Advantages: Difference between revisions

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! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|-
|'''High Functioning Addict (•)'''
|'''Apocryphal Texts (•)'''
|Add one die to either Physical, Social or Mental pool when the last feeding had the drug of desire.
|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.
|| <span style="color:darkred">'''Addiction (•)'''</span>
|| <span style="color:darkred">'''Excommunicated (• — ••)'''</span>
|<span style="color:darkred">Unless the action is to immediately gain their drug, lose one die to all pools if the last feeding was not on the drug of their choice.</span>
|<span style="color:darkred">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>
|-
|-
| style="border:1;" |
|'''Inspired Artist (••)'''
| style="border:1;" |
|When using the cult's symbols or message in art, add a 1-die penalty to onlookers to resist Social rolls from cult members.
| <span style="color:darkred">'''Hopeless Addiction (••)'''</span>
|| <span style="color:darkred">'''Faithless (••)'''</span>
|<span style="color:darkred">Unless the action is to immediately gain their drug, lose two dice to all pools if the last feeding was not on the drug of their choice.</span>
|<span style="color:darkred">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>
|-
|'''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.
|| <span style="color:darkred">'''Beacon of Profanity (•)'''</span>
|<span style="color:darkred">Mortals with any amount of True Faith can sense your presence, regardless of True Faith level.</span>
|-
|'''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.
|| <span style="color:darkred">'''Crisis of Faith ()'''</span>
|<span style="color:darkred">Whenever there is a bestial failure, take one point of superficial Willpower damage in addition to other outcomes.</span>
|-
|'''Penitence <br>(•—•••••)'''
|Once per session, take one point of self-inflicted Superficial Health Damage in exchange for one point of Superficial Willpower damage.
|| <span style="color:darkred">'''Horrible Scars of Penitence (•)'''</span>
|<span style="color:darkred">This flaw is equivalent to the '''Repulsive''' flaw when around those not within the cult.</span>
|-
|'''Traveling Preacher (••)'''
|Having spread the cult's message where they go, reduce the difficulty on rolls to avoid the Second Inquisition by 1.
|| <span style="color:darkred">'''Groveling Worm (••)'''</span>
|<span style="color:darkred">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>
|}
|}



Revision as of 22:38, 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.