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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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clan eminence and covenant ascendancy chapter • ascendant one: society covenant of the benefi damned ts 291<br />

3.15 — EMINENT/ASCENDANT BONUS TO CITY STATUS<br />

Active Members Bonus<br />

1-4 No Bonus<br />

5-9 +1 City Status<br />

10-19 +2 City Status<br />

20+ +3 City Status<br />

<strong>The</strong>se bonus dots are the same as those earned in any other way (and grant the Prince and<br />

Harpies additional Status points if appropriate), but do not count in the next month’s tally.<br />

<strong>The</strong>y vanish on the last night of the month and are recalculated on the fi rst of every new<br />

month. <strong>The</strong> bonuses do not travel at all (see p. 283).<br />

Each character is likely to be part of both a clan and covenant and can benefi t from a City<br />

Status bonus from both his clan and covenant in the same month. <strong>The</strong> modifi ers are cumulative.<br />

<strong>The</strong>se bonuses can bring a character’s City Status above 5 for the month, but characters<br />

with such infl ated Status dots do not count toward the normal limits on the number of<br />

Kindred at City Status 4 and 5 in a single domain (see p. 286).<br />

ASCENDANT COVENANT BENEFITS<br />

When a covenant achieves ascendancy, it is the dominant socio-political entity in a domain.<br />

Its ideology, organization and administrative methods imprint themselves on the city, and<br />

members fi nd it easier to obtain certain common benefi ts from being in charge.<br />

Ascendant covenant and eminent clan benefi ts (see below) are cumulative — a single character<br />

can benefi t from both in the same month. If they ever come into confl ict, the covenant<br />

benefi t always takes precedence.<br />

• <strong>The</strong> Carthian Movement: Ascendant Carthians fi nd it easy to interact with the mortal<br />

world and co-exist with the mortals in the domain. By calling in a favor or otherwise greasing<br />

mortal wheels, Carthians can fi nd an improvised haven somewhere in the city on very short<br />

notice, not needing to return to their normal homes. <strong>The</strong>y cannot be left without a shelter<br />

unless they are taken outside the city. Such improvised havens do not grant any of the benefi ts<br />

of the Haven Merit, however.<br />

Once per month, every ascendant Carthian can also call on her resources to attract a small<br />

crowd of mortals (between 8 and 15 people, depending on how many would be available in<br />

the area). <strong>The</strong>se humans help out in an activity of the Carthian’s choice, whether staging a<br />

protest outside an elder’s haven or building a simple structure for a community group, so<br />

long as the activity is fairly innocuous and in line with the Carthian’s rhetoric. This activity<br />

cannot involve anything immediately illegal beyond what might be expected of non-violent<br />

protesters. A sit-in is reasonable, but an armed uprising or robbery is not. <strong>The</strong> mortals also<br />

have no particular loyalty to the Carthian in question, so do not risk their lives or a lengthy<br />

jail sentence unless other means are used to convince them.<br />

• <strong>The</strong> Circle of the Crone: Circle members fi nd it very easy to develop small groups of mortal<br />

followers. Most of these people are typically convinced that they’re involved in nothing more<br />

than a pagan worship circle. By making requests for help in ritual research or observances, a<br />

Circle member can use these mortals to help out with large rites (provided they don’t violate the<br />

Masquerade), or to perform tedious and mundane research and acquisition of materials involved<br />

in rites. Ascendant Acolytes thus gain the equivalent of two dots of the Allies Merit in the fi eld<br />

most useful to pursuing their research. So, an Acolyte whose occult studies focus on the lessons<br />

of the plant world might gain an Ally in the park service or the city’s botanical garden. This is a<br />

separate instance of the Allies Merit and does not combine with any similar Merits a character<br />

may already have. This Merit cannot be used for tasks that are overtly supernatural or illegal.

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