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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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chapter golconda one: society and transcendence<br />

of the damned 279<br />

every occasion possible, and resisting frenzy and Vice whenever those damning forces arise.<br />

Indiscriminate feeding, using one’s powers to manipulate mortals and the cruel intrigues of<br />

the Danse Macabre are anathema to the sincere seeker.<br />

If a character can consistently show penitent, abstinent and honorable behavior over<br />

many stories, she might be ready for the next stage in the quest. <strong>The</strong> character can fi nally<br />

locate a mentor, or one might locate her. This mentor tests the resolve, wisdom and ethics<br />

of the postulant through moral quandaries, enigmatic puzzles, strange tasks and dangerous<br />

missions. A Kindred who won’t risk body and soul for salvation doesn’t want it enough to<br />

earn it. Sometimes the challenge might be to teach another Kindred and help him begin the<br />

quest for Golconda.<br />

<strong>The</strong> climax of the chronicle comes when a worthy character experiences the Suspire. To be<br />

ready, a character needs a Humanity of at least 7. No other traits really matter. As Storyteller,<br />

you decide upon the nature of the Suspire. It may be some sort of ritual. It may be a riddle<br />

or a seemingly innocuous task that nonetheless has its own metaphorical (or metaphysical)<br />

gravity. It may be a dream that comes over the sleeping character. Follow whatever scheme<br />

suits your sense of the mystical.<br />

Tailor the Suspire to refl ect the character’s personality and whatever themes and confl icts<br />

evolved in the course of the chronicle. Potential themes for a Suspire include the character’s<br />

greatest hatred, fear or sorrow, an overwhelming Vice, how much she wants to be mortal or<br />

a challenge to justify the existence of the Kindred and all their sins. This is entirely a moral<br />

challenge. Do not use any situation that calls for draws. Work in a few hints, through references<br />

to past stories, what choice the character should make to pass the test. After all, the<br />

player isn’t a spiritual master, to pluck enlightenment from nowhere. Generally, this kind<br />

of intense experience is worth an entire side session, with other players playing the roles of<br />

different elements of the quest or perhaps even their own characters (as seen through the<br />

seeker’s distorted personal view). <strong>The</strong> Suspire should be diffi cult, even cryptic, but try to make<br />

it a fair challenge — one the player really has a chance to fi gure out.<br />

If the character fails, that’s it. <strong>The</strong> quest is over. <strong>The</strong> character can never try again. She can<br />

remain a highly moral vampire, but she can never hope to transcend that state. Maybe she<br />

can fi nd a way to accept that, maybe not.<br />

If the character succeeds and achieves Golconda… you have to decide what the legendary<br />

state actually is. Once again, we can offer only suggestions, which you may accept or reject<br />

as you will.<br />

For a simple option, the character becomes mortal. She triumphs over the curse of undeath,<br />

so it no longer troubles her. Any Kindred who guided the character were vampires<br />

who failed their own Suspires or who had not yet dared to take the ultimate test, and who<br />

chose to guide other Damned.<br />

For a more complicated option, the character remains undead, but is free from many of<br />

undeath’s restrictions. <strong>The</strong> character never suffers frenzy again. <strong>The</strong> Beast no longer has the<br />

power to drive her into evil deeds. She may sin of her own volition, but never because the<br />

player failed a draw. A vampire in Golconda still needs to drink blood, but she need never<br />

fear taking too much because of the Beast’s hunger.<br />

Also, the character does not need to drink as much blood as before. <strong>The</strong> character loses one<br />

Vitae per week, instead of one Vitae per night. Her player still spends Vitae normally to heal<br />

wounds, augment Physical test pools and power Crúac or any Discipline powers that require<br />

it. Perhaps best of all, the Kindred’s Blood Potency can increase without the need to feed on<br />

stronger and stronger blood. Her feeding requirements are those of Kindred with half her<br />

Blood Potency. If she fi nds even that too much of a burden, she can voluntarily reduce her

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