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

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BLOOD SYMPATHY<br />

On some occasions, Kindred can feel the proximity of their Kindred “relatives” (as specifi ed<br />

by the blood-ties rules) or know what’s happening to them. This normally happens spontaneously,<br />

when a “relative” feels some strong emotion or sensation such as frenzy, a grave wound<br />

or the pleasure of diablerie.<br />

On such occasions, the Storyteller may simply announce that a character or character(s)<br />

have these feelings for the sake of drama, or she can ask a player to draw the character’s Wits<br />

+ Occult. <strong>The</strong> number of successes tells how much information the character gains from this<br />

fl ash of sensation. Active Heightened Senses (Auspex) adds a +2 bonus to this draw.<br />

Failure: Nothing happens.<br />

Success: <strong>The</strong> character has a strong feeling of what the other Kindred experiences and has<br />

a general notion of the direction and distance to his relative.<br />

A character can also try to force this psychic awareness of a relative and so learn the other<br />

Kindred’s activities. Doing so costs a point of Willpower, which may not be used to add the +3<br />

bonus to the Wits + Occult draw. A character can also expend a point of Willpower to try to make a<br />

relative know what the character herself feels. <strong>The</strong> other character’s player draws Wits + Occult, but<br />

the fi rst character has no way of knowing whether the attempt to “transmit” succeeds. <strong>The</strong> blood<br />

sympathy does not seem to extend further than about 50 miles, or beyond a metropolitan area. This<br />

50-mile limit applies to affecting relatives with Disciplines, too. For example, if a character uses a<br />

far-fl ung <strong>The</strong>ban Sorcery ritual on a blood relation who’s 500 miles away, she loses the bonus.<br />

<strong>The</strong> Kindred bless and curse this blood sympathy. If a Kindred sends another vampire to<br />

Final Death or diablerizes him, his victim’s sire, childer or other “relations” might feel it.<br />

<strong>The</strong> chances are small that any of them will know exactly what happened and who did it, but<br />

would-be murderers (and diablerists…) must consider the possibility. Kindred also sometimes<br />

fret that their relatives might spy on their own moments of strong emotion, be they benign,<br />

criminal or merely shameful. A proud Prince who holds court at the opera might not want<br />

his childe knowing that he breaks down weeping when he hears songs about lost love.<br />

FEEDING<br />

It is the undeniable, dreadful truth of the Kindred condition: <strong>Vampire</strong>s must hunt, and<br />

vampires must feed. In many cases, Storytellers will detail individual hunts themselves. In<br />

other cases, the details of the hunt are less important than the larger story. <strong>The</strong> Storyteller<br />

must strike a fi ne balance. Too little attention to hunting makes the story little more than a<br />

“dark superheroes” game, in which vampires simply need to recharge their “blood batteries,”<br />

forsaking horror for displays of supernatural power. Too much attention to feeding, however,<br />

can slow the story’s pace to a crawl, derailing it from its plot direction and making it a series<br />

of feeding vignettes in between which other things happen.<br />

Unfortunately, we can offer no perfect solution. Storytellers must fi nd the perfect balance<br />

that suits their troupes’ tastes. To that end, we offer an abstract method by which vampiric<br />

feeding may take place. <strong>The</strong> system is relatively simple. Have a player describe the method in<br />

which his character wishes to feed, a Narrator determine which test pool applies to the effort,<br />

and then the player makes the draw.<br />

As a rule of thumb, the amount of Vitae a character has at the beginning of a given chapter<br />

is determined by a single card draw, where the ace counts as a one. Add one Vitae to this<br />

draw result for every dot a character has in the Herd Merit. If characters wish to increase<br />

the amount of Vitae they enter play with, they must use the feeding rules presented here.<br />

Needless to say, in no instance can this result in the character having more Vitae than her<br />

Blood Potency allows.<br />

230<br />

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

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