Beruflich Dokumente
Kultur Dokumente
introduction
vampire: the requiem
Introduction of Fury, ideally as the characters explore the church and face
the enraged vampire within. If possible, use events that hap-
Welcome to the second online installment of the Danse de pen during Fury to trigger flashes of memory from the night
la Mort chronicle for Vampire: The Requiem. In this story, of the characters’ Embrace. Seeing Andrea for the first time,
the characters are suddenly pulled into a volatile situation a splash of blood, flashing police sirens, the draw of a knife,
involving Andrea Ouellette, Edward’s sire. During the con- even a gentlemanly Southern drawl can all trigger memories.
frontation that follows, they stand to learn many things — The characters get to act on these memories in the next story.
some unpleasant details about Edward’s clan, Andrea’s moti- Off the Beaten Path
vations for joining Sarah’s conspiracy, and how deadly a vam-
pire can truly be. With prewritten scenarios, we always run the risk of the
players disregarding the storyline and going off on tangents,
Theme and Mood pursuing events meant to be side plots or curiosities, and gen-
The theme of Fury is risk. The characters must enter hos- erally doing the opposite of what we, the writers, and you, the
tile territory in order to prevent Andrea from being destroyed, Storyteller expect. You have two options when the players do
and in so doing they risk their unlives. If they don’t take this this: Steer them back on track, or allow them to run with it.
risk, however, Andrea will be ash on the morning wind, and If you steer them back on track, don’t do it in a heavy-
Edward in particular loses a great deal of valuable informa- handed sort of way. Adjust the clues they find or the events
tion. The main lesson to be learned here is that the charac- that befall them to lead back to the search for the characters’
ters can lead unlives of inaction, simply hunting and keeping sires. If the characters go searching for a vampire mentioned
their heads down, but if they choose passivity, they waste their in passing and who has no further bearing on the story, that
potential (not to mention that the story becomes rather bor- vampire might see Becky Lynn and refuse to speak with the
ing). childe of “that bastard Matheson.” Immediately the charac-
The mood of this story is, as the title suggests, fury. Andrea ters know that Matheson offended people in the past, and
Ouellette is a passionate person… but passion is a tainted thing (hopefully) will want to discover why. The main thing is never
for the Kindred. At any moment, a vampire can explode into to make the players believe that they don’t have a choice in
a vicious frenzy. In this story, Andrea attempts to gain better where the story goes (because they should have a choice).
control over her Beast using arcane techniques, but the at- If you decide to run with whatever the players decide to do,
tempt backfires horribly, turning her into a creature of focused you’ll be making up a great deal of material yourself, as we
rage. Throughout this story, let the players see the madness can’t hope to cover all possibilities in the space we have. If
and anger lurking in the unbeating hearts of all Kindred — be that’s acceptable to you, and your players are having fun, then
it the seething, righteous wrath of Vidal, the focused, murder- the game is doing what it is meant to do. Make sure, though,
ous rage of Andrea or Alexander’s frustrated lashing out as he that you have some goal in mind for the players (or that they
vacillates between duty and compassion. have a goal in mind and you know what it is). Otherwise, the
Remember When game can simply stretch on as the characters chase clue after
clue, not really sure what the goal is. Giving the game some
Edward, the fifth vampire Embraced with the four original direction isn’t tyrannical. It’s what the Storyteller does.
characters, can join the characters at any point in this sce-
nario — most likely when they arrive at Corpus Christi Church Storytelling Technique —
in Scene One. Whenever he sees them or they see him for
the first time, have the players roll Intelligence + Resolve. If
the roll succeeds, they remember Edward as being present at
Running Combat
their Embrace. While the players have seen a bit of fighting already, they
face their first serious challenge in this story. Andrea is more
The other memories the characters carry from Last Night
powerful than any of them and poses a serious threat to the
(the prelude scenario) should emerge slowly over the course
entire coterie: if the characters wind up fighting her and
Combat Revisited
introduction
they are driven into torpor during this story (a distinct possi-
introduction
Up until this night, Andrea and Edward have been squatting glass from the church, and that the police are assessing the
The Basement
introduction
that Beast, resulting in her being driven by rage and hunger,
1–3–565–7–2
and movement. Peering through this confusion, you see a tall black Blood Rage, she need not check again during this combat.
woman sitting in a pew in the middle of the church. As you enter
the room, however, she rises and walks down the aisle toward
you. You notice the black tattoos on her skin and that they seem to
BLOOD RAGE
writhe there — and you remember. The Blood Rage engenders a frenzy similar to the
This woman was there at your Embrace. She was one of your sires. one that Andrea is undergoing. The victim’s Beast
cries out for blood, but just as Andrea’s Beast is
They called her Andrea. tempered with her conscious mind, a victim’s Beast
is also partially affected by Andrea’s Nightmare
Stop reading aloud. Discipline. Thus, victims of the Blood Rage don’t
Andrea’s frenzy is of a different sort than usual. Ordinarily, attack Andrea unless no other target is present,
when a vampire enters frenzy for whatever reason (fear, anger and don’t attack Edward in any case (he also
knows the Nightmare Discipline, and therefore the
or hunger) the Beast guides her. The Beast is only capable of Beasts of characters afflicted with Blood Rage fear
very simple actions, however, so a fear frenzy usually means him). They are incapable of using complicated
that the Beast forces the Kindred to run, stopping only if physi- plans, but can still use weapons, even firearms,
cally unable to flee, while an anger frenzy sends the vampire during the frenzy. They cannot retreat from
combat, however.
into a blind rage in which she attacks anything at hand. If a character falls into the Blood Rage (and it’s
The Blood Rage than Andrea is currently suffering, how- likely that at least one of them will), allow the
ever, came about because Andrea was trying to master her player to control the character, but explain that
Beast. In the process, she merged her conscious mind with all she sees is red, moving shapes. Those shapes
1–3–565–7–2
These benefits apply to Andrea as well.
roll. All this represents is that even the best-laid plans are subject
to factors that the characters can’t predict, and besides, seeing the
Prince’s stalwart servant lose his mind and attack underscores the
Since Andrea probably acts first, it’s very likely that one or themes of the story nicely (and in a game context, you don’t want
more of the characters will enter Blood Rage before they get a to make things too easy for the players, right?).
chance to take their first actions of the combat. This is fine If the characters went charging into the church with no
— Andrea’s Beast wants this battle to become a free-for-all so preparation, they probably don’t need any additional chal-
that it can gorge on the characters’ blood. lenges. Don’t let Alexander do the work for them, though. If
Andrea’s Tactics: Andrea attacks the character she sees as you’d rather keep the fight between Andrea and the charac-
the weakest. Since she knows that a vampire’s physical body ters, you can rule that he doesn’t resist the frenzy, but changes
doesn’t define his fighting prowess, she doesn’t automatically its focus, entering a fear frenzy instead. He runs to a corner
go after Becky Lynn, but whoever takes a failed or hesitant and hides for the duration of the fight.
action in combat. She switches targets if her opponent falls or If Alexander does enter Blood Rage, don’t give him a sur-
moves away from her, and avoids becoming surrounded. prise attack on the characters (which the players would rightly
Alexander’s Tactics: Alexander is here to eliminate the feel is dirty pool on your part), but perhaps declare his first
threat to the city, and the quickest way to do that is to destroy action that turn to be Full Dodge, increasing his Defense as
Andrea, so that’s just what he attempts to do. The problem is he sizes up his opponents and chooses his target.
the Blood Rage. Alexander is just as susceptible to it as the Finally, don’t forget the police outside. Between Vidal and
characters, and even if he doesn’t succumb (see below), he Savoy, there is enough influence over key city figures to prevent
still has to deal with any characters who do. Barring interven- the cops from moving in. The problem is that neither of them
tion by frenzied characters, he uses his Protean Discipline to can stop the city’s press from taking an interest, and what began
grow fearsome claws and attacks Andrea. as a noise complaint will quickly escalate to a “possible hostage
Complications situation.” Rumors of terrorists, religious fanatics, urban gang-
This fight has the potential to become chaotic and possibly sters, voodoo cultists and simple violent criminals circulate, and
fatal to the characters in very short order, and that means the police waiting outside grow nervous, edgy and dangerous.
you, as Storyteller, need to decide on a few things. While Savoy and Vidal would like all of the vampires in the
First, will you allow characters to die here? Vampires are church to come out safely (if only for questioning), they are con-
hard to destroy, but it can certainly happen (especially if cerned foremost with remaining hidden from the mortals. From
Alexander enters frenzy). In general, losing a character due your perspective, you can dangle the threat of the police enter-
to a roll of the dice is unsatisfying… but on the other hand, a ing the building in front of the players if they are about to do
player might be growing bored with a character and wish to something stupid, but if the cops actually do enter, you’re faced
“retire” her. Have a plan in place for how to introduce new with the prospect of having one or more frenzied vampires facing
characters if you do allow fatalities. Any character currently down a horde of heavily armed and very jumpy policemen.
not being controlled by a player makes a good target. If the cops do enter before Andrea is brought under con-
A second question is whether to allow Alexander to enter trol, here are some possibilities:
Blood Rage. He is a more effective combatant than Andrea • Andrea attacks, and the cops open fire. Andrea is riddled
with bullets and immediately driven into torpor. The charac-
Fury
introduction
volves getting out of the church without being arrested, and Once the characters have broken through to Andrea’s ra-
Dramatis Personae
If Andrea survived, she is taken for questioning. The char-
acters aren’t privy to this no-doubt-unpleasant session of in-
quisition, but later learn that Andrea shares an ideology with
Sarah and initially supported her “experiment,” but then The only new character introduced in this story is Natasha
changed her mind when she learned that Sarah meant to Preston, and she doesn’t appear for long enough to require
Embrace — to murder — five people in the same night and further information. Andrea’s game traits are provided below
worse, that she involved Lucas Gates. Andrea is allowed to (see Last Night for her background), and Alexander’s and
speak (over the phone) to Edward. During this conversation, Father John Marrow’s can be found in Mary’s Child. Finally,
she is guarded, but answers any non-sensitive questions she we present an updated character sheet for Edward after his
can (the particulars of her beliefs and practices are extremely Embrace.
sensitive, and so she doesn’t discuss them). She tells Edward
that in order to move beyond the violation of the Embrace,
Andrea Ouellette
he and the others need to find and come to terms with their Clan: Nosferatu
sires. Of course, Jack has already done so, and now Edward Mental Attributes: Intelligence 2, Wits 3, Resolve 4
has the chance to talk with Andrea, which leaves Tina, Louis Physical Attributes: Strength 3, Dexterity 3, Stamina 3
and Becky Lynn. She does not know where to find Lucas Social Attributes: Presence 3, Manipulation 2, Composure
(Tina’s sire) but opines that John Harley Matheson (Becky 2
Lynn’s sire) is probably staying at his mansion and knows that Mental Skills: Academics 1, Computer 1, Occult 3 (Re-
Nathaniel Dubois (Louis’ sire) is still in the city. search), Politics 1, Science 1
The other Kindred of the city might have changed their Physical Skills: Athletics 2, Brawl 2 (Sucker Punch), Drive
opinions about the characters in the wake of this story, of 2, Firearms 1, Stealth 2, Survival 1, Weaponry 2
course. If the characters acquitted themselves well, handling Social Skills: Empathy 3, Expression 1, Intimidation 2,
the problem without the threat of exposure to the mortal world Streetwise 3 (Avoiding Trouble)
and without getting Alexander killed, Prince Vidal recognizes Merits: Disarm, Fighting Style: Kung Fu 2, Languages
them personally and grants them special dispensation to move (French 2, Spanish 1), Meditative Mind
throughout the city, as long as they are searching for their Willpower: 5
sires or otherwise investigating their Embraces. Antoine Sa- Humanity: 5 (Hope, Wrath)
voy and Father John Marrow are likewise grateful, and recog- Health:
nize and help enforce this decree. In this case, each character Initiative Modifier: 5
gains a new Merit: a single dot of City Status. A player adds Defense: 3 (+1 Armor vs. bashing attacks)
her character’s City Status rating to Social rolls involving
Speed: 11
vampires who reside within New Orleans, regardless of clan
Blood Potency: 4
or sect. This bonus does not apply to supernatural rolls (so
Vitae:
though the rolls for the Majesty Discipline involve Social
Attributes, City Status doesn’t apply), nor does it help when Disciplines: Auspex 1, Celerity 3, Nightmare 3, Resilience
dealing with Kindred who don’t claim residence in the Cres- 1, Vigor 1
cent City. Andrea has the same basic Kindred powers as the players’
Of course, if the situation at the church ended in gunfire characters, but her more potent blood means that they func-
and bloodshed, no one is likely to be impressed by the charac- tion a little better. She can spend two Vitae per turn, for in-
ters. They are persona non grata until they can bring them- stance, and use it to heal herself and to augment her Physical
selves back into the Prince’s good graces (don’t worry, they’ll Attributes. Her Celerity, Resilience and Vigor Disciplines
have their chance in a future installment of Danse de la Mort). function just as they do for the characters (see Tina for Celer-
Prince Vidal still gives them permission to search for their ity and Vigor; Becky Lynn or Louis for Resilience). Her Night-
sires, but the tone of the decree is more a warning than a mare Discipline grants her the Monstrous Countenance power
privilege: “Find your sires or I will hold you responsible for (shared with Edward) as well as the two additional powers
Fury
this fracas.”
introduction
described below (along with her level of Auspex). She also In addition to speaking French and Spanish, Andrea has