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

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change a Kindred’s very being, thus resulting in a bloodline, rather than stemming from it.<br />

Two broad patterns turn up again and again, with many possible variations. You could work<br />

either of these patterns into the history of a bloodline.<br />

VARIATIONS ON A THEME<br />

A rare or new Discipline might be a variation on a more familiar Kindred art. Such a<br />

variation could appear because a Kindred wanted to use the original Discipline for some<br />

unusual or specialized purpose. He might even develop unique Devotions or six-dot+ powers,<br />

so the Discipline would perform more of the feats he really wanted. Such a Kindred might<br />

fi nd that his childer learn his idiosyncratic variations instead of the more common version,<br />

creating a new Discipline.<br />

CROSSOVER CONTAMINATION<br />

Kindred can also develop new Disciplines based on the powers of other supernatural<br />

beings, such as Lupines, mages or ghosts. A vampire who sets out to do so deliberately certainly<br />

needs to study the other supernatural race — a precarious activity, to say the least. His<br />

research subjects surely object, since Kindred tradition holds that one must drink another<br />

being’s blood to claim its power, as with diablerie. Still, a Kindred manages to pull it off now<br />

and then and manifests a Discipline, the effects of which resemble one of the magical gifts<br />

of another supernatural creature.<br />

Such “crossover” Disciplines can also appear spontaneously. Embraced mortal magicians<br />

might manifest novel Disciplines based on the sorcery they practiced in life. More dubious<br />

rumors speak of exotic creatures of legend giving rise to novel Disciplines. In rare cases, Kindred<br />

can also manifest strange powers if they repeatedly feed upon other supernatural creatures or<br />

survive deadly encounters with their powers. When different supernatural powers clash and<br />

end in death, anything might happen.<br />

WHO INVENTED IT?<br />

When you work out the back story for a Discipline, give some thought to who<br />

invented it, or at least who made it more widely known. This is usually the founder<br />

of the bloodline that uses the Discipline. Not only does this character set the style for<br />

the bloodline, he might still exist. Quite possibly, a character who wants to master<br />

the last one or two powers in the Discipline needs to learn them from the inventor<br />

himself. This requirement might lead to a travel story as the character searches for<br />

his bloodline’s founder, with all the diffi culties and dangers that travel always holds<br />

for the Kindred. Once he fi nds the Discipline’s inventor, the character still faces the<br />

challenge of persuading him to share his secret. What compensation, threat, bribe<br />

or plea can be offered?<br />

SELECT A THEME<br />

Creating a Discipline is rather more complicated from the point of view of a player or<br />

Storyteller. First, give thought to what the Discipline is about. Every Discipline sticks closely<br />

to a theme or effect, such as “strength” or “fear” or “concealment.” Be careful that you don’t<br />

just create a grab bag of cool powers, even if they would all be useful for a certain purpose.<br />

Remember that a Discipline is really just one linear progression of power that a character<br />

learns to use better and in different ways.<br />

Not every theme or effect is really appropriate for the Kindred. Can you tie a Discipline<br />

to some aspect of the undead condition? Is it something a vampire could really use? <strong>The</strong><br />

Kindred are undeniably powerful, but they aren’t superheroes. Think about creepy, moody,<br />

374 mind’s appendix: eye theatre: bloodlines requiem

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