Arcane
Some people, for reasons unknown, often have a mystic ability to avoid the
limelight. This frustrating quality can sometimes interfere with your friends,
who often have a difficult time finding you. In large part this Trait relects
the inscrutable connection to the universal unconsciousness.
Characters with high Arcane ratings tend, for example, not to show up to
clairvoyance or similar effects. They are not invisible - the spell
just seems to slide across the character's mentality. The character leaves
little leave little to no paper trail, so they may not be on tax files,
even though they have paid their taxes on the dot for years.
Each point of Arcane renders it more difficult for enemies of the character
to make sure they are talking about the same person. Assassination attempts
meant for the character may be misdirected toward the wrong person, sometimes
to the chagrin of the character's companions.
Whenever another being attempts to locate the character, or information
about them, subtract the Arcane rating from the opponent's Perception to
judge the extent of the opponents confusion. A result of less than one means
the opponent has no hope of finding the chracter. Characters may also add her
rating in Arcane to their Stealth dice pool.
Note that this Background is not synonymous with invisibility; it is more
akin to "clouding minds" and does not, for example, protect the character
in combat. Arcane may be consciously dampened by the character, allowing
people to find her more easily.
Contacts
You know people from many different walks of life, and the comprise
a system of information and help that could come in handy some day.
Your Contacts are not only the people you can manipulate or bribe
to get information, but friends whom you can really count on (Major
Contacts) to provide with accurate information (in their area 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 area.
When you wish to get in touch with a Minor Contact, make a roll
using your Contacts rating against a difficulty of 7. Each success
means you have got in touch with your Minor Contacts; of course, you
will need to bribe or charm them into giving you needed information.
Destiny
This Trait delineates the fate that lies in store for the character. A
character with a high Destiny rating is obviously fated for great things.
Though even the gods have been wrong on occasion, these characters rarely
die early, ignominious deaths. Destiny has been known to lead a character
through trials and tribulations to her ultimate fate. Once per game
session, the character may roll a number of dice equal to their Destiny
rating (difficulty 8). Each success scored on this roll enables the character
to regain one Willpower point - the surety of the character's Destiny has
reaffirmed her faith and will to live.
Remember, though, that the Destiny rating means just that - the character
is destined to accomplish some great feat, or save countless souls, or
die facing overwhelming odds in valiant battle, or even turn to the forces
of evil. One day, the ST should call the Destiny due.
Dream
Some characters seem to posess the ability to access many secrets of
the universe, to plumb the depth of the Universal Unconscious. In game
play, this means that a character may be able to access information
or gain answers she cannot possibly know. A character's Dream rating
may be used to enhance any Ability, or even substitute for an Ability
in which the character has no ranking. The player may elect to use the
character's Dream Background rating in lieu of the character's normal
Ability rating. For example, the character is diagnosing an injured
friend and must roll Intelligence + Medicine. The character has no
rating in Medicine, so instead she connects with the Universal Unconscious,
allowing the player to roll Intelligence + Dream.
Dream may substitute for only one Ability per day, so once Medicine is
chosen, the character may only use Dream as a substitute for that
ability until the end of the day.
Dream may allow the use of Abilities in completely alien situations where
no other Ability would be useful, such as Int + Dream (for Linguistics)
to understand the language of a creature from another Realm.
Familiar
Characters with this Background have a familiar, an intelligent creature
of spirit-made-flesh which is magically bonded to them. But just as the
familiar is bonded to the character, so is the character bonded to the
familiar. The relationship between a character (usually a mage) and her
familiar varies wildly, but the relationship itself is an extremely
powerful tie.
Regardless of their forms, familiars can provide their bondee with
information and even abilities beyond those the mage can attain alone.
The exact nature of these powers varies with the familiar. In return,
familiars require a number of bizarre favours as part of their contract.
One familiar may want a rabbit's heart stewed in red wine once a week,
while another may demand goat's milk once per day. These requirements
are established when the familiar bond is created, and the character
may bargain with the familiar. Once established, they do not often
change.
If a familiar breaks its bond, the character loses all the benefits the
familiar conferred. A character whose familiar dies, immediately loses
an amount of Willpower equal to twice the level of their familiar, and
if this is more Willpower than the character posesses, then they take
the excess in aggravated wounds.
Influence
Influence reflects your ability to produce results when attempting
to sway or control the political and social processes of the
community. It is the ability to compel someone 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 police
chief, or simply that you have gained political office. In short,
Influence is how much political power you exert upon society,
particularily 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.
Library
The Library background is mostly appropriate to mages and clerics, but
is not entirely limited to them. Some characters have the immediate
benefit of a library of tomes full of knowledge. Such tomes could have
been gifts from the character's Mentor or they belonged to the
character via an inheritance. Such tomes are rated in study points and may
be used to learn knowledges, Spellcasting or Faith. The total number
of study points the character has in their library depends on their
rating in this trait.
Magic Item
Magic items are specially enchanted creations, almost always unique, and
often made with a special purpose in mind. This Background trait allows
the characters to begin the game with a Magic Item in their posession. This
item could be a gift from a Mentor, an incredibly lucky find at a market
stall or a family heirloom. The rating in this Trait determines the
power of the item.
The examples below are provided with an aim to giving an idea for the
appropriate strengths of an item.
Mentor
This Trait describes one or more people who look after you. Each rating
point in Mentor describes how powerful your Mentor is in the community.
Your Mentor can advise you, protect you, speak for you in the arenas of
power, caution you or inform you of opportunities for power and advancement.
Often a Mentor is related to you, although it can be anyone who has taken
an interest in you. If your Mentor is powerful, it may not be a single
person, but a group. Thus a council could be a Mentor, as could a particular
House. Mages and Clerics often have the Mentor Background Trait because
of the help they receive from their trainers.
A Mentor may expect to receive something in return for the aid she
provides. Though she may simply enjoy your presence, in times of need
she may call upon her "apprentice". This may begin a number of excellent
stories. In general, however, you receive more than you need to give out.
Rank
The Rank Background reflects your official standing in society. It is
usually based on family associations - ie your father is a Baron - rather
than on something the character has achieved personally. A rating in
Rank may permit you access to items, people and resources that others
would not normally be able to access, and in some ways is similar and
complementary to Influence; Influence reflects your true standing in
society, and Rank reflects your official standing in society.
A mercenary captain may, for instance, have much Influence over the
area due to his reputation for skill and honesty, without having any
Rank at all, whilst the local Baron, who posesses Rank, may be thought
of as a complete idiot by most of the populace, and thus have little
Influence. (We hate Prince George, we hate Prince George).
Resources
This Trait describes your financial resources, or your access to such
resources. Your Resources are not completely liquid, but you can often
sell them to gain money. It could take weeks or even months to do so,
depending on how much needs to be sold.
Retainers
You have one or more servants and assistants who are your loyal and steadfast
companions. Retainers may be family guardians, individuals overwhelmed by
your amazing charisma or just straight out paid.
Retainers must usually be paid, most often straight out in cash. They may
not always be loyal, though typically they are. If given then chance, they
may betray you, depending on how well they have been treated.
Retainers should not be supermen, even if they have some special abilites.
Each should have a weakness. For instance, one Retainer might be very
loyal, but not very skilled. Another might be very powerful, but have a
very independant mind. No retainer should ever be the perfect bodyguard;
nothing is that easy. Retainers are characters in and of themselves -
something to add flavour to the chronicle. Do not let them be abused.
Spells
The Spells background reflects the learning which you have undertaken
to become a spellcaster. Characters without spellcasting may take this
background, but there is little use in doing so.
The spells that this background provides are the basic rotes which
your Mentor has provided for you to learn, or a parting gift from your
Mentor, a lucky find amongst some old papers, or even spells that you
yourself have developed.
Whatever the source of the spells, these are the spells that you own
and may have learnt. You may not be able to cast them all - some of the
spells which you posess may still be just beyond your skill.
Any spell that you choose should be checked with your ST to make sure
that they are allowable in the chronicle that they wish to run.