Vampire Backgrounds
Influence System
This system models a character's ability to affect mortal society behind the scenes through a network of agents, resources, and institutional pressure. It is designed to work with the Vampire: the Masquerade 20th Anniversary Edition (V20) ruleset.
Characters gain Monthly Action Points (AP) from their Influence backgrounds in specific Areas of Influence, and can spend those AP to take actions ranging from minor intelligence gathering to major political or social manipulation.
Overview
Each Area of Influence is purchased as a separate Background (e.g., Influence: Media, Influence: Government).
Every dot of Influence gives you 1 Action Point (AP) per week in that Area of Influence.
Influence actions usually require a dice roll based on your social and mental Attributes and Abilities.
Key Mechanics
Influence are actions taken by the character themselves. Thus their dicepools will be based upon the roll in which the Storyteller decrees..
Influence grants Monthly Action Points to spend.
Most actions cost AP and require a roll (usually Charisma/Manipulation + Skill).
Influence rolls are subject to difficulty and scope determined by the Storyteller.
Areas of Influence
Each of these must be bought separately and reflects your power in that domain (Included are some examples on how each area can be used) :
Media – Kill or plant stories, smear reputations, generate buzz.
Politics – Swing votes, pressure officials, delay policy.
Law Enforcement – Arrange arrests, hide evidence, reroute investigations.
Legal – Delay trials, influence judges, bury legal documents.
Technology – Hack systems, suppress data, expose digital secrets.
Religion – Influence congregations, redirect doctrine, gain sanctuary.
Transportation – Delay or reroute shipping, block road access.
Medical – Access or alter medical records, suppress outbreaks.
Academia – Alter research, block publications, forge credentials.
Underworld – Hire criminals, spread rumors, leverage black markets.
Finance – Disrupt funding, initiate audits, uncover fraud.
See Chart for sample actions, rolls, and AP costs.
Allies - Active help from loyal individuals
Contacts – Access to reliable information sources
Spies – Covert agents for hidden operations and counterintelligence
Contacts/Allies/Spies Dice Pools
Your level in Contacts, Allies, or Spies determines your base dice pool when using those resources. For better results, it’s recommended to buy the appropriate Area of Influence tied to them. If you do, you can add your Influence level to your base dice pool, increasing your chances of success.
Please refer to the appropriate tab for further information.
Passive information (Spies only)
Protection from rival Influence actions (Spies – Counterintelligence)
Monthly Cycle
The system assumes a monthly game cycle:
Storytellers adjudicate results based on rolls, ST fiat, and narrative impact.
Passive effects from Spies are resolved in secret.
Dice Pools For Influence Actions
Influence rolls usually follow this format:
Charisma or Manipulation + Subterfuge/Leadership/Skill+ Influence bonus
Difficulty 6–9 depending on secrecy, power, and resistance
Examples:
Persuade officials: Charisma + Leadership
Bury story: Manipulation + Subterfuge
Hack system: Intelligence + Computer
Block permit: Manipulation + Bureaucracy
Influence System (V20)
This system allows characters to exert their Influence in specific sectors of mortal society, using a monthly Action Point (AP) system and integrating dice rolls per V20 rules. It also links Allies, Contacts, and Spies directly to the effectiveness of your Influence use.
What is an Action Point (AP)?
Each dot of Influence grants 1 Action Point per month. These points represent your capacity to affect change, gather information, and manipulate institutions within a specific sector, including the use of your allies and contacts.
You spend AP to take Influence actions. Most actions require a dice roll to determine success or failure.
Monthly Action Points Table
Influence Rating | Monthly Action Points | Dice Pool Modifier | Typical Scope |
---|---|---|---|
1 | 1 | +1 | Simple favors, minor information, limited contacts |
2 | 2 | +2 | Push local agendas, gain early access to rumors |
3 | 3 | +3 | Control small departments or community figures |
4 | 4 | +4 | Alter internal processes, delay investigations, kill stories |
5 | 5 | +5 | Shape policy, promote or ruin reputations, suppress or create major action |
Dice Pool Modifier applies to your Influence rolls in that area.
Influence Limitations
Everyone will be asked to declare their main area of influence, in which they can raise it to 5. A secondary with can be raised to 4, a tertiary which can be raised to 3. The reason for this is to allow people to grow their main area of influence as their focus, while still having the ability to be influential in a few other areas.
Influence Dice Rolls
When taking an Influence action, roll:
Charisma or Manipulation + Appropriate Ability (Storyteller discretion) + Influence Dice Pool Modifier Difficulty: 6–9 depending on the scope and secrecy of the action.
- Info-gathering: Charisma or Manipulation + Subterfuge
- Public pressure or favors: Charisma or Manipulation + Leadership
- Bureaucratic redirection: Charisma or Manipulation + Bureaucracy
- Technological meddling: Intelligence + Computer
STs may require more specialized skills per sector (e.g., Finance for Business, Medicine for Health, etc.).
Sectors of Influence
You must buy each area of Influence separately.
- Academic
- Underworld
- Business & Industry
- Law Enforcement
- Legal
- Media
- Medical
- Transportation
- High Society
- Arts & Community
- Government
- Religion
- Occult
- Technology
Sample Action Costs & Rolls
Action | Sector | AP Cost | Suggested Roll | Difficulty | Notes |
---|---|---|---|---|---|
Find out if someone has been arrested | Law Enforcement | 1 | Charisma or Manipulation + Contacts | 6 | +1 die if you have Spies |
Bury a news story | Media | 2 | Charisma or Manipulation + Subterfuge | 7 | Allies can reduce cost by 1 |
Redirect police patrol | Law Enforcement | 2 | Charisma or Manipulation + Leadership | 7 | Spies add stealth bonus |
Block a zoning permit | Government | 3 | Charisma or Manipulation + Bureaucracy | 8 | Long-term effect |
Get a hospital to "lose" a blood sample | Medical | 2 | Charisma or Manipulation + Subterfuge | 7 | Contacts or Allies can assist |
Delay legal case | Legal | 2 | Charisma or Manipulation + Law | 7 | Combined with Allies (Legal) = -1 AP |
Find cult activity | Occult | 1–3 | Perception + Occult | 6–9 | Depends on secrecy |
Leak sensitive corporate data | Technology | 3 | Intelligence + Computer | 8 | Spies may allow stealth |
Passive Use (Spies Only)
If you have Spies in a sector, you may get 1 free "data point" per week with no AP spent. ST may roll in secret.
Background:Allies
Allies are mortal individuals or groups loyal to your character and willing to assist when called upon. They are often professionals, community figures, or well-placed individuals in society—people who like you and want to help.
Allies are not your servants, but they will use their resources and positions to assist you when it benefits or protects you.
Using Allies with Influence
- You may only have as many dots of Allies in a given Influence sector as you have Influence dots in that sector.
- Allies reduce the AP cost of **public** Influence actions (like protests, favors, or public relations) by 1.
- They can also add dice to Influence rolls when their expertise applies.
- Allies may act proactively to defend your interests (at ST discretion).
Sample Uses
- Media Ally helps publish or bury stories.
- Legal Ally delays a court date or files strategic motions.
- Medical Ally forges a document or secures medication.
Dot-Level Chart
Dots | Description |
---|---|
1 | 1 moderate Ally (e.g., a local journalist or low-level cop). |
2 | 1 Mid-Level Ally (e.g., a precinct sergeant, local business owner). |
3 | 1 Powerful Ally (e.g., a city council member, newsroom editor). |
4 | 1 highly influential ally (e.g., a judge, CEO, or gang leader). |
5 | 1 Elite Ally (e.g., media mogul, high ranking local official, criminal boss) OR a network of lower leveled allies that would equate to 5 dots. |
- Note: All Allies should be reflected on a local level. Anything beyond the local level or supernatural ally will require the Powerful Ally Merit.
Ally Notes
All Contacts should be captured within a +note on your character.
The note should explain the following:
- Ally Name
- What is Level of this particular Ally ?
- Ally Type/Level
- What is the Ally's connected Area(s) of Influence?
- What is Ally’s role in society or job?
- How does the PC know this Ally?
- What is the PC's leverage or relationship with the Ally?
- Notes: When purchasing this Background during character creation, you receive one individual per level of the Background. For example, purchasing Allies 3 grants you three separate Allies—one at Level 1, one at Level 2, and one at Level 3.
Dice Pools
The level of your background will signify the amount of your dice pool in accordance with the below Chart:
Allies 1 = 3 dice
Allies 2 = 4 Dice
Allies 3 = 5 Dice
Allies 4 = 6 Dice
Allies 5 = 7 Dice
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
You have Allies 2 (Journalist).
With Allies 2, you have a base dice pool of 4.
You also have Media Influence 3
You now can roll your Media Influence + Allies (7 dice).
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
- Also: Your action point applies to each individual Ally.
Background:Contacts
Contacts are people you know and can get information from—but they aren’t necessarily your friends. They are informants, professionals, or even street-level eyes and ears. You may have to pay or manipulate them to get what you want, but they provide **reliable access to information**.
Using Contacts with Influence
- You may only have as many dots of Contacts in a given Influence sector as you have Influence in that sector.
- Contacts reduce the AP cost of **information-gathering** Influence actions by 1.
- They may provide rumors, trends, and warnings even without AP spend (ST discretion).
- Contacts do not act on your behalf but may connect you to people who will.
Sample Uses
- Law Enforcement Contact gives you police arrest records.
- Transportation Contact alerts you to shipping delays or hidden cargo.
- Academic Contact leaks upcoming research or grades.
Dot-Level Chart
Dots | Description |
---|---|
1 | One limited source—good for local rumors or narrow knowledge. |
2 | A mediocre consistent contacts who can get you news early. |
3 | A mid-level informant in a sector (e.g., multiple reporters, city clerks) |
4 | A powerful Contact that is able to provide deep pipeline into ongoing developments or secure files |
5 | A highly ranked contact that provides instant access to cutting-edge or classified information. Major rumors reach you first as well as OR a network of lower level contacts that would equal 5 dots. |
All Contacts should be captured within a +note on your character.
The note should explain the following:
- Contact Name
- Contact Type/Level
- What is the contact's connected Area(s) of Influence?
- What is contact’s role in society or job?
- How does the PC know this contact?
- What is the PC's leverage or relationship with the contact?
- Notes: When purchasing this Background during character creation, you receive one individual per level of the Background. For example, purchasing Allies 3 grants you three separate Allies—one at Level 1, one at Level 2, and one at Level 3.
Dice Pools
The the level of your Background will signify the amount of your dice pool in accordance with the below Chart:
Contacts 1 = 3 dice
Contacts 2 = 4 Dice
Contacts 3 = 5 Dice
Contacts 4 = 6 Dice
Contacts 5 = 7 Dice
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
You have Contacts 2 (Detective).
With Contacts 2, you have a base dice pool of 4.
You also have Law Enforcement Influence 3
You now can roll your Law Enforcement Influence + Contacts (7 dice).
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
- Also: Your action point applies to each individual Contact.
Background:Spies
Spies are covert agents under your command, often placed within sectors of society. They collect intelligence, perform sabotage, or quietly manipulate processes on your behalf. Unlike Allies or Contacts, Spies operate in the shadows and are rarely known to be connected to you.
Using Spies with Influence
- Spies add +1–2 dice to **covert Influence rolls**, like hiding evidence, blackmail, or theft.
- Spies allow for **passive data gathering**: 1 "free" fact per week (ST rolls secretly).
- They can carry out sabotage or diversions using AP (with ST approval).
Sample Uses
- Business Spy leaks competitor reports or corrupts bids.
- Government Spy intercepts internal memos or blocks appointments.
- Occult Spy watches secret cult activity and warns you of rituals.
Dot-Level Chart
Dots | Description |
---|---|
1 | One covert agent with limited reach (e.g., office temp, hacker). |
2 | Add one trained informant or one well-placed agent. |
3 | Add One Skilled Spy |
4 | Add one Very Skilled Spy |
5 | Add One Extremely Skilled Spy |
Dice Pools
The the level of your Background will signify the amount of your dice pool in accordance with the below Chart:
Spies 1 = 3 dice
Spies 2 = 4 Dice
Spies 3 = 5 Dice
Spies 4 = 6 Dice
Spies 5 = 7 Dice
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
You have Spies 3 (A few thugs apart of a gang).
With Spies 2, you have a base dice pool of 4.
You also have Underworld Influence 3
You now can roll your UnderworldInfluence + Contacts (7 dice).
- Please note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
- Also: Your action point applies to each individual Spy...
Spy Notes
All Contacts should be captured within a +note
on your character. The note should explain the following:
- Spy Name
- Spy Type/Level
- What is the spy's role in society or job?
- How does the PC know this spy?
- What is the PC's leverage or relationship with the spy?
- Notes: When purchasing this Background during character creation, you receive one individual per level of the Background. For example, purchasing Allies 3 grants you three separate Allies—one at Level 1, one at Level 2, and one at Level 3.
Spy Actions
Spies can take the following actions:
1. Surveillance
Spies can tail a person, monitor a location, scout an area, or attempt to uncover assets.
Opposed Roll:
- Spy rolls their dice pool.
- Target rolls Perception + Alertness (if a PC or Retainer) or their base dice (if an Ally, Contact, or Spy).
- Default difficulty is 6, but Level 4–5 Spies can increase the target’s difficulty to 7.
Outcome:
- Spy wins = surveillance succeeds, and the ST provides more detail.
- Target wins = they notice the attempt, but not who’s behind it.
- Target wins by 3+ = they identify the Spy’s surveillance effort.
- Botch = counts as –1 success toward the final result.
2. Counterintelligence
Spies can be assigned to protect a person or organization from being investigated.
Opposed Roll:
- When someone attempts surveillance or asset discovery, the defending Spy rolls to oppose the attacker’s roll.
- Level 4 and 5 Spies can raise the attacker's difficulty by +1.
- If the defending spy scores more successes, they block the attempt and conceal the target.
- Even if the defending spy does not win, they offset any attacking successes by the other party.
Outcomes:
- Attacker wins = the defended target or location is concealed.
- Defender wins = they know someone acted against them.
- Defender wins by 3+ = they learn who it was.
- Botch = counts as –1 success.
It is also worth noting that multiple spies can be assigned to any of the above tasks and if they are triggered, they all roll as part of any rolls made. In this way it can be possible to mitigate a single bad roll by putting more than one of your spy assets on a valuable asset.
Spy Example
Ned the Nosferatu wants to assign his Average Spy to do a Surveillance action on one of his rivals, Gina, to find out where she has been going. Gina has assigned her Very Skilled Spy to defend her with Counterintelligence and ensure people don’t see what she is doing, anticipating that someone might move against her due to some nefarious actions she plans on pulling in the near future. Ned rolls his dice versus difficulty 7 since Gina has a Very Skilled Spy, Gina rolls hers versus a 6.
Ned rolls 6 (Total: 6) vs 7 for 4 successes: 5, 5, 8, 9, 9, 10 Gina rolls 8 (Total: 8) vs 6 for 3 successes: 1, 3, 5, 5, 6, 7, 7, 9
Ned got lucky! He is able to sneak his asset past Gina’s spy and he will find out what she has planned. This will typically take the form of the ST revealing some to much of where Gina has gone.
Backup
Backup represents a number of nameless, faceless NPCs your character can call upon for support. Each point in Backup grants access to a group of five individuals who can be assigned specific tasks such as defending a location, providing personal protection, or offering general security. The nature of these individuals is defined by the player to match their character's background and influence—for example, they might be a gang of bikers, a team of ex-police officers, or a devoted cadre of cultists. Once their assigned task is complete, these NPCs disperse and return to their usual lives. Players are encouraged to define the nature of their character’s influence over these individuals—whether through loyalty, fear, money, ideology, or some other means.
Dots | Description |
---|---|
1 | Green Backup (Base Pool of 5) |
2 | Trained Backup (Base Pool of 6) |
3 | Experienced Backup (Base Pool of 7) |
4 | Advanced Backup (Base Pool of 8) |
5 | Elite Backup (Base Pool of 9) |
Backup Notes
Backup should be captured within a +note
on your character. The note should explain the following:
- What type of backup is this? Gang, para-military unit, etc.
- What is the backup’s job or role in society?
- How does the PC know this backup resource?
- What is the PC's leverage or relationship with the backup resource?
Backup Actions
1. Secure Target
Assign Backup to protect a PC, location, or NPC asset.
When the target is attacked (by PCs, NPCs, or other assets), Backup rolls to oppose the attacker. Note that Backup cannot attack a target such as a PC or NPC (Spy) who is sneaking or stealthing into an area. If the infiltrating party is detected/defeated by a Spy executing Surveillance, the Backup can immediately proceed to attack that target (see below).
Opposed Roll:
- Backup rolls its dice pool (difficulty 6).
- Attacker rolls either a physical pool (Brawl, Melee, or Firearms for PCs) or their asset’s dice. Level 4 and 5 Backup increase the attacker's difficulty by +1.
Outcomes:
If the defending Backup wins:
- Attack fails and the defended target is protected.
- If Backup scores extra successes on PCs:
- Any extra successes deal 1 damage to each PC in lethal or bashing, defender’s choice. Soak cannot be used to mitigate this damage.
- If Backup scores extra successes on NPCs:
- 2+ successes = attacking NPC is disabled for 1 Influence Cycle.
- 3+ successes = attacking NPC is disabled for 1 RL month.
- 4+ successes = attacking NPC is lost; takes 2 RL months to replace.
If the defending Backup loses:
- The attack proceeds.
- If the Backup loses by the amount listed below, they suffer damage:
- 2+ successes = Backup is disabled for 1 Influence Cycle.
- 3+ successes = Backup is disabled for 1 RL month.
- 4+ successes = Backup is lost; takes 2 RL months to replace.
2. Attack Target
Use Backup to physically attack a PC or an NPC asset/agent.
Attacking an NPC Target
Opposed Roll:
- Backup rolls at difficulty 6.
- Target resists with its base dice at difficulty 6, or 7 if the Backup is level 4 or 5.
Outcomes:
If the attacking Backup wins:
- 2+ successes = NPC target is disabled for 1 Influence Cycle.
- 3+ successes = NPC target is disabled for 1 RL month.
- 4+ successes = NPC target is killed; takes 2 RL months to replace.
If the defending NPC wins:
- 2+ successes = Backup is disabled for 1 Influence Cycle.
- 3+ successes = Backup is disabled for 1 RL month.
- 4+ successes = Backup is killed; takes 2 RL months to replace.
Attacking a PC Target
Opposed Roll:
- Backup rolls at difficulty 6.
- PC chooses one of the following:
- Wits + Elusion or Stealth to avoid the attack, or
- A physical pool (Brawl, Melee, or Firearms) to fight back.
Outcomes:
If the attacking Backup wins:
- Extra successes deal 1 damage to the PC in lethal or bashing (attacker’s choice). Soak cannot be used to mitigate this damage.
If the defending PC wins:
- If the PC evaded the attack, the Backup misses.
- If the PC fought back and won:
- 2+ successes = Backup is disabled for 1 Influence Cycle.
- 3+ successes = Backup is disabled for 1 RL month.
- 4+ successes = Backup is killed; takes 2 RL months to replace.
Resources
The wealthy can often just purchase what they need at any given time. The Resources background allows players to purchase the use of temporary Contacts, Allies, Spies, and Backup during an Influence Cycle. This resource can change each Influence Submission Cycle depending on the PC’s needs.
The following chart indicates what level of background stats someone with money can buy:
Resources Level | Purchasable Backgrounds |
---|---|
4 | 1 Level 1 |
5 | 1 Level 3 or 2 Level 1s |
6 | 1 Level 4 or 2 Level 2s |
Players can use Resources to purchase Contacts, Allies, Spies, and Backup at the levels listed above. The player purchasing an Ally or Contact can specify their Area of Influence—this can align with their character’s existing influence or be chosen independently. They may also select the Areas of Expertise for any agents (such as Spies or Backup) acquired via Resources.
All purchases made with Resources:
- Can be assigned a single task or used for a specific purpose.
- May be maintained from one cycle to the next.
- Cannot be switched or repurposed until the next cycle (1 month).
Armory (Background)
Armory represents access to a cache of weapons and combat-related equipment your character can use to outfit themselves and their Backup. This background does not imply ownership of a storefront or legal dealership, but rather control over a private collection, smuggling route, black-market pipeline, or hidden vault of gear.
Armory is designed to support the equipment needs of your character’s Backup. Whether it’s a gang needing chains and pistols, ex-military contacts looking for body armor and rifles, or cultists armed with ritual knives and molotovs, this Background provides the physical tools for them to do their job effectively.
Rule: Your character’s Armory rating may not exceed their Resources rating. Weapons, ammo, and armor cost money, and without the financial means to maintain such a stockpile, access to gear becomes limited.
Armory Levels & Examples
- Basic Stockpile (●)
A handful of basic melee weapons or makeshift gear. Enough to arm your Backup with blunt or improvised weapons. Examples:
- Baseball bats, crowbars, switchblades, brass knuckles
- 1–2 low-caliber pistols with limited ammunition
- Homemade shields or leather jackets for light protection
Backup Loadout Example: A biker gang armed with pipes and knives, maybe one pistol between them.
- Modest Arsenal (●●)
You have access to a small but functional weapons locker. Firearms become more common, and you can outfit your Backup with simple ranged weapons. Examples:
- Revolvers, pump-action shotguns, tasers
- Tactical flashlights, stun batons
- Basic kevlar vests (Armor 1)
Backup Loadout Example: A team of ex-cops with sidearms and body armor, or a paramilitary duo with shotguns and vests.
- Tactical Cache (●●●)
A reliable stash of military-grade gear and protective equipment. Enough to fully outfit a Backup group with consistent loadouts. Examples:
- Semi-automatic rifles (AR-15 equivalents), SMGs
- Fragmentation grenades (limited), molotov cocktails
- Riot gear or Kevlar with inserts (Armor 2)
Backup Loadout Example: A mercenary team in full gear with rifles and grenades, or cultists in improvised armor wielding military surplus.
- Heavy Arsenal (●●●●)
Access to more destructive weaponry and specialized gear. You can arm a small tactical squad or multiple Backup groups with gear suited to full engagements. Examples:
- Silenced weapons, scoped rifles, LMGs
- Flashbangs, tear gas, reinforced armor (Armor 3)
- Night vision goggles, breaching charges
Backup Loadout Example: A Black Ops-style unit with advanced gear and coordination, or a heavily armed cult militia ready for war.
- War Chest (●●●●●)
A well-hidden vault or constant supply stream with access to high-end military and experimental gear. Examples:
- Explosives (C4), grenade launchers, sniper rifles
- Full SWAT armor or ballistic gear (Armor 4)
- Drones, encrypted comms, magical weapons (ST approval)
Backup Loadout Example: A full kill team capable of taking on fortified targets, fully equipped and possibly armored vehicles.
Equipment represents weapons/armor that a singular PC has available to them.
Dot Level | Guns (Primary) | Armor | Melee Weapons | Explosives & Special | Gear & Accessories |
---|---|---|---|---|---|
1 Dot | Light Pistols/Revolvers Pump Action shotguns | Level 1 reinforced clothing | Stuff you could find in a hardware/sporting good store | None or makeshift (Molotov) | Basic flashlight, cellphone, small backpack |
2 Dots | Heavy Pistols/Revolvers, Hunting Rifles and Semi Automatic Shotguns | Level 2 reinforced clothing | Same as 1 | Same as 1 | Tactical flashlight, handheld radio, small medkit |
3 Dots | SMG (MP5, Uzi, P90) and Assault Shotguns | Kevlar vest | Advanced single handed Melee weaponry like Swords | Fragmentation grenades, flashbangs | Advanced medkit, binoculars, comms earpiece |
4 Dots | Assault rifle / Carbine (M4 Carbine, AK-47, FN SCAR) | Flak Vest | Two handed weapons/Katana | Same as 3 | Night vision goggles, comms headset, multitool kit |
5 Dots | Sniper rifle / Specialized weapon (Barrett M82, M24 sniper rifle) | Military armor | Any melee weapon | Advanced explosives | Integrated HUD, advanced hacking tools, survival pack |
Powerful Allies (Merit)
The Powerful Allies Merit serves as an extension of the standard Allies Background, representing connections beyond the mortal sphere. While the traditional Allies Background (Levels 1–5) reflects mortal contacts and supporters, the Powerful Allies Merit encompasses supernatural entities and begins where the standard Background ends—at Levels 6, 7, and 8.
Mechanically, the level of your Powerful Allies Merit determines the base dice pool when attempting to call upon these allies for assistance. If the ally in question is connected to one of your defined areas of Influence, you may add the relevant Influence dice to your roll as a bonus.
This Merit reflects not only the rarity and significance of such relationships, but also the increased weight and potential impact they may carry in supernatural society.
You can choose an area of influence that you don't own that this powerful ally can roll its dice against. For instance, if you don't have media, you can select media and then roll its base dice.
Merit Levels
Merit Level | Description | Base Dice Pool |
---|---|---|
Powerful Allies 6 | An Elder from your former city (No Higher than Primogen) | 8 |
Powerful Allies 7 | A Prince/Seneschal from your former city | 9 |
Powerful Allies 8 | A Powerful Elder whose influence may span over a few cities | 10 |
- Please note: This background is HIGHLY restricted and these allies can only be purchased with staff approval.
Domain Overview
In Vampire: The Masquerade, Domain refers to a Kindred's territory—an area of influence officially recognized and granted by the Prince or ruling authority of a city. On Retromux.
When petitioning the Prince for Domain, be mindful of the location. If it falls within a specific Clan Domain, the Primogen of that Clan becomes your direct authority. You will be accountable to them, and they will be responsible for you and your holdings.
Domain Levels and Grid Scope
Your Domain rating determines the amount of grid space you control, whether it's a personal haven or a shared coterie base. The breakdown is as follows:
- Domain 1 – A single building or site. Ex: A nightclub in Montrose or a trap house in Fifth Ward.
- Domain 2 – A street or small cluster of blocks. Ex: A section of Harrisburg Blvd in Second Ward.
- Domain 3 – Multiple blocks or micro-district. Ex: East Montrose, Midtown West, Northside Village
- Domain 4 – Half or a major portion of a neighborhood. Ex: Southern River Oaks or West Second Ward
- Domain 5 – A full named Houston neighborhood. Ex: Montrose, Fifth Ward, Second Ward, The Heights, Eastwood
- Domain 6 – Reserved for the Prince of Houston
Clan Domain represents the holdings of individual Clans within the Praxis. Each Clan in good standing with the Prince will be granted an amount of domain by the Prince, typically between 1 and 5 points. This domain is granted in stewardship to the Primogen and held in trust by them. It also costs no experience to purchase. The Clan may collectively pick 1 Domain Trait per level of domain but cannot purchase extra traits with experience. The Primogen is considered to be the domain's owner for purposes of Tradition and the mechanics of traits that require a single player or involve the influence system.
Personal Domain can be purchased by individuals for experience but is ultimately only available for purchase if the Prince is willing to grant them that much territory. Significant Domain grants (3+) are rare outside the most powerful and respected Kindred. A character will generally not be approved in chargen with a Domain background. These domains use Domain Traits (see Domain Traits tab).
Coterie Domain can be purchased by coteries as well and is subject to the same rules as above and must be granted by the Prince. The same caveat exists here that significant Domain grants (3+) to Coteries are rare. The only difference in this is that all coterie members can contribute to the domain background's experience cost and these domains use Coterie Traits (see below).
Refunding Domain Investments
Sometimes domain is revoked by the Prince or someone leaves a coterie.
- Any experience spent on Domain will be refunded, along with any experience for extra traits, if a single player's domain is revoked.
- Leaving a coterie or being removed will give no refund to the player who spent into any shared domain.
- If a coterie is disbanded, the cost of any domain they held and any extra traits purchased is refunded and divided among the coterie members.
Domain Traits
Each level of Domain grants access to Domain Traits, representing specific advantages tied to your territory (e.g., security, influence, resources).
- For every level of Domain, you may select one Trait per level (e.g., Domain 2 = 2 Traits, chosen from Tier 1 or Tier 2).
- Additional Traits may be purchased at a cost of 5 XP each.
- A player many only purchase up to 3 additional Domain Traits for experience.
- You may purchase up to Domain Score + 3 Domain Traits total for your domain.
Coterie Traits
Each level of Domain purchased by a coterie grants access to Coterie Traits, representing specific advantages tied to your coterie's territory (e.g., security, influence, resources). Coterie traits operate similarly to Domain Traits. The only differences are:
- Coteries can collectively contribute to the experience cost of their Domain background and any extra traits that wish to be purchased.
- There is a separate list of Coterie Traits that coteries can pick from. They can only pick from this list.
- When a 'single Kindred' must be determined to be the benefactor of a trait, it is the Coterie leader or the Kindred in the coterie can choose who that is.
Domain Traits
Tier 1 Traits
Influence Over the Kine
Effect: You gain +1 AP per Influence cycle that can only be applied to any Influence area you possess. It must be used in your domain.
Nocturnal Infrastructure
Effect: Gain +1 die on Stealth, Streetwise, or Survival rolls when operating in your domain.
Technical Infrastructure
Effect: Gain +1 die to Computer. Crafts, or Technology rolls when operating in your domain.
Political Infrastructure
Effect: Gain +1 die on Bureaucracy, Law, or Politics rolls when operating in your domain.
Academic Infrastructure
Effect: Gain +1 die on Academics, Occult, and Science rolls when operating in your domain. This does not apply to rituals or any other magical effects.
Local Asset
Effect: You gain a Level 1 Contact or Ally for an Influence area that you own who only operates within your domain.
Control the Narrative
Effect: Once per Influence Cycle you can influence events that transpire within your domain. Roll Manipulation + Subterfuge (diff 6) to spin a cover story, redirect blame, or suppress fallout.
Embedded Asset
Effect: You gain a Level 1 Spy operating solely within your domain.
Tier 2 Traits
Secure Haven
Effect: All rolls to detect or find your Haven are +1 difficulty and any attempts to find it are resisted as though a Level 3 spy were covering it with counterintel.
Rack
Effect: All hunt difficulties in your domain are reduced by -1. You can customize your list of feeding options as you wish. You also gain access to potentially detect who feeds in your domain.
Privileged Position
Effect: You may ignore the first 2 AP against your domain. All Influence rolls for AP and contacts, allies, spies, or backup are +1 difficulty if they are uninvited.
Veilbreaker
Effect: All outsiders attempting to infiltrate your domain (including with Obfuscate) must do so with a +1 difficulty. You can roll Wits + Spies versus 6 to detect that there is someone in your domain and roughly who it was, though you cannot locate them.
Blockade
Effect: Spend 1 Willpower and you may declare a blockade in your domain for the scene. Uninvited individuals attempting to move into, through, or out of your domain must succeed on an opposed Charisma + Streetwise (Difficulty 6) or be unable to move into, through, or escape. Regardless if they succeed or fail at the roll, they also suffer a +2 difficulty on Drive, Athletics, Survival, Stealth rolls for the scene. You may waive this effect for allies.
Tactical Reserve
Effect: You have access to Backup Level 2 (armed mortals) stationed within your domain. Once per influence cycle call on them for physical attack or defense within your domain.
Dread Reputation
Effect: Any character who attempts to act directly against your assets or domain through violence, betrayal, or subversion, must succeed on a Courage roll (difficulty 6) execution the action. Succeeding in the roll means you are immune from future rolls for the scene. If the character fails the roll they can spend a Willpower to act but must keep rolling Courage for each new action until they succeed.
Tier 3 Traits
Trusted Hand
Effect: You gain a Level 3 Contact or Ally for an Influence area that you own who only operates within your domain.
Neighborhood Watch
Effect: You gain a Level 3 Spy operating solely within your domain.
Local Power Base
Effect: You gain +2 AP per Influence cycle that can only be applied to Influence area you own. You also gain +2 dice on any Influence rolls using that AP. Both of these only apply to Influence used within your domain.
Creature of the Night
Effect: Gain +2 dice and -1 difficulty on Stealth, Streetwise, or Survival rolls when operating in your domain.
Fortified Haven
Effect: Rolls to breach your haven's defenses are made at +2 difficulty, and all enemies require +1 extra success on rolls to penetrate it's defenses.
Pariah
Effect: You may declare a Camarilla Kindred Pariah within your domain. Until you revoke this edict, they suffer –2 dice and +2 difficulty on all social rolls. All other Kindred gain +2 dice on their social rolls against them. The domain holder can levy an automatic, justified -10 status hit for the person even being present in their domain and this will be matched by the Harpies for another -10.
Ghost Network
Effect: Once per scene, roll Wits + Investigation or Awareness (difficulty 6). Each success allows the group to ask the Storyteller a question about activity in the domain ("Has someone entered who shouldn't have?" or "Has anything been tampered with?"). In addition, gain +2 dice to all Investigation rolls within your domain.
Tier 4 Traits
Flashpoint Response
Effect: Effect: Once per Influence Cycle, you and your allies may respond immediately to a crisis (e.g., intrusion, ambush, major mortal disruption) within your domain. Your resources arrive as if you had prepared an action in advance and all members of the your team gain +3 to their initiative for the first round of combat. The targets must not be obfuscated or making efforts to be hidden.
Detection Grid
Effect: All outsiders attempting infiltrate (including obfuscate) your domain must roll any checks with a +1 difficulty. If the domain is infiltrated by any source, you can roll Wits + Spies versus 6. If this roll is successful, the penalty to the infiltration roll increases to +3 difficulty. If the infiltrator fails their infiltration roll, they are discovered. Their action fails and the domain owner and/or their allies can corner and engage the target in a scene or send assets to engage the target.
Lockdown
Effect: Effect: Spend 1 Willpower in a scene. Uninvited individuals attempting to move into, through, or out of your domain must succeed on an opposed Charisma + Streetwise (Difficulty 7) or they will be detained by your allies and you will get a chance to respond to their presence as you wish. They also suffer -2 dice to all actions. Allies and those you choose to be exempt are not affected by this.
Omnipresent Surveillance
Effect: If an event of note goes in within your domain that you don't already know about, you get a chance to detect it without any effort. ST will require you to roll Perception + Alertness or Investigation to uncover this activity. The difficulty of the roll will be determined by the type of activity and how much effort those involved are taking to conceal their efforts. An obfuscated Kindred may go entirely unnoticed.
Mystic Shroud
Effect: Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. If the success threshold is not met, they fail outright.
Domain Income
Effect: Gain passive Resources 4 (in addition to any other Resources you have) within your domain. This can be used in Influence actions or treated as spendable wealth.
Blood Tithe
Effect: Any Kindred who feeds in your domain owes 1 Blood Point. If another Kindred hunts within your domain, you may collect 1 BP via +gain. Failure to pay this debt can be enforced socially or via the status system.
Tier 5 Traits
Ostracism
Effect: Name a Camarilla Kindred. That Kindred suffers –2 dice within your domain. This includes Physical, Social, and Mental rolls, including Disciplines. They cannot spend Willpower for automatic successes in your domain. At the start of each scene within the domain, they must spend 1 Willpower and roll Courage (difficulty 7), not allowing them to use Willpower on the roll. If they fail the roll they lose an additional Willpower and are forced to leave due to being too intimidated to remain there.
Sovereign Authority
Effect: You gain 3 AP per Influence cycle that can only be applied to any area of influence that you possess. You also gain +2 dice on any of the rolls that use that AP. This effects can apply beyond your domain. In addition, once per Influence Cycle, if an Influence action targets your domain, you can reduce the AP cost of that action by 2 AP OR you can gain 1/2 of your Influence level in that area in automatic successes (rounded up) on the roll.
Web of Influence
Effect: Once per Influence Cycle you gain 3 AP and that may be applied to any area of influence (including those you don't possess). You gain +2 dice on any rolls that use that AP. In addition, you may forego gaining that 3 AP yourself and rather lend some or all of it to another character who may use in any area of influence, but they do not get the +2 dice benefit.
Puppetmaster
Effect: Once per Influence cycle, spend 1 Willpower. You can solve one issue within your domain, no matter how big or small with no rolls. This can include making problems disappear with the wave of your hand, manufacturing complex events, and essentially either create and disappear a problem at your whim. You will work with the ST to determine a narrative that fits your desired outcome.
The Domain Remembers
Effect: Once per Influence Cycle, you may ask the ST for a brief vision or insight into a past event in your domain. This acts like a unique version of Psychic Projection (Auspex 5) and provides very good insight into the event(s). This often manifests itself in the whispered tales of locals, graffiti on the walls, and often has an esoteric and sometimes unclear way of manifesting in the world.
Thaumaturgical Wards
Effect: Your haven is considered to be warded against ritual-based scrying such that they fail when used on it. Any other summoning, or other Thaumaturgical effects used in or around it suffer a +2 difficulty. In addition, the haven is considered to be warded (as Ward vs Kindred) against 3 supernatural types of your choice.
Tactical Strike Team
Effect: You have access to an elite Backup Level 5 of well-armed mortals stationed within your domain that can respond to threats only within that area. This backup gets an additional +2 dice to their rolls. This can only happen once per influence cycle.
Apex Predator
Effect: Kindred or their allies who attempt to take unwelcome or hostile Influence actions against your domain, holdings, people, or assets must spend 1 Willpower and succeed on a Courage roll (difficulty 8) to follow through. This cost must be paid in advance, and they may not spend Willpower on the roll. You also gain +3 dice to all Intimidation rolls within your domain and any Kindred or their ally who confronts you within your domain has all their difficulties on rolls against you increased by +1.
Sanguine Flow
Effect: The hunting difficulties in your domain are reduced by -1. In addition, anyone who hunts there gains +1 blood point automatically each time you hunt, even on a botch or fail and you gain +2 blood points. Once per Influence Cycle you can cover up a botched roll by making a Charisma or Manipulation + Subterfuge roll (difficulty 7). Success means that the Masquerade has been protected. The domain owner may still charge to cover this up.
Splinter Cell
Effect: You may allocate up to 5 dots across Spies, Allies, or Contacts, specifically tied to your domain. These assets operate only within your territory. You may also not purchase more than one of each type of background. For example, 2 Spies. Once per Influence cycle, you may activate one of these assets to perform a domain-specific task and automatically achieve 3 successes on that action.
Coterie Traits
Tier 1 Traits
Effect: Once per scene, one coterie member may reroll a failed Investigation, Awareness, Occult, or Streetwise roll if another coterie member has succeeded in a similar roll within the same scene. If the coterie member made their previous roll by 3+ successes, the reroll is at -1 difficulty.
Dropbox
Effect: Once per scene, a member of the coterie may declare a nearby cache and recover up to:
* 1 Weapon that could be acquired from an Armory 1
* 1 piece of Equipment suitable for the Equipment 1 background
* 2 Blood Points
Nocturnal Infrastructure
Effect: All members of the coterie Gain +1 die on Stealth, Streetwise, or Survival rolls when operating in their domain.
Technology Infrastructure
Effect: All members of the coterie gain +1 die to Computer or Technology rolls when operating in their domain.
Political Infrastructure
Effect: All members of the coterie gain +1 dice on non-Discipline Bureaucracy, Subterfuge, or Politics rolls when operating in their domain.
Academic Infrastructure
Effect: Gain +1 die on Academics, Occult, and Science rolls when operating in your domain at night. This does not apply to rituals or any other magical effects.
Team Defense
Effect: If you are in a combat with at least two other members of your coterie, all members of the coterie add +1 die to defensive combat rolls.
Cross Trained
Effect: Once per scene, a coterie member may make a roll for an ability they do not posses and not suffer the +1 penalty to difficulty as long as another coterie member in the scene has that ability at 3+. They can add 1/2 the skilled member's ability score to their roll in dice (rounded up).
Tier 2 Traits
Secure Haven
Effect: All rolls to detect or find a coterie's shared haven are +1 difficulty and any attempts to find it are resisted by a Level 3 spy covering it with counterintelligence.
Rack
Effect: All hunt difficulties in your domain are reduced by -1. You can customize your list of feeding options as you wish. This can only be changed a maximum of once a month by +request. You also gain access to potentially detect who feeds in your domain.
Mutual Assets
Effect: As long as at least two members of your coterie have Resources 3 or greater, all coterie members gain access to the equivalent of Resources 1 for the purposes of spending or acquiring gear.
Blockade
Effect: The coterie can declare a blockade of their domain for the scene if there are at least 2 members present. Each coterie member spends 1 Willpower. Uninvited individuals attempting to move into, through, or out of the coterie domain must succeed on a Charisma + Streetwise against a difficulty of 4 + the number of coterie members present in the scene or be unable to move into, through, or escape. Regardless if they succeed or fail at the roll, they also suffer a +2 difficulty on Drive, Athletics, Survival, Stealth rolls for the scene. You may waive this effect for allies.
Comfort of the Flock
Effect: All coterie members in a scene gain +2 dice to Self-Control or Instinct rolls when two or more coterie members are present.
Teamwork
Effect: Once per scene, two coterie members may use the highest ability and attribute between them for one roll. This also adds +2 dice to the roll and reduces the difficulty by -1.
Strategic Planning
Effect: When planning a task together as a coterie and a roll is required to get insight, information, or advantage, the coterie selects a character. That character gains +2 dice to the roll. Other members of the coterie may also spend a Willpower point to add +1 die each to that roll.
This planning must at least take 5 minutes of in-character discussion.
Tier 3 Traits
Fortified Haven
Effect: Rolls to breach the haven's defenses are made at +2 difficulty, and all enemies require +1 extra success on rolls to penetrate it's defenses.
Will of the Pack
Effect: Once per scene, when a coterie member spends a Willpower point in a scene and at least two others are present, one other coterie member may also spend a Willpower point for no cost. This free Willpower must be used in the same round as the original coterie member spent it.
Synchronized Assault
Effect: If two or more coterie members execute a Brawl or Melee attack the same target in a single round, each attacker gains +1 die to their attack pool.
Coterie Vanguard
Effect: Your coterie has access to Backup Level 3 (armed mortals) stationed within their domain. Once per Influence cycle you can call on them for support in a scene.
Nightwatch
Effect: Once per night, a patrolling coterie member may roll Wits + Investigation or Awareness (difficulty 6) and add +1 die for each patrolling coterie member. Each success allows the group to ask the Storyteller a question about activity in the domain ("Has someone entered who shouldn't have?" or "Has anything been tampered with?"). Also, any assets attempting to spy, or act covertly in the domain suffer –2 die to those rolls while the coterie is on patrol.
Hidden Cache
Effect: Once per scene, a member of the coterie may declare a nearby cache and recover up to:
* 1 Weapon that could be acquired from an Armory 2
* 1 piece of Equipment suitable for the Equipment 2 background
* 4 Blood Points
Fear is a Tool
Once per scene, the coterie may designate a speaker. That speaker gains +1 die for each member of the coterie that is present on any social rolls that use Appearance, Charisma, or Manipulation. If this is a roll that attempts to intimidate or threaten the target, it also gains -1 to difficulty. The coterie gains +2 dice to resist attempts to intimidate or cause fear in them and any who try to fear or intimidate them do so at a +1 difficulty.
Tier 4 Traits
Coterie Endowment
Effect: As long as at least two members of your coterie have Resources 5 or greater, all coterie members gain access to the equivalent of Resources 3 for the purposes of spending.
Inspire
Effect: Once per scene, one member of the coterie can roll their Charisma + Leadership (Difficulty 7). For each success rolled, one member of the coterie can restore 1 willpower point. This takes their main action for a round and coterie members may only regain 1 Willpower maximum with this roll.
Detection Grid
Effect: All outsiders attempting infiltrate (including obfuscate) the coterie's domain must roll any checks with a +1 difficulty. If their domain is infiltrated by any source, the coterie can select someone to roll Wits + Spies versus 6. If this roll is successful, the penalty to the infiltration roll increases to +3 difficulty. If the infiltrator fails their infiltration roll, they are discovered. Their action fails and the coterie and/or their allies can corner and engage the target in a scene or send assets to engage the target.
Lockdown
Effect: Each member of the coterie spends 1 Willpower in a scene. Uninvited individuals attempting to move into, through, or out of their domain must succeed on an opposed Charisma + Streetwise (Difficulty 7) or they will be detained by your allies and you will get a chance to respond to their presence as you wish. They also suffer -2 dice to all actions. Allies and those you choose to be exempt are not affected by this.
Flashpoint Response
Effect: Once per Influence Cycle, your coterie my may respond immediately to a crisis (e.g., intrusion, ambush, major mortal disruption) within your domain and your resources arrive as if you had prepared an action in advance and all members of the coterie gain +3 to their initiative for the first round of combat. The targets must not be obfuscated or making efforts to be hidden.
Battle Communion
Effect: When three or more coterie members are in combat together, each member may, once per combat, reroll one failed attack or soak roll. Additionally, if three or more coterie members strike the same target in one round, the target’s soak difficulty increases by +1.
Tactical Synchrony
Effect: When 3 or more members in the coterie are present in a fight they all gain +1 to their initiative rolls. Once per combat, after all initiative is rolled, two coterie members may swap places in the initiative order.
Tier 5 Traits
War Chest
Effect: Once per scene, a member of the coterie may declare a nearby cache and recover up to:
* 1 Weapon that could be acquired from an Armory 3
* 1 piece of Equipment suitable for the Equipment 3 background
* 6 Blood Points
Defend the Weak
Effect: Once per scene, if a coterie member would take damage, another coterie member in the scene may take that damage instead. This roll happens before the soak, regardless of distance, and is declared immediately. This damage is soaked at +2 dice.
Thaumaturgical Wards
Effect: Your coterie's communal haven and domain is considered to be warded against Thaumaturgy. Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. In addition, the haven is considered to be warded (as Ward vs Kindred) against 3 supernatural types of your choice.
Sanguine Flow
Effect: The hunting difficulties in your coterie's domain are reduced by -1. In addition, anyone who hunts there gains +1 blood point automatically each time you hunt, even on a botch or fail and you gain +2 blood points. Once per Influence Cycle you can cover up a botched roll by making a Charisma or Manipulation + Subterfuge roll (difficulty 7). Success means that the Masquerade has been protected. The domain owners may still charge to cover this up.
Kill-Chain
Effect: Once per combat, when two or more coterie members attack the same target in a round, they may initiate a Kill-Chain. For every successful hit beyond the first, add +1 die to the next attacker’s pool (cumulative). If three or more coterie members hit the same target in the same round, the target must immediately roll Stamina + Survival (difficulty 8) or be staggered—losing their next action.
Still the Beast
Effect: Once per scene on a frenzy roll, while in the presence of at least two other conscious coterie members, the vampire may use the highest conviction, courage, self-control, or instinct among the present coterie on the roll and makes that roll at +2 dice and -1 difficulty. Even if the Kindred frenzies they will not attack those in their coterie. If the coterie are the only ones present, the character can elect to flee the scene instead.
Reaping Circle
Effect: If three or more coterie members are present in a combat, when any target is reduced killed or placed into torpor by one coterie member, another may instantly make one attack with +2 attack dice against any other enemy in range.
The Weight of Reputation
Effect: In a scene, each member of the coterie spends a Willpower. For the remainder of that scene, anyone who wishes to act either directly or indirectly against the coterie must spend 1 Willpower and roll Courage (Diff 8) or suffer –2 dice to all actions against the coterie for one night. Once per scene, a coterie member may Charisma + Intimidation against an NPC target's Willpower. On a success The target must immediately comply with a reasonable demand. All NPCs will treat the coterie as if they had Status 25.
Tactical Strike Team
Effect: The coterie has access to an elite Backup Level 5 of well-armed mortals stationed within your domain that can respond to threats only within that area. This backup gets an additional +2 dice to their rolls. This can only happen once per influence cycle.
Retainers
A Retainer is a vampire's loyal servant or bodyguard. They are often ghouls, both to ensure their loyalty and to grant them the physical enhancements they need to stand toe-to-toe with the threats their master may face. Whether through vitae, Dominate, or a generous salary, a retainer is bound to their master (but does not necessarily obey blindly). Retainers may protect their masters during the day or during torpor, manage household or business affairs, or otherwise act in their master's stead.
Retainer Rules
- Each PC is allowed one retainer.
- That retainer may be leveled up to a maximum of 5 dots.
- All retainers receive a base of Potence 1.
Retainer Build Guidelines
Retainer Dots | Max Attributes | Max Abilities | Freebie Points |
---|---|---|---|
1 Dot | 3 | 2 | 15 |
2 Dots | 3 | 3 | 25 |
3 Dots | 3 | 3 | 45 |
4 Dots | 4 | 4 | 55 |
5 Dots | 5 | 5 | 65 |