07.01.2013 Views

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

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

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

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

preludes chapter one: • assembling society of the damned coterie<br />

321<br />

• <strong>The</strong> Sire’s Ready Hand: A group of allied Kindred carefully choose the characters to<br />

form a group of elite agents. Each character brings special skills and mortal connections to<br />

the coterie. <strong>The</strong> characters probably had little choice about their Embrace, or about working<br />

together. <strong>The</strong>y might have been manipulated, deceived or coerced outright. Such a situation<br />

can link all the character preludes into one tale of terror, while introducing the characters to<br />

the goals and confl icts that will drive the chronicle.<br />

• As <strong>The</strong> Prince Commands: For a variation, the characters might be Embraced for<br />

personal reasons, but the city’s Prince calls them together some time later and assigns them<br />

a particular task or responsibility. <strong>The</strong> characters might be tied by nothing more than a<br />

handshake or by the power of a common Vinculum to the one who assembled them. Aside<br />

from this shared duty, however, the characters do not need to have anything in common.<br />

In fact, they might hate each other. Such a coterie can be diffi cult to play. If the players and<br />

Storyteller work to fi nd ways for the characters to set aside or work through their differences,<br />

however, it can lead to some intense roleplaying and Storytelling.<br />

Both of these two premises for a coterie have the advantage that they can accommodate<br />

characters of any clan or covenant. <strong>The</strong> players and characters also receive a well-defi ned goal.<br />

(Of course, the stated goal might turn out not to be the real challenge at the heart of the<br />

chronicle.) On the other hand, some players deeply dislike playing characters who have to take<br />

orders. If that’s the case, either don’t use this premise at all, or quickly lead the characters out<br />

of their subordinate position. <strong>The</strong> Kindred who oversees them might meet his Final Death,<br />

or the characters might fi nd a reason and opportunity to rebel.<br />

• Outcasts: <strong>The</strong> characters are pariahs in Kindred society. Perhaps each character did something<br />

so shameful that other Kindred despise them. Perhaps a character’s sire was destroyed<br />

for some crime, and her childer inherit her disgrace. Perhaps a character exiles himself to<br />

escape a tyrannical sire. Whatever the reason, the characters have no one to rely on but each<br />

other, at least among their fellow vampires. Some characters might seek to acquire enough<br />

power or prestige to rejoin Kindred society, or clear their names of a false accusation. Others<br />

might simply band together to carve out their own hunting turf and defend it from other<br />

Kindred. A coterie of outcasts might even declare war on the other Kindred. For instance,<br />

a coterie of diablerists becomes outcast the moment any other Kindred discover their goal.<br />

Stalking and slaying older Kindred offers such a coterie a fast track to supernatural power,<br />

at least in terms of their Blood Potency, but it carries grave risks and exacts a terrible price<br />

on the character’s souls.<br />

• Spirits of Like Mind: <strong>The</strong> predatory and territorial nature of the Kindred does not prevent<br />

them from forming relationships based on shared experiences and common interests. A<br />

shared belief or goal could draw together Kindred from diverse clans, and perhaps even from<br />

different covenants (though the covenants are themselves based on common interests).<br />

A coterie might share a relatively straightforward goal, such as the aforementioned outcasts<br />

who work together to seize a common hunting ground against the opposition of more powerful<br />

but solitary Kindred. Common enemies, such as a force of Lupines or mortal mages systematically<br />

destroying the city’s Kindred, offer another simple reason to work together. A coterie<br />

could also follow political goals, such as the sample plot’s revolt against a tyrannical Prince,<br />

or protecting mortal society from undead manipulation. Characters might feel confl icts of<br />

loyalty between their common goal and any ties to their clan, covenant or sire.<br />

CONFLICT WITHIN THE COTERIE<br />

Some of these coterie premises assume a greater or lesser degree of confl ict between the<br />

characters. Both you and your players might want to discuss the degree of internal confl ict

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!