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

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chapter taking one: damage society • fi of re the • sunlight damned 243<br />

If a Kindred’s rightmost Health box is marked with aggravated damage — having suffered the<br />

harm either directly or by converting damage dealt to the torpid character — she suffers Final<br />

Death. Her body rots, dries and withers in minutes, and crumbles to dust within an hour.<br />

<strong>The</strong> longer a Kindred has spent undead, the more rapidly the fi nal dissolution occurs.<br />

Countering damage from sunlight and fi re works differently than other sources of aggravated<br />

damage, in that fi re and sunlight infl ict automatic points of damage. <strong>The</strong> Resilience<br />

Discipline does offer some protection, allowing a character to downgrade this damage (see p.<br />

196). Ultimately, though, even the oldest and toughest vampire has no chance to withstand<br />

extensive exposure to fi re or sunlight. <strong>The</strong> Kindred have abundant reason to fear these phenomena<br />

more than anything else.<br />

FIRE<br />

Fire presents an even greater danger to vampires than it does to mortals. Fire infl icts aggravated<br />

damage on Kindred. Only Resilience can shield a vampire from the fl ames, and<br />

that to a limited degree.<br />

A fi re’s size and heat determines how much damage a character endures per turn. A small,<br />

very hot fi re can deliver as much damage as a large but cooler fi re. <strong>The</strong> Storyteller decides<br />

how much damage a particular fi re can infl ict, based on the fi re damage table:<br />

3.3 — FIRE DAMAGE FOR KINDRED<br />

Size of Fire Damage<br />

Small fi re (example: torch) 1 point<br />

Large fi re (example: bonfi re) 2 points<br />

Inferno (example: burning house, blast furnace) 3 or more points<br />

Heat of Fire Damage<br />

Feeble fi re (example: red-hot coals, candle fl ame) No modifi er<br />

Normal combustion (example: wood fi re, red-hot stove) +1 point<br />

Hot fi re (example: gasoline fi re, Bunsen burner) +2 points<br />

Very hot fi re (example: molten metal, welding torch) +3 points<br />

Remember that normal armor can protect Kindred for a few turns, but only specialized<br />

suits of heat-refl ective fabric, such as those used by oil-well fi refi ghters, can shield a vampire<br />

for longer. (See the rules for fi re in the Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook, p. 246.) Meanwhile,<br />

the character must also withstand the supernatural terror called Rötschreck (see p. 256).<br />

• Clinging Fire: Note that some burning substances stick to a character and continue<br />

burning for quite some time. Napalm is the most notorious example, but burning plastic<br />

is the most common source of clinging fl ames. Burning plastic infl icts damage at the same<br />

rate as a wood fi re.<br />

• Disfi gurement: Characters who are damaged by fi re but who still manage to survive<br />

(through fi rst aid or mystical healing) might suffer a permanent impairment (reduced Physical<br />

Attribute), nerve damage (reduced Mental Attribute) or severe and disfi guring scars (reduced<br />

Presence), at the Storyteller’s discretion. Such impairment can be defi ned as a Flaw (see p.<br />

311 of the Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> rulebook) gained during play.<br />

SUNLIGHT<br />

<strong>The</strong> Kindred fear sunlight even more than fi re. After all, fi re doesn’t suffuse half the world,<br />

making half of each diurnal cycle deadly for vampires. Even the weakest sunlight presents

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