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vii introduction 2 Sample file

Sample fileStoryteller sees fit — in any Vampire chronicle deal-ing with VII, whether as protagonists or antagonists. A good deal of this material builds on themes, ideas and rules

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  • vii 9introduction

    By Christopher Kobar, Greg Stolze and Chuck Wendig

    Vampire created by Mark Rein•Hagen

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    CreditsAuthors: Christopher Kobar (The Betrayed), Greg Stolze (Princes of the Fallen City) and Chuck Wendig (Sleepers) with Will HindmarchVampire and the World of Darkness created by Mark Rein•HagenDeveloper: Will HindmarchEditor: Scribendi Editorial ServicesArt Director: Pauline BenneyBook Design: Pauline BenneyInterior Art:Avery Butterworth, Cathy Wilkins, Ro-berto Marchesi, Michael Gaydos, Drew Tucker, Tomasz Jedruszek and Jean-Sebastian RossbachFront Cover Art: Daren Bader

    BlameQuarterly Media Bias: Carl BowenShotgun Murder: Jeff HoltMugging: Aaron Voss and Rebecca SchaferRuination of Airships in the Popular Consciousness: Herb Morrison

    © 2005 White Wolf Publishing, Inc. All rights reserved. Re-production 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 World of Darkness are reg-istered trademarks of White Wolf Publishing, Inc. All rights reserved. Vampire the Requiem, Storytelling System and VII are trademarks of White Wolf Publishing, Inc. All rights reserved. All characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc.

    The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.

    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 discre-tion is advised.

    For a free White Wolf catalog call 1-800-454-WOLF.Check out White Wolf online athttp://www.white-wolf.com

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    Introduction

    Chapter One: Princes of the Fallen City

    Chapter Two: The Betrayed

    Chapter Three: The Sleepers

    Table of Contents

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    “The misTake we’re making when Talking abouT Vii

    is ThaT we’re assuming They know The TruTh

    abouT ThemselVes.

    you saw This guy’s face —

    did iT look like eVen he undersTood

    whaT he was saying?

    we’Ve goT proof ThaT They know abouT us,

    buT i don’T Think They much abouT ThemselVes.

    whaT if There’s noThing else buT The mysTery?

    whaT if There is no secreT?

    i Think we’re all They haVe.

    i Think hunTing us is all They haVe lefT.”

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    The vampires known only as “VII” are a riddle with no right answer. No single truth to the mystery of VII exists in the World of Darkness. This book gives you three possible truths to choose from for your own Vampire chronicles — or three more legends for VII to hide behind.

    Like so many enticing mysteries, VII is something of an empty box waiting to be filled with whatever you and your fellow players bring to the table. Within the fictional cities of the World of Darkness, there may be a definitive truth at the center of the mystery, but in your own stories, what’s ultimately behind the curtain is you. VII is what you bring with you. VII is what you build using the tools of the Storytelling system and the materials in this book. We’ll show you how.

    How to Use This BookThis book explores and expands on the ideas first

    presented in Vampire: The Requiem of mysterious and deadly vampires known, collectively, only as VII. The concepts, stories and game mechanics contained herein are intended to be used — to any degree the Storyteller sees fit — in any Vampire chronicle deal-ing with VII, whether as protagonists or antagonists. A good deal of this material builds on themes, ideas and rules found in the World of Darkness Rulebook and Vampire: The Requiem.

    Each of the different concepts of VII in this book is intended to be the only one at work in a chronicle. The unique and elaborate history of these possible Sevens makes it impossible — or at least unbelievable — for more than one of these organizations to exist, truthfully exist, in your World of Darkness at a time. As you play through more and more chronicles in the World of Darkness, you’ll have more and more opportunities to re-examine the mystery of VII and redefine the truth.

    This Book and the World of DarknessBecause the versions of VII described herein are meant

    to be mutually exclusive, inspirational and optional, the authors of this book were given the go-ahead to tinker a bit with the assumed norms of your Vampire chronicle. At the same time, each was allowed to exercise his par-ticular voice to an extent that’s usually not possible in a collaborative work.

    What this means to you, as a reader, is that you may find one chapter making an assumption about your fa-vorite covenant that you don’t agree with. Don’t sweat

    it. Everything in this book is an example of what might be in your World of Darkness.

    Information in this book is not necessarily an indica-tor of how future books in the Vampire line will look at things. Future Vampire supplements will continue to assume that the truth of VII is commonly unknown.

    If you don’t like the way the Ahranites in Chapter One have assessed the Ordo Dracul, either change the way the Ahranites think in your chronicle or prove them wrong by playing a Dragon contrary to their estimations. If you don’t think the Betrayed should be so strictly organized by region, change it. Every chronicle is yours.

    It’s easier to mix things together than it is to organize them, so this book strives to create structures for you to use, mimic or add to. If none of that suits you, tear those structures down and build what you want from the parts you get.

    OverviewIn a way, VII is presented like a collection of small

    books. Each of the following chapters presents a different version of the truth behind the vampires of VII, broken down into subsections focusing on history, culture, unique powers and the like. Though each of these dif-ferent incarnations of VII can be used in your chronicle just as they are presented, straight from the book, they’ve all been designed to work as a collection of smaller com-ponents that can be disassembled and recombined into your own unique version of the truth.

    This Introduction is your guide to using the mystery of VII in any Vampire chronicle. In the following pages you’ll find advice for introducing VII into a new or established chronicle and guidance on expanding and preserving the mystery (and the truth) of these enigmatic monsters. Using this advice, you’ll be able to create distinctive and unpredictable versions of the truth for all your future Vampire chronicles, so that the mystery of VII can stay mysterious. As you play more and more Vampire chronicles, you’ll be able to solve the mystery again and again.

    Chapter One: The Princes of the Fallen City presents an ancient and epic origin of VII rooted in the ill-fated Biblical city of Gomorrah. These VII are the heirs to a city of sin, children of a demon’s wicked wife and the practitioners of pagan sorcery. As protagonists, they are tragic and noble warriors who have made a deal with a devil to restore their ruined glory. As antagonists, they

    It doesn’t matter who my father was; it matters who I remember he was.

    — Anne Sexton

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    PrologueCreditsTable of ContentsIntroductionChapter One: Princes of the Fallen CityChapter Two: The BetrayedChapter Three: The Sleepers