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

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chapter one: creating society of a the discipline damned 373<br />

We recommend that any new weakness include some aspect that you can objectively represent<br />

through a draw or some other game mechanic. Good players roleplay their characters’<br />

weaknesses, but a well-designed weakness does not depend entirely on the player’s willingness<br />

to roleplay or the Storyteller’s fi at for when it affects the character. Arguing slows down<br />

your story and usually isn’t much fun. Make sure that player and Storyteller agree when the<br />

weakness affects the character, how it affects the character and what the character can do to<br />

resist or compensate for its effects.<br />

Creating a Discipline<br />

New Disciplines, like bloodlines, don’t appear from nowhere for no reason. Just as with<br />

bloodlines, give thought to both the origin of the Discipline and what role you want it to<br />

play in your chronicle. Sure, every exotic Discipline is a mystery, an opportunity and a threat<br />

to all the Kindred who don’t have it and who don’t know what it can do. What sort of an<br />

opportunity or threat do you want the Discipline to present?<br />

When you invent a new Discipline, however, try to think of different ways to apply its powers<br />

and what implications it holds for other Kindred and your chronicle. What at fi rst seems like<br />

just a cool trick might actually prompt many Kindred to change their nightly unlife.<br />

PROPRIETARY KNOWLEDGE<br />

Unique Disciplines are impossible for anyone to learn unless they belong to the<br />

bloodlines that created them.<br />

In some cases, similar Disciplines arise among different bloodlines. Even the<br />

“common” Disciplines might manifest a similarity among certain bloodlines. A snakethemed<br />

lineage might speak with a forked tongue whenever it uses its powers of<br />

Dominate, for example, while members of a bloodline renowned for divinatory abilities<br />

might lapse into an oracular, trance-like state when they put their Auspex powers to<br />

use. Players should feel free to make a certain aspect of the “common” Disciplines a<br />

signature of their own bloodlines, if they so wish.<br />

NOT-REALLY-NEW DISCIPLINES<br />

Some “new” Disciplines are not really new or unique to a bloodline. A Discipline<br />

might have existed for millennia but remained little known because no surviving<br />

lineage carried it. When a bloodline that favors the Discipline grows in number,<br />

however, other Kindred have a better chance of seeing the Discipline. By the same<br />

token, not every new Discipline needs a bloodline to practice it. If you think that a<br />

particular Discipline would improve your game and your stories, bring whispers of it<br />

into your chronicle. You don’t have to invent a bloodline if you don’t want to — let<br />

the tales of the Discipline carry the mystery. You can invent the bloodline later as<br />

rumors of the Discipline circulate, or you can use them as very effective red herrings.<br />

Don’t overdo it, though. Too much abuse of rumor without enough to substantiate<br />

it can make players feel misled, and it smacks of smoke and mirrors rather than<br />

good plot design.<br />

ORIGIN STORIES<br />

New Disciplines appear along with new bloodlines, so the stories of their origins usually bear<br />

some connection. A curse or contamination from some other supernatural race can provide<br />

the stimulus for a new Discipline as well as a bloodline. <strong>The</strong> effort to invent a Discipline might

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