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| '''Check the Trunk (•)'''
| '''Check the Trunk (•)'''
| You have easy access to an armory or cache of tools and hardware. None of these items can exceed a value available to a character with Resources 2. Common items found in a cache could include a sawed-off shotgun, rusty bolt cutters, half a roll of duct tape, homemade stakes, half empty squeeze bottles of lighter fluid, and whatever else the Storyteller allows. Take an additional two dots in Preparedness pools (Vampire: The Masquerade, p. 410) for items within this Resource band.
| You have easy access to an armory or cache of tools and hardware. None of these items can exceed a value available to a character with Resources 2. Common items found in a cache could include a sawed-off shotgun, rusty bolt cutters, half a roll of duct tape, homemade stakes, half empty squeeze bottles of lighter fluid, and whatever else the Storyteller allows. Take an additional two dots in Preparedness pools (Vampire: The Masquerade, p. 410) for items within this Resource band.
|| <span style="color:darkred">'''FLAW'''</span>
|| <span style="color:darkred">'''Knowledge Hungry (•)'''</span>
|<span style="color:darkred">Flaw Content</span>
|<span style="color:darkred">At character creation, pick a topic that your character hungers to study. When your character comes across books, tutorial videos, college seminars, or other methods of learning about their chosen subject, make a Willpower roll at Difficulty 3 to resist chasing their obsession.</span>
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| '''Side Hustler (••)'''
| '''Side Hustler (••)'''
| Once per session you can get your hands on an item, a piece of information, or access to an event as if you had two dots in the appropriate Resources, Contacts or Influence Background. (Items obtained with Resources likely have to be returned intact.) Often this requires you to spend part of the night calling in markers and pressing your informal network.
| Once per session you can get your hands on an item, a piece of information, or access to an event as if you had two dots in the appropriate Resources, Contacts or Influence Background. (Items obtained with Resources likely have to be returned intact.) Often this requires you to spend part of the night calling in markers and pressing your informal network.
|| <span style="color:darkred">'''FLAW'''</span>
|| <span style="color:darkred">'''Prestation Debts'''</span>
|<span style="color:darkred">Flaw content</span>
|<span style="color:darkred">You owe another Kindred (or two others) two minor boons. The debt-holder wields more power and influence than you within vampire society, though not necessarily within your sect. They receive a one-die bonus in Social combat against you while they hold your marker. They may call in either of these debts at any time.</span>
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| '''Tempered Will (••)'''
| '''Tempered Will (••)'''
| You are always aware of when someone is using Dominate and Presence against you. Once per session, when resisting Dominate or Presence, you may add two additional dice to your resistance pool. Only someone with no dots in either Dominate or Presence can take this Merit.
| You are always aware of when someone is using Dominate and Presence against you. Once per session, when resisting Dominate or Presence, you may add two additional dice to your resistance pool. Only someone with no dots in either Dominate or Presence can take this Merit.
|| <span style="color:darkred">'''FLAW'''</span>
|| <span style="color:darkred">'''Risk-Taker (•)'''</span>
|<span style="color:darkred">Flaw content</span>
|<span style="color:darkred">When confronted with a chance to indulge a risky temptation you haven’t done before (such as snorting a new drug, imbibing vampire blood, or taking a Kindred lover), you suffer a two-dice penalty to all actions until you either partake of the new experience or the scene ends. This Flaw doesn’t compel you to do something suicidal ... but you may not always accurately predict the full consequences of your actions.</span>
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| '''Untouchable (••••)'''
| '''Untouchable (••••)'''
| Once per story you can escape all official punishment for a crime that would otherwise see you destroyed or cast out of your sect, though you may be privately reprimanded or face consequences through unofficial channels.
| Once per story you can escape all official punishment for a crime that would otherwise see you destroyed or cast out of your sect, though you may be privately reprimanded or face consequences through unofficial channels.
|| <span style="color:darkred">'''FLAW'''</span>
|| <span style="color:darkred">'''Weak-Willed (••)'''</span>
|<span style="color:darkred">Flaw content</span>
|<span style="color:darkred">Take a one-die penalty to Social pools against your leader or superior. Even when you’re aware of an attempt to sway you mentally or emotionally (such as with Dominate or Presence), you may not use the active resistance systems to avoid those effects.</span>
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Revision as of 10:37, 5 April 2023


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 •••••.


For other Advantages see Loresheets or Coterie Backgrounds and Merits.