(Old Backgrounds Examples)

## Common Backgrounds

**Relations [1-100]-** *The character has established relations with a group or an individual. This can take many shapes; it might be simply prestige, a trade deal or eternal servitude. Who the chosen group is and how their relations to the character are can be worked out freely by the player. The Storyteller must approve it and determine a point cost. Below several examples are given to provide the player with inspiration.*

**Entourage [15-60 points]**- *The character has a follower or named character that is loyal to them and may be taken into missions. While they will do most things the character demands of them they will have their own will and convictions and are not unable to betray their masters.*

* **5 points-** Pet Animal [Alive or as a Gravespawn; with 8 XP to spend; Smaller than a horse]
* **8 points-** Gravespawn with a loyal imprisoned spirit [Lesser mortal with any proffession and 10 XP to spend]
* **8 points-** Mortal [Lesser mortal with any proffession and 10 XP to spend]
* **10 points-** Strygor / Uschabti [Lesser mortal with 15 XP to spend]
* **20 points-** Wight [Normal character creation without XP and only 20 points to spend on powers]
* **30 points-** Afflicted [Normal character creation without XP and only 20 points to spend on powers]
* Every point of additional XP spend on this can be spend as 2 XP for the chosen character

**Hate [3 points]-** *The character has developed a deep seated hatred against an individual or a group. Should they encounter them, their spiteful passion fuels any of their actions, allowing them to invest much greater mental resources against them.*

The character despises a chosen indiviudal or small group. Should they act against them they may double the amount of Binding/Vigor they can spend to gain additional dice or Initiative. Since their target will usually be an enemy, the chosen Disadvantage will provide more points than this Background costs.

**Savings [5-20 points]-** For every second point in this background the character starts the game with a point of Resources.

### Relation Examples

**Criminal Contact [3 points]-** *The character has made contact with an infamous smuggler that can provide them with illegal substances in return for money or favours.*

**Gang-Favour [5 points]-** *The character has helped a local gang out and earned themselves a one-time favour.*

**Desperate Employees [5 points]-** *The character is a well established buisnessman that takes no shame in exploiting their employees. Outside of their job they can be used for trivial chores, spying or sending messages.* This provides the player with two additional AP per time unit that may only be spend on common tasks (not including jobs).

**Begger-Network [5 points]-** *The character has payed off a set of beggers to function as their eyes and ears. In return for small sums of money or drugs they will report anything the locals do.* This provides the player with two additional Information per time unit that can only be used for academic, occult or necromantic knowledge.

**Police Insider [8 points]-** *The character has blackmailed a policement to serve as an informant. They will share informations about ongoing investigations from time to time or can provide coverups for small criminal endevours.*

**Famous Author [10 points]-** *The character has published several well recieved books and amassed a large fanbase. They will be recognised by many well-red mortals on the streets.*

**Aristocrat [35 points]-** *The character is part of a noble lineage thus provided with wealth and respect from lowborn mortals. They will be treated far better by most mortals and will have no problem making contact with anyone in an important position.*

## Undead Backgrounds

Many of the following Backgrounds are merely examples of how Common Backgrounds can be applied to gain specific advantages their faction has in the lore. Sometimes the given pointcost will not yet be divided into their two subsquent categories, meaning it doesnt matter in which the points are spend.

**Age [1+ points]-** *The Afflicted has managed to cling to their unlife across the eaons, achieving great knowledge and powers over the course of theur unending lifes. Such Ancients who have been born more than five centuries ago are renowned and feared alike. All younger Afflicted will treat them with respect and care.*

For each point the character will have lived for an additional 100 years. For every second point spend in this advantage they need to take a single Corruption-feature (which does not yield points). For each point spend they gain an additional die on leadership or intimidation rolls when speaking with Afflicted that respect old age, up to a bonus of 6. The character can be from an even older time as they can have spend any amount of time slumbering.

**Imposter [3 points]-** *The Afflicted will successfully pretend to be from another Clan, Bloodline or House. The Afflicted will have some kind of proof or will for what ever reason be accepted as a member the chosen Subfaction.*

Most Afflicted recognise them as a member of their chosen subfaction. Up to once per session they may be provided with some form of proof to their claim from the Storyteller.

**Guarded Arcana [Requires a Faction-specific Background | 5 points]-** *Every Bloodline, Clan or House has their own secretive teachings about necromancy. Those well-kept insights on these mastered arts are only shared with members of their group. Every outsider that attempts to learn them will be hunted down without mercy.*

Once per session the character may increase their dicepool equal to their Generic Knowledge (Umbral) rating on a diceroll required for casting a power or ritual. The chosen power must be part of a lore their Subfaction is profficient in (+1 Bonus).

**Occult Insight [Requires an Intellect of 2 or higher | 5 points]-** *Although it is rare, certain Afflicted display an ability to understand things way out of the reach of a regular Aspirant. They will master forbidden spells and rituals others would requires ages to merely grasp.*

Unlocks a single Master Power or Ritual from a lore of choice.

**Covenant Backgrounds [Requires Strigoi Blood or Specific Knowledge (Covenant Lore 3+)]-**

Note that all aquired Covenant Backgrounds will be lost if the character openly opposes its laws or agenda.

* **5 points**, ***Executioner* -** The Adherent has specialised themselves in hunting enemies of the Covenant. They will track down all those that broke its laws and are deserving of punishment, having access to the permanent Privilege of Punishment. Executioners are rightfully feared by most members of the Covenant.
* **5 points, *Covenant Lorekeeper-*** The Adherent is an expert on the laws of the Covenant and have permanent access to the Privilege of Judgement. They are free to revoce the Privilege of Liaison from an Adherend or bestow the Privilege of Punishment to another. They enjoy protection when enforcing the Covenants laws and are respected by many of its members.
* **45 points, *Allegiant*-** The Adherent is so deeply involved within the Covenant they have permanent access to the Privilege of Allegiance. Every other Adherent is bound to offer them aid in each of their endevours. Note that his is an extremly rare position usally only bestowed upon Strigoi; the Storyteller should be careful when giving a player access to this Background.

**Lich Worship [Requires Generic Knowledge (Occult and Necromancy) 2+]-**

* **3 points; *Sacrifical Offering-*** *The Cultist may devote a soul to their respective Lich by ritually killing its mortal shell. The details of this sacrifice depening on the chosen diety; usually a few prayers and symbols cut into their flesh will suffice. The chosen soul is ensured to make it into the Liches Circle and serve them for eternity; making them immune to the influence of Suras.* A defenseless individual can be sacrificed over the course of a few minutes. This is not only a possible tool to gain a Liches favour. Should the target be a mortal that witnessed supernatural truths, this sacrifice will negate all Aberration gain after killing them.
* **1-5 points;** ***Divine Favour [1-5]-*** *The Cultist has earned the favour of a Lich or Wraith they worship. This favour is also highly respected among other members of their Cult.* The Cultist may have gained between 1 and 5 points of *Favour* from a chosen diety. They may add their Favour as dice onto social rolls when interacting with the diety, its servants or other Cultists. Note that this background can also be earned without XP in game.
* **8 points;** ***Idols of Worship-*** *The Cultist may place hand crafted idols, sacrifical offerings, burnings of incense and spices or ritualistic symbols in an area; honoring a chosen Lich. The specific style and tradition of this form of worship vary greatly depending on the chosen realm and Lich; yet all of them work to bestow divine favour upon the Cultist.* The erected Idols can modify the local Veil rating by up to 3. This effect can not be stacked but may be used to nullify the effects of another Cultist making use of this background. Raising befitting symbols of worship in an area requires 3 AP between sessions and might take up to an hour in game if all requires objects are already in their possession.
* **10 points; Requires Sacrifical Offering- *The Summoning-*** *Allows the Cultist to summon a Wraith serving their chosen Lich. They must perform a complex ritual associated with their faith and perform atleast a single **Sacrifical Offering**. This ritual will consume several hours and allows a Wraith to temporary enter the material world to speak with the Cultist. However the Wraith will be unable to interact with any material object or being during this summoning.* Allows the Cultist to summon the projection of a Wraith to bargain with. They may be bestowed with unique blessings (of the Storytellers design) in return for fufilling specific tasks the Wraith might demand.

### Strigoi-Backgrounds

**Bloodcult [Relation 10+]-** *The Strigoi establish their own secret Bloodcult. Each has their own set of devotees that believe the character or their teachings divine and are willing to do everything to be gifted immortality.* Once per session the character may fill up their Essence pool through drinking from their Cult members. In addition the character will gain access to a set of mortal lackeys that can perform lesser chores, gather information or act as meatshields. Their numbers and strength may be increased through spending additional points. Players are encouraged to work out a structure and set of tenets for their cult, which all members will incorporate in their believes/daily life to some extend.

**Balauri Backgrounds [Requires Balauri Blood]-**

* **Free; Requires Imposter- *False Lineage*-** Allows a Balauri to hide their true identity and pose as a member of another Bloodline. This Background is necessairy if they wish to aquire any Covenant Backgrounds. It can also be used to gain Backgrounds from the Bloodline they choose to embody. Note that this Background can be bought several times.
* **2 points- *Bloodleech-*** Unlocks an Aspirant Blood Sorcery Power restricted to the Bloodline they disguise themselves at; which may be aquired during character creation. Note that this Background can be bought several times. They may choose powers from more than one Bloodline if they learned the ritual *Vengeful Reclamation*.
* **10 points- *Voice of Corruption-*** Allows the Balauri to reroll up to two dice on Charisma rolls when trying to instill doubt, making someone succumb to their desires or inciting violence.

**Cousombre Backgrounds [Requires Cousombre Blood]-**

* **5 points; *Ombres Couronnée-*** *The Cousombre are masters over the human mind, acting as shadowy puppeteers that guide human fates from the dark. For centuries they have enforced the image that, like living shadows, it is impossible to reveal a Cousombre or their dealings.* Once per session the Cousombre can recieve a form of cover-up for something that would expose their Bloodlines activities or the identity of individuals.
* **5 points; *Unnatural Eloquence-*** *The Cousombre have the most extensive understanding of the human mind. Through subtle rethorics, carefully picked words and controlled body language they can sway the minds of mortals and Afflicted alike.* The Cousombre may choose a social Talent to specialise on. Once per session they may reroll any amount of dice when making a roll on the chosen Talent.
* **25 points*; Royal Lineage***- The Cousombre may choose to be a distant relative of *House Hanover, House Hohenzollern, House Habsburg, House Orléans* or *House Borbón.* This makes them a lesser Aristocrat respected by most mortals and other members of their House aswell as giving them access to the Privileged Profession.

**Custodes Backgrounds-**

* **10 points; Custodes Guardian-** The character has access to a Custodes Bodyguard. They wont constantly guard them, yet in return for a favour to the Custodes or their masters they can gain their support and protection for a single session. Note that certain actions against the Custodes faith or convictions may end this arrangement.
* **5 points; Requires Custodes Blood, *Undying Vow*-** The Custodes may take on a Knigths Vaul to complete a challence of choice. They may spend an additonal point of Binding on any action that directly helps them fufilling their vow. When finally fufilling the Vow they may choose to take on a new Vow or rid themselves of a Corruption feature or remove the negative effects of **Thirst of Sitis**.
* **8 points; Requires Custodes Blood, *Knightly Orders-*** Most Custodes organise themselves in one of many Knightly Orders. Even in the modern times these are active to work the word of god in the shadows. The Custodes may choose to be a lower member of one orders below:
	+ **Knights Templar-** When duelling a non-christian opponent (which can only apply to Afflicted and Mortals) the Custodes may spend two points of Essence and add their Blood Sorcery Rating as dice onto a Dexterity Roll of choice.
	+ **The Sword Brethren-** When recieving damage from a Ghoul the Custodes may spend two points of Essence and add their Blood Sorcery Rating onto their Toughness.
	+ **Teutonic Order-** When spending a point of Essence the Custodes may add their Blood Sorcery Rating onto a Leadership or Philosophy Roll.
	+ **Hospitallers of St. Lazarus-** When recieving a debuff from a supernatural source (eg. Curses, Plagues) the Custodes may spend two points of Essence and make a Blood Sorcery Roll (3+BS) to negate the effects.
	+ **Silent Brotherhood-** When spending two points of Essence the Custodes next attack causes additional *Mental Damage* equal to their Bloodsorcery Rating should their target be supernatural.
	+ **Order of the Alabaster Rose-** When spending a point of Essence the Custodes may use their Blood Sorcery instead of their Creation Rating for a full scene.

**Dracul Backgrounds [Requires Dracul Blood]-**

* **3 points; *Cruel Curiosity-*** *Like most members of their Bloodline the Dracul is invested in their unnatural research, recieving cold pleasure from causing the most efficient or horrific mutations.* Whenever causing a Mutation (to anyone) the Dracul regains a point of Binding. In addition they may spend a point of Binding when causing damage through Accursed Vitae, which will always cause a Mutation.
* **8 points; *Voivode Master*-** *While the Dracul still is far away from achieving this dreaded title and their own countship, they have a Voivode that guides their actions. They as their masters progeny or agent to infiltrate the city, the Dracul acts in their masters name from afar.* Once every third session the Dracul may ask their master for a favour, which may either unlock a Bloodsorcery Power/Ritual or grant them the support of a Stryga agent for a session. In return their master will give tasks to their apprentice (when dramatically appropriate) and expect them represent their master approporatly. When speaking in their masters name they may use their Impression instead of Charisma when making social rolls.

**Vuldonen Backgrounds [Requires Vuldonen Blood]-**

* **3 points; Blood of Morgana-** The Vuldon is a descendant of Morgana or one of her original followers, bringing them esteem among the Vuldonen of the Covenant. Without this background all Strigoi in the Covenant will treat them as a lesser or potential traitor.

### Ghoul Backgrounds

**Dark Moons Council [Requires Ghoul Heritage, Malleable Form and Relations (any related to Ghouls) 5+ | 5 points]-** *When the moonlight fades from the sky and the powers of the Ghouls grow stronger, they may gather under the banner of a powerful Ammetai. During such a meeting they will disguise themselves and take on a new appereance with their flesh-twisting arts. Many Ghouls use this opportunity to speak openly in a safe space or prepare for an assault on a common enemy.*

Once every Newmoon the Ghoul may call upon their kin to gather around a secret location. Depending on their influence and reputation among other Ammetai a varying amount of Ghouls may join them. This is not only a great opportunity to discuss common matters with other Ammetai but an easy way to gain new contacts as a host.

**Aedifex Backgrounds [Requires Aedifex Heritage]**

* **3 points- *Affectrix;* Requires membership of a Caste-** The Aedifex is a member of the local Ossuary bound to the Inner Cult of their clan. While they recieve considerable support and protection from the Ossuary, they are also bound to serve its interests and will have to do tasks for it from time to time. In addition this unlocks all Aspirant *Metamorphosis* Powers and Rituals.
* **5 points; *Ossuary Access*; Requires Affectrix-** Instead of having their own Haven, the Aedifex has permanent access to the Ossuary with their own room, study and Homunculai.
* **3** **points*; Aedifex Caste****:*
	+ **Servitor-** *Servitors are diplomats and traders in the service of the Aedifex. They represent their clan to the outside world; their form is handcrafted to be most appeasing to those they parley with as are their words. Servitors are respected by most Undead seeking to treat with the Aedifex, yet members of their Clan might be more inclined to look down on them.* Servitors increase their Impression by 2 when speaking to members of their Clan. Once per session they may add their *Knowledge (Medicine)* Rating onto a social roll.
	+ **Reanimator-** *Reanimators are what holds the Clan together. They have achieved unparalleled mastery in twisting and reforging undead flesh, something even Afflicted outside the clan must recognise.* Reanimators increase their Impression by 2 when speaking to members of their Clan. Once per session they may add their *Knowledge (Medicine)* Rating onto a roll used for interacting with a corpse. (No matter if dead or Gravespawn; this also includes rolls used for powers or combat).
	+ **Diviner-** *Diviners are the seers and Distortionists of the Clan. They do not only deal with the secrets of the outer world, they are also priests and lorekeepers to other Aedifex. Only through their directions can the Inner Cult achieve its final goal.* Diviners increase their Impression by 2 when speaking to members of their Clan. Once per session they may add their *Knowledge (Medicine)* Rating onto a roll used for interacting with a spirit (this also includes rolls used for powers or combat).

**Mayong Backgrounds [Requires Mayong Heritage]-**

* **3 points, *Mayong Castes:***
	+ **Raksa/Sentinels-** *Raksa are hunters trained to seek out and destroy other supernaturals. Some of them may be legendary warriors or dreaded assassins; most see their physical skills as secondary to the sharpness of their mind. They can take Undead with a few well placed strikes, however their real strength lies in tracking and unmasking them.* Sentinels increase their Impression by 3 when speaking with other members of their caste. Twice per session they may add their *Minds Eye* Bonus onto a Tracking or Combat Roll when targeting a supernatural creature.

**Nereid Backgrounds [Requires Nereid Heritage]-**

* **5 points, *Courts of the Drowned*-** *While the Nereids have not developed distinct Strains, they are all bound to the ocean they drowned in and its local Deephold. Each of these Deepholds has developed unique cultures, faiths and abilities relating to the Nereid Arts.* *They require the contact to water however (The Storyteller may simply decide the weather or make a roll for it).*
	+ **Tiamat-** When exposed to rain or moving through a large body of water, the Nereid may spend two points of Essence and increase their Aberration by 1. They may teleport to a water surface visible to them.
	+ **Amach-** When exposed to rain or moving through a large body of water, the Nereid may spend two points of Essence and appear like a watery shadow as long as they keep it active, masking their appereance and making them completly invisible under water. This also allows them to fit through tight spaces.
	+ **Acheron-** When exposed to rain or moving through a large body of water, the Nereid may spend two points of Essence and spend 5 Initiative to emit a deadly shriek. Everyone capable of hearing it suffers *Mental Damage* equal to the Nereids current Strength Rating.
	+ **Karagatan-** When exposed to rain or moving through a large body of water, the Nereid may spend two points of Essence and spend a full round of *Absolute Focus* to gather water around them. At the start of the next round they ran unleash a riptide that pushes everyone infront of them 2D6 meter away and cast a *free* power of choice on anyone hit.
	+ **The Black Fleet-** When exposed to rain or moving through a large body of water, the Nereid may spend a point of Essence and reduce the difficulty to hit on a pistol by one, to a minimum of 2. This may be used as often as desired.

* **3 points, *Nereid Castes*:**
	+ **Sirens-** *Sirens are the agents of the Nereid Deepholds; taking on the most alluring forms they can, charming their victims with their supernatural voices. Walking in the shapes of young women, they use their skills to gather information and gain influence in the living world.* Sirens increase their Impression by 2 when speaking to members of their caste. Once per session they may add their *Swimming Rating* onto a Seduction or Manipulation Roll.
	+ **Tritons-** *Tritons are the guardians of the Nereid Deepholds; roaming their lightless halls in search for invaders or corruption. Their higher members act as the personal assassins, bodyguards or executioners of their Fishspeaker masters. Some Tritions embrace stealth, others on becoming brutal duellists or enduring protectors.* Tritons increase their Impression by 2 when speaking to members of their caste. Once per session they may add their *Swimming Rating* onto a Stealth or Brawl Roll.
	+ **Fishspeakers-** *Fish Speakers are the high priests and rulers of Nereid Deepholds. They are innately bound to the will of the Ocean God and can speak in its name, spreading its esoteric teachings and commandments onto their followers.* Fishspeakers increase their Impression by 2 when speaking to members of their caste. Twice per session they may add their *Swimming Rating* onto a Leadership or Philosophy Roll.

**Sphingian Backgrounds [Requires Sphingian Heritage]-**

* **3 points; *Divine Allegiance-*** *The classical castes of the Sphingians are directly tied to the worship of their gods. Each caste is devoted to a specific circle and Arch-Lich in the Duat aswell as the lesser Liches associated with them.*
	+ **Sign of the Warrior-** *Warriors are devoted to the worship of Khepri and his Liches. They are focussed on enduring hardships and proving their mental and physical strength in facing their enemies.* Warrior-Sphingians increase their Impression by 2 when speaking to members of their caste. Once per session they may add their *Knowledge (History)* Rating onto a combat roll.
	+ **Sign of the Lector-Priest-** *Those devoted to the wisdom and power of Isis and her Liches are known as Lector-Priests, masters of the arcane. They are focussed on obtaining magical and mental power in this world and the next.* Lector Priests increase their Impression by 2 when speaking to members of their caste. Once per session they may add their *Knowledge (History)* Rating onto a roll required for a power.
	+ **Sign of the Vizier-** *By divine decree, the followers of Osiris and his Liches are obligated to rule their kind. Viziers are focussed on understanding and commanding mortal and unliving minds.* Viziers increase their Impression by 2 when speaking to members of their caste. Once per session they may add their *Knowledge (History)* Rating onto a social roll.
* **6+ points; *Mystery Cult;*** *Founded upon the ancient egyptian teachings the Sphingian has founded their own Mystery Cult, enthralling mortals through modern esothericism and occult magic.* For every sixth point spent the Sphingian may add two regular cultists or a cultist from a wealthy background into their Cult. These can do lesser chores between sessions and be called upon every third session to aid the player. Adding four or more wealthy Cultists grants the Sphingian access to the Priviliged Employment.
* **5 points; *The Scales Judgement*, Requires Specific Knowledge (Sphingian Lore) 4+;** *(...)* When spending 2 AP, the Sphingian may spend the current Aberration points of a chosen character (including themselves) on a chosen effect. They may even choose the specifc corruption feature if they desire so.

**Vargr Backgrounds [Requires Vargr Heritage]-**

* **5 points; *Shapeshifter Strain*-** *The Vargr are by no means a unified clan. While their most prominent members hail from europe and have embraced the culture and esthetic that is the Clans namesake; there are many others in every corner of the world, adapted to the local customs and wildlife. Each shares their own secret knowledge about their Feral Form aswell as distinct teachings and believes.* Belonging to such a Strain will not only give them a unique ability for their Feral Form but also grant a certain amount of prestige among the chosen Strain as they will be recognised as kin.
	+ **Old Vargr-** Allows them to increase each physical Attribute by atleast one point even if they already reached the 4 point cap.
	+ **Rakshasa-** They may spend a *Fleshchanger point* to gain the special rule *Precise* on their Unarmed Attacks.
	+ **Aswang-** In their Feral Form they may engage in rapid feeding on an mortal or Gravespawn, spending 3 points of Initiative and making a Strength Contest. For every margin success they gain a point of Essence and their target looses a point of Health. This power can only be used at night time however.
	+ **Kinyonga-** They may spend 1 *Fleshchanger* *point* to increase their Stealth Talent, up to a level of 9.
	+ **Wendigo-** In their Feral Form they have access to the power *Grim Winters Kiss (Bloodsorcery).*
	+ **Huli jing-** They may spend 1 *Fleshchanger* *point* to increase their Athletics Talent, up to a level of 7.
	+ **Sobek-** They may spend 1 *Fleshchanger point* to add 1 to all *Regeneration* rolls made in their Feral Form, up to +3.
* **3 points;** ***Vargr Devotions:***
	+ **Skin-Dancer-** *Skin Dancers usually turn their backs on humanity and live in the wild, accompanied by a pack of animals empowered by their flesh. They are masters of their own flesh and can twist it at a whimp. Skin-Dancers often spend centuries without encountering a human soul; only leaving their secluded lifestyle when greater forces threaten it.* Once per session they may add their *Metamorphosis Rating* onto a combat roll.
	+ **Shaman-** *Shamans are the spiritual anchor of a Vargr tribe. They are devoted to spiritualism and mental metarphosis; regarding a change in flesh as a byproduct of their spiritual journey. They are masters of foresight and visions; advising the less considerate members of their Clan.* Once per session they may add their *Minds Eye* Bonus onto a Perception roll.
	+ **Storyteller-** *Storyteller wander between Vargr tribes and cities inhabited by them to preserve their heritage through oral culture. They are the living memories of the clan and are well respected amongst most members. Young Vargr that chose this proffession often accompany kine to tell the tales of their rebellion through songs, acting or enthralling tales.* Storytellers increase their Impression by 3 when speaking to any member of their Clan. Whenever they wish to gain a Vargrs favour or motivate them through a story or historic reference, they may add their *Knowledge (Folklore)* Rating onto the required roll.

### Revenant Backgrounds

**Ancestral Communion [Requires Revenant Allegiance and The Beckoning; 5 points]-** *While Revenants toss aside their mortal life and relatives without hesitation or afterthougt, they have a strong connection to their unliving relatives. Many Revenants have a close bond to their progenitors or those that sired them before, tracing their Essence back across the ages.* Allows the Revenant to use a name and their Essence as a substitute for a personal object when summoning an ancestor (of their Affliction).

**Aloka Backgrounds [Requires Aloka Allegiance]-**

* **5 points; *Invocation of Imole*; Requires The Summoning-** *Allows the Aloka to call upon the benevolent Olurun, wraiths associated with humanity and blessings. Each type of these Wraiths requires a specific sacrifice that must be offered in a ritualistic way to unlock a blessing.* Allows the Aloka to call upon an *Imole* to bestow a blessing upon them or an ally for 2 AP. To do so they must make an Intellect + Divine Favour Roll while the difficulty is determined by the quality of their offering. Common effects of the blessing are:
	+ **Simbi**- The Blessed can see a distant location or person through their Inner Eyes which requires *Absolute Focus* when doing so. For every margin success they can see a square meter of/around their target.
	+ **Orgun-** For every second margin success they increase their Toughness by 1.
	+ **Iyawo-** The Blessed increases their Impression equal to the amount of margin successes.
* **5 points; *Invocation of Ashkai*; Requires The Summoning-** *Allows the Aloka to call upon the malevolent Olurun, wraiths associated with forbidden acts and desires. Each demands a sacrifice killed in a ritualistic way.* Allows the Aloka to call upon an *Ashkai* to bestow a gift upon them or an ally; this requires 2 AP in increases their Aberration by 2. To perform the ritual so they must make an Intellect + Divine Favour Roll while the difficulty is determined by the quality of their sacrifice. Common effects of the gift are:
	+ **Aburun**- The Gifted may set an Attribute of choice to the rating their Sacrifice had. For every second success they may overwrite another.
	+ **Cheche-** The Gifted may spend 2 XP for every margin success to dircetly learn a power of choice.
	+ **Eletan-** The Gifted will assume the Sacrifices appereance, voice and Impression. When necessairy they must make a Charisma + Disguise Roll to disguise their true nature, to which they may add their rituals margin successes as dice.

**Krasue Backgrounds-**

* **8 points; *Skuld Offering*-** *Allows the character to perform a Skuld Offering, a forbidden ritual capable of summoning a Krasue whose name they know. To do so a moribund mortal must be ritualistically sacrificed while chanting any of the Krasues false names.* The character has learned the name of a Krasue and can perform this ritual to summon them for 1 AP. Should they be willing to appear the Krasue may accept an assassination contract; should they be successful they will demand a befitting reward. Should the Krasue be unwilling or die the character may spend 2 AP to learn the name of a new one willing to take a contract.
* **5 points; *Krasue Kiths;* Requires Krasue Allegiance*-***
	+ **Shinobi-** They may replace their bonus for **Illusion** with a bonus for **Execration.** Additionally once per session a Shinobi may add their Wraithcraft rating on a Disguise or Throwing Roll.
	+ **Vishkanya-** They may replace their bonus for **Wraithcraft** with a bonus for **Contagion.** Additionally they may choose a *Light Symptom* that they can transmit with a kiss. Should they spend two points of Essence they may upgrade this to a *Heavy Symptom*. The Symptoms will always be the same and must be chosen at the start of the campaign.
	+ **Deathbringer-** They may replace their bonus for **Illusion** with a bonus for **Distortion.** Additionally whenever they consume the soul of an Afflicted they may reduce their current Abberation by 5.
* **8 points; *Uncounted Names;* Requires Krasue Allegiance-** *It is common for a Krasue to ritualistically take the name of those they kill, assuming their identity at will. This becomes far more efficient when they have legal and civil contacts to back up their claim, allowing to move unseen through the bureaucratic system.* Once per session the Krasue may assume a new idenity or back up an old one with legal documents and a mortal friend that can publicly vauch for its validity.
* **10 points; *Shadow on the Wall;* Requires Krasue Allegiance*-*** *Although they appear human on the outside, Krause move like living shadows. Their skills at infiltration have no equal among the Unliving. They can seemingly bypass any defense and move through locked doors to find their target.* Once per session the Krasue may bypass any outside protection and enter a chosen building unseen.

**Orcus Backgrounds [Requires Orcus Allegiance]-**

* **3 points; *Necromantic Insight-*** *Orkus are truly the House of Scholars, the most determined researchers of the macabre. While most of them focus on the secrets of death flesh and the spiritual realm, some chose to study other lore of necroamancy. No matter which aspect of the grim aspect you choose, the Orkus will always hold the mantle of supremacy over it.* Allows the Orkus to replace their bonus for Distortion and Resurrection with two other lores of necromancy.
* **5 points; *Midnight Communion-*** *Since ages the Midnight Communion is the greatest opportunity for members of the House to connect themselves which each other. At the last hour of each month all esteemed members will gather around a local chapel or church to exchange knowledge; although it always comes at a price.* Once per time unit the Orcus may attend the *Midnight Communion*. They may ask a House-member a single question or unlock a single power, ritual or knowledge. In return they must truthfully answer a question or must act as a trainer for another power, ritual or knowledge.
* **8 points; *Conjurers Expertise*-** *Most Orkus spend several lifetimes researching and dealing with spirits and their trickery. While even experienced Afflicted struggle understanding or adressing a spirits motive, Orkus have mastered their grim ettiquette. They can parley with all kinds of spirits easier and find themselves less impressed by their tricks.* The Orkus may increase their dicepool by 3 when socially interacting with any kind of Spirit, including resiting Intimidation.

**Senshi Backgrounds [Require Senshi Allegiance]-**

* **5 points; *Senshi Great Clans-***
	+ **Ashikaga**- After making a successful Evocation Roll and spending a full round of Absolute Focus the Ashikaga may instantly recharge an artifact in their possession.
	+ **Chosokabe**- After making a successful Evocation Roll the Choskabe may fire a seeking arrow which ignores cover when shot with a bow.
	+ **Minamoto**- After making a successful Evocation Roll the Useugi may make a spectral blow with a weapon of choice, converting its physical to mental damage.
	+ **Shimazu**- After making a successful Evocation Roll the Shimazu may add their Weapontype (Blade) Rating onto a Stealth Roll when making a stealth attack.
	+ **Takeda-** After making a successful Evocation Roll the Takeda may controll an animal Gravespawn for a full round without requiring any Focus. When using this on horseback all riding rolls succeed automatically should the horse be under their controll.

**Yunsong Backgrounds [Require Yunsong Allegiance]-**

* **5 points; *Celestial Lineage*-** The character may gain several of these
	+ **Azure Dragon of the East-** Once per spring the Yunsong may call upon their Celestial Lineage. This allows wood.
	+ **Red Phoenix of the South-** Once per summer the Yunsong may call upon their Celestial Lineage. This allows them to create a fiery blast in a direction of choice, causing the *Fire Effect* to anyone hit while instantly igniting any object in contact.
	+ **White Tiger of the West-** Once per fall the Yunsong may call upon their Celestial Lineage. This allows them to spend a full round in Absolute focus; after which they melt any metal in their proximity, destroying weapons and crushing metal structures like trains or buildings.
	+ **Black Tortoise of the North-** Once per winter the Yunsong may call upon their Celestial Lineage. This allows them to create a powerful storm of choice that covers an entire city in hail, heavy wind and lighting.
	+ **Grey Owl of Midnight-** Once per year the Yunsong may call upon their Celestial Lineage. They may cause an amount of *Mental Damage* equal to their current Aberration Rating to all chosen targets in their proximity (up to 500 meters).
* **10 points; *Lesser House-*** *The Yunsong is a member or local leader of a lesser Celestial House. They will*