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===Allies=== {| class="wikitable" style="width: 70%;" !style="text-align:left; background-color:#A60000; color:#FFFFFF;"|Allies |- |style="vertical-align:top;"| Allies are mortals who support and help you: family, friends, or even a mortal organization that owes you some loyalty. Although Allies usually aid you willingly, without coaxing or coercion, they are not always available to offer assistance; they have their own concerns and can do only so much for the sake of your relationship. Usually, Allies appear about once per story. Allies can be almost anyone in your home city, depending on what your Storyteller will allow. You may have friends in the precinct morgue, at a tabloid newspaper or gossip blog, among high society, or at the railroad yard. Allies are generally trustworthy (though they probably don’t know that you’re a vampire, or even that vampires exist). However, nothing comes for free. If you wind up drawing favors from your friend in the Russian Mafia, he’ll probably ask you to do him a favor in kind in the future. Enemies are the opposite of Allies and are taken as Flaws. You can use the Mortal Template rules to create Allies or Enemies when you buy them or first call on them, and you can write them down on the Relationship Map, though many groups leave this process up to the Storyteller. Build Allies or Enemies from a budget of points based on their Effectiveness and on their Reliability. The maximum points in one Ally is six. Ally or Enemy groups appear in numbers equal to the number of player characters. All Enemies are rated two fewer dots than their Effectiveness; a Gifted mortal Ally costs three dots as an Ally, but only provides one dot as a Flaw. Enemies all have the same Reliability: whenever the Storyteller thinks they should show up, but probably at least once per story. '''Effectiveness''' {{showdots|1}} Weak mortal, likely useless in a violent or potentially violent situation. {{showdots|2}} Average mortal or a tightknit group of Weak mortals (neighborhood kids who solve mysteries, church group, NGO chapter) {{showdots|3}} Gifted mortal or a dangerous group of Average mortals (a street gang, a celebrity entourage, a blue-collar union local) {{showdots|4}} Deadly mortal, a Gifted mortal with magic or other supernatural powers, or a well-armed group of Gifted mortals (a private security squad , a lawyer contingent, a Russian Mafia bratva) '''Reliability''' {{showdots|1}} When you call on them, they appear half the time. {{showdots|2}} When you call on them, they appear within 1-10 hours (roll a die). {{showdots|3}} When you call on them, they appear as soon as possible. '''Mortal Templates Use these templates to build Storyteller-played characters when even Quick Character Generation takes too much time. If desired, use Advantage points to buy more Skills. '''weak mortal<br> ■Attributes: Two at 2, the rest at 1<br> ■Skills: Three at 2, five at 1<br> ■Advantages: None '''average mortal<br> ■Attributes: Two at 3, three at 2, the rest at 1<br> ■Skills: Three at 3, four at 2, five at 1<br> ■Advantages: up to 3 points (2 points maximum Flaws) '''gifted mortal<br> ■Attributes: One at 4, two at 3, two at 2, the rest at 1<br> ■Skills: Two at 4 (one with a Specialty), four at 3, four at 2, four at 1<br> ■Advantages: up to 10 points (4 points maximum Flaws) '''deadly mortal<br> ■Attributes: Two at 5, two at 4, two at 3, the rest at 2<br> ■Skills: One at 5, three at 4, five at 3, six at 2; three Specialties<br> ■Advantages: up to 15 points (no Flaws) |}
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