RULES Backgrounds

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What Are Backgrounds?


Backgrounds represent the external resources, relationships, and status your character wields within the world of Dark Ages: Vampire. Unlike Attributes or Abilities, which reflect internal skills and traits, Backgrounds highlight what your character has—her allies, wealth, influence, or supernatural connections. They're the threads that tie your character to the world around her, whether through mortal pawns, vampiric mentors, or a well-stocked treasury.​

While your character doesn't consciously think of her resources in terms of "dots," the mechanics give you, as the player, a clear sense of what you can reasonably count on during the story.


Pooling Backgrounds: Building Shared Resources

- OPTIONAL

Tired of lone wolfing it? Pooling Backgrounds allows your coterie to combine individual resources into something greater than the sum of its parts. This cooperative mechanic creates a shared pool that reflects your coterie's collective influence, territory, or assets, making it easier to tackle challenges and expand your group's power base.

How It Works

Certain Backgrounds—like Allies, Contacts, Domain, Herd, Influence, Resources, and Retainers—can be pooled together to form a communal resource. Backgrounds such as Generation, Mentor, and Status, however, remain personal to each character and cannot be shared.

  • The Anchor Background: To organize pooled Backgrounds, your group chooses one Background as the anchor—the central resource that ties all shared assets together. This is often Domain (the territory you control), but other Backgrounds like Resources or Herd can serve as the anchor.
  • Limitations: The pool's total level in any Background cannot exceed the dots in the Anchor Background. For example, if your Anchor Background (say, Domain) is at 5 dots, no other pooled Background can exceed 5 dots.
  • Consequences of Damage: If the Anchor Background is damaged—say, your Domain suffers an attack or loss—other pooled Backgrounds may degrade as a result. Repairing these Backgrounds takes time and effort during the game.

Using the Pool

Once pooled, the Backgrounds belong to the entire coterie. Anyone who contributed—even a single dot—has equal access to the entire pool. However, these resources are finite and can't be used simultaneously by everyone. For example:

  • A Herd pool of 7 dots provides 7 total automatic blood points per night, divided among the coterie as they see fit.
  • Resources might fund only one major project at a time, requiring players to negotiate priorities.
This shared system rewards cooperation and encourages roleplay between players as they decide how best to allocate their collective power.

Expanding Beyond the 5-Dot Limit

Pooling Backgrounds allows your coterie to surpass the typical 5-dot limit for individual characters. A group might create a Domain of 8 dots, representing control over a major trade city or vast rural lands. However, to maintain balance, many Storytellers enforce a practical cap of 10 dots for any pooled Background, with higher levels reflecting vast influence over important regions or institutions.


Tips for Players

  1. Coordinate with Your Coterie: If you play with a group of people. Pooling Backgrounds allows for dramatic power gains but requires trust and cooperation. Decide early on what shared goals your group wants to pursue.
  2. Think Strategically: Backgrounds like Herd and Domain provide practical advantages, while Status and Influence open narrative possibilities. Balance utility and storytelling potential when choosing your Backgrounds.
  3. Adapt to Loss: Backgrounds can be damaged or lost through gameplay. Treat these moments as opportunities to enrich the story and rebuild your power.
  4. Use Backgrounds in Roleplay: Every dot represents more than mechanics; they're story elements. Your Contacts are characters, your Domain is a physical location with unique challenges, and your Allies have their own agendas. Engage with these elements to deepen your character's narrative.
By carefully choosing and utilizing your Backgrounds, you'll shape not just your character but the world around her, crafting a richer and more impactful story.





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General Backgrounds

Allies

Allies represent mortal individuals who are genuinely supportive of your character. They might be family members, close friends, comrades in an organization, or other personal connections. These allies assist willingly without coercion, though their help may not always be available, especially during critical moments. They aren't obliged to put themselves in danger or sacrifice everything for you.

The specifics of your allies should align with your character's backstory and the Storyteller's approval. They can range from local leaders to merchants, clergy, or influential figures. Clearly defining your allies before play ensures both you and the Storyteller understand their role.

Examples:

  1. • One ally with moderate local influence.
  2. •• Two allies with some regional sway.
  3. ••• Three allies, one of whom wields significant power.
  4. •••• Four allies, one highly influential.
  5. ••••• Five allies, one holding major authority or reach.

Contacts

Contacts are people your character can turn to for information, rather than material or direct support. Each level grants a primary contact and a network of secondary individuals who provide general insights within a specific domain. For instance, knowing a harbor master could also give access to basic information from sailors or dock workers. The more distant or specific the information, the harder it may be to obtain.

To extract immediate insights, roll Wits + Contacts. For longer-term inquiries, roll Charisma + Contacts to represent spreading rumors or asking for discreet investigations.

Examples:

  1. • One key contact and a small circle of secondary connections.
  2. •• Two primary contacts with a broader network.
  3. ••• Three primary contacts and a sizable number of secondary sources.
  4. •••• Four key contacts and an expansive secondary web.
  5. ••••• Five key contacts with widespread influence in their field.

Influence

Influence reflects your character's sway over mortal institutions or communities. It represents years of cultivating relationships, employing bribes, persuasion, or intimidation. Influence makes it easier to manipulate groups aligned with your character's interests, but forcing institutions to act against their core purpose can be challenging and requires roleplay to justify.

Every level of Influence reduces the difficulty of social rolls within your area of control. However, this only applies to domains where your influence is relevant—clergy influence in one region won't impact a merchant guild in another.

Examples:

  1. • Moderate influence within a town or parish.
  2. •• Recognized influence across a region or diocese.
  3. ••• A notable presence spanning multiple regions.
  4. •••• Authority that extends across a nation or organization.
  5. ••••• Influence over major national or international entities.

Domestic Servants

Domestic Servants are common, unskilled workers who serve in non-combat roles like cleaning, cooking, and general upkeep. Unlike skilled retainers, these lowmen represent a collective of household staff who support daily operations. While they might take up arms in emergencies, they lack combat training and are unlikely to succeed against trained opponents.

Examples:
  1. • Five Workers.
  2. •• Ten Workers.
  3. ••• Fifteen Workers.
  4. •••• Twenty-five Workers.
  5. ••••• Forty Workers.

Resources

Resources reflect your character's control over wealth, property, or other valuable assets. In the medieval setting, this may include land, livestock, or tax rights. Vampires don't have significant material needs, so Resources often fund luxuries or support other Backgrounds like Status or Influence.

Examples:

  1. • Basic means, enough for modest living and occasional hires.
  2. •• Comfortable wealth, with a few permanent servants and portable assets for short-term travel.
  3. ••• Considerable property and reputation, allowing for substantial credit or influence.
  4. •••• Significant wealth rivaling local authorities, with the ability to sustain higher living standards during extended travel.
  5. ••••• Immense resources, with broad-reaching assets and influence over major societal figures.

Retainers

Retainers are loyal individuals who serve your character directly. They might be household servants, bodyguards, or advisors, and their skills depend on their background. Retainers could also be ghouls, bound by blood, or non-supernatural followers.

Their loyalty doesn't imply blind obedience—mistreating them can lead to rebellion or legal complications, especially in a feudal society. Their competence ranges from average individuals to highly skilled specialists, depending on the level invested.

Examples:

  1. • One average retainer.
  2. •• Two retainers, or one particularly skilled individual.
  3. ••• Three retainers, or a single elite retainer.
  4. •••• Four retainers, with options for specialized roles.
  5. ••••• Five retainers or multiple highly capable individuals.

Fame

You enjoy widespread recognition in mortal society as an entertainer, scholar, warrior, or even criminal. This gives you privileges when moving in mortal society, but can also attract unwanted attention now that you're no longer alive. It's a mixed blessing with prestige on one hand and being recognized at inconvenient times on the other. However, enemies can't make you disappear without causing a stir. Your Fame facilitate shunting in populated areas – reduce the difficulty of hunting rolls by one for each dot in Fame. Your storyteller may permit you to reduce difficulties of certain Social rolls as well.

  1. • You're known to a select subculture — local artists, scholars, or the nobility.
  2. •• Random people start to recognize your face; you're a minor celebrity such as a small-time criminal or a local musician.
  3. ••• You have greater renown; perhaps you're a successful diplomat or an entertainer who regularly performs for the nobility.
  4. •••• A full-blown celebrity; your name is often recognized by the average person on the road.
  5. ••••• You're a household word. People name their children after you.
 
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Vampire Backgrounds


Domain

The Domain background represents your character's control over a specific geographic area, granting you authority to hunt, gather resources, and establish influence there. A domain might be a village, a section of a city, or a stretch of wilderness, depending on your standing within Cainite society. The size and security of your domain depend on your investment in this Background.

Owning a domain requires maintaining control, as other Cainites, mortal nobles, or supernatural beings may challenge your authority.

Examples:

  1. • A small area, like a hamlet or a few city blocks, with limited control.
  2. •• A modest-sized village or a neighborhood in a city where your authority is mostly recognized.
  3. ••• A significant region, such as a large village or several city wards.
  4. •••• A vast area, such as a small town or a notable section of a major city.
  5. ••••• An expansive and prominent domain, such as an entire city or large territory.

Mentor

A Mentor represents an elder Cainite who continues to guide and support your character. This elder may offer advice, teach new disciplines, or provide resources. However, mentors are not infallible benefactors, and their help may come with strings attached or expectations of loyalty. Misusing or defying a mentor's aid can have significant consequences.

Mentors could be your sire or other influential vampires who see potential in you—or a chance to further their own agendas.

Examples:

  1. • An experienced vampire with valuable advice but limited reach.
  2. •• A respected elder with access to useful resources.
  3. ••• A well-connected figure who holds influence in Cainite society.
  4. •••• An elder with power both among mortals and vampires.
  5. ••••• One of the most influential vampires of the age, though their motives may remain unclear.

Herd

Herd is the deliberately derogatory term among Cainites for mortals who readily let the character (and vampires that she allows to join in) drink their blood. Motives for this submission range widely, from believers who are convinced that the character is a dark angel granted divine authority over them to ambitious schemers who regard the humiliation and fatige as the prince of admission to the vampire's favor for negotiation and power over rivals. It's hard to give one's herd detailed orders: They're addicts to the experience of feeding, not much use as allies or contacts (unless you also buy those Backgrounds to refer to the same individuals). They don't automatically share all their territory and goods, either. Those benefits require separate purchases of Domain and Resources.

Some common factor ties the herd together, whether it's shared membership in a monastery or chivalric order, being members of one or a few extended families, residence along a particular street given over to the practitioners of one trade or something else. Work the details out with her Storyteller, since threats to and the fortunes of your herd are great sources for stories once play begins.

Each level of Herd rating provides an automatic blood point per night your character chooses to feed, in addition to the vagaries of regular hunting.

  1. • 3-5 reliable vessels.
  2. •• 7-10 reliable vessels.
  3. ••• 15-25 reliable vessels.
  4. •••• 30-50 reliable vessels.
  5. ••••• 75-100 reliable vessels.

Status

Status measures your standing within Cainite society. A higher level of Status indicates greater respect, authority, or recognition from your peers. While Status provides opportunities for leadership and influence, it also attracts the scrutiny of rivals and higher expectations from those beneath you.

Status is fragile—poor decisions, scandal, or public disgrace can diminish your standing.

Examples:

  1. • Acknowledged by the Cainite community, but with limited authority.
  2. •• Recognized as a person of importance within your faction or region.
  3. ••• A respected leader with significant sway over others.
  4. •••• A powerful figure with substantial influence across Cainite society.
  5. ••••• One of the most esteemed and influential vampires of your age.

Generation

This Background represents your Generation: the purity of your blood, and your proximity to the First Vampire. A high Generation rating may represent a powerful sire or a decidedly dangerous taste for diablerie. If you don't take any dots in this Trait, you begin play as a Twelfth Generation vampire. See p. 341 for further information.

  1. • Eleventh Generation: 12 blood pool, can spend1 blood point per turn
  2. •• Tenth Generation: 13 blood pool, can spend 1 blood point per turn
  3. ••• Ninth Generation: 14 blood pool, can spend 2 blood points per turn
  4. •••• Eighth Generation: 15 blood pool, can spend 3 blood points per turn
  5. ••••• Seventh Generation: 20 blood pool, can spend 4 blood points per turn and possess Traits at 6 dots
 
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Werewolf Backgrounds


Fetish

Fetishes are powerful objects imbued with spirits, crafted or inherited by Garou to assist them in their duties. Each Fetish contains a bound spirit, granting it unique properties or abilities. These items may take the form of weapons, talismans, or tools of ritual significance.

Fetishes require great care, as improper use or disrespect toward the spirit within can lead to dire consequences, including the Fetish becoming inert—or worse, hostile.

Examples:

  1. • One minor Fetish with limited power, such as a charm for minor healing.
  2. •• A moderately powerful Fetish, such as a weapon with enhanced damage.
  3. ••• A powerful Fetish, like a shield that blocks mystical attacks.
  4. •••• A rare and potent Fetish, capable of miraculous feats.
  5. ••••• A legendary Fetish, storied among Garou for its power and history.

Kinfolk

Kinfolk are the mortal relatives of the Garou, immune to the Curse and invaluable to the Nation. They provide support in the form of labor, information, or even sanctuary when the Garou are hunted by their enemies. Kinfolk serve as a bridge between the Garou and humanity, and they may also act as caretakers of sacred lands or rituals.

Kinfolk are not a limitless resource. They have their own lives and challenges, and their loyalty is not unconditional.

Examples:

  1. • A small family group or a single dedicated relative.
  2. •• A modestly sized group of Kinfolk who can aid you regularly.
  3. ••• A large and well-organized family, able to offer frequent assistance.
  4. •••• A prominent and influential family, respected in the local community.
  5. ••••• A powerful family with far-reaching influence, able to act across regions.

Mentor

A Mentor is an elder Garou who takes an active role in guiding and supporting your character. This relationship may be formal, such as a sept elder overseeing your training, or informal, like a wandering Theurge who shares wisdom as needed. Mentors can teach Gifts, provide historical context, or advocate for you within the Garou Nation.

Mentors have their limits—they are not omnipresent saviors, and their own agendas or obligations may take precedence.

Examples:

  1. • A mentor of moderate experience and knowledge.
  2. •• A respected elder with valuable connections and insight.
  3. ••• An influential elder with significant sway within the Nation.
  4. •••• A legendary Garou with access to rare Gifts and ancient wisdom.
  5. ••••• One of the most revered Garou of the age, known across tribes and regions.

Rites

Rites are sacred ceremonies or rituals known to your character. These rituals can strengthen the bond between Garou and the spirits, purify taint, or mark significant events. The number and complexity of the Rites your character knows reflect their dedication to spiritual practice and their standing within the sept.

Each dot represents mastery over more or increasingly complex Rites.

Examples:

  1. • One simple Rite, such as Rite of Cleansing.
  2. •• A small selection of basic Rites for common situations.
  3. ••• A solid repertoire of Rites, including some rare ones.
  4. •••• A wide array of complex and respected Rites.
  5. ••••• Mastery over numerous and legendary Rites.

Totem

The Totem background represents a connection to a spirit who acts as a guide or patron to your character or pack. Totems offer supernatural blessings and strength but demand respect and service in return. A Totem's power and favor depend on the level of investment and the relationship cultivated by the character or pack.

Examples:

  1. • A minor Totem spirit with modest blessings.
  2. •• A respected Totem with notable strength and insight.
  3. ••• A powerful Totem with significant influence among spirits.
  4. •••• A renowned Totem known for its wisdom and might.
  5. ••••• A legendary Totem spirit, revered across the Garou Nation.

Territory

Territory represents an area your character claims and defends, often with the support of a pack or sept. This land might include sacred sites, hunting grounds, or a village under your protection. Territory is both a resource and a responsibility, as maintaining control requires vigilance against threats like rival packs, Wyrmspawn, or mortal encroachment.

Examples:

  1. • A small plot, such as a forest glade or a hidden cave.
  2. •• A modest area, like a hamlet or a section of wildlands.
  3. ••• A significant tract, including valuable resources or sacred sites.
  4. •••• A large and strategic area under firm control.
  5. ••••• A vast and renowned territory, critical to the region's balance.
 
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Mage Backgrounds


Arcane

This Background represents the mystical ability to obscure your presence and actions from notice, whether mundane or supernatural. Arcane is a powerful tool in a world where mages are hunted by the Church, mundane authorities, and other supernatural forces. It makes you harder to remember, track, or spy upon, and it may even confound magical attempts to discern your identity.

Examples:

  1. • You're slightly difficult to notice; your face is forgettable.
  2. •• Your presence fades quickly from memory.
  3. ••• Deliberate attempts to track you often fail.
  4. •••• Your movements are almost impossible to trace.
  5. ••••• Even magical scrutiny struggles to uncover your existence.

Covenant

Your Covenant represents a formal or informal alliance with other supernatural entities, mystical orders, or political factions. In a medieval world rife with power struggles, these alliances are invaluable for survival. Your Covenant may involve mutual protection, shared resources, or even spiritual pacts with divine or infernal forces.

Examples:

  1. • A single, moderately influential ally or minor faction.
  2. •• A small group of loyal allies with useful resources.
  3. ••• A significant alliance with an influential order or supernatural faction.
  4. •••• A powerful Covenant capable of altering local power dynamics.
  5. ••••• A dominant alliance that shapes events on a regional scale.

Familiar

You share a bond with a magical creature, spirit, or minor entity that serves as a companion and assistant. Familiars can aid in spellcasting, provide advice, or act as guardians. However, they also require care and respect, as neglecting your Familiar could lead to dire consequences.

Examples:

  1. • A small, simple Familiar with basic abilities (e.g., a bird that scouts).
  2. •• A moderately capable Familiar with some mystical talents.
  3. ••• A powerful Familiar with notable magical abilities and intelligence.
  4. •••• An extraordinary Familiar with unique powers and deep insights.
  5. ••••• A legendary Familiar, feared or respected by other mages.

Library

Your Library contains tomes, scrolls, and artifacts filled with magical knowledge. A mage's Library reflects not only their expertise but also their potential for further growth. Libraries in the Dark Ages are rare treasures, often hidden to avoid persecution or theft.

Examples:

  1. • A small collection with a few useful texts on basic magic.
  2. •• A modest library covering several spheres or areas of mystical knowledge.
  3. ••• A well-stocked Library with rare and advanced works.
  4. •••• An impressive archive with esoteric knowledge, including lost arts.
  5. ••••• A legendary Library sought after by mages across the known world.

Mentor

A Mentor is an elder mage or mystic who guides you in your magical practice. This figure may teach you spells, offer advice, or provide political backing. Mentors are often demanding, expecting loyalty or service in exchange for their aid.

Examples:

  1. • A mentor with basic knowledge and limited influence.
  2. •• A moderately experienced mentor with some useful connections.
  3. ••• A respected elder mage with significant expertise and clout.
  4. •••• A legendary master known for their power and influence.
  5. ••••• An enigmatic figure of great renown, whose knowledge is unparalleled.

Node

This Background represents access to a source of Quintessence, the raw energy that fuels magical spells and workings. A Node might be a sacred grove, an ancient temple, or a natural spring, carefully guarded against intruders. In the Dark Ages, Nodes are often contested, and holding one can bring both power and danger.

Examples:

  1. • A weak Node that produces a small amount of Quintessence intermittently.
  2. •• A modest Node providing a steady supply of Quintessence.
  3. ••• A strong Node that generates abundant magical energy.
  4. •••• A potent Node with unique properties or extraordinary output.
  5. ••••• A legendary Node, revered and sought after by mages worldwide.

Sanctum

A Sanctum is your personal refuge, laboratory, or temple where you practice magic in safety. This space is attuned to your needs and enhances your mystical efforts. In the Dark Ages, Sancta are often hidden in remote locations to avoid the prying eyes of the Church or rivals.

Examples:

  1. • A small, concealed Sanctum with limited facilities.
  2. •• A modest Sanctum with the tools to conduct meaningful research.
  3. ••• A well-equipped Sanctum, defensible and rich in resources.
  4. •••• A grand Sanctum with powerful wards and extensive facilities.
  5. ••••• A legendary Sanctum, famous for its mystical properties and artifacts.
 
Inquisitor Backgrounds


Faith

Your character possesses a deep, unshakable belief in God that strengthens their resolve and protects them against supernatural influences. This Background also reflects how much your faith inspires and influences others.

NOTE: THIS IS NOT THE "TRUE FAITH" TRAIT, THE TRUE FAITH mechanic is a feature that must be earned in game. It can produce miracles, heal wounds, call upon divine supposed intervention. The Faith Background presented is merely the level of faith you hold as a Inquisitor and can potentially aid your journey to attaining the "True Faith" trait.

Examples:

  1. • Your faith grants minor protection from supernatural fear or influence.
  2. •• You inspire respect in the faithful and resist basic supernatural manipulation.
  3. ••• Your faith is unyielding, shielding you from potent supernatural effects.
  4. •••• Your presence inspires awe, and even powerful beings hesitate to challenge you.
  5. ••••• Your unwavering faith is legendary, granting extraordinary resilience and influence.

Sanctum

You have a safe haven where you can rest, research, and plan your investigations. This sanctum might be a monastery, a noble estate, or a hidden retreat.

Examples:

  1. • A small, secluded sanctum with limited facilities.
  2. •• A modest sanctum with basic defenses and resources.
  3. ••• A well-equipped sanctum with strong protection and useful tools.
  4. •••• A grand sanctum with extensive resources and powerful defenses.
  5. ••••• A legendary sanctuary, known for its strength and hidden secrets.

Status

Your standing within the Church or secular authorities grants you respect and influence. Status determines how much authority you can wield and how others perceive your actions.

Examples:

  1. • A minor cleric or inquisitor with limited authority.
  2. •• A respected figure with sway in local affairs.
  3. ••• A recognized authority in your region or among peers.
  4. •••• A prominent figure, with influence over multiple regions.
  5. ••••• A renowned leader, respected and feared across Christendom.

Tome of Knowledge

You possess a collection of rare and valuable texts related to theology, heresy, and the supernatural. These tomes provide insight and guidance in your investigations.

Examples:

  1. • A single useful book or small collection of texts.
  2. •• A modest library with works on a variety of subjects.
  3. ••• A substantial collection, including rare and esoteric volumes.
  4. •••• A vast archive with texts sought by scholars across the world.
  5. ••••• A legendary repository, containing forbidden or ancient knowledge.

Zealots

This Background represents a group of devout followers who believe in your cause and are willing to act on your behalf. These zealots are not skilled fighters or trained agents but are loyal and passionate.

Examples:

  1. • A handful of followers, loyal but unskilled.
  2. •• A small group of fanatics willing to support your cause.
  3. ••• A moderately sized group that can carry out missions or tasks.
  4. •••• A large, fervent congregation willing to risk their lives.
  5. ••••• A massive following, capable of influencing events on a regional scale.
 
Ghoul Backgrounds


Majordomo

A Majordomo is a special role designed for a ghoul who typically serves his domitor as the chief steward of her estates and affairs. The Majordomo will do his master's bidding by doling out assignments and orders ranging from hiring outside services to keeping other ghouls in line. Even among Camarilla domitors, the Majordomo is a rare type of ghoul, because he's earned enough trust or respect to be able to conduct her affairs by having Retainers of his own. Ghouls with the Majordomo Background often hire, screen, and maintain these Retainers, so that they never meet their masters and remain unaware of who itis they're working for. The Majordomo will have his master's ear, and may recommend rewards, punishments, and tasks that need to be done. While the master will choose to act as she sees fit, the position of this ghoul means that she's not as paranoid about her servant as she might otherwise be. Instead, she might even rely on the Majordomo for news and rumors, expecting to hear tidbits that might be of use to her. In any household that contains a Majordomo, it is made clear to other ghouls that this servant, favored and trusted above all others, speaks for his domitor when she is not present. As long as instructions are carried out and orders are followed, few masters care about the details. Itis the Majordomo's role to manage the people required to maintain his master's domicile, as well as oversee any tasks necessitated by the upkeep of his master's estate.

The benefits of taking a Majordomo Background are due to the fact that such a ghoul offers a domitor the freedom to allow her servant to do as he wishes. Thus, if the Majordomo arranges for a specific person to be hired or fired, his master can reasonably claim to know nothing about how her ghoul conducts his affairs. Because of a Majordomo's greater responsibility, these ghouls are also given greater latitude than any other servants. This translates to a different type of relationship between master and servant than most other ghouls experience. Though the Majordomo is a lofty position in any domitor's household, if that ghoul's loyalty is in question, this ghoul is not immune to punishment or harsh treatment. Because of their connections, a domitor will probably not remove or replace this ghoul without significant forethought and prior arrangements to insure a seamless transition from one to the other. However, the Majordomo is not immune to his master's desires and wishes, for despite all of the freedom he's given, he's still in the service to a vampire and addicted to the Blood. A Majordomo is a Background that benefits both the ghoul and the domitor, because the burden of maintaining a complex household falls on the Majordomo's shoulders. Thus, your ghoul will be caught up in the night-to-night requirements of your vampire in a more authoritative way than other ghouls. The use of such a ghoul greatly depends upon the personality, Clan or bloodline, and Sect of your domitor.

The role of a Majordomo is unheard of among revenant families, unless that revenant has voluntary resigned herself to a life of serving her family. For independent ghouls, becoming a Majordomo is an impossible feat, for no vampire would trust a ghoul that could not be subjected to the blood bond. The Majordomo Background is a variant of the Retainers Background found on page 116 of V20. Dots in Majordomo reflect the power and influence you have in your master's household over other servants. After selecting this Background, work with your Storyteller to identify which characters you may command on behalf of your master and what their role is. A servant may either be a ghoul or a mortal, and the term does not reflect that character's specialty or profession.
  1. • One Servant
  2. •• Two Servants
  3. ••• Three Servants
  4. •••• Four Servants
  5. ••••• Five Servants


Domitor

You are already Bound to a vampire and have been her ghoul for a time. While the influence of the blood bond makes it challenging for you to tell the difference between love, loyalty, and feigned interest, you suspect your master is concerned about your continued well-being and safety. This Background introduces tiers that reflect the power of your domitor, which influences the resources you have access to and the number of Disciplines your ghoul might learn. The more ancient and powerful your master is, the less likely he is to care about your welfare. Conversely, higher Generation vampires might take better care of you, because they are more tied to their humanity than an elder vampire. Thus, the more dots you take in the Domitor Background, the more powerful you can become, but the less cared for you'll be. Due to the effects of the blood bond, however, you might not realize how your master feels about you — until it is too late.
  1. • Your domitor is Eleventh Generation or higher, and considers you a valued confidant.
  2. •• Your master is Ninth or Tenth Generation, and has a passing fondness for you.
  3. ••• Your domitor is Eighth Generation, and will sometimes let you get a word in edgewise.
  4. •••• Your domitor is Seventh Generation, and expects you to do your job — nothing more.
  5. ••••• Your master is Sixth Generation, and remarkably has not yet grown sick of the sight of your face.



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