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Backgrounds: General, Retainer, And Influences

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Backgrounds: General, Retainer, And Influences Empty Backgrounds: General, Retainer, And Influences

Post by kaest Mon Aug 19, 2013 4:34 am

Backgrounds

PCs may not have backgrounds above level 5 unless they possess the Ventrue-specific Paragon merit (6pts). This includes Influences, though you may use combination actions to stack influence effects past level 5.

Anything you “acquire” in game must be purchased with points in a background. For example, if you purchase a hospital which you utilize for feeding, you must purchase Herd. If you have a force of mortals trained to kill vampires, you either need Military Force or Retainers (Ghoul) to represent this. Otherwise, the ST staff reserves the right to strip this item from you or limit its effectiveness.

Age – This background is banned. Just try it punk.

Allies – Allies represent associates or friends, but not sworn followers. Thus, they require bartering of temporary resources or influences to make them do stuff for you. They are not willing to risk their time, energy, and possibly connections to gain something beneficial only to you. Allies are more talented in certain specified fields than retainers or contacts, making this effort on their behalf worth something. See the book for what they may do.

Alternate Identity – Represents concrete alternate identities established with working documentation and other forms of verification, more so than temporary ones created with influence expenditures. If players wish for their temporarily created identities to be foolproof, they may want to purchase this background or otherwise the STs reserve the right to complicate matters after a prolonged existence of an identity without this background securing it. This background will be monitored tightly if purchased at character creation.

Fame – Note that Fame doesn’t necessarily mean that you’re well known. Fame is the indicator of how influential your name recognition is. It is possible to be famous in a particular field, but not well-known outside of a singular community, such as simply what you have influences in. Using your fame to extend influences may not allow the action to be used with the stealth option, on a case-by-case basis. Likewise, such actions may result in media stories depending on their reach and intensity. (i.e. Hosting a statewide political function might get your false identity into the paper.)

Herd – Provides 2 blood traits per point of herd used. A 15 minute wait is still required per point of herd expended during the evening. Alternatively, you may drain 1 point from each point of herd you possess for only one 15 minute wait. If utilizing on the forum in the downtime then you may receive Up to twice your herd in blood, twice per month plus enough Blood to wake up everyday

Mentor – Two Ranks may be purchased at character creation with good justification, otherwise you must earn this through in-game interactions. In order to balance things and prevent purchase of a mentor in order to gain access to out-of-clan disciplines easily, a mentor will drop in strength over time as per the suggestion of Laws of the Night. When you learn what a mentor can teach at his full level, he drops by one level. In order to re-purchase him, you must complete some sort of favor or other arrangement with the mentor before he will re-invest his energies in you.

Haven – Two Ranks may be purchased at character creation with good justification.

Backgrounds: Retainers

Ghouls shall work as follows: A ghoul shall come in written as a base character from Liber de Ghouls. (6/4/3 Attributes. 3 Backgrounds. One level of Potence, Celerity, or Fortitude. The staff reserves the right to write the character if you are buying it after creation. Ghouls still provide an additional +1 to the amount of influence you may possess, as per Laws of the Night.

On their own they shall have no character advancement. You may, however, spend your own XP at the costs listed in the ghoul’s source book to improve them. With XP, you may buy for your ghoul the following:

Abilities: Any that you have or can direct them to easily learn from mortal sources except haven scouting, which simply will not be dealt with.

Disciplines: Your ghoul starts with a dot of Potence, Celerity or Fortitude. Ghouls may learn the regnant’s in-clans with the exception of blood magic. The ghoul may only learn other disciplines if it has the “Learn Other Disciplines” merit (3pts). All ghouls can learn level one of the physical disciplines. They may learn any appropriate discipline their regnant has in-clan. Ghouls can learn the Basic levels of their domitor’s clan Disciplines at a cost of 6xp. If the regnant is 10th generation, the ghoul may learn Intermediate powers for 8xp. If the regent is or 9th or better, the ghoul may learn Advanced powers for 12xp.

Willpower, Humanity, Merits and Flaws: As stated by the book.

Backgrounds and contacts: At ST discretion only.


Backgrounds: Influences

Influences

Influences work as per Dark Epics and use our living world model. Influence cannot to be given to any other PC or “Willed” upon death. The best one can do is help another character grow his influences. A PC may only ever have one level 6 influence if they have the Venture only merit Paragon (6pts).

Influences for downtime use refresh at the beginning of each month. As such, if you intend to use them effectively, get your reports in early. Last-minute and back-dated influence uses may be nullified if they cause an issue.
kaest
kaest
Admin

Posts : 316
Join date : 2013-07-12
Age : 37

Character sheet
Clan: Caitiff
Sect: Infiltrator

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