Advantages: Difference between revisions

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|'''Go to Ground (•)'''
|'''Go to Ground (•)'''
|Add two dice on rolls when evading pursuit.
|Add two dice on rolls when evading pursuit.
|}
<br><br>
=== '''Cult of Shalim''' ===
{| 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>
|-
|'''Insidious Whispers (••)'''
|When making a Social roll to undermine a Conviction, one rolled 10 counts as two 10s. Two rolled 10s still count as four.
|| <span style="color:darkred">'''Empty (•)'''</span>
|<span style="color:darkred">People attempt to remove themselves from the character's unnerving presence. Subtract two dice from Social rolls</span>
|-
|'''Gematria (•)'''
|The ability to understand a coded cipher allowing both encrypting and decrypting messages.
| style="border:1;" |
| style="border:1;" |
|}
<br><br>
=== '''Mithraic Mysteries''' ===
{| 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>
|-
|'''Bull-Slayer (•••)'''
|During Extended Tests, The character can reroll up to three regular dice without spending Willpower once per scene.
|| <span style="color:darkred">'''Failed Initiate (•)'''</span>
|<span style="color:darkred">The character faltered during the process of becoming a member, being assigned a guide who will interrupt plans, offer instruction or demanding the character proves themselves at any time.</span>
|-
|'''Bargainer (•)'''
|Reduce the Difficulty to assess a transaction by 1.
| style="border:1;" |
| style="border:1;" |
|}
<br><br>
=== '''Nephilim''' ===
{| 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>
|-
|'''Archangel's Grace (•••)'''
|Replace the Athletics Skill with the Performance Skill or vice versa when doing something akin to heavy cardio.
|| <span style="color:darkred">'''Yearning (•)'''</span>
|<span style="color:darkred">Missing their master, they must spend two Willpower to work against their master's wishes.</span>
|}
|}



Revision as of 23:27, 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.