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

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THE COIL OF BANES<br />

<strong>The</strong> two major banes of the <strong>Requiem</strong> are fi re and sunlight. Any attempt to conquer the<br />

curse of vampirism must overcome these two obstacles. While no vampire has yet managed<br />

to truly surmount them, the Coil of Banes provides a place to start.<br />

First Tier: Conquer the Red Fear<br />

<strong>The</strong> character gains a +2 bonus to resist fear frenzy triggered by fi re or sunlight. Fear frenzies<br />

triggered by other stimuli occur as normal.<br />

Second Tier: Surmounting the Daysleep<br />

<strong>The</strong> player can spend a Willpower point for the character to remain awake for an entire<br />

day without penalty (though the character must still take precautions to remain out of the<br />

sunlight and “waking” the next night still costs a Vitae). Test pools during the day are still<br />

limited by Humanity (see p. 263). If the character does sleep and is disturbed, add three<br />

points to the player’s wake-up draw.<br />

Third Tier: Sun’s Forgotten Kiss<br />

Sunlight at twilight and dawn causes only bashing damage to the Dragon, rather than<br />

aggravated. After the sun has fully risen, however, its rays cause aggravated damage as usual.<br />

At sea or on a mountaintop, the sun might fully rise within a mere fi ve minutes and take<br />

some time to set (10 minutes). In a dense forest or deep in a city, the sun might rise slowly<br />

(10 minutes) and set quickly (fi ve minutes).<br />

THE COIL OF THE BEAST<br />

<strong>The</strong> Beast seeks always to subsume the Man, which is probably the most serious impairment on<br />

the Coils of the Dragon. If legends are true, the order’s founder struggled with his Beast even before<br />

his Embrace, so it only makes sense that he would have pioneered a means to control it.<br />

First Tier: Chastise the Beast<br />

<strong>The</strong> player spends a Willpower point for his character to resist a frenzy of any kind automatically.<br />

<strong>The</strong> player may choose to draw Resolve + Composure as usual for his character to<br />

resist frenzy, spending the Willpower only if the draw fails.<br />

Second Tier: Lure the Beast<br />

“Riding the wave” does not cost a Willpower point, and it requires a base of only three<br />

successes, not fi ve. All other rules still apply (see p. 257).<br />

Third Tier: Exhaust the Beast<br />

<strong>The</strong> character may spend an hour per night in frenzy (usually doing so under controlled<br />

conditions such as in a locked room or far from mortals). For the sake of game balance, this<br />

hour generally must be taken from play time. For example, the character must arrive at the game<br />

an hour late, or take an hour out of the game later on. For the rest of the night, the character<br />

does not enter frenzy unless she wishes to do so, no matter how strong the trigger is.<br />

DEVOTIONS<br />

<strong>The</strong> rote Disciplines that are common to all Kindred are not the only supernatural capabilities<br />

at their disposal. Every so often, an entirely new Discipline “technique,” formed by a<br />

curious combination of two or more standard powers, emerges from the ranks of the undead.<br />

Like standard Disciplines, these techniques — called Devotions — can be learned from or taught<br />

to other Kindred in much the same time frame and manner as the broader powers from which<br />

they originate. Any vampire with the appropriate prerequisite Discipline dots can, in theory,<br />

develop the Devotions for which he qualifi es. It’s simply a matter of time and effort.<br />

Some claim to have truly secret Devotions, however, and the claim does have some basis<br />

in truth. Kindred may fi nd themselves incapable of developing some of the more esoteric<br />

techniques without a learned mentor at their side. Indeed, not all Kindred have even heard<br />

210<br />

chapter two: character

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