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

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• <strong>The</strong> Carthians: Members of the Carthians may purchase the Allies, Contacts, Haven<br />

and Herd Merits at half the normal experience-point costs (rounding up). This cost break<br />

does not apply to purchases of these Merits during character creation.<br />

• <strong>The</strong> Circle of the Crone: Members of the Circle of the Crone may learn the Discipline<br />

of Crúac.<br />

• <strong>The</strong> Invictus: Members of the Invictus may purchase the Herd, Mentor, Resources and<br />

Retainer Merits at half the normal experience-point costs (rounding up). This cost break does<br />

not apply to purchases of these Merits during character creation.<br />

• <strong>The</strong> Lancea Sanctum: Members of the Lancea Sanctum may learn the Discipline of<br />

<strong>The</strong>ban Sorcery.<br />

• <strong>The</strong> Ordo Dracul: Members of the Ordo Dracul may learn the Coils of the Dragon.<br />

FAVORED ATTRIBUTES<br />

<strong>The</strong> Embrace forces drastic changes upon the human body, altering its aspects to that of a<br />

vampiric predator. While all vampires possess the same vulnerability to fi re and the need to<br />

consume blood, their bodies adapt more subtly based on the blood of their sires. Each clan<br />

has adjusted somewhat differently to the rigors of the Embrace, choosing a divergent path of<br />

development toward becoming a more successful predator breed. <strong>The</strong>se adaptations are carried<br />

through the blood of the clan, altering the natural abilities of newly Embraced childer.<br />

Each clan has a pair of favored Attributes, enjoying a more acute development of certain<br />

natural aspects of the body. Once a clan is chosen, choose one Attribute from a clan’s favored<br />

pair and add one dot to it.<br />

116<br />

Clan Favored Attributes (choose one)<br />

Daeva Dexterity or Manipulation<br />

Gangrel Composure or Stamina<br />

Mekhet Intelligence or Wits<br />

Nosferatu Composure or Strength<br />

Ventrue Presence or Resolve<br />

DISCIPLINES<br />

When vampires are Embraced, their sires teach them certain blood-based mystical powers<br />

known as Disciplines. Disciplines are those mysterious and often terrifying capabilities that<br />

the Kindred can manifest at will. Taking the shape of an animal, running at superhuman<br />

speeds or bending a victim’s will to one’s own are examples of Disciplines in use.<br />

Each character begins with three dots of Disciplines, which can be allocated as the player<br />

chooses. At least two dots must be devoted to a character’s clan Disciplines, however, before<br />

any thought is given to an out-of-clan or bloodline Discipline. (That is, you may choose to<br />

spend two dots on clan Disciplines and a single dot on an out-of-clan or bloodline Discipline,<br />

but not two dots on out-of-clan or bloodline Disciplines and only one on a clan Discipline.)<br />

Each clan description that appears later in this chapter lists the Disciplines practiced by that<br />

lineage, along with some of the more prevalent bloodline variations.<br />

BLOOD POTENCY<br />

A character’s Blood Potency represents how much innate, mystical power has concentrated<br />

within her dead veins. Characters with high Blood Potency possess both great mastery over<br />

their Vitae and much inherent potential in that Vitae. Characters with low Blood Potency are<br />

either unpracticed or their Blood is so young or inert as to have little connate potential.<br />

chapter two: character<br />

2.1 — FAVORED ATTRIBUTES BY CLAN

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