By Jess Heinig, Ree Soesbee
Clanbook Tremere Vampire The Masquerade white wolf
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Extra resources for Clanbook: Tremere (Vampire: The Masquerade Clanbooks)
Requirements To qualify to become a deceiver (Dec), a character must fulfill all the following criteria: Alignment: Any non-lawful and non-good. 43 Chapter Three: Spillers of Blood Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex). Skill Points at Each Level: 8 + Int modifier. area, requiring another Charisma check to find a new safe location.
Dominic’s Compassion: Dominic was acting in a rare, almost unique moment of compassion. In one of their many inscrutable moments, however, the Mists rose from the Sea of Sorrows just as the ship was coming into view of Ludendorf’s port. As they parted again, the proud sailing ship smashed into the jagged rocks south of Armeikos, on the island of Liffe. Most of the ship’s crew and passengers perished, but miraculously both Angelique and Bertrand (or perhaps just Angelique) survived. It became apparent that travel from the eternally Mistbound island was impossible, so they eventually settled in with the local population.
Contacts (Ex): Starting at 2nd level, a deceiver has established an extensive network of informants, friends, dependents and hangers-on from whom he can gain information and aid. The deceiver obtains this aid with a combination of camaraderie, threats, extortion and cajolery, all made in the form of a Charisma check. The precise nature of the aid is up to the deceiver, but the DM must determine the DC of the check in each case and the assistance generally applies only to one isolated event or job lasting up to one week at most.