Backgrounds in The Golden Age | World Anvil
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Backgrounds

Domain

see rules for faith and fire.

 

Haven

Haven is divided to into two groups. Security and Size. All cainites have 1 haven at size 0, and security 0.

Size

Size respersents how many people can comfortably live in it. At size 0 it only fits you and nothing else (a coffin). How many people can live in the haven is the square of the number of size traits.

  • Size 0 - 1 person uncomfortably
  • Size 1 - 1 person comfortably / 2 uncomfortably
  • Size 2 - 4 person comfortably / 8 uncomfortably
  • Size 3 - 9 person comfortably / 18 uncomfortably
  • Size 4 - 16 person comfortably / 32 uncomfortably
  • Size 5 - 25 person comfortably / 50 uncomfortably

Select one skill specialty for each trait of Size. You add you Size trait to any tests to the chosen skills while in your haven

Security

A good haven is not only safe from the sun, but also familiar and comforting. The number of traits reflects your character’s affinity for his home and its defenses against the sun’s intrusion. A low rating might be poorly sealed, undecorated and subject to distractions whenever the neighbors wake. A high rating might imply an ancestral home with subterranean vaults furnished through the work of generations to considerable ambiance.

Security traits provide several benefits:

  • Add your Security traits to any Road/Path tests to notice danger while sleeping
  • Add Security traits to any test to remain awake. Similarly, add it to any Kindred senses tests within.
  • Further, you may test your Security vs current willpower to regain 1 Willpower at beginning of game.

Haven of Clay

"Let the other clans wrestle and strain with esoteric riddles of what it is to be a monster. They need havens, an audience, solitude, mortal institutions, or secrets. The Gangrel take what they want. All that they need is locked away in the endless potential of their horrific clay."

When using Meld with the Earth or similar disciples the flesh of the earth comforts you the same way the gentle embrace of a mother's womb comforts a child waiting to burst forth into the world. You may test your Haven of Clay vs current willpower to regain 1 Willpower at beginning of game

 

Generations

If you have 0-1 point in generations. You select 3 lineage disciplines. Kindred of these generation are between 100-200 years old. You have the status of Pleb. Can use Combination Disciplines.

 

If you have 2 point in generations. You select 2 lineage disciplines. One must be a progenitor discipline. Also you may select one bloodline discipline. Kindred of these generation are between 200-350 years old. You have the status of EQUESTRIANS. Can use Combination Disciplines.

 

If you have 3 point in generations. You select 2 lineage disciplines. One must be a progenitor discipline. Also you may select one bloodline discipline. Kindred of these generation are between 350-500 years old. You have the status of EQUESTRIANS

 

If you have 4-5 point in generations. You select 1 lineage disciplines. Which must be a progenitor discipline. Also you may select two bloodline disciplines. The Progenitor discipline determines your flaw. Kindred of these generation are between 500-1000 years old. You have the status of PATRICIANS.

Influence

As per faith and fire.

The total influence you can have is equal to the total of your mental, physical and social traits added to together. So if you have 5 mental traits, 3 mental and 7 social traits, you can have a total of 15 influence.

The maximum you can have in any influence category is 5, per city. You can only use the influence of the city you are in. Use of Disciplines/ blood magic/ ect to contact other from cities cost a downtime action per city you want to contact. Otherwise sending retainers or travelling to other cities to use influence there will take time.

Retainers

Retainers are created with 6-4-3 Attributes, 5 abilities, 3 Humanity, and 1 Willpower trait. For each additional background trait spent of the Retainer, they gain 5xp. Retainers may take derangements and negative traits to up to 5 Free traits. They can not gain merits, flaws, or Backgrounds. The may be ghouls for free, at which point the cost 1 blood at beginning of game after the feeding test.

Retainers can take your Road of Enlightenment at 1 less than you or up to 3 which ever is lower.

Ghouls gain the first basic discipline of Potence. You can replace this with Fortitude or Celerity if you have either.

Status

Status is divided into 3 categories: Social, Position and Fleeting. Your final status the total of all 3 categories added together.


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