A Midsummer Night's Dream
Mascarada y Requiem
Podéis elegir una mascarada y un requiem para vuestro personaje. Además, podéis elegir “gratis” el merito de mascarada o requiem al nivel 1 (solo al •, y solo uno de los 2). La info de los meritos está al final de esta página.
Podéis subir ese rasgo más (o comprar el otro merito que no hayáis elegido al • o más) de forma normal con PX. Las reglas para usarlos van a continuación, y se aplican incluso aunque “tengáis ese rasgo a nivel 0” (el merito a nivel • y subsiguientes otorgan más beneficios, pero tener un concepto de mascarada y requiem ya os ayuda algo).
NOTA: Podéis crear vuestro propio concepto de mascarada o requiem, inspirandoos en los que ya hay. Mandadme la info y ya os lo aprobaré, corregiré o descartaré…
Simply put, a Masquerade is a basic template for how your character hides amongst mortals. One vampire masquerades as an eccentric artist, letting people’s expectations mask his true nature. Another hides amongst the homeless, while yet another thrives as a stockbroker, interacting with the mortal world and making millions in the process.
Mechanically speaking, a Masquerade has two ‘Asset Skills’. These are skills that are particularly tied to the way the character keeps up the Masquerade.
You gain a free specialty of your choosing in one of these skills (in other words, a starting character now has 4 specialties instead of 3), and new dots in these skills costs 2 experience per dot instead of 3. Finally, additional specialties in these skills cost 2 experience points instead of 3.
The Masquerade a vampire wears does more than just give her an XP break however. It represents the sort of people she tends to feed off. A banking-executive who happens to be a Ventrue isn’t likely to slum it with some homeless blood after all. It also represents the part of mortal society that the vampire is most likely to make connections in, acquiring contacts and allies at your workplace, even if it’s just a facade, is much easier than going into unfamiliar territory, after all.
- Artist: The Artist Masquerade encompasses the creative, or at least those who pretend to be. Not just painters and musicians can belong to this Masquerade, but web-designers, hair-stylists, interior decorators, all these and more belong to this Masquerade. (Asset Skills: Crafts & Expression)
- Criminal: Many Kindred engage in crime; once you’re an undead creature who must drink the blood of the living, stealing a wallet here or there doesn’t tend to raise much of an eyebrow. This masquerade encompasses any concept that exists as part of the criminal underworld, from mob bosses to low level drug dealers and anything in between. (Asset Skills: Larceny & Streetwise)
- Executive: The Executive doesn’t work the factory floor, at worst, he’s middle-management, at best, he’s the CEO of a big multinational. It doesn’t have to be a corporation he’s a managing though, it could be a church, a hospital, the Police force, even a charity organization. As long as he’s manipulating the gears of an organization, preferably with as many people below him and as few people above him as possible. (Asset Skills: Politics & Persuasion)
- Guru: The Guru is the charismatic teacher. The philosopher, the cult leader, the self-help book author, the firebrand priest. They’re there to help people reach their full potential. Even if that simply means ending up being food for an ancient creature of the night. (Asset Skills: Academics & Persuasion)
- Healer: One of the harder Masquerades to pull off, the Healer must actually know what he’s doing in order to avoid detection; A surgeon with a high fatality rate will soon be under intense scrutiny, after all. (Asset Skills: Empathy & Medicine)
- Junkie: Those who follow this Masquerade hide among the least fortunate in society. The bottom rungs of society. They are the mad, the diseased, the addicts, the homeless. Few masquerades are as easy to maintain and settle into for a predator as this one. Asset Skills: Streetwise & Survival?
- Investigator: Some people stick their nose where it doesn’t belong. Some do it as a profession, others just because that’s what they’re like. Regardless of their motivations, being an investigator allows a Kindred a great deal of opportunity. And nobody ever thinks that annoying P.I asking questions is really a vampire, they just want to get him out of the door as fast as possible. (Asset Skills: Investigation & Persuasion)
- Scholar: Pretending to be a scholar isn’t as hard as it sounds. Sure, faking the papers to get accepted as professor at the university is, but this Masquerade includes Kindred who simply pretend to be the insular bookstore owner next door, or the librarian, or simply that eccentric fellow with the weird theories about Egypt. (Asset Skills: Academics & Science)
- Socialite: Some people don’t really ‘do’ anything. Yet people still know them. Think of Paris Hilton for example. Kindred who don this mask traverse the highest circles of mortal society, and most have to constantly work at being invited to the best parties and smooze with the most influential politicians. Before long however, the vampire must move on, because sooner or later, people will start noticing she’s not aging. (Asset Skills: Persuasion & Socialize)
- Youth: Not every Kindred has the fortune of being embraced at an age where they are both in their physical prime and able to walk into a bar or boardroom without trouble. Some were embraced as children. Perhaps they were embraced in a time when one was considered an adult at a much younger age. Pretending to fit in with school-kids or rebellious teens might be the only way for these Kindred to feed. (Asset Skills: Athletics & Subterfuge)
A Requiem represents how a Kindred behaves within Kindred society as opposed to how he interacts with mortals through his Masquerade. The Requiem a character follows represents her role amongst the Damned in broad terms.
Each Requiem has an associated Key Discipline. This Discipline is cheaper and easier to improve than others. If the discipline is In-Clan, it now costs 4x new dots. If it is out of Clan, it costs 6x new dots instead. Note that you still need a tutor for out of Clan Disciplines.
- Courtesan: The Courtesans are the harpies, socialites, keepers of Elysium, and any other Kindred who occupies herself primarily with the social arena. They know who’s who and can get you an invitation to the Primogen’s party. Some consider them to be vapid and without use, but many a Kindred has been broken by the scathing word of one of these Kindred, and many a war averted by the timely intervention of one bringing all the parties together for a nice chat. (Key Discipline: Majesty)
- Enforcer: Not every Enforcer is a mindless brute doing grunt work for his superiors. Some do it without orders. And of course, some are more refined in their methods than others. The Enforcers are those Kindred who ensure that Kindred society does not fall apart. There must be order, even if that order is the violent madness the Kindred so often find themselves in. These Kindred don’t care about being the bad guy, as long as they get the job done. (Key Discipline: Protean)
- Horror: Some Kindred are just wrong. Maybe they’ve fallen from Humanity, maybe they were always the sick fucks they are now. They seem to exist purely to scare the crap out of others; coming to court dressed in the skin of their latest victim is seen as a fashion statement by these Kindred, and the stares and gasps they engender more often than not, a badge of pride. And yet, these are not mindless Draugr, they know how to follow the laws. They know how to do their job. They just keep carrying that creepy smile as they do it. Goddamn. (Key Discipline: Nightmare)
- Manipulator: In many ways, this is the default Requiem to follow. Kindred love power after all. They love to manipulate things to their favor. It’s what the Danse Macabre is all about, isn’t it? And the Kindred have decades, centuries even, to spin their complex plots and conspiracies. (Key Discipline: Dominate)
- Martyr: It’s natural to resent being made one of the Damned. It’s a punishment from God or a disease or just really crappy luck. Most Kindred grow out of it. They learn to appreciate the taste of human blood and while they may never devolve to the kind of monsters some do, they at least slide into a certain degree of comfort. Not so for the Martyr. They remain obsessed with what they lost. They seek redemption, a cure, anything to free themselves from this torment. But most importantly, they hide from themselves, from what they’ve become. (Key Discipline: Obfuscate)
- Nomad: Fuck the city. Bowing to a Prince, a Regent, a Lord. The Nomad is free and he doesn’t recognize the authority of anyone but himself. Yet to make this Requiem work, paradoxically, the vampire needs his fair share of diplomacy. You can’t just ride up into a city and start poaching without regard. Someone’s gonna come calling, and maybe those claws won’t be enough this time. Maybe it pays off to play nice, might even get paid to ferry messages between domains. But in the end, it’s all still about that freedom. The freedom to go where you want. (Key Discipline: Animalism)
- Magus: When you become a member of the undead, you might wonder; “what else is out there?” Enter the Magus. They seek out occult secrets either for the insight it can bring them, or for the terrible powers it allows them to wield. The World of Darkness is full of secrets to be uncovered. (Key Discipline: Auspex )
Danse Macabre also introduced two new merits to go along with this system. While each character has both a Masquerade and Requiem regardless of taking these merits to represent how they maintain these aspects of their existence, a character can only benefit from the mechanical advantages if they select one masquerade or requiem. You get the free specialty and cost breaks for asset skills relating to your Masquerade even without no dots in the Masquerade merit, similarly, you get a cost break on your key-discipline even when no dots are assigned in the Requiem merit. You can select either Masquerade (•) or Requiem (•) for free. The other, and the levels (••) and above (up to •••••), can be bought with XP normally as merits.
Full text and description of these merits can be found in “Danse Macabre” rulebook. A brief summary of each merit and the mechanical effects of each dot are listed below.
Masquerade (• to •••••)
- Networking: (•) Each dot taken in this merit adds a new dot of Contacts related to your Masquerade. These should have a fairly narrow focus. They are not added to your regular Contacts merit but are instead listed as Networking on your sheet.
- Vouchsafe: (••) For each dot in the Masquerade merit you gain another retainer (starting at 2 dots, for a maximum of four retainers). Each retainer is 2 dots in quality, but may be improved upon with XP. They must be related in function to your Masquerade. In addition, each retainer you have, including those gained outside of this merit, gain a +3 on any subterfuge rolls to hide about your vampiric nature.
- Deep History: (•••) You now have a full (and fake) background to present to those who would try and investigate you. Any casual background checks (for instance for getting a creditcard) are easily passed, additionally, it imposes a penalty on research and more thorough background checks equal to your dots in the Masquerade merit.
- Expertise: (••••) You’ve been keeping up the charade long enough to get really good at it. When using your asset skills, you gain the 9-again rule. If something else already gives you this advantage, you gain the 8-again rule instead.
- Living Mask: (•••••) At this level, your Masquerade takes on a life of its own after you’ve perfected it. Your Masquerade occults even the most obvious demonstration of your inhuman nature. At worst, those under the scope of your Masquerade might suffer a psychotic break. People under the purview of your Masquerade simply refuse to believe it, and when questions are raised by those outside of your Masquerade, those within it will make excuses and defend your name. Getting them to believe you’re anything outside of their assumptions about you requires a Presence + Persuasion roll with a -5 penalty.
Requiem (• to •••••)
- The Gathered Flock: (•) For every dot in the Requiem merit, you gain another dot of Herd (this is a seperate Herd from any you might acquire outside of this merit). This Herd is tailored to your Requiem and its nature; the Herd of a manipulator will be of a very different nature than that of a horror; the former might simply be dominated into forgetting, while the herd of a horror might be kept in filthy cages to be snacked on from time to time.
- Authority: (••) You gain a bonus to rolls based on Social Attributes when dealing with others of the same Requiem equal to the dots you have in the Requiem Merit. Further, if your character has more dots than the opponent in the Requiem Merit, it may invoke Predator’s Taint as if that character had a lower Blood Potency (even if that’s not true) (note that this effect begins at the first dot of the merit)
- Reputation: (•••) Others within the same Requiem recognize you as an authority and will come to you for help and will tend to defer to you. The Requiem merit functions the same as Status does, but only to others of your Requiem. (note that this effect begins at the first dot of the merit)
- Adept: (••••) You gain the use of the 9-again rule for any roll related to your Key Discipline
- Mastery: (•••••) Once per night you may make use of a +5 bonus on any roll related to supporting her Requiem.