Background Revisions

From Exaltedcursejar

  • Backing: dots in Backing give the character a pool of dots they may assign when they have access to their organization’s resources. These dots equal [Rating +1] in the background, and the max rating in any temporary background is equal to [Rating]. Dots may be spent on any background approved by the Storyteller as available from the group. Backing may be purchased multiple times to represent standing with multiple groups.
    • Example: A character with Backing 2 (local military) could assign up to 3 dots worth of temporary backgrounds when they have access to the local military. They could assign two dots to followers/command (acquiring soldiers for a job) and one dot to allies (to acquire a skilled heroic mortal majordomo).
  • Familiar: may not be a modification, but take the word of “animal will not age or die until the character does” literally. A familiar can only be reduced to incapacitated but not to dying so long as the character lives.
  • Influence: a total number of points equal to [Rating +1] are assigned by the player between scope and intensity of influence. Scope is rated: 1 - one town or city district, 2 - city or satrapy, 3 - regional, 4 - direction, 5 - creation. Intensity is a 1/1 bonus in dice to social rolls when in the area of influence. Influence may be purchased multiple times, and its effects stack if they should overlap, to a maximum bonus of +5 from intensity.
    • Example: A character has Influence 2 (Nexus, +1 intensity). They get a +1 bonus to social rolls within Nexus or dealing with a native of Nexus. If the character also had Influence 1 (Nighthammer, +1 intensity) they would gain a +2 die bonus when dealing with people from the Nighthammer distract of Nexus.
    • Note: In some circumstance the Storyteller can apply a character’s intensity as a die penalty instead, such as when trying to remain unnoticed in an area they have influence in. Disguises and stealth can mitigate or negate this penalty.
  • Mentor: the mentor can act as an ally of their rating, but they are not on call the way a normal ally can be. In addition, the character not only can gain training in any field (abilities, charms, etc) that are appropriate to their mentor, but training times are reduced by 10% per dot in Mentor when receiving training from them (round to hours).
    • Example: A solar is learning a Snake Style martial arts charm (with a minimum 4 martial arts) from their mentor (rank 3). They favor Martial Arts, so normally it would take 3 days of training 8 hours each to learn the charm. However, thanks to their mentor, they learn it in just 16 hours (rounding down from 16.8) and finish training in just two days.
  • Resources: characters may begin the game with any mundane personal gear that fits their concept. Each dot of resources provides a single piece of higher quality gear (fine-exceptional-perfect) or one item of significance (boat, palace, or other major expense). Mundane items may not exceed a resources 5 purchase value (thus a short sword could be perfect - resources 4, but superheavy plate could only be fine - resources 5).
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