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Vampire: The Requiem For Dummies

ISBN: 978-0-470-03745-4
352 pages
October 2006
Vampire: The Requiem For Dummies (0470037458) cover image


Includes tips on characters and storylines for storytellers

Develop your character, understand the World of Darkness, and play today!

Vampire lore has intrigued ordinary mortals for centuries. Sink your teeth into this book and find out how to slip into their mysterious, mystical world! Create the vampire of your dreams (or nightmares), choose attributes, skills, and advantages, understand the characteristics of each clan, enter the World of Darkness -- and throw away the garlic.

Discover how to
* Calculate your character's advantages and Blood Potency
* Set the mood for the game
* Select a clan and a covenant for your character
* Explore sources of inspiration
* Master the art of storytelling
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Table of Contents

Introduction 1

Part I: Introducing Vampire: The Requiem 5

Chapter 1: Preparing to Play Vampire: The Requiem 7

Chapter 2: Creating a Character 19

Chapter 3: Playing the Game 25

Part II: Choosing a Clan 45

Chapter 4: Starting Out as a Daeva 47

Chapter 5: Playing Clan Gangrel 55

Chapter 6: Beginning as a Mekhet 63

Chapter 7: Stepping Out as a Nosferatu 69

Chapter 8: Becoming Clan Ventrue 77

Part III: Creating Your Own Vampire 85

Chapter 9: Imagining Your Character 87

Chapter 10: Picking Your Character’s Attributes 101

Chapter 11: Selecting Your Character’s Skills 113

Chapter 12: Choosing Your Character’s Disciplines 135

Chapter 13: Determining Your Character’s Advantages 153

Chapter 14: Identifying Your Character’s Merits 167

Part IV: Stepping into the Night 179

Chapter 15: Entering the World of the Undead 181

Chapter 16: Rising to the Long Night 187

Chapter 17: Exploring the Kindred Covenants 195

Part V: Mastering the Art of Storytelling 211

Chapter 18: Setting the Stage 213

Chapter 19: Crafting Stories 221

Chapter 20: Introducing Antagonists 229

Chapter 21: Gaining Experience 249

Part VI: The Part of Tens 257

Chapter 22: Ten Best Ways to Defeat a Vampire 259

Chapter 23: Ten Best Haven Locations 263

Chapter 24: Ten Best Foes of Vampires 267

Chapter 25: Ten Best Blood Magic Spells 271

Chapter 26: Ten Best Vampire Game Books 275

Part VII: Appendix 279

Appendix 281

Character Sheet 291

Index 293

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Author Information

Justin Achilli is a 20-plus-year veteran of hobby gaming and a 10-year veteran of game design. His career with White Wolf Game Studio began in 1995, during which Justin has developed both Vampire: The Requiem and its predecessor, Vampire: The Masquerade. He has worked on over 100 Vampire titles, written an Origins Award–nominated novel for the World of Darkness, and contributed to the Werewolf, Mage, Wraith, Changeling, Scarred Lands, and Ravenloft game lines. Justin enjoys pro football, reading anything he can get his hands on, and nightclub DJing.

Ken Cliffe has been in the game industry in one form or another for over 20 years. He was one of the first White Wolf employees, brought on as a fulltimer in 1991 after years spent helping out with the one-time White Wolf Magazine. Ken has been involved in most everything White Wolf has published, from Ars Magica to the World of Darkness. He was developer of Hunter: The Reckoning and helped shepherd the relaunch of the WoD with a new Storytelling System core rulebook and Vampire: The Requiem.

Colleen Totz Diamond is a freelance writer and editor who has been a fan of “Dummies the books” since 1993, when she was first introduced to the series. She lives in Connecticut with her husband, her cat, and her husband’s four betta fish (and about 30 . . . For Dummies books).

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