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

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character creation<br />

All vampire characters receive the Blood Potency advantage at one dot for free. Blood Potency<br />

can be increased with Merit-point expenditure at a rate of three to one at character creation. That<br />

is, a player may spend three of his character’s seven Merit points for Blood Potency 2, or spend six<br />

of his character’s seven Merit points for Blood Potency 3. Blood Potency is described on p. 127.<br />

STEP SIX: SELECT MERITS<br />

A beginning character has seven dots worth of Merits, which may be distributed at the player’s<br />

discretion. <strong>The</strong>se traits should fi t the character concept — a Daeva socialite isn’t likely to have the<br />

Stunt Driver Merit, for example, unless her background involves it somehow. A Storyteller may<br />

encourage or disallow certain Merits, or even provide a dot for free (perhaps representing a political<br />

contact crucial to the chronicle). <strong>The</strong> fi fth dot in any Merit costs two dots to purchase.<br />

STEP SEVEN: DETERMINE ADVANTAGES<br />

Rules regarding advantages can be found on pages 43-54 of the Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook.<br />

What follows concerns itself less with game mechanics and more with the importance<br />

of certain advantages to vampire characters.<br />

WILLPOWER<br />

<strong>Vampire</strong>s lead unlives of constant struggle, fi ghting against their base, predatory natures<br />

to retain control of their slipping connections to humanity. Fighting the Beast within them<br />

calls for a measure of self-reliance often lacking in ordinary mortals, making large amounts of<br />

Willpower a great value. <strong>Vampire</strong>s’ dangerous emotional situations can lead to violent, mindless<br />

frenzy (p. 253), and they hold their bestial tendencies in check through sheer force of will.<br />

<strong>Vampire</strong>s’ experience points can be spent to recoup lost Willpower dots. See p. 121 for<br />

more information on spending experience.<br />

A player may spend Vitae in the same turn in which he spends a point of Willpower. For<br />

more on spending Vitae, see pp. 218-221.<br />

HUMANITY<br />

After the Embrace, a vampire begins to lose touch with those elements of her nature that<br />

make her human. <strong>The</strong>se qualities erode over time as the vampire becomes more jaded and<br />

the world evolves without her. For this reason, the concept of Morality as outlined in the<br />

Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook is replaced with Humanity here.<br />

As an optional rule, Storytellers may allow those players applying the vampire template<br />

during character creation to trade dots of Humanity for experience points. This trade-in<br />

refl ects some heinous past behavior the vampire engaged in and learned from (accounting<br />

for the added experience points), but which also scarred her deeply (explaining the loss in<br />

Humanity). At the Storyteller’s discretion, players may sacrifi ce one dot of Humanity for fi ve<br />

experience points, dropping their characters’ Humanity scores to as low as fi ve (for a maximum<br />

of 10 extra experience points).<br />

VIRTUES AND VICES<br />

<strong>The</strong> Virtues and Vices available to mortal characters are the same as those available to<br />

vampires, though they manifest in different ways. For instance, a character who suffers the<br />

Vice of Wrath might be prone to frenzy, while one indulging in Gluttony might leave a trail<br />

of exsanguinated bodies in her wake, fi nding it diffi cult to stop feeding before victims’ hearts<br />

stop. On the other hand, a character with the Virtue of Hope might dedicate his nights to<br />

achieving Golconda, while a character with the Virtue of Justice might carefully choose his<br />

victims from among those deserving punishment (such as rapists or murderers), becoming<br />

a crusader of the night.<br />

117

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