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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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story functions chapter of bloodlines one: society and of disciplines<br />

the damned 365<br />

mythology — vampire as secret master, as tragic counterculture icon, as bestial predator and<br />

so on. With a bloodline, you can create an undead subculture that explores other aspects of<br />

vampirism, or you can just create an interesting new Kindred group to add to your chronicle.<br />

Bloodlines can also specialize in narrower aspects of a clan’s basic concept, throwing them<br />

into sharp relief.<br />

New Disciplines can play a similar role. Some players like to give their characters unusual<br />

powers. Sometimes they do so to give their characters some edge over other characters.<br />

Sometimes they use powers as a substitute for personality. Those are not reasons to forbid<br />

new Disciplines, though. As Storyteller, you can help players use bloodlines and Disciplines<br />

to make their characters individual and unusual while retaining play balance.<br />

Bloodlines and Disciplines make the World of Darkness more mysterious. Kindred who<br />

think they know it all are in for a shock when a new vampire in town leaves pestilence in his<br />

wake, or he confronts them with the ghosts of their parents.<br />

This is especially true for bloodlines from distant lands. Since vampires do not travel<br />

much, the clans often striate into bloodlines. Just as each city has its own political structure<br />

of covenants and personalities, so each region of the world might have a special bloodline or<br />

two. Regional bloodlines can highlight cultural or historical elements.<br />

As you create new bloodlines, think about where they come from and what regional quirks<br />

they can embody. If you like, read up on a region’s vampire legends. Every part of the world<br />

has its own stories about blood-drinking witches, ghosts and demons that can help inspire new<br />

bloodlines. Other parts of the world, such as Africa and Asia, almost certainly include different<br />

covenants. When characters encounter Kindred from other parts of the world, with strange<br />

customs and powers, they realize just how little they know about their World of Darkness.<br />

New Disciplines, like new bloodlines, expand the range of stories you can tell. Each Discipline<br />

enables vampires to perform certain feats; a new Discipline results in a character who<br />

does things that no one else can. Such a character can set events in motion that no one else<br />

could, provide novel mysteries and challenges for other characters, and generally shake up<br />

a chronicle. What happens when one character can talk to the dead? Kindred high and low<br />

realize that secrets they thought were lost and scandals they thought were buried have become<br />

accessible again. You could build an entire story arc around learning what a new Discipline<br />

can do and how it shakes up a city’s Kindred.<br />

Clan and bloodline weaknesses, on the other hand, supply a challenge to players’ ingenuity<br />

and roleplaying. A different weakness imposes different challenges for players and Storytellers<br />

to explore.<br />

Storytellers can feel the same temptation as players to use bloodlines and Disciplines as<br />

substitutes for personalities. Keep in mind that you don’t need to invent a whole new bloodline<br />

to justify one unusual character. Many Kindred simply don’t act the way other vampires<br />

expect from members of their clan, and vampires can learn unusual Disciplines without<br />

belonging to a bloodline.<br />

Watch out for “super-bloodlines,” too. You might feel tempted to create a bloodline with<br />

the most ass-kicking kick-ass set of Disciplines you can devise. This temptation can become<br />

especially strong if you intend for the members of a bloodline to serve as adversaries to the<br />

characters. Resist this temptation. <strong>The</strong> <strong>Requiem</strong> presumes that all undead lineages are equally<br />

worthy for players’ characters. No vampire lineage in this book or any supplement receives a<br />

black hat and an “Enemy — Do Not Play” stamp along with the Embrace. We recommend that<br />

you stick to this rule as well. If one bloodline possesses clear advantages over other lineages,<br />

however, a character from that bloodline holds an intrinsic advantage over other players’<br />

characters. That might seem fun for one player, but the other players will probably object.

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