Allies - Human confederates, usually family or friends.
Arcane A mystical ability to move about unnoticed by the
masses
Contacts - The number of information sources the
character possesses.
Chole - your mind and body are open gateways for spirits in
the spirit world
Fame - How well-known the character is among mortals
Guide - Simular to a mages familer
Influence - The character's political power within
mortal society.
Library - Access to metaphysical knowledge
Mana - a pool of power
Mentor - The Kindred patron who advises and supports the
character.
Node - A place of magical power
Resources - Wealth, belongings and monthly income.
Status - The character's standing in undead society
Wonder - A magical Talisman or Device
Allies
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
Mages walk the edge of what normal people consider reality. Because of their
magical nature, they sometimes escape the notice of Sleepers. Their very
existence is an anomaly, and some of them just evade notice. This effect
manifests differently for different mages. Although the Arcane Background
doesn't make mages invisible, it makes them less noteworthy. An Arcane mage
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 mage 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.
x You're just as noticeable as anybody else.
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
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
Chole
You are a medium in the voodoo sense, originally known amongst the Bata'a and
other similar practitioners as chole or Godflowers. That is, your body and mind
are open gateways to the spirit world. Ghosts, nature spirits and the mighty loa
ride you like a fine horse. Today called Les Chevaux, literally The Horses,
amongst the Bata'a and other voodoo practitioners, sorcerers and mages with a
strong connection to the spirit world are suitably respected. The sacrifice
intrinsic to acting as the open door between the realms is a sacred duty and
gamers immense attention from otherworldly powers and deep honor among spiritual
cultures. The power you represent is demonstrated in the ease with which spirits
may possess you and channel their magical charms through you into the material
world. The higher your rating in this Background, the more easily spirits can
use you, for good or ill. This is the ultimate sacrifice, however, and at least
some of the loa will truly appreciate and reward you.
It is worth noting that this Background can even exist amongst otherwise normal
mortals. The will of the other world is not limited to the enlightened alone.
X The only voices you hear can be cured with psychiatric help.
Weak you are the equivalent of a lame nag; -1 to spirit difficulties through
you.
Medium you have practice, and spirits appreciate this; -2 to difficulties
of possession and charms.
Strong spirits favor a link such as you; -3 to difficulties to affect
the world through you.
Powerfulthe loa enjoy the gateway you provide; -4 to difficulties to
enact spirit powers.
Legendary even the unbelievers see the divine in you; -5 to target
numbers for spirits.
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 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
Guide
A mystical animal or minor spirit has chosen to help the sorcerer along her
magical Path. Generally such entities are very interested in the welfare (or at
least foibles) of humans but have some motive to attempt to encourage certain
types of behavior in their sorcerer companions. Crafty, knowledgeable in magical
concerns and possessed of inhuman senses, these beings have a lot to offer their
patrons. Nothing is free, though, and this relationship is a two-way street.
Guides expect special treatment, including food, shelter, friendship and even
strange supernatural necessities. In return, guides can help a sorcerer learn
mythic tore, gain new Paths or discover unseen things. Take the opportunity to
create an interesting, unique creature who has reason to share your sorcerer's
fate and influence her behavior.
X Get a pet.
Weak guide a taIking, relatively non-combative animal with a few occult
skills.
Minor guideexceptionally bright small animal or spirit with detailed occult
knowledge.
Apt guide a large, intelligent animal or a smaller supernatural creature.
Strong guide an animal or spirit with a few magica! abilities of its own.
Powerful guide a creature with magical talents, vast knowledge and
probably a reputation.
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).
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
Library
With this Trait, your character has access to a great wealth of information.
This "library" may take the form of books, old scrolls, computer databases or
even of friends who have it all in their heads and who are happy to share it
with you. Most importantly, your character can access this information whenever
she wants and study it at will. The knowledge contained in your character's
library can include both mundane and occult elements. Although it may not always
prove entirely reliable, more often than not your character can take her time,
cross-reference and check her information. Best of all, such a library is often
a wealth of information that your particular mage considers important, so it has
useful knowledgeabout magic, the supernatural and other obscure topics that
wouldn't be found in a more mundane collection.
Libraries are especially useful in unearthing new lore, Sphere knowledge or
specialized information. Use a Mental Attribute + Library roll to look up
information regarding an arcane or obscure topic. Success helps your character
in such an endeavor, possibly justifying the expenditure of experience on such
Traits. Depending on the nature of the "library," your character may choose to
keep it somewhere that everyone in her cabal can use it. In such a case, all
players involved can pool their Library scores and benefit from the increased
wealth of information (pending Storyteller approval). However, they may run into
duplication of information. Thus, a pooled library is only as effective as the
best Library rating in the group, plus one for each additional Library thrown
in.
x You have no particular information resources.
You've got some New-Age paperbacks.
Your library is 90% pulp and 10% substance.
You have numerous useful texts.
You have an enviable collection, both occult and mundane.
You can access lore, lost secrets, common wisdom and obscure facts.
Mana
Whether they call it chi, essence, ki, pneuma, psychic energy, ionized
electrolytes ot any number of other traditional names, sorcerers can tap into
sources of energy that empower them in their performance of magic. Meditating or
resting on ley lines, in holy places or even in supercharged chemical baths
grants the magician who understands their nature a source of power. Other
sorcerers ingest a diet of rare substances believed to invoke potency or engage
themselves in strenuous rituals, exhausting daily regimens of practice or
hypnotic empowerment.
Whatever the individual's methods, she exhibits an energy that helps her work
her Art, a force described by some as being akin to breath or spirit, or, in
Latin, "Mana." When performing Path or ritual magic, a sorcerer may expend Mana
to lower the difficulty target number. As usual, her difficulty cannot be
lowered by more than three; however, Mana may reduce threshold instead, though
never below one. Recovering Mana requires the sorcerer to perform her chosen
method of recharging and succeed in a Perception + Meditation roll, difficulty
7, with each success restoring one point.
X You have to get by on yout skill alone.
May store a pool of/expend one Mana
May store a pool of/expend two Mana
May store a pool of/expend three Mana
May store a pool of/expend four Mana
May store a pool of/expend five Mana
This Trait represents an elder - or possibly even more than one
- who looks out for you, offering guidance or aid once in awhile. 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.
Node
One of the most hotly contested prizes in the war between mages is the
possession of Nodes. A character with a Node has access to a place of power
where she can replenish her Quintessence and gather Tass. Your Node can be
located anywhere in a cellar, a grove, a high-rise, a glade, a crystal cave or
an old church but mages protect them like the treasures they are. Quintessence
thieves may attempt to overthrow the current custodians of a Node and take the
location for themselves. Your character may have to fight to keep her Node.
You and your fellow players can pool your characters' Node scores to increase
the value of one particular Node rather than having several small ones scattered
around the area. The Node's rating determines how much Tass the place produces
and how much "free" Quintessence a character can absorb from it per week. Your
character can stockpile Tass, but t he magical energy may lose its potency after
a short time if not used. The form this Tass takes reflects the nature of the
Node. If the Node is in a cemetery, the Tass may take the form of grave moss
that your character will have to boil down to remove the Tass. Or, if the Node
sits in a cave by the ocean, the Tass may take the form of salt-like deposits
that your character will have to gather up and sift out to separate sand and
silt.
The Quintessence available from a Node counts for all uses of absorption. Thus,
characters who meditate to refresh their Avatar rating must draw on the Node and
deplete it, and the Node may temporarily run out of power. The exact amount of
power that a Node holds is up to the Storyteller. For a game with scarce magic,
a Node might only supply one point of Quintessence per week per dot, while a
more generous Storyteller might give ten points per week per dot. The higher the
rating of the Node, the more energy it holds and the weaker the Gauntlet in its
location.
x No access to a Node: Like most mages, you only have what power you can scrape
up.
A minor Node, barely worthy of mention.
A small Node, holding a useful trickle of energy.
A significant Node, able to power several mages.
A major Node, hotly contested.
A powerful Node, one of the few sites of magic left.
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 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.
STATUS
You have recognition within your occult, religious or super-scientific society.
This may be due to anything from the circumstances of your birth to remarkable
personal achievements. Note that this does not necessarily mean that you are
powerful, but you have a reputation amongst others of your kind. This standing
means associates listen to you and generally defer it does not automatically
mean that you are well liked and, indeed, may even gain you enemies who are
jealous of your fame. The esteem you have gained may not always translate into
authority in outside organizations either. Words of wisdom spoken by the Pope
seldom move even the poorest shaman. Status may be gained in different groups
with points spent separately (i.e. Church Status, Bioengineer Status or UFO
Experts) or the character may hope that the Storyteller will rule that it
applies to the situation in question. Very high levels of Status may gamer some
small recognition among mortals, but any real temporal power must be purchased
with Influence. The size of the sorcerer's group also defines Status within it.
High status for a small group may indicate virtual life and death influence and
medium status within a very large group may still mean being unknown outside of
your home turf.
X Who do you think you are?
Close associates respect you
You have great influence over your branch of the society and those attached
to it
Others often seek your wisdom, sometimes from fai away
Your reputation extends far and wide, potentially even to other cultures
The Dalai Lama
Wonder
Wonders are objects like Talismans and Technocratic Devices that have power and
that produce magical Effects (usually when wielded by an Awakened being, such as
a mage). Although they are rare, a few lucky mages have objects that carry their
own power; legend holds that Masters can even manufacture their own. For the
most part, only an Awakened being can use a Wonder, although your Storyteller
may make exceptions to this rule. Your Storyteller may also limit the number
and/ or power of the Wonders that she will allow into the game.
Any item can be a Wonder if it has somehow been imbued with magic. Tree
branches, mechanical devices, jewelry, wands, bones, and stones can all suffice
as magical items. When triggered, Wonders produce magical Effects just like
mages do. Each Wonder has a special purpose. A Wonder's Effect comes from one of
the magical Spheres, and you determine with your Storyteller exactly what occurs
each time that your character triggers the item. Sometimes, it
may misfire or the Effect may not turn out exactly as your character intended,
but for the most part, your character has an idea of what to expect.
When creating a Wonder, you also determine what exactly each of its Effects
does. You base these effects on the magical Spheres. You may choose the Sphere
that represents the Effect, but the Effect is limited to a Sphere level equal to
the level of the Wonder. Note that the level in this Background docs not
correspond directly to the level of the Wonder possessed. A Wonder is rated by
the power of its Sp heres, but the level of this Background simply indicates a
general categorization of the Wonder's powers. A Wonder may have an Arete rating
that allows the holder to use the Wonder's score when rolling for its Effects,
and it may store its own Quintessence. (Some Wonders, called Periapts, are
little more than Quintessence batteries.) Others simply have one magical Effect
that's always on, or that works automatically when called. Spirit Wonders,
called fetishes, may work differently in story terms, but you purchase them the
same way. These objects contain spirits who have, either by force or by choice,
entered into the items and who perform a service. Some of these spirits have
strong personalities, and they may cause the wielder some frustration and
trouble, depending on how the mage treats the spirit. When your character uses
up all the Quintessence in a fetish, the spirit departs. Your character cannot
refuel a fetish, though your mage might undertake a quest or deal with a spirit
to try to keep a fetish empowered.
Many mages use Wonders as foci. Although doing so may not make the magic
coincidental, it usually helps the mage to focus. Any Paradox triggered by a
Wonder's Effect goes directly to the item itself, possibly destroying it.
As always, the Storyteller has final say on the potencies and potentials of any
Wonder.
x You haven't run across any magical items.
A Wonder with a trivial Effect, or a small stash of Quintessence.
A Wonder with a useful Effect, or a reasonable battery of Quintessence.
A Wonder with a reasonably handy Effect, or a large supply of
Quintessence.
A Wonder with a very useful or commonly used Effect, or a generous
helping of Quintessence.
A Wonder with an associated potent Effect, or a legendary power
source.