You are on page 1of 4

DOMAIN

Level One- Village: You control a Village of between 100 and 500 people.

Level Two- Small town: You control a town of between 1000 and 5000 people.

Level Three- Town: You control a town of between 10000 and 50000 people.

Level Four- Large Town: You control a town of between 100000 and 500000 people.

Level Five- Metropolis: You control a City of more than 500000 people.

RESOURCES

Level One- Scant: You own a small, modestly built house and the property typical of the
working class. 1 Librum (or 240 pennies).

Level Two- Sufficient: You can display yourself as a member in good standing of the
merchant class. 2 Librum (or 480 pence) and 4 Librum (or 960 pence).

Level Three- Comfortable: You own house and land of sufficient size and opulence to
stand proud as a member of the minor nobility or as a successful merchant. Your revenue
stream would be something in the order of five shillings (60 pennies) per month, and if you
sold up your assets could yield between five and fifty Librum (or 1200-12000 pence).

Level Four- Wealthy: You are likely the owner of a string of successful businesses or a
significant estate, including a village and a manor. Your revenue stream would be something
in the order of half a Librum per month. If you were able to liquidate your assets, they would
be worth anywhere between 50 and 400 Librum (12000 to 96000 pence).

Level Five- Vastly Wealthy: You have vast and widely distributed assets, either including a
castle and perhaps 15 village estates or a truly vast trading empire. Your revenue stream
would be something in the order one Librum per month If you were able to liquidate your
assets, they would be worth anywhere between several thousand Librum worth of coin. You
can easily exist abroad at the three dot level, and could manage four dots with careful
husbandry.

MILITARY FORCE
You may never have a military force at your personal disposal higher than your Resources
background. Also, note that a character with a high Influence background could also raise an
army of equal or greater or size to these forces, but they would be strictly loyal to someone
else (or, far more likely, several someone’s).

I. Up to a 20-person mob, quite disorganised and poorly trained: village mob, led by a thug or
tough.

II. 20-40-person platoon, generally with some combat training: levies or town guardsmen, led
by a constable or sergeant.

III. 40-90-person troop, all combat trained: hardened levies or experienced warriors, led by
several constables/sergeants and commanded by an officer with training equivalent to that of a
knight.

IV. 90-180-person company, all veterans: professional soldiers led by up to 6 sergeants and
commanded by 3 officers with training equivalent to that of a knight.

V. 180-350-person army, elite troops: superbly armed and armoured professional soldiers led
by up to 16 sergeants and a squadron of 8 knights, or their equivalent in training and
equipment.

VI. Several companies with a mix of weapons and tactics such as archers, footmen and
cavalry.

VII Division or provincial army, consisting of thousands of troops.

VIII. Strong army, consisting of several divisions and equal to the army of a small state or
Crusade.

IX. The army of a strong nation or coalition of smaller nations, such as England, France or the
Holy Roman Empire is at your personal command.

X. You could raise every army in the West or the East if you so choose.

INFLUENCE
• Well-connected: You’re guaranteed a respectful hearing.

•• Influential: People want to do you favours.

••• Entrenched: Mortal power-brokers and factions hesitate to oppose you.


•••• Powerful: Without a good reason to do otherwise, functionaries and foot soldiers obey.

••••• Dominant: Lesser figures try to figure out what you want and do it first

HERD

• 1 to 3 vessels. •• 4 to 7 vessels. ••• 7 to 15 vessels. •••• 16 to 30 vessels.


••••• 31 to 60 vessels.

HAVEN

Like all Backgrounds, the Haven Background is entirely optional. A vampire with no dots in
Haven has a suicide’s grave, a place in the attic of a farmer’s house, a rented room. They can
still remain safe and hidden by day in this relatively small and insecure haven by default. The
Storyteller may allow a player character to default a somewhat better haven from another
Background such as Resources, Status, or Influence. Of course, if those Backgrounds go
away, so does the character’s nice haven. Base ratings in Haven abstract the haven’s size,
security, and privacy. All of those factors affect the chance of spotting, penetrating, and
surveilling the vampire’s actual resting place. Add +1 to the Difficulty of, or one die to dice
pools resisting, such efforts for each dot of base Haven rating. Kindred know their havens
intimately. For each dot of base Haven rating, add one per dot to dice pools to notice danger
(including awakening rolls, p. 219) while in your haven.
• Small haven, but more secure and private than the default. Examples: Farm-house, crypt,
isolated shack.
•• Good size, security, or privacy. Examples: A house in a town, Church attic, sewer tunnel
or a small cave.
••• Very large, secure, or private. Examples: Castle or a block of houses, a catacomb
labyrinth, Large cave system.
Haven merits and flaws: You can add Merits and Flaws to your Haven if you wish. They
stack with the base Haven rating to produce the total dots in this Background for projects and
other uses.
• Cell: Your haven has a dedicated, locked place to store two prisoners, with a base Difficulty
to escape of 5. Each extra dot either allows you to store twice as many prisoners (up to a
maximum of 32, only in very large havens) or adds +1 to the escape Difficulty. This Merit is
not available in small havens.
• Watchmen: You have thugs guarding your haven. Each dot of this Merit supplies four
Average guards and one Gifted boss (see Mortal Templates, p. 185). If guards would be
conspicuous here, buy this Merit cautiously.
• Alchemists Laboratory: Your haven has an equipped laboratory with a dedicated industrial
sink, gas jet, reinforced floor, etc. Each dot of this Merit adds one to the dice pool for rolls
related to either Occult or Medicine. This Merit is not available in small havens.
• Library: Your Haven has a dedicated library on the occult, Cainite legends, city history,
vampire lore, or the like. Each dot of this Merit adds one to the dice pool for research rolls for
one Academics, Investigation, or Occult specialty. Small havens limit this Merit to a
maximum of one dot.
• Location: Your haven nestles in one of the most exclusive areas of the city, on a small
island, or otherwise in a prime spot. Add two dice (or +2 to foes’ Difficulty) to bonuses on the
relevant die rolls. Work out with your Storyteller when you can expect a two-dice bonus to
occur. For example, a Haven close to Elysium might grant a two-dice bonus to Etiquette tests
in Elysium and on tests to pick up on court gossip.
• Luxury: Your haven is luxuriously decorated and gives you a two-dice bonus to Social tests
dealing with mortal guests in your haven. If you don’t have at least three dots of Resources
(•••), your décor was gained illegally.
• Postern: Your Haven has a secret tunnel, grating in the cellar leading into the sewers, or
other unobtrusive way out. For each dot of this Merit, add one die to your dice pools to evade
or escape surveillance near your haven.
• Warding: Your haven possesses some kind of magical ward barring supernatural forces.
You may not be able to de-activate it, but it allows you to pass. Discuss the limits of your
ward with the Storyteller. Each dot of this Merit adds one to the dice pool to resist
supernatural scrying, as well as whatever other entry the Storyteller allows it to prevent. The
Storyteller may require you to possess Occult 3 or better, or Blood Sorcery, to buy this Merit.

You might also like