Advantages: Difference between revisions

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| <span style="color:darkred"> '''Repulsive (••)'''<br>Lose two dice from related Social pools.</span><br><br>
| <span style="color:darkred"> '''Repulsive (••)'''<br>Lose two dice from related Social pools.</span><br><br>
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| '''Semblance of the Methuselah (• - ••)'''<br>With an appearance strikingly similar to a methuselah, gain one die on rolls to impress, intimidate or attract the attention who recognize your face. As well as gain other bonuses such as status or additional die when meeting the methuselah they resemble.<br><br>
| '''Semblance of the Methuselah (• ••)'''<br>With an appearance strikingly similar to a methuselah, gain one die on rolls to impress, intimidate or attract the attention who recognize your face. As well as gain other bonuses such as status or additional die when meeting the methuselah they resemble.<br><br>
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| <span style="color:darkred"> '''Child (••)'''<br> You were Embraced whilst clearly a child. At the Storyteller’s discretion, you suffer a one-die penalty to physical activities involving your height, size, or other physical developments. You also suffer a two-dice penalty to all Social rolls where being a child is a detriment, especially when dealing with mortal adults.<sup>(Homebrew Content)</sup></span><br><br>
| <span style="color:darkred"> '''Diminutive (••)'''<br> You were Embraced whilst clearly a child. At the Storyteller’s discretion, you suffer a one-die penalty to physical activities involving your height, size, or other physical developments. You also suffer a two-dice penalty to all Social rolls where being a child is a detriment, especially when dealing with mortal adults.<sup>(Homebrew Content)</sup></span><br><br>
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! style="text-align:left;" | ''Bonding — Not all vampires respond to the Blood Bond equally.''<br><br>
! style="text-align:left;" | ''Bonding — Not all vampires respond to the Blood Bond equally.''<br><br>
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| '''Bond Resistance (• - •••)'''<br>Add one die to resist Blood Bonds per level of this merit.<br><br>
| '''Bond Resistance (• •••)'''<br>Add one die to resist Blood Bonds per level of this merit.<br><br>
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| <span style="color:darkred"> '''Bond Junkie (•)'''<br>The bond is sweeter to the character, they lose one die when acting against Blood Bonds.</span><br><br>
| <span style="color:darkred"> '''Bond Junkie (•)'''<br>The bond is sweeter to the character, they lose one die when acting against Blood Bonds.</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.<sup>(Homebrew Content)</sup></span><br><br>
| <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.<sup>(Homebrew Content)</sup></span><br><br>
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! style="text-align:left;" | ''Contagion — Related to blood-borne ilnesses''<br><br>
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| <span style="color:darkred"> '''Disease Vector (•)'''<br>When feeding from a sick mortal, the illness is always contracted and will be passed onto the next vessel.</span><br><br>
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| <span style="color:darkred"> '''Nocturnal (••)'''<br>You suffer a penalty equal to Bane Severity to all dice pools when subjected to bright artifical light directed at you, and add your Bane Severity to Aggravated damage taken from sunlight.<sup>(Homebrew Content)</sup></span><br><br>
| <span style="color:darkred"> '''Plaguebringer (• — ••)'''<br>The Kindred carries a disease that cannot be removed from their vitae. At one dot the disease is minor with visible traces, at two dots the disease can be potentially fatal if not treated. It is passed through the bite.</span><br><br>
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! style="text-align:left;" | ''Psychological — Sub textual personality ticks. These are also accessible to mortals and ghouls.''<br><br>
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| <span style="color:darkred"> '''Living on the Edge (••)'''<br>When confronted with a risky temptation that the character hasn't done before, they suffer a two-dice penalty for all actions till they participate or the scene ends. </span><br><br>
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| <span style="color:darkred"> '''Weak-Willed (•••)'''<br>Even when they are aware that someone is attempting to sway they may not use the active resistance systems to avoid the attempts.</span><br><br>
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! style="text-align:left;" | ''Cults — Usable for those in blood cults or more mainstream belief structures.''<br><br>
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| '''Unholy Will (•• — ••••)'''<br>With two dots, add one die to any pool when resisting or contesting against an individual with True Faith when related to their faith. The character also suffers one less point of damage from holy sources. At four dots, add two dice and suffer two fewer points of damage. <br><br>
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| <span style="color:darkred"> '''Beacon of Profanity (•)'''<br>Mortals with any amount of True Faith can sense your presence, regardless of True Faith level.</span><br><br>
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| '''Zealotry (• — •••)'''<br>For each dot in this merit, once per session when succeeding with a normal roll that relates or aligns to the character's Conviction, turn it into a messy critical.<br><br>
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| <span style="color:darkred"> '''Crisis of Faith (•)'''<br>Whenever there is a bestial failure, take one point of superficial Willpower damage in addition to other outcomes.</span><br><br>
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| '''Penitence (• — •••••)'''<br>Once per session, take one point of self-inflicted Superficial Health Damage in exchange for one point of Superficial Willpower damage.<br><br>
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| <span style="color:darkred"> '''Horrible Scars of Penitence (•)'''<br>This flaw is equivalent to the '''Repulsive''' flaw when around those not within the cult.</span><br><br>
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| <span style="color:darkred"> '''Groveling Worm (••)'''<br>The character must find the time to scourge their own flesh once per session for two points of Superficial Health damage or they suffer one point of Aggravated Willpower damage at the next session. Cannot be taken with Penitence Merit.</span><br><br>
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Revision as of 12:08, 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.