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

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select chapter a theme one: society • select of the damned powers<br />

377<br />

KILLER DISCIPLINES?<br />

One form of specialized Discipline presents a special danger. You might feel tempted to<br />

create a Discipline geared toward combat, which enables its possessor to slaughter all opposition.<br />

Resist this temptation. This goes for Storytellers as well as players!<br />

“Killer Disciplines” really aren’t as much fun as they sound. For one thing, they usually<br />

aren’t good for anything but killing enemies. <strong>The</strong>y don’t offer many opportunities for the<br />

devious cunning and intrigue that forms so great a part of Kindred existence.<br />

Slaughtering your enemies is also not a great strategy for characters. A Kindred who racks<br />

up a body count of other vampires — or even mortals — will almost certainly frighten his<br />

elders enough that they plot his elimination. Elders have lots of ways to destroy a loose cannon<br />

without getting into a fi ght.<br />

Most importantly, <strong>The</strong> <strong>Requiem</strong> is a Storytelling game. Combat has its place, but it’s<br />

fundamentally a game about making choices, not about how many foes one kills before being<br />

destroyed.<br />

SELECT THE POWERS<br />

Assuming your Storyteller likes the concept of your Discipline, you can move on to defi ning<br />

the specifi c powers gained with each dot. Your Storyteller might not let you design the whole<br />

Discipline. She might want to leave some of the powers a surprise for your character.<br />

<strong>The</strong> fi rst power is always the weakest, though it can be very useful. Look at the initial<br />

powers in the standard Disciplines. Extra-keen senses (with occasional psychic fl ashes) or<br />

issuing one-word commands does not crush all opposition and establish one as a blood god<br />

of the night. <strong>The</strong>y can be awfully handy, though, and give your character a crucial edge in<br />

her endeavors.<br />

<strong>The</strong> fi rst power in a Discipline tends to be subtle. <strong>The</strong>se capabilities add a drop of the<br />

supernatural to some natural ability, or at least to some feature common to all Kindred. For<br />

instance, the fi rst dot of Majesty makes its user seem very interesting and attractive… but<br />

some people are that way naturally. A single dot of Celerity lets a Kindred be frighteningly<br />

quick, but anyone can try to be quick. It’s simply diffi cult for those who aren’t inherently<br />

inclined toward it.<br />

As a Kindred masters a Discipline, its applications often become fl ashier and more explicitly<br />

supernatural, as well as more powerful. No one could mistake the effects of Sovereignty for<br />

anything less than a magical effect, while no mortal could ever achieve the blinding speed<br />

of fi ve dots of Celerity. Ordinary people certainly don’t summon waves of plague or conjure<br />

legions of walking corpses, either.<br />

<strong>The</strong> fourth and fi fth powers are, naturally, the most formidable. At this point, a Discipline<br />

should grant some crushing advantage over mere mortals. Kindred who possess four dots<br />

in a Discipline are deadly fi ends whom mortals defeat with diffi culty. This potency does not<br />

need to involve combat, either. A Kindred with four dots of Auspex, for example, can learn a<br />

mortal’s secrets and goals by listening to his thoughts — very useful for extortion, temptation<br />

or for getting the hell out of the way before the mortal attacks.<br />

Try to avoid overlap with existing Disciplines unless you explicitly design your new Discipline<br />

as a variation on one of the old standards. If a Discipline leaves players thinking, “I’ve<br />

seen that before,” it just doesn’t seem very exciting.<br />

In particular, don’t make your new Discipline better at something that a standard Discipline<br />

already does, especially at the same level. If your new Discipline is better at concealment than<br />

Obfuscate, why would anyone learn Obfuscate? If it permits greater changes of form than<br />

Protean, who needs Protean?

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