The True Success Of A Vampire: The Requiem

what constitutes a sucess in vampire the requiem

Vampire: The Requiem is a tabletop role-playing game published by White Wolf, Inc. in 2004. It is a Spiritual Successor to Vampire: The Masquerade, which tore down walls by offering players the chance to play monsters. Requiem is set in the Chronicles of Darkness world, which is much like our world, but with monsters that hide themselves. Players take on the roles of vampires, cursed with eternal life, supernatural powers, and bloodlust. The game is designed to be grittier and more visceral than its predecessor, with various competing political factions and intra-group conflict. Success in the game can be measured in a variety of ways, from simply surviving without killing to navigating complex social and political dynamics within vampire society.

Characteristics Values
Publisher White Wolf, Inc.
Release date 21 August 2004
Genre Role-playing game
Setting Chronicles of Darkness
Game world The World of Darkness
Game type Tabletop
Game system One-Roll Engine dice system
Number of clans 5
Clans Daeva, Gangrel, Mekhet, Ordo Dracul, Ventrue
Success condition Exceptional success
Character creation Focus on mortal lives
Storytelling Emphasis on imagery and theme
Character goals Avoid killing

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Vampires are predators, criminals and monsters

Vampire: The Requiem is a tabletop role-playing game in which players take on the roles of vampires—predators, criminals, and monsters—cursed with eternal life, supernatural powers, and an insatiable bloodlust. The game is set in a world similar to our own, where monsters are real but hidden from human view. Vampires, in particular, feed on the blood of the living and must remain concealed to avoid exposure, which would be fatal to their existence.

In the game, vampires are powerful creatures with distinct personalities and characteristics. They possess an aspect of their personality known as "The Beast," which represents their primal urges to feed and kill. When a vampire is distraught or hungry, The Beast takes control, driving them into a frenzied rage. Vampires are also capable of recognizing each other's presence and relative power through a system called the Predator's Taint.

The five main vampire clans in Vampire: The Requiem include the Daeva, who are hedonists known for their beauty and ability to captivate mortals; the Gangrel, the most feral clan with strong connections to their animalistic nature; the Mekhet, a shadowy and secretive clan with strong aura-reading abilities; and the Ventrue, the aristocratic vampires who dominate mortals and create cults of personality.

Success in Vampire: The Requiem can be measured in various ways, depending on the player's choices and actions. One aspect of success is survival, as vampires face constant threats from their deadly existence, including their bloodlust, sunlight allergy, and the dangers of their supernatural world. Another measure of success is power and influence within the vampire community. Vampires engage in political factions and intra-group conflicts, vying for control and pursuing their agendas. Additionally, success can be found in the exploration of the characters' mortal lives and their fears as they navigate their unlife in the World of Darkness.

While vampires are inherently predators, criminals, and monsters, the game allows for nuanced storytelling. Players can choose to role-play their characters with a focus on their mortal pasts, the fears they face, and the internal struggle between their humanity and their vampiric nature. Some vampires may even strive to resist their bloodlust and avoid killing, though social and biological factors make this extremely challenging. Ultimately, success in Vampire: The Requiem can be defined by how well players embody their characters, navigate the dark world they inhabit, and explore the complexities of their monstrous existence.

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The game is set in a world similar to ours, but with monsters

Vampire: The Requiem is a tabletop role-playing game set in a world similar to ours, but with monsters. The game is a spiritual successor to Vampire: The Masquerade, and while it uses many elements from the old game, it is an entirely new game with subtle but important differences.

The world of Vampire: The Requiem is called the World of Darkness, and it is much like our world, except that monsters are real. Vampires, the main monsters in the game, hide their existence because they feed on human blood, and mass exposure would be fatal to their kind. They are also vulnerable to fire, sunlight, and attacks from other supernatural creatures. Unlike in traditional vampire stories, vampires in Requiem are not repelled by crucifixes, garlic, or holy water, and they can enter any private domain without invitation.

There are five main clans in Vampire: The Requiem, each with its own unique powers and weaknesses. The Daeva are strong and beautiful hedonists who can captivate mortals but are easily obsessed with them. The Gangrel are the most feral clan, with pure animal hunger and the ability to control animals. The Mekhet are the most shadowy and secretive clan, instinctively hiding their plots and trusting few. The Ventrue are the aristocrats of the vampire world, dominating mortals and creating cults of personality. Finally, the Nosferatu, while not one of the five main clans, are known for their ability to craft masks out of leather.

In Vampire: The Requiem, the success of a character's actions is determined by dice rolls. Spending a point of Willpower grants three extra dice on a roll, and success is either achieved or results in an exceptional success. Dramatic failures, or "botching," occur rarely and only happen when a chance die comes up as a 1. The game also includes various supplements and expansions that add new rules, settings, and storylines to enhance the gameplay and provide a richer experience for players.

Overall, Vampire: The Requiem offers a unique take on the vampire genre, combining elements of horror, fantasy, and political intrigue in a world similar to ours but with the added twist of monsters lurking in the shadows.

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Vampires feed on blood and hide their existence from humans

Vampire: The Requiem is a tabletop role-playing game set in the Chronicles of Darkness line and is a spiritual successor to Vampire: The Masquerade. In this game, players take on the roles of vampires—cursed with eternal life, supernatural powers, and bloodlust.

Vampires feed on the blood of the living, and their existence depends on hiding this fact from humans. If their true nature were exposed, it would be fatal for vampires as a species. Fortunately, they are well-equipped to stay hidden. They possess supernatural powers that aid in their concealment, such as the ability to warp their bodies and move with shadow-like stealth.

The vampires in Requiem are not repelled by traditional vampire weaknesses like crucifixes, garlic, or holy water. Instead, fire, sunlight, and the attacks of other supernatural creatures are their main vulnerabilities. During the day, vampires sleep, their bodies indistinguishable from corpses unless exposed to the sun or other harmful elements.

An important aspect of a vampire's personality is "The Beast," which represents their primal urges to feed and kill. When a vampire is distraught or hungry, they may enter a berserk rage called Frenzy, during which The Beast takes control. This aspect makes it challenging for vampires to coexist with humans without giving in to their bloodlust.

The game also introduces political factions and intra-group conflict, adding complexity to the vampire society. With competing covenants vying for power, vampires must navigate not only their hunger and supernatural threats but also the political landscape of their dark world.

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Vampire society is made up of competing political factions and intra-group conflict

Vampire: The Requiem is a tabletop role-playing game set in a fictional world called the World of Darkness, where monsters exist but hide themselves from humans. Vampires, in particular, feed on human blood and must stay hidden to avoid exposure, which would be fatal to their existence.

  • Daeva: These vampires are hedonists who pursue the best that their undead lives have to offer. They are strong and beautiful, able to captivate mortals with their powers of majesty. However, they can easily become obsessed with mortals, making them vulnerable to manipulation.
  • Gangrel: The Gangrel are the most feral and animalistic of the vampire clans. They can control animals and warp their bodies into more predatory forms. However, they struggle to maintain control and are often consumed by their bestial natures.
  • Mekhet: The Mekhet are the most shadowy and secretive clan. They instinctively hide their plots and trust very few. They possess aura-reading abilities and are particularly vulnerable to sunlight, even more so than other vampire clans.
  • Ventrue: The Ventrue are the aristocrats of the vampire world. They telepathically dominate mortals, creating cults of personality and lording their accomplishments over other vampires. However, they risk losing their humanity as they become detached from the mortal lives of their followers.
  • Ordo Dracul: This covenant has the tools to minimize the vampiric curse, but they are also known for turning their members into amoral creatures that care nothing for humans or morality.

In addition to these clans, there are also various covenants, which are political bodies with their own philosophies and agendas. These covenants compete against each other within cities to gain influence and pursue their long-term goals. An example of a covenant is the Carthian Movement, a vampiric populist movement seeking to overthrow the established hierarchy of ancient undead rulers.

The game's setting provides a backdrop for players to navigate this complex vampire society, where intra-group conflict and political manoeuvring are prevalent. Players must carefully consider their characters' affiliations and strategies to succeed in this treacherous and competitive environment.

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Vampire powers and weaknesses vary depending on their clan

Vampire: The Requiem is a tabletop role-playing game set in the World of Darkness, where monsters exist but hide themselves from humans. The game features various vampire clans, each with its own unique powers and weaknesses.

The Daeva clan is characterised by hedonism and the pursuit of pleasure. They are strong and beautiful, possessing the power of Majesty, which allows them to captivate mortals. However, they can easily become obsessed with mortals, making them vulnerable to manipulation.

The Gangrel clan embodies pure animal hunger and is the most feral vampire clan. They possess the powers of Animalism and Protean, enabling them to control animals and transform their bodies into predatory forms. However, they struggle to maintain control and are more susceptible to the Frenzy, a savage state that vampires enter when hungry or weakened.

The Mekhet are a shadowy and secretive clan, instinctively hiding their plots and trusting few. They possess aura-reading abilities and are particularly vulnerable to sunlight. The Mekhet have three main powers: Celerity, which grants them super-speed; Obfuscate, allowing them to turn invisible; and Auspex, providing them with psychic abilities like astral projection and telepathy.

The Nosferatu are known for their ugliness and their ability to warp the world around them, making it a little uglier. They are skilled at observing others from the shadows and keeping secrets. They can also inflict nightmares on others.

The Ventrue are the aristocrats of the vampire world, dominating mortals telepathically to create cults of personality. However, they risk losing their humanity as they become detached from mortal lives.

In addition to these five main clans, Vampire: The Requiem features other unique bloodlines and characters, such as the Toreador, Xiao, Qedeshah, Sangiovanni, and the Malkovians, each with their own distinct powers and weaknesses.

Frequently asked questions

Vampire: The Requiem is a tabletop role-playing game published by White Wolf, Inc. in 2004. It is a successor to Vampire: The Masquerade, though it is an entirely new game. The game is set in a world much like ours, except that monsters are real and hide themselves from humans. Players take on the roles of vampires, who are cursed with eternal life, supernatural powers, and bloodlust.

Vampire: The Requiem is a "dirtier" game than Masquerade, with a more modern setting. In Requiem, vampires instinctively recognize each other and their relative power levels, whereas in Masquerade, vampires do not recognize each other on sight. Another difference is that in Requiem, vampires get more powerful with age, so lineage is less important. Additionally, in Requiem, success is binary—you either succeed or get an exceptional success—whereas in Masquerade, success was measured in degrees.

There are five main clans in Vampire: The Requiem, each with its own unique powers and weaknesses. The Daeva are strong and beautiful hedonists who can captivate mortals but are easily obsessed with them. The Gangrel are the most feral clan, with the ability to control animals and warp their bodies. The Mekhet are the most shadowy and secretive clan, with the ability to read auras and an aversion to sunlight. The Ventrue are the aristocrats of the vampire world, who can dominate mortals telepathically.

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