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

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

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egaining humanity • game effects of humanity • daytime chapter activity one: • society relating of the to mortals<br />

damned 265<br />

If a character tries to remain active for an entire scene , the Storyteller can make the effort an<br />

extended action and require the player to accumulate fi ve successes, though a failure at any<br />

point means the character immediately falls asleep despite his intentions. If the vampire is still<br />

awake at the end of the fi rst hour of daytime, he can attempt another extended action to stay<br />

awake for another scene, repeating that extended action again and again. Any failure results<br />

in immediate sleep, however. A vampire might remain active during the day to undertake<br />

extensive research, to perform a lengthy ritual or to keep a vigil or to stand guard. Attempts<br />

to go out possessing an animal or mortal with Animalism or Dominate almost always fail as<br />

the vampiric curse overwhelms a character’s mind. Remaining active for a whole day doesn’t<br />

preclude the normal Vitae cost for “waking” that night. In this case, the Vitae is spent for<br />

the vampire to continue functioning for the remainder of the night.<br />

A Kindred can also try to wake up during the day if something disturbs her sleep. <strong>The</strong><br />

player draws Wits (+ Auspex, if the character has that Discipline) to determine if the sleeping<br />

vampire notices the disturbance. If the draw succeeds, the player makes the above Humanity<br />

draw to fi nd out if the character can force herself awake. Rousing from sleep during the day<br />

also costs a Vitae, regardless of how long the character remains active thereafter. (Staying<br />

active during the day without ever having slept costs no Vitae.) If a vampire is roused from<br />

sleep during the day, a Vitae is spent for her to be active, and if she resumes sleep thereafter,<br />

another Vitae is spent that evening for her to rise for the whole night.<br />

A Kindred has trouble putting forth her full effort when the Beast’s instincts tell her to sleep.<br />

While a Kindred acts during the day — whether having remained active since the night before<br />

or having been awoken from slumber — test pools for any task cannot exceed the character’s<br />

Humanity dots. For example, Thomas stays up well into the day to puzzle out a few clues to a<br />

threat against his <strong>Requiem</strong>. Normally, Thomas’s Intelligence + Investigation test pool is seven,<br />

but since his Humanity is only 4, only four of that 7 can be used in the Investigation draw.<br />

RELATING TO MORTALS<br />

<strong>The</strong> more human a vampire feels, the more human he can act. Every second, mortals<br />

send and receive tiny cues that they pay attention to each other, that they care and respond<br />

— that they’re alive. <strong>The</strong>y look at each other’s faces, mimic each other’s fl ickers of expression,<br />

shift their weight when another person does so, nod slightly as another person talks. <strong>The</strong><br />

Man does all that, the Beast doesn’t. A Kindred with low Humanity can put great effort<br />

into acting like a living person. He can force himself to breathe and remind himself to blink<br />

now and then… but he can’t fake that subtle, unconscious dance of nonverbal interaction.<br />

Mortals soon pick up on this. <strong>The</strong>y cannot consciously spot the problem, but their instincts<br />

tell them that something is very wrong and they should get away. <strong>The</strong>y sense the predator<br />

behind the human mask.<br />

Kindred can suffuse their fl esh with Vitae to look more alive. <strong>Vampire</strong>s with high Humanity<br />

do so almost refl exively to preserve the illusion for themselves that they are still people, not<br />

monsters. Low-Humanity vampires do so less often and achieve less lifelike results. As the<br />

Man weakens, the Kindred tend to look paler and more corpselike.<br />

When a Kindred interacts with people other than vampires, that character’s test pool in<br />

Empathy, Persuasion or Socialize can rise no higher than his Humanity dots. For instance,<br />

if a character has a Humanity of 5, his player cannot have a test pool of more than fi ve when<br />

attempting to use Wits + Empathy on a mortal, no matter how high the character’s Wits and<br />

Empathy scores might be. This limitation does not apply to Discipline powers that call for<br />

Empathy, Persuasion or Socialize in their test pools, as these powers are supernatural in effect<br />

and therefore outside the normal realm of experience governed by Humanity.

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