Advantages: Difference between revisions

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! style="text-align:left;" | ''Cults — Usable for those involved with Kindred religion, mystery cults, or even more mainstream systems of belief.''<br><br>
! style="text-align:left;" | ''Faith — 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>
| '''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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! style="text-align:left;" | ''Cults — Associated with specific blood cults. They can be adapted to fit as the Storyteller deems.''<br><br>
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| '''Streamer (••)'''<br>Once per story, the character can call upon their fanbase to perform something simple and nonviolent for them.<br><br>
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| '''Gardener (• — •••••)'''<br>Being selected members from the faith, this merit is equivalent to Herd for the Bahari religion.<br><br>
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| '''Dark Mother's Song (••)'''<br>Add three dice in Manipulation rolls when convincing others to worship Lilith.<br><br>
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| <span style="color:darkred"> '''Schism (•)'''<br>Suffer a two-dice penalty on Social rolls with members of your cult.</span><br><br>
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| '''Fire Resistant (••)'''<br>Convert Aggravated Health damage from fire to Superficial Health damage equal to their Blood Potency for one Rouse Check instead of three during daysleep.<br><br>
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| '''Vigilant (••)'''<br>The character knows when they are being watched unless it's through supernatural means, they stil must roll to know who and where from.<br><br>
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| <span style="color:darkred"> '''False Alarm (•)'''<br>Every failed Awareness roll counts as a total failure.</span><br><br>
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Thin-Blood Merits/Flaws
Thin-Blood Merits/Flaws
Ashe merit/flaw (Thin-Blood)
Ghoul Merit/Flaws
Ghoul Merit/Flaws



Revision as of 18:14, 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.