Backgrounds: Difference between revisions

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••••• Dominant: Lesser figures try to figure out what you want and do it first.
••••• Dominant: Lesser figures try to figure out what you want and do it first.
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==Haven==

Revision as of 00:06, 5 December 2018

Backgrounds

Backgrounds describe advantages of relationship, circumstance, and opportunity: material possessions, social networks, and the like. Backgrounds are external, not internal, Traits, and the player should always rationalize how the character came to possess them, as well as what they represent. Who are your Contacts? Why do your Allies support you? Where did you meet your Retainers? What investments do you possess that yield your four dots in Resources? You don’t have to do all of that at first – but be ready with an answer when the Storyteller asks during play, or be ready to suggest an answer that ties into the ongoing storyline.

Backgrounds are discrete, not progressive, Traits. The same Background can be acquired multiple times.

Allies

Allies

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

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}} Weak mortal, likely useless in a violent or potentially violent situation.

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}} Average mortal or a tightknit group of Weak mortals (neighborhood kids who solve mysteries, church group, NGO chapter)

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}} Gifted mortal or a dangerous group of Average mortals (a street gang, a celebrity entourage, a blue-collar union local)

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}} 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

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}} When you call on them, they appear half the time.

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}} When you call on them, they appear within 1-10 hours (roll a die).

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}} 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
â–  Attributes: Two at 2, the rest at 1
â–  Skills: Three at 2, five at 1
â–  Advantages: None

average mortal
â–  Attributes: Two at 3, three at 2, the rest at 1
â–  Skills: Three at 3, four at 2, five at 1
â–  Advantages: up to 3 points (2 points maximum Flaws)

gifted mortal
â–  Attributes: One at 4, two at 3, two at 2, the rest at 1
â–  Skills: Two at 4 (one with a Specialty), four at 3, four at 2, four at 1
â–  Advantages: up to 10 points (4 points maximum Flaws)

deadly mortal
â–  Attributes: Two at 5, two at 4, two at 3, the rest at 2
â–  Skills: One at 5, three at 4, five at 3, six at 2; three Specialties
â–  Advantages: up to 15 points (no Flaws)

Contacts

Contacts

You know people – human people – from many different walks of life. Contacts primarily provide you with information in their areas of expertise, and they may want to exchange favors of various kinds. For different kinds of help, use your Influence (p. 187) in the mortal world, or call on your Allies (p. 184) or Mawla (p. 192).

A Contact is someone in an excellent position to get information. They might be a police dispatcher, rather than a homicide lieutenant, or a congressional staffer, rather than a senator. Information brokers, gossip columnists, underworld fixers, and reporters make excellent Contacts. You can define your Contacts when you buy this Background or as you need to introduce them in play. Whenever you create them, make sure to add them to the Relationship Map.

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}} One Contact who can do or get something cheap or common for you (Resources 1). Examples: a weed dealer, a car salesman.

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}} One Contact who can do or get something useful for you (Resources 2). Examples: small-time gun dealer, veterinarian.

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}} One Contact who can do or get something expensive or hard for you (Resources 4). Examples: security systems expert; police lieutenant in homicide, narcotics, or other useful field.


Fame

Fame

You know people – human people – from many different walks of life. Contacts primarily provide you with information in their areas of expertise, and they may want to exchange favors of various kinds. For different kinds of help, use your Influence (p. 187) in the mortal world, or call on your Allies (p. 184) or Mawla (p. 192).

A Contact is someone in an excellent position to get information. They might be a police dispatcher, rather than a homicide lieutenant, or a congressional staffer, rather than a senator. Information brokers, gossip columnists, underworld fixers, and reporters make excellent Contacts. You can define your Contacts when you buy this Background or as you need to introduce them in play. Whenever you create them, make sure to add them to the Relationship Map.

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}} One Contact who can do or get something cheap or common for you (Resources 1). Examples: a weed dealer, a car salesman.

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}} One Contact who can do or get something useful for you (Resources 2). Examples: small-time gun dealer, veterinarian.

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}} One Contact who can do or get something expensive or hard for you (Resources 4). Examples: security systems expert; police lieutenant in homicide, narcotics, or other useful field.


Flaw : Infamy
You are famous for something horrible. At the very least, the Difficulty of most reaction tests increases by the amount of the Flaw; at worst, the authorities attempt to kill or capture you whenever you appear.

Flaw : Dark Secret
You can also take Dark Secret, a milder version of Infamy. The Dark Secret Flaw provides one fewer point than the equivalent Infamy, as your black deeds remain unknown to all but you and perhaps one or two very motivated enemies. The one-dot version of Infamy also provides one point as a Dark Secret, because it’s easier to uncover than a truly life-threatening secret.
■ Flaw: (••) You are a Cleaver or serial breacher of the Masquerade, have been Blood Hunted out of another city, or have grievously offended this domain’s ruler.
■ Flaw: (•) You owe a big debt to bad people or have made yourself generally odious. Alternately, your spouse, lover, or close family member has Infamy ••.


• A select subculture knows who you are and admires you.
•• You are a local celebrity, recognized by a plurality of the city.
••• Most people in the country know your name, at least.
•••• Everybody who even vaguely cares about social trends or your field knows something about you.
••••• Your Fame reaches mass national or even global audiences. You are a major movie star, stadium-filling rock act, or former president

Influence

Influence

You have pull in the mortal community, whether through wealth, prestige, political office, blackmail, or supernatural manipulation. Kindred with high Influence can sway, and in rare cases even control, the politics and society of their city, especially the police and city bureaucracy.

By default, Influence applies most within one group or region of your city. Groups can be large, even diffuse: organized crime, media, religion, the police, city government, etc. Regions should be larger than neighborhoods or all but the largest individual domains: Brooklyn, the Rive Gauche, the South Side, the Ginza, etc. Your Influence applies to the city as a whole at one dot less than it does within your group or region. Using local Influence in another city in the same area, state, or province might be possible at an additional one-dot penalty, and so on. So, a vampire might be Powerful (••••) in Hollywood, Entrenched (•••) everywhere in Los Angeles, merely Influential (••) in San Diego or San Francisco, and just Well-Connected (•) in Chicago or New York.

The Storyteller may require you to use Influence in place of a Trait in some dice pools, particularly Social tests attempting to sway minor bureaucrats or the equivalent in your group. This Background helps you have an “abandoned” building demolished (or preserved), not start global wars.

If the Storyteller wants to run a game of globe-spanning masterminds, they may recalibrate Influence to potentially apply nationally (••••) or even globally (•••••)


■ Flaw: (••) Despised. One group or region of the city lives only to thwart you and your faction. Subtract two dice from dice pools attempting to convince a neutral actor to support you politically or do you a favor. The Storyteller should take any opportunity to involve your haters in the story.

■ Flaw: (•) Disliked. Subtract one die from Social test dice pools involving any group in the city except your Contacts and Allies or other explicitly loyal supporters.

• Well-connected: You’re guaranteed a respectful hearing.
•• Influential: People want to do you favors.
••• Entrenched: Mortal power-brokers and factions hesitate to oppose you.
•••• Powerful: Without a good reason to do otherwise, functionaries and foot soldiers obey.
••••• Dominant: Lesser figures try to figure out what you want and do it first.


Haven