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The Daeva are beautiful, but the adage "beauty is only skin deep" is very much in effect for them. For all their lustful attitudes, superficial charm, and espoused love of beauty, they're emotionally dead even by the standards of other vampires. This emotional deadening in turn leads many of their number to grow jaded and hedonistic, seeking ever-greater ways of indulging their vices in a desperate attempt to remember what it means to feel again. At the same time, they are more than willing to exploit their beauty and charm to manipulate both Kindred and kine alike.  
The Daeva are beautiful, but the adage "beauty is only skin deep" is very much in effect for them. For all their lustful attitudes, superficial charm, and espoused love of beauty, they're emotionally dead even by the standards of other vampires. This emotional deadening in turn leads many of their number to grow jaded and hedonistic, seeking ever-greater ways of indulging their vices in a desperate attempt to remember what it means to feel again. At the same time, they are more than willing to exploit their beauty and charm to manipulate both Kindred and kine alike.  


In 2e, their weakness was modified somewhat - now they have a tendency to grow addicted to a person's blood if they feed on him/her more than once. The only way to break this addiction is via the death of the mortal in question.
In 2e, their weakness was modified somewhat - now they have a tendency to grow addicted to a given person's blood if they feed on him/her more than once. The only way to break this addiction is via the death of the mortal in question.


*'''Gangrel''' - ''The Savages''
*'''Gangrel''' - ''The Savages''
Line 38: Line 38:
**Favored Disciplines: Animalism, Protean, Resilience
**Favored Disciplines: Animalism, Protean, Resilience
**Favored Attributes: Composure and Stamina
**Favored Attributes: Composure and Stamina
The Gangrel are still the same nature-vampires they were in VtM, but in spite of their close connection to the Beast (or perhaps because of it) they have established themselves as scholars and philosophers of the Kindred's unique condition. That doesn't mean they won't tear you limb from limb if you piss one off, though. While they've lost their vulnerability to Frenzying, they do have trouble thinking rationally at times as their minds become more bestial and they don't function very well in human or Kindred society.
The Gangrel are still the same nature-vampires they were in VtM, but in spite of their close connection to the Beast (or perhaps because of it) they have established themselves as scholars and philosophers of the Kindred's unique condition. That doesn't mean they won't tear you limb from limb if you piss one off, though.
 
While they've lost their vulnerability to Frenzying, they do have trouble thinking rationally at times as their minds become more bestial and they don't function very well in human or Kindred society.


*'''Mekhet''' - ''The Shadows''
*'''Mekhet''' - ''The Shadows''
Line 44: Line 46:
**Favored Disciplines: Auspex, Celerity, Obfuscate
**Favored Disciplines: Auspex, Celerity, Obfuscate
**Favored Attributes: Intelligence and Wits
**Favored Attributes: Intelligence and Wits
The Mekhet are particularly attuned to shadows and darkness, and translate this attunement into a degree of finesse regardless of what they set their minds to. They're particularly adept at scholarly pursuits and infiltration but in many cases can branch out to do a little bit of everything. However, their connection to darkness also exacerbates the typical vampiric weaknesses to fire and sunlight, and with no natural talent for controlling animals or people they have to make extra effort to keep their interference in mortal affairs as shadowy as themselves. Complicating this further is a tendency to develop banes more easily- esoteric weaknesses like growing confused when approaching a crossroads or not being able to enter a house without being invited.  
The Mekhet are particularly attuned to shadows and darkness, and translate this attunement into a degree of finesse regardless of what they set their minds to. They're particularly adept at scholarly pursuits and infiltration but in many cases can branch out to do a little bit of everything. However, their connection to darkness also exacerbates the typical vampiric weaknesses to fire and sunlight, and with no natural talent for controlling animals or people they have to make extra effort to keep their interference in mortal affairs as shadowy as themselves.  
 
Complicating this further is a tendency to develop banes more easily- esoteric weaknesses like growing confused when approaching a crossroads or not being able to enter a house without being invited.  


*'''Nosferatu''' - ''The Haunts''
*'''Nosferatu''' - ''The Haunts''

Revision as of 15:08, 11 August 2016

Vampire: the Requiem
RPG published by
White Wolf/Onyx Path
Rule System Storytelling System
Authors Justin Achilli et al
First Publication 2004
This article is a stub. You can help 1d4chan by expanding it

Vampire: The Requiem is the flagship title of White Wolf's New World of Darkness line, and, as its name suggests, the counterpart to the Old World of Darkness's Vampire: The Masquerade. The changes include the following (naturally, both oWoD and nWoD fans believe their way to be the true way):

  • Five clans replace the thirteen, each embodying broad vampire archetypes. Whereas Masquerade's clans had well-researched histories and tracked their lineages to the first vampire, the five clans' true histories are shrouded in myth, legend, and falsehood. Each clan also hosts numerous bloodlines, which are mechanically similar to Masquerade bloodlines.
  • Seven covenants replace the Camarilla and Sabbat (five of which are intended for player characters) and are significantly more important to a vampire's nightly existence than clan. Some covenants have goals and outlooks that put them at odds with others (most notably the Invictus, representing the status quo, clash with the Carthian Movement, representing progress).
  • Embracing a new vampire costs a dot of Humanity. Gone are the nights of the Sabbat's "mass Embrace" tactics in normal circumstances; while the Ordo Dracula has discovered a means for performing a mass Embrace, the vampires created during said mass Embrace often turn out...wrong. as in "you had better be prepared to run the fuck away as soon as it's done" wrong.
  • Blood Potency replaces Generation. Kindred can increase their Blood Potency easier than they could Generation, but as a vampire's blood strengthens, they lose the ability to draw Vitae from lesser creatures; at the highest levels, a vampire can only gain Vitae from other vampires. Eventually, their blood overpowers them and they must enter torpor, during which time their blood thins and they tend to lose their memories (a phenomenon dubbed the Fog of Eternity). Because of this, nobody knows vampiric history for sure, even though some Kindred keep Requiem diaries of what they remembered (which can easily be in code or deliberately falsified, which is bad when the source vampire forgets the code or the truth).
  • A new group of antagonists called the Strix are added. They aren't exactly vampires, but instead are shadowy, demonic owl-like beings that despise all forms of life and Humanity (to the point where they consider a Humanity 0 vampire too human) and claim to be a physical manifestation of the Beast. While they don't normally possess physical forms, they can possess corpses and unfortunate vampires to use as meat-puppets.
  • Humanity is tweaked; in addition to the typical sins as breaking points, events that remind a vampire how inhuman he/she is can also cause a roll for "detachment", as it's now known. Reading your own obituary in the newspaper, existing longer than a century, seeing a culture that wasn't around while you were mortal- that sort of stuff.

There are all sorts of splats and expansions, including one for playing in the Roman Empire, one for various other historical settings (WW1 to Ancient Egypt), one for playing as a ghoul, and one for the Eighties (I am deadly serious).

Now into its second edition (originally released under the title of "Blood & Smoke"), which gave vampires a fairly big boost. For example, they no longer only downgrade bullets to bashing; they downgrade all lethal damage to bashing unless they're full of bashing damage.

The Clans

Nobody knows exactly how the clans came into being or if they even have a common ancestor at all, but each one reflects one aspect of vampirism in some way or another. Additionally, each clan possess a staggering number of bloodlines, each with their own unique abilities and weaknesses added onto the original clan's own. Most of the V:tM clans which didn't make the jump to V:tR have been reclassified as bloodlines if they haven't been removed (e.g. the Malkavian clan is now the Malkovian bloodline, as well as a peculiar mind-virus called Malkavia that drives any vampire that catches it hopelessly insane).

  • Daeva - The Succubi
    • Notable Bloodlines: Toreador, Erzsébet
    • Favored Disciplines: Celerity, Majesty, Vigor
    • Favored Attributes: Dexterity and Manipulation

The Daeva are beautiful, but the adage "beauty is only skin deep" is very much in effect for them. For all their lustful attitudes, superficial charm, and espoused love of beauty, they're emotionally dead even by the standards of other vampires. This emotional deadening in turn leads many of their number to grow jaded and hedonistic, seeking ever-greater ways of indulging their vices in a desperate attempt to remember what it means to feel again. At the same time, they are more than willing to exploit their beauty and charm to manipulate both Kindred and kine alike.

In 2e, their weakness was modified somewhat - now they have a tendency to grow addicted to a given person's blood if they feed on him/her more than once. The only way to break this addiction is via the death of the mortal in question.

  • Gangrel - The Savages
    • Notable Bloodlines: Bruja, Dead Wolves
    • Favored Disciplines: Animalism, Protean, Resilience
    • Favored Attributes: Composure and Stamina

The Gangrel are still the same nature-vampires they were in VtM, but in spite of their close connection to the Beast (or perhaps because of it) they have established themselves as scholars and philosophers of the Kindred's unique condition. That doesn't mean they won't tear you limb from limb if you piss one off, though.

While they've lost their vulnerability to Frenzying, they do have trouble thinking rationally at times as their minds become more bestial and they don't function very well in human or Kindred society.

  • Mekhet - The Shadows
    • Notable Bloodlines: Morbus, Sangiovanni
    • Favored Disciplines: Auspex, Celerity, Obfuscate
    • Favored Attributes: Intelligence and Wits

The Mekhet are particularly attuned to shadows and darkness, and translate this attunement into a degree of finesse regardless of what they set their minds to. They're particularly adept at scholarly pursuits and infiltration but in many cases can branch out to do a little bit of everything. However, their connection to darkness also exacerbates the typical vampiric weaknesses to fire and sunlight, and with no natural talent for controlling animals or people they have to make extra effort to keep their interference in mortal affairs as shadowy as themselves.

Complicating this further is a tendency to develop banes more easily- esoteric weaknesses like growing confused when approaching a crossroads or not being able to enter a house without being invited.

  • Nosferatu - The Haunts
    • Notable Bloodlines: Baddacelli, Usiri
    • Favored Disciplines: Nightmare, Obfuscate, Vigor
    • Favored Attributes: Composure and Strength

Like in VtM, the Nosferatu are monstrous (usually this means they're ugly, but in some Nosferatu it may take more subtle forms like an unnerving voice, a repulsive odor that never seems to go away, or a shadow that seems to move on its own), but compensate for it with a knack for stealth and an alarming amount of strength when provoked. They're also good record-keepers and many Nosferatu are capable of communicating with ghosts. Some can even bend them to their will.

  • Ventrue - The Lords
    • Notable Bloodlines: Malkovians, Gorgons
    • Favored Disciplines: Animalism, Dominate, Resilience
    • Favored Attributes: Presence and Resolve

Still the same stuck-up egotistical assholes that they were in VtM, and also the clan whose members are most likely to be either in positions of power or actively scheming to attain those positions of power. Their mind-control powers are just as good at helping them fulfill their ambitions as they were in VtM, but it also tends to make them particularly vulnerable to acquiring derangements. After all, power corrupts, even among the undead.

2e changes their weakness slightly to a greater risk of losing their Touchstones - the people or things that remind vampires what it was like to be humans. Losing these Touchstones weakens a vampire's ability to resist detachment, and if they're all lost the vampire feels a sudden and overwhelming urge to enter Torpor.

  • Julii - The Founders (extinct)
    • Notable Bloodlines: Ventrue (rumored)
    • Favored Disciplines: Animalism, Dominate, Resilience
    • Favored Attributes: Presence or Resolve

The Julii ruled the Camarilla. They invented the modern Masquerade, a derivation of the Mekhet concept, but merely hid the fact of their existence as creatures of the night, rather than completely disappearing from mortal view. They claim descent from August Julius, childe of Remus. Remus was never Embraced, but had become a vampire in a pact with the Striges in exchange for serving them after his brother Romulus left him for dead after their dispute over where to found the city that would go on to become Rome. This clan died with the Camarilla during the Roman Empire. They all disappeared over time and were completely extinct by AD 418. Their tenuous grip on their humanity (a side effect of the pact Remus made) probably contributed to their decline, as did their unwise decision to betray the Striges. The specific similarities between the Julii and Ventrue and the fact that the Ventrue didn't seem to exist during the Camarilla's reign lead many to believe that the Ventrue are descended from the Julii, but nobody's entirely sure of the truth.

Covenants

With no Camarilla to give the Kindred a unifying organization to rally around anymore, Kindred instead identify with different Covenants, organizations that are in effect a cross between a political party, a nation-state, and a religion. While the covenants' goals and ideologies are often greatly divergent if not mutually irreconcilable, their unwillingness to threaten the Masquerade keeps their conflicts bloodless and infrequent more often than not. On the other hand, internal strife within covenants is not unheard of either and can in some cases be more intense than conflicts between different covenants.

  • Invictus - The closest thing to the Camarilla of VtM, they consider themselves the rightful leaders of vampiric society, while everyone else considers them to be a bunch of insufferable pricks. While they give lip service to the idea that they're a meritocracy, in practice the elders of the covenant hold all the power and have a vested interest in making sure that if the younger members try to advance in position that it'll be on their terms. They may be oppressive and tyrannical, but even their rivals begrudgingly admit that they do a good job of keeping the Masquerade going.

Plus, they've got a ton of cash and influence built up over the ages, which the vampire on top get to enjoy for all it's worth.

They were descended from the remnants of the Senex, the leadership wing of the old Camarilla, and even in those days their main interest was in keeping as much power for themselves as possible.

  • Circle of the Crone - A quasi-pagan Covenant that pledges its loyalty to a goddess-like figure they refer to as the Crone. While the specifics of their beliefs vary widely between its different sects (as do the other deities and spirits they venerate), they all agree that vampirism is a natural state of existence and that any vampire who wishes to seek enlightenment can do so if they are willing to suffer for it. That said, their practice of Crúac - a form of ritual blood magic that occasionally requires sacrificial victims to work - has raised more than a few eyebrows in vampire society for its tendency to rouse the Beast, and the fact the Strix can use it too hasn't helped.
  • Lancea et Sanctum - Christianity for vampires. According to their traditions, they descend from Longinius, the Roman centurion who pierced Christ's side with a spear as he was dying on the cross; when His blood dripped upon him, Longinius was cursed with vampirism for his faithlesness and cruelty. Being religiously inclined doesn't mean that the Sanctified are pacifists or averse to their nature as vampires; on the contrary, they see their damnation as a necessary part of their role as a way of putting the fear of God into mortals and are notoriously zealous in their drive to convert unbelievers within vampiric society. This is made much easier for them by virtue of their practice of Theban Sorcery, which is best described as a blend of magic and miracles. The Lancea came to prominence within the Camarilla during the Roman Empire.
  • Carthians - The wide-eyed idealists of the vampire world, the Carthians see no reason why the status quo should remain unchallenged and are intent on challenging its concentration of power within the hands of a small number of elders. Needless to say, ideas like "democratic rule" and "acceptance of change" has made them bitter rivals of the Invictus, who see them as little more than rabble-rousers. The fact that they themselves can't agree on what the status quo should be replaced with doesn't help. But on the bright side, their affinity towards mortal laws and ordinances somehow allows them to gain special boons via their own "laws".
  • Ordo Dracul - If you hadn't guessed by the name, Dracula himself founded this Covenant. Compared to the more religious or political bent of the others, its focus is more on the relatively scientific aspects of vampirism- more specifically, its search for a way to transcend the natural limitations of vampirism. Towards this end, it has developed a set of esoteric teachings called the Coils of the Dragon; while they have yet to fully transcend their vampiric state, the Coils are indisputably effective at mitigating many of the typical vampire weaknesses (e.g. a greater ability to resist Frenzy, reducing the damaging effects of sunlight during dawn and dusk, etc.) They're absolutely obsessed with furthering their studies of the vampiric condition, and don't particularly care about who they hurt if it means another step closer to perfecting themselves.
  • Belial's Brood - The Infernalists of VtM without the organization, Belial's Brood is little more than a pack of devil-worshipping madmen that have voluntarily given themselves up to the Beast. Although they are divided into numerous factions with their own competing ideologies, they are all crudely united in their disregard for everyone besides themselves and their single-minded thirst for destruction.
  • VII - Next to nothing is known about them; even their name is a presumed one based only on the image of the Roman numeral they leave behind after their attacks on other Kindred. All that's confirmed about them is that they seek to destroy all other Kindred, which they can sense through the presence of what they call a "Mark of the Betrayer." Bizarrely, their members never run the risk of Frenzy when meeting other Kindred, and even when forced to speak the truth through supernatural compulsion its members can't explain what VII really is. Even mind-reading attempts reveal nothing but an image of the Roman numeral "VII." They may have some kind of connection to the Strix, but nobody knows if they're allies or enemies to the Owls.
  • Camarilla - The Camarilla was the ruling covenant of Roman Kindred during the time of the Republic and Empire until it fell to ruin during the Visigoths' sacking of Rome in AD 410. It was divided into four wings: the Senex (the government and nobility), the Legio Mortuum (the police and military), the Cult of Augurs (the priests and soothsayers in theory, but in practice they were mostly con artists and false prophets), and the Peregrine Collegia (immigrants, felons, sslaves, and other undesirables), with an offshoot of the Prophets barely recognized as the Chapel and the Spear (what would later become the Lancea et Sanctum). They maintained three Traditions, which have survived in a heavily modified form into modern vampiric society: Dominion (the Camarilla rules the world and divides it into domains as they see fit), Destruction (only the Camarilla's Senex can sentence Kindred to Final Death), and Amaranth (no Kindred may commit diablerie).

See Also

World of Darkness Games 
Old World of Darkness New World of Darkness
Offical Games Vampire: The Masquerade
Werewolf: The Apocalypse
Mage: The Ascension
Wraith: The Oblivion
Changeling: The Dreaming
Hunter: The Reckoning
Kindred of the East
Mummy: The Resurrection
Demon: The Fallen


Vampire: The Requiem
Werewolf: The Forsaken
Mage: The Awakening
Promethean: The Created
Changeling: The Lost
Hunter: The Vigil
Geist: The Sin-Eaters
Mummy: The Curse
Demon: The Descent
Beast: The Primordial
Deviant: The Renegades

Fan-made Games Atlantean: The Longing
Exalted Versus World of Darkness
Gargoyles: The Vigil
Greys: The Abduction
Highlander: The Gathering
Senshi: The Merchandising
Tech Infantry
Zombie: The Coil




Alien: The Stranded
Dragon: The Embers
Genius: The Transgression
Giant: The Perfidious
Hunchback: The Lurching
Janus: The Persona
Leviathan: The Tempest
Mutant: The Aberration
Outsider: The Calling
Princess: The Hopeful
Psychic: The Gifted
Siren: The Drowning
Sovereign: The Autonomy
Wraith: The Arising