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

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Although novel Disciplines might be more specialized than the “old favorites,” don’t let<br />

them be too specialized. Think of how many ways you can use increased strength, infl uence<br />

over people’s emotions, or communication with animals. Since discovering clever uses for a<br />

Discipline is part of the fun of having them, a Discipline that’s too narrowly focused might<br />

be boring.<br />

Make sure new Disciplines do not have levels that render earlier powers useless and/or<br />

redundant. For example, if a fi ctitious Discipline creates a small bank of fog at one dot, you<br />

shouldn’t have it create a much larger bank of otherwise identical fog at four dots. That<br />

makes the initial dot effectively pointless and weakens the Discipline’s utility overall besides.<br />

Instead, allow earlier powers to get better as the character improves, and introduce new effects<br />

or variations as the Discipline advances. For example, if one dot creates ordinary fog, four<br />

dots might create a smaller area of mystically impenetrable fog that renders even supernatural<br />

senses useless.<br />

While it may appear that the fi rst dot is now obsolete, in truth both dots still have utility<br />

— the fourth dot may render supernatural enemies relatively helpless, but it covers less ground<br />

and also immediately alerts foes that there is a supernatural enemy nearby. What’s more, if the<br />

character is known locally as the only wielder of fog-based powers (and new Disciplines are often<br />

easy to track), any survivors of the attack are sure to seek her out for revenge. By contrast, the<br />

fi rst dot not only covers more territory (and is still quite effective against mortals and others<br />

without supernatural senses), but since the fog registers as nothing more than ordinary weather,<br />

if used cleverly enemies might not immediately connect its presence to the character either.<br />

Another good tip is not to invent a whole Discipline if one or two new Devotions would<br />

work just as well. A lot of players start off with a couple of good ideas for new vampiric powers,<br />

but can’t quite get a whole Discipline concept out of them, and wind up padding the rest<br />

of their Discipline’s ranks with redundant or unrelated powers. Rather than going to that<br />

all trouble, consider abandoning the levels that don’t work and just creating a new Devotion<br />

or two that accomplish the same things instead. This is particularly true if the powers of the<br />

proposed new Discipline could theoretically be derived from existing ones without stretching<br />

the imagination too far in the process.<br />

Another temptation to avoid with Disciplines is designing one centered around the idea<br />

of making Kindred seem more human again, or similarly one that is specifi cally designed<br />

to help them retain their Humanity and suppress the Beast. Vampiric powers may draw on,<br />

exaggerate or play off of different aspects of life, but they can never truly allow a Kindred to<br />

get closer to it even temporarily. Even the evolutionary advances of the Coils of the Dragon<br />

are designed to make vampires better at their role as predators, not return them to their<br />

humanity. If all it took was developing a Discipline to allow a Kindred to really conquer the<br />

Beast or even come close to approximating true humanity once again, these powers would<br />

have been created by penitent vampires long ago. Characters who wish to return to their<br />

mortal life or fi nd victory over the Beast can look to Golconda or any other spiritual truth<br />

they like, but new Disciplines will never provide the answers they seek.<br />

On the other hand, watch out for Discipline arms races. New Disciplines might come from<br />

a desire to build characters who are more powerful than anyone else’s. If a player succeeds,<br />

other players could want to play characters of the same bloodline or create their own supercharacters<br />

with even more powerful Disciplines. Such escalation can ruin your chronicle.<br />

Alas, Storytellers can fall into this trap just as easily as players. You can feel a great temptation<br />

to create a bloodline of Kindred that is tougher than the standard clans, especially if you<br />

intend a member to oppose the players’ characters. This falls into the category of adversarial<br />

Storytelling, which gives you reason enough not to do it.<br />

376 mind’s appendix: eye theatre: bloodlines requiem

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