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Home > Listing Index > Games > Vampire: The Requiem

Games - Vampire: The Requiem


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

Clans

Similar to the previous game, Kindred are brought into one of five clans as part of their transformation into vampires:
  • Daeva
  • Gangrel
  • Mekhet
  • Nosferatu
  • Ventrue
See Clans in Vampire: The Requiem
for more information.

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 encompass the theme of the lone, savage and brutal hunters, much like the vampires of the Blade series. 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.

Covenants

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

For an Overview: Covenant (Vampire: the Requiem)

Powers and Abilities (Disciplines)

Kindred (the word vampires use for themselves) 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 are generally recognized as common (common place among the Kindred and more than one clan has an innate knack for them), unique (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).

Common Disciplines

Physical
:* Celerity: The ability to move at incredible speeds with uncanny precision. :* Resilience: The ability to withstand crippling injury without submitting. ;* Vigor: The ability to manifest supernatural strength above and beyond even a vampire's naturally superheroic capabilities.
Psychic
:* Animalism: The power to commune with and command animals; related to a vampire's inner Beast. :* Obfuscate: The power of hiding oneself by clouding the minds of the weak; related to a vampire's natural cunning and guile.

Unique Disciplines

:* Auspex: Preternatural sensitivity and awareness and the ability to forsee and know things seemingly unknowable (practiced by the Mekhet). :* Dominate: The piercing stare that commands minds and the ability to break the will of others (practiced by the Ventrue). :* Majesty: Seductive or commanding sway of emotions and the predatory manipulation of the weak in this way (practiced by the Daeva). :* Nightmare: The ability to evoke sheer terror by revealing one's primal nature (practiced by the Nosferatu). :* Protean: The ability to assume a variety of forms such as a wolf or a mist (practiced by the Gangrel).

[ Visit the complete Wikipedia entry for Vampire: The Requiem ]


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