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Credits
Writers:
Reap the Whirlwind: Rose Bailey, David Hill, Alec
Humphrey, Stew Wilson
Into the Void: Chuck Wendig
Developers:
Reap the Whirlwind: Rose Bailey and Audrey Whitman
Into the Void: Eddy Webb and Chuck Wendig
Editors: David Hill and Genevieve Podleski
Creative Director: Richard Thomas
Interior and Cover Design: Mike Chaney
Artists: Avery Butterworth, Jean Sebastien Rossbach, Mark
Nelson, Pat Loboyko, Greg Boychuk, Mark Poole, Pat Loboyko,
Sam Araya
2013 CCP hf. All rights reserved. Reproduction without the written
permission of the publisher is expressly forbidden, except for the purposes
of reviews, and for blank character sheets, which may be reproduced for
personal use only. White Wolf, Vampire, and The World of Darkness
are registered trademarks of CCP hf. All rights reserved. Storytelling
System, Vampire the Requiem, Mage the Awakening, Werewolf the
Forsaken, World of Darkness, and The Danse Macabre are trademarks
of CCP hf.
All rights reserved. All characters, names, places and text herein are
copyrighted by CCP hf.
CCP North America Inc. is a wholly owned subsidiary of CCP hf.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction
and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com
Contents
Vampire: The Requiem
32
Themes 4
Whats Inside
32
Treatment 32
5
5
Introduction 4
Introduction 32
33
33
The Cast
35
Prince Tiberias
35
Conditions 12
36
14
37
Humanity Examples
16
38
Common Actions
17
Miscellaneous Enemies
40
19
Scene Flowchart
42
20
Scenes 43
21
Character Creation
Size 21
Disciplines 23
Animalism
23
Auspex
24
Celerity
25
Majesty
27
Obfuscate
29
Protean
30
45
47
Pandoras Box
50
Encounter Scenarios
53
Aftermath
57
3
Introduction
Established 1856. Thats what the firms sign says. The owner
was established 1856, too, even though his sharp-cut suit was
made tomorrow. Hes one of your guys. One of the sharks you
swim with.
The Kindred are the real predators of the modern age.
Theyre hip to our tricks but theyve got a hundred years of
history behind them. Youre one of them. So, congratulations:
you are the child-stealer, the plague-bearer and the faceless
corporate titan sucking the life out of your own hometown.
Themes
How did you get to be what you are? Were you a good girl,
dragged kicking and screaming from heaven? Or a bad boy,
brought back from the grave cause hell didnt deserve you?
Little of both, probably.
Somebody cheated death to bring you back, and now you have to
make up the debt. You can devote yourself to faith and good works.
Play philanthropist. Play superhero. Or you can accept that youre
damned and get the party started. Piss on the cross. Get some head.
Little of both, probably.
Requiem + Masquerade
Piety + Blasphemy
Clan
Daeva
Gangrel
Mekhet
Nosferatu
Ventrue
Covenant
Disciplines
Willpower
Types of Actions
Characters
Attributes
Mental Attributes
Intelligence: Your characters ability to recall information,
form plans, or solve puzzles.
Wits: Your characters ability to think on her feet and improvise.
Resolve: Your characters raw determination.
Physical Attributes
Strength: How much your character can lift, and how
hard he hits.
Dexterity: How fast your character can react physically,
and how deft her movements are.
Social Attributes
Presence: Your characters assertiveness and raw appeal.
Manipulation: Your characters ability to appeal to the
desires of others and get them to cooperate.
Composure: Your characters poise, and ability to keep
apparently calm under pressure.
Skills
Proficiency Level
Novice. Basic knowledge or techniques.
Practitioner. Solid working knowledge or
techniques.
Professional. Broad, detailed knowledge or
techniques.
Expert. Exceptional Depth of knowledge
or techniques.
Master. Unsurpassed depth of knowledge or
techniques. A leader in the field.
Mental Skills
Physical Skills
Social Skills
Advantages
Anchors
Vampires are no longer human, but they yet have ties to the
world. These anchors, whether they provoke the vampire to
humane actions or cruel ones, reinforce her sense of self, and
give her the strength to carry on. Accordingly, each anchor
provides ways to refill the vampires Willpower.
(Mortals have Virtues and Vices -- moral strengths and
weaknesses -- in place of these anchors.)
Masquerade
Priest
Nomad
Junkie
Investigator
Merits
Scholar
Socialite
Child
Requiem
10
Disciplines
Action
Combat
Attack
Dodge
Injury
11
Conditions
Inspired
12
Wanton
Your character wants, for the sake of wanting. Hes distracted with
temptations of excess and indulgence. Any Composure or Resolve
rolls to resist temptation suffer a -2 penalty. As well, the character that
brought forth this Condition achieves exceptional success on three
successes instead of five, when making any rolls to tempt your character.
This could apply to Majesty rolls as well as mundane social rolls.
After resolving Wanton, your character cannot be subject
to this Condition again for a full month.
Common Causes: A seductive predatory aura conflict, a
failed Detachment roll
Resolution: Indulge in something that constitutes a breaking
point (see Humanity, p.15)
Willpower: n/a
Charmed
Competitive
Dominated
Frightened
Mesmerized
13
14
Feeding
Torpor
Humanity
10
9
8
7
6
5
4
3
2
1
0
Base Duration
One night
Two nights
One week
Two weeks
One month
One year
Five years
Ten years
Fifty years
100 years
250 years
1
0
Blood Potency Dots
1
2
3
4
5-6
7-8
9-10
Fire
Base Damage
1
2
3
Heat of Fire
Candle (first-degree burns)
Torch (second-degree burns)
Bunsen burner
(third-degree burns)
Chemical fire/molten metal
Damage Modifier
0
+1
+2
+3
Sunlight
The sun gives life to the world. The Kindred, not truly alive,
must shun it. Sunlight burns them... and as they begin to truly
embrace their inner predators, as the concept of human sin and
even Humanity itself means less to them, it burns all the more.
The type and amount of damage inflicted by the sun is
determined by the vampires Humanity. The frequency with
which the damage occurs is determined by his Blood Potency.
Humanity Dots
7-10
6
5
4
3
2
Damage Type
1 lethal
2 lethal
3 lethal
1 aggravated
2 aggravated
3 aggravated
4 aggravated
5 aggravated
Damage Frequency
Half-hour
Ten minutes
One minute
One turn
2x / turn
3x / turn
5x / turn
Frenzy
Humanity
Vampires are not human. They were, once, but now theyre
something entirely different. However, to blend in with
mortals, to walk among the flock, Kindred must maintain
perspective and understanding of their former existences.
Humanity reflects this perspective. Vampires that maintain
high Humanity scores live side-by-side with mortals, and can
relate to the living. Vampires with low Humanity scores grow
distant and alien, and lose sight of who they once were, and
more importantly, who they prey upon.
When a vampire faces (or self-inflicts) trauma that calls her
Humanity into question, she hits a breaking point, and must
roll to resist Detachment. Weve listed some sample breaking
points. In general, a vampire must roll when she reaches a
breaking point tied to her current Humanity or lower.
If she fails the Detachment roll, she gains one of the three
Conditions also associated with the predatory aura: Bestial,
Wanton, or Competitive.
15
Humanity Examples
Humanity 10 (Five Dice)
One night without human contact.
Lying in defense of the Masquerade.
Spending more than one Vitae in a night.
16
and lies like second nature. Take -1 in any roll to relate to humans.
Weathered (Humanity 4): A weathered Kindred has seen
more death and devastation than most mortals will in a lifetime.
Most ancilla fall into this range of Humanity. While not
spree killers, most Kindred at this level have taken lives, and
understand that they probably will again in order to guarantee
continued survival. They see humans as fragile and temporary.
Take -2 in any roll to relate to humans.
Callous (Humanity 3): At this level, a callous Kindred
maintains a cynical and jaded world perspective. Hell step over
anyone and anything in the name of survival, and humans are
little more than tools. Most elders fall into this range. By this
point, Humanity takes its toll, and the vampire appears deathly
and pallid. This appearance isnt unnatural, per se, but it makes
humans uncomfortable. Take -3 in any roll to relate to humans.
Monstrous (Humanity 2): A monstrous Kindred is barely
recognizable as human, unless hes specifically acting the part and
using the blush of life. Hes short-tempered, selfish to a fault, and
will kill to suit minor interests and petty desires. Not only does
Common Actions
Here are some sample ways you can apply your skills.
Remember, you can invent your own at any time.
ARGUMENT
(Intelligence + Expression - victims Resolve)
You try to sway someone with a rational argument. (If arguing
with a crowd, use the highest Resolve in the crowd.
Dramatic Failure: You convince them of quite the
opposite.
Failure: They listen, but are ultimately unaffected.
Success: They accept the truth (or apparent truth) of
your words.
Exceptional Success: Theyre convinced, and become a
recruit to your point of view. Though they might change
their minds if they find themselves at risk.
CAROUSING
(Presence + Socialize or Streetwise)
You mix with a group, bringing high spirits with you and
using them to loosen tongues.
Dramatic Failure: A faux pas reveals that you dont
belong... and maybe even hints at your supernatural nature.
Failure: You end up a wallflower, with a drink in your
hand that you dont even want.
Success: You make a single-serving friend, who might be
willing to pass secrets or go with you somewhere private.
Exceptional Success: You make a friend you can contact again
FAST-TALK
(Manipulation + Subterfuge - victims Composure)
You may not be able to win the argument with facts, but you
can try to get out of trouble with a little judicious spin.
Dramatic Failure: The other party has a good idea what
the truth is.
Failure: The other party doesnt believe you.
Success: The other party swallows your story.
Exceptional Success: The other party believes you so
thoroughly that theyre even willing to offer a little aid...
though they wont put themselves at any kind of risk.
INTERROGATION
(Manipulation + Empathy or
Intimidation - victims Resolve)
You try to dig secrets out of a reluctant informant.
Dramatic Failure: The informant is alienated or injured
beyond the point to which he will reveal information.
Failure: The informant blabs a mix of truth and
falsehood -- even he may not know the difference.
Success: You get the information you were looking for.
Exceptional Success: You get the information you were looking
for, and the informant is willing to continue cooperating.
INTIMIDATION
(Strength or Manipulation +
Intimidation - victims Composure)
You try to get someone to do what you want by making them
afraid of you.
Dramatic Failure: They dont take you seriously, even
if you knocked them around a bit. They wont be doing
what you want.
Failure: Theyre unimpressed with your threats.
Success: Theyre coerced into helping you.
Exceptional Success: They develop a lasting fear of you,
which could make them easier to coerce in the future.
INVESTIGATING A SCENE
(Intelligence + Investigation)
You look for clues to whats happened in the recent past... or
tidy up so that no one else can find them.
Dramatic Failure: You find clues, but you contaminate
them, or you leave evidence of your presence.
17
REPAIR
(Intelligence + Crafts)
You try to fix something thats broken down.
Dramatic Failure: The broken objects a lost cause. Itll
never work again.
Failure: Youre stymied by the problem, but could come
back to it in another scene.
Success: You get the thing working... for now.
Exceptional Success: The object works better than
before. It wont break again anytime soon.
RESEARCH
(Intelligence + Academics or Occult)
Using your existing knowledge, you look for information on
a current mystery.
Dramatic Failure: You learn something, but it doesnt
help. In fact, it sets you back. If using Occult, it might
also give you nightmares.
Failure: You turn up a lot of promising leads, but theyre
all dead ends.
18
Success: You find the basic facts you were looking for.
Exceptional Success: You find what you were looking for,
and leads towards a much bigger score of information.
SHADOWING A MARK
(Wits + Stealth or Drive)
You follow someone, perhaps in the hopes of ambushing
them, or of finding out their destination.
Dramatic Failure: Youre caught, either by the mark or
some observer thats become suspicious of you.
Failure: The mark senses hes being followed, and
manages to lose you.
Success: You follow the mark to his destination.
Exceptional Success: You find some means by which you
can continue following the mark, such as an unlocked
entrance into the building he arrived at.
SNEAKING
(Dexterity + Stealth)
Youre trying to avoid notice by someone... or multiple
someones. Maybe you want to get into a place undetected.
Maybe youre trying to break out.
Dramatic Failure: You attract a lot of attention... enough
that now its going to be hard to get out.
Failure: Youre noticed, but still have the chance to slip away.
Success: You avoid notice and get closer to your goal.
Exceptional Success: You avoid notice and get away
before anyone has another chance to catch you.
19
Damage
1
2
1
2
1
2
4
3
3
2
Ranges
20/40/80
35/70/140
20/40/80
30/60/120
25/50/100
50/100/200
200/400/800
150/300/600
20/40/80
40/80/160
Clip
6
6
17+1
7+1
30+1
30+1
5+1
42+1
5+1
1
Initiative
0
2
0
2
2
3
5
3
4
5
20
Strength
2
3
2
3
2
3
2
3
3
3
Size
1
1
1
1
1
2
3
3
2
3
Example
SW M640 (.38 Special)
SW M29 (.44 Magnum)
Glock 17 (9mm)
Colt M1911A1 (.45 ACP)
Ingram Mac-10 (9mm)
HK MP-5 (9mm)
Remington M-700 (30.06)
Stery-Aug (5.56mm)
Remington M870 (12-gauge)
Damage
0
0
1
2
1
1
0
2
0
1
2
1
3
5
0
2
Initiative
1
0
1
2
3
3
2
4
1
2
2
2
4
6
4
2
Strength
1
1
2
2
2
2
2
3
1
1
2
1
3
4
1
2
Object/Creature
1
2
3
4
5
Size
Human infant, pistol
Sword
Human child
Wolf, spear
Adult human, Door
Size
1
1
2
2
2
2
2
3
1
2
2
1
3
3
1
4
Special
Uses Brawl to attack
n/a
+1 Defense
Grapple
Concealed
Concealed
Armor piercing 1
9-again, two-handed
9-again, two-handed
n/a
+1 Defense, two-handed
Size
Object/Creature
6
7
10
15
20
Size
Gorilla
Grizzly bear
2-seat sports car
SUV
Dump truck
21
Type
Rating
Reinforced clothing*
Kevlar vest*
Flak Jacket
Full Riot Gear
1/0
1/3
2/4
3/5
Leather (hard)
Chainmail
Plate
2/0
3/1
4/2
Armor
Strength
Defense
MODERN
1
0
1
0
1
1
2
2
ARCHAIC
2
1
3
2
3
2
22
Speed
Coverage
0
0
0
1
0
2
3
Torso, arms
Torso, arms
Torso, arms, legs
Disciplines
The Kindred wield strange powers a vampire could
sway mens minds, vanish from plain sight, or manifest her
victims worst nightmares. These powers come unbidden in
the vampires blood, and call on not just his human mind
but the Beast hidden just under the surface. The Beast walks
unseen through the world of men and cows lesser animals.
It slips the bonds of flesh and inspires awe and jealousy
from other people.
Animalism
Feral Whispers
23
24
Auspex
Beasts Hackles
Uncanny Perception
Celerity
25
Dominate
Mesmerize
26
Iron Edict
Once shes got a hotline into her victims mind, the vampire
can take some time to play with his thoughts and memories.
While it takes more of her power to relay complex commands,
she goes from jerking her victims strings to controlling him
like a puppeteer, making his ever movement dance to her tune.
Cost: 1 Vitae; none if victim is in Viniculum with the vampire
Dice Pool: None
Requirement: The vampire must have inflicted the
Mesmerized Condition on the victim
Action: Instant
The vampire can issue a longer command to a Mesmerized
victim. This edict can be up to three sentences long, and can
include a successive series of actions. The command takes
two turns per sentence. As with Mesmerize, the vampires
control doesnt extend to commands that rely on the victims
interpretation. The victim takes the Dominated Condition
and will follow the vampires commands as soon as she finishes
speaking them. He continues to follow the order until he has
completed his task, or the sun rises. A few Kindred use Iron
Edict to issue a simple command, such as Obey my direct
instructions when I give them to you, which effectively gives
them control over the minion for longer than Mesmerize
though it doesnt extend the duration of the Mesmerized
Condition.
Majesty
Awe
27
Confidant
Nightmare
28
childhood, and all you can do is run and scream. You fall into
the arms of your wife, shaking and sobbing, but shes holding
you too tight and she smells wrong. Your daughter comes up
behind you and sinks her teeth into your thigh. You scream
in pain and bolt out of the door. Looking back, you see your
daughters face.
Only then does the real terror begin.
Dread Presence
Obfuscate
With just a touch, the vampire can extend the muted attentions
of Face in the Crowd to an object or animal, rather than himself.
His subject fades out if he occludes a desk, people subconsciously
register that its there and wont bump in to it, but they cant
recognize whats right in front of them unless the vampire forces
them to interact with it. Even a forensic team would only remember
seeing a desk if they examined photos of the scene after the fact.
Cost: 1 Vitae
Requirement: The vampire must touch the object he wants
to occlude, in the case of an unwilling victim, the vampire must
roll to touch his opponent (Dexterity + Brawl - opponents
Defense). The person or object cannot have Size greater than
the vampires own (but see Suggested Modifiers).
Dice Pool: Wits + Larceny + Obfuscate
Action: Reflexive
Roll Results
Dramatic Failure: Something draws peoples attention to
whatever the vampire wanted to hide. Its the first thing they
notice when they come onto the scene, and they want to find
out more about it.
Failure: The object or creature doesnt fade into the
background just yet.
Success: For the rest of the scene, peoples eyes slide off
the object. The vampire can affect an inanimate object or
animal with the same effects as Face in the Crowd people
subconsciously register that the subject is present, but theyre
not actively aware of it. If an observer is forced to deal with
something affected by Touch of Shadow being thrown into
an occulted table or door, or bitten by an occulted dog that
observer can then recognize the subjects existence.
Since people have a hard time noticing occluded objects,
the vampire can hide behind an object affected by Touch of
Shadow to remain unnoticed. In order to notice the occluded
object, observers must roll Wits + Composure and score more
successes than the vampire gained on his roll to activate Touch
of Shadow. A living creature affected by Touch of Shadow can
see anything else that the vampire has Obfuscated without a roll.
Exceptional Success: The victim of this power doesnt stand
out to any observer, even if theyre looking at photographs or
video featuring him when the power was active.
Touch of Shadow
29
Suggested Modifiers
-1
-2
-3
Protean
Unmarked Grave
Predatory Aspect
All the vampire has to do is give in just a little bit, and her
Beast can slip into her flesh, warping her body into a monstrous
form. While every Gangrels Beast is different, the ways it
manifests usually takes inspiration from a predatory animal of
some form. Some twist their bodies to run on all fours like a wolf,
while others take on the rough scales and electrosense of a shark.
30
Cost: 1 Vitae
Dice Pool: None
Action: Reflexive
By spending a point of Vitae, the vampire can manifest a
small host of bestial traits. When she first learns Predatory
Aspect, she picks three adaptations from the list below. From
then on, she can manifest any or all of these changes for the
rest of the scene by spending a point of Vitae.
If none of these adaptations make sense for the character,
the player and Storyteller should work together to create new
ones, using these as guidelines.
Aquatic: Growing webbed hands or slick scales, the
vampire can swim at the same Speed he can run on land.
Claws: Sharp claws grow from the vampires fingers.
They give a +1 weapon modifier on all Brawl attacks;
as weapons, they deal lethal damage to mortals.
Enhanced Senses: Taking on a hawks eyes or a dogs
sense of smell allows the vampire to hear heartbeats and
see or smell blood as though his Blood Potency were two
dots higher.
Extra Sense: The Kindred grows extra sensory
organs, giving her tremor sense, echolocation, or
electroperception that allows her to see without using
her eyes, and that give her a 360-degree field of vision.
Patagia: By growing a flap of leathery skin between
her arms and torso, the vampire can glide as long as
she falls at least ten yards, she can travel thirty yards
horizontally, and she takes no damage from the fall.
Prehensile Tail: The vampire grows a long, prehensile tail.
She can use it to grab things as though it were an extra
arm, though it doesnt have a hand and cant be used for
fine-motor tasks like unlocking a door or firing a gun.
Quadripedal: Longer arms and shorter legs allow a
vampire to run on all fours like a cheetah or wolf. When
running on all fours, add +4 to her Speed and double all
jump distances.
Climb: The vampire grows hundreds of insect legs, claws on
his feet, or tiny barbed hairs on his body that allow him to
move freely across walls and ceilings without an Athletics roll.
A character can change her adaptations by spending a day in
her Unmarked Grave and spending one point of Vitae for each
adaptation she wants to replace. When she changes adaptation,
the player should work to maintain the theme of a specific
predatory creature though she may pick a different predator
to copy when the vampires adaptations change.
Resilience
Vigor
31
Introduction
32
has been holding this city back from its own baser instincts
for decades now. Hasnt anyone noticed the relative stability,
the continuing Masquerade, the unbroken Elysium? Do
they think that all happens magically on its own? Nobodys
suggesting the Prince is a hero, but to suggest that he doesnt
play his role is tantamount to a childs illusion.
And now somebodys gone and fucked that all up.
In fact, the players own characters are the ones who
screwed it all up. They are the conspirators who bring the
Prince down, not realizing that what theyre doing isnt
setting the city freebut rather, setting the monsters free.
This product is about what happens when the city suffers
a major void of power, and about navigating the horrors that
swiftly move to fill that void.
Whats Inside
Treatment
The adventure begins with a bang: In the very first scene, the
characters off the Prince. It seems like a moment of triumph,
but the victory lap is short-lived.
Morning comes, and by the following evening, the truth has
been loosed upon the city: the Prince is deadreally, truly,
finally dead. The jailer is gone. The result? Chaos. Vampires
feed wantonly. Political maneuverings cast aside all pretense
of subtletyyou cant call it backstabbing if the stake goes
in through the chest. The clans and covenants all set to a boil:
They want power, and they want it now.
33
The Set-Up
Dark Secrets
Killing another vampire is a big deal. And its generally a big nono in terms of keeping order and maintaining the Masquerade.
Killing the Prince is therefore the extreme fringe of this if
34
Religion. Its nave to think that only humans kill one another
over religionvampires, already driven by their most basic
instincts, often view their religious beliefs with an almost
reptilian sense of protectiveness. Consider that the Prince (as
hes shown here) is an atheist capitalist whose only gods were
blood and money. His policies on the two ostensibly religious
covenants within the city kept them largely politically
neutered. It makes sense, then, that a religious vampire (or a
character hired by just such a religious character) would want
him out of the picture. Alternately, if youre using a Prince
character of your own design, that Prince might very well be
a Crone or one of the Sanctified, earning his own brand of
enmity from the other side (think religious crusade).
Puppet. Blood is addictive, and a lot of vampires are on
the hook for it: many, in fact, end up in service to other
vampires. One of the characters may very well be acting
at the behest of a vampiric master: a mad elder, a crass
Archbishop or a callous Hierophant.
Something Far More Sinister. Killing the Prince is a
significant enough event that it may demand a truly sinister
reason. In this, you have unlimited options. Is the Prince
a sacrifice for some kind of blood demon? Is one of the
characters a diablerist? Perhaps the murder of the Prince is
driven by the mysterious sect known as VII, or one of the
The Patron
The Cast
Below is a cast you can use for Into the Void. Weve only statted
out a handful of characters, but below that you will find a list of other
vampires that can fill in the remainder of the citys hierarchy if
you dont have one ready to go. These vampires do not receive any
stats, but each get a paragraph or so of information to help you drop
them into a scene or two. (Obviously, should they become more
important, feel free to give them stats when appropriate.)
Prince Tiberias
Quotes: Oh-ho-ho. Come in. Have a drink. Its been too long.
Whatll you have? Blood of an Englishman? (Socialize)
You have no idea what Hell youve opened up. Not just for
yourselves, but for the whole city. Would you burn down a forest
just to get a single fox? (Intimidation or Empathy)
Please. This has gone too far. You dont want to do this. I can
help you. I can offer you so many things. Will you listen? Will you
wait? (Persuasion)
Description: Tiberias is a hearty, physically robust rulera
plump gut beneath a broad chest, a tangled top of red hair
(coupled with a sideburns that look like fire leaping off his
rough-hewn face), and hands that could crush a monkey skull.
He carries himself with a rakish, almost drunken charm.
It is a ruse, at least in part. Tiberias pretends to rule as a sloppy,
sometimes slovenly Princehe enjoys his food and his wine, but
35
Civil War
Saber
36
2(L)
n/a
12
Special
Must spend
Willpower
point to utilize
Haymaker
maneuver
Damage Range
Remington
M870 12
Gauge
4(L)
20/40/80
Dice
Pool
6
Special
Quotes: Hey, to hell with you. Im free, and death is short, and
now its every blood junkie for herself. (Politics)
I hold the keys to the kingdom. You didnt know that, do you?
(Subterfuge)
37
Ventrue
Dark Secret: Despite all his callousness and Harpy judgment,
Blackmoore still has a mortal family that he keeps in touch
with and protects.
Blackmoore is equal parts Tim Gunn from Project Runway
and court jester. Though hes not gay, he acts the stereotype:
sassy, snide, cruel, always fast with a jibe or a verbal riposte. If
he had a Social Fighting Style, its opening move would be, Oh,
Snap. The thing is, despite all the jokes and hilarious cruelty,
hes very good at a) knowing all the most forbidden gossip while
keeping to himself until its advantageous to release it and b)
knowing how to really make it hurt. He can sting the most
stalwart of monsters. Of course, he never turned his wicked
tongue against the Prince because hes one of the Kindred
in town who knows full well about the box of secrets.
Initiative: 8
Defense: 7
Speed: 15
Health: 7
Blood Potency: 3
Weapons/Attacks
Type
Damage Range
Straight
Razor
0(L)
na
Dice
Pool
5
Special
na
Daeva
Dark Secret: Was once a violent diablerist, uses forgotten
Theban Sorcery to hide it as he claims it was the hand of
God that made him do those things.
Thabit is a self-righteous brute. His version of the Sanctum
is walled-off and restrictive: a castle in which those who belong
are protected and those who do not are held outside the gate.
His version of the Danse Macabre is an exalted condition, but
only if you accept God and the story of Longinus. He cares not
to preach. He has little interest in convincing you of the glory
38
Nosferatu
Dark Secret: The evidence the Prince possesses is about
where Daciana sleeps. Shes very paranoid and does not want
that information out there.
Daciana is a night terroran ancient, decrepit elder who has
carved out a pretty good swath of territory across the citys park
system. Despite being a possibly insane and monstrous elder,
Daciana remains as an active part of the Circle of the Crone. She
serves as Hierophant, yes, leading the local cultists in the various
rites and services. But she also serves as an emblem of the Crone
herselfDaciana even claims to be the childe of the Crone. As
such, her role as leader of the local Crones is not just as a taskmaster
or actor; she is also a creature who earns her worship directly. With
the Prince gone, she knows that the lock has been knocked off
the cage, and she has little interest in restraint or prudence. The
covenantwith her at its headmust be ascendant at any cost.
Ventrue
Dark Secret: Was once a prominent Carthian in a different
city under a different name (Aaron).
Atticus has long been neutered. Yes, hes the standing Judex in
a city full of Invictus, and yes, the Prince was himself Invictus.
But the Prince chose to mediate disputes himself (or have Sheriff
Kale do it), thus leaving Atticus relatively toothless in the face of
conflict. Atticus wasnt without tasks, of course; nobody wants a
bored Judex wandering around. But the conflicts he was called
upon to mediate were thin and shallow, divisions that could
have been bridged by a neonate with a year of the Requiem
under his belt. Now, the shackles are off. The Prince is gone.
Atticusjudgmental, rational, icyis ready to work.
Mekhet
Dark Secret: He has been accused of giving away the Orders
secrets to outsiders. The Prince, however, intervened and
ensured that the letters from the seven other Kogaions never
made it to their recipients.
Like many Kogaions, Saladin is an obsessive hermit driven
to the brink of madness by his consuming need to study the
occult forces behind the city, its construction, and its politics.
He believes he will be able to predict the next Prince by
examining the occult forces surrounding the city at this time,
which causes him to leave his penthouse tower and descend
into the fray for the five days that comprise this adventure.
Daeva
Dark Secret: Owen has a ghoul lover, Miranda. He is
technically her master and her keeper, and that role plays out
in public quite nicely. But its not the entire truth. In reality,
Owen has given himself to her completely: she owns him body
and soul. Miranda is running the showand that means she
is essentially the Master of Elysium, not him.
Owens Elysium is full of vampiric bread and circuses. He
is the king of pomp and circumstance, establishing lunatic
carnivals and orgies and balls to keep the citys Kindred amused
(and to keep them from ripping out each others throats). Owen
himself is, as his name suggests, ludicrous. If the vampires of
the city released a Blackwells Worst Dressed list of the year,
hed be top of the list every time. Yes, its high fashion, but in
the lowest way possible. Owen didnt like the Princeruse or
no, he found Tiberias slovenly, careless and a real lout. But
he also recognized that the Prince was the one who put him
in the role and who kept him there by dint of containing his
secrets; in this sense, Owen is one of the few within the city
who actively misses the Princes control over the city, because
now his role is threatened.
Ventrue
Dark Secret: Quinn is blood-bound to Daciana, and is a
secret Crone worshipper, a fact that would not sit well with
her Carthian servitors.
They call Quinn the Madam not only for her lucrative
prostitution racket, but because she is willing to sell the body
of her covenant; for any goal, at any price. Carthians are asked,
influenced, or ordered to perform tasks for the rest of the
39
Dark Secret: Siobhan has long been the keeper of the citys
mortal political dynastiesthe Allertons, the Whitworths, the
Macbrides. Common vampire wisdom exhorts the bloodsuckers to
stay away from directly manipulating important mortals, but Siobhan
has ignored that advice for centuries. She doesnt just control these
familiesshe has integrated herself into them, nesting there as
the leader of various shadowy blood cults. No, the Illuminati dont
control local politics, Siobhan does. And she wants that kept secret.
Siobhan is not the typical cold, stodgy Mekhet. She dresses
brightly, she smiles, her voice has a lyrical lilt. She could sell
milk to a cow: her words are that compelling even without the
judicious use of her Disciplines. Its not a ruse, exactlyshe really
is that way. But it betrays what is for her a completely eroded
sense of Humanity. She is debased in ways one cannot even
imaginebehind those bright eyes are the memories of countless
human sacrifices, endless tortures and blood-soaked orgies.
Miscellaneous Enemies
Cop
40
Report In: A cop can access and use their radio easily
while performing other actions, they can both report in
and take a combat action at no penalty to their roll.
Tactics: Modern police officers carry tasers and pepper spray,
which they will usually default to using unless they expect lethal
danger. Both of these are wholly ineffective against Kindred.
However, police are trained to call for back up the second they
expect any form of physical danger, and report their position
frequently. Thus while a single officer may go down quickly,
they tend to bring about serious repercussions.
Gangbanger
Daeva Thug
Defense: 6
Armor: 0/0
Blood Potency: 2
Vitae: 7
Disciplines*: Majesty 1, Celerity 1, Vigor 2
Tactics: Daeva favor a strong first impression and a stronger
opening shot, when combat starts a Daeva thug is likely to
jump the queue with celerity and put in a heavy, vigor powered
attack. Indeed theyll tend to favor activation of their physical
disciplines; interrupts, long dashes, and heavy hits, over the
use of vampires inherent advantages. Fortunately, however,
being kindred they know a fight between two of their kind is
liable to invoke the princes wrath so theyll try to resolve most
altercations with their predatory aura before turning to fists.
Special Forces/SWAT
Vampire Hunter
41
Scene Flowchart
Good Night, Sweet Prince
Secrets on the Wind,
Like Blood in the Water
Pandoras Box
Hanging Posse
Second Night
(Party Down)
Third Night
(Agitation)
Fourth Night
(Boilover)
Fifth Night
(Apocalypse)
42
Scenes
Scene Flowchart
keeping the peace with the human herd. If anyone has claimed
themselves to be the Prince on this night, the narrative doesnt
stick: nobody believes it, and frankly, nobody really cares.
Second Night: Hangover. The chickens come home to
roost. Increased vampire activity looks on the surface to be
crime-related, and so the city puts out police in force. Nobody
is restraining the monsters, and so their response isnt to retreat
to the shadows but rather, to push back. Meanwhile, the citys
dominant nocturnal predators begin to jostle for position, each
claiming some kind of ownership over the city, justifying why he
or she should end up in the citys seat of power. The problem is,
no one vampire has the cachet or the muscle to really back this
up, so the void will remain unfilled. Resentment and madness
breed in the margins. Its becoming clear: offing the Prince
broke the picture into a thousand puzzle pieces, then shook up
the box. Now, nothing is certain. No outcome is guaranteed.
Third Night: Agitation. The dominant players and factions
in the citys vampire society are now in competition to show
who has the biggest, sharpest teeth: its everybody against
everybody. Normally, the Danse Macabre is a slow-burning
chess match, but tonight? Tonight its a brutal hockey match-up
with lots of blood on the ice. Violence ensues. Chaos reigns.
The mortal authorities push back even harder, believing this to
be some kind of underworld gang violence, which puts a lot
43
Plotting
44
that youre really starting this way; surely its a trick? Have Tiberias act
suspiciously, as if this might be a reverse trap. You may want to hint
that this is the climax and the rest of the story will be a flashback
building up to this point. When they finally take the Princes head as
a trophy, theyll be forced to wonder: what now? What can top this?
Description
Character Goals
Its early in the morning. The sun will be up in the next hour. Already
the sky has that purple tinge bleeding along the horizons edge. Tiberias
kneels before you, grinning, eyes flashing. On the surface he seems
defiant, but as you press him, the faade trembles and the cracks begin
to show. He sees the writing on the wall. Nothing to be done, nowor
is there? He begins to beglike any creature at the end of its life, he
struggles to make sense of it and bargain his way out. Whatever you
want, hell offer it. As if that matters.
You have two ways into this scene.
The first is that you and the player group sit down before
this scene really begins and ask the question, How do you
kill the Prince? The question comes with no wrong answers,
reallytheyre ultimately describing the machinations that
will lead to this scene. Do they trap him in the basement of a
club? Do they somehow attack his haven, heist-style? Can they
use some drunken Irish girl as bait? (His favorite.)
From that point, you play out the scene in its entirety. The
Prince isnt going down without a fight, and if given half an
opportunity, hell run. Ultimately, the characters have the
advantage, as they outnumber himbut if you play this scene
out accordingly, expect them to suffer at his hands. He will
not go quietly.
The other way into this scene is to begin at its end. This might
be best if you dont have a lot of time to run this adventure. Jump
right in with the characters having surrounded him and with
Tiberias on his kneeshe moves from cocky to cajoling, from
blustery and brash to begging in short order. You can have the
players describe how the scene built to this point, but its purely
for narrative expression. In this mode, theres no need to roll dice.
Storytelling Goals
Actions
Below are some of the actions that may impel the scene
toward its conclusion. Note that these are all focused on the
Prince. If Tiberias feels he has an advantage, hell try to engage
in combat in an effort to hinder the characters. If he feels
overwhelmed, hell run for it. And, when hes finally left with
no other option, hell try to talk his way out.
Combat Attacks
The Chase
45
Roll Results
Dramatic Failure: Character fumbles, takes a point of lethal
damage (goes through a window, scrapes across a piece of metal,
tumbles down steps, etc)
Failure: Character fails to make any ground.
Success: Character gains ground on enemy.
Exceptional Success: Character inadvertently creates difficulty
for pursuers (knocks over trashcans, puts traffic or a train between
groups) and causes them a -5 penalty on their next roll.
46
Consequences
Description
Character Goals
The rumors are true: the Prince has more than just his drunken
charm and casual intimidation to keep the citys blood-hungry
monsters in line. He was the keeper of a cache of secrets, secrets
that, if unearthed, would kick over the hive. No vampire wants his
dirty, gore-caked laundry hung out for all to see. Thats how the
Prince kept order.
This scene involves the characters uncovering the truth about
the existence of the box of secrets. It is not, strictly speaking, a
necessary sceneif enough time passes, eventually Amelie will
come out of hiding and offer the box to the highest bidder.
Storytelling Goals
Actions
47
48
Finding Amelie
Flee.
Attack.
Call for help.
Offer the box to someone else if they agree to take care
of the characters.
Manage to put the box up for bidding.
Destroy the box and its secrets.
No matter what happens, she wont tell the characters that
the box of secrets:
a) is contained in a heavy gun safe with a keypad
combination, and
b) actually has a smaller duplicate out in the open that is
both fake and a trap (explodes with white phosphorus, burning
any who are attempting to get into it)
Its important to note that Amelie responds well to the characters
if she discovers that they are the ones who killed the Princeyes,
she was his lover, but that was a role she was forced into and is
frankly pleased that her old master has gone the way of the dodo.
Consequences
49
PANDORAS BOX
Overview
Description
The hospital is falling down around your ears. The place is littered
broken tile, shattered wall, pipe and conduit and bundles of wire dangling
from pockmarks of ruined mortar. A lone wheelchair sits in the corner,
covered in dust. Graffiti stains every inch of exposed wall. It smells of
death and decay. This was where the Prince was keeping his secrets?
50
You pull out the warped metal body drawer, the human-sized
tray rattling and screeching as it rolls a bit before sticking halfway
out. At the far back of the empty drawer you see it: a little green
blinking light. You want to get in there? You want to get to the box
of secrets and unlock the keypad? Then youre going to have to
crawl into that dark drawer on your back or on your bellyonly
one of you can get in there to open the box.
Of course, that box is a trap. The real box of secrets is
disguised to look like a rusted medical cabinet (about humanheight) at the far end of the basement, surrounded by nothing
but piles of debris and boxes.
You open the medical cabinet and find another door beyond
itthis one belonging to a Fort Knox-brand fire-protected gun safe.
Its clean. Smells like gun oil. Got a big wheel to turn and a keypad
with nine numbers on it.
If the characters crack it open
Inside you find what youve been looking for all along: the box
of secrets. Except its not just one box. Its a dozen file boxes all
containing documents, tapes, photographs, mapsan unholy host
of evidence and secrets regarding the citys nocturnal population.
Not only is this a major potential Masquerade breach, but it also
guarantees the wielder of such information a great deal of sway
over the unruly hierarchy.
Storytelling Goals
And at the end of it all? When the smoke clears and the bodies
are on the floor? Confirm the moral dilemma at hand: the box
of secrets contains information on all the characters. Do they
really want their dark secrets exposed to one another? Further,
only one character can be Prince. Are they really willing to let
one of their own take the helm while the others step back? Can
a deal be arranged where one becomes Prince and the others
Primogen? Could they all agree to back a different vampire for
Prince, or is it possible that their goal is to either destroy the
box or be the ones to put it up on the auction block and share
whatever (likely significant) profits come rolling in?
Character Goals
Actions
Lockpicking and Safecracking
Combat
51
52
7-8
9-10
Effect
Characters each lose Defense this turn
(debris as disadvantage)
Characters each double Defense this turn
(debris as advantage)
Failures become dramatic failures this turn
(character swings, misses, missteps and trips
over an old desk)
Each character must succeed on a Stamina +
Dexterity roll to first make an attack (avoiding debris, keeping balance)
Character finds a found object weapon
nearby (board with a nail in it, hunk of
rebar, conduit). Remember that using such
a weapon confers a -1 penalty for being an
improvised weapon
Consequences
ENCOUNTER SCENARIOS
Below are a series of encounters you can drop into the game
at nearly any point. These are story-based scenarios of conflict
meant to illustrate a city sliding into chaos and further meant
to serve as dangerous roadblocks preventing easy access to the
box of secrets. You will find ten possible scenariosthe first
five are a little milder, and fairly well in-theme with what you
normally get out of Vampire: The Requiem. The latter five,
however, are more gonzothey contain scenarios that are,
succinctly put, way more fucked up.
It would not be unusual to use at least five of these (one for
each night of Into the Void). The more gonzo selections,
should you choose to use them, are perhaps better reserved for
the latter two nights.
On the streets, its madness. The human herd can smell the
ash and char on the wind and acts up accordingly, clogging the
streets with looters and rioters. At first its just gang members,
but after that? Anybody and everybody joins in the fray.
The characters may come upon a scene of such chaos. They
may find a truck thats been overturned, and the driver has been
dragged out and is being beaten and threatened by rioters. A
mob has grown upmost have makeshift weapons (signposts,
kitchen knives, hunks of brick), but a few have real weapons
(machetes, shotguns, a Tec-9). Something is probably on fire.
The characters have to make it through the insanity. They
find that backtracking just wont do: the mob has enclosed
them unwittingly.
Do the characters decide to help the innocent? Maybe
notafter all, vampires arent superheroes. But maybe they
smell the opportunity to save a man and, as a result, own him
body and soul. Or maybe they just dont give a rats ass and
decide to push through.
Pushing through seems easy, but isnt. The mob turns on
them. They can smell something is different: its like a herd of
wildebeest realizing that a crocodile walks among them. They
can sense the predatory nature of the characters.
And so the characters become the target. How do they deal
with it? How can they move forward? Acting out with Kindred
powers is a breach of the Masqueradebut the citys in flames,
so who really cares?
Hanging Posse
53
54
An Army of Inquisitors
the city maybe has a dozen prominent Freaks, and the warren
labyrinth itself covers at least 50 square miles in multiple
directions (up and down included).
In their search, the characters may fall prey to a trap put forth
by the Nosferatu Priscus, Grolsch. How the trap is sprung is up
to youits possible that he knows what theyre seeking and
sends them on a wild goose chase into the sewers, or maybe he
sets p some rigged portion of a buildings subbasement to send
the characters tumbling into an old cistern. The only way out
is down, through the channels and tunnels.
What follows is a bizarre morality play lasting an entire
night, where the characters must stumble through the maze
and brave traps and physical dangers put forth by Grolsch and
the other Nosferatu.
The question is, why? Grolsch is an intensely political
Kindred. Why resort to such brutal Freak tactics? Its possible
that hes doing this under another false identity maybe he
speaks to the characters only through a rusty old intercom
system the Freaks installed.
His goal may be to punish the characters. If he discovers they
destroyed the Prince, he may be tormenting them to invoke
some semblance of order or accountability. Its also possible
hes trying to suss out why they did what they did, and what it
is theyre looking for.
Masquerade, Shattered
55
56
AFTERMATH
As noted earlier, this adventure can either set up a major
chronicle or be the end of one: it represents a significant sea
change in the citys nocturnal hierarchy.
No matter how it shakes out, things are going to look a lot
different. Here are some options:
If the characters get hold of the box of secrets, they can
be kings or king-makers. Do they all survive? Do they
set up one of their own as Prince with the rest filling in
as Primogen? Consider the possibility that they set up a
political structure that doesnt involve a Prince at all. A
Carthian approach might set up presiding Parliament or
even a vote-by-vote democracy. (Earning votes can create
an intensely more political story. Democracy sounds
cuddlybut take a look at the bloodthirsty politics of
the United States, then frame it as the political model
of actual bloodthirsty monsters, and you have a recipe for
brutally fantastic political storytelling.)
Beyond the characters, the most obvious choice for
Prince is Sheriff Harmon Kale. Kale as Prince, however,
creates a more tyrannical vibe than Tiberias ever put
forth. Tiberias was ultimately a fairly lax leader; Kale
is authoritarian. He demands obeisance and obeys
the Traditions and the Masquerade above all else.
This means, ultimately, hes not long for this world
someone will seek to usurp him and take from him
the box of secrets. Besides, the chaos that erupts from
Tiberiass death cannot so easily be contained: once
the snakes are out of the bag, its hard to get them back
57
SCENE:
MENTAL
PHYSICAL
SOCIAL
HINDRANCES
HELP
P r i n c e c a n f i g h t h e h a s V i go r a n d
Resilience, will knock down obstacles if he
ees (-3)
58
STs
PCs
SCENE:
MENTAL
PHYSICAL
SOCIAL
HINDRANCES
HELP
STs
PCs
SCENE:
MENTAL
Pandoras Box
HINDRANCES
Darkness (-3)
PHYSICAL
SOCIAL
HELP
Light source (+1 to +3)
STs
PCs
MENTAL
SCENE:
HINDRANCES
PHYSICAL
SOCIAL
HELP
STs
PCs
SAS Cards
59
mental
(-3 unskilled)
Academics __________OOOOO
Computer__________OOOOO
Crafts ______________OOOOO
Investigation_______OOOOO
Medicine ___________OOOOO
Occult ______________OOOOO
Politics _____________OOOOO
Science ____________ OOOOO
physical
(-1 unskilled)
Athletics ___________OOOOO
Brawl _______________OOOOO
Drive _______________OOOOO
Firearms ___________OOOOO
Larceny ____________OOOOO
Stealth______________OOOOO
Survival ____________OOOOO
Weaponry _________ OOOOO
social
(-1 unskilled)
60
vitae
blood potency
OOOOOOOOOO