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

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• Bonuses or penalties to test pools based on circumstance. <strong>The</strong>se lists are not exhaustive,<br />

just a few commonly encountered situations that a character using the Discipline might<br />

experience. As always, the Storyteller is free to modify these circumstances in any additional<br />

ways he sees fi t.<br />

• Other specifi c details that need to be described in game terms.<br />

A character may use only those Discipline powers that are available at her level of mastery of<br />

a given Discipline, and below. <strong>The</strong>refore, a character with Dominate 3 can use the Discipline’s<br />

one-, two- and three-dot powers.<br />

Elders speak of mighty powers becoming available once a Kindred’s Blood Potency reaches<br />

a certain degree. <strong>The</strong> one- through fi ve-dot powers of a given Discipline always produce the<br />

listed effects, but some elders insist that once a vampire’s potential with a Discipline reaches<br />

a certain point, she may break from the static incarnations of a given Discipline and manifest<br />

powers with her own personality invested in them. That is, mystic wisdom suggests that there<br />

is no hard-and-fast six-dot power for Auspex, for example, and that a Kindred who masters<br />

Auspex at such a high level creates her own unique application. Tales of such powers are<br />

unreliable, though. <strong>The</strong> nature of Blood Potency is fl uid enough that what a Kindred masters<br />

one night can vanish if he sinks into torpor and forgets what he once knew.<br />

Discipline Options<br />

Some Discipline descriptions include sections marked “Discipline Options,” which present<br />

alternate ways of handling a particular power, whether in terms of system mechanics, game<br />

fl avor or some combination of the two. <strong>The</strong>se should be considered optional rules. <strong>The</strong>refore,<br />

players should not assume they are in effect unless they receive appropriate confi rmation.<br />

<strong>The</strong> rationale behind the use for an individual Discipline option is provided in many cases,<br />

in order to help indicate when Storytellers might wish to consider implementing it, as well<br />

as some potential complications.<br />

In many instances, Discipline options are concerned less with mechanics and more with<br />

fl avor, giving players alternatives designed to further customize their concept and help make<br />

their Kindred characters as memorable as possible. While options should be open to any<br />

character who meets the requirements, players should think hard before they decide to use an<br />

optional rule. Do they really want it because it’s what their character would have developed,<br />

or are they after it simply because it’s new and different?<br />

152<br />

RECONCILING LIVE-ACTION AND TABLETOP<br />

Troupes familiar with <strong>Vampire</strong>: <strong>The</strong> <strong>Requiem</strong> will notice some differences in<br />

the Disciplines presented here and those in that volume. This is not done to<br />

create dissonance, but simply to take into account the differing realities of play<br />

involved in the two systems. What works very well in a tabletop setting could take<br />

on completely different dimensions in live-action, while a power that functions<br />

well in live-action might prove of very little help in a tabletop environment. For<br />

example, in tabletop play a power that affects everyone in the room isn’t usually<br />

a problem — it only affects perhaps one or two other players, if that. <strong>The</strong> rest<br />

of the people in the room are created and played entirely by the Storyteller.<br />

However, in live-action play that same power has a much bigger scope, since it can<br />

potentially affect the roleplaying of twenty or more other players in addition to<br />

any Narrator characters present. Since players’ characters are by defi nition rather<br />

exceptional, this could make the power a great deal more potent than it was<br />

originally intended to be, and so a rules adjustment would be made to account<br />

for this sort of difference.<br />

chapter two: character

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