Backgrounds:
These Traits describe advantages of birth (or rebirth), circumstance
and opportunity: material possessions, social networks and the like. Backgrounds are external, not internal, Traits, and you
should always rationalise how you 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? How exactly do you make enough money to justify your four dots in Resources?
If you’ve put enough detail into your character concept, selecting appropriate Backgrounds should be easy.
Although it’s uncommon to make rolls involving Background Traits,
your ST might have you do so to see if you can obtain information, goods or favours. For example, you might have to roll Wits
+ Resources to keep your stock options healthy, or Manipulation + Contacts to wheedle that extra favour from your smuggler
“associate”.
Age:
You have survived as a vampire for far longer than many kindred -
enough to be considered an elder according to the fickle, deadly others of your kind. This Background is not necessarily a
simple reflection of your age; it reflects the number of years you have functioned away from the slumber of torpor. If you
have fallen into torpor, you may actually be older than even this Trait indicates…
Every dot of Age gives a character a certain amount of extra freebie
points to reflect her greater acumen, but this wisdom comes at the expense of Humanity. Note that the progression is not linear
- truly ancient vampires learn with more difficulty than younger ones, as stasis grips them in their unchanging state.
* Annuated:
200 years or less active, +30 freebie points, -1 Humanity.
** Elder:
200 to 350 years active, +55 freebie points, -2 Humanity.
*** Hoary:
350 to 500 years active, +75 freebie points, -3 Humanity.
**** Venerable:
500 to 750 years active, +90 freebie points, -4 Humanity.
***** Ancient: Active for more than 750 years (!), +100 freebie points, -5 Humanity.
NB. The Age Background is only available at character creation with
the express permission of the MSTs. Please obtain permission BEFORE sending a character sheet containing this Background,
as without it, your character will NOT be approved. Once permission has been granted, the MST requires a detailed background
(minimum of 2,000 words per dot of Age) for your character. If you are not prepared to do the necessary research and spend
the time writing up the required background, please do not ask to have Age on your sheet. If you want it…you have to
work for it! ;-)
Allies:
Allies are humans who support and help you - family, friends or even
a mortal organisation 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 mush 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 or power in your home city.
They can be of almost any sort, pending your ST’s permission; you may have friends in the precinct morgue, or perhaps
even the mayor’s ear, depending on how many dots you spend on this Trait. Your allies are generally trustworthy (although
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 favours from your friend in the Cosa Nostra, he’ll probably ask you to do him a favour
in kind in the future.
* One ally of
moderate influence or power.
** Two allies,
both of moderate power.
*** Three allies,
one of whom is quite influential.
****
Four allies, one of whom is very influential.
***** Five
allies, one of whom is extremely influential.
NB. The MST requires a detailed description (approx 500 words per
dot of Allies) of each of your character’s allies. Who are they? What do they do? How do you come to know them?, etc,
etc. This must be mailed to the MST within 7 days of your character being accepted.
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 (difficulty 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 know.
* One
major contact.
** Two
major contacts.
*** Three
major contacts.
**** Four major
contacts.
***** Five
major contacts.
NB. The MST requires a detailed description (approx 500 words per
dot of Contacts) of each of your character’s major contacts. Who are they? What do they do? How do you come to know
them? Why are they prepared to help you?, etc, etc. This must be mailed to the MST within 7 days of your character being accepted.
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 the 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 recognised 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 ST might
permit you to reduce difficulties of Social rolls against particularly star-struck or impressionable people.
* You’re
known to a select subculture of the city - local club goers or the Park Avenue set, for instance.
** A
majority of the populace recognises your face; you’re a local celebrity such as a news anchor.
*** You
have state-wide renown; perhaps you’re a state senator or minor star of local interest.
**** Nationally
famous; everybody knows something about you.
***** You’re
an internationally famous media icon.
NB. The MST requires a detailed description (approx 1,000 words)
of exactly why your character is so famous. Are you an actor? Rock star? Politician? Any advantages/disadvantages you have
found?, etc, etc. This must be mailed to the MST within 7 days of your character being accepted.
Generation:
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.
* 12th
generation: 11 blood pool, can spend 1 blood point per turn.
** 11th
generation: 12 blood pool, can spend 1 blood point per turn.
*** 10th
generation: 13 blood pool, can spend 1 blood point per turn.
**** 9th
generation: 14 blood pool, can spend 2 blood points per turn.
***** 8th generation: 15 blood points, can spend 3 blood points per turn.
NB. At this time, generations lower then 9th or higher
than 13th are not being accepted without the permission of the MST. All generations lower then 13th
require a detailed background (approx 1 page per dot in Generation).
Herd:
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, you 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.
* Three
vessels.
** Seven
vessels.
*** Fifteen
vessels.
**** Thirty
vessels.
***** Sixty
vessels.
NB. The MST requires a detailed description (approx 500 words per
dot of Herd) of each of the members of your character’s Herd. Who are they? How did you meet them? Why do they let you
feed from them? Do they know what you are?, etc, etc. This must be mailed to the MST within 7 days of your character being
accepted.
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 on a worldwide scale (e.g., having an “abandoned” building demolished is relatively easy, while
starting a war is a bit more difficult).
* Moderately
influential; a factor in city politics.
** Well-connected;
a force in state politics.
*** Position
of influence; a factor in regional politics.
**** Broad
personal power; a force in national politics.
***** Vastly
influential; a factor in global politics.
NB. The Influences of this chronicle are run according to MET rules.
See the “Influences” page of this site for details.
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 the 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. 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”.
* Mentor
is an ancilla of little influence.
** Mentor
is respected; an elder, for instance.
*** Mentor is
heavily influential, such as a member of the primogen.
**** Mentor
has a great deal of power over the city; a prince or archbishop, for example.
***** Mentor
is extraordinarily powerful, perhaps even a justicar or Inconnu.
NB. The MST requires a detailed description (approx 500 words per
dot of Mentor) of your character’s mentor. Who is he/she? What is your relationship to him/her? How did you meet him/her?
What is his/her status? Why is he/she prepared to help you?, etc, etc. This must be mailed to the MST within 7 days of your
character being accepted.
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 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.
* Small
savings: a small apartment and maybe a motorcycle. If liquidated, you would have about $1,000 in cash. Allowance of
$500 per month.
** Middle
class: an apartment or condominium. If liquidated, you would have at least $8,000 in cash. Allowance of $1,200 per
month.
*** Large
savings: a home owner or someone with some equity. If liquidated, you would have at least $50,000 in cash. Allowance
of $3,000 per month.
**** 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 per month.
***** 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 per month.
NB. The MST requires a detailed description (approx 500 words per
dot of Resources) of your character’s resources. How did you obtain your wealth? Where is your money kept (bank account,
in a shoebox under your bed)? Is your money working for you (investments, stock market)?, etc, etc. This description must
include details of your character’s haven. Where is it? When did you buy/inherit it? Describe the exterior/interior,
etc, etc. This must be mailed to the MST within 7 days of your character being accepted.
Retainers:
Not precisely allies or contacts, your retainers are servants, assistants
or other people who are your 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 that 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 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.
* One
retainer.
** Two
retainers.
*** Three retainers.
**** Four retainers.
***** Five retainers.
NB. The MST requires a detailed description (approx 500 words per
dot of Retainers) of each of your character’s Retainers. Who are they? How do they come to be working for your character?
Why do they remain loyal (love, money, Presence, Dominate)? Each retainer must have a basic mortal/ghoul character sheet.
Also, each retainer must be given a flaw, as mentioned above, to prevent abuse of this Background. The sheet and description
must be mailed to the MST within 7 days of your character being accepted.
Status:
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 is 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 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 course of the chronicle.
* Known:
a neonate.
** Respected:
an ancilla.
*** Influential:
an elder.
**** Powerful:
a member of the Primogen (or bishop).
***** Luminary: a prince (or archbishop).
NB. The MST requires a detailed description (approx 500 words per
dot of Status) of your character’s status. How did you gain your status? Any advantages/disadvantages you have found?,
etc, etc. This must be mailed to the MST within 7 days of your character being accepted.