ARCHONS AND TEMPLARS PDF

And that is true. Even the Sabbat, for all its pretense of freedom, ultimately functions at the whims of its elders. But, what if the One of the most enduring complaints about Vampire: the Masquerade is that the characters are pawns of forces beyond their control, brought in on the bottom level of an organization run by and for immortals and so eternally doomed to bow and scrape at the whim of people who took their last breath before the French Revolution, or the Black Death, or the Fall of Rome. But, what if the PCs were the law?

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And that is true. Even the Sabbat, for all its pretense of freedom, ultimately functions at the whims of its elders. But, what if the One of the most enduring complaints about Vampire: the Masquerade is that the characters are pawns of forces beyond their control, brought in on the bottom level of an organization run by and for immortals and so eternally doomed to bow and scrape at the whim of people who took their last breath before the French Revolution, or the Black Death, or the Fall of Rome.

But, what if the PCs were the law? The archons get a larger share of the book, in keeping with the Camarilla as the default mode of play, and I really like the results. Archons work for the justicars investigating violations of the Camarilla traditions and collaboration with the Sabbat, shoring up Camarilla defenses in the sect war, and generally function as spies and intelligence officials.

While they often work alone, they sometimes work as teams for larger problems. This produces a mode of Camarilla play very similar to the default play detailed in the Guide to the Sabbat. Archons are autonomous, answering to no one but their direct superiors, and they roam from city to city conducting their business. They sometimes form specific archon coteries, much like Sabbat are organized into packs.

They have the authority to investigate princes and punish crimes against the Masquerade, meaning that a game is more self-directed. I think this is a really appealing premise for a game. The PCs are archons, and the game begins in the middle of an investigation. Do they follow up other leads and try to determine if anyone else is resolved? Do they change gears and assist in a Sabbat invasion? Do they attempt reprisals against the target of the investigation, if it failed, or against their allies, if it succeeded?

In this way, it provides a more Camarilla-style Sabbat game, where the PCs go around upholding the will of the elders on recalcirant packs who think that the Sabbat credo of freedom means they can do whatever they want whenever they want. Four stars for making me think of an entirely new mode of game that I would have never considered before reading it.

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