AGE(EV)-Shows a measure of how much longer a Kindred has been active. Gain bonus freebie points, -1 Humanity/dot. Humanity bought for 5 points instead of 1. Without this can only have been a Vampire for 50 years ax(10 in non-elder game) . Active Kindred years.
*51-200, +30pts **201-350, +55pts ***351-500, +75pts ****501-750, +90pts *****751-1000, +100pts
ALLIES(All)-These are people who are loyal and willing to help. They can be friends, family or an organization. They possess some skill, ability or position that makes them useful. They do have their own lives so they are not always available and may need to recall favors done.
*1 Moderately Influential **2 Moderate ***3, 1 Quite Influential ****4, 1 Very Influential *****5, 1 Extremely Influential
ALTERNATE IDENTITY(All)-You maintain other identities in other sects. Usually as a spy. There are part time and full time version. Part time means that you maintain separate lives. Full time means that you are stuck in the Alternate Identity until the mission is completed. Part time may not take this background above 2 without good role-playing and storyteller permission.
*New/Untrusted **Few Trust ***Great Trust ****High Status *****All Trust
ARCANE(M)-Mages are just hard to find. The higher the Arcane, the harder it is to find/remember/discover a Mage. -1 Perception or Investigation die to find Mage per dot, adds to Stealth attempts. Doesn't help in combat, just harder to be tracked down. Can be dampened.
*Easy To Overlook **Where Did He Go? ***Very Difficult To Follow ****Needle In Haystack *****Which Grain Of Sand?
AVATAR(M)-The Avatar is a Mage's connection to the universe. It is what allows them to manipulate reality. The more dots in Avatar, the larger an affect Magick has in a Mages life(the bigger a chunk of Reality they are). Can absorb Avatar in Quintessence/hour of meditation on Perception+Meditation(dif 7) and may spend Avatar in Quint to lower Magick rolls. Quint gained from Avatar must stay with the Mage.
BACKERS(PT)-As ALLIES, but don't know why they are. Secret forces that help when they want for own reasons. ALLIES level/dot.
BLACK HAND MEMBERSHIP(V)-You have gained membership in the Hand with access to all equipment, rights and assistance.
*Grunt **Respected ***Lieutenant ****Major *****General
CHANTRY(M)-This is a place where mages can work magic, learn and practice without fear of sleepers or as much paradox. Can be used 2 ways(Storyteller decides). To build a Chantry(with Creation points, see BOOK OF CHANTRIES), then pooled with other players. Or to represent what Chantry a player works for. Then it can show who the character works for/what job they have.
*1pt, Pitiful **2pts, Small ***3pts, Strong ****4pts, Powerful *****5pts, Overwhelmingly Powerful
CHIMERA(C)-Have a chimera, an object of the Dreaming. Can be any object. Only seen by Changelings or Enchanted others.
*Minor Chimera **Useful Chimera ***Significant Power ****Very Powerful *****Incredible Power
CLAN PRESTIGE(V)-STATUS measures standing in city, Clan Prestige is for clan. Used as STATUS with clan, etc. Bought in character creation. Gained afterwards depending on importance clan places on things(each clan has different method). Can go as high as 10.
CONSECRATED(FL)-Bound through a magical rite to some Wyrm creature master. Always serve it faithfully. May give status/enemies based on power, internal struggles and views. Master will aid occasionally. More powerful, less obvious the aid.
*Bane Gaffling **7th Generation Leader ***Nexus Crawler ****Urge Wyrm *****Triatic Wyrm Essence(1)
CONTACTS(All)-Like ALLIES, but these people form an information network. This could be an official network or just some friends who like to help out occasionally.. The number of dots in contacts is the number of Major Contacts. The Contacts background may be rolled to find Minor Contacts, people of lesser importance that you gain information from.
DESTINY(M)-Signifies Mages who are supposed to have a special part in events that shape the future. Usually vague. Once/story, when threatened with Bad End(TM), may roll Destiny(dif 8) and gain success in Willpower points restored. Mages also use as type of Status.
*Mage Of Merit **Creditable Mage ***Mage Of Promise ****Respected Mage *****Revered Mage
DREAM(M)-Tap into universal unconscious, gain info for short time. Go in trance(may roll Perception+Meditation/ Enigmas), comes out with Lore(may learn something else). Is 1 chosen ability for duration.(have ability: roll dream OR ability). Roll Dream when using ability.
DREAMERS(C)-1 Artist/dot Patronized to get Glamour from. May get them to do things for you, but not loyal as Retinue(Retainer).
EIDOLON(G)-Measure of how Spiritual(not good) a Wraith is. The ability to fight off the Shadow. Add +1 die/level in a session to rolls to resist anything the Shadow does(Even Willpower). Choose how many extra dice to use/roll. They don't accumulate, but return each session.
*Vague Whispers **Something Guides You ***Eidolon Is Sentient ****Sensed It's Presence *****Seen It In Dream
ELDER STATUS(EV)-STATUS, but works for and on Elder Vampires only.
*Known **Respected ***Elders Come For Favors ****Feared/Respected By Most *****All Elders Know/Fear/Respect You
ELDER GENERATION(EV)-GENERATION for Elders(They start at 10th gen). Reduces Generation by 1/dot and adds enemies.
*1 Minor Enemy **2 Minor Enemies ***1 Major Enemy ****2 Major Enemies *****2 Major Enemies, Many Minor Enemies
EQUIPMENT/FETISH(FL, PT)-Begin with items normally above Rank/Level. IF Lost, need to requisition them again(if from higher rank/level, impossible). PT: Based on Rank, High Tech eq only. FL: Use Rank and Level. Can get Bane Fetishes also. 1 Rank/Level per dot.
FAME(All)-For whatever reason, you are widely known among the general populace. This can be a good and bad. It makes it your harder for your enemies to dispose of you and it is harder to get lost in a crowd with people recognizing you. However it also makes it easier to get into clubs and allows a chance to manipulate people through Mass Media. For Vampires, hunting rolls are -1 per dot of Fame.
*Select Subculture **Local Celebrity ***Fairly Famous ****Everyone Knows A Little *****National Celebrity
FAMILIAR SPIRIT(All, Usually W)-Spirit ally who follows in Umbra. Can store Rage/Gnosis/Willpower until needed. Will help out in any way it can. Only bought with Freebie points/exp. *Small Gaffling, can only speak with SPIRIT SPEECH, Stores 3 points of 1 type only **Gaffling, Peeks, Stores 5 of 1 ***Jaggling, Sees through your eyes, Peaks, Knows where you are, Stores 5 of 2 ****Jaggling, Telepathic Bond, Manifest, Stores 5 of 3 *****Jaggling of Incarna, Share all Senses/Abilities/Gifts, Stores 6 of 3
FAVORS(All)-Someone of high power/ability owes you. Each dot=1 Favor. Once used, they're gone. Storyteller decides what can be done.
FETISH(W)-Object with spirits bound into it. Gives some power to the User. Each dot=1 Fetish level. Can spread for multiple fetishes.
GENERATION(V)-Generation determines the maximum abilities, power and how much of a Vampire a character is. Without this, characters start at 13th Generation.. This background determines how much blood can be held and spent per turn and ax traits allowable.
*12, 11 BP, 1/turn **11, 12 BP, 1/turn ***10, 13 BP, 1/turn ****9, 14 BP, 2/turn *****8, 15 BP, 3/turn
GREMAYRE(C)-A Changelings connection to the Dreaming. Higher Gremayre=more remembered about the fae(roll Gremayre, dif 6)
*Hazy Info **Reasonable Accurate ***Worthwhile Lore ****Remarkable Info *****Astounding Insights
HAUNT(G)-A Haven for Wraiths. May be pooled(max. 5). Subtract Haunt Level from local Shroud. If Owner goes to Oblivion, Haunt dies also. Easier to work crafts. Each level=roughly 10' square area. Can by twice(Communal/Private). Starts safe from all, may need to defend.
*Closet **Apartment ***Several Small OR 1 Large ****1 Small But Very Powerful *****A Few Small, Very Powerful
HERD(V)-A group of mortals that you can feed from safely. Unless Retainers or Allies is also gained, they do not count as such, and then only if desired. These are simply people whom you can feed from when you wish without them giving away that you are a Vampire.
*3 People **7 People ***15 People ****30 People *****60 People
HOLDINGS(C)-Have Freehold that produces Glamour in Holding dots/day. Must defend Freehold from Ravagers/Nobles wanting power.
*Very Small **Small ***Medium-Sized ****Large *****Huge-Size
HUNTER STATUS(H)-As STATUS, but among With-hunters/Supernatural investigators. Only called Inquisitors in Society of Leopold.
*Tertiary/Known **Councillor/Creditable ***Abbe/Respected ****Censor/Admired *****Provincial/Revered
INFLUENCE(All)-This reflects the political or social power a character has. This is power in the Mortal world.
*Local Politics **City Politics ***State Politics ****Regional Politics *****National Politics
KINFOLK(W)-Have Humans/Wolves who are relations of Garou(usually yours). Can help you in their societies, usually not powerful.
*2 Kinfolk **5 Kinfolk ***10 Kinfolk ****20 Kinfolk *****50 Kinfolk
LIBRARY(All)-Aided in research by a large Library or other information storehouse. Usually Arcanum based. -1 Research dif/dot. Also, for Mages, may roll Library(dif 7) to reduce exp. needed to learn Knowledges/Spheres by 1/success. May be pooled for ax effect.
*New-Age Paperbacks **Few Notable Works ***Few Rare Works ****Impressive Collection *****Hoard Of Lost Secrets
MEMORIAM(G)-People who remember a Wraith and mourn them. Their emotional energy can help the Wraith. Can give Emergency Pathos on dif 8 roll. Success=amount gained. Botch=lose 1 level permanently. Famous people can have more than 5.
*1 Person **Close Friends ***Family ****Large Organization(Church Group/Gang) *****Name Used Daily(On Building)
MENTOR(All)-Though the terms are different for each group, this is someone who has taken you under their wing to teach/help out when you need it. Each dot raises the knowledge, power and influence of the Mentor. See each game for a list of the power levels of the Mentors.
*Knows Little Of Import **Some Info ***Significant Secrets ****Extraordinary Knowledge *****Very Little Unknown
MILITARY FORCES(usually EV)-Like MOB, but group is trained, usually loyal(may not know who the work for). Can increase number or training in dots by decreasing the opposite by the same amount. Other Elders will try to destroy them. Need Military sponsor for 6+.
*15, Gang **25, Cops ***40, Swat ****75, Terrorists *****100, Special Forces
MOB(I)-Faith and Magic aren't enough to hunt Vampires. Sometimes a God-fearing, torches and clubs wielding, heavily muscled mob helps too. Not true hunters, just people who help as extra fodder from time to time. Normal humans, no special abilities.
*2 People **4 People ***7 People ****15 People *****25 People
NODE(M)-Place Mage has easy access to that produces Quintessence to Store/use aside from that gained by meditating. Need to defend it from Quint thieves. Must refine Quint before potency lost(1 month). Produces 1 Quint/week/dot in Node. May be pooled with others.
NOTORIETY(G)-Known among the Restless from before died. Gives supporters/enemies based on what done to make famous.
*Locals Impressed **Known In Necropolis ***Through Shadowlands ****All Know A Little *****Jim Jones, Koresh
PACK RECOGNITION(SV)-This is the measure of how well your pack Likes you in the Sabbat. Also reflects any duties you perform.
*Accepted **Well Liked ***Respected ****Pack Hero *****Pack Leader
PAST LIFE(W)-Connected to Garou ancestors. Once/session, can called on then(dif 8, 10 for specific) to help. Adds success dots to ability for scene(need not possess ability). Botch=Could be possessed permanently/overwhelmed and catatonic.
*Hazy Flashes **Few Faces/Places ***Know Some Ancestors By Name ****Regular Conversations *****They Come To You
PATRON(C)-Have Noble Patron who will help out in times of need. Will have to help them also. Like Vassal/Liege but more(Friend?)
*Knight/Lady **Baron/Baroness ***Count/Countess ****Duke/Duchess *****King/Queen
POLITICAL CONNECTIONS(C)-Hold a position on the Parliament of Dreams representing a Freehold. Can help to put Changeling policy/laws in place for Concordia. Despite level taken, Motley Freeholds(Mews) have less power. Bigger Freehold=More Power.
*Very Small(Medium Mew) **Small(Large Mew) ***Medium(Huge Mew) ****Large *****Huge(or group of) Freehold
PURE BREED(W)-A showing of lineage(like pedigree). Garou mystically know how Pure Bred others are. Used as STATUS for all Garou(Even BSD's). +1 Social Challenge Die/dot with Garou. Treated badly if don't live up to breed, expected/pushed to.
*Carry Self Well **Related To Famous Garou ***Others Allow Passage ****Bards Blessed Birth *****Look Like Great Hero
RANK(PT, FL)-Unless purchased, assumed to be lowest rank in organization. Rank/privileges determined by organization/dots.
*Private(FT), Standard Agent, Lieutenant(NSA), Sergeant(Army) **Junior Officer(FT, Army), Veteran Agent, Captain(NSA) ***Captain(FT, Army), Field Supervisor, Major(NSA) ****Major(FT, Army), Regional Director, Colonel(NSA) *****General
RELIC/ARTIFACT(H)-Possess some item of Magickal power. Must describe how acquired. May be created by Player or Storyteller.
*Minor **Useful ***Significant Power ****Legendary *****Incredible Power
RESOURCES(All)-A measure of your financial resources. May not be entirely liquid, but you can get access to them if need be.
*$500/Month **$1200/Month ***$3000/Month ****$9000/Month *****$30,000/Month
RETAINERS(All)As with MENTOR above, the name changes depending on the group. Basically, these are followers that are loyal to you for one reason or another. They are servants who will help you as desired. Be careful how you treat them, for they may turn against you, however. See each game for the names and numbers gained by each background. In Mage they are Acolytes and Retinue for Changeling.
RITES(W)-Garou Rites(like spells) a character starts off with. Can be split up or 1 big one. 2 Minor Rites=1 Rite. 1 Rite level/dot.
SANCTUM(M)-Area that a Mage has set the reality in. Reality can be different from normal, usually reflects Mages Paradigm. All Vulgar magick done within that Paradigm in the Sanctum considered coincidental. Has 1 Arcane/Sanctum dot. Never larger than 200' square.
*Little Stock/Foci **Small Stock, -1 Magick dif ***Average Stock, -2 dif ****Good Stock, -3 dif *****Excellent Stock, -4 dif
SIDEKICK/CUSTOS(All)-Loyal Mortal/Familiar. Works with you for some reason. Built as Mortal but with Freebies based on dots taken.
*Low-Powered(5pts) **Average(10pts) ***Above-Average(15pts) ****Great(21pts) *****Super(30pts)
STATUS(V, G)-Reputation/trust the character possess in their society. Includes positions held and overall power. Wraiths: Pick group.
*Neonate/Familiar **Ancilla/Proven ***Elder/Respected ****Primogen/Trusted *****Prince/Loyal
TALISMAN(M, G)-Magickal item possessed by a Mage. May be used as Foci. See pp. 133-134 of MAGE for more info on building them.
*2pt/1 Arete/5 Quint **4pt/2 Arete/10 Quint ***6pt/3 Arete/15 Quint ****8pt/4 Arete/20 Quint *****10pt/5 Arete/25 Quint
TITLE(C)-A Noble Rank in Kithian society. Measure of status, power and responsibility. See each for what the Title grants someone.
*Squire **Knight/Lady ***Baron/Baroness ****Count/Countess *****Duke/Duchess
TOTEM(W)-Background for packs of Garou to pool. Creates a Totem that helps the pack in some ways. Can construct a Totem(see pg. 113 of WEREWOLF) or use a premade totem found in various books or printouts. May be increased with exp. if Storyteller allows,
TREASURES(C)-As FETISH but is some Glamour filled object related to Dreaming that(usually) only Kith can use.
*Minor **Useful ***Significan't Power ****Very powerful *****Incredible Power
TROD(C)-Have Trod that leads to other places on earth or Dreaming. Can be in Freehold if have HOLDINGS. Not open all the time(can decide when, may even be just certain times of the day). Both ends relatively safe, ok to travel. Storyteller or Player may pick endings.
*1 Local, 1/4 Time **1 Local, All Time OR 3 Local, 1/4 Time ***3 Local, 1 Regional, 1/2 Time OR 3 Local, 1 Regional, 1 Near Dreaming, 1/4 Time OR 3 Local All Time ****5 Local, 2 Regional, 1 National, 2 Near Dreaming, 1/2 Time OR 5 Local, 2 Regional, 1 National, 1 Near Dreaming, 1 Far Dreaming, 1/4 Time OR 3 Local, 1 Regional, All Time OR 3 Local, 1 Regional, 1 Near Dreaming, 1/2 Time *****5 Local, 4 Regional, 2 National, 2 Near Dreaming, 1 Deep Dreaming, 1/2 Time OR 5 Local, 5 Regional, 4 National, 2 Near Dreaming, 2 Far Dreaming, 1 Deep Dreaming(Arcadia Gate farthest), 1/4 time OR 3 Local, 1 Regional, 1 Near Dreaming, All Time
TYPE: V=Vampire, VS=Sabbat Vampire, EV=Elder Vampire, W=Werewolf, PT=Project Twilight, FL=Freak Legion, M=Mage, G=Wraith, C=Changeling, H=Hunter/Mortal, I=Inquisition(Mortal Hunter Group)
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