Part 3: III - Blood: Your New Heroin
Some in the thread had questions about exactly who we are, so let me be clear.We are Melissa the Ventrue. I chose the name from the thread's suggestions because it's a perfect reference to Melissa Van Helsing in BloodNet, with us being a Ventrue.
I will be handling the allocation of all experience points. This is not to say that you cannot make suggestions - it just means that since I'm the one who's playing the game, I'm going to shape our character how I see fit. You can see that I'm focusing on dialogue skills - persuasion, seduction, etc. They're very useful in Bloodlines.
I will listen to any suggestions you have to offer on where to spend experience when. If it's spoilery advice, please tag it.
After the ordeal in the Theater, LaCroix thought it best that we be let out the back way, into a dirty alley. Shouldn't he provide transportation to Santa Monica? A cab, maybe? Something doesn't feel right, but we have no choice but to continue forward.
Just to the left of the door, a familiar face stands leaning against the brick wall. We saw this guy in the Theater, leaning against a pillar while smoking. When he sees us here, he immediately starts a conversation with us.
Let me point out that the game's dialogue files include what appear to be stage directions. This series of lines starts with "[laughing at something no one else thinks is funny]".
Who are you?
I'm Jack. What's important is, I'm offering help. You make it back from Santa Monica with your hide and we'll trade life stories, m'kay? Till then, I got about... this much time. You in or out?
Jack here could just be attempting to exploit a naive, young, recently embraced Kindred that doesn't know what's what, but it is true that we could use a helping hand. For better or worse, we'll say yes.
Okay. I could use the help.
Alright.
The stage directions were: [like the Fonz].
Sounds fishy. We'll decline (we don't get a choice anyway)
I like it where I am. At least I'm out of that theatre.
Christ, it's stuffy in there, huh? This is much better. Now, we ain't got much time, but I figure somebody should fill you in on the bare bones stuff at least, ya know. Could save your hide.
You look wobbly; you even had a drink yet?
Drink of what?
Oh man, we're poppin' a cherry here! Ha ha ha! Ah, you're gonna love this! Alright, check it out. Blood: it's your new rack o' lamb, your new champagne - blood's your new fuckin' heroin, kid. Ha ha! Get ready though, cuz, hey, it's never as sweet as the first time.
What do I do?
Well, down around the corner there, I saw this human. Poor S.O.B. can't find his car... hehehehe.
It's been one of those nights. I could use a drink.
Now go for it. Be sure though - and this is important so listen up - be sure not to drain 'em dry, okay? It might be hard to resist, but don't kill 'em.
Alright.
Bloodlines has a little quirk where the main character has to end every conversation. Anyway, let's find this guy.
Whenever I can't find my car, I always look in dirty alleys where no car would ever be parked, as well.
I imagine recently embraced Kindred might feel bad about feeding when they do it for the first time. This guy is stupid enough where I'm sure it wouldn't bother anyone.
I'm joking. Press the F key to feed.
Soon enough, our blood meter fills up. You've got to stop feeding before the top blood meter (the blood meter of whomever you're feeding from) empties entirely, or else they're dead.
Then the person you fed from just stands there in a daze. I'd be pretty dazed too, I guess.
Let's get back to Jack. Hopefully he hasn't left us high and dry.
You'd never see someone of the Camarilla dressed like Jack, talk like Jack, or lean against doors like Jack. Vampire habitus.
In Bloodlines, when not playing as a Malkavian, dialogue options essentially fall into these categories: sarcastic, antagonistic, and agreeable. NPCs usually shrug off any sarcastic jab you throw out, but being antagonistic or agreeable have very real consequences. I'm going to let you all decide how we act towards the main characters and the factions they represent.
Great! When do I get my cape? Do I get to pick the color?
Alright now, you got the blood, you're feelin' all kickass, feelin' better than your best day livin' - but wait! It gets better! All Kindred... Kindred, that's uh, our word for vampire... all Kindred have a few things in common, things that set them right square above humans on the food chain.
Yeah? Like what?
Like sharper senses, a body that can take a beating, and, if you play your cards right, eternal life. That's no sure bet, but still, a chance at immortality's not a bad deal. And that's just for starters; fringe benefits for joinin' the club.
So I'm going to live forever?
Jack is probably my favorite character in all of Bloodlines, and it's easy to see why. It's clear the writers had fun writing his lines, and they're great lines at that. Shining with personality.
Got it.
Let's do it! Just gotta open this door...
This door might be the most hardest enemy in the game. Getting the game to recognize that you're trying to open it is very difficult and requires you to press your body against it about a dozen times.
But when we do, we're faced with a predictable puzzle designed to get the player familiar with the controls: jump on these boxes to get up to the walkway.
Hey, what's that?
That's a pretty dramatic cutscene just to show off a lockpick. It has those blue squares emanating from it because of a feat called Inspection. Holy shit is inspection useless in Bloodlines. Hardly any items are "hidden", and of those that are, they're easily findable unless you're careless, and the only purpose they have is to sell to a vendor. Don't bother with this feat if you play the game.
At the end of the walkway, we find Jack.
It seems that Jack is a few steps ahead of us.
The Sabbat got wind of the gathering here, so they figured they'd raise a little hell and put a little heat on the new prince.
What's the prince a prince of?
No time for political rundown. Job one? Get outta here alive. Sabbat might be mindless, but they hit like a Mack truck, like raging savages - nothing a fledgling like you wants to mess with.
Fledgling is just a term for a recently-embraced vampire.
What am I supposed to do?
We turn our attention back to Melissa and Jack...
I'm on it.
The door's locked, but we just happened to find a lockpick a little bit ago. Lockpicking is simple. Either you have a high enough skill in it or not. Dexterity, as well as the security skill affect what your lockpick level is.
Again, we find Jack a step ahead of us.
I had my moments.
Cool. Now if you want a lesson on how really not to act, take notes from those Sabbat assholes. You're a big bad vampire... yeah, great, congrats... now keep it to yourself. You go roar and you beat your chest and... that's what you can expect.
Wait! I've still got that list of people from high school! Why not?
It's also why you don't go jugglin' dumpsters or outrun the 8:15 from Sacramento, and it's... and it's why you didn't know any of this when you woke up this morning.
Ah. I get it.
It's the masquerade, if you're incredibly dense. Keep in mind that Jack is an anarch - meaning that it's not just the Camarilla that see the benefit of having some sort of masquerade.
We'll talk more about the anarchs and the problems they have with the Camarilla later.
Keep our secret secret and you make things easier on all of us. We're livin' in the age of cell phone cameras... fuck-ups ain't tolerated. Makes sense enough, right? Well, it ain't a casual thing for a fledgling like you.
What do you mean? What could happen?
I see.
Alright now, don't worry, cuz I know the area a little - and you know what? I'm glad we're in this situation, you and I. It illustrates a point... you gotta utilize your surroundings.
Okay. But what does that mean, exactly?
Ya do what ya gotta do. Theft, destruction of property, breaking and entering. Heh. These'll be the least of your sins before the night's out.
So look around here. We gotta get out the back there through that magnetically sealed door. There must be a key someplace.
I'll find it.
These tutorial messages have been popping up, and I've been declining to show them off, but this is an exception.
In Masquerade areas, breaking the Masquerade can carry dire consequences, such as unwanted attention of vampire hunters. After five Masquerade violations, it's game over.
A calendar on the wall shows us that it's October, and a poster on the wall features a shitty metal band called Die My Darling.
A note on the wall tells us that the password to the computer is chopshop. Something gives me the feeling that the key is in the safe below the note. The computer should allow us to unlock the safe.
>safe
The password works, and we unlock the safe.
It's a keycard.
Got it.
Using our keycard, we exit out into a stairwell, which we descend and exit out into another alley.
We've taken some damage from that ambush - bashing damage, to be precise. In Bloodlines, bullets cause bashing damage to vampires and lethal damage to everyone else.
That brings us to the different types of damage. Vic will explain:
Vicissitude posted:
There are 3 kinds that we'll deal with in this game. Bashing, Lethal, and Aggravated. You can resist the damage with a 'soak' roll, basically absorbing the damage rather than sustaining it. Base pool for soaking damage is Stamina + Fortitude (if you have it).
Bashing: Basically, blunt force trauma. Impacts and some various and sundry other means cause Bashing damage to vampires. Due to their undead nature and lack of organ function, vampires halve the amount of Bashing damage they take from any given source, rounding down, after soak. For Caineites, even electrical shocks are considered bashing as you can't stop a heart that doesn't beat. But they still can take damage from it, since eventually that voltage starts to cause burns and tissue damage.
Lethal: Lethal damage is just that, lethal. Ordinarily, anyway. We're talking the walking dead who feed on the vital juices of their mortal victims. Again, vampires are pretty resilient. Unlike a human, a gunshot or a sword slash is a minor inconvenience. They can soak Lethal damage which would severely wound or kill a mortal. Vampires can also spend vitae to heal themselves of Lethal damage, as they can Bashing. Mortals have to wait for time and medical attention to take its course.
Aggravated: Ooh, now we're getting into some nasty business. Some things are the antithesis of a vampire's existence. Sunlight, naturally, and fire are both sources that deal out Aggravated damage. Mage Spells, the claws and fangs of other vampires or werewolves, some magical relics, all of these can dole out the harshness, and harsh it is. While lesser damage can be healed with blood on a one-for-one basis, Aggravated damage takes a full night of rest and FIVE blood points (standard 13th-generation characters have a max capacity of 10). If you spend a Willpower point, basically a supreme dedication of effort towards healing, and another 5 blood points, the vampire can heal a second level of Aggravated damage that day.
As a vampire takes more and more damage, it begins to wrap around into a more severe level. Enough Bashing damage and eventually you start to cause severe tissue damage, turning to Lethal. Keep going, and you can start to pulp the flesh, completely taking out large chunks of meat. A source of Lethal damage can eventually just cut away pieces of the body, turning to Aggravated. [This feature is not implemented in Bloodlines.]
Jack saved us from getting dusted. What's he got to say about it?
Hey hey! Look at them potholes! Those'll close up soon enough - better feed though.
Health regenerates for a Vampire, and it regenerates even faster when they feed.
What's the difference? Blood's blood, right?
Well, when it comes to feeding, it's quality blood you're looking for, not the quantity. Bums and lowlife don't pack the same punch that a healthy, well-bred human will. Juicebags with a pedigree: that's the good stuff. But you gotta take what you can get. You ever had a Ph.D., kid? Oh, that's good stuff.
If you say so.
Remember what I said though, don't kill them - least not the innocent ones. You're a monster now, make no mistake - one of the damned and the fallen. You need to hold onto every last shred of Humanity you have.
Listen up, y'all.
Let's say I get a little overzealous... what happens then?
An innocent's an innocent. You kill one, even a worthless bum, even by accident, and it's gonna cost you a piece of your own Humanity, bring you closer to that Beast you got wellin' up inside you.
The "Beast"? What exactly does that mean?
So I can't kill anyone? That seems a little, uh, restricting.
Ah ah ah! I said innocent humans. If some asshole levels a twelve-gauge your way, you drain him, skin him and bash in his skull. Self-preservation is a vital part of Humanity after all. My favorite part, in fact.
I think I follow.
The only way to fight the Beast is to keep in touch with your Humanity, and don't go hungry. It's a fine line.
Got it.
Alright, now go feed. Careful, though... he's gonna drain fast.
Be back in a minute.
Just down the alley to the right we find this poor sucker, and as Jack said, he drains really quick.
As a Ventrue, we run the risk of vomiting up the blood we drain from the homeless and other lesser sources. It doesn't happen this time, though.
Back to Jack.
As a Ventrue, we also cannot gain blood from feeding on rats. The reverse of this is a Nosferatu, who gains double the bloodpoints other clans (excluding Ventrue, who get none) get from feeding on rats.
My clan won't live on something as dirty as rat blood!
I can see why. I'm not down with rodent myself.
Keep it down. Got someone around the way here.
Just one guy?
Not too much of a threat by himself, but you never know if there's more in shoutin' range. You're gonna have to sneak past.
Sneak where?
The building across from us, with the garage door? There's some double doors on the far side. I'll meet you inside. Just stay low and stick to the shadows. And don't let him see you.
I'll do my best. See you in a minute.
Alright, go.
Gone.
Sneaking is a combination of Dexterity and Stealth. That meter on the left indicates the proximity of any enemies and their chances of detecting us if they are looking our way.
Green means we are completely safe, yellow means we might be seen, and red means they will see you if they look in your direction.
An enemies chance of detecting us is directly tied to our Sneaking feat. If we are detected, our enemies will often say as much and come to investigate.
We go around the car to avoid the Sabbat.
Something draws the Sabbat towards the warehouse, but a giant explosion sends him running back. Now that the way is clear, we can get it.
What exploded, and why it didn't trigger any other explosions is a mystery. Inside the warehouse, we find Jack.
That's pretty green.
The Sabbat, you see, they don't have the most rigorous training program. In fact, that poor sod is lucky if he knows he's a vampire.
How can that be?
Ah, he was probably just turned and beaten over the head. They like to do that... make shock troops, cannon fodder. Put him out of his misery.
citybeatnick had an interesting post related to this:
citybeatnik posted:
In the book "Midnight Siege", which covers what happens when Kindred try to take over a city from another sect, it discusses some Ventrue neonate that crunched the numbers and was able to run a statistical analysis about the Sabbat - they Embraced heavily from the gang cultures for their foot soldiers, which led to lots of African Americans and Hispanics. If I recall correctly, he presented this finding to some elders and went "see! If we eliminated the causes of poverty in the area, then the Sabbat wouldn't be able to get their hands on battle-hardened recruits as easily!"
The Ventrue's response to that bit of news was to nod a bit and go "Right, Sabbat have lots of not-whites in it, everyone start funding white supremacist groups!"
That's also the book that has a sidebar discussing what the local Camarilla members do when it realizes it's losing a city - they pump all their resources in to reform campaigns, make sweeping anti-corruption changes (and make sure they stick), and shitcan all of their bought-and-paid-for politicians so they get replaced with honest people.
Then they fuck off for a bit and let the Sabbat slowly realize that they're going to have to sink lots of resources in to re-corrupting the place, during which the Camarilla regroup. The narrator of that section is literally shocked at how underhanded a tactic that is. Of course, the siege of New York by the Camarilla could be viewed as a jaded retelling of the Broken Windows campaign...
Anyway. The writers at White Wolf were never the most subtle when it came to their writing, as some of the books they put out will attest to. An easy shorthand for whether or not a city, canonically in the WoD, is Sabbat-held is to sit there for a moment and wonder "I wonder if there's a large minority population in the city that is not primarily of European stock..." - if the answer is "Yes, it seems to have a large African American/Hispanic community", then it's Sabbat-held.
It's not easy to tell what race these Sabaat footsoldiers are, but that doesn't change the fact that this is the combat section of the tutorial, and we've got to go dust him.
I'll do my best
He is a vampire, so be ready.
I was born ready.
Go get 'im
I'm on it.
At this point in the game, we don't have a real weapon, so we've just got to use our fists. The Unarmed Combat feat is a combination of Strength and Brawl. It directly affects our success in unarmed combat.
There are different attacks depending on which direction we are moving when we initiate our attack.
We can also block our enemies attacks by pressing and holding the Attack Mode key (default TAB).
In most cases where there are heavy sections of combat, you can rely on your sneak skill to get around everything. Sometimes there can be options to talk your way out of fighting. The success in whichever route you choose depends on where you spent your experience.
After dusting that guy, we take his tire iron and head back to Jack.
Sounds like a good strategy.
Alright, head down into the basement, through the grate in there. Keep that tire iron handy. I'll be there in a minute.
Down the passage, we run into a cop, of all people.
This guy gets added into the game when you install the plus patch. His sole purpose is to show off the different types of dialogue skills that can be used.
Red indicates a Domination response, which requires blood to use. Blue indicates a Persuasion response, Pink indicates a Seduction response, and Green indicates an Intimidation Response.
We'll go with Seduction. Why? Because "[m]en are always willing to believe two things about a woman: one, that she is weak, and two, that she finds him attractive."
[Seduction] Most men don't fear me until it's far too late. Wow - smart and sexy....
Th-thank you? Look lady, I don't know what you want but I'm not about to take a bullet for this job.
Just show me the way out.
At this point we get a choice which serves as an example of the choices I'm going to have the thread make. This is essentially a decision of low vs high humanity. Either we send him ahead, into the dangerous unknown, or have him stay back, where it's safe. To demonstrate the consequences of our actions, I'm going with the low humanity option.
Go ahead.
That's a pretty casual strut. Almost like he doesn't even see the Sabbat up ahead.
Choices have consequences. Every shred of humanity we lose brings us closer to the beast.
This is the part of the tutorial that shows off stealth kills. They're one hit kills that look different depending on which melee weapon you have equipped (or if you're unarmed).
Soon after killing that vampire, Jack runs in.
The more, the merrier.
Let's continue on.
This is the section of the tutorial that has the player use their Disciplines.
All vampires have an ability called Bloodbuff. It gives the user a temporary bonus to all of their physical attributes (Strength, Dexterity, Stamina). It's useful in a variety of situations, like picking a lock, that would otherwise be too difficult.
The door up ahead is too difficult for us to pick, so we've got to use bloodbuff to temporarily boost our lockpicking skill.
As a Ventrue, we have three disciplines: Dominate, Fortitude, and Presence.
Fortitude just gives bonuses to soak rolls. Again, Jack catches up with us after killing this vampire.
That circle-effect is what Fortitude does in first person. Jack thought the best way to speak to us is with machinery blocking our view.
I'll meet you over there.
Meet ya there. Don't let 'em catch ya.
No problem.
Our next discipline is Presence.
It's essential fuction is to stun and debuff enemies close to us.
We also have Dominate, which has individual powers at each level. Level two is Brainwipe, which mesmerises enemies close to us until we attack them.
Moving on...
When sneaking, we can distract enemies walking routes by throwing items around.
Throwing one of those empty sardine packets(?) let's us get through the door that Sabbat was guarding.
Did you expect to find anyone else behind it?
So what do we do?
Ah, they probably seen too much. Here... take this thirty-eight. Fuckin' peashooter, but a few shots and it'll take down a human.
Thanks.
Jack speaks the truth. For the most part, you're wasting your time if you use ranged weapons. Even against humans.
Useless against vampires?
Well, yeah, some are more lethal than others, of course. Watch out for those shotguns - ouch - those things can smart, I tell ya.
I hear you.
Okay.
We've been given our first ranged weapon. Ranged combat, a combination of Perception and Firearms, is a feat that affects (predictably) how well you shoot a gun.
When you equip a gun, you will see the ranged combat cursor. It's spread and the speed at which it focuses is a direct result of the value of your Ranged Combat feat.
Let's try it out. Up we go.
I really don't liked ranged weapons in Bloodlines. You always have to wait 2-3 seconds for the reticle to focus and ensure that you get the perfect shot. Even then, melee weapons do just as much (or more, in some cases) damage, and you don't have to worry about ammunition or being backed into a corner when facing someone not using firearms.
Just fuck this. Firearms are so shitty. If someone wants to prove me wrong, I welcome you to show me.
After dispatching with those two gangsters, Jack appears by the elevator.
Until the next night, when the Camarilla finds some way to strike back. Parry, dodge, spin 'n all that. And so on, and so on, and so on...
So this is normal?
Well, to be honest, you came at a, well, an interesting time, let's say. The Camarilla, the Sabbat... well, in LA these are the new kids on the block. There's already plenty o' Kindred had stakes down in California long before them.
Hmmm....
Sure, and here's your gun.
* * *
We've met my favorite character in this update.
Jack is voiced by John DiMaggio
Listen:
Born the year 1611, Jack grew up to be a pirate operating in the Caribbean, and although he would encourage others to believe he was captain, he could never actually rise above the level of second mate. This was because his violent nature and wild temper caused other pirates to distrust him. However, they did admire him for his strength and loyalty to his shipmates.
Jack lived a long time for a pirate and at the age of 40, he retired to Barbados. He had amassed quite a fortune from piracy, and bought himself a pardon. Jack had trouble settling down and ended up on the run from the law after beating up a pompous aristocrat who was rude to him. Jack was found by his sire, a Brujah woman known as Mama Lion, who had been fighting Ventrue expansion in the Caribbean. When Mama Lion offered Jack an eternity of battle against oppression, Jack readily accepted.
Jack has been a proud Brujah and a sworn enemy of the Ventrue ever since. Jack played a part in the Anarch Revolt in Los Angeles against the former Toreador prince, Don Sebastian. Since his days as a pirate, Jack has adopted a biker style and is immensely popular among young anarchs who adore his bold style. He is a master of the celerity and potence disciplines and knows many other tricks. He is an extraordinarily powerful vampire, who disposed of two Sabbat vampires with relative ease. Despite his appearance Jack is not easily provoked in open battle, but his mischievous and under-handed tactics and tricks have made him legendary amongst the younger anarchs.
* * *
Next time, we enter Santa Monica.