Advantages: Difference between revisions

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== Looks ==
== '''LOOKS''' ==
Related to the appearance, supernaturally influenced or not, of the character.<br><br>
Related to the appearance, supernaturally influenced or not, of the character.<br>
{| class="mildtable" style="width:105%" ;
{| class="mildtable" cellpadding="5" style="width:105%;"
! style="width: 15%;" | '''Merits'''<br><br>
! style="width: 15%;" | '''Merit'''
! style="width: 35%;" | '''Description'''<br><br>
! style="width: 35%;" | '''Description'''
! style="width: 15%;" | <span style="color:darkred">'''Flaws'''</span><br><br>
! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span><br><br>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|-
|'''(••) Beautiful'''
|'''(••) Beautiful'''
|Add one die to related Social pools<br><br>
|Add one die to related Social pools.
||<span style="color:darkred">'''(•) Ugly'''</span>
|| <span style="color:darkred">'''(•) Ugly'''</span>
|<span style="color:darkred">Lose one die from related Social pools</span><br><br>
|<span style="color:darkred">Lose one die from related Social pools</span>
|-
|-
|'''(••••)''' '''Stunning'''
|'''(••••)''' '''Stunning'''
|Add two dice to related Social pools<br><br>
|Add two dice to related Social pools.
||'''<span style="color:darkred">(••) Repulsive'''</span>
||'''<span style="color:darkred">(••) Repulsive'''</span>
|<span style="color:darkred">Lose two dice from related Social pools</span><br><br>
|<span style="color:darkred">Lose two dice from related Social pools</span>
|-
|-
||'''(• - ••) Semblance of the Methuselah'''
||'''(• - ••) Semblance of the Methuselah'''
|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.<ref><br><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.<ref>
|
|
|}
|}


== OLD ==
== OLD ==

Revision as of 15:00, 7 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.