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 rationalize 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 Storyteller might have you do so to see if you can obtain information, goods or favors. For example, you might have to roll Wits + Resources to keep your stock options healthy, or Manipulation + Contacts to wheedle that extra favor from your smuggler "associate."
Allies
"Damn."
The middle-aged man set down his fork and dabbed at his lips
with his napkin. "I had no idea that the Nash girl
was related to you. And your family wants it kept pretty hushed
up?" He stifled a belch, then sipped at his wine.
"Well, I dunno if I can get away without printing updates,
but..."
His companion, who hadn't touched a bite of her linguine, raised
a hand to cut him off. "Please, there's no need to
endanger your position. I'm not asking you to deny her disappearance,
or even to ignore it - simply run your case updates in a less
conspicuous area of the paper." Her half-smile was
a masterpiece of struggling with grief. "Keeping the
affair less public... for the family's sake."
Allies are humans 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 in your home city. They can be
of almost any sort, pending your Storyteller'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 favors
from your friend in
the Cosa Nostra, he'll probably ask you to do him a favor in
kind in the future. This often leads to the beginning of a story....
* One ally of
moderate influence and 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
Arcane
Flynn studied his reflection in the glass. Behind him, a neverendingstream
of people walked either one way or the other, brushing shoulders,laughing,
talking, glowering. Flynn noticed new wrinkles at the corners
of his cherrywood eyes. He straightened the blue-bla ck locks
that writhedon his forehead and fixed his embroidered collar.
Just tired, he told himself. I'm just tired. Slowly, his gaze
shifted down to the diamond ringdisplayed in the window. He
sighed.
The hammer in his pocket felt heavy as Flynn drew it out. He
swung it toward the window, sending a bolt of magic along to
increase theimpact. The window shattered with a satisfying crash
and the scream of alarms. Flynn reached into the window and
took the ring. Shouts surrounded him, but he simply stepped
back and blended into the crowd. As he walked away, he heard
someone say, "It was that guy! That guy overthere!
Wait... where'd he go! I had my eyes on him just a minute ago.
He went that way."
Although the Arcane Background doesn't make you invisible, it makes them less noteworthy. An Arcane character seems nondescript and not particularly noticeable. Features just seem to slip away from memory, and the mage just never seems to get caught on film. Records disappear, people forget the mage's name or even assume that discussions are about someone different, and witnesses can't garner more than "That guy. Girl.Whatever." The character doesn't trigger these effects actively; they just happen. The mage can, however, consciously dampen the effect and allow others to see her as she truly is.
You add your character's Arcane score to any Stealth rolls you make, and your opponents reduce their Perception or Investigation dice pools by a number of dice equal to your score in Arcane. Note that Arcane only helps when the mage is inconspicuous or absent; if the character is screaming, waving around a sword or otherwise drawing attention to herself, Arcane doesn't help. Of course, people might give conflicting descriptions later or be hard-pressed to remember her name. When your character is directly involved in combat, this Trait gives her no benefits.
Note also that a character with specific, extremely unusual traits — like purple hair, a peg leg or huge size — will not be able to conceal those traits; they stand out too much in peoples' minds. Still, "that one-armed guy with... uh... hair... of some color" is a start.
* You blend
in with the crowd.
** You're easy to forget.
*** You're difficult to follow.
**** There are scant photos, papers or records of you, and people
can't even agree on what you look like.
***** In other people's minds, you don't even exist.
Contacts
"Hey, my friend. No offense meant, okay?" The dread locked man spread his hands wide. "Can't blame me for being a little curious. You just picked up two crates of some very sweet AK action, and pay so generously for the Dragonsbreath ammo that I know you ain't about to resell it to someone else. No way would some sucker pay so much that you'd turn a profit on this stuff." He tapped a finger under his nose speculatively. "I never hear tell of you doing this kind of dirty, brother. What, are you just stowing things away for a rainy day?"
Kincaid's smile was electric as he gently placed the automatic rifle back in the crate. "Not at all. I never buy things I don't intend to use."
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 hear.
* One major
contact
** Two major contacts
*** Three major contacts
**** Four major contacts
***** Five major contacts
Fame
"Jesus, I'm sorry if I'm getting in your face, but
I just had to come over here and say, uh...well, Jesus! What
a show!" The teenager's grin split her face almost
in half. "I mean, I drove all the way out from Alabama
to see you play, and I just wanted to say it was worth it. Really,
man!" Karl feigned sipping from his beer, the better
to keep from bursting out laughing. "Yeah? That's really
great of you." He looked around, then leaned forward
with a conspiratorial air. "Tell you what. Me and the
guys are having a little bash back at my place after the show.
Why don't you get directions from Renee - the redhead in the
bustier over there - and drop by?" 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 starstruck or impressionable people.
* You're known
to a select subculture of the city - local clubgoers or the
Park Avenue set, for instance.
** A majority of the populace recognizes your face; you're a
local celebrity such as a news anchor.
*** You have statewide 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.
Generation
Ruyter took
a step back, baring his ivory teeth in a grimace. His brow was
furrowed, but no sweat came. "Damn you! "
he hissed. "I know your lineage, creature! You are
the childe of that weak-blooded fool Pierre L'Imbecile! How
is it that you..." He broke off abruptly, and leaned
back as if trying to find shelter. But his neck would not shift
away, and his gaze remained locked with - almost impaled by
the Malkavian's cold stare.
"Communion brings one closer to our Dark Father,"
Anatole said in a quiet tone. His eyes flared with a shrouded
glow.
"Through his Blood, steadfastness - and insight. Here,
allow me to share such glory with you."
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. See p. 139 for further information on generations and what part they play.
* 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
**** Ninth generation: 14 blood pool, can spend 2 blood points
per turn
***** Eighth generation: 15 blood pool, can spend 3 blood points
per turn
Herd
The susurrant
chanting slowly grew louder as the candles burned lower. Finally,
as if responding to some inaudible cue, the indigo-robed man
kneeling at the head of the throng rose to his feet and turned
to face the other supplicants. "Hear us, Mother Without
Mercy, Dark Lady of the Envenomed Fang, Moon of the Earth! Come
to us and choose thy consort! Our will is thine!"
Then the packed-earth floor cracked, and crumbled, and a dark-skinned
woman literally rose through the soil, welcomed by an ecstatic
cry from the gathering.
You have built
a group of mortals from whom you can feed without fear. A herd
may take many forms, from circles of kinky clubgoers 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; see Chapter
Six for further details.
* Three vessels
** Seven vessels
*** 15 vessels
**** 30 vessels
***** 60 vessels
Influence
"Don't
think this story won't get out if I disappear, either."The
pudgy, sweating reporter did his best to look smug, but fear
shone in his eyes nonetheless. "You can't just kill people
and expect the American justice system to sit on its ass, buddy."
Hesha chuckled over steepled fingers. "I believe you
overestimate your fellow mortals' integrity, Mr. Laurent. Calls
have already been made. " He shook his head, an expression
of grave sorrow in place on his features. "I'm afraid your
autopsy will reveal a sudden but fatal heart attack - how tragic."
Serpentine shadows began uncoiling from the comers of the room,
and a low hissing began echoing in the chamber. "We
are nothing if not thorough. Wouldn't you agree?"
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).
* 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
Mentor
Ramon bounded through the woods, dropping at times to all fours in his haste. "Tibur! " His voice was raised, but not yet a shout. "Tibur!" His nails gouged the soil, sending tiny showers of dirt into the evening air. "Please, sire, I needyour help! Tibur, are you here?" At last he was answered by a voice that seemed to well up out of the earth, a voice with the growl of a bear and the age ofworn stone. "I am here, Ramon. What would you know? Speak quickly, for I am hungry and would hunt."
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 (which can lead to a number of interesting
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."
* 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.
Resources
Kincaid smiled
as he turned the key, enjoying the shudder of the Porsche's
engine as it turned over flawlessly. It suited the others to
take whatever they needed and discard it once they were done.
Not him. In a half-remembered, long gone life he'd thirsted
for all the trappings of wealth, and it amused him no end to
regularly shuck his "champion of the Sabbat" duties
and dabble in the upper-class circles for all they were worth.
Certainly, he couldn't enjoy the food and drink, and the savor
of a beautiful woman had changed entirely - but luxury is luxury,
even to the unliving.
Besides, he mused to himself as he roared out of the garage
and into the night street, a car like this makes hunting so
much easier.
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 a month.
** Middle class: an apartment or condominium.
If liquidated, you would have at least $8,000 in cash. Allowance
of $1200 a month.
*** 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.
**** 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 $9000 a 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
a month.
Retainers
Vykos clutched
the edge of its fluttering cloak with one long-fingered hand,
drawing it closer around itself. It strode quickly from the
study, and the misshapen creatures in the hallway scurried quickly
to its side as it walked. "No," Vykos hissed,
glaring at the hideously resculptured monsters. "No,
no, no. I require none of you. Where is Anya? Bring me Anya."
"I am here, lord." The voice was pure velvet,
and yet the woman's face and form put it to shame. She slid
from the shadowy arch of an antechamber, dropping to one perfect
knee and bowing her angelic head before her domitor. "What,
or on whom, would you have me perform this evening?"
Not precisely allies or contacts, your retainers are servants, assistants or other people who are your loyal arid steadfast companions. Many vampires' servants are ghouls (p. 275) - 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 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
Status
Silence greeted
the newcomer as she entered the chamber. The sole movement,
apart from hers, was the flutter of thin cloth blown by the
ventilation currents - cloth that outlined, shroudlike, the
lean forms of the vampires who stood motionless in the gloom.
Only their eyes moved, and even then just to follow the newcomer
as she strode to stand, fists on hips, before the master of
the manse. At last, it was the prince who spoke. "Lucita."
She bowed her head only a millimeter, enough to let one midnight
lock fall across her face. Her smile was that of a shark
circling its prey. "I see my reputation precedes me."
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 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 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)