Roads

Each Character has three main attributes called Roads, these determine which areas of play you can use. Choosing which Roads you want to walk down is important as it determines how much you have to read.

The Roads in the game are Potency, Influence and Occultism and they start at 1.

Potency is about manifesting Disciplines. Many tie a Characters Potency to their age, but age is not a limit as new Vampires have shown terrifying potential before.

Influence is about using Intrigues against your immortal rivals. Intrigues are actions done in the human world using a Blood Servant, or if you’re desperate, yourself.

Occultism is about using Ritual Paths and understanding the supernatural, whether it’s the different Clans, Rituals or other entities.

Potency 2+ You can learn your Clan Disciplines.

Potency 3 Manipulations cost 1 less Blood Point to a minimum of 0 Blood Points.

Influence 2+ You can learn the Merit: Retainers.

Influence 3 You can Contract Humans from the City and you gain a unique Clan Organization bonus, see more below.

Occultism 2+ You can learn your Clan Ritual Path and Collect Components.

Occultism 1-3 See Knowledge below

Roads are gained through Character Creation.

Knowledge
Your Character has the following knowledge of the supernatural world. 
Occultism 1 Your Character knows all documents you have access to, except you only know your own Clanbook, Clan Disciplines and Clan Rituals.
Occultism 2 Like Occultism 1 but your Character knows all Disciplines and Rituals, and you gain access to 1 additional Clanbook(Ask ST, can’t be the Clan Ghul Clanbook).
Occultism 3 Like Occultism 1 but your Character knows all Disciplines and Rituals, you receive 1 Document of Dark Knowledge based on your Character’s Background and you gain access to 2 additional Clanbooks (Ask ST, can’t be the Clan Ghul Clanbook).

Clan Organization Bonus
Nephilim Hunter Bribes – You always know what the next Hunter Event entails. You can pay different Resources to put the next Hunter Event in the bottom of the deck. 
Revenant Underworld Contacts – When you Contract Humans in the Storytellers Room your Clank Rank counts as double.
Chupacabra Cult Fanatics – You can sacrifice a Cult Blood Servant in the Storytellers Room to do any Intrigue, this will breach the Masquerade
Dracul Imperial Intelligence – You always know which Clan Organization is targeting any Blood Servant you control, does not work against I Do It Myself!.
Ghul Spy Network – When you Bind Humans, you draw from one of the four Clan Organization instead, and when you choose a Blood Servant you write their name and Intrigues down on a Spy card instead and put the original Blood Servant back in its deck. Gained at 2+ Influence.

Clan Agamemnon do not have an Organization of Blood Servants so they do not gain a Clan Organization Bonus, their influence is used for other things.

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