By Luiz Felipe Vasques (felipe@icarus-bbs.net)
But in the Dark Ages, monarchy was the way the political system was settled. And there were -- just like now -- Princes in the kindred society. There were also those who, besides Princedom, had the throne -- the kings and queens in mortal society. Their titles, were granted by Birthright and God (or so they used to say), their lineage crossing time and the heart of their people -- in a good or bad way.
In that age, human nobles assumed that they were above the populace, a belief they retained when Embraced and extended to include other kindred. For these Kings in life who became Princes in unlife, sometimes the Regency discipline was taught. One of the most interesting aspects of this Discipline is that it is "clanless." Only members of the so-called "regency clans" (Ventrue, Tzimisce and Lasombra -- and in the most rare of occasions, Brujah) borne from noble families know this secret. They are not willing to reveal its secrets to their "lesser" clanmates. Ghouls and revenants are never taught it.
The characters who have Regency must have the following Merits: Noble at 4 or 5 pt. cost (it is listed at the "Vampire: Dark Ages" at 3 a minor Baron. ST, use your imagination or take a look at the Background: Rank, from "Changeling: The Dreaming"), and Noble Heritage, 2 pt. cost (from the Silver Fang Tribebook. If you don't have this book, this merit gives you a noble -- Windsor, etc. -- or well-known -- Getty, Rockefeller -- family, and you are at -1 difficulty at social rolls for those aware the weight of your last name. From Garou to Garou, at least. We can assume that from Vampire to Vampire, too. Oh, besides, this Merit impresses the nobility-based groups in WoD, like the Sidhe, Silver Fangs, etc.)
Regency concerns the aspects of the monarch himself and the fief he rules. The last condition for a Prince to have this Discipline is his capacity to take care of his fief and himself, dodging enemy arrows and the intrigues behind the throne, from Kindred or kine. It is the capacity of ruling and being not only feared by his people, but being treated with genuine respect and, on rare occasions, being loved by the people.
System: This power can be used at will, but is not automatically active.
System: Roll Charisma + Intimidation (difficulty is the target's Willpower). Kindred can resist with a Courage roll (difficulty of the Regent's Charisma + Intimidation). Kine may not resist and other supernatural beings resist by rolling their half their Permanent Willpower. The Regent wins all ties. If the intended target succeeds, he may speak in a moderated, well-mannered and calm voice. If he fails, he shuts up and will not speak without receiving permission from the Regent. If the Regent botches, the offending party will not be impressed and will be immune to further attempts for the rest of the session. If the offender botches, however, he will cry in shame and will never again raise his head to meet the gaze of the Regent.
System: The character makes a stirring oration (or rolls Charisma + Leadership) and spends a Willpower roll. The difficulty is six or more, depending on how superior the enemy is and possibly less if the character gave a good speech. For every two successes scored, the Regent's army (and probably the company where the PCs are fighting) add two dice to their combat dice pools and automatically succeed one Willpower test. This power affects all who listened to the Regent. With four successes or more, it can spread by word of mouth to those who are out of range:
Successes | Effect |
1-3 | All in the range of his voice. Of course, the Regent must be where he can be well seen by his men (e.g., on the back of a horse). Typically, 10-15 soldiers will be affected. |
4 | 20 soldiers are caught by the wave. |
5 | 50 brave yells with the death in their gaze and ram against the enemy. |
6 | 70 warriors will mark this night with blood in History! |
7+ | The entire army once more go to gates! |
System: The Regent spends a number of hours walking silently, meditating in the corridors, stairs and halls of his castle or palace, or even barracks field. He cannot be disturbed -- but, after all, he can dismiss an annoying count or vassal with a single wave of his hand or angry eyebrows (even with the Gaze of the Majesty effect, but nothing more drastic). Then he rolls Perception + Occult (difficulty 10 minus the number of ours spent) and spends a Willpower point. He starts to listen, according to the number of successes, to conversations that occurred hours or even days ago, and see images (three successes at least) of who said what to whom at where and when. This is a way to stay always one step ahead of his adversaries. A Regent can concentrate his search in some specific area (like the rooms of the traveling cousin-next-to-the-throne), or even the confessionary at the palace's chapel. A lot of accurate information, probably most not necessary, will be known to the Regent -- in full detail (images, for example, start to appear with one single success). The Regent can attempt this two times per night. It will not work on chariots or vehicles of any sort even if they are king's property.
Successes | Length of time surveyed |
1 | 1 hour |
2 | 4 hours |
3 | 6 hours |
4 | 12 hours |
5 | 1 day |
6 | 3 days |
7 | 5 days |
8 | 1 week |
9 | 15 days |
10+ | 1 month |
System: During a sleeping day, the Storyteller rolls the Regent's Perception + Area Knowledge* (difficulty 7). One success is enough for the the dreams to come, but optionally, more successes provide more details. To decipher the dreams, the player or ST must roll Intelligence + Occult (difficulty is usually 7). If the Regent relates the dreams to others, they may also attempt to understand it. Of course, interpreting the dreams of a king is not a "causal" thing to do. Beware what you tell them out loud, or face the consequences . . . . Mystic events (e.g., the incursion of a Garou pack from the dark marshes at north, or those strange riders pale as the moon who just crossed the border at the old bridge, or even those eerie fellows cloaked in dark robes chanting forbidden names at that ancient stone construction) can be sensed by the Regent in a more specific, not subjective way (difficulty 8, two successes at least to determine what is happening).
*Assuming this Knowledge concerns not only local geography, but a little of local history, people, hearth wisdom, demography, etc. A good Regent has to know who and where he reigns -- what? Your Regent PC doesn't have this trait? Shame on you!
Time Sense: (VPG, 1pt) A Regent with this merit can, at the ST's discretion, improve his ability to understand the dreams imparted by the Crown of Dreams. This merit will not affect Whispers Behind the Throne.
Celestial Attunement: (Vampire: The Dark Ages, 2pts) This has the same affect as Time Sense.
Destine: (VPG, 4pts) When using Crown of Dreams, this merit will help the Regent understand the fate for his land and his people. He will also recognize others who have this merit for he will notice anyone predestined who crosses his border.
Natural Leader: (Sabbat Players Guide, 1pt) This merit works normally with Blood Blood and Commander of Souls.
Enchanting Voice: (SPG, 2pts) This merit normally goes with the Blue Blood and Commander of Souls power. It works with Regency as it does with Presence.
Magic Sensitivity: (SPG, 1pt) When discerning mystic events with Crown of Dreams, this merit lowers the difficulty by one.
Mystic Ability: (SPG, 2pts) This merit has a very similar description to Crown of Dreams. The difference is that Crown of Dreams is totally oriented to the destiny of the land controlled by a Regent, and the merit concerns about anything. For a Regent with this merit, I suggest the once dreams also turns in visions at night (like a daydreaming -- just at night). This merit doesn't work directly Whispers Behind the Throne.
Oracular Ability: (SPG, 3 pts) This doesn't have anything to do with any level of the Regency Discipline. It concerns with omens and signs you see while awake, not dreams. Of course, your Regent PC or NPC may have any merit you can buy (with the ST permission...).
Precognition: (SPG, 4pts) This merit can work to enhance Crown of Dreams, though only at the STs discretion.
Cursed: (VPG -1 to -5 pts) This flaw can give the Regent the worst nightmares a player-character may have, especially at higher costs. With the 4 points Flaw, the ST should give the Regent the Derangement: Paranoia, when he reaches the Crown of Dreams effects. With the 5 points Flaw, give Paranoia to the poor royal bastard and one Derangement. See the Paranoid Regent using the Whispering Behind the Throne effect and don't blame it on yourself if you laugh at the results. The point is: the Curse normally affects one single person -- but when this person is the King, oh, well.... The Dark Fate (VPG, -5 pts) produces the same result. Anyone with these flaws will be detected by a Regent with Crown of Dreams.
Lunacy: (SPG, -2 pts) This flaw can influence in the dreams received by Crown of Dreams. They can be calm and contemplative, or very intense and chaotic -- all depending on the phase of the moon.