Backgrounds

Backgrounds are Traits that represent your accumulated material power. Things such as information contacts, confederates, and financial earnings that are gathered over time are considered Backgrounds. While other Traits represent the internal aptitudes of your character, Backgrounds represent external power that your character has gained. In many ways, Backgrounds are a numeric reflection of your background story.

You are given five Background points that can be used in your application. Any extra Backgrounds are purchased using Freebies (At a cost of 1 Freebie per extra Background). After Creating a Character, you may gain additional Backgrounds through roleplay.

Allies
Your Allies are people who help and support you - they could be family or friends, or even an organization to which you are friendly. Allies have their own lives, so they are not at your beck and call, but they often have Influence in the community and access to Contacts or Resources. An Ally is ultimately a mortal whom you have befriended, and who protects and aids you out of love or common interest.

For each point of Allies that you have, you have one Ally. This individual is a person or influence in the city where she lives. An Ally could be a police sergant, an advisor to the mayor, or even (if your rating is a 4 or 5) the mayor herself.

Allies are generally very trustworthy and loyal. However, it requires time and energy to maintain the alliance, for the friends expect the aid of the character to return in time of need. Though they likely do not know you are a vampire, they may know of some of your powers and thus may come to you for favors. This is often a means by which a story can begin.

• One ally of moderate influence and power

•• Two allies, both of them of moderate power

••• Three allies, one of them quite influential

•••• Four allies, one of them very influential

••••• Five allies, one of them extremely influential

Contacts
You know people from many different walks of life, and they comprise a system of information and help that could come in very handy some day.

Your Contacts are the people you can manipulate or bribe to get information, (in their areas of expertise). You should describe your Major Contacts as complete characters, either as the chronicle progresses or beforehand. You also have a number of Minor Contacts spread throughout the city. When you wish to get in touch with a Minor Contact, make a roll using your Contacts rating against a difficulty of seven. Each success means you have gotten in touch with on of your Minor Contacts; of course, you will need to bribe or charm her into giving you needed information. Contacts can be split up into minor contacts too.

• One major contact

•• Two major contacts

••• Three major contacts

•••• Four major contacts

••••• Five major contacts

Influence
Influence reflects your ability to produce results when attempting to sway or control the political and social processes of the galactic community. It is the ability to compel a person to take action on your behalf, perhaps because of some hold you have over him. This could mean that you have a prestigious family, control the local imperial forces, or simply that you have gained political office. In short, Influence is how much political power you exert upon society, particularly among the police and bureaucrats.

Some rolls might use Influence in place of an Ability, especially when you start to interact with any sort of minor bureaucrat.

• Moderately influential: a factor in local politics.

•• Well-connected: a factor in city politics.

••• Position of influence: a factor in inter-city/country politics.

•••• Broad personal power: a factor in planetary politics.

••••• Vastly influential: a factor in galactic politics.

Fame
You are widely known among the mortals, perhaps as a holo-vid star or writer. This gives you great privileges when you travel among the mortals, but it can also attract just a bit too much attention. Fame can grant a lot of pull in the mass media, allowing you to attempt to manipulate the thoughts of the populace.

Sometimes Fame can seem like more trouble than it is worth, causing you to be recognized when you don't wish to be seen. However, there are many circumstances where it can come in handy, like getting you into clubs, parties and appointments that you otherwise would not have been able to attend. You are also harder for your enemies to physically dispose of, as you cannot just "disappear." Sometimes Fame will be used with Manipulation in order to make a roll ("See if you can convince the doorman to let you in - difficulty of 8"), but more often it is simply used as a measure of how well-known you are. Each level of Fame subtracts one from the difficulty of hunting rolls in heavily populated areas (people tend to flock around you).

• You are known by a select subculture of society in the planet: among the elite.

•• Your face is recognized by a majority of the populace: local celebrity.

••• You are fairly famous: your name and face are known by many.

•••• You are quite renowned: everybody knows something about you.

••••• You are a nationally famous individual - a holo-vid star, politician, or performer.

Resources
This trait describes your personal financial resources, or your access to such. A high Resources rating doesn’t necessarily reflect your liquid assets; this Background describes your standard of “living,” your possessions and your buying power. No dots in Resources is just that: You have no permanent haven and no possessions save a few clothes and possibly a weapon or a pocketful of credstiks.

For mortals this background is very essential, as not only does it dictate your starting credits, but also how many credits you get on the 7th of every month (irl time, not game time).

• Small savings: A small apartment and maybe a motorcycle. 1 dot of Credits.

•• Middle class: An apartment or condominium. 2 dots of Credits.

••• Large savings: You have an upper middle appartment. 3 Dots of Credits.

•••• Well-off: A member of the upper class. You own a top apartment on Coruscant. 4 dots of Credits.

••••• Ridiculously affluent: A multimillionaire. You likely own a heavy cruiser or dreadnaught class ship. 5 dots of Credits.

Retainers
You have one or more servants and assistants who are your loyal and steadfast companions. These could range anywhere from officers below you in the Imperial ranks, or your crew as Space captain of the Space Jolly Roger. For sith, these could be ghouls or if one has risen to Primogen it could be your apprentices and other, lesser sith. For jedi, these could be wookies, and council members could designate their former packmates as their retainers.

Retainters must always be controlled in some way, either through a salary, through the donation of your blood, or through the direct control of their minds. They may not always be loyal, though they typically are. If given the chance, they may betray you, depending on how well they have been treated.

Retainers should not be supermen, even if they are ghouls or wookies. Each should have a weakness. For instance, one Retainer might be very loyal, but not very skilled. Another Retainer might be very powerful, but have a very independent mind. No retainer should ever be the perfect bodyguard; nothing is that easy in the Galaxy of Darkness. Retainers are meant to be characters in and of themselves - something to add flavor to the chronicle. Do not let them be abused.

• One retainer.

•• Two retainers.

••• Three retainers.

•••• Four retainers.

••••• Five retainers.

''When dealing with swarms, Retainers 1 is 50 of whatever swarm creature, 2 is 150, 3 is 500, 4 is 1000 and 5 is 5000. Abandoned yet important characters may become retainers should their higher up player request it.''

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 rivals. In fact, a library need not even be printed - a contact who knows occult lore may be considered a library for the purposes of this Background. Note: Only sith tend to keep occult libraries, jedi tend to keep verbal histories, mortals will likely have false libraries or any real ones found will be written off of as fake.

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 planet, if the character is in her own library or laboratory, the information may prove invaluable.

• A few books: +1 die to Occult dice pools.

•• A modest collection: + 1 die to Occult dice pools, -1 to Occult difficulties.

••• Many noteworthy titles: +2 dice to Occult dice pools, -1 to Occult difficulties.

•••• A wide variety of lore: +2 dice to Occult dice pools, -2 to Occult difficulties.

••••• A veritable magical encyclopedia: +3 dice to Occult dice pools, -2 to Occult difficulties.

Alternate Identity
Players can take this Background multiple times at multiple levels for multiple identities. Other relevant Backgrounds (Allies, Contacts, Influence, Resource, Status) can also be appended to an Alternate Identity but they may be lost were the false identity be exposed – some backlash may even be expected if the false identity was used to deceive the appended Allies. Storytellers are expected to demand comprehensive explanation before allowing this background. False identities also often require the help of allies to establish.

• Your identity is new and won’t stand much scrutiny. It’s fine for casual interaction, but if anyone decides to investigate your background, he’s likely to discover the truth.

•• Your identity can stand up to investigation under most conditions. If someone is determined to find the truth about your background, he will likely succeed with effort.

••• Your identity is known to a few Cities and you actually have name recognition on those planets.

•••• You are not only known, you have a strong reputation across several Planets.

••••• Your identity is impeccable and you are a respected member of your chosen faction. Should the truth about your true persona come to light even an elder or two will vouch for you.

Henchmen
Sometimes all a person needs is a few good men. Other times, all a person needs is several less-than-good men to hold between them and oncoming bullets. Or to wash their dog, get the mail, wait tables at a Character's restaurant; whichever comes first.

The henchmen background represents a larger number of less skilled, less unique NPC's than what the Retainer background gives.

Their attribute spread goes 5/4/3, with three main abilities at 2 and another 5 at 1 with a WP of 4.

• 10 henchmen.

•• 20 henchmen.

••• 30 henchmen.

•••• 40 henchmen.

••••• 50 henchmen.

Cult
You have control of a cult, that you may have founded yourself or usurped from another. A cult offers different advantages depending on its makeup, its structure and what resources it can call upon. In game terms, this translates into cult points that serve to buy various Cult Traits much like the Backgrounds of an individual character. Some Cult Traits may get negative values, giving the player more points to spend on other areas of the cult by giving it a weakness or deficient Trait.

The Traits of a cult are: Size, Influence, Loyalty, Resources, Secrecy and Arcana. Of all Backgrounds, Cult is the most dynamic one and requires constant involvement on the character's part, lest the Cult swiftly disappear.

• You have 1 cult point to spend.

•• You have 2 cult point to spend.

••• You have 3 cult point to spend.

•••• You have 4 cult point to spend.

••••• You have 5 cult point to spend.

Network
Network represents the extent of a person's web of contacts, allies and retainers. Each dot expands the reach not the number of persons within the network of contacts.

• The network covers two distinct planets.

•• The network covers three distinct planets.

••• The network covers a small galactic area or four planets.

•••• The network covers a significant galactic area or five planets.

••••• The network covers a large galactic area or six planets.

Domain
Although only the most powerful Sith claim regions of domain, most Sith tacitly claim small areas of personal influence. Of course, many primogen allow Sith to claim only their havens and immediate surroundings as domains.

A Sith's domain is the area in which she is the authority - king of the castle, as it were. This does not necessarily mean that she has any "control" or vested interest in the domain, merely that it is nominally her "turf." Other Kindred who wish to visit must ask permission of the Kindred who claims it as domain. Note: While this is something that mortals can take, Sith have a specific rule in their system (political system, not just game system) for this. Jedi usually don't as their tribe's caern fills this purpose, and they frown on personal property.

• A single small building, such as a single apartment, a freighter ship.

•• An entire apartment floor, a frigate ship.

••• An enitre apartment complex, a light cruiser.

•••• Several apartment buildings, a heavy cruiser.

••••• An entire Coruscant Block, a dreadnaught class ship.

Spirit Slaves - Necromancers only.
This Trait represents a hold you have over a ghost, or several ghosts. Usually this hold is in the form of something that the ghost valued highly in life, or possibly a random object or place to which the spirit became attached during the maelstrom. Regardless, you have a hold over the spirit and can bully it by threatening its fetter. Alternatively, you might have information about the spirit's goals and can control it by aiding or impeding it.

A Vampire with the Spirit Slaves Background starts play with one or more spirits already doing her bidding. The number of spirits and their power depend on how many dots the character has in the Background. Obviously this is a Background only open to Kindred with the Necromancy Discipline.

Each individual spirit costs one dot. Wraiths' skills and attributes are built using the rules for neonate vampires, but with no additional Disciplines (except as described below), Backgrounds or freebie points. Each starts with a Passion Pool of 5.: Every spirit automatically has Auspex 1 and one dot in another common power. Spending another Background dot on a spirit can give it an uncommon power (or one common power at uncommon levels). Spending two dots on a spirit can give it rare levels of power.

Example: Brent chooses to have three dots in the Spirit Slaves Background. That means he could have three spirits doing his bidding, each with Auspex 1 and one other common power. Alternatively, he could choose to have two servants, a weak one and one who also possesses an uncommon power.Finally, he could choose to have a single servant with a rare power, or with two uncommon powers.

• You have a hold on one weak spirit.

•• You have influence over two minor ghosts, or one of greater power.

••• You're the boss of three lesser ghosts, or fewer who can do more.

•••• Four ghosts are under your sway, or fewer who are stronger.

••••• You have mastered five weak ghosts, or fewer who are more talented

Things you can do with spirit slaves:


 * Monitor locations
 * Defend haven
 * Spy on others
 * Provide "otherworldly" information

Herd
You have built a group of mortals from whom you can feed without fear. A herd may take many forms, from circles of kinky clubgoers to actual cults built around you as a god-figure. In addition to providing nourishment, your herd might come in handy for minor tasks, although they are typically not very controllable, closely connected to you or even highly skilled (for more effective pawns, purchase Allies, Henchmen or Retainers). Your Herd rating adds dice to your rolls for hunting. Note: This is a sith only background.

• Three vessels.

•• Seven vessels.

••• 15 vessels.

•••• 30 vessels.

••••• 60 vessels.

Destiny
Everyone has her role in shaping the future, but people with Destiny seem to have an enormous part to play. Perhaps your character has been selected from among all other imbued for some purpose. Maybe only she has insight into the way the monsters really are. Your character may be aware of her importance in time's procession, or she may be ignorant of the fact until someone points it out. Nonetheless, she carries her destiny like a standard and may be respected, feared or envied by those who recognize her significance. A "blessed one" may be watched closely and criticized when she doesn't seem to follow what is believed to be her true path. Others may even try to utilize your character's higher calling to their own ends. Destinies are enigmas, though, and no one has a clear idea of what awaits your character.

Yet Fate is not unwavering. Destined people have been known to die before fullfilling their roles. Such deaths are seldom inglorious and are never unimportant.

For eah dot your character possesses in this background, you an make one re-roll per game session. If a single roll fails or does not achieve the successes that you hoped for, you can roll again. Only one re-roll is allowed for any given action. Re-rolls are even allowed for Conviction invested Edge rolls, perhaps avoiding the loss of any risked Conviction points.

• You have a certain funny feeling about your future.

•• You are bound to make an indelible impact on the lives of many others.

••• Your destiny is powerful, perhaps as a respected innovator or leader.

•••• Your destiny is one of Arthurian legend.

••••• The course of the world may be revolutionized by your fate.

Arsenal
• You might own or have inherited a modest collection of long blasters, Spread blasters and a few hand-blaster. Equipment could include imperial-surplus rucksacks, rations or first-aid kits.

•• You own a substantial collection of Blaster: pistols and long blasters, possibly including exotic bladed weapons aswell. Equipment could include high-power binoculars, urban camo fatigues or a trooper scanner.

••• You're a serious collector, owning various blaster pistols, Spread blasters and even ion blaster. The gear in your basement could easily outfit a group of rebels, and your supplies could include night-vision goggles, body armor or imperial surplus comms.

•••• You're a fixture at local blaster shows and you make your neighbors nervous. Your sizable collection includes fully-automatic blasters and might contain exotic types such as sniper blaster or rare antiques. Equipment could include imperial-issue sap gloves, electronic eavesdropping devices or lightweight tactical radios used by special forces.

••••• People like you give the peaceful nightmares. Your large collection includes heavy weapons — automatic blasters, mortars and thermal detonators. They're old but serviceable. Modern equipment might include Trooper body armor, imperial-grade GPS navigation hardware or even surplus republic vehicles.

Guide
A mystical animal or minor spirit has chosen to help the character along their path. Generally such entities are very interested in the welfare (or at least foibles) of humans but have some motive to attempt to encourage certain types of behavior in their companions. Crafty, knowledgeable in magical concerns and possessed of inhuman senses, these beings have a lot to offer their patrons. Nothing is free, though, and this relationship is a two-way street. Guides expect special treatment, including food, shelter, friendship and even strange supernatural necessities. In return, guides can help a character learn mythic lore, gain new Paths of Numina or discover unseen things. Take the opportunity to create an interesting, unique creature who has reason to share your character's fate and influence her behavior.

• Weak guide – a talking, relatively non-combative animal with a few occult skills.

•• Minor guide – exceptionally bright small animal or spirit with detailed occult knowledge.

••• Apt guide – a large, intelligent animal or a smaller supernatural creature.

•••• Strong guide – an animal or spirit with a few magical abilities of its own.

••••• Powerful guide – a creature with magical talents, vast knowledge and probably a reputation.

Familiar
• The familiar is a small animal, such as a cat or a stray dog, which only provides companionship and perhaps some warning of danger.

•• The character either has an impressive pet, or a smaller pet that is preternaturally intelligent. The animal communicates with your character (and him alone) through posture and facial expression. It can understand him and perform simple tasks such as fetching or knocking something over.

••• The familiar is a powerful or dangerous pet or an impressive small animal that is as intelligent as a child of eight or nine years. It can etch items and do chores, but it has no book learning and is easily distracted. The familiar can communicate with you as well as if it were speaking by it's noises, postures and expressions. When it is touching your character, it makes an additional Willpower available. This Willpower is "stored" in the familiar but is otherwise treated as personal Willpower. It regenerates only after your character has regained all his own Willpower. The character can share one of the familiar's senses (at a time) when the familiar is within 100 yards.

•••• The familiar is a larger pet that also has the increased intelligence, near-perfect communication, sharing senses and Willpower store of a Familiar 3 animal.

••••• The familiar is a powerful or dangerous pet that has the properties of a Familiar 3 animal.

Droids
You have built or purchased a robot known as a “Droid”. There are a wide variety of droids that can be further customized to suit any sort of task. And with rapid advances in A.I droids rapidly learn new things. Due to wide range of illegal activities a droid can many establishments won’t allow them in. Droids can also be exceptionally free spirited, and may wander off. Note: These are old republic era droids.

• Floating orb droids (Probe droids, training droids), Mouse droid

•• Astromech Droid (customizable, Ask a storyteller)

••• Protocol droid/ battle droid

•••• Droideka/Assassin droid

••••• Large Destroyer droid

Ships
You, for one reason or another looked around and said, “Yep, fuck this planet.” And you got yourself a spaceship to get off that miserable piece of shit. Whether it be a compact mid range star fighter such as the MK-VI Interceptor or a large heave cruiser like the Valor Class Cruiser. Note: Kindred cannot use their crew as a herd because of the close proximity make feeding a near instantaneous break of the masquerade. All ships are old republic era, below are just far more recognizable examples.

• Star fighters & Shuttles: Xwing, TIE Fighter, Imperial Shuttle

•• Corvettes & Small Freighters: Milenium Falcon, Defender Class Light Corvette, Bwing

••• Frigates: Most of the Rebel fleet is made of frigates, The smaller star destroyers are considered frigates

•••• Cruisers: Star destroyers, Republic attack cruiser, Imperial light cruiser

••••• Heavy Cruisers: Vader’s flagship, Dreadnaught class Heavy Cruiser

Wookies
Wookies are otherwise normal mortals who descended from The Wyld without inheriting the spiritual duty of the Jedi. Through this Background you are in contact with a number of Wookies. While Wookies are normal members of the galaxy, they are immune to the Delirium, giving them the dubious advantage of looking upon a Crinos-form Jedi. They know that you are Garou, and they are willing to help you however they can, although most are not in positions of power (such people are considered Allies). Networks of Wookies are a valuable way for Jedi to deal with the mortal world without risking frenzy or discovery.

• Two Wookies

•• Five Wookies

••• 10 Wookies

•••• 20 Wookies

••••• 50 Wookies