Chantry (Mage)

**Chantry** I

n order to access this Background mages need to be in a formed and established Group with at least two/three other members.

Each dot in the Chantry background provides the Mage with 4 Creation Points to spend on the following:

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**Size**

The size of your Chantry matters. Smaller Chantries can be cramped and difficult to work in, while larger ones provide much more freedom and space for the mages to breathe. This aspect of Chantry may only be bought once.

Rating Description

**0.** Tiny. Somewhat cramped; 2-3 rooms.

**1.** Small. About the size of a house, or a small storefront. 3-5 rooms.

**2.** Average. A warehouse, large home or church, 5-8 rooms.

**3.** Large. A castle, an apartment building. 9-15 rooms or chambers.

**4.** Huge. A large estate or vast network of subway tunnels. 20 or more rooms or chambers.

**5.** Massive. A vast Chantry. 50 or more rooms or chambers.

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**Fortification**

This determines the quality of you Chantry basic defenses. The examples given here assume that your Chantry is a building of some kind, but that isn’t always the case. If your Chantry is an old victorian, an underground bunker, or a skyscraper just use these examples as baselines. And as always, discuss details with your ST.

This aspect of Chantry may only be bought once.

Rating Description

**0.** Insecure. Thin walls and a chain-linked fence offer poor protection. Base Dif for B&E.

**1.** Poor. Steel doors, deadbolts, and window bars, +1 Dif for B&E.

**2.**Average. Steel doors, reinforced walls, a high outer gate. +2 Dif for B&E.

**3.** Well-Fortified. The structure is made from sturdy materials; It may have steel doors, the walls may be made of cement, high-end lock. +3 Dif for B&E.

**4.** Mighty. Strong Defenses, whether the structure is made of cement, or bulkheads of steel, your stronghold is defensible, wise foes should think twice before facing you down on your own turf. +4 Dif for B&E.

**5.** Impregnable. Damn near impossible to breach. +5 Dif for B&E.

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**Guardians**

A Chantry’s Guardian is the steadfast defender of your home. They need not be human; they could be a spirit, ghost, robot, or some other sort of beast. The fluff of it doesn’t matter, but the mechanics remain the same. A 9mm, a laser gun, or a blast of pure fury could all be mechanically identical. Finally, you can go for quantity over quality. You could have one very powerful guardian, or several weaker ones.

Supernatural guardians are acquired only in-play and are built using a combination of V20 supplements. Please note that loyal, powerful Guardians don’t come from nowhere, and raising this option may require extensive justification, especially at the higher levels.

Rating Description

**0.** None. You are the defender of your own turf.

**1.** One Average Guardian.

**2.** One Above Average Guardian, or two Average Guardians.

**3.** One Exceptional Guardian, or two Above Average Guardians, or six Average Guardians.

**4.**Two Exceptional Guardians, or five Above Average Guardians, or ten Average Guardians.

**5.** One Powerful Guardian, or three Exceptional Guardians, or eight Above Average Guardians, or twenty Average Guardians.

**GUARDIAN TYPES**

**Average:** Attributes: 6/4/3 Abilities: 25 Willpower: 3 Disciplines/Arts/Gifts/Spheres: 1

**Above Average:** Attributes: 8/6/5 Abilities: 35 Willpower: 5 Disciplines/Arts/Gifts/Spheres: 3

**Exceptional:** Attributes: 11/9/8 Abilities: 40 Willpower: 7 Disciplines/Arts/Gifts/Spheres: 6

**Powerful:** Attributes: 14/13/11 Abilities: 45 Willpower: 9 Disciplines/Arts/Gifts/Spheres: 12

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**Security System**

Areas may have some sort of technological detection placed to protect them that are much more advanced than simple barred windows or strong doors. In Chantires with an active Security System, intruders must make Perception + Stealth rolls in order to avoid being caught. The difficulty of and frequency which they must make those rolls are determined by the level of Security System.

This aspect of Chantry may only be bought once.

Rating Description

**0.** Nothing. You’re on your own.

**1.** Low-Grade Security System. The location has a sort of warning system against intruders. Intruders must make a Perception + Stealth roll (difficulty 7) to avoid alerting the areas guardian(s) or tripping an alarm.

**2.** Basic Trap System. These traps catch any intruder who fails a single Perception check at Difficulty 7 upon entering. The intruder is detained until freed or until he/she breaks loose through brute strength (3 Successes on a Strength roll).

**3.** Average Trap System. As above, but the roll must be made whenever the intruder moves from one room/hall to another. 4 Successes on a Strength roll to break free. Treat as above, except the difficulty of the Perception check is raised to 8 and the roll must be made every turn or so. Breaking free now requires 5 successes on a Strength roll.

**4.** State-of-the-Art Security System. As above, but the difficulty of the Perception check is 9, breaking free requires 6 successes on a Strength roll, and the entire Chantry including any PCs who are not present in the Chantry are alerted.

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**Amenities**

Amenities describe how nice and comfortable your Chantry is. They make it feel more like a home, a proper place of learning, or a generally more pleasant place to live. Each dot in Amenities give the Mages who own the building an additional Social die when it comes to impressing visitors.

This aspect of Chantry may only be bought once.

Rating Description

**0.** Bare. Maybe an old couch, and a trash can. If you’re lucky.

**1.**Just the basics, kitchen with stove, indoor plumbing, electricity, a TV and a working phone and Internet.

**2.** A modestly decorated fully outfitted Chantry. Fully equipped kitchen, Indoor plumbing, central heating & air, electricity, Cable TV and Wi-Fi.

**3.** A comfortable, fully furnished Chantry with the full host of amenities including high-speed Wi-Fi.

**4.** All of the above, a lavish modern Chantry, unique in both style and décor.

**5.** A paradisiacal oasis in the city. A place fit for the famous and fabulously wealthy.

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**Staff**

Many large Chantries also have Staff. Mechanically, each dot in Staff provides a group of people who are capable of performing menial tasks at no cost that require no real skills or backgrounds to do. Your Staff could go out and grab milk for you, for example, but they will not be invading the local Werewolf Caern and draining it of its resources. Additionally, for any mundane projects that the Mages of the Chantry are doing, such as crafting weapons and armor, fortifying a building, or creating an art sculpture, each dot in Staff adds a single die to all of their dice rolls for the project. In the case of them being attacked or in a pinch, Staff each have a dicepool of 3 for all combat-related abilities, and no special maneuvers or powers that can be called upon in combat. They soak and deal the type of damage that whatever they happen to be can by default (usually Bashing). They always go last in Initiative. As said earlier, your Staff have to be mundane humans. Remember Paradox.

This aspect of Chantry may only be bought once.

Rating Description

**0.** None. No lackies or minions stalk your domain.

**1.** A Tiny Group, 5 - 10 people. Add one die to any project rolls.

**2.** A Small Group, 11 - 15 people. Add two dice to any project rolls.

**3.** A Moderate Group, 16 - 20 people. Add three dice to any project rolls.

**4.** A Large Group, 21 - 30 people. Add four dice to any project rolls.

**5.** A Huge Group, 31 - 50 people. Add five dice to any project rolls.

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**---Gate Ways---**

The ability to through the usage of a magic mirror or a Teleportation pad enter and leave the Chantry in the blink of an eye. The points that one can escape to are limited as the maintaining of such a gateway takes a great deal of energy to function. While these points are fixed positions indicated with an arcane marks under a trashcan or a tiny device placed on the lens of a security camera they can be invaluable as points of escape or indeed making it so you are categorically never late to dinner. Located within the chantry there will be a room one of the resident members can access and thus be whisked away to any of the locations the room itself is connected to.

**0)** Congratulations on needing to take the Bus

**1)** A single point located within a five mile radios of Chantry one can in an emergency escape to

**2)** Two placed within the bounds of the same city meaning you can always get coffee from your favorite diner

**3)**Anywhere within the country you have three Hidden places to step to should you need or want them. Makes getting home for the holidays a Breeze

**4)** Now you my dear can once again see anywhere in the world as long as its one of the four places you can port to. Have tea on the great wall of china and Dinner in Dallas Texas

**5)** It's time to get a little odd, now you can not only step places within our world with the push of a button or the incantation of a word in this special room. Now the umbra and other planes are also open to you

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**Chantry Flaws**

If you find yourself lacking in Creation Points, or are just setting up a Haven from scratch, you may wish to take some Chantry Flaws in order to pay for the things you can’t quite afford yet. Each Chantry Flaw gives a number of Creation Points equal to its Flaw rating to be distributed amongst the rest of the Chantries aspects.

**Spooky Atmosphere (2)**

There's just something unsettling about the area outside of your Chantry . It could be the estate grounds of your mansion, or the block around the old boarding house you've converted, but the closer people get to your Haven, the more uneasy they feel.

This could be the source of any number of rumors that center on your location. Sometimes teenagers, ghost hunters, or other curious supernatural beings come by to investigate...

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**Haunted (1-5)**

The Chantry haunted by one or more ghost. It actively dislikes you and enjoys making your life miserable by insulting, berating, and distracting you, especially when you need to keep your wits about you. It also has a number of minor powers it can use against you (once per story for each power): Hiding small objects; bringing a "chill" into a room, making all gathered very ill at ease; causing a loud buzzing in your ear or the ears of others; moving an object such as a knife or pen; breaking a fragile item such as a bottle or mirror; tripping you; or making eerie noises, such as chains rattling.

At the start of every story, the Storyteller rolls the Chantry Haunted rating against difficulty 6. For every success nothing happens. For every failure, the ghost will actively try to disrupt your efforts and interfere in your projects.

Yelling at the ghost can sometimes drive it away, but it may confuse any guest who don’t understand what's going on. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you.

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**Manifestations (2-4-7)**

Strange things occur around the location of the Chantry: Dancing patterns of color, temperature changes or eerie noises. No actual entity seems to be behind the phenomena.

At 2 points, the Manifestations are Subtle, and are only noticeable with a Perception + Alertness test(difficulty 8).

At 4 points, the Manifestations are Noticeable, and are noticeable with a Perception + Alertness test(difficulty 6).

At 7 points, the Manifestations are Blatant , and require no roll to notice. Such phenomena may draw the attention of paranormal researchers or other supernatural beings.

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**Custom Flaws**

Obviously Players will come up with their own Chantry concept, and their own custom Flaws for that idea. Talk with the ST about any Flaws you come up with and work out how they would work, and how much they are worth.