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

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chapter combatants one: society • troubleshooting<br />

of the damned 353<br />

BELIAL’S BROOD FANATIC<br />

Quote: “Burn, motherfucker!”<br />

Background: Members of the demonic undead faction known as Belial’s Brood despise<br />

the established social order and do whatever they want, the Prince’s will be damned. <strong>The</strong>ir<br />

methods vary from the subtle to the blatant, but their recklessness never wavers. While a few<br />

members of Belial’s Brood will speak with more “civilized” Kindred, no peaceful resolution<br />

between the two groups has ever been corroborated. Sooner or later, any interaction between<br />

these disparate vampires turns bloody.<br />

Description: Because they are on such poor terms with the other covenants, the vampires<br />

of Belial’s Brood are almost always seen dressed for a fi ght. <strong>The</strong>ir demeanor varies from furtive<br />

to aggressively hostile, but they’re always ready for a confl ict to begin. On the other hand,<br />

members of Belial’s Brood rarely carry modern weapons, because they rarely have the connections<br />

to procure such things. Whether this is a matter of personal preference or because<br />

melee weapons tend to harm the Kindred severely is a matter of academics.<br />

Quick Costume: Black clothes, numerous weapon item cards.<br />

Storytelling Hints: While Belial’s Brood might be a numerical minority, its activities are<br />

not so easily overlooked. This group lends itself to a search-and-destroy type of Storytelling,<br />

one in which an obvious enemy fi ts the bill rather than the more shades-of-gray intricacies of<br />

most vampire stories. Belial’s Brood members serve as excellent enemies, or as the impetus<br />

to forge alliances with previously rival groups in the face of a common enemy.<br />

Attributes: Intelligence 2, Wits 3, Resolve 3, Strength 3, Dexterity 2, Stamina 3, Presence 4,<br />

Manipulation 2, Composure 2<br />

Skills: Athletics 2, Brawl 3, Drive 1, Larceny 2, Stealth 1, Streetwise 2, Weaponry 3<br />

Merits: Allies (Satanic Cult) 3<br />

Willpower: 5<br />

Humanity: 5<br />

Virtue: Fortitude<br />

Vice: Wrath<br />

Initiative: 4<br />

Defense: 2<br />

Running Speed: 10<br />

Blood Potency: 2<br />

Vitae/per Turn: 11/1<br />

Weapons/Attacks:<br />

Type Damage Size Special Test Pool<br />

Machete 2 (L) 2 8<br />

Stake 1 (L) 1 Must target heart 3<br />

Armor:<br />

Type Rating Defense Penalty<br />

Reinforced/thick clothing 1/0 0<br />

Health: 8<br />

Disciplines: Celerity 2, Resilience 2, Vigor 1<br />

TROUBLESHOOTING<br />

This section discusses some common problems and concerns that can arise before or during<br />

the course of a <strong>Requiem</strong> chronicle, as well as how to deal with them. When handling these<br />

topics, troupes are encouraged to stress communication and understanding by all parties<br />

involved. In the end, <strong>The</strong> <strong>Requiem</strong> is just a game, and while certain matters demand atten

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