Antagonists (MET)

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:
 * Complete rules for mortals, including rules and roleplaying notes for the Inquisition, government agents and independent hunters.
 * Updated Numina, with rules for using True Faith, Hedge Magic and psychic powers.
 * And finally, the long-awaited and complete character creation rules for the Sabbat!

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.

Chapter Four: Numina: The Gifts of Enlightenment
True Faith, Psychic Abilities and Hedge Magic.

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.

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, 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.

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