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

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lood potency • merits • haven<br />

brought on by the Embrace. While the Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook describes Merits in<br />

greater detail and provides lists of examples, vampires are removed somewhat from mortal<br />

society and often require unique or specialized Merits.<br />

What follows are traits designed solely for vampires, allowing players to further distinguish<br />

their characters from ordinary mortals and other nonhuman beings. <strong>The</strong>se Merits are available<br />

at character creation and during the course of the chronicle. <strong>The</strong> fi rst instance assumes<br />

that your vampire character is already Embraced at the beginning of play or is Embraced very<br />

soon afterward. (It’s not possible for a strictly mortal character to have the following traits<br />

as presented here.)<br />

HAVEN (• TO •••••; SPECIAL)<br />

Effect: A haven is a place where a vampire sleeps, protected from the sun during the deadly<br />

daylight hours. Legends tell of vampires in dark, twisted citadels on high mountain peaks,<br />

complete with labyrinthine catacombs, but the reality is far less grandiose. In truth, a haven<br />

can be as simple as a sewer or an abandoned warehouse or a crate in a forgotten storage closet,<br />

as long as it is undisturbed between dawn and dusk.<br />

All havens are not created equal. A warehouse might have plenty of space and proximity<br />

to a signifi cant amount of prey, but it might not be secure against unwanted visitors. An<br />

abandoned subway car in a long-forgotten tunnel has space and adequate security, but it<br />

might be so far out of the way that fi nding prey is diffi cult. Great time and effort is spent<br />

fi nding suitable havens, and their value is represented by three factors — location, size and<br />

security. Players who choose this Merit must also choose how to allocate these three factors<br />

when spending points. For instance, two points may be spent on Haven Location, with a<br />

third spent on Haven Security.<br />

A good Haven Location makes it easier for a vampire to feed. A haven with many dots<br />

in this category might be close to several nightclubs or bars that do considerable nighttime<br />

business, while one with few dots might simply be close to a bus or train station that brings<br />

travelers on a regular basis. Each dot of Haven Location grants a +1 bonus on hunting draws<br />

for the character who controls it and any whom she allows in. Havens without any dots in<br />

Location are suffi ciently secluded so as to not provide any bonus.<br />

Haven Size is important to characters who need a place to safely store their possessions and<br />

valuables. A haven with no dots in Haven Size is just large enough for its owner and perhaps<br />

a single companion, with minimal if any storage capacity — the aforementioned crate in the<br />

forgotten storage closet, or a cramped apartment. By spending points to increase a haven’s<br />

size, a player allows for accoutrements and personal effects. Larger havens can be anything<br />

from mansions to mountain hideaways to vast subterranean catacombs. Note, however, that<br />

havens of considerable size are not necessarily easy to maintain.<br />

• A small apartment or underground chamber; 1-2 rooms<br />

•• A large apartment or small family home; 3-4 rooms<br />

••• A warehouse, church or large home; 5-8 rooms, or large enclosure<br />

•••• A abandoned mansion or network of subway tunnels; equivalent of 9-15<br />

rooms or chambers<br />

••••• A sprawling estate or vast network of tunnels; countless rooms or chambers<br />

Of course, Haven Location and Haven Size do not prevent rival vampires from attempting<br />

to fi nd and steal choice havens, nor do they prevent intrusion by mortals (police, criminal<br />

organizations, social workers). Players of characters who wish to ensure privacy and safety may<br />

choose to spend points on Haven Security, thus making it diffi cult for others to gain entrance.<br />

Havens with no dots in Haven Security can be found by those intent enough to look, and offer<br />

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