Vampire the Masquerade: Endless Night
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Vampire the Masquerade: Endless Night

A Vampire the Masquerade RPG set in modern day in the fictional metropolis of December City, Virginia.
 
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Margifish
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Posts : 30
Join date : 2015-06-26
Age : 44
Location : North Carolina

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PostSubject: Backgrounds   Backgrounds EmptySun Jun 24, 2018 3:33 pm

Allies:

Allies are humans who support and help you — family, friends or even a mortal organization that owes you some loyalty.

* One ally of moderate influence and power
** Two allies, both of moderate power
*** Three allies, one of whom is quite influential
**** Four allies, one of whom is very influential
***** Five allies, one of whom is extremely influential

Allies (SABBAT)
The Sabbat views allies as an occasional dirty necessity. Trusting no one outside the sect, much less wanting to be indebted to anyone, a member of the Sabbat chooses allies with great reservation. Because allies are mortal, the Sabbat considers them expendable, and practically no Sabbat would entrust his unlife to something as fragile and inferior as a human being. Few Sabbat keep allies for any length of time, preferring to either pay off or bully prospective help into cooperation.

Alternate Identity:

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

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

Contacts:

The number of information sources the character possesses. You know people all over the city. When you start making phone calls around your network, the amount of information you can dig up is almost terrifying. Contacts are largely people whom you can bribe, manipulate or coerce into offering information, but you also have a few major contacts — friends whom you can rely on to give you accurate information in their fields of expertise. You should describe each major contact in some detail before the game begins.In addition to your major contacts, you also have a number of minor contacts spread throughout the city; your major contact might be in the district attorney’s office, while your minor contacts might include beat cops, DMV clerks, club bouncers or even hot-dog vendors.
* One major contact
** Two major contacts
*** Three major contacts
**** Four major contacts
***** Five major contacts

Contacts (SABBAT)

Sabbat may still have mortal contacts whom they can manipulate, bribe and hit up for information. These people hail from all walks of life, though if a player wishes to cultivate contacts, those contacts must have some reason to be involved with a Sabbat character (considering the sect’s overall dislike of mortals). As a whole, the sect regards mortal contacts with little more respect than mortal allies, but it recognizes the occasional necessity of them. After all, when Sabbat vampires need guns, sometimes mortal gun-runners have the best wares. In truth, most Sabbat vampires can and do benefit from contacts at many points during their unlives, though they tend to keep quiet about such things. It wouldn’t do to have other Cainites know that one is dependent on the mortals around him. For the Sabbat, it is more commonplace to have many minor contacts spread throughout the city than any single, particularly powerful contact. Of course, bishops, archbishops, prisci, cardinals and the like typically have influence they can exert over key powerful individuals, but this relationship, obviously, falls more into the category of Influence than Contacts.

Fame:

The character's renown in the mortal world.

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

Fame (SABBAT)

Most Sabbat avoid turning movie stars into vampires, but it has happened. For a sect that prides itself on exclusivity and supremacy, fame can bring unwanted attention to the sect. Besides, once Embraced, even the famous tend to lose interest in their mortal fans (largely due to their deteriorated Humanity). Those with Fame who do not gracefully fade from the limelight must use it with the greatest of care. If for any reason, a Sabbat member with Fame is deemed a threat to Sabbat security, the Sword of Caine suffers no reservations in eliminating her. One almost apocryphal tale tells of a budding Hollywood actor who, after being Embraced into the sect, refused to devote his attention to the Great Jyhad and instead used his vampiric powers to make a name for himself. Incensed, the Sabbat destroyed him, leaving an overdosed, fleshcrafted body-double in his place, dead in front of a popular nightclub. Such ignominy awaits those who fail to draw the distinction between mortal renown and Cainite duty.

Generation:

How far removed from Caine the character is. Plain and simple, this Background represents your generation — the purity of your blood, and your proximity to the First Vampire. A low Generation rating may represent a powerful sire or a decidedly dangerous taste for diablerie. If you don’t take any dots in this Trait, you begin play as a 13th-generation vampire.

* 12th generation
** 11th generation
*** 10th generation
**** Ninth generation
***** Eighth generation

Herd :

The vessels to which the character has free and safe access. A herd may take many forms, from circles of kinky clubgoers to actual cults built around you as a god-figure. In addition to providing nourishment, your herd might come in handy for minor tasks, although they are typically not very controllable, closely connected to you or even highly skilled
* Three vessels
** Seven vessels
*** 15 vessels
**** 30 vessels
***** 60 vessels

Herd Sabbat
Vampires of the Sabbat have differing views on the matter of herds. Some Sabbat argue that herds promote laziness; nightly hunting hones survival skills, and herds are impossible to maintain for nomadic packs. Other Sabbat members, how- ever, fear disease and use a herd to minimize chances of infection. Some keep herds to prevent mortals populaces from ever becoming aware of their presence. Ultimately, it’s a matter of convenience and pack preference as to whether or not members support herds. It should be noted, though, that most Sabbat keep only small herds so as to minimize threats to security. Many a herdless Sabbat boasts that the Sabbat should drink from whomever they damn well please!

Influence:

The character's political power within mortal society. You have pull in the mortal community, whether through wealth, prestige, political office, blackmail or supernatural manipulation. Kindred with high Influence can sway, and in rare cases even control, the political and social processes of human society. Influence represents the sum of your political power in your community, particularly among the police and bureaucracy.

* Moderately influential; a factor in city politics
** Well-connected; a force in state politics
*** Position of influence; a factor in regional politics
**** Broad personal power; a force in national politics
***** Vastly influential; a factor in global politics

Influence (SABBAT)
Influence is a character’s ability to sway the mortal world. The Sabbat has some influence on mortal society, but does little to further or exploit these human ties. Actually, the Sabbat finds it difficult to view humans and their affairs as anything more than a potential liability. Besides, the Sabbat sees little reason to be involved with humans. Many packs have extensive rules governing such interactions. This is due in part to the Sabbat’s disdain for humanity. After all, a Cainite with only shreds of Humanity let alone the palpable evil that exudes from her when she follows a Path of Enlightenment will have a difficult time subtly manipulating any human if those around her are uncomfortable. Some Sabbat view the human world as a giant chessboard to manipulate at will, but this tactic is dangerous indeed. Most Sabbat, with the exception of leaders and elders, simply stay out of mortal matters.

Mentor:

The Cainite patron who advises and supports the character. This Trait represents an elder or possibly even more than one — who looks out for you, offering guidance or aid once in a while. A mentor may be powerful, but his power need not be direct. Depending on the number of dots in this Background, your mentor might be nothing more than a vampire with a remarkable information network, or might be a centuries-old creature with tremendous influence and supernatural power. He may offer advice, speak to the prince (or archbishop) on your behalf, steer other elders clear of you or warn you when you’re walking into situations you don’t understand. Most often your mentor is your sire, but it could well be any Cainite with a passing interest in your well-being. A high Mentor rating could even represent a group of like-minded vampires, such as the elders of the city’s Tremere chantry.

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

Mentor (SABBAT)
Since Sabbat unlife demands so much from its ranks, many members look to their packmates, sires and superiors for guidance. In Sabbat society, the mentor may teach and guide the Sabbat member on his chosen Path of Enlightenment, give advice, provide protection from elders by acting as a buffer, offer caution when intruding on the affairs of other elders and provide information regarding opportunities for power and advancement.

• Mentor is a ductus or pack priest.
•• Mentor is a prominent elder or priest.
•••Mentor is a bishop.
•••• Mentor is an archbishop.
••••• Mentor is a priscus or cardinal.

Resources:

Wealth, belongings, and monthly income. this Background describes your standard of “living,” your possessions and your buying power. No dots in Resources is just that: You have no permanent haven and no possessions save a few clothes and possibly a weapon or pocketful of coins.
You receive a basic allowance each month based on your rating; be certain to detail exactly where this money comes from, be it a job, trust fund or dividends.

* Small savings: a small apartment and maybe a motorcycle. If liquidated, you would have about $1,000 in cash. Allowance of $500 a month.

** Middle class: an apartment or condominium. If liquidated, you would have at least $8,000 in cash. Allowance of $1200 a month.

*** Large savings: a homeowner or someone with some equity. If liquidated, you would have at least $50,000 in cash. Allowance of $3000 a month.

**** Well-off: a member of the upper class. You own a very large house, or perhaps a dilapidated mansion. If liquidated, you would have at least $500,000 in cash. Allowance of $9000 a month.

***** Ridiculously affluent: a multimillionaire. Your haven is limited by little save your imagination. If liquidated, you would have at least $5,000,000 in cash. Allowance of $30,000 a month.

Retainers:

Not precisely allies or contacts, your retainers are servants, assistants or other people who are your loyal and steadfast companions. Many vampires’ servants are ghouls, their supernatural powers and blood bond-enforced loyalty make them the servants of choice. Retainers may also be people whom you’ve repeatedly Dominated until they have no free will left, or followers so enthralled with your Presence that their loyalty borders on blind fanaticism. Some vampires, particularly those with the Animalism Discipline, use “hellhounds” (ghouled dogs) or other animal ghouls as retainers. You must maintain some control over your retainers, whether through a salary, the gift of your vitae or the use of Disciplines. Retainers are never “blindly loyal no matter what” if you treat them too poorly without exercising strict control, they might well turn on you.

* One retainer
** Two retainers
*** Three retainers
**** Four retainers
***** Five retainers

Retainers (SABBAT)
Because the Sabbat is known for its secrecy, secrecy that has enabled its survival over the centuries, its members are apprehensive at thought of letting a hunch of humans know their secrets. Even when a Sabbat vampire takes a retainer, he is much more likely to choose a ghoul or an animal. There is also an ideological basis for the Sabbat’s restricted use of retainers; why would a superior being choose such an inferior being for a servant, assistant or companion? Retainers must always he controlled in some way, either through a salary, the donation of Cainite blood or direct mind-control. They may not always be loyal, though typically they are, considering the consequences. Depending on how well they have been treated, some retainers feel the temptation to betray their masters if given the chance. Sabbat members keep tight reins on their retainers. Usually, a retainer is killed at the slightest sign of mistrust or disobedience.

Status :

The character's standing in undead society. You have something of a reputation and standing (earned or unearned) within the local community of Kindred. Status among Camarilla society is often derived from your sire’s status and the respect due your particular bloodline; among the Sabbat, status is more likely to stem from the reputation of your pack. Elders are known for having little respect for their juniors; this Background can mitigate that somewhat. High status among the Camarilla does not transfer to Sabbat society (and will most likely make you a notorious target for your sect’s rivals), and vice versa. Note: Caitiff characters may not purchase Status during character creation. Caitiff are the lowest of the low, and any respect they achieve must be earned during the course of the chronicle.

* Known: a neonate
** Respected~ an ancilla
*** Influential: an elder
**** Powerful: a member of the primogen (or bishop)
***** Luminary: a prince (or archbishop)





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