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

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creating a bloodline chapter one: • how society bloodlines of the damned appear<br />

367<br />

the Discipline becomes a fourth clan Discipline and the weakness layers on top of the<br />

existing clan weakness.<br />

Creation of a new bloodline costs a Willpower dot.<br />

UNIVERSAL CONCERNS<br />

A character can engage only one of these options: become a member of his sire’s<br />

bloodline, join another clan bloodline or diverge into his own unique bloodline. He<br />

cannot do two or all three.<br />

Any time after a character achieves Blood Potency 2, he may “activate” his sire’s<br />

bloodline. That is, if a character has Blood Potency 6 and hasn’t started his own<br />

bloodline or joined another, he may then join his sire’s latent bloodline. Any time after<br />

a character reaches Blood Potency 4, he may join a clan bloodline (provided he has<br />

the proper patronage or is willing to commit diablerie). For example, if a character<br />

has Blood Potency 6 and hasn’t started his own bloodline or joined his sire’s, he may<br />

join a clan bloodline. <strong>The</strong> same holds true with regard to starting a character’s own<br />

bloodline and Blood Potency 6.<br />

Joining or creating a bloodline doesn’t “just happen.” <strong>The</strong> character actually<br />

forces her Blood to take on new characteristics or to conform to the characteristics<br />

of another. Needless to say, effecting a change like this in the static Kindred takes<br />

time, to say nothing of entreating an Avus for the distinction of joining his bloodline.<br />

Creating a new bloodline or joining an existing one isn’t something that should happen<br />

overnight. Storytellers are recommended to allow players’ characters to transition to<br />

new bloodlines between chapters of a chronicle, not simply between scenes, or even in<br />

the same game session (unless some unconventional pacing takes place). Alternatively,<br />

a Storyteller may allow characters to begin play as members of existing bloodlines, so<br />

long as those characters have the requisite Blood Potency of 2 or more.<br />

A character who has met bloodline requirements and whose Blood Potency later<br />

drops due to torpor does not lose those bloodline privileges. For example, a vampire<br />

who creates a bloodline at Blood Potency 6 and later drops to Blood Potency 5 does<br />

not have his bloodline, Discipline, et cetera suddenly vanish. He has already forced<br />

his Blood to take on the bloodline characteristics, so even if his Blood later loses some<br />

of its inherent power, the deed has already been done. At the Storyteller’s discretion,<br />

it may be diffi cult for a character to learn further levels of the bloodline Discipline<br />

when Blood Potency drops, but this is usually suitable only if the Discipline isn’t yet<br />

known completely or has yet to be codifi ed.<br />

HOW BLOODLINES APPEAR<br />

Bloodlines do not appear from nowhere. Someone has to start them, and that someone can<br />

shape the entire identity and culture of the lineage. New bloodlines can appear in a number<br />

of different ways. Storytellers can devise any number of variations on these basic stories and<br />

combine them to form a unique and interesting background for a line.<br />

DELIBERATE INTENT<br />

Any Kindred can work a change in her Vitae once she achieves suffi cient age and power. In<br />

game terms, any vampire can start a bloodline once her Blood Potency reaches 6 or higher.<br />

<strong>The</strong> process does not require any special ritual, but it does cost the character a dot of Willpower<br />

and some amount of time during which her Blood takes on the new characteristics.<br />

A new weakness also arises, adding to that of her original clan. Any childer the character<br />

sires after that point have the potential to inherit her new weakness and new set of favored<br />

Disciplines.<br />

A Kindred might change herself to refl ect some special interest. <strong>The</strong> founder might prefer<br />

some Discipline outside the roster of her in-clan capabilities. By changing herself, she makes<br />

that Discipline easier to learn. Her childer may then inherit the altered set of bloodline Disciplines.<br />

A founder also suffers some special fl aw in addition to the normal weakness of her

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