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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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designing and using antagonists chapter • sample one: antagonists society of the • animals damned 347<br />

capable than two or three of the players’ characters combined, but when other members of<br />

the coterie come into play, the odds even out or possibly favor the players. Such is the value<br />

of teamwork — which lets you mine the inherent untrustworthiness of the Kindred to add<br />

tension to the story.<br />

Beware Incongruous Antagonists<br />

Incongruous characters serve a few purposes, some of which are bad while others are<br />

good. Regarding the poor use of incongruous characters, they’re either thrown in at the<br />

last minute to create some sort of confl ict where none existed before, or they’re “swerve”<br />

characters, whose only purpose is for the Storyteller to lord over the players by saying, “Aha!<br />

You fell for the red herring!” Incongruous characters can fi t into a story if their alien status<br />

helps the story along or illustrates some aspect of the chronicle by way of contrast. Consider<br />

an antagonist sent by a greater rival to confound the characters. <strong>The</strong> rival knows the characters<br />

and attacks them where they’re weak. <strong>The</strong> incongruous character initially seems out of<br />

place, but some relevant characteristic makes him very apropos. An apolitical character in<br />

a very political chronicle might seem out of place, but his defeat at the hands of the betterconnected<br />

characters reinforces the theme that politics are important, and those who exist<br />

outside them will be overrun.<br />

Sample Antagonists<br />

<strong>The</strong> following sections contain profi les of a number of Storyteller characters that you can<br />

drop into your stories as you need them, or as models for creating your own characters. As<br />

with the antagonists in Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong>, non-combatant characters are individuals who<br />

fi ll minor or “walk-on” roles. <strong>The</strong>y serve as contacts, they sell secrets and they become vessels.<br />

<strong>The</strong>y have a basic description, Storytelling hints to help you convey them as distinct characters,<br />

and a basic description of their pertinent abilities. Combatant characters are individuals who<br />

could pose a threat to the main characters of the story. <strong>The</strong>y can be all sorts of physical threats.<br />

In addition to a basic description and roleplaying hints, they also have a much more detailed<br />

breakdown of their relevant abilities. Note that combatant characters do not always have to<br />

be involved in combat. <strong>The</strong> encounter might have a nonviolent resolution, or the contact<br />

between characters might result in some resolution other than bullets and fangs.<br />

<strong>The</strong>se antagonists complement those in Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong>. <strong>The</strong> antagonists found there<br />

help round out a cast of enemies whom characters can encounter during the course of a<br />

chronicle. Remember, however, that meaningful interactions between characters make for<br />

satisfying dramatic situations. <strong>The</strong>se antagonists and those in Mind’s <strong>Eye</strong> <strong><strong>The</strong>atre</strong> aren’t meant<br />

to be the central foes in a game, or even major fi gures. <strong>The</strong>y’re just here when you need an<br />

archetype quickly and on the spot. A wise Storyteller builds his chronicle’s central antagonists<br />

long before play begins, custom-tailoring them to the chronicle he wants to tell.<br />

ANIMALS<br />

<strong>The</strong> following examples list some animals found in urban or rural environments. Note:<br />

Unlike humans, Defense for animals is determined by selecting whichever is highest between<br />

Dexterity and Wits.<br />

Specialties are listed in parentheses following their associated Skills. Add one extra die to<br />

a test pool whenever a Specialty applies. Each animal’s attack is listed with a total test pool<br />

(including natural weapon modifi ers) for the Storyteller’s convenience.

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