Laws of the Night

V5 MET LARP SRD — Mind's Eye Theatre / BNS

Loresheets

Backgrounds — Loresheets

Loresheets are a special Background Advantage that connects your character directly into the exciting metaplot of Vampire: The Masquerade. Whether a character is a “Veteran of the Sect War” with the Sabbat or a Descendant of the famed Ventrue Elder Hardestadt, purchasing a Loresheet provides a character a dash of special flavor and interesting mechanics that reflect their background. It is up to the Storyteller to determine which Loresheets are available for use in a chronicle, as not all of them will be appropriate for every chronicle. 

Loresheets provide mechanical bonuses and serve as good hints to the Storyteller about the kinds of stories the player is interested in for their character. Storytellers are encouraged to use a character’s Loresheet as a story hook. Perhaps a Sect War Veteran knows something important about the mysterious NPC that entered the city, or a Descendant of Hardestadt may be approached by someone who hates Hardestadt’s murderer as much as the player character does. 

From the available Loresheets, each character may select one Loresheet and purchase dots in it at a cost of 3xp per dot. Each Loresheet has a one-dot, a two-dot, and a three-dot benefit available for purchase. Characters must purchase each level of the Loresheet separately. Characters are normally limited to one Loresheet, but may purchase a second Loresheet relating to membership in a Bloodline or Cult. See "Additional Loresheets" in the Enemies of the Night SRD for more information. 

For example, if a player wants to purchase the one-dot, two-dot, and three-dot Loresheet benefit, they must pay 3xp for the one-dot benefit, 6xp more for the two-dot benefit, and 9xp more for the three-dot benefit, for a total of 18xp to purchase all three benefits. These three benefits do not need to be purchased in order, and characters do not need to buy all of them. 

As with any other Advantage, Loresheet dots may be purchased with the initial seven dots of free Backgrounds. 

If a Loresheet Advantage gives a Skill, identical Background, or Merit that you have already spent XP on, refund any XP spent on the selected dots. Similarly, if you previously used character creation dots to purchase something that a Loresheet Advantage will award you for free, you may reassign those character creation dots appropriately. Example: The Loresheet Descendant of Helena (Toreador Only) one-dot Advantage Real Talent gives five free dots of either the Crafts or Performance Skill. Jimmy purchases this Advantage on a character who has spent three creation points on the Crafts Skill. He has also spent some of his earned game XP to raise that skill to four dots. When he purchases the Real Talent Advantage, he will have three creation points to reallocate and 12 XP (the cost of purchasing the 4th dot of Crafts) refunded.

Anarch Revolt (Anarch Only) 

Those who forget the past are doomed to repeat it. You have studied the original Anarch Revolt of the 14th and 15th centuries so thoroughly that you can see the patterns beginning to emerge in the modern nights of the Damned. You may claim lineage to one of the original founders of the Revolt, or you know someone who was there when Tyler killed Hardestadt, but it doesn’t matter. You know the truth, and you will chronicle the past in hopes of helping the future. Perhaps, through your knowledge of the past, you can perceive and even try to control the swelling tide of young vampires showing the signs of rebellion. 

Hold the Line: Like your progenitor, you are a source of inspiration to other Anarchs in tense situations. Once per night, when one of your gangmates is required to take a Frenzy test, you may call out to them with encouragement to keep it together. This allows them to automatically pass the Frenzy test. You also gain the first two dots of the Leadership and Politics Skills. 

●● Mutual Support: Every vampire has people who are important to them, humans who allow them to stay strong in the face of oppression. You understand the importance of protecting these people on an instinctual level. When a Touchstone, whether it belongs to you or to any of your gangmates, comes under threat, you know it. Your ears prick up, and your hair stands on end. 

●●● In Open Rebellion: You are an agent of change, capable of rallying the masses to rage against injustice. When you’re motivated, you can cause whole neighborhoods to come unglued. Once per night, you can cause a disturbance in a neighborhood of your choice, giving your gang the

effects of Deterrents 3, in a Sphere of Influence of your choice, for a night (see Deterrents, page XX). This works as great cover for violence. Only obvious supernatural activity will breach the Masquerade in this neighborhood while the riot is underway. Everything else will be written off as gang violence or some other form of mundane violence. However, you gain two Stains that cannot be reduced by any means because of the destruction and mayhem that you have unleashed. 

The Cobweb (Malkavian Only) 

The Cobweb, also known as the Madness Network, is a pseudo-psychic network that seemingly connects all Malkavians. Some can barely perceive it; fewer can actually tap into it. While most of the clan is subconsciously aware of its existence, most individual Malkavians will only experience the Cobweb once or twice a year, like an old forgotten radio suddenly switched on. The experience is different for every Malkavian. The Cobweb catches thoughts and memories chaotically, then moves them as spiders would carry them along its strands. Sometimes the memories won’t make sense–logically, temporally, or otherwise. The true purpose of the Cobweb is unknown; some say it is a remnant of the clan founder's consciousness. 

A Break in the Static: Once per game, as a simple action, you may ask the Storyteller each of the following questions: 

● Am I in danger, and, if so, how? 

● Am I on the right track, and, if I'm not, what am I doing wrong? 

● Are there other Malkavians around? 

The Storyteller will give a reply, taking on the role of the Cobweb. The reply is almost never clear or obvious. You may only catch sporadic words or images in your mind emanating from the Cobweb that provide you a small insight into your current actions. From your character's perspective, they may have attempted to consult the Cobweb, or the Cobweb could have reached out to them unsolicited. 

●● The Call: Three times per game, you can spend one standard action to broadcast a single five-sentence message to the Cobweb or create a special beacon flagging a location as a special place of interest. Any Malkavian in the same city can perceive such messages or beacons, even if they do not have this Loresheet. How they perceive this message and if they choose to travel to any beacon is wholly up to them. 

●●● Pluck the Strands: Three times per game you may utilize the Cobweb to obtain information that would normally require a Skill check to know, such as Academics, Finance, Science, or Occult (including Lore checks that would have a difficulty of 6 or less). Instead of the normal

difficulty assigned by the Storyteller, your difficulty is always 3 as you tap into the shared consciousness of your clan. You can’t learn personal information, such as the location of someone’s haven or who murdered your ally. The Storyteller may choose to tell you the information you look to glean is too mysterious; in this case, the attempt does not count as having spent one of your three uses of this advantage. However, you can glean information about an Oblivion Ceremony you witnessed or know the precise process on how to repair a broken semitruck. 

The Church of Set (Ministry Only) 

Not every Ministry member is a hardliner of the Church of Set, but you are. Dedicated to hardline Setite orthodoxy, you and other members of the Church of Set believe that you must conspire to weaken all other Clans and their founders to pave the way for your founder’s resurrection. Perhaps you are a new member, desperate for mentorship in the hostile world you now find yourself in; perhaps you reject the chains of servitude to the Antediluvians and seek freedom from all forms of enslavement through the teachings of Set. 

Congregation: You have access to a flock of kine from a fringe religion or cult that you can manipulate and feed from. You may choose five dots from the Allies, Haven, Herd or Resources Backgrounds and their associated Advantages. 

●● Degenerative Process: The Church of Set teaches that chains can only be broken through hitting and understanding rock bottom. By indulging in corruption, they rise anew. If a character chooses to willingly gain a Stain by breaking a Chronicle Tenet (which cannot be reduced in any way), you may gain one Hunger and lead the character in prayer for five minutes. After the five minutes of prayer is complete, they heal three Aggravated Damage. You may do this once per night per person. 

●●● Avatar of Belief: You are a pillar of faith in the teachings of Set, hellbent on bringing about the resurrection of your Clan’s founder. When you sin for Set, you are simply doing what you know you must. Once per night, when you and your Storyteller perceive your actions to be reflective of the will of Set, you may reduce Stains gained for a sin by two. 

The Circulatory System 

Every Kindred knows that blood carries with it a certain Resonance, and those Resonances carry the ability to be manipulated and controlled, to produce new and possibly unique powers ripe for Kindred use. The Circulatory System is a coordinated effort of mortal trafficking among vampire society. They track each vessel and the properties of vinta...

backgrounds
character creation

Source Book: Laws of the Night