Backgrounds: Difference between revisions
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'''Advantage<br> | |||
• A select subculture knows who you are and admires you. <br> | • A select subculture knows who you are and admires you. <br> | ||
•• You are a local celebrity, recognized by a plurality of the city. <br> | •• You are a local celebrity, recognized by a plurality of the city. <br> | ||
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••••• Your Fame reaches mass national or even global audiences. You are a major movie star, stadium-filling rock act, or former president | ••••• Your Fame reaches mass national or even global audiences. You are a major movie star, stadium-filling rock act, or former president | ||
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===Influence=== | ===Influence=== | ||
Revision as of 00:14, 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 | |||||||||||||||||||||||||||||||||||
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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.
{{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} Weak mortal, likely useless in a violent or potentially violent situation. {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} Average mortal or a tightknit group of Weak mortals (neighborhood kids who solve mysteries, church group, NGO chapter) {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} Gifted mortal or a dangerous group of Average mortals (a street gang, a celebrity entourage, a blue-collar union local) {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} 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)
{{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} When you call on them, they appear half the time. {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} When you call on them, they appear within 1-10 hours (roll a die). {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} When you call on them, they appear as soon as possible.
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 average mortal gifted mortal deadly mortal |
Contacts
| Contacts | |||||||||||||||
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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. {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} One Contact who can do or get something cheap or common for you (Resources 1). Examples: a weed dealer, a car salesman. {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} One Contact who can do or get something useful for you (Resources 2). Examples: small-time gun dealer, veterinarian. {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} 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 | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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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. {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} One Contact who can do or get something cheap or common for you (Resources 1). Examples: a weed dealer, a car salesman. {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} One Contact who can do or get something useful for you (Resources 2). Examples: small-time gun dealer, veterinarian. {{#fornumargs: number |
value | {{#loop: varname | 1 | {{#var: value }} | •
}} }} 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 : Dark Secret
|
Influence
| Influence |
|---|
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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: (•) 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. Advantage |
Haven
| Haven |
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Like all Backgrounds, the Haven Background is entirely optional. A vampire with no dots in Haven has a suicide’s grave, a room in an abandoned motel, a rented office, or an apartment with windows blacked out with plastic bags. They can still remain safe and hidden by day in this relatively small and insecure haven by default. The Storyteller may allow a player character to default a somewhat better haven from another Background such as Resources, Status, or Influence. Of course, if those Backgrounds go away, so does the character’s nice haven. A character with none of those other Backgrounds, however, can still have a perfectly reasonable haven as long as they have this Background. For instance, a character might not have enough money to afford a 20- room Victorian mansion in today’s economy, but if their great-grandmother left them one that had been fully paid for, there’s no reason they can’t remain in residence as it slowly dilapidates. Base ratings in Haven abstract the haven’s size, security, and privacy. All of those factors affect the chance of spotting, penetrating, and surveilling the vampire’s actual resting place. Add +1 to the Difficulty of, or one die to dice pools resisting, such efforts for each dot of base Haven rating. Kindred know their havens intimately. For each dot of base Haven rating, add one per dot to dice pools to notice danger (including awakening rolls, p. 219) while in your haven.
• Small haven, but more secure and private than the default. Examples: basement apartment, crypt, locked storeroom in a warehouse.
■Flaw: (••) Compromised. Your haven has been raided once before, perhaps before it was yours. It probably appears on someone’s watchlist. Invaders or spies can add two dice to their pool to penetrate or surveil your haven. If you ever do get on the Inquisition’s radar, you should think about moving out. ■Flaw: (•) Creepy. Your haven looks like the den of a serial killer, which in fairness is probably exactly what it is. Unknowing neighbors might phone in a tip to the cops or just talk about the creepy place they saw. Your dice pools on Social tests to seduce or otherwise put human guests at ease are at a two-dice penalty. ■Flaw: (•) Haunted. Your haven has a supernatural manifestation in it that you do not control or really even understand. It might just have a ghost, but a Haunted haven could hold a dimensional portal, a cursed meteorite, or anything else you can’t get rid of. Obviously, someone who does understand the manifestation could use it to breach your haven’s security. The Storyteller defines any other effect of the haunting, imposing at least a one-die penalty |