In Vampire: The Masquerade - Bloodlines 2, you'll begin the game as a sissy, weakling vampire, aka a "Thinblood": a second-class group of vampires with abilities that are way weaker than those of vampires from one of the greater clans. As the story progresses, you'll eventually join one of the five full-blooded Kindred clans, which we'll get more info on in the next couple weeks.
Check out the lore video to learn more about Thinbloods and get a little tiny look at one of their abilities. Since Thinbloods are a recently created, weaker strain of vampire, they face a pretty steep uphill battle to survive. While they are treated as second-class citizens by full-blood Kindred, Seattle's leadership has been pretty tolerant of them under Camarilla control; as such, the city offers opportunities for Thinbloods that they wouldn't get elsewhere, so they have a fair shot at navigating their way into the higher circles of vampire society, although they are rarely shown the same respect or legal standing that full-blooded clan members have.
At the beginning of Bloodlines 2 players will choose one of three Thinblood disciplines, Chiropteran, Mentalism or Nebulation, all of which were adapted from the pen and paper tabletop RPG that grant unique combat and traversal abilities and can be upgraded throughout the game to enhance effectiveness or add special effects.
Here are the Thinblood disciplines and their progressions:
Chiropteran: Strong affinity for bats, allowing vampires to move through the air and summon swarms.
Glide: first active power. Glide greatly lowers the weight of the vampire's skeleton and muscle mass to allow them to briefly float, reaching otherwise inaccessible areas, swoop down on NPCs to knock them down, or rain down other Disciplines from afar.
Bat Swarm: second active power. The vampire can summon a small swarm of bats to attack a target NPC, temporarily disabling them and dealing low damage. This power can be upgraded until a true Maelstrom of leathery wings surrounds the vampire, harrying and damaging those who come too close.
Mentalism: Use telekinesis to manipulate objects and even pull weapons from enemy hands.
Pull: first active power. Manipulate inanimate objects using telekinesis, even weapons held by NPCs.
Levitate: second active power. Suspends a living NPC in the air. Its strength can be enhanced until the vampire can levitate everyone and everything in an area, and throw suspended enemies around like ragdolls.
Nebulation: Allows the vampire to summon and command mist.
Mist Shroud: first active power. Summon a shroud of mist that surrounds the player for a short period. The shroud muffles the sound of footsteps and reduces the range at which the player can be seen. In addition, the player may partially transform into a cloud of mist to perform a choking attack on an NPC or travel through a tight space, like a ventilation fan or duct.
Envelop: second active power. Create a stationary, swirling cloud of mist on a target that surrounds, blinds and forcefully enters the lungs of NPCs that it touches.
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