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![]() Characters may only build these at a limit of one level or NPC a month unless otherwise granted by the Character ST. ALLIES - As per LotN:R, DE, and GC. Allies can be anyone. Any allies must be defined in writing. Role play must be used to establish connections, and should be a solid allied relationship. The higher the level purchased the more valuable the ally will be, and is modified by certain details such as clan (same, different, rarity), generation (difference between character and ally), and sect (same, different, elite coterie membership, etc...) Generally, an ally is a mortal with useful abilities or influences. Each ally must be purchased separately and can have a value of up to 5. Allies must be kept on file. XP may not be spent to increase the usefulness of an ally. Once created, they are NPCs which cannot earn or use XP. BUSINESS OWNERSHIP - A business will grant the owning character a level three influence in the business's primary area. These action points may only be spent on requests involving the business's direct area of control. If the business is sold, stolen, repossessed, or by any other means taken from the character, the influence is transferred to the new authority. For example: Bill owns a factory in Milledgeville. This factory will afford him a level three Industry. These four action points may only be spent on industry related requests that could normally be performed by this factory. He could use the points to have machinery built or gain raw materials that the factory would normally work with, but he could not use these points to cause a strike or sabotage projects at another factory. Ownership of a business also helps in approval of the purchase of higher levels of personal influence levels within the realm of that business. Each situation is fairly signature. Guidelines must be set by the Influence ST in each case. Ownership will not remove the requirement for growth points, but it may modify the required number. Ownership may possibly replace any RP requirements. Ownership of a business allows for a complete block against any request through that business at no AP cost. Actions taken by the owner can only be blocked by an Influence expenditure that directly affects the business as determined by the Influence ST. Monitoring or Covering is at half cost. The granted influence of a business may not be increased through growth points, though special cases may grant higher than three points as approved by the Influence ST. For a business to qualify for this advantage you must gain or provide:
This background cannot teach a character anything or come to his/her aid. It is simply the answer to a question. If characters request answers to questions that are vague or seem to be grabbing for extensive answers, the replies will only be within the limitation of the Contacts Background. FAME - As per LotN:R, DE, and GC. This is mortal fame for one reason or another. The details about the source of one's fame must be submitted to and approved by an ST. Someone cannot be a famous pro-golfer due to sun exposure, though they could be a famous writer or artist. Ghouls may be famous in the sun. Purchase must be a valid RP situation. Fame should only be purchased once and may reach level 5. Your level of Fame may determine the amount of personal influence you may use when traveling to other areas of the world. GENERATION - As per LotN:R. Lowering generation after character creation can prove rather difficult. This is covered by the Character ST. There is currently a Twelfth (12) generation limit without HST and Character ST approval. Character histories may allow for Eighth (8), Ninth (9), Tenth (10) and Eleventh (11) generation positions as approved by the HST and the Character ST. HERD - As per LotN:R and GC. Herds are for feeding from. That's it. For each level of herd, the characters may get a free point of blood per game without having to go through any challenges or scenes that may make such a hunt difficult. Herd may be declared at the start of game to increase starting blood. Herd cannot be used for anything else short of possibly embracing one to become another PC/NPC character. Such use will decrease the number of herd the character has. Herd must be purchased using RP reasons. The Herd does not need to be written up. INFORMATION NETWORK - (NOSFERATU ONLY) As per CB: Nosferatu. This Background represents access to Schreck.NET and other information gathering sources. MAGIC ITEM - ANY Magic Item must be approved by a Storyteller. A Magic Item may be purchased as a 1 - 5 point Background depending on the magical value of the item. A history is required for any Magical Item petitioned for at character creation. MENTOR - As per LotN:R, DE, and GC. Player's wishing to purchase this background must first submit a history. This history should detail the mentor and its interaction with the character. A mentor must be determined and approved prior to purchase. Mentors are gauged by their value and rarity. Mentors may be developed by the player but are certainly subject to revision by the Character ST. If desired, the Character ST can develop any Mentor upon player request. Experience points may not be spent to increase the value/ability of a Mentor. Once created they are NPCs, which cannot earn or use experience points. Each mentor must be recorded and valued separately. Follow all recommended rules in the LotN:R regarding the use of Mentors. Mentors are not common resources available to everyone, so please use discretion in approval. Keep in mind that most of the time Mentors ask for something in return for their aid. Mentors purchased after character creation require intense roleplay justification. A Mentor's value may increase or decrease at ST discretion. This is not based on player request. Mentors are not likely to aid the characters at the expense of their own interests, and if the players are making a grab for power that threaten their mentors' current standing, they may refuse to help, or even actively oppose the character. OCCULT LIBRARY - Occult Library is now a Background instead of a Merit. Each level of the background indicates the value of the library at an increasing rate. This Background should not be purchased with straight XP, but should include the accumulation of tomes and information over the progression of the character's life. This background may be taken multiple times if an Occult Library is desired on a specific topic of study. Example charts of value are listed below: General Library:
RETAINERS - As per LotN:R, DE, and GC. These are NPCs that work for characters. Examples include those who might watch over a haven, act as chauffeur, run errands, do research, etc. There are two ways to record retainers. The characters may purchase Retainers X 3 to represent having three lackeys that do grunt work and such for them, or they may purchase Retainers X 3 to represent a single retainer that is far more valuable than your run-of-the-mill yes-man. Specialized knowledge will increase the cost level of the retainer. If the retainer has more points than a starting character of that creature type, the value will go up. Also keep in mind that a character must spend a blood point every month for every ghoul they have in their service. This point can be spent at any time, but this upkeep must be spent. If they do not pay for the ghoul, they will lose the ghoul as a retainer and will not be able to re-purchase that same ghoul again later. Retainers should always be written up and kept on file. Experience points may not be used to increase the skills and powers of a retainer. Once created, retainers are NPCs which cannot earn or use XP. Unlike in LotN:R, Retainers do not add to a characters influence levels and may not use their influences to help grow, protect, or steal a PC's influences. Retainers cannot transfer their influences to a PC. --Retainer Guide --Create a concept --Choose a Regnant --Choose a Nature and Demeanor --All ghouls start with 3 Humanity and 3 Conscience --Distribute Attributes (3, 5, 7) and choose Traits --Choose five Abilities --One point in Fortitude Note: Ghouls may learn other physical disciplines (Celerity, Fortitude, Potence, Vicissitude, Visceratika), but to learn any non-physical discipline, the Merit "Learn other Disciplines" must be taken. --Choose three Backgrounds Note: May not exceed level three in any Background or Influence at creation. --Choose Negative Traits and Flaws Note: Up to 5 points for taking neg. traits in any of the 3 categories, with max of 3 in a single category. As many as 7 points of flaws may be used to acquire neg. points. A derangement may be taken for max of 2 points toward the neg. points total. --Choose a Derangement (if desired) --Spend 5 Free Traits and any Negative Points and choose Merits (if desired) -- An additional 10 points may be spent on the Retainer per level of the Background purchased. For example, a Retainer x3 would gain the 5 Free Traits (plus any negative traits / flaws / etc) and an additional 30 points to be put into the character. Max. Traits = 9 | Max. Abilities = 5 | Blood = 6 mortal/4 Kindred | Willpower 2/6 Blood is your maximum number of Blood Traits. Ghouls may spend one blood per round. Four points of a ghoul's blood are considered Kindred for healing, using disciplines, etc. Six of there blood points are still normal human blood. This blood can be consumed by Kindred, but it can not be used by the ghoul for healing or other supernatural purposes. Willpower lists your starting Willpower Traits before the slash, and your maximum Willpower Traits after the slash. RETAINER INFLUENCE - Retainers may possess levels of influence usable by the employer. The reach of this influence must be within the realm of the retainer's specific control as described above. The amount of influence accessible may increase the cost/value of the Retainer. A Retainer may not be created with more than a Level Three (3) in any influence. Retainers may alter or even refuse requests made of their influences if they feel such a request in inappropriate, is outside of their employment to the character, or if they have not been treated well. These are people who work for you, not mindless slaves at your beck and call. As always, the Influence ST will adjudicate these responses. RETAINER GROWTH - Retainers may grow after their initial creation. They may grow no larger than 5 experience points. Each growth level must be approved by the Storyteller staff and must be substantiated by adequate RP growth with said Retainer. As with standard Retainer creation, each experience point placed into the Retainer will allot 10 points to be spent in the Retainer as indicated by the approved RP. SANCTUARY - The basis of this Background is taken from the LotH:PG Background of the same name. The level of this Background will represent the number of safe-houses that the character has available to him/her. No matter where you are:
Note: Sanctuary does not provide your character with Herd, Allies, Mentor, etc... ![]() |