Wod Merits
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Transcript of Wod Merits
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Standard Backgrounds
1 | P a g e
World of Darkness Classic: Backgrounds Master Index
Note: This document is uses 20th Anniversary
Editions where available, and does not contain the
backgrounds for Wraith: The Oblivion or Mummy,
nor does it contain any backgrounds from
Orpheus, as any Orpheus backgrounds that are
not Orpheus/Wraith- specific are better covered
elsewhere, i.e. Detective Licence vs M20s
Certification, or Personal Trainer covered by
Mentor. In the case of Mummy and Wraith, my
group doesnt play them, so I didnt include them.
Further, some House rulings on eligibility are
applied within. Further, to reduce confusion with
the Alertness Talent, our group refers to the
Awareness talent as Arcane Awareness.
Special Backgrounds Certain Backgrounds may have special functions,
and will be denoted by the following:
(+) These Backgrounds may exceed 5 dots,
whether through pooling or special circumstance.
Backgrounds beyond 5 dots should only be
granted with special approval from the ST.
($) These Backgrounds cost double the usual
points (2 background points or 2 freebies, 2x the
XP cost for backgrounds set by the Storyteller)
(P) These backgrounds may be pooled.
Standard Backgrounds These backgrounds can be taken by any mortal or
supernatural that does not have an explicit
restriction stated in their rules (i.e, certain
Shapechangers may not take Resources or
Influence.)
Allies (+, P) Allies represent people who have your back in
times of need Friends, People with connections,
errand runners, or even minor supernatural
beings. This background generally refers to
mundane human or animal allies Not
Supernatural acquaintances, which may have their
own backgrounds, though the Storyteller may
allow otherwise at their discretion.
X (none) No allies to help in times of need
(1)
One ally of moderate power/two sidekicks
(2)
Two Moderate Allies, Four Sidekicks or one powerful ally
(3)
Three Moderate allies, or a combination of lesser ones
(4)
Four moderate allies, six sidekicks, or a combination of all 3
(5 Normal Limit)
Five Moderates or an assortment of lesser and greater ones
(6)
Six moderates, a small gang of sidekicks, one or two really powerful friends
(7)
Seven moderates, a staff of sidekicks, or a handful of strong companions
(8)
Eight moderates, a bunch of followers, or a few major badasses.
(9)
Nine moderates, a private militia, or a pack of major friends.
(10 max)
Ten capable allies, a small army, or a truly deadly gang.
Note that Allies are friends, contacts and
associates they are not minions to be dragged
along for every romp into enemy territory. This is
better reflected instead by the Retainers
background.
Alternate Identity With this background, you have an established
alternate identity. The number of dots in this
background represents how well your ID holds up,
and how complete it is. This background may be
taken multiple times to show multiple identities.
A fake ID that kinda looks like you
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A passable fake ID, plus supporting documents
Respectable ID papers and supporting documents thatll pass casual inspection
An established alternate identity A fully supported identity with
complete history, support documents, witnesses, fake family photos, alternate homes, etc.
Animal Companion This background represents useful pets or work
animals, as opposed to run of the mill pets a
Rottweiler that can crush soup bones, or a cat
that is sensitive to supernatural presences.
A very loud cat that is sensitive to unnatural presences (8-dice Arcane awareness pool)
A big, mean dog A horse, raised from a colt A horse and a big dog, several dogs, or
equivalent. You own a stable, or you train
attack/seeing eye dogs professionally
Suggested Stats: Animal Companions
Big, Mean Dog Strength: 4, Dex: 3, Stamina: 3, Perception: 4 Abilities: Alertness: 3, Athletics: 2, Brawl: 3, Dodge: 3, Empathy: 2, Intimidation: 3, Stealth: 2 Health: OK, -1, -1, -2, -2, -5, Dead Attack: Bite (5 dice), Claw (4 Dice) Willpower: 5
Well-Trained Horse Strength: 5, Dex: 2, Stamina: 4 Abilities: Alertness: 3, Athletics: 2, Brawl: 3, Empathy: 2, Intimidation: 2 Health: OK, OK, -1, -1, -2, -2, -5, Incapacitated Attack: Trample or kick (6 dice), bite (3 dice) Willpower: 3
Aware Cat Strength: 1, Dex: 3, Stamina: 3, Perception: 3 Abilities: Alertness: 5, Athletics: 3, Brawl: 2, Intimidation: 2, Stealth: 4, Empathy: 2, Subterfuge: 2
Armoury This background represents a large stockpile of
weapons and associated paraphernalia. Note that
this background does not represent the necessary
qualifications and licenses required to allow their
possession, merely the possession itself, and
without other backgrounds (such as Influence,
Certification and Rank), a character may find
themselves losing the points invested into this
background very quickly if they arent careful,
especially in a chronicle set outside the trigger-
happy United States.
You have an excellent starter armoury, including many legal weapons copmonly available on the street, and extra weapons relevant to regional culture.
You have access to enough legal weaponry to outfit a street gang of 10 men
You could start your own small militia, and have access to weaponry that exists in a legal grey area for the region
You have an armoury appropriate to a SWAT team, including some military hardware, and could outfit 10 men with such advanced weaponry
Your armoury could outfit a paramilitary force, can clean and repair almost any personal weapon, and have access to significant quantities of illegal weaponry.
Backers This is similar to the Allies background, but
represents unknown forces with a stake in the
Characters activities. These Backers are secret
forces that support the character for reasons of
their own. (Note: See Patron below)
One backer of moderate influence and power
Two backers, both of moderate power Three backers, one of them quite
influential Four backers, one very influential Five backers, one of them extremely
influential.
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Backup (+, P) This background represents a large pool of skilled,
but mundane, personnel you can call in an
emergency. Unlike Allies, these people are largely
faceless, have limited skills, and are effectively
expendable mooks Generic, faceless nobodies.
They could be gun-wielding grunts that come to
cover a characters escape, a group of drunken
students that serve as a distraction, or a rock
stars roadies. With the storytellers permission
and appropriate justification, this background may
even cover spirits or animals.
The number of individuals provided by this
background depends on the kind of individuals
involved a motley band of drunken gang bangers
versus paramilitary shock troops. Note that these
individuals are not your servants they belong
to a particular organization, of which you must
also be a member. Further, once their job is done,
these individuals return from whence they came
(provided their alive You may have to clean up
any casualties yourself.)
X (none) Youre on your own (1)
Two typical individuals
(2)
Four typicals or two elites.
(3)
Six typicals
(4)
Eight typicals or four elites
(5 Normal Limit)
Ten typicals
(6)
Twelve typicals or six elites
(7)
14 typicals
(8)
16 typicals or eight elites
(9)
18 typicals
(10 max)
20 typicals, 10 elites
Base of Operations (P) This background represents a secure location,
controlled and owned by your character. In this
place, you may rest, train and plan in relative
safety. This background has three different
categories that points may be split between
effectively, this background has a minimum of 3
dots, and a maximum of 15, with 1-5 in each
category.
Luxury Quality and comfort Thrift Store and low cost furniture Modest decoration, basics of first
world lifestyle where appropriate Relative comfort and a host of
amenities Luxurious respite, unique in both
design and appearance A degree of ostentation usually
reserved for the extremely wealthy or celebrities.
Size: The approximate size and floorplan A small apartment or underground
chamber, 1 or 2 rooms A large apartment or family home, 3-4
rooms A Warehouse, Church or large home,
5-8 rooms A mansion or network of tunnels, 9-15
rooms or chambers A sprawling estate or vast network of
subway tunnels, 20+ rooms. Security: How tough it is to break into the base. Each dot adds 1 to the difficulty of any roll to penetrate the base, or 1 to number of successes to gain access. Locks on the doors, but little else Doors have deadbolts and windows are
barred, perhaps a guard dog that barks Modern locks, bars on windows,
electronic security measures such as alarms and CCTV
Reinforced walls, Sectionalized access, panic rooms and hidden chambers
Protected by a remote location, geographical boundary (Waterfall/mountain pass), and possibly even occult protections.
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Blessing This background represents something out there
that has left a mark on your character. Blessing
ties a character to forces greater than themselves
a minor quirk of fate. Choose one non-combat,
story-based ability that blesses your character
with an unusual talent. The higher the rating, the
more useful that talent becomes. Note that the
blessing must follow certain guidelines it must:
- be based on the characters beliefs about the
world (Magical Paradigm for mages)
- Tie into their personal history
- Be connected to a potent supernatural or
mythical figure (God, Hero, Fae Noble) that fits
the characters concept
- It may not influence combat directly (Knives may
remain sharp, one bullet may be left at a critical
moment, but no bonus to aim or the like)
- Not be obviously inhuman or impossible, and
must have a rational explanation
- have a corresponding weird quirk, also story-
based, that mirrors the blessing (odd breeze, one
eye and an affinity for ravens, etc.)
- If the character breaks faith with their patron,
the blessing disappears.
The blessing shares a clear connection with the
figure that favours your character A man blessed
by Pan always goes home with the best-looking
person in the club, a guy nicknamed Lucifer can
talk people into anything, and his skin seems a
little red.
Small favours, clothes always look clean, kitchen always tidy, you find the odd dollar on the ground
Little things, you always find parking, win a little whenever you play lotto
An affinity for things, cooking always tastes good, you never get lost
Uncanny, kids shut up as soon as you tell them to, suggestions always sound reasonable
Major, your wallet and bank account always have a dollar left, always have
one final bullet, you know secrets nobody should be able to know, etc.
The Storyteller may require certain characters to
take complementary backgrounds alongside this
(i.e. Totem, Past Life, Madness Network, etc.)
Certification This background represents official papers that
allow your character to pursue some regulated
activity hunting, driving, operating heavy
machinery, medicine, etc. Unless the character
has somehow gained the permit without proper
training, this background cannot be higher than
the relevant ability (i.e. a Medical Licence requires
4 dots in Medicine.) This background may be
taken multiple times, representing multiple types
of licence.
X Drivers Licence, Government ID, nothing special
Hunting Licence, Business Licence, Passport to an open country, etc.
Teaching Certificate, Bodywork Licence, basic firearms permit
Concealed weapon permit, HAZMAT disposal licence, Church Ordainment, private investigator licence, private pilot permit
Class C weapons permit, Medical or Legal professional, professional aircraft licence, government intelligence operative
Diplomatic Immunity, licence to kill
Contacts (+, P) This background represents people who know
things. They may lack the personal investment
that Allies or Backers have, but they can help dig
up information, spread messages, and maybe call
in small favours though theyll expect the same
of you of course. Each dot in Contacts represents
a major contact, a proper individual you know
(and who the Storyteller gives a proper profile and
personality), as well as a number of minor
contacts.) When calling on these minor contacts,
roll an appropriate social attribute + Contacts.
Note that these contacts are all in the same field
street artists, doctors, military and the
background must be taken multiple times for
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separate fields of contact (i.e. Contacts (Military)
and Contacts (Legal) are not the same
background), further these contacts are not
reliable with sensitive information for the most
part, theyre just run-of-the-mill folks that will
spread you average information. For sensitive or
secret information, see the Spies background
below.
Each dot in this background represents one major
Contact.
Database This background represents access to a
commercial or civil database, with the rating
representing the depth, detail and scope of the
information within. The nature and scope of the
database is at the storytellers discretion, and like
Contacts, this background may be taken multiple
times to represent multiple databases. An Ex-Cop
might still have access to crime records, while a
bank teller might have access to bank records
with their bosss passwords.
A database with basic personal info (A phone companys database of unlisted numbers, a businesss Loyal Customer list with names, emails and phone numbers)
Local government databases (City Police, Vehicle Registration, property records)
Sensitive personal data (Credit Histories, Bank Statements, social security information)
With time, you can call upon nationwide resources the FBIs criminal database, Medical Histories on a nationwide basis. Gaining data from these massive databases may take between 4 and 48 hours
You have access to state and federal databases, providing everything from ATM Transactions to sealed military records, and even worldwide law or financial databases such as INTERPOL. Results may take one to five working days, but provide a wealth of detail.
Destiny Note: This is the Mage: 20th anniversary version of
the Destiny background. For simplification, the
Hunter: The Reckoning Background of the same
name has been renamed Providence in this
document. The Fate background is a similar trait
from the Werewolf 20th anniversary book.
This background represents the divine pulls of
fate on a character, marking you as having a grand
part to play in coming events and you know
youre fated to be special. Once per game session,
while facing a challenge or tight spot, you may call
upon this sense of destiny. If youve spent all of
your Willpower points before this crisis, roll your
Destiny dice pool against Difficulty 8. Each success
you roll instantly restores one point of Willpower.
At some point, however, you will face your final
destiny. When that time comes, the Storyteller
declares that this is your moment of destiny, and
you lose access to this background. Should you
survive this background and achieve something
memorable, this background goes away and may
be replaced by another background or effect
(Storytellers discretion.) If you fail, destiny came
calling, and you werent up to the task.
A minor destiny, 1 die Significant, 2 dice Important, 3 dice Destined for greatness, 4 dice Destined for Legend, 5 dice
Fame For a story-based reason, youre famous in
mundane society. Maybe youre a musical star, a
politician or athlete, or a youtube-famous e-star.
Among folks in the know, youre a celebrity, the
greater your rating, the more famous you are.
Authorities may be less likely to mess with you (or
more likely, if theyre out to make an example.)
Fans will give you deference, and people may
believe things from you they otherwise wouldnt.
However, this comes with a caveat People know
who you are, and may bring stalkers, haters,
critics and thieves. And of course, with Fame
comes the need to maintain it, or face the
Hollywood nightmare irrelevance!
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Known in a subculture, perhaps youre a has-been star.
A local celebrity, known in the community
Someone of note, known by portions of the population at large
A national or minor international figure Youre famous almost everywhere.
Fate (P) Note: This is the Werewolf 20th Background. For
the similar Mage 20th background, see Destiny
above. Or for the similar Hunter: The Reckoning
background, see Providence below.
This background represents a prophecy that
accompanies your character from birth, or the
formation of their group (cell, pack, cabal, etc.) A
fate is always significant, but likely to be dark and
infamous as it is to be full of glory. In addition to
whatever fame or infamy this prophecy brings to
you, once per game session, after failing a roll or
coming short in the number of required successes,
you may roll your rating in this background
(Difficulty 8). Each success is added to the failed
roll, and if it succeeds the player should describe
the fortuitous events that caused them to succeed
However, if the action the player seeks to take
goes against the prophecy given, the Storyteller
may disallow the use of this background.
If Fate is pooled, each player may call on this
background once per game session. If the action
failed involves the entire group in some way, the
player may draw on an amount of fate up to the
highest individual fate in the group. If acting
alone, they may only draw on the lowest (to a
minimum of 1). Further, in a pack with pooled
fate, the character may raise their personal fate
with XP, to a maximum of the highest fate in the
group (thus, the highest cannot raise theirs, and if
all members have the same fate, nobody may
raise it).
Your group will be involved in an event that will make you known amongst all of your society, though only the organization with which you are involved knows of your fate.
Your group will be the cause of an event that greatly impacts your organization, such as the destruction of a long-time enemy or highly admired individual. Those of your society throughout the city or local geography know your fate.
You will be responsible for an event that impacts your society across the continent, perhaps singlehandedly saving or destroying a Caern or Node. All of your society in your hemisphere might know of the prophecy
Your group will affect the entirety of your society, perhaps defeating a great Wyrm creature or disgracing a Methuselah.
You or your group will be a direct factor in the fate of the world, one way or another. There are none among your organization that havent heard of your destiny.
Note: To make this background more apt to fit
with multiple Archetypes, the terms
Organization and Society are used. It is up to
the Storyteller what this reflects Among
Werewolves, the Organization is the Sept and the
Society is the Garou Nation. Among Vampires, it is
most likely the city Elysium and Sect, and Mages
their Chantry and Tradition. For groups such as the
Imbued or Demons, the Storyteller should use their
own judgement.
Favours Members of an organization, generally of which
you are part, owe you certain favours and
concessions. Similar to Contacts or Allies, these
represent individuals of power and influence. But
unlike Contacts or Allies, these individuals are only
offering you help because they owe you. Once a
favour is used up, its gone. Note: This background
appears in several books. In Freak Legion and
Project Twilight, each dot represents one favour,
while in World of Darkness: Mafia, the
background is exponential. The table below
presents both sets of rules, for the storytellers
discretion. In general, a supernatural organization
like Project Twilight or the Technocracy should be
at a 1:1 ration, whereas more mundane groups
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The Mafia, the Triad, the Military may call for
the higher rate.
1 favour 2 favours Three supernatural/four mundane
favours Four supernatural/seven mundane
favours Five supernatural/ten mundane
favours
Influence (+, P) While Fame represents how well known you are
in mundane society, Influence represents your
power. This background represents a certain
amount of social deference you receive even
without rolling. When a high-influence person
walks into a room, people take notice.
Arrangements are made, favours are offered, and
people may bend over backwards for you. Similar
to Fame, this background may combined with
social attributes to use its pull, while mental
attributes may be used to spot or secure
information through your networks.
X (none) No influence to speak of (1)
Folks within your profession recognize you
(2)
Youve got various associates and a small degree of clout
(3)
People within your field respect your abilities
(4)
Youve got quite a bit of clout
(5 Normal Limit)
Youre a force to be reckoned with
(6)
You command influence in national political affairs
(7)
Your actions influence various allied nations
(8)
You command vast respect across whole cultural regions
(9)
Your dominance extends across whole socio-political spheres (the EU, UN, etc.)
(10 max)
Your influence extends across the mortal world, and may confer some respect in others.
Information Network This background represents a network of
informants that come to you, bringing you secrets
to trade. Many may be irrelevant to the problems
you have right now, in which case you might trade
them away for secrets you can use, or wait until
time permits you act. Facts and data you harvest
may not be relevant yet, but may come to
relevance later. (Note that the Storyteller may
elect bundle this backgrounds ability in with the
Contacts background, rather than making players
spend points for it by itself)
At the beginning of each Chapter of a story, roll a
number of dice equal to the number of dots you
have in this background against Difficulty Eight. If
you succeed, the storyteller will give you a
random rumour youve acquired from one of your
contacts. One success is a hint, three includes
some commentary on the reliability, and five
should reveal a secret valuable enough to elicit a
favour from another supernatural creature in the
city.
Library (+, P) This background represents access to a wealth of
information vital to the character A collection of
dusty old tomes, DVDs or even a massive
computerized database. Because the background
is based around a store of information useful to
your character, it may help you research your
chosen Abilities and Advantages. Youll need to
add to your library when learning new topics, but
provided you have the appropriate material you
may research topics regarding the traits with a
successful Mental Trait + Library Roll, though such
research requires both time and effort.
When pooled, the Library Background is equal to
the rating of the highest contributor, plus one for
each contributing member After all, with so
much material, there will be some overlap. (i.e.
3,4,2,2 would equal seven, not 11)
X (none) A few trashy magazines are no use to you.
(1)
You have a few new-age paperbacks.
(2)
Lots of fiction, little of use.
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(3)
Theres some useful stuff in here if you dig.
(4)
Your collection of Occult data is respectable.
(5 Normal Limit)
Youve got a pretty decent collection of diverse lore.
(6)
You enjoy a huge personal archive.
(7)
Your database features extensive written, recorded and virtual information.
(8)
Youve got full access to a national archive.
(9)
You enjoy unrestricted access to personal, national and classified databases.
(10 max)
Given enough time (and assistance), you can access almost anything thats been written down and stored. You might not Understand it, but you can probably find it
Note: The Storyteller should exercise their
judgement on what kind of data is included in a
Library for Non-Mage Characters, as well as
whether they will allow pooling for mixed-
cosmology characters A Vampire is likely to have
little material of use to a Mage, while an Imbued
Hunter is unlikely to have any information on
Edges and the Messengers, except for the most
esoteric and ancient documents written by the
Hengeyokai on the Kue-Jin.
Military Force (+, P, $*) This background represents command of an
armed group, from a gang of thugs to elite
military forces. Note that ratings of six or above
generally require some kind of government
sponsorship.
A note on Military Force and Backup: This
Background exists in Vampire: The Masquerade
books dealing with powerful vampires, Elysium:
The Elder Way, and may not be appropriate for
most chronicles. See instead the Backup
background, which is far more suitable for
average characters. After all, it is extremely
unlikely for a group of five hunters to lead an
entire nations Armed forces! By the Elysium rules,
points in this background are 1:1, however the
Storyteller may decide to make them cost 2 or 3x if
they are allowing purchase in a lower-power
chronicle, though some Storytellers may desire to
play a high-military chronicle where Vampire
Hunters besiege the strongholds of the Inconnu or
the Technocracy besieges Tradition bastions.
(1)
15-Person mob, generally unorganized and untrained. Street gang or student rebels.
(2)
25-person team, generally with some combat training; police, crime family
(3)
40-person platoon, all combat trained, SWAT team or army reserves.
(4)
75-person troop, all veterans. Mercenary soldiers, Terrorist unit
(5 Normal Limit)
100-person company, Elite troops; special forces company, intelligence unit
(6)
Several companies with a mix of weapons; mechanized infantry, air assault group
(7)
Military division, thousands of trained soldiers.
(8)
One branch: A countrys entire army, navy, air force or similar
(9)
National: An entire countrys military
(10 max)
Forces worldwide
Characters may allow higher numbers of mortals
with lower training, generally one-up-one-down
i.e. 2 dots may be a 40 man mob, while 4 may be a
100-man SWAT team.
Patron The Patron background reflects a powerful party
whos watching out for your characters interests.
Only the Storyteller knows what this partys plans
are, and what their interest in the character might
be. At the beginning of the chronicle, at least, this
benefactor exerts force in mysterious ways:
Orders get reversed, contracts issued or
terminated, hits dropped and strings pulled.
Magic or disciplines will not reveal the reason for
these indulgences, but theres clearly some
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alliance or common ground involved, though the
meaning of this is elusive.
Note: This background is extremely similar to the
Backers background above, from Project Twilight.
This background comes from Mage 20th
anniversary, and thus if the Storyteller decides to
use only one, this background is the most recent,
and should supersede. Not to be mistaken for the
Imbued-Specific background of the same name,
representing the Heralds influence. Alternatively,
the Storyteller may treat this as a more Active or
Supernatural version of the Backers while
Backers might represent an organization like the
Society of Leopold, Strike Force Zero or Project
Twilight, Patron might represent the Technocracy,
the Camarilla or the Garou Nation.
A shadowy someone pulling occasional strings
A helpful benefactor who chooses to remain concealed
A superior or Elder who helps you for mysterious reasons
A powerful party who appears to favour you
A high-ranking mage, Technocrat or Prince who seems dedicated to your wellbeing For now.
Providence Note: This is the Hunter: The Reckoning
background Destiny, re-named due to conflict
with the Mage: The Ascension background of the
same name with differing function.
This background represents the mark of destiny
on your character, marking them as having a vital
part to play in shaping the future. Your character
may be aware of this manifest destiny, or they
may be unaware until another individual points it
out. Regardless, they carry their destiny like a
standard that must be respected, feared or envied
by those who recognize their significance. A
Blessed One must be watched closely and
criticized when seen not following what is
believed to be their True Path, and others may
even try utilize their Higher calling to their own
ends, though nobody has a clear idea of what
awaits these individuals, and fate is not
unwavering destined people have been known
to die before fulfilling their roles, though rarely in
an inglorious manner.
For each dot your character possesses in this
background, they may make one re-roll per game
session. If a single roll fails or does not achieve the
successes that you hoped for, you may roll again.
Only one re-roll is allowed per action, and re-rolls
are even allowed in situations where Willpower
does not apply, such as an Imbued conviction
gamble.
You have a funny feeling about your future
You are bound to make an indelible impact on the lives of many others
Your destiny is powerful, perhaps a respected innovator or leader Winston Churchill, Nikola Tesla
Your destiny is one of Arthurian Legend The course of the world may be
revolutionized by your fate
Rank While Influence represents control and Fame
represents how well known you are, Rank
represents some distinction in mundane society,
such as military rank or political office. Naturally,
while this background grants certain perks, it also
requires responsibility A Governor cant go
hunting Werewolves in the woods for a week!
This background may have the same effects as the
Influence background, but only on individuals
beneath the ranks denomination (A captain
commanding sailors)
Minor rank: Army sergeant, squire, deacon, school board member, junior manager
Low: Junior officer, knight, prior, city councillor, senior manager, professor
Medium: Captain, Baron, Abbot, Mayor, middle-management, tenure.
High: Major, count, bishop, governor, department head
Command: General, prince, archbishop, corporate VP, dean
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Resources This background represents your material wealth
both material and income. The higher this
background, the richer you are, though it must be
carefully managed. A fool and his money are
easily parted, and if a character never turns up for
work, they wont retain that resources 5 for long.
X (None) Working poor: You live paycheck-to-paycheck.
(1)
Working class income, small apartment and cheap vehicle
(2)
Lower middle class: Condo or apartment, plus vehicle, some savings and money for occasional indulgence
(3)
Middle class: You either own or have decent equity in some property plus a vehicle, investments and savings. You could maintain a 1-dot standard of living indefinitely.
(4)
Well-Off: You own a large house, some property, and at least two vehicles, as well as notable savings and investments.
(5 Normal Limit)
You are the 1%, multimillionaire with substantial holdings and investments.
(6)
Hollywood; you want it you got it
(7)
Billionaires club. You can influence entire businesses or industries
(8)
Bruce Wayne. You own companies
(9)
Tony Stark. You own Industries.
(10 max)
Doctor Doom. You own governments.
Retainers Unlike Allies or Familiars, Retainers have no
supernatural skills or combat abilities, but unlike
Backup and Spies they arent faceless guns or
information streams. Each retainer represents a
devoted servant, employee, mind-controlled thrall
or minor supernatural construct who does your
bidding with a decent sense of loyalty Perhaps a
lab assistant, apprentice, lover or devoted friend.
Retainers have strictly mundane skills, they cant
generally heft a machine gun or take on Vampires.
If you train a Retainer character up, they become
an Ally instead. Even Constructs or Spirits are
essentially normal individuals with certain special
effects and origins, but no special powers beyond
perhaps flight or unusual strength.
Each dot in this background represents one
retainer, though at the Storytellers discretion the
character may instead take less, but greater
retainers i.e. a 3-pt retainer for a talented
bodyguard.
Roots Your character has especially deep ties to their
local community They are a benefactor or
confidant, someone that they may tell their
problems or expect reliable help from. In return,
they might look out for your character, so long as
they remain there for them. Your character still
cannot reveal matters of the Supernatural to
them without seeming insane. Combined with
Allies, bystanders and contacts, this can make a
truly connected character.
You watch over a small group, such as a single family or friend group
You protect a specific community, such as a housing complex or high school
You are the patron of a small neighbourhood, no more than a few blocks
You are the patron of a large neighbourhood of several dozen blocks or a small social or ethnic group
You watch over a significant ethnic or social group in your city
Secrets The character possesses information that would
be considered desirable or damaging by
someone else. While such knowledge may
sometimes place the character in danger, mostly
it gives them leverage and advantages. What they
do with the secrets is up to them they could be
bartered for favours or cash, or used to take down
enemies, or something else entirely. The player
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and storyteller should work together to determine
what sort of secrets the character possesses.
Small but noteworthy A secret affair, a hidden sexual orientation, a minor crime
A moderate secret the human identities of a Werewolf pack, location of a criminal on the run, a significant crime.
A substantial, or equivalent number of lesser secrets. A matter of life or death, or utter ruination for someone. The location of a lost artefact somebody needs to stay lost.
A heavy secret, or equivalent amount of lesser secrets. The location of a national fugitive, a vampires book of contacts, the location of a Gurahl.
An enormous secret or equivalent number of lesser secrets. A high-level Pentex plot, the location of a legendary cursed artefact, the secret weakness of an Incarna spirit.
Spies (P, +) This backgrounds represents a collections of
informers and agents. These people may not
necessarily like you some may even hate you
but for whatever reason, you have something
they want, whether that be money, sex, drugs, or
power. In return for whatever that indulgence
may be, theyll tell you what you know.
Spies may represent disgruntled associates,
dismayed staff, desperate addicts, or even loyal
idealists to your cause and folks who owe you
favours. Some may even have strange devices or
tiny critters to report back to them. This trait lets
you ferret out information (Intelligence + Spies);
circulate misinformation (Manipulate + Spies);
impress people from a distance (Charisma +
Spies); or be aware of potential threats before
they manifest (Perception + Spies.)
X (None) No special informants (1)
One or two spies in helpful places the police, the mob, Wall Street, etc.
(2)
Four to Six informants in various helpful areas
(3)
A handful of spies in helpful places, plus a few in hard-to-reach areas (The Pentagon, the CIA, the UN, etc.), or one or two in highly secure areas (A classified government bureau, a supernatural organization)
(4)
Infiltrators in a whole sphere of influence (National government, the underworld, stock market) or a handful in a Supernatural Group Vampire clan, Werewolf Tribe, Mage Chantry, Hunter-Net, etc.
(5 Normal Limit)
Eyes and ears throughout the mortal world, or several in the supernatural realm
(6)
A small news industry or intelligence agency on your payroll, and some perspective on supernatural affairs as well.
(7)
Hundreds of mundane contacts and plenty of supernatural Friends as well
(8)
You have an entire intelligence agency fielding and processing info for you
(9)
Big Brother
(10 max)
Big Brother on a global scale
Status Similar to influence, this background represents
your status among your supernatural peers Your
rank in the Camarilla, among your Mystic
Tradition, Convention or Craft, or rank in an
organization such as the Society of Leopold or
Project Twilight. Note that Shapeshifters cannot
take this background for status in their tribes or
nations it is instead replaced by their Renown
attributes. Similarly, Imbued Hunters or Mortals
must be part of a relevant secretive society in
order for this to apply.
Acknowledged; your peers recognize your name when it comes up.
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Credible; youre considered noteworthy.
Respected; your word carries weight Admired; most people in your group
look up to you. Revered; youre considered a paragon
of your groups principles.
Stronghold Note: This background is similar in theme, if not
function, to a high-security Base of Operations
background above, and Storytellers may elect to
disallow it for better rule cohesion, or combine this
backgrounds rules with the Security portion of
that background.
This background represents a room or facility your
character has invested time and resources in for
their plans and protection. Its filled with maps,
tools, books and computers useful to plan, secure
and defend the place and maintain the watch.
More importantly, its designed as a supernatural
bomb shelter, rigged with traps and security
devices, and stocked with enough food, supplies,
and perhaps weaponry (dependent on Armoury)
to outfit the hunter and perhaps several other
besieged people.
For each dot in Stronghold, design one trap,
reviewed by the storyteller to ensure its
reasonable and within the characters means. This
background also provides a dice pool from which
you can draw when the hideout is attacked. These
dice can be added to any roll used to harm or
repel intruders in the scene, as long as the
storyteller agrees the application makes sense in
context. Once dice are assigned, they are spent
for the scene Thus, with five dice, you might
assign two to the flame-thrower trap in the
corridor and one to hold the door, but not three
in each.
A workroom in a house, with high-speed internet and provisions for one or two people over a few days.
Your citadel can feed and supply two to five people for a week
Food for six to eight people for two weeks and state-of-the-art security
A sealed environment the size of a large house, it can withstand assault for a few months, if its you alone, or a dozen people for a month, though times will be lean and cramped.
The fortress is a bunker. You and a handful of others could live there for several months.
Quick Index: Standard Backgrounds
Allies 1
Alternate Identity 1
Animal Companion 2
Armoury 2
Backers 2
Backup 3
Base of Operations 3
Blessing 4
Certification 4
Contacts 4
Database 5
Destiny [Mage] 5
Destiny [Hunter] (See: Providence)
Fame 5
Fate 6
Favours 6
Influence 7
Information Network 7
Library 7
Military Force 8
Patron 8
Providence 9
Rank 10
Resources 10
Retainers 10
Roots 10
Secrets 10
Spies 11
Status 11
Stronghold 12