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  1. VTM. After reading over the V20 rulebook, most of what I saw pertaining to acquiring gear for the characters was pretty vague. They have a chart giving examples of generic Armor/Melee/Ranged stats, but it doesn't mention anything like pricing so far as I can tell.

  2. Enhance your Arms of the Abyss to have greater strength and endurance. Armor of the Abyss. [153] Obtenebration. Here is a comprehensive list of the known Combination Discipline powers. The combos presented below are organized according to the highest level discipline involved in their creation.

  3. Included below are the official powers described in supplements for Vampire: The Masquerade and Dark Ages: Vampire. Sources are described below in the order they were printed. Standard Powers (V5) [] Resilience: The vampire can add their Fortitude rating to their Health total.

  4. Opponents must be within touching distance (one yard) to engage in unarmed combat. Melee involves hand-held weapons such as maces and swords, and it is the principal form of combat in Dark Ages: Vampire. Unarmed: Dice pool: Dexterity + Brawl. Range: 1 yard (touching distance) Melee: Dice pool: Dexterity + Melee.

  5. A community for fans of White Wolf's roleplaying games, notably the World of Darkness (Vampire: The Masquerade, Werewolf: The Apocalypse, Mage: The Ascension, etc.), Exalted, and Chronicles of Darkness (Vampire: The Requiem, Werewolf: The Forsaken, Mage: The Awakening, etc.).

  6. Armor adds to your character’s soak. The armor’s rating combines with your base soak for purposes of reducing damage. Light armor offers a small amount of protection, but doesn’t greatly hinder mobility. Heavy armor provides a lot of protection, but can restrict flexibility.

  7. 4 Ιουν 2004 · Guide to the Camarilla - The end of the millennium is at hand. The Final Nights are here. The proud Camarilla is beset by doubt, betrayal and the rage of its enemies. The Masquerade has worn dangerously thin. Not even the most powerful Justicars are safe.

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