Allies
Allies are people who support and help you – family, friends or even a mortal organization that owes you some loyalty. Though allies 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 in the name of friendship. However, they might have some useful Background traits of their own, and might provide you with indirect access to their contacts, influence or resources.
Allies are typically persons of influence and power within your home city. They can be of almost any sort pending ST permission; you may have friends in the precinct morgue, or perhaps even the mayor’s ear, depending on how many dots you spend in this trait. Your allies are generally trustworthy, though they probably don’t know of any supernatural nature you may possess. However, nothing comes for free; if you wind up drawing favors from your friends, they’ll probably ask you to return the favor sometime in the future. This often leads to the beginning of a story…
1 One Ally of moderate influence and power.
2 Two Allies, both of moderate power.
3 Three Allies, one of whom is quite influential.
4 Four Allies, one of whom is very influential.
5 Five Allies, one of whom is extremely influential.
Alternate Identity
You maintain an alternate identity outside your own, complete with papers, birth certificates or any other documentation you desire. Only a few man know your real name or identity. Your alternate persona may be highly involved in organized crime, a member of an opposing sect, a con artist who uses alternate identities for her game or you may gather information about your enemies as a spy. Indeed, some members of your sect may know you as one individual while other members believe you to be someone else entirely.
1- You are new to this identity game. Sometimes you slip and forget your other persona.
2- You are well grounded in your alternate identity. You are convincing enough to play the part of a doctor, lawyer, funeral salesman, drug-smuggler or a capable spy.
3- You have a fair reputation as your alternate persona and get name-recognition in the area where you have infiltrated.
4- Your alternate identity has respect and trust within your area of infiltration.
5- You command respect in your area of infiltration and you may even have accumulated a bit of Status. You have the trust (or at least the recognition) of many powerful individuals within your area.
Contacts
You know people all over the city. When you start making phone calls around your network, the amount of information you can dig up is almost terrifying. Contacts are largely people whom you can bribe, manipulate or coerce into offering information, but you also have a few major contacts – friends whom you can rely on to give you accurate information in their fields of expertise. You should describe each major contact in some detail before the game begins.
In addition to your major contacts, you also have a number of minor contacts spread throughout the city; your major contact might be in the district attorney’s office, while your minor contacts might include beat cops, DMV clerks, club bouncers or even hot-dog vendors. You need not detail these various “passing acquaintances” before play; instead, to successfully get in touch with a minor contact, you should roll your Contacts rating (dif. 7). You can reach one minor contact for each success; of course, you still have to coerce them into telling you what you need to hear.
1- One major contact
2- Two major contacts
3- Three major contacts
4- Four major contacts
5- Five major contacts
Fame
You enjoy widespread recognition in mortal society, perhaps as an entertainer, writer or athlete. People may enjoy just being seen with you. This gives you all manner of privileges when moving in mortal society, but can also attract an unwanted amount of attention now that you’re no longer alive. The greatest weapon fame has to offer is the ability to sway public opinion – as modern media constantly proves.’
This Background is obviously a mixed blessing. You can certainly enjoy the privileges of your prestige – getting the best seats, being invited to events you’d otherwise miss, getting appointments with the elite – but you’re also often recognized when you’d rather not be. However, your enemies can’t just make you disappear without causing an undue stir, and you find it much easier to hunt in populated areas as people flock to you (reduce the difficulties of hunting rolls by one for each dot in Fame). Additionally, your Storyteller might permit you to reduce difficulties of Social rolls against particularly star-struck or impressionable people.
1- You’re known to a select subculture of the city – local club-goers or the Park Avenue set, for instance.
2- A majority of the populace recognizes your face; you’re a local celebrity such as a news anchor.
3- You have statewide renown; perhaps you’re a state senator or a minor star of local interest.
4- Nationally famous; everybody knows something about you.
5- You’re an internationally famous media icon.
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 political and social processes of human society. Influence represents the sum of your political power in your community, particularly among the police and bureaucracy.
Some rolls may require you to use Influence in place of an Ability, particularly when attempting to sway minor bureaucrats. It is, of course, always easier to institute sweeping changes on a local level than a worldwide scale (e.g., having an “abandoned” building demolished is relatively easy, while starting a war is a bit more difficult).
1- Moderately influential; a factor in city politics
2- Well-connected; a force in state politics
3- Position of influence; a factor in regional politics
4- Broad personal power; a force in national politics
5- Vastly influential; a factor in global politics
Library
Research is an integral part of magical practices. You must learn about the mundane world if you are to command the Otherworld as well. No magician worth the name shuns an opportunity to learn, and an extensive library reflects the facts you keep within arm’s reach. This private archive includes several rare and possibly mystical works in addition to a host of normal books. Naturally, this Backgrounds assumes you have someplace to store a library; with modern technology, however, this isn’t as hard as it once was.
Such resources aren’t always books. Scrolls, databases, and even friends who know a lot of folklore can be considered libraries if you can study continuously, access the information at will, and find what you’re looking for.
A library comes in handy when you’re spending experience points. By rolling your Library rating (diff 7) while learning a new Knowledge or Path, you can save one experience point for every success you win (minimum cost: one experience points). You may roll only once for each learned skill, and must spend at least a week in heavy research to do so.
Magicians sharing a common sanctuary may pool their archives together for mutual use. Thus, this Background can be pooled so long as the means allow it and the characters stay together.
1 - A collection of New-Age paperbacks.
2 - A few notable works and lots of superficial stuff.
3 - A handful of rare and ancient books, and vast mundane resources.
4 - An impressive collection of occult and mortal lore.
5 - A horde of lost secrets, a sea of common wisdom.
Mentor
This trait represents an elder – or possibly even more than one – who looks out for you, offering guidance or aid once in a while. A mentor may be powerful, but his power need not be direct. Depending on the number of dots in this Background, your mentor might be nothing more than a vampire with a remarkable information network, or might be a centuries-old creature with tremendous influence and supernatural power. He may offer advice, speak to the prince (or archbishop) on your behalf, steer other elders clear of you or warn you when you’re walking into situations you don’t understand.
Most often your mentor is your sire, but it could well be any Cainite with a passing interest in your well-being. A high Mentor rating could even represent a group of like-minded vampires, such as elders of the city’s Tremere chantry.
Bear in mind that this trait isn’t a ‘Get out of Jail Free’ card; your mentor won’t arrive like the cavalry whenever you’re endangered. What’s more, she might occasionally expect something in return for her patronage (which can lead to a number of interested stories). A mentor typically remains aloof, giving you useful information or advice out of camaraderie, but will abandon you without a thought if you prove an unworthy or troublesome “apprentice.”
1- Mentor is an ancilla of little influence
2- Mentor is respected; an elder, for instance
3- Mentor is heavily influential, such as a member of the primogen
4- Mentor has a great deal of power over the city; a prince or archbishop, for example.
5- Mentor is extraordinarily powerful, perhaps even a justicar or Inconnu
Resources
This trait describes your personal financial resources, or your access to such. A high Resources rating doesn’t necessarily reflect your liquid assets; this Background describes your standard of “living,” your possessions and your buying power. No dots in Resources is just that: You have no permanent haven and no possessions save a few clothes and possibly a weapon or a pocketful of coins.
You receive a basic allowance each month based on your rating; be certain to detail exactly where this money comes from, be it a job, trust fund or dividends. After all, your fortune may well run out over the course of the chronicle, depending on how well you maintain it. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all.
1- Small savings: a small apartment and maybe a motorcycle. If liquidated, you would have about $1000 in cash. Allowance of $500 a month.
2- Middle class: an apartment or condominium. If liquidated, you would have at least $8000 in cash. Allowance of $1200 a month.
3- Large savings: a homeowner or someone with some equity. If liquidated, you would have at least $50,000 in cash. Allowance of $3000 a month.
4- Well-off: a member of the upper class. You own a very large house, or perhaps a dilapidated mansion. If liquidated, you would have at least $500,000 in cash. Allowance of $9,000 a month.
5- Ridiculously affluent: a multimillionaire. Your haven is limited by little save your imagination. If liquidated, you would have at least $5,000,000 in cash. Allowance of $30,000 a month.
Retainers
Not precisely allies or contacts, your retainers are servants, assistants or other people who are loyal and steadfast companions. Many vampires’ servants are ghouls – their supernatural powers and blood bond-enforced loyalty make them the servants of choice. Retainers may also be people whom you’ve repeatedly Dominated until they have no free will left, or followers so enthralled with your Presence that their loyalty borders on blind fanaticism. Some vampires, particularly those with the Animalism Discipline, use “hellhounds” (ghouled dogs) or other an animal ghouls as retainers.
You must maintain some control over your retainers, whether through a salary, the gift of your vitae or the use of Disciplines. Retainers are never “blindly loyal no matter what” – if you treat them too poorly without exercising strict control, they might well turn on you.
Retainers may be useful, but they should never be flawless. A physically powerful ghoul might be rebellious, inconveniently dull-witted or lacking in practical skills. A loyal manservant might be physically weak or possess no real personal initiative or creativity. This Background isn’t an excuse to craft an unstoppable bodyguard or pet assassin – it’s a method to bring more fully developed characters into the chronicle, as well as to reflect the Renfieldesque followers for which the Kindred are notorious. Don’t abuse it.
1- One retainer
2- Two retainers
3- Three retainers
4- Four retainers
5- Five retainers
Ancestors (Garou Only)
To humans, ancestral memory is a pseudo-scientific concept at best. To Garou it's a fact of life. Many werewolves have some of the memories of their distant ancestors; some even allow their forebears to take over their bodies.
Once per game session, the player of a Garou with this Background may roll his Ancestors Background (difficulty 8, or 10 if he's trying to contact the spirit of a specific ancestor). Each success allows the character to add one die to the dice pool of any Ability (even if the character doesn't possess that Ability). For example , young Emil, a pure flatlander, mustscalean immense cliff to come to the aid of his embattled pack. Emil has an Ancestors rating of 4 and an Athletics of 0. He calls on his forebears to guide him, and Emil's player rolls four dice at difficulty 8. He scores three successes. Emil contacts his great-great-great granduncle Cragtamer who guides him over the sheer face and over the top. Now the player has an effective Athletics rating of 3 to make his climbing roll. If Emil had an Athletics rating of 2, then his effective dice pool would be 5. All effects last for only one scene.
While it is more difficult to contact a specific ancestor, successful contact may provide counsel or precognitive visions at the discretion of the Storyteller.
Botching an Ancestors roll may indicate that the character becomes catatonic for the remainder of the scene as he's overwhelmed by the memories of thousands of lives. Alternatively, the ancestral spirit refuses to relinquish the body. How long the ancestor stays depends on the Storyteller.
1 - You have brief, hazy visions from the distant past.
2 - You remember faces and places from past lives just as you remember those of your early childhood.
3 - You put names to faces among your ancestors.
4 - Ancestors converse with you on a regular basis.
5 - Your ancestors watch your adventures with interest, and they often come to counsel you.
Clout (Shadow Lord Garou Only)
You have influence within the tribe, and you can use this influence to occasionally gain favors or rally allies when making a push to accomplish a goal of value to the tribe. This Background both represents your ability to influence events within the tribe and your ability to sway others to your way of thinking, counting on their talents to bolster your own when staging a coup or trying to win support for your ideas at a moot. While the Background can be used to gain allies, the people gathered do not remain so for long and have no special affection for you. Rather, it happens that your goals and their coincide for the moment, and so they will support you while they find it convenient to do so.
For each level of Clout you possess, you may exert your influence one time per story. This may net you a nugget of information, or it may gain you an ally for one endeavor. The Storyteller determines how likely it is for any particular request to be granted; you can propose that you can wrangle a boon out of an elder, but the Storyteller may well decide it’s more likely that you can draw on someone of your own Rank. You may use Clout to win favors from non-Shadow Lords as well, but the likelihood of doing so successfully (again, Storyteller’s discretion) is further reduced. However, the downside to this is that Clout carries with it a cost: As you draw upon others for aid during the course of a story, they will also call upon you for aid in equal measure. Accordingly, each dot of Clout you possess leaves you open to a request for favors from others over the course of the story; you won’t automatically receive as many requests as you have dots in the Background, but the possibility is there. Note that refusing to give a favor may damage your Clout, especially if the request is not entirely unreasonable.
1 - One favor/ally per story
2 - Two favors/allies per story
3 - Three Favors/allies per story
4 - Four favors/allies per story
5 - Five favors/allies per story
Fetish (Garou Only)
You possess a fetish, a physical object into which a spirit has been bound. Fetishes have a number of powers granted by the spirit, so they are very significant to the Garou. Such things are valuable, and other Garou (or other supernatural beings) may covet them.
1 - You possess one Level One fetish.
2 - You possess one Level Two fetish or two Level One fetishes.
3 - You possess one or more fetishes with a total of three levels.
4 - You possess one or more fetishes with a total of four levels.
5 - You possess one or more fetishes with a total of five levels.
Kinfolk (Garou Only)
You are in contact with certain humans or wolves who are descended from Garou without actually being werewolves themselves. While Kinfolk are normal members of their species in most respects, they have the advantage of immunity to the Delirium. They know that you are Garou, and they are willing to help you however they can, although most are not in positions of power (such people are considered Allies). Networks of Kinfolk are a valuable way for werewolves to deal with the human world without risking frenzy or discovery.
1 - Two Kinfolk
2 - Five Kinfolk
3 - 10 Kinfolk
4 - 20 Kinfolk
5 - 50 Kinfolk
Pure Breed (Garou Only)
Garou take great stock in ancestry, and the werewolf who is descended from renowned forbears has a definite advantage in Garou society. This Background represents your lineage, markings, bearing and other features of birth. Other Garou revere werewolves with high scores in Pure Breed as heroes of yore come to life — and such werewolves are expected to act the part. The higher your Pure Breed score is, the more likely you are to impress elder councils or receive hospitality from foreign tribes. Each point of Pure Breed adds an extra die to Social or challenge rolls involving other Garou (even Ronin or Black Spiral Dancers).
Some tribes place more value on good breeding than others, but Pure Breed is almost universally respected. It's almost a mystical trait, and werewolves can tell instinctively whose blood is particularly pure. Of course, Garou expect those of pure blood to live up to the standards set by their noble ancestors. They frown on those who can't or won't accept the challenge.
Over the eons, whole lines of heroes have fallen to war, Wyrm or simply time. In this latter age, very few pure-bred Garou walk the Earth.
1 - You have your father's eyes.
2 - Your grandfather made a name for himself at the Battle of Bloody Ford, and you carry that name with pride.
3 - Your pedigree is blessed with pillars of the Garou Nation, and the blood tells.
4 - You can be dressed as a beggar and still command respect.
5 - The greatest of heroes live on in you.
Rites (Garou Only)
Rituals are an important part of Garou life. This Trait denotes how many rites the character knows at the beginning of the game. The rating represents levels of rites, so a character with Rites 4 may have a Level Four rite, one Level One and one Level Three rite or any other combination. Remember that to learn a rite the character needs a Rituals Knowledge rating at least equal to the level of a given rite. While Rank is not necessarily a factor, a Theurge would need a pretty convincing reason to teach a Level Five rite to a Rank 1 Garou. Note that two minor rites can be purchased in place of one Level One rite.
1 - Character knows one level of rites.
2 - Character knows two levels of rites.
3 - Character knows three levels of rites.
4 - Character knows four levels of rites.
5 - Character knows five levels of rites.
Totem (Garou Only)
Unlike other Backgrounds, this Trait applies to the character's pack rather than the individual. The members of the pack pool the points invested in this Trait to determine the totem's power.
Each totem has a Background cost rating; the pack must spend that amount to ally with that totem. Some totems are willing to lend great powers to their adherents; their point costs are correspondingly greater. See Pack Totems (p. 293) for a list of possible totems. Regardless of how many points the initial totem costs, all beginning totems have a base of eight points to divide among Rage, Willpower and Gnosis. The totem also begins with the Airt Sense and Re-form Charms. Apart from bestowing power, totems are somewhat aloof from the pack, and they have little influence among spirits (unless the players buy a closer connection is bought with Background points). With time, roleplaying and experience points, pack totems can grow more powerful, and they could even become the totems of whole septs or (in legendary circumstances) even tribes.
Most of the powers totems bestow are usually available to only one pack member at a time. At the end of each turn, the Garou with the power declares who the power may be given to next turn (assuming that she doesn't keep it). After the initial cost of the totem has been spent, any other Background points add to the totem's strength and abilities.
Cost - Power
1 - Per three points to spend on Willpower, Rage and/ or Gnosis
1 - Totem can speak to the pack without the benefit of the Gift: Spirit Speech.
1 - Totem can always find the pack members.
2 - Totem is nearly always with the pack members.
2 - Totem is respected by other spirits.
2 - Per charm possessed
3 - Per extra pack member who can use the totem's powers in the same turn
4 - Totem is connected mystically to all pack members, allowing communication among them even at great distances (at Storyteller's discretion)
5 - Totem is feared by agents of the Wyrm, which could mean that either the agents run away or they do their best to kill the pack
The listed cost is in Background points, which can be bought through experience at the rate of two experience points per Background point. (Therefore, three points of Rage would cost two experience points.) The Totem Trait is the only Background that can be increased through experience. The Storyteller should allow increases in totem powers only when it fits in to the story, such as when pack members gain a higher rank, a new member j oins the pack or when pack members gain new insight into the nature of their totem. When the totem is affiliated with a more powerful spirit, the greater spirit might grant the strengthening of its servant (pack totem) in return for a great service done it by the pack.
Black Hand Membership (Sabbat Only)
You are a member of the feared Black Hand, the body of assassins and soldiers that serves the Sabbat fervently. Having this Background indicates that you are a full-fledged member of the organization, and you have all the responsibilities and benefits that accompany membership.
You may call upon members of the Black Hand to aid you, should you ever need it. Of course, this ability is a two-way street, and other Hand members may call upon you to aid them. Thus, you may find yourself assigned to perform assassinations, lend martial aid or even further the political ends of the Hand as a diplomat or spy. You may also be required to attend crusades that take you away from your pack. All members of the Black Hand must heed the call of another Hand member, especially the superiors of the faction.
Being a member of the Black Hand is a prestigious matter, and other members of the Sabbat respect the organization. When dealing with other Sabbat, should you choose to reveal your affiliation with the Hand, you may add your rating in this Background to any Social dice pools, even after other Status or Abilities have been taken into account. Most Hand members, however, choose not to reveal their allegiance. Also, the Black Hand is remarkably adept at hunting down Sabbat who claim membership in the sect but do not truly belong – liars, beware.
1- You are a grunt; you may call upon one Black Hand member once per story.
2- You are known and respected in the Black Hand; you may call upon two Hand members once per story.
3- You are held in the Black Hand’s regard; you may call upon five Black Hand members once per story.
4- You are a hero among members of the Hand; you may call upon seven members twice per story (but you’d better have just cause – if it seems you’re becoming soft, you may lose points in this background). You may also lead large numbers of Hand members into action should it ever become necessary.
5- You are part of Black Hand legend; you may call upon twelve Hand members twice per story. You may also lead large numbers of Hand members into action should it become necessary. The Seraphim may even seek your counsel on matters of import.
Generation (Vampire Only)
Plain and simple, this Background represents your generation – the purity of your blood, and your proximity to the First Vampire. A high Generation rating may represent a powerful sire or a decidedly dangerous taste for diablerie. If you don’t take any dots in this trait, you begin play as a 13th-generation vampire.
1- 12th generation: 11 blood pool, can spend 1 blood / turn
2- 11th generation: 12 blood pool, can spend 1 blood / turn
3- 10th generation: 13 blood pool, can spend 1 blood / turn
4- 9th generation: 14 blood pool, can spend 2 blood / turn
5- 8th generation: 15 blood pool, can spend 3 blood / turn
Herd (Vampire Only)
You have built a group of mortals from whom you can feed without fear. A herd may take many forms, from circles of kinky club-goers to actual cults built around you as a god figure. In addition to providing nourishment, your herd might come in handy for minor tasks, although they are typically not very controllable, closely connected to you or even highly skilled (for more effective pawns, purchase Allies or Retainers). Your Herd rating adds dice to your rolls for hunting.
1- Three vessels
2- Seven vessels
3- Fifteen vessels
4- Thirty vessels
5- Sixty vessels
Rituals (Sabbat Only: Current or recent Sabbat BG required.)
You know the Ritae and rituals of the Sabbat, and you can enact many of them. This Background is vital to being a pack priest – without this background, Ritae will not function. This background is actually a supernatural investment, drawing on the magic of the eldest Tzimisce sorcerers. Sabbat vampires who are not their pack’s priests should have an outstanding reason for acquiring this Background, as pack priests are loath to share their secrets with more secular members of the sect.
1- You know three of the Auctoritas Ritae of your choice.
2- You know nine of the Auctoritas Ritae of your choice and three Ignoblis Ritae of your choice.
3- You know all thirteen of the Auctoritas Ritae and nine Ignoblis Ritae of your choice. Also, you may create your own Ignoblis Ritae, given enough time and Storyteller approval.
4- You know all the Auctoritas Ritae and twenty Ignoblis Ritae of your choice. You may create Ignoblis Ritae given enough time and Storyteller approval. You are also familiar with the functions of numerous regional and pack-specific Ignoblis Ritae, even if you cannot perform them.
5- You know all the Auctoritas Ritae and forty Ignoblis Ritae of your choice. In addition to creating your own Ignoblis Ritae, you are familiar with the functions of almost all regional and pack-specific Ignoblis Ritae, even if you cannot perform them. If it’s been written down or passed around in lore, you’ve heard of it.
Status (Vampire Only)
You have something of a reputation and standing (earned or unearned) within the local community of Kindred. Status among Camarilla society is often derived from your sire’s status and the respect due your particular bloodline; among the Sabbat, status more likely to stem from the reputation of your pack. Elders are known for having little respect for their juniors; this Background can mitigate that somewhat.
High status among the Camarilla does not transfer to Sabbat society (and will most likely make you a notorious target for your sect’s rivals), and vice versa. Similarly, anarchs can be considered to have zero Status, unless they have somehow garnered so much power and attention that they must be taken seriously. You may have occasion to roll your Status in conjunction with a Social trait; this reflects the positive effects of your prestige.
Note: Caitiff characters may not purchase Status during character creation. Caitiff are the lowest of the low, and any respect they achieve must be earned during the chronicle.
1- Known: a Neonate
2- Respected: an Ancilla
3- Influential: an Elder
4- Powerful: a member of the primogen (or bishop)
5- Luminary: a Prince (or Archbishop)
Domitor (Ghoul Only)
You are Bound to a vampire who provides you with vitae and may offer you protection. Of course, you cannot think to abuse your Domitor’s generosity. The purchase of this Background does imply, though, that your master has at least a passing interest in your continued well-being. The level of this Background implies two things: the general generation and power of your Domitor (which influences the level of Disciplines you may learn), and how well he favors you. The more ancient and powerful the Domitor, the less likely he is to care about the welfare of an all-too-replaceable servant. Conversely, less powerful vampires tend to take better care of their ghouls, as they possess fewer resources and usually value what they have.
1- Your Domitor is 11th generation or lower, and considers you a valued confidant.
2- Your master is 9th or 10th generation and is passing fond of you.
3- Your Domitor is 8th generation and will sometimes let you get a word in edgewise.
4- Your Domitor is 7th generation, and expects you to do your job – nothing more.
5- Your master is 6th generation, and remarkably has not yet grown sick of the sight of your face.
More to come…