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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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developing chapter the one: story society • character of the damned hooks<br />

327<br />

• <strong>The</strong> Stick: Some external threat forces the characters to take action. Typical examples<br />

include the Prince telling the coterie to perform a mission or suffer the consequences. Or<br />

an enemy attacks the characters (physically or by slander, personally or by proxy, or attacks<br />

someone close to the characters). <strong>The</strong> characters get involved to prevent something worse<br />

from happening to them.<br />

• It’s My Job: <strong>The</strong> character has a professional obligation to get involved. A Sheriff, Whip<br />

or Scourge doesn’t ask for a motivation when her Prince, Priscus, covenant leader or other<br />

superior gives an assignment. This being the World of Darkness, the job could turn out to be<br />

something quite different than the character initially thought. For instance, does the Invictus<br />

Prince really want the Circle of the Crone Hierophant’s murder solved?<br />

• Curiosity: If a character possesses a special interest in some subject, any event that relates<br />

to that subject might attract the character’s attention. For example, a Circle of the Crone<br />

blood sorcerer might want to investigate strange events that hint of magic at work.<br />

• Personal Connections: Someone close to the character — a mentor, rival, or one of those<br />

mortal friends, relatives, partners and other contacts you made the player defi ne — is already<br />

involved. This person needs help or has attracted attention that extends to the character. <strong>The</strong><br />

person might want something from the character, or the character might want something<br />

from the person. For instance, a character might learn that his old girlfriend is deeply in<br />

debt to a loan shark, who now demands that she work as a prostitute, or the character’s sire<br />

draws him into her plot against a rival.<br />

Early in the chronicle, you need to work especially hard to provide hooks for all the characters.<br />

Character One wants to investigate the museum burglary because one of the stolen items<br />

might be magical. Character Two helps because he used to be a cop and still doesn’t like thieves.<br />

Character Three has a contact who works as a museum guard and was injured in the burglary.<br />

<strong>The</strong> coterie is still new, so the characters might not have very strong reasons to work together. As<br />

the chronicle progresses, the characters probably build up some trust and a sense of obligation<br />

to each other. If the characters don’t especially like each other, they might still accept that they<br />

have to help with each other’s problems and schemes in order to receive help in return.<br />

In the longer term, you need to give characters a reason to care about the challenges that<br />

drive the chronicle as a whole. That was the whole point of negotiating with the players about<br />

their characters and the rough premise of the chronicle. It couldn’t hurt, though, to review<br />

the chronicle now and then and ask yourself how well your stories have drawn the characters<br />

into the overarching plot. Using the “Revolution” sample plot, for instance, if the characters<br />

don’t already loathe the tyrant Prince by the time they meet the revolutionary ancilla, you<br />

haven’t made the Prince’s tyranny matter enough to the characters. Its past time you had the<br />

Prince do something truly vicious to maintain his power at the coterie’s expense.<br />

OPTIONAL RULE: THE PRICE OF BLOOD<br />

<strong>The</strong> acquisition of blood occupies a great deal of time and attention for vampires.<br />

Most spend years cultivating potential donors or locating areas where a potential<br />

missing person is not going to be noticed. In a <strong>Requiem</strong> session, a character has traits<br />

that help determine how diffi cult it is to acquire an evening’s meal. Storytellers can use<br />

this optional method, however, to reduce draws and really drive home how harrowing<br />

this activity can be. This method requires some additional planning on the part of the<br />

Storytelling staff, but it can be very rewarding to players and Storytellers alike.<br />

<strong>The</strong> only props required for this method is an opaque bowl or other container and<br />

some glass or plastic beads of varying colors. <strong>The</strong> suggested variation should be no<br />

more than four colors; for this example we will use red, purple, green and black. <strong>The</strong><br />

beads represent the amount of Vitae available in a given city setting. Each time a

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