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Post by Triple 7 on Feb 21, 2019 2:37:20 GMT -8
BACKGROUNDSIn the subsequent replies below this post; anything annotated is meant to be a House Rule for this Chronicle, as the book may have been too vague or it was modified for online use. If you don't see a Background listed, it is ran as it is written in V20. Increasing Backgrounds cost the same as Abilities in XP. Specific XP or Freebie costs at character creation can be found in the Background's discussion below, or explained in the XP thread. While ECN uses most of the rules from the noted V20 books, the following Backgrounds are considered to be Out-of-Scope or replaced in lieu of another Background and therefore not allowed for PCs. Armory, Base of Operations, Black Hand Membership, Domitor, Double Life, Family Elder, Majordomo, Mob, Reliquary, and Requisition.Additionally, there are a few Backgrounds that represent a character’s power in the city in which they reside. Therefore, PCs may not start with any dots in the following Backgrounds. Instead, characters must grow them through RP and systems once they enter play. - Business (Created through Downtime Actions, costs XP to purchase.)
- Domain (Granted only from the Prince, does not cost XP.)
- Influence (Grown using Downtime Actions, costs XP to purchase.)
POOLING/COTERIES Backgrounds may be pooled together only within a Coterie, except Communal Haven. It may be pooled with other characters without being part of a Coterie. If the characters are inhabiting the same location, they with benefit from those basic ratings. You must contribute to the Anchor Background of the Coterie in order to be part of the Coterie and take advantage of the Coterie Backgrounds. Your Anchor is the highest rating in the Coterie, and all others can only meet or remain below the anchor. Neither Communal Haven nor Domain may be an Anchor, but are allowed to rise higher than the Anchor considering their nature. No more than 7 characters may contribute to a Coterie at one time. Allies, Contacts, Domain, Haven, and Retainers are all cumulative. All other Backgrounds use the highest dot value being contributed. If multiple characters are tied for the highest dot value, then the Coterie's rating for that Background is the highest +1 per extra character tied at that value. For instance, Resources 3 + Resources 2 = Resources 3, but Resources 3 + Resources 3 = Resources 4. Should someone wish to voluntarily leave the coterie or remove their contribution(s) to the coterie; you'll also be removing one dot from whatever is revoked. This is the cost of breaking your ties to the coterie and dissolving your contribution. For more information on how to pool Backgrounds, please see our tutorial.
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Post by Triple 7 on Feb 22, 2019 13:38:27 GMT -8
ALLIES Allies are mortals who support and help you. They will help you willingly without coaxing or coercion, but may not always be available. Allies are only one person, but Allies don’t always help you for free and may ask for something in exchange for their help.
Allies get 2 things they are exceptional at that they receive 8 dice for; either 2 Abilities, 2 Influences or 1 Ability and 1 Influence. They can only use these two exceptional things.
For the purposes of teaching Levels 4-5 of Abilities, they can only teach the exceptional Abilities they have listed. NOTE: Allies are unable to use Willpower.
Using Allies doesn't require a Downtime Action Request (DTA) if you're in a scene. Something simple like asking a Firearm focused Allies to provide sniper "overwatch" for a scene is simply using their mechanics similar to a Retainer. More thorough uses of Allies will require the cost of a DTA so that I can have them effect their chosen environment with their two specialized interests and see how the dice drop. Something like using their Influence to persuade the homeless to pack up their camps and move them into a rich neighborhood is likely to be a DTA rather than an on the spot sort of thing. This is meant to be flexible and we understand if it might be confusing for some Players. There are a lot of variables to consider, but try to be reasonable with what Allies are capable of doing on the spot versus what needs to take time to accomplish.
Individual dots of this Background can be shared with a coterie.
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Post by Triple 7 on Feb 22, 2019 13:55:02 GMT -8
ALTERNATE IDENTITY Is as written on Pg. 111, V20. To defeat someone's Alternate Identity, one will roll Intelligence + Investigation, Difficulty 7. The number of successes needed will be based on the rating of the identity they're using times five. As an example; Alternate Identity 1 will require 5 Success to defeat while Alternate Identity 5 will require 25 Successes. Please keep in mind that just because someone can deduce you're using an Alternate Identity, doesn't mean that they can deduce what your true identity actually is. They merely recognize that you are not whom you say you are. They realize the credibility of the identity doesn't add up to an actual true identity.
Alternate Identity isn't a specific identity, but it can be. It is a blanket that protects the false identity from being easily detected. Therefore, a Character could have multiple false identities and use the same Background to help protect their true identity from discovery. These identities are backed up with legitimacy by Mentors who are willing to vouch for you (not required).
This Background cannot be shared with a Coterie.
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Post by Triple 7 on Feb 22, 2019 14:02:23 GMT -8
ANARCH INFORMATION EXCHANGEAnarch Information Exchange is run per Pg. 98, Anarchs Unbound. Each character with this Background may ask a number of questions equal to their rating. Questions refresh monthly (once per month). Players are expected to ask these questions as Downtime Action Request (DTA), as information won't be answered quickly on the spot during scenes. The request is made and Storytellers will reply when available prior to the end of the month. The questions will be limited to the guidelines directed below, as listed on Pg. 98, AU. NOTE: Use of this Background will count as ONE Downtime Action Request per month.- General information or rumors about a Kindred, such as contact information, general age, known clan and notable lineage, how long said Kindred has dwelled in a city, political affiliations, general reputation, and generation (or a general estimate, such as neonate, ancilla, or elder).
- Information about specific topics, such as basic and brief overviews on a subject relating to Kindred (What is Thaumaturgy? Who are the Setites? What happens when you diablerize? What does a black crescent moon mean?) or personal characteristics of certain Kindred (Why does Prince Vaclav hate the color yellow?).
- Significant status or events in sect politics (What’s happening with the Movement in a Naples? What is the Sabbat interest in Sao Paolo? Who has the Prince of Chicago placed under blood hunt?)
Nosferatu Information Network works in the same manner. While this is not an actual Background, it will be listed as such and ran as described on Pg. 162, Lore of the Clans. In the case of having a Nosferatu aligned with the Anarch Movement, a character may have ratings in both Backgrounds. This Background cannot be shared with a Coterie.(Prerequisite: Must be an Anarch or Nosferatu, as applicable.)
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Post by Triple 7 on Feb 22, 2019 14:04:41 GMT -8
ARTIFACTS (Prerequisite: Only available to Mortal Arcanum or Inquisition aligned characters.)
As written on Pg. 140, HH2. The rating in this Background directly correlates with the level of Artifacts one has. Provided that the ratings add up to your maximum rating in the Background, you can have multiple Artifacts. Players may not create their own Artifacts, but must choose from those listed on Pg. 157-158, HH2. Additionally, should an Artifact ever fall into the hands of a Vampire or their associates; the damnation in them will prevent the user from gaining the inherited effects associated with their description. They will revert common items of a similar nature until such a time as they've been returned into humanity's hands. These are items geared toward helping humanity stand against the night and will not aid the children of the night.
This also means that should a human become a Ghoul or be embraced as a Kindred, they lose the benefit of their Artifact and it is turned into a rare item on their sheet until claimed by another mortal. There are exceptions to this in which the Artifact is already acting like a similar rare item. In these cases, they will retain their properties but ultimately just be a rare item on the Character's sheet.
Due to the unique nature of these Artifacts, some have restrictions applied to them. Either there is only one in existence and not every Hunter can have an identical Artifact, or the existence of the artifact is so potent that the rarity of it needs to be increased.
- Eye of the Hour-Glass: (0 of 1 PC Slots Filled)
- Mentat Stones: Each type of these will cost a point of Artifact. By example; if you want both types you must have Artifact 2 to represent each one. (0 of 5 PC Slots Filled)
- Ring of Chrysostom: (0 of 1 PC Slots Filled)
- Franciscan Aspergillum: Use of this Artifact after the fact of an existing Frenzy will be treated similar to Animalism 3 (Quell the Beast) and force the one in Frenzy to test for regaining control after a successful activation roll as written on Pg. 131, V20. (0 of 1 PC Slots Filled)
- The Orb of Ulain: Works against Auspex 4, Dementation 2/4-5, Dominate 1-5, Obfuscate 1-5, Thaumaturgy (Path of Corruption 1-5), and any other mental control power as presented. (0 of 1 PC Slots Filled)
- Shadow Cloak: (0 of 3 PC Slots Filled)
- Byzantine Thurible: (0 of 1 PC Slots Filled)
- The Griffin’s Ring: (0 of 3 PC Slots Filled)
- The Martyr’s Fire: (0 of 5 PC Slots Filled)
- The Eunuch’s Scapular: (0 of 1 PC Slots Filled)
- The Garou’s Claw: Must have Lupine and Kindred Lore to craft this Uncommon item effectively.
- Silver Chalice: (0 of 3 PC Slots Filled)
- The Crusader’s Sword: Swords will have a Strength +2 damage and a conceal rating of Trench only. Consider all the broadsword variants lost to time. (0 of 3 PC Slots Filled)
- Dagger of Thorns: Every attack does at least 1 damage according to Pg. 272, V20. (0 of 1 PC Slots Filled)
- The Keys of Leopold: (0 of 1 PC Slots Filled)
This Background may be shared in a Coterie.
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Post by Triple 7 on Feb 22, 2019 14:07:31 GMT -8
BUSINESS (Prerequisite: Must be earned in Character post Character creation.)
Business is a unique Background that was created to enhance the roleplay aspect of the game. Like other Backgrounds, they range from 1 to 5 dots. All businesses begin at 1 dot. A business in this system may represent particular perks or incoming cash, but is separate from the Resources Background. In the same way, what your character's business is, story-wise, largely doesn't matter, per se. You can roleplay that the business is a chain of hot dog stands and a money laundering operation with a side of used car sales and prostitution, but you still get only one perk and only one track of the Business Background. The mechanics can be a little bit separate from the story (within reason) and that's ok. Just remember that this system simply serves to offer a few concrete extras that Resources don't.
The levels of a business roughly:
● | Small Business | Strip mall store, small workshop. | ●● | Small Business | Boutique outlet, Sawmill. | ●●● | Medium Business | Destination store with thriving E-Business, Iron Foundry. | ●●●● | Medium Business | Franchised big box, Shipyard. | ●●●●● | Large Business | Ubiquitous All Purpose Retailer, Industrial mega-complex. |
Existing mortal enterprises may be able to be purchased in game, but control of them is only as complete as the level of the business purchased with XP and still takes a Downtime Action. Businesses represent your city and World-based industries, franchises or corporations; but what they are and where they are located can be totally fabricated (we are playing a game of make believe after all). Businesses remain persistent in the world once created unless destroyed through plot and story. Like all Backgrounds; if purchased with XP, they cost the same as Abilities on the V20 XP chart. PAYOUT OR PERK The benefits of owning a business can only be called on once per month, either in the form of money taken off the top, or a special perk unique to the format of the business (player selected). You can choose to use one or the other once per month. The ‘Perk’ option can be anything from extra blood, bonuses to crafting or certain rolls, asking to get weapons/drugs, etc. If you choose the 'payout' option, a business pays an amount in cash equal to 1⁄4 of the Resource background of the same level if you elect to not use your Perk. Possible Perks include: - Construction Company: Adds the Business Rating number in Dice to any Industry Influence related rolls.
- Mafia Cleaning Crew: Can call in a Business devoted to cleaning up Masquerade Breaches once per Business Rating in a month.
- Blood Donation Clinic: Provides Business Rating x3 in Blood Points once per month.
- Political Non-Profit: Provides Business Rating in defined Allies.
- Real Estate Agency: Provides Business Rating in Communal Haven dots of Size, Security, or Luxury acting as a secondary protected Communal Haven.
- Independent Newspaper Company: Provides Business Rating in undefined Contacts for the month.
- Private-Eye Investigations: Adds the Business Rating in Dice for Investigation rolls that are not on-the-spot checks.
- Used Car Dealership: Provides Business Rating x3 in automobiles per month.
- Fabric Factory: Provides enough Kevlar material to make Business Rating x3 Rare Items (AR 3, PN 0 Business Suit) per month.
- Silver Mining Operation: Provides enough material for Business Rating x3 silver weapon Rare Items per month.
- Occult Shop: Adds the Business Rating number in Dice to Occult related rolls that are not on-the-spot-checks.
- Private Militia: Provides Business Rating in defined Retainers.
As you can see; the Perks portion are all over the place in how they help your character. Work it out between yourself and the Storyteller before submitting the downtime to get exactly what you want and what will be acceptable to the Storyteller.
GROWING A BUSINESS If you are not using a Retainer with Finance as one of their specialties the die pool is Intelligence + Finance. (If you do not have Finance you cannot do the grow) Difficulty 3 + the level that is being grown to. Total success needed is 5 x Current Level. Growing a new business will need 7 Successes. If you are using a Retainer with Finance to do your dirty work; it will be 8 Dice, with similar difficulty and successes needed. This requires a Downtime Action Request regardless of whom is making the rolls.
Only one track of Business may be owned by a character.
This Background cannot be shared with a Coterie.
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Post by Triple 7 on Feb 22, 2019 14:11:52 GMT -8
COMMUNAL HAVENRun as written on Pg. 100, Anarchs Unbound. Though, we clarify the unique security feature mentioned as Storyteller discretion in the books. This is the de-facto Background used to create Giovanni Mansions, Tremere Chantries, Nosferatu Warrens, Setite Temples, a Hunter Base, and any other haven, whether communal or not. To define your character's Communal Haven, pick an address in the area of the city you want. It doesn't have to be a real home/office building/warehouse, etc. In our fictional Seattle, there can be a brooding mansion where in real life there is a Bartell's drug store. We do ask that you give us an actual address however, which we'll make a note of. Then have everyone else that is going to contribute to the haven mention they're putting in as well. Finally, distribute the dots among Size and Security (additional options are defined in various ways). No more than 7 characters may contribute to a Haven at any time and the rating is allowed to go above the Pooled Background cap of 10 to represent the combined efforts of building an established Haven. It is important that you describe your Communal Haven when requesting the purchase of it. Size: You must have at least Size 1 to represent your Character's living space and where they safely lay their head during the day. Please keep in mind that this is protected space only. That means that while they own a mansion, if you only have Size 1 listed, only that Size 1 is protected by the Security rating, to include protection from the sunlight. The paragraph listed on Pg. 100, AU suggests a number rooms per rating. These rooms will represent comfortable living space for your Characters. The numbers listed are per Character, not to include any Retainers living with the Character. Size will represent the general layout of the location regarding protection. If the rating doesn't generally add up to the size of the actual setting; it will be scaled down to the Size listed in the book for this protection. Example: Your Character owns a plantation house as a haven, but only has Size 2. In this case, they sleep in an underground cellar beneath the plantation house and can only have one Vampire stay with them who will be protected by the sun during the day. Security: As written on Pg, 100, AU; we will be going with the number of dots in Security represents the number of additional Successes needed to infiltrate the Communal Haven. This is used against physical intrusion and does not help against mystical forms of assault. It is by no means meant to defend against every type of attack, but will help if applicable. Additionally; the Security rating defaults back to the Size rating. Example: If we continue with our plantation theme; only the underground cellar (mentioned in the Size description) will benefit from the protection of Security. The rest of the plantation defaults to Difficulty 6 (or more depending on mundane equipment) for intrusion purposes. Library: As written on Pg.221-222, LotC; Library will apply to occult related Research and Mastery rolls and is only available for purchase to Clan Tremere only. Luxury: The level of Luxury is equal to your Character's Resources rating and may not rise above this rating. Moving a Communal Haven takes a downtime action. If you ever completely move an actual Haven or where you're staying permanently for some reason, we will need to know the new address and the haven dot configuration. Unique Clan Security Feature (2pt. Merit): - Level 5 Security on a Communal Haven discusses a unique security feature. (Pg. 101, Anarchs Unbound) Those features must be purchased separately as a 2 Point Merit. Their effectiveness is based on the Luxury rating of a given haven and is based on the Clan of the character to purchase the merit. Only one Merit per haven may ever be purchased. All Clan security features are 2 point Merits purchasable based on what your character's true clan is. Other clans do not inherently gain a specific perk, therefore characters without the infrastructure and support of these clans will have to rely on other members of their coterie for this availability. A Communal Haven clan perk is active where the purchaser of the merit is staying at the time. Note: This Merit does not count against your 7pt. Merit Cap.
- Assamite - Terror Cell Network: Assamites are known for their association with terrorist cells and the networks they exist in. For every dot in Luxury, the Assamites have turns in which they can prepare for the incoming intrusion or evacuate their holdings based off the knowledge of what is coming for them. This represents the network of agents and sentry's they have keeping an eye on their Communal Havens for them.
- Brujah - Magnanimous Personalities: Brujah tend to throw great parties and fantastic raves. For every dot of Luxury, the Brujah may have another PC join in the defense of his haven. Needless to say, this may cause for an unpleasant surprise to the attackers.
- Gangrel - Savage Defenders: The Gangrel are arguably closer to the beasts of the land than any other clan. Gangrel havens tend to be protected by packs and swarms of protective, trained animals. The dots of Luxury determines the ferocity of the animal guardians. A one might be swarms of rats where a five might be a pack of bears.
- Giovanni - Phantom Guardians: It is no surprise that Clan Giovanni has ghosts at their disposal. For every dot in Luxury, they gain one Wraith (Athletics, Melee) that will manifest and defend them from intrusion.
- Lasombra - Abyssal Creatures: For the Clan of Keepers; they are able to call the Abyss to their aid. For every dot in Luxury, they gain one Shade (Athletics, Brawl). These little creatures are ferociously loyal and made of pure darkness.
- Malkavian - Chaos Matrix: Malkavians are unpredictable. Sometimes you get friends hiding in your closet, and sometimes you get heavily trained attack ducks. During assaults, the Storytellers will randomly determine which other Clan feature is currently in effect at this time.
- Nosferatu - Warren Escape Routes: The sprawling Warrens under the city offers dozens of little escapes. For every dot of Luxury, one Kindred havening here may 'Fair Escape' any assault. This is extra nasty if the fleeing Nosferatu know the identities of his assailants.
- Ravnos - Kumpania: Ravnos often travel with companions, mostly other family thru ancestry. Any assault on their haven results in one mortal per their Luxury rating (Athletics, Melee) raising to their defense.
- Setite - Loyal Cult Followers: The Followers of Set gather a lot of followers over the years who are loyal to the Snakes in every way. Any assault on their haven results in one mortal per their Luxury rating (Athletics, Brawl, Melee) raising to their defense.
- Toreador - Mortal Proximity: The Toreador are closer to mortals than any other clan. Any assault on their haven results in one mortal per their Luxury rating (Athletics, Melee) raising to their defense.
- Tremere - Mystical Barriers: The wizards tend to build their havens as mystical fortresses. Tremere add their Luxury ratings to their Security ratings when resisting incursion. This supersedes the need for specific Warding Circles (and is systematically much more potent). While mechanically different, this represents common wards for durability and physical intrusion. NOTE: This does not prevent Players from casting their own Thaumaturgy Wards to prevent mystical intrusion from spying.
- Ventrue - Panic Room: The Clan of Kings tends towards paranoia and build into their havens bunkers of impenetrable non-sense. For every dot of Luxury the haven possesses, one Kindred may hide in a room that can't be breached easily by conventional methods. They will add their Luxury rating to the defense of their panic room. Of course, they also can't leave..
- Tzimisce - Twisted Creations: It is no surprise that Clan Tzimisce likes to build things out of flesh. For every dot in Luxury, they may have a creation (Athletics, Brawl) join them in the defense of their home. They're not very smart, but they're capable of doing both Bashing and Lethal damage depending on construction.
This Background can be shared with a Coterie and go above the Anchor's rating.
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Post by Triple 7 on Feb 22, 2019 14:13:47 GMT -8
CONTACTSEach level of this background gives you one Major mortal Contact. Each Contact is tied into one area of Influence and the Player Character (PC) will receive passive information from them from time to time. A character can also call on his network of Minor Contacts outside of his Major Contact's area of Influence by rolling Contacts, Difficulty 7. Although they might not know the thing you are looking for or may not know how to get it depending on your success or failure. Botches will result in losing a Major Contact. Using a Contact doesn't require a Downtime Action Request (DTA) if you're in a scene. Something simple like asking a Contact where the nearest drug dealer is located is a simple Discord Private Message to a Storyteller if you're in a scene. More thorough investigations into something will require the cost of a DTA so that I can have the major Contact (or minor Contact if you're looking to make the roll because you don't have a major Contact in the area of influence you need) do some research and then get back to you within a reasonable amount of time. Individual dots of this Background can be shared with a coterie.
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Post by Triple 7 on Feb 23, 2019 1:10:10 GMT -8
DOMAIN (Only available to Kindred characters.)
Unlike other Backgrounds, Domain cannot be bought through experience points and is not available at character creation. Domain points are given or taken away by the Prince (or the Seneschal at their pleasure), the Archbishop, any Anarch Gang Leader, or any Independent Clan Heads.
Finally when a character receives Domain they must allocate it between Size and Security, and must have at least Size 1 to represent the territory they control. But, may only have Size 1 minimum. Please keep in mind that if the individual with Size 1 is unable to contribute due to Final Death or leaving the city, or Domain is removed; the others who have Security must reallocate their dots in Security to hold down at least Size 1.
No more than 7 characters may contribute to a Coterie Domain at any time and the rating is allowed to go above the Pooled Background cap of 10 to represent the combined efforts of building an established Domain. Domain does not cost XP; with only in Character approval by the Prince, Archbishop, Independent Clan Head (for their Clans only), or Anarch Gang Leader (for their gang only).
This Background can be shared with a Coterie and go above the Anchor's rating.
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Post by Triple 7 on Feb 23, 2019 1:20:57 GMT -8
ELYSIUM
( Only available to Kindred with the title: Keeper of Elysium.) The requirement for Kindred to gather in a permanent location is a concept as old as their society. This Background specifically relates to these gathering locations maintained by the Keeper of Elysium. It is a mixture between the two Backgrounds of Communal Haven, Domain, and Herd in terms of how they function. Similar to these two Backgrounds, Elysium is split between Size and Security to represent the structure physically. Only permanent buildings dedicated to this purpose may have this mechanical advantage associated to them. When calling for Elysium outside this permanent structure; it falls to the Keeper to handle things accordingly.
Size |
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| A single small building, such as a single-family home or a small social establishment business — enough for a basic gathering. | ●● | A large mansion with limited land, church property, factory, warehouse, mid-rise, nightclub or other large structure — a location with ready but easily controllable access to the outside world.
| ●●● | A high-rise building, city block, museum or stadium — a location or area that offers areas for concealment as well as controlled access.
| ●●●● | A small training compound, an estate with land, or — a place with inherently protective features, such as an isolated mountain road, bridge-only access, or vigilant private security force.
| ●●●●● | A large camp ground, city park, a zoo or the enclave of homes on a hill overlooking the city — the type of place with a hedge maze for luxury.
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You must have at least Size 1 in Elysium. When considering your Elysium's size, you don't have to dedicate the entire property to the Elysium. For instance; a skyscraper could possibly only have Size 2 to represent the entire 13 th floor sectioned off as Kindred Only. This works well for large properties under the Kindred's control where you only need a small portion to hold gatherings. Of coarse, you're welcome to have the entire property under Kindred control for that vast mansion with the estate grounds and a hedge maze vibe most look for in an Elysium. Just because your museum sits on a large plot of land, doesn't mean you have to represent that land with Size dots. Its flexible. LuxuryBased on Herd mechanics (Pg. 114, V20), Luxury is automatically equal to your Resources rating and represents available people dedicated to making sure the Elysium runs smoothly for you. They are made up of staff officials already at the facility who are loyal to the Keeper of Elysium. They will perform minor tasks for the Keeper or their guests based on relative needs. Feeding on them is permitted (and at times, expected) with the roll being Charisma + Etiquette + Luxury, Difficulty 3. Luxury rating will be equivalent to Herd regarding how many bodies are available. Security |
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| Cheap locks on the doors, but not much else.
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| You’ve reinforced every door and barred the windows, or you may have a sentinels to warn you when someone comes too close to Elysium. The place is relatively secure from commonplace threats.
| ●●● | The Elysium is secure but not impenetrable; relying on a modern set of locks, physical protection such as bars over the windows, electronic security measures such as alarm systems, and standard electronic monitoring such as security cameras. It may be remote or accessed only by protected routes, such as a high-rise with a security guard who watches the elevator.
| ●●●● | Your Elysium is protected by all of the security features for the previous level and then some. On par with restricted governmental buildings or even prisons, your haven has reinforced walls, private access corridors, and perhaps even several panic rooms or hidden chambers. You have invested a considerable about of time and effort to keep people out of the Elysium during assault.
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You may designate one or more dots in Elysium to increase the security of your character’s territory rather than its size. Each dot so assigned to security provides a +1 Difficulty penalty to efforts to intrude into the Elysium by anyone the Keeper of Elysium hasn’t specifically allowed in, and a -1 Difficulty bonus to efforts by the Keeper of Elysium to identify and track intruders on the Elysium property. Clearly the Keeper of Elysium is only allotted to Level 5 of a Background and one dot must go toward Size. This only leaves four dots toward Security. When it comes to Elysium, Kindred are typically borrowing the space provided. This represents their investment in the property regardless of how they accomplish the feat of convincing Mortals they should be allowed to gather. The mechanics for that are too nuanced, and thus will only be represented here for the important factors. There isn't a legion of Retainers or vast armory supplies waiting for Kindred. What you have is what you get for resisting attacks. The bottom line is that these Elysiums are meant to be places of sanctuary for gathering Kindred. People attempting to launch an attack on the Elysium are purposefully placed at a disadvantage when it comes to sneak attacks or covert destruction. While the Prince and Seneschal can declare an event is considered Elysium, only a Keeper of Elysium can declare a permanent Elysium location and make use of this Background. This Background may not be shared with a Coterie.
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Post by Triple 7 on Feb 23, 2019 1:24:39 GMT -8
FAME In addition to the reduction in Feeding rolls, famous individuals will also reduce the Difficulty one for each dot in Fame of all social rolls concerning particularly star-struck or impressionable people. This only works within the realm of their Fame to a minimum of Difficulty 3.
This Background cannot be shared with a Coterie.
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Post by Triple 7 on Feb 23, 2019 1:53:20 GMT -8
GENERATION (Only available to Kindred characters.)
As written on Pg. 114, V20. Your characters are limited to Generation 1-5. If obtaining Seventh Generation during the course of the story, your character is automatically retired.
Generation costs 2 Background Dots/Freebie Points per 1 dot of Generation at character creation. Increasing Generation IC does not cost XP.
This Background cannot be shared with a Coterie.
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Post by Triple 7 on Feb 23, 2019 2:07:46 GMT -8
GUIDE (Only available to Mortal characters.)
Regarding what is defined on Pg's 39-40, HH2; we will honor the understanding that a Guide aren’t necessarily ghosts or spirits, but may well be among the less classifiable anomalies of the World of Darkness. Because of this design, we will blend a few Background elements together to create something valuable as well as balanced with the rest of our house rules.
These entities are free of stipulation when it comes to their design. They can appear and look however you want and communicate to your Character in whatever manner is appropriate for your conceptual design. They will be bound to physics regarding transportation, similar to a Spirit Slave. In the spirit of this Background, they are expected to be guides instead of a spy, warrior, or assassin. They will aid your Character in a manner that is suitable to the Storyteller. If the guide denied your Character, it is because the Storyteller isn't interested in using the Background in the manner you have requested.
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| Weak Guide (2 Abilities, 1 Lore): An entity with limited occult knowledge that can only affect the world with great difficulty through you. It is not always reliably available and may occasionally provide incorrect information. At this level, your Guide can offer their Background rating to your actions with either of their two Abilities or their one Lore. | ••
| Minor Guide (2 Abilities, 1 Lore): This entity knows a good deal about the occult and vampires. Your guide will help you, but is fairly limited in what it can do. At this level, your Guide can offer their Background rating to your actions with either of their two Abilities or their one Lore.
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| Apt Guide (2 Abilities, 2 Lores): A guide of this strength may well be a recognized entity in the spirit world. She will aid you with knowledge and training, and when appropriate, she may fight on your behalf. At this level, your Guide can offer their Background rating to your actions with either of their two Abilities, their two Lores, and may be considered a teacher for the purposes of raising your shared Abilities to Level 4+. | ••••
| Strong Guide (2 Abilities, 2 Lores): Your guide is quite powerful, potentially a significant personage in the realms of spirits or the dead. This entity has major experience with the occult, and it is aware of the ins and outs of the supernatural world. At this level, your Guide can offer their Background rating to your actions with either of their two Abilities, their two Lores, and may be considered a teacher for the purposes of raising your shared Abilities to Level 4+.
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| Puissant Guide (2 Abilities, 3 Lores): This entity can walk between the spirit and material worlds (by spending one turn to manifest). It may assist you if it feels appropriate, but it may well demand favors or obeisance in return. At this level, your Guide can offer their Background rating to your actions with either of their two Abilities, their three Lores, and may be considered a teacher for the purposes of raising your shared Abilities to Level 4+. If manifested, it will have 8 Dice to use toward it's two listed Abilities and 3 Dice for anything else (similar to our Allies or Retainers). This also means that it only has 3 Dice to soak damage, so think carefully if you want your Guide to be exposed to the material world in this manner. |
Regarding the Lores that Guides possess, they have the knowledge. If you share a Lore with your Guide, they can lend you their experience by adding additional dice to your applicable roll regarding that Lore. If you don't; they can roll 8 Dice, Difficulty 7 to potentially recall and explain that Lore to you. These lores can also be taught to you in a similar manner to Mentor, in which you bypass the Research portion of advancement and gain half the rating (rounded up) on the Master portion. Guides will not help others on your behalf, they are strictly interested in helping your Character only. They will also abandon your Character if you're associated with the damned in any way (under a blood bond, embraced, serving as a Ghoul, etc).
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Post by Triple 7 on Feb 23, 2019 2:11:19 GMT -8
HERD (Only available to Kindred characters.)
As written on Pg. 114, V20. Herd is able to perform minor actions for you, but not able to perform downtime actions for you. As much as they love offering you their blood, they have regular lives outside their kink. They are expected to uphold those lives and keep this aspect of their life private. Without further enforcement from a Blood Bond, Dominate, or Presence; your Herd keeps their lives separate from their private world with you.
Any minor action your Herd performs for you that requires a roll is made with 3 Dice.
This Background can be shared with a Coterie.
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Post by Triple 7 on Feb 23, 2019 2:13:21 GMT -8
INFLUENCE Every other level grants an influential mortal contact in a area of Influence that your vampire can leverage to get certain actions performed on their behalf. All influence actions are indirectly made via mortals. Your character's Influences (and the hapless humans behind them) may be lost, taken, or raised through the course of the game. You will need to submit a Downtime Action Request to grow or utilize Influences. Growing an influence (from 1 dot to 2 dots, for example) counts as using the Influence, and typically takes a month to acquire the contacts in the city.
Influence actions are considered hidden. However, character may investigate the motives behind these actions. If those mortal contacts are destroyed or otherwise hindered, it may result in the loss of a rating for the character initiating the original attack, despite those investigating characters knowing whom initiated the attack in the first place.
Influence cannot be purchased at Character Creation. It must be purchased once a character has arrived in the city she wishes to influence. Like all backgrounds, the cost of Influence with XP is the same as Abilities.
INFLUENCE RATINGS
● | A single area of Influence. | ●● | No change, just the extra die to roll. | ●●● | Gain one additional area of Influence. | ●●●● | No change, just the extra die to roll. | ●●●●● | Gain a second additional area of Influence. |
As shown above, a single individual character can only have at maximum of three Influences (with Influence 5), unless they have access to Allies with Influences. There is no mechanical advantage to "doubling-up" an area of Influence. INFLUENCE USES - Acquiring Things - Weapons, Armor, Blood, Books, Cash, Businesses, Bodies.
- Learning Things - Investigating People, Events, Actions, Holdings.
- Hiding Things - Covering Up Actions, Holdings, Events.
- Stopping Things - Hindering Actions, Events, People, the City.
- Investigating Things - Patrolling, Canvassing or Research feats.
- Moving Things - Populations.
Generally the Charisma or Manipulation Attributes are used (whichever is highest) to roll, along with the Influence rating. Successes will determine how well the action is performed.
For a reference on area based requests; actions that effect a business would be Difficulty 6. A city neighborhood, Difficulty 7. The district involving multiple city neighborhoods, Difficulty 8. The entire city? Difficulty 9. Maybe you're trying to influence the success or the failure of a nightclub; Charisma/Manipulation + Capital Influence, Difficulty 6. Are you trying to sway the political opinion of a city district? Charisma/Manipulation + Civics Influence, Difficulty 8.
The amount of successes needed to perform elaborate various actions will be Difficulty x2. In the above example; the success of the nightclub would need 12 Successes, while swaying the political opinion of a district would be 24 Successes. These are extended downtime actions and you get 4 per month.
AREAS OF INFLUENCE Capital - A category of people and assets deemed to have greater social status or prestige in the mortal world, and their related affiliations, social events and practices. These connections represent the jet set millionaire 1%'ers and the elite glitterati of both the social and financial strata that can usually afford the ignore kind of jealousy they inspire. This is a financial focused Influence that reaches into high society tiers of success. Civics - The people, processes and procedures of city government and key utilities are managed within the Civics influence. From those public utilities like the fire department to public political offices, if it has to do with the governance of people or assets, it relates to the civil and civic duties of the various mortals within these bureaucratic structures.
Communications - The media of the Modern Nights can be confusing to Kindred of ages past. Though many Kindred understand newspapers, radio and even television, most are at a loss to explain the power of a hashtag or the effects of a popular blog. This is the power of mass communications, it's people, and the appeal of its power to sway the masses. This isn't just news coverage, but how people communicate with others. This covers major forms of celebrity mediums as well, both popular or otherwise; acting in all forms, singing, writing, etc.
Corporate - From the storefronts at your neighborhood mega-mall to the churning refineries that power the manufacturing industries, the Corporate influence governs the production, infrastructure and people assets of the American Dream as controlled by the moguls beyond the money and their workforces.
Criminal - Everyone on the street knows that what the world can't, or doesn't wish to see is worth a buck or two. The criminal influence covers those that live beneath society's notice, from bums to dealers and the organizations that make their own rules and buy and trade information, vice and equipment the law would never condone. Education - The halls of accredited institutions and hallowed halls of higher learning's scholarly pursuits contain vast stores of expert knowledge, and no small amount of pull when it comes to specialized information or even equipment. Those with pull over tutors and professors have knowledge at their fingertips and the trappings of academia available.
Law Enforcement - When the gavel rings out and the sirens scream loud, those with their claws in this influence have the enviable opportunity to decide who ends up on the right side of the law and who is able to evade it. From beat cops, lawyers and the investigations they perform, judgments flow, and justice can be at your service.
Logistics - Planes, trains and automobiles, ships, buses, taxis and their operators all earn their livelihoods from moving things from here to there. Those who wish to be movers and shakers with literal movers and shakers need look no further than the Logistics influence and its associated tools and personnel.
Medical - Everything from advanced medical personnel, training and equipment to access to late that power the manufacturing industries, the night blood bank withdrawals is potentially accessible under the Medical influence. It is a wise Kindred that has the foresight to have extra access to blood for a rainy night, or the ability to discreetly bag up an especially pale corpse.
Mystical - From established religions to secretive cults, the mystics and priests of the world, their hidden Apocrypha and forbidden knowledge is accessible to those Kindred who choose to cultivate their ties to mortals of the mystical and religious bent. Though knowledge is power, some comes with a price, for some of the devout may know of vampires.
This Background can be shared with a Coterie.
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Post by Triple 7 on Feb 23, 2019 2:27:26 GMT -8
LIBRARY (Only available to Mortal Arcanum characters.)
As written on Pg. 140, HH2. This Background does not represent a personal library, but how to navigate the books in any library. This mechanic effects any occult topics; including research and mastery rolls.
This Background can be shared with a Coterie.
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Post by Triple 7 on Feb 23, 2019 2:27:46 GMT -8
MEMENTO DE MORTE (Only available to Clan Giovanni.)
The benefits of Memento di Morte affect all Necromancy rolls.
The maximum rating one can have for Memento de Morte is 5. Characters may have multiple items at varying ratings provided it doesn't go beyond Memento de Morte 5. When using a Memento, you must handle it in some manner appropriate for the Memento. Tying a victim up with the rope from a hangman's noose, dropping finger bones of a strangler's hands similar to reading oracle bones, or breathing in the vapor produced from a gas chamber's valves while completing the Necromancy action are all examples of how a Memento de Morte must be used in conjunction with your Necromancy.
This Background cannot be shared with a Coterie.
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Post by Triple 7 on Feb 23, 2019 2:28:06 GMT -8
MENTORAs written on Pg. 115, V20. Mentor and the mentor level must be defined at purchase. That mentor will always be that level (unless story dictates otherwise). Mentors may be from published stories in the World of Darkness provided they are appropriate to the concept or created by the Player requesting them. Mentors must be Kindred NPC's. Mentors have access to supernatural Knowledges and traits such as Attributes, Abilities, Lores, Languages, Disciplines, Combination Disciplines, magical Paths and Rituals (if applicable to a given sorcerer class), as well as morality Paths and may be taught by them. High level mentors may elect to send someone else to teach Disciplines or Abilities. To use a mentor, you must spend a Boon each time. (First use is free - you already paid for it at creation.) While they are your Mentor, nothing is ever for free and you might be expected to perform tasks for them to prove you're worth teaching. Passively a mentor will always attempt to look out for your character's well being from their perspective. Passive does not cost Boons. You may purchase multiple Mentors but may never accumulate more than 5 dots in the rating. This Background cannot be shared with a Coterie.
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Post by Triple 7 on Feb 23, 2019 2:52:40 GMT -8
RESOURCESThis background is treated per the book. For clarification, a guideline for general monthly pocket money for a Kindred with Resources is listed below; this is a guideline for how much cash on-hand that Kindred would have without dipping into their assets, kind of like a monthly salary or allowance. While a Kindred’s actual worth is likely 10-100 times that value, those assets may not be easily liquidable and would take time to actually be useful. Individual character may only have a maximum rating of Resources 5. Stats above Resources 5 is represented for Coteries. We use this Background like a monthly rating. You have the below Resources to spend for the month similar to an allowance. If you don't use it, you lose it. Consider the leftovers spent on mundane narrative charges that maintain things like the Communal Haven's electricity, fuel for your vehicle, a cocaine addiction for your Retainers, etc. ● | $1000 | ●● | $10,000 | ●●● | $50,000 | ●●●● | $100,000 | ●●●●● | $250,000 | ●●●●● ● | $1,000,000 | ●●●●● ●● | $2,500,000 | ●●●●● ●●● | $20,000,000 | ●●●●● ●●●● | $100,000,000 | ●●●●● ●●●●● | $250,000,000 |
This Background can be shared with a Coterie.
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Post by Triple 7 on Mar 7, 2019 18:38:51 GMT -8
RETAINERS Each Retainer gives your character the services of one extremely loyal mortal or Ghoul Retainer. Your Retainer has three ABILITIES they are exceptional in. They receive 8 dice for these three ABILITIES and 3 dice for everything else (not including Knowledges which default to "no rating, no roll"). This means that with the exception of their Humanity rating, everything is listed as a 3. For the purpose of target difficulty in rolls against them; their virtues are listed at 3 and they will have Willpower 3. Their Humanity rating, due to the nature of being in the service of blood sucking monsters; will be Humanity 6.
If the Retainer is a Ghoul, they have 3 blood points (BP's) for boosting Physical Attributes, healing, or activating Disciplines per evening. This represents their subtle power compared to Kindred that have a minimum blood pool of 10BP's. Though we don't really use their Physical Attributes in a traditional fashion, it comes in to play when soaking damage, or Strength for some Brawl maneuvers, and Dexterity based actions like with Melee, Firearms, Athletics, etc. If using BP in Downtime Action Requests, they will be down the same number of BP's for the month. Retainers will be added to the Realms of Darkness tracker (either as a Ghoul or a Human) for ease of continuity on their blood, vitae usage, willpower, etc. Please use Blood 10 (7 if applicable), Vitae 3 (if applicable), Willpower 3, and Humanity 6 for their stats.
Regarding Willpower (WP), they have 3WP per day that refreshes each day. If using WP in Downtime Action Requests, they will be down 1WP or more up to their 3WP for the month.
A player may substitute 1 Ability for a Merit at Storyteller discretion, provided it is applicable to the setting and the theme of a Retainer. If the Retainer is a Ghoul, they will automatically receive Potence 1 and a second Discipline chosen from their Domitor's in-Clan Disciplines only (Domitor's with Potence in-Clan and of suitable Generation may allow their Ghoul to have Potence 2 instead of second Discipline). This includes Blood Magic and they will subsequently receive their free Level 1 Ritual.
For the purposes of teaching others, Retainers are considered teachers for only the three things they are exceptional at. They cannot teach Disciplines.
PC Ghouls (Ghouls actually played by Players) may have Retainers, but must have at least one dot of Resources per dot of Retainer to justify non-blood bonded, paid assistants.
Example: Retainer 1 has his three awesome things listed as "Alertness, Drive, and Stealth". For any roll related to those three things, he gets 8 Dice to roll, standard. He may also teach your PC as well as other PC's Level's 1-5 of Alertness, Drive, and Stealth. If at some point in his nightly driving duties he needed to perform a drive-by on a local gang; he would get 3 Dice to attack for it being related to Firearms. SPECIALIZED RETAINERS
- Animals: Animals are a rare breed, hehe. For that, you couldn't really have a monkey who excels at Computers. There are some Abilities and Merits that just don't make sense in the grand scheme of things. For that, we are putting a cap to what can be used with Animal Retainers. Alertness, Athletics, Awareness, Brawl, Intimidation, Animal Ken, Larceny, Performance, Stealth, and Survival are the only traits available for them. Even then, it doesn't make sense for a pigeon to have 8 Dice for Brawl, but a circus performing dancing bear might have Performance listed. Rats, monkeys, or raccoons might have 8 Dice of Larceny to get their grubby paws on small objects. A large canine might have 8 Dice of Intimidation to use on intruders along with his Brawl. In the end, there is a lot of wiggle room here and you should talk to the Storyteller on the type of Animal Retainer you're interested in. The same goes for Merits that might not make sense.
Ghoul Bestiary's will gain their specialized ratings in Health Levels, Armor Rating, and Blood Pool found on Pg. 172-176, G&R to represent their differential sizes and unique character features like dense fur, scales, tough hide, etc. This is a balance between them getting 8 Dice in something but restricted to their individual sizes. Animals are usually given a certain amount of dice for attacks and soak. Here at JbN we use the "three awesome things" system for their Abilities, which means their attack dice pools are at 8 Dice if they specialize in Brawl. Its a give and take kind of system.
- Szlachta: Found on Pg. 177-178, G&R; Szlachta are a creation all their own under the Retainer Background. Unlike your typical Retainer, Szlachta are not intelligent creatures capable of complex thought or showing much of a personality beyond obedience of their masters. They are meant to be created as sentries, guardians, and meat shields at best. They will still have their own Downtime Action Requests per month and count against your maximum Retainers 5 rating.
The process for creation described on Pg. 177, G&R says; "The Szlachta are created from a painstaking process that involves starving and torturing a ghoul in order to ensure the victim is more compliant. Most, if not all, of the Szlachta do not emerge from this process unscathed. They are barely lucid, have little to no will of their own, and are not expected to have a long lifespan." We take this to mean that they are tools designed for few tasks beyond violence or manual labor.
Due to the process for creation; Szlachta will be treated as an rare item for the purposes of crafting them by rolling Dexterity + Medicine at the appropriate Difficulty. Most are described as having spurs, spines, and armored bone plates crafted on them. For that reason, characters looking to create Szlachta must have Vicissitude 3 and Tzimisce Lore at minimum to craft these specialized Retainers.
Because of their unique creation, we are using the character sheet chart found on Pg. 178, G&R as a guideline for stats. They will still only have three things they're amazing at, but gain the added benefit of their armor rating (Class 4: AR 4, PN 0) and we will use the Health Level's (OK, -1, -1, -2, -2, -5, Incapacitated) and Attack guidelines found on the same page. All Szlachta will have the following guidance for a character sheet: Alertness, Athletics, Brawl - Potence 1, Fortitude 1 | Attack Damage: Bonecrafted weapon is S+2B/L, bite is S+4L.
- Gargoyles: Let me start off by saying that I have always hated the idea of Gargoyles as Kindred. To me, they should have been a specialized form of Retainer. For that reason, I am altering them to reflect this new understanding of what a Gargoyle should look like mechanically here at JBN. As you could guess, this comes with a few cultural and political changes that Players will need to recognize as Gargoyles are encountered in the future of the Chronicle. All of this will be detailed in Traditions & Treaties.
First and foremost; Gargoyles are still created using At Our Command It Breathes (Level 5 Thaumaturgy Ritual) found on on Pg. 106, Rites of the Blood. The subtle difference to this is that instead of using two Vampires, you need to use one Vampire and one mortal to represent it becoming a Retainer rather than a full Kindred by itself. The mechanics are the same and the ingredients are similar; but you only use one Vampire instead of two. The choice of Clan determines what sort of Gargoyle you have created. To keep things simple, only those three Clans will successfully create a new Gargoyle.- Scout (Nosferatu): Alertness, Athletics, Stealth - Potence 1, Visceratika 1
- Sentinel (Tzimisce): Alertness, Athletics, Brawl - Potence 1, Visceratika 1
- Warrior (Gangrel): Athletics, Brawl, Melee - Potence 1, Visceratika 1
All Gargoyles will still only have three things they're amazing at, but gain the added benefit of their armor rating (Class 4: AR 4, PN 0) and we will use the Health Level's (OK, OK, OK, -1, -2, -5, Incapacitated) with attack guidelines of Claw (S+1L), Bite (S+1L), and Tail (S+1B). When the Domitor meets Final Death, the Gargoyle they hold as Thrall will crumble to stone immediately after. They will turn to stone during the day, which means they will not be available for protection as normal Retainers are. They cannot be embraced and will always be an automatic fail if an embrace is attempted. They will still have their own Downtime Action Requests per month and count against your maximum Retainers 5 rating.
SEEN AND NOT HERD Retainers are not omnipresent. Retainers are considered to be with their Domitor during the day, should an attack occur on her Communal Haven. Retainers are not necessarily assumed to be with the Vampire for ambushes during play. Players should specify with the Storyteller (in your private thread is acceptable) if they are being escorted by their Retainers. On the same token; the focus of this Chronicle is your primary Character, not the help. We expect that if your Retainers are in a scene, it is as a supporting cast to your primary Character.
DOWNTIMES & RETAINERS Retainers are sometimes able to perform downtime actions depending on the task you are requesting. A Retainer can, for example, patrol your character's domain; albeit somewhat poorly if they are not good at such things. (Such as not having Alertness or Awareness listed as one of their three Abilities.) Your Retainers can make the checks associated for growing a business, but you must still expend the actions to build up the infrastructure. However, if you assign a Retainer to contact a mentor, you should expect to lose both. Likewise, your Retainers cannot activate things on your character's sheet associated with your character's personal presence or powers, such as Influence or the Merit: Oracular Ability.
Individual dots of this Background can be shared with a Coterie.
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Post by Triple 7 on Nov 17, 2019 2:41:24 GMT -8
RITUALS( Only available to Kindred characters.) Learning these Sabbat Rituals require a downtime action. Players may only take Level 1 of this Background at character creation as the focus of this game is on the Camarilla. While Sabbat infiltrator concepts are expected and encouraged; not everyone has a full understanding of what the Sabbat involves and only Priests have the power to invoke such Rituals. Currently, Sabbat concepts are mostly unfamiliar with their Sect's true culture. Characters are expected to have a minimum amount of understanding regarding their culture. Player's have the choice on which Ritae is listed, but are not allowed to create their own Rituals. • | 3 Auctoritas Ritae | •• | 6 Auctoritas Ritae / 1 Ignoblis Ritae | ••• | 10 Auctoritas Ritae / 2 Ignoblis Ritae | •••• | 10 Auctoritas Ritae / 3 Ignoblis Ritae | ••••• | 10 Auctoritas Ritae / 4 Ignoblis Ritae |
This Background may not be shared with a Coterie.
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Post by Triple 7 on Nov 17, 2019 2:41:40 GMT -8
SPIRIT SLAVES (Only available to characters with Necromancy.)
Spirit Slaves use the same mechanics as Allies listed earlier. Instead of being Mortal, they are ghosts that effect their environment in other ways. Make no mistake; they are servants and called slaves for a reason. Nothing they do for you comes free. It will take Necromancy to control them. This isn't a benevolent relationship. They have their own society to worry about and interfering in the Skinlands comes at great risk to themselves. The price for their servitude to you is your protection from the other Wraiths that want to enforce their own laws for interacting with the living.
Just as Allies, they can be considered teachers for the purposes of teaching things. Allies get 2 things they are exceptional at that they receive 8 dice for; either 2 Abilities, 2 Influences or 1 Ability and 1 Influence. They can only use these two exceptional things.
Without the Merit: Medium, The Sepulchre Path 2 (Summon Soul), or The Ash Path 2 (Lifeless Tongues); you cannot hear Wraiths verbally or mentally; unless they have manifested in the Skinlands. Necromancy must be activated by rolls to have conversations with the dead. Similarly, Wraiths will not manifest into the Skinlands unless they are forced. Using The Sepulchre Path 3 (Compel Soul) will force them to use their exceptional Abilities. The other option is to use your social prowess and intimidate them into believing that going into the Skinlands and risking the Hierarchy's wrath is more acceptable than dealing with your wrath here and now. That will require a Manipulation + Intimidation, Base Difficulty 6 with a minimum of 3 Successes to convince them. Note: Threatening their Fetter during this gives a -1 Difficulty modifier. If there is no reason to effect the Skinlands, they will typically cooperate out of fear of retribution. While this is not always true, it is especially true for Downtime Action Requests. It is always subject to the whims of the Storyteller for dramatic purposes and will always be required during combat.
It is generally understood that unless actively doing something, your Spirit Slaves will remain in their fetters. Note: Wraiths cannot be detected while in their Fetters. If bringing the fetters with you, please make a note of it in the scene or on your sheet somewhere. It may look odd for you to carry around a bowling pin, but you never know when you're going to need that Athletics based Wraith you keep in your back pocket. Unless annotated, we will assume that the fetters remain safely at your Communal Haven for the scene.
For effecting the Skinlands, it will be base Difficulty 7. That means if you want them to mystically effect the Skinlands, it will be an increased Difficulty. Keep in mind that a Wraith's primary environment is the Shadowlands. The more they use their abilities in the Skinlands, the more they put themselves at risk with their own society. The way a Wraith effects their surroundings in the Skinlands as well as the Shadowlands is represented by the 30 Abilities listed on the V20 sheet and the Influence Background. Each ability has their own unique way of effecting the environment while Influence is used by possessing the right people and achieving the same goal in the Influence you're looking to effect. As mentioned on Pg. 109, LotC; Wraiths have the ability to manifest themselves into the physical world. Doing this will cost them not only an action, but a point of Willpower to perform (returning to the Shadowlands does not costs only an action). We will ignore the Willpower roll referenced as well as the Passion expenditure as it isn't a mechanic we support.
Abilities - Alertness: For a Wraith, Alertness is pretty straight forward. They can observe things really well from behind the Shroud and spy on others. When it comes to Kindred, this doesn't allow them to see past Obfuscate, but they can observe the mundane better than most.
- Athletics: Wraiths can use Athletics to cause items in the Skinlands to levitate or even be thrown from across the Shroud. This is similar to Thaumaturgy 1-5 (Path: Movement of the Mind). Each level used is at a Difficulty directly related to the Level +3, adding an additional +1 Difficulty to effect the Skinlands. This penalty does not effect them in their natural environment behind the Shroud. This ability will also allow for flight within the Shadowland, floating or using wings to transport themselves through the Underworld.
- Awareness: Similar to Alertness; Awareness is having a sixth sense for the supernatural. While Wraiths cannot have additional Lore to understand anything more than Wraith Lore, they can serve to feel the unusual in an area. This allows Wraiths to roll Awareness, Difficulty 8 in order to perceive the aura's of others. Having Awareness as one of their two awesome things enables them to step into the Astral Reaches (Where Kindred go when using Auspex 5 (Psychic Projection). When testing between Awareness and Obfuscate, the Wraith will always have the same number of Auspex as the target has in Obfuscate. (Forcing the test.)
- Brawl: Beyond using Brawl behind the Shroud, Wraiths can spend 1 turn manifesting to become corporeal in the Skinlands and use their Brawl as any other person might. Please keep in mind that they will still only have Attributes at 3, but can be a sudden turn of advantage should they start solidifying around an enemy in a fight adding multiple opponents.
- Empathy: This is used mostly for body language, gaining motive, or carousing others. Wraith can use this to support their masters from across the veil as an extra pair of eyes and help them understand what they might be dealing with in terms of another's emotions. They can use this ability to effect another's mood similar to Dementation 1 (Passion) and force the emotions of others to be altered.
- Expression: While not as strong as some of the other Abilities listed, Expression can be used to properly write speeches or aid their masters by putting their words into something more eloquent than they're capable of producing.
- Intimidation: This is how Wraiths are able to convince others to leave a place immediately. Similar to Presence 2 (Dread Gaze) and Chimerstry 3 (Apparition), Wraiths can roll Intimidation, Difficulty 7 against a targets Willpower, Difficulty 6 to put the fear of the deceased into them. This is how Wraiths cause walls to bleed, or a staircase to force vertigo on another. If a target has the Flaw: Phobia on their sheet, it instinctively will go for that fear first. It is all an illusion and cannot harm them but will force a target from the area if they're not able to withstand the Intimidation.
- Leadership: Using this, Wraiths can support their masters with tactical advice on how best to assault things from their perspective across the Shroud. Wraiths can see the weaknesses in people, places, or things. It isn't so powerful that it will reveal an adversaries weakness; but it might offer tactical advice on how best to approach assaulting a building based on the information they can see from across the Shroud.
- Streetwise: As a basic function of supporting their masters, Wraiths have a deeper understanding of the streets than most others. They spend their time wandering and observing the very lives of the living. They hear rumors, they see crime, and they witness deaths every nights on the streets.
- Subterfuge: Wraiths know how to manipulate others. Instances of this Ability in the Skinlands would be a target hearing voices of their most beloved allies planning their murder. It represents any falsehood happening by using illusions to convince the senses. Use of this in the Skinlands is at Difficulty 7.
- Animal Ken: This Ability can be represented by possessing animals directly, influencing a pack or swarm of animals similar to Animalism 1-2, 6 (Feral Whispers, Beckoning, Species Speech) to attack others, or offering advice on how best to deal with an unruly animal. If effecting the Skinlands, it comes at a Difficulty 7 roll. We will also use this as a way to tame or domesticate animals in the Shadowlands. Wraiths can use them as mounts like horses, stag, moose; pending availability of such creatures in the area.
- Crafts: Wraiths can build things behind the Shroud; they can also assemble things in the Skinlands for their masters should the need arise. They are capable of repairing items, similarly.
- Drive: Using this Ability is as simple as a Wraith becoming corporeal and driving you around. They can also remain incorporeal and drive you around as a phantom; a transparent image of themselves. If not becoming corporeal, their efforts are at Difficulty 7. This will also allow them to operate other vehicles beyond automobiles. They can use this to navigate the Shadowlands in ghostly vehicles rather than walking. As usual, this will cover any mode of transportation that is mechanical in nature.
- Etiquette: The art of haggling and offering advice on how best to appeal to someone socially is the purview of Etiquette. Wraiths can navigate the social worlds better than most, having watched and learned through the centuries regarding multiple cultures.
- Firearms: Similar to the other martial Abilities, Firearms is as simple as becoming corporeal for the action and then pulling the trigger. Alternatively, they can ruin firearms for your rivals and force the equipment to malfunction. Doing so is at Difficulty 7.
- Larceny: More than just stealing something, Larceny is the Ability that allows Wraiths to bypass security for their masters. They can open physical locks or offer advice on how best to breach a security based on the information they have learned while incorporeal. If effecting the Skinlands, they are at Difficulty 7.
- Melee: Like the others, Melee is represented by the Wraith forming hand-to-hand weaponry from the shroud and manifesting into the physical world as a corporeal agent capable to using weapons.
- Performance: Wraiths are able to force multiple musical instruments to perform as if no one is playing them, as well as haunt the halls of locations without any music playing. As if a target has their own eerie soundtrack playing for them while they explore. Additionally, entire scenes can be played out and viewed as illusions for others in the form of haunting apparitions.
- Stealth: Even incorporeal, Wraiths need to use Stealth. There are Vampires capable of seeing them across the shroud when the Wraith is spying on others for their masters. Additionally, this ability represents a Wraiths effect to hide things or disappear all together similar to an illusion.
- Survival: Tracking, creating traps, as well as finding shelter from the rays of the sun are all hallmarks for the Wraiths ability to use Survival.
- Academics: Languages, History, general subjects; there isn't much knowledge that is hidden from a Wraith with Academics. They are able to translate, ahem, dead languages.
- Computer: Supernaturally, they are able to possess the electronics software and bend it to their will. This is how Wraiths bypass digital security, or monitor computer programs across the Internet. They are literally, Ghosts in the Machine. They are able to use something similar to Thaumaturgy 3-5 (Path: Technomacy). Each level used is at a Difficulty directly related to the Level +3, adding an additional +1 Difficulty to effect the Skinlands.
- Finance: With this Ability, Wraiths are able to trace the money and look into the financial obligations of others. More importantly, they can generate false money transactions and offer advice for their masters.
- Investigation: From across the shroud, the Wraiths are able to investigate others for their masters. While not able to perform Investigation tasks based on character advancement, they can certainly launch their own investigations into others and use all the resources at their disposal to do it.
- Law: Effecting the legal system; they can draft up false litigation, understand police procedure, and pick apart a contract easily enough.
- Medicine: Wraiths with this Ability are capable of healing and helping the living. They intuitively know the Health Level's of others and if they are dead or alive. They may possess others individually and use their targets similar to Thaumaturgy 1-5 (Path: Master the Mortal Shell). Each level used is at a Difficulty directly related to the Level +3, adding an additional +1 Difficulty to effect the Skinlands.
- Occult: The general occult knowledge Wraiths possess is remarkable. While not true Lore, they do have the basic understandings of how magic works and what it takes to haunt others using this craft. They can use this similar to Thaumaturgy 2-4 (Path: Father's Vengeance). Each level used is at a Difficulty directly related to the Level +3, adding an additional +1 Difficulty to effect the Skinlands.
- Politics: Beyond the general advice they can offer, Politics is used to understand how best to approach a political rival.
- Science: This Ability can manifest in a number of fantastic ways creating true fire similar to Thaumaturgy 1-5 (Path: Lure of Flames). Each level used is at a Difficulty directly related to the Level +3, adding an additional +1 Difficulty to effect the Skinlands.
- Technology: Dealing with the hardware side of things, they are able to use something similar to Thaumaturgy 1-2 (Path: Technomacy). Each level used is at a Difficulty directly related to the Level +3, adding an additional +1 Difficulty to effect the Skinlands.
This Background cannot be shared with a Coterie.
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Post by Triple 7 on Nov 17, 2019 2:41:57 GMT -8
STATUSAs written on Pg. 118, V20 and Pg. 123, HH2. KINDRED Status is considered your character's personal standing in the political Sects. (Anarch, Camarilla, and Sabbat) It is globally recognized, instead of simply based on what city you're involved with. Kindred have all of immortality to gain Status and standing within the society. With that being said, we are but humans playing a game. I don't expect this game to last forever. It doesn't make sense for a real-time game progressing at real world speeds to gain multiple increases in Status. With that in mind, character may only increase their Status rating once in the course of the story. That means a character who was created with Status 2 may only ever move to Status 3. Thankfully, the same can be said for losing Status in the course of the story. The Prince and Harpy's will carefully consider the decision of lowering someone's Status. The chosen Harpy has the ability to be a Status-Monger here at Jyhad by Night, using the optional rule on Pg. 19, V20 Companion. They may effect any one character with a -1/+2 Status modifier at a time. It will cost the Harpy to activate this ability. Should the Harpy care to effect a character with their favor or disfavor, they will need to spend 1WP to do this. The duration of this effect will last as long as the Harpy cares to extoll their virtue. It does not cost the Harpy anything to revoke this effect and the Status modifier will be considered temporary. Only the Prince or their acting Seneschal has the ability to remove or award permanent Status. Status is based off one identity; your Alternate Identity or your true identity. Status costs 2 Background Dots/Freebie Points per 1 dot of Status at character creation. Increasing Status IC does not cost XP. ● | Known | ●●
| Respected | ●●●
| Influential | ●●●● | Powerful | ●●●●● | Luminary |
This Background cannot be shared with a Coterie.MORTAL Status is your standing within the Society of Leopold, Government agency, or Arcanum college. Unlike Kindred, mortal Status has the ability to rise or fall quickly. It also represents your place in the organization. Without this Status, your character will not receive the institutional support from them. Due to the nature of this Chronicle, the institution will likely be ran by the Players. There will not be an institutional presence in your city. With that in mind, Players can expect to work closely with the Storyteller if they're looking to raise this Background. This Background replaces Rank, found on Pg. 134, HH2. Status costs 2 Background Dots/Freebie Points per 1 dot of Status at character creation. Increasing Status IC does not cost XP. Rank | Society of Leopold | Government Agency | Arcanum | ● | Tertiary | Special Agent or Lieutenant 1st Class
| Associate | ●●
| Councilor
| Senior Special Agent or Captain
| Neophyte | ●●●
| Abbé
| Special Agent in Charge or Major
| Journeyman | ●●●●
| Censor | Section Chief or Colonel
| Elder Brother | ●●●●●
| Provincial | Regional Director or General
| Chancellor |
Arcanum: Members go through several levels of initiation, with those at the fringes of the organization called "associates". These are folks who have learned whom the Arcanum are and want to be a part of that community. The only way of entering the society is through invitations (from a Journeyman), so these associates work to prove themselves useful. New initiates are called Neophytes, who after a period of training (and undergoing the Initiation Rite found on Pg.138, HH2) become a Journeymen. Those Journeymen who take on the responsibility for shepherding Neophytes are given the rank of Elder Brother or Elder Sister. This Background cannot be shared with a Coterie.
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Post by Triple 7 on May 12, 2020 4:27:20 GMT -8
TITLES (Only available to Kindred characters.)
As written; on Pg. 24-27, V20 and Pg. 17-33, V20 Companion (V20C) go into a lot of great detail on what the titles represent as a whole. What is listed below is a regional understanding of how the titles should be representing their duties for individual cities. Titles are strictly appointed by city and only a few carry with you to other cities as a representative of the city you're coming from. We're approaching this from an out-of-character perspective because we would like for your characters to have this in mind when they obtain the proper Sect Lore to know the difference between titles (ignorance of the Title does not prevent the Title from affecting your Character if applicable).
After purchasing the Title and obtaining it on your sheet, you may spend one Willpower (WP) to activate the Title. This allow the number of dots associated with your Titles rank to be added to social rolls where applicable. Camarilla Titles are used with Camarilla Kindred, Clan Titles to be used with the associated Clan. Sabbat are not likely to recognize your Title. Anarch's will likely not respect your Title at all. There are a few Titles that transcend Sects, however, and those should be recognized if applicable.
TITLES COST XP If your character gains a Title you have the option to spend XP per Titles (Pg. 16, V20C) in order to socially gain the ability to spend Willpower to add a Title to Status for Social challenges. Otherwise your character does not have this ability, they are a Seneschal/Scourge/Primogen in name only with very little weight. Everyone can tell that your character's heart just isn't in the job, and the vultures may start to circle. If and when a Title is lost, any XP spent is lost as well. Fortunately, your character's Titles are cheap (1XP per dot of Title).
MOVING TITLES Moving from a lesser Title to a greater Title (such as, from Hound 1 to Sheriff 2) will cost you a difference in XP of the Title dots. In this case, if you have purchased the Title "Hound" and the Prince promotes you for whatever reason, you need only pay the 1XP difference to acquire "Sheriff". Moving from a greater Title to a lesser has a greater social cost than an XP one. Chances are there is some embarrassment or hurt feelings (hopefully all in Character) over these actions. If one was the Seneschal and asked to assume the mantle of Sheriff, these Titles could be transitioned between with no XP cost associated with them. In order to qualify for a transitional Title, you need to have purchased the Title you are moving from and you must declare your intention of purchasing your new Title with the Storytellers within one week of this transition.
GRANTING/STRIPPING TITLES Titles are earned in Character, but in some rare cases Titles can be purchased with XP at Character Creation. Titles are granted by authority; and cost that authority 1WP to grant a lesser title to someone else. Authority tends to be a Sectarian leader; like a Prince or a Sheriff. Promotions still cost the person with authority 1WP to elevate the new Title, but does not cost 1WP for removing the previous title (Primogen to Seneschal only costs the person with authority 1WP to promote the individual rather than "stripping" the individual of their Primogen title). Demotions, or stripping a title completely will still cost the person with authority 1WP. A Character may refuse a title at the time of promotion, but risk in Character scrutiny as expected. They can also denounce their own title at any time (in the case of a defection or a change of heart) for the cost of 1WP of their own.
Those listed below are meant as a general understanding of what Sectarian Titles represent here at Jyhad by Night.
ANARCH - 5 - Baron: You will note that the title of Baron has increased from 4pts. to 5pts. to reflect being on par with a Prince, provided the Anarchs ever get their shit together long enough to drive not only the Camarilla out of the city, but the Sabbat as well and name a Baron suitable to hold the position. This reflects the in Character narrative for the Jyhad by Night (JbN) rules we use. We would like to portray that the Anarchs are mostly factionless gangs independent of a ruling organization and stepping out on their own into the night.
- 4 - Gang Leader: Following the understanding that the Anarchs are broken up into individual coteries rather than banding together in a massive organized movement is the title of Gang Leader. You own your own gang as their leader and as such may assign titles to others, claim Domain in sections of the city, and defend your turf as the case may warrant such defenses. These gangs may even be rivals with one another; fighting over property, business, and blood like anyone else in the city.
CAMARILLA - Prince: Generally the one who makes the law in a chosen Domain, the Prince is supported by the very people she rules over either through fear or respect. (Maybe a little of both?) The Prince hands down their understanding of the Traditions, or rather; their interpretation of those Traditions. It is strictly up to them to delegate lesser titles to other Kindred in support of enforcing those Traditions. They may establish any policy they see fit to enforce until another decides they have had enough of their authority. Prince's are usually brought low by violence and putting your rival to Final Death. Once declaring Praxis; you must hold the title for a month settling any challengers until being able to purchase the title. Once the title is purchased you may assign other titles to Characters and portion out Domain to the city residents you feel are worthy to hold such a claim.
- Seneschal: Looked upon as second-in-command; the Seneschal is there to weed out any annoyances that the Prince doesn't feel warrant their attention. Typically this falls to initial introductions of newly arriving Kindred, preliminary discussions about Domain, and casual conversations about creating a Childe. However, the Seneschal is more than just a secretary. In times when the Prince is unavailable, such as while they are in Torpor or away on business elsewhere in the world; the Seneschal is in control of the city. They may create policy or hand out titles in the Prince's absence. They can settle disputes, hold Court, call for the Final Death of unruly Kindred, or even award Domain to others that warrant it. They may do all this, but they had better have a good reason for doing it. I pity the Seneschal that brightens the sunrise with the Prince's favored allies without knowing all the facts. Once the title is purchased you may assign other titles to Characters and portion out Domain to the city residents you feel are worthy to hold such a claim.
- Primogen: One of the biggest changes from Revised Edition to V20 is the dynamic of Primogen. Where once a Primogen was typically the Elder of the pillar Clans within the Camarilla that formed a council and advised the Prince, has become strictly advisers. Both understandings are suitable for this Chronicle. As a Storyteller, I prefer having a Clan Head, or at least a voice, for each Clan and that voice be a part of a larger council for the Prince and Seneschal to pay attention to. I feel that this understanding gives Primogen more power as the voice's for their Clans. Whichever way the current Prince would prefer to run the city is fine; but the preference is as a voice for the Clan as well as an adviser to the Prince.
Primogen don't always have to be the Clan Heads for their Clan, but they can be. Such examples of this distinction is Clan Nosferatu; who has a Clan Head as well as a separate Primogen that speaks on behalf of them. The Clan Head is expected to run the Clan and keep their agenda moving while their Primogen deals with the rest of the Camarilla and makes the Clan's interests known to the Ivory Tower. Other notable distinctions is something similar to how Clan Tremere will often have a Regent as Clan Head and a political diplomat as the Primogen.
If following the line of thinking that Primogen will be the voices of their Clan, a character must gain the support of the existing council to represent their Clan on that council. Being a Primogen is serious business, and the Primogen take their responsibility seriously. For that reason, the Council decides who they will deal with in matters of political agenda. Because the Council decides, no Willpower is spent to appoint the Primogen.
Should a Prince choose the alternative and name individual Primogen as his Council; the matter is decided by them alone and Willpower must be spent to honor that Primogen with their title.
- Sheriff: Strictly, the Sheriff enforces the Prince's interpretation of the Traditions. So, Prince's should be wise when naming a Sheriff. The two of them should have a good understanding of what is expected from the enforcer. They are not typically Generals in an army, but rather act within their rites to enforce the Traditions on the Anarchs and the Sabbat within a city. Their area of responsibility is more internal affairs rather than looking to turn back the tide of new arrivals. They also don't exactly need to interrogate or investigate newly arriving Kindred unless that Kindred is already proving to be an issue.
They can do this by either being proactive or passive with their investigations. Proactive enforcement means walking the streets, patrolling dangerous territory, and hunting down renegades that have chosen to go against the Traditions. (Typically this means the Sabbat, but also includes the Anarchs.) Passively, they answer calls and accusations of Masquerade breaches or progeny that had been created without the Prince's authority. (Depending on the Prince's interpretation of that Tradition..)
They have the authority to name their own Hounds, if given permission by the Prince. Doing this requires Willpower spent to honor the Hound with their title. They also can deputize anyone they need to get the job done efficiently. This is done through a method called the Brute Squad, and are generally disbanded just as quickly as they're called in to settle disputes. Refusing to be a part of the Sheriff's efforts when called comes with its own political backlash.
- Harpy: Harpy is not granted by the Prince. The Title of Harpy is a unique Title that is voted on from out-of-character polls. Players determine whom their Characters feel is the most influential character in the city. The Prince and Seneschal are excluded from this poll. From the votes, we will determine whom our Harpy is and they will be given the Title along with the dicepool it comes with it. If that Player isn't interested in being the Harpy, they dimply don't have to buy the Title with XP and everyone will have a lack of confidence in their character's ability to step forward and be the Harpy.
- Hounds: As assistants to the Sheriff, a Hound has much the same responsibility to the city as a Sheriff. The city is large and takes a lot to patrol it monthly, this is where the Sheriff's assistants come into effect. Most have their own strengths and weaknesses, and not all of them will be combat junkies. A lot of enforcing the Traditions rely on cleaning up messes and making certain the public doesn't know about the existence of Kindred. Hounds cannot call in a Brute Squad, but can use the Sheriff's name to draw in others for it at the Sheriff's command.
- Keeper of Elysium: The notion of Elysium isn't strictly a physical location where Kindred gather safe from harm. It is an event, or rather; it is a concept that must be called to order. Permanent Elysiums do exist in some case; but only if there is a Keeper of Elysium to maintain it. The Keeper is one part Sheriff, and two parts Harpy. They are expected to handle disputes and physically or socially remove conflicts from Elysium. They are expected to maintain order in a place that is meant to provide safety for all Kindred within the gathering. Calling for Elysium is a grave responsibility, and the Keeper must do all that she can to maintain that order among a room full of predators. While only the Prince may call Elysium, they are expected to uphold the custom for all to see.
- Chancellor: In a city where the population is large enough that the Harpy is overtaxed for attention, the Chancellor is meant to honor and respect Prestation. They are expected to keep track of what is owed to the damned. Disputes on what does and does not settle a debt is looked over by the Chancellor. It is through them that these disputes are handled and others might be labelled a boon breaker as a negative title. You are only worth as much as your word and if you will not honor your debt what good are you to the society?
- Herald: As the voice of the Prince; it is the Herald's privilege to announce social decree. New policy, enforcing current policy, and announcing august arrivals to the Court are the areas of responsibility for the Herald. They are expected to inform newly arriving Kindred of what is allowed and what will not be tolerated by the laws of the city. They may do this in any way they wish, even charging Prestation for the information. They may even decide not to tell a newly arriving Kindred if that Kindred is being rude to them. They risk judgment themselves, but it is all about what their title can handle.
- Scourge: As the primary executioner of the city, the Scourge's responsibility is to destroy Thin Bloods as they surface. Thin Bloods are a sin upon the face of the Final Nights. They herald the arrival of Gehenna and as such the general understanding is that its best to sweep them under the rug. Gehenna can't arrive if thin-bloods don't exist to usher in the end of the world, right? Caitiff, unfortunately; are a part of this growing epidemic. Regardless of the strength of their Generation; Caitiff don't show any properties of belonging to a noble ancestry, and thus they must be a part of the lineage that brings about more Thin-bloods.
With the Rite of Destruction associated with their title, Scourge's are expected to hunt down the less fortunate souls of Thin Bloods and Caitiffs and end their miserable existence. Overzealous Scourge's are often scrutinized, watched closely for signs of degeneration. While it isn't their job to hunt down the Sabbat, many do on the basis that practice makes perfect and Thin Bloods don't offer the best challenge to sharpen their skills. Most look the other way when Scourges operate against the Black Hand, anyways.
In addition to those august duties, the Scourge is expected to weed out those that don't uphold the honor of their legacy. There are many that hide their true lineage, making it unworthy of the ancestry they have stolen. Caitiff do this sometimes, but so do the Sabbat when infiltrating a city. It is up to the Scourge to weed out infiltrators and liars to their blood.
- Outcast: As a negative title, Outcast is meant to punish others while still preserving their immortality. Outcasts are persona non grata within the Camarilla city and enjoy none of the benefits granted to those acknowledged within. They are restricted from Elysium, unable to hunt within the Racks, and are expected to keep their heads down and their eyes off those with any Status or Title. Prestation from them is worthless, as their value has sorely depreciated in the Camarilla. They are not worth their word and they have proven to hold no honor to be recognized by the society. Similar to everything else; what happens behind closed doors is another story all together..
OTHER TITLES - Warden: The duties of the Warden are very similar to what Scourge use to represent. In the modern nights, under the Camarilla; they use the title of Warden to patrol the Barrens in search of undesirables looking to enter the city. Anarchs, Sabbat, Lupine, Hunter; it doesn't matter. Whoever the Camarilla wants to keep out of the city while they're settling Domain disputes is the target of the Warden, and they have the Rite of Destruction to enforce that authority.
- Marshal: Combines both titles of Sheriff and Scourge for the purpose of consolidating duties (house made title, 3 points).
- Steward: Combines both titles of Herald and Keeper of Elysium for the purpose of consolidating duties (house made title, 2 points).
CLAN-SPECIFIC TITLES Clan-Specific Titles replace the old "clan prestige" of Revised. This is per Pg. 31, V20C. Clan Titles are city based only and usually do not extend outside of a given city for PC's. Out of city rankings within Clan Titles represent high-level movers and shakers in that particular Clan's hierarchy (out of city ranks are above Level 4). Each Title has a duty that must be performed that justifies the Title's existence, and it is acting in the pursuit of that duty that justifies an expenditure of Willpower toward adding to a social check within the Clan. PC's from each Clan select a Clan Leader (or one declares themselves and nobody complains, or their background lends itself to a particular rank, or whatever players decide among themselves depending on the flavor of the Clan, or the staff decides via regular polling). Clan Leader is a 4 point Title, which may be named whatever the players of that Clan decide (Lord, Alpha, Don, Chieftain, Regent, etc.). If the elected PC pays the 4XP for that Clan Leader Title, she now has the ability to spend Willpower to grant other's a smaller Title from 3-1. The names of those Titles and their responsibilities are up to the players of the Clans to decide. As with all Titles, the ability to spend Willpower to add a Title's dots to the character's regular Status background for Clan-related social checks depends on whether the player makes the Title 'real' by spending actual XP on it. The Clan Leader may remove Clan Titles by spending Willpower as well. Doing so does not return any spent XP to the 'downgraded' character. There are no set rules for ousting a Clan Leader from their position. Each Clan handles that differently, and it would be wise to determine that before 'electing' a Clan Leader. Clan Titles are voluntary. Not all Clans value their formal structure, while others rely upon it for control of their Neonates. Just because Clan Titles are listed below does not mean you have to adhere to it. It does help socially to determine whom has more control in a Clan, but that doesn't mean you have to use this system. What it does mean is that if you're not interested in having a Clan Title yourself, you still must adhere to things IC if someone holds a Title over you. As an example; if someone in the Clan you have a PC for spends the XP, then spends the Willpower to obtain the dicepool against you for a challenge; you'll have to honor the roll regardless of your personal feelings on how the Clan should be structured. NOTE: Because of these Clan Titles, we do not recognize or use the title of Whip (Pg. 22, V20C) in our Chronicle.Assamite Clan Titles- 7 - The Du’at: The Eldest. Three of the most powerful Assamites in history, individually named Caliph, Amr and Vizier, and each the heads of each caste of the Assamite Clan.
- 6 - Sisila: An organization of Elders in Alamut that manages the well of the heartsblood and sets the value of contracts from the Mountain. No loyal Assamite ever takes a contract not vetted (and priced) by this council.
- 5 - Councilor of Scrolls: An advisory body of fifteen Assamites consisting primarily of viziers and sorcerers
- 4 - City Clan Head: The Eagle of INSERT CITY. Usually the Eldest and most blooded of the assassins in a city. Primary duty involves communicating with the Sisila to negotiate contracts and enforcing the Laws of Haqim. Once the title is purchased Independent Assamites may assign other titles to other Independent Assamite Characters and portion out Domain to those you feel are worthy to hold such a claim.
- 3 - Castellan: The lord of the local Eagle's Nest, charged with managing the communal resources of the assassins, in particular, their Communal Haven.
- 2 - Rafiq: The Clan's lore keeper and scholar. Also keeps the names of the dead and keeps a formal accounting of the blood taken in by a Nest.
- 1 - Fida'i: A blooded assassin, a Title given to one who keeps the Laws of Haqim and has successfully completed Release as a Kindred allowed by the Sisila in Alamut to accept Contracts they approve of.
Brujah Clan Titles- 6 - Councilor: The Brujah Council once existed in Russia, and not one of them survived. Not that the larger Clan ever listened to them too closely anyway. In reality, most of the Brujah Clan feel more comfortable with a greater degree of autonomy.
- 5 - The Man: If you don't know him, you don't know Jack. It's not really a title. It's just The Man. There's only one, and there will ever only be one. It doesn't matter what Sect he's in, just fucking deal with it.
- 4 - City Clan Head: Commander, The Boss, The Guy, The Chick in Charge, The-one-holding-the-chain-of-command, which-is-the-chain-I-use-to-beat-you-with-until-you-understand-who-is-in-command. There's not a set Title for the Brujah in charge of the Rabble in a given city, yet when you say the Title out loud, every Brujah in the room knows instantly whose in charge. Only charisma and prowess stands to be in common between one city and the next in the Brujah Clan, and that's just the way they like it.
- 3 - Warrior: Say what you will about the vaunted philosophers of the Brujah Clan, there are few who gain more instantaneous respect than a Brujah Warrior. This title exemplifies the established fighter that is the first to put themselves in harms way and the last to leave the battlefield. Usually is only awarded when a Brujah survives a protracted, life-threatening campaign. A ready majority of the Brujah Clan aspires to this Title, regardless of Sect. They often act as enforcers for the Clan when the Clan Head isn't around to crack skulls.
- 3 - Ringleader: Known for being able to persuade the masses, this Title represents the one who can light a fire under someone's ass and get them to organize and assemble during a needed time. They're the ones who are known to rouse passion and zeal in others for a purpose directed by the Clan.
- 2 - Troubadour: History is replete with epic poems and songs that recount the battles of mighty warriors. A modern troubadour recalls the list of the fallen, and reminds the Brujah why they are known as the warrior poets.
- 1 - Rugged: Individualist Brujah that know their way around the Clan and can speak clearly about their camp are often spoken of as Rugged, for defending their viewpoint from the other two camps is a constant struggle.
- 1 - Bombast: Iconoclast Brujah are classically results-driven and status-quo averse. A member of this camp that has made a flashy name for themselves is sometimes referred to as a Bombast, or, in certain urban circles, that trait starts to slide into what others commonly mistake as 'bomb ass'.
- 1 - Jutting Chin: Idealist Brujah have a way of sticking their neck out for the underdog, a dangerous proposition for a Kindred considering the cost of decapitation. Those in the Idealist camp who actively foster justice and stick to a strict code of honor (whatever that means to them) earn this title.
- 0 - Scapegoat!: This person is easily the lowest individual in the Clan, known for being kicked on and given the shit details few want. Most, you're the new guy to the city, taking your licks.
Gangrel Clan Titles- 7 - Grand Alpha: This is not a standing Title for the Gangrel. No Kindred of this Clan holds it for long. It is simply granted by the one who calls and presides over an All Thing. During that time, the Grand Alpha's word is Law among the Beast Clan. It falls to the Grand Alpha to delegate the settling of disputes, the event's security, and delegate enough blood to be available so that the party can go on without breaking the Masquerade wide open. After the All Thing, the Title is set aside. Decisions made by a Grand Alpha at an All Thing have been known to change the path of the entire Clan, however.
- 6 - Green Man/Woman: A title given to an Ancient that dwells far from civilization and is thought to hold much wisdom. Mythically these creatures were part tree, part immortal. In reality, Green Man is as much a warning as it is a title. These Gangrel are often old, powerful and riddled with Beast Traits to the point where they hardly seem ever to have been associated with their human roots. Sometimes these creatures bear other names as well, often associated with mythical creatures of legend.
- 5 - Master Skald: Gangrel are well respected as Lore masters, or at least, they once were. Though this title is archaic, a few Gangrel carry this title with pride, or some variation of it. In the Modern Nights, it's just as often simply called: Scholar.
- 4 - City Clan Head: Alpha, Chieftain, Jarl. A city's Alpha keeps the local Gangrel in line, pure and simple. She tells it like it is, she assigns other Gangrel to forward the local Clan's agendas according to their skills and prowess, she shares information and sometimes even blood with those less capable of hunting it up on their own, though often for a favor. Clan is Clan, after all.
- 3 - Beta: Its about 50/50 to find a city Alpha with a chosen Beta. Sometimes they work great together, and strong allies or brood-mates are often a powerhouse combination that sets the Clan in line. Other times the Beta is just waiting for a chance to take the top spot and challenge the Alpha for her position. Either way, against out of Clan antagonists, an Alpha/Beta combo of Gangrel is a potent combination that most would rather back down from than fight head on.
- 2 - Mama/Papa Bear: Sometimes through leadership, sometimes through stubbornness, sometimes through tender care; a Gangrel with this Title is in charge of the cubs. There are always some Gangrel wandering through the city looking for the Sire that made them, sometimes a hairs breadth from causing a Masquerade breach or an inter-clan throw-down. It's the Gangrel way to leave newly Embraced out on their own for awhile. No need to get mad about it, it is what it is. Nobody said you couldn't teach them how to survive. They've got it hard enough as it is.
- 2 - Skald: Respected by most Gangrel are the tale-tellers and the lore masters. That which is primal and tribal about sitting around with blood and telling stories is alive in Gangrel with this Title. Though the expression may be scholarly, mystic or a just plain, down-home, jaw-jacking gift for gab, those with this title are driven by the need to follow the stories they hear and collect them to pass on as wisdom later.
- 1 - Trailblazer: Nobody trusts a drifter, but in the various Sects of the Kindred world, they almost universally respect the need for one. Simply put, the open road is this Kindred's haven, and remarkably, to spite the many mundane and supernatural dangers in a cosmopolitan world of darkness, the Kindred with this Title seem to know which roads to take and when to be safe in a journey. No one is sure what their Gangrel secret is, and no one wants to wait around in the Barrens and get eaten by werewolves or cursed by fairies long enough to find out. Ironically one of the most 'boon rich' Gangrel, considering how most Kindred consider them a necessary evil for safe travel between domains.
- 0 - Omega: Not so much a Title as it is a lesson. Some Gangrel grant this to any newbie that comes into their city until they do something worthwhile to help the Clan, others save it to teach a lesson to disobedient Fledgelings who don't fall in line. Can never be granted while any other Clan Titles are in place.
Giovanni Clan Titles- 7 - Dis Pater: Augustus Giovanni, the unliving head of the Giovanni and all of it's families. There is no greater authority in the Clan of Death than the patriarch himself.
- 6 - Maestro/Maestra: Each continent has a master, who reports back to Venice. He controls the padroni, and takes the credit or blame for local failures.
- 5 - Padrone/Padrona: Every region has a padrone, coordinating the various capi and households, and taking tribute from the households to pass up the chain.
- 4 - Anziano/Anziana: The catchall term for elders. The anziani vote to steer the family when Augustus doesn’t set down specific direction. An elder may also be a padrone or nonna, but if you don’t know a member of the family and she seems powerful, anziana is the safe way to go.
- 4 - City Clan Head: Don or Donna. It is traditionally a noble title, but you’ll find it used for leaders and people with loads of money, too. You wouldn’t call someone “Don Giovanni,” unless his given name was Giovanni. Antonia Giovanni would be Donna Antonia. Once the title is purchased you may assign other titles to Characters and portion out Domain to the city residents you feel are worthy to hold such a claim.
- 3 - Consigliere: There are certain Kindred who are wiser than others. Vampires who are respected not because of their fists or ability to provide profits for the Family, but because of their knowledge and counsel. Rarely does a Don or Donna make a decision without first having the issue pass the ears of their consigliere, often their closest ally. He represents the Don and is often sent out to the rank and file to settle disputes, or give out orders. This is done for psychological reasons, and legal reasons. Add an extra layer between the dirty work and you, and you give the 'feds' an extra headache as well.
- 3 - Nonno/Nonna: Grandparents. The eldest members of the family generally carry the most power in a specific household, even if they aren’t technically anziani. If any visiting anziani are about, of course, they get their way, but even then, in most cases, it’s considered polite to appear to defer to the nonni.
- 2 - Capo/Capa: The boss most Giovanni see. This is the local guy on the street, checking in with your household, making sure things are running smoothly and giving marching orders.
- 1 - Crypt Keeper: Someone has to keep the local corpses in line and care for the crypts. For the Giovanni, this is a necessity.
- 1 - Enforcer/Associate: Your basic leg-breaking muscle, and a title carried with an almost suspicious amount of pride by a great number of mafia-associated Giovanni. Enforcers are not usually titled because of their brains. Particularly staunch allies of the Giovanni have been known to have been given the Title 'Associate' as a message of respect and Clan friendship.
Followers of Set Clan Titles- 7 - Grand Hierophant - Ironically because of the cell-like nature of Setite Temples, most Setites don't know who the Grand Hierophant is at any given time. The Prime Temple of the Followers of Set in Egypt has been destroyed and rebuilt so many times over the centuries by zealous Ventrue Knights and Tal'mahe' Ra Templars convinced Setites are demon-worshipers, or vengeful desert werewolves seeking to take back their homeland, that the temple's existence is shrouded in ruins and layers of mystery.
- 6 - Khadive of Sands - The Khadive's role is a primarily political one, since everyone in every other Clan assumes that the Setites are based primarily out of Egypt. This Title is much closer to 'ambassador' or 'special envoy' than an actual leadership position, but it is an important one. Sometimes when hierarchical clans like the Tremere and Ventrue come together to 'deal with the Setite problem' it is far easier to point them to a figurehead than to explain how decentralized cells of Setites are far easier to purge in a witch-hunt. The goal of the Khadive is to prevent such a purge, usually with bribes.
- 5 - Aeon's Chosen - It is said that every now and again one of the Aeons chooses to inhabit a devout Follower of Set to go about it's unholy deeds personally. This Title hasn't been granted for centuries, and the consequences of such a thing would have far-reaching religious consequences for the Followers should it occur again. The general feeling that is had about this duty is that if one were to claim to be inhabited by an Aon and it wasn't true, they risk that Aeon's ultimately horrific disfavor.
- 4 - City Clan Head: Hierophant. The Hierophant is the leader of a Temple, and a Temple is the de-facto name given to any allied group of Setites. Since Followers of Set have multiple castes and may serve any number of Gods beneath Sutekh, often, the Hierophant's duty is simply to hold regular prayer meetings and suggest a focus for future meetings and activities. For a Hierophant with a vison, however, this is often not enough. Many Hierophants ultimately yearn for a method of veneration of Sutekh that rivals the very Pyramids at Giza, but such a vision takes time and draws enemies. At the very least, the Hierophant must be that one that puts together a temple's Blasphemy Shrine, or oversees it's creation, if a more sorcerous Setite is willing to perform the rite. The existence of a Blasphemy Shrine is the central focus of the Setite religion, and a temple just isn't a temple without one. Aside from that, a Hierophant must develop his temple, and those within it as well. Once the title is purchased you may assign other titles to Characters and portion out Domain to the city residents you feel are worthy to hold such a claim.
- 3 - Purifier: Mortals are the backbone of any good Follower temple. They are it's slaves, it's worshipers, it's very life's blood. A wise hierophant knows that only those Setites who are masters at corrupting mortals toward their vices are capable of calling the appropriate chosen to serve their gods. The purifier's duty is tantamount to maintaining a Temple's power in a city, through Herd, Influence and control over the most deeply initiated mortals.
- 2 - Divine Scribe: The knowledge of the Aeons is shrouded in the mists of time and hidden by the shadows of fallen empires. When a city's Hierophant dedicates a Follower to transcribing the ancient texts, faded papyrus and crumbling tablets, it requires a studious mind, and a deep commitment to Sutekh. A scribe must collect, translate and protect all of the hidden teachings of the Aeons.
- 1 - Prophet: To be fair, every Setite claims to feel the hands of the Aeons slithering inside them, but it takes a special kind of crazy to admit that out loud to the members of outside Sects, such as the Camarilla, Anarchs or Sabbat. Still, open recruitment is seen by some as more 'honest' than sly manipulation and deceit, and every con-artist knows that a good distraction can be worth it's weight in stolen Roman gold. No real prophesy comes to most with this title, but plenty of attention does. It's the duty of a Prophet to actively recruit from outside of the Setite Clan.
Lasombra Clan Titles
- 4 - City Clan Head: Praetor Noctis. Policing a city's Lasombra comes down to one tenant only: That they have done nothing that would reduce the respect of the Lasombra Clan. Rules are elegant and worthy of following because they are a symbol of recognizable civility, but they are only there to ultimately give flavor to the blood of one's enemies. Self-restraint engages the appetites, after all. In all things up to, but not including the Final Death, the Praetor Noctis is judge and jury for the Clan in-city, unless that tenet is broken. It is then the responsibility of the Nocti to contact the Friends of the Night and call for a Blood Court.
- 3 - Faithful Paragon: A Title granted only to those Lasombra who prove resistant to the powers of Faith displayed by mortal hunters, who have dedicated themselves to faithfulness in certain Christian ideals. As renowned for their resistances as they are shunned for their oddity and piety. Primarily a Sabbat Title, as many Lasombra Titles are the Faithful is a faction within the Sabbat Lasombra.
- 2 - Senior Abyss Childe: A ranking member of the Abyss' Children faction of the Lasombra, whose duty is to explore and study the primeval darkness of the Abyss itself.
- 1 - Senior Fatalist: A leader among the Fatalist faction of Lasombra. The Fatalists firmly believe that all vampires are the playthings of the elders and Antediluvians. The course of your life has been set, will is futile, freedom is an illusion. It is therefore the duty of all Fatalists to seek any lore they can find about the ancient ones that they might find answers or be free of them.
Malkavian Clan Titles- 7 - Avatar: This is less a title and more a placeholder for a kind of possession. It's thought that Malkav will one night return in some form, perhaps through his Childer's Childer's Childer, etc. When and if this ever occurs, it will signal the End Times.
- 6 - Oracle/Prophet: To spite the fact that many Malkavians have insights that some (including themselves) consider to be prophetic, this Title is usually granted by Clan Elder consensus to only a very small number of Kindred at a time, usually one, and associated with the lynchpin issue of it's era. The Title is rarely advertised, but always recognized. The Prophet of Gehenna, for example.
- 5 - Fool: Fools realize that all the time spent building up their new perceptions ultimately burn out everyone. Where can you go once you’ve seen the world for what it truly is? Reality was made to be broken, so those at this point in their development are revered yet pitied. Honored yet mocked. The master becomes the student. But then were they ever really the master? Or did they just think that thanks to a mix of arrogance, delusion, and the refreshing scent of pine?
- 4 - City Clan Head: Lunatic. Lunatics act and the Clan follows. A careful word, a slight gesture sets all the dominos. Lunatics are the clocks by which Malkavian Time chimes. They say the Great Prank was hatched by a coterie of lunatics. They literally created one egg for each city where Malkavians were located and hid them, like Easter Eggs. The Malkavian that found them got the strongest dose of mental mind twisting power and everyone else got those echoes.
- 3 - Madman/Madwoman: A Madman is a lean, mean, insightful, politically savvy machine. The best madmen don’t shoot to kill; they shoot to teach. This is when plans become elaborate lessons meant to teach more than one Kindred at a time. A Madman's pranks are for shaking Kindred to their core. These are the teachers of the Malkavian Clan, and they take that duty seriously.
- 2 - Maniac: The curse of madness hits maniacs hard, causing mental, emotional, and physical pain the likes of which surpass anything a mortal could survive. The only way to make it through to the other side is to lash out. Sometimes, the pranks at this stage leave an impression simply because of their violent consequences. Your clan is likely to point you at something they don't like and watch you eat part of it and paint with it's innards
- 1 - Fish: They don’t have much time for activities above and beyond their insanity. It’s hard to campaign to be Sheriff when you’re trying to find out where all the voices are coming from, you know? No, I guess you don’t know. Well, listen to the voices for once and they’ll tell you, okay? Other Malkavians find their randomness useful to cut their own chatter or to remains themselves that insight can come from anywhere. 'Talking' stuffed animal not included.
Nosferatu Clan Titles- 7 - None. The Nosferatu invented decentralized information networks. They're too busy making sure the real threats in the world don't come to fruition to worry about who is in charge. There are very, very bad things out there, and the Elders of this Clan know their names. That knowledge alone is a big enough target.
- 6 - Spymaster/Net Hub: There's rumor of an ultimate Nosferatu spider at the center of the web of of all Kindred knowledge in a given continent. Possibly pisquine and morbidly obese, and possibly sitting in giant tubs of sewer water and filth with arrays of supercomputers at their spindly fingertips.
- 5 - Pedagogue: Nosferatu Lore master's that travel from city to city seeking and trading obscure bits of knowledge, these Titles are often misleading. Just because a Nosferatu has knowledge, doesn't mean they're willing to trade it. Pedegogues usually don't deal with anyone that doesn't impress them, and only other Pedegogues with knowledge they don't have tend to impress them.
- 4 - City Clan Head: Undergovenor. The Nosferatu who wields this title may also be the Face of the Clan, hob-nobbing with the Camarilla Elders and whispering advice to the Prince, or they could never leave the warrens, choosing instead to delegate and manage from below. The fact is, there is a lot to manage and maintain for the Nosferatu Clan to reach it's full potential in a City, from politics to information control. Often held by a Face, someone with the ability to move among the court without offending the sensibilities of the 'high' clans.
- 3 - Warrens Master: As the rest of the Kindred leave the Nosferatu to their own devices and happily grant them dominion over the sewers of the city, the Nosferatu have free reign to make the places their own. The Warrens Master oversees the security of the Communal Haven and shared resources of the Nosferatu, including any Spawning Pools or unique features of the Warrens.
- 2 - Tech-Priest: Pretty much any Nosferatu in good standing with the Clan has access to the SchreckNet. Those that aren’t in good standing just don’t get the new passwords whenever there is a periodic change. In a short time, the network has become more than just a database: it has become a social network as well. Some of the younger Nos have even started calling it Filthbook and Garbage+. Tech-Priest keeps the city's servers running and manages any new projects that relate to technology. Without it, the Nos couldn't dominate the information market.
- 2 - Lore Master: For some Nosferatu, secrets are not enough. They seek to learn more about their condition, often so they might better understand it. With the Nosferatu gift to sift fact from fiction and see the truth behind the lies, they make excellent scholars. Many expand their studies outside vampiric lore and latch on to the history and society of other supernatural creatures.
- 1 - Garbage Man/Woman: Sometimes things or people just need to go away, and sometimes people and things need collecting, whether they want to be collected or not. For reasons that should be fairly obvious, this title is most commonly held by a leatherface. Almost no self-respecting Undergovenor is without one of these all-purpose Nosferatu.
- 1 - Spawning Poolboy/Poolgirl: A Title often granted by the Warrens Master, and just as often by the Undergovenor, this Nosferatu is usually held by someone gifted with Animalism. Their duties include ensuring the appropriate blood tithes for the maintenance of the Clan's Spawning Pools and caring for the creatures within.
Ravnos Clan Titles- 5 - Vedic Lore keeper: A scholar of the Karavalanisha Vrana. Most Ravnos can quote verses, or small portions of the poem. Some can recite an evening’s worth, or a specific parable from beginning to end. Only a few, the most dedicated of Ravnos lore keepers, can recite the entirety of the poem, and those have spent decades learning the exact words, order, and inflection. Exceedingly rare since the Week of Nightmares.
- 4 - City Clan Head: Variable. The Clan head is named for the Ravnos' Caste, that is, whatever the Ravnos' Caste is, becomes the Caste of the Clan Head, and therefore the title of the Clan Head. This is most commonly Brahmin or Vaishya (the most common), with Kshatriya being uncommon, and Chandala almost unheard of. Still the nights after the Week of Nightmares have decimated the population of the Ravnos so greatly that it's not impossible to have a mere Phramulo as a Clan Head, in a city of one. This 'leader of no one' phenomenon is also known as a 'tin crown' among the Elders of the Clan.
- 4 - Brahmin: the religious caste of the Clan, charged with the spiritual enlightenment of the clan, specifically in helping her fellow Ravnos achieve progress along her path of svadharma. Brahmin are responsible for keeping the wisdom and lore of the Clan, performing the duties of educators and advisors.
- 3 - Kshatriya: the military caste of the Clan, the Kshatriya make war on our behalf, or served as a defense in dangerous times. They create strategies of battle, watch for the asuratizayya, and offer protection to members of the Clan who are in need.
- 2 - Vaishya: the management and organizational caste of the Clan. The Vaishya protect the silence of the blood, maintaining mortal influences and keeping an eye on the Clan’s herds. They handle interactions with wealth and physical things, focusing their attention on the material world.
- 1 - Kumpaniya/Phralmulo: A Ravnos with Rroma lineage in her blood. A Ravnos with this Title is often better respected among the Rroma, and is often granted this to acknowledge that connection with her mortal family.
- 1 - Rakshasa: A Ravnos with Egyptian lineage, or simply an accomplished trixter. These things are interchangeable among the Ravnos, due to ancient prejudice.
- 1 - Carnie: Ravnos from the Vaudeville era of the Americas are granted this Title to denote their lineage, or simply to underscore ability to shill mortals out of their hard earned valuables and currency.
- 1 - Chandala: The lowest caste of the Clan; the Ravnos consider them nearly Caitiff. The weak, those punished for crimes among the Clan, or those who have failed in some meaningful manner. They perform the tasks that no other caste wishes to touch. Its members are forbidden to Embrace, and they are expected to spend much time in meditation and attempt to improve their standing through performing onerous or unclean duties.
- 0 - Sudra: (also “shudra”) the lowest caste, composed of ghouls and mortal servants. This carries with it no prestige, but it serves to remind the Ravnos of their duty to protect the lowest caste of creatures associated with their mortal lineages.
Toreador Clan Titles- 7 - The Rose Prime: A Title reserved for very few Toreador throughout the ages, this hasn't been publically held by a Kindred since Raphael De' Corazon gave the speech that convinced the Founders of the Camarilla to form the Sect. Some still call him that to curry favor however, rumor has it.
- 6 - Jet-Set: There are a number of Kindred among the Toreador capable of moving their entourages so globally that they almost defy Sect affiliation. Vast Herds, Global Fame, all served by the ability to keep stadiums of worshipful mortals enraptured for days at a time. These creatures may craft a persona, build it up over a decade and throw it away with a masterfully crafted tale about a drug overdose or a plane crash, only to begin it all again. Some believe it is a great game played by Elders of the Clan throughout the ages. Historically, each persona is cast aside once they reach the 'public age' of 27.
- 5 - Glitterati: A member of internal-Clan harpies of sorts who keep tabs on the Prestation economy in a regional area. They may come from a variety of backgrounds, as artistes or critics but they exist primarily to manipulate boon economies toward equitable favors, and to ultimately keep boon inflation down and trade information about who owes who what. They also act as sort of 'rumor postmen' for the clan, trading information from other cities about who was embraced where and granted the Accounting by whom. This is considered so important by the Toreador hierarchy, that its Title is only granted rarely.
- 4 - City Clan Head: The Rose Elect. The ability to whisper in a Prince's ear and be heard may be all that is needed in some cities to gain the Primogenship, but to herd the cats of the Clan of the Rose in a given city may be considered one of the most difficult posts a Toreador can aspire to. The duties are legion, and the accolades almost always difficult to come by, but the Elect must believe that it is all worth it, for she is the gardener of the roses in her city. She must clip and nurture each of them as they need to grow, giving and taking away titles as it befits their temperaments and skills. How can they survive in the greater Sect that they serve without first learning from within the Clan?
- 3 - Elite: Why are some people famous and others obscure? If the Elites know the answer, they aren't telling. Those among Clan Toreador that have mastered the balance between keeping the Masquerade and maintaining mortal Fame belong among the Elites. Their duties to the clan often fall to managing the mortals and the Masquerade for their fellows as well. Often a Keeper of Elysium cut her teeth as an Elite among her own Clan first.
- 3 - Artiste: To be a true artiste in the eyes of the clan of artistes is no small thing. It means submission to criticism, it means the gathering of acclaim from those who know what beauty is. It may be in the eye of beholder to most, but to the Toreador, they simply understand what is exceptional, and what is merely pretty or well-crafted. Only a member of Clan Toreador who has created a truly Rare object d' arte or craftsmanship may hold this title, but the prestige that comes from it among other Toreador is nearly as immediate and instantly recognizable as the bliss of the Toreador curse itself. An artiste knows it is her duty to craft art to elevate the Clan, and to teach those with the talent to learn.
- 3 - Critic: To know what is beautiful is a terrible burden, and the ever-present curse of the Clan of the Rose. Not all who carry this curse carry the talent for artistic endeavor, however, and some consider this a tragedy. Not so, for the critic. Their weapons are words, and they consider it a duty to use them to carve away the lies of others and leave behind only bare, beautiful (or ugly) truths. Professional tastemakers, a critic's art is in dissecting beauty, not in creating it. Often a Harpy, or harpy in training has this title among the Roses. A Critic must herd her cats among the roses toward excellence in etiquette and urge them toward the titles they are most suited for in both Clan and Sect.
- 2 - Prized: A Title often granted to artistic Toreador who have developed enough skill to craft an object of art or great craftsmanship considered to be of Uncommon value. A Prized artiste seeks to constantly increase her skills, and knows it is her duty to craft art to elevate the Clan, and the Sect she serves by creating art.
- 2 - Poseur: Not a negative title among the Clan of the Rose, per se, though there are always factions of evolving thought among the artistes and the critics of the clan, a Poseur is a title granted to a Toreador who shows no particular proclivity for artistic endeavor (has not crafted a Rare or Uncommon item) and isn't a particularly good critic (Not Harpy material), but is an otherwise useful and productive member of the Toreador Clan. Perhaps they are simply good at anticipating the needs and desires of the Elect, or has a knack for locating the rare components needed for certain kinds of art. Whatever the thing is, a Poseur is useful to the Clan, and as such, may gain the notice of the Elect.
- 1 - Blossom: A Toreador with potential is often granted the Clan Title of Blossom by the Elect. This kindred may show promise at a particular art, or may show surprising wit. There is an assumption of a certain degree of naïveté about the title as well however, and for a kindred of great age or Status to receive it is most certainly an insult worthy of a thorny response in most cases.
Tremere Clan TitlesEach rank in the Tremere system of Titles has seven degrees, or sub-rankings, with 1st degree being the lowest and 7th degree being the highest. Per Lore of the Clans, it's not necessary to raise each degree to go up in Title. - 7 - Councilor: A member of the Council of Seven, the foremost of the Tremere pyramid. The Council of Seven rules the Clan worldwide from their stronghold in Vienna.
- 6 - Pontifex: Above Lords are the Pontifices who rule entire countries. There are usually seven Lords for each of the seven Pontifices.
- 5 - Lord: Moving up to a national level are the Lords, who are responsible for several chantries. Their jurisdiction often ranges over an area the size of an American state, or several states.
- 4 - City Clan Head: Regent. The Regents are each master of an entire chantry, often making them the de facto leader of the Tremere in a given city and possibly a member of the Primogen. Both Lords and Pontifices often have their own staff and household, usually basing themselves in a chantry for convenience. Many Regents rankle at having their boss running a separate department in their domain, but to complain would bring their loyalty into question.
- 3 - Guardian: The title of Guardian is the term used as the protector of the Chantry. They are in charge of securing what defenses the Chantry has against invasion, assault, and infiltration. They are safeguarded with the protection of the Regent and their Apprentices whether by mystical means or physical protection by way of Retainers. Typically, they are the ones most likely to have higher Security ratings contributed to the Tremere Coterie, representing their contributions to the Communal Haven.
- 3 - Magister: The title of Magister (from the Latin for “teacher”) is granted to the Tremere who run their chantry and educate the Apprentices under the direction of their Regent. It is also a title granted to older and more distinguished members of the Clan who have not sought power but instead have become trusted advisers. Magisters tend to oil the wheels of the Clan, organizing training and seeing to disputes and punishments. Magister has also become a term of respect to an elder Tremere or a teacher.
- 3 - Librarian: In charge of the Keys to the Library; the librarian controls what books are handed out to whom. The Clan Tremere Code forbids restricting Knowledge to others. Contrarily; they are expected to motivate others to transcribe Rituals and submit them to the Library. They are in charge of maintaining the Library rating for the Communal Haven.
- 2 - Apprentice: When officially presented as part of Kindred society, a Tremere becomes an Apprentice. Many never rise higher than this, but you would be warned not to underestimate a seventh-degree Apprentice. They have earned their status serving the Clan and advancing their magical studies.
- 1 - Acolyte: At the bottom of the pyramid (but above the Ghouls and Gargoyles) are the Acolytes. These are Kindred not fully released, and as such rarely gain degrees.
- 1 - Trimira: Among the Acolytes are also counted a group Tremere refer to as the Trimira. These are Kindred of other Clans who have proved their loyalty, and have drunk Tremere blood as initiates of the Tremere — originally a group of Ravnos and Nosferatu who understood an ancient Indian blood magic called Sadhana. They could never be fully part of the Clan, but we were pleased to accept their loyalty and skills. Nowadays, the term has spread to include several agents and Caitiff who often work as deep cover agents on our behalf inside Clans no full Tremere could infiltrate.
Tzimisce Clan Titles - 4 - City Clan Head: Zhupan. The zhupans carry the more immediate power through the Clan. They are the wisest, though not necessarily the oldest. Knowledge and demonstratedability in battle proves the worth of a zhupan. Other Tzimisce often heed their suggestions, and it is considered rude to ignore a zhupan outright. As per the old laws, one must awaken the zuloshape before attaining this rank.
- 3 - Childe of the Dracon: The knightly order exists to atone for some past sin of the Tzimisce. Politically, they act contrary to nearly every major decision of the Clan proper, always sitting as angels or demons upon our shoulders. Their elders prefer the Children to remain active in the Sect, rather than cloistering themselves. The order produces many templars and no few members of the Sabbat Inquisition.
- 2 - High Exsanguinist: A leader in the Exanguinist camp of Tzimisce. Unlike other blood cults who gorge on gore, the Exsanguinists practice feeding abstinence. This Metamorphosist offshoot has developed ignoblis ritae to avoid drinking blood for as long as possible. They teach meditative techniques. They throw themselves into distraction. If they can increase the length of time between each feeding, perhaps they can unlock the secret to transcend the curse.
- 1 - Romanian Legacy Foundation Member: Its board of trustees include names such as Bratovitch, Obertus, Grimaldi, and Zantosa, and is composed of Cainites who came from revenant houses. The Foundation keeps the families in touch, hosts gatherings, and welcoming revenants into undeath.
- 1 - Neofeudalist: Neofeudalists seek a return to the nights of kings and serfs. They claim vast domains, sire large broods, are the most gracious hosts, but demoniacal to any who trespass uninvited. As a point of honor, they are self-sufficient from the Sabbat, whom they are at odds with nearly as often as the Camarilla.
- 1 - Exsanquinist Acolyte: An in-training member of the Exsanguinist camp of Tzmisce on the Path of Metamorphosis. It is their duty to learn the meditative techniques and Ritae used to delay feeding.
Ventrue Clan Titles- 7 - Director/Euphor: The Directorate (Euphorate) consists of somewhere between ten and fifteen self-selected Ventrue from around the world. No one knows exactly who all of them are except each other, and you only become a Director (or Ephor) when the others agree to send the Elder a bid for the group.
- 6 - Stratagoi: Below the Directors are the strategoi (singular: strategos), the hands of the Directorate, powerful Ventrue who are the conspiracy’s eyes and ears on the ground. A good number of Ventrue Primogen around the world are also strategoi.
- 5 - Lichtor - Below the strategoi are the lictors, the field agents and troubleshooters. It’s a good stepping-stone to better things if the lictor plays it right. There have been many occasions where a strategos has sent a lictor into a city that’s going to pot in order to whip the local Ventrue into shape, and once all the bodies have hit the floor, the lictor somehow ends up as the new Prince. In short, lictor is a dangerous but potentially profitable niche for ancillae Ventrue who want to increase their profiles and who don’t mind courting death or dismemberment to do so.
- 4 - City Clan Head: Praetor. The head of the city's Board of Gerusia is the called the praetor (or sometimes simply “manager,”. The praetor is the highest-ranking Ventrue in the city, unless a Ventrue who is also the Prince or the Primogen plays that role and she delegates the praetor responsibility to a subordinate. The praetor chairs all Board meetings and is responsible for finding a place big enough and secure enough to host those meetings.
- 3 - Tribune: Tribunes are the spies, errand boys, and toadies for the Directorate. In other words, every Ventrue who will reliably ask how high when told to jump by a lictor or a strategos.
- 2 - Aedile: The praetor is assisted in her duties by Ventrue informally called “supervisors” and formally called aediles. Typically, aediles are competent and well-regarded ancillae who are happy to suck up, well, because they’re Camarilla Ventrue ancillae and that’s just how they are. In some domains, the praetor presides over Board meetings but an aedile actually runs things, usually because the praetor wants to nap through the meeting or otherwise can’t be buggered to pay attention to what’s going on.
- 2 - Peerage: Only slightly below the tribunes are the peers (collectively the peerage), which is basically a list of every reasonably competent Ventrue who has any standing or influence of any kind. Curiously, being a part of the peerage doesn’t really give you any benefits. Rather, it simply means you don’t carry the stigma of not being a peer.
- 2 - Quasitor: The questors or foremen are young Ventrue who have obtained some degree of status from the Board in exchange for loyalty and obedience.
- 1 - Eiren: The eiren or associate members, sadly for them, are so young and inexperienced that they have no real status at all beyond that which all Ventrue accord to one another as peers. To compare it to the Mafia, think of questors as “made men” and eiren as rank-and-file gang members. Or, to compare it to a fraternity, the eiren are the freshman plebes and the questors are all arrogant sophomores who have been appointed to the membership committee and think that entitles them to haze the newbies.
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