22V: SUBSTITUTE
Vampires use proxies to influence the daylight world denied to them. Mortal agents, ghouls given a touch of their power with a taste of their addictive blood, and most recently in Masquerade we have Thin-Bloods who can go forth by day. In Requiem second edition, vampires of low enough power can withstand sunlight better. Both settings have dhampirs as well, and some things that could be called vampires but not Kindred. Being able to act when your rivals are inactive and would burn if they try to go out makes you both useful and dangerous.
Chronicles featuring mortals, ghouls, Thin-Bloods and the like give a very different perspective on the setting. See the treatment of familiars in What We Do In The Shadows for how it might go wrong and the comic series Day Men for a version where their power is given more due.
With some other assistance from mortal allies and contacts, everyone could play someone in a day scene. Troupe-style play goes back to the roots of the Darkness family of games, with Ars Magica featuring it with players asked to rotate playing their powerful Magi, capable Companions and ordinary Grogs, but has never been a common mode of play.
Last Dance has a ghoul and a dhampir working with Kindred, so there’s room for daytime scenes as I’ve done with mortals and Thin-Bloods in recent games, and the relative safety they have by day counters their vulnerability when among vampires during the night.
2.10: Brought To Light
Jonah gets a call from Alice not long after sunrise. Do the others have a day person? Because she’s across the street from the apartment building where Paris makes her haven and the fire alarm is ringing.
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