarri
are known to lose themselves to fury when denied
what they crave, but they can also regain their
composer just as fast. Raising Humanity costs half as
much for this clan.
Flaws: Self-indulgence of a particular addiction comes before all else and if those
needs aren‟t met, the Beast can easily take over.

Backgrounds: Foreign Recruit, Loan Officer, Precise Sharpshooter, Certified Dog


Catcher, Desperate Lab Rat, Provocative Action-Star, Rent-A-Thug, Sexy
Kleptomaniac, Tenacious Gumshoe, Tiny Dancer, Women‟s Gym Instructor,
Aspiring Tattoo Composer, The Unseen

Information: The Ishtarri are an African based bloodline inside the Laibon legacy
however they are not native to Africa. Claimed to be descended from the
Babylonian goddess Ishtar, through manipulation and diplomacy they have become
an important part of Laibon culture. Most Ishtarri seem to specialize in
information; they consider spying an essential pastime, and usually have many
valuable contacts to exploit as needed. Known as lazy gluttons, no Laibon group is
more infatuated by mortals more so than the Ishtarri. Their need to revel in a
specific vice comes before anything else and they tend to embrace mortals that fill
that need. Many see this bloodline as unmotivated and complacent - however those
who underestimate the Ishtarri quickly regret it. The beautiful are a common target
for Ishtarri embraces granting them a +1 to Appearance and their need for human
interaction makes Humanity costs half as much. Unfortunately, self-indulgence of
a particular addiction; in this case human blood, comes before all else and if those
needs aren't met, the Beast can easily take over.

20
Clan: Osebo
Nickname: The Pride
Disciplines: Auspex, Celerity, Potence
Merits: Due to their strong physical bodies, the Osebo
gain a +1 to Strength.
Flaws: Self-control is always a problem with the
Osebo clan so their violent nature nets them a -2
penalty on all frenzy checks. In addition to this flaw, they must also keep accidents
to a minimum, as killing the innocent or witnessing a murder truly excites the inner
Beast within the Osebo.

Backgrounds: African Culturist, Foreign Recruit, Precise Sharpshooter, Certified


Dog Catcher, Rent-A-Thug, Tenacious Gumshoe, Gym Consigliere, Nuclear
Technician, Professional Arm Wrestler, The Kneecapper, Uncredited School
Teacher, Women‟s Gym Instructor, The Unseen

Information: The warriors of the Laibon, the Osebo take their name from the
famous leopard of West Ashanti legend. Although a proud clan, they depend on
other kindred as a focus for their energies. Left to their own devices, this clan is
known for indulging the Beast and causing massive amounts of mayhem among
the mortal population; kidnapping and murder are the usual pastimes of the
patronless Osebo. Indeed, the Osebo seem to have a hard time controlling
themselves, and they often thrive in domains where a strong authority exists, as it
serves to keep them in line. The Osebo tend to be attracted to mortals who are salt-
of-the-earth types, although many Osebo were embraced on a whim or were the
victim of their cradle-robbing habits. Due to their strong physical bodies the Osebo
gain a +1 to Strength, however their violent nature nets them a -2 penalty on all
frenzy checks and killing or witnessing the murder of an innocent often leads to
more frenzying.

21
Clan: Salubri
Nickname: Unicorns
Disciplines: Auspex, Fortitude, Obeah
Merits: Like Saulot, the Salubri are always searching
for Golconda, which means to master the beast within
and because of this, they receive a +2 bonus vs.
Frenzy. In addition to this, they naturally have a faster
regeneration rate than other Kindred and can use their mystical and unique ability
of Obeah during dialogue to heal others.
Flaws: Because of their nobility and high morals, the Salubri conscience does not
allow full benefit from the blood of kine. Any vitae taken from humans will never
completely satisfy the Salubri and the third eye makes it harder to blend in with
normal society so Appearance will cost more experience to raise.

Backgrounds: Loan Officer, Tenacious Gumshoe, 24-Hour Locksmith, Aspiring


Tattoo Composer, Blackhat, Circus Freak, Evangelist Bartender, Hard Timin‟ It,
Miss Custodian, Missionary of Burden, Nocturnal Road Crew, Paranormal
Investigator, The Unseen

Information: The Salubri are little-known to kindred, ostracized and hunted to


near-extinction due to the dedicated slander campaigns against them by the
Tremere. These campaigns were started to cover that their clan founder, Tremere,
actually diablerized the Salubri's clan founder, Saulot, to form the Tremere clan.
The Salubri name comes from the word salubrious, meaning "very healthy". This is
because of the clan's hallmark ability of healing called Obeah. They are physically
marked by their possession of a third eye in the center of their foreheads which,
when closed, resembles a thin scar. When the Salubri use their healing powers, the
eye opens, looking detached and serene. Like Saulot, the Salubri are always
searching for Golconda, which means to master the Beast within, because of this
they receive a +2 bonus vs. frenzy. In addition, all members of this clan have a
faster natural regeneration. However, the noble Salubri find it difficult to bring
themselves to feed from mortals; they find this practice unholy at best. Blood
stolen from kine will never completely satisfy them, and the third eye makes it
harder to blend in with normal society, so Appearance will cost more experience to
raise.

22
Clan: Samedi
Nickname: Zombies
Disciplines: Fortitude, Obfuscate, Thanatosis
Merits: Samedi appear as corpses in an advanced stage of
decomposition and because of this have learned to stay out
of sight for a +1 to Obfuscate.
Flaws: Because the Samedi look like walking cadavers,
Seduction cannot be raised past 0 and being seen by
mortals will summon the wrath of law enforcement or an instant Masquerade
Violation.

Backgrounds: 24-Hour Locksmith, Blackhat, Adventuring Historian, Forensic


Investigator, Homeless, Med School Dropout, Pop Culture Icon, Talented
Mortician, The Unseen

Information: The Samedi bloodline have a relatively short but very curious history
within kindred society. Originating most likely in the Caribbean, the bloodline's
members all seem to resemble a zombie or corpse. Unlike the Nosferatu, who
merely become disfigured, the body of the Samedi appears to be in a constant state
of decay. Social interactions often fail miserably, as do attempts to integrate into
mortal society. Rotting chunks of flesh fall off of their bodies with increasing
frequency as they age, and the smell of death clings to them wherever they roam.
The Samedi often serve as assassins, working for both the Camarilla and the
Sabbat. The founder of the bloodline is known only as "The Baron", though very
little is known about him. Most progeny are picked from mortals obsessed with
death and dying. Those who worked in the mortuary field during their mortal lives
appear to be very common. Always in hiding, the Samedi have an affinity for the
unseen granting them a +1 to Obfuscate, however Seduction cannot be raised past
0 and being seen by mortals will summon law enforcement or lead to a
Masquerade violation.

23
Disciplines: In Vampire: The Masquerade, a discipline is the term used for one of
the supernatural powers possessed by vampires. The origin of the disciplines is
unknown, but many believe they are gifts from Caine or Lilith, and a few
antediluvians are thought to have invented unique disciplines that have been passed
down through their childer. There are seventeen “main” disciplines that are well
known and relatively common, but there are also a variety of much rarer
disciplines which are unique to particular clans or are practiced by bloodlines and
thin-blooded vampires.

Aside from their immortality, regeneration, stamina and ability to improve their
strength and speed through expenditure of vitae, the disciplines are what grant
vampires their supernatural power and enable them to participate in the Jyhad.
Training in each discipline provides several related powers such as superhuman
senses, the strength of 10 men, command over wolves and bats, shapeshifting
abilities and the power to hypnotize the living.

24
Discipline: Auspex
Description: Enhances your mental faculties by allowing
you to see the auras of those around you and items that
would otherwise be hidden from your sight. As your power
grows in this discipline so will your ability to sense
incoming danger and hack computers.

Level 1: Adds 1 point to Wits. Reveals the auras of the living & undead within a
short distance. Costs 1 blood per activation. Lasts 25 seconds per activation.
Level 2: Adds 1 point to Wits, and 1 point to Perception. Reveals the auras of all
living & undead within a modest distance. Costs 1 blood per activation. Lasts 50
seconds per activation.
Level 3: Adds 2 points to Wits and Perception, and 1 point to Intelligence. Reveals
the auras of all living & undead within a large distance. Costs 1 blood per
activation. Lasts 75 seconds per activation.
Level 4: Adds 3 points to Wits and Perception, and 2 points to Intelligence.
Reveals the auras of all living & undead within a great distance. Costs 1 blood per
activation. Lasts 100 seconds per activation.
Level 5: Adds 4 points to Wits and Perception, and 3 points to Intelligence.
Reveals the auras of all living & undead within a tremendous distance. Costs 1
blood per activation. Lasts 140 seconds per activation.

Notes: Auspex serves multiple functions and is one of the most useful disciplines
in The Final Nights. Not only does this discipline enhance your Ranged and Dodge
feats during combat, but it also temporarily increases your Intelligence so you may
hack higher level computers. In addition to this, it also temporarily increases your
Perception revealing hidden items in a given area in real-time. Items will appear
when you activate Auspex and disappear when you deactivate it. Also know that
there is a hidden occult item in Santa Monica that will increase the duration of
Auspex. Find it using this discipline to increase its duration even longer.

25
Discipline: Blood Buff
Description: (Common Discipline) The Vampire may push
its body to the peak of human prowess for a short time, for
a price in blood. Blood Buff represents the Vampire's innate
ability to enhance the physical attributes.

Level 1: All physical attributes are increased by 1 for 20 seconds. Costs 3 blood to
activate and maintain.
Level 2: All physical attributes are increased by 2 for 40 seconds. Costs 3 blood to
activate and maintain.
Level 3: All physical attributes are increased by 3 for 60 seconds. Costs 2 blood to
activate and 3 blood to maintain.
Level 4: All physical attributes are increased by 4 for 90 seconds. Costs 2 blood to
activate and 3 blood to maintain.
Level 5: All physical attributes are increased by 5 for 120 seconds. Costs 1 blood
to activate and 3 blood to maintain.

Discipline: Blood Heal


Description: (Common Discipline) One of the vampire's
greatest feats is the ability to reconstitute their broken body.
By focusing the blood they can close buckshot wounds and
regrow lost appendages.

Level 1: Improves the character's health regeneration rate for 10 seconds. Costs 1
blood per activation.
Level 2: Further improves the character's health regeneration rate for 20 seconds.
Costs 1 blood per activation.
Level 3: Further improves the character's health regeneration rate for 40 seconds.
Costs 1 blood per activation.
Level 4: Further improves the character's health regeneration rate for 60 seconds.
Costs 1 blood per activation.
Level 5: Further improves the character's health regeneration rate for 120 seconds.
Costs 1 blood per activation.

26
Discipline: Celerity
Description: Those with Celerity are dangerous foes, for
this discipline enables them to move and attack at
superhuman speeds. To mortals, they appear to be nothing
more than a blur. Level 2 or higher violates the masquerade.

Level 1: Character moves with a level 1 speed enhancement. Costs 1 blood per
activation. Lasts 14 seconds per activation.
Level 2: Character moves with a level 2 speed enhancement. Costs 1 blood per
activation. Lasts 28 seconds per activation.
Level 3: Character moves with a level 3 speed enhancement. Costs 1 blood per
activation. Lasts 42 seconds per activation.
Level 4: Character moves with a level 4 speed enhancement. Costs 1 blood per
activation. Lasts 56 seconds per activation.
Level 5: Character moves with a level 5 speed enhancement. Costs 1 blood per
activation. Lasts 90 seconds per activation.

Notes: Celerity is useful in several ways. Besides obviously giving the player a
major speed increase, around level 4 you can begin dodging bullets and at level 5,
you can run circles around them. Celerity also gives you the ability to jump over
large chasms and empty spaces. This can come in handy in places where crossing
over a pit is the faster choice than going around. Lastly, Celerity has the least
duration of any discipline in The Final Nights, however you can buy an occult item
from Ox in Chinatown that will increase it by 25%.

27
Discipline: Daimoinon
Description: Daimoinon is a diabolic discipline practiced
only by the Baali and few other kindred of the worst kind.
Its foul powers are devoted to tapping the dark forces of
existence and corrupting the souls of others. Men of faith
have defense against this discipline.

Level 1 Blood of the Sinner: This ability allows the kindred to gain extra
nourishment from the blood of the corrupt. Kine that lead empty, meaningless
lives, like bums and hookers will become ever so satisfying for 30 seconds. This
discipline does not risk violating the masquerade and does not cost blood to use.
Level 2 Rest for the Wicked: Drawing power from the diabolic has allowed the
vampire to put a temporary hex upon its victim. In doing so will instantly put the
individual to sleep, however touching the victim in any way will awaken them
prematurely. Though this ability does not cost blood to use, the curse can be seen
visually and must be used with discretion in safe areas.
Level 3 Conflagration: Activation Cost: 1 Blood. Evil spreads through the kindred
like wildfire allowing her to bring about the flames of Hell into a fiery ball of heat.
This ranged fire attack causes aggravated damage to both kine and kindred alike.
This ability is an obvious violation of the masquerade.
Level 4 Infernal Servitor: Activation Cost: 1 Blood. Opening a portal to the abyss
the kindred may summon a demonic entity to enter this world momentarily to
claim its victim. This vile creature will attempt to enter the body of its prey and
devour it from within, usually leaving nothing in its wake. While this discipline is
normally fatal to most, many supernaturals will attempt to resist the demon, while
the faithful can ignore it outright.
Level 5 Concordance: Activation Cost: 2 Blood. Only for the truly diabolic, this
discipline invites a demonic entity into the body of the vampire. While inside the
kindred vessel, any damage suffered will draw from the life of the demon first. In
addition to this, the demon will add +2 to Strength as well as adding aggravated
fire damage to all unarmed attacks. This state can be maintained for 60 seconds
before further blood is needed.

Notes: This discipline has many uses and though extremely powerful, men of faith
like hunters can resist many of its effects. Use with caution around them.

28
Discipline: Fortitude
Description: Vampires with Fortitude prove unnaturally
resistant to damage. They must often be literally hacked
apart before they can be stopped, as even the most
devastating wounds prove nothing more than a nuisance.

Level 1: Adds 1 guaranteed point to all soak feats. Costs 1 blood per activation.
Lasts 20 seconds per activation.
Level 2: Adds 2 guaranteed points to all soak feats. Costs 1 blood per activation.
Lasts 40 seconds per activation.
Level 3: Adds 3 guaranteed points to all soak feats. Costs 1 blood per activation.
Lasts 60 seconds per activation.
Level 4: Adds 4 guaranteed points to all soak feats. Costs 1 blood per activation.
Lasts 80 seconds per activation.
Level 5: Adds 5 guaranteed points to all soak feats. Costs 1 blood per activation.
Lasts 120 seconds per activation.

Notes: Hands down the most defensive discipline in The Final Nights. Those with
level 5 Fortitude can take care in knowing that only the heaviest damage will hurt
them, and even then it won‟t hurt much. What makes Fortitude so powerful is that
the success rate of soak is 100% and that comes off the top of any damage done to
your character, unlike regular soak which has a 50% chance of soaking damage
dealt. Also know that there is a hidden occult item in the Hollywood Hub that will
increase the duration of Fortitude, however, you will need an Inspection of 10 to
see it.

29
Discipline: Obeah
Description: Obeah focuses on the ability to restore lost
vitality and cleanse individuals of taints to both the body
and the soul. Greater knowledge means advancing the path
to Golconda. Use causes the third eye to open violating the
masquerade if used in safe areas.

Level 1 Sense Vitality: The third eye is said to bestow "sight beyond sight" and
enables the Salubri to see the threads of life and death around them. Costs 1 blood
per activation. Lasts 20 seconds per activation.
Level 2 Warding the Beast: As you further near Golconda the kindred will gain
even greater control of the Beast. While in effect, the kindred will gain a +2 bonus
to frenzy checks. Costs 1 blood per activation. Lasts 40 seconds per activation.
Level 3 Renewed Vigor: Through focus and concentration the vampire can create
an aura of healing regenerating wounds very quickly. Costs 1 blood per activation.
Lasts 60 seconds per activation.
Level 4 Anesthetic Touch: Diving further within the Obeah discipline the kindred
has learned to block pain. While in effect, the vampire will receive a +3 bonus to
all soak feats. Costs 1 blood per activation. Lasts 80 seconds per activation.
Level 5 Wrath of Heaven: The vampire has achieved the pinnacle of the Obeah
discipline and has reached Golconda. Through this devotion the kindred has
learned to harness the fury of Heaven that will increase all Unarmed and Melee
combat feats by +3. Costs 1 blood per activation. Lasts 120 seconds per activation.

Notes: Though it would appear that Obeah is a targeted discipline, it‟s not; it is a
Passive discipline which means the effects accumulate as you increase in power.
By the time you reach level 5, you will be able to see auras, have a bonus to frenzy,
regenerate health equal to level 3 Blood Heal, get +3 to all soak feats as if you
were wearing really good armor, and get a +3 to Unarmed and Melee feats. All of
these effects for 1 Blood point for 120 seconds. What a bargain!

Lastly, Obeah can be used in dialogue to heal or soothe the soul of NPCs. When
activated, the player will receive Humanity and or experience, however be aware
that using Obeah on kine will result in a masquerade violation.

30
Discipline: Obfuscate
Description: Obfuscate is the ability to mystically cloak
oneself in illusions or shadows, thereby disguising or
concealing oneself. With Obfuscate, you can attack an
enemy and then mystically fall back into the shadows.

Level 1 Cloak of Shadows: Invisibility as long as you remain motionless. If you


move or take any action, you will become visible and the timer will run. Costs 1
blood per activation. Lasts 20 seconds per activation. Obfuscate carries no risk of
violating the masquerade.
Level 2 Unseen Presence: You may move invisibly while crouched. You will be
revealed if you touch anyone else, or if you interact with the environment. Costs 1
blood per activation. Lasts 40 seconds per activation. Obfuscate carries no risk of
violating the masquerade.
Level 3 Hidden Killer: You may perform stealth kills while invisible using the
attack key. Be careful not to touch your victim, or you will be revealed.
Additionally, any melee attack that breaks Obfuscate 3 will gain a 50% damage
bonus. Costs 1 blood per activation. Lasts 60 seconds per activation. Obfuscate
carries no risk of violating the masquerade.
Level 4 Advanced Invisibility: You may move freely while invisible. You will be
revealed if you interact with the environment, or if you touch anyone. Additionally,
any melee attack that breaks Obfuscate 4 will deal double damage. Costs 1 blood
per activation. Lasts 80 seconds per activation. Obfuscate carries no risk of
violating the masquerade.
Level 5 Master of Shadows: You may move freely and interact with the
environment. You will be revealed if you touch anyone. Additionally, any melee
attack that breaks Obfuscate 5 will deal triple damage. Costs 1 blood per
activation. Lasts 120 seconds per activation. Obfuscate carries no risk of violating
the masquerade.

Notes: Obfuscate is one of those disciplines that is a must have for the Samedi
clan, and they start the game with level 2 Obfuscate. One overlooked use for this
discipline is the triple damage done by a melee attack when breaking Obfuscate.
Also know that there is a hidden occult item in the main Downtown hub that will
increase the duration of Obfuscate, but you will require an Inspection of 10.

31
Discipline: Potence
Description: Vampires with Potence are terrifying
opponents, for they possess the strength of several humans.
The higher the level of Potence is, the stronger the
character. All levels of Potence cost 1 blood per activation.

Level 1: Adds 1 point of supernatural strength to all melee and brawl attacks. Extra
damage caused by this supernatural strength cannot be defended against. Lasts 20
seconds per activation.
Level 2: Adds 2 points of supernatural strength to all melee and brawl attacks.
Extra damage caused by this supernatural strength cannot be defended against.
Lasts 40 seconds per activation.
Level 3: Adds 3 points of supernatural strength to all melee and brawl attacks.
Extra damage caused by this supernatural strength cannot be defended against.
Lasts 60 seconds per activation.
Level 4: Adds 4 points of supernatural strength to all melee and brawl attacks.
Extra damage caused by this supernatural strength cannot be defended against.
Lasts 80 seconds per activation.
Level 5: Adds 5 points of supernatural strength to all melee and brawl attacks.
Extra damage caused by this supernatural strength cannot be defended against.
Lasts 120 seconds per activation.

Notes: Potence is generally undervalued because most people think it is simply a


strength enhancement, but it‟s so much more. The extra Strength granted by
Potence cannot be defended against meaning it goes right through the opponents
soak feat. In the case of your opponent possessing Fortitude, these two disciplines
cancel each other out. Also, there are places in the game where Strength is needed
to break something to bypass an area so use Potence to gain access to these areas.
Also know that there is a hidden occult item in the Chinatown Hub that will
increase the duration of Potence, however, you will need an Inspection of 10 to see
it.

32
Discipline: Quietus
Description: Quietus is the signature discipline of the
Assamites that grants them influence over the blood of
others. Though each of the Assamite castes possess
Quietus, it is primarily known for being an assassin's tool in
the hands of the Warrior caste.

Level 1 Silence of Death: This ability allows the kindred to silence the immediate
area eliminating any and all sound. While in effect, the vampire will not generate
any noise audible to anyone outside of his existing area granting a +2 bonus to
Sneaking. This ability lasts 30 seconds and does not cost blood to use.
Level 2 Quicken the Blood: Activation Cost: 1 blood. By manipulating the heart,
the kindred may cause a victim to sweat blood and pass out. While unconscious,
the vampire may feed on the target freely, drawing extra vitae in the process. The
effects will last up to 12 seconds and must be used with discretion in safe areas.
Level 3 Taste of Death: Activation Cost: 1 blood. This devastating power allows
the vampire to spit acidic blood at the target causing minor burns. The blood will
corrode armor for a -3 penalty to defense and all soaks feats for 15 seconds on the
victim. This ability must be used with discretion in safe Areas, lest you risk
violating the masquerade.
Level 4 Baal‟s Caress: Activation Cost: 1 blood. Meant for assassinations, the
kindred may create a deadly poison to be coated on all melee weapons causing
extra damage. Note this poison only applies to melee weapons and will last 30
seconds per application. This ability must be used with discretion in safe Areas,
lest you risk attention from human law enforcement.
Level 5 Leech: Activation Cost: 1 blood. Through complete focus and
concentration, the vampire may draw blood through the skin of anyone nearby.
Each victim near the kindred will supply him with 3 blood points but will not
induce a trance. This ability is an obvious violation of the masquerade if used in
safe areas.

Notes: Baal‟s Caress gives a flat +3 to all Melee weapons allowing the character to
strike hard and fast. Combined with a stealth weapon like the Ninjato, this can be
quite devastating. Leech can draw 3 blood points from up to 5 people at once
quickly filling up the character‟s blood pool. Use this in large groups if possible.

33
Discipline: Presence
Description: Vampires with Presence can manipulate
others' emotions, becoming their victims' dream lovers or
their most terrifying nightmares. Vampires must be wary of
their feelings when they are in the company of these
awesome beings.

Level 1 Awe: Costs 1 blood per activation. Those very close to you suffer a -1
penalty to Strength, Wits & Perception, and a reduced rate of attack. Lasts 20
seconds per activation.
Level 2 Entrancement: Costs 1 blood per activation. Larger radius, victims suffer
10% chance to be mesmerized, a -2 penalty to Strength, Wits & Perception, and a
reduced rate of attack. Lasts 40 seconds per activation.
Level 3 Passion: Costs 1 blood per activation. Larger radius, victims suffer 20%
chance to be mesmerized, a -3 penalty to Strength, Wits & Perception, and a
reduced rate of attack. Grants a +1 to Intimidation and Seduction in dialogue (No
blood required). Lasts 60 seconds per activation.
Level 4 Force of Personality: Costs 1 blood per activation. Larger radius, victims
suffer 30% chance to be mesmerized, a -4 penalty to Strength, Wits & Perception,
and a reduced rate of attack. Grants a +2 to Intimidation and Seduction and +1 to
Persuasion in dialogue (No blood required). Lasts 80 seconds per activation.
Level 5 Majesty: Costs 1 blood per activation. Larger radius, victims suffer 40%
chance to be mesmerized, a -5 penalty to Strength, Wits & Perception, and a
reduced rate of attack. Grants a +3 to Intimidation and Seduction and +2 to
Persuasion in dialogue (No blood required). Lasts 120 seconds per activation.

Notes: Arguably the most effective social-based discipline in The Final Nights.
Not only does Presence sedate large crowds in combat, but it also controls
emotions in dialogue at later levels. When activated, a check is made every 20
seconds to see if your mesmerizing effects take hold of enemies. The percentage
chance is then applied, however when attempting to mesmerize supernaturals and
higher level hunters, this chance is halved. Starting at level 3 you begin
automatically using Presence in dialogue granting you a small bonus. This effect
does not cost blood to use however more powerful kindred will not be affected.
You may toggle the player view to turn the particle effects on/off in dialogue.

34
Discipline: Serpentis
Description: Serpentis is the trademark discipline of the
Followers of Set clan. It primarily provides shape changing
abilities, though it also encompasses charms and other
characteristics associated with snakes.

Level 1 Eyes of the Serpent: The most basic form of Serpentis, the kindred may
charm its victim for a brief time. No interaction is possible with the victim in this
state lest you wake them prematurely. This ability does not violate the masquerade
and does not cost blood to use.
Level 2 Breathe the Sandstorm: Activation Cost: 1 blood. This ability enables the
vampire to exhale a scorching blast of sand in the form of a small storm. This fast
moving funnel of sand will harm all within a small radius but lasts for only a few
seconds. The vampire must be careful using this ability in safe areas as this does
violate the masquerade.
Level 3 Apep‟s Semblance: Activation Cost: 2 blood. Strong devotion to Set has
gifted you the ability to shapeshift into the form of Apep. This arch demon was
known to be a snake/human hybrid of significant power in ancient Egypt. While in
this form you will deal aggravated damage as well as a +1 to Strength and all soak
feats. This power lasts for 180 seconds per activation.
Level 4 Phobia: Preying on the mind is an art you have mastered. This ability
allows the vampire to make the target, and anyone around them irrationally afraid,
exposing their deepest fears. While affected, the victims will cower in terror unable
to defend themselves. This ability will have a lesser effect on supernaturals and the
strong minded but does not cost blood to use.
Level 5 Heart of Darkness: Perhaps the most reviled but effective ability Serpentis
offers. The kindred may remove her still beating heart making them nearly
indestructible. While the heart is removed, all but 1 blood point will remain
making other discipline use impossible. Upon removal, the heart will remain in the
characters inventory for safe keeping but ending the discipline will put the heart
back in. Bloodloss will cease while the heart is missing.

Notes: One of the most versatile disciplines in The Final Nights, Serpentis can be
used in dialogue to command or control but also has a series of charms and
defenses as well. This is a must-have for any Warrior of Set.

35
Discipline: Thanatosis
Description: Thanatos meaning "death" and -osis meaning
"state of disease”, is the exclusive discipline of the Samedi
bloodline. Thanatosis involves manipulating effects of
death and decomposition, and is in some ways similar to
Necromancy.

Level 1 Infection: This discipline causes an instant infection to appear on the


victim's body. Though this disease is temporary, the target will suffer a -3 penalty
on all combat abilities as long as the infection is present. Supernaturals may have
partial resistance to this ability and using it in safe areas will result in a masquerade
violation. This ability does not cost blood to use.
Level 2 Necrosis: Activation Cost: 1 blood. With this ability the kindred has
learned to drain the Stamina of his enemies and add it to his own. While in effect,
all Stamina from the victim will transfer to the vampire for the next 60 seconds.
Note that Stamina gained from multiple targets does not stack and using this ability
in safe areas will result in a masquerade violation.
Level 3 Enervation: Activation Cost: 1 blood. Similar to Necrosis except the
kindred targets the victim's Strength. While in effect, all Strength from the victim
will transfer to the vampire for the next 60 seconds. Note that Strength gained from
multiple targets does not stack and using this ability in safe areas will result in a
masquerade violation.
Level 4 Contagion: Activation Cost: 1 blood. In many ways comparable to
Infection except the disease will spread instantly to anyone around the target in a
large radius. This advanced strain is also more stubborn and the infected will
remain sick for a longer period of time. Supernaturals may have partial resistance
to this ability and using it in safe areas will result in a masquerade violation.
Level 5 Compress: Activation Cost: 1 blood. This dreadful power causes the
victim's skin to shrink and squeeze until they explode under pressure. While the
skin tightens, bones will break, organs will mash, and the target and anyone near
them will experience insurmountable pain before meeting their final end. For most,
this is instant death, but some supernaturals can attempt to resist this discipline
resulting in only minor injuries.

Notes: Thanatosis specializes in draining your opponents, use it often in combat.

36
Occult Items: Ancient items or artifacts created by powerful individuals over time
through magical or supernatural means. In most cases, an occult item will grant the
wearer enhanced or special power as long as they possess the item, but in other
cases an item may also be cursed. Other items exist such as the nefarious Odious
Chalice, crafted by the Tzimisce clan, which steals the blood of the innocent to be
drunk at a later time. Some occult items can be bought while others can only be
found.

37
Name: Bloodstar
Description: All kindred have the innate power to push their
undead bodies to the height of mortal capacity, but only for a
moment and at a dire cost of blood. This eldritch talisman was
crafted to boost this ability. Blood Buff duration increased by 25 percent.
How to Obtain: You may purchase this from Ox in Chinatown.

Name: Fae Charm


Description: The grim totem opens your senses to a more
powerful second sight. Wearing this allows you to maintain
Auspex 25 percent longer than normal.
How to Obtain: You may purchase this from Ox in Chinatown, or find it in Santa
Monica with an Inspection of 10 or greater.

Name: Weekapaug Thistle


Description: This petrified reed was not meant to fall into the
hands of the damned, but vampires can benefit from its
shamanistic magic all the same. Increases Defense by one point.
How to Obtain: You may purchase this from Ox in Chinatown.

Name: Saulocept
Description: A tidal chorus of whispers washes across your
thoughts. They seem to be offering guidance, but their message
eludes your conscious mind. Their motivations are unknown, but
you find yourself increasingly willing to submit to their guidance. As long as you
possess Saulocept, you will gain an extra point of experience every time you are
awarded three or more experience. Saulocept may or may not have other effects.
How to Obtain: You may purchase this from Ox in Chinatown.

Name: Fang of Vukodlak


Description: After the destruction of the Methuselah Vukodlak,
by the hand of Christof Romuald, his fangs were taken out and
made into cursed necklaces. When worn, the wearer‟s fists
become especially dangerous by dealing Lethal damage instead of Bashing,
however, only magics can remove the item from the wearer.
How to Obtain: You may persuade Maximillian Strauss to sell this to you.

38
Name: Braid of the Eagle
Description: This shamanistic fetish has an eerie feel about it
making you seem more fascinating. Wearing this allows you to
maintain Presence 25 percent longer than normal.
How to Obtain: You may purchase this from Ox in Chinatown.

Name: Mummywrap Fetish


Description: Gazing upon this mummified fetish, you feel a rush
of vitality to your undead flesh. Wearing this allows you to
maintain Blood Heal 25 percent longer than normal.
How to Obtain: You may receive this as a gift from Isaac for killing the Tzimisce.

Name: Antique Locket


Description: This locket is old and slightly tarnished. It might be
your imagination, but it seems to radiate an unnatural heat,
protecting you from danger. Holding this allows you to maintain
Fortitude 25 percent longer than normal.
How to Obtain: You may purchase this from Ox in Chinatown, or find it in
Hollywood with an Inspection of 10 or greater.

Name: Zharalketh
Description: Sliding on this ring, you feel the same stomach-
dropping sensation you had when you first invoked Obfuscate.
Wearing this allows you to maintain Obfuscate 25 percent longer
than normal.
How to Obtain: You may purchase this from Ox in Chinatown, or find it
downtown with an Inspection of 10 or greater.

Name: Galdjum
Description: Grabbing this rough-hewn amber stone gives you a
sense of speed and swiftness like nothing you‟ve felt before.
Holding this allows you to maintain Celerity 25 percent longer
than normal.
How to Obtain: You may purchase this from Ox in Chinatown.

39
Name: Key of Alamut
Description: These wands have been carried by the feared
assassins of Clan Assamite for millennia. One of only a handful
still in existence, this key gives its owner extraordinary
resilience to damage increasing all Soak ratings by one.
How to Obtain: You may receive this as a gift from Pisha for retrieving the
Giovanni‟s book.

Name: The Odious Chalice


Description: The perverse creation of a Tzimisce fleshcrafter,
this abomination is forced to live a tortured eternity in servitude
to the damned. As you kill enemies, the chalice will fill with
blood. Use the chalice to feed from it and gain its stored vitae.
How to Obtain: You may receive this as a gift from Pisha for bringing her the
fetish statue.

Name: Heart of Eliza


Description: This glossy stone appears to have a liquid core. The
stone itself is milky translucent, rock solid, and unlike anything
you‟ve seen. Wearing this allows you to maintain Potence 25
percent longer than normal.
How to Obtain: You may purchase this from Ox in Chinatown, or find it in
Chinatown with an Inspection of 10 or greater.

Name: Necklace of Saulot


Description: The feeling of warmth runs over you when you put
this necklace on. The magic encased in this enchanted jewelry
gives you the feeling of peace and health. Your natural
regeneration has increased by 25 percent.
How to Obtain: You may receive this as a gift from Maximillian Strauss for
completing the Plague-Bearer quest.

Name: Band of Sustenance


Description: You can feel the crackling power just by holding it.
Nobody knows exactly who created this ring or where it came
from. All that is proven is that while wearing this enchanted
hoop, twenty five percent less blood is needed to sustain unlife allowing the wearer
to go longer without feeling the need to feed.
How to Obtain: You may receive this as a gift for blackmailing Gary.

40
Game Mechanics: The game mechanics of The Final Nights have been altered so
drastically from the original Bloodlines game that it warrants its own section for
discussion. When we say game mechanics, we mean a series of rules that dictate
the gameplay functions throughout the entire game. These mechanics are setup in a
series of „Systems’ which make up in part; a large sum of the game experience
including the strategies used in it.

Without further a due, let us begin discussing these new game mechanics.

41
The Bloodloss Timer System

First, I want to talk about a system that has been the basis of the Camarilla
Edition and The Final Nights series of mods for Bloodlines since its inception. It's
called the Bloodloss Timer System and has changed the entire game mechanics of
Bloodlines in drastic ways. This system has been the cornerstone of TFN and
needs to be discussed.

Vampire's need blood to sustain their undead forms and thus are required night
after night to consume it. As a vampire goes about their undead lives, the blood
inside of them is used up to continue their existence, requiring them to feed. This is
portrayed in Bloodlines in the form of the Bloodloss Timer. The timer is simple, as
you play the game you will notice your blood pool slowly decreasing at the base
rate of 4 minutes per blood point. This is the standard rate of blood usage for all
kindred however there are modifiers that can adjust the timer up or down
accordingly. Both Humanity and your character's Stamina will play a role in
determining the rate at which you will lose blood.

As mentioned before, your base rate at which you will lose blood is 1 blood point
every 4 minutes. You have a total of 15 blood points resulting in a flat 60 minutes
you can survive without blood in real-time. Your Humanity also dictates the rate at
which you lose blood. As a vampire gives into the beast and loses Humanity, more
blood is consumed to keep the feral beast at bay. For every Humanity point below
6, an additional 30 seconds will be deducted from your 4 minute timer. So if you
have a Humanity of 5, your blood timer would fall every 3 minutes and 30 seconds
and if you have a Humanity of 4, it would fall every 3 minutes. The lowest
Humanity score the player can have is 1 which would make the blood timer fall
every minute and a half.

On the flip side of that, Stamina also plays a large role. The hardier the vampire is
the less blood he needs to continue functioning. For every point in Stamina over 1,
the player gains an additional 30 seconds before their blood falls again. So let's say
you have a Stamina of 2, your blood timer would fall every 4 and a half minutes
and if your Stamina was 3, it would fall every 5 minutes. The best you can ever

42
reach is a Humanity of 6+ and a Stamina of 5 which would total 6 minutes of time
before your blood timer falls. The worst you can ever have would be a Humanity
of 1 and a Stamina of 1 which would total 1 and a half minutes of time before your
blood timer falls.

Okay, now it's Q&A time!

Q: Will my blood pool fall over time while I'm in conversation with NPCs?
A: In TFN 1.3 we designed the blood timer to stop during conversation with all
NPCs in the game. If you are playing TFN 1.2 or earlier versions, the blood timer
will continue falling during dialogue.

Q: Does the blood timer begin at the start of the tutorial or after the tutorial?
A: It begins after the tutorial when you first reach your haven in Santa Monica. We
felt that the tutorial should be for learning and didn't want players to feel any sort
of pressure to hurry.

Q: Do other NPC kindred also lose blood over time?


A: Yes they do but as the player, you will never see the effects of this.

Q: Other than Stamina, are there any other ways to increase the blood timer?
A: Yes, in TFN 1.4 you can blackmail Gary with a photo of a Nosferatu in
exchange for an occult item that will increase your time.

Q: Is there a quick and easy way to turn off the blood timer or modify the time in
the game?
A: Not from within the game like an in-game option. You can of course modify the
python scripting or the game maps to change or remove the timer. Below is a quick
and dirty guide on how to do that.

43
How to modify the Bloodloss Timer

First, the bloodloss timer fires off every 15 seconds. It counts up until it reaches
16, then it removes 1 blood point and starts over at 0. You can adjust the timer to
any number you want in 15 second increments.

The file that controls the timer is called vamputil.py and is located in
\Vampire\python. Open up the file with regular notepad.exe. At the very top, you
will see a function called "Blood Timer". A few lines down you will see a script
that has the following line…

BLOOD_MAX_COUNT = 16 + pc.stamina * 2 - 2

The number 16 is what you need to adjust. 15 (seconds) * 16 (counter) = 240


seconds or 4 minutes.

So if you wanted the timer to fire every 5 minutes, you would want to change the
16 to a 20, or if you wanted it to fire every 3 minutes, you would want to change
the 16 to a 12. Here's a quick breakdown.

BLOOD_MAX_COUNT = 4 (1 Minute)
8 (2 Minutes)
12 (3 Minutes)
16 (4 Minutes)
20 (5 Minutes)
etc....

To make the bloodloss timer stop removing blood completely, place a 0 where the
1 is for the line that contains pc.Bloodloss(1). You want it to look something like
this.

pc.Bloodloss(0)

The new system will adjust after you Save the file and start the game.

44
The Masquerade Violation System

Let‟s talk about the masquerade violation system now that it too has been
completely overhauled in The Final Nights. As you know if you‟ve played
Bloodlines before, that when you incur a masquerade violation then suddenly
hunters begin showing up in the four main hubs. If you get a total of 5 violations,
you lose the game. We‟ve always felt the idea of hunters catching wind of your
presence and then suddenly showing up to investigate was a really cool idea that
Troika had, but we felt it needed revamped for TFN.

We completely gutted out Troika‟s masquerade violation system and implemented


our own custom one that works like a charm. Troika originally had the hunters
spawn by the use of map triggers. If the character received a violation, then the
map triggers would auto enable and when the character ran/walked over the
trigger, it would spawn the appropriate hunters, usually around the next corner or
whatnot. This was all well and good until you back peddled over the same trigger
or a different one which would make the hunter disappear and re-spawn at the
original spawn location. Having a hunter disappear and reappear elsewhere was not
the best system, so we made our own.

We went into each of the four main hubs and disabled the spawn points and the
python scripts that made them work. We then created our own system that works
like this. When you receive a masquerade violation regardless of the location (main
hub or side map), the script tells the game to spawn a REAL hunter in a pre-
determined location. What I mean by REAL is that the hunter is now a permanent
NPC on that map, so if you leave and go to another part of the city, then come
back, the hunter will still be there. At that time this new hunter will begin his/her
animations investigating different areas of the city randomly until either A) You
kill the hunter or B) They kill you. Being that the hunter is now a permanent part
of the map means that even if you get a masquerade redemption, the hunter
remains until killed.

It is now impossible for the hunter to disappear during combat or for any other
reason effectively fixing the glitch. And if the hunter spots you, they will give

45
chase, and if you lose the hunter then they will go back to their animated routines
on their own, like a pedestrian or cop would. If you hurt the hunter, leave the zone,
then come back, the damage dealt to the hunter will remain, they will not heal
when you leave the map. This can be very helpful to know because the TFN
hunters are much more dangerous than the vanilla ones. Below is a breakdown of
what happens as you incur masquerade violations.

Masquerade Violation Chart


Level 1: A Tier 1 Hunter is spawned with minimal weapons.
Level 2: A Tier 2 and a Tier 1 Hunter are spawned with better weapons.
Level 3: A Tier 3, 2, and 1 Hunter are spawned with advanced weapons, and will
guard locations of interest like havens and vendor shops.
Level 4: (2) Tier 3 and a Tier 2 Hunter are spawned with the best weapons Hunters
can have, and will hide in public places to surprise the character and summon
police to assist them.

Okay, now it's Q&A time!

Q: So if I get a level 2 masquerade violation and I haven‟t killed the level 1 hunter,
will the level 1 hunter remain along with the level 2 hunters?
A: Yes, the hunters will accumulate as you incur violations without dealing with
them.

Q: What makes the hunters more powerful and dangerous in TFN than in the
vanilla version?
A: Their stats and weapons have been enhanced, along with resistances to certain
disciplines; namely Daimoinon. All tier 3 hunters have some form of True Sight
allowing them to see Obfuscated characters up close, along with resistances to low
tier mental-based disciplines.

Q: Will the hunters be clustered together or spread out?


A: Depends on the level spawned, but I can assure you that hunters do
communicate with each other and will assist one another in the case of a battle with
a kindred.

46
Q: So let me get this right, you're saying that a hunter will be spawned even on the
first masquerade violation?
A: Absolutely Yes! Welcome to TFN!

Q: Is there a way to reduce your masquerade violations?


A: Yes there is. You have 2 different options for reducing masquerade violations.
First, you can attempt to do tasks for NPCs that protect the masquerade and
therefore will reduce your own masquerade violations. This is normally offered
during quests in the first half of the game.

Another option is to go see a TFN exclusive NPC named Silvia Black who resides
in the tattoo parlor in Santa Monica. After defeating Stanley Gimble and incurring
your first masquerade violation, she will send an email to the player asking them to
visit her at the tattoo parlor. Once you visit her, she will offer you her services to
cover up your violations; for a price. Your Haggle feat will determine how much
she will charge you for each time you ask her to cover up your incidents. These are
the only two ways for the character to reduce their masquerade violations.

47
The Humanity/Frenzy System

Next, we will talk about the Humanity/Frenzy System. I grouped them


together because they work synergistically with one another. Let's first talk about
the Humanity side of this system and why it needed changed from the original
game. Vanilla Bloodlines as you know works on a Humanity scale from 1-10 (1
being nearly a complete monster and evil, 10 being so saintly as to help old ladies
cross the street). In the original game, the absolute lowest Humanity score you
could receive was 4. We‟re not sure why Troika capped it at this level but TFN has
lifted it. You can now allow your Humanity to fall all the way to 0 becoming a
mindless ravaging Beast; of course if you reach a Humanity of 0, the game will
end immediately with your head rolling off the sheriff's sword.

Another change made to Humanity is the new Innocence rule. Killing innocent
victims will lower your Humanity by 1 for each kill, however as you get closer to
the Beast, he begins taking over. If you find yourself at a Humanity of 3 or less,
take care in knowing that even being NEAR the scene where an innocent is
murdered, whether you technically killed the innocent or not, will excite the Beast
to the point of taking the blame for that death. This will of course lower your
Humanity by 1 even if you didn't murder the victim with your hand. As the Beast
grows in power, you begin to lose control of yourself. To balance this out TFN has
reduced the cost of XP to raise Humanity back up. Now it only costs 2 XP to raise
your Humanity by 1, regardless of what your current level is. So you see, falling
below 4 is a risky thing, but raising it back up won't break the XP bank either.

Now this ties into how frenzy works in TFN. There are several ways to incur a
frenzy check dice role - the first way is by receiving a grievous wound. If you take
20 or more bashing/lethal damage in one hit -OR- if you receive 16 or more
aggravated damage in one hit, a frenzy check is made. This does not mean you will
automatically frenzy, it means you will have a chance to frenzy taking into account
any frenzy check modifiers and how low your blood pool is at the time.

The second way to incur a frenzy check is from the new Frenzy Timer. The frenzy
timer is a counter being calculated in the background at all times that takes into

48
account the players Humanity level and Blood Pool. You see, as a kindred begins
to grow hungry their will can slip to the Beast while the lower their Humanity is,
the less control a kindred will have in a starving state. This frenzy timer calculates
this in the following way... It takes the players current Humanity and based on that
dictates how little blood the kindred can have and begins the timer countdown. If
you bring your blood pool back above the safety threshold, then the timer stops
counting. If you once again drop below the safety threshold then the counter starts
up again starting where it left off. If you reach the maximum amount of time, a
frenzy check is made. On the other side, if you completely fill your blood pool, the
timer begins to count backwards until reaching 0 at which point the kindred is
completely calm and relaxed once again; the starvation has worn off.

Let's make an example of this...


Duncan the Assamite has found himself at a Humanity of 3 (he's been a bad boy).
Now whenever Duncan's blood pool reaches 4 or less, he begins getting hungry
and irritable which starts the frenzy timer. When Duncan's timer reaches a total of
4 minutes, he has reached the breaking point and a frenzy check will be made.
Now let's say Duncan accidentally went too hungry for 2 minutes but then found
some blood raising his blood pool above 4. The timer would stop at 2 minutes, but
let's say he finds a cluster of blood bags and drinks them all completely, filling up
his blood pool to full. He managed to sustain a full blood pool for 2 minutes before
the blood loss system kicked in reducing it by 1. During that 2 minutes when his
blood pool was full, the frenzy timer was counting backwards putting dear ol'
Duncan back into a state of rest and peace.

Okay, now it's Q&A time!

Q: So you mean to say that if I have a Humanity of 3 or less, and I'm involved in a
conflict that results in an innocence death. Even if I didn't directly murder the
innocent, I still suffer a 1 point Humanity loss?
A: That's right! If a kindred finds themselves so lost to the Beast as to fall to a
Humanity of 3 (or less), the Beast has a massive amount of control over that
kindred and even the sight of innocent death is enough to fall further down the
spiral of insanity.

49
Q: When a frenzy check is made, you mentioned frenzy check modifiers and the
amount of blood in your blood pool will affect the outcome of success/failure.
Explain...
A: Some clans are prone to frenzy while others can resist it. The Osebo and Salubri
are perfect examples of this, so if you find yourself as one of these clans, your
chance of succeeding a frenzy check will be greatly impacted by these modifiers.
Also the amount of blood stored in your blood pool will also affect the outcome.
Having only 1 point left in your blood pool will also put you at great risk to frenzy
regardless of your Humanity score.

Q: Is there a way to keep tabs on the frenzy timer so you can watch it fill up or be
reduced as you play the game?
A: You can follow it using the console in game. As the counter counts, you will
see real time postings every time you open the game console. I personally don't
even think about it, I just make sure to keep my blood pool at half or higher to
avoid going hungry.

Q: When you frenzy, do you gain any bonuses to your stats even as you lose
control of your character?
A: Yes, when a vampire enters a frenzied state, they get a +5 to Strength, Stamina,
and Wits for the duration. Some kindred have even been known to keep themselves
in a readied state so they can frenzy before or during a fight; a dangerous and risky
tactic indeed.

50
The Weapon System

Now let‟s talk about The Weapon System in The Final Nights. So many
changes have been made from Fists to Flamethrower that we need to talk it. In
short, ALL of the weapons in TFN have been heavily modified, from skins and
sound effects to stats and damage. We carefully went through each weapon with
razor precision and rebalanced each one so that now every weapon serves a
purpose.

In the original Bloodlines, one of the biggest complaints were the weapons. You
could choose to go bare fisted, use a melee weapon, or go ranged. Now, anyone
who has played Bloodlines will know that there were 1 or 2 weapons from the
melee group and 1 or 2 from the ranged group that reigned supreme compared to
the others, and you would bide your time until you could finally get to the stage of
the game where they became available. Once you finally got that weapon, it was
easy to abandon all others because you knew they were less effective.

Well The Final Nights has changed all of that. EVERY weapon from the Baton to
the .38 Special can be used from start to finish with effectiveness depending on
play style, and will be a viable option throughout the entire game. Yes, you heard
that correctly, weapons that you get at the beginning of the game CAN be used
throughout the entire game with maximum effectiveness in relation to the other
weapons available. No weapon is worthless as long as you fit your play style for
that particular weapon. Not only that, but all of the weapons that were only
available towards the end of the game are now available from vendors much earlier
in the game. Imagine having the MAC10 in Santa Monica, and every weapon has
been rebalanced for this purpose.

Now the fun doesn‟t stop there, as we were rebalancing each and every weapon we
decided that they needed a face lift as well. For those of us who are used to certain
weapons performing a certain way, we‟ve become hard wired to that type of
thinking and it‟s hard to think differently. So what we did was rename the
weapons, reskin them, edit their models, change their sound effects, change their
descriptions, item worth, damage, range, attack rates, accuracy, etc… Though
these weapons were obviously derived from the originals, they do not look, sound,
or perform anything like the original ones which will help you Let Go of old ways
of thinking. Lastly, players can no longer brandish weapons in the main streets.
Carrying a gun or large sword will summon the police if seen by pedestrians.

51
Okay, now it's Q&A time!

Q: How is it possible that a Knife could be just as effective as a Katana, or the .38
Special be just as good as the Steyr Aug?
A: Every weapon now has an advantage and disadvantage, and sometimes even
several for the same weapon. The larger damage weapons tend to be slower or less
accurate, and the faster weapons tend to not do as much damage. In the case of the
Knife vs. Katana, the Katana obviously does more damage but the Knife is much
faster.

Q: Are advantages and disadvantages solely based on speed vs. damage or is there
more to it than that?
A: Oh it goes way beyond just speed vs. damage. A lot of the weapons in TFN
have stat modifiers attached to them, such in the case of the Ninjato. It‟s a short
straight blade similar to a short Katana, built for stealth and assassinations.
Equipping it automatically gives your character a +2 to Stealth. In the case with
high damaging weapons such as the large Japanese field sword called the Nodachi,
penalties to Defense occur when wielding the weapon because of its clumsy and
cumbersome design.

Q: What are some of the new weapons introduced in The Final Nights, give some
examples.
A: Obviously fists are fists, but the melee weapons group introduces the Ninjato
and Nodachi Japanese swords. The original Katana is still in the game but these
other 2 have been completely reskinned, remodeled, and have new swinging sound
effects. The ranged weapons have a far more extensive list of new weapons. Guns
like the S&W Special, the new Glock 18 EKO Cobra which is an anti-terrorist
version of the original Glock, the IMI Mark XIX which is a new version of the
Desert Eagle, and the Patria SMG are just a few to name.

Q: You mentioned getting weapons previously not available until later in the
game, are now available much earlier.
A: Yes, we hated the fact that you would have to wait until Hollywood or
Chinatown to get your hands on a weapon that fit your play style, so all the
vendors have been rebuilt to offer these weapons at a much earlier point in the
game. You now can buy a Patria SMG (the old MAC 10) or the fire axe from Trip
right from the get go, long before NPCs are wielding one, or a Steyr AUG A1 and
a Remington M24 SWS as early as Hollywood.

52
Q: Do the NPCs have access to the same weapons the PC does?
A: The basic weapons like the baton, baseball bats, and the S&W Special are
carried by many of the NPCs. The more "unique" or "advanced" specialty weapons
like the Ninjato and the Franchi SPAS-15 will not be found used by NPCs and
must be bought. Because many, if not all of the NPCs don't carry such
sophisticated weapons, you cannot loot these and will need to be purchased by
vendors.

Q: What about ammo? Will the vendors be carrying the proper ammo for my
unique gun?
A: Yes, though it may not be very realistic, we did add every ammo type to every
weapon dealer so the PC doesn't have to run around town looking for bullets.
While we were at it, we increased many of the ammo carrying capacity to many of
the ranged weapons so you can buy a plentiful supply of rounds before going on a
long trip. It always bothered us that you couldn't stock up on ammo for your
favorite gun so you always had to carry several even though you didn't enjoy using
them.

The next page contains the breakdown of every weapon in The Final Nights. They
are categorized by the following…

Name: The name of the weapon


Type: The type of weapon; Unarmed, Melee, or Ranged
Attack Rate: The rate of attack; a lower number is a faster attack rate
Skill Req.: The skill required to wield the weapon proficiently
Lethality: How lethal the weapon is
Damage: The amount of base damage the weapon does
T. Dmg: The amount of damage after Skill Req. and Lethality are added in
Ammo T.: The type of ammo used for the weapon
Range: The range of the weapon
Clip: How many bullets each clip holds before having to reload
Reload: The time it takes to reload the weapon; a lower number is a faster reload
Accuracy: Accuracy of the weapon; the higher the number the more accurate it is
Crosshair: The crosshair range depending on your Ranged feat. The lower the
number is the smaller the crosshairs will be increasing accuracy and shot groupings
Ammo: How much ammo costs per clip/round
A. Capcty: How many spare bullets the character can hold

Damage Calculation Formula


Lethality – Skill Req. * Damage = Total Damage (Max damage you can deal)

53
54
An Inside Look

Let‟s take a closer look at all the weapons in The Final Nights and discuss
what each weapon excels at. Now that all the weapons in TFN are viable from start
to finish, let‟s focus on what makes them viable.

Fists – Your basic attack that is available to you the entire game.
Fists are the weakest weapon in the game but they‟re also the
fastest and don‟t require any form of ammunition. While the
basic punch and kick do Bashing damage, you can persuade the
Tremere Regent Strauss to sell you a special occult item called the “Fang of
Vukodlak”. This cursed item, when worn, will make all of your basic fist attacks
Lethal instead of Bashing.

Baton – Of all the Bashing melee weapons in the game, the


baton is the weakest but it‟s also the fastest. If you‟re looking for
a melee weapon of speed that can take out a human quickly, this
is your best choice.

Tire Iron – Given to you in the tutorial and found next to


Mercurio‟s car in Santa Monica, the basic tire iron balances
between speed and damage. Use this Bashing melee weapon on a
balanced character.

Baseball Bat – Also given to you in the tutorial, the baseball bat
deals a lot of damage and has a bit more range than the previous
choices. Unfortunately, it‟s a bit slower compared to the other
two. Overall, the baseball bat is a great weapon against humans,
use it to crush skulls and break bones.

Severed Arm – Eeww. I wouldn‟t recommend using this piece


of fleshy grossness as a weapon. Using someone‟s arm as a
weapon just wouldn‟t quite cut it (no pun intended).

Sledgehammer – Out of all the Bashing melee weapons, the


sledgehammer does the most damage. The range is also a bit
further than the bat, unfortunately it‟s a slow cumbersome
weapon and reduces the wielders Defense feat by 2.

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Knife – Given to you by Jeanette, the knife is the fastest but the
weakest of all the Lethal melee weapons. Due to its balanced
frame and lightweight, it also grants the wielder a bonus of 2 to
Defense.

Katana – Doing 40% more damage than the knife, the katana is
the most balanced of the Japanese swords. The katana cannot be
found, it must be purchased, specifically from Akeem the book
dealer in downtown Los Angeles.

Fireaxe – Doing 80% more damage than the knife, the fireaxe is
a large and cumbersome weapon with massive potential for
mayhem. Much slower and hard to use, the fireaxe reduces the
wielder‟s Defense feat by 1.

Bush Hook – The bush hook is the most devastating Lethal


melee weapon in TFN. It does double the damage of a knife and
has superior range. The downside of this weapon is the sheer
size, and the wielder suffers a penalty of 2 to their Defense feat
because of it.

Nodachi – Also sold by Akeem the book dealer, the Nodachi is


an over-sized Japanese sword with the speed of a Katana but the
damage superior to its predecessor. The downside of this weapon
is the difficulty in use resulting in a penalty of 1 to the wielder‟s
Defense feat.

Ninjato – The ultimate weapon for quick assassinations, the


ninjato deals aggravated damage with its serrated blade and
grants a bonus of 2 to Stealth for the wielder. Though it‟s
superior for surprise attacks, it deals the same amount of damage
as the knife and is slower, making this weapon less than ideal for frontal assaults.

Torch – The torch is similar to the ninjato in the damage it deals


and the fact that it‟s an Aggravated weapon. Torches don‟t grant
the wielder any bonuses but they do light the victim on fire
doing damage after the initial strike. While not effective against
humans, they can be detrimental to kindred and other supernaturals, especially
those without Aggravated soak protection.

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S&W Special – The .38 S&W is one of the first semi-automatic
firearms found in TFN. What‟s great about this weapon is the
extremely cheap price for ammunition and the fact that the
bullets still pack a decent punch. Unfortunately, it only holds 6
rounds at a time and is slow to reload and fire. The .38 makes for a great back up
side arm and can be found or purchased early on.

Glock 18 EKO Cobra – This handgun is the other side of the


same coin as the .38 Special. With a faster fire rate, accuracy,
and reload time, the Glock 18 doesn‟t pack nearly the same
punch as the .38 Special. The ammunition is still relatively
cheap, however, and a clip holds 19 rounds. Glocks can be found and purchased
early on and most police officers carry them.

IMI Mark XIX – A much heavier sidearm compared to the


previous two, the Mark XIX will put holes through steel. Other
than the massive damage it inflicts, this weapon has very costly
ammunition, holds 8 rounds, and has an average rate of fire and
reload time. Use this as a primary weapon if you‟re looking for damage.

S&W M29 – The .38 Special‟s bigger meaner cousin with a


prison record. This .44 magnum boasts the most damage from all
semi-automatic hand guns in TFN. Unfortunately the drawbacks
are much like the Mark XIX except they‟re exaggerated. It is
slow to fire, reload, and lacks accuracy, not to mention the outrageous price for
bullets. Use this weapon if you need to take down something big, as you‟ll need
the punch that only the M29 can deliver.

Ithaca M37 “Defense” – The most powerful shotgun in TFN,


this weapon packs twice the damaging power of the IMI Mark
XIX. Make sure you‟re up close to your target as the scatter shot
of this firearm is highly inaccurate. The reload and fire times are
both very slow so be sure to have a backup plan if your first shot doesn‟t destroy
its target on the first hit. Paired up with the speed of Celerity, this weapon can be
terribly devastating to both kindred and kine alike.

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Franchi SPAS-15 – This weapon is the semi-automatic version
of the M37. This baby can unload 6 powerful rounds in a matter
of seconds and improves upon the accuracy of the pump
shotgun. Unfortunately, the ammunition is more expensive and
doesn‟t quite pack the some punch as the Ithaca.

Patria SMG – The fastest firing weapon in the game, this sucker
carries 36 rounds of 9mm bullets capable of unloading in mere
seconds. The downside to this firearm is the hard recoil and the
terrible accuracy. Practice firing in bursts or get up close and
personal to make sure each bullet hits its target. This spray-and-pray method is best
used for larger sized targets.

IDF Uzi – The heavier version of the Patria, this weapon fires
slower, reloads slower, and costs much more for ammunition.
The plus side is that it‟s much more accurate and packs a 50%
increase to damage compared to its weaker predecessor. The Uzi
is better equipped for smaller targets where accuracy matters.

Remington M700 – Your basic iron-sighted sniper rifle, this


firearm packs the same punch as the Ithaca shotgun but has
supreme accuracy. Unfortunately, a single bullet costs on
average of $4 per round and it must be reloaded after each shot.
Use this to hit targets from far away, or to lead into an attack and then switch to a
weapon with a higher rate of fire.

Remington M24 SWS – This sniper rifle is identical to the


M700 except that it comes with a mounted scope. Use this scope
to zoom in to your target or to see enemies at greater distances.
The only downside is the slightly less accuracy at shorter
distances and the less ammo carrying capacity compared to the M700.

Steyr AUG A1 – The Final Nights only fully automatic assault


rifle. With a firing rate like that of the IDF Uzi, a mounted scope
similar to the M24, and the damage rate similar to the Glock 18,
it‟s no wonder these are outlawed for civilian use. This weapon
is excellent to use in a variety of situations, however, you best bring your savings
account because the price of ammunition is atrocious. Invest in Haggle if you wish
to use one of these as your primary weapon.

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Crossbow – The only ranged weapon in The Final Nights that
does Lethal damage, meaning kindred have no innate resistance
to it. Used by vampire hunters worldwide, the crossbow does
damage similar to that of the IMI Mark XIX and has similar
costs for ammunition. What makes this weapon really shine is the incredible
accuracy it has for those highly trained in the Ranged feat. At level 10, the
crossbow is just as accurate as the SWS Sniper Rifle, but with a shorter reload
time. One would never use a crossbow against human foes, but in the right hands,
these are deadly to vampires.

Pyro Crossbow – Identical to the crossbow in almost every way,


the pyro crossbow sets the victim on fire dealing Aggravated
damage. The downside to this weapon is the slower reload time,
reduced accuracy, and the double cost to ammunition. As with
the regular crossbow, you would never want to use this weapon against humans,
but vampires greatly fear those skilled with this deadly device.

Flamethrower – By far the most deadly weapon to all kindred,


the flamethrower spews gasoline and fire to great effect,
engulfing the unfortunate victim in flames. For humans, this
weapon means certain death, but for vampires, it‟s even more
dangerous for the kindred struggles to heal the aggravated burns. The main
drawback of this weapon is the high price for ammunition and how quickly the gas
can will drain. Only the wealthiest of vampires can afford to use this weapon
consistently.

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The Prostitution System

Let‟s talk about the Prostitution System now that it has been completely
overhauled for The Final Nights. We really enjoyed how Troika implemented the
prostitutes in Bloodlines, how you would pay for their services and they would
follow you into a dark alley where you could feed on them. Unfortunately this
system and how they set it up just didn't work with the new Haggle System so an
overhaul was a must. The biggest change for the prostitutes is that both Seduction
and Haggle both play a part on the price of the prostitute‟s services. If you have a
Seduction score of 3 or less, your starting cost will be the standard $50 however
that base cost drops as you increase your Haggle feat. If you have a Seduction
score of 4 or more, your starting cost will become $40 but you can still benefit
from having a higher Haggle feat. The nice thing about this system is that you can
eventually talk any prostitute into giving you their services for $5 with a Haggle
score of 8 or more, regardless of Seduction and regardless of which hub you are in.

The prostitute triggers were also reworked. This was something that always
annoyed us in the original Bloodlines game. You would pay the hooker the money
and she would follow you, then you would take her to a private, secluded, and dark
place to find that she would say it wasn't private enough. Then you would trek over
to another place and again, she would say it wasn't private enough. In frustration
you would try to force feed from her and fail, then she would run away and
summon the police. Did that ever happen to you, because it always happened to us.
Good news is that we went through every main hub and setup about 10 extra
triggers in logical places where we felt it was “private” enough to engage in some
blood feeding. You won't have to travel far anymore before the hooker tells you it's
time to feed.

Okay, now it's Q&A time!

Q: So all of the prostitutes in all of the hubs have the same pricing? What I mean is
the prostitutes in Chinatown don't cost more than the ones in Santa Monica?
A: That's correct; all of the prostitutes function with the same pricing regardless of
hub. The only thing that is hub specific is the "remembered" price of the prostitutes

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meaning if you were downtown and the last time you were there you paid $35 for
their services, then they will still remember you at that price OR if your Haggle
feat increased since the last time you were there, you can haggle them down to a
new lower price and they will remember that price instead.

Q: The triggers never worked in vanilla Bloodlines; you say that you corrected
that?
A: Yes, we placed prostitute triggers in all dark and secluded areas of the hubs and
in convenient places so you don't have to walk far.

61
"Hell above water" by Curve
Music and Lyrics by Toni Halliday and Dean Garcia
Chrysalis Music Publishing
Courtesy of: Universal Records

"Creepy Crawler" by Zombie Girl


Music and Lyrics by Renee Cooper
Courtesy of: Metropolis Records
zombie-girl.com

"Blue" by The Birthday Massacre


Music and Lyrics by The Birthday Massacre
Sony/ATV Music Publishing
Courtesy of: Metropolis Records

"Tight Rope" by Lacuna Coil


Music and Lyrics by Marco Coti Zelati, Christina Scabbia, Andrea Ferro
Magic Arts Publishing (ASCAP)
Courtesy of: Century Media Records

"Before I'm Dead" by Kidney Thieves


Music and Lyrics by Free Dominguez and Bruce Somers
www.kidneythieves.com

"Dead Guy" by Ministry


Written and Performed by Al Jourgensen
Courtesy of Sanctuary Records
Published by 13th Planet Music, Inc.

"Last" by Nine Inch Nails


Music and Performance by Trent Reznor
Courtesy of: Interscope Records
www.nin.com

"Vampires" by Godsmack
Written by Sully Erna and Robbie Merrill
Courtesy of: Universal/Republic
www.godsmack.com

"Beg" by Saliva
Music and Lyrics by Josey Scott and Dave Novotny
Courtesy of: Island Def Jam Records
www.saliva.com

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"Falling" by Staind
Music and Lyrics by Staind
Courtesy of: Atlantic Records
www.staind.com

"Blood, Milk, and Sky" by White Zombie


Music and Lyrics by Rob Zombie
Courtesy of: Geffen Records

"All That I'm Living For" by Evanescence


Music and Lyrics by Ami Lee
Courtesy of: Wind-Up Records
www.evanescence.com

"Fragile" by Lacuna Coil


Music and Lyrics by Marco Coti Zelati, Christina Scabbia, Andrea Ferro
Magic Arts Publishing (ASCAP)
Courtesy of: Century Media Records

"Predator" by Front Line Assembly


Music and Lyrics by Front Line Assembly
Courtesy of: Third Mind Records

"Piggy" by Nine Inch Nails


Music and Performance by Trent Reznor
Courtesy of: Interscope Records
www.nin.com

"Red Tape" by Agent Provocateur


Music and Lyrics by Agent Provocateur

"Blade Techno Theme" by Marco Beltrami & Danny Saber


Courtesy of: Immortal Records

"In the Dark" by The Birthday Massacre


Music and Lyrics by The Birthday Massacre
Sony/ATV Music Publishing
Courtesy of: Metropolis Records

"Black Hole Sun" by Swann feat. Nouela


Music and Lyrics by Chris Cornell
www.swannlondon.com

"Salem‟s Secret” and “.Goetia” by Peter Gundry


Music by Peter Gundry
https://petergundry.wixsite.com/petergundrycomposer

63
Creative Director 8people
Zer0Morph theRaven
SoniMax
Programming/Scripting Jad.3
Childe of Malkav Kyoden
Zer0Morph Malak
Aneumann01
Voice Over Actors
Scarecrow – Akeem & Jimmy Reed Special Thanks
Mindy Owen – Silvia Black UncleCruncle – TCI Logo Design
Ian A. A. Watson
Design, Dialog, and Story Signothorn
Scarecrow – Akeem Burgermeister01
Zer0Morph Wesp5
Childe of Malkav MooCha2
Eliza Dheu
Niveas – Eye Textures All of our loyal fans!
3Dell – HUD Design
Unofficial Patches
Character Mouth Animations Werner Spahl
ThePhilosopher Dan Upright
theRaven
Zer0Morph Websites Supporting TCI
DDLLullu CamarillaEdition.DarkBB.com
Planetvampire.com
Character Models/Skins Patches-Scrolls.de
Zer0Morph ModDB.com
Aqui StrategyInformer.com
RR_DF_RaptorRed – Warform GameBanshee.com

Game Testers Software Used in The Final Nights


Celsius Quick and Dirty Bloodlines Tool v.3.9
Feral VampEd v0.10
PGM1961 Packfile Explorer v3.9
ThePhilosopher Adobe Photoshop CS v8.0
Claudia Vonigner Blender v2.48
Nezumi
Eliza

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