Advantages: Difference between revisions

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== '''Feeding''' ==
== '''Feeding''' ==
''Not all vampires respond to the Blood Bond equally''<br><br>
''Not all vampires respond to the Blood Bond equally.''<br><br>
{| class="mildtable" style="width:105%" ;
{| class="mildtable" style="width:105%" ;
! style="width: 15%;" | '''Merit'''
! style="width: 15%;" | '''Merit'''
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|| <span style="color:darkred">'''Agonizing Bite (••)'''</span>
|| <span style="color:darkred">'''Agonizing Bite (••)'''</span>
|<span style="color:darkred">When drinking directly from a victim, you may only take harmful drinks, resulting in blood loss.<sup>(Homebrew, Pg. XX)</sup></span>
|<span style="color:darkred">When drinking directly from a victim, you may only take harmful drinks, resulting in blood loss.<sup>(Homebrew, Pg. XX)</sup></span>
|}
<br><br>
== '''Mythic''' ==
''Strengths and weaknesses related to vampire mythology.''<br><br>
{| class="mildtable" style="width:105%" ;
! style="width: 15%;" | '''Merit'''
! style="width: 35%;" | '''Description'''
! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|'''Eat Food (••)'''
|Can consume food but still with no nourishment.
|| <span style="color:darkred">'''Folkloric Bane (•)'''</span>
|<span style="color:darkred">Take Aggravated Damage when touching a specific object rooted in vampire mythos of what harms them, example Silver..</span>
|-
|'''Cold Dead Hunger (•••)'''
|Add two dice to resist Hunger frenzy.
|| <span style="color:darkred">'''Folkloric Block (•)'''</span>
|<span style="color:darkred">Must spend Willpower or move away a specific object vampires are known to fear in Vampire Mythos, example Holy Symbols.</span>
|-
|'''Pack Diablerie (••)'''
|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.
|| <span style="color:darkred">'''Stigmata (•)'''</span>
|<span style="color:darkred">Bleed from wounds on the hands, feet, and forehead when at Hunger 4.</span>
|-
| style="border:0;" |
| style="border:0;" |
|| <span style="color:darkred">'''Stake Bait (•)'''</span>
|<span style="color:darkred">Attempts to drive a stake or other weapon into your heart require only three successes (before halving) instead of five.<sup>(Homebrew, pg. XX)</span>
|}
|}



Revision as of 18:42, 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, Loresheets, and Bloodlines. 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.