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All characters are either Elitist or Egalitarian and whenever they are turned, they move the politics token on that battleground. For example, the Of Clans High and Low battleground, which shows the tug of war battle between the noble and serving classes of vampires. When a character is picked, you move through the three battlegrounds, activating as their symbol requires. Each character card has three symbols, and these directly relate to one of the three different types of battlegrounds. There are nine different battlegrounds to choose from within three different types, and these are set within each arc of the campaign. When a character is picked from the mainboard, and placed on your side, they cause a series of effects on three other game boards, called battlegrounds. Players begin the game with a leader from their chosen clan, and as they turn characters, they start to produce a family tree, with each member having up to three directly beneath them. There is a central board with five available characters, and during their turn, each player chooses one to be turned into a vampire.
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The basic mechanics of the system, in both the one-off and campaign games, are the same. They influence from the top, infiltrating governments at their highest point.ĭuring rounds of Vampire the Masquerade Heritage players choose from five available characters to add to their clan. Tzimisce - Scholars and flesh shapers, looking to evolve themselves beyond the other clans.Tremere - Warlocks and mages, wielding powerful blood magic.Toreador - The artists and lovers of the vampire world, they focus on seduction.Nosferatu - The Nosferatu are all cursed to look like evil vampires, which has made them very good at spying and hiding.Malkavian - Vampires with the powers of foresight and visions of the future, at the cost of their sanity.Lasombra - Evil and arrogant, a high class of vampire whose reflections cannot be seen.Gangrel - The Gangrel are considered feral nomads by the other clans, who have an affinity with animals.
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Brujah - The Brujah were a clan of philosophers and activists, but have fallen far and are now seen as no more than thugs who rely on their physical prowess.
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