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

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the traditions chapter • damage, one: wounds society of and the healing<br />

damned 241<br />

<strong>The</strong> act of creating a new Kindred exacts a steep price from those who break this law,<br />

requiring a supreme effort of will. Kindred who sire childer seem to pass part of their souls<br />

to their offspring. <strong>The</strong>ir force of will weakens slightly, a debility that can remain for years. A<br />

Kindred who sires several childer in a short time could render himself so weak-willed that his<br />

enemies would surely ruin him — if his conniving spawn didn’t get to him fi rst.<br />

In rules terms, a character must sacrifi ce a dot of Willpower in order to sire a childe. Nothing<br />

can restore the lost Willpower dot except increasing the trait with experience points.<br />

THE TRADITION OF AMARANTH<br />

As a sort of fi nal commandment, the Damned fi nd it diffi cult to commit diablerie upon<br />

each other. Any time the Kindred disobey their undead natures, they learn that their defi -<br />

ance carries a price.<br />

Kindred rarely feel sorry when they kill each other. Or if they do, their regret seldom lasts<br />

long. Any Kindred, from the most ethical to the most jaded, fi nds herself a little more callous<br />

and ruthless after killing a fellow vampire and consuming his heartsblood. No contrition<br />

or atonement can avert this erosion of the Man and strengthening of the Beast. <strong>Vampire</strong>s<br />

become less able to pass for human with mortals, they fi nd that temptations to vice increase,<br />

and deeds that once repelled them no longer prick their conscience.<br />

In rules terms, the Humanity dots of a character who commits diablerie decrease by one.<br />

<strong>The</strong> loss happens automatically, with no need for a degeneration draw (though the Humanity<br />

draw that follows to check for a derangement occurs normally; see p. 260). <strong>The</strong> circumstances<br />

don’t matter, either. No matter how much another vampire deserves to die, none may be<br />

judged except by God, and the Tradition of Amaranth allows for no exceptions. A Kindred<br />

who diablerizes another Kindred can recover her lost Humanity in time… but once again,<br />

doing so requires accumulating and spending experience points.<br />

Damage, Wounds and Healing<br />

<strong>The</strong> Kindred dwell in a dangerous world. Aside from the threats they face from each other,<br />

werewolves and other supernatural creatures, they can run afoul of muggers or thugs just like<br />

mortals do. Although the Kindred possess a few advantages over mortals in dealing with such<br />

dangers, they are not invulnerable. Kindred can also encounter disease, poison, electrocution<br />

and other hazards. Players and Storytellers need to know how Kindred suffer damage, and<br />

how they can heal it back.<br />

TAKING DAMAGE<br />

Kindred encounter many of the same hazards that mortals do. <strong>The</strong>y have less to fear, perhaps,<br />

from ordinary combat involving fi sts, broken bottles, guns and the like. On the other hand,<br />

as supernatural creatures, vampires suffer from anathemas — conditions benign to mortals<br />

but deadly to the undead, or that present special dangers and diffi culties in healing. Kindred<br />

anathemas are fi re and sunlight. In addition, suffi cient damage of almost any kind can trap<br />

a vampire in a deathlike trance called torpor, or it can destroy him.<br />

It is important to note that vampires are subject to the same wound penalties that mortals<br />

are when injuries are marked in one of their last three remaining Health boxes. See “Health”<br />

on p. 235 of the Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook for more information.

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