Vampire: The Masquerade - Bloodlines

Vampire: The Masquerade - Bloodlines

Creeper Feb 17, 2016 @ 3:30am
How powerful are 'abominations' (garou or otherwise) supposed to be?
I've never played the tabletop game, but I've read up on it extensively. Just curious as to what powers abominations are supposed to have that make them so (apparently) scary.
< >
Showing 1-6 of 6 comments
Heated Water Feb 17, 2016 @ 6:39am 
From memory they just combine were and vampire abilities. The ones that survive that is. Now, a werewolf in Crinos (wolfman) form, with Celerity and Potence, is a pretty disturbing thought. But the main thing that makes them scary is that a were considers such an existance appalling, and vampires are scared of weres.
Creeper Feb 17, 2016 @ 6:42am 
Originally posted by Heated Water:
From memory they just combine were and vampire abilities. The ones that survive that is. Now, a werewolf in Crinos (wolfman) form, with Celerity and Potence, is a pretty disturbing thought. But the main thing that makes them scary is that a were considers such an existance appalling, and vampires are scared of weres.
I see, thank you.
Bebop Feb 23, 2016 @ 9:05am 
werewolves are faster, stronger, hit way harder and take a beating til death. Vampires don't fight werewolves one on one. Unless they have an ace up their sleeve. Otherwise it's gorilla tactics and hit n run.

Also Silver. Silver anything forces them to heal slowly at a normal human rate instead of quickly.

In the tabletop, there are a few games younger wreckless vampires play on werewolves to ignite chases, wars etc.

And as to your question Abominations are stupdily over powered, but their ties to Gaia is severed and no werewolves would take them in cause of their vampiric ties to the wyrm. So most abominations go wreckless till death or commit suicide because they cant cope being out of the pack and or on the outs with their Goddess.
Creeper Feb 23, 2016 @ 10:19am 
Originally posted by Bebop:
werewolves are faster, stronger, hit way harder and take a beating til death. Vampires don't fight werewolves one on one. Unless they have an ace up their sleeve. Otherwise it's gorilla tactics and hit n run.

Also Silver. Silver anything forces them to heal slowly at a normal human rate instead of quickly.

In the tabletop, there are a few games younger wreckless vampires play on werewolves to ignite chases, wars etc.

And as to your question Abominations are stupdily over powered, but their ties to Gaia is severed and no werewolves would take them in cause of their vampiric ties to the wyrm. So most abominations go wreckless till death or commit suicide because they cant cope being out of the pack and or on the outs with their Goddess.

Yeah, I get that they're really powerful, but it was the specifics of their power that I was interested in. Like, what makes them so overpowered.
Roland Kincaid Feb 27, 2016 @ 6:57pm 
Actually, abominations both from a gaming angle as well as in universe view are not really powerful. They lose a lot more than they gain from being embraced, as well as being little more than a rabid dog at that point. The reason being Gaia put in a rather powerful safeguard against that sort of thing happening (though it tends to work much better for other changing breeds).

The loss of their spiritual connection, gnosis, stepping sideways is a huge hit. The fact they lose out on being a part of a pack is another. Lastly, a Ronin (lone wolf garou) or even a Black Spiral Dancer has more in common with a Gaiain than an Abomination.

One on one an abomination can definitely be a huge threat. Though even that gets diminished due to the tools and strengths one following gaia has over one that lost its connection to the spirit world.

So the trade off for the embrace?

Well they can get a little stronger, maybe a little tougher and maybe a little quicker initially. They quickly lose this though when one factors in the sheer number of gifts and fetishes a garou has at hand and can even develop towards. They also lose the natural ability to heal as werewolves and must heal like Vamps (i.e. use blood).

The tend to be able to gain some vampiric blood abilities and in some rare cases Wyrm spirit gifts, but they lose out completely on being able to maintain gnosis use (the power used to fuel garou gifts) and eventually are stuck with blood powers which tend to be inferior when compared to the potential gifts the garou could have gotten.

They also can live theoretically longer...but then they have the sunlight issue (as well as still being vulnerable to silver) as well as the inherit madness as they have had half of who and what makes them what/who they are erased from existence for eternity. Harano (a form of depression multiplied by a thousand) affects them on top of being just bat crap insane.

So I would say they aren't actually very powerful. They could potentially be made powerful, but I would argue any equivalent powerful Kindred or Garou would be more than prepared to handle it (let alone a pack). They are found to be mostly tragic figures in WtA games/world. Whether it came about by their own greed or being a victim.
Last edited by Roland Kincaid; Feb 27, 2016 @ 7:30pm
Creeper Feb 28, 2016 @ 2:45am 
Originally posted by Armaggon:
Actually, abominations both from a gaming angle as well as in universe view are not really powerful. They lose a lot more than they gain from being embraced, as well as being little more than a rabid dog at that point. The reason being Gaia put in a rather powerful safeguard against that sort of thing happening (though it tends to work much better for other changing breeds).

The loss of their spiritual connection, gnosis, stepping sideways is a huge hit. The fact they lose out on being a part of a pack is another. Lastly, a Ronin (lone wolf garou) or even a Black Spiral Dancer has more in common with a Gaiain than an Abomination.

One on one an abomination can definitely be a huge threat. Though even that gets diminished due to the tools and strengths one following gaia has over one that lost its connection to the spirit world.

So the trade off for the embrace?

Well they can get a little stronger, maybe a little tougher and maybe a little quicker initially. They quickly lose this though when one factors in the sheer number of gifts and fetishes a garou has at hand and can even develop towards. They also lose the natural ability to heal as werewolves and must heal like Vamps (i.e. use blood).

The tend to be able to gain some vampiric blood abilities and in some rare cases Wyrm spirit gifts, but they lose out completely on being able to maintain gnosis use (the power used to fuel garou gifts) and eventually are stuck with blood powers which tend to be inferior when compared to the potential gifts the garou could have gotten.

They also can live theoretically longer...but then they have the sunlight issue (as well as still being vulnerable to silver) as well as the inherit madness as they have had half of who and what makes them what/who they are erased from existence for eternity. Harano (a form of depression multiplied by a thousand) affects them on top of being just bat crap insane.

So I would say they aren't actually very powerful. They could potentially be made powerful, but I would argue any equivalent powerful Kindred or Garou would be more than prepared to handle it (let alone a pack). They are found to be mostly tragic figures in WtA games/world. Whether it came about by their own greed or being a victim.
Ah, this what I was looking for - thanks so much!
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Feb 17, 2016 @ 3:30am
Posts: 6