Vampire: The Requiem
Vampire: The Requiem is a role-playing game published by White Wolf, Inc. for the Chronicles of Darkness setting, and the successor to the line. Although it is an entirely new game, rather than a continuation of the previous editions, it uses many elements from the old game including some of the clans and their powers. In the first edition, it required the World of Darkness corebook for use, and was released alongside it in August 2004.
In December 2013 a supplement titled Blood and Smoke: The Strix Chronicle was released, adding a default world setting and significantly revising certain aspects of the game to bring them in line with the upcoming changes to the core rules of the new World of Darkness. At GenCon 2014, it was announced that Blood and Smoke would be re-branded as Vampire: the Requiem, Second Edition, with a new cover, index and very minor changes in November 2014. This release in both its forms was a stand-alone game, able to be played with no other books as references.
History
combined their new World of Darkness setting and rule system in a single game book, The World of Darkness, and simultaneously released Vampire: The Requiem, a sourcebook that supplemented The World of Darkness by offering up all the rules needed to play as a vampire in the setting. The first Storytelling Adventure System adventure was Will Hindmarch's The Resurrectionists for Vampire: the Requiem. Greg Stolze was working on Vampire: The Requiem when he developed the One-Roll Engine for Godlike. 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 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. Vampires that have inherited common physical powers and qualities group themselves into "clans", but they also join "covenants" along religious, political or philosophical lines. These groups differ radically in purpose and outlook and are often in conflict, though they agree that they must hide their existence from humans.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. While vampires use the stolen blood they call vitae to bolster their physical prowess, heal wounds, and wield Disciplines, it is also the fuel the use to arise every night; a vampire cannot awaken 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 metamorphosis into vampires. Each clan covers a broad range of vampiric archetypes:- The evoke the image of vampires as seductive, decadent, sexually transgressive predators who blur lust and hunger together, equating the act of feeding with sensual pleasure, like Joseph Sheridan Le Fanu's Carmilla.
- The embody the idea of vampires as predatory feral demons. An upper level in the feeding chain with little or no interest in humans as anything other than food, they represent vampirism as crude predation and evoke ideas of basic instinct, untamed ferocity and freedom that are commonly associated with predators.
- The are mysterious conspiratorial occultists, obsessed with knowledge and information, who hide in the shadows and manipulate others from afar.
- vampires are the repulsive, yet fascinating, alien and hideous monsters of legend.
- are regal vampires who value power and dominion to the point of obsession, self-styled "lords of the night" they represent vampirism as a metaphor for maddening power, like Bram Stoker's Dracula.
There are also many political or religious factions, known as Covenants. These include:
- The Carthian Movement works towards finding the best form of government for the Kindred, basing its experiments on mortal systems like Democracy, Fascism and the like. It is the only Covenant that elects leaders, and is the newest major Covenant.
- The Circle of the Crone is a collection of pagan and Neopagan cults and religions within the vampiric culture.
- The Invictus is an order of vampires that represents the old order of things and act as old nobility, they are also concerned with material gain and power and therefore are heavily involved in city politics and business.
- The Lancea et Sanctum claims the Roman Centurion Longinus as their founder and they believe Kindred have a role in the Divine Providence: that of the ultimate predators, unleashing God's Wrath upon the unworthy and testing the pious.
- The Ordo Dracul is focused on understanding the vampiric condition, improving upon it and ultimately transcending its limitations.
- The Unaligned is simply a catch-all term for any vampires that do not belong to a covenant.
Powers, abilities and weaknesses
Kindred can use a variety of supernatural powers called Disciplines, reflecting such traits as inhuman speed, strength, or charisma, as well as other vampiric attributes such as control over vermin and predators. 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.
Weaknesses
Unlike many fictional portrayals, vampires in Requiem are not universally 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 creatures inflict terrible injuries that take significant time and blood to heal. During the daytime most vampires slumber; while their bodies will not begin to degrade they cannot otherwise be distinguished from corpses.Vampires all have an aspect of their personality they refer to as "The Beast," which exists only to feed when hungry and kill when upset. When a vampire is sufficiently distraught, either through threat, injury, hunger, or humiliation, they enter a berserk rage called Frenzy during which the Beast takes hold.
Vampires keep the Beast in check with the memories and behaviors of mortal life, collectively referred to as a vampire's Humanity. Without actively working to maintain it, a vampire's humanity will degrade: the need to feed upon humans can drive a vampire to become inured to the cruelty they inflict, and a centuries-long life can leave them jaded to the human experience. In addition to the ever-present threat of losing oneself to the Beast, the Kindred have other motivations to maintain their humanity: vampires with lower humanity are also more grievously harmed by exposure to sunlight, spend longer in the extended slumber called torpor, and their alien perspective makes it more difficult for them to relate to humans.
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 enemies vampires face are vampires themselves. There are only two "enemy only" Covenant |covenants in the core rulebook:; Belial's Brood: A loose confederation of Satanists, demon-worshippers and overt miscreants. The Covenant claims that the Damned originate from Hell itself, and exalt in the spread of misery and pain. They are intended to be more straightforward enemies, as their goals are antithetical to nearly any character.
; VII: A mysterious organization, VII is a faction of vampires dedicated to the destruction of their own species. There is no concrete information given regarding its greater structure, nor any reason given for VII's agenda; the Storyteller is encouraged to create their own.
The second edition also focuses on a different race with vampiric traits that have often clashed with the Kindred:
; Strix: vampires that were never human, the Strix are monsters inspired by Roman spirits of the same name, as well as classical, more ghoulish myths of vampires. Strix are living shadows who seek to take over physical bodies so they may experience physical sensation. They are completely amoral beings who despise the very concept of humanity, to the point where even draugr, insane vampires who have lost their Humanity completely, are usually too much like the living for their liking.
Books
- Vampire: The Requiem
- Coteries
- Nomads
- Rites of the Dragon
- Bloodlines: The Hidden
- Lancea Sanctum
- City of the Damned: New Orleans
- Ghouls
- Ordo Dracul
- VII
- The Invictus
- Bloodlines: The Legendary
- Requiem Chronicler's Guide
- Carthians
- Mythologies
- Circle of the Crone
- Belial's Brood
- The Blood
- Bloodlines: The Chosen
- Damnation City
- Requiem for Rome
- Fall of The Camarilla
- Criminal Intent
- Scenes of Frenzy
- Blood Red + Ash Gray
- The Resurrectionists
- Ventrue: Lords Over the Damned
- Kiss of the Succubus: Daeva
- Savage and Macabre: Gangrel
- Shadows in the Dark: Mekhet
- New Wave Requiem
- Night Horrors: Immortal Sinners
- The Beast that Haunts the Blood: Nosferatu
- Vampire: Ancient Mysteries
- Ancient Bloodlines
- Night Horrors: The Wicked Dead
- Invite Only
- The Danse Macabre
- Strange Dead Love
- Blood Sorcery: Sacraments & Blasphemies
- Vampire: The Requiem Second Edition
- Secrets of the Covenants
- Thousand Years of Night
- Half-Damned
- Guide to the Night
Other media
White Wolf released two board games for the Vampire: The Requiem setting: Prince of the City was released in October 2004, and Dark Influences was released in October 2006.
An original Vampire: The Requiem book trilogy was released in 2004, written by Greg Stolze and Lucien Soulban. In 2004, White Wolf conducted a novel writing competition, shortly before canceling their fiction line in 2005. One of the winners, The Silent Knife by David Nurenberg, was eventually published in December 2012.