Vampire: The Requiem

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Vampire: The Requiem
Image:Vampreq c.jpg
Vampire: The Requiem cover
Designer Justin Achilli, Philippe R. Boulle, Bill Bridges, Dean Burnham, Ken Cliffe, Michael Lee, Chris McDonough, Ethan Skemp, Richard Thomas, Mike Tinney, Stephan Wieck, Stewart Wieck, Fred Yelk, Aaron Voss, Pauline Benney
Publisher White Wolf
Publication date August 2004
Genre(s) Personal Horror
System Storytelling System

World of Darkness
Vampire series

Settings
Dark Ages
Victorian Age
Masquerade
The Ebony Kingdom
Kindred of the East
·
Eternal Struggle
Requiem

Vampirism
Clan · Childe · Dhampir · Diablerie

Masquerade society
Bloodline · Clan · Masquerade · Sabbat· Camarilla Societal structure ·

Masquerade lore
Lilith · Antediluvians ·
Book of Nod ·
Revelations of the Dark Mother ·
The Erciyes Fragments ·

Masquerade history
Cainite Heresy ·
Anarch Revolt ·
Time of Thin Blood ·
Gehenna

Requiem
Requiem Clans · Requiem Bloodlines · Carthian Movement · Circle of the Crone · Invictus · Lancea Sanctum · Ordo Dracul

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Vampire: The Requiem is a role-playing game published by White Wolf, set in the World of Darkness, and the successor to the Vampire: The Masquerade line. It was first released in August 2004, together with a new core rule book for the World of Darkness. Although it is an entirely new game, rather than a continuation of the previous editions, it uses many elements from the old game in its construction, including some of the clans and their powers. The game's title is a metaphor for the way vampires within the game view their life.

Although it can be considered a full game in itself, Vampire: The Requiem requires the World of Darkness corebook for use.

Contents

[edit] Clans

Similar to the previous game, Kindred are brought into one of five clans as part of their transformation into vampires:

Each clan covers a broad range of vampiric archetypes. The Daeva, for instance, are both seductive and predatorial, evoking the image of vampires who glide through society as debonair hunters, much like Lestat in Anne Rice's Vampire Chronicles. The Gangrel represent the idea of vampires as solitary, savage hunters. The Mekhet are conspiratorial occultists, vampires who hide in the shadows gathering lore and knowledge while manipulating others from afar. Nosferatu vampires are the alienated or disfigured monsters of legend (such as Count Orlok of their movie namesake), while the Ventrue represent vampires possessed of an aristocratic, "lords of the night" sensibility, like Bram Stoker's Dracula.

Within these clans are many sub-clans, known as bloodlines.

[edit] Covenants

There are also many political or religious factions, known as Covenants. These include:

  • The Carthian Movement works towards finding the best form of government for the Kindred, basing its experiments on mortal systems like Democracy, Fascism and the like. It is the only Covenant that elects leaders, and is the newest major Covenant. Members frequently argue over the best form of government and this Covenant is primarily secular in outlook and character.
  • The Circle of the Crone is considered the vampiric equivalent of neo-paganism and witchcraft, following the belief that a goddess (the Crone) was cast out from the other Gods and Goddesses. They celebrate most of the major Wiccan holidays and practice the Blood Magic known as "Crúac". Despite many differences in belief and opinion between various circles and cities of the Covenant, all generally dislike the Lancea Sanctum.
  • The Invictus (also known as the "First Estate") are mostly concerned with material gain and power and therefore heavily involved in city politics and business.
  • The Lancea Sanctum is an organization which grew parallel to Christianity, therefore commonly being mistaken for a vampiric equivalent of it. They believe Kindred (the word vampires use for themselves) have a role in the Divine Providence: that of the ultimate predators. As vampires, they're to prey upon humans, thus unleashing God's Wrath upon the unworthy and representing tests for the pious.
  • The Ordo Dracul is focused on understanding the vampiric condition, improving upon it and ultimately transcending the limitations of their condition. They practice Blood Magic known as The Coils of the Dragon and believe their line was started by Dracula.
  • The Unaligned

[edit] Powers, abilities and weaknesses

[edit] Blood Potency

A vampire's power is roughly measured by his Blood Potency. Regardless of his sire's power, all vampires start off at level 1. Blood Potency increases steadily with age, but can also be boosted by spending experience points or consuming the soul of another vampire (diablerie). As its Blood Potency increases, a vampire can store more blood points and access greater supernatural powers. However, his feeding needs became more stringent as well; the weakest vampires can live on animal blood, but the most powerful vampires can only live on the blood of other vampires. Such powerful vampires who cannot meet this need usually go into prolonged slumber to weaken themselves.

[edit] Disciplines

Kindred can use a variety of supernatural powers called Disciplines. These are special abilities associated with their curse which, like their undead bodies, are "fed" in a way by the living blood they take from mortals. Many of the Disciplines provide Kindred with preternatural means of ensuring their continued existence, or of easing the process of hunting and stealing blood from mortals.

Disciplines can be broken down into four categories: common (commonplace among the Kindred and more than one clan has an innate knack for them), uncommon (the proprietary abilities of each of the five clans), covenant (possessed only by a specific covenant and never shared with outsiders), and bloodline (known only to the members of a particular bloodline within a clan). However, each Kindred has the capability to, given a tutor and the proper amount of time (sometimes years for powerful disciplines), learn a discipline that is not natural to their clan or covenant. In game mechanics, the experience point cost for such disciplines is higher than that of a clan discipline innate to a specific Kindred, and given the amount of time in a given storyline necessary to successfully master an other-clan discipline, many players never get the chance to fully master such things. However, some storytellers (the orchestrator and judge of the game) allow certain concessions, or "house rules", that enable players to learn out-of-clan disciplines more easily than is standard in the official rulebook; this allows for more powerful characters and decreases mechanical differences between the different groups.

[edit] Common discplines

Physical disciplines can grant the ability to move at faster-than-human speeds, to withstand damaging attacks with comparatively minor injuries, or the ability to manifest supernatural strength above and beyond even a vampire's naturally superhuman capabilities.

Psychic disciplines can give the power to commune with and command animals, or the ability to prevent others from sensing one's self by clouding their minds.

[edit] Uncommon disciplines

The so-called "uncommon disciplines" include preternatural sensitivity and awareness and the ability to foresee and know things seemingly unknowable, a piercing stare that commands minds and the ability to break the will of others, or a seductive or commanding sway of emotions and the predatory manipulation of the weak. Other disciplines might give the power to evoke sheer terror by revealing one's primal nature, or an ability to assume a variety of forms such as a wolf or a mist.

[edit] Covenant disciplines

  • Coils of the Dragon: Used to cheat the Curse, stripping away limitations and negative effects of the Unliving state (practiced by the Ordo Dracul).
  • Crúac: Pagan blood sorcery (practiced by the Circle of the Crone).
  • Theban Sorcery: Miraculous magic taught by, or in some interpretations stolen from, an "avatar of God" (practiced by the Lancea Sanctum).

[edit] Bloodline (Rare) disciplines

The various Rare Disciplines are numerous and wildly diverse. While they are generally only available to their respective bloodlines, and highly specialized, there are a few which provide significant advantages in combat (particularly some published in the antagonists book, VII, and that of the Spina Bloodline from the Invictus supplement).

[edit] Weaknesses

Unlike many fictional portrayals, vampires in Requiem are not repelled by crucifixes, garlic or running water, and they can enter any private domain without invitation. A stake through the heart merely paralyses them. Fire, sunlight and the claws and fangs of animals inflict terrible injuries that take a lot of time and blood to heal. During the daytime most vampires become catatonic and cannot operate, whether or not they are sheltered from sunlight.

[edit] Antagonists

Vampires have many enemies, most from within their own clans and covenants. There are some that stand out as being opposed to Vampire society as a whole, and some of the most prominent of these are vampires themselves. There are only two "enemy only" covenants in the core rulebook:

[edit] Belial's Brood

A loose confederation of Satanists, demon-worshippers and overt miscreants. The Covenant claims that the Damned originate from Hell itself, and exalt in the spread of misery and pain.

They are intended to be more straightforward enemies than other antagonists that might be fought against in The Requiem, as their goals (spreading wanton misery and violence, heedless of whether or not they expose the existence of vampires) are antithetical to nearly any character.

[edit] VII

A very mysterious organization, VII is dedicated to the destruction of their own species. They carry out attacks of sabotage and murder against other vampires for mysterious reasons.

In the game, they serve as the shadow antagonists - the monster's monsters. The Storyteller is encouraged to invent his own reasons for VII's agenda.

[edit] Books

  • Vampire: The Requiem (August 2004)
  • Coteries (October 2004)
  • Nomads (November 2004)
  • Rites of the Dragon (November 2004)
  • Bloodlines: The Hidden (February 2005)
  • Lancea Sanctum (March 2005)
  • City of the Damned: New Orleans (May 2005)
  • Ghouls (May 2005)
  • Ordo Dracul (July 2005)
  • VII (August 2005)
  • The Invictus (October 2005)
  • Bloodlines: The Legendary (January 2006)
  • Requiem Chronicler's Guide (February 2006)
  • Carthians (April 2006)
  • Mythologies (June 2006)
  • Circle of the Crone (August 2006)
  • Belial's Brood (January 2007)
  • The Blood (May 2007)
  • Bloodlines: The Chosen (July 2007)
  • Damnation City (August 2007)
  • Requiem for Rome (October 2007)
  • Fall of The Camarilla (January 2008)
  • Criminal Intent (PDF only) (January 2008)
  • Scenes of Frenzy (PDF Only) (January 2008)
  • Blood Red + Ash Gray (PDF Only) (January 2008)
  • The Resurrectionists (PDF only) (January 2008)
  • Lords Over the Damned: Ventrue (April 2008)
  • Kiss of the Succubus: Daeva (May 2008)
  • Savage and Macabre: Gangrel (September 2008)
  • Shadows in the Dark: Mekhet (December 2008)

[edit] Movie adaptation

New Line Cinema bought the rights to Vampire: The Requiem, and they plan to make a movie. [1]

[edit] External links

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