Backgrounds: Difference between revisions

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{{#spoiler:hide=hide_message|Mortal Templates}}
'''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>
â–  Attributes: Two at 2, the rest at 1<br>
â–  Skills: Three at 2, five at 1<br>
â–  Advantages: None
 
'''average mortal<br>
â–  Attributes: Two at 3, three at 2, the rest at 1<br>
â–  Skills: Three at 3, four at 2, five at 1<br>
â–  Advantages: up to 3 points (2 points maximum Flaws)
 
'''gifted mortal<br>
â–  Attributes: One at 4, two at 3, two at 2, the rest at 1<br>
â–  Skills: Two at 4 (one with a Specialty), four at 3, four at 2, four at 1<br>
â–  Advantages: up to 10 points (4 points maximum Flaws)
 
'''deadly mortal<br>
â–  Attributes: Two at 5, two at 4, two at 3, the rest at 2<br>
â–  Skills: One at 5, three at 4, five at 3, six at 2; three Specialties<br>
â–  Advantages: up to 15 points (no Flaws)
|}
|}



Revision as of 23:52, 4 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

{{#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)


Reliability

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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.


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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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.

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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

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.


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 (•••••)