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Players Guide to the Sabbat () Click the start the download. DOWNLOAD PDF. Report this file. Description The history and secrets of the Sabbat, including myths and traditions 15/12/ · Players guide to the sabbat pdf download. In either case, combat will be a standard activity, required almost every gaming session. This means a high mortality rate The players guide to the sabbat pdf printable form download Continue The players guide to the sabbat pdf printable form download Lifestyles of da liver-en-dead.- Public Enemy, Storytellers Guide to the Sabbat 4 * The anarchs are in league with the Sabbat, acting as spies for them and as recruiters from within the enemy. * The Sabbat has infiltrated both the Brujah 28/05/ · Jun 11, - Guide to the Sabbat is one of the core sourcebooks for the Vampire: The Masquerade Revised Download for vampire - The Masquerade - Storytellers. Guide to ... read more
All characters should be recruited at the same time and by the same pack, starting all the characters on an even playing field. It also provides a common bond stronger than any bond shared among Camarilla coteries. The most interesting part of the prelude is that if the players already have Sabbat characters, the old characters All the players should sit in on this part of the prelude, though the burial experience for each character can be handled separately. Being tog ether for this brief period of time allows them one final chance to see each other as humans. They might also gain some idea of what the other characters are like. Later, they not only recognize what beasts they have become, but also what beasts the other characters have become.
If other people are around and not playing a new character, invite them to make up a quick description of a character, including appearance and personality. These characters are the ones who will not make it out of the ground. are the ones who recruit the new characters, adding continuity and a sense that the chronicle is about more than what just happens to one group of characters. Characters defecting to the Sabbat should be created using the normal Prelude method described in Vampire. If the players already have Sabbat characters, they play these characters in the Prelude. In fact, the new characters will also be played, making the players both Storytellers and players. The players tell how their current Sabbat characters discover the chosen recruits, along with what they learn of the recruits and, finally, how recruitment occurs, including the method by which the recruit is brought to the cemetery used in the Creation Ri tes.
After clawing their way to the surface, the characters go through the Creation Rites as described in The Players Guide to the Sabbat. Roleplay the burial experience for each character. It should involve twisted dreamlike experiences relating to the character's life. This is a chance to come up with a great deal more insight into the character's fears, aspirations, strengths and weaknesses. When the character rises from the earth, he is not the same person the Sabbat buried. The experience will be one forever etched in the mind of the character. The character, now warped and inhuman, is promptly knocked unconscious as soon as he surfaces from the grave.
The Storyteller acts as a guide to players, allowing them to tell the story, interjecting only when necessary by acting as first mate, providing rules or giving setting-specific information and throwing in fun complications - "You didn't know ghosts haunt this cemetery? This gives each player a vested interest in the game's continuity. Their new characters remain out of their direct control until they lose their current characters. The recruits join the pack on the death of their sires, giving players ready -made characters with which they are already familiar.
At this point, all players and characters come together to complete the prelude. Players are encouraged to descr ibe their characters' experiences and thoughts on what is happening to one another just as their characters would interact with one another. They will see who survived and who didn't. They might also notice how much some of the characters have changed. Cou ld the same be true of themselves? There are many ways these recruits can be kept out of the players' direct control until the appropriate time. Recruits get sent on sect missions or engage in training or low status duties such as learning the art of torture or guarding a haven. The players should guide their recruits in certain directions by deciding on what areas of training the characters practice, who they attempt to befriend, what The next step in the prelude is the training period.
This varies from three nights to a year or even longer. For replacement characters, the training period lasts until the 7 Players Guide To The Sabbat character they were made to replace is destroyed. Otherwise, the time depends on whether the characters were recruited during jyhad or peace. If during jyhad, the training only involves a general discussion with the characters on what they are, who they serve, who they must destroy and what they can and cannot do. If it is peacetime recruitment, the characters' training can be as detailed as what any Camarilla neonate receives. It depends on how long it takes for the characters to prove themselves True Sabbat, and this proof is won only through deadly combat against the enemy. starts with t hem as recruits and ends with them becoming True Sabbat. The theme, mood and all other aspects of the story are left to the imagination of the Storyteller, but it should be focused on facing a greater foe in a "life" or death struggle for the characters' sect.
The enemy faced, its strengths and purpose can all vary to suit the number of characters and the needs of the Storyteller. This story is also the first opportunity the characters have to work together as a real team. Before they were all lackeys to other vampires. This is their chance to prove themselves. At the end of the story or at the start of the next , the characters' pack accepts them as True Sabbat, bestowing the rights of all True Sabbat on them. The characters can now pursue their own goals, free from the demeaning commands of their fellow pack members. The actual prelude ends here. The characters are on the threshold of being accepted as members of the sect, but that has yet to occur. The characters stand ready for play. Remember, they do not have the rights of True Sabbat, so they are considered fully expendable. The game begins for the characters when they embark on their test to become True Sabbat. The Storyteller is free to make any modifications on the Sabbat prelude seen fit.
There are plenty of variations with which to experiment - characters belonging to different packs, characters created at different times, characters being Camarilla defectors, etc. The choices are all yours. The actual test the characters must endure can take any form, but it is best presented as their first story. The story 8 Players Guide To The Sabbat Chapter Two: Sabbat Chronicles Midsummer's night, Pillage. I try to surpass my soul, I condemn myself to wrath. The rules stay the same but the mood changes. The Sabbat has its rituals, is much more violent than the Camarilla and most important, follows its own inhuman ideologies. Though characters are unconstrained by human morality, much soul-searching goes on within the Sabbat but along the lines of the Paths of Enlightenment, not Humanity.
aggressiveness, sense of humor and preferred weapon. There are many, many others, but these should get you thinking about how you can bring the Sabbat to unlife in your own game. Sabbat may be brought into a chronicle in a number of ways: a wandering pack of nomads, a War Party going after a city elder, scouts or assassins. They could also be Nosferatu antitribu or Malkavian antitribu associating with members of their own clan in the city. The most frightening way to introduce Sabbat is by siege of the city.
The following sections will help you determine the type of chronicle you will create. Experiment and create your own unique chronicle based on what both the Storyteller and players want. In Camarilla-based chronicles, characters might defect to the Sabbat. They may be fed up with their own leaders, seeing unlife in the Sabbat as less restrictive or more adventurous, or be the targets of a Sabbat pack looking for converts. If characters join the Sabbat, they must undergo a period of probation during which they are carefully watched by other Sabbat within their pack.
The probation may be shorter in smaller packs than in larger ones because a smaller pack will get to know the characters sooner. To demonstrate total loyalty, characters still must murder an outsider of whom they are personally fond. Using the Sabbat in an Existing Chronicle Many Storytellers now run Sabbat chronicles or use the sect vigorously in their stories, despite the fact that until now nothing directly concerned with running Sabbat has been published. This forced Storytellers to rely on their own imaginations, which is great because it is a big part of what Storytelling is all about. As a Storyteller, it is your right to tell stories your way. Do not get tied down with any preconceived ideas of the Sabbat. If you are happy using the Sabbat in different ways from those presented here, don't ruin a good thing.
Remember, it is your game. Creating a Chronicle for both Camarilla and Sabbat Characters Sabbat can be used as villains, but they are intelligent, three-dimensional villains, not mindless savages. Sabbat can be far more memorable if their inherent strengths and ideological differences are emphasized. Camarilla Kindred may soon realize their enemies can teach them a thing or two about unlife. Storytellers who want a chronicle involving both Sabbat and Camarilla vampires will have their hands full, but it can be loads of fun. Storytellers must make some choices as to what type of Chronicles they want before getting too involved in details. There are many ways to involve Sabbat and Camarilla Kindred in the same stories, for example: For example, most Camarilla Kindred will be repulsed by the Sabbat's disregard for mortal life, but it may later prompt them to reexamine their own beliefs and relationships with mortals.
The Sabbat stereotypes found later in this book provide Storytellers with the statistics necessary to run the characters, but their personalities and interests should be a Storyteller's creation, and they should all be distinctive. Stories could alternate between those for Sabbat and those for Camarilla characters. Only a few of the characters are Sabbat, so their secret would h ave to be kept from both their comrades in their coterie and outsiders. Some aspects to consider when individualizing a character are style of dress, mannerisms, occupation, body odor, hair, general appearance, physique, walk, favored vessels, 9 Players Guide To The Sabbat · The Sabbat of the Chronicle are Ventrue Antitribu and Brujah Antitribu in league with sympathetic anarchs.
In a touchy situation like this, the characters are vulnerable to vampires on both sides who would condemn - or exploit their friendship. If the Chronicle is set in a free city, there is the problem of playing Sabbat characters separate from Camarilla characters. In reality, you would have two Chronicles in one. You could have two groups of players, one playing Sabbat vampires and the other playing Camarilla Kindred. You might also have one group of players playing two groups of characters - one group Sabbat, the other Camarilla. The problem is making sure the interests of the two groups do not constantly clash. Running both groups of characters simultaneously will be extremely tricky. In addition, players will also find it difficult using one of their characters to fight against another. Problems with continuity may arise. The Storyteller must keep up with game time, alternating between the two groups of characters so neither is far ahead or behind the other.
This way each group can influence events the other group encounters. A Storyteller running a Crusade as a Chronicle will basically be playing two mini-chronicles - one Sabbat and one Camarilla - but the interests of both groups will clash more often than they would in a free city. The Storyteller should first make sure extenuating circumstances prolong the Crusade. Because of constant conflict between both groups of characters, the Storyteller should choose one of the character groups as the primary group; the other group will be secondary and less important. When it comes time for the two groups of characters to face each other in social or physical conflict, the Storyteller runs the secondary characters, preventing disputes when one character kills another. If the chronicle uses Sabbat characters as scouts, the Storyteller should handle it as a normal Camarilla chronicle.
The characters chosen or choosing to play Sabbat should have the details of their scouting mission worked out before the chronicle begins. The other players should not know there are spies in their midst, so players of Sabbat scouts should handle Sabbat-related roleplaying when other players are not around. If the scouts' covers are good, roleplaying should occur when the other players are nowhere nearby, preventing any suspicion. If their covers are weak, the Storyteller can slip the Sabbat players notes during the game or call them away from the group to do some quick roleplaying, thus creating even more suspicion among the players. If characters are members of the two sects working together, then the chronicle is handled like a normal one, but there will be times when characters of each sect need their own private roleplaying time, lasting from a few minutes to an entire session or more. In this case, keep up with game time to keep one group from getting ahead of the other.
Also, constantly keep in mind the great danger these characters are constantly in. They must keep their connections to the other sect very, very secret unless they wish to be hunted down and destroyed. Whatever the case, make sure the players do not take advantage of information their character would not know. For example, a Camarilla neonate would know nothing of the Sabbat, except that they are evil, psychotic diabolists. Even a True Sabbat would not know the location of a prince's haven or understand the balance of power among the Camarilla coteries of a city. Creating a Sabbat Chronicle This section deals specifically with Chronicles in which the players use Sabbat characters.
For the most part, Sabbat chronicles are handled as any other Chronicle, with a few differences worth noting. Character turnover in Sabbat chronicles is very high. Due to the high Final Death rate among Sabbat, it is possible for the players' original characters to be destroyed before completing the chronicle. Players usually have replacements prepared for play before they lose their original characters. Because a complete "recasting" of the chronicle can occur, the chronicle should have a wide enough scope so its main conflict and goal will appeal to new characters. For this reason, avoid chronicles dealing only w ith personal goals. These chronicles include such things as the search for lost sires and the quest for Golconda.
Chronicles focusing only on archenemies who singled the characters out for personal reasons require some work to make the villains loathe the new characters as much as the old ones. Though most chronicles follow a planned sequence of events, replacement characters stand a good chance of not knowing what happened before they arrived on the scene. This could cause gaps in continuity or, worse yet, change the actual direction of events. To prevent this Storytellers need to make sure players develop replacement characters that fall in line with their plans, though the characters should definitely be different from those they replace. This helps the Storyteller maintain the chronicle's direction. Also reassure players that it will be okay if they lose and replace their characters.
This can actually add to the epic scale of the chronicle. Another important element of Sabbat chronicles is the setting. Developing the setting for a founded pack follows the same process as for other chronicles but if players use nomadic Sabbat, they will not remain bound to one fixed location. This means extra work for the Storyteller, because all cities the characters visit must be developed to some extent before their arrival. To solve the problem of the players leading their characters into areas the Storyteller has not developed, control the ultimate leader of the characters' pack, be it a pack member, a bishop or whatever. This leader will determine where the characters can and cannot go, helping the Storyteller keep the chronicle on track and cutting down on the time needed to develop the chronicle. Alternately, the Storyteller can tell the players that certain areas are off limits until they have been developed. Both Vampire: The Masquerade and The Storytellers Handbook have more information on setting up chronicles.
Going with the Mindless Brutality Just so uncertain of your body and your soul The promises you make, your mind goes blank And then you lose control - Testament, "Practice What You Preach" There is no doubt that the wonderful opportunity to slice apart the enemy is one of the best rewards of playing Sabbat vampires. Sabbat are nasty creatures constantly 10 Players Guide To The Sabbat looking for a fight. Despite this, deciding just how much violence to incorporate into Sabbat stories is totally up to the Storyteller and players. It is entirely possible to never resort to violence and still have fun, but this is a rarity among Sabbat. They almost always find themselves in situations requiring combat.
This section discusses ways combat can be used as a good part of a story. The Storyteller still decides how to involve it, and these are just some suggestions. There is a greater chance for combat among nomadic Sabbat than among their city counterparts. When traveling cross-country at night, whether on city highways or country roads, violence is a constant companion. Nomads encounter lupines all too frequently during their travels in the country. There is also a chance of encountering unfriendly Inconnu. Nomads going into Camarilla-held cities stand a good chance of encountering anarchs and other aggressive Kindred. For powerful and well-equipped vampires, lupine hunting can be fun, but for most Sabbat, it is a grave danger.
Lupines are difficult quarry, knowing their home territory far better than traveling vampires do. While a few nomadic packs frequently hunt werewolves for sport, most hunt them only out of fear of attack, preferring to strike first. Because of the prey's nature, lupine hunting is suggested only for the most powerful characters and experienced players. War Parties are another means of bringing violence into the chronicle. Stories involving War Parties can run from one night of fu n to several nights of in-depth investigation in the hunt for prey. As with lupine hunting, hunting elders and Methuselah is extremely dangerous, and if tried by new recruits, there is a high probability they will not come back.
If players want to go on the war path with inexperienced characters or have little experience themselves , send them after a Camarilla ancilla with ghoul retainers or a similar target of much weaker ability than a Methuselah. Crusades are another way to supply lots of action, but Crusades take a long time to play out. A Crusade is only suggested if Storytellers intend to make it a large part or the central theme of their chronicles. In either case, combat will be a standard activity, required almost every gaming session. This means a high mortality rate among characters, no matter how tough they are and no matter how experienced the players.
However, if the troupe enjoys lots of action, this is the most plausible way of giving it to them. For founded packs, the best way to get characters out of city intrigue is to give them a special mission. After all, they will leave out of loyalty to the sect, not requiring numerous personal reasons. There are always special missions - assassinations, scouting, tracking traitors, etc. and they u sually come with good rewards. Additionally, scouts often report back to their bishop through coven members of their home city. Storytellers might even have the characters go on "good will" missions into anarch territory to find some defectors. This would definitely provide a good chance for conflict. If the players really enjoy violent chronicles, place their characters in a very tough pack.
Some packs go around wreaking havoc, killing mortals, burning down small towns, getting into barroom brawls, running drugs, working with gangs, etc. Their unlives tend to be very short. Storytellers may want to throw a Wild Hunt right in the middle of a story that has nothing to do with the hunt itself. This will really confuse and intensify the situation. Finally, ther e is always the threat of Monomacy. This will loom over the heads of all the characters who manage to achieve positions of power within the sect. There will always be someone who thinks he is tough enough to not take orders from the character. The rules of Monomacy are also a means for characters to gain positions of power. Just remember, those who use Monomacy this way tend to lose their friends and allies very fast.
Nobody will trust them. Going beyond the Mindless Brutality Once you've decided on a killing First you make a stone of your heart And if you find your hands are still willing Then you can turn a murder into art. In a Sabbat chronicle, Storytellers might find themselves relying on a large number of War Parties, Crusades, interpack rivalries and jyhad with the Camarilla. All the action can be extremely enjoyable, but it can also take away from another fundamental aspect of the game - the roleplaying. Combat gets very tiresome when all the characters do is kill things every story. Some of the fun to in playing the Sabbat comes from exploring sect politics, factionalism, philosophical studies and the intricate web of loyalties, disloyalties, manipulations and subterfuge. The best guide is to follow what your players prefer, but not to let them control the game. For example, they might like going off on War Parties, coming home a generation lower and much stronger, but they are cheating themselves of a much better time spent avoiding the snares and queries of the sect's inhouse Inquisition.
Political aspects of the Sabbat often come into focus within a story, as when the controlling, double-dealing Lasombra, backed and possibly controlled by the Tzimisce, presents a problem to all characters. After all, leadership is not achieved solely through fervor and ability. It takes a skilled hand at intrigue to become a bishop or archbishop, and those even higher up are masters at the game. This provides players with as many opportunities for intrigue as do the subtle and corrupted manipulations of the Camarilla. Like the Camarilla, the Sabbat also relies on prestation, the system of favors and boons. The Sabbat is similar to the Camarilla in its unwillingness to take sides in such disputes, except to handle those leaders who exploit situations against the good of the sect. There is one real exception to prestation, however, and that is within the pack. Within packs, no boons and favors are passed.
All pack members are expected to help their comrades whenever possible, even if it might mean Final Death. Some Sabbat will help certain members of their pack only if specifically called upon to do so, but it is disloyal to allow any fellow Sabbat to fall before the enemy if such can be prevented. All of this provides a great deal of excitement and strained loyalty - within packs. Imagine what happens when the character is called on 11 Players Guide To The Sabbat to honor a boon by betraying her pack; there are plenty of great storytelling ideas in this alone. Stood in firelight, sweltering. Bloodstain on chest like map of violent new continent. The pack itself can also become caught up in the games of prestation.
The pack as a whole may be in debt to a certain bishop or a member of the Black Hand and be owed a debt by a nomad pack. Characters who join the pack late, never having been a part of these earlier deals, will find themselves as bound by these debts as an original member. Felt cleansed. Felt dark planet turn under my feet and knew what cats know that makes them scream like babies in the night. The Sabbat is an organization bound by disjointed and unequal loyalties. There is a great deal of intrigue among Sabbat, despite what may appear at first glance.
It is impossible for one character to know the strength of the Vinculum felt for him by another Sabbat. Thus he can never know if the loyalty shown to him by a comrade is real or feigned until it is too late. This problem leads to betrayal, manipulation and the culmination of personal goals at the expense of packmates. The Sabbat is not a sect of mindless fanatics. It is more a sect of liars and manipulators who further their personal power, "for the good of the sect. While it is possible to settle disputes under the rules of Monomacy, most cases are never really settled for there is always revenge. The in-house Inquisition can pose another great threat to the characters, especially if one or more of them are accused of Infernal Diablerie. Storytelling the investigation, the torture and the trial can be great fun, though somewhat less so for the player of the accused.
The drama can be heightened if some players can be convinced of the accused character's guilt while others race to find the real threat before it is too late. The political factions dividing the sect are another source for dividing characters over issues. Wars fought here will most likely be in the social arena, which can be almost as deadly and far harder to resolve. Pander characters will find great adventure and strife as pawns of the Lasombra and Tzimisce. Then again, those strong-minded enough might find themselves at odds with powerful m embers of those clans if they serve their own interests instead. The Black Hand can also be a source of political suspicion, executing a number of schemes that could pit the characters against one another, especially if one or more belong to that august or ganization. The religious, historical and moral quests of those characters who devote themselves to walking the Paths of Enlightenment faithfully provide great contrast if the other characters do not follow the same Path.
The roleplaying will become more sophisticated, as each character faces the same situation in her own, personal way while trying to remain an active member of a group. Smart characters will learn to make their goals coincide. Others will be at each other's throats in an instant. A good amount of storytelling may come out of a simple scouting mission. Characters may find themselves caught up in the conniving world of the Camarilla, with no one to count on but each other. They will face the threat of a Blood Hunt or worse if their alternate identities are not believable. Conducting a Crusade Stood in the street. Watched it burn. Imagined limbless felt torsos inside; breasts blackening; bellies smoldering; bursting into flame one by one.
Watched for an hour. Nobody got out. Handling the Crusade step by step, the outline should make this chaotic task a little easier on both Storytellers and players alike. It includes ideas on when and when not to have a Crusade, as well as how it should influence the characters' unlives. It is a good idea to read the Holy Crusades and Sabbat Tactics sections in The Players Guide to the Sabbat before reading this information. If Storytellers ever allow characters in their chronicles the opportunity to participate in a Crusade, they will find it is one of the most enjoyable - and nerve-racking experiences in storytelling. Step One: Choose the Right City In beginning a Crusade, decide first on a location. The chosen city will provide its own unique advantages and disadvantages. The city should be one with which you are familiar because the players will constantly be asking questions about it, wanting to know such things as where the cemeteries or airports are?
A Storyteller can improvise, but looking up the information or already knowing where things are can add to the realism of the game. Of course, this is the Gothic-Punk world, so Storytellers can fashion the entire city from their imaginations if so desired. Step Two: Choose the Right Time After choosing the right place, choose the right time. Assume the scouting phase is coming to a close and the actual siege will soon begin. When will the characters become involved? Will their leader bring them in as early agents, or will she hold them back until the main assault?
If the Storyteller is trying to incorporate a Crusade as part of a larger chronicle, make sure there is no problem with leaving ongoing story lines for a while. Crusades eat up time. Developing all the material needed to run a Crusade is time-consuming, so Story tellers need to make sure they have time to create all the needed information. Step Three: Develop the Enemy The Storyteller needs to create descriptions of all Camarilla Kindred within the city, including their loyalties, weaknesses, political ties, personal abilities, personalities and goals. This will not be an easy job. In effect you are creating all the information needed to run a Camarilla chronicle, but using it for the Sabbat. The Sabbat's enemies must be developed so the Sabbat can apply its tactics to each of the Kindred, causing a breach in the Masquerade and dissension among the Kindred. Storytellers can use the Storyteller Character Reference Sheets contained in this sourcebook to keep the information organized and simple.
Step Four: Develop the Sabbat involved in the Crusade A siege is too large for the characters to handle alone. Powerful leaders, reaching as high as prisci and the cardinals, oversee siege operations. Where there is a siege, the Black Hand is involved. Seraphim and dominions a ct as field leaders. This information is necessary, but Storytellers should feel free to change it at any time during the game. The Sabbat is loosely organized, so leaders come 12 Players Guide To The Sabbat and go, getting out if they smell trouble by moving on to larger schemes or by directing things from a safe position.
The Storyteller Character Reference Sheets can be used to keep up with all this information. easy kill. The characters are told to whom they should report in preparation for the siege. If there are only a few characters, they might be instructed to create new recruits for the upcoming jyhad. Among the character types involved in a crusade are archbishops, bishops, cardinals, prisci, priests, seraphim, dominions, Black Hand both individually and as units , packs, and War Parties. Storytellers should feel free to use and modify the Sabbat Stereotypes for all characters they do not wish to develop. If the characters are part of the second wave, they will be sent in as anarchs or under some other hastily contrived identities. They will have their hands full killing mortal and ghoul servants of the Camarilla. They will also have the opportunity to persuade Camarilla Kindred to join the Sabbat or die. The characters will not have much backup from the Sabbat, but they will see a lot of action.
They do get the chance to dissuade Camarilla Kindred from remaining loyal to their sect and help them join the Sabbat. Once the main assault commences, few if any attempts will be made to gather converts. Step Five: The Scouts' Report Information provided to the Sabbat and the characters in particular is seldom fully accurate. Just because you, the Storyteller, know about the Camarilla, Sabbat you are running should not have the same information. Feel free to let Sabbat leaders make bad decisions based on inaccurate information. The misinformation will also probably affect the characters. Keep in mind that the Camarilla will not know a siege is going on until it is well underway. However, Camarilla leaders are not so naive that they will not eventually figure out that the Sabbat is behind it. They may even recognize certain Sabbat leaders by reputation. Remember, sieges are not as rare as they once were, so the Camarilla is not completely blind to Sabbat tactics - it just has trouble defending itself.
Storytellers might even consider leaving characters in the dark about why they were given certain orders and may even leave out who or what they are facing. Step Six: Send in the First Wave During the first wave, Sabbat leaders send in socially adaptable troops to begin breaking down the Kindred's loyalty to each other. This period of psychological warfare is a frantic and deadly time. Sabbat charged with this duty will have good alternate identities. They will move in and attempt convert anarchs, Nosferatu and some of the younger Kindred.
Only a small number of Sabbat are involved during the first stage of the siege. If the characters are not a part of it, they will not hear much about what is going on; they will not even be told which Sabbat packs are involved. Sabbat leaders do not want low -ranking, loose-lipped neonates getting in the way, so if the characters get too interested and begin nosing about, they will be severely reprimanded. If the characters are involved, they will have to be very careful in going about the operation or they will be destroyed rather quickly. Anarchs are particularly suspicious of Sabbat, so attempts to convert them will be difficult though well worth the effort.
The characters must build loyalties by aiding the anarchs and playing by their rules. The characters will not be involved in destroying the Masquerade at this stage, but they are preparing to do so by recording all human contacts and keeping track of who is loyal to whom. Step Seven: Send in the Second Wave It is completely up to the Storyteller and the players on when characters get involved in the Crusade, but this is a good entry point. The siege opens up, allowing a larger number of Sabbat to move in and begin the final breakdown before the final assault. If the characters are not involved in the Crusade at this point, they will begin hearing rumors about what is happening in the city: their fellow Sabbat breed dissension among the anarchs, cause the harpies and primogen to suspect one another of treason, and set up the city for an Step Eight: Organizing the Main Assault Because all these steps may run together, finding a good stopping point before the city is overrun by Sabbat is very helpful.
Storytellers should take some time to formulate the tactics of the Sabbat and the Camarilla response before the big battles start. Storytellers might wish to have notes on all the characters involved in certain events. That way, when events do not go as planned, changing things will be a bit easier. Storytellers might find it simpler to use the Sabbat stereotypes provided in this book as the statistics for some of the characters, modifying them where necessary to fit special needs. Roleplaying each battle is unnecessary; however, the Storyteller should be prepared enough to orchestrate each battle for the players as a narrative, possibly having another Sabbat or even an anarch relate what happened to the characters. Step Nine: The Main Assault After tearing apart the Masquerade, leaving both Kindred and kine quaking in fear, the Sabbat sends in the final force to either destroy the Kindred or chase them out of the city. The Sabbat will summon all available packs and Black Hand units to participate.
At this point Sabbat leaders order mass creation of new recruits. The ba ttle will commence with an assault on the Tremere Chantry for the city and the almost -simultaneous assassination of the prince. Following this is a call for War Parties to hunt down primogen and important or notorious Kindred. The various packs destroy a ll Camarilla Kindred they encounter without a second's hesitation. The savagery of Sabbat vampires leaves the Camarilla Kindred terrified and concerned with only their own survival and divided they fall. Some coteries and bonds are so strong, however, that small groups of the city's Kindred face down the Sabbat.
Their knowledge of the city gives them an edge, but it seldom compensates for the overwhelming number of Sabbat. At this stage, the characters become involved in many different areas. They spend som e time creating new recruits to be used as expendables. They may join a War Party for the chance at diablerie and prestige. They can participate in the raiding of the Chantry for the chance to gain magick books and artifacts. They may even be involved in the assassination of the prince, but this is highly unlikely unless they are templars or Black Hand assassins.
Most importantly, the characters hunt down harpies before they can leave the city with word of the assault. Many events transpire during the main assault. One of the best ways to handle this is by recording events set to occur 13 Players Guide To The Sabbat each night on a timeline or calendar. Allow the characters to learn about some recent events through conversations with other Sabbat or the enemy. Storytellers should not be too strict in the progress of events, but they can control when most events occur. Keep a list of which characters have been destroyed in order to mark them off for future events. Some coteries and bonds are so strong, however, that small groups of the city's Kindred face down the Sabbat.
Their knowledge of the city gives them an edge, but it seldom compensates for the overwhelming number of Sabbat. At this stage, the characters become involved in many different areas. They spend som e time creating new recruits to be used as expendables. They may join a War Party for the chance at diablerie and prestige. They can participate in the raiding of the Chantry for the chance to gain magick books and artifacts. They may even be involved in the assassination of the prince, but this is highly unlikely unless they are templars or Black Hand assassins. Most importantly, the characters hunt down harpies before they can leave the city with word of the assault. Many events transpire during the main assault. One of the best ways to handle this is by recording events set to occur 13 Players Guide To The Sabbat each night on a timeline or calendar. Allow the characters to learn about some recent events through conversations with other Sabbat or the enemy.
Storytellers should not be too strict in the progress of events, but they can control when most events occur. Keep a list of which characters have been destroyed in order to mark them off for future events. Figuring out who killed whom, which characters survived, which ones escaped, which ones defected, etc. If the city fell, determining which packs move into the city and set up permanent residence is very important. The Storyteller must also determine which characters claim positions of power in the city and whether they are challenged by other Sabbat.
This in itself may lead to inside fighting over contested positions. After all has been said and done, the Storyteller must determine the final outcome of all the in-fighting and who assumes final control. On a final note, ask your players direct questions concerning your storytelling ability. Do not take what they say personally; use it to become a better Storyteller. Also ask what types of stories they prefer; there are travels into the unknown, rescue missions, mysteries, and more. See whether they enjoy lots of magic and want t o encounter ghosts, mages, mummies, lupines or other supernatural threats. Also ask them which parts of the game they feel are too drawn out and which parts could be developed more. Finally, act on this advice. Listening to Your Players No man is wise enough by himself. After all, if they do not like the stories, they probably will not stay around long enough for you to tell more. If you plan to tell stories for Sabbat characters, it is best to know certain things at the start.
First, ask your players if they would prefer their characters to be members of covens, where they can grow in power more quickly, be involved in intrigue and stand a much greater chance of survival, or whether they would like them to be members of a nomadic pack, so they will have the opportunity to travel around the country, see more combat and, because of this, stand a greater chance of Final Death. All your players may not be able to choose, but most should have some idea based on other games they have played or the types of characters they want t o handle.
Once you decide on the type of pack, begin to develop stories and possibly a chronicle. Remember, both types of packs are distinct in a number of ways, and these differences will definitely come out in play. If the players seem dissatisfied over the type of pack, changing it is not a major problem, but do not make it an easy task for the players; the pack should suffer. A nomadic pack might become a founded one by establishing itself in a recently fallen city. A founded pack might take up a nomadic lifestyle if its city fell to the Camarilla or if a powerful Sabbat leader or rival pack forces them out. If your players like action more than intrigue or vice versa, give them what they want but do not leave out the other. Vampire, and the Sabbat in pa rticular, loses some of its luster if either aspect is ignored.
Players might find they enjoy the other side of the coin more than they imagined. On a related note, discover those attributes about vampires and the Sabbat that appeal to and repel your play ers, and nurture both in the game. Also look for any personal fears the players might have and play upon them to make the game even more intense and scary. In choosing a first mate, observe your players to see what type of characters they are good at playing and play upon their strengths and their weaknesses. You all might find it enjoyable if the players get the opportunity to play types of characters they have never played before.
It's up to you to seek the truth To know your history, the difference between me and you In the Camarilla, all young Kindred are subjected to propaganda, especially if they are anarchs. Camarilla leaders believe all young Kindred need to be indoctrinated in Ca marilla ideology. Propaganda is spread to keep them from listening to the Sabbat because Camarilla neonates are actively sought by Sabbat. Because they are the frontline fighters for the Camarilla cause and because they are most like Sabbat vampires, anarchs are often the focus of this propaganda. The Storyteller needs time to keep relations between Sabbat vampires and Camarilla Kindred in a constant state of turmoil.
Neither side trusts or respects the other - each is the enemy. The main reason for the distrust is that neither side looks past the differences to see the commonalty. For the Sabbat, most propaganda is directed at priests and the younger leaders because they are more active "in the field. The Sabbat does not fear traitors due to its extreme punishment methods and the tracking skill of the Black Hand. The eternal hatred of the en emy stems naturally from ideological differences, but the flames are fanned by propaganda promoted by leaders on both sides. Each side misunderstands the other, and out of fear and anger, each refuses to listen to the other.
The story most promoted in the propaganda of both sects is that the enemy's overriding goal is the destruction of all vampires not of its own sect, and even some within its own sect. The enemy consists of fools bent on the destruction of freedom and the vampire race. It is no accident that things a re the way they are. It is the work of Camarilla and Sabbat leaders. It is not in their best interests to allow the young of either sect to unite with one another. Additionally, there has always been an enemy sect, and elders always want the status quo maintained. The Camarilla spreads rumors that all Sabbat are exactly alike and that they want to commit murderous diablerie on all young Kindred on whom they get their hands.
They say the Sabbat is a ruthless, insane, millenarian sect of cannibals. Much of what the Camarilla says is correct, but it does not take into account that all Sabbat are not alike not all are so warlike, not all are so inhuman, not all are so mindless and not all are diabolists. The Camarilla completely ignores Sabbat allegations that the Camarilla is the tool of the ancients. To Camarilla Kindred, especially leaders, it is a lie and, like all Sabbat propaganda, nothing but a lie. Neither side will give quarter nor open their minds to the enemy. Even in conversation with members of an opposing sect, licks seldom listen to their enemy's words because they believe the enemy wants to brainwash them with propaganda. Instead of actually debating, they only preach. The Storyteller must maintain this wall of misinformation and propaganda. It should be an important consideration whenever characters encounter the enemy, especially if there is a chance it will be a peaceful encounter.
The following is a guide to what kind of propaganda is promoted, who promotes it, to whom it is promoted and how it is confirmed. Who promotes the propaganda? Those who have something to gain from keeping the two sects apart. The most common propagandists are elders and leaders of both sects. For the Camarilla this includes princes, justicars, the primogen and all elders who fear loss of power and the Final Death. For the Sabbat this includes all title-holding Sabbat, with the possible exception of priests and other young leaders. Sabbat leaders also spread rumors that all Camarilla Kindred are alike - weak, naive, humane and threatening to Sabbat security. This is not true, but it does not matter.
The Sabbat sees the Camarilla as the dupe and pawn of the vampire race. It says all Camarilla are close minded and better off destroyed. Most active in opposing this stereotype of the enemy are Brujah antitribu, but their efforts are hardly effective. When stories involve vampires from both sects, remember that both sides will not listen to the other, though they will attempt to convert their foes. Put characters on the defensive with insults to their sect, and always point out statements by the enemy that help confirm stereotypes.
The reason for this is that the indoctrination vampires of both sects undergo is deeply ingrained, becoming a hardened aspect of their personality. It must be hard for 17 Players Guide To The Sabbat them to challenge what they have long been taught. The Brujah antitribu may be a little more open, as are Malkavians and Malkavian antitribu. Accepting the views of the enemy is not impossible for a vampire, but it should take a long period of time and should never occur overnight. Even if a vampire comes to accept the enemy's perspective, he must still realize that they are enemies. This is especially important because it is difficult for members of the Camarilla to convert and virtually impossible for Sabbat. Whatever the case, devoting game time to maintaining the wall between the two rival sects is time that is both enjoyable and well spent.
This faction sees the sect growing more and more structured despite Status Quo protestations t o the contrary. This rigidity must be halted by giving all Sabbat more freedom to do as they please. This faction does not favor Crusades unless they are absolutely necessary. Most Moderates follow orders, but they are not against questioning their leaders if they disagree. Most Moderates lean to the Loyalists' way of thinking, but continue to follow their leaders because they do not wish to lose the respect of other Sabbat. The Ultra-Conservatives: This faction is made up of the eldest members of all Sabba t clans.
It greatly favors centralization and authoritarian rule. Ultra-Conservatives believe the time for total freedom must come to an end because Gehenna approaches. If the Sabbat has any hopes of surviving, it must become much more stable. This faction is slowly gaining the support of many Black Hand. Strangely, the Ultra-Conservatives are ready to recognize the Panders as a truly equal clan. They believe the support of the Panders will be a necessity when the final conflict arrives. Ultra-Conservatives follow strong leaders and try to remove weak ones.
They question the decisions of their leaders as much as the Moderates, but never fail to carry them out. The Loyalists: This faction is composed mainly of the Ventrue and Brujah antitribu, though some you nger But baby baby why can't we survive members of the other clans also support this faction. The Loyalists believe they must disobey their leader's orders in We've got to get our heads untangled order to be truly loyal to the Sabbat. The Sabbat was And free our state of mind founded on total freedom, but the sect has moved far away - Lenny Kravitz, "The Difference is Why" from this original concept.
The Loyalists believe the sect's strength and tenacity is derived from its formlessness and The scope of the disunity in the Sabbat is tremendous. The its chaos. The Loyalists are known for their disobedience, sect can be divided into five basic categories, or factions, but they support all actions to reclaim territory lost to the but even within each of these factions are more factions. They also have never don e anything that could The five primary factions are the Status Quo, the in any way be construed as harmful to the sect. They Moderates, the Ultra-Conservatives, the Loyalists and the openly criticize leaders and force other Sabbat to consider Panders. These names are rarely used in general why they commit themselves to certain actions. While not all his clan, for it has achieved a great deal. However, it has a Sabbat have joined a faction, enough have, which causes long way to go before it is equal in respect to the other clans.
The Panders support any and all who respect them problems. The Sabbat believes strongly in the rule of "Divide and and help them increase their power. This constantly leads Conquer," yet it itself is not unified. Despite the various them into supporting the Loyalists and the Status Quo factions, however, the Sabbat has managed to avoid simultaneously. They have no real political agenda other another civil war through the Vaulderie and the Code of than the acquisition of power. They follow orders they do Milan. The Black Hand also serves to keep the sect united not find degrading or overly dangerous. Brown pdf. Download PDF Read online RPG Book Players Guide to the Sabbat Vampire the Masqerade Roleplaying Game pdf Players Guide to the Sabbat Vampire the Masqerade Roleplaying Game book Players Guide to the Sabbat Vampire the Masqerade Roleplaying Game pdf download Players Guide to the Sabbat Vampire the Masqerade Roleplaying Game book series pdf. Posted by Megan at AM Email This BlogThis!
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Matthew Paul's Ownd. Без рубрики. Players guide to the sabbat pdf download. In either case, combat will be a standard activity, required almost every gaming session. This means a high mortality rate among characters, no matter how tough they are and no matter how experienced the players. However, if the troupe enjoys lots of action, this is the most plausible way of giving it to them. For founded packs, the best way to get characters out of city intrigue is to give them a special mission. After all, they will leave out of loyalty to the sect, not requiring numerous personal reasons. There are always special missions - assassinations, scouting, tracking traitors, etc. Additionally, scouts often report back to their bishop through coven members of their home city. Storytellers might even have the characters go on "good will" missions into anarch territory to find some defectors.
This would definitely provide a good chance for conflict. If the players really enjoy violent chronicles, place their characters in a very tough pack. Some packs go around wreaking havoc, killing mortals, burning down small towns, getting into barroom brawls, running drugs, working with gangs, etc. Their unlives tend to be very short. Storytellers may want to throw a Wild Hunt right in the middle of a story that has nothing to do with the hunt itself. This will really confuse and intensify the situation. Finally, ther e is always the threat of Monomacy. This will loom over the heads of all the characters who manage to achieve positions of power within the sect.
There will always be someone who thinks he is tough enough to not take orders from the character. The rules of Monomacy are also a means for characters to gain positions of power. Just remember, those who use Monomacy this way tend to lose their friends and allies very fast. Nobody will trust them. Going beyond the Mindless Brutality Once you've decided on a killing First you make a stone of your heart And if you find your hands are still willing Then you can turn a murder into art. In a Sabbat chronicle, Storytellers might find themselves relying on a large number of War Parties, Crusades, interpack rivalries and jyhad with the Camarilla.
All the action can be extremely enjoyable, but it can also take away from another fundamental aspect of the game - the roleplaying. Combat gets very tiresome when all the characters do is kill things every story. Some of the fun to in playing the Sabbat comes from exploring sect politics, factionalism, philosophical studies and the intricate web of loyalties, disloyalties, manipulations and subterfuge. The best guide is to follow what your players prefer, but not to let them control the game. For example, they might like going off on War Parties, coming home a generation lower and much stronger, but they are cheating themselves of a much better time spent avoiding the snares and queries of the sect's inhouse Inquisition. Political aspects of the Sabbat often come into focus within a story, as when the controlling, double-dealing Lasombra, backed and possibly controlled by the Tzimisce, presents a problem to all characters.
After all, leadership is not achieved solely through fervor and ability. It takes a skilled hand at intrigue to become a bishop or archbishop, and those even higher up are masters at the game. This provides players with as many opportunities for intrigue as do the subtle and corrupted manipulations of the Camarilla. Like the Camarilla, the Sabbat also relies on prestation, the system of favors and boons. The Sabbat is similar to the Camarilla in its unwillingness to take sides in such disputes, except to handle those leaders who exploit situations against the good of the sect. There is one real exception to prestation, however, and that is within the pack. Within packs, no boons and favors are passed. All pack members are expected to help their comrades whenever possible, even if it might mean Final Death. Some Sabbat will help certain members of their pack only if specifically called upon to do so, but it is disloyal to allow any fellow Sabbat to fall before the enemy if such can be prevented.
All of this provides a great deal of excitement and strained loyalty - within packs. Imagine what happens when the character is called on 11 Players Guide To The Sabbat to honor a boon by betraying her pack; there are plenty of great storytelling ideas in this alone. Stood in firelight, sweltering. Bloodstain on chest like map of violent new continent. The pack itself can also become caught up in the games of prestation. The pack as a whole may be in debt to a certain bishop or a member of the Black Hand and be owed a debt by a nomad pack. Characters who join the pack late, never having been a part of these earlier deals, will find themselves as bound by these debts as an original member. Felt cleansed. Felt dark planet turn under my feet and knew what cats know that makes them scream like babies in the night. The Sabbat is an organization bound by disjointed and unequal loyalties. There is a great deal of intrigue among Sabbat, despite what may appear at first glance.
It is impossible for one character to know the strength of the Vinculum felt for him by another Sabbat. Thus he can never know if the loyalty shown to him by a comrade is real or feigned until it is too late. This problem leads to betrayal, manipulation and the culmination of personal goals at the expense of packmates. The Sabbat is not a sect of mindless fanatics. It is more a sect of liars and manipulators who further their personal power, "for the good of the sect. While it is possible to settle disputes under the rules of Monomacy, most cases are never really settled for there is always revenge. The in-house Inquisition can pose another great threat to the characters, especially if one or more of them are accused of Infernal Diablerie.
Storytelling the investigation, the torture and the trial can be great fun, though somewhat less so for the player of the accused. The drama can be heightened if some players can be convinced of the accused character's guilt while others race to find the real threat before it is too late. The political factions dividing the sect are another source for dividing characters over issues. Wars fought here will most likely be in the social arena, which can be almost as deadly and far harder to resolve. Pander characters will find great adventure and strife as pawns of the Lasombra and Tzimisce. Then again, those strong-minded enough might find themselves at odds with powerful m embers of those clans if they serve their own interests instead. The Black Hand can also be a source of political suspicion, executing a number of schemes that could pit the characters against one another, especially if one or more belong to that august or ganization.
The religious, historical and moral quests of those characters who devote themselves to walking the Paths of Enlightenment faithfully provide great contrast if the other characters do not follow the same Path. The roleplaying will become more sophisticated, as each character faces the same situation in her own, personal way while trying to remain an active member of a group. Smart characters will learn to make their goals coincide. Others will be at each other's throats in an instant. A good amount of storytelling may come out of a simple scouting mission. Characters may find themselves caught up in the conniving world of the Camarilla, with no one to count on but each other.
They will face the threat of a Blood Hunt or worse if their alternate identities are not believable. Conducting a Crusade Stood in the street. Watched it burn. Imagined limbless felt torsos inside; breasts blackening; bellies smoldering; bursting into flame one by one. Watched for an hour. Nobody got out. Handling the Crusade step by step, the outline should make this chaotic task a little easier on both Storytellers and players alike. It includes ideas on when and when not to have a Crusade, as well as how it should influence the characters' unlives. If Storytellers ever allow characters in their chronicles the opportunity to participate in a Crusade, they will find it is one of the most enjoyable - and nerve-racking experiences in storytelling. The chosen city will provide its own unique advantages and disadvantages. The city should be one with which you are familiar because the players will constantly be asking questions about it, wanting to know such things as where the cemeteries or airports are?
A Storyteller can improvise, but looking up the information or already knowing where things are can add to the realism of the game. Of course, this is the Gothic-Punk world, so Storytellers can fashion the entire city from their imaginations if so desired. Assume the scouting phase is coming to a close and the actual siege will soon begin. When will the characters become involved? Will their leader bring them in as early agents, or will she hold them back until the main assault? If the Storyteller is trying to incorporate a Crusade as part of a larger chronicle, make sure there is no problem with leaving ongoing story lines for a while.
Crusades eat up time. Developing all the material needed to run a Crusade is time-consuming, so Story tellers need to make sure they have time to create all the needed information. Step Three: Develop the Enemy The Storyteller needs to create descriptions of all Camarilla Kindred within the city, including their loyalties, weaknesses, political ties, personal abilities, personalities and goals. This will not be an easy job. In effect you are creating all the information needed to run a Camarilla chronicle, but using it for the Sabbat. The Sabbat's enemies must be developed so the Sabbat can apply its tactics to each of the Kindred, causing a breach in the Masquerade and dissension among the Kindred. Storytellers can use the Storyteller Character Reference Sheets contained in this sourcebook to keep the information organized and simple.
Step Four: Develop the Sabbat involved in the Crusade A siege is too large for the characters to handle alone. Powerful leaders, reaching as high as prisci and the cardinals, oversee siege operations. Where there is a siege, the Black Hand is involved. Seraphim and dominions a ct as field leaders.
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Download A Players Guide to the Sabbat Book in PDF, Epub and Kindle The most feared undead in existence, the Sabbat are the primary foes of Vampire characters. This book Players Guide to the Sabbat () Click the start the download. DOWNLOAD PDF. Report this file. Description The history and secrets of the Sabbat, including myths and traditions 15/12/ · Players guide to the sabbat pdf download. In either case, combat will be a standard activity, required almost every gaming session. This means a high mortality rate The Storytellers Handbook To The Sabbat. The Storytellers Handbook To The Sabbat written by Steven C. Brown and has been published by White Wolf Pub this book supported file pdf, txt, Players Guide to the Sabbat () Click the start the download. DOWNLOAD PDF. Report this file. Description The history and secrets of the Sabbat, including myths and traditions Players Guide to the Sabbat (Vampire the Masqerade Roleplaying Game) pdf download Players Guide to the Sabbat (Vampire the Masqerade Roleplaying Game) book series pdf. ... read more
If you plan to tell stories for Sabbat characters, it is best to know certain things at the start. Every time the victim has more botches than successes, she takes one level of damage and loses that number of successes from the accumulated total. Eschatological Fear: The Sabbat awaits Gehenna, weapons in hand, ready for the greatest of battles. See All Reviews. Even though attempts are made to convert the anarchs, the anarchs often take the offensive when they encounter Sabbat; anarchs just do not trust the Sabbat.
If the players seem dissatisfied over the type of pack, changing it is not a major problem, but do not make it an easy task for the players; the pack should suffer. The Camarilla completely ignores Sabbat allegations that the Camarilla is the tool of the ancients. If the characters are not a part of it, they will not hear much about what is going on; they will not even be told which Sabbat packs are involved. PDF is worth reading, players guide to the sabbat pdf download. How this will pay off remains to be seen, especially because most Sabbat still see the Black Hand as a supporter of the Status Quo.
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