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 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."

All these backgrounds are only allowed at Storyteller's discretion.


Click on the background you want to read about

Age
Allies
Alternate Identity
Arcane

Black Hand Membership
Clan Prestige
Contacts
Couriers
Domain
Domitor
Fame
Generation
Herd
Influence
Information Network
Mentor
Military Force
Network
Occult Library
Resources
Retainers
Rituals
Spirit Slaves
Sabbat Status
Status


Age Back to Top

(this Background should only be permitted to elder characters)                   


Determines the the amount of time you character has been around (not counting time in torpor).
This background grants extra freebies but as you grow older, you lose a piece of your soul, minus one in your path for every dot in this background.


1 - Annuated: 200 years or less active, +30 freebie points, -1 Humanity
2 - Elder: 200 to 350 years active, +55 freebie points, -2 Humanity
3 - Hoary: 350 to 500 years active, +75 freebie points, -3 Humanity
4 - Venerable: 500 to 750 years active, +90 freebie points, -4 Humanity
5 - Ancient: Active for more than 750 years (!), +100 freebie points, -5 Humanity




Allies Back to Top                    


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.


1 - One ally of moderate influence and power
2 - Two allies, both of moderate power
3 - Three allies, one of whom is quite influential
4 - Four allies, one of whom is very influential
5 - Five allies, one of whom is extremely influential




Alternate Identity Back to Top


You maintain an alternate identity outside your own, complete with papers, birth certificates or any other documentation you desire. Only a few may know your real nam or identity. Your alternate persona may be highly involved organized crime, a member of the Camarilla, a con artist who uses alternate identities for her game or you may simply gather information for the sabbat about the enemy. Indeed, some Sabbat may know you as one individual while other Sabbat believe you to be someone else entirely.


1 - You are new at this identity game. Sometimes you slip and forget your other persona.
2 - You are well grounded in your alternate identity. You are convincing enough to play the pert of a doctor, lawyer, funerla salesman, drug-smuggler or a capable spy.
3 - You have a fair reputation as your alternate persona and get name-recognition in the area where you have infiltrated.
4 - Your alternate identity has respect and trust within you area of infiltration.
5 - You command respect in your area of infiltration, amd you may even have accumulated a bit of status. You have the trust (or at least recognition) of many powerful individuals withing your area.




Arcane Back to Top    


A vampire's Arcane score subtracts one die per dot from any dice pools used to actively search for her – most often Perception or Investigation pools. A Kindred may choose to "turn off" Arcane if she so wishes, thereby enabling others to find her, as is sometimes beneficial. This is a passive Trait, not an active one; it does not help on Stealth rolls or other overt attempts to hide from others. It simply makes the vampire hard to find, whether she's lying in the back seat of a car or hidden in a crypt three continents away.

No character may take the Arcane background if she has any Status, Clan Prestige or Fame, or vice versa. Likewise, Arcane does not have any effect for Kindred of the Eighth  Generation or lower – elders are simply too unnatural to slip so easily from the minds of others.

Note: This Background is as often a detriment as it is a blessing, and it sometimes conflicts with other Backgrounds. An Arcane Kindred with Resources may well have to hunt down his stock dividends while an Arcane Mentor may prove more trouble to find than she's worth.


1 - Easily overlooked
2 - Hard to follow
3 - It takes a detective to shadow you
4 - Maybe he passed through here a couple years ago
5 - Never heard of the guy




Black Hand Membership Back to Top    

(this background is (for obvious reasons) only available to Sabbat characters)       


You are a member of the feared Black Hand, the body of assasins and soldier that serve the sabbat fervently. having this background indicates that you are a full fledged member of the organization, and you have all the resposibilities and benifits that accompany mambership.


1 - You are a grunt; you may call upon one Black Hand member once per story.
2 - You are known and respected in the Black Hand; you may call upon two Black Hand members once per story.
3 - You are held in the Back Hands regard; you may call upon five Black Hand members once per story.
4 - You are a hero among members of the Black Hand; you may call upon seven Black Hand members twice per story (but you'd better have just cause - if it seems you're coming soft, you may lose points in this background). You may also lead large numbers of Hand members into action should it ever become necessary.
5 - You are part of Black Hand legend; you may call upon 12 Black Hand members twice per story (but see the preceeding caution). You may also lead large numbers of Hand members into action should it ever become necessary. the Seraphim may even seek you council on matters of import.




Clan Prestige Back to Top


Clan Prestige is a form of Status among you own clan. It works a bit diffrently from normal status though and the two have nothing to do with each other, a Vampire can be highly respected by other members of his clan but despiced by the Sect as a whole. Or, a Brujah Prince can have low Clan Prestige (the clan thinks of him as a sell-out). Normally this background only applies to your own clan but in special circumstances you may have it for another clan (say if you helped that clan with something big, or saved the life of a prominent member of that clan.)


1 - Known
2 - Respected
3 - Influential
4 - Powerful
5 - Luminary




Contacts Back to Top

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.


1 - One major contact
2 - Two major contacts
3 - Three major contacts
4 - Four major contacts
5 - Five major contacts


Couriers Back to Top

(This Background was created for the Nosferatu Clan in the Dark Ages setting and should only be allowed under those two terms.)


Like a Spider, you've cast a net of communications throughout a city, region or even countryside. You can courier messages through any known Nosferatu means - whether with caravans, gangrel scouts of homing pigeons - and know they'll be reliably transmitted to other nosferatu in your area of influence. These communications are not entirely secure; however. Your messages can travel far and wide because they pass on the lips of those who aide a variety of Nosferatu - sa another who has earned their trust could well catch wind of what you are conveying. Although Lepers value the clans secrets, they also must make deals with outsiders. A Magister's coterie-mate may well pass on your plan to steal his haven.

Dots in the Background represents how trusted and connected the character is in the local network of couriers, and so how far and wide a message is reliably conveyed. This also detemines how easily the vampire can tap into others' messages. The Storyteller can ask the player to roll Charisma+Subterfuge (diff 10-dots in Couriers) to find out if anything interesting is being passed along by local couriers.


A player who whishes her character to have a very secure way of relaying information might purchase the Retainers Background to represent a personally layal courier.



1 - The communication web extends over one city.
2 - the web touches upon two cities
3 - The player now has a choise of reaching three cities or a country's district like Aquitaine in France or one of the Papal States.
4 - The character's message can reach four major cities or affect a geographic area like the Carpathians, the Seine's shores or the Alps.
5 - The character can communicate with up to five cities or an entire country like France, England or Bulgaria




Domain Back to Top

(This background was intended for the Dark Ages setting, but could be allowed in Modern Day (talk to your storyteller)


Domain is physical territory, almost always within a town or city to which your character controls access for the purpose of feeding. She can't keep the living inhabitants from goin about their business, but she kan keep watch herself. She can also have allies or servants specifically look for unfamiliar vampires and alert her when they find some. Domain refers specifically to the land and properties on it, as opposed to the people who may dwell there (which is the emphasis of Herd). Domain plays an important in Cainite society - vampires who lack significant domain seldom earn respect - but it isnt an automatic entitlement to status among Cainites. Each level of Domain reduces the difficulty of feeding checks by one for your character and those whom the characere allows in. It also adds to your starting (not maximum) blood pool. If you use the domain security option, each dot of domain security raises the difficulty of feeding checks for all uninvited vampires.


1 - A family home or farm and its outlying properties - enough for a basic haven.
2 - A Church or other large structure, a pier and adjacent warehouse or a bridge and ford - some place with ready but easlily controllable access to the outside world.
3 - A city block or the buildings around a country crossroad - someplace with more oppertunities for concealment but less thorough security.
4 - A labyrinth, network of cisterns, the estates on a hill overlooking a town or the inns and watchposts on each side of a mountain pass - a palce with both prospects and security.
5 - A ghetto disctrict or multi-family farm holding.


As noted previously, characters in coterie can share their domain resources for better reults. Six to eight dots secure all of a small town as a domain. Ten to 15 dotes secure an important but not so huge trading destination or center of pilgrimage. A city such as Rome (let alone Cairo or Baghdad) would require many hundreds of Domain points.

Storyteller's Option: Your Storyteller may allow you to designate one or more dots in Domain to increase the security of your character's territory rather then its size. If this option applies in your chronicle, each dot asigned to seccurity provides a +1 difficulty penalty to efforts to intrude into the domain by anyone your character hasn't specifically allowed in and a-1 diffically bonus to efforts by your character to identify and track intruders in the domain. A Domain of one dot's siize and two dots security, for instance, is small but quite resistant to intrusion, as opposed to a threee dots' size with no extraordinary security. Domain securuty can be used with pooled Domain points as well, at the Storytellers discretion.




Domitor Back to Top

(this background can only be taken by ghouls)


You are Bound to a vampire who provides you with blood and may offer you protection. Of cource you cannot think to abuse you domitor's generosity. The purchase of this background does imply, though, that your master has at least a passing intrest in your continued well.being. The level of this background inplies two things: the general generation and power of your domitor (which influences the level of Disciplines you may learn), and how well he favors you. The more ancient and powerful the domitor, the less likelt he is to care about the wellfare of an all-too-replaceable servant. Conversely, less powerful vampires tend to take better cara of their ghouls, as they possess fewer resources and usually value what they have.

1 - Yor domitor is 11th generation or lower, and considers you a valued confidant.
2 - Your master is nith or 10th generation and iss passing fond of you.
3 - Your domitor is eighth generation, and will sometimes let you get a word in edgewise.
4 - Yor domitor is seventh generation, and expects you to do your job - nothing more.
5 - Yor domitor is sixth generation, and remarkably has not yet grown sick of the sight of your face.




Fame Back to Top


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.


1 - You're known to a select subculture of the city - local clubgoers or the Park Avenue set, for instance.
2 - A majority of the populace recognizes your face; you're a local celebrity such as a news anchor.
3 - You have statewide renown; perhaps you're a state senator or minor star of local interest.
4 - Nationally famous; everybody knows something about you.
5 - You're an internationally famous media icon.




Generation Back to Top


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.


0 - 13th generation: 10 blood pool, can spend 1 blood point per turn
1 - 12th generation: 11 blood pool, can spend 1 blood point per turn
2 - 11th generation: 12 blood pool, can spend 1 blood point per turn
3 - 10th generation: 13 blood pool, can spend 1 blood point per turn
4 - Ninth generation: 14 blood pool, can spend 2 blood points per turn
5 - Eighth generation: 15 blood pool, can spend 3 blood points per turn

In the Dark Ages the generations are a bit diffrent. There is looks like this:


0 - 12th generation: 11 blood pool, can spend 1 blood point per turn
1 - 11th generation: 12 blood pool, can spend 1 blood point per turn
2 - 10th generation: 13 blood pool, can spend 1 blood point per turn
3 - Ninth generation: 14 blood pool, can spend 2 blood points per turn
4 - Eighth generation: 15 blood pool, can spend 3 blood points per turn
5 - Seventh generation: 20 blood pool, can spend 4 blood points per turn

This is because in the Dark ages 13th generation is considered thin blood and the generation of a vampire was typically lower at that time, sice not that many vampires existed.




Herd Back to Top


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.


1 - Three vessels
2 - Seven vessels
3 - 15 vessels
4 - 30 vessels
5 - 60 vessels




Influence Back to Top


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).


1 - Moderately influential; a factor in city politics
2 - Well-connected; a force in state politics
3 - Position of influence; a factor in regional politics
4 - Broad personal power; a force in national politics
5 - Vastly influential; a factor in global politics




Information Network Back to Top

(this background should only be allowed to Nosferatu characters, but could be allowed to others at storytellers discretion)


You've got informants everywhere. You dont even have to go to them anymore - they come to you, and they bring all sorts of dirty little secrets to trade the secrets you gather may be completly irrelevant to the problems you have right now, in which case you always trade them away from something you can use. Any factoid or datum you harvest may seem irelevant now but may be massively useful later; it may give you a vital lead that places you one step ahead of everonone else. (Note: At the Storyteller's option, these same game machanics may also be applied to the Contacts Background.)

System: 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 agains a difficulty of 8. If you succees, the Storyteller will give you a random rumor you've aquired from one of your informants. One success is a hint; threee include some commentary on the reliability of the rumor; five successes shouldn't shut down the evening's story, but it should reveal a secret valueable enough to elicit a favor from another supernatural creature in the city.




Mentor Back to Top


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."


1 - Mentor is an ancilla of little influence.
2 - Mentor is respected; an elder, for instance.
3 - Mentor is heavily influential, such as a member of the primogen.
4 - Mentor has a great deal of power over the city; a prince or archbishop, for example.
5 - Mentor is extraordinarily powerful, perhaps even a justicar or Inconnu.




Military Force Back to Top


You have accumulated some sway over a group of fighting soldiers. Whether as the leader of a populous gang or the dignitary of an entire nation, an armed force obeys your command. Although the nights of the vampiric warlord are long past, many elders cultivate some degree of military might, though they do so now with discretion and subtlety, to avoid the ire of others of their kind.

Military Force might not necessarily mean that the vampire has armed legions at her beck and call. Far more likely, especially in the modern nights, the vampire may suggest "police actions"  or may influence brushfire conflicts in certain nations. A vampire may, under extreme duress, be able to enforce martial law, but such behavior attracts attention, and her influence would no doubt wane significantly afterward.

This Trait is most suitable for elders, and Storytellers should feel free to extrapolate this Background past the sixth dot for vampires who have influence over truly frightening martial power.


1 - Surly mob: 15 poorly organized and untrained thugs.
2 - Militia: 25 functionally trained "security guards"
3 - SWAT team: 40 capable fighters
4 - Veteran troop: 75 combatseasoned soldiers
5 - Elite company: 100 battlehardened troops 6+Special weapons, greater quantities and perhaps even national armed forces.



Network Back to Top


Network represents the geographical extent of a characters web of caontacts, allies and retainers. Each dot of Network extpands the character's reach, although it does not increase the number of members in the network. Indeed, the player must still purchase dots in Allies, Contacts, Herd or Retainers. These represents servitors of various sorts who are readily at hand (usually in the character's home city). When a character arrives in a new locale that is within his network (determined when purchasing Network), a similar number of Allies, Contacts, Herd and Retainers will be available. Hence, the character never loses dots in those Backgrounds from moving about withing his web of influence. When arriving in another city, the various "moved" Backgrounds becomes fully available at the rate of threee dots per night. The player chooses in what order the dots becomes available.

The character may also reach out to mambers of his network in another city, either by message or through the Setite Sorcery power Whisper of the Sands. Without the character's physical, however, network members only serve as Contacts: the master must be close to elicit services beyond information gathereing.

For example: Hepaphet, a Setite flesh peddler operating out of Cairo, as amassed an impressive network of contacts in several Mediteranian ports. His player purchased the following Backgrounds: Allies 2, Contacts 3, Network 3 (Venice, Cairo Tyre, Tripoli) and Retainers2. Were hw to travel to Tyre he could quicly establish  his clutch of contacts and servitors (it would take a total of threee nights to do so fully). Were he to simply communicate with his network in the City without leaving Cairo, they would only provide information, not act on his behalf (giving him a Contact rating of 2 (Allies) + 3 (Contacts) +2 (Retainers)=7 Contacts in that city).

If you buy three or more dots of Network, you can choose to have the network spread across a certain region instead of concentrated in a fixed number of cities. In any major city within that region, the character is likely to have agents. In smaller settlements, he may have only a single agent. The Storyteller should decide how many agents are available on a case by case basis.


1 - The Network covers two distinct cities
2 - The Network covers three distinct cities
3 - The Network covers a small geografical area (like the Nile Delta) or four distinct cities
4 - The Network covers a significant geographical area (like Upper Egypt of the Languedoc) or five distinct cities
5 - The Network covers large geographic area like the Low Countries, France or Egypt) or six distinct cities




Occult Library Back to Top

(this Background should only be allowed at storytellers discretion to Clans with vast occult intrest such as Tremere, Kiasyd etc.)


Some Kindred have accumilated vast stores of mystical knowledge over their many years. Such resources may have been inherited from a character's Sire, treasures gleaned from previous journeys, gifts from amentor or even stolen from rivals. In fact, a library need not even be printed - books contained on CD-ROM or even a contact who knows occult lore may be considered a library for the purposes of this Background.

Whatever form it takes, an Occult Library aids the character in certain cases involving knowledge of the mystical or magical. Whenever the player needs to make a roll involving the Occult Knowledge and the character has the oppertunity to consult the books, she may call upon this Background to help her. While this won't be much aid if the character is held prisoner by another Kindred or visiting a foreign city, if the character is in her own library or laboratory, the information may prove invaluable.


1 - A few books: +1 die on Occult dice pools
2 - A modest collection: +1 die on Occult dice pools, -1 to Occult difficulties
3 - Many noteworthy titles: +2 die on Occult dice pools, -1 to Occult difficulties
4 - A wide variety of lore: +2 die on Occult dice pools, -2 to Occult difficulties
5 - A veritable magical encyclopedia: +3 die on Occult dice pools, -2 to Occult difficulties




Resources Back to Top


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.


1 - Small savings: a small apartment and maybe a motorcycle. If liquidated, you would have about $1,000 in cash. Allowance of $500 a month.
2 - Middle class: an apartment or condominium. If liquidated, you would have at least $8,000 in cash. Allowance of $1200 a month.
3 - 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.
4 - 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.
5 - 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 Back to Top


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.


1 - One retainer
2 - Two retainers
3 - Three retainers
4 - Four retainers
5 - Five retainers




Rituals Back to Top

(For obvious reasons, only Sabbat characters can have the Rituals Background)


You know the ritae and rituals of the Sabbat, and you can enact many of them. This Background is vital to being a pack priest - without this Background, ritae will not funktion. This Background is actually a supernatural investment, drawing on the magic of the eldest Tzimisce sorcerers. Sabbat vampires who are not their pack's priests should only have an outstanding reason for acquiring this Background, as a pack priest are loath to share their secrets with more secular members of the sect.


1 - You know three of the auctoritas ritae (your choise).
2 - You know nine of the auctoritas ritae (your choise) and three ignobilis ritae (your choise).
3 - You know all 13 of the auctoritas ritae and nine ignobilis ritae (your choise). Also you may create your own ignobilis ritae, given enough time (consult you Storyteller for development time and game effects).
4 - You know all the auctoritas ritae and 20 ignobilis ritae (your choise). Also you may create your own ignobilis ritae, given enough time (consult you Storyteller for development time and game effects). You are also familiar with the functions of numerous regional and pack-specific ignobilis ritae, even if you cannot perform them.
5 - You know all the auctoritas ritae and 40 ignobilis ritae (your choise). Also you may create your own ignobilis ritae, given enough time (consult you Storyteller for development time and game effects). You are also familiar with the functions of almost all regional and pack-specific ignobilis ritae, even if you cannot perform them; if it's been written down or passed around in lore, you've heard of it.




Spirit Slaves Back to Top

(This background should only be allowed to characters of the Giovanni Clan, it could be allowed to other Necromancers (at storytellers discretion).)


This Trait represents a hold you have over a ghost or several ghosts. Usually this hold is in the form of catene - either something that the ghost valued in life, or possibly a random object or place to which the spirito bacame attached during the maelstrom. regardless,  you have a hold over the spirit and can bully it by threatening its fetter. Alternatively, you might have information about the spirit's goals and can control it by aiding or impending it. 


1 - You have a hold on one weak spirit
2 - You have influence over two minor ghosts, or one of greater power.
3 - You're the boss of three lesser ghosts or fewer who can do more.
4 - Four ghosts are under your sway, or fewer who are stronger.
5 - You have mastered five weak ghosts, or fewer who are more talented.


When creating a Ghost servant use the same template as you would use for a Neonate vampire but without additional disciplines, backgrounds or freebie points. Plus a few other diffrences.

Wraiths starts with a Passion Pool 5 (their form of Blood Pool).

Spending another Background dot on one spirit instead of more spirits can make them more powerful and give them an Uncommon Power (or one common power at uncommon levels). Spending two dots on a single spirit can give it rare levels of power.

All ghost have powers equivalent to Auspex 1 and one dot in another common power.

Common powers are equivalent to the lower levels of the Thaumaturgical Path Movement of the Mind, Dementation, Vicissitude (only for transforming themselves or other ghosts, however) and Chimerstry, at levels the Storyteller deems appropriate to th particular wraith.

Uncommon powers include the Thaumaturgucal path Lure of Flames and Dementation at level Three or higher (some spiriti can possess Dementation 3 without learning the lower levels). High Auspex also counts as an Uncommon Power. Ghosts can also gain the 5th level of Dominate without learning the lower levels, but the ability is rare as well. One uncommon power that has no Disciplne are equivalent is know as embodiment: It allows the ghost to become physically solid. Doing so costs two points from the Passion pool, and lasts for one scene.

The truly rare powers are high level (3+) Lure of Flames or Movement of the Mind




Sabbat Status Back to Top

(For obvious reasons, only Sabbat characters can have Sabbat Status)


While the Sabbat values individuality, the strenghts of the pack lies within the strength of its leadership. Only leaders who are respected and revered within the pack and the sect can achieve this level of recognition. Status plays an important role in getting and keeping a leadership position. members of the Sabbat do not recognize Clan Prestige for the most part (though a few Tzimisce do, as do a fare share of Lasombra). rather, sect comes before clan to most sabbat, and thus, it is better to be recognized by the sect as a whole. At the Storyteller's discretion, Sabbat Status may add to a character's Social Trait when she makes a point of is. Obviously, Sabbat Status confers no particular benifit - and is more likely a detrimant - when dealing with members of the camarilla or even some independent Cainites.


1 - Ductus or Pack Priest/Well-Known
2 - Templar or Paladin/Respected
3 - Bishop/Renowned
4 - Archbishop/Pillar of the Sabbat
5 - Priscus or Cardinal/Luminary




Status Back to Top


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.

1 - Known: a neonate
2 - Respected: an ancilla
3 - Influential: an elder
4 - Powerful: a member of the primogen (or bishop)
5 - Luminary: a prince (or archbishop)


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