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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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All characters begin with one dot in each Attribute, refl ecting the basic capabilities of all<br />

human beings. <strong>The</strong> priorities established in the preceding paragraph determine how many dots<br />

are allocated for each Attribute cluster. Five additional dots are added to the primary group,<br />

four additional dots to the secondary group and three dots to the tertiary group. For example,<br />

the scrawny intellectual mentioned previously would have fi ve dots in his Mental category,<br />

four in his Social and three in his Physical category, while the tactless brute would have fi ve<br />

dots in his Physical category, four in his Mental and only three in his Social category.<br />

<strong>The</strong> fi fth dot in any Attribute costs two dots to purchase. So, a player who wants his character<br />

to have a Dexterity of 5 needs to spend fi ve dots. (He starts with one free dot, spends<br />

three more to achieve a score of 4, and then spends two more for the fi fth dot.)<br />

STEP THREE: SELECT SKILLS<br />

Skills are divided into the same three subcategories as Attributes: Mental, Physical and<br />

Social. Mental Skills rely on knowledge of the world and are improved through study and<br />

practical application. Physical Skills rely on training, improved mainly through practice and<br />

repetition. Finally, Social Skills rely heavily on interpersonal experience and improve through<br />

interaction with others or through trial and error.<br />

Like Attributes, Skill groups must be prioritized during character creation. Players should<br />

select primary, secondary and tertiary categories for their Skills. <strong>The</strong> primary group receives<br />

11 dots, the secondary group gets seven, and the tertiary group receives four. Note that, unlike<br />

Attributes, characters do not begin the game with an automatic dot in any Skill, as Skills<br />

dots are obtained through dedication to a fi eld, not natural talent alone. As before, the fi fth<br />

dot in any Skill costs two dots to purchase.<br />

STEP FOUR: SELECT SKILL SPECIALTIES<br />

While characters might have considerable training in Firearms or expertise in Medicine,<br />

they excel in certain aspects of these Skills more so than in others. For instance, Shane<br />

might have a special profi ciency with pistols but not with rifl es or mounted guns. He might<br />

understand the basic principles of using these fi rearms, but the bulk of his training has been<br />

with his favorite pistol. Represented in game terms, such a character may have three dots in<br />

Firearms, with a Specialty in 9mm automatic pistols.<br />

Players choose three Skill Specialties during character creation. <strong>The</strong>se should be very specifi c,<br />

though players may choose more than one Specialty for any given Skill. So, using the previous example,<br />

Shane might have Specialties in both 9mm automatic pistols and 12-gauge shotguns.<br />

STEP FIVE: ADD VAMPIRE TEMPLATE<br />

Here is where your character sloughs off her mortal coil and truly becomes a creature of<br />

the night. <strong>The</strong> Embrace changes a character into something no longer mortal, endowing her<br />

with special abilities and unique advantages unimagined in her previous existence. Aside from<br />

entering a new world based on clan and covenant, supernatural changes affect her Attributes<br />

and allow her access to the powers of the Blood.<br />

CLAN<br />

A character’s clan serves as a sort of extended family of the night, bound by lineage and<br />

responsible for certain similarities among its members. <strong>Vampire</strong>s are always of the same clan<br />

as the sires that Embrace them, though it is possible to later start a new bloodline that deviates<br />

slightly from other close blood relations. Examine the fi ve clan descriptions presented (see<br />

pp. 136-150), and determine which clan to which you want your character to belong. Your<br />

Storyteller may place restrictions on your choice at the start, depending on the limitations<br />

114<br />

chapter two: character

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