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

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character creation<br />

of her planned chronicle. Preludes concerning the Embrace might take this decision out of<br />

your hands entirely, basing it solely on the Storyteller’s discretion.<br />

When choosing a clan, you might wish to choose a specifi c bloodline that deviates slightly<br />

from the norm, a subset of your vampiric family that holds to different ideals and behavioral<br />

standards. Be sure to confer with your Storyteller before making such a decision, as certain<br />

bloodlines might not be allowed in her chronicle, or might not exist at all. Alternatively, it is<br />

possible to create an entirely new bloodline, provided your Storyteller approves.<br />

COVENANT<br />

A covenant is more social than familial, concerned with a character’s worldview and relationship<br />

to other Kindred rather than the advantages and bonds of the Blood. Each of these<br />

societies seeks different goals using (sometimes dramatically) diverse methods, all sure in the<br />

knowledge that their way is “right,” or at least more right than all the others. Covenant is<br />

not governed by clan or sire, though childer often begin their <strong>Requiem</strong>s in the covenants of<br />

their sires, either out of familiarity or promise of Status.<br />

If a covenant is chosen during character creation, there is no reason it can’t be changed<br />

as a character comes to more fully understand her place in the world. While a character’s<br />

covenant is not set in stone, those who change allegiances are often viewed with suspicion<br />

and might have diffi culty gaining trust or status within the new social hierarchy. Characters<br />

who attempt to “covenant hop” in order to learn the proprietary secrets of each covenant<br />

discover very quickly that as much as different covenants may dislike each other, they all<br />

share one common hatred: traitors. And that is exactly the label applied to characters who<br />

attempt to change covenants solely in pursuit of power. If there is one thing no Kindred<br />

will permit, it is traitors in possession of their secrets. So while switching covenants is by<br />

no means an automatic death sentence, characters can certainly expect reprisals as harsh as<br />

they are swift against themselves and their students if they dare to teach outsiders their old<br />

covenant’s secrets. Discretion is therefore essential for those who have switched covenants, if<br />

only to reassure members of their former covenant that they are not sharing any information<br />

they shouldn’t be.<br />

So in the end, don’t come crying to your Storyteller if your “clever” scheme to have your<br />

character repeatedly switch covenants in order to become an über-vampire with mastery of<br />

all their proprietary secrets like Crúac, the Coils of the Dragon and <strong>The</strong>ban Sorcery instead<br />

results in your character being destroyed by a vampiric lynch mob long before your master<br />

plan is close to complete. After all, the members of these covenants are perfectly within their<br />

rights to attempt to discredit or destroy those who seek only their powers and disregard their<br />

actual teachings. Covenants are social groups of Kindred with their own rules, beliefs and<br />

traditions — they are not simply the means to provide your character with cool superpowers.<br />

You have been warned.<br />

Your character’s covenant need not be chosen at character creation, though your concept<br />

should give some clue as to which covenants are most or least comfortable. Storytellers may<br />

disallow this choice at the start of a chronicle, intending characters to handle this decision<br />

during play. A character who chooses not to have even nominal membership in a covenant at<br />

all is considered unaligned. <strong>The</strong>se apolitical Kindred receive no special benefi ts, but neither<br />

are they beholden to superiors or bound to act according to a particular dogma.<br />

Covenants grant certain benefi ts to their members. A character must have at least a single<br />

dot worth of the Status Merit in a covenant (see p. 133) to avail himself of its benefi ts. Note<br />

that a character may still be considered a member of the covenant without purchasing the<br />

Status Merit. While part of the covenant, he is simply not fully trusted or initiated yet. Covenant<br />

advantages are as follows:<br />

115

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