Advantages: Difference between revisions

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! style="text-align:left;" | ''Psychological — Sub textual personality ticks. These are also accessible to mortals and ghouls.''<br><br>
! style="text-align:left;" | ''Psychological — Subtextual 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>
| <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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! style="text-align:left;" | ''Cults — Usable for those in blood cults or more mainstream belief structures.''<br><br>
! style="text-align:left;" | ''Cults — Usable for those involved with Kindred religion, mystery cults, or even more mainstream systems of belief.''<br><br>
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| '''Apocryphal Texts (•)'''<br>The character possesses writings from one of the church's leaders or prominent figures. On applicable rolls gain two dice Intelligence rolls, and in social combat increase the Willpower damage modifier by 1.<br><br>
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| <span style="color:darkred"> '''Excommunicated (• — ••)'''<br>They've done something to be cast out. At one dot, subtract two dice from all rolls dealing with the cult. At two dots, the cult actively seeks to destroy you in any way possible.</span><br><br>
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| '''Inspired Artist (••)'''<br>When using the cult's symbols or message in art, add a 1-die penalty to onlookers to resist Social rolls from cult members.<br><br>
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| <span style="color:darkred"> '''Faithless (••)'''<br>Being a member for the benefits instead of being a true believer. Lose two dice on rolls pertaining to the Cult from Resolve and Composure rolls. Cannot learn any Rituals, Ceremonies, or Loresheets higher than level 2.</span><br><br>
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| '''Traveling Preacher (••)'''<br>Having spread the cult's message where they go, reduce the difficulty on rolls to avoid the Second Inquisition by 1.<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>
| '''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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Thin-Blood Merits/Flaws
Ghoul Merit/Flaws


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Revision as of 12:34, 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.