Advantages: Difference between revisions
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| <span style="color:darkred"> '''Bondslave (••)'''<br>Bond instantly to another kindred with just one drink, not three.</span><br><br> | | <span style="color:darkred"> '''Bondslave (••)'''<br>Bond instantly to another kindred with just one drink, not three.</span><br><br> | ||
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! style="text-align:left;" | ''Feeding — Related to the act of feeding, taking one does not mean the character must take the others.''<br><br> | |||
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| '''Bloodhound (•)'''<br>Able to sniff out resonances without tasting it.<br><br> | |||
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| '''Iron Gullet (•••)'''<br>Able to consume rancid, defractionated or otherwise unedible blood to other vampires.<br><br> | |||
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| <span style="color:darkred"> '''Prey Exclusion (•)'''<br>Unable to feed from a certain group and take Stains as if breaking a Chronicle Tenet when they do.</span><br><br> | |||
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| <span style="color:darkred"> '''Methuselah's Thirst (•)'''<br>Hunger can only be slaked to 0 by Supernatural blood.</span><br><br> | |||
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| <span style="color:darkred"> '''Farmer (••)'''<br>Must spend 2 Willpower Points to feed on human blood. Ventrue may not take this.</span><br><br> | |||
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| <span style="color:darkred"> '''Organovore (••)'''<br>Slake only by consuming human flesh and organs.</span><br><br> | |||
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| <span style="color:darkred"> '''Agonizing Bite (••)'''<br>When drinking directly from a victim, you may only take harmful drinks, resulting in blood loss.</span><br><br> | |||
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! style="text-align:left;" | ''Mythic — Strengths and weaknesses related to vampire mythology.''<br><br> | |||
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| '''Eat Food (••)'''<br>Can consume food but still with no nourishment. <br><br> | |||
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| '''Cold Dead Hunger (•••)'''<br>Add two dice to resist Hunger frenzy.<br><br> | |||
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| '''Pack Diablerie (••)'''<br>The character will always be the one to take the soul unless they otherwise choose during Diablerie. Additionally, if they help another consume the soul, they gain 5 experience points to spend in the same manner as if they'd committed the Diablerie themselves.<br><br> | |||
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| <span style="color:darkred"> '''Folkloric Bane (•)'''<br>Take Aggravated Damage when touching a specific object rooted in vampire mythos of what harms them, example Silver.</span><br><br> | |||
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| <span style="color:darkred"> '''Folkloric Block (•)'''<br>Must spend Willpower or move away a specific object vampires are known to fear in Vampire Mythos, example Holy Symbols.</span><br><br> | |||
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| <span style="color:darkred"> '''Stigmata (•)'''<br>Bleed from wounds on the hands, feet, and forehead when at Hunger 4.</span><br><br> | |||
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| <span style="color:darkred"> '''Stake Bait (•)'''<br>Attempts to drive a stake or other weapon into your heart require only three successes (before halving) instead of five.</span><br><br> | |||
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Revision as of 11:08, 6 December 2022
Alongside their Attributes, Skills, and Disciplines, Kindred also have Advantages from before they began the Chronicle. Advantages are broken down into different types — Merits, Backgrounds, and Loresheets. The opposite end of Advantages are Flaws, which are ongoing problems for the characters.
Unless otherwise stated, Advantages and Flaws without a rating may be taken at any level from • to •••••.
OLD SCHOOL RULE
As per the rules, Advantages are best used at character creation. However, through discussion with the Storyteller and either ongoing roleplay or a sufficient period of downtime, players may purchase some at the cost of 3 XP per dot in each, with Flaw dots taken after character creation granting equal Advantage dots.
You are encouraged to consider why your character possesses Merits and Loresheets, as any new power goes some way toward defining your character and their roles in the Chronicle. Any new Advantage should make sense within the context of the story and come from an agreement between player and Storyteller.
SCARCITY OF BACKGROUNDS
This is an optional mechanic introduced in Chicago By Night: Let the Streets Run Red, specifically for Kindred living in smaller towns where a Storyteller may decide the number Backgrounds given the smaller population.
Contacts — A certain amount may be rewarded freely, but largely the rest are opposed with other Kindred of the domain.
Influence — Similar to Contacts scarcity, but also attempts to grow Influence come with the need for defense rolls. Online or location-agnostic Influence may not be affected depending on the storyteller.
Herd and Feeding — Storyteller may have Herd operate in a limited size, migrating Herd face a degree of fluctuations, and failed hunts may have repercussions for the wider setting.
Haven — Kindred struggle in sharing the prime real estate in this setting.