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Domain (• to •••); Special
The Domain merit allows for characters to manage all aspects of a particular domain or territory. It provides information on activities within a particular domain, access to certain types of allies influence and other benefits.
Prerequisites: Vampire Only.
Dramatic Failure: In searching out information on your domain for this week, you severely piss off some serfs. You lose contact with your informants, which are represented by a one dot loss of Domain.
Failure: Nothing happenin' here, Jim.
Success and Exceptional Success: Depending on the Domain Action being taken you gain variable results. Please view the information on Domain Actions for more explanations.
Domain Merit Information [show/hide]
Cost & Purchasing Restrictions [show/hide]
Roll: Manipulation + Intimidation, Politics, Socialize or Streetwise
Required Successes: 15, one roll may be made per day for Storytellers.
Nosferatu weakness will not apply on the Intimidation version.
Once you get that number, you may submit for a domain spend. This must be done for each purchase.
Domain Actions & Uses [show/hide]
Similar to the Suspire Allies actions and uses, Domain works on "Uses" and "Actions". Each level in a Domain merit for a particular territory grants 1 "use". For instance, if a character was to have Domain (Buckhead) 2 and Domain (Forest Park) 1, they would have two "uses" for Buckhead and one "use" for Forest Park able to be used on Domain Actions.
Domain Actions always cost one "use", regardless of the Action chosen. Domain Actions may never be done secretly.
Domain Allies Benefits [show/hide]
As another perk of the Domain merit, each level in a particular Domain allows you the choice of one dot from the list of that particular Domain's allies available. These allies are slightly different than normal allies in that they only have a number of "uses" equal to their level. Domain allies may also not be used secretly by themselves or be used in a Combine with other allies that are intended to be Secret.
Domain Status Substitution Benefits [show/hide]
A character may choose to substitute his Domain dots for Status on social rolls (the same rolls that Status is viable on) while in his domain. To be noted Status dots and Domain dots do not "stack" for benefit and Domain dot substitutions may not be used in discipline rolls, as per normal.
Unaligned, normally exempt from "status"-based rolls, are not exempt from a Domain standing replacement. Even the most rabid anarch realizes that they are not always the top dog on turf they don't understand and know as well as others might.
Multiple Domain Holders & Overextension [show/hide]
In a domain, the Kindred Supported number dictates how many people can feed in a domain as well as hold the Domain merit there without overextending it. From time to time, more individuals than a domain can support purchase the domain merit. This is bad for all parties. For every person above the Kindred Supported maximum holding the Domain merit in a single domain, all characters with that particular Domain merit are subject to a -2 penalty on any and all domain rolls (naturally, this is cumulative). This penalty stays until the number of individuals with the Domain merit returns to equal or less than the Kindred Supported number.
Domain Benefits [show/hide]
Domain Benefits are simple, they allow players to choose certain benefits based on two things: the level of domain they have in one place, and what allies available it has there. Domain Benefits are split into three groups past their Allies Type: Minor, Moderate and Major. A Minor domain benefit only requires one dot in a domain to obtain. A moderate benefit requires two dots in a domain to obtain. A Major domain benefit requires all three dots in a domain to obtain.
For instance, if a character has Domain (Forest Park) 3 he may chose one Major domain benefit if he likes from one of the Allies Types Available (in Forest Park, that's Media, Street or Transportation). If the character in this example didn't want a Major from one of those groups, though, he could choose a Moderate and a Minor. Or, he could choose three Minors.
Characters can only have a Domain Benefit once, you can't buy them multiple times (unless it specifically says you can). Domain Benefits lists are below as a subheading on this page.
Domain Actions [show/hide]
Checks [show/hide]
Checks on Domain are the most basic and most utilized action for a Domain. This action, depending on the level of the Domain merit you have in an area grants very specific benefits.
Level 1 will allow you to locate individuals feeding within your domain.
Level 2 will allow you to locate individuals living within your domain.
Level 3 will allow you to notice allies being used that correspond to your domain's Allies Available.
Roll: Wits + Streetwise + Domain + Mods Available Below
No willpower may be used on this roll.
Gangrel flaw does not apply to this roll.
Possible Modifiers:
| Variable |
Status. Characters granted legal domains may use their Status as a positive modifier on the roll. If you are a member of and you are rolling for a covenant domain, you would use your covenant status. If you are rolling for a clan domain, you would use your clan status. If you are rolling for a personal domain, you would use your city status. No substitutions are allowed. |
| Variable |
A character may make a level 3 Allies use of Atlanta Society or Street to give a number of successes gained on that roll as a bonus number of dice to your Domain Check roll. |
Things found with a regular success:
With Domain Level 1, you'd find out who is hunting within your domain - provided they are not hunting secretly. You would find individuals who are doing things "out of the norm" within a Domain - things like going to a club channel regularly would not trigger this. You would also know of other individuals who have Domain in the same area as you.
With Domain Level 2, you would find out all the information granted by Level 1 and you'd find out who is living within your domain - provided they don't have Haven Security or Paper Trails (see Haven Security/Paper Trails section).
With Domain Level 3, you would find out all the information granted by Level 1 and 2, and you would find out about allies uses of the types of allies that your Domain has with Available Allies from the past week, unless they are secret (in which case you would not know) - but you would not know immediately who did the particular uses.
Things found with an exceptional success:
With Domain Level 1, you'd find out who is hunting within your domain, even if they are secretly hunting. You would know about individuals who are doing things "out of the norm" within your domain, even if they are trying to do-so secretly. You would also know of other individuals who have Domain in the same area as you.
With Domain Level 2, you would find out all the information granted by Level 1 and you'd find out who is living within your domain - provided they don't have Haven Security or Paper Trails (see Haven Security/Paper Trails section) and you would find the location of any stationary Protean 2 user.
With Domain Level 3, you would find out all the information granted by Level 1 and 2, and you would find out about all allies uses, with who did them, from your appropriate Allies Available types - secret uses of allies would come up as well, but the user of which would still be unknown.
Haven Security and Paper Trails:
Haven Security and Paper Trailing help to keep your Haven from being noticed by a domain holder. Any levels of Haven Security you have and any successes from Paper Trailing (it's an use from Bureaucratic or Computer Allies) that you have will add together as a sort of defense total. A Domain holder has to get a number of successes on her roll that exceeds that combined number to notice your haven.
Hold Checks [show/hide]
You can check another domain holder with this action to find out their if their level of Domain is less, equal or greater than your own hold.
Roll: Wits + Streetwise + Domain + Mods Available Below
No willpower may be used on this roll.
Gangrel flaw does not apply to this roll.
Possible Modifiers:
| Variable |
Status. Characters granted legal domains may use their Status as a positive modifier on the roll. If you are a member of and you are rolling for a covenant domain, you would use your covenant status. If you are rolling for a clan domain, you would use your clan status. If you are rolling for a personal domain, you would use your city status. No substitutions are allowed. |
| Variable |
A character may make a level 3 Allies use of Atlanta Society or Street to give a number of successes gained on that roll as a bonus number of dice to your Domain Hold Check roll. |
Follow [show/hide]
This action allows you to follow a character's Domain actions for the span of one week. Any actions they make with their Domain merit will be reported to you.
Roll: Wits + Streetwise + Domain + Mods Available Below
No willpower may be used on this roll.
Gangrel flaw does not apply to this roll.
Possible Modifiers:
| Variable |
Status. Characters granted legal domains may use their Status as a positive modifier on the roll. If you are a member of and you are rolling for a covenant domain, you would use your covenant status. If you are rolling for a clan domain, you would use your clan status. If you are rolling for a personal domain, you would use your city status. No substitutions are allowed. |
| Variable |
A character may make a level 3 Allies use of Atlanta Society or Street to give a number of successes gained on that roll as a bonus number of dice to your Domain Follow roll. |
Combine [show/hide]
Combine allows you to lend your uses to another Domain holder within that domain for a particular action.
Trace [show/hide]
Trace allows you to trace a Domain Action that you know was utilized in the past two weeks.
Roll: Wits + Streetwise + Domain + Mods Available Below
No willpower may be used on this roll.
Gangrel flaw does not apply to this roll.
Possible Modifiers:
| Variable |
Status. Characters granted legal domains may use their Status as a positive modifier on the roll. If you are a member of and you are rolling for a covenant domain, you would use your covenant status. If you are rolling for a clan domain, you would use your clan status. If you are rolling for a personal domain, you would use your city status. No substitutions are allowed. |
| Variable |
A character may make a level 3 Allies use of Atlanta Society or Street to give a number of successes gained on that roll as a bonus number of dice to your Domain Trace roll. |
| -1 to -3 |
Depending on the Action traced and it's user, this penalty applies to your roll and is based on the level of Domain that the individual who's action is being traced has. |
Altering Kindred Supported [show/hide]
It's possible to modify the Kindred Supported for your particular Domain and it's inhabitants through the use of this Domain Action.
Roll: Manipulation + Streetwise + Domain + Mods Available Below; contested reflexively with Wits + Streetwise + Domain + Mods Available Below
No willpower may be used on this roll.
Gangrel flaw does not apply to this roll.
Nosferatu flaw does not apply to this roll.
Possible Modifiers:
| Variable |
Status. Characters granted legal domains may use their Status as a positive modifier on the roll. If you are a member of and you are rolling for a covenant domain, you would use your covenant status. If you are rolling for a clan domain, you would use your clan status. If you are rolling for a personal domain, you would use your city status. No substitutions are allowed. |
| Variable |
A character may make a level 3 Allies use of Atlanta Society or Street to give a number of successes gained on that roll as a bonus number of dice to your Altering Kindred Supported roll. |
| Variable |
Additional uses past the first may be used by a character to have a number of bonus dice equal to the additional uses amount on your Domain Altering Kindred Supported or the reflexive defense roll. ** Note: Characters contesting do not have to spend an initial use as it's reflexive. |
| Variable |
Your Domain's current Kindred Supported level are negative dice equal to the amount of Kindred Supported currently in the domain. ** Note: This only applies to the character attempting to Alter Kindred Supported, and only if they're challenging against a Domain (ie, Outside of Atlanta does not have this penalty). |
Each Domain holder within an "attacked" Domain is allowed a reflexive contest.
If successful, the Kindred Supported numbers will be changed appropriately for both affected domains. Altering Kindred Supported may only be done successfully once per week, per domain.
Option: Altering Kindred Supported from Outside Atlanta
There is one other way to alter a Kindred Supported number, and that is through direct advertising and "pulling" from outside of Atlanta. This has the benefit of not being directly adverse to any particular other Kindred in the city, but it is a longer and more difficult process (and not to mention dangerous).
The roll is the same as a standard Altering Kindred Supported action, but is not contested. However, it is extended, and requires a total of 10 successes to be gained to change the Kindred Supported. Furthermore, every roll made will also have a secret Chance roll made by a Storyteller. If a Dramatic Failure occurs on this roll, it's bad news, and your character very well may have just invited elements that wouldn't normally venture into the city inside of it unbeknownst to him...
Attack [show/hide]
Attack allows you to attack the Domain holdings of another Domain holder within a particular territory. An Attack may only be done once per week.
Roll: Presence + Streetwise + Domain + Mods Available Below; contested reflexively with Wits + Streetwise + Domain + Mods Available Below
No willpower may be used on this roll.
Gangrel flaw does not apply to this roll.
Nosferatu flaw does not apply to this roll.
Possible Modifiers:
| Variable |
Status. Characters granted legal domains may use their Status as a positive modifier on the roll. If you are a member of and you are rolling for a covenant domain, you would use your covenant status. If you are rolling for a clan domain, you would use your clan status. If you are rolling for a personal domain, you would use your city status. No substitutions are allowed. |
| Variable |
A character may make a level 3 Allies use of Atlanta Society or Street to give a number of successes gained on that roll as a bonus number of dice to your Domain Attack or defense roll. |
| Variable |
Additional uses past the first may be used by a character to have a number of bonus dice equal to the additional uses amount on your Domain Attack or defense roll. ** Note: Characters contesting do not have to spend an initial use as it's reflexive. |
A success on an attack roll will drop the victim's Domain merit by one.
Defend [show/hide]
Defends allow for protection against Domain Attack and Altering Kindred Supported rolls. For every use dedicated to Defend ahead of time (they do say always be prepared) a character will get +2 dice on any applicable rolls to defend against interlopers. In addition, they also grant the benefit of an automatic Trace on any actions that affect them. A Defend lasts a full 14 days.
Domain Benefits [show/hide]
Atlanta Society [show/hide]
Minor
- Razor-Sharp Tongue: You've been to all the trendy hotspots, and you've heard all the cutting-edge cuts. Gain +2 to any Intimidation rolls based on verbal threats.
- Lindsey, Paris, and You: You're very familiar with all the best club drugs, and you're always well-supplied. Gain a +3 hunting bonus when you use the Carousing method.
- Manager? I fucked the Manager!: The name pretty much sums it up. You gain the Barfly merit.
- Gossip, Folks: You may levy a -2 penalty against anyone making a Socialize or Politics roll once every two weeks, thanks to that vicious gossip you spread about them. This applies to the next (and only the next) roll they make.
Moderate
- Tabloid-Trash: You've met the gliteratti, and you know all about the skeletons in their closet. For every level of Fame another character has, you may roll Intelligence + Politics to discover one of their "dirty little secrets" - this will not, however, be supernatural in nature.
- Velvet-Rope Vulture: You know all the right people, so of course you know who's getting into the popular clubs and who's not allowed anywhere near them. Worse, you have some say in the matter. Once per week, you can get someone - yourself included - into any clubs they desire, even if they've been banned. Conversely, you can also ban someone from all the happening clubs for one week.
- Fickle-Favorite: Where you go, the right people go, either because of your good taste or just because of... well, you. Popular places backstab and cater for your favor. Pick a business, and give it a +4% revenue increase for 1 year. If you do not renew this bonus, however, the business suffers a -2% revenue decrease the next year. Clearly, it pays to stay on your good side!
Major
- The Beautiful People: You spend all your time among the most fashionable and beautiful people in Atlanta. As such, Striking Looks does not give anyone a bonus to their rolls when dealing with you. To you, beautiful is just... average. You, however, know how to show off your good looks without even trying. If you have the Striking Looks merit, you gain an additional +1 to any rolls you make involving that merit.
- Society Maven: You get people connected, and show people where to empty their pocketbooks in the name of style, charity, or preventing you from blackmailing them. Whenever someone gets money in any way via an Atlanta Society Allies useage, you get a 10% cut of that money for you help "setting it in motion" or "for not telling their wife."
Bureaucratic [show/hide]
Minor
- Expert Brown-Noser: Hanging around with all these bureaucrats has helped you turn the art of ass-kissing into a science. Once a month, gain a +2 bonus to a Politics roll thanks to some excellent ass-kissing.
- The Perfect Toady: Politicians love to have their toadies, and being a good "yes-man" can help you get far in life. You've see it, and you've learned from it. You get a +1 to all "Covering up a Faux Pas" rolls.
- Corner-Cutter: Thanks to those connections at the utility companies, you can save your ass some cash on your bills. A little illegaly-routed power never hurt anyone. You gain +$100 dollars during the monthly income allocation.
- Office Gossip: You know how to work the office gossip, to make sure the people you don't like get shafted and you get promoted. Once every two weeks, you can steal a dice from one character with Bureaucracy Allies, and give that die to yourself. This is only good for one roll.
Moderate
- Business as Usual: You're an expert at getting the bureaucrats doing what they should be, and slipping your little favor in. It runs like clockwork, and you're the timekeeper. Once every two weeks you may declare a Bureaucracy Allies use to be a Rote Action.
- Excellent Filing System: You know how to keep files precise and organized... and how to find just what you're looking for when you get access to the right things. Gain the 9-again bonus to one Investigation or Academics roll once per week.
- Greasy Palm: You know exactly who to talk to in order to get a business up and running, but quick. Once a month, you can handle code compliances without making an Allies roll.
Major
- Buried in Paperwork: You can throw in all the paperwork, and the extra man-hours you need, to delay something for as long as possible in commities, filing bins, and the like. Once every two weeks you may delay another player's next Allies action by a period of 1 week. This only works on "legitimate" fields (so, everything but Church, Street, and Occult).
- Master of the Red Tape: You've learned how to throw up enough bureaucratic roadblocks to bury a whole building in paperwork... or how to cut through the red tape with a single "snip" of your shears. Once a month, add a +5 to a single Allies, Domain, or Contacts roll... or levy a -5 against an Allies, Domain, or Contacts roll made by another character.
Church [show/hide]
Minor
- Practiced Theologian: Hanging around with churched individuals has, practically by default, given your character a grounding in theology. Once per week, your character can gain a +1 to any Academics roll involving Theology, due to the constant immersion your character is involved in.
- Leaky Confession Booth: You hear some of the church-gossip about what sorts of things certain people confess fairly regularly, either from church officials or the laity. Once every two weeks, gain +2 to any persuasion roll (with the exception of an attempt to use persuasion on an Occult Allies or Occult Contacts NPC).
- Collection Plate: You're able to take some cash from the church collection plate. Maybe they think you're a charity case, or maybe you know some of their secrets. Once every month, you can tap the collection plate to get $100.
- The Exorcist's Handbook: You've talked with some of the local priests, and you've learned a thing or two about exorcisms. You've even heard one or two crazy rumors that ring true. When performing an exorcism, you suffer no penalties for your Humanity rating.
Moderate
- Keys to the Kingdom of Heaven: You're trusted by the local clergy to use the local churches to host after-hours meetings. Once every two weeks, you can gain access to a local church with plenty of space and parking to hold a meeting in.
- Choirboy: You're a member of the church choir, and you get quite a bit of practice thanks to it. It's helped you to hone your skill as a performer, and it's rather... well, calming. You gain a +2 to all Expression rolls, and a +1 to all Meditation rolls.
- Secrets of the Inquisition: You're privy, thanks to a friendship with the right people, to a fairly sizeable body of church lore. There's plenty of strange things in there, and plenty of other, detailed, factual information. Once per week, gain a +3 to any Occult-related Research roll.
Major
- My Cause is Righteous: Between the soothing nature of the church, and your honest belief in what it teaches, you've become a more moral creature. When you do wrong, you try to repent - more than the average person - and are able to use faith as an anchor for your morality. Gain a +1 to resist degeneration or gaining a derangement once per month.
- Wolf in Sheep's Clothing: As far as the church is concerned, you're one of their best members. They would never cast a suspicious glance your way - especially now that you've learned how to steer them in other directions. Your character will never be targeted by Church Hunter attacks.
Computers [show/hide]
Minor
- Do-it-yourselfer: You know the best places to get cheap electronics, and you can put together an awesome rig for a fraction of the usual cost. You have a 25% discount on all electronics purchases.
- Overclocker: You're damn good at overclocking your computers to get the most mileage out of them. With the right parts (and a lot of fans) you can make your rig the best on the block. If you have a High Performance Computer as equipment, its bonus is raised by an additional +1.
- Wiki-head: You spend a lot of time browsing and contributing to Wikipedia. Maybe a bit too much time - it's practically an obsession for you. Once every two weeks, you can make a roll for Encyclopedic Knowledge as if you had the merit, thanks to all that trivia you've picked up.
- Viral Marketing: You know how to make something the latest viral craze, such that when people finally realize just what the hell it is you're angling them towards they can't help but go for it. This works especially well with rumors - once per month, you can start one small rumor that's untraceable back to you.
Moderate
- Internet Pirate: Pre-release burned DVDs? Hacked .mp3's? You've got all that, and more, and you sell it to make a tiny profit. People just can't get enough of the latest rip-off Spiderman DVD. Once every two weeks, you can sell pirated works to gain $200.
- Hacker Crew: You know some hackers - bored, college guys with some time to kill - that just love sticking it to the man. All you have to do is point them in the right direction and they'll go to work. Once per month, you can have hackers target a business to give it a 5% revenue drop for that year.
- Encrypted: You know how to secure computers, and their internet connections, like nobody's business. You don't need antivirus software - you're better than it ever could get. You get +3 dice to setting up secure networks, and +1 die to hacking attempts (you know what to look for, and how to get around it).
Major
- Off-the-grid: You know all about "the grid" - the daily intake of electronic information about people - and how to set up dummy accounts to take yourself off it. Once per month, you can take something "off the grid" - your haven, your bank accounts, etc. - such that it counts as a 5-success cover-up. The problem is, those grid connections just keep coming back. Taking something off the grid only lasts a month, after which it comes back (it requires constant actions to keep something permanently off-the-grid).
- Doorman: You have back-doors everywhere, and you know how to put them to use to get anywhere in the web. Once per month, you can automatically access any public file - police records, planning records, newspaper reports, etc. - and re-write it as you see fit.
Financial [show/hide]
Minor
- Brilliant with a Budget: You know how to budget, and how to squeeze every nickel, dime, and tax exemption out of your budget to make sure it gives you some extra cash. Once per month, gain $500.00 thanks to your expert financial planning.
- Good Credit: You have good credit, whether it comes from working hard to earn enough points (thanks to your know-how) to keep that rating or... fudging... the numbers some. Once every two weeks, you can get a 35% discount on any legtimiate purchase.
- Business Accountant: You know all the right exemptions, and all the special loopholes and other tools, to run a business efficiently and with a minimum of hassle. You crunch those numbers, and just about everything is a "business expense" for you. Nominate one of your businesses - it gains a 2% profit increase yearly.
- Bad Credit: You can make sure the muckity-mucks that need to know learn all about your chosen enemy's bad credit, and you can make their score reflect that accordingly. Once every two weeks, any one character you nominate will have to pay 50% more for their next legitimate purchase.
Moderate
- High-Return Investments: You know how to invest, where to invest, how to divide your money up between what banks, and all that rest. You put your money to work, and it yields damn-fine dividends. Your total spendable money increases by 5% each month thanks to your skillful investing.
- Repo Man: You know the repo man - he's one of your good friends, and he's more than willing to take your word for it when the time comes to do a job. Once per month, nominate any individual's property, worth up to $50,000, and the repo man will collect it. He'll then give you the option of buying it for just 20% of its base value, because you're such good friends.
- Efficiency Expert: You can run a business like no other. You know what corners to cut, who to fire, who to hire, when to get cheap supplies... the works. Nominate any one business, and give it a 5% profit increase for the next year thanks to your cost-cutting advice.
Major
- Federal Reserve: You're tight with the right people, and you're able to keep yourself federally connected so that shit doesn't bother you. Your Resources score cannot be made to drop, nor can any individual steal from your bank accounts. The fed takes care of you, and keeps your dough divided up and safe.
- Corporate Kingpin: You have corporate accounts, boards of directors that work for you, and you love the sound of stock tickers. "Hostile takeover" is music to your ears. You can give any business a 10% profit increase (or decrease) permanently, and any investors you acquired will only demand their investment back - they don't want the interest (they know they'll make it up in stock splits).
Health [show/hide]
Minor
- Blood Drive: You can get blood drives organized, and skim a little off the top. Once per month, you can get 5 points of preserved blood. Naturally, this needs to be refrigerated...
- Medical Marajuana: You know the right people to ask to get "medicine" (read: drugs) that people won't miss. Painkillers, marajuana, the works, you name it. Once every week, get two hits of the drug of your choice.
- Student Observer: You can sit in on surgery with the med students every now and then, and you always manage to learn *something* from the doctors. Once every two weeks, gain a +2 to any Medicine roll.
- Diagnosis: You've gotten pretty good at judging people's health, thanks to all that time you spend at the hospitals. Once per week, you can learn how much damage a character of your choice has on their Health chart at the moment you invoke this benefit.
Moderate
- Chart Editing: You have pretty good access to the hospital, and you're "helping" some of the less competent nurses that "misdiagnose" patients. Once per month, you can cover up the cause of injury (or death) of any individual currently undergoing medical care.
- Outbreak: Letting the right virus loose, in the right place, can cause all sorts of problems. The same is true of making sure employees at the right company get the wrong medicine and get sent home. Once per month, nominate any one business and give it a -5% profit reduction for the next year.
- House Call: You know some doctors that need a little extra cash to support their addictions, and they're willing to do off-the-books work for you. Once every two weeks, you can pay a doctor $200 to make a "house call" and treat any injury totally off the books.
Major
- Biohazard: You can get some real CDC shit going on when you need to. Once per month, you can give a business a -30% to its profits for the next year thanks to it getting shut down and decontaminated for a while. Alternately, you can use this to close any Channel or Site for 2 weeks thanks to the biohazard scare.
- Doctor Frankenstein: You know doctors that are pioneers in their field. They're trying to do major work, to make humans better, the works - all sorts of illegal stuff. Once every two weeks, you can get either a cadaver or 5 points of blood from their failed experiments. If you don't invoke this benefit, once per month you can get 3 phantom xp towards the purchase of your next Retainer dot(s) for any particular retainer you already possess thanks to one of their successful experiments.
Law & Enforcement [show/hide]
Minor
- A.C.A.B. While you might consider all cops to be bastards, you still recognize that they're an essential part of mortal society. You know police procedures, police hangouts and often can spot a police setup a mile away, just because of general police protocol. This boils down to +2 dice on any rolls involving police directly, recognizing fake cops or recognizing undercover cops.
- Misplacement Extraordinaire. You know who to speak to when you need a bunch of guns "lost" from the record books. Every month, you can freely lose 2 serials from any firearm, regardless of if they're legal guns or not. If individuals try to track you via your purchased handguns that have had their serial numbers lost, they'll automatically need an Exceptional Success to find out anything.
- Police Armory. You have no trouble finding yourself with where to get excess police-rated armor. Some of it (okay, all of it) isn't exactly usually sold without the paperwork but eh, you know a couple people and so they just let it slide. Paperwork isn't that important anyway. You can get one piece of armor at the normal cost per month without expending Law & Enforcement allies to get it.
- Police Politics. Every workplace has it's politics and police precincts aren't devoid of any inner-workplace politicking for sure. Your savvy with the police precincts and watchful eye over the politics therein aids a little bit when dealing with motives in the Kindred world. Gain +1 die on any Sense Motive checks against other characters.
Moderate
- I'm not the Rat! You know a police rat, and he knows you know. Once a month, you can press and blackmail the police rat to get something done that you normally probably would have needed to put more effort into doing. Gain a mortal with Status 3 in Law & Enforcement that may only be used once per month.
- Legal System Junkie. The legal system of the United States is already bogged down enough as it is to make any legal battle a pile of frustration and delay, and half of the time that could be cleared up if the clerks of the court would spend a little more time doing their job. Once a month you can do one of two things, depending on if you press on certain individuals to quicken or slow down their work speed: you may either give yourself +3 dice for a night on any rolls that involve police, lawyers or Law & Enforcement or you can make anyone using Law & Enforcement allies or contacts have to wait 2 days to do it.
- Law Suit Immunity. You might have a friend in the courts, lawyer community or in the local judges - it doesn't matter. Any law suit that may be filed against you or a business that is legally connected to you will automatically fail.
Major
- Legal Eagle. You know the legal system in and out and you've got half a mind to use it against those who irritate the hell out of you. Once a month, you can levy a five point block on any Law & Enforcement use (not growth) or force a -5 penalty on any one person's next Law & Enforcement allies or contacts use as you decide.
- Don't give me that juris-my-dick-tion crap. You know how much police hate jurisdiction laws, and you know how badly they hate when people intrude on their jurisdiction. A lot of times, it can completely just destroy a case when jurisdictions are fighting over who gets to do what. You happen to know who to call, and when to call to get jurisdiction fights started. This happens to be very helpful, albeit rarely (once per month), if you want to get a particular case, misdemeanor, felony or anything not federal "fixed" and keep it from getting leaked to the papers. It's messy, but hey, if it works...
Media [show/hide]
Minor
- Hey, I'm a Reporter, Mister! You can legally pose as a reporter for any news paper in the Atlanta area because you know your way in and around all of them. While this might not get you a whole lot in the way of sway, it can get you close enough to reporters that are writing a story to meet them personally. You can't get seen all that often though, otherwise the security might notice you (meaning you can only use this once a month).
- Nappy Headed, Oops? You know how to make a stink over the stupidest things, and even better, you know how to direct others into thinking there might be a story somewhere other than where they're looking currently. This works best against small-time articles, and you'd be hard pressed to find a reporter who'd back away from the chance to write about something major. Once a month you have no trouble convincing a gullible reporter to stop reporting on a small article or report and instead focus on some other story.
- Entertainment Column Help. Columnists don't make a lot of money. A lot of times, they get a ton of hate mail too. You happen to know one of the local entertainment columnists and you're not on bad terms with them for some reason or another. This gives you direct access a lot of the time to chats about various places around the town and what spot's hot or not. By listening to the advice of a seasoned vet, you'll place yourself right into the primest feeding spots even when you might not be in the Rack. Once a week you can hunt with +3 dice.
- Paper Route. Hey, say what you want about paper routes, but it helps you get to know the streets of the city better than most people know them. Just by studying the paper routes and travelling them once in awhile, you've gained a pretty intuitive sense of your surroundings. In the domain this is picked for, you may have +1 die on any streetwise rolls.
Moderate
- Help Wanted Ads. You can scour the ads with the best of them and you can come up with some bargain deals when you want to. That being said, you've managed to hire on some of your staff lower than the general market value, and they don't even realize it. This allows you to have +1 Staff dots over the norm that is limited by your Resources.
- Who the Fuck Are You, Anyway? By turning the natural suspicion of media editors to your favor, you can block just about anyone from getting something done within the papers and general news media. This counts as a Growth Block, but may only apply to one person once per month.
- Coupon King. Yes, you collect coupons. However, you collect special coupons. You know a guy who knows a guy that prints out and creates all of the coupon ads in the news paper weekly. It doesn't matter what place it is, if you bring in a page of perfectly legal coupons, the customer is always right. On General Items in the cost accessories, you may purchase them at 30% off, always.
Major
- Eratta. You can get a reprint on just about anything that comes through the doors of the local papers. It might not stop the original news story from going out, but it can lessen the blow for those conscious of it. Getting a reprint on any small or major articles in the paper costs you nothing, but can only be done once a month.
- Sleeping with the Boss. While you might not actually be sleeping with an editor, or a crew chief, you're still in good with them. Any rolls that involve the media or news outlets by you can be done with a bonus of +2 dice, as if you were some sort of celebrity.
Occult [show/hide]
Minor
- Studious Mind. You've grown particularly adept at knowing where to look for particular things, and occasionally you know where you can find things to look up where others would just be SOL. A character with this, once a month, may look up a subject on the occult that would normally require books specialized for the sort.
- Support Group. A lot of the local Baptist denomination considers the occult simple devil worship and that's it. They've set up a number of support groups for these people, and you've found one in particular that's uncharacteristically useful. This support group, while it meets only once a month, have willingly agreed to take part in blood letting. So much for rehab, huh? Once per month you can get five vitae in one sitting.
- Bullshit central. People who like to consider themselves young pagans are awesome. You love them. You know just enough to be considered enigmatic to a local pagan group (who are pathetically sad in their own right), while they might not be really good for anything, they sure do make you feel good about yourself when they worship you. Gain +1 dice for Persuasion due to your improved self-confidence.
- Hidden Places. A lot of things just get forgotten in time. You've found one of these old places, and while it might not seem like much, it's yours and no one knows about it except the people you tell. This place can be as large as a small home's basement and considered whatever you'd like it to be - but whatever it's intent, it is one hundred percent free from the threat of Masquerade breaches. Let's be clear, though, this place is not sunproof, and it has no benefit from any haven merits or equipment.
Moderate
- Self-Sacrifice is the only Sacrifice. You may be a Crone, or you may just believe in the old phrase "no pain, no gain". Having met up with local mystics that dabble in the experience of pain strength, you've found that the more pain you inflict on yourself, the better and more motivated you become. For every three lethal you inflict on yourself (not any lethal that's inflicted on you) you may gain +1 dice in any skill. Naturally, this lethal can't be healed and still get the benefit.
- Old Man's Tonic. Some people know about vampires, but they're the type of people who aren't going to say a damn thing - they've got their own secrets to hold. You've run across someone dabbling in mortal thaumaturgy that's able to help you a little bit. You see, they're able to give you supplies of "special sauce" which you can pour over stored vitae and allow it to retain some of it's regular potency. You don't know how it works, only that it does, and it allows your maximum blood or vitae storage to be 25 instead of the normal 20.
- Cult of the Vampire. You've managed to endear yourself to a small group of local vampire worshippers. Yes, it's a Masquerade breach, but these people will do just about anything for you if you keep your requests far enough between. Once a month, you're allowed to command a group of three 5 dice people to do anything, anything at all for their Dark Blood God.
Major
- Unknown Place of Power. Occasionally, places of power (called "nests" or "groves" depending on who you talk to) manifest in areas where they're just not expected. You know of one of these places. This closely guarded secret place is only big enough to sustain one person benefitting from it's orphic resonance, and you consider yourself lucky to have it allll to yourself. You may choose to have either a Haunt (with the normal rules for such) or a 3 Point Renewable Fontal of which the statistics will be determined for you by a Storyteller. However, if anyone else attempts to tap your place... well... You'd just rather that not ever happen.
- Non-Threatening Demeanor. You've run across some of the other local supernatural element in the city, and through some venture that has been made, both sides are agreeable to each other. You may have the benefit of contacting one particular supernatural that, while might be aggressive or distrustful instinctively of other Kindred, do not consider you of the same ilk. While they might not do something for you that's radical, they might consider sharing information on occasion, or contacting you if there's a problem.
Street [show/hide]
Minor
- Know Your Guns. 5% off of any Autoloader and Autoloader ammunition (not non-standard) purchases (stackable with other deductions).
- Chop-Shop Talk. Increased fencing knowledge (and trust from those who frequent them) allows you to gain an additional 5% on any fences and the ability to fence an additional car over the norm in one time period.
- Street-Cred. You got street-cred for some act that you've done for the little man. You can expect deals to go smoother every once in awhile for you than they otherwise might have. Once a month, you can use an additional +2 dice on any Street Allies or Contact roll. This may not stack with itself.
- Guns For Show, Knives For A Pro. Knives and Daggers are everywhere, but you know a couple people who can get them a fraction off of the normal street price through some back-of-the-van dealers. Take 5% off any Knife or Dagger purchases (stackable with other deductions).
Moderate
- Back-Alley Bypass. You know the streets of Atlanta like the back of your hand, and damnit even the most stressful circumstances won't make you lose your sense of direction while in the city. Gain +1 dice on any streetwise or drive rolls that involve travelling through the city streets and trim 2 minutes off of any OOC-mandated drive-time.
- Candyshop. You understand the denziens of the World of Darkness better than most, and you've dedicated some of your time to finding the best dealers of the best shit. Drugs - prescription or not - are easy as hell for you to locate, and you can get them at the rate generally reserved for bulk-buyers. High quality drugs don't require you to utilize your street associates to find them and you get a 15% discount on any of them.
- The Streets Don't Lie. Sometimes, when no one talks to the cops, that isn't because no one saw what happened, it's because it's the fucking cops. You know this, you understand this, and you got enough of a reputation in your area to know that you can ask a few questions and get a few answers if there's any to be had.
Major
- Al Sharpton Said So. Racism, whether anyone believes it or not, is very much alive and thriving still in Atlanta. Increased gentrification of the northern half of the city has a great amount of the blue-collar (and less) workers of the city irritated. By directing this wrath, you can cause other more "reputable" individuals to spend time attempting to cover their public image that would be better used elsewhere. This may be used once a month to levy a -5 penalty to any Atlanta Society, Bureaucratic, Financial, Law & Enforcement, Media or University Allies or Contacts roll that an individual next makes.
- Don't Ask Me About My Business, Kay. No one fucks with your business, because there's a rumor that your business is protected by local organized crime. This works in a few ways, individuals trying to force harm onto your business through any means (except for direct, physical means) find that not a lot of people want to help out on the job, for fear of retribution. A penalty of -5 applies to any rolls directed at harming a business of your choosing.
Transportation [show/hide]
Minor
- Airport Tricks. You know pretty much all about what sort of things are happening in and around the Atlanta Hartsfield Airport. You know what areas of the entire layout you can get through over and under breaks in the fence that aren't guarded by cameras, and you know where the best places are to get rid of things without people finding them for a very long time.
- Illegals in Waiting. While the political forum on illegal immigrant workers continues to go head to head, nastily and violently, you see the workers for what they are: the cheap labor force of the United States. On any crafts projects, paying $150 dollars extra will allow you to have teamwork from 3 illegal workers with six dice to assist each, per day.
- Chameleon. With your extensive knowledge and accessibility to local union blue-collar jobs, you've managed to rack up an impressive current collection of various uniforms, badges with different names and work schedules. If you need to imitate anyone considered a blue-collar worker, you can gain a +2 on your disguise roll for having the appropriate gear on hand to go with your guise.
- Somebody swiped us at the trade-off! You know when drugs are generally scheduled to come through port, and you've got a good set of hands working the boxes there. Once every two weeks you can get a 5 dose supply of drugs of any kind for free by having one of your homeys steal it at a shipping pass off.
Moderate
- Good Timing. While it's not so much an aspect of luck, you do know what time all of the truck stops take their fifteen to twenty minute breaks from Atlanta to two hundred miles in any direction. This means better drivetimes for your truckers - or even carrying heavy loads. For any brick & mortar based businesses you own, this allows a 3% increase on your business profits.
- Red Light, Green Light! You've managed to get your hands on a portable traffic light tester. While even children could figure out the ways to use this to devious potential, you recognize it's use in a purely survival sort of way: in car chases, every other roll from opponents also has a ST mandated !chance roll. On a dramatic failure, the car chasing - or one of the cars chasing - is broadsided by traffic confused by the rapidly switching traffic signal. In this case, pursuing someone in multiples could also be more dangerous than pursuing someone alone (as it's every other roll from any opponent, not every other roll per opponent).
- Going Postal at the Post Office. Post Office employees are not reknowned for their sense of sanity, and you've got a good bead on the pretty loopy ones, and the ones who are also the easiest to sway. Whether you find a really loopy one or an easily swayed one doesn't matter, either way, you can cause someone to lose their mail (that is any letters not hand-delivered) forever into the great post office abyss without them ever knowing. This only can be done once per month, and only lasts one week.
Major
- Bonds and Chains. While the story of white slavery in Five Points has long-since cooled off, the trade is still alive and well. You know people involved in it. You aid their work in exchange for cuts every month and occasional free "trial uses". Once a month you can get either $500 of hush cash or what some vampires call a plastic bottle (which has normal mortal stats).
- Overlord of the Shipments. People might not respect you, or they might respect you a great deal, but what they certainly probably don't know is that you've got your dirty little fingers into the shipments of electronics coming into and going out of Atlanta. While this may only be used once a month, it allows you to gain $20 from every purchase of any kind of electronic equipment (cellphones, computers, electronic haven equipment, anything) funnelled directly to you. While it might not seem like a lot at first, on a particularly busy week, you've been known to kick ass and take names. This only lasts one week.
University [show/hide]
Minor
- Back-room Wanderer. Becoming intimately familiar with the various resources of the Universities was high on your priority. Thanks to that, you happen to know of a couple places that are out of the way of the norm that you can find information you might be looking for. Gain +1 dice on any Research rolls that would not apply to Occult libraries.
- Friend of the Frats. Maybe you've passed yourself off as alumni, or maybe you're just that cool, but the local frats love you and love you coming to their parties. You always know the local University rumors and on Thursday night hunts you may hunt with an additional +1 die, because that's when the frats party.
- Activist. The local activist groups all have you on their lists, which is odd in and of itself, since often they're conflicting activists. But, all the same, you're on the lists and no one seems to bother you. Every two weeks, you may roll University contacts as if you had them. If you have University contacts already, you can roll twice in that week if desired.
- Campus Cop. You've been around long enough to be considered an off-the-record campus cop. You've got a free campus vehicle if you need it (high performance mid-sized car), a nightstick, handcuffs and a fancy badge. Any involvement with college students on the University grounds allows you a +2 dice on your Intimidation, Persuasion, Empathy or Subterfuge rolls (not for allies or contacts).
Moderate
- Professors' assistant. You've found a professor that seemingly has little use for his assistant, except for after-hours. This can be for any reason, really, but the important thing is that you have access to a credible professor after dark. You have free access to the university libraries, any dorm information and can arrange for someone to be considered on the payroll for a grant (which can be used for Resources 2 justification).
- IT Tech. You've got access to the computer labs of the school and occasionally can swipe a PDA or low-grade laptop from the IT part of the school. Every couple of weeks, you can get the latest/greatest model of a PDA or you can find someone a +1 hacking laptop for free. In addition, you have access to a plethora of computer software, and in any event that you'd need some, you won't have to look hard to find it.
- Student Body Agent Provocateur. You're good at riling up the local student bodies, so good that you might have it down to an art. Once a month, you can freely "rally student activists for small protests" without needing the University allies at all.
Major
- Major Brain. You've spent so much time around the universities that you know how best to cram your head full of everything you need to learn quickly and efficiently. On Instruction rolls, you're allowed + dice equal to your resolve, to reflect your increased ability for adaptation, willingness and learning.
- Friend of the Masters. You've befriended a group of the elite professors and deans of the University areas and they seem to have no problem teaching you where they would normally charge an arm and a leg. Once a month, you're allowed to make a free Master level roll (10 base dice) of Instruction for a skill or applicable merit.
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