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Antagonists is a sourcebook on antagonists for The Masquerade, the Mind's Eye Theatre live-action roleplaying game that later became Laws of the Night. The book covers a number of mortal and supernatural antagonists for vampires, with a focus on hunters and the Sabbat, and provides full MET rules for creating characters from these diverse backgrounds. A number of details are drawn directly (albeit in a very condensed format) from The Hunters Hunted, Mummy, the Players Guide to the Sabbat, and the Year of the Hunter sourcebooks The Inquisition and Project Twilight.

Summary[]

From the White Wolf catalog:

Who Hunts the Hunters?
The rainy, darkened street stretches before you, pale arcs from faraway streetlamps reflecting in trash-strew puddles. Behind you echo the footsteps of the hunter. You turn, searching through the fog for a glimpse of your pursuer. Is tonight's adversary mortal or immortal? What fearful powers does she possess? From ahead of you, other footsteps sound, and the creak of a fire escape tells of foes overhead as well. Where will you run when there's nowhere left to hide?
Antagonists features:

Contents[]

Book One: Mortal Antagonists[]

Chapter One: Introduction[]

Guidelines for creating and playing Storyteller characters to serve as effective antagonists.

Chapter Two: Daylight in Darkness[]

Rules for creating and playing mortal characters.

Chapter Three: One the Threshold of Twilight[]

Rules for creating and playing hunters, including descriptions of the Inquisition and twilight agencies.

  • New Mortal Abilities: Homiletics, Hunter Lore, Vampire Lore

Chapter Four: Numina: The Gifts of Enlightenment[]

True Faith, Psychic Abilities and Hedge Magic.

  • Psychic Abilities
    • Clairvoyance: Basic: Secret Glimpses; Intermediate: Whispers of the Hidden; Advanced: Visions of Beyond
    • Divination: Basic: Query; Intermediate: Insight; Advanced: Sapience
    • Telekinesis: Basic: Tip of the Scales; Intermediate: Phantom Arm; Advanced: Floating Form
    • Telepathy: Basic: Emotional Contact, Unheard Thought; Intermediate: Thought Process; Advanced: Unseen Contact, Implant Thought
    • Special Abilities: Send/Receive, Unconscious Telekinesis, Uncontrolled Pyrokinesis
  • Hedge Magic
    • Conjuration
    • Cursing: Basic: Inconvenience; Intermediate: Misfortune; Advanced: Great Curse
    • Ephemera: Basic: Open to the Unknown, Ward; Intermediate: Spirit Call, Forbiddance; Advanced: Pierce The Veil, Dolor
    • Healing: Basic: Soothing Touch; Intermediate: Cure All; Advanced: Hands of Healing
    • Herbalism/Brewing: Basic: Minor Tincture; Intermediate: Potent Concoction; Advanced: Magic Brew
    • Purification: Basic: Cleanse Object; Intermediate: Banish Taint; Advanced: Exorcise, Exorcise the Beast
    • Summoning, Binding and Warding

Book Two: Supernatural Opponents[]

Chapter Five: Shadows in the Light[]

Rules for mummies, the Children of Osiris, and revenants, as well as brief descriptions of several factions of independent ghouls and of roles that werewolves, mages, and wraiths might play in The Masquerade.

  • Mummy Occupations: Architect, Artist, Beggar, Craftsman, Doctor, Farmer, Merchant, Magician, Pharaoh, Priest, Sailor: Fisherman, Warrior
  • Magic Paths
    • Alchemy: Basic: Enhancement of the Creature, Potion of Numbness; Intermediate: Enhancement of the Elder Creature, Perfume of Longing, Elixir of Good Body; Advanced: Potion of Vile Body
    • Amulets: Basic: Mind Ward; Intermediate: Metal Ward, Wood Ward; Advanced: Amulet of Cloud Walking
    • Hekau: Basic: Forgetting the Stone, Naming the Warning, Inviting the Stone In; Intermediate: Become Animal, Command the Thinking; Advanced: Naming the Organ's Destruction, Whispers to My Body
    • Necromancy: Basic: Body Preservation, Revisit Death; Intermediate: Separate Ba; Advanced: Animate Corpse, Reshaping the Lost Soul
  • Bardo: Basic: Restore Humanitas, Banishing Sign of Thoth; Intermediate: Boon of Anubis, Pillar of Osiris; Advanced: Mummification Ritual, Ra's Blessing

Chapter Six: Enlightenment into Darkness[]

A guideline to the Sabbat and its practices, including Ritae, Vaulderie and the Vinculum.

Chapter Seven: Darkness in Ascendance[]

Character creation rules for Sabbat characters, including the Lasombra, Tzimisce, antitribu clans, Ahrimanes and Kiasyd.

Chapter Eight: In Darkness Luminescent[]

Sabbat Disciplines, Abilities, derangements and Paths of Enlightenment, as well as guidelines for storytelling a Sabbat chronicle.

  • Sabbat Disciplines
    • Dementation: Basic: Mind Tricks, Confusion; Intermediate: Eyes of Chaos; Advanced: Total Insanity
    • Mytherceria: Basic: Fey Sight; Intermediate: Faerie Wards; Advanced: Stone Travel
    • Obtenebration: Basic: Shadow Play, Shroud of Night; Intermediate: Arms of the Abyss; Advanced: Shadow Body
    • Spiritus: Basic: Speak With Spirit; Intermediate: Aspect of the Beast; Advanced: The Wildebeest
    • Thaumaturgy
      • Paths: Gift of Morpheus: Basic: Cause Sleep, Mass Slumber; Intermediate: Enchanted Slumber; Advanced: Dream Mastery
      • Rituals: Basic: Blood Rush, Domino of Life, Rotten-wood; Intermediate: Fire In the Blood, Iron Mind, Recure of the Homeland; Advanced: Chill of the Windsaber, Invisible Chains Of Binding, Thirst Unquenchable
    • Vicissitude: Basic: Changeling, Fleshcraft; Intermediate: Bonecraft; Advanced: Horrid Form
  • Sabbat Abilities: Black Hand Knowledge, Blind Fighting, Camarilla Lore, Fire Walking, Fortune Telling, History, Panhandling, Ritual Knowledge, Sabbat Lore, Sewer Lore, Snake Charming, Torture
  • New Sabbat Derangements: Blood Addict, Blood Taste, Confusion, Creation Memory, Handler, Hng-over Helper, Ideology Fanatic, Mercenary, Obsession, Pack Feeding, Paranoid of Ancients, Passion Player, Path Lust, Progenitor, Promise, Ritual Freak, Sect Fanatic, Strangler, Wrist-Slitter
  • The Paths of Enlightenment
    • The Path of Caine
    • Path Traits: Diabolist, Abelite, Self-controlled, Separatist, Scholar
    • The Path of Cathari
    • Path Traits: Creator, Final Death, Materialist, Hedonist
    • The Path of Death and the Soul
    • Path Traits: Excavator, Debater, Discoverer, Passion, Persona
    • The Path of Harmony
    • Path Traits: Protector, Naturalist, Drinker, Dedication, Failure
    • The Path of Honorable Accord
    • Path Traits: Ritualist, Deception, Promise, Obedience, Insult
    • The Path of Power and the Inner Voice
    • Path Traits: Underling, Humiliation, Follower, Interruption, Respect
  • Sabbat Status Traits: Initiated, Proven, Blooded, Battle-Scarred, Undefeated, Feared, Loyal, Devoted, Respected, Blessed, Confirmed, Enriched, Enlightened, Ominous, Hunted, Infamous

Appendix: Masquerade Errata[]

Corrections for The Masquerade Second Edition: derangements, the "fair escape" rule, and influences.

  • Derangements: Amnesia, Crimson Rage, The Hunger, Immortal Terror, Intellectualization, Manic-depression, Multiple Personalities, Obsession, Paranoia, Perfection, Power Madness, Regression, Undying Remorse, Vengeful

Background Information[]

  • Author's Special Thanks is made to the Spumoni family, who taught about live-action roleplaying, and to Jim, Steve, Greg and John.
  • Ads at the back of the book include: Grave Goods (Wraith Product List) and Mage: The Ascension Second Edition (Fall 1995).
  • Despite the art on the cover, the book refers to both The Apocalypse and The Oblivion for information on werewolf and wraith characters instead. Mages are stated to be beyond the scope of the book to outline as adversaries and it would take until 2001 to adapt Mages to MET.

Memorable Quotes[]

(...)

Characters[]

  • Mercedes - Vampire, Example
  • Timothy - Human, Example
  • Scott - Human, Sam's Twin Brother
  • Sam - Scott's Twin Brother, Nosferatu
  • Leopold of Murnau
  • Isis
  • Anubis
  • Set
  • Osiris
  • Khetamon
  • Emily Crow - Tremere Antitribu, trapped by the Arcianist Historical Society
  • Dr. James Elon - Tremere Ghoul, Arcianist Historical Society
  • David Saul Joshua Klein - Tremere Ghoul, Arcianist Historical Society
  • Daron McQuade - Tremere Ghoul, Arcianist Historical Society
  • Father Franklin Deleanor Estenburg - Tremere Ghoul, Arcianist Historical Society
  • Jim/Jack Greenhall - Tremere Ghoul, Dual Personality, Arcianist Historical Society
  • Muricia
  • Sahana - Ahrimane
  • Zeernebooch
  • Marconius
  • Joseph Pander
  • Lord Marcus

Terminology[]

Abbés, Ahrimanes, Alchemy, Amulets, Antitribu, Archbishop, Arcianist Historical Society, Assamite Antitribu, Auctoritas Ritae, auto-da-fe, Ba, Bane Mummies, Bardo, Bishop, Black Hand, Black Spiral Dancers, Brethren of Albertus, Brujah Antitribu, Cardinal, Cenaculum, Censor, Center for Disease Control, City Gangrel, Children of Lazarus, Children of Osiris, Condorierri, Condotierre-General, Country Gangrel, Creation Rites, Crinos, Dementation, Derangement, Diablerie, Fathers of the Good Death, FBI, Fetter, Florentines, Gaia, Gangrel Antitribu, Garou, Ghoul, Gift of Morpheus, Gladius Dei, Hedge Magic, Hekau, Humanity, Ignoblis Ritae, Independent Ghouls, Infernalism, Inquisition, Inquisitors, Inquisitor-General, Ka, Kiasyd, Lasombra, Lupine, Mage, Malkavian Antitribu, Monastery of San Michelle, Monomacy, Mummy, Mytherceria, National Security Agency, Necromancy, Nosferatu Antitribu, Numina, Obtenebration, Office of the Censor, Order of Saint Joan, Order of Saint Peter, Pack, Panders, Path of Caine, Path of Cathari, Path of Death and the Soul, Paths of Enlightenment, Path of Harmony, Path of Honorable Accord, Path of Power and the Inner Voice, Path Traits, Priest, Prisci, Provincial, Psychic Abilities, Ravnos Antitribu, Revenant: Bratovitches, Grimaldis, Obertuses, Zantosas; Ritae, Rituals, Sabbat, Sect of Saint James, Sekhem, Serpents of the Light, Shadowlands, Sisterhood of Saint Claire, Society of Leopold, Sons of Tertullian, Sphere, Spiritus, Status Traits, Stygian, Talons of Black Rage, Templar/Paladin, Thaumaturgy, Theurgy, Toreador Antitribu, Transcendence, Tremere Antitribu, True Faith, Tzimisce, Umbra, Underworld, Undying Heart (Sabbat Artifact), Undying King, Vaulderie, Ventrue Antitribu, Vicissitude, Vinculum, Werewolf, Wraith, Wyrm,

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