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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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to match. What insights can a mortal who has seen just a few decades offer to a creature who<br />

considers World War I a recent upheaval and the rise and fall of Communism a short-lived<br />

fad? After a century or so, Kindred tend to regard mortals as domesticated animals. <strong>The</strong>y<br />

have their uses, and you might even like some of them, but they remain creatures of limited<br />

life span and awareness… and you don’t feel too bad when you turn them into food. Elder<br />

vampires become inhuman. Not only does their Humanity drop; they develop a detached,<br />

ruthless sense of expedience that renders them more alien than any mortal stranger. An elder’s<br />

passions grow from hopes, fears and habits that have had decades or centuries to grow into<br />

obsessions that would seem insane to mortals.<br />

• Personality: Pick a few words to describe each character’s personality. To make your<br />

characters more interesting, pick personality traits that don’t obviously fi t together, or that run<br />

against the players’ expectations for their role in the chronicle. For instance, if you plan an<br />

adversary who will dog the coterie at every turn, you might make him cunning, ruthless… and<br />

affable, or even compassionate. Sure, he believes that he must destroy the characters, but he<br />

regrets the necessity and hopes he can persuade them to cease their opposition to his plans.<br />

• History: Every major character needs a background, just like a player’s character. What<br />

confl icts has this character already faced? Who has she loved, hated or feared? Could former<br />

friends or enemies appear to complicate her unlife and that of the players’ characters? If<br />

she’s a vampire, why was she Embraced? How did she reach her present status, whatever that<br />

is? Design as much of the character’s past as you feel her role demands. A character who<br />

fi lls a limited role in the chronicle, such as a street contact or the mortal pawn of a Kindred<br />

character, might not require much background. <strong>The</strong> unlife of a 200-year-old Priscus who will<br />

play an important role in a story arc deserves a fair bit of attention.<br />

• Quirks: Little quirks of behavior can help the players remember a Storyteller character.<br />

Kindred, like kine, accumulate odd habits over time. A mortal who picks his nose while talking<br />

to the characters stands out as a disgusting slob; a Kindred who enjoys feeding on mortals to<br />

the strains of Die Fledermaus establishes himself as a twisted creature of the night.<br />

• Flaws/Weaknesses: Everyone has some sort of fl aw or weakness that he struggles against…<br />

or that he cannot perceive and refuses to admit exists. At the very least, everyone in the<br />

World of Darkness suffers temptation from at least once Vice. Defi ne it for major Storyteller<br />

characters.<br />

In particular, you need to establish a few weaknesses for the major adversaries of the coterie.<br />

An enemy who fears nothing and never makes mistakes is not only discouraging to the players,<br />

he’s as boring as a hero who never does anything wrong. <strong>The</strong> players will enjoy discovering<br />

and exploiting an enemy’s blind spots, obsessions or other fl aws, while a well-chosen weakness<br />

adds pathos or tragedy to a hero who must battle inner demons as well as outer dangers.<br />

• Traits and statistics: Do these last. <strong>The</strong>y’re just numbers, and if your characters aren’t<br />

unique and interesting, the best trait ratings in the world won’t help your chronicle. For many<br />

Storyteller characters, they won’t even come up. (You don’t need to supply traits for every<br />

herd member or the snitch who tells characters the world on the street.) Only important<br />

Storyteller characters deserve the same detail you would apply to the players’ characters. Most<br />

of the time, you can settle for writing down ratings for the traits that matter most, such as,<br />

“Jackson the Snitch: Intelligence 2, Streetwise 4, Contacts (Street) 4.”<br />

Always try to avoid leaving Storyteller characters as nothing more than stereotypes. It’s<br />

easy to get lazy and fall back on a few well-worn images such as the Ventrue businessman or<br />

the unbound Gangrel. Sure, many Ventrue are in business, and it’s hardly rare for Gangrel<br />

to become independent. All too often, though, every Ventrue businessman or unaligned<br />

Gangrel starts to look and act the same.<br />

318<br />

mind’s chapter eye four: theatre: storytelling requiem

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