Vampire the requiem second edition pdf

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Storytelling System, Vampire the. Requiem, Mage the Awakening, Werewolf the Forsaken, World of Darkness, and Vampire the Requiem Second Edition are. Vampire: The Requiem 2nd Edition - Note: This was previously published as Blood and Smoke: the PDF + Hardcover Color Book (Premium). Vampire: The Requiemis inspired by Vampire: The Masquerade. Vampire: The First- and Second-Stage Playtesters: Chastain Addington;. Alan Alexander.

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Vampire The Requiem Second Edition Pdf

Vampire: The Requiem's 2nd Edition is now available at DriveThruRPG! And if you bought the PDF for Blood and Smoke, you can download. Vampire: The Requiem Second Edition is a rulebook revision for Vampire: The PDF: $ Vampire: the Requiem 2nd Edition contains. Vampire: The Requiem Second Edition Blood and Smoke: The Strix Chronicle PDF version The new Chronicle Core book for Vampire: The Requiem.

Now, this would already be cool news…. For the record, some of these were expected, but some of these are quite out of left field. Innocents is an underrated gem in the Chronicles of Darkness, mostly detailing how to present children player characters in the setting. It gives other seeds and ideas as to what may force all the different denizens of the Chronicles of Darkness to collaborate. It looks really cool. Vampire: the Requiem Second Edition getting a book that seems to be a combined players guide and Storyteller guide? Sign me up. Never bad to have more details on enemies. Nothing to see here, sadly. And Geist, well, you know how we feel about that over here in The Pit. Here come the things we want to talk about! Hunter: the Vigil Second Edition! New Compacts and Conspiracies? Yes, please. Deviant: the Renegades.

It looks really cool. Vampire: the Requiem Second Edition getting a book that seems to be a combined players guide and Storyteller guide?

Vampire: The Requiem Second Edition

Sign me up. Never bad to have more details on enemies. Nothing to see here, sadly. And Geist, well, you know how we feel about that over here in The Pit. Here come the things we want to talk about! I don't mind starting over from scratch but I'm afraid redownloading everything only to find out the character sheet or some other minutia is all that has changed would leave me somewhat nonplussed, as that's money I could be spending to expand rather than start over.

I guess what I'm asking is does OPP represent a true continuation or is it See more a new beginning? Reinvigorated to be sure. Sounds like ya'll have been busy. I know there are those who are really into game mechanics, but that's always been secondary to nonexistent for me personally.

For me, that moves the story better. So, sounds fun. I'm in. I'll be driving back thru next payday. Oh, and thank goodness ya'll got to the bottom of that little language snafu!

Onyx Path Publishing: Many Worlds. One Path.

Tres gauche No other rulebooks are required. I have yet been able to confirm that. Shawn H May 04, pm UTC downloadR I just recieved my print on demand copy, as usual it took pretty much a month to come in, but also unfortunately, it, like all print on demand HC's I've ordered from Drivethru masquerade 20, werewolf 20 and now requiem 2nd edition has come in with huge gouges and damage along the cover due to the shipping methods.

For the money I'm paying I'd like to think it's get things in the condition they'd be off the shelf at my local gaming store. This has been my 1 criticism with Onyx Path since they decided to go down the POD path and not traditionally bound. So for now Im going to stick to pdfs, which I can also share with my gaming group. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love.

Also, the power of your love may be powerful enough to protect you from other supernatural forces Storyteller's discretion. However, your true love may also be a hindrance, and require aid or even rescue from time to time. Be forewarned: this is a most exacting Merit to play over the course of a chronicle.

You have a flair for languages. This Merit does not allow you to learn more languages than are permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages, both written and spoken. Daredevil: 3 pt Merit You are good at taking risks, and are even better at surviving them. All difficulties are one less whenever you try something particularly dangerous, and you can ignore one botch result when you roll "ones" on such actions you can cancel a single "one" that is rolled, as if you had an extra success.

Fast Learner: 3 pt Merit You learn very quickly, and pick up on new things faster than most do. You gain one extra experience point at the conclusion of each story not each game session.

Medium: 2 pt Merit You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity.

Spirits will not simply aid you or give you advice gratis they will always want something in return. Destiny: 4 pt Merit You have a great destiny, though you may well not realize it.

Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal.

Onyx Path Publishing: Many Worlds. One Path.

The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny.

Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. How this is played is up to the Storyteller. Danger Sense: 2 pt Merit You have a sixth sense that warns you of danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding.

Multiple successes may refine the feeling and give an indication of direction, distance or nature. This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system.

Charmed Existence: 5 pt Merit Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.

Faerie Affinity: 2 pt Merit Your presence does not frighten faeries; indeed, it attracts them, and you a re naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.

Guardian Angel: 6 pt Merit Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched over, and by what not necessarily an angel, despite the name. Magic Resistance: 2 pt Merit You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders.

Although you may never learn the Discipline of Thaumaturgy, the difficulties of all such spells and rituals are two greater when directed at you. Note: this includes all spells, beneficial and malign alike! Perhaps your faith came to you before your Embrace, and was strong enough to survive even this test; or, incredibly enough, the adversity you have experienced in your current condition has brought out what is best in you. You begin the game with one point of Faith a Trait with a range of 1 Your Faith provides you with an inner strength and comfort that continues to support you when all else betrays you.

Your Faith adds to all Willpower and Virtue rolls. The exact supernatural effects of Faith, if any, are completely up to the Storyteller though it will typically have the effect of repelling Kindred. It will certainly vary from person to person, and will almost nev er be obvious - some of the most saintly people have never performed a miracle greater than managing to touch an injured soul.

The nature of any miracles you do perform will usually be tied to your own Nature, and you may never realize that you have been aided by a force beyond yourself. You possess a library of occult materials, which may include at least one version of the Book of Nod.

You are not necessarily familiar with the contents of these volumes of knowledge that is a function of your Abilities , but in time of need your library can be an invaluable source for research.

Spirit Mentor: 3 pt Merit You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself see Haunted, below , but for the most part its benefit to you is through the advice it can give.

This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies. Unbondable: 3 pt Merit You are immune to being Blood Bound. No matter how much blood you drink from other vampires, you will never be Bound to them.

You must have a Humanity of 10 in order to choose this Merit, and if it ever drops below nine, you lose all Faith points and may only recover them through extensive penitence and work and only when your Humanity is again No one may start the game with more than one Faith point.

Additional points are only awarded at the Storyteller's discretion. Werewolf Companion: 3 pt Merit You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you after all, you are friends.

However, neither your kind nor its appreciate such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficult. The Storyteller will create the werewolf character, but will not reveal to you its full powers and potencies.

Cursed: pt Flaw You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow: If you pass on a secret that was told to you, your betrayal will later harm you in some way.

Either way, you can repeat three failed rolls per story. Only one repeat attempt may be made on any single roll. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that, ironically, it grants freedom.

You are doomed to make enemies of those to whom you become most attached so whatever you do, don't get too close to the other character s! Sunlight causes double normal damage, and even moonlight which is, after all, the reflected light of the sun harms you. Indeed, even bright lights can be painful, but that pain can be mitigated by wearing sunglasses.

When the moon is shining, the light it casts will cause wounds in the same way sunlight does for normal individuals.

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However, the wounds caused by the moon are not aggravated, and can be healed normally. Remember, even on nights when the moon is full, it may have already set when you venture outside, or be obscured by the clouds.

Taint of Corruption: 1 pt Flaw Plants wither when you approach, and will die if you touch them. It is rumored that Caine himself possesses this Flaw. Repulsed by Garlic: 1 pt Flaw You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room.

The full force of its pungent odor will bring bloody tears to your face and render you nearly blind, while its touch can cause boils and even open wounds. Kindred Ties Magic Susceptibility: 2 pt Flaw These Merits and Flaws deal with the place, position and status of a character within vampiric society.

You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds and orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you. Boon: pt Merit You are repelled by the sight of ordinary crosses just as if they were holy. Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God.

An elder owes you a favor because of something either you or your sire once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the elder probably owes you his unlife. See the rules on Prestation in Chapter Four for more information.

Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire.

Indeed, your sire's contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever. You cannot cross running water unless you are at least 50 feet above it.

A Kindred with this Flaw obviously believes too much in old wives' tales. Haunted: 3 pt Flaw You are haunted by a ghost that only you and Mediums can see and hear. It actively dislikes you and enjoys making y our life miserable by insulting, berating and distracting you - especially when you need to keep your cool. It also has a number of minor powers it can use against you once per story for each power : hide small objects; bring a "chill" over others, making them very ill at ease with you; cause a loud buzzing in your ear or the ears of others; move a small object such as a knife or pen; break a fragile item such as a bottle or mirror; trip you; or make eerie noises such as chains rattling.

Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you.

Special Gift: pt Merit Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items list to give to you though you can 'suggest' something. The Storyteller will decide how much a particular item is worth. Reputation: 2 pt Merit You have a good reputation among the Kindred of your chosen city.

This may be your own reputation, or it may be derived from your sire. Add three dice to all Dice Pools for social dealings with the city's Kindred. A character with this Merit may not take the Flaw of Notoriety. Dark Fate: 5 pt Flaw You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it.

Even more g hastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At som e point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller. The difficulties of all rolls related to social dealings with members of this clan are two less.

This can be a two-edged sword; you are also marked by others as a sympathizer with that clan, whether you like it or deny it! The pawn does not necessarily know that it is being controlled. Enemy: pt Flaw You have an enemy, or perhaps a group of enemies, who seek to harm you. The v alue of the Flaw determines how powerful these enemies are. The most powerful enemies Methuselahs or Archmages would be five-point Flaws, while someone nearer to your own power would be worth only one point.

You must decide who your enemy is and how you became enemies in the first place. Infamous Sire: 1 pt Flaw Your sire was, and perhaps still is, distrusted and disliked by many of the Kindred in the city. As a result, you are distrusted and disliked as well. This is a heavy load, and one not easily sh ed. Insane Sire: 1 pt Flaw Your sire has completely lost his grip on reality, and has become dangerously insane.

Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this Flaw. Mistaken Identity: 1 pt Flaw You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual's allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and others will treat you in odd ways.

Ultimately you might be able to sort out things, but it will take tremendous effort. Sire's Resentment: 1 pt Flaw Your sire dislikes you and wishes you ill.

Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire's friends will also work against you, and many elders will thus resent you. Twisted Upbringing: 1 pt Flaw Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble.

Over time, after many hard lessons, you can overcome this bad start the Storyteller will tell you when. But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise. Clan Enmity: 2 pt Flaw For some reason, something about you inspires contempt or hatred in members of a clan other than your own.

There is a two-dice penalty to all rolls for social dealings with members of this other clan. Select the 'enemy' clan randomly or choose. Diabolic Sire: 2 pt Flaw Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the Masquerade, or hunting down the elders of the city and feasting on their blood.

Archons are likely to come to you in order to discover your sire's whereabouts, and they may not believe you if you tell them you do not know. Notoriety: 3 pt Flaw You have a bad reputation among the Kindred of your chosen city.

There is a two-dice penalty to all dice rol ls for social dealings with the city's Kindred. A character with this Flaw may not take the Merit of Reputation.

Mortal Society These Merits and Flaws deal with the influence, power and station of a character within mortal society. Some of them correspond very closely to certain Background Traits such as Resources, Contacts, and Influence , while others simply elaborate and expand upon them.

The Backgrounds give you more creative freedom, while the Merits provide you with exact details of what you possess. Judicial Ties: 2 pt Merit You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department, and can affect the progress of various cases and trials with limited difficulty.

Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants. The servants, if you have any, are provided for if you choose this Merit, though they cannot be used as Herd or Retainers unless you download the appropriate Background. The mansion is assumed to have the most current electronic security available, as well as a fence around the perimeter.

While the mansion can be in as poor or as good shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house won't attract IRS audits. Media Ties: 2 pt Merit You have both influence over and contacts in the local media. You can suppress and create news stories though not always with percent efficiency; journalists are an unruly bunch and you have access to the files and gossip of the staffs of newspaper s and TV stations.

Nightclub: 2 pt Merit You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you.

Variations on this theme could include: a restaurant, theater, com edy club, sports arena or retail store. Church Ties: 3 pt Merit You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out. Corporate Ties: 3 pt Merit You have both influence over and contacts in the local corporate community.

You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial 10 Vampire The Masquerade Second Edition: Players Guide mayhem, and can raise considerable amounts of money in the form of loans in a very short period of time.

Police Ties: 3 pt Merit You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid that can be achieved only through game play , and can let you down at times. Political Ties: 3 pt Merit You have both influence over and contacts among the politicians and bureaucrats of the city.

In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different mea ns of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play. Underworld Ties: 3 pt Merit perhaps you are. All those with whom you associate may be hunted by the same individual as well.

Though this hunter seeks to destroy all vampires, something about you drives the passion of this killer. Physical These Merits and Flaws deal with your health and physical makeup. Double-Jointed: 1 pt Merit You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit. Baby Face: 2 pt Merit You look more human than other vampires, enabling you to fit in the human world much more easily.

Your skin is pink, you never really stopped breathing even though you don't need to , and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This Merit cannot be taken by Nosferatu. You have both influence over and contacts in the local Mafia and organized street gangs.

This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow. Misplaced Heart: 2 pt Merit Corporation CEO: 5 pt Merit Efficient Digestion: 3 pt Merit You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer.

Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This Merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller. Anachronism: 2 pt Flaw You have been a vampire for some time, and are unable or unwilling to keep up with the changing times.

An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total t he net failures and use this total as a negative modifier to your attempts. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer.

His Intelligence roll results in two net failures. Osric now has a two-dice penalty when determining the outcome of his attempt to make the infernal machine cooperate. Note that characters with this Flaw will generally have been vampires for longer than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their chronicles. Your heart has actually moved within your body, though no more than two feet from its original position nea r the middle of your chest.

Those who attempt to stake you find it very difficult to find the right location which should be your most tightly guarded secret. You are able to draw more than the usual amount of nourishmen t from blood. Every two Blood Points ingested increase your Blood Pool by three. Round down so leftover 'halves' are ignored. Huge Size: 4 pt Merit You are abnormally large in size, possibly over seven feet tall and pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated.

Treat this extra Level as an extra Hurt Level, with no penalties to rolls. Allergic: pt Flaw You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated by your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch alone is enough to disturb you.

If it was in the blood, you will have five fewer dice on all your Dice Pools for 10 minutes - if you just touched it, the penalty is reduced to two dice. Choose from the list below or make up the substance to which you are allergic. You may describe your ward, though the Storyteller will actually create her. This character may be a friend or relative from your pre-Embrace days, or simply a mortal you admire and consider important.

Wards have a way of getting caught up in the action of stories, and are frequent targets of a character's enemies. Hunted: 4 pt Flaw You are pursued by a fanatical witch-hunter who believes you are a dangerous, vile beast inimical to humanity Plastic: 1 pt Alcohol: 2 pt Illegal Drugs: 2 pt Metal: 3 pt Short: 1 pt Flaw You are well below average height, and have trouble seeing over high objects and moving quickly.

You suffer a twodice penalty to all pursuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. You therefore have a zero Appearance, much like the Nosferatu who cannot take this Flaw. Selective Digestion: 2 pt Flaw Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return.

Mute: 4 pt Flaw Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means typically writing or signing. You can digest only certain types of blood.

You can choose whether you can drink only cold blood the blood of a dead person , blood with the taste of fear found in blood only in moments of terror , or blood with the taste of joy, or perhaps only certain types A, O, etc. This Flaw may not be taken by Ventrue characters, since they already have something like it through their clan weakness Thin-Blooded: 4 pt Flaw Child: 3 pt Flaw Paraplegic: 6 pt Flaw You were a small child at the time of the Embrace.

Although time and experience may have changed your outlook, you are stuck with a child's body. You have the Short Flaw see above , and you find it difficult to be taken seriously by others two-dice penalty to all relevant rolls. Because you have never before experienced any sort of transformation change never having undergone the experience of puberty , you are ill suited to w ithstanding the demands of the Hunger the difficulties of all such rolls are one greater.