Next video is up: Clan Ventrue.
Clan Introduction: Ventrue.ImageHistorically, Seattle has been the site of many industrial booms, and of course, the Ventrue have been there to capitalize on its fortunes. As more and more billion-dollar corporations shape the local and global landscape, enterprising Ventrue have entrenched themselves in the businesses of the 21st century, paving the way for a prosperous future for their clan… and making enemies of the residents who preferred the way things used to be.
The blood of rulers has flown in the veins of the Ventrue since time immemorial - be they high priests, emperors, investment bankers, or chairmen of the board. No surprise then that lineage and loyalty are held in high esteem; even less that others might mistake them for pompous nepotists. The Clan of Kings sees the truth: they are the architects of vampire society, the guardians of the Masquerade. In these modern nights, they are the only thing to stand between the Kindred and extinction. Knowing this, how could they not stick together, to better weather the onslaught? To command the right to rule, for everyone's betterment? And to swiftly deal with anyone to fall short of these exacting standards?
Disciplines:
Dominate
Guardians of the Masquerade and Princes of uncounted cities, it runs in the Ventrues’ blood to be obeyed. Their signature Discipline allows them to Dominate the actions and memories of others.
Dominate: Mesmerize:
(Blood Cost: 3), the primary Dominate power, allows the Ventrue to place one NPC in a brief hypnotic trance. The person so affected is oblivious to the world around them, ignoring sound, touch and even pain. The • • slot intensifies Mesmerize’s effect.
Dominate: Command:
(Blood Cost: 0), the secondary Dominate power, significantly extends the Ventrue’s control over the Mesmerized NPC. They can now be ordered to move, remove obstacles, or even attack others. The • • • • and • • • • • slots upgrade Command.
Using Dominate powers is not a Masquerade violation.
Fortitude
Few things truly worry the vampire who masters Fortitude, the Discipline of physical resilience. After all, why fear the battle when you are certain to outlast your foe?
Fortitude: Absorb:
(Blood Cost: 2), the first active, allows the vampire to take a brief defensive stance in which they may deflect all attacks they can see, healing their wounds for every would-be strike. The • • slot increases Absorb’s effects.
Fortitude: Personal Armour:
(Blood Cost: 2), the second active power, hardens the vampire’s skin into a stone-like barrier. The • • • • and • • • • • slots upgrade this power to the point where a true master becomes impervious to attacks, causing attackers to stagger back from the recoil of their own strikes.
Allowing a mortal to witness your Fortitude under attack is a Masquerade Violation.
The Dominate disciplines seems much more interesting from how it was in VtMB1. I think in the first game it mostly made people forget what was going on and was present more in dialogue then in actual gameplay. Command mentions being able to get NPCs to move obstacles as well as attacking people which puts to mind things like dominating a security guard to open a locked door and the like.
Fortitude seems more interesting as well. Whereas previously it game additional points of soak (armour), in VTMB2 Absorb seems more like a counter ability and Personal Armour, while giving more defense, also allows for staggering which makes it more than just being able to stand there taking damage for longer.
After the Ventrue, there's one other clan listed to be revealed still. The remaining clans are Gangrel, Nosferatu and Malkavian, unless they plan to add a clan that wasn't playable in the first game.
Edit: I'll also mention.
Paradox have a channel here that has ~30 minute talky videos about the clans, though I haven't watched any of them to be able to say what they're like.