Advantages: Difference between revisions

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! style="text-align:left;" | ''Cults — Associated with specific blood cults. They can be adapted to fit as the Storyteller deems.''<br><br>
! style="text-align:left;" | ''Cults — Associated with specific blood cults. They can be adapted to fit as the Storyteller deems.''<br><br>
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| '''Memories of the Fallen (••)'''<br>On Blood Alchemy rolls related to Ashe, one rolled 10 counts as two 10s. Two rolled 10s still count as four.<br><br>
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| <span style="color:darkred"> '''Ashe Addiction (••)'''<br>In addiction to the Ashe rules in Cults of the Blood Gods, after a failed Blood Alchemy roll, take a two dice penalty for all actions till the session ends.</span><br><br>
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| '''Streamer (••)'''<br>Once per story, the character can call upon their fanbase to perform something simple and nonviolent for them.<br><br>
| '''Streamer (••)'''<br>Once per story, the character can call upon their fanbase to perform something simple and nonviolent for them.<br><br>
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! style="text-align:left;" | ''Thin-Blood — These Merits and Flaws only apply to thin-blood characters. They have no dot value; each Flaw balances a Merit, and vice versa. They thus do not count against the maximum dots in Advantages and Flaws allowed to be selected during character creation or purchased through experience.''<br><br>
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| '''Anarch Comrades'''<br>Befriended an Anarch group, act as a one dot Anarch Mawla.<br><br>
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| <span style="color:darkred"> '''Shunned by the Anarchs'''<br>They've done something and the Anarch's shun them, more likely to throw them to the Camarilla than help. Cannot take Anarch Comrades with this Flaw.</span><br><br>
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| '''Camarilla Contact'''<br>Caught the attention of someone within the Camarilla, acts as a one dot Camarilla Mawla.<br><br>
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| <span style="color:darkred"> '''Branded by the Camarilla'''<br>An unhealable and painful brand given by the Camarilla to know what they are. Can take Camarilla Contact with this Flaw.</span><br><br>
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| '''Catenating Blood'''<br>Can create Blood Bonds and embrace other thin-bloods.<br><br>
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| <span style="color:darkred"> '''Bestial Temper'''<br>Frenzy test as normal vampire rules </span><br><br>
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| '''Day Drinker'''<br>Able to walk in the sun. Sunlight halves their Health Tracker (rounded up) and removes all vampiric abilities. <br><br>
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| <span style="color:darkred"> '''Clan Curse'''<br>Cursed by the bane of a clan. Bane Severity becomes 1. Can only take Banu Haqim, Gangrel or Brujah bane if they have Bestial Temper and the Tremere Bane if they have Catenating Blood</span><br><br>
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| '''Discipline Affinity'''<br>Natural ability for one Discipline. Gain one dot and can retain additional levels at the experience cost of out of clan. Consuming matching resonance does not reward them with extra temporary dots.<br><br>
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| <span style="color:darkred"> '''Vitae Dependency'''<br>Must slake one hunger of vampire vitae each week else they'll lose access to all their vampiric powers.</span><br><br>
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| '''Lifelike'''<br>Has a heartbeat, can eat food and enjoy sexual activities. Most medical checks reveal nothing, as long as it's during the night.<br><br>
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| <span style="color:darkred"> '''Living in the Past (•)'''<br>Unable to grasp modern societies mindset, one or more of the character's convictions reflect outdated views.</span><br><br>
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| '''Archaic (••)'''<br>Cannot use computers, cellphones and the character's Technology rating is always 0.<br><br>
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| <span style="color:darkred"> '''Dead Flesh'''<br>Medical inspections will report them as deceased and take a one die penalty to face to face Social tests with a mortal. Cannot take Lifelike with this Flaw.</span><br><br>
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| '''Thin-blood Alchemist'''<br>Gain one dot and one formula of Thin-blood Alchemy.<br><br>
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| <span style="color:darkred"> '''Baby Teeth'''<br>Never developed fangs.</span><br><br>
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| '''Vampiric Resilience'''<br>Take damage like a regular vampire.<br><br>
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| <span style="color:darkred"> '''Mortal Frailty'''<br>Mend like a mortal, unable to rouse the blood. Cannot take Vampiric Resilience with this Flaw.</span><br><br>
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! style="text-align:left;" | ''Ghouls — Only ghouls make take these merits and flaws.''<br><br>
Thin-Blood Merits/Flaws
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Ashe merit/flaw (Thin-Blood)
| '''Blood Empathy (••)'''<br>The ghoul can feel if their regnant is in danger or otherwise, needs them immediately, this does not allow for telepathic communication.<br><br>
Ghoul Merit/Flaws
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| <span style="color:darkred"> '''Baneful Blood (• — •••)'''<br>The character experiences the bane of their first domitor, this does not change if they get a new domitor.</span><br><br>
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| '''Unseemly Aura (••)'''<br>Their aura has become indistinguishable from a Kindred.<br><br>
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| <span style="color:darkred"> '''Crone's Curse (•••)'''<br>The character appears at least a decade older than they actually are which reduces their health tracker by one.</span><br><br>
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| <span style="color:darkred"> '''Distressing Fangs (••)'''<br>Having developed fangs like kindred, the character suffers one die on Social pools with mortals.</span><br><br>
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Revision as of 00:07, 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.