Who you know is almost as important as what you know.
Backgrounds describe the advantages a character has from outside influences, such as wealth, contacts, or influence. It is uncommon to make a roll with a character’s ranks in a Background, situations may arise when Background checks may need to be made, in which case they will be paired with an appropriate Attribute. (For example, a character may roll Intuition + Resources to keep their investments in line, or Charisma + Contacts to pull an extra favor from a reluctant associate.
|Allies||Loyal and powerful companions|
|Alternate Identification||A network of information regarding multiple Identities|
|Armory||A supply of arms & armor|
|Certifications||Paperwork and verification granting various special accesses or permissions|
|Contacts||Connections to various supplies and information|
|Entourage||Several loosely affiliated mortals|
|Fame||General popularity within a specific sub-culture|
|Haven||A safe place to rest or store goods|
|Influence||Manipulate an organization|
|Mentor||A teacher of sorts that can provide information and assistance|
|Minions||A gathering of less effective but unquestioning toadies.|
|Rank||A specific title of authority within a specific large and influential organization|
|Resources||Greater amounts of wealth & Income|
|Rituals||Knowledge of secret powerful rituals|
|Vehicle||An operational mode of transportation with all the bells and whistles|
A character has one or more close friends or companions that will do what they can to aid them.
When taking this background the character gains a number of companions equal to the ranks they invest. Each companion is a little weaker than the character. The player should choose some details about their companions, but the companions should be built by the GM. Generally speaking, a companion has their own motivations and desires, but looks up to the character and begins with a very high respect for them. A character’s actions might lead to the death of their companions, or drive them away. If this occurs, they should be able to recruit more companions, but not without some difficulty due to their reputation. A character’s companions should gain power at roughly the same rate as the character themself.
A character has acquired or constructed one or more alternate identities that they may use to their advantage.The character gains some supporting paperwork (or if it behooves them, the lack there of), a name, and a separate reputation all tied to these Alternate Identifications. This paperwork is appears completely legitimate, and the documents fool most any testing they are put through.
|•||One Alternate Identification|
|••||Two Alternate Identifications|
|•••||Three Alternate Identifications|
|••••||Four Alternate Identifications|
|•••••||Five Alternate Identifications|
A character has access to a large stockpile of weapons, armor, and tactical equipment. The character doesn’t actually own the stockpile, however, it is generally regulated by another individual, or group, known as the propriater. The character might be an official member of an underground militia, or maybe they know the right person to arrange for certain pieces of equipment to “fall off the back of the truck.” Regardless of how they have access to this Armory, the character may requisition equipment from it. The propriater evaluates whether the character can or should get a hold of the object in question, how soon the Armory can supply it, and whether the armory can reasonably expect to get it back when the character is done with it.
The result is determined by rolling Armory + a relevant attribute as decided by the GM (such as Charisma if charming the propriater, or Logic if describing in detail the exact need and use).
The number of successes determines whether a character can use the item in question and how quickly the Armory can provide the character with the requested equipment.
With no net successes, but the threshold meet, the object can be issued within one week.
With one net success, the object is issued to the character within 24 hours.
With two net successes, the object is available in 1d4 hours.
With three net success, the object is available on demand.
Requisitioned objects are loaned, not given, to the character. Obviously, expendable objects like ammunition don’t have to be returned if used, but evidence of their use is demanded (to prove that they haven’t been ferreted away for later use).
|Object has a direct application for a sanctioned assignment||-1|
|Object suspected to be used for a non-sanctioned assignment||+1|
|Object is rare||+1|
|Character is not certified to handle restricted object||+1|
|Character has proven to be exceptionally skilled in use of object||-1|
|Character has returned all previous gear on time||-1|
|Character has returned all gear in excellent condition||-1|
A character has sanctioned paperwork permitting them to go certain places, utilize certain weapons, operate certain vehicles, or provide various services. Some certifications are actually tied to a profession, rank, or application rather than an individual ownership or action (though individual certifications exist). For example a certification may prove that a character is an undercover police operative, sanctioning the carrying of concealed weapons and operation of an emergency siren on a civilian vehicle, or an above street-legal modified vehicle. While another certification may allow a certain vampire the right to Diablarie while under the service of a particular Prince’s request.
Special: A character may take this background multiple times to gain multiple types of certifications.
|•||A certification for a specific action, tool, or weapon|
|••||A sub par professional certificate allowing for some useful tools or actions in line of work|
|•••||A professional certificate allowing for much leniency in line of work|
|••••||A high end professional certificate, in line with a licence to kill|
|•••••||Carte Blanche with a certain sub-set or group|
A character knows a few people that can help them in various ways. The contacts generally have anywhere between a business to friendly relationship with the character. The player should choose some of the more important details for their contact, but the contacts should be built by the GM, generally well suited to provide information or goods that the player designates. Such contacts tend to trade through the barter system of favors. Favors can gained through role-play situations, or often contacts will have small missions that a player can do to gain more favors.
|•||Two contacts who begin play owing the character one favor each|
|••||Three contacts who begin play owing the character one favor each|
|•••||Four contacts who begin play owing the character two favors each|
|••••||Five contacts who begin play owing the character two favors each|
|•••••||Six contacts who begin play owing the character three favors each|
A character knows several humans that are feel mildly attached to the character.
The character gains several semi-competent followers that for one reason or another, provide lack-luster services to the character. These services are usually unskilled, and often exist based on what the character can provide these characters with in return. An entourage may be groupies to a popular icon, cultists in a Mage’s coven, loosely related kinfolk to a Werewolf, or a Vampire’s blood herd. These characters are usually humans and tend to be more or less wastrels, or uninterested in the character’s issues or well-being beyond the surface. For reference, these followers don’t really need to stats, unless for some interesting reason they decide to attack or fight for the character. They usually should be rather mundane run-of-the-mill non-player characters. A character’s actions might lead to the death of members their entourage. If this occurs, they should be able to recruit more, but not without some very minor difficulty for their reputation of death.
A character with this Background is highly regarded by many individuals, or greatly regarded by a few individuals. They gain Fame that they may distribute as they like to any number of sub-circles of their choice.
Note: Subject to change as that I have only a rough idea how Reputation works.
|•||Two points of reputation|
A character with this background can learn powerful rituals that are complex extensions of the disciplines and common blood powers that they have access to. This Background is actually a supernatural investment, and involves having ancient secrets from powerful researchers who are loathe to share their findings.
|•||One Level worth of Rituals, Max Level 1|
|••||Three Levels worth of Rituals, Max Level 2|
|•••||Five Levels worth of Rituals, Max Level 3|
|••••||Seven Levels worth of Rituals, Max Level 4|
|•••••||Nine Levels worth of Rituals, Max Level 5|