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Backgrounds New and Old

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Backgrounds New and Old Empty Backgrounds New and Old

Post by Admin Sat Jul 18, 2015 1:05 pm

Allies: As per book.

Alternate Identity: You maintain an alternate identity, complete with any documentation you desire. Only a few may know your real name or identity.

Dots Description

1 You are new at this identity game. Sometimes you slip and forget your other persona.
2 You are well grounded in your alternate identity. You are convincing enough pass as a layman.
3 You have a reputation as your alternate persona and get name recognition in the local area.
4 Your alternate identity has respect and trust within your area of infiltration.
5 You command respect in your area of infiltration, and you may even have accumulated a bit of influence. You have the trust (or at least the recognition) of many powerful individuals within your area. (May not purchase influence without this background unless using your actual identity.)

Arcane:  Certain Kindred are inherently unknowable, and those around them often fail to notice them, let alone their undead states. Some vampires have the ability to remain anonymous. This strange ability generally manifests as a strange nepenthe, whereby the person trying to remember the Kindred experiences only a strange nostalgia, absent of any detail.

A vampire with a high Arcane Trait may attempt to vanish from view, or she may simply seem too ordinary to notice. This is not similar to Obfuscate, per se, and it certainly does not help in combative (or potentially so) situations – the Kindred won't be disappearing into a puff of smoke or lingering invisibly before anyone's eyes. If someone searches for the Kindred, their quest may well prove fruitless: Somehow, no one remembers heror the guard was too far away to give a reliable description.

A vampire's Arcane score subtracts one die per dot from any dice pools used to actively search for her – most often Perception or Investigation pools. A Kindred may choose to "turn off" Arcane if she so wishes, thereby enabling others to find her, as is sometimes beneficial. This is a passive Trait, not an active one; it does not help on Stealth tolls or other overt attempts to hide from others. It simply makes the vampire hard to find, whether she's sitting across the tavern from you or hidden in a crypt three continents away.

No character may take the Arcane background if she has any Status, Clan Prestige, Influence or Fame, or vice versa. Likewise, Arcane does not have any effect for Kindred of the Eighth Generation or lower – elders are simply too unnatural to slip so easily from the minds of others.

Note: This Background is as often a detriment as it is a blessing, and it sometimes conflicts with other Backgrounds. An Arcane Kindred with Resources may well have to hunt down his resources while an Arcane Mentor may prove more trouble to find than she's worth.

1. Easily overlooked
2. Hard to follow
3. It takes a detective to shadow you
4. Maybe he passed through here a couple years ago
5. Never heard of the guy

Clan Prestige: A Background Trait used to keep track of a vampire's standing within her clan. Clan Prestige bears absolutely no relation to a Kindred's regular Status; a vampire can be highly respected by other Nosferatu but despised by the Elders as a whole, or a Brujah prince might be well-respected by his peers, but loathed by his clanmates as a sell-out. Normally a vampire can only acquire Clan Prestige for her own clan, but on rare occasions one of the Kindred has done enough service for one of the other lineages to earn Clan Prestige from them as well. Examples of this would be a Toreador who, despite his sensibilities, regularly feeds gossip from Elysium and the salons to the Nosferatu, or a Gangrel who, in the course of performing her duties, foiled a plot to assassinate a Ventrue prince. Starting characters may purchase up to 2 Levels of Clan Prestige at creation.

Commerce: Commerce is the ability to trade across the world, much like influence it can be grown naturally over time. It can be used to mimic the effects of resources but can raise and lower depending on the season, bandits, supply & demand and various other factors. Commerce can be attacked by influence as well as physical assaults.
1- You have control of a local resource, and may trade locally. See an ST to determine which one.
2- You have control of a few wagons that travel overland to several villages selling your wares.
3- You have control over a major resource and may trade across the kingdom with up to two caravans.
4- You have a merchant ship that makes monthly trips across the North Sea into several countries.
5- You have several merchant ships that bring wares and coin from across the known world on a weekly basis.  

What can you do with commerce?

 Once per session you can double the passive effect of half your current level in resources rounded up. This may only be used once a month, and lowers your effective commerce level for the next month by one level for every level of resources you acquired.

 You have access to information from other cities; this information will not be as valuable or as accurate as specific information gathering backgrounds.

 You can press the guards of your caravans into becoming personal guards; this lowers your level of commerce by one for every 5 Guards you press.

 You can also attempt to monopolize and/ or embargo certain items of trade with commerce, forcing entire regions to go without your resource.  

 At level 4 and 5 you may attempt to gain an exotic or extremely valuable supply of specific resources, things like spices, silks, artwork, the latest fashions of faraway kingdoms, weapons made of improved materials etc. can all be obtained by expending your total commerce for a session.

 Commerce can assist with leveling influences by bribing or gifting local authorities, this does not give you free levels of influence, merely speeds up the growth.


Conscripts: There are a multitude of army types in the Dark Ages, but more than anything there are serfs, and when invading armies threaten to assault their homes these serfs rally around the banner of their local nobleman and fight. To represent this players may purchase a new background called Conscripts.

For each point a player gains access to a number of men or women that will fight for them in their own domain. These people are not ghouls, but untrained, unnamed disposable warriors that will fight to the death to defend their villages, towns, or settlements.

The player may define the flavor of these people, (gypsies, band of rogues, farmers, monks, nuns, ship hands, assorted villagers etc.) Players must spend an action point to rally these people during downtime, but they are available during session for one scene.

Each point also gives 10 men loyal to your cause, these men will not act without a leader, instead they will huddle in their warm homes awaiting the darkness of the night to overtake them.  Resources are required to outfit them with anything but the most basic of work implements and homespun clothes.

Contacts: As per book.

Couriers: Like a spider, you’ve cast a net of communications throughout a city, region or even countryside. You can courier messages through any known means whether with caravans, scouts or homing pigeons and know they’ll be reliably transmitted to other clan mates in your area of influence. Those communications are not entirely secure, however. Your messages can travel far and wide because they on the lips of those who aide a variety of your clan mates – so another who has earned their trust could well catch wind of what you are conveying. Dots in the background represent how trusted and connected the character is in the local network of couriers, and so how far and wise a message is reliable conveyed. This also determines how easily the vampire can tap into the other’s messages. The ST can ask the player to throw a Social challenge to find out if anything interesting is being passed along by local couriers.
1 – One city
2 – Two cities
3 – Three cities or a country’s district like Aquitaine in France or one of the Papal States.
4 – Four major cities or an entire geographical area like the Carpathians the Seine’s shores or the Alps.
5 – Five cities or an entire country.

Domain: As per book with the following added, Since the passive rule of Domain is removed because of feeding rules for the game, we'll allow players to have one free action point that affects domain only for every two points of domain, rounded up.

So 1-2 gets 1

3-4 gets 2

5-6 gets 3

If you share domain, you share these action points

1. A small single building
2. Two small buildings
3. One medium building or three to five small buildings.
4. Several shops a church or monastery, or a city block.
5. An entire village outside of the city

Fame As per book

Generation: As stated in character creation section.

Haven: Havens are where Cainites spend their daytime hours. From foreboding mansions to castles filled with serfs, or the backroom of a busy tavern every kindred has a place they go to be safe from the sun, the inquisition or other more nefarious things. For everyone point put into haven the character may purchase one item from the list below. (This list is not all inclusive, please see ST if you have anything special you would like to add.)
-A spacious living area with all the comforts of the medieval era, there are multiple rooms with and without access to the sun or the surface.
- A dungeon, a quiet place to keep prisoners for torture, feeding, or whatever your undead heart desires.
-Secret passages and chambers, your haven is littered with secret pass ways and chambers, only you know all the ways in and out of there.
- Guards – Loyal to the death, humans, animals, ghouls or something more fiendish
– Armory – A collection of functional weapons and armor
– Water access – A sealed well that leads into a river, the ocean or some other waterway, much to deep for any mortal to traverse without drowning, but you’re not mortal.
– Luxury – Your haven is filled with luxuries from around the western world, when people visit you they know you’re rich.
– Sprawling – An entire estate the size of most villages, several dozen people owe fealty to you.
-  Hidden – Hard to find, and harder to get into
– Warded – Crosses,sigils, salt, relics, whatever it takes to keep the uninvited out.
– Haunted – People know it’s there, but they refuse to go there, merely mentioning it causes people to cross themselves and say silent prayers. They wouldn’t think of going there.
- Holy – The opposite of Haunted, people fear going there unless they need to, some obscure saint performed a miracle there, and now the land your haven is on is considered sacred.
- Antiques – Your haven is filled with objects from the classical era, greek statues, roman writing, bronze age weaponry and art from places that have not yet been discovered and you’ve only just started your collection.
- Elysium – Your haven was once considered an Elysium, while it no longer carries that prestigious name many kindred still refuse to disobey the laws of Elysium while there.
- Workshop - You have an alchemy lab, forge  or a workshop

Herd: As per book

Influence: As per the rules of Dark Epics, PC's may not have more than 2 points in any one Influence at creation, the exception being any influence given to them by clan benefits.

Mentor:  As per book, take note of final paragraph of mentor background.

Military Force – Medieval: Unlike conscripts these units may be deployed elsewhere, however this is not an immediate call and several palms will need to be greased in order to get a unit up and running.

You have accumulated some sway over a group of fighting soldiers. Whether as the leader of a populous gang or a petty noble of the kingdom, an armed force obeys your command.

Military Force might not necessarily mean that the vampire has armed legions at her beck and call. Far more likely, the vampire may influence conflicts along disputed borders, or point minor nobles towards easy targets to whet their teeth. A vampire may, under extreme duress, be able to enforce martial law, but such behavior attracts attention, and her influence would no doubt wane significantly afterward.

This Trait is most suitable for elders. Characters may not start with more than 2 points in Military Force

1. Surly mob: 15 poorly organized and untrained thugs led by a brash noble or bandit leader
2. Militia: 25 functionally trained mercenaries
3. Regular Troops: 25 capable fighters trained by the best military minds of the kingdom
4. Veteran troop: 50 combat seasoned soldiers fresh off the battlefields of the Holy Lands.
5. Elite company: 100 battle-hardened troops complete with a handfull of knights and siege engines.  

Network: Network represents the geographical extent of a Cainite’s web of contacts, allies, influences and retainers. Each dot of Network expands the Cainite’s reach, although it does not increase the number of members in the network. Indeed, the player must still purchase dots in Allies, Contacts, Herd or Retainers. These represent servitors of various sorts who are readily at hand (usually in the Cainite’s home city).

When a Cainite arrives in a new locale that is within his Network (determined when purchasing the Background) a similar number of Allies, Contacts, Herd and Retainers will be available. In short, the well-travelled Cainite who possesses a Network has spent an unusual amount of time developing friends, contacts and servants in the various cities in which their business lies.

Hence, the Cainite never loses dots in those Backgrounds when they travel abroad. Any background points that would otherwise be lost when arriving in a different area are instead “moved” to the new area. This doesn’t allow one to “stack” Retainers, for instance, but it does allow one to know a a number of good people abroad who will happily and loyally serve in a pinch when a Cainite’s regular retainer is forced to stay home.

It does take time to gather them when he arrives in a given locale, however, and the effective number of available background points at his disposal rises by 1 dot/night.

Of course, a Cainite’s far flung Network will never be as loyal, nor as effective, as those who are constantly active in their service. Generally they will be considered mortals of average skill, even if the Cainite’s regular Ally, Contact or Retainers is not. Moreover, when not in the Cainite’s active service, they are effectively considered to be Contacts only. They may be contacted via courier, and used as information sources, but that is all.

For Example: Hepaphet, a Settite flesh peddler operating out of Cairo, has amassed an impressive network of contacts in several Mediterranean ports. His player purchased the following Backgrounds: Allies 2, Contacts 3, Network 3 (Cairo, Venice, Tyre, Tripoli) and Retainers 2. Were he to travel from Cairo to Tyre, he could quickly establish his clutch of contacts and servitors (it would take a total of three nights to do so fully). Were he to simply communicate with his network in Tyre without actually leaving Tyre, they could only provide information, not act on his behalf (all count as Contacts).

• Level One: The Network covers two distinct cities.
• Level Two: The Network covers three distinct cities.
• Level Three: The Network covers a small geographical area or four distinct cities.
• Level Four: The Network covers a significant geographical area or five distinct cities.
• Level Five: The Network covers a large, diverse geographical area or six distinct cities.


Occult Library: Some Kindred have accumulated vast stores of mystical knowledge over their many years. Such resources may have been inherited from a character's sire, treasures gleaned from previous journeys, gifts from a mentor or even stolen from the rivals. In fact, a library need not even be printed – books contained on CD-ROM or even a contact who knows occult lore may be considered a library for the purposes of this Background.
Whatever form it takes, an Occult Library aids the character in certain cases involving knowledge of the mystical or magical. Whenever the player needs to make a roll involving the Occult Knowledge and the character has the opportunity to consult the books, she may call upon this Background to help her. While this won't be of much aid if the character is held prisoner by another Kindred or visiting a foreign city, if the character is in her own library or laboratory, the information may prove invaluable.
Each level of Occult Library allows a single trait bonus on research, lore, and other matters of the occult.
1. A few books
2. A modest collection
3. Many noteworthy titles
4. A wide variety of lore
5. A veritable magical encyclopedia

Research Laboratory A research lab is now an open background for all players with the occult ability. It lowers the time to create or copy a ritual by one action point for each level.

Level 1. You have a small hidden room on your haven or domain that allows you to research rituals.

Level 2. This is a medium sized room, with a living area and books to write research notes.

Level 3. You have an assortment of tools to aid in research, and at two guards to keep the curious away.

Level 4. You have managed to find one or two books with old research notes from a book seller who had no idea what he had. You have other rare items for aid in rituals.

Level 5. You could be called a college of learning, if you didn't have to keep this building secret, there are multiple rooms with various purposes, some nefarious others not. You have hidden passages that allow you to get from your haven to this building, and a dozen plain clothes guards who seem more than happy to look the other way and keep the curious away as well. Peasants avoid this building at all costs but they don't know why, and the church doesn't seem to notice it under a cursory glance.


Resources:  As per book

Retainers: See NPC Ghoul rules

Status: Cainites may start with no more than 2 Points in status.

Vassalage: You serve a lord of more than usual importance and get more opportunities to mingle with the high and might than most knights. You also get more scrutiny from troubadours looking for targets of satire, priests seeking evidence of a sin in chivalry and ambitious commoners who’d like to take your prerogatives for themselves.  During challenges as long as you are within an area of your lords influence, and working in the capacity of your lord you gain the social trait Oath Bound, which may mimic Leadership or Intimidation.  

1 – You serve a lord with notable power in your local area. One small village
2 - You serve a lord with notable power within the region with fame in neighboring countries.
3 – You serve a lord who has his hand in many affairs of the kingdom and church.
4 – You serve a prominent Duke or lord with extensive holdings, anyone who knows him knows you. You may add one status your lord has to your own for a scene. Abuse of the will spread to his ears, be sure you use it wisely.
5 – You serve one of the great lords of the dark medieval world, your name appears alongside his in        poems and tales.  Once per session you may mimic a level 3 ally.

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Backgrounds New and Old Empty Re: Backgrounds New and Old

Post by Admin Tue Oct 13, 2015 4:05 pm

Navl Force – Medieval: Unlike conscripts these units may be deployed elsewhere, however this is not an immediate call and several palms will need to be greased in order to get a unit up and running.

You have accumulated some sway over a group of fighting soldiers. Whether as the leader of a populous gang or a petty noble of the kingdom, an armed force obeys your command.

Military Force might not necessarily mean that the vampire has armed legions at her beck and call. Far more likely, the vampire may influence conflicts along disputed borders, or point minor nobles towards easy targets to whet their teeth. A vampire may, under extreme duress, be able to enforce martial law, but such behavior attracts attention, and her influence would no doubt wane significantly afterward.

This Trait is most suitable for elders. Characters may not start with more than 2 points in Naval Force

1. A single vessel - You have a single shallow keel vessel with a crew of 15 raiders, the vessel is designed for rivers and coastal waters only and will sink in the open sea.
2. A single vessel with trained mariners and a private dock- You now have 25 raiders and one experienced captain.
3. Two ocean going ships with trained mariners, and ships designed for life in the rough waters of the open sea.
4. Four ships with trained mariners and 20 skilled marines among the group. These men will fight to the death for their captains. At this level the sailors know of several secret ports along the coast lines of europe where they may safely dock.
5. Five ships with trained mariners and 50 marines. The ship has weapons on board designed for combat against ships and shore emplacements. The flagship of this fleet is feared among the seas and many ships go out of their way to steer clear.
6. 10 Ships with trained mariners and 100 marines. The ships have weapons on board designed for combat against ships, and coastal raiding. They have a map with multiple hidden docks and wharfs through the North Sea, and the flagship has seen many battles, and won. The captain is a man of legend and bound to you.


Last edited by Admin on Mon Jan 18, 2016 4:16 pm; edited 1 time in total

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Backgrounds New and Old Empty Re: Backgrounds New and Old

Post by Admin Mon Jan 18, 2016 4:14 pm

Military Force might not necessarily mean that the vampire has armed legions at her beck and call. Far more likely, the vampire may influence conflicts along disputed borders, or point minor nobles towards easy targets to whet their teeth. A vampire may, under extreme duress, be able to enforce martial law, but such behavior attracts attention, and her influence would no doubt wane significantly afterward.

This Trait is most suitable for elders. Characters may not start with more than 2 points in Military Force

1. Surly mob: 15 poorly organized and untrained thugs led by a brash noble or bandit leader
2. Militia: 25 functionally trained mercenaries
3. Regular Troops: 25 capable fighters trained by the best military minds of the kingdom
4. Veteran troop: 50 combat seasoned soldiers fresh off the battlefields of the Holy Lands.
5. Elite company: 100 battle-hardened troops complete with a handfull of knights and siege engines.
6. Small Army: 200 Footmen, 100 archers and 50 Cavalry, and 10 siege engines lead by a handful of Knights and a bound Lord-Knight who has seen battle and conquered. His soldiers are merciless in the pursuits of their domitor and would defy the words of God himself if so ordered.

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Backgrounds New and Old Empty Re: Backgrounds New and Old

Post by Admin Thu Jun 09, 2016 2:53 pm

Previously we have allowed people to purchase a mentor at creation to buy a discipline that they would not normally have access to, we are limiting buying out of clan disciplines to Bennie points as of July 1st, all characters who already have a mentor teaching them an out of clan discipline are grandfathered in.

Mentors may still be used after creation to teach disciplines but they must be earned through RP (Boons, favors, blackmail etc.) and the discipline they teach will be at an out of clan cost. Mentors purchased at creation may still be used for other abilities and lores as well as the occasional favor

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Backgrounds New and Old Empty Re: Backgrounds New and Old

Post by Admin Mon Mar 13, 2017 11:08 pm

Military force and Naval force is now restricted. See and ST as to how you get a military force in Avalon... Players current numbers are grandfathered in, however the cost of fielding a military is going to start going up. If you wish to have a refund of military force on your sheet please see an ST at session.

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