Publisher(s) White Wolf, Onyx Path System(s) Storytelling System | ||
Designer(s) Ari Marmell, C.A. Suleiman, Dean Shomshak; 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 Publication date August 2004 (First Edition), December 2013 (Second Edition) |
Vampire the requiem community game 1 session 1
Vampire: The Requiem is a role-playing game published by White Wolf, Inc. for the Chronicles of Darkness setting, 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 (un)life. In the first edition, it required the World of Darkness corebook for use.
Contents
- Vampire the requiem community game 1 session 1
- Vampire the requiem gameplay rpg 30
- History
- Background
- Clans and covenants
- Powers abilities and weaknesses
- Weaknesses
- Antagonists
- Movie adaptation
- References

The second edition was released in December 2013. Titled "Vampire the Requiem, Second Edition", initial copies were titled Blood and Smoke: The Strix Chronicle. This addition adds a default world setting and significantly revises certain aspects of the game, including matching the second edition Storytelling System mechanics. It was announced that Blood and Smoke would be re-branded as a second edition at GenCon 2014, and was officially retitled Second Edition, with a new cover, index and very minor changes in November 2014. This release was a stand-alone game, able to be played with no other books as references.

Vampire the requiem gameplay rpg 30
History

White Wolf combined their new World of Darkness setting and rule system in a single game book, The World of Darkness (2004), and simultaneously released Vampire: The Requiem (2004), a sourcebook that supplemented The World of Darkness by offering up all the rules needed to play a vampire in the setting. The first Storytelling Adventure System adventure was Will Hindmarch's The Resurrectionists (2007) for Vampire: the Requiem. Greg Stolze was working on Vampire: The Requiem when he developed the One-Roll Engine for Godlike (2002). In 2015, the "new" World of Darkness was rebranded as the Chronicles of Darkness by White Wolf Publishing, in an effort to further differentiate the setting from the Classic World of Darkness.
Background
The game takes place in modern-day earth where vampires form complex societies hidden from human awareness. Vampires that share common physical powers and qualities group themselves into "clans", but they also join "covenants" along religious, political or philosophical lines (a player's covenant is generally more important to his character than his clan). These groups differ radically in purpose and outlook and are often in conflict, though one principle they agree upon is that they must hide their existence from humans.
Vampires are unliving humans created when a vampire drains a human dry of blood and then feeds the corpse a few drops of its own vampiric blood. This process is called the Embrace and is draining for the sire, so vampires do not procreate often.
Vampires generally dwell in large cities, where they can find plenty of prey and easily remain inconspicuous. Vampires do not need to kill humans to steal blood; humans go into a trance when a vampire feeds on them and do not remember the moment, and a vampire can erase the bite marks it made by licking them. Every evening, their bodies consume a portion of their stored blood in order to rise from their daytime slumber - a vampire will enter an extended period of torpor if it does not have any blood.
Clans and covenants
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:
Within these clans are many sub-clans, known as bloodlines.
There are also many political or religious factions, known as Covenants. These include:
Powers, abilities and weaknesses
A vampire's power is roughly measured by his Blood Potency. Regardless of their sires' 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 become 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.
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.
Disciplines common to every clan include:
Each Clan tends to specialize in one particular "uncommon discipline". Uncommon disciplines include:
Covenant disciplines include:
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. Most bloodline disciplines cannot be learned by vampires outside of the associated bloodline.
Weaknesses
Unlike many fictional portrayals, vampires in Requiem are not repelled by crucifixes, garlic or holy 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 supernatural animals inflict terrible injuries that take a lot of time and blood to heal. During the daytime most vampires become catatonic and cannot operate, even if they are sheltered from sunlight.
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:
The rules revision Blood and Smoke: The Strix Chronicle also focuses on a different, unplayable race with vampire-like traits that have often clashed with the Kindred.
Movie adaptation
New Line Cinema optioned the feature rights to Vampire: The Requiem in 2004, but to date no script has emerged.