Vampire The Requiem Storytellers Vault Style Guide
Vampire The Requiem Storytellers Vault Style Guide
Vampire The Requiem Storytellers Vault Style Guide
Style Guide
Credits Special Thanks
Written by: Christoper Allen Justin Achilli
Developer: Shane DeFreest Will Hindmarch
Art by: Mark Kelly Rose Bailey
Layout & Design: Katie McCaskill and Marcos M.
Peral Villaverde
Storytellers Vault Development Team: Shane De-
Freest, Dhaunae DeVir, & Matt McElroy
Original Concept and Design: Justin Achilli,
Philippe Boulle, Carl Bowen, Bill Bridges, Dean
Burnham, John Chambers, Ken Cliffe, Conrad
Hubbard, Mike Lee, Chris McDonough, Matthew
McFarland, Ethan Skemp, Richard Thomas, Mike
Tinney, Stephan Wieck, Stewart Wieck , Aaron
Voss, Frederick Yelk, and Frederick Yelk
© 2019 White Wolf Entertainment AB. All rights reserved. Vampire:The Requiem,
Werewolf: The Forsaken, Mage: The Awakening, Changeling: The Lost, Hunter: The Vigil,
Giest: The Sin Eaters, Demon: The Descent, Mummy: The Curse, Beast: The Primordial,
Promethean: The Created, Chronicles of Darkness, Storytelling System™, and Storytellers
Vault™ are trademarks and/or registered trademarks of White Wolf Entertainment AB.
All rights reserved.
For additional information on White Wolf and the Chronicles of Darkness, please visit:
ww.white-wolf.com, and www.storytellersvault.com.
Table of Contents
Themes & Inspirations 5
Vampire: The Requiem First Edition 5
Vampire: The Requiem Second Edition 6
Style Guide 3
Vampire: the Requiem
Themes & Inspirations
Vampire: the Requiem is a game of gothic horror; vampire willing to commit to get ahead of her rivals?
the default player characters are vampires who must The covenants in Vampire are, therefore, founded
struggle with their craving for blood, the beast within not on notions of worldwide plots but, instead, on
them, and their isolation from humanity The obvious the basis of how they present the different ways that
inspiration is the heavyweight of the genre, Bram Kindred grapple with giving meaning and purpose to
Stoker’s Dracula, along with other significant titles such their nightly existence.
as Carmilla, and the plethora of vampire fiction that has Vampire is often a game about scheming, mani-
exploded onto the scene in recent decades. The world pulation, and politics; vampires, caught in an endless
in which these vampires dwell is one of deep shadows, parade of blood-soaked nights, maneuver and clash with
baroque cities, and hungrier things yet that wait in the each other to sate their hungers, to pursue their goals, or
darkness to prey on the mistakes of the Kindred. simply to entertain themselves and hold back the ennui
A major focus in Vampire is on personal horror of immortality. They compete over blood, power, and
— the internal struggles between the vampire’s fa- the supremacy of their philosophies. Many chronicles
ding humanity and the ravenous urges of the Beast. will feature clever attempts to frame, blackmail, or be-
A vampire is a parasite and a predator, forced to prey tray characters; vampires often use pawns and catspaws
on her former peers simply to survive — and armed rather than direct confrontation; and violence, when it
with a panoply of dark powers that make it ever-so- happens, is usually sudden, brutal, and shocking.
easy to toy with mortals, to stop thinking of them as Some suggested media inspiration for both editions
peers and instead just as a herd from which she can of Vampire includes the aforementioned Dracula and
draw sustenance. What crimes will a vampire commit Carmilla, the film Near Dark, the book and movie versions
just to wake to another night? What transgressions is a of The Hunger, and The Lost Boys.
Style Guide 5
night is dark and full of shadows, and even vampires Requiem content should focus on its characters, par-
know only a little of what lies in the gloom. ticularly their social or political machinations, and
Themes: A Beast I am, lest a Beast I become, the how these might entangle or lure the player characters
horror of becoming a predator, hidden sins and ugly into events.
vices, personal conspiracies and the struggle for power, Influences: Nosferatu, Shadow of the Vampire,
alienation and isolation. Interview with the Vampire, Beethoven, Mozart,
Setting Advice: Requiem has a ‘toolbox’ approach the Sex Pistols, Black Flag, Sisters of Mercy, This
which provides both opportunities and obstacles for a Mortal Coil, Faith and the Muse, Switchblade Sym-
writer. Content intended to be dropped into a variety phony, Bauhaus
of Chronicles has to take account of the fact that the Game Design Advice: In First Edition, vampires
political and social set-up can vary wildly between are considerably more powerful than humans, but their
tables; one group might play in a city where the In- capabilities are still relatively constrained and modest.
victus rule with the support of the Lancea Sanctum in Internal balance is a meaningful consideration when
an organized, stifling pyramid of power, but another creating new Disciplines and the like; new Bloodlines
might see a city torn apart by feuding factions with no offer freedom to explore wilder ideas. The overall
meaningful community between them. As there is no focus is very personal and often subtle, with vampires
overarching, global Kindred culture, the game offers often working through influence rather than crazy or
a lot of freedom on how its vampires can be depicted. extravagant powers.
Style Guide 7