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- Ally Name<br>
- Ally Name<br>
- What is Level of this particular Ally ?
- Ally Type/Level <br>
- Ally Type/Level <br>
- What is the Ally's connected Area(s) of Influence?<br>
- What is the Ally's connected Area(s) of Influence?<br>
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- How does the PC know this Ally?<br>
- How does the PC know this Ally?<br>
- What is the PC's leverage or relationship with the Ally?<br>
- What is the PC's leverage or relationship with the Ally?<br>
*** 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.




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- What is the PC's leverage or relationship with the contact?<br>
- What is the PC's leverage or relationship with the contact?<br>


*** 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 ==
== Dice Pools ==
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* How does the PC know this spy?
* How does the PC know this spy?
* What is the PC's leverage or relationship with the 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 ==
== Spy Actions ==
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</tab>
</tab>


<tab name=Equipment>
Equipment represents weapons/armor that a singular PC has available to them. 
{| class="wikitable sortable"
! 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
|}
</tab>
<tab name="Powerful Allies">
== 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 ===
{| class="wikitable"
! 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
|}
<div style="color:red; font-weight:bold;">
**** Please note: This background is HIGHLY restricted and these allies can only be purchased with staff approval.
</div>
</tab>
<tab name="Domain">
== 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''', the city is divided into '''Clan Domains''', each overseen by the respective Clan's '''Primogen'''.
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''' – One structure/personal build within an existing grid room 
* '''Domain 2''' – Control of 3–5 city blocks (represented in grid space) 
* '''Domain 3''' – Control over half of a full grid room 
* '''Domain 4''' – Control of an entire grid room 
* '''Domain 5''' – Control of two full grid rooms 
* '''Domain 6+''' – Reserved for the Prince only 
== 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'''.
** Example: Domain 2 allows 2 base Traits + up to 2 additional Traits for XP.
== Types of Traits ==
Domain Traits fall into two categories:
* '''Individual Traits''' – For personal or single-Kindred Domains. 
* '''Coterie Traits''' – Available to Coteries that share a common Domain.
Mechanically, each Primogen is granted Clan Domain 4 to reflect their control over their assigned region. These dots represent the total domain influence they can allocate—either retaining it for themselves or granting portions to Kindred who reside within their domain.
Below is a link to the current Domains as it stands:
https://www.google.com/maps/d/u/0/edit?hl=en&mid=1O5dpzp4Ytk3aKF_9aHSJ2UmKXA_ICvc&ll=29.74378660329838%2C-95.39583798344935&z=13
</tab>
<tab name="Personal Domain Traits">
= Personal Traits =
== Tier 1 Traits ==
=== Feeding Grounds I ===
'''Effect:''' –1 difficulty to Feeding rolls within your domain.
=== Heightened Security I ===
'''Effect:''' You gain a Level 1 Contact or Level 1 Spy asset that operates only within your domain’s mortal population.
=== Influence Over the Kine I ===
'''Effect:''' You gain +1 AP per Influence period that can only be used within your domain.
=== Dread Reputation I ===
'''Effect:''' Gain +1 die to Manipulation and Intimidation rolls made within your domain, including against Kindred.
=== Nocturnal Infrastructure I ===
'''Effect:''' Gain +1 dice on Stealth, Streetwise, or Survival rolls when operating in your domain at night.
=== Safehouse Protocols I ===
'''Effect:''' Rolls to breach your designated haven without prior intel suffer +1 difficulty.
=== Untouchable I ===
'''Effect:''' You may ignore the first AP spent by outsiders trying to influence your domain.
=== Passive Surveillance Grid ===
'''Effect:''' Gain +1 dice and -1 difficulty to Investigation and Streetwise rolls within your domain.
=== Technology Infrastructure I ===
'''Effect:''' Gain +1 die to Computer or Technology rolls when operating in your domain at night.
== Tier 2 Traits ==
=== Heightened Security II ===
'''Effect:''' You gain a Level 2 Contact or Level 2 Spy asset that operates only within your domain’s mortal population. Replaces Heightened Security I and you can reallocate that point.
=== Safehouse Protocols II ===
'''Effect:''' All rolls to breach without prior intel suffer +1 difficulty and require 1 additional success. Replaces Safehouse Protocols I and you can reallocate that point.
=== Control the Narrative I ===
'''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.
=== Feeding Grounds II ===
'''Effect:''' You can add or remove one feeding method from your domain's list of options. Replaces Feeding Grounds I and you can reallocate that point.
=== Untouchable II ===
'''Effect:''' You may ignore the first AP spent by outsiders trying to influence your domain. All Influence rolls, be they from AP, contacts, allies, spies, or backup are +1 difficulty if they are not invited by the domain holder. Replaces Untouchable I and you can reallocate that point.
=== Influence Over the Kine II ===
'''Effect:''' You gain +2 AP per Influence period that can only be used within your domain. Replaces Influence Over the Kine I and you can reallocate that point.
=== Political Leverage ===
'''Effect:''' Once per Influence Cycle, you can convert up to 2 of your existing Influence AP into another Influence AP type and use it as you see fit.
=== Veilbreaker I ===
'''Effect:''' Within your coterie’s domain, all outsiders attempting to use Obfuscate must roll any checks with an additional +1 difficulty penalty. In addition the character can roll Wits + Investigation versus 6 to detect that there is someone in their domain (even though they cannot locate them).
== Tier 3 Traits ==
=== Heightened Security III ===
'''Effect:''' You gain a Level 3 Contact OR Level 3 Spy asset or a Level 1 Contact AND a Level 1 Spy that operates only within your domain’s mortal population. Replaces Heightened Security II and you can reallocate that point.
=== Untouchable III ===
'''Effect:''' You may ignore the first 2 AP spent by outsiders trying to influence your domain. All Influence rolls, be they from AP, contacts, allies, spies, or backup are +1 difficulty if they are not invited by the domain holder. Replaces Untouchable II and you can reallocate that point.
=== Grip on the Kine I ===
'''Effect:''' You gain +2 dice on your influence rolls within your domain. You can only do this for areas you have Influence in already.
=== Private Army I ===
'''Effect:''' You have access to Backup Level 2 (armed mortals) stationed within your domain. Once per influence cycle call on them for physical support.
=== Dread Reputation II ===
'''Effect:''' If an unwelcome Kindred wishes to act against your domain, apply a +1 Willpower cost to do so. This can include influence rolls as well and it means the Kindred cannot spend willpower on the roll. Gain +1 die to Manipulation and Intimidation rolls made within your domain, including against Kindred. Replaces Dread Reputation I and you can reallocate that point.
=== Lockdown ===
'''Effect:''' Spend 1 Willpower to shut down all influence actions within your domain for the night. Also, all hostile actions in your domain during that time suffer –1 dice and +1 difficulty.
=== Nocturnal Infrastructure II ===
'''Effect:''' Gain +2 dice and –1 difficulty on Stealth, Streetwise, or Survival rolls when operating in your domain at night.


=== Edict of Silence ===
'''Effect:''' You may declare a Kindred Persona Non Grata within your domain. Until you revoke this edict, they suffer –2 dice on all social rolls and all other Kindred gain +2 dice on their rolls against them.


=== Veilbreaker II ===
'''Effect:''' Within your domain, all outsiders attempting to use Obfuscate must roll any checks with a +1 difficulty. The domain owner can roll Wits + Investigation versus 6 to detect that there is someone in their domain (even though they cannot locate them). If this roll is successful, the penalty increases to +3 to difficulty.
== Tier 4 Traits ==
=== Heightened Security IV ===
'''Effect:''' You gain a Level 4 Contact OR Level 4 Spy or a Level 2 Contact AND a Level 2 Spy asset that operates only within your domain’s mortal population. Replaces Heightened Security III and you can reallocate that point.
=== Safehouse Protocols III ===
'''Effect:''' Rolls to breach (even with intel) are at +2 difficulty, and all enemies require +1 extra success on related rolls. Replaces Safehouse Protocols II and you can reallocate that point.
=== Omnipresent Surveillance ===
'''Effect:''' If an activity goes on within your domain, you get a chance to detect it without any effort on your part. ST will require you to roll Perception + Alertness or Investigation to uncover this activity.
=== Mystic Shroud ===
'''Effect:''' Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. If the success threshold is not met, they fail outright.
=== Blood Tithe ===
'''Effect:''' Any Kindred who feeds in your domain owes 1 Blood Point to you. Once per hunt by other Kindred within your domain, you may collect 1 BP via +gain. Failure to pay this debt can be enforced socially or with Domain Status penalties.
=== 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.
=== Control the Narrative II ===
'''Effect:''' Once per Influence cycle, spend 1 Willpower. You can essentially solve one issue within your domain. This can include making problems disappear, manufacturing complex events, and either creating or eliminating a problem at your whim. Replaces Control the Narrative I and you can reallocate the point.
=== Web of Influence I ===
'''Effect:''' You have integrated into the city’s power structure. Once per Influence Cycle, you may treat any single Influence area you own as if it were +1 higher than it is. Requires at least three different Influence Backgrounds.
=== Sanctified Territory ===
'''Effect:''' Once per scene, you may declare your domain to be “off-limits.” All characters in the domain who you do not exempt suffer –2 dice and +1 difficulty to all actions, combat or otherwise.
== Tier 5 Traits ==
=== 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 the Level 5 Auspex power “Psychic Projection" and provides very good insight into the event(s).
=== Living Grid ===
'''Effect:''' Spend 1 Willpower per Influence Cycle to be automatically alerted if any Kindred enters or uses supernatural powers in your domain. The identity of the Kindred is revealed as well as some insight into the nature of the powers used.
=== Grip on the Kine II ===
'''Effect:''' Influence rolls within your domain receive +3 dice and –2 difficulty, limited to spheres you already control. Replaces Grip on the Kine I and you can reallocate the points.
=== Territorial Sanction ===
'''Effect:''' Once per session, issue an in-character domain law (e.g., no combat, no feeding, no rituals). Anyone who violates this suffers +2 difficulty to all rolls for one scene, and receives a Major Status Hit (40–50 pts).
=== Feeding Grounds III ===
'''Effect:''' All Hunting within your domain –2 difficulty and you can dictate your list of hunt options as you wish. In addition, you gain +1 BP automatically each time you hunt, even if you botch or fail. Replaces Feeding Grounds II and you can reallocate the points.
=== Thaumaturgical Wards ===
'''Effect:''' Your haven is considered to be warded against ritual-based scrying, summoning, or other Thaumaturgical effects. In addition, the haven is considered to be warded (as Ward vs) 3 supernatural types of your choice.
=== Dread Reputation III ===
'''Effect:''' If an unwelcome Kindred wishes to act against your domain, apply a +2 Willpower cost to do so. This can include influence rolls as well and it means the Kindred cannot spend willpower on the roll. Gain +2 dice to Manipulation and Intimidation rolls made within your domain, including against Kindred. Replaces Dread Reputation II and you can reallocate that point.
=== Web of Influence II ===
'''Effect:''' You have integrated into the city’s power structure. During an Influence cycle you may treat any single Influence area you own as if it were +1 higher and you gain 2 Influence in 2 areas of your choice (along with any AP) for this cycle. Requires at least three different Influence Backgrounds. Replaces Web of Influence I and you can reallocate the points.
=== Private Army II ===
'''Effect:''' You have access to Backup Level 4 (armed mortals or ghouls) stationed within your domain. This backup gets an additional +2 dice to their rolls. This can only happen once per influence cycle. Replaces Private Army I and you can reallocate the points.
</tab>


</tabs>
</tabs>

Latest revision as of 22:30, 14 June 2025

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).
      • 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).
      • 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).
      • 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, the city is divided into Clan Domains, each overseen by the respective Clan's Primogen.

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 – One structure/personal build within an existing grid room
  • Domain 2 – Control of 3–5 city blocks (represented in grid space)
  • Domain 3 – Control over half of a full grid room
  • Domain 4 – Control of an entire grid room
  • Domain 5 – Control of two full grid rooms
  • Domain 6+ – Reserved for the Prince only

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.
    • Example: Domain 2 allows 2 base Traits + up to 2 additional Traits for XP.

Types of Traits

Domain Traits fall into two categories:

  • Individual Traits – For personal or single-Kindred Domains.
  • Coterie Traits – Available to Coteries that share a common Domain.

Mechanically, each Primogen is granted Clan Domain 4 to reflect their control over their assigned region. These dots represent the total domain influence they can allocate—either retaining it for themselves or granting portions to Kindred who reside within their domain.

Below is a link to the current Domains as it stands:

https://www.google.com/maps/d/u/0/edit?hl=en&mid=1O5dpzp4Ytk3aKF_9aHSJ2UmKXA_ICvc&ll=29.74378660329838%2C-95.39583798344935&z=13


Personal Traits

Tier 1 Traits

Feeding Grounds I

Effect: –1 difficulty to Feeding rolls within your domain.

Heightened Security I

Effect: You gain a Level 1 Contact or Level 1 Spy asset that operates only within your domain’s mortal population.

Influence Over the Kine I

Effect: You gain +1 AP per Influence period that can only be used within your domain.

Dread Reputation I

Effect: Gain +1 die to Manipulation and Intimidation rolls made within your domain, including against Kindred.

Nocturnal Infrastructure I

Effect: Gain +1 dice on Stealth, Streetwise, or Survival rolls when operating in your domain at night.

Safehouse Protocols I

Effect: Rolls to breach your designated haven without prior intel suffer +1 difficulty.

Untouchable I

Effect: You may ignore the first AP spent by outsiders trying to influence your domain.

Passive Surveillance Grid

Effect: Gain +1 dice and -1 difficulty to Investigation and Streetwise rolls within your domain.

Technology Infrastructure I

Effect: Gain +1 die to Computer or Technology rolls when operating in your domain at night.

Tier 2 Traits

Heightened Security II

Effect: You gain a Level 2 Contact or Level 2 Spy asset that operates only within your domain’s mortal population. Replaces Heightened Security I and you can reallocate that point.

Safehouse Protocols II

Effect: All rolls to breach without prior intel suffer +1 difficulty and require 1 additional success. Replaces Safehouse Protocols I and you can reallocate that point.

Control the Narrative I

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.

Feeding Grounds II

Effect: You can add or remove one feeding method from your domain's list of options. Replaces Feeding Grounds I and you can reallocate that point.

Untouchable II

Effect: You may ignore the first AP spent by outsiders trying to influence your domain. All Influence rolls, be they from AP, contacts, allies, spies, or backup are +1 difficulty if they are not invited by the domain holder. Replaces Untouchable I and you can reallocate that point.

Influence Over the Kine II

Effect: You gain +2 AP per Influence period that can only be used within your domain. Replaces Influence Over the Kine I and you can reallocate that point.

Political Leverage

Effect: Once per Influence Cycle, you can convert up to 2 of your existing Influence AP into another Influence AP type and use it as you see fit.

Veilbreaker I

Effect: Within your coterie’s domain, all outsiders attempting to use Obfuscate must roll any checks with an additional +1 difficulty penalty. In addition the character can roll Wits + Investigation versus 6 to detect that there is someone in their domain (even though they cannot locate them).

Tier 3 Traits

Heightened Security III

Effect: You gain a Level 3 Contact OR Level 3 Spy asset or a Level 1 Contact AND a Level 1 Spy that operates only within your domain’s mortal population. Replaces Heightened Security II and you can reallocate that point.

Untouchable III

Effect: You may ignore the first 2 AP spent by outsiders trying to influence your domain. All Influence rolls, be they from AP, contacts, allies, spies, or backup are +1 difficulty if they are not invited by the domain holder. Replaces Untouchable II and you can reallocate that point.

Grip on the Kine I

Effect: You gain +2 dice on your influence rolls within your domain. You can only do this for areas you have Influence in already.

Private Army I

Effect: You have access to Backup Level 2 (armed mortals) stationed within your domain. Once per influence cycle call on them for physical support.

Dread Reputation II

Effect: If an unwelcome Kindred wishes to act against your domain, apply a +1 Willpower cost to do so. This can include influence rolls as well and it means the Kindred cannot spend willpower on the roll. Gain +1 die to Manipulation and Intimidation rolls made within your domain, including against Kindred. Replaces Dread Reputation I and you can reallocate that point.

Lockdown

Effect: Spend 1 Willpower to shut down all influence actions within your domain for the night. Also, all hostile actions in your domain during that time suffer –1 dice and +1 difficulty.

Nocturnal Infrastructure II

Effect: Gain +2 dice and –1 difficulty on Stealth, Streetwise, or Survival rolls when operating in your domain at night.

Edict of Silence

Effect: You may declare a Kindred Persona Non Grata within your domain. Until you revoke this edict, they suffer –2 dice on all social rolls and all other Kindred gain +2 dice on their rolls against them.

Veilbreaker II

Effect: Within your domain, all outsiders attempting to use Obfuscate must roll any checks with a +1 difficulty. The domain owner can roll Wits + Investigation versus 6 to detect that there is someone in their domain (even though they cannot locate them). If this roll is successful, the penalty increases to +3 to difficulty.

Tier 4 Traits

Heightened Security IV

Effect: You gain a Level 4 Contact OR Level 4 Spy or a Level 2 Contact AND a Level 2 Spy asset that operates only within your domain’s mortal population. Replaces Heightened Security III and you can reallocate that point.

Safehouse Protocols III

Effect: Rolls to breach (even with intel) are at +2 difficulty, and all enemies require +1 extra success on related rolls. Replaces Safehouse Protocols II and you can reallocate that point.

Omnipresent Surveillance

Effect: If an activity goes on within your domain, you get a chance to detect it without any effort on your part. ST will require you to roll Perception + Alertness or Investigation to uncover this activity.

Mystic Shroud

Effect: Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. If the success threshold is not met, they fail outright.

Blood Tithe

Effect: Any Kindred who feeds in your domain owes 1 Blood Point to you. Once per hunt by other Kindred within your domain, you may collect 1 BP via +gain. Failure to pay this debt can be enforced socially or with Domain Status penalties.

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.

Control the Narrative II

Effect: Once per Influence cycle, spend 1 Willpower. You can essentially solve one issue within your domain. This can include making problems disappear, manufacturing complex events, and either creating or eliminating a problem at your whim. Replaces Control the Narrative I and you can reallocate the point.

Web of Influence I

Effect: You have integrated into the city’s power structure. Once per Influence Cycle, you may treat any single Influence area you own as if it were +1 higher than it is. Requires at least three different Influence Backgrounds.

Sanctified Territory

Effect: Once per scene, you may declare your domain to be “off-limits.” All characters in the domain who you do not exempt suffer –2 dice and +1 difficulty to all actions, combat or otherwise.

Tier 5 Traits

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 the Level 5 Auspex power “Psychic Projection" and provides very good insight into the event(s).

Living Grid

Effect: Spend 1 Willpower per Influence Cycle to be automatically alerted if any Kindred enters or uses supernatural powers in your domain. The identity of the Kindred is revealed as well as some insight into the nature of the powers used.

Grip on the Kine II

Effect: Influence rolls within your domain receive +3 dice and –2 difficulty, limited to spheres you already control. Replaces Grip on the Kine I and you can reallocate the points.

Territorial Sanction

Effect: Once per session, issue an in-character domain law (e.g., no combat, no feeding, no rituals). Anyone who violates this suffers +2 difficulty to all rolls for one scene, and receives a Major Status Hit (40–50 pts).

Feeding Grounds III

Effect: All Hunting within your domain –2 difficulty and you can dictate your list of hunt options as you wish. In addition, you gain +1 BP automatically each time you hunt, even if you botch or fail. Replaces Feeding Grounds II and you can reallocate the points.

Thaumaturgical Wards

Effect: Your haven is considered to be warded against ritual-based scrying, summoning, or other Thaumaturgical effects. In addition, the haven is considered to be warded (as Ward vs) 3 supernatural types of your choice.

Dread Reputation III

Effect: If an unwelcome Kindred wishes to act against your domain, apply a +2 Willpower cost to do so. This can include influence rolls as well and it means the Kindred cannot spend willpower on the roll. Gain +2 dice to Manipulation and Intimidation rolls made within your domain, including against Kindred. Replaces Dread Reputation II and you can reallocate that point.

Web of Influence II

Effect: You have integrated into the city’s power structure. During an Influence cycle you may treat any single Influence area you own as if it were +1 higher and you gain 2 Influence in 2 areas of your choice (along with any AP) for this cycle. Requires at least three different Influence Backgrounds. Replaces Web of Influence I and you can reallocate the points.

Private Army II

Effect: You have access to Backup Level 4 (armed mortals or ghouls) stationed within your domain. This backup gets an additional +2 dice to their rolls. This can only happen once per influence cycle. Replaces Private Army I and you can reallocate the points.