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

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Vitae does not change a character’s damage limits in any way and only changes test pools,<br />

not the actual Attributes themselves.<br />

Example: Eamon is beset by three foolish street thugs who think they can mug him walking through<br />

the park one night. Eamon feels reluctant to endanger the Masquerade by using Disciplines, so he<br />

resolves to give the thugs a thorough but still mundane thrashing. Picking up a stout branch from the<br />

ground nearby as the young toughs advance (and wishing he had his broadsword instead), Eamon calls<br />

on the Blood.<br />

Thanks to his Blood Potency of 6, Eamon can expend three Vitae in each turn. He fed earlier in the<br />

night, so he has a full 15 Vitae. Eamon sees that all three punks carry guns, so he decides that his fi rst<br />

priority is to not get shot. Three Vitae are pumped into his Strength, raising his test pool by six. This<br />

tremendous boost deals quite a drubbing to one of the thugs. <strong>The</strong> additional Strength (Eamon’s player<br />

turns over three Vitae slips to the Narrator.) On the next turn, Eamon’s player spends two more Vitae,<br />

again boosting his damage as he pounds another one of the hooligans senseless. <strong>The</strong> stoic Gangrel doesn’t<br />

mind expending so much Vitae on the fi ght. After he batters the punks unconscious, he plans to restore<br />

his losses from their veins.<br />

HEALING WOUNDS<br />

A vampire can also use Vitae to heal wounds. See p. 244 for details, as the subjects of wounds<br />

and healing are signifi cantly different for Kindred than they are for mortals. Spending Vitae to<br />

heal wounds is a refl exive action that doesn’t require a character to wait for her Initiative.<br />

DISCIPLINE USE<br />

Most Disciplines do not cost Vitae to use. Some of the most formidable powers do, however,<br />

as do the rituals of Crúac, Devotions and the rare, exotic Disciplines known to some<br />

bloodlines. See each power or ritual to see how much they cost.<br />

BLOOD ADDICTION<br />

Even mortals can taste the stolen life that charges them with power and turns them into<br />

ghouls (see p. 233). That power makes Vitae the most delicious taste in the world. What<br />

could satisfy more than life itself? Stolen fruit is always sweetest. Anyone — mortal, animal,<br />

vampire or other — who drinks a vampire’s blood risks becoming addicted to it. <strong>The</strong>y want<br />

to taste that power again. A character might know perfectly well that this bloodthirst could<br />

enslave him, maybe even destroy him, but knowing doesn’t make the thirst easier to resist.<br />

Just like an alcoholic offered a shot of whiskey, it’s all too easy to swear that you’ll quit<br />

— after this one.<br />

In rules terms, any time a character who has imbibed Vitae receives a chance to do so<br />

again, the player draws Resolve + Composure. A single success allows the character to resist<br />

the temptation.<br />

<strong>The</strong> more one gives in, the harder it is to exercise self-control. Each time a character gives in<br />

to the thirst for Vitae, subsequent attempts to resist temptation suffer a cumulative -1 penalty<br />

on the Resolve + Composure draw. Eventually, the character’s Resolve + Composure test pool<br />

drops to zero and a chance draw is all that’s left. At that point, the character is completely<br />

addicted. Not only does he have very little chance to resist the thirst, he doesn’t want to.<br />

A derangement (see p. 268) is imposed instantly if the player draws an Ace on a Resolve +<br />

Composure draw to resist the temptation of the Blood.<br />

Addicted mortals and animals often become obsessed with drinking mundane blood,<br />

thinking that they might gain some power by doing so. <strong>The</strong>y also frequently grow obsessively<br />

dependent on any vampire who supplies their Vitae, becoming willing to do anything — any-<br />

220<br />

mind’s chapter eye three: theatre: special requiem rules and systems

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