House Rules
for the
World of Darkness 


 
Index
Die Rolling
The Chantry Background
Permanent Effects
The Wyrm
The Acolyte Background
'Resources' Merit


Humanity and Paths

Die Rolling
Specializations

Chantry Background
• Newbie (Apprentice).
•• Known (Rookie).
••• Regarded (Disciple).
•••• Wise (Adept).
••••• Respected (Master).

Auspex vs. Obfuscate
“Even Antediluvians have bad days.”
- Unknown

Permanent Effects

The Wyrm

Celerity

Acolyte Background
This was sent to me by Porthos Fitz-Empress (hehehe); it sounded really good to me.
    Adapted from the Retinue background in Changeling 2nd Edition, Acolytes represents a group of followers that are devoted to your mage. These people are under your control (at least nominally) through magickal or mundane means, and will tend to be loyal to your character, although some may betray him if they are ill-treated.
    The main advantage of a group of Acolytes is that they are conditioned to accept their mage's view of reality. Vulgar magick cast by an Acolyte's mage, or cast in a similar magickal style, may turn out barely believable (i.e. Vulgar without Witnesses) or even coincidental if the Acolyte is the only Sleeper who sees it. Even better, coincidental magick cast by a mage whose magickal style is different enough from their mage's may turn out vulgar. This is, of course, up to the Storyteller, and should be decided on a case-by-case basis. Still, HIT Marks that try to blow away a Chorister with plasma cannons while she is leading her congregation in prayer tend to suffer nasty cybernetic breakdowns.
    Acolytes may have other uses besides the power of their belief. They cannot double as additional Allies and Contacts though; a follower who primarily provides her mage with information must be purchased as a Contact. Neither are Acolytes intended to be cannon fodder or even a crack squad of bodyguards. Acolytes should be created with the standard rules for average humans; above average followers are Consors, not Acolytes, and should be purchased as Allies.
    Acolytes do not necessarily know the mage's true nature. A Celestial Chorister's following may regard him as simply a holy man who is blessed with the power to work miracles. The groupies of a Cultist of Ecstasy may think of her as nothing more than a persuasive and talented musician who occasionally receives a vision of the future when she's stoned. On the other hand, the assistants of a proud and mighty Order of Hermes sorceror rarely have much doubt as to the nature of their master. It is up to the individual mage whether her Acolytes should be kept in the dark about her magick; their ignorance may serve to better protect them from the shadow world, or the pretense of normalcy may prove to be more trouble to maintain than it's worth.
    The main disadvantage of Acolytes is that they must be protected. As convenient as it is to have a cadre of true believers at your back, only the most callous of mages would risk her charges' lives by dragging them along on a visionquest ordeal, or to a wizard's duel. Even if such an uncaring bastard could attract a group
of Acolytes, he'd have a very hard time replacing the ones who were caught in MiB crossfire or torn apart by angry spirits. Most often, a mage only has the advantage of her Acolytes' company when she is on her home turf. Moreover, a mage will undoubtedly get caught up in her Acolytes' lives, and may have to frequently heal, bail out, or hide her followers. It is for this reason that most mages are picky about what kinds of Acolytes they will accept -- sure a Euthanatos might find all kind of nifty uses for a group of mob hit men, but her new friends are going to require a lot of upkeep and aid! Maybe she would have been better off with a relatively quiet and law-abiding gang of Goth kids?
    Acolytes come in all shapes and sizes, and not every mage is the type of person that can attract a group of devotees. Celestial Choristers often attract small, dedicated groups of the faithful that stay with them for years, and sometimes two or more Choristers will combine their Acolytes into a single congregation; Cultists often have an ever-changing entourage of groupies, past or future lovers, and -- ahem -- substance enthusiasts. Individual Acolytes may come and go; whether they can be replaced should be decided entirely by roleplaying. Always remember that Acolytes are meant to be characters in and of  themselves. They should not be abused.
 
• 1 Acolyte
•• 2 Acolytes
••• 4 Acolytes
•••• 6 Acolytes
••••• 10 Acolytes

'Resources' Merit
I was mulling over this on my way to work this morning (my 12-block trip turned into a 50-mile one). This applies to Hunters more than anyone else (probably because I was thinking of them at the time), but here goes:

Resources (1 to 5 PT. Merit)
    This merit assumes the character once had the equivalent dots in the Background of the same name, but actually liquidated them. This is especially true of characters who are running away from someone (or something) or have, for good or ill, removed themselves from 'normal' society because of extrenuating circumstances (such as some Hunters) or because they just don't feel that they belong anymore.
    Each point spent gives the character the same amount of liquidated money that the Background gives ($1000.00 for a dot, $5,000,000 for five), however, this money is all the character has -- there is no allowance of anything per month. When the money is gone, it's gone for good.

    One final note, however; if the character has $5,000,000 in a 5% APR savings account (compunded quarterly), the return is a little over $20,000 per month. That's pretty damn good (unless you don't enjoy making $250,000 a year). Of course, owning the actual items would be better, if the money was, say, 'accidentally' frozen...
    This Merit assumes the character has decided to hide the money in a mattress, piggy bank, or anything that is not a bank (of any sort). If the character insists on investing the money halfway through the chronicle, it would be a simple matter of either seizing the assets or forcing an additional cost (experience or freebies) of 3-4 points for Resources (no more than that, since seized/frozen assets would eliminate the merit and the background).